CREATING YOUR ADVENTURER
During Session Zero, the Players each translate their concept for their Adventurer into information on the playsheet used to track their Adventurers' status in the game.
Core Adventurer Design
☐ ADVENTURER CONCEPT
- What kind of Adventurer would be most fun to play?
☐ ADVENTURER NAME
- Often one of the tougher decisions to make creating an Adventurer, choose a name for the Adventurer which fits the planned theme and tone of the game everyone gathers to play.
- A random generator or tables of options to choose from may provide inspiration.
☐ ADVENTURER NICKNAME OR HANDLE
- What do people commonly call the Adventurer?
☐ ADVENTURER APPEARANCE
- How old is the Adventurer?
- What do they look like?
- What do they wear?
- What do they carry?
Additional Adventurer Design
◢ Random Generation
◢ Template Generation
◢ Point Buy Generation
◢ Lifepath Generation
☐ ADVENTURER ATTRIBUTES
- Roll 2d6-2d6 for Strength
- Roll 2d6-2d6 for Endurance
- Roll 2d6-2d6 for Agility
- Roll 2d6-2d6 for Dexterity
- Roll 2d6-2d6 for Speed
- Roll 2d6-2d6 for Appearance
- Roll 2d6-2d6 for Intelligence
- Roll 2d6-2d6 for Will
- Roll 2d6-2d6 for Awareness
- Roll 2d6-2d6 for Ingenuity
- Roll 2d6-2d6 for Reflexes
- Roll 2d6-2d6 for Charisma
For each of these Attributes, how could that low, average, or high score affect your Adventurer's childhood, early adulthood, and life choices?
What stories might the Adventurer have related to how those Attribute Scores affected them growing up?
☐ ADVENTURER ATTRIBUTE RESERVES
- Set all Attribute Reserves to 10 to start out
☐ ADVENTURER ADVANTAGES
- Roll or choose Advantages for each point of each Attribute Score above zero.
☐ ADVENTURER DISADVANTAGES
- Roll or choose Disadvantages for each point of each Attribute Score below zero.
☐ ADVENTURER SPECIES
- Roll or choose Species
- Roll or choose Subspecies or Gender if Species has them
☐ ADVENTURER ORIGIN
- Roll or choose Origins
☐ ADVENTURER BACKGROUND
- Roll or choose Backgrounds
☐ ADVENTURER EDUCATION
- Roll or choose Education
- Roll to qualify for Education if necessary
☐ ADVENTURER PROFESSIONS
- Roll or choose Professions
- Roll to qualify for Profession if necessary
☐ ADVENTURER SKILLS
- Additional Skills beyond those granted by Species, Origin, Background, Education, or Profession?
☐ ADVENTURER SFX ABILITIES
- Special Effects (SFX) abilities learned or qualified for?
☐ ADVENTURER GOALS
- Choose the Goals of your Adventurer
- What do they want from life?
☐ ADVENTURER MOTIVATIONS
- Choose Motivations for your Adventurer
- Why do they struggle?
☐ ADVENTURER ATTITUDES
- Choose Attitudes for your Adventurer
- How do they approach their life?
☐ ADVENTURER RESOURCES
- Roll 2d6-2d6 * 100 for Starting Resources
☐ ADVENTURER EQUIPMENT
- Choose starting clothing
- Choose Starting Equipment
☐ ADVENTURER ALLIES
- Create 3 Starting Connections who are allies such as family and friends
- Create a story for each on how the Adventurer has interacted with them in the past
☐ ADVENTURER CONTACTS AND ACQUAINTANCES
- Create 3 Starting Connections who the Adventurer knows
- Create a story for each on how the Adventurer knows them from the past
☐ ADVENTURER RIVALS OR ENEMIES
- Create 3 Starting Connections who the Adventurer competes with or is in conflict with
- Create a story for each on previous encounters with the Adventurer