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Secondary characters/NPCs
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If it is OK to convert Gabe? What character Level will he be?
EDIT: I'll leave Ryan to you, as you will now need that to be a bit more secretive.
You may play with Erin and need to roll some dice for her, so let's do her character sheet using the PC rules. But if I need to roll for Gabe or Ryan, I will just use their skill bonus. There are some NPCs in page 195. NPC stats are tediously simple now =(
I hadn't read that section yet because I was focused on character generation and advancement.
She is just pure Warrior. She is basically a soldier who has learned a couple other things, not someone who is good at two things (like a Warrior/Expert Adventurer). She can fight, but then also do a couple other things when needed.
I am also presenting two Levels. I know I said just Level 1 earlier, but I just don't think SWN characters really have their foundation until they are Level 2. So, pick what you want, but I am still presenting two Levels.
Level 1:
Soldier: Exert-0, Punch-0, Shoot-0
Warrior: Focus (Gunslinger-1) Shoot-1
Focus: Unarmed Combat Punch-1
Bonus: Exert-1
Level 2:
Focus: Savage Fray Stab-1
Skill1: S:14
Skill2: Fix-0
Skill3: Notice-0
If she ever makes Level
Erin Brand
S:14 (+1), D:17(+1), C:13, I:10, W:10, C:11
Soldier/Warrior
HP: 7
Skills:
Exert-1, Punch-1, Shoot-1, Stab-1, Fix-0, Notice-0
Foci:
Gunslinger-1
Unarmed Combat-1
Savage Fray-1
So, the lady can fight, though she is brittle. Her Level 3 will give her Shoot-2. But that won't be happening anytime even remotely soon. Her primary role is as a stevedore, which is where Exert comes in. She also helps Corbin around engineering, thus the Fix-0. I consider the Notice part of her basic structure, but I do it in the order given to get the extra skill level for Exert.
For her Equipment Package, I recommend the Soldier package, but modified to have a Laser Rifle and four type A power cells instead of a Combat Rifle and 80 rounds of extra ammo (cost is the same).
Rolls
Level 1 hit points - (1d6+2)
(1) + 2 = 3
Level 2 hit points - (2d6+4)
(12) + 4 = 7
I will probably give a flat +10 hit points for everyone (including her) but let me see Douklan's character sheet first, so I can do that only once.
Erin:
S:13, D:17, C:13, I:10, W:10, C:11
Level 1:
Soldier: Exert-0, Stab-0, Shoot-0
Warrior: Gunslinger-1 Shoot-1
Focus: Savage Fray Stab-1
Bonus: Exert-1
Basically, all this does is swap out her ability with her fists into her ability with a blade. I realized that for Unarmed Combat to really work well, you have to dedicate to it. Instead, I'd rather her have Savage Fray which remains useful even without dedication. Plus, it fits with her background description better.
I understand if you say no. But I think this works better. Plus, since she hasn't done anything combat-wise yet, this has no affect anything that has happened yet. Plus it makes more sense of the comment about her always having her blade with her.
I figured I might as well check out the companion Without Number games, and downloaded the free versions of them. Those have some pretty cool Foci of their own! However, pertinent to this topic, I found this alternative to Gunslinger in Cities Without Number (the cyberpunk game):
You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.
Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.
Level 2: You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.
All I was trying to do was give an example as an alternative to Gunslinger that was done in a Without Numbers game. That's all. It is simply an example of something more like I was thinking. I don't even know if it fully works or not in SWN. I am certainly not endorsing a full intermingling.
Give me a day or so to go dig out her old thread and I will come up with something for her! I'll do two levels, even though she'll likely only be Level 1.
Daryen, Mariella is indeed level 1. Gimme that version, ok? (Of course you can level her up but that will be a purely theoretical exercise. )
That's tight! I'm gonna pretend this is Mariella's first assignment for the Explorers. Hope you like the result (when I'm done).
Level 1:
Official: Administer, program, Lead, Notice,
Adventurer Soldier/Expert:
Focus: Authority
Bonus: specialist: Notice
Level 2: Sniper & Program 1, Administer 1
Final skill list:
Administer 1, program 1, Lead 1, Notice 1, Shoot 1
S:16, D:7, C:16, I:10, W:10, C:13
Level 1:
Background: Merchant Trade-0 Know-0 Talk-0
Class: Expert: Specialist-Trade-1 Trade-1
Focus: Diplomat-1 Talk-1
Bonus: Pilot-0
Skills: Trade-1, Talk-1, Know-0, Pilot-0
Combining her character generation thread into just one level was a bit challenging. But, here we are.
Her pre-conversion best skill was Drive, which translates to Pilot in SWN. Her primary merchant rolls were Trade and Fix. She also developed an appreciation for art, which could be Work (oddly enough) or Know in SWN. Then, as an explorer, she had some academics (also Know). In addition, she had multiple talk-y related skills, which can be represented by Connect and Talk. She had zero combat skills.
What we have in SWN is a pure Expert (since Warrior doesn't make any sense and the extra skill points will be extremely useful). Trade is the base focus here, augmented by Specialist. Talk was chosen over Connect because of the diversity of communication skills she had collected and because Diplomat seemed to fit her current role, as the chosen escort for Professor Stone. The third skill from the background could be either Know or Fix. Know was the choice because it can represent her appreciation for Art (since she studied art; she didn't make it) and it includes the academics she later gains. The final skill has to be Pilot, as it covers both her Pilot and Drive skills. It isn't as high as it should be, but it is at least present.
This is a good enough foundation that she can go in many different directions at Level 2. The one thing I'd likely do is burn a skill point to get her Dex up to 8 to kill the negative modifier. The rest is wide open at this time.
Rolls
Hit Points - (1d6+1)
(6) + 1 = 7
Name: Jilandra "Jil" Broadenspec
S:15, D:16, C:15, I:14, W:14, C:14
Level 1:
Pilot: Pilot-0 Shoot-0 Notice-0
Adventurer-E: Alert-1 Notice-1
Adventurer-W: Gunslinger-1 Shoot-1
Focus: Starfarer-1 Pilot-1
Bonus: Exert-0
Level 2:
Focus: Starfarer-2
Skill1: Fix-0
Skill2: Exert-0.1
Skill3: Exert-1
Skill4E: Sneak-0
Skills: Pilot-1, Shoot-1, Notice-1, Exert-1, Fix-0, Sneak-0
In SWN, she is a Expert/Warrior Adventurer as that represents her multi-faceted background between her Navy and civilian careers. After a failed attempt as a Naval navigator, Jil became a Navy fighter pilot. Later, after that, she became a cargo lighter pilot. So, pilot is in her blood at this point, which is what forms her background. Her three base skills, Pilot, Shoot, and Notice are all based on that experience and her Foci further reinforce that. She can fly and fight with a combat fighter craft, and she is highly observant, which is why she is still alive today. In addition, she has always rigorously maintained her training regime, and this shows through the Exert skill.
For her second level, she continues to refine her training with Exert. During her time flying a cargo lighter, she started learning how to maintain her vehicle. In addition, she usually likes to stay by herself and avoid people, and she is surprisingly good at doing this, as shown by Sneak. Oddly, despite having a noticeable personal presence, she has zero social skills and no particular interest in learning any.
Rolls
Level 1 hit points - (1d6+3)
(2) + 3 = 5
Level 2 hit points - (2d6+6)
(66) + 6 = 18
S:16, D:7, C:16, I:10, W:10, C:13
Level 1:
Background: Merchant Trade-0 Know-0 Talk-0
Class: Expert: Specialist-Trade-1 Trade-1
Focus: Diplomat-1 Talk-1
Bonus: Pilot-0
Skills: Trade-1, Talk-1, Know-0, Pilot-0
A Journeyman Explorer also should have some survival skills. Mariella spent years with Master Alaric in frontier worlds and unexplored systems.
Considering that, my suggestion would simply be to change her foci: Wanderer and Connected, instead of Specialist and Diplomat.
What do you think?
Name: Mariella Solbjerg
S:16, D:7, C:16, I:10, W:10, C:13
Level 1:
Background: Merchant Trade-0 Know-0 Connect-0
Class: Expert: Wanderer-1 Survive-0
Focus: Diplomat-1 Talk-0
Bonus: Pilot-0
Skills: Trade-0, Connect-0, Know-0, Survive-0, Talk-0, Pilot-0
What I am doing here is concentrating all of her Merchant experience as the Background: So it covers Trade (the trading), Know (the art), and Connect (the trade and socialization she did). The Foci then represent her Explorer experience: Wanderer/Survive as you describe, but Diplomat/Talk as the other things she had to learn as an Explorer. The Pilot is as before, something that was consistent throughout.
How does that work?
Final skill list:
Administer 1, program 1, Lead 1, Notice 1, Shoot 1
there are my thoughts on it, what do you think?
What do you think?
Level 1:
Official: Administer, program, Lead, Notice,
Adventurer Soldier/Expert:
Focus: Authority
Bonus: specialist: Notice
Level 2: Sniper & Program 1, Administer 1
Final skill list:
Administer 1, program 1, Lead 1, Notice 1, Shoot 1
1) For the first level skills, please separate out the fourth skill so it is clear which are the background skills and which one is the bonus skill.
2) An Adventurer Warrior/Expert gets three Foci at first level: One combat (Warrior), one non-combat (Expert), one general. I see only two Foci listed (Authority and Specialist). There needs to be a third.
And ... since you get an extra Focus, you can fix the Pilot problem, too. Move Sniper in to level one (as the missing combat focus) and select Starfarer as the Level-2 Focus. The only remaining decision will be which skill is left at level-0: Program, Administer, or Shoot?
1) For the first level skills, please separate out the fourth skill so it is clear which are the background skills and which one is the bonus skill.
S:14, D:11, C:12, I:13, W:14, C:16
Level 1:
Official: Administer, Fix, Program, Lead,
Adventurer Soldier/Expert:
Focus: Authority
Focus: Alert
Bonus: specialist: Notice
Level 2: Sniper & Program 1, Administer 1
Final skill list:
Administer 1, Fix 0, Program 1, Lead 1, Notice 1, Shoot 1
Then, regardless of what you did above, you get one more skill of your choice.
So, if you simply choose the three background skills, you get Administer, Program, Lead. You bonus skill can be Fix.
But, if you roll the background skills, then you get Administer, the three skills you rolled (let's say Program, Lead, and Fix). Then you get an additional bonus skill that can be anything. I'm not sure which you are doing.
Your Warrior Level 1 Focus has to be combat focused. It's GM's decision on whether Alert counts.
Also, you're still missing Pilot.
Once you pick a background, your hero gains several skills associated with their past. First, you get the free skill associated with the background. Every member of that role or profession needs this skill to function competently, so your hero gets it as well. Next, you may either pick two other skills from the Learning table for your background, or make three random rolls divided between the Growth and Learn- ing tables. If you pick skills, you can select exactly the talents you want for your hero, while going with ran- dom rolls allows your character a little wider range of competence and the option of attribute improvements at the cost of perfect control over their development. If you pick skills, you may pick the same skill twice if you wish, to improve its starting proficiency
It is the same on PG4, which has the summary of chargen.
I forgot that one during my rebuild of Slaine
Pilot. Yeah
Alex, corrected
S:14, D:11, C:12, I:13, W:14, C:16
Level 1:
Official: Administer, Fix, Program, Lead,
Adventurer Soldier/Expert:
Focus: Authority
Focus: Alert
Bonus: specialist: Notice
Bonus Skill: pilot
Level 2: Sniper & Program 1, Administer 1
Final skill list:
Administer 1, Fix 0, Program 1, Lead 1, Notice 1, Pilot 0, Shoot 1
Adventurer: Partial Expert Partial Warrior.
Edit: S:8(0) D:14+2=16(1) C:10(0) I:10(0) W:714(1) C:14+2=16(1)
Free Skill: Sneak
Bonus Skill: Trade
Any Combat: Notice
Health:11 Health
Foci: LV 1: Alert, Specialist(Talk), Diplomat
LV2: Sniper,
Skill: Administer 0, Connect 0, Lead 0, Survive 0,
S:8(0) D:16(1) C:10(0) I:10(0) W:14(1) C:16(1)
Administer 0, Connect 0, Lead 0, Notice 1, Shoot 1, Sneak 0, Survive 0, Talk 1, Trade 0,
Rolls
Stat 1 - (3D6)
(451) = 10
Stat 2 - (3D6)
(662) = 14
Stat 3 - (3D6)
(314) = 8
Stat 4 - (3D6)
(464) = 14
Stat 5 - (3D6)
(442) = 10
Stat 6 - (3D6)
(142) = 7
Health - (1D6)
(6) = 6
Health - (2D6)
(34) = 7
Criminal Skill 1: Growth - (1D6)
(3) = 3
Criminal Skill 2: Growth - (1D6)
(4) = 4
Criminal Skill 3: Learning - (1D8)
(2) = 2
Alert seems OK as a Combat focus, because of the non-skill perks that comes with it.
Otherwise seems great. What are their name and pronouns? I will introduce them in Chapter 4D
I gotta ask. What is your fascination with attributes of 16? It provides no mechanical benefit. I would have put both of those two +2 attributes on one 10 attribute to make it 14 for the +1. You tried to do the same thing with your character, when those skill points would have been way more effective on just skills. So, obviously I'm missing something, and I'm curious as to what I'm missing.
As an aside, strictly speaking, he couldn't have changed the order of those stats. You normally assign the results of the 3d6 rolls, in the order you rolled them, to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
But I will let you shuffle that around =)
I don't think Notice would qualify as Any Combat, as just NPCs roll for surprise. PCs either are not affected or completely unaware. Either way they don't roll. These character generation steps are for PCs.
As an aside, Melee seems so much better because of that Stun damage. Especially because of the ranges most combats happen in any game. I know the range of a gun and the burst mode is interesting but I can't see it adding up.
At least until you get into the top 4 guns.
But there's always room for variety in damage skills.
May move character over to stab.
As an aside, strictly speaking, he couldn't have changed the order of those stats. You normally assign the results of the 3d6 rolls, in the order you rolled them, to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
But I will let you shuffle that around =)
For example, if I took the standard array, I'd pick a background that accentuated the attribute I need and pump that 12 to a 14. If I accidentally got the +1 it goes to the 7. Then the rest go into skills. But that's just me, and I am trying to see what I am missing.
Plus, it could just be an aesthetic thing, too. Which is fine. While I am not a true min/max-er, I am very much guided by mechanics, and use them as a guideline when making a build. For example, I'm gonna try to start with skill-1s because that saves me a skill point later.
Adventurer: Partial Expert Partial Warrior.
Free Skill: Sneak
Bonus Skill: Trade
Any Combat: Shoot
Health:11 Health
Foci: LV 1: Alert, Specialist(Talk), Diplomat
LV2: Shocking Assault,
Skill: Administer 0, Connect 0, Lead 0, Survive 0,
S:8(0) D:16(1) C:10(0) I:10(0) W:14(1) C:16(1)
Administer 0, Connect 0, Lead 0, Notice 0, Shoot 0, Stab 1, Sneak 0, Survive 0, Talk 1,* Trade 0,
They do have a code and morals, (sticking to a deal, avoiding collateral, not selling people out, etc) just not strictly being a lawful code.
In which case I may switch Talk and Trade to be more specialized in Trade.
————
I think that Slaine knows them from back in the day and they keep a little in touch, though details are minimum, due to respect of each other's career. Though the odd tip off when it wouldn't hurt anyoneay have happened here and there.
By the way, you can submit a regular character sheet for them, so I can approve it and it shows in the rolls section for you.
What's their name, so I can put them in the new thread? =)
By the way, you can submit a regular character sheet for them, so I can approve it and it shows in the rolls section for you.
https://gamersplane.com/characters/custom/28759/
Name: Slaine Rowan
Background: Physician
Class: Expert
Level: 2
XP: 3
Credits: 2100
Ability | Score | Bonus |
STR | 14 | |
DEX | 14 | |
CON | 14 | |
INT | 18 | |
WIS | 16 | |
CHR | 12 |
SKILLS
Skill | Level | Usual attribute | Usual roll | Base Roll |
Administer | -1 | Cha | 2D6+ | 2D6+ |
Connect | -1 | Cha | 2D6+ | 2D6+ |
Fix | -1 | Int | 2D6+ | 2D6+ |
Heal | 1 | Int | 3D6h2+ | 3D6h2+ |
Know | 0 | Int | 2D6+ | 2D6+ |
Lead | -1 | Cha | 2D6+ | 2D6+ |
Notice | 1 | Wis | 3D6h2+ | 3D6h2+ |
Perform | -1 | Cha | 2D6+ | 2D6+ |
Pilot | -1 | Dex | 2D6+ | 2D6+ |
Program | 0 | Int | 2D6+ | 2D6+ |
Punch | 0 | Dex | 1D20+ | 2D6+ |
Shoot | 0 | Dex | 1D20+ | 1D20+ |
Sneak | 0 | Dex | 2D6+ | 2D6+ |
Stab | 1 | Dex | 1D20+ | 1D20+ |
Survive | 0 | Con | 2D6+ | 2D6+ |
Talk | -1 | Cha | 2D6+ | 2D6+ |
Trade | -1 | Cha | 2D6+ | 2D6+ |
Work | -1 | Dex | 2D6+ | 2D6+ |
Attribute | Value |
HP Max | 21 |
HP Current | 11 |
System Strain | 0 |
Attribute | Value |
AC | 15 |
Attack Bonus | |
Enc Ready | 7 / |
Enc Stowed | 4 / |
Movement speed | 10 meters ( squares) |
Initiative | 1D8+ |
Save | Roll |
Physical DC | 1d20 |
Evasion DC | 1d20 |
Mental DC | 1d20 |
GEAR
Item | Cost | Encumberance | Tech Level | Ready? |
General | ||||
Commpad | 100 | * | 4 | Ready |
Dataslab | 300 | 1 | 4 | Ready |
Surveillance Postech Toolkit | 300 | 3 | 4 | Stowed |
| ||||
Medical | ||||
Bioscanner | 300 | 1 | 4 | Ready |
Lazarus patch | 30 ea | 1# | 4 | Ready |
Lift | 50 ea | * | 4 | Ready |
Medkit | 100 | 2 | 4 | Stowed |
Notes
Notes
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
Notes
Notes
Notes
Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.
Notes
Notes
ARMOR
Type | Armor Class | Cost | Enc | TL |
Security Armor | 14 | 700 | 1 | 4 |
MELEE
Weapon | Damage | Shock | Cost | Enc | TL | Ready? |
Vibroblade (Advanced Medium) | 1D8+1 | 2 AC:13 | 60 | 1 | 4 | Ready |
RANGED WEAPONS
Ranged | Damage | Range | Cost | Magazine | Enc | TL | Ready? |
Laser Pistol | 1d6+1 | 100/300 | 200 | 10 | 1 | 4 | Ready |
*This weapon can fire in burst mode: spend three rounds of ammunition instead of 1 for a +2 bonus to hit and damage against the target.
FOCI
Notes
gifted at preventing the quick bleed-out of wounded
allies and comrades.
Level 1: Gain Heal as a bonus skill. You may attempt to
stabilize one mortally-wounded adjacent person
per round as an On Turn action. When rolling
Heal skill checks, roll 3d6 and drop the lowest die.
Level 2: Stims or other technological healing devices
applied by you heal twice as many hit points as
normal. Using only basic medical supplies, you
can heal 1d6+Heal skill hit points of damage to
every injured or wounded person in your group
with ten minutes of first aid spread among them.
Such healing can be applied to a given target only
once per day.
Notes
er a marvelous cat burglar, a world-famous athlete, a
brilliant engineer, or some other savant, your expertise
is extremely reliable. You may take this focus more than
once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus.
Roll 3d6 and drop the lowest die for all skill checks
in this skill.
PSYCHIC ABILITIES
Class: Expert
Notes
Notes
Notes
GOAL
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
History
Wishlist
Notes
The weapon has been tuned for greater damage output, adding +2 to the damage it does.
Costs 2,000 credits.
Customized (Fix-1):
The weapon or armor has been carefully tailored to a single specific user. When used by that person, they get a +1 to hit with the weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Phasing (Fix-3):
The weapon is tuned to partially phase through armor and impeding debris, granting a +1 bonus to hit rolls with it. Costs 10,000 credits and two units of pretech salvage.
Notes
The drone draws operating
power from sunlight or thermal variances. It can
operate indefinitely so long as it can draw power
from its environment.
Medical Support 2,000
The drone can be loaded with up to
a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit auto-matically, while hostiles require a normal hit roll.
The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.
Observation Suite 250
All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to
2 kilometers away and can operate even in the complete absence of visible light
Weapon Fitting 1,000
The drone can be mounted with 1
encumbrance worth of ranged weaponry, which
must be purchased separately. This fitting may be
taken more than once to mount more weapons
or heavier weapons. The weapon requires one or
more ammo units to feed it.
Notes
organs and filters allow the bearer to survive in
thin-atmosphere conditions, as well as tolerate
temperatures ranging from Antarctic chill to
heat sufficient to boil water. They can also eat a
wide range of native life forms for sustenance; no
normal planet’s native biology is ever considered
immiscible for consumption.
Notes
mesh provides significant protection against im-
pacts and cuts while remaining imperceptible to
anything short of a medical examination. Some-
one with the implant has AC 16 and is immune
to Shock damage inflicted by primitive melee
weapons. A TL5 version of this implant that costs
five times as much grants even more protection,
rendering the subject wholly immune to primitive
weapons as if they were wearing powered armor.
Notes
allow them to see clearly at any light level short of
perfect darkness, in addition to giving them ther-
mal vision that can easily distinguish shapes and
distance even in the total absence of light. Danger-
ous radiation and lasers tuned outside the range
of visible light are also visible to the user. Nearby
radio transmissions can be seen as if they were
visual flares of color. The system cannot translate
these transmissions, only alert the user to them.
Notes
different object of the same general mass. This
disguise will fool standard TL4 sensors, but not a
close physical inspection of the object. Costs ten
times the device’s base cost.
Customized (Fix-1): The weapon or armor has been
carefully tailored to a single specific user. When
used by that person, they get a +1 to hit with the
weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Notes
LV4: Notice 2 (3 point, 2 remain
LV5: Dex 17(3 point) Sneak 2(3 point)
. Foci: Specialist Sneak
Lv6: Dex18 (4 point
LV7: Notice 3 (1 point with foci,) Administer or Survive 0 (1 point, 2 remaining)
. Foci: alert
LV8: Stab 2 (3 point, 1+2 remaining)
LV9: Medicine 4(5 point, 2 remaining),
LV10: Stab 3, (1 with Foci), Notice 4 (5 point)
. Foci: Savage Frey or Shocking Assult