Character Creation

Basic Character Creation

Use this as a character sheet, or make your own using this as a basic template!

Opening Plot

The first thing needed for Character Creation is the story — the DM has to inform the players what the very basic, mundane scenario of the story is. For instance, if the full story is about a werewolf attack at the supermarket, the DM might say, “The Scenario is a trip to the supermarket.” From there, the players have to decide who they are and how they are related – they can choose to be total strangers, or they can choose to be friends, relatives, whatever works. Generally, it would be better to have a cohesive group – the tighter the group, the less likely you’re left behind.

Name and Age

After you have determined what your group is going to be, come up with a name and age for your character. Unless the character is really old or really young, the stats remain the same and it acts merely as flavor. DM’s can dock or add to your stats accordingly for age, at the player’s and DM’s discretion.

Stats

Each Player gets 5, 4, and 3 dots to assign to a stat group – physical, social, and mental stats. This will determine where their strengths lie. Cap off stats at 3 for initial character creation.

Skills

Once you have placed stats, it’s time to select abilities. Abilities are based on stats, and have at least one stat attributed to them At the moment, there are 18 standard abilities and six slots where players can invent their own abilities. Talk to your DM. Each player gets 5, 7, and 9 Skill points to assign to each group (Social, Mental, Physical) plus one for each dot above two they have in a stat.

Traits

Traits are things that both add flavor to your character and allow changes to your rolls. Traits can be both positive and negative, as denoted by having a + or a – next to it. Depending on the trait you work out with your DM, it can either

  • Add/subtract 1 die to your rolling dice pool for a certain Stat (as justified by the trait)
  • Add/subtract 1 to a Skill score for certain rolls (As justified by the trait)
    Be clever in naming these traits! You want them to be widely applicable, so you can utilize them well. A DM might ask that you reword them, however, to make them a little more limited, so you don’t apply them to anything.
    You can take one free + trait, and up to two additional + ones with – traits to balance them out. (Total five traits, 3 positive (+) and 2 negative (-).)

Trait Examples:

Character Train is a natural born leader, so his player gives him the positive trait “Born Leader,” intending a bonus to Charisma rolls, when it includes the whole group. He argues with his DM that this not only includes rolls to convince the player group to go along with his plans, but also rolls determining interactions between the player group and NPCs. The DM agrees, so long as he is taking an active roll in the proceedings.

Character Yolen is a young man who, over the course of the game, has run into a rather frightening ghost. He gains the negative trait “Haunted” as a result, and removes a die from the dice pool whenever he makes a roll related to the ghost (at DM’s discretion, player can argue).

Relations

If you have any established relations at character creation, write them here! These are for flavor and to help your character remember who you’ve met. As you play the game, you can write down important people here, or people that your character comes to know well!

Discoveries

Don’t worry about these yet! They don’t come into play until after you’ve played a few sessions, so you can leave this completely blank.

Negative Stats

Don’t worry about this either. Trust me, they will come along soon enough!

Character Creation

NightMare Mundane ShadowHatter