Generic Character Templates

You can use the listed templates as a quick and easy base for building characters. This is especially helpful with new players. The templates are worth 120 points in point-buy character creation. All characters get 5 extra AP for a total of 125. All characters are assumed to be 24 regarding abilities and skill points, but age can be tweaked.

The templates do not include any cultural background modifiers or languages. These must be bought separately and added on top of the template using the extra points. Likewise, APs can be spent to buy further equipment. If they prove insufficient, take extra Curses. Players with a stronger grasp of the rules can further customize the characters.

Courtier

The character comes from a privileged background. They have spent their entire life without physical hardships, surrounded by luxuries. This usually means a background in a noble family or among the merchant princes. The character is socially smooth, rich and connected, but has poor practical abilities.

Why did the Courtier become a Shepherd? Suggestions:

  • Avoiding a political marriage
  • A scandal at the court due to immoral behaviour
  • Stipulation in a will of a very wealthy relative
  • Sheer boredom in the idle life of luxury
  • Death of a relative, friend or lover in war against the Golden Lord
  • Genuine religious awakening

(120 total)(105 points to basic abilities) (4 points on age 24) (Skill points 55) (3 AP spent on skills) (8 AP on Blessings) (+2 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
12131316151915

PV 0 DP 8/10 Mighty Blow 6 Momentum 5

Blessings:

Attractive II

Independent Income III

Lucky III

Curses:

Clumsy

Pampered

Equipment:

Rapier & dagger, brace of smoothbore pistols, ten smoothbore shots, fancy clothing, spyglass, fine techlight, 50 omns worth of money & jewelry, a fine horse.

Skills: Acrobatics 5 (TN 12), Administration 3 (TN 11), Alertness 3 (TN 10), Athletics 5 (TN 11), Diplomacy 5 (TN 15), Etiquette 5 (TN 15), Fast-Talk 5 (TN 15), Firearms 5 (TN 12), Human Nature 5 (TN 13), Investigation 3 (TN 10/11), Law 3 (TN 11), Leadership 3 (TN 13), Melee Weapons 5 (TN 12), Politics & Current Events 5 (TN 13), Religion 1 (TN 9), Riding 5 (TN 12), Unarmed 4 (TN 12)

Influences:

Religious (Shepherds) 1 (TN 11)

Government or Mercantile (Family ties or a Faction) 6 (TN 16)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound12+---
Lethal Wound18+-
Death23+

Marksman

The character is a gunslinger, a musketeer or an archer. The template portrays a mix of experience and training in ranged combat, with some basic physical abilities. Change Firearms skill to Archery or Crossbow if more appropriate for the character concept.

Why did the marksman become a Shepherd? Suggestions:

  • Remorse for terrible deeds in the past
  • Inability to settle for civilian life after the war
  • A promise given to a dying comrade or a priest who saved their life
  • Encounter with a Blighted monster
  • A near death experience
  • Adventurous nature

(120 total)(104 points to basic abilities) (4 points on age 24) (Skill points 58) (4 AP spent on skills) (8 AP on Blessings)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
16161816101016

PV 18 (partial) DP 10/12 Mighty Blow 8 Momentum 7

Blessings:

Armor Training II

Lucky III

Pain Tolerance I

Curses: -

Equipment: Smoothbore musket, a brace of pistols, 10 cartridged shots, bayonet, steel cuirass & helmet, poor climbing kit, a horse.

Skills:+12 Acrobatics 5 (TN 13), Alertness 5 (TN 13), Athletics 5 (TN 13), Clubs & Axes 5 (TN 13), Diplomacy 3 (TN 8), Firearms (Quick loading) 6 (TN 16), Gunsmith 4 (TN 9), Heavy Guns 3 (TN 12), Human Nature 3 (TN 11), Leechcraft (First aid) 3 (TN 8), Polearms 5 (TN 13), Riding 3 (TN 11), Stealth 5 (TN 13), Streetwise 3 (TN 11), Survival 3 (TN 11), Tactics 2 (TN 10), Unarmed 5 (TN 13)

Influences: Spycraft (Shepherds) 1 (TN 6)

Wound LevelValueInjuries
Bruise8------
Light Wound9+----
Serious Wound16+---
Lethal Wound24+-
Death31+

Merchant

Masters of coin often come from humble beginnings. Merchant template portrays someone involved in personal dealings, not an idle merchant prince. Traders usually benefit from a slick tongue, wide knowledge and shady connections.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (6 AP spent on skills) (4 AP on Blessings)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
13131514171714

PV 0 DP 8/10 Mighty Blow 7 Momentum 4

Blessings:

Independent Income I

Lucky III

Curses: -

Skills: Acrobatics 4 (TN 11), Administration 3 (TN 12), Alertness 2 (TN 10), Athletics 4 (TN 11), Blades 4 (TN 11), Business 5 (TN 14), Diplomacy 6 (TN 15), Etiquette 3 (TN 12), Fast-Talk 6 (TN 15), Firearms 4 (TN 12), Geography 2 (TN 11), Human Nature 6 (TN 15), Investigation 3 (TN 11), Law 1 (TN 10), Politics & Current Events 3 (TN 12), Streetwise 5 (TN 12), Teamster 3 (TN 10), Unarmed 5 (TN 13)

Influences:

Mercantile (Local traders) 4 (TN 13)

Criminal (Smugglers & fences) 2 (TN 11)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-

Occultist

In a world ruled by superstition, many turn to the forbidden paths for power. Some occultists are charlatans or misunderstood scientists, others genuine believers or simply insane. In the eyes of the Shepherds the difference matters little. A typical occultist is strong-willed and knowledgeable, but quite eccentric.

(120 total)(107 points to basic abilities) (4 points on age 24) (Skill points 46) (9 AP spent on skills) (8 AP on Blessings) (+5 AP from Curses) (+3 AP from Corruption)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
14141316171118

PV 0 DP 8/10 Mighty Blow 7 Momentum 5

Blessings:

Lucky V

Prophet

Curses:

Phobia II (Sacred places)

Secret II (Occultist)

Unlucky III

Corruption: 3 (Incurs Phobia II with no AP granted)

Skills: Acrobatics 4 (TN 11), Alchemy 5 (TN 14), Alertness 2 (TN 9), Ancient History 3 (TN 12), Apothecary 5 (TN 14), Arcane Lore 3 (TN 12), Athletics 4 (TN 11), Blades 4 (TN 11), Diplomacy 3 (TN 9), Etiquette 3 (TN 9), Fast-Talk 6 (TN 12), Firearms 4 (TN 11), Herbalism 5 (TN 14), Human Nature 6 (TN 14), Investigation 3 (TN 11), Leechcraft 5 (TN 14), Occult 5 (TN 14), Perform (Ritual) 4 (TN 10), Religion & Philosophy 4 (TN 13), Stealth 4 (TN 11), Streetwise 4 (TN 12), Unarmed 5 (TN 12)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound14+---
Lethal Wound21+-

Priest

Priests, shamans and miracle workers carry great influence in their communities. They are leaders and manipulators adept at sniffing out secrets. Many double as community doctors and counselors, while some play ruthlessly for power.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (10 AP spent on skills) (2 AP on Blessings) (+2 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
13131514161716

PV 0 DP 8/10 Mighty Blow 7 Momentum 4

Blessings:

Lucky II

Curses:

Code of Honor

Skills: Acrobatics 4 (TN 11), Administration 3 (TN 12), Alertness 2 (TN 10), Apothecary 3 (TN 12), Athletics 4 (TN 11), Blades 4 (TN 11), Diplomacy 5 (TN 14), Etiquette 5 (TN 14), Fast-Talk 3 (TN 12), Firearms 4 (TN 12), Geography 3 (TN 12), History 3 (TN 12), Human Nature 5 (TN 13), Investigation 3 (TN 11), Law 3 (TN 12), Leadership 5 (TN 14), Leechcraft 5 (TN 14), Perform (Ritual) 5 (TN 14), Politics & Current Events 3 (TN 12), Religion & Philosophy 5 (TN 14), Streetwise 3 (TN 11), Unarmed 4 (TN 12)

Influences:

Religious (Local clergy) 3 (TN 12)

Civilian (Local community) 1 (TN 10)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-

Scholar

Even in a world as ignorant as the Ashen Age, knowledge is power. Scholars work mostly for noble patrons or the Church, maintaining and teaching useful knowledge. They might be doctors, teachers, professors or scholarly priests.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (3 AP spent on skills) (8 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
11131416191316

PV 0 DP 7/9 Mighty Blow 7 Momentum 4

Blessings:

Hidden Talent II

Linguistic Talent

Lucky III

Curses:

Unlucky I

Skills: Acrobatics 4 (TN 11), Administration 3 (TN 12), Apothecary 3 (TN 12), Athletics 4 (TN 10), Blades 4 (TN 11), Business 3 (TN 13), Diplomacy 3 (TN 10), Etiquette 3 (TN 10), Fast-Talk 3 (TN 10), Firearms 4 (TN 11), Geography 5 (TN 15), History 5 (TN 15), Human Nature 3 (TN 11), Law 3 (TN 13), Leechcraft 5 (TN 15), Politics & Current Events 5 (TN 15), Religion & Philosophy 3 (TN 15), Techmancery 3 (TN 13), Unarmed 4 (TN 11)

Wound LevelValueInjuries
Bruise5------
Light Wound6+----
Serious Wound11+---
Lethal Wound17+-

Scout

The scout template abstracts a professional woodsman skilled in surviving out in the wilds. He might be a roaming ranger, a military scout or simply a savage living in the wastelands. Whatever the circumstances, he is used on getting by with very little, but is lost in a crowd.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (4 AP spent on skills) (7 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
17161615131315

PV 0 DP 9/11 Mighty Blow 9 Momentum 4

Blessings:

Lucky II

Survivor

Tough

Curses:

Unattractive I

Skills: Acrobatics 5 (TN 13), Alertness 3 (TN 11), Athletics 5 (TN 14), Firearms 5 (TN 13), Geography 3 (TN 10), Handle Animal 3 (TN 11), Herbalism 4 (TN 12), Human Nature 3 (TN 11), Investigation 4 (TN 12), Leechcraft 3 (First aid) (TN 10), Navigation 5 (TN 13), Polearms 4 (TN 12), Riding 3 (TN 11), Stealth 5 (TN 13), Survival 5 (TN 13), Swimming 5 (TN 14), Throwing 5 (TN 13), Tracking 5 (TN 13), Unarmed 4 (TN 12), Woodcraft 4 (TN 12)

Wound LevelValueInjuries
Bruise10------
Light Wound11+----
Serious Wound22+---
Lethal Wound33+-

Techdabbler

There have always been people dabbling with Techmancery, most tacitly ignored by the real Techmancers. They scavenge old world scraps, maintain failing infrastructure and build second-grade goods. A dabbler might be anything from a daring scavenger to a bored repairman.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (10 AP spent on skills) (4 AP on Blessings) (+2 AP from Curses) (+2 AP from Blight)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
13151317171415

PV 0 DP 8/10 Mighty Blow 7 Momentum 6

Blessings:

Lucky IV

Curses:

Deep Sleeper

Poor Sight I

Blight: 2

Skills: Acrobatics 4 (TN 12), Alertness 1 (TN 8), Arcane Lore 3 (TN 12), Armory 5 (TN 14), Athletics 4 (TN 11), Clockworks 5 (TN 14), Clubs & Axes 4 (TN 11), Demolitions 3 (TN 12), Engineering 3 (TN 12), Farseeing 5 (TN 14), Farspeaking 5 (TN 14), Fast-Talk 3 (TN 10), Firearms 4 (TN 11), Golemcraft 5 (TN 14), Heavy Guns 3 (TN 10), Human Nature 3 (TN 12), Investigation 4 (TN 13), Leechcraft 3 (TN 12), Spiritcraft 5 (TN 14), Stealth 4 (TN 12), Streetwise 3 (TN 12), Techmancery 3 (TN 12), Unarmed 4 (TN 11)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-

Thief

Where poverty and wealth meet, there you can always find thieves. This template portrays any urban sneak – he might be an assassin, a burglar or even a spy. Change the abilities accordingly, depending on the exact focus.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (1 AP spent on skills) (9 AP on Blessings)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
15171616121613

PV 0 DP 10/11 Mighty Blow 8 Momentum 6

Blessings:

Dirty Fighter

Lucky III

Superb Reflexes

Curses: -

Skills: Acrobatics 5 (TN 14), Alertness 5 (TN 18), Athletics 5 (TN 13), Blades 4 (TN 12), Fast-Talk 5 (TN 13), Firearms 4 (TN 12), Diplomacy 3 (TN 11), Human Nature 3 (TN 11), Intrusion 5 (TN 14), Investigation 5 (TN 13), Sleight of Hand 5 (TN 14), Stealth 5 (TN 14), Streetwise 5 (TN 13), Swimming 3 (TN 11), Throwing 4 (TN 12), Unarmed 5 (TN 13)

Wound LevelValueInjuries
Bruise7------
Light Wound8+----
Serious Wound15+---
Lethal Wound23+-

Warrior

Flintlock guns are deadly, but inaccurate and slow to reload. Thus close combat remains a reality on the battlefields. Warrior is a close combat specialist dealing with the adversaries up close and personal. The example template is skilled with a sword and a shield; change skills accordingly for different preferences in equipment.

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 46) (1 AP spent on skills) (11 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
18171515121214

PV 0 DP 10/12/16 Mighty Blow 19 Momentum 6

Blessings:

Armor Training IV

Brutal II

Lucky II

Pain Tolerance I

Curses:

Distinguishing Mark (Remarkable scars)

Skills: Acrobatics 5 (TN 14), Alertness 5 (TN 13), Athletics 5 (TN 14), Blades 7 (TN 16), Fast-Talk 3 (TN 9), Firearms 4 (TN 12), Diplomacy 3 (TN 9), Human Nature 3 (TN 11), Leadership 3 (TN 9) Leechcraft (First aid) 3 (TN 9), Riding 4 (TN 13), Shields 5 (TN 14), Stealth 4 (TN 13), Swimming 3 (TN 12), Tactics 1 (TN 9), Throwing 4 (TN 12), Unarmed 7 (TN 16)

Wound LevelValueInjuries
Bruise8------
Light Wound9+----
Serious Wound18+---
Lethal Wound27+-

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