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Starting Point: Town of Waka Waka Doo

Equipment: Equipment

Masterwork Equipment: Masterwork

Click this link for answers to the most frequently-asked questions about the game world:



Keep reading this page to find out how to create your character:

Step One – Roll dice to determine your 6 attribute scores. The 6 attributes are:

1. Charisma (how charming or commanding your character is)

2. Constitution (how physically tough they are)

3. Dexterity (how quick and nimble they are)

4. Perception (how good they are at noticing details)

5. Strength (duh, how strong they are) and

6. Willpower (how mentally tough they are.)

Here's how to roll them up:

Regular Characters, you will roll 4d6 (that's four of the six-sided dice. These are the regular dice that you use for board games or in Las Vegas.) Ignore the die with the lowest number on it, and add the other 3 together. That's now the score for your first attribute. Keep rolling 4d6 and dropping the lowest die for each of your 6 attributes, and write down the results on your character sheet. Once you're done, you're allowed to switch two of the scores with each other. Example: If you want your character to be a Fighter, but you rolled a 6 for Strength and a 15 for Charisma. You could switch the 15 to Strength, and the 6 to Charisma.

Advanced Classes – If you want to play the Advanced Classes of Jinx or Savant, you'll need the DM to watch your attribute rolls. You'll roll 3d6, in order. You don't get to drop any low numbers, and you don't get to switch any scores. The good news is that you do get "exploding 6s", up to a maximum attribute score of 30. The DM will explain what that means.

Step Two – Bonuses. If any of your attribute numbers are 13 or higher, write a +1 in the circle next to that attribute. If you rolled a perfect 18, then give yourself a +2 bonus.

Step Three - Choose the class that you want to play.


Fighter – Exactly what it sounds like. (Ladies can choose to play a Battle Princess instead of a regular fighter.)

Specialist – Characters who get skill points. These are the thieves, assassins, detectives, etc.

Mage – Mages must choose one of the 3 schools of magic. Right-Hand Path can heal, protect, and do cool nature magic. Crooked Path are the tricksters and illusionists who can make the world really weird. Left-Hand Path learns magic that breaks stuff, disturbs the natural order of the world, and summons terrors from other dimensions.


Jinx – Like Alice in Wonderland, or Jack and the Beanstalk, Jinx characters are unbelievably lucky. They have the ability to make things go their way, but at someone else's expense…

Savant – A Savant has the ability to learn the powers, attacks, and spells that are used against them. Of course, they have to survive the attack first…

Step Four - Write down your Hit Points (HP), Armor Class (AC), Attack Bonus, and any Special Abilities. At first level, Fighters (including Battle Princesses) get 8hp, Specialists get 6hp, and Mages get 4hp. For the Advanced Classes, Jinxes get 6hp, and Savants get 10hp. Everyone starts with an Armor Class of 12. Fighters start with an Attack Bonus of +2, every other class starts with +1. Click the link for your Class up above to find out what Special Abilities you have.

Step Five – Equipment. Every character starts with leather armor, a 10-foot pole, a water-skin, a dagger, a tinderbox, traveling clothes, a backpack, a small bag, a bar of soap, a bedroll, 10 iron rations, and 5 silver coins. 

Fighters and Battle Princesses also get to pick one weapon of their choice and either 1.) a trained wardog or 2.) a shield.

Mages all get a grimoire (book to learn their spells from), and their choice of either 1.) a staff of magically-receptive wood or 2.) a sling with 10 bullets. Right-Hand Path mages also get a wooden holy symbol.

Specialists all have a set of Specialist's Tools, and get to pick one weapon of their choice. If they spent points on the Healing skill or Poison skill, then they get one Healer's Kit or Poison Kit, respectively.

Everybody also gets their choice of ONE of these packs:

Pack A (10 oil flasks, lantern, shovel, two caltrops, whistle)

Pack B (10 torches, 10 pieces of chalkblank scroll, steel mirror, crowbar)

Pack C (five torches, five oil flasks, 50 feet of rope, grappling hook)







This is just DM Stuff. Don't worry about it.

To create a new page, just make a name for it and surround it with double square brackets like so: A New Page. When you save the page, the link will show up and you can click on it to create the new page. h3. Linking to existing pages To link to an existing page, click the Wiki Link button on the right. You can quickly look up the page you want and insert a link to it. h3. Linking to characters For PCs and NPCs in your campaign, use the Character Link button to the right. h3. HTML and Textile To style things how you want, we use a simple formatting language called Textile. Textile is easy to learn and simultaneously allows for lots of customization.

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