Version 1.5.2
Last update: 18. December 2003.
For further updates check
the web site.
The Second Step is free for all users, but if you want to thank me for creating it, maintaining it, fixing all discovered bugs, providing support and generally spending a lot of time on it, please consider rewarding my efforts by sending a postcard to the following address from wherever you live:
Lars Gottlieb
c/o A. Lund
Lindevangshusene 54 st th
2630 Taastrup
Denmark
The download file is a zip file. To open that, you will need a zipping tool, such as WinZip, found
here.
When you have installed the zipping tool, you can start installing The Second Step by double-clicking the file you downloaded - it should be SecondStep.zip or something similar. Assuming you are using WinZip, you can let it handle the files for you - just click the 'install' button.
Otherwise you will have to extract the files somewhere on your hard disk and double-click the file called 'setup.exe' there. After installation you should then remove these temporary files manually.
The Setup program will allow you to select where you want the program files to be installed to, and where to put the shortcuts in the windows Start menu. The computer will copy the files to the selected place, register the file types and create icons in the start menu for easy access. If it is the first time you install the Second Step on the computer, you may have to restart Windows to complete the install.
Now you should be ready to run the program for the first time.
This tab contains controls to handle the basic characteristics of your character.
Enter a basic description of your character, select the race and enter the number of legend points awarded.
You can even allow the program to generate a name for you, out of a list of more than 1400 fantasy names.
In the upper right corner, you can select a picture for the html sheet.
Below them are the controls for handlng Legend Points
The 'Misc. Spent' fields is intended for any extra legend points you may have spent on things not handled by the Second Step, such as a Group Patterns. If you have a second Discipline, you may have to add LP's here; see below.
To the bottom right you will find controls for spending and buying Karma Points.
The 'Extra Blood Damage' and 'Extra Blood Wounds' fields are intended for any extra Blood Magic not handled by the Second Step, such as a Blood Oaths.
This tab contains controls to generate and change your Character's Attributes, and for buying and spending Karma.

On the bottom left you will find the
'Generation Method' selector. There are two distinct ways to generate stats: Points Buy and random.
Points Buy: This allows you to spent a number of points to buy the Attributes, using the
'Attribute' controls (see below). The default number of points is 66, but you can change this on the
'Options' form.
Random: This allows you to roll a number of dice to assign to each Attribute.
At the time of writing, there are five different ways of rolling dice:
3d6 In order: This method rolls 3d6 for each Attribute, not caring about what Attribute gets the highest score.
3d6 Optimized: This method rolls 3d6 six times, then sorts the scores and assigns them in the order you select on the
'Stat optimize order' controls (see below).
4d6 In order: This method rolls 4d6 and selects the best three dice for each Attribute, not caring about what Attribute gets the highest score.
4d6 Optimized: This method rolls 4d6 and selects the best three dice six times, then sorts the scores and assigns them in the order you select on the
'Stat optimize order' controls (see below). This represents the random method described in the rulebook p.40-41.
6-5-4-4-3-3 Optimized: This method rolls 6d6 and selects the best three dice, then 5d6, two times 4d6 and two times 3d6, then sorts the scores and assigns them in the order you select on the
'Stat optimize order' controls (see below). This method should ensure that you have at least one high score, and almost certainly one or two bad ones.
To the right of the
'Generation Method' selector you will find the
'Stat optimize order' controls.
This is a list box displaying the order in which the stats will be assigned, if you use an 'optimized' stat-roller. The Attribute at the top will be assigned the highest score, and the one at the bottom will be assigned the lowest.
To move an attribute up or down in the list, select it by clicking on it, then move it up or down by clicking the up or down arrow to the right of the list.
Above the
'Generation Method' selector you will find the
'Attribute' controls.
Use these controls to assign Attributes according to the Points Buy method or to modify random Attributes. Modifying rolled Attributes might not be allowed in your campaign; please do ask your Game master first.
Also here you will find controls for assigning Circle Increases to your character's Attributes.
At the right of the
'Attribute' controls, you will find a chart showing most of the secondary characteristics of the character.
Please note that these are 'basic' characteristics, modified only by race, not by relevant Talents or Circle Abilities, such as Durability for Unconsciousness/Death ratings..
This tab contains controls for your Character to learn one or two Disciplines, and rise to any given Circle in either.
To the left you will find a list of all the available Disciplines. Clicking on a Discipline will list its features in the list at the right.
Learning a Discipline: If you character is non-adept, you can assign him a Discipline just by double-clicking it on the list.
If you character already follows one Discipline, and you use the Second Edition rules where a Second Discipline is unavailable before the first reaches a certain Circle, you can only assign a second Discipline if you are qualified. (you can set this circle limit on the
'System' tab).
At the moment, it is not possible to follow more than two Disciplines.
Assigning a Circle to a Discipline: Below the Discipline list you will find a set of controls next to the Name of the Discipline for assigning it a Circle.
Forgetting a Discipline: You can do this in two ways. If you assign Circle 0 to a Discipline, the character forgets the Discipline. You can also double-click on the Name or the Circle controls to forget that Discipline.
'Second Discipline started while the first was at Circle' Controls: Use these controls to set the Circle of the first Discipline when the second Discipline was learned. This is used for calculating the Legend Points cost of the first Rank of the second Discipline's first Circle Talents.
This tab contains controls to assign Ranks to your Character's Talents, including Versatility Talents.
The tab is dominated by a list displaying the Talents your character knows, with their Ranks, Bases, final Steps and the Discipline and Circle they come from.
Assigning a Rank to a Talent: Clicking a talent will display its name and Rank, and if it is a Talent from the Character's first Discipline, Circle 1, its free rank status (see below) just beneath the Talents List. Use these controls to assign a rank to the Talent. You will see the Rank and Step data change in the list above, and see the
Legend Points tally change. Double-clicking a Talent will increase the rank by one.
Assigning free Ranks to a Talent: At Character creation, you get eight free Talent Ranks to assign. If the selected Talent is from the Character's first Discipline, Circle 1, its free Rank status is displayed to the right of its Rank. When you learn a new first Discipline, the Second Step automatically assigns the free Ranks for you, but you can use the controls to change these Ranks around as you like. You can also turn off the auto-assign on the
'System' tab.
Versatility Talents: If your Character is Versatile - that is, Human - and follows a Discipline, you can learn Versatility Talents. The Versatility talent is listed below all the Discipline Talents. Assign its Ranks like any other Talent. Also, you will see two buttons to the right of the free Rank controls: 'Add Versatility Talent' and 'Remove Versatility Talent'.
Clicking 'Add Versatility Talent' will pop up a window allowing you to select the Versatility Talent to learn. The new Talent will pop up at the bottom of the list, and you assign Ranks to it in the normal way.
'Remove Versatility Talent' is only available if the selected talent is one gained with Versatility. Clicking this will allow you to forget that Talent.
This tab contains controls to learn and forget Knacks.
The list on the left shows the Knacks you can learn, but have not learned yet; the list in the middle shows the Knacks you know; an the fields to the right show details on the selected Knack.
See Knack details: Click a Knack in any list to see the details on the right.
Learning a Knack: Double-click a Knack in the list on the left. You will see the Knack disappear from that list, and appear in the list to the right, and the Legend Points tally will change.
Forgetting a Knack: Double-click a Knack in the list on the right. You will see the Knack disappear from that list, and appear in the list to the left, and the Legend Points tally will change.
This tab contains controls to learn and assign Ranks to your Character's Skills.
On the left you will find a tree structure listing all the available skills in the three skill groups.
Learning a Skill: Just double-click a skill on the tree list to learn it and assign it Rank one. You will see it pop up in the relevant list to the right, and the
Legend Points tally will change
Assigning a Rank to a Skill: Click on the skill you wish to assign a Rank in the relevant list to the right. You can now change its Rank, and change its free Ranks by using the controls at the bottom right.
Assigning free Ranks to a Skill: At Character creation, you get two free Knowledge skill ranks, one Artisan Skill Rank, Speak Language Rank 2, Read/Write Language rank 1 and you Charisma Step in 'generic' free skill Ranks to assign. The 'generic' skill ranks can be used in any category you like. With the exception of the Speak Language and Read/Write Language you can only assign one free rank to a skill. You can see how many free ranks you have left at the right of the skill group headers and at the right of the free rank controls. At default settings, the Second Step automatically assigns the free Ranks for you, but you can use the controls to change these Ranks around as you like. You can also turn off the auto-assign on the
'System' tab.
Forgetting a Skill: You can do this in two ways. If you assign Rank 0 to a Skill, the character forgets it. You can also double-click on the Skill in the list to forget it.
Creating Custom Skills: Below the Skills tree you will find two buttons, saying 'Create New Artisan Skill' and 'Create New Knowledge Skill'. If you click one of these, you will be allowed to assign a name to your new Custom skill. The new Skill will be listed at the bottom to the relevant branch on the skill tree. The Artisan skill 'Party like a madman' is such a skill. The only way to get completely rid of a Custom Skill is to use the Table Editor, so think up a good name.
This tab contains controls to learn and forget spells.
On the left you will find a tree structure listing all the available spells. You will only see the spell if you can learn it; that is, if you follow the relevant Discipline.
On the right you will find a list of all the spells your character knows.
Clicking a spell in either list will display its game stats in the Spell Description field, bottom right.
Learning a Spell: Just double-click a spell on the tree list to learn it. You will see it pop up in the list to the right, and if you have used your free spell circles, the Legend Points tally will change. You can only know a given spell once.
At character creation, you get your Willpower Step in free spell circles; at each new spell caster Circle you gain twice the new Circle in free spells.
Forgetting a Spell: Double click a spell on the 'Spells Learned' list to the right to forget it.
This tab contains controls to buy and sell Equipment.
On the left you will find a tree structure listing all the available Equipment.
On the right you will find a list of all the stuff your character owns.
Clicking an item in either list will display its game stats in the Item Details field, bottom right.
'Double Click to' Controls: Below each list you will see a 'Double Click to' control. This allows you to decide what happens when you double click an item in the relevant list. You can set the percentage controls in two ways: Either select an entry on the list or type a number in the field.
Buying Equipment: Just double-click an item on the tree list to grab or buy it at the selected rate. You will see it pop up in the list to the right.
Selling Equipment: Just double-click an item on the Inventory list to scrap or sell it at the selected rate. Don't be surprised if you don't get any money for scrapping an item ...
The 'Armor Worn' / 'Shield Used' dialogue: If you select an armor or a shield, you get the opportunity to wear or use it. That means that the printed characteristics will be generated according to the stats of that item. If the Character doesn't own the item, he buys it at the selected rate. You can only wear one armor and use one shield at a time.
The first armor and shield you buy are automatically equipped.
The 'Forged' dialogue: If you select a weapon or an armor, you can have it forged. This only has effect if it is an item you already own. The cost of forging is not deducted.
The maximum forge rank for a missile is worked out from the base damage of the weapon it's meant for, plus any missile damage bonus.
Thread Items: If you select a thread Item in the character inventory, you can change the character's Thread Rank and the number of known ranks for the Item.
In addition, clicking 'Display Properties' will bring up a description of the Item.
On this tab you will find an explanation of the nature of any errors you have made in creating your character.
The Second Step tries to make sure your character complies with the rules in the rulebook.
This is done by using two kinds of validation errors: Soft and hard.
If your character violates some of the rules, i.e. if you have spent more legend points than you have been awarded, you have made a 'hard' error.
If your character has hard errors, an exclamation point is shown on the validation tab, and the icon will be red.
If your character has unused options or other issues not making the character directly illegal, as if the character has free skill ranks or the gear he is toting weighs more than he can carry, it is a 'soft' error.
If your character has only soft errors, an exclamation point is shown in parentheses on the validation tab, and the icon will be yellow.
If your character complies with all the currently defined validation rules, the icon will be green.
On this tab there is a variety of controls to change the program settings.
'Attribute Points' Controls: Use there controls to change the number of Attribute Points you have to assign your Character's Attributes. The default is 66 points.
'Automatically Assign Free Ranks' Controls: Use these controls to turn the Talent and Skill free Rank auto assign features on and off. For details on what this does, see the
'Talents' tab and
'Skills' tab, 'Assigning free ranks".
'Racial Restrictions' Controls: Normally, the Disciplines barred to some races. There is no such thing as an Obsidiman Air Sailor. Turn this checkbox off to allow all races access to all Disciplines.
'Second Discipline' Controls: These Controls allow you to set the way multi-Disciplining is handled.
The first controls allow you to set at which Circle the Second Discipline becomes available. For Second Edition, the default is 5; for First Edition, it is 1.
The second controls allow you to decide how much the first rank of the new first circle Talents should cost. The default is as in Second Edition (pp.249-250), but you can select some other ways, including like First Edition.
The third controls allow you to decide how much further ranks of second Discipline Talents should cost. There are two settings - as First or as Second Edition.
'Thread Items and Talents' Controls: These Controls allow you to set the way that Tread Items affect Talents in the character sheet and listings.
If you select 'Apply Talent modifiers from all Thread Items to Talents', all Talent bonuses from all Thread Items are calculated into the Talent steps. That means that if your character finds himself without the item, you must manually deduct the step bonus.
If you select 'Apply Talent modifiers from non-weapon Thread Items to Talents', only Talent bonuses from Thread Items that are not weapons are calculated into the Talent steps. That may make things easier for you if you don't always use the Thread Weapon.
If you select 'Apply no Talent modifiers from Thread Items to Talents', no Talent bonuses from Thread Items are calculated into the Talent steps. If you select this you must always add talent bonuses manually.
'Thread Item listing options' Controls: These Controls allow you to set the way that Thread Items affect Talents in the character sheet and listings.
If you select 'List full Thread Item description', the sheet and listings will include the full description of all the Thread Items' ranks. That may take a bit of paper.
If you select 'List Thread Item description for the current rank only', the sheet and listings will include the description of the current rank for all the Thread Items.
If you select 'Don't List Thread Item description', the sheet and listings will not include Thread Item descriptions.
As of Version 1.1. you can see exactly where each Legend Point is spent

- Just double-click on the Legend Points tally to see the breakdown window, or press the button on the Character tab.
There is no way to get a nice, clean character sheet sent to your printer - yet, I'm working on it. Until it gets done, you're going to have to make do with one of three features.
The easiest is to use the character listing. Tap Ctrl+L, click on the 'Character Listing' button or select File|View Character Listing... in the menu. That will pop up the character listing, and you can print it from there.
You can also get a shorter, NPC-style listing. Tap Ctrl+D or select File|View Short Description ... in the menu. That will pop up the short character listing, and you can print it from there.
The Full-blown character sheet is still in html-format only. Tap Ctrl+H or select File|html Sheet ... in the menu. That will open up a web browser with your character sheet. Again, you can print from there.
Or you can save the character as rtf or html and print it from another program.
You can save the character listing by tapping Ctrl+T or selecting File|Save As Rich Text in the menu. Use this if you want to set the font sizes or tabs in a text editor. It can be useful if you want to write notes on the listing too - I use that in my own games to note if a NPC has taken damage, for instance.
You can save the character in a nice, html character sheet by tapping Ctrl+H or selecting File|Save As HTML in the menu. You can then open the file in a browser and print it at your leisure.
Who is the guy you bump in to on the streets of Urupa? Now you can tell, at a click!
Tap Ctrl+G or select File|Generate Random Character ... in the Menu. This opens the Generate Character Dialogue.
There are five things to decide before you make the character:
1: Profession: You can select the Profession of the character, or allow the program to assign a profession randomly. The profession describes what, if any, discipline the character follows, the skills and trappings he gets, how much money he has, and one of the ways to optimize Attributes. The Professions are assigned in one of three ways: Random, Adept/non-Adept, and specific profession.
If you select Random, the profession is selected at random according to the Profession Generation Mode controls - You can select whether to use the Rural, Urban or linear modes. The Urban mode favor townspeople, the Rural mode favor Peasants, and the linear mode ensures an equal chance of each profession.
If you select Adept or non-adept, the profession is selected at random among the Adept or Non-adept Professions only, according to the Profession Generation Mode controls - You can select whether to use the Rural, Urban or linear modes. The Urban mode favor townspeople, the Rural mode favor Peasants, and the linear mode ensures an equal chance of each profession.
If you select Adept or non-adept, the profession is selected at random among the Adept or Non-adept Professions only, according to the Profession Generation Mode controls - You can select whether to use the Rural, Urban or linear modes. The Urban mode favor townspeople, the Rural mode favor Peasants, and the linear mode ensures an equal chance of each profession.
If you select a specific profession, the character will have that profession. Surprised?
2: Gender: You can select a specific gender, or allow the program to randomize it. Randomizing is at 50/50.
3: Attribute Generation: There are a few ways of generating Attributes.
You can choose not to have the program generate Attributes at all. This assigns '5' to all the Attributes. allowing you to use the standard points buy method at a later time.
You can choose one of the dice methods described
here, with the twist that optimization can be by Profession or as selected on the controls at the right.
4: Race: There are three ways of generating the Character's Race.
You can select a region for the Character - City, Highlands or Lowlands. This is done by the Racial Composition Table in the Barsaive Game master Book, p.9. The Throal stats are extended to all Barsaivan Cities. I am aware that that is probably not completely correct, and would like to hear from you if you have better data.
You can also select linear. That gives you an equal chance of any race.
Third, you can select a race. That ensures that your character has the given race.
5: Legend Points Limit: There are three ways of limiting the Character's Legend Points.
You can simply select a maximum number of legend points for the character. Note that the number in the box is multiplied by 100 to find the limit.
You can let the program assign a random number of advances to the character. This is done in one of two ways. If the Character is non-adept, a skill rank is assigned. Then a d20 is rolled. If it comes up as a '1', the character is done, otherwise another rank is added, and the die is rolled again. If the character is Adept, a random circle is assigned by a method that assumes that each circle has half as many members as the last one.
If you have selected an Adept profession, you can assign a Circle for the be limit.
When you've decided, just click 'Generate', and your character pops up before your eyes.
You can edit the Professions used in the random generation method by clicking the 'Advanced' button on the NPC-generation window. That brings up a new window that gives you three options:
You can
edit the statistical weights by which the Professions are assigned. I have created the default weights from the base of 'for each 100 townsmen/peasants, there should be so-and-so many (insert profession)-s'. You can change these weights by clicking a field and entering a number.
You can
edit the basics of an existing Profession. Click one of the weights of a profession to select it, then click Edit Profession. This brings up a window that allows you to edit the professions basics. You can change the name, Associated Discipline, minimum and maximum silver, trappings, primary and secondary skills.
You can
create a new Profession. Click New Profession. This brings up a window that allows you to edit the professions basics. You can choose the name, Associated Discipline, minimum and maximum silver, trappings, primary and secondary skills.

When assigning skills to a character, the chance of getting a primary skill is five times as probable as getting a secondary skill. If generating an adept by legend points limit, it is five times more likely to get a Talent increase as a Skill increase.
If you come up with the Profession List or generation method to Rock This World, send it my way, and I
will add your name to the Credits list, making Infinite Glory Yours to Have and to Hold 8)
In order to simplify the way Talent Ranks are handled, the order in which Talent Ranks are bought is not stored. As a consequence of this, multi-discipline characters may be too cheap. In Second Edition, if you have a second Discipline with Circle less than five, the cost of advancing in a first Discipline Talent is found on the Second Discipline Talent Cost Table (p.250). The Second Step always calculates the Legend Points cost of the first Discipline Talents in the same way. To correct this, you must manually add the difference in the 'Misc. Spent' field on the 'Character' tab.
· Obsidimen can wear 'dead' armor.
· Racially restricted Talents can be taken with Versatility.
· It should be possible to put the two free Knowledge skill ranks in the same skill.
· Users whose display is set to "Large Fonts" have trouble seeing the lower-right controls.
· Talent bonuses and Spells seem to occasionally get repeated in Thread items.
· Free Talent ranks shoud be placeable in Versatility and the Talents chosen with versatility.
· Knacks can't be associated with two talents.
These are the features I plan to implement, in no particular order. Please don't ask me when, they will be done when I have the time. If you have any ideas, insights, wishful thinking or want to help, please don't hesitate to
tell me.
· Skill ranks rework for 1 ed compatibility; including settable number of free ranks.
· Questors and Light Bearers.
· Character background with auto-generator.
· Complete and unabridged character sheet print function.
· First Edition.
· True Multi-Disciplining.
· Windling and troll missile and throwing weapons.
· Racial-restricted talents.
· Number of Recovery Test modifier for races, to make the Blood Elf complete.
· The Forge bonus on weapons and armor should be shown in the main window, not just on the listings.
· Racial and discipline automatic skills (like dwarfs losing a language, gaining a knowledge skill and the like).
· The ability to use/not use items like blood charms and stuff.
Long-term plans:
· A Combat Tracker for large hairballs.
Lars Gottlieb
December 2003.