Across a Thousand Dead Worlds: Character Creation

Lets Make a Deep Diver

In Across a Thousand Dead Worlds (ATDW), your character is called a deep diver. Character creation is a pretty straightforward process, though there are a lot pieces to put together before the end. This is different than other systems that I have played, because the majority of the character is built using point buy, a system where you allocate points into attributes and skills as you see fit for the character that you want to make. This takes the randomness out of the character and lets you really fine tune the character to what you want to play. The best way to start off this process is a general sense of who the character you want to play is. From there you can build the character to fit that idea.

Character concept

This doesn't need to be a backstory or any granular details just yet, just a sense of identity that you can use as the foundation for your character. I'll be playing this as a solo character, so I want my diver to be somewhat capable on their own. So I want to shoot for a well rounded character that can handle combat, have some reasonable skills for a solo delver, and be able to support themselves when it comes to healing. In general, I think I want to play a retired mercenary who is trying to strike it rich delving for the Karum Station Enterprises. He'll have some weapon skills, survival skills, and some generally useful abilities but he likely won't be a "brains of the operation" character. Leave the thinking to the people he brings artifacts back to. He's just there to explore, gather, and get home in one piece. With that idea in mind, lets get started with character creation

All characters will start at level 1

Primary Attributes

The primary attributes are the standard strength, dexterity, constitution, will, intelligence, and charisma. All attributes start at 8 and you are allowed to distribute 12 points among those attributes with a maximum score of 18. The rolls in this system are straight forward. Roll a d20, add the appropriate skill or attribute, and if you have a total of 20 or higher you succeed.

Here are the attributes and what I have allocated:

Strength: 8 + 2 -> 10
Dexterity: 8 + 5 -> 13
Constitution: 8 + 3 -> 11
Will: 8 + 2 -> 10
Intelligence: 8 + 0 -> 8
Charisma: 8 + 0 -> 8

My concept here is that my character is a mercenary who knows his way around a weapon. Not the strongest, but pretty good with ranged attacks and picking locks (dexterity). He's heartier than your average Joe, but by no means a tough muscle bound brawler. A bit strong willed, and very much dumb and unlikeable. 12 points really goes quick! Lets hope I haven't spread them out too much in the long run here.

Secondary Attributes

Secondary attributes seem to be related to your characters well being. Luck, Stamina, Stress, and Wounds.
Luck: Players start with 3 Luck and recover 1 at the end of each gaming session.
Stamina: Stamina points are spent to take actions, mostly in combat. Each round you start with 10 stamina to spend.
Stress: Characters start with 0 stress and accrue more as you play. Increased stress leads to bad outcomes that the character will have to deal with as the delve into the unknown.
Wounds: Wounds are your measurement of hp essentially. You start with 0 wounds and can only sustain 3 wounds before dying.

Skills

Skills represent the characters prowess in different fields. Again you roll a d20, add the appropriate skill and if its 20 or higher its a success. During character creation you spend 70 skill points across 12 skills, spending no more than 10 points in an individual skill. Arsaidh Technology, or the alien technology present in the game, starts at -5.

Here are the skills and what I have allocated:
Arsaidh Technology (space tech): -5
Close Combat: 5
Perception: 10
Manipulation: 0
Medical Aid: 10
Pilot: 5
Ranged Combat: 10
Resolve: 5
Science: 0
Stealth: 10
Survival: 10
Technology: 5

Sticking to my character concept here, my character is going to be an expert at ranged combat, survival, and infiltration. They are ok at close combat, resolve, piloting and basic tech. They are a rude SOB, so no manipulation, and they certainly have no idea when it comes to science and alien technology. They know how to get in, get where they're going, and get out. But if they need to know a thing or two about what they are collecting, its going to need a very lucky die roll.

Talents

Talents represent the unique skills and abilities that divers learn while exploring the ominous Arsaidh ruins that the Karum Station Enterprises are sending our characters to explore. A character has 5 talent slots. They gain a new talent when they level up by rolling on the talent table. A character with 5 talents must discard an existing talent to learn a new talent.

At character creation, you choose a talent for your diver. There is a list of recommendations for a starting talent. I'll be taking the recommended Marksman talent for ranged fighters.

Marksman: Gain +2 damage on ranged attacks

It is unclear if a character can choose not to equip a new talent if they would have to discard a current talent, but I will rule that my character can either take a new talent, or choose not to if they would have to discard a talent to stay at the 5 talent limit.

Background and Roleplay Hooks

The background defines what a character did in their life on Earth before becoming a Deep Diver. You can roll for a background, pick a background, or create your own. I like the idea of my characters mercenary background, so I am going to make my own.

Background: Mercenary -> You're a hired gun for the highest payer. Whatever the job is, you know your way around the tools to get it done. While it's a lucrative career, the risk is not always worth the reward.
+1 to Ranged Combat

The life-changing event is a random roll to determine why you ended up at Karum Station as a deep diver.

Life-Changing Event (D20)-> 8; Had the chance to stand up against a powerful figure, but didn't.

I imagine this could have been someone looking to hire my character. They are a mercenary, but they aren't without morals. When faced with the prospect of a job that went even too far for them, the contractor blacklisted my character. Unable to find work as a mercenary, they decided to give it a shot with Karum Station Enterprises.

How did you earn your place?
A small table with options about how you were able to even afford the ticket to Karum Station. While all of the options are good, I think the one that fits the backstory the best is that my character got the money through illicit activities. They're a mercenary. All their money was from illicit gains. They had enough saved up to buy a one way ticket to their next life and never look back.

Drive
This is the reason why your character has chosen the life of a Deep Diver. I think this one is pretty straight forward. They are in it for the money; wealth is their main driver.

Mannerisms
Define your character a bit more fully by selecting from a handful of options from each of these items.

When you're feeling confident, you...
Walk straight, with squared shoulders
When you're feeling shy or lacking confidence, you...
Cross your arms
When you're bored, you...
Stare into the distance
When you're feeling happy, you...
Laugh a lot
When you're feeling frustrated, you...
Crack your knuckles

Nervous Tic

When your character gains stress, that stress manifests in a nervous tic. Mechanically this can effect the people you are around, though it may be less important for a solo Diver. You roll a d20 for your nervous tic.

Nervous Tic (d20)-> 10; Sniffing

Final Details

Characters start with d20x100 Drake coins to reflect the money they have left over after coming to Karum station and paying for the mandatory orientation courses. Staying in Karum Station isn't free and bills must be paid to avoid being kicked out!

Drake Coins (d20x100)-> 9; 900 total drake coins

Name: Nolan Craig
Gender: Male
Age: 27
Nolan stands at 5'8" with broad shoulders and a sturdy frame. He sports a short cropped platinum mohawk. The majority of his arms are covered in tattoos depicting nothing in particular of note.

Gear is not owned, but leased from the Karum Station when a Diver prepares to depart on a mission. When Nolan sets out on his first mission, I'll get gear all squared away!

That's all for Character creation! Nolan will be departing for his inaugural mission soon!


Nolan Craig Character Sheet

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