This entry presents example farmers, who are friendly enough, but unlikely to present any real form of combat challenge. Which is why they need adventurers to help!
All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.
As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.
If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.
Farmer (Novice)
Challenge: Novice (First Circle)
DEX: 5 Initiative: 5 Unconsciousness: 26
STR: 5 Physical Defense: 7 Death Rating: 32
TOU: 6 Mystic Defense: 8 Wound Threshold: 9
PER: 6 Social Defense: 8 Knockdown: 5
WIL: 5 Physical Armor: 0 Recovery Tests: 3
CHA: 6 Mystic Armor: 2
Movement: 12
Actions: 1; Farming Implement: 6 (8)
Powers:
Animal Bond (7): As the skill, Player's Guide, p. 125.
Animal Handling (6): As the skill, Player's Guide, p. 192.
Animal Training (7): As the skill, Player's Guide, p. 127.
Awareness (7): As the skill, Player's Guide, p. 129.
Climbing (6): As the skill, Player's Guide, p. 134.
Conversation (7): As the skill, Player's Guide, p. 136.
Craftsman, Farming (7): As the skill, Player's Guide, p. 195.
Haggle (7): As the skill, Player's Guide, p. 129.
Equipment: Farming implement, eager demeanor
Farmer (Seasoned)
Challenge: Novice (Second Circle)
DEX: 5 Initiative: 5 Unconsciousness: 28
STR: 6 Physical Defense: 7 Death Rating: 34
TOU: 6 Mystic Defense: 8 Wound Threshold: 9
PER: 6 Social Defense: 8 Knockdown: 6
WIL: 5 Physical Armor: 0 Recovery Tests: 3
CHA: 6 Mystic Armor: 2
Movement: 12
Actions: 1; Farming Implement: 8 (9)
Powers:
Animal Bond (9): As the skill, Player's Guide, p. 125.
Animal Handling (8): As the skill, Player's Guide, p. 195.
Animal Training (9): As the skill, Player's Guide, p. 127.
Awareness (9): As the skill, Player's Guide, p. 129.
Climbing (8): As the skill, Player's Guide, p. 134.
Conversation (9): As the skill, Player's Guide, p. 136.
Craftsman, Farming (9): As the skill, Player's Guide, p. 195.
Craftsman (8): As the skill, Player's Guide, p. 195, choose one.
Craftsman (8): As the skill, Player's Guide, p. 195, choose one.
Haggle (9): As the skill, Player's Guide, p. 129.
Equipment: Farming implement, weary demeanor
Farmer (Veteran)
Challenge: Novice (Third Circle)
DEX: 6 Initiative: 6 Unconsciousness: 30
STR: 6 Physical Defense: 8 Death Rating: 36
TOU: 6 Mystic Defense: 9 Wound Threshold: 10
PER: 6 Social Defense: 9 Knockdown: 6
WIL: 5 Physical Armor: 0 Recovery Tests: 3
CHA: 6 Mystic Armor: 2
Movement: 12
Actions: 1; Farming Implement: 10 (9)
Powers:
Animal Bond (11): As the skill, Player's Guide, p. 125.
Animal Handling (10): As the skill, Player's Guide, p. 195.
Animal Training (11): As the skill, Player's Guide, p. 127.
Awareness (11): As the skill, Player's Guide, p. 129.
Climbing (9): As the skill, Player's Guide, p. 134.
Conversation (11): As the skill, Player's Guide, p. 136.
Craftsman, Farming (11): As the skill, Player's Guide, p. 195.
Craftsman (10): As the skill, Player's Guide, p. 195, choose one.
Craftsman (10): As the skill, Player's Guide, p. 195, choose one.
Haggle (11): As the skill, Player's Guide, p. 129.
Physician (9): As the skill, Player's Guide, p. 198.
Equipment: Farming implement, laconic demeanor, physician's kit
Farmer (Master)
Challenge: Novice (Fourth Circle)
DEX: 6 Initiative: 6 Unconsciousness: 32
STR: 6 Physical Defense: 8 Death Rating: 39
TOU: 7 Mystic Defense: 9 Wound Threshold: 10
PER: 7 Social Defense: 9 Knockdown: 6
WIL: 6 Physical Armor: 0 Recovery Tests: 3
CHA: 7 Mystic Armor: 2
Movement: 12
Actions: 1; Farming Implement: 11 (9)
Powers:
Animal Bond (14): As the skill, Player's Guide, p. 125.
Animal Handling (13): As the skill, Player's Guide, p. 195.
Animal Training (14): As the skill, Player's Guide, p. 127.
Awareness (13): As the skill, Player's Guide, p. 129.
Climbing (11): As the skill, Player's Guide, p. 134.
Conversation (14): As the skill, Player's Guide, p. 136.
Craftsman, Farming (14): As the skill, Player's Guide, p. 195.
Craftsman (13): As the skill, Player's Guide, p. 195, choose one.
Craftsman (13): As the skill, Player's Guide, p. 195, choose one.
Diplomacy (11): As the skill, Player's Guide, p. 138.
Haggle (14): As the skill, Player's Guide, p. 129.
Physician (11): As the skill, Player's Guide, p. 198.
Equipment: Farming implement, physician's kit, reserved demeanor
Racial Modifiers:
Dwarf: +1 TOU, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills,
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight