Moving on the next of the Origins, we come to From the Streets. All the big cities, and even the smaller ones, have these places, where the poor and desperate grow up, crime is rife and those that live there have to do what they can to survive. The underside of civilisation.
Characters with this origin get +1 to edge checks and attacks, and a choice of the Fleet Footed or Of the Shadows skill, but low lifepoints compared to most.
The archetypical character from such places is the weedy, nimble, quick witted thief.
For stats, we will go with 3535 – 5 in Edge and Wits and 3 in Might and Grit. Quick of mind and body, but not the most physical of specimens.
That gives them a physical and sorcery defence of 7 for both, making them harder to target. Base lifepoints on 22 plus 6 from Grit gives them only 28 total. They also only have 3 Stamina.
For skills, go with Of the Shadows for starters, and take Assassin and Fleet Footed with your starting XP. Of the Shadows gives +1 to Edge checks to stealth or to detect it, which stacks with the Origin bonus, meaning they are very stealthy, at 1D6+7 on their rolls. Fleet Footed means they can move around very quickly, with a bonus move action if they take 2 move actions on a turn. And Assassin means they can use Edge instead of Might for melee attack rolls for light medium one handed weapons. Again that stacks with the bonus from From the Streets. With daggers, short swords and the like, they are very accurate, though they still add Might to damage rolls.
Gear wise, stick with no armour to not impede your movement, a short sword to fighting with and a few daggers for throwing or to use in the off hand.
Astan; Might: 3, Edge: 5, Grit: 3, Wits: 5
Lifepoints: 28
Stamina: 3
Flex Dice: 1d10
Physical Defence: 7
Sorcery Defence: 7
Skills: Of the Shadows, Fleet Footed, Assassin
Armour: None
Short Sword: 1d6+3 damage
Dagger: 1D4+3 damage, Range: Medium
And what about a character that doesn’t stick to the archetype? What about a thug, a brutal enforcer who is more than capable of causing harm to those that get out of line?
For stats, go with a 5452 build; 4 Might and Grit, 4 Edge and just 2 Wits. Muscle bound but not too smart. That gives 6 PD, 5 SD, 32 Lifepoints and 5 Stamina.
For stats, go with Of the Shadows. They can still sneak up on people, and make them regret it if they do. Take Iron Hide, which increase their Lifepoints by 3, and Waterfront Brawler. That makes their unarmed attacks count as Improvised Weapons, meaning they can apply melee bonuses to the attack and make flex rolls on damage. They are actually good with any weapon they can lay their hands on, but if they can’t find any, they can still pummel the enemy.
For gear, at most go with light armour, though no armour works best if sneaking about. But given they are more likely to be in the thick of fighting, they are more likely to need it compared to the thief. For weapons, take whatever you feel like using; bows, swords, spears, axes.
Alcad the Bull; Might: 5, Edge: 4, Grit: 5, Wits: 2
Lifepoints: 35
Stamina: 5
Flex Dice: 1d10
Physical Defence: 6
Sorcery Defence: 5
Skills: Of the Shadows, Waterfront Brawler, Iron Hide
Armour: Light (3 Armour Rating)
Fists: 1d4+5 damage