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GRIMMSTONE TABLETOP RPG · PLAYTEST

Character Creator

Every soul has a story. What's yours?

Private playtest V0.35 — release candidate evaluation. Uses verified handbook rules for race bonuses, attribute rolls, modifiers, HP and AC. Occupation variation perks and gear are now shown from the handbook. Full occupational eligibility, class progression grants, magic and final GM validation still require the handbook; this version does not certify a rules-complete character.

01 · Your story begins

02 · Choose a race

Human Natural Talent is selectable below; other racial decisions may still require the notes and GM review.

03 · Choose an occupation

Choose three occupational skills using the handbook's occupational skill list. The variation's recommended skills are guidance, not necessarily the complete eligible list.

Duplicate skill grants require the handbook's P1-06 redirection rules. The tool will flag, not resolve, conflicts.

04 · Choose a class

The Level 1 progression feature is reproduced from the handbook. Specific skill, rite, trick and spell selections still need verification. Verify the Level 1 progression and equipment tables before GM approval.

Level 1 magic & specialist resources

Handbook specialist magic reminder

Witch: ordinary prepared spells must already be known; always-prepared spells use no ordinary preparation slots. Declare Witch, Common, Path, or Fusion resource separately. Alchemist: known Formulae are recipes, not finished doses. Each finished dose uses a Prepared Concoction slot; a Long Rest does not automatically replenish them.

The class progression specifies grants such as learned skills, tricks, rites or formulae. Record your specific selections below and verify eligibility against the handbook. This is not automatic selection of individual options.

Class equipment is not assumed from class flavor descriptions. Enter the exact items from the handbook; the equipment ledger below will compare them to your occupation gear.

05 · Roll your attributes

Roll 6d10 once, discard the two lowest individual dice, and assign the four remaining dice to STR, DEX, MIND and WILL. Racial bonuses apply after assignment.

To preserve the single-roll rule, this browser locks the roll until you start a new character.

06 · Health and defenses

07 · Skills

The occupation grants Novice (+2) in one of three chosen occupational skills. At Level 1 you also receive 1 Skill Point, which can purchase a Novice rank (cost 1). Duplicate grants follow P1-06; do not stack them.

08 · Equipment and magic

Receive fixed starting class and occupation equipment. Identical duplicates yield their full listed Trust Value.

Occupation equipment is granted automatically. Identical class/occupation duplicates are flagged for review; the handbook requires full listed TV but no price is guessed. Record the verified total above. Conditional equipment (such as optional pistols or access to vehicles) must be confirmed by the GM.

Guided Common Magic reference

The following is the handbook's Level 0 and Level 1 Common Magic reference. Listing a spell does not itself grant spellcasting, known spells, or permission to prepare it. Witch spellcasting and class-specific magic are separate.

Common Magic — Level 0 certification

Handbook: every character begins knowing exactly three Level 0 spells. Level 0 requires no Magic Rank; normal Casting Difficulty is 8. Learning a higher-rank spell is not automatic. Record three distinct Level 0 spells using their handbook names. The GM verifies any higher-level spell knowledge.

09 · Connections

10 · Review your character

GM approval required. Check class features, skill ranks, equipment, magic and racial conditions against the handbook.

Phase 15 — Handbook equipment and magic audit


  

Private playtest — GM verification

Equipment not explicitly granted by the handbook is not automatically assigned. A spell listed in the reference is not proof of eligibility. These approvals are recorded for this character and do not change the handbook.