Kaitlynn Teach
Ship Captain
Avalon
Traits
| Brawn | |
| Finesse | |
| Resolve | |
| Wits | |
| Panache |
Skills
| Aim | |
| Athletics | |
| Brawl | |
| Convince | |
| Empathy | |
| Hide | |
| Intimidate | |
| Notice |
| Perform | |
| Ride | |
| Sailing | |
| Scholarship | |
| Tempt | |
| Theft | |
| Warfare | |
| Weaponry |
| Rank | Effect |
|---|---|
| 3 | Reroll any single die using that Skill. |
| 4 | Earn 2 Raises per set by creating sets of 15, instead of 1 raise for sets of 10. |
| 5 | All dice that roll a 10 explode, allowing you to roll an additional die and add it to your total. |
Advantages
Married to the Sea: You have access to a Ship.
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.
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.
Quirks
Captain Goes Down with the Ship: Earn a Hero Point when you’re the last one in your crew to safety.
Virtue
Victorious: Activate your Virtue the first time you Wound a Villain during a fight to make her take a Dramatic Wound in addition to the Wounds you normally deal.
Hubris
Loyal: You receive a Hero Point when your Hero goes back for a fallen comrade or refuses to leave a wounded ally.
Health 20/20
| Wounds | Effect |
|---|---|
| 1 | +1d10 to all Risks. |
| 2 | Villains gain 2 Bonus Dice against you. |
| 3 | Your 9’s count as 10’s during Risks. |
| 4 | You become Helpless. |
Scarlette
Warrior
The Highland Marches
Traits
| Brawn | |
| Finesse | |
| Resolve | |
| Wits | |
| Panache |
Skills
| Aim | |
| Athletics | |
| Brawl | |
| Convince | |
| Empathy | |
| Hide | |
| Intimidate | |
| Notice |
| Perform | |
| Ride | |
| Sailing | |
| Scholarship | |
| Tempt | |
| Theft | |
| Warfare | |
| Weaponry |
| Rank | Effect |
|---|---|
| 3 | Reroll any single die using that Skill. |
| 4 | Earn 2 Raises per set by creating sets of 15, instead of 1 raise for sets of 10. |
| 5 | All dice that roll a 10 explode, allowing you to roll an additional die and add it to your total. |
Advantages
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.
Large: Gain 1 Bonus Die on any Risk that is easier due to your size—using Athletics to run at full speed even while carrying another Hero, or looming over someone in order to Intimidate them.
Able Drinker: Alcohol never adversely affects you, no matter how much you drink.
Quirks
Who needs weapons? My Fist Will Do: Earn a Hero Point when you drop what you’re holding to fight with fists regardless of your opponent's weapon.
Virtue
Courageous: Activate your Virtue to add Bonus Dice to your Risk equal to the Fear rating of your target.
Hubris
Foolhardy: You receive a Hero Point when your brash, cocky, or reckless actions cause trouble for you and another Hero.
Health 20/20
| Wounds | Effect |
|---|---|
| 1 | +1d10 to all Risks. |
| 2 | Villains gain 2 Bonus Dice against you. |
| 3 | Your 9’s count as 10’s during Risks. |
| 4 | You become Helpless. |
Yorick Auditore
Castille
Traits
| Brawn | |
| Finesse | |
| Resolve | |
| Wits | |
| Panache |
Skills
| Aim | |
| Athletics | |
| Brawl | |
| Convince | |
| Empathy | |
| Hide | |
| Intimidate | |
| Notice |
| Perform | |
| Ride | |
| Sailing | |
| Scholarship | |
| Tempt | |
| Theft | |
| Warfare | |
| Weaponry |
| Rank | Effect |
|---|---|
| 3 | Reroll any single die using that Skill. |
| 4 | Earn 2 Raises per set by creating sets of 15, instead of 1 raise for sets of 10. |
| 5 | All dice that roll a 10 explode, allowing you to roll an additional die and add it to your total. |
Advantages
Riot Breaker: You’re used to your opponents coming in double digits. When you take Wounds from a Brute Squad, subtract your Resolve from the Wounds. The remainder is how many Wounds you take, to a minimum of 1 Wound.
Able Drinker: Alcohol never adversely affects you, no matter how much you drink.
Quirks
Always Follow the Plan: Earn a Hero Point when you stick to the plan regardless of the danger to yourself.
Virtue
Wily: Activate your Virtue to escape danger from the current Scene. You cannot rescue anyone but yourself.
Hubris
Curious: You receive a Hero Point when you investigate something unusual, especially if it looks dangerous.
Health 20/20
| Wounds | Effect |
|---|---|
| 1 | +1d10 to all Risks. |
| 2 | Villains gain 2 Bonus Dice against you. |
| 3 | Your 9’s count as 10’s during Risks. |
| 4 | You become Helpless. |
Andrusha Nicholas Povar
Chef
Ussura
Traits
| Brawn | |
| Finesse | |
| Resolve | |
| Wits | |
| Panache |
Skills
| Aim | |
| Athletics | |
| Brawl | |
| Convince | |
| Empathy | |
| Hide | |
| Intimidate | |
| Notice |
| Perform | |
| Ride | |
| Sailing | |
| Scholarship | |
| Tempt | |
| Theft | |
| Warfare | |
| Weaponry |
| Rank | Effect |
|---|---|
| 3 | Reroll any single die using that Skill. |
| 4 | Earn 2 Raises per set by creating sets of 15, instead of 1 raise for sets of 10. |
| 5 | All dice that roll a 10 explode, allowing you to roll an additional die and add it to your total. |
Advantages
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.
CAMARADERIEWhenever you spend a Hero Point to aid an ally, they gain four dice instead of three.
Quirks
Just like cooking: Earn a Hero Point when you solve a complex problem in a simple, tried and true method related to cooking.
Virtue
Comforting: Activate your Virtue to cancel the effects of Fear on you and your friends.
Hubris
Stubborn: You receive a Hero Point when your Hero is stubborn and refuses to change her mind in the face of evidence.
Health 20/20
| Wounds | Effect |
|---|---|
| 1 | +1d10 to all Risks. |
| 2 | Villains gain 2 Bonus Dice against you. |
| 3 | Your 9’s count as 10’s during Risks. |
| 4 | You become Helpless. |
Emily
Bard
Vodacce
Traits
| Brawn | |
| Finesse | |
| Resolve | |
| Wits | |
| Panache |
Skills
| Aim | |
| Athletics | |
| Brawl | |
| Convince | |
| Empathy | |
| Hide | |
| Intimidate | |
| Notice |
| Perform | |
| Ride | |
| Sailing | |
| Scholarship | |
| Tempt | |
| Theft | |
| Warfare | |
| Weaponry |
| Rank | Effect |
|---|---|
| 3 | Reroll any single die using that Skill. |
| 4 | Earn 2 Raises per set by creating sets of 15, instead of 1 raise for sets of 10. |
| 5 | All dice that roll a 10 explode, allowing you to roll an additional die and add it to your total. |
Advantages
WE’RE NOT SO DIFFERENT... : WE’RE NOT SO DIFFERENT... Spend a Hero Point to convince a Villain you are on her side. The Villain considers you a trusted ally. As soon as the Villain sees you perform a Heroic action or if you refuse to perform a Villainous action, the illusion is over. You can only use this Advantage on each Villain once. “Fool me once...
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.
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.
Quirks
Destiny Calls: Earn a Hero Point when you commit to a dangerous course of action that you believe is destiny.
Virtue
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
Manipulative: You receive a Hero Point when you try to get someone else to do your dirty work for you, and it backfires
Health 20/20
| Wounds | Effect |
|---|---|
| 1 | +1d10 to all Risks. |
| 2 | Villains gain 2 Bonus Dice against you. |
| 3 | Your 9’s count as 10’s during Risks. |
| 4 | You become Helpless. |