Strange Character (d99)

d99 Result

1

2-3

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: De-converted

The character was a prisoner of the Converted (see p.101), and began to undergo their cyborg conversion process. However, they were rescued before the control chips could be inserted.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: 0 (Forever)

De-converted characteristics and advantages:The character was a prisoner of the Converted (see p.101), and began to undergo their cyborg conversion process. However, they were rescued before the control chips could be inserted.

• The character has a 6+ Armor Saving Throw due to built-in plating.
• They can be fitted with up to 3 implants.
• Their Savvy score can never be improved.
• Motivation is always Revenge.

Background: Roll on "Backgrounds"

Motivation: Revenge
+2 XP, Rival

Class: Roll on "Class"

4-9

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Unity Agent

The character is a secret agent for the Unity administration (p.136). Whether they are deep undercover or on the run is unknown.

Reactions: 2
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

Unity Agent characteristics and advantages:

• Call in a Favor: Each campaign turn, you may roll 2D6. On a 10-12, you can either remove a Rival, gain a Quest Rumor, or gain a Patron. If the roll is a 2-4, you must travel to the next planet immediately. If you are unable to do so, lose this trait permanently.
• Motivation is always Order

Background: Roll on "Backgrounds"

Motivation: Order
Patron, +1 story point

Class: Roll on "Class"

10-18

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Mysterious Past

They never talk about where they came from. Almost as if they don’t even know.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

Create the character as a Baseline Human, but roll twice on the Background Table and apply both results. However, when rolling on the Background, Motivation, or Class Tables, any bonus story points are ignored for this character
• Can exceed one point of Luck.

Background One: Roll on "Backgrounds"

Background Two: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

19-23

Strange Character: Hakshan

High-tech aliens traveling the galaxy in search of something. Fairly friendly.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

In addition to the usual rolls on the Background, Motivation, and Class Tables, you automatically have the Truth motivation.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Motivation:Truth
1 Rumor, +1 story point

Class: Roll on "Class"

24-28

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Stalker

Blue-skinned Human gene-mods. Rarely seen, on account of their innate teleportation ability, originally the result of a secret military development project.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

As an Alternative Movement option, the character may teleport. Roll 1D6” and reposition the character anywhere within this distance. They can take their action normally. This ability can be improved with Experience Points twice. This costs 4 XP and adds +1” to the distance each time.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

29-35

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Hulker

Bulging with muscles and rage, these Human gene-mods are perfect for hauling, crushing, and breaking. Or hauling things that need to be crushed or broken.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 5
Savvy: +0

Hulker characteristics and advantages:

• When shooting, Combat Skill is always treated as +0, with no bonuses possible from weapons, gun sights, or gun mods.
• A Hulker ignores the Clumsy and Heavy traits on weapons.
• When rolling on the Class Table, any result of Technician, Scientist, or Hacker is treated as Primitive.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

36-42

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Hopeful Rookie

Wide-eyed and enthusiastic, you almost feel bad for this kid, because the universe is going to hit them like a ton of bricks.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• Baseline Human.
• Begin with 1 Luck and gain 1 bonus XP every game where they do not become a casualty.
• The first time they become a casualty (without any more Luck to save them) they lose all Luck points permanently, and can never receive them again. From that point on, they no longer receive the bonus XP for being a Hopeful Rookie.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

43-47

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Genetic Uplift

All manner of genetic adjustments are possible with the basic Human template. This could, of course, be used to create literal super-humans, if you have the cash. This one had the cash.

Reactions: 2
Speed: 5"
Combat Skill: +1
Toughness: 4
Savvy: +1

All Background rolls that would result in additional credits are ignored. The crew receives 1 additional Rival (see p.77)

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

48-53

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Mutant

Genetic distorts are common enough sights around the galaxy, whether it’s due to black-war weaponry, scientific experiments, cosmic disturbances, or industrial pollution.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• Mutants cannot be sent to perform Recruit or Find a Patron tasks.
• Background is always Lower classes of megacity

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

54-58

Name: Roll on "Robot Names"
Strange Character: Assault Bot

Like a typical work Bot, except encased in armor, and programmed with a homicidal demeanor.

Reactions: 2
Speed: 4"
Combat Skill: +1
Toughness: 4
Savvy: +0

• As a Bot, but Savvy is +0, and cannot be upgraded.
• An Assault Bot ignores the Clumsy and Heavy traits on weapons.
• They receive a 5+ Armor Saving Throw, due to their heavy metallic construction.
• Bots have a separate table for Injuries in the campaign chapter.
• Bot characters do not earn Experience Points. Instead they can be upgraded through the expenditure of credits.
• Bots cannot benefit from implants or the use of any consumables in battle.
• They cannot be the subject of a Character Event under any circumstances. If you have to select a random crew member through a Character Event, do not include Bots in the roll.
• No background, motivation, or class.

59-62

Strange Character: Manipulator

Bizarre-looking aliens renowned for their talents at communication and large-scale political machinations. Occasionally, they drag their tentacled selves out into the universe alone so they can observe the creatures that inhabit it.

Reactions: 2
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +1

• Cannot enter a Brawl voluntarily under any circumstances. May use tentacles to fire 2 Pistols in the same round, and may choose separate targets.
• Whenever the crew earns story points in the campaign, roll 1D6 for each Manipulator. Each roll of a 6 grants a bonus story point (which does not, in turn, offer an additional roll).
• Background is always Bureaucrat.

Background: Bureaucrat
+Roll 1d6 Credits

Motivation: Roll on "Motivations"

Class: Roll on "Class"

63-67

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Primitive

Inhabitants from a technologically regressed world sometimes find it difficult to shed their backwards ways. However, being handy with a blade has its uses.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• Cannot benefit from gun sights or fire above 8” range.
• All Melee weapons count as Elegant.
• Background is always Primitive or Regressed World.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

68-72

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Feeler

Some cultures have extremely strong emotional output.

Reactions: 1

Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• Roll twice on the Motivation Table and receive the benefits of both rolls.
• If the character ever ends up in a fight with another crew member, they have a mental breakdown, and will leave the crew immediately, never to return.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

73-78

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Emo-suppressed

Whether requested, imposed as a criminal punishment, or due to cultural customs, this character is unable to feel any emotions beyond those needed for rudimentary existence.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• The character will never voluntarily leave the crew for any reason, and may ignore any event that would require them to get in a fight with a local or other crew member. They can never receive any Luck points.
• Motivation is always Survival

Background: Roll on "Backgrounds"

Motivation: Survival
+1 Toughness

Class: Roll on "Class"

79-84

Strange Character: Minor Alien

One of the many alien species that do not form a major political entity in the Fringe regions (see p.143)

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• If the Background, Motivation, or Class Table results would grant bonus credits or bonus story points, reduce the final increase by 1.
• An increase to Resolve: {Reactions|Speed|Speed|Combat|Toughness|Savvy} has its XP cost reduced by 1.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

85-86

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Traveler

An odd person, claiming they are not really from this moment in space and time. They certainly dress in an eccentric manner.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• Begin with +2 story points and 2 Quest Rumors.
• Speed is +2” if moving directly away from a visible enemy.
• After every battle, roll 2D6: On a 2, they disappear, never to be seen again. The crew has a strange feeling they were here for an important reason. Claim 2 story points. On an 11-12, the crew immediately receives a Quest.
• Motivation is always Truth

Background: Roll on "Backgrounds"

Motivation: Truth
1 Rumor, +1 story point

Class: Roll on "Class"

87-92

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Empath

Minor psionic inclination allowing the easy reading of emotional states. Surprisingly handy during a negotiation process.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• When sent on Recruit or Find a Patron tasks, add +1 to the roll.
• Cannot be given implants without losing this ability.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"

93-99

Name: Roll on "Human First Names" Roll on "Human Last Names"
Strange Character: Bio-upgrade

Humans with a heightened tolerance for cybernetic enhancements are often given genetic treatments to let them take full advantage of this fact.

Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +0

• As Baseline Human.
• May have up to 4 implants, and could benefit from 2 of the same implant.
• If Background, Motivation, or Class rolls produce bonus credits, receive 2 credits less.

Background: Roll on "Backgrounds"

Motivation: Roll on "Motivations"

Class: Roll on "Class"