Creating Your Character
Step 1 — Choose a Concept
Decide who your character is. A disgraced soldier. A fast-talking merchant. A mechanic who talks to machines. The concept drives everything else — your skills, your techniques, your equipment, your place in the world.
Step 2 — The GM Assigns Your Skills
Your GM gives you 4 skills that fit your background. These can come from the standard skill list, or the GM can create new ones to match your concept. A merchant might get Barter instead of Persuasion. A starship pilot might get Piloting instead of Athletics. If your character's background calls for something specific, the GM invents it — same rules, same roll-under mechanic.
You do not pick these skills yourself. They reflect where you have been, not where you are going.
Step 3 — Roll Your Skills
Roll 1d100 for each of your 4 skills. The minimum result is 50 — re-roll anything lower.
Step 4 — Roll Your Stats
Roll 1d100 eight times. All rolls have a minimum of 50. Drop the lowest roll. Assign the remaining 7 freely to your seven stats:
| Stat | Controls |
|---|---|
| STR | Melee damage, carrying capacity, brawling |
| CON | Hit Points, endurance |
| DEX | Dodge, ranged accuracy, stealth |
| WIL | Mental resistance, opposed rolls, tech point pool |
| INT | Perception, First Aid, Craft/Repair, untrained tech |
| CHA | Persuasion, social skill targets |
| SPD | Initiative bonus |
WIL is especially important if your character uses techniques — it determines your tech point pool and the maximum tier of techniques you can learn.
Step 5 — Choose Your Techniques
Choose 3 techniques at Tier 1 with your GM, based on your concept. A wizard takes spells. A martial artist takes combat techniques. A hacker takes digital protocols. See Techniques for the full rules.
Your tech point pool equals WIL ÷ 10 (minimum 1). This refreshes after each long rest.
Derived Values
- HP = CON. You fall unconscious at 0 HP. You die at –(Max HP / 2).
- Dodge = DEX. Roll ≤ DEX to avoid being hit.
- Max Tech Points = WIL ÷ 10 (minimum 1). Refreshes after a long rest.
Starting Equipment
Your GM provides equipment based on your background and the setting. A frontier scout starts with different gear than a city bureaucrat. Talk to your GM before the first session.
Alternative: Point-Buy Character Creation
If your group prefers to build characters without dice rolls — or if you are playing digitally and want more control — use this variant. The random roll method above is the default; this is an option.
Step 1 — Choose a Concept
Same as above. The concept comes first.
Step 2 — Assign Stats (Point-Buy)
You have 490 points to distribute across 7 stats. Each stat starts at a minimum of 50. No stat can exceed 100.
| Stat | Minimum | Maximum |
|---|---|---|
| STR | 50 | 100 |
| CON | 50 | 100 |
| DEX | 50 | 100 |
| WIL | 50 | 100 |
| INT | 50 | 100 |
| CHA | 50 | 100 |
| SPD | 50 | 100 |
With 490 points across 7 stats at a minimum of 50, you have 140 free points to distribute. A balanced character might spread them evenly. A specialist might dump everything into 2–3 stats and leave the rest at 50.
Step 3 — Assign Skills (Point-Buy)
You have 200 points to distribute across 4 skills. Each skill starts at a minimum of 50. No skill can exceed 100.
| Skill | Minimum | Maximum |
|---|---|---|
| Any 4 skills | 50 | 100 |
With 200 points across 4 skills at a minimum of 50, you have 40 free points to distribute. This is tighter than stats — you must choose between breadth and depth.
Step 4 — Choose Your Techniques
Same as the random roll method. Choose 3 techniques at Tier 1 with your GM.
Step 5 — Derived Values
Same as above: HP = CON, Dodge = DEX, Max Tech Points = WIL ÷ 10.
Comparison
| Random Roll | Point-Buy | |
|---|---|---|
| Stats | 7 rolls, drop lowest, assign freely. High variance — you might get three 90s or seven 60s. | 490 points, distribute freely. Predictable, controlled. |
| Skills | 4 rolls, minimum 50. Random but guaranteed competent. | 200 points, distribute freely. Tighter budget, more trade-offs. |
| Best for | Tables that like surprise and story in the numbers. | Digital play, optimised builds, players who want control. |
Both methods produce characters of equal power. The difference is variance versus control.