Table of Contents

Character creation

Character background

All campaign start characters are 16-18 year olds from lower class families and neighborhoods on a planet that is not fully terraformed “abandoned colony”.

The technology is mostly about earth year 1985-1990 and the world has just recently regained interplanetary space flight.

You are all trying to get into mardets as a way to get adventure and a good career.

Character planning

Things to think about when building the character, in approximate order.

Most of the characters should likely take the first class as something that helps them survive. Good choices are:

Note that if you use your level one extra feat for second toughness or take a really high CON, there should be lot less need for the above things and can take the first level as something else.

It is highly recommended that if you do not have special defenses like the barrier, you should at least have 12-15 hit points at level 1. With such a 8-10 is enough(and that 8 comes automatically as minimum).

Character creation steps

Ability scores

Select one of the options below and assign them to your ability scores

Then add racial modifiers. (+2 CON for human)

Theme

Select your theme. This is a basic focus for your character regardless of the class choices.

First level

Select your starting class

Do your levels as normally for the first level.

It is suggested that the characters have trained for some actual profession, that is have taken one rank in a professional skill. Some possibly useful ones from among hundreds possible below:

Alternatives could be some other skill, at least if you have a skill focus or optional specialization in them:

But most of you will have gone through a vocational training and it would be good for the group to have some coverage of the main areas.

Starting Additional Feats

In the beginning you get following feats in addition to the level feats above.

Replacement Characters

If you change characters the new character gets 80% of the XP of the previous character or 60% the XP of the highest XP character in the group whichever is higher.

If you change to an existing NPC who is along you get a 10% bonus xp, thus higher of 90% own xp or 70% group XP.

For such characters do the levels that you can get for that XP.

Gear

Everyone gets:

Suggested things/packages to think about: (pooling group money is a good idea to get some of these)

Other useful things:

In addition it is suggested that everyone get a simple melee weapon if they do not get one of above and winter clothes.

Also for hobbies and similar: That is any skill 8+ at level 1