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roseembolism ([personal profile] roseembolism) wrote2026-01-04 10:07 pm
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January 2026 Character Creation Challenge Character 4

Character 4

System: Sword World 2.5


I'm going to go step by step through the process for creating a beginning Sword world Character, so I'm going to put a bunch of stuff behind spoiler tags

MIranda, Runefolk Artificer. AKA マジテック の ショーター ミランダ

So for my first Sword World character creation, I'm going to create a Runefolk marksman, simply because I liked the picture in the game book. Since I am only using the three core books, I'm anticipating she'll be very similar to the base character. Runefolk are artificial humans created back in the days of the Magitech civilization. Aside from a their neck (and possibly other body parts being covered with a hardened material, they are identical to humans, and also need to eat and sleep. However, they are born fully adult from generators.

Background: There are four tables one can roll on, three to give background ideas, one for a reason to adventure. Normally this is rolled last, but I'll roll on these tables first:

  • There is (or was) an adventurer in the Family.
  • You admire certain adventurers
  • You've found large ruins.

Why does she Adventure?:
  • Come to power
So...to put that together...She hails from a small Runefolk village in the Burshain region in the Burlight region parented by an artisan and a former adventurer. She loved listening her mother's tales of her service for a noble family, and determined to serve civilization the same way her mother had. While she had an impulse to serve like most runefolk, nobody in the local towns seemed worth serving, and her explorations of the area turned up an ancient magitch ruin, which fascinated her, and reminded her of how the technology to create Runefolk generators had been lost. So at the advanced age of three, she has set out to put her talents to use in the greater world, to find some person or organization to serve, and even better, to find lost secrets of magitechnology.



The first step: character race and background. I will be working only with the three core books.

I've started with Runefolk, The initial background gives the 1st level in a class, as well as the base points in Skill (Dexterity and Agility), Body (Strength and Vitality), and Mind (Intelligence and Spirit as well as the remaining Experience to buy other classes.

Background Starting Classes Skill/Body/Mind Experience
Artificer Artificer 12/8/6 2,000

We then roll for ability scores:

A: Dexterity 12+ 2D6

B: Agility 12+ 1D6

C: Strength 8 + 2D6

D: Vitality 8 +2D6

E: Intelligence 6 + 2D6

F: Spirit 6 + 1D6


I roll three sets of these stats, and pick one.

23 16 15 15 17 8

18 13 16 13 12 8

19 16 11 16 11 8


Obviously I'll pick the first set. Accurate, physically adept, and smart, but with poor spirit. Note that as she goes through adventures, she'll get chances to advance, which means rolling a D6 and adding it to random characteristics. She has strong advancement potential in her main areas of Dexterity and Intelligence.



For initial classes, I start with Artificer, and have 2000 points to spend on other classes, as so.:

Initial Experience Points Table

Level Major Classes Minor Classes
1 1,000 500
2 1,000 1,000

The game recommends taking two levels in a warrior or wizard type class to start, so I'll go with Artificer 2, leaving me 1,000 points. With the remaining points, I''m tempted to take Marksman 2 for 1000, but my stats are high enough I think I can get away with Marksman 1 for 500. For the remaining 500, I'll take Scout, because the Scout skills (move silently, listening, etc.) seem suited for a servant.

So overall, this is very similar to the base design in the Book, with the difference that I'm taking Scout instead of Scholar. I figure intellectual classes can wait.

Languages: Looking at the table, I get Trade Common, and Magitech.

Combat feats: It's pretty obvious: As a ranged character I have to take Targeting, so my shots when firing into melee don't just hit random people.



Equipment: I have 1200 gold to start with, and I'd like to spend it as so

Cost Item Notes
200 Magisphere (small) Required to be an artificer
15 Cloth armor Minimum protection
100 24 Bullets Required for gun
100 Adventurer's Kit Recommended
100 Awake potion Recommended
100 Scout's Tools Needed to do many Scout tasks
360 Matchlock 1H firearm
225 Remainder


Unfortunately a real rifle costs 800 gold, and I'll need one to get adequate range. I could MAYBE afford it, if I dropped highly useful items like the Scout's Tools


Cost Item Notes
200 Magisphere (small) Required to be an artificer
15 Cloth armor Minimum protection
50 24 Bullets Required for gun
100 Scout's Tools Needed to do many Scout tasks
800 Matchlock 2H firearm
20 Bullet Pouch Keeps 12 bullets handy
15 gp Remainder *sigh*



Let's go with that. Maybe I can get a loan from my fellow adventurers to get useful gear.

Figured Attributes

Adventurer Level
The highest level of the character's classes is the adventurer level, and is used in a number of skill checks. In my case it's 2.

Fortitude, Willpower These two values are used for many situations in-game and for Death Checks.

Fortitude = Adventurer level + Vitality Modifier = 2 + 2 = 4
Willpower = Adventurer level + Spirit modifier. = 2+ 1 = 3

Hit Points and Magic Points Basically the points you spend to respectively, survive damage, or do magic
HP = Vitality + (Adventurer Level x 3) = 15 + 6 = 21
MP = Spirit + (Total Levels of all Magical Classes x 3) = 8 + 6 = 14

Notably as a Runefolk, my low Spirit is going to hamper me a bit as far as magic use. Better make those shots count

Then there are three important values that determine ability with skills


Technique (Scout) = Scout Level + Dexterity Bonus = 1 + 3 = 4
Movement (Scout) = Scout Level + Agility Bonus = 1 + 2 = 3
Knowledge (Scout) = Scout Level + Intelligence Bonus = 1 + 2 = 3

Note that for an ability check outside of Scout, I'll just roll 2D6 and hope for the best.

Accuracy Check Standard Value
Marksman level + Dexterity Modifier only for Ranged attacks. If I get in melee…don't get in melee = 1 + 3 = 4
Magic Power = Artificer level + Intelligence modifier = 2 + 2 = 4
In combat I'll roll to hit with accuracy, and do damage based on the power of the spell, with my magic power added.


And that's it. Very close to the shooty runefolk in the book- and flat broke. We'll see how she develops.

MIranda Character Sheet