Character Creation

Characters are built on a total of 175 points; 110 points will be available pre-origin story.

Pre-Origin Story (Stats and Skills)

You may choose any of the following:

  • One of the pre-built careers.
  • A character who has 12 dice in stats (no stat can be lower than a 1 or higher than a 5), 1 4d skill, 2 3d skills, 3 2d skills, and 4 1d skills.
  • A character who has 60 points in stats (again 1-5 dice in all stats), and 40 points in skills. You may choose to leave some of these points unspent until after the origin story.
  • A character who has 100 points in stats and skills, however combined. You must have at least 1 die in all stats, requiring 25 points. You may choose to leave some points unspent.

Pre-Origin Story (Specialties, Contacts, and Wealth)

If you have any points left over after buying stats and skills, you may spend them on Base Will, Willpower, Skill Specialties, Contact, and Wealth. Your combined dice in Skill+Skill Specialty may not exceed 6. You may have no more than 10d in wealth. You may have no more than 30d total in all your contacts.

Pre-Origin Story (Loyalties, Passions, and Disadvantages)

You must choose loyalties and passions as described in pages 54-6 of the Wild Talents Rulebook. Disadvantages are for role-playing purposes only, and MAY earn you bonus XP if they have had a significant impact on play, see page 57 of the Wild Talents rulebook.

Dice Costs Pre-OriginNormal DieHard DieWiggle Die
Stat5N/A
Skill2N/A
Specialty124
Contacts248
Wealth0 (for the 1st),
2 for all others
48
Base Will3N/A
Willpower1N/A

Post-Origin Story (Archetype)

In addition to any unspent points, you have up to 50 points to spend on your archetype. But you must use this same pool to buy hyperstats, hyperskills, and miracles as well. Your options are:

  • Buy one of the pre-built archetypes.
  • Modify one of the pre-built archetypes with additional permissions or intrinsics. Each archetype lists suggested modifications that are pre-approved. Other modifications require GM approval.
  • Build your own archetype, but it must receive GM approval before play.

Post-Origin Story (Stats and Skills)

In addition to any unspent points from the Pre-Origin steps, you have up to 50 points to spend on your hyperstats, hyperskills, and miracles. But you must use this same pool to buy archetypes as well. Your options are:

  • Use one of the pre-built miracles, or plain hyperstats and hyperskills, as detailed in the main Wild Talents book.
  • Modify one of the pre-built miracles, hyperstats, or hyperskills, with one of the common or suggested modifications listed in the main Wild Talents book.
  • Build your own power. This requires GM approval before play.

Post-Origin Story (Specialties, Contacts, and Wealth)

You have 15 points to spend on Base Will, Willpower, Skill Specialties, Contact, and Wealth. Your combined dice in Skill+Skill Specialty may not exceed 10. You may have no more than 10d in wealth. You may have no more than 30d total in all your contacts.

Post-Origin Story (Loyalties, Passions, and Disadvantages)

You may reallocate, update, or replace loyalties and passions as described in pages 54-6 of the Wild Talents Rulebook. Disadvantages are for role-playing purposes only, and MAY earn you bonus XP if they have had a significant impact on play, see page 57 of the Wild Talents rulebook.

Dice Costs Post-OriginNormal DieHard DieWiggle Die
Stat5N/A
Stat (Peak Performer)51020
Hyperstat4816
Skill248
Hyperskill124
Specialty124
Contacts0 (for the 1st),
2 for all others
48
Wealth248
Superpower Quality248
Base Will3N/A
Willpower1N/A
Company Quality110 x new ratingN/A

1More than one player can pay this XP cost. Each quality’s XP pool is tracked separately. Only one quality may be improved (by one) per session.

Character Creation

Ashingham Talents GuardianLurker