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; now all characters have somewhat average basic abilities.

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+

Gunslinger

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 gunslinger 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, 20 cartridged shots, bayonet, steel cuirass & helmet, gunsmith's toolkit, poor climbing kit, a horse.

Skills: Acrobatics 6 (TN 14), Alertness 6 (TN 14), Athletics 6 (TN 14), Diplomacy 3 (TN 8), Firearms 7 (TN 17), Heavy Guns 3 (TN 12), Human Nature 3 (TN 11), Investigation 4 (TN 12), Leechcraft 3 (TN 8), Melee Weapons 5 (TN 13), Profession: Gunsmith 6 (TN 11), Riding 5 (TN 13), Stealth 6 (TN 14), Streetwise 3 (TN 11), Survival 3 (TN 11), Tactics 3 (TN 11), Unarmed 5 (TN 13)

Influences: Spycraft (Shepherds) 1 (TN 6)

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

Merchant

The character was involved in pursuit of coin, either in the service of others or on their own. Living among the ruthless merchant princes taught them how to plot and survive. The character has good mental skills and some connections, but is not a great fighter.

Why did the merchant become a Shepherd? Some suggestions:

  • Penance for dealing in immoral wares
  • Experiencing the corruption among the merchant princes
  • A moving pilgrimage
  • Bankrupcy and despair
  • Desire for power
  • Vengeance for injustice seen or experienced

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 64) (6 AP spent on skills) (4 AP on Blessings)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
13131514171714

PV 6 (partial) DP 8/10 Mighty Blow 7 Momentum 4

Blessings:

Independent Income I

Lucky III

Curses: -

Equipment: Blunderbuss, 10 blunderbuss shots, broadsword, leather armor, horse, 30 omns worth of money & jewelry.

Skills: Acrobatics 4 (TN 11), Administration 5 (TN 13), Alertness 3 (TN 11), Athletics 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 4 (TN 13), Human Nature 6 (TN 15), Investigation 5 (TN 13), Law 3 (TN 12), Melee Weapons 4 (TN 11), Politics & Current Events 3 (TN 12), Riding 4 (TN 11), Stealth 5 (TN 12), Streetwise 5 (TN 12), Survival 3 (TN 11), Vehicles 3 (TN 10), Unarmed 5 (TN 13)

Influences:

Religious (Shepherds) 1 (TN 10)

Mercantile (Background or faction) 4 (TN 13)

Criminal (Background or faction) 2 (TN 11)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-
Death25+

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.

Why did the occultist become a Shepherd? Some suggestions:

  • Lust for forbidden knowledge
  • Desire to hunt monsters
  • Forced into service for heretical thoughts or actions
  • Morbid curiosity
  • Desire for supernatural power
  • Revenge against a cult for betrayal

(120 total)(107 points to basic abilities) (4 points on age 24) (Skill points 73) (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:

Evil Eye

Fearless

Lucky V

Curses:

Phobia II (Sacred relics)

Secret II (Occultist)

Unlucky III

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

Equipment: Poor smoke grenade, two flamebombs, smoothbore pistol, 10 smoothbore shots, dagger, leechcraft toolkit, alchemist's toolkit, a horse.

Skills: Acrobatics 4 (TN 11), Alchemy & Apothecary 5 (TN 14), Alertness 3 (TN 10), Ancient History 3 (TN 12), Arcane Lore 3 (TN 12), Athletics 4 (TN 11), Diplomacy 3 (TN 9), Etiquette 3 (TN 9), Fast-Talk 5 (TN 11), Firearms 4 (TN 11), Human Nature 5 (TN 13), Investigation 6 (TN 14), Leechcraft 5 (TN 14), Melee Weapons 4 (TN 11), Nature 5 (TN 14), Occult 5 (TN 14), Religion & Philosophy 5 (TN 14), Riding 4 (TN 11), Sleight of Hand 3 (TN 10), Stealth 4 (TN 11), Streetwise 4 (TN 12), Throwing 5 (TN 12), Unarmed 5 (TN 12)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound14+---
Lethal Wound21+-
Death27+

Priest

The character has a deeply religious background as a priest, nun or monk. This provides religious education, social skills and influence in the Church. Their practical skills can be lacking, but they make a great leader and a prosecutor.

Why did the priest become a Shepherd? Some suggestions:

  • Pure conviction in the holy cause
  • Desire to defend the common people
  • Divine vision or visitation
  • Ambition and desire for power
  • Family tradition
  • Disappointment in the Church politics

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 76) (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 (Saint of choice)

Equipment: Heavy club (staff), smoothbore pistol, 10 smoothbore shots, leechcraft kit, books of religious law (library), a horse.

Skills: Acrobatics 4 (TN 11), Administration 5 (TN 14), Alertness 3 (TN 11), Alchemy & Apothecary 3 (TN 12), Athletics 4 (TN 11), Diplomacy 6 (TN 15), Etiquette 5 (TN 14), Fast-Talk 3 (TN 12), Firearms 4 (TN 12), Geography 3 (TN 12), History 3 (TN 12), Human Nature 6 (TN 14), Investigation 3 (TN 11), Law 3 (TN 12), Leadership 7 (TN 16), Leechcraft 5 (TN 14), Melee Weapons 4 (TN 11), Politics & Current Events 3 (TN 12), Religion & Philosophy 7 (TN 16), Riding 4 (TN 11), Streetwise 3 (TN 11), Unarmed 4 (TN 12)

Influences:

Religious (Shepherds) 3 (TN 12)

Rabblerousing (Background or a faction) 1 (TN 10)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-
Death25+

Scholar

Even in a world as ignorant as the Ashen Age, knowledge is power. The scholar used to be an academic, a doctor, a chronicler or a tutor for nobility, a very educated priest or even a noble diletante. They know a lot about a lot of things, but are physically frail.

Why did the scholar become a Shepherd? Some suggestions:

  • A superstitious mob burned down their school/hospital
  • Penance for heretical thought
  • Academic curiosity in the nature of the world
  • Seeking answers for a historical mystery
  • Collecting a personal library
  • Desiring access to secret archives

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 67) (7 AP spent on skills) (8 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
11131416191316

PV 6 (partial) DP 7/9 Mighty Blow 7 Momentum 4

Blessings:

Hidden Talent II

Lucky III

Curses:

Unlucky I

Equipment: Cane sword, smoothbore pistol, 10 smoothbore shots, leather armor, leechcraft toolkit, techflint, a horse.

Skills: Acrobatics 4 (TN 11), Administration 3 (TN 12), Alchemy & Apothecary 3 (TN 12), Athletics 4 (TN 10), 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), Investigation 5 (TN 13), Leechcraft 5 (TN 15), Melee Weapons 4 (TN 11), Nature 3 (TN 13), Politics & Current Events 5 (TN 15), Religion & Philosophy 5 (TN 15), Riding 3 (TN 10), Techmancery 3 (TN 13), Unarmed 4 (TN 11)

Influences:

Religious (Shepherds) 1 (TN 8)

Wound LevelValueInjuries
Bruise5------
Light Wound6+----
Serious Wound11+---
Lethal Wound17+-
Death21+

Scout

The scout is skilled in surviving out in the wilds. The character might be originally a roaming ranger, a military scout or simply a savage living in the wastelands. They are very skilled in outdoors tasks and decent in combat, but lack social skills and book smarts.

Why did the scout become a Shepherd? Some suggestions:

  • Encountered monsters in the wild
  • Wants to hunt the most dangerous prey
  • Redeemed bandit or scavenger
  • Lost everything in the war
  • Survived a bad situation in the wilds, made a holy promise
  • Home village was destroyed by religious enemies

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 58) (4 AP spent on skills) (7 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
17161615131315

PV 6(partial) DP 9/11 Mighty Blow 9 Momentum 4

Blessings:

Lucky II

Survivor

Tough

Curses:

Unattractive I

Equipment: Rifled musket, 10 rifled shots, battleaxe, dagger, leather armor, spyglass, a horse.

Skills: Acrobatics 5 (TN 13), Alertness 3 (TN 11), Athletics 6 (TN 15), Firearms 5 (TN 13), Geography 3 (TN 10), Handle Animal 3 (TN 11), Human Nature 3 (TN 11), Investigation 4 (TN 12), Leechcraft 3 (TN 10), Melee Weapons 4 (TN 12), Navigation 5 (TN 13), Riding 3 (TN 11), Stealth 6 (TN 14), Survival 5 (TN 13), Swimming 5 (TN 14), Throwing 5 (TN 13), Tracking 5 (TN 13), Unarmed 4 (TN 12)

Influences:

Religious (Shepherds) 1 (TN 8)

Wound LevelValueInjuries
Bruise10------
Light Wound11+----
Serious Wound22+---
Lethal Wound33+-
Death41+

Techdabbler

The character is a dabbler in the forbidden arts, an unlicensed sorcerer in all but name. Their origins might come from a failed Techmancer training, living in an isolated community with ancient machinery or scavening blasted ruins.

Why did the techdabbler become a Shepherd? Some suggestions:

  • Seeing terrible, heretical Techmancery
  • Penance for unlicensed sorcery
  • Saved from an angry mob by Shepherds
  • Desire to seek strange events and machines
  • A vision caused by ancient Techmancery
  • Desire to suppress superstitious nonsense

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 79) (11 AP spent on skills) (3 AP on Blessings) (+2 AP from Curses) (+2 AP from Blight)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
13151317171415

PV 6 DP 8/10 Mighty Blow 7 Momentum 6

Blessings:

Lucky III

Curses:

Deep Sleeper Unlucky I

Blight: 2

Equipment: Armored clothing, poor clockwork pistol, 10 bullets, poor techmantic grenade, clockworks toolkit, poor woundspray, a horse.

Skills: Acrobatics 4 (TN 12), Alertness 3 (TN 10), Arcane Lore 3 (TN 12), Armory 5 (TN 14), Athletics 4 (TN 11), Clockworks 5 (TN 14), 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), Fleshcraft 3 (TN 12), Golemcraft 5 (TN 14), Heavy Guns 3 (TN 10), Human Nature 3 (TN 12), Investigation 4 (TN 13), Melee Weapons 4 (TN 12), Riding 3 (TN 11), Spiritcraft 5 (TN 14), Stealth 4 (TN 12), Streetwise 3 (TN 12), Survival 3 (TN 12), Techmancery 5 (TN 14), Throwing 5 (TN 13), Vehicles 3 (TN 11), Unarmed 4 (TN 12)

Influences:

Religious (Shepherds) 1 (TN 8)

Wound LevelValueInjuries
Bruise6------
Light Wound7+----
Serious Wound13+---
Lethal Wound20+-
Death25+

Thief

Where poverty and wealth meet, there you can always find thieves. This template portrays any urban sneak – they might have been an assassin, a burglar or even a spy. In an exceptional cases, the character might been trained by the Church to begin with.

Why did the thief become a Shepherd? Some suggestions:

  • A career criminal seeking redemption
  • A way to escape retribution by secular authorities
  • Desire to abuse the holy authority
  • Unhealthy curiosity into the lives of others
  • Fascination with secrets and conspiracies
  • Chance to deal street justice

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 52) (2 AP spent on skills) (9 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
15171616121613

PV 6 (partial) DP 10/11 Mighty Blow 8 Momentum 6

Blessings:

Dirty Fighter

Lucky III

Superb Reflexes

Curses: Obsession I (Finding out secrets)

Equipment: Rapier & two daggers, pocket pistol, techmantic intrusion kit, poor techlight, leather armor, a horse.

Skills: Acrobatics 5 (TN 14), Alertness 5 (TN 18), Athletics 5 (TN 13), 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), Melee Weapons 5 (TN 13), Sleight of Hand 5 (TN 14), Stealth 7 (TN 16), Streetwise 5 (TN 13), Swimming 3 (TN 11), Throwing 4 (TN 12), Unarmed 5 (TN 13)

Influences:

Spycraft (Shepherds) 1 (TN 9)

Wound LevelValueInjuries
Bruise7------
Light Wound8+----
Serious Wound15+---
Lethal Wound23+-
Death29+

Warrior

Warrior is a specialist in dealing with the adversaries up close and personal. They are likely a veteran of the recent war or a former noble retainer - but they might even be originally a gladiator. The character is skilled in combat, but can do little else.

Why did the warrior become a Shepherd? Some suggestions:

  • Saw too many atrocities in the war
  • Overtaken by religious zeal after facing the Golden Lord's minions
  • Desire to battle monsters
  • Had a religious epiphany on a battlefield
  • Sworn to service by a dying leader
  • Redemption for deeds done in the war

(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 49) (1 AP spent on skills) (11 AP on Blessings) (+1 AP from Curses)

VigorAgilityPerceptionIntuitionLoreCharmWillpower
18171515121214

PV 16/18 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)

Equipment: Brigandine & steel helmet, broadsword & medium shield, smoothbore carbine, 10 smoothbore shots, dagger, a horse.

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 3 (TN 9), Riding 6 (TN 15), Shields 5 (TN 14), Stealth 4 (TN 13), Swimming 3 (TN 12), Tactics 3 (TN 11), Throwing 4 (TN 12), Unarmed 7 (TN 16)

Wound LevelValueInjuries
Bruise8------
Light Wound9+----
Serious Wound18+---
Lethal Wound27+-
Death35+

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