Character Stats: 18, 14, 13, 12, 10, 9.
Character Classes:
Heroic Adventurers
Can take three partial classes or one full normal and one partial
Heroic Experts
As normal but once per scene they can take 12 non combat non psychic check, experts and partial experts roll 1d6 for fray dice
Heroic Psychics
Gain one bonus point of maximum effort one extra skill point to spend on psychic skills and techniques each time they advance a character level, and can pick four psychic disciplines as bonus skills at first level instead of two. As usual, no single psychic skill can start higher than level-1 during character creation. Psychics and Partial Psychics roll 1d4 for their Fray die, but can apply it to any enemy, and not just lesser foes.
Heroic Warriors
As the normal Warrior class, but their attack rolls always hit lesser foes, those enemies with equal or fewer hit dice than the PC has character levels. Heroic Warriors always win initiative in combat unless surprised or facing other Heroic Warriors. In the latter case, both roll normally and act before other combatants. Warriors and Partial Warriors roll 1d8 for their Fray die.
Heroic Arcanists
As the normal Arcanist class, but gain one extra spell preparation slot for every level you are capable of casting. In addition, gain bonus slots equal to your character level; you can use these bonus slots to cast any spell you know, whether or not you’ve prepared the spell and regardless of the spell’s level. If used to fuel abilities that require burning spell slots, treat them as slots of the highest level the Arcanist can cast. Arcanists and Partial Arcanists roll 1d4 for their Fray die, but can apply it to any enemy, and not just lesser foes
Heroic Magisters
As the normal Magister class, but you learn one extra spell per level you are capable of casting. In addition, choose one spell from every level you are capable of casting; you may cast these chosen spells as often as you wish, though you can’t use them to fuel foci or abilities that require you to burn spell slots. You can change which spells you nominate for free casting with a day’s work. Magisters and Partial Magisters roll 1d4 for their Fray die, but can apply it to any enemy, and not just lesser foes.
Heroic Adepts
Because an Adept class tends to have so many unique and specific powers, it’s not possible to provide a single easy template for scaling it upwards. Some GMs will be able to boost a given Adept class relatively easily, giving it additional abilities or giving them access to higher-level powers at a lower PC level. Other Adept classes are resistant to such changes. In most cases, the simplest solution is to let such a PC be a Heroic Adventurer, taking the full normal Adept class and then a partial class appropriate to their general concept. If the Adept’s magical abilities are mainly combat-oriented, their Fray die is 1d6. If the Adept’s abilities are less martially-focused, their Fray die is 1d4. In both cases, they can apply the damage to any target, and not only those who are lesser foes.