Aug 5, 2026 12:52 am
--Start at Novice
--Standard SWADE chargen rules
--there are no Arcane backgrounds for characters in the setting
--We’ll use the Wealth rules to handle wealth and spending. Most start with d6 but this may go up (or down) as fortunes dictate.
--Begin play with the clothing and equipment you'd need to carry out your role. Don't bother 'buying' equipment/ counting money --we don't need to see $ signs in the adventure
--Multiple languages setting rules as listed in RAW. Pick half your Smarts die number of languages, e.g. Burmese, Kachin, Hindi, Mandarin, Latin, etc.
—EDIT. At player request we’ll also activate the optional More Skill Points setting rule. This means the Novice level characters are a bit more differentiated. So that’s 15 points to spend on skills rather than 12.
Setting Edges, and hindrances, all available at Novice.
Note that these are in addition to the standard Edges presented in the rules
Auto Didact (SMA d6, N): Without access to the educational opportunities of society’s elite, you have nevertheless amassed learning through your own efforts, devouring newspapers and every kind of book. Gain +1 to Common Knowledge rolls, also roll Science and Academics at a min of d4. Does not stack with other edge bonuses.
Driver Mechanic (repair d8): Your deep mechanical knowledge of engines and vehicles extends to their effective operation. Use repair for drive when operating land vehicles such as cars, vans and small trucks. Or, drive for repair if it is higher. Broken
Handy (SMA d6): you carry a bag, satchel or other container from which you often draw items useful to the job at hand. Common tools like pliers, a hammer, a flask of booze can be drawn for free. More obscure items—a stethoscope, silver dollar or a round of .22 ammo --cost a benny.
Trader: Character can use Smarts to appraise goods, assess a simple deal, etc.
Drifter: toughened by a life on the road and aboard innumerable tramp ships, the character starts with d4 in THREE of Boating, Gambling, Repair, (bush) Medicine or Survival. They can communicate in many common languages at d4.
Kung Fu (or Savate, Jujutsu, Kickshin, etc). Your character has been introduced to an effective, difficult-to-master martial art. If your character’s SPI or SMA are higher or equal to your listed Fighting skill, roll for Fighting using the next highest die.
Touch of Class: Your well-chosen clothes and good manners set your character apart. Gain +2 (+1 if stacked) to Persuasion and other rolls where protocol and understanding of ‘Society’ matter.
Military training: on creation, start with d4 in shooting and raise TWO OF athletics, notice or stealth (d4 at start) to d6. +2 to CK rolls concerning basic military matters. Provide a military service/rank in keeping with the character’s concept.
Mildly Psychic: can use Spi or Int (choose at start) to discern very faint thoughts, feelings and atmospheric moods. Difficulty at -2 or more.
Setting Hindrances (in addition to SWADE standard hindrances )
Old Number One (Major): You tend to look after yourself, pocketing loot and favours. Except when you are likely to get caught or you really need others’ assistance.
On-the -Run: (minor or major) Your character needs to keep a low profile as there is an organisation/ authority whose attention you need to avoid (minor: e.g. Chicago mob, Lloyds of London; major: e.g. Scotland Yard, the USSR).
Forgetful: will forget an important item and gain a benny (or more if item is really essential) per adventure
Weakness for [Jewellery/ Gold/ etc] (minor): character cannot usually resist opportunities to acquire a certain item type—jewels, gold, occult items, antiquities
Dandy (minor): excessively concerned about latest fashion, shoes, hats. Make d6 or higher Wealth spends at least once an adventure.
Fine Diner, Connoisseur, Collector, etc. (minor): like Dandy, but the character must make Wealth spends for expensive meals, fine liquor, collectible items, etc. as denoted by the hindrance name.
Superstitious (minor): -2 to rolls where courage required v supernatural dread
Militant (minor or major) : your politics (Futurist, Anarchist, Arch-Catholic, Socialist, etc) lead you to speech and actions others find irrational or extreme.
Seedy (minor, major): Reverse of ‘classy, above. -1 (minor)/ -2 (major) to persuasion in rolls where respectability required, penalty might apply to companions attempting a good look.
--Standard SWADE chargen rules
--there are no Arcane backgrounds for characters in the setting
--We’ll use the Wealth rules to handle wealth and spending. Most start with d6 but this may go up (or down) as fortunes dictate.
--Begin play with the clothing and equipment you'd need to carry out your role. Don't bother 'buying' equipment/ counting money --we don't need to see $ signs in the adventure
--Multiple languages setting rules as listed in RAW. Pick half your Smarts die number of languages, e.g. Burmese, Kachin, Hindi, Mandarin, Latin, etc.
—EDIT. At player request we’ll also activate the optional More Skill Points setting rule. This means the Novice level characters are a bit more differentiated. So that’s 15 points to spend on skills rather than 12.
Setting Edges, and hindrances, all available at Novice.
Note that these are in addition to the standard Edges presented in the rules
Auto Didact (SMA d6, N): Without access to the educational opportunities of society’s elite, you have nevertheless amassed learning through your own efforts, devouring newspapers and every kind of book. Gain +1 to Common Knowledge rolls, also roll Science and Academics at a min of d4. Does not stack with other edge bonuses.
Driver Mechanic (repair d8): Your deep mechanical knowledge of engines and vehicles extends to their effective operation. Use repair for drive when operating land vehicles such as cars, vans and small trucks. Or, drive for repair if it is higher. Broken
Handy (SMA d6): you carry a bag, satchel or other container from which you often draw items useful to the job at hand. Common tools like pliers, a hammer, a flask of booze can be drawn for free. More obscure items—a stethoscope, silver dollar or a round of .22 ammo --cost a benny.
Trader: Character can use Smarts to appraise goods, assess a simple deal, etc.
Drifter: toughened by a life on the road and aboard innumerable tramp ships, the character starts with d4 in THREE of Boating, Gambling, Repair, (bush) Medicine or Survival. They can communicate in many common languages at d4.
Kung Fu (or Savate, Jujutsu, Kickshin, etc). Your character has been introduced to an effective, difficult-to-master martial art. If your character’s SPI or SMA are higher or equal to your listed Fighting skill, roll for Fighting using the next highest die.
Touch of Class: Your well-chosen clothes and good manners set your character apart. Gain +2 (+1 if stacked) to Persuasion and other rolls where protocol and understanding of ‘Society’ matter.
Military training: on creation, start with d4 in shooting and raise TWO OF athletics, notice or stealth (d4 at start) to d6. +2 to CK rolls concerning basic military matters. Provide a military service/rank in keeping with the character’s concept.
Mildly Psychic: can use Spi or Int (choose at start) to discern very faint thoughts, feelings and atmospheric moods. Difficulty at -2 or more.
Setting Hindrances (in addition to SWADE standard hindrances )
Old Number One (Major): You tend to look after yourself, pocketing loot and favours. Except when you are likely to get caught or you really need others’ assistance.
On-the -Run: (minor or major) Your character needs to keep a low profile as there is an organisation/ authority whose attention you need to avoid (minor: e.g. Chicago mob, Lloyds of London; major: e.g. Scotland Yard, the USSR).
Forgetful: will forget an important item and gain a benny (or more if item is really essential) per adventure
Weakness for [Jewellery/ Gold/ etc] (minor): character cannot usually resist opportunities to acquire a certain item type—jewels, gold, occult items, antiquities
Dandy (minor): excessively concerned about latest fashion, shoes, hats. Make d6 or higher Wealth spends at least once an adventure.
Fine Diner, Connoisseur, Collector, etc. (minor): like Dandy, but the character must make Wealth spends for expensive meals, fine liquor, collectible items, etc. as denoted by the hindrance name.
Superstitious (minor): -2 to rolls where courage required v supernatural dread
Militant (minor or major) : your politics (Futurist, Anarchist, Arch-Catholic, Socialist, etc) lead you to speech and actions others find irrational or extreme.
Seedy (minor, major): Reverse of ‘classy, above. -1 (minor)/ -2 (major) to persuasion in rolls where respectability required, penalty might apply to companions attempting a good look.


