You need:
A printout of the character sheet (or a scrap of paper or index card)
A pencil
Scrap paper
Your GM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group.
The GM will specify what kind of character your campaign focuses on:
Is it an Epic Hero?
A trench-crawling foot soldier?
A stealthy jaunt into enemy territory?
The Game Master will also outline any forbidden classes or factions for the campaign.
Are Wraiths allowed?
Can you play a zombie?
These are important clarifications before character creation.
The GM will tell players how many points they have to spend on their character.
The GM may reserve a certain amount of points specifically for starting wargear.
Take note of these points as you progress through the character creation process.
Faction: Your Faction determines what classes you can play, where your allegieances lie. If you are creating a renegade character who belongs to no faction, then Bloodpact Anarchists are the choice for you, whether you join the resistance or not.
Once you select a Faction, Class, and Race, write them down on your character sheet.
Choosing a base Race will adjust your stats in the next section.
Classes will not affect your starting stats but will adjust your access to starting wargear.
When players wish to purchase starting wargear, they must select from what is available to their starting class.
No Class: is also an option a GM might offer his players, in which case he will specify to the players what their wargear options are.
If the GM allows players to play a Hero class instead of a Basic Unit, they will stll go through normal character creation. They are just considered to be "In Training" if their stats are too low for a typical representation.
If the GM allows, players can also create a custom race and class by simply spending points and choosing wargear freely within the point limit. Perhaps your character is a bounty hunter beholden to no faction?
Because all wargear and stats are tied to a specific point algorithm, custom characters can be played in skirmish without imbalancing the game, however, players may only bring 1 custom character unless both players agree otherwise.
Your character starts with a base set of stats as determined by the core character stats, and can spend points accordingly to raise them from there. Stats are also affect by wargear items.
Core Character Stats:
The following are the base stats of a 17 point Base Unit Character.
Martial (M): 2
Perception (P): 1
Strength (S): 3
Defense (D): 3
Aggression (A): 1
Wounds (W): 1
Integrity/Infiltration (I):
Destiny (D):
Faith (F):
Affinity (A):
Movement: 6"
Apply any Racial Bonuses found in the Race’s section and adjust points accodingly.
Custom Races: Andromeda is a vast galaxy and Dwethia is a diverse universe. While the lore details many common races, the world is filled with infinite species that don't get the recognition they deserve. Players can create a custom race using the options below which counts as upgrades that follow normal point purchase rules (see step 2 below).
Pick One:
Add +1 affinity and 1 spell: Players may opt to add +1 Affinity and any spell to their character from the universal spell list, or their chosen faction spell list.
Ignore Terrain Modifiers: This is a free upgrade but forfeits other racial bonuses.
Add 2 stat bonuses: Players may add 1 to any two stats of their choice or +2 to one stat. Movement is added at 2" per increase.
Players may also subtract 1 or 2 from a stat to gain another 1 or 2 stat bonuses, but no stat can receive greater than +2 during this process.
Example: Orion is a kebaltic foreigner, a species not widely travelled. They are tall and brutish but not overly perceptive of graceful. As such Orion has the following Kebaltic Racial Bonuses: +4" of movement and +2 Strength. However he does receive -1 Perception and -1 integrity.
You can now distribute your assigned points into the following stats:
Martial (M): 1 point per increase.
Represents skill in combat. Higher numbers mean better fighters.
Maximum 9 for heroes, 5 for base units.
Perception (P): 1 point per increase.
Represents detection and aiming ability. Higher numbers mean better accuracy.
Minimum 1.
Strength (S): 1 point per increase.
Determines attack power. Higher numbers increase chances of wounding enemies.
Maximum 9 for heroes, 5 for base units.
Defense (D): 1 point per increase.
Measures resilience against attacks. Higher numbers make the unit harder to wound.
Maximum 5 for heroes, 4 for base units (without armor).
Aggression (A): 1 point per increase.
Determines the number of attacks per combat round.
Maximum 4 for heroes, 3 for base units.
Wounds (W): 5 points per increase.
Represents how many hits a unit can take before being removed from play.
Maximum 5 for heroes, 2 for base units.
Integrity/Infiltration (I)
This stat switches from Integrity to Infiltration based on the combat ruleset. In the Skirmish ruleset this is the Integrity stat. In the Dungeons ruleset this becomes Infiltration.
Integrity:
A bonus added to Martial when the unit is in coherency with its allies.
Encourages strategic positioning and teamwork.
Infiltration:
A bonus added to Martial and subtracted from Enemy Perception when hidden.
Subtracted from Enemy Perception when behind Cover or line of sight it blocked.
Subtracted from Enemy Aggression when target is unaware of the attacker.
Added to Strength on Wound rolls when a target is unaware of the attacker.
Destiny (D): 1 point per increase. Used for rerolling dice.
Often limited to crucial moments.
Maximum 6 for heroes, 1 for base units.
Faith (F): 1 point per increase. Represents resistance to Affinity powers (magical or supernatural effects).
Higher values mean greater resilience to spells and enchantments.
Maximum 6 for heroes, 1 for base units.
Affinity (A): 5 points per increase.
Represents magical ability used for casting spells, enchanting, or manipulating reality.
Maximum 6 for heroes, 2 for base units.
Masters of Affinity: This special rule costs 9 points and allows the character to cast 3 spells per phase.
Movement (Mv): 1 point per 2" increase.
Represents the travel speed of a unit.
Maximum 10" for any non-monster unit.
The GM will inform players if they can spend points on wargear.
Players should refer to their class for allowed wargear or follow specific wargear options determined by the GM.
Finalize your character sheet by marking any wargear and making adjustments to your stats based on that wargear.
The GM may allow players to create custom wargear. If so, here is the point breakdown for wargear.
Melee Range: all melee weapons have a minimum range of 1. It may go up to 3 for 1 point per increase.
Ranged Distance: the minimum distance for a ranged weapon is 6" at 1 point, for every 6" increase in range it is +1 point.
Ranged Penalty: Some ranged weapons inflict a movement penalty. By adding a movement penatly to wargear, players may make the weapon cheaper.
No Penalty: 0 points.
Half Penalty: -1 point.
Full Penalty: -2 points.
Ranged Strength: The Strength of a Ranged weapon can be set to any number and equals the same amount of points. A strength 5 Ranged Weapon is 5 points.
Causes X Wounds: Some wargear can cause multiple wounds, player must pay 5 points for every wound a weapon would cause beyond the first.
Usable once per game: Some wargear is limited, as such it cannot be used round after round. This wargear receives -5 points.
Key Words: Some weapons have special keywords, these are all 1 point per keyword.
These keywords may be: Arc, Light, Quick Shot, Blast X.
[Blast X]: The Blast X keyword costs equals X points where. X Cannot exceed 3.
"All units in Coherency" counts as [Blast 3]
Saves: Some wargear may provide a save, such items start with a 6+ save for 1 point. The save value may be decreased for 1 point per decrease to a maximum of 2+ save at 5 points.
Stat Modification: Wargear may alter a stat such as +X or -X, this increase will cost equal to the stat point costs listed above.
Spells: If wargear would grant any spell, all spells cost 5 points each.
Regaining Wounds/Destiny/Faith/Affinity: Some wargear can restore lost stat resources such as wounds, destiny, faith, or affinity. Such items will cost points equal to what they restore.
Restore a fixed amount: an item that can restore 3 wounds would cost 15 points.
Restore per round: some items, such as talismans, can restore 1 resource per round. The average game of dwethia is 5 rounds so player will pay for 5 of the chosen resource.
Example: A Talisman restores 1 affinity per round, as such it costs 25 points, that is 5 points for each point of affinity for all 5 rounds. As item that restores 1 destiny per round would cost only 5 points as destiny is only 1 point per destiny.
Cover: Some wargear items provide a cover bonus, these items have the following options:
Cover X: This item provides a Cover Bonus that can be any number from 1 to 4, costing X points.
Range: 6" for 6 points or 18" for 3 points. This determines the range at which the cover bonus is lost, the smaller the range the more effective the wargear.
Examples:
Camo Cloak costs 5 points. This provides Cover 2 when targeted outside 18". That is 2 points for cover 2 and 3 points for range 18"
Invisibility Cloak costs 10 points. this provides cover 4 outside of 6". That is 4 points for cover 4, and 6 points for range 6"
Example: Captain Davey Jones has a custom pistol called "Screamer" it has the following profile: 12" Range , Strength 8, No penalty [Quick Shot][Light]. As such it costs 12 points.
Range 12": this is 2 6" range increments for 2 points.
Strength 8: this costs 8 points
No Penalty: this is free and refunds no points.
Keywords: Quick Shot and Light both cost 1 point each for 2 points total.
Total cost: 2+8+0+2=12
In Dwethia, taking your adventure to the stars is not only common, but it is expected. There may come a time when players are called to design their own ship. To do so, follow the rules above but multiply all points by 10.
Example Ship Stats:
The following are the base stats of a 170 point Base Ship.
Martial (M): 2
Perception (P): 1
Strength (S): 3
Defense (D): 3
Aggressors (A): 1
Working Crew (W): 1
Integrity (I):
Destiny (D):
Faith (F):
Affinity (A):
Movement: 6"
Fighter: If a ship has no aggressors and less than 3 working crew, it receives the [Fighter] Keyword for free.
Cruiser: If a ship has less than 3 working crew it will lose the [Fighter] Keyword.
Warship: If a ship has 3 working crew or more, it gains the [Warship] keyword.
Now personalize your character:
Choose a name
Determine gender
Choose age and appearance
BASIC UNIT EXAMPLE
GM SETS THE LIMITS: GM Bryce requires his players to choose a Basic Unit Class for their character creation process and allocates them 31 points to spend on Stats and and wargear combined.
PLAYER CONCEPT: Player Brendan has a concept of a brutal, savage smuggler working his way up to buy his own fleet some day.
CHOOSE FACTION, CLASS, RACE:
FACTION: Brendan looks through the available factions, two fit his concept: Blacksun Traders and The Bloodpledge Anarchists. Deciding that he want's more of a Space Pirate concept, he chooses the Blacksun Traders.
CLASS: Now he is ready to look through the Blacksun Traders' Classes. Pirate is his favorite option, and it has a lot of flexibility.
RACE: Brendan now looks at the race restrictions, Pirates of the Blacksun Traders have no race restrictions, he is free to pick whatever race he wishes. An Orc pirate sounds interesting but he settles on the Cyborii. This adds a nice boost to his Base Stats.
SPEND REMAINING POINTS: Brendan now has a pretty good starting character but he isn't done yet. he still has 8 points left to spend! He takes a look at the wargear he has access to and the stat point costs. He buys a Pistol for 7 points and adds a point of Perception so he can be a better shot with his pistol!
ROLEPLAYING DETAILS: Finally Brendan fleshes out his character with some fine details. He decides this is Omega a 5'8" tall mechanized buccaneer with a heart as cold as his hull!
FILLING OUT THE CHARACTER SHEET: GM Bryce assigns some starting gold and gear and Brendan marks all of this down on his character sheet.
HEROIC EXAMPLE
GM SETS THE LIMITS: GM Chace allows his players to choose a Heroic Class for their character creation process and allocates them 39 points to spend on Stats and and wargear combined.
PLAYER CONCEPT: Player Bryan has a concept of a regal, powerful military strategist working his way up to an admiral some day.
CHOOSE FACTION, CLASS, RACE:
FACTION: Bryan looks through the available factions, two fit his concept: The Empire of Sol and The Citadel. Deciding that he want's more of a galactic navy concept, he chooses The Citadel
CLASS: Now he is ready to look through The Citadel Classes. At first Archon stands out, but it's 33 points and doesn't leave a lot of room for wargear and stat adjustments. Bryan instead purchases the Strategos Class for 31 Points. This automatically raises his base stats to match the Lieutenant Profile.
RACE: Bryan now looks at the race restrictions, heroes of The Citadel have very few race restrictions, Bryan is free to pick many races he might wish and settles on the Sovereign. This adds a nice boost to his Base Stats.
SPEND REMAINING POINTS: Bryan now has a pretty good starting character but he isn't done yet. he still has 8 points left to spend! He takes a look at the wargear he has access to and the stat point costs. Bryan buys a shield for 2pts, a short bow for 5pts and 1 extra point in Perception for 1 point!
ROLEPLAYING DETAILS: Finally Bryan fleshes out his character with some fine details. He decides this is Perseus Deus! a 6ft tall muscular morally ambiguous male of sturdy build!
FILLING OUT THE CHARACTER SHEET: GM Chace assigns some starting gold and gear and Bryan marks all of this down on his character sheet.
There’s no need to develop every detail right away. With the GM's permission, you can adjust or add character details as you play and get a better feel for them.