Your "character" is the hero that you play the game as.
Your "character" is the hero that you play the game as.
When you start the game, you will create a character to play as. Grab some note cards, spare paper, a sketchbook, or whatever you prefer, and start writing down information for your character.
What did you do before this? What about this character would be interesting to play? What will the other characters like - and dislike - about your character?
Your character's Background is a combination of their lineage, the culture they were raised in, and the skills they learned before their adventures. When you choose a Background, you get all of its features, although some of them will offer you a choice between different options. The available Backgrounds are listed below.
Add a point into any Skill of your choosing, to represent something you're a bit better at than most people. For more information on Skills, read the Rules page.
The Warrior, Rogue, Priest, and Mage are the four base classes. They have some basic features that separate them from each other - some classes use heavy armor that makes them hard to hit, some are more precise with weapons and skills, and some can cast magic spells.
At Level 2, each character chooses a specialization from their base class that adds an extra set of special abilities to their repertoire.
Classes and specializations are categorized based on how they engage with enemies and with their allies:
Combat: Focuses on dealing directly with enemies
Support: Focuses on supporting allies
Striker: Does stuff through damage and aggressive effects
Controller: Does stuff by controlling how the fight goes
This is a list of Backgrounds you can choose for your character.
A hardy people, traditionally hailing from the brutal deserts and other fringes of the world.
Skills: Put a point in either Athletics or Notice.
Tough: Increase your maximum Health by 1.
A thoughtful culture, known as recluses who do sparing trade with others and instead focus on art and philosophy.
Skills: Put a point in either Convince or Expertise.
Mana Bolt: As a Main Action, you can make an attack with a Range of 3, 2d6 to hit, dealing 2d6 damage on a hit. This is free to use the first time each encounter, after that it costs 1 Mana.
Skills: Put a point in either Athletics or Convince.
Skills: Put a point in either Notice or Sneak.
Skills: Put a point in either Athletics or Notice.
Strategic Planning: Once per encounter, increase either your Speed by 1 until the end of your turn or an ally's Speed by 1 until the end of their next turn.
Skills: Put a point in either Convince or Sneak.
First Strike: The first attack you make each encounter deals +2 dice of damage.
A swamp-dwelling tribe renowned and shunned for their sinister cultural affinity for alchemy.
Skills: Put a point in either Expertise or Sneak.
Blinding Powder: Once per encounter, choose an adjacent enemy; the next attack against them gets +1 die to hit.