Mage Template | Priest Template | Ranger Template | Rogue Template | Warrior Template
The templates are simple examples and should not be considered set or finished characters. They simply show one of the four most basic types of characters that are regularly played in a fantasy setting.
Attributes and Derived Statistics
Strength 9 Base Damage 1D6 Vitality 9 Health 18 Prowess 10 Strain 9 Wisdom 16 Will 14 Alertness 10 Wits 10 Manipulation 12 Move 9.5 Extra: Literacy (Cost 3 Points)
Extra: Magickal Aptitude (Cost 10 points)
- "Burn" Health
- Detect Adept Presence
- Detect Magickal Item
- Detect Mana Field Strength
- Focus
- Meditate
- Create Source
- Special Runic Knowledge: Magick Rune
- (See Magick Section for full explanation of abilities)
Skills (Total Points spent on Skills = 17)
- Rune: Body (Wis) 9
- Rune: Fire (Wis) 9
- Rune: Heal (Wis) 9
- Rune: Create (Wis) 9
- Rune: Control (Wis) 9
- Rune: Mind (Wis) 9
- Rune: Magick (Wis) 9
- Staff (Pro) 10
- Divining (Ale) 6
- Arcane Languages: Specialization - Old Slann (Wis) 9
- Thaumaturgy (Wis) 9
- Herb Lore (Wis) 9
- Alchemy (Wis) 9
- Spell Throwing (Ale) 6
- Woodworking (Pro) 6
- Meditation (Will) 8
Equipment
- Carven staff (1D6 damage, Range 2 meters)
- Leather satchel
- Herb pouches (1st pouch = Sif's Hair (yellow flower with healing properties); 2nd Pouch = white star (helps upset stomach and constipation); 3rd pouch = Svagnum moss (good for closing wounds and keeping them from going septic))
- Light Robes (Defense = 0 Protection = 0)
- Heavy waterproof wool cloak
- Money Pouch (12 silver marks)
Priest TemplateAttributes and Derived Statistics
Strength 9 Base Damage 1D6 Vitality 10 Health 19 Prowess 10 Strain 9 Wisdom 14 Will 13 Alertness 13 Wits 11.5 Manipulation 13 Move 9.5 Extra: Priest of Sif (Cost 10 points)
- Initiate Blessing: Sif's Touch (Heals target 1D6 Health per 2 Strain expended, targets others only; cannot restore missing limbs, cure disease, or nullify poison)
- Initiate Blessing: Sif's Blessing (Costs 1 Strain, With Successful Will Test the Priest can recover 2 Health per Day (+1 Health for a successful Vitality Test as per normal))
- Initiate Blessing: Restful Sleep (Costs 2 Strain, Successful Contest of Wills causes target to sleep deeply, without pain or dreams)
Skills (Total Points spent on Skills = 20)
- Theology (Wis) 14
- First Aid (Wis) 14
- Diagnosis (Wis) 14
- Physician (Wis) 14
- Surgery: Sawbones (Wis) 8
- Herb Lore (Wis) 14
- Axe/Mace (Pro) 6
- Astronomy (Wis) 8
- Bard (Man) 7
- Performance (Man) 7
- Teaching (Wis) 8
- Secret Language: Initiate of Sif (Wis) 14
- Singing (Vit) 10
- Tailor (Wis) 8
Equipment
- Bronze Icon of Sif (Blooming Flower)
- Stout Cudgel (1D8 damage)
- Yellow Robes w/ White Belt (denotes Initiate Status) (Defense = 0 Protection = 0)
- Leather Satchel
- Surgeon's Tools (Sharp Knife, Small Saw, Bone Needle w/ Suet Thread)
- Herb Pouches (Sif's Hair and Sphagnum Moss)
- Cutlery and Plate
- Tailor's Scissors, Needle, and Thread
- Waterskin
- Small Blanket
- Heavy Cloak
- Purse (6 silver marks)
Ranger TemplateAttributes and Derived Statistics
Strength 10 Base Damage 1D6 Vitality 10 Health 20 Prowess 15 Strain 10 Wisdom 11 Will 9 Alertness 12 Wits 13 Manipulation 8 Move 12.5 Extra: Keen Eyesight (Cost 3 points for 1 Level)
- Adds +1 to all entirely visually based Alertness Tests and Skills
Skills (Total Points spent on Skills = 27)
- Bow (Ale) 12 (+1 from Keen Eyesight)
- Axe/Mace (Pro) 8
- Knife/Dagger (Pro) 15
- Knife Throwing (Ale) 7 (+1 from Keen Eyesight)
- Orienteering (Ale) 12
- Concealment: Rural (Wis) 11
- Stealth: Rural (Pro) 15
- Climbing (Pro) 8
- Survival (Wis) 11
- First Aid (Wis) 6
- Fishing (Wis) 6
- Tracking (Ale) 12
- Leatherworking (Wis) 6
- Riding (Pro) 8
- Swimming (Move) 6
- Traps (Wis) 6
- Beast Lore (Wis) 6
- Herb Lore (Wis) 6
- Plant Lore (Wis) 6
- Wood Lore (Wis) 6
Equipment
- Soft Leathers (Defense = 0 Protection = 1)
- Leather Backpack
- Waterskin
- Bedroll
- Tin Plate, Small Pot, Wooden Spoon
- Skinning Knife (1D4 damage)
- Small Wood Axe (1D6 damage)
- Hunting Bow w/ Quiver of 12 Arrows (1D8 damage, Range 100 meters (Killing distance is about 60 meters))
- Heavy waterproof wool cloak
- Money Pouch (2 silver marks)
Rogue TemplateAttributes and Derived Statistics
Strength 8 Base Damage 1D4 Vitality 9 Health 17 Prowess 16 Strain 8 Wisdom 11 Will 11 Alertness 12 Wits 14 Manipulation 12 Move 12 Extra: Nightvision (Cost 3 Points)
- No negative Alertness Modifier for Low Light or Night Time. Cannot see in Absolute Darkness.
Skills (Total Points spent on Skills = 27)
- Knife Throwing (Ale) 12
- Knife/Dagger (Pro) 16
- Short Sword (Pro) 16
- Stealth: Urban (Pro) 16
- Concealment: Urban (Wis) 11
- Climbing (Pro) 16
- Lockpicking (Wis) 11
- Pick Pocket (Pro) 16
- Shadowing (Wis) 11
- Poisons (Wis) 11
- Fast-Talk (Man) 12
- Streetwise (Wis) 11
- Acrobatics (Pro) 16 (Acrobatic Dodge 8)
- Swimming (Move) 7
Equipment
- Dagger (1D4 damage)
- 2 Throwing Knives (1D4 damage)
- 30 ft Rope
- Lockpicks
- Soft Leathers (Defense = 0, Protection = 1)
- 3 pouches (empty)
- Leather Purse (3 silver marks)
Warrior TemplateAttributes and Derived Statistics
Strength 14 Base Damage 1D8 Vitality 11 Health 25 Prowess 14 Strain 12 Wisdom 8 Will 8 Alertness 11 Wits 12.5 Manipulation 8 Move 14 Skills (Total Points spent on Skills = 30)
- Broadsword (Pro) 14 (Parry 7)
- Blindfighting (Ale) 11
- Brawling (Pro) 14
- Spear (Pro) 14 (Parry 7)
- Shield (Pro) 14 (Block 7)
- Knife/Dagger (Pro) 14 (Parry 7)
- Throwing (Ale) 11
- Swimming (Move) 14
- Climbing (Pro) 14
- Concealment: Rural (Wis) 8
- Stealth: Rural (Pro) 14
- Gambling (Wis) 8
- First Aid (Wis) 8
- Survival (Wis) 8
- Orienteering (Ale) 11
Equipment
- Broadsword (1D10 damage)
- Small Shield (Defense = 2)
- Heavy Leathers (Defense = 0, Protection = 2)
- Leather Pack
- Waterproof Cloak
- Pouch w/ 30 silver marks