Name - Mu
Background - A wildman of the West, his history is his to keep, but his motivation is better known; he seeks greater challenges than the men and beasts he once faught.
Description - a towering Giant of a man, with a wild mane of dark hair, and a body with naught an inch of skin uncovered by twisting tribal tattoos.
Statistics
Skill-at-arms - 2
Brawn - 4(3+1)
Focus - 0
Conviction - 0
You have 5 points to distribute among these stats, each point being a +1 to the result of rolls in that stat. You must have at least 1 brawn, and no more than 3 initial points in any one stat.
Wounds - 0
Arcana - -1
Your Wounds value will always start at 0. Your Arcana value starts at 0 if you are capable of spellcasting, and if not, it is -1.
Inventory and Equipment
(This is where your stuff goes. The primary goal of most tower-delvers is to fill this up with valuables and get out of the Tower alive. Many items can be equipped, for various benefits or utilities. While you may only equip one item to your Right Hand, Left Hand, and Armor slots, you may wear up to 8 trinkets, adding slots as needed. You do not start with any items other than simple clothes - nothing carried into the Tower is kept.)
Right Hand -
Left Hand -
Armor - Simple Clothes
Trinket -
(Any items not equipped can still be carried. Slotted items can only be used if equipped, while items that do not belong to a slot can be used at any time, at a limit of one item use per turn if in combat.)
Perks
(This is where your character's various talents, experiences and skills are recorded. The possible starting perks are shown below, along with their point value and required stats. You may select up to 8 points' worth of perks.)
Acrobat (1, requires at least 2 Focus or Skill-at-arms) - You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Knight (6, requires at least 2 Skill-at-arms or Brawn) - Whether you are an errant knight or a non-inheriting child of a petty noble, you have received formal schooling in the knightly arts. You are literate, capable of administering medicine, and you may wear heavy armor. Additionally, Brawn +1.
Quick Hands (1, requires at least 2 Skill-at-arms) - You may switch your equipped Right and Left Hand items, even while in combat.
Spells