2. Creating a Spacer
Qualities
- What is your spacer's name? Was that name given or chosen? Does the name have any special meaning or importance?
- How does your spacer identify? What is their gender, sexuality, and pronouns? What kind of world, culture, or family are they from? What is their economic class, and their trade or profession? What do they do in their free time?
- How do others see your spacer? What do they look like? How do they hold themselves? How would others describe them? How do people typically feel about them?
- What does your spacer believe in? What are their morals and political beliefs? What is their stance on crime and violence? Do they have any spiritual beliefs?
- How did your spacer end up on a Backwater ship crew? Did they randomly sign on? Did they know someone on the crew? Were they desperate to leave their previous situation?
- Why is your spacer in the Backwaters? Are they chasing some personal dream? Are they running from something? Are they simply searching for meaning, belonging, or fulfilment?
Frontier Worlds is built with certain expectations for the kinds of people the player characters are, so for the best experience your spacer should:
- Be adventurous, determined, thrill-seeking, or reckless. Your spacer should be more than willing to throw themselves into risky situations, be it for the sake of their ambitions or simply the love of the game. Frontier Worlds encourages and rewards risky, on-the-fly decision-making over meticulous planning and cautiousness.
- Be ambitious, desperate, empty, or broken. Your spacer should have some aching fear or desire deep inside that drives them on. They may not truly understand it, but it should not be a concrete, achievable goal. Character advancement in Frontier Worlds is tied to chasing and achieving dreams, so a spacer who can do that easily will not get far.
- Have love-hate relationships with their crewmates. Your spacer should get along well with their crewmates, but at the same time be willing to get frustrated, annoyed, and angry at them. The messy conflicts and reconciliations of a found family is core to Frontier Worlds.
AIs are a fairly common sight in the 26th century, especially in space industries. Every AI has a physical processing core about the size of a food can, and normally has one or more mobile chassis between the size of a large cat and a tall human to house them, thought can only control one chassis at a time (even remotely).
AIs are not full legal persons in Trinity space, but they have certain legal protections and own themselves (see 3. Key Technologies of Trinity#Expert Systems & AI). Generally, AI chassis are able to survive in space without oxygen, however they must be recharged regularly, and AIs themselves have a sleep cycle (including dreaming) to reprocess and assimilate the day's experiences.
AIs do not die unless their AI core is destroyed, however the destruction of a chassis while the AI is controlling it is still a deeply traumatic experience, and most AIs will rethink their life and retire from dangerous work after such an experience.
Define the gist of your spacer by considering and answering the following questions:
Role
Determine your spacer's specialisation, contacts, and role on the ship by choosing a role.
Skills
Your spacer's chosen role will give them 3 predetermined skill points. Assign a further 4 skill points of your choosing (or follow or adapt one of the Example Builds), with no more than 2 total points in a single skill.
Ability
Choose an ability from the list available to your chosen role. If you cannot decide, the first ability in the list is a safe pick to start with.
Contacts
Your spacer knows all of the Contacts listed under your chosen Role. Choose one that is a friend of your spacer, and one that is a rival or enemy of your spacer.
The Contacts listed under your chosen Role are not a fixed set of characters. You are free to adjust or replace any of the Contacts from your chosen Role if the GM agrees your picks are appropriate to your spacer.