- Right, here goes. We'll detail the character of Heinz Hammerzeit, a hopeful peasant lad striking out for glory.
- 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
- total, and can only devote a maximum of 6 to each category.
- We go to the table 1.2 on page 9 and go through it left to right, spending our PCP as we go.
- 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.
- Attributes: Carting around manure all day long makes for a surprisingly good workout. We'll put 5 PCP into this.
- Skills: Nobody ever accused Heinz of being clever, so a mere 3 PCP here will be fine
- 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
- Social Class: It's a peasant's life. 2 PcP
- Boons & Banes: Some heroes have been destined for greatness from their births. Not Heinz, though, as he gets only 2 PCP here.
- 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
- just purchased with our PCP there.
- 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
- 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
- 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)
- into everything and then adjusting stuff from there, but that's entirely up to you. Anyways, these are Heinz' stats:
- Strength 6 Agility 5 Health 6 Endurance 6
- Will 4 Wit 4 Intelligence 3 Perception 4
- 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.
- Note that we always round fractions down, such as in the case of Toughness and Adroitness.
- 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
- 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
- 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
- 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
- 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
- Climbing, 2 ranks in Hunting, 3 ranks in Navigation, 3 ranks in Observation, 2 ranks in Stealth, and 1 rank in Swimming.
- Proficiencies:
- 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
- just purchase proficiencies directly, but it usually does carry some advantages that make them worth it, especially when you're human.
- 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
- 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
- has a base cost of 0.
- 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),
- 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.
- 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,
- and 1-handed blunt as well. Throwing people is almost as fun as hitting them with a big stick!
- 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
- Blind-Toss as our special move, whereas we pick Hook and Pommel Strike as those that will have Bad Form.
- 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
- 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
- Wrestling and one-handed Blunt have a -1 due to being secondary and as such have level 3.
- 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
- his first Talent, and Shield-Breaker as his second.
- 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
- 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
- most amount of Boons we could acquire is 20.
- 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.
- 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.
- 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.
- 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
- 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
- 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
- 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!
- 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.
- 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
- hatchet/Hand Axe (6cp) and, in an unusual stroke of genius, he converts a scythe into a makeshift Falx (1sp).
- 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
- 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)
- and, remembering the last piece of advice his grandfather had given him, a metal codpiece (5sp)
- 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
- 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
- or 12), meaning that he is completely unencumbered.
- 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
- for Heinz wielding his Falx, this would be 4(ADR)+4(Proficiency)-1(One Eye) = 7 CP.
- And that's that, pretty much. If you got any more questions or spotted any errors, feel free to ask in a thread.