Using These Characters
Every character here is original and built by the rules in Character Creation and Skills & Advancement . Use them as pre-generated characters for a one-shot, as a replacement when someone's hero meets a grim and perilous end, as NPCs for the GM, or as worked examples of how a career turns into a character. Change a name or a home town as you like: the numbers still work.
There is one character for each of the 64 core careers, grouped by the eight classes. They cover all five species (37 Humans, 9 Halflings, 8 Dwarfs, 5 High Elves and 5 Wood Elves), and no species is given a career the core career table does not allow it. The guide's own examples are here too: Gottfried Grimwald the rat catcher from Character Creation, plus Brunhilde von Stierhelm and Klaus Kellner.
How they were built
48 fresh characters are brand-new starters at the first level of their career. 16 veterans have played for a while: 13 are at career level 2 and 3 (the Bounty Hunter, the Roadwarden and the Soldier) are at level 3.
Characteristics: the species base plus 2d10, written as fixed rolls, then 5 Advances among the career's first-level characteristics. Talents such as Savvy or Warrior Born add +5 to the starting value.
Fate and Resilience: the species values plus the species' extra points (3 for Humans and Halflings, 2 for Dwarfs and Elves). Fortune starts equal to Fate and Resolve equal to Resilience, plus 1 for Luck or Strong-minded.
Skills: 3 species skills at +5 and 3 at +3, then 40 Advances among the 8 first-level career skills, no more than 10 in any one.
Talents: the species talents (random talents written as fixed results) plus 1 talent from the career's first level.
Trappings and money: the class and career trappings, and starting money by Status: Brass gives 2d10 brass pennies per point of Standing, Silver 1d10 silver shillings per point, Gold one gold crown per point. Nobody bought anything extra.
Experience: species and career were chosen for the roster, so no random-roll XP, but every character kept their characteristics as rolled, which is worth 50 XP . Fresh characters still have it unspent.
Veterans paid the 4th edition costs for everything they bought: characteristic Advances from 25 XP and skill Advances from 10 XP each, rising every 5 Advances; talents 100 XP; and 100 XP to step up after completing a level (all three career characteristics at 5 Advances, 8 skills at 5 and a talent from that level, doubled for level 2). The sheets show the XP as Spent with a small Current remainder.
Gear uses the core weapon and armour stats: weapon group, Encumbrance, reach or range, damage and qualities, and armour locations and Armour Points. Spellcasters have their Petty spells (one per point of Willpower Bonus), Arcane spells or the Blessings of their god with Casting Numbers.
Load them into your sheets. All 64 characters on this page can go straight into the Character Sheets : press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the species, class, career, level and Status; every characteristic's initial value and Advances (so the bonuses, skills, Wounds, Corruption limit and encumbrance work themselves out); every skill's Advances; the talents with what they do; armour with Armour Points on each location, weapons with damage and qualities, trappings with their Encumbrance and the money in the purse; and spells or prayers. The Notes record the dice rolls, the creation choices and, for veterans, where the XP went. Loading replaces any saved sheet with the same name and leaves your other sheets alone.
Each card shows:
The name , then species, career, career level and Status; the badge is the career level (gold for veterans).
All ten characteristics at their current values, then Wounds , Movement , Fate and Resilience .
The six skills with the most Advances, as the number you roll under : characteristic plus Advances, exactly as the sheet shows it. Then every talent, and any spells or prayers.
A Kit line with the numbers you need at the table: each weapon's damage with the character's Strength Bonus already added, Armour Points by location, and the money in the purse (GC gold crowns, s shillings, d pennies).
📜 Academics
Apothecaries, engineers, lawyers, clergy, physicians, scholars and wizards: people who read, and who are paid for it.
Mixes cough syrups and worse in the back of an Altdorf herb shop.
WS 16 BS 39 S 17 T 31 I 32 Ag 30 Dex 50 Int 37 WP 39 Fel 42
Wounds 9 Move 3 Fate 1 Resilience 4
Key skills Heal 47, Trade (Apothecary) 60, Haggle 47, Language (Classical) 42, Lore (Chemistry) 42, Lore (Medicine) 42
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Super Numerate, Nimble Fingered, Concoct
Kit Dagger 3 · AP head 0, arms 0, body 1, legs 0 · 31d
Studies at the Altdorf School of Engineers and grumbles about human tolerances.
WS 39 BS 34 S 31 T 40 I 28 Ag 17 Dex 46 Int 34 WP 46 Fel 15
Wounds 15 Move 3 Fate 1 Resilience 3
Key skills Trade (Engineer) 61, Cool 56, Ranged (Blackpowder) 44, Endurance 48, Language (Classical) 39, Lore (Metallurgy) 39
Talents Magic Resistance, Night Vision, Relentless, Strong-minded, Sturdy, Tinker
Kit Dagger 5 · no armour · 38d
An Ulthuan trading house sent him to master Imperial law before its rivals do.
WS 37 BS 38 S 26 T 29 I 52 Ag 41 Dex 38 Int 52 WP 42 Fel 33
Wounds 10 Move 5 Fate 1 Resilience 1
Key skills Lore (Law) 62, Research 62, Perception 60, Cool 47, Evaluate 57, Haggle 38
Talents Acute Sense (Sight), Savvy, Night Vision, Sixth Sense, Read/Write, Speedreader
Kit Dagger 4 · no armour · 44d
A novice of Shallya who walks the plague streets with bandages and a clear voice.
WS 25 BS 26 S 28 T 32 I 30 Ag 29 Dex 33 Int 33 WP 33 Fel 39
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Gossip 49, Heal 43, Pray 49, Art (Calligraphy) 38, Charm 44, Cool 38
Talents Doomed, Suave, Pure Soul, Resistance (Disease), Perfect Pitch, Bless (Shallya)
Prayers Blessing of Breath, Blessing of Conscience, Blessing of Healing, Blessing of Protection, Blessing of Recuperation, Blessing of Tenacity
Kit Dagger 4 · no armour · 9d
A newly licensed physician who learned surgery on Nuln's battlefield wounded.
WS 26 BS 27 S 29 T 30 I 32 Ag 30 Dex 43 Int 44 WP 36 Fel 34
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Heal 59, Cool 46, Gossip 42, Bribery 39, Drive 35, Endurance 35
Talents Doomed, Savvy, Nimble Fingered, Linguistics, Sixth Sense, Field Dressing, Surgery
Career Physician's Apprentice → Physician; 825 XP spent, 35 left
Kit Dagger 4 · no armour · 17s
An ordained Sigmarite priest given a poor parish and a rich line in sermons.
WS 29 BS 25 S 30 T 36 I 30 Ag 33 Dex 27 Int 37 WP 42 Fel 38
Wounds 13 Move 4 Fate 3 Resilience 3
Key skills Pray 50, Lore (Theology) 47, Athletics 38, Charm 43, Cool 47, Endurance 41
Talents Doomed, Savvy, Coolheaded, Pure Soul, Strong Legs, Bless (Sigmar), Invoke (Sigmar)
Prayers Blessing of Battle, Blessing of Courage, Blessing of Hardiness, Blessing of Might, Blessing of Protection, Blessing of Righteousness, Soulfire (miracle)
Career Initiate Priest → Priest; 715 XP spent, 20 left
Kit Dagger 5 · no armour · 6s
A university student who wins her rent at cards by counting faster than anyone.
WS 24 BS 26 S 27 T 30 I 31 Ag 28 Dex 29 Int 43 WP 34 Fel 31
Wounds 11 Move 4 Fate 4 Resilience 2
Key skills Language (Classical) 53, Lore (History) 53, Research 53, Entertain (Storytelling) 36, Gamble 48, Gossip 36
Talents Doomed, Savvy, Read/Write, Linguistics, Flee!, Super Numerate
Kit Dagger 4 · no armour · 28d
A newly licensed Celestial wizard who reads omens in the night sky over Altdorf.
WS 33 BS 27 S 26 T 29 I 32 Ag 30 Dex 31 Int 43 WP 44 Fel 29
Wounds 10 Move 4 Fate 3 Resilience 3
Key skills Channelling (Azyr) 54, Language (Magick) 53, Charm 34, Cool 49, Dodge 35, Intuition 37
Talents Doomed, Savvy, Coolheaded, Read/Write, Pure Soul, Petty Magic, Arcane Magic (Heavens)
Spells Dart, Light, Protection from Rain, Shock, Bolt, Aethyric Armour, Dark Vision
Career Wizard's Apprentice → Wizard; 850 XP spent, 40 left
Kit Dagger 4 · Quarterstaff 6 · no armour · 14s
🏘️ Burghers
Town folk from beggars to merchants: agitators, artisans, investigators, rat catchers, clerks and the watch.
Prints pamphlets against the guild masters and nails them up at night.
WS 28 BS 29 S 29 T 31 I 30 Ag 32 Dex 30 Int 34 WP 31 Fel 42
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Charm 57, Art (Writing) 40, Gossip 52, Bribery 47, Leadership 47, Lore (Politics) 39
Talents Doomed, Suave, Read/Write, Mimic, Strong Legs, Blather
Kit Dagger 4 · no armour · 11d
A dwarf smith apprenticed in a human forge, quietly correcting her master.
WS 40 BS 26 S 34 T 43 I 29 Ag 18 Dex 45 Int 30 WP 49 Fel 16
Wounds 15 Move 3 Fate 1 Resilience 3
Key skills Trade (Smith) 60, Endurance 56, Evaluate 40, Cool 57, Athletics 23, Dodge 23
Talents Magic Resistance, Night Vision, Read/Write, Strong-minded, Sturdy, Craftsman (Smith)
Kit Dagger 5 · AP head 0, arms 0, body 1, legs 0 · 19d
Knows every soup kitchen, every gutter and every rumour in Nuln.
WS 15 BS 38 S 16 T 32 I 31 Ag 35 Dex 39 Int 28 WP 40 Fel 45
Wounds 10 Move 3 Fate 2 Resilience 3
Key skills Charm 60, Endurance 42, Stealth (Urban) 45, Athletics 40, Consume Alcohol 37, Cool 45
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Flee!, Mimic, Panhandle
Kit Dagger 3 · no armour · no coin
A private investigator who finds missing people for those the watch ignores.
WS 29 BS 30 S 28 T 30 I 43 Ag 36 Dex 29 Int 42 WP 30 Fel 36
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Gossip 46, Intuition 53, Perception 53, Charm 41, Climb 33, Cool 35
Talents Doomed, Savvy, Read/Write, Acute Sense (Hearing), Orientation, Sharp, Shadow
Career Sleuth → Investigator; 645 XP spent, 30 left
Kit Dagger 4 · Hand Weapon 6 · AP head 0, arms 1, body 1, legs 0 · 7s
Drives a mule cart of pickles and preserves from the Moot to every market in Reikland.
WS 17 BS 39 S 15 T 30 I 32 Ag 31 Dex 41 Int 37 WP 43 Fel 47
Wounds 10 Move 3 Fate 1 Resilience 4
Key skills Haggle 62, Charm 57, Gamble 47, Animal Care 42, Bribery 52, Drive 36
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Super Numerate, Savvy, Dealmaker
Kit Dagger 3 · no armour · 27s
The guide's own example character: a rat catcher from Ubersreik and his small, vicious dog Ripper.
WS 31 BS 29 S 34 T 34 I 33 Ag 32 Dex 30 Int 31 WP 27 Fel 25
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Animal Training (Dog) 41, Ranged (Sling) 39, Athletics 37, Charm 30, Charm Animal 32, Endurance 39
Talents Doomed, Savvy, Flee!, Strong Legs, Orientation, Resistance (Disease)
Kit Dagger 5 · Sling 6 · no armour · 23d
A clerk in a Bögenhafen counting-house who knows where every pfennig goes.
WS 27 BS 28 S 31 T 30 I 32 Ag 32 Dex 30 Int 35 WP 29 Fel 39
Wounds 14 Move 4 Fate 3 Resilience 3
Key skills Haggle 54, Charm 52, Gossip 49, Dodge 37, Drive 37, Evaluate 40
Talents Doomed, Suave, Super Numerate, Read/Write, Hardy, Etiquette (Servants)
Kit Dagger 5 · no armour · 5s
One of the guide's example names, now a proper watchman of Altdorf's Dock district.
WS 41 BS 28 S 40 T 32 I 29 Ag 30 Dex 27 Int 28 WP 35 Fel 39
Wounds 16 Move 4 Fate 3 Resilience 3
Key skills Melee (Basic) 56, Athletics 35, Climb 45, Consume Alcohol 37, Cool 40, Dodge 35
Talents Doomed, Suave, Very Strong, Warrior Born, Strong Legs, Hardy, Night Vision
Career Watch Recruit → Watchman; 725 XP spent, 45 left
Kit Dagger 6 · Hand Weapon 8 · AP head 0, arms 1, body 1, legs 0 · 8s
👑 Courtiers
The households of the powerful: advisors, artists, duellists, envoys, nobles, servants, spies and wardens.
A Laurelorn elf serving as aide to a Middenland count who badly needs advice.
WS 36 BS 39 S 27 T 35 I 54 Ag 41 Dex 39 Int 43 WP 41 Fel 32
Wounds 12 Move 5 Fate 1 Resilience 1
Key skills Gossip 42, Lore (Politics) 53, Perception 64, Bribery 37, Endurance 40, Haggle 37
Talents Acute Sense (Sight), Second Sight, Night Vision, Very Resilient, Rover, Read/Write
Kit Dagger 4 · no armour · 12s
Paints portraits of Altdorf's merchant princes and learns all their secrets while they sit.
WS 35 BS 39 S 28 T 30 I 53 Ag 42 Dex 47 Int 40 WP 44 Fel 31
Wounds 12 Move 5 Fate 2 Resilience 0
Key skills Art (Painting) 57, Evaluate 50, Gossip 41, Perception 63, Cool 52, Play (Lute) 52
Talents Acute Sense (Sight), Coolheaded, Night Vision, Second Sight, Read/Write, Artistic
Kit Dagger 4 · no armour · 4s
Fights other people's duels in Altdorf for fees, and has never yet lost one.
WS 46 BS 40 S 29 T 28 I 52 Ag 45 Dex 39 Int 43 WP 40 Fel 29
Wounds 10 Move 5 Fate 1 Resilience 1
Key skills Dodge 55, Melee (Fencing) 56, Athletics 50, Cool 45, Endurance 33, Heal 48
Talents Acute Sense (Sight), Savvy, Night Vision, Sixth Sense, Read/Write, Feint
Kit Dagger 4 · Rapier 6 · no armour · 18s
A herald carrying messages between Athel Loren and the Imperial court.
WS 38 BS 41 S 27 T 32 I 49 Ag 42 Dex 38 Int 41 WP 40 Fel 40
Wounds 15 Move 5 Fate 1 Resilience 1
Key skills Athletics 52, Charm 50, Ride (Horse) 52, Endurance 40, Dodge 47, Intuition 54
Talents Acute Sense (Sight), Hardy, Night Vision, Read/Write, Rover, Suave
Kit Dagger 4 · AP head 0, arms 1, body 1, legs 0 · 13s
One of the guide's example names: heir to a minor Reikland barony with a bull on its banner.
WS 40 BS 29 S 29 T 30 I 36 Ag 35 Dex 37 Int 35 WP 31 Fel 42
Wounds 11 Move 4 Fate 4 Resilience 2
Key skills Leadership 52, Melee (Fencing) 50, Bribery 47, Charm 47, Consume Alcohol 35, Cool 36
Talents Doomed, Savvy, Warrior Born, Lightning Reflexes, Acute Sense (Sight), Etiquette (Nobles), Suave
Career Scion → Noble; 675 XP spent, 30 left
Kit Dagger 4 · Foil 4 · Main Gauche 4 · no armour · 3 GC
A scullery hand in a Nuln townhouse who hears everything said over dinner.
WS 18 BS 40 S 22 T 33 I 30 Ag 35 Dex 39 Int 29 WP 40 Fel 41
Wounds 13 Move 3 Fate 2 Resilience 3
Key skills Endurance 43, Stealth (Urban) 45, Dodge 43, Intuition 38, Athletics 40, Climb 27
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Hardy, Orientation, Beneath Notice
Kit Dagger 4 · no armour · 3s
An informer who sells what she overhears in Altdorf taverns to whoever pays.
WS 28 BS 29 S 27 T 30 I 32 Ag 34 Dex 31 Int 31 WP 31 Fel 38
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Charm 48, Cool 41, Gossip 48, Perception 42, Stealth (Urban) 44, Bribery 43
Talents Doomed, Suave, Mimic, Sixth Sense, Linguistics, Shadow
Kit Dagger 4 · no armour · 30d
Keeps the keys of a crumbling Reikland manor whose owners are never home.
WS 39 BS 27 S 32 T 43 I 30 Ag 16 Dex 38 Int 29 WP 49 Fel 17
Wounds 15 Move 3 Fate 1 Resilience 3
Key skills Cool 59, Intuition 40, Perception 40, Endurance 51, Athletics 21, Charm Animal 54
Talents Magic Resistance, Night Vision, Read/Write, Resolute, Sturdy, Menacing
Kit Dagger 5 · no armour · 6s
🌾 Peasants
The countryside that feeds the Empire: bailiffs, hedge witches, herbalists, hunters, miners, mystics, scouts and villagers.
Collects rents and taxes for a Stirland baron, and is hated in every village for it.
WS 32 BS 28 S 36 T 30 I 30 Ag 28 Dex 27 Int 36 WP 37 Fel 30
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Haggle 40, Intimidate 46, Melee (Basic) 42, Gossip 38, Dodge 33, Endurance 35
Talents Doomed, Savvy, Very Strong, Coolheaded, Read/Write, Numismatics
Kit Dagger 5 · Hand Weapon 7 · no armour · 9s
A village wise woman's apprentice who keeps her magic quiet and her charms useful.
WS 27 BS 28 S 29 T 33 I 34 Ag 30 Dex 31 Int 35 WP 33 Fel 29
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Channelling 43, Language (Magick) 45, Animal Care 40, Cool 38, Lore (Folklore) 40, Lore (Herbs) 40
Talents Doomed, Savvy, Animal Affinity, Pure Soul, Sixth Sense, Petty Magic
Spells Animal Friend, Protection from Rain, Purify Water
Kit Dagger 4 · Quarterstaff 6 · no armour · 7d
Gathers herbs on the eaves of the Reikwald and sells them in human markets.
WS 37 BS 40 S 28 T 31 I 53 Ag 43 Dex 41 Int 42 WP 40 Fel 29
Wounds 12 Move 5 Fate 1 Resilience 1
Key skills Lore (Herbs) 52, Outdoor Survival 52, Trade (Herbalist) 51, Climb 36, Charm Animal 45, Perception 58
Talents Acute Sense (Sight), Second Sight, Night Vision, Read/Write, Rover, Strider (Woodlands)
Kit Dagger 4 · no armour · 20d
A trapper who sells pelts to human villages and hunts what hunts them.
WS 40 BS 43 S 31 T 31 I 51 Ag 42 Dex 42 Int 38 WP 39 Fel 27
Wounds 15 Move 5 Fate 1 Resilience 1
Key skills Lore (Beasts) 48, Set Trap 52, Outdoor Survival 46, Perception 59, Charm Animal 44, Endurance 36
Talents Acute Sense (Sight), Hardy, Night Vision, Read/Write, Rover, Trapper
Kit Dagger 5 · Hand Weapon 7 · Sling 6 · no armour · 18d
A mine foreman in the Grey Mountains foothills who listens to the rock talk.
WS 46 BS 26 S 42 T 47 I 29 Ag 17 Dex 40 Int 28 WP 54 Fel 16
Wounds 17 Move 3 Fate 1 Resilience 3
Key skills Cool 64, Melee (Two-handed) 56, Perception 39, Endurance 52, Intuition 34, Lore (Geology) 33
Talents Magic Resistance, Night Vision, Read/Write, Strong-minded, Sturdy, Tenacious, Very Strong
Career Prospector → Miner; 675 XP spent, 25 left
Kit Dagger 6 · Hand Weapon (Pick) 8 · AP head 0, arms 1, body 1, legs 0 · 41d
Reads fortunes at village fairs; some of them come true, which worries her.
WS 26 BS 29 S 28 T 30 I 33 Ag 31 Dex 32 Int 35 WP 31 Fel 37
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Charm 47, Entertain (Fortune Telling) 47, Intuition 43, Dodge 36, Gossip 42, Haggle 42
Talents Doomed, Savvy, Sixth Sense, Mimic, Perfect Pitch, Luck
Kit Dagger 4 · no armour · 13d
Guides caravans through the Drakwald and scouts ahead for beastmen.
WS 30 BS 41 S 30 T 36 I 40 Ag 37 Dex 28 Int 34 WP 30 Fel 28
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Outdoor Survival 44, Perception 50, Ranged (Bow) 51, Charm Animal 35, Climb 35, Cool 35
Talents Doomed, Savvy, Marksman, Hardy, Acute Sense (Hearing), Sharp, Combat Aware
Career Guide → Scout; 800 XP spent, 40 left
Kit Dagger 5 · Hand Weapon 7 · Bow 6 · AP head 0, arms 1, body 3, legs 0 · 52d
Keeps pigs in a Stirland village and makes the best sausages in three parishes.
WS 19 BS 40 S 23 T 37 I 29 Ag 32 Dex 40 Int 29 WP 41 Fel 42
Wounds 10 Move 3 Fate 2 Resilience 3
Key skills Animal Care 39, Athletics 37, Consume Alcohol 42, Endurance 42, Gamble 34, Gossip 47
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Very Resilient, Luck, Stone Soup
Kit Dagger 4 · no armour · 18d
🧭 Rangers
People of the roads: bounty hunters, coachmen, entertainers, flagellants, messengers, pedlars, roadwardens and witch hunters.
A master bounty hunter who brings back oath-breakers for the dwarf holds and outlaws for human coin.
WS 51 BS 45 S 30 T 51 I 32 Ag 29 Dex 38 Int 29 WP 48 Fel 17
Wounds 17 Move 3 Fate 1 Resilience 3
Key skills Endurance 61, Gossip 27, Intimidate 40, Intuition 42, Melee (Basic) 61, Outdoor Survival 39
Talents Magic Resistance, Night Vision, Read/Write, Resolute, Sturdy, Shadow, Marksman
Career Thief-taker → Bounty Hunter → Master Bounty Hunter; 1825 XP spent, 30 left
Kit Dagger 5 · Hand Weapon 7 · Crossbow 9 · AP head 1, arms 0, body 3, legs 0 · 27s
Rides postilion on the Altdorf to Middenheim coach and knows every coaching inn on the way.
WS 29 BS 33 S 30 T 34 I 30 Ag 31 Dex 29 Int 28 WP 31 Fel 34
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Charm Animal 41, Drive 41, Animal Care 33, Endurance 39, Gossip 39, Haggle 39
Talents Doomed, Suave, Orientation, Strong Legs, Hardy, Seasoned Traveller
Kit Dagger 5 · Whip 5 · no armour · 6s
A wandering elven singer whose songs make whole taverns fall silent.
WS 37 BS 38 S 27 T 29 I 50 Ag 45 Dex 43 Int 39 WP 46 Fel 40
Wounds 10 Move 5 Fate 1 Resilience 1
Key skills Entertain (Sing) 55, Play (Harp) 58, Athletics 50, Charm 45, Gossip 45, Perception 55
Talents Acute Sense (Sight), Coolheaded, Night Vision, Sixth Sense, Read/Write, Suave
Kit Dagger 4 · no armour · 27d
A young flagellant who walked out of a burned village preaching the end of the world.
WS 34 BS 27 S 33 T 36 I 28 Ag 29 Dex 27 Int 31 WP 33 Fel 28
Wounds 15 Move 4 Fate 2 Resilience 4
Key skills Endurance 46, Melee (Flail) 44, Cool 38, Dodge 34, Heal 36, Intimidate 38
Talents Doomed, Savvy, Very Resilient, Hardy, Pure Soul, Frenzy
Kit Dagger 5 · Flail 8 · no armour · no coin
The fastest runner in the Moot, now carrying letters across half of Reikland.
WS 17 BS 39 S 18 T 32 I 33 Ag 36 Dex 39 Int 28 WP 40 Fel 40
Wounds 10 Move 4 Fate 2 Resilience 3
Key skills Athletics 46, Dodge 46, Endurance 42, Climb 23, Gossip 45, Intuition 38
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Strong Legs, Orientation, Fleet Footed
Kit Dagger 3 · no armour · 29d
Walks village to village with a pack of needles, ribbons and gossip, and mends pots for bread.
WS 28 BS 29 S 30 T 33 I 30 Ag 30 Dex 34 Int 29 WP 32 Fel 36
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Haggle 51, Outdoor Survival 39, Charm 41, Endurance 38, Entertain (Storytelling) 41, Evaluate 34
Talents Doomed, Suave, Sturdy, Luck, Orientation, Tinker
Kit Dagger 5 · no armour · 12d
A road sergeant who keeps the Old Forest Road open with a squad of tired roadwardens.
WS 45 BS 46 S 35 T 41 I 40 Ag 29 Dex 28 Int 34 WP 30 Fel 29
Wounds 18 Move 4 Fate 3 Resilience 3
Key skills Endurance 51, Haggle 39, Intimidate 45, Melee (Basic) 55, Outdoor Survival 44, Perception 50
Talents Doomed, Savvy, Warrior Born, Very Strong, Hardy, Marksman, Roughrider
Career Toll Keeper → Roadwarden → Road Sergeant; 1920 XP spent, 45 left
Kit Dagger 5 · Crossbow 9 · Hand Weapon 7 · Pistol 8 · Shield 5 · AP head 0, arms 1, body 3, legs 0 · 23s
An interrogator for the Order of the Silver Hammer, still unsure he likes the work.
WS 31 BS 30 S 29 T 34 I 31 Ag 29 Dex 28 Int 35 WP 40 Fel 30
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Intimidate 39, Intuition 41, Charm 38, Cool 45, Heal 40, Leadership 35
Talents Doomed, Savvy, Read/Write, Sixth Sense, Pure Soul, Coolheaded
Kit Dagger 4 · Hand Weapon 6 · no armour · 7s
⛵ Riverfolk
The rivers are the Empire's highways: boatmen, huffers, riverwardens, riverwomen, seamen, smugglers, stevedores and wreckers.
Poles barges on the Reik and knows every sandbar between Altdorf and Nuln.
WS 30 BS 28 S 38 T 34 I 29 Ag 32 Dex 29 Int 28 WP 29 Fel 35
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Row 48, Sail 42, Consume Alcohol 39, Dodge 37, Endurance 39, Gossip 40
Talents Doomed, Suave, Very Strong, Strong Legs, Orientation, Fisherman
Kit Dagger 5 · Hand Weapon (Boat Hook) 7 · AP head 0, arms 1, body 1, legs 0 · 4s
A river pilot who guides barges through the rapids below Karak Norn.
WS 40 BS 28 S 31 T 41 I 34 Ag 18 Dex 39 Int 30 WP 48 Fel 19
Wounds 15 Move 3 Fate 1 Resilience 3
Key skills Lore (Riverways) 40, Perception 44, Consume Alcohol 46, Cool 53, Gossip 24, Intuition 39
Talents Magic Resistance, Night Vision, Relentless, Resolute, Sturdy, Waterman
Kit Dagger 5 · Hand Weapon (Boat Hook) 7 · no armour · 45d
A river recruit patrolling the Reik for smugglers, wreckers and worse.
WS 30 BS 38 S 37 T 31 I 30 Ag 30 Dex 28 Int 34 WP 30 Fel 31
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Melee (Basic) 40, Row 47, Swim 47, Athletics 35, Cool 35, Dodge 35
Talents Doomed, Savvy, Hardy, Marksman, Acute Sense (Sight), Very Strong
Kit Dagger 5 · Hand Weapon (Sword) 7 · AP head 0, arms 1, body 1, legs 0 · 8s
Fishes the marsh channels near Marienburg and sells eels to anyone who asks.
WS 28 BS 30 S 29 T 38 I 30 Ag 34 Dex 32 Int 28 WP 29 Fel 36
Wounds 10 Move 4 Fate 4 Resilience 2
Key skills Row 39, Swim 39, Animal Care 33, Athletics 39, Consume Alcohol 43, Endurance 43
Talents Doomed, Suave, Very Resilient, Night Vision, Animal Affinity, Strider (Marshes)
Kit Dagger 4 · AP head 0, arms 0, body 0, legs 1 · 16d
An Ulthuan sailor who signed on to human ships to see how badly they sail.
WS 44 BS 40 S 28 T 30 I 51 Ag 47 Dex 45 Int 39 WP 43 Fel 35
Wounds 12 Move 5 Fate 1 Resilience 1
Key skills Sail 62, Climb 38, Swim 38, Melee (Basic) 52, Consume Alcohol 35, Gamble 44
Talents Acute Sense (Sight), Coolheaded, Night Vision, Second Sight, Read/Write, Strong Swimmer, Sea Legs
Career Landsman → Seaman; 740 XP spent, 15 left
Kit Dagger 4 · Hand Weapon (Boat Hook) 6 · AP head 0, arms 0, body 1, legs 0 · 15s
Rows untaxed brandy across the Reik by night, and pipeweed the other way.
WS 18 BS 41 S 17 T 30 I 31 Ag 34 Dex 47 Int 30 WP 42 Fel 42
Wounds 10 Move 3 Fate 2 Resilience 3
Key skills Stealth (Rural) 49, Row 27, Bribery 47, Cool 47, Haggle 47, Sail 39
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Nimble Fingered, Flee!, Criminal
Kit Dagger 3 · no armour · 24d
Hauls cargo on the Altdorf docks and settles disputes with his fists.
WS 37 BS 27 S 37 T 34 I 30 Ag 29 Dex 28 Int 27 WP 30 Fel 34
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Climb 47, Endurance 44, Melee (Basic) 47, Athletics 34, Consume Alcohol 39, Gossip 39
Talents Doomed, Suave, Very Strong, Hardy, Warrior Born, Sturdy
Kit Dagger 5 · Hand Weapon (Boat Hook) 7 · no armour · 33d
Salvages cargo from wrecks on the Reik, and does not ask how the boats sank.
WS 33 BS 28 S 33 T 30 I 33 Ag 30 Dex 29 Int 32 WP 29 Fel 28
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Outdoor Survival 42, Swim 43, Climb 38, Cool 34, Dodge 35, Endurance 35
Talents Doomed, Savvy, Night Vision, Sixth Sense, Flee!, Break and Enter
Kit Dagger 5 · no armour · 21d
🗝️ Rogues
Those who live outside the law: bawds, charlatans, fences, grave robbers, outlaws, racketeers, thieves and witches.
Steers wealthy visitors to the right gaming houses in Altdorf, for a cut.
WS 29 BS 28 S 29 T 30 I 31 Ag 33 Dex 31 Int 30 WP 30 Fel 41
Wounds 11 Move 4 Fate 3 Resilience 3
Key skills Charm 56, Bribery 51, Consume Alcohol 35, Entertain (Acting) 46, Gamble 35, Gossip 46
Talents Doomed, Suave, Attractive, Mimic, Night Vision, Gregarious
Kit Dagger 4 · no armour · 10d
A swindler with a deck of marked cards and a different name in every town.
WS 27 BS 28 S 28 T 29 I 34 Ag 31 Dex 32 Int 31 WP 30 Fel 41
Wounds 9 Move 4 Fate 3 Resilience 3
Key skills Charm 51, Gamble 41, Haggle 51, Sleight of Hand 42, Bribery 46, Entertain (Storytelling) 46
Talents Doomed, Suave, Mimic, Luck, Attractive, Cardsharp
Kit Dagger 4 · no armour · 34d
Runs a respectable pawnshop in Nuln with a less respectable back room.
WS 19 BS 40 S 17 T 29 I 34 Ag 32 Dex 41 Int 36 WP 40 Fel 45
Wounds 8 Move 3 Fate 1 Resilience 4
Key skills Haggle 60, Charm 55, Evaluate 46, Dodge 37, Gamble 41, Gossip 50
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Super Numerate, Savvy, Dealmaker
Kit Dagger 3 · Hand Weapon 5 · no armour · 6s
Sells fresh corpses to physicians who do not ask questions.
WS 29 BS 28 S 34 T 31 I 31 Ag 31 Dex 29 Int 33 WP 34 Fel 27
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Climb 44, Stealth (Urban) 41, Gossip 35, Cool 39, Dodge 36, Evaluate 38
Talents Doomed, Savvy, Night Vision, Resistance (Disease), Strong Legs, Criminal
Kit Dagger 5 · no armour · 15d
Exiled from Laurelorn for a killing, now an outlaw preying on the Middenland roads.
WS 46 BS 52 S 34 T 40 I 50 Ag 42 Dex 39 Int 38 WP 39 Fel 26
Wounds 18 Move 5 Fate 1 Resilience 1
Key skills Athletics 52, Endurance 50, Melee (Basic) 56, Ranged (Bow) 62, Stealth (Rural) 52, Intimidate 42
Talents Acute Sense (Sight), Hardy, Night Vision, Very Resilient, Rover, Combat Aware, Marksman
Career Brigand → Outlaw; 795 XP spent, 35 left
Kit Dagger 5 · Hand Weapon 7 · Bow 6 · Shield 5 · AP head 0, arms 0, body 1, legs 0 · 22d
Collects protection money in Middenheim's Altmarkt for a gang boss.
WS 38 BS 27 S 39 T 32 I 29 Ag 30 Dex 28 Int 29 WP 30 Fel 33
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Intimidate 49, Melee (Brawling) 48, Cool 35, Dodge 35, Endurance 37, Gossip 38
Talents Doomed, Suave, Very Strong, Hardy, Warrior Born, Menacing
Kit Dagger 5 · Knuckledusters 5 · AP head 0, arms 1, body 1, legs 0 · 31d
A second-storey thief in Nuln who only robs people who can afford it.
WS 18 BS 40 S 17 T 29 I 37 Ag 42 Dex 51 Int 30 WP 44 Fel 41
Wounds 8 Move 3 Fate 2 Resilience 3
Key skills Climb 27, Dodge 52, Pick Lock 61, Stealth (Urban) 52, Perception 45, Sleight of Hand 59
Talents Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, Nimble Fingered, Lightning Reflexes, Alley Cat, Fast Hands
Career Prowler → Thief; 765 XP spent, 20 left
Kit Dagger 3 · AP head 0, arms 0, body 1, legs 0 · 26d
An unlicensed witch who taught herself magic from a burned book; every spell she casts is a crime.
WS 29 BS 27 S 29 T 33 I 30 Ag 30 Dex 29 Int 34 WP 40 Fel 28
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Channelling 50, Language (Magick) 44, Animal Care 39, Cool 45, Endurance 38, Intimidate 34
Talents Doomed, Savvy, Sixth Sense, Animal Affinity, Coolheaded, Petty Magic
Spells Animal Friend, Sleep, Eavesdrop, Murmured Whisper
Kit Dagger 4 · no armour · 8d
⚔️ Warriors
Those who fight for a living: cavalrymen, guards, knights, pit fighters, protagonists, soldiers, slayers and warrior priests.
A horseman of the Reikland pistoliers' rival regiment, keen and reckless.
WS 38 BS 29 S 36 T 31 I 30 Ag 34 Dex 28 Int 29 WP 30 Fel 34
Wounds 12 Move 4 Fate 3 Resilience 3
Key skills Melee (Basic) 48, Ride (Horse) 44, Animal Care 34, Charm Animal 35, Endurance 36, Language (Battle) 34
Talents Doomed, Suave, Warrior Born, Very Strong, Orientation, Roughrider
Kit Hand Weapon 7 · Dagger 5 · AP head 0, arms 1, body 1, legs 0 · 9s
Guards a merchant's warehouse by night with a lantern, a buckler and suspicion.
WS 34 BS 29 S 31 T 33 I 30 Ag 30 Dex 28 Int 33 WP 30 Fel 29
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Intuition 40, Melee (Basic) 44, Perception 40, Consume Alcohol 38, Cool 35, Endurance 38
Talents Doomed, Savvy, Hardy, Night Vision, Sixth Sense, Strike to Stun
Kit Hand Weapon 7 · Dagger 5 · Buckler 4 · AP head 0, arms 0, body 1, legs 0 · 5s
A squire to an old knight of the Order of the Blazing Sun, eager to earn his spurs.
WS 36 BS 28 S 37 T 31 I 31 Ag 33 Dex 29 Int 29 WP 30 Fel 35
Wounds 12 Move 4 Fate 4 Resilience 2
Key skills Melee (Cavalry) 46, Ride (Horse) 43, Animal Care 34, Athletics 38, Charm Animal 35, Leadership 40
Talents Doomed, Suave, Very Strong, Noble Blood, Read/Write, Warrior Born
Kit Hand Weapon 7 · Dagger 5 · Shield 5 · AP head 0, arms 1, body 3, legs 0 · 16s
A dwarf who fights in the Nuln pits for coin and to drown out an old shame.
WS 47 BS 27 S 36 T 47 I 34 Ag 19 Dex 38 Int 27 WP 49 Fel 18
Wounds 15 Move 3 Fate 1 Resilience 3
Key skills Dodge 29, Intimidate 46, Melee (Basic) 57, Melee (Brawling) 57, Athletics 24, Cool 54
Talents Magic Resistance, Night Vision, Relentless, Resolute, Sturdy, Iron Jaw, Combat Reflexes
Career Pugilist → Pit Fighter; 645 XP spent, 30 left
Kit Hand Weapon 7 · Knuckledusters 5 · Great Axe 9 · Whip 5 · Shield 5 · AP head 0, arms 1, body 1, legs 0 · 12s
A braggart bruiser who picks fights in taverns for anyone who pays.
WS 37 BS 27 S 36 T 33 I 30 Ag 34 Dex 28 Int 28 WP 29 Fel 35
Wounds 14 Move 4 Fate 3 Resilience 3
Key skills Intimidate 46, Melee (Brawling) 47, Athletics 39, Dodge 39, Endurance 38, Entertain (Taunt) 40
Talents Doomed, Suave, Warrior Born, Very Strong, Hardy, Dirty Fighting
Kit Hand Weapon 7 · Dagger 5 · Knuckledusters 5 · AP head 0, arms 1, body 1, legs 0 · 17d
A sergeant of the Reikland state troops who has kept her squad alive for six years.
WS 46 BS 40 S 35 T 41 I 30 Ag 30 Dex 28 Int 33 WP 40 Fel 29
Wounds 19 Move 4 Fate 3 Resilience 3
Key skills Melee (Basic) 61, Athletics 40, Climb 45, Cool 50, Dodge 40, Endurance 51
Talents Doomed, Savvy, Very Strong, Hardy, Orientation, Warrior Born, Drilled
Career Recruit → Soldier → Sergeant; 1870 XP spent, 25 left
Kit Hand Weapon 7 · Dagger 5 · Crossbow 9 · AP head 2, arms 0, body 2, legs 0 · 28s
A Giant Slayer who has killed trolls and lived, which he regards as a failure.
WS 48 BS 26 S 37 T 46 I 29 Ag 20 Dex 37 Int 26 WP 55 Fel 15
Wounds 20 Move 3 Fate 0 Resilience 4
Key skills Melee (Basic) 63, Consume Alcohol 56, Dodge 30, Melee (Two-handed) 58, Cool 63, Endurance 54
Talents Magic Resistance, Night Vision, Relentless, Resolute, Sturdy, Slayer, Hardy
Career Troll Slayer → Giant Slayer; 800 XP spent, 10 left
Kit Hand Weapon (Axe) 7 · Dagger 5 · Great Axe 9 · no armour · 14d
A novice warrior priest of Ulric from Middenheim, as fierce as winter.
WS 39 BS 28 S 36 T 32 I 29 Ag 29 Dex 28 Int 34 WP 34 Fel 30
Wounds 15 Move 4 Fate 3 Resilience 3
Key skills Leadership 40, Melee (Basic) 49, Pray 40, Cool 39, Dodge 34, Endurance 37
Talents Doomed, Savvy, Warrior Born, Very Strong, Hardy, Bless (Ulric)
Prayers Blessing of Battle, Blessing of Courage, Blessing of Hardiness, Blessing of Might, Blessing of Savagery, Blessing of Tenacity
Kit Hand Weapon (Axe) 7 · Dagger 5 · AP head 0, arms 0, body 1, legs 0 · 20d