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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
1D6Strength Backgrounds
1Soldier: Greatsword (D10, bulky), Chain Armor (D6), rope (50ft), spikes, whetstone.
2Blacksmith: Battle axe (D10, bulky), Leather Armor (D4), tongs, hammer, bellows.
3Guard: Polearm (D10, bulky), Shield (D6), manacles, whistle, horn.
4Farmer: Spear (D8), cloak, shovel, chicken, sack.

Dexterity Backgrounds 1D6

Roll 1D6
1D6Dexterity Backgrounds
1Thief: Dagger (D6), Leather Armor (D4), lockpicks, mirror, caltrops.
2Hunter: Short sword (D8), Leather Armor (D4), snare wire, trap, knife.
3Scout: Crossbow (D8, bulky), Leather Armor (D4), map case, chalk, spyglass.
4Messenger: 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
1D6Presence Backgrounds
1Priest: Mace (D8), robe, holy symbol, incense (D6 Uses), bell.
2Scholar: Staff (D6), robe, Spell Shard, ink and quill, lens.
3Hermit: Staff (D6), cloak, charm pouch, bones, herbs (D6 Uses).
4Noble: Short sword (D8), cloak, signet ring, perfume, letter of credit.

Constitution Backgrounds 1D6

Roll 1D6
1D6Constitution Backgrounds
1Healer: Club (D6), Leather Armor (D4), herbs (D6 Uses), bandages (D6 Uses), salve.
2Miner: Pick (D8), Leather Armor (D4), shovel, lamp, oil (D6 Uses).
3Cook: Cleaver (D8), Leather Armor (D4), pot, spices, meat.
4Fisher: 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
1D6Face
1Round
2Long
3Wide
4Plain
Roll 1D6
1D6Eyes
1Piercing
2Gentle
3Cold
4Weary
Roll 1D6
1D6Hair
1Short
2Long
3Curly
4Braided
Roll 1D6
1D6Physique
1Slim
2Stocky
3Muscular
4Heavy
Roll 1D6
1D6Clothing
1Old
2Fancy
3Odd
4Trendy
Roll 1D6
1D6Mannerism
1Fidgets
2Stares
3Laughs often
4Mumbles
Roll 1D6
1D6Speech
1Loud
2Mysterious
3Slow
4Fancy
Roll 1D6
1D6Virtue
1Brave
2Patient
3Kind
4Loyal
Roll 1D6
1D6Flaw
1Proud
2Greedy
3Rash
4Stubborn
Roll 1D6
1D6Drive
1Freedom
2Justice
3Wealth
4Revenge
Roll 1D20
1D20Names
1Alder
2Bram
3Cora
4Dain
Roll 1D20
1D20cont.
1Vale
2Wren
3Yara
4Zane
Roll 1D20
1D20Surname
1Ash-
2Brown-
3Green-
4Gray-
Roll 1D20
1D20+ suffix
1-brook
2-field
3-wood
4-hill

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