HEROIC

Expanded Worlds

You are courageous, daring, and altruistic in equal measures. You're not afraid to face horrors that make others quaver, especially if it means helping someone else who couldn't succeed (or survive) without you. Some say you're made of the stuff of legends and that your exploits will one day become the stories that inspire a new generation.

A fair number of wanderers in mythological and fantasy setting are heroic.

You have the following characteristics:

Mighty

+2 to your Might Pool.

Heroic Guise

You hold yourself in a way that inspires others. You are trained in all social interactions.

Hero's Complication

Although the GM can use GM Intrusions on you normally (awarding XP), they can also introduce a GM Intrusion on you without awarding XP (as if you had rolled a 1 on a d20 roll) based on how your heroic nature tends to attract danger. However, if this happens, 50% of the time, your heroic nature works to your advantage. Your weapon breaks, but that allows you to notice something everyone else missed. A trap catches you, but it also catches your enemies. A new foe enters the fray, but your current foe mistakes it for your ally and attacks it instead of you. You and the GM should work together to determine the details.

Skill

Things tend to go your way. You are trained in tasks involving perception and finding hidden things.

Inability

You tend to take others at their word. The difficulty of any task that involves detecting falsehoods is increased by one step.

Initial Link to the Starting Adventure

From the following list of options, choose how you became involved in the first adventure.

  1. You were hunting a great foe and hired the other PCs to accompany you.
  2. The PCs were looking for someone like you to round out their number.
  3. A mentor recommended you to the other PCs.
  4. You killed a mighty foe, and the other PCs were aided (or rescued from captivity) by that act.