Character Creation

Character Creation
Ealdsmyth steps away from a top-down, individual-centric design philosophy. Building simple Characters that grow through their Motivations and Skills allows the adventuring party to grow together at each Player’s unique pace. There is no need to bring a written
background to Ealdsmyth. Role-playing with the group as a storytelling activity refocuses internal conflict to the conflict in the World. This sets the group up for mutual success. One does not “win” a role-playing game. One grows and gains from real relationships based in mutuality and respect.

You should come to an Ealdsmyth game with as many Character ideas as you like. Play them as mechanisms that craft epic story, not a measure of your success or not as a Player.

It All Starts With a Name
The choice to make a new name for yourself or to use a variation of your real name is important. Role-play has psychological depth to it, and playing “yourself” has value, as does trying on someone new.

Character Sketch
Use the Skeleton to sketch the vision of your Character.

Age
Choose your Character’s age, or roll for it: 4d10+10

Hearts
Every Character begins with 6 Hearts. Hearts reflect a Character’s ability to sustain physical and psychological damage. When a Character has zero Hearts, roll on the Destiny Chart and follow its direction.

Armor
Your Armor Score is determined by adding up the Armor levels of any Primary or Secondary Armor pieces in your inventory. Armor represents your ability to deflect, dodge, or evade incoming Violence.

Gold Pieces
There is one currency that we call Gold Pieces. All Characters begin with 3d6 Gold Pieces (GP).

Character Trait
Choose or roll for a single Character trait. Character traits affect how the Player role-plays the Character’s choices and attitudes.
When used in role-play, Character Traits may offer varying bonuses to your character. Talking to your Steward about how to use your Character Trait may advance Motivations or Skills. For instance, using a Character Trait in conjunction with a Motivation at the right time in the story may lead to greater narrative success that doesn’t require a die roll to Level Up.

Choose one, or roll 1d20 for a Character Trait from the following list:

1. Strategist. You always have a plan for everything.11. Tinkerer. You’re a confident experimenter and master of tools.
2. Altruist. You’re always eager to help a good cause.12. Chameleon. You slip in and out of societal roles with ease.
3. Administrator. Your skills are unsurpassed when it comes to managing others.13. Thinker. You cannot resist an intellectual challenge.
4. Entertainer. You’re the spontaneous life of the party.14. Statistician. You’re a reliable, fact-minded scholar.
5. Inventor. Your thirst for knowledge is unquenchable.15. Artist. You’re flexible, energetic, and eager to try something new.
6. Revolutionary. You possess the ability to mesmerize those who hear you speak.16. Anti-Hero. You seek to run from a dark past, though it colors your worldview.
7. Helper. You’re charismatic but always eager to please.17. Idealist. Though you’re quiet, you tirelessly inspire others.
8. Literalist. You’re confidently, unapologetically yourself.18. Protector. You’re dedicated to the mission of protecting the ones you love.
9. Conqueror. If you can’t find a way, you’ll make one.19. Thrill Seeker. You’re very perceptive, enjoying life on the edge whenever possible.
10. Comedian. Your free spirit always finds a reason to smile.20. Innocent. You embody all that is wholesome, though your inexperience makes you naïve.

Skill
Choose or roll for one Skill from the following list. Choose an entry level Threshold power for the Skill. Turn to page 31 in the Ealdsmyth Ruleset to learn more about Skills and how to upgrade, customize, and use them in a game session.

Choose one, or roll 1d20 for one Skill from the following list. Turn to page 37 in the Ealdsmyth Ruleset to learn more about Skills and how to upgrade, customize, and use them in a game session.

1. Friendship11. Nature
2. Tinkering12. Investigation
3. Climbing13. Acting
4. Concealment14. Reading
5. Crafting15. Wrestling
6. Deception16. Riding
7. Hunting17. Sneaking
8. Escape18. Tracking
9. Diagnose19. Writing
10. Tumbling20. Drawing

Exceptional Items
Each Character may identify up to 3 Items that are important enough to be called “Exceptional.” Exceptional Items Level Up when used.

Story Notes
Story Notes are important facts and adventure hooks that help tie your Character to the Story, and they reflect an important Player decision that may (or may not) affect their development. Stewards and fellow Players identify Story Notes as the Game progresses.

Background & Background Quest
Choose or roll 1d20 for a Background from the list below. A Character’s background informs a Background Quest, which could represent unresolved conflict or unmet goals, or it could continue the story of how your character “Got Here.” The Background quest grants a Power or Ability upon completion.

1. Alchemist11. Ranger
2. Artisan12. Mercenary
3. Burglar13. Merchant
4. Soldier14. Sage
5. Carpenter15. Outlaw
6. Acolyte16. Performer
7. Gambler17. Rebel
8. Explorer18. Smuggler
9. Herbalist19. Servant
10. Hunter20. Sorcerer

Threshold Quest
Choose a Threshold Quest for your character. Following the principles of The Hero With a Thousand Faces by Joseph Campbell, your Character is beginning a journey toward their ultimate Fate. What is the personal quest that drove them to “cross the Threshold” into adventure? This Quest should be attainable and reasonable: “find a sword,” rather than “save the world.”

Starting Inventory
Players may roll 1d20 for one Item from each of the tables below, or choose the best option for their Character’s story. Players may also choose an Item freely instead of rolling.

Toolkits: Choose or roll for a toolkit. Then, decide what items might be found in it. Use your toolkit to define your Character’s interests. Some suggestions:

1. Alchemy Kit6. Tarot Cards11. Climbing Gear16. Artist’s Box
2. Artisan Toolkit7. Loaded Dice12. Healer’s Kit17. Scholar’s Kit
3. Lock Picks & Crowbar8. Traveler’s Pack13.Gardening Tools18. Jeweler’s Kit
4. Gaming Kit 9. Herbalist Toolkit14. Demon Hunter Pack19. Cookpots
5. Woodworking Tools10. Trap Making Kit15. Mapmaker Tools20. Blacksmith Tools

Trinkets: Choose or roll 1d20 for a Trinket. Trinkets may be made Exceptional, or they could
provide just the right object to make a good story in the right moment. Some suggestions:

1. The Key6. Jewelry11. Musical
Instrument
16. Religious
Idol
2. Inscribed
Bucket
7. Rune
Stone
12. Old Image17. Baked
Goods
3. Unusual
Mirror
8. Carved
Glyph
13. Spyglass18. Map to
Somewhere
4. A Model
of a Thing
9. Locked
Chest
14. A Mysterious
Liquid
19. Unopened
Letter
5. Madman’s
Journal
10. Knapsack
(+5 slots)
15. A Child’s
Toy
20. “Mythical”
Creature
Part

Hooks: Choose or roll 1d20 for a Hook. Hooks are story prompts for Skills, Background or Threshold quests, or Character Traits. Share with your Steward your ideas for how a Hook can be used by your Character.

1. Your Mamaw’s inheritance6. Something Ancient11. A carved totem16. A family ring
2. A found object7. Something from another land12. A unique stone17. Your Family’s Dark Secret
3. Something you stole a long time ago8. A crystal ball 13. Someone’s Trash18. A locket with a stranger’s image
4. An animal remnant 9. An Article of Clothing14. Your Geepaw’s thingamajig19. A fragment of poetry
5. A stone from the sky10. An old map15. A riddle20. A painful memory

Weapons: Choose one or roll 1d20

1-6Threshold Weapon. You figured it out
on your own.
(Knife, War Club, Sling, Brass Knuckles, etc.) (D6 Damage)
7-12Ascended Weapon. Someone taught
you the basics.
(Short Sword, War Hammer, Small
Firearm, Hunting Bow, etc.)
(D8 Damage)
13-18Finality Weapon. You have training
on how to use this.
(Long Sword, Polearm, Battle-Axe,
Firearms, Crossbow, or any of the
previous categories.)
(D10 Damage, 2-Handed)
19-20A Unique Magic Item. See Steward.
(Energy Sword, Vorpal Sword, Excalibur Junior, DL-44 Heavy Blaster, etc.)
(Damage Varies)

Bonus Item. You may reroll on a previous list or choose what fits you.

1-67-1314-1920
TrinketTool or Mundane ItemArmor or WeaponA uniue magic item, talk to your steward.

Primary Armor (Choose One or Roll 1d20. Add to your Armor Score.)

1-67-1213-1819-20
No Armor. Instead, roll on the Bonus Item Table.Threshold Armor: +1 Simple, maybe old, basic protection, but nothing fancy.Ascended Armor: +2
Basic, standard issue for your genre, but well made.
Finality Armor: +3 High end, specialized armor, maybe a family heirloom?

Secondary Armor (Choose One or Roll 1d20. Add to your Armor Score.)

1-67-1213-1819-20
No Armor. Instead, roll on the Bonus Item Table.Threshold Armor, +1
A Shield, A Helmet, one specific piece.
Ascended Armor, +2
Compliments your primary Armor.
Finality Armor, +3
Specialized Armor, a prototype, or
extraordinarily magical/scientific.