Creation Process
This procedure creates a Player Character embedded in Glass’s factional landscape. New characters begin as leaders of small Factions with a Follower or two, some resources, and the scars of their past.
The Five Steps
1. Generate Origins
Roll d66 twice on the origin tables. Each result produces a Fact in the form “Because I [was (a)…], I learned [lesson].” These Facts are the basis of your core competencies — they can be invoked later for +1 or −1 on relevant Saves.
See Origins for the full tables.
2. Choose a Class
Your Class is your literal social position in Glass — Lord, Magistrate, Magician, Burgher, Warlord, or Gangster. It determines which Races you can play, your starting Class Feature, and the pool of Features you’ll draw from as you grow in power. You also roll a Class Background to generate a third Fact in the same “Because I… I learned…” format.
If you choose Magician, you must also select a Magical Tradition (see below).
See Classes for the full class entries and Magical Traditions for the six tradition paths.
3. Choose a Race
Pick a Race your Class is eligible for: Human, Harpy, Coraler, or Salamander. Copy its statblock and Racial Features onto your sheet. Each Race provides different HD, Speeds, Weight limits, and unique abilities.
See Race for the full statblocks.
4. Roll a Follower
Determine your starting Faction by rolling for a follower who becomes your Retainer. Your Retainer is the nucleus of your power — they form your first Family, which sets your starting Level.
See Level & Retainer for the Families-to-Level table and Retainer archetypes.
5. Group Entanglement
Done by all Players together. Decide why your Party trusts each other and works toward the same goal. Roll on the entanglement table or create your own reason.
See Party Cooperation for the entanglement table.
@ We have to explain how Levels work first. check Faction section for the table on that