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
| Step | Name | What You Do |
|---|---|---|
| 1 | Concept & Identity | Choose your name, gender, age, concept, and origin |
| 2 | Define Your Essences | Allocate Forma, Anima, and Umbra scores |
| 3 | Invest Career Points | Spend age-determined Career Points on careers |
| 4 | Distribute Skill Levels | Assign 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
| Background | Bonuses | Malus |
|---|---|---|
| The Lost Scholar | Lore +1, Investigation +1 | Persuasion −1 |
| The Runaway Dreamer | Reverie +1, Performance +1 | Willpower −1 |
| The Accidental Tourist | Survival +1, Perception +1 | Occult −1 |
| The Count's Collector | Intimidation +1, Tactics +1 | Sincerity −1 |
| Domain Born | Domain Weaving +1, Survival +1 | Lore −1 |
| The Survivor | Willpower +1, Medicine +1 | Persuasion −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 Domain | Starting Drift |
|---|---|
| Real World (Outsider only) | 0 |
| The Passage | 1 |
| Clockwork Citadel, Mirror Labyrinth, Drowned Quarter, Inverted Spire, Paper City, Carnival of Shadows | 2 |
| Count's Domain, Bone Gardens, Fever Dream, Salt Flats, Bleeding Forest | 3 |
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
| Category | Age Range | Career Points | Reverie Bonus | Essence Modifiers |
|---|---|---|---|---|
| Youth | 15–25 | 4 CP | +5 Reverie | −1 Forma |
| Prime | 26–45 | 6 CP | +2 Reverie | None |
| Elder | 46+ | 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:
| Archetype | Forma | Anima | Umbra | Reverie | Bonus |
|---|---|---|---|---|---|
| Everyman | +2 | +1 | 0 | 0 | Balanced, reliable |
| Specialist | +4 | 0 | −2 | 1 | Excels in one area |
| Balanced | +2 | +2 | −2 | 2 | Rounded with imagination |
| Dreamer | 0 | 0 | 0 | 5 | +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
| Tier | Cost | Grants |
|---|---|---|
| Standard (Tier 1) | 1 CP | 2 Signature Skills at +1, 1 Boon, 1 Burden |
| High (Tier 2) | 2 CP | 3 Signature Skills at +1, 1 Superior Boon, 1 Burden, +1 Reverie or +1 to any skill |
| Minor (½ Tier) | ½ CP | 1 Signature Skill at +1, 1 Minor Boon (situational) |
Standard Careers (Tier 1) — Cost: 1 CP
| Career | Essence | Skills | Boon | Burden |
|---|---|---|---|---|
| Drifter | Forma | Survival, Subterfuge | Hardened — ignore 1st Wound per scene | Rootless — cannot own property |
| Sentinel | Forma | Martial Prowess, Tactics | Guardian — take a hit for an adjacent ally | Duty Bound — test Anima (TN 10) to flee or retreat |
| Artisan | Forma | Craft, Perception | Masterwork — crafted items gain +1 Durability | Perfectionist — −1 die with shoddy tools |
| Hunter | Forma | Marksmanship, Survival | Prey Sense — detect a hunted creature | Predator's Focus — −2 social when tracking |
| Scholar | Anima | Lore, Investigation | Linguist — decipher text, +1 max Reverie | Sedentary — −2 endurance checks |
| Doctor | Anima | Medicine, Investigation | Hippocratic — stabilize + Medicine +2 | Oath-bound — cannot refuse aid |
| Mystic | Anima | Occult, Willpower | Sight — sense magical auras | Haunted — GM hallucination 1/session |
| Explorer | Anima | Survival, Perception | Chart Master — auto-map once per session | Must Document — compelled to record findings |
| Charlatan | Umbra | Mendacity, Persuasion | Silver Tongue — reroll 1 social die per session | Infamous — −2 initial trust |
| Diplomat | Umbra | Persuasion, Insight | Neutral Ground — temporary truce once per session | Word is Bond — −3 social if promise broken |
| Merchant | Umbra | Persuasion, Subterfuge | Business Sense — fair price, −20% costs | Debt — +1 Ledger debt at creation |
| Entertainer | Umbra | Performance, Persuasion | Captivating — hold attention once per session | Attention Seeker — −2 stealth in social contexts |
| Dreamer | Reverie | Domain Weaving, Willpower | Lucid — communicate across domains once per day | Detached — −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.
| Career | Prerequisite | Essence | Skills |
|---|---|---|---|
| Ranger | Drifter | Forma | Survival, Marksmanship |
| Warlord | Sentinel | Forma | Tactics, Martial Prowess |
| Artificer | Artisan | Forma | Craft, Occult |
| Archivist | Scholar | Anima | Lore, Investigation |
| Sorcerer | Mystic | Anima | Occult, Willpower |
| Mastermind | Charlatan | Umbra | Mendacity, Tactics |
| Magnate | Merchant | Umbra | Persuasion, Tactics |
| Oracle | Dreamer | Reverie | Domain Weaving, Occult |
Master Careers (Tier 3) — Cost: 3 CP
| Career | Prerequisite | Essence | Skills |
|---|---|---|---|
| Beastmaster | Ranger | Forma | Survival, Willpower |
| Sage | Archivist | Anima | Lore, Willpower |
| Archon | Sorcerer | Reverie | Domain Weaving, Occult |
Career Special Abilities
Each career grants a unique ability usable once per rest:
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
| Level | Proficiency | Description |
|---|---|---|
| 0 | Untrained | No formal training; rely on natural ability |
| 1 | Novice | Basic understanding; can handle simple tasks |
| 2 | Trained | Competent practitioner; reliable in standard situations |
| 3 | Skilled | Professional level — can choose a Specialization |
| 4 | Expert | Master of the craft; handles complex challenges |
| 5 | Legendary | Peerless; capable of feats others consider impossible |
Skill Categories
Physical (Forma) ⚡
Mental (Anima) 🧠
Social (Umbra) 👥
Reverie ✨
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
| Value | Formula | Notes |
|---|---|---|
| Wound Capacity | Forma + 5 | Physical harm track. Minimum 1. |
| Fracture Capacity | Anima + 5 | Mental harm track. Minimum 1. |
| Scar Capacity | Umbra + 5 | Social harm track. Minimum 1. |
| Imagination Pool | 5 + ⌊Reverie ÷ 2⌋ | Spendable points for Reverie effects. |
| Initiative | Forma + Anima | Roll this many d6s for turn order. |
| Movement | 6 hexes/turn | Base speed. Modified by Forma. |
| Count's Ledger | Starts at 0 | Range −5 to +5. Tracks moral balance. |
Wound Threshold Effects
| Wounds | Status | Effect |
|---|---|---|
| 0 | Healthy | No effect |
| 1–2 | Hurt | No effect |
| 3–4 | Battered | −1 die to Forma rolls |
| 5+ | Severely Injured | −2 dice to Forma rolls |
| At Capacity | Incapacitated | Cannot 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
| Status | Value | Max Gaps | Effects |
|---|---|---|---|
| Grounded | 0 | 0 | No Drift effects. Can leave freely. +1 resist domain influence. Cannot use Domain Weaving. |
| Displaced | 1–2 | 2 | Leaving requires Anima roll. Basic Domain Weaving. May suffer 1 Gap on domain shifts. |
| Adrift | 3–5 | 4 | Cannot leave without Count's help. Full Domain Weaving. 1–2 Gaps on new domains. |
| Lost | 6+ | 6 | Permanently 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
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
| Use | Effect | Cost |
|---|---|---|
| Upend (Die Escalation) | Upgrade die size: d6→d8→d10→d12→…→d100 | 1 Reverie per step |
| Fortify (Minimum Result) | Set die minimum result (1pt = min 2, 2pt = min 3…) | Points = desired min − 1 |
| Push | Reroll non-1 dice after initial roll | 1 Imagination point |
| Activate Potentials | Trigger supernatural abilities | Varies by Potential |
| Narrative Power | Suggest story elements to the Trickster | GM 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
“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