Profession
Character Creation Guidelines
Players may choose one starting profession to begin. Multiclassing is allowed however a teacher is required and talents cost 9x the rank to level up. All players begin with 12 ability points to spread across the four attributes: Strength, Agility, Wits and Empathy.
Attributes may not start higher than four ranks with the exception of the Key attribute which may start at rank five. If the player's Race and Profession have the same key attribute it may start at rank six.
A players starting Skill points are determined by their profession. You can assign up to a maximum of level three in your profession skills and level one in a non profession skill.
Players may choose one starting profession Talent, one general Talent and the race Talent is given by default.
Characters do not level up in the world of Kenshi and instead spend XP points to rank up skills, talents and magic. XP will be handed out based on general deeds as well as a player leaning into their pride or secret. They will not be handed out evenly and at times it may not be clear why someone received more or less than someone else. Ranking up will be a slow process and may only be done after a long rest.
Skills: Learning a new skill costs a base 10xp and you must have succeeded in the use of this skill relatively recently or be instructed by a teacher. Ranking up a skill costs the skill's (rank x 5). For example ranking a skill from level 2 to 3 would cost 15 points.
Talents: Learning a new talents costs a base 10xp and requires a successful wits role and a quarter day training. If a teacher is present the wits role is negated. Ranking up a talent costs the talent's (rank x 5).
Magic Talents: Learning new magic talents or ranking up existing can only be done with a teacher or ancient text to teach the caster. Without a teacher or text the XP cost is tripled. Learning a new magic talent costs a base of 10 xp and requires a successful wits role and a quarter day. If a teacher is present the wits rols is negated. Ranking up a magic talent costs the talent's (rank x 5).
*All Professions are home-brewed and subject to balance and change mid campaign.
Arbalister
"From the shadows of the wasteland rises the Arbalister, a master of precision and patience. With a keen eye and a steady hand, they wield their crossbows like an artist with a brush, turning distance into their greatest ally. Whether picking off a bandit from a hidden perch or defending their allies with deadly bolts, the Arbalister thrives on the thrill of striking before the enemy even knows they’re there.
In a world of chaos, their aim is the only certainty."
In a world of chaos, their aim is the only certainty."

Key Attribute: Agility
Key Skills: Marksmenship, Move, Stealth, Endurance, Crafting
Key Skills: Marksmenship, Move, Stealth, Endurance, Crafting
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Arbalister Talents
Path of the Bolt
Master the art of precision shooting and delivering devastating bolts that pierce armor and morale alike.
RANK 1: When you aim before firing, you gain an additional +1 bonus to your ranged attack roll.
RANK 2: Your shots ignore 1 point of armor and any damage that penetrates deals double damage to armor.
RANK 3: For 1 WP you may unleash a rapid volley, firing two bolts in a single action at one target.
Path of Flight
Perfect your ability to reposition quickly, evade danger, and strike from unexpected angles.
RANK 1: After making a ranged attack, you can move up to 2 meters as a free action.
RANK 2: When you successfully dodge an attack, you can make an immediate ranged attack as a fast action or ready weapon as a free action.
RANK 3: When taking a RETREAT action you gain +1 to your MOVE roll and you may make a ranged attack or ready a weapon as a free action.
Path of Awareness
Through whispers in the wind and the shimmer of unseen threads, you pierce the veil of the world.
RANK 1: You can cast rank 1 spells from the Awareness discipline.
RANK 2: You can cast rank 2 spells from the Awareness discipline.
RANK 3: You can cast rank 3 spells from the Awareness discipline.
Path of Readiness
Hone the art of swift, instinctive action, ensuring your crossbow is always loaded, aim steady, and fire before the enemy can react.
RANK 1: Once readied, your crossbow remains ready until fired, even if other actions are taken.
RANK 2: At the beginning of combat and after any sneak attacks, you may make a ranged attack as a free action, regardless of initiative.
RANK 3: If an enemy enters short range while your crossbow is readied, you can make an immediate ranged attack as a reaction.
Arborist
"Guardians of the green in a land of so much grey, Arborists are attuned to the whispers of nature’s magic. They nurture life in the harshest soils, summoning roots to entangle foes and vines to shield allies. With every seed planted and every spell cast, Arborists remind the wasteland that even in the face of ruin, nature endures."
Key Attribute: Wits
Key Skills: Endurance, Survival, Healing, Animal Handling, Scouting
Key Skills: Endurance, Survival, Healing, Animal Handling, Scouting
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Arborist Talents

Path of the Wind
Some Arborists claim to hear whispers on the air itself, interpreting the voices carried on the breeze, and calling upon the wind to guide their steps.
RANK 1: You can cast rank 1 spells from the Wind discipline.
RANK 2: You can cast rank 2 spells from the Wind discipline.
RANK 3: You can cast rank 3 spells from the Wind discipline.
Path of Shifting
One with feral creatures of the moon you can assume their attributes or even take their form.
RANK 1: You can cast rank 1 spells from the Shifting discipline.
RANK 2: You can cast rank 2 spells from the Shifting discipline.
RANK 3: You can cast rank 3 spells from the Shifting discipline.
Path of the Root
The Arborist embodies unshakable resilience, grounding themself in strength and stability, shaping the land into a living tool.
RANK 1: You can cast rank 1 spells from the Root discipline.
RANK 2: You can cast rank 2 spells from the Root discipline.
RANK 3: You can cast rank 3 spells from the Root discipline.
Path of Plenty
Harvest nature’s bounty beyond the veil, and provide nourishment in even the harshest lands.
RANK 1: With a simple touch, you can coax plants to sprout and grow. Once per day, you can produce D6 rations of food or D6 doses of herbs from any fertile patch of soil or wild plant life. This takes one quarter day.
RANK 2: You can create a temporary haven from the wilderness. Spend one quarter day to grow a thicket, canopy, or sheltering vines that provide +2 SURVIVAL bonus for finding shelter. The shelter can house 4 people and lasts D6 days under normal circumstances.
RANK 3: Your magic can summon nature’s full abundance. Once per day, you can touch the ground and create a small oasis within a 10-meter radius. For the next day, the area provides fresh water for up to ten people and a +2 HEALING bonus.
Apothecary
"In the desolation of Kenshi, the Apothecary is a beacon of survival and resilience. Skilled in the arts of healing and alchemy, they scour the harsh landscapes for rare herbs and materials, crafting salves and tonics to mend wounds and stave off disease. Equal parts healer and survivalist, an Apothecary knows that in a world of endless battles, life is the most precious and fragile resource of all."

Key Attribute: Wits
Key Skills: Healing, Survival, Endurance, Crafting, Lore
Key Skills: Healing, Survival, Endurance, Crafting, Lore
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Apothecary Talents
Path of the Brewer
Refining the art of fermentation and alchemy, craft potent brews that heal, embolden warriors, or unravel the minds.
RANK 1: You can use the CRAFT skill to create basic brews. Ingredients are required and each success increases potency by 1.
RANK 2: All CRAFT rolls to create brews are modified by +1. The duration of brew effects are doubled.
RANK 3: You can use the CRAFT skill to create powerful brews.
Path of Poison
An Apothecary’s hand can heal the dying or deliver death in silence. The difference is just intent.
RANK 1: You can use the CRAFT skill to concoct poisons. Ingredients are required and each success increases potency by 1.
RANK 2: All CRAFT rolls to concoct poisons are modified by +1. Also poisons applied to weapons last for twice as long.
RANK 3: You can add a D8 artifact die to all CRAFT rolls to concoct poison.
Path of Steady Hands
Skill, speed, and reliability, aligning with the high-stakes, precision-focused nature of their craft.
RANK 1: You can reroll a single failed die when attempting to heal critical injuries or stabilize a dying ally.
RANK 2: When treating a critical injury, all successes count as double.
RANK 3: You can perform surgical procedures during combat as a fast action, allowing you to treat allies more quickly under pressure.
Path of the Herbalist
You know your flora and can see the difference between edible plants, medicines and noxious weeds.
RANK 1: Your SURVIVAL roll is modified by +1 when you FORAGE during journeys.
RANK 2: Walking the lands sets you at ease. A Quarter Day spent FORAGING counts as RESTING for you.
RANK 3: The amount of VEGETABLES you find when FORAGING is doubled.
Berserker
"Fueled by fury and unrelenting strength, the Berserker is a whirlwind of chaos on the battlefield. Shunning armor for speed and raw power, they charge into the fray with reckless abandon, their heavy weapons cleaving through enemies like a storm through reeds. In the wasteland’s unforgiving embrace, the Berserker thrives, their rage both their weapon and their shield against the world’s cruelty."
Key Attribute: Strength
Key Skills: Might, Survival, Melee, Move, Animal Handling
Key Skills: Might, Survival, Melee, Move, Animal Handling
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Berserker Talents

Path of Rage
Embrace the raw power of rage to deliver overwhelming attacks and inspire fear on the battlefield.
RANK 1: Once per combat, you can enter a rage, gaining +2 to melee attack rolls for D3 rounds. During this time, you cannot retreat or use defensive actions.
RANK 2: While raging, if you deal damage to an opponent, you can make an immediate second attack against the same target or a different target within arms reach.
RANK 3: When reduced to 0 Strength while raging, you can continue to fight for one more round before falling unconscious. The duration of rage is also increased by +1.
Path of Resilience
Channel unwavering endurance, allowing you to fight through pain, shrug off wounds, and rise again.
RANK 1: Once per combat, reduce damage from a single attack by 2 points.
RANK 2: When taking damage that would inflict a critical injury, roll a D6. On a 5 or 6, the critical injury is negated.
RANK 3: While raging, you gain +2 to ENDURANCE rolls and can ignore penalties from injuries until the rage ends with the exception of severed limbs.
Path of Reckless Hate
Abandon defense for sheer offensive devastation, risking everything to destroy your foes.
RANK 1: If you make a RUN fast action before making a melee attack, you may take a -1 penalty to Defense to gain a +2 bonus to your melee attack roll untill the start of your next turn.
RANK 2: If an enemy strikes you in melee and you did not attempt to dodge, parry or block you can immediately make a melee attack against them as a reaction. Roll this attack after your opponents attack is finished.
RANK 3: When your Strength is at half or lower, for one WP you may choose to double your damage for an attack. However, if you miss, you suffer 1 point of damage.
Path of Bloodlust
A savage life has taught you to channel the thrill of combat into a savage, life-sustaining frenzy.
RANK 1: When you reduce an enemy to 0 Strength, recover 1 point of Strength.
RANK 2: While raging, if you deal damage to an enemy, you can heal 1 point of damage to either Strength or Agility once per round.
RANK 3: Once per day, when reduced to 0 Strength, you can immediately regain D3 points of Strength and continue fighting.
Busker
"In a world of dust and despair, the Busker brings fleeting moments of joy and connection. With an instrument in hand and stories in their heart, they wander from settlement to settlement, trading songs and tales for scraps of food or a place to rest. But beneath the melody lies resilience, a Busker's charm and quick wit make them masters of distraction, negotiation, and survival in the wasteland’s harsh symphony."

Key Attribute: Empathy
Key Skills: Performance, Healing, Lore, Insight, Manipulation
Key Skills: Performance, Healing, Lore, Insight, Manipulation
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Busker Talents
Path of the Warcry
Your voice becomes a weapon, booming shouts rallying allies, breaking enemies, and turning the tide of combat.
RANK 1: You can emit a warcry that grants all your comrades within SHORT range a bonus to all attacks during the round, until you perform another action. Their rolls are modified by +1 for every WP you spend.
RANK 2: You can emit a roar that modifies the close combat attacks of all opponents within SHORT range until it’s your turn to act again in the next round. Their rolls are modified by –1 for every WP you spend. Note this has no effect against most monsters.
RANK 3: You let out an ear shattering cry inflicting 1 point of damage to Wits in a single opponent within SHORT range for every WP you spend. The target may attempt to resist the effect by rolling for INSIGHT each Success rolled negates 1 point of damage. No effect against most monsters.
When used in combat this talent requires a SLOW action.
Path of Faces
You are a master of disguise,
easily assuming the appearance and speech of others.
easily assuming the appearance and speech of others.
RANK 1: By spending a Willpower Point and preparing for a moment, you can assume the appearance of another person, but not their voice or demeanor. The person must be of the same sex and kin as you are. Anyone who knows the person and sees you at NEAR range can discover your ruse by rolling INSIGHT. Every extra WP you spend when you create your disguise modifies any roll to see through it by –1.
RANK 2: As per rank 1, but you can also mimic voices and demeanors. If you talk to someone who knows the person you are imitating, he can see through your disguise as per rank 1 above.
RANK 3: You can assume another person’s appearance completely, even if they are of the opposite sex or another kin. In other respects, treat this the same as per rank 2.
Path of the Song
Your beautiful voice can captivate any audience, and can even torment the listeners if you so choose.
RANK 1: By spending Willpower Points and singing, you can draw the attention of everyone in NEAR range to yourself for a few minutes. They stop what they are doing, and any SCOUTING roll they make is modified negatively by the number of WP you spend. This has no effect in combat.
RANK 2: As per rank 1, but you can also persuade your audience to pay for your singing. They will pay what they can, up to a number of Lons equal to the number of WP you spend.
RANK 3: You can sing so powerfully that your song cuts into the ears of any listeners within SHORT range. Your song causes 1 point of damage to Strength per WP you spend. You can distribute the damage across as many opponents as you want. The targets may attempt to resist the effect by rolling for INSIGHT – each success rolled negates 1 point of damage. No effect against most monsters.
Path of the Hymn
Through melody and verse, weave songs that soothe weary souls, mend wounds, and instill an unshakable resolve.
RANK 1: You can help a Broken comrade within SHORT range to get up on her feet. For every WP you spend, your comrade recovers one point of the attribute that has been reduced to zero.
RANK 2: A number of your comrades, equal to the number of WP you spend and within SHORT range, each recover 1 point of damage to an attribute. You decide which attribute they all recover.
RANK 3: Your song grants WP to one of your comrades within LONG distance while costing you an equal amount.
When used in combat this talent requires a SLOW action.
Mortalist
"Masters of life and death, the Mortalists wield magic that mends the wounded and drains the living, balancing the sacred art of healing with the dark price of sacrifice. Blood is their conduit, whether given freely to restore or taken mercilessly to destroy. To them, mortality is a cycle, one they can hasten, delay, or twist to their will."
Key Attribute: Wits
Key Skills: Lore, Insight, Crafting, Manipulation, Healing
Key Skills: Lore, Insight, Crafting, Manipulation, Healing
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Mortalist Talents

Path of Blood
Blood magic derives itself from life itself and its liquid essence. A Mortalist can both benefit and bleed their target.
RANK 1: You can now cast Rank 1 spells from the Blood discipline.
RANK 2: You can now cast Rank 2 spells from the Blood discipline.
RANK 3: You can now cast Rank 3 spells from the Blood discipline.
Path of Life
To heal is to defy death, to nurture is to shape the future.
You are a master of both.
You are a master of both.
RANK 1: You can now cast Rank 1 spells from the Life discipline.
RANK 2: You can now cast Rank 2 spells from the Life discipline.
RANK 3: You can now cast Rank 3 spells from the Life discipline.
Path of Death
You draw power from rot and decay.
Never ending life,
merely giving it new form.
Never ending life,
merely giving it new form.
RANK 1: You can now cast Rank 1 spells from the Death discipline.
RANK 2: You can now cast Rank 2 spells from the Death discipline.
RANK 3: You can now cast Rank 3 spells from the Death discipline.
Path of Sacrifice
Power demands a price, your own vitality, or that of others, fueling potent magic, turning pain into strength and blood into spellcraft.
RANK 1: When casting a spell, you may choose to sacrifice 1 point of Strength or Wits instead of spending Willpower.
RANK 2: Once per quarter day, you may transfer your own life force to another. By sacrificing D3 Strength or Agility, you may restore an equal amount of Strength or Agility to a willing, conscious ally.
RANK 3: If an ally within sight falls below 0 strength you may sacrifice D6 Strength to immediately restore the ally to 1 Strength.
Alternatively, if an enemy is to fall below 0 strength within the same or previous round you may perform a Coup De Grace to immediately restore your ally to 1 Strength.
Outrider
"Swift and relentless, the Outrider is a master of mobility, thriving in open terrain where speed and cunning reign supreme. Mounted on a trusted steed or traveling light on foot, they excel at scouting, hit-and-run tactics, and outpacing their foes. Whether as a lone wanderer or the eyes and ears of a larger force, the Outrider turns the vast wasteland into their greatest ally, striking fast and vanishing before retaliation can find them."

Key Attribute: Agility
Key Skills: Animal Handling, Move, Scouting, Marksmenship, Survivial
Key Skills: Animal Handling, Move, Scouting, Marksmenship, Survivial
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Outrider Talents
Path of the Companion
Your mount is your closest friend and companion, they will assist you
to the end.
to the end.
RANK 1: If you are Broken your mount will stay by your side and defend you, attacking any opponents who attempt to attack or move you.
RANK 2: If you, or your mount become Broken you may transfer one attribute point per WP spent until the target is stabilized. If your mount is attempting to stabilize you, the positive affect is doubled.
RANK 3: If you spend a WP while mounted, your mount may make an attack immediately after yours, potentially knocking the opponent PRONE.
Path of the Skirmisher
A master of mobility and precision, striking fast before vanishing into the dust,
always one step ahead.
always one step ahead.
RANK 1: When making a RUN action as a fast action while mounted, you may LOAD or READY a ranged weapon during the movement as a free action.
RANK 2: While mounted, you may make RETREAT actions as a reactive action when an opponent moves into arms reach. Use the ANIMAL HANDLING skill when rolling to avoid attacks of opportunity, failing this roll results in a free attack against the mount.
RANK 3: If an opponent attempts to RETREAT and you spend a WP you may make an immediate free ranged or melee attack against them with a +1 bonus. Your ranged weapon must already be readied or loaded for this attack.
Path of the Raider
Hit hard, hit fast,
and be gone before they know what happened.
and be gone before they know what happened.
RANK 1: If you break an opponents strength while mounted you may make an immediate RUN action, ignoring all zones of control.
RANK 2: While mounted, if you make a RUN fast action before making a melee attack, that attack gains a +1 bonus and if successful, knocks the opponent PRONE.
RANK 3: You may fight with 2-handed weapons while mounted, with a -2 penalty to ANIMAL HANDLING.
Path of the Beastmaster
To ride is to trust.
To fight is to listen.
To survive is to understand.
To fight is to listen.
To survive is to understand.
RANK 1: You may give a simple, one word command to a tamed animal in combat as a free action. When rolling ANIMAL HANDLING to tame an animal, gain a +1 bonus.
RANK 2: When rolling SURVIVAL to find prey while hunting, you gain a +1 bonus. If you are assisted by a tamed animal this bonus is increased to +2.
RANK 3: You may make the HUNT and HIKE actions at the same time if hunting with a ranged weapon.
Paladin
"Encased in gleaming armor and astride a powerful steed, the Paladin is an unstoppable force of justice and strength. With lance in hand and shield raised high, they charge into battle as both defender and vanguard, embodying the ideals of honor and duty. Whether protecting the innocent or leading the charge against overwhelming odds, the Paladin is a bastion of hope in a world of chaos, their resolve as unyielding as the steel they wear."
Key Attribute: Strength
Key Skills: Melee, Animal Handling, Might, Endurance, Healing
Key Skills: Melee, Animal Handling, Might, Endurance, Healing
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Paladin Talents

Path of the Knight
A master of mounted combat, charging into battle with unwavering precision, using speed and steel to break enemy lines.
RANK 1: You draw for initiative first and may spend WP to draw additional cards, you may keep the best card and reshuffle the rest.
RANK 2: When mounted, you can spend WP to defend against attacks. Every WP eliminates one success your enemy has rolled. You spend your WP before rolling for armor.
RANK 3: When attacking from a mount in close combat you may spend WP to increase damage. Every point increases damage by 1 and must be commited before armor is rolled.
Path of the Ironclad
An unbreakable bulwark of faith and steel, clad in heavy armor and enduring any assault to protect their allies and crush their foes.
RANK 1: When wearing heavy armor, reduce Armor Rating damage from incoming attacks by 1.
RANK 2: When using a shield to PARRY, you may roll two additional gear dice. You cannot be SHOVED by creatures of your size or smaller.
RANK 3: Once per day, when reduced to 0 Strength, you may roll Endurance. On a success, you remain standing for D3 rounds before collapsing. If healed during this time the healing effect ignores all damage below 0.
Path of the Charger
A Paladin without their steed
is half a warrior. Together,
We are Thunder and Ruin.
is half a warrior. Together,
We are Thunder and Ruin.
RANK 1: Gain a +2 bonus to riding-related rolls and cannot be DISARMED or THROWN while mounted unless by unusual circumstances.
RANK 2: When attacking from your mount after moving, your melee attack gains +1 damage and knocks enemies PRONE if they fail an Agility roll.
RANK 3: You gain the ability to use 2-handed weapons while mounted. In addition, enemies damaged by you in melee must make an ENDURANCE roll or suffer being stunned for 1 round.
Path of Iron Will
Pain is a lesson.
Wounds are reminders. Until my duty is done, I do not fall.
Wounds are reminders. Until my duty is done, I do not fall.
RANK 1: Once per day, when at half Strength or lower, you may recover D3 Strength as a free action.
RANK 2: Once per day, when receiving a critical injury you may spend a WP to reroll the results. The new roll must be kept.
RANK 3: For D3 rounds after suffering a critical injury, gain 2 bonus dice for all attack and defense rolls.
Peddler
"A master of the road and the art of the deal, the Peddler thrives where others merely survive. With a cart full of wares and a sharp tongue, they journey across the wasteland, trading goods and information alike. Skilled in bartering, scavenging, and finding opportunity in chaos, the Peddler proves that even in Kenshi’s harshest corners, fortune favors those who keep moving."

Key Attribute: Empathy
Key Skills: Insight, Crafting, Manipulation, Sleight of Hand, Scouting
Key Skills: Insight, Crafting, Manipulation, Sleight of Hand, Scouting
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Peddler Talents
Path of the Wanderer
The road is long, the dangers are many, but a prepared merchant always reaches their destination.
RANK 1: You gain a +1 bonus to Survival rolls when finding shelter, or making camp.
RANK 2: Gain +2 Strength when determining Encumbrance. In addition all HEAVY trade goods are treated as NORMAL.
RANK 3: You pay half price for all lodging and meals. In addition, coin encumbrance is per 1000 instead of 100.
Path of Gold
A shrewd merchant who turns every deal to their advantage, spinning coin into fortune through wit, and relentless negotiation.
RANK 1: When purchasing trade goods you may spend WP to reduce the price by 1/5th per WP spent, up to a maximum of 4.
RANK 2: When being searched your gold will always remain hidden as long as you are conscious. In addition, you gain a +1 to MANIPULATE rolls when lying about your wealth.
RANK 3: You are drawn to wealth like a moth to flame. You may spend WP to detect any valuables in your immediate surroundings. This does not apply to unique artifacts.
Path of the Black
A shadowy trader who thrives in the underworld, dealing in the goods no honest merchant would dare touch.
RANK 1: You gain a +2 bonus to Sleight of Hand rolls when hiding or smuggling items through checkpoints or inspections.
RANK 2: Whenever you sell stolen, illegal, or rare goods, you usually avoid suspicion and receive full value instead. Additionally, you can identify the best fences in any city with a successful Manipulation or Insight roll.
RANK 3: When attempting to bribe or blackmail someone you receive +2 to your MANIPULATE roll. You may spend WP after the roll to reroll critical failures.
Path of Lies
A master deceiver,
skilled at both seeing through lies and telling them yourself.
skilled at both seeing through lies and telling them yourself.
RANK 1: You may spend a WP to reveal whether someone is lying or not. You do not necessarily know what they are lying about.
RANK 2: When you MANIPULATE someone to make them believe what you are saying, regardless of truth, you may spend WP to automatically succeed. You may roll first and use this talent if you fail. If the target is faced with the obvious truth they will immediately realise the lie.
RANK 3: You instinctively know the true value of any common item and can spot forgeries with a +2 bonus to Insight rolls.
Ronin
"Bound by honor and discipline, the Ronin stands as a symbol of unwavering strength and martial prowess. Clad in formidable armor and wielding a blade honed to perfection, they excel in close combat, combining precision with unrelenting force. Whether serving a feudal lord or carving their own path, the Ronin embodies the principles of loyalty and mastery, bringing both order and devastation to the chaos of the wasteland."
Key Attribute: Strength
Key Skills: Endurance, Melee, Move, Might, Sleight of Hand
Key Skills: Endurance, Melee, Move, Might, Sleight of Hand
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Ronin Talents

Path of the Ronin
The sword does not rule alone.
A true warrior commands with wisdom and leads with strength.
A true warrior commands with wisdom and leads with strength.
RANK 1: If no Ally is within Arms Reach
or
You are outnumbered within Arms Reach range, gain a +1 bonus on rolls made to PARRY.In addition, after a successful PARRY you may choose to SHOVE the parried opponent if they are within Arms Reach as a free action, at the cost of one WP.
RANK 2: If you successfully PARRY an attack you may make a second PARRY this turn as a free action.
RANK 3: After making a successful PARRY you may choose to spend one WP to make an immediate close combat attack as a fast action. This attack can be against a different opponent within range.
Path of the Daishō
Two blades, one soul.
Together we are one,
and yet... many.
Together we are one,
and yet... many.
RANK 1: Gain Rank 1 of the Ambidextrous Talent. In addition, after successfully parrying an attack you may spend a WP to make an immediate attack with your secondary weapon. This requires your secondary be LIGHT and is susceptable to the normal -2 penalty.
RANK 2: When wielding a LIGHT secondary weapon you may PARRY ranged attacks. In addition, you gain a +2 bonus when making a PARRY action against ranged and piercing attacks.
RANK 3: When attacking with your secondary weapon after attacking with your primary, the attack treats the opponents armor as 2 levels lower.
Path of the Shōgun
A wandering warlord who commands with unmatched presence, rallying allies and striking fear into foes.
RANK 1: If only one opponent is within Arms Length, gain a +1 bonus on melee attacks against them.
RANK 2: For every extra success rolled during an attack with a 2-Handed weapon you may spend a WP to choose to have a point of damage ignore armor rather than increasing the damage by 1.
RANK 3: When you hit with a melee attack you may increase the damage by 1 for every WP spent. WP must be spent before armor is rolled.
Path of the Warlord
A sword is only as strong as the one who wields it. A warrior is only as strong as their leader.
RANK 1: When within Arms Reach of an Ally you may choose to PARRY an attack intended for them at a cost of one WP. Succeeding in this PARRY will refund you with one WP. If the PARRY is failed, the attack may not be reacted to again and continues to its original target.
RANK 2: If both you and an Ally are within Arms Reach of the same opponent gain a +1 bonus on all close combat rolls against them.
RANK 3: When within Arms Reach of an Ally who is being attacked in close combat, you may choose to make a close combat attack against the opponent as a reaction, at a cost of one WP. If you spend an additional WP your reaction will strike before the opponent's attack.
Seer
"Seers are mystics who inscribe runes of power and whisper secrets to the wind, channeling ancient magic to glimpse the unseen and carry words across vast distances. As lorekeepers, they preserve the wisdom of ages, interpreting omens, lost histories, and the voices of spirits that ride the air, shaping fate with their whispered incantations."

Key Attribute: Wits
Key Skills: Lore, Insight, Sleight of Hand, Crafting, Stealth
Key Skills: Lore, Insight, Sleight of Hand, Crafting, Stealth
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Seer Talents
Path of the Long Blade
Path of the Short Blade
Path of the Open Palm
Path of Honor
Shinobi
"Silent and swift, the Ninja moves like a shadow through the chaos of the wasteland. Masters of stealth, agility, and deadly precision, they excel at striking unseen and vanishing before retaliation. Whether working as assassins, scouts, or thieves, Shinobi rely on cunning over brute strength, proving that in Kenshi, speed and subtlety are as lethal as steel."
Key Attribute: Agility
Key Skills: Move, Melee, Marksmenship, Scouting, Stealth
Key Skills: Move, Melee, Marksmenship, Scouting, Stealth
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Shinobi Talents

Path of Shadow
Masters of deception and stealth, those who walk this path vanish into darkness, slipping past watchful eyes like a whisper on the wind.
RANK 1: You gain a +1 bonus to Stealth rolls, and your movement is never hindered by difficult terrain while sneaking.
RANK 2: Once per combat, if you are unseen or break line of sight, you can attempt a Stealth roll to immediately "disappear", forcing enemies to lose track of you momentarily.
RANK 3: When hidden, you may make short movements without having to reroll for STEALTH. In addition, ambush attempts gain a +1 attack roll.
Path of the Blade
You have refined your skill with precision strikes, dispatching enemies with deadly efficiency.
RANK 1: When making a successful SNEAK ATTACK gain an additional +2 damage.
RANK 2: Your attacks ignore 1 pont of armour and Light weapons may be drawn or picked up as a free action.
RANK 3: If your target attempts a reactive action against your attack you may spend a WP to gain an extra d6 on that attack.
Path of the Acrobat
Speed and agility define this path, allowing its practitioners to twist, leap, and roll through danger with effortless grace.
RANK 1: When attacked in close combat gain a +1 bonus on DODGE rolls.
RANK 2: Once per round, when an enemy misses you in melee, you may take an immediate free fast action. If this action is used to RETREAT you gain a +2 on the move roll.
RANK 3: After successfully disarming an opponent you may take an immediate free fast action. If this action is used to RETREAT you gain a +2 on the move roll.
Path of Many Steps
Mastering speed, agility, and deception, become an untouchable phantom, striking and vanishing before their foes can react.
RANK 1: You may use Sleight of Hand when making a disarm attempt. If successful you may choose to wield that weapon instead.
RANK 2: Ignore all difficult terrain penalties while not mounted.
RANK 3: You may make one DODGE action per round as a free action.
Technician
"In a world where technology is both a relic and a weapon, the Technician is a master of machinery and innovation. Armed with a sharp mind and a deft hand, they repair ancient devices, craft ingenious tools, and turn scavenged scraps into functional wonders. Whether building for survival or destruction, the Technician bridges the gap between the forgotten past and the uncertain future, proving that knowledge can be as powerful as any blade."

Key Attribute: Strength
Key Skills: Crafting, Endurance, Marksmenship, Survivial, Lore
Key Skills: Crafting, Endurance, Marksmenship, Survivial, Lore
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Technician Talents
Path of the Wrench
Path of Steel
Path of Discovery
Path of the Tome
Warfist
"Forged in the crucible of discipline and pain, these warriors need no steel to carve their legend. Their fists strike like hammers, their bodies move like the wind, and their sheer presence turns battlefields into proving grounds of raw strength and perfected technique. With each blow, they break bones and shatter armor, turning flesh into a force greater than any blade. Whether a wandering brawler, a temple-trained monk, or a lone survivor who has mastered the art of survival through fist and fury, they walk the world unarmed, for they are the weapon."
Key Attribute: Strength
Key Skills: Endurance, Melee, Move, Might, Sleight of Hand
Key Skills: Endurance, Melee, Move, Might, Sleight of Hand
Pride
Choose an option below or create your own with GM approval:
Dark Secret
Choose an option below or create your own with GM approval:
Relationships
The perceived relationship between your character and every other character of the party, should be established before campaign start. These can be discussed amongst the party or kept to yourself. Choose from the options below or create your own:
Warfist Talents

Path of the Long Blade
Path of the Short Blade
Path of the Open Palm
Path of Honor
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