Character Generation Advice

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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.
Aug 6, 2026 12:29 pm
Is it feasible for me to go for a heavy machine gun as a weapon and if so, do you have a stat block for it?
Do I have to take any limitations into account?

If you feel like it's too complicated, I'm also happy to go for an SMG instead.
Aug 6, 2026 2:38 pm
TheGenerator says:
Is it feasible for me to go for a heavy machine gun as a weapon and if so, do you have a stat block for it?
Do I have to take any limitations into account?

If you feel like it's too complicated, I'm also happy to go for an SMG instead.
You were keen to play a dude who fires a machine gun with a sling, so I want to give you that experience :).

Let’s go with the stats for the MG42, the German WW2 light machine gun, and I’ll let you decide whether in-game it’s an American .30 cal, Bren or just an actual MG42. Which it could be—the country is full of gear from various armies including the Chinese KMT, who carried lots of German equipment. The MG42 , Bren and one version of the .30 cal could be fired from the hip using a sling, though not very accurately.

As I mentioned in the Interest thread, your guy could take the Rock and Roll edge which allows him to fire without penalty, Rambo (or Bronson, more WW2?) style.

Stats
Range 30/60/120 damage 2d8+2 ROF 4* weight 200 needs d8 str. AP2, snapfire

*That makes it the best non-modern machine gun in the list.
Aug 6, 2026 5:50 pm
I'll have a think. Even if we just treat it like an SMG completely but reskinned as a HMG (purely cosmetic) thats totally fine by me. :) thnx
Aug 6, 2026 6:08 pm
Is 1946 considered modern enough to use the More Skill Points setting rule?
Aug 6, 2026 8:47 pm
ctme2000 says:
Is 1946 considered modern enough to use the More Skill Points setting rule?
Yes. Let’s go with that so the Novice level characters are a bit more differentiated. So that’s 15 points to spend on skills rather than 12. I’ll add it to the advice in the first post.

I’ve also added the setting edges and hindrances to the first post in the thread.
Aug 6, 2026 9:07 pm
TheGenerator says:
I'll have a think. Even if we just treat it like an SMG completely but reskinned as a HMG (purely cosmetic) thats totally fine by me. :) thnx
The MG stats are crazy powerful, but it’s not going to be useable in every scene. He’s not going to be blasting away in a bar-room brawl, for example.

I think it’s fine to defer/ rest on the decision until we get to bullet time :).
Aug 6, 2026 9:28 pm
Oh, I see.
Being overpowered is no fun, so I'll just go with whatever the GM advises. For now I'll create the character as I envisioned and then we can adjust accordingly.
Aug 6, 2026 9:48 pm
TheGenerator says:
Oh, I see.
Being overpowered is no fun, so I'll just go with whatever the GM advises. For now I'll create the character as I envisioned and then we can adjust accordingly.
Yes go ahead, Gen. Just in case I messed up with my communication there, Im fine with your character being ‘fun’ OP in some scenes, as there will many scenes where MG strafing won’t be an option.
Aug 6, 2026 10:34 pm
Can we customize our own "race"/culture (obviously as long as we dont take anything that doesnt make sense like wings), or we all going human?
Aug 6, 2026 11:01 pm
PetRaccoon says:
Can we customize our own "race"/culture (obviously as long as we dont take anything that doesnt make sense like wings), or we all going human?
Just humans.

I’m a bit worried by the question, tbh. :O I hope I haven’t brought you into the wrong game. To get an idea of the setting, just think of an Indiana Jones or James Bond movie. It’s the real world, just a hyper-real, pulp version of it. Is that something you are interested in?
Aug 6, 2026 11:05 pm
oh yeah. Im absolutely chill with that, I just noticed that the book said the customization could be for cultures as well, so like rissians might be more hardy, or like the japanese could get a spirit bonus, that kind of stuff. No big deal, if not lol (it will certainly help my decision paralysis).
Last edited August 6, 2026 11:06 pm
Aug 6, 2026 11:37 pm
PetRaccoon says:
oh yeah. Im absolutely chill with that, I just noticed that the book said the customization could be for cultures as well, so like rissians might be more hardy, or like the japanese could get a spirit bonus, that kind of stuff. No big deal, if not lol (it will certainly help my decision paralysis).
Ok, I get it! I was a bit confused there for a moment.

I don’t want to use those mechanics in the game, though, thanks.
Aug 7, 2026 4:29 am
I have my sheet done but cant seem to find a place to submit it
edit: figured it out
Last edited August 7, 2026 5:07 am
Aug 7, 2026 10:05 am
OrangeTree says:
TheGenerator says:
Oh, I see.
Being overpowered is no fun, so I'll just go with whatever the GM advises. For now I'll create the character as I envisioned and then we can adjust accordingly.
Yes go ahead, Gen. Just in case I messed up with my communication there, Im fine with your character being ‘fun’ OP in some scenes, as there will many scenes where MG strafing won’t be an option.
Perfect :)
Aug 7, 2026 12:30 pm
PetRaccoon says:
I have my sheet done but cant seem to find a place to submit it
edit: figured it out
So here’s some feedback:
—Sorry I am not great at counting skill points at the mo, so just checking:
*did you take the extra skill points from the military background edge?
*did you add on the extra 3 points from the (+3 points) ‘extra skills’ rule that I added on request
—with the driver mechanic edge, drive and repair should be the same, and one of the spends free
—you won’t get to use flying much if at all on this adventure—suggest paring back to d8 at least. I’ll even suggest making her an ex-mechanic or bomb aimer rather than ex-pilot and reducing to d4
— boating seems an odd choice, but could actually come in handy
Aug 7, 2026 12:43 pm
Yeah I dod take the extra skill points, both from military training and the extra 3. also for driver mechanic does that mean if i increase repair to 8, than drive increases automatically to 8, and i can spend a single point on drive to get both to a d10 (a total of 4 points to get to that point instead of the 7 I spent), or am i misunderstanding what you said? And sure I can go back so a d8 on flying (I'd like to keep at least a d8 for backstory reasons) and put it into something else.
Last edited August 7, 2026 12:50 pm
Aug 7, 2026 1:38 pm
PetRaccoon says:
Yeah I dod take the extra skill points, both from military training and the extra 3. also for driver mechanic does that mean if i increase repair to 8, than drive increases automatically to 8, and i can spend a single point on drive to get both to a d10 (a total of 4 points to get to that point instead of the 7 I spent), or am i misunderstanding what you said? And sure I can go back so a d8 on flying (I'd like to keep at least a d8 for backstory reasons) and put it into something else.
Hi @PetRaccoon Yes, the driver /mechanic edge does seem broken when it gets pushed to that extent. It was an edge I brainstormed with someone after a similar pulp campaign. Can we just drop it? I’ll formally withdraw the Edge from my list of Pulp edges.

On the pilot front, it’s up to you of course.
Aug 7, 2026 3:03 pm
For the driver edge can we change it so I can use drive for repair instead? (I still have to get to a certain point in repair [maybe a d6 instead of a d8, though thats up to you or it gives you a d4 in drive] to take it and have to put points in drive afterwards to get any use of it). So I'd still stay spending the same relative amount of points as I currently am (7), maybe 1 less if it is buffed in one of the ways I brought up. Thiugh even if it isnt buffed, im fine spending 7 skill points to get to the point im at.

Or if that doesn't sound good to you i can figure out a different edge. I just like the flavor of it
Last edited August 7, 2026 3:05 pm
Aug 7, 2026 3:19 pm
PetRaccoon says:
For the driver edge can we change it so I can use drive for repair instead? (I still have to get to a certain point in repair [maybe a d6 instead of a d8, though thats up to you or it gives you a d4 in drive] to take it and have to put points in drive afterwards to get any use of it). So I'd still stay spending the same relative amount of points as I currently am (7), maybe 1 less if it is buffed in one of the ways I brought up. Thiugh even if it isnt buffed, im fine spending 7 skill points to get to the point im at.
The only limitation I’d want is to keep the usual attribute-skill cap (AGI for Drive and SMA for repair). After you hit the cap , you have to spend double points as normal. In Ek’s case she could buy d8 in repair and transfer that for free to drive. If she buys d10 in drive though , the SMA cap for repair kicks in.

Would be worth it though, if it’s only an extra die? I guess, if we get to advance the characters later on, she might increase SMA to d10 and then get d10 in both ‘for free’.
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