4671 Universe

Character Creation

Create characters by choosing an era, defining origin, and building around Legacy.

Steps

  1. Choose Era & Lore Book

    • Sets legal items, class list, and starting gear.
  2. Ancestry

    • Grants +1 to one Attribute and two trait picks (Darkvision, Hardy, Nimble, Stoic, Keen Senses, etc).
  3. Background

    • One skill proficiency, one tool proficiency, and a Background Feature (contacts, stipend, safehouse).
  4. Concept

    • A short sentence about role, drive, and a secret.
  5. Class/Archetype (from the Lore Book)

    • Examples: Primal Hunter, Knight Errant, Gaslight Investigator, Codebreaker, Operative, Survivor, Spacer.
  6. Attributes

    • Distribute a pool based on difficulty:
      • Easy: 20 points
      • Hard: 10 points
      • Hardcore: 8 points
    • Start each Attribute at 0; max +4 at creation (min -2).

    Attributes

    • Vigor (Health & Power)
    • Agility (Speed & Finesse)
    • Insight (Reason & Perception)
    • Charm (Presence & Influence)
    • Fortune (Luck & Fate)
  7. Attribute Rating = Modifier

    • Your Attribute rating is the modifier (e.g., Vigor +3 means +3 on checks).
  8. Skills

    • Assign 8 points at Level 1; max +3 in any one at start.

    Skill List

    • Blade Waltz (melee)
    • Arrow Time (ranged)
    • Timebender (relic, magic, tech use)
    • Stealth
    • Persuasion
    • Investigation (search, analyze, codebreaking basics)
    • Medicine (first aid to surgery; Primal: herbalism)
    • Crafting (fabrication, gunsmithing, forging, modding)
    • Survival (forage, track, climate)
    • Lore (history, time, relics, local)
    • Tech Manipulation (hacking, systems)
  9. Derived Stats

    • HP: Class Hit Die + Vigor at Level 1; then Hit Die/2 + 4 + Vigor per level (round up).
    • Proficiency Bonus (PB): +2 (L1–4), +3 (L5–8), +4 (L9–10).
    • Defense (DEF): 10 + Agility + Armor + Shield + Cover + Misc.
    • Speed: Base 6 squares (30 ft) unless armor/conditions say otherwise.

    Saves

    • Vigor Save (endure, poison, disease, radiation, fatigue)
    • Agility Save (blast, traps, falling, area effects)
    • Insight Save (fear, illusions, confusion, hacking feedback)
    • Charm Save (charm, social pressure, demagoguery)
    • Fortune Save (relic flux, weird chance, cosmic mishaps)
  10. Equipment

    • Era‑legal starting kit from class/background plus 50 credits/gold (era‑skinned).
    • Heirloom Rule: If you have a prior‑era PC, choose one non‑Legendary heirloom. It gains a [Heirloom] Legacy Sticker.
  11. Identity

    • Name, pronouns, alignment/ethos, distinguishing feature, touchstone.