Compact Steel is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
Compact Steel
This document presents a “compact” version of the Draw Steel rules. It is not intended to be a replacement or modification
of those rules. Its purpose is to present those rules differently, in a way that takes up less space, so you can quickly read
through the options for character creation and gameplay.
It does not cover all of the rules, only those rules that apply to character creation and the use of character-specific abilities
in the game. As such, it focuses on rules that apply to individual characters, such as features and abilities, rather than
general rules such as how combat works.
This presentation of the rules is intended for quick reading, and therefore omits most flavor text associated with abilities
and other features. It also uses a number of abbreviations to condense the space of individual rules, as discussed in the
next few sections.
These rules are also intended to be “cut and paste” friendly. They are presented with minimal special formatting: no tables
or special icons. This should make it easier to copy subsets of the rules into word processor documents (e.g. for custom character
sheets).
For an example of how this might appear in play, see the sample characters.
These compact rules add a lot of jargon to an already jargon-heavy game. Therefore, they may not be to everyone’s tastes.
You would also be better off familiarizing yourself with the base Draw Steel rules first before trying to use these compact
rules.
Compact Abbreviations
Characteristic Score and Level Modifications: Many character features make use of a characteristic score to determine how the feature functions. For example, a feature
might grant “a bonus to speed equal to your Agility score”. The compact rules replace this with the characteristic letter
in brackets: “a +[A] bonus to speed”. Bracketed characteristics always refer to the character having the feature, not some
other character.
If a character has a choice of characteristics, the characteristic letter for all of them are given, and you can choose the
best. For example, “the target takes [MRIP] lightning damage” means the target takes the lightning damage equal to your choice
of characteristic score from Might, Reason, Intuition, or Presence. A value of [B] means “use your best characteristic”.
Some features have a value calculated by your level instead. These compact rules use [L] to represent your level. As with
characteristics, this always refers to the level of the character having with feature.
The values in brackets can include mathematical notations. [2 x M] would be two times your Might. [L+5] would be your Level
+ 5.
Tier Outcomes: Where a character can have different values based on the tier outcomes of a power roll, those values are listed in braces
separated by slashes: {5/7/9}. For example “damage {5/7/9}” would be 5 damage with a tier 1 (≤11) outcome, 7 damage with a
tier 2 (12-16) outcome, and 9 damage with a tier 3 (17+) outcome.
Sometimes a values is listed as “X”, which means that result does not apply at that tier, usually tier 1. For example, “push
{X/3/5}” would mean push 3 at tier 2 and push 5 at tier 3, but no push (push X) at tier 1.
In some case it is more efficient to list the outcomes based on the tiers, as with the normal Draw Steel rules. However the
compact rules sometimes combine two tiers. For example, “≤16” would be any roll less than or equal to 16, combining tier 1
(≤11) and tier 2 (12-16). A “12+” would be any roll of 12 or above, combining tier 2 (12-16) and tier 3 (17+).
Sometimes tier results are given inline, with the notation {roll 17+} or {roll 12+}. These notations mean the immediately
following result applies only for the specified power roll outcomes, tier 3 for {roll 17+} or tier 2-3 for {roll 12+}.
Sometimes the tier-specific result is inside the braces, in which case it is inserted for that tier, but the rest of the result
apply at other tiers. For example “dazed {roll 17+: and slowed} (save ends)” would be “dazed (save ends)” at tiers 1-2 but
“dazed and slowed (save ends)” at tier 3.
Potency: As a general rule, characters get Weak/Average/Strong potencies equal to their class’s best characteristic with –2 for Weak,
–1 for Average, and –0 for Strong. The compact rules represent this as – {2/1/0}, for example “Potency: Might – {2/1/0}” for
Weak/Average/Strong potency based on Might.
The vast majority of abilities use Weak/Average/Strong potencies for tier 1/tier 2/tier 3 outcomes. The compact rules represent
this with the keyword POT. Thus “I < POT” means compare Weak/Average/Strong potency against the target’s Intuition for a tier
1/tier 2/tier 3 outcome.
In cases where potencies are pre-calculated (generally true for monsters), this could be represented as “I < {0/1/2}”, meaning
the target’s Intuition is compared to a value of 0/1/2 for a tier 1/2/3 outcome.
Occasionally an effect does not apply at a given tier (especially for monsters), and this may be represented by an X: “I <
{X/1/2}”. More rarely, an effect always applies at a tier regardless of potency, and this is represented by a *: “I < {0/1/*}”.
Heroic Resource Costs: These compact rules represent heroic resource costs as numbers inside guillemet (French quotes), for example «2». Resource
costs are always the resource of the class associated with the feature. Thus «2» would be 2 wrath for a Censor feature but
2 clarity for a Talent feature. Monsters use the same notation for malice costs.
Summary of Abbreviations: Here is a summary of the abbreviations given above:
- [X]: A value determined by a characteristic score: [M], [A], [R], [I], [P], possibly with mathematical notation: [2 x M].
If multiple characteristics are given, such as [MA], choose the best.
- [B]: A value determined by your best characteristic score.
- [L]: A value determined by the character’s level, possibly with mathematical notation: [L + 5].
- ≤16: An outcome for both tier 1 (≤11) and tier 2 (12-16).
- 12+: An outcome for both tier 2 (12-16) and tier 3 (17+).
- {value 1/value 2/value 3}: A value determined by the tier of power roll, tier 1/2/3 respectively.
- {X/#/#}: If a value is “X” in a tier breakdown, that result does not apply to that tier. For example, push {X/3/5} has no
push at tier 1.
- {roll 17+} or {roll 12+}: The immediately following item only applies for the specified tiers: tier 3 or tier 2-3 respectively.
- {roll 17+: value}: The value in the braces only applies at the specified tier (tier 3 in this example).
- A < POT: A character’s WEAK/AVERAGE/STRONG potency for a tier 1/2/3 outcome, in this example compared to the target’s Agility.
- A < {0/1/2}: A potency effect with tier values pre-calculated.
- A < {X/1/2}: A potency effect that never applies at tier 1.
- A < {0/1/*}: A potency effect that always applies at tier 3.
- «#»: A heroic resource cost appropriate to the feature’s associated class (malice cost for monsters).
Compact Abilities
In these compact rules, abilities and traits are represented as bullet list items, often reduced to a single line by removing
redundant information. For example, the original Draw Steel rules presents the Censor’s “Halt Miscreant!” ability more or
less as follows:
Halt Miscreant!
You infuse your weapon with holy magic that makes it difficult for your foe to get away.
Melee, Strike, Weapon; Main action
Melee 1; One creature or object
Power Roll + Might:
≤11: 2 + M holy damage; P < WEAK, slowed (save ends)
12-16: 5 + M holy damage; P < AVERAGE, slowed (save ends)
17+: 7 + M holy damage; P < STRONG, slowed (save ends)
These compact rules represent this ability as a single bulleted list item:
- Halt Miscreant! Melee 1 (Strike, Weapon).
Roll + M: {2/5/7} + M holy damage; P < POT, slowed (save ends).
On an actual character sheet, the ability can be compacted further with precalculated values. For example, here is what the
ability would look like for a Level 1 Censor with Might 2 and the Mountain kit (+0/+0/+4 melee damage):
- Halt Miscreant! Melee 1 (Strike, Weapon).
Roll + 2: {4/7/13} holy damage; P < {0/1/2}, slowed (save ends).
The following subsections describe how to interpret these compacted abilities.
Heroic Resource Costs
As noted above, guillemets («X») are used to indicate cost in heroic resources. An ability’s cost appears at the beginning
of the line where it appears. This always refers to the heroic resource of the class associated with the ability or trait.
- «3» Repent! Ranged 10 (Magic, Strike), creature only.
Roll + P; {5/8/11} + P holy damage; I < POT, dazed (save ends).
If the effect of an ability or trait can be increased by spending heroic resources, this is indicated with the same notation:
- My Life for Yours: Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Magic), the triggering creature. You spend a Recovery and the target regains Stamina equal to your recovery value.
Spend «1»: You can end one effect on the target that is ended by a saving throw or that ends at the end of their turn, or a prone
target can stand up.
Monsters use the same notation for traits that cost malice:
- «3» Goblin Mode: Each goblin in the encounter gains a +2 bonus to speed until the end of the round.
Monsters instead use the notation «VA-1», «VA-2», and «VA-3» for villain actions. These actions don’t cost malice, but do
use of the monster side’s villain action for the round.
- «VA-1» What Are You Waiting For? Area 10 burst, each ally in the area. Each target can move up to their speed or make a free strike.
Default Action = Main Action
Any ability with a power roll but no action type is assumed to require your Main Action. This applies to most attack abilities.
- Halt Miscreant! Melee 1 (Strike, Weapon).
Roll + M: {2/5/7} + M holy damage; P < POT, slowed (save ends).
Where a power uses an action other than the Main Action, that action is specified:
- «9» Burden of Evil: Maneuver. Ranged 10 (Magic, Strike), three enemies.
Roll + P; slide {3/5/7}; I < POT, dazed (save ends).
If an ability requires a Main Action but does not have a power roll, the Main Action is specified to remove ambiguity:
- «9» Gods Grant Thee Strength: Main Action. Ranged 10, self or one ally. The target ends any condition or effect on them that is ended by a saving throw or that ends at the end of their turn, or
a prone target can stand up. The target then gains 2 surges, can shift up to their speed while ignoring difficult terrain,
and can use a strike signature ability as a free triggered action.
On actual character sheets, I recommend grouping abilities and traits by the action type they require, in which case action
type can be removed from the ability line itself. Using the Human Censor from the sample characters as an example:
Triggered Actions
- My Life for Yours: Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Magic), the triggering creature. You spend a Recovery and the target regains Stamina equal to your recovery value.
Spend «1»: You can end one effect on the target that is ended by a saving throw or that ends at the end of their turn, or a prone
target can stand up.
- (Other triggered actions...)
Main Actions
- Melee Free Strike: Melee 1 (Charge, Strike, Weapon).
Roll + 2; {4/7/13} damage.
- Ranged Free Strike: Ranged 5 (Strike, Weapon).
Roll + 2; {4/6/8} damage.
- Your Allies Cannot Save You! Melee 1 (Strike, Weapon).
Roll + 2; {5/7/14} holy damage.
Effect: Each enemy adjacent to the target is pushed away from the target up to 2 squares.
- (Other main actions...)
Maneuvers
- Judgment: Ranged 10 (Magic), one enemy. The target is judged by you until the end of the encounter, you use this ability again, you willingly end this effect (no
action required), or another censor judges the target.
- (Other maneuvers...)
See the sample characters for more complete examples.
Full Triggers
To save space, triggers are given in parenthesis and italics after their action type, either “Triggered” or “Free Triggered”:
- My Life for Yours: Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Magic), the triggering creature. You spend a Recovery and the target regains Stamina equal to your recovery value.
Spend «1»: You can end one effect on the target that is ended by a saving throw or that ends at the end of their turn, or a prone
target can stand up.
- «9» Intercede: Free Triggered (a creature makes a strike against an ally within distance).
Ranged 10 (Magic), the triggering ally. The target is unaffected by the strike and you become the target instead, even if you aren’t a valid target for it. You take
half the damage from the strike, and the target gains 3 surges.
Most of the triggers from the original Draw Steel rules have been replaced by “full triggers” that include information about
valid targets and ranges, resembling triggers from the Monsters book. That is, rather than saying:
- Magic, Ranged; Triggered
Ranged 10; self or one ally
Trigger: The target starts their turn or takes damage.
These compact rules instead say:
- Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Magic), the triggering creature.
Thus, the trigger is given first and includes all the information need to determine when the trigger resolves.
Distance and Keywords
Ability keywords appear in parenthesis after the ability range, all italicized such as: Melee 2 (Strike, Weapon). However, if the distance is Melee or Ranged, those keywords are omitted from the keyword list, since they are obvious.
- Halt Miscreant! Melee 1 (Strike, Weapon).
Roll + M: {2/5/7} + M holy damage; P < POT, slowed (save ends).
- Holy Lash: Ranged 10 (Magic, Strike).
Roll + I; {3/5/8} + I holy damage; vertical pull {2/3/4}.
This also applies to abilities that are either melee or ranged:
- Eviscerate: Melee 1 or Ranged 5 (Strike, Weapon).
Roll + M or A: {4/6/10} + A damage; R < POT, bleeding (save ends).
Furthermore, if an ability has the Area keyword, this is removed from the keyword list and put in front of the actual area
instead:
- «9» Begone! Area 3 burst (Magic).
Roll + P; {4/6/8} psychic damage; slide {3/5/7}.
If an ability has an area that can be used at a distance, the Ranged keyword still appears in the keyword list as appropriate,
since there are a few such abilities that instead count as Melee:
- «5» Nature Judges Thee: Area 3 cube within 10 (Magic, Ranged).
Roll + I; {2/3/7} damage; A < POT, restrained (save ends).
- Back Blasphemer! Area 2 cube within 1 (Magic, Melee, Weapon).
Roll + P; {2/4/6} holy damage; push {1/2/3}.
Default Targets
The target(s) for an ability appears after the keywords in italics, or after the distance/area if there are no other keywords.
- «7» Saint’s Raiment: Maneuver. Ranged 10 (Magic), one ally. The target gains 20 temporary Stamina and 3 surges.
- «9» Orison of Victory: Maneuver. Area 1 burst, self and each ally in the area.
Roll + P; each target gains {1/2/3} surge(s).
Effect: A target can end one effect on them that is ended by a saving throw or that ends at the end of their turn, or a prone target
can stand up.
Any Melee or Ranged ability that does not specify a target is assumed to target “one creature or object”.
- Halt Miscreant! Melee 1 (Strike, Weapon).
Roll + M: {2/5/7} + M holy damage; P < POT, slowed (save ends).
- Holy Lash: Ranged 10 (Magic, Strike).
Roll + I; {3/5/8} + I holy damage; vertical pull {2/3/4}.
Abilities that target “one creature” but not an object are labeled creature only in these compact rules, otherwise they look strange when compared to “one creature or object” abilities.
- «3» Repent! Ranged 10 (Magic, Strike), creature only.
Roll + P; {5/8/11} + P holy damage; I < POT, dazed (save ends).
Any area ability that does not specify a target is assumed to target “each enemy in the area”.
- «9» Begone! Area 3 burst (Magic).
Roll + P; {4/6/8} psychic damage; slide {3/5/7}.
It is important to remember that by default, Area abilities do not target allies. An abilities that targets both enemies and allies would specify “each creature in the area”.
- «9» Aura of Souls: Maneuver. Area 4 aura (Magic), each creature in the area. Until the end of the encounter or until you are dying, at the end of each of your turns, you can slide each creature in the
area up to [I] squares. This forced movement ignores stability for your allies.
An ability with “Self” as its distance is assume to have “Self” as its target as well unless otherwise specified.
- «5» Blur: Maneuver. Self (Psionic). You can use a signature or heroic ability. You gain an edge on that ability’s power rolls.
To summarize these defaults:
- Melee and Ranged abilities default to one creature or object as their target.
- A target of creature only means “one creature (not an object)”.
- Area abilities default to each enemy in the area as their target.
- Abilities with a distance of Self default to self as their target.
In the Monster rules, minions use special squad actions to attack as a group, and their default targets are “per minion”.
Thus the default target for minion Melee and Ranged abilities is one creature or object per minion, and creature only means “one creature per minion”.
Compacted Power Rolls
Most of the compacting in these rules comes from removing redundant information from the outcomes of power rolls. There are
quite a few abilities in Draw Steel where the only variation in the tier results for power rolls is a change in one or two
numbers. For example:
- Viscous Fire: Ranged 10 (Fire, Magic, Strike).
Roll + R; {2/5/7} + R fire damage; push {2/3/4}.
The tier outcome notation {2/5/7} and {2/3/4} compacts the outcomes of all three tiers into a single line. The first value
is for a tier 1 (≤11) outcome, the second for a tier 2 (12-16) outcome, and the third for a tier 3 (17+) outcome. Depending
on your roll, the outcomes would be:
- Tier 1 (≤11): 2 + R fire damage; push 2.
- Tier 2 (12-16): 5 + R fire damage; push 3.
- Tier 3 (17+): 7 + R fire damage; push 4.
The variations may be non-numeric. In the following example, the target is slowed at tier 1-2 but restrained at tier 3.
- «3» Quick Rewrite: Area 3 cube within 10 (Magic, Ranged).
Roll + P; {4/5/6} damage; P < POT, {slowed/slowed/restrained} (save ends).
Effect: The area is difficult terrain for enemies.
Sometimes an ability has a special result that applies only to tier 3 to tiers 2-3. The {roll 17+} or {roll 12+} notation
indicates that part of the outcome line that applies only for those tiers.
- «3» Judgment’s Hammer: Ranged 10 (Magic, Strike).
Roll + I; {3/6/9} + I holy damage; A < POT, prone {roll 17+} and can’t stand (save ends).
For the above, a target overcome by the attack’s potency would alway be knocked prone, but for a tier 3 outcome they would
also have the condition “can’t stand (save ends)”.
Sometimes it is more efficient to break down the outcomes by tier as in the original Draw Steel results, but the compact representation
won’t always exactly mirror the original ability description. In many cases, the common values will be combined in the initial
line, and only the parts that genuinely vary by tier will be listed separately.
- «5» The Gods Command You Obey: Ranged 10 (Magic, Strike), creature only.
Roll + I; {4/7/11} + I holy damage; P < POT, before taking damage, the target:
- ≤11: Makes a free strike against a target you choose.
- 12-16: Uses an ability of your choice and you choose any targets for that ability.
- 17+: Shifts up to their speed to a location you choose, uses an ability of your choice, and you choose any targets for that
ability.
The compact representation may combine tier results if they are the same.
- «7» Staggering Blow: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {7/11/16} + A damage;
- ≤11: M < POT, slowed (save ends).
- 12+: M < POT, prone and can’t stand (save ends).
In the example above, the first sub-bullet (≤11) applies to tier 1, but the second (12+) applies to both tier 2 and tier 3.
Unlabeled Effect and Special Lines
If an effect line is the first (or only) line in an ability, it is not labeled as an “Effect”.
- «5» Sermon of Grace: Main Action. Area 4 burst (Magic), each ally in the area. Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that
is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.
If an effect line follows a power roll, it is labeled as an “Effect” and is put on a separate line in the compact representation.
- Your Allies Cannot Save You! Melee 1 (Strike, Weapon).
Roll + M; {3/5/8} + M holy damage.
Effect: Each enemy adjacent to the target is pushed away from the target up to [P] squares.
Likewise, if the first line of an ability is “Special” then it is not marked in these compact rules.
Other ability lines are always labeled as in the original Draw Steel rules since they have more particular mechanical effects,
such as Mark Benefit, Spend, or Strained.
Traits, Abilities, Signatures, and Free Strikes
Character features can be divided into abilities (with keywords, distances, and targets) and traits (everything not an ability).
In these compact rules, traits are simply given with their name in bold, and abilities with their name bolded and underlined:
- Barbed Tail: Once per round when you make a melee strike, you can deal +[B] extra damage with the strike.
- «9» Burden of Evil: Maneuver. Ranged 10 (Magic, Strike), three enemies.
Roll + P; slide {3/5/7}; I < POT, dazed (save ends).
A signature abilities are abilities that cost no heroic resources, and can be used in specialized circumstances, often in
place of a free strike. This abilities are marked with a “(Sig.)”:
- Halt Miscreant! (Sig.): Melee 1 (Strike, Weapon).
Roll + M: {2/5/7} + M holy damage; P < POT, slowed (save ends).
Free Strikes are abilities that can be used very generally, such as for normal and opportunity attacks. The two basic free
strikes are the Melee Free Strike and the Ranged Free Strike. Other abilities that can be used as a free strike are marked with “(Free Strike)”:
- Ray of Wrath (Free Strike): Ranged 10 (Magic, Strike).
Roll + I; {2/4/6} + I damage.
Effect: You can have this ability deal holy damage.
Monster free strikes can be used with as either melee or ranged, and use a very abbreviated syntax:
- Free Strike: M1/R5 (Weapon); 2 damage
- Free Strike: M1/R8 (Magic); 1 holy
- Free Strike: M2/R5 (Weapon); 5 cold, fire, or sonic
The M/R syntax gives the melee and ranged distance of the free strike. Monster free strikes omit the “Strike, Melee, Ranged”
keywords, since they are obvious. The free strike damage is given as either “# damage” if untyped, or “# damage-type” if typed,
e.g. “2 poison”. Monster free strikes that list multiple damage types can use any one of those types.
Character Creation
To create a character:
- Choose your ancestry, your species of birth. This determines your size and starting speed.
- Choose your class, your adventuring profession. This determines your starting characteristic scores, stamina, and recoveries. You also gain
the level 1 features of your class.
- If your class allows it, choose a kit for your starting equipment and fighting style. Your kit provides bonuses to your other abilities and statistics.
- Define your background, including your culture, career, and starting skills.
- Pick a starting perk based on your career.
- Optionally, roll or pick a complication.
- Fill in the remaining details, such as your standard free strikes:
- Melee Weapon Free Strike: Melee 1 (Charge, Strike, Weapon).
Roll + [MA]; {2/5/7} + [MA] damage.
- Ranged Weapon Free Strike: Ranged 5 (Strike, Weapon).
Roll + [MA]; {2/4/6} + [MA] damage.
Ancestries
Choose your ancestry: your species or nature from birth. Unless otherwise noted, your ancestry has size 1M, speed 5, and stability
+0.
Devil
You gain the following signature traits.
- Skill: You have one skill of your choice from the interpersonal skill group.
- Silver Tongue: You gain an edge on tests when attempting to discover an NPC’s motivations and pitfalls during a negotiation.
You have 3 ancestry points to spend on the following traits.
- [1] Barbed Tail: Once per round when you make a melee strike, you can deal +[B] extra damage with the strike.
- [1] Beast Legs: You have speed 6.
- [1] Glowing Eyes: Whenever you take damage from a creature, you can use a triggered action to deal that creature [1d10 + L] psychic damage.
- [1] Hellsight: You don’t take a bane on strikes made against creatures with concealment.
- [2] Impressive Horns: Whenever you make a saving throw, you succeed on a roll of 5 or higher.
- [2] Prehensile Tail: You can’t be flanked.
- [2] Wings: While using your wings to fly, you can stay aloft for [M] rounds (minimum 1 round) before you fall. While using your wings
to fly at 3rd level or lower, you have damage weakness 5.
Dragon Knight
You gain the following signature trait.
- Wyrmplate: Your hardened scales grant you damage immunity [L] to one of the following damage types: acid, cold, corruption, fire, lightning,
or poison. You can change your damage immunity type when you finish a respite.
You have 3 ancestry points to spend on the following traits.
- [1] Draconian Guard: Whenever you or an adjacent creature takes damage from a strike, you can use a triggered action to guard against the blow.
You reduce any damage from the strike by [L].
- [2] Draconian Pride (Sig.): Area 1 burst (Magic).
Roll + [MP]; {2/5/7} damage; push {X/1/2}.
- [2] Dragon Breath (Sig.): Area 3 cube within 1 (Magic).
Roll + [MP]; {2/4/6} damage.
Effect: You choose the ability’s damage type from acid, cold, corruption, fire, lightning, or poison.
- [1] Prismatic Scales: Select one damage immunity granted by your Wyrmplate trait. You always have this immunity, in addition to the immunity granted
by Wyrmplate.
- [1] Remember Your Oath: As a maneuver, you can recite your oath. Until the start of your next turn, whenever you make a saving throw, you succeed
on a 4 or higher.
- [2] Wings: While using your wings to fly, you can stay aloft for [M] rounds (minimum 1 round) before you fall. While using your wings
to fly at 3rd level or lower, you have damage weakness 5.
Dwarf
You gain the following signature trait.
- Runic Carving: You can carve a rune onto your skin with 10 uninterrupted minutes of work, which is activated by the magic within your body.
The rune you carve determines the benefit you receive, chosen from among the following:
- Detection: Pick a specific type of creature (such as goblins or humans) or object (such as gems or potions). Your rune glows softly
when you are within 20 squares of any creature or object of that type, even if you don’t have line of effect to the creature
or object. You can change the type of creature or object as a maneuver.
- Light: Your skin sheds light for 10 squares. You can turn this light on and off as a maneuver.
- Voice: As a maneuver, you can communicate telepathically with a willing creature you have met before and who is within 1 mile of
you. You must know the creature’s name, and they must speak and understand a language you know. You and the creature can respond
to one another as if having a spoken conversation. You can communicate with a different creature by changing the rune.
You can have one rune active at a time, and can change or remove a rune with 10 uninterrupted minutes of work.
You have 3 ancestry points to spend on the following traits.
- [2] Great Fortitude: You can’t be made weakened.
- [1] Grounded: You have a +1 bonus to stability.
- [2] Spark Off Your Skin: You have a +6 bonus to Stamina, and that bonus increases by 6 at 4th, 7th, and 10th levels.
- [1] Stand Tough: Your Might score is treated as 1 higher for the purpose of resisting potencies, and you gain an edge on Might tests when called
for to resist environmental effects or a creature’s traits or abilities.
- [1] Stone Singer: When you spend 1 uninterrupted hour singing, you can reshape any unworked mundane stone within 3 squares. You can’t destroy
this stone, but you can move each square of it anywhere within 3 squares, piling it off to one side to dig a hole or building
it up to create a wall.
Wode Elf
You gain the following signature trait.
- Wode Elf Glamor: You gain an edge on tests made to hide and sneak, and tests made to search for you while you are hidden take a bane.
You have 3 ancestry points to spend on the following traits.
- [1] Forest Walk: You can shift into and while within difficult terrain.
- [1] Quick and Brutal: Whenever you score a critical hit, you can take an additional main action and an additional move action instead of just a
main action.
- [2] Otherworldly Grace: Whenever you make a saving throw, you succeed on a roll of 5 or higher.
- [1] Revisit Memory: You gain an edge on tests made to recall lore.
- [1] Swift: You have speed 6.
- [2] The Wode Defends (Sig.): Ranged 10 (Magic, Strike), creature only.
Roll + [MA]; {2/3/5} + [MA] damage; A < POT, slowed (save ends).
High Elf
You gain the following signature trait.
- High Elf Glamor: A magic glamor makes others perceive you as interesting and engaging, granting you an edge on Presence tests using the Flirt
or Persuade skills. This glamor makes you appear and sound slightly different to each creature you meet, since what is engaging
to one might be different for another. However, you never appear to be anyone other than yourself.
You have 3 ancestry points to spend on the following traits.
- [2] Glamor of Terror: Whenever you take damage from a creature, you can use a triggered action to make that creature frightened of you until the
end of their next turn.
- [1] Graceful Retreat: You gain a +1 bonus to the distance you can shift when you take the Disengage move action.
- [1] High Senses: You gain an edge on tests made to notice threats.
- [2] Otherworldly Grace: Whenever you make a saving throw, you succeed on a roll of 5 or higher.
- [1] Revisit Memory: You gain an edge on tests made to recall lore.
- [2] Unstoppable Mind: You can’t be made dazed.
Hakaan
You gain the following signature trait.
- Big! Your stature reflects your giant forebears. Your size is 1L.
You have 3 ancestry points to spend on the following traits.
- [1] All Is a Feather: You are exceptionally strong. You gain an edge on tests made to lift and haul heavy objects.
- [2] Doomsight: Working with your Director, you can predetermine an encounter in which you will die. When that encounter begins, you become
doomed. While doomed, you automatically obtain a tier 3 outcome on tests and ability rolls, and you don’t die no matter how
low your Stamina falls. You then die immediately at the end of the encounter, and can’t be returned to life by any means.
If you don’t predetermine your death encounter, you can choose to become doomed while you are dying with the Director’s approval
(no action required). Doing so should be reserved for encounters in which you are dying as a result of suitable heroism, such
as making a last stand against a boss or saving civilians, or when the consequences of your actions have finally caught up
to you—not because you’re playing a one-shot and have nothing to lose, Hacaarl.
Additionally, when your Stamina reaches the negative of your winded value and you are not doomed, you turn to rubble instead
of experiencing death. You are unaware of your surroundings in this state, and you can’t regain Stamina or have this effect
undone in any way. After 12 hours, you regain Stamina equal to your recovery value.
- [1] Forceful: Whenever you force move a creature or object, the forced movement distance gains a +1 bonus.
- [2] Great Fortitude: You can’t be made weakened.
- [1] Stand Tough: Your Might score is treated as 1 higher for the purpose of resisting potencies, and you gain an edge on Might tests when called
for to resist environmental effects or a creature’s traits or abilities.
Human
You gain the following signature trait.
- Detect the Supernatural: As a maneuver, you can open your awareness to detect supernatural creatures and phenomena. Until the end of your next turn,
you know the location of any supernatural object, or any undead, construct, or creature from another world within 5 squares,
even if you don’t have line of effect to that object or creature. You know if you’re detecting an item or a creature, and
you know the nature of any creature you detect.
You have 3 ancestry points to spend on the following traits.
- [1] Can’t Take Hold: You ignore temporary difficult terrain created by magic and psionic abilities. Additionally, when you are force moved by a
magic or psionic ability, you can reduce the forced movement distance by 1.
- [2] Determination: If you are frightened, slowed, or weakened, you can use a maneuver to immediately end one of those conditions.
- [1] Perseverance: You gain an edge on tests made using the Endurance skill. Additionally, when you are slowed, your speed is reduced to 3 instead
of 2.
- [1] Resist the Unnatural: Whenever you take damage that isn’t untyped, you can use a triggered action to take half the damage.
- [2] Staying Power: You increase your number of Recoveries by 2.
Memonek
You gain the following signature traits.
- Fall Lightly: Whenever you fall, you reduce the distance of the fall by 2 squares.
- Lightweight: Whenever another creature attempts to force move you, you treat your size as one size smaller than it is.
You have 4 ancestry points to spend on the following traits.
- [1] I Am Law: Enemies can’t move through your space unless you allow them to do so.
- [2] Keeper of Order: Once per round when you or an adjacent creature makes a power roll, you can use a free triggered action to remove an edge
or a bane on the roll, to turn a double edge into an edge, or to turn a double bane into a bane.
- [2] Lightning Nimbleness: Your speed is 7.
- [2] Nonstop: You can’t be made slowed.
- [1] Systematic Mind: You gain an edge on tests made to parse schematics, maps, and other systematic documents that aren’t inherently chaotic. In
addition, you treat any language you don’t know as if you know a related language.
- [1] Unphased: You can’t be made surprised.
- [1] Useful Emotion: At the start of any combat, you gain 1 surge.
Orc
You gain the following signature trait.
- Relentless: Whenever a creature deals damage to you that leaves you dying, you can make a free strike against any creature. If the creature
is reduced to 0 Stamina by your strike, you can spend a Recovery.
You have 3 ancestry points to spend on the following traits.
- [1] Bloodfire Rush: The first time in any combat round that you take damage, you gain a +2 bonus to speed until the end of the round.
- [2] Glowing Recovery: Whenever you use the Catch Breath maneuver, you can spend as many Recoveries as you like.
- [1] Grounded: You have a +1 bonus to stability.
- [2] Nonstop: You can’t be made slowed.
- [1] Passionate Artisan: When you gain your initial skills from your career, culture, class, or other source, choose two skills from the crafting skill
group, whether you have those skills or not. Whenever you make a project roll for a crafting project that uses these skills,
you gain a +2 bonus to the roll.
Polder
You gain the following signature traits.
- Shadowmeld: Main Action. Self (Magic). You flatten yourself into a shadow against a wall or floor you are touching, and become hidden from any creature you have
cover or concealment from or who isn’t observing you. While in shadow form, you have full awareness of your surroundings,
and strikes made against you and tests made to search for you take a bane. You can’t move or be force moved, and you can’t
take main actions or maneuvers except to exit this form or to direct creatures under your control, such as one you summon
using an ability. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects
the surface you are flattened against. You can exit this form as a maneuver.
If the surface you are flattened against is destroyed, this ability ends and you take 1d6 damage that can’t be reduced in
any way.
- Small! Your size is 1S.
You have 4 ancestry points to spend on the following traits.
- [1] Corruption Immunity: You have corruption immunity [L+2].
- [2] Fearless: You can’t be made frightened.
- [1] Graceful Retreat: You gain a +1 bonus to the distance you can shift when you take the Disengage move action.
- [2] Nimblestep: You ignore the effects of difficult terrain and can move at full speed while sneaking.
- [1] Polder Geist: At the start of each of your turns during combat, if no enemy has line of effect to you or if you are hidden from or have
concealment from any enemy with line of effect to you, you gain a +3 bonus to speed until the end of your turn.
- [1] Reactive Tumble: Whenever you are force moved, you can use a free triggered action to shift 1 square after the forced movement is resolved.
Revenant
You gain the following signature traits.
- Former Life: Choose the ancestry you were before you died. Your size is that ancestry’s size and your speed is 5. Unless you select one
of the Previous Life traits (see below), you don’t receive any other ancestral traits from your original ancestry.
- Tough But Withered: Your undead body grants you immunity [L] to cold, corruption, lightning, and poison damage, but you have fire weakness 5.
You can’t suffocate, and you don’t need to eat or drink to stay alive.
Additionally, when your Stamina reaches the negative of your winded value, you become inert instead of dying. You fall prone
and can’t stand. You continue to observe your surroundings, but you can’t speak, take main actions, maneuvers, move actions,
or triggered actions. While inert this way, if you take any fire damage, your body is destroyed and you die. Otherwise, after
12 hours, you regain Stamina equal to your recovery value.
You have 2 (3 if size 1S) ancestry points to spend on the following traits.
- [2] Bloodless: You can’t be made bleeding even while dying.
- [1-2] Previous Life: You select a purchased trait that costs 1-2 ancestry points from your previous ancestry. You can take this trait multiple
times, selecting a different trait from your previous ancestry each time.
- [1] Undead Influence: You gain an edge on Reason, Intuition, and Presence tests made to interact with undead creatures.
- [2] Vengeance Mark: As a maneuver, you place a magic sigil on a creature within 10 squares. When you place a sigil, you decide where it appears
on the creature’s body, and whether the sigil is visible to only you or to all creatures.
You always know the direction to the exact location of a creature who bears one of your sigils and is on the same world. You
can have [L] active sigils, and can remove a sigil from a creature at will (no action required). If you already have the maximum
number of sigils activated and you place a new one, your oldest sigil disappears with no other effect.
Additionally, you have the following signature ability. Signature abilities can be used at will.
- Detonate Sigil (Sig.): Ranged 10 (Magic, Strike), one creature bearing your sigil.
Roll + [RIP]; {3/5/7} + [RIP] damage; slide {1/2/3}.
Effect: The sigil disappears from the creature.
Time Raider
You gain the following signature traits.
- Psychic Scar: You have psychic immunity [L].
- Minor Acceleration: Maneuver. Melee 1 (Psionic), self or one ally. The target gains a +[RIP] bonus to speed until the start of your next turn.
You have 3 ancestry points to spend on the following traits.
- [1] Beyondsight: As a maneuver, you can adjust your vision to allow you to see through mundane obstructions that are 1 square thick or less.
While your vision is adjusted this way, you can’t see the area within 1 square of you and you don’t have line of effect to
any creature or object in that area. You can restore your usual vision as a maneuver.
- [1] Foresight: You automatically know the location of any creature with concealment who isn’t hidden from you within 20, and you negate the
usual bane on strikes against such creatures. Additionally, whenever you are targeted by a strike, you can use a triggered
action to impose a bane on the power roll.
- [1] Four-Armed Athletics: You gain an edge on tests that use the Climb, Gymnastics, or Swim skills when you can use all your arms in the attempt.
- [2] Four-Armed Martial Arts: Whenever you use the Grab or Knockback maneuver against an adjacent creature, you can target one additional adjacent creature,
using the same power roll for both targets. Additionally, you can have up to two creatures grabbed at a time.
- [2] Psionic Gift: Choose one signature ability from the following options.
- Concussive Slam (Sig.): Ranged 10 (Psionic, Strike).
Roll + [RIP]; {2/5/7} + [RIP] damage; push {X/1/2}; {roll 17+} M < POT, prone.
- Psionic Bolt (Sig.): Ranged 10 (Psionic, Strike).
Roll + [RIP]; {2/5/7} + [RIP] psychic damage; slide {1/2/3}.
- [2] Unstoppable Mind: You can’t be made dazed.
Classes
Choose your class, which defines most of your abilities as an adventuring hero.
Censor
- Starting Characteristics: Might 2, Presence 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Presence – {2/1/0}
- Stamina: 21 (+9 per extra level)
- Recoveries: 12
- Skills: Choose any two skills from the interpersonal or lore skill groups.
Make the following selections for your class.
- Censor Order: Choose a censor order from the following options.
- Exorcist: You specialize in hunting your order’s hidden enemies, knowing that an open mind is an unguarded fortress.
- Oracle: Corruption has deep tendrils that can be missed, leading you to specialize in uncovering clandestine threats to your order.
- Paragon: Without a strong example and a firm hand, the weak will be corrupted. You specialize in setting an example for your order.
- Deity and Domains: Choose a god or saint who your character reveres. Pick one domain from their portfolio. Your choice of domain determines many
of the features you’ll gain from this class.
- Kit: You can use and gain the benefits of a kit.
Level 1 Censor Features
- Wrath: You start combat with wrath equal to your number of Victories. At the start of your turn you gain 2 wrath. Additionally:
- The first time each combat round that a creature judged by you deals damage to you, you gain 1 wrath.
- The first time each combat round that you deal damage to a creature judged by you, you gain 1 wrath.
- Judgment: Maneuver. Ranged 10 (Magic), one enemy. The target is judged by you until the end of the encounter, you use this ability again, you willingly end this effect (no
action required), or another censor judges the target.
Whenever a creature judged by you uses a main action and is within your line of effect, you can use a free triggered action
to deal [2 x P] holy damage to them.
When a creature judged by you is reduced to 0 Stamina, you can use a free triggered action to use this ability against a new
target.
Additionally, you can spend «1» to take one of the following free triggered actions:
- «1» When an adjacent creature judged by you starts to shift, you make a melee free strike against them and their speed becomes
0 until the end of the current turn, preventing them from shifting.
- «1» When a creature judged by you within 10 squares makes a power roll, you cause them to take a bane on the roll.
- «1» When a creature judged by you within 10 squares uses an ability with a potency that targets only one creature, the potency
is reduced by 1 for that creature.
- «1» If you damage a creature judged by you with a melee ability, the creature is taunted by you until the end of their next
turn.
You can choose only one free triggered action option costing wrath at a time, even if multiple options are triggered by the
same effect.
- My Life for Yours: Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Magic), the triggering creature. You spend a Recovery and the target regains Stamina equal to your recovery value.
Spend «1»: You can end one effect on the target that is ended by a saving throw or that ends at the end of their turn, or a prone target
can stand up.
- 1st-Level Order Features: Your censor order grants you a skill and a judgement order benefit.
- 1st-Level Domain Features: You gain the skill option and domain feature from your domain.
- Kit: You gain the signature ability and other features of your kit.
Signature Ability: Choose one signature ability from the following options.
- Back Blasphemer! (Sig.): Area 2 cube within 1 (Magic, Melee, Weapon).
Roll + P; {2/4/6} holy damage; push {1/2/3}.
- Every Step… Death! (Sig.): Ranged 10 (Magic, Strike), creature only.
Roll + P; {5/7/10} + P psychic damage.
Effect: Each time the target willingly moves before the end of your next turn, they take 1 psychic damage for each square they move.
- Halt Miscreant! (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {2/5/7} + M holy damage; P < POT, slowed (save ends).
- Your Allies Cannot Save You! (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {3/5/8} + M holy damage.
Effect: Each enemy adjacent to the target is pushed away from the target up to a number of squares equal to your Presence score.
3-Wrath Ability: Choose one heroic ability from the following options, each of which costs 3 wrath to use.
- «3» Behold a Shield of Faith! Melee 1 (Strike, Weapon).
Roll + M; {3/6/9} + M holy damage.
Effect: Until the start of your next turn, enemies take a bane on ability rolls made against you or any ally adjacent to you.
- «3» Driving Assault: Melee 1 (Strike, Weapon).
Roll + M; {3/6/9} + M damage; push {1/3/5}.
Effect: You can shift up to your speed in a straight line toward the target after pushing them.
- «3» The Gods Punish and Defend: Melee 1 (Magic, Strike, Weapon).
Roll + M; {5/8/11} + M holy damage.
Effect: You can spend a Recovery to allow yourself or one ally within 10 squares to regain Stamina equal to your recovery value.
- «3» Repent! Ranged 10 (Magic, Strike), creature only.
Roll + P; {5/8/11} + P holy damage; I < POT, dazed (save ends).
5-Wrath Ability: Choose one heroic ability from the following options, each of which costs 5 wrath to use.
- «5» Arrest: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + M; {6/9/13} + M holy damage; grabbed.
Effect: If the target makes a strike against a creature while grabbed this way, you can spend «3» to deal [P] holy damage to them,
then change the target of the strike to another target within the strike’s distance.
- «5» Behold the Face of Justice! Melee 1 or Ranged 5 (Magic, Strike, Weapon), creature only.
Roll + M; {3/5/8} + M holy damage; if the target has P < POT, each enemy within 2 squares of them is frightened of you (save ends).
Effect: Each enemy frightened this way is pushed up to 2 squares away from the target and takes [P] psychic damage.
- «5» Censored: Melee 1 (Strike, Weapon), creature only.
Roll + M; {2/3/5} + M holy damage.
Effect: When a target who is not a leader or solo creature is made winded by this ability, they are reduced to 0 Stamina.
- «5» Purifying Fire: Melee 1 or Ranged 5 (Magic, Strike, Weapon), creature only.
Roll + M; {5/9/12} + M holy damage; M < POT, the target has fire weakness {3/5/7} (save ends).
Effect: While the target has fire weakness from this ability, you can choose to have your abilities deal fire damage to the target
instead of holy damage.
Level 2 Censor Features
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- 2nd-Level Order Features: Your censor order grants you two features.
- 2nd-Level Order Ability: Your censor order grants you a choice of heroic abilities.
Level 3 Censor Features
- Look On My Work and Despair: Whenever you use your Judgment ability, you can spend «1», and if the target has P < AVERAGE, they are frightened of you (save
ends). Additionally, whenever a creature judged by you is reduced to 0 Stamina and you use Judgment as a free triggered action,
if the new target has P < STRONG, they are frightened of you (save ends). If the target is already frightened of you, they
instead take [P] holy damage.
7-Wrath Ability: Choose one heroic ability from the following options, each of which costs 7 wrath to use.
- «7» Edict of Disruptive Isolation: Maneuver. Area 2 aura (Magic). Until the end of the encounter or until you are dying, each enemy in the aura takes [P] holy damage at the end of each of
your turns. A target takes an extra 2d6 holy damage if they are judged by you or if they are adjacent to any enemy.
- «7» Edict of Perfect Order: Maneuver. Area 2 aura (Magic). Until the end of the encounter or until you are dying, whenever an enemy in the aura uses an ability that costs Malice, they
take [3 x P] holy damage. A target judged by you takes an extra 2d6 holy damage.
- «7» Edict of Purifying Pacifism: Maneuver. Area 2 aura (Magic). Until the end of the encounter or until you are dying, whenever an enemy in the aura makes a strike, they take [2 x P] holy
damage. A target judged by you takes an extra 2d6 holy damage.
- «7» Edict of Stillness: Maneuver. Area 2 aura (Magic). Until the end of the encounter or until you are dying, whenever an enemy in the aura moves or is force moved out of the area,
they take [2 x P] holy damage. A target judged by you who moves willingly takes an extra 2d6 holy damage.
Level 4 Censor Features
- Characteristic Increase: Your Might and Presence scores each increase to 3.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
- Wrath Beyond Wrath: The first time each combat round that you deal damage to a creature judged by you, you gain 2 wrath instead of 1.
- 4th-Level Domain Feature: You gain a domain feature from your domain.
Level 5 Censor Features
- 5th-Level Order Feature: Your censor order grants you a feature.
9-Wrath Ability: Choose one heroic ability from the following options, each of which costs 9 wrath to use.
- «9» Gods Grant Thee Strength: Main Action. Ranged 10, self or one ally. The target ends any condition or effect on them that is ended by a saving throw or that ends at the end of their turn, or
a prone target can stand up. The target then gains 2 surges, can shift up to their speed while ignoring difficult terrain,
and can use a strike signature ability as a free triggered action.
- «9» Orison of Victory: Maneuver. Area 1 burst, self and each ally in the area.
Roll + P; each target gains {1/2/3} surge(s).
Effect: A target can end one effect on them that is ended by a saving throw or that ends at the end of their turn, or a prone target
can stand up.
- «9» Righteous Judgment: Melee 1 (Strike, Weapon), creature only.
Roll + M; {10/14/20} + M damage.
Effect: Until the end of the encounter, whenever any ally deals damage to a target judged by you, that ally gains 1 surge.
- «9» Shield of the Righteous: Melee 1 (Strike, Weapon), creature only.
Roll + M; {10/14/20} + M damage; you and each ally adjacent to you gain {10/15/20} temporary Stamina.
Level 6 Censor Features
- Implement of Wrath: Each time you finish a respite, you can choose one hero’s weapon, including your own, to channel supernatural power as an
implement of your god’s wrath. The weapon becomes magic and gains the following benefits until your next respite:
- Strikes with the weapon deal extra holy damage equal to the wielder’s highest characteristic score.
- Any creature struck by the weapon who has holy weakness and has P < STRONG is frightened and weakened (save ends).
- Any minion targeted by a strike using the weapon dies. That minion’s Stamina maximum is removed from the minion Stamina pool
before any damage is applied to the rest of the squad.
- The weapon’s wielder can’t be made frightened.
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- 6th-Level Order Ability: Your censor order grants you a choice of heroic abilities.
Level 7 Censor Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- 7th-Level Domain Feature: You gain a domain feature from your domain.
- Focused Wrath: When you gain wrath at the start of each of your turns during combat, you gain 3 wrath instead of 2.
- Skill: You gain one skill of your choice.
Level 8 Censor Features
- Perk: You gain one perk of your choice.
- 8th-Level Order Feature: Your censor order grants you a feature.
11-Wrath Ability: Choose one heroic ability from the following options, each of which costs 11 wrath to use.
- «11» Excommunication: Melee 1 (Strike, Weapon), creature only.
Roll + M; {9/13/18} + M damage; I < POT, weakened (save ends).
Effect: At the end of each of your turns, a target weakened this way deals [2 x P] holy damage to each enemy within 2 squares of them.
Additionally, a target weakened this way can’t be targeted by their allies’ abilities.
- «11» Hand of the Gods: Ranged 10 (Strike, Weapon), creature only.
Roll + M; {10/15/21} + M damage.
Effect: Until the end of the encounter, while the target is judged by you, you can choose to make them the source of any of your abilities.
Additionally, the target counts as an ally for the purpose of flanking.
- «11» Pillar of Holy Fire: Melee 1 (Strike, Weapon), creature only.
Roll + M; {9/13/18} + M damage; I < POT, dazed (save ends).
Effect: At the end of each of your turns, a target dazed this way deals [2 x P] holy damage to each enemy within 2 squares of them.
- «11» Your Allies Turn on You! Ranged 10 (Strike, Weapon), creature only.
Roll + P; {5/9/12} + P damage; I < POT, slowed (save ends).
Effect: While the target is slowed this way, each of their allies who starts their turn within 5 squares of them must use a free maneuver
to make a free strike against the target. Additionally, while the target is slowed this way, each of their allies within 5
squares of them who can make a triggered free strike against a different creature must make the free strike against the target
instead.
Level 9 Censor Features
- Improved Implement of Wrath: The weapon you target with your Implement of Wrath feature gains the following additional benefits:
- The weapon’s wielder and each ally adjacent to them gain a +2 bonus to saving throws.
- At the end of each of the weapon wielder’s turns, each ally adjacent to the wielder makes a saving throw against each effect
on them that is ended by a saving throw.
- The weapon’s wielder has corruption immunity 10.
- 9th-Level Order Ability: Your censor order grants you a choice of heroic abilities.
Level 10 Censor Features
- Characteristic Increase: Your Might and Presence scores each increase to 5.
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- Skill: You gain one skill of your choice.
- Templar: You are the ultimate representation of your god’s justice in the timescape. Whenever you use your Judgment ability, you can
use a free triggered action to use a conduit domain effect associated with your chosen domain, or a domain you access with
virtue (see below). If the effect calls for the use of your Intuition score, you use your Presence score instead. If the effect
uses your conduit level, use your censor level instead.
Additionally, whenever you take a respite, you can open a portal to rest in the presence of your deity and bring along any
allies. When you do, you can ask your deity three questions, which the Director must answer honestly if your deity knows the
answers (though they might answer cryptically or incompletely). When you finish your respite, you and your allies can appear
at any location in the timescape where someone worships your deity.
While you rest in their presence, your god might also give you priority targets to enact justice upon. You and your allies
each have a double edge on power rolls made against such targets. If you attempt to open a portal to your deity again before
you have defeated your priority targets, you suffer your god’s wrath, as determined by the Director.
- Virtue: You have an epic resource called virtue. Each time you finish a respite, you gain virtue equal to the XP you gain. You can
spend virtue on your abilities as if it were wrath.
Additionally, you can spend 3 virtue to access one of your deity’s domains that you usually don’t have access to. When you
do, you can use that domain’s features until you finish another respite.
Virtue remains until you spend it.
- Wrath of the Gods: When you gain wrath at the start of each of your turns during combat, you gain 4 wrath instead of 3.
Censor Orders
Censor Exorcist Order
- [Level 1] Skill: You have the Read Person skill.
- [Level 1] Judgment Order Benefit: The first time on a turn that you use your Judgment ability to judge a creature, you can teleport up to [2 x P] squares. This
movement must take you closer to the judged creature. You do not need line of effect to your destination.
- [Level 2] Saint’s Vigilance: Any creature judged by you can’t use the Hide maneuver. Additionally, you gain an edge when searching for hidden creatures.
If you find a hidden creature, you can use your Judgment ability against them as a free triggered action.
- [Level 2] A Sense for Truth: If a creature is of a lower level than you, you automatically know when they are lying, though you don’t necessarily know
the actual truth behind their lie. Additionally, you gain an edge on tests made to detect lies or hidden motives.
- [Level 2] Exorcist Ability: Choose one of the following.
- «5» It Is Justice You Fear: Ranged 10 (Magic, Strike), creature only.
Roll + M; {8/12/15} + M holy damage; P < POT, frightened (save ends).
Effect: If the target is already frightened of you or another creature and this ability would frighten them again, they instead take
[2 x P] psychic damage.
- «5» Revelator: Maneuver. Area 3 burst (Magic). Each enemy in the burst [2 x P] holy damage. Additionally, each hidden target is automatically revealed and can’t become hidden
again until the start of your next turn. You can then use your Judgment ability against one target as a free triggered action.
- [Level 5] Evil Revealed: You automatically see through disguises and illusions created by creatures of your level or lower, and you gain an edge on
tests made to see through the disguises and illusions of more powerful creatures. Whenever you see through a creature’s disguise
or illusion, you can use your Judgment ability against them as a free triggered action.
- [Level 6] Exorcist Ability: Choose one of the following.
- «9» Begone! Area 3 burst (Magic).
Roll + P; {4/6/8} psychic damage; slide {3/5/7}.
- «9» Pain of Your Own Making: Free Triggered (you or an ally within distance gains a condition or effect that is ended by a saving throw or that ends at the end of their
turn).
Ranged 10 (Magic), the triggering creature. The effect ends on the target and is applied to the creature who imposed the effect on them. That creature also takes [3 x
P] damage.
- [Level 8] Demonologist: You treat your Renown as 2 higher than usual when dealing with demons, devils, and other agents of chaos. If you successfully
complete a negotiation with one of these creatures, you gain an edge on power rolls made against them and can use your Judgment
ability against them as a free triggered action before an encounter begins.
- [Level 9] Exorcist Ability: Choose one of the following.
- «11» Banish: Melee 1 (Strike, Weapon), creature only.
Roll + M; {5/8/11} + M damage; P < POT, the target is banished (save ends).
Effect: This ability gains an edge against demons, devils, undead, and creatures not native to your current world. If you know the
target’s true name, this ability has a double edge. While banished, the target is sent to another manifold in the timescape
and removed from the encounter map. A banished target can do nothing but make saving throws, and takes 10 holy damage each
time they do so. If the target is reduced to 0 Stamina while banished, they are lost to the timescape.
- «11» Terror Manifest: Ranged 10 (Magic, Strike), creature only.
Roll + P; {7/10/13} + P psychic damage; P < POT, frightened (save ends).
Effect: While frightened this way, if a target who is a leader or solo creature is winded, they take an extra 25 psychic damage. If
a target frightened this way is not a leader or solo creature and is winded, they are reduced to 0 Stamina.
Censor Oracle Order
- [Level 1] Skill: You have the Magic skill.
- [Level 1] Judgment Order Benefit: The first time on a turn that you use your Judgment ability to judge a creature, you can deal [2 x P] holy damage to the judged
creature.
- [Level 2] It Was Foretold: At the start of an encounter, you can take one main action before any other creature and before your first turn. Additionally,
whenever the Director calls for a montage test, you can make one free test before the montage begins, which counts as an earned
success or failure as usual.
- [Level 2] Judge of Character: Whenever you would make an Intuition test, you can make a Presence test instead.
- [Level 2] Oracle Ability: Choose one of the following.
- «5» Prescient Grace: Triggered (an enemy within 10 squares starts their turn).
Ranged 10 (Magic), self or one ally. You can spend a Recovery to allow the target to regain Stamina equal to your recovery value. The target can then take their
turn immediately before the triggering enemy.
- «5» With My Blessing: Main Action. Ranged 10 (Magic), self or one ally. The target can use a free triggered action to use a strike signature ability or a strike heroic ability, and has a double
edge on that ability. If a heroic ability is chosen, reduce its Heroic Resource cost by 3 (to a minimum cost of 0).
- [Level 5] Prophecy: Each time you earn 1 or more Victories, you can make a number of 2d10 rolls equal to the number of Victories you earned. Record
each roll in order. Then whenever you or a creature within 10 squares makes a power roll, you can use a free triggered action
to replace the total on the dice with your first recorded roll.
You discard each roll as it is used, and each time you earn Victories, you add new rolls to the bottom of the list. Any unused
rolls are discarded when you finish a respite.
- [Level 6] Oracle Ability: Choose one of the following.
- «9» Burden of Evil: Maneuver. Ranged 10 (Magic, Strike), three enemies.
Roll + P; slide {3/5/7}; I < POT, dazed (save ends).
- «9» Edict of Peace: Maneuver. Area 3 aura (Magic). Until the end of the encounter or until you are dying, whenever an enemy in the aura takes a triggered action or a free triggered
action, that action is negated and the target takes [P] holy damage.
- [Level 8] Their Past Revealed: While speaking with any creature, you can make a Presence test to see visions from their past.
- 17+: You see a clear view of any subject related to the creature’s past that you wish to understand.
- 12-16: You see two visions, one false and one true.
- ≤11: You lose 2d6 Stamina.
- [Level 9] Oracle Ability: Choose one of the following.
- «11» Blessing and a Curse: Triggered (a creature within distance makes a power roll).
Ranged 10 (Magic), the triggering creature. The target obtains a tier 1 or tier 3 outcome on their power roll (your choice). You can then choose another target within
distance, who obtains the opposite outcome on their next power roll.
- «11» Fulfill Your Destiny: Triggered (you or another hero ends their turn).
Ranged 10 (Magic), one ally. The target takes their turn after the triggering hero, and immediately removes all conditions and negative effects on themself.
During their turn, the target has a double edge on power rolls.
Censor Paragon Order
- [Level 1] Skill: You have the Lead skill.
- [Level 1] Judgment Order Benefit: The first time on a turn that you use your Judgment ability to judge a creature, you can vertical pull the judged creature
up to [2 x P] squares.
- [Level 2] Lead by Example: While you are adjacent to a creature, your allies gain the benefits of flanking against that creature. Additionally, your
allies gain an edge on tests made to aid other creatures with their tests.
- [Level 2] Stalwart Icon: You gain an edge on tests made to intimidate or persuade others.
- [Level 2] Paragon Ability: Choose one of the following.
- «5» Blessing of the Faithful: Maneuver. Area 3 aura (Magic), self and each ally in the area. Until the end of the encounter or until you are dying, each target gains 1 surge at the end of each of your turns.
- «5» Sentenced: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + P; {5/9/12} + P damage; P < POT, restrained (save ends).
Effect: While the target is restrained this way, your abilities that impose forced movement can still move them.
- [Level 5] Stand Fast! At the start of each of your turns, you can spend 1d6 Stamina to end one effect on you that is ended by a saving throw or
that ends at the end of your turn. Any ally who starts their turn within 5 squares of you can also spend Stamina to gain this
benefit.
- [Level 6] Paragon Ability: Choose one of the following.
- «9» Congregation: Melee 1 (Strike, Weapon), creature only.
Roll + M; {8/12/16} + M damage; as a free triggered action, {1/1/2} ally or allies within 10 squares of the target can use a strike
signature ability against the target. {roll 12+} That ability gains an edge against the target.
Effect: Each ally can shift up to 2 squares and gains 2 surges before making the strike.
- «9» Intercede: Free Triggered (a creature makes a strike against an ally within distance).
Ranged 10 (Magic), the triggering ally. The target is unaffected by the strike and you become the target instead, even if you aren’t a valid target for it. You take
half the damage from the strike, and the target gains 3 surges.
- [Level 8] Vow: If you convince a creature to take an oath, they can’t break it for 7 days. If you take an oath, you can’t break it for 7
days.
- [Level 9] Paragon Ability: Choose one of the following.
- «11» Apostate: Melee 1 (Strike, Weapon), creature only.
Roll + M; {13/19/26} + M holy damage.
Effect: Until the end of the encounter or until you are dying, the target has damage weakness 10.
- «11» Edict of Unyielding Resolve: Maneuver. Area 2 aura (Magic), self and each ally in the area. Until the end of the encounter or until you are dying, each target who starts their turn in the area gains 10 temporary Stamina.
Censor Domains
Censor Creation Domain
- [Level 1] Skill: You gain a skill from the crafting skill group.
- [Level 1] Hands of the Maker: Maneuver. Self (Magic). You create a mundane object of size 1S or smaller. You can maintain up to [P] objects created this way. You can destroy an
object created this way with a thought, no matter how far you are from it (no action required).
- [Level 4] Improved Hands of the Maker: When you use your Hands of the Maker ability, you can create a mundane object that is size 2 or smaller.
- [Level 7] Divine Quartermaster: Each time you finish a respite, you can choose a treasure with a project goal of [L x 50] or less. You gain a divine version
of this treasure that lasts until you finish another respite or it is consumed.
Censor Death Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Grave Speech: Maneuver. Melee 1 (Magic), one dead creature. You can speak to the target if they are a creature who has died within the last 24 hours and who can speak a language you
know, even if they are just a head. The target regards you as they would have in life, and you might need to make tests to
influence them and convince them to speak with you. The trauma of dying can make a creature’s memory of that event hazy, but
the target otherwise knows all they knew in life. After 1 minute, the effect ends. You can’t use this ability on the same
creature twice.
- [Level 4] Seance: As a respite activity, you speak the name of a creature who died and isn’t undead. If the creature’s spirit is free and willing
to speak with you, they appear and you can have a conversation with them. During this time, the creature responds to you as
they would have in life. If the creature isn’t free or willing to appear, you can speak another name or choose another respite
activity.
- [Level 7] Word of Death Deferred: When an ally within distance of your My Life for Yours ability dies and you are not dying, you can use a free triggered action
to instead have that ally fall unconscious until they regain Stamina.
Additionally, your abilities deal an extra 5 damage to winded creatures.
Censor Fate Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Oracular Visions: Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares
makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test.
You lose any remaining fate points when you finish a respite.
- [Level 4] Oracular Warning: Each time you finish a respite, you can share the vague dreams of the future granted to you by the gods with allies who finished
the respite with you. These premonitions help you and your allies stay alive, granting each of you [L+10] temporary Stamina
that lasts until you finish another respite.
- [Level 7] Word of Fate Denied: When an ally within 10 squares takes damage that would leave them dying, you can use a free triggered action to make yourself
or another willing creature within 10 squares of you the target of the triggering damage instead. The creature you choose
takes the damage and suffers any effects associated with it, and that damage can’t be reduced in any way.
Censor Knowledge Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Blessing of Comprehension: You are considered fluent in all languages for the purpose of understanding the project source for any crafting or research
project.
- [Level 4] Saint’s Epiphany: At the start of a respite, you can inspire yourself or another creature taking the same respite with divine knowledge. If
the target makes a project roll during this respite, they can add [1d10 + P] to the roll.
- [Level 7] Gods’ Library: You can gain access to information you need through prayer, so that you no longer require research materials for crafting
and research projects. Additionally, you add +[L] to project rolls you make for crafting and research projects. You also have
any skills in the lore skill group you don’t already have, and you gain a number of skills from any other skill groups equal
to the number of skills you had in the lore skill group before you gained this feature.
Censor Life Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Revitalizing Ritual: Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of
a divine ritual. The chosen character gains a +[L] bonus to their recovery value that lasts until you finish another respite.
- [Level 4] Blessing of Life: Whenever an ally within distance of your My Life for Yours ability regains Stamina, they regain +[P] additional Stamina.
- [Level 7] Font of Grace: Each time you use your My Life for Yours ability, you gain 1 wrath that can be spent only on that ability during the same
turn. If you don’t use this wrath, it is lost. Additionally, the target of My Life for Yours gains 10 temporary Stamina.
Censor Love Domain
- [Level 1] Skill: You gain a skill from the interpersonal skill group.
- [Level 1] Blessing of Compassion: You gain an edge on any test made to assist another creature with a test.
Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1
(to a maximum of 5), and the first test made to influence them gains an edge.
- [Level 4] Invocation of the Heart: As a main action, you forge a bond of love and friendship with one willing creature you touch. While this bond is active,
you can telepathically speak with the creature over any distance, including across different worlds. Additionally, while this
bond is active, you can attempt to assist the creature with any test they make regardless of their proximity to you. You can
maintain only one bond at a time, and you can end a bond at any time (no action required).
- [Level 7] Covenant of the Heart: You can maintain bonds with up to three willing creatures using your Invocation of the Heart feature. Additionally, you have
the following ability.
- Guided to Your Side: Main Action. Ranged 10 (Magic), self and each ally. Each target is teleported to unoccupied spaces within 5 squares of a willing creature who you are bonded to with your Invocation
of the Heart feature. You don’t need line of effect to the bonded creature but you must be on the same world.
Censor Nature Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Faithful Friend: Main Action. Self (Magic). You conjure a spirit that takes the form of any animal you have seen. The incorporeal animal has speed 5 and can fly, but
can’t physically interact with the world. While you are within 10 squares of the spirit, you automatically sense everything
that type of animal would sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no
action required). If the spirit takes any damage, they are dismissed and you take 1d10 psychic damage that can’t be reduced
in any way.
- [Level 4] Wode Road: As a main action, you touch a living tree and make it part of a divine transportation network. You can maintain up to [P]
trees in your network. Whenever you touch any tree in your network, you can use a main action to teleport yourself and any
willing creatures within 10 squares of you to a tree in your network on the same world. If a tree in your network dies, it
is no longer part of the network. You can remove a tree from your network no matter your distance from it, including across
different worlds (no action required).
- [Level 7] Nature’s Bounty: When you finish a respite, you can prepare a magic meal using local flora for any companions who rested with you. Choose two
of the following benefits for creatures who consume the meal:
- Each creature gains immunity [L] to acid, cold, corruption, fire, lightning, poison, or sonic damage. You can choose this
benefit twice, choosing a different damage immunity each time.
- Each creature gains 20 temporary Stamina.
- Each creature gains a +1 bonus to speed.
- Each creature gains a +1 bonus to saving throws.
- Each creature gains an edge on tests made to influence other creatures.
Each benefit lasts until the creature who gains it finishes another respite.
Censor Protection Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Protective Circle: You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature.
The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you
designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can’t
be targeted by strikes.
- [Level 4] Impervious Touch: As a maneuver, you can touch an object of size [B] or smaller and place a protective spell on it. The object has immunity
all to untyped damage. You can maintain this spell on up to [B] objects, and you can end the spell on any object at any time
(no action required).
Additionally, you can place this spell on a building or vehicle (or a similar structure with the Director’s approval) that
is of a size larger than [B]. You can place the spell on only one such target at a time, and you can maintain the spell on
the larger target and smaller targets simultaneously.
- [Level 7] Blessing of Iron: While you are not dying, enemies take a bane on strikes against you or any ally within 3 squares of you.
Censor Storm Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Blessing of Fortunate Weather: Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite,
the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of
weather, each of which grants a benefit to you and your allies:
- Clear: You and your allies gain an edge on tests that use the Search or Navigate skills.
- Foggy: You and your allies gain an edge on tests that use the Hide skill.
- Overcast: You and your allies gain an edge on tests that use the Endurance skill.
- Precipitation: When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill.
If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features
negate each other where their areas overlap.
- [Level 4] Windwalk: While you have 5 or more Victories, you can fly. If you can already fly, you have a +2 bonus to speed while flying instead.
- [Level 7] Ride the Lightning: Whenever you use an ability to deal rolled damage to another creature, the ability deals +[P] extra lightning damage. Additionally,
if you use an ability that force moves a creature, the forced movement distance gains a +[P] bonus. While you are under the
effect of your Windwalk feature, lightning enhances your locomotion to grant you a +[M] bonus to speed. If Windwalk already
grants you a bonus to speed, this bonus adds to that.
Censor Sun Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Inner Light: Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of
a divine ritual. You place a ray of morning light into the chosen character’s soul, granting them a +1 bonus to saving throws
that lasts until you finish another respite.
- [Level 4] Light of Revelation: As a maneuver, you make your body shine brightly, illuminating your space and each square within 5 squares until you dismiss
the light (no action required). This light shines through any darkness. Hidden creatures in the area are automatically revealed,
and creatures in the light, including you, can’t hide. While this feature is active, you gain an edge on tests made to notice
hidden objects and entrances and to detect supernatural illusions.
- [Level 7] Light of the Burning Sun: Whenever you use an ability to deal rolled damage to another creature, that ability deals an extra 5 fire damage, or an extra
15 fire damage if the creature is undead. Additionally, you have fire immunity [L], which is added to any other fire immunity
you have.
Censor Trickery Domain
- [Level 1] Skill: You gain a skill from the intrigue skill group.
- [Level 1] Inspired Deception: Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Presence on the test instead
of another characteristic.
- [Level 4] Blessing of Secrets: Maneuver. Area 3 aura (Magic), self and each ally in the area. Each creature in the area has a double edge on tests made to hide or sneak. The aura lasts until you end it (no action required)
or until a target harms or deals damage to a creature or object.
- [Level 7] «9» Trinity of Trickery: Maneuver. Ranged 10 (Magic), self or one ally. You create two illusory duplicates of the target, which appear anywhere within distance. These duplicates last until the end
of the encounter. On each of their turns, the target can move each duplicate up to their speed. If the target is targeted
by an ability, they can use a free triggered action to switch places with a duplicate within their line of effect, making
the duplicate the target of the ability instead. When either duplicate takes damage, it is destroyed.
Censor War Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Sanctified Weapon: As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities
that use the weapon. This benefit lasts until you finish another respite.
- [Level 4] Improved Sanctified Weapon: The weapon improved by your Sanctified Weapon feature grants a +3 bonus to rolled damage instead of +1.
- [Level 7] Your Triumphs Are Remembered: Whenever you finish a respite, you and any other heroes who rested with you regain 1 Victory after your Victories are converted
to XP. This Victory isn’t converted into XP at the end of a subsequent respite.
Conduit
- Starting Characteristics: Intuition 2 and your choice of array for other characteristics:
- 2, 2, −1, −1
- 2, 1, 1, −1
- 2, 1, 0, 0
- 1, 1, 1, 0
- Potency: Intuition – {2/1/0}
- Stamina: 18 (+6 per extra level)
- Recoveries: 8
- Skills: Choose any two skills from the interpersonal or lore skill groups.
Make the following selections for your class.
- Deity and Domains: Choose a god or saint who your character reveres. Pick two domains from their portfolio. Your choice of domains is your subclass,
and determines many of the features you’ll gain from new levels.
Level 1 Conduit Features
- Piety: You start combat with piety equal to your number of Victories. At the start of your turn you gain 1d3 piety. You can pray
for more piety and your roll gains the following additional effects:
- Roll of 1: +1 piety but take 1d6 + [L] psychic damage which can’t be reduced in any way.
- Roll of 2: +1 piety.
- Roll of 3: +2 piety and can activate a domain prayer effect of your choice.
- Domain Piety and Effects: Your choice of domains provides you with two additional ways to earn piety during combat, as triggered by specific events.
You might even have a single event trigger both your piety effects.
Additionally, whenever you activate a domain prayer effect by praying for piety at the start of your turn and rolling a 3,
you can choose one of your domains and have that domain’s prayer effect activate immediately.
- 1st-Level Domain Features: Choose one of your domains. You gain the skill option and domain feature from that domain.
- Healing Grace: Maneuver. Ranged 10 (Magic), self or one ally. The target can spend a Recovery.
Spend «1+»: For each piety spent, choose one of the following enhancements:
- You can target one additional ally within distance.
- You can end one effect on a target that is ended by a saving throw or that ends at the end of their turn.
- A prone target can stand up.
- A target can spend 1 additional Recovery.
- Ray of Wrath (Free Strike): Ranged 10 (Magic, Strike).
Roll + I; {2/4/6} + I damage.
Effect: You can have this ability deal holy damage.
Triggered Action: Choose one of the following triggered actions.
- Word of Guidance: Triggered (an ally within distance makes an ability roll for a damage-dealing ability).
Ranged 10 (Magic), the triggering ally. The power roll gains an edge.
Spend «1»: The power roll has a double edge.
- Word of Judgment: Triggered (an ally within distance would take damage from an ability that uses a power roll).
Ranged 10 (Magic), the triggering ally. The power roll takes a bane against the target.
Spend «1»: The power roll has a double bane against the target.
Prayer: Choose one of the following prayers. You can change your prayer along with your ward (see below) by praying to your god as
a respite activity.
- Prayer of Destruction: You gain a +1 bonus to rolled damage with magic abilities.
- Prayer of Distance: You have a +2 bonus to the distance of your ranged magic abilities.
- Prayer of Soldier’s Skill: You can wear light armor and wield light weapons effectively, even though you don’t have a kit. While you wear light armor,
you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon,
you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon
treasures.
If you have a kit, you can’t take this blessing.
- Prayer of Speed: You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.
- Prayer of Steel: You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus
to stability.
Conduit Ward: Choose one of the following wards. You can change your ward along with your prayer (see above) by praying to your god as a
respite activity.
- Bastion Ward: You gain a +1 bonus to saving throws.
- Quickness Ward: Whenever an adjacent creature deals damage to you, you can shift [I] squares after the damage is dealt.
- Sanctuary Ward: Whenever another creature damages you, that creature can’t target you with a strike until you harm them or one of their allies,
or until the end of their next turn.
- Spirit Ward: Whenever an adjacent creature deals damage to you, they take [I] corruption damage.
Signature Abilities: Choose two signature abilities from the following options.
- Blessed Light: Ranged 10 (Magic, Strike).
Roll + I; {3/5/8} + I holy damage.
Effect: One ally within distance gains {1/2/3} surge(s).
- Drain: Melee 1 (Magic, Strike), creature only.
Roll + I; {2/5/7} + I corruption damage.
Effect: You or one ally within distance can spend a Recovery.
- Holy Lash: Ranged 10 (Magic, Strike).
Roll + I; {3/5/8} + I holy damage; vertical pull {2/3/4}.
- Lightfall: Area 2 burst (Magic).
Roll + I; {2/3/5} holy damage.
Effect: You can teleport yourself and each ally in the area to unoccupied spaces in the area.
- Sacrificial Offer: Ranged 10 (Magic, Strike), creature only.
Roll + I; {2/4/6} + I corruption damage.
Effect: Choose yourself or one ally within distance. That character can impose a bane on one power roll made against them before the
end of their next turn.
- Staggering Curse: Melee 1 (Magic, Strike).
Roll + I; {3/5/8} + I holy damage; slide {1/2/3}.
- Warrior’s Prayer: Ranged 10 (Magic, Strike), creature only.
Roll + I; {3/6/9} + I holy damage.
Effect: You or one ally within distance gains [I] temporary Stamina.
- Wither: Ranged 10 (Magic, Strike).
Roll + I; {3/5/8} + I corruption damage; P < POT, the target takes a bane on their next power roll.
3-Piety Ability: Choose one heroic ability from the following options, each of which costs 3 piety to use.
- «3» Call the Thunder Down: Area 3 cube within 10 (Magic, Ranged).
Roll + I; {2/3/5} sonic damage; push {1/2/3}.
Effect: You can push each willing ally in the area the same distance, ignoring stability.
- «3» Font of Wrath: Main Action. Ranged 10 (Magic), special. You summon a spirit of size 2 who can’t be harmed, and who appears in an unoccupied space within distance. The spirit lasts
until the end of your next turn. You and your allies can move through the spirit’s space, but enemies can’t. Any enemy who
moves within 2 squares of the spirit for the first time in a combat round or starts their turn there takes [I] holy damage.
- «3» Judgment’s Hammer: Ranged 10 (Magic, Strike).
Roll + I; {3/6/9} + I holy damage; A < POT, prone {roll 17+} and can’t stand (save ends).
- «3» Violence Will Not Aid Thee: Ranged 10 (Magic, Strike), creature only.
Roll + I; {3/6/9} + I lightning damage.
Effect: The first time on a turn that the target deals damage to another creature, the target of this ability takes 1d10 lightning
damage (save ends).
5-Piety Ability: Choose one heroic ability from the following options, each of which costs 5 piety to use.
- «5» Corruption’s Curse: Ranged 10 (Magic, Strike).
Roll + I; {3/6/9} + I corruption damage; M < POT, damage weakness 5 (save ends).
- «5» Curse of Terror: Ranged 10 (Magic, Strike), creature only.
Roll + I; {6/9/13} + I holy damage; I < POT, frightened (save ends).
- «5» Faith Is Our Armor: Maneuver. Ranged 10 (Magic), four allies. You can target yourself instead of one ally with this ability.
Roll + I; the target gains {5/10/15} temporary Stamina.
- «5» Sermon of Grace: Main Action. Area 4 burst (Magic), each ally in the area. Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that
is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.
Level 2 Conduit Features
- The Lists of Heaven: Whenever you allow another creature to spend a Recovery, you can also spend a Recovery.
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- 2nd-Level Domain Feature: Choose the domain you did not select at 1st level. You gain the 1st-level skill option and domain feature for that other domain.
- 2nd-Level Domain Ability: Choose one of your domains. You gain a heroic ability from that domain.
Level 3 Conduit Features
- Minor Miracle: As a respite activity, you can perform a religious ritual and beseech the gods to restore a dead creature to life. You must
have at least half the creature’s remains, and they must have died within the last 24 hours from an effect that isn’t age
related. The creature’s soul must be willing to return to life for the ritual to work. If they are not willing, you instinctively
understand that as you start the respite activity and can cease it immediately.
A creature with a willing soul returns to life at the end of the respite with full Stamina and half their Recoveries. You
regain only half your Recoveries at the end of the respite.
7-Piety Ability: Choose one heroic ability from the following options, each of which costs 7 piety to use.
- «7» Fear of the Gods: Area 5 cube within 10 (Magic, Ranged).
Roll + I; {6/9/13} psychic damage; I < POT, frightened (save ends).
Effect: Each target is frightened of you or a creature you choose within distance.
- «7» Saint’s Raiment: Maneuver. Ranged 10 (Magic), one ally. The target gains 20 temporary Stamina and 3 surges.
- «7» Soul Siphon: Ranged 10 (Magic, Strike), one enemy.
Roll + I; {7/10/15} + I corruption damage.
Effect: One ally within distance can spend any number of Recoveries.
- «7» Words of Wrath and Grace: Area 5 burst (Magic).
Roll + I; {2/5/7} holy damage.
Effect: Each ally in the area can spend a Recovery.
Level 4 Conduit Features
- Blessed Domain: Whenever you gain piety from a domain piety feature, you gain 1 additional piety.
- Characteristic Increase: Your Intuition score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of
3.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
- 4th-Level Domain Feature: Choose one of your domains. You gain a domain feature for that domain.
Level 5 Conduit Features
- 5th-Level Domain Feature: You gain the 4th-level domain feature for the domain whose feature you didn’t select at that level.
9-Piety Ability: Choose one heroic ability from the following options, each of which costs 9 piety to use.
- «9» Beacon of Grace: Ranged 10 (Magic, Strike), creature only.
Roll + I; {8/13/17} + I holy damage.
Effect: Until the end of the encounter, whenever you or any ally damages the target using an ability, that creature can spend a Recovery.
If the target is reduced to 0 Stamina before the end of the encounter, you can use a free triggered action to move this effect
to another creature within distance.
- «9» Penance: Area 4 cube within 10 (Magic, Ranged).
Roll + I; {4/7/11} corruption damage; I < POT, prone and can’t stand (save ends).
- «9» Sanctuary: Maneuver. Ranged 10 (Magic), self or one ally. The target is removed from the encounter map until the start of their next turn and can spend any number of Recoveries. At
the start of their turn, the target reappears in the space they left or the nearest unoccupied space of their choice.
- «9» Vessel of Retribution: Maneuver. Ranged 10 (Magic), self or one ally. The first time the target is dying or winded before the end of the encounter, each enemy within 5 squares of them takes 15
holy damage.
Level 6 Conduit Features
- Burgeoning Saint: You have the following benefits:
- You gain an edge on Presence tests made to interact with other creatures.
- Whenever you deal damage to an enemy, you can spend a Recovery.
- You have corruption immunity 10 or holy immunity 10 (your choice).
- Your clothing and equipment changes in a way that reflects your status as your deity’s chosen champion, such as ordinary robes
turning into gold vestments or a simple dagger becoming a wicked blade with intricate etching.
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- 6th-Level Domain Ability: Choose one of your domains. You gain a heroic ability from that domain.
Level 7 Conduit Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Faithful’s Reward: When you roll for piety at the start of your turn in combat, you gain 1d3 + 1 piety.
- Skill: You gain one skill of your choice.
- 7th-Level Domain Feature: Choose one of your domains. You gain a domain feature for that domain.
Level 8 Conduit Features
- Perk: You gain one perk of your choice.
- 8th-Level Domain Feature: You gain the 7th-level domain feature for the domain whose feature you didn’t select at that level.
11-Piety Ability: Choose one heroic ability from the following options, each of which costs 11 piety to use.
- «11» Arise! Main Action. Ranged 10 (Magic), self or one ally. The target can spend any number of Recoveries, can end any effects on them that are ended by a saving throw or that end at
the end of their turn, and can stand up if they are prone. Additionally, at the start of each of their turns until the end
of the encounter or until they are dying, the target gains 3 surges.
- «11» Blessing of Steel: Maneuver. Area 5 aura (Magic), self and each ally in the area. Until the end of the encounter, any ability roll made against a target takes a bane and each target has damage immunity 5.
- «11» Blessing of the Blade: Maneuver. Area 5 aura (Magic), self and each ally in the area. At the end of each of your turns until the end of the encounter or until you are dying, each target gains 3 surges.
- «11» Drag the Unworthy: Ranged 10 (Magic, Strike).
Roll + I; {9/13/18} + I holy damage; slide {3/4/6}.
Effect: Each ally the target comes adjacent to during the forced movement can spend a Recovery.
Level 9 Conduit Features
- Faith’s Sword: Each time you finish a respite, you can choose a willing hero ally who finished the respite with you. That ally gains the
benefits of your Burgeoning Saint feature until you finish another respite. Additionally, you can spend piety as a free maneuver
to give the hero 1 of their Heroic Resource for every 2 piety spent.
- Ordained: Your characteristic scores are treated as 1 higher for the purpose of resisting potencies. Additionally, while you have 5
or more Victories, you speak with the voice of your deity. You have a double edge on Presence tests made to influence other
creatures.
- 9th-Level Domain Ability: Choose one of your domains. You gain a heroic ability from that domain.
Level 10 Conduit Features
- Avatar: You are now an avatar of your god! When you use your Prayer feature, you can be affected by up to three prayers at once, and
you can change all those prayers and your ward as a respite activity. You can also use a maneuver to activate one of your
domain piety effects without needing to pray.
Additionally, whenever you take a respite, you can open a portal to rest in the presence of your deity and bring along any
allies. When you do, you can ask your deity three questions, which the Director must answer honestly if your deity knows the
answers (though they might answer cryptically or incompletely). When you finish your respite, you and your allies can appear
at any location in the timescape where someone worships your deity.
- Characteristic Increase: Your Intuition score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of
5.
- Divine Power: You have an epic resource called divine power. Each time you finish a respite, you gain divine power equal to the XP you gain.
You can spend divine power on your abilities as if it were piety.
Additionally, you can spend divine power as if it were piety to use any conduit abilities you don’t have, as the gods answer
your prayers with temporary and unique gifts. If you use a conduit ability you don’t have that usually costs no piety, you
must spend 1 divine power to use it.
Divine power remains until you spend it.
- Most Pious: When you roll for piety at the start of your turn in combat and you pray, you gain 1 additional piety.
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- Skill: You gain one skill of your choice.
Conduit Domains
You gain benefits from either of your domains as you advance in levels.
- At level 1, you gain the skill option associated with your chosen domain feature, and at level 2 you gain the skill option
associated with your other domain.
- At level 1, you gain the domain piety and effects for both your domains.
- At levels 1, 4, and 7, you gain the domain feature for one of your domains, of your choice.
- At levels 2, 5, and 8, you gain the domain feature for your other domain, not chosen at the previous level.
- At levels 2, 6, and 9, you gain the heroic ability for only one of your domains, of your choice.
Conduit Creation Domain
- [Level 1] Skill: You gain a skill from the crafting skill group.
- [Level 1] Creation Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares uses an area ability.
- Prayer Effect: You summon the forces of creation and create a size [I] wall of stone within 10 squares. The wall lasts until the end of
the encounter.
- [Level 1] Hands of the Maker: Maneuver. Self (Magic). You create a mundane object of size 1S or smaller. You can maintain up to [I] objects created this way. You can destroy an
object created this way with a thought, no matter how far you are from it (no action required).
- [Level 2] «5» Statue of Power: Maneuver. Ranged 10 (Magic), special. A size 2 statue rises out of the ground in an unoccupied space within distance and lasts until the end of the encounter. While
within 3 squares of the statue, you gain 1 surge at the start of each of your turns. Each ally within 3 squares of the statue
gains this same benefit. The statue is destroyed if it takes 20 or more damage. It has immunity all to poison and psychic
damage.
- [Level 4] Improved Hands of the Maker: When you use your Hands of the Maker ability, you can create a mundane object that is size 2 or smaller.
- [Level 6] «9» Gods’ Machine: Ranged 10 (Magic), special. You conjure a size 2 rolling machine that appears in an unoccupied space within distance. The machine has 50 Stamina and immunity
all to poison and psychic damage. It disappears at the end of the encounter, if its Stamina drops to 0, or if you are dying.
When the machine first appears, make the following power roll once, targeting each enemy adjacent to it.
Roll + I; {3/5/8} damage
Effect: Once on each subsequent turn, you can use a free maneuver to move the machine up to [I] squares and then repeat the power
roll.
- [Level 7] Divine Quartermaster: Each time you finish a respite, you can choose a treasure with a project goal of [L x 50] or less. You gain a divine version
of this treasure that lasts until you finish another respite or it is consumed.
- [Level 9] «11» Divine Dragon: Ranged 10 (Magic), special. You conjure a size 4 dragon that appears in an unoccupied space within distance. The dragon has speed 6 and can fly, stability
4, 100 Stamina, immunity all to fire damage, and uses your characteristics. The dragon disappears at the end of the encounter,
if their Stamina drops to 0, or if you are dying.
On subsequent turns, you can use a main action to command the dragon to breathe magic fire in a 3 cube within 1 square of
them. Make the following power roll targeting each enemy in the area.
Roll + I; {5/9/12} fire damage
Effect: Additionally, you can use a maneuver to move the dragon up to their speed, or to make a melee weapon strike with their claw
against an adjacent creature or object. The dragon can also make this strike as a free strike.
Roll + I; {3/5/8} + I damage
Conduit Death Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Death Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares who isn’t a minion is reduced to 0 Stamina,
or the first time in an encounter that a solo creature within 10 squares becomes winded.
- Prayer Effect: You inflict a deadly curse on up to two enemies within 10 squares of you. Each target takes [2 x I] corruption damage.
- [Level 1] Grave Speech: Maneuver. Melee 1 (Magic), one dead creature. You can speak to the target if they are a creature who has died within the last 24 hours and who can speak a language you
know, even if they are just a head. The target regards you as they would have in life, and you might need to make tests to
influence them and convince them to speak with you. The trauma of dying can make a creature’s memory of that event hazy, but
the target otherwise knows all they knew in life. After 1 minute, the effect ends. You can’t use this ability on the same
creature twice.
- [Level 2] «5» Reap: Maneuver. Ranged 10 (Magic), each ally. Until the start of your next turn, each time a target kills an enemy, they regain [I + 5] Stamina.
- [Level 4] Seance: As a respite activity, you speak the name of a creature who died and isn’t undead. If the creature’s spirit is free and willing
to speak with you, they appear and you can have a conversation with them. During this time, the creature responds to you as
they would have in life. If the creature isn’t free or willing to appear, you can speak another name or choose another respite
activity.
- [Level 6] «9» Aura of Souls: Maneuver. Area 4 aura (Magic), each creature in the area. Until the end of the encounter or until you are dying, at the end of each of your turns, you can slide each creature in the
area up to [I] squares. This forced movement ignores stability for your allies.
- [Level 7] Word of Death Deferred: When an ally within distance of your Healing Grace ability dies and you are not dying, you can use a free triggered action
to instead have that ally fall unconscious until they regain Stamina.
Additionally, your abilities deal an extra 5 damage to winded creatures.
- [Level 9] «11» Word of Final Redemption: Free Triggered (a creature within distance dies).
Ranged 10 (Magic), the triggering creature. Before the target dies, you can look at their stat block and force them to use one ability that is a main action or a maneuver.
If the ability costs a Heroic Resource or Malice, the creature can use it without any cost. For the purpose of using this
ability, your allies and enemies are the target’s allies and enemies, and you decide who the ability targets.
Conduit Fate Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Fate Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that an ally within 10 squares obtains a tier 3 outcome on a power roll,
or an enemy within 10 squares obtains a tier 1 outcome on a power roll.
- Prayer Effect: You call on the forces of fate to create a reliable future. Choose a creature within 10 squares. That creature automatically
obtains a tier 1 or tier 3 outcome (your choice) on their next power roll made before the end of the encounter.
- [Level 1] Oracular Visions: Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares
makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test.
You lose any remaining fate points when you finish a respite.
- [Level 2] «5» Blessing of Fate and Destiny: Main Action. Ranged 10 (Magic), three creatures. You can target yourself instead of one creature with this ability. Choose one of the following effects, which lasts until
the end of the encounter or until you are dying:
- Whenever a target makes a power roll, they can roll three dice and choose which two rolls to use.
- Whenever a target makes a power roll, they must roll three dice and use the lowest two rolls.
- [Level 4] Oracular Warning: Each time you finish a respite, you can share the vague dreams of the future granted to you by the gods with allies who finished
the respite with you. These premonitions help you and your allies stay alive, granting each of you [L+10] temporary Stamina
that lasts until you finish a respite.
- [Level 6] «9» Your Story Ends Here: Ranged 10 (Magic, Strike), creature only.
Roll + I; {9/14/19} + I corruption damage; R < POT, weakened (save ends).
Effect: If this damage kills the target, you and each ally within distance can spend a Recovery.
- [Level 7] Word of Fate Denied: When an ally within 10 squares takes damage that would leave them dying, you can use a free triggered action to make yourself
or another willing creature within 10 squares of you the target of the triggering damage instead. The creature you choose
takes the damage and suffers any effects associated with it, and that damage can’t be reduced in any way.
- [Level 9] «11» Bend Fate: Main Action. Ranged 10 (Magic), self or one ally. Until the end of the encounter or until you are dying, each of the target’s power rolls has its outcome improved by one tier.
Conduit Knowledge Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Knowledge Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that the Director spends Malice.
- Prayer Effect: Choose up to five allies within 10 squares of you, or choose yourself instead of one ally. Each target gains 1 surge.
- [Level 1] Blessing of Comprehension: You are considered fluent in all languages for the purpose of understanding the project source for any research or crafting
project.
- [Level 2] «5» The Gods Command You Obey: Ranged 10 (Magic, Strike), creature only.
Roll + I; {4/7/11} + I holy damage; P < POT, before taking damage, the target:
- ≤11: Makes a free strike against a target you choose.
- 12-16: Uses an ability of your choice and you choose any targets for that ability.
- 17+: Shifts up to their speed to a location you choose, uses an ability of your choice, and you choose any targets for that
ability.
- [Level 4] Saint’s Epiphany: At the start of a respite, you can inspire yourself or another creature taking the same respite with divine knowledge. If
the target makes a project roll during this respite, they can add [1d10 + I] to the roll.
- [Level 6] «9» Invocation of Undoing: Area 4 burst (Magic).
Roll + I; {3/6/9} sonic damage; push {3/5/7}.
Special: You can choose to have this ability deal damage to and push objects, and to deal damage to buildings.
- [Level 7] Gods’ Library: You can gain access to information you need through prayer, so that you no longer require research materials for crafting
and research projects. Additionally, you add +[L] to project rolls you make for crafting and research projects. You also have
any skills in the lore skill group you don’t already have, and you gain a number of skills from any other skill groups equal
to the number of skills you had in the lore skill group before you gained this feature.
- [Level 9] «11» Word of Weakening: Ranged 10 (Magic, Strike).
Roll + I; {10/15/21} + I corruption damage; A < POT, weakened (save ends).
Effect: While weakened this way, the target has damage weakness 10.
Conduit Life Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Life Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that a creature within 10 squares regains Stamina.
- Prayer Effect: Choose yourself or one ally within 10 squares. That character can spend a Recovery, can end one effect on them that is ended
by a saving throw or that ends at the end of their turn, or can stand up if they are prone. Alternatively, you or one ally
within 10 squares gains [2 x I] temporary Stamina.
- [Level 1] Revitalizing Ritual: Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of
a divine ritual. The chosen character gains a +[L] bonus to their recovery value that lasts until you finish another respite.
- [Level 2] «5» Wellspring of Grace: Main Action. Area 3 aura (Magic), each ally in the area. Until the end of the encounter or until you are dying, whenever a target starts their turn in the area, they can spend a Recovery.
- [Level 4] Blessing of Life: Whenever an ally within distance of your Healing Grace ability regains Stamina, they regain +[I] additional Stamina.
- [Level 6] «9» Revitalizing Grace: Main Action. Area 4 burst (Magic), self and each ally in the area. Each target can spend any number of Recoveries. Additionally, each target can end one effect on themself that is ended by
a saving throw or that ends at the end of their turn, or they can stand up if prone.
- [Level 7] Font of Grace: Each time you use your Healing Grace ability, you gain 1 piety that can be spent only on that ability during the same turn.
If you don’t use this piety, it is lost. Additionally, you can use your Minor Miracle feature to return a creature to life
even if you don’t have their remains.
- [Level 9] «11» Radiance of Grace: Main Action. Ranged 10 (Magic), four allies. You can target yourself instead of one ally with this ability. Each target can spend any number of Recoveries, can end any
effects on them that are ended by a saving throw or that end at the end of their turn, and can stand up if they are prone.
Conduit Love Domain
- [Level 1] Skill: You gain a skill from the interpersonal skill group.
- [Level 1] Love Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that you or any ally within 10 squares uses the Aid Attack maneuver or an
ability that targets an ally.
- Prayer Effect: Each ally within 10 squares of you gains [2 x I] temporary Stamina.
- [Level 1] Blessing of Compassion: You gain an edge on any test made to assist another creature with a test.
Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1
(to a maximum of 5), and the first test made to influence them gains an edge.
- [Level 2] «5» Our Hearts Your Strength: Maneuver. Ranged 10 (Magic), self and one ally. Until the end of the encounter or until the target is dying, at the start of each of the target’s turns, they gain a bonus
to speed and a bonus to rolled damage equal to the number of allies within 10 squares of them. This bonus lasts until the
start of their next turn.
- [Level 4] Invocation of the Heart: As a main action, you forge a bond of love and friendship with a willing creature you touch. While this bond is active, you
can telepathically speak with the creature over any distance, including across different worlds. Additionally, while this
bond is active, you can attempt to assist the creature with any test they make regardless of their proximity to you. You can
maintain only one bond at a time, and you can end a bond at any time (no action required).
- [Level 6] «9» Lauded by God: Maneuver. Ranged 10 (Magic), two allies. Each target gains 3 of their Heroic Resource.
- [Level 7] Covenant of the Heart: You can maintain bonds with up to three willing creatures using your Invocation of the Heart feature. Additionally, you have
the following ability.
- Guided to Your Side: Main Action. Ranged 10 (Magic), self and each ally. Each target is teleported to unoccupied spaces within 5 squares of a willing creature who you are bonded to with your Invocation
of the Heart feature. You don’t need line of effect to the bonded creature but you must be on the same world.
- [Level 9] «11» Alacrity of the Heart: Maneuver. Ranged 10 (Magic), one ally. The target has an additional main action they can use on their next turn, and gains 3 of their Heroic Resource.
Conduit Nature Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Nature Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes acid, cold, fire, lightning,
poison, or sonic damage.
- Prayer Effect: Vines whip up from the floor or ground within 10 squares, wrapping around [I] creatures. You can slide each creature up to
[I] squares. The vines then fade away.
- [Level 1] Faithful Friend: Main Action. Self (Magic). You conjure a spirit that takes the form of any animal you have seen. The incorporeal animal has speed 5 and can fly, but
can’t physically interact with the world. While you are within 10 squares of the spirit, you automatically sense everything
that type of animal would sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no
action required). If the spirit takes any damage, they are dismissed and you take 1d10 psychic damage that can’t be reduced
in any way.
- [Level 2] «5» Nature Judges Thee: Area 3 cube within 10 (Magic, Ranged).
Roll + I; {2/3/7} damage; A < POT, restrained (save ends).
- [Level 4] Wode Road: As a main action, you touch a living tree and make it part of a divine transportation network. You can maintain up to [I]
trees in your network. Whenever you touch any tree in your network, you can use a main action to teleport yourself and any
willing creatures within 10 squares of you to a tree in your network on the same world. If a tree in your network dies, it
is no longer part of the network. You can remove a tree from your network no matter your distance from it, including across
different worlds (no action required).
- [Level 6] «9» Spirit Stampede: Area 10 x 2 line within 5 (Magic, Ranged).
Roll + I; {5/8/11} damage; M < POT, prone and can’t stand (save ends).
- [Level 7] Nature’s Bounty: When you finish a respite, you can prepare a magic meal using local flora for any companions who rested with you. Choose two
of the following benefits for creatures who consume the meal:
- Each creature gains immunity [L] to acid, cold, corruption, fire, lightning, poison, or sonic damage. You can choose this
benefit twice, choosing a different damage immunity each time.
- Each creature gains 20 temporary Stamina.
- Each creature gains a +1 bonus to speed.
- Each creature gains a +1 bonus to saving throws.
- Each creature gains an edge on tests made to influence other creatures.
Each benefit lasts until the creature who gains it finishes another respite.
- [Level 9] «11» Thorn Cage: Ranged 10 (Magic, Strike), creature only.
Roll + I; {10/15/21} + I damage; A < POT, restrained (save ends).
Effect: While restrained this way, the target takes 10 damage at the start of each of your turns.
Conduit Protection Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Protection Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that you or any ally within 10 squares gains temporary Stamina, or uses a
triggered action to reduce incoming damage or to impose a bane or double bane on an enemy’s power roll.
- Prayer Effect: One ally within 10 squares gains [4 x I] temporary Stamina.
- [Level 1] Protective Circle: You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature.
The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you
designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can’t
be targeted by strikes.
- [Level 2] «5» Sacred Bond: Maneuver. Ranged 10 (Magic), self and one ally. Until the end of the encounter, whenever one target takes damage, the other target can use a free triggered action to take
the damage instead. The original target suffers any effects associated with the damage. Additionally, whenever one target
spends a Recovery, the other target can use a free triggered action to spend a Recovery.
- [Level 4] Impervious Touch: As a maneuver, you can touch an object of size [B] or smaller and place a protective spell on it. The object has immunity
all to untyped damage. You can maintain this spell on up to [B] objects, and you can end the spell on any object at any time
(no action required).
Additionally, you can place this spell on a building or vehicle (or a similar structure with the Director’s approval) that
is of a size larger than [B]. You can place the spell on only one such target at a time, and you can maintain the spell on
the larger target and smaller targets simultaneously.
- [Level 6] «9» Cuirass of the Gods: Maneuver. Area ranged 10 (Magic), three creatures. You can target yourself instead of one creature with this ability. Each target has damage immunity 5 until the start of your
next turn.
- [Level 7] Blessing of Iron: While you are not dying, enemies take a bane on strikes against you or any ally within 3 squares of you.
- [Level 9] «11» Blessing of the Fortress: Maneuver. Area Self; special (Magic). Until the end of the encounter or until you are dying, no enemy can approach within 5 squares of you by moving or by being
force moved by any enemy. Targets can be force moved closer to you by you or your allies, or can move closer because of your
movement.
Conduit Storm Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] Storm Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that an enemy within 10 squares is force moved.
- Prayer Effect: Each enemy in a 3 cube within 10 squares takes [2 x I] lightning damage.
- [Level 1] Blessing of Fortunate Weather: Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite,
the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of
weather, each of which grants a benefit to you and your allies:
- Clear: You and your allies gain an edge on tests that use the Search or Navigate skills.
- Foggy: You and your allies gain an edge on tests that use the Hide skill. Overcast: You and your allies gain an edge on tests that
use the Endurance skill.
- Precipitation: When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill.
If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features
negate each other where their areas overlap.
- [Level 2] «5» Saint’s Tempest: Area 3 cube within 10 (Magic, Ranged).
Roll + I; {2/5/7} lightning damage; vertical slide {1/2/3}.
- [Level 4] Windwalk: While you have 5 or more Victories, you can fly. If you can already fly, you have a +2 bonus to speed while flying instead.
- [Level 6] «9» Lightning Lord: Area three 10 x 1 lines within 1 (Magic).
Roll + I; {6/9/13} lightning damage; push {1/2/3}.
Effect: The targets are force moved one at a time, starting with the target nearest to you, and can be pushed into other targets in
the same line.
- [Level 7] Thunderstruck: Whenever you use an ability to deal lightning or sonic damage to another creature, you gain 1 surge. Additionally, if you
use an ability that force moves a creature, the forced movement distance gains a +[I] bonus.
- [Level 9] «11» Godstorm: Area 5 cube within 5 (Magic, Ranged).
Roll + I; {2/3/5} lightning damage, {2/3/5} sonic damage.
Effect: A raging storm fills the area until the end of the encounter or until you are dying. At the start of each of your turns, you
can move the storm up to 5 squares (no action required). On subsequent turns while the storm is active, you can use a maneuver
to make its power roll.
Conduit Sun Domain
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Sun Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that an enemy within 10 squares takes fire or holy damage.
- Prayer Effect: One enemy within 10 squares takes [3 x I] fire damage.
- [Level 1] Inner Light: Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of
a divine ritual. You place a ray of morning light into the chosen character’s soul, granting them a +1 bonus to saving throws
that lasts until you finish another respite.
- [Level 2] «5» Morning Light: Area 3 burst (Magic).
Roll + I; {4/6/10} fire damage.
Effect: Each ally in the area deals [I] fire damage with their next strike made before the end of their next turn.
- [Level 4] Light of Revelation: As a maneuver, you make your body shine brightly, illuminating your space and each square within 5 squares. This light shines
through any darkness. Hidden creatures in the area are automatically revealed, and creatures in the light, including you,
can’t hide. While this feature is active, you gain an edge on tests made to notice hidden objects and entrances and to detect
supernatural illusions.
- [Level 6] «9» Blessing of the Midday Sun: Maneuver. Area 4 aura (Magic), self and each creature in the area. Until the end of the encounter or until you are dying, each enemy in the area takes a bane on power rolls, and you and each
ally in the area gain 1 surge at the end of each of your turns.
- [Level 7] Light of the Burning Sun: Whenever you use an ability to deal rolled damage to another creature, that ability deals an extra 5 fire damage, or an extra
15 fire damage if the creature is undead. Additionally, you have fire immunity [L], which is added to any other fire immunity
you have.
- [Level 9] «11» Solar Flare: Area 5 cube within 10 (Magic, Ranged).
Roll + I; {9/14/19} fire damage.
Conduit Trickery Domain
- [Level 1] Skill: You gain a skill from the intrigue skill group.
- [Level 1] Trickery Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes the Aid Attack or Hide maneuver.
- Prayer Effect: You slide one creature within 10 squares of you up to [L + 5] squares.
- [Level 1] Inspired Deception: Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Intuition on the test instead
of another characteristic.
- [Level 2] «5» Divine Comedy: Maneuver. Area 5 burst (Magic), self and each ally in the area. Each target can choose another creature in the area, then swap places with that creature. The creature they choose must be
able to fit into the space they leave and vice versa.
- [Level 4] Blessing of Secrets: Maneuver. Area 3 aura (Magic), self and each ally in the area. Each creature in the area has a double edge on tests made to hide or sneak. The aura lasts until you end it (no action required)
or until a target harms or deals damage to a creature or object.
- [Level 6] «9» Invocation of Mystery: Maneuver. Area 4 burst (Magic), self and each ally in the area. Each target is invisible until the start of your next turn.
- [Level 7] «9» Trinity of Trickery: Maneuver. Ranged 10 (Magic), self or one ally. You create two illusory duplicates of the target, which appear anywhere within distance. These duplicates last until the end
of the encounter. On each of their turns, the target can move each duplicate up to their speed. If the target is targeted
by an ability, they can use a free triggered action to switch places with a duplicate within their line of effect, making
the duplicate the target of the ability instead. When either duplicate takes damage, it is destroyed.
- [Level 9] «11» Night Falls: Main Action. Area 5 cube within 10 (Magic, Ranged), special. Until the end of the encounter or until you are dying, the area is filled with magic darkness that your enemies can’t see
through, but you and your allies can.
Conduit War Domain
- [Level 1] Skill: You gain a skill from the exploration skill group.
- [Level 1] War Domain Piety and Effect:
- Piety: You gain 2 piety the first time in an encounter that you or a creature within 10 squares takes greater than [L + 10] damage
in a single turn.
- Prayer Effect: Choose up to three allies within 10 squares of you, or choose yourself instead of one ally. Each target gains 2 surges.
- [Level 1] Sanctified Weapon: As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities
that use the weapon. This benefit lasts until you finish another respite.
- [Level 2] «5» Blessing of Insight: Maneuver. Ranged 10 (Magic), self and each ally. Until the end of the encounter or until you are dying, each target gains 1 surge at the end of each of your turns.
- [Level 4] Improved Sanctified Weapon: The weapon improved by your Sanctified Weapon feature grants a +3 bonus to rolled damage instead of +1.
- [Level 6] «9» Blade of the Heavens: Ranged 5 (Magic, Strike), creature only.
Roll + I; {8/12/16} + I damage; A < POT, prone and restrained (save ends).
- [Level 7] Your Triumphs Are Remembered: Whenever you finish a respite, you and any other heroes who rested with you regain 1 Victory after your Victories are converted
to XP. This Victory isn’t converted into XP at the end of a subsequent respite.
- [Level 9] «11» Righteous Phalanx: Main Action. Area 15 wall within 10 (Magic, Ranged), special. The wall lasts until the end of the encounter or until you are dying, and can be placed in occupied squares. Creatures can
enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn
there takes 15 damage.
Elementalist
- Starting Characteristics: Reason 2 and your choice of array for other characteristics:
- 2, 2, −1, −1
- 2, 1, 1, −1
- 2, 1, 0, 0
- 1, 1, 1, 0
- Potency: Reason – {2/1/0}
- Stamina: 18 (+6 per extra level)
- Recoveries: 8
- Skills: You gain the Magic skill. Then choose any three skills from the crafting or lore skill groups.
Make the following selections for your class.
- Elemental Specialization: Choose an elemental specialization from the following options.
- Earth is the element of permanence. Earth abilities bolster your body and grant the power to permanently create and shape
physical terrain.
- Fire is the element of destruction. Fire abilities devastate enemies and melt objects to slag.
- Green is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to
hamper foes and nourish your allies.
- Void is the element of the mystery. Void abilities warp space and reality, allowing you to teleport, create illusions, and
make things incorporeal.
Your elemental specialization is your subclass, and determines many of the features you’ll gain from new levels.
Level 1 Elementalist Features
- Essence: You start combat with essence equal to your number of Victories. At the start of your turn you gain 2 essence. Additionally:
- The first time each combat round that you or a creature within 10 squares takes damage that isn’t untyped or holy damage,
you gain 1 essence.
- Persistent Magic: When you use a persistent ability, you decide whether you want to maintain it, and start doing so immediately after you first
use the ability. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of
your turn by an amount equal to the ability’s persistent value, which enables the ability’s persistent effect. All your active
persistent abilities end at the end of the encounter.
You can’t maintain any abilities that would make you earn a negative amount of essence at the start of your turn. You can
stop maintaining an ability at any time (no action required).
If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply
the same effect to all targets. A creature can’t be affected by multiple instances of a persistent ability.
If you take [5 x R] damage in one turn, you stop maintaining any persistent abilities.
When you use a persistent ability outside of combat, you can maintain it for a number of rounds equal to your Victories.
- Hurl Element (Free Strike): Ranged 10 (Magic, Strike).
Roll + R; {2/4/6} + R damage.
Effect: When you make this strike, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning,
poison, or sonic.
- Practical Magic: Maneuver. Self; special (Magic). Choose one of the following effects:
- You use the Knockback maneuver, but its distance becomes the range of your Hurl Element ability, and you use Reason instead
of Might for the power roll.
- You choose a creature within the distance of your Hurl Element ability and one of the following damage types: acid, cold,
corruption, fire, lightning, poison, or sonic. That creature takes [R] damage of the chosen type.
- You teleport up to [R] squares. If you choose this option, you can spend essence to teleport 1 additional square for each
essence spent.
- 1st-Level Specialization Features: Your elemental specialization grants you several features, including a triggered action.
Enchantment: Choose one of the following enchantments. You can change your enchantment and ward (see below) by performing a complex ritual
as a respite activity.
- Enchantment of Battle: You can wear light armor and wield light weapons effectively, even though you don’t have a kit. While you wear light armor,
you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon,
you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon
treasures.
If you have a kit, you can’t take this enchantment.
- Enchantment of Celerity: You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.
- Enchantment of Destruction: You gain a +1 bonus to rolled damage with magic abilities.
- Enchantment of Distance: You have a +2 bonus to the distance of your ranged magic abilities.
- Enchantment of Permanence: You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus
to stability.
Elementalist Ward: Choose one of the following wards. You can change your ward and enchantment (see above) by performing a complex ritual as
a respite activity.
- Ward of Delightful Consequences: The first time each round that you take damage, you gain 1 surge.
- Ward of Excellent Protection: You have immunity [R] to acid, cold, corruption, fire, lightning, poison, or sonic damage.
- Ward of Nature’s Affection: Whenever a creature within [R] squares deals damage to you, you can use a free triggered action to slide that creature up
to [R] squares.
- Ward of Surprising Reactivity: Whenever an adjacent creature deals damage to you, you can use a free triggered action to push that creature up to [2 x R]
squares.
Signature Abilities: Choose two signature abilities from the following options.
- Afflict a Bountiful Decay: Ranged 10 (Green, Magic, Rot, Strike), creature only.
Roll + R; {2/4/6} + R corruption damage.
Effect: Choose yourself or one ally within distance. That character can end one effect on them that is ended by a saving throw or
that ends at the end of their turn.
- Bifurcated Incineration: Ranged 10 (Fire, Magic, Strike), two creatures or objects.
Roll + R; {2/4/6} fire damage.
- Grasp of Beyond: Melee 1 (Magic, Strike, Void), creature only.
Roll + R; {3/6/9} + R corruption damage.
Effect: You can teleport up to [R] squares.
- The Green Within, the Green Without: Ranged 10 (Green, Magic, Strike), creature only.
Roll + R; {2/5/7} + R damage.
Effect: You slide one creature within 10 squares of the target up to 2 squares.
- Meteoric Introduction: Melee 1 (Earth, Magic, Strike).
Roll + R; {3/5/8} + R damage; push {2/3/4}.
- Ray of Agonizing Self-Reflection: Ranged 10 (Magic, Strike, Void).
Roll + R; {2/4/6} + R corruption damage; R < POT, slowed (save ends).
- Unquiet Ground: Area 2 cube within 10 (Earth, Magic, Ranged).
Roll + R; {2/5/7} damage.
Effect: The ground beneath the area is difficult terrain for enemies.
- Viscous Fire: Ranged 10 (Fire, Magic, Strike).
Roll + R; {2/5/7} + R fire damage; push {2/3/4}.
3-Essence Ability: Choose one heroic ability from the following options, each of which costs 3 essence to use.
- «3» Behold the Mystery: Area 3 cube within 10 (Magic, Ranged, Void).
Roll + R; {2/4/6} psychic damage.
Persistent 1: At the start of your turn, you can use a maneuver to use this ability again without spending essence.
- «3» The Flesh, a Crucible: Ranged 10 (Fire, Magic, Strike).
Roll + R; {5/8/11} + R fire damage.
Persistent 1: If the target is within distance at the start of your turn, you can make the power roll again without spending essence (no
action required).
- «3» Invigorating Growth: Ranged 10 (Green, Magic, Strike), creature only.
Roll + R; {4/7/11} + R poison damage.
Effect: Mushrooms cover the target’s body. While the mushrooms are on the target, you and any ally adjacent to the target gain 1 surge
whenever the target takes damage. The mushrooms can be removed by the target or an adjacent creature as a main action.
- «3» Ripples in the Earth: Area 2 burst (Earth, Magic).
Roll + R; {3/5/8} damage; {roll 17+} M < POT, prone.
Effect: You must be touching the ground to use this ability. Additionally, you can choose a square of ground in the area that is unoccupied
or is occupied by you or any ally. A pillar of earth rises out of the ground in that square, with a height of [R] in squares.
The pillar can’t collide with any creatures or objects, nor can it force creatures raised by it to collide with other creatures
or objects.
5-Essence Ability: Choose one heroic ability from the following options, each of which costs 5 essence to use.
- «5» Conflagration: Area 3 cube within 10 (Fire, Magic, Ranged).
Roll + R; {4/6/10} fire damage.
Persistent 2: At the start of your turn, you can use a maneuver to use this ability again without spending essence.
- «5» Instantaneous Excavation: Maneuver. Ranged 10 (Earth, Magic), special. You open up two holes with 1-square openings that are 4 squares deep, which can be placed on any mundane surface within distance.
You can place these holes next to each other to create fewer holes with wider openings. When the holes open, make a separate
power roll for each creature on the ground above a hole and small enough to fall in. (You can’t score a critical hit with
this ability because it uses a maneuver.)
Roll + R;
- ≤11: The target can shift 1 square from the edge of the hole to the nearest unoccupied space of their choice.
- 12-16: The target falls into the hole.
- 17+: The target falls into the hole and can’t reduce the height of the fall.
Persistent 1: At the start of your turn, you open another hole, making a power roll against each creature who could fall into the hole when
it opens without spending essence.
- «5» No More Than a Breeze: Maneuver. Ranged 10 (Magic, Void), self or one ally. Until the start of your next turn, the target can move through solid matter, they ignore difficult terrain, and their movement
can’t provoke opportunity attacks. If the target ends their turn inside solid matter, they are forced out into the space where
they entered it and this effect ends.
Persistent 1: The effect lasts until the start of your next turn.
- «5» Test of Rain: Area 3 cube within 10 (Green, Magic, Ranged).
Roll + R; {4/6/10} acid damage.
Effect: You can end one effect on yourself that is ended by a saving throw or that ends at the end of your turn. Each ally in the
area also gains this benefit.
Level 2 Elementalist Features
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- 2nd-Level Specialization Feature: Your elemental specialization grants you a feature.
New 5-Essence Ability: Choose one heroic ability from the following options, each of which costs 5 essence to use. Alternatively, you can choose
one of the 5-essence abilities you didn’t select at 1st level.
- «5» O Flower Aid, O Earth Defend: Maneuver. Area 3 cube within 10 (Earth, Green, Magic, Ranged), special. Until the start of your next turn, the area gains the following effects:
- Once as a free maneuver at the start of your turn, you allow yourself and each ally in the area to spend any number of Recoveries.
- The area is difficult terrain for enemies.
- Each enemy who enters the area for the first time in a combat round or starts their turn there takes [R] damage.
Persistent 1: The area remains until the start of your next turn. As a maneuver, you can move the area up to 5 squares. This ability ends
if the area is ever not within your line of effect.
- «5» Subvert the Green Within: Ranged 10 (Green, Magic, Strike, Void), creature only. The target uses their signature ability against a creature of your choice. This signature ability can target the creature
even if it usually wouldn’t. You then make a power roll against the target of this ability.
Roll + R; {5/9/12} + R poison damage.
- «5» Translated Through Flame: Ranged 10 (Fire, Magic, Void), self or one ally. The target is teleported to another space within distance. Make a power roll that affects each enemy adjacent to the target’s
new space.
Roll + R; {3/5/8} fire damage.
- «5» Volcano’s Embrace: Ranged 10 (Earth, Fire, Magic, Strike), creature only.
Roll + R; {5/9/12} + R fire damage; A < POT, restrained (save ends).
Level 3 Elementalist Features
- 3rd-Level Specialization Feature: Your elemental specialization grants you a feature.
7-Essence Ability: Choose one heroic ability from the following options, each of which costs 7 essence to use.
- «7» Erase: Ranged 10 (Magic, Strike, Void), special. The number of creatures you target with this ability is determined by your power roll.
Roll + R; {1/2/3} creature(s).
Effect: Each target begins to fade from existence (save ends). On their first turn while fading from existence, a target takes a bane
on power rolls. At the end of their first turn, they have a double bane on power rolls. At the end of their second turn, they
fade from existence for 1 hour, after which they reappear in their original space or the nearest unoccupied space.
- «7» Maw of Earth: Area 3 cube within 10 (Earth, Magic, Ranged).
Roll + R; {5/9/12} damage.
Effect: The ground in or directly beneath the area drops 3 squares.
- «7» Swarm of Spirits: Area 3 aura (Green, Magic).
Roll + R; {3/6/9} damage.
Effect: Until the end of your next turn, each ally in the area has each of their characteristic scores treated as 1 higher for the
purpose of resisting potencies, and has a +1 bonus to saving throws.
Persistent 1: You make the power roll again to target each enemy in the area without spending essence, and the effect lasts until the start
of your next turn.
- «7» Wall of Fire: Maneuver. Area 10 wall within 10 (Fire, Magic, Ranged), special. The wall lasts until the start of your next turn, and can be placed in occupied squares. Creatures can enter and pass through
the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes [R] fire damage
for each square of the area they start their turn in or enter.
Persistent 1: The wall lasts until the start of your next turn, and you can add [R] squares to the wall.
Level 4 Elementalist Features
- Characteristic Increase: Your Reason score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 3.
- Font of Essence: The first time each combat round that you or a creature within 10 squares takes damage that isn’t untyped or holy damage,
you gain 2 essence instead of 1.
- Mantle of Essence: While you have 3 or more essence and are not dying, you exude an aura of magic whose distance is [R]. The effects within the
area of the aura are based on your specialization. You can activate and deactivate the aura at will (no action required).
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
Level 5 Elementalist Features
- 5th-Level Specialization Feature: Your elemental specialization grants you a feature.
9-Essence Ability: Choose one heroic ability from the following options, each of which costs 9 essence to use.
- «9» Combustion Deferred: Ranged 10 (Fire, Magic, Strike).
Roll + R; {8/13/17} + R fire damage.
Effect: When the target ends their next turn, or if they drop to 0 Stamina before then, each enemy adjacent to them takes [R] fire
damage. Each affected enemy then gains this same effect.
- «9» Storm of Sands: Area 4 cube within 10 (Earth, Magic, Ranged).
Roll + R; {2/5/7} damage.
Effect: The area lasts until the start of your next turn. It is difficult terrain for enemies, and you and your allies have concealment
while in the area.
Persistent 1: The area remains until the start of your next turn, and you can move it up to 5 squares (no action required). As a maneuver,
you can make the power roll again without spending essence.
- «9» Subverted Perception of Space: Ranged 10 (Magic, Strike, Void).
Roll + R; {9/10/15} + R corruption damage;
- 12-16: The target has line of effect only to creatures and objects within 4 squares of them until the start of your next turn.
- 17+: The target has line of effect only to adjacent creatures and objects until the start of your next turn.
- «9» Web of All That’s Come Before: Area 4 cube within 10 (Green, Magic, Ranged).
Roll + R; {2/3/5} corruption damage; A < POT, restrained (save ends).
Effect: The area is difficult terrain until the start of your next turn. Each enemy who ends their turn in the area is restrained
(save ends).
Persistent 1: The area remains until the start of your next turn.
Level 6 Elementalist Features
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- Wyrding: You can spend 10 uninterrupted minutes to create a freeform magic spell for a variety of situations. Choose one of the following
magical effects:
- You create a mundane object of size [R] or smaller.
- You construct a place of shelter suitable for twenty creatures that lasts for 24 hours and can’t be detected by enemies.
- You restore all Stamina to a mundane object of size [R] or smaller.
- Choose a cube up to size [R] within 5 squares. You can fill that area with difficult terrain or natural phenomena such as
fire, water, or plant life, or can clear the area of those things.
- You can preserve a corpse or up to 5 pounds of food for a week, or can cause a corpse or that amount of food to instantly
rot.
- You create a seal on a surface that can’t be seen or felt by anyone but you. When a creature comes adjacent to the surface,
you can see and hear through the seal for as long as the creature remains adjacent to it. When you create the seal, you can
decide to limit the number of creatures who activate it by choosing a creature keyword (such as Undead) or a specific name
(such as Ajax the Invincible) or organization (such as the Black Iron Pact). If you do, the seal alerts you only when creatures
with the keyword, name, or organizational affiliation you provide pass by it. If you create a second seal, the first one disappears.
You can dispel a seal at any time (no action required).
New 9-Essence Ability: Choose one heroic ability from the following options, each of which costs 9 essence to use. Alternatively, you can choose
one of the 9-assence abilities you didn’t select at 5th level.
- «9» Luminous Champion Aloft: Maneuver. Ranged 10 (Fire, Green, Magic, Void), self or one ally. The target has a +3 bonus to speed, they can fly, and their abilities ignore concealment. Additionally, whenever the target
gains their Heroic Resource, they gain 1 additional Heroic Resource. This effect lasts until the start of your next turn.
Persistent 1: The effect lasts until the start of your next turn.
- «9» Magma Titan: Maneuver. Ranged 10 (Earth, Fire, Green, Magic), self or one ally. Until the start of your next turn, the target has the following benefits:
- Their size and stability increase by 2, with any size 1 target becoming size 3. Each creature who is within the target’s new
space slides to the nearest unoccupied space, ignoring stability. If the target doesn’t have space to grow, they grow as much
as they can and become restrained until the effect ends.
- They have fire immunity 10.
- Their strikes deal +[2 x R] extra fire damage.
- When the target force moves a creature or object, the forced movement distance gains a +2 bonus.
- They can use their highest characteristic instead of Might for Might power rolls.
Persistent 2: The effect lasts until the start of your next turn. Additionally, at the start of your turn, the target can spend 2 Recoveries.
- «9» Meteor: Ranged 10 (Earth, Fire, Magic, Void).
Roll + R; you teleport the target up to {4/6/8} squares.
Effect: If the target is teleported to a space where they would fall, they immediately do so, treating the fall as if their Agility
score were 0. The target takes fire damage from the fall, and each enemy within 3 squares of where they land takes the same
amount of fire damage. The ground within 3 squares of where the target lands is difficult terrain.
- «9» The Wode Remembers and Returns: Main Action. Area 4 burst (Earth, Green, Magic, Void), special. The area becomes dark and verdant, with trees and plant life appearing in unoccupied spaces within it until the start of your
next turn. The area is difficult terrain for enemies, and any ally who ends their turn in the area has cover.
Persistent 2: The area remains until the start of your next turn. Additionally, at the start of your turn, each ally in the area can spend
a Recovery.
Level 7 Elementalist Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Mantle of Quintessence: Your Mantle of Essence feature no longer requires essence.
Additionally, your Mantle of Essence now radiates magic that creates a calming air. Creatures in the area of the mantle’s
aura have their starting patience increased by 1 (to a maximum of 5) during any negotiation. While in the area, you and any
ally gain an edge on tests that use the Handle Animals skill. If you have 5 or more Victories, the bonus to patience increases
to 2 and tests that use the Handle Animals skill have a double edge.
- Surging Essence: When you gain essence at the start of each of your turns during combat, you gain 3 essence instead of 2.
- Skill: You gain one skill of your choice.
Level 8 Elementalist Features
- Perk: You gain one perk of your choice.
- 8th-Level Specialization Feature: Your elemental specialization grants you a feature.
11-Essence Ability: Choose one heroic ability from the following options, each of which costs 11 essence to use.
- «11» Heart of the Wode: Main Action. Ranged 10 (Green, Magic), special. A size 5 tree appears in an unoccupied space within distance. The tree has 100 Stamina and can’t be force moved. You and any
ally can touch the tree to use the Catch Breath maneuver as a free maneuver. Additionally, when you start your turn with line
of effect to the tree, you can end one effect on yourself that is ended by a saving throw or that ends at the end of your
turn, or you can stand up if you are prone. Each ally within distance also gains this benefit.
Each enemy who ends their turn within 3 squares of the tree is restrained until the end of their next turn. A creature restrained
this way can use a main action to end the effect early.
- «11» Muse of Fire: Area 5 cube within 10 (Fire, Magic, Ranged).
Roll + R; {7/10/15} fire damage; the Director loses {2/3/4} Malice.
Effect: The Director’s Malice can become negative as a result of this ability.
- «11» Return to Oblivion: Main Action. Area ranged 10 (Magic, Void), special. You create a size 1L vortex that lasts until the end of the encounter. At the start of each combat round while the vortex
is unoccupied, the vortex vertical pulls 3 each enemy within 5 squares of it. Each enemy who enters the vortex or starts their
turn there is knocked prone. At the end of the round, if a winded enemy who is not a leader or solo creature is in the vortex,
they are instantly destroyed.
- «11» World Torn Asunder: Area 5 burst (Earth, Magic).
Roll + R; M < POT, prone.
Effect: You create a fissure in the ground adjacent to you that is a 10 x 2 line and 6 squares deep. Each creature in the area who
is prone and size 2 or smaller falls in. Other creatures can enter the fissure or can shift to the nearest unoccupied space
of their choice outside it.
Level 9 Elementalist Features
- Grand Wyrding: You have mastered the magic of shaping a wyrd, and can use your Wyrding feature as a main action.
Additionally, when you have 5 or more Victories, choose one of the following damage types: acid, cold, corruption, fire, lightning,
poison, or sonic. You have immunity all to that type.
New 11-Essence Ability: Choose one heroic ability from the following options, each of which costs 11 essence to use. Alternatively, you can choose
one of the 11-essence abilities you didn’t select at 8th level.
- «11» Earth Rejects You: Area 5 cube within 10 (Earth, Magic, Ranged), each enemy and object in the area.
Roll + R; {6/9/13} damage.
Persistent 2: At the start of your turn, you can use a maneuver to use this ability again without spending essence.
- «11» The Green Defends Its Servants: Maneuver. Ranged 10 (Green, Magic), self or one ally. You conjure an elemental shield that protects the target until the end of your next turn. While the shield is active, the
target can take the Defend main action as a maneuver on each of their turns. The target gains 30 temporary Stamina that lasts
until depleted or until the effect ends. If this temporary Stamina disappears, the effect ends and the shield explodes, dealing
10 damage to each enemy within 5 squares of the target.
Persistent 2: The effect lasts until the start of your next turn.
- «11» Prism: Main Action. Self (Magic, Void). You use up to three heroic abilities whose essence costs total 11 or less, spending no additional essence beyond the cost
of this ability. You can shift up to 2 squares between your use of each ability.
- «11» Unquenchable Fire: Ranged 10 (Fire, Magic, Strike), one enemy or object.
Roll + R; {13/18/25} + R fire damage; I < POT, dazed (save ends).
Effect: This damage ignores immunity.
Level 10 Elementalist Features
- Breath: You have an epic resource called breath. Each time you finish a respite, you gain breath equal to the XP you gain. You can
spend any number of breath to gain essence (no action required). When you do, 1 breath becomes 3 essence.
Breath remains until you convert it to essence.
- Characteristic Increase: Your Reason score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 5.
- Essential Being: When you gain essence at the start of each of your turns during combat, you gain 4 essence instead of 3.
- One: Whenever you use magic, elemental motes flit around you and your skin changes to reflect your element, taking on an earthen
or stony appearance for earth, appearing like flickering flame for fire, gaining a leaf pattern for green, and becoming a
starry expanse for void.
- Perk: You gain one crafting, lore, or supernatural perk of your choice.
- Skill: You gain one skill of your choice.
Elementalist Specializations
Elementalist Earth Specialization
- [Level 1] Acolyte of Earth: Whenever you use an ability that has the Earth and Magic keywords, your stability increases by 1 until the start of your next
turn. This benefit is cumulative.
- [Level 1] Motivate Earth: Main Action. Melee 1 (Earth, Magic), special. You touch a square containing mundane dirt, stone, or metal and create a 5 wall of the same material, which rises up out of
the ground and must include the square you touched.
Alternatively, you touch a structure made of mundane dirt, stone, or metal that occupies 2 or more squares. You can open a
1-square opening in the structure where you touched it. You can instead touch an existing doorway or other opening that is
1 square or smaller in a mundane dirt, stone, or metal surface. The opening is sealed by the same material that makes up the
surface.
- [Level 1] Skin Like Castle Walls: Triggered (you or an ally within distance takes damage).
Ranged 10 (Earth, Magic), the damaged creature. The target takes half the damage.
Spend «1»: If the damage has any potency effects associated with it, the potency is reduced by 1 for the target.
- [Level 2] Disciple of Earth: You have a +6 bonus to Stamina, and you gain an additional +3 bonus to Stamina whenever you gain a level past 2nd.
- [Level 3] Earth Accepts Me: Main Action. Self (Earth, Magic). You step into a mundane dirt, metal, or stone object (including a wall) that is as large as you or larger. You can remain
inside the object for as long as you like. While inside the object, you can observe events and speak to creatures outside
it, but you don’t have line of effect to anything outside the object and vice versa. You can travel through the object freely
until you exit it. If the object you meld with is destroyed, you take 10 damage and exit the object.
- [Level 4] Quaking Earth: At the end of each of your turns, you can push each enemy in your Mantle of Essence area up to [R] squares.
- [Level 5] The Mountain Does Not Move: Your stability increases by [L].
Additionally, whenever an ally within distance of your Hurl Element ability is force moved, you can use a free triggered action
to decrease your stability down to a minimum of 0, then increase the ally’s stability by an amount equal to the stability
you lost. This change lasts until the end of the round.
- [Level 8] Summon Source of Earth: Main Action. Ranged 10 (Earth, Magic), special. A source of earth emerges from an unoccupied space within distance. The source takes their turn immediately after you, moving
up to their speed and either taking a main action or a maneuver. The source is dismissed at the start of your next turn.
The source starts an encounter at full Stamina, but maintains their current Stamina throughout the encounter, even if they
are dismissed and you use this ability again. They can’t regain Stamina during the encounter. When the source’s Stamina is
reduced to 0, you can’t use this ability again until you earn 1 or more Victories.
Persistent 2: The source takes another turn. They are dismissed at the start of your next turn.
- [Level 10] Master of Earth: You have damage immunity 5.
Additionally, as a respite activity, you can shape the mundane earth around you in a 1-mile radius. You can open sinkholes,
form mountains, level mundane structures or whole settlements, create canyons, raise islands or sink them in the sea, and
perform similar feats. You can’t use this respite activity if another creature within 1 mile is already using it. Once you
use this respite activity, you can’t use it again for 10 days.
Elementalist Fire Specialization
- [Level 1] Acolyte of Fire: Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage. Your Hurl Element ability also gains
this bonus when you use it to deal fire damage.
- [Level 1] Return to Formlessness: Main Action. Melee 1 (Fire, Magic), one mundane object. You heat the target and cause it to melt or combust, destroying it. If the object is larger than 1 square, then only the square
of the object you touch is destroyed.
- [Level 1] Explosive Assistance: Triggered (you or an ally within distance force moves a creature or object).
Ranged 10 (Fire, Magic), the triggering creature. The forced movement distance gains a +[R] bonus.
Spend «1»: The forced movement distance gains a +[2 x R] bonus instead.
- [Level 2] Disciple of Fire: Your connection to fire allows you to protect yourself from it, even as you rip away the protections of others. You have fire
immunity [L + 5]. Additionally, fire damage you deal ignores a target’s fire immunity.
At the start of a combat encounter, you gain a number of surges equal to your Victories. Whenever you spend a surge to deal
extra damage, you can make that damage fire damage.
- [Level 3] A Conversation With Fire: When you spend 1 uninterrupted minute in front of a fire, you can speak the name of another creature. If that creature is
willing to speak to you, their image appears in the fire, and they can see you before them in a shimmering ball of light.
The two of you can speak to each other through these images as if you were together in person. As a maneuver, you or the creature
can end the conversation.
- [Level 4] Burning Grounds: At the end of each of your turns, each enemy in your Mantle of Essence area takes [R] fire damage.
- [Level 5] Smoldering Step: You can use 1 square of movement to walk into an area of fire your size or larger and teleport to any other area of fire your
size or larger within 10 squares of the first area.
Additionally, whenever you use a fire ability or are targeted by an ability that deals fire damage, each enemy adjacent to
you takes [R] fire damage.
- [Level 8] The Flame Primordial: You produce a fire that entrances the fates, distracting them from aiding your foes. Whenever you deal fire damage to a creature
or object, they take an extra 1d6 fire damage. If you deal fire damage to a mundane object, you can use a free triggered action
to target it with your Return to Formlessness ability instead.
Additionally, any enemy who starts their turn adjacent to you has fire weakness [R] until the start of their next turn. This
increases to fire weakness [2 x R] if the enemy is made of or is wearing mostly metal.
- [Level 10] Master of Fire: The damage bonus of your Acolyte of Fire feature increases to +5 and applies to all your magic abilities.
Additionally, your Return to Formlessness ability can be used on supernatural objects (but not on artifacts). When you melt
a treasure, you gain breath equal to its echelon.
Elementalist Green Specialization
- [Level 1] Acolyte of the Green: Whenever you deal damage to one or more creatures using an ability that has the Green and Magic keywords and that costs essence
to use, you or one creature within 10 squares of you gains [R] temporary Stamina.
- [Level 1] It Is the Soul Which Hears: You can speak with and understand animals, beasts, and plant creatures, even if they don’t share a language with you. Your
ability to communicate with these creatures doesn’t make them inherently more intelligent, but you can use Reason instead
of Presence while making tests to influence them.
Additionally, you can touch a living plant that is not a plant creature to communicate with it telepathically. You can use
words to communicate with the plant, but it communicates with you only by transmitting feelings and sensations that can’t
be overly specific.
- [Level 1] Breath of Dawn Remembered: Triggered (you or an ally within distance starts their turn or takes damage).
Ranged 10 (Green, Magic), the triggering creature. The target can spend a Recovery.
Spend «1+»: The target can spend an additional Recovery for each essence spent.
- [Level 2] Disciple of the Green: You can use a maneuver to shapeshift into a type of creature on the Green Animal Forms table. While in animal form, you can
speak, and you use your Reason score to make melee free strikes. Your statistics stay the same except as noted on the table.
Each form has a prerequisite level that you must attain before you can adopt it. Some animal forms grant you temporary Stamina.
You lose this temporary Stamina when you revert back to your true form.
You choose a specific animal and appearance while in animal form. For example, if you become a rodent, you might become a
mouse, a rat, a shrew, or any other size 1T animal who fits the rodent type. When you take on an animal form, your equipment
either melds into your new form or falls undamaged to the ground (your choice). When you return to your true form, any melded
gear reappears on your person.
You can revert back to your true form as a maneuver. You can’t enter an animal form unless you are in your true form. When
you are dying, you revert to your true form and can’t turn back into an animal until you are no longer dying.
- [Level 3] Remember Growth and Sun and Rain: Main Action. Melee 1 (Green, Magic), one mundane wooden object. You see and hear any events that have occurred within 10 squares of the object within the last 12 hours, perceiving those
events from the object’s location as if you were there.
- [Level 4] Flowering Bed: At the end of each of your turns, each ally in your Mantle of Essence area gains [R] temporary Stamina.
- [Level 5] Hide of Tenfold Shields: Your animal forms become hardier. You gain [L] temporary Stamina when you enter an animal form in combat, which is added to
any temporary Stamina provided by the animal form.
Additionally, an adjacent ally can use a maneuver to pet you. If they do so, you can lose temporary Stamina down to a minimum
of 0. The ally gains temporary Stamina equal to the amount you lost.
- [Level 8] Chimeric Manifestation: You can enter or exit your animal form as a free maneuver the first time you use your Disciple of the Green feature on your
turn.
Additionally, whenever you use your Disciple of the Green feature, you can select an additional animal form and gain the positive
benefits from both forms. You can choose the size of either animal, and if both animal forms grant you the same benefit, you
can choose whichever you prefer. You gain the highest speed between the two animal forms and have all types of movement from
both forms.
You can only combine animal forms whose levels add up to 12 or less. For example, you can combine a shark (8th level) with
a horse (4th level), but you can’t combine a shark with a bear (5th level).
- [Level 10] Master of Green: The number of Recoveries you have increases by 2, and each time you finish a respite, you can grant each ally who finished
the respite with you 2 additional Recoveries. Your allies’ additional Recoveries disappear when they finish their next respite.
Additionally, as a respite activity, you can perform a ritual that causes a fruit tree to spring from the ground, grow, mature,
and produce 1d6 of a treasure called Life Fruit. You can use a respite activity to cause an existing tree to produce another
1d6 Life Fruit, but it does not grow these magic consumables on its own.
As a maneuver, a creature can consume a Life Fruit or feed it to an adjacent willing ally. When a creature eats a Life Fruit,
they restore all their Stamina, they can end all conditions or effects on themself, and they can stand up if prone. Additionally,
if the creature desires, their aging pauses for 1d10 years. If the creature eats additional Life Fruit and chooses to pause
their aging, the effects don’t stack. Instead, the creature gains the benefit from the Life Fruit that pauses their aging
for the longest time.
Elementalist Void Specialization
- [Level 1] Acolyte of the Mystery: The distance of all your abilities that have the Magic, Ranged, and Void keywords increases by 2 squares.
- [Level 1] A Beyonding of Vision: You instantly recognize illusions for what they are, you can see invisible creatures, and supernatural effects can’t conceal
creatures and objects from you. Additionally, you always know if an area or object you observe is magical or affected by magic,
and you know the specifics of what that magic can do.
You also gain the following ability.
- Shared Void Sense: Maneuver. Ranged 10 (Magic, Void), special. For each Victory you have, you can target one creature. Each target gains the benefit of your A Beyonding of Vision feature
until the end of your next turn, but doesn’t gain the use of the Shared Void Sense ability.
- [Level 1] Subtle Relocation: Triggered (you or an ally within distance starts their turn, moves, or is force moved).
Ranged 10 (Magic, Void), the triggering creature. You teleport the target up to [R] squares. If the target moves to trigger this ability, you can teleport them at any point
during the move.
Spend «1»: You teleport the target up to [2 x R] squares instead.
- [Level 2] There Is No Space Between: Maneuver. Ranged 10 (Magic, Void), special. You open two size 1 portals in unoccupied spaces within distance, which last until you move beyond distance from any portal,
end the effect as a maneuver, or are dying. Each portal must be placed at a height of no more than 1 square above the ground.
When you or any ally touch a portal, that creature can choose to be instantly teleported to an unoccupied space of their choice
adjacent to the other portal. If an enemy is force moved into a portal, their forced movement ends and they emerge from the
other portal in an unoccupied space chosen by the creature who force moved them.
At the start of each of your turns while the portals are active, you can open a new portal connected to the others. If three
or more portals are present, you and your allies choose which portal to emerge from when entering a portal, and a creature
who force moves an enemy into a portal chooses that enemy’s destination portal.
- [Level 3] Distance Is Only Memory: Each time you finish a respite, you can open a two-way portal that leads to any place you have previously been. You and your
allies can pass through the portal, which remains open for 1 hour or until you dismiss it as a main action.
- [Level 4] Veiling Bed: Your Mantle of Essence area provides concealment for you and your allies.
- [Level 5] Pierce the Veil of Substance: Mundane barriers that are 1 square thick or less do not block your senses or line of effect. You can only sense or have line
of effect past one such barrier at a time.
Additionally, whenever you use a void ability, you or one ally within distance of the ability can teleport [R] squares.
- [Level 8] Black Hole Star: At the end of each of your turns, you target one creature or object within distance of your Hurl Element ability and vertical
pull that target up to 5 squares. If their stability reduces this forced movement, they are pulled a minimum of 2 squares.
This forced movement ignores stability for your allies.
Additionally, your Mantle of Essence improves. While in the area of the aura, enemies and objects have their stability reduced
[L].
- [Level 10] Master of Void: Whenever you willingly move, you can teleport.
Additionally, your mind is connected to the mystery and helps you find the answers you seek. You no longer require project
sources for research projects. Whenever you use a respite activity to make a project roll for a research project, you automatically
complete the project.
Fury
- Starting Characteristics: Might 2, Agility 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Might – {2/1/0}
- Stamina: 21 (+9 per extra level)
- Recoveries: 10
- Skills: You gain the Nature skill. Then choose any two skills from the exploration or intrigue skill groups.
Make the following selections for your class.
- Primordial Aspect: Choose a primordial aspect from the following options.
- Berserker: You channel your ferocity into physical might, acting as a living version of the forces that shape the world.
- Reaver: You channel your ferocity into instinct and cunning, challenging the order of civilization.
- Stormwight: You channel your ferocity into primordial storms and can take on the form of an animal or an animal hybrid form.
Your primordial aspect is your subclass, and determines many of the features you’ll gain from new levels.
- Kit: You can use and gain the benefits of a kit. Stormwights instead choose a Stormwight Kit granted by Beast Shape.
Level 1 Fury Features
- Ferocity: You start combat with ferocity equal to your number of Victories. At the start of your turn you gain 1d3 ferocity. Additionally:
- The first time each combat round that you take damage, you gain 1 ferocity.
- The first time you become winded or are dying in an encounter, you gain 1d3 ferocity.
- Growing Ferocity: Your aspect grants you certain benefits in combat based on the amount of ferocity you have.
- 1st-Level Aspect Features: Your primordial aspect grants you several features, including a triggered action.
- Mighty Leaps: You can’t obtain lower than a tier 2 outcome on any Might test made to jump.
- Kit: You gain the signature ability and other features of your kit.
Signature Ability: Choose one signature ability from the following options.
- Brutal Slam (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {3/6/9} + M damage; push {1/2/4}.
- Hit and Run (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {2/5/7} + M damage; {roll 17+} A < POT, slowed (save ends).
Effect: You can shift 1 square.
- Impaled! (Sig.): Melee 1 (Strike, Weapon), one creature of your size or smaller.
Roll + M; {2/5/7} + M damage; M < POT, grabbed.
- To the Death! (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {3/6/9} + M damage.
Effect: You gain 2 surges, and the target can make an opportunity attack against you as a free triggered action.
3-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 3 ferocity to use.
- «3» Back! Area 1 burst (Melee, Weapon).
Roll + M; {5/8/11} damage; push {X/1/3}.
- «3» Out of the Way! Melee 1 (Strike, Weapon), creature only.
Roll + M; {3/5/8} + M damage; slide {2/3/5}.
Effect: When you slide the target, you can move into any square they leave. If you take damage from an opportunity attack by moving
this way, the target takes the same damage.
- «3» Tide of Death: Self; special (Melee, Weapon). You move up to your speed in a straight line, and enemy squares are not difficult terrain for this movement. You can end this
movement in a creature’s space and move them to an adjacent unoccupied space. You make one power roll that targets each enemy
whose space you move through.
Roll + M; {2/3/5} damage.
Effect: The last target you damage takes +[M] extra damage for each opportunity attack you trigger during your move.
- «3» Your Entrails Are Your Extrails! Melee 1 (Strike, Weapon).
Roll + M; {3/5/8} + M damage; M < POT, bleeding (save ends).
Effect: While bleeding this way, the target takes [M] damage at the end of each of your turns.
5-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 5 ferocity to use.
- «5» Blood for Blood! Melee 1 (Strike, Weapon).
Roll + M; {4/6/10} + M damage; M < POT, bleeding and weakened (save ends).
Effect: You can deal 1d6 damage to yourself to deal an extra 1d6 damage to the target.
- «5» Make Peace With Your God! Free Maneuver. Self. You gain 1 surge, and the next ability roll you make this turn automatically obtains a tier 3 outcome.
- «5» Thunder Roar: Area 5 x 1 line within 1 (Melee, Weapon).
Roll + M; {6/9/13} damage; push {2/4/6}.
Effect: The targets are force moved one at a time, starting with the target nearest to you, and can be pushed into other targets in
the same line.
- «5» To the Uttermost End: Melee 1 (Strike, Weapon), creature only.
Roll + M; {7/11/16} + M damage.
Spend «1+»: While you are winded, this ability deals an extra 1d6 damage for each ferocity spent. While you are dying, it deals an extra
1d10 damage for each ferocity spent. In either case, you lose 1d6 Stamina after making this strike.
Level 2 Fury Features
- Perk: You gain one crafting, exploration, or intrigue perk of your choice.
- 2nd-Level Aspect Feature: Your primordial aspect grants you a feature.
Level 3 Fury Features
- 3rd-Level Aspect Feature: Your primordial aspect grants you a feature.
7-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 7 ferocity to use.
- «7» Demon Unleashed: Maneuver. Self (Magic). Until the end of the encounter or until you are dying, each enemy who starts their turn adjacent to you and has P < STRONG
is frightened until the end of their turn.
- «7» Face the Storm! Maneuver. Self (Magic). Until the end of the encounter or until you are dying, each creature you make a melee strike against who has P < AVERAGE is
taunted until the end of their next turn. Additionally, when you use an ability that deals rolled damage against any enemy
taunted by you, the ability deals +[2 x M] extra damage and increases its potency by 1.
- «7» Steelbreaker: Maneuver. Self (Magic). You gain 20 temporary Stamina.
- «7» You Are Already Dead: Main Action. Melee 1 (Strike, Weapon), creature only. If the target is not a leader or solo creature, they are reduced to 0 Stamina at the end of their next turn. If the target
is a leader or solo creature, you gain 3 surges and can make a melee free strike against them.
Level 4 Fury Features
- Characteristic Increase: Your Might and Agility scores each increase to 3.
- Damaging Ferocity: The first time you take damage each combat round, you gain 2 ferocity instead of 1.
- Growing Ferocity Improvement: Your Growing Ferocity feature provides additional benefits when you have 8 or more ferocity.
- Perk: You gain one perk of your choice.
- Primordial Attunement: You automatically sense whether any creature within 10 squares has damage immunity or damage weakness to acid, cold, corruption,
fire, lightning, poison, or sonic damage, learning whether they have immunity or weakness, the value of that immunity or weakness,
and the specific damage type. Additionally, you automatically sense any source of one of those damage types within 10 squares,
such as a fire or a source of elemental power.
- Primordial Strike: As part of any strike, you can spend «1» to gain 1 surge that must be used for that strike. The extra damage dealt by the
surge can be acid, cold, corruption, fire, lightning, poison, or sonic (your choice).
- Skill: You gain one skill of your choice.
Level 5 Fury Features
- 5th-Level Aspect Feature: Your primordial aspect grants you a feature, as shown on the 5th-Level Aspect Features table.
9-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 9 ferocity to use.
- «9» Debilitating Strike: Melee 1 (Strike, Weapon), creature only.
Roll + M; {10/14/20} + M damage; M < POT, slowed (save ends).
Effect: While slowed this way, the target takes 1 damage for every square they move, including from forced movement.
- «9» My Turn! Free Triggered (a creature causes you to be winded or dying, or damages you while you are winded or dying).
Melee 1 (Strike, Weapon), the triggering creature.
Roll + M; {6/9/13} + M damage.
Effect: You can spend a Recovery.
- «9» Rebounding Storm: Melee 1 (Strike, Weapon), two creatures or objects.
Roll + M; {9/14/19} damage; push {3/5/7}.
Effect: When a target would end this forced movement by colliding with a creature or object, they take damage as usual, then are pushed
the remaining distance away from the creature or object in the direction they came from. As long as forced movement remains,
this effect continues if the target collides with another creature or object.
- «9» To Stone! Melee 1 (Magic, Strike, Weapon), creature only.
Roll + M; {9/13/18} + M damage; M < POT, {slowed/slowed/restrained} (save ends).
Effect: While the target is slowed this way, any other effect that would make the target slowed instead makes them restrained by this
ability. Additionally, a creature who fails the saving throw while restrained this way is petrified until they are given a
supernatural cure or you choose to reverse the effect (no action required).
Level 6 Fury Features
- Marauder of the Primordial Chaos: As your connection to the power of the Primordial Chaos grows ever stronger, you automatically sense any elemental creatures
or magic sources of elemental power, such as a lava pool or a lake overlapping with Quintessence, within 1 mile of you.
Additionally, you can speak with elemental creatures, and when you are in a negotiation with an elemental, you treat your
Renown as 1 higher than usual. This stacks with the increase to your effective Renown provided by Nature’s Knight (a 3rd-Level
Stormwight feature). When any elemental first becomes aware of you in combat, if they have P < AVERAGE, they are frightened
of you (save ends).
- Primordial Portal: As a main action, you can touch a magic source of elemental power and use it to create a portal to Quintessence. You can then
use a main action to teleport yourself and any willing creatures within 10 squares of you through the portal and onto a safe
island in Quintessence, or to teleport back again. You can maintain [M] portals, each leading to the same safe island in Quintessence.
If a portal in your network is destroyed, it is no longer part of the network. You can remove a portal from your network no
matter your distance from it, including across different worlds (no action required).
(Exploring Quintessence is possible from your island, but continued safety is not guaranteed.)
- Perk: You gain one crafting, exploration, or intrigue perk of your choice.
- 6th-Level Aspect Ability: Your primordial aspect grants you a choice of heroic abilities.
Level 7 Fury Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Elemental Form: Whenever you show strong emotion or increase your ferocity, elemental motes attuned to your mood flit around you, and your
skin changes in appearance to reflect an element of your choice. Additionally:
- If you are a berserker or reaver, you have immunity [M] to acid, cold, corruption, fire, lightning, poison, and sonic damage.
- If you are a stormwight, you have immunity [2 x M] to the damage type of your Primordial Storm feature.
- Greater Ferocity: When you gain ferocity at the start of each of your turns during combat, you gain 1d3 + 1 ferocity instead of 1d3.
- Growing Ferocity Improvement: Your Growing Ferocity feature provides additional benefits when you have 10 or more ferocity.
- Skill: You gain one skill of your choice.
Level 8 Fury Features
- Perk: You gain one perk of your choice.
- 8th-Level Aspect Feature: Your primordial aspect grants you a feature.
11-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 11 ferocity to use.
- «11» Elemental Ferocity: Maneuver. Self (Magic). You gain 10 temporary Stamina. Additionally, choose acid, cold, corruption, fire, lightning, poison, or sonic damage. Until
the end of the encounter or until you are dying, whenever an enemy damages you, they take 10 damage of the chosen type. If
this damage reduces the enemy to 0 Stamina, you gain 10 temporary Stamina.
- «11» Overkill: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + M; {6/10/14} + M damage.
Effect: If the target is a minion or is winded but isn’t a leader or solo creature, they are reduced to 0 Stamina before this ability’s
damage is dealt. If the target is killed by this damage, you can deal any damage over what was required to kill them to another
creature within 5 squares of the target.
- «11» Primordial Rage: Maneuver. Self (Magic). Choose acid, cold, corruption, fire, lightning, poison, or sonic damage. Until the end of the encounter or until you are dying,
you can choose one target of any ability you use, with that target taking an extra 15 damage of the chosen type. Additionally,
whenever you gain ferocity from taking damage, the source of the damage takes 5 damage of the chosen type.
- «11» Relentless Death: Self; special (Magic, Melee, Strike, Weapon). You shift up to your speed. Each enemy you move adjacent to during this movement takes [2 x M] damage. Then make one power
roll that targets each enemy you move adjacent to during this shift. You gain 1 ferocity for each target who dies as a result
of this ability (maximum 11 ferocity).
Roll + M; any target whose Stamina is equal to or less than {8/11/17} dies.
Level 9 Fury Features
- Harbinger of the Primordial Chaos: You can create a temporary source of elemental power as a respite activity. This source of elemental power lasts 24 hours
after creation, and can be used to create a portal to Quintessence with your Primordial Portal feature. If you do so, the
source of elemental power lasts as long as the portal is maintained in your network.
- 9th-Level Aspect Ability: Your primordial aspect grants you a choice of heroic abilities.
Level 10 Fury Features
- Chaos Incarnate: If you are a berserker or reaver, you have immunity [2 x M] to acid, cold, corruption, fire, lightning, poison, and sonic
damage. If you are a stormwight, your damage immunity from your Primordial Storm feature (see Stormwight Kits) increases to
[3 x M].
When any elemental or any other creature whose abilities deal acid, cold, corruption, fire, lightning, poison, or sonic damage
first becomes aware of you in combat, if they have P < STRONG, they are frightened of you (save ends).
Additionally, when you use Primordial Strike, you can spend up to 3 ferocity, gaining 1 surge per ferocity spent to use for
that strike.
- Characteristic Increase: Your Might and Agility scores each increase to 5.
- Growing Ferocity Improvement: Your Growing Ferocity feature provides additional benefits when you have 12 or more ferocity.
- Perk: You gain one crafting, exploration, or intrigue perk of your choice.
- Primordial Ferocity: The first time you take damage each combat round, you gain 3 ferocity instead of 2.
- Primordial Power: You have an epic resource called primordial power. Each time you finish a respite, you gain primordial power equal to the
XP you gain. You can spend primordial power on your abilities as if it were ferocity. Additionally:
- You can spend any amount of primordial power as a free maneuver, ending one effect on you for each primordial power spent.
- You can spend 3 primordial power to create a portal to Quintessence without needing a source of elemental power.
Primordial power remains until you spend it.
- Skill: You gain one skill of your choice.
Fury Aspects
Fury Berserker Aspect
- [Level 1] Skill: You have the Lift skill.
- [Level 1] Berserker Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: Whenever you use the Knockback maneuver, the forced movement distance gains a +[M] bonus.
- 4: The first time you push a creature on a turn, you gain 1 surge.
- 6: You gain an edge on Might tests and the Knockback maneuver.
- 8 (4th level): The first time you push a creature on a turn, you gain 2 surges.
- 10 (7th level): You have a double edge on Might tests and the Knockback maneuver.
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes
forced movement on a target, the forced movement distance gains a +[M] bonus.
- [Level 1] Kit: You can use and gain the benefits of a kit.
- [Level 1] Primordial Strength: Whenever you damage an object with a weapon strike, the strike deals +[M] extra damage. Additionally, whenever you push another
creature into an object, the creature takes +[M] extra damage.
- [Level 1] Lines of Force: Triggered (you or an adjacent creature would be force moved).
Melee 1 (Magic), the triggering creature. You can select a new target of the same size or smaller within distance to be force moved instead. You become the source of
the forced movement, determine the new target’s destination, and can push the target instead of using the original forced
movement type. Additionally, the forced movement distance gains a +[M] bonus.
Spend «1»: The forced movement distance gains a +[2 x M] bonus instead.
- [Level 2] Unstoppable Force: Whenever you use the Charge main action, you can use a strike signature ability or a strike heroic ability instead of a free
strike. Additionally, you can jump as part of your charge.
- [Level 2] Berserker Ability: Choose one of the following.
- «5» Special Delivery: Maneuver. Melee 1 (Weapon), one willing ally. You vertically push the target up to 4 squares. This forced movement ignores the target’s stability, and the target takes
no damage from colliding with creatures or objects. At the end of this movement, the target can make a free strike that deals
+[M] extra damage.
- «5» Wrecking Ball: Maneuver. Self; special (Melee, Weapon). You move up to your speed in a straight line. During this movement, you can move through mundane structures, including walls,
which are difficult terrain for you. You automatically destroy each square of structure you move through and leave behind
a square of difficult terrain.
Additionally, you make one power roll that targets each enemy you move adjacent to during this movement.
Roll + M; push {1/2/3}.
- [Level 3] Immovable Object: You add your level to your effective size for the purpose of interacting with creatures and objects, including determining
whether you can lift an object, are affected by forced movement, and so forth. This has no effect on whether you can be grabbed.
Additionally, you have a +[M] bonus to stability.
- [Level 5] Bounder: Your jump distance and height double. Additionally, when you fall, you reduce the effective height of your fall by a number
of squares equal to your jump distance for the purpose of determining damage and whether you land prone. You are not prone
after falling and landing on another creature.
- [Level 6] Berserker Ability: Choose one of the following.
- «9» Avalanche Impact: Maneuver. Self (Magic). You jump up to your maximum jump distance and make one power roll that targets each creature adjacent to the space where you
land.
Roll + M; {4/7/11} damage; push {1/2/3}.
- «9» Force of Storms: Melee 1 (Strike, Weapon), creature only.
Roll + M; {7/11/16} + M damage; push {3/5/7}.
Effect: When the target ends this forced movement, each creature within 2 squares of the target is pushed 3 squares.
- [Level 8] Strongest There Is: Whenever you make a Might test, you can roll three dice and choose which two to use. Additionally, whenever you use the Knockback
maneuver, the forced movement distance gains a +[M] bonus.
- [Level 9] Berserker Ability: Choose one of the following.
- «11» Death Comes for You All! Area 3 burst (Magic, Melee, Weapon).
Roll + M; {7/10/15} damage; push {3/5/7}.
Effect: If this forced movement causes a target to be hurled through an object, that target takes an extra 10 damage.
- «11» Primordial Vortex: Area 3 burst (Magic, Melee, Weapon).
Roll + M; {3/5/8} damage; vertical pull {3/5/7}.
Effect: If this forced movement causes a target to slam into you, you take no damage from the collision and the target takes the damage
you would have taken.
Fury Reaver Aspect
- [Level 1] Skill: You have the Hide skill.
- [Level 1] Reaver Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: Whenever you use the Knockback maneuver, the forced movement distance gains a +[A] bonus.
- 4: The first time you slide a creature on a turn, you gain 1 surge.
- 6: You gain an edge on Agility tests and the Knockback maneuver.
- 8 (4th level): The first time you slide a creature on a turn, you gain 2 surges.
- 10 (7th level): You have a double edge on Agility tests and the Knockback maneuver.
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes
forced movement on a target, the forced movement distance gains a +[A] bonus.
- [Level 1] Kit: You can use and gain the benefits of a kit.
- [Level 1] Primordial Cunning: You are never surprised. Additionally, whenever you would push a target with forced movement, you can slide them instead.
- [Level 1] Unearthly Reflexes: Triggered (you take damage).
Self. You take half the damage from the triggering effect and can shift up to [A] squares.
Spend «1»: If the damage has any potency effects associated with it, the potency is reduced by 1 for you.
- [Level 2] Inescapable Wrath: You have a +[A] bonus to speed, and you ignore difficult terrain.
- [Level 2] Reaver Ability: Choose one of the following.
- «5» Death… Death! Melee 1 (Strike, Weapon), creature only.
Roll + M; {3/5/8} + M damage; P < POT, dazed and frightened (save ends).
- «5» Phalanx-Breaker: Self; special (Melee, Weapon). You shift up to your speed and make one power roll that targets up to three enemies you move adjacent to during this shift.
Roll + M; {2/4/6} damage; A < POT, dazed (save ends).
- [Level 3] See Through Their Tricks: You have a double edge on tests made to search for hidden creatures, discern hidden motives, or detect lies. You also have
a double edge on tests made to gamble!
- [Level 5] Unfettered: At the start of your turn, you can end any restrained condition on you. Additionally, you have a double edge on tests made
to escape being confined or imprisoned.
- [Level 6] Reaver Ability: Choose one of the following.
- «9» Death Strike: Free Triggered (you reduce a creature to 0 Stamina with a strike).
Melee 1 (Strike, Weapon), self. You target a creature adjacent to you with the same strike, using the same power roll as the triggering strike.
- «9» Seek and Destroy: Melee 1 (Strike, Weapon), creature only. You shift up to your speed.
Roll + M; {4/6/10} + M damage; P < POT, frightened (save ends).
Effect: If a target who is not a leader or solo creature is winded by this strike, they are reduced to 0 Stamina and you choose an
enemy within 5 squares of you. If that enemy has P < AVERAGE, they are frightened of you (save ends).
- [Level 8] A Step Ahead: Whenever you make an Agility test, you can roll three dice and choose which two to use. Additionally, whenever you use the
Disengage move action, the distance you can shift gains a +[A] bonus.
- [Level 9] Reaver Ability: Choose one of the following.
- «11» Primordial Bane: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + M; {11/16/21} + M damage.
Effect: Choose acid, cold, corruption, fire, lightning, poison, or sonic damage. The target loses any damage immunity to the chosen
type and gains weakness 10 to the chosen type (save ends).
- «11» Shower of Blood: Melee 1 (Strike, Weapon), creature only.
Roll + M; {12/18/24} + M damage.
Effect: Each enemy within 5 squares of you is distracted until the end of the round. While a creature is distracted this way, they
can’t take triggered actions or free triggered actions, ability rolls made against them gain an edge, and their characteristic
scores are considered 1 lower for the purpose of resisting potencies.
Fury Stormwight Aspect
- [Level 1] Skill: You have the Track skill.
- [Level 1] Beast Shape: You can use and gain the benefits of a stormwight kit (see Stormwight Kits). You also gain the Aspect of the Wild ability.
- Aspect of the Wild: Maneuver. Self (Magic). You can shapeshift into the animal defined by your stormwight kit, into a hybrid form, or back into your true form. While
in animal form or hybrid form, you can speak as you usually do, and you can also speak to animals who share your form. If
you are in a negotiation with an animal while in animal form, you treat your Renown as 2 higher than usual.
Spend «1»: As a free maneuver, you can shapeshift a second time, either into another animal form, into your hybrid form, or back into
your true form.
- [Level 1] Relentless Hunter: You gain an edge on tests made using the Track skill.
- [Level 1] Furious Change: Triggered (you lose Stamina and are not dying).
Self. You gain [M] temporary Stamina and can enter your animal form or hybrid form.
Spend «1»: If you are not dying, you can spend a Recovery.
- [Level 2] Tooth and Claw: At the end of each of your turns, each enemy adjacent to you takes [M] damage.
- [Level 2] Stormwight Ability: Choose one of the following.
- «5» Apex Predator: Melee 1 (Strike, Weapon), creature only.
Roll + M; {4/6/10} damage; I < POT, slowed (save ends).
Effect: The target can’t be hidden from you for 24 hours. Until the end of the encounter, whenever the target willingly moves, you
can use a free triggered action to move.
- «5» Visceral Roar: Area 2 burst (Magic).
Roll + M; {2/5/7} damage; push {1/2/3}; M < POT, dazed (save ends).
Effect: This ability deals your primordial damage type (see Stormwight Kits).
- [Level 3] Nature’s Knight: You can speak with animals and elementals. Additionally, you automatically sense the presence of animals and elementals within
10 squares of you, even if they are hidden.
When you are in a negotiation with an animal or elemental, you treat your Renown as 1 higher than usual. This stacks with
the increase to your effective Renown in a negotiation with an animal of your type while in animal form (see Stormwight Kits).
- [Level 5] Stormborn: You and each ally within 5 squares of you ignore negative effects from inclement weather, such as banes or environmental damage.
Additionally, you can use the Blessing of Fortunate Weather feature as if you were a 1st-level conduit.
- [Level 6] Stormwight Ability: Choose one of the following.
- «9» Pounce: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + M; {8/13/17} damage; M < POT, grabbed.
Effect: You can shift up to 4 squares, bringing the target with you. While grabbed this way, the target takes [2 x M] damage at the
start of each of your turns.
- «9» Riders on the Storm: Maneuver. Area 3 aura (Magic), each creature in the area. Until the end of the encounter or until you are dying, each enemy target takes [2 x M] damage of your primordial damage type
at the end of each of your turns. Additionally, you can fly while the aura is active. Each ally target who starts or ends
their turn in the area can also fly until the start of their next turn or until the effect ends.
Special: When you use this ability outside of combat without spending ferocity, you must spend 1 uninterrupted minute summoning a primordial
storm that fills the area, and you take 1d6 damage before the ability takes effect. The storm lasts for 1 hour or until a
combat encounter begins.
- [Level 8] Menagerie: You can use all stormwight kits. During a respite, you can choose to swap your stormwight kit and still take another respite
activity. Your Nature’s Knight feature now lets you automatically sense the presence of animals within 1 mile of you. Additionally,
whenever you make a test to track another creature, you can roll three dice and choose which two to use.
- [Level 9] Stormwight Ability: Choose one of the following.
- «11» Death Rattle: Area 3 burst (Magic).
Roll + M; {4/6/10} psychic damage;
- ≤11: Any target who is a minion is reduced to 0 Stamina.
- 12-16: Any target who is a minion is reduced to 0 Stamina, as does one winded target who is not a leader or solo creature.
- 17+: Each target who is not a leader or solo creature is winded; any target who is a minion is reduced to 0 Stamina, as does
one winded target who is not a leader or solo creature.
- «11» Deluge: Area 5 cube within 10 (Magic, Ranged).
Roll + M; {7/10/15} damage.
Effect: This ability deals your primordial damage type and ignores damage immunity.
Stormwight Kits
Boren
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +9 per echelon
- Stability Bonus: +2
- Melee Damage Bonus: +0/+0/+4
You have the following signature ability.
- Bear Claws (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {2/5/11} + M damage; M < POT, grabbed.
You have the following kit features.
- Aspect Benefits: Whenever you use forced movement to push a creature, you can pull that creature instead. Whenever you pull a creature adjacent
to you and that creature has M < AVERAGE, you can use a free triggered action to make that creature grabbed by you.
- Animal Form – Bear: While you are in your bear form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities.
- Hybrid Form – Bear: While you are in your hybrid form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities. At 4th
level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.
- Primordial Storm – Blizzard: Your primordial damage type is cold.
- Boren Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: You can have up to two creatures grabbed at a time. Additionally, whenever you make a strike against a creature you have
grabbed, you gain 1 surge.
- 4: The first time you grab a creature on a turn, you gain 1 surge.
- 6: You gain an edge on the Grab and Knockback maneuvers.
- 8 (4th level): The first time you grab a creature on a turn, you gain 2 surges instead of 1.
- 10 (7th level): You have a double edge on the Grab and Knockback maneuvers.
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you have a creature grabbed, any
ability roll made against that creature gains a +[M] bonus to its potency.
Corven
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +3 per echelon
- Speed Bonus: +3
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Wing Buffet (Sig.): Area 1 burst (Melee, Weapon).
Roll + A; {3/6/8} damage.
Effect: You can shift up to 2 squares before or after making the power roll.
You have the following kit features.
- Aspect Benefits: You gain an edge on tests made to hide and sneak. Additionally, whenever you fall, you can use a free triggered action to
use your Aspect of the Wild ability.
- Animal Form – Crow: While you are in your crow form, your size is 1T and you can fly. You can use the Hide maneuver as a free maneuver, and you
can use your allies as cover when you hide. You can’t use any abilities while in this form except for Aspect of the Wild.
- Hybrid Form – Crow: While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can fly.
- Primordial Storm – Anabatic Wind: Your primordial damage type is fire.
- Corven Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: Whenever you use the Disengage move action, the distance you can shift gains a +[A] bonus.
- 4: The first time you shift on a turn, you gain 1 surge.
- 6: You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
- 8 (4th level): The first time you shift on a turn, you gain 2 surges instead of 1.
- 10 (7th level): You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you
is reduced by 2 for you.
Raden
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +3 per echelon
- Speed Bonus: +3
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Driving Pounce (Sig.): Melee 1 (Strike, Weapon).
Roll + A; {4/7/9} + A damage; push {X/1/2}.
Effect: You can shift up to the same number of squares that you pushed the target.
You have the following kit features.
- Aspect Benefits: You gain an edge on tests made to hide and sneak. Additionally, you ignore difficult terrain.
- Animal Form – Rat: While you are in your rat form, your size is 1T and you can automatically climb at full speed while moving. You can use the
Hide maneuver as a free maneuver, you can use your allies as cover when you hide, and you can stay hidden while you move through
squares occupied by any creature. Additionally, you gain an edge on tests made to climb other creatures. You can’t use any
abilities while in this form except for Aspect of the Wild.
- Hybrid Form – Rat: While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can automatically climb at full
speed while moving.
- Primordial Storm – Rat Flood: Your primordial damage type is corruption.
- Raden Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: Whenever you use the Disengage move action, the distance you can shift gains a +[A] bonus.
- 4: The first time you shift on a turn, you gain 1 surge.
- 6: You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
- 8 (4th level): The first time you shift on a turn, you gain 2 surges instead of 1.
- 10 (7th level): You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you
is reduced by 2 for you.
Vuken
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +9 per echelon
- Speed Bonus: +2
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Unbalancing Attack (Sig.): Melee 1 (Strike, Weapon).
Roll + M; {4/7/9} + M damage; A < POT, prone.
You have the following kit features.
- Aspect Benefits: Whenever you use the Knockback maneuver, you can then use the Aid Attack maneuver as a free triggered action.
- Animal Form – Wolf: While you are in your wolf form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain.
- Hybrid Form – Wolf: While you are in your hybrid form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain. At 4th
level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.
- Primordial Storm – Lightning Storm: Your primordial damage type is lightning.
- Vuken Growing Ferocity: You gain certain benefits in combat based on the amount of ferocity you have. These benefits last until the end of your turn,
even if a benefit would become unavailable to you because of the amount of ferocity you spend during your turn. Benefits are
cumulative except where an improved benefit replaces a lesser benefit.
- 2: Whenever you use the Knockback maneuver, you can target one additional creature.
- 4: The first time on a turn that you push a creature or knock a creature prone, you gain 1 surge.
- 6: You gain an edge on Agility tests and the Knockback maneuver.
- 8 (4th level): The first time on a turn that you push a creature or knock a creature prone, you gain 2 surges.
- 10 (7th level): You have a double edge on Agility tests and the Knockback maneuver.
- 12 (10th level): Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes
forced movement on a target, the forced movement distance gains a +[A] bonus.
Null
- Starting Characteristics: Agility 2, Intuition 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Intuition – {2/1/0}
- Stamina: 21 (+9 per extra level)
- Recoveries: 8
- Skills: You gain the Psionics skill. Then choose any two skills from the interpersonal or lore skill groups.
Make the following selections for your class.
- Null Tradition: Choose a null tradition from the following options.
- Chronokinetic: Your training unmoors you from temporal reality, allowing you to use the flow of time as another dimension that all things
move through.
- Cryokinetic: You can tap into absolute cold, the most essential energy of myriad manifolds, and manifest its effects in your body.
- Metakinetic: You learn to see through the illusions of the universe to more fully understand your body and its psionic potential.
Your null tradition is your subclass, and determines many of the features you’ll gain from new levels.
Level 1 Null Features
- Discipline: You start combat with discipline equal to your number of Victories. At the start of your turn you gain 2 discipline. Additionally:
- The first time each combat round that an enemy in the area of your Null Field ability uses a main action, you gain 1 discipline.
- The first time each combat round that the Director uses an ability that costs Malice, you gain 1 discipline.
- Null Field: Maneuver. Area 1 aura (Psionic). Each enemy in the aura reduces their potencies by 1.
Once as a free maneuver on each of your turns, you can spend «1» and give your Null Field one of the following additional
effects until the start of your next turn:
- Gravitic Disruption: The first time on a turn that a target takes damage, you can slide them up to 2 squares.
- Inertial Anchor: Any target who starts their turn in the area can’t shift.
- Synaptic Break: Whenever you or any ally uses an ability against a target that has a potency effect, the potency is increased by 1.
This ability remains active even after an encounter ends. It ends only if you are dying or if you willingly end it (no action
required).
- Inertial Shield: Triggered (you take damage).
Self (Psionic). You take half the damage.
Spend «1»: The potency of one effect associated with the damage is reduced by 1 for you.
- 1st-Level Discipline Features: Your null tradition grants a skill and a discipline mastery.
- Null Speed: You gain a +[A] bonus to speed and to the number of squares you shift when you take the Disengage move action.
- Psionic Martial Arts: Whenever you use the Knockback or Grab maneuver, you use Intuition instead of Might for the power roll and for determining
if you can target creatures larger than you. Additionally, whenever you use the Knockback maneuver, you can choose to slide
the target instead of pushing them.
Psionic Augmentation: Choose one of the following augmentations. You can change your augmentation by undergoing a psionic meditation as a respite
activity.
- Density Augmentation: You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus
to stability.
- Force Augmentation: Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.
- Speed Augmentation: You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.
Signature Abilities: Choose two signature abilities from the following options.
- Dance of Blows: Area 1 burst (Psionic, Weapon).
Roll + A; {3/4/5} damage.
Effect: You can slide one adjacent enemy [I] squares.
- Faster Than the Eye: Melee 1 (Psionic, Strike, Weapon), two creatures or objects.
Roll + A; {4/5/7} damage.
Effect: You can deal [A] damage to one creature or object adjacent to you.
- Inertial Step: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {5/7/10} + A damage.
Effect: You can shift up to half your speed before or after you make this strike.
- Joint Lock: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {4/7/9} + A damage; A < POT, grabbed.
- Kinetic Strike: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {4/5/6} + A damage; taunted (EoT); slide {X/1/2}.
- Magnetic Strike: Melee 2 (Psionic, Strike, Weapon), creature only.
Roll + A; {5/8/11} + A psychic damage; vertical pull {1/2/3}.
- Phase Inversion Strike: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {4/6/8} + A damage; push {2/4/6}.
Effect: Before the push is resolved, you teleport the target to a square adjacent to you and opposite the one they started in. If
the target can’t be teleported this way, you can’t push them.
- Pressure Points: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {4/7/9} + A damage; A < POT, weakened (save ends).
3-Discipline Ability: Choose one heroic ability from the following options, each of which costs 3 discipline to use.
- «3» Chronal Spike: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {7/10/13} + A damage.
Effect: You can shift up to half your speed before or after you make this strike. Additionally, whenever an effect lets you make a
free strike or use a signature ability, you can use this ability instead, paying its discipline cost as usual.
- «3» Psychic Pulse: Maneuver. Area 2 burst (Psionic). Each enemy in the burst takes [2 x I] psychic damage. Until the start of your next turn, the size of your Null Field ability
increases by 1. At the end of your current turn, each enemy in the area of your Null Field ability takes [I] psychic damage.
- «3» Relentless Nemesis: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {6/8/12} + A damage.
Effect: Until the start of your next turn, whenever the target moves or is force moved, you can use a free triggered action to shift
up to your speed. You must end this shift adjacent to the target.
- «3» Stunning Blow: Melee 1 (Psionic, Strike, Weapon).
Roll + A; {4/5/7} + A damage; I < POT, dazed and slowed (save ends).
5-Discipline Ability: Choose one heroic ability from the following options, each of which costs 5 discipline to use.
- «5» Arcane Disruptor: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {8/12/16} + A psychic damage; M < POT, weakened (save ends).
Effect: While weakened this way, the target takes [I] damage whenever they use a supernatural ability that costs Malice.
- «5» Impart Force: Maneuver. Melee 1 (Psionic, Strike, Weapon).
Roll + I; push {3/5/7}.
Effect: An object you target must be your size or smaller. You gain an edge on this ability. Additionally, for each square you push
the target, they take 1 psychic damage.
- «5» Phase Strike: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {3/4/6} + A psychic damage; I < POT, the target goes out of phase (save ends).
Effect: A target who goes out of phase is slowed, has their stability reduced by 2, and can’t obtain a tier 3 outcome on ability rolls.
- «5» A Squad Unto Myself: Area 2 burst (Psionic, Weapon).
Roll + A; {6/9/13} damage.
Effect: You can take the Disengage move action as a free maneuver before or after you use this ability.
Level 2 Null Features
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- 2nd-Level Tradition Feature: Your null tradition grants you a feature.
- 2nd-Level Tradition Ability: Your null tradition grants your choice of one of two abilities.
Level 3 Null Features
- Psionic Leap: You can long jump and high jump a distance of [2 x A] without needing to make a test.
- Reorder: At the start of each of your turns, you can use a free triggered action to end one effect on you that is ended by a saving
throw or that ends at the end of your turn. Alternatively, you can grant this benefit to one creature in the area of your
Null Field ability.
7-Discipline Ability: Choose one heroic ability from the following options, each of which costs 7 discipline to use.
- «7» Absorption Field: Maneuver. Self (Psionic). Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged
this way, each enemy in the area takes a bane on ability rolls.
- «7» Molecular Rearrangement Field: Maneuver. Self (Psionic). Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged
this way, each enemy who has I < AVERAGE and enters the area for the first time in a combat round or starts their turn there
is bleeding (save ends). Each ally who enters the area for the first time in a combat round or starts their turn there gains
[I] temporary Stamina.
- «7» Stabilizing Field: Maneuver. Self (Psionic). Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged
this way, you ignore difficult terrain and reduce the potency of enemy effects targeting you by 1 for you. You can also use
a free triggered action at the start of each of your turns to end one effect on you that is ended by a saving throw or that
ends at the end of your turn. Each ally in the area also gains these benefits.
- «7» Synapse Field: Maneuver. Self (Psionic). Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged
this way, whenever an enemy in the area takes rolled damage, they take [2 x I] extra psychic damage.
Level 4 Null Features
- Characteristic Increase: Your Agility and Intuition scores each increase to 3.
- Discipline Mastery Improvement: Your Discipline Mastery feature provides additional benefits when you have 8 or more discipline.
- Enhanced Null Field: During combat, any temporary supernatural terrain effects of your level or lower are removed when your aura partially or fully
overlaps with their location. Permanent supernatural terrain effects of your level or lower are temporarily negated while
your aura overlaps with their location, but return when the aura no longer overlaps with them.
- Perk: You gain one perk of your choice.
- Regenerative Field: The first time each combat round that an enemy in the area of your Null Field ability uses a main action, you gain 2 discipline
instead of 1.
- Skill: You gain one skill of your choice.
Level 5 Null Features
- 5th-Level Tradition Feature: Your null tradition grants you a feature.
9-Discipline Ability: Choose one heroic ability from the following options, each of which costs 9 discipline to use.
- «9» Anticipating Strike: Free Triggered (an adjacent creature moves or uses a main action).
Melee 1 (Psionic, Strike, Weapon), the triggering creature.
Roll + A; {7/10/13} + A damage; I < POT, restrained (save ends).
Effect: This strike resolves before the triggering movement or main action.
- «9» Iron Grip: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {10/14/18} + A damage; A < POT, grabbed.
Effect: While grabbed this way, the target takes a bane on the Escape Grab maneuver. Each time they use that maneuver, they take [2
x A] damage.
- «9» Phase Leap: Move. Self (Psionic). You jump up to your speed without provoking opportunity attacks. Until the end of your next turn, a static afterimage of you
remains in the space you left, and any enemy adjacent to your afterimage takes a bane on ability rolls. You can use your abilities
from your own space or from the space of your afterimage as if you were still there. Additionally, if your Null Field ability
is active, your afterimage also projects the aura from that ability, which you control as if you were in the afterimage’s
space.
- «9» Synaptic Reset: Maneuver. Area 3 burst (Psionic), self and each ally in the area. Each target can end any conditions or effects on themself, and gains 5 temporary Stamina for each condition or effect removed.
Level 6 Null Features
- Elemental Absorption: Whenever you use your Inertial Shield triggered action, you gain immunity [I] to acid, cold, corruption, fire, lightning,
poison, and sonic damage against the triggering damage.
- Elemental Buffer: Whenever you reduce acid, cold, corruption, fire, lightning, poison, or sonic damage with damage immunity, you gain 2 surges
that can be used only to increase the damage of your next strike.
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- 6th-Level Tradition Ability: Your null tradition grants you a choice of heroic abilities.
Level 7 Null Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Discipline Mastery Improvement: Your Discipline Mastery feature provides additional benefits when you have 10 or more discipline.
- Improved Body: When you gain discipline at the start of each of your turns during combat, you gain 3 discipline instead of 2.
- Skill: You gain one skill of your choice.
Psi Boost: Whenever you use an ability that is a main action or a maneuver with the Psionic keyword, you can spend additional discipline
to apply a psi boost to it and enhance its effects. A psi boost’s effects only last until the end of the turn which the ability
is first used. You can apply multiple psi boosts to an ability, but only one instance of each specific boost. You can use
the following psi boosts.
- «1» Dynamic Power: If the ability force moves a target, the forced movement distance gains a +[I] bonus.
- «3» Expanded Power: If the ability targets an area, you increase the size of the area by 1. If the area is a line, you increase the size of one
dimension, not both.
- «1» Extended Power: If the ability is ranged, the distance gains a +[I] bonus. If the ability is melee, the distance gains a +2 bonus.
- «1» Heightened Power: If the ability deals rolled damage, it deals +[I] extra damage.
- «5» Magnified Power: If the ability has a potency, you increase that potency by +[I].
- «5» Shared Power: If the ability targets individual creatures or objects, you target one additional creature or object within distance.
- «1» Sharpened Power: If the ability has any power roll, that roll gains an edge.
Level 8 Null Features
- Perk: You gain one perk of your choice.
- 8th-Level Tradition Feature: Your null tradition grants you a feature.
11-Discipline Ability: Choose one heroic ability from the following options, each of which costs 11 discipline to use.
- «11» Arcane Purge: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {13/19/24} + A damage; M < POT, the target is suppressed (save ends).
Effect: While suppressed, a target takes [2 x I] psychic damage at the start of their turns, whenever they use a supernatural ability,
or whenever they use an ability that costs Malice.
- «11» Phase Hurl: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {9/13/18} + A damage; push {5/7/10}; I < POT, dazed (save ends).
Effect: The target and each creature or object they collide with from this forced movement takes psychic damage equal to the total
number of squares the target was force moved. While the target is dazed this way, they see glimpses of creatures from other
parts of the timescape.
- «11» Scalar Assault: Area 3 cube within 1 (Psionic).
Roll + A; {12/17/23} psychic damage; push {3/5/7}.
- «11» Synaptic Anchor: Free Triggered (you or a creature in the area of your Null Field ability takes damage from another creature’s ability).
Self; special (Psionic), the damaged creature. The target takes half the damage, and if the triggering creature has I < AVERAGE, they are dazed (save ends). While the triggering
creature is dazed this way, they take [I] psychic damage whenever they use a main action.
Level 9 Null Features
- I Am the Weapon: Your Stamina increases by 21 and you can’t be made bleeding even while dying. You no longer age or have need of food. Additionally,
you can use Intuition instead of another characteristic when resisting potencies.
- 9th-Level Tradition Ability: Your null tradition grants you a choice of heroic abilities.
Level 10 Null Features
- Characteristic Increase: Your Agility and Intuition scores each increase to 5.
- Discipline Mastery Improvement: Your Discipline Mastery feature provides additional benefits when you have 12 or more discipline.
- Manifold Body: When you gain discipline at the start of each of your turns during combat, you gain 4 discipline instead of 3.
- Manifold Resonance: Each time you finish a respite, you can shift yourself and any creatures in the area of your Null Field ability to any location
in the timescape known to you, known to any other creature in the area, or where any supernatural treasure in the area has
been before.
Whenever you use an ability, you gain 1 discipline that can be used only to apply a benefit from your Psi Boost feature to
that ability. Additionally, you and allies in the area of your Null Field ability ignore banes and double banes on your power
rolls.
- Order: You have an epic resource called order. Each time you finish a respite, you gain order equal to the XP you gain. You can spend
order on your abilities as if it were discipline.
At the start of a combat encounter, you can spend 1 order to increase the size of your Null Field by 1 until the end of the
encounter.
Order remains until you spend it.
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- Skill: You gain one skill of your choice.
Null Aspects
Null Chronokinetic Aspect
- [Level 1] Skill: You gain one skill from the lore group
- [Level 1] Chronokinetic Mastery: Whenever you use the Inertial Shield ability, you can use the Disengage move action as a free triggered action.
- [Level 2] Rapid Processing: As a maneuver, you can read an entire book or process a similar amount of information. Additionally, during any respite, you
can take an additional respite activity.
- [Level 2] Chronokinetic Ability: Choose one of the following.
- «5» Blur: Maneuver. Self (Psionic). You can use a signature or heroic ability. You gain an edge on that ability’s power rolls.
- «5» Force Redirected: Melee 3 (Psionic, Strike, Weapon), creature only.
Roll + A; {8/12/16} + A damage; slide {1/3/5}.
- [Level 5] Instant Action: If you’re not surprised at the start of your first turn in combat, you gain an edge on ability rolls and gain 2 surges. If
you are surprised, you can spend 3 discipline to no longer be surprised and gain the benefits of this feature.
- [Level 6] Chronokinetic Ability: Choose one of the following.
- «9» Interphase: Main Action. Self (Psionic). You can use up to three signature abilities, each of which gains an edge.
- «9» Phase Step: Self; special (Melee, Psionic, Weapon). You can shift up to your speed, and squares occupied by enemies or objects are not difficult terrain for this shift. You make
one power roll that targets each enemy you moved through during this shift.
Roll + A; {6/8/12} damage; M < POT, dazed.
- [Level 8] Shared Momentum: When you take the Disengage move action, one ally in the area of your Null Field ability can also take the Disengage move
action as a free triggered action, using your distance for that move action.
- [Level 9] Chronokinetic Ability: Choose one of the following.
- «11» Arrestor Cycle: Free Triggered (a creature within distance starts their turn).
Ranged 10 (Psionic), the triggering creature.
Roll + I; I < POT, the target loses their turn.
Effect: If the target loses their turn, the round continues as if they had acted. A target who doesn’t lose their turn takes [2 x
I] psychic damage for each main action they take until the end of their next turn.
- «11» Time Loop: Free Triggered (another creature on the encounter map ends their turn).
Self (Psionic). You take a bonus turn immediately after the triggering creature. This ability can be used only once per combat round.
Null Cryokinetic Aspect
- [Level 1] Skill: You gain one skill from the crafting group.
- [Level 1] Cryokinetic Mastery: Whenever you use your Inertial Shield ability, you can then use the Grab maneuver as a free triggered action.
- [Level 2] Entropic Adaptability: You have cold immunity [2 x I]. Additionally, you ignore difficult terrain related to cold and ice, and you can automatically
climb at full speed while moving.
- [Level 2] Cryokinetic Ability: Choose one of the following.
- «5» Entropic Field: Area 3 cube within 1 (Psionic, Weapon).
Roll + A; {6/9/13} cold damage; A < POT, slowed (save ends).
- «5» Heat Sink: Maneuver. Self (Psionic). Until the start of your next turn, the size of your Null Field ability increases by 1, and you and any ally benefit from concealment
while in the area. At the end of this turn, each enemy in the area takes [I] cold damage.
- [Level 5] Chilling Readiness: At the start of any combat, you gain a number of surges equal to your Victories.
- [Level 6] Cryokinetic Ability: Choose one of the following.
- «9» Ice Pillars: Ranged 10 (Psionic), three creatures or objects.
Roll + I; vertical slide {6/8/10}
- «9» Wall of Ice: Main Action. Area 10 wall within 10 (Psionic, Ranged), special. You can place this wall in occupied squares, sliding each creature in the area into the nearest unoccupied space of your choice.
The wall remains until the end of the encounter or until you are dying. The wall’s squares are treated as stone squares for
the purpose of damage, and you and allies can move freely through the wall. Each enemy who enters a square adjacent to the
wall and has M < AVERAGE is slowed (save ends). Each enemy who is force moved into the wall and has M < AVERAGE is restrained
(save ends).
- [Level 8] Synaptic Triage: As a free maneuver, you can spend 1d6 Stamina to remove one effect on you. Each creature of your choice in the area of your
Null Field ability also gains this benefit.
- [Level 9] Cryokinetic Ability: Choose one of the following.
- «11» Absolute Zero: Maneuver. Self (Psionic).
Roll + I; you gain {20/30/40} temporary Stamina.
Effect: Until the end of the encounter or until you are dead, you become an avatar of uttermost cold. You gain immunity to all damage
equal to the cold damage immunity granted by your Entropic Adaptability trait, you ignore the negative effects of dying, and
you have a +2 bonus to potencies.
- «11» Heat Drain: Maneuver. Melee 1 (Psionic, Strike), creature only.
Roll + I; {8/11/15} + I cold damage; M < POT, restrained (save ends).
Effect: While restrained this way, the target takes [I] cold damage at the start of each of your turns. Additionally, whenever the
target damages another creature while restrained this way, any potency associated with the damage is reduced by 2.
Null Metakinetic Aspect
- [Level 1] Skill: You gain one skill from the exploration group.
- [Level 1] Metakinetic Mastery: Whenever you use your Inertial Shield ability, you can then use the Knockback maneuver as a free triggered action.
- [Level 2] Inertial Sink: You add +[I] to your effective size for the purpose of interacting with creatures and objects, such as for determining whether
you can lift an object, whether you are affected by forced movement, and so forth. This has no effect on whether you can be
grabbed.
Additionally, when you fall, you reduce the effective height of the fall by 5 squares in addition to any other reductions.
Whenever you take damage from being force moved, you reduce that damage by [L].
- [Level 2] Metakinetic Ability: Choose one of the following.
- «5» Gravitic Strike: Melee 3 (Psionic, Strike, Weapon), creature only.
Roll + A; {8/12/16} + A psychic damage; vertical pull {3/5/7}.
- «5» Kinetic Shield: Maneuver. Self (Psionic).
Roll + I; you gain {10/15/20} temporary Stamina.
Effect: While you have temporary Stamina from this ability, you can’t be made bleeding even while dying.
- [Level 5] Inertial Fulcrum: Whenever you use an ability to reduce damage dealt to you or to reduce the distance of forced movement imposed upon you, you
can deal [I] damage to one enemy in the area of your Null Field ability.
- [Level 6] Metakinetic Ability: Choose one of the following.
- «9» Gravitic Charge: Maneuver. Self (Psionic).
Roll + I; vertical slide {5/7/9}.
Effect: This movement ignores stability. If you slide into another creature, you resolve damage to both of you as if your force movement
had ended, but you keep moving through that creature’s space.
- «9» Iron Body: Maneuver. Self (Psionic). You gain 20 temporary Stamina. Additionally, until the end of the encounter, you gain +[I] stability.
- [Level 8] Inertial Dampener: You and each creature or object of your choice in the area of your Null Field ability gain +[I] stability. A creature who
attempts to force move a target with this bonus takes [I] psychic damage.
- [Level 9] Metakinetic Ability: Choose one of the following.
- «11» Inertial Absorption: Free Triggered (another creature damages you using an ability).
Self (Psionic). You take half the damage, negate any effects associated with the damage for you, and gain 3 surges.
- «11» Realitas: Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + A; {7/10/13} + A psychic damage; I < POT, dazed.
Effect: While dazed this way, the target takes [2 x I] psychic damage at the start of each of your turns. If this ability causes a
creature who is not a leader or solo creature to become winded, they are instead reduced to 0 Stamina. Any creature reduced
to 0 Stamina by this ability is forgotten by all creatures of your level or lower in the timescape who are not present in
the encounter. Loved ones of the forgotten creature retain a faint sense of melancholy. This effect can be reversed only at
the Director’s discretion.
Shadow
- Starting Characteristics: Agility 2 and your choice of array for other characteristics:
- 2, 2, −1, −1
- 2, 1, 1, −1
- 2, 1, 0, 0
- 1, 1, 1, 0
- Potency: Agility – {2/1/0}
- Stamina: 18 (+6 per extra level)
- Recoveries: 8
- Skills: You gain the Hide and Sneak skills. Then choose any five skills from Criminal Underworld or the skills of the exploration,
interpersonal, or intrigue skill groups.
Make the following selections for your class.
- Shadow College: Choose a shadow college from the following options.
- College of Black Ash: The College of Black Ash founded the art of being a shadow. Its graduates are unmatched in mobility, using sorcery to teleport
around the battlefield, manipulate shadows, and summon darkness.
- College of Caustic Alchemy: The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates
of the college are exceptional assassins.
- College of the Harlequin Mask: Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create
orchestrated chaos in combat.
Your shadow college is your subclass, and determines many of the features you’ll gain from new levels.
- Kit: You can use and gain the benefits of a kit.
Level 1 Shadow Features
- Insight: You start combat with insight equal to your number of Victories. At the start of your turn you gain 1d3 insight. Additionally:
- The first time each combat round that you deal damage incorporating 1 or more surges, you gain 1 insight.
- Whenever you use a heroic ability that makes use of a power roll, that ability costs 1 fewer insight if you have an edge or
double edge on it. If the ability has multiple targets, the cost is reduced even if the ability gains an edge or has a double
edge against only one target.
- 1st-Level College Features: Your shadow college grants you several features, including a triggered action.
- «1» Hesitation Is Weakness: Free Triggered (another hero ends their turn; that hero can’t have used this ability to start their turn).
Self. You take your turn after the triggering hero.
- Kit: You gain the signature ability and other features of your kit.
Signature Ability: Choose one signature ability from the following options.
- Gasping in Pain (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + A; {3/5/8} + A damage; {roll 17+} I < POT, prone.
Effect: One ally within 5 squares of the target gains 1 surge.
- I Work Better Alone (Sig.): Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {3/6/9} + A damage.
Effect: If the target has none of your allies adjacent to them, you gain 1 surge before making the power roll.
- Teamwork Has Its Place (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + A; {3/6/9} + A damage.
Effect: If any ally is adjacent to the target, you gain 1 surge before making the power roll.
- You Were Watching the Wrong One (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + A; {3/5/8} + A damage.
Effect: As long as you have one or more allies within 5 squares of the target, you gain 1 surge. If you are flanking the target when
you use this ability, choose one ally who is flanking with you. That ally also gains 1 surge.
3-Insight Ability: Choose one heroic ability from the following options, each of which costs 3 insight to use.
- «3» Disorienting Strike: Melee 1 (Strike, Weapon), creature only.
Roll + A; {4/6/10} + A damage; slide {2/3/5}.
Effect: You can shift into any square the target leaves when you slide them.
- «3» Eviscerate: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {4/6/10} + A damage; R < POT, bleeding (save ends).
- «3» Get In Get Out: Melee 1 (Strike, Weapon), creature only.
Roll + A; {5/8/11} + A damage.
- «3» Two Throats at Once: Melee 1 or Ranged 5 (Strike, Weapon), two creatures or objects.
Roll + A; {4/6/10} damage.
5-Insight Ability: Choose one heroic ability from the following options, each of which costs 5 insight to use.
- «5» Coup de Grace: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; 2d6 + {7/11/16} + A damage.
- «5» One Hundred Throats: Self; special (Melee, Weapon). You shift up to your speed and make one power roll that targets up to three enemies who came adjacent to you during the move.
Roll + A; {3/6/9} damage.
- «5» Setup: Ranged 5 (Strike, Weapon), creature only.
Roll + A; {6/9/13} + A damage; R < POT, the target has damage weakness 5 (save ends).
- «5» Shadowstrike: Main Action. Self; special (Magic, Melee, Ranged). You use a strike signature ability twice.
Level 2 Shadow Features
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- 2nd-Level College Feature: Your shadow college grants you a feature.
- 2nd-Level College Ability: Your shadow college grants you a choice of heroic abilities.
Level 3 Shadow Features
- Careful Observation: Maneuver. Ranged 20, creature only. As long as you remain within distance of the target, maintain line of effect to them, and strike no other creature first,
you gain an edge on the next strike you make against the assessed creature, and gain 1 surge you can use only on that strike.
7-Insight Ability: Choose one heroic ability from the following options, each of which costs 7 insight to use.
- «7» Dancer: Maneuver. Self. Until the end of the encounter, whenever an enemy moves or is force moved adjacent to you or damages you, you can take the
Disengage move action as a free triggered action.
- «7» Misdirecting Strike: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {9/13/18} + A damage.
Effect: The target is taunted by a willing ally within 5 squares of you until the end of the target’s next turn.
- «7» Pinning Shot: Ranged 5 (Strike, Weapon), creature only.
Roll + A; {8/12/16} + A damage; A < POT, restrained (save ends).
- «7» Staggering Blow: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {7/11/16} + A damage;
- ≤11: M < POT, slowed (save ends).
- 12+: M < POT, prone and can’t stand (save ends).
Level 4 Shadow Features
- Characteristic Increase: Your Agility score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of
3.
- Keep It Down: While conversing with any creature you share a language with, you can decide whether anyone else can perceive what you’re
conveying, even while yelling.
- Night Watch: Triggered (an ally within distance takes damage from another creature’s ability while you are hidden).
Ranged 5 (Weapon), the damaged creature. The target takes half the damage. You remain hidden.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
- Surge of Insight: The first time each combat round that you deal damage incorporating 1 or more surges, you gain 2 insight instead of 1.
Level 5 Shadow Features
- 5th-Level College Feature: Your shadow college grants you a feature.
9-Insight Ability: Choose one heroic ability from the following options, each of which costs 9 insight to use.
- «9» Blackout: Maneuver. Area 3 burst (Magic), special. A black cloud fills the area until the end of your next turn, granting you and your allies concealment against enemies. While
you are in the area, whenever an enemy ends their turn in the area, you can use a free triggered action to shift to a new
location within the area and make a free strike against them.
- «9» Into the Shadows: Melee 1 (Magic, Strike, Weapon). You and the target are removed from the encounter map until the start of your next turn. You reappear in the spaces you left
or the nearest unoccupied spaces. Make a power roll upon your return.
Roll + A; {8/13/17} + A corruption damage.
- «9» Shadowfall: Area 10 x 1 line within 1 (Melee, Weapon).
Roll + A; {10/14/20} damage.
Effect: You disappear before making the power roll. After the power roll is resolved, you appear in the first unoccupied space at
the far end of the line.
- «9» You Talk Too Much: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + A; {10/15/21} + A damage; P < POT, dazed (save ends).
Effect: The target can’t communicate with anyone until the end of the encounter.
Level 6 Shadow Features
- Perk: You gain one perk of your choice.
- Umbral Form: As a maneuver, you lose control of yourself, becoming a shadow creature dripping with ash. This transformation lasts until
the end of the encounter, until you are dying, or after 1 uninterrupted hour of quiet focus outside of combat. You gain the
following effects while in this form:
- You can automatically climb at full speed while moving.
- Enemies’ spaces don’t count as difficult terrain for you. An enemy takes [A] corruption damage the first time you pass through
their space on a turn.
- If you end your turn with cover or concealment from another creature, you are automatically hidden from that creature.
- You gain 1 surge at the start of each of your turns.
- You have corruption immunity [L + 5].
- Creatures gain an edge on strikes against you.
- You take a bane on Presence tests made to interact with other creatures.
- 6th-Level College Ability: Your shadow college grants you a choice of heroic abilities.
Level 7 Shadow Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Keen Insight: At the start of each of your turns during combat, you gain 1d3 + 1 insight instead of 1d3.
- Skill: You gain one skill of your choice.
- Careful Observation Improvement: You can target two creatures simultaneously with your Careful Observation ability, observing both simultaneously. Making a
strike against one target doesn’t end your observation of the other target.
- Ventriloquist: Whenever you communicate, you can throw your voice so that it seems to originate from a creature or object within 10 squares.
If you are hidden, talking this way doesn’t cause you to be revealed.
Level 8 Shadow Features
- Perk: You gain one perk of your choice.
- 8th-Level College Feature: Your shadow college grants you a feature.
11-Insight Ability: Choose one heroic ability from the following options, each of which costs 11 insight to use.
- «11» Assassinate: Melee 1 (Strike, Weapon).
Roll + A; {12/18/24} + A damage.
Effect: A target who is not a minion, leader, or solo creature and who is winded after taking this damage is reduced to 0 Stamina.
- «11» Shadowgrasp: Area 2 burst (Magic).
Roll + A; {11/16/21} corruption damage; A < POT, restrained (save ends).
- «11» Speed of Shadows: Main Action. Self (Magic). You can use a strike signature ability four times, use a strike signature ability that gains an edge three times, or use a
strike signature ability that has a double edge twice. You can shift up to 2 squares between each use.
- «11» They Always Line Up: Area 5 x 1 line within 5 (Ranged, Weapon).
Roll + A; {12/18/24} damage; M < POT, slowed (save ends).
Level 9 Shadow Features
- Gloom Squad: At the start of each of your turns, you can forgo gaining insight to create 1d6 clones of yourself in unoccupied adjacent
spaces. A clone acts on your turn and uses your statistics, except they have 1 Stamina. They are affected by any conditions
and effects on you, and last until the start of your next turn. A clone doesn’t have insight and can’t use the Careful Observation
ability, the Umbral Form feature, or any triggered actions. On their turn, a clone has a move action, a maneuver, and a main
action that they can use only to make a free strike. While making a free strike, a clone must choose targets that you or another
clone aren’t also striking.
Outside of combat, you can have one clone active for every 2 Victories you have. If a clone is destroyed, you must wait 1
hour before creating another one.
- 9th-Level College Ability: Your shadow college grants you a choice of heroic abilities.
Level 10 Shadow Features
- Characteristic Increase: Your Agility score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of
5.
- Death Pool: The first time each combat round that you deal damage incorporating 1 or more surges, you gain 3 insight instead of 2.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
- Careful Observation Improvement: You can target three creatures simultaneously with your Careful Observation ability.
- Improved Umbral Form: You gain full control over the shadow creature you become with your Umbral Form feature, and you can end the transformation
at will (no action required). Additionally, you are always wreathed in darkness that grants you concealment while in this
form, and creatures no longer gain an edge on strikes against you.
While you are in your umbral form, you can spend 1 uninterrupted minute concentrating on a location where you’ve been before.
At the end of that minute, you and each willing creature of your choice within 10 squares of you can teleport to unoccupied
spaces of your choice within that location. Each creature who teleports this way is invisible for 1 hour or until they use
an ability.
- Subterfuge: You have an epic resource called subterfuge. Each time you finish a respite, you gain subterfuge equal to the XP you gain.
You can spend subterfuge on your abilities as if it were insight.
Additionally, you can spend subterfuge to take additional maneuvers on your turn. You can use one maneuver for each subterfuge
you spend.
Subterfuge remains until you spend it.
Shadow Colleges
Shadow Black Ash College
- [Level 1] Skill: You have the Magic skill.
- [Level 1] Black Ash Teleport: Maneuver. Self (Magic). You teleport up to 5 squares. If you have concealment or cover at your destination, you can use the Hide maneuver even if
you are observed. If you successfully hide using this maneuver, you gain 1 surge.
Spend «1+»: You teleport 1 additional square for each insight spent.
- [Level 1] In All This Confusion: Triggered (you take damage).
Self (Magic). You take half the damage, then can teleport up to 4 squares after the triggering effect resolves.
Spend «1+»: You teleport 1 additional square for each insight spent.
- [Level 2] Burning Ash: The first time on a turn that you use a shadow ability to teleport away from or into a space adjacent to an enemy, that enemy
takes [A] fire damage.
- [Level 2] Black Ash Ability: Choose one of the following.
- «5» In a Puff of Ash: Melee 1 or Ranged 5 (Magic, Strike, Weapon), creature only.
Roll + A; {6/10/14} + A damage; you can teleport the target {1/3/5} square(s).
- «5» Too Slow: Free Triggered (you use your In All This Confusion ability).
Self; special. You ignore any effects associated with the damage that triggered your In All This Confusion ability. Before you teleport,
you can make a free strike against a creature who damaged you to trigger In All This Confusion. After you teleport, you can
spend a Recovery.
- [Level 5] Trail of Cinders: Whenever you reduce a non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your Black Ash Teleport
ability.
Additionally, you can now bring an adjacent willing creature along with you whenever you use a shadow ability to teleport.
The creature appears in an unoccupied space adjacent to the space into which you teleported. If no such space exists, they
can’t teleport with you.
- [Level 6] Black Ash Ability: Choose one of the following.
- «9» Black Ash Eruption: Melee 1 (Magic, Strike, Weapon), creature only.
Roll + A; {3/6/9} + A damage; vertical push {5/10/15}.
Effect: A creature force moved by this ability must be moved straight upward.
- «9» Cinderstorm: Maneuver. 4 burst (Magic), self and each ally in the area. Each target can teleport up to 5 squares. For each target in addition to you who teleports away from or into a space adjacent
to an enemy, that enemy takes [A] fire damage. Additionally, a target who ends this movement in concealment or cover can use
the Hide maneuver even if they are observed.
- [Level 8] Cinder Step: Whenever you willingly move, you can teleport. When you teleport this way, it counts as using a shadow ability for the purpose
of using your Burning Ash and Trail of Cinders features.
- [Level 9] Black Ash Ability: Choose one of the following.
- «11» Cacophony of Cinders: Self; special (Magic, Melee, Weapon). You shift up to twice your speed, making one power roll that targets each creature you come adjacent to during the shift.
Roll + A; an enemy takes {6/10/14} damage; an ally can teleport up to {3/5/7} squares.
- «11» Demon Door: Melee 3 (Magic, Strike, Weapon), creature only.
Roll + A; {13/18/25} + A corruption damage; push {3/5/7}.
Effect: On a critical hit, the target is grabbed and pulled through the portal before it closes, never to be seen again.
Shadow Caustic Alchemy College
- [Level 1] Skill: You have the Alchemy skill.
- [Level 1] Coat the Blade: Maneuver. Self. You gain 2 surges. Additionally, whenever you use a surge before the end of the encounter, you can choose to have it deal
poison damage.
Spend «1+»: For each insight you spend, you gain 1 additional surge.
- [Level 1] Smoke Bomb: You always carry a supply of smoke bombs to use for distractions and easy getaways. You can use the Hide maneuver even if
you are observed and don’t initially have cover or concealment. When you do so, you can shift [A] squares. If you end this
movement with cover or concealment, you are automatically hidden.
- [Level 1] Defensive Roll: Triggered (another creature damages you).
Self. You take half the triggering damage, then can shift up to 2 squares after the triggering effect resolves. If you end this
shift with concealment or cover, you can use the Hide maneuver even if you are observed.
Spend «1»: The potency of any effects associated with the damage are reduced by 1 for you.
- [Level 2] Trained Assassin: You know just where to cut your enemies. Whenever you make a strike that has no bane or double bane, and that incorporates
1 or more surges, you gain 1 additional surge that you can use only on that strike.
- [Level 2] Caustic Alchemy Ability: Choose one of the following.
- «5» Sticky Bomb: Ranged 10, creature only. You attach a small bomb to a creature. If you are hidden from the creature, they don’t notice the bomb and you remain hidden.
The creature otherwise notices the bomb and can disarm and remove it as a main action. If they don’t, at the end of your next
turn, the bomb detonates. When the bomb detonates, you make a power roll targeting each enemy within 2 squares of it.
Roll + A; {4/7/11} + A fire damage.
- «5» Stink Bomb: Area 3 cube within 10 (Ranged), each creature in the area.
Roll + A; {2/5/7} poison damage.
Effect: The gas remains in the area until the end of the encounter. Any creature who starts their turn in the area and has M < AVERAGE
is weakened (save ends).
- [Level 5] Volatile Reagents: Whenever you take damage, each enemy adjacent to you takes [A] fire, acid, or poison damage (your choice).
Additionally, your Defensive Roll ability now allows you to shift up to 5 squares, including shifting vertically. If you don’t
end this shift on solid ground and are not flying, you fall.
- [Level 6] Caustic Alchemy Ability: Choose one of the following.
- «9» One Vial Makes You Better: Maneuver. Ranged 10, three creatures. You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don’t
drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at
the end of the encounter.
A creature who drinks the potion can spend up to 2 Recoveries, and has acid, fire, or poison immunity [L] (their choice) until
the end of the encounter.
- «9» One Vial Makes You Faster: Ranged 10, three creatures. You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don’t
drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at
the end of the encounter.
A creature who drinks the potion receives benefits based on your power roll.
Roll + A;
- ≤11: The creature’s speed is increased by 2 until the end of the encounter.
- 12-16: The creature can fly until the end of the encounter.
- 17+: The creature turns invisible until the end of their next turn.
- [Level 8] Time Bomb: Free Maneuver. Area 2 cube within 10 (Ranged). Each enemy in the area takes [A] acid, fire, or poison damage (your choice).
For each combat round that has passed since this ability was last used in the current encounter, the area increases by 1 and
you gain 1 surge that must be used with this ability. After using the ability or at the end of the encounter, its area and
surges are reset.
Spend «2+»: For every 2 insight spent, you increase the cube’s size by 1 and gain 1 surge that can be used only with this ability.
- [Level 9] Caustic Alchemy Ability: Choose one of the following.
- «11» Chain Reaction: Ranged 10. Each enemy within 3 squares of the target who is not currently targeted by this ability also becomes targeted by this ability.
This effect continues until there are no more available targets. The ability deals acid, fire, or poison damage (your choice).
Roll + A; {7/10/15} damage.
- «11» To the Stars: Melee 1 or Ranged 10 (Strike).
Roll + A; {4/7/11} + A fire damage; vertical push {8/10/15}.
Effect: The ground beneath a 3-cube area around the target’s starting position is difficult terrain.
Shadow Harlequin Mask College
- [Level 1] Skill: You have the Lie skill.
- [Level 1] I’m No Threat: Maneuver. Self (Magic). You envelop yourself in an illusion that makes you appear nonthreatening and harmless to your enemies. You might take on the
appearance of a harmless animal of your size, such as a sheep or capybara, or you might appear as a less heroic and unarmed
version of yourself. While this illusion lasts, your strikes gain an edge, and when you take the Disengage move action, you
gain a +1 bonus to the distance you can shift.
The illusion ends when you harm another creature, when you physically interact with a creature, when you use this ability
again, or when you end the illusion (no action required). If you end this illusion by harming another creature, you gain 1
surge.
Spend «1»: Choose a creature whose size is no more than 1 greater than yours and who is within 10 squares. This ability’s illusion makes
you appear as that creature. This illusion covers your entire body, including clothing and armor, and alters your voice to
sound like that of the creature. You gain an edge on tests made to convince the creature’s allies that you are the creature.
- [Level 1] «1» Clever Trick: Triggered (an enemy targets you with a strike).
Self (Magic). Choose an enemy within distance of the triggering strike, including the enemy who targeted you. The strike targets that enemy
instead.
- [Level 2] Friend! Whenever an enemy uses an ability or trait that targets multiple allies and you are within distance of the effect, you can
choose to be a target of the effect as well.
Additionally, when you use your I’m No Threat ability, you can take the Disengage move action as part of that ability.
- [Level 2] Harlequin Mask Ability: Choose one of the following.
- «5» Machinations of Sound: Maneuver. Area 3 cube within 10 (Magic, Ranged), each creature in the area.
Roll + A; slide {4/5/7}.
Effect: This forced movement ignores stability. Instead, the forced movement is reduced by a number equal to the target’s Intuition
score.
- «5» So Gullible: Free Triggered (another creature targets you with a strike).
Self (Magic). You use your Clever Trick ability with no insight cost against the triggering creature and strike. You can teleport to an
unoccupied space within 3 squares of that creature and can make a free strike against them. You can then spend a Recovery.
- [Level 5] Harlequin Gambit: Whenever you reduce an adjacent non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your I’m
No Threat ability and then move up to your speed.
If the creature is the same size as you, you can disguise yourself as them using I’m No Threat without spending insight. If
you do, while I’m No Threat is active, the creature’s body is disguised to look like your body. The illusion ends on their
body if another creature physically interacts with it. When the illusion would end for either you or the creature’s body,
it ends for both.
- [Level 6] Harlequin Mask Ability: Choose one of the following.
- «9» Look! Maneuver. Area 5 burst (Magic). Until the start of your next turn, any ability roll made against an enemy that was in the burst gains an edge.
- «9» Puppet Strings: Melee 1 (Magic, Strike, Weapon), two enemies.
Roll + A; {2/5/7} damage; if the target has R < POT, before the damage is resolved, they:
- ≤11: Make a free strike.
- 12-16: Use a main action ability of your choice.
- 17+: Can shift up to their speed and use a main action ability of your choice.
Effect: You choose the new targets for the original target’s free strike or ability. Additionally, if you are hidden or disguised,
using this ability doesn’t cause you to be revealed.
- [Level 8] Parkour: Your movement no longer provokes opportunity attacks. Additionally, you can use your Harlequin Gambit feature as a free triggered
action when a creature is reduced to 0 Stamina by your Clever Trick ability.
- [Level 9] Harlequin Mask Ability: Choose one of the following.
- «11» I Am You: Maneuver. Ranged 10 (Magic), creature only. Until the end of the encounter, you gain the target’s damage immunities and speed (if they are better than yours), and can
use any types of movement they can use. You can also use the target’s signature ability, using their bonus for the power roll.
- «11» It Was Me All Along: Melee 1 (Strike, Weapon).
Roll + A; {15/21/28} + A damage.
Effect: If you are disguised as a creature the target knew using your I’m No Threat ability, this ability deals +[3 x A] damage.
Tactician
- Starting Characteristics: Might 2, Reason 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Reason – {2/1/0}
- Stamina: 21 (+9 per extra level)
- Recoveries: 10
- Skills: You gain the Lead skill. Then choose any two skills from Alertness, Architecture, Blacksmithing, Brag, Culture, Empathize,
Fletching, Mechanics, Monsters, Search, Strategy, or the skills of the exploration skill group.
Make the following selections for your class.
- Tactical Doctrine: Choose a tactical doctrine from the following options.
- Insurgent: Doing your duty, playing fair, and dying honorably in battle is your opponent’s job. You’ll do whatever it takes to keep
your allies alive.
- Mastermind: You have an encyclopedic knowledge of warfare, viewing the battlefield as a game board and seeking victory by thinking steps
ahead of your opponents.
- Vanguard: You have learned the stratagems of ancient heroes, letting you lead from the front lines and seek victory through sheer force
of will and personality.
Your tactical doctrine is your subclass, and determines many of the features you’ll gain from new levels.
- Kit: You can can use and gain the benefits of two kits, based on your Field Arsenal feature.
Level 1 Tactician Features
- Focus: You start combat with focus equal to your number of Victories. At the start of your turn you gain 2 focus. Additionally:
- The first time each combat round that you or any ally damages a creature marked by you, you gain 1 focus.
- The first time in a combat round that any ally within 10 squares of you uses a heroic ability, you gain 1 focus.
- 1st-Level Doctrine Features: Your tactical doctrine grants you several features, including a triggered action.
- Field Arsenal: You can use and gain the benefits of two kits, including both their signature abilities. Whenever you would choose or change
one kit, you can choose or change your second kit as well.
If both kits grant you the same benefit, you take one or the other and can’t change your choice until you finish a respite.
This usually means taking the higher of two bonuses.
Kit signature abilities have their kit’s bonuses already applied, which might require you to adjust the bonuses of the signature
abilities you gain from a kit.
- Mark: Maneuver. Ranged 10, creature only. The target is marked by you until the end of the encounter, until you are dying, or until you use this ability again. You
can willingly end your mark on a creature (no action required), and if another tactician marks a creature, your mark on that
creature ends. When a creature marked by you is reduced to 0 Stamina, you can use a free triggered action to mark a new target
within distance.
You can initially mark only one creature using this ability, though other tactician abilities allow you to mark additional
creatures at the same time.
While a creature marked by you is within your line of effect, you and allies within your line of effect gain an edge on power
rolls made against that creature. Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature
marked by you, you can spend 1 focus to gain one of the following benefits as a free triggered action:
- «1» The ability deals +[2 x R] extra damage.
- «1» The creature dealing the damage can spend a Recovery.
- «1» The creature dealing the damage can shift up to [R] squares.
- «1» If you damage a creature marked by you with a melee ability, the creature is taunted by you until the end of their next
turn.
You can’t gain more than one benefit from the same trigger.
- “Strike Now!”: Main Action. Ranged 10, one ally. The target can use a signature ability as a free triggered action.
Spend «5»: You target two allies instead of one.
- Kit Signature Ability: Each kit from your Field Arsenal feature grants you a signature ability. Signature abilities can be used at will.
3-Focus Ability: Choose one heroic ability from the following options, each of which costs 3 focus to use.
- «3» Battle Cry: Maneuver. Ranged 10, three allies.
Roll + R; each target gains {1/2/3} surge(s).
- «3» Concussive Strike: Melee 1 or Ranged 5 (Strike, Weapon).
Roll + M; {3/5/8} + M damage; M < POT, dazed (save ends).
- «3» Inspiring Strike: Melee 1 or Ranged 5 (Strike, Weapon).
Roll + M; {3/5/8} + M damage;
- ≤16: You or one ally within 10 squares of you can spend a Recovery.
- 17+: You and one ally within 10 squares of you can spend a Recovery, and each of you gains an edge on the next ability roll
you make during the encounter.
- «3» Squad! Forward! Maneuver. Ranged 10, self and two allies. Each target can move up to their speed.
5-Focus Ability: Choose one heroic ability from the following options, each of which costs 5 focus to use.
- «5» Hammer and Anvil: Melee 1 or Ranged 5 (Strike, Weapon).
Roll + M; {5/9/12} + M damage; {1/1/2} ally or allies within 10 squares of you can use a strike signature ability against the target
as a free triggered action. {roll 12+} That ability gains an edge against the target.
Effect: If the target is reduced to 0 Stamina before one or both chosen allies has made their strike, the ally or allies can pick
a different target.
- «5» Mind Game: Melee 1 or Ranged 5 (Strike, Weapon). You mark the target.
Roll + M; {4/6/10} + M damage; R < POT, weakened (save ends).
Effect: Before the start of your next turn, the first time any ally deals damage to any target marked by you, that ally can spend
a Recovery.
- «5» Now! Maneuver. Ranged 10, three allies. Each target can make a free strike.
- «5» This Is What We Planned For: Maneuver. Ranged 10, two allies. Each target who hasn’t acted yet this combat round can take their turn in any order immediately after yours.
Level 2 Tactician Features
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- 2nd-Level Doctrine Feature: Your tactical doctrine grants you a feature.
- 2nd-Level Doctrine Ability: Your tactical doctrine grants you a choice of heroic abilities.
Level 3 Tactician Features
- Out of Position: At the start of an encounter, you can use a free triggered action to use your Mark ability against one enemy you have line
of effect to, even if you are surprised. You can then slide the marked target up to 3 squares, ignoring stability. The target
can’t be moved in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition
or other negative effect.
7-Focus Ability: Choose one heroic ability from the following options, each of which costs 7 focus to use.
- «7» Frontal Assault: Maneuver. Self. Until the end of the encounter or until you are dying, the first time on a turn that you or any ally deals damage to a target
marked by you, the creature who dealt the damage can push the target up to 2 squares and then shift up to 2 squares. Additionally,
any ally using the Charge main action to target a creature marked by you can use a melee strike signature ability or a melee
strike heroic ability instead of a melee free strike.
- «7» Hit ’Em Hard! Maneuver. Self. Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, that
creature gains 2 surges, which they can use immediately.
- «7» Rout: Maneuver. Self. Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you who
has R < AVERAGE, the target is frightened of the creature who dealt the damage (save ends).
- «7» Stay Strong and Focus! Maneuver. Self. Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, the
creature who dealt the damage can spend a Recovery.
Level 4 Tactician Features
- Characteristic Increase: Your Might and Reason scores each increase to 3.
- Focus on Their Weaknesses: The first time each combat round that you or any ally damages a target marked by you, you gain 2 focus instead of 1.
- Improved Field Arsenal: Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your
equipped kits, you gain an edge.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
Level 5 Tactician Features
- 5th-Level Doctrine Features: Your tactical doctrine grants you two features.
9-Focus Ability: Choose one heroic ability from the following options, each of which costs 9 focus to use.
- «9» Squad! Gear Check! Melee 1 (Strike, Weapon), creature only.
Roll + M; {9/13/18} + M damage.
Effect: You and each ally adjacent to the target gain 10 temporary Stamina.
- «9» Squad! Remember Your Training! Main Action. Ranged 10, self and two allies. Each target gains 1 surge and can use a signature ability that has a double edge.
- «9» Win This Day! Main Action. Area 3 burst, self and each ally in the area. Each target gains 2 surges. Additionally, they can spend a Recovery, remove any conditions or effects on them, and stand up
if they are prone.
- «9» You’ve Still Got Something Left: Main Action. Ranged 10, one ally. The target uses a heroic ability with the Strike keyword as a free triggered action, and deals +[R] extra damage with that
ability. The ability has its Heroic Resource cost reduced by [R+1] (minimum cost 0).
Level 6 Tactician Features
- Master of Arms: Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your
equipped kits, you can negate a bane on the power roll or reduce a double bane to a bane.
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- 6th-Level Doctrine Ability: Your tactical doctrine grants you a choice of heroic abilities.
Level 7 Tactician Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Heightened Focus: When you gain focus at the start of each of your turns during combat, you gain 3 focus instead of 2.
- Seize the Initiative: If you are not surprised when combat begins, your side gets to go first. If an enemy has an ability that allows their side
to go first, you roll as usual to determine who goes first.
- Skill: You gain one skill of your choice.
- 7th-Level Doctrine Feature: Your tactical doctrine grants you a feature.
- Shock and Awe: During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the interpersonal
skill group. Additionally, you can convince a group of people to help you with a crafting project during a respite. If these
people are available when you take a respite, you can make a project roll for a crafting project in addition to undertaking
another respite activity.
Level 8 Tactician Features
- Perk: You gain one perk of your choice.
- 8th-Level Doctrine Feature: Your tactical doctrine grants you a feature.
11-Focus Ability: Choose one heroic ability from the following options, each of which costs 11 focus to use.
- «11» Go Now and Speed Well: Main Action. Ranged 10, self or one ally. The target gains 2 surges and can use a signature or heroic ability as a free triggered action. The ability has a double edge
on the power roll, ignores damage immunity, and increases the potency of any potency effects by 1.
- «11» Finish Them! Free Triggered (a creature within distance who is not a leader or solo becomes winded).
Ranged 10, the triggering creature. The target is killed. Additionally, the creature who caused the target to be winded can spend a Recovery.
- «11» Floodgates Open: Main Action. Ranged 10, three allies. Each target gains 1 surge and can use a signature ability as a free triggered action. That ability gains an edge on the power
roll and increases the potency of any potency effects by 1.
- «11» I’ll Open and You’ll Close: Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + M; {6/10/14} + M damage.
Effect: One ally within 10 squares of you can use a heroic ability against the target as a free triggered action without spending
any of their Heroic Resource, as long as they have enough Heroic Resource to pay for the ability. If the target is reduced
to 0 Stamina before the chosen ally has used their ability, the ally can pick a different target.
Level 9 Tactician Features
- Grandmaster of Arms: Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your
equipped kits, you automatically obtain a tier 3 outcome on the power roll. You can still roll to determine if you score a
critical hit.
- 9th-Level Doctrine Ability: Your tactical doctrine grants you a choice of heroic abilities.
Level 10 Tactician Features
- Characteristic Increase: Your Might and Reason scores each increase to 5.
- Command: You have an epic resource called command. Each time you finish a respite, you gain command equal to the XP you gain. You can
spend command on your abilities as if it were focus.
Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature marked by you, you can spend 1
command as a free triggered action to increase the power roll outcome for that target by one tier. Whenever an enemy marked
by you makes an ability roll, you can spend 1 command as a free triggered action to decrease the power roll outcome by one
tier.
Command remains until you spend it.
- Perk: You gain one exploration, interpersonal, or intrigue perk of your choice.
- Skill: You gain one skill of your choice.
- True Focus: When you gain focus at the start of each of your turns during combat, you gain 4 focus instead of 3.
- Warmaster: Whenever you or any ally makes an ability roll against a target marked by you, the character making the roll can roll three
dice and choose which two to use.
Additionally, whenever an ally uses a heroic ability that targets one or more creatures marked by you, they spend 2 fewer
of their Heroic Resource on that ability (minimum 1).
Tactician Doctrines
Tactician Insurgent Doctrine
- [Level 1] Skill: You gain a skill from the intrigue skill group.
- [Level 1] Covert Operations: While in your presence or working according to your plans, each of your allies gains an edge on tests using any skill from
the intrigue skill group. Additionally, you can use the Lead skill to assist another creature with any test made using a skill
from the intrigue group.
At the Director’s discretion, you and your allies can use skills from the intrigue skill group to attempt research or reconnaissance
during a negotiation instead of outside of a negotiation.
- [Level 1] Advanced Tactics: Triggered (an ally within distance deals damage to another creature).
Ranged 10, the triggering ally. The target gains 2 surges, which they can use on the triggering damage.
Spend «1»: If the damage has any potency effect associated with it, the potency is increased by 1.
- [Level 2] Infiltration Tactics: Whenever you or any ally within 10 squares of you becomes hidden, that creature gains 1 surge.
- [Level 2] Insurgent Ability: Choose one of the following.
- «5» Fog of War: Maneuver. Ranged 10, two creatures. Each target is marked by you, and must immediately make a free strike against a creature of your choice within 5 squares of
them.
Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2
focus to force that target to make a free strike against a creature of your choice within 5 squares of them.
- «5» Try Me Instead: Self; special (Melee, Strike, Weapon). You shift up to your speed directly toward an ally, ending adjacent to them, then swapping locations with that ally as long
as you can fit into each other’s spaces. The ally can spend a Recovery, and you can make the following weapon strike with
a distance of melee 1 against a creature.
Roll + R; {2/3/4} + R damage; R < POT, frightened (save ends).
- [Level 5] Distracted: Whenever you or any ally attempts to hide, any creature marked by you doesn’t count as an observer. Additionally, you and
your allies can use other allies as cover for the purpose of hiding.
- [Level 5] Leave No Trace: You and any ally within 10 squares of you can move at full speed while sneaking. Additionally, enemies within 10 squares of
you take a bane on tests made to search for you or your allies while any of you are hidden.
- [Level 6] Insurgent Ability: Choose one of the following.
- «9» Coordinated Execution: Free Triggered (an ally within distance uses an ability to deal rolled damage to a creature while hidden).
Ranged 10, the triggering ally. If the target of the triggering ability is not a leader or solo creature, they are reduced to 0 Stamina. If the target of
the triggering ability is a minion, the entire squad is killed. If the target of the triggering ability is a leader or solo
creature, the triggering ability’s power roll automatically obtains a tier 3 outcome.
- «9» Panic in Their Lines: Melee 1 or Ranged 5 (Strike, Weapon), two creatures.
Roll + M; {6/9/13} + M damage; slide {1/3/5}.
Effect: If a target is force moved into another creature, they must make a free strike against that creature.
- [Level 7] Asymmetric Warfare: During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the intrigue
skill group. Additionally, you can use skills from the intrigue skill group to conceal large groups of people, such as escaping
civilians and groups of guerilla warriors.
- [Level 8] Bait and Ambush: (Mark Benefit) When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to let the character
making the strike shift up to [R] squares and use the Hide maneuver as a free maneuver once during the shift. The creature
can shift before or after the strike is resolved.
- [Level 9] Insurgent Ability: Choose one of the following.
- «11» Squad! Hit and Run! Main Action. Ranged 10, self and two allies. Each target gains 2 surges, and can use a free triggered action to use a signature ability that gains an edge. After resolving
their ability, each target can shift up to 2 squares and become hidden even if they have no cover or concealment, or if they
are observed.
- «11» Their Lack of Focus Is Their Undoing: Ranged 10 (Magic, Weapon), three enemies. Each target uses a signature ability against one or more targets of your choosing, with each ability automatically obtaining
a tier 3 outcome on the power roll. After resolving the targets’ abilities, you make a power roll against each original target.
Roll + M; R < POT, dazed (save ends).
Tactician Mastermind Doctrine
- [Level 1] Skill: You gain a skill from the lore skill group.
- [Level 1] Studied Commander: While you are present, each hero with you treats the Discover Lore project related to a war or battle as one category cheaper.
This makes projects seeking common lore free, but such projects still require a respite activity to complete.
Additionally, if you have 24 hours or more before a combat encounter or negotiation, and you have one or more clues or rumors
regarding the encounter or negotiation, you can make a Reason test as a respite activity. The following test outcomes apply
to a combat encounter:
- ≤11: The Director tells you the number of creatures in the encounter.
- 12-16: The Director tells you the number and level of the creatures in the encounter.
- 17+: The Director tells you the tier 2 outcome information, and when the encounter begins, all enemies are surprised.
The following test outcomes apply to a negotiation:
- ≤11: The Director gives you three motivations, one of which belongs to an NPC in the negotiation.
- 12-16: The Director gives you one motivation for an NPC in the negotiation.
- 17+: The Director tells you the tier 2 outcome information, and you and each of your allies gains an edge on tests made to
influence NPCs during the negotiation.
You can make this test only once for any encounter or negotiation.
- [Level 1] Overwatch: Triggered (a creature within distance moves).
Ranged 10, the triggering creature. At any time during the target’s movement, one ally can make a free strike against them.
Spend «1»: If the target has R < AVERAGE, they are slowed (EoT).
- [Level 2] Goaded: Whenever a creature marked by you uses a strike that targets you or any ally within your line of effect, you can use a free
triggered action to change one target of the strike to you or another ally within your line of effect. The new target must
be within distance of the ability and within line of effect of the creature using it.
- [Level 2] Mastermind Ability: Choose one of the following.
- «5» I’ve Got Your Back: Ranged 5 (Strike, Weapon), creature only.
Roll + R; {5/9/12} + R damage; taunted (EoT).
Effect: One ally adjacent to the target can spend a Recovery.
- «5» Targets of Opportunity: Maneuver. Ranged 5, two creatures. Each target is marked by you, and you gain two surges.
Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2
focus to add one additional target to the strike.
- [Level 5] Anticipation: You can target two creatures with your Mark ability.
- [Level 5] I Predicted That: You and any ally within 10 squares of you gain an edge on Reason tests.
- [Level 6] Mastermind Ability: Choose one of the following.
- «9» Battle Plan: Maneuver. Ranged 10, three creatures. Each target is marked by you. Immediately and until the end of the encounter, the Director tells you if any creatures marked
by you have damage immunity or weakness and the value of that immunity or weakness. Additionally, you and each ally within
3 squares of you gains 2 surges.
Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2
focus to make the strike ignore damage immunity and deal [3 x R] extra damage.
- «9» Hustle! Maneuver. Area 2 burst, self and each ally in the area. You mark two enemies within 10 squares of you. Each target can shift up to their speed. You and each target gain 2 surges.
- [Level 7] Grand Strategy: During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the lore skill
group. Additionally, when you take a respite, you can make a project roll for a research project in addition to undertaking
another respite activity.
- [Level 8] Pincer Movement: (Mark Benefit) When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to have the character
making the strike shift up to [R] squares before the strike is resolved. If you didn’t make the strike, you can make this
shift as well. If you did make the strike, one ally within 10 squares of you can make this shift as well.
- [Level 9] Mastermind Ability: Choose one of the following.
- «11» Blot Out the Sun! Main Action. Area 3 burst, self and each ally in the area. Each target can make a ranged free strike that gains an edge against any enemy marked by you within distance of their ranged
free strike. A target ignores banes and double banes when making this strike.
- «11» Counterstrategy: Main Action. Self. You gain 6 surges. Until the end of the encounter or until you are dying, whenever the Director spends Malice, choose yourself
or one ally within 10 squares. The chosen character gains 2 of their Heroic Resource.
Tactician Vanguard Doctrine
- [Level 1] Skill: You gain a skill from the interpersonal skill group.
- [Level 1] Commanding Presence: While you are present during a negotiation, each hero with you treats their Renown as 2 higher than usual. Additionally, each
hero with you during a combat encounter has a double edge on tests made to stop combat and start a negotiation.
- [Level 1] Parry: Triggered (a creature deals damage to you or an ally within distance).
Melee 2 (Weapon), the damaged creature. You can shift 1 square. If the target is you, or if you end this shift adjacent to the target, the target takes half the damage.
If the damage has any potency effect associated with it, the potency is decreased by 1.
Spend «1»: This ability’s distance becomes Melee [R+1], and you can shift up to [R] squares instead of 1 square.
- [Level 2] Melee Superiority: Whenever you make an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
- Mark Benefit: When a creature marked by you attempts to move or shift within distance of your melee free strike, you can use a free triggered
action and spend 2 focus to make a melee free strike against that creature.
- [Level 2] Vanguard Ability: Choose one of the following.
- «5» No Dying on My Watch: Triggered (an enemy within distance deals damage to an ally).
Ranged 5 (Strike, Weapon), the triggering enemy. You move up to your speed toward the triggering ally, ending this movement adjacent to them or in the nearest square if you
can’t reach an adjacent square. The triggering ally can spend a Recovery and gains 5 temporary Stamina for each enemy you
came adjacent to during the move. You then make a power roll against the target.
Roll + M; R < POT, the target is frightened of the triggering ally (save ends).
- «5» Squad! On Me! Maneuver. Area 1 burst, self and each ally in the area. Until the start of your next turn, each target has +[M] stability. Additionally, each target gains 2 surges.
- [Level 5] Shake It Off: As a free maneuver, you can spend 1d6 Stamina to ignore a consequence from a test, or to end one effect on you that is ended
by a saving throw or that ends at the end of your turn. Any ally adjacent to you can also spend Stamina as a free maneuver
to gain this benefit.
- [Level 5] Tactical Offensive: When you use the Charge main action to attack a creature marked by you, you can use a signature or heroic ability with the
Melee and Strike keywords instead of a melee free strike.
- [Level 6] Vanguard Ability: Choose one of the following.
- «9» Instant Retaliation: Free Triggered (a creature deals damage to an adjacent ally).
Melee 1 (Weapon), the triggering ally. The target takes half the damage. You then make a power roll against the triggering creature.
Roll + M; A < POT, dazed (save ends).
- «9» To Me Squad! Melee 1 (Charge, Strike, Weapon), creature only.
Roll + M; {6/9/13} + M damage; {1/1/2} ally or allies within 10 squares can use the Charge main action as a free triggered action, and
can use a melee strike signature ability instead of a free strike for the charge. {roll 12+} That ability gains an edge against
the target.
Effect: If the target is hit with two or more strikes as part of this ability and they have R < STRONG, they are dazed (save ends).
If the target is reduced to 0 Stamina before one or both allies has made their strike, the ally or allies can pick a different
target.
- [Level 8] See Your Enemies Driven Before You: (Mark Benefit) When you or any ally makes a melee strike against a creature marked by you, you can spend 2 focus to have the
character making the strike push the target [R] squares. That character can then shift [R] squares, ending this shift adjacent
to the target.
- [Level 9] Vanguard Ability: Choose one of the following.
- «11» No Escape: Melee 1 (Charge, Strike, Weapon), creature only. You mark the target.
Roll + M; {11/16/21} + M damage.
Effect: If you use this ability as part of the Charge main action, enemies’ spaces don’t count as difficult terrain for your movement.
Additionally, if you move through any creature’s space, you can slide that creature 1 square out of the path of your charge.
- «11» That One Is Mine! Melee 1 or Ranged 5 (Strike, Weapon), creature only. The target is marked by you.
Roll + M; {8/13/17} + M damage.
Effect: Until the end of the encounter or until you are dying, you can use a signature or heroic ability instead of a free strike
against any target marked by you.
Talent
- Starting Characteristics: Reason 2, Presence 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Reason – {2/1/0}
- Stamina: 18 (+6 per extra level)
- Recoveries: 8
- Skills: You gain the Psionics and Read Person skills. Then choose any two skills from the interpersonal or lore skill groups.
Make the following selections for your class.
- Talent Tradition: Choose a talent tradition from the following options.
- Chronopathy abilities allow you to view future and past events, and to manipulate time to aid allies and hinder foes.
- Telekinesis abilities allow you to physically manipulate creatures and objects.
- Telepathy abilities allow you to communicate with, read, and influence the minds of other creatures.
Your talent tradition is your subclass, and determines many of the features you’ll gain from new levels.
Level 1 Talent Features
- Clarity and Strain: You start combat with clarity equal to your number of Victories. At the start of your turn you gain 1d3 clarity. Additionally:
- The first time each combat round that a creature is force moved, you gain 1 clarity.
- You can spend clarity you don’t have, pushing that Heroic Resource into negative numbers to a maximum negative value of –[R+1].
At the end of each of your turns, you take 1 damage for each negative point of clarity.
- Whenever you have clarity below 0, you are strained. Some psionic abilities have additional effects if you are already strained
or become strained when you use them. Strained effects can still impact you even after you are no longer strained.
You reset to 0 clarity at the end of the encounter. Out of combat, whenever you use any ability or effect that costs clarity
within 1 minute of using another such ability, you take 1d6 damage and incur any strain effect from using the new ability.
- Mind Spike (Free Strike): Ranged 10 (Psionic, Strike, Telepathy), creature only.
Roll + R; {2/4/6} + R psychic damage.
Strained: The target takes an extra 2 psychic damage. You also take 2 psychic damage that can’t be reduced in any way.
- Telepathic Speech: You know the Mindspeech language. Additionally, you can telepathically communicate with any creatures within distance of your
Mind Spike ability if they share a language with you and you know of each other. When you communicate with someone this way,
they can respond telepathically.
- 1st-Level Tradition Features: Your talent tradition grants you two features, including a triggered action.
Psionic Augmentation: Choose one of the following augmentations. You can change your augmentation and ward (see below) by undergoing a psionic meditation
as a respite activity.
- Battle Augmentation: You can wear light armor and wield light weapons effectively, even though you don’t have a kit. While you wear light armor,
you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon,
you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon
treasures.
If you have a kit, you can’t take this augmentation.
- Density Augmentation: You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus
to stability.
- Distance Augmentation: Your ranged psionic abilities gain a +2 bonus to distance.
- Force Augmentation: Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.
- Speed Augmentation: You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.
Talent Ward: Choose one of the following wards. You can change your ward and psionic augmentation (see above) by undergoing a psionic meditation
as a respite activity.
- Entropy Ward: Whenever a creature deals damage to you, their speed is reduced by [R] and they can’t use triggered actions until the end
of their next turn.
- Repulsive Ward: Whenever an adjacent creature deals damage to you, you can use a free triggered action to push them up to [R] squares.
- Steel Ward: Whenever you take damage, after the damage resolves, you gain damage immunity [R] until the end of your next turn.
- Vanishing Ward: Whenever you take damage, you become invisible until the end of your next turn.
Signature Abilities: Choose two signature abilities from the following options.
- Entropic Bolt: Ranged 10 (Chronopathy, Psionic, Strike).
Roll + P; {2/3/5} + P corruption damage; P < POT, slowed (save ends).
Effect: The target takes an extra 1 corruption damage for each additional time they are targeted by this ability during the encounter.
Strained: You gain 1 clarity when you obtain a tier 2 or tier 3 outcome on the power roll.
- Hoarfrost: Ranged 10 (Cryokinesis, Psionic, Strike), creature only.
Roll + R; {2/4/6} + R cold damage; M < POT, slowed (EoT).
Strained: You are slowed until the end of your next turn. Additionally, a target slowed by this ability is restrained instead.
- Incinerate: Area 3 cube within 10 (Fire, Psionic, Pyrokinesis, Ranged).
Roll + R; {2/4/6} fire damage.
Effect: A column of fire remains in the area until the start of your next turn. Each enemy who enters the area for the first time
in a combat round or starts their turn there takes 2 fire damage.
Strained: The size of the cube increases by 2, but the fire disappears at the end of your turn.
- Kinetic Grip: Ranged 10 (Psionic, Telekinesis).
Roll + R; slide {2/4/6} + R; {roll 17+} prone.
Strained: You must vertical push the target instead of sliding them.
- Kinetic Pulse: Area 1 burst (Psionic, Telepathy).
Roll + R; {2/5/7} psychic damage; push {X/1/2}.
Strained: The size of the burst increases by 2, and you are bleeding until the start of your next turn.
- Materialize: Ranged 10 (Psionic, Resopathy, Strike).
Roll + R; {3/5/8} + R damage.
Effect: A worthless size 1M object drops onto the target to deal the damage, then rolls into an adjacent unoccupied space of your
choice. The object is made of wood, stone, or metal (your choice).
Strained: The object explodes after the damage is dealt, and each creature adjacent to the target takes [R] damage. You also take [R]
damage that can’t be reduced in any way.
- Optic Blast: Ranged 10 (Metamorphosis, Psionic, Strike).
Roll + R; {2/4/6} + R damage; M < POT, prone.
Effect: When targeting an object with a solid reflective surface or a creature carrying or wearing such an object (such as a mirror,
an unpainted metal shield, or shiny metal plate armor), you can target one additional creature or object within 3 squares
of the first target.
Strained: You gain 1 surge that you can use immediately, and you take [R] damage that can’t be reduced in any way.
- Spirit Sword: Melee 2 (Animapathy, Psionic, Strike).
Roll + P; {3/6/9} + P damage.
Effect: You gain 1 surge.
Strained: The target takes an extra 3 damage. You also take 3 damage that can’t be reduced in any way.
3-Clarity Ability: Choose one heroic ability from the following options, each of which costs 3 clarity to use.
- «3» Awe: Ranged 10 (Psionic, Strike, Telepathy), creature only. If you target an ally, they gain [P] temporary Stamina, and they can end one effect on them that is ended by a saving throw
or that ends at the end of their turn. If you target an enemy, you make a power roll.
Roll + P; {3/6/9} + P psychic damage; I < POT, frightened (save ends).
- «3» Choke: Ranged 10 (Psionic, Strike, Telekinesis), creature only.
Roll + R; {3/5/8} + R damage; M < POT, {slowed/slowed/restrained} (save ends).
Effect: You can vertical pull the target up to 2 squares. If the target is made restrained by this ability, this forced movement ignores
their stability.
- «3» Precognition: Main Action. Melee 2 (Chronopathy, Psionic), self or one ally. Ability rolls made against the target take a bane until the start of your next turn. Whenever the target takes damage while
under this effect, they can use a triggered action to make a free strike against the source of the damage.
- «3» Smolder: Ranged 10 (Psionic, Pyrokinesis, Strike), creature only. Choose the damage type and the weakness for this ability from one of the following: acid, corruption, or fire. The target
takes damage before this ability imposes any weakness.
Roll + R; {3/6/9} + R damage;
- ≤16: R < POT, the target has weakness 5 (save ends).
- 17+: R < POT, the target has weakness [R + 5] (save ends).
5-Clarity Ability: Choose one heroic ability from the following options, each of which costs 5 clarity to use.
- «5» Flashback: Maneuver. Ranged 10 (Chronopathy, Psionic), self or one ally. The target uses an ability with a base Heroic Resource cost of 7 or lower that they’ve previously used this round, without
needing to spend the base cost. Augmentations to the ability can be paid for as usual.
Strained: You take 1d6 damage and are slowed (save ends).
- «5» Inertia Soak: Maneuver. Ranged 10 (Psionic, Telekinesis), self or one ally. The target ignores difficult terrain and takes no damage from forced movement until the start of your next turn. Whenever
the target enters a square while under this effect, they can push one adjacent creature up to a [R] squares. When pushing
an ally, the target can ignore that ally’s stability. A creature can only be force moved this way once a turn.
Strained: You are weakened (save ends). While you are weakened this way, whenever you are force moved, the forced movement distance
gains a +5 bonus.
- «5» Iron: Maneuver. Ranged 10 (Metamorphosis, Psionic), self or one ally. The target’s stability increases by +[R], and they gain 10 temporary Stamina and 2 surges. This stability increase lasts until
the target no longer has temporary Stamina from this ability.
Strained: You can’t use maneuvers (save ends).
- «5» Perfect Clarity: Maneuver. Ranged 10 (Psionic, Telepathy), self or one ally. Until the start of your next turn, the target gains a +3 bonus to speed, and they have a double edge on the next power roll
they make. If the target obtains a tier 3 outcome on that roll, you gain 1 clarity.
Strained: You take 1d6 damage, and you can’t use triggered actions (save ends).
Level 2 Talent Features
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- 2nd-Level Tradition Feature: Your talent tradition grants you a feature.
- 2nd-Level Tradition Ability: Your talent tradition grants you a choice of heroic abilities.
Level 3 Talent Features
- Scan: Once on each of your turns, you can search for hidden creatures as a free maneuver. Additionally, once you establish line
of effect to a thinking creature within distance of your Mind Spike ability, you always have line of effect to that creature
until they move beyond that distance.
7-Clarity Ability: Choose one heroic ability from the following options, each of which costs 7 clarity to use.
- «7» Fling Through Time: Ranged 10 (Chronopathy, Psionic, Strike).
Roll + P; {3/5/8} + P corruption damage;
- ≤11: P < POT, weakened (save ends).
- 12+: The target is flung through time, and if P < POT, they are weakened (save ends).
Effect: A target who is flung through time is removed from the encounter map until the end of their next turn, reappearing in their
original space or the nearest unoccupied space.
Strained: You take 2d6 damage and permanently grow visibly older (the equivalent of 10 years for a human). If you obtain a tier 3 outcome
on the power roll, you gain 2 clarity.
- «7» Force Orbs: Self; special (Psionic, Ranged, Strike, Telekinesis). You create three size 1T orbs that orbit your body. Each orb gives you a cumulative damage immunity 1. Each time you take
damage, you lose 1 orb.
Once on each of your turns, you can use a free maneuver to fire an orb at a creature or object within 5 squares as a ranged
strike, losing the orb after the strike.
Roll + R; {2/3/5} damage.
Strained: You create five orbs, and you are weakened while you have any orbs active.
- «7» Reflector Field: Main Action. Area 3 aura (Psionic, Telepathy), special. The aura lasts until the start of your next turn. Whenever an enemy targets an ally in the area with a ranged ability, the
ability is negated on the ally and reflected back at the enemy. The ability deals half the damage to the enemy that it would
have dealt to the ally and loses any additional effects.
Strained: The size of the aura increases by 1. Whenever your aura reflects an ability, you take 2d6 damage and forget a memory, as determined
by you and the Director.
- «7» Soul Burn: Ranged 10 (Animapathy, Psionic, Strike), creature only.
Roll + P; {6/10/14} + P damage; P < POT, dazed (save ends).
Effect: The target takes a bane on Presence tests until the end of the encounter.
Strained: The potency of this ability increases by 1. You take 2d6 damage and gain 3 surges that you can use immediately.
Level 4 Talent Features
- Characteristic Increase: Your Reason and Presence scores each increase to 3.
- Mind Projection: As a maneuver, you project your mind outside your body. While you are in this state, your body remains unconscious and prone,
and your mind is a separate entity with size 1T. Your mind automatically has concealment, and can freely move through solid
matter. If you end your turn inside solid matter, you are forced out into the space where you entered it.
Any abilities or features you use originate from your mind. Both your mind and your body can take damage while separated,
with any such damage applied to your Stamina. Your mind is instantly forced back into your body if you take any damage, and
you can immediately return to your body as a free maneuver.
- Mind Recovery: Whenever you spend a Recovery to regain Stamina while strained, you can forgo the Stamina and gain 3 clarity instead.
Additionally, the first time each combat round that a creature is force moved, you gain 2 clarity instead of 1.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
- Suspensor Field: You can fly. While flying, your stability is reduced to 0 and can’t be increased. If you can already fly, you have a +2 bonus
to speed while flying instead.
If you are strained while flying and are force moved, the forced movement distance gains a +2 bonus.
Level 5 Talent Features
- 5th-Level Tradition Features: Your talent tradition grants you two features.
9-Clarity Ability: Choose one heroic ability from the following options, each of which costs 9 clarity to use.
- «9» Exothermic Shield: Maneuver. Ranged 10 (Pyrokinesis, Psionic), self or one ally. Until the start of your next turn, the target has cold immunity 10 and fire immunity 10, and their strikes deal +[2 x R] extra
fire damage. Additionally, whenever an enemy uses a melee ability against the target while they are under this effect, the
enemy takes 5 fire damage.
Strained: The target gains 2 surges. You are weakened and slowed (save ends).
- «9» Hypersonic: Area 5 x 2 line within 1 (Charge, Psionic, Telekinesis). You teleport to a square on the opposite side of the area before making the power roll.
Roll + R; {12/18/24} sonic damage.
Strained: If you obtain a tier 2 outcome or better, you are slowed until the end of your turn and each target is slowed until the end
of their turn.
- «9» Mind Snare: Ranged 10 (Psionic, Strike, Telepathy), creature only.
Roll + R; {10/14/20} + R psychic damage; R < POT, slowed (save ends).
Effect: While slowed this way, the target takes 3 psychic damage for each square they willingly leave.
Strained: While slowed this way, the target instead takes 5 psychic damage for each square they willingly leave. You have a double bane
on ability rolls made against the target while they are slowed this way.
- «9» Soulbound: Ranged 10 (Animapathy, Psionic, Strike), two enemies.
Roll + P; {8/13/17} damage; A < POT, the target is stitched to the other target (save ends).
Effect: If any target becomes stitched to the other, both targets are stitched together. While stitched together, a target takes a
bane on power rolls while not adjacent to a creature they’re stitched to. Whenever a stitched target takes damage that wasn’t
dealt by or also taken by another stitched target, each other stitched target takes half the damage the initial target took.
Strained: You target yourself and three enemies instead.
Level 6 Talent Features
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- 6th-Level Tradition Ability: Your talent tradition grants you a choice of heroic abilities.
Psi Boost: Whenever you use an ability that is a main action or a maneuver with the Psionic keyword, you can spend additional clarity
to apply a psi boost to it and enhance its effects. A psi boost’s effects only last until the end of the turn which the ability
is first used. You can apply multiple psi boosts to an ability, but only one instance of each specific boost. You can use
the following psi boosts.
- «1» Dynamic Power: If the ability force moves a target, the forced movement distance gains a +[R] bonus.
- «3» Expanded Power: If the ability targets an area, you increase the size of the area by 1. If the area is a line, you increase the size of one
dimension, not both.
- «1» Extended Power: If the ability is ranged, the distance gains a +[R] bonus. If the ability is melee, the distance gains a +2 bonus.
- «1» Heightened Power: If the ability deals rolled damage, it deals +[R] extra damage.
- «5» Magnified Power: If the ability has a potency, you increase that potency by [R].
- «5» Shared Power: If the ability targets individual creatures or objects, you target one additional creature or object within distance.
- «1» Sharpened Power: If the ability has any power roll, that roll gains an edge.
Level 7 Talent Features
- Ancestral Memory: Each time you finish a respite, you can choose [R] skills and replace them with an equal number of skills from the interpersonal
and lore skill groups. These replacements last until the end of your next respite.
- Cascading Strain: Whenever you take damage from a strained effect or from having negative clarity, you can choose one enemy within distance
of your Mind Spike ability to take the same damage.
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Lucid Mind: At the start of each of your turns during combat, you gain 1d3 + 1 clarity instead of 1d3.
- Skill: You gain one skill of your choice.
Level 8 Talent Features
- Perk: You gain one perk of your choice.
- 8th-Level Tradition Features: Your talent tradition grants you two features.
11-Clarity Ability: Choose one heroic ability from the following options, each of which costs 11 clarity to use.
- «11» Doubt: Ranged 10 (Animapathy, Psionic, Strike).
Roll + P; {10/14/20} + P damage;
- ≤16: P < POT, weakened (save ends).
- 17+: P < POT, weakened and slowed (save ends).
Effect: This ability gains an edge against a target with a soul. After you make the power roll, you or one ally within distance have
a double edge on the next power roll you make before the end of the encounter.
Strained: You feel dispirited until you finish a respite. If you obtain a tier 3 outcome on the power roll, you and the target each
have damage weakness 5 (save ends).
- «11» Mindwipe: Melee 2 (Psionic, Strike, Telepathy), creature only.
Roll + R; {12/17/23} + R damage;
- ≤11: R < POT, the target takes a bane on their next power roll.
- 12-16: R < POT, the target takes a bane on power rolls (save ends).
- 17+: R < POT, the target has a double bane on power rolls (save ends).
Effect: The target can’t communicate with anyone until the end of the encounter.
Strained: You take 3d6 damage.
- «11» Rejuvenate: Maneuver. Ranged 10 (Chronopathy, Psionic), self or one ally. Choose two of the following effects:
- The target can spend any number of Recoveries.
- The target gains 1 of their Heroic Resource, and can end any effects on them that are ended by a saving throw or that end
at the end of their turn.
- The target gains 2 surges, and gains a +3 bonus to speed until the end of the encounter.
Strained: You and the target both permanently grow visibly younger (the equivalent of 20 human years, to the minimum of an 18-year-old).
Additionally, you are weakened and slowed (save ends).
- «11» Steel: Maneuver. Ranged 10 (Metamorphosis, Psionic), self or one ally. The target has damage immunity 5 and can’t be made slowed or weakened until the start of your next turn. Whenever the target
force moves a creature or object while under this effect, the forced movement distance gains a +5 bonus.
Strained: You can’t use maneuvers (save ends).
Level 9 Talent Features
- Fortress of Perfect Thought: Your mind is an impenetrable palace that shields you from danger. You gain the following effects:
- You can breathe even when there is no breathable air.
- You have psychic immunity 10.
- Creatures can’t read your thoughts unless you allow them to.
- Your Reason and Intuition are treated as 2 higher for the purpose of resisting the potency of abilities.
- You can’t be made taunted or frightened.
- 9th-Level Tradition Ability: Your talent tradition grants you a choice of heroic abilities.
Level 10 Talent Features
- Characteristic Increase: Your Reason and Presence scores each increase to 5.
- Clear Mind: The first time each combat round that a creature is force moved, you gain 3 clarity instead of 2.
- Omnisensory: You have a +10 bonus to the distance of your ranged abilities. Additionally, you don’t need line of effect to a target of
a ranged ability if the target is a creature capable of thought who you have previously had line of effect to.
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- Psion: At the start of each of your turns during combat, you gain 1d3 + 2 clarity instead of 1d3 + 1.
Additionally, you can choose to not take damage from having negative clarity. You can also choose to take on any ability’s
strained effect even if you’re not strained.
- Skill: You gain one skill of your choice.
- Vision: You have an epic resource called vision. Each time you finish a respite, you gain vision equal to the XP you gain. You can
spend vision on your abilities as if it were clarity.
Additionally, you can spend vision to use one additional psionic ability on your turn, provided you pay the entire cost of
the ability in vision. If you choose to use a psionic ability that usually costs no clarity, you must spend 1 vision to use
it.
Vision remains until you spend it.
Talent Traditions
Talent Chronopathy Tradition
- [Level 1] Accelerate: Maneuver. Ranged 10 (Psionic), self or one creature. The target shifts up to [R] squares.
Spend «2»: The target can use a maneuver.
- [Level 1] Again: Triggered (you or a creature within distance makes an ability roll).
Ranged 10 (Psionic), the triggering creature. You can use this ability after seeing the result of the triggering roll. The target must reroll the power roll and use the
new roll.
- [Level 2] Ease the Hours: You can increase the number of rounds in a montage test by 1 if the test would end before the heroes hit the success limit.
- [Level 2] Chronopathy Ability: Choose one of the following.
- «5» Applied Chronometrics: Maneuver. Ranged 10 (Chronopathy, Psionic), special.
Roll + P; you target {2/3/4} creatures, one of which can be you.
Effect: Until the start of your next turn, each target gains a +5 bonus to speed, they can’t be made dazed, and they can use an additional
maneuver on their turn. If a target is already dazed, that condition ends for them.
Strained: Your speed is halved until the end of the encounter.
- «5» Slow: Maneuver. Ranged 10 (Chronopathy, Psionic), three creatures or objects.
Roll + P;
- ≤11: The target’s speed is halved (save ends), or if P < POT, the target is slowed (save ends).
- 12+: The target is slowed (save ends), or if P < POT, the target’s speed is 0 (save ends).
Effect: A target can’t use triggered actions while their speed is reduced this way.
Strained: The potency of this ability increases by 1 and you take 1d6 damage. At the start of each combat round while any target is
affected by this ability, you take 1d6 damage. You can end the effect on all affected targets at any time (no action required).
- [Level 5] Distortion Temporal: While you are not dying, time behaves irregularly around you in a 3 aura. That area is difficult terrain for enemies. Additionally,
when an ally enters the area for the first time in a combat round or starts their turn there, they gain a +2 bonus to speed
until the end of the turn.
- [Level 5] Speed of Thought: Once per combat round while you are not dying, you can spend 2 clarity when you use a triggered action to turn it into a free
triggered action.
- [Level 6] Chronopathy Ability: Choose one of the following.
- «9» Fate: Melee 2 (Chronopathy, Psionic), one enemy. The target has damage weakness 5 until the end of your next turn. Whenever the target takes damage while they have this weakness,
they are knocked prone.
Strained: This ability gains the Strike keyword as the vision hurts the target’s psyche. You make a power roll, then are weakened (save
ends).
Roll + P; {8/13/17} + P psychic damage.
- «9» Stasis Field: Area 4 cube within 10 (Chronopathy, Psionic, Ranged), each creature and object in the area. The area is frozen in time until the start of your next turn. Each object in the area is restrained and can’t fall until the
effect ends. Until the effect ends, creatures in the area who are reduced to 0 Stamina or would die stay alive, and objects
in the area that are reduced to 0 Stamina remain undestroyed.
Make a power roll that targets each enemy in the area.
Roll + P;
- ≤11: P < POT, the target is slowed until the effect ends.
- 12-16: P < POT, the target’s speed is 0 until the effect ends.
- 17+: P < POT, the target is restrained until the effect ends.
Strained: Any creature or object force moved in the area takes 2 corruption damage for each square of the area they enter. Creatures
and objects restrained in the area can be force moved. You are restrained until the effect ends.
- [Level 8] Doubling the Hours: While you have 5 or more Victories, you can undertake an additional respite activity during a respite.
- [Level 8] «3» Stasis Shield: Triggered (you, or a creature or object within distance takes damage).
Ranged 10 (Psionic), the triggering creature or object. The target is teleported to an unoccupied space adjacent to you, taking no damage and suffering no additional effects if this
movement would get them out of harm’s way.
Strained: You can’t target yourself, and you take the damage and any additional effects instead of the target.
- [Level 9] Chronopathy Ability: Choose one of the following.
- «11» Acceleration Field: Ranged 5 (Chronopathy, Psionic), three allies. Each target can use any main action available to them as a free triggered action, but they lose their main action on their
next turn.
Strained: Make a power roll that targets you and each enemy within distance.
Roll + P; {4/6/10} corruption damage; slowed (save ends).
- «11» Borrow From the Future: Maneuver. Area 2 burst (Chronopathy, Psionic), each ally in the area. The targets share 6 of their Heroic Resource among themselves, as you determine. A target can’t gain more than 3 of their
Heroic Resource this way. After using this ability, you can’t gain any clarity until the end of the next combat round.
Talent Telekinesis Tradition
- [Level 1] Minor Telekinesis: Maneuver. Ranged 10 (Psionic), self or one size 1 creature or object. You slide the target up to [R] squares.
Spend «2+»: The size of the creature or object you can target increases by 1 for every 2 clarity spent.
Spend «3»: You can vertical slide the target.
- [Level 1] Repel: Triggered (you or an ally within distance takes damage or is force moved).
Ranged 10 (Psionic), the triggering creature. The target takes half the triggering damage, or the distance of the triggering forced movement is reduced by [R] squares.
If the target took damage and was force moved, you choose the effect. If the forced movement is reduced to 0 squares, the
target can push the source of the forced movement [R] squares.
- [Level 2] Ease Their Fall: Whenever you land after a fall, or if any falling creature lands within 2 squares of you, you can use a free triggered action
to reduce the falling damage by [R+2].
- [Level 2] Telekinesis Ability: Choose one of the following.
- «5» Gravitic Burst: Area 1 burst (Psionic, Telekinesis).
Roll + R; {3/6/9} damage; vertical push {2/4/6}.
Strained: The size of the burst increases by 1, and you are weakened until the end of your turn.
- «5» Levity and Gravity: Ranged 10 (Psionic, Strike, Telekinesis).
Roll + R; {6/10/14} + R damage; M < POT, prone {roll 17+} and can’t stand (save ends).
Strained: You take half the damage the target takes.
- [Level 5] Kinetic Amplifier: Whenever you force move a creature, you can spend up to 2 surges. For each surge spent, the forced movement distance gains
a +[R] bonus.
- [Level 5] Triangulate: Whenever an ally uses a ranged ability while you are within the ability’s distance, you can spend 1 clarity as a free triggered
action to allow them to use the ability as if they were in your space.
- [Level 6] Telekinesis Ability: Choose one of the following.
- «9» Gravitic Well: Area 4 cube within 10 (Psionic, Ranged, Telekinesis), each creature and object in the area.
Roll + R; {6/9/13} damage; vertical pull {5/7/10} toward the center of the area.
Effect: Targets closest to the center of the area are pulled first.
Strained: The size of the area increases by 2. You also target yourself and each ally within distance.
- «9» Greater Kinetic Grip: Ranged 10 (Psionic, Strike, Telekinesis).
Roll + R; slide {4/8/12} + R;
- ≤16: M < POT, the forced movement is vertical.
- 17+: Prone; M < POT, the forced movement is vertical.
Strained: The forced movement ignores stability. You take 2d6 damage and are weakened (save ends).
- [Level 8] Levitation Field: Maneuver. Area 3 burst (Psionic), each ally in the area. Each target can fly until the start of your next turn, and can immediately shift up to their speed. You can also shift up
to your speed. While flying, a target’s stability is reduced to 0 and can’t be increased.
Spend «5»: The effects last for 1 hour instead.
- [Level 8] Low Gravity: You ignore difficult terrain and don’t need to spend additional movement while prone.
- [Level 9] Telekinesis Ability: Choose one of the following.
- «11» Fulcrum: Area special (Psionic, Telekinesis), each enemy and object in the area. Make a power roll to determine the area of this ability. Each target is vertical pushed 6 squares. You can target only objects
of size 1L or smaller.
Roll + R; {2/3/4} burst.
Strained: You can choose to reduce the size of the burst by 2 (to a minimum of 1 burst) to give the forced movement distance a +2 bonus.
You take half the total damage all targets take from forced movement.
- «11» Gravitic Nova: Area 3 burst (Psionic, Telekinesis), each enemy and object in the area.
Roll + R; {6/9/13} damage; push {7/10/15}.
Effect: On a critical hit, the size of the area increases by 3, and this ability deals an extra 10 damage.
Strained: You are weakened (save ends). If you scored a critical hit with this ability, you die.
Talent Telepathy Tradition
- [Level 1] Feedback Loop: Triggered (a creature within distance deals damage to an ally).
Ranged 10 (Psionic), the triggering creature. The target takes psychic damage equal to half the triggering damage.
- [Level 1] Remote Assistance: Maneuver. Ranged 10 (Psionic). The next ability roll an ally makes against the target before the start of your next turn gains an edge.
Spend «1»: You target one additional creature or object.
- [Level 2] Ease the Mind: You gain an edge on tests made to stop combat and start a negotiation. Additionally, if you are present during a negotiation,
any NPC who has a hostile or suspicious starting attitude has their patience increased by 1 (to a maximum of 5).
- [Level 2] Telepathy Ability: Choose one of the following.
- «5» Overwhelm: Ranged 10 (Psionic, Strike, Telepathy), creature only.
Roll + R; {6/10/14} + R psychic damage; I < POT, {slowed/weakened/dazed} (save ends).
Strained: You start crying, and you can’t use triggered actions or make free strikes until the end of the target’s next turn.
- «5» Synaptic Override: Ranged 10 (Psionic, Telepathy), one enemy.
Roll + R;
- ≤11: The target makes a free strike against one enemy of your choice.
- 12-16: The target shifts up to their speed and uses their signature ability against any enemies of your choice.
- 17+: The target moves up to their speed and uses their signature ability against any enemies of your choice.
Effect: You control the target’s movement. The target can’t be moved in a way that would harm them (such as over a cliff), leave them
dying, or result in them suffering a condition or other negative effect. However, you can move them to provoke opportunity
attacks.
Strained: You take 1d6 damage and are weakened until the end of your turn.
- [Level 5] Compulsion: Whenever you obtain a success on a test using a skill from the interpersonal skill group while interacting with an NPC, you
can ask them a question using your Telepathic Speech feature. The NPC must answer the question truthfully to the best of their
ability.
- [Level 5] Remote Amplification: The distance of your ranged psionic abilities increases by 5. Additionally, the range of your Telepathic Speech feature increases
to 1 mile.
- [Level 6] Telepathy Ability: Choose one of the following.
- «9» Synaptic Conditioning: Melee 2 (Psionic, Strike, Telepathy), creature only.
Roll + R; {10/14/20} psychic damage;
- ≤11: The target takes a bane on ability rolls made to harm you or your allies (save ends).
- 12-16: The target has a double bane on ability rolls made to harm you or your allies (save ends).
- 17+: The target considers you and your allies to be their allies when using abilities and features (save ends).
Strained: While the target is under this effect, you no longer consider your enemies to be your enemies when using your abilities and
features.
- «9» Synaptic Dissipation: Maneuver. Ranged 10 (Psionic, Strike, Telepathy), special. You target a number of creatures with this ability determined by the outcome of your power roll. You and your allies are invisible
to each target until the start of your next turn.
Roll + R; {2/3/5} creatures.
Strained: The effect ends early if you take damage from an enemy’s ability.
- [Level 8] Mindlink: During a respite, you can choose [R] creatures who you have communicated with using your Telepathic Speech feature, creating
a telepathic link among all of you. Whenever a linked creature spends one or more Recoveries, each other linked creature can
spend a Recovery.
- [Level 8] Universal Connection: The range of your Telepathic Speech feature increases to anywhere on the same world.
- [Level 9] Telepathy Ability: Choose one of the following.
- «11» Resonant Mind Spike: Ranged 10 (Psionic, Strike, Telepathy), creature only.
Roll + R; {15/24/28} + R psychic damage.
Effect: This ability ignores cover and concealment.
Strained: The ability roll scores a critical hit on a natural 17 or higher. You take half the damage the target takes, and you can’t
reduce this damage in any way.
- «11» Synaptic Terror: Area 3 burst (Psionic, Telepathy), each ally and enemy in the area. You and each target ally can’t obtain lower than a tier 2 outcome on power rolls until the start of your next turn. Each target
enemy is affected by the ability’s power roll.
Roll + R; R < POT, frightened (save ends).
Strained: You can’t use this ability if doing so would cause you to have negative clarity.
Troubadour
- Starting Characteristics: Agility 2, Presence 2, and your choice of array for other characteristics:
- 2, −1, −1
- 1, 1, −1
- 1, 0, 0
- Potency: Presence – {2/1/0}
- Stamina: 18 (+6 per extra level)
- Recoveries: 8
- Skills: You gain the Read Person skill. Then choose two skills from the interpersonal skill group and one skill from the intrigue
or lore skill groups.
Make the following selections for your class.
- Troubadour Class Act: Choose a troubadour class act from the following options.
- Auteur: You seek drama from story and recount, using your magic to manipulate the sequence of events unfolding before you.
- Duelist: Drama infuses your every movement done in tandem with another. You perform dances of death, putting trust in your opponent
to return your passion in kind.
- Virtuoso: You find drama in music and song, weaving magic between vibrations and filling the audience with your pathos.
Your troubadour class act is your subclass, and determines many of the features you’ll gain from new levels.
- Kit: You can use and gain the benefits of a kit.
Level 1 Troubadour Features
- Drama: You start combat with drama equal to your number of Victories. At the start of your turn you gain 1d3 drama. You gain additional
drama when certain events occur during a combat encounter:
- The first time three or more heroes use an ability on the same turn, you gain 2 drama.
- The first time any hero is made winded during the encounter, you gain 2 drama.
- Whenever a creature within your line of effect rolls a natural 19 or 20, you gain 3 drama.
- When you or another hero dies, you gain 10 drama.
When you are dead, you continue to gain drama during combat as long as your body is intact. If you have 30 drama during the
encounter in which you died, you can come back to life with 1 Stamina and 0 drama (no action required). If you are still dead
after the encounter in which you died, you can’t gain drama during future encounters.
- Scene Partner: Whenever you obtain a success on a test to interact with an NPC using a skill from the interpersonal group, you can form a
bond with that NPC. When you enter into a negotiation with a bonded NPC, their patience increases by 1 (to a maximum of 5).
Additionally, the first time during a negotiation that you personally make an argument that would increase a bonded NPC’s
interest by 1, you instead increase their interest by 2 (to a maximum of 5).
You can have [L] active bonds. When you form a bond with a new NPC that would exceed the limit, you must choose which of your
active bonds to lose.
- 1st-Level Class Act Features: Your troubadour class act grants you several features, including a triggered action.
- Kit: You gain the signature ability and other features of your kit.
Routines: At the start of each combat round, as long as you are not dazed, dead, or surprised, you can either choose a new performance
or maintain your current performance (no action required). Your performance lasts until you are unable to maintain it or until
the end of the encounter.
You start off with the Choreography and Revitalizing Limerick performance abilities. Your choice of class act grants you additional
performances, and you receive more performances as you gain levels.
- Choreography: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area gains a +2 bonus to speed until the end of
their turn.
- Revitalizing Limerick: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. At the end of each of your turns while this performance is active, you can choose up to [P] targets. Each chosen target can
spend a Recovery.
Signature Ability: Choose one signature ability from the following options.
- Artful Flourish: Melee 1 (Strike, Weapon), two creatures or objects.
Roll + A; {2/5/7} damage.
Effect: You can shift up to 3 squares.
Spend «2+»: You can target one additional creature or object for every 2 drama spent.
- Cutting Sarcasm: Ranged 10 (Magic, Strike, Weapon), creature only.
Roll + P; {2/5/7} + P psychic damage; P < POT, bleeding (save ends).
- Instigator: Melee 1 (Strike, Weapon), creature only.
Roll + P; {3/6/9} + P damage.
Effect: The target is taunted by you or a willing ally adjacent to you until the end of the target’s next turn.
- Witty Banter: Melee 1 or Ranged 5 (Magic, Strike), creature only.
Roll + P; {4/5/7} + P psychic damage.
Effect: One ally within 10 squares of you can end one effect on them that is ended by a saving throw or that ends at the end of their
turn.
Spend «1»: The chosen ally can spend a Recovery.
3-Drama Ability: Choose one heroic ability from the following options, each of which costs 3 drama to use.
- «3» Harsh Critic: Melee 1 or Ranged 10 (Magic, Strike).
Roll + P; {7/10/13} + P sonic damage.
Effect: The first time the target uses an ability before the start of your next turn, any effects from the ability’s tier outcomes
other than damage are negated for all targets. Ability effects that always happen regardless of the power roll work as usual.
- «3» Hypnotic Overtones: Area 2 burst (Magic).
Roll + P; slide {1/1/2}; I < POT, dazed (save ends).
Spend «2+»: The size of the burst increases by 1 for every 2 drama spent.
- «3» Quick Rewrite: Area 3 cube within 10 (Magic, Ranged).
Roll + P; {4/5/6} damage; P < POT, {slowed/slowed/restrained} (save ends).
Effect: The area is difficult terrain for enemies.
- «3» Upstage: Maneuver. Self; special (Melee, Strike, Weapon). You shift up to your speed. You make one power roll that targets each enemy you move adjacent to during this shift.
Roll + [AP]; taunted (EoT); A < POT, prone {roll 17+} and can’t stand (EoT).
5-Drama Ability: Choose one heroic ability from the following options, each of which costs 5 drama to use.
- «5» Dramatic Reversal: Area 3 burst (Magic), self and each ally in the area.
Roll + P; the target can shift {1/2/3} square(s) and make a free strike {roll 12+} that gains an edge. {roll 17+} The target can then
spend a Recovery.
- «5» Fake Your Death: Maneuver. Self (Magic). You turn invisible and create a magical illusion of your corpse falling in your space. While you are invisible, you gain a
+3 bonus to speed and you ignore difficult terrain. The illusion and your invisibility last until the end of your next turn,
or until the illusion is interacted with, you take damage, or you use a main action or a maneuver.
- «5» Flip the Script: Main Action. Area 3 burst (Magic), self and each ally in the area. Each target can teleport up to 5 squares. Any teleported target who was slowed is no longer slowed.
- «5» Method Acting: Melee 1 (Strike, Weapon), creature only.
Roll + A; {6/10/14} + A damage; P < POT, weakened (save ends).
Effect: You can become bleeding (save ends) to deal an extra 5 corruption damage to the target.
Level 2 Troubadour Features
- Appeal to the Muses: Before you roll to gain drama at the start of your turn, you can appeal to the muses (no action required). If you do, your
roll gains the following additional effects:
- If the roll is a 1, you gain 1 additional drama. The Director gains 1d3 Malice.
- If the roll is a 2, you gain 1 Heroic Resource, which you can keep or give to an ally within the distance of your active performance.
The Director gains 1 Malice.
- If the roll is a 3, you gain 2 of a Heroic Resource, which you can distribute among yourself and any allies within the distance
of your active performance.
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- 2nd-Level Class Act Ability: Your troubadour class act grants you a choice of heroic abilities.
Invocation: Choose one of the following features.
- Allow Me to Introduce Tonight’s Players: Whenever you take the first turn in a combat encounter, you can use a main action to introduce yourself and your allies to
your opponents. Each ally can shift up to their speed, and ability rolls made against them have a double bane until the end
of the combat round. Additionally, any surprised enemy is no longer surprised.
- Formal Introductions: As a respite activity, you can scribe a notice of your arrival (such as a calling card or a formal letter) addressed to an
enemy. You can deliver the notice to the target personally if you are in the same general area, send it by courier, or leave
it in a covert location for the target to find. You can have only one notice active at a time.
The Director determines when the target receives your notice. When the target receives the notice, they become alarmed and
take desperate measures to stop you. The Director gains 1 additional Malice per combat round during encounters involving the
target. The heroes start each such encounter with 2 additional hero tokens. These hero tokens disappear at the end of the
encounter.
- My Reputation Precedes Me: You can invoke your reputation at the start of a social interaction with one or more NPCs who haven’t met you before, automatically
creating a bond with one of those NPCs from that group as if using your Scene Partner feature. This bond counts against the
limit on active bonds from your Scene Partner feature. While the bond is active, all heroes present treat their Renown as
2 higher than usual for the purpose of entering into a negotiation with the bonded NPC.
The Director can award the heroes 1 hero token to make you infamous among the group of creatures instead, and preventing you
from forming this bond. Until you take action to improve your reputation, all heroes present take a bane on tests made to
interact with creatures in the group using skills from the interpersonal skill group. You can still use your Scene Partner
feature to find allies within the group.
Level 3 Troubadour Features
- 3rd-Level Class Act Feature: Your troubadour class act grants you a feature.
7-Drama Ability: Choose one heroic ability from the following options, each of which costs 7 drama to use.
- «7» Extensive Rewrites: Maneuver. Area 4 burst (Magic).
Roll + P; slide {3/5/7}; P < POT, this slide ignores the target’s stability.
Effect: Instead of sliding a target, you can swap their location with another target as long as each can fit into the other’s space.
You can’t slide targets into other creatures or objects using this ability.
- «7» Infernal Gavotte: Area 3 burst (Magic, Melee, Weapon).
Roll + P; {5/7/10} fire damage; A < POT, weakened (save ends).
Effect: Each ally in the area can shift up to 2 squares.
- «7» Star Solo: Melee 1 or Ranged 10 (Magic, Strike, Weapon).
Roll + P; {5/8/11} + P damage; push {X/3/5}.
Effect: You can choose to have this ability deal sonic damage. Additionally, you can use this ability against the same target for
the next 2 combat rounds without spending drama.
- «7» We Meet at Last: Maneuver. Ranged 10 (Magic), creature only. Until the end of the encounter, both you and the target can target each other with abilities even if you are beyond distance,
with the distance of this ability replacing those abilities’ distances. The target can’t be force moved by an ability used
beyond distance this way.
Additionally, once on each of your turns, you can use a free maneuver to communicate a motivating or dispiriting message to
the target, either granting them 2 surges or forcing them to take a bane on the next ability roll they make before the start
of your next turn.
Level 4 Troubadour Features
- Characteristic Increase: Your Agility and Presence scores each increase to 3.
- Melodrama: You have more ways of getting the most drama out of a situation. Choose two of the following events to add to the events that
grant you drama during battle:
- Whenever a creature rolls a natural 2 on a power roll, you gain 2 drama.
- The first time the Director deals damage to a hero using a Villain action or an ability that costs Malice, you gain 2 drama.
- The first time a hero unwillingly falls 5 or more squares, you gain 2 drama.
- The first time a hero deals damage with 3 surges, you gain 2 drama.
- Whenever a hero spends their last Recovery, you gain 2 drama.
Alternatively, you can forgo choosing a new event to choose one event you already have (including an event gained with this
feature). Whenever the chosen event grants you drama, you gain 1 additional drama.
- Perk: You gain one perk of your choice.
- Skill: You gain one skill of your choice.
Zeitgeist: When you start or finish a respite, choose one of the following effects.
- Foreshadowing: You can ask the Director for two clues regarding an upcoming encounter or negotiation. One of the clues can be false.
- Hear Ye, Hear Ye! By bragging, intimidating, leading, or lying, you attempt to spread one piece of information into the local area. Make a Presence
test:
- ≤11: Your information reaches no one.
- 12-16: Your information reaches the nearest populated area of town size or larger. You and each ally present when you make
the test gain an edge on Presence tests in that area until one of you spends a Recovery.
- 17+: Your information reaches the nearest populated area of town size or larger, plus the next closest such population. You
and allies present for your test gain an edge on Presence tests made in those areas until you start your next respite.
- Latest Goss: You can ask the Director for three rumors regarding the area you’re in or an area you plan on entering before your next respite.
One of the rumors can be false.
Level 5 Troubadour Features
- 5th-Level Class Act Feature: Your troubadour class act grants your choice of one of two features.
9-Drama Ability: Choose one heroic ability from the following options, each of which costs 9 drama to use.
- «9» Action Hero: Area 3 burst (Melee, Weapon).
Roll + A; {10/14/20} damage.
Effect: Unless you score a critical hit, this ability can’t reduce a non-minion target below 1 Stamina.
- «9» Continuity Error: Maneuver. Ranged 10 (Magic), one enemy or object. The target is split into two separate entities, one of which remains in the target’s space while the other appears in an unoccupied
space of your choice within distance. If the target is a creature, this creates a new creature under the Director’s control.
Each entity has half the original target’s Stamina, is weakened, and takes 1d6 corruption damage at the start of each of their
turns. If either entity is reduced to 0 Stamina, the other entity persists as the original entity and this effect ends. The
effect also ends if both entities occupy the same space, causing them to automatically merge and combine their current Stamina.
- «9» Love Song: Maneuver. Ranged 10 (Magic). The target gains 20 temporary Stamina. Until the end of the encounter, whenever the target takes damage while you’re within
distance, you can choose to take the damage instead of the target.
- «9» Patter Song: Maneuver. Ranged 10 (Magic), special.
Roll + P; {1 ally/2 allies/3 allies} within distance can take their turn immediately after yours. {roll 17+} One of those allies can
have already taken a turn this combat round.
Level 6 Troubadour Features
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- Spotlight: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area gains 1 of their Heroic Resource. This Heroic
Resource disappears at the end of the target’s turn if they don’t spend it.
- 6th-Level Class Act Ability: Your troubadour class act grants you a choice of heroic abilities.
Level 7 Troubadour Features
- Characteristic Increase: Each of your characteristic scores increases by 1, to a maximum of 4.
- Equal Billing: You can use your Scene Partner feature to form a bond with one willing hero instead of an NPC you interact with using a test.
If you bond with another hero, you lose your existing bond with a hero.
Additionally, you and creatures you are bonded with gain a +1 bonus to saving throws. Whenever you or a bonded creature succeeds
on a saving throw, you and each creature you are bonded with gains [L] temporary Stamina.
- A Muse’s Muse: At the start of each of your turns during combat, you gain 1d3 + 1 drama instead of 1d3.
- Skill: You gain one skill of your choice.
Level 8 Troubadour Features
- Perk: You gain one perk of your choice.
- 8th-Level Class Act Feature: Your troubadour class act grants you a feature.
11-Drama Ability: Choose one heroic ability from the following options, each of which costs 11 drama to use.
- «11» Dramatic Reveal: Maneuver. Self (Magic). Until the end of the encounter, whenever you reduce a creature to 0 Stamina using an ability, you can use a free triggered
action to teleport an ally within distance of that ability into the creature’s space in a plume of rose petals. You or the
teleported ally can then make a melee free strike.
- «11» Power Ballad: Maneuver. Ranged 10 (Magic), self or one ally. Until the end of the encounter, whenever the target takes damage while winded, they can use a free triggered action to deal
half the damage they took to the source of the damage.
- «11» Saved in the Edit: Maneuver. Self (Magic). Until the end of the encounter, whenever you deal rolled damage to a creature or object, or enable a creature to spend a Recovery,
you can use a free triggered action to give that creature or object one of the following effects until the start of your next
turn. If this ability is triggered by multiple targets taking damage or multiple creatures spending Recoveries simultaneously,
each target receives the same effect:
- The target has damage weakness [P] against any magic, psionic, or weapon ability.
- The target has damage immunity [P].
- The target has a +[P] bonus to stability and a -[P] penalty to speed.
- The target has a +[P] bonus to speed and a -[P] penalty to stability.
- «11» The Show Must Go On: Maneuver. Area 5 cube within 10 (Magic, Ranged).
Roll + P; {6/8/12} damage;
- ≤11: P < POT, the target can’t willingly leave the area (EoT).
- 12-16: P < POT, the target can’t willingly leave the area (save ends).
- 17+: The target can’t willingly leave the area (EoT); if P < POT, they can’t willingly leave the area (save ends).
Effect: Each ally within distance can’t obtain lower than a tier 2 outcome on the next test they make before the start of your next
turn.
Level 9 Troubadour Features
- Roar of the Crowd: You can’t be made frightened, and if you are prone, you can stand up as a free maneuver.
Additionally, whenever you spend a Recovery, you can forgo regaining Stamina to invoke the roar of an invisible applauding
audience. You and each ally within 3 squares of you gains temporary Stamina equal to 10 + the number of active bonds from
your Scene Partner feature + either your Victories or the number of players in your game (whichever is higher).
- 9th-Level Class Act Ability: Your troubadour class act grants you a choice of heroic abilities.
Level 10 Troubadour Features
- Applause: You have an epic resource called applause. Each time you finish a respite, you gain applause equal to the XP you gain. You
can spend applause on your abilities as if it were drama.
Additionally, whenever you or a creature within 3 squares would obtain a failure or a tier 1 outcome on a test, you can spend
1 applause to improve the outcome by 1 tier.
Applause remains until you spend it.
- Characteristic Increase: Your Agility and Presence scores each increase to 5.
- Dramaturgy: You gain 1 additional drama or other Heroic Resource whenever you use your Appeal to the Muses feature. Additionally, your
performances no longer have a distance, but can affect any target on the encounter map within your line of effect.
- Greatest of All Time: Whenever you obtain a success on a test, each NPC within your line of effect has their Impression score decreased by 4 during
a negotiation (to a minimum of 1), and each ally within 3 squares of you gains an edge on their next test. These effects last
until you start your next respite.
- Perk: You gain one interpersonal, lore, or supernatural perk of your choice.
- Skill: You gain one skill of your choice.
Troubadour Class Acts
Troubadour Auteur Class Act
- [Level 1] Skill: You have the Brag skill.
- [Level 1] Blocking: No Action. Area 2 aura (Magic, Performance), each creature in the area. At the end of each of your turns while this performance is active, you can choose up to [P] targets and teleport those targets
to unoccupied spaces in the area. A target can’t be teleported in a way that would harm them (such as over a cliff), leave
them dying, or result in them suffering a condition or other negative effect.
- [Level 1] Dramatic Monologue: Maneuver. Ranged 10 (Magic), special. Choose one of the following effects:
- You orate a rousing tale of victory. One ally within distance gains an edge on the next power roll they make before the start
of your next turn.
- You weave a tale of high-stakes heroics. One ally within distance gains 1 surge.
- You insult a foe where they’re most vulnerable. One enemy within distance takes a bane on the next power roll they make before
the end of their next turn.
Spend «1»: You can choose two targets for the chosen effect.
- [Level 1] Turnabout Is Fair Play: Triggered (a creature within distance makes an ability roll that has an edge, a double edge, a bane, or a double bane).
Ranged 10, the triggering creature. An edge on the triggering roll becomes a bane, or a double edge becomes an edge. A bane becomes an edge, or a double bane
becomes a bane.
Spend «3»: An edge on the triggering roll becomes a double bane, or a double edge is negated. A bane becomes a double edge, or a double
bane is negated.
- [Level 2] Auteur Ability: Choose one of the following.
- «5» Guest Star: Main Action. Ranged 10 (Magic), special. A guest star appears to help you during the encounter: either a bystander within distance uplifted by your magic, or a mysterious
new hero who appears in an unoccupied space within distance. This guest star is controlled by you, has their own turn, and
shares your characteristics. Their Stamina maximum is half yours. They have no abilities other than your melee and ranged
free strikes. At the end of the encounter, or when the guest star is reduced to 0 Stamina, they retreat or revert to a bystander.
The same bystander can’t be uplifted this way more than once during an encounter.
- «5» Twist at the End: Main Action. Ranged 10 (Magic), one dead enemy. A target who is not a leader or solo creature comes back to life with half their Stamina and becomes an ally under the Director’s
control. The players can work with the Director to determine when the target takes their turn each combat round. At the end
of the encounter, the target turns to dust and is blown away.
- [Level 3] Missed Cue: If you aren’t surprised at the start of an encounter, you can choose one enemy within your line of effect who is not a leader
or solo creature. The Director temporarily removes the chosen creature from the encounter. The chosen creature enters the
encounter at the start of the second combat round. You must earn 3 Victories before you can use this feature again.
- [Level 5] Auteur Features: Choose one of the following.
- Fix It in Post: Once on each of your turns, you can use a free maneuver to change one condition affecting a creature within distance of your
Dramatic Monologue ability. Choose one of the following conditions on the target: bleeding, frightened, prone, slowed, or
taunted. You change that condition to another of those conditions, maintaining the duration and origin of the original condition.
A target who is no longer prone can stand up.
- Take Two! No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area can reroll the first power roll that turn
that obtains a tier 2 outcome. They must use the new roll.
- [Level 6] Auteur Ability: Choose one of the following.
- «9» Here’s How Your Story Ends: Area 5 burst (Magic).
Roll + P; {2/5/7} psychic damage; P < POT, frightened (save ends).
- «9» You’re All My Understudies: Maneuver. Area 5 burst (Magic), each ally in the area. Until the end of the encounter, each target gains the speed bonus, weapon distance bonus, disengage bonus, and stability bonus
of your currently equipped kit in addition to their own kit’s bonuses.
- [Level 8] Deleted Scene: Whenever a creature within distance of your Dramatic Monologue ability makes a power roll, you can spend 1 drama as a free
triggered action to use Dramatic Monologue, targeting only one creature.
- [Level 9] Auteur Ability: Choose one of the following.
- «11» Epic: Maneuver. Melee 1 or Ranged 10 (Magic), creature only.
Roll + P;
- ≤11: The target takes a bane on ability rolls (save ends).
- 12-16: The target has a double bane on ability rolls (save ends).
- 17+: The target has a double bane on power rolls (save ends).
Effect: Choose one ally within distance. While the target is affected by this ability, each time they use an ability, that ally can
make a free strike against them after the ability is resolved.
- «11» Rising Tension: Maneuver. Ranged 10 (Magic), one ally. The target gains 3 of their Heroic Resource, has a double edge on a power roll of their choice made during their next turn,
is no longer slowed or weakened if they were before, and can immediately take their turn after yours if they have not taken
their turn already this round.
Troubadour Duelist Class Act
- [Level 1] Skill: You have the Gymnastics skill.
- [Level 1] Acrobatics: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area can automatically obtain a tier 3 outcome
on one test made to jump, tumble, or climb as part of their movement before the end of their turn.
- [Level 1] «1» Star Power: Maneuver. Self. You gain a +2 bonus to speed until the end of your turn. Additionally, the next power roll you make this turn can’t have an
outcome lower than tier 2.
Spend «1»: You gain a +4 bonus to speed instead.
- [Level 1] Riposte: Triggered (you or an adjacent ally takes damage from a melee strike).
Melee 1, the damaged creature. The target makes a free strike against the creature who made the triggering strike.
- [Level 2] Duelist Ability: Choose one of the following.
- «5» Classic Chandelier Stunt: Main Action. Melee 1 (Strike, Weapon), self and one willing ally. Each target can shift up to 5 squares, including vertically, but must end this movement adjacent to the other target and on
solid ground. Each target can then make a melee free strike that deals +[2 x B] extra damage.
- «5» En Garde! Melee 1 (Strike, Weapon), creature only.
Roll + A; {7/11/16} + A damage.
Effect: The target can make a melee free strike against you. If they do, you can make a melee free strike against the target.
- [Level 3] Foil: At the start of an encounter, choose one creature within your line of effect. You have a double edge on power rolls made against
or in competition with that creature. The chosen creature also has a double edge on power rolls made against or in competition
with you. If the chosen creature is reduced to 0 Stamina, you can choose a new foil at the start of the next combat round.
- [Level 5] Duelist Features: Choose one of the following.
- Verbal Duel: Once on each of your turns while the target of your Foil feature is adjacent to you, you can use a free maneuver to exchange
words with them. Make an opposed Presence test with the target. Whoever gets the higher result can make a free strike, which
deals psychic damage instead of its usual damage.
- We Can’t Be Upstaged! No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, a target who starts their turn in the area gains a +[P] bonus to the distance they can shift
until the end of their turn.
- [Level 6] Duelist Ability: Choose one of the following.
- «9» Blood on the Stage: Melee 1 (Strike, Weapon).
Roll + A; {12/18/24} + A damage;
- ≤16: M < POT, bleeding (save ends)
- 17+: Bleeding (EoT), or if M < POT, bleeding (save ends).
- «9» Fight Choreography: Main Action. Melee 1 (Strike, Weapon), creature only. You and the target each make a melee free strike that targets each enemy within 3 squares of either of you, dividing the enemies
between each of you. You choose which enemies your free strike targets and which enemies the target creature’s free strike
targets. You then slide the target 5 squares, ignoring stability.
- [Level 8] Masterwork: Choose one of your signature abilities and name it after yourself. You always have this ability available, even if it is sourced
from a kit you switch out. Whenever you use this ability, you gain an edge and 1 surge that you can use only on this ability.
Additionally, when your named signature ability is the last ability you use in an encounter, you can immediately use the Hear
Ye, Hear Ye! effect of your Zeitgeist feature to tell tales of your exploits after the encounter ends.
- [Level 9] Duelist Ability: Choose one of the following.
- «11» Expert Fencer: Melee 3 (Charge, Strike, Weapon).
Roll + A; {15/21/28} + A damage; {roll 17+} M < POT, bleeding (save ends).
Effect: This ability can’t obtain better than a tier 2 outcome unless the target is at maximum distance. If you obtain a tier 3 outcome
with a natural 17 or higher, you gain 3 surges that you can use immediately.
- «11» Renegotiated Contract: Melee 1 (Strike, Weapon), creature only. Add your current Stamina to your target’s current Stamina, then you have half that total Stamina and the target has the remainder.
If either of you would gain more Stamina this way than their Stamina maximum, the difference in Stamina between what that
creature would gain and their maximum is gained by the other creature. Neither of you can gain more Stamina than your maximum
this way. You then make a power roll.
Roll + P;
- ≤11: You and the target can each end one effect on yourselves that is ended by a saving throw or that ends at the end of your
turns.
- 12-16: You and the target can end any effects on yourselves that are ended by a saving throw or that end at the end of your
turns.
- 17+: You can choose any of the current effects on you and the target that are ended by a saving throw or that end at the end
of your turns, apply the chosen effects to the target, and end the rest.
Troubadour Virtuoso Class Act
- [Level 1] Skill: You have the Music skill and can play an instrument.
- [Level 1] Power Chord: Maneuver. Area 2 burst (Magic).
Roll + P; push {1/2/3}.
- [Level 1] Virtuoso Performances: You have the following performance abilities, which are usable with your Routines feature.
- “Thunder Mother”: No Action. Ranged 10 (Magic, Performance, Strike), creature only. At the end of each combat round while this performance is active, you can make a power roll against the target that ignores
cover. You can’t target the same creature twice with this effect.
Roll + P; {0/5/10} + [L] lightning damage.
- “Ballad of the Beast”: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area gains 1 surge.
- [Level 1] «3» Harmonize: Triggered (an ally within distance uses an ability that targets only one enemy and costs 3 or fewer of their Heroic Resource).
Ranged 5, the triggering ally. The target can choose one additional target for the triggering ability. Any damage dealt to the additional target is sonic
damage.
Spend «1+»: You can trigger this ability when a target uses an ability that has a Heroic Resource cost of 3 + each additional drama spent.
- [Level 2] Virtuoso Ability: Choose one of the following.
- «5» Encore: Main Action. Special (Magic, Strike). You use an ability that you have observed being used this combat round. The ability must have the Strike keyword, cost 5 or
fewer of a Heroic Resource, and cost no Malice. When you make the strike, you use your Presence score for any power rolls,
and any damage you deal is sonic damage.
- «5» Tough Crowd: Area 3 cube within 10 (Magic, Ranged), special. The area is haunted by a swirling horde of phantoms until the end of the encounter. Allies can enter any square of the area
without spending movement. At the end of each of your turns, you can make one power roll that targets each enemy in the area.
Roll + P; {5/9/12} corruption damage; M < POT, pull {1/2/3} toward the center of the area.
- [Level 3] Second Album: You have the following performance abilities, which are usable with your Routines feature.
- “Fire Up the Night”: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area doesn’t take a bane on strikes against creatures
with concealment. Once during their turn, they can search for hidden creatures as a free maneuver.
- “Never-Ending Hero”: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn dying while in the area gains an edge on power rolls and
ignores the effects of bleeding until the end of their turn.
- [Level 5] Virtuoso Features: Choose one of the following.
- Bolstering Banter: Once on each of your turns, you can use a free maneuver to exchange words with a target of your current performance, other
than yourself. The target can spend a Recovery to gain temporary Stamina equal to their recovery value.
- Medley: You can maintain two performances at a time using your Routines feature.
- [Level 6] Virtuoso Ability: Choose one of the following.
- «9» Feedback: Area three 3 cubes within 1 (Magic). A prone target ignores this ability.
Roll + P; {7/10/13} sonic damage; P < POT, prone.
- «9» Legendary Drum Fill: Maneuver. Area 4 burst (Magic), self and each ally in the area. Each target gains 1 surge, then gains 1 surge at the start of each combat round until the end of the encounter.
- [Level 8] Crowd Favorites: You have the following performance abilities, which are usable with your Routines feature.
- Moonlight Sonata: No Action. Area 5 aura (Magic, Performance), each ally in the area. While this performance is active, each target who is dead can choose to continue taking turns after death. On each of their
turns, a target can move and use either a main action or a maneuver, but can’t spend Recoveries or use triggered actions.
At the end of the encounter, each target who chose to take turns this way turns to dust and blows away.
- Radical Fantasia: No Action. Area 5 aura (Magic, Performance), self and each ally in the area. While this performance is active, each target who starts their turn in the area ignores difficult terrain, and any ability
they use that imposes forced movement gains a +2 bonus to the forced movement distance until the end of their turn. Additionally,
once per combat round, each target can use a triggered action as a free triggered action.
- [Level 9] Virtuoso Ability: Choose one of the following.
- «11» Jam Session: Area 5 burst (Magic).
Roll + P; {8/11/15} sonic damage.
Effect: Each creature within distance gains a +5 bonus to speed until the end of their next turn. While under this effect, each target
must use their full movement during their turn.
- «11» Melt Their Faces: Melee 1 or Ranged 10 (Magic, Strike).
Roll + P; {12/16/22} + P sonic damage; push {5/10/15}.
Effect: Forced movement from this ability ignores stability.
Kits
Many classes grant you access to a kit, which defines your starting equipment and fighting style. Kit signature abilities
already include kit bonuses.
Arcane Archer
- Equipment: no armor; a bow
- Speed Bonus: +1
- Ranged Damage Bonus: +2/+2/+2
- Ranged Distance Bonus: +10
- Disengage Bonus: +1
You have the following signature ability.
- Exploding Arrow (Sig.): Ranged 15 (Magic, Strike, Weapon).
Roll + [ARIP]; {5/7/10} + [ARIP] fire damage.
Effect: One creature or object of your choice within 2 squares of the target takes [ARIP] fire damage.
Battlemind
- Equipment: light armor; a medium weapon
- Stamina Bonus: +3 per echelon
- Speed Bonus: +2
- Stability Bonus: +1
- Melee Damage Bonus: +2/+2/+2
You have the following signature ability.
- Unmooring (Sig.): Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + [MRIP]; {5/8/11} + [MRIP] damage.
Effect: Until the end of the target’s next turn, any forced movement that affects the target has its distance increased by 2.
Cloak and Dagger
- Equipment: light armor; one or two light weapons
- Stamina Bonus: +3 per echelon
- Speed Bonus: +2
- Melee Damage Bonus: +1/+1/+1
- Ranged Damage Bonus: +1/+1/+1
- Ranged Distance Bonus: +5
- Disengage Bonus: +1
You have the following signature ability.
- Fade (Sig.): Melee 1 or Ranged 10 (Strike, Weapon), creature only.
Roll + [MA]; {3/6/8} + [MA] damage; you can shift {1/2/3}.
Dual Wielder
- Equipment: medium armor; a light weapon and a medium weapon
- Stamina Bonus: +6 per echelon
- Speed Bonus: +2
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Double Strike (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + [MA]; {4/6/8} damage.
Effect: If you use this ability on your turn, you can use it against one target, then use your maneuver and your move action for that
turn before using the ability against a second target. You still use the same power roll for both targets.
Guisarmier
- Equipment: medium armor; a polearm
- Stamina Bonus: +6 per echelon
- Stability Bonus: +1
- Melee Damage Bonus: +2/+2/+2
- Melee Distance Bonus: +1
You have the following signature ability.
- Forward Thrust, Backward Smash (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + [MA]; {4/7/9} damage.
Martial Artist
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +3 per echelon
- Speed Bonus: +3
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Battle Grace (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {5/8/11} + [MA] damage; {roll 12+} you can swap places with the target.
Effect: If you obtain a tier 2 or tier 3 outcome and can’t swap places with the target because one or both of you is too big to fit
into the swapped space, you both remain in your original spaces and the target takes 1 extra damage.
Mountain
- Equipment: heavy armor; a heavy weapon
- Stamina Bonus: +9 per echelon
- Stability Bonus: +2
- Melee Damage Bonus: +0/+0/+4
You have the following signature ability.
- Pain for Pain (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {3/5/13} + [MA] damage.
Effect: If the target dealt damage to you since the end of your last turn, this strike deals +[MA] damage.
Panther
- Equipment: no armor; a heavy weapon
- Stamina Bonus: +6 per echelon
- Speed Bonus: +1
- Stability Bonus: +1
- Melee Damage Bonus: +0/+0/+4
You have the following signature ability.
- Devastating Rush (Sig.): Melee 1 (Strike, Weapon).
Roll + [MA]; {3/6/13} + [MA] damage.
Effect: You can move up to 3 squares straight toward the target before this strike, which deals extra damage equal to the number of
squares you move this way.
Pugilist
- Equipment: no armor; unarmed strikes
- Stamina Bonus: +6 per echelon
- Speed Bonus: +2
- Stability Bonus: +1
- Melee Damage Bonus: +1/+1/+1
You have the following signature ability.
- Let’s Dance (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {3/6/8} + [MA] damage; slide {X/1/2}.
Effect: You can shift into any square the target leaves after you slide them.
Raider
- Equipment: light armor; a shield and a light weapon
- Stamina Bonus: +6 per echelon
- Speed Bonus: +1
- Melee Damage Bonus: +1/+1/+1
- Ranged Damage Bonus: +1/+1/+1
- Ranged Distance Bonus: +5
- Disengage Bonus: +1
You have the following signature ability.
- Raider’s Awe (Sig.): Melee 1 or Ranged 10 (Strike, Weapon), creature only.
Roll + [MA]; {3/6/8} + [MA] damage.
Effect: The target takes a bane on their next power roll made before the end of their next turn.
Ranger
- Equipment: medium armor; a bow and a medium weapon
- Stamina Bonus: +6 per echelon
- Speed Bonus: +1
- Melee Damage Bonus: +1/+1/+1
- Ranged Damage Bonus: +1/+1/+1
- Ranged Distance Bonus: +5
- Disengage Bonus: +1
You have the following signature ability.
- Hamstring Shot (Sig.): Ranged 10 (Strike, Weapon), creature only.
Roll + [MA]; {3/5/7} + [MA] damage; A < POT, slowed (save ends).
Rapid-Fire
- Equipment: light armor; a bow
- Stamina Bonus: +3 per echelon
- Speed Bonus: +1
- Ranged Damage Bonus: +2/+2/+2
- Ranged Distance Bonus: +7
- Disengage Bonus: +1
You have the following signature ability.
- Two Shot (Sig.): Ranged 12 (Strike, Weapon), two creatures or objects.
Roll + [MA]; {4/6/8} damage.
Retiarius
- Equipment: light armor; several ensnaring weapons and a polearm
- Stamina Bonus: +3 per echelon
- Speed Bonus: +1
- Melee Damage Bonus: +2/+2/+2
- Melee Distance Bonus: +1
- Disengage Bonus: +1
You have the following signature ability.
- Net and Stab (Sig.): Melee 2 (Strike, Weapon), creature only.
Roll + [MA]; {4/6/8} + [MA] damage; A < POT, {slowed/slowed/restrained} (EoT).
Shining Armor
- Equipment: heavy armor; a shield and a medium weapon
- Stamina Bonus: +12 per echelon
- Stability Bonus: +1
- Melee Damage Bonus: +2/+2/+2
You have the following signature ability.
- Protective Attack (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {5/8/11} + [MA] damage.
Effect: The target is taunted until the end of their next turn.
Sniper
- Equipment: no armor; a bow
- Speed Bonus: +1
- Ranged Damage Bonus: +0/+0/+4
- Ranged Distance Bonus: +10
- Disengage Bonus: +1
You have the following signature ability.
- Patient Shot (Sig.): Ranged 15 (Strike, Weapon), creature only.
Roll + [MA]; {3/6/13} + [MA] damage.
Effect: If you don’t take a move action this turn, this strike deals +[MA] damage.
Spellsword
- Equipment: light armor; a shield and a medium weapon
- Stamina Bonus: +6 per echelon
- Speed Bonus: +1
- Stability Bonus: +1
- Melee Damage Bonus: +2/+2/+2
You have the following signature ability.
- Leaping Lightning (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + [MRIP]; {5/8/11} + [MRIP] lightning damage.
Effect: A creature or object of your choice within 2 squares of the target takes +[MRIP] lightning damage.
Stick and Robe
- Equipment: light armor; a polearm
- Stamina Bonus: +3 per echelon
- Speed Bonus: +2
- Melee Damage Bonus: +1/+1/+1
- Melee Distance Bonus: +1
- Disengage Bonus: +1
You have the following signature ability.
- Where I Want You (Sig.): Melee 2 (Strike, Weapon), creature only.
Roll + [MA]; {4/7/10} + [MA] damage; slide {X/1/3}.
Swashbuckler
- Equipment: light armor; a medium weapon
- Stamina Bonus: +3 per echelon
- Speed Bonus: +3
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Fancy Footwork (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {5/7/10} + [MA] damage; push {X/1/2}.
Effect: You can shift into any square the target leaves after you push them.
Sword and Board
- Equipment: medium armor; a shield and a medium weapon
- Stamina Bonus: +9 per echelon
- Stability Bonus: +1
- Melee Damage Bonus: +2/+2/+2
- Disengage Bonus: +1
You have the following signature ability.
- Shield Bash (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + [MA]; {4/7/9} + [MA] damage; push {1/2/3}; {roll 17+} M < POT, prone.
Warrior Priest
- Equipment: heavy armor; a light weapon
- Stamina Bonus: +9 per echelon
- Speed Bonus: +1
- Stability Bonus: +1
- Melee Damage Bonus: +1/+1/+1
You have the following signature ability.
- Weakening Brand (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + [MRIP]; {3/5/8} + [MRIP] holy damage.
Effect: Until the end of the target’s next turn, they have damage weakness [MRIP].
Whirlwind
- Equipment: no armor; a whip or chain
- Speed Bonus: +3
- Melee Damage Bonus: +1/+1/+1
- Melee Distance Bonus: +1
- Disengage Bonus: +1
You have the following signature ability.
- Extension of My Arm (Sig.): Melee 3 (Strike, Weapon), creature only.
Roll + [MA]; {4/7/10} + [MA] damage; vertical pull {1/2/3}.
Background
Culture
The game setting you are playing in may have a set of cultures associated with it, or your Director may allow you build your
own. Each culture has an associated environment, organization, and upbringing aspect.
The culture you choose or create grants you the following benefits:
- You know the language of your culture, in addition to knowing the common language.
- From the environment, organization, and upbringing aspects of your culture, you gain access to skills. You can select one
skill from each aspect’s list of options.
- You gain an edge on tests made to recall lore about your culture, and on tests made to influence and interact with people
of your culture.
Environment
- Nomadic: One skill from the exploration or interpersonal skill groups.
- Rural: One skill from the crafting or lore skill groups.
- Secluded: One skill from the interpersonal or lore skill groups.
- Urban: One skill from the interpersonal or intrigue skill groups.
- Wilderness: One skill from the crafting or exploration skill groups.
Organization
- Bureaucratic: One skill from the interpersonal or intrigue skill groups.
- Communal: One skill from the crafting or exploration skill groups.
Upbringing
- Academic: One skill from the lore skill group.
- Creative: The Music or Perform skill, or one skill from the crafting group.
- Labor: The Blacksmithing skill, the Handle Animals skill, or a skill from the exploration group.
- Lawless: One skill from the intrigue skill group.
- Martial: One of the following: Blacksmithing or Fletching from the crafting skill group; Climb, Endurance, or Ride from the exploration
group; Intimidate from the interpersonal group; Alertness or Track from the intrigue group; or Monsters or Strategy from the
lore skill group.
- Noble: One skill from the interpersonal skill group.
Careers
Pick the career your hero had before adventuring, which grants you several benefits.
Agent
- Skills: The Sneak skill from the intrigue skill group, plus one skill from the interpersonal group and one other skill from the intrigue
group
- Languages: Two languages
- Perk: One intrigue perk
Aristocrat
- Skills: One skill from the interpersonal skill group and one skill from the lore group
- Languages: One language
- Renown: +1
- Wealth: +1
- Perk: One lore perk
Artisan
- Skills: Two skills from the crafting skill group
- Languages: One language
- Project Points: 240
- Perk: One crafting perk
Beggar
- Skills: The Rumors skill (from the lore skill group), plus one skill from the exploration group and one skill from the interpersonal
group
- Languages: Two languages
- Perk: One interpersonal perk
Criminal
- Skills: The Criminal Underworld skill (from the lore skill group), plus two skills from the intrigue group
- Languages: One language
- Project Points: 120
- Perk: One intrigue perk
Disciple
- Skills: The Religion skill (from the lore skill group), plus two more skills from the lore group
- Project Points: 240
- Perk: One supernatural perk
Explorer
- Skills: The Navigate skill (from the exploration skill group), plus two more skills from the exploration group
- Languages: Two languages
- Perk: One exploration perk
Farmer
- Skills: The Handle Animals skill (from the interpersonal skill group), plus two skills from the exploration group
- Languages: One language
- Project Points: 120
- Perk: One exploration perk
Gladiator
- Skills: Two skills from the exploration skill group
- Languages: One language
- Renown: +2
- Perk: One exploration perk
Laborer
- Skills: The Endurance skill (from the exploration skill group), plus two skills from either the crafting group or the exploration
group
- Languages: One language
- Project Points: 120
- Perk: One exploration perk
Mage’s Apprentice
- Skills: The Magic skill (from the lore skill group), plus two other skills from the lore group
- Languages: One language
- Renown: +1
- Perk: One supernatural perk
Performer
- Skills: The Music or Perform skill (from the interpersonal skill group), plus two more skills from the interpersonal group
- Renown: +2
- Perk: One interpersonal perk
Politician
- Skills: Two skills from the interpersonal skill group
- Languages: One language
- Renown: +1
- Wealth: +1
- Perk: One interpersonal perk
Sage
- Skills: Two skills from the lore skill group
- Languages: One language
- Project Points: 240
- Perk: One lore perk
Sailor
- Skills: Swim (from the exploration skill group), plus two more skills from the exploration group
- Languages: Two languages
- Perk: One exploration perk
Soldier
- Skills: One skill from the exploration skill group and one skill from the intrigue group
- Languages: Two languages
- Renown: +1
- Perk: One exploration perk
Warden
- Skills: Nature (from the lore skill group), plus one skill from the exploration group and one skill from the intrigue group
- Languages: One language
- Project Points: 120
- Perk: One exploration perk
Watch Officer
- Skills: Alertness (from the intrigue skill group), plus two more skills from the intrigue group
- Languages: Two languages
- Perk: One exploration perk
Skills
Use the skill options from your class, culture, and career (as well as other possible sources) to determine your list of skills.
Crafting Skill Group
- Alchemy: Make bombs and potions
- Architecture: Create buildings and vehicles
- Blacksmithing: Forge metal armor and weapons
- Carpentry: Create items out of wood
- Cooking: Create delicious dishes
- Fletching: Make ranged weapons and ammunition
- Forgery: Create false badges, documents, and other items
- Jewelry: Create bracelets, crowns, rings, and other jewelry
- Mechanics: Build machines and clockwork items
- Tailoring: Craft clothing of cloth or leather
Exploration Skill Group
- Climb: Move up vertical surfaces
- Drive: Control vehicles
- Endurance: Remain engaged in strenuous activity over a long period of time
- Gymnastics: Move across unsteady or narrow surfaces; tumble
- Heal: Use mundane first aid
- Jump: Leap vertical and horizontal distances
- Lift: Pick up, carry, and throw heavy objects
- Navigate: Read a map and travel without becoming lost
- Ride: Ride and control a nonsapient mount, such as a horse
- Swim: Move through deep liquid
Interpersonal Skill Group
- Brag: Impress others with stories of your deeds
- Empathize: Relate to someone on a personal level
- Flirt: Attract romantic attention from someone
- Gamble: Make bets with others
- Handle Animals: Interact with nonsapient animal wildlife
- Interrogate: Obtain information from a creature withholding it
- Intimidate: Awe or scare a creature
- Lead: Inspire people to action
- Lie: Convince someone that a falsehood is true
- Music: Perform music vocally or with an instrument
- Perform: Engage in dance, oratory, acting, or some other physical performance
- Persuade: Convince someone to agree with you through use of your charms and grace
- Read Person: Read the emotions and body language of other creatures
Intrigue Skill Group
- Alertness: Intuitively sense the details of your surroundings
- Conceal Object: Hide an object on your person or in your environment
- Disguise: Change your appearance to look like a different person
- Eavesdrop: Actively listen to something that is hard to hear, such as a whispered conversation through a door
- Escape Artist: Escape from bonds such as rope or manacles
- Hide: Conceal yourself from others’ observation
- Pick Lock: Open a lock without using the key
- Pick Pocket: Steal an item that another person wears or carries without them noticing
- Sabotage: Disable a mechanical device such as a trap
- Search: Actively search an environment for important details and items
- Sneak: Move silently
- Track: Follow a trail that another creature has left behind
Lore Skill Group
- Criminal Underworld: Knowing about criminal organizations, their crimes, their relationships, and their leaders
- Culture: Knowing about a culture’s customs, folktales, and taboos
- History: Knowing about significant past events
- Magic: Knowing about magical places, spells, rituals, items, and phenomena
- Monsters: Knowing monster ecology, strengths, and weaknesses
- Nature: Knowing about natural flora, fauna, and weather
- Psionics: Knowing about psionic places, spells, rituals, items, and phenomena
- Religion: Knowing about religious mythology, practices, and rituals
- Rumors: Knowing gossip, legends, and uncertain truths
- Society: Knowing noble etiquette and the leadership and power dynamics of noble families
- Strategy: Knowing about battle tactics and logistics
- Timescape: Knowing about the many worlds of the timescape
Perks
You get a perk from your career, and additional perks from your class as you gain levels.
Crafting Perks
- Area of Expertise: Choose one skill you already have from the crafting skill group. Whenever you obtain a tier 1 outcome on an easy or medium
test using this skill, you treat it as a tier 2 outcome instead. Additionally, if you spend 1 minute inspecting an object
related to the chosen skill, you can estimate its value and learn of any flaws in its construction.
- Expert Artisan: Whenever you make a test as part of a crafting or research project that uses a skill you already have from the crafting skill
group, you can make the power roll twice and use either roll.
- Handy: Whenever you make a test to craft something and don’t have a skill that applies to the test, you gain a +1 bonus to the power
roll.
- Improvisation Creation: Without needing to make a test—and even without tools—you can quickly jury-rig or repair a mundane item or piece of equipment
related to a skill you have from the crafting skill group. That item lasts for 1 hour or works for one use or activation (whichever
comes first, as the Director determines), then breaks beyond repair. For example, if you have the Carpentry skill, you could
repair a rickety wooden bridge long enough for a group of creatures to cross it, or build a simple shovel made of wood that
can be used for 1 hour.
- Inspired Artisan: When you make a project roll using a skill from the crafting skill group, you can spend a hero token to make another project
roll for the same project as part of the same respite activity. You can’t use this perk more than once per respite.
- Traveling Artisan: On any day when you don’t take a respite, you can spend 1 uninterrupted hour working on a crafting project using a skill you
have from the crafting skill group. If you do so, you gain 1d10 project points toward that project.
Exploration Perks
- Brawny: Whenever you fail a Might test, you can lose 1d6+ [L] Stamina to improve the outcome of the test by one tier. You can use
this perk only once per test.
- Camouflage Hunter: Whenever you are in wilderness, once you are hidden from a creature, you don’t need cover or concealment to stay hidden from
them.
- Danger Sense: Whenever you are in a natural environment (but not in a settlement in that environment), you gain an edge on tests made using
the Alertness skill, and you can’t be surprised. Additionally, you have a connection to nature that warns you if any natural
disaster is imminent within the next 72 hours, though you don’t know exactly what it will entail (an earthquake, a wildfire,
and so forth).
- Friend Catapult: As a maneuver, you grab a willing adjacent ally or object of your size or smaller, then vertical push that target up to [2
x M] squares. If a creature you push falls as a result of this movement, the effective distance of the fall is reduced by
[2 x M] squares. When you use this perk, you can’t use it again until you earn 1 or more Victories.
- I’ve Got You! Whenever a willing ally falls and would land on you or adjacent to you, you can safely catch them as a free triggered action.
Neither of you takes damage from the ally’s fall.
- Monster Whisperer: You can use the Handle Animals skill to interact with nonsapient creatures who are not animals.
- Put Your Back Into It! During montage tests, whenever you make a test to assist a test and obtain a tier 1 outcome, the assisted test doesn’t take
a bane. Additionally, once per montage test, you can turn an ally’s tier 1 test outcome into a tier 2 outcome.
- Team Leader: At the start of a group test or montage test, you can spend a hero token. If you do, all participants make tests as if they
also had any skill you have from the exploration group.
- Teamwork: When you take your first turn during any montage test, you can both make a test and assist another hero’s test.
- Wood Wise: When you make a test using a skill from the exploration skill group and at least one of the d10s rolled is a 1, you can reroll
one d10. You can use this perk only once per test.
Interpersonal Perks
- Charming Liar: If you fail a test using the Lie skill, you don’t suffer any consequences associated with the failure. Additionally, during
a negotiation, you can be caught in one lie without negative consequences. When you use either benefit of this perk, you can’t
use this perk again until you earn 1 or more Victories.
- Dazzler: Whenever a creature watches you sing, dance, or perform a role (as an actor, not just in disguise) for 1 uninterrupted minute
or more, you gain an edge on any test made to influence that creature for 1 hour after the performance ends.
- Engrossing Monologue: Whenever you are not in combat, you can shout to get the attention of hearing creatures within 10 squares of you. Each such
creature who is not hostile toward you listens to what you have to say for 1 uninterrupted minute or more, or until they sense
danger or any form of imminent harm. While creatures are listening to you, each of your allies gains an edge on tests made
to avoid being noticed by those creatures.
- Harmonizer: You can make a Presence test using the Music skill to influence creatures who don’t have emotions or can’t understand you.
Additionally, once during a negotiation when an ally makes an argument, you can play music to give that ally an edge on their
test.
- Lie Detector: In response to another creature communicating information to you, you can spend a hero token to determine whether that information
contained any knowing lies. If so, you know what the lies are, but not what the truth is.
- Open Book: Whenever you speak one-on-one with a creature, you can ask them one question about themself that might typically offend them
or raise suspicion. If they choose not to answer honestly, they simply deflect or redirect the question, with no further complications.
If they choose to answer honestly, the creature can immediately ask you a question about yourself in turn, which you must
answer honestly.
- Pardon My Friend: When an ally within 5 squares fails a Presence test, you can step in and make a Presence test that takes a bane, with your
roll replacing the ally’s roll. This perk can be used only once per test, even if more than one character has it.
- Power Player: Whenever you make a test that uses the Brag, Flirt, or Intimidate skills, you can use Might instead of any other characteristic
the test calls for.
- So Tell Me… Whenever you succeed on a Presence test to influence one or more creatures, you can ask one creature you influenced a follow-up
question after the test resolves, which they must answer honestly. At the Director’s discretion, the creature doesn’t have
to answer the question completely—or at all—if the response would put them or a loved one in danger.
- Spot the Tell: Whenever you make a test to read a person and obtain a tier 3 outcome, you notice several tells that give away their true
feelings. Any test you make to read that person in the future gains an edge.
Intrigue Perks
- Criminal Contacts: You have access to a network of criminal contacts. As a respite activity while you take a respite in a settlement, you can
ask a question of your contacts by making a Presence test. On a tier 2 outcome, you learn one piece of information that would
be common among criminals—the secret entrances into a building, the location of a local criminal in hiding, the name of a
local thieves’ guild leader, and so forth. On a tier 3 outcome, you can instead gain knowledge that would be uncommon among
criminals as long as such information exists—the location of a local treasure cache, the location of a murder weapon used
in a noble’s assassination, the name of an NPC secretly bankrolling a local assassin’s guild, and so forth.
- Forgettable Face: If you spend 10 minutes or less interacting with a creature who hasn’t met you before, you can cause them to forget your face
when you part. If asked to describe you, the creature gives only a vague, blank, and unhelpful description. Additionally,
if you spend 1 hour or more assembling a disguise, you automatically obtain a tier 2 outcome on any test that could make use
of the Disguise skill. If you have the Disguise skill, you automatically obtain a tier 3 outcome on the test.
- Gum Up the Works: Whenever a mundane trap activates within 3 squares, you can use a triggered action to move up to 3 squares toward it. If this
movement brings you adjacent to any of the trap’s mechanisms, you can jam the trap, preventing it from activating. As long
as you stay adjacent to the mechanism, the trap can’t go off unless an attempt to disarm it fails.
- Lucky Dog: Whenever you fail a test using any skill from the intrigue skill group, you can lose 1d6 + [L] Stamina to improve the outcome
of the test by one tier. You can use this perk only once per test.
- Master of Disguise: You can don or remove a disguise as part of any test you make using the Hide skill, or while using the Hide maneuver.
- Slipped Lead: You gain an edge on tests made to escape bonds. Given 1 uninterrupted minute, you can escape any mundane bonds without making
a test. Additionally, it’s not immediately obvious when you’ve escaped bonds until you do something that makes it clear you
have done so (cast them off, use an ability that harms one or more creatures, and so forth).
Lore Perks
- But I Know Who Does: Whenever you fail a test to recall lore using a skill from the lore skill group, you instinctively recall the nearest location
where the information you seek might be found. This could be the tower of a local sage, a library in a nearby city, somewhere
deep in a dungeon, or any other location of the Director’s determination. The Director can decide that certain lore can’t
be revealed this way.
- Eidetic Memory: Your mind is an encyclopedia, though not always an easy one to organize. When you finish a respite, choose one skill from
the lore skill group that you don’t have. You have that skill until you finish your next respite. Additionally, if you spend
1 uninterrupted minute or more reading any page of text, you can memorize its contents, allowing you to memorize entire books
with sufficient time.
- Expert Sage: Whenever you make a test as part of a crafting or research project using a skill from the lore skill group, you can make the
power roll twice and use either roll.
- I’ve Read About This Place: Each time you enter a settlement you’ve never been to before, you can ask the Director one of the following questions:
- Who is the most influential public figure in this settlement?
- Who in this settlement would be the friendliest to us right now?
- What does this settlement need most from outsiders?
If the Director doesn’t have an answer to the question you ask, or doesn’t want to answer, you can instead ask a different
question.
- Linguist: You automatically learn two new languages, as long as you have regularly heard those languages spoken or seen them written
before. Additionally, if you spend 7 days or more in a place where you regularly hear or read a language you don’t know, you
can pick up enough of that language to hold a conversation or understand basic written information. Having picked up a language
this way, you can subsequently learn it using the Learn New Language research project at half the usual project goal cost.
- Polymath: Whenever you make a test to recall lore and don’t have a skill that applies to the test, you gain a +1 bonus to the power
roll.
- Specialist: You are a leading expert on a particular subject. Choose one skill you have from the lore skill group. You always have a double
edge on tests made to recall lore using this skill. Additionally, your specialist knowledge grants you notoriety in fields
related to the chosen skill. You treat your Renown as 1 higher when negotiating with an NPC who knows your reputation, or
2 higher if they have the same skill you chose for this perk.
- Traveling Sage: On any day when you don’t take a respite, you can spend 1 uninterrupted hour working on a research project using a skill you
have from the lore skill group. If you do so, you gain 1d10 project points toward that project.
Supernatural Perks
- Arcane Trick: Main Action. Self; special (Magic). Choose one of the following effects:
- You teleport a size 1S or smaller object adjacent to you into an unoccupied space adjacent to you.
- Until the start of your next turn, a part of your body shoots a shower of harmless noisy sparks that light up each square
adjacent to you.
- You ignite or snuff out (your choice) every mundane light source of 1L or smaller adjacent to you.
- You transform up to 1 pound of edible food you touch to make it taste delicious or disgusting.
- Until the start of your next turn, you make your body exude a particular odor you’ve smelled before. This smell can be sensed
by each creature within 5 squares of you, but can’t impose any condition or other drawback on those creatures.
- You place a small magical inscription on the surface of a mundane object you touch, or you can remove an inscription that
was made by you or by another creature using Arcane Trick.
- You touch a size 1T object to cover it with an illusion that makes it look like a different object. Any creature who handles
the object becomes aware of the illusion. The illusion ends when you stop touching the object.
- Creature Sense: As a maneuver, choose a creature within 10 squares. If that creature is your level or lower, you learn the keywords in their
stat block (Demon, Humanoid, Undead, and so forth).
- Familiar: A supernatural spirit who has taken the form of a specific small animal or animated object has chosen to be your familiar—or
to adopt you as their familiar.
The spirit uses the familiar stat block.
The familiar can hold small objects in their mouth or claws, but can’t perform activities that would typically require hands
(opening a door, unrolling a scroll, and so forth). They can’t harm other creatures or objects. They can flank in combat,
but only with you.
If your familiar is destroyed, you can restore them as a respite activity, or by spending a Recovery as a main action to bring
them back into existence in an unoccupied space adjacent to you.
- Invisible Force: Maneuver. Ranged 10 (Psionic), one size 1T object. You can grab or manipulate the target object with your mind, moving the object up to [RIP] squares. You can use this ability
to turn doorknobs, pull levers, and so forth. You can manipulate any small movable piece of a larger object as long as the
piece is unattended and size 1T. You can’t use this ability to break a smaller piece off a larger object.
- Psychic Whisper: Maneuver. Ranged 10 (Psionic), one ally. As long as the target understands one or more languages, you send a telepathic message to them that takes 10 seconds or less
to speak. The target knows who the message is from and can decide to ignore it and subsequent messages.
- Ritualist: You can spend 1 uninterrupted minute to perform a magic ritual of blessing, targeting yourself or one willing creature you
touch. The target has a double edge on the next test they make within the next minute. A target can’t use this benefit on
an activity that takes longer than 1 minute.
- Thingspeaker: When you hold an object in your hand for 1 uninterrupted minute, you can sense whether it bears emotional resonance. Objects
with emotional resonance could include treasured gifts, murder weapons, or personal keepsakes. If the Director determines
that the object bears emotional resonance, you learn the most dominant emotion associated with the object, then receive a
vision that answers one of the following questions:
- What was the name of the person whose emotion is imprinted on this object?
- Why does this emotion linger on the object?
- How long has it been since the object was held by the person whose emotion lingers on it?
After asking one question, you can choose to delve deeper by asking one additional question from the list, but you are then
overcome with emotions that do not belong to you. You take a bane on Intuition and Presence tests until you finish a respite,
and you can’t use this perk again while you suffer this bane.
Complications
Advanced Studies: You somehow obtained the notebook of a brilliant but eccentric member of your class. The knowledge held within those notes
should help you unlock powerful new abilities—if you can ever figure out what the notes mean.
- Benefit And Drawback: As a respite activity, you can study the notebook. Make a test using your highest characteristic score:
- ≤11: You summon a hostile demon of your level or lower who attacks you at the end of the respite. The demon acts first in
the combat, regardless of the traits or abilities of you or any other creature involved.
- 12-16: You learn nothing and your time is wasted.
- 17+: You learn one bonus heroic ability from your class that you qualify for. You can use that ability until you finish your
next respite.
Amnesia: You have no memory of your past before the… incident. Hopefully, you’ll regain your memory soon and find out what the incident
was. In the meantime, you need friends so you won’t be alone when your past catches up to you.
- Benefit: You have a supernatural possession—a 1st-echelon trinket of your choice that might have some connection with your former life.
- Drawback: You take a bane on any test made to recall lore.
Animal Form: Due to a magical accident, your being has fused with that of a small, harmless animal. You turn into this animal when it’s
convenient—and sometimes when it’s inconvenient as well.
- Benefit: As a maneuver, you take the form of a specific animal of size 1T. You retain all your other statistics aside from your size,
but you can’t talk or use actions, and the only maneuvers you can use are Escape Grab, Hide, and Stand Up. Based on the animal
you can turn into, you might be able to burrow or fly, or to automatically climb or swim at full speed while moving. If your
animal form doesn’t provide such additional movement, you have a +2 bonus to speed.
Unless you use this benefit again, you return to your true form at the start of your next turn.
- Drawback: At the start of any turn while you are winded, the Director can spend 1 Malice to force you to take your animal form. Once
the Director has done so, they can’t do so again until you have finished a respite.
Antihero: You used to be a villain. You’re (mostly) reformed now, but in desperate moments, you sometimes draw on the rage and hatred
that fueled your old life. In those moments, even your friends aren’t sure whose side you’re on. They don’t need to worry,
though. Once you leave evil behind, you can’t go back. You’ve made too many enemies on the other side.
- Benefit: You have 3 antihero tokens. Whenever you use an ability or other effect that costs your Heroic Resource, you can spend 1 antihero
token in place of 1 Heroic Resource. Whenever you have fewer than 3 antihero tokens and you would earn a hero token for your
party through your deeds, you instead regain 1 antihero token.
- Drawback: While you have fewer than 3 antihero tokens, you exude a villainous aspect. You and each ally within 5 squares of you take
a bane on any test made to interact with other creatures.
Artifact Bonded: A powerful artifact has bonded to you, though you don’t know whether you’re destined to wield the artifact or to destroy it.
You’re not powerful enough to use it at the moment, although you might be someday. For now, though, the artifact has no effect
beyond getting you in trouble.
- Benefit: Choose an artifact. The first time in an encounter that you are reduced to 0 Stamina against your will, the artifact appears
on your person. It disappears at the end of your next turn, when you benefit from one of its properties, or when you have
more than 0 Stamina, whichever comes first.
- Drawback: Each time the artifact appears, you lose a Recovery. If you have no Recoveries remaining, you take 1d10 damage instead, which
can’t be reduced in any way.
Bereaved: The most important person to you—perhaps a family member, mentor, or lover—was killed. The only thing that keeps you going
is the faint connection you have with this person’s spirit, and the hope that one day you can tie up their unfinished business
and let them rest.
- Benefit: Whenever you don’t know what to do, you can appeal to your loved one’s spirit for help. You spend a hero token to let the
Director determine the next thing you do, whether in or out of combat. The Director chooses the best course of action they
can think of for you, even if it relies on information you don’t have. If the Director can’t think of a particularly good
course of action for you to take, you don’t spend the hero token.
- Drawback: You have corruption weakness 5.
Betrothed: Your parents made a deal, and as part of that deal, you’re supposed to marry someone—or something—you didn’t choose. But no
one is going to tell you what to do! They’ll all be sorry to find that you’ve run away to become a mighty adventurer.
- Benefit: You escaped with a dowry present—a 1st-echelon trinket of your choice.
- Drawback: All those who learn of you running out on your commitment think less of you and spread nasty rumors about you. Your Renown
can’t ever be more than your level − 1.
Chaos Touched: You came into contact with a mote of pure chaos energy, or were subjected to a supernatural effect or object that fused chaos
into your very being. Now you can sprout and retract your limbs in a way that horrifies unprepared onlookers.
- Benefit: You gain an edge on the Escape Grab, Grab, and Knockback maneuvers. Additionally, you can hold an additional item even when
your hands are full.
- Drawback: While dying, you grow and retract uncoordinated limbs at random, imposing a bane on your power rolls.
Chosen One: Perhaps the stars marked you out at birth, or maybe your name appears in an ancient prophecy. In any case, a sinister cult
has decided that you’re important to their plans—though you don’t particularly like the fate those plans have in store for
you.
- Benefit: You have 3 destiny points. Whenever you spend your Heroic Resource for your class, you can spend 1 or more destiny points
instead. Each time you earn a Victory, you regain 1 destiny point.
- Drawback: Whenever you spend 1 or more destiny points, you take 1d10 psychic damage that can’t be reduced in any way, and the cult that
seeks you becomes aware of your location.
Consuming Interest: Ever since you were a kid, you’ve been obsessed with a certain topic. During your travels, you spend your free time gleaning
all the information you can on that obsession. You might not be the world’s leading expert quite yet, but people should certainly
trust your opinion on the topic.
- Benefit: You have one skill of your choice from the lore skill group, and you can use the Study Lore project (see below) up to three
times for that skill. Each time you use the project, you must use a different project source, and the project goal increases.
- Drawback: You can’t imagine ever being wrong on the topic of your obsession. Whenever you make a test to recall lore using your chosen
skill, the Director makes the test in secret. Instead of informing you whether you’re right or wrong, they provide you with
correct information if you succeeded and false information if you failed.
Study Lore: None
- Project Source: A significant source of information on the topic of your obsession, such as a major library or a world-renowned sage Project
Roll Characteristic: Reason
- Project Goal: 120, 150, 180
Each time you complete this project, your knowledge of your chosen field expands, and the bonus to tests provided by your
chosen skill increases by 1.
Corrupted Mentor: Your mentor taught you everything and you trusted them completely until they went rogue, betraying you or the organization
you both belonged to. Their current whereabouts and activities are unknown, though disturbing rumors are heard from time to
time. Even worse, as their former pupil, you’re now under suspicion as well.
- Benefit: You know the Corrupt Spirit maneuver, taught to you by your mentor. (In retrospect, that probably should have aroused your
suspicion.)
- Corrupt Spirit: Maneuver. Self (Magic). Until the end of your turn, whenever you use a damage-dealing heroic ability against a single target, you can weaken that
target’s life force. The ability deals +[B] extra corruption damage.
- Drawback: You have holy weakness 1. Each time you use Corrupt Spirit, your holy weakness increases by 1, to a maximum equal to your
recovery value. Whenever you take holy damage, this weakness resets to 1.
Coward: Some call you a coward, just because you shriek and run when you encounter danger. Sure, you might not have the natural bravado
of less-imaginative people. And sure, you’re always imagining the many horrible ways you could die, but you’re used to fear.
When you run in terror, you run toward the enemy.
- Benefit: While you are frightened, you can move toward the source of your fear.
- Drawback: Whenever you make a saving throw to end the frightened condition, you roll a d10 twice and take the lower roll.
Crash Landed: You used to flit around the stars in your own ship. But an ugly run-in with a pirate (or a pirate hunter) has left you marooned
on this backwater world. You’re prepared to carve out a life here—at least until you can hitch a ride somewhere else.
- Benefit: You have the Timescape skill (from the lore skill group). Additionally, you have a power pack that you can activate or deactivate
as a maneuver. When you activate the power pack, choose an energy type from cold, fire, lightning, or sonic. Until you deactivate
the power pack, your damage-dealing abilities deal that damage type.
- Drawback: You take a bane on any test made to know about anything related to the world where you crash landed.
Cult Victim: Cultists captured you while raiding your home, then began an unholy ritual to turn your body into an undead spirit. Though
the ritual failed, your body became infused with corrupted magic, turning you partially incorporeal.
- Benefit: Once per turn, you can move through solid matter 1 square thick or less. If you end your turn inside solid matter, you are
forced out into the space from which you entered it and you take 5 damage that can’t be reduced in any way.
- Drawback: You have corruption weakness 5.
Curse of Caution: When you were young, you did something reckless and unthinking that endangered a hag or cost them something dear. The hag
cursed you to always take your time, forcing you to be cautious and thorough—even to your detriment. The curse has saved you
from trouble a few times, but not being able to get away from trouble might be your downfall if you can’t shake it.
- Benefit: Until you’ve taken your turn in a combat round, any strike made against you takes a bane.
- Drawback: You have a −1 penalty to speed.
Curse of Immortality: For as long as you can remember, you’ve never gotten older. You’ve simply adventured through one age after another. Still,
your memory of past events—even those you were involved with—is a little hazy. Apparently, your memory isn’t as long-lived
as you are.
- Benefit: You don’t age. Additionally, whenever you would die, you instead enter a state of suspended animation indistinguishable from
death. If your body isn’t destroyed by dying or while you remain in this state, you come back to life after 12 hours and regain
Stamina equal to your recovery value.
- Drawback: You take a bane on any test made to recall lore.
Curse of Misfortune: You should have never pissed off that mage! Maybe they deserved your ire, or maybe you were just being a bully. But whatever
the case, they cursed you before skipping town. Now, in moments of pressure that require great skill, you have a tendency
to choke, falling and flailing in such a dramatic fashion that you take everyone else with you.
- Benefit And Drawback: Whenever you make a test in combat and incur a consequence, you ignore that consequence. Instead, you and each ally adjacent
to you fall prone.
Curse of Poverty: A soothsayer once predicted you would have a long life, even as they told you you’d never be rich. But you’re determined to
prove them wrong. You’ll get rich or die trying!
- Benefit And Drawback: Whenever you take a respite while your Wealth is higher than 1, some improbable event occurs that causes most of your money
to vanish—including money you’ve hidden, loaned to others, or given away. Your Wealth is reduced to 1. For each point of Wealth
you lose this way, your number of Recoveries increases by 1. Your Recoveries reset to their usual value the first time you
take a respite with fewer Recoveries than your maximum.
Curse of Punishment: Through ignorance, fear, spite, or selfishness, you refused to help someone in need. To teach you a lesson, a deity offered
you what seemed to be a blessing—extra power to help you heal yourself in times of need, but harsh consequences should your
need become excessive. You took the deal, and now benefit from the blessing but also suffer from a curse.
- Benefit: You have 1 additional Recovery.
- Drawback: When you are out of Recoveries, you are dying, no matter what your current Stamina is.
Curse of Stone: As a child, you met a creature who turns people to stone, such as a medusa. You escaped half petrified, avoiding the fate
of others who stand as statues now.
- Benefit: You have a +1 bonus to stability. Additionally, you can use a free maneuver to cause your body, gear, and any items you hold
to take on the appearance of stone, making you appear to be a mundane statue while you remain unmoving.
- Drawback: You have sonic weakness 5. Additionally, while you are winded, you are dazed.
Cursed Weapon: When you were young, you found or were given a magic weapon. Since then, you’ve carried it always at your side, letting it
inspire you to lead the life of a hero—even though the weapon is cursed.
- Benefit: You have a leveled weapon of your choice.
- Drawback: You have damage weakness 2.
Disgraced: You’re a disgraced member of a powerful family or guild, having been turned out by your relatives or peers. Those you were
once close to won’t give you the time of day anymore, much less lend a helping hand, until you clear your name or clean up
your act.
- Benefit: You earn 1 Renown, and you have one skill of your choice from the interpersonal or intrigue skill group.
- Drawback: Anyone who has heard of you and is influenced by your Renown treats you as infamous. Whenever you are part of a negotiation
with an NPC who has an interest of 2 or lower, that NPC makes a plan to hurt you personally after the negotiation ends—and
carries that plan out.
Dragon Dreams: You sometimes have strange dreams of a raging inferno… a gleaming pile of treasure… of spreading your wings and taking flight.
You haven’t told anyone about these dreams, except for your one strange relative who seems to know more than they’re letting
on.
- Benefit: Choose 2 ancestry points’ worth of purchased dragon knight traits. You can use these traits whenever you have 5 or more Victories.
- Drawback: Whenever you are reduced to 0 Stamina, you explode with heat and fire. You and each creature within 5 squares of you takes
[2 x L] fire damage. You can’t reduce this damage for yourself in any way.
Elemental Inside: When an evil mage threatened someone you loved, you blocked that foe’s summoning of an elemental creature by absorbing their
magic with your body. You are now infused with the power of that elemental—who isn’t at all happy about it.
- Benefit: You gain a +3 bonus to Stamina at 1st level, then again at 4th, 7th, and 10th levels.
- Drawback: While you are dying, your possessing elemental takes control of your body. The elemental yearns for destruction, causing you
to attack the nearest creature you notice without regard for your desires or your body’s safety. If you don’t do your best
to fulfill the elemental’s rage, the Director can take temporary control of your hero.
Evanesceria: You have contracted a rare magical disease called evanesceria. From time to time, you’re not quite yourself—or anyone else
either. You simply… vanish, then return later with no memory of your absence.
- Benefit: At the start of any combat round, you can attempt to absent yourself from reality by rolling a d10. On a 6 or higher, you
disappear, then reappear in the space you left or the nearest unoccupied space of your choice when you take your turn. You
can’t attempt to absent yourself again until you earn 1 or more Victories.
- Drawback: Whenever you start a respite activity, roll 2d10. If you roll a 1 on either die, you inadvertently absent yourself from reality,
reappearing at the end of the respite. You gain the benefits of taking a respite but don’t perform the respite activity.
Exile: Whether you’re a convicted criminal, a noble stripped of their title, or a person who made one too many enemies, you’ve been
cast forth from your homeland, never to return. At least not until you’re strong enough to set things right.
- Benefit: You know one extant language of your choice.
- Drawback: If any NPC from your homeland recognizes you, whether in your homeland or elsewhere, they attempt to harm you at the Director’s
discretion.
Fallen Immortal: You used to be an immortal creature, dispensing justice and doing the bidding of the gods. Now, whether as punishment or reward,
you have been ordered to set your true nature aside and become a mortal. Your remaining years will be short, but living alongside
your fellow mortals gives your life new meaning.
- Benefit: You have the Religion skill (from the lore skill group). Additionally, whenever you use an ability that deals untyped damage,
that ability can deal holy damage instead.
- Drawback: You will never fully gain a mortal’s comfort with untruth. Any test you make to deceive another creature takes a bane.
Famous Relative: Sure, you’re a promising young hero in your own right—but people always ask you about your famous relative. Will you equal
or surpass your relative’s accomplishments, or will you always live in their shadow?
- Benefit: You have a piece of magic jewelry such as a signet ring. As a maneuver, you can use this item to summon your relative to your
aid. Your relative starts with a Renown of 10 but otherwise has the same statistics you do. They make power rolls with an
edge but don’t gain the benefits of any of your treasures. Your relative does their best to help you out of the current perilous
situation, disappearing when the situation is resolved or after 1 hour. Once you summon your relative, you can’t do so again
until you gain a level.
- Drawback: You earn no Victories from combat encounters or other challenges for which your relative was present. Additionally, each time
you summon your relative, the next time you gain Renown, your relative gains that Renown instead.
Feytouched: Your birth was attended by faeries. A friendly fairy blessed you, granting you strength so you could defend yourself. In response,
an unfriendly fairy granted you a life filled with peril so that you might prove your strength.
- Benefit And Drawback: At the start of each combat encounter, you can choose to gain 1 additional Heroic Resource. If you do so, the Director gains
3 Malice.
Fiery Ideal: A spirit beyond your comprehension instilled in you a special purpose, choosing you to be the guardian of a place, a cause,
or a philosophy. The flame that now burns in your soul can sear your enemies—or you if you fall short of expectations.
- Benefit: While you fight on behalf of your special purpose, whenever you obtain a tier 3 outcome with a damage-dealing ability, the
ability deals +[B] extra fire damage.
- Drawback: Whenever the Director determines that you act against your purpose or fail to live up to the high standards associated with
it, you take [L+5] fire damage. This damage can’t be reduced in any way.
Fire and Chaos: A great monster who breathed fire burned your home to the ground. While everything around you was consumed, you somehow stood
strong amid the inferno, your body adapting to ignore the effects of the flames.
- Benefit: You have fire immunity 5.
- Drawback: You have cold weakness 5.
Following in the Footsteps: Your personal idol was a mighty hero, and you have modeled yourself after them. From studying the many heroic tales told of
them, you hope to someday learn your idol’s most famous battle technique.
- Benefit: Choose a heroic ability for your class of a higher level than you currently are. When you take this ability in future, its
Heroic Resource cost is permanently reduced by 2 (to a minimum of 1).
- Drawback: In your quest for advanced techniques, you have neglected the basics. Choose a heroic ability you already know. That ability’s
Heroic Resource cost is permanently increased by 1.
Forbidden Romance: You are in love with someone powerful, but tragic circumstances mean you cannot be with them. Whether your lover is from a
feuding family, betrothed to another, or has been driven from your side, you are fated to always be apart.
- Benefit: You can secretly call on your betrothed for favors. Though they support you from afar, they might be constrained in how much
aid they provide—and they can’t openly reveal their connection with you.
- Drawback: When your lover is in trouble, they might call on you for help. But if your relationship is discovered, the circumstances
that keep you apart will be made worse.
Frostheart: At the edge of the world, you were lost in a winter storm and presumed dead. But an unknown fate or power kept you alive,
bringing you back with frosty skin and pale eyes.
- Benefit: You have cold immunity 5. Additionally, whenever you make a strike that deals untyped damage, that strike can deal cold damage
instead.
- Drawback: You have fire weakness 5.
Getting Too Old for This: You were once a renowned hero, but you’ve been living the last few years in blissful peace. Now you’re coming out of retirement
for one last hurrah. Your fighting skills might have atrophied to the point where you’re no stronger than a wet-behind-the-ears
novice adventurer, but you still remember some of your old tricks.
- Benefit: On your turn, you can choose a heroic ability that you would be able to learn if you were one level higher. Provided you meet
the ability’s other prerequisites and can spend any required Heroic Resource, you can use the ability. Once you use this benefit,
you can’t do so again until you earn 2 or more Victories.
- Drawback: While you are winded, you take a −2 penalty to speed.
Gnoll-Mauled: As a child, you survived a gnoll attack. But that attack left you with a jagged scar and the occasional fit of bloodlust.
- Benefit: Whenever an ally within 5 squares is reduced to 0 Stamina, you can use a triggered action to move up to your speed and make
a free strike.
- Drawback: While you are dazed, if you start your turn adjacent to one or more creatures, you must use your main action to make a melee
free strike against an adjacent creature.
- Special: You can’t take this complication if you can’t be made dazed.
Greening: You once felt the call of a great tree in the middle of a forest, whose life force was being drained by a parasitic supernatural
moss clinging to its roots. As you removed the moss, you felt as if you were being filled with green elemental energy. Sadly,
the great tree withered before you could finish the job, but left behind a golden sapling you now carry with you, seeking
the perfect place to plant it.
- Benefit: You have corruption immunity 5.
- Drawback: You have fire weakness 5.
Grifter: You used to be a con artist, but those days are pretty much behind you. Being a hero is an even better racket. After all,
if you’re saving the world, who can be mad at you for stealing a few coins along the way?
- Benefit: You have one skill of your choice from the intrigue skill group.
- Drawback: Whenever you meet an NPC for the first time, the Director can decide that NPC was a victim of one of your previous cons and
remembers you. If they do so, the party gains a hero token.
Grounded: Once when you were a child, your settlement was in danger and you called out to the earth for aid. That call was answered
by a summoning of protective dirt-and-stone walls, and ever since then, you’ve felt the earth’s presence as a friend and protector.
- Benefit: You have the 1st-level Elementalist Specialization feature Motivate Earth. If you also gain this feature in any other way,
the Motivate Earth ability becomes a ranged ability for you with a distance of ranged 5.
- Drawback: You attract lightning. Whenever any creature within 2 squares of you takes lightning damage, you take 5 lightning damage that
can’t be reduced in any way.
Guilty Conscience: The world is in trouble—and it’s partly your fault. Maybe you helped a villain rise to power or inadvertently released a demon
from imprisonment. Now it’s your mission to repair the damage you caused.
- Benefit: You’re determined to stay alive so you can set things right. When your Stamina reaches the negative of your winded value,
you can use a free triggered action to spend a Recovery.
- Drawback: Many people blame you for the evils you caused. They might be unfriendly or hostile to you—and you can understand their point
of view. You take a bane on any test made to interact with those who know what you did, and on strikes made against such creatures.
Hawk Rider: You travel with a giant hawk who you stole from the Hawklords. You might once have been a Hawklord yourself, or perhaps you
escaped their captivity. Having a giant hawk companion comes with its share of inconveniences and dangers, but those are a
small price to pay for the freedom of the open sky.
- Benefit: As long as you are not in a building or other structure, you can spend 1 uninterrupted minute to summon your giant hawk, which
acts as your mount. You can dismiss the hawk at any time (no action required). The hawk won’t go inside buildings, dungeons,
or other structures, and it won’t accept anyone but you as a rider. If the hawk takes damage or dies, you can restore them
to full Stamina as a respite activity.
- Drawback: People aware of the origin of your mount are afraid to interact with you, since they worry the Hawklords will come after them
by association. You take a bane on any test made to influence anyone who knows of the Hawklords and who has observed you with
your giant hawk. Such people might also report you to the Hawklords, who come looking for you at the Director’s discretion.
Host Body: “Do not be alarmed! We are not the humanoid we appear to be. We are an intelligent fungal collective, using this body as a
host. No, we are doing nothing unsavory! This body was dead when we found it, and we merely gave it another chance at life.
We are friendly. Please put down those torches!”
- Benefit: You are a sapient fungus who inhabits a humanoid body. Your host body follows all the usual rules for a character and is considered
to be alive. At any time while your host body is alive, or for 24 hours after it dies, you can use a main action to move to
a dead humanoid within 10 squares of the body and use it as your new host body, provided the body belongs to a playable ancestry.
When you do so, your original host body dies if it was alive. Your new host body gains all your statistics except size, ancestry
traits, and other statistics related to your former host body’s ancestry, which you instead gain from your new host body.
When you inhabit a new host body, you start with 1 Stamina and can immediately spend a Recovery.
- Drawback: You have fire weakness 5. Additionally, you take a bane on any test made to read a humanoid creature’s emotions or body language.
Hunted: You have long stayed one step ahead of a pursuer—perhaps a bounty hunter determined to bring you to justice, a revenant, or
an assassin intent on your death. Someday, you’ll be strong enough to face your pursuer. But for now, you live your life on
the run.
- Benefit: You have one skill of your choice from the intrigue skill group. Additionally, whenever one or more creatures are pursuing
you, you can lay low as a respite activity. When you do so, anyone pursuing you loses track of your and your party’s location
and must start their search again.
- Drawback: Each time you earn Renown, your pursuer learns your location. Unless you lay low or move to a new location, you’ll be visited
by agents of the pursuer within 1d10 days. If you linger after that, your pursuer finds you.
Hunter: You are hunting someone or something—perhaps a wanted criminal, a person who wronged you, or a dangerous monster or beast.
You won’t rest until you face off against your quarry!
- Benefit: Choose one skill from the following:
- Interrogate (from the interpersonal skill group)
- Alertness, Eavesdrop, Search, or Track (from the intrigue skill group)
- Criminal Underworld, Rumors, or Society (from the lore skill group)
You have that skill, and you gain an edge on tests made to find or learn clues about your quarry.
- Drawback: You are so obsessed with finding your quarry that you take a bane on any test made to track other creatures.
Indebted: A deal you made went south, or you got involved with the wrong people. Now you owe a debt or a ransom that would bankrupt
a minor noble. To pay it off, you’ll need to take some dangerous risks.
- Benefit: You’re good with money—because you’ve had to be. Whenever you earn Wealth, you earn 1 more than usual.
- Drawback: Your starting Wealth is −5. While your Wealth is lower than 1, you can purchase items as if you had 1 Wealth, but you’re frequently
visited by threatening creditors, and shopkeepers often lock their doors when they see you coming.
Infernal Contract: You made a deal (perhaps unknowingly) with an archdevil that has tied you to that fiend’s service. When you first learned
of this deal, you were taken to the Seven Cities of Hell, where some of the timescape’s best minds taught you the ways of
battle. The archdevil allows you to use these gifts as you will… until they require a favor from you.
- Benefit: Whenever you are present for a battle in which both sides have creatures who aren’t surprised, your side determines who goes
first if the d10 roll is a 4 or higher.
- Drawback: The archdevil occasionally asks you to defeat enemies on their behalf. If you refuse, your fiendish patron sends devils after
you and those you care about.
Infernal Contract… But, Like, Bad: You made a deal with a devil. Not a very good deal, because it wasn’t a very good devil. It’s too late for regrets, though,
because your soul is forfeit unless you find a loophole or can convince the devil to void the deal.
- Benefit: Choose one of the following benefits:
- You earn 2 Renown.
- Your Wealth increases by 2.
- You gain a +3 bonus to Stamina.
- Drawback: Your body bears a fiendish mark. Any creature who understands religion and notes the mark can tell that your soul belongs
to Hell, imposing a bane on any test you make to interact with those creatures (unless they’re into that). Additionally, when
you die, your soul goes to Hell and you can’t be restored to life.
Ivory Tower: You studied in an academy or other educational institution. Your training was thorough and your reading list was wide-ranging.
But when you left school, you discovered there were serious gaps in your education. Maybe some of those books were a little
out of date.
- Benefit: You have three skills of your choice, and you know one dead language of your choice.
- Drawback: The Director chooses one of the skills you have from this complication. You lose that skill and can’t ever learn it again.
Additionally, you take a bane on any test to which that skill would apply.
Lifebonded: In a sinister ritual, your soul has been bound to that of another creature. This might be a companion, a creature you are
beholden to, or an enemy. When they die, you die—making you the perfect bodyguard.
- Benefit: Choose another creature who doesn’t have the Lifebonded complication. When you die, your body disappears until that creature
finishes a respite or earns 1 or more Victories. You then appear next to the creature, fully healed.
- Drawback: If the creature you’re bound to dies, you die as well, no matter what other traits or features you have.
Lightning Soul: You were caught in a storm and struck by lightning—but something saved you from death. Perhaps it was a gods—given miracle,
a latent psionic gift, or the magic of a helpful elementalist, but you absorbed the lightning into your body. It’s always
there now, simmering under the surface.
- Benefit: Whenever you regain Stamina in combat, you gain 1 surge. Whenever you spend a surge to deal extra damage, you can make that
extra damage into lightning damage.
- Drawback: Whenever you are wet, you have damage weakness 5.
Loner: You’ve always been a lone wolf. With no one else to lean on, you’ve picked up a million survival tricks. Which made it all
the more surprising when you joined your current adventuring group and found the family you’d never known you needed.
- Benefit: When you finish a respite, choose a skill you don’t have. You have that skill until the end of your next respite.
- Drawback: Now that you finally have people who care about you, you won’t let anyone take them away! Whenever a creature reduces one
of your allies to 0 Stamina, you are taunted by that creature until your ally’s Stamina is higher than 0, another creature
makes you taunted, or the end of the encounter.
Lost in Time: In a long-ago age, a cataclysm overtook your city. You weren’t killed, but some arcane accident caused you to be suspended
in time until now. Alone, you must navigate the world around you with a head full of outdated memories—and a few ancient secrets.
- Benefit: Choose a damage type from acid, cold, corruption, fire, holy, lightning, poison, psychic, or sonic. Whenever you use a signature
ability, you can have it deal your chosen damage type instead of its usual damage.
- Drawback: You automatically fail any test made to recall information from the period during which you were suspended in time.
Lost Your Head: A bredbeddle stole your head! Usually, being beheaded by one of those magical giants is fatal, but your latent psionic ability
allows you to survive despite your decapitation.
- Benefit: You have the following ability.
- Share Head: Maneuver. Ranged 10 (Psionic), one willing creature. You can see, hear, and smell as if you were in the target’s space. Additionally, you can borrow their mouth to speak when
you wish to do so, speaking in your own voice. This effect ends when you use Share Head on a different target, when the target
moves more than 10 squares away from you, or when the target is no longer willing to share their head with you.
- Drawback: Having no head, you can’t see, hear, smell, taste, or verbalize except by using the Share Head ability. Additionally, you
can’t wear gear that requires a head, such as a helmet or hat.
Lucky: You’ve always had a lucky streak. When you leave things in the hands of fate, you succeed more than you fail. But luck is
fickle—and when you don’t trust it, it deserts you.
- Benefit: When you spend a hero token to succeed on a saving throw or to reroll a test, roll a d10. On a 6 or higher, you gain the benefit
but don’t spend the hero token.
- Drawback: Whenever you obtain a tier 1 outcome on a test and don’t spend a hero token to reroll, you take a bane on the next test you
make.
Master Chef: Before you were a hero, you were a chef—and when you retire, you have big plans for your next restaurant or inn. In the meantime,
you’re on the lookout for rare ingredients that only a wandering adventurer can find. After all, it’s food that makes the
world go round.
- Benefit: You have the Cooking skill (from the crafting skill group). Additionally, whenever you finish a respite or wake up after a
night’s sleep, you can spend 1 uninterrupted hour to prepare an excellent meal for up to ten creatures, provided you have
ingredients and cooking tools. Once over the next 24 hours, each creature who eats the meal can gain the benefit of spending
a Recovery without spending a Recovery.
- Drawback: The first time each day you eat food you didn’t prepare, you lose 2 Recoveries.
Meddling Butler: You’re not sure what you did to deserve it, but for some reason, your family saddled you with an old, trusted, and extremely
irritating family servant. They’re supremely competent, of course, but they sometimes seem to forget who’s in charge.
- Benefit: You have a retainer, in addition to any followers you acquire through Renown or other means. As usual, you can have only one
retainer in your service at a time.
- Drawback: Outside of combat, your retainer is under the Director’s control. The retainer sometimes acts without orders—always with your
best interests at heart, but often in embarrassing or inconvenient ways.
Medium: You can perceive ghosts and spirits that others don’t sense. These supernatural entities constantly whisper unsettling secrets
in your mind—when they’re not trying to kill you.
- Benefit And Drawback: Incorporeal undead within 10 squares of you can communicate telepathically with you. Additionally, you have the Contact Spirits
ability.
- Contact Spirits: Self (Magic).
Roll + [IP];
- ≤11: You take [L+5] corruption damage.
- 12-16: The spirit of anyone you know of who has died speaks to you, provided they are on the same world as you. You learn
how they died and can ask them one question, which they can answer truthfully or untruthfully. The spirit knows everything
they knew in life, and is aware of events that took place in their immediate surroundings since their death.
- 17+: As tier 2, but you can ask three questions.
Effect: If any sapient creatures have died nearby within the last 24 hours, you have a double bane on the power roll for this ability
if any of those creatures were hostile to you, or a double edge if any of them were friendly to you. When you use this ability,
you can’t do so again until you earn 1 or more Victories.
Medusa Blood: Your mother and father never saw eye to eye. You know this because your father is still alive and your mother is a medusa.
This made your childhood difficult, and now it’s making your adulthood complicated as well.
- Benefit: You have the following ability.
- Stone Eyes: Ranged 10 (Magic, Strike), creature only.
Roll + [MP]; {2/4/6} damage; M < POT, slowed (save ends).
Effect: This ability has no effect on a creature who can’t see you or who purposefully avoids looking at your eyes. A creature reduced
to 0 Stamina by this ability is turned to inanimate stone.
- Drawback: Out of combat, you use your Stone Eyes ability on anyone who meets your gaze, whether you intend to or not. Your companions
know not to make eye contact, but strangers are likely to trigger the ability unless you cover your eyes.
Misunderstood: Your appearance marks you as part of a group that is universally feared. You might be a gentle soul, but you’re not often
given a chance to prove it. It’s no wonder you usually wear a hood.
- Benefit And Drawback: When you reveal your appearance to creatures who don’t know you personally, you gain an edge on any test involving those creatures
where the Brag or Intimidate skill could be applied, but you take a bane on any test where the Flirt, Lead, or Persuade skill
could be applied.
Mundane: You’re hopelessly nonmagical. When you try to use magic abilities, or even when they’re used on you, they never work right.
Even magic devices seem to fizzle in your presence.
- Benefit: You have immunity [L] to corruption, holy, and psychic damage.
- Drawback: Whenever you carry more than three magic treasures, you take a bane on power rolls.
Outlaw: You might be a common bandit or an idealistic freedom fighter, but in any event, the authorities don’t approve of your actions.
You’ve managed to stay one step ahead of the law so far, but until your name is cleared, you’ve got to keep a low profile.
- Benefit: You earn 1 Renown.
- Drawback: Law enforcement officials and bounty hunters who recognize you attempt to arrest you.
Pirate: You have a piratical past (and maybe a piratical present and future as well). Though you’re not well-known ashore, other pirates
have a way of recognizing their own.
- Benefit: When interacting with pirates or pirate hunters, you treat your Renown as 2 higher than usual. Additionally, you hold a piece
of a pirate map, with a handful of other pirates in different locations holding the other pieces. With all the pieces, you’d
know the location of a fabulous pirate treasure.
- Drawback: The pirates holding the other pieces of the map would very much like to get their hands on your piece, and have no qualms
about killing you to get it. Furthermore, the pirate treasure is said to be cursed or haunted.
Preacher: When you were young, you almost died in an accident or attack, but a vision of a god or saint showed you the way to save yourself
and others you loved. That event drove you into the church and gave you a strong belief in a particular religion or cause—and
you can’t wait to tell other people all about it.
- Benefit: As a respite activity, you can attempt to convert members of a community to your cause. Make a Presence test with a difficulty
determined by the Director based on the community’s receptiveness to your ideas. On a success, you convert one NPC into a
follower, which you gain in addition to any followers acquired through Renown or other means. The Director determines the
type of follower. Once you have converted an NPC into a follower this way, you can’t use this benefit again until you gain
a level.
- Drawback: If you fail in your conversion attempt, one of your existing followers of the Director’s choice (whether gained through this
complication or your Renown or other means) leaves you, their faith in you shaken. If you have no followers, your Renown is
reduced by 1. If you need to reduce your Renown and it’s already 0, you gain no benefits from the respite during which you
make the conversion attempt.
Primordial Sickness: You once contracted a terrible illness for which no one could find a cure. You sought out a primordial swamp said to be either
cursed or miraculously salubrious. It turned out to be both, keeping your illness at bay while corrupting your body with its
unnatural energy.
- Benefit: You have corruption immunity 5 and poison immunity 5.
- Drawback: Your number of Recoveries is permanently reduced by 1.
Prisoner of the Synlirii: You were captured by the psionic beings known as voiceless talkers. You escaped them, but you can’t escape a feeling that’s
lingered since then in the back of your mind-the feeling of being watched.
- Benefit: You can telepathically communicate with any creature within 10 squares of you if they share a language with you and you know
of each other. A creature you communicate with this way can respond telepathically if they choose.
- Drawback: Any voiceless talker within 1 mile knows your location, and can overhear and understand your telepathic conversations.
Promising Apprentice: You were apprenticed to learn a crafting trade. Your mentor said you had a special gift and might well become a master of
your craft someday. But before your training was complete, your mentor was killed.
- Benefit: You have one skill of your choice from the crafting skill group. Additionally, choose one of your skills from the crafting
group. You gain an edge on any test that uses that skill.
- Drawback: Whoever killed your mentor cursed you. You take a bane on any test that doesn’t use one of your skills.
Psychic Eruption: In times of stress, you get headaches. Psionic energy builds up in your mind until you feel as though your head might explode.
And if you’re not careful, it actually does explode, radiating psychic waves that harm friends and enemies alike.
- Benefit: You have the following heroic ability.
- «Special» Psychic Blast: Area 3 burst (Psionic). Using this ability costs all your Heroic Resource.
Roll + B; 1 psychic damage for each Heroic Resource you spend, to a maximum of {[L]/[L+B]/unlimited}.
- Drawback: Whenever you become bleeding, frightened, or weakened, you must use Psychic Blast as a free triggered action.
Raised by Beasts: You were orphaned or lost in the wild, and a friendly animal pack (perhaps apes, bears, or wolves) took you in. Returning
to so-called civilization was a shock, but you’re now determined to learn all you can about your own kind.
- Benefit: You have the Handle Animals skill (from the interpersonal skill group). Additionally, choose a type of animal related to the
animals who helped you, such as wolf. You gain an edge on tests that use the Handle Animals skill when interacting with animals
of this type. You can also communicate with animals of this type as if you shared a language, and animals of this type aren’t
initially hostile to you unless they’re supernaturally compelled to be.
- Drawback: You don’t have a culture, though you can speak Caelian.
Refugee: A hostile army—perhaps the forces of Ajax, the Iron Saint—conquered your homeland. Your family escaped, but you can’t return
home until your oppressors are defeated once and for all.
- Benefit: When your family fled your homeland, they left their most valuable asset behind. Work with the Director to determine whether
this asset is a trinket or leveled treasure, several points of Wealth, the project source to create a treasure, or the like.
This asset is in the hands of the invaders but can be won back as the Director determines.
- Drawback: The faction that invaded your homeland wants you captured or dead. Any of their agents or sympathizers attempt to harm you
if they recognize you, as the Director determines.
Rival: Whatever your accomplishments, you’ll forever measure yourself against a former companion who always seemed to stay one step
ahead of you.
- Benefit: Choose one of your skills. That skill grants a +3 bonus to tests instead of +2.
- Drawback: Your rival has similar statistics to yours, but always had one skill they excelled at, as determined by the Director. Intimidated
by their prowess, you take a bane on tests using that skill.
Rogue Talent: You are the only survivor of a cataclysmic psionic event—an experiment gone wrong, a voiceless talker attack, or some naturally
occurring phenomenon of a far-off part of the timescape. It left you with a psionic talent, but also made you vulnerable to
telepathic attacks.
- Benefit: You have the following ability, which you can use as a ranged free strike.
- Telekinetic Grasp (Free Strike): Maneuver. Ranged 10 (Psionic, Strike).
Roll + [MIP]; push or pull {1/2/3}.
- Drawback: You have psychic weakness 5.
Runaway: To your embarrassment, no sinister omens attended your birth and your closet contains no skeletons. You’re just an ordinary
person raised in a hardworking family. You’re expected to carry on the family business—but who can settle down to a boring
job when adventure calls! That’s why you ran away.
- Benefit: You have one skill of your choice from the crafting skill group.
- Drawback: Members of your extended family are looking for you, intending to drag you home—and you’ve never been able to stand up to
them.
Searching for a Cure: Your homeland has been corrupted by some terrible curse or plague, and you’re the only one who escaped it. The members of
your family still exist, but in changed forms—perhaps as vampire spawn, zombies, or living statues. People tell you the situation
is hopeless, but you’re determined to find a cure that can undo your loved ones’ suffering.
- Benefit: Choose a type of monster connected to your homeland’s plight, such as a vampire, ghost, or medusa. You have a +1 bonus to
saving throws related to that monster’s abilities, and you treat your characteristic scores as 1 higher than usual for the
purpose of resisting potencies related to those abilities.
- Drawback: You have started to succumb to the curse or plague, and will suffer the fate of your family if you don’t find a cure soon.
Work with the Director to determine the timeline of your transformation, which should be something that could happen during
the campaign!
Secret Identity: You’re secretly important—but it’s not safe for your true identity to be known. Perhaps you’re the witness to a crime or a
member of a royal family on the run from a usurper. Until you are no longer at risk of being hunted, you’ll maintain the guise
of an ordinary adventurer.
- Benefit: You have a skill of your choice from the intrigue skill group. Additionally, you can resume your true identity temporarily.
While in your true identity, your Renown and Wealth are treated as 2 higher than usual, and you might gain other benefits
in consultation with the Director.
- Drawback: Each time you resume your true identity while you are still hunted, you have a 20 percent cumulative chance each day that
your enemies will find you. This chance resets if you resume your secret identity for 1 day.
Secret Twin: You have an identical twin—either a sibling or someone who looks so much like you that no one would ever know the difference.
Your secret twin had a life you coveted, or perhaps had obligations that couldn’t go unfulfilled. So when they went missing,
you stepped in and started living their life. Most folks are none the wiser.
- Benefit: You have a 1st-echelon trinket of your choice. This was a signature treasure of your twin, and has their name or sigil written,
sewn, or emblazoned on it somewhere.
- Drawback: Your twin disappeared because someone wanted them dead. Whenever you finish a respite, roll a d10. On a 1 or 2, the Director
can decide that your past catches up with you in the near future in some way—an assassin seeking your twin, someone who knows
your real identity and threatens to reveal it, and so forth.
Self-Taught: While your peers were learning their trades in fancy schools, you honed your capabilities on the mean streets with nothing
but your own instinct as a guide. What you lost in polish and tactical acumen, you now make up for in raw power.
- Benefit And Drawback: At the start of each of your turns during combat, you can forgo gaining your Heroic Resource until the start of your next
turn. If you do, your strikes gain a +[B] damage bonus until the start of your next turn.
Sewer Folk: Impoverished or on the run, you spent your formative years living in the sewers of a major city. There, you learned lessons
that have served you well, although the miasma of the sewers did permanent damage to your health.
- Benefit: You can automatically climb or swim (your choice) at full speed while moving, and you never get lost while underground. Additionally,
while in a city with sewers, you and your companions can move from place to place without being detected, as the Director
determines.
- Drawback: You have poison weakness 5.
Shadow Born: You were born in the dusk land ruled by the Queen of Shadows, and its darkness has seeped into your bones.
- Benefit: Whenever you start your turn with concealment, you gain 1 surge.
- Drawback: You have holy weakness 5.
Shared Spirit: A supernatural spirit occupies your body, with each of you controlling your body by turns. You and the spirit share the same
short-term goals and work equally well with your companions, though you might have different personalities, mannerisms, and
long-term goals.
- Benefit And Drawback: At the start of each day, roll a d6. On a 1-4, you control your body. On a 5-6, the spirit does. Alternatively, if you and
the spirit are on good terms, you can choose each day who is in control. Choose three of your skills. You can use those skills
only while you are in control of your body. Then choose three new skills, which you have and can use only while your spirit
is in control.
Shattered Legacy: You’re the heir to a powerful supernatural treasure that has been in your family for generations. One problem, though: that
treasure is broken. Some ancestor of yours sundered it while saving the world. Or maybe they tripped and smashed it on a rock.
Either way, it’s your job to fix it.
- Benefit: You know one language of your choice. Additionally, you have one leveled treasure of your choice.
- Drawback: The chosen leveled treasure is broken and completely inoperative. Repairing the treasure requires that you complete the Craft
Treasure project for it. The project goal is half of what it would cost to create such an item, and you already have the project
source you need. You must seek out any item prerequisite.
Shipwrecked: You are the sole survivor of a shipwreck that left you stranded on a remote and inhospitable island for years. Your struggle
to survive there granted you insight into the natural world but distanced you from who you once were.
- Benefit: You have two skills of your choice from the exploration skill group.
- Drawback: You have forgotten one language you know of your choice.
Sibling’s Shield: You were tasked with delivering a ceremonial shield to your older sibling, a celebrated warrior, for their years of service.
When you arrived at their homestead, you found them dead on their doorstep with their own sword lodged in their back. To find
out who did this to them—and why—you decided to step into their shoes. It will take a while to match up to your sibling’s
legacy, though.
- Benefit: While you wear your sibling’s shield on your back, you can’t be flanked.
- Drawback: Visions of your dead sibling haunt you at night. Whenever you take a respite, make an Intuition test that can’t make use of
any skill. On a tier 1 or tier 2 outcome, you regain 1 fewer Recoveries than usual when you finish the respite.
Silent Sentinel: You were trained by a group of spies, who psionically infused silence into your every step and enhanced your ability to hear
distant whispers. But your enhanced hearing has some nasty side effects.
- Benefit: You have the Eavesdrop and Sneak skills from the intrigue skill group, plus one skill of your choice from the lore skill group.
Additionally, you can telepathically communicate with any creature provided they share a language with you and you can observe
each other. A creature you communicate with this way can respond telepathically if they choose.
- Drawback: You have sonic weakness 5. Additionally, whenever you take sonic damage, you are dazed until the end of your next turn.
Slight Case of Lycanthropy: Maybe you were bitten as a child, or maybe it’s a family curse. Either way, you have a malady that is best not discussed in
public, lest torches and pitchforks make an appearance.
- Benefit: Whenever you make a non-minion creature winded or kill a non-minion creature, you gain 1 surge.
- Drawback: At the start of each of your turns, if you have five or more surges—or one or more surges while in moonlight—you lose all
your surges and become a wolfish hybrid until the end of your turn. While in that form, you have your usual statistics, but
you must make a melee free strike against the nearest creature if you can. You can shift up to your speed toward that creature
if necessary. If allies and enemies are equally near, you target an ally.
- Special: You can’t take this complication if you are a fury with the stormwight primordial aspect.
Stolen Face: An evil fairy cursed you, leaving you with a blank visage instead of a face. Although you’re able to imitate other peoples’
features, you’d like to have your own back.
- Benefit: You can spend 5 uninterrupted minutes to rearrange your face to resemble the face of another creature of your ancestry who
you’ve observed before. You have a double edge on tests made to impersonate that creature or to disguise your identity. You
are unable to change your hair or other nonfacial features.
- Drawback: Whenever you take damage, your face becomes blank, with no eyes, nose, mouth, or ears. This doesn’t affect your senses or
your ability to speak. Your face doesn’t return until you use the benefit of this complication to restore it.
Strange Inheritance: Your siblings each inherited money or land, but you received a strange, seemingly useless trinket—along with the advice that
maybe you weren’t cut out for an ordinary, peaceful life.
- Benefit: You have a somewhat inoperative 2nd-echelon trinket of the Director’s choice. This trinket functions only while the total
of your level plus your Victories is 5 or higher. You don’t learn what the trinket’s powers are until the first time it becomes
operative.
- Drawback: With no other inheritance, you accumulated debts. The first time your Wealth exceeds 1, you lose 1 Wealth.
Stripped of Rank: You were trained as an officer, but you no longer serve. Whether you fled from a battle, were dishonorably discharged, or
defected from an evil army, you make your own way in the world now—though your military training will never truly leave you.
- Benefit: You have the following ability.
Ranged Main action eRanged 10 xOne ally
- Effect: The target can use a triggered action to take a main action, a maneuver, or a move action.
- Special: If you have the Stike Now tactician ability, the target can use a free triggered action instead of a triggered action to gain
the benefit of this ability.
- Drawback: Rather than attracting followers at 3, 6, 9, and 12 Renown, you can attract followers only when your Renown reaches 4, 8,
12, and 16.
Thrill Seeker: You live for danger. Whether in battle or mundane peril, you can transcend your usual limits—and once you’ve tasted that excitement,
you want more.
- Benefit: Each time your party reaches 2, 4, and 6 Victories, you earn the party a hero token.
- Drawback: At the start of a new game session, the party doesn’t earn a hero token for your character.
Vampire Scion: A vampire has bitten you. You’re not undead—or not yet, anyway—but your connection with your vampire progenitor fills you
with urges you fight to control.
- Benefit: Whenever you make a melee free strike against an adjacent creature, you can do so by biting that creature. If you obtain a
tier 3 outcome on the free strike, you gain temporary Stamina equal to the damage dealt. If not lost beforehand, this temporary
Stamina lasts until the end of your next respite.
- Drawback: While you have temporary Stamina from this complication, you grow visible fangs, you take a bane on Presence tests made to
interact with humanoids, and your vampire progenitor can sense your location.
Voice in Your Head: You occasionally hear a voice in your head, giving you orders or offering advice. You don’t know who the voice is or why it
comes to you, but when you’ve followed the advice, it’s usually proved to be sound.
- Benefit: The Director tells you when you hear the voice. The voice seems to be aware of your surroundings, and its advice is usually
vague but helpful. Someday its motivations might be different from your own, but for now, the voice seems keen on making sure
you survive.
- Drawback: Eventually, the voice reveals it wants something from you that you might not want to provide. If the voice is displeased with
you, it can interrupt your rest during a respite, causing you to regain 2 fewer Recoveries than usual.
Vow of Duty: You have sworn an oath to an organization. That organization is your rock, and as long as your faith in it remains unshaken,
you are immovable.
- Benefit: You gain a +1 bonus to stability.
- Drawback: If you are ever forced to disobey your organization’s orders, your stability becomes 0 until your doubts are resolved or you
find a new organization to pledge yourself to.
Vow of Honesty: You were brought up to a strict standard of behavior. You cannot tell a lie.
- Benefit: If a creature is of a lower level than you, you automatically know when they are lying, though you don’t necessarily know
the actual truth behind their lie. Additionally, you have a double edge on any test made to persuade a creature of some specific
fact.
- Drawback: When you lie, your honor is stained and you lose this complication’s benefit. Additionally, you take a bane on any test that
uses a skill from the interpersonal skill group. You can lose the bane and regain this complication’s benefit only by doing
penance, such as gaining the forgiveness of the creature you lied to.
Waking Dreams: You broke a magic amulet, immersing your mind in weird energy that granted you the power of premonition. However, you struggle
to control this new gift. Whenever you take a respite, make a Reason test to determine whether you gain this complication’s
benefit or drawback.
- Benefit: With a tier 2 outcome, you experience a vision of an event currently happening in your world. The vision lasts for only a
few seconds, but the information you glean is helpful to you. With a tier 3 outcome, the vision lasts for 1 minute or more.
- Drawback: With a tier 1 outcome, you receive a painful vision that is fractal and inscrutable. When you finish the respite, you lose
1 Recovery.
War Dog Collar: You wear a loyalty collar from one of Ajax’s war dogs. You’ve managed to rig the collar so it explodes outward while keeping
you safe.
- Benefit: Even if you are a war dog yourself, other war dogs can’t use their Posthumous Promotion ability on you while you wear your
collar. Additionally, you have the following ability.
- Posthumous Retirement: Maneuver. Area 1 burst (Magic). Your loyalty collar detonates, dealing [L+5] fire damage to each enemy in the burst. Once you use this ability, you can’t
use it again until you spend 1 uninterrupted minute out of combat resetting the collar.
- Drawback: Each time you use your Posthumous Retirement ability, the Director can spend 3 Malice to make your collar malfunction and
deal its damage to you in addition to the usual targets.
War of Assassins: Being in the wrong place at the wrong time saw you caught in the middle of a conflict between two warring assassins’ guilds.
Whether by choice or by accident, you wound up helping one faction at the expense of the other.
- Benefit: Having gained the favor of the faction you helped, you can call on its members three times for favors. If a favor is reasonable
and within the faction’s power to grant, its members do it, no questions asked.
- Drawback: The faction you wronged hates you, and its members would love to see you pay for your transgression.
Ward: Your childhood sweetheart was royalty, and the two of you stayed close throughout the years. When your former sweetheart died,
you swore an oath to dedicate your life to become a role model for their child, advising them in the ways of being a benevolent
monarch.
- Benefit: You know how to talk to monarchs, aristocrats, and other wealthy leaders. When you engage with any such NPC during a negotiation,
their patience increases by 1 (to a maximum of 5).
- Drawback: Your royal ward can be a burden. Whenever you take a respite, roll a d10. On a 1, your ward contacts you and requires your
help during the respite, requiring you to spend your time helping them instead of undertaking a respite activity.
Waterborn: You nearly lost your life at sea, but then you heard the voice. Someone—or something—in the water called out to you, telling
you to swim. The ocean was suddenly no longer your doom but your parent, granting you a fragment of its power. But for what
purpose, you can’t be sure.
- Benefit: You can automatically swim at full speed while moving, and you can breathe underwater. Additionally, you have the following
ability.
- Rogue Wave: Ranged 10 (Magic, Strike).
Roll + B; {2/5/7} damage; push or pull {1/2/3}.
Effect: You can forgo dealing damage with this ability.
- Drawback: You have lightning weakness 5. Additionally, the ocean or a creature it sends to seek you can assign you a quest. If you don’t
do the ocean’s bidding, it might temporarily deny you this complication’s benefits—including being able to breathe underwater—at
an inconvenient time.
Wodewalker: You were dying in the wode, collapsing while starving and wounded. When you woke, you discovered that a group of green elementalists
had saved your life by infusing the regenerative bark of a tree to your body.
- Benefit: Your recovery value increases by +[B].
- Drawback: You have fire weakness 5.
Wrathful Spirit: You’re quick to anger, never letting an insult go without slinging one right back. In combat, you fight as if possessed by
a literal spirit of wrath. No matter the tactical circumstances, when someone injures you, you feel compelled to answer blood
with blood.
- Benefit: While you are taunted by a creature, you gain an edge on strikes against that creature. Additionally, you can spend 1 Heroic
Resource to have a double edge instead.
- Drawback: In combat, whenever a creature makes a strike against you and you are not taunted, you are taunted by that creature until
the end of your next turn. Additionally, whether in casual conversation or if you are involved in a negotiation, whenever
a creature insults you, you must either spend a Recovery or be compelled to reply with an insult.
Wrongly Imprisoned: You spent many years imprisoned for a crime you didn’t commit. During your long hours of solitary confinement, you honed your
skills and recited the names of those who framed you. Someday, you will have your revenge.
- Benefit: You have two skills of your choice, neither of which can be from the interpersonal skill group.
- Drawback: Your health suffered in prison. Whenever you are winded, you are stricken with a hacking cough that makes it impossible for
you to hide or sneak.