This is who you'll be.

First of all - see the button on the sidebar, the one all the way at the bottom that says 'New Character'? Type in your character's name in that button's associated box, and a template for creation will be provided for you. Now, let's take a walk through the various aspects of character creation:


Self-explanatory. What is your character's name?


A short blurb on what your character is basically all about. Sum up your character in a sentence or a few words.


Powers are your character's main advantage. It's what they do, better than anyone else. For human characters, this is usually a moment of resolve or focus, or perhaps a unique piece of equipment. For paranormal characters, this is what makes them paranormal. Powers typically add a base value to a skill for a one time roll advantage. All usages of a power cost one Action point, unless otherwise noted.

You are encouraged to be unique with your Power. Flat bonuses are practical, but are not as useful as unique applications of more specialized powers. Think carefully before you pen up a Power.


Aspects are a bit harder - basically, they're concepts of your character's personality, used in game to their benefit. Let's say, for instance, your character is made of metal or has no internal organs. Now, it wouldn't make much sense for that character to be healed by a Medicine check, would it? So, one of your aspects would be something like: 'Tin Man - Example PC is made of metal, and thus can only be healed by an Engineering (Mechanics) roll.' If you're confused by this subject, check another character page for examples.

Aspects can be compelled or tagged. Compelling is when a GM activates one of your Aspects, making you play along. Example: Example PC is a vampire with the Bloodlust aspect. Whenever this Aspect is compelled, Example PC might be forced out of a round of combat to feed on Example PC 2's blood. Compelled Aspects can be resisted for the cost of an Action Point; however, playing along with them gets you another Action Point for that scene.

Tagged Aspects give you a bonus in the form of a +2 to a certain skill, or a reroll for a action. They cost an Action Point, and a GM must accept the tagging declaration.


See the Skills List. Characters are allowed 24 points upon character creation to distribute among their skills, capping at 4 points to a skill at creation.

Body starts at 5 for every character, and is linked with Physical Defense up to an additional three points. The limit for body at creation is 8, and 10 after creation.

For every point spent on Mental Defense, add a point to your or Mind score, for no extra cost up to three. Raising Mental Defense beyond three at creation will not raise Mind beyond three. Raising Mind beyond three at creation requires the expenditure of two points to raise that skill from three to four. Following creation, Mind scores may be increased at the cost of four XP per point increase as normal. For example:

Let's say you create a character with two Mental Defense. This character, for the expenditure of two on Mental Defense, also gains two Mind for a total cost of two skill points. Then, you decide you want to raise your character's Mental Defense to four, the maximum at creation. This costs two skill point as before; however, your character only gains an additional point in Mind. Should you decide to raise Mind to four as well, this costs you two additional skill points.

The mental skills Medicine, Engineering, and Science cannot be raised beyond three if a character did not possess at least three points in the skill at creation, and points in Paranormal Knowledge (Researched) must correspond to character history so think carefully on your character concept.

Please list your skills in the order they appear in on the skill list page. Your Physical Defense and Mental Defense should come after your main skills, and your Body and Mind scores should come after your Defense skills. If you need help, view an approved character sheet for the proper format. Additionally, tag your Engineering, Magic, Science, etc. with their respective fields of study in parenthesis, e.g. Magic (Healing), Engineering (Mechanical), etc.


Talents are skills not represented by what Greater Skills do. These are things like cooking, musical ability, crafts such as carpentry or tailoring, and spoken languages. Feel free to consult a GM about what constitutes as a Talent. Talents do not typically require rolls, but may be rolled under certain conditions. Talents may be delegated at will with no limitation to fit your character concept. This is subject to scrutiny. Talents can be raised with GM approval, with the player seeking to raise them needing to justify how their character's used the talent to improve their skill at it.


Personal items. For the purposes of our survivors starting out, think "things that could fit inside a small backpack." If it runs a little long, feel free to use the collapsible tags.

Personal History

Write up a short bit on your character's history here. You don't have to detail everything, just enough for people to get a rough grip on your character's personality and background. You can flesh the rest out during play.


Anything that doesn't fit in the above.

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