Step 1: Generating Statistics

Refer to Chapter 2: Statistics

Your statistics represent your character’s natural abilities broken up into eleven areas (Agility, Channeling, Crafting, Fighting, Guard, Mechanical, Mental, Might, Persona, Thievery, and Vitality). The default method when determining what your starting statistics are is to roll a 1d4 for each statistic and distribute each roll into the statistic of your choosing. These statistics represent different aspects of your character and you can find information about each statistic here: Statistic Descriptions.   So, let’s say you rolled your 1d4 eleven times and got the following results: 2, 3, 4, 1, 3, 4, 2, 1, 3, 4, 2. You can allocate these results into whichever statistic you want. For this example, we will say you are creating a frontline fighter. This means you will want high fighting (attack), guard (defense), and might (added damage). Looking at the dice results, we have three fours, so it would be beneficial to put a four into each one of those statistics. Allocating those fours into their statistics uses them, and we cannot put them into a different statistic. From here, you would distribute your other roll results into your remaining statistics based on the type of character you are making. Don’t worry if you are not sure where to put them, as you can move them around to better fit your character design as much as you want during character creation. However, you cannot rearrange the results after character creation.  

Point Buy Method

Besides the default method for determining your starting statistics, there are two other methods. If you don’t want to use the default method, ask your game master if you can use one of the two different point-buy systems.
 
1. Point Buy
The first type of point-buy is starting with a static number of points. This method gives you twenty-five points to distribute to your statistics.  
2. Point Buy - Total Roll Result
The second type is taking the total of your roll results from the default method and using that total as your pool of points to distribute to your statistics. No matter which method you use, they cannot assign over four points per statistic. See What are Statistics? for more information.  

Character Design Examples

Taken from the statistics chapter the following examples of different character designs that can help you determine which statistics you will want to have higher than others.
 

Traditional RPG Classes

Bard

Channeling, Fighting, Mental, Persona, and Vitality (Optional: Thievery or Guard)

Cleric

Channeling, Fighting, Guard, Mental, Might, and Vitality

Monk

Agility, Fighting, Guard, Might, and Vitality (Optional: Mental)

Ranger

Channeling, Fighting, Guard, Mental, and Vitality (Optional: Crafting)

Rogue

Fighting, Guard, Mental, Thievery, and Vitality (Optional: Persona)

Warrior

Agility, Fighting, Guard, Might, and Vitality (Optional: Mental)

Wizard

Channeling, Mental, and Vitality (Optional: Crafting and Guard)

 

Non-Traditional RPG Classes

Diplomat

Mental, Persona, and Vitality (Optional: Channeling, Fighting, or Guard)

Gun Slinger

Guard, Mechanical, Mental, and Vitality (Optional: Might, Agility, or Crafting)

Inventor

Crafting, Mechanical, Mental, Might, and Vitality (Optional: Channeling)

Physician (No Magic)

Crafting, Mental, and Vitality (Optional: Fighting, Mechanical, and Might)

Spell Gun Slinger

Channeling, Fighting, Guard, Mechanical, Mental, and Vitality (Optional: Agility or Might)

Step Summary

Refer to Chapter 2: Statistics
Choose:
  • Roll 11d4 to get your statistic numbers and place the results in the statistics as is.
  • Roll 11d4 and total up the results to use with the point-buy system.
  • Use the point-buy system without rolling and distribute 25 points into your statistics.
The maximum a statistic can start at during this step is four.

Character Sheet Reference

Character Sheet Page 1 Reference


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