There are multiple methods for creating a character in RFI: Freelancers. Each has it's own benefits and all should create the same character in the end, it's more about how you get there and what works best for your game (long campaign vs 1-shot) and your players. New players will probably prefer the Guided Character Creation method. For 1-shots, though, the Creation in Play method might be best.
Here's a basic summary of the methods and their uses:
Here's the updated version without horizontal rules and with Credit Rating and Equipment incorporated into Step 7:
This method involves a step-by-step process to guide players through creating their character. By making straightforward decisions at each step, players can gradually shape their character’s identity, Essence and Struggle Traits, attributes, skills, specialties, and talents. By the end of the process, the character will feel fully realized, with a defined role in the story and mechanics.
This method is ideal for players who only have a general idea of the kind of character they want to play when they begin. It allows for discovery and incremental development, making it great for new players, while also offering enough depth and flexibility to appeal to experienced players looking to fine-tune their concepts.
All characters begin this process with five Fortune points. These are a critical resource that can be spent during character creation to gain extra points, options, or credits in various steps of the process. Any unspent Fortune remains with the character and represents the starting amount they’ll carry into gameplay.
Spending Fortune wisely during character creation can help push a specific aspect of your character to stand out mechanically or narratively. However, saving Fortune ensures your character starts with additional flexibility in-game.
All characters start with a default Renown rating of 1
. Renown is a reflection of your character’s reputation within their chosen sphere of influence—whether law enforcement, the underworld, or another faction. This will evolve through gameplay based on your character’s actions and decisions.
Begin with a rating of 7
in each attribute and 1
in each skill.
Now, we define your character’s two primary Truths. We do this to make players consider who this character is first, then build to match that concept. By defining the core concepts of their character, it makes it easier to make decisions later on.
You will be picking your Essence and Struggle:
These two concepts should play off each other and should be general enough to be able to be invoked to help gain Fortune later on in the game, but not so generic as to make them apply to every possible scenario.
Players may spend one Fortune to create an additional Trait. This Trait is added to the character’s Traits and can reflect something secondary but meaningful about their backstory or identity.
Next, select your character’s Species. This represents the core of who they are and how they fit into the world, granting specific mechanical and narrative bonuses. Each Species provides:
+1
bonus to three Attributes of your choice.Remember to make a note of your species' special ability.
Select the type of Environment the character grew up in. This determines the circumstances of their upbringing, shaping their outlook and basic capabilities. Each Environment provides:
+1
bonus to one Attribute.+1
bonus to a single Skill.Consider how your Environment complements or contrasts with your Essence and Struggle. A character who grew up in a harsh wasteland may approach problems very differently than one raised in a bustling metropolis.
Choose your character’s Upbringing to reflect the education, values, and influences from their formative years. Each Upbringing provides:
+2
bonus to one Attribute and a +1
bonus to a second Attribute.+1
bonus to a single Skill.Follow the specific rules for the chosen upbringing, and consider how it shaped the character’s worldview and personality.
Select the character’s Profession—their chosen career or area of expertise. This step solidifies their role within the story and grants:
+2
bonus to one Skill and +1
to two other Skills.Choose the character’s Experience, representing their time spent honing their skills and gaining insight. Whether they are a novice or a seasoned veteran, this step grants:
Define two or more Defining Moments in the character’s life—pivotal events that shaped who they are. Each Defining Moment contributes:
Use Defining Moments to add depth to your character’s backstory and align their abilities with their narrative journey.
At this stage, you’ll finalize and customize your character, ensuring they’re fully prepared for play. The character gains:
+1
bonus to two Attributes.+2
bonus to two Skills and a +1
bonus to two additional Skills.Determine your character’s Credit Rating, which represents their financial standing and available resources. Choose a rating between 1
and 4
, based on your character’s backstory and motivations. The character begins with 10
Credits to obtain starting equipment:
2
or lower may be selected freely.You may spend one Fortune to increase the character’s Credits by 2
, or regain one Fortune by reducing the character’s Credits by 2
. Any unused Credits are lost after character creation.
Before completing your character, review these key details:
12
, and only one Attribute can be at 12
. If the Untapped Potential Talent is selected, no Attribute may exceed 11
. Total Attribute points should equal 56
.5
. If the Untapped Potential Talent is selected, no Skill may exceed 4
. Total Skill points should equal 24
.Next, calculate your Stress. It's equal to your Fitness attribute plus any bonuses from talents.
Additionally, if you chose a Focus talent, follow it's rules to calculate your Willpower pool, otherwise your Willpower pool is 0.
Finally, choose your character’s name, age, and a brief description of their personality and appearance. With this step, your character is ready to enter the world of RFI: Freelancers.
This option allows a character to be partially-created before the first episode, while leaving many of the specifics undefined until after the game begins. This allows you to hop into the action sooner, and let the the events of the game help dictate who your character ends up being.
This method is often easier when the player has a core concept of who they want the character to be. As such, you will be required to come up with your characters' Essence
and Struggle
, even though those are handled more naturally in the Guided method.
First, you should determine the core concept of the character. It is often useful to think in terms of tropes: if you know the role you want the character to play in the game you can build them towards that more easier. Note: This is a good place for discussion with your other players, to make sure your trope fits well with the group.
Once you have that concept, you'll proceed with Step 1: Species and Truths. Pick your Species, and ncrease the character's attributes as described in the entry for the Species chosen. Then, note the trait and Species Ability.
Next, define your Essence and Struggle, and you may spend a point of Fortune for another trait if you wish.
Now, assign the character's attributes. You have the following to assign to the character's attributes in any order:
10
, 10
, 9
, 9
, 8
, 7
You may not spend a Fortune on increasing these.
Next, choose two skills. They should reflect the character's Essence, but can be chose freely.
Assign ratings to these skills —either a 5
and a 3
or two 4
s. Leave the other skills blank for now, they will be determined during play.
The character should have their Essence and Struggle, their Species, a full range of attributes, and two of their nine skills. This is all you need to get started.
The gamemaster should then begin play, devising an initial scenario for the partially created characters. This scenario shouldn't be too complex or involved at first, as it mainly serves as an opportunity to introduce and flesh out the characters. During this scene each main character should have an opportunity to show off their skills. Each character will have the following elements left undetermined:
3
, 2
, 2
, 1
, 1
. Each one of these ratings may only be used once. The task is then attempted using that newly defined skill.Once the first episode concludes the main characters should be fully developed. If any characters still have elements undefined, the players should feel free to decide upon those elements either after this first episode or decide them between sessions.