Character Creation
On this page14
- Core Philosophy
- The Six Stats
- Creating a Character (Step-by-Step)
- Step 1: Choose Your Race
- Step 2: Choose Your Stat Array
- Step 3: Choose Your Path
- Step 4: Choose Your Thrones
- Step 5: Spend Talent Points
- Step 6: Vigor & Vitality
- Step 7: Fate Points
- Step 8: Equipment
- Step 9: Final Details
- How to Use This Book
- Where to go next
Race, stat array, path, thrones, talent points, pools, gear. Eight steps, and the numbers you end with are small enough to hold in your head.
Core Philosophy
Level Range: Characters advance from level 1 to level 10. Level 10 is the maximum.
KING is a classless RPG system based on Shadowdark RPG, where character identity comes from three modular pillars:
- PATH = Your background and origin story (provides gear, a token, a legacy ability, titles)
- THRONE = Your chief virtue (provides stat bonuses and interpretive abilities)
- TALENTS = Your training (grants combat/non-combat capabilities)
The Six Stats
Characters have six core stats that represent fundamental essences:
Body
Physical prowess, strength, endurance, athleticism
Mind
Intellect, knowledge, perception, arcane magic
Sense
Divine connection, faith, natural attunement, divine/druidic magic
Heart
Willpower, conviction, social presence, leadership
Cunning
Instinct, street smarts, quick thinking, improvisation
Fate
Destiny, fortune, cosmic connection (also a spendable pool)
Stats range from 1-22 with modifiers from -5 to +6
Creating a Character (Step-by-Step)
Follow these steps to create a new character:
Step 1: Choose Your Race
Pick Human, Elf, Dwarf, or Halfling.
- Roll 2d6 on your race's ability chart for your first racial ability
Step 2: Choose Your Stat Array
Pick one of the 4 stat arrays below and assign stats to Body, Mind, Sense, Heart, Cunning, Fate:
- Array 1 - Specialist: 14, 14, 12, 10, 8, 8
- Array 2 - Warrior: 14, 12, 12, 12, 8, 8
- Array 3 - Balanced: 12, 12, 12, 10, 10, 10
- Array 4 - Dual-Focus: 14, 14, 10, 10, 10, 8
Step 3: Choose Your Path
Pick a Starting Path (40 Heroic options). The 8 Mythic Paths are not starting choices: they need extraordinary circumstances and the GM's permission.
- Gain your path's starting gear and its token
- Gain your path's Legacy ability (usable 1/level)
- Gain your path's level 1 title
- Write one concrete Obligation: a debt, an oath, or a person your character owes. It carries no mechanics; it is a hook for the GM.
Step 4: Choose Your Thrones
Pick 1 or 2 Thrones from the Conviction & Hope system (your choice).
- You can have a maximum of 1 Conviction Throne and 1 Hope Throne
- Each Throne ability you take grants +2 to its associated stat
- Each Throne gives one weakness ("Desired By" an evil Throne)
- Each Throne is "Virtuous Against" one evil Throne (you have advantage on saves against that evil Throne's effects)
- Using Throne abilities costs 1 Fate point each
Step 5: Spend Talent Points
At level 1, you have:
- 1 martial point → Spend on Initial tier of one martial tree
- 2 skill points → Spend on skill trees OR contribute to spellcasting
THE TWO POINT TYPES:
Characters earn two types of points: Martial Points and Skill Points.
- Martial Trees and Mystic Trees are mutually exclusive: you cannot take both
- Skill Trees are available to everyone
MARTIAL CHARACTERS:
- Spend martial points on Martial Trees (1 point per ability)
- Spend all 2 skill points per level on Skill Trees
MYSTIC CHARACTERS:
- Each Mystic ability costs 1 martial point + 1 skill point
- This leaves only 1 skill point per level for Skill Trees
- Mystics sacrifice skill versatility for magical power
Step 6: Vigor & Vitality
Your Vigor shield equals your Tier plus your Heart modifier (minimum 0), and regenerates by rolling Tier exploding d4s at the start of your turn (each 4 restores 1). Your Vitality pool equals 3 + Tier (4 at level 1). Hits strip Vigor first, and whatever is left past the shield costs Vitality point for point. A Major's hit rolls its Tier die (d4 at Tier 1 up to d12 at Tier 5) and a critical hit rolls two; a Minor's hit is flat points equal to its Tier. A hit that would take you past 0 Vitality instead costs you a WOUND: you roll a lasting injury (d4 + how far past 0 the hit drove you) and catch a SECOND WIND, coming back up with both your Vitality and your Vigor restored to full. A hit that leaves you at exactly 0 Vitality costs no wound: you stand there conscious and fighting until the next hit reaches past it. You can carry wounds equal to your Tier; with no wound left to spend, you die. Vitality returns in full on a Rest. Wounds do not: they take months of convalescence, a healer, or a litany.
Step 7: Fate Points
You start play with 3 Fate points. At the start of each session your Fate refreshes to 3 if you have fewer than 3; anything above 3 carries over. Fate pays for Throne abilities and buys extra dice on a check, and each 1 you roll on a check hands one back.
Step 8: Equipment
You start with only the gear from your path. No extra starting gold.
Step 9: Final Details
- Name your character
- Describe appearance and personality
How to Use This Book
This handbook is organized by your player journey:
- Part 2: Character Creation - Races, Paths, Thrones
- Part 3: Martial Trees - 21 martial trees (spellcasters + martial)
- Part 4: Mystic Trees - Spellcasting systems (Prophet, Wizard, Invoker)
- Part 5: Skill Trees - 24 skill trees
- Part 6: Core Rules - Game mechanics reference
- Part 7: Equipment - Weapons, armor, gear
- Part 8: Advancement - Leveling, examples, quick reference
Where to go next
- I
Races
Human, Elf, Dwarf, Halfling, and the 2d6 tables you roll at levels 1, 2, and 5.
- II
Paths
Forty-eight backgrounds, each with gear, a Legacy, titles, and a quest.
- III
Thrones
Sixteen virtues, twelve abilities each, +2 to a stat every time you take one.
- IV
Core Rules
Stats, Tier, the dice pool, and the shape of a combat round.