To begin, roll an ancestry on the ancestry table.

Ancestry Table
d6AncestryBenefit
1-3Human+1 to any two primary stats
4Dwarf+1 to Health, -1 to Health Check DC
5Halfling+2 to Reflex, -1 to Dodge Check DC
6Elf+1 to Sanity, -1 to Sanity Check DC

Next, determine your character’s background. First roll on the background table to determine if your character is an outcast, lowborn, or highborn.

Background Table
d6BackgroundResult
1-2OutcastRoll on the Outcast Table
3-5LowbornRoll on the Lowborn Table
6HighbornRoll on the Highborn table

Based on your general background, roll on the following tables to determine your background and starting equipment:

Outcast Backgrounds
d6ResultEffectEquipment
1UrchinRoll Trait Table 1Dagger or Handhammer
2RaiderOne Weapon MasteryArmor [L], 1 weapon [L] or [M]
3Cultist+1 to Will, Learn one school of MalikaDagger
4Nomad+1 to ReflexArmor [L], 1 weapon [L]
5Leper-1 to Health Check DC1 weapon [L]
6Cursed OneLearn two schools of MalikaDagger
Lowborn Backgrounds
d6ResultEffectEquipment
1Thief+2 to ReflexArmor [L], 2 daggers
2Tradesmen+1 to Fortitude, +1 to WillArmor [L], 1 weapon [L/M]
3Soldier+1 to Fortitude, learn one weapon masteryArmor [L/M], 2 weapons [L/M]
4Thug+1 to Fortitude, roll on Trait Table 1Armor [L], 1 weapon [L/M]
5Farmer+2 to Fortitude1 weapon [L/M]
6Performer-1 to Dodge Check DCDagger
Highborn Backgrounds
d6ResultEffectEquipment
1Scholar+2 WillStaff
2Acolyte-1 to Sanity Check DC, Learn one school of magicArmor [L], dagger
3Merchant+1 HealthArmor [L], 1 weapon [L/M]
4KnightOne weapon mastery, +2 FortitudeAny armor, any 2 weapons
5Noble+1 SanityAny armor, any weapon
6GiftedLearn two schools of magicDagger

Now roll a d6 for an extra trait. Add 1 to your result if your background is Lowborn, and add 2 if your background is Highborn On a result of 1 or 2 make a roll on trait table 1, on a 5+ roll on table 2. Roll any additional traits specified by your background as well.

Trait Table 1
d6ResultEffect
1AilingOnly survives a death check on a 6
2MadOne permanent effect from the Mental Break table
3Slow-1″ movement speed
4Clumsy+1 to Dodge Check DC
5Frail+1 to Health Check DC
6Craven+1 to Sanity Check DC
Trait Table 2
d6ResultEffect
1SurvivorOnly fails a death check on a 1
2DeathwishDoes not make Fear checks
3Swift+1″ movement speed
4Graceful-1 to Dodge Check DC
5Tough-1 to Health Check DC
6Steady-1 to Sanity Check DC

Personality

Roll a positive personal trait, a negative personal trait, and a skill. These traits are guidance for roleplay, but some convey some benefit as well.

Positive Personality Trait
d6TypeDesc.Effect
1WarmQuick to smile, remembers names, makes people feel includedDouble the effect of the Encourage action
2LoyalStands by their companions through hardship and rarely breaks trust-1 to Sanity check DC if an ally is within 6″
3ConfidentUnshakable trust in the success of their actionsRecover an additional point of Sanity whenever you recover Sanity
4CharmingNaturally persuasive, witty, and outgoing in conversationAdd +1 die to any Influence check
5ProtectiveInstinctively looks after their companionsDouble the effect of the Brace and Defend action if an ally is within 6″
6QuietIntroverted, naturally stealthyAdd +1 die to any Stealth check
Negative Personality Trait
d6TypeDesc.
1ArrogantTends to overestimate their abilities and dismiss others
2SuspiciousSlow to trust new people and often suspects hidden motives
3BluntSpeaks their mind with little regard for tact
4Self-InterestedUsually looks for a personal advantage before helping others
5ImpatientEasily frustrated by delays, indecision, or incompetence
6Hot HeadedQuick to resort to violence
Skill
d6TypeDesc.
1AthleticsReroll 1’s on Fortitude checks
2AwarenessReroll 1’s on Awareness checks
3StealthReroll 1’s on Stealth checks
4LoreReroll 1’s on Lore checks
5SurvivalReroll 1’s on Survival checks
6InfluenceReroll 1’s on Influence checks

Class

Roll on the class table to determine your character’s class.

d6Result
1-2Warrior
3-4Adept
5Beacon
6Mage