Player's Handbook · Chapter 3
Stand For Something.
.03 Character Creation
Overview
- Character creation is quick and easy — everyone creates their first characters together
at the start of the first session. It's a conversation, like play: everyone should be there. - Replacement characters (e.g., after death) use the same process and fit into the group in
minutes. All characters start at first level, even replacements. - Everything needed is on the character sheets; these steps walk through filling one out.
The 13 Steps
1. Choose a Class
- Look over the character classes, choose one that interests you.
- To start, everyone picks a different class — no two wizards. If two people want the
same class, talk it over and compromise. - (When making a replacement character later, you may choose a class someone else is
already playing.)
2. Choose a Race
- Some classes have race options — choose one. Your race gives you a special move.
3. Choose a Name
- Choose your character's name from the list.
4. Choose Look
- Your look is your physical appearance — choose one item from each list on the sheet.
5. Choose Stats
- Review the basic moves and your class's starting moves. Pick the move you'll use
most or excel at and put a 16 in its stat. - Pick the next most important move (maybe one supporting the first) and put the 15
there. Repeat with the remaining scores: 13, 12, 9, 8. - (Optional random method: roll 3d6 per stat and assign — repeat for all stats. For true
randomness, roll in order STR, DEX, CON, INT, WIS, CHA — and roll before choosing class.)
6. Figure Out Modifiers
- Modifiers are what you add when a move says +DEX or +CHA. Standard sheets list them with
each score. - Score → Modifier table:
ScoreModifier1–3-34–5-26–8-19–12013–15+116–17+218+3
7. Set Maximum HP
- Maximum HP = class base HP + Constitution score. You start at maximum HP.
8. Choose Starting Moves
- The front of the character sheet lists starting moves. Make any choices within them now.
- The wizard chooses spells for their spellbook; both cleric and wizard choose
which spells are prepared to start.
9. Choose Alignment
- Alignment is a few words describing your character's moral outlook. Each class may
only start with certain alignments. - In play, alignment gives actions that earn additional XP.
10. Choose Gear
- Make your class's starting gear choices. Keep Load in mind — it limits what you can
easily carry. - Total up your armor and note it on the sheet.
11. Introduce Your Character
- After everyone has chosen a name, go around the table: share your look, class, and
anything pertinent. Alignment can be shared or kept secret. - The GM asks questions to establish relationships between characters ("What do you
think about that?") and draw the group into the adventure ("Have you met Grundloch
before?"). The GM listens for anything that stands out — where they're from, who they
are, how they came together.
12. Choose Bonds
- Choose bonds after everyone has described their characters.
- You must fill in one bond; it's in your best interest to fill in more. For each
blank, fill in the name of one character — the same character may be used more than once. - Discuss them, let the GM ask questions, go back and forth until everyone is comfortable.
Leave space to discover what each bond means in play — don't pre-determine everything. - Read the finished bonds aloud to the group.
- When a move calls for roll+Bond, count the bonds you have with the character in
question and add that number to the roll. - (Unfilled bonds can be used or replaced later; more bonds = more facts about your
companions and more ways to help them.)
13. Get Ready to Play
- Take a break — grab a drink, stretch — and let the GM brainstorm on what they've
learned about the characters. - When everyone's ready, the GM starts the game as described in the First Session chapter.
Manual updated Oct 1, 2026.