Character Creation Guide
From FEInfobase
Futility's End is a dynamic setting which can allow for a broad range of character ideas and story themes. This does not mean, however, that anything goes. The setting is dynamic and rich because it is consistent in its exploration of the galaxy and humanity's struggles.
This section should serve as explaining everything a player ought to keep in mind when creating a character for Futility's End. This goes for writing fiction as well as submitting a biography for a simm. Most games will require such a developed biography before you can join - they serve not just as outlines of a prospective character, but applications for the player to prove their writing skills and play style.
We know you have the talent. So it's up to us to provide you with the information you need.
Contents |
The Basics
If you read the What is Futility's End? article, you should have a broad grasp of the current galactic situation. If you haven't, then go and read it.
The year is 2410. The United Federation of Planets is rebuilding, moving beyond the cramped Sol System and into the core star systems which made up the early Federation some two hundred and fifty years ago. Starfleet ships defend internal space and the border, re-explore the galaxy, and settle rediscovered systems. Whilst contact has been lost with many home worlds, refugees from these species often still serve in Starfleet. But whilst Starfleet remains cosmopolitan and pro-active, the galaxy is not the kind and forgiving place you may have seen on screen in The Next Generation or in Nemesis.
A character who fit into such eras may not fit into Futility's End. Not without some changes.
Thirty years ago, a war started which turned life for most people in the Federation upside-down. The great empires of the Romulans and the Klingons were defeated and forced to not just ally with the Federation, but join them. Since the Borg arrived, the civilisations of the galaxy retreated, gave ground, and died. Even Earth suffered before the end. The Federation made moral compromises it never thought it would by abandoning soldiers and civilians when it made military sense, and even planning on a pathogen to destroy the Borg - a tactic which was considered so morally reprehensible even in the Dominion War that it had to be planned in secret. Against the Borg, the best minds of all civilisations contemplated it openly.
For the past ten years, the Federation has been first trapped within the ripped up Sol system, and only slowly been creeping back out to the galaxy. Old member worlds have been rediscovered devoid of life, old member species have been rediscovered changed and violent. Resources are limited, people are scared, and the Federation has become more totalitarian in the name of security.
This is repeating a lot of what you might have already read. But it should be considered in this light for character creation: This is what your character lived through, and lived in.
The Details
We'll walk through a character biography sample template. This can be useful for what you ought to consider when creating a character in general, and for Futility's End in particular.
Name
Your character's name should, first and foremost, be appropriate to their species and culture. Unless a character was consciously named after a famous person from the Federation's history by their parents, names of canon characters are frowned upon. It is also considered inappropriate to take names of characters from other sources. FE prefers to not have a cast list featuring Lee Adamas, John Sheridans, Amanda Carters, or so forth. Even if the names make sense in-universe, they can be very disrupting to suspension of disbelief.
Place of Birth
Your character would have been born somewhere appropriate to their race, background, and parents. If they're born on the homeworld of a different race, why? For younger characters, it might be best to check the Infobase when it comes to planets other than Earth - the Borg had taken a lot of territory even twenty years ago.
Date of Birth
The year is 2410. Only the oldest of officers served when the Federation was the bastion of good it once was. Even seasoned captains have only worn a Starfleet uniform in a time of war. Young officers have only served in the time of rebuilding. The new Academy graduates had not even reached puberty by the time the war ended. Your character's age doesn't just reflect how experienced they are - it reflects what they experienced.
FE is also a setting where rapid advancement in the ranks is less taboo. Dead Man's Boots is an excellent path to promotion for young up-and-coming officers. However, this is not an excuse to write young characters with an inordinate amount of competence. There is a reason why younger officers are of a low rank - they lack the experience and maturity for the authority. If you play such a character, they might be brilliant, but they will still make mistakes. Embrace that as a route for character development and exciting plots.
Species
What species is your character? This is quite important in Futility's End, especially in how it shapes your character. Most races you might expect still serve in Starfleet, plus a few you might not expect. At various points the Dominion, Klingons, and even Romulans have been Federation members. Their armed forces have served in Starfleet. Even though the Klingons and Romulans have left the Federation in recent years, some individuals might have made more ties with Starfleet than their own people, and stayed behind. If that has happened, you should seriously consider how and why this has come about, and why your character made the decision they did.
For even more mundane member species of the Federation, it can be complicated. Many races have lost contact with their home world in the war, or worse, know for sure it has been assimilated or destroyed. For many, Starfleet and Earth are the only homes they have - and in the case of the latter, it is an overcrowded home full of many humans who resent their presence on their own world.
The Infobase should tell you if you are a 'homeless' species, and what is known about the fate of your home world. You should bear this in mind, especially in working out why your character was not on their home world when it was lost. Check the timeline; it might not be so straightforward as that they were serving in Starfleet at the time! It's worth checking.
Appearance
A simple description of your character's appearance. Some templates ask for vital statistics - height, weight, eye colour, hair colour. It might be worth consulting a height/weight chart online for an appropriate scale if you're not sure. It's often best to describe a character's features than to just call them 'attractive'. Attractiveness is subjective, after all. If you say they're tall, well-built, with strong, chiselled features, that speaks for itself - it also communicates a certain something about your character better than just informing the reader that they're looking at someone pretty.
Assignment
The ship or station your character is assigned to. Find the game you want to join!
Position
The role your character plays in the game. If you haven't already decided this in advance with the GM, make sure you're not trying to fill a position that is already marked as being taken. Positions include such roles as Chief of Security, Chief Engineer, Executive Officer. This is one of the most important aspects in shaping your character - after all, an officer has to have talents and skills that suits their job. A Science Officer is going to be expected to know something about science, and likely be somewhat academic. Bear this in mind when crafting your character. They should realistically be capable of doing their job.
Rank
Different games handle ranks differently. Most Futility's End games use it solely as a storytelling mechanism. Others might use it as a reward system. Unless the game explicitly states that characters can hold whatever rank the player wants, it is best to check with your GM before assigning your character a rank. Even if you are told to use whatever rank you want, it is not an excuse to jump straight to Lieutenant Commander, or higher. Think about your character's experience and talents. A younger officer is likely to be a lower rank. It's best to allow them to have served at each rank for at least a couple of years before a promotion. Factor that in when calculating their likely current rank.
Family
The family members of your character. This doesn't have to be more than a list of names, perhaps locations or statuses, maybe ages. But it's useful to consider. Who were your characters' parents? It's an important question. Do they have any siblings? Are they married? Do they have any children? These are all significant in shaping a character and their life.
In Futility's End, also consider how many are alive. The past 30 years have been a dangerous time for families. Even if they survived the war, there have been all sorts of disasters since, including a Civil War in the Sol system. Most people have lost at least someone, especially if their family has a tradition of service in Starfleet, which is always popular for player characters. Who did they lose? How would this affect them?
Starfleet Record
Where has your character served before now? Are they fresh out of the Academy? If not, where have they been? For the past 10 years, this makes the Infobase a valuable resource. There is a list of ships currently active in the FE universe. It's best if you don't invent a ship that your character served on in the past 10 years. Starships are limited, resources are limited, and there are plenty on that list which have not yet undergone a significant amount of development. You can still tell the story in your character's history that you want - but you can keep it consistent with the Futility's End setting.
Ships your character served on in the war are not under such restraint. Most of Starfleet was destroyed. It is, however, best to still check the name in the Infobase. It only takes you five seconds, and it makes sure you're not clashing with something someone else has written.
This section is a good way to portray your character's development in their career. Their broadening experiences, and their ascension through the ranks. The different jobs they have done and the different places they have served. It is useful for shaping your character - and for reference. Check it up against the timeline of events in the war. There are lots of large incidents your character might have witnessed.
History
This is the in-depth, written section retelling your character's history. This is where you describe their upbringing, their choice to join Starfleet. The people who shaped them in their youth. What drove them to their particular careers.
Their time at the Academy. How well they did. Their early assignments. Whether they excelled. Whether they failed. Did they fight in the war? Did they only join Starfleet in the last ten years?
This section can be as long or as short as you want it to be. But it is useful if anyone reading the biography at least has a grasp of who your character is, why they joined Starfleet, what notable things have happened in their career. It should be an explanation of how and why your character is who they are now, and why they are like they are now.
It does not have to include anything which would not be a matter of public record - consider that Starfleet officers would have extensive personnel files. Some people enjoy putting in secret or personal details to make the writing experience cooperative, with the trust that other players will not use knowledge they should not have in character. Others prefer keeping the twists and turns a surprise. It is a matter of playing style. But if your character has a notable secret which could change the very nature of how they are perceived, we recommend you warn your GM when you submit the character biography about this fact.
Conclusion
There's a lot here to take in. But remember: We understand that we are writing in a non-canon Star Trek setting. We do not expect new people to have memorised the Infobase. Mistakes will happen, and we accept that.
All we ask is that you try to take in what information you have read, and if you're not sure - ask! There are many people who will answer your questions. The Quad will happily speak with members, prospective or otherwise. If you're applying to a specific game, ask the Game Master for advice! And if all else fails, the Futility's End forums are filled with experienced players always happy to help someone out.