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Solo Character Start

This takes about 5 minutes. You only need enough character detail to start your first risky scene.

B/X Fast Start

  1. Roll abilities: 3d6 in order (STR, INT, WIS, DEX, CON, CHA).
  2. Pick class: Fighter, Thief, Cleric, or Magic-User.
  3. Roll hit points and note armor class.
  4. Buy gear from your rules, or pick one starter pack below.
  5. Name your character and write one short goal.

Starter Packs (Optional Shortcut)

  • Fighter Pack


    Chain or leather armor, shield, main weapon, torch, rations.

    Reliable if you expect immediate danger.

  • Thief Pack


    Light armor, short blade, rope, thieves' tools, lantern, rations.

    Best for scouting, traps, and stealthy entry.

  • Cleric Pack


    Armor, blunt weapon, holy symbol, bandages, torch, rations.

    Good balance of defense and party support.

  • Magic-User Pack


    Dagger or staff, spellbook, components, torch, light armor if allowed.

    Fragile early, powerful if protected.

  • Gunslinger Pack


    Revolver (or equivalent sidearm), 12 rounds, leather duster, trail knife, canteen, 3 days' rations, one memento of unclear origin.

    Fighter base. Deliberate and unhurried. Acts last in a round — roll twice for initiative, keep the lower — but the first shot from the draw never misses on a natural 18+. You don't know why you are here. That hasn't stopped you before.

  • Mutated Human Pack


    Scavenged armor (patchwork, counts as leather), improvised weapon (pipe, rebar, or bone club), 1 useful mutation (roll or pick: night vision, extra limb, acid spit, or hide as thick as leather), rations, canteen, 1 dose of rad-purge or equivalent.

    Fighter base, or Thief if your mutation runs subtle. You are not broken — the old world was. One of your ability scores is 3 lower than rolled; one is 3 higher. You have been surviving longer than most people have been trying.

  • Cyborg Pack


    Light armor (integrated chassis, non-removable), sidearm or blade (one cybernetic limb, counts as +1 to hit), tool-arm (crowbar, wire cutter, or torch built-in — pick one), 2 power cells, rations.

    Fighter base. Roll Strength and Constitution normally; your INT is 8 minimum (augmentation required cognition). Choose one system glitch: you cannot swim, you register as machine to sensors, or you require 1 power cell per long rest or take d4 damage. You remember being fully human. You are not sure what that means anymore.

  • Psionic Pack


    Light clothing or robe, melee weapon of choice, 1 focus item (a shard, coin, or lens of personal significance), rations, canteen.

    Magic-User base. Pick two minor psionic abilities at start: telepathic whisper (30 ft, no sound), minor telekinesis (move objects up to 10 lb), sense intent (read surface emotion on touch), or pain pulse (d4 damage, save negates, 30 ft). Each use costs 1 HP until you rest. Your INT and WIS scores are swapped if WIS is higher — the mind leads. You have always heard more than others do.

Good Enough To Start

If you have ability scores, class, hit points, armor class, gear, and a name, you are ready.

Need naming references later? See Name Generation Mechanics Snapshot.