# Thoughts on: Dungeons and Dragons 2483 - Character Builds
tags: #thoughts
![[DandD Ride.png]]
You just can't shake some ideas.
Flash back to **[[Thoughts on Dungeons and Dragons 2483|Thoughts on: Dungeons and Dragons 2483]]**, which is full of glorious, juicy notes. Stuff I'm very proud of. But it's a long way from complete and usable.
What could we use? _Actual character sheet content for the protags._
This is where _[[Pocketforge]]_ comes in.
I maintain that _Pocketforge_ is the most useful **[[Ironsworn]]**/**[[Ironsworn - Starforged|Starforged]]** digital tool out there. It keeps track of your campaign data. It logs a journal. It lets you do all your moves within the tool. It makes playing the game really, really easy. And that includes creating characters, thankfully.
So let's see what I've done here. Just to be clear, [each of the characters is three or four years older than they were in the original series](https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(TV_series)#Characters), making Hank 18 or 19 and Bobby 11 or 12.
Each of them has a Rarity, as defined in **Ironsworn: Delve** on page 172. Effectively, we needed a mechanical way to represent their magical weapons and tools. This works really quite well, especially since you can develop new powers and abilities for a rarity in the course of play, which fits the mood of the show really tightly.
I've also attempted to make sure that each of the characters has an asset which augments or affects the ship in a way that reflects their position in the party. Hank can fire heavier weapons. Erik makes the the ship harder to hurt. Shelia can make the ship invisible, et cetera.
You've also noticed that there is a new face among the crew.
Fitz Singh. Quite possibly the most amusingly mashed-up, randomly generated name that I've ever seen come out of a system, which is why I took it.
If you looked at [[Thoughts on Dungeons and Dragons 2483|the notes from the previous thoughts]], then you will have undoubtedly figured out that Presto has gone off and started his own shenanigans.
At the end of the original series, he decided to stay in the Realms. A pretty good call if you are looking at being trained by the most powerful wizards on the plane. Excellent call.
But we really needed someone for him to pass down his ridiculous hat to, just to keep the party original. Not being one to have Blackrock chase me down and take the huge amount of money I'm getting paid to write this, I needed an individual of color. A second individual of color after Diana, actually.
I have to make my percentage… Enter Fitz.
He looks vaguely post-[Raj](https://en.wikipedia.org/wiki/British_Raj) Indian with clearly German/Prussian ancestry. Perfect for the Realms!
To play with the original Presto's bad luck, there was only one real choice. Jinx.
With it, he is going to continually screw up things on a regular basis for everybody else, but pulling them out of the fire, or vice versa, is going to actually help them achieve their goals.
That should do it. Let's see what we've got for character sheets!
## Hank Osterland (the Ranger)
| Edge | Heart | Iron | Shadow | Wits |
| ---- | ----- | ---- | ------ | ---- |
| 3 | 2 | 2 | 1 | 1 |
**Rarity:** Bow of Power (Archer)
### Archer (Starforged)
- [v] You carry 6 ammo. When you Strike or Clash, you may add +1 or +2 and suffer that amount as -ammo. To replenish your ammo by crafting projectiles, roll +wits. On a strong hit, take up to +6 ammo. On a weak hit, take up to +4 ammo and Sacrifice Resources (-1). On a miss, take +1 ammo and Sacrifice Resources (-1).
- [ ] You may Enter the Fray by unleashing a volley of bow shots. If you do, roll +ammo and suffer -1 ammo. On a hit, mark progress.
- [ ] When you load a specialized projectile such as a zip line, explosive, or electromagnetic disrupter, suffer -1 ammo. If you then take your shot by making a move, you may preset your action die to 5. On a hit, envision the effects and take +1 momentum.
### Leader (Starforged)
- [v] When you Aid Your Ally through leadership, coordination, or planning, add +1. On a strong hit, any allies who are present take +1 momentum.
- [ ] When you Enter the Fray (+heart) by coordinating with your team as they wade into the fight, make your move before your allies act. On a strong hit, all allies may take an automatic strong hit. On a strong hit with a match, also mark progress on any objectives in this fight.
- [ ] When you make a move to influence someone (not an ally) through leadership, add +1 and take +1 momentum on a hit. On a strong hit with a match, your command galvanizes them into unexpected action. Take another +1 momentum, and mark 1 tick on your bonds legacy track.
### Improved gunnery (Sundered Isles)
- [v] Your gundecks house an intimidating array of heavy cannons. When you Compel or Enter the Fray by opening your gunports to send a promise of violence, add +1 and take +1 momentum on a hit. On a strong hit with a match, take another +1 momentum.
- [ ] Your well-drilled crew brings your cannons to bear with deadly efficiency. When you Strike, choose one:
- _Coordinated fire: Add +1 and take +1 momentum on a hit._
- _Unleash hell: Mark progress on a hit, but Lose Momentum (-1) or Sacrifice Resources (-1)._
- [ ] Once per fight, when you Clash by committing to an all-or-nothing exchange of fire, add +1, count a weak hit as a strong hit, and mark progress on a hit. On a miss, you must suffer a dire outcome.
## Erik Kingsley (the Cavalier)
| Edge | Heart | Iron | Shadow | Wits |
| ---- | ----- | ---- | ------ | ---- |
| 1 | 3 | 2 | 1 | 2 |
**Rarity:** Shield of Adamantine Defense (Armored)
### Socialite (Sundered Isles)
- [v] When you make a move using charm, flattery, or seduction, or by navigating elite social circles, add +1.
- [ ] When you first make an appearance at a social event, you may attempt a grand or memorable entrance. If you do, roll +heart. On a strong hit, mark 1 tick on your bonds legacy track and take +3 momentum. On a weak hit, take +2 momentum. On a miss, choose one and Endure Stress (-2):
- _You spot an unwelcome rival, authority, or former beau._
- _You commit an embarrassing faux pas._
- _You are upstaged by another's entrance._
- [ ] When you Hearten while attending an exclusive social event, reroll any dice. On a strong hit, you and any allies in your company take +1 momentum.
### Ironclad hull (Sundered Isles)
- [v] Your ship has 4 hull. When you Withstand Damage, you may ignore damage up to the value of your hull. If you do, suffer -1 hull. At 0 hull, mark this module as broken. Spend 3 repair points as you Repair to fix a broken ironclad hull, and 1 point to take +1 hull.
- [ ] When you Face Danger or React Under Fire by letting your ironclad hull take the hit, roll +hull and take +1 momentum on a strong hit. On a strong hit with a match, you are impervious; take another +2 momentum.
- [ ] When you Undertake an Expedition across an area of rough seas or dangerous shallows, you may rely on your ironclad hull. If you do, roll +hull. You may reroll your action die if its value is less than your hull.
### Flagship (Sundered Isles)
- [v] Your seagoing flagship is armed with cannons, transports crew, cargo, and passengers, and can equip support vehicle and module assets. In addition, it has up to 5 hold that acts as supply for you and your allies when taking action or suffering a cost related to shipwide gear and provisions.
- [ ] When you Finish an Expedition (dangerous or greater) on a seagoing journey and score a hit, this expedition strengthened your ties to your ship and crew. You and your allies may mark 1 tick on your bonds legacy track.
- [ ] You fly a distinctive flag. Envision its design. Once per situation, when you hoist the colors in a dramatic moment, you and your allies take +1 momentum.
### Armored (Starforged)
- [v] When you Face Danger, React Under Fire, or Clash against physical attacks or impact, you may put trust in your armor's strength. If you do, preset your action die to 4. On a strong hit with a match, take +2 momentum as you build confidence, make an impression on your foes, or improve your position.
- [ ] You add an important new piece to your set of armor, or upgrade its materials. As above, but preset your action die to 5 instead of 4.
- [ ] When you must Endure Harm, you may instead let your armor take the hit. If you do, roll your action die. On a 4 or greater, ignore the harm. On a 1-3, ignore the harm but your armor is now broken; you must Repair and spend 5 repair points to bring it back to working condition.
## Shelia Masters (the Thief)
| Edge | Heart | Iron | Shadow | Wits |
|------|-------|------|--------|------|
| 2 | 1 | 1 | 3 | 2 |
**Rarity:** Cloak of Invisibility (Shade)
### Healer (Starforged)[^hlr]
- [v] When you give medical care to Heal yourself or another character, add +1. If you are treating someone other than yourself, take +1 spirit or +1 momentum on a hit.
- [ ] When you Gather Information by studying medical evidence or biological remains, add +1 and take +1 momentum on a hit. On a strong hit with a match, you also reveal an unexpected medical anomaly; mark 1 tick on your discoveries legacy track.
- [ ] Once every day or so, when you are in a safe place with plenty of time on your hands, you may Sacrifice Resources (-1) and provide basic medical care for yourself, companions, or allies without risk. If you do, roll only your action die. On a 1-4, automatically give +1 health to everyone whose health is greater than 0. On a 5-6, make it +2.
### Shade (Starforged)
- [v] Drawing on esoteric energies, you may instantly cloak your form in the shadowy veil of the void. When you are veiled and make a move to ambush, hide, or sneak, you may preset your action die to 5. In darkness, make it 6. On a miss, in addition to any other cost, you are revealed and can't veil yourself again until the current situation is resolved.^[I think my favorite thing about Shade for Sheila is that it really tightly fits with her possible development in the future if you wanted to play this character long term. You could see her not only spreading her cloak to spread darkness around her, but deliberately dropping invisibility, standing in front of someone just to stab them in the eye. You know it's true.]
- [ ] When you expand your veil to immerse your surroundings in darkness, roll +shadow. On a strong hit, the darkness extends to all adjacent spaces. On a weak hit, only your immediate surroundings are made dark. On a miss, you fail and draw unwanted attention.
- [ ] When you intentionally drop your veil to reveal yourself for dramatic or surprising effect, foregoing its further use in this situation, take +2 momentum.
### Stealth Tech (Starforged)
- [v] Your vehicle is rigged for silent running. When you make a move against a specific foe or threat to avoid detection, add +1. If you Enter the Fray by ambushing an unaware foe, add +1 and mark progress on a strong hit.
- [ ] When you travel stealthily as you Undertake an Expedition (+shadow), you may reroll your action die.
- [ ] When you are poised to Strike from hiding, you may roll +shadow. If you do, choose one (before rolling):
- _Strike true: Reroll any dice._
- _Strike hard: Mark progress on a hit. On a strong hit with a match, you also remain totally undetected; take +2 momentum and add +1 on your next Strike._
## Diana LeMarchand (the Acrobat)
| Edge | Heart | Iron | Shadow | Wits |
|------|-------|------|--------|------|
| 3 | 1 | 2 | 1 | 2 |
**Rarity:** Quarterstaff of Extension (Kinetic)
### Kinetic (Starforged)
- [v] You wield kinetic powers. By focusing, you may remotely push, pull, lift, or constrict objects and beings that are about your size or smaller. When you are in a risky situation and draw on your powers to make a move, add +2 and Lose Momentum (-2).[^kin]
- [ ] As above, but you may instead draw on your powers in a desperate effort to change the outcome of an action. If you do, add +2 (after you roll) and Lose Momentum (-3).
- [ ] When your momentum is at its max, you may attempt great kinetic feats, such as manipulating large objects and creating destructive bursts of concussive force. To do so, reset momentum. Then, as you make a single move fueled by your powers, take an automatic strong hit. If you are in a fight, mark progress.
### Swashbuckler (Sundered Isles)
- [v] When you make a move with outrageous style, and do not roll a 1 on your action die, you may reroll that die. If you burn momentum to improve your result on this move, roll your action die again; on a 5 or 6, do not reset momentum.^[Speaking of jumping around and swinging on chandeliers …]
- [ ] When you Enter the Fray in personal combat, or when an ongoing fight transitions to personal combat, you may envision up to three useful aspects of your surroundings. Take +1 momentum for each. Then, when you make a daring or unexpected move incorporating one of those aspects (once per aspect), add +1.
- [ ] When you React Under Fire in close quarters by parrying, and score a strong hit, you counter or turn your foe's attack against them; mark progress.
### Rigged for speed (Sundered Isles)
- [v] Your ship's shallow draft, quality sails, and well-drilled crew make it fast and maneuverable. When you Undertake an Expedition (+edge) and score a strong hit, take +1 momentum; on a strong hit with a 6 on your action die take +2 momentum instead of +1.
- [ ] When you Enter the Fray, choose one (before rolling):
- _Battle sails: Add +1 and take +1 momentum on a strong hit._
- _Full sails: Take +2 momentum on a hit._
- [ ] When you make a move to close the distance, escape a threat, or maneuver for advantage, you may push the crew and your ship to their limit. If you do (decide after rolling), reroll any dice and count a weak hit as a strong hit. Then, Withstand Damage (-2).
## Bobby Masters (the Barbarian)
| Edge | Heart | Iron | Shadow | Wits |
|------|-------|------|--------|------|
| 1 | 2 | 3 | 2 | 1 |
**Rarity:** Club of Giant Strength (Brawler)
### Urchin (Sundered Isles)
- [v] You are unnoticed and underestimated. When you make a move to sneak, hide, or pilfer, add +1 and take +1 momentum on a hit. When you make a move to defy expectations (decide before rolling), add +1 and reroll any dice, but count a weak hit as a miss.
- [ ] Name a connection as your mentor. When you Develop Your Relationship with them, take +2 momentum. When you successfully Fulfill Your Vow in their service or to their benefit, also mark 2 ticks on your bonds legacy track. When you Forge a Bond with them and score a hit, make the legacy reward one rank higher (1 extra box if already epic).
- [ ] When you come of age or take on a role beyond your years, gain this ability at no cost. Then, discard this asset and take two others (at no cost) to represent your new status.
### Brawler (Starforged)
If you fight unarmed or with a close quarters weapon…
- [v] When you Gain Ground by attempting to disarm, trip, shove, grapple, or stun your foe, add +1 and take +1 momentum on a hit.
- [ ] When you Clash in close quarters, you may draw on your momentum to gain advantage. If you do, Lose Momentum (-2) and choose one (before rolling).
- Aggressive: Count a weak hit as a strong hit.
- Defensive: Count a miss as a weak hit.
- [ ] When you Enter the Fray already positioned in close quarters against your foe, mark progress on a hit. On a strong hit with a match, your initial assault leaves them stunned; also take +2 momentum.
### Banshee (Starforged)
- [v] Your banshee companion accompanies you on planetside missions, using its echolocation to help guide the way. When you ride your banshee as you Undertake an Expedition or Set a Course, you may roll +its health.
- [ ] When you make a move astride the banshee to detect a threat or avoid a fight, add +1 and take +1 momentum on a hit. On a strong hit with a match, you're gone in a flash; take another +1 momentum.
- [ ] When you make a combat move and roll a 1 on your action die, the banshee senses the danger and emits a powerful scream to alert you or distract your foes. You may reroll that die.
**Note**: The Banshee is Uni. Bleating bastard.
# Fitz Singh (the Arcanist)
| Edge | Heart | Iron | Shadow | Wits |
|------|-------|------|--------|------|
| 2 | 1 | 1 | 2 | 3 |
**Rarity:** Hat of Many Things (Sorcerer)
## Sorcerer (Sundered Isles)
- [v] When you Secure an Advantage or Gain Ground by creating a minor mystical effect, roll +spirit. On a strong hit, take +1 momentum. On a weak hit, take the standard benefits of the move, but first Endure Stress (-1). On a match, you learn something of magic's nature through an unexpected boon or harrowing backlash; mark 1 tick on your discoveries legacy track.
- [ ] You may purchase assets of a supernatural nature for 1 experience (instead of 3).
- [ ] When you Swear an Iron Vow (extreme or greater) to gather the components and lore of a complex and powerful ritual, reroll any dice. When you Reach a Milestone on this quest, take +2 momentum. When you enact the ritual to Fulfill Your Vow, you may reroll any challenge dice to draw on unknowable powers at the risk of your soul. If you do, Face Desolation.
## Jinx (Sundered Isles)
- [v] You are cursed by ill luck, but persisting offers its own rewards. If you score a miss with a match, this asset counts as an impact for you and your allies. You may undo this only by scoring a strong hit with a match; if you do, you and your allies each clear the impact and mark 1 tick on your bonds legacy track.
- [ ] When you score a weak hit on a progress move, you may test your luck by reducing the progress score by 1 and rerolling all dice.
- [ ] When you roll matched 1’s on your challenge dice while suffering from this asset’s impact, you may activate this ability at no cost. If you do, you are favored by fortune; you and your allies clear the impact and mark 1 box on your bonds legacy track. Then, discard this asset and increase your momentum reset and max momentum (if less than 10) by 1.
## Flying machine
- [v] Your flying machine can carry you and a passenger on aerial missions. When you make a move to scout or survey from above, add +1 and take +1 momentum on a hit.
- [ ] When you perform a risky maneuver to overcome an obstacle or danger, you may add +integrity and take +2 momentum on a strong hit. If you do, count a weak hit as a miss.
- [ ] When you scout ahead as you Set a Course, add +1. On a strong hit with a match, you spot a remarkable location or opportunity en route. Mark 1 tick on your discoveries legacy track, envision what you find, and resolve the encounter. Then, continue to your destination.
[^hlr]: You may be wondering why Sheila, of all people, has the Healer asset. It's purely narrative.
If you watch the series, you'll notice that she's the one that ends up hanging back with anyone who's injured or in serious distress, more often than she's going to the frontlines and stabbing things in the back. Fair enough.
Somebody needs to be the medic, and someone that can turn invisible at will is probably your best bet. So here she is.
[^kin]: I know what you're thinking. _"Why 'Kinetic'?"_ Mainly because there's not a particularly good Acrobatics asset in either **Starforged** or **Sundered Isles**.
I was very tempted to go with Brawler instead, even though that seems like it should be more Bobby's thing. But it struck me that what we mainly see Diana doing is moving stuff around one way or another with her staff.
There's no reason to think she can't move herself with her kinetic powers in the process of jumping or leaping off walls, et cetera. So here we are. It makes perfect sense.