| spend on | cps |
|---|---|
| raise physical to 3 | 4 |
| physical: melee combat | 1 |
| 2 wound splits | 4 |
| equipment +1 | 1 |
A wandering sell-sword looking for odd jobs. He is a good fighter, but not much use for other things. With his high physical plus melee combat detail, he rolls 4 dice in combat, which makes him a formidable close-combat fighter, and he still rolls 3 dice for ranged combat and other physical activities.
Buying 2 additional wound splits allows him to take a couple hits, even more so with armour. Buying an additional equipment box (for a total of 4) allows him to gear up as needed. He could have both sword and bow, light armour and a shield, or be a frontline fighter with melee weapon, heavy armour and shield, or travel light with a weapon and light armour and still have 2 equipment for other adventuring items.
| spend on | cps |
|---|---|
| raise magical to 2 | 4 |
| 2 magic paths | 3 |
| raise mental to 2 | 1 |
| 1 mana burnout | 1 |
| Trait: companion | 1 |
The druid is a powerful magic-user with 2 starting paths and a good starting magical ability. He is accompanied by a totem animal or a forest spirit. An additional box of mana burnout increases his casting potential, and raising mental rounds the character out.
A typical druid might take magic paths of heal, summon or transform, but other paths are possible as well.
| spend on | cps |
|---|---|
| physical, mental, social to 2 | 3x1 |
| 1 stress | 1 |
An adventurer, jack-of-all-trades
| spend on | cps |
|---|
#TODO
(protector, physical, a bit of magic, etc.)