This thread is for those of you who wish for an easier way to make characters. Most of these templates do not cost 150 pts, but this allows for customization and/or buying another template. Look through the template descriptions and see if there are any that spark your interest. Maybe they'll give you ideas for a character that doesn't have a template. That's okay too.
Archer
75 points
This template works for any light missile troops who provide support to cavalry or heavier infantry. The longbow is the classic weapon, but other options are available.
Artificer
75 points
Artificers are the technology specialists of fantasy worlds. They can’t use spells or other forms of magic, but they can make devices that seem equally wonderful and mysterious to the untrained, such as singing birds made from gold, temple doors that open by themselves, or Greek fire.
ASSASSIN
125 points
Assassins are professional killers. Most specialize in quiet, efficient murder, priding themselves on the ability to strike and vanish before anyone notices. However, some, particularly fanatical would-be martyrs, don’t care about being caught; they may actually wish to draw attention to the death of their target, even if they must die too.
Bandit
75 points
Of all outlaws, bandits and highwaymen attract the most hero worship. Anywhere the common people resent the rulers, a bandit may be seen as a defender of the poor, like Robin Hood. In a conquered province, the old aristocrats may actually become bandits; in any society, the bandit’s weapons – and often horses – makes him look like an aristocrat. Cinematic
heroes such as Zorro may deliberately assume the role of bandits for noble motives. Real bandits are usually less noble, even if they take advantage of the heroic image. This template defines an outlaw who really is honorable, relying on stealth and concealment rather than overwhelming force in his struggle against the ruling class.
BARD
150 points
True bards are more than just entertainers, although they certainly can entertain. They are wandering singer-mystics and members of the Bardic Colleges.
Bard-Wizard
Some bards also have knowledge of spells. For one with limited but useful magical talents, add this 20-point lens to the Bard template. +20 points
BATTLE WIZARD
150 points
Battle wizards are warrior-mages who learn spells with great utility in combat. They are most often found in the armies of al-Wazif and Megalos, though other countries have them as well, and they are sometimes independent wizards-for-hire.
BOUNTY HUNTER
150 points
For most people in Ytarria, if a criminal leaves town, the problem is solved. For some, however, that’s not enough. Bounty hunters specialize in tracking down criminals, alleged or actual, and returning them for a fee. Most try to return their quarries alive.
COURTIER
115 points
A courtier can be almost anyone who serves in a noble court, from a diplomat to a herald. The best are keen observers and careful when they speak.
Spies: A few courtiers are in fact spies, either working for a rival power or keeping an eye on individuals and events on behalf of some court faction. Courtier-spies will almost always have Contacts and a Secret, and may add Current Affairs, Intelligence Analysis, Observation, Shadowing, or Stealth to their skill lists. Amoral information dealers might have Merchant; the deadlier or more flamboyant types may have Enemies, significant combat ability, or Poisons skill.
Enchanter
125 points
The enchanter specializes in creating magical objects. The wizard is more often an Ally or Patron for adventurers than a member of the party. He may travel in search of rare magical materials or information, but might also recruit other people for
such jobs. On the other hand, his knowledge of a wide range of commonly used spells can make him unexpectedly formidable.
In some campaigns, GMs will want to allow enchanters as NPCs only.
ENTERTAINER
50 points
While mystical bards wield uncanny powers, Yrth also has countless more mundane entertainers endeavoring to make what livings they can by whatever means seem safe. Some are sophisticated artists; others are mere rogues. They may be wanderers or permanent fixtures in a tavern or noble’s court; few can count on any sort of special treatment, whatever
their talent. All are painfully likely to become involved in adventures and intrigues, where their skills often prove remarkably useful.
FREELANCE WIZARD
150 points
Many Ytarrian wizards move from job to job as needed. Most prefer quiet lives, but some end up as adventurers. This template represents a very talented mage at the beginning of a long and no doubt profitable career.
HEALER
150 points
Healers – also called hedgewitches, herbalists, or physickers – are welcome almost everywhere. Their minor magical talents are most effective when supplemented with mundane skills. Note that many common village herbalists lack magical powers; this template represents an exceptionally good healer.
Hedge Wizard
75 points
Not every wizard is a mighty wonder-worker or an intellectual giant. In a magical setting, some mages are only talented enough to learn a few basic spells. Some specializations require specific advantages; for example, a healer needs either Empathy or Magery 1.
KNIGHT-ERRANT
150 points
Knights are well-trained upperclass warriors. Most belong to a chivalric order or swear fealty to a lord, but some are footloose and looking for employment or adventure. This template encompasses Christian knights, Sahudese samurai, and
Muslim ghazis.
Formal knighthood requires taking on duties and vows, often very strict ones. In return, a knight gets the support of his lord or order, and social status. A good knight will have social skills as well as combat abilities, and will be knowledgeable in local law in order to mete out justice as his lord would wish. Historically, knighthood was available only to men, but on Yrth, Caithness grants knighthood to women, and some Sahudese samurai are female.
MERCENARY
150 points
Mercenaries are warriors for hire. Some are loners; others belong to organized bands. They favor weapon skills; most have one or two preferred forms but will often have other specialties. A mercenary may also be a spy, an assassin, a tracker, or a healer.
MERCHANT
110 points
A merchant may be a street peddler, a wealthy shop owner, or a caravan-master who doesn’t see the same city twice in a year. Merchants may also be part-time explorers looking for new trade routes and unique goods. The merchant’s creed is “Buy low, sell high.”
MYSTIC
110 points
Mystics may be Sufis, hermits, weird scholars, or anything similar. Through study, meditation, and physical deprivation, they sometimes acquire strange powers. Note that many mystical powers require that the character have specific Disadvantages
to support the Pact limitation.
PEASANT HERO
75 points
While many of the nobility might deny it, some of Ytarria’s greatest heroes have come from humble roots. This template represents a young man or woman, fresh off the farm and caught up in adventure.
PRIEST-WIZARD
130 points
This template represents Christian priests or Sunni Muslim mullahs who have learned magic with the permission of their superiors. Characters made with this template were born with magical talent but probably regard their abilities as divine gifts. They may also have other “inspired” powers, represented as Blessed or True Faith.
Scholar
75 points
Scholars most often appear as NPCs, giving cryptic advice to bands of adventurers who come to consult them. But nothing prevents a scholar from picking up a few combat skills and going out to find his own answers. This template provides a start in that direction by including a few less sedate skills picked up during the scholar’s student days.
Slayer
125 points
Most warriors specialize in fighting a single race or similar races. The slayer specializes in defeating foes with extraordinary abilities: gigantic monsters, undead, evil sorcerers, or the like.
SWASHBUCKLER
150 points
A swashbuckler is a fighter who specializes in light fencing weapons – traditionally a light-hearted rogue with a fondness for taverns. In and around Araterre, some are actually pirates, others are just sailors with some combat skills, and others again
are men-at-arms serving local nobles. It is assumed this character is from Araterre; if not, replace the High TL +1 advantage with another 5-point advantage, and lower the TL of all affected skills to 3.
URBAN ROGUE
150 points
Urban rogues can range from gentlemanly cat burglars to out-and-out thugs. Punishments for criminals in Ytarria are severe and often permanent, so a rogue is forever skirting the edge of danger. Rogues may also function as spies; this usually represents a Secret at the 20- or 30-point level, as a spy who is exposed may be hunted down or at least forced to flee. Most have Shadowing and Observation skills and may add Current Affairs.
Village Sage
75 points
You may be your small community’s priest, healer, or soothsayer, or you may have just lived a long time and seen a lot. Your native intelligence has grown into sound judgment; even people who think you’re “unworldly” seek out your advice. Village sages are usually middle-aged or older, but this isn’t a requirement; some young people are wise.
WATCHMAN
150 points
A watchman patrols a city or town, dealing with disturbances. Most are not much like Earth police; their job is to keep the peace. If there’s a murder and the killer isn’t obvious, they will usually only investigate if the victim had powerful friends or relatives. However, in some larger cities, the Watch is becoming more like a genuine crime-solving agency.
WOODSMAN
150 points
Woodsmen with effectively identical talents might be “foresters” guarding a noble’s woodlands, elite troops specializing in scouting and guerrilla warfare, or experienced poachers. Specialized “rangers” can be found in mountains, swamps, deserts, or any other terrain capable of supporting wildlife, doing many such jobs.