Avalonian Shadows

Below is a list of Shadow Compendia entries charting the Shadows of the Fae Realm of Avalon.

Archetype-Tier Entities and Special Characters

Prince Idraceyl Golothar of the Black Staff

Prince Idraceyl is the Fairy Queen's emissary in the greater Sea of Chaos. One of the most famous of all Shadows, he is also her greatest champion, whose power rivals and exceeds that of Archetypes and lesser Barons.
Name Arcanae Magic Characteristic Shadow Rank Personality
Idraceyl Golothar Star, Sun, Moon Fellowship 10 N/A

Aspects
??
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
70 60 60 30 70 70 60 70 75 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
4 1 1 3 10 10 10/10/10/10
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Repel Repel Weak
Exemplary
Exemplary Base Effect Rank 4 Improvement Rank 7 Improvement Rank 10 Improvement
Celestial Inspiration You may expend a One More or a received Baton Pass; in exchange, all allies within the battle ignore the effects of ailments or hexes for a full turn each. Star's Alignment: At the start of each week you may designate a single type of action (for example, 'attack', or a specific skill). All Confidants count as Assisted by you when performing that action, even if you're not present. Whenever you Baton Pass to an ally, you can cast an Augment or Restoration spell on them as a Free Action, costing no Spirit. Characters theyBaton Pass to receive the same benefit from that character. When a character benefitting from Star's Alignment gains One More, you also gain a One More, which can be spent on an augment or restoration spell, or an Action Art.
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Talents
Talents Subname Effect
Speciality Fortitude Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice.
Speciality Trade Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice.
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Galespeed Strike Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality.
Step Aside When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result.
Brilliance Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Combat Formation You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus.
Scholar You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Read Foe At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Cultivate Efficacy You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test.
Air of Authority At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you.
Incite Fury Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB.
Iron Discipline Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment.
Litany Against Fear You reroll tests to resist the Despairing, Enraged and Panicked ailments, as well as fear in general.
Spirit Guard You reroll tests to resist Spiritual Ailments.
Grounded Mind You reroll tests to resist the Confusion ailment. When you do succumb to Confusion, you can increase or decrease your DoF by 1 to determine Confusion's effects, to a minimum of 0.
Logic Prevails You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments.
Eloquence You may reroll, and take the better result, Manipulate attempts to convince, seduce or persuade someone with words, so long as your Fellowship is higher than their own.
Taunt You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB.
Battle Reading Select one target and make an Inquiry test as an action, opposed by Subterfuge or Manipulation; on a success, at any time between now and your next turn, you can force the target to reroll a single test and take the result you prefer.
Person of Culture At the start of each week, you temporarily gain three extra Focuses, which you may allocate however you like between the Linguist skill and the 'Culture' Focus of Academics; these Focuses last until the start of the next week. You also have a general air of culture, which appeals to some people.
Terrify When engaging a target who possesses the Fear trait, you can make an Intimidate test against them, opposed by their Authority, Fellowship or Strength scores. If you win, you steal one Rank of the Fear trait from them, plus another per 3 DoS; this lasts until the end of the encounter.
Master Orator You may reroll, and take the better result, tests to persuade or address a crowd.
Galvanising Presence So long as you are in an engagement have failed no reaction Willpower tests (ie. Resisting ailments) during it, all allies in communication with you gain Advantage on tests to resist all Mental Ailments.
Sound Constitution 1 You gain one extra Light Wound. You can have a maximum of TB/2 ranks in this talent.
Powers
Spells Action/Effect Description
Divine Judgment MSB+8 Bless Damage Multi-Target attack that deals the above damage. Gains Technical hits on any target with the Condemned ailment.
High Magic 3 Absorb magic and cast many spells Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 6 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 3 or lesser spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 3 or lesser spell without using up any duration, or you can increase duration by 1.
Negation Chance to null spell You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell.
Makajam Amneses enemy Single target spell; if you win the above test, the enemy becomes Amnesiac.
Arts Action/Effect Description
Power Blade Any Power, SB+3. The attack gains +4 Damage and the Tearing Quality.
Passives Action/Effect Description
Witch Sign - You may apply Witch Sign to a surge spell as a Surge Bonus, which has the following effects: Hit enemies take a -20 to evade and resist the spell's effects.
Lemegeton - All spells gain an extra Surge Bonus when cast at Surge.
Spell Master - Spells of Tier 1 or 2 cost no Power to surge. Each Tier 3 or higher spell you possess costs no Power to surge the first time each encounter you surge cast it.
Memory Thief - At the start of each turn, select one enemy with Amnesia within 10m; until the start of your next turn, you can use their Arts and Spells.
Element Amp Bless You increase the Damage of the listed Element's attacks by your MCB/2.
Knacks
Knacks Subname Effect
Disguise Form You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action.
Siphon You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon.
Traits
Traits Subname Effect
Shadow Semi-Archetype This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Superior Action Attacks or Magic This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action.
Precisely Deadly High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits, deal +2 damage with Reliable attacks, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests. They also have Loremaster (Strategy, 3).
Alacrity You may spend a Fate Point at the start of your round. You gain an extra Action for this round only.
The Song of Staying All Elven lords are mighty but Idraceyl is beyond them- he is the will and might of Avalon made manifest, and his song of staying changes reality itself! He possesses the Unnatural Fellowship (4) and Fearless (3) traits and may reroll all magic casting tests.
Unnatural Score Melee, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Ballistic, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Agility, 3 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Fellowship, 4 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Fearless 3 You add X Advantages to tests to resist the Fear trait and Panic.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed One Handed Parry
Ballistic Skill Ballistic Basic Basic Basic
Athletics Strength Running Climbing
Endurance Toughness Physical Ailments
Acrobatics Agility Dodge Dodge Balance
Operation Agility Mounted Mounted Mounted
Subterfuge Agility Stealth Stealth Sleight of Hand
Academics Intelligence Strategy Strategy Elvish
Logic Intelligence Reasoning Reasoning Mathematics
Medicine Intelligence Diagnosis First Aid Extended Care
Technology Intelligence Engineering Engineering Engineering
Awareness Perception Anticipate Threat Detective
Survival Perception Trapping
Fortitude Willpower Mental Ailments Mental Ailments Spiritual Ailments Resist Fear
Authority Fellowship Command Command Intimidate
Inquiry Fellowship Ask Around Scrutiny Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive Rumour
Trade You Decide! Music Music Music Music

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Equipment
Name Class Range Dam. Qualities
Black Staff 1H (Crushing) 1m +2 Armour Breaker, Knockdown, Reliable
Phoenix Sword 1H (Power) 1m +3 Keen, Absorbs Wounds (2), Penetrates, Reliable
Name Class Range Dam. Qualities
Blessed Elven Longbow Basic (Rifle) 120m +8 Burst (2), High Crit (10), Accurate, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Dragon Armour 7 7 7 7 Camo, Barrier (3)

Consumables

Other Equipment
May be mounted on Latonil, his Avalonian Dragon. He may also deign to take any other mount he wishes if a mighty dragon is inappropriate.

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Lady Tinesia Wraithbane

A High Elven captain who was witnessed by Dinah and other Evokers at the first battle of Westernesse, where she were a simple Shadow who happened to slay two Nazgul. Her heroic performance saw Dinah do her utmost to save her, and this became the core of her personality and raison d'etre. She is more resistant than most to the Nazgul's foul darkness, but the Black Breath of the Nazgul has left permanent marks on her body; her right hand is permanently stained, and she constantly feels a chill in her body, no matter how hot it is.
Name Arcanae Magic Characteristic Shadow Rank Personality Aptitudes
Tinesia Wraithbane Star, Sun Fellowship 10 Disciplined Strength, Fellowship, Resolve, Melee, Finesse, Social

Aspects

  • For Avalon! The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
  • Wraithunter: Tinesia's identity was forged in bitter battle against the Nazgul. It is her doom to face them in battle until she or they are destroyed.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
60 60 50 30 60 60 50 50 60 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 1 2 10 9 12/11/11/11
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Null Null Resist
Talents
Talents Subname Effect
Galespeed Strike Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality.
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Hawkeye You suffer one less Disadvantage with Ballistic Called Attacks.
Bulletmaster Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result.
Mark When wielding a Ballistic weapon, you may Mark a target by making a Focused Attack against them. Marking automatically succeeds and deals no damage. All allies' attacks against the target gain one Advantage until the start of your next turn.
Crack Shot Whenever you deal an injury with a Ballistic attack, the injury is worsened by one level.
Step Aside When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result.
Brilliance Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Combat Formation 3 You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus.
Read Foe At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Scholar You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Cultivate Efficacy You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test.
Air of Authority At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you.
Incite Fury Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB.
Iron Discipline Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment.
Powers
Spells Action/Effect Description
Finisher Cry Adds High Crit (10) Single target spell that applies the High Crit (10) Quality to the target's attacks.
Koudyne MSB+6 Bless Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment.
Triumphant Revelry Staggering snowball A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out.
Arts Action/Effect Description
Angel Step Any Move Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., .
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Lucky Punch Any Light, SB or AB+1. The attack takes three Disadvantages, but becomes High Crit (30).
Power Blade Any Power, SB+3. The attack gains +4 Damage and the Tearing Quality.
Headshot Called Shot Rifle, 8. Surge Only. You must call it to a target's head. On a hit, the target gains the High Crit (20) Quality and inflicts an extra wound.
Knacks
Knacks Subname Effect
Orientate This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no).
Traits
Traits Subname Effect
Shadow Conductor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Superior Action Attacks This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action.
Precisely Deadly High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits, deal +2 damage with Reliable attacks, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests. They also have Loremaster (Strategy, 3).
Wraithbane Lady Tinesa is the Ulairinehtar, the Wraithbane; having fought and hewn down two of their number in close combat as the action that drew precious Human attention to her, the Lady's ability to conquer fear made manifest has become a core feature of her personality. She has the Fearless (4) trait, and projects a heroic aura around herself that shares this Fearless trait with adjacent allies. She ignores the backlash from wounding the Nazgul in melee. Furthermore, she can, as an action, imbue all of her melee attacks with the Bless element.
Unnatural Score Agility, 2+1 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Melee, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Ballistic, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Fearless 4 You add X Advantages to tests to resist the Fear trait and Panic.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed One Handed Parry
Ballistic Skill Ballistic Basic Basic Basic
Athletics Strength Running Running
Endurance Toughness
Acrobatics Agility Dodge Dodge
Operation Agility Mounted Mounted
Subterfuge Agility Stealth Stealth
Academics Intelligence Strategy Strategy Elvish
Logic Intelligence Reasoning Mathematics
Medicine Intelligence First Aid Extended Care
Technology Intelligence
Awareness Perception Anticipate Threat Detective
Survival Perception Trapping Navigate
Fortitude Willpower Mental Ailments Spiritual Ailments Resist Fear
Authority Fellowship Command Command
Inquiry Fellowship Ask Around
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive
Trade You Decide! Music Music

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Equipment
Name Class Range Dam. Qualities
Mithril Elven Sword 1H (Light) 1m +3 Burst (2), Keen, Reliable
Mithril Elven Glaive 1H (Power) 1m +4 Felling (4), Reliable
Mithril Elven Shield 1H (Shield) 1m +2 Shield (2)
Name Class Range Dam. Qualities
Blessed Elven Bow Basic (Rifle) 120m +8 Burst (2), High Crit (10), Accurate, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Mithril Lordly Armour 7 6 6 4 Camo, Slippery

Consumables

Other Equipment
Banner of the Evening Star

  • This Banner takes up a hand slot, but when wielding it, Tinesia expands her aura to all allies within 10m, who may also reroll tests to resist Fear, Panic or the Despair ailment. She must choose to take this banner in place of her shield.

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Conductor-Tier Entities

High Elven Lord

A mighty Prince or Princess of the High Elves. Skilled strategists and unbelievably lethal combatants. In the works that inspired the High Elves, the Lords often bear a level of grace and might on par with demi-gods.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
High Elven Lord Star, Sun Fellowship Strategist 10 Melee, Strength, Finesse, Resolve, Fellowship, Defense

Aspects

  • For Avalon! The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
  • Lordly Grandeur: The High Elven Lords are the crème of the crème of Avalonian society, and they are suitably arrogant and prideful to match. Their natural bearing lends them a great dignity and grandeur that, whilst sometimes overbearing, makes many feel naturally submissive in their presence.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
60 60 50 30 60 60 50 50 60 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 1 3 10 9 12/11/11/11
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Null Null Weak
Talents
Talents Subname Effect
Galespeed Strike Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality.
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Hawkeye You suffer one less Disadvantage with Ballistic Called Attacks.
Bulletmaster Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result.
Mark When wielding a Ballistic weapon, you may Mark a target by making a Focused Attack against them. Marking automatically succeeds and deals no damage. All allies' attacks against the target gain one Advantage until the start of your next turn.
Crack Shot Whenever you deal an injury with a Ballistic attack, the injury is worsened by one level.
Step Aside When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result.
Brilliance Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Combat Formation 3 You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus.
Read Foe At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Scholar You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Cultivate Efficacy You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test.
Air of Authority At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you.
Incite Fury Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB.
Iron Discipline Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment.
Powers
Spells Action/Effect Description
Finisher Cry Adds High Crit (10) Single target spell that applies the High Crit (10) Quality to the target's attacks.
Koudyne MSB+6 Bless Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment.
Triumphant Revelry Staggering snowball A spell centered on you that creates a bubble which affects all allies in range. Whenever an ally within the bubble Staggers an enemy, all allies within the bubble gain the High Crit (10) Quality, which stacks with itself up to (+40). Effect lasts until the spell runs out.
Arts Action/Effect Description
Angel Step Any Move Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., .
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Lucky Punch Any Light, SB or AB+1. The attack takes three Disadvantages, but becomes High Crit (30).
Power Blade Any Power, SB+3. The attack gains +4 Damage and the Tearing Quality.
Headshot Called Shot Rifle, 8. Surge Only. You must call it to a target's head. On a hit, the target gains the High Crit (20) Quality and inflicts an extra wound.
Knacks
Knacks Subname Effect
Disguise Form You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action.
Traits
Traits Subname Effect
Shadow Conductor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Double Image You count as two entities, not one, for obtaining the Outnumbering advantages. This means you will gain the 2-to-1 advantage when fighting alone against a single opponent, for example.
Superior Action Attacks This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action.
Precisely Deadly High Elven Lords wield death with the utmost precision. They have the Unnatural Melee and Ballistic (2) traits and increase their Unnatural Agility by 1; they deal +2 damage with Reliable weapons, and when attacking or defending enemies whose Initiative is lower than their own, may add their Unnatural Melee, Agility and Ranged scores to the DoS of those tests.
Unnatural Score Agility, 2+1 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Melee, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Ballistic, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed One Handed Parry
Ballistic Skill Ballistic Basic Basic Basic
Athletics Strength Running Running
Endurance Toughness
Acrobatics Agility Dodge Dodge
Operation Agility Mounted Mounted
Subterfuge Agility Stealth Stealth
Academics Intelligence Strategy Strategy Elvish
Logic Intelligence Reasoning Mathematics
Medicine Intelligence First Aid Extended Care
Technology Intelligence
Awareness Perception Anticipate Threat Detective
Survival Perception Trapping Navigate
Fortitude Willpower Mental Ailments Spiritual Ailments Resist Fear
Authority Fellowship Command Command
Inquiry Fellowship Ask Around
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive
Trade You Decide! Music Music

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Equipment
Name Class Range Dam. Qualities
Mithril Elven Sword 1H (Light) 1m +3 Burst (2), Keen, Reliable
Mithril Elven Glaive 1H (Power) 1m +4 Felling (4), Reliable
Mithril Elven Shield 1H (Shield) 1m +2 Shield (2)
Name Class Range Dam. Qualities
Blessed Elven Longbow Basic (Rifle) 120m +8 Burst (2), High Crit (10), Accurate, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Mithril Lordly Armour 7 6 6 6 Camo, Slippery

Consumables

Other Equipment
May be mounted on an Elf Steed, Unicorn (if female), Great Eagle, Griffon or Avalonian Dragon.

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High Elven Archmage

The Archmages of the Elves are near-peerless spellcasters, masters of Avalonian high magic, which they use to drain their enemies of power and augment their allies. A single archmage can turn the tide of battle in an instant.
Name Arcanae Magic Characteristic Shadow Rank Personality
High Elven Archmage Star, Sun Fellowship Strategist 10

Aspects

  • For Avalon! The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
  • Arcane Might: The High Elven Archmages see themselves as supreme magic users, and ill abide those they consider to be rival spellcasters. They delight in humbling the insolent upstarts who would pit their magic against them.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 40 30 30 50 70 50 60 60 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 1 2 10 7 6/6/6/6
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Null Null Weak
Talents
Talents Subname Effect
Brilliance Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Combat Formation You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus.
Read Foe At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Scholar You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Cultivate Efficacy You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test.
Air of Authority At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 10 Stress for you.
Incite Fury Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB.
Iron Discipline Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment.
Litany Against Fear You reroll tests to resist the Despairing, Enraged and Panicked ailments, as well as fear in general.
Spirit Guard You reroll tests to resist Spiritual Ailments.
Grounded Mind You reroll tests to resist the Confusion ailment. When you do succumb to Confusion, you can increase or decrease your DoF by 1 to determine Confusion's effects, to a minimum of 0.
Logic Prevails You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments.
Speciality Fortitude Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice.
Powers
Spells Action/Effect Description
Negation Chance to null spell You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell.
Recarm 1 Heavy Wound Restored Single target spell that heals 1 Heavy Wound to a Shadow or Persona. If used on a defeated Persona, it can revive them, but they start with 1 Deadly Wound left and nothing else.
Amrita Removes All Ailments Single target spell that removes all Ailments from a target.
Koudyne MSB+6 Bless Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment.
High Magic 2 Absorb magic and cast many spells Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 4 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 2 or lesser spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 2 or lesser spell without using up any duration, or you can increase duration by 1.
Arts Action/Effect Description
Angel Step Any Move Surge Only. You ignore difficult terrain and can use this action to Move without being stopped by a Grapple., .
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Passives Action/Effect Description
Spell Master - Spells of Tier 1 or 2 cost no Power to surge. Each Tier 3 or higher spell you possess costs no Power to surge the first time each encounter you surge cast it.
Knacks
Knacks Subname Effect
Siphon You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Superior Action Magic This creature is unnaturally efficient at one specific action, listed as X; once per turn, it can perform this action as a Free Action.
Spirit Regeneration 3 You regenerate small amounts of spiritual energy, allowing you to be more efficient with magic. You can Surge Spells X times per encounter without spending Power Points.
Sorcerer Supreme High Elven Archmages are among the most able magic users in the Sea of Chaos. They have the Unnatural Fellowship (+3) trait, and may reroll a single spell casting test per round.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Fellowship, 3 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic Basic
Athletics Strength Running
Endurance Toughness
Acrobatics Agility Dodge Dodge
Operation Agility Mounted
Subterfuge Agility Stealth
Academics Intelligence Strategy Magic Elvish
Logic Intelligence Reasoning Mathematics Cryptology
Medicine Intelligence First Aid Extended Care Diagnosis
Technology Intelligence Engineering Engineering
Awareness Perception Anticipate Threat Detective
Survival Perception Navigate
Fortitude Willpower Mental Ailments Mental Ailments Spiritual Ailments Spiritual Ailments
Authority Fellowship Command
Inquiry Fellowship Ask Around
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive
Trade You Decide! Music Music Music

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Equipment
Name Class Range Dam. Qualities
Archmage's Staff One Handed 1m +1 Subdual
Elven Sword 1H (Light) 1m +2 Burst (1), Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Enchanted Robes 3 3 3 3 Lightweight, Barrier (3)

Consumables
Snuff Soul*2

Other Equipment
The Archmage's Staff, so long as it's held, provides a bonus to the Negation spell. This bonus may be expended to provide a single reroll to a Negation test.

May be mounted on an Elf Steed, Unicorn (if female), Great Eagle, Griffon or Avalonian Dragon.

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Avalonian Dragon

An immensely powerful dragon. Dragons hail from myths around the world, but whilst most of Europe's dragons are cruel and greedy, fantasy fiction often makes dragons noble, ancient and powerful. In this they find common cause with the High Elves of Avalon.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Avalonian Dragon Star, Sun Fellowship Protective 10 Strength, Fellowship, Defense, Melee, Knowledge, Finesse

Aspects

  • The Majesty of Dragons: Dragons are the mightiest creatures of Avalon, and Avalon's Dragons are the mightiest of all, for theirs is the power of the stars themselves. They are the proud and noble, and brook no challenge to their dominance- any creature that even pretends to share its category will be thrown down!
  • Dragon Song: Dragons suffer none to ride them except those who can learn the innermost secrets of the Dragon's heart and know how to speak to those deep desires.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
60 60 60 60 40 50 50 60 60 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
12 6 1 2 10 4 (Flight 8) 20/20/20/19
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Absorb Null Null Weak
Talents
Talents Subname Effect
Advantage Kill When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages.
Berserk Charge You gain an extra advantage as part of charge attacks.
Guardian Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use.
Devastator Whenever you deal two or more wounds with a Ballistic attack, you inflict one extra.
Street Fighting Whenever you inflict an injury on a target with a Light or Unarmed attack, the target suffers an injury one category worse than usual.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Slaughterer Whenever you inflict two or more Wounds with a melee attack, you inflict one extra.
Powers
Spells Action/Effect Description
Agidyne MSB+6 Fire Damage Standard Attack that deals the above damage.
Freidyne MSB+6 Nuclear Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with Physical ailments.
Heat Riser Taru+Raku+Sukukaja Single target spell that provides a simultaneous application of Tarukaja, Rakukaja and Sukukaja, and lasts longer. Cancels Debilitate- the effects of Tarukaja, Rakukaja and Sukukaja cancel Tarunda, Rakunda and Sukunda respectively as normal.
Certain Blow Extra Wounds Single target spell; whenever the attacker inflicts wounds, they inflict one extra.
Arts Action/Effect Description
Gigantic Fist Charge/Focused Greatweapon, SB+5. Surge Only. The attack gains the High Crit (10) and Brutal Qualities.
Power Blade Any Power, SB+3. The attack gains +4 Damage and the Tearing Quality.
Terawatt Pulse Focused Cannon, 12. Surge Only. The attack gains +4 damage and if it deals damage, deals one extra wound.
Passives Action/Effect Description
Arcane Charge - You now gain +1 wound to spells that are cast as a Surge.
Knacks
Knacks Subname Effect
Fire Control You possess the ability to shape fire. Generally, you can spread a fire to MCB adjacent square metres, or reduce it by MCB square metres. Small-scale creation of fire is possible, usually no more than a handful, and disappears after MCB minutes. You possess the ability to sculpt fire into various shapes or paths.
Traits
Traits Subname Effect
Shadow Conductor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Flight 4 This creature is capable of flying. Its flight speed is calculated by adding X to AB.
Size 5 This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size.
Unnatural Score Strength, 4 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Toughness, 4+2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Draconic Glory - This creature is a Dragon, noble and terrible; what creature of legend is more celebrated? It gains the Fear (4) trait, and the Loremaster (1, all) trait. It has one or more Breath attacks that possess an Element besides 'Missile', listed in the profile.
Fear 4 You have an aura of fear, and force an enemy to test Willpower or Fortitude (Resist Fear), opposed by your Willpower, Fellowship, or Authority (Intimidate), on any of the following triggers: you charge them, they charge you, you deal a Wound against them, you deal a Heavy Wound or worse against one of their allies, or you ambush them. They take 1 Disadvantage per rank in this trait. Should they fail, they Panic and suffer Stress equal to their DoF. If they pass, then they ignore this trait for the rest of the encounter unless triggered by another creature with a Fear trait higher than yours. You are also immune to the Fear trait of equal or lesser ranks than your own.
Loremaster 1, All You are treated as knowing an Academics focus, denoted in Category. X counts as how many ranks you have in this Focus. You add these to any existing Focuses, even in the same field.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Two Handed Parry
Ballistic Skill Ballistic Heavy Heavy
Athletics Strength Running
Endurance Toughness Physical Ailments Resist Injury Resist Intoxication
Acrobatics Agility Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence Physical Science Social Science Elvish
Logic Intelligence Reasoning Cryptology Mathematics
Medicine Intelligence Diagnose
Technology Intelligence Engineering
Awareness Perception Threat
Survival Perception Navigate
Fortitude Willpower Mental Ailments Spiritual Ailments
Authority Fellowship Intimidate Intimidate
Inquiry Fellowship Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Dragon Tail 1H (Crushing) 1m +4 Natural; Aura (3), Flexible, Knockdown
Dragon Claws 1H (Power) 1m +5 Natural; Tearing
Dragon Wings 1H (Shield) 1m +4 Natural; Shield (1)
Dragon Bite 2H (Greatweapon) 1m +7 Natural; Brutal, Cruel
Name Class Range Dam. Qualities
Avalonian Dragon Breath (Fire) Heavy (Cannon) 30m +14 Natural; Wave; Burning
Avalonian Dragon Breath (Nuclear) Heavy (Cannon) 30m +14 Natural; Wave; Burning
Name AP Body AP Legs AP Arms AP Head Qualities
Dragonscale 7 7 7 6 Warded (10); Weak Spot (4)

Consumables

Other Equipment

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Trouper-Tier Entities

High Elven Warrior

The High Elven Warriors form the elite core of Avalon's fighting strength. Made up of the dominant High Elf strata of the Domain, they fight with long, sharp spears and sturdy shields. Like all Elves, they possess unnatural grace and martial ability, and when fighting shoulder to shoulder with their comrades, form a nearly unbreakable bulwark. Although Elves exist in ancient folklore, the Elves of Avalon are defined by the works of modern fantasy fiction, especially that of JRR Tolkien.
Name Arcanae Magic Characteristic Shadow Rank Personality Aptitudes
High Elven Warrior Star Fellowship 5 Disciplined Strength, Fellowship, Finesse

Aspects

  • For Avalon!: The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
45 40 40 30 50 40 40 40 40 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 7 8/8/8/6
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Counter Attack Whenever an enemy attacks you in melee and you successfully parry or dodge it, you may make a Chance Attack against them. This still counts against the Chance Attack limit.
Guardian Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use.
Space Defender Enemies who pass within range of your melee weapon without attacking or engaging you grant you an instant chance attack on them. If you inflict a wound, the target is stopped in its tracks adjacent to you.
Powers
Arts Action/Effect Description
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Bouncing Claw Any Light, SB+1. The attack gains the Burst (2) Quality and gains +1 DoS.
Beastslayer Focused Power, SB+2. The attack gains the Felling (+3) Quality.
Knacks
Knacks Subname Effect
Disguise Form You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action.
Traits
Traits Subname Effect
Shadow Trouper, Minor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Parry
Ballistic Skill Ballistic Basic
Athletics Strength Running
Endurance Toughness Injury
Acrobatics Agility Dodge Balance
Operation Agility Riding
Subterfuge Agility Stealth Stealth
Academics Intelligence Elvish
Logic Intelligence Reasoning
Medicine Intelligence First Aid
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Animals
Fortitude Willpower Mental Ailments Resist Fear
Authority Fellowship
Inquiry Fellowship Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide! Music

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Equipment
Name Class Range Dam. Qualities
Elven Sword 1H (Light) 1m +2 Burst (1), Reliable
Elven Spear 1H (Power) 2m +3 Reliable, Threat (1)
Elven Kite Shield 1H (Shield) 1m +1 Shield (1)
Name AP Body AP Legs AP Arms AP Head Qualities
Medium Armour 4 4 4 2 Lightweight

Consumables

Other Equipment

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High Elven Archer

The High Elven core is supported by ranks of disciplined archers, who fire volleys of deadly arrows with pinpoint accuracy. In the fantasy works from which Avalon's Elves are taken, Elves are often known for their unnatural accuracy with a bow.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
High Elven Archer Star Fellowship Disciplined 5 Strength, Fellowship, Finesse

Aspects

  • For Avalon!: The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.

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Scores
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 50 40 30 50 40 50 40 40 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 7 5/5/5/4
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Hawkeye You suffer one less Disadvantage with Ballistic Called Attacks.
Suppressive Fire When making a Ballistic attack benefitting from the Burst Quality, any targets that fail to evade your attack count as being in Difficult Terrain (1) until the start of your next turn. If they run and fail their difficult terrain test, instead of falling Prone they suffer 1 standard hit from your weapon.
Powers
Arts Action/Effect Description
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Leaping Evasion Any Evasion Should you pass your evasion test, you instantly Disengage., .
Lead Target Std./Focused/Called Rifle, 6. The attack has the Unavoidable (20) Quality.
Knacks
Knacks Subname Effect
Disguise Form You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action.
Traits
Traits Subname Effect
Shadow Trouper, Minor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic Basic Basic
Athletics Strength Running
Endurance Toughness Injury
Acrobatics Agility Dodge Balance
Operation Agility Riding
Subterfuge Agility Stealth Stealth
Academics Intelligence Elvish
Logic Intelligence Reasoning
Medicine Intelligence First Aid
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Animals
Fortitude Willpower Mental Ailments Resist Fear
Authority Fellowship
Inquiry Fellowship Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide! Music

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Equipment
Name Class Range Dam. Qualities
Elven Sword One Handed (Light) 1m +2 Burst (1), Reliable
Name Class Range Dam. Qualities
Elven Longbow Basic 100m +7 Burst (1), Accurate, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Elven Light Armour 2 2 2 1 Lightweight, Slippery

Consumables

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High Elven Swordmaster

An accomplished High Elven master of the blade, wielding a deadly sharp Elven greatsword. The High Elves of fiction are often portrayed as unparalleled smiths, able to forge weapons of incredible power yet being as light as a feather.
Name Arcanae Magic Characteristic Shadow Rank Personality Aptitudes
High Elven Swordmaster Star Fellowship 5 Disciplined Strength, Fellowship, Melee

Aspects

  • For Avalon!: The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
50 40 40 30 50 40 40 50 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 6 7 8/8/8/7
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Advantage Kill When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages.
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Powers
Arts Action/Effect Description
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Giant Slice Focused Greatweapon, SB+5. Surge Only. The attack, should it cause at least two Wounds, earns an extra wound.
Kill Rush Charge Greatweapon, SB+5. Surge Only. Should this attack hit, even if it does no damage, you may immediately perform a follow-up Focused Attack on an adjacent enemy.
Knacks
Knacks Subname Effect
Disguise Form You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee Two Handed Two Handed Parry
Ballistic Skill Ballistic Basic
Athletics Strength Running
Endurance Toughness Injury
Acrobatics Agility Dodge Balance
Operation Agility Riding
Subterfuge Agility Stealth Stealth
Academics Intelligence Elvish
Logic Intelligence Reasoning
Medicine Intelligence First Aid
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Animals
Fortitude Willpower Mental Ailments Resist Fear
Authority Fellowship
Inquiry Fellowship Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide! Music Smithing

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Equipment
Name Class Range Dam. Qualities
Elven Greatsword 2H (Greatweapon) 1m +4 Penetrates, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Heavy Elven Armour 5 5 5 4 -

Consumables

Other Equipment

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High Elven Captain

A martial High Elf champion who leads companies of High Elves into battle. Their leadership keeps the Elven battleline firm against any threats.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
High Elven Captain Star Fellowship Disciplined 5 Strength, Fellowship, Finesse

Aspects

  • For Avalon!: The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
50 50 40 30 50 50 50 50 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 1 0 6 7 11/11/11/10
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Swift Attack Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Hawkeye You suffer one less Disadvantage with Ballistic Called Attacks.
Bulletmaster Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result.
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Iron Discipline Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment.
Read Foe At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Powers
Spells Action/Effect Description
Sukukaja 2 Adv. To Evasion Single target spell that improves the target's Evasion tests by two advantages. Cancels Sukunda.
Holistic Reaction Reroll Evasion Can be cast when an ally fails their Evasion test; they immediately reroll it. A test can only benefit from this spell once.
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Angelic Missile Focused/Called Rifle, 7. The target counts as having the Weak Spot (3) Quality. If the target already has it, you gain +2 damage and the Brutal quality.
Knacks
Knacks Subname Effect
Neutralise Emotion You may reduce or neutralise the emotions of a creature around you. This might keep a creature from performing an action or make it easier for them to resist emotional manipulation. The range of this ability is equal to your MC metres, and you may affect MCB targets.
Traits
Traits Subname Effect
Shadow Trouper This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed One Handed Parry
Ballistic Skill Ballistic Basic Basic
Athletics Strength Running
Endurance Toughness Injury
Acrobatics Agility Dodge Balance
Operation Agility Riding
Subterfuge Agility Stealth Stealth
Academics Intelligence Elvish Strategy
Logic Intelligence Mathematics
Medicine Intelligence First Aid
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Animals
Fortitude Willpower Mental Ailments Resist Fear
Authority Fellowship Command
Inquiry Fellowship Scrutiny Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive
Trade You Decide! Music

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Equipment
Name Class Range Dam. Qualities
Elf Captain's Sword 1H (Light) 1m +2 Burst (1), Keen, Reliable
Elf Captain's Glaive 1H (Power) 1m +3 Felling (2), Reliable
Elven Kite Shield 1H (Shield) 1m +1 Shield (1)
Name Class Range Dam. Qualities
Elf Captain's Longbow Basic 100m +7 Burst (2), Accurate, Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Mithril Armour 6 6 6 5 Lightweight

Consumables

Other Equipment
Can come mounted on a Fae Steed.

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High Elven Mage

A mage of the High Elves, who command superior magical prowess. They defend their allies from hostile magic by absorbing it with their 'High Magic'.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
High Elven Mage Star Fellowship Strategist 5 Defense, Finesse, Fellowship

Aspects

  • For Avalon!: The High Elves are devoted to protecting Avalon above all else, and defend it and its champions with unstinting loyalty. The idea of Avalon falling to the forces of disorder fills them with a terrible despair.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 40 35 30 50 50 50 50 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 0 0 5 7 5/5/5/4
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Brilliance Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Scholar You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Logic Prevails You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments.
Powers
Spells Action/Effect Description
Negation Chance to null spell You may cast this whenever another entity in range targets you with a spell; you oppose their roll with your own MS. On a success you evade the spell.
High Magic 1 Absorb magic and cast many spells Surge Only. Augment, 1 action, range self. You create a vortex of magic around you with 2 Duration. So long as the vortex is up, you may use the Negation spell at Surge strength without spending Power. Every time you successfully Negate a spell, the vortex's duration increases by 1. You may, on your turn, spend a point of duration to cast any Tier 1 spell, which you may surge as normal, or you can surge by spending another round of duration. If High Magic is already in effect when you cast it, then you can instead cast any Tier 1 spell without using up any duration, or you can increase duration by 1.
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Passives Action/Effect Description
Resist Amnesia - You take two Advantages to tests to resist Amnesia.
Knacks
Knacks Subname Effect
Siphon You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon.
Traits
Traits Subname Effect
Shadow Trouper This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
High Elf - This creature is a noble High Elf of Avalon. They gain the Unnatural Agility (2) trait and may use the Music trade skill when casting magic.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Dark Sight You have powerful night vision, and ignore penalties associates with low light or darkness. Your perception is just as good in darkness as it is in bright light.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Parry
Ballistic Skill Ballistic Basic
Athletics Strength Running
Endurance Toughness Injury
Acrobatics Agility Dodge Balance
Operation Agility Riding
Subterfuge Agility Stealth Stealth
Academics Intelligence Elvish Magic
Logic Intelligence Mathematics Reasoning
Medicine Intelligence First Aid
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Animals
Fortitude Willpower Mental Ailments Resist Fear
Authority Fellowship
Inquiry Fellowship Scrutiny
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide! Music Music

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Equipment
Name Class Range Dam. Qualities
Mage Staff One Handed 1m +1 Subdual
Elven Sword 1H (Light) 1m +2 Burst (1), Reliable
Name AP Body AP Legs AP Arms AP Head Qualities
Mage's Robe 2 2 2 1 Barrier (2), Slippery

Consumables
Soul Drop
Dispelling Scroll (3 advantages to a single Negation test)

Other Equipment

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Pixie

Fae of British myth, especially Cornwall and Devon. These friendly little fairies love to play pranks, revel and frollick about. It is impossible to hate them no matter how annoying they might get. When Avalon fights, pixies serve as subtle scouts and as harassers, disrupting and provoking disorder among the foes of the Queen.
Name Arcanae Magic Characteristic Personality Shadow Rank
Pixie Sun Fellowship Friendly 5

Aspects
The Joy of Avalon: Pixies are the joy and friendship of Avalon made manifest. Tiny, cute and gregarious, Pixies flirt, tease, flatter and endear themselves endlessly, to an extent of becoming genuinely annoying when taken too far.

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Scores
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
30 30 30 30 50 30 40 30 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 5 (Hover 9) 5/3/3/3
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Resist
Talents
Talents Subname Effect
Distract Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS.
Social Chameleon You may reroll, and take the preferred result, Stealth tests, so long as you are in a fairly crowded area with lots of people in it; you essentially hide in plain sight. This talent also allows you to reroll, and take the preferred result, tests to create or maintain disguises or fake identities.
Taunt You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB.
Powers
Spells Action/Effect Description
Dia 1 Light Wound, +1 per 4 MSB Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 4 MSB (so 1 Light Wound, 2 at MSB 4, 3 at MSB 8)
Garu MSB+2 Wind Damage Standard Attack that deals the above damage. Gains Technical Hits on Burning targets.
Fumbling Friend Isolates target Single target spell; for the duration of the spell, the target may not benefit from Assist actions or Outnumbering bonuses, and cannot Baton Pass to others or receive a Baton Pass.
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Knacks
Knacks Subname Effect
Illusion You can create MCB amount of illusory shapes, typically no bigger than a single squares' worth. These shapes can be anything that comes to mind, such as light-giving spheres or even fake images of people, but they instantly vanish the moment they're touched.
Traits
Traits Subname Effect
Shadow Trouper, Minor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Hover 4 This creature is capable of hovering a few metres above the air, allowing it to ignore low obstacles. When hovering, its AB is increased by X*2.
Size 1 This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic
Athletics Strength
Endurance Toughness
Acrobatics Agility Dodge Balance
Operation Agility
Subterfuge Agility Stealth Stealth Stealth
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Anticipate
Survival Perception Trapping
Fortitude Willpower Mental Ailments Resist Manipulation
Authority Fellowship
Inquiry Fellowship Predict Motive
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Deceive
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Fairy Slap! One Handed 1m +1 Burst (1), Small
Name AP Body AP Legs AP Arms AP Head Qualities
Cute Leotard 2 0 0 0 Lightweight

Consumables

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High Pixie

A Pixie that has ascended to become leader of the other pixies. More powerful, enticing and wiser than their lesser brethen, who witness the High Pixie's superior glam rock look and submit unhesitatingly.
Name Arcanae Magic Characteristic Personality Shadow Rank
Pixie Sun Fellowship Friendly 5

Aspects
The Joy of Avalon: Pixies are the joy and friendship of Avalon made manifest. Tiny, cute and gregarious, Pixies flirt, tease, flatter and endear themselves endlessly, to an extent of becoming genuinely annoying when taken too far.

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Scores
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 30 30 30 50 40 45 40 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 0 0 6 5 (Fly 9) 7/5/5/5
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Block Resist
Talents
Talents Subname Effect
Distract Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS.
Mimic Given about an hour of study, you may mimic the voice of another. It takes a -10 Opposed Scrutiny test, opposed by your Manipulate, to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails.
Taunt You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB.
Powers
Spells Action/Effect Description
Diarama 1 Light Wound, +1 per 2 MSB Single target spell that heals 1 Light Wound to a Persona or Shadow, but heals another per 2 MSB (so 1 Light Wound, 2 at MSB 2, 3 at MSB 4)
Garula MSB+4 Wind Damage Standard Attack that deals the above damage.
Fumbling Friend Isolates target Single target spell; for the duration of the spell, the target may not benefit from Assist actions or Outnumbering bonuses, and cannot Baton Pass to others or receive a Baton Pass.
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Knacks
Knacks Subname Effect
Illusion You can create MCB amount of illusory shapes, typically no bigger than a single squares' worth. These shapes can be anything that comes to mind, such as light-giving spheres or even fake images of people, but they instantly vanish the moment they're touched.
Traits
Traits Subname Effect
Shadow Trouper This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Flight 4 This creature is capable of flying. Its flight speed is calculated by adding X to AB.
Size 2 This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic
Athletics Strength
Endurance Toughness
Acrobatics Agility Dodge Dodge Balance
Operation Agility
Subterfuge Agility Stealth Stealth Stealth
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Anticipate Threat
Survival Perception Trapping
Fortitude Willpower Mental Ailments Resist Manipulation
Authority Fellowship Demagogue
Inquiry Fellowship Predict Motive
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Entice Deceive
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Fairy Kick! One Handed 1m +2 Burst (1), Small
Name AP Body AP Legs AP Arms AP Head Qualities
Cool Glam Outfit 4 2 2 2 Lightweight

Consumables

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Faerie Knight

A heroic knight of the Fae. In Celtic and Gaelic mythology, there are many 'Faerie Knights', but often they are not Fairies at all but instead mortal champions who have been glamoured, beguiled, seduced or for whatever reason tricked into serving the Fairy Queen.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Faerie Knight Sun Fellowship Honourable 5 Melee, Strength, Defense

Aspects

  • For the Fairy Queen!: The Faerie Knights are loyal stalwarts of the Seelie Court, and will happily fight to the death with great valour if inspired by the presence of a High Elf or Seelie Fae.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
45 30 50 40 30 30 30 40 40 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 3 11/11/11/9
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Weak Resist
Talents
Talents Subname Effect
Berserk Charge You gain an extra advantage as part of charge attacks.
Advantage Kill When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages.
Guardian Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use.
Powers
Arts Action/Effect Description
Strong Blade Parry You take a +10 bonus to the test., .
Kill Rush Charge Greatweapon, SB+5. Surge Only. Should this attack hit, even if it does no damage, you may immediately perform a follow-up Focused Attack on an adjacent enemy.
Beastslayer Focused Power, SB+2. The attack gains the Felling (+3) Quality.
Assault Dive Charge Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres.
Knacks
Knacks Subname Effect
Perceive Illusion This knack allows you to perceive illusions, both identifying illusions and revealing the true form to you. This affects the following Knacks: Darkness, Disguise Form, Illusion, Light, Magic Writing, Magical Sound, Shape Hex, Shape Shift.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Fearless 2 You add X Advantages to tests to resist the Fear trait and Panic.
Sturdy Any attempts to grapple, knock you prone or force you against your will must reroll and take the worse result.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Two Handed Parry
Ballistic Skill Ballistic
Athletics Strength Running
Endurance Toughness Physical Ailments
Acrobatics Agility Balance
Operation Agility Mounted
Subterfuge Agility
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Threat Threat
Survival Perception Navigation
Fortitude Willpower Resist Fear Resist Fear
Authority Fellowship Command
Inquiry Fellowship Ask Around
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Knight's Sword 1H (Power) 1m +3 Reliable
Knight's Lance 2H (Greatweapon) 1m +5 Knockdown; Unwieldy
Knight's Shield 1h (Shield) 1m +1 Shield (1)
  • The Lance may be wielded with one hand, but only if mounted on a steed.
Name AP Body AP Legs AP Arms AP Head Qualities
Plate Mail 6 6 6 4 Cumbersome (1)

Consumables

Other Equipment
Can come mounted on a Fae Horse.

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Leanan Sidhe

A Celtic woman of the Aos Si. She tempts people to be her lover. Should they accept, she becomes a living muse and fills them with immense creativity and inspiration. However, their lives burn out quickly, and they go mad and die.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Leanan Sidhe Moon Fellowship Smitten 5 Agility, Resolve, Social

Aspects

  • Lover of Creativity: The Leanan Sidhe adores creativity, and will happily protect and attach herself to creative types, defending them utterly.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
30 30 30 30 50 40 45 40 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
3 1 1 0 6 5 5/5/5/4
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Inspire You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself.
Distract Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS.
Battle Reading Select one target and make an Inquiry test as an action, opposed by Subterfuge or Manipulation; on a success, at any time between now and your next turn, you can force the target to reroll a single test and take the result you prefer.
Powers
Spells Action/Effect Description
Attraction Attracts the unengaged Spell that designates a point in range (which may be a person). This point now emanates a bubble equal to 60m; anyone, including Shadows, people, etc who are not engaged in a strenuous or involving activity (including combat) must pass a Willpower test or begin moving toward the spot, hearing a cue unique to them. They may test Willpower as a Free at the start of each turn, and should they pass, do not need to test again for the rest of the day. You may choose to exclude targets from effect if you wish. Persona users and particularly powerful Shadows are immune to this spell.
Psi MSB+2 Psy Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with Mental ailments.
Marin Karin Brainwashes enemy Single target spell; if you win the above test, the enemy is Brainwashed.
Passives Action/Effect Description
Resist Despair - You take two Advantages to tests to resist Despair.
Knacks
Knacks Subname Effect
Magical Sound As an Action, you can create sounds seemingly out of nowhere. The sounds can be as simple as beeps or as complex as an entire song you know. You can create the source of the sound anywhere within MC metres, and the sound can be heard up to MC*10 metres away. Sustaining this knack is a Free Action.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Unnatural Score Fellowship, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Peer Creatives, 1 You gain a +10 bonus per X to interaction tests with characters belonging to this group.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic
Athletics Strength
Endurance Toughness
Acrobatics Agility Dodge Balance
Operation Agility
Subterfuge Agility Stealth Stealth Stealth
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Anticipate Threat
Survival Perception Trapping
Fortitude Willpower Mental Ailments Resist Manipulation
Authority Fellowship
Inquiry Fellowship Predict Motive
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship Entice Entice Deceive
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Slap 1H (Light) 1m +1 Burst (1), Small
Name AP Body AP Legs AP Arms AP Head Qualities
Fae Robes 2 2 2 1 Lightweight, Slippery

Consumables

Other Equipment

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Dullahan

A dreaded fae of Irish mythology. The Dullahan is a headless rider who carries their head beneath their arm. Whenever they stop at a house, it means that the owner is going to die.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Dullahan Moon Fellowship Spoiler 5 Agility, Melee, Social

Aspects

  • Dreaded Visitor: The Dullahan seeks those out marked for death, and delights in chasing down those it considers to be elites- leaders, champions and heroes.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
50 30 40 40 40 30 40 30 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
4 2 0 0 5 4 8/8/8/6
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Null
Talents
Talents Subname Effect
Terrify When engaging a target who possesses the Fear trait, you can make an Intimidate test against them, opposed by their Authority, Fellowship or Strength scores. If you win, you steal one Rank of the Fear trait from them, plus another per 3 DoS; this lasts until the end of the encounter.
Powers
Spells Action/Effect Description
Evil Smile Panics enemy Single target spell; if you win the above test, the enemy is Panicked for up to 3 rounds.
Psi MSB+2 Psy Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with Mental ailments.
Mudo - Select one enemy in range, and make the above test. Should you win the opposed test, the affected target is afflicted with the Damned ailment.
Foul Breath Reduces resistance to ailment Single target spell; the target now takes a Disadvantage to resist Ailments and Hexes.
Knacks
Knacks Subname Effect
Telepathy You may use Telepathy on a target up to MC*10 metres away whose location you know. You can read thoughts as an Action, with you testing MC, the target opposing with Willpower/Fortitude/Resist Mental. You can also send thoughts as a Free Action, with the message being no longer than MC seconds long.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Fear 1 You have an aura of fear, and force an enemy to test Willpower or Fortitude (Resist Fear), opposed by your Willpower, Fellowship, or Authority (Intimidate), on any of the following triggers: you charge them, they charge you, you deal a Wound against them, you deal a Heavy Wound or worse against one of their allies, or you ambush them. They take 1 Disadvantage per rank in this trait. Should they fail, they Panic and suffer Stress equal to their DoF. If they pass, then they ignore this trait for the rest of the encounter unless triggered by another creature with a Fear trait higher than yours. You are also immune to the Fear trait of equal or lesser ranks than your own.
Unspeakably Ugly 2 This creature has a visibly disturbing visage. Against people who have not learned to overcome its horrific appearance, it takes an X penalty to Manipulate and an X bonus to Authority.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee Two Handed Two Handed
Ballistic Skill Ballistic
Athletics Strength Running
Endurance Toughness Physical Ailments
Acrobatics Agility
Operation Agility Mounted Mounted
Subterfuge Agility
Academics Intelligence Dodge
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Threat
Survival Perception Navigate
Fortitude Willpower Mental Ailments Spiritual Ailments
Authority Fellowship Intimidate Intimidate
Inquiry Fellowship Ask Around
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Dullahan's Blade 2H (Greatsword) 1m +5 Condemning
Name AP Body AP Legs AP Arms AP Head Qualities
Dullahan's Armour 4 4 4 2 -

Consumables

Other Equipment
Dullahan can be mounted on a Fae Steed.

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Huorn

A tree spirit from Tolkien's legendarium. They are trees that have become Entish, or Ents that have become treelike. They were watchful trees who stood guard against threats, and when roused, would move swiftly to destroy interlopers without any mercy.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Huorn Star Fellowship Predator 5 Strength, Perception, Defense

Aspects

  • The Wrath of the Wild: The Huorn are the wrath of the forests made manifest. They visit excessive brutality and mayhem on the enemies of the wood, especially those who would wield fire and axes.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 30 40 50 30 30 30 40 35 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
7 3 1 0 5 3 12/12/12/10
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Resist Resist Weak
Talents
Talents Subname Effect
Takedown You gain an advantage to Tricks, and enemies' chance attacks on you for failing take an extra disadvantage.
Beat Blade After making a melee attack on an enemy that deals wounds, you can choose to exchange as many wounds as you like in order to inflict 1 Disadvantage on the target per wound. These Disadvantages apply to all tests and last until the start of your next turn.
Guardian Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use.
Space Defender Enemies who pass within range of your melee weapon without attacking or engaging you grant you an instant chance attack on them. If you inflict a wound, the target is stopped in its tracks adjacent to you.
Wrestler You may reroll and take the preferred result the following tests: when others test against you to act when grappled; when you test against grapplers to act without interference.
Powers
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Pounce Grapple (Initiate) Crushing, SB+TB. Should you successfully grapple the target, they're automatically knocked prone and suffer a single hit with damage equal to your SB+TB. This damage is not increased by your DoS nor is it decreased by your target's DoS.
Ground Pound Std./Focused/Called Crushing, SB+1. The attack gains the Concussive Quality, but the Concussive effect also applies to every enemy adjacent to the target.
Batter Focused/Charge Crushing, SB+1. The attack gains Armour Breaker. If it already has it, then it reduces AP by an extra point.
Knacks
Knacks Subname Effect
Darkness You can dim the light in an area, not completely snuffing it out, but enough to darken an area equal to MC metres around the point of use. Light sources have no effect on this field, except for light made by the Magical Knack 'Light'. The darkness requires a constant action per turn to sustain, and disappears the moment you cease to sustain it.
Traits
Traits Subname Effect
Shadow Trouper This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Woods Come Alive - This creature is a living tree, such as an Ent or a Huorn. They ignore Difficult Terrain due to forested territories and gain two bonuses to stealth tests in such terrain. They also have Unnatural Toughness (2).
Unnatural Score Toughness, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Strength, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Parry Grappling
Ballistic Skill Ballistic
Athletics Strength Running Running
Endurance Toughness Physical Ailments Injury
Acrobatics Agility Dodge
Operation Agility
Subterfuge Agility Stealth
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Threat
Survival Perception Trapping Trapping Trapping
Fortitude Willpower Spiritual Ailments
Authority Fellowship Intimidate
Inquiry Fellowship
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Tree Branch 1H (Crushing) 1m +2 Armour Breaker, Cruel
Gnarly Tree Bark 1H (Shield) 1m +1 Shield (1)
Name AP Body AP Legs AP Arms AP Head Qualities
Bark Skin 4 4 4 2 -

Consumables

Other Equipment

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Great Eagle

A massive eagle, far smarter, stronger and tougher than any normal bird. In Tolkien's legendarium, the Great Eagles are the Heralds of Manwe, the King of Arda and Lord of the Winds of the World; they serve him only, and so their aid is never looked for but always welcomed. They exemplify Tolkien's conceit of the 'Eucatastrophe', a sudden massive turn for good when evil seems inevitable.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Great Eagle Sun Fellowship Predator 5 Melee, Strength, Finesse

Aspects

  • Herald of Manwe: The Great Eagles do not serve the will of the Elves, and so come to the aid of good only when they deem it necessary. Their appearance is a great inspiration to all who see them, save their enemies, for whom the sight of the lords of the sky inspires dread.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
45 30 50 40 40 30 50 50 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
7 3 1 0 5 6 (Flight 10) 12/12/12/10
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Repel Block Weak
Talents
Talents Subname Effect
Berserk Charge You gain an extra advantage as part of charge attacks.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Advantage Kill When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages.
Speciality Melee Select a skill in which you possess Level 3 training. You gain one extra Skill Focus in that skill. You may purchase this Skill twice.
Powers
Spells Action/Effect Description
Energy Drop Removes Mental Ailments Single target spell that removes any Mental ailment from a target.
Arts Action/Effect Description
Assault Dive Charge Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres.
Mighty Swing Focused Attack Greatweapon, SB+5. Surge Only. The attack adds an extra SB/2 to damage.
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Knacks
Knacks Subname Effect
Animal Bond All birds You possess a special affinity with a certain type of animal (X). Just possessing Animal Bond allows you to communicate, roughly, with the animal type in question, as well as giving out simple commands such as 'follow this person' with the Authority or Manipulation skills. If MC is equal to or higher than the animal's combined Intelligence and Willpower Bonuses, you may automatically pass animal command tests, give out more complex commands, and may send commands (and see through these animals' eyes) to the animal remotely so long as the animal is within MC kilometres of you. Finally, you may sense any animals of this type within MC kilometres.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Flight 4 This creature is capable of flying. Its flight speed is calculated by adding X to AB.
Heralds of Manwe The Fairy Queen imposes her authority on every Shadow of Avalon save the Great Eagles and they alone, for reasons unknown. They are a symbol of great hope for the Elven kindreds of Avalon, for they come in the hours of their great need. The Great Eagle is immune to Panic and the Fear trait. It also gains Size (4), Dark Sight, Unnatural Strength, Agility, Perception and Toughness (2) traits, and provides Fearless (1) to all allies who possess at least one of the following Arcanae: Star, Sun, Magician, Hierophant, Justice, Temperance. Finally, they gain access to the Eucatastrophe exemplary from the Sun Arcana, but only the level 1 version.
Size 4 This creature is unusually large or unusually small. You take 1 Advantage to Grapple tests against targets smaller than you per rank of difference, but 1 Disadvantage to hit. Conversely, you take 1 Advantage to hit targets larger than you per rank of difference. You gain 1 point of Unnatural Toughness for each rank above 3. 3 is the average size.
Unnatural Score Strength, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Toughness, 2+1 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Perception, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Two Handed Parry Grapple
Ballistic Skill Ballistic
Athletics Strength Running
Endurance Toughness Physical Ailments
Acrobatics Agility Dodge Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Detective Threat
Survival Perception Navigate
Fortitude Willpower Spiritual Ailments Mental Ailments
Authority Fellowship Intimidate
Inquiry Fellowship
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Talons 1H (Power) 1m +3 High Crit (10)
Wings 1H (Shield) 1m +1 Shield (1)
Beak 2H (Greatweapon) 1m +5 Brutal, Tearing
Name AP Body AP Legs AP Arms AP Head Qualities
Coat of Feathers 4 4 4 2 Lightweight

Consumables

Other Equipment

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Fae Steed

A horse from Avalon. Many mythologies, especially that of Faerie myth, talk of incredible steeds that are faster and stronger than the normal horse, but also far more intelligent, even capable of speech. These horses form special bonds with their rider.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Fae Steed Star Fellowship Protective 5 Strength, Finesse, Defense

Aspects

  • Steed and Rider are One: The Fae Steed is loyal to its rider, and whilst it only lets the worthy ride it, when the Steed acts in concert with the rider, it excels.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
40 30 40 40 50 30 40 40 35 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 14 10/10/10/8
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Resist
Talents
Talents Subname Effect
Sprint When using the Run move, you can choose to Sprint, adding 2 metres to your movement per DoS on your Athletics/Running test. However, you suffer 5 Stress.
Berserk Charge You gain an extra advantage as part of charge attacks.
Powers
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Smoke Phantasm Any Evasion You take an advantage to the test, and if you succeed, all attacks against you take a disadvantage until the start of your next turn., .
Phantom Leap Basic Move/Run If you start and end in cover, you do not count as crossing any enemies' line of sight or effect., .
Bash Focused/Charge Crushing, SB+1. The attack gains the Tiring (5) Quality. If the target takes damage, they must pass a Toughness or Endurance (Resist Physical) test with 2 advantages or be Stunned for one round.
Knacks
Knacks Subname Effect
Orientate This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no).
Traits
Traits Subname Effect
Shadow Trouper, Minor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Multiple Legs 1 This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs double their AB to determine movement on the ground, and gain one advantage toward Climbing, Balance, Leaping and Running tests per X.
Unnatural Score Agility, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic
Athletics Strength Running Running Running
Endurance Toughness Injury
Acrobatics Agility Leaping Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception
Survival Perception Navigate Navigate Navigate
Fortitude Willpower Resist Fear
Authority Fellowship
Inquiry Fellowship
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Hoofs One Handed 1m +1 Concussive
Name AP Body AP Legs AP Arms AP Head Qualities
Elven Barding 6 6 6 4 -

Consumables

Other Equipment

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Unicorn

An equine creature from European mythology. An untameable, ferocious horse with a single magical horn on its head. It will fight and gore anyone who tries to tame it, but becomes gentle and docile in the presence of a virgin woman.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Unicorn Sun Fellowship Angry 6 Melee, Strength, Finesse

Aspects

  • Ferocity and Purity: Unicorns are ferocious and untameable and will gladly tear things apart that it considers unworthy of its grace. The only creatures able to tame Unicorns (and thus ride them) are virgin maidens.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
50 30 40 40 50 30 50 40 50 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
1 0 0 0 5 16 10/10/10/8
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Null Weak
Talents
Talents Subname Effect
Berserk Charge You gain an extra advantage as part of charge attacks.
Sprint When using the Run move, you can choose to Sprint, adding 2 metres to your movement per DoS on your Athletics/Running test. However, you suffer 5 Stress.
Powers
Spells Action/Effect Description
Kou MSB+2 Bless Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with the Condemned ailment.
Tarukaja +3 Damage Single target spell that improves all damage the target deals by +3. Cancels Tarunda.
Arts Action/Effect Description
Dryad Step Basic Move/Run You ignore Difficult Terrain., .
Assault Dive Charge Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres.
Knacks
Knacks Subname Effect
Animal Bond Equines You possess a special affinity with a certain type of animal (X). Just possessing Animal Bond allows you to communicate, roughly, with the animal type in question, as well as giving out simple commands such as 'follow this person' with the Authority or Manipulation skills. If MC is equal to or higher than the animal's combined Intelligence and Willpower Bonuses, you may automatically pass animal command tests, give out more complex commands, and may send commands (and see through these animals' eyes) to the animal remotely so long as the animal is within MC kilometres of you. Finally, you may sense any animals of this type within MC kilometres.
Traits
Traits Subname Effect
Shadow Trouper, Minor This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Multiple Legs 1 This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs double their AB to determine movement on the ground, and gain one advantage toward Climbing, Balance, Leaping and Running tests per X.
Unnatural Score Agility, 3 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed One Handed
Ballistic Skill Ballistic
Athletics Strength Running Running Running
Endurance Toughness Injury
Acrobatics Agility Leaping Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception
Survival Perception Navigate Navigate Navigate
Fortitude Willpower Resist Fear
Authority Fellowship
Inquiry Fellowship Sense Motive
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Hoofs 1H (Crushing) 1m +1 Armour Breaker
Horn 1H (Power) 1m +2 Penetrating
Name AP Body AP Legs AP Arms AP Head Qualities
Elven Barding 6 6 6 4 -

Consumables

Other Equipment

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Griffon

A noble creature of European mythology, with the forefront and wings of an eagle but the back half of a lion who bury their eggs in gold deposits. As Lions are the king of beasts and eagles the king of birds, the Griffon is the king of all that flies and walks. The merging of earthly glory and aerial dignity mirrors the merging of Christ the man and Christ the divine.
Name Arcanae Magic Characteristic Personality Shadow Rank Aptitudes
Griffon Sun Fellowship Honourable 6 Melee, Strength, Defense

Aspects

  • Proud beyond Measure: Griffons are haughty, proud beings, and will brook no disrespect. Those who wish to befriend or ride a Griffon must convince the Griffon of the rider's greatness first, either in gifts of gold, in flattery or in deed.
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Scores
Melee Ballistic Strength Toughness Agility Intelligence Perception Willpower Fellowship Base Repression
45 30 40 40 30 30 40 40 40 100
Vitals
Light Wounds Heavy Wounds Deadly Wounds Fate Points Power Base Movement BLAH Soak
4 2 1 0 6 3 (Flight 6) 9/9/9/7
Affinities
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Weak Resist Resist
Talents
Talents Subname Effect
Berserk Charge You gain an extra advantage as part of charge attacks.
Wrestler You may reroll and take the preferred result the following tests: when others test against you to act when grappled; when you test against grapplers to act without interference.
Battlemaster Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Powers
Spells Action/Effect Description
War Blessing Reliable Single target spell; all attacks the target makes now gain the Reliable quality.
Arts Action/Effect Description
Assault Dive Charge Power, SB+3. The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres.
Feather Drop Falling It halves the distance you drop for the purpose of damage, and you land on your feet., .
Brutal Edge Focused/Charge Power, SB+2. The attack gains the Cleaving Quality.
Knacks
Knacks Subname Effect
Project Emotion You may project an emotion onto another within MC metres, so long as it is an emotion that you are feeling. You may affect up to MCB targets.
Traits
Traits Subname Effect
Shadow - This creature is a Shadow, one of the multitude of bizarre manifestations that crawl out of the Sea of Chaos. All Shadows are invisible to non-Persona users (although any effects the Shadow has on the world around them can be perceived, even if the person doesn't know what it is) and are unaffected by weapons wielded by a non-Persona user.
Flight 3 This creature is capable of flying. Its flight speed is calculated by adding X to AB.
Unnatural Score Strength, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Skills
Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed Grappling Parry
Ballistic Skill Ballistic
Athletics Strength Running
Endurance Toughness Resist Injury Resist Injury
Acrobatics Agility Dodge Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence
Logic Intelligence
Medicine Intelligence
Technology Intelligence
Awareness Perception Threat Threat
Survival Perception Navigate
Fortitude Willpower Resist Fear Resist Fear Resist Fear
Authority Fellowship Command
Inquiry Fellowship Sense Motive
Linguist Fellowship English Japanese Tolkien
Manipulation Fellowship
Trade You Decide!

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Equipment
Name Class Range Dam. Qualities
Rending Talons 1H (Power) 1m +4 Brutal
Heavy Wings 1H (Shield) 1m +1 Shield (1)
Name AP Body AP Legs AP Arms AP Head Qualities
Griffon Barding 4 4 4 2 Lightweight

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