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Character Creation Summary, Revised Edition

• Step One - Choose Character Type (AFMBE Revised Core Rulebook pages 27-29)
Choose Norm, Survivor, or Inspired

• Step Two - Primary Attributes (AFMBE Revised Core Rulebook pages 30-32)

The Primary Attributes are Strength, Dexterity, Constitution, Intelligence, Perception and Willpower

Norm - 14 points
Survivor - 20 points
Inspired - 20 points

Attributes can be bought up to level 5 for a one to one basis (example - Strength 3 costs 3 points, Strength 4 costs 4
points, etc). Attributes after level 5 cost 3 points per level (example - an Attribute of level 6 costs 8 points. 5 points for level 5,
plus 3 points for level 6, totalling 8 points).

Cast Members (Characters) cannot raise an Attribute above Level 6. This is the absolute maximum Attribute level for
humans.

• Step Three - Secondary Attributes (AFMBE Revised Core Rulebook pages 33-34)

The Secondary Attributes are Life Points, Endurance Points, Speed and the Essence Pool. Use the following formulas to
calculate the Secondary Attributes. If you raise Primary Attributes with points from Drawbacks, or Experience, the values of
these will need to be recalculated

Life Points - ((Constitution + Strength) x 4) + 10. The human range is 18 to 58.


Endurance Points - ((Constitution + Strength + Willpower) x 3) + 5. The human range is 14 to 59.
Speed - (Constitution + Dexterity) x 2 is the speed in miles per hour (for kilometers per hour change the multiplier to 3).
The human range is 4 to 24 mph (6 to 36 kph). Half that amount is the number of yards (meters) that the character runs in a
second.
Essence Pool - Add the character’s Primary Attributes together. The Inspired often have extra Essence, due to their
greater control over the flows of primal energy. This extra Essence is purchased during character creation (see the Increased
Essence Pool Quality, p. 48). The Essence Pool can also be affected by certain Qualities or Drawbacks.

Determining Secondary Attributes with Low Primary Attributes

Some characters have Attributes of 0 or even in the negative numbers. These levels represent Attributes that are far
below average. Special rules for determining Secondary Attributes are required in this case. When dealing with low Primary
Attributes, treat them as being equal to 1 for determination purposes. If the Attribute is negative, then subtract it from the
resulting Secondary Attribute.

For example, Dell is a frail and sickly boy with a Strength of -1 and a Constitution of 0. To determine Dell’s Life Points,
treat the -1 and 0 as “1s”, resulting in a base of 18 Life Points (2 x 4 plus the base 10). Then reduce this to 17 Life Points —
the negative value is subtracted from the total.
The special rule for treating 0s and negative numbers in Secondary Attributes only applies to those that involve multipli-
cation (Life Points, Endurance Points and Speed). Essence is calculated as normal.

• Step Four - Qualities/Drawbacks (AFMBE Revised Core Rulebook pages 35-50)

Norm - 5 points for Qualities, and up to 10 points in Drawbacks


Survivor - 15 points for Qualities, and up to 10 points in Drawbacks
Inspired - 10 points for Qualities, and up to 10 points in Drawbacks

Norms and Survivors may not purchase the Gift or Inspiration Qualities

Inspired must buy Gifts and Inspiration using Quality or Metaphysics points

Qualities and Drawbacks are listed below for convenience with a short description

Qualities (AFMBE Revised Core Rulebook pages 35-50)

Mental
Artistic Talent (3 points) - This quality can be purchased multiple times for different types of art. This grants a
+3 bonus to all related Task attempts. Even if it fails, you still acquire at least one Success Level. In addition, it grants 12
Essence Points to your pool, and the Essence bonuses are cumulative (page 37-38 of AFMBE Revised Core Rulebook)

Charisma [Positive] (Variable) - This trait represents the personal magnetism and leadership qualities of the
person, ranging from +1 to +5. Positive Charisma levels can be added to any Task where the character is trying to influence
other people. The bonus is equal to the level of Positive Charisma (page 38 of AFMBE Revised Core Rulebook)

Fast Reaction Time (2 points) - The character can often anticipate their enemy’s moves and counteract them.
In combat and other physical confrontations, characters with this Quality can act first without checking for initative, restricted by
common sense. It also gives a +1 bonus on Willpower Tests to resist fear (page 42 of the AFMBE Revised Core Rulebook)

Nerves of Steel (3 points) - The character is almost impossible to scare. He/she can keep their cool in the face
of unspeakable horror. He/she gains a +4 bonus to Fear Tests when confronted with the strangest manifestations (page 44 of
the AFMBE Revised Core Rulebook)

Photographic Memory (2 points) - The character can remember things in exacting detail, including images,
experiences, and even books or articles read, able to recite them word for word. They almost never forget anything. They
receive a +1 bonus anywhere memorizing facts is useful, and most scholastic skills fall under this category. Also, any Tasks
where memory can play a role can gain a +1 to +3 bonus at the ZM’s discretion (page 44 of the AFMBE Revised Core
Rulebook)

Situational Awareness (2 points) - The character almost always knows what is going on around them, and can
react with uncanny quickness to the unexpected. They gain a +2 bonus to any Perception based rolls to sense trouble or danger
in the immediate surroundings. Its also very hard to sneak up on them, so they also get a +2 bonus to resist any Stealth Tasks to
approach them (page 46 of the AFMBE Revised Core Rulebook)
Physical

Acute Senses (2 points) - This must be purchased separately for each sense. Gives a +3 bonus to any Percep-
tion related Test or Task that relies on that sense

Attractiveness [Positive] (Variable) - The impact of a character’s looks on interactions with others. The level
of Positive Attractiveness can be added as a bonus to any Task or Test involving making an impression on others. Positive
Attractiveness has no effect on Intimidation Tests (page 38 of AFMBE Revised Core Rulebook)

Hard to Kill (1-5 points) - The character is extremely tough and can withstand an amazing amount of damage
before going down, and even after severe wounds, medical attention has a good chance of reviving them, scarred but alive.
Each level adds 3 Life Points to the character’s Pool, and each level adds a +1 bonus to Survival Tests (page 42 of the AFMBE
Revised Core Rulebook)

Resistance (1 point per type) - The character can fend off the effects of a particular type of harm. Each type of
Resistance must be purchased separately, and the bonuses are different depending on the type. Typical Resistances are Dis-
ease, Poison, Fatigue, and Pain (page 45 of the AFMBE Revised Core Rulebook)

Social

Contacts (Variable) - The character has friends or allies who can provide him/her with information, warnings
and even help, should he/she require it. The more helpful the Contact is, the higher the Quality’s point value. The range is from
1 to 5 (page 39 of the AFMBE Revised Core Rulebook)

Resources [Positive] (2 points per level) - How much material wealth the character has access to. The trait
varies widely. Positive Resources range from 0 to 5 (page 46 of the AFMBE Revised Core Rulebook)

Status [Positive] (Variable) - The standing of the character in the eyes of the people around him/her. It
includes any fame, glory or notoriety the character might have (page 46 of the AFMBE Revised Core Rulebook)

Supernatural

Gift (5 points) - The Gifted have a connection with the Otherworlds, and the ability to perceive the presence of
supernatural energies or creatures, and can sense things that are hidden from others (page 48 of the AFMBE Revised Core
Rulebook)

Good Luck (1 point per level) - Fortune smiles on the character more often than most people. They can pull
off amazing stunts that should be impossible. Each level of Good Luck counts as a +1 bonus that can be applied to a Task or
Test, once per game session. Multiple levels can be added together for a big bonus on one Task/Test, or spread around several
different actions. The player decides when it comes into play. It is available to Norms and Survivors (page 48 of the
AFMBE Revised Core Rulebook)

Increased Essence Pool (1 point for 5 points of Essence at creation; 1 point for 2 points of Essence after
creation) - The Inspired generally have a greater amount of Essence, because their connection to the Otherworlds has strength-
ened their souls, making them living beacons of energy. Any character with the Gift Quality can increase their Essence Pool
(pages 48-49 of the AFMBE Revised Core Rulebook)
Inspiration (5 points) - The character can transcend the limits of the flesh, and become a tool of a Greater
Power. They are Inspired to fight the forces of darkness and dedicate their lives to this purpose. The Gift Quality is a
prerequisite to purchase Inspiration (page 49 of the AFMBE Revised Core Rulebook)

Old Soul (4 points per level) - The character has been reborn many times, and as a result, their soul has be-
come stronger. They tend to be very mature and precocious for their age. Old Soul can be acquired multiple times during
character creation, but it cannot be acquired afterwards. Each level represents some 3-5 previous lives lived before the
character’s current incarnation. Each level of Old Soul adds 6 points to the character’s Essence Pool, even if the character is
not Inspired. Also, each level adds 1 character point to the Attribute Point Pool, but they can only be used to increase mental
Attributes. This Quality is available for Norms and Survivors (pages 49-50 of the AFMBE Revised Core Rulebook)

Drawbacks (AFMBE Revised Core Rulebook pages 35-50)

Mental
Addiction (Variable) - The level of the addiction depends on what is the addiction. The table on page 36 of
AFMBE Revised Core Rulebook gives benchmarks and levels

Charisma [Negative] (Variable) - This trait represents the personal magnetism and leadership qualities of the
person, ranging from -5 to -1. Negative Charisma levels reduce the likelihood of any Task where the character is trying to
influence other people. The penalty is equal to the Negative Charisma levels (page 38 of AFMBE Revised Core Rulebook)

Clown (1 point) - The Clown refuses to take things seriously, always joking and wisecracking, even at inappro-
priate times. This behavior generally irritates those around them (page 38 of the AFMBE Revised Core Rulebook)

Covetous (1-3 points) - The character wants certain things, and is prepared to go to great lengths to get them.
The four types are Greedy (money and wealth), Lecherous (sexually attractive people and sexual favors), Ambitious (power and
influence), and Conspicuous (fame and renown). This Drawback can be taken for different types, but each additional source of
desire only adds a single point to the value of the Drawback (page 39 of the AFMBE Revised Core Rulebook)

Cowardly (1-3 points) - The character is easily scared and intimidated, and is reluctant to take any risks. The
level of the Drawback acts as a modifier to any Willpower Test or Task to resist fear, intimidation or bullying (page 40 of the
AFMBE Revised Core Rulebook)

Cruel (1 or 3 points) - The character enjoys making people suffer. This Drawback has two levels, described
on page 40 of the AFMBE Revised Core Rulebook

Delusions (Variable) - The character has beliefs that have no basis in reality, and he/she refuses to abandon
them, even in the face of reality. Some examples are Prejudice (1-3 levels); Delusions of Grandeur (1-3 levels); Phobia [Type]
(1-3 levels); Weird Delusions (1-3 levels) (page 41 of the AFMBE Revised Core Rulebook)

Emotional Problems (Variable) - The character reacts in unreasonable ways to some situations and problems,
more extreme than usual. Some typical Emotional Problems are Fear of Rejection (1 point); Depression (2 points); Emotional
Dependency (1 point); Fear of Commitment (1 point) (pages 41-42 of the AFMBE Revised Core Rulebook)

Honorable (1-3 points) - The character follows a code of honor and will not break it lightly, if at all (page 43 of
the AFMBE Revised Core Rulebook)
Humorless (1 point) - The character lacks the ability to laugh at life, and takes everything with the utmost
seriousness. Other people’s attempts at humor leave him/her cold or annoy him/her (page 44 of the AFMBE Revised Core
Rulebook)

Lazy (2 points) - The character just does not like to work and is always looking for ways to avoid hard work.
Being Lazy makes determining and improving skils cost a higher number of character points after reaching a certain level. This
level is determined by the character’s Attributes (page 43 of the AFMBE Revised Core Rulebook)

Obsession (2 points) - A particular person or task dominates the character’s life, to the exclusion of most other
things. He/she will go to almost any length, as limited by his/her morality, to pursue the Obsession (page 44 of the AFMBE
Revised Core Rulebook)

Paranoid (2 points) - The character expects treachery at every turn, and rarely trusts even his/her friends and
relatives. Few believe their unfounded fears and conspiracy theories. These characters often suffer from Delusions and Emo-
tional Problems, whose point values are determined separately (page 44 of the AFMBE Revised Core Rulebook)

Reckless (2 points) - The character is supremely overconfident and impulsive, and willing to take incredible
risks, often without regard for consequences. They rarely look before they leap and usually end up in trouble. This does not
necessarily mean suicidal (page 45 of the AFMBE Revised Core Rulebook)

Recurring Nightmares (1 point) - The character is plagued by terrifying dreams that relive some traumatic
experience, or are just frightening and disturbing. They usually occur every night, or close to it (page 45 of the AFMBE Revised
Core Rulebook)

Showoff (2 points) - The character never misses the chance to cast the spotlight on him or herself or his/her
accomplishments, while quickly excusing or covering up their mistakes (page 46 of the AFMBE Revised Core Rulebook)

Talentless (2 points) - The character is totally lacking in creativity and artistic talent. This Drawback does not
just affect his ability in the arts, but also in many social skills where flair and creativity are necessary. They make poor liars,
charmers, or social butterflies. They get a -3 penalty when trying to do anything artistic, yet the penalty does not affect Tasks
where other people’s art is judged. They also receive a -3 penalty to suck skills as Intimidation, Seduction and Smooth Talking
(page 47 of the AFMBE Revised Core Rulebook)

Zealot (3 points) - The person’s beliefs (political, religious or personal) are so strong that they dominate their
lives and behavior. They are willing to sacrifice anything, including their lives (or the lives of others) in service to the ideals they
hold dear (page 47 of the AFMBE Revised Core Rulebook)

Physical
Impaired Senses (2 points) - This must be purchased separately for each sense. Gives a -3 penalty to any
Perception related Test or Task that relies on that sense

Attractiveness [Negative] (Variable) - The impact of a character’s looks on interactions with others. The
level of Negative Attractiveness is subtracted from any Task or Test involving making an impression on others. Negative
Attractiveness gives a bonus on Intimidation Tests equal to the level of the Drawback (page 38 of AFMBE Revised Core
Rulebook)

Physical Disability (Variable) - This is a situation that covers any physical problems affecting the limbs of the
character. The penalties, and what they affect, depend on the type of Physical Disability the character has. See page 45 of the
AFMBE Revised Core Rulebook for specifics
Social
Adversary (Variable) - The character has made an enemy, or belongs to a group, race or nation that automati-
cally attracts the enmity of others. Examples of appropriate levels are in the AFMBE Revised Core Rulebook on page 37

Minority (1 point) - The character is considered a second class citizen because of race, ethnic group, or
religion. He/she is a member of a small or disadvantaged group disliked by the mainstream, resulting in varying degrees of
negative behavior from the mainstream (page 44 of the AFMBE Revised Core Rulebook)

Multiple Identities (2 points per Identity) - The character has more than one identity, complete with birth
certificates, Social Security number, and credit rating (page 44 of the AFMBE Revised Core Rulebook)

Resources [Negative] (2 points per level) - How much material wealth the character has access to. The trait
varies widely. Negative Resources vary from -5 to -1 (page 46 of the AFMBE Revised Core Rulebook)

Secret (Variable) - There’s a dangerous and hidden fact about the character. The more damaging the secret if it
became known, the higher the level of the Drawback (page 46 of the AFMBE Revised Core Rulebook)

Status [Negative] (Variable) - The standing of the character in the eyes of people around him/her. It includes
any fame, glory or notoriety the character may have (page 46 of the AFMBE Revised Core Rulebook)

Supernatural

Accursed (Variable; 1-10 points) - The character has been afflicted by a powerful curse, one that may haunt
them until the end of their days. The elements of the curse and the difficulty of removing it determine the point value of the
Drawback. This Drawback is available to Norms and Survivors (pages 47-48 of the AFMBE Revised Core Rulebook)

Bad Luck (1 point per level) - Fortune frowns on the character more often than most people. Murphy’s Law
(“if anything can go wrong, it will”) always applies to everything the character does. Each level of Bad Luck counts as a -1
penalty that can be applied to a Task or Test, once per game session. Multiple levels can be added together for a big bonus on
one Task/Test, or spread around several different actions. The ZM decides when it comes into play. It is available to Norms
and Survivors (page 48 of the AFMBE Revised Core Rulebook)

• Step Five - Skills (AFMBE Revised Core Rulebook pages 51-61)

Norm - 30 points
Survivor - 35 points
Inspired - 25 points

• Step Six - Metaphysics (AFMBE Revised Core Rulebook pages 62-66) NOTE - This is only used if your game
includes supernatural elements

Inspired - 15 points

Inspired must buy Gifts and Inspiration using Quality or Metaphysics points
• Step Seven - Possessions (AFMBE Revised Core Rulebook page 67)

• Step Eight - Finishing Touches (AFMBE Revised Core Rulebook page 67)

Character Improvement Table [Experience Point Spending] (AFMBE Revised Core Rulebook page 119)

Improvement Point Cost

Attribute Only one level at a time; if Attribute 5 or less before, one level increase is 5 XP; if 6 or
greater before, one level increase 10 XP

Existing Skill Cost of the next level (eg, to go from level 3 to 4 costs 4 points) [Skill List page 222 of
AFMBE Revised Core Rulebook]

Existing Special Skill Cost of the next level + 1 (eg, to go from level 3 to 4 costs 5 points) [Skill List page
222 of AFMBE Revised Core Rulebook]

New Skill 6 points for level 1 [Skill List page 222 of AFMBE Revised Core Rulebook]

New Specialty 6 points

New Special Skill 8 points for level 1 [Skill List page 222 of AFMBE Revised Core Rulebook]

Quality Same as during character creation

Remove Drawback Pay off the original value of the Drawback

New Inspired Miracles 10 points per new Miracle

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