The role you choose grants your character certain benefits and permissions. Your character's role expresses their primary function within the adventuring party. This isn't to say that a character with the warrior role can't also cast spells. On the contrary, your high concept may be worded in such a way as to grant you permission to magically overcome obstacles and use your approaches to create magical advantages. However, if you want access to all of the benefits of a different role, you must wait for a major milestone, spend a point of refresh, and reword your high concept. There are four main roles for you to choose from for your character.
These are the earthly representatives of the divine.
Permissions: Light/Medium Armor, Bludgeoning Weapons, Shields, Divine Magic
Example Aspects: Cleric of Mishakal, Knight of the Skull, Order of the Clerist, Citadel Mystic, Legion Mystic, Minotaur Forerunner; Kender Nightstalker
Approaches
Your highest approach should be determined by the deity you follow. For Instance, a cleric of Mishakal who focuses on her healing domain might benefit from a high Finesse bonus, while a cleric of Kiri-Jolith who specializes in warfare might choose Force as their highest approach.
Unique Conditions
Divine Favor (sticky): [x] This condition is always marked unless you behave contrary to your faith. For mystics, perhaps you lose faith in yourself by taking a condition that indicates such or through game-play you indicate some doubt in your abilities. For clerics, you lose favor with your deity by behaving in some way that conflicts with their teachings. While this box is unchecked you lose access to your core stunts. Recover this condition by performing an acceptable act of atonement as defined by the GM.
Faith (sticky): [ ] [ ] [ ] [ ] [ ] Mark a box of Faith to gain a benefit as described in your stunts. Once you’ve marked all boxes of Faith, you may not cast spells until you recover. Recover one box of Faith between scenes or all boxes after spending at least an hour in quiet meditation and getting a full night's rest.
Core Stunts
Divine Spellcasting. You have permission to purchase divine stunts and cast spells that fit the scope of your deity’s portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects. when
Mark a box of Faith to gain a +1 for each box checked on a single magical action.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible. Mark a box of Faith to gain a +1 on this attempt or 2 boxes to gain a +2.
Acolyte. You have received training that has allowed you to delve deeper into your faith. Choose one effect and an action/approach combination. You receive a +2 when performing that exact combination.
Additional Stunts
Medallion of Faith. You are a member of a Holy Order and have a medallion that glows with an inner light and bears the symbol of your patron deity. When a new cleric, of any faith, is confirmed, your medallion can replicate itself, only with new iconography appropriate to the new cleric. While it is assumed that every cleric of the true gods has a Medallion, many have effects unique to its owner. Add one such effect to your medallion now. You may spend refresh to add more spell effects to your medallion.
Power of the Heart. You have learned to coax your inner spark into a divine flame. Replace your Divine Favor condition with a new unique condition as described below.
Exhausted (lasting): [ ] Mark Exhausted to recover all boxes of Faith. Additionally, you receive a +2 bonus on all magical actions until the end of the scene or a +4 bonus on a single magical action. Afterward, you are no longer able to cast spells at all until you recover. Begin recovering this condition by taking refreshment and getting a full night of uninterrupted rest.
To the Abyss With You! (requires Get Back, Hellspawn!). When you succeed with style while attempting to turn an undead creature, you may choose to destroy it instead.
Healer. When you succeed with style on an overcome action made to magically aid someone in recovering from a condition that represents a physical wound, you gain two free invokes on the aspect created rather than one.
Divine Light. Once per session, you may seek divine insight on any single problem, issue, or challenge you may be currently facing. You can ask the GM a specific question. The GM’s answer should be designed to lead you to a solution.
Naturalist: Pick a type of animal (mammal, bird, reptile, insect, etc.). You have the ability to communicate with all creatures of that type.
Stormbringer. Once per session you may call forth lightning that can strike multiple targets in the scene without splitting the stress between them.
Battle Cleric. You have been trained in martial warfare to further serve your deity on the battlefield. You gain permissions for heavy armor and martial weapons.
Beast Form. You've learned to transform your physical form into that of a natural animal. For the remainder of the scene or until you choose to end the effect, you gain an aspect that indicates your new form. You may exchange the rating of any two approaches with that of two other approaches and gain all of the natural abilities of your new form.
Wielders of mysterious and powerful magic.
Permissions: Staves, Daggers, Arcane Magic
Example Aspects: White Robe Wizard of High Sorcery; Renegade Wizard; Solamnic Order of the Kingfisher; Legion Sorcerer; Knight of the Thorn; Qualinesti/Silvanesti Elf
Approaches
Reason is often a wizard's highest approach, while sorcerers tend to choose Spirit. However, the nature of the spells you prefer will inform the favored approach.
Unique Conditions
Strained (sticky): [ ] Mark Strained to gain a benefit as described in your spellcasting stunt. When you are Strained the GM has one boost to use against you in any scene in which your fatigue could be a factor. Recover from this condition by making an active effort to rest. You may recover between scenes with the GM’s permission if there is a sufficient time lapse.
Exhausted (lasting): [ ] Mark exhausted to gain a benefit as described in your spellcasting stunt. Afterward, you are no longer able to cast spells at all until you recover. Recover this condition by taking refreshment and getting a full night of uninterrupted rest.
Core Stunts
Arcane Spellcasting. You have permission to purchase arcane stunts and use them to perform any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
Mark a stress box to gain a +1 or two stress boxes to receive a +2 on any single magical action. You may mark only two boxes at a time.
Mark Strained to receive a +4 bonus on any single magical action.
Mark Exhausted to receive a +2 bonus on all magical actions until the end of the scene or, if Strained is already marked, to receive a +4 bonus on a single magical action.
Apprenticeship. You have learned to refine your talent for magic in some way. Choose one arcane magic action and an action/approach combination. You receive a +2 when performing that exact combination.
Additional Stunts
Wizard of High Sorcery. You have passed the Test of High Sorcery. You may reword your High Concept and trouble to indicate your new status and how the Test impacted you even if you haven't hit a major milestone. You now have access to a Tower of High Sorcery and all of the arcane knowledge contained therein. Additionally you receive an item of power with a name, a concept and flaw aspect, and one stunt effect
Primal Sorcerer. You've learned to tap into the primordial magical energy that permeates the world. You may mark any number of stress boxes to receive a +1 bonus to your spells per box marked. You may also mark your Dazed condition to gain a +2 or your Hurt condition to gain a +3 to any single magical action. If you use this benefit, or the benefits gained from your spellcasting stunt, and are taken out, the zone you're in receives a situation aspect representing some bit of wild magic you've unleashed on the scene.
Familiar. You have a familiar that can offer assistance in a number of ways. Give your familiar a name, a high concept and a trouble aspect. Additionally, list two things your familiar does well, marked at +1, and one thing it does poorly, marked at -1. All other actions are performed at average (+0). When you are able to spend refresh on yourself, you may choose to spend it on your familiar instead.
Elementalist. Select one type of element (fire, water, air, etc.), one approach, and one action (attack, defend, overcome, etc.). When performing that combination in order to cast a spell involving that element, you gain a +2 on the action.
War Wizard. You gain two additional stress boxes that can only be used to modify your spells. These boxes may not be used for any other purpose, such as for absorbing stress.
Seer. You are able to peer into the River of Time and, to a limited degree, see what is about happen. Once per scene, you can ask the GM a specific question. The GM’s answer should fit the theme of your character’s precognitive ability, but the answer must be designed to lead you to the truth.
Hidden Wells of Power. Once per session, you may mark the Dazed condition to gain a benefit normally conferred by marking the exhausted condition.
Minor Magic Item Connoisseur. You have an assortment of minor magic items that provide a +1 bonus to a specific approach/action combination or creates some other effect on the scene. Once per session, describe the item and the desired stunt effect. The item (or its effect) will remain in play until the end of the scene, after which it loses all arcane power.
Cunning and fast, with a wealth of tricks and expertise.
Permissions: Light Weapons and Armor, Thieves' Tools, Thieves' Cant
Example Aspects: Kender Handler; Palanthas Guild Thief; Legion Scout; Street Urchin; Friendly Local Highwayman
Approaches
Guile is usually a rogue's highest ranked approach, often followed by Finesse.
Unique Conditions
Fool’s Luck (sticky): [ ] [ ] [ ] [ ] [ ] Mark boxes of Fool's Luck to access the benefits of your stunts as indicted in their description. Clear one box of Fool’s Luck in between sessions. You may clear all boxes of Fool’s Luck by marking Hunted.
Hunted (sticky): [ ] Someone (or something) has taken a special interest in you. This could be an organization seeking justice, a former colleague seeking notoriety or vengeance, or some other creature looking to recover something you’ve acquired in your travels. Clear this condition once you’ve dealt with the threat.
Core Stunts
Shadow Strike. When you make an attack using Guile while hidden from your target, your attack gains a +2 bonus.
Thieves’ Tools. You have a set of tools that allow you to make overcome actions to open locks and disarm traps. You may mark a box of Fool's Luck to gain a +1 or two boxes to gain +2 on the attempt.
Additional Stunts
Fast Reflexes. Mark a box of Fool's Luck to gain a +2 on spirited defend actions when you are attempting to avoid sneak attacks, sprung traps, or attacks that target an entire zone you occupy.
Special Favors. Mark a box of Fool’s Luck to call in a favor. Each box marked in this way creates a minor NPC with a Fair (+2) rating in a single skill set you need. Alternatively, marking two boxes can create a single NPC with a Great (+4) rating in a single skill set.
Second Story Savant. You can mark a box of Fool's Luck to climb a vertical surface one zone without taking the overcome action.
Spell-filch. You’ve been trained to locate and disarm magical wards and traps. When attempting an overcome action against either, you can mark a box of Fool's Luck to gain a +1 or two boxes to gain a +2 on the attempt.
Master of Shadows. You gain +2 on attempts to conceal yourself from sight.
Jack of all Trades. Once per session, you may mark a box of Fool’s Luck to gain a +2 bonus on any single action you attempt.
Stalwart fighters, either for themselves or for a cause.
Permissions: All weapons, All Armor, Shields
Example Aspects: Knight of the Crown; Knight of the Lily; Steel Legion Warrior; Que-Shu Plainswoman; Kagonesti Hunter
Approaches
Typically, Force is the top approach for warriors. However, Finesse or Spirit are sometimes chosen.
Unique Conditions
Endurance (sticky): [ ] [ ] [ ] [ ] [ ] Mark boxes of Endurance to access the benefits of your stunts as indicted in their description. Clear one box of Endurance between sessions or all boxes after getting a full night's sleep.
Fatigued (sticky): [4] Mark this condition to recover all boxes of Endurance or to absorb four shifts of stress from a single attack. While this condition is marked, you have an additional aspect that represents the nature of your injury. Begin recovery from this condition after you’ve received medical attention in a quiet environment (in other words, not in the field) or someone has succeeded at a healing action against Great (+3) opposition on your behalf. You recover fully at the end of the next session.
Doomed (lasting): [6] Mark Doomed to absorb six shifts from an attack. If you're taken out with this condition marked, death is an option. A healer may attempt a Great (+4) healing overcome action to unmark Doomed, but you must immediately mark Fatigued instead. Otherwise, this condition clears at the beginning of the session after you've spent at least a whole session on bed rest.
Core Stunts
Weapon Specialization. Pick one martial weapon. When using that weapon, you may mark a box of Endurance to gain a +1 bonus to an attack or a +2 bonus to create an advantage.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
Additional Stunts
Weapon Mastery (requires Weapon Specialization). Gain an additional +1 on attack actions made with a weapon in which you have specialized when you mark a box of Endurance.
Whirlwind Attack. Mark a box of Endurance to attack a second target in a scene without dividing your result or 2 boxes to attack every target in a single zone without dividing the result among targets.
Frenzy. Mark fatigued to gain a +2 bonus on all forceful attack actions made with melee weapons until the end of the conflict. Additionally, you may mark boxes of endurance to absorb any stress taken until the end of the conflict. Then, after the conflict ends, absorb the stress with stress boxes and conditions as normal. You may not benefit from any other stunts during a conflict in which Frenzy is in effect.
Survivalist. You gain a +2 bonus on overcome actions made to find paths, locate the tracks of your prey, or find sources of food, water, and shelter when in a wilderness environment.
Tactician. If given the chance to plan ahead of time, any advantages you create in preparation for use in a future scene gain one additional free invoke.
Holy Warrior. Choose one aspect from your deity's portfolio. You gain permission to use your approaches to cast divine spells that create advantages and overcome obstacles, so long as the effect fits within the scope of that aspect.
Nemesis. Name a specific humanoid or type of creature. When in combat with that person or creature, you gain a +2 when attempting to create advantages against them.