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Step 1 - Choose Attributes

  Your Attributes are represented by Mental, Physical, and Social.  These three stats determine how well your crew member acts in most situations.  Each is rated from D6 to D10.
  Because Crew Members are more awesome than the average bear, the default die rating for each is a D8.  You can choose to leave all three Attributes at a D8, or step one up to a D10 and one down to a D6.  No two Attributes can be a D10 or D6.

Step 2 - Choose Distinctions

  Every character has three Distinctions at the default D8 rating.
Each Distinction shapes the Crew Members by revealing where they came from, how they make a living, or why they stand out.  Each Distinction also includes triggers you'll unlock during the game.  You'll also see a set of Highlighted Skills for Step 4...
  Think of them like your "backgrounds" in D&D for now, but they have special Triggers that are unlocked as your character grows.  They are split into three basic categories: Roles, Personalities, and Backgrounds.  You choose three at character creation and they can be any combination of these categories.  
Here are your sample Distinctions (you can actually make your own, but we'll get there) split into categories with Highlighted Skills.
ROLES
Agent Provocateur - You're a bad influence.  Professionally. - Influence, Sneak, Trick.
Alliance Officer - You proudly wear the uniform of the organization that brought peace to the universe. - Fight, Notice, Shoot.
Bounty Hunter - There are wanted men everywhere in the 'Verse and people who'll pay good money for 'em.  This is what you do.  You don't have to like it.  - Fight, Fly, Notice
Con Artist - There's a sucker born every minute.  You just gotta put your line in the water. - Craft, Perform, Trick.
Cortex Technician - Waves in the black don't just happen.  From world to world, you've made sure nobody stops the signal. - Fix, Know, Operate.
Company Magistrate - As a magistrate, you are the boss, mayor, judge, and jury of this company town. - Fly, Notice, Trick.
Fed - You've got a crew, a ship, and a mission.  Apprehend criminals running' to the black. - Know, Operate, Shoot.
First Mate - You're the captain's right hand, but as often as not you're his fist. - Fight, Influence, Notice.
Gentry - You've got a fancy title, probably a sash to go with it. - Drive, Fly, Focus.
Guild Trader - Your business is in moving goods and services from one place to another under Guild contract.  It's not as free as you'd like, but there's security. - Drive, Fly, Know
Mercenary - They don't pay you to look pretty.  They pay you to shoot things. - Fight, Move, Shoot.
Registered Companion - You have an active license in the Companion Registry, which opens doors and brings you business. - Focus, Influence, Perform.
Ship's Captain - Fly, Focus, Influence.
Ship Doctor - Know, Operate, Treat.
Ship Mechanic - Fix, Know, Operate.
Ship's Pilot - Fly, Notice, Operate.
Ship's Shepard - Focus, Influence, Know.
PERSONALITIES
Backstabbin' Git - Drive, Throw, Trick.
Bad Reputation - Fight, Influence, Survive.
By the Book - Focus, Know, Operate.
Caring - Focus, Influence, Treat.
Chatterbox - Influence, Perform, Trick.
Code of Honor - Focus, Know, Survive.
Duelist - Fight, Move, Perform.
Fashionable - Drive, Fly, Influence.
Hard Luck Case - Fix, Sneak, Survive.
Heart of Gold - You may be rough around the edges, but deep down you're a good person. - Labor, Operate, Treat.
Heart of Ice and Dust - You know the old saying about cold hands, warm heart?  You're not that. - Influence, Focus, Trick.
Honest Man - Focus, Influence, Treat.
Intuitive - Focus, Influence, Notice.
Know It All - Fix, Know, Treat.
Not to be Crossed - Just so we're clear: if you cross me, I will end you. - Fight, Survive, Trick.
One with the Shadows - Fight fair?  Honey, why would I do that? - Move, Shoot, Sneak
Researcher - Craft, Fix, Fly.
Smooth Talker - Influence, Know, Trick.
Sore Loser - Fight, Focus, Know.
Unprincipled - You'd sell your own mother to the Reavers to make some coin.  Your pappy you'd throw in for free. - Influence, Survive, Trick.
BACKGROUNDS
Blind as a Bat - Y'ain't much good without your glasses, four-eyes. - Craft, Know, Perform.
Brothers - Fight, Influence, Trick.
Dancer - Fight, Move, Perform.
Debt - You're in deep, and it's a hole you can't climb out of easily.  But for the time being, you've got resources. - Know, Notice, Trick.
Done Time - Craft, Labor, Sneak.
Drunk - The demon in the battle drags you in every time.  You like to refer to it as having an expertise in beverages; others like to refer to it as a serious problem.  One of you is right. - Influence, Move, Perform.
Filthy Rich - Drive, Fix, Fly.
Former Companion - Notice, Influence, Perform.
Friends in Low Places - Craft, Labor, Throw.
Government Experiment - You don't remember what they did to you.  Mostly.  But now that it's done, you can never go back. - Fix, Know, Operate.
Mighty Hideous - Fight, Labor, Survive.
On the Run - Move, Notice, Sneak.
Reader - You know things you shouldn't.  Some call you a witch.  They're just scared of what you represent. - Focus, Influence, Notice.
Semi-Retired - Despite your best efforts to get you out, they keep pulling you back in. - Drive, Fly, Trick.
Sisters - No one understands you like your sister.  You've always stood together. - Notice, Treat, Trick.
Trained Singer - Craft, Notice, Perform.
Veteran of the Unification War - Fight, Shoot, Survive.
Virtuoso - Virtuosity is rare in this 'Verse.  You're more than gifted; you're transcendent. - Craft, Perform, Throw.
Wet Behind the Ears - Folks say you're naive.  It ain't that.  You just grew up a mite sheltered, is all. - Drive, Fix, Treat.
World Weary - Focus, Notice, Sneak.

Step 3 - Distinction Triggers (more on that later, skip to Step 4)

Step 4 - Step Up Skills

To start, every skill is considered Untrained at a D4.
  Now, for every Highlight (from a Distinction), step up that skill once.  For example: you picked Brothers, Dancer, and Duelist.  Highlighted Skills, combined, are Fight (3 Highlights), Move (2 Highlights), Perform (2 Highlights), Influence (1), Trick (1).  So, your Fight steps up 3 times to a D10; Move steps up to a D8, Perform = D8, Influence = D6, Trick = D6.

Then, after you've stepped up your Highlighted Skills, you get 9 points.  No skill may be stepped up beyond a D12.  You may spend these points one of two ways.
  Highlighted Skills: Step up any highlighted skill for 1 point each.
  Basic Skills: Step up any other skill for 2 points each. 

Step 5 - Specialties and Signature Assets

  Specialties are subsets of Skills that cover specific areas or subjects otherwise included with the Skill.
+ All specialties add an additional D6 to your dice pool when applicable.
+ Skills with a D4 rating cannot be assigned a specialty.
+ If you have a Know rating of D6 or higher, you may assign a Know specialty for free when assigning specialties.  This free Know specialty does not count against the total number of specialties you can mark in this step.

Signature Assets are personal possessions that your crewmember has a special connection to.  These add a die to your dice pool whenever you decide to use them.  You can't share Signature Assets with other characters, but it's possible that you might steal one and eventually make it your own!
​
 ASSIGNING POINTS TO SPECIALTIES AND SIGNATURE ASSETS
You have five points to assign to specialties and Signature Assets at character creation. Each point may be used to:
+ Add a specialty to a Skill rated at a d6 or higher
+ Create a Signature Asset at a d6
+ Step up a d6 Signature Asset to a d8
With your five points you might:
+ Assign five specialties and create no Signature Assets
+ Assign four specialties and create one d6 Signature Asset
+ Assign three specialties and create one d8 Signature Asset
+ Assign two specialties and create three d6 Signature Assets
+ Assign one specialty and create one d8 and two d6​ Signature Assets

Step 6 - Biographical Info

Name: What do folks call you?
Birthplace: Where were you born?  Border Planet?  In the Core Worlds?
What You Look Like: Got a telltale birthmark?  Blonde hair?  Cool coat?  Nice boots?  Short and thin?

To flesh out your character, take a peek at the Distinctions you've chosen and think about: where you've been the last few years, where you're going in the near future, what your role was in the Unification War, how you feel about the politics of the 'Verse, what you fancy, how you feel about spirituality, if you believe in Reavers or think there's a monster waiting for you in the black, etc...

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  • The Nexus
  • The Den
  • DM Podcast
  • GM's Corner
    • Voidspeaker
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • KO - Levels and Multiple Characters
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D
    • Custom Content >
      • FEATS
      • PRESTIGE CLASSES
    • Magic Items
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • One-Shot Wonders
    • Character Creation - PF
    • 4th Edition Character Creation
    • Firefly - Character Creation
  • Amplify Your Signal