Essentials to Character Creation
1. Get a copy of the character sheet which can be found here.
2. Pick your Race: Most times it is human but this can very based on the setting and type of game that is going to be ran. Ask your GM what options they are going to allow.
3. Assign Traits: attributes and skills work the same way. They both are assigned a die type from d4 to d12 with a d6 being the average for adult humans. Higher of course is better.
You would start with your attributes: Each character starts with a d4 in each attribute and has 5 points to raise them. Raising a d4 to a d6 costs 1 point. No attribute may be raised above a d12.
Agility: is your hero’s nimbleness, quickness, and dexterity.
Smarts: is a measure of how well your character knows his world and culture, how well he thinks on his feet, and mental agility.
Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being Shaken.
Strength is raw physical power and general fitness. Strength is also used to generate your warrior’s damage in hand-to-hand combat.
Vigor represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off.
4. Pick your skills: these are learned abilities such as shooting, fighting, scientific knowledge, professional aptitudes, and so on.
You start with a d4 in athletics, common knowledge, notice, persuasion, and stealth unless a racial ability, edge or hindrance says otherwise.
You have 12 points to distribute among your skills by either raising your core skills listed above or adding new skills. Each die type costs 1 point starting with d4 as long as the linked attribute is equal to or greater than the die your are putting into the skill. If you are going to exceed the attribute, then the cost is 2 points per die type. No skill can go above a d12 unless the character’s race starts with the skill at a d6 then the maximum is d12+1.
5. Derived Statistics: These stats are filled out as described below.
Pace: is how fast your character moves in a standard combat round. Humans walk 6″ in a round and can move and additional d6 if they run. 6″ is for the table top, if not using miniatures, then it is equal to 2 yards.
Parry: is equal to 2 plus half your characters fighting, plus bonuses for shields and certain weapons. This is the target number (TN) to hit your hero in hand to hand combat. For example a fighting of d12+1 would be 8 (2 plus half of 13 rounded down), and a d12+2 would be 9 (2 plus half of 14 rounded down).
Size: A hero’s default Size is 0 unless altered by racial abilities, Edges, or Hindrances. It cannot be less than -1 or more than +3.
Toughness: is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry.
6. Pick your edges and Hindrances: These are the unique gifts, special powers, and flaws that make your character unique. You can takes Edges by balancing them out with Hindrances. You can only take one Major Hindrance and two minor Hindrances. A Major Hindrance is worth 2 points and a minor hindrance is worth 1.
For 2 points you can raise an attribute one die type or choose an edge
For 1 point you can gain another skill point or gain additional money equal to your starting funds.
7. Gear: Next you need to purchase equipment. Some settings may provide your hero with all the gear he needs. In others, you may be assigned a certain amount of money with which to purchase your starting gear. Unless your setting book or GM says otherwise the starting funds are $500.
8. Background Details: Finish your character by filling in any history or background you care to. Ask yourself why your hero is where she is and what her goals are. Or you can just start playing and fill in these details as they become important. You might also want to talk to the other players. Maybe your characters know each other right from the start.