Character Creation and Advancement
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the Getting Started page.
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:
Anything in this box-like format will be instructions for editing the Character sheet.
What you need
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first:
- Dice! You need to get a d20 dice set. Here is a URL to help get you started Google Search for "d20 Dice Set"
- A Character Sheet. We have one for free here!
A Character Idea
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an "ideal" or "ridiculous" version of you.
There is no pressure to flesh out your character all at once. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out.
Consider asking yourself a few questions:
- What is your Character's alignment? Is your character good or evil? More on this on the Alignment page.
- What is your Character's dream, big objective, or end game?
- What is your Character's name?
- What is your Character's sex?
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. But Alignment/Name/Sex need to be recorded on your Character sheet for it to be complete.
Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, to the right of the "Future Path" title, is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. "Character Name," "Alignment," and "Player Name" (That's your name in case you lose your sheet at a group event or something). There are also fields for you to enter "Sex", "Weight", and "Height".
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.
Choose A Species
Visit the Species page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it's okay to play an alternate Species.
Species can affect the Character in two ways. They have Character Traits. These are mostly just for RP and concern the species' appearance. The more important effect is in the Bonus Traits. These directly affect the Character's stats or provide special abilities only available to that Species.
Editing Character Sheet: You can write your Species choice on your character sheet below the 'Character Class and Levels' section, which is directly below the 'Character Name' at the top right corner of the first page.
Species can also provide a Homeworld, but this is just a suggestion. The Player can choose their Character's homeworld and even make one up.
Speed
By default, a Character's default walk speed is 15ft, default combat speed is run at 30ft. Climbing and Swimming are both half that speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft, and Burrow is 5ft. A species may have a different speed or a Character Path. To learn more about movement speeds in combat, go to the Combat page.
Editing Character Sheet: To the right of the first page of the Character Sheet, there is the 'SPEED' section. There, you can record your tactical movement speeds.
Proficiency Levels
This goes over the default starting values of the Character's Proficiency Tree.
- Tech Proficiency
- While choosing a Species, you will notice that there is a 'Tech Level' Character Trait. This is the starting Tech Proficiency Level for a Character. To learn about how Tech Level affects a Character and how to utilize it, go here. To learn what each Tech Level represents for characters and their civilizations, go to here.
Editing Character Sheet: This is located on the first page near the top, just below the 'SPEED' section and 'Character Description and Background' box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character's Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they're associated with.
- Melee and Ranged Proficiency Levels
- By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.
- Armor Proficiency Levels
- This starts at 2. It is always two unless a Species or Character Classes changes it.
- Power Armor Levels
- This will always start at 0. Power armor requires a Feat called Power Armor Expert to start putting levels into it.
- Item Use Proficiency Levels
- This always starts out at zero.
Choose A Path
Paths are in the Character Paths section. Character Paths represent a Character's favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one's abilities and understand one's strengths and weaknesses. Be aware that some Species (such as the Ovex) have a custom Path.
The choices, in summary, are as follows:
Picking a Path helps define your Character's path and direction. However, this isn't a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strong Hero.
Editing Character Sheet: At the top right of the Character sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: "Character Classes and Levels". Here, you will enter the Path you take and your level in it. For example: "Path of Strength - Lvl1"
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what HD and HP means or how health is handled go here
Character Classes
Character Classes require a Character to be at least Level Two. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Classes are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Classes, visit the Character Classes page.
- Suggestion
- It may be useful to review what Character Class and its requirements you want to be before picking a Character Path. Another hint is that a Path may help, but each Advanced Class can ignore the Path requirement if the Character meets the Ability Score requirement.
Advantage Die
Advantage Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is proficient with to aid in success. It represents an increased aptitude for certain abilities, skills and various weapons and equipment as the Character levels up. At level one, a Character does not yet have an Advantage Die.
Editing Character Sheet: A Character's Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to 'Advantage Die' located near the top left side of the first page. Next to the Ability scores under the 'INITIATIVE' and 'HP' boxes.
Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Classes, more checkboxes can be filled in as different classes provide additional Ability Affinities.
Ability Themes
| Ability Score | Modifier |
|---|---|
| 1 | –5 |
| 2–3 | –4 |
| 4–5 | –3 |
| 6–7 | –2 |
| 8–9 | –1 |
| 10–11 | 0 |
| 12–13 | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24–25 | 7 |
| Score | Points |
|---|---|
| 7 | –4 |
| 8 | –2 |
| 9 | –1 |
| 10 | 0 |
| 11 | 1 |
| 12 | 2 |
| 13 | 3 |
| 14 | 5 |
| 15 | 7 |
| 16 | 10 |
| 17 | 13 |
| 18 | 17 |
| Campaign Type | Points |
|---|---|
| Low Fantasy | 10 |
| Standard Fantasy | 15 |
| High Fantasy | 20 |
| Epic Fantasy | 25 |
The next step is the foundation of your Hero; the Ability Theme Scores. The Standard Fantasy Scores are 15, 14, 13, 12, 10, 8. The Player can then choose which Ability Theme gets which of the 6 scores. It's good to already know what you want the Character to be like and what their Character Path is, so that you have a good idea where at least some of the scores should go.
The Player can also roll for their Character's Ability Theme Scores or use the Point Buy system to 'buy' the scores. Learn more under the Alternate Ability Score Rules
Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character sheet is on the first page, near the top, just below the "Future Path" title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now.
Once you roll or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by Species you pick. But don't forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.
Editing Character Sheet (Ability Modifier): To the right is a table titled "Ability Score Modifiers". The math for this is also: "(Ability Score / 2) - 5 [round result down]". Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.
Alternate Ability Score Rules
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead.
| Alternate Rules for rolling Ability scores. |
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During gaming, the GM may want to create a "High Fantasy" or "Low Fantasy" like setting. "High Fantasy" simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a "Low Fantasy" game, you may have a less powerful character that is closer to the average Joe. The different systems below accommodate both "Low" and "High" fantasy play styles.
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Calculating Health
Now that you have rolled up and recorded your Ability scores, you can record your Character's Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the Health and Injury page.
The Character Path informs the character of its "Hit Die". This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.
As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.
Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the 'Future Path' title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled 'Wounds/Current HP', is where to record damage received during combat.
Passive Perception
All Characters have a Passive Perception. This is the Character's awareness of their surroundings. When a Character rolls for a Perception Skill check, they are actively looking for something. However, Passive Perception is simply a Character's alertness while doing their daily routine. Passive Perception is a 10 + Wisdom Modifier.
Editing Character Sheet: Passive Perception is recorded in the 'PASS. PERCEPTION' box just above the 'SKILLS' section and below the Ability Scores.
Initiative
Your initiative shows your Character's quick ability to react and how often they will attempt to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the Combat page. Initiative equals a Character's Wisdom Modifier + Dexterity Modifier.
Editing Character Sheet (Initiative): Your Initiative is located below the "HP" and "Wounds/Current HP" sections just above 'Advantage Die'. Your Initiative is normally your Dexterity and Wisdom Modifier.
Skills
You will notice that on each Character Path, there are a 'Class Skills' and 'Skill Points at Each Additional Level' section. To learn more about skills and how to use them, you can go to the Skills Basics page. To learn about each different skill, you can go to the Skills page. Each class provides you with 'Class Skills.' Visit the Skills Basics page to learn more about how this affects your Character.
Editing Character Sheet (Class Skills Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your class skills.
The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled: 'Skill Points at Each Additional Level' that will tell you the number of skill points you get. If you are a level one Strong Hero (Path of Strength) then its '1 + Int modifier' minimum is one. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Class Skills are, you can spend your skill points. To add a Rank in a class skill, you spend 1 point. To add a Rank in a non-class skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Class skill and doesn't have a level limitation.
Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the 'Ranks' column of the 'SKILLS' section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the 'SKILLS' section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the 'Skill Die' column, which is just right of the 'Ranks' column.
Filling in Skill Die Column
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. Skill Rank/Die Levels and success % table. They are also at the bottom of the Character Sheet PDF.
Choose Feats and Talents
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The Species you pick may have additional Talents or Feats.
Talents
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from those available Talent classes. You will see them listed below the Character Path and Character Class tables.
Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for "Techniques". Here, you can record both Talents and Feats that your character gains over time.
Feats
Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats. Sometimes a Class provides a Feat that can only come from a particular Category which are Tatical or Utility or Sub-Categories, such as Ranged Combat or Misc Feats.
Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for "Techniques" and slightly to the right is the "Feats and Talents" section. Here, you can record both Talents and Feats that your character gains over time.
Determining Wealth and Getting Equipment
Wealth and Money are explained on the Wealth page.
Determining Wealth
In order to determine the starting wealth of a Character, you first should pick a Profession linked here. The Profession will specify both a 'Starting Bonus Income' and a 'Credit Rating Range'. The starting Credit Score is the lowest number; however, each rank in the Profession skill grants a +1 bonus to the Credit Score and $1000 in extra spending ISK.
You do not need to pick a Profession to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Profession Skill Rank.
You can also negotiate with the GM on starting wealth. Perhaps you want a character who has had to take out many loans to get a ship. So you want to start out with a character who already owns an expensive piece of equipment but has little spare cash. The important part is to make sure the Player communicates his/her items/Bonus Wealth/Credit score to the GM, and not own things well beyond their Credit score would allow for their level. At least not with GM consent, and likely a good story to explain why.
More about using and spending wealth on the Wealth page.
Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the "Wealth" panel. In this box are "WEALTH in $ISK" and "CREDIT SCORE".
Getting Equipment
Players can acquire Weapons on the Weapons page. Armor on the Armor page, and for extra equipment, go to the General Equipment page. The Weapons and Armor page can be overwhelming as they include rules for crafting, customizing, and designing your own dream weapon. These rules are not necessary to learn. To just get a list of Weapons to purchase, go here, and for Armor, go here.
Starter Packs are designed to help Heros speed up to adventuring instead of doing 'epic shopping' as they are bundles of general equipment items. However, these items do not include Armor or a Weapon.
AC
Armor Class is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following.
- AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers
NOTE: This is so low on the page because it requires Armor and assumes that the Character will be wearing some.
Flat-Footed and Touch can now also be filled in. They are located just right of the section for AC. Flat-Footed is a Character's AC without a Dexterity Bonus. While Touch is a Character's AC without Armor bonuses.
Advancement
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled Slow, Medium, and Fast. These represent the speed at which the GM wants the Player Characters to progress.
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.
| Character Level | Experience Point Total | Talents* | Feats* | Pick Between Custom Character Bonus | ||
|---|---|---|---|---|---|---|
| Slow | Medium | Fast | ||||
| 1st | — | — | — | Talent | Feats(All) | — |
| 2nd | 3,000 | 2,000 | 1,300 | — | — | — |
| 3rd | 7,500 | 5,000 | 3,300 | - | Feat(Tactical) | — |
| 4th | 14,000 | 9,000 | 6,000 | — | — | Ability +1/Bonus Feat(Path) |
| 5th | 23,000 | 15,000 | 10,000 | - | Feat(Utility) | — |
| 6th | 35,000 | 23,000 | 15,000 | Talent | — | — |
| 7th | 53,000 | 35,000 | 23,000 | - | Feat(Tactical) | — |
| 8th | 77,000 | 51,000 | 34,000 | — | — | Ability +1/Bonus Feat(Path) |
| 9th | 115,000 | 75,000 | 50,000 | - | Feat(Utility) | — |
| 10th | 160,000 | 105,000 | 71,000 | — | — | — |
| 11th | 235,000 | 155,000 | 105,000 | - | Feat(Tactical) | — |
| 12th | 330,000 | 220,000 | 145,000 | Talent | — | Ability +1 |
| 13th | 475,000 | 315,000 | 210,000 | - | Feat(Utility) | — |
| 14th | 665,000 | 445,000 | 295,000 | — | — | — |
| 15th | 955,000 | 635,000 | 425,000 | - | Feat(Tactical) | — |
| 16th | 1,350,000 | 890,000 | 600,000 | — | — | Ability +1/Bonus Feat(Path) |
| 17th | 1,900,000 | 1,300,000 | 850,000 | - | Feat(Utility) | — |
| 18th | 2,700,000 | 1,800,000 | 1,200,000 | Talent | — | — |
| 19th | 3,850,000 | 2,550,000 | 1,700,000 | - | Feat(Tactical) | — |
| 20th | 5,350,000 | 3,600,000 | 2,400,000 | — | — | Ability +1/Bonus Feat(Path) |
| *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means | ||||||
Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled 'EXPERIENCE POINTS' and a smaller section titled 'NEXT LEVEL'. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus.
- 1) Check your Character Path.
- Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Classes also provide talents and feats.)
- Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.
- Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.
- Default Option: Take the Level Up Average specified by the Character's Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.
- Normal Level Option: You roll for your HP at each level. Using the "Hit Die" and then you add your CON modifier for the total amount you get to add to your HP.
- Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.
- High: You automatically take your maximum roll using the "Hit Die". For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.
- Path Talent: If you get a Talent associated with your Path on 1st, 6th, 12th, 18th levels.
- Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the Feats page and meet all prerequisites.
- Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at 4th, 8th, 16th, 20th levels.
- If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character's ability score and may also affect the modifier.
- If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the Feats page. Any Feat that the Character has the pre-requirements for.
- 2) Check your Advanced Class
- Character Classes Talents: Most Character Classes have a Talent or other feature that is earned at each level.
- Techniques: Some Character Classes have Techniques. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.
- 3) Check your Species
- Sometimes a Species has a special feature that can be unlocked or improved upon at higher levels.
- 4) Proficiency
- Gain a Training Point, then choose to spend or hold your current points.
- 5) Companion
- If the character has an Animal or Robotic Companion, the companion's level is determined relative to its owner.