Last year I had the opportunity to talk with the game designer for the sci-fi RPG, EverReach at SaltCON. He offered to send me a copy of his game to use in a future blog post. He also gave me the freedom to review the game as I saw fit. So, I am using it for today’s entry in the of the 2026 #CharacterCreationChallenge. Now, I had a chance to play this game with the designer at a past SaltCON.
So the PDF book is 324 pages and was released by Laughing Gnome Games. The ISBN number is 979-8-9925886-1-3. EverReach uses a system called the Luck Die System. To complete a task the player rolls 2d6 and another d6 known as the luck die, add any bonuses from skill, equipment and traits and try to meet or beat a target number. The player has a series of luck points and can replace one of the d6s that they just rolled with the results of the luck die.
The steps to create a character are listed on page 14. Create a character concept. Assign abilities. Pick a Genotype (think race). Select a character background. Select bonus skills and background. Select the character’s talents. Pick up equipment. Build a ship and finally finishing touches. There are little sub-steps or different methods in each step.
Step one is the character concept. As I’m typing this, I’m watching episodes of my favorite science fiction comedy series Red Dwarf. So I’m going to make a human engineering character that’s a little on the slobby and lazy side. Step two is assigning the attributes. The attributes used in EverReach are Brawn, Determination (mental fortitude), Wits (awareness), Agility, Intelligence and Presence (charisma). There are three methods that can be used to generate the scores for these. Focused (pick one at 4, one at 1 and the rest are 2), Balanced (Two attributes at 3 and all others at 2) or Point Buy (spend 13 points among the six attributes). Since this guy is one of the lower deckers, I went with balanced.
Now to select the Genotype of the character. In this gaming universe there are Humans, Metahumes (weak psychic humans), Spaceborn (humans designed to live in space), Heavy Worlder (humans designed for working on heavy gravity worlds), Reptilians, Avians, Felians and Piscine (genetically modified reptiles, birds, cats and fish) and Androids. Considering I’m making my own version of Lister, I briefly considered Spaceborn or Heavy Worlder, but I don’t think that really fit the concept I was going for, so I stayed with Human. I get to up two of the character attributes by 1 and I get to add +1 to Luck.
Step four is the character background. Where were they born, what type of upbringing and career do they have? We also select two personality traits and a character flaw. Sticking with the Lister theme I’m making the character from the United Kingdom. So he has the language of English and the trait of European. For the upbringing I considered Criminal, Urban or Rural, but I decided to go with Laborer. I wrote down the traits, social network and background listed. After seeing the list of Careers, instead of going with Engineer that I was thinking above, I selected Deckhand since he was a lower decker. This gave the character his first set of skills (rank 2), another social network connection and an additional trait. For Personality I’m instructed to pick two from the list provided (went with Optimistic and Witty) and at least one Flaw (Claustrophobic). I could have picked a few others to match the inspiring character but I didn’t know if it would have provided any additional positive traits.
For the bonus skills and background, I get to choose three additional skills at rank 2, bump two of my rank 2 skills to 3 and then select five skills at rank 1. I also get to choose one additional background talent, one additional social network. Um… are the background talents under the Talents chapter or in the Backgrounds chapter? This is probably where I would have asked the GM if we were making the character together at the table. There is an entire chapter on different talent types, but they appear to be connected to certain skills. I’m going to go out on a limb and think its one of these in the talent chapter since I haven’t seen that come up anywhere else. Under the Mechanics Talents there is a Robot Ally (since Lister had Kryten). No, I’m wrong, steps six (the next one) has the rules for those talents. I guess I’ll just skip this one for the time being.
As mentioned above, step six is to select the talents of the character. Each skill that has a rank of three gets a talent. Since Mechanics is at skill level 3, now I can take the Robot Ally talent that I had mentioned above (Welcome to this character’s Kryten). Since only one other skill was at a 3, I picked a talent for Subterfuge (Disguiser).
Equipment is the next step. The rules state that the character has a a choice of three equipment items that are always in their possession. There are other items that can be used during the game, but these three things appear to be signature items. I think I just pick three things that are not large and bulky.
Step eight is Building the Ship. Work with the crew (other PCs) including who owns it, who does what on the ship etc. Sticking with the Red Dwarf theme, I’m certain that this character has a small mining scout like StarBug 1 that’s owned by the company they work for. There is a whole set of steps just to design the ship. I’m not going to go into on this blog post because it’s already getting to long as it is.
The final step is the finishing touches. This includes determining speed, armor, shields, health, etc. It’s done by various mathematical formulas provided. I was confused by the second sub-step in finishing touches. It says to add the attribute bonuses+2x skill ranks to determine the bonus for your skills. But when I do a Ctrl+F on the document, nothing else comes up for attribute bonuses. I haven’t given a name to the character yet, so I’m going with Charles Craig. Glorified space bum who’s only working before he gets his big break (and hopefully the girl of his dreams) to retire on a farm on Fiji. I transferred everything to the two-page character sheet and scanned it below.
Afterthoughts:
I was wishing that the chapters and layout describing the characters was in the same order as the character creation steps listed on page 14. I was jumping all over the place in the PDF. It would have been helpful in the step-by-step guide to say (see page x for more information). Another issue was the AI images. They had the usual issues of merging body parts, plastic skin and more. Like the Vintage Space RPG that I had used in a past Character Creation Challenge, none of the images seemed to be related to each other other than being in space. It was really distracting.
Now usually when I create a character for the challenge, I usually say “I wonder how it plays at the table?” Well, as mentioned above, I was able to play it in a convention one-shot. We did a lot of pre-planning for our raid into the facility we were hired to break into. When we got to tossing the dice, I don’t recall thinking anything like “that didn’t work” or “that seems to be too steep for a success ratio” like I had in some other games. So with a good GM and players, this should be a game that can be used in a campaign. The GM is encouraged to develop house rules for their table if needed.
I would also like to point out, that in the same vein as Chris Gonnerman, Bill Logan, Mark Hunt and more, Patrick Buckendorf has done something that I want to do. Write a roleplaying game and get it out into the wild. Like others, I say I want to do it. But the actual act of getting it done and out is a major accomplishment that I hope to achieve some day.
Additional Notes:
In the 2025 #CharacterCreationChallenge the proper Top Gear crew came up in several characters. This year it appears that Red Dwarf is inspiring some of the characters that I end up using. Even if it’s towards the end of the creation process.
Coming Up Next:
The Walking Dead
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