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\section{Character Creation}
\begin{minipage}[t]{0.46\textwidth}
    \subsection{Step 1: Select a Character Archetype}
    Select an archetype and note the abilities on your character sheet.

    \subsubsection{Average Human}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        2 & 2 & 2 & 2 & 2 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 10 + Brawn
        \item \textbf{Starting Strain Threshold:} 10 + Brawn
        \item \textbf{Starting Experience:} 220
        \item \textbf{Starting Skills:} One rank in two non-career skills.
        \item \textbf{Ready for Anything:} Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the players' pool.
    \end{itemize}

    \subsubsection{Laborer}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        3 & 2 & 2 & 2 & 1 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 12 + Brawn
        \item \textbf{Starting Strain Threshold:} 8 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank in \textit{Athletics}.
        \item \textbf{Tough as Nails:} Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01”.
    \end{itemize}

    \subsubsection{Intellectual}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        2 & 1 & 3 & 2 & 2 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 8 + Brawn
        \item \textbf{Starting Strain Threshold:} 12 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank \textit{Knowledge}.
        \item \textbf{Brilliant!:} Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.
    \end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Aristocrat}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        1 & 2 & 2 & 2 & 2 & 3 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 10 + Brawn
        \item \textbf{Starting Strain Threshold:} 10 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank in \textit{Cool}.
        \item \textbf{Forceful Personality:} Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
    \end{itemize}
    \subsection{Step 2: Choose Career Skills}
    Select \textbf{4} skills that relate to you IRL, and \textbf{4} additional skills that relate to your QuestWorld character.

    \subsection{Step 3: Invest Experience Points}
    You may use your starting experience in the following ways:
    \begin{itemize}
        \item \textbf{Improving Characteristics:} Improving a characteristic by 1 costs an amount of experience equal to 10 times the new value for the characteristic. So, improving a characteristic from 3 to 4 costs $4*10=40$ experience points. This must be done sequentially, so the cost of improving a characteristic from 3 to 5 is $4*10+5*10=90$ experience points. You may not increase a characteristic above 5, and you may not spend more than 100 experience points improving characteristics.
        \item \textbf{Skill Training:} Increasing a career skill is similar to improving characteristics, but it costs 5 times the new value instead of 10 times. Improving non-career skills costs an additional 10 experience per level.
        \item \textbf{Aquire Talents:} Talents cost 5 times their tier level in experience points. In order to buy a talent above tier 1, you must already have more talents in the tier below. So you need 2 talents in tier one before you buy a talent in tier 2.
    \end{itemize}

    \subsubsection{List of Talents}

    \subsection{Step 4: Determine Derived Attributes}
    \begin{itemize}
        \item \textbf{Wound Threshold:} Calculate based on archetype.
        \item \textbf{Strain Threshold:} Calculate based on archetype.
        \item \textbf{Defense:} Melee and ranged defense are by default 0.
        \item \textbf{Soak:} Soak is equal to your character's Brawn value.
    \end{itemize}

    \subsection{Step 5: Choose Gear}
\end{minipage}