Character Creation

1. Choose a race
2. Generate characteristics by using table 2-1 and 2-2 below this list
	1. Shallya’s Mercy - You may replace one of the results rolled for Main profile characteristic value with an 11
3. Roll twice on your race's Starting career table and pick one of those careers
4. Copy down your classes skills and talents.
5. If a skill lists "or" you select one of the skills or talents.
6. 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
7. 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).
8. Next copy down your careers advance scheme onto your character profile
9. 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
	1. 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
10. Below this list is the tables used for character generation and explanation of the characteristics.
11. In addition background tables can be used to help flesh out your character.

\*\* Strength and Toughness bonus equals the first digit of their corresponding score

2-2 Starting Wounds
 4-6
 7-9
 10

2-3 Starting Fate Points
 5-7
 8-10

## 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.