Table of Contents

Explorer Roles in Centaurus Gate

Centaurus Gate is a scifi themed RPG based on a rebuild of WEG's Star Wars D6 game and inspired heavily by Farscape. It draws on many concepts presented in Farscape and Stargate, all handled with a Buck Rogers pulp mentality. The game focuses on the adventures of a daring crew as they guide their starship into a galaxy far away. They are headed there to explore and seek fortune, a pioneer theme. Each player character is a crew member of the starship in question, taking on one or more roles as crew.

This page details all the available starting Explorer Roles for characters in the basic game of Centaurus Gate. When editing this page, follow the common conventions as the CGCS application compiles its database from the page itself (Yes if you add stuff here it gets plugged into the CGCS automatically :D).

Explorer Role Types

There are six types of roles in Centaurus Gate: Alien, Engineering, Leadership, Medical, Science, and Security. Each type of role has five ready to use roles listed under it, and a kit for making up your own that fit under that type. How you choose your roles depends on the type of explorer you decide to play. Regardless of the type though, an explorer may only have one role of a given type, though they may have more than one role. In this way you may take one role under Alien and one under Leadership, but not two under Leadership. Here are the three explorer types:

There are six role types:

  1. Alien roles cast your character as one of the five alien races which have openly allied with humanity in the Centaurus Expanse. They are meant to be taken as an additional role to one of the other types below. This is considered an optional role type and a crew need not have any present.
  2. Engineer roles are all about the mechanical and technical aspects of everyday life on your trek. You choose an engineer role for your character to gain abilities which let them maintain and enhance ship systems as well as dabble in the areas of science. This is considered a primary role type, and one character (or more) should have it in your crew.
  3. Leader roles are all about the managerial aspects of everyday life on your trek. You choose a leadership role for your character to gain abilities which let them support and assist other crew, and deal with issues such as diplomacy and bargaining. This is considered a primary role type, and one character (or more) should have it in your crew.
  4. Medical roles are all about the health and biological aspects of everyday life on your trek. You choose a medical role for your character to gain abilities that let them heal injuries, treat disease, and understand the complex biology of life in the expanse. This is considered a secondary role type, you should have one or more characters with it in your crew if possible.
  5. Science roles are all about understanding and knowledge, with a focus on practical application during your trek. You choose a science role for your character to gain abilities that let them figure out alien logic and technology, and even create interesting new technology with what you discover. This is considered a secondary role type, you should have one or more characters with it in your crew if possible.
  6. Security roles are all about protection and tactical action in the everyday life on your trek. You choose a security role for your character to gain abilities that let them gain the upper hand in confrontations and even predict when those confrontations may happen. This is considered an optional role type and crew need not have any present.

Each Role is a configurable set of options, allowing you to tailor it as you see fit. Roles offer Aspect Concepts, Ability Packages, Attribute Modifiers, Endeavor Introductions, and Gear Options. You choose aspects first, and that tells you how many points you have left to buy packages from the role (ability sets, gear options).

You are free to spend your Role Points in any order you wish, but here is a suggested order for starting out:

  1. Decide and pay for any Attribute Modifiers you want, discard and ignore the rest.
  2. Decide and pay for any Aspect Concepts you want, discard and ignore the rest.
  3. Pick Ability Packages you want and pay for those from Role Points.
  4. Pick Gear Options you want and pay for those from Role Points.
  5. Pick one free ability per leftover Role Point, never more than five (you must spend all but five).

In the end, all Role Points must be expended.

Alien Roles

Each Role below makes your crew member belong to a specific alien species encountered by humans when they first ventured into the Expanse. Each species has choose to ally with the human expeditions for their own reasons, and you are free to decide how they feel about the situation yourself. Regardless they have been taken in and trained by the Expedition Task Force (ETF), even gaining limited ability IsoTech crystals. Here is a quick summary of the five allied races:

    • In their natural environment, where the atmosphere is full of organic particles making for dense persistent fog, the Gaa Men float. Aboard ETF ships they are outfitted with a ribbon suit that enhances their strength. This species is larger than your typical human and has almost a fluffy appearance from their colorful fur. The Gaa Men are somewhat sloth like until called into action, and spend their time contemplating Science for the sake of science. Humans bounce between being bothered by their lethargy and worrying about their curious experiments.
    • A species of amazingly tenacious, patient, and large amphibians not unlike a cross between a salamander and Komodo dragon. Their mastery of medicine is amazing, due in no small part to their regenerative fluids being easily adapted to the tissues of other beings. Most humans think of their mentality as the most compassionate of all the five allied races, which surprises most (in contrast to their powerful form).
    • A race of small, quick mammals which almost resemble large Tasmanian devils. Their most obvious ability is their impressive dexterity and natural instincts, making them excellent at Security. Humans consider them a bit too aggressive and ill-tempered to trust too much. The truth is that the fighting instinct is strong in them, but that can and do control it, making them able allies.
    • The most highly evolved race encountered in the Expanse to date, the Kol Ten exist in an oscillation between energy and material states. Their material form seems at best like a fusion between organic matter and grey rock, standing very tall and very thin but still quite humanoid in shape. Their perspective is very removed from mundane concerns and their abilities tend to make them great Leaders.
    • A self-replicating mechanoid/android race that chooses other species to emulate in form. Regardless of the form they emulate, they are always diminutive versions of that form. All are impressive, natural Engineers. They are considered by humans to be a quiet, contemplative race with a strange sense of humor.

Engineer Roles

Introduction to specific Engineering roles

    • You have spent countless exploring the theories of energy as it relating to propulsion and ISO, and now you want to see what lies in the expanse. You know enough to know what can horribly wrong, which reminds you always to exercise caution.
    • You have been called crazy by some, and mad by others, but you know that most likely you are sane. You just can't help but to explore the wild impulses of invention that seethe in your mind.
    • You have spent years aboard ISO driven ships, learning all the parts and all the system. Faced with the challenges of others wanting more than what can be delivered, you had no choice but to embrace a cynical outlook of them.
    • You are a master of ship systems yes, but that isn't where your heart lies. You want all the curious gadgets you can get your hands on, small to large. The universe is full of interesting toys!
    • You have become a creature of comfortable habit, spending your days maintaining your ship's systems to finely honed edge. Nothing would make you happier than just cruising the cosmos with your ship in perfect operation. Though now it looks like this expedition may just increase you workload, good thing you live for it!

Leader Roles

Introduction to specific Leadership roles:

    • You just couldn't see eye-to-eye with the leaders of the modern society and its values, though you never could decide to make all out war on that way of life. You are a complicated person, and now have been sent on this expedition in exile from the society that shuns you.
    • You once took great joy in breaking the rules, all the rules. You smuggled illegal cargo and cut a swath across the Milky Way of freedom over law. However the ETF got to you and you decided that perhaps there is a place for you now: leading an expedition into the Expanse far from the lawgivers.
    • You have always been an amazing pilot, from the first time you took the controls in hand. Now you are sure that you are needed in the Expanse, no one can out-fly you when you have your focus on the prize.
    • You have seen many tours of combat in the Milky Way, ordered many men and women to die for the greater good. This is the stern backbone needed to survive an expedition into a dangerous territory, and the kind you can provide.
    • You have always been on the forefront of modern social reform, and with your charisma have amassed quite a following. You never could quite rectify though in your mind the personal cost of being such a paragon. Now perhaps you can escape all that, taking your ideas into a new realm where things will go better!

Medical Roles

Introduction to specific Medical roles:

    • You have dedicated your life to the art of Folding surgery, a complicated energy turned matter form of healing that can cure almost any injury given the right tools. Some people call you arrogant, you call it your right as the one with the power over life and death. You know you'll be needed in the Expanse, where strange, undiscovered injuries lurk around the corner. Perhaps people may even respect instead of despise you now.
    • You are a confident and capable healer that honors the timeworn adage “do no harm”. Can you maintain that conviction out in the Expanse? What price is too high to maintain your beliefs.
    • You are part of a large medical elite that has been improving humanity over years with gene therapy and design. Now you will have access to new forms of sentient life and their genes. No doubt you can learn much that could improve the next generation of humanity.
    • You carefully balance the ideas of therapist and doctor well, never leaning too far in either direction. You are the person the crew comes to with all their problems, and you wouldn't have it any other way.
    • You are a trained medical professional and a fully capable doctor, that just isn't what drives you. You want cold hard credits more than respect or gratitude. The value of Medicine has made you much money, and who knows what you can achieve in the Expanse, its a new market!

Science Roles

Introduction to specific Science roles:

    • You aren't mad. They called you a mad scientist, perhaps it was just the laugh? You know your science is peculiar and so are your attitudes, but mad? No. Surely not. Well maybe your science will be better received in the Expanse. *crosses fingers*
    • You have a passion for history. You have always admired the writers of the past, and now have seized your opportunity to be in the write place at the write time to write the critical history of the pioneers that head into the expanse.
    • It isn't that people are too dim to realize the power of logical and conclusions you reach, its just they don't take the time to think the logic through to completion. You'll fix that, one speech at a time. Even you know though that when push comes to shove you an effective part of the crew.
    • You can't turn your gaze away from something academic once you discover it. You are obsessed before you know it and learn all you can about it. Its ok, they will need you when knowledge becomes power in the Expanse.
    • You turned your nose up when modern science dismissed the idea of a unified, universal theory to all aspects of the universe. You'll show them all the truth, there is one inclusive universal theory that governs all! All you'll need is discover proof in the Expanse.

Security Roles

Introduction to specific Security roles:

    • You have invested heavily in being the best for battle, trading some of your humanity for enhanced prowess. That is ok, since you need it for your bold mentality and take-charge attitude. There isn't anything you can't protect your crew from, and you aren't afraid to tell everyone about it.
    • You have been secretly recruited and trained by the ETF as an operative, but act as a regular security officer on your ship. You will succeed in your mission, failure isn't an option, and secrecy must be maintained at all costs until complete.
    • If you could only master your curious impulse, you would be the pinnacle of tactics and ingenuity in combat action. Whatever they say though, your curiosity can be a strength is managed properly. You'll show them how during your mission in the Expanse.
    • You aren't much for words, instead you speak with actions. Many call you barbaric and cruel, but that is not the truth. You'll just defend the people important to you with your force, and obey your code of honor without forcing it on others. You'll be needed in the Expanse, you are certain.
    • You were one of the best Bounty Hunters in the galaxy, and now you have found a new exciting line of work to further hone your smarts. Out in the Expanse your skill set is perfect, and you'll be the one the others count on when the chips are down.

Roles

Alien: Gaa'Men

Alien: Guu'Emm'Shee

Alien: Huu'Shoo'Whee

Alien: Kol'Ten

Alien: Taak'Rhay

Engineer: Cautious Theoretical Thinker

Engineer: Crazed Inventor

Engineer: Cynical Engine Expert

Engineer: Greedy Gadget Collector

Engineer: Peaceful Ship Caretaker

Leader: Complex Exiled Visionary

Leader: Converted Tramp Smuggler

Leader: Hopeful Gifted Pilot

Leader: Resolute Combat Veteran

Leader: Troubled Social Luminary

Medical: Arrogant Folding Surgeon

Medical: Conflicted Healer

Medical: Driven Xenobiologist

Medical: Honorable Doctor and Confidante

Medical: Keen Medicine Trader

Science: Animated Peculiar Scientist

Science: Enterprising Historian

Science: Evangelist Logical Thinker

Science: Obsessed Scholar

Science: Universal Theory Proponent

Security: Bold Augmented Soldier

Security: Covert ETF Operative

Security: Curious Tactical Genius

Security: Quiet Honorable Warrior

Security: Smart Retired Bounty Hunter

Common Explorer Issues

These issues are primarily managed by the Exec, and when they rear their head, something interesting (if not horrible) is bound to happen. Each issue connects your explorer to a part of the fiction in a way that may come to haunt them during the course of the game. Choosing one or more of these is a way to get more RP to start with a richer explorer, but is telling the Exec to bring the drama home to roost as you play. For every issue you take (never more than three) you earn 10 RP to spend.

  1. Hunted: A powerful group, organization, collective, or what not has their sights on your explorer. Loosely offer up an idea of why this might be. You need not define who is hunting your explorer, just why whoever is doing so might be doing it.
  2. Cursed: Your explorer is like everyone else, it is just that when things go wrong for them, they go really wrong. Loosely define a single instance in their personal history where fate screwed them over royally.
  3. Bewildering: It isn't that your explorer is out to get anyone, it is just that they seem to be constantly misunderstood do to a lack of communication or miscommunication. Regardless, it isn't uncommon that someone misunderstands them and thinks the wrong thing about them or their actions. Loosely define a reason why this is the case, think of how they act that is misunderstood and misconstrued.
  4. Fervent: Your explorer just lacks impulse control when something they want or are interested in comes their way (from people to hobbies). Loosely define the most recent thing that captivated them almost entirely.
  5. Foolhardy: While not outright crazy, your explorer has a lack of respect for danger and risk. They will dive head in regardless the threats, given a valid reason to do so. Loosely define what kind of extreme action it takes to stop them in their tracks.
  6. Broken: In everyday activities, and even when the shit hits the fan, your explorer can hack it. In their past though, something horribly happened to them and they have never quite recovered. Loosely define what tragedy they faced and what might trigger them to relapse in despair once again.
  7. Secrets: Your explorer has one or more secrets close to their heart. These aren't the kind of things that would just ruin their life, but would ruin many people's lives if they come out. Loosely define what (or who) the secrets are about.
  8. Scheme: While the other explorers just came out to the Expanse under orders, not your explorer. They have a private scheme, a plan for action that they must see to personally out here in the void. Loosely define a personal goal for your explorer, and a vague idea of how they are going to go about it. This plan can't be inline with the ETF's goals.

Ability Definitions

Role Construction Rules

Costs in RP:

Random Role Table

For the people that want to roll a random role for their characters, roll a d6 and d10, consult the table: