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Spindrift
Rules◇Character Creation

Rules

Character Creation

Build a character who already has a place, a past, relationships, obligations, and reasons to matter before active play begins.

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A life before play

Spindrift uses a lifepath system. You establish where the character began, generate their starting Personality, and then guide them through the major stages of their life.

You choose the broad direction of the character's life. The dice determine the particular opportunities, complications, successes, relationships, and consequences that arose from those choices.

The goal is not to build a perfectly balanced game piece. The goal is to create someone who already feels as though they have lived in Spindrift.

01OriginWhere did you begin?02PersonalityWho are you inclined to be?03Life StagesWhat shaped you?04Life EventsWhat happened?05RecordWhat did life leave you with?06FinishWho enters play?
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01

Begin at birth

Origin

Establish the circumstances in which the character begins life. Origin is important, but it does not determine everything the character will become.

FamilyHouse or FactionBirthplaceProvinceSocial PositionAuthority & ObligationsFamily RelationshipsUnusual Birth Circumstances
Birth year follows from age.Choose the character's starting age; their birth year is derived from the current campaign year.
02

Ten opposed pairs

Starting Personality

Personality describes habitual behavior and the choices a character is inclined to make. It does not describe what the character is capable of doing.

Roll ten times

2d8 + 2Record the ten results as a Trait Array. Assign one result to each Trait pair. The opposed Trait receives the remainder needed to total 20.
Bold◇Cautious
Trusting◇Suspicious
Merciful◇Severe
Forthright◇Subtle
Open◇Reserved
Passionate◇Tempered
Proud◇Humble
Dutiful◇Self-Directed
Patient◇Impulsive
Conventional◇Experimental

Example: Bold 14 / Cautious 6

Every pair totals 20.The player chooses where each rolled value belongs, shaping the character without directly selecting every number. The exact 2d8 + 2 distribution is still provisional, but the Trait Array structure is established.
Identity tests put convictions under pressure. The player rolls the stronger Trait first and decides how to express the result.

Read Identity tests, action benefits & inspiration →Read Personality & Trait Development →

03

A life in stages

Life Stages

Birth–10

Youth

2 Youth Events

Circumstances that mostly happen to the character: upbringing, family Bonds, education, fosterage, hardship, early exposure to the wider world, and early Trait changes.

Raised at Court · Fishing Community · Fostered by Another House · Temple Childhood · Raised Aboard Ship · Orphaned Young · Private Tutors

Age 10–20

Adolescence

2 Adolescent Events

Personal choice begins to matter: first Qualities, apprenticeships, mentors, loves, rivals, faction ties, religious commitments, training, ambitions, and scandals.

Trained for Knighthood · Studied Under a Master · Temple School · Served Aboard Ship · Became a Protégé · Fell in Love · Ran Away

Age 20+

Adulthood

1 Event per five years

Careers, service, marriage, children, office, religion, land, trade, war, scandal, travel, inheritance, patronage, command, feud, loss, alliances, and institutional advancement.

Age 25: 1 · Age 30: 2 · Age 35: 3 · Age 40: 4 · Age 50: 6
Older characters intentionally have more history.More years can mean more Qualities, Bonds, Assets, offices, achievements, enemies, obligations, and scars. Starting characters are not point-balanced by age. Aging risks will be handled separately.
04

Choice + chance

Life Events

1

Choose the Event

You choose the broad path the character pursued.

2

Roll the Outcome

The dice determine the opportunity, success, complication, relationship, or loss that marked the period.

3

Make Result Choices

The result answers what happened; the player often answers how the character responded.

4

Apply Consequences

Record the relationships, changes, rewards, obligations, injuries, and History the Event created.

A strong Life Event should rarely provide only a simple bonus. Whenever possible it should create complicated consequences: something useful, something meaningful, something dangerous, or some combination of the three.

Personality TraitsBondsQualitiesPrestigeAssetsAuthority & OfficesFaction MembershipsInjuries & HealthObligationsEnemies & RivalsSecretsFamily & DependentsPatronsHistory

Anatomy of a Life Event

NameDescriptionRequirementsTimeAutomatic ResultRandom OutcomesChoicesConnectionsHistory Entry

Personality Affects Events

Existing Traits may unlock options, require a Trait test, alter an outcome, or shift a Trait pair. Lifepath Trait changes are directbecause an Event represents years rather than a single moment.

Bonds Affect Events

Existing Bonds may be tested, strengthened, weakened, transformed, or placed in conflict. Events can also create new Bonds and draw existing characters into the result.

In active play, test a Bond when the commitment is uncertain. Record ✓ or × on one development track and resolve change at season's end. Read Bond tests, mixed outcomes, and development →

05

What a life leaves behind

The Character Record

Personality

How do you tend to act?

Ten opposed Trait pairs describe habitual behavior and the kinds of choices a character is inclined to make.

Qualities

What are you able to do?

Qualities describe learned capability rather than temperament.

Bonds

Who matters to you?

Bonds record meaningful commitments, underpin social influence, and shape the potency and consequences of action.

Prestige

How much weight does your name carry?

Prestige records recognized standing, reputation, and why people know the character.

History

What has happened to you?

History preserves the experiences and accomplishments that explain who the character has become.

Assets

What concrete resources do you control?

Assets are Holdings, Personnel, or Possessions gained through life and play.

Qualities

Qualities describe learned, practiced, or cultivated capabilities. They may be broad, such as Scholar or Navigator, or specialized, such as Fencer, Shipwright, orHippocampus Trainer.

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Navigator

Routes, charts, currents, bearings, and wayfinding.

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Fencer

Specialized swordplay emphasizing precision, timing, and technique.

Scholar

Research, texts, history, theory, and learned subjects.

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Charlatan

Deception, impersonation, confidence tricks, false credentials, and social misdirection.

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Shipwright

Building and repairing vessels.

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Investigator

Evidence, testimony, inconsistencies, and reconstructing events.

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Courtier

Etiquette, noble society, patronage, ceremony, and court politics.

A Quality should sound like something another person might reasonably call you.Broad and specialist Qualities can coexist. Explore the full illustrated example catalogue, including martial, social, scholarly, craft, animal, criminal, and esoteric disciplines.

Explore Personal, Faction & House Qualities →

Holdings

Places and fixed property: land, estates, workshops, businesses, temples, docks, and fortifications.

Personnel

People under the character's direction: retainers, troops, crews, workers, agents, specialists, and dependents.

Possessions

Tangible things: money, equipment, vessels, trade goods, heirlooms, relics, and artifacts.

Assets do not use slots.If a Life Event grants something concrete, record it as a Holding, Personnel, or Possession rather than forcing it into a fixed inventory allowance.
06

Enter active play

Finish the Character

House & Faction Membership

A character belongs to a House where appropriate and may belong to one or more Factions. House Traditions and Faction Ethos describe collective expectations; they do not replace the character's own Personality. Test Ethos only for a Deed or Endeavour on behalf of that Faction, and Traditions only for one on behalf of, or concerning, that House.

Prestige & History

Record not only a Prestige score, but why the character's name carries weight. History should preserve the experiences and accomplishments that explain their current standing.

Player Sovereignty

The player always makes Identity rolls. A player or the GM may request a test: test the stronger Trait first, then the opposite only on an ordinary failure. A success requires a decision expressing that Trait; the player decides how. If both tests fail normally, the player chooses freely. Exactly matching the tested rating is a critical success; the highest face on any die rolled is a critical failure that immediately commits the decision to the opposite Trait without another roll. See theIdentity test rules.

Aging

Older characters deliberately enter play with more accumulated history. Elder Events, health, and later-life risk are still being developed rather than replaced by a flat age penalty.

Creation sequence

Origin → Starting Personality → Starting Age & Birth Year → 2 Youth Events → 2 Adolescent Events → Adult Events by Age → Apply Consequences → Finalize the Sheet
A Spindrift character is not created at the moment play begins. Play begins after a life has already happened.
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© 2026 John Warren Walker III. All rights reserved.

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