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:

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: