You have 4 main stats that can range from -1 to +2 these are relevant for your saves and certain class abilities. They all start at 0, you may chose one
Strength (STR): Grants you bonuses to your Stamina, Melee Attacks and Carrying Capacity. Strength Saves may be made to withstand poisons or forces.
Dexterity (DEX): Grants you bonuses to your Ranged Attacks. Dex saves are made to avoid explosions and traps.
Intelligence (INT): Grants you passive perception, and is used for research. Intelligence saves are rolled to notice fine details.
Charisma (CHA): Determines how many followers you can have, your ability to network and your ability to resist mind control.
Your Skills are descriptions of what talents you have learned from your past. You will make one from a question your class poses and one to describe your background.
Skills can range from 1-3, with a skill of 3 being the most skilled a mortal can reasonably get. Skills start at 1 and you may have a collective total of 7 in all your skills.
Skills should be written as a sentence: - Street-rat lookout of the Keshire Bottle-street Gang, Esteemed Merchant of the kar Moina family of Cuuberg.
Background: Pick or create a background for where your character grew up, also chose an ancestry such as Elven, Dwarven or Human. This will give you:
An Attribute bonus, all attributes start at 0 by default, one will be increased to +1
A Skill, for now make note of the question and we'll answer it later
A Feat, you may write this down now if you so wish, if you are playing as a non-human ancestry you may wish to switch this with your ancestry feat.
A Kit rules of which can be found in the Equipment chapter
Attributes: Select one additional attribute to gain +1, this may be the same one you gained from your background. You may also choose to add +1 in exchange for reducing another attribute by -1. Your attributes may not go above +2.
Class: Now select your class, this will give your some class abilities: write these down. It will also give you
Another Skill, you may just want to note the skill question down separately for now and come back to it later.
Stamina, this will be your starting number of stamina, 4 for mages, 6 for experts, 10 for fighters, add your strength score and your level to this.
A Attack Bonus for mages this is 0, for experts 1/4 your level and for fighters 1/2 your level+1 (rounded up).
Class ability: For mages this may be spellcasting, note down any special rules, for experts and fighters you change the way you can Push Yourself.
XP goal write this down, when you achieve this goal you will receive 1 xp at the end of the session (2 if you do it more than once)
Some Equipment that you start with, see the Equipment page for details, on how to build your weapons and for the encumbrance rules.
Skills: Now we should go through your skills, you should have 2 questions, one from your class and one from your background. Figure out the answers for these and answer them in a sentence describing what it taught you. (see examples above)
XP Goals. You should have 2 xp goals already, the base and your class. As a group your party should figure out 1 more for everyone to share.
(optional) Spells: If you are playing a spellcaster you may have an array of spells, you'll likely have 1 school of magic known at first level. Note these down and how many spells you can "prepare" in a day