Since I'm making so much of my demo work available, I thought I'd also let you guys have a look at the demo characters I had created (including their backstory).
I had created four core characters: Leopold Fiegler (the scribe), Kazgan (the Dwarven Troll-Slayer), Gothard Meyer (the smuggler), and Adred Liess (the commoner). Except for Kazgan, they were all human and they all had fully written backgrounds for any players who were interested.
All of the characters bring something of value to the table. As for skills, they've got everything covered except for Charm, Coordination, First Aid and Ride. For advanced skills, there is a character who can read and write, and another who can deal with animals.
A frequent question I get at this point is, "Why isn't there any magic"?
The answer is simple. If you're running a demo game, adding magic means asking a player to learn a whole separate system of rules in addition to the rules that everyone is already focused on learning. Furthermore, in this game a priest or wizard must sacrifice action cards for their spells. Since the action cards are a huge part of the fun and variety of the character it makes it less interesting when you're left out because you needed to focus on spells.
Mind you, there is a spell caster available, but I'll get to that shortly.
All of these characters were built using seven career advances. This makes for a strong, but not overwhelming character.
The sharp-eyed among you will find that some characters have trained in skills that they shouldn't have. This is because I don't believe an advanced skill should be "untrained" when you've taken it during character generation. This would lead to scribes not really knowing how to read and write or burghers not actually knowing Tradecraft (i.e. the reason they're a burgher in the first place). As a result, any advanced skills that were taken during character creation are marked as trained. Once character generation is over, we go back to the normal rules.
The character sheets are designed to be extremely easy to read and to give the player all of the information they need in one place. This includes their racial abilities and equipment. It also folds down to the size of the career cards.
At the bottom right of the page you'll find a small inventory list of all cards required for this character to be used. Feel free to change it if you don't own all of the sets from which these cards came from.
So who are these characters? Each of them has a strong back story for players to read, though they don't have to. They all tie together very well and have a reason to adventure together. This can be important for some groups, but isn't critical. I include the backstory in the character packet just in case a player wants some context for why their character is involved.
There are several extra characters available as well. They aren't my core characters and I've never written back stories for them, but just in case I have too many players, I've got them in my back pocket ready to go. They are Galadwen of House Mithaleil (a High Elven envoy of Ulthuan), Griswold Fleischer (a soldier from Wissenland), and Jonas Tabbeck (an Initiate of Sigmar who suffers from the Omens of Doom insanity).
Jonas is specifically for any player who has played often enough to know the game well and who wants to experience magic. He isn't a regularly available character for the reasons I mentioned above.
So now I'll post each of the core characters for your enjoyment. Let me know if you've got any thoughts or questions.