Character Creation

This chapter is an abbreviated guide dedicated to creating a new character. For more information on what each part of a character does, see the chapter on (Characters)[2-1-0-character-creation.md]

Creating an Idea

Your character is you interaction point with the world. Their stats dictate how well they can do any particular action. So creating a character is one of the first things you do in a game. Generally you will want to flesh out the idea for the character then back it with the right stats to match the story idea with mechanics.

Selecting a Race

Once you have the idea, one of the first things you should do is pick a race. Races are setting specific but each race has a size modifier which you are allowed to freely shift up or down by one degree by just saying you are more or less massive then the average for your race.

You should then note down your Racial Perks and Racial Traits on your character sheet then also note the bonuses in their relevant areas. For example the Smart racial perk adds a bonus rank to instinct and intellect, so you would note that in the attribute table's race bonus for later use.

Levels and Experience

Each level up past level 1 awards an additional:

  • 2 Attribute Points (Or 1 Paired Attribute Point)
  • 1 Skill Point
  • 1 Knowledge Point
  • 1 Attribute Feat
  • 1 Skill Feat
  • 1 Knowledge Feat

So if you are creating a character that is a higher level then level 1, add the appropriate amount based on how many levels you have to the level 1 values discussed in each of the following sections.

Points and Ranks

You get a certain number of points for each of your Attributes, Skills, and Knowledges to distribute as you see fit. How many will be detailed in their sections below.

While assigning points, keep in mind the below table to know how many points are needed to attain each rank. You decide how many points you want to add to any character stat then note down what rank that gets you.

RankPoints Invested
11
22-3
34-6
47-10
511-15

Selecting Attributes

A Level 1 character gets 24 attribute points to distribute among 8 attributes, or 12 points if you only want to keep track of attribute pairs. The table below lists the attributes and attribute pairs:

Merged AttributeDefensiveOffensive
BodyConstitutionStrength
DexterityQuicknessFinesse
SocialWillpowerCharisma
IntelligenceInstinctIntellect

Pools

After assigning your attributes you should calculate your basic pool maximums. The points, NOT rank, you put into the defensive attributes combine to create your pools.

Vitals

Blood is Will points + Constitution points. Endurance is Will points + Quickness points. Nerve is Will points + Instinct points.

Resources

Stamina is Constitution points + Quick points. Swiftness is Quickness points + Instinct points. Work is Constitution points + Instinct points.

Selecting Skills

Level 1 characters get 3 points to spend among the 9 Skills. When assigning a point to a skill the character gains a single proficiency in all 4 specializations of the skill. A second point will provide a double proficiency in each specializations.

SkillSpecializations
Natural Skills
FitnessHaul, Slog, Dash, Tumble
AwarenessObserve, Reflex, Stealth, Spatial
SocialCharm, Presence, Reason, Deceit
Combat Skills
FightBrawl, Melee, Flail, Thrown
RangedString, Trigger, Knob, Spray
CastPhysical, Aetherial, Cosmic, Shadow
Technical Skills
HealMedic, Medicine, Surgery, Therapy
PilotLand, Sea, Air, Sub/Space
CraftHarvest, Refine, Design, Craft

Selecting Knowledge

Level 1 characters get 3 points to spend among the 9 Knowledges. When assigning a point to a Knowledge the character gains a single proficiency in all 4 specializations of the Knowledge. A second point will provide a double proficiency in each specializations.

KnowledgeSpecializations
Nature Knowledge
PlantsDrugs, Foods, Materials, Behaviors
AnimalsDrugs, Foods, Materials, Behaviors
EnvironmentsWeather, Terrain, Diseases, Mineralogy
Technology Knowledge
MundaneLogic, Mechanics, Physics, Chemistry
OrganicSynth Drugs, Synth Microbes, Synth Plants, Synth Animals
SupernaturalEffects, Meta, Implements, Bindings
Society Knowledge
CollectiveProtocol, Events, Celebrities, Lore
PrivateProtocol, Events, Celebrities, Lore
CriminalProtocol, Events, Celebrities, Lore

Select Background Specializations

All new characters get 4 single proficiencies and 1 double proficiency to distribute among their Skill Specializations.

Likewise they get another 4 single proficiencies and 1 double proficiency to distribute among their Knowledge Specializations.

Select Feats

All new characters get 9 feat choices, 3 from each of the 3 types: Attribute, Skill, and Knowledge

Feats help flesh out a character's style and personality. Feats can be just about anything so what feats a character has should be discussed between the GM and player.

Select Spells

Spells are highly dependent on the system you pick. There is not real way to describe picking spells in a short manner. You will need to read over the different systems and pick one.

Selecting Equipment

Note down your Undeclared Bulk Equipment capacity which is just a copy of your carrying capacity. As you remove stuff from here you will want to note down the used up weight. Remember items acquired this way can only be quality level 1.

Next note down your Undeclared Purchased Equipment budget which is 50cr * your experience points. a level one character has 3 experience. Remember items acquired this way can only be quality level 1.

Finally, note down your Purchased Equipment budget which is the same as above at 50cr * your experience points.

Review the chapter on Equipment, to know what you can buy with