Character Creation

In general, all HM material published by Kenzer & Co. (K&C) that I have a copy of is available, including HM books, K&C periodicals.

However, some material may be inappropriate to the setting (e.g. HackJammer, City of Brass); if the provided back-story provides a good justification, these may be allowed.

Rolling Stats

Roll 4 D6s 7 times, write each total down and then put 1 of the 7 totals into whichever stat you prefer.

You can buy a re-roll on any table for 1 BP.

Story-telling is more important than random characters. If you have a specific character with a specific background that you would like to build, use the ability to “cherry-pick” your quirks and flaws and feel free to just decide things like how many siblings you have. If it’s apart of your character’s backstory, you may also manually determine other portions of your history, but you will not receive the full building points (BP), as you would have for rolling the choice.

Alignment

Players are encouraged to not create Evil aligned characters. If such characters are played according to their alignment, they will find the civilized wurld (and likely their companions) will quickly become hostile.

No experience will be awarded for offensive actions against other party members.

Race, Class, Package

Selection of race, class(es) and packages is subject to GM approval.

To prevent players from choosing races and classes that are inappropriate to the setting or party make-up, or which the player does not intend to role-play.

Humans receive 6 BP of bonus skills from those in the PH without prerequisites, which often used to earn a living among society (incl.: Agriculture; Animal Lore; Astrology; Botany; Culinary Arts; Culture (Human); Current Affairs; Customs and Etiquette (Human); Engineering; Forestry; Geology; Heraldry; History, Local; Leadership, Basic; Mathematics, Basic; Military History; Religion, General; Weather Sense; Arcane Speak; Languages, Modern (any trade partner); Semaphore; any Musical Instrument skill; Armor Maintenance; any Tasks: Mundane skill; Brawler; Dirty Fighting; Pimp Slap; Artistic Ability; Dancing, Ballroom; Interpret/Perform Mime; Juggling; Poetry, …; Singing; Acting; Acupuncture; Animal Noise; Bartering; Boating; Bowyer/Fletcher; Brewing; Calligraphy; Carpentry; Clever Packer; Cobbling; Dig Hasty Grave; Dig Proper Grave; Fishing; Forage for Food (home climate); Gaming; Glean Information; Haggle; Identify Animal by Tracks; Laborer, General; Mining; Mountaineering; Navigation, Nautical; Pottery; Seamstress/Tailor; Set Snares; Skinning; Slaughter Game Animal; Sleight of Hand; Slip Away Into Shadows; Stonemasonry; Swimming, Dog Paddle; Tracking; Tumbling; Weaving; all Skills, Tools skills – others may be possible if a back story identifies how they were gained during youth). These 6 BPs may also be applied to cost of a skill or skill suite used to earn a living, whose cost exceeds 6 BPs.

To compensate for the advantages provided to most other races, with skills appropriate to growing up among civilization.

The Bounty Hunter casts spells in the same manner as a magic-user or cleric (i.e. to cast arcane spells, they need learn the spell, transcribe it into a book, and memorize it (except for Read Magic); to cast divine spells, they need to devote themselves to a divine patron, and pray for spells).

The Charlatan class is disapproved, until further notice.

The Diviner class Karma total is limited to the character’s Diviner level.

Skills, Talents, and Proficiencies (STP)

All skills, talents, proficiencies, quirks and flaws are subject to GM approval.

To prevent players from choosing STPs that are unavailable or inappropriate to the setting, or Q&Fs the player does not intent to role-play.

Quirks and Flaws (Q&F)

The Building Points yielded by Quirks and Flaws are reduced per the table below. The difference in building points accumulated should be recorded, as I may award some or all of those points for a character which appears to have an interesting or creative concept, or which includes features which promote fun, friendly, cooperative play.

Characters can both Cherry Pick (2 minor and 1 major) flaws, and roll for quirks and flaws. The total number of flaws is limited to 9 (including additional rolls indicated by tables). Characters can stop rolling flaws at any time; they do not have to roll a pre-selected number.

Characters may pick or roll for Quirks and Flaws in Class guides other than their own, but in general are awarded only half the BPs, and that only if the Quirk or Flaw applies. (In this case, the GM may have to adjust the effects.)

Male characters may pick or roll for the Female Quirks and Flaws table; individual flaws are available (Y in the Males column in the table below), not available (N) or available, but only half BPs awarded (1/2).

All skills, talents, proficiencies, quirks and flaws are subject to GM approval.
Some are so potentially disruptive that I require the whole party (all the players) to agree to allowing a character with that Q&F to join the party; these are noted in the tables below (e.g. Enmity toward Race).

This is my alternative to avoid the party deciding to leave the character behind (or worse).

Quirk/Flaw BP Bonus (new/orig) Notes (Reasons)
Flaws, Major (Physical)
Amputee, Arm 8/15 (Disruptive or annoying)
Amputee, Double, Arm 12/20 Requires party approval
(Highly annoying, delaying or disruptive)
Amputee, Double, Leg 5/20 Requires party approval
(Highly annoying, delaying or disruptive; Gain 1 BP of STR, which pays for Peg Leg skill negating most adverse effects
Amputee, leg 3/15 (Gain 1 BP of INT, which pays for Peg Leg skill negating all adverse effects
Blind 10/20 Requires party approval
(Highly annoying, delaying or disruptive)
Narcolepsy 15/15 Requires party approval
(Highly annoying, delaying or disruptive)
Seizure, Disorders 6-10/12-20 Requires party approval
(Highly annoying, delaying or disruptive)
Flaws, Minor (Mental)
Absent Minded 3/9 (either incidental or delaying)
Agoraphobia 3/10 (either incidental or delaying)
Animal Phobia 7 for horse, dog, cat, bird, insect, 3 for others /9 (Annoying, delaying, and disruptive)
Claustrophobia 8/8 Requires party approval
(Highly annoying, delaying or disruptive)
Delusional 4/10 (Annoying, delaying, and disruptive)
Inappropriate Sense of Humor 3/7 (either incidental or delaying)
Kleptomaniac 3/10 Requires party approval
(Highly annoying, delaying or disruptive)
Obsessive Compulsive 4/10 (either incidental or delaying)
Paranoid 7/10 (Disruptive)
Quirks, Minor (Mental)
Enmity toward Class 5 for Dark Knight, Assassin, Berserker, Blood Mage, 0 for others/13 Requires party approval
(Highly disruptive)
Enmity toward Race 8 for Half-orc or Half-ogre, 3 for others/13 Requires party approval
(Highly disruptive)
Psychotic Aversion to Class 5 for Dark Knight, Assassin, Berserker, Blood Mage, 0 for others/11 Requires party approval
(Highly disruptive)
Psychotic Aversion to Race 2 for Half-orc or Half-ogre, 0 for others/11 Requires party approval
(Highly disruptive)
Quirks, Minor (Personality)
Jerk 2/8 (Disruptive or annoying)
Loud Boor 3/7 (Disruptive or annoying)
Obnoxious 3/6 (Disruptive or annoying)
Self Absorbed 4/8 (Disruptive or annoying)
Quirks, Major (Personality)
Multiple Personalities Per Extra Personality table /11+5 ea. First extra personality is awarded full BPs, second is awarded half; none for more than two.

Personalization

Players may suggest some unique traits or gear for the character to start with, in exchange for some BPs, to further distinguish their character. The GM will adjust either the effects of the trait or item or the BPs as appropriate.

Character Creation

Hack Brigade Spellslinger