Fablecraft is an innovative digital-only TTRPG that emphasizes narrative over complexity, and character creation is no different. Let me take you through the steps, from start to finish, and I’ll have you ready to play in no time at all.

  1. Once you’ve loaded the Fablecraft application through Steam, click on “Heroes (Create & Manage)”. To start a new character from here, click on the “Create” button.
  2. You’ll be prompted for a name; you can click on the crossed arrows button on the right side to generate one randomly, or take your time and come up with your own. You’ll want to be extra certain that you like your name: it can’t be changed later. Click “Next” to continue.
  3. Now you’ll select the region your character comes from. There are four options, and each offers a different narrative flavor and grants access to a special spell.
    • Highlands: If you are from the Highlands, your character might be seen as stubborn as well as sturdy. Often climbers or talented workers of stone, Highlanders aren’t typically afraid of heights.
      • Spell: Hardy Disposition. This spell allows you to survive extreme weather and temperatures, as well as helping you endure falls and heavy blows.
    • Long Meadows: The nomadic people of the Long Meadows are called Longstriders, and they are considered to be quick and have sharp vision. Their clans and families are called Prides, and they can often be found hunting valuable fragments of fallen stars.
      • Spell:Custom Constellation. You can manifest a miniature constellation of stars around you, arranging them as you see fit. Importantly, these tiny stellar bodies offer illumination, pushing back the dark of night, or the shadows of underground chambers.
    • Coral Coasts: These seaside dwellers are called Wavechasers. Their towns tend to sit on stilts just above the water near the shore, and their people carry an appreciation for song and celebration.
      • Spell:Water Waltz. When you cast this spell, you can walk across water and other liquid surfaces. Of course, if you’re traversing something dangerous, like a pool of acid, you may want boots!
    • Wildwoods: The Woodlanders carry an affinity for nature and the forests they call home, often expressing it in their own bodies with reflections of nature and its denizens. This might be green skin, horns and antlers, or other physical representations of this connection. Due to their bond with nature, Woodlanders can be masters of plants and herbs, conservationist workers of wood, and healers of both people and nature.
      • Spell:Whisper of the Woods. Woodlanders can use their connection with nature to communicate, albeit briefly, through a network of plants and roots. Notably, a stranger won’t hear your words as clearly as an old friend!
    • Once you’ve made a selection, click the “Next” button.
  4. Now it’s time to select your portrait! Where your character is from influences which five options are made available to you by default, but you can always use your own instead! If you want to do that, click on the “>” button and then the “Add Portrait” button. Follow the directions it provides for you, or choose one of the five default options; either way, when you are ready, click the “Next” button to move on.
  5. There are seven classes to choose from! Each one provides different key skills and a class spell.
    • Key Skills
      • Academics. Call on your book knowledge to understand something.
      • Agility. Perform something acrobatic and skillful with your body.
      • Charm. Using your beauty or clever words, persuade someone or something.
      • Culture. Use your experience to better understand people who come from a region or group.
      • Empathy. Intuit what other people are thinking or feeling.
      • Improvise. Make something out of scraps or pieces from the area around you.
      • Might. Your physical strength can be used to carry, move, and destroy things and people.
      • Nature. Track and recognize creatures, identify vegetation, and otherwise survive on what is provided by nature around you.
      • Perception. Notice things about the environment and people around you.
      • Spellcraft. Cast simple spells, and also identify, sense, and comprehend the nature of magic in the world around you.
    • Classes
      • Guardian: Natural leaders and skilled in combat, Guardians can be compared to Paladins in other games.
        • Key Skills: Might 3, Charm 2, Culture 2, Empathy 2, Perception 2
        • Spell: Imprison. A defeated foe can be found and transported magically to a nearby authority, like a constable or sheriff.
      • Inventor: Resourceful tinkers, Inventors are similar to Artificers in other games.
        • Key Skills: Improvise 3, Academics 2, Agility 2, Might 2, Spellcraft 2
        • Spell: Tinker. Similar to the Improvise ability, this spell lets you create something from the things you can find lying around nearby. It won’t be very durable, though.
      • Merchant: Skilled negotiators and bargain hunters, Merchants share some similarities to Bards in other games, but their skills lean more specifically towards commerce and exchange.
        • Key Skills: Empathy 3, Academics 2, Agility 2, Charm 2, Culture 2
        • Spell:Heart’s Desire. With this spell, you can know the one thing a person wants over everything else, whether it’s a physical object or a more emotional desire.
      • Naturalist: Just like Druids in other games, Naturalists prefer the company of nature to other people.
        • Key Skills: Nature 3, Charm 2, Empathy 2, Might 2, Perception 2
        • Spell:Speak to Nature. You can cast this spell to converse with nearby plants and animals. Bear in mind, just like people, they might not be inclined to help!
      • Performer: The real Bard equivalent, Performers love attention and spotlight. They’re great at distractions and entertaining.
        • Key Skills:Charm 3, Agility 2, Culture 2, Improvise 2, Might 2
        • Spell:Center of Attention. When you cast this spell, everyone within earshot is drawn to you, and they can’t look away.
      • Rogue: A Rogue like in other games, they are stealthy, clever, and sometimes a little unpredictable. In a good way!
        • Key Skills:Agility 3, Charm 2, Improvise 2, Might 2, Perception 2
        • Spell:Skulduggery. Casting this spell can quell suspicions and concerns about your behavior. It might get you out of a jam!
      • Sage: Knowledgeable and wise, Sages could be compared to Wizards or perhaps even Clerics in other games.
        • Key Skills:Academics 3, Culture 2, Improvise 2, Perception 2, Spellcraft 2
        • Spell: Condescend. Invoking this spell lets you begin a long-winded rant that might make others see your point, and if not, at least have feelings of regret for speaking anything contrary to your claims.
    • Click the “Next” button to continue on.
  6. Finally, you’ll want to choose a combat style. There are three to pick from.
    • Elementalists are masters of long-range fire and ice spells, keeping a distance while others keep enemies occupied.
    • Gravimancers are comfortable at the front lines, taking damage, and using their gravity-focused abilities to reposition and impact the battlefield around them.
    • Radiants, like all healers, are absolutely pivotal on the battlefield. Their abilities drain health from enemies and, in turn, restore health to themselves or their allies.

Once you’ve made your choice, click “Done” to finalize your character.

That’s it! Your brand-new character is ready to start their first adventure. May your journeys be brave and your rewards well-earned!

Bryan Hardenberger (professional GM, unprofessional squirrel) is a former military analyst turned pro GM.

Posted 
Apr 28, 2025
 in 
Playing the Game
 category