Complete Your Character

Once your character's race and class are determined, go through the following steps to complete your PC.

Update Abilities

You get 4 Improvement Points (IP) to spend on Abilities, Perks, Powers, and Mana, using the guidelines provided for Character Advancement.

At the GM’s option, you gain 1 additional IP by starting a class Ability at AR +0, reducing your Wound Limit by 1, or accepting a random Flaw (note that taking a Flaw this way does not grant an Advancement Roll bonus).

Purchase Equipment

Characters begin with 1d6 x $100 for armour, weapons, and gear, subject to GM approval (i.e., not all equipment is appropriate for all campaigns). Remember to adjust by your character's Social Station.

The dollar sign ($) is a generic symbol for cash, indicating whatever unit of currency is dominant in the campaign setting (e.g., gold pieces, pounds, ducats, credits, etc.).

Update Character Stats

Record the following stats on your character sheet:

  • Experience Level (Lvl): New characters start at 1st-level
  • Movement Rate (MR): Based on race (typically 12”±1d6 for humans)
  • Wound Limit (WL): Racial base, plus the WL adjustment for your class(es)
  • Defence (DF): Typically zero (0), adjusted by armour worn
  • Resistance (RS): AR bonus equal to experience level
  • Initiative Modifier (IM): Typically zero (+0), adjusted by race and weapon size
  • Advancement Cost (AdCost): Racial base, plus the AdCost of your class(es)

Finishing Touches

Consider how your character’s past contributes to his present career and future goals. You don’t need a full background, but a few details can help establish your motivations. If you’re in the mood for some random inspiration, use the Boons and Baggage table, below.

This is also the time to choose an Alignment for your character. This isn’t relevant in all campaigns, so check with your GM first.

Finally, don’t forget to give your PC a name (preferably suitable to the setting, as “Tim the Enchanter” will eventually stop being funny—unless that’s your plan, in which case you should go for it. Full-steam like).

Boons and Baggage (optional)

Character background is a tricky thing—you don’t want to get too bogged down with specifics, but it does help to have a few details to explain where your PC comes from.

The table below provides random conditions—boons and baggage—that represent extra details about a character at the start of play. Entries describe circumstances in the character’s present, but the player is free to craft whatever background story he wants to explain how the current situation came about (some GM tweaking required).

Die Roll (2d12) Result
2 Roll twice on this table at -1 each roll, ignoring results of “2” or “24”
3 Extorted by underworld figure; could be for protection or to keep someone quiet about the PC did (or is said to have done)
4 Harassed by a rival who opposes the PC at every opportunity
5 Blackmailed by the authorities to spy on another PC
6 Wanted by the authorities in connection with a crime (PC may or may not be guilty)
7 Exiled from local community for putting its citizens or leader(s) in danger
8 Not raised by natural parents (e.g., crazy uncle, kidnappers, gypsies, wolves)
9 Criminal record for past crime; debt to society has been paid, but the stigma limits opportunities
10 Shunned within local community for real or perceived failing
11 Charged with the care of a dependent relative (e.g., invalid, child, or insane)
12 Saddled with a random Flaw (player needs to explain origin)
13 Character has an acute interest in (and talent for) some hobby (player's choice)
14 Background justifies a free Perk (player needs to explain origin)
15 Knows the location of a rumoured cache (e.g., riches, technology, lost knowledge)
16 Possesses a valuable family heirloom (weapon, armour, gear)
17 Beginner's luck lets you automatically Resist a single Killer Blow (must be used before attaining 2nd-level)
18 Popular; begins adventuring career with 1d4 loyal (non-classed) henchmen
19 Recipient of mysterious inheritance; could be lands, a title, or a piece of tangible property (e.g., a ship, trade goods, real estate)
20 Member of an exclusive club
21 Owed a favour from a powerful local figure (e.g., rich businessman, authority figure, politician)
22 has connections to an influential organisation
23 Has the favourable attentions of a powerful (but unidentified) patron
24 Roll twice on this table at +1 each roll, ignoring results of “2” or “24”

Fleshing out the details of these items is a collaborative exercise for the player and the GM. In all cases, the results make for good adventure hooks (to be exploited at any juncture) or roleplaying opportunities, provided both the player and GM are willing to work toward adding a little extra detail to the setting.

Note also that results are arranged on a curve, with “13” being average. Results of “14” and up are increasingly favourable, while results of “12” and below are generally bad. This makes the table “modifier-friendly,” so you can simulate the positive or negative effects (like social station, class, or racial type) by applying modifiers to nudge characters in one direction or another according to your setting. For example, a race of high-born men might get a +1 to indicate their generally good fortune, or maybe characters who rolled 3 or less on Social Station get a penalty of –2 to reflect their miserable lot in the campaign.

Finally, don’t be shy about modifying the results above—these are generic possibilities and easily customised for a specific campaign.