Your character is defined by a template. Choose one of the templates listed below. Your character at first level had the “inherent” ability and one additional ability, starting equipment (one item of your choice being the character’s signature item), and limitation listed on the template, as well as any attributes listed. Listed attributes count toward the character’s 5 initial attribute points. Limitations can help you understand the character, but they don’t have penalties. The templates also suggest motives, and/or pre-existing relationships with native groups, but these are optional.
Amazon
The Amazon is a skilled warrior and soldier, with excellent speed and fair strength.

Native Relationships: Friendly: Lancers, Patrol, Shaman. Unfriendly: Company, Bashkars.

Inherent - Exotic Allure. You are an attractive and powerful female in the male-dominated Magic Realm. Your combination of feminine charm and ability to defend that charm unsettles adversaries and impresses allies. +2 to all Social Tasks.
Limitation - Princess. Secretly, you abhor icky things. You try hard to hide this, as you know it might undermine all your efforts to appear as a toughened warrior who should be taken seriously.
Starting equipment. Short Sword (medium weapon, ½ load), Helmet and Breastplate (medium armor, ½ load), light shield (½ load).

Abilities.
Aim. Constant. You may make an aimed shot during the Shoot / Throw action.
Archer. Focused. You gain +2 to an attack with a bow or crossbow. By enhancing this ability to Constant, it can combined with Aim.
Charms.** Rested. You gain a second attempt at any failed Social task.
Stamina. Constant. You may move an extra league during daylight, whether afoot or mounted (her stamina extends to horsemanship).
Wiles.** Rested. You gain a second attempt, at +3, to one failed test of Awareness or Cunning.
Bard
The Bard walked into the Realm a while ago seeking legends to tell back at home. You found (mostly) eager audiences here, and never bothered to leave.

Native Relationships: Friendly: Company, Patrol, Rogues, Soldiers. Unfriendly: Guard, Order.

Inherent - Raconteur. Arena, Focused. You have plenty of tales and jingles to ply in aid of your goal to be liked. If you fail at your first attempt to Ingratiate, you get a second chance at +2.
Limitation - Tries Too Hard. You … won’t … will you ... please … shut … up!
Signature items. Musical instrument and fancy clothing. Starting coin and equipment. 1d5 x 2d10 sp.

Abilities.
Chanter.** You can summon and bind a Gold spirit, and can awaken the Gold spirits of a Woods. You can learn Elven songs as Open abilities.
Warm the House.** Rested, Focused. Simply by playing an up-tempo tune for a number of minutes equal to your level, during the same number of minutes afterward you can grant +3 to any social task and double the effect of any other ability affecting social tasks.
Learned.** Rested, Focused. Each time you carouse in a Dwelling, roll 1d6; on a result of 6, you wake up remember something said the night before that clues you in to the general location of the nearest Great Treasure.
News of the World.** Arena, Focused. After studying a person for a full round, you can offer a bit of “news” that imposes -2 on all their rolls for the following round.

Barbarian
The Barbarian is a powerful fighting man with the strength to dispatch the largest monsters and humans and the speed to outmaneuver them. He is not fast enough to escape lighter and swifter opponents, so against them he must rely on going berserk to survive and on his robust health to help him recover from his wounds.

Native Relationships: Friendly: Rogues, Lancers, Shaman. Unfriendly: Patrol, Guard.

Inherent - Robust. Rested. After a rest, you can roll an extra 1d5 to recover from wounds.
Limitation - Bloodthirsty. You really, really like killing. And drinking.
Signature item. Great axe (heavy). Starting coin and equipment. 2d10 x 10 sp; helmet.

Abilities
Berserk.** Rested, Focused. You temporarily gain two additional wounds, and must continue attacking, until the end of current combat. The additional wounds from berserking are duplicates of your two highest normal wounds, and marked before them, so it takes a total of at least four hits to incapacitate you. At the end of combat, the berserking wounds go away. If at that time your two highest remaining wounds are marked, you become incapacitated.
Captain
The Captain is a renowned hero of many wars. His strength, weapon and armor make him dangerous when facing Medium or Heavy opponents, but he needs heavier equipment to deal with heavily armored foes. He is not really strong enough to face Tremendous foes.

Native Relationships: Friendly: Patrol, Soldiers, Guard, Scholar. Unfriendly: Woodfolk. Enemy: Bashkars.

Inherent - Reputation. You get a second attempt at any failed Social Task when at a Dwelling (including a campfire). This is not, however, an infinite loop.
Limitation - Hardened. You prefer to deal sharply with unfriendly folk.
Signature item. A favorite piece of jewelry, taken as a trophy long ago. Starting coin and equipment. 3d10 x15 sp; light sword, medium armor, heavy shield.

Abilities
Aim. Constant. You can take an Aimed shot during the Shoot action.
Archer. Focused. You gain +2 to an attack with a bow or crossbow. By enhancing this ability to Constant, it can combined with Aim.
Efficient Killer. Focused. On a successful attack roll, you can deal damage with a melee weapon as if it was one category heavier (e.g. a light sword deals medium damage, a heavy shield deals heavy damage).
Steadfast. Rested. You know how it feels to march through the night with full encumbrance, and you will do it again if you must, for double the normal travel distance between sunrise and sunrise.
Command. Arena, Focused. All allies in the arena and adjacent arenas gain +2 to Commitment rolls until the end of combat, and +2 to their next attack rolls. Anyone you choose may follow you to gain your travel distance.
Dark Knight
The Dark Knight is a deadly and feared veteran of many battlefields.

Native Relationships: Allied: Company. Friendly: Soldiers, Crone. Unfriendly: Lancers. Hostile: Guard.

Inherent - Feared. You gain +2 on any attempts to Intimidate.
Limitation - Jerk. When the coin was right, you broke some heads in questionable company. Memories linger in the Magic Realm.
Signature Item. Dark heavy armor. Starting coin and equipment. 3d10 x 50 sp. Pick one of: mace (medium weapon) and heavy shield OR heavy mace and light shield OR crossbow.

Abilities
Deadeye.* Focused. You gain +2 on attack rolls with a bow or crossbow.
Haggling. Rested. You gain +2 on a single attempt to Persuade.
Skullcrusher.* Arena. This attack only works with a mace. Attack an opponent who is not attacking you. Get +2 to hit, or roll damage as if using the next heavier weapon, decide after rolling attack.
Sturdy. Rested. You can carry or wear 1 load more than your Brawn without being encumbered.
Threaten. Arena. You gain a second chance to Intimidate, regardless whether your first attempt succeeded. This also allows you to Intimidate after someone else in your group has done so.
Druid
The Druid is an elusive magician at peace with nature.

Native Relationships: Ally: Bashkars. Friendly: Lancers. Unfriendly: Order, Shaman. Enemy: Woodfolk.

Inherent - Peace with Nature. When alone, you can choose whether to encounter creatures or monsters. When in a group that encounters creatures or monsters, the creatures ignore you unless you attack them.
Limitation - Peacable. The Druid does not seek conflict.
Signature item. Staff engraved with mystic runes. Starting coin and equipment. 2d10 sp; robes and rations.

Abilities.
Pagan.** You can summon and bind a Grey spirit, and can awaken the Grey spirits of a Valley. You can learn Rituals as Open abilities.
Trickster.* You can learn Tricks as Open abilities.
Befriend (Creature).** Focused. Without using magic, you can befriend any natural creature and bind it to be your companion. You have only one companion creature at a time, and cannot dismiss nor release your companion; it will follow you anywhere, even indoors. You cannot befriend a creature you have wounded.
Binding of Wounds. Focused. You can grant another an immediate roll to recover wounds. This is a healing ability that halts bleeding out.
Concealment. Arena. You gain +2 when testing Cunning to hide.
Speak with (Creature).** Focused. You know the language of one type of creature, and can use Ingratiation, Persuasion, and Intimidation to trade for its knowledge and services.
Walk the Woods.* Constant. You can travel off-road in woods at the same speed as on-road, without risk of getting lost.
Dwarf
The Dwarf is a slow and powerful fighter who is at his best in the caves, where he is respected as a master of searching, hiding and fighting the monsters that live there. Outside of the caves he is slow and clumsy. In battle his ability to duck allows him to swiftly escape enemy blows and out-maneuver the largest and slowest denizens. He must be careful to avoid the fast opponents who live outside of the caves, however, and he is extremely vulnerable to attacks made by other characters

Native Relationships: Friendly: Company, Guard, Scholar. Unfriendly: Woodfolk, Bashkars.

Inherent - Short Legs. The Dwarf imposes -2 on the attack rolls of human-sized opponents, and -4 on the attack rolls of opponents ogre-sized or larger. He is a slow traveler; in a day of walking, he can travel only about ⅔ as far as human-sized characters.
Limitation - Gruff and Thirsty. Some people assert that derogatory stereotypes are no more than over-generalizations of ground truth. Regarding dwarfs, you prove them right.

Abilities.
Builder.* Rested. With appropriate equipment, materials, and labor, you can build any structure; test Cunning to learn how many years the structure will stand without needing any repairs.
Craftsman.* Rested. With appropriate equipment and materials, and a successful test of Cunning (which requires a number of hours equal to the unmodified roll), you can make or repair any non-magical object at difficulty 3 to withstand medium damage; difficulty 6 to withstand heavy damage; difficulty 9 to withstand very heavy damage.
Stone Sense.* Rested, Focused. You intuit the age, manner of creation, and most recent prior travelers of any stone building, rock face, or natural cavern.
Sturdy. Rested. You can carry or wear 1 load more than your Brawn without being encumbered.
Elf
The Elf is an elusive and graceful warrior and magician. With his short bow he is a deadly match for anything less than an armored Heavy foe, and with a long bow he can face any opponent. He has the speed to escape numerous opponents.

Native Relationships: Ally: Woodfolk. Friendly: Bashkars. Unfriendly: Order, Scholar. Hostile: Lancers.

Inherent - Sly. You test Cunning at +4 to Hide.
Limitation - Shy. You may relax around a campfire, but are uneasy under a man-built roof.

Abilities.
Chanter.** You can summon and bind a Gold spirit, and can awaken the Gold spirits of a Woods. You can learn Elven songs as Open abilities.
Gifted.* You can learn Knacks as Open abilities.
Grace.** Arena, Action. You can test Daring at +2 against the Daring or Awareness of any opponent trying to Impede you; marginal failure means they cannot attack you this round; marginal success means they cannot attack you, and you can leave the arena as a Focused action; success means you can move freely this round, without being attacked by anyone.
Elven Eye.* Constant. You may roll 3d10 for attacks with bows. This works well with the Fighter’s Weapon of Choice ability.
Glamour.** Rested. Once after a period of rest, you can roll 3d10 for any Social Task.
Tracker.* Focused. You can discern the type, number, and direction of any creatures that have traveled through an arena within the past season.
Fighter
The Fighter is skilled at weapons, armor, tactics, brutality, and their application to achieve success.

Native Relationships: none.

Inherent—Awesome Violence. Nobody hits like you do. You can spend Awesome Points to gain up to your level as a bonus to hit. Each Awesome Point grants +2 to hit. At an odd level, you can spend an Awesome Point and get +1 to hit.
Limitation—You Look Like a Nail. To someone with a hammer, everything looks like a nail. It is not always easy to look for non-violent solutions when violence is a matter of such expertise.

Signature item. Awesome decorated helmet or shield. Starting Coin and Equipment. 3d10 x 10 sp. Two weapons, armor of choice.

Abilities.
Charger. Arena. You can act twice in a row to move and attack. You get a +2 bonus to hit or inflict +1 Wound, decide after rolling. To use the ability again, spend 1 Awesome Point or move to another arena first.
Combat Toughened. Constant. You get +2 Wounds. Your confident experience with violence gives you a +2 on any Charm check when trying to talk someone out of fighting.
Expert Parry.* Rested. As a free action, reduce an incoming melee or unarmed attack by 1 die to hit before the attack is rolled. This can be done a maximum of once per round.
Fight Dirty. Constant. Any time you roll a 1 on the Face Die, you have pulled a dirty trick on your target. Maybe you hit them somewhere sensitive besides the face, or threw sand in the eyes, etc. Add +2 to hit or roll one extra damage die, decide after rolling. (You may choose not to use this ability if in a “fair fight” because it violates whatever code applies.)
Weapon of Choice. Constant. As long as you are wielding a specified weapon, all your attack dice are Face Dice. If you take up a new weapon, a week of training will switch this ability advantage to the new weapon. (Used with “Fight Dirty” this ability allows use of a ten and a one result, but not more than one of either.)
Knight
The Knight is part of a feudal system trading freedom for protection in a grand, violent pyramid scheme.

Inherent—Elite. You got the best combat training and experience available. For morale, you gain +2 to Commitment to keep fighting, and +2 to Charm to keep others fighting. For tricks in combat, you gain the Arena ability to spend a single Awesome Point to raise a single attack roll by 2.
Limitation—Obligation. You are tangled in a net of family alliances, feuds, obligations of services and funds for lands, and requirements that you protect those who generate your livelihood, the ones below you in the feudal structure. You cannot operate independently and have honor in the eyes of your peers, family, and culture.
Signature Items. Signet ring, tabard and shield with heraldry. Starting Coin. 3d10 silver x100. Medium armor, medium, heavy, or reach weapon.

Abilities.
Armor Skill. Constant. Armor you wear counts as 1 load lighter (minimum 0 loads.)
Connected.* Rested. Your family has developed networks and friendships and enemies in a surprisingly broad context. Your signet ring and name may open doors for you. You may ask the DM for a sympathetic family ally in an appropriate situation. The DM should then prepare a family enemy for a future encounter.
Logistician.* Constant. You understand that wars may be affected by valor and strength, but they are won with supply lines, equipment, and efficient travel. On a personal level, you can pack your equipment to reduce it by 1 load effectively. This works on carried armor, not worn armor. On a group level, you can increase a group’s travel time by 1/5. On an army level, you can either increase a column’s speed by 1/5 or increase its carrying capacity by 1/5.
Politician.* Constant. You can see past the immediate consequences to the long-term implications of political and military decisions. You speak the special code of politics, understand and offer veiled threats and promises, and think one thing while saying another. Gain +2 to Awareness and Charm when understanding or dealing with political situations.
Shield Skill. Constant. Your attack roll is not penalized when fighting with a shield.
Magician
The Magician is aptly named: you are a traveler who knows a little about a lot of different types of magic, including some that is otherwise foreign to the Realm. You eventually can cast nearly any sort of spell, but must make good use of the magic you find, as you start without the deep knowledge necessary to call and bind a spirit. (Any Rituals may be gained as Restricted abilities from another template.)

Native Relationships: Friendly: Company, Rogues. Unfriendly: Patrol, Soldiers, Crone.

Inherent - Dabbler. The magician has innate ability to understand many aspects of magic, and gains +2 on any roll related to magic. You can learn as Restricted abilities Pagan Rituals, Elven Songs, Alchemic Formulae, and Corrupt Ceremonies; You can learn Conjurations, Knacks, and Tricks. You are always aware of any bound spirits, as well as cast, lingering, or active spells, within your arena.
Limitation - Dilettante. The magician hungers to learn any and every aspect of the art. You have a hard time focusing to gain deep knowledge of any single aspect of magic.
Signature items. Robe (gaudy or plain) and ring, staff, or wand. Starting coin and equipment. 5d10 sp; one light weapon.

Abilities.
Big Book of Knowledge.* Rested, Attribute Test. You have acquired a magical tome, perhaps found, stolen, or given to you, which holds a great many secrets. By testing Cunning at 0 difficulty, you may learn an important fact about any given subject, either given to you by the DM or made up on the spot (per DM approval).
(Artifact) of Spirits and Spells.** Rested, Focused. So long as the artifact is unbroken and in your possession, you may cast one spell at your level once per rest period in the presence of appropriate color magic. Enhancing this ability in the presence of appropriate color magic adds another spell (that you have found) to the artifact. You do not need to learn a spell or bind a spirit in order to add the spell to the artifact or cast the spell.
Control Portal.** Focused. You may speak to doors or openings of any type. You can make any door unlock itself with a successful Charm check, tell you what has gone through it recently, or you can tell a single door or opening to block any entry, your Commitment against the Brawn test of anything trying to open it. You can only affect one door at a time in this way, and the affected door can be broken down in typical fashion.
Delusion.** Rested, Focused. By successfully testing Charm vs. Cunning, you may convince one creature, whose language you speak, that any single statement is absolutely true.
Magic Missile.** Rested, Focused. With a curt gesture, you may shoot a magical bolt that inflicts light damage against anything within your arena or an adjacent arena, no need to roll. By taking light damage yourself and spending Awesomes, you may shift the inflicted wound by one level upward per Awesome.
Puppet Strings.** Rested, Focused. By waving about your staff, implement, or just your fingers, you can make one to three small and light objects float about. They will even dance if you hum a tune. If you successfully cast the spell in combat, it increases your armor by one category as if you had a reach weapon, until you take damage from a successful attack. This spell can be enhanced to weaponize it (making the objects deal damage as a thrown weapon) or to increase the weight of the objects (making them deal increased damage).
Sleep.** Rested, Focused. You can speak with a particularly somber and restful tone. Doing so, you can test Charm vs. Commitment to make one monster, two toughs, or any number of minions in your arena fall asleep. They’ll sleep through any noise, but a good shake or swift kick is all it takes to wake them.
Mechanic
The Mechanic has an uncanny gift for working with moving parts, schematics, and machines.

Inherent—Engineering. You can see how it works. A structure or a machine (anything constructed with moving parts) tells you how it is operated and repaired, somehow. A focus action for normal machines or structures, and a minute or an hour for more complex structures or puzzles. Either you just know, or if in doubt, test Awareness to understand how a machine or structure is built and used.
Limitation—Mysterious Meat. People are machines too, in a way; cooling systems, joints that hinge, bone scaffolding and levers. But what’s in the skull—well, that’s a pile of squishy meat no one could be expected to figure out.
Signature items. Toolkit, tough gloves, firestarter grip. Starting Coin and Equipment. 3d10 silver x5. One light weapon.

Abilities
Demolitions.* Rested. Focus action. You can see load-bearing points and weaknesses in structures and machines. Test Awareness to make a plan to bolster or collapse the structure or machine. You may not be able to bolster or collapse it, but you know how to. This ability allows you to create or use explosives, siege engines, or forceful water.
Inventor.* Rested. Every time you level, you can spend a week making a new and unique invention. You can make 1 invention per level; you don’t have to make the invention immediately. The invention can grant +1 on a type of roll, or allow the user to spend Awesome Points up to the level you were when you built it to create a special effect once before being reset or reloaded. If the user rolls doubles while using the device, it breaks until you fix it. You can test Cunning to figure out how an unknown device works. To work out the bugs so the device can be duplicated in numbers, spend an attribute slot for it upon leveling. The DM is the final word in using this flexible ability.
Locksmith. Constant. Locks have a complexity between 1 and 10. Each focus (can be advanced to move) action you spend on the lock reduces its complexity by 1. When you decide to roll to open the lock, add +3 difficulty to the Cunning test for each remaining complexity. Lock and tool quality affect the difficulty. Each re-try is +3 difficulty.
Repair.* Rested. You can fix it. Whether it is the great stone wheel that operates the ancient gate, or the broken serpentine on a pistol, or a mast snapped off a ship, or a wall fallen to sappers, you have the know-how to direct a work crew, delegating as needed. Scale determines time frame; a sailing ship or wall, 1 day per task. A gate or room, 12 hours. Wagon or door, 6 hours. Hinges or wheel hubs, 1 hour. Anything smaller, 30 minutes. Halve times with ideal conditions. Confronted with an unknown device, test Cunning to figure out how it works. (+2 with “Inventor” also.)
Trapmaster.* Constant. You are +2 Awareness to see mechanical traps and features. You can disarm them with a successful Cunning test. The difficulty is based on the quality of the trap, from 3 to 15, in increments of 3. You can also create, repair, or activate traps.
Peasant
The Peasant is a hard worker, salt of the earth.

Native Relationships: Friendly: Soldiers, Patrol, Guard, Order. Unfriendly: Lancers, Bashkar.

Inherent - Hearty. After a rest, roll an extra 1d5 to recover from wounds.
Limitation - Dirty. You don’t get respect from your “betters.”

Abilities.
Git’erdun.* Rested. Once each day, you can take medium damage to get half again (1.5x) the rolled result for each in a series of Attribute tests that requires totaling up successes to accomplish a day’s job of work. This ability can not be stacked more times than the higher of your Brawn or Commitment. (e.g. Brawn +3, Commitment +2, you can gain use of Git’erdun three times each day for up to 3.375x the rolls).
Weatherwise.* Rested. By observing the sky, plants, and animals at a location for a full day and night, you can accurately forecast the weather (gain knowledge of weather rolls) until the end of the week. (Stackable to next week, season, next season, or solstice).
Landwise.* Rested. By observing the plants, and animals, and land at a location for a full day and night, you can accurately forecast the market value of crops or livestock that can be produced from the land within the next 1d3 years. (Stackable to 2d3, 3d3, 2d5 years).

Pilgrim
The Pilgrim is an adventurous cleric who can wield powerful white magic, but must choose battles (and sides) cautiously.

Native Relationships: Allied: Order. Unfriendly: Bashkars, Company. Hostile: Crone.

Inherent - Grace. The Demons and Imp cannot perceive you, unless you attack them.
Limitation - Duty. You are morally obliged to aid and comfort those who cry out for assistance, as well as those who suffer silently; and to cast out evil from wherever you find it.

Abilities.
Invoker.** You can summon and bind a Bright spirit, or can release a Bright spirit to enchant a locale. You can learn Righteous Invocations as Open abilities.
Gifted.* You can learn Knacks as Open abilities.
Auras of Evil.* Constant, Focused. Above and beyond simple malevolence in someone's heart, some places, things and people in the world reek of true evil, whether they are touched by fell gods or by demonic taint. You can sense this kind of greater evil by merely taking a moment and focusing, and by taking the time to make an actual Awareness check you may be able to discern the source or nature of the evil if it is disguised.
Binding of Wounds. Focused. You can grant another an immediate roll to recover wounds. This is a healing ability that halts bleeding out.
Bless Weapon.* Rested, Focused. Simply by holding a weapon and making a brief invocation, you can and imbue the weapon with divine essence at the cost of a little bit of your health. When touching a weapon, you must declare a purpose for its blessing, whether for something quick or for a long-term goal. Any weapon thus touched will always mark its target’s lowest unmarked wound on a a successful attack (in addition to normal damage), but when you use this ability you take light damage and cannot recover that wound until the weapon has served its purpose.
Inspire.* Rested, Focused. By making an impassioned speech that lasts at least five minutes, you can inspire people around you (giving them +2 to their daring or +1 to their attacks) for the next hour, or convince people of your point of view (+5 to your next Charm check if needed).
Prayers of the Hurt.* Rested, Focused. You can invoke all that is Righteous to let another creature recover their lowest marked wound and make one immediate roll to recover wounds or shake disease. This is a healing ability that halts bleding out.
Rebuke.** Constant, Focused. By invoking Righteousness, you acquire a holy aura. All Demons, Ghosts, Ghasts, Imps, and Spirits must test their Daring against your Commitment (at +2), or flee from your arena.
Stalwart. Rested. On a non-travel day, you may test Commitment (at a difficulty equal to the seasonal distance from Midsummer, e.g., difficulty 6 for Desolate or Solstice) in order to travel anyway, at the on-road rate for that type of weather.
Scout
Somebody must risk being outnumbered, trapped, and murdered just so others know what’s ahead.

Inherent—Military Intelligence. As a focus action, you can automatically get a rough count of everything you see. Also, you have a sense of the logistical consumption rate of individuals, armies, and communities, and travel time expectations.
Limitation—Wary. It’s hard not to start feeling expendable when they keep sending you out up front all alone.

Signature Items. Compass, birdcall whistle, spyglass. Starting Coin. 3d10 silver.

Abilities.
Birdcall.* Constant. You can imitate the calls of various local and exotic birds. These calls are generally used to communicate basic information and orders with a minimal risk of detection—those who are proficient detect the bird calls with an Awareness test difficulty 5, others with difficulty 10, and even then they don’t understand it.
Elusive.* Arena. Focused. If you can get out of line of sight long enough, you disappear. Pursuers without special means (like scent ability or magic tracking) cannot detect you; if they even get an Awareness roll, you get an Awesome.
Read Signs.* Rested. You can connect rising flocks of birds with movement of foes, estimate forces based on dust columns from marching armies, and predict the weather for the next 12 hours. Test Awareness to gain a fact from signs in your surroundings.
Runner. Rested. You can lose 1 Wound to cross 2 arenas as a Move action, or to travel ⅕ further during a day.
Survivor.* Rested. Focus action. You can shrug off 1 Wound (can be used with Sprinter). Also, the roll for when you are out of Wounds is (-1/2 your level). If the result is 0 or less, you still have 1 Wound.
Sorceror
The Sorceror is a master of elemental magic and conjuring. He is physically vulnerable, so he does best when he learns some of the excellent Elemental attack spells at the start of the game, which make him formidable in combat. He might be seeking for the Book of Lore or the Scroll of Alchemy, which can vastly increase the powers he can call on.

Inherent - Aura of Power. Focused. Whatever spell or ritual you did most recently, you can do it again, right now - presuming all other conditions are met.
Limitation - Somewhat Scary. You don’t even like you when you’re angry. Law and order types also have a hard time with you.

Native Relationships: Allied: Lancers. Friendly: Company, Bashkars. Unfriendly: Order, Soldiers, Warlock. Enemy: Guard.

Abilities.
Alchemist.** You can summon and bind a Purple spirit, or can release a Purple spirit to enchant a locale. Gain one Alchemic Formula, and you can learn Alchemic Formulae as Open abilities.
Conjurer.* Gain one Conjuration, and you can learn Conjurations as Open abilities.


Swordsman
Light on your feet, you excel at one thing: teaching others that they really don’t know how to use a sword. Sometimes you’ve made a living doing that. Sometimes, you’ve nearly lost your life.

Native Relationships: Friendly: Rogues, Company, Warlock. Unfriendly: Guard. Enemy: Patrol.

Inherent - Daredevil. Focused. Add your Daring to your next roll. If that roll is for a test of Daring, make it a Double Dare - narrate a +3 increase of difficulty to gain an Awesome if you succeed.
Limitation - Suspect. Those who look closely see murder in your shifty eyes.
Signature item. A light sword and a light parrying dagger; no armor. Starting coin. 1d8 x 1d8 x 1d3 sp.

Abilities.
Best Part of Valor.** Arena. Test your Daring against foes’ Awareness, to Move out of the arena before any foe can act.
Deadly Thrust.* Constant. When attacking with any sword, on a roll of 20 you cause the target to mark its highest unmarked wound.
Skillful Parry.* Constant. When using a parrying weapon, you do not take -1d10 on your attack roll. Instead, each round you may choose for the parrying weapon to grant +2 to the attack roll or to (on a successful attack) mark your target’s lowest unmarked wound, or you may impose your Daring as a penalty to each attack roll made against you.
Super Cunning.** Constant. Any time you test Cunning, roll 3d10k2.
Threaten. Arena. You gain a second chance to Intimidate, regardless whether your first attempt succeeded. This also allows you to Intimidate after someone else in your group has done so.
Thief
You are the premier expert at taking other people’s stuff. You’ll practice, sweat, and focus as hard as you must to make sure you never have to work for a living.

Inherent—Get Paid. You live for the involuntary transfer of wealth to your pockets. Every time you steal from an unwitting (or warned and hostile) target, you get 1 Awesome Point from the Stack. If you score big, every 100 gold equivalent you take from a protected environment as someone else’s property (once safely outside the range of the defenses) gets you 1 Awesome Point from the Stack. If you are working with a group and split the take, you get Awesome Points for your share. The DM interprets this as needed.
Limitation—Greedy. You steal things. Other people have things they want to keep. Having you around is a risk.
Signature Items. Three empty sacks, hooded lantern, grapple hook. Starting Coin. 3d10 silver.

Abilities.
Arsenal.* Constant. You strap blades to your arms, legs, ribs, small of your back; you can carry as many knives as you want, and they do not count as weapons carried for encumbrance. If you carry enough knives to count as light armor, they count as 1 load.
Backstab.* Arena. This attack only works with light weapons, medium weapons, or ranged weapons in the same arena. Attack an opponent who is not focused on you. If the opponent is aware of you, get +2 to hit or roll damage as if using the next heavier weapon, decide after rolling attack. If the opponent is not aware of you, get +2 to hit and roll damage as if using the next heavier weapon
Bash.* Arena. Focus action. (Upgrades to Combat action.) If you are wielding a blunt weapon, you can knock a target unconscious. If you hit, do damage if you choose to (not required), then test Cunning. If you roll higher than [the target’s remaining wounds x5, +5 per level of armor on head], the target is knocked out for at least a minute. The DM can feed the bowl to increase the difficulty, or to make a target immune. You get half of those Awesome Points.
Pickpocket.* Constant. Lift something from a target in melee range. Test Cunning against the target’s Awareness to take the object without the target noticing. If you want the object and don’t care if the target knows or not, add Cunning and Daring together. If the target is aware of your attempt, the target can resist with Daring or Cunning instead of Awareness. Difficulty may be increased by the object being tied in place, held, secured in layered clothing, etc. In combat, the attempt happens during the Shoot phase, and you may also Move.
Super Cunning.** Constant. Any time you test Cunning, roll 3d10k2.
White Knight
The White Knight is famous for virtue and prowess in battle. You are among the most powerful fighters and can handle the largest and most terrible monsters, but you move slowly and fatigue easily. Against smaller and faster foes you must rely on armor to stay alive, and on vigor to recover from the fatigue and wounds he suffers.

Native Relationships: Allied: Order. Friendly: Lancers. Unfriendly: Bashkars, Crone. Hostile: Company.

Inherent - Vigor. Once daily, in the presence of Bright magic, the White Knight can immediately roll 1d5 to recover a wound.
Limitation - Vows. The White Knight is pledged to devote all worldly wealth to help the helpless.
Signature items. Very heavy white armor; heavy shield; heavy sword; warhorse. Starting coin. 2d10 sp.

Abilities.
Favor.* You can learn Invocations as Open abilities.
Honor.** Constant. Your noble accomplishments and reputation make even your enemies less likely to attack you, and all of the native groups are likely to give you a little price break when you deal with them. Gain +2 on Persuasion and on Intimidation.
Lay on Hands.** Rested, Focused. Once after a period of rest, you can enable a character to immediately roll for recovery of a wound. This counts as a Healing ability that will stop someone bleeding out.
Smite.** Arena. Action. You can strike down with great fury upon the wicked. For a single attack roll, all dice are Face dice and your weapon deals at least its maximum normal damage.

Witch
The Witch is the mistress of natural and Corrupt powers. Nearly helpless in combat, she must select some spells that allow her to fight or avoid combat. She usually does best by going off by herself, preferably to some place where she can find grey magic.

Native Relationships: Ally: Company. Friendly: Bashkars. Unfriendly: Order, Lancers, Soldiers, Shaman.

Inherent - Canny. Add one Knack and one Trick to your base template.
Limitation - Uncanny. People feel uncomfortable around you and about you. There is a suspicion that you know what they have done.

Abilities.
Familiar.** Constant. You have an (invisible) companion who can move separately from you, follow simple instructions, and inform you of what it finds. Often, this is a cat, but it also may be any other creature of the Realm. (As a Rested, Focused action, you can “ride along” on your companion’s perceptions.) (You can bind spirits and cast spells through this companion.)
Pagan.** You can summon and bind a Grey spirit, or can awaken the Grey spirits of a Valley. Gain one Ritual, and you can learn Rituals as Open abilities.
Defiler.** You can summon and bind a Dark spirit, or can awaken the Dark spirits of a defiled location. Gain one Ceremony, and you can learn Ceremonies as Open abilities.
Gifted.* Gain one Knack, and you can learn Knacks as Open abilities.
Trickster.* Gain one Trick, and you can learn Tricks as Open abilities.
Witch King
The Witch King is an incorporeal manifestation of magic. Although you can travel, converse, and so on, without use of transformative magic you lack physical attributes. However, you can become adept in the powerful arts of Alchemic and Corrupt spells, as well as Conjuring.

Native Relationships: Ally: Bashkars. Friendly: Company. Unfriendly: Lancers, Scholar. Enemy: Order.

Inherent - Disembodied. Permanently under the effects of Melt into Mist and Mystic Vision. You can summon and bind Purple or Dark spirits, or can awaken them in their proper places.
Limitation - Disembodied. Okay, this one does have some mechanical penalties, e.g., can’t open a spellbook (or anything else) without first casting a spell.

Abilities.
Alchemist.** Gain one Formula, and you can learn Formulae as Open abilities.
Defiler.** Gain one Ceremony, and you can learn Ceremonies as Open abilities.
Conjurer.* Gain one Conjuration, and you can learn Conjurations as Open abilities.

Wizard
The Wizard is an elderly wanderer familiar with the ways of the Magic Realm. During your travels you have made many friends, a few enemies, and have learned many secrets of the land. In combat you are slow and weak, so you must choose battles cautiously. However, your long study of magic has granted you great power.

Native Relationships: Friendly: Woodfolk, Patrol, Soldiers, Guard. Unfriendly: Company, Bashkars, Warlock. Enemy: Lancers.

Inherent - Mastery. You can summon and bind Grey, Gold, and Purple spirits, or can awaken these spirits in their proper places. You can learn Pagan Rituals, Elven Songs, and Alchemic Formulae as Open abilities.
Limitation - Old as Hell. Nobody’s quite sure how much longer you’ll be around, or what you might be capable of doing in order to prolong that time. Sometimes you’re smelly.

Abilities.
Experienced.** Constant. You know where the keys are. Also the hidden roads and passageways. Test Cunning at +3 to prove it.
Genial Coot.* Constant. Is it your doddering appearance? Total strangers, and long-standing acquaintances, perceive you as charming and trustworthy, or pitiable. +3 to Ingratiation and Persuasion; -1 to Brawn.
Wrath of Ages.* Constant. No eyes like old eyes for the cold lightning of indignation. +3 to Intimidate; -1 to other Social Tasks.
Conjurer.* Gain one Conjuration, and you can learn Conjurations as Open abilities.
Woods Girl
As the elusive mistress of the wooded lands, you are an expert tracker who is deadly with the bow against opponents as big as ogres. When facing heavier opponents or overwhelming numbers, you are fleet enough to run away.

Native Relationships: Allied: Woodfolk. Friendly: Lancers. Unfriendly: Soldiers, Warlock. Enemy: Bashkars.

Inherent - Huntress. You can discern the type, number, and direction of any creatures that have traveled through an arena within the past season.
Limitation - Wild Thing. You don’t like buildings or roads or farms or anything else that has that settled grey feeling.

Abilities.
Aim. Constant. You may make an aimed shot during the Shoot / Throw action.
Elven Eye.* Constant. You may roll 3d10 for attacks with bows. This works well with the Fighter’s Weapon of Choice ability.
Elusive.* Arena. Focused. If you can get out of line of sight long enough, you disappear. Pursuers without special means (like scent ability or magic tracking) cannot detect you; if they even get an Awareness roll, you get an Awesome.
Gifted.* Gain one Knack, and you can learn Knacks as Open abilities.
Walk the Woods.* Constant. You can travel off-road in woods at the same speed as on-road, without risk of getting lost.