Pregen characters
This is the listing and characters I am offering as pregenerated characters for players to choose from if they do not have a copy of the rules. There is also a money conversion chart at the bottom.
NOTE - this is still a work in process.
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Farmer (Frontier Colonist)
Merchant (Urban Colonist)
Doctor (Urban Colonist)
Indian Brave (Native-born)
Scholar (My own creation)
Soldier (British Military)
Tracker (Colonial Militia)
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FARMER (COLONIST, Frontier)
Might 10, Nimble 8, Vigor 10, Reason 8, Resolution 9
Skills: (50)
Survival +1, Trade ( Farming) +3, Tracking +1, Language (English-Fluent), Language (??? – Fluent)
Animal Handling +2, Athletics +1, Herbalist +2, Melee +2, Ride +1, Shoot +2
Equipment: £10
2 sets of clothes, Pair of shoes & boots
Linen Knapsack, a powder horn & 4 oz disk of lead (12 shots), a bedroll, a mess kit, a tinderbox, 3 candles, 3 days of rations, and a canteen
Weapons:
Musket
Knife or Hatchet
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MERCHANT (COLONIST, Urban)
Might 8, Nimble 9, Vigor 8, Reason 10, Resolution 10
Skills: (50)
Streetwise +2, Trade (???) +3, Language (English-Fluent), Language (??? – Fluent)
Bargain +2, Merchant +3, Observe +1, Profession (-Trade?) +2, Ride +1, Study +2
Equipment: £10
2 sets of clothes, Pair of shoes & boots
a backpack, a business ledger, 2 cases for maps and scrolls, a bottle of ink, a quill (ink pen), a lamp w/ oil (12 days worth), 10 sheets of paper, a vial of perfume, sealing wax, and soap. Including something related to their trade.
Weapons:
Knife
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DOCTOR (COLONIST, Urban)
Might 7, Nimble 9, Vigor 9, Reason 12, Resolution 8
Skills: (50)
Streetwise +1, Trade (???) +2, Language (English-Fluent), Language (??? – Fluent)
Herbalist +2, Observe +3, Physick +3, Profession - Doctor +1, Ride +1, Study +3
Equipment: £10
2 sets of clothes, Pair of shoes & boots
a backpack, surgeons Instruments, healing herbs (10 uses), a bottle of ink, a quill (ink pen), a lamp w/ oil (12 days worth), 10 sheets of paper, a vial of perfume, sealing wax, and soap
Weapons:
Knife
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Indian Native
Might 9, Nimble 12, Vigor 8, Reason 8, Resolution 8
Skills: (50)
Stealth +3 Tracking +1, Language (Tribal language-Fluent), Language (English-Fluent)
Archery (Or Shoot) +3, Athletics +3, Herbalist +1, Melee +2, Survival +2, Trade (???) +1
Equipment: £10
2 sets of clothes, Pair of moccasins
Animal skin Knapsack, a powder horn & 4 oz disk of lead (12 shots), a pack of healing herbs (10 uses), 3 days of rations, and a canteen
Weapons:
Musket or Bow
Knife or Hatchet
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SCHOLAR
Might 8, Nimble 8, Vigor 7, Reason 12, Resolution 10
Skills: (50)
Socialize +2, Study +3, Language (English-Fluent), Language (??? – Fluent)
Alchemy +2, Bureaucracy +2, Investigation +3, Lore +3, Observe +2
Equipment: £10
2 sets of clothes, Pair of shoes & boots
a backpack, a personal journal, 2 cases for maps and scrolls, a bottle of ink, a quill (ink pen), a lamp w/ oil (12 days worth), 10 sheets of paper, a vial of perfume, sealing wax, and soap.
Weapons:
Knife
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SOLDIER, British
Might 9, Nimble 10, Vigor 9, Reason 8, Resolution 9
Skills: (50)
Shoot +3, Tactics +2, Language (English-Fluent), Language (??? – Fluent)
Athletics +2, Brawl +1, Intimidation +3, Observe +2, Profession – Military +2, Survival (or Ride) +1 (Dragoons & Officers Only)
Equipment: £10
2 sets of clothes, Pair of shoes & boots
Hunting bag, a powder horn & 4 oz disk of lead (12 shots), a bedroll, a mess kit, a tinderbox, 3 candles, 3 days of rations, and a canteen
Weapons:
Musket
Bayonet or Knife (and Cavalry Saber - Dragoons & Officers Only)
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TRACKER, Militia
Might 9, Nimble 10, Vigor 10, Reason 8, Resolution 8
Skills: (50)
Shoot +1, Tracking +3, Language (English-Fluent), Language (??? – Fluent)
Athletics +2, Melee +1, Observe +3, Profession – Tracking +2, Stealth +2, Survival +2
Equipment: £10
2 sets of clothes, Pair of shoes & boots
Hunting Bag, a backpack, a bedroll, a mess kit, a tinderbox, 3 candles, 10 days of rations, a bear trap, and a canteen
Weapons:
Musket
Knife
Hatchet
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Money Conversion
Sovereign/Sterling (£) 1 = Shilling (s) 20 = 120 Pennies (d)
Shilling (s) 1 = 12 Pennies (d)