Presets
Jump to navigation
Jump to search
Mutated Humans
Marauder
Marsh Taur
22 Strength
18 Agility
18 Toughness
14 Intelligence
16 Willpower
16 Ego
18 Agility
18 Toughness
14 Intelligence
16 Willpower
16 Ego
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 bear jerkies
- 3-4 witchwood barks
∙ Charge-based melee fighter ∙ Ability to freeze enemies ∙ Highly maneuverable ∙ Most survivable starting build
Arconaut
Dream Tortoise
18 Strength
21 Agility
18 Toughness
17 Intelligence
16 Willpower
15 Ego
21 Agility
18 Toughness
17 Intelligence
16 Willpower
15 Ego
skills
Equipped:
In Inventory:
- 1 pocketed vest
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 canteen with 32 drams of fresh water
- 1 basic toolkit
- 30-50wooden arrows
- 2-3 canned Have-It-All
- 1-4 things from Junk 1
- 2-4 things from Artifact 1
- 1-4 things from Scrap 1
- 3-4 witchwood barks
∙ Melee fighter ∙ Highly-armored ∙ Emits sleep gas to disable enemies ∙ Highly survivable starting build
Gunslinger
Gunwing
16 Strength
22 Agility
18 Toughness
17 Intelligence
16 Willpower
16 Ego
22 Agility
18 Toughness
17 Intelligence
16 Willpower
16 Ego
skills
» Akimbo
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 225-275 lead slugs
- 3-4 beetle jerkies
- 3-4 witchwood barks
∙ Primarily ranged fighter ∙ Quick and maneuverable ∙ Flies ∙ Highly survivable starting build
Apostle
Star-Eye Esper
15 Strength
16 Agility
18 Toughness
17 Intelligence
18 Willpower
21 Ego
16 Agility
18 Toughness
17 Intelligence
18 Willpower
21 Ego
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 1 waterskin with 2d6+13-13 (Avg: 8) drams of honey
- 1-2 goat jerkies
- 3-4 witchwood barks
∙ Mental-based ranged fighter ∙ Effective crowd control and map vision ∙ Medium survivable starting build
Watervine Farmer
Firefrond
18 Strength
18 Agility
20 Toughness
17 Intelligence
17 Willpower
16 Ego
18 Agility
20 Toughness
17 Intelligence
17 Willpower
16 Ego
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 8-10 vinewafer sheafs
- 2-5 things from Ingredients
- 1 farmer's token
- 1 cookbook
- 6-8 witchwood barks
∙ Hybrid melee fighter and mental caster ∙ Ability to set enemies on fire ∙ Causes harvestable plants to grow nearby ∙ Challenging survivable starting build
Tinker
bzzzt
19 Strength
18 Agility
18 Toughness
18 Intelligence
18 Willpower
14 Ego
18 Agility
18 Toughness
18 Intelligence
18 Willpower
14 Ego
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 1 waterskin with 32 drams of fresh water
- 1 basic toolkit
- 1-2 goat jerkies
- 1-4 things from Junk 1
- 3-4 things from Artifact 1
- 1-4 things from Scrap 1
- 3-4 witchwood barks
Starting Mutations: Burrowing Claws, Electrical Generation, Heightened Hearing, Night Vision, Spinnerets, Thick Fur, Socially Repugnant (D)
∙ Hybrid melee fighter and electrical attacker ∙ Burrower and trap-setter ∙ Starts with night vision ∙ Challenging starting build
True Kin
Praetorian
Praetorian Prime
22 Strength
18 Agility
21 Toughness
16 Intelligence
17 Willpower
16 Ego
15 Cold Resistance
18 Agility
21 Toughness
16 Intelligence
17 Willpower
16 Ego
15 Cold Resistance
skills
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 2-3 food cubes
- 20-33 lead slugs
- 2-3 salve injectors
- 1-3 injectors from Injectors
- 1 energy cell from Cells
- 0-2 thing from Artifact 2
- 3-4 witchwood barks
∙ Charge-based melee fighter ∙ Starts with night vision ∙ Most survivable starting build
Horticulturalist
First Gardener
18 Strength
19 Agility
19 Toughness
19 Intelligence
18 Willpower
18 Ego
19 Agility
19 Toughness
19 Intelligence
18 Willpower
18 Ego
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 3 waterskins with 32 drams of fresh water each
- 3-4 Ekuemekiyyen greens
- 30-50 wooden arrows
- 1d3+12-4 (Avg: 3) defoliant grenade mk I
- 1-3 salve injectors
- 2-6 injectors from Injectors
- 1-2 energy cells from Cells
- 1-3 things from Trinkets 1
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 3-4 witchwood barks
∙ Hybrid melee and ranged fighter ∙ Starts with cooking and gathering ∙ Highly survivable starting build
Child of the Hearth
First Child of the Hearth
27 Strength
18 Agility
18 Toughness
13 Intelligence
15 Willpower
16 Ego
15 Heat Resistance
18 Agility
18 Toughness
13 Intelligence
15 Willpower
16 Ego
15 Heat Resistance
skills
Equipped:
In Inventory:
- 9-15 torches
- 2 empty waterskins
- 2 waterskins with 32 drams of fresh water each
- 3-4 smoldered mushrooms
- 4-8 injectors from Injectors
- 0-2 energy cells from Cells
- 0-2 things from Artifact 1
- 0-2 things from Artifact 2
- 0-1 things from Artifact 3
- 3-4 witchwood barks
∙ Melee fighter and extreme bruiser ∙ Starts with carbide hand bones ∙ Highly survivable starting build