Character Creation in Genetic Disorder | World Anvil
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Character Creation

Abilities Every character has six abilities that represent the character's basic strengths and weaknesses. These are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.    An ability score of 10 or 11 is average. Higher scores give characters bonuses, and lower scores give penalties.     Class Class is a defining trait of your character; it's where the majority of your skills and feats come from. You're not stuck as one class, either; in fact, it's better to branch into Multiclassing, or pick up an Advanced Class.   The classes are described in Player Options, under the Classes tab.   Your beginning character can be Strong, Fast, Tough, Smart, Dedicated, or Charismatic. Each of these basic classes is associated with one of the abilities in the game.   Level Level measures a character's advancement and relative amount of power. This campaign will level you all up via Milestones.   Hit Points A character's hit points (hp) determine how much physical damage a character can withstand before dying.   Damage reduces hit points, and lost hit points can only be recovered through medical aid or natural healing. A character's Constitution score, class, and level determine his number of hit points, and that number increases with each level gained.   Skills and feats Skills represent how well a character does at tasks other than combat. All characters are assumed to have a wide selection of average skills; the game only measures the skills in which a character has better than average ability and so can use these skills to attempt tasks in certain situations.   Skills are measured in ranks, which represent how much training a character has applied to a specific skill. Each rank adds +1 to any check (d20 roll) you make to use a skill.     Feats are special features that provide a character with new capabilities or improvements. All characters start with at least two feats, though certain classes and starting occupations provide additional feats. See Chapter Three for a list of available feats.   Starting Occupations To reflect life experience before the campaign begins, each character selects one starting occupation.   A starting occupation provides additional class skills, feats, a Reputation bonus, and/or a Wealth bonus for your character. Not all starting occupations are available in all campaigns, and some have prerequisites that further limit their availability.   Wealth does not apply in this Campaign, instead being replaced with Trading Units. (See Trading Mechanic in Mechanics)   To determine a new character’s TU budget, roll 4d10×2. If the character has any Wealth bonus due to their occupation, multiply the bonus by 2 and add the result to the TU budget. You can then buy objects based on their TU. All TU must be used; if any remain, they are disposed of. It's better to get small objects that you can trade instead.

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