Character Creation

Name, Blood, Background & Traits

First, choose or roll your PC’s name, and blood, or social class, from their respective tables. Then select, roll or make up a background using the tables of suggested backgrounds for their blood as a guide. A PC’s background informs their potential knowledge and skills.

Next, roll for the rest of your character’s traits (appearance, speech, mannerisms, beliefs, reputation, etc.) on the Character Traits tables.”

Next, as long-term exposure to magic has irrevocably warped the biology of everybody in written history, you may roll up to 3 items on the Magical Deformities Table. Don’t feel self-conscious, everybody has them and with the right decorations they might even be quite fetching.

Finally, roll for their age (2d20+10).

Ability Scores

Player Characters (PCs) have just three attributes:
Strength (STR), Dexterity (DEX), and Willpower (WIL). When creating a PC, the player should roll 3d6 for each of their character’s ability scores, in order. They may then swap any two of the results.

Expand For Example

Ines rolls for her character’s STR, resulting in a 2, a 4, and a 6, totaling 12. The next two ability rolls result in a 9 for DEX and a 13 for WIL. She decides to swap the 12 and the 9, for a character with 9 STR, 12 DEX and 13 WIL.

Hit Protection

Roll 1d6 to determine your PC’s starting Hit Protection (HP), which reflects their ability to avoid damage in combat. HP does not indicate a character’s health or fortitude; nor do they lose it for very long (see Healing). If an attack takes a PC’s HP exactly to 0, the player must roll on the Scars table.

Inventory

Characters have a total of 10 inventory slots: a backpack with six slots, one slot for each hand, and two slots for their upper body (such as the belt, chest, or head). The backpack can also double as an emergency sleeping bag but only if emptied of its contents.

Most items take up one slot, and small items can be bundled together. Slots are abstract and can be rearranged per the Warden’s discretion.

Bulky items take up two slots and are typically two-handed or awkward to carry. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0 HP.

A PC cannot carry more items than their inventory allows. Carts (which must be pulled with both hands), horses, or mules can increase inventory. Hirelings can also be paid to carry equipment.

Starting Gear

All PCs begin with:

  • Three days’ rations (one slot)
  • A torch (one slot)
  • 3d6 gold pieces

Roll once on each of the Starting Gear tables to determine your PC’s armor, weapons, tools, and equipment. If indicated, roll on the Grimjellies table with a d100 (or roll 2d10, using one die as the ones place, and the other as the tens place). Pick only one item for each result.

See the Equipment List for related armor, damage, and slot values. Smaller items can sometimes be bundled together into one slot.

If you would like something closer to traditional classes, refer to the list of Optional Gear Packages.

Name (d20)

Female Names

               
1 Agune 6 Drelil 11 Lirann 16 Sybil
2 Beatrice 7 Elgile 12 Lirathil 17 Theune
3 Breagan 8 Esme 13 Lisabeth 18 Wenain
4 Bronwyn 9 Griya 14 Moralil 19 Ygwal
5 Cannora 10 Henaine 15 Morgwen 20 Yslen

Male Names

               
1 Arwel 6 Breglor 11 Grinwit 16 Melnax
2 Bevan 7 Canhoreal 12 Gruwid 17 Orthax
3 Boroth 8 Emrys 13 Gruwth 18 Triunein
4 Borrid 9 Ethex 14 Gwestin 19 Wenlan
5 Breagle 10 Gringle 15 Mannog 20 Yirmeor

Surnames

               
1 Abernathy 6 Crumwaller 11 Harper 16 Swinney
2 Addercap 7 Dunswallow 12 Loomer 17 Thatcher
3 Burl 8 Getri 13 Malksmilk 18 Tolmen
4 Candlewick 9 Glass 14 Smythe 19 Weaver
5 Cormick 10 Harkness 15 Sunderman 20 Wolder

Blood (2d6)

         
2-3 4-5 6-8 9-10 11-12
Crimson Clear Green Silver Blue

Crimson

A pauper, born of violence and struggle. Born to the extremely poor, or those who have to exist outside the law. Growing up in this life has been difficult but has made you hardy

Backgrounds (d12)

               
1 Vagrant 4 Smuggler 7 Bricklayer 10 Pirate
2 Burglar 5 Clerk 8 Mobster 11 Chandler
3 Charlatan 6 Line Infantry 9 Actor 12 Gambler

Clear

A outsider, raised in circumstances that leave you disconnected from social class. Perhaps an outlander, or a provincial, or you’re deeply loyal to an ostensibly independent institution.

Backgrounds (d12)

               
1 Agent of the Crown 4 Wagoner 7 Barbarian 10 Horse trader
2 Agent of the Church 5 Hunter 8 Slave 11 Veterinarian
3 Farmer 6 Line Infantry 9 Thief-taker 12 Nomad

Green

An artisan, born to humble folk. You had as ordinary an upbringing as any.

Backgrounds (d12)

               
1 Alchemist 4 Barber 7 Tailor 10 Shopkeeper
2 Mechanic 5 Stonemason 8 Chef 11 Servant
3 Carpenter 6 Line Infantry 9 Baker 12 Perfumer

Silver

A burgher, born to new wealth and new ideas. You (or your parents) owned your practice, or owned the practices of others and were independently wealthy.

Backgrounds (d12)

               
1 Solicitor 4 Officer 7 Entrepreneur 10 Politician
2 Doctor 5 Silversmith 8 Artist 11 Publisher
3 Banker 6 Landlord 9 Engineer 12 Merchant

Blue

A noble, born in the lap of privilege and power. While not all nobles are wealthy, they most certainly must act like they are. Working with your hands was socially taboo, if not outright illegal.

Backgrounds (d12)

               
1 Socialite 4 Duelist 7 Academic 10 Astrologer
2 Artist 5 Writer 8 Coral Lord 11 Antiquarian
3 Falconer 6 Officer 9 Equestrian 12 Student

Character Traits (d10)

Physique

       
1 Athletic 6 Scrawny
2 Brawny 7 Short
3 Flabby 8 Statuesque
4 Lanky 9 Stout
5 Rugged 10 Towering

Skin

       
1 Birthmark 6 Round
2 Dark 7 Soft
3 Elongated 8 Tanned
4 Pockmarked 9 Tattooed
5 Rosy 10 Weathered

Hair

       
1 Bald 6 Long
2 Braided 7 Luxurious
3 Curly 8 Oily
4 Filthy 9 Wavy
5 Frizzy 10 Wispy

Face

       
1 Bony 6 Perfect
2 Broken 7 Rat-like
3 Chiseled 8 Sharp
4 Elongated 9 Square
5 Pale 10 Sunken

Speech

       
1 Blunt 6 Gravelly
2 Booming 7 Precise
3 Cryptic 8 Squeaky
4 Droning 9 Stuttering
5 Formal 10 Whispery

Clothing

       
1 Antique 6 Frayed
2 Bloody 7 Frumpy
3 Elegant 8 Livery
4 Filthy 9 Rancid
5 Foreign 10 Soiled

Virtue

       
1 Ambitious 6 Honorable
2 Cautious 7 Humble
3 Courageous 8 Merciful
4 Disciplined 9 Serene
5 Gregarious 10 Tolerant

Vice

       
1 Aggressive 6 Lazy
2 Bitter 7 Nervous
3 Craven 8 Rude
4 Deceitful 9 Vain
5 Greedy 10 Vengeful

Reputation

       
1 Ambitious 6 Loafer
2 Boor 7 Oddball
3 Dangerous 8 Repulsive
4 Entertainer 9 Respected
5 Honest 10 Wise

Misfortunes

       
1 Abandoned 6 Defrauded
2 Addicted 7 Demoted
3 Blackmailed 8 Discredited
4 Condemned 9 Disowned
5 Cursed 10 Exiled

Magical Deformities (d20)

               
1 Horns 6 Antennae 11 Animal Ears 16 Feathers
2 Scales 7 Reptilian tongue 12 Pointed Ears 17 Antlers
3 Tail 8 Supernatural Aura 13 Bioluminescent Patterns 18 Spots
4 Paws 9 Fur 14 Crystalline Protrusions 19 Tentacles
5 Beak 10 Fangs 15 Webbed Hands and Feat 20 Stripes

Starting Gear (d20)

Armor

       
1-3 4-14 15-19 20
None Leather Boots Overcoat Cuirass

Helmets & Shields

       
1-13 14-16 17-19 20
None Helmet Shield Helmet & Shield

Weapons

       
1-5 6-14 15-19 20
Dagger, Cudgel, Staff Sword, Hammer, Axe Pistol, Musket, Halberd, War Hammer, Battleaxe

Expeditionary Gear

               
1 Air Bladder 6 Fire Oil 11 Manacles 16 Rope (25ft)
2 Antitoxin 7 Grappling Hook 12 Pick 17 Spirit Ward
3 Cart (+4 slots, bulky) 8 Large Sack 13 Pole (10ft) 18 Spyglass
4 Chain (10ft) 9 Large Trap 14 Pulley 19 Tinderbox
5 Dowsing Rod 10 Lockpicks 15 Repellent 20 Wolfsbane

Tools

               
1 Bellows 6 Cook Pots 11 Grease 16 Net
2 Bucket 7 Crowbar 12 Hammer 17 Saw
3 Caltrops 8 Drill (Manual) 13 Hour Glass 18 Sealant
4 Chalk 9 Fishing Rod 14 Metal File 19 Shovel
5 Chisel 10 Glue 15 Nails 20 Tongs

Trinkets

               
1 Bottle 6 Horn 11 Mirror 16 Soap
2 Card Deck 7 Incense 12 Perfume 17 Sponge
3 Dice Set 8 Instrument 13 Quill & Ink 18 Tar Pot
4 Face Paint 9 Lens 14 Salt Pack 19 Twine
5 Fake Jewels 10 Marbles 15 Small Bell 20 Whistle

Bonus Item (roll on table indicated)

       
1-5 6-13 14-17 18-20
Tool or Trinket Expeditionary Gear Armor or Weapon Grimjelly

Grimjellies (d100)

               
1 Adhere 26 Earthquake 51 Masquerade 76 Smoke Form
2 Anchor 27 Elasticity 52 Miniaturize 77 Sniff
3 Animate Object 28 Elemental Wall 53 Mirror Image 78 Snuff
4 Anthropomorphize 29 Filch 54 Mirrorwalk 79 Sort
5 Arcane Eye 30 Flare 55 Multiarm 80 Spectacle
6 Astral Prison 31 Fog Cloud 56 Night Sphere 81 Spellsaw
7 Attract 32 Frenzy 57 Objectify 82 Spider Climb
8 Auditory Illusion 33 Gate 58 Ooze Form 83 Summon Cube
9 Babble 34 Gravity Shift 59 Pacify 84 Swarm
10 Bait Flower 35 Greed 60 Phobia 85 Telekinesis
11 Beast Form 36 Haste 61 Pit 86 Telepathy
12 Befuddle 37 Hatred 62 Primal Surge 87 Teleport
13 Body Swap 38 Hear Whispers 63 Push/Pull 88 Target Lure
14 Charm 39 Hover 64 Raise Dead 89 Thicket
15 Command 40 Hypnotize 65 Raise Spirit 90 Summon Idol
16 Comprehend 41 Icy Touch 66 Read Mind 91 Time Control
17 Cone of Foam 42 Identify Owner 67 Repel 92 True Sight
18 Control Plants 43 Illuminate 68 Scry 93 Upwell
19 Control Weather 44 Invisible Tether 69 Sculpt Elements 94 Vision
20 Cure Wounds 45 Knock 70 Sense 95 Visual Illusion
21 Deafen 46 Leap 71 Shield 96 Ward
22 Detect Magic 47 Liquid Air 72 Shroud 97 Web
23 Disassemble 48 Magic Dampener 73 Shuffle 98 Widget
24 Disguise 49 Manse 74 Sleep 99 Wizard Mark
25 Displace 50 Marble Craze 75 Slick 100 X-Ray Vision