Character Creation

Marullus
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Marullus
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Character Creation

#1 Post by Marullus »

Discuss your concepts, bounce ideas off other players, get clarification on anything you need help with in making your character. It is my intention to allow your desires and choices in character development to help set what exists in the campaign universe. So, please treat character creation as open and permissive - suggest ideas and I'll do my best to make them possible.
  • By default, all characters are native to Earth-9. If you're an off-worlder, explain how how and why you came to be here at this time.
  • Referencing the Black Sun book, we're using a "street magic" theme, which means a grittier feel. Magic, Psychics, and Technology all exist equally as different "sciences" and reasons the Pre-Scream universe was a utopia.
  • Check the Stars Without Number discussion if you're unfamiliar with the game itself and the House Rules thread for specific changes in this campaign.
  • Please make a character in the die roller under Campaign ID 899 and use it for all rolls.
Attributes should be rolled in the die roller with these strings:
STR [3d6] DEX [3d6] CON [3d6]
INT [3d6] WIS [3d6] CHA [3d6]
(Don't use the attribute roller tool.)

I will allow all PCs three points, adapted from the rules in the Other Dust suppliment. These can be used in the following ways:
  • add a +1 modifier to an attribute (to a max of +2) for superior genetics
  • be used to roll on the Mutation tables in the Other Dust book
  • Purchase 15,000 in installed cyberware (installed off-world, or installed during the Succession Wars if your character is 50+) [Page 83 of SWN Revised]
Otherwise, the step-by-step process for character creation is summarized on Page 4.
Last edited by Marullus on Tue Jan 26, 2021 11:08 pm, edited 1 time in total.
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cybersavant
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Re: Character Creation

#2 Post by cybersavant »

I will allow all PCs three points, adapted from the rules in the Other Dust suppliment. These can be used in the following ways:

add a +1 modifier to an attribute (to a max of +2) for superior genetics
be used to roll on the Mutation tables in the Other Dust book
Purchase 15,000 in installed cyberware (installed off-world, or installed during the Succession Wars if your character is 50+) [Page 83 of SWN Revised]

so, is each of these worth a point, or does one option use all three points?
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Re: Character Creation

#3 Post by Marullus »

Each is one point. You can increase three attributes, have three mutations, or a total of 45,000 in cyberware, or any combination thereof.
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Re: Character Creation

#4 Post by Enoch »

Hey, I don't know what anybody else is thinking about characters, but the 2 that most interest me are a Pacter (Shadow-summoner) or a Gunslinger who hunts them (using the Godhunter class).
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Re: Character Creation

#5 Post by Mister-Kent »

Those sound awesome! I'm thinking an Other Dust mutant would be fun.
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Re: Character Creation

#6 Post by Marullus »

I agree - we can try it out. :) Make these rolls for each desired mutation (1 to 3) and I can provide the results if you don't have Other Dust.

Stigmata [1d10][1d6]
Flaw [1d12] Benefit [1d12]
Subtables [1d6][1d6][1d8][1d8][1d10][1d10]
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Re: Character Creation

#7 Post by Mister-Kent »

Ahh I'm so eager to see what I get but the roller keeps erroring on me
DMing DUNGEONESQUE, LL AEC Gothic-weird fantasy
DMing CAT'S CRADLE, Stars Without Number/Other Dust
Playing
Constance Wyrdweather and Ruwyn Hollowheart in Labyrinth Lord: West Marches Sandbox (LL AEC)
Formerly Numen, Thisby Queller (RIP) and Radiant Olympia (RIP)!
Frekken Ribbitowicz in Mutant Future: Tales from Gam'A Zone (Gamma World)
Anne Summerisle and Gustav the Grasping in Caves of Chaos (LL)
Elden Vodarte in The Horror at Briarsgate (AD&D 1E)
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Re: Character Creation

#8 Post by Marullus »

It's working here, perhaps try a different browser? Or truncate to have less rolls on that last string.

Also, make sure you create a character attached to Campaign 899 so the rolls link up. :)
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Re: Character Creation

#9 Post by Mister-Kent »

I'm on phone so maybe its that. I'll try once I'm home~
DMing DUNGEONESQUE, LL AEC Gothic-weird fantasy
DMing CAT'S CRADLE, Stars Without Number/Other Dust
Playing
Constance Wyrdweather and Ruwyn Hollowheart in Labyrinth Lord: West Marches Sandbox (LL AEC)
Formerly Numen, Thisby Queller (RIP) and Radiant Olympia (RIP)!
Frekken Ribbitowicz in Mutant Future: Tales from Gam'A Zone (Gamma World)
Anne Summerisle and Gustav the Grasping in Caves of Chaos (LL)
Elden Vodarte in The Horror at Briarsgate (AD&D 1E)
I make the comics and arts! // Tumblr // DeviantArt // EnterVOID
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Re: Character Creation

#10 Post by Marullus »

I went over the Other Dust section carefully, opting to clarify and make some changes for our setting. Please check the Mutations post.

For fun, here's some samples of how it turns out....
Stigmata [1d10] = 3[1d6] = 4
Flaw [1d12] = 7 Benefit [1d12] = 8
Subtables [1d6] = 6[1d6] = 1[1d8] = 1[1d8] = 4[1d10] = 10[1d10] = 3

You are horrendously ugly, with inhuman features that are Canine: Fur, teeth, tails, digitigrade legs, muzzles.
-2 to all social skill checks that don’t involve intimidation.
Inefficient metabolic processes leave you requiring twice the usual supply of Sleep in order to avoid ill effects. If the necessity is sleep, the amount required is 12 hours to avoid the Tired negative condition.
Your enormous vitality grants you Radioactive Vitality: Radiation fuels your nanite infection. You are immune to radiation damage, cannot be further mutated by it, and heal 1d6 hit points of damage every time you would otherwise need to make a radiation saving throw.

Stigmata [1d10] = 5[1d6] = 6[1d8] = 8
Flaw [1d12] = 2 Benefit [1d12] = 3
Subtables [1d6] = 5[1d6] = 6[1d8] = 6[1d8] = 1[1d10] = 5[1d10] = 8

Your limbs or face have appearances taken from at least one roll on the Shapes table: Tentacular
You suffer a [Mental Debility]. Quarrelsome: You can control yourself around fellow PCs and friends, but others that contradict you or defy your wishes infuriate you. You won’t necessarily attack, but you suffer a -3 penalty on all social skill checks with them that don’t involve intimidation.
Your mutations have resulted in [Exotic Power]. Detachable Organs: You can remove a sensory organ such as an eye or ear and perceive normally through it while remaining within two kilometers. The organ is destroyed if struck or the owner goes more than two kilometers distant. If not reattached, an organ regrows in a week. Removing an organ costs 1 System Strain.

Stigmata [1d10] = 10[1d6] = 3[1d8] = 3
Flaw [1d12] = 4 Benefit [1d12] = 5
Subtables [1d6] = 1[1d6] = 2[1d8] = 4[1d8] = 7[1d10] = 3[1d10] = 6

The nanites have molded your flesh into an unearthly vision of beauty or handsomeness save for one blatantly inhuman feature. Roll on the Body Part chart to find out the limb affected, and then either the Animal or Shape chart to determine the flavor of the change. One or Two Arms: Furred or Insectile.
[Radioactive zones] leaves you debilitated and weak, suffering a -2 modifier to your [Strength] modifier that lasts for ten minutes after exposure.
Your shape has gifted you with [Movement Power]. Burrower: The mutant has strong claws, teeth, or other digging apparatus capable of chewing through standard construction materials, earth, and rubble. Their digging attempts ignore the armor on materials softer than armored bulkheads, and do 1d6 damage to barriers per round. They can dig a human-sized passage one foot deep through earth or rubble with one minute of effort.
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Re: Character Creation

#11 Post by cybersavant »

going whole hog on this concept


originally native of Earth 9, a scavenger, taken offworld & joined scavenger/smugglers trading tech, etc., eventually returned to Earth 9 via crashed/destroyed ship; now looking to get offworld again

cybernetics [ need to look those up ] AND
mutation(s)
partial rectifier/ expert
Spacer background
Scavenging generally falls under the Survival or Notice skills.
Off-world trading would be Connect or Trade skills.
Wild Psychic Talent to get the Sense the Need ability from Precognition.

so i guess mutation roll first
probably one roll, but have to look up cybernetics first to see how much coin i'll need for that

[1d10] = 3[1d6] = 6[1d12] = 1[1d12] = 1
[1d6] = 1[1d6] = 2[1d8] = 5[1d8] = 1[1d10] = 7[1d10] = 9
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Re: Character Creation

#12 Post by Mister-Kent »

I'm thinking my character might be a Perimeter Agent (maltech hunter) or suchlike. Their stats are very fit and smart--not wise or charismatic, but they're not one of *those* kind of secret agents.

I was thinking mutations but I'm going to double check the cybernetics before I make my final decision.

Ooh--or maybe a Wild Talent could manifest due to some freaky past maltech exposure...
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Re: Character Creation

#13 Post by Marullus »

cybersavant wrote: Thu Jan 28, 2021 4:55 am cybernetics [ need to look those up ] AND
mutation(s)
partial rectifier/ expert
Spacer background
Scavenging generally falls under the Survival or Notice skills.
Off-world trading would be Connect or Trade skills.
Wild Psychic Talent to get the Sense the Need ability from Precognition.
This looks interesting!

A spacer with a mutation will have been subject to intense social stigma, which likely has a big impact on him (moreso than one who stayed on Earth-9). Being a Spacer ensures he starts with the Fix skill (actually tinkering with and making things) from spending formative years among TL4 ship parts and systems. You can spend your "hobby or interest" free pick to get Survival for scavenging. Here's the tables you need for rolling background. You can pick two off the Learning table, or you can roll three times splitting rolls between Learning and Growth. (You can pick the same skill twice to get level 1 instead of level 0, but that's as high as you can go.)
Spacer.png
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cybersavant wrote: Thu Jan 28, 2021 4:55 amso i guess mutation roll first
probably one roll, but have to look up cybernetics first to see how much coin i'll need for that

[1d10] = 3[1d6] = 6[1d12] = 1[1d12] = 1
[1d6] = 1[1d6] = 2[1d8] = 5[1d8] = 1[1d10] = 7[1d10] = 9
So, one point for totally random! (Saving two for stat or cyberware options.)

Here's the mutation:

The Stigmata is optional (per house rule) but you may choose to keep it if you like the flavor.
You are horrendously ugly, with inhuman features taken from one or more rolls on the Animals table. -2 to all
social skill checks that don’t involve intimidation.
Aquatic. Fish scales, bulging eyes, slimy coating, "whiskers", fins, tentacles.
Because this is optional, if your goal is to have a stigmata to lean into the roleplay of it, you can swap for another animal if you prefer.
Flaw:
You have a Finned Eyes.
You have buldging fish eyes, even if otherwise human.

Benefit:
You have a [Biogun] that can be used in combat.
Biogun: You can expel bone shards, teeth, or other natural projectiles as if firing a combat rifle (1d12 damage, 100/300 range), using either Punch or Shoot as the relevant skill and Dexterity as the attribute for the attack. After each fight or situation in which this mutation is used, roll a Physical save. On a failure, the mutation is drained for the day unless you spend 1 System Strain.
Perhaps fish barbels? Up to you to decide and describe as you see fit.
I modified the above text to use the SWN Revised terminology.
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Re: Character Creation

#14 Post by Marullus »

Roster so far (so I can keep track):

cybersavant - Spacer scavenger (visible mutant)
Enoch - Godhunter/Pacter
Faanku - Pacter
Mister-Kent - Maltech hunter / Agent
redwarrior - Bounty hunter
greyarea - Sunblade with a mystical six-shooter
shroomofinsanity
jemmus
Craigers07

This is looking pretty good! I don't have a problem with that many characters - I will consider you as one group and let you stay together or divide into A/B teams as you wish for each job. I don't mind handling two groups concurrently. You're going to have a lot of capability, so I'll plan bigger, more adventurous challenges.

As your characters get some polish, I want you to think on and share your drives and motivations. I've added a Values statement to the character sheet, and that's important to me as I create scenarios to challenge you. You're in a universe that is collapsing and that you know is irrevokably broken. What is worth holding on to and why?

I've also asked for Goals - these will impact experience points. What is important to you to do or save? Your goal statements also allow you to actively participate in world building. Use your goals to signal to me the things that you want to exist and be a factor in adventures. Getting a ship, saving your Balgean race, discovering the secrets of the Baldron Cortex, stopping the release of Stuxx into this reality... if you define it in a goal, I'll make it part of the game.
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Re: Character Creation

#15 Post by Enoch »

So for my character, a lot of exactly what I go with depends on how important Shadows (often-malign entities and servants from beyond space and time--think Lovecraftian monsters or servants of the Manitou, if you're familiar with Deadlands) are to the campaign. I know Marullus wants this to be a decision left up to the group. From least I'mportant/frequent:
  • Pacter, ironically. Even if Shadows are rare and we never come across them in play, a character who makes a deal with a Manitou and summons Shadows with "that old Black Magick" is still feasible. Whether PCs want such a character with them is another question, but I wouldn't play such a character as evil, necessarily.
  • Godhunter requires some Shadows to not be strictly inferior to straight Warrior, as half or more of their abilities are focused on Shadows and cults.
  • Partial Godhunter/Partial Pacter would be a rather specialized Shadow-hunter, an ex-cultist who uses their knowledge of Shadows to hunt them. Even more than straight Godhunter, this character has limited general abilities.
If anybody objects to Shadows in general, I can make a different character as well.
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Re: Character Creation

#16 Post by Marullus »

Space Magic With the keenly-felt loss of technology, the whispering of Dark Powers offering alternative options for power are real.
  • The use of Shadows will have seen a definite upsurge after the scream - those with time to still philosophise might worry about the reason otherworldly intelligences find access to our world so porous.
Shadows are normally skipped over in hard SciFi; I intentionally included them in game premise so you could play with those options. I've incorporated the Psychics damaging the universe with the Scream to the way metadimensional energy is effecting both psychics and Pacters.

Godhunters, Sunblades, and Pacters (which currently covers three proposed characters) all can innately effect incorporeal Shadows, while everyone can effect their corporeal or possessed minions. I don't see it as exclusionary if it is included.

That said, how much NPC storyline is involved with them in part WILL depend on what goals and concepts your characters have. If a character has drives regarding shadow cults, there will be shadow cults. That doesn't have to swing the game - there will be the aspects related to other character's goals just the same.

I like your mention of the Manitou from Deadlands. With a Space Western feel, the idea that a Pacter's idiom describes him gambling like a huckster with extradimensional entities in his "mind palace" saloon is perfectly viable to me. If both PCs go that way then perhaps that's a normal way it is done, but they don't have to.
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Re: Character Creation

#17 Post by cybersavant »

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Re: Character Creation

#18 Post by Mister-Kent »

I went with an Adventurer "Agent" who is partial Expert/Warrior. Their parents were maltech cultists and at a young age Faraday was exposed to weird stuff, which gave them a mutation to sense electronics and radiation. Faraday was captured/rescued/adopted by Perimeter Agents and grew up to be one too, using tech to hunt down dangerous tech throughout the land. Think Pinkerton Detective meets The Wild Wild West. Most certainly undercover as a Reclaimer.
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Re: Character Creation

#19 Post by Marullus »

Mister-Kent wrote: Fri Jan 29, 2021 10:13 am I went with an Adventurer "Agent" who is partial Expert/Warrior. Their parents were maltech cultists and at a young age Faraday was exposed to weird stuff, which gave them a mutation to sense electronics and radiation. Faraday was captured/rescued/adopted by Perimeter Agents and grew up to be one too, using tech to hunt down dangerous tech throughout the land. Think Pinkerton Detective meets The Wild Wild West. Most certainly undercover as a Reclaimer.
Looking good! Tell me about the Perimeter Agents after the scream? Are you an off-worlder?

Two important things I see:
1) You get to pick one attribute and change it to a 14 (page 4, step 1). So he doesn't need to have two negative stats.
2) You get a third focus. Everyone gets one focus (step 7), then partial warrior gets a combat focus and partial expert gets a non-combat focus. By being Partial Warrior/Partial Expert you get all three.
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Re: Character Creation

#20 Post by Enoch »

Mister-Kent wrote: Fri Jan 29, 2021 10:13 am I went with an Adventurer "Agent" who is partial Expert/Warrior. Their parents were maltech cultists and at a young age Faraday was exposed to weird stuff, which gave them a mutation to sense electronics and radiation. Faraday was captured/rescued/adopted by Perimeter Agents and grew up to be one too, using tech to hunt down dangerous tech throughout the land. Think Pinkerton Detective meets The Wild Wild West. Most certainly undercover as a Reclaimer.
I love the name, btw.
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