Creation sequence
Character creation in OHE is supposed to be fast and readable. I want enough structure that the hero feels distinct, but not so much detail that the process starts dragging before the first scene even begins.
- Choose a concept.
- Assign Attributes.
- Choose an ancestry.
- Choose a class.
- Choose a path.
- Record starting Traits.
- Choose three Tags.
- Calculate HP.
- Record Soak.
- Record MP, if relevant.
- Choose equipment.
- Choose spells, if relevant.
- Record Fray Die.
- Begin the first scene.
Attributes
Assign these six scores across the six Attributes:
14, 13, 12, 11, 11, 11
| Attribute | Use |
|---|---|
| Strength | forceful melee attacks, blocking, lifting, forcing obstacles |
| Dexterity | precise attacks, evasion, stealth, speed, balance |
| Constitution | endurance, poison, strain, surviving harm |
| Intelligence | lore, analysis, ritual knowledge, careful planning |
| Wisdom | awareness, danger sense, fear resistance, instinct |
| Charisma | command, intimidation, social pressure, supernatural identity |
Maximum Attribute: 18
I like this spread because it gives the hero one clear strength, one strong secondary score, and enough competence elsewhere that solo play does not collapse the moment a different kind of problem appears.
Tags
Choose three Tags. A relevant Tag grants Advantage when it meaningfully applies.
Good Tags should feel concrete enough that you immediately know when they matter. I am aiming for phrases that say something real about the hero rather than generic skill labels.
- Grave-Robber
- Tower Guard
- Hedge Scholar
- Monster Hunter
- Street Sneak
- Oathbound
Ancestry
Choose one ancestry and record its starting Trait:
- Human
- Dwarf
- Elf
- Tiefling
See One Hero Engine: Ancestries.
Class
Choose one class:
- Fighter
- Rogue
- Magic User
Each class gives:
- starting HP
- starting Soak
- one class Trait
- two path options
See One Hero Engine: Classes and Paths.
The class tells you how the hero survives. The path tells you how they solve problems when things get tense.
Path
Choose one path within your class. At level 1, gain the first listed path Trait from that path.
Starting Traits
At level 1, record:
- one ancestry Trait
- one class Trait
- one starting path Trait
HP
Starting HP uses your full Constitution score:
| Class | Starting HP |
|---|---|
| Fighter | Constitution + 6 |
| Rogue | Constitution + 3 |
| Magic User | Constitution |
Soak
Starting class Soak:
| Class | Starting Soak |
|---|---|
| Fighter | 2 |
| Rogue | 1 |
| Magic User | 0 |
A shield can increase Soak by 1 while carried, to a maximum Soak of 3 unless a specific Trait says otherwise.
MP
Magic User starting MP: 7
Fighter and Rogue do not begin with MP in the tested v0.20 core.
Equipment
Starting equipment stays intentionally light. I only need enough gear to establish how the hero fights and what kind of person they are on the road.
Choose one loadout:
Fighter loadout
- one standard weapon (
Step 2) and shield - or one heavy weapon (
Step 3) - travel gear
Rogue loadout
- one light weapon (
Step 1) - one basic ranged weapon (
Step 2) - travel gear
- one specialist kit that matches a Tag
Magic User loadout
- one light weapon (
Step 1) or staff (Step 1) - one focus
- travel gear
Minimal weapon table
| Weapon Type | Damage |
|---|---|
| Light weapon | Step 1 |
| Standard weapon | Step 2 |
| Heavy weapon | Step 3 |
| Improvised weapon | Step 1 |
| Basic ranged weapon | Step 2 |
| Heavy ranged weapon | Step 3 |
Melee weapons require Close range.
Basic ranged weapons can target Near or Far.
Heavy ranged weapons can target Near, Far, or Distant.
Spells
If you are a Magic User, choose two spells from the tested v0.20 spell list in One Hero Engine: Magic. That is enough to define a style without turning level 1 into spell-list overload.
Fray Die
At levels 1-5, your Fray Die is 1d6.
At levels 6-10, your Fray Die is 1d8.
Complete sample hero
Here is a full example using the current rules. I find it easier to trust a character-creation procedure once I can see the finished sheet in plain language.
Concept: Mira Ashen, a road-warden protecting a border village
Attributes
- Strength 14
- Dexterity 13
- Constitution 12
- Wisdom 11
- Intelligence 11
- Charisma 11
Ancestry: Human
- Adaptable — Once per scene
- Trigger or action: when you attempt a test at Standard difficulty.
- Target: yourself.
- Exact effect: treat the test as Favourable and gain Advantage.
- Duration: one test.
- Usage limit: once per scene.
- Recovery: at the start of the next scene.
Class: Fighter
- Battle Ready — Passive
- Trigger or action: when you choose Fighter.
- Target: yourself.
- Exact effect: your starting Soak is 2 and you recover +2 HP whenever you take a short rest.
- Duration: constant.
- Usage limit: none.
- Recovery: not applicable.
Path: Knight
- Shield Set — Reaction
- Trigger or action: when a Close attack deals damage to you while you carry a shield.
- Target: yourself.
- Exact effect: reduce the damage by 2 after Soak, to a minimum of 0.
- Duration: one hit.
- Usage limit: once per scene.
- Recovery: at the start of the next scene.
Tags
- Border Warden
- Road Veteran
- Calm Under Fire
HP: 18
Constitution 12 + Fighter 6 = 18
Soak: 3
Fighter 2 + shield 1 = 3
MP: none
Equipment
- standard weapon (
Step 2) - shield
- travel gear
Fray Die: 1d6