Character Creation
By Ryan Dallaire - Nov 2025
Steps
- Each player character starts with a max Health of 16 and a Defense that starts at 8.
- You pick an Ancestry which will modify your stats. You then get to add +1 to two stats of your choice.
- You pick 2 abilities for your character, these can represent training you have received, natural talents, or even something intrinsic to your ancestry.
- You purchase your starting equipment with 200 copper coins. Each item you take with you will likely take up one of your 10 item slots. Though some small items can be stacked into a single item slot.
- Finally you come up with a name and description of your character. Also, make sure you change any stats that were modified by the abilities or gear you acquired.
Ancestries
Dwarf: +1 to Strong, +1 to Brave, -1 to Nimble
Elf: +1 to Nimble, +1 to Clever, -1 to Strong
Human: +1 to any stat, and an area of knowledge
Gnome: +1 to Nimble, +1 to Clever, -1 to Brave
Dragonborn: +1 to Brave, +1 to Strong, -1 to Clever
Halfling: +1 to Nimble, +1 to Clever, - 1 to Strong
Orc: +1 to Strong, +1 to Brave, -1 to Clever
Tieflings: +1 to Clever, +1 to Brave, -1 to Nimble
Bovine: +1 to Strong, +1 to Brave, -1 to Nimble
Canine: +1 to Strong, +1 to Brave, -1 to Clever
Feline: +1 to Nimble, +1 to Clever, -1 to Brave
Undead: +1 to Brave, -1 to Strong, Don’t need to breathe or sleep
Abilities
General
- Area of Knowledge - you gain an area of knowledge and the required reference materials.
- Loads-a-Money - You start the game with twice as much money.
- Large - Your body counts as 50% bigger than normal. You get +2 HP and -1 to Nimble.
- Small - Your body counts as 50% smaller than normal. You get +1 to Nimble and -2 to HP.
- Fast - Your movements are faster than average. Your Move actions let you move 7 meters.
- Learned - You gain an Knowledge Expertise in a subject of your choice. This also uses up an item slot in your inventory.
- Polyglot - You know how to speak, read, and write in 2 other languages of your choice.
- Contemplative Fighting - You can use the aid action on your turn to give yourself a +2 bonus to damage on that attack.
- Martial Training - When you attack, you can attempt to disarm an opponent holding an item, or knock them prone. This negates the damage you would have dealt instead.
- Hiding - As an action you can roll to hide even if you only have partial cover.
- Precise Attack - Use an Aid action on your turn to Aim. Then the next weapon attack you make on your turn can also ignore the target’s armour and shield.
- Toastmaster - You always roll with advantage when trying to persuade or inspire allies. You also get advantage when trying to convince someone to become one of your hirelings to help you on your quest.
- Hello, I’m a Bard - You always have a tomato or similar item when you need to boo someone’s performance. You also have the uncanny ability to find an instrument at the perfect moment for a performance.
- Tough Stuff - You gain resistance to a damage type of your choice.
- Discombobulate - When you hit with an attack, you can decrease your damage to 1 and give the target the Confused condition for 1 round.
- Threatening - You always count as having used the Harry action on your turn. But still can only make 1 such attack per round.
- Raging - You get a +1 bonus to damage if you move towards the target right before attacking. (Same turn) And also a +1 bonus if you are outnumbered by enemies by at least 2.
- Monk Dodge - When a melee attack misses you, you can either push them 1 meter or knock them prone.
- Dodger - You always count as having used the Parry action against the first attack per turn. But it still only affects the first attack against you that round.
- Precise strike - If you take the aid action on your turn to aim, you can ignore the Covered condition if the target has it and you still get advantage on the attack.
- Quick Reload - You can automatically load a bow or sling when you use an action to attack with it.
- Retreat - As a special action, you take a moment to plan your retreat, your next movement on this turn doesn’t trigger the harry action from those around you.
- Tracker - You can track a creature moving through the environment without making a roll. If they are actively trying to prevent you from following them you make a roll normally.
Supernatural
- Natural Weapon - A part of your body counts as a melee weapon, like a beak or claws. Does the same damage as a 1 handed melee weapon. Can’t be disarmed from this weapon.
- Climber - You can move up/along most surfaces at your normal move speed. You can’t be carrying items in your hands while climbing.
- Healer’s Touch - You spend a few minutes tending to a creature’s wounds, using whatever supplies you can find. The target regains 4 HP. This can only be done to the same creature once per day.
- Amphibious - You can hold your breath for 15 minutes and don’t suffer a penalty for swimming.
- Detect Gems - You stand still, close your eyes and focus for a moment. You become aware of the location and direction of unmined gemstones and crystals within 50 meters of you.
- Detect Magic - You stand still, close your eyes and focus for a moment. You become aware of the location and direction of active magic items within 200 m of you.
- Truther - You stand still, close your eyes and focus for a moment. You become aware if anyone within 5 meters of you knowingly lies.
Areas of Knowledge
A character might know everything there is to know about a particular subject. They allow you to roll to know about something related to that area of knowledge. Roll a Cleverness check vs the area TN. Having expertise in an area of knowledge also takes up one item slot in your inventory. This represents the tomes or scrolls you bring with you for reference.
But there are limits to the knowledge, such as knowing about the undead: they know about how they are made and their weaknesses but don’t know about specific things like where a certain necromancer has his hideout. Without an area of knowledge, a player can still make a roll to see what they know, but they will only know basic non-specific knowledge.
- The Undead - You know about the types of undead and the methods of their creation and destruction. You can easily identify the tools and rituals used to create them.
- The Infernal - You know about Demons and Devils and the infernal plane they come from, as well as their cults.
- The Elemental - You know about elemental creatures and the planes they come from.
- The Dragonic - You know about Dragons and dragonkin. Their weaknesses, strengths, and the goals that drive them.
- The Sea - You know about the creatures of the sea and can read the sky to predict the weather. You also can identify types of boats and the equipment on boats.
- The Celestial - You know about angels, gods, demigods, and the celestial plane they come from, as well as the religions that worship them.
- The Ancient - You know about ancient civilisations, mythologies. You don’t know every possible thing about them, but you know as much as anyone can.
- The Arcane - You know about magic gemstones and enchantments. You can identify gems and their magical effects.
- The Natural - You know about the plants and animals that live on the surface of the world. You can identify them and know which parts can be used to craft things.
- The Underground - You know about caves, and the things that live in them. You can identify plants and animals that live underground and you can identify types of stone and their uses.
- The Mechanical - You know about mechanisms, traps and machines. You can identify problems with them and can build them (but often needing the help of others).
- The Constructed - You know about buildings, their styles and the methods of their construction. You can identify what they are built out of, and can tell who built them (as long as it doesn’t fall into ancient history).
- The Unnatural - You know all about the monsters and beasts that roam the world. Including what creates them.
- The Illegal - You know all about criminals and their methods. You can track down someone to make a forgery.
- The Unwell - You know all about medicines, diseases, and injuries. You also know how long a body has been dead.
- The Regional - You know all about a particular part of the world, such as a country, province, biome, or sea. This includes things like traditions, customs, attitudes, and factions. You know many common words in the languages spoken there but are not fully fluent in them.
- The Crafted - You know all about crafted items, the artisans that made them, and their quality. You can also estimate their value on the open market.
- The Nobles - You know all about nobles, royals, and the procedures and manners they use. You can also identify the symbols and coates-of-arms.