9.0 Character Creation Guidelines
9.1 Before You Begin
9.2 How to Spend Points
9.2.1 Disadvantages
9.2.2 Experience
9.2.3 Easy Come, Easy Go
9.2.4 Gen's Character Creation Walk-Through
9.3 Skills, Knowledge, Hobbies
9.3.1 Combat Skills:
Weapon,
Fighting
9.3.2 Covert Skills:
Disguise,
Burglary,
Stealth,
Sleight of Hand
9.3.3 Healer Skills:
First Aid,
Herbary,
Poisons,
Healer
9.3.4 Woodsman Skills:
Animal Handling,
Riding,
Tracking,
Trailblazing/Climbing,
Traveling,
Survival
9.3.5 Other Skills:
Bureaucracy,
Gambling,
Etiquette,
Art
9.3.6 Minor Skills:
Mechanics,
Electronics,
Lore,
Linguist,
Airship Operation
9.4 Wealth & Equipment:
Wealth,
Equipment
9.5 Status & Contacts:
Status,
Contacts
9.6 Physical Abilities:
Strength,
Reflexes/Agility,
Armor/Toughness,
Natural Weapons,
Flight,
Running,
Senses,
Regeneration,
Shape-Shifting,
Immunities,
Sustenance,
Sleep,
Temperature,
Coordination,
Memory,
Speed Reading,
Breathing,
Spell Resistance,
Magic Sensitivity
9.7 Magic
9.7.1 The Ability to Work Magic
9.7.2 Levels of Magic
9.7.3 Magical Talent
9.7.4 Held Spells
9.7.4.1 Pros and Cons
9.7.4.2 Manifestations
9.7.4.3 Holding Multiple Spells
9.7.4.4 Role-Play Considerations
9.7.5 Spheres of Magic
9.7.6 Sinai Clergy
9.8 Disadvantages
9.9 Examples
9.9.1 Generic Archetypes
9.9.2 Mages
9.9.3 Knights Templar
10.0 Role-Playing Guidelines
10.1 General Guidelines for PCs
10.1.1 Essentials and Rules
10.1.2 Tips for Players
10.2 General Guidelines for NPCs
10.3 General Guidelines for GMs
10.4 Campaigns
10.5 Unmoderated Role-Play
10.6 Magic and Role-Play
10.6.1 Tips for GMs about Magic
10.6.2 Tips for PCs about Magic
10.7 Essays
10.7.1 Invisible Poses
10.7.2 Religion and Morality
10.7.3 Fictitious Languages
10.7.4 Problem Solving
10.7.5 Holodeck Etiquette
10.7.6 Gen's GM Guide
10.8 Tools for GMs
10.8.1 Black Box