Hero Conduit Protection, Knowledge LEVEL
Class Subclass 1
Keytor Dwarf Politician 0 0
Character Name Ancestry Career XP Victories
MIGHT AGILITY REASON INTUITION PRESENCE STAMINA RECOVERIES HEROIC
SURGES RESOURCE
1 -1 1 2 2 30 8 0 0
30 0 8 10 1 Surge = Damage 2
Size Speed Stability Disengage Fight start = Victories
Max Temp Max Stamina 2 Surges = Potency + 1
1M 5 1 1 Per-turn = 1d3
CONDITIONS WEAKNESSES INVENTORY RESOURCE GAINS
End of Turn Save Ends Your resource is piety.
Bleeding
Dazed Start of your turn: +1d3
Frightened The first time in an encounter that you or
any ally within 10 squares gains temporary
Grabbed
Stamina, or uses a triggered action to
Prone IMMUNITIES
reduce incoming damage or impose a bane
Restrained or double bane on an enemy’s power roll.:
Slowed +2
Taunted The first time in an encounter that the
Weakened
Director spends Malice: +2
REGULAR ACTIONS MANEUVERS EQUIPMENT
• Charge • Aid Attack • Prayer of Distance
• Defend • Catch Breath • Spirit Ward
Armor
• Free Strike • Escape Grab
• Trade for Maneuver • Grab
Weapon/Implement
• Trade for Move • Knockback
• Make or Assist Test
• Blessed Light
• Warrior's Prayer • Search for Hidden Creature FEATURES
• Ray of Wrath • Stand Up
Blessing of Comprehension
• Violence Will Not Aid Thee • Use Consumable ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(3) You can interpret diagrams and charts even if you don’t understand the language
• Healing Grace associated with them. You are considered fluent in all languages for the purpose of
• Faith is Our Armor (5) understanding the project source for any research or crafting project.
Runic Carving
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You can carve a rune onto your skin with 10 uninterrupted minutes of work, which is
activated by the magic within your body. The rune you carve determines the benefit you
receive. chosen from among the following:
• Detection: Pick a specific type of creature (such as “goblins” or “humans”) or object
(such as “gems” or “potions”). Your rune glows softly when you are within 20 squares of
any creature or object of thet type, even if you don’t have line of effect to the creature or
object. You can change the type of creature or object as a maneuver.
• Light: Your skin sheds light for 10 squares. You can turn this on and off as a
maneuver.
• Voice: As a maneuver, you can communicate telepathically with a willing creature
you have met before and who is within 1 mile of you. You must know the creature’s name,
TRIGGERED ACTIONS and they must speak and understand a language you know. You and the creature can
respond to one another as if having a spoken conversation. You can communicate with a
• Word of Judgment different creature by changing the rune.
You can have one rune active at a time, and can change or remove a rune with 10
uninterrupted minutes of work.
Spirit Ward
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Invisible spirits surround you if you are harmed. Whenever an adjacent creature deals
damage to you, they take corruption damage equal to your Intuition score.
Spot The Tell
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Whenever you make a test to read a person and obtain a tier 3 outcome, you notice several
MOVE ACTIONS tells that give away their true feelings. Any test you make to read that person in the future
gains an edge.
• Advance
• Disengage
• Ride Mount
Identity ASSETS
Secluded Bureaucratic Creative
1 0
Wealth Renown
Environment Organization Upbringing
APPEARANCE ANCESTRY TITLES SKILLS
Possessed of a strength that belies their • Brag
size, dwarves have flesh infused with • Culture
stone - a silico-organic hybrid making • History
them physically denser than other • Jewelry
humanoids. They enjoy a reputation in • Lie
Orden as savvy engineers and • Magic
technologists thanks to the lore they • Persuade
inherited from their elder siblings, the • Religion
long-extinct steel dwarves.
CAREER CULTURE & UPBRINGING LANGUAGES
Secluded
Politician ¯¯¯¯¯¯¯¯¯¯¯¯ • Caelian
INCITING INCIDENT
A secluded culture is based in one relatively close-quarters structure—a building, a cavern, and so forth—and • High Kuric
interacts with other cultures only rarely. Such places are often buildings or complexes such as monasteries,
castles, or prisons. Folk in a secluded culture have little or no reason to leave their home or interact with other • Zaliac
cultures on the outside, but might have an awareness of those cultures and of events happening beyond their
Self-Serving enclave. When people live together in close quarters, they typically learn to get along. They often spend much
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ time in study or introspection, as there is not much else to do in seclusion.
You used your skills to collect incriminating or Bureaucratic
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scandalous information about your opponents to Bureaucratic cultures are steeped in official leadership and formally recorded laws. Members of such a culture
blackmail them. A rival got one step ahead of you are often ranked in power according to those laws, with a small group of people holding the power to rule
according to birthright, popular vote, or some other official and measurable standard. Many bureaucratic
and stole your book of dirty secrets, but instead of communities have one person at the top, though others might be ruled by a council. A trade guild with a
using it against you, they gave you an opportunity to guildmaster, treasurer, secretary, and a charter of rules and regulations for membership; a feudal lord who rules
over a group of knights who in turn rule over peasants working the land; and a militaristic society with ranks and
leave the world of politics behind. Saved from public rules that its people must abide are all examples of bureaucratic cultures. Those who thrive in bureaucratic
cultures don’t simply follow the rules. They know how to use those rules to their advantage, either bending,
humiliation, you now use your skills for the greater changing, or reinterpreting policy to advance their own interests. Schmoozing with those who make the laws is
good. often key to this approach. Others in a bureaucratic culture might specialize in operating outside the strict
regulations that govern the culture without getting caught.
Creative
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A hero with a creative upbringing was raised among folk who create art or other works valuable enough to trade.
A creative culture might produce fine art such as dance, music, or sculpture, or more practical wares such as
wagons, weapons, tools, or buildings. People in such cultures learn the value of quality crafting and attention to
detail.
COMPLICATION PROJECTS
Name Assigned Progress Roll
BENEFIT
OTHER NOTES
DRAWBACK
Abilities 1
Blessed Light S Warrior's Prayer S Ray of Wrath A
Name Name Name
Magic, Ranged, Strike Main Action Magic, Ranged, Strike Main Action Magic, Ranged, Strike Main Action
Keywords Type Keywords Type Keywords Type
Ranged 12 1 creature or object Ranged 12 1 creature Ranged 12 1 creature or object
Distance Target Distance Target Distance Target
Power Roll: 2d10 + 2 Power Roll: 2d10 + 2 can be used as a ranged free strike
• 11 or less 5 holy damage • 11 or less 5 holy damage
• 12 - 16 7 holy damage • 12 - 16 8 holy damage Power Roll: 2d10 + 2
• 17 + 10 holy damage • 17 + 11 holy damage • 11 or less 4 damage
• 12 - 16 6 damage
An ally of your choice within distance gains a You or one ally within distance gains • 17 + 8 damage
number of surges equal to the tier rolled. temporary Stamina equal to your Intuition
score. You can have this ability deal holy damage.
Violence Will Not Aid Thee 3 Healing Grace M Faith is Our Armor 5
Name Name Name
Magic, Ranged, Strike Main Action Magic, Ranged Maneuver Magic, Ranged Maneuver
Keywords Type Keywords Type Keywords Type
Ranged 12 1 creature Ranged 12 Self or 1 ally Ranged 12 Self and up to three allies
Distance Target Distance Target Distance Target
Power Roll: 2d10 + 2 The target can spend a Recovery. Power Roll: 2d10 + 2
• 11 or less 5 lightning damage • 11 or less The target gains 5 temporary
• 12 - 16 8 lightning damage Spend 1: Stamina
• 17 + 11 lightning damage • 12 - 16 The target gains 10 temporary
For each piety spent, you can choose one of the Stamina
The first time on a turn that the target deals following enhancements: • 17 + The target gains 15 temporary
damage to another creature, the target of this Stamina
ability takes another 1d10 lightning damage • You can target one additional ally within
(save ends). distance.
• You can end one effect on a target that is
ended by a saving throw or that ends at the end
of their turn.
• A prone target can stand up.
• A target can spend 1 additional Recovery.
Word of Judgment T Free Strike (melee) FS Free Strike (ranged) FS
Name Name Name
Magic, Ranged Triggered Action Charge, Melee, Strike, Weapon Free Strike Ranged, Strike, Weapon Free Strike
Keywords Type Keywords Type Keywords Type
Ranged 12 1 ally Melee 1 1 creature or object Ranged 5 1 creature or object
Distance Target Distance Target Distance Target
Trigger: Power Roll: 2d10 + 1 Power Roll: 2d10 + 1
The target takes damage from an ability that • 11 or less 3 damage • 11 or less 3 damage
requires a power roll. • 12 - 16 6 damage • 12 - 16 5 damage
• 17 + 8 damage • 17 + 7 damage
The power roll gains a bane against the target.
Spend 1:
The power roll gains a double bane against the
target.
Abilities 2
Name Name Name
Keywords Type Keywords Type Keywords Type
Distance Target Distance Target Distance Target
Name Name Name
Keywords Type Keywords Type Keywords Type
Distance Target Distance Target Distance Target
Name Name Name
Keywords Type Keywords Type Keywords Type
Distance Target Distance Target Distance Target