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Character Creation
Character creation determines your character's attributes and
possessions and sketches the path of their life that brings them to the
Salamandar.
Abilities
Roll your Might, Agility, and
Wits in order. For each ability, roll 2d6+3.
Life Path
Your life path is a sketch of the choices and chance happenings that
led you to the Salamandar. Events here may cause you to:
learn a Skill ;
learn a spell (note that spell
names are italicized while Skills are not);
adjust an Attribute or other
stat; or
gain equipment.
Your life path should also shape your personality. Each time you
roll, take a moment to consider how the result fits into your life and
flesh it out with a detail or two.
Early Years
Roll a Life Event , then
choose how you spend your early years.
Trade
Roll for the tradesperson that you assist.
Butcher. Learn Butchery and gain a cleaver and a meathook.
Baker. Learn Baking and gain a rolling pin and a cloth apron.
Chandler. Learn Candlemaking and gain d4 brass candlesticks, a jar
of tallow, and a bundle of candles.
Blacksmith. Learn Smithing and gain a hammer and a pair of heavy
leather gloves.
Barber. Learn Barbering and gain a razor and shears.
Circus performer. Learn Juggling and gain a 10ft pole and 3 wooden
dice.
Woodworker. Learn Carpentry and gain a handsaw and a sanding
block.
Tanner. Learn Skinning and gain a skinning knife and a bottle of
limewater.
Chef. Learn Cooking and gain a paring knife and a vial of salt.
Tailor. Learn Tailoring and gain a needle and thread.
Go to Class .
Agriculture
Roll for the labor that you undertake.
Fish the rivers. Learn Fishing and gain a net.
Fish the oceans. Learn Boating and gain fishing tackle.
Farm the grasslands. Learn Farming and gain a spade and a packet of
seeds.
Shepherding. Learn Herding and gain a shepherd's crook.
Logging. Learn Felling and gain a handsaw.
Ranching. Learn Ranching and gain 30ft of rope.
Farm aquatic plants. Learn Swimming and gain a swim bladder.
Farm the rocky highlands. Learn Climbing and gain a pickaxe.
Cultivate the fleshy eggworms of the karst. Learn Spelunking and
gain a jointed bamboo pole.
Dive for oysters and crustaceans. Learn Diving and gain a lobster
trap.
Go to Class .
Vice
Roll for your job as an abettor.
Transport contraband. Learn Concealment and gain a jacket with 6
hidden pockets.
Shill for a con artist. Learn Deception and gain 2d8 fake gold
coins.
Sabotage a rival for a tradesperson or guild. Learn Machinery and
gain a coil of wire and a hand drill.
Surveil aristocrats to gather blackmail for rival families. Learn
Blending In and gain an ear trumpet.
Rob graves. Learn Tolerating the Disgusting and gain a crowbar and
d4 loose gold fillings.
Procure for a brothel. Learn Persuasion and gain an embroidered
handkerchief and a bag of tea leaves.
Ambush traders. Learn Riding and gain a bag of caltrops.
Intimidate heretics for the Church. Learn Intimidation and gain an
iron star.
Harvest the Forbidden Spice. Learn Drug Identification and gain a
pair of tweezers.
Conduct reconnaissance for an assassin. Learn Pursuit and gain a
vial of invisible ink.
Go to Class .
Class
Roll a Life Event , then
choose your class.
Fighter. Those who specialize in physical combat. Go to Fighter .
Thief. Those who specialize in stealth and subterfuge. Go to Thief .
Mage. Those who wield magic through research of the arcane. Go to Mage .
Mystic. Those who liaise between mortals and gods. Go to Mystic .
Fighter
Fighters use blade and bow to
dominate in physical combat.
Your Hit Die is d10. Your max Flesh
is 10; roll d10 for your max Grit. At level 1 you have 1 Fighting Style slot.
Choose how you learn to fight.
Organized Force
Roll for the force you join.
Conscripted by the Empress for one of the endless wars. Gain a
leather chestpiece, a spear, and a dagger. Learn Navigation.
Join a local militia that protects several small towns from bandits.
Gain a d4 shield and an axe. Learn Intimidation.
Join the city guard and patrol atop the outer walls. Gain a dagger,
a shortbow, a quiver with 2 bundles of arrows, and a lantern & flask
of oil.
Join the city guard, mostly dealing with drunks and pickpockets.
Gain a sap and a sword.
Work as private security for a wealthy aristocrat. Gain a padded
chestpiece and a mace.
Join the Church's defense force. Gain a staff, a dagger, and a jar
of incense.
Patrol a well-traveled trade route. Gain a spear and a crossbow with
2 bundles of bolts. Learn Riding.
Conscripted to clear out bandits, beasts, and outcasts from the city
sewers. Gain wading boots, a dagger, and a crossbow with 2 bundles of
bolts.
Go to Outcast .
Combat Sports
Roll for your sport of choice.
Jousting. Gain a pike, a plumed helm, and riding tackle. Learn
Riding.
Boxing. Gain a pair of cestuses.
Wrestling. Learn Grappling and gain a flask of oil.
Fencing. Gain a rapier.
Chariot racing. Gain a padded chestpiece and greaves, a light helm,
and a spear.
Gladiatorial combat. Learn Combat Performance. Gain an axe and a
cape.
Archery. Gain a longbow with 2 bundles of arrows.
Stick-fighting. Gain a staff.
Go to Outcast .
Scraps
Roll for the biggest test of your mettle.
Get in brawls at the tavern. Learn Improvised Weaponry and gain a
flask of whisky.
Rout a den of goblins that threatened the local livestock. Gain a
bundle of torches and an axe.
Hunt big game. Learn Hunting. Gain a dagger, a shortbow, and a
quiver with 2 bundles of arrows.
Fight a never-ending turf war between hostile clans or factions.
Gain a padded chestpiece, a cestus, a dagger, and a small token of your
affiliation.
Defend a small caravan from bandits. Gain a hide chestpiece and
greaves, a crossbow, and a quiver with 2 bundles of bolts.
Work security for a seedy establishment. Learn Intimidation and gain
a cestus and a dagger.
Work as muscle for hire for anyone with the coin. Gain a sap and a
garrotte.
Fight for fun at Witch's Rock. Learn Wrestling and gain a
staff.
Go to Outcast .
Thief
Thieves misdirect and deceive until
the time is right to strike.
Your Hit Die is d8. Your max Flesh is
8; roll d8 for your max Grit. At level 1 you have 1 Stolen Aspect slot.
Learn Stealth. Choose how you prefer to earn your coin.
Nonviolence
Learn Lockpicking and gain a set of lockpicks. Roll for a memorable
heist.
Pickpocket the upper crust. Learn Pickpocketing and gain a sap and
d4 random trinkets.
Specialize in cat burglary. Learn Climbing and gain a crowbar and
30ft of rope.
Rob someone well-connected, who puts out a bounty for your capture
or your life. Learn Disguise and gain a disguise and a dagger.
Jailed for a job gone bad, until you break out. Learn Improvised
Weaponry and gain a shiv fashioned from scrap.
Score a big job. Gain an extravagant fur coat and a blowgun with 2
bundles of darts.
Sneak into an aristocratic party. Gain a flagon of fine wine and
learn Etiquette.
Rustle livestock. Gain a branding iron and 30ft of rope.
Forge coins. Gain d100 fake zed and learn Metalworking.
Go to Outcast .
Violence
Learn Intimidation. Roll for a memorable job.
Specialize in well-defended targets. Gain a padded chestpiece and
greaves and a sword.
Set up an ambush on a well-traveled road. Learn Appraisal. Gain a
crossbow and a quiver with 2 bundles of bolts.
Waylay a merchant caravan. Learn Riding and gain a sword and a pound
of tobacco.
Kidnap someone of means for ransom. Learn the skills of Knots and
Persuasion, and gain a dagger.
Accost targets traveling by river. Learn Riverboating and gain a
spear.
Assassinate a target. Gain a vial of poison and a garrote.
Hold up a goldsmith. Gain a dagger and a piece of jewelry.
Join a pirate crew. Learn Sailing and gain a crossbow and a quiver
with 2 bundles of bolts.
Go to Outcast .
Con Artistry
Learn Deception and gain a set of cards. Roll for a memorable
hustle.
Marry someone for their money and disappear. Gain a fine trinket
inscribed with their name and a reason to stay out of the public
eye.
Gain an authority's confidence and betray them. Gain a fine cloak
and a piece of blackmail that keeps you safe from them.
Embezzle for or from the Church. Gain a staff and an iron star.
Scheme your way into mayorship of a small town. Gain an iron letter
opener and a small cache of the town's main export.
Set up a fake business venture. Learn Merchantry and gain a cane
with a weighted head.
Sell snake oil. Gain a lancet, a jar of leeches, and d6 tinctures
and ointments of dubious origin.
Divert a shipment into your own control. Learn Forgery and gain a
small cache of the goods (roll d6).
Hard, shiny green beetle shells.
Lantern oil.
Multicolored feathers.
Rubbery fish bladders.
Parchment.
Albatross jerky.
Swindle a diplomat. Gain a quill, ink, and parchment.
Go to Outcast .
Mage
Mages poke and prod the arcane, risking
its wrath in order to shape it to their will.
Your Hit Die is d6. Your max Flesh is
6; roll d6 for your max Grit. At level 1:
your spell damage bonus is 0, and
you have 12 Mana.
Choose how you learn your magic.
Self-Taught
Learn Bleed
Light . Roll for a formative event during your
self-education.
Destroy your home with an errant spell. Develop a fear of the effect
responsible for the accident, and gain materials to counteract that
effect (perhaps a bag of sand to smother fire). Learn Sculptor of The
Elements .
Find an abandoned cache of arcane materials. Gain a vial of powdered
mushrooms, a small glass lens, and a human fingerbone. Learn Homunculus .
Magic comes to you in a dreamed epiphany. Learn Displace and the skill
of Dream Interpretation.
Attempt to resurrect a beloved animal and end up with a ghostly
familiar instead. Learn Marionette .
Magic spills out of you unexpectedly in a charged argument. Learn Flame . Gain a feared
reputation in your hometown and a stocking full of rocks for when anyone
decides to test the witch.
Discover your absent parent was a supernatural creature. Learn Umbra and gain a small
trinket to remember them by.
Go to Spell .
Apprentice
Learn Semblance . Roll for
the master under whom you study.
The crazy old conjurer at the edge of town. Learn Spiritual
Residue and the skill of Foraging.
A beast of legend in the forest, feared by the locals. Learn Leech and gain the
ability to see by heat.
A relative passing down familial rites of exorcism. Learn Manifest . Gain an
heirloom, and either adopt or reject a prejudice held by them.
A tavern owner who practices magic in secret. Learn The Sugar and
the Blood and the skill of Cooking. Gain a stewpot and a flask
of liquor.
A wizard who was long ago transformed into a lowly animal. Learn Mien of Stone and
the skill of Tracking.
A seer who serves as a distinguished advisor to an authority. Gain
fine robes and a set of eyeglasses. Learn Rapport .
Go to Spell .
School
Learn Ectropy .
Roll for the outcome of your schooling.
Fail out. Learn Repair and gain a bottle
of strong liquor.
Kicked out for accessing forbidden knowledge. Learn The Abyss
Stares and gain a pen knife, a lantern & flask of oil, and
a book on a topic of your choice.
The school is disbanded due to disaster or unfriendly authorities.
Learn Rotting
Arrows and take a minor magical item from the wreckage.
Inducted into a secret society. Learn Pact and gain a silver
mirror and a set of ceremonial robes.
Form a close relationship with an instructor who is learned in
healing. Learn Suture
and gain a vial of smelling salts.
Graduate with honors. Gain blank scrolls, a silverpoint stylus, and
a bundle of candles. Learn Nullify .
Go to Spell .
Spell
Learn a random Mage
spell . Keep rolling until you get a spell you don't already
know.
Go to Outcast .
Mystic
Mystics are conduits for the magic of
the wild gods.
Your Hit Die is d6. Your max Flesh is
6; roll d6 for your max Grit. At level 1:
your spell damage bonus is 0, and
you have 9 Mana.
Choose the wild god
you serve and record any features granted by your god.
The Corpulent
One , reveler in the pleasures of the flesh. Once per day you may
consume an extra day's rations to regain d6 Mana.
The Flayed Lord ,
merciless punisher. Once per day you may make a burnt offering to
harness his malice in your favor. The next time you cast a spell, spend
3 Mana and choose the spell's Intensity, Duration, and Expanse freely
instead of rolling.
The Lady of
Many Fingers , trickster and infiltrator. Once per day you may
consume a many-legged creature and gain the ability to scurry along
vertical surfaces and overhangs for 1 hour.
Red Velvet , patron of
all sweet things. Once per day you may turn a fresh corpse into a
delicious treat. The food molders if it is not eaten within a day.
Vilified by the Church, Mystics must make their way in the fringes.
Choose how you practice your worship.
On the outskirts of civilization. Go to Outskirts .
Concealed from the Church but under its nose. Go to Concealed .
Always traveling. Go to Nomadic .
Outskirts
Learn Xenoglossy . Roll for
where you practice your faith.
Worship in a temple deep in the briar forest. Learn Field of
Hatchlings and the skill of Foraging.
Plumb the depths of a mountain cave system with a clan of miners.
Learn Deep Sight
and gain a pickaxe and a caged songbird.
Commune with the spirits of a cursed, blood drenched battlefield.
Learn Foe's
Visage and gain a rusty dagger.
Craft a temple from living flora. Learn Stranglehold and
gain an herbal salve.
Proselytize to a clan of wary giantfolk or smallfolk. Learn Magnitude and gain
either a knife the size of a sword or a sword the size of a knife.
Make your home in contested lands, the site of frequent warfare.
Learn Reflect and
gain a crossbow and a quiver with 2 bundles of bolts.
Go to Spell .
Concealed
Learn Slip the
Mind . Roll for where you practice your faith.
Minister to the participants in the city's underground bloodsports.
Learn Ever-Filling
Cup and gain a tourniquet.
Advise an authority in secret. Learn Arcane Eye and gain
a small silver basin and a tarot deck.
Make an arrangement with an undertaker for mutual benefit. Learn Purgatorium and
gain a goat hair wig.
Commandeer a long-forgotten crypt filled with ancient tomes for your
worship. Learn Dessicate and gain a
book on a topic of your choice.
Keep company with crooks and knaves. Learn Whisperings and
gain a vial of chloroform.
Lead a double life, with a public identity as a respected member of
society. Learn Unreason and gain a
powdered wig.
Go to Spell .
Nomadic
Learn Way of
Crimson . Roll for what guides your wandering.
Roam between small villages as a healer. Learn Exorcise and gain a
packet of pungent incense and a small brass brazier.
Move with trade caravans, either as a welcome companion, a
hanger-on, or a stowaway. Learn Take Shape and the
skill of Bartering.
Chase regional festivals and revelries, taking advantage of
attendees' receptivity. Learn Pocket Star and
gain a flamboyant cape.
Follow the flight of migratory birds. Learn Skinwalker and the
skill of Birding. Gain a bird whistle.
Travel the waterways. Learn Invisible Waves
and the skill of Swimming. Gain a vial of hallucinogenic mushrooms
harvested from a riverbank.
Cross the lands bringing pestilence to those that displease your
god. Learn Murrain
and gain a jar of plague sores.
Go to Spell .
Spell
Learn a random Mystic
spell . Keep rolling until you get a spell you don't already
know.
Go to Outcast .
Outcast
Roll a Life Event , then
choose or roll for what brings you past the edge of civilization to the
Salamandar.
Escape a debt.
Run from the law.
Run from the Church.
Seek an exotic plant, animal, or material.
Chase a loved one.
Chase tales of vast riches.
Follow a vision.
Others call it a death wish; you can't possibly explain.
Accident.
Seek vengeance.
Beckoned by a wild god.
Seek an arcane secret.
You bring along a backpack, knife, waterskin, 1 day of rations, and a
flintstone. In addition, roll for 2 essential, 1 useful, and 1 surplus
item.
d6 Essential items:
3 bundles of candles
2 bundles of torches
Lantern & flask of oil
30ft rope
Crowbar
1 day of rations
d10 Useful items:
Mallet & 12 wooden stakes
Spade
Bedroll
Bear trap
Hand drill
10ft pole
Hammer & 6 iron spikes
Block & tackle with 30ft rope
4ft of chain
Grappling hook & 30ft rope
d20 Surplus items:
Cooking pots
Tent
Fishing tackle
Heavy blanket
Bear skin
Clay pipe & tobacco
2 dozen caltrops
Crampons
Sheet of canvas
Lock & key
Brass whistle
2 bars of strong lye soap
Small hunk of fool’s gold
2d4 empty vials
Crock of lard
2d4 small bells
Clay jug
Pan flute
Wooden cup
Thread & d6 bone needles
Finally, choose your name and pronouns. Sketch yourself, or consider
how you might appear to other adventurers.
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