My RPG

A rules-light tabletop RPG by Ron Helwig

Character Creation

This guide walks you through creating a full character—from species and attributes to Domains and starting gear.

You can also create a Pre-Domain Character (a beginner, apprentice, or origin-phase character) by completing every step except choosing Domains. This option is great for narrative prologues or survival scenarios before characters step into their heroic roles.


Species

Your GM typically has a set of Species they have defined for your game, complete with lore. You choose one of those and gain its Features.

However, if your GM allows it you may define your own Species by selecting two features from the list on the Species page. These features define your character’s unique traits—like special senses, movement types, resistances, or natural tools.

Species not only provide Features, they offer story flavor: lifespan, culture, appearance, and social norms. These narrative details are flexible and usually have no mechanical effect unless granted by a feature.


Body Type

Choose a Body Type that describes your physique—such as Brawny, Nimble, Graceful, or Sturdy. Each one modifies your Attributes and affects your HP, Stress, or Thresholds in small but meaningful ways.

Think of Body Type as both mechanical and descriptive: it helps anchor how your character endures hardship and handles physical strain.


Attributes

Assign your six core Attributes. The default mechanism is the Standard Array (15, 14, 13, 12, 10, 8) but your Game Master might allow other methods. See Attributes for more details.

  • STR – Strength
  • DEX – Dexterity
  • CON – Constitution
  • INT – Intelligence
  • WIS – Wisdom
  • CHA – Charisma

Domains

❗ Skip this step if you are starting with Pre-Domain Characters. You will gain Domains later through story progression.

Choose two Domains. These define your training, identity, and abilities.

Each Domain specifies:

  • A Domain Aspect – a specific Attribute pair used with most Domain actions
  • A Base Card – showing your core Domain feature
  • A selection of Tier 1 Feature Cards – choose two
  • Access to spells, combat techniques, or unique abilities (depending on Domain)

After you calculate your Core Stats and Aspects (below), write the current value of each Domain’s Aspect on its Base Card and on your Character Sheet.


Spells

If your Domain provides access to spells, you’ll choose a source tag (like Arcane, Divine, or Nature) or elemental type (like Fire or Lightning), depending on the Domain.

Spellcasting rules and limitations are detailed in each Domain. They vary in how they use Action Dice, cost resources, or interact with the action economy.

If you gain spells from other Features, such as Species, follow those rules to add the appropriate spells.


Other Domain Features

Your Domains may provide:

  • Special movement or exploration actions
  • Combat finishers, reactions, or crowd-control options
  • Roleplay abilities that shape your social influence or insight
  • Recovery or support features tied to Stress, HP, or exhaustion
  • Ways to mark HP or Stress to gain powerful effects (at higher Tiers)

Core Stats and Aspects

Each Aspect is derived from two Attributes. For example:

  • Agility = STR + DEX
  • Tact = INT + CHA

(See Aspect Tables for the full list.)

Your Aspect Values are calculated from the sum of their two Attributes (see Aspects for the formula). These are also your Action Dice Pools—you roll a number of d4s equal to the Aspect Value when taking an action with that Aspect. Write down each Aspect value on your character sheet.

Mark the Aspect Value used by each of your Domains on the corresponding Base Card.

Fill out the rest of your character sheet with all the relevant info, including your Species choice, HP, Stress, Evasion, and Load Buffer.

At this point everything on your character sheet should be filled in except your damage thresholds.

Starting Equipment

Your Domains define your powers. Your Background defines where you came from—and what you own. Choose a Background your GM allows and take its Starting Kit. Kits are mundane gear only; weapons and armor that suit your Domains can be swapped in with GM approval.

🎒 See Backgrounds for example Backgrounds, their Starting Kits, and how to create your own. The examples there are optional and table-dependent—your GM may use them, change them, or offer a completely different list.

Your Background is also free knowledge: anything someone of that Background would commonly know, you know without a roll.

Pre-Domain Characters

For Pre-Domain Characters, limit gear to:

  • Basic or handmade clothing and tools
  • No magical items, armor, or weapons (unless narratively justified)
  • One or two personal items like a family token, heirloom, or artisan tools

These characters are defined by potential, not yet by power.

Once you have selected your equipment, you can calculate your damage thresholds based on your Aspects and Equipment. Write those down on your sheet.