Mode:
Random or point-buy stats, roll skill XP, choose prep premiums.
Clears this character; keeps the loaded campaign.Wipes everything, including the campaign config.
Advancement
No character loaded. Load a saved character to begin advancement, or create one in Build New mode first.
Track sessions, accumulate Earned XP, and spend it on stat and skill improvements per rulebook p40. Purchases stay pending until you click FINISH; until then, reload a saved character file to roll back.
Session Log
Earned XP:0 total |
Spent (committed):0 |
Pending:0 |
Available:0
Campaign Configuration
No campaign loaded. Using standard rules (Average tier, 85% skill cap, no custom skills).
Load a campaign configuration file provided by your GM or continue with defaults if no config file is needed.
Character Information
Locked by default in advancement. Unlock only for GM-assigned changes (e.g., new Quirk).
Pending Purchases
No pending purchases.
Statistics
Valid starting Stats range from 5-20. They can be set up manually, or randomly rolled. To random roll, click the Roll All Stats button above. The base formula for generating your own is roll four dice (4d6), drop one die, sum the survivors, then add 2.
Point Buy:0 / 98 points spent
Distribute your point pool across the seven stats. Each stat's Base must be between 5 and 20 (Lineage modifiers can push the Current value outside that range). Pool total = sum of all seven Base values.
Stat
Base
Lineage
Current
STR
CON
DEX
SIZ
INT
POW
CHA
Stat
Current
Improve
New Value
Each stat can be improved at most 3 times total (committed + pending). Type the number of points you want to add. The XP cost is deducted from your Earned XP pool when you click FINISH.
Derived Traits
AP (Adventure Points)
2
ETP (Emergency Talent Points)
4
MR (Movement Rate)
10m
PAC (Pace Adjustment)
0
HP (Hit Points)
13
MWX (Major Wounds)
7
SAN (Sanity)
13
SDX (Stress Disorders)
7
INI (Initiative)
13
CDM (Close Damage Mod)
0
RDM (Ranged Damage Mod)
0
Carry / Max Carry
26 / 52
Background Experience (Prep Points)
Life Experience: 5 points
Calculated as: (Age - 20), capped at 25 points
Total Prep Points (Life + Premiums):5
Optional Prep Premiums:
Occupation:
+20 to:
+10 to:
+10 to:
Education:
+? to:
Combat Experience:
+10 to:
+10 to:
Extra-Legal:
+10 to:
Purpose:
+10 to:
+10 to:
Skills
Base = stat formula | Life = distribute Life XP pool | Pool = rolled XP | Prep = from Background Experience
Skill cap at character creation depends on campaign tier — points pushing a total over the cap are wasted. Default is 85% (Average). Load a campaign config to use a different tier.
Life Experience Spent:0 / 0
Available Skill Point Pool:0 / 0
Generic: Setting Lore instead of Anshani Lore; adds Driving and Languages; no Protective Suit. Bureau 13: Generic + Investigation, with Esoteric Lore. Fringeworthy: Generic with Fringe Lore, plus Fringepath Navigation; every PC is Fringeworthy.
Skill
Base
PPrep
Life XP
Pool
Total
Skill
Base
PPrep
Life XP
Pool
Total
Skill
Current
Assign Points
Total
XP cost per point climbs as a skill's total rises (learning curve). Each assigned point's cost is deducted from Earned XP when you click FINISH. Skills hit a cap based on their underlying stats: 80 unless STAT+STAT ≥20; 99 needs STAT+STAT ≥30.
Extraordinary Talents
Most characters have none. Talents are rare, dangerous to acquire, and expensive to maintain.
—
CON + POW + Boost TP + Bought TP
GM tells you after each session
4d6 drop low + 2 (psion) or 4 (latent)
Talents
Pending until FINISH. Already bought: 0
Pick from the talents your GM allows.
A character cannot have both Magic and PSI.
—
CON + POW + bought
4d6 drop low + 2
Grey
Spells
Pending until FINISH. Already bought: 0
Each spell type is its own Skill: its two Base Stats + Spell Points + Background XP. Add the size of your Entrainment to casting rolls (a penalty instead when you are past ±10 and cast a spell of the opposite alignment).