# Classes

# Scientist

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Biologist 3, Chemist 3, Physicist 3, Theorist 2, Researcher 2, Medic 2

# Trait

Inquisitive

# Level 1

# Level 2

# Combat Ready

When you’re wearing leather armor, roll an additional die to deflect a blow. If either die comes up a 4-6, you absorb one point of damage.

# Astrophysicist / Educated

Elves were born before the sun, thus they learn to orient themselves by the moon and stars: You are granted +1D to Pathfinder, Navigator and Sailor tests.

# Level 3

# Proper Precautions

You come from hardy stock. Add +1D to recover from the sick condition or to any tests to resist poison or drugs.

# Supplements

By laying hands on the sick or exhausted, you grant the unfortunate soul a free recovery test (for the sick or exhausted conditions). The power can be used once per camp or town phase. Conditions must be alleviated according to the recovery rules.

# Level 4

# Athelas

You have been taught powerful wards against disease and poison. You do not need to spend a check in camp or add to your lifestyle cost in town to make a test to recover from sickness.

# Mage Light

Once per phase, you may summon to your hand a pure light, equivalent to a candle. The light may be transferred to a staff or crystal. At 5th level, the illumination provided by this benefit

# Level 5

# Clever

Add +1 to your team’s disposition when you are embroiled in conflicts involving riddles, fleeing or sneaking. You do not have to lead the conflict.

# Research Assistant

You have acquired an apprentice to aid you in your tasks. Your apprentice will stick by you and offers help on Arcanist, Lore Master, Scholar and Alchemist tests, as well as Will and Health tests, but not Beginner’s Luck tests (because what can an apprentice teach a master?). Add +1D to your roll when your apprentice helps. To gain their help in a conflict, you must assign them a point of disposition. Your apprentice also has three inventory slots available and requires a portion of food and water in camp.

# Universal Nerve Agent

You may use your Singing or Enchanting Nature to weave a soothing somnific strain and put all who hear it into a deep slumber. Make a versus test against your victim’s Nature. If your victim’s Might is greater than yours, subtract -1s from your roll per point of difference. Against a group, test once against the creature with the greatest Might or highest Nature rating, lesser creatures may help resist. Success indicates the victims fall into a deep sleep to be awakened only after some hours of rest or if shaken violently. This benefit requires one turn to perform and may not be done while fighting or in other chaotic circumstances. It must be performed quietly or from a secret place from which the victim can hear the soft strains of the song.

# Level 6

# Magister

If helping another magician with (arcana), (enchanting), Theorist, or Researcher, you provide +2D when you help instead of +1D.

# Shrug It Off

You have suffered many slings and arrows and are numb to the mortal coil. Once per adventure, you may remove the injured condition. No roll is necessary. You can do this any time before you seek help from a healer. However, once you get help from a healer, you must abide by the standard rules for that injury.

# Level 7

# Demonslayer

Increase your Might by 1 when fighting demons, undead, spirits or otherworldly forces of darkness and chaos.

# Focus

Your steely focus is legendary. Choose one action type: Attack, Defend, Feint or Maneuver. For kill, drive off, ambush, skirmish and battle conflicts, you gain +1s to that action type. The focus benefit combines with other bonuses from weapons, spells, invocations, armor, etc.

# Level 8

# Supreme Confidence

Use your level instead of your Will or Nature rating as the base for disposition for conflicts involving riddling, journeying and sneaking.

# Master

Increase your rating cap for Arcanist, Lore Master, Alchemist or Scholar from 6 to 7. Choose two! You may advance the chosen skills to rating 7 with six passed tests and five failed tests.

# Level 9

# Heroic Ability

Choose Arcanist, Lore Master, Alchemist, Enchanter, Scholar or Will. The chosen skill or ability becomes “heroic.” When rolling, 3-6 indicates a success (rather than the standard 4-6).

# Transformed

Change one Nature descriptor to Creating, Destroying or Preserving. You may use this benefit to replace a lost Nature descriptor.

# Level 10

# Ageless

Suffused with aetherial magic, you age imperceptibly and for all intents will never die from old age. In addition, the magic sustains you through trials that would fell another being. You accumulate conditions and their effects as normal but cannot die from the grind. Poisons have no bite upon your dweomer-decayed form and may be consumed with impunity.

# The Lawbreaker

You may instill life into inanimate matter, be it once living or forever dead. This benefit calls forth spirits to bring life to inanimate objects or corpses. Meeting the obstacle animates one object or corpse. Margin of success may be spent to animate additional beings (up to a maximum equal to your Will) or to add additional Nature descriptors. Once animated, the object follows your orders, though each of its actions costs a turn.

# Scrapper

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Derelicteer 4, Scavenger 3, Demolitionist 2, Scout 2, Survivalist 2

Choose one of the following skills and give it a rating of 3: Cartographer, Pilot, Criminal, Fighter

# Trait

Paranoid

# Level 1

Scrappers may wield any weapon except great swords. They may wear any armor, wear a helmet and use shields. Scrappers grant +1 to camp event rolls in Derelicts.

# Level 2

# Hauberk

When wearing chain armor, you reduce the chance that your armor is damaged when hit (from the usual 1-3 to 1-2 to remain undamaged). In addition, your chain armor will protect against weapons that normally bypass the protection of chain armor.

# Shrewd

Dwarves are shrewd hagglers. You may make the Haggler test during the town phase without raising your lifestyle cost. You also ignore Precedence requirements when haggling!

# Militant

You may wield one additional weapon (any except bows or crossbows), and you can wear helmets and use any type of armor.

# Skirmisher

When you’re wearing leather armor, roll an additional die to deflect a blow. If either die comes up a 4-6, you absorb one point of damage.

# Level 3

# Compressed Filtration

You may eat an extra ration of food now to hedge against hunger later. This extra ration essentially counts as armor against one future hungry and thirsty condition. Note this counts only when eating food, not drinking water, wine or whatever. If you leave town fresh, you begin the adventure phase with a second breakfast in your belly.

# Miner

When below ground, you are granted +1D to detect deadfalls, pits, unstable tunnels, collapsing features and Dwarf-made structures. In addition, you may use your Delving Nature to:

# Level 4

# Inhuman Endurance

Ignore the exhausted, injured or sick condition for one test or conflict once per session. If you fail the test or lose the conflict for which you ignored the condition, the condition reemerges in addition to whatever twist or condition results from the failure.

# Greed

You may invoke greed when you earn the angry condition and have a belief, goal or instinct about an object or person. Greed grants you a free test or conflict to purchase, steal, bargain or murder for the item or person in question. You cannot be helped unless your companions have an appropriate instinct. If you acquire the object in question (or murder the person), the next time you make camp or enter town, test to recover angry for free. No check or lifestyle cost is required.

# Fearless

Some elves know no fear. When the game master assigns you the afraid condition, you do not take the condition. However, if you earn afraid through the grind, you suffer the effects of the condition as per the standard rules.

# Vow to the Lords of Light and Darkness

With a supplication to the great Lords of Light and Dark, you cause your weapon to glow with a holy dweomer. The glow provides light equivalent a torch and lasts for three turns. At 6th level this benefit acts as a lantern. You may extinguish the light when you so desire, but it will also fail if your faith, resolve or vows waiver. You may use this benefit once per adventure phase.

# Stubborn

You’re always last out of a fight. If your hit points are depleted to zero and one of your teammates is still in the fight, instead reduce your hit points to 1 and deduct the remainder of the damage from another character of your choice. If there is another character with this benefit, the higher level character goes out last. If you are the same level, the higher Fighter skill goes out last. If you have the same level and skill, the higher Nature goes out last. If you’re exactly the same in all respects, work it out with your doppelgänger.

# Level 5

# Vest Pockets

You’ve learned how to stow a lot in a little space. Take three additional pocket slots. These special slots can hold only pack 1 items like potions, jewelry and daggers. What have you got in your pockets?

# Cousin

Your cousin forsakes your clan to come join you or ventures from the clan hold to try to convince you to return home. Your cousin remains at your side and helps you with your default class skills (Fighter, Dungeoneer, Armorer, Laborer, Orator and Scout). Add +1D to your roll when your cousin helps. To gain their help in a conflict, you must assign them a point of disposition. Your cousin also has three available inventory slots and requires a portion of food and water in camp.

# Immortal Incarnation

Your Immortal patrons grant you a mount and companion of immense power. Choose an appropriate form: warhorse, reindeer, great wolf or great boar. Your mount has a Nature 6 and Might 4. The creature’s Nature/Might will increase to 7/5 at 7th level and 8/6 at 9th level.

# Level 6

# Great Endurance

Hunger and thirst have little effect on you. You do not suffer the -1 disposition penalty for the hungry and thirsty condition. In addition, you cannot be made exhausted as the result of a failed test or through the grind. You can be given the condition by an invocation, spell or curse.

# Secret Destiny

In your next haul of loot, you find a dwarven or elven artifact of rare beauty and strength that was destined for your hands.

# Righteous Fury

When angry and contesting with the forces of darkness and chaos, you are granted +1s to Attack and Feint in conflicts. In addition, your anger acts as inspiration for others. When you are made angry, any characters who are in your presence and afraid (or who would be made afraid by the same test) may test to recover immediately. This does not cost a turn and may be done in any phase, but must abide by the standard recovery order rules.

# Shrug It Off

You have suffered many slings and arrows and are numb to the mortal coil. Once per adventure, you may remove the injured condition. No roll is necessary. You can do this any time before you seek help from a healer. However, once you get help from a healer, you must abide by the standard rules for that injury.

# War Captain

When acting as a hero in an ambush, skirmish or battle, and leading from the front, you double your hero bonus to +2s for Attack actions.

# Level 7

# It Could Be Worse

You may make one test per session as if you have no conditions (barring dead). This test does not cost a turn or a check. You may be helped by your companion (as in the L6 benefit) or other halflings but no others.

# Shoulder the Burden

You are a boon to your friends. During the adventure phase, if one of your friends suffers a condition, you may take that condition on yourself so that your friend is spared. If you already suffer from this condition, you cannot take it on for your friend.

# War Captain

When acting as a hero in an ambush, skirmish or battle, and leading from the front, you double your hero bonus to +2s for Attack actions.

# Elven Steed

You are adopted by a loyal elven steed with Nature 7 and the descriptors of Galloping, Guiding and Defending. She has the weapons: Sleek form: +1D Maneuver in kill, capture, drive off, flee and pursue conflicts; Sharp hooves, +1s Attack in drive off conflicts. She is trained for war as per the Rider rules. On her own she is Might 4, but she also has a special quality that always increases her rider’s Might by 1. When in the wild, you may summon your steed with an Ob 3 Singing Nature test. This test costs a turn.

# Shrug It Off

Pain means little to you. You may ignore the injured condition once per adventure. Remove the condition whenever you’d like. No roll is necessary. You can do this any time before you seek help from a healer. However, once you get help from a healer, you must abide by the regular rules for that injury.

# Level 8

# Make Light of Heavy Burdens

Increase your rating cap for Health from 6 to 7. You may advance Health to rating 7 with six passed and five failed tests.

# Strength

Use your level instead of your Will or Health rating as the base for disposition for kill, capture and drive off conflicts.

# Vow to the Lady of Battle

Increase your rating cap for Commander, Fighter, Ritualist or Theologian from 6 to 7. You may advance the chosen skill to rating 7 with six passed tests and five failed tests.

# Veteran

Your experience makes you a wily opponent. Use your level instead of your Will or Health rating as your base disposition for kill, capture and drive off conflicts.

# Level 9

# Heroic Ability

Choose Fighter, Health, Orator or Armorer. The chosen skill or ability becomes “heroic.” When rolling, 3-6 indicates a success (rather than the standard 4-6).

# Heroic Ability

Choose Scout, Nature, Health or Survivalist. The chosen skill or ability becomes “heroic.” When rolling this skill or ability, 3-6 indicates a success (rather than the standard 4-6).

# Transformed

Change one Nature descriptor to Fighting, Drinking or Looting. You may use this benefit to replace a lost Nature descriptor.

# Level 10

# Stalwart

When helping another character and they fail the test, you may invoke this benefit. Instead of the standard failure procedure, the result becomes a twist dictating that you step in and make the test yourself. No other twist or condition is given until after you have made your test. Your friend cannot help, but your success or failure counts for both of you. You may use this benefit once per session.

# The Madness Within

When using greed (as in the level 4 benefit), all tests count as if they are within your Nature.

# Fame and Glory

Tales of your deeds resound throughout the lands. Increase your Precedence by 1. Your Circles becomes heroic when looking for warriors and persons of quality to add to your retinue. When rolling, 3-6 indicates success (rather than the standard 4-6).

# Sensitive

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Biologist 3, Chemist 3, Physicist 3, Theorist 2, Researcher 2, Medic 2

# Trait

Inquisitive

# Level 1

Scientists may wield any weapon except great swords. They may wear any armor, wear a helmet and use shields. Scrappers grant +1 to camp event rolls in Derelicts.

# Level 2

# Gifted

You are suffused with raw magical energy. In a time of crisis, once per session, you may use the Arcanist skill in place of any skill or ability. However, failure brings an additional twist on top of the standard result assigned by the game master. The game master chooses from the magical twists list or invents their own. The result leaves a permanent effect.

# Vow to the Lords of Justice

The Immortals of Law and Justice have cursed you with a sight that penetrates the heart. Once per phase, you may make a Will test versus a target’s Nature. If successful, the game master reveals one of the following: creed, an evil trait or the last evil deed committed by the target. This test does not cost a turn.

# Level 3

# Mathom

When given a gift of gratitude, you may demonstrate sincere thanks to the giver and automatically recover from one of the following conditions: hungry and thirsty, angry, afraid or exhausted. No test or check is required. This benefit can be used once per character you know. Gifts must be given in sincerity.

# Song of Soothing

You may use your Singing or Enchanting Nature to perform the ancient spells of health and healing. Use Healer factors.

# Cool Headed

Your veins are ice. When the game master assigns the angry condition, you do not mark it. However, if you earn the condition through the grind, you still become angry and suffer its effects as per the standard rules.

# Level 4

# Mage Light

Once per phase, you may summon to your hand a pure light, equivalent to a candle. The light may be transferred to a staff or crystal. At 5th level, the illumination provided by this benefit

# Inhuman Endurance

Ignore the exhausted, injured or sick condition for one test or conflict once per session. If you fail the test or lose the conflict for which you ignored the condition, the condition reemerges in addition to whatever twist or condition results from the failure.

# Feared in Hell

If made afraid, you may make an Ob 3 Will test to channel your fear into anger. If successful, change the afraid condition to angry. This test does not cost a turn and may be done in any phase once per session (and you may only make this attempt once per condition). You may not engage this benefit if already angry. If a spirit, undead or demon witnesses your transformation, they must pass an Ob 3 Nature test or flee from your presence.

# Level 5

# Clever

Add +1 to your team’s disposition when you are embroiled in conflicts involving riddles, fleeing or sneaking. You do not have to lead the conflict.

# Apprentice

You have acquired an apprentice to aid you in your tasks. Your apprentice will stick by you and offers help on Arcanist, Lore Master, Scholar and Alchemist tests, as well as Will and Health tests, but not Beginner’s Luck tests (because what can an apprentice teach a master?). Add +1D to your roll when your apprentice helps. To gain their help in a conflict, you must assign them a point of disposition. Your apprentice also has three inventory slots available and requires a portion of food and water in camp.

# Master of Dreams

You may use your Singing or Enchanting Nature to weave a soothing somnific strain and put all who hear it into a deep slumber. Make a versus test against your victim’s Nature. If your victim’s Might is greater than yours, subtract -1s from your roll per point of difference. Against a group, test once against the creature with the greatest Might or highest Nature rating, lesser creatures may help resist. Success indicates the victims fall into a deep sleep to be awakened only after some hours of rest or if shaken violently. This benefit requires one turn to perform and may not be done while fighting or in other chaotic circumstances. It must be performed quietly or from a secret place from which the victim can hear the soft strains of the song.

# Level 6

# Unbridled Power

When casting spells like Swarm, Balefire or Hammer of Heaven, you are granted +1s. However, such power cannot be easily contained. If you fail the test to cast or fail a versus test against your opponent, you are temporarily afflicted with one of the following:

# Prescience

In kill, capture, drive off and battle conflicts, you may swap out one of your unrevealed actions for a different action. This may be done at any point in the round before the opponent has revealed their opposing action. You may use the this benefit once per conflict.

# Level 7

# Shoulder the Burden

You are a boon to your friends. During the adventure phase, if one of your friends suffers a condition, you may take that condition on yourself so that your friend is spared. If you already suffer from this condition, you cannot take it on for your friend.

# True Nature Unfolds

Increase your Might by one.

# Level 8

# Transformed

Change one Nature descriptor to Charming, Seeing or Passing Judgment. You may use this level benefit to replace a lost Nature descriptor.

# Immortal Armor

Absorb one point of damage from spells, invocations, demons, spirits and undead (even when not targeted directly). In addition, demons, spirits and the undead suffer -1s to all actions directed against you. You may combine this benefit with other bonuses conferred by spells, invocations and magical armor.

# Level 9

# Psychometry

Speak with the chthonic spirits of rock, tree, stream and field. You may ask a spirit’s name and provenance; you may ask what it contains or once held; and you may ask it to perform a service—guide your path, open the way, provide water, hinder opponents, etc. Test your Will versus the spirit’s Nature:

# Level 10

# Telesthesia

Summoning the pure spirit of your true nature, you can see impossible distances, hidden auras, truth behind lies or even project a vision into the mind of another. Test your Will against the appropriate:

# Cult

Your deeds rise to the level of legend. A cult forms around your living, holy works. Increase your Precedence by one. Found a temple in a settlement of your choice and add it as a location to that town. Roll on the guild table to determine its founding members. The temple acts as a home for you and your followers. When you visit your temple, you may recruit 2d6 cultists to follow you. You may also use your Circles ability to add members to your cult. Take a +1D Circles bonus when using the ability within your cult. Cult members will undertake independent action for you or follow you, carrying your entire inventory. Cultists must be fed. Cultists come with gear appropriate to their guild or, if found with Circles, as appropriate to their class or station. In combat, cultists act as minions. If they are assigned hit points, you may use the Boss Monster rule for yourself (see the Denizens chapter of the Scholar’s Guide).

# Shooter

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Biologist 3, Chemist 3, Physicist 3, Theorist 2, Researcher 2, Medic 2

# Trait

Inquisitive

# Level 1

Scientists may wield any weapon except great swords. They may wear any armor, wear a helmet and use shields. Scrappers grant +1 to camp event rolls in Derelicts.

# Level 2

# Hauberk

When wearing chain armor, you reduce the chance that your armor is damaged when hit (from the usual 1-3 to 1-2 to remain undamaged). In addition, your chain armor will protect against weapons that normally bypass the protection of chain armor.

# Brawler

When you are unarmed in a fight, you do not suffer the -1D penalty to all actions. If disarmed in an ongoing fight, you automatically switch to your bare hands and thus do not suffer the -1D penalty. Bare hands do not provide a bonus to any actions.

# Skirmisher

When you’re wearing leather armor, roll an additional die to deflect a blow. If either die comes up a 4-6, you absorb one point of damage.

# Level 3

# Cool Headed

Your veins are ice. When the game master assigns the angry condition, you do not mark it. However, if you earn the condition through the grind, you still become angry and suffer its effects as per the standard rules.

# Endurance

You’ve suffered much hardship and its given you a certain toughness. This benefit grants +1D to recover from exhaustion.

# Level 4

# Stubborn

You’re always last out of a fight. If your hit points are depleted to zero and one of your teammates is still in the fight, instead reduce your hit points to 1 and deduct the remainder of the damage from another character of your choice. If there is another character with this benefit, the higher level character goes out last. If you are the same level, the higher Fighter skill goes out last. If you have the same level and skill, the higher Nature goes out last. If you’re exactly the same in all respects, work it out with your doppelgänger.

# Fearless

Some elves know no fear. When the game master assigns you the afraid condition, you do not take the condition. However, if you earn afraid through the grind, you suffer the effects of the condition as per the standard rules.

# Feared in Hell

If made afraid, you may make an Ob 3 Will test to channel your fear into anger. If successful, change the afraid condition to angry. This test does not cost a turn and may be done in any phase once per session (and you may only make this attempt once per condition). You may not engage this benefit if already angry. If a spirit, undead or demon witnesses your transformation, they must pass an Ob 3 Nature test or flee from your presence.

# Duelist

You may reassign your sword die from round to round. Also, a shield, dagger or hand axe carried in your off hand grants +1D to Defend against hand-to-hand weapons in addition to your main weapon’s quality for this conflict action.

# Level 5

# Burning Bright

Reveal thine terrifying true inner spirit. Use your Singing or Enchanting Nature to instill fear in your opponents. Make a versus test against your opponent’s Nature. You roll once; each target rolls separately to resist. If your victim’s Might is greater than yours, subtract -1s from your roll per point of difference. If you win the versus test, your opponent suffers the afraid condition and must retreat or cower before you. If you wish to affect a conflict, use this benefit at the start of the conflict before disposition is rolled. Burning Bright does not cost a turn to perform. You may use this ability once per session.

# Squire

A hopeful young warrior in training swears their service to you. Your squire stands by you and help you with Fighter, Hunter, Commander, Rider and Mentor tests. Add +1D to your roll when your squire helps. To gain their help in a conflict, you must assign them a point of disposition. Your squire also has three available inventory slots and requires a portion of food and water in camp.

# Agile

In fights and battles, your help grants +2D instead of the standard +1D.

# Level 6

# Great Endurance

Hunger and thirst have little effect on you. You do not suffer the -1 disposition penalty for the hungry and thirsty condition. In addition, you cannot be made exhausted as the result of a failed test or through the grind. You can be given the condition by an invocation, spell or curse.

# Prescience

In kill, capture, drive off and battle conflicts, you may swap out one of your unrevealed actions for a different action. This may be done at any point in the round before the opponent has revealed their opposing action. You may use the this benefit once per conflict.

# Grief

The toll of an immortal life manifests itself as a deep well of grief within the elf. Use your level as the base disposition instead of your Will or Health rating when engaged in conflicts involving tragedy, loss or grief. In addition, if you write a belief or goal regarding tragedy, loss or grief, all tests in service of assuaging your grieving heart may be considered to be within your Nature—even if your broken heart pushes you beyond the bounds of reason.

# Righteous Fury

When angry and contesting with the forces of darkness and chaos, you are granted +1s to Attack and Feint in conflicts. In addition, your anger acts as inspiration for others. When you are made angry, any characters who are in your presence and afraid (or who would be made afraid by the same test) may test to recover immediately. This does not cost a turn and may be done in any phase, but must abide by the standard recovery order rules.

# Shrug It Off

You have suffered many slings and arrows and are numb to the mortal coil. Once per adventure, you may remove the injured condition. No roll is necessary. You can do this any time before you seek help from a healer. However, once you get help from a healer, you must abide by the standard rules for that injury.

# War Captain

When acting as a hero in an ambush, skirmish or battle, and leading from the front, you double your hero bonus to +2s for Attack actions.

# Level 7

# It Could Be Worse

You may make one test per session as if you have no conditions (barring dead). This test does not cost a turn or a check. You may be helped by your companion (as in the L6 benefit) or other halflings but no others.

# Shoulder the Burden

You are a boon to your friends. During the adventure phase, if one of your friends suffers a condition, you may take that condition on yourself so that your friend is spared. If you already suffer from this condition, you cannot take it on for your friend.

# True Nature Unfolds

Increase your Might by one.

# Troll Slayer

Increase your Might by one when fighting trolls, orcs and giants. Combine this bonus with other bonuses from spells, invocations and magic weapons.

# War Captain

When acting as a hero in an ambush, skirmish or battle, and leading from the front, you double your hero bonus to +2s for Attack actions.

# Shrug It Off

Pain means little to you. You may ignore the injured condition once per adventure. Remove the condition whenever you’d like. No roll is necessary. You can do this any time before you seek help from a healer. However, once you get help from a healer, you must abide by the regular rules for that injury.

# Focus

Your steely focus is legendary. Choose one action type: Attack, Defend, Feint or Maneuver. For kill, drive off, ambush, skirmish and battle conflicts, you gain +1s to that action type. The focus benefit combines with other bonuses from weapons, spells, invocations, armor, etc.

# Expert

Increase your rating cap for Fighter or Commander from 6 to 7. You may advance your Fighter or Commander skill rating to 7 with six passed tests and five failed tests.

# Level 8

# Make Light of Heavy Burdens

Increase your rating cap for Health from 6 to 7. You may advance Health to rating 7 with six passed and five failed tests.

# Strength

Use your level instead of your Will or Health rating as the base for disposition for kill, capture and drive off conflicts.

# Sons and Daughters of Arda

Increase your Might by one. Increase your Might by an additional one when using grief (the L6 level benefit).

# Giant Slayer

Increase your Might by one when you are the conflict captain. Combine this bonus with other bonuses from spells, invocations and magical items.

# Veteran

Your experience makes you a wily opponent. Use your level instead of your Will or Health rating as your base disposition for kill, capture and drive off conflicts.

# Level 9

# Heroic Ability

Choose Fighter, Health, Commander or Survivalist. The chosen ability or skill becomes “heroic.” When rolling the heroic ability or skill, a 3-6 indicates success (rather than the standard 4-6).

# Transformed

Change one Nature descriptor to Fighting, Drinking or Looting. You may use this benefit to replace a lost Nature descriptor.

# Level 10

# Holy Avenger

Your weapon becomes imbued with your power and fury. Name your weapon and, so long as you wield it, it grants +1D to all Fighter and Oratory tests and increases your Might by one. So long as you carry the holy avenger, you cannot be made afraid. Upon your death, if the weapon is interred with you (and left for a suitable period), it retains its magic. It can only be wielded by a group you designate—requiring a certain Nature descriptor, belief or creed of your choice. If grasped by any other, the holy avenger burns their hand, injuring them and forcing them to drop the weapon.

# Presence

When you’re in a kill, drive off or battle conflict, your side gets +2 to disposition in addition to whatever is rolled. You do not have to lead the conflict.

# Fame and Glory

Tales of your deeds resound throughout the lands. Increase your Precedence by 1. Your Circles becomes heroic when looking for warriors and persons of quality to add to your retinue. When rolling, 3-6 indicates success (rather than the standard 4-6).

# Smuggler

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Biologist 3, Chemist 3, Physicist 3, Theorist 2, Researcher 2, Medic 2

# Trait

Inquisitive

# Level 1

Scientists may wield any weapon except great swords. They may wear any armor, wear a helmet and use shields. Scrappers grant +1 to camp event rolls in Derelicts.

# Level 2

# Soft Step

When concealed in or sneaking through underbrush or scrub, opponents suffer a -1s penalty to detect you.

# Shrewd

Dwarves are shrewd hagglers. You may make the Haggler test during the town phase without raising your lifestyle cost. You also ignore Precedence requirements when haggling!

# Militant

You may wield one additional weapon (any except bows or crossbows), and you can wear helmets and use any type of armor.

# Skirmisher

When you’re wearing leather armor, roll an additional die to deflect a blow. If either die comes up a 4-6, you absorb one point of damage.

# Level 3

# Cool Headed

Your veins are ice. When the game master assigns the angry condition, you do not mark it. However, if you earn the condition through the grind, you still become angry and suffer its effects as per the standard rules.

# Level 4

# Oft-Overlooked

Halflings are often overlooked by the other peoples of the world. If your group is captured, you will be left behind. If your companions are targeted, you will always be picked last. This goes for finding work, too!

# Greed

You may invoke greed when you earn the angry condition and have a belief, goal or instinct about an object or person. Greed grants you a free test or conflict to purchase, steal, bargain or murder for the item or person in question. You cannot be helped unless your companions have an appropriate instinct. If you acquire the object in question (or murder the person), the next time you make camp or enter town, test to recover angry for free. No check or lifestyle cost is required.

# Vow to the Lords of Light and Darkness

With a supplication to the great Lords of Light and Dark, you cause your weapon to glow with a holy dweomer. The glow provides light equivalent a torch and lasts for three turns. At 6th level this benefit acts as a lantern. You may extinguish the light when you so desire, but it will also fail if your faith, resolve or vows waiver. You may use this benefit once per adventure phase.

# Level 5

# Vest Pockets

You’ve learned how to stow a lot in a little space. Take three additional pocket slots. These special slots can hold only pack 1 items like potions, jewelry and daggers. What have you got in your pockets?

# Clever

Add +1 to your team’s disposition when you are embroiled in conflicts involving riddles, fleeing or sneaking. You do not have to lead the conflict.

# Cousin

Your cousin forsakes your clan to come join you or ventures from the clan hold to try to convince you to return home. Your cousin remains at your side and helps you with your default class skills (Fighter, Dungeoneer, Armorer, Laborer, Orator and Scout). Add +1D to your roll when your cousin helps. To gain their help in a conflict, you must assign them a point of disposition. Your cousin also has three available inventory slots and requires a portion of food and water in camp.

# Immortal Incarnation

Your Immortal patrons grant you a mount and companion of immense power. Choose an appropriate form: warhorse, reindeer, great wolf or great boar. Your mount has a Nature 6 and Might 4. The creature’s Nature/Might will increase to 7/5 at 7th level and 8/6 at 9th level.

# Level 6

# Companion

One of your friends hears of your exploits and defies the conservative conventions of the Shire to come join you in the life on the road—or journeys out to convince you to come to your senses and come home. Your companion will stick by you and help you with your default class skills (Cook, Criminal, Fighter, Hunter, Scout and Scavenger). Add +1D to your roll when your companion helps. To gain their help in a conflict, you must assign them a point of disposition. Your companion also has three available inventory slots and requires a portion of food and water in camp.

# Helpful

In fights, riddlings and chases, you grant +2D when you help instead of the standard +1D.

# Increate

The imprimatur of the Immortals resonates through you. Increase your Precedence by 1. Add +1 to town events rolls for settlements allied with you (and subtract -1 for those opposed to you). In addition, add +1 to camp events rolls in ruins and near town.

# Level 7

# It Could Be Worse

You may make one test per session as if you have no conditions (barring dead). This test does not cost a turn or a check. You may be helped by your companion (as in the L6 benefit) or other halflings but no others.

# Focus

Your steely focus is legendary. Choose one action type: Attack, Defend, Feint or Maneuver. For kill, drive off, ambush, skirmish and battle conflicts, you gain +1s to that action type. The focus benefit combines with other bonuses from weapons, spells, invocations, armor, etc.

# Expert

Increase your rating cap for Fighter or Commander from 6 to 7. You may advance your Fighter or Commander skill rating to 7 with six passed tests and five failed tests.

# Level 8

# Supreme Confidence

Use your level instead of your Will or Nature rating as the base for disposition for conflicts involving riddling, journeying and sneaking.

# Friend of the Powerful

Halflings have a knack for charming the powerful. Upon meeting a neutral or allied potentate, if you put on charming or respectful airs, you may note the NPC as a friend on your character sheet. No roll or test is required. This may be done in any phase and does not cost a turn or a check.

# Level 9

# Heroic Ability

Choose Will, Scout or Cooking. The chosen ability or skill becomes “heroic.” When rolling, 3-6 indicates a success (rather than the standard 4-6).

# Level 10

# Made of Sterner Stuff

Increase your Might by one.

# The Madness Within

When using greed (as in the level 4 benefit), all tests count as if they are within your Nature.

# Presence

When you’re in a kill, drive off or battle conflict, your side gets +2 to disposition in addition to whatever is rolled. You do not have to lead the conflict.

# Fame and Glory

Tales of your deeds resound throughout the lands. Increase your Precedence by 1. Your Circles becomes heroic when looking for warriors and persons of quality to add to your retinue. When rolling, 3-6 indicates success (rather than the standard 4-6).

# Engineer

# Raw Abilities

Distribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6.

# Skills

Biologist 3, Chemist 3, Physicist 3, Theorist 2, Researcher 2, Medic 2

# Trait

Inquisitive

# Level 1

Scientists may wield any weapon except great swords. They may wear any armor, wear a helmet and use shields. Scrappers grant +1 to camp event rolls in Derelicts.

# Level 2

# Needful Things

With a gesture of your hand, you can momentarily turn scraps and debris into tools or useful items for use in a single skill test. This test costs a turn or check. After the test, the scraps return to their original state. Make an Arcanist test with the following factors:

# Militant

You may wield one additional weapon (any except bows or crossbows), and you can wear helmets and use any type of armor.

# Level 3

# Build Drone

Your drone springs to life! Built from scratch by your own hands, your drone cannot be hacked. It can understand simple commands and intentions, but it does not have perfect natural language processing and thus may interpret your commands to suit its firmware.

To gain their help in a conflict, you must assign them a point of disposition.

Your drone begins as a Might 1, Nature 2 machine with three appropriate Nature descriptors.

At level 4, your drone becomes Might 2, Nature 3. At level 6, it becomes Might 3, Nature 4. At level 8, it becomes Might 4, Nature 5. At level 10, it becomes Might 4, Nature 6.

# Drone Descriptors

Silent Quad-Scout -Ambushing, Flying, Listening Mirage Holo-Drone - Mocking, Flying, Imitating Actuated Snake - Slithering, Striking, Hiding Neural Hunter - Tricking, Learning, Stalking S.T.R.A.Y. - Pouncing, Stalking, Climbing The Big Dog - Guarding, Working, Running

# Miner

When below ground, you are granted +1D to detect deadfalls, pits, unstable tunnels, collapsing features and Dwarf-made structures. In addition, you may use your Delving Nature to:

# Remember the Ancient Forms

You may use your Remembering Nature when repairing or rebuilding an item or structure. You must have experienced this item or structure whole at one point in your life.

# Level 4

# Mage Light

Once per phase, you may summon to your hand a pure light, equivalent to a candle. The light may be transferred to a staff or crystal. At 5th level, the illumination provided by this benefit

# Duelist

You may reassign your sword die from round to round. Also, a shield, dagger or hand axe carried in your off hand grants +1D to Defend against hand-to-hand weapons in addition to your main weapon’s quality for this conflict action.

# Level 5

# Cousin

Your cousin forsakes your clan to come join you or ventures from the clan hold to try to convince you to return home. Your cousin remains at your side and helps you with your default class skills (Fighter, Dungeoneer, Armorer, Laborer, Orator and Scout). Add +1D to your roll when your cousin helps. To gain their help in a conflict, you must assign them a point of disposition. Your cousin also has three available inventory slots and requires a portion of food and water in camp.

# Tinker

You have a knack for dwarven craft. Reduce by one the factors for Building and Mending and Truthtelling in the Peasant skill and the Repairing factors in the Armorer skill. Minimum obstacle is 1.

# Level 6

# Level 7

# Troll Slayer

Increase your Might by one when fighting trolls, orcs and giants. Combine this bonus with other bonuses from spells, invocations and magic weapons.

# Elven Steed

You are adopted by a loyal elven steed with Nature 7 and the descriptors of Galloping, Guiding and Defending. She has the weapons: Sleek form: +1D Maneuver in kill, capture, drive off, flee and pursue conflicts; Sharp hooves, +1s Attack in drive off conflicts. She is trained for war as per the Rider rules. On her own she is Might 4, but she also has a special quality that always increases her rider’s Might by 1. When in the wild, you may summon your steed with an Ob 3 Singing Nature test. This test costs a turn.

# Focus

Your steely focus is legendary. Choose one action type: Attack, Defend, Feint or Maneuver. For kill, drive off, ambush, skirmish and battle conflicts, you gain +1s to that action type. The focus benefit combines with other bonuses from weapons, spells, invocations, armor, etc.

# Level 8

# Master

Increase your rating cap for Arcanist, Lore Master, Alchemist or Scholar from 6 to 7. Choose two! You may advance the chosen skills to rating 7 with six passed tests and five failed tests.

# Transformed

Change one Nature descriptor to Creating, Destroying or Preserving. You may use this benefit to replace a lost Nature descriptor.

# Immortal Armor

Absorb one point of damage from spells, invocations, demons, spirits and undead (even when not targeted directly). In addition, demons, spirits and the undead suffer -1s to all actions directed against you. You may combine this benefit with other bonuses conferred by spells, invocations and magical armor.

# Level 9

# Heroic Ability

Choose Arcanist, Lore Master, Alchemist, Enchanter, Scholar or Will. The chosen skill or ability becomes “heroic.” When rolling, 3-6 indicates a success (rather than the standard 4-6).

# Heroic Ability

Choose Fighter, Health, Orator or Armorer. The chosen skill or ability becomes “heroic.” When rolling, 3-6 indicates a success (rather than the standard 4-6).

# Level 10

# The Lawbreaker

You may instill life into inanimate matter, be it once living or forever dead. This benefit calls forth spirits to bring life to inanimate objects or corpses. Meeting the obstacle animates one object or corpse. Margin of success may be spent to animate additional beings (up to a maximum equal to your Will) or to add additional Nature descriptors. Once animated, the object follows your orders, though each of its actions costs a turn.

# Maze of Mists and Shadows

You know a powerful spell song that weaves a fence of mists and shadows around a patch of land, forest or even city.