
Building Characters
A step-by-step reference for building a Grayscale hero — with compact accordions for the flowchart, statblock, statistics, races, backgrounds, saves, and alignment.
Build a character in order. Each step feeds the next.
- 01
Record identity, including the character name and level.
- 02
Select an alignment, race, and background.
- 03
Select an archetype and class.
- 04
Select stats with 15 points using the point-buy table.
- 05
Apply stat boosts from the archetype, race, background, and level.
- 06
Pick class skills and add extra skills for race and background.
- 07
Select saving throws and any additional class save choices.
- 08
Select class choices, then spells or powers if applicable.
- 09
Select starting equipment and perks.
- 10
Calculate health, defense, soak, initiative, proficiency modifier, speed, alertness, arete (if applicable), skill bonuses, and attack values.
Grayscale characters are recorded in a compact block. Each line groups related values for quick lookup at the table.
Calculator
Allocate a pool of 15 points to the six ability scores. Positive values cost points; negative values refund points. A score of 9 refunds 1 point, and a score of 8 refunds 2 points.
| Score | Cost (+) / Refund (−) |
|---|---|
| 8 | -2 (refund 2) |
| 9 | -1 (refund 1) |
| 10 | 0 |
| 11 | +1 |
| 12 | +2 |
| 13 | +3 |
| 14 | +5 |
| 15 | +7 |
Below are the six statistics used throughout the system.
- Might
- Measures strength, aggressive energy, and raw physicality. Used to calculate attack and damage bonuses with standard melee and throwing weapons. Also used for maximum encumbrance and the athletics, intimidate, and wrangling skills. Characters add half of their might modifier (rounded up) to their passive soak score.
- Agility
- Measures coordination, reflexes, balance, etc. Calculates attack and damage bonuses with finesse and shooting weapons. Also calculates defense, initiative, reflex saves, and the acrobatics, stealth, and thievery skills.
- Endurance
- Measures physical fitness, pain tolerance, and breath control. Used to calculate health and fortitude saves.
- Intellect
- Measures memory, retention, and speed of thought. Used to calculate arete for wizards. Also calculates bonus languages and the arcana, history, investigate, medicine, nature, occult, tactics, and theology skills. All spellcasting characters can prepare additional spells equal to their intellect modifier.
- Spirit
- Measures inner strength, stubbornness, and piety. Calculates arete for clerics, druids, and rangers. Used for will saves, alertness, and the empathy, perception, and survival skills.
- Charisma
- Measures raw personality, social acumen, and the ability to get what you want. Calculates arete for bards, paladins, sorcerers, and potentially oracles and warlocks. Used for the diplomacy, perform, and subterfuge skills.
- Health
- At levels 1–3, add the maximum result of your class hit die each level. From 4th level onward, add the rounded-up average of the hit die each level. Add your Endurance modifier at every level. Certain perks and special abilities also add to health totals.
- Defense
- Base score is 10, plus bonuses for armor, agility modifiers, archetype abilities, or gear. Some archetypes can use their PROF modifier in lieu of armor for calculating defense, representing martial prowess.
- Soak
- Normally granted by armor or magic, though some archetypes have abilities that grant it.
- Alertness
- 10 plus the character’s spirit modifier and any archetype bonuses or related perks. If the character is proficient in perception, they add their PROF to alertness as well.
- Initiative
- A bonus equal to the character’s agility modifier plus any other bonuses for archetype, perks, or special gear.
- Speed
- Typically 30, or 3 km/hr. Abilities that boost speed increase foot speed by 1 km/hr for every 10 points of movement.
- Fortitude
- PROF (if proficient) or ½ PROF (if unproficient) + endurance modifier + miscellaneous bonuses from archetypes, perks, or equipment.
- Reflex
- PROF (if proficient) or ½ PROF (if unproficient) + agility modifier + miscellaneous bonuses from archetypes, perks, or equipment.
- Will
- PROF (if proficient) or ½ PROF (if unproficient) + spirit modifier + miscellaneous bonuses from archetypes, perks, or equipment.
Each race provides the listed stat boosts and traits. Trait names open a glossary popover.
| Race | Stat boosts | Traits |
|---|---|---|
| Humans | +1 to three stats | VersatileVersatile1 bonus skill and 1 bonus language. |
| Draconians | +1 Might, +1 Charisma | DraconicDraconicResistance to one element.·WyrmkinWyrmkin+1 soak and 1d6 claws. |
| Dwarfs | +1 Might, +1 Endurance | StockyStocky+1 health/level and load bonus.·DwellerDweller60ft darksight. |
| Elves | +1 Agility, +1 Charisma | AlertAlert+1 alertness and perception proficiency.·FeyFeyFey subtype, charm save advantage, no sleep. |
| Gnomes | +1 Intellect, +1 Charisma | CunningCunning+1 defense and will saves.·GladelingGladelingPlant subtype and poison resistance. |
| Goblins | +1 Agility, +1 Spirit | TwitchyTwitchy+1 defense and initiative.·DwellerDweller60ft darksight. |
| Halflings | +1 Agility, +1 Endurance | WaryWaryAlways act in surprise round.·LuckyLuckyReroll 3 failed checks per rest. |
| Orcs | +1 Might, +1 Endurance | BruteBrute+1 melee/throwing damage and 2× healing.·DwellerDweller60ft darksight. |
| Tieflings | +1 to two stats | HellbornHellbornCold/fire resistance.·DwellerDweller60ft darksight. |
A background grants a stat boost and two skills (or toolsets, as listed).
| Background | Stat | Skills / Toolsets |
|---|---|---|
| Academic | +1 Intellect | history, occult |
| Artisan | +1 Spirit | 2 toolsets |
| Criminal | +1 Agility | stealth, subterfuge |
| Farmer | +1 Endurance | nature, wrangling |
| Hermit | +1 Endurance | nature, survival |
| Merchant | +1 Charisma | empathy, subterfuge |
| Nobility | +1 Charisma | diplomacy, history |
| Servant | +1 Intellect | 1 skill and 1 toolset |
| Soldier | +1 Might | athletics, tactics |
| Temple | +1 Spirit | empathy, theology |
| Tribal | +1 Might | survival, 1 toolset |
| Urchin | +1 Agility | stealth, thievery |
| Custom | +1 to one stat | two skills (narrator approval required) |
Every character has three saving throws — Fortitude, Reflex, and Will. Based on your class, one is greater and two are lesser.
| Level | Save Bonus (G / L / L) |
|---|---|
| Level 1–4 | 2 / 1 / 1 + modifier |
| Level 5–8 | 3 / 1 / 1 + modifier |
| Level 9–12 | 4 / 2 / 2 + modifier |
| Level 13–16 | 5 / 2 / 2 + modifier |
| Level 17+ | 6 / 3 / 3 + modifier |
Alignment is a snapshot of a character’s moral and ethical values, running along two axes: good / evil and law / chaos. It serves as the motive force behind a character’s actions. Hover or focus a cell to read the two intersecting alignment traits.