I am still waiting for my copy of FAR TRADER to arrive so I am still toying with ideas for a crew for my upcoming solitaire game. The “dangerous combination” topic was intended to look at crew combinations that might lend some exciting situations amongst the crew but I realized that there is another way to add potential havoc to my adventure.
If I use character flaws, including quirks mixed in with a few advantages and disadvantages I could add a lot of turmoil to my crew (and my storyline). What fun is it if the party gets ambushed outside the tavern as they head back to their vessel and they all act as a well-coordinated team and return fire, pursue their assailants and loot the dead?
Mix in a few of these:
Bloodlust, Honest, Lecherous, Ambidexterity, Bad Back, Compulsive Gambler, Very Fit, Greedy,Overconfident, High Pain Threshold, Poor Sport, Glory Hound, Rapid Healer, Bully, Compulsive Liar,High Charisma, Dishonest, Bleeder, Whiner, Poor Eyesight, Workaholic, Thief, Paladin, Drug User, Language Fluency, Night Vision, Loner, Acute Senses, Obsessed, Rude, Coward, Empathy, Pacifist, Intolerant, Stubborn, Reputation, Drunk, Glutton, Curious, Illiterate, Foul Mouthed, Playboy/Playgirl, Vandal, Kleptomaniac, Space Sickness, Terminally Ill, Delusional, Self Centered
Now, that ambush turns into a real fight! The ‘cowardly’ crewmember runs away while the ‘glory hound’ stands out in the open, blasting away at everything that moves. The ‘pacifist’ refuses to defend herself and the ‘bleeder’ Vargr cowers behind cover, ‘whining’ about his injuries! Now you’ve got a struggle where the outcome isn’t cut and dried but instead (with random die rolls, affected by traits, feats, and these quirks) will be a challenge to deal with.
The list of quirks (thanks to GURPS, MegaT and Original T for these traits) can be expanded with cascade effects (good and bad) to add some real flavor to the crew’s capabilities .
What do you think? Any ideas or am I all wet?
If I use character flaws, including quirks mixed in with a few advantages and disadvantages I could add a lot of turmoil to my crew (and my storyline). What fun is it if the party gets ambushed outside the tavern as they head back to their vessel and they all act as a well-coordinated team and return fire, pursue their assailants and loot the dead?
Mix in a few of these:
Bloodlust, Honest, Lecherous, Ambidexterity, Bad Back, Compulsive Gambler, Very Fit, Greedy,Overconfident, High Pain Threshold, Poor Sport, Glory Hound, Rapid Healer, Bully, Compulsive Liar,High Charisma, Dishonest, Bleeder, Whiner, Poor Eyesight, Workaholic, Thief, Paladin, Drug User, Language Fluency, Night Vision, Loner, Acute Senses, Obsessed, Rude, Coward, Empathy, Pacifist, Intolerant, Stubborn, Reputation, Drunk, Glutton, Curious, Illiterate, Foul Mouthed, Playboy/Playgirl, Vandal, Kleptomaniac, Space Sickness, Terminally Ill, Delusional, Self Centered
Now, that ambush turns into a real fight! The ‘cowardly’ crewmember runs away while the ‘glory hound’ stands out in the open, blasting away at everything that moves. The ‘pacifist’ refuses to defend herself and the ‘bleeder’ Vargr cowers behind cover, ‘whining’ about his injuries! Now you’ve got a struggle where the outcome isn’t cut and dried but instead (with random die rolls, affected by traits, feats, and these quirks) will be a challenge to deal with.
The list of quirks (thanks to GURPS, MegaT and Original T for these traits) can be expanded with cascade effects (good and bad) to add some real flavor to the crew’s capabilities .
What do you think? Any ideas or am I all wet?