# Character Creation

## Step 1 — Traits
Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.**

| Trait | Range |
|-------|-------|
| STR | 3d6 |
| DEX | 3d6 |
| WIL | 3d6 |

## Step 2 — Choose Your Thing
Your "Thing" is your archetype. It determines your **max health modifier**.

| Thing | Health Mod | Hint |
|-------|-----------|------|
| The Brute | +2 | Strong, tough, direct |
| The Cunning | +0 | Sly, quick, resourceful |
| The Guardian | +2 | Protective, sturdy, watchful |
| The Shadow | +0 | Stealthy, elusive, silent |
| The Weaver | -1 | Arcane, perceptive, strange |
| The Zealot | +1 | Driven, faithful, relentless |

## Step 3 — Max Health
Roll **2d6 + Thing modifier**. Minimum 2.

## Step 4 — Starting Cash
Roll **3d6 × 5** silver.

## Step 5 — Failed Career
What you did before adventuring (and failed at). Roll 1d12 or choose.

| d12 | Failed Career |
|-----|--------------|
| 1 | Alchemist's assistant — your master's lab exploded |
| 2 | Barber-surgeon — you lost more patients than you saved |
| 3 | City watch — fired for taking bribes or sleeping on duty |
| 4 | Coin counter — you embezzled and fled |
| 5 | Ditch digger — hit a sewer main, flooded the street |
| 6 | Farmhand — the farm was cursed / burned / eaten by beasts |
| 7 | Grave keeper — the dead started walking, you walked faster |
| 8 | Hedge knight — your employer died under your protection |
| 9 | Inn keep — the inn was repossessed or burned down |
| 10 | Jester — your jokes landed you in a dungeon |
| 11 | Letter carrier — you lost the mail (all of it) |
| 12 | Mercenary — your company was routed, sole survivor |

## Step 6 — Gear

### Weapons
| Weapon | Damage Mod | Cost | Note |
|--------|-----------|------|------|
| Dagger | +0 | 3 | Small, concealable |
| Short sword | +0 | 5 | Reliable |
| Long sword | +1 | 8 | Versatile |
| Axe | +1 | 7 | Can be thrown |
| Mace | +1 | 6 | Bypasses some armour |
| Spear | +0 | 4 | Reach, can be thrown |
| Bow | +0 | 7 | Two-handed, ranged |
| Crossbow | +1 | 10 | Two-handed, slow to reload |
| Staff | -1 | 1 | Two-handed, can be focus |
| Flail | +1 | 8 | Ignores shield bonus |
| Hatchet | +0 | 4 | Light, off-hand |
| Improvised | -1 | 0 | Bottle, chair leg, etc. |

### Armour
| Armour | Reduction | Cost | Note |
|--------|----------|------|------|
| Padded | -1 | 5 | Quiet |
| Leather | -1 | 8 | Flexible |
| Studded leather | -2 | 15 | Light |
| Chain shirt | -2 | 25 | Covers torso |
| Scale mail | -3 | 35 | Noisy |
| Plate | -4 | 50 | Heavy, noisy |
| Shield | -1 | 10 | Can be used to shove |
| Helmet | -1 | 8 | Only vs head shots |

### Equipment
| Item | Cost |
|------|------|
| Rope (30ft) | 1 |
| Torches (3) | 1 |
| Rations (3 days) | 1 |
| Waterskin | 1 |
| Chalk (10 pieces) | 1 |
| Candle | 1 |
| Flint & steel | 1 |
| Small sack | 1 |
| Bedroll | 2 |
| Crowbar | 2 |
| Grappling hook | 3 |
| Lantern | 3 |
| Oil (flask) | 1 |
| Tent | 3 |
| Healing salve (restores 1 HP) | 5 |
| Antitoxin | 5 |
| Fine clothes | 10 |
| Jewellery | 15 |
| Musical instrument | 10 |
| Writing kit | 8 |
| Spyglass | 20 |

## Step 7 — Chains (Ties to the World)
Who or what ties you to this world? Roll 1d12 or choose.

| d12 | Chain |
|-----|-------|
| 1 | A sibling who depends on you |
| 2 | An oath you swore and cannot break |
| 3 | A child you're protecting |
| 4 | A mentor who taught you everything |
| 5 | A pet or companion that follows you |
| 6 | A debt of honour to a family |
| 7 | A sacred duty to a forgotten god |
| 8 | A bloodline you're the last of |
| 9 | A promise to a dying friend |
| 10 | A community that raised you |
| 11 | A lover you're searching for |
| 12 | A kingdom you're trying to restore |

## Step 8 — Discords (Complications)
Who or what makes your life harder? Roll 1d12 or choose.

| d12 | Discord |
|-----|---------|
| 1 | A rival who wants what you have |
| 2 | A faction that hunts your kind |
| 3 | An ex-partner full of spite |
| 4 | A religious order that condemns you |
| 5 | A gang you crossed |
| 6 | A noble whose name you sullied |
| 7 | A monster that remembers you |
| 8 | A liar who spreads rumours about you |
| 9 | A creditor who never forgets |
| 10 | A family feud that reignites |
| 11 | A thief who stole your identity |
| 12 | A corrupt official with a grudge |

## Optional — Arcane Weaving (Weaver only)
If you play a Weaver, roll 1d6 for your arcane flavour.

| d6 | Arcane Flavour | Description |
|----|---------------|-------------|
| 1 | Wild magicks | Unpredictable, surges happen |
| 2 | Blood magicks | Costs health to cast |
| 3 | Bone magicks | Requires remains or tokens |
| 4 | Storm magicks | Tied to weather and sky |
| 5 | Veil magicks | Deals with spirits and the dead |
| 6 | Rune magicks | Inscribed, prepared in advance |

## Damage Formula
**Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction.

## Final Steps
- Choose a name
- Write a brief description
- Record starting gear on your character sheet
