CoRPS character creation is meant to be simple, yet highly customizable. There is a second tab in the Excel character sheet to aid in calculating statistics/skills. Please read ALL of these instructions before working on your character as some parts are dependent on others, and you may have to go back to make modifications if you just skim through the instructions.
- Header: Enter your character’s name, your name, characters type (usually written [Race]/[Class]) and a 1 for progress at the top of your character sheet. The type should be defined by your specific campaign. If you are having trouble coming up with a name, try some online name generators.
- Statistics/Skills: Note: abilities, which you will work on later, are based on statistics. Take this into account when you are setting them up. There are two types of stats in CoRPS, core and sub. Core are the 4 bold stats at the top of the stat tables, sub are everything else. Use the second tab in the character sheet to help you calculate stats.
- You have 10 points to spend among your core stats, maximum of 6 points in any one stat. There is a counter on the character sheet calculator to show you how many you have left to spend.
- Each of these values cascades down to the sub-stats in their respective boxes. So a Physical value of 5 means you have a base of 5 in Constitution, Strike, Grapple, etc. There is a button on the character sheet to take care of the cascade for you (make sure you have macros enabled.) You should see that the sub-point counter is not affected by the cascade.
- You now have 75 points to spend among your sub-stats, max of 18 in any one stat. Keep an eye on the sub-point counter.
- When both counters are at zero, you are done. There is another button to transpose these statistics to the main character page.
- Attributes: Your character’s health, speed and basic defense should be based on their race/class. Fill in the values in the respective boxes.
- Wealth: Your wealth is decided either by your back story, or by the roll of a d20. If it is by roll, the value you roll is you wealth score.
- Conviction: If your campaign is using the conviction system, write in the name of the value as used in your campaign in one of the blank boxes under Defense or Wealth. The starting value is usually 1, unless otherwise stated.
- Wear/Fatigue: If your campaign is using the wear/fatigue system, write in the name of the value above the box that is below Health. The starting value should be defined by your campaign.
- Abilities: Abilities are skills, linked to specific stats and can be used in and outside of battle. Abilities are utilized by making checks using the linked stat. Each character starts with 2 encounter abilities, a free ability and a profession. Unlike many systems, you get to make them all up, there is no list to choose from (unless your campaign provides one.) When making them, keep in mind that they need a name, description, linked stat and recharge rate.
- An encounter ability is one that is either offensive or defensive, and generally used in battle.
- Your free ability can be anything you like. A passive skill, another attack, anything.
- Professions are sets of skills that are inherent to your character. They can be things like welder, or boyer, and give you all the necessary knowledge to complete tasks relating to the profession.
- Equipment: Equipment is also developed by the players. Unless the campaign locks you to lists of pre-defined equipment, you can give your character anything you can dream up within reason. You may want to give yourself some armor, a basic weapon and some adventuring gear.