Player Character - Overview
This is the character "Womp" who started as an Troll Diviner who
specialised as a Charmer. He escaped from a research facility recently.
A proud follower of the Ekky Thump religion.
Player Character - Base Character
Equipment Log |
Credits Remaining: |
Personal Gear
- Holy Icon (Enc 0, Heal spell +2 wounds)
- Smartphone (Enc 0)
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Player Character - Talents
Player Character - Magic
Player Character - Equipment
Player Character - Magic Progression
Player Character - Stat Block
Character Stat Block - Womp the Escaped (PC - Ross)
Br 4 (Brawn) -
Ag 2 (Agility) -
Int 1 (Intellect) -
Cun 2 (Cunning) -
Will 3 (Willpower) -
Pr 2 (Presence) -
Soak 5 -
WT 16 (Wound Threshold) -
ST 12 (Strain Threshold) -
Defence 1 -
BM 12 (Base Move)
Range Bands -
Engaged 1 /
Short 12 /
Medium 24 /
Long 48 /
Extreme 96 (Running)
Range Bands -
Engaged 1 /
Short 6 /
Medium 12 /
Long 24 /
Extreme 48 (Shooting, Notice)
Range Bands -
Engaged 1 /
Short 9 /
Medium 18 /
Long 36 /
Extreme 72 (Magic)
Skills -
- General Skills -
Athletics 1 (Br),
Discipline 1 (Will),
- Combat Skills -
Melee 1 (Br),
Ranged - Light 1 (Ag),
- Social Skills -
Charm 2 (Pr),
Coercion 1 (Will),
- Magic Skills -
Divine 3 (Will),
Abilities -
Large - Silhouette 2 instead of 1, Encumbrance increase by 2 total x2.
Magic Rating - 2. Can add magic rating in force dice to magic
checks. Note: Sustaining or Astral perceiving characters must roll the
force dice when using magic.
Regeneration - Regain an additional wound from natural rest, can
regrow limbs in a month. When making a recovery check at the end of
an encounter, after recovery applied may take two strain to reduce a
wound by 1. As an action on your turn in combat, may take 2 strain to
heal 1 wound.
Talents -
Sustain (Passive, Rank 1) As a manoeuvre you can sustain up to your
rank in spells each round without paying strain to keep them up. Or you
can spend an action with the difficulty equal to current sustained
spells. On a success you sustain them for hour, plus an hour for each
net success until force to make a concentration check, loose conciousness
or try and sustain more spells.
Spells -
Attack Easy, This spell is used to attack another target. Make a
tradition roll vs Target within Close but not Engaged range, difficulty
of Easy (one purple). This spell can only crit on a Triumph. It deals
damage equal to the Attribute of the skill. A caster can use any number
of upgrades they have learnt. (Holy (+1)).
Augment Average, This spell is used to enhance the target. Casting
this spell requires a Average (two purple) check and targets one
character they are engaged with. If successful provides an extra
ability point to the targets checks until the end of the casters next
turn. (Additional Targets (+2), Divine Health (+1))
Heal Easy, This spell uses magic to heal the target. Casting this
spell is an Easy (one purple) check to target within engaged range and
not incapacitated. Upon a success it heals 1 damage per net success,
and 1 strain per advantage. (Heal Critical (+2))
Utility Simple, This spell does mundane things not covered in other
spells. Levitating a book or small object, making special effects of
sound, sight or smell, or anything else you might imagine. Casting this
spell is an Simple (no purple) or Easy (one purple) check,
with upgrades depending on the complexity of the effects desired.
(See Astral (+1))
Main Equipment (Enc 9/22) -
Baton (Enc 1),
Holy Icon (Enc 0, Heal spell +2 wounds),
Kevlar (+1 Soak, 1 Defence),
Smartphone (Enc 0),
Hand Cannon (Enc 1)
Weapons -
Baton (Melee, Dam +2, Crit 5, Range Engaged, Disorient 3, Stun Damage),
Hand Cannon (Ranged-Light, Dam 7, Crit 3, Range Medium,
Inaccurate 1, Limited Ammo 4)
Holy Icon Spell Attack (Divine, Dam 3, Crit Triumph, Range Close,
holy, can't target engaged)
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Player Character - Specialisations
Player Character - Notes
General Notes:
- Career Skills
- 2050 Run 1 –
- 2050 Run 2 –
- 2050 Run 3 –
- 2050 Run 4 –
Background notes
Season One:
- Advancement - The Steps taken to advance a Character.
- Creating a Character - The Steps to Building a Character.
- Specialisation - Specialisation Tree's associated with the character.
- GM Section - Secrets associated with the character.
Notes
- Race/Career/Specialisations –
Average Troll/Disciple – Charmer (C), Marshal (M)
- Career Skills – Athletics (Br), Charm (Pr),
Coercion (Will), Discipline (Will), Divine (Will),
Knowledge – Lore (Int), Knowledge – Shadowrunners (Int),
Leadership (Pr), Melee (Br), Ranged – Light (Ag),
Resilience (Br), Vigilance (Will),
- Talents Tier 1 (4) – Ensourcled (C), Grit (M), Sustain (C), Toughness (M)
- Experience – Total (155),
Starting (70),
Earnt (85),
Spent (55),
Unspent (30)
- Affiliation –
Ares (5),
Aztechnology (12),
Knight Errant (10),
Redmond Gangs (7),
- Credits – 161,023cr (1,500 tied up in rental)
Experience Earned
- Completed Session 24 -
5 XP (85 total)
- Completed Session 23 -
5 XP (80 total)
- Completed Session 21 -
5 XP (75 total)
Divine Rank 3 (15 xp)
- Completed Session 20 -
5 XP (70 total)
- Completed Session 17 -
5 XP (65 total)
- Completed Session 15 -
5 XP (60 total)
- Completed Session 14 -
5 XP (55 total)
Upgrade Spell – Utility – See Aura (5 xp)
Upgrade Skill – Coercion Rank 1 (5 xp)
Upgrade Talent – Ensorcled (Tier 1) (5 xp)
- Completed Session 12 -
5 XP (50 total)
Upgrade Spell Augment – Additonnal Targets (5 xp) +
Talent Grint (Tier 1)
- Completed Session 10 -
5 XP (45 total) + Affiliation – Aztechnology +5
Upgrade talent – Toughness Rank 1 (5 xp)
- Completed Session 9 -
5 XP (40 total) + Affiliation – Redmond Gangs +5
Spell Upgrade Augment – Divine Health (5 xp)
- Completed Session 8 -
5 XP (35 total) + Affiliation – Redmond Gangs +1 + 100cr
Upgrade New Specialisation Marshal (10xp),
Skill Upgrade to Rank 1 Ranged – Light (5xp)
- Completed Session 7 -
5 XP (30 total) + Affiliation – Knight Errant +10 + 380cr
- Completed Session 6 -
5 XP (25 total) + Affiliation – Ares +5 + 50cr
Upgrade Attack Spell with Holy (5 xp)
- Completed Session 5 -
5 XP (20 total) + Affiliation – Redmond Gangs +1
Hand Cannon
- Completed Session 4 -
5 XP (15 total) + Affiliation – Aztechnology +1 + 50cr
Upgrade Heal spell with Heal Critical (5 xp)
- Completed Session 3 -
5 XP (10 total) + Affiliation – Aztechnology +5 + 300cr
Upgrade with Talent – Sustain Spell (5 xp)
- Completed Session 2 -
5 XP + Affiliation – Aztechnology +1 + 100cr
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Player Character - Build
Character Creation |
Here is a walk through of the character creation process of Characters in the
Genesys system. It will contain notes about why certain choices were made for
the campaign it was built for as well as a complete stat block that can be used
to run the character in a game session.
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Step 1 |
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Step 2 |
Obligation |
All characters start with two base obligations for their
characters. This is setting the scene and tone for the campaign.
Campaign Starting Obligation - Starts at 5 each
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Step 3 |
Species |
- Characters is part of the Troll race.
- Skill Selected – tba
- This was limited for story reasons having the group being
formed from those who show promise in the clan, but are not
their best and brightest.
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Step 4 |
Career |
- Disciple Career Skills Selected – Charm, Discipline,
Divine, Melee
- Disciple Story to be selected as after starting with the character.
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Step 5 |
Specialisation |
- Charmer Career Skills Selected – Charm, Divine
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Step 6 |
Attributes |
Willpower to 3 (30 xp), Presence to 2
(20 xp), Learn Spell Heal (5 xp), Learn Spell Attack (5 xp), Learn Spell
Augment (5 xp), Spell Heal upgrade with Revive (5 xp)
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Step 7 |
Derived Attributes |
WT (20), ST (9), Defence (0), Soak (4),
Enc (11), Base Move (12).
- Wound Threshold - 10+ Starting Brawn + talents
- Strain Threshold - 10+ Starting Willpower + talents
- Defence - Ranged Defence 0 / Melee Defence 0
- Soak Value - Starting Brawn + Talant + Gear
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Step 8 |
Motivations |
Each of the characters has one motivation to choose and
gains an additional motivation as a campaign motivation.
Motivations are sorted out at the end of each part of a
story chapter. This could be 1 to 5 sessions.
- Starting Motivation (unique to this campaign)
- Motivation of the players choice.
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Step 9 |
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Player Character - Upgrades and Advancement
References |
Sourcebooks |
Genesys Rulebook and Advanced Players Book
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Session 37 |
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Session 34 |
(+30 xp / 160 total)
- Healer (5 xp / 45 xp)
- Primal Rank 1 (5 xp / 40 xp)
- Knowlege - Lore rank 1 (5 xp / 35 xp)
- Arcana rank 1 (5 xp / 30 xp)
- Rune rank 1 (5 xp / 25 xp)
- Apothecary Rank 2 (10 xp / 15 xp)
- Toughened Rank 1 (5 xp / 10 xp)
- Healer - Power of Light (10 xp / 0 xp)
- Attribute (Willpower)
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Session 31 |
(+15 XP / 130 total)
- Ranged (5xp)
- Greater Augmentation (10 xp)
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Session 26 |
(+30 xp / 115 total)
- Apothecary (5xp)
- Proper Upbringing (5xp)
- Verse rank 1 (5 xp)
- Dispel (5 xp)
- Talent - Sustain Rank 2 (10 xp)
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