Race supplies inherited strengths and weaknesses. Class supplies a starting vocation, equipment, and the first direction of future growth.
A new character is assembled in layers. Choose an origin and vocation, shape the Ten Measures, accept the resulting traits, name the character, then choose where the expedition begins.
Race supplies inherited strengths and weaknesses. Class supplies a starting vocation, equipment, and the first direction of future growth.
Distribute the available points among the Ten Measures. These values govern combat, carrying, survival, social encounters, spellcraft, and fate.
Personality traits adjust comfort and may change the available measure points. Review the whole character before confirming the expedition.
Race describes inherited nature. Class describes learned practice. Together they set the starting profile, but neither locks the character into one final path.
Each race changes the balance of attributes, survival, magic, or luck. The race pages in First Steps describe their identity and homeland.
A starting class determines the character's early strengths and the class choices offered at later levels.
Level-up choices can retain a vocation or turn it toward a new one. The class reference lists every authored branch and reward.
The Ten Measures describe capability. Extreme values also create defining gifts and weaknesses, while personality traits describe what brings comfort or distress.
A measure raised to its highest creation value grants a powerful positive trait tied to that ability.
A measure left at its lowest creation value grants a serious weakness. These burdens can change what actions are possible.
Three to five preferences and aversions are shaped by race and class. Harder traits repay some of their burden with extra measure points.
A character begins with gear suited to their origin and vocation. Destiny measures the rare protection of fate and can turn a fatal moment into a final trial.
Weapons, clothing, supplies, and class tools form the first inventory. They are ordinary items and remain subject to weight, durability, and loss.
Destiny influences fortunate outcomes. When a destiny point can answer defeat, it is spent to pull the character into a Destiny Trial instead of ending the run.
The selected point on the region map establishes where the character begins and what kind of dungeon or settlement they first enter.