No matter, I'll write off the crew of the Patagonia as a test run. A story this crew heard in a bar... Which coincidentally is what I rolled for how they met. A cliche, but hey- If it's good enough for countless RPG campaign beginnings it's good enough for me.
I salvaged what I could, and rolled up what I couldn't remember. This time I used my own house rules to help generate the crew, as is suggested under "freeform characters" on page 23.
My method was to choose my set of 5 figures first. In this case, the free trader crew set from Khurasan (of course) which I have been dying to use for something for a long time.
I rolled all the human characters as normal (some of these were salvaged from my first crew, as I really liked Jella Hart, the outlaw country singer from a rich family. Archer fans will know why this is so funny) but selected "Orange class alien" and randomised between "Droid" and "warbot" for the mechanical member of the crew. I rolled 3 alien traits for Toros, and added "UNITY enforcers" as a group enemy, as Orange class aliens are hunted by the law.
Next, I simply gave each figure the weapon/weapons on the sculpt. Saves a lot of conversion headaches I would otherwise give myself. To "make up" for this, I also roll one drawback assigned to a random member of the group. (whoops, have not done this yet in the JPG)
And there's how it went down. A very eventful campaign turn and a short scuffle with the law. Feelings were hurt, jaws were hurt... Nobody made any money.
Just another day on the Fringe!
(Sadly, I got phone call in the middle of extracting jpgs of my rosters and accidentally deleted them. That will teach me to do that. Just pics and brief write ups from now on I think.)