Character Creation

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So you want to make a MythCraft Character, but aren't sure where to begin! Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory.

Designing your character’s mechanics involves six steps:


First, what is your character’s lineage? Pick from well known fantasy lineages like dwarf or elf, or play a unique lineage like a squirrelly kleppin or a biotechnical raedeen.

Lineages provides an in-depth description of all lineages. Each lineage allows you to make a choice when you first create your character, as no lineage is a monolith. You will either pick a sub-lineage, or you will pick from a list of lineage abilities to make yourself unique. Some lineage options give you Skill Points. You can read more about how skills work in Skills

Example: Marcus and Hanniah

Nathan is creating Marcus and Grant is creating Hanniah.

Marcus is a human, so he gains the “Tenacious” ability, which gives him 1 additional Attribute Point. Nathan assigns it to CHA. Humans also get one unique feature from a list of Human options, so Nathan picks the “Fast Friends” ability, granting Marcus Skill Points Leadership and Persuading.

Hanniah is a kleppin, so she gets the “Scurry” ability, which makes her harder to hit by Reactive Actions. Kleppins also get two unique features of their choice from the list of kleppin abilities, so Grant chooses “Climber” and “Claws,” giving her a climb speed and a natural weapon.

Assign Attributes

PCs in MythCraft have eight attributes, which determine how good you are at various activities. There are three physical attributes, three mental, and two metaphysical. Each attribute has a number ascribed to it, which reflects how good you are at using that attribute. This ranges from a -3 (terrible) to a +12 (legendary). An average untrained human has a 0 in a given attribute.

Assigning Attributes

You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap.

When you assign Attribute Points, jot them down on both Page 1 and Page 2 of your character sheet. Note that Page 2 displays all 8 attributes, but Page 1 does not display Coordination because that attribute is primarily used in combat, and combat is detailed on Page 2.

Attribute Cap: Each time you level up, you can increase one of your attributes by 1 (see Leveling Up below). However, your attributes are always limited based on your level: you can never have an attribute that exceeds 1⁄2 your level+1. This means that at levels 1 and 2, your attributes cannot be higher than a +2. At levels 3 and 4, they cannot exceed a +3, and so on.

Optional: Rolling for Stats

If you would prefer to roll for your attributes and if your MC allows it, roll 2d4 and subtract the second from the first, resulting in a number between -3 and +3. Do this 8 times. You can assign these 8 numbers to any of your 8 attributes. Note that this can break the attribute cap rule; you must observe the attribute cap rule when leveling up, so you cannot increase a +3 to a +4 until you are at least level 5.

Disclaimer: This optional rule will cause imbalance in your character as the abilities, talents, spells, and monsters are designed with standard attributes in mind rather than rolled attributes. MCs that allow rolled attributes might impose additional restrictions, such as only allowing one +3 bonus.

Example: Marcus Luxxor

Nathan and Andi are both creating Marcus Luxxor, a human cleric. Nathan gives Marcus 2 points in STR, 1 point in END, and 2 points in AWR. He gives Marcus a -1 penalty to DEX to give him 1 point in CHA.

Andi rolls for her attributes, so she rolls 2d4 and subtracts the second die from the first. She does this 8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi puts 3 points in STR, 2 in AWR, 1 in END, and 1 in CHA. She assigns her -1 to DEX.

The Eight Attributes

Each of the attributes, and what they represent, are explained below. Each attribute is referred to with an abbreviation, listed in parentheses after the attribute.

Physical Attributes

Strength (STR): Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle.

Dexterity (DEX): Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet.

Endurance (END): Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many HP you get.

Mental Attributes

Awareness (AWR): Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you.

Intellect (INT): Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed.

Charisma (CHA): Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views.

Metaphysical Attributes

Luck (LUCK): Having things go your way even when they shouldn’t. This attribute sways fate in your favor and grants you a special ability: You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest (see p. 332). If your LUCK is lower than 0, you can never Crit, and you subtract your LUCK from every d20 roll that you make.

If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical damage that you deal. Furthermore, if you have 6 or more LUCK, your crit range increases by 1 (e.g., from 20 to 19-20), and if you have 12 LUCK, your crit range increases by 1 more. Your crit range can never exceed 16-20.

Coordination (COR): Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act. For every 2 points of COR that you have, you gain 1 additional AP at the beginning of your turn. If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.

Note your Stats

Your DEX, END, AWR, INT, and CHA will affect some of your passive stats, including five of your six defenses and Hit Points (HP). Note these on your character sheet as directed.


Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the table below. You can improve any defense by equipping armor, using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense.

Defense Score
Armor Rating (AR) 10
Reflexes (REF) 10+DEX
Fortitude (FORT) 10+END
Anticipation (ANT) 10+AWR
Logic (LOG) 10+INT
Willpower (WILL) 10+CHA

AR represents your physical capacity to block or avoid direct hits using armor, mastery over weapon fighting styles, and the like.

REF represents your nimbleness and ability to dodge out of the way of some attacks, like a stream of acid.

FORT demonstrates how good you are at enduring punishing environments and effects, such as the intense heat of a fireball.

ANT reflects your skill at instinctively intuiting a threat before it hits you. Unlike REF, this defense would be used when you are unaware of an incoming attack, such as being ambushed or triggering a tripwire.

LOG demonstrates your skill at thinking clearly under duress and might be used when a creature attacks you with enchanting magic that might charm or frighten you.

WILL represents your determination to stay true to yourself. Depending upon the nature of the attack, enchanting magic might target your WILL instead of your LOG.

Hit Points

No matter what level you are, your HP is always 10+(level) d(X)+(level) where X is a die size determined by your END. For example, a level 1 character with 0 to 2 points in END will have 10+1d4+1 HP, and a level 1 character with 3 points in END would have 10+1d6+1 HP. You can always choose to take a set HP amount instead of rolling, as shown on the table below.

Threshold 1 -3 0 -
Threshold 2 -2 to -1 1 1d2
Threshold 3 0-2 2 1d4
Threshold 4 3-5 3 1d6
Threshold 5 6-8 4 1d8
Threshold 6 9-11 5 1d10
Threshold 7 12 6 1d12

HP Increases

When you level up, you will add 1 HP for your new level, and roll one HP dice (or take the flat bonus) to add to your HP. Remember that your HP is always 10+(Level) d(X)+(Level).

Endurance Thresholds

When you reach an END threshold on the above chart, you are permitted to completely reroll or recalculate your HP using either of the above methods. Your HP should still equal 10+(Level)d(X)+Level.


BOP stands for the Background, Occupation, and Profession system in MythCraft. Every background allows you to gain a profession, except for the urchin background. Backgrounds also specify that if you pick a profession with a certain occupation tag, then you gain additional Skill Points. Each BOP will give you Skill Points. Furthermore, your BOP will give you your starting equipment.


Finally, now that you have picked a lineage, assigned your attributes, and chosen a Background (and profession if relevant), it’s time to pick a talent. All talents available at level 1 can be found in Specialization Talents or Magic Talents.

Talents are unique abilities that your character gains. Some of them are passive, such as a permanent bonus to a defense; others are active, such as the ability to charm someone once per day by speaking with them. Note that some talents have prerequisites that you must meet before being able to gain that talent. For example, all class talents have the Prerequisite of Character Level 2.

Example: Hanniah Sharptooth

Jake is creating Hanniah Sharptooth. He gives her the “Basic Dual Wield” talent at level 1 so that she can use her handaxes more effectively.

Other Important Info


Spells, talents, class features, items, and the like might have one or more specific categorizations, or tags. These can be found in italics under the name of the ability, item, etc. Other abilities might reference these tags. “Repeatable” and “prerequisite” are some of the most common tags.

Repeatable: If a feature has the repeatable tag, then that means that you can select the same feature multiple times, gaining its benefit each time.

Prerequisites: If a feature has the prerequisite tag, then there will be certain prerequisites that you must meet (such as having another lineage option, or having a certain number in one of your attributes) prior to taking that option.

Skills & Conditions

Like tags, many features and abilities will reference skills and conditions.

Skills: Many features allow you to gain Skill Points. See Skills for detailed information on how skills work.

Conditions: Several features interact with conditions and with resisting or becoming immune to damage. Information on Resist, or abbreviations such as DR/DT, TA, and the like can be found and explained in Conditions

Leveling Up

Each time you level up, you receive three benefits:

1. Attribute Point.: Increase one attribute of your choice by +1. Each time you level up, you may also reduce one of your attributes by 1 to gain another Attribute Point, potentially allowing you to increase an attribute by +2. Be sure to observe your level’s Attribute Point cap, explained in the Attributes section.

2. Hit Points: Each time you level up, you gain additional Hit Points (HP). The amount of additional HP you gain is determined by your END attribute, explained in the Hit Points section above.

3. Talent.: Finally, each time you level up, you gain one new talent of your choice. Note that some talents have Prerequisites that you must meet before qualifying for that talent.

Lineage & Profession: Your lineage and your profession both progress slowly, reflecting your life experience and career outside of adventuring. At levels 5, 10, 15, 20, 25, and 29, you gain one additional lineage feature. Your profession ranks up slowly and does not do so at a set rate. Your MC will award you additional levels in your profession when they feel that it is appropriate for the story, often as a notable quest reward. On average, you can expect to gain an additional profession rank once every six Character Levels.

Example: Marcus Luxxor

Nathan and Andi are leveling Marcus Luxxor up from level 2 to level 3 and each picking different options for him.

Attribute Point: Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus 1 point in STR instead.

HP: Marcus has 1 point in END, so Nathan takes the set HP bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.

Talent: At level 2, Marcus became a Cleric, so Nathan and Andi have access to cleric talents. Nathan chooses for Marcus to learn the “Wellspring of Health 1” talent, but Andi chooses for Marcus to learn the “Divine Ward 2” talent.