System Reference Document


Stats, Skills, special powers, and equipment – all of these things are really fun, and we spent a fair amount of time on them, but they're not the most important thing that makes up a great character. Who your character is and what your character wants, what your character is or is not willing to do to get what they want, and how that changes over time is even more important than what your character can do. 

So, right now, if you're considering a new character, come up with a concept for that character to define him or her, without referring to the character's stats. A good concept can be summed up in a few words and expanded on greatly later. Talking to your GM about the game he or she wants to run will help you get a feel for what character concepts are appropriate for that particular milieu. 

We recommend that character concepts and their associated exposition (i.e. "backstory") not be complicated at character creation. Where your character is going is more important than where they’ve been, and – like in any good fiction – details of your character's past should be revealed anew over the course of the story, rather than all that once at the beginning. 

Note that stereotypes do not generally make very interesting characters, but are almost always useful jumping-off-points for building a character. 

Once you have a basic concept, spend a little time fleshing it out by creating the details of your character’s personality, appearance, relationships and personal history. You can decide where they’re from, but the GM will decide where they are at present to fit the story.

Once your character is a complete person, assign them a name and any other relevant details. Then, you can assign stats using the process described below. Alternatively, you’re free to create a character’s stats first, and then build a person around the numbers, but this can tend to result in somewhat wooden characters. 


1. Determine Character Name and Character Concept

2. Use the Campaign Power Level selected by the GM.

3. Spend Attribute Points on four Main Attributes.

3a. (Arbitrarily determine Attractiveness, if desired.)

4. Determine Special (Derived) Attributes

5. Spend Skill Picks

6. Choose starting combat Techniques.

7. Spend Weapon Picks and Starting Cash on Equipment.

8. Finalize Character Name and Character Concept.