Character Creation

When you want to start creating your character, the most important thing you’ll need is a character sheet as depicted to the right. Each Class has their own character sheet, each listing the Class Abilities of their respective Classes. These sheets are included at the end of this Quickstart.

I. Classes

First thing you’ll pick is your Class, as this determines the character sheet you have to pick. The first dot for base is automatically colored, as are two skills that are considered paramount to that class.

Detailed class descriptions can be found under the player tab.

Classes
Fighter +1 Quickness, +1 Strength
Ranger +1 Dexterity, +1 Quickness
Mage +1 Arcane Magic, +1 Read Magic
Cleric +1 Persuasion, +1 Divine Magic
Monk +1 Strength, +1 Divine Magic
Bard +1 Perform, +1 Persuasion
Rogue +1 Dexterity, +1 Deception
Barbarian +1 Strength. +1 Survival
Druid +1 Divine Magic, +1 Survival

II. Class Abilities

After having picked your Class, take a look at the Class Abilities. What each ability does is described on the character sheet. You may tick one ability of your own choice. At later levels you will be able to get more Class Abilities.

The Veteran Class Ability allows you to pick an ability from a different Class. This excludes the Base Class Ability of other classes. If you’d want to upgrade a Class Ability gained through Veteran, you will have to put another tick in Veteran.

III. Race

When you settled on your Class and Class Ability it’s time to move on to your Race. Each Race has two Racial Abilities that you will benefit from, all of which can be found on the next page.

Besides two Racial Abilities, your Race will also determine the languages your character starts with. This is also detailed on the next page, alongside the Racial Abilities.

IV. Background

Your Race and Class of course determine a great deal. They are, however, not as formative as your Background is.

The first thing you will decide on is your Culture. This is where you come from, how you were raised. It grants improvements to your Attributes.

After that we move on to choosing two Traits. This is what’s part of your personality. It varies a bit more than culture, as it can improve either Attributes or Skills.

Last you choose two Professions. Each Profession has a set of career skills bound to them. For each Profession you choose two Skills from the career skills to improve. You may in fact choose the same Profession twice.

All Backgrounds will be included under the Player tab.

V. Attributes

At this point, some of your Attributes will already have points in them, and that’s okay. Your Attributes are used in Saving Throws, rolls where you try to resist an effect. Therefore it is important you know what each Attribute covers.

Body: Covers your physical qualities. Your strength, your nimbleness, the overall control you have of your body.

Charm: Your Charisma, how quick people are to like your or be charmed by you.

Magic: How well you are in touch with the magical realm, be it the arcane or the divine. The higher this Attribute is, the more able you are to control magic.

Mind: Your intelligence and ability to think over action. A higher value lowers the chance to be mind-controlled.

VI. Derived Attributes

The Derived Attributes, as the name would suggest, are derived from the main Attributes. What each of them does will be explained in the Combat chapter.

Defense: Only Armor and certain Abilities will raise this value.

Dodge: Starts out at 10, from there Quickness is added and anything taken from abilities. At later levels you’ll get a bonus to this.

Melee: Racial and Class abilities will determine this value.

Ranged: Just like Melee, only Racial and Class abilities affect this value.

Speed: The base for Speed is determined on Race. Dwarves, Gnomes and Hillfolk have a base of 6, all other Races a base of 9. On top of that Quickness is added.

Initiative: It starts off with your Quickness, add to that anything you might gain from Class or Race abilities.

Hit Points: For Gnomes en Catfolk: d6 + Body. For Orcs and Dwarves: d10 + Body. For all other races: d8 + Body.

Mana Points: The base is equal to your Magic. Mages, Clerics, Monks and Druids start with an additional d8.

Stamina Points: The base is 1 + Body.

VII. Languages

If you wanna communicate with someone you gonna want to speak the same language. You start off with the languages from your Race, add to that 1 language for every two points in Mind. This language may be any of the racial languages but may also be something like Giant or Goblin.

VIII. Combat Training

Your combat training consists of two Weapon Types of choice. The different Weapon Types can be found in the weapon list on the next page.

From these two Weapon Types you may choose one weapon as your Primary Weapon. When you use this weapon you’ll get a +2 to hit and a +2 to damage.

IX. Weapons & Equipment

You may carry 10 plus your Strength items at a time, excluding apparel, weapons and rations which are counted separately. A maximum of 16 rations can be carried at a time.

Torches are also an important thing to have when you go down into a dungeon. You can carry 5 of them in one slot.

Ammunition for ranged weapons also does not need an equipment slot, but you can carry a maximum of 16 of an ammo type at a time. It is up to your GM how much ammunition you may recover after a battle.

You are limited to carrying 3 weapons at a time, although it doesn’t matter if they are one- or two-handed.

Every adventurer may spend 40+2d20 GP on inventory at character creation. 5 GP may be kept as a maximum into the game.

X. Spells

The Mage, Cleric, Druid and Monk may all start with 2 spells. The Mage from the Arcane spells and the other three from the Divine spells. These can be found near the end of the Quickstart.