Character creation

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Sep 29, 2025 7:12 pm
Things to know
+ The game gives the option of either rolling or picking certain options. This is relevant to the main attributes and Growth/Learning tables (under backgrounds). You're allowed to decide which ones you're going to roll or pick, and can reroll then as many times as you want, as long as all of your character's rolls are in the same post; I. e. delete the post with the rolls and make another one.
+ As per the setting, cyberware has a 2x price increase.
+ The mentalist edge from Ashes without number are available. It's basically psychic powers, though a little more grounded than the psychic class from Stars Without Numbers.
+ The Mutant and Mutation Acceleration edges from Ashes without number are also available, but Stigmas and negative mutations are disabled (for PCs), as well as Hybrid Mutations (bestial or plant-like powers). You can Spend 3 points to pick a positive mutation, Spend 3 points to roll two positive mutations from the same category and Spend 1 point to roll a positive mutation; as per the book. You can also Spend 2 points to roll a single positive mutation from a chosen category.
+ PCs will get a bonus edge at level 3.
+ I felt the need to add two items in here which the books don't mention: Camouflage pattern ($25): gives a +1 to stealth checks when used in the right place (urban, greenery, desert, rocky, etc.); Supressor ($50): let's you fire without alerting the enemy.
As mentioned, your characters will be part of a newly formed PMC, the details will be disclosed later.
[ +- ] Cities Without Number
Sep 29, 2025 7:57 pm
Rerolling as many times as you want? Wouldn't that sort of eliminate the premise around rolling randomly?
Sep 29, 2025 7:59 pm
Well, you must have all of your rolls in a single post, so you either stick with the whole of them, or discard that 'character' and make another one.
Sep 29, 2025 8:17 pm
I'm going to
- pick stats (I'm always tempted to roll stats, but I have a very particular character concept in mind here, if Wolfram beefs it, I'll roll my next character in order!)
- roll once on growth and twice on learning for the Manager Background (my character was once a soldier, but the days of rucking and battle training are long past)
- roll HP (as all characters must)

Edit 1: rolling 2d20 twice on the tables on page 14 to generate some contact ideas. If I roll duplicate results, I'll just use the next result down on the table.
Last edited September 30, 2025 10:35 am

Rolls

growth - (1d6)

(4) = 4

learning 1 - (1d6)

(5) = 5

learning 2 - (1d6)

(1) = 1

Hit Points - (1d6)

(6) = 6

Contact 1 - (2d20)

(1712) = 29

Contact 2 - (2d20)

(1510) = 25

Sep 29, 2025 8:21 pm
What happens if our skills get 'too high' since we're only allowed skill level 1 at character creation? Like say I pick a skill at level 0, roll randomly and get it to level 1, but also want a focus that also offers that skill? Is the extra level just lost, or am I allowed to pick a different skill?
Last edited September 29, 2025 8:21 pm
Sep 29, 2025 8:26 pm
Which gives me +2 to a mental stat, which I'll use to bring up my INT from 12 to 14, for a final statline of (9 STR, 7 CON, 11 DEX, 14 INT, 10 WIS, 14 CHA). [it probably would have been more kosher if i stated my statline up front. Hopefully this is ok]

and also gives me the Notice and Administer skills (for Administer-1 and Notice-0)

and 5 total HP!! nice.
Sep 29, 2025 8:32 pm
Morphling says:
What happens if our skills get 'too high' since we're only allowed skill level 1 at character creation? Like say I pick a skill at level 0, roll randomly and get it to level 1, but also want a focus that also offers that skill? Is the extra level just lost, or am I allowed to pick a different skill?
On page 18 of the free rules, it gives rules for how this works for foci:
Quote:
Some Foci grant a bonus skill. These grant you level-0 in the skill, or level-1 if you already have it at level-0. If you have the skill at level-1 already, you can instead pick any other skill.
I don't think that the same is explicitly stated for edges, at least I can't find a rule anywhere. What do you think, GM?
Sep 29, 2025 10:12 pm
Yes, if a learning/growth roll gives you another level at a skill above 1, you choose another skill instead, it's in page 7 (which shows the backgrounds)

Also remember that, if you roll, you can then change a single attribute to 14.
Sep 29, 2025 10:53 pm
Stat rolling for the sixth time?

You know what, this guy is alright. Nothing special in any department, but at this point I'm fine with it! My 14 will be going to his dex, so array is set at:
10 Str
18 Dex
14 Con
8 Int
13 Wis
13 Cha

Skills:
Shoot-1
Sneak-0

Ware:
Dermal Armor II(Secondhand[40k], 2.5 SS[Inefficient], Profile Adjustment[Touch -> Medical])
Gunlink(New[25k], 1 SS)
Stick Pads(New[15k], 0.5 SS)
Infrared Vision Eyemod(New[5k], 0.5 SS)
Medical Support Readout(New[10k], 0.25 SS)
Headcomm(New[1k], 0.25 SS)
Total Cost: 96k/100k, 5.50 SS from 14 SS, meaning he has 8.5 SS(modified).

Naturally, his background will be [redacted]Soldier. I'll pop two rolls into growth for now. Both are +2 physicals, which means he's been doing push-ups in Canton for a while now. I'll put them both into Dex to bump it up to 18. I'll pop my last roll into learning for some fun.

Any Combat? Well, I'll combine that with his free skill for a Shoot-1.

And of course, because I forgot the HP roll, the dice gods must punish me xD. Hmm, 3 total HP after con sort of makes me want to take Hard to Kill, but that's decidedly a long-term sort of investment, and I don't think 2 more HP would save him.

Edges will be Wired, due to his unusual enhancements from nonexistent black cyberdocs, and...Veteran's Luck, I think.

His Focus will be Deadeye, naturally. He's already got Shoot-1, so he'll pick up Sneak-0 instead. Since, despite his luck, he actually looks like a "technical" candidate for a tank(a very glassy tank), I'll try to go big on his ware. Dermal Plate II for 80k, halved to 40k for second-hand(It was installed into him with assurances that it was "new"...But he knows the score long enough to understand that his shadowy overseers never waste resources, or bother with gifts. This was the former, not the latter)

Inefficient? I can live with that. Mods on it will be Profile Adjustment to make it more low-key, and No Maintenance so he can use it in extended deployment. He never feels quite comfortable in it, perhaps even if it was new. One can never feel safe believing that the titanium wire inlaid into their skin, was once bound to a corpse, one it failed to shield from harm.

I'll also pick up a Gunlink with No Maintenance, Profile Adjustment, and Targetting Processor, which means it'll be 25k+15k total, for a current total of 92k/100k. I have 8k left to nudge around.

Which I will use to buy a Infrared Eye-Mod for seeing at night, and a Headcomm. 6k total, with 600 for No Maintenance on both, which leaves me with 1.4k unspent. Ah well, such is life!

Edit: After the cyberware mod ruling, stripping out all mods but the Profile Adjustment on Dermal Armor II and buying a couple bits more ware.

Edit 2: After the alteration to the mod ruling, stripping out that last mod too, so I can buy a couple more cyberwares.

Equipment now. The 1k item is obviously going to be a rifle. We'll add on a heavy pistol as a sidearm for 200, and a silencer for both for 100 total. 200 left. No armor, since he's got Dermal, so that 300 will go towards generals.
50 for five magazines, 2 rifle and 3 heavy pistol. Filling both will require 36 dollars worth of rounds, for a total of 86 spent. 210 left(Buying four loose rounds, 2 rifle and 2 heavy pistol).
25 for a backpack, leaving 185 left.
I'll spend 80 for 4 days of military rations, leaving 105.
100 for some lockpicks, leaving 5 bucks as chump change.

As for his contact, it'll be a Friend:
Administrator Huang(Middle Manager of Arista Logistics):
One of few actual friends that Lukas might profess to have, Administrator Huang and himself came from the same orphanage. Lukas never told him where he went, but he's always been able to count on Huang for a discreet and quick delivery of much-needed supplies, regardless of where he might be, as well as perhaps a bit of gossip regarding trade routes and what's currently the hottest commodities on sale. In return, Lukas makes sure he never runs into any..."problems".
Last edited October 4, 2025 12:04 am

Rolls

Strength - (3d6)

(325) = 10

Dexterity - (3d6)

(435) = 12

Constitution - (3d6)

(356) = 14

Intelligence - (3d6)

(116) = 8

Wisdom - (3d6)

(355) = 13

Charisma - (3d6)

(166) = 13

Growth(Soldier) - (1d6)

(3) = 3

Growth(Soldier) - (1d6)

(4) = 4

Learning(Soldier) - (1d8)

(1) = 1

HP Roll - Level 1 - (1d6)

(2) = 2

Cyberware Complication(Dermal Plate II) - (1d12)

(2) = 2

Sep 29, 2025 10:54 pm
You know you can just make one of your stats 14 if you want. And if that's not good enough for you then you can just take the prodigy edge and get a Dex of 18.
Sep 29, 2025 10:59 pm
My concept is still in flux, but I am intending to proceed with the recon soldier (or maybe sarge). Looking at possible alternatives, it seems I'll be going for a cybered one (contrary to initial plan), with the cyberware installation dating back to the time of participation of one of the European wars of the decade, preferably one involving a now-collapsed state. I'm undecided about the PC's the origin - I might either go to being a native of such a state, or some sort of foreign legionnaire.

In terms of stats, I intend to choose (not roll) the stats, with a distribution something like this:
Str 14 -> 18 from two +2 Physical Growth roll results.
Dex 7 -> 18 from the Prodigy Edge.
Con 12,
Wis 10
Int 11
Cha 9.

After much consideration, despite the first draft being non-cybered, I'm going to take the Wired Edge. The other Edge would be Prodigy.
For the Focus, I intend to pick Specialist (Sneak), as appropriate for a recon/intelligence soldier (or maybe sarge). Skills I plan to take include Shoot (0 or 1), Sneak (duh), Notice (probably 0) (currently not gained, but might spend bonus skill later). Beyond that, Skill candidates include Heal, Fix, Drive, Survive depending on priorities (I'll probably eventually pick up all four).

Cyber-wise, I want to pick recon-related and generic soldiery stuff. Eyes, ears, medical readout, omnihand, comms/IO.

Edit: I just was told that it's legal to make three Growth rolls instead of two Learning and one Growth. Which makes me tempted to try my hand at the dice, but would require a period of working for Corp Security between the original participation in a war, and the campaign start. I'll need to think about it.

Edit 2: So the background takes a detour. The PC got some recon/combat experience and combat cyberwares during one of the European wars, then afterwards spent some part of the decade working corporate security (this is the game-mechanical background). And was eventually fed up with corp work, and upon seeing the recruitment pitch for the new 'nice' PMC, decided to quit the big corps and try fighting the good fight once again.

The corp security Growth table looks like this:
  1. +1 Any Stat
  2. +2 Physical
  3. +2 Physical
  4. +2 Physical
  5. Any Combat
  6. Any Skill

I am making three rolls on this Growth table.

Result: 2 physical, 2 more physical (Str 14->18), any combat (becomes Shoot-1).

Cyberware and gear wishlist shown in a later post.
Last edited October 1, 2025 8:04 am

Rolls

Growth 1 - (1d6)

(2) = 2

Growth 2 - (1d6)

(2) = 2

Growth 3 - (1d6)

(5) = 5

Starting HP - (1d6)

(5) = 5

Sep 29, 2025 11:11 pm
@Lcythas, you forgot to roll for hit points.
Sep 30, 2025 9:11 am
So far so good.

I rolled two physical +2s, and I am tempted to put them both into Str, bringing it up to 18 (+2). 18 is supposed to be very impressive, right? Would it allow trying some unusual feats of strength, or is the modifier the only thing that matters? (I do remember it also defines Encumbrance and I really like that part too.)

For contacts, I'm considering an freelance cyberdoc and some enterprising (i.e. corrupt) supply sargeant that regularly sells military gear on the side. How does that look?

I'm unsure regarding the final Free Skill. I already gave my PC Shoot-1 and Sneak-0 (with 3d6, drop lowest). I can either further focus my PC on Sneak, or I can give it one other Skill-0 if it's more important (notably, one of Notice, Drive, Fix, Heal, Survive). Note that I'm also planning to give my PC a Skill Plug, likely alternating between Survive-1 in the field and Conversational_Local_Language in towns. What do others think, especially considering what other niches are and aren't filled?

I thought I had the cyber list figured out, but then I noticed one of the PCs has cyberware mods already, so I need to research that option too, and I have re-read it but I don't get it. Can starting characters have cyberware mods already, even those with tech and skill prerequisites? And does 'low maintenance' negate the need for maintenance of the mods and not just the base cyberware?
Last edited September 30, 2025 9:40 am
Sep 30, 2025 9:50 am
Mods have no maintenance cost to begin with.
Sep 30, 2025 9:53 am
Lcythas says:
Mods have no maintenance cost to begin with.
Cybermods says:
These mods use the same rules as given on page
46, though the would-be cybertech must have the
requisite skill level in both Fix and Heal to mod or
maintain these complex devices.
page 46 says:
If a mod goes without maintenance for 24 hours,
it stops working. If a mod goes without maintenance
for a week, the entire device it’s attached to stops
working, as the untuned mod has made it useless or
dangerous to use.
I'm mostly concerned about this.
Sep 30, 2025 10:09 am
> Mod costs do not increase maintenance
costs for the system.

I would possit, therefore, that specific overrides general for Low Maintenance. It wouldn't make sense for there to be no maintenance needed on a system, but maintenance needed on the mods of a system
Sep 30, 2025 10:19 am
I'm nearly done with Wolfram, just need to generate some starting contacts for her and polish up her description and backstory.

Ive taken Face (get a temporary contact for free every week) and Masterful Expertise (once per scene reroll a failed non-combat skill check) as edges, and Authority 1 (make a Lead skill check to order around an NPC once per day) for my focus.

My final skills are: Administer 1, Lead 0, Connect 0, Notice 0, Shoot 0

I've taken the basic face equipment package
Mechanically, Wolfram specializes in charisma and int based skill checks, and Masterful Expertise should help round her out in her general support capabilities.

Notably, she's better at Connecting and Leading than Talking -- which, based on the skill descriptions, means that she's better at finding and cajoling allies than she is at actually changing hearts and minds.
Question about Authority. My reading of this focus is that, while anyone can roll a Lead check to convince others to also do whatever it is you are trying to do Authority allows you to use Lead to make a flat out request or order to an NPC. Does that seem right to you, GM?
Sep 30, 2025 5:14 pm
Sorry it's taking me so long to get going. I'm trying to figure out how to do everything and so on. So I'll start and hopefully not mess up. I'm new to the system, and partially to the site.

Wow. Okay, those rolls are great. I guess I'll make that Wisdom a 14

For some reason if you select you get only 2 selections, and if you roll you get three, which seems like a major oversight, but anyway I got Notice and Connect for my Learning. I already rolled for my Growth.

Skills are: Sneak-1, Notice-0, Connect-0, Shoot-1, and Stab-0

Contact is Victoria Cross, and is Friend-grade; she is a Middle-Manager type at a Corp, and she is highly attracted to Cromwell Black, but the feeling is mutual.

For Edges I'm going with Ghost and On Target. My Focus is Deadeye.

Just have to look over inventory, I was looking at the Gunslinger package and might just use that, but I'm not sure.
Last edited October 2, 2025 4:03 pm

Rolls

Strength - (3d6)

(655) = 16

Dexterity - (3d6)

(554) = 14

Constitution - (3d6)

(626) = 14

Intelligence - (3d6)

(166) = 13

Wisdom - (3d6)

(523) = 10

Charisma - (3d6)

(566) = 17

Growth (Spy) - (1d6)

(4) = 4

Hit Points - (1d6+1)

(5) + 1 = 6

Learning 1 - (1d8)

(2) = 2

Learning 2 - (1d8)

(4) = 4

Sep 30, 2025 5:15 pm
Wow, those are some fine rolls you've got there. What specialties are you going to take?
Sep 30, 2025 5:16 pm
I was gonna say, that's an impressive statline.
Sep 30, 2025 5:18 pm
No idea, I'm not sure what a specialty is, even.
Sep 30, 2025 5:19 pm
I mean, what kind of operator are you planning to make? What sort of things to be best at?
Sep 30, 2025 5:26 pm
Well, he's a former special operator that was tapped by the spooks to work in special reconnaissance for SIS when it was functioning so he's more of a spy, I think, I'm leaning into for background.
Sep 30, 2025 9:49 pm
Ok, clarifications inbound:
1. Basically, as I see it, the authority focus let you, once per day, instantly convince someone (in the case of a successful check) of doing what you want, even if the person wouldn't normally listen to you, or would need some elaborated story or reason to do so. Bear in mind that being an enemy and openly hostile aren't the same thing; it would work on surrendered enemies or on a stand-off. Further on, using their morale value for the DC instead of a normal DC means it will probably be easier that way (specially if the NPC has lots of reasons, I. e. modifiers to resist that check, like hating you).
2. I must say that the terminology used in there wasn't very good, but here's the answer: there's cyberware maintenance, which you pay for, and there's mod maintenance, which is done by a character with their skills, and must be done daily to keep mods working. The books say that a character can maintain a number of mods equal to his INT + CON modifiers + their Fix Skill level times 3, while keeping that a downtime activity. That would mean that a character without the Fix skill can maintain 2 or 3 mods at most.
3. About PlebeianG's character, when picking a background, you must choose between either pick 2 skills from from the learning table, or roll 3 times on any of the tables, besides the free skill from the background. You still just rolled once.
Sep 30, 2025 10:24 pm
So so far, I'm leaning towards spending the final Bonus Skill on Sneak-1. I'm also planning to have three switchable Skillplug chips. Considering a Notice-1 chip, and two out of the following three: Fix-0 chip, Heal-0 chip, and a Survive-0 chip. But I'm indecisive. I'd like to request other players to comment on whether there are some skill gaps that need to be filled even if poorly: do we desperately need a combat medic with no other candidates, or a Fix, or something else?

I don't think I can fit a Survival Kit into my loadout, but otherwise I think I just barely assembled a viable rifleman loadout (rifle being bolt-action, though). This isn't set in stone and I'm very much open to suggestions. After all, I'm new to CWN too, and to OSR in general.
[ +- ] Cyber wishlist
[ +- ] Gear wishlist
Oh, are we in the year 2048 of the CWN timeline?
Last edited October 1, 2025 2:11 pm
Sep 30, 2025 10:52 pm
In that case, that's definitely more mods than anyone can support, so I'll strip out the mods and just get more ware
Sep 30, 2025 10:55 pm
Since a lot of people are specializing in stealth, I think I'm going to scrap Casper and go with Hacker. Just so you know, she's not a complete psycho, she is a doctor through and through. She just happens to be good in a fight, and her weapon of choice is blades. Will do a roll post soon.
Oct 1, 2025 2:08 pm
Rectifying what I said, since the game considers unskilled characters to have a -1 in that field, the maintenance score for mods actually needs at least level-0 to exist.

@Morphiling, sure thing! Though to be fair, having at least a little competence in stealth would be recommended to everyone. But a medic among the PCs do sound like a good idea too.
vicky_molokh says:
Oh, are we in the year 2048 of the CWN timeline?
Not really, I'm going for my own setting, after all.
Oct 2, 2025 9:29 am
Fleshed out some more details. Almost ready to go - would appreciate input from others on the finer points. Notably, I'm not sure how much the biography (see below) is compatible with the timeline of the current setting, so I kept everything very vague, though the implication is something along the lines of the events from the 2028-2041 years of the original timeline. And there might be some last-minute changes to the Bonus Skill and the Skill Plug chips. And the Skill Plug language chip would be whatever language the company suggests for the first mission (which one?).

Wojciech Kaczka (link to sheet).
[ +- ] Portrait
[ +- ] Background
Character theme track: Camouflage.
Last edited October 6, 2025 10:31 pm
Oct 2, 2025 12:23 pm
I'm having trouble with my sheet, it seems like the only way to edit it is to text edit it in code, and I don't know how to figure that out; it's scrambled nonsense. The graphical way when you first get it was better but it's not saving...it only shows up in preview mode. Is there any way to fix this or am I going to have to know code to fix my character sheet?
Oct 2, 2025 12:24 pm
If you're in code edit mode, hit save and exit, then start editing the fields. If you're in preview mode, it won't save changes.
Oct 2, 2025 4:43 pm
I will post my finalized character later today, after work.
Oct 3, 2025 5:36 pm
So, I've been experiencing a bout of insomnia and have other things going on in my life that mean I don't the gaming capacity I thought I did. Regretfully, I will have to drop out of this game. Happy gaming everyone!
Oct 4, 2025 12:28 am
My character's been submitted, which makes three, I believe
Oct 5, 2025 3:48 pm
Alright, just Hamhambone's character left. How is it going?
Oct 6, 2025 2:01 pm
hey all, my apologies. Ive become much busier than i thought that i would be and will have to drop out. very sorry and i hope that all of you have a lot of fun!

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