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 13WIL.
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.