Character Creation
There are eight steps to character creation, but the most impactful are choosing an omen and a class.
1. Choose an omen
Omens are dark events surrounding your birth. It is believed that those born under these signs are “blessed” by a Fell God. There are twelve omens, one for each of the Fell Gods. Choose one based on the god or ability, or just roll d12.
- The Battlefield Cry: An omen of Sten, god of Truth.
- The Black Wolf: An omen of Tian, god of Beasts.
- The Bleeding Mother: An omen of Wode, god of Bloodshed.
- The Desolate Home: An omen of Aflo, god of Fire.
- The Eagle Born: An omen of Hedr, god of Euphoria.
- The Flame Kissed: An omen of Daen, god of Poetry.
- The Frozen Child: An omen of Svit, god of Pain.
- The Inked Fingers: An omen of Virr, god of Secrets.
- The Red Moon: An omen of Magi, god of Storms.
- The Scarred Face: An omen of Jori, god of Agriculture.
- The Scribe Skin: An omen of Rygg, god of Writing.
- The Stolen Child: An omen of Ormu, god of Betrayal.
2. Choose a class
There are five roles that affect how a class functions in a skirmish: striker, blaster, controller, leader, and defender. Each role provides an important function to a combat and a well-balanced party will try to fill each role, but a classic party of four will lack in some areas.
Strikers
Strikers specialize in dealing lots of damage to a single target at a time. They are offensive characters who rely on movement to position themselves in the perfect place to strike their intended target. Strikers are at their best when they are isolated from most combatants.
- Berserker (primary role)
- Ranger (primary or secondary role)
- Arbiter (secondary role)
- Elementalist (secondary role)
- Titan (secondary role)
Blasters
Blasters specialize in attacks that target large areas or multiple enemies at once. They are offensive characters, but they deal less damage to individual targets than strikers. Blasters are at their best when someone can group up targets for them.
- Elementalist (primary role)
- Ranger (primary or secondary role)
- Berserker (secondary role)
Controller
Controllers specialize in attacks that control the behavior of enemies or apply debuffs. They favor powers that force movement, prevent enemy attacks from hitting, or apply debilitating conditions. Controllers are at their best when they are not threatened by melee combatants.
- Weaver (primary role)
- Elementalist (secondary role)
- Titan (secondary role)
Leader
Leaders specialize in healing allies and supporting them with buffs. They favor powers that restore defensive stats like stamina, willpower, and luster. Leaders are at their best when allies are close by to receive bonuses from them.
- Divine (primary role)
- Arbiter (secondary role)
Defender
Defenders specialize in front line combat. They have high defenses and make it difficult for enemies to avoid them or attack their allies. Defenders are at their best when enemies are focusing on them versus other combatants.
- Arbiter (primary role)
- Titan (primary role)
- Divine (secondary role)
Classes
Each class has a primary and at least one secondary role. Keep that in mind when forming a party. There are 6 total:
Become an Arbiter if…
- …you want to challenge a single foe with divine magic
- …you want to smite enemies with swords and holy spells
- …you want to protect and heal allies in melee with you
Become a Berserker if…
- …you want to use your rage as a powerful weapon
- …you want to move with ease across a battlefield
- …you are willing to suffer wounds to empower your attacks
Become a Divine if…
- …you want to heal the bodies and minds of your allies
- …you want to create great shields and defenses using magic
- …you want to cast useful cantrips or powerful rituals
Become an Elementalist if…
- …you want to destroy many foes with blasts of magic
- …you want to master spells of fire, ice, or sparks
- …you are willing to risk your soul for powerful magic
Become a Ranger if…
- …you want to assail many foes with hails of arrows
- …you want to immobilize and bleed powerful foes
- …you want to learn useful martial practices
Become a Titan if…
- …you want to protect your allies with your armor and shield
- …you want to hold the front line of combat by yourself
- …you want to knock down enemies with heavy weapons
Become a Weaver if…
- …you want to manipulate the entire battlefield with magic
- …you want to overpower a single foe’s mind
- …you want to cast useful cantrips or powerful rituals
3. Choose ability scores
Choose one of the following ability score arrays and assign each number to one of your ability scores.
- [+4, +3, +2, +1, +0, +0, -1, -2]
- [+3, +3, +2, +1, +1, +0, -1, -1]
- [+3, +2, +2, +2, +0, +0, +0, -1]
- [+3, +2, +2, +1, +1, +0, +0, -1]
- [+2, +2, +1, +1, +1, +1, +1, +0]
Example:
STR: +3 DEX: +2 END: +1 VIT: +1
ARC: -2 SPI: -1 INT: +0 MIN: +0
4. Choose gear
Each class has a gear section where you can choose between several items. Look at the existing builds and if one sounds fun, select the associated items. Equipment details can be found here.
5. Choose class features
Each class has several features that determine the core behavior of your class in combat. Most classes have you choose features, but some classes the features are fixed and you choose from several options within them instead. For example, some classes have cantrips, small but useful spells and they may choose from a few options at first level.
6. Choose a feat
Every character starts with one feat. There are class specific feats, but there are also generic feats. Many class feats will boost specific features so keep that in mind when choosing class features.
7. Determine stats and skills
Every character starts with the following stats. Negative ability scores do not decrease these starting values.
- You start with 4 encumbrance. Increase it by 2 for each point of strength.
- You start with 4 speed. Add your dexterity or strength score to your speed, whichever ability score is higher. If you had 3 strength and 2 dexterity, your speed would be 7.
- You start with 8 stamina. Increase it by 4 for each point of endurance.
- You start with 8 health. Increase it by 2 for each point of vitality.
- You start with 8 willpower. Increase it by 1 for each point of intelligence and 2 for each point of mind.
- You start with 8 luster. Increase it by 1 for each point of arcane and 2 for each point of spirit.
Every character starts with 1 skill (even if you have negative INT). You start with an additional skill for each positive point of INT. Skills can technically be anything, but should be the most specific form of the stated skill. “Combat” is not a skill, but “Fencing” is.
If you have the martial practice feat, you can learn a new martial practice whenever you would gain a skill instead.
8. Create Heraldry
Every paladin has a unique title that they are known by. This can be whatever you would like, but if you want inspiration roll three times on the table associated with your class below to get a symbol, it’s color, and the color of the background. Typically heraldry is painted on a shield, but if you lack one, then it would be painted somewhere on your surcoat, armor, or robes.
Once you have your heraldry, come up with a title based on it. If you were a ranger and your heraldry was black arrows on a red background, they may call you the Paladin of the Dark Arrow.
Arbiter Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Dark Grey | Hand | Black |
2 | Dark Grey | Ring | Black |
3 | Light Purple | Shield | Blue |
4 | Light Purple | Star | Blue |
5 | Light Purple | Sword | White |
6 | Light Purple | Tower | Yellow |
Berserker Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Black | Axe | Green |
2 | Black | Bear | Red |
3 | Dark Red | Boar | Red |
4 | Dark Red | Hawk | Umber |
5 | Orange | Stag | Umber |
6 | Yellow | Wolf | Umber |
Divine Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Dark Grey | Blood | Dark Blue |
2 | Dark Grey | Flame | Grey |
3 | Dark Grey | Heart | Grey |
4 | Light Blue | Moon | White |
5 | Light Blue | Star | White |
6 | Yellow | Sun | White |
Elementalist Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Light Purple | Flame | Black |
2 | White | Glacier | Black |
3 | White | Lightning | Black |
4 | White | River | Black |
5 | White | Star | Black |
6 | White | Wave | Dark Purple |
Weaver Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Black | Falcon | Blue |
2 | Black | Fire | Blue |
3 | Dark Grey | Owl | Grey |
4 | Dark Grey | Stone | Grey |
5 | Purple | Tower | White |
6 | Purple | Whale | White |
Ranger Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Black | Arrows | Green |
2 | Black | Blood | Grey |
3 | Black | Boar | Red |
4 | White | Fang | Red |
5 | Yellow | Wolf | Red |
6 | Yellow | Wood | Yellow |
Titan Heraldry
d6 | Foreground | Symbol | Background |
---|---|---|---|
1 | Light Grey | Fist | Black |
2 | Light Grey | Hammer | Black |
3 | Purple | Lion | Blue |
4 | Purple | Mountain | Dark Grey |
5 | Red | Shield | Dark Grey |
6 | Yellow | Tower | White |
Example Characters
Ranger (level 1)
NAME: Drake of ElethainCLASS: RangerHERALDRY: Paladin of the Red WoodPRONOUNS: He/Him
STR: +3 DEX: +3 END: +2 VIT: +1ARC: -1 SPI: +0 INT: -1 MIN: +1
HEA: 10/10 STA: 16/16 WIL: 10/10 LUS: 8/8DEF: 2 FOC: 0 ENC: 8/10 SPE: 7
CONDITIONS- [Name]: [Description].
WOUNDS- [Name]: [Description].
SKILLS- Wilderness Stealth | Burned [ ]- Wilderness Survival | Burned [ ]
WEAPONS- Longbow | d10+STR+DEX | 20 | 2H, Slow- Parrying Dagger | d4+DEX | 1 | Quick, Parry- Throwing Dagger | d4+DEX | 1 | Quick, Throwable 6
GEAR- Light Armor (2 ENC)- Stalker's Cloak (Wilderness Stealth)- Longbow (4 ENC)- Quiver (24 arrows)- Parrying Dagger (1 ENC)- Throwing Dagger (1 ENC)
ABILITIES- Ranger's Study- Ranger's Twin Strike- Eagle Eyes
CANTRIPS | None
MARTIAL PRACTICES- Patrol- Survivor's Trade
FEATS- Martial Practice- Martial Practice (study)- Precision Archer
Blank Template
NAME: Sir X of XCLASS: XHERALDRY: Paladin of the XPRONOUNS: X/X
STR: +0 DEX: +0 END: +0 VIT: +0ARC: +0 SPI: +0 INT: +0 MIN: +0
HEA: 8/8 STA: 8/8 WIL: 8/8 LUS: 8/8DEF: 0 FOC: 0 ENC: 0/4 SPE: 4
CONDITIONS- [Name]: [Description].
WOUNDS- [Name]: [Description].
SKILLS- [Name] | Burned [ ].
WEAPONS- [Name] | attack | range | properties
GEAR- [Name] (X ENC)
ABILITIES- [Name]
CANTRIPS- [Name]
MARTIAL PRACTICES- [Name]
FEATS- [Name]