That’s my thing, it’s what I do. So what’s your thing? What are you a bit better at than others? Choose what you like or roll 1d6. If you’d like to suggest another name for your...thing, go for it!
1. Brawler (2d6+2 max health | +2 to hit)
You’ve got fighting in your bones, and turns out you’re getting pretty good at it. Brave in the thick of it or at range, you’ll give solid comfort to others in times of vulnerability.
2. Weaver (2d6-2 max health | -1 to hit, except with magicks)
You have an innate bond with the arcane weave, and can try to bend it to your whim. Might take some experience to wield it with confidence, but you’ll get there.
3. Empath (2d6+1 max health | +1 to hit)
Your spiritual connection with the universe, your deep beliefs and empathy for others, guide and empower your drive to heal, counsel, and inspire.
4. Rascal (2d6-1 max health | ±0 to hit)
You have an inexplicable wish to take what isn’t yours, without being spotted, but maybe that’s to serve a greater good or the needs of those around you.
5. Tough Nut (2d6+3 max health | +1 to hit)
You’re sturdy in body, but also in mind, able to withstand much of what’s thrown at you, or consumed by you.
6. Charmer (2d6±0 max health | -1 to hit)
You’ve got this glint in your eye that could turn heads, but also others’ grit, motivation, even beliefs.
your starting max health has a minimum of 2...that’s more than plenty, right?!!
am i a one-trick pony?
Your character(s) are more than their...thing. It doesn’t define them. You can try anything you like in the game, this being limited only by your imagination, but there are a small number of traits skills specific to each...thing. Bear in mind though, the more you roll your traits, the more drained or stressed you might end up!
Brawler
Think you're just all muscle & blade? If you roll under your brawn, you'll think tactically & get a +2 to the party’s initiative roll for the first round of a fight, or in any round can do two things instead of one, like move & attack or attack twice.
Weaver (learn how to weave spells in the arcane weavin’ section)
Well yep, weaving the arcane’s pretty much what you do, but roll under your smarts, and you’ll be like one of those annoying quizzers who just seems to know more than what’s generally understood. Your insatiable reading habits have gotta count for something, right?
Empath (learn how to heal in the health & healin’ section)
You can channel your intense spirit to heal others, yeah, but if you roll under your instinct, you’ll also scare off the undead or give other foes a +2 to their grit rolls, plus you might pick up if others are lying. Yep, pretty good-but-also-bad-ass!
Rascal
It ain’t just thievin’ you're good for. Roll under your agility & you can hide or keep silent or hear stuff despite others’ surprise rolls, can find or set ingenious traps, can climb walls that others can’t, can open or repair locks, and can even backstab foes if you’re not seen (+1 to hit, +2 damage).
Tough Nut
Mentally or physically resilient, you’ll stand in others' way alright. But if you roll under your vigor, you’ll also have a -1 on any damage you sustain, or unless it doesn’t make sense, each day you can shake off one condition (like drained, poisoned, etc.) or one additional point of stress.
Charmer
Yep, roll under your presence and you’ll intimidate, deceive, persuade, or even perform with a degree of entertainment, negating, at least for a moment, the grit rolls of any foe, and could even inspire & motivate others, relaying a +1 or -1 boost to their rolls as they attempt something.
That having been said...
Remember, although these traits rolls may be specific to your character(s), try not to keep looking at your sheet to think your way through any challenges thrown your way. Ask the GM (or the random tables if you’re playing solo) for more juice to squeeze until you’ve enough information to try something wacky or ingenious, looking more to the gear you have on you, to the environment that surrounds you, to the objectives you’ve all set. The GM or the random tables won’t have a planned answer to any problem you face. All they’ll have done is to lay it out for you, and so it’s up to you and those around you to work out how to solve it, applying first and foremost your imagination and creativity as a player, before thinking how the stats and skills of your character(s) might help. And if it doesn’t work, hey, don’t let that stop your thinking process!
what's next?
Chosen your...Thing? Gotcha. Next up then, let's pick your Failed Career!
...or return to the start of souls of the chaos.