You get 6 points to distribute between 3 different attributes: Fight, Evade, and Think. A minimum value of 1 is required for Each attribute. GUTS (health) is calculated with the formula Fight+Evade*2
Every character gets 1 perk, which is a +1d6 bonus to Fight, Evade, or Think rolls in special situations. Characters with a Think of 3 get two perks. Perks are entirely up to you, there's no list to choose from (you're free to use the examples in the rule book, but feel free to make up your own.) I do have to approve a perk before it's final, but I'm sure you'll find me very reasonable as long as you can logically explain why your character would have such an advantage (EG: A ditsy blonde highschool cheerleader wouldn't receive a +1 to fight while wielding a crossbow, unless she was a tomboy and her father was a hunter. Such facts should also be reflected in her personality.)
Each character may also take an unlimited number of quirks, which are disadvantages of some kind (See the rulebook's section on Background Quirks for a more complete definition.) Quirks can cause a negative penalty to Fight Evade or Think rolls in certain situations, or only manifest themselves through RPing. If a character has at least 2 quirks that cause a negative penalty of -1d6 to any kind of roll, the character receives 1 additional perk. Quirks that penalize certain rolls past the first two do not grant additional perks; Therefore, a character may have up to three +1d6 perks as long as they have two quirks that causes a -1 penalty and a THINK of 3.
Characters under 15 years or over 75 years of age only start with 5 attribute points.
No characters with supernatural or superhuman powers will be considered.