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Chapter III
Character
Character Creation
To create a character, go through the following steps.
1. Abilities
A character has four core Abilities that define their capabilities in different situations.
Strength represents might and power. This Ability also determines the number of Slots a character has for carrying items and bearing conditions.
Dexterity represents agility and finesse. This Ability also determines Focus, a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage.
Presence represents willpower and charm. This Ability is used to resist the strain of casting Spells and determines how many Spell Shards a character can refill during a Long Rest.
Constitution represents toughness and resistance. This Ability determines starting Hit Points, a measure of the number of injuries a character can sustain before they die, and is used to resist fatigue, poison, and disease.
Distribute +2, +1, 0, and -1 among the Abilities, or roll 2D6 for each using the list below. If no score is +1 or higher, reroll all Abilities.
- On a 2, set the Ability score to -3.
- On a 3, set the Ability score to -2.
- On a 4 to 5, set the Ability score to -1.
- On a 6 to 8, set the Ability score to 0.
- On a 9 to 10, set the Ability score to +1.
- On an 11, set the Ability score to +2.
- On a 12, set the Ability score to +3.
2. Hit Points
Hit Points represent the number of injuries a character can sustain before they die. Set the character’s maximum Hit Points to Constitution + 6.
3. Focus
Focus is a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage.
Each session, a character’s Focus is set to their Dexterity score, up to 3.
Unspent Focus is lost at the end of each session and does not carry over.
4. Slots
Slots measure how much a character can carry and how many conditions they can bear. Set the character total Slots to Strength + 10.
Standard items take 1 Slot, bulky items take 2 Slots, and petty items take no Slots.
5. Starting Backgrounds
Each character begins with common supplies and one background. To choose the background, find the character’s highest Ability score, then roll 1D6 on the matching table in the Belongings section. If two or more Abilities are tied, the player chooses which table to use. Instead of rolling, the player can simply pick a background that suits the idea they have for their character if they have one.
6. Additional Details
To finish the character, roll or choose from the Details tables in the section section. Note the character’s name and preferred pronouns. The character can now start their journey!
Belongings
Every character starts with the following supplies:
- A bundle of torches (D6 Uses)
- Pack rations (D6 Uses, petty)
- 3D6 x 10 coins (petty)
Background Tables
After noting down the supplies above, add the items from one of the following backgrounds. Pick or roll on the table that matches the character’s highest Ability score.
Strength Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Strength Backgrounds |
| 1 | Soldier: Greatsword (D10, bulky), Chain Armor (D6), rope (50ft), spikes, whetstone. |
| 2 | Blacksmith: Battle axe (D10, bulky), Leather Armor (D4), tongs, hammer, bellows. |
| 3 | Guard: Polearm (D10, bulky), Shield (D6), manacles, whistle, horn. |
| 4 | Farmer: Spear (D8), cloak, shovel, chicken, sack. |
Dexterity Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Dexterity Backgrounds |
| 1 | Thief: Dagger (D6), Leather Armor (D4), lockpicks, mirror, caltrops. |
| 2 | Hunter: Short sword (D8), Leather Armor (D4), snare wire, trap, knife. |
| 3 | Scout: Crossbow (D8, bulky), Leather Armor (D4), map case, chalk, spyglass. |
| 4 | Messenger: Shortbow (D6, bulky), cloak, satchel, wax, whistle. |
Presence Spell Shards
Characters with Presence as their highest Ability score own a number of Spell Shards equal to their Presence score. Each Spell Shard takes 1 Slot in a character’s inventory. To determine which Spell a character possesses, pick or roll on the Spell tables found on the following pages. Spell Shards cannot be copied or crafted through ordinary means and are usually found in places of knowledge, power, or danger.
Presence Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Presence Backgrounds |
| 1 | Priest: Mace (D8), robe, holy symbol, incense (D6 Uses), bell. |
| 2 | Scholar: Staff (D6), robe, Spell Shard, ink and quill, lens. |
| 3 | Hermit: Staff (D6), cloak, charm pouch, bones, herbs (D6 Uses). |
| 4 | Noble: Short sword (D8), cloak, signet ring, perfume, letter of credit. |
Constitution Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Constitution Backgrounds |
| 1 | Healer: Club (D6), Leather Armor (D4), herbs (D6 Uses), bandages (D6 Uses), salve. |
| 2 | Miner: Pick (D8), Leather Armor (D4), shovel, lamp, oil (D6 Uses). |
| 3 | Cook: Cleaver (D8), Leather Armor (D4), pot, spices, meat. |
| 4 | Fisher: Spear (D8), cloak, net, fishing kit, flask. |
Details
Once the mechanical side of the character is set, a few personal details bring them to life. The tables below cover appearance, personality, and names.
Detail Tables
Roll on or pick from any of the following tables to flesh out the character. None of these choices affect the rules, they simply help define who the character is at the start of their journey.
| Roll 1D6 | |
|---|---|
| 1D6 | Face |
| 1 | Round |
| 2 | Long |
| 3 | Wide |
| 4 | Plain |
| Roll 1D6 | |
|---|---|
| 1D6 | Eyes |
| 1 | Piercing |
| 2 | Gentle |
| 3 | Cold |
| 4 | Weary |
| Roll 1D6 | |
|---|---|
| 1D6 | Hair |
| 1 | Short |
| 2 | Long |
| 3 | Curly |
| 4 | Braided |
| Roll 1D6 | |
|---|---|
| 1D6 | Physique |
| 1 | Slim |
| 2 | Stocky |
| 3 | Muscular |
| 4 | Heavy |
| Roll 1D6 | |
|---|---|
| 1D6 | Clothing |
| 1 | Old |
| 2 | Fancy |
| 3 | Odd |
| 4 | Trendy |
| Roll 1D6 | |
|---|---|
| 1D6 | Mannerism |
| 1 | Fidgets |
| 2 | Stares |
| 3 | Laughs often |
| 4 | Mumbles |
| Roll 1D6 | |
|---|---|
| 1D6 | Speech |
| 1 | Loud |
| 2 | Mysterious |
| 3 | Slow |
| 4 | Fancy |
| Roll 1D6 | |
|---|---|
| 1D6 | Virtue |
| 1 | Brave |
| 2 | Patient |
| 3 | Kind |
| 4 | Loyal |
| Roll 1D6 | |
|---|---|
| 1D6 | Flaw |
| 1 | Proud |
| 2 | Greedy |
| 3 | Rash |
| 4 | Stubborn |
| Roll 1D6 | |
|---|---|
| 1D6 | Drive |
| 1 | Freedom |
| 2 | Justice |
| 3 | Wealth |
| 4 | Revenge |
| Roll 1D20 | |
|---|---|
| 1D20 | Names |
| 1 | Alder |
| 2 | Bram |
| 3 | Cora |
| 4 | Dain |
| Roll 1D20 | |
|---|---|
| 1D20 | cont. |
| 1 | Vale |
| 2 | Wren |
| 3 | Yara |
| 4 | Zane |
| Roll 1D20 | |
|---|---|
| 1D20 | Surname |
| 1 | Ash- |
| 2 | Brown- |
| 3 | Green- |
| 4 | Gray- |
| Roll 1D20 | |
|---|---|
| 1D20 | + suffix |
| 1 | -brook |
| 2 | -field |
| 3 | -wood |
| 4 | -hill |
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