Step 1. Set Your Stats
There are five stats. Each is given a value from 0 to 3. When you make a move and roll dice, you usually add one of your stats to your action die. The move will tell you which stat to add, or give you a choice between a few options.
- Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
- Edge: Quickness, agility, and prowess in ranged combat.
- Heart: Courage, willpower, empathy, sociability, and loyalty.
- Shadow: Sneakiness, deceptiveness, and cunning.
- Wits: Expertise, knowledge, and observation.
To determine the values of your stats, roll 1d3 (1d6 Halved, rounded up) for Iron, Heart, and Wits, assigning the rolled number to each stat in order. Then, set Edge as 4 minus the value rolled for Iron, and Shadow as 4 minus the value rolled for Heart.
Age
Roll 1d10 and consult the following list, modifying your stat array as described.
- 1-3. Teenage. +1 Heart, Shadow, or Edge. -1 Wits and -1 Iron. You are young and full of personality, but you lack worldly knowledge and aren't particularly dangerous.
- 4-7. Full Grown. +1 Edge, Iron, or Wits. -1 Heart and -1 Shadow. You are an adult and at your physical peak, though responsibilities and routine have taken a toll on your sense of individuality.
- 8-9. Old. +1 Wits, Heart, or Shadow, -1 Iron and -1 Edge. You are approaching the end of the road and your body has begun to fail you, though you know more about yourself and the world now than you ever have before. There are no old magicians.
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- Bodyhopper. +1 Iron, Shadow, or Edge. -1 Heart and -1 Wits. The soul lives on, but with each transference you lose more. It's hard to remember who you once were. It's hard to remember who once loved you. You cannot be cursed.