Random Crew
Procedure
When rolling up a random crewman for whatever reason, roll a [d20] to determine the "Archetype," and 3d6 (as for a Reaction) for "Quality." For an archetype result of "Special Case," some quality levels include suggestions (Spc:). For lower quality levels, as indicated, roll 1d6 to determine the "Bad Egg" archetype, which will supersede the regular one.
Archetypes
- The Big Guy
- The Little Guy
- The Family Man
- The Ladies' Man
- The Quiet One
- The Talker
- The Rookie
- The Veteran
- The Joker
- The Downer
- The Saint
- The Scoundrel
- The Gambler
- The Salesman
- The Know-It-All
- The Coach
- The Outsider
- The Team-Leader
- [Special Case]
- [Roll Twice]
Quality
Result | Skill Level | Extra |
---|---|---|
Excellent | SK18+ | |
Very Good | SK16 | Spc: The Specialist, The Savant |
Good | SK14 | |
Neutral | SK12 | Spc: The Whoopsie, The Oddity, The Woman-In-Disguise |
Poor | Min | 1=The Screw-Up; 2=The Dreamer; 3=The Hothead; 4=The Greenhorn; 5=The Contrarian; 6=The Half-Wit |
Bad | SK12 | 1=The Asshole; 2=The Addict; 3=The Slacker; 4=The Thief; 5=The Frail One; 6=The Suicide |
Very Bad | SK14 | 1=The Fugitive; 2=The Killer; 3=The Jonah; 4=The Betrayer; 5=The Poisoner; 6=The Powder-Keg |
Disastrous | SK16+ | 1=The Mutineer; 2=The Griefer; 3=The Silver; 4=The Plague |
Poor=Annoying, but otherwise harmless. Bad=Could become a problem if allowed to fester. Very Bad=Some sort of trouble is more-or-less inevitable. Disastrous=Worst-case scenario.
- "Griefer" is meant in the online gaming sense, as someone who kicks over sandcastles for no reason other than they exist, and will likely screw over the crew for no "reason" at all.
- "Silver" is a reference to Long John Silver from Treasure Island, that is, one who enters service with a predetermined agenda to take over, for his own aims, as opposed to the "Mutineer," who takes an immediate dislike to the leadership and decides he would be better suited.