Character Creation

  1. Write your character’s name at the top of the page. This should be appropriate to the setting and game being played. If no idea suggests itself yet, wait until you are further through the process and name your character then. You should, at least, write your own name on the character sheet as your gamemaster may need to keep track of which character belongs to whom if he or she keeps hold of them between game sessions.
    1. Choose your character’s gender and write it in the correct space. There are no differences between the way male and female characters are created, and neither gender has an advantage system-wise.
  2. Choose your character’s race. Choose from those listed below. At the start of the game, the players are limited to only a few races. This may change later in the game depending on what happens during play.
    1. Pure Strain Humans
      1. Start with improved stats, roll 3d6 and take the best 2 and add 7 for all stats.
      2. Skill points – you have 425 points to professional skills, with no skill beginning at greater than 101% this includes the category bonus value. You will allot these points in a later step.
      3. Skill advancement bonus of 1d8 instead of 1d6.
      4. Pure Strain Humans cannot mutate, through either radiation or biogenetic manipulation.
    2. Mutant Humans
      1. Stats, roll 4d6 and take the best 3.
      2. Roll 1d4 each for the number of physical mutations and mental mutations.
      3. Skill points – you have 325 points to professional skills, with no skill beginning at greater than 90% this includes the category bonus value. You will allot these points in a later step.
      4. Skill advancement bonus of 1d6.
    3. Mutant Animals
      1. See particular animal entry below for stats. For actual stat, roll 1 extra die for then take the best n number of dice in the stat listing. For example, if it says roll 3d6+10, roll 4d6, drop the lowest die and add 10 to the result.
        1. Brun
          1. Strength: 3d6+10
          2. Constitution: 2d6+6
          3. Size: 3d6+10
          4. Intelligence: 3d6
          5. Power: 3d6
          6. Dexterity: 3d6
          7. Appearance: 3d6
          8. Education: 3d6
        2. Pum
          1. Strength: 2d6+12
          2. Constitution: 3d6
          3. Size: 3d6+6
          4. Intelligence: 3d6
          5. Power: 2d6+6
          6. Dexterity: 2d6+12
          7. Appearance: 3d6
          8. Education: 3d6
        3. Lupas
          1. Strength: 2d6+6
          2. Constitution: 3d6
          3. Size: 2d6+6
          4. Intelligence: 3d6
          5. Power: 3d6
          6. Dexterity: 2d6+6
          7. Appearance: 3d6
          8. Education: 3d6
      2. Skill points – you have 325 points to professional skills, with no skill beginning at greater than 90% this includes the category bonus value. You will allot these points in a later step.
      3. Skill advancement bonus of 1d6.
      4. Roll 1d4 each for the number of physical mutations and mental mutations.
  3. Record your character’s age, all characters have reached the age of 18 in the game.
  4. Here’s where you determine your characteristic rolls. By now you should know what your final characteristics are, but if not, hold off on this step until you’ve finalized them.
    1. Multiply STR x 5 for your Effort roll, and enter the value.
    2. Multiply CON x 5 for your Stamina roll, and enter the value.
    3. Multiply INT x 5 for your Idea roll, and enter the value.
    4. Multiply POW x 5 for your Luck roll, and enter the value.
    5. Multiply DEX x 5 for your Agility roll, and enter the value.
    6. Multiply APP x 5 for your Charisma roll, and enter the value.
    7. Multiply EDU x 5 for your Know roll (if EDU is being used), and enter the value.
  5. Now it’s time to get your character’s derived characteristics, particularly damage bonus, hit points, power points and experience bonus.
    1. Add STR + SIZ and find the damage bonus corresponding to your character’s total on the “Damage Bonus Table” on page 29. Pencil in the damage bonus provided.
    2. Add CON + SIZ circle the corresponding number in the hit point box and write the total on the hit points line. The circled number is your character’s maximum hit points. If your character loses hit points, mark them off with a pencil, and erase the marks as hit points are healed or otherwise restored.
    3. Your major wound level is 1/2 hit points, rounded up.
    4. In the power point (PP) box, circle the number equal to POW and write the total on the power point line. The circled number is your character’s maximum power points. These fuel magic spells, mutations, psychic abilities, or super powers. Mark power points off with a pencil as they’re spent, and erase the marks as they’re recovered or otherwise restored. The number written in the space, equal to your POW characteristic, is the value your power points will rise to naturally, with rest.
    5. Make a note of your character’s experience bonus: this value is equal to 1/2 your character’s INT, rounded up.
    6. Your character’s MOV is how fast during a combat round he or she can move. Human characters can normally move 30 feet per round. A unit is a somewhat variable amount usually equaling 1 meter. “Movement Rates” on page 181 covers this in more detail.
    7. Skill Bonuses: Calculate the bonus for each skill category for your character using the Skill Category Bonus Table on page 31. Note these values in the spaces for each skill category. This bonus adds to the base chance for every skill, if any. For each category:
      1. Add 1% for every point in the primary characteristic over 10; subtract 1% for every point below 10.
      2. Add 1% for every 2 points in the secondary characteristic above 10, subtract 1% for every 2 points under 10 (rounding down the bonus if required).
      3. Subtract 1% for every point in the negative characteristic above 10; add 1% for every point under 10.
  6. Study the characteristics of your character and imagine the sort of person you would like your character to be. Choose one of the following options, or roll 1D4 for a random result. These packages of skills are a quick way to develop your character—there will be more skills in step 8.

    1. Your character thinks first of solving problems by means of physical force and brawn. Give 20 skill points each to Brawl, Climb, Dodge, Grapple, Insight, Jump, Ride, Sense, Stealth, Swim, Throw, and to any two Combat skills.
    2. Your character believes that technique, craft, and expertise are the secrets of success. Give 20 skill points each to Appraise, any one Craft, Disguise, Dodge, Fine Manipulation, First Aid, any one Knowledge skill, Navigate, Pilot, Ride, Sleight of Hand, Stealth, and to any one Combat skill.
    3. Your character first tries to outsmart an opponent to gain an advantage. Give 20 skill points each to Appraise, Bargain, Disguise, Insight, any two Knowledge skills, Listen, Research, Sense, Spot, Stealth, any one Technical skill (appropriate to setting), and any one Combat skill.
    4. Your character enjoys persuading other people to work, while he or she makes the decisions. Give 20 points each to Appraise, Bargain, Command, Etiquette, Fast Talk, Insight, Perform, Persuade, any one Language (Other), Language (Own), Sense, Status, and any one Combat skill.

    When distributing these skill points, add the bonus points to the base chance for each skill. Write that total after the skill. For example, adding 20 skill points to Fast Talk (base chance 15%) yields a final rating of 15+20=35%.


  7. You will now determine the starting skills for your character. Choose a profession from the list below. Once a profession has been chosen, spend the points received in step 2 on the skills listed in your profession.

    1. Craftsperson
      Description: You might have been a potter, weaver, carpenter or innkeeper, etc. Choose the craft. You kept to one village or one part of town, and your neighbors acknowledged your skill. Then something happened that changed your life into that of an Adventurer. What was it?
      Wealth: 50 extra Blue Domars.
      Skills: Appraise, any one Art, Bargain, any two Craft skills, Spot, Research, Status and choose two of the following Fine Manipulation, Repair Mechanical or Heavy Machine.

    2. Healer
      Description: You have made it your calling to treat the injured, infirm, sick, and otherwise unhealthy, using diagnostic skills and medical practices gained through extensive training and study. You may have taken an oath to help any who need it, no matter what they have done or who they are.
      Wealth: 50 extra Blue Domars.
      Skills: First Aid, Language (own), Medicine, Persuade, Research, Spot, and choose four of the following: Insight, Language (other), Psychotherapy and Status.

    3. Hunter
      Description: You specialize tracking down and killing creatures invading the Valley, surviving by your reflexes and your weapon-skills. You have been extensively trained to work with other Hunters in the protection of all the peoples of the Valley.
      Wealth: No extra Blue Domars.
      Skills: Brawl, Dodge, Grapple, Climb, Hide, Jump, Listen, Navigate, Spot, Stealth, Track and three of the following; Knowledge (Natural History or Region), Melee Weapon skill (usually spear), Missile Weapon skill (any) and Ride.

    4. Mechanic
      Description: You spend your time maintaining, repairing, and sometimes building machines, vehicles, or more complex constructions. You are good with tools, and able to easily decipher technical problems or issues.
      Wealth: No extra Blue Domars.
      Skills: Bargain, Craft (Metalwork), Drive, Fine Manipulation, Heavy Machine, Repair (Mechanical), Repair (Structural), and Spot.

    5. Scribe
      Description: Study and learning define your life, and you specialize in one or more fields of knowledge, eagerly seeking out all there is to know within your intellectual domain. You might teach this knowledge to students, or hoard it for your own use.
      Wealth: 50 extra Blue Domars.
      Skills: Language (own), Language (other), Persuade, Research, Teach, and choose five Knowledge or Science skills appropriate to the setting and related to your field of study.

    6. Shaman
      Description: You are a tribal magician, skilled in contacting the spirit world and lending advice and aid to your chieftain and the members of your tribe. You have secret knowledge, passed down from mentor to student.
      Wealth: No extra Blue Domars.
      Skills: Art (any), Insight, Knowledge (History), Language (Own), Listen, Perform (Rituals), Persuade, and two of the following as specialties, as appropriate to setting and concept: Craft (any), Fast Talk, First Aid, Hide, Knowledge (Anthropology), Medicine, Language (Other), Science (Pharmacy), or Status.

    7. Tribesman
      Description: Hailing from a primitive culture, you are an accepted member of a tribe, and are unfamiliar with most of the elements of civilization. You survive through hunting or foraging, and your world is a small one: your village and the surrounding environment.
      Wealth: No extra Blue Domars.
      Skills: Craft (any), Dodge, Grapple, Hide, Knowledge (Natural History), Spot, Throw, Track, and two of the following skills, as appropriate to setting: Brawl, Climb, First Aid, Listen, Jump, Melee Weapon (usually Spear or Club), Missile Weapon (Bow), Language (Other), Ride, Stealth, or Swim.

    These skill points represent what your character has learned in that profession, whether through training or on-the-job experience. As always, skill points are added to any skill points granted from previous steps and the skill’s base chance.
    Once all professional skill points have been allocated, multiply your character’s INT x 10 to create your character’s personal skill point pool. Spend these skill points on any skills you like. Add points spent on a skill to its base chance, profession bonuses (if any), professional skill point allocations, and skill category bonuses (if any). The total must not exceed the skill limit for game type set above. Skills which are based on a percentage of a stat, example, Language Own, are the only ones which can start greater than the maximum skill percentage listed above, but you should not add any extra skill points to those skills.
    Calculate the adjusted base chances for all character skills using the listed base chance, profession bonuses, and the optional skill category bonuses (if used). You might want to shift some points around at this time, but be sure to keep the professional skill points and personal skill points pools separate.


  8. This step is primarily cosmetic, and is not entirely necessary. You may now choose to determine your character’s height and weight, based on SIZ, as provided on “Defining a Character’s SIZ” table on page 26. You may use the optional “Distinctive Features” system, consult the chart on page 34-35. Note the features under your character’s name on the character sheet.

  9. Some characters are defined by what they have. Professions list beginning wealth levels and the Status skill can provide guidelines for what sort of equipment that your character might be able to lay hands upon. In most cases, your character will have in immediate possession:


    1. A complete set (or sets) of clothing appropriate to your character’s home environment and the setting of the campaign.

    2. An amount of pocket money and personal savings based on your character’s wealth level.

    3. A personal item showing some relation to your character’s family. This can be an heirloom, keepsake, or some trinket of little relative value but having some emotional connection.

    4. Any trade tools or equipment suitable to your character’s profession, if appropriate.

    5. Any weapon that your character has a skill of over 50% in, if appropriate.

    6. No specific rules for finances are provided; the suggested wealth for professions and the Status skill are the best guidelines for determining what items and monies your character begins play owning or having access to. The gamemaster should be able to help you describe this in an appropriate level of detail, and may have additional restrictions based on the requirements of the campaign and/or setting.

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Character Creation

The Verdale Monte - The Valley Of Life Johnprime