Starting Hero

**Table: Character Creation Order**
 Determine new**wealth** bonus ->spend money

Character's are Hero's that started as Ordinaries with unusually good stats until something special happened to them. That may be fate, luck, scientific or magical intervention, divine providence or just some strange series of events that the character was able to push through to become extortionary. In all cases, the player needs to set up the character to fit their desired style of play and be meaningful to the campaign. It is critical that the GM clearly communicate the type of campaign and review the characters made for completeness and relevance to the scenarios the players will face. The steps explained here will guide the player and GM through the process of character creation.

### Race

d20 Modern is built around humans being the dominate race for characters. There is, however, much provision for non-human Races. Players will need to consult with the GM about what races are available. Races may come from fantasy (i.e. elves and goblins), science fiction (i.e. aliens and genetic mutants), or even from the GM's and players' imagination. In any case, be sure to follow the description about how to make adjustments to the character for any given race. Normally this is in the form of altered Abilities, unique features (i.e. telepathy), and many more. Otherwise, these instruction will assume human as the race.

### Generate Ability Scores

Player Characters will start the game with all 6 scores determined either by the GM, or, more frequently, by a roll of the dice.

Roll 4d6  and drop the lowest. add the results together to create one score. repeat this until there are 6 scores. Now select which ability will get each of the scores. Once a score is matched to an ability, it cannot be used again.

GM:*Be vary careful with how divergent characters are when rolling for their scores. it is possible for one to end up with several 14+ scores while another has none above 13. To identify the balance between player characters, add each characters 6 scores together and compare the numbers to each character.*

*If one player is more than 5 points ahead of the others, they will have a significant advantage over the other players. It may be prudent to give all other players more points to spend on their abilities until all players are within 4 points of eachother.*

*If one character is more than 4 points behind the others, they will feel disadvantaged. It may be prudent to give them an additional 1d6  points to spread through their ability scores.*

### Classes

Classes title a character to explain their capabilities. Characters follow a "skill tree" of learning special abilities that are not available to characters in different classes. As a character progresses through the class level by level, they will get stronger abilities. However, characters will always start at level 1. If a campaign starts it's character's at a higher level than one, character creation will still need to level up one level at a time. There are some shortcuts to make building character's fast, especially NPC's, but only experienced players should use those shortcuts.

The first class of a character is special as they gain 4 times the normal "skills points" (explained later), the max value of their "hit die", and a starting feat (in d20 modern, all basic classes start with Simple Weapons Proficiency). A character can choose another basic class any time at level up, or an advanced class if they meet the prerequisites.

Don't forget to count up the Action Points.

### Occupations

Once a player has selected the starting class, they will choose an Occupations. This represent a character's past means of living/surviving. Sometimes this is a carrier or an education or sometimes this is just how they got along in a rough world. It provides class skills and feats beyond what the starting. It will also provide a wealth bonus.

### Feats, Skills, and Wealth

After selecting an occupation, the player will select a starting feat (2 feat if their race is human), spend their skill points, and finalize their talent selection from their class. GM's must ensure that players have only chosen feats that the character qualifies for (all prerequisites are fulfilled) and skill ranks do not exceed 4 (level+3) for level one characters.

### Wealth

After all else is settled, player's roll their Wealth score adding all the bonuses from their occupation, feats, and the Profession skill. Once they have a wealth score, they will need to spend their wealth for stating Gear.

### Finishing the Character

Things like the character's name, weight, height, eye/skin/hair color, and a background story.