Character Creation
Cairn
Name, Background & Traits
First, choose or roll your PC’s name and background from their respective tables. A PC’s background informs their potential knowledge and skills. Next, roll for the rest of your character's traits (appearance, speech, mannerisms, beliefs, reputation, etc.) on the Character Traits tables. Finally, roll for their age (2d20+10).Ability Scores
Player Characters (PCs) have just three attributes:Strength (STR), Dexterity (DEX), and Willpower (WIL). When creating a PC, the player should roll 3d6 for each of their character's ability scores, in order. They may then swap any two of the results.
Hit Protection
Roll 1d6 to determine your PC's starting Hit Protection (HP), which reflects their ability to avoid damage in combat. HP does not indicate a character's health or fortitude; nor do they lose it for very long (see Healing). If an attack takes a PC's HP exactly to 0, the player must roll on the Scars table.Inventory
Characters have a total of 10 inventory slots: a backpack with six slots, one slot for each hand, and two slots for their upper body (such as the belt, chest, or head). The backpack can also double as an emergency sleeping bag but only if emptied of its contents. Most items take up one slot, and small items can be bundled together. Slots are abstract and can be rearranged per the Warden's discretion. Bulky items take up two slots and are typically two-handed or awkward to carry. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0 HP. A PC cannot carry more items than their inventory allows. Carts (which must be pulled with both hands), horses, or mules can increase inventory. Hirelings can also be paid to carry equipment.Starting Gear
All PCs begin with:- Three days' rations (one slot)
- A torch (one slot)
- 3d6 gold pieces