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
- 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
- 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
- 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
- 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
- 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