TEXT: This appendix was included to help players through the process of creating char-
  acters and equipping them for the campaign. It will guide you step by step
  through this process.
  Player Character Generation
  Okay, the moment to gird up your loins has arrived. It’s time to create your
  character. To create your HackMaster character, simply follow the steps in sequen-
  tial order and refer to the appropriate chapters/appendices as instructed
  (Remember to return to this Appendix and continue to the next step after finishing
  the previous step). Most GameMasters require characters to be created under the
  watchful eye of a sanctioned/accredited GM, although the ‘honor system’ is accept-
  able if the GM deems the player(s) trust-worthy. Be sure to check with your GM
  on his policy before rolling up your character.
  If you encounter terms you don’t understand, just check the glossary in the
  back or re-read the appropriate section/chapter. Everything should be fully explained.
  If it isn’t, then it’s probably something you’re not ready to embrace, in which case you
  should consult your GM for guidance. Once you’ve worked through this list, and
  your GM has signed off on your character, you are ready to jump into the fray.
  Step 1: Proper mindset
  Creating a character shouldn’t be taken lightly. Not only can it be time-
  intensive (Your first character could take up to 45 minutes to complete), but there
  are a lot of critical decisions to be made throughout the process. If you’re not in
  the proper frame of mind, you’re going to make mistakes. I recommend sitting in
  a quiet place for ten to fifteen minutes to clear your mind. Take the phone off the
  hook, put the cat outside - do whatever it takes to shake off the worries of the day
  so you can think clearly. Some meditate, others use yoga and special breathing tech-
  niques, while some listen to soothing music or watch the final few scenes of
  Excalibur. You’ll need to find your own personal method to get into your zone.
  If your GM has insisted on observing while you create your character you
  should accept the fact that it is his right (and responsibility) to do so. Just tell him
  you need to step out of the room to gather your thoughts. He should fully under-
  stand.
  Step 2: Proper setting
  It’s also important that you have a proper setting that is conducive to the
  process. Make sure you have a sharpened pencil, an eraser, a calculator, several
  sheets of scrap paper and a pencil sharpener. You should also have some extra char-
  acter sheets on hand just in case you need them. A cold tasty beverage of your pref-
  erence is a good idea as well. Other important aspects of the setting to consider
  include adequate lighting , comfortable seating and a good flat surface free of
  obstructions on which you can roll your dice. Most importantly you need to make
  sure you’re dice are game-ready. You should never use virgin dice to roll up a char-
  acter. See Appendix L for procedures on how to properly fine tune and ready your
  dice for play.
  Step 3: Roll ability scores (Chapter 1)
  Your character needs scores for Strength, Dexterity, Constitution, Intelligence,
  Wisdom, Charisma and Comeliness. The base ability scores are determined by
  rolling 3 six-sided dice. For each ability, a player also needs to roll a d100 for frac-
  tional abilities. These “fractional” ability scores represent how close a character is
  to attaining the next integer ability score. (You’ll have a chance of raising fractional
  scores as you go up levels. You can also raise them in later steps with building
  points).
  If you don’t like the results you rolled you can try to adjust them to suit your
  needs. Consult Table 3D for class ability requirements. You can adjust Ability Scores
  by burning off two (2) points from one ability and adding one (1) point to another
  (however, comeliness may be adjusted neither up nor down). You can also deduct
  points from your Ability Scores to generate building points (BPs) at this stage (you’ll
  use these later). See Chapter 1 for the exact procedure and rules for doing this.
  Record the final results on scrap paper.
  Step 4: Choose a race (Chapter 2)
  It’s now time to choose what race your character will be. Your options will be
  somewhat dictated by the Ability Scores you rolled. Each race has its own maximum
  or minimum limitations on certain abilities. Consult Table 2A for a compiled list of
  racial ability score requirements. Then adjust the character’s scores as indicated on
  the table for the race you’ve chosen.
  Step 5: Record racial abilities and talents (Chapter 2)
  Now flip back to Chapter 2 and find the description for the race you’ve cho-
  sen. Consult the ‘At a Glance’ listings and record the character’s special racial abil-
  ities. It’s also a good idea to read through the descriptions for any additional racial
  abilities which were not listed. Record the racial BP bonus on your scratch paper.
  Step 6: Character priors and particulars (Chapter 4)
  Now flip back to Chapter 4 and roll up your background in the following
  order:
  • Table 4A: Character Starting Age (roll according to race)
  • Table 4D: Determine Character Handedness.
  • Table 4E: Determine Character Height and Weight.
  • Table 4F: Roll for Character Social Class and Rank.
  • Table 4G: Roll for Circumstances of Birth.
  • Table 4H: If Table 4G indicated an Illegitimate Birth determine
  the nature of the illegitimacy.
  • Determine Status of Parents (d100)
  • Table 4I: Determine Quality of Parent
  • Table 4J: Determine Family Heritage
  • Table 4K: Determine Number of Siblings 
  • Table 4L: Determine Order of Birth (if necessary based on result
  of Table 4L)
  • Determine Status of Sibling(s) (1d20)
  Note that you are allowed to burn a building point and reroll if you don’t like
  the results of a die roll on any table in Chapter 4 or Chapter 6. This process could
  result in unwanted quirks and flaws and possible Ability Score adjustments. Be sure
  to keep track of these (if any) on your scrap piece of paper.
  Step 7: Earning BPs with additional quirks and flaws (Chapter 6)
  Now you have an opportunity to earn more building points (BPs) by volun-
  tarily taking on quirks and flaws. You have two options:
  7a:Cherry Picking:You may pick up to two minor quirks or flaws from Chapter
  6 and gain 2 BPs for each one you choose. You can also pick 1 major quirk or flaw
  to gain an additional 4 BPs. Therefore using this method could earn you a maximum
  of 8 additional BPs.
  7b: Rolling Randomly for Quirks/Flaws: With this method you must declare
  how many rolls you are going to make on the quirk and flaw tables in Chapter 6
  (Table 6A). You can roll a maximum nine times. The catch is you must roll at least
  as many times as you had declared. The tables might require you to roll additional
  times beyond those you had declared but if not, you must roll the exact number of
  times you declared. BP earnings for quirks/flaws randomly rolled are listed in their
  descriptions in Chapter 6.
  Once you have chosen or rolled for all of your quirks and flaws, you should
  record them on your character sheet and total the number of building points you
  have. Also, don’t forget to adjust any abilities that may have been affected by a quirk
  or flaw.
  Step 8: Record final ability scores and relevant data (Chapter 1)
  Now that you’ve chosen your race and made any necessary adjustments to
  your ability scores for quirks or flaws you have the opportunity to adjust your frac-
  tional Ability Scores by spending as many building points as you want on them. One
  BP can increase a fractional Ability Score by 25. Any fractional ability Score that is
  increased beyond 100 by this method allows the main Ability Score (those that were
  determined using 3d6) to be increased to the next highest integer. Once you have
  spent as many BPs as you want for this, record your final Ability Scores on your
  character sheet. Once that’s done consult tables 1(A) thru 1(G) and record the var-
  ious bonuses and penalties the character receives for having particularly high or low
  scores. There should be a specific box for each bonus/penalty on your character
  sheet.
  Step 9: Select a class and Record your class abilities and
  bonuses (Chapter 3)
  Consult the ‘At a Glance’ listings in the racial descriptions section of Chapter
  2, and select a class that is available to your character’s race and one that you qual-
  ify for with your current Ability Scores. This information is also compiled for all of
  the races on Table 2C.
  Consult the description for the class you’ve chosen, and record any abilities and
  341
  Appendix I
  Step-by-Step Character Creation Procedure
  
  342
  Appendix I- Step-by-Step Character Creation Procedure
  The HackMaster Player’s Handbook
  bonuses derived from that profession. For example, if your character is a thief, record
  his base thieving skills. Add your BP bonus for the class you’ve chosen to your current
  BP total.
  Step 10: Finish background (Chapter 4)
  At this time, you can determine how long it took your character to make it
  through school and/or training for his chosen class and what money he has left over.
  Turn back to Chapter 4 and roll on the following tables:
  • Table 4B: Modify Character Starting Age (roll according to race)
  • Table 4C: Determine Aging Effects if any. (by racial type)
  • Table 4M; Determine Starting Money
  Step 11: Calculating your starting Honor (Chapter 1)
  Now add the seven ability scores from Step 3 together, and divide that sum by
  seven (round down any fractions).
  Adjust the result by any modifiers for your
  Charisma score, character class, background or quirks and flaws. This is your starting
  Honor. Record the result on your character sheet. Check Table 1H to see if any
  adjustments to your current total of BPs are in order.
  Step 12: Purchase beginning skills, proficiencies and talents 
  (Chapter 7 and Appendixes F thru I)
  Now you can spend your building points on any skills, proficiencies or talents
  from any of the lists in Appendix F, subject of course to any racial/class restrictions
  and skill progression requirements. Each skill you purchase allows you one (1) roll
  of the mastery die for that skill, which can be added to your base skill mastery for
  that skill. You cannot  buy a progression skill until you have at least a 50% in the pre-
  requisite skill(s) for that skill. Note that you must spend the BP cost to gain weapon
  proficiencies. They are not automatic.
  Step 13: Cash in any remaining BPs for money
  Each BP you have remaining can be cashed in for 25 gp. Any BPs not convert-
  ed are lost.
  Step 14: Choose an Alignment (Chapter 5)
  Abide by class restrictions when choosing your alignment.
  Step 15: Record Saving Throws (Chapter 12) 
  See Table 12G.
  Step 16: Roll Hit Points (Chapter 3)
  Roll the appropriate hit die for your character, as indicated on the class pro-
  gression table for the class you’ve chosen.
  Step 17: Record base movement (Chapter 16)
  Find the character’ base movement rate on Table 16A and record it. Also record
  the encumbrance categories from Table 9Y as well as modified movement rates and
  combat abilities.
  Step 18: Name your Character
  Give your character an appropriate name and record it on your character
  sheet.
  Step 19: Equip your character.
  Check with your GM and determine if you’re allowed to equip your character
  out-of-game. (i.e. choosing what you want from the equipment lists in Chapter 9,
  rolling for availability and making your purchases.) Some GMs require beginning
  characters to make all their purchases in the game (i.e. you must actually role-play
  your interactions with the merchants).
  Don’t forget to determine your character’s armor class rating for any armor
  worn. Also be sure to modify your base AC by your defensive adjustment.
  Record the weight, size, damage, rate of fire, and range information for each
  weapon carried. Include type and speed factors also.
  Step 20: Have GameMaster review Character and certify.
  Obtain your GM’s approval and get his signature. Be sure to make him two copies
  of your character-one for his files, and one for the local chapter of the HMPA Registry.
  Well, that’s it. You now have a character ready for battle. Now be off with you and
  good gaming!
  Racial Building Point
  Bonuses
  Race
  Bonus Points
  Dwarf
  10
  Elf, High
  12
  Elf, Grunge
  13
  Elf, Dark
  13
  Gnome
  10
  Gnome Titan
  15
  Gnomeling
  10
  Half-Elf
  11
  Halfling
  11
  Half-Orc
  8
  Half-Ogre
  8
  Human
  10
  Pixie-Faire
  14
  Class Building Point
  Bonuses
  Class
  Bonus Points
  Cleric
  10
  Druid
  10
  Fighter
  10
  Barbarian
  7
  Beserker
  8
  Cavalier
  10
  Dark Knight
  12
  Knight Errant
  5
  Monk
  12
  Paladin
  12
  Ranger
  10
  Magic-User
  9
  Battlemage
  8
  Bloodmage
  11
  Illusionist
  9
  Thief
  12
  Assassin
  9
  Bard
  8
  Building Point Expenditures:
  
SOURCE: textdata/thevault/HackMaster (osr)/HackMaster 4e/HackMaster 4e Accessories/HackMaster 4e Step-by-Step Character Creation Procedure.pdf