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Terror in the Stars
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==Character Generation== Character generation needs to be done as a group, as you're forming a crew of specialists, and collaboratively describing the ship that will be the setting. Like DRYH, character generation is a series of open-ended questions. * '''Why were you chosen for this mission?''' This is what skill or ability you bring to the group's benefit as a whole. Make sure every crewmember's role is unique and vital to the mission. It might be a skill your have mastered, or something the mission sponsors knew would be needed against the horrors of space. Other crew may think a psych therapist is redudant on a mining mission, but make sure the players know your character's purpose. Your answer to this question will determine the name of your "Ship's Systems" dice (formerly Exhaustion). See below. * '''What are your insecurities?''' What drove you to excel, to be that special person that was selected for this mission? Hyperspace travel can bring out the worst in people, and give these insecurities a voice. And hands. And teeth. This will determine your Paranoia talent (formerly Madness). Your character's fears will shape the reality of deep space, and deep space will fuel your character's fears. How you usuall deal with these niggling self-doubts and fears will determine your Fight & Flight marks. * '''How does your ship work?''' The main setting for this story will be your starship, so the players collectively should decide on its features. Is it spacious, an echoing empty space, or cramped with little room to evade each other? Is it a small crew of just the characters, or a large staff of loyal mooks and fodder? Is there a helpful ship's AI, is it merely a tool or is it a member of the crew? * '''What were you told during briefing?''' This is how the players can give the GM story hooks, and hints about what kind of story they're expecting. Does the ship's doctor know about space madness? Do any crew members know about the previous missions that failed? Are there procedures for handling crew members that have been compromised? * '''How well do you know the other crew members?''' If you know another character, come up with two facts about them that you find to be uncomfortable. Make sure the other player is okay with these, but remember the facts need not be true. If you don't know the other character, come up with two questions that worry you. This gives hooks to the players for the paranoia that comes later in the story. * '''Why did you accept this mission?''' This defines your personal mission, aside from the mission the crew is working on together. This will help direct the player as the mission falls apart and the crew are working at odds to each other. * '''How are you afraid you'll die?''' This tells the GM how to shape the Nightmare antagonists. The enemies will take the shape of whatever terrifies the crew (maybe because the crew create them, maybe because they are cunningly savvy). Getting attacked by the fears of someone else's psyche should add fuel to the mistrust between crewmates.
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