1. Right, here goes. We'll detail the character of Heinz Hammerzeit, a hopeful peasant lad striking out for glory.
  2. First, we start with the power level. To keep it quick and simple, we'll just use the historical one. That means we get 18 Player Character Points (PCP) in
  3. total, and can only devote a maximum of 6 to each category.
  4. We go to the table 1.2 on page 9 and go through it left to right, spending our PCP as we go.
  5. Race: Though his sister may dispute it, Heinz is in fact human. Humans are a tier 1 race, so we'll pay 1 PCP for this.
  6. Attributes: Carting around manure all day long makes for a surprisingly good workout. We'll put 5 PCP into this.
  7. Skills: Nobody ever accused Heinz of being clever, so a mere 3 PCP here will be fine
  8. Proficiencies: Hitting things is a simple pastime for a simple man. Having spent much of his free time doing it, Heinz gets 3 PCP here
  9. Social Class: It's a peasant's life. 2 PcP
  10. Boons & Banes: Some heroes have been destined for greatness from their births. Not Heinz, though, as he gets only 2 PCP here.
  11. Okay, that's all 14 PCP spent. Now we go through the Attributes, Skill, Proficiency, Boons&Banes and equipment sections and spend the points/resources we
  12. just purchased with our PCP there.
  13. Attributes: 5 PCP give us a total 38 points to freely distribute among our attributes, though every one must have at least 1 point in them and no more than
  14. 8. Racial modifiers (which humans don't have, so it's unimportant for Heinz) may push them above 8 points, but may not reduce them below 1. Keep in mind that
  15. without racial modifiers or certain boons, starting stats can never be higher than 6. Personally I like to start by putting 4 (standing for an average human)
  16. into everything and then adjusting stuff from there, but that's entirely up to you. Anyways, these are Heinz' stats:
  17. Strength 6 Agility 5 Health 6 Endurance 6
  18. Will 4 Wit 4 Intelligence 3 Perception 4
  19. My, a hale and hearthy lad, our Heinz is! But then again that is really all he has going for him. From these 8 base stats we derive the compound attributes.
  20. Note that we always round fractions down, such as in the case of Toughness and Adroitness.
  21. Adroitness ((AGI+WIT)/2): 4 Toughness((STR+HLT+END)/3): 6 Charisma ((WIL+Per+WIT)/3): 4 Mobility ((STR+AGI+END)/2): 8 Grit (WIL/2): 2
  22. Skills: This is nice and simple, our 3 PCP investment gives us 6 points to put directly into any of the skills and at character creation, we also add our
  23. intelligence modifier to our pool of skill points, which increases our total to 6 points. Note that when you purchase a skill for the first time, you may
  24. select Skill Packets which are pre-bundled groups of skills at a reduced price. Having spent much of his free time wandering the woods around his father's
  25. farm, and totally not poaching illegal game, Heinz will select the Explorer and two Hunter skill packets. This gives him 3 ranks in Athletics, 1 rank in
  26. Climbing, 2 ranks in Hunting, 3 ranks in Navigation, 3 ranks in Observation, 2 ranks in Stealth, and 1 rank in Swimming.
  27. Proficiencies:
  28. This is probably the most complex part. 3 PCP gives us 6 proficiency points to distribute. Let's start by picking a school. This is not necessary, as you can
  29. just purchase proficiencies directly, but it usually does carry some advantages that make them worth it, especially when you're human.
  30. Now, Heinz obviously has no access to formal training, so the Self-Taught school it is. Looking at it, we see that it actually costs 0 points by itself, so
  31. that's good. Next, we add some proficiencies to it, most schools need at least 3 weapons, but Self-Taught only requires 1. Once again, the Self-Taught school
  32. has a base cost of 0.
  33. Usually, adding a proficiency has a base cost of 1 proficiency points. But since Heinz is a human (or at least passes as one. In bad light. If you squint),
  34. and is taking a School, he gets a 1-point discount on that, the school itself costs 1 point per weapon selected, for a total of (1-1+1) 1 point per weapon.
  35. So, first we'll add the Polearm proficiency as our primary proficiency, because Heinz swings a scythe like no other. Next we add Wrestling as a secondary,
  36. and 1-handed blunt as well. Throwing people is almost as fun as hitting them with a big stick!
  37. With three in total, that's enough to finish our school. We look at the bonuses and penalties of the Self-Taught school and decide that we will choose
  38. Blind-Toss as our special move, whereas we pick Hook and Pommel Strike as those that will have Bad Form.
  39. Now, that's done and our school sits finished at level one. It only cost us a mere 3 proficiency points to create, so we pay our remaining 3 proficiency
  40. points to raise it to level 4, paying 1 point for each level. That means that effectively, our primary proficiency Polearms is at level 4 as well, while
  41. Wrestling and one-handed Blunt have a -1 due to being secondary and as such have level 3.
  42. Being at level 4 means that Heinz can select two Novice Talents, one from level 2 and one from level 4. He's a big strong lad, and selects Helm-Splitter as
  43. his first Talent, and Shield-Breaker as his second.
  44. Now, we are at the second-to-last part, Boons and Banes. Having spent only 2 PCP here, we are at a -10. That means we have to spend at least -10 points in
  45. Banes just to break even. We will have to spend at least 10 points on Banes before buying any Boons, as Banes stop granting benefits after 30 points, the
  46. most amount of Boons we could acquire is 20.
  47. As a wee lad, Heinz had a very unfortunate run-in with an angry rooster that cost him an eye. As such, he has the One-Eyed bane, worth -15 points.
  48. That alone makes puts him at +5. From there on, any further Banes we purchase (to a maximum worth of 20) can be used to buy Boons for up to as many points.
  49. So we make poor Heinz a Braggart (-3) and a Hothead (-3), which also lead to him garnering a Bad Reputation (-3). He was probably compensating for something.
  50. This gives us a total of 9 points to spend on Boons. As a Peasant, Heinz can choose between Hale and Hearty (2) and Folks Back Home(3), as a strapping young
  51. man, he will choose Hale and Hearty(2). Heinz can always count on his family, so he'll purchase Folks Back Home (6) as well. He's always had a way with the
  52. farm animals, giving him Animal Affinity (4), selecting horses as his animal of choice. He's never met anything that scared him, or that he was smart enough
  53. to be scared of, so he selects Brave(3). For the last point we give him Literate(1), because Mama Hammerzeit raised no village idiot, no sir!
  54. Now, finally (FINALLY!) we're at the very last part, purchasing equipment. His station as a peasant gives Heinz 1gp (equaling 20 sp) to buy his stuff with.
  55. Being a fugal frella, Heinz simply picks out some of his farm tools to use as his weapons. He takes with him his favourite Large Knife (7 cp), a small
  56. hatchet/Hand Axe (6cp) and, in an unusual stroke of genius, he converts a scythe into a makeshift Falx (1sp).
  57. For his defense, he goes with a nice Heavy Quilted Coat(5sp) with Long Sleeves(4cp) and Leggings(2cp) and a nice woolen scarf(1cp), made by his ma, as well
  58. as his best pair of leather boots (1sp). Then he goes out to the market and puts his last money towards a well-made Kettle Helmet (3sp), a Heater Shield(1sp)
  59. and, remembering the last piece of advice his grandfather had given him, a metal codpiece (5sp)
  60. Tallying all that up, it comes out to 17sp and 8 cp. The rest of the money goes to some assorted goods like food, a change of clothes, rucksack and other
  61. utilities that we don't need to tally up right now. The weight of all this only comes up to a mere 2 in total, which is lower than Heinz Carry (Endurancex2
  62. or 12), meaning that he is completely unencumbered.
  63. His Combat pool is made up from his Adroitness, added to the proficiency level of the weapon he uses and any bonuses or penalties from Boons and Banes. So
  64. for Heinz wielding his Falx, this would be 4(ADR)+4(Proficiency)-1(One Eye) = 7 CP.
  65. And that's that, pretty much. If you got any more questions or spotted any errors, feel free to ask in a thread.