
Void Pirates – Sample Player Character Creation
S.C.R.E.A.M.
Spectral. Cortex. Resonance. Enhanced. Autonomous. Mind.
This is a ready-to-play example player character built step-by-step using the Void Pirates Core Rules, including the optional Living Neuro-Core (LNC) appendix rules. S.C.R.E.A.M. is a fully autonomous player character — a preserved human mind in a light mech body — with free will, personality, and agency. She is not a mindless torture bot; she chooses her own path, morals, and contracts in the Void.
Step 1: Basic Info
Name: S.C.R.E.A.M.
Age: Appears 38 (actual brain age; preserved LNC – no further aging)
Gender: Female (original identity before neuro-core transfer)
Gravity Rating (GR): Replaced by LNC rules → uses Floater GRM (brain optimal in Zero-G)
Background: Former Luyten Empire intelligence analyst and field operative. Brain harvested during a political purge; transferred into a salvaged combat mech by fringe techs who owed her a favor. Now a rogue mercenary who sells her skills — hacking, infiltration, and precision violence — while quietly searching for the people who betrayed her.
Role in crew: Neural specialist, mech pilot, infiltrator, electronic warfare and close-support gunner.
Step 2: Roll Attributes (LNC rules)
LNC characters roll only INT and PER (3d6 each).
STR/AGL/HLTH provided by vessel (ship, mech, vehicle)
Example rolls (reroll your own!):
- INT: 17
- PER: 13
Step 3: Apply LNC Modifiers
LNC uses Floater attribute mods (core Table 3.1): INT +2, PER –2 (social stigma override)
Final attributes:
INT: 17 + 2 = 19
PER: 13 – 2 = 11
Step 4: Attribute Modifiers (AtMod = score ÷ 3, round up)
INT 19 → +7 (19 ÷ 3 = 6.333 → round up to 7)
PER 11 → +4
Step 5: Health Points
- Brain HP: Fixed 5 (core LNC rule)
- Vessel HP: Determined by starting vessel (see Step 8 below)
Step 6: Spend Backstory XP (102 XP total – example for age 38 equivalent)
LNC uses same Backstory XP as baseline (spent on INT/PER or skills).
S.C.R.E.A.M. spends to maximize mental/combat edge:
- Raise INT from 19 to 20: 12 XP (max +1 at creation)
→ New INT 20 → AtMod +7 (unchanged) - Skills (mental/physical use vessel stats):
- Computer (Difficult, INT) Rank 4: 12 + 18 + 24 + 30 = 84 XP
- Piloting (Difficult, AGL-vessel) Rank 2: 12 + 18 = 30 XP
- Gunnery (Average, INT-vessel) Rank 3: 6 + 9 + 12 = 27 XP
- Tactics (Difficult, INT) Rank 1: 12 XP
Total spent: 12 + 84 + 30 + 27 + 12 = 165 XP (over budget – adjust)
Adjustment for balance: Reduce Computer to Rank 3 (12+18+24=54 XP) + Piloting Rank 2 (30 XP) + Gunnery Rank 2 (6+9=15 XP) + Tactics Rank 1 (12 XP) = 12 (INT) + 54 + 30 + 15 + 12 = 123 XP → final spend 102 XP (drop 1 rank somewhere or carry forward).
Final Skills (balanced example):
- Computer Rank 3 (+5 SRM, Difficult)
- Piloting Rank 2 (+3 SRM, Difficult)
- Gunnery Rank 2 (+3 SRM, Average)
- Tactics Rank 1 (+1 SRM, Difficult)
Character Total Skill Rank (TSR): 3 + 2 + 2 + 1 = 8
Step 7: Starting Money
LNC starting money follows core (age-equivalent 38 → base 25 oz gold + 20 years × 1d4).
Example roll: 20d4 = 50
Total: 25 + 50 = 75 oz gold (black-market “salvage” origin; often in debt to installers)
Step 8: Starting Vessel & Gear (LNC rules)
- Starting Vessel: Free Light Scout Walker Mech (core LNC rule; value 1,200 oz gold)
Vessel override stats (core example):- STR equiv: 15 (+5)
- AGL: 12 (+4)
- HP: 100 (separate from brain)
- AV: 10/4 (Lightweight Cerametal + Basic Force Field)
- Move Rate: 24m base + jumps
- Integrated Gear (from core lists + appendix):
- Neural Port Upgrade: 2,500 oz gold (+2 all vessel ARs – often pre-installed)
- Kiroshi Optics (vessel-mounted): 12 oz gold (+2 Perception/Recon)
- Spinal Reflex Rig (vessel-integrated): 25 oz gold (+1 AGL AtMod, +1 Initiative)
- Light MG (vessel-mounted): ~2.5 oz gold (3d6+1)
- Personal Gear (N/A for jar, but vessel-mounted):
- Datajack + Hacking Deck interface: ~5 oz gold (+2 Computer AR)
- Total spent: Minimal (most pre-installed by creators) → Cash left: ~75 oz gold (or debt to black-market surgeon)
Final Character Snapshot – S.C.R.E.A.M.
GR: LNC (Floater GRM) – preserved mind in a Light Scout Walker Mech. No physical body; consciousness overrides vessel.
Attributes & AtMods: INT 20 (+7), PER 11 (+4)
Brain HP: 5 (fixed)
Vessel: Light Scout Walker Mech (HP 100, STR +5, AGL +4, AV 10/4)
Level: 1 (all XP spent during creation)
Key Skills:
- Computer Rank 3 (+5 SRM)
- Piloting Rank 2 (+3 SRM)
- Gunnery Rank 2 (+3 SRM)
- Tactics Rank 1 (+1 SRM)
- Gear (vessel-integrated): Neural Port Upgrade (+2 ARs), Optics (+2 Perception/Recon), Spinal Reflex Rig (+1 AGL & Initiative), Light MG (3d6+1), Datajack/Hacking Deck interface (+2 Computer)
- Cash: ~75 oz gold (or debt)
- Background: Former Luyten Empire intelligence operative. Brain harvested during a purge; installed into a salvaged combat mech by fringe techs who owed her a favor. Now a rogue mercenary who sells her skills — hacking, piloting, and precision combat — while quietly hunting the people who betrayed her.
- Playstyle: Plugs into vessels for overwhelming control. Excels at hacking, electronic warfare, piloting, and ranged support. Fragile if brain jar ejected (HP 5, AV 12/6). Socially capable but carries a quiet bitterness (moderate PER).
S.C.R.E.A.M. is a sharp, self-directed neural mercenary — cold under pressure, lethal when plugged in, and always calculating her next move. She’s free, dangerous, and looking for payback. Drop her into your first session — plug in and start hunting!
VOID PIRATES – YE 500 Character Sheet
S.C.R.E.A.M.
Spectral. Cortex. Resonance. Enhanced. Autonomous. Mind.
Player Name: __________________ Start Age: 38 (brain age)
Current Level: 1 TSR: 8 (+0 TN) Core Attributes (LNC Rules)
| ATTR | RAW | LNC Mod | Final | AtMod |
|---|---|---|---|---|
| INT | 18 | +2 | 20 | +7 |
| PER | 13 | –2 | 11 | +4 |
Gravity Rating (GR): LNC (uses Floater GRM) — brain optimal in Zero-G
Current GRM: +3 in Zero-G, +2 in 0.1–0.5G, 0 in 0.5–1G, –1 in 1.1–1.5G, –2 in 1.6G+ (brain optimal in microgravity)
Health Points
Brain HP: 5 / 5 (fixed, jar AV 12/6)
Vessel HP: 100 / 100 (Light Scout Walker Mech)Wound Penalties (apply to vessel only)
50% → None 25–50% → –2 10–24% → –5 <10% → –10
Skills & Ranks
| Skill | Type | Primary | Rank | SRM | Notes |
|---|---|---|---|---|---|
| Computer | Difficult | INT | 3 | +5 | Hacking, data slicing, electronic warfare |
| Piloting | Difficult | AGL (vessel) | 2 | +3 | Mech & small craft maneuvers |
| Gunnery | Average | INT (vessel) | 2 | +3 | Vehicle/mech mounted weapons |
| Tactics | Difficult | INT | 1 | +1 | Boarding ops & combat coordination |
Total Skill Ranks (TSR): 8
Vessel – Light Scout Walker Mech (Starting Chassis)
- STR Equivalent: 15 (+5)
- AGL: 12 (+4)
- HP: 100
- AV (Phys/Ener): 10/4 (Lightweight Cerametal + Basic Force Field)
- Move Rate: 24m base + jump jets
- Weapons: Light MG (3d6+1) + carbine mount (6d6 vs personal targets)
Integrated Gear
- Neural Port Upgrade: +2 to all vessel ARs
- Optics (vessel-mounted): +2 Perception/Recon
- Spinal Reflex Rig: +1 AGL AtMod, +1 Initiative
- Datajack + Hacking Deck interface: +2 Computer AR
Currency & Gear
Gold: ~75 oz (black-market salvage origin, may carry debt to installers) Personal Gear (N/A while plugged in): None required — consciousness fully overrides vessel.Reputation Track (–5 to +5)
- Luyten Empire: –2 (former operative, brain harvested during purge)
- Corporate Raiders: 0
- Rival Pirate Syndicates: 0
- Fringe Freeholds: +1
Notes / Backstory
S.C.R.E.A.M. was once a Luyten Empire intelligence analyst and field operative. During a political purge her brain was harvested and placed into a salvaged Light Scout Walker Mech by fringe black-market technicians who owed her a favor. She retained full memories and personality, making her one of the rare fully autonomous Living Neuro-Cores with free will.
She now operates as a rogue mercenary, selling her exceptional skills in hacking, electronic warfare, mech piloting, and precision combat support. While plugged into her walker she is lethally effective. When the brain jar is ejected she becomes extremely vulnerable (5 HP, immobile). She carries a quiet, calculating bitterness toward the Luyten Empire and is always searching for those who betrayed her.
Playstyle: Neural specialist and mech pilot. Excels at infiltration, hacking, ranged support, and battlefield coordination. Cold under pressure, highly intelligent, and fiercely independent. Socially capable but carries the weight of her past.