Character Information
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Attributes
Attribute
Current
Max
Modifier
STR (Strength)
+0
CON (Constitution)
+0
DEX (Dexterity)
+0
SPD (Speed)
+0
LK (Luck)
+0
IQ (Intelligence)
+0
WIZ (Wizardry)
+0
CHA (Charisma)
+0
Total ADDS: 0
Weight Possible: 0 lbs
Character Abilities
Type & Kindred Abilities
- Select a type and kindred to see abilities
Talents
Talent Rules
- Characters start with 1 talent (Rogues get 2 talents)
- Talents provide +3 bonus to specific saving rolls when the relevant attribute is 10 or higher
- New talents cost 300 Adventure Points or are gained when leveling up
- Rogues get extra rogue-like talents (*) on even levels
Equipment
Weapons
Armor
Items
Money
Starting Equipment by Type
- Warriors: Sword, Shield, Leather Armor - Skilled fighters equipped for combat
- Rogues: Dagger, Lockpicks, Leather Armor - Versatile adventurers ready for stealth
- Wizards: Staff, Spellbook, Robes - Magic users with essential spell components
- Specialists: Varies by specialization - Equipment depends on their unique abilities
- Starting Gold: 3d6 × 10 gold pieces - Rolled automatically with attributes
Additional equipment can be purchased with starting gold or acquired during adventures.