Heroes
Heroes AKA player characters, or PCs, are the alter-egos of the players in HoML. Each player normally plays the role of a single hero which they utilize in a HoML session; although they might switch characters or play different heroes at different times. The rules in this chapter explain how to construct a hero and then discusses what happens when a hero advances in level. This section lists all the major attributes commonly possessed by PCs. Rules for determining their values are given under the Character Generation and Character Advancement sections. These are the most basic attributes of all characters. They help to define the basic capabilities of the character. Each of the six abilities listed below has a value from the following table. The value for each attribute determines its associated ability modifier. This ability represents a character's physical power. It determines his modifier to checks involving lifting, pulling, pushing, holding onto things, and any other similar sort of test of brute force. Tasks such as climbing, leaping, swimming, etc are all mainly governed by strength. This ability represents the character's ability to withstand physical punishment, endure extreme conditions, resist disease, and perform feats of extreme physical endurance such as extremely long distance running, surviving outdoors in a raging blizzard with no shelter, holding his breath under water for 9 minutes, etc. This ability represents both coordination and reaction speed. It determines the character's modifier in any task requiring speed or coordination, such as slight of hand, acrobatics, or aiming missile weapons. This ability represents a character's reasoning power and ability to study and absorb abstract knowledge, remember lore, and generally perform any feat of intellect such as solving a puzzle or researching an unusual ritual. This represents a character's intuition, willpower, and self-control. It is used to understand situations, make leaps of intuition, and perform feats of mental or spiritual discipline and control. This represents a character's emotional and social reasoning and skill. It is used to lead and inspire other people, convince them to do things, negotiate, and generally to get by in social situations of all types. Ability modifiers are generally noted by a 3 letter abbreviation, STR for Strength, CON for Constitution, DEX for Dexterity, INT for Intelligence, WIS for Wisdom, and CHA for Charisma. For instance an attack might have a damage expression of 1d8+STR, meaning that the hero's strength ability modifier is added to the results of a roll of 1d8. Fate is an attribute which can be used by players to shift the fiction in their favor. Every hero starts with positive fate, and that can change to neutral fate and back. This attribute will be used to allow the player to make changes in the fiction based on one of the hero's attributes. This is discussed in detail under Using Fate . Each character has hit points. This attribute has a numeric value which is used to measure how close the character is to defeat and how much more physical and mental punishment the character can take before dying, surrendering, or giving up as the situation dictates. Each character begins with a specific number of hit points based on her constitution and other factors; the character’s maximum hit points. Each calling indicates a base number of hit points for that calling. As a hero increases in level her maximum hit point value will also increase based on the calling. Each character has a damage resistance attribute. Whenever a character takes damage its damage resistance value is subtracted from the damage taken. Damage resistance is primarily provided by armor, but may also be a result of various boons, the effects of feats, etc. Note that damage resistance values may or may not stack, depending on how they are worded. A power might grant “Damage resistance 5”, which sets the character's damage resistance at this value. A magic ring might grant a +1 permanent modifier to damage resistance, which is added to whatever the character has already. A character with both of the above effects in play would have a damage resistance of 6, the highest specific value acts as a base, but modifiers stack on top of that, subject to the general stacking rule (only one modifier of each type). Damage Resistance is usually abbreviated 'DR'. A character may have protection from certain types of damage. If so then the character takes half damage whenever the damage tag matches the tag for the protection. For instance a character with Protection from Fire would take half damage from all damage with the fire tag. Likewise a character may have vulnerability to certain types of damage. Whenever a character takes damage with the corresponding tag the damage is doubled. In any case where damage has multiple tags, the character is protected from it if any one tag matches his protection. Likewise the character is vulnerable if any one tag matches his vulnerability. If a character is both vulnerable and protected, then the two cancel out. Every hero has a calling, which is a general indication of the hero's role in the world; a knight is a member of a hereditary caste of specialists in fighting with weapons; a wizard is a practitioner and student of magic, etc. Most callings will define a power source for the hero; this is their primary source of power. They might also call on other sources at times, but the source associated with their calling is the basis of their power as a hero. Calling defines the hero's core combat role; each calling is associated with a particular role, and a character will generally function well in that role, although they may also be capable of filling other roles. Thus a knight calling has a defender role, and a wizard calling has a controller role. In a fight most knights will stand in the front lines against their opponents, prevent them from going where they please, and engage in melee combat with them. A wizard on the other hand will use magical means to shape the battlefield, disrupt the plans of opponents and generally restrict their options. Both roles will certainly also directly work to defeat the enemy, applying damage against their hit points; but they each have their own unique way of operating in a fight. Finally each calling has some unique boons which are only available to those who choose that calling. These are generally related to the role associated with the calling, but also give the character general competency in areas which relate to the calling, such as a proficiency modifier with appropriate tools and knacks. Each hero has a power attribute. This has a numeric value which represents the number of power points the character can expend. Power points may be used for a wide variety of things. They can be used to power an extra action, as a reserve of durability which a hero can dig into in order to restore his or her hit points, or a resource which can be used to power magic items, feats, or for other extraordinary purposes. Generally speaking only heroes have non-zero power. Most NPCs lack the connections to fate and destiny which translate into power points. However some mighty monsters and particularly important NPCs might possess a small amount of power. PCs each receive 8 power points at first level and receive another 1 at each of 7th and 16th levels. Power points are recovered as determined by the recovery rules, see the Rest and Recovery section of the rules; thus when a player decides to expend his hero's power points, the current total is reduced accordingly. Every character has a power source which they are attuned to, which is determined initially by their calling. This is one of the five sources of power within the game which are the motivating energies of the world. These are discussed in detail in their chapter Power Sources . The sources are: When a character needs power to enable a feat, they will need power of the correct type. A character can only spend power points on feats which are associated with power sources they are attuned to. Thus a knight can spend points to enhance martial feats. A priest can spend them to enhance a blessing, but not to conjure up a fireball; however, characters can acquire additional attunements in the form of boons. This is generally difficult, but many heroes are able to tap into more than one power source. There may also be magical objects, places, or effects which can grant access to additional sources of power. These are quite difficult to find. When a player desires to expend her hero's power points, she can do so in any situation where this is allowed. The hero's power point total is simply reduced by the requisite amount. It can be restored to its original value by rest and recovery, as detailed under Rest and Recovery . Every character belongs to some species. This defines the character's basic physical parameters. A detailed description of various possible choices of species available to heroes is presented in a later chapter. Species choice is generally up to the players. The choice will make certain boons available, and apply some adjustments to the character. For example dvarg move more slowly than other characters, but are also extremely resistant to certain kinds of effects. Humans are the most common type of character; other species might be allowable depending on the desires of the participants in the game. Each hero has a heroic origin which describes how or why the character became a hero. Heroic Origin generally implies at least some elements of background. Each hero may have additional background elements. These help to round out the hero and fill in details of his or her story. They may also point out areas where the hero has some special knowledge, or other minor boon, which may be noted. There are several categories of background element: Boons are attributes which characters have or which they gain by virtue of their species, calling, background, and/or story. They may be rewards earned through adventuring, such as ancient magical treasures, they may represent knowledge gained by the hero in the course of pursuing her career, or they may be attributes acquired as a result of exposure to mystical forces beyond human ken. Boons come in several types, including items, special training, and divine favor. Some of them may provide permanent modifiers, feats, or other benefits which apply to the hero's other attributes. Limitations are similar to boons, but have a negative effect on a hero. They are recorded in the same way. All heroes start the game with one or more boons or limitations as a result of choices of calling, species, background, GM decree, story considerations, etc. Usually more boons are acquired during the course of a hero's adventures. All creatures have a size, which is usually determined by the creature's species or type. For heroes this is determined by species. Each species describes the size of its members. This should be noted on the character sheet. See the action rules for the effects of character size. The vast majority of PCs are of size Medium, but a few species deviate from this norm. The sizes are tiny, small, medium, large, huge, and gargantuan. Each character also has a space, which is the set of squares it takes up in action sequences; for tiny, small, and medium creatures this is simply one square; for large creatures it is 2-4 contiguous squares; for huge creatures it is 5-9 contiguous squares; and for gargantuan creatures it is more than 9 contiguous squares. Most species which are large or larger will specify the space of characters who belong to them. If no other space is specified then a large character has a 2x2 square space, a huge creature 3x3, and a gargantuan creature 4x4. Each creature has a speed. The value of speed determines how fast the character moves in units of distance in action sequences. This value will be determined by a character's species and encumbrance. Characters may also have other speed values corresponding to additional modes of movement. A character could have a Swim Speed, and/or a Fly Speed, or possibly other more esoteric speeds. If no other indication is given then the character's speed is a land speed used to walk/run. These modes will be indicated by a tag associated with the speed, thus for example: speed = 6, flying, would indicate that the character can fly at a speed of 6. When no mode tag is provided it is assumed the speed is a walking speed. Note that flying and swimming speeds may also have an associated maneuverability class. Normal humans and similar creatures have a speed of 6. A horse would have a speed of about 8, and a cheetah a speed of about 12. This is a measure of how much the character is carrying. Each character is either unencumbered, encumbered, or overloaded. The exact amount of total load which represents each value depends on the character's maximum load, which is determined primarily by strength and size. If a character is carrying less than her maximum load, she is unencumbered. If a character carries more than her maximum load then she is encumbered. When encumbered her speed is reduced by one and she has disadvantage on all checks based on Dexterity governed aspects. If a character carries more than twice her maximum load, then she is overloaded. When overloaded her speed is reduced to 0 and thus she cannot move, nor can she pass checks based on any Dexterity governed aspect. She will have to remove load in order to remedy this situation. Optionally a character might briefly achieve half speed by passing a Constitution check, heroes are superhuman after all! This is simply the total load of all equipment and anything else a character happens to be carrying at a given moment. Equipment load is given in the equipment section for commonly encountered items. Other items can be extrapolated from those given. Maximum load indicates the total load that the character can carry before becoming encumbered. If a character is carrying less than or equal to this value, they are unencumbered. If they are carrying less than twice this value, they are encumbered. If they attempt to carry more than twice this value they are overloaded. Normally a character can carry a load of items equal to 40 load plus 20 times the character's STR modifier without being encumbered. This assumes the weight is reasonably distributed and easy to carry. 40 lbs of pillows might encumber anyone, a 40 lb piece of iron carried in a backpack probably wouldn't. Characters have equipment. These are the possessions which they carry around with them. This may include things like tools, weapons, armor, adventuring gear, etc. A later chapter goes into more detail on equipment. Note that changes to equipment also changes encumbrance. Every character has a wealth. This attribute is a basic description of how much purchasing power the character has. Wealth can vary from none to practically unlimited. When a character needs to buy something, or when money is important to the story, the player will generally make a wealth check to determine the outcome. The wealth check modifier is applied to this check, and the character’s wealth helps to determine the types of outcomes which are feasible (IE a penniless character cannot pay a large bribe, but even a moderately well-off one won’t always succeed). Every character has a level. This determines the level of challenges which the character can face. It also determines the hero's level bonus. Every character has proficiencies, either knacks, knowledge, or skill with tools. These will give the player bonuses to checks related to them in play, see How To Play Each PC starts the game with three character traits. These attributes describe the character in narrative terms. Players are free to invent any specific traits they wish, but three are suggested, a strength, a weakness, and a goal. Other traits may be generated as desired by the players and GM as well during the course of play. Options might include beliefs, interests, fears, etc. Character traits are the attributes which are used to drive the character’s story. They should be evocative, interesting, and speak to the character’s nature, agenda, and needs. When the GM creates challenges for the PCs he will use these traits to decide what will engage a given character. For example: If a player describes his character as ‘honest to a fault’ then the GM is likely to test his honesty. What price will he pay to remain honest? Is he naive, or highly principled? How will he cope with a situation where his honesty will hurt others? Traits are also used to govern the use of Fate. Characters also have other less important attributes which are generally just descriptive. These include name, gender, orientation, height, weight, age, ethnicity, social class, and appearance. There are no specific rules for generating these attributes, nor do they have any mechanical effect in the game (although size is obviously related to height and weight it is up to the players to decide the details as they see fit). The GM may decide to factor these attributes into certain situation as she wishes. They might form the basis for boons, limitations, or simple story elements. GMs are of course free to attach novel mechanics to any attribute. In general if a player wants to specify something, they can. They could use it as a narrative explanation for what happens in the story, etc. My position, as the author of this work, is that these are all simply personal choices which allow players to envisage the hero they wish to play in the game. Nobody should feel that they are 'supposed' to be a certain way, or that some choices are 'optimum'. Be what you want to be! Have fun! If some rule gets in the way of that, fun trumps rules too. The previous section detailed most of the things which appear on character sheets. This section details how to build a hero from scratch. Normally characters start at level 1. Sometimes you may generate a character which is higher level. This will require allocating a major boon for each level beyond first. Note that in this case the character will have a non-zero level modifier, remember to incorporate this. Note the hero's level and level modifier on their sheet. The first thing a player will want to determine is the species of his hero. Is it a human, an eldar, or maybe a wose? This choice might be dictated by setting convention or other choices of specific genre which the participants have already made. Otherwise it will be up to the player. The chosen species is noted, it will be significant later. Second the player will pick a calling for their hero. Is it a knight, a wizard, a priest perhaps? As with species this choice might be dictated by circumstances. Players will probably want to discuss with each other who wishes to play what. Pay attention to the combat role of the calling, it is a good idea for the players to make sure they cover all the bases. A party will work fine without heroes of every role, but a player might want to keep in mind which ones are and are not represented in the party when picking starting boons. An origin is selected for the hero. You can pick any of the origins provided. This origin will probably include some background elements. Additional background elements may be chosen as desired, up to five background elements, one each of the types discussed above in the character attributes section. Not all five must be chosen, the character may not be distinctive in all of these ways, although every character certainly has a place of birth a family of some sort, and a social station in life. Once you know what species and calling the hero will have, it is time to determine their abilities. Standard Array: The simplest way to do this is to take the standard sequence of modifiers, +3, +2, +1, +1, +1, +1 and apply them in any order to your hero's abilities. Another option is to use the point system outlined below. Point Value: Start with 9 points. Each point of ability modifier costs one point. A hero could be Strong in 3 areas and poor in the other 3, or any other combination adding up to 9 points of modifiers. Using this system you can produce a hero with potentially up to a +5 starting modifier in a given ability, although this will probably limit the character significantly in other areas. Consider applying a 'well rounded character' rule when using point buy. This limits all starting ability modifiers to at most +4. Doing so makes +5 an aspirational goal instead of an optimum starting bonus. Record the value for each ability and its modifier. Heroes starting hit points are calculated as CON + calling starting hit point value. Divide this number by 4, rounding down; this is the hero's healing Value. The hero's bloodied value can also be noted as 1/2 their maximum hit points, rounded down. Your hero starts with 8 power, plus anything provided by any starting boons which might alter that. Each hero starts with the boons described under their calling's features, their species' features, and their heroic origin's features. In some cases a given calling, species, or origin requires you to choose one from several available features. In that case one of the options is chosen. One major boon is then chosen from the level 1 major boons available amongst the hero's calling, species, and origin. The hero also receives one minor boon listed from among their background elements, and any minor boons listed as being provided by their species and origin. Additionally you might pick one or more of these from any other boons that are available to level 1 heroes. The hero's calling, species, origin, and background, as well as their boons, may designate certain proficiencies which the hero will have. In some cases this may be a choice amongst multiple alternatives. Make any indicated choices and note them all. Every hero should have four knacks they are proficient with. If it happens that a character's other choices don't provide for four knacks, then the player should simply select additional ones until they reach four; likewise heroes which have more than four listed should remove one or more in order to reach the limit of four. If the hero is starting at higher than first level then this 4 knack limit does not apply. Note up to three character traits, each should have a one or two word name, and a short value giving a bit more depth. Typical traits could be things like Goal, Strength, Weakness, Belief, etc. Wealth is essentially a sort of background detail of heroes. Most heroes are going to have ordinary, adequate, or possible well off as a wealth attribute (+1 to +3 ability modifier). A few might be poor, or even destitute, and there could be some rare rich or even vast wealth heroes. A hero’s wealth attribute should be selected with the hero's entire background and concept in mind. The details of the story genre being played may also be a factor. You may want to consult with the GM about what makes the most sense, but players should generally be allowed to decide this detail for themselves. In some cases background and/or origin may describe a starting wealth. Various boons will give the character access to feats. These should be noted, as the hero is able to perform any and all feats granted by their boons. Select equipment which is appropriate to your hero and backstory. If a player wishes his character to begin with something of higher than trivial value, then a wealth check should be made to determine whether or not the hero was able to afford the item. Some heroes may have certain items as a result of boons, origin, or backgrounds. The participants in the game might decide to limit or add to the standard equipment lists based on the needs of their game as well. Record what your character is carrying and note its load. This is normally 40 + 20 * STR for medium sized creatures. Large creatures should start at 60 + 20 * STR, small at 30 + 20 * STR, and tiny creatures at 10 + 10 * STR. Add up all the loads of each piece of equipment being carried by the hero and note the total. Note if the hero is unencumbered, encumbered, or overloaded. Note the movement rate(s) and mode(s) of the hero; base rates come from the hero's species. If not otherwise specified heroes have a walking mode speed of 6; other modes will always be noted specifically. All heroes will have some form of attack. If nothing else every character can use the feat Basic Attack . Attack modifiers and damage expressions can be calculated as given in the section on feats. All heroes will have various options available to them in terms of defenses as well. They can simply employ their knacks as defenses, or they can utilize the defense element of some feats. These can be noted on the character sheet. Each hero will have a specific modifier when employing a given knack to make a check. These modifiers will generally only change if the hero levels up. They should be recorded on the character sheet for easy reference. Each knack's modifier is equal to the hero's level modifier (0 for most starting heroes) plus the hero's proficiency modifier with that knack plus their ability modifier for the ability associated with that knack plus any permanent modifier they might get from other sources. As explained above, each hero has a level, which determines the sorts of challenges they should be capable of facing. As heroes have adventures, they will inevitably increase in level. The following rules govern this process. Whenever a hero receives a major boon she also advances to the next level. At the player's option a hero might also lose a level under some circumstances, such as losing a particularly significant signature item or ability permanently. Perhaps a hero has retired and put aside his heroic attributes; such a character might be reduced to a more appropriate level if he returns to the action at a later time. Mere separation of a hero from objects or other temporary losses of access to boons don't normally involve reducing their level. Level is more a measure of what a character has accomplished in a heroic sense, and his standing and connections to fate than what is currently in their possession or their current circumstances. When a hero has achieved a new major boon he will be eligible to advance to the next level. It is up to the GM to decide exactly how and when this will happen. Normally, for convenience and to better fit the narrative of the game, the player and GM will advance the hero after the end of the current session of play, and/or whatever action the hero is currently engaged in. However it is perfectly legitimate to raise a hero's level in the middle of the action, this might represent some sudden and profound change in the hero, access to a whole new feat, etc. When a hero acquires a new level he immediately gains additional hit points equal to the amount specified for his calling. The hero's bloodied and healing values will need to be recalculated. If their level modifier has changed, it will require recalculation of most of the other values on the character sheet, including defense modifiers, attack modifiers, etc. A hero's damage dice may also increase. These increases are summarized on the table below: If the hero's new level falls within a higher tier than their previous level, then note that the player can employ a different combat scale than before, see Action Sequences for more information on this. If the character's damage dice number has changed, make sure to note this under any attacks, and note the new DD number on the character sheet. The table also indicates the character's level modifier at this level. If an ability modifier increase is noted, then the player should pick one of the character's six abilities and increase it by one rank, giving the character one better ability modifier with that ability and all associated knacks, attack bonuses, damage, defenses, etc. Note that heroes abilities never advance past mighty to godlike.Characteristics of heroes
Ability Scores
Value Modifier Description None * The creature has no ability in this area at all, it has no strength, is completely unintelligent, etc. Usually this applies when an attribute simply doesn't apply to a creature or it is completely lacking in a certain area. Insects have no strength, they can't lift or carry anything, etc. None doesn't imply that no capability exists, ants for instance can collectively move things over time, they just can't lift a heavy rock or leap a chasm. The character will never pass checks based on this ability. Heroes don't normally have a rating of None in any of their abilities. Poor 0 This is the lowest normally possible value for a Hero and represents a creature with little ability in this area. The character can function in any everyday sense, but has no extraordinary ability and is weaker/slower/stupider than the average person. Average 1 The creature is roughly in the normal human range. Most humans and animals of about human size will be average in most abilities. Above Average 2 The creature is above average in this attribute, but not truly exceptional. This is roughly the baseline level of performance for heroes. Most people will be above average in at least one ability. Strong 3 The creature is much better than most humans. Most creatures of larger than human size will have Strong strength. Only the best humans will have an ability beyond this level and a human with Strong level is unusual. Heroes are often rated Strong, as are some exceptional NPCs. Exceptional 4 Only the very best humans achieve this level in any ability. An Exceptional intelligence human is a genius, etc. Mighty 5 This is a legendary level of ability. Only mighty heroes, extraordinary creatures, and higher beings have Mighty ability scores. Only the gods themselves can over-top a Mighty hero or exceed the constitution of a dragon or the strength of a giant. Godlike * This level of ability is reserved for NPCs and designates a creature of divine stature. Such creatures simply pass all checks based on this ability automatically unless the GM decides otherwise for story reasons. Huge titans for instance might have Godlike strength and constitution, they can lift or carry anything the GM wants them to. If a Hero opposes a Godlike NPC, they will generally lose in a straight up contest. Strength
Constitution
Dexterity
Intelligence
Wisdom
Charisma
Ability Modifier Notations
Fate
Hit Points
Damage Resistance
Protection and Vulnerability
Calling
Power Source
Power
Power Source
Using Power
Species
Heroic Origin
Background
Most heroes will have at most one of each of these five categories of background element, but these are only suggestions, players should feel free to add other types, forgo using some of these, or even use more than one of the same type if it works for them.Boons and Limitations
Size
Space
Speed
Encumbrance
Current Load
Maximum Load
Character Equipment
Character Wealth
Level
Proficiencies
Character Traits
Other Attributes
Hero Generation
Starting Level
Hero Species
Hero Calling
Hero's Origin
Abilities
Starting Hit points and healing value
Initial Power
Starting Boons
Record Proficiencies
Character traits
Initial Wealth
Starting Feats
Initial Equipment
Calculate Maximum load
Determine Load
Determine Encumbrance
Movement Rate and Modes
Attacks
Defenses
Knack Modifiers
Character Advancement
Advancement Process
Effects of Gaining a Level
Level Damage Dice Level Modifier Benefit Tier 1 1 0 Heroic 2 1 1 3 1 1 4 1 2 5 1 3 6 1 3 7 2 4 Gain one power point 8 2 5 9 2 5 Increase one ability modifier by 1 Legendary 10 2 6 11 2 7 12 2 7 13 2 8 14 2 9 15 2 9 16 3 10 Gain one power point 17 3 11 Increase one ability modifier by 1 Mythic 18 3 11 19 3 12 20 3 13
Knacks and Aspects
Knacks represent the major approaches which characters take when they attempt to solve problems, and aspects represent the corresponding way that a given problem is being solved. The following Aspects exist, and each one has a similarly named knack which it pairs with.
Aspect | Knack | Ability Score |
---|---|---|
Acrobatic | Acrobatics | Dexterity |
Arcane | Arcana | Intelligence |
Athletic | Athletics | Strength |
Bluffing | Bluff | Charisma |
Diplomatic | Diplomacy | Charisma |
Engineered | Engineering | Intelligence |
Health | Healing | Wisdom |
Historical | History | Intelligence |
Insightful | Insight | Wisdom |
Intimidating | Intimidation | Charisma |
Leading | Leadership | Charisma |
Natural | Nature | Wisdom |
Perceptive | Perception | Wisdom |
Religious | Religion | Intelligence |
Stealthy | Stealth | Dexterity |
Streetwise | Streetwise | Charisma |
Surviving | Survival | Constitution |
Thieving | Thievery | Dexterity |
The chapter How to Play contains the Checks and Actions rules, which explain that when a player announces an action for his hero, the GM will determine, based on the action and intent, which aspect is governing that check, and thus which Knack is appropriate. If the hero has proficiency with that Knack, then they will gain a proficiency modifier on the resulting check. The hero will also benefit from their ability modifier for the relevant ability, etc. as explained under Checks and Actions . Each Aspect describes an area of endeavor and style of action. The GM can use the following descriptions to determine which aspect is governing a specific action, and the players can use them to decide which knacks to give their hero's proficiency in. As a result each hero will generally favor certain approaches to problem solving and excel in different ways. Knacks can act as defenses. When a hero is attacked or otherwise subject to harm, a defensive check is called for. A player may propose the use of a knack as a defense, such as Acrobatics in order to dodge. Note that in this case the possible outcomes are not generally as favorable as those which might result from the defensive use of a feat. The following feat block describes defensive knack use in terms of the general results which can be achieved. This aspect governs all sorts of situations in which a character might need to act in a highly coordinated and controlled manner, exercise good balance, precision, and similar kinds of actions. Tumbling, falling, narrow crossings, handling slippery or treacherous conditions, these are all the kinds of situations which would be governed by the acrobatic aspect. This aspect might also govern actions in combat such as dodging attacks or avoiding attempts to grab or restrain the character. This aspect governs all sorts of situations in which a character needs esoteric or specialized knowledge of magical or otherworldly things. Reading magical writing, detecting magic, analyzing magic, or otherworldly forces. Performing research on magical topics and procedures, properly performing rituals, these are all topics related to arcana. This aspect deals with anything requiring strength, power, and overall athletic ability, such as running, jumping, climbing, swimming, etc. Anything that mostly requires a strong body and benefits from athletic practice is governed by the athletic aspect. This is particularly appropriate for actions which are mostly or completely strength related. This aspect governs anything where deception is being employed. Anytime a character attempts to mislead, misdirect, fool, or simply outright lie to an NPC they will employ the Bluff knack. This included things like trying to pass off fake papers or other sorts of cons and scams as well. The diplomatic aspect governs all situations involving befriending, negotiating with, or otherwise interacting with other people in which the character is relatively honest and not using threats or lies. Most business deals, alliances, and similar situations will be governed by this aspect. Diplomatic characters are able to make friends and allies, and get deals done. The engineered aspect governs all situations involving a knowledge and practice of mechanics, construction, and similar. When a character builds something, assesses the function of a thing, repairs it, tries to understand it, etc. then the action is controlled by this aspect. The health aspect governs all situations where a character is healing another, providing health advice, understanding a disease, curing a wound, treating poison, etc. The historical aspect governs all actions which relate to knowing, understanding, researching, or explaining anything historical, or an action where historical knowledge or understanding could be highly useful. Characters with a history knack tend to have an understanding of history and the nature of historical processes, and to use this to draw conclusions, reason about the current situation, etc. The insightful aspect deals with situations in which a character takes an action which relies on understanding another person, their motivations, personality, and likely behavior. It also deals with being able to spot information about people based on this understanding. Generally it can come into play when determining the truthfulness of a statement, reliability of an NPC, etc. The intimidating aspect deals with actions related to frightening, cowing, or threatening others. Any time a character attempts to get what he wants by threat, then the intimidation knack could be used. The leading aspect comes into play whenever a character attempts to command others, or when attempting to understand a command situation, such as knowing what commands an NPC might follow or not follow, or who is in command in a given situation. The natural aspect governs when an action is taken which relies on understanding or utilizing the natural aspect of a thing. This could be taming an animal, finding food in the wilderness, orienteering, or coming up with information on things in nature. The perceptive aspect governs whenever a character is looking for something, watching something, or attempting to notice some clue or attribute of a place or situation. It could be used if a character searched an area, or attempted to track an enemy, etc. The religious aspect governs any situation where a character is exercising spiritual or religious understanding or knowledge. This would be the case when needing to know facts about a religion or religious or spiritual practice or ritual. The stealthy aspect governs all attempts to hide, sneak, conceal, or ambush. A character can become hidden by making a Stealth check. This check will produce a result, which remains in effect until the character stops being hidden for some reason. The character will be hidden from NPCs if his check result exceeds the DV of the NPC's perception, which is their level's DV + WIS + proficiency bonus; it may appear in the knacks section of some monster's stat blocks if they are proficient. When PCs are trying to spot a hidden NPC they use either an active perception check, or a passive perception check may be employed if the character is not actively attempting to spot hidden things. The DV is creature level + DEX + proficiency bonus. Again, a stealth proficiency bonus will usually be noted in the knacks section of monster stat blocks. In order for a character to become hidden she must have cover or concealment, be out of the line of sight of the character she is attempting to hide from; or be unseen due to invisibility, darkness or some other circumstance. If one of these conditions is not met, then hiding is impossible; but note that the conditions may be met with respect to some characters and not others. A character may become hidden only from some of its opponents. If a character makes an attack or uses a feat on a target which has an effect on that target then he becomes visible to the target at the end of that action. If a hidden character moves into the line of sight of another character and lacks cover or concealment and is not unseen, then he becomes visible immediately and loses the benefits of being hidden at the end of his current action (IE for the duration of the action any attacks against him still suffer disadvantage and the character may claim to be hidden for other rules purposes). If a character makes a significant noise (talking, shouting, etc, but not whispering) then she is no longer hidden. If a character has a light source in a dark area then she cannot hide and is no longer hidden as soon as the light is manifested. If a hidden character moves, then it may be detected. Movement of less than 3 squares in a turn will not reveal the character, but any movement of three or more squares requires making a new stealth check, with disadvantage. Outside of action sequences stealth might be employed without concealment, as long as the character is out of the normal line of sight of another the check can be made and the other character will not notice them if it is successful. Alert characters are hard to sneak up on, and inattentive ones might be quite easy. Stealth could be used to hide things besides a character. It could be used to conceal tracks, to camouflage something, etc. These checks work essentially in the same fashion outlined above. The feasibility and amount of time required, and any possible adjustments to the check result are up to the GM. This aspect governs all situations where an action is taken which relies on understanding or utilizing the social and political organization of some sort of inhabited location. It might come into play when determining who has influence, where things are located, how the power structure and politics of an urban area work, etc. This aspect governs situations where a character is enduring, resisting, or fortifying himself against an environmental condition, resisting an affliction, or attempting accomlish some action despite adverse conditions. This aspect governs attempts to steal, legerdemain, slight of hand, and dealing with the common situations encountered by those who appropriate the goods of others by nefarious means. Characters will have proficiency with certain knacks, based on their calling, possibly species, and granted by some boons. For example, a character might have stealth proficiency. In this case, they will get a proficiency modifier of +5 when they carry out an action governed by the stealthy aspect. As described in the rules for making checks, proficiency always grants a +5 bonus. The following boons exist which can give a character a proficiency bonus. There are also many other boons which can incidentally grant these things. These may be granted whenever a character spends time in a situation where they may learn something. Beyond a character's knacks, they may also be good at certain specific things. In particular the use of tools, weapons, and implements are subject to proficiency bonuses. Any category of equipment might be the subject of proficiency. For example a given character might be an expert with all sorts of climbing gear. This character would gain a proficiency bonus on checks related to using this sort of gear, that is ropes, pitons, carabiners, grappling hooks, etc. Another character might have proficiency with lockpicking tools, etc. Some characters may be specifically experts in certain fields of knowledge. While knacks will provide access to a certain amount of general knowledge proficiency, a character might also have very specific types of information, probably related to some sort of profession or similar life activity. Thus a character who is a farmer has specific knowledge of local crops, domestic animals, and farming implements and techniques. This is a very significant area of expertise. Some characters will have specific knowledge in the use of particular weapons, granting them a proficiency bonus when using the weapon in combat. In order to gain the bonus, the character must have the weapon in hand. Note that there are some restrictions here, the weapon must actually be a valid weapon for use in the specific type of attack being made. If the weapon is used defensively, then again, it must be appropriate, you cannot use a bow against close attacks for example. Implements are magical instruments which are used with some feats. They are virtually identical to weapons in terms of the rules governing them, and some implements actually make reasonable weapons (and vice versa). Use of implements on the defensive is possible, but note that having implement proficiency with a specific item is not interchangeable with weapon proficiency with the same item. Thus a wizard with staff implement proficiency won't be able to claim the proficiency bonus when parrying a weapon attack with the staff, unless some sort of feat which dictates otherwise is in play.Aspect Descriptions
Defensive Use
Acrobatic
Knack: Acrobatics, ability modifier DEXArcane
Knack: Arcana, ability modifier INTAthletic
Knack: Athletic, ability modifier STRBluffing
Knack: Bluff, ability modifier CHADiplomatic
Knack: Diplomacy, ability modifier CHAEngineered
Knack: Engineering, ability modifier INTHealth
Knack: Healing, ability modifier WISHistorical
Knack: History, ability modifier INTInsightful
Knack: Insight, ability modifier WISIntimidating
Knack: Intimidation, ability modifier CHALeading
Knack: Leadership, ability modifier CHANatural
Knack: Nature, ability modifier WISPerceptive
Knack: Perception, ability modifier WISReligious
Knack: Religion, ability modifier INTStealthy
Knack: Stealth, ability modifier DEXHiding
Streetwise
Knack: Streetwise, ability modifier CHASurviving
Knack: Survival, ability modifier CONThieving
Knack: Thievery, ability modifier DEXProficiency
Boons
Other Proficiencies
Tools
Professions
Weapons
Implements
Species
Every character is a member of some species, which the player will choose when first building the character. A species designates a unique kind of being, like an elf, a human, or a dragon. Species choice allows the player to choose certain options associated with that kind of creature, and it will probably also color the way the character is played. Every species has some traits which are common to its members, but remember, the world is a magical place; there are no rules of biology and genetics which dictate that every elf will have the same species traits as every other one, or that species itself must be established by heredity, etc. Some species are exceptionally mutable and may not even be biological at all!
Instead think of species as a starting point. If your character is human, he's probably similar to other humans. He probably has parents, and he probably looks like them and his personality and other attributes are probably similar to theirs. However, the world of HoML is magical, and fantastic, and it is possible he's a changeling, or somehow touched by fate. Maybe he was raised by elves and shares some traits with them. As with other categories, these are intended more as a starting point, baseline, and something you can use when elaborating on this character element isn't desired. Your character could be a generic dwarf, or he could be a very special unique dwarf with characteristics different from other dwarves. These creatures have been known by many names throughout the ages, dwarf, dvarg, tvarg, twarg, dver, etc. Whatever they are called they are a species of humanoid beings who are reputed to be both enemies of the elves and the finest craftsmen in the world. They generally live underground but may also hail from another world. They are human-like but generally slightly shorter and stouter than humans. Dvarg are often martial but may also be spirit classes. They are rarely rogues. It is rare for Dvarg to align themselves with the shadow power source, but some powerful forge masters are known to be elemental specialists; and while dvarg have a reputation for building and technical things, there are definitely individuals who are strongly connected with the life power source, usually berserkers. Said to be made of the stone itself dwarves are creatures of the earth, and they have the toughness of earth and stone as well. It is very difficult to poison a dwarf, and they are legendary for their endurance and toughness. All things to do with rock, stone, and the spaces beneath the earth is the ordinary domain of every dwarf. Even dwarves who do not pursue the crafts of mining, stonework, and masonry have a knack for this sort of knowledge and can often spot things about stonework which would escape any other person. All dvarg tend to dwell in highland areas, mountains or at least hilly areas. Their communities tend to be fairly insular, perhaps because the regions they live in tend to be less traveled, or perhaps due to some kind of inherent personality trait. In fact dvarg are inherently conservative beings, and usually enjoy living with their own clans; thus they tend to be quite insular. On the other hand their strong community bonds and sense of duty seems to inspire them to be very industrious, and this often manifests itself in a penchant for business and similar pursuits; thus dvarg often build extensive trade networks. Whether they are miners, traders, or craftspeople, dvarg are steadfast and honorable to a fault. They are difficult to befriend and very rarely extend their trust outside their own kind, but if they say something, they will go to any length to back it up. Dishonesty and unreliability are simply not accepted within dvarg society, and the most likely reason for any of them to be living outside of their own communities is to have left in shame due to some mistake, omission, lie, or dishonesty. The next most likely reasons involve making good on some kind of promise, or tracking down and making contact with some distant relatives, possibly ones who went missing, etc. It should be stated that the above portrayal is accurate for most mainstream dvarg communities, but it is known that dvarg can be quite ideosyncratic and sometimes divergent communities arise. These groups usually retreat into even greater isolation than their bretheren. Once off on their own they may become very different, devoting themselves to various esoteric pursuits and espousing variant systems of belief. Human cultures are highly varied and humans are quick to adapt, adopting practices and ideas from other humans, or even other species, relatively quickly and easily. Many human cultures have included non-humans and here too humans tend to be relatively flexible; at the same time humans can be quite militant and stubborn about their values and practices. They are often quite willing to go to war over a cultural dispute, yet a couple of decades later they may change their attitudes entirely, making one wonder what the fuss was about. In religious practices humans are likewise both flexible and opinionated. While a human culture may quickly accept a new religious idea, or a new god, on the one hand, an individual human may prove to be quite ready to die rather than change her beliefs one iota. Humans tend to make a big show of their religious activities, building large temples and holding elaborate rituals; priesthoods are often highly organized and influential in human societies. Humans adopt a wide variety of different social organization types. Some live in small family groups with little other organization. Other humans live in large societies with a high degree of organization and social structure where each person belongs to a distinct social group. Likewise humans employ a wide variety of political systems; one region may be a despotism, completely with slavery; another region may be organized as a feudal monarchy; and a third might be a republic. In game terms backgrounds of any social class, occupation, etc. are potentially open to all humans. Wose are originally creatures of the deep forest, and they are most at home in wooded glens, thick forests, and even dense jungles and wooded swamps. From time to time they are seen in other territories, however, and they are perfectly capable of surviving in a variety of habitats if they must. The origins and history of the wose is obscure. While they are accomplished lore-masters in their own way they rarely produce written works and usually have limited contact with humanoid species such as humans. While their are reports of these creatures going back many centuries it is only recently that they have appeared in considerable numbers and come to the attention of men in general. The truth is that the wose pecies has existed in small numbers, mostly in the realm of Fairy for many ages, but in recent times they have entered the natural world in force, heeding the call of the nature spirits they call their creators to come and protect the world from those who would ravage the forests and the land. Wose culture is rather different from that of creatures like humans. Although they do produce things, and have communities, individual wose are able to fairly easily exist simply by standing in a favorable location and soaking up the sunlight. They are not, therefor, compelled to order themselves into complex productive communities with elaborate economies. Instead the wose seem more driven by their essential nature. They travel the wild forested lands of the world(s) acting as wardens, tending to the woods wherever they go. This doesn't mean that the wose have no community, but it is more likely to be organized around and driven by concerns related to this natural drive. Thus there are orders and schools of wose who pursue various strategies and hone a variety of different traditional skills which they use in their mission. These various groups don't always see eye-to-eye either. There can be rather significant differences of opinion over questions of approach and strategy, or acceptable practices. Another factor is that wose don't have a particularly strong emphasis on families and biological relations. A new wose is planted by its seed mother, and then left to emerge as a sapling and find its own way in the world. The upshot being that orders, schools, circles, and looser associations based on individual loyalty, reputation, convergence of interests and beliefs, etc. play the dominant role in their society. Thus a wose may be known for having specific skills, but they don't really fall into well-defined socio-economic groupings. There are elders who have superior skills and knowledge, but they are not, per se, vested with political power and there are no such things as titles analogous to those amongst humans. Instead wose have stories, which are vast long utterances that detail their various experiences, alliances, affiliations, accomplishments, and stories. Since individual wose may live for an indefinite time period these stories can become quite long and complex. It is said that the eldest of the wose would require days to recount their names! Wose would most likely have backgrounds related to hunting, tracking, or various sorts of crafting. They do have forms of entertainment, mostly relating to retelling of old histories and lore in oral form. There are 3 separate types of wose, the ancients who are the oldest ancestral form of wose, and two newer forms, the hunters and the guardians. All wose have a basically humanoid appearance. They walk upright on two leg-like limbs and possess arms roughly similar to those of humanoids. Their hands and feet are irregular and varying in shape, but all have a number of root-like fingers and toes. Their heads are often somewhat oddly shaped, square, lopsided, or craggy and stone-like. Their eyes are deep-set and have the appearance of polished stone or deep pools of water with no white showing. Wose characters may choose one of the following major boons at first levelCulture
Benefits
Features
All dvarg gain the following species features.Boons
Dvarg heroes may select from the following boons.Culture
Benefits
Features
All humans have the following species features.Boons
Human characters may select from the following boons.Culture
Backgrounds
Varieties
Ancients
Appear greenish or gray and their skin appears to be covered in moss, while on their heads a tangle of vine-like material, usually tangled with a few leaves, has the appearance of hair. Their eyes look like gazing into a deep pool, ranging from a medium blue color to pitch black. Ancients tend to have a medium build.Hunters
Appear woody and their skin is bark-like in appearance. Their heads are covered in a twiggy mass which has the appearance of a tangle of small shrubby branches. A hunter's eyes have catlike pupils and an iris varying from grayish green to dark green or dark amber. Hunters are generally the tallest and thinnest of the wose.Guardians
Appear stony and there skin has the consistency of rock, usually looking a bit like lichen-stained granite or sometimes limestone. The eyes of guardians have a dry stony look to them as well, though they do appear slightly polished. The iris is usually grayish red to dark red in color. Guardians are usually the shortest of the wose, and are very heavily built, being almost dwarf-like in their proportions. Their fingers and toes are short, stubby, and stone-like, with a powerful grip.Benefits
Features
The following boons are associated with the wose species:Boons
Boons
Boons are an important concept in HoML. They represent the things which heroes can obtain which will grant them level increases. Each time a hero acquires a major boon, she increases her level by one, and is granted all the benefits of leveling up. At the same time, the boon itself will grant the hero access to some sort of benefit, a new feat, some sort of proficiency, or something similar. There are also minor boons, which are similar to major boons but do not grant a level increase, and generally represent smaller, often mundane, benefits such as money or information.
Boons are attributes which characters have or which they gain by virtue of their species, calling, level, and/or story. They may be rewards earned through adventuring, such as ancient magical treasures, they may represent knowledge gained by the character in the course of pursuing her career, or they may be things acquired by the character as a result of exposure to mystical forces beyond human ken.
Every character has various boons; each boon is an attribute of the character which modifies the character in some way. Some may alter the values of other attributes, others may allow the character to do entirely new things that are not normally possible. Lists of possible boons are provided in various places. Each species has racial boons which a character may acquire. Each calling has calling boons which characters of that calling may acquire. In addition there are items, spells, etc., all of which are boons. The Game Master generally assigns most boons, but players may have a choice of boons granted by calling, species, and other player selected options.
The higher level the character is the more potent their boons may become. Some boons don't change with level (a permanent modifier for instance is equally valuable at all levels), but others such as the damage dealt by an attack might increase with each level to keep pace with the challenges the character faces. In many cases these boons grant feats, which are discussed separately in their own section.
Boons are described using a standard format which is explained here. Every boon has a manifestation when it is brought into play. Manifestation refers to the form which the boon takes in the game world. It could be an attribute of a character, or it could be an item, for example. Other possibilities might exist too. Thus a character might acquire Shield Expertise simply by virtue of training as a knight. Another character might acquire it by owning a Shield of Expertise, a magic item. A third character might acquire the boon temporarily by performing a ritual, and that ritual itself might be manifested in the form of a consumable, a potion for instance. HoML has some specific rules, which are found in book three, describing certain types of manifestations, like magic items, which have additional mechanics. However, in general, the manifestation of a boon doesn't effect how it works. Boon descriptions are normally written in a manifestation-independent form. In a few cases the manifestation might be central to how the boon works, in which case it will be described in those terms in the Description section. Manifestations might also have some narrative implications. A boon manifested in the form of a sword might potentially be stolen or lost, etc. Many, perhaps most, major boons grant a character access to a feat; this is the main way by which heroes acquire feats. The feat will be listed as a benefit of the boon. Note that how the feat is used may depend on the manifestation of the boon. Thus a character might acquire a potion, which has the effect of granting the character the effects of a specific ritual. The potion must be drunk in order to access the ritual's effects. The same boon might be manifested in the form of a ritual formula book from which the character can instead perform the ritual. This will take longer, but is not consumable can be utilized more than once. In most cases, if a character possesses a feat by virtue of possessing the boon which grants it, they can simply use the feat whenever they wish, subject to other rules. This is usually the case with major boons that grant feats. Feats themselves are covered in a later chapter of book 2.Boon Description
Manifestation
Feats
Callings
As described in the Callings topic of the chapter on player characters, callings are character archetypes. They describe the basic concept of what the character is and what they do. Heroes come in many guises and the calling a player chooses for their hero will help determine how the character looks, thinks, acts, and what sorts of abilities they have. Each calling has certain elements in common which are discussed below. One of the most significant aspects of a calling is its power source. Every calling has a power source. This is the wellspring from which characters of this calling draw their power. There are five power sources, and several callings draw from each of them. While their may be some similarities between callings which have the same source of power, they are all quite distinct. Mechanically every character is said to be attuned to the power source of their calling. The character's power points will be of this type and carry the power source's tag. Feats normally require power of a specific type, meaning a character may not be able to fully utilize a feat when they lack power of its source. However, it is possible for characters to attune to additional power sources, and there may be other ways to acquire or convert power from one source to another. For the most part power source is thematic, there is no specific difference between points of one source or another, but in some cases there may be feats which behave in different ways depending on the source used to power them. Every calling has a role, which indicates the type of job that this calling is most suitable for in action situations, particularly combat. There are four of these roles and most characters of a given calling will fall into the role defined for their calling. That being said, roles are intended to help define the themes of callings, and to help the players develop a well-rounded team which can take on various opponents successfully. Roles are not meant to be absolute unbreakable things which every character must adhere to. It may well be that a given player creates a character with a given role, and then acquires boons and makes role playing choices which lead to the character acting more in a different role. This is fine, the character is simply not the most typical example of their calling. They should still be effective as played however. The following table lists some of the basic attributes of each calling which is available. Martial power draws from an individual's internal and inherent magical potential, and is accessed and controlled through will and discipline. Practitioners of martial power use endless practice and techniques such as shouts and the perfection of specific weapon and unarmed combat techniques. In most cases a martial hero will rely on weapons and/or her own body to prevail. For this reason they also tend to favor physical knacks such as athletics or acrobatics over intellectual pursuits. No one should be fooled however, many such heroes are quite clever, even brilliant. Martial power, being one of the most accessible sources at a basic level, has gone by many names, including Qi or Chi, etc. These are all examples of the same power source simply interpreted through the lens of different concepts and systems of thought through the ages. All characters with a martial calling gain the boon Martial Attunement. The following callings draw their power from the martial power source. Knights never shrink from battle willingly, they have been well trained and consider it their highest calling to test their mettle against powerful foes. Their combat role is defender, they stand in the front line of the fight and shield their teammates from harm, while attacking the enemy. If an opponent ignores the knight, then he opens himself up for even worse punishment. Outside of combat situations knights are respected and generally treated with deference. Other knights and respectable folk will give them assistance. Once a knight has been recognized officially as a bona fide knight, and earned his spurs, he will be given shelter and aid by all who support the cause of law and order. Knights who gain bad reputations, for being dishonorable or failing to uphold their social obligations on the other hand, might find themselves scorned or even attacked on sight. Monks are individuals who seek to perfect their inner selves by means of meditation and practice. Those who become heroes rely on this extreme training and esoteric techniques learned through long practice in ancient fighting traditions. They usually belong to schools or traditions of study and are generally very loyal to their teachers. They may decide to go out into the world for various reasons, leaving their isolated training locations. This could be because of some quest given to them by their teachers, a disaster or attack which destroys their home, or simply because they have a desire to accomplish some goal out in the world. Most monks start out with very little in the way of material resources, and they have a reputation for being uninterested in material wealth. However, they might acquire certain gear and magical accoutrements in the course of their lives as heroes. Elemental power is the raw power of physical creation and material existence. It both creates and destroys all that is physical. Mastery of elemental power is not easy, but it can bring great rewards and much direct power. Unfortunately it requires a highly developed mind to master the intricate power words and subtle vocal and somatic gestures required to bring forth and shape this power into a useful form. Thus many desciples of elemental power spend long periods of time in practice and research. There are actually many paths to elemental power. While all of them require study and control, some elementalists take the less disciplined approaches of merging themselves with the elements. Eventually they may entirely replace their bodies with elemental forms which are both exceedingly powerful, and often vulnerable. These beings are certainly frightening to mere mortals who can only look upon their power with awe and fear. In any case, every practitioner of elemental power must infuse a certain amount of this power into their being, taking elemental substances into their bodies in order to estblish links with the elemental chaos from which it emerges. All characters with an elemental calling gain the boon Elemental Infusion. The following callings draw their power from the elemental power source. Spell blades follow ancient traditions once perfected by lost civilizations who used arts long forgotten by all others to empower themselves. By studying the arcane secrets of magic they were able to harness the power of elements to both attack and defend. Only a very few of these mighty warriors still exist, and you have been granted access to their secrets. As an alchemist a character may be driven to study unusual creatures, substances, devices, and such in order to increase her knowledge and power. Often this calling is a way for those who simply love knowledge for its own sake to make their way in the world. Others have more focused agendas or merely seek power. Sorcerers have taken attunement to the elemental forces to an extreme; they are endowed by some peculiarity of their heritage, exposure to some sort of powerful magic, etc with the ability to generate magical effects. Different types of sorcerers tap into their power source in different ways and their powers come from different circumstances. Some sorcerers have a magical heritage, such as the blood of dragons in their ancestry; other sorcerers have been exposed to extreme magic; some perhaps have interacted with powerful elemental beings, either serving them or being served by them. Some sorcerers might be channeling elemental power emanating from a certain location, such as a volcano or the deep ocean. Life is the power source which draws from the life energy of the Universe. It is a powerful source, which is close at hand, however it requires a fair amount of discipline to tap into. The greatest limitation with this source overall is that some areas are far removed from living beings, and thus it may require great discipline to draw power in those settings. Most practitioners find it much easier to surround themselves with life, and thus those who tap into this source are often found in densly populated areas, either human population, or animals and plant life. Life power is most effective in manipulating and enhancing the capabilities of living things. Thus practitioners of this power source, such as beast masters and druids exert a great deal of influence over animal and plant life. Bards on the other hand work mostly on humans and their ilk, though their magical music may also calm animals and even plants to a degree. Life practitioners may also manipulate the life force itself, which can prove to be deadly, though warlike or violent practitioners tend to focus on self-magic. All characters with a life calling gain the Life Attunement boon: The following callings draw their power from the life power source. The berserker is a warrior who is able to enter into a special mental state in which he can fight with extraordinary ferocity. Usually hailing from less urbanized warrior cultures berserkers often charge recklessly into battle with little regard for their own safety. While they wield weapons in battle and consider themselves to be warriors, their power comes primarily from their relationship to the life force within themselves and others, as distinct from the martial traditions of discipline and practice common to knights and such. Thus they don't come across, generally, as disciplined or thoughtful fighters, instead relying on frontal attacks, shock tactics, and the sheer power of their aura and reputation for ferocity. Most berserkers associate themselves with a totemic animal tradition, such as the wolf, or bear, which gives them additional benefits. Others might tap more directly into the natural world, becoming something like the essence of the life force in their chosen environment. This sort of berserker might take on verious sorts of transformations. You gain bonus damage on all melee weapon attacks equal to 1 extra DD at Heroic tier, 2 extra DD at Legendary tier, and 3 extra DD at Mythic tier. The beastmaster is at home with all types of animals. She has a deep connection with them, and they are her natural allies. In particular most beastmasters form an mystic bond with at least one individual animal, and sometimes more than one. They are often found far from civilization, living in a natural setting. However, there are some beastmasters who are quite at home in civilized places.Attributes of Callings
Power Source
Role
Other Attributes
Descriptions
List of Callings
Power Source Calling Role Martial Knight Defender Rogue Striker Monk Defender Elemental Spell Blade Defender Alchemist Enabler Sorcerer Striker Spirit Priest Enabler Life Beast Master Defender Berserker Striker Shadow Illusionist Controller Varies Wizard Controller Martial callings
Features
Boons
Features
Boons
Features
Boons
Elemental Callings
Features
Boons
Features
Boons
Features
Choose one of the following: Life Callings
Features
Boons
Features