Cities Without Number: 15-step Reference for Character Creation
As an homage to the way we started together, my table has a yearly one-shot of a random system we're interested in on Halloween weekend. This year, we're going with Cities Without Number, by Kevin Crawford. We'll be going through character creation tomorrow, and I figured it would be helpful to break the process down into a list that can be referenced while flipping through the book; might as well throw it up on the blog for easy access outside of our Discord server and for anyone that stumbles here.
- Roll attributes in order using 3d6. One result can be changed to 14 as long as it's done before rolling on a Growth table in step 2.
- Alternatively, take the standard array of [14, 12, 11, 10, 9, 7] and assign to taste.
- Choose a background. Note the free skill, then either pick two more from the Learning table, or make three rolls split between the Growth & Learning tables. "Any Combat" means Stab, Shoot, or Punch.
- If unsure, take the Quick Skills.
- Skills cannot be above level-1 at this point. If a mechanic or choice makes you pick a skill already at level-1, choose a different skill.
- Create a Contact for your PC using the rolltable in Foundry. They can be called on for one favor during the mission.
- Pick two Edges.
- If the sum of your attribute mods is negative at this step, you get a third Edge.
- Pick a Focus.
- Skills stil cannot be above level-1 at this point. If a Focus gives you a skill that's already level-1, pick a different skill.
- If a Focus grants you hardware, such as a vehicle or drone, it's assumed you've stolen, scavenged, or built it. They're too particular to yourself to sell, but you can still use them. Your budget for this is $5k and $1k, respectively; this budget can also be used for relevant ammo, fittings, onboard weapons, and mods.
- Starting HP is typically 1d6 plus Con mod, if any, with a minimum of 1 HP.
- The base attack bonus is typically +0 here.
- Saving throws typically start at 16 and are adjusted downwards by relevant attribute modifiers and your level.
- Physical Saves use the better of your Strength and Constitution mods.
- Evasion Saves use the better of your Dexterity and Intelligence mods.
- Mental Saves use the better of your Wisdom and Charisma mods.
- Luck Saves are not modified by attributes.
- You have a budget of $500 to outfit your PC, plus one item worth up to $1000, from the gear list starting on CWN 50. Alternatively, pick one of the equipment packages on CWN 25; there's wiggle room to swap one or two items in those packages out, if desired.
- Pick a skill to increase for free. Skills still cannot be above level-1 at this point.
- Make sure your weapons and armor are set up properly. Chance to hit should be the base attack bonus plus the relevant skill level (Stab/Shoot/Punch) plus the relevant attribute modifier. If you don't have the relevant skill at level-0 or higher, a penalty of -2 is incurred.
- Damage and Shock values should be adding the relevant attribute modifier. Punch weapons and unarmed strikes also add the Punch level to damage.
- AC is typically adjusted by the Dexterity modifier, if any.
- Starting languages are English and, if different, the tongue of your enclave or society; that is, someone raised in Chinatown would know English and Mandarin, but someone raised in a typical apartment within the city would only know English.
- PCs with levels in Connect or Know gain an additional language for each level in either.
- Make a name, come up with a reason they're taking this job, and create ties to the other PCs somehow. If you're familiar with the Edgerunner show, think to how David joins the crew, embeds himself, and eventually becomes their leader. Think about the history of the other members and why they're there.
- Change your level to 2 and make adjustments to your sheet.
- Determine your new HP total by rolling, typically, 2d6 plus twice your Constitution mod. If this is higher than your current max HP, the result becomes your new maximum; otherwise, you gain 1 max HP.
- Saving throws are adjusted down by 1 to reflect the gained level.
- Base attack bonus will typically become +1 here.
- Gain 3 skill points to use on improving skills or attributes; CWN 45 for costs. Skills still cannot be higher than level-1 at this point.
- Pick a new Focus. If a Focus gives you a bonus skill here, it counts as 3 skill points spent towards it. This can bring a skill above level-1, even though you don't meet the character level requirement. Leftover points that don't increase the level count as a future credit.
- Change your level to 3 and make adjustments to your sheet.
- Determine your new HP total by rolling, typically, 3d6 plus thrice your Constitution mod, as above.
- Saving throws are adjusted down by a further 1 to reflect the gained level.
- Base attack bonus will typically still be +1 here.
- Gain 3 skill points to use as above. Skills can be brought to level-2 and no higher at this point.