
Character Creation
A step-by-step walkthrough for building a Grayscale hero — stat allocation, racial bonuses, background, saves, and alignment.
Flowchart
Build a character in order. Each step feeds the next.
- 01
Select an alignment, race, background, and class.
- 02
Select stats with 15 points using the point-buy table.
- 03
Select an archetype and apply stat boosts for race, background, and class.
- 04
Pick class skills and add extra skills for race and background.
- 05
Input saving throws.
- 06
Select spells (if applicable).
- 07
Select starting equipment.
- 08
Calculate health, defense, soak, initiative, proficiency modifier, speed, alertness, arete (if applicable), skill bonuses, and attack values.
Sample Stat Block
Grayscale characters are recorded in a compact block. Each line groups related values for quick lookup at the table.
Calculations
- Health
- Totals increase each level. The character rolls a hit die for their archetype and adds their endurance modifier. 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.
Statistics
Calculating character stats is a two-step process.
- 01
Allocate a pool of 15 points to the six ability scores using the table below. If you select an 8 or a 9, you gain the listed number of points instead — a “dump stat” that lets you excel elsewhere. It is not required.
- 02
Allocate stat bonuses conferred by your character's race, background, and class. If you don't wish to allocate points, assign 15, 14, 13, 12, 10, 8. If you don't want to be bad at anything, assign 13, 13, 13, 13, 13, 10, then use racial, background, and class bonuses to boost these values to even numbers.
| Score | Point Cost |
|---|---|
| 8 | +2 |
| 9 | +1 |
| 10 | 0 |
| 11 | −1 |
| 12 | −2 |
| 13 | −3 |
| 14 | −5 |
| 15 | −7 |
- 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 learn a number of bonus spells equal to half their intellect modifier (rounded up).
- 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.
Races
| Race | Stat Boosts | Traits |
|---|---|---|
| Humans | +1 to three stats | Versatile — 1 bonus skill and 1 bonus language. |
| Draconians | +1 Might, +1 Charisma | Draconic (resistance to one element); Wyrmkin (+1 soak and 1d6 claws). |
| Dwarfs | +1 Might, +1 Endurance | Stocky (+1 health/level and load bonus); Dweller (60ft darksight). |
| Elves | +1 Agility, +1 Charisma | Alert (+1 alertness and perception proficiency); Fey (fey subtype, charm save advantage, no sleep). |
| Gnomes | +1 Intellect, +1 Charisma | Cunning (+1 defense and will saves); Gladeling (plant subtype and poison resistance). |
| Goblins | +1 Agility, +1 Spirit | Twitchy (+1 defense and initiative); Dweller (60ft darksight). |
| Halflings | +1 Agility, +1 Endurance | Wary (always act in surprise round); Lucky (reroll 3 failed checks per rest). |
| Orcs | +1 Might, +1 Endurance | Brute (+1 melee/throwing damage and 2× healing); Dweller (60ft darksight). |
| Tieflings | +1 to two stats | Hellborn (cold/fire resistance); Dweller (60ft darksight). |
Backgrounds
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) |
Saves
Every character has three saving throws — Fortitude, Reflex, and Will. Based on your class, one is greater and two are lesser. Values shown are greater / lesser / lesser, before modifier.
| 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
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, defining their vision of what is desirable.