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Character Basics What's in this Chapter This chapter covers three methods of character creation and provides an overview of the attributes and skills available to characters. If youve made a character already, skip past Character Creation to Attributes and skim the rest of the chapter, adustin! your character if necessary. Character Creation To make a character, youll need to select a template from within this book or another "i#$"ided "ystem !ame, or make your own. A blank character sheet also is included at the end of this book. %ou can either photocopy your chosen sheet, or copy the information onto a separate piece of paper. %ou also can find the templates available free at the &est 'nd (ames &eb site, www.westend!ames.com. Templates A few startin! templates have been provided in the Character Templates section. To !et started ri!ht away, pick one and distribute seven skill dice amon! the skills listed) the dice for attributes have already been done for you. Althou!h the listed skills are the ones that type of character mi!ht typically have, thou!h you could include others not on the list if youd like. *or skill descriptions and details on how to distribute skill dice, see the "kills section. If desired, you can fill in the other character features +such as !ender, a!e, etc., and provide any additional notes on the characters history. There is no need to purchase e-uipment, as that has already been fi!ured for the characters. If you choose a template from another Six-Sided System !ame, you may need to make some adustments in the types of skills a character based on that mi!ht have. Check the list herein to make sure the templates skills are described in this "i#$"ided version. If one is not, either cross it off the template or substitute a similar skill that does e#ist. Also, some attributes may have different names. If you are unsure how an attribute translates to "i#$"ided *antasy, ask your !amemaster. .nce you have finished fillin! in your template, you can either start playin! the !ame with your !roup, or you can skip to the (ame /asics section and read more on how to use your new character. Defined Limits If you wish to make your own startin! character from scratch, without a template but with defined limits on what can be put into attributes and skills, use these !uidelines. This section describes each characteristic in more detail, includin! e#amples on how you can split the dice. These !uidelines assume youll make a normal 0uman character. If not, talk with your !amemaster about the minimums, ma#imums, and other re-uirements for the character race you want to use. 1eruse the 2on$ 0uman 3aces section for some sample ideas. Attributes: 4istribute 56 dice amon! the seven attributes. The minimum is 54 and the ma#imum is 74 in all attributes e#cept '#tranormal attributes, which remains at 84 for most characters. Skills: 4istribute seven dice amon! the skills. The ma#imum number of dice added to any one skill is 94. Move: This e-uals 58 meters per round. Body Points: If your !amemaster is usin! this characteristic, roll your characters 1hysi-ue and add :8 to the total. I!nore this characteristic if your !amemaster is only usin! &ounds. Wounds: If your !amemaster is usin! the &ound levels option with /ody 1oints, see the appropriate table in the 4ama!e and /ody 1oints section of the 4ama!e section to determine the ran!e of /ody 1oints associated with each &ound level. If your !amemaster only will use &ounds, you dont need to fi!ure out the /ody 1oints ran!e) you can put a line throu!h that column if youd like. Strength Damage: 4rop the pips from your characters 1hysi-ue or liftin! score +includin! any "pecial Abilities or 4isadvanta!es that affect the die code,, divide the number by :, and round up. This is the "tren!th 4ama!e die code. Funds and Silver: *unds and "ilver reveal how much wealth your character can usually !et at without too much trouble. All characters start with a base *unds die code of 94. Check the *unds section for modifiers to this roll and how to convert this number to coins. The cash e-uivalent of *unds !oes on the "ilver line. Charater Points: Characters start with five Character 1oints. Fate Points: Characters start with one *ate 1oint. *or e-uipment, Advanta!es, 4isadvanta!es, "pecial Abilities, back!round, and character features, see the appropriate sections for more details on how to fill out these optional sections. Creation Point Pool Those who wish to use points to create their characters, rather than followin! a template or bein! restricted in what they can put in skills and attributes, can use a point system. 'ach novice character receives ;< creation points to distribute amon! all the options. 1layers may only spend creation points as whole points, not as fractions. .ne attribute die e-uals four creation points. .ne skill die e-uals one creation point. Three skill speciali=ation dice e-ual one creation point. Advanta!es and "pecial Abilities have their own costs associated with them) see the Character .ptions section for details. .ther restrictions apply> Attributes have a minimum of 54 and a ma#imum of 74, e#cept in Extranormal attributes. The ma#imum startin! number of dice that may be added to any one skill or speciali=ation of skill is 94. 1oints must be spent on whole dice, thou!h the purchased dice may be split and distributed in their cate!ory. *or instance, if a player spends four creation points to !et one attribute die, the die may be split into three pips and divided amon! up to three attributes, but no attribute pip may be traded in for a skill die. 1layers of 0uman characters may add up to 58 additional creation points to their totals by takin! an appropriate number of ranks in 4isadvanta!es. 2on$0uman species may have their own creation point totals, ma#imum number of points from 4isadvanta!es, and startin! Advanta!es, 4isadvanta!es, and "pecial Abilities. *or worlds involvin! more "pecial Abilities, !amemasters should feel free to raise the number of startin! creation points and the number of possible creation points received from 4isadvanta!es. Characters also receive the followin! aspects, like those created with defined limits> Move: This e-uals 58 meters per round. Body Points: If your !amemaster includes this characteristic, roll your characters 1hysi-ue and add :8 to the total. I!nore this characteristic if your !amemaster is usin! &ounds only. Wounds: If your !amemaster relies on the &ound levels option with /ody 1oints, see the appropriate table in the 4ama!e and /ody 1oints section of the 4ama!e section to determine the ran!e of /ody 1oints associated with each &ound level. If your !amemaster uses &ounds only, you dont need to fi!ure out the /ody 1oints ran!e) you can put a line throu!h that column if youd like. Strength Damage: 4rop the pips from your characters 1hysi-ue or liftin! score +includin! any "pecial Abilities or 4isadvanta!es that affect the die code,, divide the number by :, and round up. This is the "tren!th 4ama!e die code. Funds and Silver: *unds and silver measure how much wealth your character can usually !et at without too much trouble. All characters start with a base *unds die code of 94. ?ook under the *unds section for modifiers to this roll and how to convert this number to cash. The cash e-uivalent of *unds !oes on the "ilver line. Experienced Characters If you are makin! an e#perienced character, youll need to fi!ure out how many more years that character has been around than one startin! out. By Templates or Defined Limits @sin! the initial novice totals of seven skill dice, five Character 1oints, and one *ate 1oint, add 57 skill dice, 57 Character 1oints, and two *ate 1oints to the initial totals for each year the character has been a full$time active adventurer. +*or part$timers, halve these fi!ures, roundin! up., By Creation Point Pool &ith the initial novice totals of ;< creation points, five Character 1oints, and one *ate 1oint as a startin! point, add 57 creation points, 57 Character 1oints, and two *ate 1oints for each year the character has been a full$ time active adventurer. +*or part$timers, halve these fi!ures, roundin! up., @nless the !amemaster decides otherwise, there are no ma#imums for skills and 4isadvanta!es. Existing Personae A player basin! her character on an e#istin! fictional entity should i!nore the skill and 4isadvanta!e limits and, with their !amemasters approval, create the character by distributin! dice as best reflects how the character appears in his, her, or its stories. Attributes 'ach character has seven attributes, which measure basic physical and mental abilities that are common to every livin! creature +and some nonlivin! thin!s,, no matter what universe or dimension they e#ist in. Agility: An indication of balance, limberness, -uickness, and fullbody motor abilities. Coordination: A -uantification of hand$eye coordination and fine motor abilities. Physique: An estimation of physical power and ability to resist dama!e. Intellect: A measure of stren!th of memory and ability to learn. Acumen: %our characters mental -uickness, creativity, and attention to detail. Charisma: A !au!e of emotional stren!th, physical attractiveness, and personality. Extranormal: An assessment of your characters e#traordinary abilities, which could include ma!ic, miracles, or other e#tranormal talents. It is often listed by its type, rather than by the term '#tranormal. Aost characters be!in with a score of 84, since people with such abilities are e#tremely rare. Those who have an '#tranormal attribute must decide how its manifested. Characters almost never have more than one '#tranormal attribute. Aa!ic and Airacles are two '#tranormal attributes described in this book. &hen you put dice in an attribute, you can either put whole dice in each attribute, or you can !ive each a mi#ture of whole dice and pips. 'ach die e-uals three pips. !"ample: %ouve distributed most of your attribute dice, but you have four dice left to put in Intellect and Charisma. %ou could put 54 in Intellect and 94 in Charisma, or :4B5 in Intellect and 54B: in Charisma, or some similar combination. Extranormal is the only attribute in which a 0uman character may have no dice) there is no ma#imum that a 0uman character may have in this attribute. 2o 0uman character may have less than 54 or more than 74 in any other attribute. .ther races may have other minimums and ma#imums, which may be represented by the Increased Attribute "pecial Ability or the 0indrance 4isadvanta!e, which are either listed with the race description or specified by the !amemaster. "ee the Character .ptions section for details on 4isadvanta!es and "pecial Abilities, and the 2on$0uman 3aces section for some other fantasy race e#amples. Skills "kills are more specific applications of an attribute. *or e#ample, the skill Dodge is a more specific use of your characters Agility. Characters learn them throu!h instruction or e#perience. "kills are areas of e#pertise that are not necessarily common to every livin! creature. "ome creatures simply dont have the capacity to learn certain skills. All skills beneath a !iven attribute be!in at that attributes die code. To hi!hli!ht skills in which the character has trained or has some e#perience, add pips or dice to the base attribute value. As with attributes, when creatin! your character you can either put whole dice in each skill, or you can !ive each a mi#ture of whole dice and pips. 3emember that each die e-uals three pips. !"ample: %ouve chosen your attribute scores, includin! puttin! :4B5 in Intellect. If you wanted her to be a little better in the speaking skill, you could add one pip to the base attribute to !et a speaking skill score of :4B:. If you decided to add two pips to the base attribute, the speaking score becomes 94. %ou can also speciali=e in skills. "peciali=ations reflect a !reater familiarity in a particular area covered by a base skill. .ne skill die e-uals three speciali=ation dice. .f course, one speciali=ation die still e-uals three pips. %ou dont need to have any e#tra dice in the base skill in order to take a speciali=ation in that skill, but when you !ive your character speciali=ations in that manner, they are treated as separate skills. If you !ive your character speciali=ations in base skills he already has, those speciali=ations are considered bonuses to the base skill when attemptin! tasks of that type. .nce youve chosen at least one speciali=ation and put one or two pips or dice in it, you have to use the remainin! speciali=ation dice and pips to either purchase more pips in the same speciali=ation or purchase one or more pips in other speciali=ations. %ou roll the speciali=ations die code only when you use the specific item or knowled!e reflected by the speciali=ation. .therwise, you roll the base skill +or attribute if you didnt put additional dice in the full skill,. !"ample: If your characters Intellect is :4B: and her speaking is 94, you could !ive her a speakin! speciali=ation of Elvish of B5 +which means that, when shes tryin! to speak with 'lves, you roll three dice and adds 5 to the total,. %ou would then have two speciali=ation dice and two speciali=ation pips to place amon! other speciali=ations. &ith these, you could further improve her speakin!> Elvish speciali=ation, or you could pick one or more other speciali=ations in the same or other base skills. %ou decide that with one other speciali=ation pip, youll !ive your character cultures> Elves, but you wont take the full cultures skill for her. This allows your character to have cultures> Elves at 94 +add 5 to the die code of the base attribute, Intellect, which is :4B:,. Thus, when your character attempts to determine how best to handle Elvish relations, you roll 94, but if she tries to fi!ure out whats an appropriate !ift for a Dar!, you only rely on the attributes score, which is :4B:. A character may not put dice in any skill associated with the Extranormal attribute unless that character already has dice in that attribute. The ma#imum number of dice the character may start with in any base skill is 94 !reater than the !overnin! attribute, with no more than 94 !reater than the base skill in any speciali=ation. %ou can find the list of skills and their descriptions in the "kill ?ist section. Focused Skills "ome !amemasters prefer narrower skill cate!ories, re-uirin! characters to select more specific abilities, such as animal handlin!> horses or readin!Cwritin!> (nomish. If thats the case, players characters start with :5 skill dice or <9 creation points. 1layers need to !et !amemaster approval on any subcate!ories they choose, while !amemasters need to insure that the subcate!ories are neither too broad +all mammals, or too narrow +a sin!le type of poison,. 1layers may take speciali=ations of these narrower skills, as described in the rules. Characters under this rule may never take the !eneral skill without selectin! a subcate!ory. Skill List As this skill list includes broad definitions not applicable in all eras or worlds for which "i#$"ided *antasy could be used, the !amemaster has the final say on actual skill applications. *or difficulties associated with each skill, see the '#ample "kill 4ifficulties section. Agility arobatis> 1erformin! feats of !ymnastics, e#traordinary balance, and dance +and related performance arts,, as well as breakin! falls @seful for runnin! obstacle courses or doin! courtly promenade. #ighting> Competence in unarmed combat. limbing> "calin! various surfaces. ontortion> 'scapin! from otherwise secure physical bonds by twistin!, writhin!, and contortin! the body. dodge> "lippin! out of dan!ers way, whether avoidin! an attack or a sprun! booby trap. #lying> Aaneuverin! under ones own power +such as with win!s,. $umping> ?eapin! over obstacles. melee ombat: &ieldin! hand$to$hand weapons. riding> Controllin! and ridin! domesticated mounts. stealth> Aovin! silently and avoidin! detection, whether throu!h shadows or crowds. Coordination harioteering> Acceleratin!, steerin!, and deceleratin! chariots +in particular, or any kind of cart$and$ animal vehicle. lokpiking> .penin! a mechanical lock without possessin! the key or combination. marksmanship> "hootin! any kind of mechanical device D such as a bow or slin! D that proects missiles across a distance. pilotry> .peratin! any water$farin! vehicle, includin! steerin!, applyin! the oars, or mana!in! the sails. sleight o# hand: 2imbleness with the fin!ers and misdirection, includin! pickin! pockets, palmin! items, and sta!e ma!ic. thro%ing> 0ittin! a tar!et accurately with a thrown item, includin! stones, avelins, bottles, and knives. Also used for catchin! thrown items. Physi&ue li#ting> Aovin! or liftin! heavy obects, as well as representin! the ability to inflict additional dama!e with stren!th$powered weapons. running> Aovin! -uickly on the !round while avoidin! obstacles and keepin! from stumblin!. stamina> 1hysical endurance and resistance to pain, disease, and poison. s%imming> Aovin! and survivin! in a li-uid medium. 'ntellet ultures> Comprehension of customs, traditions, art, history, politics, and views on outsiders of various re!ions or !roups, as well as the ability to !enerali=e about common cultural forms. devies> @sin! and desi!nin! comple# mechanical e-uipment. Actually buildin! items re-uires craftin!. healing> 4ressin! wounds, applyin! splints, and disinfectin! inuries, plus an understandin! and application of medical procedures, such as dia!nosin! illnesses and performin! sur!ery. navigation> 4eterminin! the correct course usin! e#ternal reference points, such as stars, maps, or landmarks, as well as creatin! maps. reading(%riting: *amiliarity with and ability to understand various forms of written communication, as well as the ability to create literary compositions, includin! for!in! papers and identifyin! such for!eries. Characters do not be!in with the ability to read or write. sholar> This skill represents knowled!e andCor education in areas not covered under any other skill +such as alchemy, cookin!, arcane lore, etc.,. This may be restricted to a specific field +represented by speciali=ations, or a !eneral knowled!e of a wide ran!e of subects. It is used to remember details, rumors, tales, le!ends, theories, important people, and the like, as appropriate for the subect in -uestion. 0owever, the broader the cate!ory, the fewer the details that can be recalled. It covers what the character himself can recall. 0avin! another skill as a speciali=ation of the scholar skill means that the character knows the theories and history behind the skill but cant actually use it. "cholar can be useful with investi!ation to narrow a search for information. speaking> *amiliarity with and ability to understand various forms of verbal communication. Characters know the Trade "peech +assumin! the settin! has one, and one native lan!ua!e in which they have spoken fluency. Additional lan!ua!es in which a character has proficiency can be represented by speciali=ations of this skill. trading> Enowled!e of business practices, e#chan!e rates, the monetary value of !oods and opportunities, and other information re!ardin! barter and sales, includin! the ability to determine how to make money with another skill the character has. Tradin! can complement bluff, charm, and persuasion when ha!!lin! over prices for !oods and services bein! bou!ht or sold. traps> Installin!, alterin!, and bypassin! security devices, as well as identifyin! various kinds of traps +!as, pit, wire$tri!!ered, etc.,. Aumen artist> Aakin! works of art, like paintin!s, music compositions, and dance choreo!raphies. ra#ting> Creatin!, fi#in!, or modifyin! e-uipment, weapons, armor, and vehicles, as well as woodworkin!, metalworkin!, constructin! buildin!s, and the like. disguise> Alterin! features or clothin! to be unreco!ni=able or to look like someone else. Also useful in actin! performances. gambling> 1layin! and cheatin! at !ames of strate!y and luck. hide> Concealin! obects, both on oneself and usin! camoufla!e. investigation> (atherin! information, researchin! topics, analy=in! data, and piecin! to!ether clues. kno%)ho%: *i!urin! out how to perform an action in which the character does not have e#perience, as well as a catch$all skill encompassin! areas not covered by other skills +such as utilitarian sewin! or cookin!,. searh> "pottin! hidden obects or people, reconnoiterin!, lipreadin!, or eavesdroppin! on or watchin! another person. street%ise> *indin! information, !oods, and contacts in an urban environment, particularly throu!h thieves !uilds and similar criminal or!ani=ations, black markets, and other illicit operations. Also useful for determinin! possible motives and methods of criminals. survival> "urvivin! in wilderness environments, includin! the ability to identify plants, animals, and their nutritional and medicinal uses. traking> *ollowin! the trail of another person, animal, or creature, or keepin! after a movin! tar!et without bein! noticed. Charisma animal handling: Controllin! animals and makin! them perform tricks and follow commands. blu##> ?yin!, trickin!, or deceivin! others, as well as verbal evasion, misdirection, and blusterin!. 4is!uise can complement uses of this skill. Also useful in puttin! on actin! performances. harm> @sin! friendliness, flattery, or seduction to influence someone else. Also useful in sales and barterin! transactions, puttin! on performances +such as sin!in!, actin!, or storytellin!,, and situations involvin! eti-uette. ommand> 'ffectively orderin! and coordinatin! others in team situations. intimidation> @sin! physical presence, verbal threats, taunts, torture, or fear to influence others or !et information out of them. mettle> Ability to withstand stress, temptation, other peoples interaction attempts, mental attacks, and pain. The !amemaster may allow a speciali=ation in a specific faith tradition or belief system to enhance many, thou!h not all, applications of mettle. persuasion> Influencin! others or !ettin! information out of them throu!h bribery, honest discussion, debate, diplomacy, or speeches. Also useful in ne!otiations, business transactions, storytellin!, and oration. !"tranormal: Magi "agic is one possi#le Extranormal attri#ute$ %or speci!ic in!ormation on "agic& see the sections dealing ith "agic$ alteration> Castin! spells involvin! chan!e. apportation> Castin! spells involvin! movement. divination> Castin! spells involvin! knowled!e. on$uration> Castin! spells involvin! creation. !"tranormal: Mirales "iracles is another possi#le Extranormal attri#ute$ %or speci!ic in!ormation on "iracles& see the sections dealing ith "iracles$ divination> 3e-uestin! divine aid to !ain knowled!e of the past, present, or future. #avor> 3e-uestin! divine aid to help, improve, heal, or benefit someone or somethin!. stri#e> 3e-uestin! divine aid to cause inury or destruction. Advantages, Disadvantages, & Special Abilities Advanta!es and 4isadvanta!es are benefits or problems your character has. "ome affect the characters attributes and skills, while others serve as useful roleplayin! tools for roundin! out the character. "pecial Abilities are unusual talents or powers the character has that most other 0umans dont have. The ne#t chapter, Character .ptions, discusses these characteristics. %ou may i!nore this section if you dont want to add them to your character. Move This number +usually 58, represents how many meters your character moves in a round at ma#imum walkin! speed in standard conditions. +The runnin! skill can increase this rate., Aove also serves as the base for other movement skills. "hould the character have a different sort of movement than normal +such as fins for le!s,, see the 'indrance Disadvantage+described in the Character .ptions chapter, for information on how to account for this variability. Special Points 1layers characters typically start the !ame with one *ate 1oint and five Character 1oints. %ou can spend these points to improve your characters chance of succeedin! in especially difficult situations. +The mechanics of this are discussed in the (ame /asics chapter., Character 1oints alternatively are used to permanently improve skills. %our character earns more Character and *ate 1oints by havin! adventures. There is no limit to the number of Character or *ate 1oints your character may have at any time. Body Points & Wounds This section of the character sheet allows you to keep track of the healthiness of your character. &hich you use depends on the !amemaster. Determining Body Points &hen you create a new character, roll his Physique +includin! any modifiers from 4isadvanta!es or "pecial Abilities, and add :8. This becomes his /ody 1oint total. &rite it on the character sheet in the space provided. Templates already have their /ody 1oints determined. !"ample: %our character has 94B5 in Physique. %ou roll three dice, makin! sure one of them is the &ild 4ie. The dice come up F and G, with a 5 on the &ild 4ie. "ince the 5 has no ne!ative effect, you add the numbers to arrive at a total of 55. %ou then include the pip bonus of 5 with this for 5:. *inally, you add 5: to :8 to !et a /ody 1oint total of 9:. Determining ounds If your !amemaster is usin! the &ound levels option with /ody 1oints, see the appropriate table in the 4ama!e chapter to determine the ran!e of /ody 1oints associated with each &ound level. If your !amemaster is only usin! &ounds, you dont need to fi!ure out the /ody 1oints ran!e) you can put a line throu!h that column if youd like. Strength Damage "tren!th 4ama!e indicates the amount of harm a character can do in combat with body parts, melee weapons, thrown weapons, and most missile weapons. Determining Strength Damage To determine the "tren!th 4ama!e die code, take the characters Physique or li!ting +includin! any die code modifiers from 4isadvanta!es or "pecial Abilities, and drop the pips. 4ivide by :, and round up. !"ample: A character with 94 in Physique has a "tren!th 4ama!e of :4. A character with G4B: in li!ting has a Strength 4ama!e of 94. Templates ! Strength Damage If you added dice to a templates li!ting skill, youll need to adust the "tren!th 4ama!e value listed. @se the information above to correct the number. unds To allow the !amemaster to more easily adust the real world cost to somethin! appropriate for her world or her part of the world, this system substitutes difficulties for the prices of items. 'ach character thus !ets a %unds attribute, which represents the amount of money the character can !et without too much trouble on a re!ular basis because of work or investments. All characters start with a base of 9 in %unds. @se the accompanyin! table to adust this number. Include any modifiers to attributes due to 4isadvanta!es or "pecial Abilities. The minimum total is 5. The final total becomes the die code in the %unds attribute. After character creation, a player can increase the %unds attribute by spendin! Character 1oints +usin! the rules in the Improvin! Characters chapter, or throu!h bonuses received as adventure rewards. If the !amemaster prefers to use cash or its e-uivalent, multiply the %unds total by a value specified by the !amemaster +typically about G8 silver, but !amemasters may increase or decrease this dependin! on how e#pensive !oods and services are in their settin!,. This is how much money the character receives per week for whatever sort of work the character does or investments the character has. !"ample: %our character has F4 in Intellect, G4 in trading, and B:4 in a speciali=ation of trading: currency exchange. "tartin! with 9, you add to it 5 for your hi!h Intellect score and 5 for havin! at least 64 in trading plus a speciali=ation. %our final total is 7, which !ives you a *unds score of 74. If your !amemaster preferred cash, you would start with a re!ular income of 988 silver per week. @sin! the %unds attribute is discussed in the '-uipment chapter. Determining Funds Charateristi Modi#ie r *D in Charisma $5 *D in 'ntellet $5 +D or more in Charisma B5 +D or more in 'ntellet B5 ,D or more in trading skill plus its speiali-ations B5 !"uipment A player of a startin! character may select one small weapon and a little protective !ear plus a few tools of the characters chosen trade, unless there is e-uipment already listed on the template sheet. "ome basic e-uipment is e#plained in the '-uipment chapter) the !amemaster may allow other options. Character eatures & #ther Details The character sheet provided in this book and most other templates include spots for your characters name, career, species, !ender, a!e, and back!round information. @nless specified by the template or your !amemaster allows otherwise, your characters species is 0uman. "ee the 2on$0uman 3aces chapter for details on alternate racial packa!es. 'verythin! else in these sections you are free to fill in as you like. "eight ! eight 1layers who want their characters si!nificantly lar!er or smaller than the avera!e 0uman have a few options. If the si=e is proportionately lar!er or smaller, then the character must have the "i=e Advanta!e. If the si=e is a hindrance, then the character should have the 0indrance 4isadvanta!e as well. .therwise, fill in the hei!ht and wei!ht on the character sheet however youd like, within avera!e 0uman limits. #amemaster$s Characters (amemasters characters +sometimes referred to as nonplayer characters or 21Cs, may or may not be created usin! the same rules as players characters. /ecause the !amemasters characters serve as interactive elements in the story, it all depends on the 21Cs importance to the story line. Ainor !amemasters characters have fewer attribute and skill dice, fewer /ody 1oints or &ounds, and few +if any, character options, Character 1oints, or *ate 1oints. Aaor characters, however, should follow the same !uidelines as the players characters, possibly havin! more skill dice, Advanta!es, 4isadvanta!es, and "pecial Abilities than a typical startin! players character. An increase over the players characters reflects the fact that a maor anta!onist has been around much lon!er.