Preamble
Before we begin, there’s a fair amount of cleaning up to do.
Firstly, my dogs ate two of my character sheets, so I needed to crawl through my own session reports to try to piece together character stats by looking at rolls and their noted modifiers. Where I didn’t have any rolls, I re-rolled their stats. I also printed out new character sheets and transcribed their classes, inventory, talents, and inventory to them. Whew.
Second, here’s a list of the crew and their backgrounds and names:
- Pike, Colonial Halfling Chirurgeon (F)
- Vaula, Bisonian Barbarian (F)
- Ense, Bisonian Urchin (M)
- Utapishtim, Volpithi Scion Gnome Kidnapper (F)
- Gudrun, Devlienner Indentured Orc Servant (M)
This makes the ships’ CRW stat equal to 5. The crew doesn’t have much in the way of gear (effectively, nothing). They’ll also gain XP as the characters do. At level 1, I need to randomly increase stats 18 times - that is, random character, random stat, increased by one. I’ll also get a specialist, which we’ll need to roll.
My resulting stats:
Pike S:7 D:7 C:8 I:9 W:7 Ch:7 HP:3
Vaula: S:8 D:8 C:8 I:8 W:7 Ch:7 HP:3
Ense: S:8 D:8 C:7 I:7 W:8 Ch:9 HP:3
Utapishtim: S:7 D:8 C:8 I:7 W:7 Ch:7 HP:3
Gudrun: S:7 D:7 C:8 I:8 W:8 Ch:8 HP:3
Finally, who becomes a specialist? Vaula! Vaula becomes… an Engineer. Once per day, re-roll a SPD check. Cool. A Bisonian in engineering.
Finally, backstories, tags, and characterization. This is important for this game specifically because I am acting as the GM and emulating the party using Triple-O. So that means I need to be informed by their stories and tags as to how they should act. I used Mythic Magazine Vol. 8, “Generating Compelling Backstories”, and with the help of my good friend Torin, threw together some interesting ones. Enjoy!
Rawyn
Indiana Jones type, always bored unless he’s in the thrill of adventure. Studies and even venerates the ancient empire that predates modern Solarians on Solaria.
Along with his mentor, made new discoveries about the antediluvian Solarian empire of Bau. The mentor came up with a magitechnical theory, and needed a particular power source to activate his design.
The only power source that would work was so rare that the only one that could be found was in the hands of a collector with ties to the Syndicate. It was a strange, repulsive, biological device that was referenced in ancient writings about the Bauan Empire’s rise to power.
The pair got ahold of it, at considerable personal risk, and a Syndicate “handler” was assigned to them to observe and make sure they didn’t abscond with it or destroy it.
Unfortunately, the magitechnical design failed, critically, and the power source was destroyed, and both Rawyn and the mentor were serious injured. Rawyn lost his arm right arm below the elbow and it was replaced with a prosthetic. The mentor was apprehended by the Syndicate while hiding Rawyn’s involvement, and Rawyn pursued to free him, but by the time he reached them, the mentor had already died of the wounds he suffered. Rawyn was then taken by the Syndicate in their stead.
Aylvrik
Aylvrik grew up an only son. His mother died in childbirth, so it was only he and his father. As a young boy, a plague burned through the world, hitting rural villages particularly hard. He and his father were made into refugees, fleeing the illness and trying to find a new home.
In their travels, the pair came across an orphan girl, and brought her with them. The girl’s name was Kariel, and she was two years younger than Aylvrik. Her parents had died in the plague and she had taken to begging and stealing to survive as she too fled.
Eventually, the plagues subsided and this newly assembled family found their place in a small city where Aylvrik’s father could work, and became indentured in exchange for land and a home. Aylvrik too was indentured when he came of age, hoping to accelerate the repayment of his father’s debts, to relieve of him of his indenture.
Kariel took her own approach to life in the city. It wasn’t long before she had ingratiated herself with thieves’ circles. She quickly became an expert. Aylvrik knew about her profession and constantly tried to dissuade her from it, but Kariel was as stubborn as she was adept. She was regularly gone for months at a time, as long as a year once, but Aylvrik and his father kept the door open to her the entire time.
Eventually Kariel pulled a con on the wrong noble, and the law came crashing down on her. From prison, she wrote a letter to Aylvrik asking for help - to pay her bond and debt to her target, to get her released from prison. Aylvrik had nowhere near enough money to pay for this, and nervously, reluctantly, turned to gambling. He racked up significant debts, but eventually managed to get enough coin on hand to pay for Kariel’s bond, and did so. But before she was released, Aylvrik himself was captured by the loan sharks and gambling ring owners that he had become indebted to. He was sold by them to the Syndicate, to be hauled off to who knows where to do who knows what.
Unbeknownst to him, Kariel found out about his capture after he was released, and pursues him even now, swearing to return the favor and free him from his captors.
Daeniel
When Daeniel was asked to infiltrate the Signatories of the Mother, a strange sect of religious fanatics whose influence was expanding wildly but whose motives were unclear, he wondered what could possibly make him the one for the job. The regional viceroy had called him up from a relatively unknown, low position in the King’s Bank. He was fine with numbers, and could get along with the upper crust of society without embarrassing himself. But what did he know about politicking, subterfuge, and skullduggery?
Nevertheless, the King had called upon him to serve, and so he did. He left the city of Stonearches, created a new persona, and became an initiate of the Signatories. The rites were simple and harmless, and he was welcomed as anyone else would be. He was unsurprised to find that knowledge of the group’s structures and dealings were compartmentalized as well as any military. His growth within that structure was slow and agonizing, mostly because of the persistent rumor that he was from a foreign nation.
He set out to discover the source of this rumor and followed the whispers to an older man from several echelons above him. Quinaes Highweave had recognized Daeniel - but due to the man’s advanced age, had misidentified him as not of the King’s Bank, where Quinaes had once had business, but of a neighboring kingdom, an economic and military rival.
Ultimately, those rumors would end Daeniel’s chances of infiltrating the Signatories, as Quinaes was found dead of highly suspicious circumstances; Daeniel had nothing to do with this, but lies circle the world while the truth is lacing up its boots, and Daeniel was forced to flee back to Stonearches and report his learnings and his failure to the Viceroy.
After reporting back, he was placed back in his normal duties with the King’s Bank. Months later, arriving at his home after a day’s work, he found his apartment destroyed, overturned, and a dangerous, crazed looking woman, wearing leather armor and carrying the tools of a bounty hunter there searching for him. Qinaes’s daughter, Enophia, a trained fighter and spy for the Signatories, was seeking him, seeking revenge for the death of her father which had been falsely laid at Daeniel’s feet.
Daeniel fled, barely evading the woman’s pursuit, but successfully. Long enough to book passage to the Ring nation of Navidem, where he imagined he might ply his trade out of reach of the Signatories and their ilk. But poorest fortune struck then, as the transport he journeyed on was captured by Syndicate thieves, and he was condemned to a short life of forced labor.
Zasha
Zasha is a member of a barbarian tribe of the tundra northlands of his world, Arpai. His tribe, the Black Tree, resisted early colonization and retreated out of reach of those who would subdue them. In doing so, his tribe lost their ancestral home, but maintained their fierce independence.
As a young man, his tribe agreed to parlay with the colonizers, though they would never accept subjugation. It was intended that they find a way to coexist with the Calrivian forces, to draw boundaries and find mutual understanding. But at the end of this meeting of leaders, the Black Tree were betrayed and ambushed by the woman who represented the Calrivian legions. The tribe leaders, and a great deal more, were slaughtered in the ambush.
Included in those who were ambushed was his mentor, Lowarr. Lowarr trained Zasha in an ancient form of martial art, but his training was woefully incomplete. His mentor was taken by the Calrivians and loaded onto a ship destined for the Calrivian home world, but after a struggle in which Lowarr slew many of his captors, he was killed by the same Calrivian woman who ordered the ambush of his tribe.
His training incomplete, Zasha made a plan to track down the woman and avenge his people. He found a way to join the colonizing legions, and eventually ingratiated himself such that he could be transferred off world, to the colony, Dishk, that the woman was reassigned to subjugate. When he arrived there, he quickly found her and assassinated her in the dead of night.
Fleeing the city, he was captured by Syndicate slavers who shackled him and took him aboard their ship.
What’s next?
I’m going to comb through the backstories to pick out some traits and tags that will help me emulate these characters.
And then, we’ll set up the next chapter for these characters and the crew! They’re currently stranded on a disabled vessel, the front half torn off, and with no idea where in the astral sea they are currently stranded. They will have to work together to figure out how to move this thing, or how to escape from it - but can they trust any would-be rescuers?
And what then? Where do they go? They have no idea how to get home, where their home worlds are, or who might be pursuing them. Stick around for the beginning of what will hopefully be a lovely campaign!