To create a character, follow these five (or six) simple steps:
- Determine their background
- Determine a drive to adventure
- Place attribute scores
- Determine starting equipment
- Give your character a punchy name
Backgrounds
A background helps fill in what a character did before their adventuring life. A character performs actions related to their background either outright or with advantage. It is incredibly uncommon for nobility or those of the broader upper classes to adventure but you can if you want to.
- If rolling in person, roll d66 and take the first number in each description
- If you are rolling online, roll d36 and take the second number in each description
| Lower Class | Lower Class | Lumpen | |||
|---|---|---|---|---|---|
| 11 / 01 | Bricklayer | 21 / 07 | Woodsman | 31 / 13 | Burglar |
| 12 / 02 | Fisherman | 22 / 08 | Brewer | 32 / 14 | Grave Robber |
| 13 / 03 | Miner | 23 / 09 | Porter | 33 / 15 | Con Artist |
| 14 / 04 | Shepherd | 24 / 10 | Gardener | 34 / 16 | Thrall |
| 15 / 05 | Servant | 25 / 11 | Messenger | 35 / 17 | Prisoner |
| 16 / 06 | Trapper | 26 / 12 | Farmer | 36 / 18 | Outlaw |
| Yeoman | Intelligentsia | Middle Class | |||
|---|---|---|---|---|---|
| 41 / 19 | Squire | 51 / 25 | Functionary | 61 / 31 | Entertainer |
| 42 / 20 | Manhunter | 52 / 26 | Scribe | 62 / 32 | Mason |
| 43 / 21 | Militia Sergeant | 53 / 27 | Cartographer | 63 / 33 | Craftsman |
| 44 / 22 | Border Scout | 54 / 28 | Cantor | 64 / 34 | Courtier |
| 45 / 23 | Forest Warden | 55 / 29 | Monk | 65 / 35 | Magistrate |
| 46 / 24 | Herald | 56 / 30 | Healer | 66 / 36 | Alchemist |
Drive
Every character has something in their past or in their temperament that forced them from their home and into becoming an adventurer. Players can either come up with a drive on their own with the approval of the referee or use the table below:
- If rolling in person, roll d66 and take the first number in each description
- If you are rolling online, roll d36 and take the second number in each description
| Owes a favor to… | Lured by… | Hunted by… | |||
|---|---|---|---|---|---|
| 11 / 01 | a corrupt noble | 21 / 07 | ancient secrets | 31 / 13 | a vengeful witch. |
| 12 / 02 | a bandit leader | 22 / 08 | unclaimed treasures | 32 / 14 | a jealous faerie |
| 13 / 03 | a druid circle | 23 / 09 | forbidden knowledge | 33 / 15 | humiliated bandits |
| 14 / 04 | a rebel faction | 24 / 10 | (un)holy relics | 34 / 16 | the law overseas |
| 15 / 05 | a religious leader | 25 / 11 | land and freedom | 35 / 17 | your former cult |
| 16 / 06 | a faerie trickster | 26 / 12 | fame and glory | 36 / 18 | the religious authorities |
| Enemy of… | Fled from… | Duty to… | |||
|---|---|---|---|---|---|
| 41 / 19 | a secret society | 51 / 25 | your raided village | 61 / 31 | your family, clan, or tribe |
| 42 / 20 | a pirate capatain | 52 / 26 | famine or drought | 62 / 32 | a religious order |
| 43 / 21 | your former master | 53 / 27 | a localized plague | 63 / 33 | an unrequited love |
| 44 / 22 | a digraced knight | 54 / 28 | a bad marriage | 64 / 34 | your former master |
| 45 / 23 | an influential noble | 55 / 29 | a natural disaster | 65 / 35 | a |
| 46 / 24 | a rising warlord | 56 / 30 | a shipwreck | 66 / 36 | a guild, social club, or secret society |
Place Attributes
Characters start with a 6 in one attribute, a 7 in another; the last attribute is 8.
Stamina and Wounds
All characters start with 2 stamina and 2 wounds.
Character Names
Give your character a short, memorable name like Zelda, Odo, or Andre. Epithets, sobriquets, and titles are earned, not claimed, by accomplishing worthy deeds.
Determine Starting Equipment
Choose from the item packages below for some classic character archetypes. All items start at Durability 3 unless otherwise noted. You may also make a custom package.
Adventurer
- Shortsword
- Light Armor
- Torches
- Ten-foot Pole
- Supply
- Rations
Healer
- Quarterstaff
- Antitoxin (D5)
- Field Medic’s Kit (D5)
- Waterskins
- Supply
- Rations
Hedge Mage
- Spell Powder (D5)
- Quarterstaff
- Thinker’s Herbal Compound
- Waterskins
- Camping gear
Hunter
- Hunting Bow
- Dagger
- Camping gear
- Hunting Trap
- Supply
- Rations
Investigator
- Letter opener (counts as dagger)
- Spyglass
- Detective’s Tools
- Climbing Gear
- Lockpicks
Mendicant Preacher
- Walking Staff with Bell (improvised close melee weapon)
- Writing Supplies
- Censer (D5)
- Camping Gear
- Supply
Rogue
- Shortsword
- Hooded Lantern
- Climbing Gear
- Caltrops
- Poison
Treasure Hunter
- Whip
- Writing Supplies
- Climbing Gear
- Book of Lore
- Supply
- Rations
Warrior
- Light Armor and Helmet
- Long Spear, One-Handed Axe, and Shield
- Field Medic’s Kit
- Rations
Witch
- Spell Powder (D5)
- Writing supplies
- Crystal ball
- Ritual dagger
- Candle (D5)
- Waterskins
Custom Package
- One of
- Spell Powder (D5)
- Censer (D5)
- Any basic weapon and Shield
- One of
- Rations and Camping Gear
- Waterskin and Climbing Gear
- One of
- Light Armor
- Field Medic’s Kit
- Book of Lore
- One of
- Torches
- Poison
- Writing supplies
- Supply