Example characters

From Breaking Worlds

Revision as of 15:34, 2 October 2017 by Nyeti (talk | contribs) (Upstatting to 30 XP)

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
Improvise Minor, Major, and Epic Rituals of evocation

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
  • “you must give me [an item]”
  • “you cannot attack or harm me for five minutes”
  • “you must go [somewhere within sight]”
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
Call TRIPLE by large thrown weapon

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 light 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