Creation Guide

Creating a survivor means giving them a life before risking it. This guide walks you through each step, what it involves, and why your choices matter.

Create your Survivor

Overview

Character creation unfolds in five successive steps. Each builds on the previous one, you cannot go back once a step is validated, with rare exceptions.

1
Basic Information
Identity, avatar and character backstory.
2
Roll & Assign
Roll the dice, pick a column, assign scores.
3
Characteristics & Profession
Read final stats and choose a profession.
4
Skills
Distribute creation experience.
5
Summary & Save
Review and save your sheet.
Before you start

Read this guide fully before rolling the dice. Some choices, age, profession, significantly influence the results of later steps.

1 Basic Information

The first step defines who your character is before knowing what they can do. This information is visible to other players.

Character Identity

These fields define your survivor's civil status. Some directly influence statistics.

  • First Name / Last Name ~ Your character's full name, as it will appear on the sheet and in sessions.
  • Age (15-80) ~ You may receive a bonus or penalty depending on your age, and certain professions will be inaccessible if your character is too young.
  • Gender ~ Affects some translations (nationality, profession) but not statistics.
  • Nationality ~ Purely cosmetic for now. May influence available languages at your GM's discretion.
  • Player Name ~ Your own player name. Lets the GM know who plays which character.

Avatar

Choose an image to represent your survivor. It will be visible in the session by all players. You can change it later from your character sheet.

Background / Story (can be changed later)

Tell the story of who your character was before the apocalypse. This text is freeform and can be enriched as sessions progress. It does not directly affect game mechanics.

Good to know

The character's history may justify certain additional skills, relationships, or languages, subject to approval by the GM.

2 Roll & Assign

Chance determines your survivor's raw potential. You retain some control through swaps and free assignment of scores.

The Two-Column Roll

The game automatically generates two columns of random values, each made up of three dice groups (Pool A, B and C). You must choose one of the two.

Pool A (3d6) - App・Con・Dex・Str・MS

5 stats: APP, CON, DEX, STR, MS. Rolled on 3D6 ~ values from 3 to 18, natural distribution.

Pool B (2d6+6) - Siz・Int

2 stats: SIZ, INT. Rolled on 2D6+6 ~ higher and more stable values (8 to 18).

Pool C (3d6+3) - Edu・Sync

2 stats: EDU, SYN. Rolled on 3D6+3 ~ high values (6 to 21, capped at 18).

Choosing a Column

Fate has decided. Choose the column of draws that will determine your survivor's potential. Don't worry about the distribution; you can adjust the details in the next step.

Tip

Tip: Pool B and C scores tend to be higher because they benefit from fixed bonuses (+6 / +3).

Swaps

Before assigning your scores, you may perform up to 2 value swaps within your column. A swap can only happen between two values in the same Pool.

Swap rule

Maximum 2 swaps per character. One swap in Pool A and one in Pool B is valid. Two swaps in Pool A also works. But you cannot swap a value between Pool A and Pool B.

Assigning Scores

Assign your scores to each group's attributes. Your choices will determine your chances of survival (calculated as a percentage).

Age Bonus/Malus

Based on your character's age, certain attributes must be adjusted.
Younger characters tend to rely more on physical ability, while older characters benefit from greater experience and knowledge. Please redistribute the affected attributes accordingly.

Age Education Physical stats
15−4+4
16−3+3
17−2+2
18−1+1
19 – 4900
50 – 59+5−5
60 – 69+10−10
70 – 80+15−20

Age bonuses/penalties apply only to physical stats (APP, CON, DEX, STR) and education (EDU). They are freely distributed at step 2.7.

Auto-distribute available

An "Auto-distribute" button randomly spreads the points if you're unsure where to start. You can always adjust manually afterwards.

3 Characteristics & Profession

Your scores are locked in. You can now read your derived characteristics and choose the profession that fits your character's backstory.

Your Final Characteristics

At this stage, your raw values are final. Each characteristic is displayed with its game value (in %) and an explanatory tooltip.

Derived Characteristics

Each raw characteristic automatically generates a game stat as a percentage. This % value is what you will use for all dice rolls.

Characteristic Game Stat What it's for
Appearance Charisma Used to persuade, intimidate or seduce. Represents your presence and ability to influence.
Constitution Endurance Resist fatigue, disease and prolonged effort. Determines your ability to take hits.
Dexterity Agility Dodge, do acrobatics, or move stealthily. Your coordination and reactivity.
Strength Power Raw strength to lift, push or strike. Determines damage in melee combat.
Size Build Your body mass and physical presence. Affects damage absorption and physical intimidation.
Education Knowledge Your academic background and general culture. Used to recall important facts.
Intelligence Intuition Deduction, analysis and quick understanding. Solve puzzles or understand situations.
Mental Strength Willpower Resist fear, mental manipulation and keep cool under pressure.
Synchronization Synchro Represents your resonance with this changed world since the infection. Determines your Sync Points and your access to special abilities.
Automatic calculation

All derived stats follow the same simple formula. The result is your base success chance on a dice roll.

Formula: Base stat × 5 = Game stat%

Secondary Stats

These four values are calculated automatically from your characteristics. They represent your overall endurance and in-game resources.

HP

Hit Points. Your total physical resilience before collapsing.

CON + SIZ
Sync Points

Sync Points. The fuel for your special abilities.

SYN × 2
Fortune

Non-renewable Fortune Points. Use them as a last resort.

(SYN / 3) + 1
Max Weight

Maximum carry capacity. Exceeding this limit incurs penalties.

((CON×5 + STR×5) / 2) + 10
Damage Bonus & Build

Calculated from your Strength and Size, these two values appear below your stats and apply to all your melee combat.

See the full table in the combat rules →

Choose Your Profession

Choose your former life. Your profession determines your initial skills and may influence your physical and mental abilities. Some choices make survival easier, while others require greater adaptation and mastery.

  • Minimum age: some professions are locked if your character is too young (e.g. doctor requires at least 26 years old).
  • Ability bonus: each profession grants an additional Synchro ability, visible on the profession card.
  • Mandatory skills: the profession imposes a list of skills that must reach 60% minimum with creation XP.
Consistency with backstory

There is no mechanically bad choice, but your GM may ask you to justify your profession against your backstory. A 15-year-old military doctor raises eyebrows.

4 Skills

You have an experience budget calculated from your stats. Spend it to raise skills of your choice, with mandatory ones imposed by your profession.

Experience Budget

Your creation XP budget is calculated from two characteristics. It splits into acquired XP (mandatory) and free XP (spend anywhere).

Acquired XP

Represents your academic background. Used primarily to raise your profession's mandatory skills.

EDU × 20
Free XP

Represents your raw intelligence and learning ability. Spend freely on any skill.

INT × 10
Mandatory skills

Your profession's mandatory skills (marked with a star) must reach 60% minimum before you can validate this step. Free XP can supplement if acquired XP falls short.

Languages

Your character automatically masters their mother tongue. You can learn additional languages by spending XP.

  • Mother tongue: automatically assigned at EDU × 5%. Cannot be modified.
  • Other languages: each additional language costs XP and must reach at least 1% to be kept.

Specialisations

Some skills offer specialisations (e.g. Firearms → Pistol, Rifle, Shotgun). If your profession requires one, you must choose at least one. Each specialisation is a skill in its own right: it has its own score, develops independently, and follows the same rules as any other skill.

Same cap

A specialisation caps at 95% like any normal skill. It doesn't extend the parent skill, it sits alongside it. You can have Firearms at 40% and Pistol at 75% with no issue.

5 Summary & Save

Last step before your survivor officially exists. Read everything carefully, you can edit your background and avatar later, but not your stats.

Final Summary

The last creation page displays your complete sheet before saving. Review each section carefully.

  • Identity, avatar and background are shown exactly as they will appear on your public sheet.
  • All your characteristics and secondary stats are summarised with final values.
  • Your skills and specialisations are listed by category with their total percentage.

Save

Once saved, your character is created and linked to your account. It appears in your character list and can be used in a session.

Irreversible

Characteristics, profession and creation skills are locked on save. Only the background, avatar and privacy settings can be changed afterwards.

Create your Survivor