TEXT: Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Companion
   
  { Follow the Lead
  •	 You take +1 ongoing while following the orders of your ally.
   
  { Easily Dismissed
  •	 You get +1 on Move Stealthily whenever you’re not alone.
   
  { Pull You From The Fire
  •	 When you attempt to save your ally from an immediately 
  dangerous situation, roll Alertness. S: As per Tie, but 
  your ally gets the drop on the enemy as well. T: You avert the 
  immediate aspects of your ally’s fate. F: Fate intervenes and you 
  merely swap places.
   
  { Observant
  •	 You get +1 to Read a Person or Situation.
   
  { Comforting Presence
  •	 You and your ally get +1 to Social Moves with each other.
   
  { Obfuscating Stupidity
  •	 When you might come under suspicion, roll Charm or 
  Cunning. S: You avoid notice entirely; you’re not even on the 
  list of suspects. T: They’re aware of your presence, but discount 
  you as a suspect. F: Fate intervenes and someone learns some-
  thing important about you.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Devourer
   
  { Predator
  •	 You get +1 to rolls and harm with Biteshake and Swallow 
  Whole.
   
  { Natural Hunter
  •	 You get +1 harm with Natural Weapons.
   
  { Carnivore
  •	 When you cause your opponent to mark 2 or more stars of 
  Health in a single blow, you heal 1 star.
   
  { Eclipse
  •	 When you consume a part of a spirt, god, or great power, 
  roll Spirit. S: You devour all the energy in the local area. 
  T: You reduce the hold the power has on the area, but now it 
  knows you and is waiting for its chance. F: That was a bad food. 
  Fate intervenes.
   
  { Dimension Belly
  •	 When you eat something, you can choose to store it rather 
  than digest it. You can store a boatload of stuff, and each item 
  can be the size of a person.
   
  { Drain the Blood
  •	 When you drink the life force of another creature, roll 
  Spirit or Power. S: Choose 2. T: Choose 1. F: Exchange 
  harm and fate intervenes.
  •	 The target grows weary and depressed for several days.
  •	 You heal 1 star of Health.
  •	 The target is briefly your thrall.
  •	 The target does not recall your attack.
  •	 The target takes -1 ongoing when disobeying you.
  •	 The target takes +1 Spirit ongoing.
  •	 PC Only: The target marks Experience and 1 Health.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Outlander
   
  { Sturdier Stuff
  •	 You gain 1 Armor
   
  { Feral
  •	 +1 harm with all Natural Weapons
   
  { Great Beast
  •	 At the beginning of each fight, pick one. Each lasts the dura-
  tion of the battle, or until you are knocked out.
  •	 Take +2 Armor until you mark a Health star.
  •	 Take +1 ongoing on attacks.
  •	 Add 2 Health stars to your Health Constellation.
  •	 You can try a Risky Proposition to heal: Success clears 1 
  Health star.
   
  { Nomadic Ranger
  •	 When confronted with a difficult landscape, roll Alert-
  ness. S: Shelter and food come easily. T: Either food or shelter 
  can be had easily, but not both. F: Fate intervenes and you 
  encounter a dangerous wild animal.
   
  { Plunderer
  •	 You get +1 on Seize by Force Moves, including in war situa-
  tions.
   
  { Berserker
  •	 When you Exchange Harm, you can add 1, 2, or 3 to the 
  harm inflicted by both you and your opponent.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Priest
   
  { Healing Ritual
  •	 When you take the time to perform a ritual to heal another, 
  roll Spirit.
  •	 S: Heal 3. T: Heal 2. F: Heal 1, and fate intervenes.
   
  { Daily Prayers
  •	 Each day you hold 2 for your prayers. You can spend this 
  hold to take +1 on rolls on any action or Move related to your 
  religion.
   
  {Warding
  •	 You gain +1 Armor against magic, the supernatural, gods, 
  and the effects of Power Pools. You can extend this protection 
  to all standing within arm’s length.
   
  { Ritual of Devotion
  •	 When you perform a religious ritual for someone, roll 
  Spirit. S: They hold 3. T: They hold 2. F: They hold 1, but 
  fate intervenes and the enemies of your religion draw near. 
  They can spend 1 hold for one of the following:
  •	 Suppress an invocation of their Flaw.
  •	 Take comfort in your religion.
  •	 Cure feelings of guilt.
  •	 Take +1 forward against supernatural dangers.
  •	 Take +1 forward on Social Moves with fellow adherents.
   
  { Proclamation
  •	 You get +1 to Threaten and Weight of Reputation moves.
   
  { Sacrifice
  •	 When you sacrifice something to your gods, say what you are 
  sacrificing, what you want, and roll Spirit. S: Pick 3. T: 
  Pick 2. F: Pick 1, but fate intervenes.
  •	 The ritual is resolved immediately, rather than in the future.
  •	 You get what you wished for.
  •	 Your god accepts the sacrifice as a gesture, rather than literal-
  ly, allowing you to keep the thing in question.
  •	 You take +1 forward from the blessing of your god.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Shadewalker
   
  { Technique
  •	 When you use your martial art techniques, declare a super-
  natural patron or source of your style and roll Cunning. 
  S: +1 ongoing while you keep channeling that source. T: Take 
  +1 forward on the technique, but the source takes an interest. 
  F: Take +1 forward, but fate intervenes and the source takes 
  something from you.
   
  {Agility
  •	 You gain 1 Armor.
   
  { Dancer
  •	 When you perform a ritual dance, pick a source of great mys-
  tical power and roll Spirit. The dance affects all who see 
  it, granting them a bonus or penalty to actions related to the 
  Pool. S: You give +/-2 ongoing while dancing, or you open the 
  source to all present. T: You give +/-1 forward, but the source 
  infects you temporarily. F: Fate intervenes and draws everyone 
  into the source of power unprotected.
   
  { Darksome Folk
  •	 At dusk, you can choose to take +1 ongoing on Spirit or 
  Cunning until you encounter bright light or morning comes. 
  If you’re exposed to bright light before morning, you mark 1 
  health star.
   
  { Flash Step
  •	 You can use Melee Weapons as though they were Ranged.
   
  {Assassin
  •	 You inflict +2 harm while your stealth is maintained.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Socialite
   
  { Noble
  •	 When you use your wealth or status, roll Charm. S: 
  Your reputation precedes you, and they are eager to please. T: 
  They’re unwilling but cooperative. F: Fate intervenes: it turns 
  out that a political adversary has a hold on them.
   
  { Connections
  •	 When you talk to others about a person, item, or event of 
  interest, roll Charm. S: You find someone who has intimate 
  knowledge of it. T: You find a few people to give you good 
  clues. F: You find a lot of clues, but a lot of them are from the 
  opposition. Fate intervenes.
   
  { Commander
  •	 When you deliver an order, those who follow it receive +1 
  ongoing while it can still be accomplished.
   
  { Bard
  •	 You get +1 Charm when performing music.
   
  { Rogue
  •	 When someone’s plan is foiled, roll Cunning. S: You 
  can capitalize on it whenever you like. Hold 3. Spend 1 hold to 
  get +1 on a related roll. T: You take +1 forward to handle the 
  situation. F: You can capitalize on it later, but fate intervenes 
  when you do.
   
  { Believable
  •	 You get +1 to Beguile, Threaten, and Deceive Moves.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Soldier
   
  { Combat Medic
  •	 When you patch someone up in combat, roll Alert-
  ness. S: Heal 1 harm on your target. T: Heal 1 harm on your 
  target, but take -1 forward to your defense. F: You and your 
  target are caught out and fate intervenes in your ministrations.
   
  { Specialist
  •	 Pick one type of Weapon: Melee, Ranged, Natural, Aura. You 
  get +1 harm with Weapons with that tag.
   
  { Formation
  •	 When you fight in formation, you can choose to take +1 
  Armor ongoing, or give +1 Armor to all allies ongoing.
   
  { Fortitude
  •	 While you have 2 or more marked heath stars, you take +1 
  Armor ongoing.
   
  { Duelist
  •	 When fighting an opponent one on one, roll Alert-
  ness or Power. S: You Deal Harm to your enemy. T: You 
  Exchange Harm with your enemy. F: Fate intervenes: your 
  opponent Deals Harm to you.
   
  {Weapon Blast
  •	 When you charge up an attack to release all at once, roll 
  Spirit and Exchange Harm. S: You inflict +4 harm on this 
  attack. T: Your attack either misses and deals no harm, or hits 
  for +4 on the enemy and anyone, friend or foe, nearby. The 
  choice is yours. F: The attack goes wild or gets out of control. 
  Fate intervenes: massive collateral damage is inevitable.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Sorceress
   
  { Sanctuary
  •	 You have a tower, hovel, or cave that you can retreat to, with 
  2 assistants or allies. When resting there, you and your allies 
  clear all marked Health stars.
   
  { Creator
  •	 When you Craft something (See Crafting Things in Journey) 
  and the GM gives you several prerequisites, you can resolve 
  one of them simply by using magic.
   
  { Mindreader
  •	 Use Spirit instead of Cunning to Read a Person or Situation.
   
  { Summoner
  •	 When you conjure a creature from a Power Pool, roll 
  Spirit. S: Hold 3. T: Hold 2 and the Power Pool begins seep-
  ing into the area. F: Hold 1, and fate intervenes as the Power 
  Pool invades. The summon disappears after you spend your last 
  hold. Spend 1 hold to make your summoned entity perform 
  one of these actions:
  •	 Exchange Harm with an opponent.
  •	 The Summon performs short series of physical actions.
  •	 The Summon watches a target stealthily and reports back 
  to you.
  •	 The Summon guards you from danger.
  •	 The Summon has a 3 harm Natural Melee Weapon and 5 
  Health stars.
   
  {Witch
  •	 When you pry into mystic secrets or draw on the power 
  of the gods, roll Spirit. S: Choose 3. T: Choose 2. F: 
  Choose 1 and fate intervenes.
  •	 The power doesn’t invade your mind temporarily.
  •	 You are not rendered insensate from your communication 
  temporarily.
  •	 The power answers a question of yours.
  •	 The power shifts its influence at your behest.
  •	 You temporarily imbue an item with appropriate power.
   
  { Seer
  •	 When someone comes to you for advice, roll Spirit. S: 
  You prophesize the outcome. As a Tie, but they also take +1 on-
  going while following the prophecy. T: You reveal the dangers 
  or forces that wish to stop them. F: You prophesize their doom. 
  They take -1 ongoing until they perform a small quest, and fate 
  intervenes on you for it.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Wyrdling
   
  { Focus
  •	 Pick a target and roll Cunning or Spirit. S: You 
  take +2 choices or hold forward with Wyrdling Moves on that 
  target. T: Take +1 choice or hold forward with Wyrdling Moves 
  on the target. F: Fate intervenes. Your concentration is broken 
  and you lose all your Focus holds.
   
  { Telekinesis
  •	 When you reach out with your mind, roll Spirit or 
  Cunning. S: Hold 3. T: Hold 2. F: Hold 1 but fate intervenes. 
  You can spend 1 hold to perform a discrete action or manip-
  ulate a single object at a distance. These manipulations can be 
  anything you would otherwise be able to do with your hands.
   
  {Warp Reality
  •	 When you tamper with the fabric of reality within arms’ 
  length, you can reshape solid materials. roll Cunning or 
  Spirit. S: Hold 1. T: Hold 1, but the effects are only illuso-
  ry; others are not aware of this. F: The warping backfires; fate 
  intervenes. Spend 1 hold for one of the following.
  •	 Reshape the world around you: carve a boulder into stairs, 
  mangle a machine’s gears, cut a perfect square hole through a 
  tree, bend spoons, etc.
  •	 Meddle with an opponent’s equipment, causing -1 Armor or 
  -1 harm ongoing.
  •	 Intentionally disguise your actions until an outside force 
  comes in contact with your handiwork.
  •	 You can warp reality at Ranged distance temporarily.
   
  { Mind Blast
  •	 When you slam a foe with telekinesis, select a target within 
  Ranged distance and roll Power or Spirit. S: Choose 
  2. T: Choose 1. F: Choose 1, but you mark 1 health star and fate 
  intervenes.
  •	 Deal 1 harm Past Armor at any range.
  •	 Push or slam target.
  •	 Disorient target, they take -1 forward.
  •	 Add the Area tag to this attack.
   
  {Aegis
  •	 When you focus your powers on defense, roll Cunning 
  or Spirit. S: Hold 3. T: Hold 2. F: Hold 1 but fate inter-
  venes. Spend 1 hold for one of the following:
  •	 Take +1 Armor forward.
  •	 Change the target of your Aegis.
  •	 The Aegis protects against environmental hazards ongoing.
  •	 Extend the Aegis to all within arm’s length of the target.
  •	 The Aegis protects against all psychic and mental attacks 
  ongoing.
   
  { Debris Storm
  •	 When you let your psychic power rage like a hurricane, 
  choose 3 from below. Then roll Power or Spirit. The 
  Debris Storm has the Area tag, but what it affects depends on 
  your roll. S: The storm affects all enemies in the area. T: The 
  storm affects friend and foe alike. F: The storm affects every-
  thing within the area, and fate intervenes.
  •	 Dust: Those affected take -1 ongoing to vision.
  •	 Violence: Loose objects become high-speed projectiles, Deal-
  ing 3 Harm.
  •	 Interception: Those within the storm take -1 harm.
  •	 Force: Everything is thrown back out of the area.
  •	 Scour: Those affected take -1 ongoing to Armor.
  •	 Blinding: Those affected take -1 ongoing to attacks.
  
  Heroines
  of the
  First Age
  Character
  Player
  Copyright Voidspiral Entertainment | hfa.voidspiral.com
  Pact Mistress
   
  { Bind Pact
  •	 When someone makes an oath, vow, or promise to you, you 
  can bind them to their word. Roll Spirit or Power. S: 
  Hold 3. You can spend 1 hold to force them to take a single ac-
  tion to further their promise. T: Hold 2. You can spend 1 hold 
  to give them +1 ongoing if they keep their word, or -1 ongoing 
  if they break it. F: You give them +1 ongoing to follow their 
  vow, but fate intervenes.
   
  { Benediction
  •	 When you declare a vow with one of world’s gods or spir-
  its, roll Spirit. S: Hold 3. T: Hold 2. F: Hold 1 but fate 
  intervenes. Spend 1 hold to induce the gods to assist you by 
  modifying the world in some subtle way. If you break your vow, 
  you lose your remaining hold and take 3 harm Past Armor.
   
  { Stalwart
  •	 When you swear an oath to finish some business or complete 
  a complex task, roll Spirit or Power. S: You take +3 
  to Health stars ongoing. T: You take +1 Health star ongoing. 
  F: Your resolve is broken, fate intervenes. If you can’t, won’t, or 
  fail to complete your oath, you take harm equal to the stars you 
  received Past Armor.
   
  { Beast Mistress
  •	 You forge a pact with a beast, animal, or minor spirit. Say 
  what you will do for the creature and roll Spirit. S: The 
  creature obeys all orders, and can fight for you. It has 4 Health 
  stars and a 3 harm Natural Melee Weapon. T: The creature will 
  look out for you, go places, and observe things, but will not 
  fight. F: The creature is insulted by your offer. Fate intervenes. 
  If you fail to deliver on your promise, fate also intervenes.
   
  { Truthsayer
  •	 When you speak with someone you are suspicious of, roll 
  Cunning or Spirit. S: Hold 3. Additionally, you can also 
  compel them to speak the truth by spending 2 hold. T: Hold 2. 
  F: Hold 1, but fate intervenes. You can spend hold at any time 
  during the conversation to select or ask one of the following:
  •	 Is this person telling the truth?
  •	 Has this person broken their word?
  •	 Will they honor their bargain?
  •	 Is there another promise interfering?
  •	 Calm someone in the conversation.
   
  { Covenant
  •	 When you entreat a spirit, great power, or god to protect 
  and bless a place, roll Spirit. Any boons granted by the 
  power are rescinded if the oath is broken, and you always know 
  if it is kept or not.
  •	 S: The power asks for a small but regular sacrifice in ex-
  change for great and lasting prosperity.
  •	 T: The power asks for great sacrifices regularly in exchange 
  for mild prosperity.
  •	 F: The power binds you instead, fate intervenes.
  
SOURCE: textdata/thevault/Heroines of the First Age (PbtA)/Heroines of the First Age - Archetype Moves.pdf