Starting Templates

Step 3: Choose your archetype and starting abilities

Your Starting Template gives you a base stat array (8 points total, minimum 1 per stat), starting gear, one starting Tier 1 Trait, and one starting Technique. Background bonuses from Step 1 apply on top of the template's base stats.

Template Components
  • Base Stats: 8 points distributed across Body, Heart, Mind, Spirit (minimum 1 each)
  • Starting Gear: Weapon(s), armor, and essential equipment
  • Starting Trait: Choose one Tier 1 Trait from the listed trees
  • Starting Technique: One Technique designed with your GM

The Eight Templates

Spellblade
Stats: Body 2, Heart 1, Mind 2, Spirit 3
Starting Gear: Short sword, light armor
Starting Trait: Magecraft or Swordcraft Tier 1
Starting Technique: Combat Technique

A hybrid warrior-mage who channels arcane power through steel. High Spirit makes your spells devastating, while decent Body lets you hold your own in melee. Spellblades excel at combining blade work with magic, switching fluidly between physical strikes and arcane blasts.

Healer
Stats: Body 1, Heart 3, Mind 2, Spirit 2
Starting Gear: Staff, healer's kit
Starting Trait: Spiritcraft or Faithcraft Tier 1
Starting Technique: Support Technique

A compassionate support character focused on keeping allies alive. High Heart grants strong Vitality and makes your healing checks more reliable. You're physically fragile but spiritually attuned, channeling restorative energy through faith or spirit-work.

Duelist
Stats: Body 3, Heart 2, Mind 2, Spirit 1
Starting Gear: Rapier, leather armor
Starting Trait: Swordcraft or Warcraft Tier 1
Starting Technique: Melee Technique

A precision-focused melee combatant who relies on skill and finesse. High Body makes you deadly in close combat, while balanced Heart and Mind give you social flexibility and tactical awareness. Low Spirit is your weakness— magic hits you hard.

Sharpshooter
Stats: Body 2, Heart 1, Mind 3, Spirit 2
Starting Gear: Longbow, quiver
Starting Trait: Warcraft or Shadowcraft Tier 1
Starting Technique: Ranged Technique

A precision archer who strikes from range with deadly accuracy. High Mind makes your ranged attacks consistent and helps you analyze battlefield conditions. You prefer to stay at Far range, picking off threats before they can close.

Wildborn
Stats: Body 2, Heart 3, Mind 1, Spirit 2
Starting Gear: Spear, hide armor
Starting Trait: Wildcraft or Spiritcraft Tier 1
Starting Technique: Nature Technique

A primal warrior connected to nature and beasts. High Heart gives you strong Vitality and makes you resilient, while your connection to the wild grants spiritual insight. You fight with instinct rather than tactics, channeling natural forces.

Occultist
Stats: Body 1, Heart 2, Mind 2, Spirit 3
Starting Gear: Orb catalyst, tome
Starting Trait: Magecraft or Faithcraft Tier 1
Starting Technique: Arcane Technique

A dedicated spellcaster focused on forbidden knowledge and mystical power. High Spirit makes your magic potent, but you're physically fragile. You rely entirely on spells, wards, and supernatural knowledge to survive. Stay behind your allies and let magic do the work.

Gunslinger
Stats: Body 2, Heart 1, Mind 3, Spirit 2
Starting Gear: Revolver, light armor
Starting Trait: Guncraft or Warcraft Tier 1
Starting Technique: Ranged Technique

A fast-draw specialist who blends precision with explosive firepower. High Mind gives you deadly accuracy with firearms, while light armor keeps you mobile. You excel at mid-range combat, dealing consistent damage while staying evasive.

Sentinel
Stats: Body 3, Heart 2, Mind 1, Spirit 2
Starting Gear: Longsword, kite shield, medium armor
Starting Trait: Swordcraft or Faithcraft Tier 1
Starting Technique: Defensive Technique

A heavily armored protector built to absorb punishment and defend allies. High Body gives you strong Guard and Vitality, while your shield and armor make you the party's wall. You excel at Active Guard and zone control, forcing enemies to go through you.

Stat Distribution Overview

All templates distribute exactly 8 stat points with a minimum of 1 in each stat. Here's how they compare:

Template Body Heart Mind Spirit Focus
Spellblade 2 1 2 3 Hybrid melee/magic
Healer 1 3 2 2 Support/healing
Duelist 3 2 2 1 Melee combat
Sharpshooter 2 1 3 2 Ranged precision
Wildborn 2 3 1 2 Nature warrior
Occultist 1 2 2 3 Pure spellcaster
Gunslinger 2 1 3 2 Firearms specialist
Sentinel 3 2 1 2 Tank/defender

Complete Character Examples

Example Build: Kael, the Front-Line Duelist

Step 1: Background

Kael chooses Soldier (+1 Body, +1 Heart). He was raised in a garrison town and trained alongside his mother's regiment.

Step 2: Star Sign

Kael chooses The Blade (+1 EV on his first Strike each combat). He leads with the sword.

Step 3: Template

Kael picks Duelist (Body 3, Heart 2, Mind 2, Spirit 1). With his Background bonuses, his final stats are: Body 4, Heart 3, Mind 2, Spirit 1.

He starts with a rapier (+2 damage, Finesse, Parrying), leather armor (+1 Guard), and takes Steady Grip (Swordcraft T1: +1 EV on melee attacks) as his starting Trait.

His starting Technique is a melee Technique—he and the GM design Lunge (Body affinity, 1 action, single target at Engaged, Effect: push target 1 zone, Bonus Damage +2, check vs. Guard).

Step 4: Talents & Perk

Kael takes Blade Dancer (+2 EV with swords) and Hard Marcher (+2 EV on endurance checks). For his Perk, he picks Efficient Fighter (first Strike each turn: card returns to deck bottom instead of fatigue).

Step 5: Derived Values

  • Vitality: 10 + (4×3) + (3×2) = 10 + 12 + 6 = 28
  • Guard: 5 + 4 = 9 (10 with leather armor)
  • Resolve: 5 + 1 = 6

Analysis: Kael is a durable melee fighter who conserves cards with Efficient Fighter and hits hard with stacked melee bonuses. His low Resolve is his clear vulnerability—magic hits him hard.

Example Build: Mira, the Battlemage

Step 1: Background

Mira chooses Scholar (+1 Mind, +1 Spirit). She studied at a collapsed academy and learned magic from forbidden texts.

Step 2: Star Sign

Mira chooses The Wellspring (+1 EV on Technique activation checks). Her magic runs deep.

Step 3: Template

Mira picks Spellblade (Body 2, Heart 1, Mind 2, Spirit 3). With Background bonuses: Body 2, Heart 1, Mind 3, Spirit 4.

She starts with a short sword (+2 damage, Light, Versatile), light armor (+1 Guard), and takes Arcane Spark (Magecraft T1: make ranged Spirit attacks at Far range with +1 weapon bonus) as her starting Trait.

Her starting Technique is Blazing Arc (Body affinity, 2 actions, Dual target at Engaged, Effect: Burning, Bonus Damage +3, vs. Guard).

Step 4: Talents & Perk

Mira takes Arcane Reader (+2 EV on checks to identify or analyze magic) and Silver Tongue (+2 EV on persuasion). For her Perk, she picks Arcane Battery (on Technique use, if played card base ≀ 4, return to deck instead of fatigue).

Step 5: Derived Values

  • Vitality: 10 + (2×3) + (1×2) = 10 + 6 + 2 = 18
  • Guard: 5 + 2 = 7 (8 with light armor)
  • Resolve: 5 + 4 = 9

Analysis: Mira is fragile but magically potent. Her Spirit 4 makes Spade cards devastating, and Arcane Battery helps her conserve deck resources when she plays low cards on Techniques. She'll want to stay at range and let Kael handle the front line.

Design Note: Templates as Starting Points

Templates are not classes—they're starting configurations. A Duelist can invest in Magecraft and become a spellblade. A Healer can pick up Swordcraft and become a battle-cleric. Your Advancement choices define what your character becomes, not what they started as. The template just gets you playing quickly with a coherent mechanical foundation.