Character Creation

Back

The following steps will guide you in creating a starting character in tier 1 with 20 exp. If your character starts with more exp or at a higher tier, consult Table – Character Advancement and complement accordingly as you follow these steps.


Step 1 – Spend exp on kin and talents

Before you start: This game presents a wide variety of character options but not all of them will be compatible with every story; therefore, consult with your GM the particularities of the setting so that you can create a character that fits in it. For example, some games might not have goblins as kin, gunpowder, artificery or even magic.

Your character is composed of a kin (what they are) and a combination of talents (what they are good at), and you have 20 exp to customize both your character’s kin and talents as long as you fulfill the requirements and exp cost of each of your choices.

For example, your character’s kin can be dwarf and you can choose talents from the entertainer, thief and martial combat sections, but all these choices cannot exceed 20 exp.

Also, all player characters start with the following free talents:

  • Native Language (Passive): You know how to speak the language from the place in which you grew up.
  • Light Armor Proficiency (Passive): You become proficient with light armor.
  • Hero of Countless Stories (Passive): You gain 1 hero point at the beginning of each session.
Hero Point

When spent, hero points allow a player to benefit from one of the following options:

  • Reroll as many dice as they want from any dice roll.
  • Regain 1 determination point.
  • Gain 1 extra action until the end of their turn (unique bonus).
  • Reduce a damage source received by 2d6. The total is added and the roll cannot be modified.

Player characters gain 1 hero point at the beginning of each session and all unspent hero points are lost at the end of the session.

If you do not know where to start looking for talents, we recommend you to first have a look at the Skill and Expertise section because the Training passive is a common requirement among early talents. After that, you can browse the different areas of the Character section depending on your interests.

Because some talents require or work better with a specific attribute value, you can start drafting your attributes (see step below) as you choose your kin and talents.

Important note on spending exp: Spending exp is a simple way to indicate that you are taking exp and assigning it to unlock options for your character, but this exp is not lost. Having said this, whenever you spend exp, do not erase it; instead, keep track of the amount of exp that you haven’t spent and the one that you have spent to avoid confusions.


Step 2 – Distribute your attributes

You have 8 attribute points to distribute among your strength, agility, mind and presence. In tier I the maximum score you can have in an attribute is 3 and the minimum is 1.


Step 3 – Set your traits

Your character starts with 3 traits that mark their most distinctive qualities. 

Examples of Traits
Adventurous, altruistic, ambitious, bitter, boisterous, calm, cute, compassionate, competitive, courageous, decisive, disagreeable, discerning, discreet, dreamy, emotional, enduring, extravagant, flexible, formal, friendly, gracious, greedy, hesitant, humble, imaginative, impulsive, integrous, jubilant, just, kind, kingly, lazy, logical, loud, loving, methodical, mindful, narrow, neat, narcissistic, observant, old-fashioned, open-minded, pretentious, proud, prudent, quiet, quirky, reckless, reserved, serious, sharp, silent, superstitious, tasteless, tolerant, untrustworthy, vague, virtuous, wise, witty, zany, zealous.

Step 4 – Answer your fundamentals

Answer your fundamentals: who are you?, what do you believe in?, and what do you want?


Step 5 – Fill in the remaining details

  • Your hit points are equal to (Strength × 2) + 6
  • You threshold is equal to (Strength + 3) × -1
  • Your recovery points are equal to your Strength
  • Your determination points are equal to your Mind + Presence
  • Your carrying capacity is equal to Character Size + Strength, where character size is 6 for small characters, 8 for medium characters and 10 for large characters.

Step 6 – Determine your starting items

Your character starts with:

  • Clothing, a pouch [U], 10 silver and a waterskin [R].
  • Two options of your choice from Table – Starting Equipment A. They can be repeated.
  • Two options of your choice from Table – Starting Equipment B. They can be repeated.
  • One option of your choice from Table – Starting Bag
  • One rolled trinket from Table – Trinkets. Reroll if repeated among the members of your group.

Note: The following tables specify each of the items’ loads—or the amount of slots an item occupies—next to them, and these are: regular [R] (which occupy one item slot), superlight [⅓] (where every 3 superlight items occupy one item slot), bulky [B] (that occupy two item slots) and unencumbering [U] (that do not occupy item slots and are limited by common sense).

Note: Every 100 silver coins have a [R] load and quivers [R] can hold up to 20 arrows or bolts.

Table – Starting Equipment A
50 silver coinsNothingDonkey
Bridle [U]
6 silver coins
Heavy melee weapon [B]Medium melee weapon [B]
Medium melee weapon [B]
Light melee weapon [R]
Light melee weapon [R]
20 silver coins
Bow (medium) [B]Shortbow [R]
Quiver [R]
10 arrows
Medium armor [B]
Hand crossbow [R]
Quiver [R]
10 bolts
Light crossbow [R]
Quiver [R]
7 bolts
1 silver coin
Light armor [R]
30 silver coins
Cooking utensils [U]
Bag of salt [U]
Bag of spices [U]
Tinderbox [⅓]
2 silver coins
Smith’s tools [B]
Portable anvil [4]
Apron [U]
7 silver coins
Thief’s tools [R]
Crowbar [R]
12 silver coins
Herbalist’s kit [B]
Apron [U]
Special herbs (6 uses) [U]
2 silver coins
Physician’s tools [B]
Apron [U]
Bandage (1 use) [U] x 5
Bottle of spirits [⅓]
11 silver coins
Alchemist’s kit [B]
Alchemical supplies (1 use) [⅓]
Lesser healing potion [⅓]
Lesser healing potion [⅓]
PENDINGSpell scroll of detect magic [U]
Table – Starting Equipment B
25 silver coinsNothingPair of saddlebags [4]
1 silver coin
Medium melee weapon [B]Light melee weapon [R]
10 silver coins
Light armor [R]
5 silver coins
Quiver [R]
10 arrows
Lyre [R]
Drum [R]
Lute [R]
Lesser Healing Potion [⅓]Rations [R] x 5Tent (personal) [3]
5 silver coins
Bedroll [R]
Blanket [U]
Set of cutlery [U]
Tankard [U]
Ration [R]
Rope (50 paces) [R]
Grappling hook [R]
Pole (10 paces) [R]
Small mirror [U]
Bearings (10) [⅓]
Chalk (3 pieces) [U]
Medium torch [R]
Torch fuel and cloth (1 use) [⅓] x 5
Fire Striker [U]
5 silver coins
Oil lantern (filled with oil) [R]
Tinderbox [⅓]
4 silver coins
Candle [U] x 5
Parchment (6 pieces) [U]
Quill pen [U]
Small ink bottle [U]
Table – Starting Bag
Slingbag [⅓]
7 silver coins
Sack [R]
9 silver coins
Knapsack [R]
4 silver coins
Backpack [B]10 silver coinsNothing

Note: slingbags have a carrying capacity of 3, sacks have 5 (but must be carried in one hand), knapsacks have 6, backpacks have 10 and a pair of saddlebags have 24 (but these are intended for mounts and pack animals).

Table – Trinkets
1You found 4d6 silver coins inside an old and forgotten garment of yours.
2An eight-sided die with the phases of the moon.
3A torn page from the diary of a failed expedition.
4A figurine of a soldier made of marble.
5A coral necklace.
6A luck pendant that is blue on one side and red on the other.
7A 100-year-old bottle of cheap spirits.
8A key that opens an unknown door.
9A realistic bronze sculpture of a heart the size of a coin.
10A green ball of thread that is extremely flammable.
11A small, elegant but empty birdcage.
12A very passionate love letter.
13A stinky yet effective ointment that alleviates back pain.
14An extravagant hat.
15A very large aquamarine feather.
16A jar with a beetle inside.
17A sea turtle brooch.
18A fake beard.
19A small bottle with a sweet, unique perfume.
20An ox’s horn with a silver-gilt opening.
21A scroll with a poem in an unknown language.
22Roll twice on this table instead. Avoid this result if repeated.
23A bronze kettle with festive reliefs.
24A poster with a wanted character.
25A tome on decadent disciplines.
26A vial with presumably giant’s blood.
27A flask of mercury.
28A hollow book.
29A small, wooden box with very vibrant powders. 
30A statuette of a known god but with a different name in the inscription.
31A coin with the same symbol on both the obverse and reverse.
32A situla with floral motives.
33A rusty ceremonial dagger.
34The setting’s equivalent of a fortune cookie.
35A miniature wooden crane.
36A sheet music with a nostalgic song.
37Debt: you owe 3d6 x 10 silver to a shady character.
383d6 pieces of sea glass.
39A ram’s headdress.
40An armband with lion motives.
41A rubber ball.
42A 10-pases-long silk roll (1 load).
43A pair of loaded dice.
44A tonic that alleviates stomach ache (3 uses).
45A bag with 2d4 pieces of delicious candy except for one that tastes horribly.
46An old and rusty metal file.
47A dreamcatcher.
48A false bottom basket.
49Mushroom that has high culinary demand (2 uses).
50A sack with 2d6 off-season fruits (load).
51A mysterious ointment that makes small animals go away (3 uses).
52Only the head of a figurehead depicting a mad and forgotten sea god. #
53A small mirror that casts a very sparkly reflection.
542d4 rolls of incense.
552d6 silver coins from a foreign land.
56A perfectly carved wooden sphere that fits the FALTA !!!!!
57An indigo stone. Someone told you it attracts spirits.
58A hand bell that emits a weird sound.
59A small, wooden rack with salt, black pepper and cayenne pepper powder.
60A mosaic tile from the facade of a very important building. #
61A fertilizer bag (2 loads).
62An old-fashioned cloak.
63A dowsing rod that seems to work when no one expects it.
64A very old executioner’s hood.
65A bar of fragrant soap made from roses.
66A pouch with blue beans.
67A particularly heavy rock that fits a palm (1 load).
68An elephant-shaped amulet.
69Banner from a prestigious mercenary order.
70An insignia from a militaristic, foreign nation.
71A pouch with 1d4+1 fake jewels.
72A tankart that produces a lot of echo.
73A theatrical mask with the shape of an imp.
74A small bag with 1d6 fangs of unknown origin.
75An iron goblet that emits a buttery smell.
76A deck of cards that is missing a 7 of clubs but has an extra 7 of hearts instead.
77A piece of bark covered in ambar.
78A ceremonial whetstone stained with blood.
79An earring made with a pale stone that glows in the dark.
80A very effective straight razor.
81A flask of nepenthe: makes the drinker forget the last hour (1 use).
82A trick lock. Only you know how to open it.
83A glass eye with two joined irises.
84A kaleidoscopic wooden top. PENDING
85An eyepatch decorated with the setting’s equivalent of a nazar amulet.
86A whistle that only cats seem to hear.
87A fresh clay tablet.
88A lucky vest that indeed might be so. 
89A locket that depicts a beautiful character you have never seen before.
90An abacus with dragon-shaped beads.
91A bandana that looks really good on you.
92A very comfortable portable chair (1 load).
93A keg of beer (2 loads).
94Bronze teapot …. with a grinning devil’s face PENDING
95A smoke pipe with cloud motifs.
96Wooden rod from a very (???)  order. PENDING
97A toad-shaped urn.
98Tentacle-shaped candlestick made of bronze.
99A treasure map made by a delirious cartographer.
100You have been blessed by one of the Powers from Beyond. Good Luck.

Back