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 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 |
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.