Character Workshop

#1
I'm writing up a few characters to see how certain ones look, so i figured I may as well share them. Feel free to add your own, and use this text template if you'd like:

Name:
Class:

Tier:

X C (2 base
X A (10 base
X P (6 base

XX/XX HP (10 base + 10 x Tier
X Toughness (4 base
X Resistance (4 base
X Dodge (4 base
X Willpower (4 base

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver

Basic Actions

Melee (Slow, 1 Foe, Ranged X):
Ranged (Slow, 1 Foe, Ranged X):

Class Actions, Limits: 1 Sustain, 1 Trigger, 1 Amplify

Tide-Turners [ ] [ ]

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)

Skills
8 All Others
X Example
X Example

Offensive Aspects:
Defensive Aspects:
Utility Aspects:

Melee Weapon:
Off-Hand:
Ranged:
Armour:
 
#2
Name: Primal Druid
Class: Druid
Tier: 1

3 C (2 base +1 axe)
10 A (10 base -2 axe +2 bow)
8 P (6 base +2 axe)

30 HP (10 base + 10 x Tier + 10 Vigorous)
6 Toughness (4 base +1 Vigorous +1 armor)
5 Resistance (4 base +1 Vigorous)
4 Dodge (4 base)
4 Willpower (4 base)

Movement
Move (Slow): Move 1-6 squares. Can move through friendly combatants.
Shift (Fast): Move 2 squares. Can move through friendly combatants.

Maneuver
Betray (Fast): Make a Fast-Talk skill check. If you succeed, target foe is Off-Guard until your next turn.

Basic Actions
Melee: Axe 2h (Slow, 1 Foe, Ranged 1): 3d12 vs toughness
Ranged: Bow (Slow, 1 Foe, Ranged 5): 2d8 vs toughness

Class Actions, Limits: 3 Sustain, 1 Trigger, 1 Amplify
Beast of Burden: +1 to Sustain Limits
Natural Stride: +1 Square to Move and Shift actions

Restore: Remove up to 2 stacks of 1 condition from target. Sustain: Repeat effect.
Primary Fury (Slow, 1 Hero, Ranged 5): +2P, and Target may make 1 Basic Melee Attack as a free action each turn. Sustain: Repeat effect.
Healing Factor (Free, Self): If you take damage and do not become fallen, heal 1d6 HP.
Another ability to taste

Tide-Turners [ ] [ ]
Gift of Life, Stoneskin

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Bear Pelt (+2A until end of the encounter, Fast, 1/Milestone)

Skills
14 Fast Talk
12 Athletics, Endurance
8 All Others

Offensive Aspects: Vicious (+1 damage die to all melee damaging attacks)
Defensive Aspects: Vigorous (+10 HP, +1 Toughness, +1 Resist)
Utility Aspects: Focused (+1 Sustain Limit)

Melee Weapon: Axe 2h (+1C, -2A, +2P, 1d12 damage)
Ranged: Bow (+2A, 5 range, 1d8 damage)
Armour: Heavy (+tier toughness)


The Primal Druid runs around in heavy bearskins, and is a melee powerhouse. Healing? Spells? Those are for people who can't go into primal rages. The strategy with the primary druid is to spend your first turns setting up Primary Fury until you can move into range of your enemies. When you can, just keep casting Primary Fury until you're at three stacks - at which point you can start using Betray to give your 4 or so attacks a turn +2A, which you desperately need. Your P is way, way over your A, so seek out any sorts of A you can - against tough encounters, expect to be at 14 A with help of Betray and your Keepsake. Defensively, you have 6 toughness and heal 1d6 damage 1/turn when hit. Restore helps you shake off conditions, and Natural Stride is great for helping you catch up to enemies - once you're going, you can move 12 squares and still make 3 melee attacks! Your one point of lack of synergy is your tide turners - at tier 1 they're not much help.

Tier 2 brings you +2 Accuracy from your aspects, which is great. Force of Nature is actually not much help, because you're likely P-capped already, but if you've been sharing Primary Fury on others it can be worth picking up. None of the new abilities are really interest you and your selfish, melee-focused playstyle.

If you don't want Fast Talk as a manuever, Fade, which lets you avoid attacks for a tun can be a big help too. Normally you'd be held back by the fact that it's Slow - but you don't use your actions to damage people, anyway. Taking Fade lets you soak up damage early on the fight, and then go immune while others take a beating. Spring can also help you get where you need to go, giving your Fast action shifts 4 range!
 
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#3
Name: Echo Ardent
Class: Ardent
Tier: 1

2 C (2 base)
14 A (10 base +2 sword +2 bow)
6 P (6 base)

23/23 HP (10 base + 10 x Tier +3 defiant)
4 Toughness (4 base)
6 Resistance (4 base +1 defiant +1 robes)
4 Dodge (4 base)
6 Willpower (4 base +2 defiant)

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver
Focus (Fast): Make a focus skill check. If you succeed, +1 damage die to your next action. 1 stack.

Basic Actions
Melee: Sword 1h (Slow, 1 Foe, Ranged 1): 2d6+3
Ranged: Bow (Slow, 1 Foe, Ranged 5): 3d8+3

Class Actions, Limits: 1 Sustain, 1 Trigger, 2 Amplify
Spark (Free, amp): When you hit an opponent with a spell, +2 damage
Hearth's Glow (Fast, amp): When you hit an opponent with a spell, heal 4 HP.
Mana Echoes (Fast, Range 7): Auto-hit. 2d10+3 damage vs Resistance
Overheat (Slow, Sustain, Self): +1C whenever you use Spark. Remove once you critically hit.
Soul Strike (Slow, Range 7): 3d12+3 vs resistance
Raging Inferno (Slow, Range 3, 1-3 foes): 3d8+3 vs resistance

Tide-Turners [ ] [ ]
Shatterstorm (Slow, Ranged 3, 1-3 foes): 2d12+3 piercing damage and target foes suffer 5 stacks of vulnerability.
Any

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Magic Ring (Amp effect: When you critically hit, deal 1.5x damage. 1/Milestone)

Skills
8 All Others
14 Focus
12 any two

Offensive Aspects: Keen (+1 damage die to ranged attacks)
Defensive Aspects: Defiant (+3 HP, +1 Resistance, +2 Willpower)
Utility Aspects: Charged (+1 amplify limit)

Melee Weapon: 1h Sword (+2A, 1d6 damage)
Off-Hand: Off-hand weapon (+3 damage)
Ranged: Bow (+2A, 1d8 damage)
Armour: Robes (+tier resistance)


The Arden't plan is to spam Mana Echoes that deal 14 damage, with Spark providing a few more points, and shoot out four of them every round. Low resistance enemies will get absolutely shredded. Against higher resistance enemies, you've got problems, but also options - a use of Shatterstorm should give you the opening you need, or you can shift to relying on Soul Strike which deals more damage. If your enemy's resistance is REALLY crazy, use Focus to puncture through.

One of the coolest tricks is the use of Overheat - you can build up +2C per turn, wait until your C is in the double-digits, and then Focus and throw out a Soul Strike or Raging Inferno that could well be guaranteed a crit if you're patient enough. On a tough boss, boost it with your keepsake.

Next tier, Union and Chains of Calamity give you two strong options for getting past enemy resistance, and fan the flames can be combined with overheat and focus for a 165 damage Soul Strike, or a 77 damage Raging Inferno - enough to take care of some very large problems. You're only going to get hotter.

Weapon-wise, consider swapping to an Axe and Wand if you have someone else in the party with some kind of vulnerability effect. The +2C lets you pull off your auto-crits a bit easier, although the -6 penalty you'd take to A in comparison kills you if you're having to rely on landing your own Chains of Calamity or Shatterstorms.
 
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Mikey

New member
#4
Name: Judgmental Pacifist
Class: Spiritualist
Tier: 1

2 C (2 base)
15 A (10 base +1 Steady +2 Sword +2 Bow)
7 P (6 base +1 Steady)

20 HP (10 base +10 x Tier)
4 Toughness (4 base)
4 Resistance (4 base)
9 Dodge (4 base +2 Evasive +1 Armor +2 Shield)
5 Willpower (4 base + 1 Evasive

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver
Weather (Free): When you enter a Square with a Field Effect, you may make a Skill Check. If you succeed, ignore the Field Effect.

Basic Actions
Melee: Sword [1H] (Slow, 1 Foe, Range 1): 2d6 vs toughness
Ranged: Bow (Slow, 1 Foe, Range 5): 2d8 vs toughness

Class Actions, Limits: 2 Sustain, 1 Trigger, 1 Amplify
Rebirth
Imbue Health
Purify
Judge the Unjust
Bloodseal
+1 choice

Tide-Turners [ ] [ ]
Spirit Shackling, Sheltering Force

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Pacifist’s Circlet (When reduced to 0 HP for the first time, retain 1 HP instead and gain +10 to Barrier Scores until the start of your next Turn., Free, 1/Milestone)



Skills
14 Endurance
12 Athletics, Focus, Insight
8 All Others

Offensive Aspects: Steady
Defensive Aspects: Evasive
Utility Aspects: Focused

Melee Weapon: Sword [1H] (+2A)
Off-Hand: Light Shield (+2 Dodge)
Ranged: Bow (+2A)
Armour: Light Armour (+1 Dodge)

When the Judgmental Pacifist isn’t healing the party, he is judging foes. His judgmental stare is enough to make a foe drop their guard, opening up critical locations. He focuses on getting Judge the Unjust on either 2 targets or doubling it up on 1 big baddie. Sustaining those throughout the encounter and stacking more on when not healing. His main role is healing and that always takes priority. He does carry weapons but are more of a deterrent than anything else.
 

Mikey

New member
#5
Name: Drunken Maverick
Class: Rogue
Tier: 1

4 C (2 base +1 Axe +1 Wand)
8 A (10 base -2 Axe)
6 P (6 base)
20 HP (10 base +10 x Tier)

4 Toughness (4 base)
4 Resistance (4 base)
7 Dodge (4 base +2 Evasive +1 Armor)
5 Willpower (4 base + 1 Evasive

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver
Feint (Fast): If you succeed a Sleight of Hand check, +2 Accuracy to your next Action.

Basic Actions
Melee: Axe [1H] (Slow, 1 Foe, Range 1): 3d8 vs toughness
Ranged: Wand (Slow, 1 Foe, Range 5): d6 vs toughness)

Class Actions, Limits: 1 Sustain, 1 Trigger, 2 Amplify
Opportunist
Dual Attack
Pinpoint Strike
Reaper’s Delight
Spinal Tap
Trickster’s Flurry

Tide-Turners [ ] [ ]
Fool’s Luck, Heartseeker

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Lucky Wand Holster (+1 C until the end of the Encounter, Fast, 1/Combat)

Skills
14 Sleight of Hand
12 Fast-Talk, Insight, Endurance
8 All Others

Offensive Aspects: Vicious
Defensive Aspects: Evasive
Utility Aspects: Charged

Melee Weapon: Axe [1H] (+1C, -2A)
Off-Hand: Off-Hand Crossbow (You may make a Basic Ranged Attack as a Free Action during a Move Action. 1/rnd. 1d8 dmg vs Toughness.)
Ranged: Wand (+1C)
Armour: Light Armour (+1 Dodge)

The Drunken Maverick is a gambler who doesn’t remember what it’s like to be sober. They rely on luck to get them through situations and always carry a Wand for this reason. A lot of folks think rabbits feet are for luck but ask any Drunken Maverick and they will tell you that’s absolutely right. If you’re observant though, you’ll notice they don’t carry one. He relies heavily on others to set up his targets and when they do, he hits them hard! Paired with a Judgmental Pacifist to keep him out of trouble and help aim those heavy hits in a fight will reduce the luck needed on rolls.
 

Mikey

New member
#6
Name: Wingman
Class: Warrior
Tier: 1

2 C (2 base)
16 A (10 base +2 Precise +2 Sword +2 Bow)
6 P (6 base)

30 HP (10 base +10 x Tier +10 Vigorous)
8 Toughness (4 base +1 Vigorous +1 Armor +2 Shield)
5 Resistance (4 base +1 Vigorous)
4 Dodge (4 base)
4 Willpower (4 base)

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver
Daunt (Fast): When you use a Move Action, you may make a Skill Check. If you succeed, you may pass through Squares occupied by Foes during that Action.

Basic Actions
Melee: Sword [1H] (Slow, 1 Foe, Range 1): d6 vs toughness
Ranged: Bow (Slow, 1 Foe, Range 5): d8 vs toughness)

Class Actions, Limits: 1 Sustain, 1 Trigger, 2 Amplify
Staccato Strike
Tide of Iron
Powerful
Shove
Taunt
Deflect

Tide-Turners [ ] [ ]
Unstoppable Force, Charging Strike

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Boots of Stepping Up (Gain 1 Fast Action., Free, 1/Combat)

Skills
14 Intimidate
12 Mend, Athletics, Endurance
8 All Others

Offensive Aspects: Precise
Defensive Aspects: Vigorous
Utility Aspects: Charged

Melee Weapon: Sword [1H] (+2A)
Off-Hand: Heavy Shield (+2 Toughness)
Ranged: Bow (+2A)
Armour: Heavy Armour (+1 Toughness)

The Wingman knows how to take a hit and how to make someone look good. Whether he is deflecting blows, pulling aggression or knocking people on their ass, he is always making his friends shine. The Wingman is always ready to step up in any scenario with their Boots of Stepping Up.
 

Mikey

New member
#7
(very similar to the one above but I thought I’d post b/c my four are a group)
Name: The Side Piece
Class: Druid
Tier: 1

2 C (2 base)
16 A (10 base +2 Precise +2 Sword +2 Bow)
8 P (6 base +2 Sword)

20 HP (10 base +10 x Tier)
4 Toughness (4 base)
6 Resistance (4 base +1 Defiant +1 Armor)
4 Dodge (4 base)
6 Willpower (4 base +2 Defiant)

Movement
Move (Slow): Move 1-5 squares. Can move through friendly combatants.
Shift (Fast): Move 1 square. Can move through friendly combatants.

Maneuver
Guide (Slow): Make a Skill Check. If you succeed, 1 other Hero gains Advantage on his or her next Roll. 1 Stack.

Basic Actions
Melee: Sword [1H] (Slow, 1 Foe, Range 1): d6 vs toughness
Ranged: Bow (Slow, 1 Foe, Range 5): d8 vs toughness)

Class Actions, Limits: 2 Sustain, 1 Trigger, 1 Amplify
Beast of Burden
Bloom (Growth)
Primal Fury
Rejuvenation
Restore
Healing Factor

Tide-Turners [ ] [ ]
Gift of Life, Stoneskin

Keepsake
Emberwind Spark (Alter one roll by +/-4, 1/Milestone)
Red Lipstick (Heal an adjacent Hero 15 HP., Fast, 1/Combat)

Skills
14 Leadership
12 Knowledge, Insight, Stealth
8 All Others

Offensive Aspects: Precise
Defensive Aspects: Defiant
Utility Aspects: Focused

Melee Weapon: Sword [2H] (+2A +2P)
Off-Hand: N/A
Ranged: Bow (+2A)
Armour: Robes (+1 Resistance)

You think you are playing her but she knows what you are up to and she’s using you. The Side Piece knows what she wants and she knows how to get it. She makes it feel like it was your idea and by the time you figure out you were used, you don’t even care. She’s that good at what she does.
 
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