Beginning Chargen

Generating Statistics

A small deck of cards will be used to generate ability scores – six cards numbered 4 through 9 for the player, and six similarly numbered cards for the DM, further subdivided into ‘low’ (4, 5, and 6) and ‘high’ (7, 8, and 9) pools. The player can then select up to two ability scores they want to designate as high; they may also designate up to two ability scores as ‘low’. The DM randomly selects one of the high cards for each high ability score, and one of the low cards for each of the low ability scores. The remainder of the DM’s cards are randomly distributed to each remaining ability score. The player then assigns one of their cards to each ability score, and cards are added together to determine the character’s statistics, before racial modifiers.

Example: Felicity decides she wants to play a dashing elven fencer; graceful, charming, but somewhat weak of will. She selects Dexterity and Charisma as high scores, and Wisdom as a low score. The DM randomly picks an 8 for Dexterity and a 9 for Charisma from the high pool, a 5 for Wisdom from the low pool, then the remainder of the cards are dealt out; 6 for Strength, 4 for Constitution, and 7 for Intelligence. After a few moments of thought, Felicity assigns her cards; 6 to Strength, 8 to Dexterity, 9 to Constitution, 5 to Intelligence, 4 to Wisdom, and 7 to Charisma. Her character’s stats are:

12 Strength, 16 Dexterity, 13 Constitution, 12 Intelligence, 9 Wisdom, 16 Charisma.

She then applies an elf’s racial modifiers to these stats to get 12 Strength, 18 Dexterity, 11 Constitution, 14 Intelligence, 9 Wisdom, and 16 Charisma, and continues on with character generation.


All of the races in the Core Rulebook are common in the Numeria region. Unusual races (like Androids) will be allowed on a case by case basis; it is unlikely that more than one of any given unusual race will be allowed. Most of the items and artifacts found in the ruins of Numeria are sized for humans, so playing a small race may be something of a disadvantage.


Any class from the Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, or Advanced Class Guide is allowed. Any other classes will be allowed on a case-by-case basis.

Skills and Feats

Be sure to select your additional Background Skills; you receive an additional 2 skill points per level to purchase these skills.

The language found in the ruins of Numeria is called Androffan; you may not select this language as a bonus language for high Intelligence, or purchase it with a rank in Linguistics at character generation. You must wait until your character encounters this language in game before you are allowed to learn it, unless you select the appropriate campaign trait. Similarly, the feat Technologist or any feats that have it as a prerequisite may not be selected until your character has encountered technology.

Each character can select two traits, one of which must be selected from the list of Campaign Traits.

Starting Equipment

Each character starts with 200 gp worth of equipment and coins. No technological items may be purchased during character generation, and the only magic items that may be purchased are scrolls and potions of first level spells.

Equipment and Items House Rules Locations Setting References

Beginning Chargen

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