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Fantasy_Companion_Archetype_Cards_SWADE_v1_1OEF2022_12_01

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100% found this document useful (1 vote)
245 views19 pages

Fantasy_Companion_Archetype_Cards_SWADE_v1_1OEF2022_12_01

Uploaded by

Benjamin Berthet
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ANCESTRY

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

D Advances: Brawny, Berserk, Savagery, Roar.

ANCESTRY
RANK: SEASONED

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

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


Inspire Heroics.
ANCESTRY

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

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

ANCESTRY
RANK: SEASONED

Elf: Agile, All Thumbs, Low Light Vision.


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

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

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

ANCESTRY
RANK: SEASONED

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


Bloodthirsty, Can’t Swim, Low Light Vision.

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

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


ANCESTRY

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

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

ANCESTRY
RANK: SEASONED

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


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

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


Favored Enemy, Scout.
ANCESTRY

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

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


(barrier, dispel).

ANCESTRY
RANK: SEASONED

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

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

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


Trap Sense.
ANCESTRY

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

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

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

ANCESTRY
RANK: SEASONED

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

RANK: SEASONED
Half-Elf (Human Heritage): Adaptable, Low Light Vision,
Outsider (Minor).

ALCHEMIST HINDRANCES
Watch what happens when I pour a little bit of Impulsive: You get bored quickly.
this into my mixture! You might want to step Outsider (minor): –2 Persuasion with non-half-elves.
back a bit... Material Components: A Critical Failure when casting means
you’re out of components.
Ugly (major): You subtract 2 from Persuasion rolls due to your burns.

ATTRIBUTES EDGES
Arcane Background (Alchemy): You use Alchemy as your
agility d6 pace 6 arcane skill. Powers with a Range greater than Self or Touch have
smarts d10 parry 4 a maximum Range of 12”. Can’t use the Selective Power Modifier.
spirit d6 toughness 7 (2) Concoctions can be given to others, who roll your Alchemy skill to
strength d4 activate. You must have your alchemist’s bag to activate powers.
vigor d6 Calculating: Ignore up to 2 points of penalties on one action when
dealt an Action Card of Five or less.
Chemist: Gifted concoctions remain usable for one week.
SKILLS
alchemy d10
GEAR
athletics d4 Dagger (Str+d4), masterwork leather tunic (+2), bandolier, alchemist’s
pack, bag of holding, goggles, potion of environmental protection,
com. knowledge d4
acid flask (Range 3/6/12, Damage 2d4, RoF 1, SBT), alchemist’s fire
fighting d4
(Range 3/6/12, 2d4, SBT, RoF 1, Heavy Weapon, target might catch
notice d6 fire), antitoxin, smokestick, sunrod, tanglefoot bag, thunderstone,
persuasion d4 tindertwig, 78 gp.
research d8
stealth d6 POWERS
taunt d6 Powers: Blast, boost/lower Trait, entangle, growth/shrink, healing,
relief, wall walker.
Power Points: 20

D Advances: Power Points, Chemist, New Powers (healing,


relief), New Powers (growth/shrink, blast).

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
ARCHER Overconfident: You’re the best, and you know it.
Sure, I can hit that beast from here. About Phobia (minor): You have an irrational fear of deep water. You are
a thousand paces... strong side wind... All I at –1 to Trait rolls when in or around water with no visible bottom.
need is one shot. Quirk: You rarely speak—not because you can’t, you just usually
prefer not to.
EDGES
ATTRIBUTES Dead Shot: When dealt a Joker, deal double damage on your first
Athletics (throwing) or Shooting roll.
agility d8 pace 6 Double Shot: Increase RoF by 1 for one Shooting attack per turn.
smarts d6 parry 4 Extraction: One adjacent foe doesn’t get a free attack when you
spirit d6 toughness 8 (3) withdraw from close combat.
strength d6 Quick: You may discard and redraw Action Cards of 5 or lower.
vigor d6 Steady Hands: Ignore Unstable Platform penalty, and reduce
running penalty to –1.
SKILLS GEAR
athletics d6 Masterwork short bow (Range 12/24/48, Damage 2d6, AP 1, RoF 1),
short sword (Str+d6), masterwork bronze corselet (+3, torso only),
com. knowledge d4
60 arrows, 5 flammable arrows, 1 arrow of accuracy (+2 Shooting), 1
fighting d4
arrow of electricity (Shaken or Wounded foe must make Vigor roll or
notice d8 be Stunned), potion of haste (ignore 2 points of Multi-Action penalties
persuasion d4 for 5 rounds), 157 gp.
repair d4
shooting d12
stealth d6

D Advances: Shooting d12, Steady Hands, Extraction, Double


Shot.
ANCESTRY

RANK: SEASONED
Shapeshifter: Arcane Background (Gifted), Charismatic, Secret
(Major).

ASSASSIN HINDRANCES
Some claim my profession is evil, but a Bloodthirsty: You don’t hesitate to end the lives of those who stand
skilled assassin can stop a war before it ever in your way, and never take prisoners unless under direct orders by a
begins! Not for free, of course... superior.
Secret (major): The knowledge of your true nature must be kept
hidden for your safety.
Wanted (major): There’s a sizeable bounty on your head.
ATTRIBUTES EDGES
agility d8 pace 6 Arcane Background (Gifted): As a shapeshifter, you can use the
smarts d6 parry 6 disguise Power, using Focus as your arcane skill.
spirit d4 toughness 7 (2) Assassin: +2 to damage against Vulnerable foes or when you have
strength d6 The Drop.
vigor d6
Charismatic: Free reroll when making Persuasion rolls.
Poisoner: Create poisons in half the time, and your contact poisons
last 12 hours.
SKILLS Sneak Attack: Damage deals an additional d6 with The Drop.
athletics d8
Thief: +1 Thievery, +1 Athletics (climbing) and Stealth rolls in urban
environments.
com. knowledge d4
fighting d8 GEAR
focus d6 Dagger (Str+d4), blowgun (Range 3/6/12, Damage d4–2, AP 1, RoF
healing d4 1), sap (Str+d4, nonlethal), studded leather armor (+2), light cloak
notice d6 with hood, bandolier, thief’s pack, giant snake poison (lethal, injury),
persuasion d4 assassin’s brew (lethal, ingested, –2 Notice to detect), ether (knockout,
shooting d6 inhaled), lotus dust (disabling [Strength], inhaled, Vigor –2 or gain a
stealth d8 Habit [Minor] to the dust), green slime extract (paralyzing, contact, +1
Notice to detect), 10 blowgun darts, 46 gp.
thievery d6

D Advances: Stealth d8, Poisoner, Sneak Attack, Thief.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
BEASTMASTER Impulsive: You act first and think second.
I prefer the company of animals over people. Loyal: You never leave an ally behind.
When animals attack, it isn’t personal. And Mean: Your brusqueness with other humans gives you a –1 penalty
they take no pleasure in the deed. to Persuasion rolls.
EDGES
Beast Bond: You may spend Bennies for animals you control.
ATTRIBUTES Beast Master: Animals won’t generally attack you, and you have
two loyal Extra animal companions of Size 0 or smaller. If one is
agility d8 pace 6 dismissed or killed, you gain a replacement in 1d4 days.
smarts d6 parry 5 Beast Talker: You can speak to and understand mammals, and can
spirit d8 toughness 7 (2) attempt to persuade them to provide information or assistance.
strength d6 Two-Fisted: Make one extra Fighting roll with a second weapon in
vigor d6
the off-hand at no Multi-Action penalty.
GEAR
SKILLS Two shortswords (Str+d6), masterwork composite bow (Range
athletics d6
12/24/48, Damage Str+d6, AP 2, RoF 1), dagger (Str+d4), studded
leather armor (+2), wilderness pack, 20 arrows, 2 arrows of accuracy
com. knowledge d4
(+2 Shooting), smokestick, trapmaking kit, whistle, potion of alacrity,
fighting d6 140 gp.
healing d4
notice d8
persuasion d4
shooting d6
stealth d6
survival d6

D Advances: Beast Master, Beast Master (second pet), Beast


Bond, Two-Fisted.
ANCESTRY

RANK: SEASONED
Celestial: Attractive, Code of Honor, Flight, Vow (Major — serve
the deity who created you).

CHAMPION HINDRANCES
My creator sent me to this mortal realm to Driven (minor): You constantly seek new converts to your faith.
shine the sun’s holy power into dark places. I Idealistic: You tend to view the world in simple terms of good and
shall not rest until my work is done. evil, and struggle with nuanced dilemmas.
Overconfident: There’s nothing you can’t do with the power of
your deity behind you.
Vow (major): You swore an oath to vanquish minions of the dark.
ATTRIBUTES Violating this vow subtracts 2 from Faith rolls for a week.

agility d6 pace 6 EDGES


smarts d6 (12 flying) Arcane Background (Cleric): You are a priest of a Sun deity who
spirit d8 parry 6 grants you divine powers. You cast them using your Faith skill. You get
strength d8 toughness 9 (4) a free Faith reroll when displaying a symbol of your deity.
vigor d6 Attractive: You add +1 to Performance and Persuasion rolls if the
target is attracted to you.
Aura of Courage: Allies within 10” of you add +1 to Fear checks
SKILLS and subtract 1 from Fear Table results.
athletics d4 Champion: +2 damage against supernaturally evil creatures.
Holy Warrior: You may spend up to 4 Power Points to gain +1 to a
com. knowledge d4
Soak roll for each point spent (after rolling).
faith d8
fighting d8 GEAR
intimidation d6 Heavy mace (Str+d8, AP 1), light crossbow (Range 10/20/40, Damage
notice d6 2d6, AP 2, RoF 1, Reload 1), masterwork plate mail (+4, torso, arms,
persuasion d4 legs only), cleric’s pack, 20 bolts, 3 vials of holy water, 26 gp.
shooting d6
POWERS
stealth d4
Powers: Dispel, healing, light/darkness, protection, sanctuary.
Power Points: 10

D Advances: Strength d8, Aura of Courage, Champion, Holy


Warrior.

ANCESTRY
RANK: SEASONED

Dragonfolk: Armor (+2), Bite/Claws, Breath Weapon, Cold-


Blooded, Environmental Resistance (Heat), Environmental Weakness
(Cold), Ill-Tempered.
DRAGON WARRIOR HINDRANCES
Dragonkind is older than even the most
venerable of human civilizations. The blood Arrogant: The blood of mighty dragons runs through your veins!
of the ancient ones flows through me. Outsider (minor): You might be quite handsome to other
dragonfolk, but everyone else finds you unnerving. Subtract 2 from
Persuasion rolls to influence non-dragonfolk.
Ruthless (major): You are fiercely competitive, and frequently get
ATTRIBUTES carried away when going after what you want.
Thin Skinned (minor): You cannot abide insults. Subtract 2 when
agility d6 pace 6 resisting Taunt attacks.
smarts d4 parry 8 (2)
spirit d6 toughness 12 (6) EDGES
strength d8 Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
vigor d8
Menacing: +2 to Intimidation.
Nerves of Steel: Ignore one level of Wound penalties.
Scorch: Your fiery breath weapon damage deals 2d8 damage, and
SKILLS you may use either the Cone or Stream Template.
athletics d6
Sweep: Once per turn, make a single Fighting roll at –2 to hit all
targets in weapon’s Reach.
com. knowledge d4
fighting d8 GEAR
intimidation d8 Barbed falchion (Str+d8, AP 1, +2 damage vs. foes with 2 or fewer
notice d6 points of armor, +1 damage if used with Two Hands), heavy crossbow
persuasion d4 (Range 15/30/60, Damage 2d8, AP 2, RoF 1, Reload 2), masterwork
shooting d4 spiked plate mail (+4, torso, legs, arms only, +1 damage when Crushing
stealth d4 or Grappling), medium shield (Parry +2, Cover –2), adventurer’s pack,
20 bolts, 62 gp.

D Advances: Menacing, Nerves of Steel, Sweep, Scorch.


ANCESTRY

RANK: SEASONED
Infernal: Darkvision, Devilish Nature, Environmental Resistance
(Heat), Environmenal Weakness (Cold), Horns, Outsider (Minor).
HINDRANCES
JESTER Armor Interference (minor): –4 to Performance rolls and cannot
What do you call a king with two brain cells?
Married! Ha ha ha! benefit from Arcane Background abilities if wearing medium or heavy
armor or using shields.
Big Mouth: Where’s the fun in keeping a secret?
Outsider (minor): Subtract 2 from Persuasion rolls with non-
infernals.
Overconfident: You’ve never gotten into a scrape your wits and
ATTRIBUTES humor couldn’t get you out of.
agility d6 pace 6 Quirk: You find everything hilarious.
smarts d8 parry 4 EDGES
spirit d8 toughness 7 (2)
Arcane Background (Bard): Your arcane skill is Performance,
strength d4
which you may use instead of Taunt to Test a foe and ignore Repetition
vigor d6 for Tests.
Bolster: When you successfully Test a foe, you may remove the
SKILLS Distracted or Vulnerable state from one of your allies.
Deceptive: When making a Test based on Smarts, Spirit, or linked
athletics d6 skills, you decide whether the target resists with Smarts or Spirit.
com. knowledge d6 Humiliate: Free reroll on Taunt rolls (using Performance skill).
fighting d4 Retort: A raise when resisting Taunt or Intimidation makes the foe
intimidation d6 Distracted.
notice d6
performance d10
GEAR
persuasion d6 Masterwork knife (Range 3/6/12, Damage Str+d4, AP 1, RoF 1, Parry
stealth d4
+1), sap (Str+d4, nonlethal), leather tunic (+2), entertainer’s pack,
potion of invisibility, potion of boost Trait (Vigor), 330 gp.
POWERS
Powers: Boost/lower Trait, confusion, sound/silence.
Power Points: 10

D Advances: Retort, Bolster, Humiliate, Deceptive.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
KNIGHT Code of Honor: You keep your word and honor those foes who
I swore an oath to my liege to defend the reciprocate, especially in combat.
realm against all whom would bring it harm. Obligation (major): You’ve sworn an oath of fealty to a liege,
My word is my life. pledging to uphold the law, defend the realm, and protect the common
folk.
EDGES
ATTRIBUTES Block: +1 Parry, ignore 1 point of Gang Up bonus.
Brawny: Size and Toughness +1. Treat Strength as one die type
agility d6 pace 6 higher for Encumbrance and Minimum Strength needed for gear.
smarts d6 parry 7 Knight: You’ve been gifted a light warhorse, lance, armor, and a
spirit d6 toughness 11 (4) medium shield with your patron’s symbol. You add +1 to Persuasion
strength d8 rolls when interacting with those who respect your Order.
vigor d8 Soldier: Treat Strength as one die type higher for Encumbrance and
Minimum Strength needed for gear. Reroll Vigor rolls when resisting
environmental Hazards.
SKILLS
GEAR
athletics d4
battle d6
Masterwork bastard sword (Str+d8, AP 2, +1 damage if used with Two
Hands), heavy crossbow (Range 15/30/60, Damage 2d8, AP 2, RoF
com. knowledge d4
1, Reload 2), lance (Str+d8, AP 2 when charging, Reach 2, mounted
fighting d8 combat only), masterwork plate mail (+4), enclosed heavy helm (+4,
notice d6 head only, –1 to vision-based Notice rolls), medium shield (Parry +2,
persuasion d6 Cover –2), mercenary’s pack, 20 bolts, war horse with padded barding,
riding d8 riding tack, 138 gp.
shooting d6
stealth d4

D Advances: Soldier, Battle d6 and Persuasion d6, Knight, Block.


ANCESTRY

RANK: SEASONED
Elf: Agile, All Thumbs, Low Light Vision.
HINDRANCES
LOREMASTER Armor Interference (major): –4 to Spellcasting rolls and cannot
I believe I read something about this place in benefit from Arcane Background abilities if wearing light, medium, or
one of my books... Ah yes, here it is! heavy armor or using shields.
Curious: You want to know everything.
Material Components: A Critical Failure when casting means
you’re out of components.
Pacifist (minor): You fight only when given no other choice, and
ATTRIBUTES never allow the killing of prisoners or defenseless victims.
Quirk: You’re never without a book or scroll in your hand.
agility d8 pace 6
smarts d10 parry 4 EDGES
spirit d8 toughness 5 (1) Arcane Background (Wizard): Your arcane skill is Spellcasting.
strength d4 Investigator: +2 to Research and certain kinds of Notice rolls.
vigor d4
Jack-of-all-Trades: After studying a subject, you can make a
Smarts roll to gain d4 in the relevant skill (or d6 with a raise) which
lasts until replaced.
SKILLS Level Headed: Draw an additional Action Card each round of
academics d8
combat and choose which one to use.
Scholar: Gain a permanent +2 to your Academics skill.
athletics d4
com. knowledge d8 GEAR
fighting d4 Masterwork dagger (Str+d4, AP 1), cloth tunic (+1), mage’s pack,
notice d6 book, scroll of arcane protection, scroll of summon ally (attendant),
persuasion d4 scroll of protection, scroll of invisibility, scroll of teleport, scroll of
research d8 mind link, scroll of boost Trait (Strength), 18 gp.
spellcasting d6
POWERS
stealth d4
Powers: Detect/conceal arcana, dispel, locate, lock/unlock, mind
reading, speak language.
Power Points: 15

D Advances: Investigator, Scholar, Jack-of-all-Trades, Level


Headed.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
SHAMAN Armor Interference (minor): –4 to Spellcasting rolls and cannot
City dwellers have lost sight of the power of benefit from Arcane Background abilities if wearing medium or heavy
the nature spirits. But I know... Yes, I know! armor or using shields.
Jingoistic (major): You subtract 4 from Persuasion rolls when
dealing with people from outside your tribe.
Loyal: When someone earns your trust, you stick by them.
Poverty: Material wealth doesn’t interest you.
ATTRIBUTES Quirk: You often speak to the shrunken heads in your possession.

agility d6 pace 6 EDGES


smarts d6 parry 5 (1) Arcane Background (Shaman): Your arcane skill is Faith. –2 to
spirit d10 toughness 6 (1) arcane skill rolls if you do not have your fetish staff. Ignore up to two
strength d4 points of any penalties when casting boost/lower Trait.
vigor d6 Beast Talker: You can speak to and understand birds, and can
attempt to persuade them to provide information or assistance.
Primal Magic: +2 damage to blast, bolt, burst, and damage field.
SKILLS However, on a Critical Failure primordial energies Stun everyone—
athletics d4 including yourself—in a Large Blast Template centered on you.
com. knowledge d4
Sacred Fetish: As long as you have your fetish staff in hand, you
gain a free reroll whenever you make a Faith roll. If the fetish is lost or
faith d10
destroyed you must return to your tribe to create a new one.
fighting d4
healing d6 GEAR
notice d6 Fetish staff (Str+d4, Parry +1, Reach 1, Two Hands), dagger (Str+d4),
occult d6 light leather tunic (+1), chalk of spirit warding, wilderness pack, 5 gp.
persuasion d4
stealth d4
POWERS
survival d6
Powers: Arcane protection, beast friend, boost/lower Trait, burst,
deflection, entangle, relief.
Power Points: 15

D Advances: Sacred Fetish, Beast Talker, New Powers (entangle,


beast friend), Primal Magic
ANCESTRY

RANK: SEASONED
Gnome: Cunning, Keen Senses, Low Light Vision, Size –1, Reduced
Pace.

TINKERER HINDRANCES
If it has moving parts, I can make it work Curious: You want to know everything.
again. Or maybe even make it work better! Delusional (minor): You believe everything in the universe is
controlled by mystical ethereal gears. Someday you’ll find proof...
Obese: You are rotund, even for a gnome. +1 Size, –1 Pace and
your running die is d4. You treat your Strength as one die lower for
Minimum Strength required for gear.
ATTRIBUTES EDGES
agility d4 pace 4 Arcane Background (Tinkerer): You create amazing devices
smarts d12 parry 5 using Repair as your arcane skill. Each power takes the form of a
spirit d6 toughness 9 (4) particular device (see below). A Critical Failure when activating a
strength d6 device means it breaks, requiring an hour and a Repair roll. Remaking
vigor d6
lost devices takes d6 x the Power’s Rank in hours. You must have your
tool kit to apply Power Modifiers to your Powers. Others can use your
devices by rolling your Repair skill. You can sabotage other machines
SKILLS with a Repair roll.
academics d6
McGyver: You can quickly create improvised devices from scraps.
Tinkerer’s Armor: Minimum Strength is reduced one die type.
athletics d4
Armor value +2. Breaks on an odd result when you take a Wound.
com. knowledge d6
fighting d6 GEAR
notice d8 Dagger (Str+d4), studded leather armor (+4), artificer’s kit,
persuasion d4 adventurer’s pack, bag of holding, trapmaking kit, smokestick,
repair d12 tanglefoot bag, sunrod, thunderstone, potion of healing, 51 gp.
stealth d4
POWERS
Powers: Burst (gun), darksight (goggles), environmental protection
(suit), wall walker (suction cups).
Power Points: 20

D Advances: McGyver, Power Points, New Powers (darksight,


wall walker), Tinkerer’s Armor.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
TOTEM WARRIOR Can’t Swim: –2 to Athletics (swimming) rolls; swimming Pace is
The Bear Spirit resides within me and gives ½” per round.
me strength. Trust me, you don’t want to be Heroic: You always help those in need.
around when it comes out. Thin Skinned (minor): Insults really get under your skin. You
subtract 2 when resisting Taunt attacks.
EDGES
ATTRIBUTES Brawny: Size and Toughness +1. Treat Strength as one die type
higher for Encumbrance and Minimum Strength needed for gear.
agility d4 pace 6 Hard to Kill: Ignore Wound penalties when making Vigor rolls to
smarts d4 parry 7 avoid Bleeding Out.
spirit d8 toughness 9 (2) Mighty Blow: Double damage on first successful Fighting roll in a
strength d8 turn when dealt a Joker as an Action Card.
vigor d8 Mystic Powers (Barbarian): Your deep connection with an animal
spirit gives you supernatural powers. As a limited free action, you
automatically activate a power with success for its regular cost, or with
SKILLS a raise for an additional 2 Power Points (plus any Power Modifiers).
athletics d6 All your powers have the Self-only Limitation.
Nerves of Steel: You ignore 1 point of Wound penalties.
com. knowledge d4
fighting d10 GEAR
intimidation d8 Masterwork battle axe (Str+d8, AP 1), short spear (Range 4/8/16,
notice d4 Damage Str+d6, RoF 1), hide armor (+2), wilderness pack, smokestick,
occult d4 three potions of healing, potion of environmental protection, potion of
persuasion d4 boost Trait (Strength), 33 gp.
stealth d4
POWERS
survival d4
Powers: Boost Trait (Fighting, Strength, or Vigor only), smite, speed.
Power Points: 10

D Advances: Fighting d10, Nerves of Steel, Mighty Blow, Mystic


Powers.
ANCESTRY

RANK: SEASONED
Half-Elf (Elven Heritage): Agile, Low Light Vision, Outsider
(Minor).

ACROBAT HINDRANCES
This will be a cinch. Just stay down here Outsider (minor): You've never felt truly comfortable around
where it’s safe and watch a master at work. regular folk. Subtract 2 from Persuasion rolls versus non-half-elves.
Overconfident: You’ve been in worse predicaments. Besides, this
could be fun!
Tongue-Tied: Your talent is in acrobatics, not oratory. You subtract
1 from Intimidation, Persuasion, and Taunt rolls.
ATTRIBUTES EDGES
agility d12 pace 6 Acrobat: Free reroll on acrobatic Athletics attempts.
smarts d6 parry 6 (1) Combat Acrobat: Attacks against you are at –1.
spirit d4 toughness 7 (2) Free Runner: Ignore Difficult Ground and add +2 to Athletics in
strength d6 foot chases and Athletics (climbing).
vigor d6 Quick: You may discard and redraw Action Cards of 5 or lower.
Thief: +1 Thievery, Athletics rolls made to climb, and Stealth in
urban environments.
SKILLS
GEAR
athletics d12
com. knowledge d4
Masterwork staff (Str+d4, AP 1, Parry +1, Reach 1, Two Hands), eight
daggers (Range 3/6/12, Damage Str+d4, RoF 1), whip (Str+d4, Parry
fighting d6
–1, Reach 2, raise makes foe Entangled instead of bonus damage),
notice d6 studded leather armor (+2), bandolier, thief’s pack, smokestick, potion
persuasion d4 of wall walking, potion of haste (ignore 2 points of Multi-Action
shooting d4 penalties for 5 rounds), potion of healing, potion of boost Trait (Spirit),
stealth d8 caltrops, 86 gp.
thievery d6

D Advances: Thief, Acrobat, Free Runner, Combat Acrobat.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
AMAZON Heroic: You always help those in need.
I left my homeland because I have the ability Idealistic: You believe in truth and justice above all else.
to defeat evil, thus it’s my duty to try. Loyal: You never leave an ally behind.
EDGES
Born in the Saddle: Free reroll on Riding rolls. Increase your
mount’s Pace by 2 and its running die one step.
ATTRIBUTES Dead Shot: When dealt a Joker, deal double damage on your first
Athletics (throwing) or Shooting roll.
agility d8 pace 8 Fleet-Footed: Pace +2, increase running die one step.
smarts d6 parry 6 (1) Formation Fighter: Add +2 to Gang Up bonus instead of +1.
spirit d6 toughness 8 (3) Marksman: Ignore up to 2 points of penalties from Range, Cover,
strength d6 Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or
vigor d6 Shooting roll. May not move or fire greater than RoF 1.
Quick: You may discard and redraw Action Cards of 5 or lower.
SKILLS GEAR
athletics d6 Masterwork chakram (Range 4/8/16, Str+d4, AP 1, RoF 1, Parry
com. knowledge d4
+1), short bow (Range 12/24/48, Damage 2d6, RoF 1), short sword
(Str+d6), masterwork bronze armor (+3, torso, arms, legs only), 30
fighting d8
arrows, 3 flammable arrows, 1 arrow of accuracy (+2 Shooting),
intimidation d6 potion of haste (ignore 2 points of Multi-Action penalties for 5
notice d6 rounds), adventurer’s pack, 36 gp.
persuasion d4
riding d6
shooting d8
stealth d4

D Advances: Dead Shot, Born in the Saddle, Formation Fighter,


Marksman.
ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
ARISTOCRAT Arrogant: Your social rank tends to go to your head.
If there’s one thing my years in the royal Obligation (minor): You have about 20 hours of administrative
court has taught me, it’s how to deal with duties to attend every week.
people of all kinds. Slow (minor): An old fencing injury reduces your Pace by 1 and
your running die to d4.
EDGES
ATTRIBUTES Aristocrat: +2 to Common Knowledge and networking rolls when
dealing with the upper class.
agility d6 pace 5 Charismatic: Free reroll when making Persuasion rolls.
smarts d8 parry 6 (1) Connections: Once per session when in an urban environment you
spirit d8 toughness 7 (2) may call on members of the nobility for a favor.
strength d4 Deceptive: When making a Test based on Smarts, Spirit, or linked
vigor d6 skills, you decide whether the target resists with Smarts or Spirit.
Rich: You start with three times the starting funds, and you earn 150K
gp annually from your estate.
SKILLS Work the Room: Once per turn, roll a second die when Supporting
athletics d4 via Persuasion and apply the result to an additional ally.
com. knowledge d6
GEAR
fighting d6
Enchanted Rapier (Str+d4, Parry +1, Fighting +1), two flintlock pistols
intimidation d6
(Range 5/10/20, Damage 2d6+1, RoF 1, Reload 2), enchanted leather
notice d4
tunic (+2, torso only), 20 pistol balls w/powder, fine clothing, heavy
persuasion d8 boots, adventurer’s pack, potion of speak language, potion of healing,
riding d4 potion of boost Trait (Vigor), 800 gp.
shooting d4
stealth d4
taunt d8

D Advances: Rich, Connections, Work the Room, Deceptive.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
BLADE DANCER Armor Interference (minor): –4 to Performance rolls and cannot
It’s all about misdirection: You’re so benefit from Arcane Background abilities if wearing medium or heavy
entranced by my dancing you won’t notice armor or using shields.
my swords until it is too late. Loyal: You never leave a friend behind.
Shamed (minor): You studied under a teacher who was part of a plot
to overthrow the crown, a disgrace you must learn to live with.
Talisman (major): Your swords are vital to your dancing. Without
ATTRIBUTES them, you subtract 2 on your arcane skill rolls.
agility d8 pace 6 EDGES
smarts d4 parry 6 Arcane Background (Bard): You’ve learned an intricate—
spirit d8 toughness 5 and deadly—dancing style infused with magic. Your arcane skill is
strength d6 Performance, which you may use instead of Taunt to Test a foe.
vigor d6 Very Attractive: +2 to Performance and Persuasion rolls.
Frenzy: Roll a second Fighting die with one Fighting attack per turn.
This can be against a different target.
SKILLS Two-Fisted: Make one extra Fighting roll with a second weapon in
athletics d8 the off-hand at no Multi-Action penalty.
com. knowledge d4
GEAR
fighting d8
Two masterwork scimitars (Str+d6, AP 1), dagger (Str+d4), potion of
notice d4
haste (ignore 2 points of Multi-Action penalties for 5 rounds), potion
performance d10
of boost Trait (Strength), potion of healing, 118 gp.
persuasion d4
stealth d8 POWERS
Powers: Boost/lower Trait, confusion, sloth/speed, smite, sound/
silence.
Power Points: 10

D Advances: Very Attractive, Two-Fisted, New Powers, Frenzy.


ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
BRUTE Grim: You are Provoked on any successful Taunt, whether your foe
Everywhere I go I leave mountains of dead. has that Edge or not.
You’d be wise to step out of my way. Quirk: A powerful curse has permanently sealed the iron mask on
your head. So far nothing has been able to remove it.
Secret (major): You were once someone very important that your
enemies tried to punish. If your true identity ever comes to light,
replace this Hindrance with Enemy (major), Wanted (major), or
ATTRIBUTES another appropriate Hindrance.
agility d6 pace 6 EDGES
smarts d4 parry 8 (2) Brawler/Bruiser: Toughness +2, d6 bonus to unarmed combat.
spirit d4 toughness 10 Brawny: Size and Toughness +1. Treat Strength as one die type
strength d12 higher for Encumbrance and Minimum Strength needed for gear.
vigor d10 Iron Jaw: +2 to Soak rolls and to Vigor rolls to avoid a Knockout
Blow.
SKILLS GEAR
athletics d6 Masterwork morningstar (Str+d6, AP 1), spiked chain (Str+d6, AP 1,
com. knowledge d4 ignores shield bonus, Two Hands), dagger (Str+d4), medium shield
fighting d8
(Parry +2, Cover –2), enclosed heavy helm (+4, head only, –1 to
vision-based Notice rolls), mercenary’s pack, heavy boots, three
intimidation d10
potions of healing, potion of haste (ignore 2 points of Multi-Action
notice d4 penalties for 5 rounds), 43 gp.
persuasion d4
stealth d4

D Advances: Brawny, Brawler, Strength d12, Bruiser.

ANCESTRY
RANK: SEASONED

Golem (Metal): Armor (+2), Big, Clumsy, Construct, No Vital


Organs, Reduced Core Skills, Reduced Pace, Size +2.

DEFENDER HINDRANCES
I was created to protect those whose Outsider (major): People find an empty suit of armor unnerving,
lives have been entrusted to me. Nothing and most don’t even consider you “alive.” You subtract 2 from
else matters. Persuasion rolls.
Selfless (major): You exist to serve others, at any cost to yourself.
EDGES
ATTRIBUTES Brawny: Size and Toughness +1. Treat Strength as one die type
higher for Encumbrance and Minimum Strength needed for gear.
agility d6 pace 4 Defender: As a limited free action, you can transfer your shield’s
smarts d4 parry 10 (3) Parry bonus to an adjacent ally. You subsequently lose the bonus until
spirit d4 toughness 12 (2) your next action. Shield bonuses do not stack.
strength d12 Trademark Weapon: +1 to Fighting and +1 Parry when your sword
vigor d10 is readied.
GEAR
SKILLS Masterwork bastard sword (Str+d8, AP 2, +1 damage if used with Two
athletics d4 Hands), masterwork heavy crossbow (Range 15/30/60, Damage 2d8,
AP 3, RoF 1, Reload 2), spiked tower shield (Parry +2, Cover –4, +1
fighting d10
damage when attacking with shield, –1 Pace), locked gauntlets (+1
intimidation d6
Strength roll vs. Disarm attempts), armor spikes (+1 damage when
notice d4 Crushing or Grappling), two potions of healing, dungeoneer’s pack,
repair d4 142 gp.
shooting d6

D Advances: Brawny, Vigor d10, Trademark Weapon, Defender.


ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
SOLDIER Heroic: You always help those in need.
Rally by me, my brothers. If we stay in Quirk: Most of the time you are dour and overly-serious.
formation we’ll break their ranks and ride Wanted (minor): You left your company and are now a mercenary.
home victorious! If you’re ever caught, you’ll face charges for desertion.
EDGES
Command/Natural Leader: Allied Extras and Wild Cards within
ATTRIBUTES 5” of you gain +1 to recover from Shaken.
Formation Fighter: Add +2 to Gang Up bonus instead of +1.
agility d6 pace 6 Soldier: Treat Strength as one die type higher for Encumbrance and
smarts d6 parry 9 (3) Minimum Strength needed for gear. Reroll Vigor rolls when resisting
spirit d8 toughness 9 (3) environmental Hazards.
strength d8
vigor d8
GEAR
Masterwork spear (Str+d6, AP 1, Reach 1, Parry +1, +1 damage if
used with Two Hands), masterwork short sword (Str+d6, AP 1),
SKILLS bronze armor and helmet (+3), medium shield (Parry +2, Cover –2),
athletics d6 mercenary’s pack, potion of healing, potion of boost Trait (Vigor), 44
battle d6 gp.
com. knowledge d4
fighting d8
intimidation d6
notice d6
persuasion d4
stealth d4
taunt d6

D Advances: Formation Fighter, Command, Strength d8, Natural


Leader.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
SWASHBUCKLER Impulsive: Fortune favors the bold!
All I need is a high tide, a good ship, and a Overconfident: You’re not cocky, you’re just the best.
strong wind in my sails.
EDGES
Ace: You may spend Bennies to Soak damage for your vehicle, and
ignore up to 2 points of penalties to your Boating skill.
Dirty Fighter: Add +2 to Tests using the Fighting skill
ATTRIBUTES Feint: You may make foes use Smarts to resist a Fighting Test instead
of Agility.
agility d8 pace 6 Luck: +1 Benny at the start of each session.
smarts d6 parry 7 (1) Quick: You may discard and redraw Action Cards of 5 or lower.
spirit d6 toughness 7 (2) Steady Hands: Ignore Unstable Platform penalty; reduce running
strength d6 penalty to –1.
vigor d6
GEAR
Masterwork rapier (Str+d4, AP 1, Parry +1), two flintlock pistols
SKILLS (Range 5/10/20, Damage 2d6+1, RoF 1, Reload 2), studded leather
athletics d8 tunic (+2, torso only), 20 pistol balls w/powder, mercenary’s pack,
boating d8 alchemist’s fire (Range 3/6/12, 2d4, SBT, RoF 1, Heavy Weapon,
com. knowledge d4
target might catch fire), potion of haste (ignore 2 points of Multi-
Action penalties for 5 rounds), potion of healing, potion of boost Trait
fighting d8
(Vigor), 88 gp.
notice d4
persuasion d4
shooting d4
stealth d4
taunt d6
thievery d4

D Advances: Feint, Ace, Luck, Dirty Fighter


ANCESTRY

RANK: SEASONED
Human: Adaptable.
HINDRANCES
SWORDMAGE One Eye: –2 to actions at 5” (10 yards) or more distance.
You’ve never met a mage who was also a Talisman (major): Your sword is vital to your spellcasting. Without
skilled swordsman! But then you’ve never it, you subtract 2 on your arcane skill rolls.
seen a sword that can do this...
EDGES
Arcane Background (Magic): You channel mystical arcane
power through your sword. Spellcasting is your arcane skill.
ATTRIBUTES Mighty Blow: Double damage on first successful Fighting roll in a
turn when dealt a Joker as an Action Card.
agility d6 pace 6 Power Surge: Recover 10 Power Points when dealt a Joker in
smarts d8 parry 7 (1) combat.
spirit d4 toughness 8 (3) Trademark Weapon: +1 to Fighting and +1 Parry when your sword
strength d8 is readied.
vigor d6
GEAR
Enchanted long sword (Str+d8, Fighting +1), scale mail shirt (+3,
SKILLS torso only), mage’s pack, potion of healing, potion of recharge (10
athletics d6 PP), 30 gp.
com. knowledge d4
POWERS
fighting d8
Powers: Damage field, deflection, havoc, smite, teleport.
notice d6
Power Points: 15
occult d4
persuasion d4
spellcasting d10
stealth d4

D Advances: Power Points, Mighty Blow, Trademark Weapon,


New Powers (damage field, teleport)

ANCESTRY
RANK: SEASONED

Dwarf: Low Light Vision, Reduced Pace, Tough.


HINDRANCES
TITAN SLAYER Driven (major): You won’t rest until the last giant is dead.
Giants are a scourge. They destroyed Overconfident: You charge into battle, heedless of the danger.
everything I once held dear. I’ll not rest until
they have been wiped from these lands. EDGES
Extraction: One adjacent foe doesn’t get a free attack when you
withdraw from close combat.
Favored Enemy: You get a free reroll when rolling to track (Survival)
ATTRIBUTES or attack (Athletics (throwing), Fighting, Shooting) giants.
Frenzy: Roll a second Fighting die with one Fighting attack per turn.
agility d8 pace 5 This can be against a different target.
smarts d4 parry 8 (2) Mighty Blow: Double damage on first successful Fighting roll in a
spirit d4 toughness 9 (3) turn when dealt a Joker as an Action Card.
strength d10 Savagery: Wild Attacks deal +4 damage rather than +2.
vigor d8
GEAR
Masterwork battle axe (Str+d8, AP 1), dagger (Str+d4), masterwork
SKILLS heavy crossbow (Range 15/30/60, Damage 2d8, AP 3, RoF 1, Reload
athletics d10 2), spiked scale mail (+3, torso, arms, and legs, +1 damage when
com. knowledge d4 Crushing or Grappling), spiked medium shield (Parry +2, Cover –2, +1
fighting d8 damage when attacking with shield), locked gauntlets (+1 Strength roll
vs. Disarm attempts), adventurer’s pack, two vials of alchemist’s fire
notice d6
(Range 3/6/12, 2d4, SBT, RoF 1, Heavy Weapon, target might catch
persuasion d4
fire), 20 bolts, potion of boost Trait (Athletics), potion of healing, 8 gp.
shooting d6
stealth d6

D Advances: Savagery, Favored Enemy, Mighty Blow, Frenzy.


ANCESTRY

RANK: SEASONED
Half-Folk: Luck, Reduced Pace, Size –1, Spirited.
HINDRANCES
TREASURE HUNTER Curious: You absolutely love a good mystery.
Yeah, it’s dangerous... But you never know Greedy (minor): Your eyes light up when you see treasure.
what amazing treasures you’ll find down in Mild Mannered: –2 to Intimidation rolls.
those forgotten tombs and tunnels!
EDGES
Alertness: +2 to Notice rolls.
Stonecunning: You get a free Notice roll at +2 to detect traps,
ATTRIBUTES hidden doors, or compartments in stonework within 2”.
Thief: +1 Thievery, +1 Athletics (climbing) and Stealth rolls in urban
agility d8 pace 5 environments.
smarts d8 parry 4 Trap Sense: Notice roll to detect traps within 5”, you and allies
spirit d4 toughness 7 (2) ignore up to 2 points of Evasion penalties for detected traps, and ignore
strength d6 up to 2 points of Thievery penalties to disarm traps.
vigor d6 Treasure Hunter: Spend a Benny to have the Game Master roll
again when rolling for treasure.
SKILLS GEAR
athletics d6 Masterwork short sword (Str+d6, AP 1), dagger (Str+d4), hand
com. knowledge d4
crossbow (5/10/20, 2d4, RoF 1, Reload 1), masterwork studded leather
tunic (+2), dungeoneer’s pack, caltrops, thieves’ tools, trapmaking
fighting d6
kit, thunderstone, vial of antitoxin, everburning torch (as per light
notice d8 Power, does not burn, emits no heat), magnifying glass, smokestick,
occult d8 five tindertwigs, acid flask (Range 3/6/12, Damage 2d4, RoF 1, SBT),
persuasion d4 alchemist’s fire (Range 3/6/12, 2d4, SBT, RoF 1, Heavy Weapon,
repair d6 target might catch fire), potion of healing, potion of darksight, 20
shooting d4 bolts, 69 gp.
stealth d6
thievery d6

D Advances: Fighting d6 and Notice d8,Treasure Hunter, Thief,


Trap Sense.

ANCESTRY
RANK: SEASONED

Human: Adaptable.
HINDRANCES
VALKYRIE Death Wish: You want a glorious death in battle.
Come, allies, let us ride to glory. They shall Impulsive: You don’t stop to think about the risks.
sing epic tales of our battle as we feast with Quirk: You are a bit aloof, preferring not to get too deeply involved
our fallen sisters in Valhalla! with others.
EDGES
Brawny: Size and Toughness +1. Treat Strength as one die type
ATTRIBUTES higher for Encumbrance and Minimum Strength needed for gear.
Elan: +2 when spending a Benny to reroll a Trait roll.
agility d6 pace 6 Mystic Powers (Fighter): Like other members of your Order,
smarts d6 parry 9 (3) you’ve been gifted supernatural powers. As a limited free action, you
spirit d8 toughness 11 (4) automatically activate a power with success for its regular cost, or with
strength d8 a raise for an additional 2 Power Points (plus any Power Modifiers).
vigor d8 All your powers have the Self-only Limitation.
Trademark Weapon: +1 to Fighting and +1 Parry when your
trident is readied.
SKILLS
athletics d6
GEAR
battle d6 Trident (Str+d6, Reach 1), masterwork plate mail armor and helmet
com. knowledge d4
(+4), medium shield (Parry +2, Cover –2), mercenary’s pack, 45 gp.
fighting d8 POWERS
notice d4 Powers: Boost Trait (Fighting, Shooting, Strength, and Vigor only),
persuasion d6 protection, smite.
riding d6 Power Points: 10
shooting d6
stealth d4

D Advances: Vigor d8, Elan, Trademark Weapon, Mystic Powers.

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