1 Concept. Write down your character’s name, who he is, and give him a goal and a flaw.
2 Attributes. Assign scores, 14, 10, and 8, to the three attributes: physical (P), mental (M), and metaphysical (MP). The related bonus for 14 is +2, for 10 is 0, and for 8 is -1.
3 Skills. Choose a skill that your character does well, and give it 2 skill points. Skill points are reusable bonuses that you add to contests involving that skill.
4 Perks. Choose two perks from the perk list.
5 Hero Points. You can add d6, called a Hero Point, to your contests when doing something heroic. Your character starts each day with 2 hero points to spend, and earns more from the GM for role-playing your flaw in spite of your goal.
6 Gear. Use the gear list to equip your character, or assign a d8 to any weapons or armor you have. This is your damage die and protection die.
7 Role-Play. Describe or act out what your character does and says. If the GM asks for a die roll, help the GM describe the outcome.
8 Contests. If your character does something that might have an unfavorable result, the GM will ask you to roll a contest related to an attribute. This is a d20 roll to which you add that attribute’s bonus. Add skill points if you have a skill that might help. If your total is higher than the GM’s total, it is a Pro: a favorable outcome. If lower, it is a Con: an unfavorable outcome. A Tie can be a neutral result, a re-roll, or a Pro if the GM thinks you’ve been role-playing well. Use this information to role-play the outcome.
9 Initiate. To determine your turn in combat, roll a d20 and add the attribute bonus of your choice. This is your initiative contest.
10 Actions. In each round of combat, you get three actions to use during your turn or as reactions to other actions. On your turn, your actions happen first. On other turns, your actions happen a moment after characters with higher initiative contests.
11 Attack. To attack an opponent, use an action to roll a physical contest (d20 + physical bonus) and add the skill points from a fighting skill if you have one. Roll your weapon’s damage die separately. You add the damage roll to your opponent’s damage pool if your contest is a Pro or if your opponent doesn’t react by defending.
12 Defend. To defend against an attack, use an action to roll a physical contest and add Parry skill points if you have them. On a Pro, you take no damage. On a Con, you must take at least 1 damage.
13 Damage. Whenever you take damage, you reduce it by your protection against that type of damage. Add the difference to the damage pool of the corresponding attribute. If you have no protection, you take the full amount damage rolled. If you collect more damage than your attribute score, you are disabled and cannot take actions until you and the GM resolve your condition.
14 Healing. Each day, you remove one point of physical and mental damage. Each hour, you remove one point of metaphysical damage. If you are disabled, you cannot remove damage.
15 Magic. If you have a magic skill, you can use a magic power. Roll a metaphysical contest and add your magic skill points for that power, adding the power’s difficulty (D) as well. You must spend one action per power level to use the power. Add 4 + (power level) to your metaphysical damage pool. Then the power’s effect happens.
16 Magic Defense. To defend against magic, use an action to roll a defense contest the power’s magic contest. Against 1st level powers, one defense Pro saves you. Against higher level powers, one defense reduces the effect, and you must make additional defense contests to fully escape the power’s effect.
17 Take Half. For any roll, you can skip the roll and say that you rolled half of the highest number on the die.