Character Creation
From Unusual Haunts
Choose a name and family. Then, choose your weekly activities. Finally, finish off your character by adding the Word, the Will and the Won't, which have no mechanical impact but help to sum up your character:
The Word is a one-word summary of something key to that character. It might be Honour, or Connection, or Secrecy, or Curation, or Agriculture... in short, anything you think that character would feel comfortable summing themselves up with.
The Will is a short motto or quote summing up your character's general approach to life, or a typical response they might have to a common situation. Examples might include “If everyone just sat down and talked, we could have this sorted by tea-time,” or “Pruning improves any plant. Why should our family tree be the exception?”. The aim is to give a flavour not only of your character's general ideology, but also an insight into their vibes and the way they might talk.
The Won't is a major red line for your character; something they would avoid doing as much as humanly possible. Examples might include direct confrontation, acting without thinking, or waiting around.
An example character might look like this:
There are lots of ways to make a character. If you want to start with a strong central idea and pick your activities to match, great! But if you'd rather see some examples of specific character archetypes, there are several more character sheets here.
Vital Statistics
Player characters begin with 3 hits, and can take 3 wounds without dying. You can gain 1 extra hit by wearing armour.
You can use one one-handed weapon up to 42" in length.