Character Creation
Roll for ability scores, choose your race, and select your grim sort. Every choice carries weight.
The Eight Attributes
Each character has eight ability scores that define their capabilities. Roll 3d6 for each score, or use point-buy from 24 points.
Add to melee attack and damage rolls, and saving throws vs forced movement.
Add to ranged attack rolls, Defense, and saving throws vs traps.
Determines max carried slots, and saving throws against disease and poison.
Add to initiative rolls, perception checks, and investigative reasoning.
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
























