Post by Darth Kairos on Mar 10, 2019 13:38:16 GMT
Character creation is divided into eight main steps, with a ninth step explaining how you can expect your character to progress with play. However, the most important step of creating your character is the zeroth step: establishing your character concept and developing an outline for them. What drives them? What is their core personality? What skeletons do they have in their closet? How do they act in a fight? Having a firm foundation for your character will make the remaining steps much easier.
Character Creation
The eight steps of creating your character are as follows; these is just a brief overview of each step, more details are in each step's associated topic:
Step One: Core Stats are your character's innate talents and abilities such as their physical strength, intelligence, and their strength in the Force/willpower. Core Stats are ranked from -4 to +4; you apply this number as a modifier whenever you make a check or save associated with this Core Stat.
Step Two: Species is what species your character belongs to. Each species has different benefits such as bonuses to certain Core Stats or skills or unique abilities only available to that species.
Step Three: Basic Paths & Starting Classes is the class your character begins play as. Basic Paths are for the members of the New Sith Brotherhood and teach them the basics of lightsaber combat and using the Force, whereas Starting Classes are for the regular professions of the galaxy such as Nobles or Troopers.
Step Four: Combat Proficiencies & Equipment are the statistics associated with combat. Combat Proficiencies are ranked from 1-4 and cover your character's ability to use various weapons and armour; a separate equipment list summarises the equipment (armour and weapons) available as well as listing any NSB-original equipment. How many Combat Proficiencies you begin play with is determined by your Core Stats, Species, and choice of Basic Path/Starting Class, while you receive a certain amount of starting credits with which to purchase equipment.
Step Five: Skills are a character's learned non-combat abilities. Skills are also ranked from 1-4 and examples include Piloting ability and Athleticism. Your number of starting Skills is likewise determined by your Core Stats, Species, and choice of Basic Path/Starting Class.
Step Six: Perks are extremely potent abilities your character possesses. These may elevate your other abilities (such as Skills) to new heights or provide new and potent abilities. Perks are not ranked; you either possess a Perk or do not. Your number of starting Perks is also determined by your Core Stats, Species, and choice of Basic Path/Starting Class.
Step Seven: Assets are assorted resources your character has access to as a result of their history. This includes material wealth or standing in major organizations. They are likewise ranked from 1-4. A character begins play with 5 Asset points to spend, but they may also spend up to 3 of these to purchase additional Combat Proficiencies, Skills, Perks, and Force Powers at a rate of one rank or Perk per Asset point.
Step Eight: Force Powers are the archetypal abilities of those who can use the Force. Force Powers are divided into three categories (referred to as 'Key Powers'): Sense, Control, and Alter, covering different types of Force Powers. They are further divided into Apprentice, Knight, and Master-level Powers. You cannot learn a Force Power until you possess its Key Power and are a high enough level (Level 1 for Apprentice, Level 5 for Knight, and Level 13 for Master). However, the exception to this is Force Powers purchased at character creation; while you are still restricted to Apprentice-level Force Powers, you may purchase ranks in a Force Power at character creation even if you do not possess its Key Power. After character creation you may not purchase additional ranks in any Force Powers until you learn their key power. A character may only purchase ranks in Force Powers if they take the Force-sensitive Perk at character creation. You do not need to be a member of the New Sith Brotherhood (ie. in a Basic Path) to take the Force-sensitive Perk, but non-Sith Force-sensitive characters may only possess a single rank in each Force Power and must pay two Force Power Points instead of the usual one.
Step Nine: Character Progression details how you can expect your character to grow and progress with play. It outlines Advanced Paths and Prestige Classes as well as leveling and what sort of rewards may be awarded for roleplay.
Beginning Play
In creating your character, you have a choice of beginning play at first level or at fifth level. Beginning play at fifth level allows a character immediate access to higher-level abilities, but results in a slightly weaker character than one who begins at first level and levels traditionally.
If you choose to begin play at fifth level, you receive all of the leveling benefits your character would normally receive, and two Proficiency points per level to spend as you please (ie. Perks, Force Powers, Skills, or Combat Proficiencies). They also receive 200 credits per level, or 500 if they are a Noble, in addition to their regular starting credits and their bonuses from any ranks in the Resources Asset. Finally, Sith characters beginning play at level 5 receive 1 rank in the Knowledge (Sith Lore) Skill, and learn to Speak, Read, and Write Sithese.
A character begins play with one of two equipment options. They may either select from the available equipment listed under their Basic Path/Starting Class, or use the listed amount of credits to purchase equipment from the equipment list. You also receive an additional 500 starting Credits if you possess Resources Rank 1, 1000 if you possess Resources Rank 2, and 2000 if you possess Resources Rank 3. You may use our in-built dice-roller app to roll for these or an off-site dice-rolling app (such as Wizards of the Coast). You do not need to spend all of it if you do not wish to. Every character also receives the Standard Field Kit, which contains a weak Sporting Blaster and a Survival Knife.
Characters who want to begin play with a vehicle must meet certain Skill requirements before they can do so. To begin play with a terrestrial vehicle (such as a land or airspeeder), a character must possess at least one rank in the Pilot and Computer Use Skills; to begin play with a starship, a character must possess at least two Ranks in the Pilot Skill and one rank in the Astrogate Skill. If you do, you receive 1d4 x 20000 credits with which to purchase a starship and all factors related to it (modifications, crew etc.); players in the Noble Starting Class instead receive 1d4 x 30000 credits. Additionally, if a character possesses ranks in the Resources Asset they receive extra credits equal to their monthly Resources credit gain multiplied by 10. Anything left over from purchasing a starship is lost and cannot be used to purchase other equipment. However, you may use these credits to purchase more than one vehicle.
If starting play at level 5, a character will need to roll for the HP they gain at levels 2-5. In this case, roll for the HP gains at level 2, 3, and 4 at once (eg. 3d8) three times and take the best result. Then roll for the HP gain at level 5 and add this result. You may use NSB's in-built dice-roller or an off-site dice-rolling app.
Demeanour and Nature
Demeanour and Nature are a concept borrowed from White Wolf Games, the creators of the World of Darkness universe of RPGs. Simply put, your Demeanour is how your character tries to portray themselves (successfully or unsuccessfully) to the wider galaxy, while Nature is their true personality. They may be the same if so desired. A character may be awarded Inspiration (allowing them to take advantage on any d20 roll they choose) by successfully masking their Nature with their Demeanour, or authentically acting our their Nature. The full list of available Demeanours/Natures (taken from Vampire: The Masquerade 20th Anniversary Edition) is as follows:
• Architect — You build something of lasting value.
• Autocrat — You need control.
• Bon Vivant — Life is for pleasure.
• Bravo — Might makes right.
• Capitalist — Why give it away for free when you can sell it?
• Caregiver — Everyone needs nurturing.
• Celebrant — Your cause brings you joy.
• Chameleon — You manage to blend into any situation.
• Child — Won’t somebody be there for you?
• Competitor — You must be the best.
• Conformist — You follow and assist.
• Conniver — Others exist for your benefit.
• Curmudgeon — Everything has its flaws.
• Dabbler — It’s always about the next big thing.
• Deviant — The status quo is for sheep.
• Director — You oversee what must be done.
• Enigma — Just when people think they’ve figured you out, you change the game.
• Eye of the Storm — Chaos and havoc follow you, but it never gets to you.
• Fanatic — The cause is all that matters.
• Gallant — You’re not the showstopper: you’re the show!
• Guru — People find you spiritually compelling.
• Idealist — You believe in something greater.
• Judge — Your judgment will improve things.
• Loner — You make your own way.
• Martyr — You suffer for the greater good.
• Masochist — Pain reminds you that you still exist.
• Monster — You’re a black-hearted being, and you revel in it!
• Pedagogue — You save others through knowledge.
• Penitent — Something bad happened because of you, and you must atone for it.
• Perfectionist — You strive for an unattainable goal.
• Perverted — Twisting and breaking social norms makes you smile.
• Rebel — You follow no one’s rules.
• Rogue — It’s all about you.
• Sadist — You live to cause pain.
• Scientist — Everything is a puzzle to solve.
• Sociopath — The inferior must be destroyed.
• Soldier — You follow orders, but often in your own way.
• Survivor — Nothing can keep you down.
• Thrill-Seeker — The rush is all that matters.
• Traditionalist — As it has always been, so it must be.
• Trickster — Laughter and tricksiness elate you.
• Visionary — Something exists beyond all this.
Character Sheet:
The template for the blank character sheet is presented first below, followed by a quick breakdown of each section and how to determine its contents. When creating your character, please also record where you allocated your points and what decisions you made and post this in a separate post when submitting your sheet for approval.
Copy and paste this template when creating your character (to preserve formatting, paste into the 'BBCode' section of the post form):
When posting your Character Sheet for the first time, make two posts: the first containing your character sheet, and the second breaking down where you allocated your various points, what bonuses you received, what you rolled for your starting credits, and how you spent your starting credits.
Character Sheet Breakdown and Sample
Name, Sith Name, Age, Species, Homeworld, Gender, Height, Weight, Eyes, Hair, Skin Color, Appearance:
These are all intended to paint a picture of your character as an individual and are fairly self-explanatory. Measurements may be in Metric or in Freedom Units, but Metric is preferred as the Obsidian Union is an autocracy which adds "to obey the Sith" after every mention of the word "Freedom".
Demeanour and Nature:
See above.
Goal:
Goals are optional, personal objectives character seek to complete. These are discussed in detail in the House Rules section of the Guidelines forum.
Languages:
Your ability to communicate in languages such as Galactic Basic. Languages are purchased with Skill points and divided into two distinct Proficiencies: 'Speaks' and 'Reads & Writes'; it is possible to possess one but not the other. Every being in the Galaxy save the most backwater of primitives can speak Galactic Basic - many others speak their own languages as well.
Level, Total Experience (XP), Basic Path, Advanced Path, Master Path, Class:
Each section is fairly self-explanatory and is where you list the relevant detail about your character. You do not need to have selected your Advanced Path or Master Path at character creation, but it helps to select them early and build towards their unique benefits. As discussed above, a character has the option of beginning play at level 1 or level 5; if level 5, your Total Experience will be 10,000 instead of 0. Classes should list each Class (Starting and Prestige) followed by their level, eg. Technician 9/War Engineer 3.
Hit Points:
Your maximum total Hit Points. A character's starting Hit Points is determined by their Basic Path/Class, and increases each level by rolling a die (also determined by Path/Class), adding your Constitution Modifier, and adding this amount to your previous total Hit Points. Current Hit Points (and the Condition Track (see Step Four) are tracked on a per-mission basis, so only your maximum total HP goes into your Character Sheet.
Damage Threshold:
Your Damage Threshold (DT) represents your character's resistance to suffering massive physical damage; an extremely damaging attack may not only reduce your HP, but also move you down the Condition Track and cause penalising damage. Your DT is equal to your character's Fortitude Defence (see below) + your size Modifier (if any, see below).
Force Well:
A measure of how many Force Powers your character may use (see Step Eight). Non Force-sensitive characters may ignore this. Force-sensitive characters start with a Force Well of 40 + Spirit Modifier.
Saves:
A character's ability to protect themself is determined by three Saves: Reflex Save, Fortitude Save, and Will Save (see Step Four). Reflex Save responds to physical threats such as blaster fire, Fortitude Save responds to body- and constitution-affecting threats such as poisons and diseases, and Will Save responds to mental threats (such as invasive Force Powers, hopeless situations, or horrifying sights). Each is calculated as follows:
Unless your character is of exceptionally large (larger than a Wookiee) or small (Ewok) size you do not need to worry about your Size Modifier. Each Path and Class receives a small bonus to a combination of the three Saves at character creation; on your Prestige and Advanced Path, you receive an additional bonus.
Speed:
Speed is how far a character can move in a round using the Move action. Most beings have a speed of 9m (6 squares).
Equipment:
Equipment represents what your character most commonly carries with them (miscellaneous items, weapons, and the armour they wear). Unless explicitly stated otherwise, your character is assumed to have this equipment with them at all times, somewhere on their person. It should be represented in the following way:
Weapons:
Name | ATK | DAM | RANGE | NOTES
The Name is the item's name (eg. Blaster Pistol). The ATK is the amount a character adds to their d20 when making an attack check with that weapon (eg. (Proficiency Modifier 2 * Pistols 3) + Dexterity Modifier +1 = +7 for a Blaster Pistol); Lightsabers, as their Attack bonus can vary extensively by Lightsaber Form, use a dash (-) instead. DAM is the weapon's damage dice rolled on a successful hit. Notes are for any other miscellaneous details (such as including the source of bonuses). Range is the Weapon's effective range; Melee weapons have either 'Melee' range or 'Reach' range.
Armor:
Name | Soak | Fort. Save | Max. Dex. | Notes
The Name is the item's name (eg. Stormtrooper Armour). Soak is the amount of damage the armour subtracts from incoming attacks. Fort Save is the bonus the item provides to Fortitude Saves. Max. Dex. is the maximum Dexterity Modifier a character receives from their Dexterity Core Stat while wearing the armour. Notes are for any other miscellaneous details (such as including the source of bonuses). For example:
Any miscellaneous equipment can simply be listed and described.
Each piece of equipment carries a credit cost (see the SWSE Rulebooks or Wiki for details). You may use your starting credits (see below) to purchase and weapons and armour any you like (ignore 'Availability') so long as you possess the relevant Proficiency or Perk.
Credits:
How many credits you currently possess at character creation, as described above.
Core Stats, Combat Proficiencies, Skills, Asset, Perks, and Force Powers:
See above. You do not have to list Combat Proficiencies, Skills, Assets, Perks, or Force Powers that you have no ranks in.
Material Resources:
This is a complete list of your character's assorted items and equipment, as opposed to what your character has on-hand (their Equipment above). These are assumed to be stored in a place you may easily retrieve them from before venturing out into the galaxy and includes excess weapons, armour, and equipment, starships, and miscellaneous items such as treasures and valuable items.
Level Special Abilities:
The Special Abilities you receive by level. They are laid out in the format Lvl#: NAME, eg:
Lvl1: Starting Abilities
Sample Character Sheet
Appearance and Personality are skipped; these sections should ideally be at least a paragraph but may be as long as you like.
Character Creation
The eight steps of creating your character are as follows; these is just a brief overview of each step, more details are in each step's associated topic:
Step One: Core Stats are your character's innate talents and abilities such as their physical strength, intelligence, and their strength in the Force/willpower. Core Stats are ranked from -4 to +4; you apply this number as a modifier whenever you make a check or save associated with this Core Stat.
Step Two: Species is what species your character belongs to. Each species has different benefits such as bonuses to certain Core Stats or skills or unique abilities only available to that species.
Step Three: Basic Paths & Starting Classes is the class your character begins play as. Basic Paths are for the members of the New Sith Brotherhood and teach them the basics of lightsaber combat and using the Force, whereas Starting Classes are for the regular professions of the galaxy such as Nobles or Troopers.
Step Four: Combat Proficiencies & Equipment are the statistics associated with combat. Combat Proficiencies are ranked from 1-4 and cover your character's ability to use various weapons and armour; a separate equipment list summarises the equipment (armour and weapons) available as well as listing any NSB-original equipment. How many Combat Proficiencies you begin play with is determined by your Core Stats, Species, and choice of Basic Path/Starting Class, while you receive a certain amount of starting credits with which to purchase equipment.
Step Five: Skills are a character's learned non-combat abilities. Skills are also ranked from 1-4 and examples include Piloting ability and Athleticism. Your number of starting Skills is likewise determined by your Core Stats, Species, and choice of Basic Path/Starting Class.
Step Six: Perks are extremely potent abilities your character possesses. These may elevate your other abilities (such as Skills) to new heights or provide new and potent abilities. Perks are not ranked; you either possess a Perk or do not. Your number of starting Perks is also determined by your Core Stats, Species, and choice of Basic Path/Starting Class.
Step Seven: Assets are assorted resources your character has access to as a result of their history. This includes material wealth or standing in major organizations. They are likewise ranked from 1-4. A character begins play with 5 Asset points to spend, but they may also spend up to 3 of these to purchase additional Combat Proficiencies, Skills, Perks, and Force Powers at a rate of one rank or Perk per Asset point.
Step Eight: Force Powers are the archetypal abilities of those who can use the Force. Force Powers are divided into three categories (referred to as 'Key Powers'): Sense, Control, and Alter, covering different types of Force Powers. They are further divided into Apprentice, Knight, and Master-level Powers. You cannot learn a Force Power until you possess its Key Power and are a high enough level (Level 1 for Apprentice, Level 5 for Knight, and Level 13 for Master). However, the exception to this is Force Powers purchased at character creation; while you are still restricted to Apprentice-level Force Powers, you may purchase ranks in a Force Power at character creation even if you do not possess its Key Power. After character creation you may not purchase additional ranks in any Force Powers until you learn their key power. A character may only purchase ranks in Force Powers if they take the Force-sensitive Perk at character creation. You do not need to be a member of the New Sith Brotherhood (ie. in a Basic Path) to take the Force-sensitive Perk, but non-Sith Force-sensitive characters may only possess a single rank in each Force Power and must pay two Force Power Points instead of the usual one.
Step Nine: Character Progression details how you can expect your character to grow and progress with play. It outlines Advanced Paths and Prestige Classes as well as leveling and what sort of rewards may be awarded for roleplay.
Beginning Play
In creating your character, you have a choice of beginning play at first level or at fifth level. Beginning play at fifth level allows a character immediate access to higher-level abilities, but results in a slightly weaker character than one who begins at first level and levels traditionally.
If you choose to begin play at fifth level, you receive all of the leveling benefits your character would normally receive, and two Proficiency points per level to spend as you please (ie. Perks, Force Powers, Skills, or Combat Proficiencies). They also receive 200 credits per level, or 500 if they are a Noble, in addition to their regular starting credits and their bonuses from any ranks in the Resources Asset. Finally, Sith characters beginning play at level 5 receive 1 rank in the Knowledge (Sith Lore) Skill, and learn to Speak, Read, and Write Sithese.
A character begins play with one of two equipment options. They may either select from the available equipment listed under their Basic Path/Starting Class, or use the listed amount of credits to purchase equipment from the equipment list. You also receive an additional 500 starting Credits if you possess Resources Rank 1, 1000 if you possess Resources Rank 2, and 2000 if you possess Resources Rank 3. You may use our in-built dice-roller app to roll for these or an off-site dice-rolling app (such as Wizards of the Coast). You do not need to spend all of it if you do not wish to. Every character also receives the Standard Field Kit, which contains a weak Sporting Blaster and a Survival Knife.
Characters who want to begin play with a vehicle must meet certain Skill requirements before they can do so. To begin play with a terrestrial vehicle (such as a land or airspeeder), a character must possess at least one rank in the Pilot and Computer Use Skills; to begin play with a starship, a character must possess at least two Ranks in the Pilot Skill and one rank in the Astrogate Skill. If you do, you receive 1d4 x 20000 credits with which to purchase a starship and all factors related to it (modifications, crew etc.); players in the Noble Starting Class instead receive 1d4 x 30000 credits. Additionally, if a character possesses ranks in the Resources Asset they receive extra credits equal to their monthly Resources credit gain multiplied by 10. Anything left over from purchasing a starship is lost and cannot be used to purchase other equipment. However, you may use these credits to purchase more than one vehicle.
If starting play at level 5, a character will need to roll for the HP they gain at levels 2-5. In this case, roll for the HP gains at level 2, 3, and 4 at once (eg. 3d8) three times and take the best result. Then roll for the HP gain at level 5 and add this result. You may use NSB's in-built dice-roller or an off-site dice-rolling app.
Demeanour and Nature
Demeanour and Nature are a concept borrowed from White Wolf Games, the creators of the World of Darkness universe of RPGs. Simply put, your Demeanour is how your character tries to portray themselves (successfully or unsuccessfully) to the wider galaxy, while Nature is their true personality. They may be the same if so desired. A character may be awarded Inspiration (allowing them to take advantage on any d20 roll they choose) by successfully masking their Nature with their Demeanour, or authentically acting our their Nature. The full list of available Demeanours/Natures (taken from Vampire: The Masquerade 20th Anniversary Edition) is as follows:
• Architect — You build something of lasting value.
• Autocrat — You need control.
• Bon Vivant — Life is for pleasure.
• Bravo — Might makes right.
• Capitalist — Why give it away for free when you can sell it?
• Caregiver — Everyone needs nurturing.
• Celebrant — Your cause brings you joy.
• Chameleon — You manage to blend into any situation.
• Child — Won’t somebody be there for you?
• Competitor — You must be the best.
• Conformist — You follow and assist.
• Conniver — Others exist for your benefit.
• Curmudgeon — Everything has its flaws.
• Dabbler — It’s always about the next big thing.
• Deviant — The status quo is for sheep.
• Director — You oversee what must be done.
• Enigma — Just when people think they’ve figured you out, you change the game.
• Eye of the Storm — Chaos and havoc follow you, but it never gets to you.
• Fanatic — The cause is all that matters.
• Gallant — You’re not the showstopper: you’re the show!
• Guru — People find you spiritually compelling.
• Idealist — You believe in something greater.
• Judge — Your judgment will improve things.
• Loner — You make your own way.
• Martyr — You suffer for the greater good.
• Masochist — Pain reminds you that you still exist.
• Monster — You’re a black-hearted being, and you revel in it!
• Pedagogue — You save others through knowledge.
• Penitent — Something bad happened because of you, and you must atone for it.
• Perfectionist — You strive for an unattainable goal.
• Perverted — Twisting and breaking social norms makes you smile.
• Rebel — You follow no one’s rules.
• Rogue — It’s all about you.
• Sadist — You live to cause pain.
• Scientist — Everything is a puzzle to solve.
• Sociopath — The inferior must be destroyed.
• Soldier — You follow orders, but often in your own way.
• Survivor — Nothing can keep you down.
• Thrill-Seeker — The rush is all that matters.
• Traditionalist — As it has always been, so it must be.
• Trickster — Laughter and tricksiness elate you.
• Visionary — Something exists beyond all this.
Character Sheet:
The template for the blank character sheet is presented first below, followed by a quick breakdown of each section and how to determine its contents. When creating your character, please also record where you allocated your points and what decisions you made and post this in a separate post when submitting your sheet for approval.
Copy and paste this template when creating your character (to preserve formatting, paste into the 'BBCode' section of the post form):
Name:
Sith Name: (Optional)
Age:
Species:
Homeworld:
Gender:
Height:
Weight:
Eyes:
Hair:
Skin Color:
Appearance:
Personality:
Demeanour:
Nature:
Goal:
Languages:
Speaks, Reads & Writes Basic
Backstory:
Level: 1 OR 5
Total Experience (XP): 0 OR 10,000
Basic Path:
Advanced Path:
Master Path:
OR
Class:
Hit Points:
Damage Threshold: [i]Fortitude Save + Size Modifier[/i]
Force Well:
Force Boons:
Saves:
[list]Reflex Save: [i]10 + Heroic Level + Dexterity Modifier + Class Bonus(es) + Size Modifier[/i]
Fortitude Save: [i]10 + Heroic Level + Constitution Modifier + Class Bonus + Equipment Bonus[/i]
Will Save: [i]10 + Heroic Level + Spirit Modifier + Class Bonus[/i][/list]
Speed: 9m (6 squares)
Equipment:
Weapons:
[table][tbody][tr][td style="border:1px solid #c0c0c0;padding:3px;"][b]Weapon[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]ATK[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]DAM[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Range[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Notes[/b][/td][/tr][tr][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][/tr][/tbody][/table]
[i]Notes (Please delete this section before submission):
Your Attack bonus with each Weapon is equal to your Proficiency Modifier * Your Rank in the Weapon + Your Strength Modifier (if it is melee) OR Your Dexterity Modifier (if it is ranged) + Any Miscellaneous Modifiers from Perks, special abilities etc.
At level 1-4, your Proficiency Modifier is 1. At level 5-8, your Proficiency Modifier is 2.
Weapon Damage is the Weapons Damage Die + Your Strength Modifier (if Melee) + half your level (round down, minimum 0) + Any Miscellaneous Modifiers. Ranged Weapons do not add any Core Stat Modifiers.
Weapon Range is either Melee, Pistol, Rifle, Thrown, Primitive, or Heavy. See Step 4 for more details on Range.[/i]
Armor:
[table][tbody][tr][td style="border:1px solid #c0c0c0;padding:3px;"][b]Armor[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Category[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Soak[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Fort. Save[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Max. Dex.[/b][/td][td style="border:1px solid #c0c0c0;padding:3px;"][b]Notes[/b][/td][/tr][tr][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][td style="border:1px solid #c0c0c0;padding:3px;"]
[/td][/tr][/tbody][/table]
Miscellaneous:
Credits: [i]3d4 x 250 credits OR Noble begins play with 3d4 x 400 Credits + 3x Credits per month from Resources Asset (if applicable) - Starting Equipment Costs[/i]
Core Stats:
Strength:
Dexterity:
Constitution:
Intellect:
Charisma:
Spirit:
Combat Proficiencies:
Skills:
Assets:
Perks:
Force Powers:
Material Resources:
Level Special Abilities:
1: Starting Abilities
When posting your Character Sheet for the first time, make two posts: the first containing your character sheet, and the second breaking down where you allocated your various points, what bonuses you received, what you rolled for your starting credits, and how you spent your starting credits.
Character Sheet Breakdown and Sample
Name, Sith Name, Age, Species, Homeworld, Gender, Height, Weight, Eyes, Hair, Skin Color, Appearance:
These are all intended to paint a picture of your character as an individual and are fairly self-explanatory. Measurements may be in Metric or in Freedom Units, but Metric is preferred as the Obsidian Union is an autocracy which adds "to obey the Sith" after every mention of the word "Freedom".
Demeanour and Nature:
See above.
Goal:
Goals are optional, personal objectives character seek to complete. These are discussed in detail in the House Rules section of the Guidelines forum.
Languages:
Your ability to communicate in languages such as Galactic Basic. Languages are purchased with Skill points and divided into two distinct Proficiencies: 'Speaks' and 'Reads & Writes'; it is possible to possess one but not the other. Every being in the Galaxy save the most backwater of primitives can speak Galactic Basic - many others speak their own languages as well.
Level, Total Experience (XP), Basic Path, Advanced Path, Master Path, Class:
Each section is fairly self-explanatory and is where you list the relevant detail about your character. You do not need to have selected your Advanced Path or Master Path at character creation, but it helps to select them early and build towards their unique benefits. As discussed above, a character has the option of beginning play at level 1 or level 5; if level 5, your Total Experience will be 10,000 instead of 0. Classes should list each Class (Starting and Prestige) followed by their level, eg. Technician 9/War Engineer 3.
Hit Points:
Your maximum total Hit Points. A character's starting Hit Points is determined by their Basic Path/Class, and increases each level by rolling a die (also determined by Path/Class), adding your Constitution Modifier, and adding this amount to your previous total Hit Points. Current Hit Points (and the Condition Track (see Step Four) are tracked on a per-mission basis, so only your maximum total HP goes into your Character Sheet.
Damage Threshold:
Your Damage Threshold (DT) represents your character's resistance to suffering massive physical damage; an extremely damaging attack may not only reduce your HP, but also move you down the Condition Track and cause penalising damage. Your DT is equal to your character's Fortitude Defence (see below) + your size Modifier (if any, see below).
Force Well:
A measure of how many Force Powers your character may use (see Step Eight). Non Force-sensitive characters may ignore this. Force-sensitive characters start with a Force Well of 40 + Spirit Modifier.
Saves:
A character's ability to protect themself is determined by three Saves: Reflex Save, Fortitude Save, and Will Save (see Step Four). Reflex Save responds to physical threats such as blaster fire, Fortitude Save responds to body- and constitution-affecting threats such as poisons and diseases, and Will Save responds to mental threats (such as invasive Force Powers, hopeless situations, or horrifying sights). Each is calculated as follows:
Unless your character is of exceptionally large (larger than a Wookiee) or small (Ewok) size you do not need to worry about your Size Modifier. Each Path and Class receives a small bonus to a combination of the three Saves at character creation; on your Prestige and Advanced Path, you receive an additional bonus.
Speed:
Speed is how far a character can move in a round using the Move action. Most beings have a speed of 9m (6 squares).
Equipment:
Equipment represents what your character most commonly carries with them (miscellaneous items, weapons, and the armour they wear). Unless explicitly stated otherwise, your character is assumed to have this equipment with them at all times, somewhere on their person. It should be represented in the following way:
Weapons:
Name | ATK | DAM | RANGE | NOTES
The Name is the item's name (eg. Blaster Pistol). The ATK is the amount a character adds to their d20 when making an attack check with that weapon (eg. (Proficiency Modifier 2 * Pistols 3) + Dexterity Modifier +1 = +7 for a Blaster Pistol); Lightsabers, as their Attack bonus can vary extensively by Lightsaber Form, use a dash (-) instead. DAM is the weapon's damage dice rolled on a successful hit. Notes are for any other miscellaneous details (such as including the source of bonuses). Range is the Weapon's effective range; Melee weapons have either 'Melee' range or 'Reach' range.
Armor:
Name | Soak | Fort. Save | Max. Dex. | Notes
The Name is the item's name (eg. Stormtrooper Armour). Soak is the amount of damage the armour subtracts from incoming attacks. Fort Save is the bonus the item provides to Fortitude Saves. Max. Dex. is the maximum Dexterity Modifier a character receives from their Dexterity Core Stat while wearing the armour. Notes are for any other miscellaneous details (such as including the source of bonuses). For example:
Any miscellaneous equipment can simply be listed and described.
Each piece of equipment carries a credit cost (see the SWSE Rulebooks or Wiki for details). You may use your starting credits (see below) to purchase and weapons and armour any you like (ignore 'Availability') so long as you possess the relevant Proficiency or Perk.
Credits:
How many credits you currently possess at character creation, as described above.
Core Stats, Combat Proficiencies, Skills, Asset, Perks, and Force Powers:
See above. You do not have to list Combat Proficiencies, Skills, Assets, Perks, or Force Powers that you have no ranks in.
Material Resources:
This is a complete list of your character's assorted items and equipment, as opposed to what your character has on-hand (their Equipment above). These are assumed to be stored in a place you may easily retrieve them from before venturing out into the galaxy and includes excess weapons, armour, and equipment, starships, and miscellaneous items such as treasures and valuable items.
Level Special Abilities:
The Special Abilities you receive by level. They are laid out in the format Lvl#: NAME, eg:
Lvl1: Starting Abilities
Sample Character Sheet
Appearance and Personality are skipped; these sections should ideally be at least a paragraph but may be as long as you like.
Name: Pur Choysez
Age: 22
Species: Epicanthix
Homeworld: Panatha
Gender: Female
Height: 1.68m
Weight: 54kg
Eyes: Dark Brown
Hair: Chestnut
Skin Color: Olive
Appearance:
Personality:
Demeanour: Matyr
Nature: Judge
Goal: Find my family's stolen treasure horde (Major); find Tax Merdon in Coronet City on Corellia (Minor)
Languages:
Speaks, Reads & Writes Basic
Speaks, Reads & Writes Epicant
Level: 1
Total Experience (XP): 0
Class: Scout
Prestige Class(es):
Hit Points: 25
Damage Threshold: 13
Force Well: N/a
Defenses:
Speed: 9m (6 squares)
Equipment:
Blaster Pistol | +2 | 3d6 (3d6 STUN) | Standard Blaster Pistol
Blaster Rifle | +2 | 3d8 (3d8 STUN) | Standard Blaster Rifle
Quarterstaff | +1 | 1d6/1d6 | Standard Quarterstaff, this is a double weapon that can attack with both ends.
Half-vest | Soak 1 | +0 Fort. Def | +5 Max. Dex. | Half-vest
Equipment:
Long-range Comlink | Communication device up to 100km.
Datapad | Portable computer device.
Credits: 2250 (Starting)
Spent 1000 on Blaster Rifle, 500 on Blaster Pistol, 65 on a Quarterstaff, 250 on Half-vest, 250 on Long-range comlink and 100 on Basic Datapad, leaving 85 Credits.
Core Stats:
Strength: 12
Dexterity: 13
Constitution: 12
Intellect: 12
Charisma: 13
Spirit: 13
Combat Proficiencies:
Simple Weapons: 2
Pistols: 1
Rifles: 1
Skills:
Awareness: 1
Athletics: 1
Bluff: 1
Assets:
Alternate Identity: 3 (Kerna Storn)
After fleeing Panatha, Kerna was forced to shed her old life and spent the last of her family's remaining credits establishing her new identity. She has lived as Kerna Storn for the past decade, only recently reclaiming her old identity as she began her hunt to recover her family's stolen wealth. Kerna is an Epicant Expat who grew up on Corellia and has all of the documentation to prove it.
Perks:
Armor Proficiency (Light)
Improved Damage Threshold
Power Blast I
Force Powers: N/a
Material Resources:
Level Special Abilities:
Lvl1: Starting Abilities
Age: 22
Species: Epicanthix
Homeworld: Panatha
Gender: Female
Height: 1.68m
Weight: 54kg
Eyes: Dark Brown
Hair: Chestnut
Skin Color: Olive
Appearance:
Personality:
Demeanour: Matyr
Nature: Judge
Goal: Find my family's stolen treasure horde (Major); find Tax Merdon in Coronet City on Corellia (Minor)
Languages:
Speaks, Reads & Writes Basic
Speaks, Reads & Writes Epicant
Level: 1
Total Experience (XP): 0
Class: Scout
Prestige Class(es):
Hit Points: 25
Damage Threshold: 13
Force Well: N/a
Defenses:
Speed: 9m (6 squares)
Equipment:
Blaster Pistol | +2 | 3d6 (3d6 STUN) | Standard Blaster Pistol
Blaster Rifle | +2 | 3d8 (3d8 STUN) | Standard Blaster Rifle
Quarterstaff | +1 | 1d6/1d6 | Standard Quarterstaff, this is a double weapon that can attack with both ends.
Half-vest | Soak 1 | +0 Fort. Def | +5 Max. Dex. | Half-vest
Equipment:
Long-range Comlink | Communication device up to 100km.
Datapad | Portable computer device.
Credits: 2250 (Starting)
Spent 1000 on Blaster Rifle, 500 on Blaster Pistol, 65 on a Quarterstaff, 250 on Half-vest, 250 on Long-range comlink and 100 on Basic Datapad, leaving 85 Credits.
Core Stats:
Strength: 12
Dexterity: 13
Constitution: 12
Intellect: 12
Charisma: 13
Spirit: 13
Combat Proficiencies:
Simple Weapons: 2
Pistols: 1
Rifles: 1
Skills:
Awareness: 1
Athletics: 1
Bluff: 1
Assets:
Alternate Identity: 3 (Kerna Storn)
After fleeing Panatha, Kerna was forced to shed her old life and spent the last of her family's remaining credits establishing her new identity. She has lived as Kerna Storn for the past decade, only recently reclaiming her old identity as she began her hunt to recover her family's stolen wealth. Kerna is an Epicant Expat who grew up on Corellia and has all of the documentation to prove it.
Perks:
Armor Proficiency (Light)
Improved Damage Threshold
Power Blast I
Force Powers: N/a
Material Resources:
Level Special Abilities:
Lvl1: Starting Abilities