Use this process during Session Zero to build your hero in about 15 minutes.
1. Concept First
Think about the kind of hero you want to play. Any genre, any era, any world is allowed in the Multiverse—cyborgs, cowgirls, witches, knights, superheroes, detectives, monks, and everything in between.
2. Choose an Archetype (optional)
Pick the Archetype that best matches your concept. Archetypes give your character direction, style, and a few suggested Talents. You can change your Archetype early in the campaign as you get familiar with the system. You don't have to start with an Archetype. These offer suggestions.
3. Choose a Race
Select a race that fits your concept or the setting. Races give you flavor and descriptive traits. Races don't confer any special benfefits . Thiose you can purchase later as you gain experience. our GM will summarize races available in the current campaign.
4. Assign Your Stats
Stats measure your physical, mental, and social strengths.
Strength (melee attacks)
Dexterity (ranged attacks & vehicles)
Endurance (stamina, HP, survival)
Intuition (insight, initiative, problem-solving)
Education (learned knowledge & experience)
Charisma (influence & presence)
Assign the following values:
+3, +2, +1, 0, 0, –1
These numbers are your base scores.
Pick your best stat and assign it a (+3). Find your worst stat and give it a (-1). Now pick your second most important stat and give it a (+1). The remaining stats have a score of (0).
5. Assign Your Skills
Skills work with Stats to show what you are good at. Every Hero has every skill, but bonuses show specialization.
Assign: +2, +2, +1, +1, +1, 0, 0, –1
Attack (Str or Dex) – used for every attack or offensive Talent
Influence (Cha) – intimidate, persuade, interrogate
Knowledge (Edu) – learned topics, research, magic theory.
Observation (Intuition) – noticing details, perception
Outdoors (Intuition) – tracking, survival, navigation
Sneak (Dex) – stealth, sleight of hand, infiltration
Technology (Edu) – hacking, medicine, devices, engineering
Vehicle (Dex) – driving, piloting, riding
Pick your two most important skills and assign them a (+2). Now pick your least important skill and assign it a (-1). Assign the (+1) and (0)s based on the relative
6. Determine Your Defenses
Your defenses protect you from harm:
Athletics = Defense bonus + Str + Dex + End
Ego = Defense bonus + Intuition + Education + Charisma
AV (Armor Value) = 11 + Defense bonus + (Armor * 2)
These numbers are added to rolls used to resist attacks or harmful effects.
Add your strength, dexterity, and endurance. This is your athletics score. You add this to a d20 to protect yourself from certain effect.
Next add your Intuition, Education, and Charisma. This is your Ego score. You add this to a d20 to avoid certain effects.
The next and most important defensive is Armor Value. This is the number enemies must roll to hit you in combat. You start with a (+1). Your Armor Vaule or AV is: 11 plus your armor score times 2. This means your initial AV is 13.
7. Starting Abilities
You begin with:
1 Talent Slot
1 Damage Die (d4/d6/d8 based on weapon
6 + endurance HP
Access to Force 1 Talents
8. Add Descriptors (optional)
Descriptors explain why your Stats and Skills look the way they do.
They don’t change numbers; they describe your character.
Examples:
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+2 Strength → “Vat-grown muscle”
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+1 Education → “Street-taught scavenger tech”
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–1 Sneak → “Loud, heavy boots”
Descriptors help define who you are and where you come from. Think of these as gear for your Hero except they don’t have a price tag on them
9. Choose Contacts (optional)
You begin with 3 ± Charisma Contacts.
Contacts are NPCs you know who can help you with:
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information
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equipment
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favors
You may choose some now and fill in others as you play. You will be assigned credits at level 1 that help pay for favors and information.
10. Choose a Reputation (optional)
Reputation is what the Multiverse thinks it knows about you.
It might be true… or not.
Examples:
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“Dead-eye shot”
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“Arcane scholar”
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“Former corporate asset”
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“Lucky beyond reason”
Pick something that fits your concept. You will refine this during play.
11. Weapon Enhancements
You start with: One Weapon Enhancement for one of the four weapon types:
Weapon Type Damage
Melee 1d8
Ranged 1d6
Unarmed 1d4 + 1
Improvised d4 (ranged) / d6 (melee)
Your chosen enhancement applies to all weapons in that category.