(I've looked for another post on this but not found one - sorry if it's a repeat!)
At the moment quite a few people note the sovereigns are a bit unbalanced - in point count alone, considering equipment, etc. There are also duplications of background, and a certain all have ‘all magic’ repetition that makes them all similar (also already noted).
What I propose is an update to the sovereigns - although I'm guessing they are how they due to the book?? And no, I am not proposing doing a mod, but a fundamental update (also, btw, Verga currently has a ‘talent’ for his History, not a profession?!) .
My proposal below uses the following philosophy:
1) They all are archetypes, specialists in their own way (not necessarily Max/min)
2) Use all 10 professions, 10 talents, 8 weaknesses
3) All stats equivalent, equipment somewhat balanced (by modifier)
4) All start as part of their appropriate faction
Obviously these professions, etc, could be rearranged endlessly with different justifications (PLEASE DONT REPLY WITH THOSE KINDS OF POSTS) –the point is to put them all on show in one form or another. I’ve kept along the general line of characters already there for stats, etc, in most but not all cases.
[As an aside, I would also propose no characters start with access to magic except life/death – then they can choose ONE type of elemental magic at the beginning of the game (at any stage) to reflect their landscape, etc (some AI needed of course) which reflects what kind of magic THAT character exhibits. Another could be gained through magic skill perhaps, and a third by a quest of some sort – but that’s it (so choices HAVE to be made about types of magic!)]
All these characters should cost about the same, to within a few points - but they all be scaled up or down as long as they are all scaled up or down! Whatever the final number of points, make that the amount for custom sovereigns (custom include faction, etc).
Relias (Mr Vanilla – the traveller)
Str 11, Dex 11, Con 11, Int 11, Wiz 11, Chr 11
Adventurer
Tracker +15
Cowardly -10
Equipment + 2 Attack, +2 Defence
Procipinee (The “wizard”)
Str 9, Dex 9, Con 8, Int 13, Wiz 13, Chr 14
Royalty (4 sovereigns currently have this!)
Meditative +10
Clumsy -3
Equipment + 1 Attack, +3 Defence
Carrodus (the “group leader” warrior)
Str 13, Dex 10, Con 12, Int 10, Wiz 10, Chr 11
Warlord
Organized +10
Blunt -3
Equipment + 3 Attack, +1 Defence
Irane (the “sneaky”, “can’t hit me…”)
Str 9, Dex 15, Con 12, Int 11, Wiz 9, Chr 11
Thief
Daring +3
(no disadvantage, as daring is cheap – extra ability point to even it out!)
Equipment + 0 Attack, +4 Defence
Markinn (The “miner”)
Str 12, Dex 13, Con 11, Int 11, Wiz 11, Chr 8
Miner
Naturalist +10
Ugly -3
Equipment + 2 Attack, +2 Defence
Ceresa (the bard - Rapier smart and cutting wit)
Str 9, Dex 9, Con 9, Int 15, Wiz 12, Chr 12
Bard
Brilliant +10
Cruel -3
Equipment + 1 Attack, +3 Defence
Karavox (Mr Money?)
Str 9, Dex 12, Con 9, Int 10, Wiz 13, Chr 13
Merchant
Diplomatic +10
Inefficient -3
Equipment + 0 Attack, +4 Defence
Magnar III (The one man army)
Str 13, Dex 9, Con 15, Int 8, Wiz 13, Chr 8
Warrior
Hardy+10
Stupid -3
Equipment + 3 Attack, +1 Defence
Verga (the damage-doer, who all follow!)
Str 15, Dex 8, Con 9, Int 10, Wiz 10, Chr 13
Dungeon Master
Natural Leader (+5)
(no disadvantage, as NL is cheap)
Equipment + 4 Attack, +0 Defence
Kul-al-Kulan (the scary nutter)
Str 13, Dex 10, Con 10, Int 12, Wiz 8, Chr 13
Assassin
Intimidating +10
Insane -3
Equipment + 2 Attack, +1 Defence