If your character has some Deryni blood, then you need to figure out which category the bloodline falls into. See Notes on Deryni Characters for detailed information on how to figure out the Power Attribute, starting Deryni skills, and other important rules.
How strong the Deryni Blood is determines your Power Attribute, and may require the purchase of a Gift for Full Deryni, if that is what your character concept requires. Keep in mind any effects the choices of the Deryni traits may have for the rest of the steps.
Determine your Power Attribute based on the rules in the Notes on Deryni Characters. You may adjust Power afterwards in Step Q, but Power has special rules that affect how it is changed.
Finish any adjustments to Power, and note any Gifts that you must buy. Also note the starting Deryni skills and their levels.
Your character starts with 5 Character Points. That number is modified by the following:
CPs Skills Gained ===================== 1 3 Fair, 1 Mediocre 2 2 Good, 4 Fair 3 4 Good, 4 Fair, 1 Mediocre 4 1 Great, 4 Good, 4 Fair, 4 Mediocre
You may also choose to Focus your CPs. This gives you higher starting Skills, but in trade you get fewer skills for your CPs. No more than 1 Focused point may be spent without GM approval.
Focused Skills CPs Gained ================= 1 1 Good, 1 Mediocre 2 1 Great, 1 Good, 1 Fair
You may also choose to put one CP as a General Skill Point. This gives you 3 Fair Skills that may be picked from any group. This may be done only once.
One last option for CPs, for those who want more Skills and don't mind lower levels, is to spend multiples of 1 CP on a Skill Group. In other words, putting 2 CPs in would yield 6 Fair and 2 Mediocre, rather than 2 Good, 4 Fair in this method. When doing this, please get GM approval first.
Putting CPs into Skill Groups gives you a default level of Skill in the other Skills in that group. This default will be listed next to the name of the Skill Group. This reflects the fact that in the course of learning the Skills you chose you have picked up enough of the other, related Skills.
You do not get Skill Defaults for groups bought with Focused CPs, nor on Groups that hold Skills you gained from a General Group point, or that also contain Skills you recieved in another group.
You may buy other Gifts (or add to the free Gift level in order to buy a more expensive Gift) by buying an equal number of Faults.
See Gifts and Faults for more detailed information and the cost chart. Feel free to make up your own Gifts and Faults, or to take them from other games, but make sure you get GM approval for any not already listed in the FUDGE Deryni rules.
All Attributes start at Fair. You may raise an Attribute by lowering another the same number of steps. Frex, raise Strength to Good but lower Perception to Mediocre.
Start by figuring out your character's Rank, based on the character background. Rank starts at Fair just like any other Attribute, so you raise or lower it based on what you've determined for your character already, adjusting other Attributes as necessary.
You may set your Attributes any way you like, but keep in mind that they show inherent ability and aptitude, besides having game effects. Maximum level for any Attribute is Superb, and minimum is Terrible. You do not have to raise Attributes to compensate for lowering another, although all raises must be paid for.
Give a final copy of both background and character sheet to the GM for final approval. Be explicit where rules have been bent or changed, even if you have already discussed it with the GM. The GM may ask for some changes, or allow the character as is. During the first couple of sessions, nothing is set in stone, so if you notice a problem in how you designed your concept, have a talk with the GM to resolve any issues or to make any changes.