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Building Your Settler for Del Paraiso

Del Paraiso: Discover + Adapt + Thrive uses the Alien: The Roleplaying Game and pulls from the associated media universe. Alien RPG is based on the Year Zero Engine, which has players generate pools of six-sided dice, called d6s, rolling them, and counting up the 6 results as successes. In addition to the Alien RPG, it is was first used in the Mutant: Year Zero RPG and also in the Tales From the Loop RPG. Fiction Suit has generated a form-fillable Character Sheet here (PDF), while the original is available from Free League.  

Creating Your Character

There are a few simple steps to build your character. We have added some additional questions to consider your character in relationship to the world of Del Paraiso. These questions will help guide your actions in the game world. We'll start with those.  

Defining Your Settler

Why pursue settlement?

Your character hopped onto a rocket and was blasted into the vault of night for a reason. What is in this for your character? Are you fleeing something? Do you have a goal that the destination of the Enoch System might help you fulfill? Is there a deep-seated need that you must fulfill? Is it a passion to do or have done something? Or is it a darker mania that has driven you into the abyss of space?   This need not be complicated and, in a pinch, choose one from the below (or roll a d6 and use that one):
  1. My debts back home grew too large for me to handle. I'm fit and clever, so I thought I'd leave them behind.
  2. I've always been a bit of a numbskull, so I thought settlement would be a real clean slate, a chance to prove myself.
  3. The stars have always, always called to me. Even when we moved to the city, I dreamed of the stars beyond the cracked street lights. I knew I'd find an answer out here someday.
  4. The only way to pursue my research is to find it out in the planets in the vast dark of space. I have an inkling of what I'll find out there, and in time, proof.
  5. I have to get away. There are things here: mics hidden in the communicators, cameras in the lights, speakers in the vents. Out there in the new world, I can get away from all of that and finally feel like I am myself again.
  6. Oh yeah, there's wealth out there; mines unplumbed and fields to plow. I'll make riches, pay off the Company contract, and be able to make mine mine.
 

Who do you know from home?

Name a character, either another player character or someone locked in cryosleep, that you are looking out for. You may have a bit of a history or it could have been from the workshops and training prior to launch. Describe what your character likes about them, give them a one-sentence physical description, three personality keywords, a name, and a primary job. Are they part of the initial crew or are they still sleeping?  

Who did you leave behind?

Name one person who is still on Earth that you think about. This could be family, friend, colleague, rival, boss, or even an old assailant. Name them, give them a brief description, and clarify your connection to them. What do you wish you could say to them, do for them, or do to them? This is someone who may come to you in your quieter, restless moments.  

What tradition will you continue to practice?

There is something that you still do on a daily, weekly, monthly, or annual basis. Perhaps it is an expression of faith or worship, a family meal tradition, a story or style of music, or community festival. Describe how it looked or was practiced on Earth. As you meet other characters, take not of who you wish to include in your practice in the settlement.  

What is your secondary specialty?

All Del Paraiso have a secondary specialization in addition to their primary profession. This is a skill set that will help you understand, explore, develop, and secure the new world. Choose one of the below, roll a d66, or suggest one to the Game Mother.   11. Dumb Luck: You lack a second profession, but dumb luck got you on board and may serve you on planet, too.
12. Construction Manager: Your skills are practical and handy in literally founding the new colony.
13. Water Resources Specialist: You will be essential in setting up plumbing and water purification.
14. Energy Generation Specialist: You're a go-to about the Del Paraiso for managing energy systems and will be essential for local energy generation.
15. Recycling & Waste Manager: It is a dirty job, but someone has to do it. You are keen on reuse and often know how to scrounge scrap into something new.
16. Agriculturist: Del Paraiso has a massive seed bank of potential plants and you will be the go-to for how you're going to feed the burgeoning settlement.
21. Aquaculturist: With so much new sea life and the curious highland freshwater sea, feeding the immediate population may be easiest by seeding and harvesting the seas.
22. Ecologist: You take a look at the big picture of the landscape and can often discern systems that are at play that others would miss.
23. Hydrologist/Meteorologist: You quickly make sense of water flow, incoming weather systems, and the impact of water and climate on the landscape.
24. Geologist/Soil Scientist: You quickly understand the lay and roll of the land as well as the potential for landscape use (construction, mining, etc.).
25. Botanist: You are well-versed in terrestrial plant-life with a sub-specialty in what nutritious crops could be harvested.
26. Animal Behaviorist: At a glance, you can understand the role of an animal in the food web and its likely behavior in response to unfamiliar fauna (such as humans).
31. Marine Biologist: 70% of Enoch III appears to be covered in water and Enoch IV's high albedo indicates a likely ice crust with a liquid ocean below; you'll have plenty to study.
32. Microbiologist/Virologist: With microscope and related equipment you can better understand the invisible world beneath the surface or within the bodies of your fellow crew.
33. Epidemiologist (Disease and Social): A strange world likely includes strange new pathogens or sociological impacts on the crew; you are keen to noticing and tracking such afflictions.
34. Mining Supervisor: There's a bill to pay back and a settlement to build, so you're equipped to unearth the riches of this new world.
35. Manufacture Specialist: Give you the raw resources and you'll be able to get a final product together.
36. Industrial Generalist: By manufacturing, energy production, and shipping off valuable ore you'll make your fortune yet.
41. Security Specialist: Keeping property and people safe is your job, and you're getting paid for it by the Company; hopefully that doesn't mean keeping the settlers in line, too.
42. Investigator: If goods go missing, a terminal is vandalized, or someone ends up dead, you've got a notion of looking into it.
43. Security Roboticist: Gun turrets, modified powersuits, and surveillance protocol are your bread and butter; and you're probably used to sleeping with a gun under your pillow.
44. Maintenance Lead: You handle the day-to-day work that will keep the settlement running; therefore you're well-suited for noticing when someone is acting strange or something has gone missing.
45. Robotics Manufacturer: Get stuff whirring and spinning for the mines, the security, and the labs, not to mention any replacement parts for vehicles!
46. Robotics Programmer: Someone else gets the things built, you get them running for resource surveying, drone piloting, and keeping automated systems operating.
51. Propulsion Specialist: You know how the big darn Del Paraiso moves and how to make sure it moves well; you may even be able to turn the Del Paraiso's capacities to larger, potentially destructive projects.
52. Life Support & Cryochamber Specialist: There are thousands of passengers aboard that are expecting to awaken into the foundational settlement, though cryochambers can also be used to contain infections or keep the gravely injured alive.
53. Navigator: You know the best paths between Point A and Point B, where to check if a team goes missing, and how best to travel rendezvous with interstellar passersby.
54. Trading Liaison: Most of these settlers have a debt with the company and you are going to help pay the debt back, either directly to the company or with side case from lucrative greased palms with other corporations, ships, and stations.
55. Small Craft Pilot: Whether it is an ATV, a propelled raft, or something that can explore caverns with relative ease, you're a good driver for it.
56. Heavy Machinery Pilot: You're used to earning your keep with a powerloader, mining equipment, drilling rigs, and even the odd light-body aircraft.
61. Human Behaviorist: Performance review and enhancement specialist, some may see you as Human Resources, but you know how to push people to their limits... maybe beyond.
62. Corporate Liaison: You're a stickler for the contract you've signed and, for better or worse, that's established you as a deputy of sorts; a deputy on behalf of the company.
63. Philosopher/Ethicist: Some may consider you more a thinker than a doer, that's just because you take into acount more of the impacts of actions than those around you.
64. Musician/Entertainment Historian: You bring a little bit of life from home and are eager to relieve the stress of your fellow settlers.
65. Librarian & Media Specialist: You are a scholar of the planet you've left behind and can use the vast stores of the Del Paraiso to provide insight and amusement to your fellow settlers.
66. Temple Preacher: The Temple sponsored the Del Paraiso and you speak on behalf of them on ship and speak the divine words on Enoch III; you have many responsibilities, supreme among them to serving the Temple.
 

Consider your most aligned background

  Colonists are drawn from a variety of professional and cultural backgrounds. Backgrounds include:
  • Pioneer: Survival, construction, and agriculturally experienced individuals represents the vanguard of colonial efforts. Their skills are highly valued to aid in rapid founding of first colonies and subsidiary camps, including resource extraction zones.
  • Corporate: Trained leadership to maintain structure, regular reporting, and repayment schedule regarding the Declaration and Deed of the Del Paraiso.
  • Scientific: Professionally trained biologists, hydrologists, geologists, meteorologists, oceanographers, and cartographers. An additional complement of engineers included to coordinate between Scientific and Pioneer backgrounds.
  • Devout: A significant portion of the [BLANK] Temple backed the Del Paraiso, warranting placement aboard the ship. Investment by the Temple has already funded the Devout background colonists, who are not liable for repayment of their associated share, though they may maintain commitment to the Temple itself.
  • Paramilitary: Due to the loss of the USCSS Prometheus and the colony ship, The Covenant, military-trained personnel are standard issue aboard extrasolar vessels. This culture may be aligned with another (such as a corporate mercenary or a devout guard), or be specifically in it as the job.
For more on backgrounds, see Backgrounds, Allies & Rivals .

Choose One:
Why must the Del Paraiso succeed?
Why might the Del Paraiso fail?

Answer the question of your choosing in one to three sentences.   Now that we've covered the questions for our crew, we can build the mechanics of your character.  

Constructing Your Character

Choose your career

Your career is a starting point for the mechanics of your character. Careers influence skills, talents, and gear. You can find more information about careers in the Alien RPG Core Rulebook on pages 38-55.Available settler careers include:
  • Colonial Marine (Strength): Trained in combat and to keep your cool, you take orders and look good doing it. Unlike most of these yocals, you are getting paid to be here. Player Role: As a Marine, you'll be keeping other characters safe, taking hits, and kicking ass. Expect to get and dish out hurt.
  • Company Agent (Wits): You represent the demands of the Company and know that whatever those demands are, they come first. Player Role: The Company Agent will push other characters into situations that reveal mystery and danger, sometimes even into taking a bullet or bite for you.
  • Medic (Empathy): Prepared with stimpacks, bandages, and supplies, you will keep everyone else in top physical shape while keeping a keen eye out for threats. Player Role: You will keep others running when they think they're spent and cite your secondary specialty for further guidance when teams appear to be well.
  • Officer (Empathy): A commander and negotiator, you are capable in a tussle, but aim to maintain order in the face of uncertainty and danger; when others doubt, you must lead. Player Role: You are a leader in the field, often directing the decisions of others and resolving interpersonal conflict, though crew may grumble at the resolution.
  • Pilot (Agility): You're keen with moving big vehicles well and know your way around user interfaces. You may buck at taking orders, but you're still getting things done. Player Role: You took this job for a reason, so when it comes to planetside work, refer to your answer to, "Why pursue settlement?" and your secondary profession; in the meantime you'll be responsible for getting the settlers to Enoch III, moving them through around, and possibly pushing for off-world exploration.
  • Roughneck (Strength): Get things done and make your fortune. You're tough, capable, and aim to keep everything running smoothly. If you happen to strike it rich in the process, you'll pay off your share and start building that seaside getaway or mansion on the face of the planet. Player Role: There's a lot of gear aboard Del Paraiso and you're used to using it for the higher ups; you'll take order and push the plot
  • Scientist (Wits): There are mysteries to discover in this new system, finally piecing together mysteries that you have been stewing over for years, if not decades. Player Role: Expect to push the exploration and experimentation of other characters; you may also be more understanding of the mysteries and generate situations to progress the plot.
 

Spend points on your attributes

When rolling a skill check, you'll roll Attribute + Skill + Stress + Other Modifiers in dice; so basic Attribute points will help you in all three related skills. To start, you have 14 points to assign. Each Attribute has a minimum of two and maximum of four; your key attribute (based on your Career) has a maximum of five. Example Attribute spreads are 5, 4, 3, 2 or 5, 3, 3, 3.   Playing An Android: The Del Paraiso is equipped with androids, or "synthetic persons," though most people consider androids as appliances. If you're interested in playing as an android, speak with your Game Mother.  

Spend points on your skills

When rolling a skill check, you'll roll Attribute + Skill + Stress + Other Modifiers in dice. Skills define what your character excels at. There are twelve skills, each associated with an Attribute (noted in parentheses):
  • Close Combat (Strength)
  • Heavy Machinery (Strength)
  • Stamina (Strength)
  • Comtech (Wits)
  • Observation (Wits)
  • Survival (Wits)
  • Command (Empathy)
  • Manipulation (Empathy)
  • Medical Aid (Empathy)
  • Mobility (Agility)
  • Piloting (Agility)
  • Ranged Combat (Agility)
You have 14 Skill points to assign. Careers list specific Skills that can have up to 3 points assigned while other Skills can only have 1 Skill point assigned. An example Skill spread is 3, 3, 2, 1, 1, 1, 1, 1, and 1.  

Choose your career talent

Characters start with one talent. See Chapter 4 of the Alien RPG Core Rulebook or work with you Game Mother to determine your starting talent.  

Name your character and pronoun

The Alien RPG Core Rulebook provides example names if needed. Also define the pronouns your character prefers.  

Describe your appearance

Give your character a key detail that is commonly noticed such as a facial scar, hair style, a distinctive hat, noteworthy glasses, a mission patch, tattoo, or something else quickly identifiable. Consider their other features as well. Additional options are included in the Alien RPG Core Rulebook.  

Decide on your personal agenda

Reflect on the character you have created, including the questions to start. What agenda brings them to where they are as they awake aboard the Del Paraiso? Your personal agenda will be used to motivate your character and aware story points at the end of sessions. Personal agenda will be shared with the Game Mother.  

Choose your Buddy and choose your Rival

As you are introduced to the other character, decide on your Buddy. This is someone who you stick with and who looks out for you. Perhaps you've worked together in the past, have a familial bond, or both like the same style of music. Define this.   Also, keep an eye out for identifying your Rival. This is someone who you grate against, who you want to one-up, and who you smile when they fail. Rivalries can be played for laughs, rely on a tumultuous history, or lean into differences in culture and profession. When things get tense, don't hesitate to throw your Rival in the way of trouble to save others.  

Describe your signature item

There is an item that gives you comfort in times of anxiety and stress. Perhaps you rub it like a lucky charm, make it play a favorite song, or brings you back to a safe place or person. Describe it and its history. For more information, see the Alien RPG Core Rulebook or work with your Game Mother.   Be sure to share your character sheet and other answers with your Game Mother. Some of these steps have been modified from the Alien RPG Core Rulebook. You can purchase your core rulebook from your friendly local game store or from the publisher, Modiphius.  

Health is equivalent to Strength plus Stamina

Indicate how much health you have, which is equivalent to your Strength score plus your Stamina score.   Now you're just about ready to play. You may have a few blanks, and that's okay. As long as you have a good sense of how your character will play, you're good.   You may wish to read or refer to the Shareholder Agreement at some point. Most characters have an obligation to the Company, Seegson , to repay their portion of the trip before they can earn their own capital. This is a form of indentured servitude used by the corporations to fund colonization efforts. In addition, you may wish to read Experience & Advancement to understand how you will "level up" your character.

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