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Step By Step Character Creation
You are an Adventurer.
You possess 2d61 x 10 silver pieces (sp), which you can use to outfit yourself prior to the start of your adventure (see Equipment).
You know nothing, but you will learn.
There are three attributes: Agility, Brawn, and Cunning.
Determine them by rolling 3d6 for each attribute to generate a value from 3-18. Roll them in order, starting with Agility. You may swap two results.
2d6 | Extra |
---|---|
2 | +1d32 health points |
3 | +2 to attribute on saving throws vs Poison |
4 | +1 damage |
5 | +2d6 x 10sp |
6,7,8 | +1d3 to any Attribute |
9 | +2 AC, always |
10 | +1 to recovery rolls |
11 | +2 to attribute on saving throws vs Spells |
12 | Learn a Ritual without reducing health or attributes |
Roll 1d6 and add half your Brawn score (rounded down) to determine your starting health. If you gained additional health points when you rolled an Extra in the previous step, apply them here.
If you reach 0 health for any reason during the course of your adventures, you risk dying. See the section on Dying for details.
You weren’t always an adventurer. Roll 1d20 on the list below to determine what you did before you decided to take up arms and delve into the darkest places of the world.
You always roll with advantage3 when performing tasks related to your occupation.
The more violence you do over the course of your adventure, the more Scars you accumulate. These make you better at inflicting violence in future, but also make it more likely that you’ll die violently. 4 Violence begets violence.
All characters start play with one historic Scar.
To select your Scars, roll 1d6 to select the body part that was injured and then roll 1d6 again on the relevant list on the pages that follow.
If you want to think about how you earned it then do so. if you don’t, don’t. Sometimes it’s best not to dwell on the past.
Once per initiative round you can modify a roll you make in combat by +/- X, where X is the number of Scars you possess. 5
The Scars that follow contain graphic descriptions of bodily injuries. If these are not to your tastes, you may wish to write your own Scars.
This step is optional.
All characters can learn magic, but it comes at a cost. You start play with as many Rituals as you dare to learn. 6
To learn a Ritual, follow this procedure:
Repeat this process for as many Rituals as you would like to attempt to learn.
Use your starting silver to purchase the equipment you will need on your adventure.
Choose a name. Now you are ready.
This game uses two types of dice - the normal six-sided cubes you’d find in a board game, and the 20-sided ones you can get from hobby shops. We refer to these as “d6” and “d20” respectively. The number before the “d” tells us how many dice to roll. So in this case, we roll two six-sided dice, add the results, and then multiply the whole thing by 10 to tell us how much money we begin play with.↩︎
To roll 1d3 roll a d6 and halve it, rouding up. A roll of 1 or 2 becomes a 1, 3 or 4 becomes a 2, and 5 or 6 becomes a 3.↩︎
“Roll with advantage” means you roll 2d20 and take the most favourable result. This isn’t always the highest result. You can find more information about rolling dice and doing things on page 21.↩︎
The rules for dying are on found here. The more scars you have, the more chance there is that being reduced to 0 Health will result in your death.↩︎
The rules for rolling dice in combat are here. Because you’re often trying to roll between two numbers, it’s sometimes beneficial to reduce the result of your roll rather than add to it.↩︎
You can use your Rituals at any time during play. For details on how to use magic, see Using Rituals. Once character creation is complete, new Rituals must be discovered during play. For details on learning new Rituals, see the section on Magic. You also have the option to transcribe your Rituals onto scrolls. To learn more about this, see Scrolls.↩︎