I thought it would be a good idea to explain exactly how you go about creating a character in UnderQuest. Building your adventurer at the beginning of your journey requires you to make 3 important choices. You must pick a Race, a Class, and a Familiar. Let’s take a look as to how this works.

There are 6 races, 6 classes, and 6 familiars to choose from. The race and classes share opposite sides of the same card meaning that you cannot be both the race and class from a single card at the same time. Essentially, each race has a class that it cannot be. This is an older idea that I borrowed from old computer roleplaying games where certain races could not be certain classes. I simply like the concept. You can however choose any of the 6 familiars you like. So in the base game you will have 180 combos to explore!
Let’s take a look at the character we have build above, the Kurmori Herbalist, with a Moon Rabbit familiar. Each of the 3 cards help to determine your starting/max health (heart icon). 8+3+2= 13 starting/max health. Also you can figure your starting/max grit (purple star icon). 6+3+1= 10 starting max grit. Grit is similar to energy in my other designs. Now we shall look at each card individually to see how they make your character come to life.
The race card also determines your starting encumbrance. This is obviously important for being able to carry more items in your inventory. The Kurmori has a pretty low encumbrance, meaning you will have to balance carefully what you keep in your inventory. You will see that each race card has a special ability. In the case of the Kurmori, you gain +1 to all mind checks. There are a lot of mind checks in the game, so this is quite nice. He also starts with Murlak’s Tonic, which is a potion that cures poison based on your brawn stat. This character only has 1 brawn, so not a very helpful starting item, but could be sold to the merchant. Lastly, and most importantly, your race card tells us your starting stats (Agility, Brawn, and Mind). In this case the Kurmori has 2 agility, 1 brawn, and 2 mind.
Now let’s look at the class card. In addition to the health and grit buffs that we discussed earlier, your class will determine your starting trinkets (similar to gold in Iron Helm) and your starting rations. The Herbalist starts with 3 trinkets and 2 rations, which is above average. Trinkets are used to barter for items with merchants and at the Lonely Troll Inn before, and in between, adventures. Rations are consumed between dungeon levels and can be spent in a few others ways during your adventure, like for feeding wolves so they don’t attack you. In the middle of the class card, you will see 3 attack icons with values in them. Above each of those a small grit icons. This tells us how much bonus damage we can inflict in combat when we spend the corresponding amount of grit. The Herbalist is not an offensive powerhouse. Below that you will see your starting skill. In this case it is fittingly the Herbalism skill, which will make you better at crafting potions right out of the gate. Lastly, the class card tells us our skill proficiency. We gain experience during the game that we can trade in to learn new skills. It is always easier to learn a skill that falls into your skill proficiency. You can learn skills outside your proficiency, but it will cost you more experience.
The last card we have to examine is the familiar card. This is a mystically creature that is always nearby protecting you. They give you a minor buff to your starting/max health and grit, and they also set your starting placement on the morality tracker. Your familiar will influence your choices in regards to morality by offering you a perk for doing what they like. In the case of the Moon Rabbit, you can either have your health healed for 1 or you can remove 1 poison every time you move up on the morality tracker. You are being rewarded for being a good person. There are however evil familiars that do the opposite. You familiar will give you a bonus item at the start of the game as well. The Moon Rabbit gives you an ingredient, which is fitting for the Herbalist. Lastly, they give you a stat bonus, which is very powerful. The Moon Rabbit gives you a bonus to Agility, meaning your final starting stats are as follows: 3 Agility, 1 Brawn, and 2 Mind.
So what we end up with is a truly unique adventurer with some nice strengths and some clear weaknesses. Our Kurmori Herbalist and his Moon Rabbit will be challenged if equipped with a brawn-based weapon, struggle with decisions as to what items to drop and which to keep, and will generally have issues in combat with a lower health and lower damage output. On the plus side, he will do well with mind checks, can be armed with an agility-based weapon and succeed, and has above average grit, which will help is many ways. Each character you create will be similar, in that they will have strengths and weaknesses, and this will ultimately determine your strategies during play.




















