Character generation is the fulcrum around which the game system swings.  By generating a character, the player and GM alike knows what the character is able to do, their strengths and weaknesses, and this provides a sound base for the playing of the game.  Once the information about a character has been obtained, very little else will need to be known from the book, a character should be self contained and ready to run provided one knows the basic rules, outlined in System Operation, above.  One might like to know the rules about Dodge and Parry as well.  The system divides characters into nature and nurture or as we call it Nature and Development, reflecting the already stated belief that people are made up of these two aspects.

Natures

Players need to know what their characters can do and this system is no exception.  We have already seen that Natures are vitally important and we will now look at these.  They are :-

Strength, Constitution, Dexterity, Perception, Charisma, Wit, Intelligence, Psychic, Wisdom, Willpower.

All of these are in the range 5-20 for humans.  To generate a full set roll 3d6+2 for each Nature and assign them in turn.  For Age roll 2D20+14, (16-56).  The guide for Weight, 11xStr lbs, i.e. you can lift your own body weight.  It is a rough guide.  For Height use 54+(2d10) inches, again a rough guide only.  (4’6” – 6’2”)

Obviously it would be daft, as a general statement of case, to make a warrior type with only 5 strength, but there may be circumstances in which you would do this.  Bear in mind too that Natures are combined with Developments to establish what roll you have to make to succeed.  Note also that the GM may arbitrarily change what Nature you must use with a Development, but you are required to have an associated Nature for every Development, and fill in the scores correctly.  You should, in particular, make sure that you fill in the Nature and not just the Nature score, the GM may need to know what Nature you have associated with a particular Development.

The four kinds of rolls players deal with are:-

Nature Test Roll

2D20 versus Nature+1 in the raw.  Roll equal or under or you have failed.  Use when NO Development is applicable, or when some situation is very taxing and characters Developments just don’t cut it. 

Development Test

2D20  versus Nature + Development, normally the combination listed on the sheet, but for differing situations this can altered, such as using dexterity or intelligence for sword fighting when a character picks up an epee instead of a broadsword.  This is the normal roll.

The characters are dancing, a judge chooses between them depending on their dancing Development as demonstrated.  Each player rolls their dance Development and bonuses,  the player-character who makes it by the most wins.  If the roll is failed by both parties, then the one with the least fail will be the best for that roll.  Use the magnitude of the rolls to help determine the shape of the outcome.

One character is hiding, the other one is looking for him.  The hiding character made his roll by 4, the seeking character takes that 4 as a negative to find him.