Creating a new character consists of several steps:
Species Selection
The first step in character creation is choosing the species, each species have different characteristics and abilities since it's not the same playing a two meters tall hulk than a small CPU box.
Androids
Androids are made to reflect humankind in several aspects. As such they are not much different from what humans used to be, except in several aspects:
- Hard to Kill: Androids are very durable, they ignore any result of Critical Damage that makes the die except if their heads are destroyed (8+ Critical Damage to the head). If their body is destroyed (Critical 9+ to the Body) they are still alive but unable to move anything except their heads. Also ignore Critical Damage effects that make them bleed, vomit or asphyxiate. All damage to characteristics is temporary as they can be repaired.
- Made of metal: Androids gain the Unnatural Toughness (x2) ability and tow extra Wounds. Also, they are unaffected by vacuum, asphyxiation, poison, and disease, as well as other maladies that only affect organic beings. On the other hand, this makes them completely unfertile. Despite being machines, they are not completely shut down by EMP, instead being Stunned if they fail a Toughness check (-20).
- Mechanical biology: Except for Characteristic Damage, they don't heal naturally nor can use Medicine but they can be repaired with Tech Use, taking one hour to repair 1 Wound plus 1 per Success Level of the Skill Check. They don't need to sleep, eat, nor have other organic necessities but they need to recharge their batteries every 3 days or they will shut down in unanimated suspension.
- Mechanically Compatible: Androids are highly compatible with bionic implants, as such they can just "change pieces" in 2d20 minutes without further complications.
- Resistant: While not immune to fear or radiation, they are highly resistant to them. They ignore Fear (1) and have a +20 on all fear tests, including Pinning because they know they are hard to kill. Also, they apply a +20 to any check to resist radiation.
Bots
Bots real bodies are CPU boxes connected to machines.
- Inbuilt PDA: They benefit all the time from the benefits of a PDA with an internet connection, including any app they desire to install. As their minds are separate things from the PDA they themselves will not catch malware from the PDA. They also have voice synthesizers.
- Machine: They have the Machine Trait. They don't need to sleep, eat, nor have other organic necessities but they need to recharge their batteries every 10 days or they will shut down in unanimated suspension. Despite being machines, they are not completely shut down by EMP, instead being Stunned if they fail a Willpower check (-20).
- Small and Frail: Their real bodies don't have Strenght, Agility, or Toughness characteristics, only a Wound, Natural Armor of 4 and are subject to Sudden Death in their helpless real bodies. They have a Srawny size and they lack any autonomous movement. If you have any other option in this section that penalizes your absent characteristics, you chose to which characteristic penalize instead.
- Machine connectivity: They can be connected to most Gairan machines, including drones, servitors, and vehicles but not the major complicated machines like large spacecraft and Major AI controlled machinery as well as, generally speaking, anything bigger than 300T, but in such cases, they can control smaller parts of it. They gain a +10 on any pilot skill check and count as trained in Pilot or Drive and the Weapons of the vehicle (if they are part of the base design, not if they are added by other means) if they have the proper drivers installed, they also gain this bonus on the skill related to the machine if it is constructed to do a specific task. They cannot be damaged unless their vehicle is destroyed (In case of Drones/Servitor dead, in case of vehicles Critical Damage 8 or greater). When piloting a Drone/Servitor they use the S,T, and Ag abilities of the body as well as the WS, BS and Per if they are better.
Shervken
Shervken are similar to humanoid ducks the size of a child and by some people punny looking. Despite that they should not be underestimated: a shotgun carried by a midget can still kill, especially if you didn't see them coming.
- Scrawny size: Shervken are very short, and because of that are considered Scrawny Sized.
- Water-Adapted: Shervken are excellent swimmers, they move twice their movement underwater. Also, they can hold their breath for 10 minutes plus 10 minutes per Toughness bonus. Gain a +20 bonus to swim checks.
Doomers
Doomers are the only survivors of the human species. Because of that, they are very similar to their origin species, but with a few differences, they have an ash-like complexion and are completely blind.
- Uncanny resistance: Doomers are completely immune to even the highest exposures of radiation to a point that even science fails to explain. Also, they have a +20 on any test to resist Toxins or Diseases.
- Used to the stars: They are immune to any kind of space travel sickness, also they don’t treat Low nor high gravity as difficult terrain.
- Completely Blind: Doomers automatically fail all tests based on vision and automatically fail all Ballistic Skill Tests outside their Sonar Sense. If Sonar Sense is negated take a –30 penalty to Weapon Skill Tests and most other tests that ordinarily involve or are benefited by vision. If given a bionic to give them sight they still have a -30 to vision-based checks (and ballistics outside Sonar Sense) and -15 to checks benefited by vision, as they cannot completely adapt to the use of sight. They have special google devices that allow them to locate enemies at long range by heat vision or movement detectors and nullify their inability to do Ballistic Skills Tests on them, but it takes a Full-Aim action to properly calibrate and use it to shoot at a detected enemy.
- Sonar Sense A creature with this Trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 meters. They have a +20 to Hearing checks and can use them to detect creatures inside the Sonar Sense.
Varana
Varana are big, hulky, and scary crocodile-like people. Despite being generally bad at aiming some of them specialize in ranged equipment to take advantage of some of their abilities:
- Hulking Size
- Auto-Stabilized
- Brutal Charge
- Limb Regeneration: They can regenerate whole limbs in 1d10 - Double their Toughness bonus days of rest (Min half a day). Their bionics have to be constructed with special coatings that halt the regeneration to work properly.
Formicida
Formicida are an humanoid arthropod-like species.They are unable to speak or even process oral language without their special devices, they even require specially written languages to read (Luckily their PDA often has translation software for reading texts).
- Mute: They cannot talk without the use of a voice synthesizer with other species. Neither can understand what the other says without special audition equipment.
- Chitin: They have their bodies recovered by a hard layer of chitin, which gives them a natural armor of 1.
- Natural weapon: They have retractable chitin blades (1d10 Tearing, AP -1, Non-primitive) that they used to burrow the stone of their native world.
- Ultraviolet vision: They gain the trait of Dark Sight.
- Burrower: They can use their chitin blades to carve tunnels. In stone, they have Burrower (1) but in soft material, they have Burrower equal to their agility Bonus. They can cut steel with their blades but not fast enough to use their burrower abilities.
Clones
Clones are very similar to how humans were, except for a few quirks that all of them have. There are several strains available, made to adapt to different environments. While first-generation Clones tend to be from a single strain it is unavoidable that different strain mix across generations. Thus, a Clone chooses 3 traits from the following lists. Traits listed as physiology are incompatible with each other.
Felid strain |
|
Cat physiology |
+5 Agility, +5 Fellowship -5 Strenght |
Cat Senses |
+10 Hearing, ignores penalties from dim lightning |
Catfall |
As the Talent of the same name |
Fitohuman strain |
|
Fitophysiology |
+5 Toughness and Willpower, -5 Perception |
Clorophila |
No need to eat as long as there is sunlight available |
Bark-like skin |
Natural armor 2 |
Atlantean strain |
|
Atlantean physiology |
+5 Toughness |
Amphibious |
They are able to breathe in both water and land |
Fast Swimmers |
Gain a +20 bonus to swim checks and don't suffer penalties from the equipment on swim rolls. |
Stout Strain |
|
Stout Physiology |
+5 Strenght, +5 Toughness, -5 Agility |
High Gravity Body |
They ignore the penalties of High Gravity Environments. Also, increase by 4 their Strenght Bonus on carrying capacity out of High Gravity Enviroments. |
Resistance (Cold) |
As the Talent of the same name. |
Rolling Characteristics
The second step in generating a character is rolling the characteristics. They roll 2d10 in order a total of 9 times for each characteristic and add the bonus of their species. You can choose a single predilect characteristic to roll twice and keep the better result.
Species |
WS |
BS |
S |
T |
Ag |
Int |
WP |
Per |
Fel |
Androids |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
Bots |
+25 |
+25 |
- |
- |
- |
+30 |
+25 |
+25 |
+20 |
Shervken |
+25 |
+25 |
+20 |
+20 |
+30 |
+25 |
+25 |
+30 |
+25 |
Doomers |
+25 |
+25 |
+25 |
+30 |
+25 |
+25 |
+25 |
+25 |
+25 |
Varana |
+25 |
+20 |
+35 |
+35 |
+25 |
+25 |
+25 |
+20 |
+25 |
Clones |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
+25 |
Formicida |
+30 |
+25 |
+30 |
+25 |
+30 |
+25 |
+20 |
+20 |
+20 |
Place of Birth
The next step is choosing your place of Birth environment, which looks like the Rogue Trader mechanic of choosing the Origin World but in the Fall of Gaira is unusual to have worlds dedicated to only one purpose but instead large sections of a single planet dedicated to one task. In the same way, as the background differs, the fluff of the bonuses may differ.
- Hostile Zone: Like Death World. Starts with 2 Fate points and 5 + Double Toughness Bonus Wounds. You were born in a dangerous location, either because of a harsh climate or dangerous fauna and/or flora around you (or even abominations). While others could afford to relax you knew that living another day was not granted.
- Hive City: Like Hive World. Starts with 3 Fate points and 4 + Double Toughness Bonus Wounds. You were born either in one of the most common environments, either the metropolis of a planet or in apartment districts of a Ring World.
- Fortress: Like Fortress World (Into the Storm), the Hatred Talent is usually Space Pirates or Abominations. Starts with 2 Fate points and 5 + Double Toughness Bonus Wounds. You were born in a military settlement or space base, usually created to defend a planet or system against Space Pirates or Abominations. You probably have soldiers in your family and lived with them in the settlement.
- Voidborn: Like the Origin World of the same name but without Ill-omened and Charmed. Instead, they gain the Battlefleet trait "Ship-Bound Fighter" trait and the reverse of it inside Spacecrafts or tunnels. Starts with 4 Fate points and 3+ Double Toughness Bonus Wounds. Instead of being born on a planet you were born and grew up in a spaceship. For this, you are far better and more comfortable in the depths of space than on a planet.
- Rural: Like Frontier World except for Xenos Interaction and Tenacious Survivalist. You are trained in Survival skills and Ranged Primitive Weapons. Starts with 3 Fate points and 5 + Double Toughness Bonus Wounds. You were born in a rural community, far from big cities and industrial complexes but also far from the dangers of Hostile Zones. You are used to knowing the name of every face you interact with.
- Industrial: Like Forge World except Stranger to the Cult and substitute Common Lore (Machine Cult) with Tech Use as Basic Skills. Starts with 3 Fate points and 4 + Double Toughness Bonus Wounds. You were born in a settlement dedicated to manufacturing, metropolis-sized industrial compounds dedicated to constructing everything the planet or even the system needs, from kitchen cutlery to spacecraft.
Social Strata
Where you were born is often not enough, often the question was: what kind of lifestyle did you have in your life? While Gaira in the final eras strived for equality, this is far from a reality in the remnants of the empire nowadays.
- Scavenger: You were poor, while starvation is more often than not out of the question didn't mean you had an easy time with other resources: clothing, technology... you more often than not used second-hand equipment or even malfunctioning one because you couldn't afford better. +3 Willpower, -3 Fellowship. Unremarkable talent. -1 to the Profit Factor of the company.
- Criminal Life: You had similar luck to the Scavenger, but you resulted to petty crimes to survive. Sleight of Hand as trained Skill, +3 Perception, -3 Toughness.
- Bruiser: You lived a very violent life, soldier or enforcer didn't matter. -5 Intelligence, +5 to either BS or WS, and Quick Draw Talent.
- Manufacturer: You dedicated your life to a particular manufacturing skill. +3 Intelligence, -3 either WS or BS. You get Tech Use or Trade (Any) as trained skills.
- Erudite: You dedicated your life to knowledge. +3 Intelligence, -3 Toughness. Chose as either Medicae, Chem-Use, or a Scholastic Lore (Any) as trained skill.
- Privileged: You were simply richer than your fellows, living a comfortable life. +5 Fellowship, -5 Perception. Add 2 to the Profit Factor of the company.
Motivation
Another question is what drives you forward, the following Motivations of Rogue Trade are available: Endurance, Fortune, Renown, Prestige, and Vengeance.
Class
Also, every character specializes in an area, this choice doesn't determine your path but decides how you start. The equipment applies to everybody except Bots. Bots get weapons, omni-tool, PDA apps, and microbeads. They start with a free Servitor Drone, Servoskull, or Grapplehawk to act as their bodies. If they chose the Grapplehawk they don't start with weapons. Their Servoskull don't get the laspistol for free.
All Formicida starts with a special device that works as a voice synthesizer and a translation device. All Formicida with this device ignores the mute condition. Doomers start with a locator device, while doesn't give them true sight, it allows them to pinpoint enemies detectable by movement sensors or thermal vision with a Full Aim Action and allows them to shoot at them without penalties.
Adventurer
- Easy Characteristic Advances: WS, Fellowship, Intelligence.
- Medium Characteristics Advances: The rest
- Hard Characteristics Advances: Strenght, Toughness
- Starting Talents: Pistol Weapon Training (Universal), Melee Weapon Training (Universal or Primitive)
- Starting Skills, chose 3 of the following, including several instances of (Any): Cham, Evaluate, Command, Concealment, Deceive.
- Starting Equipment: Chose between a Laspistol, an Autopistol, or a Good Craftmanship Stub Revolver. A Mono-sword, micro-bead, void suit, set of clothing, PDA, Flak Helmet, and Flak Coat.
Mechanic
- Easy Characteristic Advances: BS, Toughness, Intelligence.
- Medium Characteristics Advances: The rest
- Hard Characteristics Advances: Agility, Fellowship
- Starting Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal)
- Starting Skills, chose 3 of the following, including several instances of (Any): Common Lore (Tech), Scholastic Lore (Tech), Tech Use, Drive (Any), Trade (Technomat), Security.
- Starting Equipment: Chose between a Lasgun or a Shotgun. Shock Glove or Staff, Flak Helmet and Coat,micro-bead, void suit, set of clothing, PDA, combi-tool.
Pilot
- Easy Characteristic Advances: BS, Toughness, Intelligence.
- Medium Characteristics Advances: The rest
- Hard Characteristics Advances: Agility, Fellowship
- Starting Talents: Pistol Weapon Training (Universal), Heavy Weapon Training (Chose one)
- Starting Skills, chose 3 of the following, including several instances of (Any): Navigation (Any), Pilot (Any), Drive (Any).
- Starting Equipment: Chose between a Laspistol, an Autopistol, or a Good Craftmanship Stub Revolver. Micro-bead, void suit, set of clothing, PDA, re-breather, Flak Helmet, and Flak Coat.
Soldier
- Easy Characteristic Advances: WS, BS, Strenght
- Medium Characteristics Advances: The rest
- Hard Characteristics Advances: Intelligence, Fellowship
- Starting Talents: Basic Weapon Training (Universal), Melee Weapon Traning (Universal or Primitive), Sound Constitution
- Starting Skills, chose 3 of the following, including several instances of (Any): Intimidate, Dodge, Common Knowledge (War), Carouse, Cipher (Military or Mercenary).
- Starting Equipment: Choose two from a Good-Craftmanship Lasgun, Pump-action Shotgun, or Mono-sword with a shield. Micro-bead, void suit, set of clothing, PDA, Flak Helmet, and Flak Coat.
Tradesman
- Easy Characteristic Advances: Intelligence, Fellowship, Perception.
- Medium Characteristics Advances: The rest
- Hard Characteristics Advances: Strength, Toughness.
- Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal)
- Starting Skills, chose 3 of the following, including several instances of (Any): Barter, Deceive, Commerce, Inquiry, Cipher (Any).
- Starting Equipment: Micro-bead, void suit, set of clothing, PDA with auto-quill and calculate array, Flak Helmet, and Flak Coat. Choose two between a Laspistol, a Lasgun, an Autopistol, and a Shotgun.
Other details
The Corruption Score doesn't exist in the Fall of Gaira but the Insanity Score is still there. The Insanity Score starts at 0. They also, instead of an Acquisition at (+0) get three plentiful (or lower) items of their choice or a single common one. Also, you get 500 xp to expend as you see fit.
Starting Profit Factor
Finally, the Profit Factor of the crew is calculated by 3 + 2* the Number of Players.
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