Book One · Characters · Chapter 1

Creating a
Character

Character points, the four basic attributes, derived statistics, encumbrance, build, wealth, rank, and the full creation checklist — everything to build a character from scratch.

Before You Build

GURPS has no classes, no levels, no predetermined path. You receive a point budget — typically 100–150 points for a starting adventurer — and a broad menu of options. That open slate is the system's greatest strength and its most common stumbling block for new players. The first instinct is to open the book and start reading through options. That's the hard way.

Three things to do before you spend a single point:

  1. Talk to your GM first. The GM's campaign answers critical questions: What's the setting and Tech Level? What point total? Are magic, psionics, or special powers available? Several sections of this chapter — Social Background, Wealth, Status, Rank — are entirely campaign-dependent. You might spend thirty minutes reading them and need none of it. Ask first.
  2. Start with a concept, not a shopping list. Write one sentence describing who the character is before you open any lists. "A wiry street thief who talks her way out of trouble." "An aging scholar with more magic than muscle." "A berserker who's survived on fury and luck." That sentence tells you which attributes matter, which you can safely lower, and which advantages will earn their cost. Every spending decision should serve the sentence.
  3. The rules are a menu, not a mandatory checklist. The Basic Set contains hundreds of advantages, hundreds of skills, and optional traits no single character will ever use. None of it is required. A functional character needs a concept, some attributes, a handful of key skills, and whatever advantages fit the build. Everything else is available if you want it — not obligatory.

Sections marked ◈ Campaign-Dependent below cover traits that may be irrelevant to your game entirely. They're complete here for reference — skip them until your GM confirms they apply.

Aldric Vane Sage  ·  Wizard  ·  TL 3 Renaissance Intellectual Extreme  ·  IQ-first build
Mira Ashfeld
Mira Ashfeld Warrior  ·  Scout  ·  TL 2 Medieval Fantasy Balanced Standard  ·  The baseline build
Vora krak-orm Berserker  ·  Raider  ·  TL 1 Iron Age Physical Extreme  ·  ST-first build

Three characters — each built on a different design philosophy — will guide every section of this chapter from concept to completed sheet. Aldric Vane tests the upper limits of raw intellect, Mira Ashfeld represents the balanced, grounded build most players reach for first, and Vora demonstrates what happens when physical capability becomes the sole priority. Together, on the same 150-point budget, they illustrate how the GURPS Basic Set rules produce entirely different characters from an identical foundation.

01

Character Points

Character points are the currency of character creation. Every ability has a listed cost. Abilities that improve your capabilities cost positive points; abilities that reduce them have a negative cost — they give points back to spend elsewhere. A character sheet is the record of every trade you made.

Remaining = Starting − Advantages − Skills + Disadvantages
e.g.: 100 (attrs) + 10 (secondary) − 30 (advantages) + 15 (disadv.) = 95 pts used, 55 remaining in a 150-pt game
Point Economy

Points are never destroyed — only traded. Buying ST 12 (+20 pts) and IQ 8 (−20 pts) costs exactly zero net points, yet creates a radically different character from ST 10 / IQ 10.

Starting Points & Power Level

Point TotalCharacter TypeNotes
Under 25Small children, animalsVery limited capability
25–50Ordinary civiliansMinimal adventuring ability
100–150Career adventurersMost common starting range
150–200Skilled veteransBroadly competent
250+Elite specialistsAbove-human capability
1,000+Godlike beingsBeyond normal play

The Core Mechanic — 3d6 Roll-Under

Almost every action that could fail resolves by rolling 3d6 and trying to roll equal to or under a target number — usually a skill level or attribute score. Lower is better. Three dice produce a bell curve: 10 and 11 are the most common results, while very high or very low rolls are rare.

SkillSuccess %Fail %ReadingMeaning
8 25%
75% 1-in-4 Desperate — skill check only when forced
10 50%
50% Coin flip Average, untrained — the free baseline
12 74%
26% 3-in-4 Trained professional — reliable under pressure
14 90%
10% 9-in-10 Expert — rarely fails routine tasks
16 98%
2% ~99-in-100 Master-class — fails only on a natural 17–18
The Bell Curve Effect

Going from skill 10 to 12 adds 24% success. Going from 14 to 16 adds only 8%. Each point matters more at the bottom than the top — which means don't neglect your weaknesses.

Disadvantage Limit

Hold disadvantages to 50% of starting points. In a 150-point game: no more than −75 pts. Campaign-mandated and racial template disadvantages are exempt.

02

Character Concept & Types

GURPS has no character classes. There is no pre-built list of roles to pick from — you purchase any combination of traits the GM permits. That freedom is deliberate, but it means the work of defining who your character is falls entirely on you before you touch the numbers.

The One-Sentence Rule

The most effective approach is concept first: write one sentence describing the character before opening any lists. That sentence becomes a filter — every spending decision either serves it or doesn't.

Try It Now

Before spending a single point, complete this: "My character is ___." Include a role, a personality hook, and optionally a setting note. "A disgraced knight who fights with her head as much as her sword." "A paranoid archivist who knows too much." "An overconfident pirate who's survived mostly by luck."

That sentence immediately tells you which attributes matter most, which you can safely lower, and which advantages will earn their cost. Anything that doesn't serve the sentence is a candidate to skip or deprioritise.

Three valid starting approaches exist — all work, choose what feels natural:

  • Concept first — describe the character in plain language, then find the mechanical expression. Recommended for new players. Aldric, Mira, and Vora below were all built this way.
  • Shopping first — browse ability lists and build a story around interesting combinations. Works well for experienced players exploring unusual builds.
  • Biography first — answer personal questions (where are you from, what do you do, what's your biggest flaw?) and let those answers guide spending. Good for roleplay-focused players.

Questions That Shape Your Build

Before committing to any numbers, run through these questions. Your answers translate directly into mechanical priorities:

QuestionIf Yes, Prioritise
Does your character fight at the front line?ST, DX, HT  ·  combat skills  ·  Combat Reflexes
Does your character talk, bluff, or negotiate?IQ  ·  Charisma, Voice  ·  social skills
Does your character use magic or psionics?IQ, FP  ·  Magery or Talent  ·  spell / power skills
Does your character sneak, scout, or investigate?DX, Per  ·  Stealth, Tracking, Search
Does your character support, heal, or protect others?IQ, HT  ·  First Aid, Diagnosis  ·  Empathy
Does your character rely on knowledge or technology?IQ  ·  Engineering, Expert Skills, Electronics

What Will You Do in a Fight?

Every campaign eventually has combat. Even a scholar, diplomat, or thief needs an answer to this before finalising their build — a character with no combat utility sits out scenes that take up significant table time.

You don't need to be a front-line fighter. Options for non-combatants include: using ranged attacks from safety, providing cover or distraction, applying first aid between exchanges, using Tactics or Leadership to direct others, or simply having enough basic weapon skill to survive one exchange. At minimum, every character should have one combat-relevant option.

Generalist vs. Specialist

A specialist concentrates points for excellence in one area — Vora's physical dominance, or Aldric's intellect. They're exceptional at their focus but limited elsewhere. A generalist spreads points for breadth, contributing in many situations without being the best at any one thing. Mira is the generalist of the three.

Neither is wrong. One practical constraint: a 150-point character cannot be excellent at everything. Choosing not to invest in something is an active decision, not a mistake — the points you don't spend on ST go somewhere more important to the concept.

The Disadvantage Trap

Disadvantages return points — which makes them tempting to stack. The trap is taking flaws you don't intend to roleplay. A disadvantage that never comes up gains you nothing and costs you the story that would make it worthwhile. A good disadvantage is one your character would genuinely have — one that will come up regularly and create interesting situations when it does.

The 50% limit exists so you can't fund an entire build off flaws. In a 150-pt game: no more than −75 pts from disadvantages. Campaign-mandated and racial template disadvantages don't count toward the cap.

Common Archetypes

Starting frameworks — treat them as a concept anchor, not a constraint. Mix freely.

ArchetypeKey AttributesEssential Traits
WarriorHigh ST, DX, HTCombat Reflexes, Hard to Kill; combat skills
ScoutBalanced; high PerAbsolute Direction; Survival, Navigation, Tracking
SneakHigh DX & IQ; good PerNight Vision, High Manual Dex.; Stealth, Lockpicking
MouthpieceHigh IQCharisma, Voice; Fast-Talk, Merchant, Carousing
SageVery high IQEidetic Memory, Language Talent; Expert Skills, Research
TinkererHigh IQ; useful DXGadgeteer, High TL; Engineering, Electronics
WizardHigh IQ; extra FPMagery; as many spells as affordable
SpecialistHigh in relevant attr.Talent; one skill at 18+
Jack-of-All-TradesHigh DX & IQVersatile; 1–2 skills from every category
ExoticRacial template baseRacial / supernatural advantages; fewer mundane skills

These three characters will follow us through every section of Chapter 1, each making different choices. Switch between them to see how the same rules produce entirely different builds.

Sage / Wizard — TL 3 Renaissance — 150 pts

Aldric Vane spent thirty years as a lecturer in natural philosophy at the University of Aldenmoor. At 58 he is thin, slightly stooped, with ink-stained fingers and the permanently distracted expression of a man doing mental arithmetic during other conversations. His former students remember him for two things: the sharpest mind they ever encountered, and his spectacular inability to remember their names.

He has identified four new astronomical bodies, written the definitive treatise on sympathetic resonance, and twice located the lost tomb of the Mage-Kings using nothing but a library, a set of brass instruments, and what he insists was "obvious deduction." He takes magic seriously as a branch of natural philosophy — he resents the word "wizard" almost as much as he resents being expected to run anywhere.

Every point goes to IQ first. He builds from the inside out: a towering intellect with a body that gets in the way. Physical stats are an inconvenience he works around, not a resource he invests in.

Budget:
0 / 150 pts
Warrior / Scout — TL 2 Medieval Fantasy — 150 pts

Mira Ashfeld served nine years as a city guard sergeant in the merchant quarter of Calder's Rest before walking away mid-shift when her captain accepted a bribe to look the other way during a warehouse fire with workers still inside. She doesn't talk about whether anyone survived. What she talks about — when she talks at all — is the job in front of her.

She is methodical, direct, and constitutionally unable to leave trouble alone when she spots it. She has a scar along her jaw from a brawl she finished in under six seconds, and a habit of scanning exit routes before she settles her eyes on a person. Three mercenary companies have tried to promote her to command; she's declined all three. She works better when she knows every person in her unit personally.

Mira's build is the baseline. Solid across the board — DX and HT for fighting endurance, Perception sharper than her IQ baseline, enough ST to matter. She is the reference point the other two diverge from.

Budget:
0 / 150 pts
Mira Ashfeld
Berserker / Raider — TL 1 Iron Age — 150 pts

Vora does not have a surname. In the clan-holds of the Northern Shore, you earn a kenning or you die unnamed, and Vora's is Krak-orm — Bone-breaker — given by the survivors of a river crossing gone wrong, where she held a ford alone for long enough that it shouldn't have been possible. She was twenty-two. She'd been fighting since she was fourteen.

She is enormous by any era's standards: wide-shouldered, rawboned, built like a siege weapon that has learned to walk. She is not stupid — she understands tactics, reads a battlefield quickly, and remembers faces — but book-learning is as foreign to her as a quiet room. She finds other people's emotions difficult to parse and doesn't particularly try. Kindness and cruelty are roughly equivalent abstractions to her; what matters is loyalty, and she is ferociously loyal to those who have earned it.

Vora is the opposite end from Aldric. Nearly every point buys physical capability. IQ is deliberately low — she sees the points as better spent elsewhere, and the GM will back that up every session. She hits things very hard and is very hard to stop.

Budget:
0 / 150 pts
03

Creation Checklist

Start with Basic Attributes — everything derives from them. After that, order is flexible; begin wherever your concept is strongest.

  • Basic Attributes — ST, DX, IQ, HT. Foundation for all other numbers.
  • Secondary Characteristics — HP, FP, Will, Per, Basic Speed, Basic Move, Dodge. Most default free from attributes.
  • Build, Age & Appearance — Height, weight, size modifier, optional build traits, aging, looks.
  • Social Background — Tech Level, languages, cultural familiarity.
  • Wealth & Influence — Wealth level, Status, Rank, Reputation, Privilege.
  • Friends & Foes — Allies, Contacts, Dependents, Enemies, Patrons.
  • Advantages (Ch. 2) — Talents, powers, social benefits. Add Perks (1 pt) for colour.
  • Disadvantages (Ch. 3) — Flaws that return points. Add Quirks (−1 pt) for personality.
  • Skills (Ch. 4) — What your character can actually do. Usually where remaining points land.
04

The Four Basic Attributes

A score of 10 is free — the human average. Higher scores cost points; lower scores return them. Normal humans cluster at 8–12. Scores above 20 are possible but ask the GM first; ST routinely exceeds 20 for large creatures.

ST
Strength
±10 pts/level
Physical power and bulk. Lifting capacity scales as ST² — ST 14 lifts roughly twice what ST 10 can. Open-ended; large creatures easily exceed ST 20.
BL = ST²÷5 lbs  ·  Thrust & Swing dmg  ·  HP (default = ST)
DX
Dexterity
±20 pts/level
Agility, coordination, fine motor control. Governs most athletic, combat, and vehicle skills. Costs double ST or HT because each level simultaneously raises the base of dozens of physical and combat skills — one point of DX is worth more than one point of almost anything else.
Basic Speed = (DX+HT)÷4  ·  physical & combat skills
IQ
Intelligence
±20 pts/level
Brainpower, creativity, intuition, memory, sanity, willpower. Controls all mental, social, and magic skills. Costs double ST or HT because it raises all related skills simultaneously and sets Will and Per for free — Aldric's IQ 16 gives him Will 16 and Per 16 at no extra cost.
Will (default = IQ)  ·  Per (default = IQ)  ·  mental skills
HT
Health
±10 pts/level
Energy, vitality, stamina. Resistance to poison, disease, radiation. Governs how long you fight and how well you recover from injury.
FP (default = HT)  ·  Basic Speed = (DX+HT)÷4  ·  recovery rolls
DX & IQ Cost Double

ST and HT cost 10 pts/level. DX and IQ cost 20 pts/level because each level lifts every related skill simultaneously. In a 150-pt game, spending 100+ on IQ alone (Aldric) is viable — but leaves almost nothing for skills without clever disadvantage choices.

Attributes
ST8−20 pts
DX100 pts
IQ16120 pts
HT100 pts

IQ 16 costs 120 points alone — the largest single attribute investment of any character in this series. ST 8 returns 20 to partially offset it. The tradeoff is visible immediately: Will 16 and Per 16 come free with the IQ purchase, which makes the investment more efficient than it looks. He is physically below average and relies entirely on staying out of harm's way.

Budget:
100 / 150 pts
Attributes
ST1110 pts
DX1360 pts
IQ1120 pts
HT1220 pts

DX 13 is the priority — it touches every combat and athletic skill on the sheet simultaneously. HT 12 adds injury endurance and FP. IQ 11 reflects sharper practical intelligence than the street average without being a defining trait. No cheap attribute scores; she's a well-rounded professional with a solid baseline across the board.

Budget:
110 / 150 pts
Attributes
ST1660 pts
DX1240 pts
IQ8−40 pts
HT1440 pts

IQ 8 returns 40 points — which funds ST 16 almost entirely on its own. HT 14 gives her extraordinary endurance and injury recovery. The result is a character who hits with 2d thrust and 3d+2 swing, shrugs off wounds that would incapacitate others, and needs to be reminded how many gold coins are in a stack. She does not consider this a bad trade.

Budget:
100 / 150 pts
05

Attribute Scale

For humans, each score carries concrete meaning. For non-humans, each point above or below racial norm represents a 10% deviation.

6 or lessCripplingSeverely constrains daily life. GMs may restrict this for active adventurers.
7PoorLimitations immediately obvious. Lowest score that passes for "able-bodied."
8–9Below AverageLimiting but within human norm. Playable for most character types.
10AverageMost humans function fine here. The free baseline — unremarkable by design.
11–12Above AverageSuperior but within human norm. A noticeable edge in relevant situations.
13–14ExceptionalImmediately apparent — bulging muscles, feline grace, sharp wit, glowing health.
15+AmazingDraws constant comment. Defines career and reputation. Very few humans reach this naturally.
06

Secondary Characteristics

Calculated from basic attributes. Each can be adjusted independently at the listed cost without touching the underlying attribute. HP loss does not reduce ST; they are tracked separately.

Hit Points (HP)±2 pts / ±1 HP
HP = ST
  • Physical durability.
  • Lose ⅓ of HP in one second: Knockdown check
  • Reach 0 HP: Unconscious
  • Reach −HP: Death checks begin
  • Limit: ±30% of ST (round to nearest)
Will±5 pts / ±1
Will = IQ
  • Psychological resilience.
  • Resists: fear, hypnosis, interrogation
  • Used for: mind control & terror rolls
  • Max: 20  ·  Floor: no more than −4 below IQ
Perception (Per)±5 pts / ±1
Per = IQ
  • General alertness & awareness.
  • GM rolls vs. Per for Sense checks
  • Spotting hidden foes, noticing details
  • Max: 20  ·  Floor: no more than −4 below IQ
Fatigue Points (FP)±3 pts / ±1 FP
FP = HT
  • Energy supply.
  • Spent by: sprinting, spells, disease, missed sleep
  • At ½ FP: halved Speed & ST
  • Reach 0 FP: Collapse (unconscious)
Basic Speed±5 pts / ±0.25
(DX + HT) ÷ 4
  • Reflexes & initiative.
  • Do not round — 5.25 beats 5.00
  • Higher Speed acts first in combat
  • Base for Dodge and Basic Move
Basic Move±5 pts / ±1 yd/s
Basic Speed, drop fractions
  • Ground speed in yards/second.
  • Average human: Move 5
  • Reduced by Encumbrance level
  • Sprint = Move × 1.2 (round down)
DodgeDerived (no direct cost)
Basic Speed + 3, drop fractions
  • Active defense vs. attacks.
  • Roll 3d ≤ Dodge to sidestep
  • −1 per Encumbrance level
  • Can be attempted once per attack
Basic Lift (BL)Raise ST to increase
ST² ÷ 5 lbs.
  • Max one-handed overhead lift.
  • Sets all Encumbrance thresholds
  • Two-handed carry: up to 2× BL
  • Max carry (X-Heavy): 10× BL
Worked Example — The Basic Speed Chain

Mira has DX 13 and HT 12. Basic Speed = (13 + 12) ÷ 4 = 6.25. Drop the fraction → Basic Move 6. Add 3 → Dodge 9 (before encumbrance). Keep the .25 on the sheet — Speed 6.25 acts before Speed 6.00 when combat initiative is tied.

Vora: (12 + 14) ÷ 4 = 6.50 → Move 6, Dodge 9. Same Move and Dodge as Mira, but higher Speed means Vora acts first in a tie. Aldric: (10 + 10) ÷ 4 = 5.00 → Move 5, Dodge 8. Still slower than the fighters — which is exactly why he shouldn't be in melee range.

To buy up Speed: each +0.25 costs 5 pts. Usually better to raise DX or HT instead — they do more work per point.

When to Buy Direct

+1 IQ (20 pts) raises every IQ skill, Will, and Per simultaneously.

+1 Will (5 pts) raises only Will.

Buy the attribute for a broad sweep; buy the stat directly when you need a single targeted improvement.

Secondary Characteristics
From Attributes:
ST 8 DX 10 IQ 16 HT 10
HP8default
Will16free!
Per14−10 pts
FP10default
Spd5.00default
Move5default
Dodge8default
BL13 lbfrom ST

IQ 16 delivers Will 16 entirely for free — a remarkable dividend. One secondary adjustment: Per sold down 2 levels [−10 pts] to Per 14; Aldric is observant enough but not hypervigilant. FP 10 defaults from HT 10 — enough for a mage. Dodge 8 and Move 5 keep him average, but he still shouldn't be in melee.

Budget:
90 / 150 pts
Secondary Characteristics
From Attributes:
ST 11 DX 13 IQ 11 HT 12
HP12+2 pts
Will11default
Per13+10 pts
FP12default
Spd6.25default
Move6default
Dodge9default
BL24 lbfrom ST

Two secondary purchases: HP +1 [2 pts] for HP 12 (one extra hit matters in a knife fight) and Per +2 [10 pts]. Years of garrison work in the city's lower quarter sharpened her instincts well past the IQ-11 baseline — she spots the tail before she knows she's looking for one. Speed (13+12)÷4 = 6.25 → Move 6, Dodge 9.

Budget:
122 / 150 pts
Secondary Characteristics
From Attributes:
ST 16 DX 12 IQ 8 HT 14
HP18+4 pts
Will9+5 pts
Per8default
FP14default
Spd6.50default
Move6default
Dodge9default
BL51 lbfrom ST

Two secondary purchases: HP +2 [4 pts] for HP 18 and Will +1 [5 pts] to Will 9. A berserker with HP 18 is nearly impossible to put down before she's finished. The sliver of extra Will helps resist fear and some mind-control effects — she still fails most, but not all. Per 8 defaults from IQ 8; she notices what's directly in front of her, not much else.

Budget:
109 / 150 pts
07

Damage Table

ST determines Thrust (thr) and Swing (sw) damage. Thrust covers punches, stabs, thrusting weapons. Swing covers axes, clubs, swords used to cut or bash. Weapons apply their own modifiers on top. Record as thr/sw; e.g. ST 12 → 1d-1 / 1d+2.

STThrustSwing
1–21d-61d-5
3–41d-51d-4
5–61d-41d-3
7–81d-31d-2
91d-21d-1
101d-21d
111d-11d+1
121d-11d+2
131d2d-1
141d2d
151d+12d+1
161d+12d+2
171d+23d-1
181d+23d
192d-13d+1
202d-13d+2
212d4d-1
222d4d
232d+14d+1
242d+14d+2
252d+25d-1
STThrustSwing
262d+25d
27–283d-15d+1
29–303d5d+2
31–323d+16d-1
33–343d+26d
35–364d-16d+1
37–384d6d+2
39–404d+17d-1
455d7d+1
505d+28d-1
556d8d+1
607d-19d
657d+19d+2
708d10d
758d+210d+2
809d11d
9010d12d
10011d13d
100++1d per 10 ST above 100
08

Encumbrance & Move

Five levels (0–4) penalise Move and Dodge when carried weight exceeds Basic Lift thresholds. The level number is also a direct penalty to Climbing, Stealth, and Swimming rolls.

0None≤1×BLMove ×1.0Dodge ±0
1Light≤2×BLMove ×0.8Dodge −1
2Medium≤3×BLMove ×0.6Dodge −2
3Heavy≤6×BLMove ×0.4Dodge −3
4X-Heavy≤10×BLMove ×0.2Dodge −4
STBL (lbs.)None (0)Light (1)Medium (2)Heavy (3)X-Heavy (4)
8–913–1613–1626–3239–4878–96130–160
10–1120–2420–2440–4860–72120–144200–240
1229295887174290
13–1434–3934–3968–78102–117204–234340–390
165151102153307512
09

Build & Size

Campaign-Dependent

For most characters, this section takes one minute: note your approximate height, weight, and Size Modifier (almost certainly SM 0 for a human-sized character). Build modifiers — Skinny, Overweight, Fat — are optional purchases with minor mechanical effects. Average weight for your ST costs nothing and is the free default. Only buy a build modifier if the mechanical effect or roleplay significance genuinely fits your concept.

Build is a voluntary trait purchase — falling within a weight range doesn't force a build choice.

BuildCostApprox. WeightMechanical Effects
Skinny−5 pts≈2/3 avg.−2 ST vs. knockback; −2 Disguise/Shadowing; HT max 14
Average0 ptsNormalNo modifier
Overweight−1 pt≈130%−1 Disguise; +1 Swimming; +1 ST vs. knockback
Fat−3 pts≈150%−2 Disguise; +3 Swimming; +2 ST vs. knockback; HT max 15
Very Fat−5 pts≈200%−3 Disguise; +5 Swimming; +3 ST vs. knockback; HT max 13

Size Modifier (SM)

SM rates your most significant dimension. Positive SM means a larger target (easier to hit in combat), but ST and HP cost less.

Longest DimensionSMLongest DimensionSM
0.7 yd (2')−31 yd (3')−2
1.5 yd (4.5')−12 yd (6') — human avg.0
3 yd (9')+15 yd (15')+2
7 yd (21')+310 yd (30')+4
10

Age & Appearance

Campaign-Dependent

Age is mostly a number on the sheet. Mechanical aging effects only kick in at the extremes — most adventurers are working adults and age is purely flavour. Appearance as a purchasable mechanical trait (Attractive, Beautiful, Ugly, etc.) is an Advantage covered in Chapter 2. For now: pick an age that fits your concept and note what the character looks like. That's it unless your GM's campaign specifically tracks aging or reaction-roll appearance modifiers.

Choose any age within your race's lifespan. Aging rolls begin at 50 for humans and occur every ten years thereafter (more frequent with poor HT). Each failed aging roll reduces one attribute by 1.

Appearance

Appearance LevelCostReaction Modifier
Horrific−24 pts−6
Monstrous−20 pts−5
Hideous−16 pts−4
Ugly−8 pts−2
Unattractive−4 pts−1
Average0 pts±0
Attractive4 pts+1
Handsome / Beautiful12 pts+4 (opp. sex) / +2 (same sex)
Very Handsome / Beautiful16 pts+6 / +2 — may draw unwanted attention
Transcendent20 pts+6 / +2 — unearthly beauty
Build & Appearance

Average build (0 pts), 5'9", ~155 lbs, SM 0. Average appearance (0 pts). Spectacles, ink-stained fingers, the permanently distracted expression of a man who is thinking about something more interesting than the room he's in. No reaction modifier — he reads as harmless and forgettable, which has occasionally saved his life.

Age 58. Aging rolls have already begun (they start at 50). None have failed yet. His player notes this explicitly — each session after a long expedition, there's a small chance of losing a point somewhere. Aldric has learned to take care of himself because no one else will.

Budget:
90 / 150 pts (unchanged)
Build & Appearance

Average build (0 pts), 5'7", ~145 lbs, SM 0. Average appearance (0 pts). A scar along her jaw from a bar fight she ended in six seconds. Eyes that settle on exits before faces. She considered spending 4 points on Attractive for the +1 reaction bonus — a professional investment, not a vanity — but decided those points were more useful in Chapter 4 as combat skills.

Age 28. No aging concerns — rolls begin at 50, and she has no intention of reaching 50 at a desk.

Budget:
122 / 150 pts (unchanged)
Build & Appearance

Average build (0 pts). Wide-shouldered and rawboned, the kind of build that makes armourers recalculate and blacksmiths reassess. 6'1", ~210 lbs, SM 0. She considered Overweight for the +1 ST vs. knockback, but she's already at the disadvantage cap — no room left.

Average appearance (0 pts). She is memorable — imposingly so — but not beautiful or hideous. People remember her because of what she does in a fight, not how she looks before it.

Age 24. Has packed more violence into those 24 years than most veterans see in a lifetime.

Budget:
109 / 150 pts (unchanged)
11

Social Background

Campaign-Dependent

Tech Level is set by the GM's campaign — you just record it. Your native language is free (0 pts). Extra languages cost 1–6 pts each and are only worth buying if the campaign actually uses them. Cultural familiarity is typically assumed for your home culture. In a straightforward campaign, this section takes 30 seconds: write down TL and your native tongue, then move on.

Tech Level (TL)

TLEraStarting WealthRepresentative Tech
1Bronze / Iron Age$500Metal weapons, sailing ships, writing
2Medieval (600 AD+)$750Crossbows, castles, plate armour
3Renaissance (1450+)$1,000Early firearms, printing press
4Age of Sail$2,000Black-powder firearms, ocean trade
5Industrial (1730+)$5,000Steam power, rifled guns
6–7Early Modern$10–15kTanks, aircraft, nuclear weapons
8Digital Age (1980+)$20,000Internet, precision weapons, AI
9–12Future$30k+Cybernetics, nanotech, contragravity

Languages

ProficiencySpokenWrittenCombined
Broken1 pt1 pt2 pts
Accented2 pts2 pts4 pts
Native3 pts3 pts6 pts (first language free)
Social Background

TL 3. Latin (Native) — the academic lingua franca [0 pts]. A scholar who reads primary sources needs several languages: French, Accented [4 pts]; Italian, Accented [4 pts]; Greek, Broken spoken only [1 pt] for classical references. Total language investment: 9 pts.

Languages are one of the most efficient ways to give a character intellectual breadth without buying skills. Each language opens up entire categories of information and NPC interactions.

Budget:
99 / 150 pts
Social Background

TL 2. Common tongue, Native [0 pts]. Thieves' Cant, Broken spoken [1 pt] — years of garrison work in the lower city bought her enough slang to read a situation, not enough to fool a native speaker. She can signal contacts, read graffiti, and understand rough whispers. That's all she's ever needed it for.

Budget:
123 / 150 pts
Social Background

TL 1. Norse (Native) [0 pts]. Frankish, Broken spoken [1 pt] — enough to trade, threaten, and demand surrender. The Northern Shore clans raid Frankish river towns regularly; Vora picked up the important words first. She can't write any language; Illiteracy is a disadvantage she'll take in the next section, but the concept of writing strikes her as unnecessary regardless. Sagas are spoken.

Budget:
110 / 150 pts
12

Wealth

Campaign-Dependent

If your GM isn't tracking money carefully — or starts everyone at the same baseline — this section costs 0 points and takes five seconds. Average Wealth is the free default. Only deviate if your concept specifically calls for it (a penniless wanderer, a merchant lord) and the GM confirms wealth is meaningful in the campaign. In dungeon-delve or action-focused games, Wealth is often irrelevant.

Wealth is relative to the campaign's TL. "Average" costs 0 points. The dollar figures below reference TL 8 ($20,000 average); the GM scales for other eras.

LevelCostStarting $ (TL8)Lifestyle
Dead Broke−25 pts$0No job, no assets, only the clothes worn
Poor−15 pts$4,000Menial work only; no well-paying jobs available
Struggling−10 pts$8,000Any job open; doesn't pay well
Average0 pts$20,000Comfortable working or middle-class life
Comfortable10 pts$40,000Works for a living; better lifestyle than most
Wealthy20 pts$100,000Lives very well
Very Wealthy30 pts$400,000Significant personal fortune
Filthy Rich50 pts$2,000,000Buys almost anything without considering cost
13

Status, Rank & Reputation

Campaign-Dependent

These three systems are highly campaign-dependent. In a dungeon-crawling or combat-focused game, Status, Rank, and Reputation may never come up at all. In a political intrigue, courtly drama, or military campaign, they can be central to every session. Ask your GM whether any of these matter before spending points here. Status 0 and Rank 0 are both free defaults — you only spend points if you're buying above or below the baseline.

Three systems cover formally recognised social standing. They are independent and can coexist.

Status

StatusCostSocial Position
−2−10 ptsSerf, slave — always treated badly by higher-Status NPCs
−1−5 ptsMenial, outcast
00 ptsFreeman, ordinary citizen — free baseline
1–25–10 ptsRespected professional, knight, gentry
3–515–25 ptsBaron through great prince; +3 to +5 reactions from inferiors
6–830–40 ptsKing through god-king; transcends normal social rules

Rank & Reputation

SystemCostEffect
Rank (coexists with Status)5 pts/levelRank 2–4: +1 Status; Rank 5–7: +2; Rank 8+: +3
Rank (replaces Status)10 pts/levelFull Status equivalent — theocracies, strict meritocracies
Courtesy Rank1 pt/levelTitle only — no command authority, no maintenance cost
Reputation +420 pts baseMultiply by: group size (×1/3 to ×1), frequency (×1/3 to ×1)
Reputation +1 to +35–15 pts base
Reputation −1 to −4−5 pts / −1 per −1
Wealth, Status & Disadvantages

Comfortable [+10 pts]. An established scholar with modest investments — enough to maintain a respectable study and fund research. Status 1 [+5 pts] — respected academics hold minor gentry standing in Renaissance society; the title opens doors he couldn't otherwise enter.

Disadvantages: Absent-Minded [−15] — forgets mundane obligations, misplaces equipment, doesn't notice the building is on fire. Bad Sight (nearsighted, correctable) [−10] — without spectacles, ranged penalties are severe. Low Pain Threshold [−10] — fails HT rolls under stress more easily. Stubbornness [−5] — once convinced of something, extremely hard to budge. Sense of Duty (Colleagues) [−5] — cannot leave academic allies in danger. Plain Appearance [−1]. 3 Quirks [−3]. −49 pts returned.

Budget:
65 / 150 pts
Wealth, Status & Disadvantages

Average wealth (0 pts). Status 0 (0 pts). A working mercenary — not poor, but no fortune. No Rank; she left the garrison before earning formal rank beyond sergeant.

Disadvantages: Code of Honor (Soldier's) [−10] — will not attack from behind, will not abandon wounded comrades, expects the same from those she serves with. Sense of Duty (Companions) [−5] — fundamental to how she operates. Overconfidence/12 [−5] — regularly underestimates what she's walking into. Stubbornness [−5]. Intolerance (Corrupt Officials) [−5] — this gets her into trouble in political settings. 3 Quirks [−3]. −33 pts returned.

Budget:
90 / 150 pts
Wealth, Status & Disadvantages

Struggling [−10 pts]. Raiders don't accumulate lasting wealth; what's taken is spent, shared, or lost. Status 0 (0 pts). Chieftain's warrior by standing, not a landowner or titled noble.

Disadvantages: Berserk/12 [−10] — in close combat she may enter a berserk state, attacking the nearest target regardless of friend or foe. Bad Temper/12 [−10] — insults and provocations demand immediate response. Impulsiveness/12 [−10] — acts first, considers consequences later. Social Stigma: Savage [−5] — most settled cultures treat her as a barbarian regardless of her actions. Illiteracy [−3]. 2 Quirks [−2]. −50 pts returned (incl. Wealth — at the disadvantage cap).

Budget:
60 / 150 pts
14

Chapter 1 Character Sheets

These sheets show only the decisions made in Chapter 1. Forward links mark the sections covering Advantages, Skills, and Spells — they haven't been spent yet. The budget line at the bottom of each sheet shows what remains.

Aldric Vane 150 pts  ·  TL 3 Renaissance  ·  Intellectual Extreme
Sage / Wizard. Retired natural philosopher, age 58. Brilliant, absent-minded, constitutionally incapable of ignoring an interesting problem.
Basic Attributes — 100 pts net
ST8−20 pts
DX100 pts
IQ16120 pts
HT100 pts
Secondary Characteristics — −10 pts
HP8default
Will16free!
Per14−10 pts
FP10default
Speed5.00default
Move5default
Dodge8default
BL13 lbfrom ST

thr 1d-3 / sw 1d-2  —  Enc. 0 (robes, staff, satchel of books ~10 lbs). Dodge 8 — stay out of melee.

Physical & Social — 24 pts
Age 58Average · 5'9" · ~155 lb · SM 0 TL 3Latin (Native) [0] French (Accented) [4]Italian (Accented) [4] Greek (Broken) [1] Comfortable Wealth [+10]Status 1 [+5]
Disadvantages — −49 pts returned
Absent-Minded [−15] Bad Sight (correctable) [−10] Low Pain Threshold [−10] Stubbornness [−5] Sense of Duty: Colleagues [−5] Plain Appearance [−1] 3 Quirks [−3]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Magery 3, Eidetic Memory planned→ Ch. 2
Skills & Spells — not yet spent
SkillsCovered in Chapter 4→ Ch. 4
SpellsCovered in Chapter 5→ Ch. 5
Attributes           100 pts  (IQ 120 − ST −20)
Secondary (Per 14) −10 pts
Languages           +9 pts
Comfortable Wealth  +10 pts
Status 1             +5 pts
Disadvantages       −49 pts
────────────────────────────
Ch. 1 total          65 / 150  ·  85 pts remaining for Magery 3 + Eidetic Memory + Skills + Spells
Mira Ashfeld
Mira Ashfeld 150 pts  ·  TL 2 Medieval Fantasy  ·  Balanced Standard
Warrior / Scout. Former city guard sergeant. Disciplined, direct, fiercely loyal to those who earn it.
Basic Attributes — 110 pts
ST1110 pts
DX1360 pts
IQ1120 pts
HT1220 pts
Secondary Characteristics — +12 pts
HP12+2 pts
Will11default
Per13+10 pts
FP12default
Speed6.25default
Move6default
Dodge9default
BL24 lbfrom ST

thr 1d-1 / sw 1d+1  —  Enc. 1 Light with standard load (Move 4, Dodge 8)

Physical & Social — 1 pt
Age 28Average · 5'7" · ~145 lb · SM 0 TL 2Common (Native) [0] Thieves' Cant (Broken spoken) [1] Average Wealth [0]Status 0
Disadvantages — −33 pts returned
Code of Honor: Soldier's [−10] Sense of Duty: Companions [−5] Overconfidence/12 [−5] Stubbornness [−5] Intolerance: Corrupt Officials [−5] 3 Quirks [−3]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Combat Reflexes, High Pain Threshold planned→ Ch. 2
Skills — not yet spent
SkillsCovered in Chapter 4 — Broadsword, Stealth, Streetwise planned→ Ch. 4
Attributes         110 pts
Secondary (HP+Per) +12 pts
Language          +1 pt
Disadvantages    −33 pts
────────────────────────────
Ch. 1 total         90 / 150  ·  60 pts remaining for Advantages + Skills
Vora krak-orm 150 pts  ·  TL 1 Iron Age  ·  Physical Extreme
Berserker / Raider. Iron Age warrior, age 24. Enormous physical capability, simple loyalties, terrifying in a fight and difficult to stop.
Basic Attributes — 100 pts net
ST1660 pts
DX1240 pts
IQ8−40 pts
HT1440 pts
Secondary Characteristics — +9 pts
HP18+4 pts
Will9+5 pts
Per8default
FP14default
Speed6.50default
Move6default
Dodge9default
BL51 lbfrom ST

thr 2d / sw 3d+2  —  Enc. 1 Light in full war-kit (Move 5, Dodge 8). BL 51 lbs carries most loads easily.

Physical & Social — −9 pts net
Age 24Average build · 6'1" · ~210 lb · SM 0 TL 1Norse (Native) [0] Frankish (Broken spoken) [1] Struggling [−10]Status 0
Disadvantages — −40 pts returned
Berserk/12 [−10] Bad Temper/12 [−10] Impulsiveness/12 [−10] Social Stigma: Savage [−5] Illiteracy [−3] 2 Quirks [−2]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Very Fit, HPT, Hard to Kill, Fearlessness planned→ Ch. 2
Skills — not yet spent
SkillsCovered in Chapter 4 — Axe/Mace, Brawling, Survival planned→ Ch. 4
Attributes           100 pts  (ST 60 + DX 40 − IQ −40 + HT 40)
Secondary (HP+Will) +9 pts
Language            +1 pt
Struggling Wealth   −10 pts
Disadvantages       −40 pts
────────────────────────────
Ch. 1 total           60 / 150  ·  90 pts remaining for Advantages + Combat Skills