The Character Workshop
PERSONNEL
FILE
I. Attributes
Five starting points, plus any attribute points purchased with Hindrance benefits. Each step up costs one point. Standard maximum: d12.
II. Skills
Twelve starting points, plus any points purchased with Hindrance benefits. Five core skills begin at d4. A step that takes a skill above its linked attribute costs two points instead of one.
III. Hindrances & Benefits
Choose a Hindrance with one click. Minor = 1 benefit point; Major = 2. Up to 4 benefit points can be used in standard character creation.
Numerical effects for Young, Elderly, Poverty, Small, Obese and Slow are applied where supported. Other effects still need checking in your rulebook.
Two points: one attribute increase or one Edge. One point: one skill point or doubled starting funds. Edge selections and starting funds are calculated below.
IV. Edges & Prerequisites
Choose an Edge from the built-in selection, with automatic prerequisite checks. The workshop checks recorded prerequisites against your character automatically. Human characters also receive one free Novice Edge slot; purchased slots cost two Hindrance benefit points each.
Built-in prerequisites cover the listed options; consult your rulebook for special conditions.
V. Ancestry & Traits
Human is the default. Human ancestry grants one free Novice Edge slot, automatically included in the Edge selector. Custom ancestry modifiers are provisional and must be verified against your rulebook.
Custom trait adjustments affect effective attribute dice and linked skill costs, without changing purchased attribute points. Other ancestry Edge grants and special abilities still require rulebook verification.
VI. Derived Statistics
Standard starting Pace, Parry, and Toughness are recalculated from attributes and skills. Enter external modifiers manually for Edges, Hindrances, gear, and ancestry abilities.
Parry = 2 + half Fighting die (untrained counts as d4), plus shield and other modifiers. Toughness = 2 + half Vigor die, plus armour and other modifiers. Armour is displayed as a separate bonus, not included in the base Toughness.
VII. Starting Equipment & Funds
Record equipment from your rulebook, including its listed cost and weight. The standard starting cash allowance is $500, or $1,000 when doubled with Hindrance benefits. Prices and effects are user-entered; no published equipment catalogue is reproduced.
For each item, enter the price and weight of one item. Quantity multiplies both values. For example: 2 boxes of ammunition at $10 each costs $20.
Enter cost and weight per item. Quantity multiplies both. Use a zero cost for free or already-owned equipment.
When enabled, weight is still recorded, but being over the limit will not block character completion.
Weight is tracked in pounds. The displayed standard load threshold is Strength die × 5 lb; verify special load rules and gear effects with your rulebook. Gear does not automatically modify combat statistics: record applicable armour and shield modifiers in Section VI to avoid double counting.
VIII. Final Character Dossier
A consolidated record of your character, with a checklist of items to resolve before play. The report distinguishes errors from optional unfinished choices.