Character Creation
Follow these steps to create your Horizon character.
Step 1: Choose Your Path
Your Path defines your relationship with runic inscriptions, your hit die, and available talents.
| Path | Role | Primary Stat | Hit Die |
|---|---|---|---|
| Wardkeeper | Defensive protector | Might | d10 |
| Bladescribe | Melee damage dealer | Might/Finesse | d10 |
| Glyphweaver | Arcane inscriptor | Cunning | d6 |
| Soulscribe | Healer and support | Insight | d8 |
| Shadowmark | Stealth and precision | Finesse | d8 |
| Pathreader | Explorer and tracker | Insight | d8 |
See Chapter 4: Paths & Talents for full details.
Step 2: Choose Your Background
Your background represents your life before adventuring. It grants:
- 2 skill proficiencies
- Starting equipment
- Narrative bonds and hooks
Available Backgrounds
| Background | Skill Proficiencies | Equipment Highlights |
|---|---|---|
| Legion Inscribed | Athletics, Intimidation | Legion sigil, faded battleglyph |
| Archive Keeper | History, Investigation | Runic codex, inscription pen |
| Glyph Runner | Stealth, Sleight of Hand | Lockpicks (runic), hooded cloak |
| Highborn Inheritor | Persuasion, History | Signet ring, noble vestments |
| Rune Trader | Persuasion, Empathy | Glyph loupe, sample inscriptions |
| Temple Initiate | Empathy, Medicine | Inscribed prayer beads, holy oils |
| Spectacle Weaver | Acrobatics, Persuasion | Glyph-light orb, performer’s outfit |
| Stormmarked | Survival, Athletics | Storm charm, weathered cloak |
| Wild Inscribed | Survival, Nature | Tribal sigils, hunting trap |
| Inscription Crafter | Investigation, Arcana | Inscription tools, guild token |
| Street Marked | Stealth, Sleight of Hand | Gang glyph, city map |
| Solitary Inscriptor | Medicine, Arcana | Personal grimoire, rare inks |
Step 3: Assign Stats
Distribute the following modifiers among your four stats:
- +2 (primary strength)
- +1 (secondary strength)
- +1 (tertiary strength)
- +0 (weakness)
Recommended Distributions
| Path | Might | Finesse | Insight | Cunning |
|---|---|---|---|---|
| Wardkeeper | +2 | +1 | +0 | +1 |
| Bladescribe | +2 | +1 | +1 | +0 |
| Glyphweaver | +0 | +1 | +1 | +2 |
| Soulscribe | +1 | +0 | +2 | +1 |
| Shadowmark | +0 | +2 | +1 | +1 |
| Pathreader | +1 | +1 | +2 | +0 |
Feel free to customize based on your character concept.
Step 4: Choose Starting Talents
Select 2 talents from your Path’s talent list. These define your starting capabilities beyond the Path’s base abilities.
See Chapter 4: Paths & Talents for talent options.
Step 5: Calculate Derived Stats
Hit Points
Max HP = Hit Die Maximum + Might Modifier (minimum 1)
| Path | Hit Die | With +2 Might | With +0 Might |
|---|---|---|---|
| Wardkeeper | d10 | 12 HP | 10 HP |
| Bladescribe | d10 | 12 HP | 10 HP |
| Glyphweaver | d6 | 8 HP | 6 HP |
| Soulscribe | d8 | 10 HP | 8 HP |
| Shadowmark | d8 | 10 HP | 8 HP |
| Pathreader | d8 | 10 HP | 8 HP |
Defense
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor)
Without armor, defense equals 10 + Finesse.
Runic Energy (Inscriptors)
Max Runic Energy = (Casting Stat + Level) x 2
| Path | Casting Stat | Level 1 Energy (with +2) |
|---|---|---|
| Glyphweaver | Cunning | 6 energy |
| Soulscribe | Insight | 6 energy |
| Pathreader | Insight | 6 energy |
Step 6: Record Equipment
You receive equipment from:
- Path: Starting weapons and armor
- Background: Additional gear and tools
- Gold: 10 gold pieces for additional purchases
Path Starting Equipment
| Path | Weapons | Armor |
|---|---|---|
| Wardkeeper | Longsword, inscribed shield | Chain mail |
| Bladescribe | Runeforged longsword, dagger | Leather armor |
| Glyphweaver | Quarterstaff, glyph focus | Robes |
| Soulscribe | Mace, inscribed shield | Scale mail |
| Shadowmark | Shortsword, shortbow, daggers | Leather armor |
| Pathreader | Longbow, shortsword | Leather armor |
Step 7: Finishing Touches
Name and Description
Give your character a name, physical description, and note any visible inscriptions or runic marks.
Bonds
Choose or create 1-2 bonds from your background. These are motivations, relationships, or goals that drive your character.
Example Bonds by Background:
- Legion Inscribed: “My unit’s sigil is inscribed on my shoulder. I will honor their memory.”
- Archive Keeper: “A runic text was stolen from my archive. I must recover it.”
- Glyph Runner: “The underground taught me that runes can set you free.”
- Temple Initiate: “The sacred inscriptions must not fall into the wrong hands.”
Example Character
Name: Kira Stormglyph Path: Wardkeeper Background: Legion Inscribed
Stats:
- Might: +2
- Finesse: +1
- Insight: +0
- Cunning: +1
Skills: Athletics (background), Intimidation (background)
Talents: Glyph Shield, Runic Fortitude
HP: 14 (10 + 2 base + 2 from Runic Fortitude) Defense: 18 (10 + 6 armor + 2 shield)
Equipment: Longsword, inscribed shield, chain mail, legion sigil, faded battleglyph, 10 gp
Bond: “A Wardkeeper saved my life by transferring their protective glyph to me. I carry on their legacy.”
Character Advancement
As you adventure, you’ll gain experience and level up:
| Level | XP Required | Features |
|---|---|---|
| 1 | 0 | Starting character |
| 2 | 300 | +1 Talent |
| 3 | 900 | +1 Talent |
| 4 | 2,700 | +1 Talent, +1 to any stat |
| 5 | 6,500 | +1 Talent, Signature Mastery |
| 6 | 14,000 | +1 Talent |
| 7 | 23,000 | +1 Talent |
| 8 | 34,000 | +1 Talent, +1 to any stat |
| 9 | 48,000 | +1 Talent |
| 10 | 64,000 | +1 Talent |
Signature Mastery: At level 5, you automatically gain mastery in your Path’s signature domain:
- Wardkeeper: Melee Weapons
- Bladescribe: Melee Weapons
- Glyphweaver: Arcane Inscriptions
- Soulscribe: Divine Inscriptions
- Shadowmark: Subterfuge
- Pathreader: Ranged Weapons OR Survival (your choice)
Mastery means that when you roll a natural 1 in that domain, it’s treated as a regular failure instead of a critical failure.