Character Creation

To get started you will need to make a character following the steps below.

  1. Roll Primary Stats: Roll 3d10+20 for each stat (Body, Speed, Finesse, Strife, Will, Wits, Intellect, and Social).  These scores represent your character’s abilities as a percentage of 100.
  2. Record Wounds: 10 for the average medium-sized creature + body bonus
  3. Record Grit and Stress.  Grit: equal to will bonus +2, Stress: every characters starts with 2 stress.
  4. Roll Ancestry, select traits: roll three times on ancestry table and select one trait from each ancestry rolled.
  5. Roll a personal possession: roll on the personal possessions table to help fill out your backstory.  What does this possession mean to your character? Why have they held on to it?
  6. Select starting situation: Whether your character starts as a Local or a Traveller is up to you.  Each selection comes with physical and social trappings.
  7. Roll a D10 for your field
    1. Learned
    2. Boughir
    3. Criminal
    4. Peasant
    5. Steward
    6. Ranger
    7. Warriro
    8. Seafaring
    9. or 10. you may select
  8. Roll 1d10 for your occupation within the field you rolled above.  On a roll of 8-10 you may select your occupation
  9. Record Field Ability: each field affords you a specific ability that can be triggered by expending grit.
  10. Record Skills: Each occupation provides you with 3 trained skills.  mark the relevant skills as trained on your character sheet.  Some occupations also have specialization.
  11. Record Trappings: Each field and occupation provides you with general trappings: record on your character sheet.  Select additional trappings if applicable to your character.
  12. Define your species: most fantasy settings make use of different species of intelligent life.  Define one that fits your character idea and the setting.
  13. Make it your own: In A Grim Hack, your characters are ordinary folk who unravel the machinations and plots of powerful forces.  Work with your GM to decide why your character has set themself on unraveling the plot that they have discovered, what motivates them to get involved and not turn a blind eye.  The only real rules are to be inclusive, be respectful of people, and have fun.

Ancestry Table (Roll a d100 3 times and select one trait each time)

1-8 (adaptable)

  • Ambidextrous – offhand actions are not made at a Disadvantage
  • Hardy – Adv to withstand the elements
  • Compromise – Adv. to Negotiations

9-15 (brute)

  • Built Big, +4 max wounds (you are large)
  • Strong Arm, +2 to melee damage
  • Thick Skinned, +2 natural damage reduction

16-26 (die hard)

  • Bottled Up, +10 when attacking in Close Combat, -10 when defending
  • True Grit, adv on death check
  • Threatening – people give you space

27-40 (disciplined)

  • War Forged, adv when fighting multiple enemies
  • Unflinching – Adv on panic checks
  • Motivating, Adv to inspire action in others

41-49 (empathic)

  • Healer, adv on healing checks
  • Emotive, adv on affecting a target’s emotional state
  • Intuitive, adv to decipher an intention

50-57 (Lithe)

  • Agile, Adv to jumping/tumbling
  • Quiet, Adv to moving unheard
  • Acute Senses, Adv to notice with selected sense

58-64 (Mystical)

  • Meditative, 1 hour per day, meditate to reduce stress to 5
  • Second Sight, adv to perceive the supernatural
  • Attuned, Hold an object for 1 hour, always sense its location (1 object)

65-72 (Wild)

  • Beast Friend – Communicate with a chosen species of animals
  • Night Vision, See clearly in low light (moonlight, lantern light)
  • Hunter, Adv on tracking a target

73-81 (Skilled)

  • Find the Flaw, Adv when crafting something aligned to your occupation
  • Focused, Adv to ignore distraction
  • Haggler, adv making a deal

82-91 (Sneaky)

  • Nimble, Adv when picking locks or pockets
  • Low Profile, Adv when sneaking
  • Small, you are small (-2 max wounds)

92-100 (Stalwart)

  • Stubborn, Adv to resist persuasion
  • Honorable, Adv when leveraging your honor
  • Arguments, Adv when arguing

Personal Possession (roll d100 once)

  • 1-2 = Looking Glass
  • 3-4 = Old Hunting Dog
  • 5-6 = Atlas of your Country
  • 7-8 = Key and Padlock
  • 9-10 = City Map
  • 11 = Trained Pigeon
  • 12-13 = Hour Glass
  • 14-15 = Engraved Stone
  • 16-17 = Bounty Post
  • 18-20 = Fine Headress/Sari/Scarf/Shawl
  • 21-22 = Play Mask
  • 23-24 = Spectacles
  • 25-27 = Religious Symbol
  • 28 = Good Boots
  • 29-30 = Straight Razor
  • 31-32 = Well Crafted Pipe
  • 33 = Sparkling Gem
  • 34 = Abacus
  • 35-36 = Soft Shoes
  • 37 = Ebony Dagger
  • 38-39 = Engraved Flask
  • 40 = Black Pearl
  • 41-42 = Tattoo
  • 43-45 = Broken Sword
  • 46-48 = Lead Bullet
  • 49-53 = Narcotic
  • 54-55 = Reading Lens
  • 55 = Map of Unknown Region
  • 56-57 = Book in Foreign Language
  • 58-59 = Tweezers
  • 60-61 = Fancy Hat
  • 62-63 = Friendly Rat
  • 64-66 = Deck of Cards
  • 67-69 = Old Doll
  • 70-71 = Old Flag
  • 72-73 = Pistol that doesn’t work

Field & Occupation

1: Learned, + 10 Intellect, Trappings: Paper, Pen & Ink, Additional Language, Literacy.  Linguist: For 1 grit, you can understand the general meaning of a language (spoken or written) that you do not speak.

  • 1. Arcanist: Trappings: spell book, Trained Skills: Academics, Invoke, Science (Arcane)
  • 2. Bard: Trappings: Instrument, Knife.  Trained Skills: Craft (music), Leadership, Entertain
  • 3. Scribe: Trappings: Spectacles, In Stained Hands.  Trained Skills: Academics (Academic Community), Evaluate, Folklore.
  • 4. Surveyor: Trappings: Level, Telescope.  Trained Skills: Animal Handling, Evaluate, Gather Information (Bureaucracy)
  • 5. Engineer: Trappings: Drafting tools, Euclidean Geometry.  Trained Skills: Evaluate, Notice, Science (Engineering).
  • 6. Printer: Trappings: Radical Ideas, Workshop, Font Case.  Trained Skills: Craft (print), Stewardship (politics), Subterfuge.
  • 7. Student: Trappings: Flask, 3 Books, Debt.  Trained Skills: Academics, Brawl, Resolve (Alcohol)

2 Boughir, +10 Social, Trappings: Regulars (Clients), Line of Credit or Repute.  Trust Me: For 1 Grit, you can change someone’s perception of yourself one step amid Negative/Ambivalent/Positive.

  • 1. Physician: Trappings: Mortar and Pestle, Bottle of Ether, Literacy.  Trained Skills: Alchemy (Medicine), Craft, Heal.
  •  2. Owner: Trappings: Bag of Wares, Land or Building.  Trained Skills: Evaluate, Persuade, Subterfuge.
  • 3. Artisan: Trappings: Tools of one’s craft, Workspace.  Trained Skills: Craft, Evaluate, Notice.
  • 4. Vermin Trapper: Trappings: Small but Vicious Dog, Sack, Pole.  Trained Skill: Brawl, Animal Handling, Resolve.
  • 5. Investigator: Trappings: Magnifying Glass, Pair of Pincers, Shackles.  Trained Skills: Subterfuge, Persuade, Spy.
  • 6. Escort/Courtesan: Trappings: Hidden Knife, Cosmetic Compounds, Poison. Trained Skills: Subterfuge, Persuade, Spy.
  • 7. Barber: Trappings: Straight Edge, Soaps, Grain Alcohol.  Trained Skills: Heal, Interrogation, Persuade.

3. Criminal, +10 Wit, Trappings: Bounty, Cover Story.  Roll with the punches: For 1 grit, automatically succeed any check to get away without being seen.

  • 1. Occultist: Trappings: Knife, Shovel, Doll, Pins.  Trained Skills: Folklore, Spy, Invoke (Demonology).
  • 2. Street Hustler: Trappings: Narcotics, Connections.  Trained Skills: Gather Information, Sleight, Subterfuge.
  • 3. Swindler: Trappings: Potions, Slaves (Do these do anything?), Cart.  Trained Skills: Evaluate, Fraud, Gather Information.
  • 4. Smuggler: Trappings: Cart with hidden compartment, mule.  Trained Skills: Notice, Subterfuge, Survival.
  • 5. Thug: Trappings: Club, Leather Jacket, Hood.  Trained Skills: Brawl, Interrogation, Slight.
  • 6. Infiltrator: Trappings: Lock Picks, Clothes to look the part, Handler.  Trained Skills: Sleight, spy, Stewardship.
  • 7. Thief: Trappings: Lock Picks, Small Mirror, Sack.  Trained Skills: Sleight, Coordiantion, Notice.

4. Peasant, +10 Body.  Trappings: Weathered Clothing for all local weathers.  Put Your Legs into It: For 1 Grit, automatically succeed any check to break or move an object.

  • 1. Herbalist: Trappings: Bag of Herbs, Mortar and Pestle, Walking Stick.  Trained Skills: Folklore, Heal, Invoke (Nature).
  • 2. Busker: Trappings: Bu(s)cket, Drum, Juggling Pins, Schtick.  Trained Skills: Coordination, Entertain, Folklore.
  • 3. Prospector: Trappings: Pickax, Candle Cap, Storm Lantern.  Trained Skills: Athletics, Folklore, Sixth Sense.
  • 4. Pilgrim: Trappings: Scriptures, Mule, Religious Charm.  Trained Skills: Animal Handling, Divination, Folklore.
  • 5. Conscript: Trappings: Spear (large weapon), Cloth Armor, Rain-slick Cap.  Trained Skills: Combat, Folklore, Ranged.
  • 6. Rustler: Trappings: Whip, Rope, Cart.  Trained Skills: Animal Handling, Folklore, Subterfuge.
  • 7. Herder: Trappings: Crook, Livestock, Trained Dog.  Trained Skills: Animal Handling, Folklore, Heal.

5. Steward, +10 Will.  Trappings: Livery or Credentials.  Command: For 1 Grit, Automatically succeed a Panic Check, or change the result of a failed Panic Check to success for another player.

  1. Vicar/Priest: Trapping: Symbol of Faith, Incense, Literacy.  Trained Skills: Invoke (faith), Resistance, Stewardship.
  2. Valet: Trapping: Grooming Kit. Trained Skills: Coordination, Notice, Stewardship.
  3. Clerk: Trapping: Ledger, Workplace Keys, Regulations.  Trained Skills: Gather information, Resistance, Stewardship.
  4. Envoy: Trappings: Scroll Case, Rainslick Satchel, Authority.  Trained Skills: Animal handling, persuade, stewarship.
  5. Agitator: Trapping: Pamphlets, Leaflets, Grain Alcohol, Rag, Flint. Trained Skills: Brawl, Persuade, stewardship.
  6. Informant: Trapping: Fine Clothes, Connections.  Trained Skills: Spy, Stewardship, Subterfuge.
  7. Bailiff: Trappings: Club (Small Weapon), keys.  Trained Skills: Brawl, Folklore, Interrogate.

8. Ranger, +10 Speed.  Trappings: Bow, Sturdy Boots, Outdoor Clothes.  Without a Trace: For 1 Grit, automatically succeed a stealth check.  You may remain quiet for the remainder of the scene.

  1. Mystic: Trappings: Incense, Divining tools, Mushrooms. Trained Skills: Divination (Scrying), Sixth Sense, Survival.
  2. Guide: Trapping: Crossbows, Animal Calls.  Trained Skills: Persuade, Ranged, Survival.
  3. Coach Driver: Trapping: Blunderbuss, Rain Hat & Coat, License.  Trained Skills: Animal Handling , Coordianation, Ranged (Firearms).
  4. Hunter: Trapping: Short Bow or Board Spear (medium weapon).  Trained Skills: Notice, Ranged, Survival.
  5. Bounty Hutner: Trapping: Crossbow, Rope, Short Sword.  Trained Skills: Combat, Ranged, Sruvival.
  6. Freebooter: Trapping: Leather Jerkin, Row Boat (moored), Medium Weapon.  Trained Skills: Interrogate, Ranged, Survival.
  7. Wood Cutter: Trapings: Wood Ax, Cart and Bull.  Trained Skills: Brawl, Resistance, Survival.

7. Warrior, +10 Strife.  Trappings: Small Weapon.  Rip & tear: For 1 grit, automatially make a successful attack.  Your attack ignores Damage reduction from armor.

  1. Battle Priest: Trappings: Symbol of Faith, Warhammer, Literacy.  Trained Skills: Invoke (Faith), Leadership, Combat.
  2. Squire: Trappings: Sword (Medium Weapon), Saddled Pony, Chainmail.  Trained Skills: Combat, Heal, Notice.
  3. Sell Sword: Trappings: Preferred Weapon, Split Mail.  Trained Skills: Evaluate, Combat, Ranged.
  4. Rider: Trappings: Saddled Horse, Crossbow or bow.  Trained Skills: Survival, Animal Handling, Ranged.
  5. Solider: Trappings: Bivouac Equipment, Sword (Medium Weapon), Chainmail Coat.  Trained Skills: Combat, Ranged, Resistance.
  6. Outlaw: Trappings: Sword (medium weapon), Pair of Pistols.  Trained Skills: Ranged Subterfuge, Survival.
  7. Reeve/Sharif: Trappings: Crossbow, Warrant, Saddled Horse.  Trained Skills: Brawl, Ranged, Stewardship.

8.  Seafaring, +10 Finesse.  Trappings: Rain-Slick Jacket, Rope.  Let Me Show You: For 1 Grit, you can automatially succeed at any check failed by another character if it requires hand dexterity and you watched htem fail.

  1. Life Breather: Trappings: Bellows, Smelling Salts, Flint & Tinder.  Trained Skills: Heal, Invoke (Rivers and Seas), Pilot.
  2. River Warden: Trappings: Crossbow, Warrant, Breast Plate.  Trained Skills: Ranged, Pilot, Leadership
  3. Boat Pilot: Trappings: Compass, Rope, Wineskin.  Trained Skills: Brawl, Piolot, Survival.
  4. Shipwrite: Trappings: Tools, Scrolls, and Charcoal Pencils.  Trained Skills: Craft (structural), Notice, Pilot.
  5. Marine: Trappings: Sword (Medium Weapon), Dry Boots, Leather Jacket.  Trained Skills: Combat, Pilot, Resolve.
  6. Buccaneer: Trappings: Musket, Rope, Cutlass.  Trained Skills: Coordination, Combat, Pilot.
  7. Stevedore: Trappings: Booze, Heavy Gloves, Rope.  Trained Skills: Athletics, Brawl (Sucker Punch), Resistance.