Player's Handbook · Chapter 4

Making a Character

You need three things before the first scene: a name, a calling, and a sheet that reads like a person. The sheet is eight stats and a handful of skills, all on the one-to-ten scale.

Step 1 — Imagine the person first

Before any numbers, answer one question: who is this when the story starts? A knight who broke her oath. A pickpocket with a conscience. A ship's engineer who's squeamish about blood. The numbers exist to serve that person, not the other way around.

Step 2 — Assign your eight stats

Spend points from 1 to 10 across your eight stats. There's no budget formula — the GM will tell you if you're overspending. The guidance is a shape, not a build:

  • Two or three at 6–7 — where you genuinely shine.
  • Three or four at 4–5 — the ordinary middle.
  • One or two at 1–3 — your flaws. Pick flaws that are interesting, not just weak. A 2 in Power on a brilliant scholar is a story; a 2 in everything is a punchline.

Write each stat where the fiction says it goes. A duelist might be Speed 7, Senses 6, Power 4. A merchant might be Social 6, Brains 5, Power 3. A spacer might be Brains 7, Speed 6, Social 4.

Step 3 — Pick your starting skills

Choose five to seven skills the person has actually learned. Each starts 1–10 — the ones that define their work sit at 5–7, the rest lower. Tie each skill to a piece of backstory in your head: where did the duelist learn Swordsmanship at 7? Answer that and the skill feels real at the table.

The same engine serves any genre — a knight, a spacer, and a street runner all use the same eight stats and the same scale:

CallingStarting skills
Street runnerHacking 7, Streetwise 7, Driving 6, Stealth 6, Firearms 5
KnightSwordsmanship 7, Riding 6, Tactics 6, Heraldry 5
SpacerPiloting 7, Navigation 6, Gunnery 6, Mechanics 5

Step 4 — Add the person, not the build

Fill in your calling (class), ancestry, background, and personality in plain words. The GM reads your sheet to know what you're like — a paragraph of who you are is worth more than any number.

Step 5 — Know what can grow

Everything on your sheet marked grows through use can rise — your skills, and your party's, when the story earns it. Your stats rarely move. Build a character you'd enjoy watching grow, not just one you'd enjoy fielding.

Manual updated Sep 11, 2026.