Dungeon Fantasy
A character in a dungeon fantasy adventuring party can expect to be challenged by a host of bizarre monsters and life-draining undead, traps and curses, and eventually, maybe even dragons or gods. Many of these challenges will come as you explore perilous places like dungeons, caverns, and ancient ruins. But the rewards are well worth the threats, because often they include treasures of gold, gems, jewelry, and—sometimes best of all—magic.
If you've played Dungeons & Dragons as it's normally presented, you've played in a dungeon fantasy setting. Skills: Refer to the Fantasy Skills table for a list of skills you can choose from when creating and advancing your character. Your choice of background skill, and possibly the extra skill you might getif you also choose a meaningfulinability, also come from the same list of genre skills. Character Species: Nearly any of the (optional) fantasy species you can imagine are commonly part of a dungeon fantasy setting.
Species, page (ref)
Dungeon Fantasy CharacterSpecies Options
Dragonfolk Dwarf Elf Gnome Halfling Hellborn Human Orc
Foci: Any focus that has at least somepossibility of being something a mighty hero or magic user mightaccomplishcouldbeappropriateforyourcharacter.WhichmeansweirdfocilikeRidesthe Lightning and Blazes With Fire that might seem a perfect fit for the superhero genre are also perfectly suitable for a dungeon fantasy game. For your character, it’s a kind of magic you pursue, abirthright of your extradimensional parentage, magic channeled from your god, or something similar.
Foci, page (ref)
Suggested Foci for a Dungeon Fantasy Game
Abides in Stone Blazes With Fire Casts Spells Commands Mental Powers Consorts With the Dead Controls Beasts Crafts Illusions Doesn’t Do Much Entertains
Explores Fights Dirty Fights Unarmed FightsWithPanache Howls at the Moon
Hunts Infiltrates Leads Masters Telekinesis Masters Weaponry MovesLike the Wind Never Says Die Performs Feats of Strength Quells Evil Reveres a Supernatural Force Ridesthe Lightning Sneaks Through the Shadows Speaks for the Land Strikes With Mystic Might Tends to the Wounded Wears a Sheen ofIce
Equipment: Refer to your type's suggested equipment bundle or theFantasy Equipment table for equipmentyoucanchoosefromwhencreatingyourcharacterandforoptionsthatmightbeavailableto your character when you have morecurrency to spend. Manifest Cyphers: These cyphers are usually in the form of potions, scrolls, runes, and charms.
Wound Treatment: Treatment to remove a wound in a dungeon fantasy setting takes one minute foraminorwound,tenminutesforamoderatewound,andonehourforamajorwound.
Treatment, page (ref)
Currency: The currency underlying price categories in a dungeon fantasy setting usually features several coinages minted fromvaluable metals, including copper, silver, gold, and platinum. Background Options: Each type includes suggestions for your character’s background. Choose one or create your own. Genre Abilities for Your Fantasy Character: At tier 3, your fantasy character gains a mid-tier ability from the list of Fantasy Genre Abilities at the end of this chapter. At tier 6, you gain a high-tier ability from the same list. In addition, at tier 6, you can replace one of your mid-tier genre abilitieswith a different mid-tier genre ability. See that section foradditional stipulationsthat might affect your fantasy genre ability choice.
Fantasy Equipment, page (ref) Cyphers, page (ref) Manifest Cyphers, page (ref) Price Categories, page (ref) Fantasy Genre Abilities, page (ref)
Dungeon Fantasy Types
Barbarian Bard Cleric
Druid Fighter Mage Monk Necromancer Paladin Ranger Rogue
Creating Dungeon FantasyCharacters
Beforechoosing a type, create your core character,which (as a quick reminder) grants the following.
- 8 Might / 8 Speed / 8 Intellect
- 6 additional points to allocatein Might, Speed, and/or Intellect
- Capacity to take three minor / three moderate / threemajor wounds
- Effort: 1
- Cypher limit: 2
- Freely use light weapons
- Cannot freely use any armor
- Twogenreskills
- One additional genre skill in exchange for an inability ina genreskill
- Starting equipment
Chapter 2: The Core Character, page (ref)
[!example]
AdaptingAlternateTypes
If you want more type options than those presented in one fantasy subgenre, you can choose a type from anotherfantasy subgenre with little to no change to the characters as written. Work with your GM ifyou want to play a Witch, Priest, or Sorcerer in a dungeon fantasy game—those characters’ access to magic is slower than in a dungeon fantasy game and less powerful than in an epic fantasy game. Perhaps your GM will give you access to a version of A Bit of Magic (one that lets you pickonly low-power manifest cypher effects) in addition to your regularabilities to make your character more on par with a Mage or Druid, for instance. It might also be possibletochoose types from other genres completely. As usual, you’ll want to work with your GM, though you may have to adapt or reskinthe type a bit more comprehensibly. For instance, aScoundrel or Noble from a space opera game might makean interesting fantasy character, but their possessions, background, andgeneraldescription would obviously require an update.
A Bit of Magic, page (ref) Scoundrel, page (ref) Noble, page (ref)
[STARTBOX]
Understanding Character Abilities
Your type and focus give you abilities—unique things your character can do. For instance, if you’re a Barbarian, you have Wounded Fury, which improvesone of yourattacks each round if you’re hurt. An abilityhas a simple description and statistics. Here’s how to understand what it’s telling you. Name and Cost: Every ability has a unique name, like “Frenzy” or “Wounded Fury.” This is just a game term so you and the GM know what abilities you have. Your character might have a different name for it, or not have a name for it at all. If you must spend Poolpoints to activate an ability, thenumber of points and the Pool name appear after the ability name, such as “1+ Intellect” after Frenzy. This part is omitted if the ability has no cost. If an ability has a + sign after the Pool point cost, it means you can spend additional points or levels of Effort in a special way, such as affecting additional targetsor increasingthe duration. The exact benefit is explained later in the ability in a separate Effort section. Each option inthis section costs one level of Effort; if there are multiple options, you have to use separate levels ofEffort for each. For example, if the ability says “additional target”and “increase range,” affecting an additional target costs one level of Effort, increasing the range costs one level of Effort, and doing both for the same activation costs a totalof two levels of Effort. If the option costs points instead of a level of Effort, the point cost is listedinparenthesesaftertheoption,like“additionaltarget(2Intellect).”
Even if an ability doesn’t have a + in the cost, youcanusually still apply Effort to ease the ability’s attack roll or skill roll, or to deal extradamage with an attack roll.
Effect: This is what the ability does. If the ability has morethan one effect or option, each is listed as a new paragraph.
In general, to affect an unwillingtarget with an ability, you have to makesome kind of attack roll againstthem. You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.Action or Enabler: The last part of the ability description tells you how much time it takes to activate the ability. Action. You use your action to gain the effect. First action. You canusethe ability as a First actions or an action. Last action. You can only use the ability as a Last action. Enabler. The ability either constantly affects you (such as an ability thatlets you breathe water or adds +1 to your crossbow damage)orworks whenever you want it to without using an action. Hours or Minutes. Similar to an “action” ability, butactivating it takes the listed number of minutes or hours instead of just an action.
There are some abilities in the game that have the same name but slightly different wording and effects. Always use the version of theability fromyour own type and focus. The one from a different source might have been adjusted to modify or require an ability that you don’t have.
Sometimes your type and focus might giveyou the same ability, such as Wounded Fury from the Barbarian type and from the Howls at the Moon focus. Taking both of those abilities (or two abilities with different names that provide the same effect) doesn’t give you any extra benefit, so don’t choose an ability that’s a duplicate of something you already have. That’s why your focus gives you multiple options at each tier.
Actions, pagexx FirstActions,pageXX LastActions, page (ref)
Barbarian
For you, every day is another chance to spill blood, drink ale, or both—and pick up a scarortwo to commemorate the day. Born an outlander and awanderer at heart, you’ve become an adventurer more by accident than design. They say you’re savage, butonly behind yourback, lest they face your fury. Out of everyone in your group,you tend to draw the most attention from foes because yougive up trepidation for rage. Fears fall away when your blood is up; all you see is red. Frenzy gives you strength, battle-minded purpose, and, more times than not, a path to victory. But when your battle fever passes, your lore of the wild places helps guide you and your allies through uncivilized lands where monsters, bandits, and other barbarians roam.
Background Options
- Your nomadic tribe hunted in the icy wastes, butthe chief’s son humiliated you in ritual combat, and nowyou seek to redeem yourself.
- You were the leader of a barbarian host fora while, but gave it up a year ago to wander.
- You’ve sworn to kill every dark wizardin a demonic cabal, but afew remain hidden.
- Twoyears ago you failed to protect a princess froma serpent cult and their snakes.
- Your folk dwelled in the rolling hills until they were slaughtered by treacherous devils from thecity.Youthirstforrevenge.
- You taught yourself how to survive in the deep jungle and spent most of your life alone. Today,you seek companionship andthe strength found in numbers.
- A friend of yours went their own way a fewyears ago. Rumors are they’re now a bandit.
- You’ve come into great wealth a few times but always lost it—most recently a year ago.
BarbarianAbilities
You gain all of the following benefits: Able to takethree more minor wounds and one more moderate wound Add+3 to Might Pool Add+1 to Speed Pool Add+1 Edge in Pool of your choice Freely use all weapons Freely use light and medium armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Frenzy(1+ Intellect): While in combat, you can enter a state of frenzy. Whilein this state, you can’t use Intellect points, but you add +1 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, butit ends if no combat is taking place within range of your senses.. Effort: Ease your allies’ attacks against one foe of your choice for therest of the combat. Enabler. Wilderness Survival: You know how to survive in unpeopled lands. After spendingat least ten minutes in the wilderness and succeeding on a difficulty 2 outdoor survival task (or a difficulty your GM determines is appropriate to the area), you find something useful you were seeking. The useful thing might be shelter inthe form of a caveortree hollow, all the makings necessary to start a fire, a game animal you bring down with ease, or berries, mushrooms, root vegetables, or other food. You knowhow tobestprepareanygameorvegetationyoufindandareabletofeedyourselfanduptofiveallies. Enabler.
Wounded Fury: While you have at least three moderate wounds or atleast one major wound, you gain one free level of Effort you can apply to one of your attacks each round. At tier 3, the benefit increases to two free levels of Effort. Enabler.
Free Level of Effort, page (ref)
Durations that persist until you take a recovery end immediately, not when the benefits of the recovery are gained after ten minutes, an hour, and so on.
[!example]
Barbarian Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A greatsword, appropriate clothing, chainmail armor, a backpack, a bedroll, 50 feet (16 m) ofrope, a crowbar, a wineskin (full), three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref)
Bard
You’re an entertainer: a singer, dancer, poet, storyteller, or something similar. Naturally charismatic and talented, your diligence and study have only improved your art. You know old poems, songs, jokes, and
stories, and you’re skilled at creating new ones, too. Your seemingly beneficentnature puts others at theirease,andyourperformancesliftspirits,easementalburdens,andmayeveninspire. Most characters on your team probably look to you for help, advice, and, if nothing else, a rousing performance to spark courage.Those same talents are useful when your group tries diplomacy. Whether you’re relying on the truth or attempting a deception, your ability to flatter, smile, and delight others may open places that swords and spells can’t.
Background Options
- You spent years as a wandering minstrel collecting epic tales, but some still elude you.
- Your younger sibling asked to apprentice with you last week.
- You were a court entertainer and courtier until a jealous noble slandered you.
- The theater your uncle runs was struck anddestroyed by a falling star last month.
- You wrote a song to galvanize the rebellion, but now the king’s assassins hunt you.
- You’ve beengetting gigs at an inn right outside the palace walls for almost a year.
- You received a rare book of poems as a gift from your lover, but it was stolen last week.
- Your instrumentbroke; you’ve been using a shoddy replacement since then.
Bard Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+1 to Might Pool Add+1 to Speed Pool Add+2toIntellectPool Add+1 Edge in Pool of your choice
Freely use light and medium weapons Freely use light armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
As a Bard, who is focused more on Speed than Might, you probably prefer to make dodge defense rolls in combat; if so, youprobably don’t wear armor because that would hinder your Speed defense rolls to dodge.
Expert Interlocuter: You aretrained in your choice of persuasion, deception, orintimidation. At tier 6, you can become an expert in that same skill if you are already specialized, but you must gain the skill normally. Enabler.
Expert, page (ref)
Inspiring Performance (2+ Intellect): With a rousing speech or inspiring music, you liftthe spirits of and inspire three allies who can hear and see you. While you continue to speak or perform each round as your action, affected allies gain an asset in a task you choose (combat or noncombat) related to your performance. Even after the effect ends, affected allies are so inspired that they add +1 to their next recovery. At tier 3, affected allies add +2 to their next recovery. Effort:Affectthreeadditionalallies. Action. A Smile anda Word: When you successfully interactwith acreature by succeeding ona persuasion, deception, or intimidation task—even those having to do with calming animals or communicating with someone or something whose language you do not speak—you also learn one small useful or at least
interesting bit of information. Forinstance, if you convince the guard to let you pass,you might also learnthattheirsupervisorisduebackintenminutes.Action.
[!example]
Positive and Negative Social Interactions
Any truthful, positive social interaction is covered by persuasion. Any untruthful, positive social interaction is covered bydeception. Any negative social interaction is covered byintimidation.
[!example]
Bard Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A rapier, a gittern (a musical instrument also known as a guitar) and pick, a shield, a backpack, a bedroll, 50feet (16 m) of rope,a stage makeup kit, three torches, three days of rations and water, a tinderbox, and enough extra currencyto buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
[!example]
Spellcasting
Most abilities that a Cleric, Mage, Sorcerer, Druid, Wizard, and similar types learn could be describedas “spells” or “rituals.” In terms of game mechanics, these are identical to abilities from other types; however,calling them spells or rituals gives them aspecific narrative feel appropriate to the fantasy genre. For instance, spellcasters might incant strange syllables and/or use accompanyinghand gestures when using their spells. Alternatively, they could consult a grimoire; brandish a holy symbol; and/or rely on pack pouches or othercontainers filled with a variety of odd dusts, scales of strange beasts, or oils of suspicious origin.
Cleric
You follow a divine being and serve as their representative among mortals. The power of your deity(or deities) allows you to perform minor “miracles” on their behalf. How well or poorly youfollow the teachings of your deityis up to you, but their main area of interest greatly influences how you see the world. For instance, a Cleric serving a god of fire may have different priorities than one who serves a goddess of the sea. But almost all deities agree on one thing: healing and blessing others is a good way to extend their influence in the world. Your allies may see you as a vital support with your abilityto bless their actions and heal their wounds after (or during!) a fight. But the truth is that you’re a capable warrior in your own right, armed andarmorednearlyaswellasfront-rankfighters,andwiththeaddedcapabilityofbeingabletoturn away your god’s most hatedfoes—usually the reanimated dead.
Background Options
- In a moment of doubt a decade ago, you lost yourfaith. You’ve spent all theseyears since makingupforyoursin.
- Your templeburned to the ground last year, and you still don’t know how or why.
- One month ago, you killed a demon-possessed fellow cleric of your order to save a child.
- Raised in a devout temple order, you’re driven by acompassion to heal those in need.
- Six monthsago, you recovered agilt-edged holy book, but it remains magically sealed.
- The only survivor of a foray into a ruin two years ago, you still rarely speak of it.
- Hand-selected by a deity to wander, your holy task is to root out forces of evil and unlife.
- You were recently released from lockup following a drunken brawl in a tavern.
Cleric Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+1 to Might Pool Add+1 to Speed Pool Add+2 to Intellect Pool Add+1 Edge in Pool of your choice Freely use light and medium weapons Freely use all armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
CombatProwess:Youadd+1damagetoonetypeofweaponattackofyourchoice:meleeweapon attacks or ranged weapon attacks. Enabler.
Divine Radiance (1+ Intellect): Youchannel divine influence to gain one of the following effects.
- Blessing: A target within short range is charged with benevolent divine grace. At any point before they’ve taken their next ten-minute orlonger recovery, they gain an asset to one action. Effort: Affect two additional targets.Action.
- Turn Undead: Up to five undead creatures of level 2 or less within shortrange are blasted by divine radiance (make separate Intellect attack rolls against each target). Affected targets are repulsed and must spend their next turn fleeing your presence. Effort: Affect two additional targets. Increase the maximum level of undead you can affect by 1. At tier 3, instead of causing affected targets to flee, you can make them unable to take actions for one turn. Action.
Depending on the game, your GM may decide Turn Undead works on demons or creatures of similar ilk instead of (or in addition to) undead.
Healing Hand (1+Intellect): With a touch, you reduceone wound’sseverity. A healed minor wound is gone completely, one moderate woundbecomes a minor wound, or one major woundbecomes a moderate wound. Each time you use Healing Hand, the Intellect cost increases by 1. The cost returns to 1 after you take a recovery. Lastaction.
AnNPCrecipientofHealingHandregains5health.
[!example]
Cleric Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own startingequipment. A mace or hammer, appropriate clothing, chainmail armor, a backpack, a bedroll, 50 feet (16 m) of rope, extra bandages (eases four healing tasks before being used up), a book ofprayers, two torches, three days of rations and water, a tinderbox, and enough extra currency to buy amoderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Druid
You have a magical affinity for animals and the landscapes they inhabit. Sometimes you serve as a protector of forests, grasslands, seas, or some other region natural creatures need to survive and thrive; other times you rely on your connection to such places to protect and empower yourself. You might be part of an ancient, far-flung priesthood or a self-taught celebrant channeling the magic of the forest, moon, storm, and beast. Your expertise provides your group both offensive might and more discreet or tactful possibilities when you’re traveling through or exploring wild environments. Your beast companion aids you and your allies in combat, and it also performs other tasks such as surveillance, distraction, tracking, reaching a locationlarge creatures can’t, and so on.
Background Options
- You were a solitary hermit tending a sacred grove until raiders burnedit. You still hunt them and the seeds they stole.
- News has it that a noble in the next town over is hunting a rare magical stag.
- A wanderer raised by animals, your integration into intelligent society has been rocky.
- For the last year, your recurring nightmare features an aggressive, reddishfungal blight.
- Your people tended a desert oasis until a mage’s curse dried its waters. You hope to one day discover the curse-giver’s identity.
- You found and returned the queen’s runaway dog; now you wonder if you should’ve kept it.
- Rumors suggest that a long-vanished society of druids has become active again.
Druid Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+1 to Might Pool Add+3 to Intellect Pool Add+1 Edge in Pool of your choice Freely use light and medium weapons Freely use light armor Gain one weapon of your choice Attier3andtier6,chooseanabilityfromtheFantasyGenreAbilitieslist
Beast Companion: You gain a follower that is a level 2beast of your size or smaller that accompanies you and follows your instructions. You and your GM must work out the appearance and personality of your beast. Its movement is based on its creature type (avian, swimmer, and so on).
If your beast companion dies,you can use your resource points to revive them or (byhunting in thewildforafewdays)locateandbefriendanewone. Enabler.
When working out the details of your follower, you might decide you’d like an animated plant companion rather than an animal.
Followers, page (ref) Resource Points, page (ref)
Friend to Small Creatures (1+ Intellect): A type of small creature you name that exists in the surrounding environment (such as insects, rats, bats, or birds) comes under your influence if you succeedon a difficulty 2 Intellect task for outdoorsurvival. Affected creatures within short range will not harm you or those you designate as allies until you use a ten-minute or longer recovery. Thisability doesn’t work against hostile swarms of creatures of level 3 or higher. Your creatures—even common insects (level 0)—can swarm in large-enough numbers to hinder the attacks or defenses of a single target, or take some other action. You can use thisability to calm or command vines, grass blades, creepers, roots, or branches of nearby plants instead ofanimals. Effort: Your creatures collectively respond to your commands as an NPC ally. Action.
An NPC ally can provide an asset to one task each round, like perception or defense, unless your GM decides the ally isn’t capable of providing that kind of asset.
Seeds of Fury (1 Intellect): You throw a handful of seeds in the air that ignite and speed towarda targetwithinlongrange,scratchingtheairwithtwistingsmoketrails.Asuccessfulattackdeals3 damage and catches the target on fire, inflicting +1 damage per round until the target uses an action to
douse the flames or until you’vetaken your next recovery. Action.
[!example]
Druid Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A quarterstaff, a bow and quiver of 12 arrows, appropriate clothing, leather armor, a backpack, a bedroll, 50feet (16 m) of rope,a tent, a candle, three days of rations and water, a tinderbox,and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Fighter
Weapon tightly gripped, you charge your monstrous foes. Anyone willing to holda sword might be called a “fighter,” butyou’re a cut above most. Less well-trained warriors mayserve as soldiers, guards, and muscle in a tavern, but a Fighter truly understands conflict and battlefieldcontrol. You’ve trained in specificweaponsandmethodsofdefense,havescarsfrompastfights,andprobablylookforwardto your next descent into anancient ruin or enemy’s outpost, if only so you canmatch your weapon against a foe’s blade or spell. In your group, you’re usually the most physicallycapable, the most durable, and the most ready to meet danger head-on. This attribute probably leads to a role as a protector of your friends—particularly
the least sturdy among them. If someone has to take the lead when entering themonster’s den, you’re amongthefirsttochargein.
Background Options
- You lost your childhood home in war and onlysurvived because you fought. Now, years later, you still seek out the last remnants of the enemy army.
- You’ve only recently recovered from a major wound after a giant ambushed you.
- People still occasionally recognizeyou as the winner of a local combat tournament.
- You were a captain during the war, but after the kingdom lost, you kept a low profile.
- Your sibling died exploring a haunted keep. Their sword passed to you three days ago.
- The constabulary discharged you a few months ago, and you’re still not sure why.
- The war was long andbloody,but now it’s finally over, and you need work.
- You came up as a city guard—until the city was sacked. Now you seek to redeem yourself by safeguarding those less sturdy than you.
Fighter Abilities
You gain all of the following benefits: Able to takethree more minor wounds and one more moderate wound Add+3 to Might Pool Add+1 to Speed Pool Add+1 Edge in Pool of your choice Freely use all weapons Freelyuseallarmor Gain one weapon of your choice
At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Expert Combatant: You are trained in a specific weapon attack of your choice, such asswords, axes, or bows; or in a broader category of attacks, such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in),but you must gain the skill normally. Enabler.
Expert, page (ref)
PressAdvantage: Whenyour damage-dealing attack roll is 17 or higher, you deal +1 damage with the attack. If you roll a 19or20, you inflict the extra damage regardless of whether you choose to deal additional damage or take a special minor or major effect. Enabler. SuccessiveAttack (2 Speed or Might): If you take down a foe, you can immediately make another attack on that same turn against a new foe withinyour reach as an extra action on your turn. You can use this ability with melee attacks and ranged attacks. Enabler.
An attack madeasan extra action on your turn (page (ref)) counts as a separate action for the purposesofmodifyingthemwithEffort.
Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.
[!example]
FighterEquipmentBundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A sword, appropriate clothing, chainmail armor, ashield, a backpack, a bedroll, 50 feet (16 m) of rope, spikes and hammer set,two torches, three daysof rations and water,a tinderbox, and enough extra currency to buy a moderatelypriced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Mage
You cast spells of blastingfire, magical protection, and force at a distance.As a spellcaster, you’re always on the lookoutfor new arcane secrets, magic lore, and spells you can add to your repertoire. You understand that the most powerful spells—those that can alter a creature’s form, open pathways to other worlds,orkill with a single word—are jealously guarded secrets even among friendly spellcasters, including between master and apprentice. But thatonly makes youwilling to brave nearly anythreat to search for such things, even in dangerous locations far below ground. You’re happy to rely on the physical protection providedby others in your group who are more armed and armored, leaving more esoteric threats and puzzles to your elevated talents. And any time potentiallyenchantedlootortreasureisdiscovered,othersinthegrouparelikelyhopingyou,withyour intelligence and experience, can explain their function. That’s not to say you’re not a threat in your own
right—you know at least one spell capable of magically blasting foes, and if you survive, you hope to learn even more.
Background Options
- You spent your early years studying in a magical academy, until a covetous god sent her followers to sack it.
- A few days ago, the spellcaster you apprenticed under was murdered.
- You apprenticed under a cruel teacher who you barely managed to escape—but he still seeks you after all these years.
- You bid on a rare book of arcane lore at last week’s auction but lost to a masked wizard.
- A trinket your sister called her lucky charm was delivered to you yesterday with no note.
- You learned your spells from an old book left to you by your uncle who disappeared mysteriously, and you still keep an eye out for news about him.
- More by accident than choice, you saved the life of the mayor’s adventure-seeking son.
- A demon who taught you one of your spells showed up last week to call ina favor.
Mage Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+1toSpeedPool Add+3 to Intellect Pool Add+1 Edge in Pool of your choice Cannot freely use any armor Gain one weapon of your choice
At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Blast (1+ Intellect): You emit a short-range blast of energy inflicting 4 damage on a target with a successful Intellect attack roll. Work with your GM to determine the type of energy comprising your blast (fire, cold, and so on). If given a few rounds to concentrate, you can use the energy to slice through material of up to level 5 that’s no more than 1 foot (30 cm) thick. Each level of Effort you apply increases the level of the material you can cut through by 1. Effort: Gain fine control over the effect, allowing you to vary the intensity as you wish within immediate range (for instance, you could use it to warm the area, cook food withoutburning it, provide bright light in the area, and so on); fine control lasts until you use a ten-minute or longer recovery. Action for attacking; Last action to initiate fine control or cutting.
The type of energy you release could be fire, in which case youmight call this ability Blast of Fire. Alternatively, your focus might suggest the energy type. For instance, this ability could produce a ray of electricity—especially if your focus is Rides the Lightning (page (ref))—and be called Blast of Lightning.
Mage Armor (1 Intellect): An invisible field of energy surrounds you until you use a ten-hour recovery. This allows you to try blocking attacks with an eased Intellect defense rollinstead of a Might defense roll; if you succeed, you reduce the severity of the wound by one step. At tier 3, your Intellect defense rolltoblock an attack is easedby two steps total. Action.
Durations that persist until you take a recovery end immediately, not when the benefits of therecoveryaregainedaftertenminutes,anhour,andsoon.
PrepareSpell: Each day you can pick a different magical effect and cast it as a spell. Choose a low-
power manifest cypher. After spending ten minutes preparing, you gain that cypher’s effect as a spell (a character special ability). You can cast that spell as an action, costing 2 Intellect. This spell does not count toward your cypher limit. Unlike when using a cypher, you do not lose this spell after casting it. As part of making a ten-hour recovery, you can change which cypher you’ve taken as a spell. At tier 3, you can use this ability to choose a low- or medium-power cypher as a spell. You can cast a medium-power cypher spell as an action, costing 4 Intellect. At tier 6, you can use this ability to choose a low-, mid-, or advanced-power cypher as a spell. You can castan advanced-power cypher spell as an action, costing 6 Intellect. You can select this ability up to three times (allowing you to choose one, two, or three cyphers each day as spells). Ten minutes to prepare a cypher as a spell;actiontocast a cypher as a spell.
Manifest Cyphers, page (ref)
[!example]
Mage Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A dagger, appropriate clothing, a spellbook (which also serves asa field journal for taking arcane notes), pen, ink,a backpack, a bedroll, 50 feet (16m) of rope, matchsticks (10), a magnifying glass, three torches,threedaysofrationsandwater,twoflasksofoil,andenoughextracurrencytobuya moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [ENDBOX
Monk
You don’t use weapons—you are a weapon. With powerful punches, kicks, and full-body moves, you inflict incredible damage on your foes. By focusing your energy (sometimes called chi, ki, or just “grit”), you magnify your power and speed. You probablygained your skills through intense training, fighting in real-world tournaments against your peers and betters, and, more recently, putting your unique skills to use in adventuring. Weaponless martial artists are both feared and revered, which means your role in your group is likely unique in one sense. However, you join any other frontline warriors onyour team, using your weapons of hand, foot, knee, andelbow far more nimbly than someone swinging around a bulky slab of metal.
Background Options
Brought up in a secluded monastery, you left before you completed your training and still regret it after all these years.
The master you were training under was called to the capitaltwo weeks ago.
Your old rival appeared intown a few months ago and apparently wants a rematch.
Your entire family was killed when a volcano erupted. Since then you’ve dedicated yourself to destroying primordial and elemental beings, especially those related to fire and earth.
A document you found in a library a year ago claims your family descends from dragons.
Growingup,youneverlostacompetitiveboutinthemonthlygamesinyourcommunity, except once. You still searchfor the one who beat you in hopes of a rematch.
Your close friend disappeareda few months ago, and their debts became your debts.
In off hours, you’ve been studying artful flower arrangement for the last couple of weeks.
Monk Abilities
You gain all of the following benefits: Able to takethree more minor wounds and one more moderate wound Add+2 to Might Pool Add+2 to Speed Pool Add+1 Edge in Pool of your choice Cannot freely use any armor At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Flurry (2 Speed): After making a light unarmed attack, as an extra action on your turn you make another light unarmed attack against the same target or a different one. At tier 3, you can make a third light unarmed attack as a third action on your turn. Action.
A few character abilities allow you to treat your unarmed attack as a medium weapon instead of a light weapon. You can’t use Flurry with a mediumunarmed attack.
Extra Action on Your Turn, page (ref)
Nimble(2Speed):AsaFirstaction,youmoveuptoashortdistanceandthencantakeanother First action, such as attacking with a light weapon or opening a door (the movement happens before the First action, not the other way around). Enabler.
First Actions, pageXX
No Need for Weapons: Your unarmed attacks (such as punches, kicks, elbows, or knees) inflict an additional2damage.Enabler.
[!example]
Monk Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. Appropriate clothing, a backpack, a bedroll, 50 feet (16 m) of rope, a meditation mat, three torches, three days of rations and water, a tinderbox, and enough extra currency to buy an expensive item.
Equipment, page (ref) Currency, page (ref) Expensive items, page (ref) [END BOX
Necromancer
Decomposing flesh radiates fading life force. You know how to siphon that power,twist and shape it, then reinfuse the deadwith it to return them to ambulatory service. Youcan also draw that energy directly from themtoheal your own rent flesh or anyone near you. In fact, your necromantic prowess gives you a degree of control over undead of all sorts, allowing you to daze and repel them, oreven briefly command their service. Because your abilities are so directly tethered to death, many people fear and hate you regardless of your deeds and true motivation. Youranimatedhelperscanaidwhoeveryoucommand,includinganyallieswillingtoaccepthelp from a corpse. Likewise, your ability to drainlife from your foes to heal your flesh can also provide balm
to allies willingtoaccept it. And should your group face an externalnecromantic threat, you have the knowledge and power to help confront it.
Background Options
- When your spouse died, you dedicated your life to bringing them back, if notto life, then at least to a lifelike animated facsimile. But so far, it’s been failure upon failure.
- About six months ago you animated a corpse that whispered your name before turning to dust.
- You recently discovered there’s a bounty on you because you reportedly disturbed a graveyard.
- After nearly dying as a young person, you decided that seeking immortality through unlife was your goal.
- The dark school where you learnedyour craft wasdestroyed by lightning a few months ago.
- Your sibling was found dead a year ago, apparently killed by an undead host. [Bullet] You learned your craft from sigils scribed in thewalls of ancient tombs, but now all the things buried there continually seek you out to “reclaim” what you stole.
- Your friend remains angry that you failed to turnup for an important ceremony three months ago.
NecromancerAbilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+4 to Intellect Pool Add+1 Edge in Pool of your choice
Freely use light and medium weapons Freelyuselightarmor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Basic Necromancy (3+ Intellect): You animate the body of a dead creature of approximately your size or smaller within immediate range, creating a level 1 follower that is an undead creature. It has none of the intelligence, memories, or specialabilities that it had in life. The creature follows your verbal commands untilyou use a one-hour or longerrecovery, after which it becomes an inert corpse. Unless the creature is killed by damage, you can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. If you use Basic Necromancy to animate a second body, any body you’ve already animated with this ability becomes an inert corpse again. Action to animate.
Followers,pageXX
Drain Life (1+ Intellect): You send forth an ashy tendril reaching up to short range, inflicting 2 damage to a living target with a successful Intellect attackroll. You benefit from their drained life, healing a minor wound from yourself or an ally within immediate range. At tier 3, if you apply two levels of Effort, a successful attack inflicts 5 damage and heals a moderate or minor wound from yourself or an ally within immediate range. Action. Tribulation (1+ Intellect): You conjure pure spiritual energy to blast up to five undead, demons,and creaturesofsimilarilkoflevel2orlesswithinshortrange.IfyousucceedonaseparateIntellectattack against each foe, you choose whether they spend their next turn fleeing or lose theirnext turn.
Effort: Increase the maximum level of the foe you can affect by 1. Specify some other action forthe creatures to perform for one round, such as attacking a foe ofyour choice. Lastaction.
[!example]
Necromancer Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A quarterstaff, appropriate clothing,a book of necrotic lore, a backpack, abedroll, incense (10 sticks), matchsticks (10), a lantern, three days of rations and water, three flasks of oil, and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Paladin
By the power granted to you through righteous divine will, you protect and heal the innocent, driveout anddestroytheservantsofevil,andstrivetoliveuptoyouroathsofhonorandservice.Aswitnessed before your god, you stand for justiceand against the forces of corruption—usually delivered by the holy power you channel through your weapon.
You’re among the first in your group to face your foes, seemingly fearless.You’re most effective in situationswhereyourpresencecandrawtheattentionofyourfoesawayfromyourallies,especiallyas your gods-given power can serve as a proactive defense.
Background Options
- You were first calledtoservice by a divine vision of acoming world-ending disaster. If you gather enough power in your god’s name, you believe you can avert it.
- You served for yearsin a holy war in a faraway land, but returned home last month.
- A few weeks ago, a seer claimed a demon was secretly attempting to corrupt you.
- After your parents were slain by evil dragons, you took up their path to honor their lives (and slay evil dragons).
- Last week you woke up with no memory at all of the preceding year.
- You were discharged from the templea year ago under a cloud of suspicion.
- You were a simple priest until your temple was sacked. Then you took up the sword, driven by a zealous commitment to smite evil.
- You triumphantly drove a nest of ghouls from the local graveyard a few weeks ago.
Paladin Abilities
You gain all of the following benefits: Able to takethree more minor wounds and one more moderate wound Add+3 to Might Pool Add+1 to Intellect Pool Add+1EdgeinPoolofyourchoice Freely use all weapons
Freely use all armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. Holy Succor (1+ Intellect): While an ally within immediate range of you has at least three moderate wounds or at least one major wound, you can extend your divine grace, granting them one free level of Effort they can apply each round to an attack or defense roll. The divine grace they are afforded lasts until the wounds are healed or they use a ten-minute or longer recovery. Each time you use Holy Succor, the Intellect cost increases by 1. The cost returns to 1 after you take a recovery. Enabler.
Free Level of Effort, page (ref)
Sacred Smite (2 Intellect): Choose one creature you can see that you want to be punished for their transgressions. Until you attack a different creature, your attacks against that creature deal +1 damage from divine energy coursing through yourmelee or ranged weapon. Ifthe target is an undead creature, a demon, or ofsimilar ilk as designated by your GM, you choose whether your successful attack inflicts +2 damage or your foe must flee from you for one turn. Attier3,thebonusdamageagainstundead,demons,andsimilarilkincreasesto+3. Enabler.
[!example]
Paladin Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own startingequipment. A greatsword, appropriate clothing, chainmail armor, a holy symbol or portable shrine depicting the higher power you serve, a backpack, a bedroll, 50 feet (16 m) of rope, three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Ranger
You’re adept at traveling through perilous places. Hard experience has taught you that trust is something to be offered only rarely, and even then, might have to be traded for enmity. You know how to think like, track, and, if need be, bring down your prey, whether your quarry is wild game or someone you’ve determined must be hunted. Your ability to navigate is important in any group where travel to distant unknown regions and/or through mazelike tunnels under the earth happens with any sort of regularity. Your skill in finding the right path makes you invaluable anytime your group needs to track a foe who’s fled the scene and, once found, quickly dispatch them.
Background Options
Raisedinthedeepestwilds,yourtrainingwaspassedtoyou,andyourdutyistooneday pass that same training on to a worthy heir.
An old friend asked you to help someone in need, but you were never able to find them.
An enemy from your past recently tracked you down, but you lost them again.
You served as a scout for a frontier settlement. One day upon your return, it was goneasif it had never been. You still search, as possible, for what might have happened.
While serving as a bodyguard for a crime lord, you killed a city watch officer.
Your sibling was devoured by a monster when you were young. To this day, you’re motivated to hunt down and eliminate such creatures.
You still trade on the baroness’s gratitude for locating her missing son a few years ago.
You gained your strange scar exploring a dungeon, but you don’t remember how.
Ranger Abilities
You gain all of the following benefits: Able to takethree more minor wounds and one more moderate wound Add+1 to Might Pool Add+2 to Speed Pool Add+1 to Intellect Pool Add+1 Edge in Pool of your choice Freely use light and medium weapons Freely use light and medium armor Gainoneweaponofyourchoice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Expert Tracker: You are trained in tracking.
At tier 6, you can become an expert in tracking if you are alreadyspecialized,but you must gain theskillnormally. Enabler.
Expert, page (ref)
Find the Way: When you are tracking a creature, have gotten lost, don’t know the first step to take to begin a journey,orare attempting to choose between two or moreroutes to take, you can ask your GM onequestion about the task and get a veryshort, helpful answer. Onceyou use this ability, you can’t use it again until after your next recovery. Action. Quarry (2 Intellect):Choose one creature you can see to be your quarry. You gain anasset on all tasks involving following, understanding, interacting with, attacking, or defending against your quarry. Your attacks against your quarry deal +1 damage. This benefit encompasses hunting-related tasks, if appropriate, such as skinning, dressing, the best way to prepare and preserve any resulting game meat, and so on. You can have only one quarry at a time. At tier 3, you can have twoquarries at a time. Action.
You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.
[!example]
Ranger Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. Aswordorbow(plusaquiverof12arrows),appropriateclothing,acompass,abackpack,abedroll, 50 feet (16 m) of rope, a wineskin (full), three torches, rations and water for three days, a tinderbox, and
enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref) [END BOX
Rogue
You’re crafty; some might even say shady. That’s because yousurvive risky endeavors with stealth, skill, and the grace that comes with quickreflexes. Yousize up the vulnerabilities of others with a glance, and when it’s in your bestinterest, exploit opportunities to their fullest. What you lack in brawn you more than make up for in guile, furtiveness, and maybe a littlebit of luck. You prefer letting someone else in your group charge head-first into conflict, allowing you to slip past unnoticed, possiblyso you can stick a dagger in an enemy’s back. When danger isn’t imminent, you’re among the best suited to carefully examine a new location and, if necessary,remediate traps and unlock vaults.
Background Options
You got your start by working for a criminal guild and still retain an insatiable hunger for coin.
Last week you “helped” the city watch unlock asafe found in an abandoned wagon.
Your salvage of a sunken vessel in the harbor last month was interrupted by pirates.
Your father disappeared two weeks ago with no explanation.
You grew up on the streets, surviving on your wits, your nimble fingers, and the aid of a friendwholaterbetrayedyounearlytoyourdeath.Youstilllookforthem.
You built up a small retail business. That ended when it burned down three months ago.
Raised anoble, you took up theft as an illicit “hobby” that grew out of control, and now lead something of a double life.
Your acquaintance the duke invited you to a grand party scheduled for next month.
Rogue Abilities
You gain all of the following benefits: Able to taketwo more minor wounds and one more moderate wound Add+3 to Speed Pool Add+1 to Intellect Pool Add+1 Edge in Pool of your choice Freely use light and medium weapons Freely use light armor Gain one weapon of your choice At tier 3and tier 6, choose anability fromthe Fantasy Genre Abilities list
Detect Traps (2+ Speed or Intellect): When you roll to find a trap and your roll is less than a 9, treat the roll as a 9. (This means you don’t get a GM intrusion if you roll a 1.) Each level of Effort you apply You retain your increased trap sensitivity until you use a ten-minute or longer recovery. Effort: Increase the minimum number rolled for this ability by 3. Attier3,theminimumnumberrolledforthisabilityincreasesto12. Action.
Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.
Expert Sneak: You are trained in stealth. At tier 6, you can become an expert in stealth if you are already specialized, but you must gain the skill normally. Enabler.
Expert, page (ref)
Sneak Attack (1 Speed):If you use a light weapontoattacka foe underone of the following conditions, your attack inflicts +5 damage. (This ability doesn’t work with medium or heavy weapons.)
- You attack with surprise.
- An ally uses their action to ease your attack.
- Your foe’s defenses are hindered due to some other ongoing direct distraction.
- Your foe is unable to take their next turn due to some disabling attack or situation. First action.
[!example]
Rogue Equipment Bundle
Choose the following equipment bundle to quickly outfit your character, or assemble your own startingequipment. Two daggers, appropriate clothing,a bag of light tools (including lockpicks),a backpack, a bedroll, 50 feet(16 m) of rope, a hand mirror, three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.
Equipment, page (ref) Currency,pagexx Moderately priced items, page (ref) [END BOX