Character Creation

Making a Character #

You play as young initiates of a free company of knights in a setting akin to the real Dark Ages. Think of a world with an Arthurian flair: grand castles, mighty moats, and Christian overtones. You are all beholden to a king who holds the seemingly divine right to rule over lands.

There are no fantasy races here. You are all some manner of human.

Attributes #

You have three Attributes:

  • Thews modifies to-hit rolls and damage rolls in melee combat
  • Wits determines when they can act in mutual surprise
  • Charisma adds to reaction rolls from NPCs

Roll 1d4 once per Attribute to know the modifier of each.

Characters’ Starting Info #

Unless otherwise stated, you begin with the following:

Stats 1 #

  • Slaying of 8, your ability to strike foes in combat, adds to a 1d20.
  • Evasion of 10, your ability to avoid attacks in combat, adds to a 1d20. 2
  • Movement of 40m, your travel distance in feet per turn while exploring underground. 3
  • Speed of 16 m, your maximum travel distance during a single combat round.
  • Save of 6, your ability to avoid misfortune and harm, adds to a 1d20 + Class level. 4
  • Move Silently of 6, your ability to avoid the witness of another, adds to a 1d20.

Adjust Evasion, Movement, and Move Silently, by your equipment.

Gear #

  • A Holy Charm, for turning undead
  • 5 rations
  • waterskin
  • 3 torches
  • dagger
  • 4d10 silver

Languages #

You know your mother tongue and its appropriate script.

Character Classes 5 #

Choose one from below. You can’t multiclass.

Fighter #

Mighty warriors.

Stats #

  • 12 Hit Points (HP)
  • Slaying of 10
  • +2 to Saves vs instant death
  • Cleave. Upon slaying an enemy, you are granted another attack.

Gear #

  • Light Armor
  • Helm
  • Shield
  • Spear

Thief #

Cunning thieves and spies.

Stats #

  • 6 HP
  • Move Silently of 8 + Thief Level
  • +2 to Saves involving nimbleness and agility
  • When rolling to search rooms, open locks, or disable traps, you add Wits and Thief Level to the roll.

Gear #

  • Fine tools
  • 30’ of rope attached to a heavy hook
  • additional 4d20 silver

Hunter #

Skilled trackers and foragers.

Stats #

  • 8 HP
  • Move Silently of 8 in the wilderness
  • Unable to lose the party during bushcraft
  • Less likely to face danger while bushcrafting

Gear #

  • Oiled Cloak
  • Bow
  • Quiver with 10 arrows

Sage #

Faustian scholars.

Stats #

  • 4 HP
  • Save of 8
  • Fluent in 2 additional languages
  • creature contracts—knows 1 creature’s true name
  • The spell Glossolalia.

Gear #

  • Parchment journal with writing implements
  • Random wand with 1d20 charges
  • A dagger

Witch #

Weird, potion-making hermits.

Stats #

  • 6 HP
  • Start with 1 permanently bound familiar
  • candle magic — can craft 1 color
  • Potion brewing — knows 2 recipes

Gear #

  • Hovering broom (slower than a horse and can’t fly, carries 10 slots)
  • candle in the color of known recipe
  • a random potion you know

Bard #

Talented jacks-of-all-trades.

Stats #

  • 10 HP
  • Songs of Beguilement (Uses Charisma)
  • Add Bard Level to Duel rolls too
  • Move Silently of 8 in settlements

Gear #

  • Instrument of Choice
  • 8 Throwing Knives
  • Padded Boots

  1. Slaying only adds Fighter Levels to the 1d20 roll. You can only add Hunter Levels to Slaying with missile attacks. ↩︎

  2. Evasion only adds Bard, Fighter, or Thief Levels. ↩︎

  3. 2m is equal to 1" at the table. ↩︎

  4. Saves add all Classes’ Levels. ↩︎

  5. Please see Class handouts in the blog or by clicking the title of each Class. ↩︎