It’s been a long time since I had anything comprehensive (or coherent) to say on the progress of my game system, so let’s put some things out there.

Character creation is simple enough — six ability scores. 3d6, down the line. (That’s what’s going in the book anyhow. Forget that point-buy noise.)

Ability scores are important — as is rolling for them — for a number of reasons. First of all, your character’s passive defenses (including hit points) are directly tied to your scores/modifiers. Hit points are Constitution score + class bonus.

Average hit points for a 1st-level PC with a class is 22. Death occurs at 0 hp.

I’ve tried a few different methods for staving off death but I no longer see a need. Hit points are plentiful and PC generation is so fast that a player should never be out of the action for long when they lose a character.

Also note that I said, a “PC with a class.” Classes are optional. NPCs and PCs without character classes have about half that many hit points on average.

As Alex (of Cirsova) once said, classes as I define them are comparable to “unit types.” They provide characters with a combo platter of combat powers.

There are 28 basic classes. In addition to providing basic combat powers (for crunchy tactical fun), class provides armor proficiency, a defense bonus, and weapon proficiency — which determines the largest damage die you roll.

Now, bad scores should matter too. Dumping Intelligence or Charisma can have unfortunate consequences. The game’s “plot point” system enables the GM to apply a PC’s penalty against them by awarding the player a PP.

The reverse is game-able as well: the players can apply bonuses from different parts of their character by spending plot points accumulated through play.

Next, there are 20 playable races, spanning mythology and speculative fiction (Deep Ones are a playable race, for example). Races are less optional.

The last major choice of character generation is trade — there are 22 trades, spanning 8 “sectors” of society: government, military, law enforcement, business, academic, spiritual, criminal, and commoner.

Each provides a specific non-combat advantage called a “Trade Secret,” which ranges from being able to blend in among simple folk, to finding merc jobs, to buying and selling sensitive information.

Finally — separate from race, class, and trade — are skills. There are 12 skills, designed to be effects-based. Skills like, “break,” “charm,” and “escape.”

Instead of buying skills with points, skills are ranked in a pyramid — with the higher-ranking skills receiving larger dice. Passing a skill check requires rolling above a target number — usually 10 — on d6s, d8s, and d10s.

Multiple attempts may be necessary to complete a skill check — or PCs working together, or the expenditure of plot points to add extra bonuses, or luck combined with the “exploding dice” mechanic.

There are no equipment tables — stuff like that is pretty much up to the players and GM. Treasure is more important that mundane gear as far as I’m concerned.

That pretty well sums it up for character generation. There are three other sections of the game which I will cover in other posts.