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Create a new character or import one from a saved JSON file.
You can fill in your character's name and pronouns at any point during character creation.
Classes are role-based archetypes that determine which class features and domain cards your character gains access to throughout the campaign. Choose a class, then select one of its two subclasses. Your subclass grants you a Foundation card.
Your heritage combines two elements: ancestry and community. Your ancestry reflects your lineage and grants two ancestry features. Your community represents your culture or environment of origin and grants a community feature.
Your character has six traits representing their physical, mental, and social aptitude. Assign the spread below to your traits in any order you wish. When you roll with a trait, that trait's modifier is added to the roll's total.
Click a value above, then click a trait card to assign it.
These values are set by your class selection. Your level starts at 1 for a new campaign. Hope always starts at 2 — mark these in the Hope field of your character sheet.
Choose Tier 1 weapons and armor for a new Level 1 character. Your Proficiency at Level 1 is 1, so your damage roll is 1× your weapon's damage dice. Add your level to your armor's base thresholds. Equipment tier matches character tier: Tier 1 (Level 1), Tier 2 (Levels 2–4), Tier 3 (Levels 5–7), Tier 4 (Levels 8–10).
All new characters begin with the following items. Check each one to add it to your inventory.
Develop your character's backstory. Your background has no explicit mechanical effect, but it greatly shapes the character you'll play and the prep your GM will do. You can also leave this more ambiguous and discover your character's past through play.
An Experience is a word or phrase that encapsulates a specific set of skills, traits, or aptitudes your character has acquired over their life. When your character makes a move, they can spend a Hope to add a relevant Experience's modifier to an action or reaction roll.
New characters get two Experiences, each with a +2 modifier. An Experience can't be too broadly applicable and can't grant specific mechanical benefits like spells or special abilities. Example: "Lucky" or "Highly Skilled" are too broad. "Supersonic Flight" implies a game-breaking ability.
Domain cards are features, spells, and abilities your character can use during play. Choose cards from your class's domains. The number of cards you can place in your loadout depends on your level — this limit is enforced below.
Select a class in Step 1 to see available domain cards.