Nowhere Land

Character Creation

In Nowhere Land, player characters are called Echoes — travelers, dreamers, and survivors caught between reality and imagination. This chapter walks you through every step of creating your Echo, from concept to calculated statistics.

“You were someone before the crossing. That person isn’t gone — they’re the seed from which your Echo grows. Every scar, every skill, every half-remembered dream follows you through the Veil.”

The Four Steps

StepNameWhat You Do
1Concept & IdentityChoose your name, gender, age, concept, and origin
2Define Your EssencesAllocate Forma, Anima, and Umbra scores
3Invest Career PointsSpend age-determined Career Points on careers
4Distribute Skill LevelsAssign skills from careers and extra points

After these four steps, calculate derived values (Harm Capacity, Imagination Pool, Initiative), choose starting equipment, and define your bonds and connections.

Step 1: Concept & Identity

Before touching numbers, define who your Echo is. Start with a one-sentence concept — the elevator pitch for your character. Then fill in the identity fields below.

Identity Fields

  • Name (or alias) — what others call you
  • Gender — however you define it
  • Age — specific number or category (Youth, Prime, Elder)
  • Concept — one sentence describing your role and motivation
  • Origin — where you came from (see Origins below)

Background Statement

Build a statement that encapsulates your history:

“I was a [descriptor] [type] who [focus].”

  • Descriptor — an adjective (Rugged, Charming, Scholarly, Haunted)
  • Type — a noun (Warrior, Explorer, Academic, Drifter)
  • Focus — a verb phrase (survived the wastes, explored the Mirror Labyrinth)

Preset Backgrounds

BackgroundBonusesMalus
The Lost ScholarLore +1, Investigation +1Persuasion −1
The Runaway DreamerReverie +1, Performance +1Willpower −1
The Accidental TouristSurvival +1, Perception +1Occult −1
The Count's CollectorIntimidation +1, Tactics +1Sincerity −1
Domain BornDomain Weaving +1, Survival +1Lore −1
The SurvivorWillpower +1, Medicine +1Persuasion −1

Origins

Your Origin defines your relationship with Nowhere Land. It determines your starting position, your initial Drift, and whether you arrived here by accident, choice, or birth. There are three Origin types:

🚪Outsider

L'Étranger

You came from the real world — stumbled through a portal, fell through a crack in reality, or were lured by something you cannot name.

Start: Arrive at The Passage (liminal domain). Starting Drift: 0.

Traits: Lower Drift. Can potentially leave Nowhere Land. May not understand domain rules.

🏠Settler

L'Établi

You were born in Nowhere Land or have lived here long enough that you don't remember anything else.

Start: Begin in a known domain. Starting Drift: 2–3 (varies by domain).

Traits: Better domain understanding. Higher starting Drift. Cannot have Real World as origin.

🧭Traveler

Le Voyageur

You wander between domains, never staying long. The roads between places are more home than any destination.

Start: Begin mid-journey. Starting Drift: 1–2.

Traits: Episodic adventures. Familiar with multiple domains. Comfortable with instability.

Starting Drift by Origin Domain

Origin DomainStarting Drift
Real World (Outsider only)0
The Passage1
Clockwork Citadel, Mirror Labyrinth, Drowned Quarter, Inverted Spire, Paper City, Carnival of Shadows2
Count's Domain, Bone Gardens, Fever Dream, Salt Flats, Bleeding Forest3

Age Categories

Your Echo’s age determines how many Career Points (CP) you have to spend, how much starting Reverie you receive, and any Essence adjustments. Younger characters have more imagination but less experience; older characters have more skills but their bodies and minds may have worn.

Age Category Table

CategoryAge RangeCareer PointsReverie BonusEssence Modifiers
Youth15–254 CP+5 Reverie−1 Forma
Prime26–456 CP+2 ReverieNone
Elder46+8 CP+0 Reverie−1 Forma, −1 Anima

Step 2: Define Your Essences

Every Echo is defined by three core Essences and one special resource. Each Essence ranges from −5 to +5, with 0 representing an average human. Positive values mean exceptional ability; negative values mean deficiency.

Forma ⚡

Physical prowess — strength, agility, endurance, reflexes

Governs: Athletics, Brawl, Craft, Stealth, Martial Prowess, Marksmanship

Harm Track: Wounds

Anima 🧠

Mental acuity — intellect, perception, willpower, memory

Governs: Lore, Insight, Survival, Investigation, Medicine, Occult, Perception, Willpower

Harm Track: Fractures

Umbra 👥

Social presence — charisma, manipulation, empathy, authority

Governs: Persuasion, Conviction, Sincerity, Mendacity, Subterfuge, Tactics, Intimidation, Performance

Harm Track: Scars

Reverie ✨

Imagination and connection to the impossible — NOT rolled for tests

Governs: Spent as points for Upend, Fortify, Potentials, and narrative effects

Harm Track: Imagination Pool

Essence Allocation Methods

Choose one of three methods to determine your Forma, Anima, and Umbra scores. Reverie is determined separately by your age category.

Method A: Point Buy

  • You have 15 points to distribute across Forma, Anima, and Umbra
  • Raising an Essence by +1 costs 2 points
  • Setting an Essence to 0 costs 0 points
  • Lowering an Essence by −1 refunds 1 point
  • Maximum: No Essence above +4 at creation
  • Minimum refund: 3 points total (lowest possible: −3)

Example: Forma +3 (6pts), Anima +2 (4pts), Umbra +1 (2pts) = 12 pts. Remaining 3 pts → raise one Essence or save as Reverie bonus (Trickster discretion).

Method B: Random Roll

  • For each of Forma, Anima, and Umbra: roll 4d6, drop the lowest die
  • Subtract 10 from the total, then divide by 2 (round down)
  • Result range: −4 to +4
  • Assign results to Essences in any order

Example: Roll 4d6 → [6, 4, 3, 2] → drop 2 → sum 13 → (13 − 10) ÷ 2 = 1.5 → +1

Method C: Archetypes

Choose a preset archetype for quick character creation:

ArchetypeFormaAnimaUmbraReverieBonus
Everyman+2+100Balanced, reliable
Specialist+40−21Excels in one area
Balanced+2+2−22Rounded with imagination
Dreamer0005+1 Career Point

Step 3: Invest Career Points

Your age category determines how many Career Points (CP) you receive. Careers represent your Echo’s history — what they did before (or during) their time in Nowhere Land. Each career grants skills, a Boon (advantage), and a Burden (complication).

Career Tiers & Costs

TierCostGrants
Standard (Tier 1)1 CP2 Signature Skills at +1, 1 Boon, 1 Burden
High (Tier 2)2 CP3 Signature Skills at +1, 1 Superior Boon, 1 Burden, +1 Reverie or +1 to any skill
Minor (½ Tier)½ CP1 Signature Skill at +1, 1 Minor Boon (situational)

Standard Careers (Tier 1) — Cost: 1 CP

CareerEssenceSkillsBoonBurden
DrifterFormaSurvival, SubterfugeHardened — ignore 1st Wound per sceneRootless — cannot own property
SentinelFormaMartial Prowess, TacticsGuardian — take a hit for an adjacent allyDuty Bound — test Anima (TN 10) to flee or retreat
ArtisanFormaCraft, PerceptionMasterwork — crafted items gain +1 DurabilityPerfectionist — −1 die with shoddy tools
HunterFormaMarksmanship, SurvivalPrey Sense — detect a hunted creaturePredator's Focus — −2 social when tracking
ScholarAnimaLore, InvestigationLinguist — decipher text, +1 max ReverieSedentary — −2 endurance checks
DoctorAnimaMedicine, InvestigationHippocratic — stabilize + Medicine +2Oath-bound — cannot refuse aid
MysticAnimaOccult, WillpowerSight — sense magical aurasHaunted — GM hallucination 1/session
ExplorerAnimaSurvival, PerceptionChart Master — auto-map once per sessionMust Document — compelled to record findings
CharlatanUmbraMendacity, PersuasionSilver Tongue — reroll 1 social die per sessionInfamous — −2 initial trust
DiplomatUmbraPersuasion, InsightNeutral Ground — temporary truce once per sessionWord is Bond — −3 social if promise broken
MerchantUmbraPersuasion, SubterfugeBusiness Sense — fair price, −20% costsDebt — +1 Ledger debt at creation
EntertainerUmbraPerformance, PersuasionCaptivating — hold attention once per sessionAttention Seeker — −2 stealth in social contexts
DreamerReverieDomain Weaving, WillpowerLucid — communicate across domains once per dayDetached — −1 Perception for mundane tasks

Advanced Careers (Tier 2) — Cost: 2 CP

Advanced careers require a prerequisite Tier 1 career. They represent deeper specialization and come with more powerful abilities.

CareerPrerequisiteEssenceSkills
RangerDrifterFormaSurvival, Marksmanship
WarlordSentinelFormaTactics, Martial Prowess
ArtificerArtisanFormaCraft, Occult
ArchivistScholarAnimaLore, Investigation
SorcererMysticAnimaOccult, Willpower
MastermindCharlatanUmbraMendacity, Tactics
MagnateMerchantUmbraPersuasion, Tactics
OracleDreamerReverieDomain Weaving, Occult

Master Careers (Tier 3) — Cost: 3 CP

CareerPrerequisiteEssenceSkills
BeastmasterRangerFormaSurvival, Willpower
SageArchivistAnimaLore, Willpower
ArchonSorcererReverieDomain Weaving, Occult

Career Special Abilities

Each career grants a unique ability usable once per rest:

Doctor: Emergency Care — Stabilize a dying character, no roll needed
Scholar: Recall Lore — GM must answer one factual question truthfully
Soldier: Battle Cry — Allies within earshot gain +1 die on next attack
Thief: Case the Joint — Identify weakest security point automatically
Noble: Noble Bearing — Commoners cannot initiate violence for one scene
Mystic: Sense the Veil — Detect magical/supernatural presence in area
Drifter: Blend In — Become inconspicuous; NPCs won't remember you
Sentinel: Defensive Stance — Negate one attack on an adjacent ally
Gambler: Read the Room — Know if someone is bluffing

Step 4: Distribute Skill Levels

Each career grants its Signature Skills at +1. Overlapping skills from multiple careers do not stack — diversify your career choices for maximum breadth. Additional skill points may come from your age category or Trickster discretion.

Skill Level Reference

LevelProficiencyDescription
0UntrainedNo formal training; rely on natural ability
1NoviceBasic understanding; can handle simple tasks
2TrainedCompetent practitioner; reliable in standard situations
3SkilledProfessional level — can choose a Specialization
4ExpertMaster of the craft; handles complex challenges
5LegendaryPeerless; capable of feats others consider impossible

Skill Categories

Physical (Forma) ⚡

AthleticsBrawlCraftStealthMartial ProwessMarksmanship

Mental (Anima) 🧠

LoreInsightSurvivalInvestigationMedicineOccultPerceptionWillpower

Social (Umbra) 👥

PersuasionConvictionSincerityMendacitySubterfugeTacticsIntimidationPerformance

Reverie ✨

Domain WeavingFlux Channeling

Specializations & Untrained Use

  • Specialization: At Skill level 3, choose a specialization (e.g., Athletics: Climbing). Gain +1 die when the specialization applies.
  • Untrained: Most skills can be attempted untrained at a −2 dice penalty.
    Exception: Medicine and Occult cannot be used untrained.
  • Overlapping Skills: Career skills do not stack. If two careers grant the same skill, you only get +1 (not +2). Choose diverse careers.

Derived Values

After setting your Essences, careers, and skills, calculate the following values:

Derived Value Formulas

ValueFormulaNotes
Wound CapacityForma + 5Physical harm track. Minimum 1.
Fracture CapacityAnima + 5Mental harm track. Minimum 1.
Scar CapacityUmbra + 5Social harm track. Minimum 1.
Imagination Pool5 + ⌊Reverie ÷ 2⌋Spendable points for Reverie effects.
InitiativeForma + AnimaRoll this many d6s for turn order.
Movement6 hexes/turnBase speed. Modified by Forma.
Count's LedgerStarts at 0Range −5 to +5. Tracks moral balance.

Wound Threshold Effects

WoundsStatusEffect
0HealthyNo effect
1–2HurtNo effect
3–4Battered−1 die to Forma rolls
5+Severely Injured−2 dice to Forma rolls
At CapacityIncapacitatedCannot act; risk of death

Similar thresholds apply to Fractures (affecting Anima) and Scars (affecting Umbra).

Drift & Gaps

Drift measures how deeply Nowhere Land has seeped into your Echo’s being. It increases through domain exposure, supernatural events, and choices. Gaps are the harm track for Drift — reality fractures that warp perception.

Drift Status Levels

StatusValueMax GapsEffects
Grounded00No Drift effects. Can leave freely. +1 resist domain influence. Cannot use Domain Weaving.
Displaced1–22Leaving requires Anima roll. Basic Domain Weaving. May suffer 1 Gap on domain shifts.
Adrift3–54Cannot leave without Count's help. Full Domain Weaving. 1–2 Gaps on new domains.
Lost6+6Permanently bound. Gain one domain trait. Immune to some effects, vulnerable to others.

Starting Equipment

Equipment is career-based. Each career provides thematic starting gear appropriate to that profession. In addition, all characters receive Personal Effects, Travel Gear, and Profession Tools as generic categories.

Career Starting Equipment

Scholar: Worn Notebook, Quill & Ink, Reading Glasses, Reference Tome
Sentinel: Service Weapon, Dog Tags, Field Rations, Weathered Uniform
Merchant: Ledger Book, Scales, Sample Goods, Coin Purse
Artisan: Tool Kit, Raw Materials, Work Apron, Guild Token
Doctor: Medical Kit, Herb Pouch, Bandages, Healing Salve
Entertainer: Instrument or Props, Costume, Mirror, Makeup Kit
Charlatan: Lockpicks, Dark Cloak, Forged Papers, Hidden Knife
Explorer: Compass, Rope, Maps, Survival Kit
Mystic: Ritual Components, Incense, Crystal, Tome of Secrets
Hunter: Bow or Trap Kit, Skinning Knife, Tracking Gear, Trophies
Diplomat: Sealed Letters, Fine Writing Set, Translation Guide, Official Seal
Dreamer: Dream Journal, Incense, Focus Crystal, Woven Charm

Reverie & Imagination Pool

Reverie represents your Echo’s connection to imagination and the impossible. Unlike Forma, Anima, and Umbra, Reverie is not rolled for tests — it fuels a spendable Imagination Pool.

Starting Reverie

  • Base Reverie is determined by your age category (Youth: +5, Prime: +2, Elder: +0)
  • Imagination Pool = 5 + ⌊Reverie ÷ 2⌋ (minimum 1)
  • Some careers and archetypes grant additional Reverie

Spending Imagination Points

UseEffectCost
Upend (Die Escalation)Upgrade die size: d6→d8→d10→d12→…→d1001 Reverie per step
Fortify (Minimum Result)Set die minimum result (1pt = min 2, 2pt = min 3…)Points = desired min − 1
PushReroll non-1 dice after initial roll1 Imagination point
Activate PotentialsTrigger supernatural abilitiesVaries by Potential
Narrative PowerSuggest story elements to the TricksterGM discretion

Restriction: You cannot combine Reverie effects with Reach or Push in the same roll.

Potentials at Character Creation

Potentials are supernatural abilities that emerge from deep connection to Nowhere Land. Starting characters do not automatically gain Potentials — they are acquired through play via domain exposure, the Count’s Ledger, or story events. If the Trickster permits, a starting character may begin with one Potential tied to their background.

The Count’s Ledger

The Count’s Ledger tracks your Echo’s moral and spiritual balance in Nowhere Land. It ranges from −5(deeply in the Count’s debt) to +5 (free of obligation). All characters start at 0 (Balanced)unless their background or the Merchant career specifies otherwise.

Visual Description & Bonds

Fill out the following to bring your Echo to life at the table:

Finishing Touches

  • Visual Description: Height, build, distinguishing features, clothing
  • Traits: One Physical, one Mental, one Social (e.g., “Scarred hands,” “Photographic memory,” “Disarming smile”)
  • Bonds: Named connections with type (Love, Loyalty, Hatred, Fear, Curiosity, Duty, Debt) and strength rating
  • Connections: Ally, Rival, Enemy, Mentor, or Student — drawn from career history
  • Values: Where does your Echo fall on these spectrums?
    • Law ↔ Chaos
    • Reality ↔ Dream
    • Self ↔ Others

Character Creation Checklist

Name, gender, age, concept, and origin defined
Background statement written
Essences allocated (Forma, Anima, Umbra) using Method A, B, or C
Reverie determined by age category
Career Points spent on careers (verify prerequisites for Tier 2+)
Skills recorded from careers; specializations noted at level 3+
Derived values calculated: Wound/Fracture/Scar Capacity, Imagination Pool, Initiative
Starting Drift set by origin domain
Count's Ledger set to 0 (unless modified)
Starting equipment gathered from careers
Visual description, traits, bonds, and values filled in
“Every Echo was someone’s friend, someone’s enemy, someone’s child. The crossing doesn’t erase who you were — it reveals who you might become.”

— The Count’s Archivist