…in Twelve Easy Steps.
- Roll 3d6 in order for your ability scores: Strength, Constitution, Dexterity, Intellect, Wisdom, and Charisma. Swap any 2 scores with each other. If you get 2 or more results of 6 or less, you may take a one-time Mulligan and reroll all your stats.
- Choose from the Classifications, the broad type of character you are. Some Classes require specific ability scores.
- Note all your Class’ abilities, requirements, and restrictions. Note your Class’ Hit Die. Behave according to the level chart for that Class, usually rolling that Hit Die, plus 1, plus any bonus you get from Constitution at level 1. That’s your beginning Hit Points. Some Classes assign HP differently.
- Note your Saves vs. Death Ray, Artifacts, Transformation, Lizard Breath, and Magic
- Roll up your Luck, usually rolling 1d4 +1. Write down your Shock Value as 0.
- Roll up your starting gold, 1d4x10. You use this to buy supplies, food, ammo, esoteric items, etc.
- Each character (usually) has 10 slots of encumberance. Select up to 5 slots of Gear, noting which items count for two slots. If you buy armor, adjust your Armor Class accordingly. (Don’t forget to check if your Dexterity gives you an AC bonus!) Default unarmored unmodified AC is 12, and Ascends.
- Choose what you want your Reputation to be. It affects how people treat you, and it comes with a value which goes up and down as you adventure and can help you do some things.
- Determine what your Career is. This is your day job during the week. You get a free Bonus Skill with this, usually, something that is better explained elsewhere.
- Roll or have the GM roll (depending) for any spells or other random starting features.
- Note all languages your character speaks at the beginning of the game.
- Determine Age, Gender, any other details, name your guy…if you like. This can all come in the course of play.
REMEMBER: It’s a good idea to have a backup guy in yer pocket!
ALSO: Don’t forget that before you get any Helpers you have to play a second guy at the table!