Townsman
| Level | Experience | Wounds | Stamina |
|---|---|---|---|
| 1 | 0 | 1d6 (min 3) | 1d2 |
| 2 | 1600 | — | +1d2 |
| 3 | 3200 | +1 | +1d2 |
| 4 | 6400 | — | +1d2 |
| 5 | 12800 | — | +1d2 |
| 6 | 25600 | +1 | +1d2 |
Saving Throws
| Level | Paralyze | Poison | Breath | Device | Magic |
|---|---|---|---|---|---|
| 1 | 14 | 13 | 16 | 13 | 14 |
| 2 | 14 | 13 | 16 | 13 | 14 |
| 3 | 14 | 13 | 16 | 13 | 14 |
| 4 | 12 | 11 | 14 | 11 | 12 |
| 5 | 12 | 11 | 14 | 11 | 12 |
| 6 | 12 | 11 | 14 | 11 | 12 |
Starting traits:
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Skill Points Progression: Townsmen get Skill Points, which can be used to improve their skills. Each Townsman career has a defined list of skills. Characters start with a base proficiency of 1-in-6 in these skills and can spend Skill Points to improve them.
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Familiar place: Townsmen gain +2 to Reaction Rolls in urban settings (taverns, markets, guilds). They start with Haggle at 2-in-6.
Careers
Townsmen are urban craftspeople and workers with practical trade skills:
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Artisan — a skilled craftsperson in a recognized guild trade
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Rat Catcher — an exterminator and vermin-hunter with surprising underworld contacts