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STEP 1 – TRAITS

All numerical character properties are derived from the four Traits (Agility, Brains, Constitution, Demeanor). The various methods of character creation differ in the way these Trait scores are determined. Normal human Trait scores range from 1 to 12. Female characters get +1 Agility. Male characters get +1 Constitution. There are 3 Trait creation methods:


  1. Assignment: The GM gives you a character sheet with most or all of the character information already filled out. This may occur if the story requires a specific cast of characters or if it would be difficult or impossible to explain a new arrival but there is an Extra already present. The GM may allow some character customization.

  2. Point-Buy: You build your character however you choose by filling in Traits with a predetermined number of points.

Level

Points

Campaign Type

Example

1

24

Gritty survival-horror

28 Days Later”

2

28

Wasteland high adventure

The Road Warrior”

3

32

Post-apocalyptic warfare

Terminator”

  1. Random: Roll 2d6 for each Trait to determine your scores. Re-roll any Traits that are 3 or less. Re-roll all Traits if their total is less than 20. The GM may have players roll their Traits straight down the line or they may be allowed to place their scores as they wish. Ask your GM.

STEP 2 - BACKGROUND

Fill out your Height, Weight, Skin, Hair, Gender, and Age, then pick a Hometown. Roll 2d6 for your Background, select one with GM approval, or have one assigned to you. Backgrounds are meant to be guidelines, not restrictions. Feel free to get creative with them and develop a unique history.

Backgrounds

2d6

Background

Skill Bonus

Weapon

Equipment

1

2

1

Complicated Past

+1 to 3 Skills

1 Weapon roll.

1 MGL roll.

2

Athlete

+3 Swim

Baseball Bat

Duffel Bag

3

Bouncer

+3 Melee

Police Baton

Flashlight

4

Carpenter

+3 Build

Sledgehammer

Tool Belt

5

Cop

+3 Leadership

Glock 17

Hand Radio

6

Farmer

+3 Tame

Pitchfork

Emergency Radio

3

4

1

Firefighter

+3 Climb

Axe

Firefighter Suit

2

Gymnast

+3 Acrobatics

Compound Bow

Running Shoes

3

Hunter

+3 Stealth

Remington 700

Ghillie Suit

4

Journalist

+3 Perception

SIG Sauer P290

Binoculars

5

Lawyer

+3 Socialize

Kimber 1911

Messenger Bag

6

Paramedic

+3 Medicine

Tire Iron

EMT Bag

5

6

1

Performer

+3 Entertain

Ruger Mk.III

Pocket Mirror

2

Ranger

+3 Survival

Remington 870

Compass

3

Scientist

+3 Chemistry

Metal Club

NBC Suit

4

Thief

+3 Trick

Crowbar

Lockpicks

5

Veteran

+3 Projectile

AR-15

Backpack

6

Living the Dream

+3 to 1 Skill

Pick one.

Pick one.

STEP 3 - SKILLS

Skills start with a score of 0. For each Trait, you get Skill points = parent Trait x2 to distribute as you wish between the Skills under that Trait. You may use Skill points from one Trait on Skills under another Trait but the cost is 2 for 1. The maximum Skill points you can have in any Skill is equal to its parent Trait score unless an Ability says otherwise. This limit does not count Backgrounds, Gear, Specialties, or other bonuses.

Agility Skills: Acrobatics, Projectile, Stealth, Trick

Brains Skills: Build, Chemistry, Medicine, Perception

Constitution Skills: Climb, Melee, Survival, Swim

Demeanor Skills: Entertain, Leadership, Socialize, Tame

STEP 4 - STATS

Calculate your Stats. If a Trait changes, recalculate all Stats immediately, even if the change is temporary.


  • Speed = (Agility + Constitution) /2

  • Health

    • Head = Constitution /2

    • Arms and Legs = Constitution

    • Torso = Constitution x2

  • Load = Constitution x5lb. See Constitution in Ch:3.

    • Carry Load = Constitution x5lb.

    • Lift Load = See Constitution in Ch:3.

    • Drag Load = See Constitution in Ch:3.

  • DMG Mod = -1DMG if C1-4, +0DMG if C5-8, +1DMG if C9-12

  • Experience = Brains

  • Comrades = Demeanor x2

  • Luck = Demeanor

  • Block = Melee(Block)

  • Dodge = Acrobatics(Dodge)

  • Reflex = Acrobatics(Dodge) /2 (minimum 1)

STEP 5 - ABILITIES

Buy Abilities with starting XP = Brains and adjust any relevant modifiers accordingly. You do not have to spend all of your starting XP at this time.

STEP 6 - GEAR

You have: shirt, pants, socks, shoes, underwear. The GM will help you roll starting Gear. Multiply the following rolls by the Level of the Campaign Type if using the Point-Buy method. Roll once for Armor. If your Background granted you a Projectile Weapon, roll twice for Ammunition of that caliber. Make a number of extra gear rolls on the MASTER GEAR LIST (MGL) = Luck.