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FHR

Dwarf
The stout Dwarves of the underground bring their
resilience and courage to bear against the monsters that
would threaten the innocent.
Enhanced Durability d8, Exceptional Stamina d10,
Magic Resistance d8
SFX: Dwarven Resilience. Before you make an action
using your Dwarf Power Set, you may spend 1 PP to
move your physical stress to the doom pool and step
up your Dwarf power trait for this action.
Limit: Stocky. Convert Exceptional Stamina into a
complication to earn a PP. Recover on opportunity.


Advancements:
Traits: Durability, Stamina, Strength, Any Resistance
SFX: Underground Home. Spend a PP to ignore
complications related to darkness, depth, or losing
footing.

Halfling
The kindhearted Halflings dont always want to explore
the world beyond their homes, but they know the
importance of community and friends.
Enhanced Reflexes d8, Enhanced Stamina d8,
Thrown Weapon d6
SFX: Easy to Miss. Spend a PP to reroll a reaction,
adding or stepping up Enhanced Reflexes.
SFX: Ricochet. When using a Thrown Weapons or Sling
die, double that die. Remove highest rolling die and add
three dice for total.
Limit: Short. Convert Enhanced Reflexes into a
complication to earn a PP. Recover on opportunity.


Advancements:
Traits: Fear Resistance, Reflexes, Senses, Stamina,
Thrown Weapon
SFX: Two Birds... When using Thrown Weapon, add a
d6 and keep an extra effect die.

Human
The most numerous of all peoples of the realm, humans
are known to be adaptable and willing to give their all.
Choose two: Enhanced Reflexes d8, Enhanced
Strength d8, Magical Aptitude d8, Enhanced Senses
d8, Enhanced Stamina d8
SFX: Versatile. Split any Human power into two
stepped back dice.
SFX: Extra Effort. Step up any Human power for one
action. Afterward, shutdown power. Recover by
activating an opportunity.
Limit: Pushed to the Limit. Shutdown any Human
power to gain a PP. Recover during the next
Exploration or Social Scene.


Advancements:
Traits: Reflexes, Strength, Magical Aptitude, Senses,
Stamina
SFX: Cosmopolitan People. Spend a PP to step up any
Resource during a Social Scene.

Wood Elf
Elven heroes venture forth from the familiarity with the
forests to use their abilities to oppose evil that would
corrupt the realm.
Enhanced Reflexes d8, Enhanced Senses d8,
Enhanced Speed d8, Magical Aptitude d8
SFX: Elven Grace. Spend a PP to reroll an attack action,
adding Enhanced Senses to pool or stepping up the die
if already included.
Limit: Fae. Shutdown Wood Elf and gain a PP when
affected by cold iron or fae-specific magic. Recover
when no longer affected.

Advancements:
Traits: Reflexes, Senses, Speed, Magical Aptitude
SFX: Transcendent. Spend a PP to ignore
complications from sleep, charm or aging




Barbarian
Primitive warriors who are trained to wield both
massive weapons and their own fury.
Weapon d12, Enhanced Stamina d8
SFX: RAGE! Borrow a die from the doom pool for your
next roll. After the roll, return it to the doom pool and
step it up.
SFX: Sweep Attack. Spend a PP to attack multiple
targets in a mob with Weapon. Add a d6 and keep an
extra effect die for each target beyond the first.
Limit: Heedless Swing. Weapon may not be used in a
reaction pool unless you spend a PP.

Advancements:
Traits: Speed, Durability, Magic Resistance, Fire/Cold
Resistance, Stamina, Shapeshifting
Replace Heedless Swing with Limit: Awkward
Defense. When used in a reaction pool, step back
Weapon.
SFX: Animal Totem. When using a Shapeshifting-
created asset in your dice pool, step back the highest
die in your dice pool to step up physical stress
inflicted.
SFX: Mighty Roar. You may spend a PP to convert
physical stress into mental stress. You may add a d6 to
the doom pool to add your mental stress to your dice
pool, and then step it up afterward.
SFX: Regeneration. Spend a PP to use an effect die to
recover your own physical stress and step back
physical trauma.
SFX: SMASH! When targeting scene traits or an
opponents trait that can be destroyed, add a d6 and
step up effect die.

Bard
Jovial storytellers, performers, and dabblers pick up
whatever skills they need to get by, especially when it
comes to influencing others.
Mental Influence d6, Musical Blast d6, Sorcery d8
SFX: Silver Tongue. Add a d6 and step up effect die
when inflicting social stress or inflicting a social
complication.
SFX: Morale Boost. Spend a PP to use an effect die to
recover your own or anothers mental or social stress.
Limit: Utility Magic. A dice pool containing Sorcery
cannot be used to inflict physical stress.
Limit: Magic From Music. Gain a PP and shutdown Bard
when affected by a situation where you cannot sing
and play music.



Advancements:
Suggested Traits: Mental Influence, Blast, Sorcery,
SFX: Inspiring Songs. When using Sorcery to create a
musical asset, add a d6 and step up effect die.
SFX: Jack-of-all-Trades. Spend 1 PP to gain any one
Specialty at Expert level for a Scene.
SFX: The Greatest Song in the World. For a single
action, step up any power from your Bard Power Set
and borrow a die from the doom pool and add it your
roll. If your action succeeds, take physical stress equal
to the effect die of your action and return the die to the
doom pool stepped down. If you fail, step up the die
when you return it to the doom pool and take stress
equal to your effect die.
SFX: Heroic Tribute. If an allys pool includes an asset
created by a Bard power, you may spend 1 PP to allow
them to reroll.
Replace the Limit: Magic from Music with Limit: The
Music Within. Gain a PP and shutdown Bard when your
music is hindered. Take an action against the doom
pool to recover.

Cleric
Devoted servants of the gods are empowered both with
divine magics and arms to represent their religion in the
realm.
Enhanced Durability d8, Sorcery d8, Weapon d8
SFX: Healing. Spend a PP to use an effect die to recover
your own or anothers physical stress.
SFX: Blessings. Add a d6 and step up the effect die
when creating a divine asset.
Limit: Divine Magic. A dice pool containing Sorcery
cannot be used to inflict physical stress.
Limit: Penance. Shutdown Sorcery to gain a PP.
Recover during the next Social or Exploration Scene.

Advancements:
Suggested Traits: Durability, Elemental (choose one)
Resistance, Sorcery, Strength, Weapon
SFX: Divine Fortune. When a d6 would be added to
the doom pool from the GM buying an opportunity, it
enters as a d4 instead. Spend a PP to change a d6 in the
doom pool to a d4.
SFX: Martyr. Whenever the GM buys an opportunity
to add to the doom pool, you may instead opt to take
stress equal to the size of die purchased.
SFX: Favored Domain. When inflicting a complication
themed with your favored domain on a target, add a
d6 and step up your effect die.
SFX: Patron Element. Spend 1 PP to ignore stress,
trauma, or complications from an energy type you
have resistance to.
SFX: Antithetical Turning. Step up stress and
complications against a monster type that has been
declared anathema by your religion.


Druid
Ancient spirits of the wilderness guide an order guardian
to protect it, unleashing it when the need arises.
Nature Mastery d10, Shapeshifting d8
SFX: Bestial Form. When making an attack action
containing a Shapeshifting asset, step up physical
stress inflicted.
SFX: Natures Wrath. Add a d6 and step up effect die
when inflicting a nature-based complication.
Limit: Unpredictability of Nature. Convert a Druid power
to a complication to gain a PP. Remove complication to
recover power.
Advancements:
Suggested Traits: Durability, Elemental Blast, Flight,
Mimic, Nature Control, Senses, Shapeshifting
SFX: Charm Animal. If you stress out an animal of
natural origin in a conflict, you may add them as an
asset (using their level die) for the next scene.
SFX: Plant Control. When using Nature Mastery to
create assets, add a d6 and step up your effect die.
SFX: Natural Perfection. Spend 1 PP to ignore stress,
trauma, or complications from fatigue, poison, aging,
or disease.
SFX: Natures Ally. When including an animal
resource in your dice pool, you may split that resource
into two stepped back dice and keep an extra effect
die.
SFX: Bestial Regeneration. When including
Shapeshifting in a pool, you may spend a PP to use an
effect die to recover physical stress.

Fighter
Nearly every civilization in the realm has trained
soldiers, guards, and knights, ready to protect and serve
the common man with only the force of arms.
Weapon d10, Enhanced Durability d8
SFX: Defender. Spend a PP to take physical stress
intended for a nearby ally.
SFX: Peerless Parry. On successful reaction against a
melee attack using a Weapon, inflict physical stress
equal to your effect die. Spend a PP to do this even if
reaction failed.
Limit: Gear. Shutdown Weapon or Durability to gain a
PP. Recover by taking an action against the doom pool.

Advancements:
Suggested Traits: Weapon, Durability, Reflexes
SFX: Tank. On a reaction using Durability, double
Durability die. Remove highest rolling die and add
three dice to total.
SFX: Sword & Board. When taking stress using
Defender SFX while wielding a sword and shield, step
down the effect die for stress, and then create a stunt
of equal size.
SFX: Two-Handed Style. While wielding a two-handed
weapon, split Weapon die into two stepped down dice.
Keep an extra effect die.
SFX: Polearm Mastery. If using a polearm Weapon in
a pool to inflict physical stress on an opponent, double
it for an action, then add second-highest rolling die
from that action to the doom pool.
SFX: Tactical Genius. Spend a PP to borrow the
highest die from the doom pool when creating tactical
assets. After rolling, return the die to the doom pool
and step it down.

Ranger
Wilderness guides with ancient training wield the power
of arms and natural secrets to protect the wilds.
Nature Control d8, Weapons d8
SFX: Tracking. Step up any natural asset or resource
made during an Exploration Scene.
SFX: Multiattack. On attack action, split Weapon die
into two stepped-back dice. Keep an extra effect die.
Limit: Unpredictability of Nature. Change Nature
Control into a complication to gain a PP. Recover by
removing complication.
Limit: Gear. Shutdown Weapons to gain a PP. Recover
by taking action against the doom pool.

Advancements:
Suggested Traits: Durability, Nature Control,
Weapons

SFX: Two-Weapon Parry. On a successful reaction
against a physical attack action using Melee Combat,
convert your opponents effect die into a Ranger stunt
or step up a Ranger power until used in an action. If
your opponents action succeeds, spend 1 PP to use
this SFX.
SFX: Animal Companion. When including an animal
resource in your dice pool, you may split that resource
into two stepped back dice and keep an extra effect
die.
SFX: Rapid Fire. When attacking multiple targets
using the Ranged Combat specialty, spend a PP. For
each additional target add a d6 and keep an additional
effect die.
SFX: Favored Enemy. When using a Favored Enemy
asset in your attack action pool, step back the asset for
this roll and step up physical stress.
SFX: Nature Magic. Add d6 and step up effect die
when using Nature Influence to make assets or
complications.
Rogue
Thieves, scoundrels, and burglars are found in any city,
considered a scourge by some and valuable partners by
others.
Enhanced Senses d8, Weapon d8
SFX: Sneak Attack. Step up any stunt created on
opportunity, or step up physical stress against an
opponent youre taking an attack action against by
activating an opportunity in their reaction pool.
SFX: Trap Sense. Step back any stress or complication
inflicted by a trap during an Exploration Scene.
Limit: Exhausted. Shutdown any Rogue power to gain a
PP. Recover during the next Exploration or Social
Scene.

Advancements:
Suggested Traits: Weapon, Senses, Durability,
Reflexes, Invisibility
SFX: Uncanny Dodge. On a successful reaction against
a physical attack action, convert your opponents effect
die into a Rogue stunt or step up a Rogue power until
used in an action. If your opponents action succeeds,
spend 1 PP to use this SFX.
SFX: Improved Evasion. Spend 1 PP to ignore physical
stress caused by an attack affecting multiple targets.
SFX: Poisoned Blade. When inflicting a Poisoned
complication on a target, add a d6 and step up
complication. Whenever that target acts, you may
spend a PP to step that complication up.
SFX: Slippery Mind. Before you take an action
including a Rogue power, you may move your mental
stress die to the doom pool and step up a Rogue power
for this action.
SFX: Hide in Plain Sight. When using a Stealth-based
asset in your reaction pool, you may spend a PP to
reroll your reaction, stepping up or doubling the asset
for that reroll.

Summoner
By harnessing a connection to the creatures of the world
or beyond, monsters of all kinds can be summoned to
fight, but they arent always well trained.
Sorcery d8, Summoned Mob 3d8
SFX: Conjuration. When using Sorcery to create a
Summoned Minion asset, add a d6 and step up effect
die.
SFX: Look Out, Sir! Spend a PP to ignore physical stress
against you. Remove a die from Summoned Mob and
take a d6 Mental Stress. Recover Summoned Mob after
next non-combat scene.
Limit: Rampaging Creatures. When including
Summoned Mob in your dice pool, 1s and 2s count as
opportunities, but only 1s are excluded from being
used for total or effect.
Limit: Summoner Feedback. Summoned Mob dice may
be targeted individually or by Area Attack SFX. d10
stress removes a die from the Summoned Mob power
and adds a d6 Mental Stress to the Summoner. Recover
Summoned Mob after next non-combat scene.
Limit: Utility Magic. A dice pool containing Sorcery
cannot be used to inflict physical stress.

Advancements:
Suggested Traits: Blast, Durability, Movement power,
Sorcery, Summoned Mob (increase number of dice or
die value for double XP cost of normal Advancement)
SFX: Swarm. Against multiple targets, for each
additional target add a d6 and keep an additional
effect die.
Replace SFX: Look Out, Sir! with SFX: Minion Shield.
Spend a PP to ignore physical stress against you or an
ally. Remove a die from Summoned Mob and take a d6
Mental Stress. Recover Summoned Mob after next non-
combat Scene.
SFX: Summoning Binding. When using Sorcery to
create complications or stress against extraplanar
foes, add a d6 and step up your effect die.
Remove Limit: Rampaging Creatures.
SFX: Dogpile. On attack action using Summoned Mob,
remove highest rolling die. Add three dice to the total.





















Warlock
A dark pact using forbidden magics gives access to
power at a price.
Mystic Blast d10, Sorcery d8
SFX: Eldritch Energies. Add a die from the doom pool to
your attack action. After attack, return the die and step
it up.
SFX: Unleashed. Step up or double a Warlock power on
action (1 PP for both). If action fails, add a die to the
doom pool equal to highest rolling die.
Limit: Utility Magic. A dice pool containing Sorcery
cannot be used to inflict physical stress.
Limit: Forces Beyond Comprehension. When including
a Warlock power in your dice pool, 1s and 2s count as
opportunities, but only 1s are excluded from being
used for total or effect.

Advancements:
Suggested Traits: Blast, Durability, Sorcery,
Stretching, Teleport,
SFX: Profane Pact. Spend 1 PP to recover your own
stress when you inflict stress with a pool that includes
a Warlock power.
SFX: Holy Pact. Add Sorcery to your dice pool when
helping others recover stress. Spend 1 PP to recover
your own or anothers physical stress or step back
your own or anothers physical trauma.
SFX: Fae Pact. When making a reaction to avoid a
physical or magical attack, add a die from the doom
pool to the reaction pool. After the attack, return the
die and step it up.
SFX: Elemental Pact. Spend a PP to attack multiple
targets with Mystic Blast. For each additional target
add a d6 and keep an additional effect die.
SFX: Far Pact. Step up or double a Warlock power for
one action or reaction. If roll fails, take highest rolling
die as mental stress.

Wizard
Conjurers of arcane forces harnessed through years of
study.
Mystic Blast d6, Sorcery d10
SFX: Evocation. Spend a PP to attack multiple targets
with Mystic Blast. For each target beyond the first, add
a d6 and keep an additional effect die.
SFX: Transmutation. When using Sorcery to inflict a
magical complication, add a d6 and step up effect die.
Limit: Utility Magic. A pool containing Sorcery cannot
be used to inflict physical stress.
Limit: Fizzle. Shutdown a Wizard power to gain a PP.
Recover during the next Exploration or Social Scene.

Advancements:
Suggested Traits: Blast, Durability, Shapeshifting,
Sorcery, Teleport
SFX: Abjuration. You may spend a PP to add your
Sorcery die to an allys reaction roll. If that roll fails,
take d6 Mental Stress.
SFX: Conjuration. When creating a magical asset, add
a d6 and step up effect die.
SFX: Divination. If your reaction pool includes a
Wizard power, spend 1 PP to reroll. If rerolled reaction
succeeds, use effect die to make a free Divination stunt.
SFX: Enchantment. When inflicting a magical
complication against multiple targets, for each
additional target add a d6 and keep an additional
effect die.
Replace Limit: Utility Magic with Limit: Necromancy.
If you use Sorcery in a pool to inflict physical stress,
take d6 Mental Stress.

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