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CHARACTER SHEET
9
Creating characters
12 RULES
Step 2: Pick your kin
Every player plays as a type of creature.
Choose a creature from the list below and
write it onto your character sheet under
“kin.” Each of the races has its place in the
Labyrinth, and each has its own strengths and
weaknesses, which will become clear as you
play through the game.
Kin Traits/Flaws
Job
Dwarf
Equipment
Detachable limbs
Firey
Fire fingers Dwarf
Caretakers of the Labyrinth, Dwarves are
Goblin Goblin features quite commonly seen fixing masonry or
Human Extra trait tending to gardens. A Dwarf character
should pick their particular profession and
Knight of Yore Honorable can begin the game with an item that would
Control object be useful in that job. Choose from the table
Horned Beast
Very big below or come up with your own career.
Very small
Worm
Wall climbing Job Tool
1 Gardener Shears
2 Mason Hammer & chisel
3 Exterminator Spray gun
SOMETHING WEIRD! 4 Plasterer Trowel
The races listed here are but a few of 5 Plumber Wrench
those that dwell within the Labyrinth.
6 Carpenter Handsaw
We suggest that if it is your first time
roleplaying, you pick one of these races.
If you have already given it a go, Write your job under “traits” on your character
however, it could be interesting to sheet, and your tool under “equipment.”
come up with a race and decide what
is unique about them. Try to think of
something fun and interesting, without
being too powerful. Remember, it is as
often the limits of our power as much as
the opportunities granted that are most
interesting. As always, the Goblin King
has final say on what is allowed.
RULES 13
Firey Goblin
You are only allowed to throw your own head. Goblins come in all shapes, sizes, colors, and
Bright orange and covered in soft fur, Fireys personalities. Goblins are by far the most
are always down for a party. The most notable common creatures in the Labyrinth and there
ability Fireys have is being able to remove are many areas where a Goblin can walk
body parts at will, and move those parts while unaccosted that other characters would fear
away from their body -- very useful for looking to tread. All Goblins swear allegiance to the
around corners! A Firey character needs to be Goblin King, and as such, most would never
careful that they don’t misplace a limb while oppose him. To play a Goblin you must think of
on their adventure, otherwise they won’t get an excellent reason that your character is a rogue
it back! Firey characters can also create small Goblin, going against their master’s desires.
flames from the tip of their finger, which is On the other hand, this trait means that most
useful for lighting up dark dungeons. Goblins will think that you are on their side!
Write detachable limbs under “traits” on Write Goblin features under “traits” on your
your character sheet. character sheet.
14 RULES
Human Knight of Yore
An oddity in the Labyrinth to be sure. Most The noble Knights of Yore stand for justice and
Humans enter the Labyrinth from our world honor. Each has vowed to uphold the values
and few stay for long. A Human character of chivalry. To aid them in these tasks are their
is considered strange and exotic by many mighty steeds. Each Knight must find a steed
of the denizens of the Labyrinth; some may within the Labyrinth to call their own. Once
even react with hostility to their presence. you have found your steed, it may be a little
Humans can be pretty good at a lot of things, uncooperative at first, but if you spend time
able to compete with most other races in with it and love it, it will learn to trust you back.
athletics, academics and 1970s pop music A steed can be loyal and courageous, but it is not
trivia. Their unique perspective sometimes a fool and will not do anything too dangerous.
allows them to solve problems the locals Steeds may allow you to travel extremely fast, be
didn’t even realise they had. ridden into battle, or have exciting abilities.
Humans pick an extra trait from the list in the Write honorable under “traits” on your
next section. Traits are explained in that section. character sheet.
DREAMSCAPE
Most Humans who end up within the
Labyrinth find that it shapes itself
around their mind. They will often see
links between their mundane lives and
characters in the Labyrinth. If your group
contains a Human, it can be fun to take
some notes about who that person is and
what kind of ways the Labyrinth will use
aspects of the real world to taunt them.
RULES 15
Horned Beast
Big, furry, and scary to some, Horned Beasts are a powerful friend to have. They are known for
their wild nature, with many denizens thinking them not much more than beasts, though few
would dare say it to a Horned Beast’s face. A Horned Beast struggles to fit in some of the smaller
areas of the Labyrinth, and may cause some damage to fragile things, even if they don’t mean to.
Rocks friends.
- Ludo
16 RULES
Worm
The first thing you will notice about a Worm is that it is very, very small! Worms rarely leave
their homes inside the Labyrinth as even a short journey is quite the odyssey. Sometimes
a Worm will decide to go on a great adventure by hitching a ride with some friends and
offering help where they can. You may think that a small Worm might not be much help,
but you would be wrong. The Labyrinth has many obstacles to the larger races that a Worm
can easily squeeze through!
Karen asks her friends what races they are If she’d ‘ave kept on goin’
interested in, reading the descriptions out
down that way, she’d ‘ave
loud. Nicole is quick to answer: “Worm!”
Taking her lead, Michael, who has a fairly gone straight to that castle.
clear idea in his head of what he’d like to - The Worm
play, decides on Goblin. David thinks about
it and asks Karen for the book so he can
read the descriptions again. He then decides
on a Knight of Yore. Amy can’t decide
straight away, and thinks that Human
would be the easiest to play; she does have
some experience in that area after all.
RULES 17
Step 3: What is something you are great at?
Next, choose something your character excels at, or has a particular talent in, from the list
below, taking care to write it on your character sheet under “traits.” If none of the traits below
speak to you, you may decide to come up with your own trait. Just make sure it isn’t too specific.
18 RULES
Step 4: What is something you are bad at?
Next we choose something your character isn’t very good at from the list below, writing it on your
character sheet under “flaws.” If none of the flaws below feels right, feel free to make up your own.
Flaws are a really good chance to roleplay, and confronting them is how your character will grow.
Blunt Naive
You say what you mean, but unfortunately Naive characters are perhaps a bit young, even
it can come across a little negative if not if just at heart. They will often fall for tricks or
downright rude! traps that others would see coming a mile off.
Forgetful Overconfident
Oh dear, were you supposed to bring the map? A character with this flaw believes they are the
Characters with this flaw often forget things, best at almost everything, and that their way is
sometimes even very important things! always the best way.
Coward Selfish
Dangerous situations are made to be fled from. There’s no one more important than number
I mean, why else would you have friends if not one! Your character is always looking for the
for them to face your problems for you? You may ways in which they can benefit, perhaps even
not pick this flaw if you chose the endurance at the expense of others!
and bravery trait.
RULES 19
Step 5: What does the group want?
The Goblin King has stolen something from one in your group, or perhaps from each of you in
turn. Together you must decide what it is that you are missing. This can be something physical, like
a favorite book or a baby brother, or it could be something entirely mystical, such as a fond memory
or your singing voice. Once you have decided, write it down on your character sheet under “goal.”
Whatever your goal is, your method for completing it will be the same: to get to the center
of the Labyrinth in under 13 hours and face the Goblin King. Although picking an exciting
goal is important, you should remember that it is the journey that makes a story interesting,
not the destination.
20 RULES
Step 6: Bringing it together
Finally, we fill out the final information box with your character’s name. This is a good time
to think about what your character looks like, how they might act, and what they do within
the Labyrinth. The world of the Labyrinth is a fantastical and fluid place, so feel free to go
crazy with your ideas!
Don’t feel like you need to know everything about how your character acts and sounds at this
point. Some players like to work out their backstories and personalities before the game starts;
others like to keep things a little more vague and fluid, deciding as they play how their character
feels about the world.
RULES 21