Name:                                  
Dwarf Fury; Berserker

M +2; A +2; R –1; I +1; P +1
Size 1M; Speed 6; Disengage 1; Stability 2
Potency (POT): {0/1/2}
Saves: d10 ≥ 6
Recoveries (+11 Stamina each) 10:
Stamina (Winded 16) 33:
Victories:

Ferocity: At the start of a combat encounter, you gain ferocity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 ferocity. Additionally:

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.

Combat Traits

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already added)


Name:                                  
High Elf Tactician; Vanguard

M +2; A +1; R +2; I –1; P +1
Size 1M; Speed 6; Disengage 2; Stability 1
Potency (POT): {0/1/2}
Saves: d10 ≥ 5
Recoveries (+11 Stamina each) 10:
Stamina (Winded 16) 33:
Victories:

Focus: At the start of a combat encounter, you gain focus equal to your Victories. At the start of each of your turns during combat, you gain 2 focus. Additionally:

Free Triggered Actions (Mark)

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» to gain one of the following benefits as a free triggered action (one option only).

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already added)


Name:                                  
Human Censor; Paragon, War Domain

M +2; A –1; R +1; I +1; P +2
Size 1M; Speed 5; Disengage 1; Stability 2
Potency (POT): {0/1/2}
Saves: d10 ≥ 6
Recoveries (+10 Stamina each) 14:
Stamina (Winded 15) 30:
Victories:

Wrath: At the start of a combat encounter, you gain wrath equal to your Victories. At the start of each of your turns during combat, you gain 2 wrath. Additionally:

Free Triggered Actions (Judgement)

When a creature judged by you is within your line of effect and uses a main action, you can use a free triggered action to deal 4 holy damage to them.
   Additionally (one option only per triggering event), you can use a free triggered action and spend «1» if the creature judged a creature judged by you is...

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Human Null, Metakinetic

M +1; A +2; R 0; I +2; P 0
Size 1M; Speed 7; Disengage 3; Stability 1
Potency (POT): {0/1/2}
Saves: d10 ≥ 6
Recoveries (+9 Stamina each) 10:
Stamina (Winded 13) 27:
Victories:

Discipline: At the start of a combat encounter, you gain discipline equal to your Victories. At the start of each of your turns during combat, you gain 2 discipline. Additionally:

Free Maneuvers (Null Field)

Once 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:

Combat Traits

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Human Talent, Telepath

M –1; A +1; R +2; I +1; P +2
Size 1M; Speed 5; Disengage 1; Stability 0
Potency (POT): {0/1/2}
Saves: d10 ≥ 6
Recoveries (+6 Stamina each) 10:
Stamina (Winded 9) 18:
Victories:

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:

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.

Free Triggered Actions

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Orc Conduit, Life and Sun Domains

M +2; A +1; R +2; I –1; P +1
Size 1M; Speed 6; Disengage 1; Stability 1
Potency (POT): {0/1/2}
Saves: d10 + 1 ≥ 6
Recoveries (+6 Stamina each) 8:
Stamina (Winded 9) 18:
Victories:

Piety: At the start of a combat encounter, you gain piety equal to your Victories. At the start of each of your turns during combat, you gain 1d3 piety. You can pray for more piety and your roll gains the following additional effects:

You also gain 2 piety the first time in an encounter that:

Prayer Effect: If you roll a 3 when praying for piety, choose one:

Combat Traits

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Polder Elementalist, Fire

M –1; A +1; R +2; I +2; P +1
Size 1S; Speed 5; Disengage 2; Stability 0
Potency (POT): {0/1/2}
Saves: d10 ≥ 6; Immunity corruption 3
Recoveries (+6 Stamina each) 8:
Stamina (Winded 9) 18:
Victories:

Essence: You start combat with essence equal to your number of Victories. At the start of your turn you gain 2 essence. Additionally:

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 10 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.

Combat Traits

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Polder Shadow, Black Ash

M –1; A +2; R +2; I +1; P +1
Size 1S; Speed 7; Disengage 3; Stability 0
Potency (POT): {0/1/2}
Saves: d10 ≥ 6; Immunity corruption 3
Recoveries (+7 Stamina each) 8:
Stamina (Winded 10) 21:
Victories:

Insight: You start combat with insight equal to your number of Victories. At the start of your turn you gain 1d3 insight. Additionally:

Combat Traits

Free Triggered Actions

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)


Name:                                  
Wode Elf Troubadour, Virtuoso

M +1; A +2; R +1; I –1; P +2
Size 1M; Speed 9; Disengage 2; Stability 0
Potency (POT): {0/1/2}
Saves: d10 ≥ 5
Recoveries (+7 Stamina each) 8:
Stamina (Winded 10) 21:
Victories:

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:

No Actions (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).

Triggered Actions

Main Actions

Maneuvers

Other Traits (combat bonuses already included)