Character Types & Abilities
Six ways to be a hero. Every type gets two abilities to use during the game โ once per scene unless the DM says otherwise.
Fighter
Strong and brave, best in a straight-up fight
- Big Swing A powerful attack; roll Strength, deals extra damage on a hit. Roll Strength
- Shield Up Protect a nearby friend from one attack this turn. No roll needed
Wizard
Casts spells learned from books
- Fireball Roll Cleverness to blast every enemy in a small area. Roll Cleverness
- Magic Light Conjure a glowing light to see in dark places, no roll needed. No roll needed
Rogue
Sneaky, quick, great at getting past trouble
- Silent Steps Automatically succeed at one sneaking attempt this scene. No roll needed
- Quick Pockets Swipe or plant a small object without anyone noticing (roll Sneakiness). Roll Sneakiness
Healer
Keeps the party safe and patched up
- Healing Touch Restore 4 HP to one hero. No roll needed
- Steady Hands Remove a small curse, poison, or bad condition from a hero. No roll needed
Ranger
A wilderness expert who's good with animals and tracking
- Animal Friend Calm or befriend a nearby animal, no roll needed. No roll needed
- Tracker's Eye Automatically find tracks or a trail leading somewhere important. No roll needed
Bard
A performer whose songs and stories work like magic
- Inspiring Song Give one hero a bonus (roll again if they fail a roll this scene). No roll needed
- Silver Tongue Roll Cleverness to talk your way past a guard or convince an NPC. Roll Cleverness