{
 "Marcus": {
  "name": "Marcus",
  "class": "Guardian",
  "subclass": "Stalwart",
  "level": "1",
  "ancestry": "Human",
  "community": "Wanderborne",
  "domains": "Valor & Blade",
  "pronouns": "he/him",
  "agility": "+1",
  "strength": "+2",
  "finesse": "-1",
  "instinct": "+0",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "7",
  "armorScore": "6",
  "proficiency": "1",
  "hopeFeature": "Frontline Tank (3 Hope): clear 2 Armor Slots.",
  "w1n": "Mace",
  "w1t": "Strength, Melee",
  "w1d": "d8+1 phy",
  "w1f": "One-Handed",
  "w2n": "Tower Shield",
  "w2t": "Strength, Melee",
  "w2d": "d6 phy",
  "w2f": "One-Handed; Barrier: +2 Armor Score, -1 Evasion",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "threshBonus": "1",
  "classFeatures": "No Spellcast trait (Stalwart).\nUnstoppable: once per long rest, gain an Unstoppable Die (d4, d6 from level 5) starting at 1 and rising each time your damage makes a target mark HP; while it lasts, physical damage drops a threshold, you add its value to damage, and you can't be Restrained or Vulnerable.\nStalwart: Unwavering: +1 to your damage thresholds (in the Bonus box). Iron Will: against physical damage, you can mark one more Armor Slot to reduce it further.",
  "heritageFeatures": "Human: High Stamina: one more Stress slot (counted in the track). Adaptability: when a roll that used an Experience fails, mark a Stress to reroll.\nWanderborne: Nomadic Pack: once a session, spend a Hope to pull a useful, ordinary item out of your pack.",
  "hope1": true,
  "hope2": true,
  "hpMax": "7",
  "stressMax": "7",
  "exp1": "Caravan Guard",
  "expMod1": "+2",
  "exp2": "Steadies the Frightened",
  "expMod2": "+2",
  "card1": "I Am Your Shield",
  "cardText1": "Valor · Level 1 · Recall 1 · Ability\nIf an ally within Very Close range is about to be hurt, mark a Stress to become the target instead; mark as many Armor Slots against it as you like.",
  "card2": "Get Back Up",
  "cardText2": "Blade · Level 1 · Recall 1 · Ability\nWhen you take Severe damage, mark a Stress to drop it one threshold.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA totem from his mentor (class item)\nNomadic Pack (Wanderborne)",
  "description": "Broad, weathered and quiet; a dented tower shield painted with every caravan he has seen home safe.",
  "background": "Guarded wagons on the forest road for twelve years; the mentor who trained him sold one of those caravans to bandits.\nStill carries the mentor's totem, to remember what he refuses to become.\nSignature style (pure flavor): \"Shield Wall of Encouragement\": he inspires allies by showing them they're worth protecting.",
  "connections": "Party: The Greenway Company (level 1). Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.\nRoster: Marcus (Human Guardian); Wren (Elf Ranger); Odalys Fenwright (Faerie Bard); Hobb Mossgrave (Firbolg Druid); Tibbet Quill (Goblin Rogue).\nWren: She is the only scout he trusts to read the road ahead.\nTibbet Quill: He keeps catching Tibbet \"borrowing\" from the caravans; he hasn't said so yet.\nOsric the Trader: His merchant contact, the trader who has gone missing.",
  "notes": "Story: A former caravan guard who learned that protecting people means more than just fighting—it means understanding what they're truly afraid of and helping them find courage.\nCreation: Agility +1, Strength +2, Finesse -1, Instinct +0, Presence +1, Knowledge +0. Experiences: Caravan Guard +2, Steadies the Frightened +2. Domain cards: I Am Your Shield (Valor 1), Get Back Up (Blade 1). Weapons: Mace, Tower Shield. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a totem from his mentor.\nGM choice: Stalwart, traits, gear, cards and Experiences chosen for the sample (the guide gives only ancestry, community, class and story); party, connections and background answers written for the sample.\nFrom the guide: Character Creation sample character (Human, Wanderborne, Guardian; the concept and signature style are the guide's words); merchant contact Osric the Trader (Game Mastering); learning to trust after his mentor's betrayal (Running a Campaign)."
 },
 "Wren": {
  "name": "Wren",
  "class": "Ranger",
  "subclass": "Wayfinder",
  "level": "1",
  "ancestry": "Elf",
  "community": "Wildborne",
  "domains": "Bone & Sage",
  "pronouns": "she/her",
  "agility": "+2",
  "strength": "+0",
  "finesse": "+1",
  "instinct": "+1",
  "presence": "-1",
  "knowledge": "+0",
  "evasion": "13",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Hold Them Off (3 Hope): after a successful weapon attack, use the same roll against two more adversaries in range.",
  "w1n": "Shortbow",
  "w1t": "Agility, Far",
  "w1d": "d6+3 phy",
  "w1f": "Two-Handed",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Agility.\nRanger's Focus: spend a Hope and attack; on a hit the target becomes your Focus. You always know its direction, your damage makes it mark a Stress, and on a failed attack against it you can end the Focus to reroll the Duality Dice.\nWayfinder: Ruthless Predator: on a damage roll, mark a Stress for +1 Proficiency; a foe you deal Severe damage to marks a Stress. Path Forward: you know the shortest route to anywhere you've been, or that an object you carry has been.",
  "heritageFeatures": "Elf: Quick Reactions: mark a Stress for advantage on a reaction roll. Celestial Trance: trance during a rest to take one extra downtime move.\nWildborne: Lightfoot: you move silently, with advantage on rolls to go unheard.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Woodland Tracker",
  "expMod1": "+2",
  "exp2": "Hired Finder",
  "expMod2": "+2",
  "card1": "Gifted Tracker",
  "cardText1": "Sage · Level 1 · Recall 0 · Ability\nTracking creatures by their trail, spend Hope to ask the GM that many questions about where, when, what and how many. +1 Evasion against creatures you tracked this way.",
  "card2": "I See It Coming",
  "cardText2": "Bone · Level 1 · Recall 1 · Ability\nWhen an attack comes at you from beyond Melee range, mark a Stress and add a d4 to your Evasion against it.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA seemingly broken compass (class item)",
  "description": "Lean and mud-spattered, green cloak, a quiver of grey-fletched arrows; talks more to the road than to people.",
  "background": "A beast drove her family's camp off the old road; she has followed its kind ever since.\nThe compass never points north. It points toward whatever she is hunting.\nWon't set foot in the drowned quarry, and won't say why.",
  "connections": "Party: The Greenway Company (level 1). Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.\nRoster: Marcus (Human Guardian); Wren (Elf Ranger); Odalys Fenwright (Faerie Bard); Hobb Mossgrave (Firbolg Druid); Tibbet Quill (Goblin Rogue).\nMarcus: They compete over who spots trouble first.\nHobb Mossgrave: He patches her up and never asks how.",
  "notes": "Story: A forest-road ranger hired to find a missing courier, and the one who found the body in the ferns.\nCreation: Agility +2, Strength +0, Finesse +1, Instinct +1, Presence -1, Knowledge +0. Experiences: Woodland Tracker +2, Hired Finder +2. Domain cards: Gifted Tracker (Sage 1), I See It Coming (Bone 1). Weapons: Shortbow. Armor: Gambeson Armor. Potion: Minor Health Potion. Class item: a seemingly broken compass.\nGM choice: Wayfinder, ancestry, community, cards and Experiences chosen for the sample; Gambeson Armor gives the guide's 6 / 12 thresholds at level 1; party, connections and background answers written for the sample.\nFrom the guide: solo Example of Play: Ranger with Agility +2, Evasion 13 (with her Gambeson Armor) and damage thresholds Major 6 / Severe 12, hired to find a missing courier on the forest road."
 },
 "Odalys Fenwright": {
  "name": "Odalys Fenwright",
  "class": "Bard",
  "subclass": "Troubadour",
  "level": "1",
  "ancestry": "Faerie",
  "community": "Highborne",
  "domains": "Grace & Codex",
  "pronouns": "she/her",
  "agility": "+0",
  "strength": "-1",
  "finesse": "+1",
  "instinct": "+0",
  "presence": "+2",
  "knowledge": "+1",
  "evasion": "11",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Make a Scene (3 Hope): Distract a target within Close range; its Difficulty drops by 2.",
  "w1n": "Rapier",
  "w1t": "Presence, Melee",
  "w1d": "d8 phy",
  "w1f": "One-Handed; Quick: mark a Stress to hit one more target in range",
  "w2n": "Small Dagger",
  "w2t": "Finesse, Melee",
  "w2d": "d8 phy",
  "w2f": "One-Handed; Paired: +2 to primary weapon damage in Melee",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Presence.\nRally: once a session, give yourself and every ally a Rally Die (d6, d8 from level 5) to add to an action, reaction or damage roll, or to clear that much Stress; unspent dice go at session end.\nTroubadour: Gifted Performer: three songs, each once per long rest: Relaxing (you and allies in Close range clear a Hit Point), Epic (one target in Close range becomes Vulnerable) and Heartbreaking (you and allies in Close range gain a Hope).",
  "heritageFeatures": "Faerie: Luckbender: once a session, pay 3 Hope so you or a willing ally in Close range rerolls the Duality Dice. Wings: you can fly; in the air, mark a Stress when attacked for +2 Evasion against it.\nHighborne: Privilege: advantage when dealing with nobles, haggling over prices or trading on your reputation.",
  "hope1": true,
  "hope2": true,
  "hpMax": "5",
  "stressMax": "6",
  "exp1": "Court Musician",
  "expMod1": "+2",
  "exp2": "Silver Tongue",
  "expMod2": "+2",
  "card1": "Inspirational Words",
  "cardText1": "Grace · Level 1 · Recall 1 · Ability\nAfter a long rest, tokens equal to your Presence; talking with an ally, spend one so they clear a Stress, clear a Hit Point or gain a Hope.",
  "card2": "Book of Illiat",
  "cardText2": "Codex · Level 1 · Recall 2 · Grimoire\nSlumber: a target in Very Close range falls Asleep until hurt. Arcane Barrage: once per rest, spend Hope for that many d6 of magic damage in Close range. Telepathy: a Hope opens a mind link with someone you see.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA letter never opened (class item)",
  "description": "Moth-wing silver, a lute strapped crosswise, rings on every finger and a laugh you hear from the next camp.",
  "background": "Her aunt, the court's first harpist, taught her that a room is won before the first note.\nShe loved a duke's heir who sold her songs as his own.\nThe unopened letter is in his hand.",
  "connections": "Party: The Greenway Company (level 1). Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.\nRoster: Marcus (Human Guardian); Wren (Elf Ranger); Odalys Fenwright (Faerie Bard); Hobb Mossgrave (Firbolg Druid); Tibbet Quill (Goblin Rogue).\nTibbet Quill: He forges her travel papers; she pays in songs.\nWren: Wren is the only one who never claps, which annoys her.",
  "notes": "Story: A court musician who flew off mid-performance and now plays caravan camps for supper and gossip.\nCreation: Agility +0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1. Experiences: Court Musician +2, Silver Tongue +2. Domain cards: Inspirational Words (Grace 1), Book of Illiat (Codex 1). Weapons: Rapier, Small Dagger. Armor: Gambeson Armor. Potion: Minor Stamina Potion. Class item: a letter never opened.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Hobb Mossgrave": {
  "name": "Hobb Mossgrave",
  "class": "Druid",
  "subclass": "Warden of Renewal",
  "level": "1",
  "ancestry": "Firbolg",
  "community": "Ridgeborne",
  "domains": "Sage & Arcana",
  "pronouns": "he/him",
  "agility": "+1",
  "strength": "+0",
  "finesse": "+1",
  "instinct": "+2",
  "presence": "-1",
  "knowledge": "+0",
  "evasion": "10",
  "armorScore": "4",
  "proficiency": "1",
  "hopeFeature": "Evolution (3 Hope): take a Beastform without marking Stress, and raise one trait by +1 while in it.",
  "w1n": "Shortstaff",
  "w1t": "Instinct, Close",
  "w1d": "d8+1 mag",
  "w1f": "One-Handed",
  "w2n": "Round Shield",
  "w2t": "Strength, Melee",
  "w2d": "d4 phy",
  "w2f": "One-Handed; Protective: +1 Armor Score",
  "armorName": "Leather Armor",
  "armorMajor": "6",
  "armorSevere": "13",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Instinct.\nBeastform: mark a Stress to become a creature of your tier or lower; no weapons or domain spells while changed, but you gain its features, Evasion bonus and attack trait. Wildtouch: small, harmless nature tricks at will.\nWarden of Renewal: Clarity of Nature: once per long rest, create a calm space within Close range; resting there clears Stress equal to your Instinct, shared as you like. Regeneration: touch a creature and spend 3 Hope; it clears 1d4 Hit Points.",
  "heritageFeatures": "Firbolg: Charge: after an Agility Roll from Far or Very Far into Melee, mark a Stress and everything in Melee range takes 1d12 physical damage. Unshakable: each time a Stress is coming, a d6 showing 6 cancels it.\nRidgeborne: Steady: advantage on rolls to cross dangerous cliffs and ledges, find your way through harsh land and use survival know-how.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Mountain Herbalist",
  "expMod1": "+2",
  "exp2": "Patient as Stone",
  "expMod2": "+2",
  "card1": "Nature's Tongue",
  "cardText1": "Sage · Level 1 · Recall 0 · Ability\nInstinct Roll (12) to talk with plants and animals for what they know. In natural surroundings, spend a Hope for +2 on a Spellcast Roll.",
  "card2": "Rune Ward",
  "cardText2": "Arcana · Level 1 · Recall 0 · Spell\nA treasured trinket holds a ward; its holder spends a Hope to cut incoming damage by 1d8. A Ward Die of 8 uses it up until your next rest.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA strange pendant found in the dirt (class item)",
  "description": "Huge, slow-spoken and mossy-bearded; leather apron full of pouches and a staff grown, not carved.",
  "background": "His circle taught him that every wound is a garden that wants tending.\nThe pendant hums near running water.\nTurns into a ridge goat when he is nervous, and is nervous more often than he admits.",
  "connections": "Party: The Greenway Company (level 1). Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.\nRoster: Marcus (Human Guardian); Wren (Elf Ranger); Odalys Fenwright (Faerie Bard); Hobb Mossgrave (Firbolg Druid); Tibbet Quill (Goblin Rogue).\nWren: He patches her up and never asks how.\nMarcus: They share the night watch and a pipe.",
  "notes": "Story: A mountain herbalist who came down to the forest road when its healers started disappearing.\nCreation: Agility +1, Strength +0, Finesse +1, Instinct +2, Presence -1, Knowledge +0. Experiences: Mountain Herbalist +2, Patient as Stone +2. Domain cards: Nature's Tongue (Sage 1), Rune Ward (Arcana 1). Weapons: Shortstaff, Round Shield. Armor: Leather Armor. Potion: Minor Health Potion. Class item: a strange pendant found in the dirt.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Tibbet Quill": {
  "name": "Tibbet Quill",
  "class": "Rogue",
  "subclass": "Syndicate",
  "level": "1",
  "ancestry": "Goblin",
  "community": "Slyborne",
  "domains": "Midnight & Grace",
  "pronouns": "he/him",
  "agility": "+1",
  "strength": "-1",
  "finesse": "+2",
  "instinct": "+0",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "13",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Rogue's Dodge (3 Hope): +2 Evasion until an attack hits you or your next rest.",
  "w1n": "Dagger",
  "w1t": "Finesse, Melee",
  "w1d": "d8+1 phy",
  "w1f": "One-Handed",
  "w2n": "Small Dagger",
  "w2t": "Finesse, Melee",
  "w2d": "d8 phy",
  "w2f": "One-Handed; Paired: +2 to primary weapon damage in Melee",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Finesse.\nCloaked: whenever you would be Hidden you are Cloaked, staying unseen while still until you attack or end a move in sight. Sneak Attack: a hit while Cloaked, or with an ally in Melee of the target, adds d6s equal to your tier.\nSyndicate: Well-Connected: in any notable town you know someone who lives there; name them, say how they might help, and pick one complication from the list (a debt, a price, trouble, an old flame or a bad parting).",
  "heritageFeatures": "Goblin: Surefooted: ignore disadvantage on Agility Rolls. Danger Sense: once per rest, mark a Stress to make an adversary reroll an attack on you or an ally in Very Close range.\nSlyborne: Scoundrel: advantage on rolls to deal with criminals, spot a lie or find a safe place to hide.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Forger",
  "expMod1": "+2",
  "exp2": "Knows a Fence in Every Town",
  "expMod2": "+2",
  "card1": "Pick and Pull",
  "cardText1": "Midnight · Level 1 · Recall 0 · Ability\nAdvantage on action rolls to pick ordinary locks, disarm ordinary traps or steal from someone, by stealth or force.",
  "card2": "Deft Deceiver",
  "cardText2": "Grace · Level 1 · Recall 0 · Ability\nSpend a Hope for advantage on a roll to make someone believe your lie.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA set of forgery tools (class item)",
  "description": "Small, ink-stained and grinning, with a coat of a hundred inside pockets and spectacles he doesn't need.",
  "background": "His mother ran the best counterfeit shop in the river towns.\nHe owes a guild boss three bags of gold.\nHe knows someone in every town on the road, and most of them are angry with him.",
  "connections": "Party: The Greenway Company (level 1). Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.\nRoster: Marcus (Human Guardian); Wren (Elf Ranger); Odalys Fenwright (Faerie Bard); Hobb Mossgrave (Firbolg Druid); Tibbet Quill (Goblin Rogue).\nOdalys Fenwright: He forges her travel papers.\nMarcus: Marcus watches him a little too closely.",
  "notes": "Story: A forger of permits and bills of sale who signed on to the caravans to stay one town ahead of his debts.\nCreation: Agility +1, Strength -1, Finesse +2, Instinct +0, Presence +1, Knowledge +0. Experiences: Forger +2, Knows a Fence in Every Town +2. Domain cards: Pick and Pull (Midnight 1), Deft Deceiver (Grace 1). Weapons: Dagger, Small Dagger. Armor: Gambeson Armor. Potion: Minor Stamina Potion. Class item: a set of forgery tools.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Brannoc Hale": {
  "name": "Brannoc Hale",
  "class": "Seraph",
  "subclass": "Divine Wielder",
  "level": "1",
  "ancestry": "Dwarf",
  "community": "Orderborne",
  "domains": "Splendor & Valor",
  "pronouns": "he/him",
  "agility": "+0",
  "strength": "+2",
  "finesse": "+0",
  "instinct": "+1",
  "presence": "+1",
  "knowledge": "-1",
  "evasion": "8",
  "armorScore": "5",
  "proficiency": "1",
  "hopeFeature": "Life Support (3 Hope): an ally within Close range clears a Hit Point.",
  "w1n": "Hallowed Axe",
  "w1t": "Strength, Melee",
  "w1d": "d8+1 mag",
  "w1f": "One-Handed",
  "w2n": "Round Shield",
  "w2t": "Strength, Melee",
  "w2d": "d4 phy",
  "w2f": "One-Handed; Protective: +1 Armor Score",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "classFeatures": "Spellcast trait: Strength.\nPrayer Dice: each session, roll d4s equal to your Spellcast trait; spend them for yourself or an ally within Far range to cut damage, add to a roll after it is made, or gain that much Hope. Unspent dice go at session end.\nDivine Wielder: Spirit Weapon: your Melee or Very Close weapon can fly out at a foe within Close range and come back; mark a Stress to hit one more target with the same roll. Sparing Touch: once per long rest, touch a creature to clear 2 Hit Points or 2 Stress.",
  "heritageFeatures": "Dwarf: Thick Skin: take Minor damage as 2 Stress instead of a Hit Point. Increased Fortitude: 3 Hope halves an incoming hit of physical damage.\nOrderborne: Dedicated: three sayings from your upbringing (below); once per rest, when you act on one, roll a d20 as your Hope Die.\nSayings: A promise is a wall: build it straight. Carry the lantern for those behind you. No one is too small to protect.",
  "hope1": true,
  "hope2": true,
  "hpMax": "7",
  "stressMax": "6",
  "exp1": "Temple Guard",
  "expMod1": "+2",
  "exp2": "Oathkeeper",
  "expMod2": "+2",
  "card1": "Mending Touch",
  "cardText1": "Splendor · Level 1 · Recall 1 · Spell\nAfter a few quiet minutes, spend 2 Hope so a creature clears a Hit Point or a Stress (2 of either once per long rest, if you share something personal).",
  "card2": "Forceful Push",
  "cardText2": "Valor · Level 1 · Recall 0 · Ability\nAttack with your primary weapon in Melee; a hit deals damage and knocks the target to Close range (add a d6 on a hit with Hope). Spend a Hope to make it Vulnerable.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA sigil of his god (class item)",
  "description": "Stout, braided beard bound in bronze rings; polished chainmail and a voice made for halls.",
  "background": "Raised in the Lantern Hall, where vows are carved into the doorposts.\nHe failed to stop a theft from his own temple.\nHis god speaks in warmth, never in words.",
  "connections": "Party: The Lamplight Charter (level 1). A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.\nRoster: Brannoc Hale (Dwarf Seraph); Ysolde Emberlin (Drakona Sorcerer); Dorna Tusk (Orc Warrior); Pell Ninefold (Clank Wizard); Morrow Deepcap (Fungril Ranger).\nPell Ninefold: He swore to the charter to keep Pell safe.\nDorna Tusk: They argue about whether oaths bind sellswords.",
  "notes": "Story: A temple guard sworn to see that whatever the archive holds is used well, not just sold.\nCreation: Agility +0, Strength +2, Finesse +0, Instinct +1, Presence +1, Knowledge -1. Experiences: Temple Guard +2, Oathkeeper +2. Domain cards: Mending Touch (Splendor 1), Forceful Push (Valor 1). Weapons: Hallowed Axe, Round Shield. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a sigil of his god.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Ysolde Emberlin": {
  "name": "Ysolde Emberlin",
  "class": "Sorcerer",
  "subclass": "Elemental Origin",
  "level": "1",
  "ancestry": "Drakona",
  "community": "Ridgeborne",
  "domains": "Arcana & Midnight",
  "pronouns": "she/her",
  "agility": "+0",
  "strength": "-1",
  "finesse": "+1",
  "instinct": "+2",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "11",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Volatile Magic (3 Hope): on a magic-damage attack, reroll as many of your damage dice as you like.",
  "w1n": "Dualstaff",
  "w1t": "Instinct, Far",
  "w1d": "d6+3 mag",
  "w1f": "Two-Handed",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Instinct.\nArcane Sense: you feel magical people and objects within Close range. Minor Illusion: Spellcast Roll (10) for a small visual illusion within Close range. Channel Raw Power: once per long rest, vault a loadout card for Hope equal to its level, or add twice its level to a damage spell.\nElemental Origin: Elementalist (fire): shape your element into harmless effects; spend a Hope and describe it helping a roll for +2 to the roll or +3 to its damage.",
  "heritageFeatures": "Drakona: Scales: against Severe damage, mark a Stress to mark one fewer Hit Point. Elemental Breath: a Very Close Instinct attack of fire, d8 magic damage using your Proficiency.\nRidgeborne: Steady: advantage on rolls to cross dangerous cliffs and ledges, find your way through harsh land and use survival know-how.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Volcano Guide",
  "expMod1": "+2",
  "exp2": "Keeps a Cool Head",
  "expMod2": "+2",
  "card1": "Unleash Chaos",
  "cardText1": "Arcana · Level 1 · Recall 1 · Spell\nEach session, tokens equal to your Spellcast trait. Spellcast Roll at a target in Far range, spending tokens: a d10 of magic damage per token. Mark a Stress to refill.",
  "card2": "Rain of Blades",
  "cardText2": "Midnight · Level 1 · Recall 1 · Spell\nSpend a Hope and make a Spellcast Roll: blades hit everyone within Very Close range for d8+2 magic damage with your Proficiency (+1d8 if Vulnerable).",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA family heirloom (class item)",
  "description": "Copper scales that glow at the edges when she's angry; soot-black coat, ember-bright eyes.",
  "background": "The mountain spoke to her the day it buried her village.\nThe heirloom is her grandmother's cooling stone.\nShe wants to know whether fire can build something.",
  "connections": "Party: The Lamplight Charter (level 1). A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.\nRoster: Brannoc Hale (Dwarf Seraph); Ysolde Emberlin (Drakona Sorcerer); Dorna Tusk (Orc Warrior); Pell Ninefold (Clank Wizard); Morrow Deepcap (Fungril Ranger).\nMorrow Deepcap: His calm makes her braver underground.\nPell Ninefold: Pell measures her flames for \"the record\".",
  "notes": "Story: A volcano guide whose fire woke in her during an eruption she still dreams about.\nCreation: Agility +0, Strength -1, Finesse +1, Instinct +2, Presence +1, Knowledge +0. Experiences: Volcano Guide +2, Keeps a Cool Head +2. Domain cards: Unleash Chaos (Arcana 1), Rain of Blades (Midnight 1). Weapons: Dualstaff. Armor: Gambeson Armor. Potion: Minor Stamina Potion. Class item: a family heirloom.\nGM choice: every choice made for the sample; breath and Elementalist element: fire; party, connections and background answers written for the sample."
 },
 "Dorna Tusk": {
  "name": "Dorna Tusk",
  "class": "Warrior",
  "subclass": "Call of the Brave",
  "level": "1",
  "ancestry": "Orc",
  "community": "Wanderborne",
  "domains": "Blade & Bone",
  "pronouns": "she/her",
  "agility": "+1",
  "strength": "+2",
  "finesse": "+0",
  "instinct": "+1",
  "presence": "+0",
  "knowledge": "-1",
  "evasion": "10",
  "armorScore": "4",
  "proficiency": "1",
  "hopeFeature": "No Mercy (3 Hope): your attack rolls get +1 until you next rest.",
  "w1n": "Battleaxe",
  "w1t": "Strength, Melee",
  "w1d": "d10+3 phy",
  "w1f": "Two-Handed",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "classFeatures": "No Spellcast trait (Call of the Brave).\nAttack of Opportunity: when a foe tries to leave your Melee range, make a reaction roll; on a success pin it, hit it for your primary weapon damage, or move with it (two on a critical). Combat Training: ignore burden; add your level to physical damage.\nCall of the Brave: Courage: when you fail with Fear, gain a Hope. Battle Ritual: once per long rest, before facing something far beyond you, describe your ritual to clear 2 Stress and gain 2 Hope.",
  "heritageFeatures": "Orc: Sturdy: with 1 Hit Point left, attacks against you have disadvantage. Tusks: after a Melee hit, spend a Hope to gore for an extra 1d6 damage.\nWanderborne: Nomadic Pack: once a session, spend a Hope to pull a useful, ordinary item out of your pack.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Sellsword",
  "expMod1": "+2",
  "exp2": "Bodyguard to Scholars",
  "expMod2": "+2",
  "card1": "Whirlwind",
  "cardText1": "Blade · Level 1 · Recall 0 · Ability\nAfter a hit in Very Close range, spend a Hope to use the attack on every other target there; the extra targets take half damage.",
  "card2": "I See It Coming",
  "cardText2": "Bone · Level 1 · Recall 1 · Ability\nWhen an attack comes at you from beyond Melee range, mark a Stress and add a d4 to your Evasion against it.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA sharpening stone (class item)\nNomadic Pack (Wanderborne)",
  "description": "Tall, scarred and patient, tusks capped in brass; she sharpens the axe when she's thinking.",
  "background": "Her caravan family taught her to fight before she could read.\nShe lost a whole company once and won't say where.\nSecretly hopes the archive has a book that can teach her to read properly.",
  "connections": "Party: The Lamplight Charter (level 1). A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.\nRoster: Brannoc Hale (Dwarf Seraph); Ysolde Emberlin (Drakona Sorcerer); Dorna Tusk (Orc Warrior); Pell Ninefold (Clank Wizard); Morrow Deepcap (Fungril Ranger).\nBrannoc Hale: They argue about oaths.\nYsolde Emberlin: She taught Ysolde to throw a punch.",
  "notes": "Story: A sellsword between contracts who took the charter job because the scholars were too polite to haggle.\nCreation: Agility +1, Strength +2, Finesse +0, Instinct +1, Presence +0, Knowledge -1. Experiences: Sellsword +2, Bodyguard to Scholars +2. Domain cards: Whirlwind (Blade 1), I See It Coming (Bone 1). Weapons: Battleaxe. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a sharpening stone.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Pell Ninefold": {
  "name": "Pell Ninefold",
  "class": "Wizard",
  "subclass": "School of Knowledge",
  "level": "1",
  "ancestry": "Clank",
  "community": "Loreborne",
  "domains": "Codex & Splendor",
  "pronouns": "they/them",
  "agility": "-1",
  "strength": "+0",
  "finesse": "+0",
  "instinct": "+1",
  "presence": "+1",
  "knowledge": "+2",
  "evasion": "11",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Not This Time (3 Hope): make an adversary within Far range reroll an attack or damage roll.",
  "w1n": "Wand",
  "w1t": "Knowledge, Far",
  "w1d": "d6+1 mag",
  "w1f": "One-Handed",
  "armorName": "Leather Armor",
  "armorMajor": "6",
  "armorSevere": "13",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Knowledge.\nPrestidigitation: small, harmless magic at will. Strange Patterns: pick a number from 1 to 12; when a Duality Die shows it, you gain a Hope or clear a Stress (pick again on a long rest). Yours: 9.\nSchool of Knowledge: Prepared: one extra domain card of your level or lower (counted). Adept: when you use an Experience, mark a Stress instead of spending Hope to double its modifier.",
  "heritageFeatures": "Clank: Purposeful Design: built for a purpose; +1 to the Experience that fits it (counted). Efficient: on a short rest you may take a long-rest move instead.\nLoreborne: Well-Read: advantage on rolls about the history, culture or politics of a notable person or place.",
  "hope1": true,
  "hope2": true,
  "hpMax": "5",
  "stressMax": "6",
  "exp1": "Archive Keeper",
  "expMod1": "+3",
  "exp2": "Reads Dead Languages",
  "expMod2": "+2",
  "card1": "Book of Tyfar",
  "cardText1": "Codex · Level 1 · Recall 2 · Grimoire\nWild Flame: up to three foes in Melee take 2d6 magic and mark a Stress. Magic Hand: a conjured hand works within Far range. Mysterious Mist: Spellcast Roll (13) for thick fog in Very Close range.",
  "card2": "Book of Ava",
  "cardText2": "Codex · Level 1 · Recall 2 · Grimoire\nPower Push: Melee Spellcast Roll, knock the target to Far range for d10+2 magic. Tava's Armor: a Hope gives a touched creature +1 Armor Score until its rest. Ice Spike: Spellcast Roll (12) for a spike in Far range (d6 physical as a weapon).",
  "card3": "Reassurance",
  "cardText3": "Splendor · Level 1 · Recall 0 · Ability\nOnce per rest, after an ally rolls but before the outcome lands, encourage them and they can reroll.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA book they are trying to translate (class item)",
  "description": "Brass and blue glass, ticking softly; a leather apron of pens and a habit of narrating everything.",
  "background": "Made by the observatory's last astronomer to keep its records.\nThey woke in the dark with the archive drowned.\nThe untranslated book is in their maker's private cipher.",
  "connections": "Party: The Lamplight Charter (level 1). A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.\nRoster: Brannoc Hale (Dwarf Seraph); Ysolde Emberlin (Drakona Sorcerer); Dorna Tusk (Orc Warrior); Pell Ninefold (Clank Wizard); Morrow Deepcap (Fungril Ranger).\nBrannoc Hale: Brannoc swore to keep them safe.\nMorrow Deepcap: Morrow's hound keeps chewing their cables.",
  "notes": "Story: A clockwork archivist built to catalogue the observatory, who woke up a century late.\nCreation: Agility -1, Strength +0, Finesse +0, Instinct +1, Presence +1, Knowledge +2. Experiences: Archive Keeper +2, Reads Dead Languages +2. Domain cards: Book of Tyfar (Codex 1), Book of Ava (Codex 1), Reassurance (Splendor 1). Weapons: Wand. Armor: Leather Armor. Potion: Minor Stamina Potion. Class item: a book they are trying to translate.\nPurposeful Design: +1 to Archive Keeper.\nGM choice: every choice made for the sample; Purposeful Design +1 goes to Archive Keeper; party, connections and background answers written for the sample."
 },
 "Morrow Deepcap": {
  "name": "Morrow Deepcap",
  "class": "Ranger",
  "subclass": "Beastbound",
  "level": "1",
  "ancestry": "Fungril",
  "community": "Underborne",
  "domains": "Bone & Sage",
  "pronouns": "he/him",
  "agility": "+2",
  "strength": "+1",
  "finesse": "+0",
  "instinct": "+1",
  "presence": "+0",
  "knowledge": "-1",
  "evasion": "12",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Hold Them Off (3 Hope): after a successful weapon attack, use the same roll against two more adversaries in range.",
  "w1n": "Shortbow",
  "w1t": "Agility, Far",
  "w1d": "d6+3 phy",
  "w1f": "Two-Handed",
  "armorName": "Leather Armor",
  "armorMajor": "6",
  "armorSevere": "13",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Agility.\nRanger's Focus: spend a Hope and attack; on a hit the target becomes your Focus. You always know its direction, your damage makes it mark a Stress, and on a failed attack against it you can end the Focus to reroll the Duality Dice.\nBeastbound: Companion: an animal companion fights at your side (companion sheet: Evasion 10, two Experiences at +2, a d6 Melee attack using your Proficiency, Stress instead of HP) and takes its own level-up option when you level.\nCompanion: Lantern, a pale cave hound (Evasion 10; Experiences Night Eyes +2 and Sniffs Out Danger +2; bite d6 phy, Melee).",
  "heritageFeatures": "Fungril: Fungril Network: Instinct Roll (12) to talk with other fungril at any distance. Death Connection: touching a recent corpse, mark a Stress to draw out one memory tied to a feeling you name.\nUnderborne: Low-Light Living: in dim light or deep shadow, advantage on rolls to hide, search or notice details.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Cave Guide",
  "expMod1": "+2",
  "exp2": "Mushroom Forager",
  "expMod2": "+2",
  "card1": "Deft Maneuvers",
  "cardText1": "Bone · Level 1 · Recall 0 · Ability\nOnce per rest, mark a Stress to dash anywhere within Far range with no roll; attack from Melee right after for +1 to the roll.",
  "card2": "Nature's Tongue",
  "cardText2": "Sage · Level 1 · Recall 0 · Ability\nInstinct Roll (12) to talk with plants and animals for what they know. In natural surroundings, spend a Hope for +2 on a Spellcast Roll.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA trophy from his first kill (class item)",
  "description": "Grey-capped and soft-spoken, glowing faintly in the dark; Lantern is never more than a step away.",
  "background": "A cave wyrm took his mentor; its trail is a line of scorched stone.\nHis first kill was the wyrm's hatchling; he kept a tooth.\nHe will not go back to the sunless lake.",
  "connections": "Party: The Lamplight Charter (level 1). A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.\nRoster: Brannoc Hale (Dwarf Seraph); Ysolde Emberlin (Drakona Sorcerer); Dorna Tusk (Orc Warrior); Pell Ninefold (Clank Wizard); Morrow Deepcap (Fungril Ranger).\nYsolde Emberlin: Friendly rivals at lighting fires underground.\nPell Ninefold: Lantern adores Pell's cables.",
  "notes": "Story: A cave guide from the deep warrens who walks with a pale hound named Lantern.\nCreation: Agility +2, Strength +1, Finesse +0, Instinct +1, Presence +0, Knowledge -1. Experiences: Cave Guide +2, Mushroom Forager +2. Domain cards: Deft Maneuvers (Bone 1), Nature's Tongue (Sage 1). Weapons: Shortbow. Armor: Leather Armor. Potion: Minor Health Potion. Class item: a trophy from his first kill.\nGM choice: every choice made for the sample; the companion's animal and Experiences; party, connections and background answers written for the sample."
 },
 "Hallam Stroud": {
  "name": "Hallam Stroud",
  "class": "Guardian",
  "subclass": "Vengeance",
  "level": "1",
  "ancestry": "Giant",
  "community": "Seaborne",
  "domains": "Valor & Blade",
  "pronouns": "he/him",
  "agility": "+0",
  "strength": "+2",
  "finesse": "-1",
  "instinct": "+1",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "8",
  "armorScore": "4",
  "proficiency": "1",
  "hopeFeature": "Frontline Tank (3 Hope): clear 2 Armor Slots.",
  "w1n": "Battleaxe",
  "w1t": "Strength, Melee",
  "w1d": "d10+3 phy",
  "w1f": "Two-Handed",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "classFeatures": "No Spellcast trait (Vengeance).\nUnstoppable: once per long rest, gain an Unstoppable Die (d4, d6 from level 5) starting at 1 and rising each time your damage makes a target mark HP; while it lasts, physical damage drops a threshold, you add its value to damage, and you can't be Restrained or Vulnerable.\nVengeance: At Ease: one more Stress slot (counted in the track). Revenge: when a foe within Melee range hits you, mark 2 Stress to make it mark a Hit Point.",
  "heritageFeatures": "Giant: Endurance: one more Hit Point slot (counted in the track). Reach: anything of yours with Melee range reaches Very Close instead.\nSeaborne: Know the Tide: each roll with Fear gives you a token (hold up to your level); spend tokens for +1 each on an action roll; they clear at session end.",
  "hope1": true,
  "hope2": true,
  "hpMax": "8",
  "stressMax": "7",
  "exp1": "Dockhand",
  "expMod1": "+2",
  "exp2": "Never Forgets a Face",
  "expMod2": "+2",
  "card1": "Forceful Push",
  "cardText1": "Valor · Level 1 · Recall 0 · Ability\nAttack with your primary weapon in Melee; a hit deals damage and knocks the target to Close range (add a d6 on a hit with Hope). Spend a Hope to make it Vulnerable.",
  "card2": "Not Good Enough",
  "cardText2": "Blade · Level 1 · Recall 1 · Ability\nReroll any 1s and 2s on your damage dice.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA secret key (class item)",
  "description": "Enormous, salt-bleached hair, net scars on both arms; carries his brother's anchor on a chain.",
  "background": "His brother captained the first ship lost on the new reef.\nThe key was in his brother's pocket, and fits nothing yet.\nHis mentor was the harbor master, who has been oddly quiet.",
  "connections": "Party: The Wreckwatch (level 1). In a fog-bound harbor town, ships keep running onto a reef that wasn't there last season. Hallam lost his brother in the first wreck; the others have their own reasons to find whoever is luring the ships in.\nRoster: Hallam Stroud (Giant Guardian); Silke Varro (Katari Rogue); Pim Lilywort (Ribbet Bard); Tamsk Oldshell (Galapa Druid).\nSilke Varro: She owes him a life, and he has never asked her to repay it.\nPim Lilywort: Pim talks; Hallam lets him.",
  "notes": "Story: A dockhand who has sworn to find whoever moved the reef that drowned his brother.\nCreation: Agility +0, Strength +2, Finesse -1, Instinct +1, Presence +1, Knowledge +0. Experiences: Dockhand +2, Never Forgets a Face +2. Domain cards: Forceful Push (Valor 1), Not Good Enough (Blade 1). Weapons: Battleaxe. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a secret key.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Silke Varro": {
  "name": "Silke Varro",
  "class": "Rogue",
  "subclass": "Nightwalker",
  "level": "1",
  "ancestry": "Katari",
  "community": "Underborne",
  "domains": "Midnight & Grace",
  "pronouns": "she/her",
  "agility": "+2",
  "strength": "-1",
  "finesse": "+1",
  "instinct": "+0",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "13",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Rogue's Dodge (3 Hope): +2 Evasion until an attack hits you or your next rest.",
  "w1n": "Dagger",
  "w1t": "Finesse, Melee",
  "w1d": "d8+1 phy",
  "w1f": "One-Handed",
  "w2n": "Hand Crossbow",
  "w2t": "Finesse, Far",
  "w2d": "d6+1 phy",
  "w2f": "One-Handed",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Finesse.\nCloaked: whenever you would be Hidden you are Cloaked, staying unseen while still until you attack or end a move in sight. Sneak Attack: a hit while Cloaked, or with an ally in Melee of the target, adds d6s equal to your tier.\nNightwalker: Shadow Stepper: when you move into darkness or a shadow, mark a Stress to vanish and reappear in another shadow within Far range, arriving Cloaked.",
  "heritageFeatures": "Katari: Feline Instincts: on an Agility Roll, 2 Hope rerolls your Hope Die. Retracting Claws: Agility Roll to scratch a target in Melee; on a hit it is temporarily Vulnerable.\nUnderborne: Low-Light Living: in dim light or deep shadow, advantage on rolls to hide, search or notice details.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Smuggler",
  "expMod1": "+2",
  "exp2": "Rooftop Runner",
  "expMod2": "+2",
  "card1": "Uncanny Disguise",
  "cardText1": "Midnight · Level 1 · Recall 0 · Spell\nWith a few minutes' prep, mark a Stress to look like any humanoid you picture; advantage on Presence Rolls to pass. Tokens equal to your Spellcast trait set how many actions it lasts.",
  "card2": "Rain of Blades",
  "cardText2": "Midnight · Level 1 · Recall 1 · Spell\nSpend a Hope and make a Spellcast Roll: blades hit everyone within Very Close range for d8+2 magic damage with your Proficiency (+1d8 if Vulnerable).",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA grappling hook (class item)",
  "description": "Sleek black fur with a notched ear, dark oilskins and a hook coiled at her hip.",
  "background": "She grew up in the smugglers' tunnels and has never paid a harbor toll.\nShe ran the cargo the first wreck was carrying.\nShe is afraid the wreckers are her old crew.",
  "connections": "Party: The Wreckwatch (level 1). In a fog-bound harbor town, ships keep running onto a reef that wasn't there last season. Hallam lost his brother in the first wreck; the others have their own reasons to find whoever is luring the ships in.\nRoster: Hallam Stroud (Giant Guardian); Silke Varro (Katari Rogue); Pim Lilywort (Ribbet Bard); Tamsk Oldshell (Galapa Druid).\nHallam Stroud: He once pulled her out of the harbor.\nTamsk Oldshell: Tamsk can see her in the dark, which unsettles her.",
  "notes": "Story: A smuggler from the tunnels under the harbor who knows exactly who profits from the wrecks.\nCreation: Agility +2, Strength -1, Finesse +1, Instinct +0, Presence +1, Knowledge +0. Experiences: Smuggler +2, Rooftop Runner +2. Domain cards: Uncanny Disguise (Midnight 1), Rain of Blades (Midnight 1). Weapons: Dagger, Hand Crossbow. Armor: Gambeson Armor. Potion: Minor Stamina Potion. Class item: a grappling hook.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Pim Lilywort": {
  "name": "Pim Lilywort",
  "class": "Bard",
  "subclass": "Wordsmith",
  "level": "1",
  "ancestry": "Ribbet",
  "community": "Seaborne",
  "domains": "Grace & Codex",
  "pronouns": "he/him",
  "agility": "+0",
  "strength": "-1",
  "finesse": "+1",
  "instinct": "+0",
  "presence": "+2",
  "knowledge": "+1",
  "evasion": "10",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Make a Scene (3 Hope): Distract a target within Close range; its Difficulty drops by 2.",
  "w1n": "Scepter",
  "w1t": "Presence, Far",
  "w1d": "d6 mag",
  "w1f": "Two-Handed; Versatile: or Presence, Melee, d8",
  "armorName": "Leather Armor",
  "armorMajor": "6",
  "armorSevere": "13",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Presence.\nRally: once a session, give yourself and every ally a Rally Die (d6, d8 from level 5) to add to an action, reaction or damage roll, or to clear that much Stress; unspent dice go at session end.\nWordsmith: Rousing Speech: once per long rest, a stirring speech clears 2 Stress for every ally within Far range. Heart of a Poet: after a roll to impress, persuade or offend, spend a Hope to add a d4.",
  "heritageFeatures": "Ribbet: Amphibious: breathe and move freely underwater. Long Tongue: it grabs things up to Close range away; mark a Stress to lash it as a Finesse Close weapon, d12 physical using your Proficiency.\nSeaborne: Know the Tide: each roll with Fear gives you a token (hold up to your level); spend tokens for +1 each on an action roll; they clear at session end.",
  "hope1": true,
  "hope2": true,
  "hpMax": "5",
  "stressMax": "6",
  "exp1": "Harbor Storyteller",
  "expMod1": "+2",
  "exp2": "Haggler",
  "expMod2": "+2",
  "card1": "Enrapture",
  "cardText1": "Grace · Level 1 · Recall 0 · Spell\nSpellcast Roll at a target within Close range: it is Enraptured, fixed on you alone. Once per rest on a hit, mark a Stress to make it mark one too.",
  "card2": "Book of Illiat",
  "cardText2": "Codex · Level 1 · Recall 2 · Grimoire\nSlumber: a target in Very Close range falls Asleep until hurt. Arcane Barrage: once per rest, spend Hope for that many d6 of magic damage in Close range. Telepathy: a Hope opens a mind link with someone you see.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA romance novel (class item)",
  "description": "Green and gold, a captain's coat three sizes too big and a voice that carries over surf.",
  "background": "His grandmother taught him that a good story outlives the storm.\nHe loved a lighthouse keeper who left without a word.\nHe idolizes the singer who first rhymed \"reef\" with \"grief\".",
  "connections": "Party: The Wreckwatch (level 1). In a fog-bound harbor town, ships keep running onto a reef that wasn't there last season. Hallam lost his brother in the first wreck; the others have their own reasons to find whoever is luring the ships in.\nRoster: Hallam Stroud (Giant Guardian); Silke Varro (Katari Rogue); Pim Lilywort (Ribbet Bard); Tamsk Oldshell (Galapa Druid).\nHallam Stroud: Pim is writing Hallam's brother's ballad.\nSilke Varro: Pim knows she smuggles and thinks it's romantic.",
  "notes": "Story: A harbor storyteller who turns every wreck into a ballad and wants this one to have a better ending.\nCreation: Agility +0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1. Experiences: Harbor Storyteller +2, Haggler +2. Domain cards: Enrapture (Grace 1), Book of Illiat (Codex 1). Weapons: Scepter. Armor: Leather Armor. Potion: Minor Stamina Potion. Class item: a romance novel.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Tamsk Oldshell": {
  "name": "Tamsk Oldshell",
  "class": "Druid",
  "subclass": "Warden of the Elements",
  "level": "1",
  "ancestry": "Galapa",
  "community": "Wildborne",
  "domains": "Sage & Arcana",
  "pronouns": "she/her",
  "agility": "+0",
  "strength": "+1",
  "finesse": "-1",
  "instinct": "+2",
  "presence": "+0",
  "knowledge": "+1",
  "evasion": "10",
  "armorScore": "3",
  "proficiency": "1",
  "hopeFeature": "Evolution (3 Hope): take a Beastform without marking Stress, and raise one trait by +1 while in it.",
  "w1n": "Quarterstaff",
  "w1t": "Instinct, Melee",
  "w1d": "d10+3 phy",
  "w1f": "Two-Handed",
  "armorName": "Leather Armor",
  "armorMajor": "6",
  "armorSevere": "13",
  "armorBase": "3",
  "threshBonus": "1",
  "classFeatures": "Spellcast trait: Instinct.\nBeastform: mark a Stress to become a creature of your tier or lower; no weapons or domain spells while changed, but you gain its features, Evasion bonus and attack trait. Wildtouch: small, harmless nature tricks at will.\nWarden of the Elements: Elemental Incarnation: mark a Stress to Channel an element until you take Severe damage or rest: Fire (Melee attackers take 1d10 magic), Earth (Proficiency added to thresholds), Water (your Melee hits make nearby foes mark Stress) or Air (hover; advantage on Agility Rolls).",
  "heritageFeatures": "Galapa: Shell: your Proficiency is added to your damage thresholds (in the Bonus box). Retract: mark a Stress to withdraw into your shell: resistance to physical damage, but disadvantage on action rolls and no moving.\nWildborne: Lightfoot: you move silently, with advantage on rolls to go unheard.",
  "hope1": true,
  "hope2": true,
  "hpMax": "6",
  "stressMax": "6",
  "exp1": "Marsh Warden",
  "expMod1": "+2",
  "exp2": "Slow and Sure",
  "expMod2": "+2",
  "card1": "Vicious Entangle",
  "cardText1": "Sage · Level 1 · Recall 1 · Spell\nSpellcast Roll at a foe in Far range: 1d8+1 physical damage and it is Restrained; spend a Hope to Restrain another foe Very Close to it.",
  "card2": "Wall Walk",
  "cardText2": "Arcana · Level 1 · Recall 1 · Spell\nSpend a Hope: a creature you touch climbs walls and ceilings like level ground for the scene.",
  "handfuls": "1",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA small bag of rocks and bones (class item)",
  "description": "Old, unhurried and barnacled, with a shell carved in tide-charts and eyes that see well in murk.",
  "background": "The marsh raised her; she has no other community.\nShe keeps a stone from every shore she has warded.\nShe fears the reef is alive.",
  "connections": "Party: The Wreckwatch (level 1). In a fog-bound harbor town, ships keep running onto a reef that wasn't there last season. Hallam lost his brother in the first wreck; the others have their own reasons to find whoever is luring the ships in.\nRoster: Hallam Stroud (Giant Guardian); Silke Varro (Katari Rogue); Pim Lilywort (Ribbet Bard); Tamsk Oldshell (Galapa Druid).\nSilke Varro: Tamsk sees her in the dark.\nPim Lilywort: He is the only one who listens to her whole stories.",
  "notes": "Story: A marsh warden who felt the reef rise through the water and knows it is no natural stone.\nCreation: Agility +0, Strength +1, Finesse -1, Instinct +2, Presence +0, Knowledge +1. Experiences: Marsh Warden +2, Slow and Sure +2. Domain cards: Vicious Entangle (Sage 1), Wall Walk (Arcana 1). Weapons: Quarterstaff. Armor: Leather Armor. Potion: Minor Health Potion. Class item: a small bag of rocks and bones.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Cassia Vell": {
  "name": "Cassia Vell",
  "class": "Seraph",
  "subclass": "Winged Sentinel",
  "level": "3",
  "ancestry": "Infernis",
  "community": "Orderborne",
  "domains": "Splendor & Valor",
  "pronouns": "she/her",
  "agility": "+1",
  "strength": "+2",
  "finesse": "+0",
  "instinct": "+2",
  "presence": "+1",
  "knowledge": "-1",
  "evasion": "9",
  "armorScore": "5",
  "proficiency": "2",
  "hopeFeature": "Life Support (3 Hope): an ally within Close range clears a Hit Point.",
  "w1n": "Hallowed Axe",
  "w1t": "Strength, Melee",
  "w1d": "d8+1 mag",
  "w1f": "One-Handed",
  "w2n": "Round Shield",
  "w2t": "Strength, Melee",
  "w2d": "d4 phy",
  "w2f": "One-Handed; Protective: +1 Armor Score",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "classFeatures": "Spellcast trait: Strength.\nPrayer Dice: each session, roll d4s equal to your Spellcast trait; spend them for yourself or an ally within Far range to cut damage, add to a roll after it is made, or gain that much Hope. Unspent dice go at session end.\nWinged Sentinel: Wings of Light: you can fly. In the air, mark a Stress to carry a willing creature your size or smaller, or spend a Hope for an extra 1d8 damage on a hit.",
  "heritageFeatures": "Infernis: Fearless: when you roll with Fear, mark 2 Stress to turn it into a roll with Hope. Dread Visage: advantage on rolls to intimidate hostile creatures.\nOrderborne: Dedicated: three sayings from your upbringing (below); once per rest, when you act on one, roll a d20 as your Hope Die.\nSayings: Light is a duty, not a gift. Stand where others can see you. Ask once, then act.",
  "hope1": true,
  "hope2": true,
  "hpMax": "8",
  "stressMax": "7",
  "exp1": "Temple Sentinel",
  "expMod1": "+2",
  "exp2": "Stares Down Anyone",
  "expMod2": "+2",
  "exp3": "Beacon Keeper",
  "expMod3": "+2",
  "card1": "I Am Your Shield",
  "cardText1": "Valor · Level 1 · Recall 1 · Ability\nIf an ally within Very Close range is about to be hurt, mark a Stress to become the target instead; mark as many Armor Slots against it as you like.",
  "card2": "Bolt Beacon",
  "cardText2": "Splendor · Level 1 · Recall 1 · Spell\nSpellcast Roll at a target within Far range; on a hit, spend a Hope for d8+2 magic damage with your Proficiency, and it glows and is Vulnerable.",
  "card3": "Healing Hands",
  "cardText3": "Splendor · Level 2 · Recall 1 · Spell\nSpellcast Roll (13) on someone else in Melee range: mark a Stress so they clear 2 Hit Points or 2 Stress (1 on a failure). Once per target per long rest.",
  "card4": "Critical Inspiration",
  "cardText4": "Valor · Level 3 · Recall 1 · Ability\nOnce per rest, when you crit on an attack, every ally within Very Close range clears a Stress or gains a Hope.",
  "handfuls": "4",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA bundle of offerings (class item)",
  "description": "Ash-grey skin, small horns wrapped in gold thread; her wings of light leave a smell of hot iron.",
  "background": "Her order keeps the old beacons; this pass was abandoned before she was born.\nPeople see her horns before her halo.\nShe is afraid the fires are being lit by one of her own order.",
  "connections": "Party: The Ember Watch (level 3). Two milestones in: wardens of a mountain pass where something keeps lighting the old beacon towers. They have cleared two towers and picked up a little tier-2 gear on the way.\nRoster: Cassia Vell (Infernis Seraph); Linnet Ashgrove (Faun Sorcerer); Rook Talverin (Simiah Warrior); Tilda Brannigan (Halfling Wizard).\nRook Talverin: She has flown him to the top of two towers.\nLinnet Ashgrove: Linnet makes her laugh in the worst moments.",
  "notes": "Story: A temple sentinel on wings of light, sent to relight the pass's beacons the right way.\nCreation: Agility +0, Strength +2, Finesse +0, Instinct +1, Presence +1, Knowledge -1. Experiences: Temple Sentinel +2, Stares Down Anyone +2. Domain cards: I Am Your Shield (Valor 1), Bolt Beacon (Splendor 1). Weapons: Hallowed Axe, Round Shield. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a bundle of offerings.\nLevel 2: Proficiency 2 and new Experience Beacon Keeper +2 (tier 2). Advancements: +1 Hit Point slot; +1 Evasion. Domain card: Healing Hands (Splendor 2).\nLevel 3: Advancements: +1 Agility and +1 Instinct; +1 Stress slot. Domain card: Critical Inspiration (Valor 3).\nGM choice: every choice made for the sample; party, connections and background answers written for the sample."
 },
 "Linnet Ashgrove": {
  "name": "Linnet Ashgrove",
  "class": "Sorcerer",
  "subclass": "Primal Origin",
  "level": "3",
  "ancestry": "Faun",
  "community": "Slyborne",
  "domains": "Arcana & Midnight",
  "pronouns": "they/them",
  "agility": "+0",
  "strength": "-1",
  "finesse": "+1",
  "instinct": "+2",
  "presence": "+1",
  "knowledge": "+0",
  "evasion": "11",
  "armorScore": "3",
  "proficiency": "2",
  "hopeFeature": "Volatile Magic (3 Hope): on a magic-damage attack, reroll as many of your damage dice as you like.",
  "w1n": "Improved Dualstaff",
  "w1t": "Instinct, Far",
  "w1d": "d6+6 mag",
  "w1f": "Two-Handed",
  "armorName": "Gambeson Armor (Flexible: +1 Evasion)",
  "armorMajor": "5",
  "armorSevere": "11",
  "armorBase": "3",
  "classFeatures": "Spellcast trait: Instinct.\nArcane Sense: you feel magical people and objects within Close range. Minor Illusion: Spellcast Roll (10) for a small visual illusion within Close range. Channel Raw Power: once per long rest, vault a loadout card for Hope equal to its level, or add twice its level to a damage spell.\nPrimal Origin: Manipulate Magic: after you cast a spell or attack with a magic weapon, mark a Stress to extend its range a step, add +2 to the roll, double one damage die, or hit another target in range.",
  "heritageFeatures": "Faun: Caprine Leap: leap anywhere within Close range as ordinary movement. Kick: after a Melee hit, mark a Stress for an extra 2d6 damage and push you or the target to Very Close range.\nSlyborne: Scoundrel: advantage on rolls to deal with criminals, spot a lie or find a safe place to hide.",
  "hope1": true,
  "hope2": true,
  "hpMax": "7",
  "stressMax": "7",
  "exp1": "Card Sharp",
  "expMod1": "+3",
  "exp2": "Runs Before the Trouble",
  "expMod2": "+2",
  "exp3": "Pass Smuggler",
  "expMod3": "+3",
  "card1": "Rune Ward",
  "cardText1": "Arcana · Level 1 · Recall 0 · Spell\nA treasured trinket holds a ward; its holder spends a Hope to cut incoming damage by 1d8. A Ward Die of 8 uses it up until your next rest.",
  "card2": "Uncanny Disguise",
  "cardText2": "Midnight · Level 1 · Recall 0 · Spell\nWith a few minutes' prep, mark a Stress to look like any humanoid you picture; advantage on Presence Rolls to pass. Tokens equal to your Spellcast trait set how many actions it lasts.",
  "card3": "Shadowbind",
  "cardText3": "Midnight · Level 2 · Recall 0 · Spell\nSpellcast Roll against every adversary within Very Close range; those you beat are temporarily Restrained by their own shadows.",
  "card4": "Floating Eye",
  "cardText4": "Arcana · Level 2 · Recall 0 · Spell\nSpend a Hope to make a small orb you move anywhere within Very Far range and see through; damage or leaving range ends it.",
  "card5": "Veil of Night",
  "cardText5": "Midnight · Level 3 · Recall 1 · Spell\nSpellcast Roll (13) for a wall of darkness between two points in Far range that only you see through; you are Hidden behind it and attack through it with advantage.",
  "handfuls": "4",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA whispering orb (class item)\nDualstaff (spare, replaced by the Improved Dualstaff)",
  "description": "Curling horns, a patched waistcoat and a deck of cards that shuffles itself.",
  "background": "Raised by a gang of card cheats in the pass towns.\nThe orb whispers the next card; it has never been wrong.\nThey joined the Watch to pay off a gambling debt to the tower lord.",
  "connections": "Party: The Ember Watch (level 3). Two milestones in: wardens of a mountain pass where something keeps lighting the old beacon towers. They have cleared two towers and picked up a little tier-2 gear on the way.\nRoster: Cassia Vell (Infernis Seraph); Linnet Ashgrove (Faun Sorcerer); Rook Talverin (Simiah Warrior); Tilda Brannigan (Halfling Wizard).\nCassia Vell: They make her laugh.\nTilda Brannigan: Tilda keeps the score and accuses them of cheating.",
  "notes": "Story: A card sharp from the pass towns whose magic answers like a dog to a whistle.\nCreation: Agility +0, Strength -1, Finesse +1, Instinct +2, Presence +1, Knowledge +0. Experiences: Card Sharp +2, Runs Before the Trouble +2. Domain cards: Rune Ward (Arcana 1), Uncanny Disguise (Midnight 1). Weapons: Dualstaff. Armor: Gambeson Armor. Potion: Minor Stamina Potion. Class item: a whispering orb.\nLevel 2: Proficiency 2 and new Experience Pass Smuggler +2 (tier 2). Advancements: +1 Stress slot; +1 Hit Point slot. Domain card: Shadowbind (Midnight 2).\nLevel 3: Advancements: +1 to Experiences Card Sharp and Pass Smuggler; extra domain card Floating Eye (Arcana 2). Domain card: Veil of Night (Midnight 3).\nLoot: Improved Dualstaff (tier 2) replaces the Dualstaff.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample; the tier-2 loot and the 4 handfuls of gold."
 },
 "Rook Talverin": {
  "name": "Rook Talverin",
  "class": "Warrior",
  "subclass": "Call of the Slayer",
  "level": "3",
  "ancestry": "Simiah",
  "community": "Highborne",
  "domains": "Blade & Bone",
  "pronouns": "he/him",
  "agility": "+3",
  "strength": "+2",
  "finesse": "+0",
  "instinct": "+1",
  "presence": "-1",
  "knowledge": "+0",
  "evasion": "12",
  "armorScore": "4",
  "proficiency": "2",
  "hopeFeature": "No Mercy (3 Hope): your attack rolls get +1 until you next rest.",
  "w1n": "Improved Longsword",
  "w1t": "Agility, Melee",
  "w1d": "d10+6 phy",
  "w1f": "Two-Handed",
  "armorName": "Chainmail Armor (Heavy: -1 Evasion)",
  "armorMajor": "7",
  "armorSevere": "15",
  "armorBase": "4",
  "classFeatures": "No Spellcast trait (Call of the Slayer).\nAttack of Opportunity: when a foe tries to leave your Melee range, make a reaction roll; on a success pin it, hit it for your primary weapon damage, or move with it (two on a critical). Combat Training: ignore burden; add your level to physical damage.\nCall of the Slayer: Slayer: on a roll with Hope you may bank a d6 Slayer Die instead of the Hope (hold up to your Proficiency); add them to attack or damage rolls; unspent dice turn into Hope at session end.",
  "heritageFeatures": "Simiah: Natural Climber: advantage on Agility Rolls to balance and climb. Nimble: +1 Evasion (counted).\nHighborne: Privilege: advantage when dealing with nobles, haggling over prices or trading on your reputation.",
  "hope1": true,
  "hope2": true,
  "hpMax": "7",
  "stressMax": "7",
  "exp1": "Duelist",
  "expMod1": "+2",
  "exp2": "Highborne Manners",
  "expMod2": "+2",
  "exp3": "Tower Climber",
  "expMod3": "+2",
  "card1": "Not Good Enough",
  "cardText1": "Blade · Level 1 · Recall 1 · Ability\nReroll any 1s and 2s on your damage dice.",
  "card2": "Deft Maneuvers",
  "cardText2": "Bone · Level 1 · Recall 0 · Ability\nOnce per rest, mark a Stress to dash anywhere within Far range with no roll; attack from Melee right after for +1 to the roll.",
  "card3": "Reckless",
  "cardText3": "Blade · Level 2 · Recall 1 · Ability\nMark a Stress for advantage on an attack.",
  "card4": "Scramble",
  "cardText4": "Blade · Level 3 · Recall 1 · Ability\nOnce per rest, when a creature in Melee would damage you, dodge it and slip safely out of Melee range.",
  "handfuls": "4",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Health Potion (clear 1d4 Hit Points)\nA sharpening stone (class item)\nLongsword (spare, replaced by the Improved Longsword)",
  "description": "Long-armed and immaculate, a duelling scar across the muzzle and a family crest picked off his coat.",
  "background": "His family cut him off for losing a duel he should have won.\nHe keeps the sharpening stone his old master gave him.\nHe wants a beast big enough to win his name back.",
  "connections": "Party: The Ember Watch (level 3). Two milestones in: wardens of a mountain pass where something keeps lighting the old beacon towers. They have cleared two towers and picked up a little tier-2 gear on the way.\nRoster: Cassia Vell (Infernis Seraph); Linnet Ashgrove (Faun Sorcerer); Rook Talverin (Simiah Warrior); Tilda Brannigan (Halfling Wizard).\nCassia Vell: She flies him up the towers.\nTilda Brannigan: She drew him a map of every tower; he lost two.",
  "notes": "Story: A disinherited duelist who climbs the beacon towers bare-handed to reach whatever waits at the top.\nCreation: Agility +2, Strength +1, Finesse +0, Instinct +1, Presence -1, Knowledge +0. Experiences: Duelist +2, Highborne Manners +2. Domain cards: Not Good Enough (Blade 1), Deft Maneuvers (Bone 1). Weapons: Longsword. Armor: Chainmail Armor. Potion: Minor Health Potion. Class item: a sharpening stone.\nLevel 2: Proficiency 2 and new Experience Tower Climber +2 (tier 2). Advancements: +1 Agility and +1 Strength; +1 Hit Point slot. Domain card: Reckless (Blade 2).\nLevel 3: Advancements: +1 Evasion; +1 Stress slot. Domain card: Scramble (Blade 3).\nLoot: Improved Longsword (tier 2) replaces the Longsword.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample; the tier-2 loot and the 4 handfuls of gold."
 },
 "Tilda Brannigan": {
  "name": "Tilda Brannigan",
  "class": "Wizard",
  "subclass": "School of War",
  "level": "3",
  "ancestry": "Halfling",
  "community": "Loreborne",
  "domains": "Codex & Splendor",
  "pronouns": "she/her",
  "agility": "-1",
  "strength": "+0",
  "finesse": "+0",
  "instinct": "+2",
  "presence": "+1",
  "knowledge": "+3",
  "evasion": "11",
  "armorScore": "4",
  "proficiency": "2",
  "hopeFeature": "Not This Time (3 Hope): make an adversary within Far range reroll an attack or damage roll.",
  "w1n": "Greatstaff",
  "w1t": "Knowledge, Very Far",
  "w1d": "d6 mag",
  "w1f": "Two-Handed; Powerful: roll an extra damage die, drop the lowest",
  "armorName": "Improved Leather Armor",
  "armorMajor": "9",
  "armorSevere": "20",
  "armorBase": "4",
  "classFeatures": "Spellcast trait: Knowledge.\nPrestidigitation: small, harmless magic at will. Strange Patterns: pick a number from 1 to 12; when a Duality Die shows it, you gain a Hope or clear a Stress (pick again on a long rest). Yours: 4.\nSchool of War: Battlemage: one more Hit Point slot (counted in the track). Face Your Fear: succeeding with Fear on an attack adds 1d10 magic damage.",
  "heritageFeatures": "Halfling: Luckbringer: each session begins with every party member gaining a Hope. Internal Compass: reroll a 1 on your Hope Die.\nLoreborne: Well-Read: advantage on rolls about the history, culture or politics of a notable person or place.",
  "hope1": true,
  "hope2": true,
  "hpMax": "7",
  "stressMax": "7",
  "exp1": "War College Graduate",
  "expMod1": "+2",
  "exp2": "Maps and Ledgers",
  "expMod2": "+2",
  "exp3": "Siege Engineer",
  "expMod3": "+2",
  "card1": "Book of Tyfar",
  "cardText1": "Codex · Level 1 · Recall 2 · Grimoire\nWild Flame: up to three foes in Melee take 2d6 magic and mark a Stress. Magic Hand: a conjured hand works within Far range. Mysterious Mist: Spellcast Roll (13) for thick fog in Very Close range.",
  "card2": "Bolt Beacon",
  "cardText2": "Splendor · Level 1 · Recall 1 · Spell\nSpellcast Roll at a target within Far range; on a hit, spend a Hope for d8+2 magic damage with your Proficiency, and it glows and is Vulnerable.",
  "card3": "Book of Sitil",
  "cardText3": "Codex · Level 2 · Recall 2 · Grimoire\nAdjust Appearance: change your looks and clothes. Parallela: 2 Hope so a creature's next attack can also hit a second target. Illusion: Spellcast Roll (14) for an illusion that holds while you watch it.",
  "card4": "Final Words",
  "cardText4": "Splendor · Level 2 · Recall 1 · Spell\nSpellcast Roll (13) to wake a corpse briefly: three truthful answers on a hit with Hope, one with Fear; then it crumbles to dust.",
  "card5": "Book of Norai",
  "cardText5": "Codex · Level 3 · Recall 2 · Grimoire\nMystic Tether: a target in Far range is Restrained (grounded if flying) and marks a Stress. Fireball: a target in Very Far range and all near it make a Reaction Roll (13) or take d20+5 magic (half on a success).",
  "handfuls": "4",
  "inventory": "Torch, 50 feet of rope, basic supplies\nMinor Stamina Potion (clear 1d4 Stress)\nA tiny, harmless elemental pet (class item)",
  "description": "Small, sunburnt and ink-fingered, goggles on her head and a fire mote named Spark in her pocket.",
  "background": "The war college sent her to report on the pass; she stopped sending reports.\nSpark followed her home from a forge.\nShe suspects the beacons were built to signal an invasion.",
  "connections": "Party: The Ember Watch (level 3). Two milestones in: wardens of a mountain pass where something keeps lighting the old beacon towers. They have cleared two towers and picked up a little tier-2 gear on the way.\nRoster: Cassia Vell (Infernis Seraph); Linnet Ashgrove (Faun Sorcerer); Rook Talverin (Simiah Warrior); Tilda Brannigan (Halfling Wizard).\nRook Talverin: He lost two of her maps.\nLinnet Ashgrove: She keeps score at cards and suspects Linnet cheats.",
  "notes": "Story: A war-college engineer who studies the beacons as siege machines and is not sure she likes the answer.\nCreation: Agility -1, Strength +0, Finesse +0, Instinct +1, Presence +1, Knowledge +2. Experiences: War College Graduate +2, Maps and Ledgers +2. Domain cards: Book of Tyfar (Codex 1), Bolt Beacon (Splendor 1). Weapons: Greatstaff. Armor: Leather Armor. Potion: Minor Stamina Potion. Class item: a tiny, harmless elemental pet.\nLevel 2: Proficiency 2 and new Experience Siege Engineer +2 (tier 2). Advancements: +1 Hit Point slot; +1 Stress slot. Domain card: Book of Sitil (Codex 2).\nLevel 3: Advancements: +1 Instinct and +1 Knowledge; extra domain card Final Words (Splendor 2). Domain card: Book of Norai (Codex 3).\nLoot: Improved Leather Armor (tier 2) replaces the Leather Armor.\nGM choice: every choice made for the sample; party, connections and background answers written for the sample; the tier-2 loot and the 4 handfuls of gold."
 }
}
