Back to Character Creation
Back to Character Playbooks

The Bravo
Bravos are characters that approach life as a challenge to be knocked over. They may be fighters, thieves, or lawmen. They may be philosophers or poets. In any case, they tend to act first and write songs about it later.

Prime Stat
O Brawn. Add 1 to Resilience.
O Charm. Gain the Social Armor talent for free.
O Psyche. Add 1 to Luck.
O Smarts. Add a new Professional Focus at Trained or improve one to Mastered.
O Wyrd. Choose one talent from the Path of Craft for free.

Basic Bravo Talent
I hit it! - Any time you approach a problem directly, relying on sheer force of body, intellect, personality, or will, you can apply your prime stat regardless of the nature of the action.

Bravo Talents
O Bold Solutions - Whenever you make a General Check to solve a problem opposed by someone else, you gain Advantage. As a free option on success, make them look foolish.
O Brutal Assault - In physical combat, you can make a furious attack at the cost of your own safety. Before a combat check, declare a Brutal Assault. You deal +1 Wound with your attack, but your opponent does the same. What’s more, you cannot take the Avoid Harm or Trade Harm for Effect options.
O Demolitions Expert - It takes you half as long to demolish something. As a free option on success, make it twice as loud.
O Direct Attack - On your first attack in a social combat encounter, deal 2 Trauma instead of 1.
O Easy Fix - You have a knack for getting broken machines and tools to work with... tactile persuasion. Take 30 seconds to fix a broken object with a General Check using your prime stat. You can’t retry if you fail. For complex machines, you suffer Disadvantage.
O Force and Tact - No matter how you speak to someone, they never seem to take offense. As a free option on success, leave them with the impression you’ve done them a favor.
O Guileless Charm - Whenever you make an earnest appeal to someone to do something that doesn’t cost them anything, gain Advantage. As a free option on success, leave them with a favorable impression of you.
O Harmful Spells - Any time you cast a spell that deals damage:
   • The Half-Effect option reduces your damage by one-quarter instead of half (with a minimum reduction of 1).
   • The first level of the Power Form increases your damage by 2.5 instead of 2. (2.5x, 5x, 10x, etc.)
O Looks like a Weapon - When you use an improvised melee weapon, treat it as one proper weapon it resembles: for example, a chain as a flail or a broken bottle as a knife. It gains the damage and properties of the chosen weapon, but breaks or becomes useless the first time you fail a combat check.
O Only a Flesh Wound - Once per combat encounter, reduce the severity of one wound by 1 Level. This does not count as Armor for purposes of Armor Piercing.

Character Advancement
O Improve Your Prime Stat by 1, to a maximum of +2.
O Improve Your Brawn by 1, to a maximum of +2.
O Improve Your Psyche by 1, to a maximum of +2.
O Improve any one Stat by 1, to a maximum of +2.
O Add a Physical Focus of your choice at the Trained level.
O Add a Focus related to your vocation at the Trained level or increase one to Mastered.
O Add any Focus of your choice at the Trained level.
O Gain a Magical Weapon of your choice. You define its abilities, but the GM and other players must approve.
O Gain Magical Armor or other Protective Gear of your choice. You define its abilities, but the GM and other players must approve.
O Gain a Magical Tool of your choice. You define its abilities, but the GM and other players must approve.
O Gain a new Talent of your choice from this playbook or the general list.
O Gain a new Talent of your choice from this playbook or the general list.
O Steal a new Talent of your choice from a different playbook.

Advanced Raises
[ ] Improve Your Prime Stat by 1, to a max of +3.
[ ] Improve another Stat by 1, to a maximum of +2.
[ ] Improve any Focus of your choice to Trained or from Trained to Mastered.
[ ] Gain a new Talent of your choice from the regular or advanced talent lists.
[ ] Gain an Artifact Weapon of your choice. You define its abilities, but the GM and other players must approve.
[ ] Gain Artifact Armor or other Protective Gear of your choice. You define its abilities, but the GM and other players must approve.
[ ] Gain an Artifact Tool of your choice. You define its abilities, but the GM and other players must approve.
[ ] Change your character to a new playbook.
[ ] Create an additional character as an alternative protagonist.
[ ] Retire your character to a life of safety and/or fun.