Creation Checklist

Step 1 – Choose a Concept
Every Hero has a Concept. Basically, a concept a short description of your character, typically in the form of an adjective describing their “personality-at-a-glance” and their chosen profession or career, such as Grizzled Mercenary, Charming Gunslinger, or Crazed Scavenger. If your setting often features characters of different races, nationalities, or species, you can add the adjective for their people into the concept, such as Grizzled Dwarven Mercenary, Charming Yanky Gunslinger, or Crazed Orinian Scavenger. Concepts are used to help give a summarizing description to your Hero, to encourage you to come up with a concrete character idea, and to help you make educated choices about how to assign your Abilities and choose Traits.

  • Concept – Descriptive Adjective + Race/Species/Nationality if Applicable + Profession/Career/Class

 

Step 2 – Assign Ability Dice
Your Hero’s baseline aptitudes for common tasks and activites  are represented by Abilities. The list of Abilities available to your character depends on the setting in which they exist. Your Abilities are measured with Dice Pairs, which are two common dice that you roll when testing that Ability, such as 2d6, 2d8, or 2d10. You’ll assign different Dice Pairs to your Hero’s Ability based on priority levels. The list below details how to assign your Ability Dice.

  • Assign 2 Primary Abilities – 2d12
  • Assign 3 Secondary Abilities – 2d10
  • Assign 5 Tertiary Abilities – 2d8
  • The Remaining Abilities are Untrained – 2d6

 

Step 3 – Determine Defenses and Statistics
Once you’ve assigned all of your Ability Dice, you can determine your Hero’s Statistics, which represent different ratings for your Hero’s capabilities such as how alert they are, how quickly they react in combat, and how much punishment they can take. There are two types of Statistics: Resistances and Characteristics. Resistances are derrived from the number in the die type for the Dice Pairs you assigned to your Abilities. Characteristics are either determined by Ability Dice or are given default numbers which can be modified and upgraded with Traits.

Resistances

  • Reaction (2 + Agility Dice Pair Type Number, Modified by Traits)
  • Defense (2 + Close Combat Dice Pair Type Number, Modified by Traits)
  • Awareness (2 + Perception Dice Pair Type Number, Modified by Traits)
  • Willpower (2 + Resolve Dice Pair Type Number, Modified by Traits)
  • Endurance (2 + itality Dice Pair Type Number  Modified by Traits)

 Characteristics

  • Initiative (Single Agility Die + Single Awareness Die, Modified by Traits)
  • Base Speed (Default is 4, Modified by Traits)
  • Run Speed (Base Speed + 1/2 Athletics Dice Pair Die Type Value)
  • Encumbrance (Athletics Die Type x 10, Modified by Traits)
  • Adrenaline (Default is 6, Modified by Traits)

 

Step 4 – Select Traits
Next, you’ll need to select Traits for your character. Traits represent specific details about your character, though the system puts more weight into the good ones than the bad ones. Traits that help you out are called Perks. Perks provide you with advantageous benefits that have a real effect on the game system, like giving you the ability to reroll your Ability Dice in certain situations. Traits that are just there to provide unique flavor and make your character more interesting are called Quirks. Quirks are more about story and character and don’t have much effect on the game system or your character’s rolls. New Heroes begin the game with a default of 3 Perks and 1 Quirk. You can earn up to two more Perks by taking additional Quirks. Beginning characters can start with as many Quirks as appropriate, but may not have more then 5 Perks to start with. Once you’ve selected all of your Perks, be sure to note the changes if any of them modify a Defense or Statistic. Typically, players note the newly modified scored in perenthesis next to the base score, such as “Reaction: 10 (11)”.

  • Select 3 Perks
  • Select 1 Quirk
  • Take Up to 2 Additional Quirks, Earning 1 Additional Perk for Each
  • Heroes Cannot Begin the Game With More Than 5 Perks
  • Heroes Can Have As Many Quirks as Appropriate

 

Step 6 – Starting Resources
Starting Resources represent money, equipment, and property that your Hero posseses at the beginning of the game. Since the currency, technology level, item cost, and the availability of certain items depends strongly on the setting in which your game exists, there are two ways to handle Starting Resources. You can either have the Narrator specify your character’s Starting Resources, or you can purchase them using the default currency called “Resource Credits”.

  • Narrator’s Descretion by Setting or…
  • Generic Starting Resources – 500 Resource Credits

 

Step 7 – Finishing Touches
Lastly, we just need to establish a few more details about your character. To make a character more believable and realistic, you should come up with and write down a paragraph or two about the character’s personality, appearance, and background. Is your Hero a man or woman? How old are they? How tall are they and how much do they weigh? What color are their eyes and hair? Where do they come from? How were they raised? Where did they get their training and knowledge? Answering these questions will help to flesh out your character and paint a better picture for the other players.

Advertisements