Make a Character


This tutorial explains how to make a useable character. (See Characters/Character Generation.)

1. Choose the Type of Character You Want to Make - Consult the rules or the Game Master (or GM, the person in charge of playing the game,) to find out what races and how much Player Point Value (PPV) you can use to make characters. For our purposes here we'll assume that we are allowed 25 PPV with which to make a single character who's race is "Gnome" (see Tutorials/Race Generation Tutorial.) His name is Modre.

2. Racial Dimensions, Abilities and Bonuses - Next we Look at the effect of the Modre's race on his dimensions, ablilities and bonuses. Modre is a Gnome so we know that, unless altered, his size will be -2, his encumbrance will be +2, His reach and stride will be 0.7 meters, his claws and teeth will have -1 sharpness, 2 absorbtion and 3 conceal bonus, he will have a Detection level of 2, an Acrobatics level of 1 and a Climbing level of 2. (See Tutorials/Race Generation Tutorial.) We make note of all this in the appropriate areas on our character sheet, listing the claws and teeth as an item in the equipment list. (See Characters/Character Sheet.)

3. Designate the remaining PPV - The next step is to designate the rest of your PPV allowance for enhancing Modre beyond his racial defaults. We know that the Gnome's racial PPV is 10½, leaving only 14½ undesignated PPV out of the 25 PPV allowance to enhance Modre beyond his racial defaults. As we designate PPV for Modre's dimensions, abilities and bonuses, we fill in the appropriate areas on his character sheet. (See Characters/Character Sheet.)

4. Naked Bonuses - For convenience we can enter Modre's "naked" bonuses as a peice of equipment on the character sheet. These are the his bonuses without any weapons or armor except natural armor. We don't even include natural weapons (we list those as another peice of equipment) so we can quickly figure out a Modre's bonuses with any weapon by comparing them to his "naked" bonuses.

5. Natural Weapons - Now we enter Modre's claws and teeth as a peice of equipment on his character sheet.

6. Equipment - The final step is to account for the character's equipment, but Modre isn't carrying any equipment at this time.

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Copyright © 1997 - 2003 Seth Galbraith and Benjamin Galbraith