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m3owdy

m3owdy

Yeah, hopefully that fits the bill! Decided on a couple concepts that looks interesting and tried to sew them into a character sheet according to SW rules.

Might make a cheatsheet if there isn't one out there, but here's some stuff I had to find out that wasn't immediately obvious (correct me if I'm wrong:)

  • Your Background is just a cosmetic "prerequisite" to your character's first class. Depending on your racial background table, you'll have a different set of starter classes to choose from that come with backgrounds (which may or may not be the same for each race - e.g Grassrunner & Runefolk Bards are Hobbyists, but Humans, Elven, Dwarven & Tabbit Bards are Minstrels.) (Others can still take Bard later, but it would not have been part of their initial background.
     
  • Major Classes are the main combat-oriented feature classes, while Minor Classes provide you with non-combat features and/or mechanical improvements.
     
  • Skill checks are 2d6 + appropriate ability modifier (or sometimes your AL,) then "proficiency" means you get to add the relevant class level to it as well. What classes are proficient in what rolls are all available in the Skills list of your SRD, e.g Sages are proficient in Monster Knowledge checks.
     
  • Might have just missed this somewhere, but unlocking a level in a spellcaster (Wizard) class gives you the knowledge (and the ability to always have ready to spend MP on) of all spells in the school of magic for that class (e.g Sorcerer 2 would give you all Truespeech 1 & 2 spells.)
     
  • Attack rolls are handled as follows: 1. To Hit is an Accuracy skill check vs Evasion (Magic spells or 0 Evasion always hits,) 2. Damage roll compares 2d6 to a damage table for your spell/weapon (sometimes they may refer to a Power XX table, which are generic tables that can be found on your sheet.) 3. Add any Extra Damage / Magic Power, compare your damage result vs Defense - if you have more, you deal the difference, if you have less, you don't do any damage.
     
    • Every weapon has a Crit Rate (or "C value") (spells have C 10 unless stated). If your 2d6 is greater than or equal to the Crit Rate, you get to make an additional attack roll and add the power table result (crits can explode into more crits.)
       
    • Any "overkill" is applied as a penalty to the Death Save the affected creature makes on the spot. If they fail, they die.
      • The DC (or Target Number, TN) is 0. If you succeed, you stay unconscious. Double 6s wake you at 1HP, double 1s kill you regardless of TN.
m3owdy

m3owdy

Yeah, hopefully that fits the bill! Decided on a couple concepts that looks interesting and tried to sew them into a character sheet according to SW rules.

Might make a cheatsheet if there isn't one out there, but here's some stuff I had to find out that wasn't immediately obvious (correct me if I'm wrong:)

  • Your Background is just a cosmetic "prerequisite" to your character's first class. Depending on your racial background table, you'll have a different set of starter classes to choose from that come with backgrounds (which may or may not be the same for each race - e.g Grassrunner & Runefolk Bards are Hobbyists, but Humans, Elven, Dwarven & Tabbit Bards are Minstrels.) (Others can still take Bard later, but it would not have been part of their initial background.
     
  • Major Classes are the main combat-oriented feature classes, while Minor Classes provide you with non-combat features and/or mechanical improvements.
     
  • Skill checks are 2d6 + appropriate ability modifier (or sometimes your AL,) then "proficiency" means you get to add the relevant class level to it as well. What classes are proficient in what rolls are all available in the Skills list of your SRD, e.g Sages are proficient in Monster Knowledge checks.
     
  • Might have just missed this somewhere, but unlocking a level in a spellcaster (Wizard) class gives you the knowledge (and the ability to always have ready to spend MP on) of all spells in the school of magic for that class (e.g Sorcerer 2 would give you all Truespeech 1 & 2 spells.)
     
  • Attack rolls are handled as follows: 1. To Hit is an Accuracy skill check vs Evasion (Magic spells or 0 Evasion always hits,) 2. Damage roll compares 2d6 to a damage table for your spell/weapon (sometimes they may refer to a Power XX table, which are generic tables that can be found on your sheet.) 3. Compare your damage result vs Defense - if you have more, you deal the difference, if you have less, you don't do any damage.
     
    • Every weapon has a Crit Rate (or "C value") (spells have C 10 unless stated). If your 2d6 is greater than or equal to the Crit Rate, you get to make an additional attack roll and add the power table result (crits can explode into more crits.)
       
    • Any "overkill" is applied as a penalty to the Death Save the affected creature makes on the spot. If they fail, they die.
      • The DC (or Target Number, TN) is 0. If you succeed, you stay unconscious. Double 6s wake you at 1HP, double 1s kill you regardless of TN.
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