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These example/pre-generated characters were provided with The Moss Mother’s Maze.

Reading a Stat Line

A = Agility
B = Brawn
C = Cunning
H = Health
S = Scars

Malsan

A 12 B 13 C 8 H 9 S 1
Level 1 Recovery Die 1d3
Extra +2 AC always
AC 7 Medium armour (chain) + extra

Scars

  1. One of your cheeks is noticeably lower than the other, with a visible lump where the bone didn’t set properly.

Occupation: Ditch Digger

Weapons & Armour

  • Helmet
  • Longsword (medium melee weapon)
  • Sling (small ranged weapon)

Equipment 6 slots

  • 3 x torch
  • 3’ chain
  • Signal whistle
  • Iron drill
  • Rations (2 days)
  • 2cp

Vantes

A 13 B 10 C 13 H 9 S 1
Level 1 Recovery Die 1d3
Extra +2 Agility (already applied to stats)
AC 3 Light armour (padded)

Scars

  1. You lost the tip of one of your fingers, just below the nail.

Occupation: Burglar

Weapons & Armour

  • Helmet
  • Dagger (small melee weapon)
  • Short bow (medium ranged weapon)

Equipment 7 slots

  • Lantern
  • Lockpicks
  • 10’ pole
  • 50’ rope
  • Lanern oil (2 pints)

Agew

A 9 B 15 C 9 H 13 S 1
Level 1 Recovery Die 1d3
Safe Rituals/Day 2 Extra +1 to Recovery Rolls
AC 7 Heavy armour (plate)

Rituals Known

  • Ceremony: Preserved Life
  • Phrase: Evading Flesh

Scars

  1. The veins in the back of your hand are thick and black like they carry an infection.

Occupation: Healer

Weapons & Armour

  • Helmet
  • Flail (medium melee weapon)

Equipment 8 slots

  • Holy water
  • Needle & thread
  • Torch x 6
  • Ration (1 week)

Crowney

A 11 B 7 C 14 H 6 S 1
Level 1 Recovery Die 1d3
Safe Rituals/Day 2 Extra Learn an additional Ritual without spending attributes (learned Concealing Noise)
AC 0 Unarmoured

Rituals Known

  • Sigil: Concealing Noise
  • Phrase: Desecrating Abominations
  • Phrase: Combusting Light

Scars

  1. There’s no physical sign that you were injured, but you’ve become prone to apocalyptic headaches that come on without warning.

Occupation: Astrologer

Weapons & Armour

  • Staff (medum melee weapon)

Equipment 7 slots

  • Holy Scroll case (contains partial dungeon map)
  • Bell
  • Needle & thread
  • 1lb salt
  • Lockpicks
  • Glass bottle (empty)
  • 17sp

Clavell

A 14 B 10 C 10 H 9 S 1
Level 1 Recovery Die 1d3
Safe Rituals/Day 2 Extra +2 to attribute on saving throws vs. poison AC 5/6 Hide (medium armour, AC 5) + Shield (AC +1)

Rituals Known

  • Ceremony: Summoning Bears

Scars

  1. After breaking all of your ribs on one side, a metal plate was grafted onto your bones. It shines through the hole in your missing flesh.

Occupation: Trapper

Weapons & Armour

  • Machete (medum melee weapon)
  • Weighted net (large ranged weapon)

Equipment 10 slots

  • Backpack (provides 5 additional inventory slots)
  • Tent
  • Pitons
  • 50’ rope
  • Reed, hollow
  • Small metal mirror
  • Bell
  • Rations (1 week)
  • 2sp
Up next Devlog - Outdoor Survival As I begin work on The Fractured Nations I realised that this game doesn’t currently have rules for overland exploration. I’ve now fixed that. Beneath The Cobbles
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