Custom Origin

Your Custom Origin is just a fancy way of describing your character’s backstory and history. This is the bulk of building your character during character creation.

Free Flowing is about building a character that’s personal to you, meaning you decide what your character’s origin is instead of picking from a list.

Make sure to name your origin and have fun!

For the last steps, refer to A-G

6

Skill Check Bonuses

Gaining a bonus to something just means that when you roll a D20 for that thing you add the bonus to your roll.

Choose two skill checks to gain a +2 bonus. Skill checks include Athletics, Insight, Memory, Perception, etc. You can also choose skill checks listed in ability blocks that state you can take during character creation.

More information can be found in the skill checks arrow near this box. You can’t pick more than one and you also can’t pick one that you’ve already selected for saving throw bonuses.

A

Saving Throw Bonuses

Gaining a bonus to something just means that when you roll a D20 for that thing you add the bonus to your roll.

Choose two of the following skill checks used as saving throws to gain a +2 bonus to.

Athletics, Blocking, Acrobatics, Sleight Of Hand, Fortitude, Tolerance, Will

More information can be found in the skill checks arrow near this box. You can’t pick more than one and you also can’t pick one that you’ve already selected for skill check bonuses.

B

Complication Penalties

Note: Taking complication penalties is optional and not required!

In exchange for giving a skill check a -2 bonus, you can gain a +2 bonus to another skill check of your choice. There’s no technical limit, but DM’s have the authority to tell you to stop.

The skill check you give a -2 cannot already have a bonus to it, but skill checks with a -2 can gain more negative bonuses.

C

Languages

You can choose and make up around 2-3 languages that your character may know. Usually this includes OuterWorldian Common, but you don’t have to have it.

(There should be an arrow near this to a list of official languages, but the wiki isn’t done yet, so just make up your own)

D

Tool Kit Choices

You can choose to be proficient in 1 or more of the tool kits listed in the tool kits arrow near this box.

Being proficient in a tool kit means you are able to use them how they are described on the tool kits page.

If you are choosing more than one, you need to talk about it with your DM. You also cannot get proficiency in a tool kit that doesn’t make sense for your character to have.

E

Starting Equipment

You can make up to 10 selections of common items from General Items.

You can make up to 4 selections total of common items from Magic, Battle, High Tech, and Otherworldly Items.

After picking any weapon or armor, you become proficient with every kind of that weapon or armor. This means for weapons you start off with a +2 bonus to hit with that weapon of your choice

From here, you can get either 1 or more Uncommon items from any category listed.

Make sure to write down what your type of inventory is and how much money you start with. You can also talk with your DM about getting more of any of the selections listed. Use the items arrow near this box to be taken to the item lists.

F

First Skills

You can make up to 4 selections that come from the Paths & Abilities arrow near this box. These selections include any Path or Ability from any archetype or ability block in that arrow. If you need a reminder on what counts as a Path or an Ability, go back to page 1.

However, you must choose at least one Path and you cannot select any perks.

You can make at least 3 custom moves for every Path you choose.

G

Congratulations, you are done with character creation!