请注意《匕首之心》核心规则中仅包含了九个职业:吟游诗人、德鲁伊、守护者、游侠、游荡者、神使、术士、战士、法师。
子职业
每个职业分为两个子职业,用于进一步定义并强化该职业原型的某一面向。你所选择的子职业将赋予以下内容:
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进阶特性:一个可在升级时获得的强化特性。某些子职业的进阶特性会赋予全新能力,另一些则会扩展或强化你从职业或子职业已获得的特性。
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精通特性:子职业中最强大的特性,可在更高等级时获得。某些子职业的精通特性会解锁全新的超凡能力,另一些则是子职业核心特性的最终形态。
当你获得其中一项特性时,拿取对应卡牌以便在游戏中参考使用。
刺客 ASSASSIN
刺客精于以精准一击施以致命创伤。与那些仅将暴力视作达成目的之手段者不同,刺客将“死亡”视为一门手艺。该职业的许多成员相信,他们投身的事业即便算不上神圣,也值得献身;有些人会加入公会,以求磨炼技艺、确立信念并赚取报酬。三教九流之人都会因刺客的技能而雇佣他们:有避免全面战争的强大统治者,有欲铲除竞争对手的商业领袖,甚至还有希望了结私怨的普通百姓。刺客往往是对那些曾被认为不可杀之人痛下杀手的最后手段。这些致命的专业人士中,有人会因正当理由或合适价钱而铲除挡路的一切,但也有人持有严格的道德准则或个人规则,以此决定目标人选。最终成为刺客目标的人,不妨将自己视作已死之人。
领域: 利刃 & 午夜
初始闪避值: 12
初始生命点: 5
职业物品: 一份划去了几个名字的名单 或 一把刻着徽记的锈刃
希望特性
致命决心 Deadly Determination: 花费 3 希望点以清除 2 压力点。
职业特性
死亡标记 Marked for Death: 在使用武器成功进行攻击时,你可以标记 1 压力点令目标处于 死亡标记 状态。当你对被你施加死亡标记的目标造成伤害时,在伤害掷骰中增加等同于你位阶数量的 d4 。 在同一时间,你只能使一个敌人处于 死亡标记 状态,直至你进行一次休息、被标记的敌人被击败,或游戏主持人花费数量等同于你位阶的恐惧点来解除。
来去自如 Get In & Get Out: 花费 1 希望点向游戏主持人询问一种快速或不显眼的方法,以进入或离开一个你可见之处。你利用这个信息进行的下一次掷骰具有优势。
刺客子职业
选择执刑公会或毒师公会子职业。
执刑公会 EXECUTIONERS GUILD
选择执刑公会,以致命的精准度击杀目标。
基础特性
先攻 First Strike: 你在每个场景的第一次成功的攻击会造成双倍伤害。
伏击 Ambush: 你的"死亡标记"特性使用 d6 而不是 d4 。
进阶特性
绝命 Death Strike: 当你对一个生物造成严重伤害时,你可以 标记 1 压力点 使其额外 标记 1 生命点。
蝎形 Scorpion’s Poise: 对抗被你施加死亡标记的生物发动的攻击时,你的闪避值获得 +2 加值。
精通特性
必中 True Strike: 每长休一次,当你在一次攻击中失败时,你可以 花费 1 希望点 来将其改为成功。
背刺 Backstab: 你的"死亡标记"特性使用 d8 而不是 d6 。
毒师公会 POISONERS GUILD
选择毒师公会,施加严酷的痛苦削弱目标。
基础特性
剧毒调配 Toxic Concoctions: 标记 1 压力点,在此卡牌上放置 1d4+1 个指示物。 当你进行一次成功的武器攻击时,你可以花费一个指示物,使目标遭受一种毒药效果。你掌握以下毒药:
- 幽魂瓣 Ghost Petal - 目标暂时处于 脆弱 状态。
- 墓穴孢 Grave Spore - 目标必须额外标记 1 压力点。
- 水蛭草 Leech Weed - 在此次攻击中,你额外造成 1d6 伤害。 当你长休时,移除此卡牌上所有未使用的指示物。
进阶特性
毒物图鉴 Poison Compendium: 你额外掌握以下毒药:
双生毒牙 Twin Fang: 当你使一个处于 死亡标记 的目标遭受一种已知毒药的效果时,可以额外花费 1 个指示物,使其同时遭受第二种已知毒药的效果。
精通特性
毒术大师 Venomancer: 你额外掌握以下毒药:
- 凋零种 Blight Seed - 目标的伤害阈值获得 -3 减值,直至场景结束。此效果无法叠加。
- 恐惧叶 Fear Leaf - 在此次攻击中,你额外造成等同于你恐惧骰结果的伤害。
- 死骸荆 Corpse Thorn - 目标的反应掷骰具有劣势,直到场景结束。
蝰蛇祝佑 Adder’s Blessing: 你对毒药及其他毒素效果免疫。
背景问题
回答下列任意背景问题。也可以自己创作问题。
- 你曾杀死过一个与你关系亲密的人。发生了什么?这件事如何改变了你?
- 哪个组织训练了你杀人的技艺?你是如何成为其中一员的?
- 在你的职业生涯中,有一个目标始终逃脱了你的追捕。他是谁?又是怎样从你手中溜走的?
关系
询问你的同伴玩家下列任意问题,让其角色回答,或者你自己创作问题。
- 我曾为你杀过一个人。那人是谁?
- 当我在濒死边缘时,你是如何救了我的?我承诺了给你什么作为报答?
- 我告诉过你关于我自己的什么秘密?那件事如何改变了你对我的看法?
吟游诗人 BARD
吟游诗人是诸界域中最富魅力的存在。这个职业的成员深谙蛊惑之道,精于各类表演形式——无论是引吭高歌、演奏乐器、编织故事还是插科打诨。无论面对观众献艺还是与人单独交谈,诗人们总能在社交场合如鱼得水。该职业者通常在学院或行会中结盟受训,但自恋之风始终在吟游诗人群体中盛行。虽然他们最擅长凝聚人心,但性情乖戾的诗人同样能轻易让冒险队伍分崩离析。
领域: 优雅 & 典籍
初始闪避值: 10
初始生命点: 5
职业物品: 一本浪漫小说或一封从未拆开的信
希望特性
大闹一场 Make a Scene: 花费 3 希望点 来暂时 干扰 近距离范围内一个目标,使其难度降低 2 点。
职业特性
鼓舞人心 Rally: 每场游戏一次,描述你如何将团队凝聚在一起,并为你自己和你的每个盟友提供一个鼓舞骰。在 1 级时,你的鼓舞骰是 d6 。玩家可以花费鼓舞骰进行投掷,将骰值加入其动作掷骰、反应掷骰、伤害掷骰中,或者清除等同于掷骰结果数值的压力点。在每场游戏结束时,移除所有未使用的鼓舞骰。
在 5 级时,你的鼓舞骰增加到 d8 。
吟游诗人子职业
游唱乐手 TROUBADOUR
选择游唱乐手,演奏音乐来鼓舞你的盟友。
基础特性
天赋艺者 Gifted Performer: 描述你如何为他人演奏乐曲。每首歌曲在两次长休之间只能演奏一次:
- 舒缓曲 Relaxing Song: 你和近距离范围内的所有盟友恢复 1 生命点。
- 史诗乐 Epic Song: 使近距离范围内的一个目标暂时处于 脆弱 状态。
- 悲凉调 Heartbreaking Song: 你和近距离范围内的所有盟友获得 1 希望点。
进阶特性
首席乐师 Maestro: 你的激励之歌能让聆听者勇气倍增。当你给予盟友一个鼓舞骰时,其可以获得 1 希望点或清除 1 压力点。
精通特性
乐坛泰斗 Virtuoso: 你已臻技艺巅峰,造诣深不可测。每次长休后,你可以演奏两次“天赋艺者”特性中的每首曲目,而不是一次。
言文巧匠 WORDSMITH
选择言文巧匠,以机锋妙语折服广大听众。
基础特性
激昂演说 Rousing Speech: 每长休一次,你可以发表一次发自肺腑、鼓舞人心的演说。为所有远距离范围内的盟友清除 2 压力点。
诗人之心 Heart of a Poet: 在你试图打动、说服或冒犯某人,进行动作掷骰之后。你可以花费 1 希望点,为该掷骰添加一个 d4 加值。
进阶特性
口若悬河 Eloquent: 你的言语打动人心,提升士气。每场游戏一次,当你鼓励一名盟友时,可以执行下列一项操作:
精通特性
史诗篇章 Epic Poetry: 你的鼓舞骰增加到 d10 。此外,当你帮助一名盟友时,你可以像在回忆录中抒写其英勇故事一样叙述那一刻。当你这样做时,掷一个 d10 作为你的优势骰。
背景问题
回答下列任意背景问题。也可以自己创作问题。
关系
询问你的同伴玩家下列任意问题,让其角色回答,或者你自己创作问题。
- 是什么让你意识到我们会成为如此要好的朋友?
- 我做的什么事让你觉得烦人?
- 为什么你晚上会抓着我的手?
格斗家 BRAWLER
作为徒手格斗的专家,格斗家们将身体锤炼成致命的武器。无论是通过正规训练、师从导师,还是从一场场战斗中积累经验,过程都极为严苛——格斗家必须让身心合一。格斗家因其力量和多面性而备受重视,通常会在有需要或有意愿时加入队伍或投身于某项事业。由于格斗家最强大的武器就是自己的身体,他们通常会寻求新的挑战或固定的陪练对手,好让自己精进技艺并不断扩充自己的招式库。尽管在那些习惯了全副武装之敌的人眼中,格斗家可能显得毫不起眼,但赤手空拳的格斗家往往能比拿着剑的普通士兵取得更大的战果。
领域: 勇气 & 骸骨
初始闪避值: 10
初始生命点: 6
职业物品: 来自导师的缠手带 或 一本关于你的秘密爱好的书
希望特性
迎战架势 Square Up: 花费 3 希望点,威慑近距离范围内的一个目标,使其暂时处于脆弱状态。
职业特性
吾即武器 I Am the Weapon: 你的徒手攻击如同利刃一般强劲。当你未装备其他武器时,你视为装备了一件名为“斗士击 Brawler’s Strike”的主武器。该武器使用你所选择的一项属性,攻击范围为近战,使用你的熟练值造成 d8 +d6 点物理伤害( d8 和 d6 的骰子数量均随熟练值提升)。装备此武器时,你的闪避值获得 +1 加值。
多打连击 Combo Strike: 当你使用近战武器进行一次成功的攻击并掷出伤害后,你可以标记 1 压力点来发动连环打击。当你这样做时,掷出你的连击骰并记录结果,然后继续掷连击骰,直到最新一次的掷骰结果低于前一次的结果为止。在此次攻击中,你额外造成所有连击骰结果总和的伤害。这些结果无法以任何方式被调整。 你的连击骰初始为 d4 。每位阶一次,作为一个升级选项,你可以将连击骰提升一个等级。
格斗家子职业
选择重拳主宰或武艺达人子职业。
重拳主宰 JUGGERNAUT
选择重拳主宰,用毁灭性重击将对手碾碎。
施法属性: —
基础特性
钢筋铁骨 Rugged: 严重伤害阈值永久获得 +3 加值。
碾压攻势 Overwhelm: 当你进行一次成功的攻击后,你可以花费 1 希望点,将目标抛掷于近距离范围内的某处,或强迫其标记 1 压力点。
进阶特性
以一敌众 Surrounded: 当你使用近战武器进行攻击时,你可以花费 任意数量的 希望点,额外选择等量近战范围内的生物为目标。
以眼还眼 Eye for an Eye: 每次休息一次,当处于近战范围内的一名敌人迫使你标记 任意数量的 生命点时,你可以标记 1 压力点,迫使敌人标记等量生命点。
精通特性
挥拳成瘾 Pummeljoy: 当你使用近战武器的攻击中掷出关键成功时,你额外获得 1 希望点、清除 1 压力点,且此次攻击熟练值 +1。
愈战愈勇 Not Done Yet: 当你受到严重伤害时,你可以获得 1 希望点或清除 1 压力点。
武艺达人 MARTIAL ARTIST
选择武艺达人,运用多种战斗风格来歼敌。
施法属性: —
基础特性
架势武者 Stance Fighter: 你可以引导你的内心意志以施展武术架势,在战斗中获得特殊增益。 获得武术架势表并选择两个位阶 1 武术架势。每当你的角色升级时,选择一个等于或小于你当前位阶的额外架势。
进阶特性
敏锐防御 Keen Defenses: 当你被指定为一次攻击的目标时,你可以花费 1 专注点,使你的闪避值在对抗此次攻击中获得等同于你位阶的加值。
专注轰击 Focus Cannon: 花费 1 专注点进行一次本能掷骰,对抗远距离范围内的一名敌人。若成功,使用你的熟练值造成 d20+3 魔法伤害。
精通特性
界限突破 Limit Breaker: 每次休息一次,你可以无需掷骰完成一项难以置信的体术壮举,例如踏水而行、在相距甚远的屋顶间跳跃,或攀爬建筑侧面。当你这样做时,获得 1 希望点并清除 1 压力点。
战斗心流 Flow State: 你可以标记 1 压力点,而非花费专注点来转入不同的架势。此外,你可以花费 1 专注点,而非标记压力点来发动连环打击。
背景问题
回答下列任意背景问题。也可以自己创作问题。
- 在你的成长时期,你在哪里度过时光,那段经历直接或间接地如何教会了你使用如今的战斗方式?
- 哪个组织发誓对你格杀勿论,你做了什么惹怒这个组织?
- 最近输给过谁,让你迫切渴望与之再战一场?
关系
询问你的同伴玩家下列任意问题,让其角色回答,或者你自己创作问题。
- 我们都害怕的一件事是什么?
- 在旅途中,我在哪件事上依赖你?对此你作何感受?
- 我至今仍未原谅你对我说过的一句话。那句话是什么?你为什么那样说?
武术架势 MARTIAL STANCES
当你选择武艺达人子职业时,获得架势表,用以记录角色所掌握的架势。你还可以在此表上记录当前激活的架势以及当前的专注点。
架势 STANCES
架势是武艺达人在战斗中用于攻击、反应或防御的特殊身体姿态。每种架势在激活时,都会为你的角色提供不同的能力、加值或特性。
当你首次获得武艺达人子职业的基础卡时,从位阶 1 中选择两种架势。标记每个架势旁的圆圈,以表示你的角色掌握并可启用它们。每次角色升级时,从你当前位阶或更低位阶中选择一种新架势进行标记。
专注点 FOCUS
专注点代表角色的沉着、明晰与控制力。每次休息一次,平静时刻时你可以清空思绪,重新梳理你的武艺本能。清空你的专注槽,然后掷等量于你本能的 d6 ,获得等同于最高掷骰结果的专注点。
你最多可持有 6 个专注点。
转换架势 SHIFTING INTO STANCES
你可以花费 1 专注点,转入一种武术架势并获得其效果。你只能转入已标记为已知的架势。当你转入一种架势时,该架势即成为你的当前激活架势,直到你退出该架势。 你无法同时转换或拥有多个激活架势。在你转入架势之前,你被视为不处于任何架势,也没有激活的架势。
退出架势 DROPPING OUT OF STANCES
如果你在已处于一种架势的情况下转入另一种不同的架势,你会自动退出先前激活的架势。当你承受严重伤害或标记 最后一个 生命点时,你也会退出当前激活的架势。此外,你会在当前场景结束时退出激活的架势。
当你退出架势时,你会失去该架势所提供的所有持续增益。
架势特性 STANCE FEATURES
以下部分按位阶列出了所有武术架势。
位阶 1
应手 Favored: 你的伤害掷骰获得等同于一项你选择的属性的加值。
振奋 Invigorating: 攻击成功时,掷一个 d4 ,若掷出 4 ,则获得 1 专注点。
迅捷 Quick: 进行攻击掷骰时,你可以花费 1 专注点或标记 1 压力点,额外攻击攻击范围内的另一个生物。
可靠 Reliable: 你的攻击掷骰获得 +1 加值。
位阶 2
激进 Aggressive: 你的闪避值 -1。攻击成功时,额外掷一个伤害骰,然后弃掉骰值最低的一个骰子。
锚定 Anchored: 你的伤害阈值获得 +2 加值。处于此架势时,你无法被强制移动。
防御 Defensive: 近战范围内对你的攻击掷骰具有劣势,除非攻击者标记 1 压力点来抵消此劣势。
异界 Otherworldly: 攻击成功时,你可以造成物理伤害或魔法伤害。
位阶 3
擒抱 Grappling: 近战范围内成功攻击时,你可以花费 1 专注点或标记 1 压力点,使目标暂时处于束缚状态,或将目标抛掷至最多近距离范围。
可怕 Scary: 成功攻击时,迫使目标标记 1 压力点。
稳固 Stable: 你可以花费 1 专注点,而非标记护甲槽来减少伤害。
警戒 Vigilant: 当你成为攻击目标时,你可以标记 1 压力点使对抗本次攻击的闪避值获得 d6 加值。
位阶 4
碾碎 Crushing: 当你造成严重伤害时,你可以花费 1 希望点迫使目标额外标记 1 生命点。
严苛 Exacting: 当你掷出一枚伤害骰的结果为 1 时,你可以将其视为该骰子的最高值。
淬炼 Honed: 在进行攻击掷骰前,花费 1 专注点,使本次攻击的熟练值获得 +1 加值。
孤立 Isolating: 当你与目标周围邻近范围内没有其他生物时,你的攻击掷骰具有优势。
德鲁伊 DRUID
成为一名德鲁伊不仅仅是一种职业,更是那些渴望从自然之中学习魔法并且保护自然之人的使命。那些常常默默地耕耘植物的德鲁伊们,很可能被人们低估;但那些驾驭着狂野自然之力的德鲁伊,则可能成为令人畏惧的存在。德鲁伊们倾向于在小型团体中培养他们的能力,这些团体往往因特定的理念或地域而联结,但也有一些德鲁伊选择独自行动。经过多年的研习和奉献,德鲁伊可以学会变形成野兽,并塑造自然本身。
领域: 贤者 & 奥术
初始闪避值: 10
初始生命点: 6
职业物品: 一小袋石头和骨头,或是一个在泥土里找到的奇特坠饰。
希望特性
幻化成兽 Evolution: 花费 3 希望点 变形成野兽形态,而无需标记 1 压力点。当你这样做时,选择一个属性获得 +1 加值,直到你解除野兽形态。
职业特性
野兽形态 Beastform: 标记 1 压力点,即可魔法般变形成野兽形态列表中的一种生物,其位阶必须等于或低于你的位阶。你可以随时解除此形态。变身后,你无法使用武器或施展领域卡上的法术,但你仍然可以使用你拥有的其他特性或能力。你在变身前施展的法术保持激活状态,并持续其正常持续时间,你也可以正常说话和交流。此外,你获得该野兽形态的特性,将其闪避加值加入你的闪避值,并使用其指定的属性进行攻击。当你处于野兽形态时,你的护甲成为你身体的一部分,你像往常一样标记护甲槽;当你解除野兽形态时,那些标记的护甲槽仍然保持标记状态。如果你标记了最后一个生命点,将自动解除此形态。
荒野恩泽 Wildtouch: 你可以随意施展涉及自然的无害、微妙效果——比如随心所欲地让花朵快速生长、召唤一阵微风或点燃营火。
德鲁伊子职业
元素结社 WARDEN OF THE ELEMENTS
选择元素结社,体现自然元素的不同面貌。
基础特性
元素化身 Elemental Incarnation: 标记 1 压力点,将下列元素之一 灌注 己身,直到你受到严重伤害或直到你下一次休息:
- 火元素 Fire: 当近战范围内的敌人对你造成伤害时,其受到 1d10 点魔法伤害。
- 土元素 Earth: 你的伤害阈值获得等同于你熟练值的加值。
- 水元素 Water: 当你对近战范围内的一个敌人造成伤害时,邻近范围内的所有其他敌人必须标记 1 压力点。
- 风元素 Air: 你可以处于悬浮状态,敏捷掷骰获得优势。
进阶特性
元素灵气 Elemental Aura: 每次休息一次,当你处于 灌注 状态时,你可显现与自身元素相符的灵气。该灵气会影响近距离范围内的所有目标,直到你的 灌注 状态结束。
- 火元素 Fire: 当敌人标记生命点时,其还必须标记 1 压力点。
- 土元素 Earth: 你盟友的力量值获得 +1 加值。
- 水元素 Water: 当敌人对你造成伤害时,你可以标记 1 压力点,将其移动到其当前位置邻近范围内的任意地点。
- 风元素 Air: 当你或盟友受到近战范围之外的攻击伤害时,伤害减少 1d8 点。
精通特性
元素主宰 Elemental Dominion: 你可以进一步具现元素。当你处于 灌注 状态时,你获得下列增益:
- 火元素 Fire: 你在造成伤害的攻击和法术的熟练值上获得 +1 加值。
- 土元素 Earth: 当你将标记生命点时,为每个标记的生命点掷一个 d6 。每掷出 6 的结果,你标记的生命点数量减少 1 点。
- 水元素 Water: 当针对你的攻击成功时,你可以标记 1 压力点,使攻击者暂时处于 脆弱 状态。
- 风元素 Air: 你的闪避值获得 +1 加值,并且你可以飞行。
复兴结社 WARDEN OF RENEWAL
选择复兴结社,使用强大的魔法治疗盟友。
基础特性
自然澄澈 Clarity of Nature: 每长休一次,你可以在近距离范围内创造一个宁静的自然空间。当你在此空间中休息数分钟时,清除等同于你本能值的压力点,此效果可以分配给你和你的盟友。
再生 Regeneration: 触碰一个生物并花费 3 希望点。该生物恢复 1d4 生命点。
进阶特性
再生延伸 Regenerative Reach: 你的“再生”特性的作用范围延伸至邻近范围。
守卫防护 Warden’s Protection: 每长休一次,花费 2 希望点,近距离范围内的 1d4 个盟友恢复 2 生命点。
精通特性
动物守护 Defender: 你的动物形态蕴含着治愈的守护之灵。当你在野兽形态下,且一个近距离范围内的盟友标记 2 点或更多生命点时,你可以标记 1 压力点来减少 1 点盟友需要标记的生命点。
背景问题
回答下列任意背景问题。也可以自己创作问题。
关系
询问你的同伴玩家下列任意问题,让其角色回答,或者你自己创作问题。
- 你向我倾诉了什么,让我每次都愿意为你挺身犯险?
- 你让我联想到哪种动物?
- 你给我起了什么亲切的绰号?
野兽形态选项
当你使用你的“野兽形态”特性时,选择一个与你当前位阶相同或更低的生物类别。在游戏主持人的裁量下,你可以合理地描述自己变形成任何符合该类别的动物。
野兽形态类别按位阶划分。每个条目包含下列详细信息:
- 生物类别: 每个类别的名称描述了该类别中生物的常见特征或行为(例如,迅捷斥候)。名称后面跟着一些符合该类别的动物示例(在此示例中,是狐狸、老鼠和黄鼠狼)。
- 角色属性: 变形期间,你将获得所列出属性的加值。例如,当变形成迅捷斥候时,你的敏捷获得 +1 加值。当此形态解除时,你失去此加值。
- 攻击掷骰: 变形期间进行攻击时,你使用该生物所列出攻击的范围、属性和伤害骰,但使用你自己的熟练值。例如,作为迅捷斥候,你可以使用你的敏捷攻击近战范围内的目标。成功时,你使用你的熟练值造成 d4 点物理伤害。
- 闪避值: 变形期间,你将该生物的闪避值加值添加到你变形前的闪避值上。例如,如果你变形前的闪避值是 8 ,而你的野兽形态写着“闪避值 +2”,那么你在该形态下时闪避值变为 10 。
- 优势: 你的野兽形态使你特别适合某些行动。当你进行与该生物类别列出的动词相关的行动或反应掷骰时,你在该掷骰上获得优势。例如,迅捷斥候在潜行、搜索物体或生物的相关活动上进行的掷骰会获得优势。
- 特性: 每种形态都包含独特的特性。例如,迅捷斥候擅长无声、灵巧的移动——但这一形态也很脆弱,这让你更容易解除野兽形态。
位阶 1
迅捷斥候 AGILE SCOUT
(狐狸、老鼠、黄鼠狼等)
敏捷 +1 闪避值 +2
近战 敏捷 d4 物理
获得优势: 欺骗,定位,潜行
居家伴侣 HOUSEHOLD FRIEND
(猫、狗、兔子等)
本能 +1 闪避值 +2
近战 本能 d6 物理
获得优势: 攀爬,定位,保护
灵巧食草者 NIMBLE GRAZER
(鹿、瞪羚、山羊等)
敏捷 +1 闪避值 +3
近战 敏捷 d6 物理
获得优势: 跳跃,潜行,疾跑
群居捕食者 PACK PREDATOR
(郊狼、鬣狗、狼等)
力量 +2 闪避值 +1
近战 力量 d8+2 物理
获得优势: 攻击,疾跑,追踪
深洋斥候 AQUATIC SCOUT
(鳗鱼、鱼、章鱼等)
敏捷 +1 闪避值 +2
近战 敏捷 d4 物理
获得优势: 导航,潜行,游泳
追猎蜘蛛 STALKING ARACHNID
(狼蛛,穴居狼蛛等)
灵巧 +1 闪避值 +2
近战 灵巧 d6+1 物理
获得优势: 攻击,攀爬,潜行
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剧毒之咬 Venomous Bite: 当你成功攻击一个近战范围内的目标时,目标暂时处于 中毒 状态。处于中毒 状态的生物在每次行动时,都会受到 1d10 点直接物理伤害。
-
蛛网射手 Webslinger: 你可以制造坚韧的蛛网材料,可用于冒险和战斗。蛛网足够坚韧,可以支撑一个生物。通过对其进行一次成功的灵巧掷骰,你可以暂时 束缚 一个近距离范围内的目标。
位阶 2
甲壳哨兵 ARMORED SENTRY
(犰狳、穿山甲、海龟等)
力量 +1 闪避值 +1
近战 力量 d8+2 物理
获得优势: 挖掘,定位,保护
-
硬化甲壳 Armored Shell: 你坚硬的外壳使你对物理伤害具有抗性。此外,标记 1 护甲槽以缩入壳中。在壳中时,应用抗性后的物理伤害会再减少等同于你护甲值的数值,但你无法执行其他行动,除非离开此形态。
-
加农炮弹 Cannonball: 标记 1 压力点允许盟友将你投掷或发射向一名敌人。为此,该盟友对一个近距离范围内的目标进行一次使用敏捷或力量(由其选择)的攻击掷骰。成功时,造成使用投掷者熟练值的 d12+2 点物理伤害。你可以花费 1 希望点来额外指定一个目标邻近范围内的另一名敌人。第二个目标受到第一个目标所受伤害的一半。
强大野兽 POWERFUL BEAST
(熊、公牛、驼鹿等)
力量 +3 闪避值 +1
近战 力量 d10+4 物理
获得优势: 导航,保护,恐吓
-
残暴 Rampage: 每当你在伤害骰上掷出 1 时,你可以掷一个 d10 并将骰值加入伤害掷骰中。此外,在进行攻击掷骰之前,你可以标记 1 压力点使该次攻击的熟练值获得 +1 加值。
-
厚实皮毛 Thick Hide: 你的伤害阈值获得 +2 加值。
健步行者 MIGHTY STRIDER
(骆驼,马,斑马等)
敏捷 +1 闪避值 +2
近战 敏捷 d8+1 物理
获得优势: 跳跃,导航,冲刺
-
驮运 Carrier: 你移动时可以最多驮运两名自愿的盟友。
-
践踏 Trample: 标记 1 压力点,在近距离范围内沿直线移动,并对直线上近战范围内的所有目标进行一次攻击。你成功攻击的目标受到使用你的熟练值 d8+1 点物理伤害并暂时处于脆弱状态。
突袭毒蛇 STRIKING SERPENT
(眼镜蛇、响尾蛇、蝰蛇等)
灵巧 +1 闪避值 +2
邻近 灵巧 d8+4 物理
获得优势: 攀爬,欺骗,冲刺
猛扑捕食者 POUNCING PREDATOR
(猎豹、狮子、黑豹等)
本能 +1 闪避值 +3
近战 本能 d8+6 物理
获得优势: 攻击,攀爬,潜行
翔空猛禽 WINGED BEAST
(鹰,猫头鹰,渡鸦等)
灵巧 +1 闪避值 +3
近战 灵巧 d4+2 物理
获得优势: 欺骗,定位,恐吓
-
鸟瞰视角 Bird’s-Eye View: 你可以随意飞行。每次休息一次,当你在空中时,你可以无需掷骰向游戏主持人询问关于下方场景的一个问题。第一个根据此信息进行掷骰的角色,其掷骰获得优势。
-
空心骨骼 Hollow Bones: 你的伤害阈值受到 −2 减值。
位阶 3
巨型捕食者 GREAT PREDATOR
(恐狼、迅猛龙、剑齿虎等)
力量 +2 闪避值 +2
近战 力量 d12+8 物理
获得优势: 攻击,潜行,冲刺
-
驮运 Carrier: 你移动时可以最多驮运两名自愿的盟友。
-
凶猛撕咬 Vicious Maul: 当你成功攻击一个目标时,你可以花费 1 希望点使其暂时处于脆弱状态,并且你的本次攻击熟练值获得 +1 加值。
巨型蜥种 MIGHTY LIZARD
(短吻鳄、鳄鱼、吉拉毒蜥等)
本能 +2 闪避值 +1
近战 本能 d10+7 物理
获得优势: 攻击,潜行,追踪
-
体格防御 Physical Defense: 你的伤害阈值获得 +3 加值。
-
颌咬打击 Snapping Strike: 当你成功攻击近战范围内的一个目标时,你可以花费 1 希望点用你的颌部咬住该对手,使其暂时处于束缚和脆弱状态。
翔空巨禽 GREAT WINGED BEAST
(巨鹰、猎鹰等)
灵巧 +2 闪避值 +3
近战 灵巧 d8+6 物理
获得优势: 欺骗,干扰,定位
-
鸟瞰视角 Bird’s-Eye View: 你可以随意飞行。每次休息一次,当你在空中时,你可以无需掷骰向游戏主持人询问关于下方场景的一个问题。第一个根据此信息进行掷骰的角色,其掷骰获得优势。
-
驮运 Carrier: 你移动时可以最多驮运两名自愿的盟友。
深洋捕食者 AQUATIC PREDATOR
(海豚、虎鲸、鲨鱼等)
敏捷 +2 闪避值 +4
近战 敏捷 d10+6 物理
获得优势: 攻击,游泳,追踪
传奇野兽 LEGENDARY BEAST
(位阶 1 选项升级)
传奇混种生物 LEGENDARY HYBRID
(狮鹫、斯芬克斯等)
力量 +2 闪避值 +3
近战 力量 d10+8 物理
位阶 4
庞然巨兽 MASSIVE BEHEMOTH
(大象、猛犸象、犀牛等)
力量 +3 闪避值 +1
近战 力量 d12+12 物理
获得优势: 定位,保护,恐吓,冲刺
-
驮运 Carrier: 你移动时可以最多驮运四名自愿的盟友。
-
摧毁 Demolish: 花费 1 希望点,在远距离范围内沿直线移动,并对该条直线上近战范围内的所有目标进行一次攻击。你成功攻击的目标会受到使用你的熟练值 d8+10 点物理伤害并暂时处于脆弱状态。
-
无畏 Undaunted: 你的所有伤害阈值获得 +2 加值。
可怖蜥种 TERRIBLE LIZARD
(腕龙、霸王龙等)
力量 +3 闪避值 +2
近战 力量 d12+10 物理
获得优势: 攻击,欺骗,恐吓,追踪
-
毁灭打击 Devastating Strikes: 当你对近战范围内的目标造成严重伤害时,你可以标记 1 压力点,迫使其额外标记 1 生命点。
-
巨兽行进 Massive Stride: 你可以无需掷骰在远距离范围内移动。由于你的体型,你可以无视崎岖地形(由游戏主持人决定)。
神话空猎者 MYTHIC AERIAL HUNTER
(龙、翼龙、大鹏、双足飞龙等)
灵巧 +3 闪避值 +4
近战 灵巧 d10+11 物理
获得优势: 攻击,欺骗,定位,导航
-
驮运 Carrier: 你移动时可以最多驮运三名自愿的盟友。
-
致命猛禽 Deadly Raptor: 你可以随意飞行,并且作为你的行动的一部分在远距离范围内移动。当你从距目标至少近距离的位置沿直线进入其近战范围,并在同一动作中攻击该目标时,你可以重掷所有结果低于你熟练值的伤害骰。
史诗海兽 EPIC AQUATIC BEAST
(巨型乌贼、鲸鱼等)
敏捷 +3 闪避值 +3
近战 敏捷 d10+10 物理
获得优势: 定位,保护,恐吓,追踪
-
海洋霸主 Ocean Master: 你天生可以在水下呼吸和移动。当你对近战范围内的目标进行攻击并成功时,你可以暂时使其处于束缚状态。
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不屈 Unyielding: 当你将要标记 1 护甲槽时,掷一枚 d6 。结果为 5 或更高时,将伤害等级降低一级且无需标记护甲槽。
神话野兽 MYTHIC BEAST
(升级版位阶 1 或位阶 2 选项)
神话混血种 MYTHIC HYBRID
(奇美拉、鸡蛇怪、曼提柯尔等)
力量 +3 闪避值 +2
近战 力量 d12+10 物理
守护者 GUARDIAN
守护者之名涵盖诸多武术职业,其本质更在于坚定不移的道德准则与磐石般的意志,而非具体战斗方式。虽然许多守护者会为了国家或事业加入军事组织,但他们更倾向于追随少数他们真正关心的人,而不是盲从大多数的意志。即便面对压倒性劣势,守护者仍会以惊人凶悍之势作战,将守护同伴视为至高使命。那些伤害守护者盟友的人将自食恶果——因为守护者必将以牙还牙,以血还血。
领域: 勇气 & 利刃
初始闪避值: 9
初始生命点: 7
职业物品: 来自导师的图腾,或一把秘密钥匙
希望特性
前线铁壁 Frontline Tank: 花费 3 希望点,清除 2 护甲槽。
职业特性
势不可挡 Unstoppable: 每长休一次,你可以进入 势不可挡 状态,你将获得一个威势骰。在 1 级时,你的威势骰是一个 d4 。将它放在角色卡指定位置,初始点数面朝上为 1 。每当你进行伤害掷骰并至少造成 1 生命点的伤害时,威势骰的点数增加 1 。当骰值超过其最大值,或当前场景结束时, 势不可挡 状态终止,威势骰被移除。在 5 级时,你的威势骰提升为 d6 。
处于 势不可挡 状态时,你获得下列增益:
提示:若你的威势骰为 d4 ,当前点数为 4 ,那么下次再提升时就会被移除。但如果你的骰子已提升为 d6 ,当前点数为 4 ,下次提升后会变为 5 ,再下一次提升变为 6 。再下一次尝试提升超过 6 时,才会移除。
守护者子职业
坚毅铁卫 STALWART
选择坚毅铁卫,承受重击后依然奋战不休。
施法属性: —
基础特性
坚定不移 Unwavering: 你的伤害阈值永久获得 +1 加值。
钢铁意志 Iron Will: 当你受到物理伤害时,你可以额外标记 1 护甲槽 来降低伤害等级。
进阶特性
威武不屈 Unrelenting: 你的伤害阈值永久获得 +2 加值。
并肩作战 Partners-in-Arms: 当一个邻近范围内的盟友受到伤害时,你可以标记 1 护甲槽将其伤害等级降低一级。
精通特性
刚韧不拔 Undaunted: 你的伤害阈值永久获得 +3 加值。
忠诚护卫 Loyal Protector: 当一个近距离范围内的盟友生命点剩余 2 点或更少且将要受到伤害时,你可以标记 1 压力点 冲刺到其身边,由你承受伤害。
复仇战卫 VENGEANCE
施法属性: —
基础特性
从容应对 At Ease: 获得一个额外的压力槽。
复仇反击 Revenge: 当一个近战范围内的敌人对你攻击成功时,你可以标记 2 压力点 迫使攻击者标记 1 生命点。
进阶特性
报复一击 Act of Reprisal: 当一个敌人对你近战范围内的盟友造成伤害时,你对该敌人进行的下一次成功攻击的熟练值获得 +1 加值。
精通特性
誓绝仇敌 Nemesis: 花费 2 希望点 来 锁定 一个敌人,直到你下一次休息。当你对被 锁定 的敌人进行攻击时,你可以交换你的希望骰和恐惧骰的结果。同一时间只能 锁定 一个敌人。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你曾未能保护社群中的某人——这个人是谁?你为何至今仍无法释怀?
- 你肩负着护送一件重要之物穿越危险之地的任务。那是什么?目的地又在哪里?
- 你认为自身有某个弱点。那是什么?它对你造成了怎样的影响?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 我们初次相识时,我是如何救下你的性命的?
- 你送过我什么小礼物,发现我一直随身带着?
- 你对我撒过什么关于你自己的谎,让我完全信以为真?
游侠 RANGER
游侠是技艺高超的猎手,尽管他们拥有出色的战斗能力,却鲜少投身军旅。通过对身体的锤炼与野性的深刻理解,游侠成为狡黠的战术大师,凭借机敏和耐心追捕猎物。许多游侠会与动物伙伴并肩追踪作战,彼此缔结强大的精神羁绊。通过在荒野中磨练技艺,游侠成为了追踪专家,他们既是布设陷阱困敌的专家,亦是正面强攻的好手。
领域: 骸骨 & 贤者
初始闪避值: 12
初始生命点: 6
职业物品: 你第一次狩猎的战利品或一个看似损坏的指南针
希望特性
压制众敌 Hold Them Off: 当你用武器攻击成功时,花费 3 希望点,可以使用相同的掷骰结果攻击此次攻击范围内额外的两个敌人。
职业特性
游侠专注 Ranger’s Focus: 花费 1 希望点并对一个目标进行攻击。成功时,造成你攻击的正常伤害,并暂时将攻击目标设为你的 专注 目标。在该效果结束,或你将 专注 转移至其他生物之前,你对 专注 目标获得下列增益:
游侠子职业
驯兽大师 BEASTBOUND
选择驯兽大师,与动物盟友建立深厚情谊。
基础特性
动物伙伴 Companion: 你有一个自选动物伙伴(与游戏主持人商讨)。除非你另有指示,否则它始终待在你身边。
拿取游侠伙伴表。当你提升角色等级时,也从这张表中为你的伙伴选择一个升级选项。
进阶特性
专家训练 Expert Training: 为你的伙伴额外选择一个升级选项。
战斗情谊 Battle-Bonded: 当一个敌人在你伙伴的近战范围内攻击你时,你对抗该攻击的闪避值获得 +2 加值。
精通特性
高级训练 Advanced Training: 为你的伙伴额外选择两个升级选项。
忠诚挚友 Loyal Friend: 每长休一次,当一次攻击造成的伤害会标记你伙伴的最后一个压力点或你的最后一个生命点,并且你们彼此在近距离范围内时,你或你的伙伴可以冲到对方身边并代替承受该伤害。
寻路斥候 WAYFINDER
基础特性
无情猎杀者 Ruthless Predator: 当你进行伤害掷骰时,你可以标记 1 压力点使熟练值获得 +1 加值。此外,当你对一个敌人目标造成严重伤害时,其必须标记 1 压力点。
前路明晰 Path Forward: 当你前往一个你之前去过的地方,或者你携带有曾在该地出现过的物品时,你可以确定前往目的地的最短、最直接的路径。
进阶特性
狡猾猎杀者 Elusive Predator: 当你的 专注 目标对你进行攻击时,你对抗该攻击的闪避值获得 +2 加值。
精通特性
顶级猎杀者 Apex Predator: 在你对 专注 目标进行攻击掷骰之前,你可以花费 1 希望点。如果攻击成功,你从游戏主持人的恐惧池中清除 1 恐惧点。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你发誓要追杀一个伤害了你的社群的可怕生物。它是什么?留下了什么独特的踪迹或标记?
- 你第一次击杀的生物也几乎要了你的命。那是什么?在那之后,你身上的哪一部分再也没能恢复如初?
- 你曾游历过许多危险之地,但有什么地方是你绝不会去的?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 我们之间有什么友好的竞争?
- 为什么在你我两人独处时和在众人前时的表现截然不同?
- 你让我留意什么威胁?你为什么这么担心它?
游侠伙伴
当你选择驯兽大师游侠子职业时,拿取一张伙伴表。这张表用于记录你的动物伙伴的重要信息,可以放在你的角色卡右侧下方以便查看。
第一步:命名你的伙伴
与游戏主持人讨论,决定你的伙伴是什么样的动物。给它起一个名字,并将其图片添加到伙伴表上。
第二步:填写其闪避值
填写其闪避值,初始值为 10 。
第三步:选择伙伴的经历
根据你的伙伴所受的训练以及你们共同的过去,为你的伙伴创作两个经历。
初始两个经历为 +2 加值。每当你获得一个新的经历,你的伙伴也会获得一个。所有新的经历都以 +2 开始。
伙伴经历范例
勇猛干扰者、攀爬专家、寻回能手、友善亲和、森林守卫者、骇人威慑、凶暴恐吓、至死不渝、导航专家、灵巧迅捷、不抛弃任何人、高度警惕、保护者、皇家伙伴、侦察斥候、服务型动物、可靠坐骑、守夜者、追踪大师、无迹可寻
第四步:选择其攻击方式并记录伤害骰
最后,描述你的伙伴造成伤害的方式(它的普通攻击)并记录在“攻击与伤害”部分。在 1 级时,你的伙伴的伤害骰是 1d6 ,攻击距离为近战范围。选择其造成物理或者魔法伤害。
与你的伙伴合作
使用施法掷骰、希望点和经历
进行一次施法掷骰,与你的伙伴建立联系并命令其采取行动。花费 1 希望点,将一项适用的伙伴经历加入掷骰中。希望成功时,如果你的下一次动作是基于伙伴的成功,则你在掷骰中获得优势。
让你的伙伴进行攻击
当你命令你的伙伴进行攻击时,其获得通常只适用于你的任何增益(例如“游侠专注”的效果)。在成功命中时,其伤害掷骰使用你的熟练值和其自身的伤害骰。
将伤害视为压力
- 当你的伙伴受到任何数量的伤害时,其标记 1 压力点。当其标记 最后一个 压力点时,伙伴会退出场景(通过躲藏、逃跑或类似动作),并且直到你下一次长休开始前不可用。长休时,伙伴将回到你身边并清除 1 压力点。
- 当你选择一个可以清除自身压力点的休整行动时,你的伙伴也会清除 等量的 压力点。
伙伴升级
当你的角色升级时,从下列选项中选择一个可用的伙伴选项,并将其标记在你的伙伴卡上。
- 聪慧 Intelligent: 伙伴的一项经历的永久获得 +1 加值。
- 黑暗中的光芒 Light in the Dark: 可以将其用作你的角色可以标记的一个额外希望槽。
- 动物抚慰 Creature Comfort: 每次休息一次,当你用片刻宁静来给予你的伙伴爱意与关切,你可以获得 1 希望点,或者你们双方都可以清除 1 压力点。
- 着甲 Armored: 当你的伙伴受到伤害时,你可以标记 1 护甲槽,而不是让伙伴标记 1 压力点。
- 凶猛 Vicious: 你的伙伴的伤害骰或范围增加一个等级(d6 变为 d8 ,近距离变为远距离,等等)。
- 坚韧 Resilient: 你的伙伴获得一个额外的压力槽。
- 羁绊 Bonded: 当你标记 最后一个 生命点时,你的伙伴会冲到你身边安慰你。掷出等同于其未标记的压力槽数量的 d6,并标记这些槽位。如果任何骰子掷出 6 ,你的伙伴会帮助你站起来。恢复你的最后一个生命点,然后回到场景中。
- 警觉 Aware: 伙伴的闪避值永久获得 +2 加值。
游荡者 ROGUE
无论是态度还是行为,游荡者都可算是无赖恶棍之流。他们被人熟知的身份常常是骗子和小偷,但这个职业中的顶尖高手却能大隐隐于市。他们运用敏锐的智慧和刀刃,既能通过社交操纵欺骗敌人,也能轻松地撬锁、翻窗,又或是不动声色出手攻击。这些魔法技艺大师操纵阴影和移动,为自己的技艺储备增添了一系列实用而致命的手段。游荡者经常会建立行会,以结识未来的同伙、承接任务、磨练秘密技能,向其他懂行的人证明自身的盗贼荣耀。
领域: 午夜 & 优雅
初始闪避值: 12
初始生命点: 6
职业物品: 一套伪造工具或一套钩绳
希望特性
闪身伎俩 Rogue’s Dodge: 花费 3 希望点,直到下次攻击成功命中你之前,你的闪避值获得 +2 加值。否则,此加值持续到你下次休息。
职业特性
隐匿无踪 Cloaked: 任何时候当你处于 隐藏 状态时,改为处于 隐匿 状态。除了 隐藏 状态的增益之外,当你处于 隐匿 状态时,如果一个敌人移动到能看到你的位置时,只要你保持静止就不会被看到。隐匿 状态保持到你进行攻击或在敌人的视线内结束移动为止。
隐匿偷袭 Sneak Attack: 当你处于 隐匿 状态下攻击成功,或者当一名盟友在你的目标近战范围内时攻击成功,你的伤害掷骰额外增加等同于你位阶数的 d6 。
- 等级 1 位阶 1
- 等级 2 –4 位阶 2
- 等级 5 –7 位阶 3
- 等级 8 –10 位阶 4
游荡者子职业
黑夜行者 NIGHTWALKER
基础特性
阴影迷踪 Shadow Stepper: 你可以在阴影之间移动。当你移动到黑暗区域,或其他生物、物体投下的阴影中时,你可以标记 1 压力点,从你当前的位置消失,并在远距离范围内的另一个阴影中重新出现。当你重新出现时,你处于 隐匿 状态。
进阶特性
黑暗云团 Dark Cloud: 进行一次施法掷骰(15)。成功时,创造一个临时的黑暗云团,覆盖近距离范围内的任意区域。云团中的任何人都无法看到外面,云外的任何人都无法看到里面。对于任何被云团阻挡视线的敌人,你都被视为处于 隐匿 状态。
肾上腺素 Adrenaline: 当你处于 脆弱 状态时,将你的等级作为你的伤害掷骰加值。
精通特性
掠影疾行 Fleeting Shadow: 你的闪避值永久 +1 。你可以使用你的“阴影迷踪”特性在极远距离范围内移动。
遁入阴影 Vanishing Act: 随时标记 1 压力点来进入 隐匿 状态。通过此特性进入 隐匿 状态时,如果你处于 束缚 状态,则自动清除该状态。你将以这种方式保持 隐匿 状态,直到你掷出恐惧结果或直到你下次休息。
帮派豪杰 SYNDICATE
选择帮派豪杰,你所到之处皆有人脉网络。
基础特性
交际达人 Well-Connected: 当抵达一个重要的城镇或环境时,你认识某个视此地为家园的人。给其起个名字,记下你认为此人可能有何用处,并选择下列事实之一:
- 对方欠我一个人情,但很难找到身在何处。
- 对方会提出交换条件。
- 对方总是惹上大麻烦。
- 我们过去在一起过,说来话长。
- 我们分开时并不愉快。
进阶特性
神通广大 Contacts Everywhere: 每场游戏一次,你可以短暂地召唤一名可疑的联系人。选择下列增益之一,并描述是什么让其在此时此地前来帮助你:
- 其可以提供一把金币、一件独特的工具,或一个当下情况所需的普通物品。
- 在你下一次的动作掷骰中,其提供的帮助会为你希望骰或恐惧骰的结果提供 +3 加值。
- 你下一次造成伤害时,其会从阴影中狙击,为你的伤害掷骰增加 2d8 。
精通特性
坚实后盾 Reliable Backup: 你可以每场游戏使用三次你的“神通广大”特性。当你使用该特性时,下列选项会添加到你可以选择的增益列表中:
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你做了什么事被抓住,导致你被逐出社群?
- 你曾有过另一段人生,却试图将其抛诸脑后。那段过去中的谁仍对你穷追不舍?
- 当你舍弃你的过去时,最不舍得和谁道别?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 我最近说服你做了什么,让我们都惹上了麻烦?
- 我发现了你过去有什么秘密,但对其他人守口如瓶?
- 你认识我过去的哪位故人,其如何影响了你对我的印象?
神使 SERAPH
神使是充满神圣使命的神圣战士和治疗者。界域中存在着众多不同的神祇,因此也有许多不同类型的神使被这些神祇所任命。他们的信条通常与他们神祇的领域或目标一致,例如保护弱者、执行复仇、守护土地或圣物,或者维护特定的信仰。有些神使会与军队或地区结盟,这让他们的统治者颇为满意,但其他圣战士则会与凡人界域的愚行作斗争。最好成为神使的盟友而不是敌人,因为对于那些违逆他们使命的人来说,他们是可怖的敌人。
领域: 辉耀 & 勇气
初始闪避值: 9
初始生命点: 7
职业物品: 一份祭品,或一枚你所信仰神祇的圣徽
希望特性
维生救援 Life Support: 花费 3 希望点,为一个近距离范围内的盟友恢复 1 生命点。
职业特性
虔信骰 Prayer Dice: 在每场游戏开始时,掷与你的子职业施法属性等量的 d4 ,并将其放置在你角色卡上的指定位置。这些是你的虔信骰。你可以花费任意数量的虔信骰来帮助自己或一名远距离范围内的盟友。你可以使用虔信骰的骰值来减少受到的伤害,在掷骰完成后增加到掷骰结果中,或者获得等同于骰值的希望点。在每场游戏结束时,移除所有未使用的虔信骰。
神使的子职业
神兵驭者 DIVINE WIELDER
选择神兵驭者,凭借传奇武器来主宰战场。
基础特性
灵魂武器 Spirit Weapon: 当你装备的武器攻击范围为近战或邻近范围时,它可以从你手中飞出,攻击近距离范围内的敌人,然后返回你手中。你可以标记 1 压力点,以相同的攻击掷骰额外攻击范围内的另一名敌人。
怜悯之触 Sparing Touch: 每长休一次,你可以触碰一个生物,为其恢复 2 生命点或清除 2 压力点。
进阶特性
坚定信仰 Devout: 当你掷出你的虔信骰时,你可以额外掷一个骰子并舍弃最低的结果。此外,你的“怜悯之触”特性每次长休可以使用两次,而非一次。
精通特性
神圣共鸣 Sacred Resonance: 当你为你的“灵魂武器”特性掷出伤害骰时,如果任意骰子数值相同,则将每个相同的骰子数值翻倍。例如,如果你掷出两个 5 ,它们算作两个 10 。
翔翼哨兵 WINGED SENTINEL
选择翔翼哨兵,翱翔天际并施展毁灭打击。
基础特性
辉光羽翼 Wings of Light: 你可以飞行。飞行时,你可以执行下列操作:
进阶特性
空灵显像 Ethereal Visage: 你超凡脱俗的容貌令人敬畏和恐惧。飞行时,你在风度掷骰上具有优势。当你在风度掷骰上获得希望成功时,你可以改为从游戏主持人的恐惧池中清除 1 恐惧点,而非获得希望点。
精通特性
升华之身 Ascendant: 你的严重伤害阈值永久获得 +4 加值。
神恩之力 Power of the Gods: 飞行时,你的“辉光羽翼”特性会造成额外的 1d12 伤害,而不是 1d8 。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你献身于哪一位神祇?在你最绝望的时刻,神祗曾为你施展过怎样的神迹?
- 在你对神祇立下誓言之后,你的外貌发生了怎样的变化?
- 你与神祇之间以怎样奇特或独特的方式沟通?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 假如你战死沙场,你让我答应过什么承诺?
- 为什么你总是不断追问我有关我的神明的事情?
- 你曾要我在战斗中优先保护队伍中的某一位成员,甚至胜过你自己。对方是谁?你为何如此在意?
术士 SORCERER
并非所有天生施法者都选择精进技艺,但那些潜心钻研之人终将成为强大的术士。这些施法者的天赋往往通过血脉传承,即便家族成员对其浑然不觉或刻意回避。术士的能力涵盖元素操控、幻象编织等诸多领域,许多修行者会根据各自的天赋结盟。成为强大术士的关键不在于攫取力量,而在于学会培育并驾驭与生俱来的能力。一个误入歧途或缺乏约束的术士所施展的魔法,终将成为祸乱世间的危险力量。
领域: 奥术 & 午夜
初始闪避值: 10
初始生命点: 6
职业物品: 一枚低语宝珠或一件传家宝
希望特性
无常魔法 Volatile Magic: 花费 3 希望点来重掷你在一次造成魔法伤害的攻击中任意数量的伤害骰。
职业特性
奥术感应 Arcane Sense: 你可以在近距离范围内感知魔法个体和物品的存在。
次级幻术 Minor Illusion: 进行一次施法掷骰(10)。成功时,你在近距离范围内创造一个不超过自身大小的次级视觉幻象。该幻象对处于近距离范围或更远距离的观察者而言足以乱真。
引导原力 Channel Raw Power: 每长休一次,你可以将一张领域卡从你的配置中放入你的宝库,并选择下列选项之一:
术士子职业
元素起源 ELEMENTAL ORIGIN
选择元素起源,引导某一元素的原始魔力。
基础特性
元素门徒 Elementalist: 在创建角色时选择下列元素之一:气、土、火、电、水。
你可以将这种元素引导入独特但无害的效果中。此外,你可以花费 1 希望点并描述你如何利用对这种元素的控制来辅助你即将进行的动作掷骰,然后使动作掷骰结果获得 +2 加值或伤害掷骰结果获得 +3 加值。
进阶特性
自然闪避 Natural Evasion: 你可以唤出你的元素来保护你免受伤害。当一次针对你的攻击掷骰成功时,你可以标记 1 压力点并描述你如何利用你的元素来防御。当你这样做时,掷一个 d6 并将骰值加入你对抗该攻击的闪避值上。
精通特性
超凡化形 Transcendence: 每长休一次,你可以化身为你的元素的实体显现。当你这样做时,描述你的变身形态,并选择下列增益中的两项,直到你的下一次休息:
原初起源 PRIMAL ORIGIN
选择原初起源,强力地拓展法术的多变性。
基础特性
操纵魔法 Manipulate Magic: 你的原初起源使你能够修改魔法本质本身。在你施放法术或使用造成魔法伤害的武器后,你可以标记 1 压力点来执行下列一项:
进阶特性
附魔援助 Enchanted Aid: 你可以用你的魔力为他人的魔法增效。当你帮助盟友进行施法掷骰时,你可以掷一个 d8 作为你的优势骰。每长休一次,在盟友在你的帮助下完成施法掷骰后,你可以交换盟友的二元骰结果。
精通特性
奥术充能 Arcane Charge: 你可以聚集魔法能量来增强你的能力。当你受到魔法伤害时,你会处于 充能 状态。或者,你可以花费 2 希望点来处于 充能 状态。当你处于 充能 状态并成功进行一次造成魔法伤害的攻击时,你可以清除你的 充能 状态,使伤害掷骰获得 +10 加值,或者使法术导致目标所需进行的反应掷骰难度获得 +3 加值。你在进入长休时清除 充能 状态。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你做了什么事让社群里的人对你心存戒备?
- 哪位导师教会你控制你那狂野的魔法,以及导师为何不再能指导你?
- 你深藏着一个不敢告人的恐惧。它是什么?为何令你如此畏惧?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 为什么你如此信任我?
- 我做过什么事让你对我心存戒备?
- 为什么我们要对共同的过去守口如瓶?
邪术师 WARLOCK
那些以自身性命——甚至可能是灵魂——与异界宗主做交易,以换取非凡力量的人,被称为邪术师。这些凡人往往是走投无路之下才做出此等牺牲:他们希望保护自己或所爱之人、援助社群、寻求复仇、提升地位,或是进一步实现自己的野心。他们所恳求的强大存在与邪术师本身一样形形色色:神祇、精魂、恶魔,乃至连建立契约的凡人也未曾知晓的其他存在。每个存在都有各自的权能领域,界定了其超凡力量的范围,不过那些收集灵魂的宗主极少以仁慈著称。因此,邪术师的力量取决于他们与宗主之间维系的关系。尽管拥有骇人的魔法,邪术师仍可能发现自己不过是他人或他物手中的提线木偶。
领域: 恐怖 & 优雅
初始闪避值: 11
初始生命点: 5
职业物品: 一枚象征你宗主的雕刻护符 或 一枚无法摘下的戒指
希望特性
宗主恩惠 Patron’s Boon: 当你掷骰失败时,你可以花费 3 希望点,进行一次具有优势的重掷。
职业特性
宗主契约 Patron’s Pact: 你向一个超自然实体——例如神祇、妖精或恶魔——献身以换取力量。将其名字写在角色卡上,然后与游戏主持人共同确定其权能领域(例如自然、混沌、智慧、恶作剧、爱、战争、正义或死亡)。在进行与宗主权能领域相关的动作掷骰前,你可以花费 1 恩宠点祈求其援助,掷出你的宗主骰并将其结果加入掷骰总值。你的宗主骰初始为 d6 ,并在 5 级时提升至 d8 。
恩宠点 Favor: 你初始拥有 3 恩宠点。你可以使用一个休整行动向宗主献上敬意。描述你的敬拜方式,然后获得数量等同于你施法属性的恩宠点。此外,当你的动作掷骰掷出希望成功时,你可以选择获得 1 恩宠点,而非获得 1 希望点。 注:你同时持有的恩宠点上限为 6 。
权能领域范例
在创建邪术师时,从下列列表中为你的宗主选择权能领域,或与游戏主持人共同自行设定。
野心 Ambition 艺术家 Artists 混沌 Chaos 黑暗 Darkness 死亡 Death 赌徒 Gamblers 荣誉 Honor 正义 Justice 领袖 Leaders 爱 Love 仁慈 Mercy 恶作剧 Mischief 自然 Nature 守护者 Protectors 复仇 Revenge 学者 Scholars 秘密 Secrets 士兵 Soldiers 力量 Strength 旅者 Travelers 诡术师 Tricksters 真理 Truth 战争 War 智慧 Wisdom
邪术师子职业
选择无尽之契或愤怒之契子职业。
无尽之契 PACT OF THE ENDLESS
选择无尽之契,以不死之姿屹立于强敌前。
基础特性
宗主邪披 Patron’s Mantle: 花费 1 恩宠点,使自身笼罩在宗主的恐怖形貌中,直至你承受严重伤害或该场景结束。此效果激活期间,你的伤害阈值获得等同于你位阶的加值,且你在威吓目标的动作掷骰上具有优势。
不死之拥 Deathless Embrace: 每次休息一次,花费 任意数量的 恩宠点并掷出等量的宗主骰。每有一个结果为 4 或更高,恢复 1 生命点。
进阶特性
骇人祈唤 Harrowing Invocation: 当一名敌人以你或邻近范围内的盟友为攻击目标时,你可以花费 1 恩宠点,使其在本次掷骰中具有劣势。若该敌人此次掷骰失败,其必须标记 1 压力点。
伤害吸收 Damage Sink: 每次休息一次,你可以花费 1 恩宠点,将所受伤害减半。
精通特性
黑暗庇护 Dark Aegis: 每长休一次,当你将要承受伤害时,你可以花费 1 恩宠点,而非标记生命点。
汲能灾祸 Draining Bane: 当一名敌人以你或邻近范围内的盟友为攻击目标时,你可以花费 1 恩宠点来汲取其能量。当你这样做时,目标必须标记 1 压力点且你可以清除 1 压力点。在被汲取期间,目标在攻击掷骰上(包括优势或劣势掷骰)使用 d12 替代 d20 ,直至其掷出失败结果为止。
愤怒之契 PACT OF THE WRATHFUL
选择愤怒之契,彻底消灭所有与你为敌者。
基础特性
宗主之怒 Patron’s Fury: 花费 1 恩宠点,将宗主的力量灌注于你的攻击中,直至你造成严重伤害或场景结束。此效果激活期间,当你进行伤害掷骰时,额外掷出数量等同于你位阶的宗主骰,并将其总和加入造成的伤害。
致命复仇 Deadly Vengeance: 当你因一次攻击而标记 任意数量的 生命点时,你可以花费 1 恩宠点,掷出等量的宗主骰。每有一个结果为 4 或更高,攻击者标记 1 生命点。
进阶特性
威吓延伸 Menacing Reach: 花费 1 恩宠点,将你主武器的攻击范围提升一级(例如从近战至邻近,或从邻近至近距离),最高可达极远。此效果在用此武器进行一次成功的攻击后结束。
削弱吾敌 Diminish My Foes: 当你对一个目标进行的动作掷骰掷出希望成功时,你可以花费 任意数量的 恩宠点,迫使目标标记 等量的 压力点。
精通特性
恐怖攻击 Fearsome Attack: 花费 1 恩宠点重掷任意数量的伤害骰。你可以在同一次伤害掷骰中继续花费恩宠点以使用此特性。
超凡怒火 Otherworldly Ire: 每次休息一次,当你承受伤害时,你可以花费 任意数量的 恩宠点,掷出等量的宗主骰,并选择近距离范围内、数量等同于最高结果的生物为目标。每个目标必须标记 1 生命点。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你与宗主立下契约后,你的社群中有谁因此疏远了你?
- 是什么样的绝境促使你立誓效忠你的宗主?
- 你的宗主交给你一项必须最优先完成的任务。那是什么?为何让你忧心忡忡?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 你为什么觉得我会把宗主的一言一行都告诉给你?
- 你曾亲眼看见我敬拜宗主,从那以后我们的关系就变了。你当时看见了什么?这件事又如何影响了你?
- 我曾做过一件非常愚蠢的事,你到现在还时不时拿这事说我。那到底是什么?
战士 WARRIOR
成为一名战士需要经年累月——往往耗费一生的时间——投入武器与战斗技艺的磨炼。当多数好战之人仅锤炼蛮力时,战士深谙敏捷的身手与机敏头脑的重要性,这使他们成为诸界域中最受追捧的斗士。战士常受雇于军队、佣兵团乃至王室卫队,但无法继续精进武艺的职位终将埋没他们的潜力。众所周知,战士们都有自己偏爱的武器;挡在他们和他们的锋刃之间将是一个致命的错误。
领域: 利刃 & 骸骨
初始闪避值: 11
初始生命点: 6
职业物品: 爱人的画像或一块磨刀石
希望特性
绝不手软 No Mercy: 花费 3 希望点,直到你下次休息前,你的攻击掷骰获得 +1 加值。
职业特性
借机攻击 Attack of Opportunity: 如果近战范围内的敌人试图离开该范围,你可以使用你选择的属性进行一次反应掷骰,对抗其难度。成功时选择一个效果,关键成功时选择两个:
- 敌人只能原地不动。
- 你对敌人造成相当于你主武器伤害的伤害。
- 你随敌人一同移动。
战斗专训 Combat Training: 装备武器时,你忽略其负荷。当你造成物理伤害时,你的伤害掷骰获得等同于你等级的加值。
战士子职业
勇气呼唤 CALL OF THE BRAVE
施法属性: —
基础特性
勇气可嘉 Courage: 当你掷出恐惧失败时,你获得 1 希望点。
战斗仪式 Battle Ritual: 每长休一次,在你尝试进行极其危险的行动或面对明显强于你的敌人之前,描述你执行的仪式或进行的准备。当你这样做时,清除 2 压力点并获得 2 希望点。
进阶特性
迎难而上 Rise to the Challenge: 当危难迫近时,你仍能保持警觉。当你的剩余生命点少于或等于 2 点时,你可以将 d20 作为你的希望骰。
精通特性
战友之情 Camaraderie: 你坚定的勇气成为同伴们集结的旗帜。每场游戏你可以额外发起一次接力掷骰。此外,当盟友与你发起接力掷骰时,盟友只需花费 2 希望点。
屠戮呼唤 CALL OF THE SLAYER
施法属性: —
基础特性
无情杀手 Slayer: 你获得一个名为杀手骰的骰池。当你掷出希望结果时,你可以放弃获得希望点并将一个 d6 放在此卡上作为杀手骰。你可以储存等同于你熟练值的杀手骰数量。当你进行攻击掷骰或伤害掷骰时,你可以花费任意数量的杀手骰掷出,并将骰值加入到掷骰结果中。在每场游戏结束时,移除此卡牌上所有未使用的杀手骰,每移除一个获得 1 希望点。
进阶特性
武器专家 Weapon Specialist: 你可以轻松自如地使用多种武器。当你攻击成功时,你可以花费 1 希望点,将你的副手武器的一个伤害骰加入到伤害掷骰中。此外,每长休一次,当你掷出你的杀手骰时,可以重掷所有结果为 1 的杀手骰。
精通特性
战备训练 Martial Preparation: 作为战士,你鼓舞着所有同行者。你的队伍可以使用战备训练休整行动。在休息期间使用此行动时,描述你如何指导和训练你的队友。你和每个选择此休整行动的盟友都会获得一个 d6 杀手骰。拥有杀手骰的玩家可以花费它并掷出,并将骰值加入到自己选择的攻击掷骰或伤害掷骰中。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 是谁教会你战斗?为何当你离开家乡时对方选择了留下?
- 多年前曾有人在战斗中击败你并弃你于死地。那人是谁?其如何背叛了你?
- 你一直渴望造访哪处传奇之地?那里为何如此特别?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 在这个队伍组建很久以前,我们就认识了。我们是怎么认识的?
- 在战场之外,你通常会在哪件日常琐事上帮助我?
- 我正在帮助你克服什么样的恐惧?
灵巫 WITCH
灵巫是那些与自然之力及异界存在沟通的魔法实践者。这些施法者通过技艺唤来力量,结合有形与无形之物——施展法术、低吟咒语、制作护符、编织幻象,并维持其他个人化的修习。他们能通过祈求超越自身的强大力量——如祖先、神祇或自然化身等超自然存在——来保护盟友、伤害敌人。他们的魔法知识通常由这些超自然存在传授,或经由数代修习者传承,这些修习者常聚集在被称为“集会”的小团体中。灵巫常遭人畏惧和误解,因为他们的方法在未入门者眼中显得神秘、怪异甚至可怖。无论选择哪条道路,灵巫都无畏地行走于光明与阴影的交界。
领域: 贤者 & 恐怖
初始闪避值: 10
初始生命点: 6
职业物品: 一只无害的小宠物 或 一枚占卜石
希望特性
灵巫符咒 Witch’s Charm: 当你或一名远距离内的盟友的动作掷骰掷出失败结果时,花费 3 希望点将其改为恐惧成功。
职业特性
诅咒术 Hex: 标记 1 压力点,使远距离范围内的一个目标暂时进入诅咒状态。处于诅咒状态时,目标的伤害掷骰和难度获得等同于你位阶的减值。你同时能够同时诅咒的生物数量上限等同于你的施法属性。
通灵术 Commune: 每长休一次,在平静时刻,你可以与一位祖先、神祇、精魂或异界存在沟通。向其提出一个问题,然后掷数量等同于你施法属性的 d6 骰子。选择一个骰子结果,参考下表获得效果。
- 1-3: 你尝到一种味道、闻到一种气味,或感受到与答案相关的一种感觉。
- 4-5: 你听到声音或看到与答案相关的幻象。
- 6: 你身临其境地体验与问题答案相关的场景。
灵巫子职业
选择树篱集会或月亮集会子职业。
树篱集会 HEDGE
选择树篱集会,运用技艺强化队伍与自身。
基础特性
草药疗法 Herbal Remedies: 当场景中的你或盟友使用消耗品恢复 至少 1 生命点或清除 至少 1 压力点时,恢复或清除的数量增加 1 点。
附魔护符 Enchanted Talisman: 每次休息一次,你可以将自己的防护性魔力灌注于一件小物品中。花费 任意数量的 希望点,在此卡上放置等量的指示物。当持有护符者承受伤害时,花费 1 个指示物,使其标记的生命点减少 1 点。当你休息时,移除此卡牌上的所有指示物。
进阶特性
行走两界 Walk Between Worlds: 在平静时刻,进行一次施法掷骰(13)。每次休息一次,成功时,你可以标记 1 压力点,越过死亡的帷幕,与附近的任何精魂交谈。在此卡上放置数量等同于你施法属性的指示物,每当一个精魂回答一个问题时,移除 1 个指示物。当最后一个指示物被移除或场景结束时,你返回到离开凡人界域时身处的相同位置。
烦扰诅咒 Vexing Malison: 你对被诅咒的生物进行的攻击具有优势。
精通特性
力量之环 Circle of Power: 每次休息一次,在地上画出一个环绕你周围、大小为邻近范围的圆环,并在此卡上放置数量等同于你施法属性的指示物。在此圆环内时,你和你的盟友在伤害阈值、攻击掷骰和闪避值上获得 +2 加值。每当圆环内的你或一名盟友进行一次动作掷骰或闪避一次攻击时,移除 1 个指示物。此法术持续至最后一个指示物被移除或你离开圆圈为止。
月亮集会 MOON
选择月亮集会,使用天穹之力来强化魔法。
基础特性
夜幕魅影 Night’s Glamour: 进行一次施法掷骰(13)使自身笼罩在迷人的幻象魅影之中。处于魅影状态时,你在利用幻象外貌进行的掷骰上具有优势。此外,近距离范围内的敌人必须标记 1 压力点才能攻击你。 除非你标记 1 压力点来维持魅影状态,否则当你标记 1 生命点或造成伤害时,魅影状态会终止。
进阶特性
月华光束 Moonbeam: 每场游戏一次,你可以召唤一道月光,照亮近距离范围内的区域,直至场景结束。沐浴在此月光下时,你和你的盟友在施法掷骰上获得 +1 加值,并且可以看穿幻象。
白光之怒 Ire of Pale Light: 当一个极远范围内的被诅咒的生物攻击失败时,其必须标记 1 压力点。
精通特性
月相变化 Lunar Phases: 在每场游戏开始时,掷一枚 d6 并放在此卡上。你获得与之对应的效果,直至本场游戏结束。 1 新月 花费 1 希望点以抵消轻度伤害。 2 – 3 盈月 伤害掷骰获得 +2 加值。 4 满月 伤害阈值获得 +3 加值。 5 – 6 残月 闪避值获得 +1 加值。 每次休息一次,你可以花费 1 希望点,使此骰值增加 1 点。若从 6 增加,则变为 1 。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 我教过你什么独特的仪式或习俗,我们现在会一起进行?
- 我曾出现在你的梦中,与你分享了一个关于未来的幻象。我告诉了你什么?
- 你通常会在什么事情上来找我寻求建议?
法师 WIZARD
无论通过学院研习还是个人修行,被称为法师之人皆需经年累月借助书籍、宝石、药剂与草药等工具来获取并锤炼浩瀚魔力。一些法师穷尽一生专精某学派的法术,而另一些人则从各种不同的学派中学习。许多法师都成为了他们社群中睿智而强大的存在,或为统治者建言献策,或治疗疾病提供药品,甚至统领战争议会。虽然这些法师都以收集魔法学识为共同目标,但与他们发生冲突最多的也往往是他们的法师同僚——关于奥术秘藏的获取、保管与分享的话题导致的激烈争论,已酿成无数血案。
领域: 典籍 & 辉耀
初始闪避值: 11
初始生命点: 5
职业物品: 一本你正在尝试翻译的书,或一只无害的小型元素宠物
希望特性
死期未至 Not This Time: 花费 3 希望点,迫使远距离范围内的某个敌人重掷一次攻击掷骰或伤害掷骰。
职业特性
魔法伎俩 Prestidigitation: 你可以随意施展无害、微妙的魔法效果。例如,你可以改变物体的颜色、制造气味、点燃蜡烛、让小物体漂浮、照亮房间或修复小物件。
奇异规律 Strange Patterns: 选择一个介于 1 到 12 之间的数字。当你的任意一枚二元骰掷出该数字时,获得 1 希望点或清除 1 压力点。你可以在进行一次长休时改变这个数字。
法师子职业
知识学派 SCHOOL OF KNOWLEDGE
选择知识学派,敏锐地洞察世间参透万物。
基础特性
准备就绪 Prepared: 从你可用的领域中获取一张等于或低于你等级的额外领域卡。
熟能生巧 Adept: 当你运用一项经历时,你可以标记 1 压力点来代替花费 1 希望点。当你这样做时,该掷骰的经历调整值翻倍。
进阶特性
驾轻就熟 Accomplished: 从你可用的领域中获取一张等于或低于你等级的额外领域卡。
完美回想 Perfect Recall: 每次休息一次,当你回想宝库中的一张领域卡时,你可以将其回想费用减少 1 。
精通特性
炉火纯青 Brilliant: 从你可用的领域中获取一张等于或低于你等级的额外领域卡。
水滴石穿 Honed Expertise: 当你运用一项经历时,掷一个 d6 。结果为 5 或更高时,你可以使用该经历而无需花费希望点。
战争学派 SCHOOL OF WAR
选择战争学派,熟练地使用魔法大杀四方。
基础特性
战斗法师 Battlemage: 你专注于研究,以成为战场上不可战胜的力量。获得一个额外生命槽。
直面恐惧 Face Your Fear: 当你在攻击掷骰中获得恐惧成功时,额外造成 1d10 点魔法伤害。
进阶特性
召唤护盾 Conjure Shield: 你可以维持一层魔法保护屏障。当你的希望点至少为 2 点时,将你的熟练值作为加值加在你的闪避值上。
惧为己有 Fueled by Fear: 你的“直面恐惧”特性所造成的额外魔法伤害增加至 2d10 。
精通特性
趁火打劫 Thrive in Chaos: 当你攻击成功时,在掷出伤害后,你可以标记 1 压力点,迫使目标额外标记 1 生命点。
无所畏惧 Have No Fear: 你的“直面恐惧”特性所造成的额外魔法伤害增加至 3d10 。
背景问题
回答以下任意背景问题。你也可以自己创作问题。
- 你的社群曾期望你承担什么责任?你是如何辜负他们的?
- 你一生都在寻找一本影响深远的书籍或一件意义重大的物品。它是什么,为什么对你如此重要?
- 你有一个强大的对手。对方是谁,你为何如此执着于击败对方?
关系
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
- 我向你提出过什么你觉得自己可能无法做到的请求?
- 我们有什么共同的怪癖或奇怪的爱好?
- 有什么关于你自己的秘密只向我一个人透露过?
A class is a role-based archetype that determines a PC’s:
- Access to Domains: Each class grants access to two domains; players choose cards from these domains during character creation and when leveling up.
- Starting Evasion and Hit Points (HP)
- Starting Items
- Class Feature(s)
- Class Hope Feature, a class feature that costs 3 Hope to activate. Please note that the Daggerheart Core Set includes only the following nine classes: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, and Wizard.
SUBCLASSES
Each class is divided into two subclasses, each of which further defines and highlights one aspect of its class archetype. Your chosen subclass can grant the following:
- Spellcast Trait: This is the trait used on all Spellcast rolls.
- Foundation Feature: This is a unique starting feature that establishes the identity and strengths of the subclass. You gain your chosen subclass's Foundation at character creation.
- Specialization Feature: This is an advanced feature that can be gained on level up. For some subclasses, the specialization feature grants a new ability; for others, it expands or enhances a feature you already acquired through a class or subclass.
- Mastery Feature: The mastery feature is a subclass’s most powerful feature, which can be gained at higher levels. For some subclasses, the mastery feature unlocks an extraordinary new ability; for others, it’s the impressive culmination of their subclass’s core feature. When you acquire a Foundation, Specialization, or Mastery, take its card for use as a reference during play.
ASSASSIN
Assassins are masters at inflicting deadly injuries with precise strikes. Unlike those who wield violence as only a means to an end, assassins approach death as a profession. Many members of this class believe theirs is a worthy, if not sacred, trade, and some join guilds to hone their craft, define their beliefs, and earn money. People from all walks of life hire assassins for their skills: powerful rulers looking to avoid all-out war, business leaders seeking to eliminate the competition, and even average people hoping to settle a grudge. Often, an assassin is the last resort for killing those previously believed to be unkillable. While some of these deadly professionals will destroy anyone in their path for the right reasons or the right price, others hold strict moral codes or personal rules that dictate their targets. Those who end up the target of an assassin should count themselves among the dead DOMAINS – Blade & Midnight STARTING EVASION – 12 STARTING HIT POINTS – 5 CLASS ITEMS – A list of names with several marked off or a rusted blade inscribed with an insignia
ASSASSIN’S HOPE FEATURE
Deadly Determination: Spend 3 Hope to clear 2 Stress.
CLASS FEATURES
Marked for Death: On a successful weapon attack, you can mark a Stress to make the target Marked for Death. When you deal damage to a target you’ve Marked for Death, add a number of d4s equal to your tier to the damage roll. You can have only one adversary Marked for Death at a time. This condition lasts until you take a rest, the current adversary Marked for Death is defeated, or the GM spends a number of Fear equal to your tier to clear it. Get In & Get Out: Spend a Hope to ask the GM for a quick or inconspicuous way into or out of a place you can see. The next roll you make that acts on this information has advantage.
ASSASSIN SUBCLASSES
Choose either the Executioners Guild or Poisoners Guild subclass.
EXECUTIONERS GUILD
Play the Executioners Guild if you want to strike down your targets with lethal precision.
SPELLCAST TRAIT
Agility
FOUNDATION FEATURES
First Strike: The first time in a scene you succeed on an attack, you deal double damage. Ambush: Your “Marked for Death” feature uses d6s instead of d4s.
SPECIALIZATION FEATURES
Death Strike: When you deal Severe damage to a creature, you can mark a Stress to force them to mark an additional Hit Point. Scorpion’s Poise: You gain a +2 bonus to your Evasion against attacks made by a creature you’ve Marked for Death.
MASTERY FEATURES
True Strike: Once per long rest when you fail an attack, you can spend a Hope to make it a success instead. Backstab: Your “Marked for Death” feature uses d8s instead of d6s.
POISONERS GUILD
Play the Poisoners Guild if you want to debilitate your targets with punishing afflictions.
SPELLCAST TRAIT
Knowledge
FOUNDATION FEATURE
Toxic Concoctions: Mark a Stress to place 1d4+1 tokens on this card. When you make a successful weapon attack, you can spend a token to afflict the target with a poison. You know these poisons:
- Ghost Petal: The target becomes temporarily Vulnerable.
- Grave Spore: The target must also mark a Stress.
- Leech Weed: You deal an extra 1d6 damage on this attack. When you take a long rest, clear all unspent tokens.
SPECIALIZATION FEATURES
Poison Compendium: You also know these poisons:
- Midnight Vine: The target has disadvantage on attack rolls until it marks a Stress to clear this condition.
- Gorgon Root: The target becomes temporarily Restrained. Twin Fang: When you afflict a target Marked for Death with a poison you know, you can spend an additional token to also inflict the effect of a second poison you know.
MASTERY FEATURES
Venomancer: You also know these poisons:
- Blight Seed: The target gains a −3 penalty to their damage thresholds until the end of the scene. This effect can’t stack.
- Fear Leaf: You deal extra damage equal to the result of your Fear Die on this attack.
- Corpse Thorn: The target gains disadvantage on reaction rolls until the end of the scene. Adder’s Blessing: You are immune to poisons and other toxins.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- You once killed someone you were close to. What happened, and how did it change you?
- What organization trained you in the art of killing, and how did you become a member?
- Throughout your career, one target has eluded you. Who are they, and how have they slipped through your fingers?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- I’ve killed someone for you. Who were they?
- How did you save me when I was on the brink of death? What have I promised you as repayment?
- What secret about myself did I tell you, and how did it change your view of me?
BARD
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart. DOMAINS – Grace & Codex STARTING EVASION – 10 STARTING HIT POINTS – 5 CLASS ITEMS – A romance novel or a letter never opened
BARD’S HOPE FEATURE
Make a Scene: Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.
CLASS FEATURE
Rally: Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6 . A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8 .
BARD SUBCLASSES
Choose either the Troubadour or Wordsmith subclass.
TROUBADOUR
Play the Troubadour if you want to play music to bolster your allies.
SPELLCAST TRAIT
Presence
FOUNDATION FEATURE
Gifted Performer: You can play three different types of songs, once each per long rest; describe how you perform for others to gain the listed benefit:
- Relaxing Song: You and all allies within Close range clear a Hit Point.
- Epic Song: Make a target within Close range temporarily Vulnerable.
- Heartbreaking Song: You and all allies within Close range gain a Hope.
SPECIALIZATION FEATURE
Maestro. Your rallying songs steel the courage of those who listen. When you give a Rally Die to an ally, they can gain a Hope or clear a Stress.
MASTERY FEATURE
Virtuoso. You are among the greatest of your craft and your skill is boundless. You can perform each of your “Gifted Performer” feature’s songs twice per long rest.
WORDSMITH
Play the Wordsmith if you want to use clever wordplay and captivate crowds.
SPELLCAST TRAIT
Presence
FOUNDATION FEATURES
Rousing Speech: Once per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress. Heart of a Poet: After you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.
SPECIALIZATION FEATURE
Eloquent. Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:
- Allow them to find a mundane object or tool they need.
- Help an Ally without spending Hope.
- Give them an additional downtime move during their next rest.
MASTERY FEATURE
Epic Poetry. Your Rally Die increases to a d10. Additionally, when you Help an Ally, you can narrate the moment as if you were writing the tale of their heroism in a memoir. When you do, roll a d10 as your advantage die.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Who from your community taught you to have such confidence in yourself?
- You were in love once. Who did you adore, and how did they hurt you?
- You’ve always looked up to another bard. Who are they, and why do you idolize them?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What made you realize we were going to be such good friends?
- What do I do that annoys you?
- Why do you grab my hand at night?
BRAWLER
Experts in unarmed combat, brawlers hone their bodies into lethal weapons. Whether they learned from formal training, studied with a mentor, or picked up their skills one fight at a time, the process is always rigorous as brawlers develop their body and mind to work as one. Brawlers are valued for their power and versatility and typically join a party or a cause when the need or desire arises. Because a brawler’s body is their strongest weapon, they typically seek out new challenges or consistent sparring partners so they can maintain their skills and add new techniques to their repertoire. Though they might appear unassuming to those accustomed to foes who are armed to the teeth, brawlers often accomplish more with bare knuckles than an average soldier with a sword. DOMAINS – Valor & Bone STARTING EVASION – 10 STARTING HIT POINTS – 6 CLASS ITEMS – Hand wraps from a mentor or a book about your secret hobby
BRAWLER’S HOPE FEATURE
Square Up: Spend 3 Hope to intimidate a target within Close range, making them temporarily Vulnerable.
CLASS FEATURES
I Am the Weapon: Your barehanded attacks are as strong as any blade. You have a primary weapon called Brawler’s Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency). While this weapon is active, you gain a +1 bonus to your Evasion. Combo Strike: After rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4 . Once per tier, you can increase your Combo Die by one step as a level advancement option.
BRAWLER SUBCLASSES
Choose either the Juggernaut or Martial Artist subclass.
JUGGERNAUT
Play the Juggernaut if you want to pulverize your opponents with crushing blows.
FOUNDATION FEATURES
Rugged: Gain a permanent +3 bonus to your Severe damage threshold. Overwhelm: When you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.
SPECIALIZATION FEATURES
Surrounded: When you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range. Eye for an Eye: Once per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.
MASTERY FEATURE
Pummeljoy: When you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack. Not Done Yet: When you take Severe damage, you can gain a Hope or clear a Stress.
MARTIAL ARTIST
Play the Martial Artist if you want to use a variety of fighting styles to eliminate your foes.
FOUNDATION FEATURE
Stance Fighter: You can channel your inner resolve to shift into martial stances that grant you special benefits in combat. Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.
SPECIALIZATION FEATURES
Keen Defenses: When you’re targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack. Focus Cannon: Spend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.
MASTERY FEATURE
Limit Breaker: Once per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress. Flow State: You can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Where did you spend time during your formative years that taught you, directly or indirectly, how to fight in the style you use?
- What organization has vowed to kill you on sight, and what did you do to invoke their ire?
- Who did you recently lose a fight to that you’re desperate for a rematch against?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What is one thing we’re both afraid of?
- What do I rely on you for during our travels? How do you feel about it?
- I still haven’t forgiven you for something you said to me. What was it, and why did you say it?
MARTIAL STANCES
When you choose the Martial Artist subclass, take the Martial Stances sheet to track which stances your character knows. You can also track which stance you have active and your current Focus.
STANCES
Stances are special body positionings that enable Martial Artists to attack, react, or defend in combat. Each stance grants your character a different ability, bonus, or feature while active. You choose two stances from Tier 1 when you first take the Martial Artist’s subclass foundation card. Mark the circle next to each to indicate that your character knows and has access to them. Mark a new stance from your tier or below each time you gain a level.
FOCUS
Focus represents your character’s poise, clarity, and control. Once per rest during a moment of calm, you can clear your mind and refocus your martial instincts. Clear your Focus track, then roll a number of d6s equal to your Instinct and gain Focus equal to the highest result rolled. You can hold a maximum of 6 Focus.
SHIFTING INTO STANCES
You can spend a Focus to shift into a martial stance and gain its effects. You can shift only into stances you’ve marked as known. When you shift into a stance, it’s considered your active stance until you drop out of it. You can’t shift into or have more than one active stance at a time. Until you shift into a stance, you are not considered to be in a stance or to have an active stance.
DROPPING OUT OF STANCES
If you are already in a stance when you shift into a different stance, you automatically drop out of the previously active stance. You also drop out of your active stance when you take Severe damage or mark your last Hit Point. Otherwise, you drop out of your active stance at the end of the scene. When you drop out of a stance, you lose any ongoing benefits it provides.
STANCE FEATURES
The following section lists all martial stances by tier.
TIER 1
Favored: Gain a bonus to damage rolls equal to a trait of your choice. Invigorating: On a successful attack, roll a d4 . On a result of 4, gain a Focus. Quick: When you make an attack, you can spend a Focus or mark a Stress to target another creature within range with that attack. Reliable: Gain a +1 bonus to your attack rolls.
TIER 2
Aggressive: Gain a −1 penalty to your Evasion. On a successful attack, roll an additional damage die and discard the lowest result. Anchored: Gain a +2 bonus to your damage thresholds. While in this stance, you can’t be moved against your will. Defensive: Attack rolls targeting you from within Melee range have disadvantage unless the attacker marks a Stress to negate the disadvantage. Otherworldly: On a successful attack, you can deal physical or magic damage.
TIER 3
Grappling: On a successful attack within Melee range, you can spend a Focus or mark a Stress to temporarily Restrain the target or throw the target up to Close range. Scary: On a successful attack, the target must mark a Stress. Stable: You can spend a Focus instead of an Armor Slot to reduce damage. Vigilant: When you are targeted by an attack, you can mark a Stress to gain a d6 bonus to your Evasion against the attack.
TIER 4
Crushing: When you deal Severe damage, you can spend a Hope to force the target to mark an additional Hit Point. Exacting: When you roll a 1 on a damage die, you can treat it as the highest value on the die instead. Honed: Spend a Focus before you make an attack roll to gain a +1 bonus to your Proficiency for that attack. Isolating: Gain advantage on attack rolls when there are no other creatures within Very Close range of you or your target.
DRUID
Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself. DOMAINS – Sage & Arcana STARTING EVASION – 10 STARTING HIT POINTS – 6 CLASS ITEMS – A small bag of rocks and bones or a strange pendant found in the dirt
DRUID’S HOPE FEATURE
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
CLASS FEATURES
Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form. Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire— at will.
DRUID SUBCLASSES
Choose either the Warden of the Elements or Warden of Renewal subclass.
WARDEN OF THE ELEMENTS
Play the Warden of the Elements if you want to embody the natural elements of the wild.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURE
Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
- Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
- Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
- Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
- Air: You can hover, gaining advantage on Agility Rolls.
SPECIALIZATION FEATURE
Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.
- Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
- Earth: Your allies gain a +1 bonus to Strength.
- Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
- Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8 .
MASTERY FEATURE
Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:
- Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
- Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
- Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
- Air: You gain a +1 bonus to your Evasion and can fly.
WARDEN OF RENEWAL
Play the Warden of Renewal if you want to use powerful magic to heal your party.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURES
Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies. Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.
SPECIALIZATION FEATURES
Regenerative Reach: You can target creatures within Very Close range with your “Regeneration” feature. Warden’s Protection: Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.
MASTERY FEATURE
Defender: Your animal transformation embodies a healing guardian spirit. When you’re in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Why was the community you grew up in so reliant on nature and its creatures?
- Who was the first wild animal you bonded with? Why did your bond end?
- Who has been trying to hunt you down? What do they want from you?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What did you confide in me that makes me leap into danger for you every time?
- What animal do I say you remind me of?
- What affectionate nickname have you given me?
BEASTFORM OPTIONS
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category. Beastform categories are divided by tier. Each entry includes the following details:
- Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).
- Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.
- Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.
- Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.
- Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.
- Features: Each form includes unique features. For example, an Agile Scout excels at silent, dexterous movement—but they’re also fragile, making you more likely to drop out of Beastform.
TIER 1
AGILE SCOUT
(Fox, Mouse, Weasel, etc.) Agility +1 | Evasion +2 Melee Agility d4 phy Gain advantage on: deceive, locate, sneak Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling. Fragile: When you take Major or greater damage, you drop out of Beastform.
HOUSEHOLD FRIEND
(Cat, Dog, Rabbit, etc.) Instinct +1 | Evasion +2 Melee Instinct d6 phy Gain advantage on: climb, locate, protect Companion: When you Help an Ally, you can roll a d8 as your advantage die. Fragile: When you take Major or greater damage, you drop out of Beastform.
NIMBLE GRAZER
(Deer, Gazelle, Goat, etc.) Agility +1 | Evasion +3 Melee Agility d6 phy Gain advantage on: leap, sneak, sprint Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack. Fragile: When you take Major or greater damage, you drop out of Beastform.
PACK PREDATOR
(Coyote, Hyena, Wolf, etc.) Strength +2 | Evasion +1 Melee Strength d8+2 phy Gain advantage on: attack, sprint, track Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable. Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
AQUATIC SCOUT
(Eel, Fish, Octopus, etc.) Agility +1 | Evasion +2 Melee Agility d4 phy Gain advantage on: navigate, sneak, swim Aquatic: You can breathe and move naturally underwater. Fragile: When you take Major or greater damage, you drop out of Beastform.
STALKING ARACHNID
(Tarantula, Wolf Spider, etc.) Finesse +1 | Evasion +2 Melee Finesse d6+1 phy Gain advantage on: attack, climb, sneak Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act. Webslinger: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
TIER 2
ARMORED SENTRY
(Armadillo, Pangolin, Turtle, etc.) Strength +1 | Evasion +1 Melee Strength d8+2 phy Gain advantage on: dig, locate, protect Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armor Slot to retract into your shell. While in your shell, physical damage is reduced by a number equal to your Armor Score (after applying resistance), but you can’t perform other actions without leaving this form. Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d12+2 physical damage using the thrower’s Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.
POWERFUL BEAST
(Bear, Bull, Moose, etc.) Strength +3 | Evasion +1 Melee Strength d10+4 phy Gain advantage on: navigate, protect, scare Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack. Thick Hide: You gain a +2 bonus to your damage thresholds.
MIGHTY STRIDER
(Camel, Horse, Zebra, etc.) Agility +1 | Evasion +2 Melee Agility d8+1 phy Gain advantage on: leap, navigate, sprint Carrier: You can carry up to two willing allies with you when you move. Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.
STRIKING SERPENT
(Cobra, Rattlesnake, Viper, etc.) Finesse +1 | Evasion +2 Very Close Finesse d8+4 phy Gain advantage on: climb, deceive, sprint Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act. Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.
POUNCING PREDATOR
(Cheetah, Lion, Panther, etc.) Instinct +1 | Evasion +3 Melee Instinct d8+6 phy Gain advantage on: attack, climb, sneak Fleet: Spend a Hope to move up to Far range without rolling. Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.
WINGED BEAST
(Hawk, Owl, Raven, etc.) Finesse +1 | Evasion +3 Melee Finesse d4+2 phy Gain advantage on: deceive, locate, scare Bird’s-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll. Hollow Bones: You gain a −2 penalty to your damage thresholds.
TIER 3
GREAT PREDATOR
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.) Strength +2 | Evasion +2 Melee Strength d12+8 phy Gain advantage on: attack, sneak, sprint Carrier: You can carry up to two willing allies with you when you move. Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them temporarily Vulnerable and gain a +1 bonus to your Proficiency for this attack.
MIGHTY LIZARD
(Alligator, Crocodile, Gila Monster, etc.) Instinct +2 | Evasion +1 Melee Instinct d10+7 phy Gain advantage on: attack, sneak, track Physical Defense: You gain a +3 bonus to your damage thresholds. Snapping Strike: When you succeed on an attack against a target within Melee range, you can spend a Hope to clamp that opponent in your jaws, making them temporarily Restrained and Vulnerable.
GREAT WINGED BEAST
(Giant Eagle, Falcon, etc.) Finesse +2 | Evasion +3 Melee Finesse d8+6 phy Gain advantage on: deceive, distract, locate Bird’s-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll. Carrier: You can carry up to two willing allies with you when you move.
AQUATIC PREDATOR
(Dolphin, Orca, Shark, etc.) Agility +2 | Evasion +4 Melee Agility d10+6 phy Gain advantage on: attack, swim, track Aquatic: You can breathe and move naturally underwater. Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them Vulnerable and gain a +1 bonus to your Proficiency for this attack.
LEGENDARY BEAST
(Upgraded Tier 1 Options) Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. While you’re in this form, you retain all traits and features from the original form and gain the following bonuses:
- A +6 bonus to damage rolls
- A +1 bonus to the trait used by this form
- A +2 bonus to Evasion
LEGENDARY HYBRID
(Griffon, Sphinx, etc.) Strength +2 | Evasion +3 Melee Strength d10+8 phy Hybrid Features: To transform into this creature, mark an additional Stress. Choose any two Beastform options from Tiers 1–2. Choose a total of four advantages and two features from those options.
TIER 4
MASSIVE BEHEMOTH
(Elephant, Mammoth, Rhinoceros, etc.) Strength +3 | Evasion +1 Melee Strength d12+12 phy Gain advantage on: locate, protect, scare, sprint Carrier: You can carry up to four willing allies with you when you move. Demolish: Spend a Hope to move up to Far range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+10 physical damage using your Proficiency and are temporarily Vulnerable. Undaunted: You gain a +2 bonus to all your damage thresholds.
TERRIBLE LIZARD
(Brachiosaurus, Tyrannosaurus, etc.) Strength +3 | Evasion +2 Melee Strength d12+10 phy Gain advantage on: attack, deceive, scare, track Devastating Strikes: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point. Massive Stride: You can move up to Far range without rolling. You ignore rough terain (at the GM’s discretion) due to your size.
MYTHIC AERIAL HUNTER
(Dragon, Pterodactyl, Roc, Wyvern, etc.) Finesse +3 | Evasion +4 Melee Finesse d10+11 phy Gain advantage on: attack, deceive, locate, navigate Carrier: You can carry up to three willing allies with you when you move. Deadly Raptor: You can fly at will and move up to Far range as part of your action. When you move in a straight line into Melee range of a target from at least Close range and make an attack against that target in the same action, you can reroll all damage dice that rolled a result lower than your Proficiency.
EPIC AQUATIC BEAST
(Giant Squid, Whale, etc.) Agility +3 | Evasion +3 Melee Agility d10+10 phy Gain advantage on: locate, protect, scare, track Ocean Master: You can breathe and move naturally underwater. When you succeed on an attack against a target within Melee range, you can temporarily Restrain them. Unyielding: When you would mark an Armor Slot, roll a d6. On a result of 5 or higher, reduce the severity by one threshold without marking an Armor Slot.
MYTHIC BEAST
(Upgraded Tier 1 or Tier 2 Options) Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you’re in this form, you retain all traits and features from the original form and gain the following bonuses:
- A +9 bonus to damage rolls
- A +2 bonus to the trait used by this form
- A +3 bonus to Evasion
- Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)
MYTHIC HYBRID
(Chimera, Cockatrice, Manticore, etc.) Strength +3 | Evasion +2 Strength Melee d12+10 phy Hybrid Features: To transform into this creature, mark 2 additional Stress. Choose any three Beastform options from Tiers 1-3. Choose a total of five advantages and three features from those options.
GUARDIAN
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind. DOMAINS – Valor & Blade STARTING EVASION – 9 STARTING HIT POINTS – 7 CLASS ITEMS – A totem from your mentor or a secret key
GUARDIAN’S HOPE FEATURE
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
CLASS FEATURE
Unstoppable: Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6. While Unstoppable, you gain the following benefits:
- You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).
- You add the current value of the Unstoppable Die to your damage roll.
- You can’t be Restrained or Vulnerable. Tip: If your Unstoppable Die is a d4 and the 4 is currently facing up, you remove the die the next time you would increase it. However, if your Unstoppable Die has increased to a d6 and the 4 is currently facing up, you’ll turn it to 5 the next time you would increase it. In this case, you’ll remove the die after you would need to increase it higher than 6.
GUARDIAN SUBCLASSES
Choose either the Stalwart or Vengeance subclass.
STALWART
Play the Stalwart if you want to take heavy blows and keep fighting.
FOUNDATION FEATURES
Unwavering: Gain a permanent +1 bonus to your damage thresholds. Iron Will: When you take physical damage, you can mark an additional Armor Slot to reduce the severity.
SPECIALIZATION FEATURES
Unrelenting: Gain a permanent +2 bonus to your damage thresholds. Partners-in-Arms: When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.
MASTERY FEATURES
Undaunted: Gain a permanent +3 bonus to your damage thresholds. Loyal Protector: When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.
VENGEANCE
Play the Vengeance if you want to strike down enemies who harm you or your allies.
FOUNDATION FEATURES
At Ease: Gain an additional Stress slot. Revenge: When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.
SPECIALIZATION FEATURE
Act of Reprisal: When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.
MASTERY FEATURE
Nemesis: Spend 2 Hope to Prioritize an adversary until your next rest. When you make an attack against your Prioritized adversary, you can swap the results of your Hope and Fear Dice. You can only Prioritize one adversary at a time.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Who from your community did you fail to protect, and why do you still think of them?
- You’ve been tasked with protecting something important and delivering it somewhere dangerous. What is it, and where does it need to go?
- You consider an aspect of yourself to be a weakness. What is it, and how has it affected you?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- How did I save your life the first time we met?
- What small gift did you give me that you notice I always carry with me?
- What lie have you told me about yourself that I absolutely believe?
RANGER
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on. DOMAINS – Bone & Sage STARTING EVASION – 12 STARTING HIT POINTS – 6 CLASS ITEMS – A trophy from your first kill or a seemingly broken compass
RANGER’S HOPE FEATURE
Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
CLASS FEATURE
Ranger’s Focus: Spend a Hope and make an attack against a target. On a success, deal your attack’s normal damage and temporarily make the attack’s target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
- You know precisely what direction they are in.
- When you deal damage to them, they must mark a Stress.
- When you fail an attack against them, you can end your Ranger’s Focus feature to reroll your Duality Dice.
RANGER SUBCLASSES
Choose either the Beastbound or Wayfinder subclass.
BEASTBOUND
Play the Beastbound if you want to form a deep bond with an animal ally.
SPELLCAST TRAIT
Agility
FOUNDATION FEATURE
Companion: You have an animal companion of your choice (at the GM’s discretion). They stay by your side unless you tell them otherwise. Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
SPECIALIZATION FEATURES
Expert Training: Choose an additional level-up option for your companion. Battle-Bonded: When an adversary attacks you while they’re within your companion’s Melee range, you gain a +2 bonus to your Evasion against the attack.
MASTERY FEATURES
Advanced Training: Choose two additional level-up options for your companion. Loyal Friend: Once per long rest, when the damage from an attack would mark your companion’s last Stress or your last Hit Point and you’re within Close range of each other, you or your companion can rush to the other’s side and take that damage instead.
WAYFINDER
Play the Wayfinder if you want to hunt your prey and strike with deadly force.
SPELLCAST TRAIT
Agility
FOUNDATION FEATURES
Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress. Path Forward: When you’re traveling to a place you’ve previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.
SPECIALIZATION FEATURE
Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.
MASTERY FEATURE
Apex Predator: Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM’s Fear pool.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- A terrible creature hurt your community, and you’ve vowed to hunt them down. What are they, and what unique trail or sign do they leave behind?
- Your first kill almost killed you, too. What was it, and what part of you was never the same after that event?
- You’ve traveled many dangerous lands, but what is the one place you refuse to go?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What friendly competition do we have?
- Why do you act differently when we’re alone than when others are around?
- What threat have you asked me to watch for, and why are you worried about it?
RANGER COMPANION
When you choose the Beastbound Ranger subclass, take a companion sheet. This sheet is for tracking important information about your character’s companion and can be tucked beneath the right side of your character sheet for ease of viewing.
STEP 1: NAME YOUR COMPANION
Work with the GM to decide what kind of animal you have as your companion. Give them a name and add a picture of them to the companion sheet.
STEP 2: WRITE THEIR EVASION
Fill in their Evasion, which starts at 10.
STEP 3: CHOOSE THEIR COMPANION EXPERIENCE
Create two Experiences for your companion based on their training and the history you have together. Start with +2 in both Experiences. Whenever you gain a new Experience, your companion also gains one. All new Experiences start at +2. Example Companion Experiences Bold Distraction, Expert Climber, Fetch, Friendly, Guardian of the Forest, Horrifying, Intimidating, Loyal Until the End, Navigation, Nimble, Nobody Left Behind, On High Alert, Protective, Royal Companion, Scout, Service Animal, Trusted Mount, Vigilant, We Always Find Them, You Can’t Hit What You Can’t Find
STEP 4: CHOOSE THEIR ATTACK AND RECORD DAMAGE DIE
Finally, describe your companion’s method of dealing damage (their standard attack) and record it in the “Attack & Damage” section. At level 1, your companion’s damage die is a d6 and their range is Melee. Choose whether they deal physical or magic damage.
WORKING WITH YOUR COMPANION
The following sections will run you through the basics of working with your companion.
USING SPELLCAST ROLLS, HOPE, AND EXPERIENCES
Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
ATTACKING WITH YOUR COMPANION
When you command your companion to attack, they gain any benefits that would normally only apply to you (such as the effects of “Ranger’s Focus”). On a success, their damage roll uses your Proficiency and their damage die.
TAKING DAMAGE AS STRESS
- When your companion would take any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by hiding, fleeing, or a similar action). They remain unavailable until the start of your next long rest, where they return with 1 Stress cleared.
- When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.
LEVELING UP YOUR COMPANION
When your character levels up, choose one available option for your companion from the following list and mark it on your sheet:
- Intelligent: Your companion gains a permanent +1 bonus to a Companion Experience of your choice.
- Light in the Dark: Use this as an additional Hope slot your character can mark.
- Creature Comfort: Once per rest, when you take time during a quiet moment to give your companion love and attention, you can gain a Hope or you can both clear a Stress.
- Armored: When your companion takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- Vicious: Increase your companion’s damage dice or range by one step (d6 to d8, Close to Far, etc.).
- Resilient: Your companion gains an additional Stress slot.
- Bonded: When you mark your last Hit Point, your companion rushes to your side to comfort you. Roll a number of d6s equal to the unmarked Stress slots they have and mark them. If any roll a 6, your companion helps you up. Clear your last Hit Point and return to the scene.
- Aware: Your companion gains a permanent +2 bonus to their Evasion.
ROGUE
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there’s honor among thieves for those who know where to look. DOMAINS – Midnight & Grace STARTING EVASION – 12 STARTING HIT POINTS – 6 CLASS ITEMS – A set of forgery tools or a grappling hook
ROGUE’S HOPE FEATURE
Rogue’s Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
CLASS FEATURES
Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked. Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
- Level 1 → Tier 1
- Levels 2–4 → Tier 2
- Levels 5–7 → Tier 3
- Levels 8–10 → Tier 4
ROGUE SUBCLASSES
Choose either the Nightwalker or Syndicate subclass.
NIGHTWALKER
Play the Nightwalker if you want to manipulate shadows to maneuver through the environment.
SPELLCAST TRAIT
Finesse
FOUNDATION FEATURE
Shadow Stepper: You can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.
SPECIALIZATION FEATURES
Dark Cloud: Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area within Close range. Anyone in this cloud can’t see outside of it, and anyone outside of it can’t see in. You’re considered Cloaked from any adversary for whom the cloud blocks line of sight. Adrenaline: While you're Vulnerable, add your level to your damage rolls.
MASTERY FEATURES
Fleeting Shadow: Gain a permanent +1 bonus to your Evasion. You can use your “Shadow Stepper” feature to move within Very Far range. Vanishing Act: Mark a Stress to become Cloaked at any time. When Cloaked from this feature, you automatically clear the Restrained condition if you have it. You remain Cloaked in this way until you roll with Fear or until your next rest.
SYNDICATE
Play the Syndicate if you want to have a web of contacts everywhere you go.
SPELLCAST TRAIT
Finesse
FOUNDATION FEATURE
Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
- They owe me a favor, but they’ll be hard to find.
- They’re going to ask for something in exchange.
- They’re always in a great deal of trouble.
- We used to be together. It’s a long story.
- We didn’t part on great terms.
SPECIALIZATION FEATURE
Contacts Everywhere: Once per session, you can briefly call on a shady contact. Choose one of the following benefits and describe what brought them here to help you in this moment:
- They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
- On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.
- The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.
MASTERY FEATURE
Reliable Backup: You can use your “Contacts Everywhere” feature three times per session. The following options are added to the list of benefits you can choose from when you use that feature:
- When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.
- When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- What did you get caught doing that got you exiled from your home community?
- You used to have a different life, but you’ve tried to leave it behind. Who from your past is still chasing you?
- Who from your past were you most sad to say goodbye to?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What did I recently convince you to do that got us both in trouble?
- What have I discovered about your past that I hold secret from the others?
- Who do you know from my past, and how have they influenced your feelings about me?
SERAPH
Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose. DOMAINS – Splendor & Valor STARTING EVASION – 9 STARTING HIT POINTS – 7 CLASS ITEMS – A bundle of offerings or a sigil of your god
SERAPH’S HOPE FEATURE
Life Support: Spend 3 Hope to clear a Hit Point on an ally within Close range.
CLASS FEATURE
Prayer Dice: At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
SERAPH SUBCLASSES
Choose either the Divine Wielder or Winged Sentinel subclass.
DIVINE WIELDER
Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.
SPELLCAST TRAIT
Strength
FOUNDATION FEATURES
Spirit Weapon: When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll. Sparing Touch: Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.
SPECIALIZATION FEATURE
Devout: When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your “Sparing Touch” feature twice instead of once per long rest.
MASTERY FEATURE
Sacred Resonance: When you roll damage for your “Spirit Weapon” feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.
WINGED SENTINEL
Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.
SPELLCAST TRAIT
Strength
FOUNDATION FEATURE
Wings of Light: You can fly. While flying, you can do the following:
- Mark a Stress to pick up and carry another willing creature approximately your size or smaller.
- Spend a Hope to deal an extra 1d8 damage on a successful attack.
SPECIALIZATION FEATURE
Ethereal Visage: Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM’s Fear pool instead of gaining Hope.
MASTERY FEATURES
Ascendant: Gain a permanent +4 bonus to your Severe damage threshold. Power of the Gods: While flying, you deal an extra 1d12 damage instead of 1d8 from your “Wings of Light” feature.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Which god did you devote yourself to? What incredible feat did they perform for you in a moment of desperation?
- How did your appearance change after taking your oath?
- In what strange or unique way do you communicate with your god?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What promise did you make me agree to, should you die on the battlefield?
- Why do you ask me so many questions about my god?
- You’ve told me to protect one member of our party above all others, even yourself. Who are they and why?
SORCERER
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed. DOMAINS – Arcana & Midnight STARTING EVASION – 10 STARTING HIT POINTS – 6 CLASS ITEMS – A whispering orb or a family heirloom
SORCERER’S HOPE FEATURE
Volatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
CLASS FEATURES
Arcane Sense: You can sense the presence of magical people and objects within Close range. Minor Illusion: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther. Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:
- Gain Hope equal to the level of the card.
- Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.
SORCERER SUBCLASSES
Choose either the Elemental Origin or Primal Origin subclass.
ELEMENTAL ORIGIN
Play the Elemental Origin if you want to channel raw magic to take the shape of a particular element.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURE
Elementalist: Choose one of the following elements at character creation: air, earth, fire, lightning, water. You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you’re about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll’s damage.
SPECIALIZATION FEATURE
Natural Evasion: You can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.
MASTERY FEATURE
Transcendence: Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:
- +4 bonus to your Severe threshold
- +1 bonus to a character trait of your choice
- +1 bonus to your Proficiency
- +2 bonus to your Evasion
PRIMAL ORIGIN
Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURE
Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:
- Extend the spell or attack’s reach by one range
- Gain a +2 bonus to the action roll’s result
- Double a damage die of your choice
- Hit an additional target within range
SPECIALIZATION FEATURE
Enchanted Aid: You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.
MASTERY FEATURE
Arcane Charge: You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- What did you do that made the people in your community wary of you?
- What mentor taught you to control your untamed magic, and why are they no longer able to guide you?
- You have a deep fear you hide from everyone. What is it, and why does it scare you?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- Why do you trust me so deeply?
- What did I do that makes you cautious around me?
- Why do we keep our shared past a secret?
WARLOCK
Those who’ve traded their lives—or perhaps even their souls—to an otherworldly patron in exchange for incredible power are known as warlocks. Often, these mortals have reached a point of desperation that leads them to make this sacrifice: they hope to protect themselves or a loved one, aid their community, seek vengeance, increase their status, or otherwise further their ambitions. The powerful entities they entreat are as varied as the warlocks themselves: gods, spirits, demons, or other beings unknown to even the mortal who makes the pact. The entities each have their own sphere of influence that defines their otherworldly power, and those that collect souls are rarely known for their benevolence. Thus, a warlock’s power is defined by the relationship they maintain with their benefactor. Despite their terrifying magic, warlocks might find that someone or something else is pulling their strings. DOMAINS – Dread & Grace STARTING EVASION – 11 STARTING HIT POINTS – 5 CLASS ITEMS – A carving that symbolizes your patron or a ring you can’t remove
WARLOCK’S HOPE FEATURE
Patron’s Boon: When you fail a roll, you can spend 3 Hope to reroll with advantage.
CLASS FEATURES
Patron’s Pact: You have committed yourself to a supernatural entity —such as a god, fae, or demon—in exchange for power. Write their name on your character sheet, then work with your GM to determine their sphere of influence (such as Nature, Chaos, Wisdom, Mischief, Love, War, Justice, or Death). Before making an action roll that relates to your patron’s sphere of influence, you can spend a Favor to call upon their aid, rolling your Patron Die and adding its result to the total. Your Patron Die starts at a d6 and increases to a d8 at level 5. Favor: You start with 3 Favor. You can use a downtime move to show tribute to your patron. Describe how and gain Favor equal to your Spellcast trait. Additionally, when you succeed on an action roll with Hope, you can choose to gain a Favor instead of a Hope. Note: The maximum Favor you can hold at one time is 6.
SPHERE OF INFLUENCE EXAMPLES
When building a warlock, choose their patron’s sphere of influence from the list below or work with the GM to make your own. Ambition Artists Chaos Darkness Death Gamblers Honor Justice Leaders Love Mercy Mischief Nature Protectors Revenge Scholars Secrets Soldiers Strength Travelers Tricksters Truth War Wisdom
WARLOCK SUBCLASSES
Choose either the Pact of the Endless or Pact of the Wrathful subclass.
PACT OF THE ENDLESS
Play the Pact of the Endless if you want to stand strong against enemies and avoid death.
SPELLCAST TRAIT
Presence
FOUNDATION FEATURES
Patron’s Mantle: Spend a Favor to cloak yourself in a terrifying aspect of your Patron that lasts until you take Severe damage or the scene ends. While this effect is active, you gain a bonus to your damage thresholds equal to your tier and have advantage on action rolls to intimidate a target. Deathless Embrace: Once per rest, spend any number of Favor to roll an equal number of Patron Dice. For each result of 4 or higher, clear a Hit Point.
SPECIALIZATION FEATURES
Harrowing Invocation: When an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to give them disadvantage on the roll. If the adversary fails the roll, they must also mark a Stress. Damage Sink: Once per rest, you can spend a Favor to halve incoming damage.
MASTERY FEATURES
Dark Aegis: Once per long rest when you would take damage, you can spend a Favor instead of marking Hit Points. Draining Bane: When an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to Drain them. When you do, they must mark a Stress, and you can clear a Stress. While Drained, the target uses a d12 instead of a d20 for attack rolls (including for advantage or disadvantage) until they fail a roll.
PACT OF THE WRATHFUL
Play the Pact of the Wrathful if you want to destroy those who act against you.
SPELLCAST TRAIT
Presence
FOUNDATION FEATURES
Patron’s Fury: Spend a Favor to imbue your attacks with your Patron’s power until you deal Severe damage or the scene ends. When you roll damage while this effect is active, you also roll a number of Patron Dice equal to your tier and add their total to the damage dealt. Deadly Vengeance: When you mark any number of Hit Points from an attack, you can spend a Favor to roll an equal number of Patron Dice. For each result of 4 or higher, the attacker marks a Hit Point.
SPECIALIZATION FEATURES
Menacing Reach: Spend a Favor to increase the range of your primary weapon by one step (such as Melee to Very Close or Very Close to Close) to a maximum of Very Far range. This effect ends when you make a successful attack with that weapon. Diminish My Foes: When you succeed with Hope on an action roll against a target, you can spend any number of Favor to force the target to mark an equal number of Stress.
MASTERY FEATURES
Fearsome Attack: Spend a Favor to reroll any number of your damage dice. You can continue spending Favor to use this feature on the same damage roll. Otherworldly Ire: Once per rest when you take damage, you can spend any number of Favor to roll that many Patron Dice and target a number of creatures within Close range equal to the highest result. Each target must mark a Hit Point.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Who from your community shunned you after you made a pact with your patron?
- What desperate situation led you to pledge your life to your patron?
- Your patron has given you one task you must accomplish above all else. What is it, and why does it worry you?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- Why do you think I confide in you about what my patron says and does?
- Our relationship has changed since you saw me show tribute to my patron. What did you see, and how has it affected you?
- I once did something very foolish, and you’ve never let me live it down. What was it?
WARRIOR
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake. DOMAINS – Blade & Bone STARTING EVASION – 11 STARTING HIT POINTS – 6 CLASS ITEMS – The drawing of a lover or a sharpening stone
WARRIOR’S HOPE FEATURE
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
CLASS FEATURES
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
- They can’t move from where they are.
- You deal damage to them equal to your primary weapon’s damage.
- You move with them. Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
WARRIOR SUBCLASSES
Choose either the Call of the Brave or Call of the Slayer subclass.
CALL OF THE BRAVE
Play the Call of the Brave if you want to use the might of your enemies to fuel your own power.
FOUNDATION FEATURES
Courage: When you fail a roll with Fear, you gain a Hope. Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
SPECIALIZATION FEATURE
Rise to the Challenge: You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.
MASTERY FEATURE
Camaraderie: Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.
CALL OF THE SLAYER
Play the Call of the Slayer if you want to strike down adversaries with immense force.
FOUNDATION FEATURE
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
SPECIALIZATION FEATURE
Weapon Specialist: You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.
MASTERY FEATURE
Martial Preparation: You’re an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
-
Who taught you to fight, and why did they stay behind when you left home?
-
Somebody defeated you in battle years ago and left you to die. Who was it, and how did they betray you?
-
What legendary place have you always wanted to visit, and why is it so special?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- We knew each other long before this party came together. How?
- What mundane task do you usually help me with off the battlefield?
- What fear am I helping you overcome?
WITCH
Witches are magical practitioners who commune with the forces of nature and entities from realms beyond. These spellcasters call forth power through craft, combining the tangible and ephemeral by casting spells, murmuring incantations, creating talismans, weaving illusions, and maintaining other personalized practices. They can protect their allies and harm their enemies by invoking powerful forces beyond themselves—supernatural beings such as ancestors, deities, or aspects of nature. Often, their magical knowledge is passed down from these entities or through many generations of practitioners who gather in small groups known as covens. Witches are frequently feared and misunderstood, as their methods can appear mysterious, strange, and even macabre to the uninitiated. Whichever path they walk, a witch treads the boundary between light and shadow without fear. DOMAINS – Sage & Dread STARTING EVASION – 10 STARTING HIT POINTS – 6 CLASS ITEMS – A small, harmless pet or a scrying stone
WITCH’S HOPE FEATURE
Witch’s Charm: When you or an ally within Far range fails an action roll, you can spend 3 Hope to change it into a success with Fear instead.
CLASS FEATURES
Hex: Mark a Stress to temporarily Hex a target within Far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait. Commune: Once per long rest during a moment of calm, you can commune with an ancestor, a deity, a spirit, or an otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one of the results and reference the chart below for the effect. Roll Effect 1–3 You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4–5 You hear sounds or see a vision relevant to the answer. 6 You psychically experience a scene relevant to the answer as if you were there.
WITCH SUBCLASSES
Choose either the Hedge or Moon subclass.
HEDGE
Play the Hedge if you want to use your craft to empower yourself and your party.
SPELLCAST TRAIT
Knowledge
FOUNDATION FEATURES
Herbal Remedies: When you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1. Enchanted Talisman: Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.
SPECIALIZATION FEATURES
Walk Between Worlds: During a moment of calm, make a Spellcast Roll (13) . Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it. Vexing Malison: You have advantage on attacks against Hexed creatures.
MASTERY FEATURES
Circle of Power: Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.
MOON
Play the Moon if you want to embody celestial power to amplify your magic.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURES
Night’s Glamour: Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you. Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.
SPECIALIZATION FEATURES
Moonbeam: Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions. Ire of Pale Light: When a Hexed creature within Very Far range fails an attack, they must mark a Stress.
MASTERY FEATURES
Lunar Phases: At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session. Roll Phase Effect 1 New Spend a Hope to negate Minor damage. 2 – 3 Waxing +2 to damage rolls 4 Full +3 to damage thresholds 5 – 6 Waning +1 to Evasion Once per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- Who from your community feared your magical craft? What rumor did they spread about you, and what truth did it contain?
- You once used your power to help someone in a dire situation. Who were they, and why did they come to you?
- Your magic once opened a door best left closed. Who or what was on the other side?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What unique ritual or practice have I taught you that we now perform together?
- I once appeared to you in a dream and shared a vision of the future. What did I tell you?
- What do you typically come to me for advice about?
WIZARD
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths. DOMAINS – Codex & Splendor STARTING EVASION – 11 STARTING HIT POINTS – 5 CLASS ITEMS – A book you’re trying to translate or a tiny, harmless elemental pet
WIZARD’S HOPE FEATURE
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
CLASS FEATURES
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object. Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
WIZARD SUBCLASSES
Choose either the School of Knowledge or School of War subclass.
SCHOOL OF KNOWLEDGE
Play the School of Knowledge if you want a keen understanding of the world around you.
SPELLCAST TRAIT
Knowledge
FOUNDATION FEATURES
Prepared: Take an additional domain card of your level or lower from a domain you have access to. Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
SPECIALIZATION FEATURES
Accomplished: Take an additional domain card of your level or lower from a domain you have access to. Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
MASTERY FEATURES
Brilliant: Take an additional domain card of your level or lower from a domain you have access to. Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.
SCHOOL OF WAR
Play the School of War if you want to utilize trained magic for violence.
SPELLCAST TRAIT
Knowledge
FOUNDATION FEATURES
Battlemage: You’ve focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot. Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.
SPECIALIZATION FEATURES
Conjure Shield: You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion. Fueled by Fear: The extra magic damage from your “Face Your Fear” feature increases to 2d10 .
MASTERY FEATURES
Thrive in Chaos: When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point. Have No Fear: The extra magic damage from your “Face Your Fear” feature increases to 3d10.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can also create your own questions.
- What responsibilities did your community once count on you for? How did you let them down?
- You’ve spent your life searching for a book or object of great significance. What is it, and why is it so important to you?
- You have a powerful rival. Who are they, and why are you so determined to defeat them?
CONNECTIONS
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What favor have I asked of you that you’re not sure you can fulfill?
- What weird hobby or strange fascination do we both share?
- What secret about yourself have you entrusted only to me?