NOMAD Stellar Alliance: READ ME FIRST

Posted: 2024-06-29
Last Modified: 2024-07-14
Word Count: 1208
Tags: ftl-nomad rpg settings

Table of Contents

Part of the NOMAD: Stellar Alliance series.

What Is This?

If you’re reading this, someone (probably the author of this Web site) asked you to play a character in a role playing game called Faster Than Light: Nomad in his homebrew setting called the Stellar Alliance.

This document will help you create a character appropriate to the setting.

Where Do I Start?

First, it may help to read the Background of the setting, to get a feel for what characters would fit into the Alliance.

Second, check with the GM to see what sort of one-shot, limited series, or campaign this will be. For example:

THEN create a character according Nomad pp 13-29, with the following amendments:

  1. This setting has NO Psionics.1 You may take the Mystic Archetype, but be aware you get no Psionic powers.

  2. If you want to play an Alien, choose from the options in “Aliens”, not those on page 15 of Nomad.

  3. If the GM announces that you will play Alliance officers or crew, ignore the equipment packages on page 25 of Nomad. Instead:

    1. Ask the GM in which Alliance fleet you will be serving, if he hasn’t told you already.

    2. Choose your character’s service within the fleet.

    3. Determine their rank within the fleet.

    4. Determine their issued equipment according to their rank and service.

Alliance Services and Ranks

The Alliance has several fleets, as explained in Fleets of the Alliance. Each fleet is divided into “services”, one for each specialty in the fleet, and each fleet has its own rank structure.

Here we’re going to make the optimistic assumption that your Skill Levels correlate to your success in your career. Pick the Skill that reflects what your character does, ideally their highest, and match that to the table for your Fleet. For each Archetype, Talent, or alien ability that contributes to doing that sort of job, add +1. (GM’s decision is final, as always.)

The GM may also have a rank in mind for all the characters. For example, members of an Away Team are generally low- to mid-ranked enlisted or low-ranked officers. Check with the GM before appointing yourself an Admiral.

After computing the effective skill level for your particular service, look up the Rank you can expect to attain with that skill level. You can choose a lower rank to reflect youth, inexperience, or discipline problems2, but you can’t choose a higher one.

Exploration and Peacekeeping Fleet

These are the six services in the Exploration and Peacekeeping Fleets.

The Peacekeeping Fleet has a lot fewer Science folks and a lot more Security.

These are the Skills, Archetypes, and Talents relevant to each Service.

Service Relevant Skills Example Archetypes and Talents
Command Social, Vehicles Diplomat, Soldier; Charming, Inspiring
Medical Knowledge, Social Scholar; Medic, Empath
Operations Technical, Vehicles Pilot; Ace Pilot, Drone Operator
Science Knowledge, Technical Scholar; Deduction, Scholar (talent)
Security Combat, Physical, Stealth Soldier; any Combat Talent, Intimidating
Technical Technical, Vehicles Engineer; Rigger, Tech Specialist, Ingenious

Here’s a rough guide to ranks in both Fleets.

Effective Skill Enlisted Officer
0 Midshipman
1 Specialist Ensign
2 Chief Petty Officer Lieutenant
3 Master Chief Petty Officer Chief X Officer
4 Chief Warrant Officer Commander (XO or smaller ship)
5 Captain (capital ship)

Commanders and Captains must be on the Command Track.

Defense Fleet

These Skills, Archetypes, and Talents are most relevant for Defense Fleet personnel.

Service Relevant Skills Example Archetypes and Talents
Officers, fighter Combat, Technical, Vehicles Pilot; Ace Pilot, Drone Operator
Officers, ship Social, Combat, Vehicles Diplomat, Soldier; Charming, Inspiring
Officers, intelligence Social, Stealth Agent, Diplomat; Charming, Intelligence Analyst
Officers, medical Combat, Knowledge, Social Scholar; Medic, Empath
Officers, technical Knowledge, Technical, Vehicles Engineer; Rigger, Tech Specialist, Ingenious
Enlisted, marines Combat, Physical Soldier; any Combat Talent, Intimidating
Enlisted, crew Technical, Vehicles Roughneck; Tech Specialist

Officers get the lion’s share of promotions in the Defense Flee, but otherwise pay grades are the same.

Effective Skill Enlisted Fighter Ship Service
0 Private / Spacer
1 Corporal / Specialist Cadet Cadet Cadet
2 Sergeant First Lieutenant First Lieutenant First Lieutenant, Service
3 Sergeant Major Squadron Leader Lt. Commander Major, Service
4 - Wing Commander Commander Lt. Colonel, Service
5 - Group Captain Captain Colonel, Service

Ground Forces

These Skills, Archetypes, and Talents are most relevant for Ground Forces personnel.

Service Relevant Skills Example Archetypes and Talents
Officers, regular Social, Combat, Vehicles Diplomat, Soldier; Charming, Inspiring
Officers, medical Combat, Knowledge, Social, Stealth Scholar; Medic, Empath
Enlisted, soldiers Combat, Physical, Stealth Soldier, Roughneck; any Combat Talent, Assault, Commando, Intimidating
Enlisted, support Knowledge, Stealth Soldier, Merchant; Logistics Expert
Enlisted, technical Technical, Vehicles Engineer; Drone Operator, Demolitions Expert, Rigger, Tech Specialist, Ingenious

Ranks in the Ground Forces are weighted toward the bottom compared to the Peacekeeping Fleet, but they have similar status.

Effective Skill Enlisted Officer
0 Private
1 Corporal Cadet
2 Sergeant First Lieutenant
3 Staff Sergeant Major
4 Gunnery Sergeant Lt. Colonel
5 Master Chief Sergeant Colonel

Merchant Service

The Merchant Fleet is less strictly organized; all personnel are “lent” to one of the major commercial companies to fly their ships. One can specialize in engineering, medicine, gunnery, flying, etc., but you basically do what the Company tells you to do.

Ranks are also much looser. Just about anything can be a specialty if it has to do with flying a ship, fixing a ship, or making money. If you can sell it to the GM, you’re a true merchant!

Origin Relevant Skills Example Archetypes
Corporate Social, Stealth Agent, Diplomat, Merchant
Ex-Fleet Combat, Social, Vehicles Diplomat, Pilot, Soldier, Engineer
Medical Knowledge, Social Scholar
Operations Combat, Technical, Vehicles Pilot, Roughneck, Scout
Security Combat, Physical, Stealth Soldier
Technical Technical, Vehicles Engineer
Temp none Outlaw, Outsider, Mystic

Likewise, the organizational structure aboard a Merchant ship is pretty flat.

Effective Skill Ranks
0 Cadet
1 Crewman 1st Class
2 First Lieutenant
3 Lieutenant Commander, Chief X Officer, Chief Engineer, Chief Pilot, etc.
4 Commander or Executive Officer or Quartermaster
5 Captain or Corporate Liason

Alliance Equipment

Aboard ship, most crew carry little equipment save maybe an Omnicomp and/pr an Omnicomm, plus whatever tools they need to do their job.

On a mission, each crew member (or officer) is usually issued specific equipment. See The Away Team.

The exception is the Alliance Merchant Service. Merchant crews can get what they need from the ship stores … unless they run out or the quartermaster is a bean-counter. Most smart crew members squirrel away private equipment they usually need. Check the list equipment packages on page 25 and pick the three things your character just can’t function without.


  1. And by no psionics, I mean there’s a small amount. But there’s NO PSIONICS IN THE STELLAR ALLIANCE↩︎

  2. Mariner! ↩︎