Character Creation Guide
Please have a copy of the Weird Wizard Player’s Guide open while following this guide.
You can download the character sheet below. It’s form fillable 🙂
Level
Your character has a level, which approximates how powerful you are. Normally, you start the game at level 1, but the Sage may start the game at a higher level.
Ancestries
Choose your Ancestries here. Keep your ancestry information close by, but don’t write down anything yet. That comes later.
Right now, the only playable ancestry in Romar’s game is Human.
Professions
Next is your Profession.
Equipment
You begin the game with the equipment you need to undertake your first quest. The following items provide you a mix of standard items, plus items you choose. If you prefer, you can forgo the starting equipment presented here and instead start the game with 2 gp. You can use those funds to purchase items from those presented in Chapter 3, to which you should also refer to gain information about the items presented below.
CLOTHING: You have a set of normal clothes.
WEAPONS: You have a dagger.
GEAR: You have a backpack, waterskin, provisions, 5 torches, and a tinderbox.
BONUS EQUIPMENT: Choose one of the following options.
- Brigandine armor, shield, club
- Leather armor, shield, long sword
- Leather armor, shortbow with a quiver of 20 arrows
- Padded armor, quarterstaff, 2 blank books, writing kit, 3 poultices
- Leather armor, short sword, sling with bag of 20 bullets, lockpicks
PERSONAL EFFECTS: You have whatever personal effects that make sense for your character. Examples include a pair of gloves, a comb, or an extra pair of underclothes, or a memento. Such items have little to no game effect.
Identity
The character you play represents a person in the world of the game, an individual who has hopes and dreams, fears, ambitions, a past, and a future. Your character’s identity encompasses all these aspects and helps to inform you when you decide what they do in the game and how they respond to situations that up in quests. Use the tables here to help you determine aspects of your character’s basic nature.
Attributes
Your path presents sets of scores (and modifiers) to place in your four attributes. Choose the set you like most or determine the set by rolling a d6 and gaining the set indicated by the number rolled. At certain levels, your path increases some attribute scores. You can also customize your own Attributes as described below.
Customizing Attributes
You can create your own set of scores by starting with the following: 12, 11, 10, and 10. You can increase one score by 1 and reduce a different score by 1. You can make this adjustment twice. When you finish, assign one score to each attribute until you have assigned all four scores.
Make Strength your high score if you want to be durable and excel at hand-to-hand combat.
Make Agility your high score if you want to be light on your feet, nimble, and skilled at fighting with ranged weapons.
Make Intellect your high score if you want to be clever, know many things, and make use of magic.
Make Will your high score if you would be brave and bold, charismatic, and resolved. Will is also important for casting certain spells.
Path Benefits
Your path grants benefits at level 1 and additional benefits for each level you attain. Sometimes, the path will have you make a choice, such as what tradition to discover or spells to learn. Each time your group’s level increases, you gain the benefits from that level. Each path includes a table of suggested backgrounds for your path. You can choose one, roll randomly, or come up with some- thing of your own.
Natural Defense
Your path determines your natural Defense score. See Chapter 2 for details on Defense and Chapter 3 for armor and shields that raise or replace your natural Defense.
Health
Your path determines your Health score, which is your ability to withstand injury. In addition, as your level increases, your path tells you the amount by which you increase your normal and current Health scores.
Languages
You become fluent and literate in the stated language or the language you choose. If a path grants you a language you already know, you can choose a different, non-secret language to learn in its place. Other languages might be available at the Sage’s discretion.
You can find the list of Languages on Pages 37-38 in the PDF.
Bonus Damage
Some paths give you bonus damage in the form D6s. You can use Bonus Damage to deal extra damage with your attacks. As you gain levels, the amount of damage increases. See Chapter 2 for details on bonus damage.
Traditions
Some paths let you discover one or more traditions – thematic groupings of talents and spells. When the path indicates you discover a tradition, you can choose one new tradition or make a discovery from a tradition you have discovered already.
TRADITION TALENT
Discovering a tradition grants you one talent from it. In addition, each time you discover a tradition you have discovered, you gain another talent from the tradition. If you have four talents from a tradition already, you instead learn a novice spell from the tradition.
SPELLS
Each tradition offers three tiers of spells: novice, expert, and master. If your path instructs you learn a spell of a particular tier, choose the spell of the indicated tier or lower from any tradition you have discovered.
Alternatively, you can choose a spell you have already learned when you would learn a spell. When you do so, you increase the castings for this spell by the number of castings the spell normally grants. If the spell has 3 castings and you learn it again, you have 6 castings for this spell.
Talents
All paths grant at least one talent at level 1 and usually additional talents at higher levels. Talents represent learned abilities. A talent can modify certain activities you perform, such as attacking or casting a spell, or they could let you use action, reaction, and the like in different ways. Certain talents produce magical effects, and this is indicated with (Magical) in their entries.
You can find Novice Paths here. Go back to this page once you have picked your Novice Path for the final steps.
Finalizing
Now that you have your Novice path and the attributes, making any modifications that your ancestry grants you if any.
Name your character.
Give your character a background story. This can be based on their Ancestry, Profession, Path, all three, just something else entirely so long as it fits the setting that the Sage has given.