Character Sheets

Faanku
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Faanku
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Character Sheets

#1 Post by Faanku »

= Active Crew =

Silas dan Mallory

Code: Select all

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)
Damian Stavros

Code: Select all

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)
Romer Kwik

Code: Select all

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)
Vyrner Odo

Code: Select all

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)
- 
- Found a merchant company (+5xp)
Greyson Carlisle

Code: Select all

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

Code: Select all

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)
Wei Xuan

Code: Select all

Class: Yama King 1
Background: 
Foci: Compelling Gaze 1
Skills: Adminster-0, Connect-0, Know-0, Talk-1

XP: 0/3   -   Credits: 100

Goals
- 
Benedict 'P1LF3R' Alder

Code: Select all

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
- 
-------------------------
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:
  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
Last edited by Faanku on Tue Mar 02, 2021 9:54 am, edited 17 times in total.

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ybn1197
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Re: Character Sheets

#2 Post by ybn1197 »

Still working on him but he is almost finished.


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Last edited by ybn1197 on Mon Mar 09, 2020 4:24 pm, edited 1 time in total.

Enoch
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Re: Character Sheets

#3 Post by Enoch »

Ouch...those aren't good rolls. Which one I change to a 14 is going to depend on what character I create. This will be interesting!

Leaning toward an Adventurer (Expert/Psychic Precog) Merchant.

I will be rolling 3 times on the Merchant Learning table.

Learning chart (Merchant): [1d8] = 5 Notice. Gives me Notice-0.

Learning chart (Merchant): [1d8] = 1 Administer. Gives me Administer-0.

Learning chart (Merchant): [1d8] = 7 Trade. With my Free Skill of Trade, takes me to Trade-1.

Got lucky on starting hit points: Starting Hit Points: [1d6] = 6

Last edited by Enoch on Wed Sep 25, 2019 6:18 pm, edited 6 times in total.
Shadrach, Demon-Hunter - Dust to Dust

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Re: Character Sheets

#4 Post by Faanku »

For the most part a 9 is the same as a 13 when it comes to attributes, so I wouldn't worry too much. 5 strength means you won't be carrying much though!
ybn1197 wrote:Still working on him but he is almost finished.
A quick note; your skills all start at -1 instead of 0, and a skill cannot be higher than 1 at chargen. I'm not sure what Foci you chose, but your Program score cannot start at rank-2.

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Re: Character Sheets

#5 Post by ybn1197 »

Faanku wrote:
ybn1197 wrote:Still working on him but he is almost finished.
A quick note; your skills all start at -1 instead of 0, and a skill cannot be higher than 1 at chargen. I'm not sure what Foci you chose, but your Program score cannot start at rank-2.
My bad! I misread the rules. I'll fix those skills, however you can start at Rank-2.

Just as a point of order, page 17 the last paragraph of the Expert class: In their chosen field, however, the Expert is exceptionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack. So getting Program-0 during the Learning phase and choosing Program as both free focus and additional level you can start with Program-2. This contradicts page 9, "No starting character can begin with a skill level higher than level-1". Just makes things a little confusing IMHO.

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Re: Character Sheets

#6 Post by Faanku »

You're misreading that, but I can understand why. What that line means is that you can spend you lvl 1 focus and the bonus Expert focus on the same thing, thus starting at level 2 in that Focus. It's unrelated to Skills.

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Re: Character Sheets

#7 Post by ybn1197 »

Faanku wrote:You're misreading that, but I can understand why. What that line means is that you can spend you lvl 1 focus and the bonus Expert focus on the same thing, thus starting at level 2 in that Focus. It's unrelated to Skills.
Oh, okay. Thanks. I've made the changes, do they look correct now?

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Re: Character Sheets

#8 Post by Faanku »

I don't know which Foci you chose, but the skills look right.

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Re: Character Sheets

#9 Post by eirei »

WIP flyer/shooter


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ybn1197
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Re: Character Sheets

#10 Post by ybn1197 »

Faanku wrote:I don't know which Foci you chose, but the skills look right.
I think I have it now. I just took the skill listed under the Foci. So my free character foci is Gunslinger. My Expert foci is Hacker.

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Re: Character Sheets

#11 Post by explosiveghast »


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Re: Character Sheets

#12 Post by Marullus »

Damian Stavros

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Damian doesn't speak of where he's from, blithely explaining he's practically born on ships, and happy to work them. He was engineer on Odo's ship before it was recently confiscated on Kakimides.

Damian is from a secretive cult on Melanth, a techno-monastary where the knowledge of scientific theory and theoretical physics was religiously protected and practically worshipped. So much of the ancient texts remain truly undeciphered (and that technology out of reach, though they dream of star gates once more), but those who study the ancient ways know that what is called magic and what is called science are one and the same - magic is just the word unsophisticated minds use for what they can't truly comprehend. Damian is gifted with a mind for formulae, studying not only knowable technologies but the yet-unknown mysteries of energy-matter transfer, brainwave harmonics, void/entropy mnipulation, and the harmonics and platonic forms needed to trigger them.

Frustrated by the gaps in his monastary's crumbling texts and overly-certain of his own capabilities, Damian manipulated his way onto a smuggling ship and got out into the universe. Happy to be seen as a simple mechanic by those he looks down on as "ordinaries," he found work and spent a few years plying the space lanes and he has a knack for making friends in many ports. He eventually ended up on Odo's crew, until they fell afoul of the recent revolution and escaped without their ship.

Goal: To discover pre-tech truths; no others could understand them.

STR: 11, DEX: 14 (+1), CON: 9, INT: 14 (+1), WIS: 14 (+1), CHA: 9
Background: Technician
Class: Magister
Foci: Specialist (Fix); Savage Sorcery

Skills: Fix-1, Connect-1, Magic-1

HP: 1
AC: 14
Base Attack: +0

Saves:
- Physical 15
- Mental 14
- Evasion 14

Specials:
* Roll 3d6 and drop 1 for Fix rolls.
* As a main action any round, blast a visible target within 100m for 1d8+1 (Magic skill to hit).
* Cast 3 1st-level spells per day.
* Know two first level spells:
- Energetic Construct Evocation Create a solid, sturdy object up to 4 cu.meters/level out of congealed metadimensional force. Shaped as desired, with sophistication up to TL3 firearm, mechanical tool, or suit of clothing, bu can't be electronic or more than 1 object. Lasts 1 hour/level or until spell used again. If a barrier, it has casters level in hit points per meter of thickness.
- Imprinted Whim Charges caster's skin with a parasitic psychic pattern, a charge that remains as long as Deep Focus is maintained. If they can touch another intelligence creature, implants a single minor impulse or desire (a sentence or two). Target makes a Mental save, otherwise carries out the impulse for scene.

Equipment:
Laser Pistol (1d6 dmage)
Armored Undersuit (AC 13)
Monoblade Knife (1d6)
Postech toolkit
Dataslab
Metatool
6 units of spare parts
4 Type A cells
1 Large Duffel [backpack]
1 Telescoping Pole (10')
10 Glowbugs

135 credits
Last edited by Marullus on Tue Oct 01, 2019 6:19 pm, edited 1 time in total.

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Re: Character Sheets

#13 Post by Faanku »

Looking good. Magister is not a class in and of itself though, you need to choose to be a Rectifier, Pacter, or War Mage. It also looks like you've chosen spells from the Arcanist list instead of your Magister class'.
Also Marullus' sheet has reminded me; other than the standard method, you guys can also earn bonus xp for choosing and completing personal goals. Please make a note on your character sheet of 1 or 2 short term goals, and one larger, long-term ambition.

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Re: Character Sheets

#14 Post by Marullus »

The classes are converted in Revised (see pages 268-270) and the classes are Arcanist, Magister, and Adept. Black Sun is then a source for concepts and spell lists.

For this setting, I went with Magister over Arcanist. I like the idea of it being useable knowledge on the fly. I was queasy about incorporating the Arcanist full-fledged spell books, arcane formulae, and daily memorization... I like it more sci fi.

I see his Savage Sorcery as similar to how revised describes the distortion cannons (p. 67) than as some kind of Eldritch bolts. Manipulation of void/space to create molecular disintegration. (Video example: https://youtu.be/fhSBtClJAnU). After all, humans are temporary, Entropy is a Law.

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Re: Character Sheets

#15 Post by Faanku »

So you want to play the pre-Codex Magister class from the Core book, using the Arcanist spell list from the Codex? Seems somewhat convoluted but I don't see why not. I haven't actually looked at the Space Magic section since a cursory glance a year or so ago, since I had assumed that Black Sun supersedes it, but there shouldn't be any balance issues.

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Re: Character Sheets

#16 Post by Marullus »

No, I am sure your ordering is backwards. The Codex is definitely written with old, unrevised rules. The Space Magic chapter in Revised streamlines significantly (as does the rest of Revised).

So, after reading both yesterday, I went with straight Revised rules to cause the least potential for imbalance.

Revised doesn't include ANY spells, though. It tells you to steal them from D&D or another OSR game. That's why I used Codex of the Black Sun - at least they're from the same author/system and I don't need to propose conversion.

I picked from the Arcanist list because they are the most sciency, supporting my "keep it more sci fi" idiom. The other class spell trees focus too much on extradimentional intelligences and summoning them, which I want to avoid.

Does that make sense?

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Re: Character Sheets

#17 Post by Faanku »

Marullus wrote:No, I am sure your ordering is backwards. The Codex is definitely written with old, unrevised rules. The Space Magic chapter in Revised streamlines significantly (as does the rest of Revised).
Codex 100% came out after Revised, quite a lot later in fact; I was in a long-running game of SWN:R game when it got released and one of the players retired their character to play a Free Nexus. That said, I have no problem with you playing a Magister and using that spell list if you still wish to, your concept is solid.

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Re: Character Sheets

#18 Post by explosiveghast »

Speaking as a backer of both SWN Revised and subsequently, Codex of the Black Sun, I can assure you that Codex is based off of the revised rules. Look at the date of publication or the inclusion of foci.

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Re: Character Sheets

#19 Post by Marullus »

Ohhhhhh....

I need to reread it all with a new lens.

(If you're good with the current concept, I will let him stand. My apologies; I really did think I was picking the simplest route.)

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Re: Character Sheets

#20 Post by Faanku »

Aye, like I said it should be fine to run him as is, but if you wanted a Magister caster that really plays up the technomancer angle then I would strongly suggest the War Mage class. A good portion of their spells are about attuning to and buffing firearms and mentally assaulting vehicles; Murphy's Law especially just screams mecha-psion. Personally, I would feel better using the newest rules rather than adapting the older classes, but again, if you want to play as you were, feel free to. Totally up to you.

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