Sigil

Bleak Forest

Sigil

Character Rules: Quick Start

Created by Johnathan L Bingham

Hellknight and Death Legate

Careers, jobs, and vocations; whatever name you ascribe to it, you define your approach to the world, not some label or category. Here you’ll find the details to create your character, build your skill set, and find your destiny in the Bleak Forest.

Quick Start

If you have never played a Bleak Forest Engine game before, read this section first. It tells you what you need to know to get started creating your character and where to go to get more details for things like skills, spells, and playing the game.

What You Need

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Create Your Character in 4 Steps

Character creation involves determining the statistics, skills, and starting basic equipment for the character.

The character creation process is as follows:

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Attribute Generation (Step 1)

Roll Attributes: Roll 3d6 for each stat in order (Corpus, Anima, Spiritus), do not change the scores or alter the order (after all, this is the core conceit of the game). If your starting bonuses total zero or lower, you may roll again. Divider Image

Vitality Calculation (Step 2)

Calculate Vitality: Base score of 12 + Corpus modifier + Anima modifier + Spiritus modifier. This is your hit points and spell fuel. (Minimum 1, maximum 24 at start.) Divider Image

Skills and Focus (Step 3)

You can choose between the two skill generations listed below. One injects some randomness into the character build process and the second gives you a bit of control over our character creation.

(Option 1)

Roll once on each Attribute-based Skill table to determine a starting skill for each attribute (Corpus, Anima, and Spiritus). You begin with Apprentice rankApprentice rank for the selected skills. Roll once on the corresponding Skill Focus table to generate a focus for the selected Attribute skill. You have three remaining skill points to allocate as you choose with the following stipulations: No skill can be raised higher than Expert (+3) in rank and you may not assign more ranks to a Focus than you have ranks in its associated base skill (see Skills for more information).

Corpus Skills
Die Roll (d6) Skill
1-2 Athleticism
3-4 Combat
5-6 Endurance
Combat Focus
Die Roll (d6) Skill
1-2 Martial Arts
3-4 Multiple Attacks
5-6 Quick Shot
Endurance Focus
Die Roll (d6) Skill
1-2 Hardened
3-4 Recovery
5-6 Resilience
Anima Skills
Die Roll (d6) Skill
1-2 Guile
3-4 Wiles
5-6 Wits
Guile Focus
Die Roll (d6) Skill
1-2 Devoted Follower
3-4 Influence
5-6 Soul Bound
Wiles Focus
Die Roll (d6) Skill
1-2 Ambush
3-4 Evasion
5-6 Skulduggery
Wits Focus
Die Roll (d6) Skill
1-2 Repair
3-4 Survival
5-6 Lore
Spiritus Skills
Die Roll (d6) Skill
1-2 Conjuration
3-4 Mysticism
5-6 Occultism
Conjuration Focus
Die Roll (d6) Skill
1-2 Binding
3-4 Exorcism
5-6 Summoning
Mysticism Focus
Die Roll (d6) Skill
1-2 Mystic Channel
3-4 Healing
5-6 Psionics
Occultism Focus
Die Roll (d6) Skill
1-2 Alchemy
3-4 Arcana
5-6 Sigilcraft

Skills and Focus (Option 2)

Spend 9 Skill Points: You begin with 9 Skill Points, which you may distribute among skills and Focus abilities as you choose. Each rank in a skill or Focus costs 1 point. At character creation, no base skill may be raised above Expert (+3). You must possess a base skill before purchasing one of its Focus abilities, and you may not assign more ranks to a Focus than you have ranks in its associated base skill (see Skills for more information).

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Starting Gear (Step 4)

At the start of the game, you begin with some basic gear. You also roll once on the Starting Simple Weapons Table. If you possess the Combat skill, you can roll on the Starting Armour list to determine if you begin with any armour and then roll 1d6 to determine if you begin with a melee or ranged weapon (or perhaps both): 1-3 roll on Starting Martial Weapons Table, 4-5 Roll on Starting Ranged Weapons Table, 6 roll once on both tables.

This gear takes up no slots in the adventurer’s backpack. Any starting gear tied to a Skill or Focus such as an alchemists or repair kit or codex or grimoire usually requires one slot in your inventory (see skill listing for more information).

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Roll on the Simple Weapons Table. If you have the Combat skill, roll on the Martial or Ranged Weapons tables instead:

Starting Simple Weapons

Die Roll (1d20) Weapon
1-4 Club
5-8 Dart
9-12 Knife
13-16 Sling
17-20 Staff
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Starting Martial Weapons

Die Roll (2d6) Weapon
2 Flail
3 Battle Axe
4 Axe
5 Mace
6 Hammer
7-8 Dagger
9 Spear
10 Sword, Short
11 Sword, Long
12 Sword, Two-handed
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Starting Ranged Weapons

Die Roll (1d6) Weapon
1 Bow, Long
2-3 Crossbow, Hand
4-5 Javelin
6 Crossbow, Heavy
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Starting Armour

Die Roll (2d6) Armour
2-7 None
8 Arming Doublet
9 Leather
10 Studded Leather
11 Lamellar
12 Chainmail
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Key Terms to Know Now

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