Each player other than the DM controls one or more creatures, thinking for them and roleplaying their personalities, with the overall aim of accomplishing goals with the other players in the world the DM is providing. The total point value of all of the creatures a player controls should be equal to or less than the point limit the DM declares.
A player is limited to controlling up to three "Units" at a time. A Unit can be either a regiment of identical Minion characters, or a single Hero character. The DM should refrain from controlling more than five Units in any given battle whenever possible.
It takes 24 hours or less to recruit new characters and upgrade old ones up to as high as the player's point limit. The exact mechanism by which characters improve or arrive in this way is left up to the DM to decide on a case-by-case basis; perhaps the creatures were captives of some enemy force, or happen to be old friends in the area, or the old character has a sudden epiphany which unlocks new powers or acquires training from a master.
Newly acquired minion characters may be added to existing regiments.
If a player somehow ends up with more characters than their point limit allows, they must retire characters until this is no longer the case after 24 hours have passed.
Sometimes, a player may acquire characters who were previously controlled by the DM or even another player. That player has the freedom to make those characters act however the player wishes; disagreement by the other players or DM is limited to: disapproving looks and speech, and the option to reclaim the character after 24 hours have passed.
Only if an ally character has a good chance of acting in a traitorous or tactically unhelpful manner should the DM control it while it is fighting on the players' side. If the DM wants to temporarily introduce nontraitorous and nonstupid ally characters, they should be distributed among the players as fairly as possible. If the characters are not temporary, the point limit should be raised to accomodate them.
Making a Character
| Human |
Common — 3 points
|AD 3 GD 3 Will 0 HP 1 Toughness 4|
|Muscle 0 Accuracy 0 Save DC 4 Magic Power 0|
|Stealth 0 Perception 0 Agility 0|
|Descriptors [ Blooded ], [ Bony ], [ Living ]|
|Movement 15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.|
|Size 1 meter Reach 1 meter|
|Carrying Capacity 10 kilograms Weight 50-150 Kilograms|
Pick a fear response.
Then pick extras.
Once all your characters have been built, distribute Skill Points.
Each of these things has a minimum and maximum value, determined by Tier, and a cost per item, listed in parentheses.
|Tier||Classes by Tier||Heroes Only|
|Common Tier||Elite Tier||Paragon Tier||Legend Tier|
|Elite||3-5 (2)||1-5 (5)||0-0||0-0||No|
|Paragon||5-5 (2)||3-5 (5)||1-5 (20)||0-0||Yes|
|Legend||5-5 (2)||5-5 (5)||3-5 (20)||1-5 (75)||Yes|
That is, common classes cost 2 points each, elite classes cost 5 points each, paragon classes cost 20 points each, and legend classes cost 75 points each. A character does not need to have any classes at all, and can never have more than 5 in any given tier. A character's tier is equal to the tier of their highest-tier class, and they can't get classes in a tier unless they have at least 3 of the tier below and a full five of any tiers below that. Only Hero characters can have Paragon or Legend classes.
See some sample characters here.
Monsters are creatures that don't have a race or classes. When you use a monster, you only have to choose a fear response, and may optionally also give them Extras, Advancements (listed under the monster stat block), and Skill Points.
You may use a character sheet
The DM also controls creatures, with numbers appropriate for the situation, as covered under DM Guidelines.