Ready made Concepts (Optional)

Ready made Concepts give quick ideas for players who are struggling to decide which skills and magic to choose. They are not strict character templates where you must write down every skill and spell. In fact most Concepts have more spells listed than it is possible to select at character creation. Instead they are suggestions of skills and spells available to someone who has previously practised that occupation, before cutting loose to become an adventurer. Also the player is under no obligation to spend all his points on either the skills or the spells given for the packages.

Follow the Character generation process spending points on skills and magic from the suggestions in the package. Roll for money as normal, but write down all the suggested equipment on the character sheet instead of the normal default starting equipment given above.

Each Concept has the following components;

  • A one sentence summary of the Concept.
  • Skills
  • Battle Magic
  • Equipment

So here we go, ten ready made Concepts for players who are stuck for ideas.

Savage and tough barbarian warrior

Skills
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Ride, Language (Other), Close Combat

Battle Magic
Fanaticism, Heal, Coordination, Mobility, Protection, Speedart, Strength, Vigour, Weapon Enhance.

Equipment
Appropriate weapons, warm animal furs, water skin.

Flamboyant and daring travelling entertainer

Skills
Athletics, Dodge, Influence, Performance, Deception, Lore (Theatre), Streetwise.

Battle Magic
Befuddle, Coordination, Multimissile, Enhance skill (Influence) , Enhance Skill (Performance), Enhance Skill (Deception)

Equipment
Travelling clothes, appropriate costume for act, leather armour, any weapons that the character has skill in.

Priestly protector of the poor

Skills
Healing, Influence, Natural Lore, Perception, Persistence, Language (other), Religion(Own), Unarmed Combat

Battle Magic
Heal, Weapon Enhance, Dispel Magic, Protection, Second sight, or as taught by Cult

Equipment
Appropriate religious clothing, alms bowl, leather armour, staff, dagger or appropriate cult weapons

The default skills/magic of this package give a rough approximation to a wandering monk type of cleric for Game Masters who don’t want religion to feature heavily in their games, with an option to substitute specific cult skills/spells if they do.

Fast-riding nomadic raider from the steppes

Skills
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Ride, Ranged Combat

Battle Magic
Clear Path, Mobility, Multimissile, Speedart, Vigour, Weapon Enhance

Equipment
Nomad bow, spear, dagger, leather armour, waterskin, warm animal pelt jacket and hat.

Widely-travelled sailor

Skills
Athletics, Dodge, Perception, Resilience, Engineering, Language (other), Natural Lore, Sailing, Ranged Combat.

Battle Magic
Weapon Enhance, Coordination, Extinguish, Firearrow , Water Breath

Equipment
Any weapon or shield the character possesses skill in. Leather armour. Peg leg or Eye Patch optional.

Adventurous and knowledge-hungry scholar

Skills
Athletics, Dodge, Perception, Persistence, Engineering, Language (other), Lore (Ancient Dead Civilisation),Lore (any)

Battle Magic
Detect X, Dispel Magic, Second Sight, Protection, Mindspeech, Mobility.

Equipment
Scholar’s robes over leather armour, Staff or dagger, Sling + stones.

Grizzled veteran of the imperial guard

Skills
Athletics, Dodge, Healing, Natural Lore, Perception, Resilience, Riding, Language (Other), Lore (Military Tactics), Engineering.

Battle Magic
Demoralise, Fireblade, Firearrow, Heal,Pierce, Protection, Strength, Weapon Enhance.

Equipment
1H Sword and Shield or 1H Spear and Shield or 1H Axe and Shield, plus Bow and Dagger, leather armour, water-skin, rations.

Downtrodden ex-sorcerer’s apprentice

Skills
Dodge, Perception, Persistence, Language (other), Sorcery, Streetwise, Drive

Battle Magic
Befuddle, Countermagic, Dispel Magic, Heal, Light, Mindspeech, Protection, Second Sight.

Equipment
Robes over leather armour, Staff or dagger, Sling + stones.

Note the magic of a Sorcerer’s apprentice is primarily Battle magic. Although their master’s have taught them the rudiments of Sorcery, via the Sorcery skill, they have been too lazy to actually teach them any sorcery spells!

Stealthy and sneaky thief

Skills
Athletics, Deception, Dodge, Healing,Perception, Language (other), Mechanisms, Streetwise.

Battle Magic
Befuddle, Coordination, Darkwall, Extinguish, Light, Mobility, Multimissile, Protection, Slow, Weapon Enhance.

Equipment
1H sword or 1H mace, dagger, five throwing daggers or Short bow, leather armour, hooded travelling cloak, set of lockpicks.

Opportunistic trader looking for new markets

Skills
Deception, Driving, Influence, Language ( Other ), Lore ( Specific Country’s culture ), Perception, Persistence, Ride, Streetwise, Trade.

Battle Magic
Befuddle, Clear Path, Countermagic, Detect X, Protection.

Equipment
Travelling clothes over leather armour, appropriate weapons, water skin, large back pack or mule.

2 Responses to “Ready made Concepts (Optional)”

  1. Simon Bray Says:

    Hi,

    Shouldn’t the trader have Trade as a skill?

    Simon

  2. Newt Says:

    Damn you Mr Bray, how dare you point out my mistake and make me go in and edit it out :)

    Cheers Simon

    ;O)Newt

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