Characters in 99 Towers are built using a robust system that allows for a wide variety of playstyles and customization. The system is based on a straightforward progression model, where characters advance by earning experience points, allowing them to choose their path as they reach each milestone.

This chapter provides a step-by-step guide for creating your character. While an Google Sheets spreadsheet is available to assist with character generation, you can also create your character using the traditional pencil-and-paper method.

 

 

Link to the Google Sheets:

https://docs.google.com/spreadsheets/d/1K4Szm0JnjF90NWOrzJGPv-L_WtuGEjErnv4hYW2RZt4/edit?usp=sharing

 

 

Step One: Generalization

All player characters (PCs) start as humans, as opposed to some of the more exotic types of characters they might encounter during a game. Every human is unique and special in their own way, but some exhibit similar traits and characteristics. In 99 Towers, this is called your “generalization.” It’s a rough one-word description of your character, but it doesn’t pigeonhole you into any playstyle. Generalizations typically grant a bonus to an aspect, a rank in a skill, and an advantage.

You can choose to select your generalization or flip for it randomly, depending on what you and the game master (GM) prefer.

Step Two: Class

A class represents an adventuring career. It defines your role within a party of other heroes and grants you specific bonuses and abilities. As you earn experience points, you advance in level, which expands your abilities by increasing your aspects, combat values, skills, and talents.

A starting class will grant you bonuses to one or more aspects, your weapon and armor proficiencies, starting talents, and money.

Step Three: Customization

After the above choices have been made, each character receives fifty additional points for customizations. You can spend these points on raising aspects, combat values, or for gaining more skills and advantages.

Disadvantages are also available. These provide hindrances for your character, but in return, you receive more customization points. Disadvantages can also offer you some “hooks” for role-playing purposes.

If you have access to spells, you’ll choose your starting collection of spells at this point as well.

Step Four: Calculated Values

Further final calculations need to be made at this stage. Your STUN and LETHAL values are determined here based on your previous choices. This math can only be done after everything else has been finalized.

Step Five: Buy Gear

Every character starts with one hundred dollars in their pocket. The class they select will provide recommendations on how to spend it.

Step Six: Details and GM Approval

The last step of the process involves coming up with details (such as name, background story, and so on) and presenting them to the GM for approval.