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Adventurer Creation

Each player creates a unique adventurer at the outset of the first session of a campaign. To create an adventurer, follow the steps below.

1. Select Race

Select a race sheet and corresponding adventurer chip. Place the sheet along the left or right side of your adventurer mat (as you prefer), and place the chip in the art area at the top of the sheet.

  • Each race's sheets and chips are double-sided, depicting different individuals of that group. There are 2 sheets for each race, allowing up to 2 players to play the same race. Flip the components to the character side you prefer (the information is the same on each side).

2. Add Stats

Take the circular attribute tokens for the HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat., StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills., and MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. stats shown on your race's sheet and place them in the circular slots of your mat's attribute rows. You may place an attribute token in any open circular slot. Stats are explained further below. Note: If you place 2 attributes in opposing circular slots in the same row, advancements gained in one attribute will limit the potential advancements available to the other.

  • The Health token has a numeric value; place it so the faceup side matches the starting value shown on your race sheet.
  • The Stamina and Magicka tokens do not have numeric values. Place them in their slots; then, place a number of square stat tokens of each stat's color equal to its starting value as shown on your race reference sheet in the square slots of its row, starting with the slot closest to the corresponding circular token.

3. Add Combat Skill Line

Take this skill line's circular token and place it in an open slot. Then, add the number of Combat skill dice shown on your race sheet to that row's square slots and place that line's reference sheet near your adventurer mat.

4. Add Starting Skill Line

Choose 1 other skill line. Place that line's circular token in an open attribute slot. Then, add 2 of that line's level 1 skill dice to that row's square slots. Place that line's reference sheet near your adventurer mat. For your first game, it is recommended that each player chooses 1 of the following skill lines, as dealing damage is crucial in battles:

  • Bow (Ranged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal.)
  • Destruction Staff (Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.)
  • One Hand and Shield (Light Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield.)
  • Two Handed (Heavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed.)

5. Place Pegs

Place a peg in the slot of your battle form tracker that matches your chosen starting skill line. Place another in the slot above the cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. matching your race'sRacesAn overview of the available races. starting CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. stat. Finally, place 2 more in the leftmost slots of your tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. and Saved XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. trackers.

6. Choose Class

Choose one of the following methods to determine the starting classes available to you. Whichever method you choose, place your starting class sheet with its novice side faceup along the opposite side of your adventurer mat from your race sheet. Important: This is a permanent choice, so it is recommended you add a class that complements your adventurer's stats and fits with the playstyle that interests you.

  • Jailbreak Introduction Encounter: If you play this encounter, choose from the available class options based on your achievements. This is recommended for your first campaign, but the Jailbreak Introduction encounter can also be played in future campaigns when players wish to make a more thematic choice.
  • Open Choice: Choose 1 of the available class sheets and add it to your mat.