# Character Creation ## Step 1 — Traits Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.** | Trait | Range | |-------|-------| | STR | 3d6 | | DEX | 3d6 | | WIL | 3d6 | ## Step 2 — Choose Your Thing Your "Thing" is your archetype. It determines your **max health modifier**. | Thing | Health Mod | Hint | |-------|-----------|------| | The Brute | +2 | Strong, tough, direct | | The Cunning | +0 | Sly, quick, resourceful | | The Guardian | +2 | Protective, sturdy, watchful | | The Shadow | +0 | Stealthy, elusive, silent | | The Weaver | -1 | Arcane, perceptive, strange | | The Zealot | +1 | Driven, faithful, relentless | ## Step 3 — Max Health Roll **2d6 + Thing modifier**. Minimum 2. ## Step 4 — Starting Cash Roll **3d6 × 5** silver. ## Step 5 — Failed Career What you did before adventuring (and failed at). Roll 1d12 or choose. | d12 | Failed Career | |-----|--------------| | 1 | Alchemist's assistant — your master's lab exploded | | 2 | Barber-surgeon — you lost more patients than you saved | | 3 | City watch — fired for taking bribes or sleeping on duty | | 4 | Coin counter — you embezzled and fled | | 5 | Ditch digger — hit a sewer main, flooded the street | | 6 | Farmhand — the farm was cursed / burned / eaten by beasts | | 7 | Grave keeper — the dead started walking, you walked faster | | 8 | Hedge knight — your employer died under your protection | | 9 | Inn keep — the inn was repossessed or burned down | | 10 | Jester — your jokes landed you in a dungeon | | 11 | Letter carrier — you lost the mail (all of it) | | 12 | Mercenary — your company was routed, sole survivor | ## Step 6 — Gear ### Weapons | Weapon | Damage Mod | Cost | Note | |--------|-----------|------|------| | Dagger | +0 | 3 | Small, concealable | | Short sword | +0 | 5 | Reliable | | Long sword | +1 | 8 | Versatile | | Axe | +1 | 7 | Can be thrown | | Mace | +1 | 6 | Bypasses some armour | | Spear | +0 | 4 | Reach, can be thrown | | Bow | +0 | 7 | Two-handed, ranged | | Crossbow | +1 | 10 | Two-handed, slow to reload | | Staff | -1 | 1 | Two-handed, can be focus | | Flail | +1 | 8 | Ignores shield bonus | | Hatchet | +0 | 4 | Light, off-hand | | Improvised | -1 | 0 | Bottle, chair leg, etc. | ### Armour | Armour | Reduction | Cost | Note | |--------|----------|------|------| | Padded | -1 | 5 | Quiet | | Leather | -1 | 8 | Flexible | | Studded leather | -2 | 15 | Light | | Chain shirt | -2 | 25 | Covers torso | | Scale mail | -3 | 35 | Noisy | | Plate | -4 | 50 | Heavy, noisy | | Shield | -1 | 10 | Can be used to shove | | Helmet | -1 | 8 | Only vs head shots | ### Equipment | Item | Cost | |------|------| | Rope (30ft) | 1 | | Torches (3) | 1 | | Rations (3 days) | 1 | | Waterskin | 1 | | Chalk (10 pieces) | 1 | | Candle | 1 | | Flint & steel | 1 | | Small sack | 1 | | Bedroll | 2 | | Crowbar | 2 | | Grappling hook | 3 | | Lantern | 3 | | Oil (flask) | 1 | | Tent | 3 | | Healing salve (restores 1 HP) | 5 | | Antitoxin | 5 | | Fine clothes | 10 | | Jewellery | 15 | | Musical instrument | 10 | | Writing kit | 8 | | Spyglass | 20 | ## Step 7 — Chains (Ties to the World) Who or what ties you to this world? Roll 1d12 or choose. | d12 | Chain | |-----|-------| | 1 | A sibling who depends on you | | 2 | An oath you swore and cannot break | | 3 | A child you're protecting | | 4 | A mentor who taught you everything | | 5 | A pet or companion that follows you | | 6 | A debt of honour to a family | | 7 | A sacred duty to a forgotten god | | 8 | A bloodline you're the last of | | 9 | A promise to a dying friend | | 10 | A community that raised you | | 11 | A lover you're searching for | | 12 | A kingdom you're trying to restore | ## Step 8 — Discords (Complications) Who or what makes your life harder? Roll 1d12 or choose. | d12 | Discord | |-----|---------| | 1 | A rival who wants what you have | | 2 | A faction that hunts your kind | | 3 | An ex-partner full of spite | | 4 | A religious order that condemns you | | 5 | A gang you crossed | | 6 | A noble whose name you sullied | | 7 | A monster that remembers you | | 8 | A liar who spreads rumours about you | | 9 | A creditor who never forgets | | 10 | A family feud that reignites | | 11 | A thief who stole your identity | | 12 | A corrupt official with a grudge | ## Optional — Arcane Weaving (Weaver only) If you play a Weaver, roll 1d6 for your arcane flavour. | d6 | Arcane Flavour | Description | |----|---------------|-------------| | 1 | Wild magicks | Unpredictable, surges happen | | 2 | Blood magicks | Costs health to cast | | 3 | Bone magicks | Requires remains or tokens | | 4 | Storm magicks | Tied to weather and sky | | 5 | Veil magicks | Deals with spirits and the dead | | 6 | Rune magicks | Inscribed, prepared in advance | ## Damage Formula **Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction. ## Final Steps - Choose a name - Write a brief description - Record starting gear on your character sheet