Download a blank character sheet or a form fillable sheet.
Roll 3d6 for each stat in order: STR, DEX, CON, INT, WIS, CHA.
If none of your stats are 14 or higher, you may roll a new set of six numbers.
After rolling stats, you may switch the position of one stat for another. You may only do this once per character.
Choices are Elf, Dwarf, Halfling, Human, and Half-elf.
No monster ancestries will be allowed as PCs. This includes Goblins, Kobolds, Half-orcs and other standard monster ancestries.
Chose your class from the Core rules, Bard, and Ranger. Additional classes may be available at later dates, depending on GM discretion.
Fill in all the class abilities on your character sheet. Then roll for a level 1 Talent from your class list.
Start with maximum hit points for your class + CON bonus/penalty. (minimum 1 HP)
Choose a background from the core book or roll randomly.
Choose an alignment. Lawful (fairness, order, virtue), Neutral (balance), or Chaotic (destruction, ambition, wickedness).
If required (or you just want to), choose a deity that fits your alignment.
Saint Terragnis (Lawful) – righteousness and justice
Gede (Neutral) – feasts, mirth, the wilds
Madeera The Covenant (Lawful) – law
Ord (Neutral) – magic, knowledge, secrets
Memnon (Chaotic) – chaos, destruction
Ramlaat (Chaotic) – strength, barbarism, pillaging
Shune The Vile (Chaotic) – dark magic, forbidden lore
Record the appropriate title for your class, level, and alignment on your sheet.
Start with 2d6 x 5 gp to buy weapons, armor, and adventuring gear from the Core rules. Additional equipment options may become available after play starts.
You may carry a number of items equal to your STR stat or 10, whichever is higher. Some items are free to carry (0 slots) and should be noted in the appropriate area of the gear section on your character sheet.
Also, remember that the first 100 coins is free to carry, but after that each 100 coins takes up an inventory slot.