Silas dan Mallory
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Class: Adventurer (Expert/Warrior) 3
Background: Pilot
Foci: Starfarer 1, Gunslinger 2, Specialist (Pilot) 1
Skills: Connect-0, Notice-1, Pilot-2, Shoot-2
XP: 7/12 - Credits: 800
Goals
- Participate in the Lorina Open (+3xp)
- Learn more of Costine's horde (+1xp)
- Discover a way back to the Empire (+10xp)
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Class: Magister 3
Background: Technician
Foci: Specialist (Fix) 1, Savage Sorcery 1, Healer 1
Skills: Connect-1, Fix-1, Heal-0, Know-1, Magic-2
XP: 8/12 - Credits: 800
Goals
- Uncover more pretech truths (+1xp)
- Acquire a functional Archanotech Laboratory (+1xp)
- Acquire and study Archanotech (ongoing) (+1xp)
- Create new Archanotech (ongoing) (+3xp)
- Study the Webway Gates of Daphion (+3xp)
- Find the location of the Articifer's Vertices (+10xp)
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Class: Adventurer (Expert/Warrior) 1
Background: Dilettante
Foci: Alert 1, Gunslinger 1, Tinker 1
Skills: Connect-0, Fix-0, Notice-0, Pilot-0, Shoot-0, Sneak-0, Talk-0
XP: 4/3 - Credits: 100
Goals
- Help persecuted psions escape Kakimides (+1xp)
- Secure a permanent refugee pipeline from Kakimides to the Eusarre Erria system (+5xp)
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Class: Adventurer (Expert/Psychic) 3
Background: Merchant
Foci: Psychic Training (Precognition) 1, Diplomat 2
Skills: Administer-0, Connect-0, Know-0, Precognition-2, Shoot-0, Talk-1, Trade-1
XP: 4/6 - Credits: 800
Goals
- Establish trade partners (ongoing) (+1xp)
- Complete a profitable trade run (ongoing) (+1xp)
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- Found a merchant company (+5xp)
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Class: Warrior 1
Background: Soldier
Foci: Gunslinger 1, Tinker 1
Skills: Administer-0, Exert-0, Fix-1, Shoot-1, Survive-0
XP: 0/3 - Credits: 100
Goals
- Discover the fate of Dr Reyes, the MES children, and the other members of her team (+1xp)
- Further the Reclamist agenda (+1xp)
- Find whoever lead the attack on his Kakimedean mission and extract revenge (+3xp)
= Auxiliary Crew =
Agnahr Roluos
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Class: Warrior 1
Background: Barbarian
Foci: Armsman 1, Henchkeeper 1
Skills: Exert-0, Lead-1, Sneak-0, Stab-0, Survive-0
XP: 3/3 - Credits: 800
Goals
- Learn the whereabouts of his two brothers (+1xp)
- Avenge his parent's murders (+10xp)
- Form his own mercenary company (+5xp)
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Class: Yama King 1
Background:
Foci: Compelling Gaze 1
Skills: Adminster-0, Connect-0, Know-0, Talk-1
XP: 0/3 - Credits: 100
Goals
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Class: Expert 2
Background: Criminal
Foci: Hacker 2, Gunslinger 1
Skills: Notice-0, Program-1, Shoot-1, Sneak-1, Talk-0, Trade-0
XP: 3/6 - Credits: 800
Goals
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Chargen Rules
== The campaign ID for this game is 779 ==
I know most of you know this already but for those of you new to the system or Unseen Servant - To make a character:
I know most of you know this already but for those of you new to the system or Unseen Servant - To make a character:
- Go HERE and choose make new character with the above ID. Name can be changed later, so don't worry too much about it now. Your character should be listed as in the game A Return to Form (SWN:R).
- Roll your stats by clicking the golden D20 and then choose 3D6 (not 4D6c1) and then click Aye! Assign your results via the drop-down menu IN ORDER from top to bottom to Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Click Aye! again.
- Your sheet is now active. Click Characters at the top of the page, and then the parchment and quill Char Sheet option next to your character. You can change any one attribute to 14 now manually, regardless of its previous result.
- Pick a background from the list on page 9, one that most closely reflects your hero’s past experiences. Add the Free Skill from your chosen background to your sheet, then decide whether to select 2 skills of your choice from the Learning table, or to roll 3 times divided between Growth and Learning. If you choose to roll for your skills, you can roll up to three times, dividing up your rolls between the Growth and Learning tables as you wish. When you roll on the Growth table, some results may say “+2 Physical” or “+2 Mental”. In the former case, you can add two points to either Strength, Dexterity, or Constitution, or one point to two different stats. In the latter case, you can add two points to either Intelligence, Wisdom, or Charisma, or divide the bonus between two of them. Please add which Background and table you're rolling on to the syntax, eg. [1d6] Clergy Growth.
- Choose your class, representing those talents you have that are most relevant to an adventurer’s lifestyle. If your hero isn’t well-described by Warrior, Expert, or Psychic, you can choose Adventurer and mix your class abilities.
- Choose your foci, representing the side talents or particular specializations of your hero. You can pick one level of a focus of your choice. Characters with the Expert class or the Partial Expert feature of the Adventurer class get one level of a non-combat, non-psychic focus for free in addition to this. They can spend both levels on the same focus, starting with level 2 in it if they wish. Characters with the Warrior class or Partial Warrior feature of the Adventurer class can do the same in choosing one level of a combat focus.
- Now pick one non-psychic skill of your choice to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal focus. You may choose an existing skill you have at rank-0 to increase it to rank-1.
- If you chose the Psychic or Partial Psychic class, you now choose your powers. Psychics can pick two psychic skills from those listed on page 8, while Partial Psychics can pick one. If a Psychic picks the same skill twice, they get it at level-1 expertise, and can pick a free level-1 technique from those listed for that discipline. Both Psychics and Partial Psychics get the level-0 abilities associated with their skills, as described under each discipline they possess. Both also have a maximum Effort score equal to 1 plus their highest psychic skill plus the better of their Wisdom or Constitution modifiers.
- Roll your maximum hit points on 1d6, adding your Constitution modifier. Even a penalty can’t reduce your hit points below 1. Warrior and Adventurers with the Partial Warrior class option add 2 points to this total.
- Note down any base attack bonus you may have. The higher the attack bonus, the easier it is for your hero to land a telling blow or shot on a hostile opponent. For most PCs, this bonus is +0. If you are a Warrior or an Adventurer with the Partial Warrior class option, it’s +1.
- Choose one of the equipment packages on page 25 or roll 2d6 x 100 to find out how many starting credits you have with which to buy gear. If you choose an equipment package, you must begin the game with those items exactly; no selling things off in chargen! Please be aware that the legality of certain weapons and equipment varies wildly between worlds.
- Mark down your total hit bonus with your weaponry. This is equal to your base attack bonus, plus either your Punch, Stab, or Shoot skill depending on the kind of weapon it is, plus your relevant attribute modifier. The weapon tables starting on page 66 will tell you what attribute is used for a particular weapon. If two attributes are listed, use the best one for your hero. If you haven’t even got level-0 skill, take a -2 penalty.
- Note down the damage done by your weapons. This is equal to its base damage dice plus its attribute modifier. If it’s a Punch weapon, you can add your Punch skill as well.
- Record your Armour Class, the measure of how hard it is to hurt your hero in a fight. Different suits of armour grant different Armour Classes; if you aren’t wearing any armour at all, your base AC is 10. Add your Dexterity modifier to this.
- Note down your beginning saving throw scores for your Physical, Evasion, and Mental saving throws. Physical saves against poison, disease, or exhaustion are 15 minus the best of your Strength or Constitution modifiers. Evasion saves to dodge sudden perils or dive away from explosives are 15 minus the best of your Intelligence and Dexterity modifiers. Mental saves to resist psychic influence or mind-bending technology are 15 minus the best of your Wisdom or Charisma modifiers.
- Wrap up your PC with a name and a goal. Every hero needs to have a goal when they set out adventuring. This goal might change, but your PC should always have some reason to go out and interact with the world before them.
- Add your character sheet to this thread by adding [sheet]XXXX[/sheet] to your post, XXXX being the 4 digit character number found at the top of your character sheet. Feel free to add a brief backstory, their goals, and anything vital or interesting about them; the more we know about them, the more we have to work with when exploring the sector.