Creating functional player characters falls under the responsibility of the players, with healthy involvement from the GM. The GM should provide information about the setting, aid with background rolls/concepts, and make suggestions regarding interactions with Non-Player Characters (NPCs). The players should focus on what makes the character ‘tick’ and build in skills, talents, and enhancements that flush out character concepts.
Pre-game Preparation (Gaming Group and GM) - A very important part of developing a good role-play game setting begins before the campaign starts. This is when the GM will discuss ‘House Rules’, Setting, Scope, Tone, Flavor, and the amount of magic, technology, and mental ability (psionics) he envisions for the campaign. The GM must communicate these ideas with the gaming group and obtain their feedback to adjust his/her planned vision. GMs should review and be aware of the concepts presented below.
Group Discussion and Character Passion/Drives (Players) - Once the pre-game discussion has been completed, stop and think about your character. Armed with the knowledge discussed in the pre-game preparation, decide what type of persona the character will possess. Is he/she focused on wielding magic, swinging a sword, or living by his wits? And, here is the important part: discuss your ideas with the other players. A gaming group will have poor dynamics if everyone wants to have the same vocation/profession. A group of warriors is great when you’re putting together a military troop, but adding a priest and a wizard will be very helpful when dealing with magical creatures/concepts. In a technological-based game set in the future, a group of space marines would be hard-pressed to deal with an unknown alien race. Adding a scientist (Xenobiologist) to the group would be very helpful. A good gaming group will often choose the best character concept for a given niche in the adventuring group. Healthy discussion between players will always make this process easier.
Once a concept has been determined, it’s time to get into the mechanics of the game system and put things together. The list below is a guide that can be helpful in designing a character.
1. Choose a Race – (some campaigns may only have a single choice). Read the racial overview and select the race that YOU want to play, which is not necessarily the best race for a given vocation. Be mindful of how the chosen race will interact with other player races chosen. Avoid races that have built-in conflicting issues with the other players.
2. Determine Age, Height, Weight, and Gender (developing a family can be helpful to flush out a background). Each race has a fair range for each of these categories, which may also be modified by the GM. Stats, such as strength and constitution, will modify the weight of a character. Unless otherwise stated, the player can choose these values.
3. Determine Stats – there are three broad groups of stats (Physical, Mental, and Social), each with three individual stats within (such as Strength, Dexterity, and Constitution for physical). Stats are always modified by race and sometimes age. Unless otherwise stated, all base stats (pre-racial adjustments) start out as a D6 base for standard games and a D8 base for more challenging settings.
• Each group of stats (Physical, Mental, and Social) gains an automatic boost, which can be chosen by the player.
• Each player gains a Random (rolled) boost to ONE of the 9 stats. Simply roll a D10 (1=Str., 2=Dex., 3=Con., 4=Int., 5=Wis., 6=Per., 7=Cha., 8=App. 9=Luck, 10=GM’s Choice).
• Slight/Boost – the player can elect to slight one stat to boost another; this can be done a maximum of 3 times (typically one per group).
• Stats cannot be reduced below a D4 and cannot exceed a D12 base for ALL mortal characters. Racial limitations may also cap stats to a D10 in some cases.
4. Consider Disadvantages/Flaws (Optional) – Disadvantages are used to add color to a given character. They are flaws. Each disadvantage (based on the amount of disability) grants bonuses to other areas of character development. Flaws should be used to add flavor to a character not to min-max a character. All flaws should be approved by the GM and incorporated into the character's background. Flaws that place the character at odds with the other players should be avoided. Additionally, flaws such as a Hunted can have adverse consequences on the other players that associate with the individual that possesses this flaw. In these cases, the flaw should be discussed with the party not only to inform them but to receive their acceptance.
Flaws are role-play aids, and some can be bought off with in-game justification and experience points spent for this purpose.
5. Choose Enhancements, Talents, and Skills – This allows the character to obtain a vocation and adds functionality in areas desired. Vocational Enhancements should be considered and chosen first. • Each character gains ONE vocational Enhancement. Though this can be traded for a standard enhancement forgoing a vocation – this is not recommended.
• Each character gains TWO additional Enhancements of choice. Keep in mind that Tier-0 enhancements can only be obtained at character generation.
• Each character gains TWO Talents of choice. Keep in mind that Tier-0 talents can only be obtained at character generation.
• Each character gains THREE boosts to Everyman Skills.
• Each character gains THREE skills of choice. A character can choose to have one skill at a D8 rating, forgoing other skills if so desired. If three different skills are chosen, they are a D4 rating.
6. Calculate Demographics – Hit points, Base Armor Class (AC), Base Physical Damage Reduction (PDR), Physical, Mental, and Social/Spiritual resistance ratings, Starting Money. Characters begin Character Generation at age 16 (modified by race), to which they add years of training (commonly for vocations). Most characters start the game between 17 and 25 years old).
• Each character starts the game with 12 hit points (modified by race, vocation, and/or disadvantages).
• Each character gains a base D4 rating in each resistance category (Physical, Mental, and Social/Spiritual). Race and/or disadvantages can modify these.
• Each character starts out with 200 gold pieces with which to purchase equipment, pets, and/or mounts. The standard currency is based on the Silver piece, with 10 silver pieces to 1 gold piece. Some disadvantages can reduce starting money.
• Armor Class = Starting Dexterity rating + any bonuses obtained for talents, enhancements, and armor.
• Physical Damage Reduction (PDR) is often a product of armor worn, but some races, like half-ogres, have natural PDR ratings.
7. Flush out Magical or Psionic abilities, spells per day, and ritual formulas (possible access to material components). See the section on magic for specifics. Faith-Based Magic System.
8. Purchase Equipment, Tools, and Livestock (backpack, dogs, horses, etc.)
9. Alignment Considerations – determine if the vocation requires any special alignment restrictions and make adjustments normally. Read the section on Behavior Derived Alignment later in this document.
• Unless otherwise stated for a given vocation, flaw, or enhancement, all players start the game at 0 for their Law vs Chaos scale (Ethical) and 0 for their Good vs Evil scale (Moral). Based on in-game behavior, the GM will assign modifications to these areas. See the section below for details on Behavior Derived Alignment.
10. Finalize Character Background and Description. Write up a 1-2 paragraph background regarding your character. Include notes on how he/she looks, equipment carried/worn, and personality traits that may be apparent. More details make for a better background.