
On Day 17 of the 2026 #Character Creation Challenge I’m using a game that I had originally intended to use last year. I had it on the list and I believe I even had the character sheet printed out. Then a friend had gifted me one of my holy grail of RPG collectables that I had been trying to get my hands on. A copy of Red Dwarf The Roleplaying Game. It was late January and I had already done most of my challenge entries. So I looked at the list and originally I was going to bump Mazes and Minotaurs, but that game had already been bumped several times. So I bumped FTL Nomad since I would be swapping one sci-fi game with another. When I schedule out my games, I try not to have two of the same genres next to each other.
So what is FTL Nomad by Stellagama Publishing? My initial thought is it’s a retro-clone(ish) game of the Traveller 2d6 system that contains some modern rule ideas such as advantage/disadvantage dice. The universe is set as a near future cyberpunkish interplanetary setting which can be expanded to interstellar. I’m sure there is more to it than that, but that was my first impression. Stellagama Publishing also put out several other titles that I’ve used in past challenges including The Sword of Cepheus 2nd Edition, Cepheus Deluxe and more.
The PDF of the rulebook has 277 pages and our character creation summary starts on page 14. The character sheet only has one page. Let’s dive into this system and see what we can come up with.
Step one is the character concept. Since I’m keeping this simple and easy, I’m going to make up a hot-shot human pilot. Yes there are aliens in this game, but I’m sticking with human. As a human (as detailed in step two) I get to distribute five points among the seven skills that are all currently at zero. As a starting character none of these can have a score more than three. The skills listed are Combat, Knowledge, Physical, Social, Stealth, Vehicles and Technology. Pretty self-explanatory.
Step three is to pick an Archetype (aka class or basic concept of the character). As mentioned above, I’m already picking Pilot. But the other options were Agent (spy, bounty hunter, troubleshooter, etc.), Diplomat, Engineer, Merchant, Mystic, Outlaw (pirates to con artists), Outsider (barbarian, exile, etc.), Roughneck (workers in space), Scholar (doctors, scientists and more), Scout or Soldier.
Since this character is human, on step four I get to pick a Talent or special ability. These were in three categories of combat, character or professional. I found one for Ace Pilot and wrote it down in my notes.
Next comes calculating the Stamina. This was a mathematical formula with any bonuses from the Physical skill (which I had at one). The next step (six) is calculating the Encumbrance that the character can carry. Another mathematical formula also involving the physical skill.
Now we are purchasing equipment for this currently unnamed character. Hey, I get to roll something. 2d6x1000 for the number of credits he has. Now I can go to the equipment list or go pick an equipment package that is based around the Archetype. I’m going to go with the later as to not take up too much time. I wrote it down on my notes and subtracted the cost for the package. Actually I am going to take a peak at the equipment to see if there is anything else I think he should have. I did add a few more items that I thought the character would need.
The last step is to finalize the character. Name- Marcos Tryladar. Appearance- Good looking with short black hair and brown eyes. Trying to see if he can meet the next piloting challenge and left home to find his fortune. Let’s see how this looks when I transfer my notes to the character sheet. There are some blank spots that should be easy to fill out with a GM such as languages. But there is one glaring thing I noticed. There’s a Hero Points section. Quick search of the PDF shows that they are tucked all the way down on page 31. Each player starts with two and can be used for re-rolls or to activate special talents or abilities. That would have been nice to know before I had filled out the sheet.

Afterthoughts:
I really like the fact that this book gave us the basic mechanics and a rundown of the attributes at the very front of the book. I’m really disliking the publishers who follow the online recipe formula where they give the TL/DR story of whatever before they get to the actual instructions we are looking for. Remember, a core rulebook is a source of information, make that information easy to find and people will be more likely to play your games.
Being a Sci-Fi fan, I could see myself playing FTL Nomad. I don’t know if I will because I don’t even know any one local who plays Traveller, let alone any games based off of the 2d6 system. I’d love to try it just to see how it plays at the table. It’s generic enough that I could see some some homebrew possibilities for it.
Additional Notes:
After the flub with the Six-Shooters & Wagons the other day, and with a very busy schedule coming up (more family responsibilities that come first), I’ve actually sat down and scheduled out the rest of the month. Before today I had been winging it to give it a little bit of spontaneity. Let’s see if this pre-planning will help the rest of the month go smoother.
Coming Up Next:
Dragonbane
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