Choose two classes (\cref{ch:class}) for your character. You may pick two combat classes, two non-combat classes, or one combat and one non-combat class.
Name your class combination. Come up with a name for your unique combination of classes; something that describes who you are. Warrior monk, lone ranger, druid -- you are not just the sum of your parts, but a new whole.
For a weapon, you should choose a weapon you are proficient in. If you are not proficient in any weapons, you may use a simple weapon, such as a knife.
Normal clothes count as no armor. If you decide to wear heavy armor, make sure to subtract a point of \stat{dex}.
It is a good idea to give your character a name. Your fellow adventurers and the GR will need to refer to your character a lot, so make sure to pick one that you don't mind saying and hearing a lot.
\subsection*{Background}
Giving your character an interesting background makes telling the story of your adventures easier.
What drives your character? What made them pursue their chosen profession, i.e., their classes? Why do they wield the weapon they do? Is their armor a family heirloom?
\begin{framed}
In this book I use ``you'' and ``your character'' more or less interchangeably, because most of the time, the goal in a role-playing game is for you to \emph{become} your character. To, for a few hours, inhabit your character's very being -- to speak and act as they would.
If you roll a number of critical successes -- 12s -- equal or greater than one of the stats involved in the test -- \stat{STR} in combat, or \stat{DEX} if \stat{DEX} modifies the \stat{DT} of the test -- you may increase that stat by 1.
You may also choose to reduce four different stats by 1 (but not below 0), and increase your proficiency by 1.