Toiminnot
Sivusto
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.
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
12 | 13 | 13 | 16 | 15 | 19 | 15 |
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 Level | Value | Injuries | ||||
Bruise | 6- | - | - | - | - | - |
Light Wound | 7+ | - | - | - | - | |
Serious Wound | 12+ | - | - | - | ||
Lethal Wound | 18+ | - | ||||
Death | 23+ |
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:
(120 total)(104 points to basic abilities) (4 points on age 24) (Skill points 58) (4 AP spent on skills) (8 AP on Blessings)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
16 | 16 | 18 | 16 | 10 | 10 | 16 |
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 Level | Value | Injuries | ||||
Bruise | 8- | - | - | - | - | - |
Light Wound | 9+ | - | - | - | - | |
Serious Wound | 16+ | - | - | - | ||
Lethal Wound | 24+ | - | ||||
Death | 31+ |
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:
(120 total)(106 points to basic abilities) (4 points on age 24) (Skill points 64) (6 AP spent on skills) (4 AP on Blessings)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
13 | 13 | 15 | 14 | 17 | 17 | 14 |
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 Level | Value | Injuries | ||||
Bruise | 6- | - | - | - | - | - |
Light Wound | 7+ | - | - | - | - | |
Serious Wound | 13+ | - | - | - | ||
Lethal Wound | 20+ | - | ||||
Death | 25+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
14 | 14 | 13 | 16 | 17 | 11 | 18 |
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 Level | Value | Injuries | ||||
Bruise | 6- | - | - | - | - | - |
Light Wound | 7+ | - | - | - | - | |
Serious Wound | 14+ | - | - | - | ||
Lethal Wound | 21+ | - | ||||
Death | 27+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
13 | 13 | 15 | 14 | 16 | 17 | 16 |
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 Level | Value | Injuries | ||||
Bruise | 6- | - | - | - | - | - |
Light Wound | 7+ | - | - | - | - | |
Serious Wound | 13+ | - | - | - | ||
Lethal Wound | 20+ | - | ||||
Death | 25+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
11 | 13 | 14 | 16 | 19 | 13 | 16 |
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 Level | Value | Injuries | ||||
Bruise | 5- | - | - | - | - | - |
Light Wound | 6+ | - | - | - | - | |
Serious Wound | 11+ | - | - | - | ||
Lethal Wound | 17+ | - | ||||
Death | 21+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
17 | 16 | 16 | 15 | 13 | 13 | 15 |
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 Level | Value | Injuries | ||||
Bruise | 10- | - | - | - | - | - |
Light Wound | 11+ | - | - | - | - | |
Serious Wound | 22+ | - | - | - | ||
Lethal Wound | 33+ | - | ||||
Death | 41+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
13 | 15 | 13 | 17 | 17 | 14 | 15 |
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 Level | Value | Injuries | ||||
Bruise | 6- | - | - | - | - | - |
Light Wound | 7+ | - | - | - | - | |
Serious Wound | 13+ | - | - | - | ||
Lethal Wound | 20+ | - | ||||
Death | 25+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
15 | 17 | 16 | 16 | 12 | 16 | 13 |
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 Level | Value | Injuries | ||||
Bruise | 7- | - | - | - | - | - |
Light Wound | 8+ | - | - | - | - | |
Serious Wound | 15+ | - | - | - | ||
Lethal Wound | 23+ | - | ||||
Death | 29+ |
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:
(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)
Vigor | Agility | Perception | Intuition | Lore | Charm | Willpower |
18 | 17 | 15 | 15 | 12 | 12 | 14 |
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 Level | Value | Injuries | ||||
Bruise | 8- | - | - | - | - | - |
Light Wound | 9+ | - | - | - | - | |
Serious Wound | 18+ | - | - | - | ||
Lethal Wound | 27+ | - | ||||
Death | 35+ |
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