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Chasing Adventure (Beta) PDF
Chasing Adventure (Beta) PDF
Chasing Adventure (Beta) PDF
Adventure
A Fast-Paced Fantasy Game
Powered By The Apocalypse
Table of Contents
1 About 24 Ranger
7 Assets 33 Outlines
8 Tags 33 Friends
8 Followers 34 Locations
9 Barbarian 35 Enemies
11 Bard 36 Treasures
20 Immolator 39 Artifacts
22 Paladin 39 Credits
About Get Started
Chasing Adventure is a fast-paced action- If you’re used to games like Dungeons and You Need:
focused tabletop roleplaying game about Dragons or Pathfinder, here is what’s different
• Copies of the Playbooks and GM Sheet
daring adventurers in a fantasy setting. about this kind of system:
• Two Six-Sided Dice (called ‘d6’)
This game started as a refinement of Dungeon Start and end with the fiction. Focus on the
World but has since evolved into its own narrative, describe what your character does • Writing Utensils (Pencils Recommended)
game, inspired by Apocalypse World, Worlds of cinematically as if they were in an adventure
• Some Paper (Optional)
Adventure, One Shot World, Blades in the Dark, movie. Sometimes it will be very clear as to
and many more. ‘what happens next’ without needing to roll Talk About The Game
dice or do anything else. That’s great! Keep What ideas do you have for the game? What
Action and drama, tension and payoff, victory
pushing the fiction forward. Sometimes, it do you want to see in the game? What don’t
and tragedy are what this game is about. It is
won’t be clear, or maybe you’ll have a gut you want to see? What Safety Tools do you
designed to hit the ground running and only
feeling to roll. That probably means there is a want to use?
stop when you need to catch your breath. This
Move being triggered. Follow the procedure
game is not about resource management,
of the move, rolling if necessary, and let that Make Characters Together
survivalism, or mundane tasks.
move inform the narrative going forward. Everyone chooses a playbook and starts
If this is your first time playing a tabletop Whenever a roll is made, it will always have an filling it in. Meanwhile, the GM reviews and
roleplaying game, here is how this one works: effect on the fiction. familiarizes themselves with the GM Playbook
The GM doesn’t roll dice, they simply describe and Tools, and comes up with any ideas they’d
One person plays as the Game Master (GM). like to include.
Their role is to describe and portray the world what happens in the world, what the NPCs
and characters (NPCs) in it, how they act and do, what changes in the environment, and so
Ask and Answer
react to the other players. They have access to on. When the players take damage, they roll it
During character creation, players talk about
the GM Section to help them. themselves.
their characters and the world. Each player
The others take the role as a Player, each There is no specified turn order, and distance asks the group some or all of the questions on
playing a single adventurer, or Player Character isn’t measured or numbered. Abstract their Ask section, as well as telling them some
(PC). Their role is to face down dangers and maps and pictures are perfectly fine to use of the Answer questions. These don’t have be
drive the story forward with their pursuits. They supplementally, but the game is primarily done in any specific order, perhaps one player’s
have access to the Basic, Chase and Peripheral meant to be played through shared Ask is related to another’s Answer.
moves, and they each choose a Playbook for imagination, even during a fight.
Create the Adventure
their character (eg. Barbarian) that gives them
If you’ve played Dungeon World before, here The GM will choose an Adventure Starter
access to new moves.
is a summary of what has changed: from the table, or roll, or make one up. They
The GM and Players work together to tell an • Advantage/Disadvantage has replaced fill in the blanks using answers provided by
exciting story. Like a conversation the GM most instances of +1/-1 modifiers the Players, and can ask for more answers or
and Players go back and forth, with the GM details as needed. Then the create any NPCs
• No Load, Rations, or (mostly) Ammo
describing a situation and asking what one needed following the NPC Creator.
or more PCs do. The Player then describes • CON has been removed
their PCs action. Sometimes a PC might do GM Describes the Opening Scene
• Background replaces Race and Alignment
something that triggers a Move. Do what the Start the first scene in the middle of the action.
• Playbooks have been overhauled Describe something exciting and/or dangerous
move says, rolling if called for, and continue the
conversation based on what that move directs. • Debilities have been improved happening, focus part of that danger on one
of the PCs specifically, ask them what they do,
• Last Breath has been altered significantly
and start playing!
• Wealth is an abstract replacement for coins
1
How to Play
Most of the time, the Players and GM go back When you take damage, roll what the GM says Consequences described by the GM can
and forth in a conversation, describing actions, (based on their guidelines in the GM Section) be any number of things, damage taken,
reactions, consequences and emotions of their and reduce your HP by that amount. destroyed equipment, a difficult choice, a
characters and (for the GM) the world. The tough situation. Make sure to describe the
Armor reduces damage taken by the amount,
GM presents the fictional situation the player consequences dynamically; the ogre doesn’t
(1-Armor reduces 6 Damage to 5). Some
character(s) find themselves in, they respond, just deal damage, he slams you into the
weapons and attacks can pierce armor or
sometimes moves are triggered, and repeat. ground with an earthshaking roar and starts
ignore it entirely.
grasping for the nearest boulder to throw.
When a PC does something that triggers
You can also potentially reduce damage by
a move (act despite an imminent threat or Coming up with vivid descriptions, especially
taking a Condition. See ‘Tis But a Flesh Wound
obstacle, engage an enemy in open combat, on the fly, can be difficult. Feel free to ask each
under Basic Moves.
etc.) follow the procedure of the move. Once other for ideas and input. The Players have final
the move has resolved, then resume building When you have a Condition or Debility, the say over describing their PCs actions, and the
the narrative as informed by the move. stat it is associated with is treated as 1 lower GM has final say over the world and NPCs.
than normal when rolling. Each stat may only
When you roll, you do so with two six-sided
have one condition or debility at a time.
dice (2d6), add them together with a stat.
Example of Play and Spotlight Change:
Roll+STR means you add your STR to the result Conditions are only ever gained from moves
of the roll. like ‘Tis But A Flesh Wound. They can be Player: I charge immediately, drawing my
removed when you Settle In or by drinking a sword and hoping to get in close before the
When your total result is a 6 or lower, gain
Healing Potion. ogre can act.
1 XP. If the move says what happens on a 6-
then do that. If it says ‘in addition to whatever Debilities are only ever gained from Last GM: The ogre starts turning towards you,
the GM says’ or doesn’t say anything, then the Breath, and can only be removed through the roaring in territorial rage. Let’s see if you reach
GM will say what happens. This often includes Level Up move. it first, roll to Defy Danger with DEX.
negative consequences, see the GM Section for
Example Conditions or Debilities: Player: (rolls) a four, oh no. At least I get 1 XP.
more details.
STR - Weakened, Nauseous GM: The ogre grabs you with one hand, picking
When you have Advantage or Disadvantage
you up and throwing you into a tree to the side.
on a roll, you roll an extra d6 and take the two DEX - Dizzy, Shaky, Stunned
You take 2d6 damage, and are momentarily
highest (Advantage) or lowest (Disadvantage)
WIS - Confused, Exhausted stunned.
as the result. Advantage and Disadvantage
cancel each other out, and multiple sources of INT - Dazed, Forgetful, Concussed Player: (rolls damage taken) Eleven damage?!
Advantage and Disadvantage can stack (roll an No way, I’m going to take the Stunned
CHA - Scarred, Grumpy
extra d6 per source, always keep two). condition to DEX in order to reroll that. (Rolls
The Spotlight is a term referring to who the again) five damage, three after armor, that’s
Some effects let you gain Advantage/
fiction is focusing on at the moment. Whoever better. I think the stun from the tree will last
Disadvantage Forward, this means that it only
‘has the spotlight’ is the person/are the people for a while.
affects your next roll. Similarly, Advantage/
Disadvantage Ongoing means it affects all of whose actions we are following and seeing the GM: Sounds good. Meanwhile, the Ogre turns,
your future rolls until the situation causing it consequences of. In a typical scene, the GM fixes its bloodshot eyes on the Wizard in the
changes. guides the spotlight and switches it between distance, and starts stomping forward, picking
PCs frequently. It’s everyone’s job at the table up speed quickly. Wizard, what do you do?
When you deal damage, roll what is listed on to share the spotlight generously with each
your playbook (d6, d6+1, d6+2) and tell the GM other.
the result. They will reduce the NPCs HP by
that amount.
2
Basic Moves Chase Moves
Defy Danger Parley
When you act despite an imminent threat or obstacle, When you press or entice someone into a course of Start the Chase
tell us how you do it. Then roll.... action, say what you want them to do (or not to do), give When you enter a chase, either in pursuit or escape, you
• +STR if you endure or power through it them a reason (leverage), and roll+CHA. and the GM each start with 0 Hold. If multiple PCs are
• +DEX if you act with speed or finesse For NPCs, on a 10+ they’ll do what you want until some fact participating in the chase, they all share Hold.
or action betrays the reason you gave them. On a 7-9 they’ll
• +INT if you employ quick or out-of-the-box thinking
• +WIS if you rely on mental fortitude or sharp senses
do it, but they’ll need some extra incentive first. Gain the Edge
For PCs, on a 10+ they mark XP if they do as you ask. On a When you try to gain the momentum in a chase, say
• +CHA if you use charm, subterfuge or social grace 6-, they can ask you any one question about your thoughts, how much Hold you want and roll...
On a 10+ you do what you set out to do, and the threat feelings or motivations as if they rolled Scrutinized • +STR if you create or destroy physical obstacles
doesn’t come to bear. On a 7-9 the GM will offer you a Someone on you (they don’t get Advantage when acting
worse outcome, hard bargain, or ugly choice. • +DEX if you run, hide or maneuver
on it), and you must answer truthfully. On a 7-9, both.
• +INT if you distract or lure them
Hack & Slash Work In Tandem • +WIS if you keep your eyes and ears peeled
When you engage an enemy in open combat, roll+STR. When you act alongside one of your companions, they • +CHA if you disguise yourself or try to talk them down
On a 7+ you trade blows, deal your damage, take damage, roll with Advantage but you are both exposed to any costs On a 7+ you gain that number of Hold. On a 7-9, so does
and impact the fiction accordingly. On a 10+ you also or consequences associated with their move. One person the GM. On a 6- the GM gains that Hold, in addition
choose to either avoid their blows or deal +1d6 damage. can be assisted by multiple allies, gaining a new source of whatever else they say. Until someone has 3 or more hold,
Advantage for each person. the GM will describe the chase continuing onwards.
Volley
When you attack from afar, roll+DEX. On a 10+ you have Coup De Grace It’s Over
a clear shot, deal your damage and impact the fiction When you attack a target who is unaware, helpless or When either party in a chase has 3+ Hold , the chase
accordingly. On a 7-9 you deal your damage but are either otherwise completely at your mercy, ask the GM if you comes to an end. Whoever has the most Hold succeeds in
exposed/vulnerable or deal half damage (rounded up). could miss. If you could, treat it as a Hack & Slash or Volley. escaping or catching the other party. If both parties have
if not, just deal your damage to them (or, at the GM’s the same amount, the PCs win the chase (just barely). The
Spout Lore discretion, kill or subdue them outright). Either way you losing party can spend Hold 1-for-1 to:
When you consider what you know about a subject, ask deal +2 Damage and cripple them in a way of your choice. • Learn something about the other party (where they
the GM one question about it and roll+INT. On a 10+ the will go, who leads them, how to escape them now)
GM will tell you detailed useful information and you or an ‘Tis But A Flesh Wound • Have the chase end somewhere advantageous for
ally rolls with advantage the first time it’s acted on. On a When you take damage, you may choose to take a them (reinforcements, a trap or lair, etc.)
7-9 the GM will tell you something, but may reveal a twist condition of your choice. If you do so, tell the group how • Gain Advantage Forward (PCs only)
or greater truth at the appropriate time. the attack debilitates you, then roll the damage again and • Inflict Disadvantage Forward on the PCs (GM only)
take the lowest result.
Discern Realities
When you closely investigate a charged situation, ask Last Breath
the GM one question about it and roll+WIS. On a 7-9, the When your HP reaches 0, your life is untenable.
GM answers your question truthfully. On a 10+ the GM will When your life is untenable, be it from your HP reaching
also answer related followup questions. You and your allies 0 or any other reason, choose one from the list below and
gain advantage the first time you act on the answers. cross it off:
• Take a Debility of your Choice
Scrutinize Someone
• Change to a new playbook
When you have an intimate or prying conversation with
• Die
someone, roll+WIS. On a 10+ hold 2 and on a 7-9 hold 1.
During this conversation you can spend hold 1-for-1 to ask
the GM any question about this person’s thoughts, feelings
or motivations. You and your allies gain advantage when
acting on the answers.
3
Peripheral Moves
Settle In Undertake a Journey
When you settle in to rest, the GM advances the Ominous When you venture out in pursuit of someone or
Forces, then as a group answer the following: something, roll+Nothing. On a 10+ you get the jump on
• Did we discover something new and important about them, on a 7-9 choose one.
the world? • Your route is stealthy but tiring, the next move rolled
• Did we visit a new and memorable location? has disadvantage
• Did we overcome a notable obstacle or enemy? • Your route is quick and easy, but they noticed you
coming
For any “yes” answer, everyone marks 1 XP. Additionally,
mark 1 XP if you accomplished your Drive. If anyone has 5 On a 6- there is no good route, so both happen.
or more XP, they Level Up. When you’ve finished resting
and resume your adventuring, remove a Debility or heal an Seek Out
amount of HP equal to half of your maximum. When you declare you know an NPC who could help and
go looking for them, roll+CHA. On a 10+, they could do
Level Up what you need and they aren’t hard to find. On a 7-9, they
could do what you need, but the GM will choose one.
When you have 5 or more XP after Settling In, reduce
your XP by 5 and choose one of the following: • They still have a grudge against you or aren’t entirely
willing to trust you.
You can always take these options:
• They’re already caught up in some sort of trouble.
• Increase a stat of your choice from +0 to +1.
• They’re far away, in hiding, trapped, or similar.
• Take an Advanced Move from your class.
• Acquire an Asset of your choice.
I’m Back!
• Heal a Debility
When you explain your absence from the last session,
You can take these options only once each:
say what happened and roll …
• Increase a stat of your choice from +1 to +2.
• +STR if you fought a monster or escaped
• Increase a stat of your choice from +1 to +2. imprisonment.
• Gain a move from another class. • +DEX if you did something secret, stole something, or
• Gain a move from another class. evaded something.
Once you reach level 10, you can also take these options: • +INT if you learned ancient knowledge or invented
• Take an Advanced Move (Level 10+) from your class something.
• Increase a stat of your choice from +2 to +3. • +WIS if you discovered a secret or had a divine
• Change playbooks. encounter.
• Retire to safety. • +CHA if you made an ally, learned about a culture, or
purchased something of interest or value.
On a 10+, you had a prosperous leave; take Advantage
Epiphany
Forward and mark XP. On a 7-9, you attracted trouble
When you have a change of heart, say what is behind it during your absence or your actions had some unintended
and write a new Drive. consequences, the GM will say. On a 6-, in addition to
whatever the GM says, take Disadvantage Forward.
Pursue a Goal
When you want to accomplish a complex task or long- Penny For Your Thoughts
term project, tell the GM what you hope to achieve. They’ll When you Discern Realities by asking around for rumors
tell you the steps you’ll need to take to achieve your goal. and information, you may spend 1 Wealth to roll with
Advantage.
Player Note: You can represent goals through clocks
- circles divided into segments, with each segment The Briefcase
corresponding to a step. When you attempt to Parley with someone accepting of
bribes, Offering 1 Wealth count as leverage, and offering 2
GM Note: Each step is a requirement, cost, or risk between Wealth lets you automatically succeed as if you had rolled
the player and their goal. For simple goals, give them up a 10+.
to 4 steps; for complex goals, give them up to 8 steps.
4
Responsibility and Safety
X, N, and O Cards are check-in tools. They can
Safety Means Fun Lines and Veils are used to set boundaries be used by tapping physical cards, typing the
Chasing Adventure can be a very fast-paced on content in a game. Lines are hard limits letter into chat, or using hand signals. Before
game, and it can be difficult or awkward to on content, things that the GM or the players the game beings, remind everyone that they
stop in the middle of an action scene. That’s don’t want to engage in. Setting up a line are available and how to use them.
why it’s very important to talk abut what means that content won’t show up in the
The X Card can be used at any point if a
content is and isn’t fun beforehand, and to game at all. Veils are soft limits, things that are
participant is uncomfortable with the content
use tools that make it easier to deal with okay ‘behind a curtain’ or when they ‘cut to
happening in-game. When the X Card is used,
issues that may arise during play. Safety is black’. Setting up a veil means that the content
the group can change, rewind or skip the
always more important than any move or dice might be in the game, but not spotlighted or
content.
roll. Visit this link for more tools: http://bit.ly/ described in great detail. Lines and Veils can be
adjusted as needed throughout the game. The N Card can be used at any point if a
ttrpgsafetytoolkit
participant feels like they are headed towards
The GM is Responsible For: Script Change Ratings are used to set tone an X. When the N card is used, the group can
• Managing Game Flow and Spotlight and boundaries for your game. Using film change the content or have the scene ‘fade to
ratings (or your own), you can outline what black’.
• Describing the World to the Players
audience you’re playing for (e.g. PG-13 vs R). The The O Card can be used at any point if a
• Unleashing Consequences rating also addresses what content players do participant wants to continue with the
• Following the Principles and Moves and don’t want to see. Make sure to balance content. They can also regularly be prompted
• Knowing the GM Section and respect everyone’s wishes. Ratings can be by asking ‘O?’ out loud or in chat to check-in if
adjusted as needed throughout the game. everyone is still okay.
The PCs are Responsible For:
• Knowing the Basic, Chase, Peripheral and The Open Door is the assurance that someone
can leave or take a break from the game Script Change Toolbox is a set of cinema-
Playbook moves
for their own safety and well-being without themed tool words that can be used to adjust
• Taking Exciting Risks play and content. They can be used by tapping
being judged. State this at the beginning and
• Engaging With the World and Each Other cards, typing the letter in chat, or by using
periodically throughout the game.
• Being Generous With the Spotlight hand signals.
Emotions and stress from the game can Bleed Rewind can be used when something
Everyone Is Equally Responsible For: over into post-game life. This can affect the happened in play that makes a participant
• Having Fun enjoyment of the game, as well as out-of- uncomfortable. When Rewind is used, be clear
• Speaking Up When There is an Issue game relationships between players if not about what content is being adjusted, rewind
• Respecting and Understanding Each Other worked through. Being open and honest to a point before it happened, and play starts
• Ensuring a Safe Space about where the game beings and ends, and again.
being conscious of which feelings belong to Fast Forward can be used when a participant
• Organizing and Scheduling
the player and which are just bleed, helps to would like to skip past uncomfortable content
• Asking Each Other Interesting Questions mitigate the effects. or to the next part of the fiction. When it is
No One Is Solely Responsible For the Story used, skip forward to a new spot in the fiction
Debriefing as a group is a great way to reflect
The story is created when the PCs actions, the that everyone agrees upon.
on the game, identify possible issues, highlight
GM’s descriptions and consequences, and dice the fun things to continue, and work through Pause can be used when things are too
all collide together in a radiant explosion. potential bleed. Debriefing can happen right intense, but you still want to continue playing
You are all players, and you are all finding out after the game or in the days following it. the scene. When used, you can take a break
the story together. and/or discuss the content as needed. After
that, you can Resume, Rewind or Fast Forward.
5
Items Common Equipment Example Poisons
Here are a few common pieces of weaponry, gear, Adventuring Gear: 5 Uses, 2 Wealth) Oil of Taggit: Dangerous, 2 Wealth
hirelings, and services. These lists aren’t exhaustive or A collection of useful mundane items such as chalk, poles, Must be consumed. The target falls into a light sleep.
compulsory, and variants upon these items are likely to spikes, ropes, etc. When you rummage through your
exist. Their prices may also vary depending on location, adventuring gear for some useful mundane item and mark
haggling, and similar factors. For example, you might have Bloodweed: Dangerous, 2 Wealth
off a use, you find what you need.
a Rusty Sword which deals -1 damage or might easily Requires contact. The target deals -2 Damage with attacks
break on a 6- in combat. Or you might have a Masterwork until they are cured.
Bow which has 1-Piercing or +1 Damage in addition to its Bandages: 3 Uses, Slow, 1 Wealth
other tags. When you have a few minutes to bandage someone else’s
Goldenroot: Dangerous, 2 Wealth
wounds and mark off a use, you heal them of 4 damage
and staunch their bleeding. Must be consumed. The target treats the next person they
see as a trusted ally, until proved otherwise.
Common Weapons Poultices and Herbs: 2 Uses, Slow, 2 Wealth
Serpent’s Tears: Dangerous, 2 Wealth
Sling: Near, Awkward, Reload, 0 Wealth When you carefully treat someone’s wounds with poultices
and herbs and mark off a use, you either heal them of 7 Requires contact. The target takes +2 Damage from attacks
Ragged Bow: Near, Reload, 1 Wealth until they are cured.
damage or cure them of a poison.
Fine Bow: Near/Far, Reload, 2 Wealth
Crossbow: Near, Distinctive, Reload, 1 Wealth
Healing Potion: 3 Wealth
When you drink an entire potion, heal yourself of 10 Services And Expenses
Unarmed: Close damage.
Dagger/Shiv/Knife: Close/Near, 1 Wealth 1 Wealth: Most services and expenditures. Healing from
Baselard/Kris/Kikri/Dirk: Close, 1-Piercing, 1 Wealth a chirurgeon. A week’s stay at a peasant’s inn. A night of
Bag of Books: 5 Uses, 1 Wealth song, dance, and companionship. A custom item from a
Many/Hidden Knives: Close/Near, Infinite, 2 Wealth When your bag of books contains just the right book for blacksmith or other professional (in addition to its base
the subject you’re Spouting Lore on, consult the book and price). A hired killer. A guide through perilous terrain. Most
Club/Shillelagh: Melee, 0 Wealth mark off a use to roll with Advantage. hirelings.
Staff/Pike: Melee, Hefty, 0 Wealth
Sword/Axe/Mace: Close/Melee, 1 Wealth Pipeleaf: 6 Uses, 1 Wealth 2 Wealth: Exceptional and exotic services and
Warhammer/Flail: Melee, Forceful, 1 Wealth When you share pipeleaf with someone, mark off two uses expenditures. Magical healing from a priest or alchemist. A
to roll with Advantage to Parley with them. week’s stay at a noble’s inn. A small festival. A professional
Greatsword/Glaive/Halberd: Melee, +1 Damage, Hefty, 2
assassin. A guide through dangerous, life-threatening
Wealth
lands.
Bastard Sword / Chain Whip: Melee, Messy, Awkward, 1 Flask of Whiskey: 2 Uses, 1 Wealth
Wealth When you down a draught, mark off a use to roll with
Advantage to act boldly or face down terror. Anything of greater cost or value is typically a long-term
Rapier: Melee, 2-Piercing, 2 Wealth
investment, such as ownership of a house, caravan,
Spear: Melee/Near, 1 Wealth business, or ship.
Trap Kit: Dangerous, Slow, 1 Wealth
A bear trap, tripwire rig, bag of caltrops or marbles, or
Common Armor similar. When you take the time to set it up in advance, it
becomes a hazard you’ll want to steer clear of.
Leather/Chainmail/Gambeson: 1-Armor, 2 Wealth
Scale/Plate: 2-Armor, Clumsy, 3 Wealth Enchanted Arrows (3 Uses, 2 Wealth)
Shield: +1 Armor, 1 Wealth While heroes are assumed to have as many ordinary
arrows as they need, these arrows are expensive and
exceptionally accurate.
When you Volley using Enchanted Arrows, on a 7-9 you
may spend 1 Use instead of either of the other options.
6
Assets
Assets are special things your character has - a trusted Assistant Follower
companion, a gang, a hideout, a unique weapon. Here are A faithful butler, snide secretary, or reluctant-yet-helpful You have a trusted companion - humanoid, beast,
the ways you could go about acquiring an Asset: family member assists you. Unlike an Apprentice or or monster - that travels with you. See the Follower
Follower, they don’t normally go where you go. Instead, document.
Through Play Assistants work off-screen to accomplish goals in multiple
Assets are prescriptive; you can get them because the places at once. Assistants don’t have stats and don’t make Signature Weapon
fiction demands it. A mere hireling might become a moves, but they can carry out orders on the behalf of the
You have a weapon or other piece of equipment that has
trusted Follower, for example, or you might work to restore character using the character’s stats.
been custom-tailored for you. Work with the GM to create
an old Keep. it.
Aptitude First choose the most appropriate base for your weapon.
Through Advancement You’re especially practiced or talented at something that is
• Small and personal: Close.
Assets are also descriptive; when you Level Up and choose not reflected in your stats. Pick a skill, profession, academic
subject, or area of expertise; when rolling for this skill, you • Medium and handy: Melee.
to get an Asset, it happens - maybe not now, but soon, at
the next opportunity. are always treated as having the appropriate stat at +3. • Large or two-handed: Melee, Hefty.
• Ranged: Near, Reload or Near, Reload, Distinctive.
Asking the GM Wealthy Then choose two enhancements it has.
Talk with the GM at the start of the game; they might be You’re incredibly rich. You reduce the cost of everything by • It deals +1 Damage.
interested in giving you an Asset or two to start with, or 1 Wealth (things that cost 0 Wealth are free). • It has 2-Piercing.
they might tell you to Pursue a Goal first. • It is Unbreakable.
Organization • It has an extra range.
You have a membership with a guild, clan, religion, or
Example Assets similar organisation. This membership will often allow
you access to people, services, and locations that would
• It’s Messy.
• It’s Vicious.
normally be off-limits. • It’s Forceful (replaces Hefty).
Storied Past • It loses Reload or Distinctive.
You have a complex history; take an additional
Background of your choice from your Playbook. You gain
Occupied • It glows in the presence of ___________ (a specific
You have a business or some other reliable source of type of creature; goblins, mages, etc.).
its equipment, abilities and drive. If you have multiple
drives, you may choose one to be ‘active’ and primary at income. At the start of each session, gain 1 Wealth
the end of each Settle In.
Location
Reputation You have an arcane sanctum, secret hideout, or similar
You have a reputation - positive or negative - that precedes base of operations that is all your own.
you, for good or for ill. Tell us what you’ve done to deserve
it. Fame and infamy are a double-edged sword; you Apprentice
can never predict if it will bring you positive or negative Your Apprentice is a secondary character - a plucky sibling,
attention, but it counts as leverage to Parley for anyone perhaps, or an orphan kid you caught picking your pocket.
who respects it. Like a regular character they have a Playbook and can
use all the Basic and Peripheral moves, but they don’t
When you meet someone for the first time who’s heard start with a Background, only get one move from their
of you, tell the GM something they’ve heard of you. Then playbook, and their stats are +1, +0, +0, +0, -1.
the GM will tell you something else they’ve heard of you.
When you Level Up, you can choose to have your
Connections Apprentice level up instead.
Be it amongst street urchins, traveling merchants, or
wealthy nobles, you know people, and people know you. When you die, you can choose to have your Apprentice
When you put out word to your old friends and take your place; if so, their stats and moves automatically
associates about something you want or need, roll+CHA. improve to that of a fully fledged adventurer.
On a 10+, someone has it, just for you. On a 7-9, you’ll have
to settle for something close or it comes with strings
attached, your call.
7
Tags Followers Follower Moves
Tags are short descriptors of an item that help define You have a trusted companion - humanoid, beast, or Helping Hand
what it can and can’t do. Like with items, this list is not monster - that travels with you. Give it a name , describe it, When your Companion works alongside you, it counts as
exhaustive or cumpulsory, and can be easily modified. and work with the GM to create it. Working in Tandem; you roll with Advantage, but they are
also exposed to the costs or consequences of your move.
Area: It hits or effects everything in an area. Each Follower has HP, Armour, Moves, and Instincts, just
Armour: Reduces damage taken by n. n-Armour doesn’t like any other NPC. Leave this part to the GM; they’ll tell you Command
stack, while +n Armour does. what you should know when the need arises.
When you order or expect your Follower to do something
Awkward: It’s unwieldy and tough to use. The GM might dangerous, degrading, unreasonable, or contrary to
invoke the consequences on a 6- roll or when appropriate. Choose one or two Qualities they have, or make a new one. their instincts, roll+CHA. On a 10+, they do it now, as well
Brutal: When dealing damage roll twice and take the • Meek: Accepts their lowly lot; will agree to do as one could expect. On a 7-9, the GM chooses one.
better result. degrading and unreasonable tasks without the need • The experience tests them; the next time you
Clumsy: It’s incredibly unwieldy to use. The GM might to Command. Command them, roll with Disadvantage.
invoke the consequences on a 6- roll or when appropriate. • Warrior: They grant +1 damage when they help you • They complain loudly, now or later, and demand
Additonally, you have Disadvantage on DEX rolls while fight, and you don’t have to Command them to fight compensation.
using it. unless the opposition is terrifying or overwhelming. • It takes them longer than expected, is done shoddily,
Dangerous: Unsafe; take the proper precautions when • Organised: Follows plans well, works well in a or will cost you later.
using it or the GM may freely invoke the consequences. group. Once they agree to a plan, you don’t need to
Fiery: It painfully burns, sears, and causes things to catch Command them as long as the plan doesn’t go awry.
fire. Hot to the touch. • Healer: When they tend to wounds with Bandages or
Forceful: It inflicts powerful, crushing blows that knock Poultices and Herbs, they heal an additional +3 HP.
targets back and down. • Educated (___________): They’re learned about a
Hefty: It inflicts powerful, crushing blows, knocks targets particular subject. When they help you Spout Lore
back and down, and requires two hands to wield properly. on it, they’ll also give you an interesting (but not
Infinite: Too many to keep count. Throw one away, and you necessarily useful) piece of information.
have another one. • Cunning: Clever and observant. When they help you
Distinctive: It has an obvious and unique sound, Discern Realities, you can ask an additional question.
appearance or impression when used. • Charming: They are desirable or have a way with
Messy: It does damage in a particularly destructive way, words. When they help you Parley, they can count as
ripping people and things apart. leverage.
n-Piercing: It ignores n armour.
Reload: You have to take time to reload it between uses. The GM will give them a few Descriptors, too, befitting of
Slow: It takes a while to use - at least a minute, if not more. who or what they are. Here are some examples
Unbreakable: It can’t be broken or destroyed by normal • Athletic: Good at running, climbing, jumping, and so
means. on.
Valuable: It always counts as leverage to Parley. • Cautious: Careful and methodical; avoids acting rashly.
Vicious: It does damage in a particularly cruel way, • Devious: Deceitful, treacherous, thieving.
inflicting agonising, bloody wounds. • Stealthy: Avoids detection; often gets the drop on foes.
• Beautiful: Draws admiration and attention; makes an
impression.
Range Tags • Terrifying: Its presence and appearance invoke fear.
• Group: A team, gang, or mob, with all the strengths
Someone using a weapon outside of its normal range may and drawbacks of greater numbers.
need to first use another move such as Defy Danger to do • Ferocious: Merciless, violent, and aggressive.
so, or may not be able to at all. • (In)Famous: They’re well-known, for good or for ill.
• Stubborn: Tough, hard-working, and willing to put up
Close: It’s only useful when you’re up close and personal, in
with discomfort.
their face, intimate.
• Self-Sufficient: Can easily navigate and live off the
Melee: It’s useful at arm’s reach, or up to a few feet away.
land.
Near: You need to be able to see the whites of their eyes.
• Faithful: Dedicated to a religion, belief, or cause.
Far: You need to be within shouting distance.
8
Barbarian Background
Outsider (+2 STR, +1 INT)
Choose one Ask
Who Here...
You hail from the far reaches of the world in search of—what? Glory? ...has visited my homeland?
Treasure? Spilt blood? They call you barbarian. Uncivilized. You know better. You and your people are from a far off land and have
...has been harmed or endangered by my pursuits?
Their world of nobles and laws is fleeting. You will tread their jeweled thrones a fundamentally different way of life and of looking
under your boot, and you will show them what might and fear truly mean.
at things. ...am I distrustful or wary of?
For you know what is best in life, and you will take it.
...is trying to curb my reckless tendencies?
When you Spout Lore about knowledge rare in
...do I find puny and foolish?
Name Examples: Gorm, Fafnir, Haepha, Qua, Thra-raxes, Sillius,
these regions, roll with Advantage if you can say how
it might be known in your homeland. ...do I yearn to learn from?
The Glorious, The Foesmasher, The Gluttonous ...shares my hunger for glory?
Equipment: Trap Kit (Dangerous, Slow).
Look Answer
Drive: Teach someone about your culture or traditions.
Drive You hail from stranger, more terrifying lands than What is the strangest thing about these lands?
Based on Background, see the Epiphany peripheral move most folk can imagine, and your time there made When did you first discover your appetites?
you strong. How do your appetites haunt you when they go unsated?
9
Starting Moves You get all of these
Ugly Truth
When you smash through social etiquette to call
Ancestral Visions
When you perform a sacrificial ritual to consult
Rampage something what it really is, roll+CHA. On a 7+, name your ancestral spirits (or gods, or your totem, etc),
someone here who now agrees with you. On a 10+ you roll+WIS. On a 10+, the GM will grant you a great and
When you Hack and Slash, on a 10+ if you choose to deal also have Advantage Forward when doing something useful insight into your current goals, or a boon to
additional damage, roll an additional d6 and take the about it. help you on your way. On a 7-9, the sacrifice is not
higher of the two. enough and the gods take of your flesh as well, but
Berserker still grant you some insight or boon.
Herculean Appetites
When you deal damage, you can choose to ignore
Others may content themselves with just a taste of wine, or armor. If you do so, the next attack against you will Basking In Victory
dominion over a servant or two, but you want more. ignore your armor. You cannot use this again until When you Settle In, if you have sated at least one of
Choose two: after you have taken damage. your appetites since last rest, clear a condition.
• Pure Destruction
• Power over others Is That All You’ve Got? A Good Day to Die
• Mortal pleasures When you deliberately take the full brunt of an As long as your hit points are less than or equal to
• Conquest attack, take the damage as normal and then roll+STR. your STR, you have Advantage Ongoing on all rolls.
On a 7+, pick one. On a 10+, choose two.
• Riches and Property • Your enemy leaves themselves open and exposed.
• Fame and Glory
While pursuing one of your appetites, if you would roll
• You learn one of the enemy’s weaknesses;
describe it. Advanced Moves (lvl 10+)
then do so with Advantage. If any of the dice you roll are • Your reaction (or lack thereof) infuriates or terrifies
duplicates, the GM will also introduce a complication or your enemy. More! Always More!
danger that comes about due to your heedless pursuits. When you satiate an appetite to the extreme
Samson (destroying something unique and significant, gaining
Formidable You may take a condition of your choice to enormous fame, riches, power, etc), choose two.
You are best known for two terrible proficiencies. Choose: immediately break free of any physical or mental • Mark 2 XP.
• Unencumbered, Unharmed: Your body and clothes restraint. • Heal a condition immediately (separate from
count as 2-armour as long as you aren’t restrained, Basking in Victory)
wearing armor, or wielding a shield. From Stories of Old • You learn of an opportunity for wealth, power, or
• Musclebound: When you wield a weapon, it becomes Gain another proficiency from Formidable. similar.
forceful and messy. • Rolling duplicates when pursuing that appetite
• Immovable Object: The forceful and messy tags do Acquired Taste won’t cause any additional complications or
not work against you. Gain another Herculean Appetite. dangers until you next trigger More! Always More!
• Unstoppable Force: You have advantage when
Defying a moving Danger (traps, swinging weapons, Seasoned Wanderer The Great Destroyer
etc) When you arrive someplace, ask the GM about any When you Hack and Slash, on a 12+, choose
• Eye for Weakness: When you ask the GM ‘Who or important local traditions, rituals, and so on. They’ll tell something physical your target has (a weapon, their
what here is weak or vulnerable?” roll Discern Realities you what you need to know. position, a limb); they lose it.
with Advantage.
• Walking Weapon: Your limbs and body are as Khan of Khans A Living Epic (requires From Stories of Old)
formidable as the sharpest sword or heaviest hammer. When you pay a follower’s cost with gratuitous Gain another proficiency from the Formidable starting
You can fight any opponent unarmed. fulfillment of one of your appetites, you may roll with move.
Advantage the next time you Command them.
Towering Presence
Advanced Moves When you level up you may
choose to learn one of these
Usurper
When you have proven yourself superior to someone
Any intelligent, mortal creatures who sees you knows
instinctively that you are a force to be reckoned with
in a position of power, you have Advantage Ongoing
and treats you appropriately.
What Are You Waiting For? towards their followers, underlings, and hangers-on.
When you cry out a challenge to your enemies,
roll+CHA. On a 7+, they treat you as the most obvious My Love for You is Like a Truck You Cannot Harm Me (requires Is That All You’ve Got?)
threat to be dealt with and ignore your companions When you perform a feat of strength, name When you roll a 10+ on Is That All You’ve Got, you take
for now. You gain +2 damage ongoing against them. someone present whom you have impressed; you gain half damage. If you roll a 12+, you take no damage.
On a 7-9, choose one: Advantage Forward with them.
• Only a few (the weakest or most foolhardy among Limitless Pursuits
them) fall prey to your taunting.
Gain another Herculean Appetite.
• They gain +2 damage against you as well.
10
Bard Background Choose one
XP
• Bandages (3 Uses, Slow)
Condition/Debility • Pipeweed (6 uses)
Starts at 0
11
Starting Moves You get all of these
Scholarly Insight
Name a subject (Spells and Magicks, Unusual
Throw Down the Gauntlet
When you demand a formal duel in response to an
Beasts, Gods and Their Servants, Grand Histories, insult, your opponent may use a substitute or propose
Speak Softly conditions, but they cannot decline.
etc.); when you Spout Lore about this subject, you
When you Scrutinise Someone by speaking frankly treat any result of a 6- as a 7-9. While you are in a formal duel, you have 2-Armour
with them, you can roll+CHA instead of +WIS and ask an against your opponent and your attacks deal +2
additional question, even on a 6-. If you do, they will ask Damage to them.
you a question in return. You may lie, but if you do you Elder Arts
can’t use this move on them again and you’ll never regain When you weave magic into the shape of your
chosen art, choose one of the effects below. Anything You Can Do, I can Do Better
their trust
• You instill in them a powerful emotion When you spend some quality time with another PC,
• You lull them into a deep and infectious slumber. erase any shared moves and choose to share a move
Arcane Art • You stun and deafen them with the noise. with them or they share a move with you. Whoever
You start with 3 Art. When you invoke your potent magical • They treat you as a friend or source of authority. gains the move can use it a number of times equal to
effects through your artistry, spend 1 Art and choose from Then, roll+CHA. On a 7+, the effect manifests in full, your CHA.
below: affecting any number of Intelligent creatures you wish
• Wield your art like a weapon (Near, Distinctive, Ignores for as long as you continue to perform your chosen
Armour) until the end of the scene.
• Curse a foe, reducing their Armour by -2 until the end
art. On a 10+, it will linger even after your performance
ends, if only for a while. Advanced Moves (lvl 10+)
of the scene.
Well-Traveled Eldritch Tones
• Heal an ally for 1d6+1 Damage.
When you return to a Steading you’ve visited before When you use Gracious Performance, you spend +1,
When you Volley using your art, you roll +CHA instead of even on a 6-.
(your call), tell the GM when you were last here; they’ll
+DEX
tell you how it’s changed since then. When you next When you use Elder Arts, on a 12+, the effects will
When you Settle In, reset your Art to 3. Seek Out there, you treat any result of a 6- as a 7-9. persist until your next performance.
13
Starting Moves You get all of these Advanced Moves When you level up you may
choose to learn one of these
Heaven’s Weaving
When you Parley or otherwise broker a deal with
someone, your faith grants you insight into them; you
Divine Agent Cloistered Wisdom gain 1 hold to spend during the conversation as if you
You serve and worship a deity who grants you power. Give When you Spout Lore or Discern Realities about had used Scrutinize Someone.
your god a name (maybe Helferth, Sucellus or Zorica): something pertaining to your deity’s domains, you
Then, define your deity’s domains by filling in each answer: may roll +WIS instead of +INT.
Peaceful
• What they Control (the sun, the seas, the skies, etc) When you enter a hostile area openly, honestly, and
• What they Represent (love, death, war, wind, etc) Haruspex alone, no one but who recognizes your position will
• Who their Worshippers are (nobles, dwarves, wizards, When you Commune with your deity after fulfilling attack you unprovoked unless they are an enemy of
etc) their Demands, you also gain Advantage Forward to your deity.
do as they recommend.
• Who their Enemies are (demons, undead, heretics,
etc) Faithful
Thy Will Be Done When you Commune, you have Advantage Forward
• What their Demands are (sacrifices, secrets, victory,
When you use your divine authority to convince a
etc) to accomplish a task imposed by your deity. You also
fellow worshipper of your deity to act in their name,
mark 2 XP instead of 1 when you complete it.
roll+CHA. On a 7+, they’ll do it to the best of their
Commune abilities, but choose one. On a 7-9, the GM chooses
When you petition your deity for guidance on something
Advanced Moves (lvl 10+)
another.
that pertains to their domains, you are granted some • You’ll need to prove your divine authority to them
useful knowledge or a boon; the GM will tell you what. first.
In return, your deity may impose on you a task; mark XP • They’ll need you to come with them. Knowledge of the Faithful requires Cloistered Wisdom
when you complete it. • A terrible twist of fate will befall them in the
process. When you use Cloistered Wisdom, treat any result of
a 6- as a 7-9.
Invocation
When you call upon your deity’s power, choose an Lead the Flock
When you preach to a mob, roll+CHA. On a 10+, hold 3. Greatest Invocation (requires Greater Invocation)
invocation you know and roll+WIS. On a 7+, your deity’s
power flows through you and the effect comes to pass, but On a 7-9, hold 1. At any time you may spend your hold, Gain the Greater benefit of two invocations you know.
you must choose a consequence from the list. On a 7-9, the 1-for-1, to have the mob:
GM chooses another. • Bring people forward and deliver them to you. Favored Soul
• The invocation’s Risk comes to pass. • Bring forward all their precious things. When you use Invocation, on a 12+ choose no
• Unite and fight for you. consequences.
• The effort is physically taxing. Mark a condition of your • Work together in a collaborative act
choice. • Go quietly back to their lives.
• The power drains you. You take -1 Ongoing to Invoke
Apotheosis
until you have some time to pray and clear your head. When you take this move and spend some time
Greater Invocation establishing a unique and potent connection to
You start with 2 invocations known. Gain the Greater benefit of an invocation you know. your deity, choose a feature associated with them
When you Level Up, you can choose to Learn a New (rending claws, wings of sapphire feathers, an all-
Invocation instead of the other choices. My Faith is My Shield seeing third eye, etc). In recognition of your devotion
When one invocation is ongoing, you can’t use another. When you wear no armour and bear no shield, you and faith, your deity bestows this gift upon you.
You can end an ongoing invocation whenever you wish. get 2-armour.
Miracle Worker
Thaumaturgy Rebuke When you use Thaumaturgy, you may ignore or veto
When you petition your deity to perform a miracle that When you issue a simple command to a creature one requirement of your choice.
pertains to their domains, tell the GM what you desire. or entity that pertains to your deity’s domains,
Miracles are always possible, but the GM will give you 1 to roll+WIS. On a 10+, they will act according to both the Anathema
4 of the following requirements (separated by “ANDs” and letter and the spirit of your command. On a 7-9, only
You deal +2 damage (with both weapons and
“ORs”): one; the GM will say which.
invocations) against enemies of your deity.
• It’s going to take days/weeks/months. Furthermore, when you slay those enemies their
• First you must ________. Divine Intervention bodies are disintegrated by holy wrath.
• You’ll need help from ________. When you or an ally would take damage, you may
• It will require ________. call on your deity and have them intervene (a sudden
gust of wind, a lucky slip, a bust of light), negating that
• The effect will be unreliable or limited.
damage. Once you use this ability, you must Settle In
• You and your allies will risk danger from ________. before using it again.
• You’ll have to disenchant ________ to do it.
Miracle examples: Raise someone from the dead; call down an unnatural storm of acid rain and soul-clouds; restore someone’s missing limb; unravel the assorted dangers, threats, and grim portents of a front; summon a divine envoy. 14
Cleric Invocations
Cure Wounds Cause Fear (Ongoing) Freedom of Movement (Ongoing)
An ally you touch is either healed for 1d6+2 HP or cured Name an individual or a type of mortal creature. They A physical obstacle, hazard, or dangerous environment
of a mortal poison or disease. are filled with dread, causing them to recoil and back of your choosing no longer poses any threat to you.
Risk: The benefit is halved or temporary; the GM will away; the weak and cowardly among them must You don’t need to Defy Danger against this threat.
say. outright flee. Risk: You do still need to Defy Danger to overcome this
Greater: They either heal an extra 1d6 HP or recover Risk: Many more or fewer creatures than you expected obstacle, but you have Advantage Ongoing to do so.
from a condition of your choice. are affected. Greater: The effect extends to nearby allies as well.
Greater: On a 12+, even the mighty and strong-willed
Divine Wrath must flee. Empower (Ongoing)
A foe takes 1d6+2 damage (Forceful, Distinctive) Your deity has given you the ability to go beyond your
Risk: They take only 1d6 damage and are not driven Illuminate (Ongoing) limitations. Choose one of your stats. While the spell is
back. A magical light is projected from a point you choose, ongoing, it is treated as +3, even if you have a Condition
piercing darkness, illusions, and other falsehoods or or Debility.
Greater: On a 12+, they are also left momentarily
trickery. Risk: Once the effect ends, you suffer a condition of
stunned and helpless.
Risk: The enemies of your deity can sense the your choice from exhaustion.
disturbance caused by your divine magic for miles Greater: You can use this invocation on others. The
Divine Ward
around. person who is empowered is the one who may suffer
An ally gains Advantage Forward to Defy Danger, or is
Greater: The light is blinding to all who look upon the effects of the Risk.
temporarily protected from something pertaining to
it, and it deals 1d6 damage (ignores armour) to the
your deity’s domains.
Risk: It takes all your effort to grant them this
enemies of your deity while the invocation lasts. Messenger
protection, afflicting you with a condition. A message you speak is delivered to a person of your
Sanctuary (Ongoing) choosing, no matter where they are.
Greater: On a 12+, all your allies are affected.
As you cast this spell, you walk the perimeter of an Risk: The message is delivered in a vague or difficult to
area, consecrating it to your deity. As long as you stay interpret way.
Contact Spirits within this area, you are alerted whenever someone Greater: When they receive the message, they can also
You can speak with the recently departed, or with a acts with malice within it (including entering with respond in kind.
soul of your choosing; its spirit is pulled back through harmful intent).
the planes, just close enough to speak to you and Risk: The barrier is flawed; enemies of your deity
answer any one question you ask to the best of its Provision
can still enter, undetected and unhindered by your
ability. sanctuary. You miraculously have just the mundane item you
Risk: The spirit is not bound to tell the truth or aid you. need, as if you had spent 1 use of Adventuring gear.
Greater: On a 12+, none can enter the sanctuary
Greater: On a 12+, you can ask it any number of without your express knowledge and consent. Risk: You don’t have exactly what you need, but
questions you desire; it will answer them as best it can. something similar.
Bless Greater: The item is of superb quality, gain Advantage
Dismissal An ally takes +2 armor Forward and +3 damage
Forward the first time you use it.
Choose an otherworldly entity or spirit you can see; it is Forward.
banished from this world or back to whatever tethers Risk: The blessing weakens you, you suffer -2 armor
it here. and -3 damage forward.
Risk: It can choose to remain if it takes 2d6 damage Greater: The effect either gains the Ongoing tag,
(ignores armour). allowing it to last for as long as you maintain it (with
Greater: On a 12+, weaker entities are utterly destroyed. Forward replaced by Ongoing), or all your allies are
Stronger spirits are permanently banished from this affected for a short time
place, with whatever tethers them here destroyed.
Speak in Tongues (Ongoing)
Bestow Curse You can clearly speak with and understand any
A foe you touch has their armour reduced to 0 or is sentient creature.
struck by some supernatural disease, by blindness, or Risk: Only one sentient creature can understand and
by some other affliction for a few minutes. speak with you (that couldn’t normally).
Risk: You also suffer the effects of the curse. Greater: Nearby allies can also affected.
Greater: On a 12+, the effect is permanent.
15
Druid Background
Earthbound (+2 WIS, +1 STR)
Choose one Answer
What nearby people do you regularly assist? How do they
treat you as a result?
You are of the sacred spaces; you are born of soil and wear the marks of her
spirits on your skin. You may have had a life before, maybe you were a city Your soul feels a close kinship with the deep places What significant natural features are nearby?
dweller, but not now. You’ve given up that static shape. Listen to your allies
of the world. Worms and mushrooms are your family, What spirits lingers near your location?
pray to their carved stone gods and polish their silver shells. Their gods are
children, their steel is false protection. You wear the pelts of the earth itself. and lightless tunnels your hallways.
Why is there unrest in the spirit world?
You can see clearly in pitch dark. Which animal form is your favorite, why?
Name Equipment: Poultices and Herbs (2 Uses, Slow) What aspect of civilization do you most respect?
Examples: Hycarax, Elana, Weylan, Rose, Rehgar, Sigrial, How is the wildlife here especially unusual?
an animal name, a elemental name, a nickname Drive: Hide or bury something
In what way does nature and civlization conflict?
Choose your Background, then in write the rest as +1, 0, -1 in any order.
Choose one:
Spirit-touched (+2 WIS, +1 CHA) • Healing Potion
STR DEX • Bag of Books (5 Uses)
Once you were of the ‘civilized’ world, but that all
• Trap Kit (Dangerous, Slow)
changed when you were marked by the spirits as
nature’s servant and given her gifts.
Attuned Creatures
Condition/Debility Condition/Debility
See the Shapeshifter
Natural creatures are friendly towards you by default, Starting Move
Condition/Debility Condition/Debility
Ask
Who Here...
...smells more like prey than hunter to me?
CHA LEVEL Starts at 1
...have the spirits told me is in grave danger?
...have I shared a secret rite with?
XP
...is familiar with the sickness in these lands?
Condition/Debility Instinct examples: To smash and tear, To fly free and without care, To prey
...holds the least respect for nature? upon the weak and isolated, To consume and devour, To skulk about and
Starts at 0
ambush the unsuspecting, To weave webs and victimise the foolish, To
...have I helped track dangerous beasts in the past? assault and challenge the brave or strong.
16
Starting Moves You get all of these Predator and Prey
Whenever you Discern Realities, in addition to your
Balance
When you deal damage, gain 1 Balance.
normal question you may ask one of the following two
At One With The World When you touch someone and channel the spirits of
questions, even on a 6-. life, you may spend Balance. For each Balance spent,
You can speak with and understand animals, as well as • What is my quickest escape?
closely study them and Parley with them as if they were heal 1d6 HP.
• Where should I set up an ambush?
people. You also have no need to eat or drink; and can When you Settle In or otherwise rest, lose all Balance.
maintain a Rudimentary lifestyle for 0 Wealth.
Where The Wild Things Are Earthly Disciple
When you partake in Communion about someone
Communion using a part of them in the ritual (hair, blood, toenail, When you use Spirit Tongue to Parley, you may roll
When you spend some time in a place, connecting with etc), you innately know their general direction and +WIS instead of +CHA.
nearby creatures and spirits, roll+WIS. You will be granted well-being. When you Spout Lore about animals, nature, or the
a vision of significance to you, your allies, or the spirits balance of life, you may roll +WIS instead of +INT.
around you. On a 10+, the vision will be clear and helpful to Rules of Nature
you. On a 7-9, the vision is unclear and murky. On a 6-, in When you take the form of a creature both Eye of the Tiger
addition to whatever the GM says, the vision is upsetting, dangerous and fearsome, your attacks pierce 2 armor. When you mark an animal with blood, mud, or dirt,
frightening, or traumatic; take disadvantage forward.
you can see through its eyes as if they were your own,
Barkskin no matter what distance separates you. Only one
Shapeshifter animal may be marked in this way at a time.
While your feet touch the ground, you have 2-armor.
When you call upon the wilds to change your shape,
choose one of your attuned creatures and roll+WIS. On a
To Speak With the World Itself
10+, you transform quickly and without issue. On a 7-9, you
still transform, but you are put in a spot or draw unwanted When you use At One With The World, whatever the Advanced Moves (lvl 10+)
attention. result, you may ask any one question about the vision
you received. The spirits will answer you to the best of Elemental Mastery (requires Environmentalist)
their knowledge and ability. When you call upon primal elemental spirits (fire,
While in an animal shape, you gain any innate abilities
water, air, etc) to perform a task for you, roll+WIS. On
and weaknesses of the form; claws, wings, gills, and so on.
Shed a 7+, the effect you desire comes to pass. On a 7-9, you
You also gain the Instinct of your new form; this primal
When you revert to your normal form after also choose 1.
urge is something innate to each creature and becomes a
shapeshifting, heal for 1d6 damage. • The effort drains you, mark a condition
part of you while you are shifted.
• You lose control and cause collateral damage.
The Bridge Between Worlds
When you try to change shape without having fulfilled You see the patterns that make up the fabric of the Weather Weaver
your Instinct (including shifting back to normal), roll+WIS. world. You can now apply your Shapeshifter and When you call upon the spirits to create a strong
On a 10+ you succeed and all is well. On a 7-9 you succeed, At One With the World moves to inanimate natural weather phenomenon, roll+WIS. On a 10+ choose two,
but won’t be able to transform back into that creature objects (plants and rocks) as well as pure elements on a 7-9 choose one.
until you reattune with it by fulfilling its Instinct. On a 6- (fire, water, air, and earth). You don’t add any new
the GM says what will happen, perhaps you lose yourself in • The phenomenon appears immediately and lasts
transformations now, but may in future advances.
your animal form and run away or turn on your allies. as long as you desire
Work with the GM to define the qualities, limitations,
and Instinct of such forms. • Nearby land is not permanently altered
You begin play with two Attuned Creatures. • None of your allies, wildlife or innocents are
Ironbark Will directly harmed
When you Level Up, in addition to the normal choices you When you try to Shapeshift back to normal without
may choose to add two more Attuned Creatures to your having fulfilled your Instinct, roll with Advantage. More Beast Than Man
list. When you directly pursue your Instinct while
Call of the Wild Shapeshifted, roll with Advantage.
When you resist or act against your instinct while
When you summon natural beasts to your presence
Shapeshifted, roll with Disadvantage.
Advanced Moves When you level up you may
choose to learn one of these
or to the presence of someone else, choose a type
of animal and roll+WIS. On a 7+, they congregate at a
location you choose. On a Red of Tooth and Claw (requires Rules of Nature)
Environmentalist 7-9, choose 1:
When you take the form of a creature both
dangerous and fearsome, your attacks are Brutal
When you call upon nature to aid you against a foe, • It takes time for them to gather. and gain one of the following tags: Messy, Forceful or
name a suitable part of your surroundings (deep roots,
• You are not precise about the location. Vicious.
rocky cliffs, flowing wind, etc.) and roll+WIS. On a 7+
your foe is temporarily hampered or trapped. On a 10+ • You attract other animals in addition to or
you also deal your damage. instead of those you intended.
17
Fighter Background Choose one
Drive Whether on the front lines or ‘peaceful’ patrols, you’ve How did you learn to fight so well?
Based on Background, see the Epiphany peripheral move learned to always trust your gut. Who died fighting alongside you before? Who still
begrudges you for that death?
Whenever you’d like, you may ask the GM “What What do you do for fun? What do you do when not
HP / 24 Armor gives me a bad feeling about this?” They will answer fighting?
truthfully, though not necessarily in full detail. Who or what do you most regret killing?
What important battle recently occured? Is a war brewing?
Damage: d6+2
Equipment: Bandages (3 uses)
Who did you leave behind?
Drive: Teach someone a lesson
Where is the nearest military force? What unique style
Choose your Background, then in write the rest as +1, 0, -1 in any order. or weaponry do its members use, and what is their
relationship to this place?
STR DEX Knight (+2 STR, +1 DEX)
Whether for a monarch, a cause or a principle, you
fought to uphold and protect others.
Equipment
Condition/Debility Condition/Debility
You start with:
When you taunt or aggravate someone in a fight, • A Signature Weapon (see Assets page)
spend 1 Momentum to redirect harm from an ally to • Scale Armor (2-Armor, Clumsy)
yourself. • The equipment from your Background
INT WIS
Equipment: Adventuring Gear (5 Uses)
Choose two:
Drive: Go above and beyond for your ideals • Crossbow (Near, Distinctive, Reload)
Condition/Debility
• Hidden Knives (Close/Near, Infinite)
Condition/Debility
• Spear (Melee/Near)
• Shield (+1 Armor)
• A Healing Potion
CHA LEVEL
• Poultices and Herbs (2 Uses)
• Flask of WHisky (2 Uses)
Starts at 1
• Pipeleaf (6 Uses)
Condition/Debility XP Starts at 0
18
Starting Moves You get all of these Quarterback Narsil
When you forcefully grab or tackle a foe, roll + STR. Your signature weapon gains 1 additional
Battle Momentum On a 7+ you do it, if they’re small or weak enough enhancement, 3 in total.
they’re disabled while you hold them. On a 7-9 they
You understand the back and forth rhythm of a fight
better than most.
struggle for a bit, dealing half their damage (rounded Steel Gaze
down) to you in the process. When you enter combat, roll+CHA. On a 10+, hold 2.
During a fight, you may spend Momentum to increase or
On a 7-9, hold 1. Spend your hold, 1-for-1, to make eye
decrease a damage roll by the amount spent.
Riddle of Steel contact with an NPC present who freezes or flinches
When you take damage or deal damage unmodified by Crossing blades with someone counts as intimate and can’t act until you break it off. On a 6-, your
Momentum, gain 1 Momentum. and prying conversation for the purposes of Scrutinize enemies immediately identify you as their biggest
You can have a maximum of 5 Momentum, and at the end Someone. threat
of a fight it resets to 0. When you Scrutinize Someone while fighting them,
roll with Advantage. Percussive Counterspell
Armed and Ready When you interrupt a spell or magical effect using
You’re used to wearing heavy armor, and it doesn’t slow Knot Expert force, roll+STR. On a 10+ you successfully interrupt it.
you down or make you clumsy. You ignore the Clumsy tag When you tie up someone whom you have grappled, On a 7-9 the spell is reduced or rebounded in some
on armor you’re wearing. using rope, chains, manacles or similar, it is always way, the GM will say how.:
quick and never dangerous. When you’re up close and personal with a wizard
Particular Set of Skills or spellcaster, you automatically deal your damage
When you Parley using threats of violence, roll with Amateur Smith whenever they cast a spell.
Advantage. When you rest, you can repair a single item of
damaged or destroyed equipment.
Demolitionist
Battleborn
Advanced Moves (lvl 10+)
When you want to destroy an object, be it a building,
When you Defy Danger in battle, you may spend 2
magical artifact, or obstacle, tell the GM what it is. It
is always possible, but the GM will give you 1 to 4 of the
Momentum to roll with advantage. Expert Smith (replaces Apprentice Smith)
following requirements (separated by “ANDs” and “ORs”); When you rest, you can repair all damaged or
• It’s going to take hours/days/weeks.
Basic Training destroyed equipment, and change the assets of your
You’ve gotten used to the tireless marches, late signature weapon from one to another.
• First you must ________. nights, early mornings and backbreaking labor. You
• You’ll need help from ________. are unaffected by all but the most extreme forms of Master Stroke
• You’ll need to use ________. exhaustion. When you Settle In, you may stay up all When you roll a 12+ on Hack and Slash, you can deal
• It will be easy/difficult to repair night on watch without feeling tired, but you won’t +1d6 damage and avoid their attack.
heal any hit points.
• You and your allies will risk danger from ________.
• You’ll have to use up/wear out ________ to do it. I’ll Take That (requires Like Water Upon Rocks)
Eye For Danger When you completely avoid a blow from a melee
Whenever you’d like, ask the GM how much damage weapon, you may spend 2 Momentum to steal that
something can do and they will tell you honestly. weapon for yourself.
Demolitionist examples: starting a cave-in, breaking a wall down, blowing up a building, shattering a renowned sword, dropping a magical ring into a volcano 19
Immolator Background Choose one
Drive Heart of the Phoenix (+2 CHA, +1 STR) What happened the last time your flames truly got out of
control?
Based on Background, see the Epiphany peripheral move
You acquired your fire when you died and were What did you sacrifice to gain your fire?
reborn. You may have ‘died’ several times since then, What important secret did someone confide in you?
HP / 18 Armor but it doesn’t seem to stick with you.
What forboding vision did the flames show you?
When your life is untenable, replace ‘Die’ with ‘Die for Who or what does your heart truly burn for?
Damage: d6+1
now, but return to life in a few hours.’ Who knew you before you gained your fire?
Equipment: Adventuring Gear (5 Uses)
Choose your Background, then in write the rest as +1, 0, -1 in any order.
STR DEX
Drive: Reveal my deathless nature to someone. Equipment
You start with:
Practiced Enlightenment (+2 CHA, +1 DEX) • 1 Wealth
• A Bundle of Torches (5 Uses)
Condition/Debility Condition/Debility You connected with your fire through a long season • The equipment from your Background
of dangerous training and sweltering meditation,
and you have the scars to prove it. Choose one:
• Leather Armor (1-Armor)
You have +2 armor against fire, even if magical. This
INT WIS • Flame Resistant Clothes
armor cannot be ignored or bypassed.
Condition/Debility XP Starts at 0
20
Starting Moves You get all of these
Mushu
You have an animal companion (see the Followers
Twice as Bright, Half as Long
While channeling your fire, you may treat one of your
Firebrand page). This companion has an additional descriptor: missed rolls as a 7-9, or a 7-9 as a 10+. Tell the GM what
Affinity for Fire: This follower cannot be harmed by you’ve lost to make this come to pass; (an emotion, a
You can manipulate fire in a variety of cosmetic ways fire or heat, even of a magical nature. memory, etc). It’s gone forever, right now. The flames
such as: dimming, flaring, sparking, changing color, and
will then make a request of you (the GM will say
creating shapes and images in the flames. You can also
use existing sources of fire as a weapon (near, vicious, Smokestep exactly what). You may not use this ability again until
When you obscure yourself with a cloud of smoke, you have fulfilled their wishes, and refusing to do so
1-piercing). Choose one trait of your fire now:
ash or cinders, you can instantly transport yourself may have dire consequences
• Conjured: You can create your own fire rather than
anywhere within the cloud, or to another nearby cloud.
relying on something burning.
Eye for Destruction
• Controlled: Whenever you deal collateral damage
with your fire, the unintended targets won’t be as
Everburning At any time, ask the GM “What here is flammable?”
When you imbue an object with a portion of your They will answer truthfully.
harmed (any damage has disadvantage).
fire, it will burn with a dim, heatless flame without
• Malleable: Your fire gains the Close and Melee tags. being consumed. For each one you choose below, take Impressive Scars
• Expansive: Your fire gains the Area tag. an ongoing -1 to Firebrand. CHA conditions or debilities don’t lower your stat.
• Long-Reaching: Your fire gains the Far tag. • The flame is not entirely heatless, the object deals
When you fight using fire as a weapon, roll+CHA. On a 7+ +2 damage when used as a weapon.
deal your damage, on a 10+ choose one, on a 7-9 choose
two.
• The flame is bright, and will illuminate shadows,
uncover illusions and reveal invisibility. Advanced Moves (lvl 10+)
• The flame is still connected to you, you can see
• You cause unintended collateral damage.
and hear everything near the object. Blades of Chaos (requires Infernal Weapon)
• You draw unwanted attention. Objects do not need to be flammable to be imbued Your fire gains an additional trait, and has the Messy
• Take -1 Ongoing to Firebrand until you next Settle In. this way. You may take your portion back at any time and Forceful tags when wielded as a weapon.
by touching the object.
From The Ashes By Fire Be Purged
When you burn a sacrifice and stare deeply into the Signal Flare When you burn away a magical enchantment,
flames, ask the GM one question about it or that which When you shoot a burst of fire high into the air, you compulsion or curse, roll+CHA. On a 10+ it is destroyed.
is associated with it (owners, loved ones, history, etc.) do it. It hovers above you for minutes for everyone On a 7-9 choose one:
and roll+CHA. On a 7+ you see a vision in the flames that within miles to see. Anyone who has seen you use your • The effect is only cleaned partially or temporarily.
answers you question, the GM will describe it. On a 10+ the fire knows that it is yours. • The cleansing has left its mark on its subject (PCs
vision is clear and obvious. On a 7-9 the vision is vague, take a Condition)
shadowy, or metaphorical. Infernal Weapon • The cleansing draws unwanted attention from the
true source of the magic.
Your fire gains an additional trait.
Mesmeric
When you have time and privacy with someone and you Burning Hearts Watch the World Burn
impose your fiery will upon them, roll+CHA. On a 10+, hold When you channel the flames and call down a
When you gaze intensely into someone’s eyes, you
2. On a 7-9, hold 1. They can spend your hold, 1-for-1, by: firestorm, tell the GM what you’re sacrificing and
may ask their player “what fuels the flames of your
roll+CHA. The sky open ups and fire pours like rain
• Giving you something they think you want. desire?” They’ll answer with the truth, even if the
within an area proportionate to your sacrifice;
• Doing something you tell them to do. character does not know or would otherwise keep this
everyone and everything in the area takes damage
hidden.
• Fighting to protect you. as appropriate. On a 10+, you can extinguish the
If they’re an NPC, they can’t act out against you until your storm with a little effort. On a 7-9, the fires rage out
Hold is spent. If they’re a PC, you can spend your Hold,
Don’t Blink of control, spreading and dusting where they are
When you stand your ground before a creature of carried by wind and weather. On a 6-, something cruel,
1-for-1, to:
fire, such as an elemental or a dragon, roll+CHA. On a intelligent, and hungry comes with the storm.
• Distract them with the thought of you, forcing them 10+ you have earned its begrudging respect and it will
to Defy Danger. not attack you (for now). On a 7-9 it won’t attack you
• Inspire them with the thought of you, giving them +1 for now but it grows impatient. The GM will tell you
Dragon of the West (requires Agni Kai)
Forward. what to do to be spared its wrath. When you Defy Danger against fire or heat, on a 12+
choose one:
From Hell’s Heart • You turn the attack back on itself (if applicable)
HP / 22 Armor Equipment: Adventuring Gear (5 Uses) Is there something particular in your past that drives you to
fight the good fight?
Drive: Lead another to act despite fear or doubt.
What are you looking to atone for?
Condition/Debility Condition/Debility
Choose one:
• Halberd (Melee, Hefty, +1 Damage)
• Sword (Close/Melee)
Drive You are a protector of the great wilderness, and have What is the nearest danger that lurks nearby? What signs
or impressions of its presence mark the land?
Based on Background, see the Epiphany peripheral move learned to always take precautions.
What lands do you range?
When you Flashback, spend 1 less Prep. When did you earn your weapon?
HP / 22 Armor Equipment: Trap Kit (Slow, Dangerous) What animal leathers or skins to you wear?
Condition/Debility XP Starts at 0
24
Starting Moves You get all of these
Scout Ahead
When you go off on your own to explore a dangerous
Tools of the Trade
When you know of a specific weapon, tool, or
area, roll+DEX. On a 7+, you make it back safely; the substance that will aid in the slaying of a creature,
Bestiary Knowledge
GM will describe what you encountered. On a 10+, you can carefully unpack your arsenal and start
You are learned about the natural world. When you choose 3. On a 7-9, choose 2: searching. If it’s relatively cheap (1 Wealth) and
Spout Lore about the wilds and its creatures, or about common, you have it; if it’s expensive, rare, or unique,
• Ask the GM one question as if you rolled a 7-9 on
monsters, you roll with Advantage. you must spend 2 Prep to have it on you.
Discerned Realities (can choose multiple times)
When you first encounter a beast or monster with which
• You bring something interesting or useful back
you are familiar (your call), you may ask the GM any one Trackless Strider
question about it, and they’ll tell you the truth. • Gain 1 Prep due to preparations made there.
You know the lay of the land. When you move with
• You got away clean, rousing no suspicion.
care and calm, you make no noise and leave no trace
Citizen of the Wild On a 6-, you can still choose 1, but if you do choose one: of your passage. You have Advantage when rolling for
When you Undertake a Journey and act as a guide, • You make it back, but trouble is hot on your heels. Chase and Escape in the wilderness.
roll+WIS instead of +nothing. • You’re missing in action; details to be revealed
Athelas
Ready For Anything Favored Quarry When you search for makeshift or foraged medicine
You are always prepared for the unexpected. Start with 4 When you declare a specific type of enemy (goblins, and treat someone with it, roll+WIS. On a 7+, you are
Prep. You can spend Prep 1-for-1 to: mages, ghosts, etc) to be your Favored Quarry, say able to heal them for 1d6 (Slow). On a 10+ you also gain
how their kind wronged you and what revenge you 1 use of Poultices and Herbs from the surplus.
• Ignore armor on an attack
plan to unleash in return. Until you get your revenge in
• Roll with Advantage when Defying Danger
full you cannot declare another Favored Quarry. Your Know Your Enemy
When you Settle In, reset Prep to 4. Favored Quarry: When you Spout lore about creatures, monsters or
• can never take you by surprise the wild, roll with WIS.
Flashback • and is always treated as a creature and monster
When you declare how you prepared for something in for the purposes of moves One Shot, One Kill
advance, spend Prep as determined by the GM using the • takes +2 damage from all of your attacks When you Coup De Gras an enemy from range, you
guideline below: cannot miss.
• 1 Prep - Ordinary action, easy opportunity, no rolls Big Game Hunter
required, a short time ago There is always some creature or monster nearby that
• 2 Prep - Complex action, unlikely opportunity, one roll
required, some time ago
needs to be dealt with. Whenever you like, tell the
GM there is a monster nearby. Then answer one of the
Advanced Moves (lvl 10+)
• 3 Prep - Elaborate action, special opportunity, several two questions on each point below. The GM will use
the other questions in secret. Prepared For Battle
rolls required, a long time ago When you enter a battle, gain 1 Prep.
When you roll as part of a flashback, the GM may choose • How big is it? / How many are there?
to cost extra Prep as an alternative consequence. If you’re • Where is its lair? / What are its defenses?
Knowledge Is Power
already at 0 Prep, take an appropriate condition. • What can it do? / What valuables might it have? When you Spout Lore or Discern Realities about a
When you show authorities proof that the monster is creature or monster, on a 12+ gain 1 Prep.
dealt with, gain Wealth equal to your WIS.
Advanced Moves When you level up you may
choose to learn one of these
Animal Whisperer
Ready For Everything
You may spend 1 Prep to gain Advantage on any roll,
Living Off The Land When you approach a dangerous animal carefully, not just Defy Danger.
presenting yourself as no threat, roll+WIS. On a 10+
You are accustomed to the hunter’s way of life. Eating
wildberries, hunting for meat, trading furs, and so
it watches you carefully, but will not attack unless Backup Plans
provoked. On a 7-9 you must offer it something it
forth. It costs 0 Wealth for you to lead a Rudimentary Your Prep resets to 6 instead of 4.
wants (food, prey, territory).
lifestyle.
Grisly Trophy
You Activated My...
Keep Them Busy When you set up a Trap Kit into a trap, it is not When you slay a dangerous creature, you may
When you assault and harass a foe to provoke, lure hazardous for you. You can maneuver within and impart some of its power into a trophy (horn, claw,
or confuse them, roll+DEX. On a 10+, choose 2. On a around it without any danger. Additionally, gain skull, etc). The GM will give you one nonmagical move
7-9, choose 1. Advantage against any target while it is caught in a the creature had; while you wear this trophy, you may
• An ally gains Advantage Forward against them trap that you set. perform that move by Defying Danger first. You may
only wear and benefit from one trophy at a time, but
• You avoid their counterattack
you can give them to your allies to use if you so wish.
• You force them to move where you want them
25
Thief Background Choose one
Look Answer
As much detail as you’d like, be it species, features, etc
Treasure Hunter (+2 DEX, +1 WIS)
You start with a valuable treasure. What is it, who did you
steal it from, and do they know about it?
You fancy yourself a delver of lost treasure. Usually,
Drive you come up empty-handed. But those other times Are you part of a thieves’ guild? If so, why?
Based on Background, see the Epiphany peripheral move (rare as they might be) make it all worthwhile. What have you come here to steal?
What opportunity is there for excitement or treasure
When you Defy Danger from Traps, roll with nearby that most people are afraid of attempting?
HP / 18 Armor Advantage. Additionally, when you Discern
Who do you know that might hold a grudge against the
Realities, no matter the outcome you may also ask, “Is people here? Why?
there treasure here that I don’t know about?” Who is someone that you are certain you can trust?
Damage: d6+1 Equipment: Adventuring Gear (5 Uses) What’s the most valuable thing here, and where is it
hidden?
Choose your Background, then in write the rest as +1, 0, -1 in any order. Drive: Increase your wealth at someone else’s expense
STR DEX
Equipment
Trickster (+2 CHA, +1 DEX)
You start with:
Deceptions, half-truths and scams are your speciality. • 2 Wealth
Condition/Debility Condition/Debility
You might be more comfortable in another’s skin • A Treasure (Valuable)
than your own. • Leather Armor (1-armor)
• The equipment from your Background
When Defying Danger to pass yourself off as
INT WIS someone else, roll with Advantage.
Choose one:
Equipment: A Disguise Kit (5 Uses, costs 2 Wealth) • Wicked Knife (Close, 1-Piercing)
• Rapier (Melee, 2-Piercing)
Drive: Get someone to act on false information
Condition/Debility Condition/Debility • Fine Bow (Near/Far, Reload)
Choose two:
• 1 Wealth
CHA LEVEL Starts at 1
• Flask of Whiskey (2 Uses)
• Pipeleaf (6 Uses)
• A Poison of Your Choice
Condition/Debility XP Starts at 0
• Hidden Knives (Close/Near, Infinite)
• Trap Kit (Dangerous, Slow)
26
Starting Moves You get all of these Deep Pockets Hideout
Once per session, you can pull out something from You have a headquarters, secret lair, or safe haven that
Poisoner your pockets that you forgot about until just now, as if you call your own - a decrepit library, perhaps, or an
you had used Adventuring Gear. When you conceal a abandoned keep. Detail it, and choose 3 features:
You’ve mastered the care and use of a poison. Choose a
small object on your person, no one can find it unless • It is carefully hidden, concealed from prying eyes.
poison from the list below; that poison is not dangerous for
you are bound, stripped, and thoroughly searched. You
you to use, and when you have time, material, and safety to • It is laden with traps and secret passageways.
can conceal up to DEX items this way.
brew, you can make more of it. • It has secured walls, windows, and doors.
• Oil of Taggit: Must be consumed. The target falls into a • A week’s worth of food and water.
light sleep.
Poison Master
When you have time to gather materials and a safe • A workshop and tools.
• Bloodweed: Requires contact. The target deals -2 place to brew, you can create up to three doses of • A library of old books and tomes.
Damage with attacks until they are cured. any poison. Describe the effects you’d like your poison • 5 uses each of Adventuring Gear and Bandages.
• Goldenroot: Must be consumed. The target treats the to have, and the GM will give you one or more of the
next person they see as a trusted ally, until proved • A handful of skilled assistants or associates.
following caveats:
otherwise. • You’ll need ________ to make it. When you utilise your Hideout’s features,roll with
• Serpent’s Tears: Requires contact. The target takes +2 • It will only work under specific circumstances. Advantage.
Damage from attacks until they are cured. • The best you can manage is a weaker version.
• It’ll take a while for the effects to manifest. Poison Expert
Danger Sense • It’ll have obvious or undesirable side effects. Gain mastery over two more poisons from Poisoner.
• It’s Dangerous for anyone to handle - even you
When you’re certain something’s wrong and you scan
your surroundings, ask the GM “Is there a trap or ambush Trust Me
here? If so, where would it come from?” They will answer Rooftop Routes As long as you show a friendly face, anyone not
honestly, and you roll with Advantage to thwart the trap or When you Escape, roll with Advantage. already actively hostile towards you will treat you as
ambush before it can be brought to bear. a friend, until proven otherwise. Anything you say will
be accepted as open honesty unless hard evidence is
Ace Up Your Sleeve given to the contrary.
Tricks of the Trade When you challenge someone to a game of chance
When you set about to steal something or break into and they accept, roll+DEX. On a 7+, you decide the
something locked and secure, roll+DEX. On a 7+, you do it.
On a 10+, choose 2. On a 7-9, choose 1.
outcome of the game. On a 7-9 the GM chooses one:
• Your opponent later realises that you cheated Advanced Moves (lvl 10+)
• You work quickly, without much time or effort. • Your opponent challenges you to “double or
• You work quietly, discreetly, drawing little notice. nothing” and watches you very closely Tall Tales
When you tell an outrageous or grandiose lie or
• You work cleanly, without cost or leaving a trail. • Someone outside the game gets suspicious or
falsehood that nobody in their right mind would
takes offense. You’re not welcome here anymore.
believe, roll+CHA. On a 7+, everyone believes you
Dirty Fighting anyway, at least until they see or hear something that
When you have Advantage on a Hack and Slash, or Upsell convinces them otherwise. On a 7-9, they’ll be fooled,
when you treat Coup De Gras as a Hack & Slash, you may When you try to make something appear Valuable but not for long.
choose to roll+DEX instead of STR. when it’s not, or exaggerate your own power to seem You can’t Tell Tall Tales to people who are actively
Terrifying or Magical, roll+CHA. On a 10+, you do it, no hostile or suspicious towards you. Other players are
problem. On a 7-9, you do it, but the GM will offer you always suspicious of you, because you’re the Thief.
HP / 16 Armor You get twice as many uses out of Bags of Books. Are you or anyone nearby in danger when you wield
magic? How? Is it avoidable?
When you Spout Lore using a Book or Bag of Books,
You begin with Spellcasting Tools or Oddments. What are
the GM will always give you a second interesting (but they? What do they look like?
Damage: d6 not necessarily useful) piece of information about the
subject of your interests.
Choose your Background, then in write the rest as +1, 0, -1 in any order.
Equipment: Adventuring Gear (5 Uses)
Equipment
STR DEX You start with:
Drive: Uncover mysterious, ancient or magical secrets.
• 1 Wealth
• Bag of Books (5 Uses)
Condition/Debility Condition/Debility Sorcerer (+2 CHA, +1 DEX) • Spellcasting Tools or Oddments
• The equipment from your Background
You learned your magic from something - or
someone - else. Who are they? What do you owe Choose one:
them? The GM will tell you their agenda.
INT WIS • Leather Amor (1-Armor)
• Peculiar Robes and a Healing Potion
Your SPELL stat is CHA.
When you break the token of your patron’s favor, Choose two:
Condition/Debility Condition/Debility your patron appears immediately before you to • Staff (Melee, Hefty)
bargain. Tell it what you want and it’ll tell you what • Poultices and Herbs (2 Uses)
it wants in return. If you give it what it wants in both • Firecrackers (Distinctive, 3 Uses)
word and spirit, then the token of your patron’s favor • Crossbow (Near, Distinctive, Reload)
CHA LEVEL Starts at 1
will be renewed. • 1 Wealth
• Pipeleaf (6 Uses)
Equipment: Flask of Whiskey (2 Uses) and a token of
XP
your patron’s favor (what does it look like?)
Condition/Debility
Starts at 0 Drive: Advance your patron’s agenda, or deflect or
evade an inquiry into your doings
28
Starting Moves You get all of these Counterspell
When you attempt to counter a spell as it is being
Sanctum
When you have time, arcane materials, and a safe
cast, roll+SPELL. On a 10+, the spell is successfully space, you can create your own place of power for the
Cast a Spell
countered. On a 7-9 choose one. Ritual move. Describe to the GM what kind of power it
When you harness your magical talents, choose a spell • The spell is countered, but you are left vulnerable. is and how you’re binding it to this place. In return, the
you know and roll+SPELL. On a 10+, you successfully evoke • The spell is countered, but the unraveled magic GM will tell you one kind of creature that will have an
the spell and its effects come to pass. On a 7-9, the spell is causes some collateral damage or side effects. interest in your workings.
still successful, but choose one consequence from the list • The spell is only partially countered, a weaker
below. version manifests instead. Mastermind
• The spell’s Risk comes to pass. Whenever you Discern Realities or Scrutinize
• The spell’s magic drains you. You take -1 Ongoing to Wisdom of the Ages Someone, on a 7+ you can ask an additional question.
Cast a Spell for the rest of the session. When another PC comes to you for advice and you
• Using it puts you in danger or draws unwanted honestly tell them what you think is best, they roll Floo Network
attention, the GM will say how. with Advantage to do as you suggest. When you Seek Out someone of a magical nature,
While one spell is ongoing, you can’t use another. You can When you give sound advice to a receptive NPC, roll with Advantage. Furthermore, on a 7-9 you choose
end an ongoing spell whenever you wish. roll+CHA. On a 10+, they follow your advice to the instead of the GM.
best of their ability. On a 7-9, they stumble or hesitate
You start with 2 spells known. When you Advance, you can
unless you back them up or lead the way.
choose to Learn a New Spell instead of the other choices.
Ritual examples: Teleporting to a distant location; communicating between the planes; locating or viewing items, creatures, or places from afar, imbuing an object with magical power. 29
Wizard Spells
Sleep Mirror Image Magic Missile (Ongoing)
Up to 3 foes you can see fall asleep. Only creatures You conjure an illusory duplicate of yourself that You shoot forth bolts of pure magical energy. (Near,
capable of sleeping are affected, and they will awake if mimics your actions. The next time you are attacked, Distinctive, 2-Piercing). While this is Ongoing, you can
disturbed (loud noises, jostling, pain, etc). the attack hits the illusion instead of you, and the Volley by rolling+SPELL instead of +DEX.
Risk: The effect is fleeting and they will awaken soon. illusion has a 50% chance of being destroyed. You can Risk: The missiles don’t pierce armor.
only have one mirror image at a time.
Greater: The spell effects another 2 targets Greater: Your missiles gain the Far and Forceful tags.
Risk: The illusion is flawed; it is guaranteed to be
destroyed after taking the first hit.
Fireball Charm
Greater: The Mirror Image has a 25% chance to be
You evoke a mighty ball of flame that envelops your A creature you touch is bewitched into treating you
destroyed instead of 50%.
target and everyone near it, inflicting 1d6+3 damage as a trusted friend for about an hour, and you have
(fiery, area). Advantage Forward with them for as long as the spell
Risk: The blast effects either much more or much less
Invisibility lasts. Once the spell ends, they know full well the
than anticipated, the GM will say. You or an ally you touch becomes undetectable by effects of your magic.
sight for the scene or until they attack. Risk: The entranced creature, though your friend,
Greater: The fireball deals +1d6 damage.
Risk: Either one creature can still see them clear as still knows better than to trust you; you don’t take
day, or anyone scrutinous enough can still pierce the Advantage Forward with them.
Darkness (Ongoing)
illusion; the GM will say. Greater: You may either take Advantage Ongoing with
An area you designate is blanketed by supernatural
Greater: The effect gains the Ongoing tag, lasting for as them instead of Forward, or have them not remember
darkness and shadow while the spell is ongoing.
long as you maintain it, even while attacking. the effects of your magic when the spell ends.
Torches, lanterns, and other mundane lights within the
area are also snuffed out.
Risk: Something is summoned with the darkness; the
Immunity (Ongoing) Visions Through Time
GM will say. Name one specific source of harm, such as burning, As you cast this spell, you gaze into a reflective surface
cutting, lightning, poisonous gas, or mundane to see into the depths of time. The GM will reveal the
Greater: Even magical lights cannot pierce the
projectiles; for as long as this spell is ongoing, you are details of an Ominous Force to you - a bleak event that
darkness.
immune to harm from that source (but not to any will come to pass without your intervention - as well as
secondary effects; choking smoke, etc). something useful about how you could interfere with
Entangle (Ongoing) the danger’s outcome.
Risk: The defense is only partial; instead of immunity,
You cause a close group of creatures to become you only take half damage/effect. Risk: You receive two pieces of information; one true,
ensnared by roots, webs, or magical bindings. Until you the other false. The GM will not tell you which is which.
Greater: You are also immune to the secondary effects
release them, they cannot move across distances.
of the source of harm you name. Greater: You also take 2 Preparation (spent to roll with
Risk: The spell stops them, but only for a few moments. advantage) towards influencing the danger’s outcome.
Greater: The snare also deals 1d6 damage via thorns, Polymorph (Ongoing)
choking, poison, etc. Mind Meld
Your touch transforms a willing creature into another
mundane creature; work with the GM to determine You form a telepathic bond with a creature you
Conjure Guardian (Ongoing) the stats, adaptations, and major weaknesses of the touch, allowing you to share thoughts, emotions, and
You conjure a being of magical force. By default it creature’s new form. memories. You can only maintain one suchconnection
is Reckless, has +1 to all stats, 5 HP, 1d6+1 damage, Risk: Either the form is unstable, the creature’s mind at a time, and may dismiss it whenever you like.
access to only basic moves, and looks like a ghostly will be altered too, or the form has an unintended and Risk: When one of you takes damage so does the
humanoid. Choose two: unforeseen quality - the GM will say. other.
• Powerful: +2 Armor and +1 Damage Greater: The change can be made permanent, Greater: You can also share vision and other senses
• Adaptable: Takes the form of a previously- although only one such permanent polymorph can through the link.
encountered creature exist at a time.
• Skilled: It has +2 to a specific stat (you can choose Spellblade (Ongoing) Forcecage (Ongoing)
this multiple times) You conjure a weapon of pure magic, describe it. While A single foe is held in an unbreakable cage of
• Disciplined: It is not Reckless and will follow your this spell is ongoing, your damage is increased to d6+2 transparent magical force. While the spell is ongoing,
commands intelligently. and you ignore armor. the caged creature can hear your thoughts and you
The construct persists until it is destroyed or dismissed, Risk: The weapon’s magic is unstable, and doesn’t cannot leave sight of the cage.
or until you conjure another. ignore armor. Risk: You cannot take any other actions (besides
Risk: The construct is resisting you, and so only has 1 Greater: The weapon also has 2 traits from the dismissing the forcecage) while the spell is ongoing.
HP before it returns to its home. Signature Weapon enhancements. Greater: The cage is large enough to encompass those
Greater: You can make two additional choices. within a few paces of the target.
30
Game Master
The Game Master is an important role, and can Encourage Exciting Risks means gently GM Moves
be a whole lot of fun! Most of your time will be pushing your players to do things that aren’t • Hit the Ground Running
spent describing a situation to one or more quite safe, but are awesome or important • Inflict Damage
PCs, usually followed by “What do you do?”. enough to try anyways. Often the best time
• Throw Them Around
to do this is when players ask you questions
‘Fire!’ the Inquisitor shrieks, and a volley of arrows fly about the world or what they can do. • Change the Environment
towards you. What do you do? • Foreshadow an Ominous Force
“The Jade Goliath is only weak to its own beam attack. • Set Up an Immediate Danger
The volcano explodes in fire as Mallum Bloodscale flies You’ll have to provoke one and redirect it back.”
out of it, trailing smoke from his scale wings. He’s heading • Make Them Choose
straight towards the village. What do you do? Portray a Lively World means describing your • Take Something Away
characters, environments, and actions in vivid, • Have It Backfire
Your head sears in pain as the Gilded Empress starts dynamic language. A yeti doesn’t just swing its
sifting through your memories, searching for one in
• Sometimes, Give Them What They Want
claws, it roars, grabs its victim, and drags them
particular. What do you do? • Introduce Something New
towards its frozen lair. The Acid Fens don’t just
bubble corrosively, the air burns your nostrils as • Slow Down for a Bit
After the PC’s answer, and moves are resolved, a cloud of colorful insects dart away. • Ask Them
you describe how the situation has changed.
Sometimes that includes what bad things Think Dangerously means don’t be afraid of As the GM, you ‘make a move’ to change the
happened as a result of a previous roll or hurting or breaking things. This could be your situation when...
action. This culminates in you presenting characters, or an important treasure, or the
...the players look to you to see what happens
the new situation to your players and again Adventurers themselves. If the PCs manage to
asking ‘What do you do?’ Sometimes it’s to the kill Darthoridan the Eternal in the first session, ...the players ignore a clear threat
same player, and sometimes you switch the then great! What happens next? How does ...the players roll a 6- on most moves
perspective (spotlight) to a different player. that ripple across future events? Similarly, if the ...a move results in being exposed, vulnerable,
Ranger fails to dodge a troll’s club, then they or similar.
The GM is encouraged to follow the Principles take damage and might be knocked down.
and Moves as much as possible when playing Often when in a scene you first make Soft
Leave Things Open means that if the PC’s ask
the game. The Principles describe the mindset Moves. Describe the coming danger(s) to the
questions, offer ideas, or hope that something
to aim for when GMing this game, while the player and ask ‘What Do You Do?’ If the players
is a certain way, always consider the idea
Moves are specific types of consequences and fail (or roll poorly when trying) to thrwart the
before deciding. When you prepare your ideas,
situations that might happen to the PC’s. soft move, then you make a Hard Move.
make sure they are mutable and easy to adapt
to future ideas. This could be for the PCs ideas,
GM Principles or your own future ones. Hard moves are the irrevocable consequences
When describing situations and consequences, from a situation - damage dealt, broken gear,
the GM is encouraged to follow these: Ask, Then Gloss Over the Boring Stuff means dead allies, etc. Bad stuff happens on a hard
• Encourage Exciting Risks don’t go minute-by-minute. If the players are move, sometimes more than one!
taking a weeklong journey, maybe say ‘a week
• Bring NPCs To Life
passes and you get there’. If they are spending After making a Hard Move, you might use that
• Think Dangerously some time buying stuff in town, just have them to pivot into another Soft Move for the next
• Leave Things Open spend their Wealth and move on. Always check ‘What Do You Do?’ ‘Hardness’ and ‘Softness’ of
• Ask, Then Gloss Over the Boring Stuff with your players before skipping forwards, as a move are hugely situational, make sure to do
it might not be boring for them or they may what feels appropriate within the fiction and
have something exciting planned. soft moves you already made.
31
Play Order
Hit The Ground Running means jump straight Take Something Away means it’s gone. Maybe GM Makes a Move
into the action. It’s typically used when that something can be taken back, maybe it Hard or Soft, Following Principles
everyone looks to you to describe a new scene, can’t be. Either way, they’re going to miss it. End with ‘What Do You Do?’
after some time has passed, or if they are
about to start a chase. Often this is used in Have It Backfire means they did it in word and
deed, but not in spirit. The adventurers aren’t Player(s) describe their response
tandem with another move.
What does it look like?
incompetent, so this backfiring is likely due to
Inflict Damage means just that, damaging freak accident, unforeseeable consequence, or
the Adventurers. This should never just be the frightening power of an enemy. Is a move triggered? If so, is a roll involved?
numbers, always describe the damage in the If there is no move, go back to the top.
fiction as well. A poisoned blade might cause Introduce Something New could be a new If there is no roll, follow the move then go back to the top.
nausea, or a dragon might rip someone’s arm challenger appearing, but it could also be If there is a roll, then roll what the move says
off. The damage should be appropriate to an ally, treasure, or new factor that changes They can Work In Tandem if desired
the situation, and be sure to telegraph severe everything already going on.
damage in advance. Was a 10+ Rolled?
Sometimes, Give Them What They Want
means that when you can’t think of any Follow the success results of the move, then return to top.
Throw Them Around means things like
knocking them down, tying them up, tossing interesting or appropriate consequences, or
them through a window, or, when appropriate, when you feel they’ve earned it, just say yes. Was a 7-9 Rolled?
pitching them off a cliff. Follow the effect
Slow Down For a Bit means that sometimes Suffer choices or consequences given by the move
Change The Environment could mean it’s nice to stop and smell the roses. Just Return to top.
collapsing the tunnel around them, setting describe the area without threats, peaceful
the building on fire, magically teleporting towns, laughter-filled campfires, and friendly
Was a 6- Rolled?
them. Maybe this is moving them to a faces. Maybe even give the PC’s the reigns for a
If the move says what happens, follow that.
new environment, maybe it is alterting or bit. These treasured times make the challenges If it doesn’t say anything, or says ‘In addition to what the
destroying the existing one. ahead more bearable. GM says’, then the GM makes a Hard Move
Players Mark XP
Foreshadow an Ominous Force means Ask Them means asking a player a question
describing the effect that an Ominous Force is about the world and letting them answer it.
Surely the Druid can tell you about how treants Was Damage Dealt?
working towards, or has already accomplished.
Make sure to apply armor
Maybe it’s already happened, maybe the PCs are born? Maybe the Thief knows about the
Players can use ‘Tis But a Flesh Wound’
still have a chance to thwart it. local thieves guild? This does not replace Spout
Check if Last Breath applies
Lore or Discern Realities, but can let a player
Return to top
Set Up an Immediate Danger is often the most answer the result of such a roll. Try not to use
common soft move. You describe something this for immediate situations (‘What do you
about to happen right here and now, but see?’) but instead for general world (“What
hasn’t happened yet. Can the PCs stop it? does Leonoth’s wizard familiar look like?”)
32
Adventures Friends Choose from below, or roll 2d6
Rust, a charming, criminal who loves Dalton, a fierce soldier who follows Pierre, a patient farmer with a family
5 food and hides a heart of gold. his commands with zealous loyalty. heirloom, who aspires to leadership.
Adelaide, a young, conniving artist Eleanor, a moody scholar pursuing a Nadine, a seasoned apothecary
6 seeking to be adored by the masses. dangerous, controversial field. followed by nodding assistants.
A Friend is in love with someone forbidden by social A disaster is engulfing a town, and it will be lost unless One of you is identified as a prophesied savior for an
2 convention, and the two of them need help meeting the PCs can organize it to be dealt with. A Friend is oppressed people. The Enemy in charge is trying to kill
secretly at Location to elope. trapped somewhere in danger. you and a Friend wants to push you forward as a savior.
The party is framed for a crime by an Enemy, and must A Friend is bitten by a venomous creature in a remote A foreign ambassador Friend is targeted by hateful
3 reach the sanctuary of a Location to find proof of their Location. The only antidote is back at civilization, yet an Enemy assassins. Relations are so fragile that if the
innocence. Enemy tries to delay the group until it is too late. Friend learns about this targeting, there may be war.
A Friend is threatened by a tragedy of sickness, A Friend is responsible for guarding a Treasure, which An Enemy is using illusions and mind-affecting magic
4 imprisonment, or public humiliation, and the only one is revealed as fake. You must find the real treasure and to cover the theft of a Treasure. Most of the victims are
that seems able to save them is an Enemy. culprit or else the Friend will be punished as the thief. merely confused, but some become violent.
A Friend has found and confirmed the location of a A freak storm stops the caravan that you are with in a A famine has struck, and most people won’t survive
5 valuable Treasure. They need you to help them reach remote Location. Then people start turning up dead; the the next winter. An Enemy can avert this disaster, but
the Location where it is. storm has awoken a dangerous Enemy. demands a Treasure that a Friend refuses to part with.
A Friend has stolen a Treasure from an Enemy and fled A Friend needs frequent medical care to stay alive, but A Friend believes that you can solve any problem, and
6 into a dangerous Location. You must rescue them, and their apothecary has vanished. An Enemy has snatched has blithely promised an Enemy your assistance in
decide what to do with the Treasure and the Enemy. the them for their own ends. exchange for a Treasure.
33
Locations Choose from below, or roll 2d6
34
Enemies Choose from below, or roll 2d6
15 Azemoth - Demon of Knowledge and Secrets 35 Withered Orranis - Walking Corpse of a Dead God 55 Gol the Minotaur
Bargains and Manipulates, Eyes Everywhere Bleeds with Raw Power, Worshipped by a Death Cult Short Temper, Absurd Strength, Walks Through Walls,
What dark secret does he know about a PC? What benevolent act did they make in life? Who or what can instantly quell its rage?
16 The Firstborn - Mysterious Deranged Knight 36 Lisa and Thomas Brelin 56 Chieftain Blotwick, Ruler Over Everything!
Mutated With Dark Magic, Revered By Secret Followers Twin Master Thieves, Steal for Sport, Secret Nobility Goblin Leader, Cunning and Cruel, Flair For Dramatic
What unearthly abilities do they possess? What is their next big heist? What misunderstood power does he wield?
35
Treasures Magic Items
Sometimes inbetween saving worlds and Some items do more than what is believed Frozen Lightning
slaying dragons, adventurers may search for ‘possible’. They might grant new abilities, A chunk of nevermelting ice, with brightly glowing spark
treasure in vaults, caches or their enemies’ augment existing ones, or do something trapped inside it.
bodies. In order to determine what they find, specific to themselves. See some samples When you throw the Frozen Lightning at a target,
roll the damage of the NPC on the following below. roll+DEX. on a 7+ a blast of electricity explodes from the ice,
dealing 2d6 damage, area, 2-piercing. On a 7-9 the chunk
table. The Adventurers can only search once as is destroyed in the process.
appropriate, if they are searching a bunch of Ring of Temptation
goblin bodies then roll once using the Group A piece of seemingly simple jewellry, this metal ring
stokes the greed of all who see it.
Sneakers of Swiftness
or Horde damage. These worn shoes have a strange striped checkmark
When you intentionally show the ring off to someone
across them. They may smell of sweat, but they somehow
new, roll+CHA. On a 10+ choose two, on a 7-9 choose one:
make you run faster. When you Start a Chase, you start
As a general rule, don’t make treasure too • They’ll try to take it, now or later, and leave themself with 1 Hold instead of 0.
hidden from the players, and don’t require a vulnerable when doing so
Discern Realities roll to find treasure unless it • You read them as if you spent 1 Hold on Scrutinize Child’s Play
Someone
has been carefully hidden away. A simple yellow scarf. “I can’t see you, you can’t see me!”
• You have leverage to Parley with them
When you place the scarf over someone’s eyes as a
blindfold, they turn invisible until the blindfold is removed.
When you part with the ring, willingly or not, roll+WIS.
1 A map or clue that leads to...(reroll) On a 10+ you have managed to resist temptation. On a 9 or
Judgement
lower you mark 1 XP if you get the ring back, another 1 XP
2 Valuables worth 1 Wealth if it’s by force or subterfuge. On a 6- you also take a Debility This tower shield is a thick slab of black and white marble
of your choice due to obsession. Most debilities can only be inscribed with a symbol of death. Though appearing
3 A piece of useful equipment removed through Leveling Up, but this one also goes away heavy and awkward, it’s suprisingly easy to wield.
if you get the ring back. When you take the life of an innocent person, or save
4 Important evidence or information the life of a wretched person, gain 1 Hold. When you gain
The Ghostlight 1 hold via one method, your next hold must be gained via
5 Valuables Worth 2 Wealth An old, fragile lantern that burns eternally with a pale
the other, switching each time.
light. When held in the hand one can almost perceive You may spend hold 1 for 1 for any of the following effects.
6 Two pieces of useful equipment faint whispers in their mind enrapturing them with • Ask the GM when an NPC in front of you will die
promises of safety and guidance. • Gain Advantage Forward against an enemy of death
7 A Healing Potion When you Undertake a Journey and lead the way with • Ignore a condition or debility for a scene
the Ghostlight, roll with Advantage.
8 Valuables Worth 3 Wealth
Orb of Ley Resonance
9 Deed to a Property worth 4 Wealth Archfiend Contract A fist-sized cerulean orb with a swirling white mist within.
Long ago a powerful wizard banished twelve demons into When you meditate on the orb’s energies, you can sense
10 A Magic Item the form of the contract. Once the demons have fulfilled the location of the nearest place of great magical power.
their duty to the contract they will be released, until then
When you smash the orb, a magical cascade effect is
just speak the demon’s name from the contract and say
11 An Artifact noticed by magically attuned entities. The energy that
what you wish for them to do.
lingers is sufficient to use as a place of great magical
12 Valuables worth 4 Wealth and...(reroll) When you read and demand a demon from the contract power for about a week.
take action, roll+WIS. On a 7+ the demon does what you
asked. On a 10+ choose one. On a 7-9 choose two:
13 A magic item and...(reroll)
• The demon demands something of you in return. Gain
Disadvantage Forward to invoke the contract until you
There are limitless potential magical items,
14+ An Artifact and...(reroll) try creating some yourself. When doing so, try
fulfill it.
• The demon is released from the contract after this. not to give these items numerical bonuses,
• The demon follows the letter of your command, but but instead have them allow the players to do
definitely not the spirit. new things or more interesting versions of old
things.
36
Ominous Forces The Kingdom Crumbles
Culmination: The Kingdom Descends Into
Lawless Anarchy
There are a great many entities, organizations, 3. takes a lot of time, series of intricate acts,
(0/1) The Crown Prince dies in a tragic accident.
and more that seek to change the world for implausible based on previous event
the worse, perhaps even end it altogether. They 4. takes ages to occur, bafflingly complex
are all represented by Ominous Forces. acts, absurdly unlikely based on previous (0/1) Noble houses accuse each other even
event during the funeral.
Ominous Forces is how the GM organizes
threats, dangers, or unwanted change. They What notable characters does this relate to? (0/2) The Queen’s heartbreak causes her
advance only when the PCs Settle In. The PCs to become terribly sick. With no heir, the
Write them down here. This includes both PCs
will likely be running around trying to stop, kingdom is at risk.
and NPCs.
delay or otherwise deal with the Ominous
Forces happening. (0/2) The Queen passes away. The noble houses
What interesting questions can be explored
vye to take the throne.
through this? Write the questions down
Ominous Forces can be almost anything, from now. This could be how the PCs will act in a
a naturally-spreading plague, an invading situation, or information they might discover (0/2) A house war breaks out. Old grudges are
army, an important person changing for the through play. unleashed and new ones are forged. Alliances
worse. Always make an Ominous Force about are frail as each house works against all others.
something the PC’s care about, so they’ll care
about its outcome. If your Fighter is a patriotic Lastly, give it a snazzy title.
(0/3)The houses armies are now in tatters
soldier for his kingdom, maybe there’s a force
due the fighting, and they can barely protect
about it falling apart. Managing Ominous Forces
their own borders. Bandits, monsters, and
Whenever the PC’s Settle In, advance each worse now roam the kingdom openly. Each
To Create an Ominous Force, answer the Ominous Force by one. If the PC’s have settlement can only rely on itself.
following: thwarted a force enough for its events to no
longer make sense, then do one of two things:
(0/3) One by one the houses fall to infighting,
What terrible thing will ultimately happen if • Adapt the force. Rewrite future events to
bandits, starvation, or each other. Most soldiers
the Adventurers don’t intervene? take the PC’s actions into account. The
abandon their posts and join the looting.
Write that down as the Culmination. force does not advance this time.
• Remove the Force entirely. If it doesn’t
make sense for the Culmination to happen (0/1) The palace is burned to the ground, all
What notable events will happen leading to treasures stolen, and the last vestiges of order
again, or if it’s no longer interesting, then
the Culmination? Write those down in order dies with it.
remove it.
below.