Character Creation

# Choose a race
# Generate characteristics by using table 2-1 and 2-2 below this list
## Shallya’s Mercy - You may replace one of the results rolled for Main profile characteristic value with an 11
# Roll twice on your race's Starting career table and pick one of those careers
# Copy down your classes skills and talents.
# If a skill lists "or" you select one of the skills or talents.
# If your race and class give you the same skill you gain mastery on that skill a +10 bonus to the skill and is explained more in the skills section of this wiki
# The careers also gives a list of trappings which you begin play with. All characters regardless of career starts with Common clothing consisting of a shirt, breeches, and worn boots, a tattered cloak, a dagger tucked in a boot or belt, a sling bag or a backpack containing a blanket, a wooden tankard, a wooden cutlery set, a hand weapon (axe, club, sword, etc.) and a purse holding 2d10 Gold Crowns (gc).
# Next copy down your careers advance scheme onto your character profile
# Every character gets a free advance which is a 5% increase on one of your main characteristic or a +1 increase on a secondary characteristic based on their advance scheme. *100 xp for career advances after receiving the free starting advance
## Mark the advance in some way such as putting a check mark next to the profile or on the back of the sheet mark down all advances
# Below this list is the tables used for character generation and explanation of the characteristics. 
# In addition background tables can be used to help flesh out your character.
Table 2-1: Characteristic Generation
Characteristic 	Dwarf 	Elf 	Halfling	Human
Weapon Skill (WS) 	30+2d10	20+2d10	10+2d10 	20+2d10
Ballistic Skill (BS)	20+2d10	30+2d10	30+2d10 	20+2d10
Strength (S) 	20+2d10	20+2d10	10+2d10 	20+2d10
Toughness (T) 	30+2d10	20+2d10	10+2d10 	20+2d10
Agility (Ag) 	10+2d10	30+2d10	30+2d10 	20+2d10
Intelligence (Int) 	20+2d10	20+2d10	20+2d10 	20+2d10
Will Power (WP) 	20+2d10	20+2d10	20+2d10 	20+2d10
Fellowship (Fel) 	10+2d10	20+2d10	30+2d10 	20+2d10
Attacks (A) 	1 	1 	1 	1
Wounds (W) 	2-2* 	2-2* 	2-2* 	2-2*
Strength Bonus (SB) 	** 	** 	** 	**
Toughness Bonus (TB)	** 	** 	** 	**
Movement (M) 	3 	5 	4 	4
Magic (Mag) 	0 	0 	0 	0
Insanity Points (IP)	0 	0 	0 	0
Fate Points (FP) 	2-3* 	2-3* 	2-3* 	2-3*
** Strength and Toughness bonus equals the first digit of their corresponding score
2-2 Starting Wounds
d10 Roll	Dwarf	Elf	Halfling	Human
1-3 	11 	9 	8 	10
4-6 	12 	10 	9 	11
7-9 	13 	11 	10 	12
10 	14 	12 	11 	13
2-3 Starting Fate Points
d10 Roll	Dwarf	Elf	Halfling	Human
1-4 	1 	1 	2 	2
5-7 	2 	2 	2 	3
8-10 	3 	2 	3 	3
== Characteristic explanation ==
=== Main Profile Characteristics ===
Weapon Skill (WS): This Characteristic represents your character’s skill in hand-to-hand combat, both with weapons and without.
Ballistic Skill (BS): This Characteristic represents your character’s skill with missile weapons, such as bows, crossbows, and pistols.
Strength (S): This Characteristic represents your character’s muscle and brawn.
Toughness (T): This Characteristic represents your character’s ability to withstand injury, disease, and poison.
Agility (Ag): This Characteristic represents physical quickness, manual dexterity and reaction speed.
Intelligence (Int): This Characteristic represents your character’s intellect, insight, and ability to reason.
Will Power (WP): This Characteristic represents your character’s mental toughness and resolve.
Fellowship (Fel): This Characteristic represents your character’s personal charisma and social skills.
=== Secondary Profile Characteristics ===
Attacks (A): This Characteristic represents the quickness of your character’s attacks. The number indicates the maximum number of attacks you can make in 10 seconds.
Wounds (W): This Characteristic represents your character’s general vitality. It indicates how much damage your character can suffer before becoming critically injured.
Strength Bonus (SB): This Characteristic, derived from Strength, is used when inflicting damage in melee combat.
Toughness Bonus (TB): This Characteristic, derived from Toughness, is used to resist damage.
Movement (M): This Characteristic represents your character’s base land speed. For move rates in and out of combat, see Chapter 6: Combat, Damage, and Movement.
Magic (Mag): This Characteristic represents your character’s magical power.
Insanity Points (IP): This characteristic represents the state of your character’s sanity. PCs begin with 0 Insanity Points but can gain them during play as a result of horrific experiences and grievous wounds. Your GM can tell you more about Insanity Points.
Fate Points (FP): This characteristic represents luck and, to a certain extent, your character’s destiny. Fate Points can be used to avoid certain death. Your GM can tell you more about Fate Points.