Suldokar's Wake part 7

Table of Contents
In this post we discuss how to generate a character for the Suldokar’s Wake RPG. As an alternative, if you are in a hurry or too unfamiliar with the rules, you can use one of the archetypes. The AI has a table to randomly select an archetype. If you want to create one from scratch, read on!
Note: This is part 7 of a 7-part series on Suldokar’s Wake, so it completes the series! For a list of posts about this RPG check here.
Procedure #
Since I’ve covered most of the various aspects of a character already, I will link to previous posts where the subject matter was discussed. If there is a word that you don’t remember or aren’t sure about, you can always check the glossary.
To create a character for Suldokar’s Wake, follow this procedure:
- Pick a name, just to get you started.
- Choose a character type. If you picked a Core character, choose the type of bond you would like to start with. Your AI may limit this to a starter cloud (I do).
- Roll the stack scores as described below. Remember to note any pairs that you get.
- Pick a life-form. The choice you have depends on the number of pairs you got in the previous step. If you’re making an alien, you also need to roll for resistance/vulnerability and feature.
- Choose space content for Apt and Core characters. For Core, choose or roll a formulæ (see below). Choose or roll innate abilities for aliens and constructs.
- Pick a background and distribute keywords over stacks. You pick three keywords from your background and one from another background. You don’t have to consider tangential components at this point.
- You speak Pidgin and one more language (see the list below). Palp aliens must pick Palp while amphibious aliens must pick K’lsixla. Droids and holids must pick Al-Gol. Krypotkep can only be picked as a third construct language. Roll d3, on a 3 the character knows a 3rd language.
- Note your 3 beginner Gunta Coins.
- Buy equipment. You can pick up to five items from the list of equipment, each at a maximum cost of 100 Parts. The rest you need to buy or build with the character’s starting funds (roll d6 on the table below).
- Give the character an identity (gender, personality, distinguishing traits, etc.) as you like.
- Revisit your name choice, does it still work with how the character is turning out to be and the languages she speaks?
- Make one “artistic” rule break (see below).
- Review the entire character before transferring everything to the character sheet. Pick a second page corresponding to your type: apt, core, or prime, but you don’t need to write in the character’s log at this point, that comes during play. You may want to write notes on weapons or equipment.
Rolling stack scores #
For each stack, in order (Archive, Bulk, Ghost, Morph, Speed, Tech), roll two d6, pick the lowest and treat it as a d3. If you get a pair, note it and treat the result as zero. This gives results between 0 and 3. The number of pairs determines the choice of life-form that you have.
Formulæ #
Core characters start with two formulæ in their initial space (one active and one inactive). Choose or roll on the first column. Aliens and construct get one innate ability or an adapted formula. Aliens and droids have their own column while holids use the same column as Core characters.
d100 | Core | d100 | Alien (innate) | d100 | Droid (adapted) |
---|---|---|---|---|---|
01‑04 | Analyze (2) | 01‑04 | Analyze (1) | ||
05‑08 | Aquatic (2) | 01‑03 | Gills & Fins (0) | 05‑08 | Submode (1) |
09‑12 | Bend Light (2) | 09‑12 | Holoflage | ||
13‑16 | Bonds (2) | 04‑08 | Roots (1) | 13‑16 | (Force) Net (2) |
17‑20 | Build (3) | 17‑20 | Build (1) | ||
21‑24 | Carry (1) | 09‑13 | Strong (0) | 21‑24 | Carrier (0) |
25‑28 | Decipher (1) | 25‑28 | Babel Function (0) | ||
29‑32 | Detect Presence (1) | 14‑19 | Detect Presence (1) | 29‑32 | Radar (1) |
33‑36 | Damage Over Time (DoT) (1) | 20‑24 | Poison (1) | 33‑36 | Poison (1) |
37‑40 | Force Armor (1) | 25‑29 | Leather (0) | 37‑40 | Tank Armor (0) |
41‑44 | Heal (1) | 30‑35 | Heal (1) | 41‑44 | Stim (1) |
45‑48 | Iron Fist (1) | 36‑40 | Claw & Fang (0) | 45‑48 | Melee Boost (0) |
49‑52 | Levitate (2) | 41‑44 | Wings (0) | 49‑52 | Rockets (1) |
53‑56 | Make a Log (2) | 45‑49 | Memory (1) | 53‑56 | Log Files (0) |
57‑60 | Open Lock (2) | 57‑60 | Unikey (1) | ||
61‑64 | Purify (1) | 50‑54 | Omnivore (0) | 61‑64 | Purify (1) |
65‑68 | Resistance (1) | 55‑59 | Resistance (0) | 65‑68 | Resistance (0) |
69‑72 | Send Thought (1) | 60‑63 | Telepathy (1) | ||
73‑76 | Shape Change (2) | 64‑68 | Shape Change (1) | 69‑72 | Shape Change (2) |
77‑80 | Sleep (1) | 69‑74 | Sleep Spores (1) | 73‑76 | Sleep Powder (1) |
81‑84 | Split Space (1) | 77‑80 | Neural Overlock (1) | ||
85‑88 | Spot Eyes (1) | 81‑85 | Spot Light (0) | ||
89‑92 | Sound Wave (1) | 75‑87 | Sound Wave (1) | 86‑91 | Sound Wave (1) |
93‑96 | Telekinesis (1) | 88‑93 | Reach (0) | 92‑96 | Telekinesis (2) |
97‑00 | Virtual Map (1) | 94‑00 | Sonar (1) | 97‑00 | Sonar (1) |
Languages #
Here is a list of languages found or used on Zira-Ka. Some are dead languages that may be found in old ruins, some can only be used by certain life-forms. Languages in bold are the most commonly used depending on where you are. For example an Outrider from Oma has a good chance to know a bit of Slither.
Language | |
---|---|
Æonic | Undeciphered hieroglyphs (unavailable to starting characters). |
Al-Gol | Machine language known by droids, holids and some mainframes. |
Bugga | Insectoid language. |
Fungal | Language of the TGM. |
Harabarum | Language of the Colossi (unavailable to starting characters). |
Hro-Hro | Language of the horroms. |
K’lsixla | Amphibious alien language. |
Katonga | Southern blood dialects. Also Hiligish, Rurr. |
Krypotkep | Secret machine language (only available as a 3rd language to constructs). |
Mime | Language of the Mimes (a rare species of dimension travelers). |
Old Imperial | Dead, scholarly language. Originally High Imperial. |
Orug | Orug language. |
Palp | Palp alien language (requires palps to speak). |
Pidgin | Trade language spoken by almost all intelligent beings. |
Shagadar | Northern rural language. Also called Darktounge because it is rumored to be used in shadow cults. |
Slither | One of the Ptilian languages, but also a techno-scavanger guild language. |
Tgaka | Language of the TGA, now rarely spoken but often found in ruins. |
Thieves’ Cant | secret guild language. |
Vatori | Language of the Vatori Empire. Also New Imperial. |
Starting funds #
To determine starting funds, roll d6 on the table below using the column for your life-form. The number is in Parts (P). This is in addition to your pick of five items as described in the procedure above. You can use these funds to buy additional equipment.
d6 | Bloods | Aliens | Tank Born | Constructs |
---|---|---|---|---|
1 | 50 | 25 | 50 | 75 |
2 | 100 | 50 | 80 | 100 |
3 | 50 | 75 | 110 | 125 |
4 | 200 | 100 | 140 | 150 |
5 | 250 | 125 | 170 | 175 |
6 | 300 | 150 | 200 | 200 |
You can also have a permanent residence, but there are mortgages and upkeep costs to be payed, every month. If you fail to pay, you loose the residence. You can place it anywhere you like. The table shows monthly costs in Parts (P) for residences.
Type | Shieldside | Galeside | Rural |
---|---|---|---|
Part in Condo | 20 | 10 | - |
Small Condo | 40 | 20 | 10 |
Big Condo | 100 | 40 | 20 |
Bunker | - | 40 | 40 |
Small House | 100 | 40 | 50 |
Big House | 200 | - | 100 |
Artistic Rule Break #
If you want to, and you probably do, you can add one modification to your character that breaks the regular character generation rules but fits very well with your character concept. You can get inspiration from the archetypes boons or from the list below, but you aren’t bound by those. Of course, any such modification must be discussed and approved by the AI. Add context for the modification.
- Add a language to the ones you already have.
- Add an extra keyword of your choice.
- Start with Reputation 1-8, as you prefer.
- Take Gunta +1, or a special Gunta Coin.
- Take Shadow +1-3 and add a reason for it.
- Add an expensive piece of equipment and some sort of debt that corresponds to its value.
- Add an implant if you have Implant 1 (only Apt do). If your implant is powerful, you also need to add some serious drawback to your character or complication to her situation. See archetypes for examples.
Conclusion #
This is it! You now have a character to play in a game of Suldokar’s Wake! Go and have fun.
This concludes my series on Suldokar’s Wake RPG. This series in seven parts is meant as an introduction to the game. I made it to learn the game myself and, hopefully, so that my players can learn as well. I will most probably write more about the game in the future. There is much more to learn about SW so I strongly suggest that you get yourself a copy and start reading!
If you found this series helpful, please drop me a note1 or come on the Discord and say hi!
From time to time, you may want to consult the dedicated Suldokar’s Wake page where I put all my resources and links for the game.
-
You can reach me at dr at hexaedre dot com. Or through hexaedre on Twitter. ↩︎