>>228349
>realistic / gritty
BLEAK HEROES (3 ACTION DICE)
These are dark times and the odds are stacked high against heroes. Each hero’s starting action dice decrease by 2 and none of his action dice explode. Abilities based on the number of starting action dice are unaffected (i.e. they’re calculated using the hero’s normal number of starting action dice).
DEAD MEANS DEAD (3 ACTION DICE)
Life is fleeting and once you check out, you don’t come back. Characters may not Cheat Death or benefit from the everlasting quality. Also, the Preparation Cost of Resurrection and other spells that return a character to life are doubled.
DEADLY COMBAT (3 ACTION DICE)
Combat is a life-or-death affair, with death being a very real possibility. The threat ranges of attacks increase by 2.
DOOMED HEROES (4 ACTION DICE)
Threats against heroes automatically become critical hits.
FRAGILE HEROES (PERMANENT)
Heroes can fall as easily as lesser men. Their class vitality bonus decreases to 1/2 normal (rounded down). For example, a hero who typically has a vitality bonus of 9 instead gains only 4 vitality per level.
HEWN LIMBS (2 ACTION DICE)
The world is a brutal place where no injury is trivial. Characters must save to avoid a critical injury when they suffer 16–25 points of damage in a single attack; with a failed save, the character rolls 2d20 and adds the result to his damage to determine the critical injury suffered. Also, characters must save against Massive Damage when they suffer 26 or more points of damage in a single attack (see page 208).
LESSER HEROES (PERMANENT)
Heroes are everyday men and women with more courage than raw ability. At character creation, player characters start with 32 points to buy attribute scores and may not start with scores above 18 (even after applying Origin benefits).
>heroic / pulpy
BEEFY HEROES (1 ACTION DIE)
A ripped physique is all the armor a real hero needs! Special characters gain Lethal and Subdual Resistance equal to their Strength modifier (min. 0).
BOLD HEROES (1 ACTION DIE)
Heroes are larger than life and rely on luck as much as skill. Each hero’s starting action dice increase by 2 and his action dice explode with a 1 and the natural highest result (e.g. a “6” on a d6). Abilities based on the number of starting action dice are unaffected (i.e. they’re calculated using the hero’s normal number of starting action dice).
DOMINANT HEROES (2 ACTION DICE)
Carnage abounds as true heroes carve their way through lesser foes. Whenever a hero or special NPC scores a threat with an attack check, it automatically becomes a critical hit unless the attacker spends 1 action die.
HEARTY HEROES (1 ACTION DIE)
Heroes are exceptionally resilient and bounce back quickly from injury. They benefit from natural healing even while they’re not resting, and their natural healing rate is doubled while they do rest.
IRON HEROES (1 ACTION DIE)
Heroes scoff at the threat of permanent injury. Heroes must save to avoid a critical injury when they suffer 36–60 points of damage in a single attack; with a failed save, the character rolls 1d10 and adds the result to his damage to determine the critical injury suffered. Also, heroes must save against Massive Damage when they suffer 61 or more points of damage in a single attack (see page 208).
LARGER-THAN-LIFE HEROES (PERMANENT)
Heroes stand head and shoulders above their peers. At character creation, player characters start with 40 points to buy attribute scores and may purchase scores above 18 at 5 points per score beyond 18 (i.e. a starting score of 20 costs 32 points).
All are built in Campaign Qualities [Fantasy Craft pg. 322] . The ones with (X ACTION DI(C)E) can be bought by the GM to enhance a scene.