TCR: Character Creation

Creating a character in Thriller, a modern horror tabletop RPG, is a step-by-step process that brings your protagonist to life and prepares you to face the terrors ahead. This chapter guides you through each stage of character creation with examples, tables, and tips for a smooth experience. Follow these steps to build a unique character ready to delve into Thriller’s suspenseful world:

Step 1: Concept

Begin by envisioning your character’s concept – who they are and what role they might play in a horror scenario. Are they a tough survivor hardened by trauma, a cunning investigator with a sharp mind, or a mystically inclined occultist with insight into the supernatural? Outline a basic identity, including their background, personality, and any defining motivations or fears. This concept will guide your choices in later steps.

  • Archetype Idea: Identify an archetype (heroic horror trope) that fits your concept (e.g. Survivor, Investigator, Charmer, Bookworm).
  • Occupation Idea: Think of a profession or background (occupation) that grounds your character in the modern world (e.g. Soldier, Detective, Academic, Doctor).
  • Personal Hooks: Jot down a few personal details – a key motivation, a notable relationship (friend, family, mentor), and a fear or flaw. These will inform roleplaying and how your character might react under stress.

Horror Tip: Consider giving your character a personal fear or trauma that ties into the horror theme. In Thriller, confronting fears is part of the drama. For example, a detective character might be haunted by the unsolved murder of a loved one, or a survivor might suffer nightmares from a past encounter. These vulnerabilities make for compelling storytelling and tense moments when those fears resurface.

Example – Concept: Michael decides to create a jaded homicide detective character. He imagines Michael as a once-respected investigator who is now haunted by the unsolved disappearance of his former partner. Michael’s concept: a world-weary detective driven to uncover the truth at any cost, even as his obsession and cynical demeanor isolate him. This concept suggests an Investigator archetype and a background in law enforcement (Detective occupation), which will shape Michael’s abilities and role in the group.

Step 2: Determine Attributes

Next, assign your character’s attributes – the nine core abilities that define their natural strengths and weaknesses. These attributes are Strength (STR), Dexterity (DEX), Agility (AGI), Endurance (END), Knowledge (KNO), Perception (PER), Social (SOC), Willpower (WIL), and Luck (LCK). They range from 1 (very poor) to 8 (peak human ability for a starting character). An average adult has scores around 4 in most attributes.

Allocate Points: Thriller uses a point-buy system for attributes (unless your GM directs otherwise). You have 36 points to distribute among the nine attributes. Distribute these points based on your concept, keeping in mind:

  • Minimum 1, Maximum 8: No starting attribute can be lower than 1 or higher than 8 (before other adjustments). This ensures your character has no impossible weaknesses or superhuman abilities at the start.
  • Balance vs. Focus: You can spread points to be well-rounded or concentrate on a few attributes to excel in those areas (at the expense of others). Think about which attributes best serve your concept. For example, investigators need high Perception, while frontline survivors benefit from Strength and Endurance.

Optional Rule: Random Attributes. Instead of point-buy, your GM may offer random generation. For a classic approach, roll 1d8 for each attribute in order (or use another specified method). This can create organically varied characters but might require adjusting the concept to fit the rolls. Always consider re-rolling or assigning rolls to attributes to avoid unplayable extremes.

Attribute Definitions

Each attribute influences different aspects of gameplay. Use the table below to understand what each one represents and how it impacts your character’s capabilities:

Attribute (Abbr.)Description & Key Effects
Strength (STR)Physical power and muscular force. Affects melee damage and ability to lift, push, or break objects. Contributes to carrying capacity and influences Vitality Points (VP).
Dexterity (DEX)Hand-eye coordination, precision, and fine motor skills. Important for tasks like lock-picking, crafting, and aiming ranged attacks. Helps with any action requiring delicate manipulation or steady hands.
Agility (AGI)Reflexes, speed, and overall nimbleness. Crucial for dodging attacks, acrobatics, and moving stealthily. Determines initiative order in combat and contributes to Action Points (AP) (how many actions you can take per turn).
Endurance (END)Stamina, toughness, and physical resilience. Helps resist fatigue, illness, and poison. Endurance, together with Strength, directly determines Vitality Points (VP) (how much serious injury you can sustain). Higher END also improves stamina for sustained actions.
Knowledge (KNO)Education, intellect, and analytical ability. Governs reasoning, memory, and puzzle-solving. Enhances effectiveness with knowledge-based skills (research, medicine, engineering) and recall of information. A higher KNO also grants more skill points for improving skills (see Step 5).
Perception (PER)Awareness and sensory acuity. Determines how keenly your character notices details or hazards. Essential for spotting clues, detecting hidden threats or traps, and general alertness. Often used in initiative and investigative situations.
Social (SOC)Charisma, charm, and social aptitude. Influences persuasion, deception, intimidation, and building rapport. Affects how effectively your character interacts with NPCs and leads or influences others.
Willpower (WIL)Mental fortitude, courage, and emotional resilience. Crucial for resisting fear, coercion, and supernatural terror. Directly contributes to Sanity Points (SP), which measure mental stability. A high WIL helps your character stay brave and focused amid horror.
Luck (LCK)Fortune, coincidence, and the whims of chance. A wild card attribute that can influence critical moments. Luck might allow occasional rerolls or affect outcomes in unpredictable ways. It doesn’t correspond to a specific skill but can turn the tide in dire situations.

Use these definitions to guide where you invest your points. For example, a character concept of a bookish academic might prioritize Knowledge and Perception, while a street-smart brawler would favor Strength, Endurance, and maybe Luck.

Apply Age Modifiers: Once you’ve allocated your 36 points, choose your character’s age category and apply the attribute adjustments for that age. Age affects attributes to reflect the advantages and disadvantages of different life stages:

Age CategoryAttribute Adjustments (apply to your current scores)
Child (pre-teen)–2 to STR, DEX, AGI, END; –1 to KNO, PER, SOC. (Physically weak and inexperienced, but with youthful adaptability.)
Youth (teens/20s)No adjustments. (Young adult at peak flexibility – balanced attributes.)
Adult (30s/40s)+1 to STR, DEX, AGI, END. (Mature strength and endurance); typically no mental adjustments.
Senior (50s+)–1 to STR, DEX, AGI, END; +1 to KNO, PER, SOC, WIL. (Physical decline offset by wisdom and resolve.)

Luck is unchanged by age – fortune can favor or foil anyone regardless of years. After adjusting, record your final attribute scores. These reflect your character’s innate capabilities modified by life stage, adding realism to your character (e.g., a Senior has lower physical stats but higher knowledge and willpower).

Tip: Ensure your post-adjustment attributes still meet any minimum requirements for your chosen archetype (Step 3). If not, you might tweak your base allocation or reconsider the archetype. For instance, if an archetype needs AGI ≥ 6 but age penalties dropped your Agility to 5, you’d need to reallocate points or choose a different age category.

Example – Attributes: Based on his concept, Michael allocates points to emphasize mental acuity over brawn. He spreads his 36 points as follows (before age adjustments): STR 3, DEX 4, AGI 4, END 4, KNO 4, PER 7, SOC 4, WIL 3, LCK 3. Michael wants to portray a seasoned veteran, so he chooses the Senior age category. As a Senior, he applies –1 to STR, DEX, AGI, END and +1 to KNO, PER, SOC, WIL. After these adjustments, Michael’s final attributes become:

  • STR 2 (3 base – 1 for age; his aging body isn’t very strong),
  • DEX 3 (4 – 1; he’s a bit less nimble with age),
  • AGI 3 (4 – 1; reflexes have slowed slightly),
  • END 3 (4 – 1; not as much stamina as in his youth),
  • KNO 5 (4 + 1; decades of experience have made him more knowledgeable),
  • PER 8 (7 + 1; his keen detective’s eye is sharper than ever),
  • SOC 5 (4 + 1; he’s developed some charm and authority over the years),
  • WIL 4 (3 + 1; hardened mind against fear),
  • LCK 3 (unchanged by age).

Michael’s attribute profile shows a perceptive but physically frail investigator – perfect for an older detective character. He made sure that Perception 8 satisfies the Investigator archetype requirement (PER ≥ 6), as we will see next.

Step 3: Choose an Archetype

Now select an Archetype for your character – a thematic role that grants unique benefits and shapes their approach to challenges. Archetypes in Thriller are inspired by horror tropes and survival roles (such as Survivor, Investigator, Charmer, Faithful, etc.). Your archetype provides thematic guidance on how to play your character, a set of special perks to choose from, and roleplaying traits (one positive, one negative) that define strengths and flaws.

When picking an archetype, keep in mind:

  • Role Alignment: Choose an archetype that fits your concept. For example, Michael’s detective concept aligns with the Investigator archetype (focused on observation and intuition). A gun-toting mercenary might fit the Survivor or Last One Standing archetype, and a priest character might choose the Faithful archetype.
  • Attribute Requirement: Each archetype has a primary attribute and typically requires a score of 6 or higher in that attribute. This ensures your character has the fundamental capability needed. (Exception: a generic “Everyperson” archetype, if available, has no requirement.) Check your attributes meet the requirement before finalizing. If not, you may need to adjust attributes or pick a different archetype.
  • Record Archetype Details: Note your archetype on the character sheet. You will gain one archetype-specific perk (next step) and adopt the archetype’s traits. These traits often provide a situational bonus and a drawback that add depth to roleplay (for instance, an Investigator is Alert (advantage on notice checks) but Suspicious (disadvantage on trust or charm checks)). Embrace these to enrich your character’s personality in the game.

Example – Archetype: Michael chooses the Investigator Archetype for his character, cementing his role as the perceptive sleuth of the team. The Investigator’s primary attribute is Perception (requiring PER ≥ 6) – Michael’s PER 8 easily meets this. He notes on his sheet that he’s an Investigator, gaining the associated traits: a positive trait Alert (always vigilant) and a negative trait Suspicious (he’s wary and not easily trusting of others). These traits fit perfectly with Michael’s backstory of an obsessed detective. He’s already roleplaying them by design – for example, he might constantly scan for clues (Alert) and question others’ motives (Suspicious). In mechanical terms, the GM will remind Michael when his traits grant advantage or disadvantage on certain checks in play.

(For details on all available archetypes, see the Archetypes chapter. Each archetype’s description will list its perks, traits, and playstyle tips.)

Step 4: Choose an Occupation

Select an Occupation to represent your character’s day-to-day profession or background. Occupations provide additional skills, gear, and attribute bonuses that reflect training or resources from that line of work. This is how you ground your character in the modern world and equip them with practical know-how and tools.

When choosing an occupation:

  • Match the Concept: Pick an occupation that makes sense for your character’s history. Occupations in Thriller range from careers like Academic, Blue Collar Worker, Doctor, Soldier, to more niche roles like Detective/Investigator, Criminal, or Mystic, among others. For instance, Michael naturally fits the Detective/Investigator occupation given his law enforcement background.
  • Attribute Bonuses: Each occupation grants small bonuses to certain attributes (usually +1 to two different attributes) to reflect aptitudes of that profession. Apply these after your initial attributes (and after age adjustments). This can raise an attribute above the normal starting cap of 8. For example, the Detective occupation grants +1 Perception and +1 Knowledge due to training in observation and analysis. Make sure to update your attributes if you gain these bonuses.
  • Skill Proficiencies: Occupations also confer proficiencies in specific skills. These represent the areas of expertise a person in that job would have. Being “proficient” typically means you start with a rank in those skills or at least have the ability to use them effectively (see Step 5 on skills). List these skills on your sheet – they are essentially free starting skill ranks provided by your background.
  • Starting Equipment: Most occupations come with a choice of starting equipment kits – a set of gear appropriate to that job. In Step 7, you’ll choose one, but it’s worth glancing ahead now. For instance, a Detective might choose between a Private Investigator Kit, Forensics Kit, or Undercover Kit, each containing different tools of the trade. Occupations also list starting funds (money) you have and any ongoing income or reputation modifiers. You can use your funds to buy additional gear during character creation.

Example – Occupation: Michael selects the Detective/Investigator occupation for his character, solidifying his background as a former police detective. From this occupation, he applies the attribute bonuses Perception +1 and Knowledge +1 (reflecting his sharp senses and investigative training). These raise Michael’s PER from 8 to 9 and KNO from 5 to 6. He notes the occupation’s skill proficiencies on his sheet: Investigation, Insight, Research, and Technical (Security Systems/Forensics) – all skills a detective would have familiarity with. This means Michael will begin play adept in those areas. He also reads ahead to the equipment options: he likes the Private Investigator Kit (camera, audio recorder, notebook, etc.), which suits a PI working independently. The occupation grants Michael $600 starting funds as well, which he can spend on a handgun and additional supplies not included in the kit. With his occupation chosen and its benefits applied, Michael is mechanically taking shape as an observant detective with solid investigative resources.

(See the Occupations chapter for full details on each occupation’s bonuses, skill proficiencies, gear kits, and other benefits. Choose one that best fits your character’s story.)

Step 5: Select Skills

Now determine your character’s starting Skills – specific areas of training and expertise. Skills in Thriller represent what your character can do beyond raw attributes, such as firing guns, first aid, stealth, hacking, etc.. Your occupation has already given you some starting proficiencies, but you likely have additional skill points to distribute.

Follow these guidelines for selecting and improving skills:

  • Starting Skill Points: At creation, you receive a number of skill points equal to your Knowledge (KNO) attribute to assign to skill ranks. (This reflects that smarter or more educated characters start with more training.) For example, Michael’s Knowledge is 6, so he has 6 skill points to spend.
  • Skill Ranks: Skills have ranks typically from 0 (untrained) to 5 (master). Each rank gives a +5 bonus when using that skill. The cost to buy ranks isn’t linear – higher ranks cost more points. (Refer to the Skills chapter for the exact cost table; e.g., Rank 1 costs 1 point, Rank 2 costs 3 more points, etc.) Spend your starting points to either acquire a few skills at Rank 1 or improve a couple of skills to Rank 2, depending on your concept.
  • Occupation Skills: If your occupation granted “proficiency” in certain skills, you can consider those skills already at Rank 1 for free (or as skills you can train without special instruction). It’s often wise to invest some of your points to improve these core skills further, since your character’s background suggests they excel there.
  • Choosing Skills: Pick skills that align with your concept and might be useful in a horror scenario. For instance, common valuable skills include Combat (specific to weapons like Pistols, Rifles, etc.), Stealth (for sneaking), Athletics (physical feats), Medical (treating wounds), Insight (reading people), Occult (knowledge of the supernatural), Driving, Survival, and more. A complete list and descriptions are in the Skills chapter. You likely won’t have points for everything, so prioritize what fits your character’s role.
  • Note Skill Modifiers: On your sheet, record the total bonus for each skill you have ranks in. This is typically (Rank × 5) + relevant attribute modifier. For example, if you have Rank 2 in Investigation (+10) and a relevant attribute modifier of +0, your Investigation checks roll will be d20+10. You can leave untrained skills at Rank 0 (you can still attempt them, just without the rank bonus).
  • Specializations: If applicable, note any specializations (some skills cover broad areas where you choose a focus, like Combat or Technical skills). Michael’s Technical proficiency, for instance, needs a focus – he chooses Technical (Security Systems), meaning he’s skilled with alarms and locks specifically. Specializations grant an extra bonus in their narrower field.

Example – Skills: Michael has 6 skill points (equal to KNO 6) to spend. His occupation already gave him a head start in Investigation, Insight, Research, and Technical, all at Rank 1. Michael decides to further hone his investigative prowess: he spends 3 points to raise Investigation to Rank 2 (cost 3 points). With his remaining 3 points, he broadens his abilities: he spends 1 point to gain Combat (Pistols) at Rank 1 (as a former cop, he wants to be competent with his sidearm), 1 point for Stealth Rank 1 (useful for tailing suspects or sneaking in investigations), and 1 point for Driving Rank 1 (car chases or quick getaways might occur). Now Michael’s key skills are:

  • Investigation Rank 2 (+10 skill modifier, plus PER attribute bonus) – he’s excellent at analyzing crime scenes and clues.
  • Insight Rank 1 (+5 plus SOC mod) – he can read people decently (occupation gave this).
  • Research Rank 1 (+5 plus KNO mod) – he’s adept at gathering information from books or databases (from occupation).
  • Technical (Security Systems) Rank 1 (+5 plus DEX or KNO mod) – he knows his way around alarms and locks (from occupation).
  • Combat (Pistols) Rank 1 (+5 plus DEX mod) – basic firearms training.
  • Stealth Rank 1 (+5 plus AGI mod) – can try to move quietly.
  • Driving Rank 1 (+5 plus DEX mod) – capable behind the wheel under pressure.

Michael records these on his sheet. In play, when attempting a skill check, he’ll roll d20 and add the skill modifier. For example, if he’s examining a crime scene (Investigation skill) and his PER modifier is +9, he’ll roll d20 + 19. His diverse skill set prepares him to handle both the mystery-solving and the dangerous encounters expected in a Thriller campaign.

(For the full list of skills and how skill checks work, see the Skills chapter. It includes how to calculate modifiers, examples of tasks, and advanced rules like cooperative checks and skill challenges.)

Step 6: Pick Perks

Perks are special abilities or advantages that give your character an extra edge and individuality. At character creation, you receive one perk from your archetype and possibly additional general perks if the GM allows. Archetype perks are unique benefits tied to your archetype’s theme, while general perks (from the Perks list) are broader advantages any character might acquire through experience or special training.

Here’s how to handle perks in creation:

  • Archetype Perk: Each archetype provides a list of exclusive perks, and you can choose one of them at character creation. This choice defines a signature capability. For example, an Investigator can choose from perks like Keen Observer (advantage on Perception checks for hidden details), Detective’s Intuition (once per session automatically find a crucial clue), or Tracker (advantage on tracking checks). Pick the one that best fits your character’s style. Mark it on your sheet; you’ll need to remember when to use it (some are passive bonuses, others are once-per-session abilities).
  • General Perks (Optional): In addition to the archetype perk, your GM may allow a starting character to take one general perk from the broader list (especially if not using an archetype, or as a bonus for a well-developed backstory). General perks cover everything from combat tactics to esoteric talents. For instance, Cold Case Expert might grant advantage on Investigation of old mysteries, or Combat Reflexes might boost initiative rolls. Check with your GM; if allowed, choose a general perk that complements your character. If not at creation, you will have opportunities to gain general perks as you level up or through story milestones.
  • Record Effects: Write down what your chosen perk does. Many perks grant advantage on certain checks or allow a special action once per session. Knowing your perk’s trigger or bonus is crucial so you can invoke it at the right time. It’s often helpful to mark a reminder on your character sheet or a notecard.

Example – Perks: As an Investigator archetype, Michael gets to pick one of the Investigator’s unique perks. He considers his options and selects Detective’s Intuition – once per session, he can automatically succeed on a Perception check to find a critical clue. This suits his concept of a seasoned detective who “just knows” when something is important. With Detective’s Intuition, Michael won’t miss the key evidence that could break a case, which could be a lifesaver in scenarios full of hidden dangers. He notes this perk on his sheet, including that it can be used one time each session.

Michael does not take any additional general perk at creation (the GM is saving those for character advancement later). But he’s eyeing some for the future – for example, a perk like Forensic Analyst (advantage on analyzing crime scenes) or Danger Sense (to avoid ambushes) could be great for him down the line. For now, his archetype perk will help define his special edge in the game.

(Refer to the Perks chapter for full lists of general perks and details on when characters gain new perks. At level 1, focus on your archetype perk unless told otherwise.)

Step 7: Equip Your Character

With the core of your character defined, you now choose their starting equipment. Thriller uses a straightforward gear system where each character begins with some items from their occupation and possibly additional gear they purchase. Equipment includes weapons, armor, tools, and other supplies your character would reasonably have.

Follow these steps for equipping your character:

  • Occupation Kit: Start by picking one of the equipment kits offered by your chosen occupation. These kits are curated sets of gear that fit your character’s background. For example, a Detective might choose a Private Investigator Kit (camera, recorder, notebook, disguise attire), a Forensics Kit (evidence collection tools), or an Undercover Kit (fake IDs, hidden weapons, surveillance gadgets). Each kit is listed under your occupation description. Choose the kit that best matches how you imagine your character operating. List all the items from that kit on your character sheet.
  • Additional Gear: Alongside the kit, your occupation provides starting funds (cash). You can spend this money now to buy extra equipment or save some for use during the game. Check the gear/equipment section of the rules for prices of common items (weapons, ammo, armor, etc.). It’s wise to ensure you have essentials that your kit might not include: e.g., if your kit doesn’t have a weapon and you think you need one, consider buying a basic firearm or melee weapon; if you expect supernatural threats, maybe invest in a holy symbol or special tools. Make sure any weapon or armor you buy fits your character’s skills (don’t buy an assault rifle if you have no skill in Rifles, for instance).
  • Capacity Slots: Be mindful of how much your character can carry. Thriller uses Capacity Slots (CS) to track encumbrance – essentially, a limit on the number of significant items you can carry without penalty. Your character’s Capacity Slots = STR + END + 2 (we’ll calculate Michael’s in a moment). Every piece of gear (or stack of smaller items) usually occupies 1 slot, though the GM may count very large or heavy items as more. If you carry beyond your CS, your character might suffer speed penalties or other drawbacks due to encumbrance. So, pick your gear wisely and don’t overburden yourself with every piece of equipment imaginable. In a horror setting, sometimes less is more – you want to be mobile when fleeing danger!
  • Record Weapon Stats: If you acquired weapons or protective gear, note their stats (damage, ammo, armor rating, etc.) as given in the equipment lists. Also note any especially useful gear or resources from your kit that might need tracking (like a number of glowsticks, batteries for a camera, etc.). The character sheet has sections for weapons, armor, and gear – fill those in accordingly.

Tip: Plan for the scenario. In modern horror, resources can be scarce. It’s a good idea to have a light source (flashlight), communication device (cell phone or radio), and maybe a first aid kit in addition to any weapons. But also remember your Capacity Slots (CS) – if you’re strong and tough, you can haul more equipment; if not, travel light. A burdened character might not outrun that shambling terror! Coordinate with your team so someone carries tools, someone carries medical supplies, etc., to cover all bases without individual over-encumbrance.

Example – Equipment: Michael’s occupation (Detective) offers him a choice of kits, and he selects the Private Investigator Kit. It contains a digital camera, audio recorder, a notebook and pens, some surveillance equipment (like a small binoculars or listening device), and discreet attire suitable for blending in. Michael imagines these as the basics he uses in his PI work. He then looks at his starting money ($600) and decides to purchase a handgun (pistol) with a holster and some extra ammo, since the kit didn’t explicitly include a firearm. He spends, say, $300 on a reliable handgun, and another $50 on a flashlight, batteries, and a few spare memory cards for his camera. He still has some money left which he holds onto for now (useful for bribes or unexpected needs during the investigation).

Michael notes all his gear and weapons on his sheet. He also calculates his Capacity Slots: with final STR 2 and END 3, plus 2, he has 7 slots to carry items. He lists out his items roughly by slots:

  1. Handgun (in holster) – 1 slot
  2. Ammo (extra magazines) – 1 slot
  3. Camera – 1 slot
  4. Audio Recorder – 1 slot
  5. Surveillance kit items (binoculars, listening device) – 1 slot
  6. Notebook & pens – 1 slot
  7. Flashlight + batteries – 1 slot

That fills his 7 slots. He’ll wear his discreet attire (clothing doesn’t usually count against slots). Michael is at his capacity limit, so he’ll need to be mindful not to pick up too many additional items without dropping something. He’s okay with this loadout because it covers his investigative needs and basic defense. He’s effectively prepared but not overpacked.

(For equipment lists and detailed rules on weapons, armor, and items, see the Gear & Equipment section. It includes typical costs and item slot values. Work with your GM if you want something unusual as starting gear, like specialized paranormal equipment, to see if it’s available or affordable.)

Step 8: Background and Personality

At this stage, flesh out your character’s background, personality, and other story details. This is where mechanics meet narrative to create a well-rounded character. Consider the following elements:

  • Backstory: Write a brief history. What significant events shaped your character? How did they end up in the world of Thriller’s horrors? (For example, Michael’s backstory includes his long career in law enforcement and the tragic disappearance of his partner, which motivates him to delve into dark cases.) Keep it concise but focus on defining moments, relationships, or traumas that could come up in play.
  • Personality: Describe how your character generally behaves. Are they cautious and paranoid, brave and impulsive, scholarly and aloof, warm and protective, etc.? Tie this to the traits from your archetype and occupation. For instance, if you have a Suspicious trait (like Michael does), you might say your character is slow to trust new acquaintances. If you have a Hardened survivor, maybe they’re stoic and seldom show fear. These personality notes guide your roleplaying.
  • Motivations and Goals: What drives your character? Survival? Revenge? Curiosity? Duty? A personal redemption? In a horror game, a strong motivation can keep a character pushing forward even when fear threatens to paralyze them. Michael’s primary motivation, for instance, is to uncover the truth behind his partner’s fate and bring any lurking evil to justice – this makes him persist in investigating even when it’s dangerous.
  • Morality and Ideals: Determine your character’s ethical stance or personal code. Thriller is modern horror, so not every character fits neatly into “heroic” molds. You can describe an alignment or simply list a few ideals. Is your character fundamentally honest or prone to lying? Will they put themselves at risk for others? How far will they go to achieve their goals? These ideals will inform tough decisions during play.
  • Bonds and Relationships: Identify important people or connections in your character’s life. A family member, a close friend, a mentor, or even a nemesis. These bonds can be sources of strength or vulnerability. They also give the GM plot hooks (e.g., a loved one to rescue, or a colleague who provides info).
  • Flaws and Phobias: No one is perfect, especially not in horror tales. Give your character at least one notable flaw or fear. It could be tied to an attribute (low WIL character might be easily frightened), a phobia (afraid of the dark, heights, blood, etc.), or a personality flaw (stubborn, arrogant, impulsive). These weaknesses not only make the character realistic, they are opportunities for dramatic moments in the game. Embrace them! A character who is terrified of spiders will have a harrowing time in a nest of giant spiders – which is exactly the kind of memorable scene horror games thrive on.

Example – Background: Michael fleshes out his story: He spent 25 years as a police detective in a major city, working tough homicide and missing persons cases. Personal bond: He was close to his partner, Detective Alvaro, who mysteriously vanished while the two were investigating a series of occult-like murders. Michael’s superiors eventually forced him to retire, citing his obsessive pursuit of that case and declining health. Now a private investigator, Michael secretly continues hunting for clues about his partner’s fate.

Personality: Michael is cynical and jaded from what he’s seen (he’s seen the worst of humanity and perhaps hints of the supernatural). He’s a man of few words, observant and methodical. His archetype trait Alert means he’s almost always on edge, scanning his surroundings. His occupation trait Obsessive (a Detective’s flaw) means once he latches onto a lead, he can neglect everything else – friends, sleep, even personal safety. This makes him an effective investigator but hard to work with at times.

Motivations: Michael is driven by a need for justice and closure. He genuinely wants to protect others from the evils that took his partner. However, this noble goal is entangled with guilt and revenge – he won’t rest until he finds out what happened, even if it means confronting horrors beyond his understanding.

Ideals: Michael believes in the law and in logic, but recent events have tested his faith in both. He’ll bend rules if necessary to solve a case (his moral code has gray areas when it comes to saving lives or stopping monsters). Yet, he won’t harm an innocent or leave a partner behind.

Flaws/Fears: Michael’s biggest flaw is his tunnel vision – he often ignores danger signs or personal limits when on a case (likely to his detriment in a horror scenario). He also has a developing phobia of darkness and enclosed spaces, after a traumatic incident searching for his partner in the city’s abandoned subway tunnels. When in total darkness or tight confines, panic and flashbacks can overtake him. This could manifest as disadvantage on checks or needing WIL saves to keep calm when confronted with those triggers.

With a rich background like this, Michael is not just a set of stats, but a character with depth. These details will help the GM craft scenes that resonate (e.g., giving Michael a chance to save someone like he couldn’t save Alvaro, or confronting him with eerie clues about that old case). As a player, these backstory elements give Michael clear reasons to face the supernatural threats of Thriller, even when fear tells him to run.

Step 9: Final Touches

You’ve made all the big choices – now it’s time to finalize your character sheet and calculate any remaining values. Go through the following checklist to ensure everything is complete:

  • Attribute Summary: Make sure all attribute scores are recorded after applying age and occupation bonuses. Double-check you met archetype requirements.
  • Derived Statistics: Calculate and record your derived stats, which determine your character’s resilience and resources in the game. Use the formulas below to compute these from your attributes:
Derived StatHow to CalculateMichael’s Values (Example)
Vitality Points (VP) – represents serious health & life force.STR + END (add Strength and Endurance). This is your capacity for life-threatening damage. When you take heavy damage, it comes off VP. At 0 VP, you are incapacitated or dying.STR 2 + END 3 = 5 VP. (Michael isn’t very hardy; serious injuries will put him down quickly.)
Health Points (HP) – superficial health for minor injuries.Half of VP (rounded down). Essentially, HP = ½ VP. HP is the buffer for bruises, strain, and fatigue. You lose HP first for small hits; losing all HP means further damage starts eating into VP.Half of 5 = 2 HP. (Michael can take 2 points of minor damage before he starts losing VP. He must be cautious in physical confrontations.)
Action Points (AP) – how many actions you can take each turn.AGI ÷ 2 (rounded down). Your Agility governs AP. Most characters will have 1 to 4 AP. AP are spent to perform moves, attacks, etc., in combat rounds. Higher AP means you can do more in a short time.AGI 3 → 3/2 = 1 AP. (Michael can only perform 1 significant action per turn due to his low agility. He’ll need to make that one action count or rely on strategy.)
Sanity Points (SP) – mental stability in the face of horror.WIL + 3. Willpower contributes to sanity resilience, plus a base of 3 for everyone. SP measures how much psychological stress and supernatural terror you can withstand before suffering breakdowns.WIL 4 + 3 = 7 SP. (Michael’s got a fair amount of mental fortitude – years of experience give him some resistance, but he’s not unshakeable.)
Capacity Slots (CS) – how much gear you can carry comfortably.STR + END + 2. Strength and Endurance determine carrying capacity, plus a base allowance of 2. Count each significant item or weapon as 1 slot (GM’s discretion). Carrying beyond this reduces mobility.STR 2 + END 3 + 2 = 7 slots. (As calculated earlier, Michael can carry 7 items. He’s currently using all 7 with his gear, so he’s at his limit.)
  • Make sure these derived values are written on your sheet. They’ll be crucial during gameplay – for example, you’ll track current HP and VP as you take damage, you’ll spend AP to take multiple actions in a turn, and the GM will call for Sanity checks when you encounter eldritch horrors (losing SP if you fail).
  • Other Details: Fill in any remaining blanks on your character sheet. This includes your character’s name (Michael has that covered), age (we decided Senior, so maybe he’s 58 years old), gender, physical description (what do they look like? e.g., Michael might be described as a tired-looking man in his 50s with a trench coat and a haunted expression), and any distinctive features. These help bring the character to life in the minds of the players.
  • Alignment or Creed: Michael might put something like “Pragmatic Good” or “Justice Above All” to summarize his moral outlook.
  • Languages: Note what languages your character knows, if applicable (often tied to Knowledge or background; e.g., Michael likely speaks English and maybe some Spanish picked up on the job).
  • Experience Points (XP): If starting at level 1, XP is probably 0. Mark the starting XP or any advancement trackers as instructed by your GM.
  • Cinematic Points (CP): Thriller uses a system of Cinematic Points which allow players to influence the story (for dramatic escapes, etc.). Start with the default amount (for example, 1 CP) the GM sets.
  • Review Traits & Features: Re-read the descriptions of your archetype traits, occupation traits, and perk to fully understand how they work. You might want to jot a quick reminder next to each (e.g., “Alert: situational advantage on noticing things”). These are easy to forget in play, so a quick reference is handy.
  • Cross-check with GM: It’s often a good idea to review your completed character with the Game Master. They can double-check that all the numbers add up, and they’ll appreciate knowing your backstory and motivations to tailor the game for you. This is the time to clarify any rule questions (like how a particular skill or perk will work) before the action starts.

Finally, take a step back and look at your finished character. You started with a concept, and now you have a fully realized character sheet with stats, abilities, and gear that bring that concept to life. Congratulations! You’re ready to step into the world of Thriller.

Example – Final Review: Michael’s player goes over the character sheet: Michael is a 58-year-old Investigator archetype with the Detective occupation. His attributes (after all mods) emphasize Perception and Knowledge, at the cost of physical fitness. He has low HP and VP, meaning he’ll avoid direct combat when possible – a wise strategy for a detective. His skills make him the go-to guy for gathering clues, interviewing NPCs (Insight), and handling technical security systems, while he’ll rely on allies for brute force or perhaps on his pistol if absolutely needed. His perk (Detective’s Intuition) is noted and ready to use when a critical clue is needed. All gear is listed and within his capacity. Backstory and personality notes are written out, which will help the player portray Michael consistently. The GM reads Michael’s sheet and background, noting his obsession flaw and fear of darkness – certainly plot hooks to exploit in future adventures!

With everything prepared, Michael the detective is poised to enter the fray. Armed with only a flashlight, a handgun, and a determined mind, he will join his fellow player characters in tackling the unknown horrors that await. Once character creation is complete, the true test begins – playing the game. Take a deep breath, steel your nerves, and get ready to face Thriller’s terrors head-on alongside your new character. Good luck!


(This concludes the Character Creation chapter. For next steps, proceed to the Game Rules section to learn how to use these statistics during play, or dive into the Archetypes/Occupations/Skills chapters for more in-depth information on your choices. Remember: the most important rule is to have fun and tell a gripping story together. Happy hunting!)