By way of example, I use the Heroes of the Lance as they first appear in Dragons of Autumn Twilight by Margaret Weis and Tracy Hickman. These characters represent just about every type of character suitable for a Dragonlance campaign.
refresh: 3
High Concept: Half-Elven Wilderness Warrior
Trouble: Caught Between His Human and Elven Heritage
Other Aspects: My diverse heritage has me the wisdom to lead; Flint is the Father I Never Had; Adopted Son of the Speaker of the Suns
Creativity +0
Finesse +3
Force +1
Guile +2
Reason +2
Spirit +1
Armor: leather armor [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
longsword
longbow
dagger
None
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Weapon Specialization. Pick one weapon (longbow). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
refresh: 2
High Concept: Composed Human Solamnic Warrior
Trouble: I must honor my father's memory.
Other Aspects: My Honor is My Life; My Father's Sacrifice; A Knight at Heart
Creativity +1
Finesse +1
Force +2
Guile +0
Reason +2
Spirit +3
Armor
Chainmail armor [1] [1] [1] [1]
Shield [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
bastard sword
dagger
Name: Brightblade
Concept: My Father's Sword
Flaw: Only as strong as the wielder's honor.
Stunts
Weapon 2. On a successful forceful attack, the Brightblade will always deal at least two points of stress.
Defender of the Weak. When someone is attacked physically while within your zone, you can spend a fate point to redirect that attack to yourself. You may defend against that attack at +1.
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Medium Armor. When wearing medium armor, you gain two free invokes per scene on your armor aspect.
Weapon Specialization. Pick one weapon (Brightblade). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
refresh: 3
High Concept: Proud Human Devotee of Mishakal
Trouble: Exiled for her love of Riverwind
Other Aspects: Que-shu Chieftain's Daughter; Eternally Faithful; Chosen of Mishakal
Creativity +2
Finesse +2
Force +1
Guile +0
Reason +1
Spirit +3
Armor
Hunting Leathers [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[x] Divine Favor
staff
dagger
sling
Name: Blue Crystal Staff of Mishakal
Concept: Mysterious Relic of Holy Power
Flaw: The Dragonarmies will not stop until the staff and its wielder are destroyed.
Stunts
Divine Spellcasting. You have permission to cast spells that fit the scope of Mishakal’s portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible.
Divinity Adept. You have received training that has allowed you to delve deeper into your faith. Choose one effect (Healing) and an action/approach combination (Finesse/Overcome). You receive a +2 when performing that exact combination.
Weapon (2). A successful melee attack made with the staff inflicts at least two shifts of stress on the target.
refresh: 3
High Concept: Proud Que-Shu Warrior
Trouble: Death on Black Wings
Other Aspects: Mighty Hunter; Exiled for the love of Goldmoon; Grandson of Wanderer
Creativity +1
Finesse +2
Force +3
Guile +1
Reason +1
Spirit +2
Armor: Hunting Leathers [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
saber
shortbow
dagger
None
Frenzy. Mark fatigued to gain a +2 bonus on all attack actions made with melee weapons until the end of the scene. Additionally, you may mark boxes of endurance to absorb any stress taken until the end of the conflict. Then, after the conflict ends, absorb the stress with stress boxes and conditions as normal. You may not benefit from any other stunts while Frenzy is in effect.
Light Armor Training. When wearing light armor, you gain one free invoke of your armor aspect.
Weapon Specialization. Pick one martial weapon. When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
refresh: 3
High Concept: Handsome Human Warrior
Trouble: My Brother's Keeper
Other Aspects: More Brawn than Brains; My friends do not understand; I would follow Tanis anywhere.
Creativity +2
Finesse +1
Force +3
Guile +1
Reason +0
Spirit +2
Armor
Scale Armor [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
longsword
javelin
dagger
none
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Medium Armor. When wearing medium armor, you gain two free invokes per scene on your armor aspect.
Weapon Specialization. Pick one weapon (Brightblade). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
refresh: 1
High Concept: Human Red Robed Wizard of High Sorcery
Trouble: The Test left my body frail and weak.
Other Aspects: Compassion for the defenseless; Jealous contempt for my brother, but I need him; My hourglass eyes see only death and decay.
Creativity +2
Finesse +1
Force +0
Guile +2
Reason +3
Spirit +1
Armor
Staff of Magius. [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
Strained (sticky): [ ]
Exhausted (lasting): [ ]
Staff of Magius
Dagger of Magius
Name: Staff of Magius
Concept: Ancient Staff With Mysterious Untapped Power
Flaw: Pushes the Wielder to Seek Greater Power
Stunts
Weapon (2). A successful melee attack made with the staff inflicts at leasr two shifts of stress on the target.
Armor (1). The amount of stress dealt to the wielder of the staff is always reduced by one.
Shirak. Casts forth magical light as bright as a torch upon command.
Pveathrfall. Ignore stress from a fall of any height so long as the wielder has the ability to speak the command word.
Arcane Spellcasting. You have permission to purchase arcane stunts and use them to perform any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Mark Strained to receive a +4 bonus on any single magical action.
Mark Exhausted to receive a +2 bonus on all magical actions until the end of the scene or, if Exhausted is already marked, to receive a +4 bonus on a single magical action.
Apprenticeship. You have learned to refine your talent for magic in some way. Choose one arcane magic stunt and an action/approach combination. You receive a +2 when performing that exact combination.
refresh: 3
High Concept: Grumbling, Old Hill Dwarf Warrior
Trouble: I'm getting to old for this.
Other Aspects: Tanis is wise but needs direction; That doorknob of a kender; The best metalsmith this side of Hillhome
Creativity +3
Finesse +1
Force +2
Guile +0
Reason +1
Spirit +2
Armor
Leather Armor [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
battle axe
dagger
none
Resilience. You gain a +2 bonus on overcome actions to resist the effects of poison.
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Weapon Specialization. Pick one weapon (Brightblade). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
refresh: 3
High Concept: Irrepressible Kender Handler in the Grip of Wanderlust
Trouble: My friends are always getting themselves into trouble.
Other Aspects: A lock insults the purpose of a door; I have something here that should help; Have I ever told you about the time...
Creativity +1
Finesse +3
Force +1
Guile +2
Reason +0
Spirit +2
Armor
Leather Armor [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
Fool’s Luck (sticky): [ ] [ ] [ ] [ ] [ ]
Hunted: [ ]
hoopak
dagger
none
Fearless. Aspects related to fear and its effects can't be invoked against you.
Shadow Strike. When you make an attack using Guile while hidden from your target, your attack gains a +2 bonus.
Thieves’ Tools. You have a set of tools that allow you to make overcome actions to open locks and disarm traps. You may mark a box of Fool's Luck to gain a +1 or two boxes to gain +2 on the attempt.
Kender Pockets. You may declare that you have a non-magical item or piece of equipment you are in need of once per session.
refresh: 3
High Concept: Fiery Human Barmaid
Trouble: I am not a warrior...yet.
Other Aspects: Waylan the Magnificent Deadbeat; Former Cutpurse and Street Urchin; A longing for adventure.
Creativity +1
Finesse +2
Force +1
Guile +3
Reason +1
Spirit +2
Armor
none
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
Fool’s Luck (sticky): [ ] [ ] [ ] [ ] [ ]
Hunted: [ ]
frying pan
dagger
none
Shadow Strike. When you make an attack using Guile while hidden from your target, your attack gains a +2 bonus.
Thieves’ Tools. You have a set of tools that allow you to make overcome actions to open locks and disarm traps. You may mark a box of Fool's Luck to gain a +1 or two boxes to gain +2 on the attempt.
Fast Reflexes. Mark a box of Fool's Luck to gain a +2 on spirited defend actions when you are attempting to avoid sneak attacks, sprung traps, or attacks that target an entire zone you occupy.
refresh: 3
High Concept: Spoiled Qualinesti Elf Princess
Trouble: For the Love of Tanis
Other Aspects: Skilled Diplomat; Natural Born Leader; Used to getting my way.
Creativity +1
Finesse +3
Force +2
Guile +0
Reason +2
Spirit +2
Armor
Chainmail [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
shortsword
shortbow
dagger
none
Keen Senses. Gain a +2 on overcome actions when trying to hear soft or distant sounds or see small or distant things.
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Medium Armor. When wearing medium armor, you gain two free invokes per scene on your armor aspect.
Weapon Specialization. Pick one weapon (shortsword). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
refresh: 3
High Concept: Passionate Qualinesti Elf Prince
Trouble: Often act without thinking
Other Aspects: A half-elf isn't good enough for my sister; I will avenge the death of my people; Magic Dabbler
Creativity +1
Finesse +3
Force +2
Guile +1
Reason +0
Spirit +3
Armor
Chainmail [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
longsword
longbow
dagger
none
Firstborn of the Light. Attempts to charm or put you to sleep with magic automatically fail.
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Medium Armor. When wearing medium armor, you gain two free invokes per scene on your armor aspect.
Weapon Specialization. Pick one weapon (shortsword). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
refresh: 3
High Concept: Human Seeker of Haven
Trouble: Searching for Truth not Power
Other Aspects: Keen Philosophical Mind; Trusted by the People; Charismatic Political and Spiritual Leader
Creativity +1
Finesse +3
Force +1
Guile +0
Reason +3
Spirit +2
Armor
none
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[x] Divine Favor
mace
sling
none
Light Armor. When wearing light armor, you gain one free invoke per scene on your armor aspect.
Divine Spellcasting. You have permission to cast spells that fit the scope of Paladine's portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible.
Divinity Adept. You have received training that has allowed you to delve deeper into your faith. Choose one effect (protective wards and barriers) and an action/approach combination (Force/Overcome). You receive a +2 when performing that exact combination.