Making a SPAECIMH Character
You need three things before the world opens its door: an ORIGIN, a spread of attributes, and a reason to be standing at the Crosswater Wayhouse when trouble walks in.
Pick an ORIGIN
Your ORIGIN (a number, 1 to 12) sets your ceiling. Higher is not "better" — it is a different kind of story. Each tier hands you a pool of Total Attribute Points (TAP) to spend, a Base per Attribute (BPA) you start from, a Max per Attribute at Level (MPAAL), and how fast you grow per level.
| Tier | Type | Name | TAP | Base | Max / lv | Growth / lv |
|---|---|---|---|---|---|---|
| 1–3 | Mortal | Fragile / Normal / Tough | 80 / 96 / 112 | 8 / 10 / 12 | 14 / 16 / 18 | 5 / 6 / 7 |
| 4–6 | Superhuman | Novice / Veteran / Legend | 128 / 144 / 160 | 13 / 14 / 15 | 20 / 22 / 24 | 8 / 9 / 10 |
| 7–9 | Demigod | Mortal+God / Hero+God / Demigod | 176 / 192 / 208 | 16 / 17 / 18 | 26 / 28 / 30 | 11 / 12 / 13 |
| 10–12 | God | God of the Pantheon / God / Demiurge | 224 / 240 / 256 | 19 / 20 / 21 | 32 / 34 / 36 | 14 / 15 / 16 |
Your ORIGIN alone unlocks a quiet power. Mortals add +1 to rolls when they work the environment. Superhumans reroll once per combat. Demigods turn one failure a session into a success. Gods ignore a critical failure — or bend one small fact of the world — once a session.
Spend your attributes
There are eight attributes, and your sheet spends six of them by hand:
Strength (ST) · Perception (PE) · Agility (AG) · Endurance (EN) · Charisma (CH) · Intelligence (IN)
Your Mana, Health, and Carry come from the numbers above — you do not spend points on them:
Mana (MA) = IN × 5 × ORIGIN
Health (HP)= EN × 5 × ORIGIN
Carry = ST × 5 × ORIGIN (kg)
Money = 4d6 × 500 × ORIGIN
So a Normal (ORIGIN 2) with IN 14 carries MA = 14 × 5 × 2 = 140. Never re-add the tier where the formula already has it.
Fill the rest
Name, age, appearance, profession, background, an aspiration, a few traits, and your starting kit. Give yourself 1–2 Connections — short beliefs or relationships. Acting on one later earns you +1 on the roll and refunds a Fate Point, so make them usable, not decorative.
Start with 3 Fate Points and a Karma of 0. Your Act is I — vulnerability. Everyone starts broken, small, and interesting.
When you are done, say so and the sheet locks, the dice matter, and the world opens.