Grey Fellowship

For those without the time or inclination to create new characters, or who just want to dive in straight away, this page presents a group of pre-generated iconic characters, the Grey Fellowship - a group of itinerant adventurers who travel the land and take on jobs whenever they can.

Each of these characters is designed as a starting grade 5 character.  You may use these characters as-is, or tweak them to suit you. They differ from the versions found in the Starter Kit because they use the full character creation rules.

GIMNOR
A young shy mountain dwarf assassin who collects exotic flowers
Small sentient humanoid (grade 5; max dice pool 5d6)

STR 4 (2d6) AGI 7 (3d6) END 7 (3d6)
INT 8 (3d6) LOG 3 (2d6) WIL 7 (3d6) CHA 3 (2d6) LUC 5 (2d6) REP 4 (2d6)

HEALTH 32
MELEE DEFENSE 22; RANGED DEFENSE 15; MENTAL DEFENSE 11
SOAK 5 (studded leather); VULN -

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 14'/4'
CARRY 110lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Shortsword 5d6 (1d6+2 slashing damage)
Light Crossbow 4d6 (1d6+2 piercing damage; range 15)

Skills appraisal 1 (1d6), axes 1 (1d6), woodwork 1 (1d6), stealth 3 (2d6), thievery 2 (1d6), knives 3 (2d6), crossbows 1 (1d6), herbalism 1 (1d6)
Gear studded leather armor, herbalism kit, high quality thieves tools (+1d6), shortsword, light crossbow, 100gc

Shy. Gimnor is able to go unrecognised even by those he has met before.  However, after three meetings, even the most unobservant will recognise him.

Darksight.  Like all Dwarves, Gimnor is able to see clearly in the dark up to a distance of 60'.  When underground, he can see clearly to any distance.

Iron constitution. Gimnor is immune to non-magical poisons, with the exception of alcohol.

Sturdy. With a low center of gravity, Dwarves are hard to knock down.  Any attempt to do so suffers a -2d6 penalty to the attempt.

Earthy. Like many Mountain Dwarves, Gimnor knows the secret of earth.  He does not have a MAGIC attribute or any magical skills at present, however.

Life on the streets. Gimnor's early life as an urchin was tough; he is able to recover an additional 1d6 HEALTH each day.

Locksmith. Gimnor begins play with a free high quality set of thieves tools.

Shiv. From his time in prison, Gimnor learned how to improvise weapons.  He is always considered to be carrying a knife or a club, even when unarmed.

Create poison. Gimnor can use his herbalism kit to spend five minutes making a poison. The poison remains effective for only five minutes. When drunk or eaten, the poison does 6d6 poison damage.

Aim. Gimnor can spend an action aiming, which gives him +1d6 to a subsequent raged attack made in the same turn.

Achilles heel. Gimnor is able to identify his target's weaknesses. Once per enemy he can ignore their SOAK when making an attack.  This costs him 2d6.

Young. Gimnor is a young dwarf. He can declare one dice pool per day to be an exploding dice pool.

Gimnor was always shy and awkward, an issue not helped by his stutter. He grew up alone on the streets of a large city and took to burglary in order to make enough money to feed himself.  Eventually he was caught, and spent 6 years in prison, an environment which did not tolerate is social awkwardness.  As such, he was forced to defend himself, and found that killing was not so hard. After his release, combining this newfound knowledge and his burglary skills seemed inevitable as he began a career as an assassin.

Careers. Urchin, Burglar, Prisoner, Assassin, Assassin. Age 31


CAPTAIN AGATHE DRAKE
A commanding grand elf musketeer who reads poetry and ancient literature
Medium sentient fey humanoid (grade 5; max dice pool 5d6)

STR 3 (2d6) AGI 8 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 9 (3d6) LUC 6 (3d6) REP 2 (1d6)
MAG 3 (2d6) light

















HEALTH 28
MELEE DEFENSE 18; RANGED DEFENSE 12; MENTAL DEFENSE 11
SOAK 6 (chainmail); VULN electricity (1d6)

INITIATIVE 3d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 16'/3'
CARRY 60lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Rapier 5d6 (1d6+2 piercing damage)
Musket 5d6 (2d6+2 ballistic damage; range 8)

Skills muskets 3 (2d6), swords 3 (2d6), linguistics 1 (1d6), riding 1 (1d6), heraldry 1 (1d6), perception 3 (2d6)
Gear chainmail, musket, healing kit, 1000gc

Fey. Like all Elves, Agathe has the Fey creature type.

Commanding. Agathe can spend two actions to give another creature who can hear her a free action.

Magic sense. As an Elf, Agathe can sense the presence of magic within 10' of her, although she cannot detemrine its exact location.

Meditation. Elves do not need to sleep.  Sometimes they choose to meditate instead, but this is not required.

Naturally magic. Grand Elves are naturally magical and gain one free magical secret; Agathe knows the secret of light.

Cultural weapon. Agathe gained a free musket.

Silver spoon. Born a noble, Agathe gained a bonus 1,000gc and a superior set of clothing.

Dress wounds.  Agathe can use her healing kit to restore 2d6 HEALTH to a creature she can touch. This takes two actions.  No creature can benefit from this healing more than once per day.

Cloak flourish. Agathe can deflect blows with a swirl of her cloak. Agathe is always considered to be using a small shield, even when she has no spare hands.

Musket charge. Agathe can fire a musket shot, move her SPEED, and then attack with her rapier all with one action. She can only do this once per turn.

Whites of their eyes. When she is charged by another creature, Agathe gets a free musket shot at them as a free action when they come within 10'. She must be wielding her musket to do this.

Aim. Agathe can spend an action aiming, which gives her +1d6 to a ranged attack taken immediately afterwards in the same turn.

Quickdraw. Agathe is always considered to be wielding her musket.

Tall, slender, and stern, Captain Drake has a noble bearing; an officer in the Elven musketeers, she spent years fighting goblin hordes. Despite her serious demeanour, Agathe's commanding presence makes others want to be around her.

Careers. Noble, Squire, Musketeer, Musketeer, Musketeer.  Age 205.


SELENA
A brilliant human firemage who loves to gamble
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 3 (2d6) AGI 5 (2d6) END 3 (2d6)
INT 5 (2d6) LOG 10 (4d6) WIL 5 (2d6) CHA 5 (2d6) LUC 5 (2d6) REP 5 (2d6)
MAG 5 (2d6) fire, light

















HEALTH 28
MELEE DEFENSE 18; RANGED DEFENSE 18; MENTAL DEFENSE 14
SOAK 5 (fire); VULN cold (1d6)

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 10'/3'
CARRY 60lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Dagger 3d6 (1d6+2 piercing damage)
Firebolt 3d6 (2d6 fire damage; range 6)
Flaming touch 2d6 (2d6+2 fire damage)

















Skills history 2 (1d6), dice game 1 (1d6), linguistics 1 (1d6), evocation 2 (1d6), illusion 1 (1d6), perception 1 (1d6), knives 1 (1d6), reactions 1 (1d6), dodging 3 (2d6)
Gear dagger, 100gc

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Brilliant.  Once per day in a moment of brilliance, Selena may substitute a LOG check (4d6) for any other attribute check.

Prestidigitation. Selena can perform small magical tricks at-will; these are enough to help with minor tasks - cleaning garmets, keeping off the rain, lighting a lantern, etc.

Arcane secrets.  Selena knows the secret of fire and the secret of light.

Flaming touch. Selena gains +1d6 to her unarmed damage.  Her unarmed damage becomes fire damage.

Firebolt. Selena may throw bolts of fire at-will as a single action. These do 2d6 fire damage and have a range increment of 30' (6 squares).

Fire resistant. Selena has SOAK 5 (fire), but is Vulnerable 1d6 (cold).

Aim. Selena can spend an action to gain +1d6 to a subsequent ranged attack taken in the same turn.

Explorer. Selena gains XP equal to her grade (5) every time she takes a journey of longer than one week.  She cannot gain this bonus more than once per month.

Known has something as a hothead, Selena's fascination with fire began at a young age. She was always going to be a wizard, and her later specialization into her favorite element came as no surprise. Reckless, temperamental, but brilliant, Selena can always be relied upon for an unorthodox solution to a problem

Careers. Wizard's Apprentice, Mage, Mage, Firemage, Firemage. Age 24.


SIR MANDALLAN
An inspiring human knight who believes in ancient myths and legends
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 7 (3d6) AGI 3 (2d6) END 8 (3d6)
INT 3 (2d6) LOG 4 (2d6) WIL 5 (2d6) CHA 8 (3d6) LUC 8 (3d6) REP 3 (2d6)

HEALTH 32
MELEE DEFENSE 24; RANGED DEFENSE 14; MENTAL DEFENSE 10
SOAK 6 (chainmail); VULN -

INITIATIVE 5d6
PERCEPTION 2d6
SPEED 6; CLIMB 3; JUMP 6'/6'
CARRY 150lb

ACTIONS 2
NATURAL DAMAGE 1d6+3
Brawling 3d6 (1d6+3 blunt damage)
Longsword 5d6 (2d6 slashing damage)

Skills religion 1 (1d6), heraldry 1 (1d6), running 1 (1d6), swords 3 (2d6), leadership 1 (1d6), tactics 3 (2d6), knives 1 (1d6), medium armor 1 (1d6), riding 1 (1d6), law 1 (1d6)
Gear chainmail, medium shield, longsword, horse, 1000gc

Inspiring. Mandallan can spend one action to grant an ally within 30' a +1d6 bonus to their next attribute check.

Explorer. Mandallan gains XP equal to his grade (5) whenever he takes a journey of more than a week.  He cannot do this more than once a month.

Silver spoon.  Mandallan starts play with 1,000gc and a set of superior clothing.

Shieldbearer.  Mandallan gains an addiitonal +4 DEFENSE from a shield.

Advance! Mandallan ignores difficult terrain when charging.

Might is right. Mandallan can make a REP vs. MENTAL DEFENSE attack which pushes a target one step down the Fear status track.

Bonded mount.  Mandallan has a loyal horse which has +2 SPEED when he is riding it.

Feint. Mandallan can spend one action to feint, gaining +1d6 to hit in a subsequent attack made in the same turn.

Charge.  When making a melee attack, Mandallan can move his speed and attack at the end of it, gaining +1d6 damage to that attack.

Sir Mandallan is the quintessential knight. Honorable and brave, his sword is there to defend the weak and the oppressed. A strong believer in chivalric notions of justice, he is quick to challenge wrongdoing in all its forms. Mandallan has a formal way about him, and speaks with an antiquated dialect.

Careers. Noble, Man-at-Arms, Man-at-Arms, Knight, Knight.  Age 32.


MARLA
A naive smalfolk cleric who is obsessed with cleanliness
Small sentient humanoid (grade 5; max dice pool 5d6)

STR 4 (2d6) AGI 6 (3d6) END 4 (2d6)
INT 4 (2d6) LOG 7 (3d6) WIL 7 (3d6) CHA 8 (3d6) LUC 7 (3d6) REP 0 (0d6)
MAG 4 (2d6) plants, good, undead

















HEALTH 32
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 16
SOAK 4 (leather tunic); VULN -

INITIATIVE 2d6
PERCEPTION 2d6
SPEED 4; CLIMB 2; JUMP 12'/3'
CARRY 80lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Brawling 3d6 (1d6+2 blunt damage)
Sling 4d6 (1d6 blunt damage; range 8)

Skills slings 1 (1d6), diplomacy 1 (1d6), stealth 1 (1d6), herbalism 3 (2d6), animal handling 1 (1d6), healing 2 (1d6), abjuration 1 (1d6), religion 1 (1d6), dodging 2 (1d6)
Gear leather tunic, sling, healing kit, herbalist's kit, staff, 100gc

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Naive. Marla's naivete can be an asset - once per day she may completely ignore a fear-based effect, attack, or condition.

Stubborn.  Smallfolk get +5 to their MENTAL DEFENSE (included, above).

Evasion. Marla gets +5 to her MELEE DEFENSE (included, above).

Outoorswoman.  As a farmhand, Marla learned the secret of plants.

Stimulant. Using her herbalist's kit, Marla can create a herbal stimulant which can be imbibed by herself or another creature, and which increases one attribute's (her choice) dice pool by +1d6 for one hour. This takes her one minute to concoct.

Portfolio. Marla's deity opposes undeath; her portfolio includes the secret of good and the secret of undead. She can also heal 2d6 HEALTH by touch as a single action; any given creature can only benefit from this once per day. This includes the Divine Touch exploit.

Bless/curse. Marla can either bless or curse a target within 30'. This takes her one minute. A blessing grants the target +2d6 to their LUC pool for one hour; a curse denies them use of their LUC pool for one hour.  As always with magic, an unwilling target requires a MAG (2d6) vs. MENTAL DEFENSE attack. Only one target can be blessed or cursed at any one time; Marla cannot bless or curse herself.

Aim. Marla can spend an action aiming, which grants her +1d6 to hit in a subsequent ranged attack made in the same turn.

Pep talk.  Marla can spend an ambush turn (assuming she has access to it) giving her allies an encouraging speech. This grants all allieswithin 30' of her +1d6 to their INITIATIVE checks in the ensuing encounter.

When Marla's grandfather was killed by a vampire, Marla's life was changed forever.  Originally a famer who grew up to work in her grandfather's herbalist shop, his death spurred her to seek ways to defend against the unholy denizens of the night. To that end, she joined a cleric's order and never looked back, learning how to protect against the undead and heal her friends.  Despite all this, Marla is still very naive and trusting, and knows little of the world.

Careers. Farmhand, Herbalist, Cleric, Cleric, Cleric. Age 30.


KRUTE
A brawny orc barbarian who wears trophies of his vanquished foes
 
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 10 (4d6) AGI 9 (4d6) END 8 (3d6)
INT 10 (4d6) LOG 3 (2d6) WIL 3 (2d6) CHA 4 (2d6) LUC 4 (2d6) REP 0 (0d6)

HEALTH 32
MELEE DEFENSE 21; RANGED DEFENSE 11; MENTAL DEFENSE 19
SOAK 0; VULN -

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 8; CLIMB 6; JUMP 18'/10'
CARRY 220lb

ACTIONS 2
NATURAL DAMAGE 1d6+4
Bite 4d6 (2d6+4 piercing damage)
Battleaxe 5d6 (2d6 slashing damage)

Skills carousing 1 (1d6), axes 3 (2d6), tracking 2 (1d6), nature 2 (1d6), hardy 3 (2d6), climbing 3 (2d6), swimming 1 (1d6)
Gear battleaxe, 100gc
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Brawny. Krute's carrying capacity increases by 40lb (factored, above).

Glory. Orcs take pleasure in battle, and pride in their wounds. When reduced to below half HEALTH, they gain a +1d6 die bonus to attack rolls.

Darksight. Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a -2 DEFENSE penalty.

Keen senses. Krusk gains +1d6 to perception checks (included, above).

Bloodlust. Once per day an Orc can drink fresh blood to recover 2d6 HEALTH. This takes an action. The blood must come from a creature slain in the last hour.

Frenzy. Krute can go into a frenzy.  This gives him 5 SOAK and adds +1d6 to his damage rolls, but he cannot stop until all foes are dead.

Feral. Krute gains a bite attack which does an extra 1d6 damage. This attack's damage is piercing damage.

Set in the old ways. Ancient traditions and rituals are unchanging and inflexible. Krute gains +5 MENTAL DEFENSE (included above).

Feint. Krute can spend an action to feint, which gives him +1d6 to hit in a subsequent melee attack made in the same turn.

Whirlwind frenzy. Krute can attack all adjacent targets, but only do 1d6 damage to each. This costs him 3d6. He must still make an attack roll against each target. If he hits every target, all targets are pushed back 5', clearing a space around him.

Bestial and barbaric in his ways, Krute is a force of nature. Raw and savage, he is at home fighting with his teeth as with his axe. Like most Orcs, Krute enjoys violence, preferring it to other solutions to many problems, but is tempered by the presence of his allies. In a berserk frenzy, Krute is a sight to behold - and to avoid - often dropping his axe and leaping into the fight in a whirlwind of teeth and fists.

Careers. Primitive, Barbarian, Berserker, Berserker, Berserker. Age 29.