
Lord Fyre RPG Superstar 2009 Top 32 |

Against the Aeon Throne presumes that all the heroes start off as the crew of a small freighter delivering supplies to the Pact Worlds colony of Madelon’s Landing on the forest planet of Nakondis. While their connection to Cedona (an andoid who appears to identify as female) will draw the characters into the larger story, first they need a valid reason to be serving as the crew of a free trader vessel.
I know that Starfinder is not supposed to include the concept of “Traits,” but I feel that the designers may have abandoned the idea prematurely. In Pathfinder, I have often found that the system helps integrate the heroes into the “story” of the AP rather well. What I am suggesting is that the character would receive a “trait” at character creation in addition to the theme he or she gets normally.
Here are some expamples for “Against the Aeon Throne.”
Captain
The ship's Captain is responsible for the success of the ship's overall mission and for the safety of its crew. His or her role is to coordinate the actions of the crew, allowing them to act as a unified team. During battle, the captain will provide directions to the crew members, but out of combat he or she is also responsible for finding cargoes to keep the ship profitable.
Benefit: Select either the Diplomacy or Intimidate skills. The selected skill becomes a class skill for you, but if it is already a class skill for the class you took at first level, then you receive a +1 bonus for that skill. If you already gain this benefit from your theme, the bonus from this trait will stack with that one.
Special: A successful captain will want skill in Bluff, Sense Motive, and other merchant skills.
Co-Pilot (Science Officer)
A trading vessel is unlikely to have a formal “Science Officer,” but most will have a Co-pilot who performs essentially the same role. The co-pilot uses the starship’s computers, scanners, and other systems to identify threats, target foes, and navigate hazards. Outside of battle, the co-pilot will plot the ship's course as well as inform the pilot of any expected obstacles on the ship's journey.
Benefit: Computers becomes a class skill for you, but if it is already a class skill for the class you took at first level, then you receive a +1 bonus on Computer checks. If you already gain this benefit from your theme, the bonus from this trait will stack with that one.
Special: The Co-Pilot will need ranks in Pilot to actually perform navigation in space and the drift (as well as act as a back up gunner). He or she will also want the additional skills listed under the Pilot trait below.
Engineer
The ship's Engineer works with the starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. In ship combat, the engineer will also perform damage control operations. On an independent ship, he or she will often be forced to jury-rig parts and scavenge for supplies to keep the vessel running.
Benefit: Engineering becomes a class skill for you, but if it is already a class skill for the class you took at first level, then you receive a +1 bonus on Engineering checks. If you already gain this benefit from your theme, the bonus from this trait will stack with that one.
Special: Other skills useful to an engineer include Computer, Perception, and other skills helpful in scavenging.
Pilot
Even more then the captain, a good pilot is essential to the successful operation of a spaceship. He or she drives the ship both in and out of combat. Each starship has speed and maneuverability ratings, but a skilled pilot can push the starship beyond these boundaries with enough skill. Away from the ship, the pilot can also operate many types of air or ground vehicles.
Benefit: Piloting becomes a class skill for you, but if it is already a class skill for the class you took at first level, then you receive a +1 bonus on Piloting checks. If you already gain this benefit from your theme, the bonus from this trait will stack with that one.
Special: Other skills useful to a pilot include Computers and Physical Science. You spend a lot of time away from the ship, you may also desire a few ranks in Survival for orienteering purposes.
Space Hand (Gunner)
A trading vessel is unlikely to have crew dedicated to gunnery, but most will have a few members who can float between multiple roles on the vessel. None the less, such an individual is likely to be assigned a gunnery station if the ship finds itself in conflict. He or she will then operate your starship’s various weapon systems, using them to neutralize or destroy enemy vessels.
Benefit: Because of its role in gunnery, Piloting becomes a class skill for you, but if it is already a class skill for the class you took at first level, then you receive a +1 bonus on Piloting checks. If you already gain this benefit from your theme, the bonus from this trait will stack with that one.
Special: Other skills useful to a space hand include Computers and Engineering. Acrobatics is also very helpful if you find yourself performing extra-vehicular activities in space or the drift.
One role I have found missing – because they don't have a direct impact on ship to ship combat is the Ship's Doctor (the role of Purser/Steward has been rolled into the Captain). But, I am not sure a “trait” would be needed for for that extra role.
Note: an exploration vessel would have a dedicated Science Officer (if not multiple). Likewise, a military vessel will have crew serving as dedicated Gunners.

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These traits seem to be just a list of bonuses to starship combat roles. Even if you were to incorporate a trait-style mechanic, I would want things unrelated directly to starship combat roles, like "survivalist" or "smuggler."
I also don't think "Ship Doctor" would generally make sense on a freighter.
I suspect the abandonment of traits is because everyone gets a theme.