TEXT: Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Genesis
  Humans and Non-human Relations (pg 13)
  *   Non-humans are rare. Tey are the stuf of legends, spoken of in whispers.
  *   Both are common. Te species divides are immaterial.
  *   Humans are rare. Tey are the mingling of many species.
  *   Tere are no humans. All peoples are monster-folk of varying types and extremity.
  *   Tere are no humans, but monster traits are more rare the more extreme they are.
  Pick one or more of each and elaborate. Take Notes. Explore. See Genesis on pg 12.
  Technology Level (pg 13)
  *   Stone Age
  *   Bronze Age
  *   Iron Age
  *   Magic Age
  *   Anachronistic
  Power Pools (pg 14)
  *   Everblood. Red. Vitality, predator & prey, circle of life, animal tyranny, sex.
  *   Greentide. Green, yellow. Foliage, plants, trees, eons, food, time, roots, endurance.
  *   Nebula. Blue, purple, red. Sky, night, stars, fate, time, beauty, creation.
  *   Restless Depths. Red-brown, black. Insects, arachnids, underground, worms, hives, 
  industry.
  *   River Dragons. Blue, brown. Water, unstoppable, disaster, foods, bounty, avalanches.
  *   Screaming Sky. Orange white. Destruction, violence, ends, metal, fre, disaster.
  *   Te Evening. Gray, sunset. Time, aging, death, night, change, the inevitable.
  *   Te Ink. Purple, black. Writing, knowledge, communication, immortality.
  *   Te Silken. Cream, peach. Fabric, cloth, comfort, deception, refnement, disguise, 
  emptiness.
  *   Uniformity. White, light gray, burning blue. Homogeneity, union, hivemind, 
  cooperation, purity.
  *   Te Myriad. Red, straw. Balance, objects, places, beauty, awe, nature, imperfection.
  *   Te Great One. Brown, gray, blue. Planet, world, stone, life, biosphere, size, mass.
  Regions (pg 15)
  Dogmas (pg 18) 
  Immediate Threats (pg 19)
  Creature Portfolios
  *   Te Benthic Ones. From the depths of the sea they come to gorge on the bounty of the land.
  *   Chthonics. Te unfnished peoples of the origin of the universe want revenge on our 
  perfected forms.
  *   Te Corruption. Spore spreads. Such is the prerogative of this creeping fungoid danger.
  *   Te Forsworn. Take care what you swear and what you vow, because those promises 
  remember your words.
  *   Gigas Army. Tese mountain-vast titans can wipe clean the lands of their enemies quite 
  literally.
  *   Te Gilded. Are they empty suits of armor and cloth-of-gold, or is there spirit inside them?
  *   Paperlings. Enemies of the written word, these manifold beings seek to destroy all language.
  *   Plagueborn. Tese reconstructed zombies seek to dissolve all life into a single enormous 
  world-sized biomass.
  *   Megabeasts. Fauna so enlarged that they scarcely notice lesser lives, they hunger for 
  ever-greater meals.
  *   Pillagers. Tese bandits and thieves are only loosely tied together into hordes that attack 
  civilized lands.
  *   Sky Tings. Tey come from the far side of the sky, and their hideously alien forms are 
  nothing but nightmare to us.
  Rising Villains
  *   Tethyphar, Te Matriarch of the Dark Pride
  *   Rungraeyu, Te Inventor of Many Evils
  *   Qlogh, the Mad Necrophage
  *   Akhethaqt, the Conquering Empress
  *   Valarua, the One that Takes in the Fog
  *   Dhaoth, the Phobomancer
  *   Taygon who bleeds the youth
  *   Asmarith the Tousand Tailed
  *   Izobram, Stalker in the Dark
  *   Samog the Slaver King
  *   Raza, Dancer in Flames
  Intervening Gods
  *   Atemereb, Te Babbler
  *   Crow, the Blood Drinker
  *   Gezaap, Te Vision of Death
  *   Te Orphanides, the Infernal Goddesses
  *   Tanemis, the Roving Demon City
  *   Vuewa, God of the Songs and Lies
  *   Heldor, Who Sunders What is Wrought
  *   Aelgrim, God of War and Vengeance
  *   Kwatan-Mog, the Cursed God
  *   Orazoth, the Egg Eater
  World Problems
  *   War
      *   Ongoing War
      *   Impending War
      *   Invasions & Raiding
      *   Succession War
  *   National Distress
      *   Over-Exploitation of Resources
      *   Famine Spreads Across the Land
      *   Te Great Flood
      *   Climate change
      *   Natural Catastrophe
  *   Social and Diplomacy
      *   Technologically Advanced Foreigners Arrive
      *   A Debt of Honor is Due
      *   Technological Revolution
      *   Unifcation of Tribes
  Looming Prophecies
  *   Tis world will soon be awash in blood and all shall fall, making way for the next. 
  How will they remember us?
  *   When the obelisk is completed, time will forget all that is not engraved on it.
  *   Weakening of the blood has cut our time short. Te next generation will not survive.
  *   Disaster will come to all tribes equally, except the chosen ones.
  *   All of history will echo with the oncoming battle.
  *   As soon as all the nations are one, all shall fall.
  *   Te Great Gathering Dark has fnished its preparations. Te tides now come 
  crashing down.
  *   Te hero everyone heralds is a false messiah. Te true champion hunkers silently in 
  the shadow, chained like a dog, in this afront to justice.
  Cultures & Religions (pg 17)
  *   Name. Create a new one based 
  on its dogmas, or choose one 
  from the Languages in the 
  Appendix.
  *   Size. Select one: tribe, village, 
  town, city, nation, empire
  *   Dogma. Select a Government, 
  Interpersonal, and Diplomatic 
  dogma from the lists below.
  *   Infuence. Select one: none, 
  enslaved, minimal, minority, 
  majority, overwhelming
  Religions Only
  *   God. Select a god from the list, 
  or invent one by describing the 
  avatar of one of the chosen Power 
  Pools.
  *   Creation Myth. (Optional) 
  Pick one or invent one more 
  specifc to the god and religion.
  Gods (pg 18)
  *   Nemis, Te Death Guides
  *   Narkraz, Who Ties the Portals 
  Together
  *   Kuaza, the Life Giver in All Tings
  *   Ibelica, Te Mother of Monsters
  *   Noh-Ous, the Fairy Ring of Portals
  *   Te Avatar of the Ink
  *   Nazrolunan, Patron of Stone and 
  Metal
  Creation Myths (pg 18)
  *   Te Chaos of Least Part
  *   Blood of the Tinker
  *   Te Weaver of Tales
  *   Te Rising Mountain
  *   In a Bottle
  *   Bickering Antedeluvians
  *   All Is One
  *   Between the Other Worlds
  Metaphysics System (pg 13)
  * Auras & Halos
  * Spirits of the Land
  * Natural Law
  Descriptor
  Cloud
  Cosmic
  Decaying
  Dry
  Fog
  Fresh
  Fungal
  Holy
  Luminescent
  Storm
  Slimy
  Titanic
  Volatile
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Atoll
  Desert
  Forest
  Grassland
  Jungle
  Lake
  Moor
  Mountains
  Ocean
  Sea
  Steppe
  Swamp
  Tundra
  Environment
  1d20
  Government
  Interpersonal
  Diplomatic
  1d20
  Anarchy
  Democracy
  Oaths of Serivce
  Feast Table
  Meritocracy
  Hegemony
  Monarchy
  Revolutionary
  Cleanliness
  Elitist
  Openness
  Privacy
  Shame
  Xenophobia
  Traditionalist
  Social Class
  Isolationist
  Legalist
  Militaristic
  Expansionist
  Exploratory
  Diplomatic
  Espionage
  Defensive
  1
  2
  3
  4
  5
  6
  7
  8
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Character Creation
  Get 1 character sheet, 1 PC Moves list, and an Archetype sheet. See Origin on pg 27.
  Established Races (pg 31)
  Flaws (pg 68)
  Outline (pg 27)
  1.  Character Concept
  2.  Race and Traits
  3.  Select Archetype
  4.  Select Moves
      *   All Basic Moves
      *   Both Tragic Flaw Moves
      *   1 Battle Move
      *   1 Social Move
      *   1 Archetype Move
      *   1 Special Power Moves
      *   3 extra Moves
  5.  Choose a Tragic Flaw
  6.  Assign Primary Stats
  7.  Defne Constellations
      *   Connect 6 Health stars
      *   Connect 3 Willpower stars
  8.  Select Equipment
  9.  Defne Relationships
  Can't Read the Air. Remain oblivious 
  to the mood of the situation, say 
  something out of place, interrupt 
  something important or intimate.
  Creature Comforts.  Find a cozy place 
  to curl up, gorge on a favorite food, 
  take a nap.
  Cruelty. Destroy something beautiful, 
  hurt someone and enjoy it, revel in 
  someone's sufering.
  Envy. Take something you like from 
  someone, get the better of someone 
  else's joy, wreck their ability to enjoy 
  the thing.
  Greed. Acquire a thing of great value 
  through any means, take something 
  that isn't yours, faunt your wealth.
  Hubris. Ignore warnings, bull straight 
  into danger, fall back on nothing but 
  confdence.
  Idealist. Go with the naïve solution, 
  disbelieve potential dangers, cling to 
  innocence in the face of the truth.
  Impatience. Push past others and do it 
  anyway, skip preparation and move 
  forward, charge in without thought 
  for danger.
  Insensitive. Ignore the needs of 
  another, gloss over someone's 
  feelings, fail to notice you've 
  ofended someone.
  Lust. Fawn over someone alluring, 
  attempt to seduce your target, bed 
  someone attractive.
  Obsession. Fall back on repetition or 
  the proper order of things, cling to 
  something that relieves the anxiety, 
  try to run or hide from the intrusive 
  thoughts.
  Perfectionist. Spend more time than 
  you have on it, repeat it over and 
  over until it's right, blow extra 
  resources on ensuring perfection.
  Pettiness. Take someone to task over a 
  slight, refuse an obligation until the 
  wrong is righted, treat someone 
  passive-aggressively.
  Pride. Crush an attempt on your 
  greatness, boast of your greatness to 
  others, deny any wrongdoing.
  Reckless. Rush in headlong, go right 
  for the most exciting thing, 
  demonstrate a lack of patience.
  Rival. Your rival beats you to the 
  punch, they send reinforcements to 
  your enemy, have an argument with 
  your rival.
  Secret Keeper. Hold back to protect 
  yourself, deny a painful truth, 
  design or execute a plan in secret.
  Temper. Disproportionate retribution, 
  make a scene out of a slight, fy into 
  a destructive rage.
  Terrible Timing. Show up at the wrong 
  moment, miss the action entirely, 
  give an opponent a golden 
  opportunity.
  Tsundere. Play hard to get, react to 
  embarrassment with aggression, 
  take an insult to your love or 
  yourself poorly.
  Vanity. Fawn over your appearance, 
  spend time looking your best, 
  become distracted by yourself.
  Relationships (pg 72)
  Each PC can have up to 4 
  Relationships
  Composed of 1 target and 1 
  tag
  Pick a target PC, NPC or 
  group
  Pick a tag describing YOUR 
  relationship with THEM
  Example Relationships: 
  Romance, Disgust, Distrust, 
  Fear, Lust, Reputation, 
  History, Discrimination, 
  Pact, Trust, Comfort, 
  Vassal, Lord, Master, 
  Servant
  Arthropod
  Arachne: Chitinous Abdomen added, Many Chitinous Legs 
  replace legs. Suggested: Binding Tread Move or Poison 
  Move.
  Centipede: Long Chitinous Abdomen replaces Legs, Many 
  Chitinous Legs. Suggested: Poison Move or Constrict 
  Move.
  Crab: Chitinous Claws replace arms. Suggested: Sturdier Stuf 
  Move or Scale Vambraces Armor.
  Avian
  Angel: Many Feathery Wings added. Suggested: Daily Prayers 
  Move or Agile Flyer Move.
  Harpy: Feathery Wings replace arms, Scaly Claws replace feet. 
  Suggested: Agile Flyer Move or Super Ability (Ubersenses) 
  Move.
  Carnivora
  Kitsune: Many Flufy Tails, Flufy Ears replace ears. 
  Suggested: Supernatural Allure Move or Transformation 
  Move.
  Nekomata: Flufy Tail, Flufy Ears replace ears. Suggested: 
  Deceive Move or Beguile Move.
  Pangola: Scaly Body, Scaly Muscular Tail. Suggested: Stone 
  Skin Armor or Sturdier Stuf Move.
  Wolf: Flufy Tail, Flufy Ears replace ears. Suggested: Predator 
  Move.
  Daemon
  Oni: Smooth Horns added, Muscular arms. Suggested: Super 
  Ability (Superstrength) Move or Fortitude Move.
  Succubus: Smooth Wings & Horns added, Pheromone Legs. 
  Suggested: Supernatural Allure Move, Agile Flyer Move, or 
  Drain the Blood Move.
  Vampire: Smooth Wings & Claws added. Suggested: Beguile 
  Move, Carnivore Move, or Fangs Weapon.
  Golem
  Gargoyle: Stone Body, Leathery Wings added. Suggested: 
  Scaly Skin Armor, Agile Flyer Move, or Evil Eye Move.
  Gigasborn: Huge Ceramic Body. Suggested: Stone Skin 
  Armor or Sturdier Stuf Move.
  Mecha: Metal Arms added. Ceramic torso. Suggested: Super 
  Ability Move or Echolocation Move.
  Plant/Fungus
  Alraune: Slimy Spiky Torso, Huge Pheromone Petals added. 
  Suggested: Supernatural Allure Move or Drain the Blood 
  Move.
  Nypmha: Pheromone Torso, Many Flared Petals added. 
  Suggested: Supernatural Allure Move or Deceive Move.
  Plasm
  Ceph: Slimy Eye Body, Slimy Tentacles added. Suggested: 
  Constrict Move, Evil  Eye Move, or Mind Blast Move.
  Mimic: Slimy Body, Eye Tentacles added. Suggested: 
  Transformation Move or Swallow Whole Move.
  Slime: Slimy Gelatinous Body. Suggested: Liquid Body Armor 
  or Swallow Whole Move.
  Serpent
  Dragonewt: Scaly Muscular Arms, Legs, Wings, and Tail. 
  Suggested: Stone Skin Armor or Agile Flight Move.
  Lamia: Scaly Tail replaces legs. Suggested: Constrict Move or 
  Scaly Skin Armor.
  Medusa: Scaly Tail replaces legs, snake hair. Suggested: Evil 
  Eye Move or Poison Move.
  Quetzalcoatl: Scaly Tail replaces legs, Feathery Wings added 
  or replace arms. Suggested: Agile Flight Move, Constrict 
  Move, or Poison Move.
  Taurids
  Centaur: Flufy Legs & Torso added. Suggested: Berserker 
  Move or Sturdier Stuf Move.
  Ox: Muscular Body, Smooth Horns, Long Ears. Suggested: 
  Super Ability (Superstrength) Move or Horns Weapon.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Aquatic
  Ceramic
  Chitinous
  Elemental
  Eye
  Feathery
  Flared
  Flufy
  Long
  Many
  Metal
  Muscular
  Pheromone
  Rubbery
  Scaly
  Sharp
  Slimy
  Smoky
  Smooth
  Spiky
  Abdomen
  Antennae
  Arms
  Body
  Claws
  Crown
  Ears
  Eyes
  Fins
  Hair
  Horns
  Legs
  Patches
  Petals
  Quils
  Shell
  Tail
  Tentacles
  Torso
  Wings
  1d20 Adjective
  Feature
  Physical Traits (pg 30)
  Archetype
  Page
  Weapon
  Sorceress
  Soldier
  Shadewalker
  Outlander
  Socialite
  Priest
  Companion
  Devourer
  Wyrdling
  Pact Mistress
  2
  3
  4
  2
  4
  1
  2
  5
  2
  1
  Armor
  Budgets (in Gold)
  All PCs get +1 Spare Gold.
  See Equipment on pg 75 or the Equipment List sheets 
  for equipment lists.
  1
  4
  2
  1
  4
  2
  2
  3
  2
  3
  Tools
  5
  2
  2
  2
  1
  3
  4
  1
  3
  2
  Resources
  2
  1
  2
  5
  1
  4
  2
  1
  3
  4
  42
  43 
  44
  46 
  47 
  47 
  48 
  49
  50 
  51
  Archetypes (pg 34) & Starting Equipment Budgets (pg 77)
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  PC Mechanics
  See Stats on pg 70 and Origin (pg 27) and Journey (pg 93) as well.
  Roll Mechanic: (Stat)d6>3
  Roll (stat)d6, count up 4s, 5s, and 6s.
  Compare with Difculty Number (DN).
  Success
  Tie
  Fail
  S
  T
  F
  Roll > DN:
  Roll = DN:
  Roll < DN:
  Heroic / DN 1
  Te default difculty. Tings that are hard for mortals, 
  but doable for heroines. Climb a sheer clif, fght a lesser 
  demon or monster, or beguile the townsfolk.
  Legendary / DN 2
  Tings that heroines gain fame and prestige for doing. 
  Usually impossible for mortals. Infltrate a well-guarded 
  castle unseen, deceive a suspicious magical creature, 
  battle a fearsome monster or leader.
  Mythical / DN 3
  Tey will speak of this for a thousand years. Bring down 
  a castle with a punch, engage a great evil in world-shak-
  ing combat, seduce the chaste queen of a nation of 
  nymphs.
  Divine / DN 4
  Entire religions could be founded around the tales 
  people tell of this action. Trick a god into handing over 
  their power. Withstand a siege of powerful demons and 
  protect a town... alone. Trow your psychic power 
  against the cosmic minions of a power pool to push 
  them back.
  End of Session Move (pg 40)
  *   Check to see if any of your Relationships have 
  been resolved.
  *   Spend Experience if you want. Make sure you 
  clear any Experience spent.
  *   Clear all Willpower stars.
  *   Clear one flled Health star.
  *   Clear any temporary efects.
  0d6 (p 96): Roll 0d6 Stats as 1d6>=6
  Roll Bonuses (pg 96): Add to the roll total.
  Range (pg 99): Each band is exclusive.
  Melee - Ranged - Indirect
  Forward & Ongoing (pg 96)
  Forward: +/-X on next roll.
  Ongoing: +/-X while condition lasts.
  Hold (pg 96) vs Choose (pg 97)
  Hold sticks to the target and can be spent later. 
  Choices must be made as part of the original action.
  Healing (pg 101)
  *   Clear 1 star per day of complete rest
  *   Clear 1 star per 2 days of partial rest
  *   Clear all stars at the end of the session
  *   Remove 1 star if you were knocked out
  Marking Experience (pg 101)
  *   when your Flaw is Invoked.
  *   when you choose to indulge your Flaw and take 
  Experience.
  *   when Fate Intervenes on one of your rolls.
  *   when you Resolve a Relationship.
  *   when one of your Relationships becomes the 
  focus of a scene.
  Spending Experience (pg 102)
  *   New Move: 5xp
  *   Upgrade Stat: new stat value in xp
  *   Add 1 Health Star: 4xp
  *   Add 1 Willpower Star: 6xp
  *   Change Flaw & Indulgences: 2xp
  Crafing Tings (pg 105)
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Weapons
  Equpment List
  Dagger 
  Base Weapon
  2 
  Melee, Ranged, Hidden, 
  Limited Use 
  Melee 
  Melee 
  Melee, Crushing 
  Melee, Formation 
  Ranged, Limited Use 
  Melee, Formation, 
  Tangle 
  Ranged 
  Aura, Ranged 
  Aura, Ranged 
  Aura, Indirect 
  Natural, Melee 
  Natural, Melee 
  Natural, Melee 
  Natural, Ranged, Area 
  Harm
  Tags
  Gold
  1 
  Sword 
  Axe 
  Hammer 
  Spear 
  Javelin 
  Polearm 
  3 
  3 
  3 
  3 
  3 
  3 
  Bow 
  Wand 
  Staf 
  Codex 
  Claws 
  Fangs 
  Horns 
  Breath 
  3 
  4 
  5 
  6 
  3 
  3 
  4 
  4 
  1 
  1 
  1 
  1 
  1 
  2 
  1 
  2 
  3 
  4 
  1† 
  1† 
  2† 
  4† 
  Honed 
  Two-Handed 
  Advanced 
  War 
  Concealed 
  Large 
  Huge 
  Many 
  Tetra 
  Giga 
  Swarm 
  Upgrade
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  +2 
  +1 
  +1 
  +2 
  +1 
   
  Heavy 
  Fragile 
   
  Hidden 
  Area 
  Heavy, Area 
  Area 
  Aura, Area 
  Aura, Area 
  Aura, Area, Ranged 
  Harm
  Tags
  Gold
  1 
  1 
  1 
  2 
  2 
  3 
  4 
  3 
  3 
  4 
  5 
  Tundering 
  Blessing
  +4 
  Screaming Sky, Bright 
  Greentide, Tangle, 
  Melee 
  River Dragons, Knock-
  down 
  Silken, Parry, Hidden, 
  Melee 
  Evening, Ranged, 
  Blinding 
  Ink, Parry, Hidden, 
  Cursing 
  Restless Depths, Melee, 
  Tangle 
  Nebula, Ranged, Area 
  Everblood, Vampiric 
  Uniformity, Block, 
  Blinding, Melee 
  Myriad, Parry, Spirit 
  Form 
  Great One, Knockdown, 
  Slow 
  Harm
  Tags
  Gold
  Worldtree 
  +3 
  Canyonmaker 
  +2 
  Veiled 
  Sunset 
  Heartrune 
  +2 
  +2 
  +2 
  +2 
  +3 
  +3 
  +3 
  6 
  5 
  6 
  5 
  7 
  5 
  6 
  6 
  7 
  6 
  Chittering 
  Galactic 
  Tirsting 
  Ceramite 
  Legendary 
  Craton 
  +3 
  +5 
  7 
  6
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Armor
  Equpment List
  Leather 
  Plate 
  Scale 
  Mail 
  Brigandine 
  Stone Skin 
  Scaly Skin 
  Liquid Body 
  Parrying Shield 
  Blocking Shield 
  Scale Vambraces 
  Base Armor
  +1 
  +4 
  +2 
  +2 
  +3 
  +2 
  +1 
  +3 
  +1 
  +2 
  +1 
  Suit 
  Suit, Heavy 
  Suit 
  Suit, Heavy 
  Suit 
  Natural 
  Natural 
  Natural 
  Shield, Parry 
  Shield, Block 
  Shield, Natural‡, Parry 
  Armor
  Tags
  Gold
  1 
  4 
  2 
  2 
  3 
  2† 
  1† 
  3† 
  2 
  3 
  2† 
  Ornate 
  Dark 
  War 
  Animated 
  Energized 
  Fortifed 
  Disguised 
  Ancient 
  Legendary 
  Upgrade
  +1 
  +1 
  +2 
  +1 
  +1 
  +3 
  +1 
  +2 
  +3 
  Impressive 
  Stealthy 
  Heavy 
  Aura, Parry, Block 
  Enhanced Strength 
  Heavy 
  Impressive 
  Impressive, Heavy 
  Impressive 
  Armor
  Tags
  Gold
  2 
  2 
  2 
  3 
  2 
  3 
  2 
  3 
  4 
  Runic 
  Symbiotic 
  Starmetal 
  Vinewood 
  Squamous 
  Timeblur 
  Enshrouded 
  Carapace 
  Starcloak 
  Ceramite 
  Panoply 
  Planetary 
  Blessing
  +2 
  +4 
  +4 
  +3 
  +3 
  +4 
  +2 
  +2 
  +3 
  +3 
  +3 
  +5 
  Ink, Magic Ward, 
  Armor
  Tags
  Gold
  6 
  8 
  7 
  7 
  6 
  8 
  6 
  4 
  7 
  6 
  6 
  7 
  Impressive 
  Everblood, Vampiric, 
  Impressive, Enhanced Strength 
  Screaming Sky, Bright, 
  Block 
  Greentide, Block, 
  Vampiric 
  River Dragons, Parry, 
  Enhanced Strength 
  Evening, Stealthy, Magic 
  Ward 
  Silken, Stealthy, Parry, 
  Impressive 
  Restless Depths, Enhanced 
  Strength 
  Nebula, Bright, Stealthy, 
  Impressive 
  Uniformity, Enhanced 
  Strength, Vampiric 
  Myriad, Enhanced 
  Strength, Animated 
  Great One, Block, 
  Enhanced Strength, Slow 
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Tools & Army Units
  Equpment List
  Conscripts 
  Irregulars 
  Scouts 
  Barbarians 
  Unit
  Poorly Equipped 
  Poorly Equipped 
  Stealthy 
  Poorly Equipped, 
  Plunderers 
   
  Well Equipped 
  3 
  4 
  4 
  5 
  Tags
  Harm
  1 
  2 
  2 
  3 
  6 
  7 
  8 
  9 
  1 
  2 
  3 
  3 
  Armor
  Health
  Fealty
  Infantry 
  Elite 
  Champions 
  Archers 
  Magi 
  5 
  6 
  4 
  4 
  9 
  11 
  4 
  6 
  Ranged 
  Indirect, Artillery 
  4 
  11 
  2 
  2 
  7 
  7 
  3 
  7
  Alchemy Equipment (4 gold)
      Allows the creation of potions & medicines and 
  enables the discovery of new materials. Useful with 
  magic. Enables the creation of magic upgrades on 
  items. Tags:  Immobile, Alchemy.
  Forge (3 gold)
      Allows the creation of non-magical upgrades on 
  equipment. Enables the creation of simple tools and 
  hardware. Useful for siege preparation & army 
  maintenance. Tags:  Immobile.
  Power Shrine (3 gold)
      Allows communion with a specifc Power Pool. +1 
  with appropriate Moves targeting the same Pool. 
  Tags:  Immobile.
  Repair Kit (1 gold)
      Allows the repair and maintenance of weapons, 
  armor, and devices. Useful in sieges. Tags:  Portable.
  Healer's Bag (3 gold)
      Speeds Recovery of wounds. +1 to Health healed by 
  Moves and Equipment. Tags:  Portable, Healing.
  Language Tome (1 gold)
      Allows translation of texts, decoding of encoded 
  materials, and assists with uncovering lore. Tags:  
  Portable.
  Regional Map (1 gold)
      Allows plotting of courses across land, so long as the 
  map contains the destination. Tags:  Portable, Navi-
  gation.
  Star Map (2 gold)
      Allows plotting of courses across any terrain so long 
  as the stars are visible and the location is known. 
  Tags:  Portable, Navigation.
  Sunstone (3 gold)
      Allows navigation regardless of weather. Tags:  
  Portable, Navigation.
  Digging Tools (1 gold)
      Picks, saws, drills, shovels, hammerstones, every-
  thing you'd need for a tunnel or excavation. Tags: 
  Portable.
  Construction Tools (1 gold)
      Saws, axes, chisels, drills, levers, everything you need 
  to build wooden or stone buildings, structures, or 
  fortifcations. Tags: Portable.
  Ritual Accouterments (2 gold)
      Inks, seals, symbols, and holy books. Allows you to 
  set up shrines, bless structures, and hallow ground. 
  Such areas provide +1 ongoing against opponents of 
  the religion. Does not enable the creation of Weapon 
  or Armor blessings. Tags: Portable.
  Battle Map (2 gold)
      A map of the feld of battle, prepared by scouts and 
  rangers. Provides +1 ongoing to war Moves within 
  this area. Tags: Portable.
  Traps, Snares, and Nets (1 gold)
      Allows you to catch small animals, fsh, and birds for 
  food. As long as you can use your Traps, Snares, and 
  Nets, you do not require provisions in the wild. Only 
  provides for 1 person. Tags: Portable, Provisions.
  Tent (1 gold)
      Provides shelter in the wilderness for 5 people when 
  set up. Tags: Portable, Shelter.
  Lord's Canopy  (4 gold)
      As a Tent, but provides shelter for 10 people and is 
  fnely furnished. Tags: Portable, Shelter, Impressive.
  Trophies (2 gold)
      A collection of weapons, favors, armor, prizes, and so 
  on from your various deeds. Provides +1 ongoing on 
  social Moves when on display. Tags: Portable, 
  Impressive.
  Chalice (3 gold)
      Stores a tiny amount of energy from a god, Portfolio, 
  or Pool. Tags: Aura, Portable, Impressive, Alchemy, 
  Power Pool.
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Resources
  Equpment List
  Courtier (8 gold)
      Builds rapport with groups, facilitates transactions and 
  requests, acquires resources and supplies, provides open 
  channel with rulers, impresses common folk, performs 
  social tasks on your behalf, defends your reputation, 
  delegates responsibilities to assistants. Tags:  Follower, 
  Impressive.
  Healer (7 gold)
      Patch wounds quickly: clear 1 marked Health star. Several 
  Hour Recovery: heals all marked Health stars. Tags:  
  Follower, Healing.
  Retainer (3 gold)
      Manages defenses, oversees & manages assets, serves as a 
  guard, occasionally assists you in combat. Tags:  Follower.
  Craftsman (5 gold)
      Produces a specifc type of good, provides small but 
  steady income, maintains a shop, may develop business 
  connections. Tags:  Place, Follower.
  Den (1 gold)
      Provides shelter and safety for 2-4 people. Tags: Place, 
  Shelter.
  Farm (3 gold)
      Produces livestock and crops, may have riding animals. 
  Tags:  Place, Provisions.
  Town (10 gold)
      Provides moderate steady income, ofers most mundane 
  services, has a church of your religion. Tags:  Place, 
  Provisions.
  Fort (15 gold)
      Defensible by one unit, contains stockpiles of supplies for 
  several months, has amenities for felding units, defends 
  local strategic resources and byways, useful for storing 
  things safely. Tags:  Place, Fortifed, Provisions.
  Castle (25 gold)
      As a Fort, but much stronger defenses and larger stock-
  piles. Maintains 2 units in garrison.  Massive political 
  asset. Tags:  Place, Fortifed, Impressive, Provisions.
  City (30 gold)
      Provides large steady income, ofers all mundane services 
  and some arcane, connects major trade routes. Massive 
  political asset. Tags:  Place, Provisions.
  Elaborate Wardrobe (1 Gold)
      Awes common folk, boosts morale of allied military units 
  in your presence, tilts negotiations in your favor. Tags:  
  Impressive.
  Observatory Monument (15 gold)
      Allows forecasting of stars, storms, weather, and Power 
  Pools. Tags:  Place.
  Religious Icon (1 gold)
      Boosts morale of allies who follow this religion, demoral-
  izes opponents of the religion. Tags:  Impressive, Portable.
  Treasure (1 gold)
      Tilts negotiations in your favor, transferrable to and from 
  gold. Ofen wearable. Tags:  Impressive, Portable.
  Quality Accommodations for a Month (1 gold)
      Comfortable, pleasant, relaxing. If you rest here for the 
  entire period, all wounds are healed. Tags:  Negotiable, 
  Consumed, Provisions.
  Quality Overland Transportation (1 gold)
      Comfortable, quick, safe. Guards will warn you if the 
  caravan comes under attack. Tags:  Negotiable, Con-
  sumed.
  Overland Provisions (1 gold)
      Dried rations, water, wine, and cooking implements for 1 
  person for 1 month. Tags: Portable, Consumed, Provi-
  sions.
  Stories and Songs (1 gold
      Tales, lyrics, wonder, and the instruments to produce 
  them. Tese particular tales are interesting and valuable 
  entertainment for those who have not heard them. Tags: 
  Performance, Portable, Consumed.
  Alchemic Solutions (2 gold)
      Allows you to dissolve some forms of written, painted, 
  engraved, or alchemic magics. Tags: Alchemy, Portable, 
  Consumed.
  Ammunition (1 gold)
      Allows you to replace or restore an item with the Limited 
  Use tag. Tags: Portable, Consumed.
  Healing Salve (1 gold)
      Heals 1 Health star when used. Tags: Portable, Healing, 
  Consumed.
  Gifts and Tidings (1 gold)
      Treasure is all well and good, but this is far more personal. 
  Tilts negotiations in your favor. Tags: Portable, Impressive, 
  Consumed.
  Large Traps (1 gold)
      Traps, snares, and pitfalls large enough to capture a 
  creature person-sized or larger. Contains enough for 3 
  uses per gold. Tags: Trap, Consumed, Provisions.
  Arcane Trap (2 gold)
      Spells, scrolls, runes, and curses useful for triggering 
  baleful magic on those foolish enough to meddle. Tags: 
  Trap, Aura, Consumed.
  Essence Stone (2 gold)
      When used, a great being of your choice will grant you 1 
  usage of a Move of its choice. Using the stone deepens 
  your bond with that being. Tags: Aura, Consumed, 
  Alchemy, Power Pool.
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Game Mastering
  See the Fate chapter on pg 107
  Deciding Difficulty Numbers (pg 111)
  Heroic / DN 1: Te default difculty. Tings that are 
  hard for mortals, but doable for heroines. Climb a sheer 
  clif, fght a lesser demon or monster, or beguile the 
  townsfolk.
  Legendary / DN 2: Tings that heroines gain fame and 
  prestige for doing. Usually impossible for mortals. 
  Infltrate a well-guarded castle unseen, deceive a suspi-
  cious magical creature, battle a fearsome monster or 
  leader.
  Mythical / DN 3: Tey will speak of this for a thousand 
  years. Bring down a castle with a punch, engage a great 
  evil in world-shaking combat, seduce the chaste queen 
  of a nation of nymphs.
  Divine / DN 4: Entire religions could be founded 
  around the tales people tell of this action. Trick a god 
  into handing over their power. Withstand a siege of 
  powerful demons and protect a town... alone. Trow 
  your psychic power against the cosmic minions of a 
  power pool to push them back.
  Equipment Access (pg 103)
  *   Town: Non-Aura Weapons, Armor , Tools, and 
  Resources up to 1 gold in value.
  *   City: Non-Aura Weapons, Armor, Tools, Resources, 
  and upgrades up to 3 gold in value.
  *   Specialist: Any upgrade within their specialty.
  *   Temple: Blessings appropriate to the Power Pool.
  Monetary Rewards (pg 75, pg 113)
  Gifs are given in Treasure, Service is given in 
  Fealty.
  *   Simple Folk Reward: 1
  *   Town Reward: 2
  *   City Reward: 4
  *   National Reward: 8
  When Players Mark Experience (pg 73, pg 112)
  *   Flaw is Invoked
  *   Indulge their Flaw
  *   Fate Intervenes / Hard GM Move
  *   Resolve a Relationship
  *   Relationships becomes the focus of a scene
  Agenda (pg 107)
  *   Complicate the characters' lives
  *   Make the First Age come alive
  *   Discover the tale together
  *   Be Honest
  Principles (pg 108)
  *   Fail Forward
  *   Everything's Larger than Life
  *   Induce the Characters to Extraordinary Deeds
  *   Name Everyone, Humanize Even Teir Enemies
  *   Talk to the Characters, not the Players
  *   Inject Some Drama or Tragedy
  *   Uncover New Tings
  *   Conservation of Detail
  GM Moves (pg 109)
  *   Announce an Impending Problem
  *   Use Teir Tragic Flaws Against Tem
  *   Trade or Deal Harm
  *   Put Someone's Afections in Peril
  *   Confront Tem With a Horrible Truth or Great Evil
  *   Turn the Weather Foul or Mystical
  *   Give Tem a Terrible Choice to Make
  *   Pit Tem Against Great Numbers
  *   Pit Tem Against Terrible Demons
  *   Complicate Teir Relationships
  *   Bring Teir Loyalties Into Confict
  *   Reveal Creeping Darkness or Hidden Prophecy
  *   Introduce a Great and Terrible New Invention
  *   Cruel or Spiteful Gods Interfere Using "Destiny"
  what do you do?
  Hard & Soft GM Moves
  What happens next?
  Always end your moves by asking the PCs
  Sof GM Move
  Hard GM Move
  Narrate and provide options, escape routes, etc.
  Narrate concrete bad things, damage, etc.
  Fate Intervenes on a roll.
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  NPCs & Adversaries
  Standing in the way of your PCs since the dawn of time.
  Power Pools (pg 131)
  *   Everblood. Red. Vitality, predator & prey, circle of 
  life, animal tyranny, sex.
  *   Greentide. Green, yellow. Foliage, plants, trees, 
  eons, food, time, roots, endurance.
  *   Nebula. Blue, purple, red. Sky, night, stars, fate, 
  time, beauty, creation.
  *   Restless Depths. Red-brown, black. Insects, arach-
  nids, underground, worms, hives, industry.
  *   River Dragons. Blue, brown. Water, unstoppable, 
  disaster, foods, bounty, avalanches.
  *   Screaming Sky. Orange white. Destruction, 
  violence, ends, metal, fre, disaster.
  *   Te Evening. Gray, sunset. Time, aging, death, 
  night, change, the inevitable.
  *   Te Ink. Purple, black. Writing, knowledge, com-
  munication, immortality.
  *   Te Silken. Cream, peach. Fabric, cloth, comfort, 
  deception, refnement, disguise, emptiness.
  *   Uniformity. White, light gray, burning blue. 
  Homogeneity, union, hivemind, cooperation, purity.
  *   Te Myriad. Red, straw. Balance, objects, places, 
  beauty, awe, nature, imperfection.
  *   Te Great One. Brown, gray, blue. Planet, world, 
  stone, life, biosphere, size, mass.
  Creature Portfolios (pg 125)
  *   Te Benthic Ones. From the depths of the sea they 
  come to gorge on the bounty of the land.
  *   Chthonics. Te unfnished peoples of the origin of 
  the universe want revenge on our perfected forms.
  *   Te Corruption. Spore spreads. Such is the preroga-
  tive of this creeping fungoid danger.
  *   Te Forsworn. Take care what you swear and what 
  you vow, because those promises remember your words.
  *   Gigas Army. Tese mountain-vast titans can wipe 
  clean the lands of their enemies quite literally.
  *   Te Gilded. Are they empty suits of armor and 
  cloth-of-gold, or is there spirit inside them?
  *   Paperlings. Enemies of the written word, these 
  manifold beings seek to destroy all language.
  *   Plagueborn. Tese reconstructed zombies seek to 
  dissolve all life into a single enormous world-sized 
  biomass.
  *   Megabeasts. Fauna so enlarged that they scarcely 
  notice lesser lives, they hunger for ever-greater meals.
  *   Pillagers. Tese bandits and thieves are only loosely 
  tied together into hordes that attack civilized lands.
  *   Sky Tings. Tey come from the far side of the sky, 
  and their hideously alien forms are nothing but night-
  mare to us.
  Serf/Slave 
  Soldier/Warrior 
  Elite/Knight 
  Lady/Lord 
  Legendary Champion 
  Weak Minion 
  Tough Minion 
  Powerful Demon 
  Great Demon 
  Overlord 
  Dark God 
  Archetype
  0 
  1 
  3 
  4 
  6 
  0 
  1 
  3 
  4 
  6 
  8 
  1 
  4 
  6 
  10 
  15 
  4 
  7 
  10 
  15 
  25 
  30 
  Armor
  Health Weapon
  1 harm, melee 
  3 harm, melee or ranged 
  5 harm, melee or ranged 
  7 harm, any 1 range 
  9 harm, any 2 ranges 
  3 harm, melee or ranged 
  6 harm, melee 
  9 harm, melee and ranged 
  11 harm, melee and ranged 
  13 harm, all ranges 
  15 harm, all ranges 
  Conscripts 
  Irregulars 
  Scouts 
  Barbarians 
  Unit
  Poorly Equipped 
  Poorly Equipped 
  Stealthy 
  Poorly Equipped, 
  Plunderers 
   
  Well Equipped 
  3 
  4 
  4 
  5 
  Tags
  Harm
  1 
  2 
  2 
  3 
  6 
  7 
  8 
  9 
  1 
  2 
  3 
  3 
  Armor
  Health
  Fealty
  Infantry 
  Elite 
  Champions 
  Archers 
  Magi 
  5 
  6 
  4 
  4 
  9 
  11 
  4 
  6 
  Ranged 
  Indirect, Artillery 
  4 
  11 
  2 
  2 
  7 
  7 
  3 
  7
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Character Tracker
  Keep track of PCs and NPCs.
  PCs
  NPCs & Groups
  Name
  Name
  Size
  Race
  Archetype
  Flaw
  Relations
  Relations
  Notes
  Notes
  
  Heroines
  of the
  First Age
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Numbers & House Rules
  A bunch of silly numbers.
  Tallys & Counts
  Archetypes: 10
  Moves: 117
  Power Pools: 12
  Creature Portfolios: 11
  Sample Names: 316 
  Illustrations: 60
  Established Races: 26
  Possible Feature Combinations: 8000
  Weapon Combinations: 21780
  Armor Combinations: 1188
  Backers: 316
  Optional / House Rules
  ☐More Starting Gold
  GM picks 1-5 gold. All PCs add that to their Spare 
  Gold at the start of the game.
  ☐More Starting Moves
  GM and PCs decide a Move category (War, Social, 
  Archetype, etc). Te GM gives all PCs 1-3 extra moves 
  to select.
  ☐Shared Experience Marking
  When one PC marks experience, ALL PCs mark 
  experience.
  ☐The War Fund
  All Gold & Treasure in the group is pooled. A treasurer 
  is selected, who has the final say on what the money is 
  spent on.
  ☐My Own Failings
  When Fate Intervenes, the GM can opt to invoke their 
  Tragic Flaw to account for the failure.
  ☐Dying Heroes
  When you would normally be knocked out, you are 
  killed and sent to the Underworld. Your companions 
  must then retrieve you from there to resurrect you.
  Failure
  47%
  Tie
  20%
  Success
  34%
  Tis chart shows the global success rate across all combinations of 1d6 to 
  8d6 Stat vs DN Heroic / 1 to Divine / 4.
  Tis data is imperical, so the percentages may be up to 1-2% of.
  Stat
  1
  2
  3
  4
  5
  6
  7
  8
  Dice
  1d6
  2d6
  3d6
  4d6
  5d6
  6d6
  7d6
  8d6
  XP
  1
  3
  6
  10
  15
  21
  28
  36
  Average
  0.5
  1.0
  1.5
  2.0
  2.5
  3.0
  3.5
  4.0
  S
  0%
  25%
  50%
  69%
  81%
  89%
  94%
  96%
  T
  50%
  50%
  38%
  25%
  16%
  9%
  5%
  3%
  Heroic / DN 1
  F
  50%
  25%
  13%
  6%
  3%
  2%
  1%
  0%
  S
  0%
  0%
  13%
  31%
  50%
  66%
  77%
  86%
  T
  0%
  25%
  38%
  38%
  31%
  23%
  16%
  11%
  Legendary / DN 2
  F
  100%
  75%
  50%
  31%
  19%
  11%
  6%
  4%
  S
  0%
  0%
  0%
  6%
  19%
  34%
  50%
  64%
  T
  0%
  0%
  13%
  25%
  31%
  31%
  27%
  22%
  Mythical / DN 3
  F
  100%
  100%
  88%
  69%
  50%
  34%
  23%
  14%
  S
  0%
  0%
  0%
  0%
  3%
  11%
  23%
  36%
  T
  0%
  0%
  0%
  6%
  16%
  23%
  27%
  27%
  Divine / DN 4
  F
  100%
  100%
  100%
  94%
  81%
  66%
  50%
  36%
  
SOURCE: textdata/thevault/Heroines of the First Age (PbtA)/Heroines of the First Age - Handouts And GM screen.pdf