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.

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. You purchase any combination of traits the GM allows. Three starting approaches: describe who the character is and buy stats to match (concept first); browse ability lists and build a story around them (shopping first); or answer biographical questions and let those answers guide spending (biography first).

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
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. Each level raises every related skill simultaneously.
Basic Speed = (DX+HT)÷4  ·  physical & combat skills
IQ
Intelligence
±20 pts/level
Brainpower, creativity, intuition, memory, sanity, willpower. Controls all mental skills — science, social, magic. Sets Will and Per by default.
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
ST9−10 pts
DX100 pts
IQ15100 pts
HT9−10 pts

IQ 15 costs 100 points alone — more than Mira's or Vora's entire attribute budget. ST 9 and HT 9 recover 20. The tradeoff is visible immediately: Will 15 and Per 15 come free with the IQ purchase, which makes the investment more efficient than it looks. He is physically fragile and slow, but his mind operates at a level normal humans cannot match.

Budget:
80 / 150 pts
Attributes
ST1220 pts
DX1360 pts
IQ100 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 stays at the free baseline: Mira's street-smarts are hard-earned experience, not raw intellect. No cheap attribute scores to fund expensive ones; she's simply a well-rounded professional.

Budget:
100 / 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
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 9 DX 10 IQ 15 HT 9
HP9default
Will15free!
Per15free!
FP12+9 pts
Spd4.75default
Move4default
Dodge7default
BL16 lbfrom ST

IQ 15 delivers Will 15 and Per 15 entirely for free — a remarkable dividend. One secondary purchase: FP +3 [9 pts] for spellcasting endurance. Dodge 7 is poor; Move 4 is slow. This is precisely why Aldric is never supposed to be in melee range. If he is, something has gone badly wrong.

Budget:
89 / 150 pts
Secondary Characteristics
From Attributes:
ST 12 DX 13 IQ 10 HT 12
HP12default
Will10default
Per12+10 pts
FP12default
Spd6.25default
Move6default
Dodge9default
BL29 lbfrom ST

One secondary adjustment: Per +2 [10 pts]. Years of garrison work in the city's lower quarter sharpened her instincts well past IQ-10 baseline — she spots the tail before she knows she's looking for one. Everything else defaults cleanly. Speed (13+12)÷4 = 6.25 → Move 6, Dodge 9.

Budget:
110 / 150 pts
Secondary Characteristics
From Attributes:
ST 16 DX 12 IQ 8 HT 14
HP18+4 pts
Will8default
Per8default
FP14default
Spd6.50default
Move6default
Dodge9default
BL51 lbfrom ST

One secondary purchase: HP +2 [4 pts] for HP 18. A berserker who goes into battle with ST 16 and HP 16 is a terror; one with HP 18 is nearly impossible to put down before she's finished. Will 8 and Per 8 default from IQ 8 — she will fail social and awareness checks regularly. BL 51 lbs means she barely notices most combat loads.

Budget:
104 / 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

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

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:
89 / 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:
110 / 150 pts (unchanged)
Build & Appearance

Overweight [−1 pt]. Not fat — dense. Wide-shouldered and rawboned, the kind of build that makes armourers recalculate and blacksmiths reassess. 6'1", ~210 lbs, SM 0. The −1 pt goes back into the budget. The mechanical effects (−1 Disguise, +1 ST vs. knockback) fit her perfectly.

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:
103 / 150 pts (−1 for Overweight)
11

Social Background

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:
98 / 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:
111 / 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; the concept strikes her as unnecessary. Sagas are spoken.

Budget:
104 / 150 pts
12

Wealth

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

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
Disadvantages: Play What You Take

Disadvantages return points — which makes them tempting to stack. The trap is taking flaws you intend to ignore in play. A disadvantage that never comes up costs you nothing and gains you nothing. A flaw that generates real drama earns every point. Take the ones your character would genuinely have.

Wealth, Status & Disadvantages

Struggling [−10 pts]. A retired academic's pension doesn't stretch far. Status 1 [+5 pts] — respected scholars hold minor gentry standing in Renaissance society; the title costs points to maintain appearances he can barely afford. Worth it for the doors it opens.

Disadvantages: Curious (12 or less) [−5] — he investigates interesting phenomena even when the investigation is dangerous or inconvenient; this is not optional, it's structural. Absent-Minded [−15] — forgets mundane obligations, misplaces equipment, doesn't notice the building is on fire. Both will come up constantly. −20 pts returned.

Budget:
74 / 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: Sense of Duty (Companions) [−5] — she will not abandon people in her care; it is fundamental to how she operates. Duty (Mercenary Company, 9-or-less, Hazardous) [−10] — owes her current employer and goes when called, even into bad situations. Both come up regularly; neither were chosen for the points. −15 pts returned.

Budget:
96 / 150 pts
Wealth, Status & Disadvantages

Poor [−15 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 or less) [−10] — in close combat she may enter a berserk state, attacking the nearest target regardless of friend or foe; this is a real risk that she and her companions manage carefully. Bloodlust (12 or less) [−10] — must resist the urge to kill helpless enemies; taking prisoners requires a self-control roll. Both come up in every serious fight. −35 pts returned (incl. Wealth).

Budget:
69 / 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 — 80 pts net
ST9−10 pts
DX100 pts
IQ15100 pts
HT9−10 pts
Secondary Characteristics — +9 pts
HP9default
Will15free!
Per15free!
FP12+9 pts
Speed4.75default
Move4default
Dodge7default
BL16 lbfrom ST

thr 1d-2 / sw 1d-1  —  Enc. 0 (robes, staff, satchel of books ~12 lbs). Dodge 7 — stay out of melee.

Physical & Social — 9 pts
Age 58Average · 5'9" · ~155 lb · SM 0 TL 3Latin (Native) [0] French (Accented) [4]Italian (Accented) [4] Greek (Broken) [1] Struggling Wealth [−10]Status 1 [5]
Disadvantages — −20 pts returned
Curious (12 or less) [−5] Absent-Minded [−15]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Magery planned here→ Ch. 2
Skills & Spells — not yet spent
SkillsCovered in Chapter 4→ Ch. 4
SpellsCovered in Chapter 5→ Ch. 5
Attributes        80 pts  (IQ 100 − ST −10 − HT −10)
Secondary (FP)  +9 pts
Languages       +9 pts
Wealth (Poor)  −10 pts
Status 1        +5 pts
Disadvantages  −20 pts
────────────────────────────
Ch. 1 total      74 / 150  ·  76 pts remaining for Magery + Spells + Skills
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 — 100 pts
ST1220 pts
DX1360 pts
IQ100 pts
HT1220 pts
Secondary Characteristics — +10 pts
HP12default
Will10default
Per12+10 pts
FP12default
Speed6.25default
Move6default
Dodge9default
BL29 lbfrom ST

thr 1d-1 / sw 1d+2  —  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 — −15 pts returned
Sense of Duty (Companions) [−5] Duty (9-or-less, Hazardous) [−10]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Combat Reflexes, HPT planned→ Ch. 2
Skills — not yet spent
SkillsCovered in Chapter 4 — Broadsword, Stealth, Streetwise planned→ Ch. 4
Attributes        100 pts
Secondary (Per)  +10 pts
Language         +1 pt
Disadvantages   −15 pts
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Ch. 1 total       96 / 150  ·  54 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 — +4 pts
HP18+4 pts
Will8default
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 — −14 pts net
Age 24Overweight [−1] · 6'1" · ~210 lb · SM 0 TL 1Norse (Native) [0] Frankish (Broken spoken) [1] Poor [−15]Status 0
Disadvantages — −20 pts returned
Berserk (12 or less) [−10] Bloodlust (12 or less) [−10]
Advantages — not yet spent
AdvantagesCovered in Chapter 2 — Combat Reflexes, HPT, Hard to Kill 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)  +4 pts
Language         +1 pt
Overweight      −1 pt
Wealth (Poor)   −15 pts
Disadvantages   −20 pts
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Ch. 1 total       69 / 150  ·  81 pts remaining for Advantages + Combat Skills