This is the seventh in a series of character creation posts I’m using to figure out which game I want to schedule for our next campaign. You can find the Triangle Agency one here. And you can find the Slugblaster one here. You can find the Blades in the Dark one here. We took a slight detour for this one, here’s the Wildsea Ship Creation post. And then got back on track with the Wildsea Character Creation post. This is where you can find the Deathmatch Island one. Back in this post I named Orbital Blues as an outsider in this process since I’d barely even cracked it open. This was good motivation to read the book. Since then, I have read most of it and I have to say, I’m generally impressed. It’s very much in the running now.
Sadness is the Point
I’ve played RPGs where your character is supposed to be weak, where they’re meant to be weird, where coolness or badassness is the point, but I have never before played one where the entire premise is that you are a sad, potentially depressed outlaw trying to get by in a universe that’s against them.
That’s Orbital Blues, by Sam Sleney and Zachary Cox, illustrated by Josh Clark and published by Soul Muppet. This is how it is described on the back of the beautifully realised book:
It is an intergalactic age of bounty hunters, vagrants and bleeding heart outlaws.
The galaxy is a lawless expanse, and you are an INTERSTELLAR OUTLAW. Together with your SHIP and your CREW, you must eke out a living in the frontier, and close down the intergalactic dream of freedom and success.
What this blurb doesn’t convey is that, for an Orbital Blues character, the sadder you are, the better (mechanically anyway.) Your PC is going to start with Troubles and they are going to give them the Blues and those two things just serve to compound each-other over the course of the game to give them more abilities as well as more narrative motivation.
Before I get into this, I would like to once again plug the My First Dungeon podcast. They have a complete season of an Orbital Blues actual play that has helped me to get to grips with the game, the system, the vibe and, of particular importance to this post, character creation. Go check it out here.
Start with the Concept

I haven’t played a lot of games where the player is supposed to start with an idea of their character first. Never Tell Me the Odds does it, but I am struggling to think of another. Of course, a lot of players will go into every game with their concept in their heads already, but few demand it. Orbital Blues wants you to do some imaginative labour before moving on to stats and abilities.
So, let’s look at the touchstones for this game. What kinds of characters does this sort of game want you to make? Cowboy Bebop, Firefly and Guardians of the Galaxy are all pretty obvious sources of inspiration that are explicitly mentioned in the book, so I’m going to use the characters from those IPs as fodder too.
I remember watching Cowboy Bebop during its original run when I lived in Okinawa in the late 90s. It captivated me with its evocative and anachronistic world and its lowlife, flawed yet oh so sympathetic characters. I was obsessed with Spike. He was such an asshole and yet he could always surprise you with moments of genuine heart and kindness, while being forever haunted by his dark past. It’s a classic character archetype, of course, but that’s with good reason. We relate to their brokenness while we aspire to their ultra-competency.
Anyway, that’s my main point of reference, a slick-looking guy with a past he’d rather forget. I’m imagining him as a crack-shot and a card-sharp, not an arm-wrestler or a fist-fighter. This guy drinks too much and always has a cigarette between his lips.
Name
The very next thing in the process and the book, is to roll up or choose your name. There is an excellent d100 table here for this so I am not going to pass up the opportunity to roll on it. Now, this is not necessarily meant to be your PC’s full legal name. In fact, it is more likely to be a nickname or a persona and usually just a single name. There are some great names in here, including “Indiana,” “Ripley,” and “Valentine.”
I rolled a 34 so that’s Avery. Nice!
On the same page is an exhortation to “pull it together.” This means thinking about what brought the character to the life of an outlaw. What kinds of problems follow them and what might they do about them?
I’m thinking Avery, a former military sharpshooter, quit the space-corps to find his own way in life, only to end up working as a hitman for some bad people. The crime boss he worked for had some juicy blackmail material on Avery. Thinking about this from a game perspective, I would want to eke this story out during play rather than spilling it all in character creation. But I am thinking he killed the wrong person, someone known to his family, and he doesn’t want that to get back to his parents. But he left the employ of the crime boss by faking his own death. This was all before he started going by the name, Avery.
Stats

You only get three stats as an Orbital Blues character:
- Muscle: speaks for itself really, Although it could be used for intimidation too. Also, it has a bearing on your Heart score, which is analogous to your hit points
- Grit: How far will you go? How much can you take and keep on trucking? Your Grit determines that
- Savvy: Quickness of mind and trigger finger. This is where I’ll be investing highly for Avery.
There is no dice-rolling involved in your stats. Instead, you choose one to be 0, one to be +1 and one to be +2. Simple.
Avery:
- Muscle: 0
- Grit: +1
- Savvy: +2
This seems to suit the character concept I’ve come up with so far.
At this point, it’s worth noting that you do stuff in this game by rolling 2d6, usually, and add the relevant stat to the roll. The target is always 8.
Sometimes, if you are rolling with the Upper Hand you roll 3d6 and take the top two rolls. In contrast, if you are rolling Against the Odds you roll 3d6 and take the lowest two rolls.
You can use Exertion to spend points of Heart to add to your rolls too.
The Crew

This next part will be a little difficult for me since this is a Solo endeavour (that’s just a little space outlaw humour there.) But still, I can follow the advice presented to a certain extent. There is a colourful double-page spread of titles to help. I can adopt one of these for my own character. Once I have done that, I can choose at least one more title and decide how Avery might relate to another character with that title.
Avery has a lot of options here. There are titles such as “the Queen,” “the Freak,” “the Heart-breaker” and, of course, “the Cowboy.” But I think the one that suits him is “the Quick.” He’s fast on the draw, nimble-fingered and quick-witted.
I think there is another member of the crew who has “the Ace,” title. Let’s call them Rivers. They’re good and they know it. This pisses Avery off and wakens his competitive side.
Heart and Blues

This is an easy one. Heart, which, as I noted, is the HP score, is calculated by adding 8 to your Muscle score. So:
- Heart: 8
Blues are the way you measure the effects of your character’s “past sins, personal grievances and guilty hangups.” As you build Blues points, you get to improve your character. You gain Blues points, unsurprisingly, through your Troubles.
Troubles and Gambits


A space cowboy starts with one Gambit. It’s a talent, ability or resource that can help in all sorts of situations. You can gain more during play. For every 2 Troubles, you can get another Gambit. Here are a few that I might consider taking for Avery:
- Devil’s Right Hand – Roll with the Upper Hand when using pistols
- The Gambler – get two points for every point of Heart spent when using Exertion while gambling
But the one I’m going for is:
- Marksman – Long range attacks ignore penalties from range etc. and always get the Upper Hand when taking time to aim. It’s the one that suits Avery’s story the most
You could be forgiven for thinking that a character’s Troubles are purely narrative, maybe coming from their backstory. But in this game, you have a set list of Troubles to choose from and they have specific mechanical effects. Avery will start with one Trouble although, he could resolve it and pick up some more during play. Here are a selection of Troubles to choose from:
- Devil in the Bottle – You get to answer questions like, what was the worst thing you ever did while pissed, who’s your oldest drinking buddy and what’s your favourite booze. You get Blues whenever you have to deal with a hangover or go cold turkey for a couple of days.
- On the Run – Some of your questions: Who are you on the run from and why? Who helped you get away? Who was left behind? You get Blues when evading a problem, and abandoning someone else to escape.
But Avery’s starting Trouble has to be
- “In too Deep – You got involved with the wrong people and did things you ain’t proud of”
- Which underworld organisation did you get involved with? The Reno Snakes is a gang that’s mentioned in the scenario provided in the book, so that’s what I’ll go for
- Who, in law enforcement remembers you? Galactic Marshall Dell Walker. He’s never believed Avery was really dead
- I’ll get Blues when I:
- rely on a talent I learned from an old friend
- restrain myself from the familiar old violence
- make someone do something they don’t wanna
Equipment and Mementos

Avery gets one weapon, a memento and one piece of crew equipment.
I could roll a d12 to determine the starting weapon but I think it makes sense that Avery takes a sniper rifle given his background and gambit.
There is also a (1-18?) table for mementos but I spotted one on it that simply fits so well, its “Bounty on a former lover.” I would like to change it from “former lover” to “step-father,” though.
Finally, the piece of crew equipment: A night-vision scanner makes sense here, I think.
Soundtrack

Avery needs his own theme tune to act as a leitmotif for him at those most dramatic of moments. This is such a cool idea that reminds me of Tales from the Loop and the best actual plays. I think Avery’s soundtrack tune is Sweet Jane by Cowboy Junkies
Conclusion
I might actually come back and make a ship for Avery and his pals as well, but this post is already long enough. I’ve had fun making this character. The process asks some really interesting questions of the player to make a troubled and complex outlaw who is likely to get more and more troubled as time goes on. The rules are simple, and very easy to grasp. Character creation was also pretty straightforward, although I did find there was quite a lot of flipping back and forth through the book during character creation. But that is just a small quibble really.
For now, see you, space cowboy…
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Orbital Blues is one the cooler games I’ve come across recently
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I’m very tempted by this one. It’s got such a specific and unique vibe to it.
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