As normal, except:
3 additional points to be applied to your approaches
additional point of refresh.
Great (+4)
Aspects
Noble Hylar Dwarf Warrior; Prince-Regent of Thorbardin; Clan Above All Else
Approaches
Creativity +2; Finesse +2; Force +4; Guile +0; Reason +2; Spirit +2
Armor
Chainmail [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
Size
medium
Stunts
Light Armor Training. While wearing light armor, you gain one free invoke of your armor aspect per scene.
Medium Armor Training. While wearing medium armor, you gain two free invokes of your armor aspect per scene.
Heavy Armor Training. While wearing heavy armor, you gain three free invokes of your armor aspect per scene.
Weapon Specialization. Pick one weapon (Brightblade). When using that weapon to make attacks, you gain a +1 bonus on the attempt.
Hidden Reserves. Once per session, you may clear all four of your base stress boxes.
Inspiration. By making a creativity overcome roll opposed by your target's spirit rank, you can give your target a +2 to their next action.
Aspects
Green Gemstone Man; Immortal; On the Run
Approaches
Creativity +1; Finesse +1; Force +4; Guile +2; Reason +1; Spirit +2
Stress/Cons
[1] [1] [1] [1]
[2] Dazed [6] Hurt
Size
medium
Stunts
Regeneration. Any stress or conditions Berem takes, even if they are extreme, will clear in between each scene.
Lost in a Crowd. Berem gets a +2 on Guile advantages he creates when trying to hide.
Aspects
Ancient Gold Dragon; Guardian of Derkin's Tomb; Shapechanger
Approaches
Creativity +5; Finesse +3; Force +6; Guile +4; Reason +6; Spirit +2
Stress/Cons
[1] [1] [1] [1] [1] [1] [1] [1]
[4] [4] Dazed [6] [6] Broken
Draconic Nature: [ ] [ ] [ ] [ ] [ ] Mark a box of Draconic Nature to gain a benefit as described by your stunts. Recover a box of Draconic Nature in between sessions or all boxes by marking Exhausted.
Exhausted (sticky): [ ] Mark Exhausted to recover all boxes of Draconic Nature. Recover this condition by eating, drinking, and sleeping uninterrupted for a day.
Size
Monstrous (+3)
Stunts
Fear Me!. Once per scene, mark a box of Draconic Nature to make an attack against all creatures in a scene. Those who fail take the frightened (fleeting) condition until the end of the scene.
Burning Man. Mark all boxes of Draconic Nature to forcefully spew acid at a single target. If successful, the target gains burning (sticky) as a condition in addition to the stress received from the attack.
Flight. Evenstar can move vertically and ignores obstacles that trouble land-bound creatures.
Dragon Tail With a Side of Wings. When you succeed w/ style on a force attack, target gains the prone (fleeting) condition with one free invoke.
Forged in Flame. Gain access to the evocation (fire) realms of sorcery.
Aspects
Dragonlord of the Red Wing; No Shred of Conscience; Nightbringer; Ember the Red Dragon
Approaches
Force +6; Spirit +5; Creativity +4; Reason +3; Finesse +2; Guile +0
Armor
Dragon Scale Armor (Amr3) [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [6] Hurt
[x] Divine Favor
Size
medium
Stunts
Divine Spellcasting. You have permission to cast spells that fit the scope Takhisis' portfolio when performing any of the four actions. If you desire, you may push yourself harder to achieve greater effects.
Get Back, Hellspawn!. You may attempt to force an undead creature to turn and move as far away from you as possible.
Divinity Adept. You have received training that has allowed you to delve deeper into your faith. Choose one effect (Healing) and an action/approach combination (Finesse/Overcome). You receive a +2 when performing that exact combination.
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.
Nightbringer: When you make a successful attack, in addition to the stress inflicted, you may spend a fate point to attach the blind condition to your target until the end of the scene.
Aspects
Ancient Red Dragon; Resentful of Verminaard
Approaches
Force +5; Spirit +4; Reason +3; Creativity +2; Finesse +1; Guile +0
Stress/Cons
[1] [1] [1] [1] [1] [1] [1] [1]
[2] Dazed [6] Hurt
Draconic Nature: [ ] [ ] [ ] [ ] [ ] Mark a box of Draconic Nature to gain a benefit as described by your stunts. Recover a box of Draconic Nature in between sessions or all boxes by marking Exhausted.
Exhausted (sticky): [ ] Mark Exhausted to recover all boxes of Draconic Nature. Recover this condition by eating, drinking, and sleeping uninterrupted for a day.
Size
Monstrous (+3)
Stunts
Fear Me!. Once per scene, mark a box of Draconic Nature to make an attack against all creatures in a scene. Those who fail take the frightened (fleeting) condition until the end of the scene.
Burning Man. Mark all boxes of Draconic Nature to forcefully spew acid at a single target. If successful, the target gains burning (sticky) as a condition in addition to the stress received from the attack.
Flight. Evenstar can move vertically and ignores obstacles that trouble land-bound creatures.
Dragon Tail With a Side of Wings. When you succeed w/ style on a force attack, target gains the prone (fleeting) condition with one free invoke.
Forged in Flame. Gain access to the evocation (fire) realms of sorcery.
Aspects
Soldier of Fortune; Scoundrel at Heart
Approaches
Force +4; Reason +3; Creativity +2; Finesse +1
Armor
Chainmail [1] [1] [1] [1]
Stress and Conditions
[1] [1] [1] [1]
[2] Dazed [4] Hurt
[4] Fatigued [6] Doomed
[ ] [ ] [ ] [ ] [ ] Endurance
Size
medium
Stunts
Charismatic. Gain a +2 when attempting to creatively tell believable lies.
Refresh Cost: 6
Concept. Powerful symbol, dedicated to righteousness and the security of the dwarven people.
Flaw. Coveted by many peoples, for their own purposes.
Stunts
Weapon (2). A successful melee attack made with the hammer always inflicts at least two shift of stress on the target.
Disruption. The hammer acts as a Weapon (4) when a successful attack is made against an undead creature.
Intelligent. The hammer is an intelligent artifact and can communicate telepathically with its wielder.
Magic Ward. Spend a fate point to gain a +2 to forcefully defend against magic attacks for the rest of the scene.
Preternatural Bravery. The wielder is immune to fear and can not be frightened by magical means.
Divine Spellcasting. The Hammer of Kharas can cast spells that fit the scope of Reorx's portfolio when performing any of the four actions, though it is the Hammer that chooses when and what to cast not the wielder. If you desire, you may push yourself harder to achieve greater effects.