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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.

Steps 1-3: Race, Background, Atributes )

4-6: Classes, Language, Combat Feats )

Step 7 and 8: Equipment and Figured Characteristics )


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
roseembolism: (Default)
Character 3

System: Classic Traveller

I'm having a bit of trouble getting the Sword World and Masks characters together, so today to buy time, I'm just going to remind everyone what a Classic Traveller character sheet should look l like:

Classic Traveller Character Sheet

Extra points if you can name the two SF writers that character's name is assembled from. Hint: they're both writers that use scouts.

roseembolism: (Default)
Information on the January 2026 rpg.net Character Creation challenge can be found here.

The Dreamwidth posts are a couple days behind rpg.net. So I'll be posting them in a lump sum.


Character 2
Game
: Mongooose Traveller, 2nd Edition.

And another useless noble. Though she does have some skills, and she can serve as a patron or contact.

Katrien Roffissard Duquesne Zakaria

Stats
: 496A9B
Again, an excellent set of rolls. Let's see what I make of them.

Background:

Homeworld: A000988-F
Asteroid, Vacuum, Industrial, High Population, High Tech. Gas Giant, Military and Navel Bases present.

Duquesne system is a highly developed asteroid swarm in the same system as a gas giant, with a population in the billions and is a major military and political hub. The perfect place for a huge noble family. We'll say she's 12th in line to the Dukedom of the subsector, and in spite of her title, she'd never do more than manage some of the merchantile or industrial interests. Which she has no interest or aptitude for.

Growing up she'd normally be kept away from the more industrial areas, so think of her growing up in something that looks like a combination of a high-end mall and a city park. Intelligent, active and prone to causing trouble out of boredom, she ran away with her families unofficial blessing. Let's see how this black sheep will do....

Background skills: for a rich bored kid: 3+ 1 for intelligence
Art 0
Athletics 0
Science 0
Vacc Suit 0

Class: Noble
Assignment: Dilettante

Term 1
Enlistment is automatic, with her social of 11.
Survival: Survival 5+, + 1 for social of 11. Roll: 5+1=6. Right off the bat, she got into some sort of trouble she barely got out of .
Advancement: 7+, +1 for Int of 9. 7+1= 8 Success: Her rank is Now 1.
Skills: She gets the basic array of skills at Level 0 (Admin, Advocate, Electronics, Diplomat, Investigate, Persuade), and one extra skill for her promotion:
She rolls on the Service Skills table: 5 = Gambler 1
Personal Events: you sponge off your family's wealth a while longer. Gain a jealous relative as an Enemy. Gain DM+2 to your next advancement roll.

Her first term away from the shelter of her family is rough for a naive spoiled rich kid. Her basic gambling skill gets her in trouble that her family bails her out out of, at the expense of her cousin Alferto. Something he will never forget.

Term 2
Survival 5+, + 1 for social of 11. Roll: 7+1=8. A quiet few years.
Advancement: 7+, +1 for Int 9, + 2 roll of 5+3= 8 Success: Her rank is now 2.
Skills: She gets Carouse 1 for Dilettante Rank 2, plus 1 roll for the term, plus 1 roll for advancement. I take two rolls on Service Skills: 5 = Gambler, 5 = Gambler. W. T. F.
Event: You manipulate and charm your way through high society. Gain one level of Persuade.

She hits her mid 20s, and the high point of her life. The event pretty much gives an idea of what she's like: a charming gambler going through expensive resorts and casinos like a shark through minnows. She's the attractive and stylish young woman who will come up to your table and say "So how is this played again?"

Term 3
Survival 5+, + 1 for social of 11. Roll: 11+1=12 Nooooo problem.
Advancement: 7+, +1 for 9 Int. Roll: 2+ 1 = 3 Well Crap. She fails to continue the Noble career.
Skills: 1 Skill, on the service skills table (please not Gambler): 2: Deception 1
Event: 8: A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy. If you accept, roll Deception 8+ or Persuade 8+. If you fail, roll on the Mishap table as the conspiracy collapses. If you succeed, Gain one level of Deception, Persuade, Tactics or Carouse.
I'll Accept, and Roll Persuasion 8+: roll is 9 +1 = 10. The conspiracy success, and I'll take +1 Persuasion.

This ties together well. She's swaning her way from one casino to the next, until suddenly she deals with a simple request- one that brings her into the deep end of a conspiracy to gain influence with her extended family.. She manages to talk her way through, but the fallout means she has to move from her normal haunts.

Mustering Out: She has 3 rolls for her three terms of service, +1 roll for her rank:
Cash: (+1 to roll) 5+1 = 6 CR 100,000
Benefit: 5: Travellercs Aid Society Membership
Benefit: +1 Soc and Yacht
Benefit: +1 Soc.

So this is interesting: the Lady Katrien is happily flitting from one TAS hostel to another, breaking hearts and gambling tables, when she abruptly finds out she's a baroness. No, make that a Marquissa. Obviously she's gone from 12th in line, to eighth, no make that fifth. Making her the subject of suspicion-or possibly a target. Is it the Conspiracy making a deeper oove? Or someone else? She really needs to find out- pity her skills aren't really suited for the task....


Marquissa Katrien Roffissard Duquesne Zakaria

Noble Dilettante, 3 Terms, age 30

Skills:
Admin 0
Advocate 0
Art 0
Athletics 0
Carouse 1
Deception 1
Diplomat 0
Electronics 0
Gambler 3
Investigation 0
Persuasion 2
Science 1
Vacc Suit 0

CR 100,000
Traveller's Aid Society membership.

Initial Equipment (initial CR 10,000 allotment):
300 Stunstick
500 TL12 Mobile Comm
1000 Toiletries and makeup
2000 Jewelry
6000 Stylish Clothing
 

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