Rho Pi Gamma = SES Characters

A while back, the Rho Pi Gamma podcast did a review of the Sword’s Edge System. As part of that, co-host Liz mentioned her game using SES to reproduce a certain sci-fi/western intellectual property regarding a crew of a freighter post-civil war in which the captain often wears a brown coat.

You’re right, I haven’t named that IP. You also should be able to bloody well guess it using those clues.

Below are the characters Liz created using the SES. I greatly appreciate her digging them up and letting me post them here. I think she did a great job.

You can find the Rho Pi Gamma podcast here.

The episode with the SES review is here.

the Captain
Aspects
Concept: Soldier turned transport pilot (Good +2)
Background: Battle of Serenity Valley (Good +2)
Faculty: Gun fighter (Great +4)
Flaw: Bitter and Broken (Basic -2)

Traits
Physique: Good +2
Charisma: Good +2
Cunning: Average +0

Qualities:
Code of Honor (Good +2; Cunning)
Inspiring Leader (Good +2; Charisma)
Mal’s Pistol (Good +2, Physique)

Pivots: I will make the Alliance’s lives Hell; Gain an Advancement when you “stick it” to the Alliance.

The Captain’s Right Hand
Aspects
Concept: Loyal Second-in-Command (Great +4)
Background: Battle of Serenity Valley (Good +2)
Faculty: Level-headed (Great +4)
Flaw: Hard to get close to (Basic -2)

Traits
Physique: Good +2
Charisma: Good +2
Cunning: Good +2

Qualities:
Follow orders, but not always without question. (Good +2)

Pivots:
Make it happen; Get an Advancement whenever you take the Captain’s or the Pilot’s ridiculous plan and make it work
Done fooling around; Get an Advancement whenever you take matters into your hands and deal with a problem directly . . . very directly

The Pilot
Aspects
Concept: Transport Pilot (Great +4)
Background: Fired from a Fry-Cook Opportunity (Good +2)
Faculty: Flying Ace (Great +4)
Flaw: Coward (Basic -2)

Traits
Physique: Average (0)
Charisma: Average (0)
Cunning: Average (0)

Qualities:
I’m a Leaf on the Wind (Great +4, Physique)
Curse your sudden but inevitable betrayal! (Good +2, Charisma)
Capable Mechanic (Good +2, Cunning)

Pivots:
Daring Ace Pilot; Gain an Advancement whenever you perform an impossible stunt in a ship.
Hopelessly in Love; Gain an Advancement when you do something foolish for the Captain’s Right Hand.

The Thug
Aspects
Concept: Gruff Mercenary (Good +2)
Background: Hero of Canton (Good +2)
Faculty: “Public Relations” Expert (Great +4)
Flaw: Love of Money (Basic -2)

Traits
Physique: Great +4
Charisma: Average +0
Cunning: Average +0

Qualities:
“Vera” Callahain Full-bore Auto-Lock with custom trigger. (Great +4, Physique)
Not afraid of anything (Good +2, Charisma)

Pivots:
The Chain of Command; Get an Advancement whenever you successfully take command of the crew.

The Cute Mechanic
Aspects
Concept: Genius with machines (Great +4)
Background: Back-water home planet (Good +2)
Faculty: Mechanic (Great +4)
Flaw: Too Trusting (Basic -2)

Traits
Physique: Average +0
Charisma: Great +4
Cunning: Good +2

Qualities:
Machines talk to me (Good +2)

Pivots:
Out of the Fire; Get an Advancement whenever your mechanical aptitude saves the crew.
Love-lite; Get an Advancement whenever you unsuccessfully attempt at a blatant attempt to seduce the Doctor (not THAT Doctor).

The Doctor (not THAT Doctor)
Aspects
Concept: Brilliant Doctor (Great +4)
Background: All the best schools (Good +2)
Faculty: Medicine (Great +4)
Flaw: Not good at talking to people (Basic -2)

Traits
Physique: Average 0
Charisma: Good +2
Cunning: Great +4

Qualities:
Criminal Mastermind (Good +2)

Pivots:
Get away from her! ; Get an Advancement whenever you put yourself and/or the crew at risk to protect the Deranged Sister.

The Deranged Sister
Aspects
Concept: Unwitting Government Experiment (Great +4)
Background: All the best schools (Good +2)
Faculty: Super Genius (Good +2)
Flaw: Mentally Damaged (Basic -2)

Traits
Physique: Average 0
Charisma: Good +2
Cunning: (+6)

Qualities:
Government turned me in to a psychic (Good +2)
Martial arts super weapon (Good +2)

Weakness: Eh-Tah-Koo-Nos-Meh (Puts River to sleep when someone speaks it; -2)

Pivots:
My turn; Get an Advancement whenever you rescue the Doctor and/or the crew from danger

The Companion
Aspects
Concept: Guild Companion (Good +2)
Background: Companion Training (Good +2)
Faculty: Feminine Wiles (Good +2)
Flaw: Feelings for the Captain (Basic -2)

Traits
Physique: Average 0
Charisma: Great +4
Cunning: Good +2

Qualities:
Position brings great respect to the crew. (Good +2)
Swordsmanship Training (Good +2)
Graceful and Poised (Good +2)

Pivots:
Another way; Get an Advancement whenever you use guile, deception or diplomacy to extricate the Captain and/or the crew out of a problem that looked to be heading for violence.
Painful yearning; Get an Advancement whenever you ignore your own needs or desires in order to help the Captain in the vain hope that this time the two of you might actually declare your feelings

The Shepherd
Aspects
Concept: Shepherd on a mission (Great, +4)
Background: Violent and Shady past (Great, +4)
Faculty: Sound council (Good, +2)
Flaw: Not allowed to kill (Basic, -2)

Traits
Physique: Average (+0)
Charisma: Good (+2)
Cunning: Great (+4)

Qualities: Uphold my oaths (Good +2, linked to Charisma)

Pivots
On a mission from God; Gain an Advancement when spreading the word to those who need it.

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