Townsfolk

Commoner

Medium sentient humanoid (4d6)
STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 10
HEALTH 12SOAK 2; VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/3'
REACH 5-ftACTIONS 2
🅜 Sickle 2d6 (1d6+2 blunt or slashing damage)🅡 Sling 3d6 (1d6 blunt or ballistic damage; range 6)                                                                                               
Skills farming 3 (2d6), cooking 1 (1d6), animal handling 1  (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)                     Gear sickle, sling       

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Mob attack. Though weak on their own, peasants work together well in a mob. Any peasants adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each peasant beyond the first. When 4 or more peasants are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.   

Sage

Medium sentient humanoid (5d6)         STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 (1d6+2 blunt damage) 
Skills law 6 (3d6), alchemy  6 (3d6), history 6 (3d6), herbalism 6 (3d6), negotiation 6 (3d6), perception 3 (2d6), concentration 6 (3d6), medicine 6 (3d6), astronomy 6 (3d6), history 6 (3d6), religion 6 (3d6), heraldry  6 (3d6), tactics 3 (2d6)Gear toolkit, magnifying glass

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Sage advice. The sage can offer advice to another creature. If the creature can understand the sage, it gains +1d6 to an action defined by the sage taken on its next turn.
Analytical eye. The sage can identify a target's weakness by spending an action and advising an ally of that weakness. The ally can completely bypass the SOAK of the target once. The sage can only perform this trick once per target.
Cantrip. The sage can use minor learned spells to perform cantrips at-will; each, however, takes one minute to cast.

Healer 

Medium sentient humanoid (6d6)    STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅡 Dart 5d6 (3d6+3 poison damage)                                                     
Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6), herbalism 3 (2d6), perception 3 (2d6), concentration 6 (3d6), hardy 6 (3d6), insight 3 (2d6)Gear high quality herbalist's kit    

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Medical advice. Identifying a weakness in a target, the healer can spend a free action in an ally's turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.
Healing hands. The healer can use a medkit to heal 3d6 HEALTH to a creature she can touch. Each can only benefit once.
Alleviate condition. The healer can automatically remove a temporary condition from an adjacent target by spending an action.

Merchant

Medium sentient humanoid (6d6)       STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 12RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 12
HEALTH 18SOAK 3; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 (2d6+2 blunt damage)
Skills negotiating 6 (3d6), bureaucracy 3 (2d6), bluffing 6 (3d6), law 3 (2d6),  accounting 3 (2d6), appraisal 6 (3d6), carousing 3 (2d6)Gear thick robes, abacus

Noble

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Rapier 3d6 melee (2d6+2 piercing damage)
Skills law 3 (2d6), history 3 (2d6), leadership 3 (2d6), carousing 3 (2d6), musical instrument 3 (2d6), dodging 3 (2d6), swords 3 (2d6)Gear rapier

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Charming. With a 5d6 mental attack against a target within 30', the noble can render the victim Charmed.