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Secondary characters/NPCs
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Feb 13, 2024 3:18 pm
This optional thread is for secondary characters/ NPCs.
Feel free to contribute or ignore. =)
Feel free to contribute or ignore. =)
Feb 13, 2024 3:23 pm
I will post Erin later today and (if you allow) I will try to convert Gabe.
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.
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.
Last edited February 13, 2024 3:30 pm
Feb 13, 2024 4:08 pm
Unh... I think I will keep Gabe as a full NPC. In SWN, NPCs don't have stats as PCs do. To make a NPC’s roll, I check their listed skill bonus; they can add it to any skill check appropriate to their role or profession, instead of attribute modifiers and skill levels. If the NPC has no reason to be particularly good at the challenge, they simply roll 2d6 and add nothing.
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 =(
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 =(
Feb 13, 2024 4:21 pm
OK, cool!
I hadn't read that section yet because I was focused on character generation and advancement.
I hadn't read that section yet because I was focused on character generation and advancement.
Feb 14, 2024 2:16 pm
Before answering one the Oracular vision, I thought I should toss out my attempt for Erin.
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.The result is this:
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).
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.
[ +- ] Erin Brand
S:13, D:17, C:13, I:10, W:10, C:11
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
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).
Last edited February 14, 2024 2:23 pm
Rolls
Level 1 hit points - (1d6+2)
(1) + 2 = 3
Level 2 hit points - (2d6+4)
(12) + 4 = 7
Feb 14, 2024 2:40 pm
Thanks! I'll keep her at level 1, so we will use the first part. We will also follow your suggestion for her starting equipment.
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.
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.
Feb 14, 2024 3:00 pm
htech says:
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.Feb 16, 2024 1:04 am
Since she is only Level 1, please ignore what I did for Level 2. Her second Level focus should probably double-up on one of her first two, not branch in a third direction. Probably Unarmed Combat-2, as it has some really cool defensive properties. After her bad HP roll, the next thought was to use Die Hard-1. But, with the +10HP, I have no idea. Maybe just get Gunslinger-2 for the guaranteed damage.
Last edited February 18, 2024 5:51 pm
Feb 16, 2024 10:34 pm
@htech, Since this hasn't come up yet, I would like to make a change to Erin's first Level, if that is possible. I would like to change her first Level to look like this instead:
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.
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.
Feb 20, 2024 6:26 pm
I don't remember which topic were I was wishing for a different "Gunslinger", but I do have a small follow-up that I'll post here.
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.That looks pretty cool!
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):
Cities Without Number says:
DeadeyeYou 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.
Feb 20, 2024 9:13 pm
Cool, are we thinking about integrating options from the other without numbers games? I’ve read a bit about them, don’t know if all of them play well together, but specially in a game with more time to think about the decisions, like a pbp, more options always seems like more fun.
Feb 20, 2024 9:30 pm
Oh, no! I am not the GM and I don't get to make those decisions!
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.
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.
Feb 20, 2024 10:55 pm
Quote:
are we thinking about integrating options from the other without numbers games?Feb 20, 2024 10:59 pm
@daryen do you wanna give a suggestion for Mariella or should I do her sheet? You asked to practice with other NPCs before, but I don't mind either way, so feel free to say no. =)
Feb 20, 2024 11:22 pm
Oh, geez, I'd love to!
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.
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.
Feb 20, 2024 11:36 pm
You can do that @PhoenixScientist =)
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. )
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. )
Feb 21, 2024 1:11 am
Since she survived, may I do a Level 2 Jil, too?
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).
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).
Feb 21, 2024 1:48 am
S:14, D:11, C:12, I:13, W:14, C:16
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
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
OOC:
there are my thoughts on it, what do you think?Feb 21, 2024 4:43 am
Name: Mariella Solbjerg
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.
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
Feb 21, 2024 5:19 am
This wasn't asked for, but here it goes. Note that my info on her is sketchier, as the thread has little in it except the backstory. All the details were on the character sheet, which I don't remember ever seeing. As a consequence, this is all off the background information. That said, everything is compressed in the conversions, so it should even out.
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.
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.
Last edited February 21, 2024 6:17 am
Rolls
Level 1 hit points - (1d6+3)
(2) + 3 = 5
Level 2 hit points - (2d6+6)
(66) + 6 = 18
Feb 21, 2024 11:02 am
daryen says:
Name: Mariella SolbjergS: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?
Feb 21, 2024 2:30 pm
I can accept that. However, here is a counter-offer.
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?
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?
Feb 21, 2024 2:53 pm
Works for me. That's it, then, let's use those attributes, skills and foci for her.
Feb 21, 2024 4:25 pm
PhoenixScientist says:
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?
Feb 21, 2024 4:38 pm
PhoenixScientist says:
S:14, D:11, C:12, I:13, W:14, C:16Level 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?
Last edited February 21, 2024 4:41 pm
Feb 21, 2024 4:50 pm
Quote:
Two technical points: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.
Feb 21, 2024 4:54 pm
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
Level 2: Sniper & Program 1, Administer 1
Final skill list:
Administer 1, Fix 0, Program 1, Lead 1, Notice 1, Shoot 1
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
Last edited February 21, 2024 4:55 pm
Feb 21, 2024 5:38 pm
At Level one, Background will give you one main skill, plus you can then either pick two more or roll for three more. If you roll for them, you have to show the rolls. If you don't roll, then you only get three background skills. You can't do both.
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.
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.
Feb 21, 2024 5:42 pm
OOC:
If you roll for them, you have to show the rolls. If you don't roll, then you only get three background skills. You can't do both.Feb 21, 2024 5:50 pm
Pg9 says:
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.
Feb 21, 2024 6:13 pm
On Overview on page four, you are referring to steps 3 through 5. The bonus skill I am referring to is in step 9.
Feb 21, 2024 6:43 pm
daryen says:
On Overview on page four, you are referring to steps 3 through 5. The bonus skill I am referring to is in step 9.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
Last edited February 21, 2024 6:51 pm
Feb 24, 2024 4:16 am
Testing out a thought for a possible NPC.
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,
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,
Last edited February 24, 2024 4:41 am
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
Feb 24, 2024 9:38 am
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.
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
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
Feb 24, 2024 3:38 pm
@PhoenixScientist,
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.
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.
Feb 24, 2024 3:56 pm
Quote:
I would have put both of those two +2 attributes on one 10As 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 =)
Feb 24, 2024 4:20 pm
htech says:
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.
htech says:
Quote:
I would have put both of those two +2 attributes on one 10htech says:
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 =)
Feb 24, 2024 4:22 pm
Oh, I didn't check Criminal. Most of the backgrounds keep it to one side or the other. (On the other hand, having a background of Criminal for the new NPC now has me very worried. I don't want our new shuttle to blow up again or get stolen ...)
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.
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.
Feb 25, 2024 3:05 am
Edit
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.
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,
OOC:
My concept is a kind of law-agnostic trader who started out as a hired guard for usually legal jobs. And ended up being able to swing deals and worked their way into trading their own goods as opposed to guarding others, but never quite to owning their own ship. 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.
Feb 25, 2024 12:33 pm
OOC:
Quote:
In which case I may switch Talk and Trade to be more specialized in Trade.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? =)
Feb 26, 2024 6:56 pm
htech says:
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/
Feb 26, 2024 7:19 pm
htech says:
PhoenixScientist sent a note to PhoenixScientist
Last edited February 26, 2024 7:20 pm
Mar 17, 2024 10:46 pm
If you want to, you can now withdraw Slaine from the game. Here is a backup copy of their sheet:
*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.
[ +- ] Slaine
Create character
CHARACTER INFO
Name: Slaine Rowan
Background: Physician
Class: Expert
Level: 2
XP: 3
Credits: 2100
Name: Slaine Rowan
Background: Physician
Class: Expert
Level: 2
XP: 3
Credits: 2100
ATTRIBUTES
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+ |
HEALTH
Attribute | Value |
HP Max | 21 |
HP Current | 11 |
System Strain | 0 |
COMBAT
Attribute | Value |
AC | 15 |
Attack Bonus | |
Enc Ready | 7 / |
Enc Stowed | 4 / |
Movement speed | 10 meters ( squares) |
Initiative | 1D8+ |
SAVES
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 |
Compad:
Notes
Notes
One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity
Dataslab:
Notes
Notes
A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
Toolkits:
Notes
Notes
Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.
Bioscanner:
Notes
Notes
While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.
Lazarus patch:
Notes
Notes
A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a one-shot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out.
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.
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.
Lift (Heal-0):
Notes
Notes
A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.
Medkit:
Notes
Notes
Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.
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
Healer
Notes
Notes
Healing comes naturally to you, and you’re particularly
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.
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.
Specialist(Notice)
Notes
Notes
You are remarkably talented at a particular skill. Wheth-
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.
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
None
Class: Expert
Description
Notes
Notes
Your hero is exceptionally good at a useful skill. Doc- tors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is excep- tionally 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.
Reroll
Notes
Notes
Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.
Skill
Notes
Notes
When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish
GOAL
Every character should have a goal from the very start. This might be something as simple as:
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
History
Wishlist
Vibroblade
Notes
Notes
Boosted (Fix-2):
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.
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.
Cuddlefish: 2000
Notes
Notes
Environmental Power: 4,000
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.
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.
Bioadaptation Augments: 10,000
Notes
Notes
These additional synthetic
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.
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.
Dermal Armor 20,000
Notes
Notes
A fine subcutaneous reinforcement
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.
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.
Panspectral Optics 15,000
Notes
Notes
Ocular adjustments to the wearer
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.
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.
Small primitive weapon
Notes
Notes
Concealed (Fix-2): The device is disguised as a specific
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.
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.
Future Levels
Notes
Notes
LV3: Medicine 2(3 point, 1 remain
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
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