Character Creation
Step-by-step guide for building a new character. See also: stats, classes, dice.
The 10 Steps
- Name your character
- Ancestry — pick one (see
classesfor traits) - Class — pick one (see
classesfor abilities and gear) - Background — pick one (see
classesfor hooks and bonus gear) - Stats — roll or use the array (see
stats) - Training — compile your trained skills: 3 from class + 1 from background + ancestry bonus (Human gets +1 free choice)
- Themes — choose 2 starting Themes (1 Origin, 1 Adventure), each with 2 power tags, 1 weakness tag, and 1 quest
- HP — roll your class HP die. Dwerrow add +2. Minimum 1 before ancestry bonus.
- Starting Gold — roll 2d6 gp. Refugee, Prospector, and Exile add +1d6. Buy extras from the gear table.
- Gear — record class starting gear + background gear + purchases
- Currencies — Mettle: 0, Threat: 0, Stress: 0. Set up countdown dice for torches, rations, and ammunition.
Stat Generation
Choose one method:
Array: Assign [4, 3, 3, 2, 2, 1] to your six stats in any order.
Roll: Roll 1d4+1 six times (range 2–5). Assign freely. If no stat is 4+, reroll all six.
See stats for the DC derivation table and probability reference.
Training
Your trained skills come from three sources:
- Class grants 3 (e.g., Scout: Stealth, Survival, Awareness)
- Background grants 1 (e.g., Refugee: Survival)
- Human ancestry grants 1 additional free choice
Training increases effective stat by +1 for DC calculation. A Reflex 3 character trained in Stealth rolls at effective stat 4 (Weak DC 12 / Strong DC 16).
If class and background grant the same skill, you're still only trained once — ask the GM about swapping.
Starting HP
Roll your class HP die: Warden d10, Scout/Surgeon/Rogue/Seer d6, Invoker d4. Dwerrow add +2 after rolling. Starting HP is always at least 1 before ancestry bonuses.
Starting Gold
Roll 2d6 gp. This supplements your class gear, crawling kit, and background gear. Use it for extras — healing herbs, a lantern, additional torches.
Three backgrounds add +1d6 bonus gold: Refugee (hidden coins), Prospector (savings), Exile (foreign coins).
Countdown Dice
Convert starting resource quantities to countdown dice:
| Quantity | Die |
|---|---|
| 1 | cd4 |
| 2 | cd6 |
| 3 | cd8 |
| 4–5 | cd10 |
| 6+ | cd12 |
Most characters start with: torches cd6 (2 from crawling kit), rations cd8 (3 from crawling kit). Ranged classes start with ammunition cd8 (20 arrows or bolts).
Currency Tracks
| Track | Start | What It Does |
|---|---|---|
| Mettle | 0 | Spend on Reactive, Proactive, Narrative, or Identity actions. Gained on Strong Hits (+1), Weak Hits (+1), Nat 20s (+2), Deep Cuts, conditions, weakness invocation. |
| Threat | 0 | GM spends at 4 tiers: Free (0), Soft (1), Hard (2), Dire (3). Gained on Weak Hits (+1), Misses (+2). Spending floor at 4+. |
| Stress | 0 | Mental wear. At 2+: position drops. At 4+: Mettle costs double. At 6: breaking point. |
All three reset at the start of each session (Mettle to 0, Threat to 0, Stress cleared on long rest).