Embarking Adventurers
Adventurers from all walks aspire to greatness.
To create an embarking Aspirant:
- Create a character, a name, backstory, inspiration.
- Mark what Skills you know.
- Mark what Equipment you own.
- Select Interests.
Skills
From the Skills assign 26 ranks to them, with no skill going above 4.
Aptitude
Your character has some inherent skill that makes them great.
| Roll 1d6 | Result |
|---|---|
| 1 | Strong: +2 Physique, Endurance |
| 2 | Charming: +2 Connection, Confidence |
| 3 | Attuned: +2 Awareness, Spirit |
| 4 | Agile: +2 Reflexes, Coordination |
| 5 | Smart: +2 Memory, Application |
| 6 | Gifted: +2 in two Skills of your choice |
Equipment
An embarking aspirant begins play with:
- Basic-Storage
- 1 set of Camping-Gear, for the party.
- A Size-1-Basic, Size-2-Basic, or Size-3-Basic Weapon.
- Basic-Armour.
- Explorers-Kit.
- 20 Silver.
- One heirloom, either rolled for or selected from the following:
| Roll 1d6 | Result |
|---|---|
| 1-2 | An Artisan weapon such as: Arming-Sword, Ironbow-Crossbow, Heater-Shield, Spear. |
| 3 | Artisan armour such as: Scale-Mail, Studded-Leather, Waxed-Gambeson. |
| 4-5 | A toolkit such as: Craftsman-Kit, Healer-Kit, Dungeoneering-Kit. |
| 6 | A Harmonic Magic-Items of artisan quality or worse. |
Interests
Embarking Aspirants have some training to help them on the road. Select 2 Introduction training to begin with.
Example Characters
Here are some example characters: