Sage's Sanctum

Creating an Adventurer

Stats

Brawn: Your ability to perform feats of strength, take hits, and resist disease and poisons.

Agility: Your ability to be quick on your feet, nimble with your hands, and dodge threats.

Mind: Your ability to resist mental attacks, and react and reason quickly.

For each of your Adventurer’s three Stats, roll 3d6 then add the results together. 10 is average. If an Adventurer’s stats combined are less than 30 and they have no stat above a 12, that Adventurer’s player may choose one stat to increase to 13.

Grit

Adventurers begin play with 6 Grit, a measure of their ability to tough it out in a bad situation and avoid attacks by the skin of their teeth. Similar to Hit Points in other TTRPGs.

Ancestry

Adventurers begin play with one of the below ancestries, reflecting abilities learned via their upbringing or parentage.

Human

Humans were the first intelligent creatures to walk the world. They are known for their industriousness and ability to succeed in any field. Most of all, they are extremely populous, giving them influence in almost every major faction.

Versatile

Increase your two lowest stats by 1 each, up to a maximum of 18.

Ratling

Hardy, quick-footed, and cunning, Ratlings were first discovered by Humans around 300 years ago. They are known for their speed, hardiness, and fine craftsmanship.

Many of the mountain clans are made up primarily of Ratlings. These Ratlings live as hunters and trappers. Other Ratlings take their talents to the Hallowed Realm, where they find work constructing the Grand Railway.

Ratlings stand around 5 feet tall on average, but their natural hunchback takes half-a-foot off most of them.

Ratling Features

You have sharp claws that can be used as a weapon (1d6).

You also have a tail with multiple benefits. It provides a -1 bonus to any Agility Check related to balance, it can hold non-bulky items, and it can wield any weapon that you could otherwise wield with one hand.

You have thick grey, black, white, or brown fur that helps you blend into environments with similarly colored surroundings.

Mothling

Mothlings were found in the deserts south of the Hallowed Realm around 100 years ago. Unlike Humans and Ratlings, Mothlings are not in agreement that they were created by a god. Some believe they were the result of a magical experiment gone wrong; others believe the Hallowed Realm is filled with a miasma of entropy, and that their creation was little more than a cosmic accident. The lack of clarity around their creation makes many Mothlings inquisitive and skeptical.

Mothlings stand 6-and-a-half feet tall on average, with tufts of fur covering up a spindly frame.

Flight

You can fly as long as you are holding no items and wear only light clothing. If you are damaged while flying, you must make an Agility Check to avoid falling.

Classes

Adventurers start with 1 Class Template.

Starting Inventory

All Adventurers begin play with a backpack, a bedroll, a lantern, 3 hours of lantern oil, and 3 rations.

The rest of your starting inventory is determined by your starting Class and Class Template.