Six attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—describe the raw potential of your hero. Select one of the methods below to assign your character's attribute scores.
These attribute scores influence your hero's chances of success when employing their skills and abilities. When making a roll to perform a task, add the modifier (Mod) of the most applicable attribute to the result.
Some play groups prefer alternatives methods for generating attribute scores than those presented in the offical rules. Here are some possible variations
Pick the background from the list below that most closely reflects your hero’s past experiences. You gain rank-0 competency in the listed Free Skill , which equates to an ordinary working knowledge.
Once you pick a background, your hero gains several skills associated with their past. The Growth and Learning Tables to the right encapsulate the possible abilities their background can confer.
Select one of the methods below to determine these skills.
Your hero gains an additional non-psychic skill reflecting their natural talents or outside interests. Select this skill directly on the skill table at the top of the page.
Choose your hero's class, representing their talents most relevant to adventuring. If your hero isn’t well-described as a Warrior, Expert, or Psychic, you can mix class abilities by choosing one of the Adventurer varieties.
Choose your hero's foci, representing their side talents or particular specializations. All characters gain one focus of their choice at first level.
Characters with the Expert class or the Partial Expert feature of the Adventurer class get an additional non-psychic, non-combat focus; characters with the Warrior class or Partial Warrior feature of the Adventurer class can do the same with a non-psychic, combat focus.
Foci contain two levels of advancement, representing different degrees of expertise your hero can attain. Selecting a focus once confers the abilities described under Level 1. If your character's class allows for multiple selections, this focus can be chosen again to confer the additional benefits under Level 2.
Characters with Psychic class or the Partial Psychic feature of the Adventurer class gain techniques associated with the psionic disciplines in which they are proficient.
Upon attaining rank-0 expertise in a psychic skill, your hero automatically learns the Core Technique for that discipline. The power of that technique is described under Level-0.
Heroes that reach rank-1 expertise in a psychic skill gain the benefits listed under Level-1 of its Core Technique. Additionally, characters may select a level-1 technique from that discipline as well.
Select psychic skills on the skill table above to gain psionic techniques.
Your hero's hit points represent their overall health, stamina, and luck. If brought to zero hit points, your hero is defeated; whether they are dead, dying, unconscious, or merely incapacitated depends on how their hit points are lost.
No penalty can reduce your maximum hit points below one.
Your hero begins their adventure with some equipment and (modest) wealth.
Choose one of the equipment packages below. Selecting the "Custom" package provides your character with 2d6 x 100 starting credits with which to buy gear.
Your hero is more than just a block of stats. Flesh out your character by filling out the following information.