Ultraviolet Grasslands Character Creation

Ultraviolet Grasslands

I have been reading Luka Rejec’s polychromatic point crawl, Ultraviolet Grasslands and the Black City 2E for a while now. It’s a remarkably attractive and inspirational piece of work. Luka is responsible for the artwork, writing and design. He really brought his vision to life in this book and he has continued to support it for the last six or seven years since the first edition came out. Most recently, in the form of a massive crowd funder for no fewer than two books to expand the world, Our Golden Age and the Vastlands Guidebook, which I wrote about last year, here. But, there have also been a number of other supplements in the meantime. I picked up a bunch of them on a recent Bundle of Holding deal. The files included the invaluable UVG Guidebook. This details the Synthetic Dream Machine rules devised by Luka. Most useful for my purposes here, is the guide to character creation for UVG 2E. So, I’m going to use it to create my own character, and my own caravan too!

Here’s a little bit about the setting, taken from the UVG Guidebook:

The UVG is a point-crawl setting inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games. It is a world colored by new wave science fiction and inspired by artists from Moebius to Miyazaki.

The characters, referred to as “heroes,” begin, generally, in the Violet City. This place is ruled by Cat Lords with little human hands and big human servants/pets. It is also the last outpost of human dominion on the shores of the Circle Sea. Beyond the city, to the East, stretch the irradiated, largely uninhabited, weird, vome-infested Ultraviolet Grasslands. The PCs are headed out there, probably at the head of their own caravan, hopefully with some goods to trade at the next stop, which might be the Porcelain Citadel or the Last Serai or some other magical-sounding destination along the Low Road and the High, which, if you follow it long enough, will take you all the way to the eternal sunset and the Black City.

New Campaign, New Character Creation Post

This is all in preparation for starting a new campaign of UVG on Sunday. It’ll be a small caravan of just three PCs and it’ll be a tight, friendly group, but I always find the experience of creating a character myself helps me to guide them through the process so, here we go!

My Hero

So, in the finest tradition of, well, my other character creation posts, I’m going to roll this one up as randomly as possible. Anticipating my requirements in this respect, Mr Rejec has helpfully furnished me with many a table in this book. So, without further ado:

Ability Scores – SEACAT

That stands for Strength, Endurance, Agility, Charisma, Aura and Thought. I have a few options for this process but I am going to take the most random, the d100 roll.

  • Strength – I rolled an 18 on the d100. This translates to an entirely unremarkable 0. I guess I should be grateful there are no negative attributes in this system
  • Endurance – 96! This translates to an excellent and amazing 4!
  • Agility – 62. This gives me a talented 2
  • Charisma – interestingly, this is not like D&D Charisma, more like the Ancient Greek meaning, which encompasses fortune. Anyway, I rolled a 49, giving my character a promising 1 in this ability
  • Aura – This can help your character “to use powers beyond mortal ken longer than usual.” I got a 19, giving my second 0.
  • Thought – “the mental dynamic ability. It captures how a character absorbs, processes, and manipulates information.” I rolled a 47. This makes my score another 1.

So, at this point my ability scores are:

  • Strength – 0
  • Endurance – 4
  • Agility – 2
  • Charisma – 1
  • Aura – 0
  • Thought – 1

Background Trait

I like the method of determining your capacity for learning traits. You get an inventory for this, just like for physical objects. You can’t overload your trait inventory without suffering from encumbrance, anymore than you can physically carry too much without the same issue arising.
I get 7 + Thought inventory slots for traits. So that’s 8 slots then. It won’t come into it at this stage, of course. As a level 1 character, my hero will only have three traits.

A starting trait gives you a +3 bonus to actions that can utilise it. Although you can upgrade it from Skilled, which is the starting point for all traits, to Expert, which provides a +6 and Master, which bumps you up to a +9.

Now to the fun part. Rolling a d50 to determine my Background. (So, in the UVG Guidebook, this table is actually a d40 one. But there is another version of it in the core UVG 2E book, so I’m using that for this bit, as well as to answer the following two questions below.) For this unusual die roll, I’m going to roll another d100 and divide by 2.

I rolled a 65, so half that and round down, I get a 32:

  • “Tumult Fisher Wizard” (?) This acts as my first trait and, I guess determines my Path (see below)

Why are they on the Road?

What is my Tumult Fishing WIzard’s motivation for heading off into the dangers of the Ultraviolet Grasslands? Well, the same table is going to tell me that. I rolled a 29, making it 14 this time:

  • “Pursued by Loving Enemies.” This sparks a lot of potential background stories for my wizard.

What Do They Bear?

You always start off with one strange item. It might be valuable or it might be important or it might be sentimental. I guess we’ll find out. I rolled a 6, so that’s 3 on the table:

  • “Green brick with the light and warmth of a candle.” Some sort of Oldtech item maybe?

Path Trait

So, in the UVG Guidebook, you do things a bit differently than you do if you’re just using the core book to make your character. If you use the Guidebook you will be led, carefully and systematically through the process, starting with ability scores, moving onto background traits and then to path traits. In these rules, your characters path can one of three broad categories, Wizard, Traveller and Fighter. They are not classes; they’re only used to determine one of your starting traits. After that, you are free to choose traits from any path you like as you level up.

The whole character creation section of the core book is quite compact, and, in fact, the entirety of the rules are squeezed onto a single page. The core book is, first and foremost, a setting book. It can easily be adapted for use with almost any OSR or D20 system and, indeed, with just a little work, could work very well with a PBTA or other ruleset too. So, I think the decision to pare down the rules, particularly for character creation, makes sense, especially when the Synthetic Dream Machine rules were already available in other publications.

Anyway, what I’m getting at here is that the core book does not refer to Paths at all. Instead, it seems to fold them into many of the backgrounds on its d50 “Who is this Hero?” table. A good example is my “Tumult Fisher Wizard” result from the d50 table earlier. It includes something that could be a background trait, i.e. Tumult Fisher as well as one of the paths, wizard.

So, by default, my first Path trait will be from the Wizard path list in the UVG Guidebook. There is a list of six options so I’ll roll a d6 for it.

  • That’s a 3. “Exuberant. Each of your life points is worth double when paying for powers.” It’s worth noting at this point, that Life is analogous to hit points and you spend Life to cast spells, so this is quite handy.

Generate a Third Trait

So, you then get to choose one more trait. There is a random trait table. Depending on the result of the roll, you could get another background trait, a wizard trait, a traveller trait or a fighter trait. So, here we go, it’s 5! Which means a Traveller Path trait. Another d6 roll on that table, and that’s a 6!

  • “Swift, Spend one life or one hero die to get one more action this round.” That is an amazing trait for any hero!

Equip your Character

Similar to trait inventory slots, I get 7 + Strength inventory slots for items. With my 0 strength, that’s going to make it a 7…

You start at level one having two items and some cash (denoted with a €, pronounced cash, not euro.) One of your two items is a kit useful to one of your background traits. In this case, I guess it might contain fishing rod, net, lures, wizarding items, that sort of thing. But, as the guidebook states, “You don’t need to choose in advance exactly what is in your character’s kit — the items are in a quantum superposition until you define them as you play.” This should include a civilian weapon that deals no more than 1d6 damage.

The other thing you get is the Strange item I rolled up earlier, “Green brick with the light and warmth of a candle.”

I also automatically start off with €100 in cash. This sounds like a lot but a week of carousing will cost the average character 1d6 x €100!

It’s also worth mentioning Burdens at this stage. It is possible to take items or traits as burdens rather than have them in your regular inventory, perhaps because those inventories or full or for some other narrative reason. Each Burden you carry (you can have up to 20) gives you a -1 to all checks though.

Last Few Attributes

Level: 1
Life: 8 (all level 1 characters start with 8 Life.)
Hero Dice: 1d6 (these come and go quite often in play. You can use them to adjust a die roll or recover Life. You also get one per session and every couple of hours of play!)
Save: 13 (all level 1 characters get a Save of 13. You have to roll over your Save score in dire situations. You can add an ability bonus from Endurance or Aura to help you out. Interestingly, you can’t use Agility to save. Instead, it is considered an action roll.)
Melee Attack: d20 + ability (strength) + skill (if applicable.) I’ve got a 0 here.
Ranged Attack: d20 + ability (agility) + skill (if applicable.) My agility gives me a +2 to ranged attacks
Oldtech Attack: d20 + ability (thought) + skill (if applicable.) My Thought score gives me a +1 for Oldtech attacks
Fantascience Attack: d20 + ability (charisma) + skill (if applicable.) Another +1 here.
Damage: I imagine my fishing wizard has a little fishing knife. That’s 1d4 damage.
Defense: Here’s the formula, 7 + ability (agility) + bonus (if skill applies) + armour. No armour yet, so it’s going to be a 9 for now.

Name Your Character

The Guidebook has a table of names. The table lists them under particular cultures of the Vastlands, so, in all likelihood, the name you choose will also decide the culture you’re from. It’s a 12 point list so I’m going to roll a d12 on it. That’s a 10.

  • D.W.A.R.F. Names: There are 8 listed. Let’s roll a d8. That’s a 2 – Del ‘Machinist. Very practical, I’m sure. Lets also give them the pronouns they/them.
    Here’s the Dwarf glossary entry from the UVG 2E core book:

Dwarf: Backronym from ‘De Werker Aristocratiscee Revolutie Fraternitie,’ Dwarfs are a distinct culture-class of selectively biomanced people. They have effectively fought the traditional aristoi of the Red and Orange lands to a standstill and now form a major industrialist society of the Rainbowlands. A famously bureaucratic and collectivist faction, they are the only one staunchly opposing the bureaucratic and individualist Emerald City Cogflower Corporation (actually a coin church).

Looks like my fisher wizard is a communist. Love it.

Conclusion

So, that’s my D.W.A.R.F. Tumult Fisher Wizard, Del ‘Machinist. They have great endurance and very average strength. Despite having rather low Aura, they have a wizard trait which allows them to double the effectiveness of the Life points they spend on their spells and another trait from the Traveller path that allows them to spend a Hero die or Life point to get a second action in a round. And he comes with a green brick that has the light and heat of a candle. I have a pretty good idea of them in my head.

I will say that, if I were to do it all over again, I would have just stuck to the UVG Guidebook to shepherd me through the character creation process. Switching to the UVG core book for that one table roll complicated things unnecessarily. My advice would be to do the same, if you are determined to use the Synthetic Dream Machine rules for your game of UVG. Otherwise, use a different system and utilise the tables in the core book for flavour.

I think the next post will be Caravan creation so tune back in then, dear reader!


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Author: Ronan McNamee

I run thedicepool.com, a blog about ttrpgs and my experience with them.

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