Document 13
Character Creation
Building a character from scratch
Purpose
This document walks through character creation step by step. It brings together Race, Class, Stats, and everything else into a complete process.
Character creation has seven steps. Follow them in order.
The Seven Steps
"Every character begins the same way. A blank sheet. A pile of dice. A spark of an idea. What happens next is up to you. Well, you and the dice. Mostly the dice, if we're being honest."
Step 1: Choose Race
Race defines what you ARE. Choose first because it determines:
- Stat Ranges: Your minimum and maximum starting values
- Size: How big you are
- Innate Traits: Natural abilities, weapons, and armor
Your Race sets the boundaries. Everything else works within them.
See Document 11 (Races) for Race structure and templates.
Step 2: Generate Stats
Once you know your Race, generate your eight primary stats: STR, DEX, CON, INT, WIS, CHA, REF, MOV.
LUK is handled separately in Step 3.
Method 1: Rolling (Default)
Roll 4d6, drop the lowest die. Do this for each stat.
Then apply the delta method:
Why Baseline 12?
4d6 drop lowest averages 12.25, not 10. Using baseline 10 would skew everyone toward the top of their range. Baseline 12 centers the distribution properly, giving a true bell curve within your racial range.
Example: Human STR (range 6-14, average 10)
Example: Dragon STR (range 30-50, average 40)
Same dice. Same process. Works for Goblins and Gods alike.
Heroic Pool (Rolling)
After rolling all stats, roll the optional heroic pool (2d6 drop lowest—keep the higher die). These points can be distributed to any stats and CAN exceed racial ranges—just like point buy. A Human who rolled STR 14 (capped at max) could use heroic points to push it to 16.
"The dice don't care what you wanted to play. They give you what they give you. A wise player finds the character in the numbers. A stubborn player fights the numbers and loses."
Method 2: Point Buy
For tables that prefer balance over randomness.
Base Pool must stay within racial ranges. You cannot buy a stat above your racial maximum or below your racial minimum.
Heroic Pool CAN buy outside racial ranges. This is what makes heroes exceptional. Those extra 1-6 points can push you beyond your race's normal limits.
Example: Human
Example: Dragon
Heroic Pool is Optional:
- Player characters typically get it
- NPCs and creatures may not (GM discretion)
- It represents the spark that makes heroes different
"AH, THE HEROIC POOL! MY DOMAIN! TWO TINY CUBES, AND YOU ONLY KEEP THE BETTER ONE—HOW GENEROUS OF FATE! WILL YOU ROLL DOUBLE SIXES AND TRANSCEND YOUR FEEBLE MORTAL LIMITS? OR WILL YOU ROLL DOUBLE ONES AND WATCH YOUR DREAMS OF EXCEPTIONALISM CRUMBLE INTO DUST? EITHER WAY, I SHALL BE THOROUGHLY ENTERTAINED! ROLL, PEASANT! LET US SEE WHAT FATE THINKS OF YOUR AMBITIONS!"
Choosing Your Method
| Method | Best For |
|---|---|
| Rolling | Drama, surprise, classic feel |
| Point Buy | Balance, optimization, competitive tables |
Rolling is the default. Point buy is the alternative. GM decides which method the table uses.
Extending the System
TDGS is MIT licensed. Extend it. Hack it. Make it yours.
Want a standard array? Build one. Want 3d6 straight down the line? Go for it. Want different point pools? Your table, your rules.
We provide the foundation. You build the house.
Step 3: Roll Luck
LUK is special. It's always rolled, never bought.
Most characters have LUK 0. Being lucky or unlucky is rare—5% chance each.
Exception: If your Race specifically grants a LUK range (like a Leprechaun with +2 to +6), use the delta method for that range instead of the d20.
"Oh, you think the d20 makes it complicated? Adorable! It's still just two outcomes that matter—blessed or cursed—with a whole lot of nothing in between! Ninety percent of you walk away with zero, and that's the beautiful part. You rolled. You hoped. You got EXACTLY what the universe thought you deserved. The other ten percent? Welcome to the consequences, friend. I never said which kind!"
Step 4: Choose Class(es)
Class defines what you've TRAINED to become. It provides:
- Abilities: Skills, Spells, and Traits
- Tier Unlocks: Access to higher-tier abilities
- Stat Bonuses: Bonuses from training (applied in Step 5)
Checking Requirements
Classes have recommended minimum stats. These are soft requirements—guidance, not gates.
A STR 6 character CAN take Fighter. They'll struggle. That's their choice. TDGS allows bad decisions. The math handles consequences.
Starting Level
New characters typically start at Class Level 1. Your GM may allow higher starting levels for experienced campaigns.
Multiclassing
You can start with levels in multiple classes if your GM allows and you have the XP. Most new characters start with a single class at Level 1.
See Document 10 (Classes) for Class structure and templates.
Step 5: Apply Class Bonuses
Your Class Level 1 may grant stat bonuses. Apply them now.
These bonuses can push stats above racial ranges. That's training exceeding natural limits.
Step 6: Calculate Derived Values
With your stats finalized, calculate:
Hit Points
Knockout Threshold
Base Power Tier
Apparent Power Tier
At character creation, Base and Apparent Power Tier are often the same or very close. They diverge as characters acquire equipment.
Example: Human Fighter
Step 7: Finishing Touches
The mechanics are done. Now make them a person.
Equipment
Starting equipment is content-dependent. Your setting determines what's available.
Medieval fantasy? Swords and shields. Sci-fi? Pistols and neural jacks. Post-apocalypse? Scrap and scavenged gear.
Your GM will tell you how to acquire starting equipment for their setting.
Everything Else
- Name: What are you called?
- Background: Where did you come from?
- Personality: How do you act?
- Goals: What do you want?
- Appearance: What do you look like?
These aren't mechanical, but they matter. A character is more than numbers.
"I always tell new players the same thing: the numbers tell you what your character CAN do. You decide what they WILL do. Stats are capability. Choices are character. Don't let a low Charisma stop you from being charming. Don't let high Strength make you solve everything with violence. The sheet is a tool, not a script."
Quick Reference
Rolling Stats (Default)
Point Buy
Luck
Derived Values
Example: Creating a Human Fighter
Let's walk through a complete example.
Step 1: Choose Race
Human. Stat ranges are 6-14 for most stats, 8-12 for MOV.
Step 2: Generate Stats (Rolling)
Step 3: Roll Luck
Roll d20: 7 → LUK 0
Step 4: Choose Class
Fighter. Recommended STR 10+. We have STR 12. Good fit.
Gain Level 1 abilities: Power Strike +1, Shield Use +1, Armor Training (Trait)
Step 5: Apply Class Bonuses
Fighter 1 doesn't grant stat bonuses at Level 1 (varies by class design).
Final Stats: STR 15, DEX 9, CON 15, INT 7, WIS 10, CHA 8, REF 11, MOV 8, LUK 0
Step 6: Calculate Derived Values
Step 7: Finishing Touches
Name: Garrett Cole
Background: Former town guard
Personality: Cautious, protective
Goals: Earn enough gold to buy a farm
Equipment: (Per GM/setting)
Done. Garrett Cole is ready to play.
"You've got your character. Numbers on a page. Potential waiting to happen. Now go out there and make some memories! Get in fights! Make friends! Maybe set something on fire—accidentally or on purpose, I support both! The best characters aren't the ones with the highest stats. They're the ones with the best stories. Now go get yours!"
Document Status
This document defines the character creation process for TDGS. All characters in TDGS-based systems should follow this process, adapted as needed for specific settings.