So, you want to be a Storm Knight? Well, to make things a lot easier you might want to get the character sheet and print it out, or at least have a copy open to reference as you scribble on a piece of binder paper (three holed only) just like when you played D&D.
This step by step process will assume you've got a character sheet for reference on what goes where, and that you've got a concept or template in mind.
Step 0: Talk to Me
First step in making a character is that, you should talk to me. I might help you focus an idea, give you more ammo for your concept, or simply stop you from making a concept that I will disallow. Also, someone else might be making a similar or compatible idea that you may want to talk with.
Step 1: Attributes
Attributes are abilities that every living being has. They determine the base roll and ability for skills related to them. Untrained skills, that can be used (like climbing or unarmed combat; unlike acrobatics or alteration magic) will be at the level of the attribute they are based on.
You get 66 points to spread across your 7 attributes. A rating of 6 is poor. 8 is average. 10 is exceptional, and 13 is the normal maximum for most realms (see the character creation sections in the specific cosm if you are other than Core Earth). A 4 or lower means you are severely crippled in that area (I'd recommend 6 as the low end for your own good).
If you are using a template with the Attributes filled in: Congratulations, you've completed step 1! Seriously, you may alter those stats. If you want one higher, lower another. Just remember the maximums.
Step 2: Skills
Skills represent training or knowledge, or ability in specific areas. They are represented by Adds. These Adds are added to the Attributes the skills are based on. Say you have Fire Combat with 2 adds, since it's a Dexterity based skill (write DEX next to it or in the column on the character sheet) it adds 2 to your dexterity for a base Value of DEX+2 (lets assume a DEX of 11). You would use this 13 Value as your base number when rolling for skill checks. That's the basics.
First, you choose a Tag Skill. You begin play with this skill at 3. The Tag Skill is usually the skill that most defines your character. It might be Martial Arts, Fire Combat, Medicine, Faith, Reality, or anything at all.
Next, allocate 13 points to other skills. If you are working from a Template, then there will be other skills listed blank, you can use these or not. Otherwise, check out the skill list. No more than 3 Adds can be given to any skill. This means your Tag cannot be raised. Also, 1 Add must be put into the Reality skill. Without it, you're just an Ord.
Step 3: Special Abilities
This will only effect certain character types. If you want to run a Shapeshifter, an Elf or Giant, A Nile Pulp Hero or Gizmo maker (or just owner), a Cyberware user, a Magician, or a Miracle worker, talk with me. Also, more mundane special features fall under this heading. Such as a CEO with "considerable" resources or a gang member with extensive contacts.
Step 4: Equipment
If you are using a Template, you've got your equipment covered. Otherwise assume you have the basic equipment that you need to operate. Clothes, a weapon or two that you are trained in (if any). I'll look over the final stuff, but to avoid the hassle, if you want anything extraordinary, you better talk to me.
Step 5: Background
Have fun, talk to other players, and work out something you're happy with. Things you want to consider:
Character Connections: How do you know the other players? Maybe you escaped from a High Lord together. Were called together (by a deity or some other great force). Maybe they grew up in the same town or even are related. Perhaps they worked together on another mission, or even one hired the other.
Cosm: What Cosm do you come from? Just because you made a Nile Empire Character doesn't mean you were born on Terra (the cosm's home realm). Many Storm Knights were transformed during the invasion.
Motivation: Most importantly, why do you fight? Not everyone is fighting the High Lords for "Truth and Justice," some do it for purely selfish reasons, others feel forced. However, Storm Knights always have a drive, it keeps them filled with Possibilities. There are no Durich's waiting to pass the time here.
Before the War: What did your character do before the war? Sometimes this is covered in the concept, but sometimes that Vampyre Hunter was just a file clerk before he changed (this is especially true for transformed characters).
Step 6: Possibilities
The final step is to fill in your possibilities. Take a d20 and roll it. Now, in a Possibilities box, write down one, followed closely by a zero. Every character begins with 10 possibilities. The die roll was just to relieve the anxiety usually cause by not rolling anything during character creation.
Now, make sure you wrote down 10, and not 7 or 18 or some other number that you ended up rolling.
Now you've got yourself a fine Storm
Knight!
Back to Character Creation
Back to Main