You can skip to character creation without a character concept, but this step will help create a more multi-dimensional character.
Write four to six sentences about your character using any of the suggestions provided in this section.
Choose your race, gender, general build, and any other important characteristics you feel should be defined.
|2||Hometown & Culture
Consider where you were born, and how the local culture shapes who you are. Do you have tribal tattoos? Are witch covens a common theme in the area? Does half of the city work in the mines?
|3||Ideologies & Myths
What beliefs shape your culture? Are they highly religious? Do they worship forest spirits or sacrifice goats?
|3||Environment & Community
Under what conditions were you raised? A hostile environment surrounded by war? Enslaved in an encampment? In a wealthy home with good opportunities?
Who were your family and friends? Did you get along? Were there major complications?
What sort of hobbies did your character enjoy or partake in?
Consider your clothing style and equipment. Do you wear a keepsake? A holy trinket? Do you express yourself through rebellious hair? Are your clothes dingy and unkepmt?
Were you educated? Mentored? Did you learn certain things on your own?
A unique trait or two can help to visualize a character. Use this list for ideas:
|• Accessory: Eye Patch, Cane, Collar, Sash, etc.|
|• Build: Tall, Athletic, Curvy, Skinny, Heavy, etc.|
|• Clothing Article: Kilt, Cape, Fedora, Belt, etc.|
|• Clothing Style: Torn, Dirty, Strange Colors, etc.|
|• Equipment: Poncho, Cane, Scepter, Goggles, etc.|
|• Facial Trait: Broken Tooth, Arched Eyebrows, etc.|
|• Hair Style: Frizzy, Dyed, Long, Silver, etc.|
|• Piercings or Tattoos: Earring, Tribal Tattoo, etc.|
|• Posture: Poised, Strange Gait, Hunches, etc.|
|• Scars or Birthmarks: War Scars, Moles, etc.|
Sometimes a major life event can help spark your character's personality or nature. This table can optionally be used to inspire one.
|Major Life Event Examples|
Parents were killed, village or tribe was destroyed, the plague killed your friend, etc.
|Victim of Tragedy
You were kidnapped, tortured, framed and imprisoned, betrayed, witnessed a great horror, etc.
Your fortunes plummeted, lost a valued heirloom, you had to make a terrible sacrifice, etc.
You followed a strange cult, were mislead by a demonic force, child of strong nationalism, etc.
Prisoned for being a criminal, taken as a hostage, victim of war, are an escaped convict, etc.
Avoided certain death, had a miraculous recovery, had a near death experience, endured a rough trial, etc.
Have a large or small criminal history, abused drugs too much, were entrenched in a cult, etc.
You know a true conspiracy, learned forbidden lore, witnessed a terrible event like a demonic ritual, etc.
|Marked or Scarred
Have battle wounds and war scars, were branded for stealing, lost a finger to a monster, etc.
Witnessed a supernatural or mythological event that few would believe, experienced a far-fetched event, etc.
Dedicated years to higher education or an apprenticeship, found a purpose, long adventure, etc.
Voluntarily faced great adversity, gave up your wealth, nearly drowned to save someone, etc.
Saved a life, protected your tribe, misdirected the enemy away from your ally's war camp, etc.
Choose one or two primary motiviations. You can optionally use this table for ideas:
Consider detailing one or two previous (or current) occupations your character may have had. You can optionally use this table for ideas:
|Combat & Military|
|Civilian||Bodyguard, Boxer, Gladiator, Martial Artist, Wrestler|
|Lawman||Guard, Sheriff, Watchman|
|Mercenary||Bounty Hunter, Freelancer, Guild Recruit|
|Military||Archer, Cavalry, Knight, Scout, Soldier, Spy, Operative|
|Crafting & Construction|
|Blacksmith||Armorer, Cutler, Engraver, Minter|
|Builder||Architect, Bricklayer, Cartwright, Carpenter, Mason, Roofer, Shipwright|
|Clothier||Embroiderer, Furrier, Glover, Hatter, Seamstress, Tailor, Tanner, Weaver|
|Craftsman||Bower, Candler, Cobbler, Cooper, Fletcher, Potter, Quilter, Roper|
|Engineer||Clock Maker, Engineer, Inventor, Locksmith, Mechanic, Siege Engineer|
|Food Prep||Baker, Brewer, Butcher, Chef, Cook, Winemaker|
|Specialist||Bookbinder, Cartographer, Dyer, Gem Cutter, Glass Blower, Jeweler, Miller|
|Crime & Underworld|
|Criminal||Assassin, Con Artist, Fence, Forger, Handler, Informant, Poacher, Smuggler|
|Thief||Bandit, Burglar, Pickpocket|
|Financier||Accountant, Banker, Moneylender, Tax Collector, Treasurer|
|Intellectual||Detective, Lawyer, Librarian, Professor, Scribe, Scientist, Researcher, Teacher, Tutor|
|Physician||Apothecary, Dentist, Doctor, Herbalist, Nurse, Surgeon, Veterinarian|
|Scholar||Biologist, Chemist, Economist, Historian, Linguist, Mathematician, Psychologist|
|Athlete||Acrobat, Gymnast, Runner, Tumbler|
|Creator||Artist, Composer, Director, Painter, Playwright, Sculptor, Woodcarver, Writer|
|Entertainer||Actor, Bard, Comedian, Dancer, Jester, Mime, Minstrel, Musician, Singer|
|Laborer||Digger, Farmer, Fisherman, Landscaper, Lumberjack, Miner, Transporter, Stableman|
|Servant||Assistant, Attendant, Butler, Custodian, Errand Boy, Groomer, Maid, Slave, Waiter|
|Service||Animal Trainer, Courier, Driver, Gardener, Guide, Messenger, Sailor, Transporter|
|Social & Political|
|Politician||Ambassador, Constable, Diplomat, Mayor, Political Aide, Politician, Translator|
|Religious||Chaplain, Devotee, Friar, Monk, Nun, Preacher, Priest|
|Sales||Clerk, Merchant, Peddler, Salesman, Seller, Teller, Trader, Traveling Salesman|
|Speaker||Herald, Master of Ceremonies, Public Speaker|
Optionally, come up with a concept and brief insight for your character. Common details include personality, nature, style, archetype, etc.
The "Character Concept" section can provide several quick ideas to build upon.
Your character has 12 skills to distribute skill points to.
If you are playing a low level character (commoner), start with two less 4's and two more 1's.
Assign two proficiencies at Rank 1.
Start with 30 EXP, 8 Merit Points (MP), and 10 Story Points (SP).
Up to 5 EXP can be saved for after character creation. MP and SP are lost if unused.
Magical inheritance determines the raw magical power the character can harness. Spend (or gain) Merit Points to choose one magical inheritance:
|Gain +2||Earthborn||3 + 1d2|
Spend (or gain) Merit Points by choosing one of the following options:
|Gain +2||Downgrade two Rank 4 Skills to Rank 2.|
|Gain +1||Downgrade a Rank 4 Skill to Rank 2.|
|0||No additional training.|
|1||Upgrade a Rank 2 Skill to Rank 4.|
|2||Upgrade two Rank 2 Skills to Rank 4.|
Natural Talents grant a +1 bonus modifier to a chosen skill and are annotated in parentheses, such as "Athletics: 4 (+1)"
It costs 3 MP to gain a Natural Talent Rank for a skill. May only purchase one Natural Talent per skill.
Purchase merits and flaws from the "Story Merits" and "Story Flaws" sections. These provide roleplaying advantages and help outline your character's past.
Unspent Merit Points can be converted to 3 Story Points each.
Finish the final details of your character: race, appearance, personality, history, equipment, spells, etc.
Roll 1d8 for a random background advantage. You can purchase a second advantage for 2 SP.
|1||Start with a Minor Familiar that you've bonded with.|
|2||You have an Expert Mentor: a master of a particular trade or talent. Raise a Rank 2 Skill to Rank 4.|
|3||You've been obsessed with a particular trade or hobby. Gain two Rank 1 Proficiencies.|
|4||You have a Minor Companion with extreme loyalty.|
|5||You possess a Minor Artifact; perhaps an heirloom, a cult offering, stolen, etc.|
|6||You were magically blessed or have a spiritual guardian. Once per session, re-roll any Skill Test or Luck Roll of your choice; even ones made by the GM.|
|7||Choose a skill that has no Natural Talent Ranks. That skill gains +1 Natural Talent Rank.|
|8||Your reputation precedes you. All affiliations raise by 1 Reputation Rank for free.|
Purchase any number of the following:
|2||You are friends with a Major NPC, such as a high-ranking diplomat or a professional assassin.|
|2||Your extended family supports your archetype and endeavors; e.g. you're part of a magical lineage, your ancestors founded a mercenary guild, you were born into an organized crime ring, etc.|
|2||Start with a wizard's kit: wizard's bag, aurostone ring, wand, spell book, component pouch, components, scrolls, magical tome, grimoire, and writing supplies.|
|1||Start with a casting rune.|
Spend SP to choose a Wealth Rating. An allowance is used on rent and taxes (land ownership), hiring retainers, general expenses, etc. It won't raise your liquid wealth each month.
|1||Standard||1 Gold, 1d6 Silver||1 Silver per month|
|2||Privileged||1d4+2 Gold||1d4+4 Silver per month|
|4||Affluent||2d4+4 Gold||1 Gold per month|
|7||Debutant||3d4+6 Gold||1d3+3 Gold per month|
|10||Wealthy||3d6+10 Gold||2d6+8 Gold per month|
You may spend SP to purchase up to two of the options on this list:
|1||Exceptional Gear||Start with three exceptional items of your choice.|
|2||Legendary Kit||Start with a legendary kit (crafting kit, infiltration kit, etc).|
|2||Legendary Weapon||Start with a legendary-quality weapon.|
|3||Legendary Armor||Start with a legendary-quality armor.|
|5||Minor Artifact||Start with a Minor Artifact.|
Affiliations provide useful connections to an organization or group. Local affiliations cost 1 SP, regional cost 2 SP, national cost 3 SP, and international cost 4 SP.
|Business||Merchant guilds, blacksmith guilds, trade conglomorates, local businesses, a famous inn, etc.|
|Criminal||Assassin guilds, illegal slave markets, the black market, thieves' guilds, thugs, etc.|
|Cultural||Connections with a specific culture, race, or social group.|
|Education||Scribes, scholars, schools, libraries, professors, universities, etc.|
|Judicial||Law enforcement, courthouses, lawyers, connections within the legal system, etc.|
|Magical||Magical orders, magic apprenticeships, alchemist's workshops, diviners, shamans, etc.|
|Media||Heralds, bards, minstrils, etc.|
|Military||Soldiers, tactitians, military officers, mercenary guilds, covert agencies, etc.|
|Political||Government agencies, diplomats, noble heritage, ambassadors, etc.|
|Religious||Cults, religions, priests, worshipers, etc.|
Reputations multiply the SP cost for an affiliation, but grant influence, favors, allies, and reputation die that improve skill tests with the affiliation (social, perception, wits, etc).
|Cost x2||Esteemed||You're a person of interest, possibly with a role of importance. You're able to pull some strings. Gain +1 reputation die and +1 minor ally within the affiliation.|
|Cost x3||Authority||You're a VIP in the inner circle and wield considerable influence. Gain +2 reputation die, +1 major ally, and +2 minor allies within the affiliation.|
|Cost x4||Legend||GM approval only. You greatly influence or directly command the organization. All of its members are considered contacts and minimal effort raises them to minor allies. Gain +3 reputation die and +3 major allies within the affiliation.|
Up to two characters flaws can optionally be purchased to grant SP in exchange for certain penalties.
|Half of all revenue and allowances are wasted on temporary pleasures.|
|Addiction or Depression
|Half of any available downtime is wasted (either on your addiction or depression).|
|Start with -5 EXP, and receive 1 less EXP per session.|
|-2 to all combat related skill tests.|
|-1 die penalty to all social interactions.|
Up to one Trait Flaw can optionally be purchased for SP. The flaw causes a -1 Natural Trait on multiple related skills, and cannot be purchased unless each affected skill is Rank 2 or higher.
|SP||Flaw||-1 Natural Traits|
|+8||Imperceptive||Combat, Perception, Ranged|
|+6||Unintelligent||Craft, Studies, Wits|
Up to one magical disadvantage can optionally be purchased to gain SP in exchange for problems with magical genetics, chakras, and auras.
|Healing magic doesn't work on you.|
|If you roll a critical success, roll 1d10. On a 1, you botch instead.|
|All spells cast on you are accepted as "voluntary." Cannot resist magic or purchase spells that resist magic.|
Up to one irrational fear can optionally be purchased to gain SP in exchange for penalties against the source of their fear.
|+3||Beasts||-2 die penalty if Beasts nearby|
|+2||Demons||-2 die penalty if Demons nearby|
|+1||Spirits||-2 die penalty if Spirits nearby|
|+2||Undead||-2 die penalty if Undead nearby|
Up to one enemy can optionally be purchased to grant SP. However, your enemy will actively work to complicate your character's life.
|Your life isn't in danger, but a small organization or individual is actively trying to make you fail.|
|Someone capable of interfering with an objective you seek (such as your headmaster) happens to be your nemesis.|
|Someone of consequence is trying to get revenge. They will ruin your life if they can.|
|Someone is willing to kill you, and they're a threat that isn't easily dealt with.|
|It's difficult to fight a threat that you don't know exists, and whose motive is unknown. This is a powerful antagonist and you don't know how or why they're coming for you.|
|A large entity, group, or organization is conspiring against you, trying to utterly destroy your wellbeing or life.|
|A powerful entity far beyond your capacity to deal with is conspiring against you. They have widespread resources and connections to achieve this feat, and WILL find ways to ruin your life.|