It is now time to fill in the rest of the Character Sheet. Begin by transferring all your Attribute and Skill Success Roll levels, as well as the appropriate Crit Roll levels and Fumble Roll levels to your Character Sheet.
Add your Fortune and Glory Caps. This represents the maximum number of Fortune points and Glory points you may have at any time.
Archetype | Fortune Cap | Glory Cap |
Law Enforcement | Exp + Soc / 4 + 1 | Exp |
Military | Exp / 5 + 2 | No Cap |
Intellectual | Men + Soc / 3 + 1 | Men / 6 + 1 |
Rogue | Exp + Soc / 2 | Soc + 1 |
Technical | Exp + Soc / 3 + 1 | Exp + Soc / 4 + 2 |
Applied Psychokinesis | Exp + Soc / 4 + 1 | No Cap |
Mercenary | Exp + Soc / 3 + 2 | Exp / 2 + 2 |
Next determine a name for the character and perhaps a history outlining what type of character you are playing beyond the static numbers reflected by the sheet. Background skills you have selected can play a role in fleshing out the history of who your character is and how they came to be a part of the effort to stop the war.
Age can affect game play at the discretion of the game master.
Fill in your age. Age is determined primarily by Experience as shown on the following chart.
Experience Level | Age Bracket |
2-9 | 30s |
10-17 | 40s |
18-19 | 50s |
20 | 60s |
After you have determined your age bracket, roll a 1D10 to determine specific age, for example if you roll a 5, and you are in the 30s bracket, the age is 35.
Finally subtract your Mental from the above score, in our example above where the result was 35, if our Mental was 8, the final result would be 27. There is a minimum age for each class however.
Archetypes | Minimum |
Law Enforcement | 21 |
Military | 18 |
Intellectual | 18 |
Rogue | 12 |
Technical | 16 |
Psychokinesis | 18 |
Mercenary | 18 |
Combat | 18 |
Charisma | 16 |
Height Weight and Load are determined when and if I decide to care about them, and when and if the players start to abuse things too much and try to carry a grand piano around. For now they can be decided by the player as they see fit, allowing that if you make the hulk or antman the game master reserves the right to immolate your character instantly.
Movement describes how far a character can move in a phase. Combat movement is half of full movement, and describes how far a character can move if he is trying to perform additional actions within the same phase the movement occurs in. Movement is determined by the Movement Score using the following formula against the chart below: Coor + Con + Str / 3
Score | Full Movement | Combat Movement |
1-5 | 15 yards | 8 yards |
6-9 | 25 yards | 13 yards |
10-15 | 40 yards | 20 yards |
16-17 | 50 yards | 25 yards |
18-19 | 75 yards | 38 yards |
20 | 100 yards | 50 yards |