Class and Advancement

Your character’s profession in the campaign is represented by his class. In turn, each class is defined by a set of core Abilities and special talents. As you’ll see in the next section, classes may be combined to create “customised” professions.

When a character completes an adventure, he can make an Advancement Roll against his AdCost to see if he can improve his skills or gain an experience level. Improving skills (Abilities, Perks, etc.) makes him better at his class, while a “level up” makes him a better overall adventurer. Check Character Advancement for specifics.

Clutch Situations

Heroes tend to come through in a tight spot, and when your character is really up against it, he can declare a Clutch Situation to improve his chances of success.

You can designate any die roll as a Clutch Situation—an Action Roll, Resistance Roll, Damage roll—which lets you throw one additional die when you make the roll. You select the best result.

Each character gets one Clutch Situation per experience level, and you may apply multiple Clutch Situations to the same roll (one additional die each). However, you must declare a Clutch Situation before any roll is made, and they’re lost once spent, regardless of the roll’s outcome.

Clutch Situations renew when you level up; unused Clutch Situations do not carry-over from level to level (e.g., a 2nd-level character has 2 Clutch Situations until he reaches 3rd-level). However, if the GM uses Session Rewards, it’s possible to earn additional Clutch Situations during play.