Ignore
Half Folk (Halfling)
Athletic (+1)
- Halflings are nimble beings. They start with a d6 in Athletics instead of a d4. This increases their maximum Athletics to d12+1.
- Halfling Wild Cards may share their Prophecy Shards with other Wild Cards with whom they can communicate.
- Halflings Wild Cards draw one additional Prophecy Shard per game session.
- Halflings have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
- Halflings are considered Size –1 and have –1 Toughness.
- Halflings begin play with a d6 in Stealth. This increases their maximum Stealth to d12+1.
Attributes
Agility(2, S5)
Smarts(1,H)
Spirit(2)
Strength(0)
Vigor(N2)
Smarts(1,H)
Spirit(2)
Strength(0)
Vigor(N2)
- Agility: d10
Smarts: d8
Spirit: d8
Strength: d4
Vigor: d6
Skills
Athletics(C,Ha,1)
Boating(C)
Common Knowledge(C,1)
Fighting(1)
Focus(3)
Notice(C,2)
Persuasion(C)
Piloting(C)
Repair(C)
Stealth(C,Ha,1)
Thievery(3)
Boating(C)
Common Knowledge(C,1)
Fighting(1)
Focus(3)
Notice(C,2)
Persuasion(C)
Piloting(C)
Repair(C)
Stealth(C,Ha,1)
Thievery(3)
- Athletics: d8
Boating: d4
Common Knowledge: d6
Fighting: d4
Focus: d8
Notice: d8 +2 (Alertness)
Persuasion: d4
Piloting: d4
Repair: d4
Stealth: d10
Thievery: d10
- Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
- AB: Gifted - Blessed by TymoraARCANE SKILL: Focus (Spirit)
STARTING POWERS: 1
POWER POINTS: 15
The character has innate abilities that don’t fit into the usual tropes of magic, miracles, or psionics. Their powers may be low-level super powers, divine gifts, or even alien abilities, and are often very unusual or unique for their setting.
Gifted will require gestures, but never require a focus or incantation. However Gifted must have a defined power list of 6 powers or less.- Everybody Makes Mistakes Sometimes (Arcane Protection, Self Only)
- Just Lucky, I Guess (Boost Trait)
- Those Insults are Too Close to Home (Confusion)
- Wow, They Missed (Deflection)
- It Was Not as Severe as We Initially Thought (Healing, Lesser)
- Lucky Hit Again (Smite)
AlertnessNot much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.Common BondSelfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.
A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.ElanElan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.Extra EffortSome Gifted can dig deep into their souls to significantly boost their powers. Extra Effort increases
a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a
Critical Failure.LuckThe adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!). He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
- Curious (M)It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.Hunted (M) - The HiveLoyal (m)This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.Mild Mannered (m)Your milquetoast just isn’t threatening. Maybe he’s a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, he has a hard time looking tough. He subtracts 2 when making Intimidation rolls.
- Just Lucky, I GuessBoost Trait
- Rank: Novice
Power Points: 2 ->1 (Limited Aspect)
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Good Luck
This power allows a character to increase a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Modifiers
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- Rank: Novice