Character Creation
Build your knave from ten points of raw potential. No attribute may exceed +6 at start.
The Nine Pillars of Survival
Characters begin with 10 attribute points to distribute among nine ability scores. No ability score may exceed +6 at character creation.
Add to melee attacks and strength-related checks like swimming, climbing, breaking down doors.
Add to defense, ranged weapon attacks, stealth, lockpicking, balancing and acrobatics.
You can carry items equal to 10 + Endurance. Saving throws vs. poison; increases healing during resting.
Add to history, knowledge rolls. Having +1 indicates basic literacy skills.
Add to fear and morale/mind-based saving throws, searching and tracking.
Add to reaction checks, persuasion and deception. Determines number of hirelings you can maintain.
Add to divine abilities and saving throws versus malevolent forces.
Add to spellcasting rolls and saving throws against magical effects.
Fortunate events through chance, bestows favorable outcomes in uncertain situations.
Grim Sorts — Choose Your Blood
Some races are rare in the world of Torches in the Dark. To play a rare race, roll a d100 and roll equal to or lower than the number shown. Playing as a non-human race IS your Grim Sort.
| Race | Rarity | Bonuses |
|---|---|---|
| Human | Common | +1 to any ability score; choose one passive and one active trait. |
| Dhagax Dwarf | 40% | +3 Endurance, +2 Might, Iron Gut (passive). |
| Badda Dwarf | 40% | +3 Finesse, +2 Insight, Keen-Eyed (passive). |
| Khawv Dwarf | 40% | +3 Presence, +2 Might, Foe Reader, Magick Sense. |
| Drakon | 20% | +2 Might, +3 Faith, Unshakable Faith (passive). |
| Orkon | 20% | +4 Might, +1 Endurance, Tenacious (passive). |
| Sun Elf | 20% | +2 Presence, +3 Insight, Unshakable Faith (passive). |
| Astral Elf | 10% | +2 Magick, +3 Presence, Void Gaze, Quiet Mind. |
"You aren't a hero. You're a knave, a scoundrel, a rogue. A survivor. Play your cards right, and you might stay that way."
— Torches in the Dark, Core Rulebook
























