Character Creation

Attributes | Derived Statistics | Skill Selection | Extras


Characters in SIMRPG are created around six basic Attributes that determine the strengths and weakness of the character. These Attributes establish the potential for a character to develop from. Although it is possible to improve any attribute over time, it is difficult and a player should consider well what he wants his character to be good at. It should be noted that secondary Statistics are derived from Attributes and, finally, all Skills are based on Attributes in a fairly direct relationship.

When a player creates a character, he has 66 points which to spend in any fashion he chooses. The human maximum for any attribute is about 18, though if the GM is willing a score of 20 is allowable, if a good rational is given. Also, the minimum for any score is a two. At character creation, no score may be lower than that. Other than that, it should be understood that the human average is about a 10 in every attribute. Therefore, we see that it is possible for a character to have an 11 in every attribute, making them slightly better than average at everything (I have set it up this way because characters are heros after all, they should stick out of the scenery and be a bit larger than life and better than your average peasant). This may be the ideal arrangement, or something close, for starting players who don't know what they want yet. For a better idea of what the Attribute values correspond to in human terms, as it were:

Attribute Values and Their Meanings

Attribute Value Description
1-2 Barely Alive
3-4 Child-like
5-6 Poor
7-8 Below Average
9-10 Average
11-12 Above Average
13-14 Impressive
15-16 Remarkable
17-18 incredible
19-20 Legendary

Of the Attributes, three of them refer to physical descriptions, three to mental or psychological descriptions. The Attributes are, in order: Strength, Vitality, Prowess, Wisdom, Alertness, and Manipulation. They correspond to the following type of information:

A Characters Attributes, as mentioned before, are used to calculate Derived Statistics. The calculations are no more complicated than averaging two numbers, which is about as complicated as the entire system gets at any point. If you can average two numbers and round down, then you've learned all the math you need to handle SIM. The Derived Statistics are simply more information about the character, and depend relatively directly on one or two attributes. The full extent of the Statistics are derived below.

After the initial information describing the character is finished, the character is established as a skeleton of raw potential. To insure that this potential is not just realized, but complemented, it is necessary for a player to choose skills. Skills are essentially any activity that the character is competent or accomplished at performing. This includes combat, wilderness survival, Thievery, social graces, crafts, and knowledge; as well as much more. To see a complete list of skills, examine the Skill List. However, do not feel constrained by this list. If there is something special you want to do, by all means talk to the GM and ask him to give you a ruling on a new skill you want to propose. And if it's really nifty and I've missed it in the list, by all means e-mail it to me with a full description. If I put it in, I'll give you credit for it.

The only real consideration of skills, besides their usefulness to the character, is if they require a prerequisite. I have left this interpretation open to the GM, but I demand prerequisites for some skills. For instance, if a character wishes to know the skill Physician, he must put at least a minimum of one point into the skill First-Aid, as an indication that that skill was part of the process of learning Physician. Another example is a character must know Mathematics before they can learn Physics, etc... Once you have decided on the skills that you think your character should know (and hopefully it includes useful things like Swim, Climb, Bargain, and Ride, and not just the ever popular "Kill all Enemies with a Single Blow of My Very Large Weapon" Skill) you should allocate points to the Skills. You have 30 points to spend on Skills and Extras. I suggest a minimum of 20 points go into Skills, but your choice. Each skill is listed with the Attribute it is based on (i.e. Climbing (Pro)) is an indication that the Climbing Skill is based on the Prowess Attribute). A single point spent on a skill makes it equal to 1/2 the Attribute (rounded down) plus 1. Note that the lowest value or level a skill can ever be known at is level 2, because a one or two always succeeds on a twenty-sided die for a Skill Test.

Example: Olaf wishes to buy the Climbing Skill, which is based on the Prowess Attribute. His Prowess is 13. 1/2 of 13 is 6.5. Rounded Down is 6. Plus 1 = 7. So one point into the Climbing skill gives Olaf a Climbing skill of 7.

Two points into a skill (that is two points total, not one point for 1/2+1 and then two more points) raises the skill to the level of the Attribute itself.

Example: Olaf spends a total of two points on the Tracking Skill, which is based on the Wisdom Attribute. Olaf's Wisdom is 9. So his skill in Tracking is now 9; equal to his Wisdom.

And that is the basics of skills. Unless the GM allows it, no more than two points may be put into any Skill at Character creation (unless you want to start off with fairly advanced or experienced characters. If so, check out my Optional Rules Section).

Any points a player does not spend on skills can be spent on Extras. Extras are unique, unusual, or special things about the character. They can be items, powers, abilities, natural aptitudes, backgrounds, or anything the GM will allow. Because of the unstructured nature here, the GM has to be careful to avoid abuses of this and to rule carefully and fairly on Extras. But the really help spice up a game and make characters unique. Common Extras include Literacy, Wealth, Reputation, Attractiveness, Keen Eyesight, Sixth Sense, Light Sleeper, and others. Two other Extras I will mention here specifically are the popular Magickal Adept and Priest of (Fill in your God's Name Here). These are the most common Extras that players in my games spend points on. The cost for either of them is 5 points. A GM may make them more or less expensive as they see fit. For descriptions of these two Extras, and suggestions and general rules on others, check out the Extras Section. Good Luck to any GM's in keeping your players reined in on the power of their Extras. I have trouble with the players in my games.

After a player has spent their points on Skills or Extras, their character is essentially finished. The GM may assign any equipment (see Equipment Section) they see fit, or set a base amount of money the character has to spend on anything the GM allows. Once outfitted, I suggest a good brainstorming session between player and GM concerning the character's history, desires, motivations, fears, background, habits, and anything else you can come up with. The only thing left after that, is to play...Or read the rest of the sections on the game.

As a final note, for those who wish some general direction or suggestions for character creation, I have included an example of sample fantasy character templates with attribute, skills, and extras included to demonstrate the simplicity and versatility of SIMRPG. To peruse these, or use them to jump right into playing, view the Character Templates.