Mat Wilma

Clank

Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone.

Purposeful Design: Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.

Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.

Ancestry

Mat Wilma

Drakona

Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath.

Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.

Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinctweapon that deals d8 magic damage using your Proficiency.

Ancestry

Mat Wilma

Dwarf

Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair.

Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.

Increased Fortitude: Spend 3 Hope to halve incoming physical damage.

Ancestry

Mat Wilma

Elf

Elves are typically tall humanoids with pointed ears and acutely attuned senses.

Quick Reactions: Mark a Stress to gain advantage on a reaction roll.

Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.

Ancestry

Anthony Jones

Faerie

Faeries are winged humanoid creatures with insectile features.

Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.

Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

Ancestry

Jessketchin

Faun

Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves.

Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.

Kick: When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.

Ancestry

Anthony Jones

Firbolg

Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears.

Charge: When you succeed on an Agility Roll to move from Faror Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.

Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don’t mark it.

Ancestry

Anthony Jones

Fungril

Fungril resemble humanoid mushrooms.

Fungril Network: Make an Instinct Roll ( 12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.

Death Connection: While touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.

Ancestry

Jessketchin

Galapa

Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract.

Shell: Gain a bonus to your damage thresholds equal to your Proficiency.

Retract: Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.

Ancestry

Juan Salvador Almencion

Giant

Giants are towering humanoids with broad shoulders, long arms, and one to three eyes.

Endurance: Gain an additional Hit Point slot at character creation.

Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.

Ancestry

Anthony Jones

Goblin

Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears.

Surefooted: You ignore disadvantage on Agility Rolls.

Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.

Ancestry

Anthony Jones

Halfling

Halflings are small humanoids with large hairy feet and prominent rounded ears.

Luckbringer: At the start of each session, everyone in your party gains a Hope.

Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.

Ancestry

Fernanda Suarez

Human

Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance.

High Stamina: Gain an additional Stress slot at character creation.

Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.

Ancestry

Mat Wilma

Infernis

Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below.

Fear: When you roll with Fear, you can **mark 2 **Stress to change it into a roll with Hope instead.

Dread Visage: You have advantage on rolls to intimidate hostile creatures.

Ancestry

Hendry Iwanaga

Katari

Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears.

Feline Instincts: When you make an Agility Roll, you can spend 2 Hope to reroll your Hope Die.

Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.

Ancestry

Simon Pape

Orc

Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw.

Sturdy: When you have 1 Hit Point remaining, attacks against you have disadvantage.

Tusks: When you succeed on an attack against a target within Melee range, you can spend a Hope to gore the target with your tusks, dealing an extra 1d6 damage.

Ancestry

Leesha Hannigan

Ribbet

Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet.

Amphibious: You can breathe and move naturally underwater.

Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.

Ancestry

Jessketchin

Simiah

Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet.

Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.

Nimble: Gain a permanent +1 bonus to your Evasion at character creation.

Ancestry

Julia Metzger

Highborne

Being part of a highborne community means you’re accustomed to a life of elegance, opulence, and prestige within the upper echelons of society.

Privilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.

Community

Juan Gutierrez

Loreborne

Being part of a loreborne community means you’re from a society that favors strong academic or political prowess.

Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

Community

Rafater

Orderborne

Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there.

Dedicated: Record three sayings or values your upbringing instilled in you. Once per rest, when you describe how you’re embodying one of these principles through your current action, you can roll a d20 as your Hope Die.

Community

Daarken

Ridgeborne

Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home.

Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.

Community

Sam Key

Seaborne

Being part of a seaborne community means you lived on or near a large body of water.

Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on this card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.

Community

Paul Scott Canavan

Slyborne

Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists.

Scoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.

Community

Irina Nordsol

Underborne

Being part of an underborne community means you’re from a subterranean society.

Low-Light Living: When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.

Community

Paul Scott Canavan

Wanderborne

Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures.

Nomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that’s useful to your situation. Work with the GM to figure out what item you take out.

Community

Andreas Rocha

Wildborne

Being part of a wildborne community means you lived deep within the forest.

Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.

Community

Bear Frymire

Troubadour

Foundation

Spellcast: Presence

Gifted Performer: Describe how you perform for others. You can play each song once per long rest:

  • Relaxing Song: You and all allies within Close range clear a Hit Point.
  • Epic Song: Make a target within Close range temporarily Vulnerable.
  • Heartbreaking Song: You and all allies within Close range gain a Hope.

Bard

Nikki Dawes

Wordsmith

Foundation

Spellcast: Presence

Rousing Speech: Once per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.

Heart of a Poet: After you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.

Bard

Ilya Royz

Warden of Renewal

Foundation

Spellcast: Instinct

Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.

Regeneration: Touch a creature and spend 3 Hope . That creature clears 1d4 Hit Points.

Druid

Zoe Badini

Warden of the Elements

Foundation

Spellcast: Instinct

Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.

Druid

Reiko Murakami

Stalwart

Foundation

Unwavering: Gain a permanent +1 bonus to your damage thresholds.

Iron Will: When you take physical damage, you can mark an additional Armor Slot to reduce the severity.

Guardian

Linda Lithén

Vengeance

Foundation

At Ease: Gain an additional Stress slot.

Revenge: When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.

Guardian

Jenny Tan

Beastbound

Foundation

Spellcast: Agility

Companion: You have an animal companion of your choice (at the GM’s discretion). They stay by your side unless you tell them otherwise.

Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.

Ranger

Simon Pape

Wayfinder

Foundation

Spellcast: Agility

Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.

Path Forward: When you’re traveling to a place you’ve previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

Ranger

Juan Salvador Almencion

Nightwalker

Foundation

Spellcast: Finesse

Shadow Stepper: You can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.

Rogue

Jenny Tan

Syndicate

Foundation

Spellcast: Finesse

Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:

  • They owe me a favor, but they’ll be hard to find.
  • They’re going to ask for something in exchange.
  • They’re always in a great deal of trouble.
  • We used to be together. It’s a long story.
  • We didn’t part on great terms.

Rogue

Jenny Tan

Divine Wielder

Foundation

Spellcast: Strength

Spirit Weapon: When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.

Sparing Touch: Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.

Seraph

Stephanie Cost

Winged Sentinel

Foundation

Spellcast: Strength

Wings of Light: You can fly. While flying, you can do the following:

  • Mark a Stress to pick up and carry another willing creature approximately your size or smaller.
  • Spend a Hope to deal an extra 1d8 damage on a successful attack.

Seraph

Bear Frymire

Elemental Origin

Foundation

Spellcast: Instinct

Elementalist: Choose one of the following elements at character creation:

Air · Earth · Fire · Lightning · Water

You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you’re about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll’s damage.

Sorcerer

Laura Galli

Primal Origin

Foundation

Spellcast: Instinct

Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:

  • Extend the spell or attack’s reach by one range
  • Gain a +2 bonus to the action roll’s result
  • Double a damage die of your choice
  • Hit an additional target within range

Sorcerer

Mat Wilma

Call of the Brave

Foundation

Courage: When you fail a roll with Fear, you gain a Hope.

Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.

Warrior

Reiko Murakami

Call of the Slayer

Foundation

Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.

Warrior

Bear Frymire

School of Knowledge

Foundation

Spellcast: Knowledge

Prepared: Take an additional domain card of your level or lower from a domain you have access to.

Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.

Wizard

Nikki Dawes

School of War

Foundation

Spellcast: Knowledge

Battlemage: You’ve focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.

Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.

Wizard

0

Laura Marie Neal

Rune Ward

You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it’s important to you. The ward’s holder can spend a Hope to reduce incoming damage by 1d8.

If the Ward Die result is 8, the ward’s power ends after it reduces damage this turn. It can be recharged for free on your next rest.

Spell

1

Ernanda Souza

Unleash Chaos

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10 s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).

At the end of each session, clear all unspent tokens.

Spell

1

Julia Metzger

Wall Walk

Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.

Spell

1

Jenny Tan

Get Back Up

When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

Ability

1

Juan Salvador Almencion

Not Good Enough

When you roll your damage dice, you can reroll any 1s or 2s.

Ability

0

Mike Pape

Whirlwind

When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.

Ability

0

Tamara Osborn

Deft Maneuvers

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

Ability

1

Mat Wilma

I See It Coming

When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

Ability

1

Henry Peters

Untouchable

Gain a bonus to your Evasion equal to half your Agility.

Ability

2

Laura Galli

Book of Ava

Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tava’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.

Grimoire

2

Ernanda Souza

Book of Illiat

Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.

Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

Grimoire

2

Kristina Carroll

Book of Tyfar

Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.

Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

Grimoire

0

Simon Pape

Deft Deceiver

Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

Ability

0

Letícia Freitas

Enrapture

Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

Spell

1

Mat Wilma

Inspirational Words

Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:

When you take a long rest, clear all unspent tokens.

Ability

0

Benjamin Ee

Pick and Pull

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

Ability

1

Linda Lithén

Rain of Blades

Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take d8+2 magic damage using your Proficiency.

If a target you hit is Vulnerable, they take an extra 1d8 damage.

Spell

0

Linda Lithén

Uncanny Disguise

When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.

Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.

Spell

0

Ernanda Souza

Gifted Tracker

When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

  • What direction did they go?
  • How long ago did they pass through?
  • What were they doing in this location?
  • How many of them were here?

When you encounter creatures you’ve tracked in this way, gain a +1 bonus to your Evasion against them.

Ability

0

Simon Pape

Nature’s Tongue

You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they’ll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.

Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.

Ability

1

Leesha Hannigan

Vicious Entangle

Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.

Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.

Spell

1

Anthony Jones

Bolt Beacon

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

Spell

1

Suzanne Helmigh

Mending Touch

You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you’re helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.

Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.

Spell

0

Sam Key

Reassurance

Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

Ability

0

Simon Pape

Bare Bones

When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:

  • Tier 1: 9/19
  • Tier 2: 11/24
  • Tier 3: 13/31
  • Tier 4: 15/38

Ability

0

Mat Wilma

Forceful Push

Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.

Additionally, you can spend a Hope to make them temporarily Vulnerable.

Ability

1

Juan Salvador Almencion

I Am Your Shield

When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.

Ability