Pregenerated Characters, Level 5 Showcase (Playtest Draft)¶
Blitz Eternal: Adventures Beyond the Mists — v0.3 Draft¶
This is the Level 5 set, kept as a higher-level showcase: every Character at the signature-unlock milestone with a second personal die and a grown Company. The Level 1 quickstart set, the one a new table actually starts from, lives in pregen-characters.md. The two share the same eight Characters; this file shows them five Levels on.
All eight Classes, one Character each, built against the finalized class ladders (see 02-character-creation/classes). Reconciled 2026-08-01 from an earlier draft that used retired mechanics. Kits and armor here predate the Level 1 set's kit diversification; treat the Level 1 file as the current build guide where the two differ.
All eight are Level 5, the signature-unlock milestone, so each shows its signature freshly online: the Knight's Set, the Skirmisher's Pierce, the Warden's Straight, the Errant's Early Blitz, the Witch's Deep Listening, the Ranger's Deep Focus, the Squire's Guardian's Assist, and the Chancellor's third Split Cap. By Level 5 a Character has earned 8 Advancement Points (3 starting plus 2 and 3 at Levels 2 and 4); the Errant earns 12 and the Chancellor 7, per their own schedules. The second personal die arrived at Level 3 and, for the bonded-companion Characters, is flavored as that companion, rolling at the Character's own Hit Range rather than a separate weak die.
Hit Points now use the per-class Level 1 baseline set 2026-08-02 (Errant 6; Knight and Warden 5; Skirmisher, Witch, Ranger, and Squire 4; Chancellor 3), with each Character's chosen armor tier added on top (None +0, Light +1, Medium +2, Heavy +3). Each entry below states its armor tier, total Hit Points, and Speed. All numbers are provisional and are exactly what playtesting checks.
Sir Aelric of the Long Field — Knight¶
Lineage. Human of the Known World. A landless knight, sworn more times than he can now count.
Virtues. Might Skilled (4-6), Wits Trained (5-6), Presence Trained (5-6), Finesse Untrained (6).
Class (Level 5). Knight. Command Capacity 4. Personal dice: 2 at Veteran (4-6). Signature: Straight, Set (Charge, just unlocked), Rally, Oaths. Split Cap 2. Hit Points 5 base.
Kit. Sword-and-Shield. On a Hit, may bank it as a Guard token instead of dealing damage.
Armor. Heavy: +3 Hit Points, Speed 3. Total Hit Points 8, Speed 3. The Knight's natural tier, and at 8 the top of the durability scale, level with the Legendary-threat anchor.
Second die. Guardian Spirit: his grandmother's shade rides with him. This is his Level-3 die, rolling at his own Veteran range, not a separate weak die.
Oath. None sworn yet, open for the table to invoke one of the three forms in play: Oath of Protection (auto-redirect hits from a sworn charge), Oath of Vengeance (his die widens to Elite against a named enemy), or Oath of Success (a named technical Check one tier higher).
Advancement. 8 points. Suggested spend: one Shieldbearer, Owain, raised to Bond 2 (Distinguished and Sharper Edge, hits 5-6) for 3 points, the rest open.
Company (4 of 4, maxed). 2 Halberdier, 2 Shieldbearer. Pool this turn: 2 personal dice + 4 Retainer dice = 6.
One line: the line holds because he says it holds, and so far it has.
Ysolt of No Fixed Road — Errant¶
Lineage. Part-Dwarven, claimed by neither side of the blood. Fits the class: no household, no banner.
Virtues. Finesse Skilled (4-6), Might Trained (5-6), Wits Trained (5-6), Presence Untrained (6).
Class (Level 5). Errant. Command Capacity 0, fixed, no Company ever. Personal dice: 2 at Elite (3-6); the second arrived at Level 5 bundled with Early Blitz. Signature: Pair, Triple, Blitz Chain, Early Blitz (once per Combat, just unlocked), Falling Alone. Hit Points 6 base.
Kit. Sword-and-Shield. With no household to soak a blow, the Guard option is the only cushion she has.
Armor. Light: +1 Hit Point, Speed 5. Total Hit Points 7, Speed 5. A mobility duelist takes the free tier and keeps her Speed; the base 6 already folds in the personal Hit Points a Company-less class would otherwise buy.
Starting Specialty. Never Alone. Once per adventure, if she would Fall with no one to catch her, a debt from the road is called in instead.
Advancement. 12 points (the Errant earns more, having no Company to grow). Suggested spend from the Errant Specialty Menu: Parry (3), Riposte (2), leaving 7 open. The earlier Hard to Kill twice is dropped, unnecessary now that the base 6 carries her survivability.
Company. None. Pool this turn: 2 dice, both Elite.
One line: nobody follows her, nobody is owed to her, and when the dice turn, that has never once stopped being enough.
The Hollow Reeve — Witch¶
Lineage. Elven. Something in her never fully belonged to the Known World, and the Mists only made it plainer.
Virtues. Wits Skilled (4-6), Finesse Trained (5-6), Presence Trained (5-6), Might Untrained (6).
Class (Level 5). Witch. Command Capacity 2 (grows to 3 at Level 9). Personal dice: 2 at Trained (5-6). Signature: Old Craft (bank 1s, they leave the Pool), Deep Listening (bank 1s and 2s, just unlocked), Casting, curses, battlefield control. Hit Points 4 base.
Kit. Sword-and-Shield. She carries a plain iron knife and a warding charm; the Mana is the real weapon, and the Guard token buys the fragile caster a breath.
Armor. Light: +1 Hit Point, Speed 5. Total Hit Points 5, Speed 5. The fragile caster stays deliberately thin; Arcane Ward and the Guard token, not a big Card, are what keep her upright.
Second die. Familiar: a small, uncanny companion longer with her than this story. Her Level-3 die, at Trained.
Advancement. 8 points. Suggested spend from the Witch Specialty Menu: Arcane Ward (spend Mana to reduce incoming damage, 3), the rest into Bond on an apprentice.
Company (2 of 2, maxed). 2 apprentices (Blade role, quick enough not to be underfoot). Pool this turn: 2 personal dice + 2 apprentice dice = 4. Every die can bank a 1 or 2 as Mana.
One line: the misses nobody else would bother to notice are exactly what she was listening for.
Corin Half-Light — Skirmisher¶
Lineage. Half-Fae, Night Court, quick in a way that unsettles people who watch too closely. Touch: sees in darkness without penalty.
Virtues. Wits Skilled (4-6), Finesse Trained (5-6), Might Trained (5-6), Presence Untrained (6).
Class (Level 5). Skirmisher. Command Capacity 4. Personal dice: 2 at Veteran (4-6). Signature: Triple (Pierce, just unlocked in full), Shared Targeting, Free Movement, Disengage Punish, the permanent Detachment exemption. Hit Points 4 base.
Kit. Bow and Arrow. Adds Range; does not function at melee range, so positioning matters every round.
Armor. Light: +1 Hit Point, Speed 5. Total Hit Points 5, Speed 5. Distance is his armor; he keeps his Speed to hold the range that keeps him alive.
Second die. Falconry: a hunting falcon that marks the exposed target before a blade gets there. His Level-3 die, at Veteran.
Advancement. 8 points, including a Court Specialty (Night: Shadow's Favor, Advantage on Stealth after dark, or Creature of the Dark) for 1 to 2, the rest open.
Company (4 of 4, maxed). 3 Blade, 1 Archer, scattered across the field. Pool this turn: 2 personal dice + 4 Retainer dice = 6.
One line: scattered is not the same as weak; it just means there is nothing to hold still and hit.
Brynn Stonehollow — Warden¶
Lineage. Dwarven. Keeps old promises the way stone keeps a shape.
Virtues. Might Skilled (4-6), Presence Trained (5-6), Wits Trained (5-6), Finesse Untrained (6).
Class (Level 5). Warden. Command Capacity 2. Personal dice: 2 at Trained (5-6). Signature: Pair, Straight (just unlocked, extends protection to an ally outside her Company), Borrowed Strength. Split Cap 2. Hit Points 5 base.
Kit. Sword-and-Shield. Stacks with Borrowed Strength as a second layer of the same idea: pay now, or pay later, to not pay at all.
Armor. Heavy: +3 Hit Points, Speed 3. Total Hit Points 8, Speed 3. She lands at the old flat 8, but now the wall comes from Borrowed Strength and Guard layered on the Card, not from the number alone.
Second die. Warhound: a battle-steady dog through more than one bad night. Her Level-3 die, at Trained.
Advancement. 8 points. Suggested spend: her Shieldbearer to Bond 2 (Distinguished, Sharper Edge to 5-6), the rest open.
Company (2 of 2, maxed). 2 Shieldbearers, standing exactly where Brynn stands. Pool this turn: 2 personal dice + 2 Retainer dice = 4.
One line: the wall the household hides behind does not need to be tall, only to still be standing tomorrow.
Tomas Wren — Squire¶
Lineage. Human of the Known World. Ordinary, and knows it, and has made peace with what that means.
Virtues. Presence Skilled (4-6), Wits Trained (5-6), Might Trained (5-6), Finesse Untrained (6).
Class (Level 5). Squire. Command Capacity 0, fixed. Assist dice: 2 at Trained (5-6), rolled as a side pool that never joins the host's Pool; each hit is an Assist (widen to Veteran at Level 7). Signature: Join and Leave, Empty Hand, Bump, Lend a Hit, the Blitz-eligibility grant, Assists on Checks, Guardian's Assist (spend an Assist for a Guard token, just unlocked). Hit Points 4 base.
Kit. Sword-and-Shield. Rarely the point of him; he is not here to be the one swinging, and the Guard keeps whoever he stands beside upright.
Armor. Medium: +2 Hit Points, Speed 4. Total Hit Points 6, Speed 4. With no Company of his own to hide behind he buys durability with armor a support can afford to slow for; whether a host's Retainers screen him at all is unresolved (open-questions, Core Rules and Combat).
Second die. A Palfrey: a small, sturdy mount, unglamorous but steady. His Level-3 die, more Assists each round.
Advancement. 8 points, spent on Guild, Skills, and gear, since he has no Company to Bond.
Company. None of his own. His help flows through a Company he joins; not yet attached to anyone at the start of this scenario.
One line: he attaches to others and gives; whatever he's carrying, it was never really his to begin with.
Rowan Fenwick — Ranger¶
Lineage. Elven. Patient in a way that reads as stillness until the moment it isn't.
Virtues. Finesse Skilled (4-6), Wits Trained (5-6), Might Trained (5-6), Presence Untrained (6).
Class (Level 5). Ranger. Command Capacity 3. Personal dice: 2 at Trained (5-6). Signature: Focus (convert the Pool's low dice to hits), Deep Focus (2 Focus per untouched round, just unlocked), the Ranger Specialties. Hit Points 4 base.
Kit. Bow and Arrow. Adds Range; Rowan plans positioning around never needing to find out what melee range feels like.
Armor. Light: +1 Hit Point, Speed 5. Total Hit Points 5, Speed 5. He wins by going unhit, so he pays nothing in Speed for armor he does not plan to need.
Second die. A Hunting Hound: flushes what Rowan is patient enough to wait for. His Level-3 die, at Trained.
Advancement. 8 points, including a Ranger Specialty: Quarry (2), naming one target he cannot lose, with points left for Patient Aim or Sixth Sense.
Company (3 of 3, maxed). 1 Archer, 2 Blade. Pool this turn: 2 personal dice + 3 Retainer dice = 5. Focus converts the 1s and 2s anywhere in it.
One line: certainty earned by going unhit is still certainty, and it is the only kind he trusts.
Lord Osric Vane — Chancellor¶
Lineage. Human of the Known World. Commanded armies before the Mists ever called him.
Virtues. Presence Skilled (4-6), Wits Trained (5-6), Might Trained (5-6), Finesse Untrained (6).
Class (Level 5). Chancellor. Fielded Command Capacity 6 (fixed), with a Reserve of 4 more held behind the line. Personal die: 1 at Rabble (6 only), fixed, never becomes 2. Signature: Grand Muster (Set, a full second Pool action), Straight (a free command effect while fighting), the five command effects (Redirect, Anchor, Pacify, Mark, Field Command), and Fight-or-Command each turn. Hit Points 3 base.
Split Cap and lieutenants. Split Cap 4 (3 from the ladder at Level 5, plus 1 from Extended Command below), so four Detachments may act at once, and four named lieutenants sit automatically at Bond 2: his 2 Halberdiers (hits 4-6) and 2 Shieldbearers (hits 5-6).
Kit. Sword-and-Shield. A ceremonial saber and a badge of office, more symbol of rank than something he expects to swing.
Armor. Medium: +2 Hit Points, Speed 4. Total Hit Points 5, Speed 4. The lowest baseline in the party, and the point of it: behind six Retainers and a reserve his own Card is almost never reached, and if that line breaks he is frailer than his own sergeants, below the Mature Retainer's 4 before armor.
Starting Specialty. Extended Command. Raises Split Cap by one, to 4 at this Level.
Advancement. 7 points (the Chancellor earns the fewest, its lieutenants Bonding for free), spent on Guild and a Named Weapon or Skill.
Company (6 of 6, maxed). 2 Halberdier, 2 Shieldbearer, 2 Archer, with 4 more apprentice-troops in Reserve behind the line. Pool this turn: fighting, 1 personal die + 6 Retainer dice = 7; withholding for a command effect, 6.
One line: the general who barely fights is still the reason the whole army moves at once.
Notes for the Table¶
Four things worth watching, since they are exactly what this playtest is meant to surface.
Every signature is freshly unlocked at Level 5. This is the level to check whether Set, Pierce, Straight, Early Blitz, Deep Listening, Deep Focus, and Guardian's Assist actually fire often enough to feel like arrivals rather than footnotes. The Pools are moderate (4 to 7), which is roughly where the combos were calibrated.
Damage against a Company lands on the Retainers first; only once every Retainer has Fallen do further Hits reach the Character (core-rules, Part Ten). Any replay involving Aelric, Corin, Brynn, Rowan, or Osric spends incoming Hits down the Company before touching the Character's Card. Ysolt and Tomas have no Company, so every Hit lands on them directly.
Ysolt sits at Pool 2 and Tomas contributes through whoever he joins. Watch whether the Errant's boom-or-bust and the Squire's attach-and-give read as tension or as dead time across a full session, not just one lucky turn.
The Hit Point baselines are new and unproven. Watch whether the base-4 classes feel too thin before armor, whether the Knight and Warden at 8 in Heavy sit right against the Legendary anchor, and whether the Chancellor's base 3 ever matters at the table or stays buried behind his line the whole fight.