Example characters
From Breaking Worlds
Part of a series about the rules of Breaking Worlds.
Character creation:
- Character creation
- Starting abilities
- Skills
- Warrior skills
- Channeller skills
- Spell list
- Evoker skills
- General skills
See also:
When you are creating a character, it might be hard to choose from the range of skills available. With this in mind we have created some example character ‘builds’ to help you get started.
All of the character builds listed here use 30 XP.
Knight
Noble, Warrior
This character is a heroic and heavily armoured warrior wielding sword and shield and supported by a retinue of loyal followers.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Warrior | 0 | Pool of 3 ST Spend 1 ST to call CURE 1 on self | |
Extra Stamina | 2 | Warrior | +1 ST (total 4) |
Melee Weapon Practice | 1 | Warrior | Spend 1 ST to call DOUBLE by melee weapon |
Melee Weapon Expertise | 2 | Melee Weapon Practice | Spend 1 ST to call TRIPLE by melee weapon |
Buckler Training | 1 | Warrior | Proficient with bucklers |
Shield Training | 4 | Buckler Training | Proficient with shields |
Armour Practice I | 1 | Warrior | Further +1 Hit from any armour (total +2) |
Armour Practice II | 1 | Armour Practice I | Further +1 Hit from any armour (total +3) |
Armour Practice III | 2 | Armour Practice II | Further +1 Hit from any armour (total +4) |
Armour Practice IV | 2 | Armour Practice III | Further +1 Hit from heavy armour (total +5) |
Heavy Armour Specialty | 3 | Armour Practice I | May take CLEAVE as TRIPLE while wearing heavy armour |
Toughness | 2 | +1 Hit | |
Improved Toughness | 2 | Toughness | Further +1 Hit (total +2) |
Disposable Income | 1 | Receive one extra share of petty cash each interactive (total 2×) | |
Followers | 3 | Order followers to assist with or undertake downtime actions | |
Noble Membership | 3 | Membership of the Noble Houses
Represents the rank of Knight or a position as a senior retainer |
This build gives a tough melee fighter with the following stats:
- 10 Hits in heavy armour (5 Hits unarmoured)
- 4 Stamina
- Can spend 1 ST to call CURE 1 on themself, or call TRIPLE by one-handed weapon
- Proficient with shields
- Can take CLEAVE as TRIPLE while in heavy armour
- Double petty cash per interactive
- Supported by followers in downtime
- Membership of the Noble Houses
Master of rites
Noble, Evoker
This character is an expert at communing with the spirits of the elements and ancestors, and is an example of a character suited to non-combat situations.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Evoker | 0 | Least Rite of Evocation, Minor Ritual: summon least elemental Spirit Binding: bind a spirit to a person or anchor | |
Common Rite of Evocation | 2 | Evoker | Use common spirits Common Rite of Evocation, Major Ritual: summon common elemental |
Greater Rite of Evocation | 3 | Common Rite of Evocation | Use greater spirits Greater Rite of Evocation, Major Ritual: summon greater elemental |
Mastery of Evocation | 4 | Greater Rite of Evocation | Use any spirits Perfected Rite of Evocation, Epic Ritual: summon any elemental |
Rite of Necromancy | 2 | Evoker | Rite of Necromancy, Minor Ritual: use a body to speak to the spirit |
Rite of Séance | 3 | Rite of Necromancy | Rite of Séance, Major Ritual: summon an ancestor spirit |
Rite of Dismissal | 2 | Evoker | Rite of Dismissal, Minor, Major, or Epic Ritual: dismiss a bound spirit |
Rite of Sacrifice | 2 | Evoker | Rite of Sacrifice, Minor, Major, or Epic Ritual: sacrifice to a spirit even if not present |
Artifice | 2 | Evoker | Make an anchor for a least spirit with 16 SD |
Improved Artifice | 3 | Artifice | Make an anchor for a common spirit with 64 SD |
Artificer’s Appraisal | 1 | Artifice | Appraise magical items |
Disposable Income | 1 | Receive one extra share of petty cash each interactive (total 2×) | |
Substantial Income | 2 | Disposable Income | Receive one further extra share of petty cash each interactive (total 3×) |
Noble Membership | 3 | Membership of the Noble Houses
Represents the rank of Knight or a position as a senior retainer |
This build gives a dedicated evoker with the following stats:
- 4 Hits in armour (3 Hits unarmoured)
- Can summon and bind elementals of any degree
- Can speak to the recently dead and summon ancestors
- Can dismiss spirits and sacrifice to spirits
- Can improvise Evocation rituals
- Can create anchors for Least and Common spirits
- Can appraise magic items
- Triple petty cash per interactive
- Membership of the Noble Houses
Sergeant
Army, Warrior
This character is a tough polearm wielder and a capable field surgeon.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Warrior | 0 | Pool of 3 ST Spend 1 ST to call CURE 1 on self | |
Extra Stamina | 2 | Warrior | +1 ST (total 4) |
Melee Weapon Practice | 1 | Warrior | Spend 1 ST to call DOUBLE by melee weapon |
Two-Handed Weapon Training | 2 | Warrior | Proficient with two-handed weapons |
Polearm Training | 3 | Two-Handed Weapon Training | Proficient with polearms and one-handed spears |
Armour Practice I | 1 | Warrior | Further +1 Hit from any armour (total +2) |
Armour Practice II | 1 | Armour Practice I | Further +1 Hit from any armour (total +3) |
Armour Practice III | 2 | Armour Practice II | Further +1 Hit from any armour (total +4) |
Resolve | 2 | Warrior | Spend 1 ST to call CURE 2 on self |
Iron Resolve | 2 | Resolve | Spend 1 ST to call CURE 3 on self |
Survival | 3 | Warrior | Spend 1 ST to call CURE 1 on self while dying |
Survivor’s Grit | 2 | Survival | Spend 1 ST to call CURE 3 on self while dying |
Toughness | 2 | +1 Hit | |
Medicine | 1 | Spend 10 seconds to call CURE 1 on a dying character Spend 60 seconds (or 10 seconds with Reagents) to call CURE ALL | |
Surgery | 3 | Medicine | Spend 60 seconds (or 10 seconds with Reagents) to call RESTORE LIMB Examine and heal wound cards |
Army Membership | 3 | Membership of the Royal Armies
Represents the rank of company officer (Lieutenant or Ensign) or Sergeant |
This build gives a resilient fighter with the following stats:
- 8 Hits in armour (4 Hits unarmoured)
- 4 Stamina
- Can spend 1 ST to call CURE 3 on themself even while Dying, or call DOUBLE by any melee weapon over 24” long
- Proficient with two-handed weapons and polearms
- Can spend 10 seconds to call CURE 1 on a Dying character
- Can spend 60 seconds (or 10 seconds with Reagents) to call CURE ALL or RESTORE LIMB on another character
- Can examine and heal Wound cards
- Membership of the Royal Armies
Battle magician
Army, Channeller
This character is a channeller of the elements of Earth and Fire, able to heal and bolster allies and themself and to strike their enemies with powerful magic.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Channeller | 0 | Pool of 5 Mana Detect Magic, 1 Mana: examine magic EFFECT, item, or being | |
Extra Mana | 2 | Channeller | +1 Mana (total 6) |
Abundant Mana | 3 | Extra Mana | Further +1 Mana (total 7) |
First Elemental Discipline: Earth |
1 | Channeller | Access to Earth spells Energy of Earth, 1 Mana: self or close CURE 1 |
First Circle Spell: Vigour of Earth |
1 | Elemental Discipline: Earth |
Vigour of Earth, 1 Mana: self or close CURE 3 |
First Circle Spell: Rite of Resistance |
1 | Elemental Discipline: Earth |
Rite of Resistance, Minor Ritual: All participants get one RESIST against status effects |
First Circle Spell: Rite of Transference |
1 | Elemental Discipline: Earth |
Rite of Transference, Minor Ritual: Move a Minor Effect to a participant |
Second Circle Spell: Tenacity of Earth |
2 | First Circle Spell (any two Earth) |
Vigour of Earth, 1 Mana: self or close “Gain 1 Stamina” |
Second Circle Spell: Rite of Bolstering |
2 | First Circle Spell (Vigour of Earth, any other Earth) |
Rite of Bolstering, Minor Ritual: All participants get CURE ALL and +3 temporary Hits |
Second Circle Spell: Rite of Endurance |
2 | First Circle Spell (Rite of Resistance, any other Earth) |
Rite of Endurance, Major Ritual: One participant gets damage reduction for a single fight |
Elemental Ascendancy: Earth |
2 | Second Circle Spell (any two Earth) |
Improvise Minor Rituals of Earth |
Additional Elemental Discipline: Fire |
2 | First Elemental Discipline | Access to Fire spells Spark of Fire, 1 Mana: Ranged SINGLE |
First Circle Spell: Bolt of Fire |
1 | Elemental Discipline: Fire |
Bolt of Fire, 1 Mana: ranged DOUBLE |
First Circle Spell: Mind of Fire |
1 | Elemental Discipline: Fire |
Mind of Fire, 1 Mana: self or close “MINOR EFFECT: For five minutes, you feel:” either Anger, Joy, Passion, or Pride |
Second Circle Spell: Jet of Fire |
2 | First Circle Spell (Bolt of Fire, any other Fire) |
Jet of Fire, 1 Mana: ranged TRIPLE |
Toughness | 2 | +1 Hit | |
Improved Toughness | 2 | Toughness | Further +1 Hit (total +2) |
Army Membership | 3 | Membership of the Royal Armies
Represents the rank of company officer (Lieutenant or Ensign) or Sergeant |
This build gives a magician capable of healing and dealing damage with the following stats:
- 5 Hits unarmoured
- 7 Mana
- Can spend 1 Mana to examine a magic item, or call CURE 3 or “Gain 1 Stamina” at close range or on themself, or call TRIPLE at range
- Can spend 2 Mana to induce temporary Anger, Joy, Passion, or Pride
- Can perform rituals to transfer effects, grant resistances, or grant temporary hits
- Can improvise Minor Rituals of Earth
- Membership of the Royal Armies
Militant
Reformist, Channeller with Warrior skills
This character is a militant capable of taking down their chosen target with sword and dagger or the power of Metal magic.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Channeller | 0 | Pool of 5 Mana Detect Magic, 1 Mana: examine magic EFFECT, item, or being | |
Extra Mana | 2 | Channeller | +1 Mana (total 6) |
First Elemental Discipline: Metal |
1 | Channeller | Access to Metal spells Spark of Metal, 1 Mana: ranged SINGLE |
First Circle Spell: Push of Metal |
1 | First Elemental Discipline: Metal |
Spark of Metal, 1 Mana: ranged REPEL |
First Circle Spell: Mind of Metal |
1 | First Elemental Discipline: Metal |
Spark of Metal, 2 Mana: give a person five minutes of Calm, Courage, Fear, or Sorrow |
Second Circle Spell: Chains of Metal |
2 | First Circle Spell (Push of Metal, any other Metal) |
Spark of Metal, 1 Mana: ranged DOUBLE STRIKEDOWN |
Second Circle Spell: Compulsion of Metal |
2 | First Circle Spell (Mind of Metal, any other Metal) |
Compulsion of Metal, 3 Mana: close “MAJOR EFFECT: Either lose all of your Hits, or:” either
|
Warrior | 4 | Pool of 3 ST Spend 1 ST to call CURE 1 on self | |
Ambidexterity | 2 | Warrior | May use two weapons at once |
Backstab | 2 | Warrior | Spend 1 ST to call TRIPLE by short weapon from behind |
Backstab Mastery | 2 | Backstab | Spend 1 ST to call CLEAVE by short weapon from behind |
Trip | 3 | Backstab | Spend 1 ST to call STRIKEDOWN by short weapon |
Armour Practice I | 1 | Warrior | Further +1 Hit from any armour (total +2) |
Armour Practice II | 1 | Armour Practice I | Further +1 Hit from any armour (total +3) |
Light Armour Specialty | 1 | Armour Practice I | Mana penalty from light armour reduced to -1 |
Toughness | 2 | +1 Hit | |
Coalition Membership | 3 | Membership of the Reform Coalition
Represents a position of respect within a reform society |
This build gives a quick-striking fighter with the following stats:
- 7 Hits in armour (4 Hits unarmoured)
- 5 Mana in light armour (6 Mana unarmoured)
- 3 Stamina
- Can spend 1 Mana to examine a magic item or call REPEL or DOUBLE STRIKEDOWN at range
- Can spend 2 Mana to induce temporary Calm, Courage, Fear, or Sorrow
- Can spend 3 Mana to demand an item from a person, prevent them from attacking, or compel them to go somewhere within sight
- Can spend 1 ST to call CURE 1 on themself, call STRIKEDOWN by short weapon, or call CLEAVE by short weapon while attacking from behind
- Can use two weapons (short or one-handed) at once
- Membership of the Reform Coalition
Witch
Reformist, Evoker with Channeller skills
This character is a researcher investigating the mysteries of the universe through evocation, Water magic, and good old-fashioned legwork, and is an example of a character suited to non-combat situations.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Evoker | 0 | Least Rite of Evocation, Minor Ritual: summon least elemental Spirit Binding: bind a spirit to a person or anchor | |
Common Rite of Evocation | 2 | Evoker | Use common spirits Common Rite of Evocation, Major Ritual: summon common elemental |
Greater Rite of Evocation | 3 | Common Rite of Evocation | Use greater spirits Greater Rite of Evocation, Major Ritual: summon greater elemental |
Rite of Necromancy | 2 | Evoker | Rite of Necromancy, Minor Ritual: use a body to speak to the spirit |
Rite of Dismissal | 2 | Evoker | Rite of Dismissal, Minor, Major, or Epic Ritual: dismiss a bound spirit |
Channeller | 4 | Pool of 5 Mana Detect Magic, 1 Mana: examine magic EFFECT, item, or being | |
First Elemental Discipline: Water |
1 | Channeller | Access to Water spells Energy of Water, 1 Mana: self or close CURE 1 |
First Circle Spell: Voice of Water |
1 | First Elemental Discipline: Water |
Voice of Water, 1 Mana: speak to a magic item or Effect for five minutes |
First Circle Spell: Rite of Scrying |
1 | First Elemental Discipline: Water |
Rite of Scrying, Minor Ritual: All participants receive a vision, secret, or piece of knowledge |
Second Circle Spell: Rite of Divination |
2 | First Circle Spell (Rite of Scrying, any other Water) |
Rite of Divination, Major Ritual: All participants receive a vision answering a specified question |
Second Circle Spell: Rite of Concealment |
2 | First Circle Spell (any two Water) |
Rite of Divination, Major Ritual: One participant is disguised for a week |
Elemental Ascendancy: Water |
2 | Second Circle Spell (any two Water) |
Improvise Minor Rituals of Water |
Business Connections | 1 | Submit a rumour each interactive or downtime Receive one extra rumour each downtime | |
Excellent Connections | 4 | Business Connections | Call in a favour for assistance each downtime Receive one further extra rumour each downtime (total two extra) |
Coalition Membership | 3 | Membership of the Reform Coalition
Represents a position of respect within a reform society |
This build gives a versatile investigator with the following stats:
- 3 Hits unarmoured
- 5 Mana
- Can summon and bind elementals up to Greater degree
- Can speak to the recently dead
- Can dismiss spirits
- Can spend 1 Mana to examine a magic item or call CURE 1 at close range or on themself
- Can spend 2 mana to speak to a magic item or effect
- Can perform rituals to find information, answer questions, or disguise a person
- Can improvise Minor Rituals of Water
- Can submit and receive two extra rumours per interactive
- Can call in favours for assistance in downtime
- Membership of the Reform Coalition
Ranger
Freelance, Warrior
This character is a resourceful scout and archer on the hunt for valuable monster specimens.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Warrior | 0 | Pool of 3 ST Spend 1 ST to call CURE 1 on self | |
Extra Stamina | 2 | Warrior | +1 ST (total 4) |
Thrown Weapon Training | 1 | Warrior | Proficient with short thrown weapons Proficient with large thrown weapons |
Archery Training | 4 | Warrior | Proficient with bows and crossbows |
Armour Practice I | 1 | Warrior | Further +1 Hit from any armour (total +2) |
Armour Practice II | 1 | Armour Practice I | Further +1 Hit from any armour (total +3) |
Armour Practice III | 2 | Armour Practice II | Further +1 Hit from any armour (total +4) |
Dodge | 2 | Warrior | Spend 1 ST to call dodge a melee blow or MASS or WIDE damage |
Survival | 3 | Warrior | Spend 1 ST to call CURE 1 on self while dying |
Toughness | 2 | +1 Hit | |
Improved Toughness | 2 | Toughness | Further +1 Hit (total +2) |
Medicine | 1 | Spend 10 seconds to call CURE 1 on a dying character Spend 60 seconds (or 10 seconds with Reagents) to call CURE ALL | |
Dissection | 2 | Medicine | Spend 10 seconds to remove an organ or body part Examine a body to learn about its abilities |
Alchemy | 3 | Medicine | Make a Potion of Power with 2 Reagents Make simple alchemical substances with liquid and Reagents |
Advanced Alchemy | 2 | Alchemy | Analyse biological samples in downtime Make experimental alchemical substances with samples and Reagents |
Trader’s Appraisal | 1 | Appraise valuable items | |
Business Connections | 1 | Submit a rumour each interactive or downtime Receive one extra rumour each downtime |
This build gives an effective scout with the following stats:
- 9 Hits in armour (5 Hits unarmoured)
- 4 Stamina
- Can spend 1 ST to call CURE 1 on themself even while dying, or dodge a melee blow or MASS or WIDE damage
- Proficient with all thrown weapons, bows and crossbows
- Can spend 10 seconds to call CURE 1 on a Dying character
- Can spend 60 seconds (or 10 seconds with Reagents) to call CURE ALL on another character
- Can dissect bodies and take samples
- Can create a variety of potions using samples and Reagents
- Can appraise valuable items
- Can submit and receive an extra rumour per interactive
Paladin
Freelance, Warrior with Evoker skills
This character is a holy warrior who follows the guidance of the spirits and offers them service and sacrifice in return.
Skill | XP Cost | Prerequisites | Description |
---|---|---|---|
Warrior | 0 | Pool of 3 ST Spend 1 ST to call CURE 1 on self | |
Extra Stamina | 2 | Warrior | +1 ST (total 4) |
Melee Weapon Practice | 1 | Warrior | Spend 1 ST to call DOUBLE by melee weapon |
Melee Weapon Expertise | 2 | Melee Weapon Practice | Spend 1 ST to call TRIPLE by melee weapon |
Buckler Training | 1 | Warrior | Proficient with bucklers |
Shield Training | 4 | Buckler Training | Proficient with shields |
Armour Practice I | 1 | Warrior | Further +1 Hit from any armour (total +2) |
Armour Practice II | 1 | Armour Practice I | Further +1 Hit from any armour (total +3) |
Armour Practice III | 2 | Armour Practice II | Further +1 Hit from any armour (total +4) |
Heavy Armour Specialty | 3 | Armour Practice I | May take CLEAVE as TRIPLE while wearing heavy armour |
Evoker | 4 | Least Rite of Evocation, Minor Ritual: summon least elemental Spirit Binding: bind a spirit to a person or anchor | |
Second Binding | 3 | Evoker | Bind an additional spirit to yourself |
Common Rite of Evocation | 2 | Evoker | Use common spirits Common Rite of Evocation, Major Ritual: summon common elemental |
Rite of Sacrifice | 2 | Evoker | Rite of Sacrifice, Minor, Major, or Epic Ritual: sacrifice to a spirit even if not present |
Toughness | 2 | +1 Hit |
This build gives a tough melee fighter with the following stats:
- 8 Hits in armour (4 Hits unarmoured)
- 4 Stamina
- Can spend 1 ST to call CURE 1 on themself, or call TRIPLE by one-handed weapon
- Proficient with shields
- Can take CLEAVE as TRIPLE while in heavy armour
- Can summon and bind elementals up to Common degree
- Can have up to two spirits bound to themself
- Can sacrifice to spirits