Character Creation Rules

Process

  1. Buy Traits
  2. Buy Attributes
  3. Buy Skills
  4. Buy Gear
  5. Decide on a signature weapon (if appropriate)
  6. Give your character a name
  7. Define your role on the ship
  8. Think of three secrets about your character and give it to the GM. Don’t let the other players know what your secret is.
  9. Answer the GM’s list of 20 questions
  10. Decide as a group what ship you want
  11. Add anything else you want (with GM’s approval)

Character’s Traits and Attributes

Greenhorn players get 42 points to spend on traits and attributes.

Traits

Traits help define your character’s personality, talents, preoccupations, and hidden secrets.

See page 67 for complete list of traits.

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Attributes

Attributes are the qualities that describe a character’s physical and mental makeup. The physical Attributes are: Agility, Strength, and Vitality. The mental Attributes are: Alertness, Intelligence, and Willpower. Each Attribute is rated by a type of die—the more sides the better.

Agility

Agility represents quickness and physical coordination. A high Agility could mean your character can twirl two pistols and leap on the back of a moving horse without screwing up either action. A low score might well mean you have four left feet—two on the ends of your legs and two at the ends of your arms.

Strength

Strength tells you just how strong your character is. A high Strength means you can kick down doors, win arm wrestling contests, or break someone’s jaw with a good right hook. Low scores mean you have trouble carrying your own luggage.

Vitality

Vitality is a measure of toughness and general health. High Vitality characters avoid catching the flu, can drink their buddies under the table, and run from the law without getting winded. Crew with low Vitality should stay away from people with colds and never drink the local water.

Alertness

Alertness represents intuition and observation. A character with a high score might hear the stealthy footsteps of an Alliance Operative sneaking up on the group, notice an important clue caught in the bushes, or know the instant a fellow is lying. Someone with a low Alertness doesn’t notice that his fly is unzipped.

Intelligence

Intelligence is smarts—plain and simple. Crew with high Intelligence are bright and inventive,
able to think their way through complex situations, or solve puzzles that would confound lesser persons. Those with low scores might have trouble understanding big words or experience difficulty remembering complicated plans.

Willpower

Willpower is about determination and force of personality. A high score means a character can resist intimidation (and even torture), can convince a person to do his bidding, and can push on even when his body is about to give up. Those with low Willpower might be easily fooled, back down at a threat, or take the easy way out.

Cost table for Attributes

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Character’s Skills

Greenhorn players get 62 points to spend on skills.

Maximum dice type for General skill is d6. e.g. Use of any gun maximum is d6. Specialise in Shotgun and you can go up to a d12+d4, but only for the shotgun. All other weapons are d6.

See page 67 for complete list.

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Character’s Gear

Depending on which traits you have picked, there are three possible starting amount.

See Chapter 3 for a full list of available gear.

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Signature gear

Besides looking cool with it, the choice of gear is the one thing that you will carry everywhere. As GM I will assume you will not carry any other gear unless you tell me.

Secrets

Provide the GM with 3 secrets about your character. What is the character hiding that he doesn’t want his other crew members to know? This allows the GM to customise adventures which will tackle the secrets.

The GM’s 20 questions

The purpose of the question is to allow you the player to get a better feel for your character and at the same time allow the GM to get a feel how your character would respond in certain situations. Hopefully allowing the GM to make more interesting stories and help your character develop through the story lines. Please note the questions are meant to be gender neutral. Here are the 20 questions:

  • What is your character’s name? Does the character have a nickname?
  • What kind of distinguishing facial features does your character have (if any)?
  • What is the default character dress code?
  • Where was your character born? Where has she lived since then? Where does she call home?
  • When has your character been in love? Had a broken heart?
  • What is the characters most treasured memory?
  • What is her biggest fear? Who has she told this to? Who would she never tell this to? Why?
  • What is your most treasured possession?
  • Your character is getting ready for a night out. Where is she going? What does she wear? W* * Who will she be with?
  • What is one strong memory that has stuck with your character from childhood? Why is it so powerful and lasting?
  • How would you like to die?
  • What is your character’s motto?
  • What is your idea of perfect happiness?
  • What is the trait you most admire in others?
  • What is the trait you most deplore in others?
  • Who are your character’s friends and family? Who does she surround herself with? Who are the people your character is closest to? Who does he wish he were closest to?
  • Where does your character go when he’s angry?
  • What is the quality you most like in a man?
  • What is the quality you most like in a woman?
  • What do you most value in your friends?

Choosing a ship

All ships within the Serenity RPG Core book and the Six Shooters & Ships add on are allowed.

Any other ships are with GM’s approval only.

Character Creation Rules

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