Character Generation Steps
- Write background and name the character.
- Roll For Attributes: roll 3d6 Twelve Times and pick Six
- Choose race: Human, Seriathior Elven, Dwarven, Goblin, Ogre,
Halfling.
- Choose class: Fighter (including Ranger and Paladin), Mage, Preist,
Theif or Psionicist
- If Mage, Choose Specialty, if any.
- Generalist mages cannot multi-class
- Multi-classed specialists loose bonus spells
- If Preist, Choose Preisthood (you must buy the whole
package for the faith.
- Choose Packages, in any
- (Optional)If using Generation cards, choose cards now.
- Spend Character Points (100)
- Buy Racial abilities
- Buy class ablilities
- Buy skills
- Determine HP and other secondary stats
- Determine Spells (if spell caster)
- Determine Starting Equipment
- Get DM's Approval
Additional Character Generation Rules Notes
- Weapon Proficiencies: Weapon Mastery is replaced by the
following rules: After you are proficient in a weapon, you may continue
to buy skill with that weapon. This is called Mastery. For each
time you pay for an additional proficiency in that weapon, you gain a
level of master. A level of mastery is good for the following benefits:
- Add either an additional +1 to hit or +1 to damage with a
melee weapon.
- Add an additional +1 to hit with a missile weapon.
- Fighters add their mastery level to Their level when
determining number of attacks.
- Non-Fighters get number of attacks equal to a fighter with
their Mastery level.
- Longswords cost twice what is listed in the Players Handbook, due to
the scarity of that kind of Fine metalsmithing.
- All characters have the following skills for free:
- Language - Native at Int
- Language catrellian or one other at 9
- Read/Write Native at 8
- Alertness at 8
- Swimming at 8 (unless Dwarve)
- Proficiency at Brawling