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ANCESTRY

RANK: SEASONED
Half-Orc: Hardened (Strength), Infravision, Outsider (Minor).
HINDRANCES
BARBARIAN All Thumbs: –2 to use mechanical or electronic devices.
Illiterate: You cannot read or write; you can't eat writing after all.
What is best in life, you ask? A great battle,
my trusty axe, and a tankard of orcish grog. Impulsive: Self-control is for the weak!
Outsider (minor): Your tribe's relations with other peoples were
always strained. Subtract 2 from Persuasion rolls with non-tribe
members.
EDGES
ATTRIBUTES Brute: Athletics linked to Strength, increased throwing range.
agility d6 pace 6 Brawny: Size and Toughness +1. Treat Strength as one die type
smarts d4 parry 6 higher for Encumbrance and Minimum Strength needed for gear.
spirit d8 toughness 9 (2) Berserk: After being Shaken or Wounded, melee attacks must be
Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one
strength d8
level of Wound penalties, Critical Failure hits a random target. May
vigor d8
end with Smarts roll at –2.
Savagery: Wild Attacks deal +4 damage rather than +2.
SKILLS Stunning Blow: After Soaking, foes left Shaken or Wounded from
a blunt weapon attack must roll Vigor or be Stunned.
athletics d8
com. knowledge d4 GEAR
fighting d8 Masterwork great axe (Str+d10, AP 4, Parry –1, Two Hands), hide
intimidation d8 tunic (+2, torso), heavy helm (+4, head), heavy boots, adventurer’s
notice d4 pack, potion of growth, potion of healing, 120 gp.
persuasion d4
riding d4
stealth d4
survival d4
taunt d4

D Advances: Brawny, Berserk, Savagery, Stunning Blow.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
BARD Amorous: –2 to resist Tests by Attractive characters (–4 if Very
Attractive).
Some say my skill with a lute is magical—as
you shall soon see... Armor Interference (minor): –4 to Performance rolls and cannot
benefit from Arcane Background abilities if wearing medium or heavy
armor or using shields.
Big Mouth: Unable to keep secrets and constantly gives away
private information.
Enemy (major): You made a very powerful enemy, such as an
ATTRIBUTES influential duke or legendary wizard, and they want payback.
agility d6 pace 6
smarts d6 parry 6 (1) EDGES
spirit d8 toughness 7 (2) Arcane Background (Bard): You can weave magic into your
strength d6
music, which you cast with your Performance skill. You may use
Performance as Taunt to Test a foe, and ignore Repetition for Tests.
vigor d6
Attractive: +1 to Performance and Persuasion rolls.
Humiliate: Free reroll on Taunt rolls (using Performance skill).
SKILLS Inspire Heroics: Spend a Benny as a limited free action to gain five
Inspiration tokens to grant to others within a Range of Smarts. The
athletics d4
recipient gets an immediate free reroll on a Trait or damage roll.
com. knowledge d6 Instrument: +1 to Performance rolls when casting a spell.
fighting d6
gambling d4 GEAR
notice d4 Masterwork rapier (Str+d4, Parry +1), leather tunic (+2), musical
performance d10 instrument, entertainer’s pack, cloak with hood, adventurer’s lantern
persuasion d8 (lights on command, hovers near user), smokestick, potion of boost
stealth d6 Trait (Vigor), potion of healing, 68 gp.
thievery d6 POWERS
Powers: Boost/lower trait, confusion, sound/silence.
Power Points: 10

D Advances: Taunt d6 and Fighting d6, Humiliate, Instrument,


Inspire Heroics.
ANCESTRY

RANK: SEASONED
Dwarf: Low Light Vision, Reduced Pace, Tough.
HINDRANCES
CLERIC Loyal: Once you befriend someone, it’s for keeps.
My goddess shows her mercy to all whom Pacifist (minor): You fight only when given no other choice, and
seek solace in her life-affirming embrace. never allow the killing of prisoners or defenseless victims.
Selfless (major): You always place the needs of others before your
own, even when it might mean your peril.
Vow (major): You swore a sacred oath to uphold life and destroy
evil. Violating this vow subtracts 2 from Faith rolls for a week.
ATTRIBUTES EDGES
agility d6 pace 5 Arcane Background (Cleric): You are a priest of a Life deity who
smarts d6 parry 6 grants you divine powers. You cast them using your Faith skill. You
spirit d8 toughness 9 (3) get a free Faith reroll when holding a symbol of your deity (and thus
cannot hold a shield or weapon in that hand).
strength d6
Champion: +2 damage vs. supernaturally evil creatures.
vigor d8 Favored Power: Ignore up to two points of any penalties when
activating the healing power.
SKILLS Healer: +2 to Healing rolls, magical or otherwise.
athletics d6 GEAR
com. knowledge d4 Light mace (Str+d6), light crossbow (Range 10/20/40, Damage 2d6,
faith d8 AP 2, RoF 1), mithral chain shirt (+3), cleric’s pack, two vials of holy
fighting d8 water, 20 bolts, 50 gp.
healing d6
notice d4
POWERS
persuasion d4 Powers: Boost/lower Trait, healing, protection, relief, sanctuary.
shooting d6
Power Points: 15
stealth d4

D Advances: Champion, Healer, Power Points, Favored Power.

ANCESTRY
RANK: SEASONED

Elf: Agile, All Thumbs, Low Light Vision.


HINDRANCES
DRUID Armor Interference (minor): –4 to Faith rolls and cannot benefit
from Arcane Background abilities if wearing medium or heavy armor
If you know how to listen, even the very trees
speak to you. And I know how to talk back... or using shields.
Material Components: A Critical Failure when casting means
you’re out of components.
Mild Mannered: –2 to Intimidation rolls.
Poverty: You have no real interest in money.
Tongue-Tied: –1 to Intimidation, Persuasion, and Taunt rolls.
ATTRIBUTES Vow (major): You pledge to guard and protect the natural world.
agility d6 pace 6 Violating this vow subtracts 2 from Faith rolls for a week.
smarts d6 parry 6 (1)
spirit d8 toughness 7 (2)
EDGES
strength d6 Arcane Background (Druid): Faith is your arcane skill. Base
duration of shape change and summon animal is 1 hour. You ignore
vigor d6
movement penalties for Difficult Ground.
Beast Master: Animals like your hero, and you have a pet.
SKILLS Beast Talker: You can speak to and understand mammals.
Favored Terrain: While in a forest, you get a free reroll to Survival
athletics d4
and Notice rolls and draw an additional Action Card.
com. knowledge d4 Heartwood Staff: See Gear. After a successful hit, you may spend
faith d8 a Power Point to deal an extra d6 damage with the staff.
fighting d6 Woodsman: +2 to Survival and Stealth rolls in the wilderness.
healing d4
notice d6
GEAR
persuasion d4 Heartwood staff (Str+d8. Parry +1, Reach 1, Two Hands), natural
stealth d6 armor (+2), wilderness pack, potion of invisibility, 0 gp.
survival d8 POWERS
Powers: Beast friend, entangle, environmental protection, healing,
shape change
Power Points: 10
D Advances: Beast Talker, Favored Terrain, Heartwood Staff,
Woodsman.
ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
MAGE Armor Interference (major): –4 to Spellcasting rolls and cannot
benefit from Arcane Background abilities if wearing light, medium, or
I might be old, but in my lifetime of studies I
have learned many arcane secrets. Knowledge heavy armor or using shields.
is the greatest power. Elderly: You gain 5 extra skill points but subtract 1 from Pace,
running, Agility, Strength, and Vigor rolls.
Loyal: You never leave an ally behind.
Material Components: A Critical Failure when casting means
you’re out of components.
ATTRIBUTES Shamed (minor): You inadvertently trapped your mentor in another
agility d6 (–1) pace 5 plane, never to be seen again.
smarts d10 parry 5 (1) EDGES
spirit d6 toughness 5
Arcane Background (Wizard): Your arcane skill is Spellcasting.
strength d4 (–1)
Heirloom: You were gifted a Cloak of Protection from your Order
vigor d4 (–1) (see Gear). This cannot be replaced if lost!
Power Surge: Recover 10 Power Points when dealt a Joker in
SKILLS combat.
Scholar: Years spent studying magic gives you +2 to Spellcasting.
academics d8
Spellbooks: Gain three new Powers with the New Powers Edge.
athletics d4
com. knowledge d8 GEAR
fighting d4 Masterwork staff (Str+d4, Parry +1, Reach 1, AP 1, Two Hands),
healing d4 dagger (Str+d4), Cloak of Protection (+2), mage’s pack, potion of wall
notice d4 walking, potion of healing, potion of speed, 118 gp.
occult d6
POWERS
persuasion d6
Powers: Arcane protection, bolt, conjure item, detect/conceal
research d8
arcana, dispel, elemental manipulation, light/darkness, lock/unlock,
spellcasting d10
telekinesis.
stealth d4 Power Points: 20

D Advances: Spellbooks, Heirloom, Power Surge, New Powers.

ANCESTRY
RANK: SEASONED

Rakashan: Agile, Ancestral Enemy (Ratlings), Bite/Claws,


Bloodthirsty, Can’t Swim, Low Light Vision.

MONK HINDRANCES
You cannot defeat my Celestial Tiger Claw Poverty: Half starting money, and you keep only minimal funds.
technique! Selfless (major): There is almost nothing you won't sacrifice to help
the less fortunate.
Vow (minor): You constantly struggle with your inner beast to adhere
to your Order’s tenets of honor, discipline, and integrity.
EDGES
ATTRIBUTES Block: +1 Parry, ignore 1 point of Gang Up bonus.
agility d8 pace 6 Brawler: Toughness +1, increase claw damage die type.
smarts d4 parry 9 (1) Martial Artist: Unarmed Fighting +1, fists and feet count as
spirit d8 toughness 8 (1) Natural Weapons, and increase claw damage die type.
Quick: You may discard and redraw Action Cards of 5 or lower.
strength d8
vigor d8 GEAR
Bite/claws (Str+d8), masterwork meteor hammer (Str+d6, AP 1,
SKILLS Reach 2, Ignore Shield Bonus, Two Hands), knife (Str+d4, Range
3/6/12), cloth tunic (+1), cleric’s pack, potion of healing, 54 gp.
athletics d8
com. knowledge d4
fighting d10
healing d4
intimidation d8
notice d4
persuasion d4
stealth d6

D Advances: Vigor d8, Brawler, Martial Artist, Block.


ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
PALADIN Cautious: You like to have a plan before taking action.
My mace and my shield shall be my Heroic: You always help those in need.
instruments of justice. With them I shall Idealistic: You see the world in simple good vs. evil, which causes
drive back the scourge of the undead. you to struggle when faced with nuanced dilemmas.
Vow (major): You swore a sacred oath to your deity to seek balance,
justice, and order. Violating this vow subtracts 2 from Faith rolls for
a week.
ATTRIBUTES EDGES
agility d6 pace 6 Arcane Background (Cleric): You are a priest of a Justice deity
smarts d6 parry 7 (2) who grants you divine powers. You cast them using your Faith skill.
spirit d8 toughness 8 (3) You get a free Faith reroll when displaying a symbol of your deity.
strength d8
Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
Champion: +2 damage vs. supernaturally evil creatures.
vigor d6
Holy Warrior: You may spend up to 4 Power Points to gain +1 to a
Soak roll for each point spent (after rolling).
SKILLS Soldier: Treat Strength as one die type higher for Encumbrance and
athletics d6
Minimum Strength needed for gear. Reroll Vigor rolls when resisting
environmental Hazards.
battle d4
com. knowledge d4 GEAR
faith d8 Flail (Str+d6, Ignores Shield Bonus), medium shield (Parry +2, Cover
fighting d6 –2), plate mail (+3), cleric’s pack, holy water, potion of environmental
intimidation d6 protection, 8 gp.
notice d4
persuasion d4
POWERS
riding d6 Powers: Deflection, detect/conceal arcana, healing, sanctuary, smite.
Power Points: 10
shooting d4
stealth d4

D Advances: Strength d8, Champion, Brave, Holy Warrior.

ANCESTRY
RANK: SEASONED

Half-Elf (Elven Heritage): Agile, Low Light Vision, Outsider


(Minor).
HINDRANCES
RANGER Outsider (minor): Subtract 2 from Persuasion rolls with non-half-
See these tracks? Orcs. Fifteen of them, just
over that ridge. If we ambush them from the elves.
tree line, they’ll never see it coming. Suspicious (minor): You have a difficult time trusting others.
Thin Skinned (minor): –2 to resist Taunt attacks.
Tongue-Tied: You just aren’t very good at communicating with
people. –1 to Intimidation, Persuasion, and Taunt rolls.
ATTRIBUTES EDGES
agility d8 pace 6 Favored Enemy: You get a free reroll when rolling to track (Survival)
smarts d6 parry 5 or attack (Athletics (throwing), Fighting, Shooting) goblinoid creatures
spirit d6 toughness 8 (3) (such as goblins, orcs, or trolls).
Favored Terrain: While in a forest, you get a free reroll to Survival
strength d6
and Notice rolls and draw an additional Action Card.
vigor d6
Free Runner: Ignore Difficult Ground and add +2 to Athletics in
foot chases and Athletics (climbing).
SKILLS Scout: You can read the land like a book. You get a Notice roll at
–2 to detect traveling encounters before they occur, ignore up to 2
athletics d6
points of penalties when tracking with Survival, and +2 to Common
com. knowledge d4
Knowledge rolls to recall information about towns, ruins, landmarks,
fighting d6 or other features along routes you’ve traveled before.
intimidation d4 Woodsman: +2 to Survival and Stealth rolls in the wilderness.
notice d6
persuasion d4
GEAR
shooting d8 Hand axe (Str+d6), masterwork composite bow (Range 12/24/48,
stealth d8 Damage Str+d6, AP 2, RoF 1), masterwork scale shirt (+3, torso and
survival d8
arms), wilderness pack, 30 arrows, 3 flammable arrows, trapmaking
kit, potion of speed, potion of boost Trait (Stealth), potion of healing,
17 gp.

D Advances: Athletics d6 and Shooting d8, Favored Terrain,


Favored Enemy, Scout.
ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
SORCERER Armor Interference (minor): –4 to Spellcasting rolls and cannot
benefit from Arcane Background abilities if wearing medium or heavy
I command powers you fools could not
possibly comprehend. You think your little armor or using shields.
blades scare me? Arrogant: Only fools could think they’re your equal!
Corruption: You are Stunned and gain a new Minor Hindrance on a
Critical Failure when spellcasting.
Phobia (minor): A traumatic childhood event has given you a
lifelong irrational fear of canines. You are at –1 to Trait rolls around
ATTRIBUTES dogs, wolves, and similar creatures.
agility d4 pace 6 Vengeful (minor): Few enemies cross you more than once.
smarts d8 parry 4 EDGES
spirit d8 toughness 7 (1)
Arcane Background (Sorcerer): You harness great power,
strength d4
bargained for—or stolen from!—eldritch beings. Your arcane skill is
vigor d8 Spellcasting. After rolling you may spend 1/3/5 Power Point(s) to add
+1/+2/+3 to your Spellcasting total.
SKILLS Arcane Resistance: Arcane spells targeting you suffer a –2 penalty,
and magical damage is reduced by 2.
academics d4
Blood Magic: When you directly cause a Wound (that isn’t Soaked)
athletics d4 to a conscious, sapient creature, recover d6 Power Points.
com. knowledge d4 Strong Willed: +2 to resist Smarts-based or Spirit-based Tests.
fighting d4
intimidation d6 GEAR
notice d4 Dark metal dagger (Str+d4, AP 1, –2 Vigor to Soak), tunic and heavy
occult d6 hooded cloak (+1), mage’s pack, book, bag of holding, potion of
persuasion d4 recharge (10 PP), potion of healing, 35 gp.
research d8 POWERS
spellcasting d8
Powers: Barrier, burst, darksight, invisibility, summon monster.
stealth d4 Power Points: 20

D Advances: Power Points, Blood Magic, Vigor d8, New Powers


(barrier, invisibility).

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
THIEF Cautious: Your backup plans have backup plans.
There’s no trap, no lock, no high window Suspicious (minor): You have a difficult time trusting others.
which can slow me down. If there’s Wanted (major): Several daring heists have resulted in your face
something you need stolen, I’m your girl. plastered on wanted posters all across the realm.
EDGES
Connections: Once per session when in an urban environment you
ATTRIBUTES may call on the Thieves’ Guild for a favor.
Quick: You may discard and redraw Action Cards of 5 or lower.
agility d8 pace 6 Streetwise: +2 to Common Knowledge and criminal networking.
smarts d6 parry 6 (1) Thief: +1 Thievery, +1 Athletics (climbing) and Stealth rolls in urban
spirit d6 toughness 7 (2) environments.
strength d6 Trap Sense: Notice roll to detect traps within 5”, you and allies
ignore up to 2 points of Evasion penalties for detected traps, and ignore
vigor d6
up to 2 points of Thievery penalties to disarm traps.

SKILLS GEAR
athletics d8
Masterwork rapier (Str+d4, AP 1, Parry +1), 5x daggers (Range
3/6/12, Damage Str+d4, AP 1), sap (Str+d4, nonlethal), hand crossbow
com. knowledge d4
(Range 5/10/20, Damage 2d4, RoF 1), studded leather armor (+2),
fighting d6 light cloak w/hood, thief’s pack, 20 bolts, tanglefoot bag, trapmaking
notice d6 kit, smokestick, potion of invisibility, potion of darksight, potion of
persuasion d6 boost Trait (Strength), 54 gp.
repair d6
shooting d4
stealth d8
thievery d8

D Advances: Repair d6 and Stealth d8, Connections, Streetwise,


Trap Sense.
ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
WARRIOR Arcane Sensitivity (minor): You subtract 2 when making a Trait
I’ve survived the Battle Pits of Khorgul and roll to resist a power, including arcane creature abilities.
the Siege of Castle Stormholme. If today is Death Wish: You embrace the inevitability of death and your
my day to die, at least let it be glorious. reckless fighting style shows it.
Vow (major): You are sworn to never back down in the face of
danger.

ATTRIBUTES EDGES
Brawny: Size and Toughness +1. Treat Strength as one die type
agility d6 pace 6 higher for Encumbrance and Minimum Strength needed for gear.
smarts d6 parry 8 (2) Take the Hit: You get a free reroll on Soak rolls.
spirit d6 toughness 10 (3) Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
strength d6 Nerves of Steel: You ignore 1 point of Wound penalties.
vigor d10 Provoke: Once per turn, when you use Taunt for a Test and gets a
raise, you may Provoke the foe.
SKILLS GEAR
athletics d6 Masterwork long sword (Str+d8, AP 1), dagger (Str+d4), weighted
com. knowledge d4 net (Range 3/6/12, target is Entangled with successful hit, Hardness
10), light crossbow (Range 10/20/40, Damage 2d6, AP 2, RoF 1),
fighting d8
bronze armor and helmet (+3), medium shield (+2 Parry, –2 Cover),
intimidation d6
mercenary’s pack, 20 bolts, potion of haste (ignore 2 points of Multi-
notice d4 Action penalties for 5 rounds), potion of environmental protection,
persuasion d4 152 gp.
shooting d4
stealth d4
taunt d8

D Advances: Vigor d10, Nerves of Steel, Provoke, Take the Hit.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
WITCH Armor Interference (major): –4 to Spellcasting rolls and cannot
benefit from Arcane Background abilities if wearing light, medium, or
Yes, there are things out there that whisper
dark promises. But if you’re smart enough to heavy armor or using shields.
bargain with them, they offer great power. Corruption: You are Stunned and gain a new Minor Hindrance on a
Critical Failure when spellcasting.
Curious: You are naturally inquisitive.
Doomed: You subtract 2 from Soak rolls.
Material Components: A Critical Failure when spellcasting
ATTRIBUTES means you’re out of components.
agility d6 pace 6
smarts d8 parry 4 EDGES
spirit d6 toughness 6 (1) Arcane Background (Witch): Your arcane skill is Spellcasting.
You may freely transfer Power Points with other members of your
strength d4
coven, and may use your hex bag to prepare up to two powers per day
vigor d6
(see the Fantasy Companion).
Attractive: +1 to Performance and Persuasion rolls.
SKILLS Familiar: Your familiar is a raven. It is a Wild Card which has 5
Power Points it can share with you. You can understand one another,
athletics d4
and you may use its senses as your own within a 10 mile range.
com. knowledge d4
Silent Caster: You may cast spells without speaking.
fighting d4 The Evil Eye: Once per encounter, you may target an intelligent
healing d6 being within 6” (12 yards). That target must make a Spirit roll at –2 to
notice d4 spend a Benny for the duration of the encounter.
occult d8
persuasion d6
GEAR
research d4 Dagger (Str+d4), tunic (+1), grave dust, mage’s pack, potion of boost
spellcasting d10
Trait (Vigor), hex bag, two prepared powers in chicken bones, 18 gp.
stealth d4 POWERS
survival d4 Powers: Arcane protection, bolt, empathy, healing, summon animal.
Power Points: 15
D Advances: Spellcasting d10, New Powers, Power Points, The
Evil Eye

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