Character Creation

Roll Ability Scores

Your character first defining feature is their six abilities:

  1. Strength, brute force, raw power, bend bars, lift gates, hit with your mace.
  2. Dexterity, nimbleness, stealth, shoot with your bow.
  3. Constitution, endurance, health, hold breath, resist cold, endure.
  4. Intelligence, memory, reasoning, arcana, skills.
  5. Wisdom, lived knowledge, insight.
  6. Charisma, personality, effect, leadership.

Roll 3d6 x 6. First roll is your characters Strength, second it’s Dexterity and so on, until you have all six abilities defined. Record the ability modifiers next to your each of the ability scores.

Table- Ability Scores and Modifiers

Score Modifier
3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

Low scores?

If you can’t fulfill any class requirements, the characters isn’t fit for the adventuring life and will be forfeit. Create a new character.

Pick a Race

Your characters race will provide it with special features and bonuses to your abilities. Pick or roll 1d4:

  1. Dwarf, resilient, proficient and slow. +2 Constitution, +1 Wisdom
  2. Elf, graceful, intelligent and stubborn. +2 Dexterity, +1 Intelligence
  3. Halfling, nimble, kind and homesick. +2 Dexterity, +1 Charisma
  4. Human, talented, ambitious and cruel. +1 All ability scores

Pick a Class

Your characters class will determine your rate of leveling, special features and role.

  1. Cleric, conviction and faith helps them conquer the undead and restore their friends. min. 10 Wisdom
  2. Fighter, proficent combatant, and knows how and when to strike. min. 10 Strength
  3. Wizard, corrupt with power never intended for mortals. min. 10 Intelligence

Roll Hit points

Your choice of character class will determine your starting Hit points.

  1. Cleric, 1d8 + Constitution modifier.
  2. Fighter, 1d10 + Constitution modifier.
  3. Wizard, 1d6 + Constitution modifier.

Pick a Background

Pick or roll (d88) what your character did and who they were before they became an adventurer.

Table- Backgrounds

d88 Background
11 Acolyte
12 Armourer
13 Baker
14 Barber
15 Beggar
16 Birdcatcher
17 Blacksmith
18 Bookbinder
19 Bowyer
20 Brewer
21 Bricklayer
22 Butcher
23 Candlemaker
24 Carpenter
25 Coachman
26 Cook
27 Deckhand
28 Farmer
29 Fisher
30 Gambler
31 Gardener
32 Goldsmith
33 Guard
34 Herald
35 Herbalist
36 Hunter
37 Innkeeper
38 Interpreter
39 Jester
40 Locksmith
41 Mercenary
42 Merchant
43 Messenger
44 Miller
45 Miner
46 Minstrel
47 Needler
48 Noble
49 Outlaw
50 Potter
51 Priest
52 Prince
53 Roofer
54 Ropemaker
55 Saddlemaker
56 Sailor
57 Scribe
58 Servant
59 Sharpener
60 Sheriff
61 Shieldmaker
62 Shoemaker
63 Smuggler
64 Soldier
65 Squire
66 Stonemason
67 Tailor
68 Tanner
69 Thief
70 Torchbearer
71 Weaver
72 Wheelwright
73 Winemaker
74 Woodcutter

If a situation arises where your characters previous life might add some kind of benefit, bring it forth and the GM might have you just overcome the situation or grant you advantage. In the same way the GM might apply disadvantage to a situation if the characters background has implications. As a farmer you would know how long it would take for a besiged fort to run out of food and give in. As a noble stripped of title you might find it difficult to blend in with high society and stay unrecognized.

Choose Languages

Your characters race provides two languages. For demi-humans (Dwarf, Elf and Halfling) it’s their native tongue and the Common language. For humans it’s Common and one extra language from the language table or additional languages provided by the GM:

Table- Languages

d6 Language
1 Common
2 Dwarvish
3 Elvish
4 Goblin
5 Halfling
6 Orc

Pick an Alignment

Your character can either be Lawful or Chaotic. Lawful being your common man or adventurer and Chaotic being your outlaw, thief or others who do not agree that the rules are meant for them.

Choose Equipment

Your choice of character class provides your character with equipment and starting wealth. You can’t sell the starting equipment but you are allowed to spend your gold buying additional equipment before play begins.