Athletes are physically-focused characters that excel at physical exertion and achievement. Those who pursue excellence in martial arts are athletes, but not all athletes are martial artists. Sports stars, swashbucklers, soldiers, superheroes, supernatural champions, improvisational fighters, knights, rage warriors, and expert animal handlers can all be made using this class.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.
Athletic Training
For standard characters, choose four abilities off the following list. This list is divided into sections to make it easier to navigate.
Athletic Styles
Sports Star: You are exceptionally good at one sport. Choose your sport. You have all the equipment needed to play this sport and are always considered prepared to play it. In addition, three times a day, you are considered prepared when you use one of the activities involved in your sport to creatively solve a problem. For example, you could flip a switch by hitting it with a ball, knock something away with a racket, intimidate someone by lifting a heavy weight, impress a crowd with a dramatic entrance, or coordinate a team action.
Fast Runner: Through a combination of talent and training you have become an exceptionally fast runner. You are always considered prepared when using the Athletics skill to run quickly. In addition, you automatically win foot races against ordinary opponents. The race must be fair and only involve running. An ordinary opponent is someone who isn’t magically enhanced and doesn’t have the Fast Runner ability.
Strong as an Ox: You are extremely strong. Three times a day, you are considered prepared when you use the Athletics, Climbing, Flying, Riding, or Swimming skills. You may take this ability twice if you desire.
Dexterous: You are extremely dexterous. Three times a day, you are considered prepared when you use the Acrobatics, Manual Dexterity, Mobility, or Stealth skills. You may take this ability twice if you desire.
Athletics Expert: You are an expert in athletic activities. Once per day you may turn a failed Athletics skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Climbing Expert: You are an expert at climbing up and down things. Once per day you may turn a failed Climbing skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Flying Expert: You are an expert at flying. Once per day you may turn a failed Flying skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Swimming Expert: You are an expert at swimming. Once per day you may turn a failed Swimming skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Supernatural Powers
Supernatural Warrior: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your combat skills. Any time you are taking an action using the Melee Combat, Ranged Combat, or Unarmed Fighting skills, you may call on this power to use your skills on targets that would otherwise be unaffected by them. For example, you can trip a creature that has no legs, grab an incorporeal creature, punch through armor, wrestle a surprisingly large opponent, and pin a shadow creature to the ground with an arrow. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Supernatural Brawn: You are filled with a supernatural power which enhances your strength and endurance. Any time you are taking an action using the Athletics, Climbing, Flying, Riding, or Swimming skills, you may call on this power to exceed the bounds of ordinary possibility. For example, you can outrun a greyhound, lift a portcullis, jump from the ground to the roof of a one-story building, climb a rock face in seconds, fly through a hurricane, and swim so powerfully that you can tow a ship. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Supernatural Agility: You are filled with a supernatural power which allows you to exceed the boundaries of ordinary possibility with your dexterity skills. Any time you are taking an action using the Acrobatics, Manual Dexterity, Mobility, or Stealth skills, you may call on this power to use your skills in situations where it would not ordinarily be possible. For example, you can swing from an object that isn’t capable of holding your weight, dodge your way through a solid wall of brambles, tumble safely over a patch of quicksand, pick a lock without proper tools, squeeze through an opening that should be too small for you, hide in improbable places, and walk silently over a patch of crunchy, dry leaves. This is a magical ability, so it will go awry on failed rolls.
Decide what the source of this power is. For example, it could be a gift from a deity, a connection to a powerful entity, an inherited trait from an unusual ancestor, or an artifact that you have. The nature of this source will influence how this ability is role-played, as well as the side effects of failures and partial successes.
Daring Talents
Derring-do: You are practiced at accomplishing feats of derring-do. Three times a day, you are considered prepared when you attempt a daring maneuver with the Acrobatics, Athletics, Climbing, Flying, Mobility, Riding, or Swimming skills. A daring maneuver is an action that is reckless, bold, or risky. Attempting a daring maneuver is a significant risk, and, as a result, the consequences of failure are more severe. You may take this ability twice if you desire.
Swashbuckling: You are an expert at using daring and flamboyant maneuvers. Any time you get a full success (two successes) when doing a daring action, the results are larger-than-life. This means that the outcome is more dramatic than it would otherwise be, granting you an additional benefit. In essence, this ability turns a full success into an outstanding success (three successes). A daring action is any action that is reckless, bold, or risky. Attempting a daring action is a significant risk, and, as a result, the consequences of failure are more severe.
Flamboyant: You do everything with so much style that it influences others. When you successfully pull off a daring action (two or three successes), you impress onlookers. This means that you count as prepared when you use the Communicating with Animals, Deception, Diplomacy, Intimidation, or Performance skills with someone who observed your daring maneuver. Note that this ability only applies when the social roll takes place in the same scene as the daring action. A daring action is any action that is reckless, bold, or risky. Attempting a daring action is a significant risk, and, as a result, the consequences of failure are more severe.
Martial Styles
Nonlethal Training: You have been trained in nonlethal fighting techniques and know how to avoid causing unintentional harm. Any time that you are fighting an opponent in a nonlethal manner, any combat action that you fail will not cause significant harm to that opponent.
Fighting in a nonlethal manner covers any combat action intended to gain an advantage over an opponent without physically harming them. Examples of nonlethal fighting are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin.
When you take this ability you gain training in one additional Combat Skill. Choose that skill.
Nonlethal Expertise: You are skilled at using a wide range of nonlethal techniques for gaining combat advantage and incapacitating opponents. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Flying, Melee Combat, Ranged Combat, Swimming, or Unarmed Fighting skills for an action that is intended to gain a combat advantage over an opponent without physically harming them. Examples of nonlethal actions are disarming a combatant, pinning clothing to a solid object, damaging armor, knocking a foe down, restricting an opponent’s range of motion, pushing an opponent into a less advantageous position, and putting someone into a wresting hold or pin. You may take this ability twice if you desire.
Trick Archery: You are a skilled archer who is practiced at doing improbable things like splitting an arrow in two, firing accurately while doing acrobatic stunts, and shooting projectiles out of the air. Three times a day, you may reroll a Ranged Combat roll for a challenging archery task. This reroll must happen before the results have been revealed and you must take the new result, even if it is lower.
Dirty Fighting: You are an expert at using dishonorable fighting techniques to give yourself a combat advantage. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Manual Dexterity, Melee Combat, Ranged Combat, Stealth, or Unarmed Fighting skills for a sneaky, dishonorable, or unfair combat action. For example, you can attack with a hidden weapon, knee a foe in the groin, sneak up on an opponent, pull a combatant’s pants down, knock over nearby objects, and throw dust in someone’s eyes. You may take this ability twice if you desire.
Rage Warrior: You know how to use anger to channel power into your physical abilities. Three times a day, you can choose to enter a magical rage state. Each rage state lasts up to one scene, but you can choose to end it early. While you are in this magical rage, the results of full success (two successes) with Combat or Strength skills become more dramatic, granting you an additional benefit. In essence, this ability turns a full success into an outstanding success (three successes). However, while you are in this state, you cannot use any mind-based skills or abilities. Combat skills are Unarmed Fighting, Melee Combat, and Ranged Combat. Strength skills are Athletics, Climbing, Flying, Riding, and Swimming.
Combat Enhancements
Combat Expertise: You have extensive combat training. Three times a day, you are considered prepared when you use the Melee Combat, Ranged Combat, and Unarmed Fighting skills. You may take this ability twice if you desire.
Unarmed Fighting Expert: You are an expert in fighting without weapons. Once per day you may turn a failed Unarmed Fighting skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Melee Combat Expert: You are an expert in fighting with melee weapons. Once per day you may turn a failed Melee Combat skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Ranged Combat Expert: You are an expert in using ranged weapons. Once per day you may turn a failed Ranged Combat skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Weapons Styles
Improvised Weapon Training: You are trained in using everyday objects as improvised weapons. This means that you are considered trained when you use the Melee Combat, Ranged Combat, and Athletics skills for an improvised weapon, even if you are not trained in the skill you are using. Examples of improvised weapons include using Athletics to push a bookshelf onto an opponent, using Ranged Combat to throw plates at a foe, and using Melee Combat to wield a chair. You may use Improvised Weapon Training to cause harm to opponents, or in a nonlethal manner to control space and hinder foes.
In addition, you can find improvised weapons in any environment. In unusually barren environments, like jail cells or the open ocean, it will take some time and effort to acquire an improvised weapon. In all other environments, improvised weapons come readily to hand.
Improvised Weapon Expertise: You are skilled at using everyday objects as improvised weapons. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Manual Dexterity, Melee Combat, Ranged Combat, Riding, and Stealth skills to create or use an improvised weapon. Examples include acrobatically dodging through tree branches that snag your foes, shoving a table into an opponent, wielding a frying pan, throwing rocks, ramming a combatant with a log your mount is dragging, pulling a large wrench out of your bag without anyone noticing, and sneaking around a corner while holding a broom at the ready. You may take this ability twice if you desire.
Specialized Weapon: You own and are trained in the use of a one-of-a-kind weapon that grants you two special advantages. Choose what this weapon is. Your options include ordinary weapons like swords, unusual weapons like tridents, and prototypes like magic-powered firearms.
Your weapon is made of a special, magic-infused material that can’t be damaged by ordinary means (either physical or magical). It comes with any applicable ammunition, parts, or maintenance tools. You are trained in using your weapon, even if you are not trained in the Martial Skill that would normally apply to it.
Choose two advantages for your weapon off the following list.
- Less Physically Taxing: This weapon has a special design that makes it less physically taxing to use. Your character can use this weapon by rolling mind.
- Cuts/Breaks Stone: This weapon is made of a special material that is so hard and/or sharp that it can cut/break hard substances like ordinary stone and metal.
- Tool: Your weapon can be use as a tool for up to three skills. For example, a bullwhip can be used as a tool for Acrobatics, Athletics, and Climbing.
- Skill Bonus: Your weapon has been designed in a way that is helpful for a single non-combat skill. Three times a day, you may use this weapon to be prepared when using that skill. Examples include a ceremonial sword that helps with Diplomacy, a creepy weapon that assists with Intimidation, a hidden weapon that is easier to draw with Slight of Hand, and a utility knife that is useful for Survival.
- Magic Infused: This weapon is infused with magic which allows it, or any projectiles that it fires, to interact with incorporeal things as if they were solid. An incorporeal thing is a being or object that lacks physical substance, but that is present in some way. For example, ghosts, shadow beings, illusions, and half-present magical landscapes are all incorporeal.
- Returning: Your weapon has been enchanted so that it always returns to you. Once drawn, the returning magic is activated and any time this weapon leaves your hand (or whatever appendage you drew the weapon with), it returns after a brief pause. Sheathing or stowing this weapon deactivates the returning magic.
- Comes When Called: Your weapon has been magically bonded to you so that it comes to your hand any time you speak or sign a magic word.
- Nonlethal: Your weapon has been enchanted for nonlethal combat. A command word or gesture is used to activate and deactivate this magic. When activated, the magic prevents this weapon from causing harm to yourself or others. This means that this weapon can only be used for nonlethal fighting (combat actions intended to gain an advantage over an opponent without physically harming them), and that it won’t cause harm even on failed actions.
- Create your own: Work with your game master to create a unique advantage for your weapon.
Animal Talents
Mounted Expertise: You are an expert rider capable of performing difficult maneuvers. Three times a day, you are considered prepared when you use the Acrobatics, Athletics, Melee Combat, Mobility, Ranged Combat, Riding, or Stealth skills while riding a mount. You may take this ability twice if you desire.
Riding Expert: You are an expert at riding mounts. Once per day you may turn a failed Riding skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Animal Companion: You have formed a strong bond with an animal. As long as you treat them well, this animal is loyal to you, follows your instructions, and accompanies you on your adventures.
- Animal Options: Animal companions can be small, medium, or large animals up to the size of an elephant. This includes domesticated animals like a camels, cats, dogs, goats, and horses. It also encompasses wild animals like badgers, bears, boars, crocodiles, dolphins, elephants, hawks, honey badgers, leopards, lions, otters, owls, raccoons, ravens, snakes, sharks, and wolves.
- Directing Your Animal Companion: You have a strong bond with your companion, so it is assumed that you can communicate clearly with them using any mode of communication that they are able to perceive, such as touch, sound, and gestures.
- What Your Companion Can Do: Within the limits of its physical capabilities, your animal companion can do all of the things that a well trained animal can do. Common abilities are staying put, coming when called, tracking, retrieving, carrying things on their back, pulling a load, guarding, attacking, and doing tricks. In addition, your companion can do those behaviors that are natural to their species. Characters who are significantly smaller than their companions can ride them.
- Training: To represent your companion’s main capabilities, choose five skills that they are trained in. In addition, choose one type of physical defense and one type of mental defense.
- Body and Mind Numbers: Decide what their body and mind numbers are. The three options are Body 5 with Mind 3, Body 4 with Mind 4, and Body 3 with Mind 5. The higher the number, the better they are at doing those things.
- When to Roll: When in a calm environment, no dice roll is needed for your animal companion to perform familiar tasks of average difficulty. Rolls are only needed when there is a distraction present, your companion is upset, the task is difficult, or you are attempting to get them to do something new. Note that service animals have special training that allows them to ignore (no roll is needed) ordinary distractions, such as crowds, tempting foods, and nonthreatening animals.
- What to Roll: The dice roll for an animal companion is handled separately from the character they are bonded to. This roll uses the body and mind numbers of the animal with any training they have that applies to the roll. The character they are bonded to can do preparation for them, or help them if they share the same skill.
- Calming Your Companion: Any time you are physically present with your animal companion, you are prepared to help them calm down and stay calm.
- Equipment: You have all of the equipment needed to care for your companion, including a saddle and tack if applicable.
Pockets Full of Treats: Your pockets and pouches are full of treats for a wide range of different animals. Any time that you are interacting with an animal, you may take out a treat and offer it to them. If the animal is calm enough to be interested in the treat (this is decided based on the situation), then you are considered prepared for using the Communicating with Animals and Riding skills with that animal.
You can choose between having these treats easily accessible, or having them wrapped up in packages and jars. If the treats are easily accessible, then you can get them out quickly, but you smell like animal food and are constantly attracting both domesticated and wild animals. If the treats are in packages and jars, it takes more time to get them out, but you don’t attract animals. It takes half an hour to swap between these two different ways of carrying the treats.
Mental Abilities
Alert: You notice subtle things about the people and places around you. Three times a day, you are considered prepared when you use the Insight, Perception, or Survival skills. You may take this ability twice if you desire.
Charismatic: You have a natural talent for social skills. Three times a day, you are considered prepared when you use the Communicating with Animals, Deception, Diplomacy, Intimidation, or Performance skills. You may take this ability twice if you desire.
Knowledgeable: You are extremely knowledgeable. Three times a day, you are considered prepared when you use the Arcana, Culture, Nature, or Technology skills. You may take this ability twice if you desire.
Intimidation Expert: You are an expert at intimidating others. Once per day you may turn a failed Intimidation skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Specific Occupations
Profession: You have been trained in a specific profession and, in many circumstances, can perform the tasks of your profession without risk of failure. Choose a profession for your character. This profession should be more specific than a skill, but it is possible for the activities involved to span multiple skills.
- Example Professions: Some possible professions are baker, blacksmith, brewer, carpenter, cook, farmer, gardener, goldsmith, herbalist, herder, historian, hunter, locksmith, mason, mechanic, merchant, miner, plumber, potter, physician, sailor, scholar (choose a subject), scribe, shoemaker, tailor, teacher (choose a subject), and weaver.
- Tools and Materials: You own the tools and/or materials needed to carry out your profession.
- When to Roll: When performing a task of average difficulty in a calm environment with the necessary tools and materials, you can perform the skills of your profession without needing to roll for it. Because this is your profession, situations that would have a significant chance of failure for a character trained in a broad skill do not have a significant chance of failure for you. As long as you have your tools and materials, rolls are only needed when you are in a dangerous environment, performing an unusually difficult task, rushing, or trying to create something extraordinary.
- What to Roll: Each time you do an activity that is part of your profession in a situation where a dice roll is needed, use the skill associated with that specific activity for the roll. Because you are trained in your profession, you are considered trained for this roll, even if you are not trained in the skill you are using. For example, if a locksmith is trying to unlock a door quickly, their player will make a roll using the Manual Dexterity skill. The locksmith is considered trained for this roll, even if they are not trained in the Manual Dexterity skill. Note that if you have any other abilities that apply to the skill being rolled, you can use them.
Hobby: You have a hobby that you enthusiastically pursue. This hobby should be more specific than a skill, but it is possible for the activities involved in a hobby to span multiple skills. If your hobby requires tools or materials, you own them. Any time you are in a calm environment with all the necessary tools and materials, you are considered prepared to do the activities involved in your hobby. For example, your hobby could be baking, brewing, carpentry, cooking, gardening, herbalism, hunting, inventing, mechanical repair, pottery, sailing, scholarship (choose a subject), sewing, smithing, or weaving.
General Enhancements
Beginner’s Luck: You are unusually successful when you try new things. Three times a day, you are considered prepared when using a skill that you are not trained in.
Balanced Expertise: You are good at both body and mind skills. Choose one mind skill and one body skill. Three times a day, you are considered prepared when you use either of these two skills. You may take this ability twice if you desire, choosing either the same or different skills.
Specialty: You are especially good at doing one thing. Choose an area of focus for a skill or ability that you already have. This is your specialty. You are particularly good at this specialty and are always considered prepared when using it. This specialty needs to be significantly more specific than the skill or ability it is based on. For example, a character with the Acrobatics skill could have a specialty in leaping, or a character with the Transportation Magic ability could have a specialty in casting flying spells.
Physical Intuition: You have an intuitive, physical understanding of something that is normally a mental task. Choose one mind based skill or ability. You can now use this skill or ability by rolling body.
Skillful: You know more skills than most people. Choose two additional skills off the skills list. You are trained in these skills. There is no limit on how many times you may choose this ability.
Extra Species Trait: You have manifested an additional species trait. Choose a new species trait off the “Species Trait” list. There is no limit on how many times you may choose this ability.