DS1.Making Characters
DS1.Making Characters
Choose your hero’s humanoid ancestry from among the Free strikes also let you make strikes on your turn even if
range of ancestries available in the game—devil, dragon your hero isn’t otherwise themed to do so. A bow-using
knight, dwarf, hakaan, high elf, human, memonek, orc, wode elf can still stab an enemy with a dagger as a free
polder, revenant, time raider, or wode elf. Future strike, and a greataxe wielding orc fury can still pull out a
supplements will introduce additional ancestries you can hand axe and hurl it at a flying enemy staying annoyingly
choose from. See Ancestries for more information. out of melee range as a free strike.
MELEE WEAPON FREE STRIKE
3. CULTURE Keywords: Charge, Melee, Strike, Weapon Type: Action
Create your hero’s culture. Although ancestry gives your Distance: Melee 1 Target: 1 creature or object
hero a number of physiological benefits, your culture Power Roll + Might or Agility:
describes the community that raised you and gives you 11 or lower: 2 + M or A damage
languages and skills. See Culture for more information. 12–16: 5 + M or A damage
17+: 7 + M or A damage
4. CAREER RANGED WEAPON FREE STRIKE
Choose your hero’s career, which describes what you did Keywords: Ranged, Strike, Weapon Type: Action
for a living before you became a hero. Your career gives Distance: Target: 1 creature or object
you skills and a title, and might also give you languages, Power Roll + Might or Agility:
Renown, or knowledge for crafting and research. See 11 or lower: 2 + M or A damage
Careers for more information.
12–16: 4 + M or A damage
17+: 6 + M or A damage
I SPEAK THEIR LANGUAGE
Choosing languages at the start of a campaign can be hard, See Free Strikes for more information on using free strikes,
because you might not know which are going to be the most and see Abilities for information on the ability format.
impactful for a game. You can choose to keep some of the
languages you know blank until you discover what might be a
good choice for the campaign you’re playing in. Once you decide
8. COMPLICATION
to take a language, you can reveal your choice in a dramatic Complications represent those dramatic moments in a
moment, perhaps during a negotiation where your language character’s backstory that give them pathos, a dramatic
would help or just after you find a tome that no other hero in reason to be an outsider, to doubt the meaning of their life,
your crew can read. to avoid intimacy, or rage against an enemy from their
past. Complications grant a benefit and a drawback. They
. CLASS can make a character more three dimensional, but they are
not necessary for making a great hero. Check with your
Choose your hero’s class. This choice has the biggest Director to make sure your game is using them. See
impact on how your hero interacts with the rules of the Complications for more information.
game, especially the rules for combat. Your class provides
your characteristic scores and Stamina, in addition to
skills, several abilities, and other benefits. You can be a
9. DETERMINE DETAILS
censor, conduit, elementalist, fury, null, shadow, tactician, Once you’ve created your hero, it’s time to determine the
talent, or troubadour. See Classes for more information. additional details of their backstory, appearance, and
personality. How do the events of their culture, career,
inciting incident, and class tie together into a cohesive
narrative? What’s their name? What do they look like? Do
they have any cool scars? Any dope tattoos? Do they still
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CHANGING CHARACTER
sleep with their teddy bear? These sorts of details can help
define a well-rounded hero.
ADVENTURING GEAR
Each time you gain a new level in your class, your Stamina
increases, and you gain new features or abilities according
to your class’s advancement, as detailed in Classes.
This isn’t a game about tracking gear, so you don’t need to
list every piece of equipment you own on your character In the standard setup for the game, heroes gain Experience
sheet. The game assumes that heroes generally have each time they finish a respite. When you gain sufficient
enough to eat and drink, so the rules don’t expect you to Experience, you gain a level during the same respite (see
track food and water either. Building a Heroic Narrative). The Heroic Advancement
table shows exactly how much Experience (XP) you need
If your character has a skill that implicitly requires gear,
to advance from one level to the next. The amount of
such as lockpicks for the Pick Lock skill or basic alchemy
Experience you gain is cumulative.
supplies for use with the Alchemy skill, then you have that
gear. Likewise, your character is assumed to have HEROIC ADVANCEMENT
standard useful adventuring gear, including a torch, a rope, XP Level
and a backpack at minimum. 0–15 1
At the Director’s discretion, you might lose certain gear 16–31 2
during an adventure, or your gear could break. If this 32–47 3
happens, you might not be able to perform certain tasks as 48–63 4
effectively without that gear. 64–79 5
80–95 6
CHOOSING SKILLS 96–111 7
This game has lots of skills, and lots of opportunities during 112–127 8
character creation to gain them. We recommend recording a list 128–143 9
of all the skills you might gain from the different steps of the 144+ 10
character creation process, then making your choices at the end
of that process rather than flipping back and forth through the
book. ALTERNATIVE ADVANCEMENT
If you gain the same specific skill from two different sources (for Though many games might advance using the standard
instance, from a career and a class), you can pick a different skill setup for heroic advancement, the Director can decide that
from the same skill group. See Skills for more information. their game uses different advancement. Check with your
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Director to see what method of advancement they plan to
use.
ADJUSTED XP ADVANCEMENT
Some Directors prefer that heroes level up faster or slower
to suit the pace of their story. The Adjusted XP
Advancement table is set up for campaigns where heroes
advance at double or half the usual pace. Directors can
also create their own customized pace for XP-based
advancement.
ADJUSTED XP ADVANCEMENT
Level XP for Double Speed XP for Half Speed
1 0–7 0–31
2 8–15 32–63
3 16–23 64–95
4 24–31 96–127
5 32–39 128–159
6 40–47 160–191
7 48–55 192–223
8 56–63 224–255
9 64–71 256–287
10 72+ 288+
MILESTONE
Rather than tracking XP, some games see the heroes
advance in level when they achieve a particular story
milestone. For example, when a party defeats the main
villain of an adventure and foils their dastardly plot, each
hero gains a level for achieving this objective, no matter
how many or few obstacles they faced along the way.
For many Directors using milestone advancement, the end
of each adventure within a campaign serves as a milestone
for leveling up. The Director can share these milestones
with the players to encourage them to work toward
particular goals, and to engage with the story and world
the Director has prepared. For example, in a campaign
where the heroes have to face nine evil mages, it makes
sense that each time the heroes defeat a mage, they gain a
level. The Director should keep milestone goals flexible,
though. Defeating a mage could mean stopping them with
violence, using negotiation to make them stand down, or
anything else that thwarts their evil plans.
DIRECTOR SAYS SO
Some games don’t track XP or goals at all. The heroes
simply gain a level whenever the Director decides it’s
appropriate for the story.
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