Wednesday, January 18, 2017

Hero - Gaspar Ximinez

Traits:

Brawn: 2
Finesse: 3
Resolve: 3
Wits: 3
Panache: 2




Arcana:

Virtue (The Hanged Man): Altruistic
Activate your Virtue to suffer a Risk’s Consequences in place of another Hero.
Hubris (The Road): Underconfident
You receive a Hero Point when your Hero decides he cannot take an action without help from another Hero—insisting another Hero spend a Hero Point to give you Bonus Dice, or asking her to use one of her Advantages to aid you, for example.

Backgrounds:

Scholar: Earn a Hero Point when you put yourself in harm’s way in pursuit of knowledge.
Mirabilis (Priest): Earn a Hero Point when you give of yourself to demonstrate the warmth and compassion of the Vaticine Church.

Skills:

Aim: 1
Convince: 3
Empathy: 3
Notice: 2
Perform: 3
Ride: 2
Scholarship: 3
Weaponry: 3

Advantages: 


Duelist (Aldana): You are a skilled duelist. You have access to the Dueling Maneuvers Slash, Parry, Feint, Lunge, Bash and Riposte (see p. 235). You also have access to the following Style Bonus:

  • When you wield a fencing sword in one hand and nothing else, you can perform a special Maneuver called the Aldana Ruse, causing your target to take additional Wounds equal to your Ranks in Panache the next time he takes Wounds this Round. You can only perform Aldana Ruse once per Round.
Linguist: You speak, read, and write all Théan languages. Even the dead ones.
Ordained: You can expect refuge, a place to stay, and hot meals in any church. You also have access to many—but not all—of the Church’s libraries. Finally, you gain two dice for any social Risks against characters who are adherents to your faith.
Spark of Genius (History): When you make a Risk and call on your specialized field of study, spend a Hero Point to gain additional Raises equal to your Wits.
University: You attended one of Théah’s formal universities and are familiar with many academic fields of study such as mathematics, architecture, and astronomy. When you make a Risk using Scholarship, Empathy, or Notice, all of your dice gain +1 to their value.

Hero - Celestina Bianchi

Traits:

Brawn: 2
Finesse: 2
Resolve: 4
Wits: 3
Panache: 2






Arcana:

Virtue (The Witch): Intuitive
Activate your Virtue to ask the GM one yes or no question about an NPC. The GM must answer honestly and should be generous—for example, if there is a qualifier, he should tell you and explain more fully.
Hubris (The Lovers): Star-Crossed
You receive a Hero Point when your Hero becomes enamored with someone she really shouldn’t.

Backgrounds:

Aristocrat: Earn a Hero Point when you prove there is more to nobility than expensive clothes and attending court.
Sorte Strega: Earn a Hero Point when you commit to a dangerous course of action that you believe is destiny.

Skills:

Aim: 2
Convince: 3
Empathy: 2
Hide: 2
Notice: 2
Perform: 2
Ride: 3
Scholarship: 2
Tempt: 2

Advantages: 

Come Hither: Spend a Hero Point to lure another character into a private room and later leave said private room without him, removing him from the scene. He may be rescued after you’re long gone.
Disarming Smile: Spend a Hero Point to keep another character from drawing a weapon, starting a fight, or resorting to violence. She will still defend herself, but she will not start any violent conflicts.
Fascinate: Spend a Hero Point to capture the attention of another character. That character pays attention only to you until the end of the Scene or until you cease speaking/paying attention, whichever comes first.
Rich: You begin each session with 3 Wealth.
Sorcery (Sorte): You can sense the strands of Fate that connect everyone and take Lashes to control it. Lashes make your magic more powerful but also give the GM tools to use as fate exacts its price for playing with it. You have the following Tessere:

  • Read: You must use this before using your other Sorte abilities to detect the strands of fate in a scene. Using Read costs a Raise during Action Sequences. Once she uses it, she can see all the strands and Arcana for the rest of the Scene.
  • Arcana (Minor): Spend a Hero Point and take a Lash to activate your target’s Virtue or Hubris. 
  • Blessing (Minor): Spend a Hero Point and take one or more Lashes to give another Hero or Villain a Minor Blessing—Bonus Dice equal to the number of Lashes you have when you cast it for their next Risk.
  • Blessing (Major): Like the Minor Blessing, but a Hero or Villain may use the Bonus Dice for any Risk until the end of the Scene or until he runs out of Bonus Dice.
  • Curse (Minor): Spend a Hero Point and take one or more Lashes to give another Hero or Villain a Minor Curse—remove dice  equal to the number of Lashes you have when you cast it for their next Risk.
  • Curse (Major): Like the Minor Curse, but you remove dice after the Hero or Villain has rolled.

Small: You are smaller than the average Théan. Much smaller. If your small size makes a Risk easier—using Hide to squeeze into a tiny space and escape a guard patrol, or using Athletics to slip between the bars of a jail cell—gain 1 Bonus Die.
Time Sense: You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error.

Hero - Dierdre Finnegan

"I seem to be the only person alive who knows which lever saves your life."

Traits:

Brawn: 3
Finesse: 2
Resolve: 3
Wits: 3
Panache: 2





Arcana:

Virtue (The Magician): Willful
Activate your Virtue and target a Villain. Until the end of this Scene, you cannot spend Hero Points and the Villain cannot spend Danger Points.
Hubris (Coins): Relentless
You receive a Hero Point when you refuse to leave well enough alone or quit while you’re ahead, and it gets you into trouble.

Backgrounds:

Archaeologist: Earn a Hero Point when you turn an artifact of value over to a university, museum, or a publicly displayed site.
Pugilist: Earn a Hero Point when you drop what you’re holding to fight with fists regardless of your opponent's weapon.

Skills:

Athletics: 3
Brawl: 3
Convince: 3
Empathy: 2
Notice: 3
Perform:2
Scholarship: 2
Theft: 2

Advantages: 

Barterer: Spend a Hero Point to convince someone to cut you a deal, give you a reasonable discount, or assure someone who knows you that “you’re good for it.”
Boxer: You gain 1 Bonus Die when you make a Brawling Risk to punch, kick, headbutt or otherwise injure another character using nothing but your own body.
Eagle Eyes: As long as you have a clear line of sight, you can see perfectly out to a distance of one mile. If you use a spyglass you can even pick out fine details, such as the inscription carved into a wedding band. If you make a Risk that relies heavily on your keen vision, you gain 1 Bonus Die.
Extended Family: Spend a Hero Point to reveal you have a distant cousin who lives nearby and can help you with materials, information, or shelter.
Handy: Spend a Hero Point to repair a broken item, rig a damaged gun, patch a leaky ship, or perform similar miracles, causing the object to function normally for the rest of the Scene. At the end of the Scene—or if the object suffers any additional damage—the object becomes unusable until you have time to perform serious repairs with the proper tools.
Signature Item (Pappy's Pipe): You can always spend a Hero
Point to...

  • have your Signature Item appear in the next scene if you lose it or it is stolen.
  • gain 2 Bonus Dice on a Risk when using your Signature Item.
  • attack a foe to deal Wounds equal to the Raises you spend plus your highest Trait when using the Signature Item.
  • prevent a number of Wounds equal to the Raises you spend plus your highest Trait when using the Signature item.

You must always describe how your Signature Item helps you, and it must make sense for the item to gain you any bonuses in this way (GM discretion).
Staredown: Spend a Hero Point to intimidate a character into backing down from a threat, letting you into somewhere he shouldn’t, or otherwise getting out of your way

Hero - Marcel Montague

Traits:

Brawn: 2
Finesse: 2
Resolve: 2
Wits: 3
Panache: 4

Arcana:

Virtue (The Fool): Wily
Activate your Virtue to escape danger from the current Scene. You cannot rescue anyone but yourself.
Hubris (The Beggar): Envious
You receive a Hero Point when your Hero covets something, and does something unwise to get it.

Backgrounds:

Sorcier Porte: Earn a Hero Point when you close a Blessure that a Villain ripped open.
L'Ami du Roi (Friend of the King): Earn a Hero Point when you leverage the King's favor to
solve a problem.

Skills:

Convince: 3
Empathy: 3
Hide: 2
Perform: 2
Ride: 3
Scholarship: 2
Tempt: 3
Weaponry: 2

Advantages: 

Connection (Vodacce merchant captains): You have connections who can give you information or help you out when you need it. You can always make contact with someone of that type who will give you basic information or help you in some minor way, so long as it doesn’t cost them anything or put them in danger. If you want more hard-to-find information or a dangerous favor, you must spend a Hero Point or agree to a cost that your connection stipulates, such as paying them money or agreeing to do a favor for them in return.
Friend of the Court: When you are at a ball, feast, or similar high society function, spend a Hero Point to reveal you have a close friend also in attendance.
Linguist: You speak, read, and write all Théan languages. Even the dead ones.
Sorcery (Porte): As described on pg. 219. You have four Minor Marks for small items you can Pull. You have two Major Marks that you may Walk to: your cabin aboard the ship and your rose garden in Montaigne.
Time Sense: You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error.

Hero - Captain Seamus "Smoky" Cavanaugh

Traits:

Brawn: 3
Finesse: 2
Resolve: 3
Wits: 3
Panache: 2

Arcana:

Virtue (The Road): Friendly
Activate your Virtue when you meet a character (even a Villain) for the first time. She treats you as
friendly for one scene.
Hubris (The Devil): Trusting
You receive a Hero Point when you accept someone’s lies or lopsided deal.

Backgrounds:

Privateer: Earn a Hero Point when you defeat the enemies of the Crown of Avalon.
Ship Captain: Earn a Hero Point when you’re the last one in your crew to safety.

Skills:

Aim: 3
Convince: 2
Notice: 3
Sailing: 3
Tempt: 2
Theft: 3
Weaponry: 2

Advantages: 

Brush Pass: Spend a Hero Point to pick a pocket, steal a ring from another character’s finger, or plant a small hand-held item on another character without him noticing.
Beyond The Horizon (Ship): Your Ship has sailed to the far reaches of the world, and docked in the colorful and distant ports of the New World, Ifri or Cathay. You can spend a Raise
or a Hero Point when speaking about the cultures, customs and people of far-away lands. Whoever you are speaking to, they believe you.
The Devil's Own Luck: Spend a Hero Point after you take a Risk to Re-Roll any number of dice you wish. You must keep the new roll, unless you have a different effect that allows you to Re-Roll dice. You can only use this Advantage once per Scene.
Got It!: Spend a Hero Point to immediately pick a lock, crack a safe, or disarm a trap.
Leadership: Spend a Hero Point to inspire a group to action. The group must be able to hear you, but if they can and they are of neutral or better disposition, they will do whatever you command so long as it is reasonable—they are unlikely to all throw themselves off a bridge to certain death, for example.
Married to the Sea: You have access to a ship known as a brigantine. Ships made in Avalon tend to be smaller and built for speed. Gain two Bonus Dice for any Risks involving speed and maneuverability—such as trying to flat outrun another Ship.
Perfect Balance: Spend a Hero Point to move across a thin beam, jump from one place to another, or otherwise perform a feat of perfect agility and balance.
Sea Legs: While aboard a ship, treacherous footing never affects you. You gain 1 Bonus Die on any physical Risk while aboard a ship at sea—engaging in a sword fight on a pitching ship deck, or climbing through the rigging during a storm.

Hero - Samartian Exile

Traits:

Brawn: 2
Finesse: 2
Resolve: 3
Wits: 3
Panache: 3

Arcana:

Virtue (The Tower): Humble
Activate your Virtue to gain 2 Hero points instead of 1 when you activate your Hubris or trigger a Quirk.
Hubris (The Moonless Night): Confusion
You receive a Hero Point when your Hero fails to understand an important plot element and that misunderstanding leads to danger for herself or others.

Backgrounds:

Farmkid: Earn a Hero Point when you solve a complex problem in a simple, tried and true method from back on the farm.
Tremtis (Expatriate): Earn a Hero Point when something from your past comes back to haunt you.

Skills:

Athletics: 2
Brawl: 2
Convince: 2
Empathy: 3
Hide: 2
Notice: 3
Perform: 2
Ride: 2
Theft: 2

Advantages: 

Connection (Exiled Sarmartian Nobles): You have connections who can give you information or help you out when you need it. You can always make contact with someone of that type who will give you basic information or help you in some minor way, so long as it doesn’t cost
them anything or put them in danger. If you want more hard-to-find information or a dangerous favor, you must spend a Hero Point or agree to a cost that your connection stipulates, such as paying them money or agreeing to do a favor for them in return.
Foreign Born (Vodacce): After you fled Rzeplita, you settled in Vodacce. Any Risk you take that would benefit from your dual heritage—using Convince to negotiate between two merchants who hail from your two cultures, or using Tempt to know just what to say to bribe a border patrol into letting you pass without inspection—gains 1 Bonus Die.
Legendary Trait (Wits): Whenever you roll a Risk using Wits, you remove one die from your pool before you roll. That die is always considered to roll a 10. If your 10s explode, your free Legendary Trait 10 explodes as well.
Sea Legs: While aboard a ship, treacherous footing never affects you. You gain 1 Bonus Die on any physical Risk while aboard a ship at sea—engaging in a sword fight on a pitching ship deck, or climbing through the rigging during a storm.
Sorcery - Sanderis: You have struck two Deals with your dievas. Your demon must provide the following favors when you spend a Hero Point, though they may extract a slight price. Other, larger favors are available if you can come to terms with your dievas.
  • Shadow: Cause a creature to be attacked by its own shadow, inflicting 1 Wound each time they take an Action this Round.
  • Shadow: Observe an area or another character through shadows. You see and hear everything as if you were standing in the shadow, and all of your senses function normally.
  • Storm: Summon a powerful updraft of wind, allowing you to leap a distance or height that would be otherwise impossible or to cushion a fall that would have been deadly.
  • Storm:Throw a bolt of lightning to knock back a creature (or creatures, if they are a Brute or Monster Squad) up to ten feet directly away from you. If the creature strikes something solid (such as a wall), it takes 3 Wounds from the impact. Regardless, it falls to the ground afterward, stunned, and must spend its next Action regaining its feet.
Streetwise: You can spend a Hero Point to locate a fixer, an information broker, a black market, or a similar underworld figure.
Survivalist: If you are in the wilderness, you can forage or hunt and find enough food for yourself and up to five other people. Under extreme circumstances—lost in the middle of a desert, or abandoned in the Ussuran tundra, for example—you find enough food for yourself up to two other people.