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:

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:

These compact rules represent this ability as a single bulleted list item:

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):

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.

If the effect of an ability or trait can be increased by spending heroic resources, this is indicated with the same notation:

Monsters use the same notation for traits that cost malice:

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.

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.

Where a power uses an action other than the Main Action, that action is specified:

If an ability requires a Main Action but does not have a power roll, the Main Action is specified to remove ambiguity:

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

Main Actions

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”:

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:

These compact rules instead say:

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.

This also applies to abilities that are either melee or ranged:

Furthermore, if an ability has the Area keyword, this is removed from the keyword list and put in front of the actual area instead:

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:

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.

Any Melee or Ranged ability that does not specify a target is assumed to target “one creature or object”.

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.

Any area ability that does not specify a target is assumed to target “each enemy in the area”.

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”.

An ability with “Self” as its distance is assume to have “Self” as its target as well unless otherwise specified.

To summarize these defaults:

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:

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:

The variations may be non-numeric. In the following example, the target is slowed at tier 1-2 but restrained at tier 3.

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.

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.

The compact representation may combine tier results if they are the same.

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”.

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.

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:

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.)”:

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)”:

Monster free strikes can be used with as either melee or ranged, and use a very abbreviated syntax:

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:

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.

You have 3 ancestry points to spend on the following traits.

Dragon Knight

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Dwarf

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Wode Elf

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

High Elf

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Hakaan

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Human

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Memonek

You gain the following signature traits.

You have 4 ancestry points to spend on the following traits.

Orc

You gain the following signature trait.

You have 3 ancestry points to spend on the following traits.

Polder

You gain the following signature traits.

You have 4 ancestry points to spend on the following traits.

Revenant

You gain the following signature traits.

You have 2 (3 if size 1S) ancestry points to spend on the following traits.

Time Raider

You gain the following signature traits.

You have 3 ancestry points to spend on the following traits.

Classes

Choose your class, which defines most of your abilities as an adventuring hero.

Censor

Make the following selections for your class.

Level 1 Censor Features

Signature Ability: Choose one signature ability from the following options.

3-Wrath Ability: Choose one heroic ability from the following options, each of which costs 3 wrath to use.

5-Wrath Ability: Choose one heroic ability from the following options, each of which costs 5 wrath to use.

Level 2 Censor Features

Level 3 Censor Features

7-Wrath Ability: Choose one heroic ability from the following options, each of which costs 7 wrath to use.

Level 4 Censor Features

Level 5 Censor Features

9-Wrath Ability: Choose one heroic ability from the following options, each of which costs 9 wrath to use.

Level 6 Censor Features

Level 7 Censor Features

Level 8 Censor Features

11-Wrath Ability: Choose one heroic ability from the following options, each of which costs 11 wrath to use.

Level 9 Censor Features

Level 10 Censor Features

Censor Orders

Censor Exorcist Order

Censor Oracle Order

Censor Paragon Order

Censor Domains

Censor Creation Domain

Censor Death Domain

Censor Fate Domain

Censor Knowledge Domain

Censor Life Domain

Censor Love Domain

Censor Nature Domain

Censor Protection Domain

Censor Storm Domain

Censor Sun Domain

Censor Trickery Domain

Censor War Domain

Conduit

Make the following selections for your class.

Level 1 Conduit Features

Triggered Action: Choose one of the following triggered actions.

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.

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.

Signature Abilities: Choose two signature abilities from the following options.

3-Piety Ability: Choose one heroic ability from the following options, each of which costs 3 piety to use.

5-Piety Ability: Choose one heroic ability from the following options, each of which costs 5 piety to use.

Level 2 Conduit Features

Level 3 Conduit Features

7-Piety Ability: Choose one heroic ability from the following options, each of which costs 7 piety to use.

Level 4 Conduit Features

Level 5 Conduit Features

9-Piety Ability: Choose one heroic ability from the following options, each of which costs 9 piety to use.

Level 6 Conduit Features

Level 7 Conduit Features

Level 8 Conduit Features

11-Piety Ability: Choose one heroic ability from the following options, each of which costs 11 piety to use.

Level 9 Conduit Features

Level 10 Conduit Features

Conduit Domains

You gain benefits from either of your domains as you advance in levels.

Conduit Creation Domain

Conduit Death Domain

Conduit Fate Domain

Conduit Knowledge Domain

Conduit Life Domain

Conduit Love Domain

Conduit Nature Domain

Conduit Protection Domain

Conduit Storm Domain

Conduit Sun Domain

Conduit Trickery Domain

Conduit War Domain

Elementalist

Make the following selections for your class.

Level 1 Elementalist Features

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.

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.

Signature Abilities: Choose two signature abilities from the following options.

3-Essence Ability: Choose one heroic ability from the following options, each of which costs 3 essence to use.

5-Essence Ability: Choose one heroic ability from the following options, each of which costs 5 essence to use.

Level 2 Elementalist Features

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.

Level 3 Elementalist Features

7-Essence Ability: Choose one heroic ability from the following options, each of which costs 7 essence to use.

Level 4 Elementalist Features

Level 5 Elementalist Features

9-Essence Ability: Choose one heroic ability from the following options, each of which costs 9 essence to use.

Level 6 Elementalist Features

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.

Level 7 Elementalist Features

Level 8 Elementalist Features

11-Essence Ability: Choose one heroic ability from the following options, each of which costs 11 essence to use.

Level 9 Elementalist Features

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.

Level 10 Elementalist Features

Elementalist Specializations

Elementalist Earth Specialization

Elementalist Fire Specialization

Elementalist Green Specialization

Elementalist Void Specialization

Fury

Make the following selections for your class.

Level 1 Fury Features

Signature Ability: Choose one signature ability from the following options.

3-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 3 ferocity to use.

5-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 5 ferocity to use.

Level 2 Fury Features

Level 3 Fury Features

7-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 7 ferocity to use.

Level 4 Fury Features

Level 5 Fury Features

9-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 9 ferocity to use.

Level 6 Fury Features

Level 7 Fury Features

Level 8 Fury Features

11-Ferocity Ability: Choose one heroic ability from the following options, each of which costs 11 ferocity to use.

Level 9 Fury Features

Level 10 Fury Features

Fury Aspects

Fury Berserker Aspect

Fury Reaver Aspect

Fury Stormwight Aspect

Stormwight Kits

Boren

You have the following signature ability.

You have the following kit features.

Corven

You have the following signature ability.

You have the following kit features.

Raden

You have the following signature ability.

You have the following kit features.

Vuken

You have the following signature ability.

You have the following kit features.

Null

Make the following selections for your class.

Level 1 Null Features

Psionic Augmentation: Choose one of the following augmentations. You can change your augmentation by undergoing a psionic meditation as a respite activity.

Signature Abilities: Choose two signature abilities from the following options.

3-Discipline Ability: Choose one heroic ability from the following options, each of which costs 3 discipline to use.

5-Discipline Ability: Choose one heroic ability from the following options, each of which costs 5 discipline to use.

Level 2 Null Features

Level 3 Null Features

7-Discipline Ability: Choose one heroic ability from the following options, each of which costs 7 discipline to use.

Level 4 Null Features

Level 5 Null Features

9-Discipline Ability: Choose one heroic ability from the following options, each of which costs 9 discipline to use.

Level 6 Null Features

Level 7 Null Features

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.

Level 8 Null Features

11-Discipline Ability: Choose one heroic ability from the following options, each of which costs 11 discipline to use.

Level 9 Null Features

Level 10 Null Features

Null Aspects

Null Chronokinetic Aspect

Null Cryokinetic Aspect

Null Metakinetic Aspect

Shadow

Make the following selections for your class.

Level 1 Shadow Features

Signature Ability: Choose one signature ability from the following options.

3-Insight Ability: Choose one heroic ability from the following options, each of which costs 3 insight to use.

5-Insight Ability: Choose one heroic ability from the following options, each of which costs 5 insight to use.

Level 2 Shadow Features

Level 3 Shadow Features

7-Insight Ability: Choose one heroic ability from the following options, each of which costs 7 insight to use.

Level 4 Shadow Features

Level 5 Shadow Features

9-Insight Ability: Choose one heroic ability from the following options, each of which costs 9 insight to use.

Level 6 Shadow Features

Level 7 Shadow Features

Level 8 Shadow Features

11-Insight Ability: Choose one heroic ability from the following options, each of which costs 11 insight to use.

Level 9 Shadow Features

Level 10 Shadow Features

Shadow Colleges

Shadow Black Ash College

Shadow Caustic Alchemy College

Shadow Harlequin Mask College

Tactician

Make the following selections for your class.

Level 1 Tactician Features

3-Focus Ability: Choose one heroic ability from the following options, each of which costs 3 focus to use.

5-Focus Ability: Choose one heroic ability from the following options, each of which costs 5 focus to use.

Level 2 Tactician Features

Level 3 Tactician Features

7-Focus Ability: Choose one heroic ability from the following options, each of which costs 7 focus to use.

Level 4 Tactician Features

Level 5 Tactician Features

9-Focus Ability: Choose one heroic ability from the following options, each of which costs 9 focus to use.

Level 6 Tactician Features

Level 7 Tactician Features

Level 8 Tactician Features

11-Focus Ability: Choose one heroic ability from the following options, each of which costs 11 focus to use.

Level 9 Tactician Features

Level 10 Tactician Features

Tactician Doctrines

Tactician Insurgent Doctrine

Tactician Mastermind Doctrine

Tactician Vanguard Doctrine

Talent

Make the following selections for your class.

Level 1 Talent Features

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.

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.

Signature Abilities: Choose two signature abilities from the following options.

3-Clarity Ability: Choose one heroic ability from the following options, each of which costs 3 clarity to use.

5-Clarity Ability: Choose one heroic ability from the following options, each of which costs 5 clarity to use.

Level 2 Talent Features

Level 3 Talent Features

7-Clarity Ability: Choose one heroic ability from the following options, each of which costs 7 clarity to use.

Level 4 Talent Features

Level 5 Talent Features

9-Clarity Ability: Choose one heroic ability from the following options, each of which costs 9 clarity to use.

Level 6 Talent Features

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.

Level 7 Talent Features

Level 8 Talent Features

11-Clarity Ability: Choose one heroic ability from the following options, each of which costs 11 clarity to use.

Level 9 Talent Features

Level 10 Talent Features

Talent Traditions

Talent Chronopathy Tradition

Talent Telekinesis Tradition

Talent Telepathy Tradition

Troubadour

Make the following selections for your class.

Level 1 Troubadour Features

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.

Signature Ability: Choose one signature ability from the following options.

3-Drama Ability: Choose one heroic ability from the following options, each of which costs 3 drama to use.

5-Drama Ability: Choose one heroic ability from the following options, each of which costs 5 drama to use.

Level 2 Troubadour Features

Invocation: Choose one of the following features.

Level 3 Troubadour Features

7-Drama Ability: Choose one heroic ability from the following options, each of which costs 7 drama to use.

Level 4 Troubadour Features

Zeitgeist: When you start or finish a respite, choose one of the following effects.

Level 5 Troubadour Features

9-Drama Ability: Choose one heroic ability from the following options, each of which costs 9 drama to use.

Level 6 Troubadour Features

Level 7 Troubadour Features

Level 8 Troubadour Features

11-Drama Ability: Choose one heroic ability from the following options, each of which costs 11 drama to use.

Level 9 Troubadour Features

Level 10 Troubadour Features

Troubadour Class Acts

Troubadour Auteur Class Act

Troubadour Duelist Class Act

Troubadour Virtuoso Class Act

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

You have the following signature ability.

Battlemind

You have the following signature ability.

Cloak and Dagger

You have the following signature ability.

Dual Wielder

You have the following signature ability.

Guisarmier

You have the following signature ability.

Martial Artist

You have the following signature ability.

Mountain

You have the following signature ability.

Panther

You have the following signature ability.

Pugilist

You have the following signature ability.

Raider

You have the following signature ability.

Ranger

You have the following signature ability.

Rapid-Fire

You have the following signature ability.

Retiarius

You have the following signature ability.

Shining Armor

You have the following signature ability.

Sniper

You have the following signature ability.

Spellsword

You have the following signature ability.

Stick and Robe

You have the following signature ability.

Swashbuckler

You have the following signature ability.

Sword and Board

You have the following signature ability.

Warrior Priest

You have the following signature ability.

Whirlwind

You have the following signature ability.

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:

Environment

Organization

Upbringing

Careers

Pick the career your hero had before adventuring, which grants you several benefits.

Agent

Aristocrat

Artisan

Beggar

Criminal

Disciple

Explorer

Farmer

Gladiator

Laborer

Mage’s Apprentice

Performer

Politician

Sage

Sailor

Soldier

Warden

Watch Officer

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

Exploration Skill Group

Interpersonal Skill Group

Intrigue Skill Group

Lore Skill Group

Perks

You get a perk from your career, and additional perks from your class as you gain levels.

Crafting Perks

Exploration Perks

Interpersonal Perks

Intrigue Perks

Lore Perks

Supernatural Perks

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Study Lore: None

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.

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.

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.

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.

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.

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.

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.

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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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?

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.

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.

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.

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.

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.

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.

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.

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.

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.

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?

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.

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.

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.

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!”

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.

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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Rival: Whatever your accomplishments, you’ll forever measure yourself against a former companion who always seemed to stay one step ahead of you.

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.

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.

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.

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.

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.

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.

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.

Shadow Born: You were born in the dusk land ruled by the Queen of Shadows, and its darkness has seeped into your bones.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Vow of Honesty: You were brought up to a strict standard of behavior. You cannot tell a lie.

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.

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.

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.

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.

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.

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.

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.

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.