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Level

THE PATHFINDER
Chapter 1 Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain 1 effort when you enter a new
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with curiosity, Wind scene. This ability can activate any
c Clear xp and accumulate a level up (end of session/interlude) number of times a session.
exploration, or understanding
ACTIONS I expressed my heritage, background, or Special Leading a team action only costs 1 effort
beliefs through my actions Ability for you.
Sneak Charm
I saw, heard, or tasted something truly Ways to Spend Effort
Push (1 effort) for +1 boon on any action
unique Aid (1 effort) to give +1 die to another
Traverse Command Check at end of session: 1 xp for one, 2 xp for all
Lead a Team Action (2 effort) for +effect
Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Saddleborn - Get a knack for riding or piloting: Y Airfeel - When you camp or start an expedition,
• Chapter I: Animals or Vehicles you can ask any of the following questions about
Sense Smash • Chapter II: Monsters the next day or so of travel and get a truthful yes
• Chapter III: An entire herd of animals or monsters. or no answer from the GM. Get increased effect
when next acting on the answers.
Y Windrider - When you push yourself to take a • Is it a long, dangerous, or arduous journey?
Study Endure traverse or sneak action, you also get increased • Is the journey defended or contested?
effect and choose one of the following for the • Are you currently being pursued, tracked, or hunted?
action per chapter: you don’t touch the ground, you
Action Rolls - State intent and pick an action, roll 1d6 don’t make a sound, you can’t be touched while moving. Y Memory of the Sole - Name a location you
per dot for that action and take the highest result. last set up camp or spent an interlude. The GM
Roll 2d6 and take the lowest result if no dots. Y Dabbler - Get +1 point to put in any action will determine the difficulty of the journey there
rating. At the start of an interlude, you must swap
Camp Fixture Actions this point around to a new action. It can’t take any
by answering the questions below. When the
next scene starts, you and up to ten other willing
Fishing Cooking rating higher than 1+ the chapter number people can choose to be safely there if you take 2
Y Freesoul - You can escape from any restraint, strain for each ‘yes’ answer, which could cause you
Kapkat grab, shackle, hold, or prison cell without rolling, to break. Work backwards to figure out how you
appropriate to chapter. You can conceal this ability got there (the scene doesn’t necessarily have to
if you wish. take place the next hour or day, for example).
DUST Y Horizon Sweeper - Your sense actions have
• Is it a long, dangerous, or arduous journey?
• Is the location defended or contested?
LOOSE GEAR increased effect and aren’t affected by: • Are you currently being pursued, tracked, or
• Chapter I: Darkness or time of day hunted?
• Chapter II: Weather or visibility
• Chapter III: Distance of any kind Y Lightspeed - 1/session - Your next traverse
action has superpowered effect
Y Colortongue - You can understand and speak all
AMBITIONS languages and read all scripts. When you interact with Y Gambit of Gaia (requires 4 powers) Take a
a living creature that doesn’t speak language, you can power from another Bond
understand its intents and feelings and get a knack to ______________________________________________
interact with it socially. At chapter II or higher, you ______________________________________________
______________________________________________
can use this to interact with even non-living creatures,
______________________________________________
such as magical constructs or the undead. ______________________________________________
Y Lay Burdens - 1/session, When you enter a ____________________________
populated location, untick 1 segment on all burdens,
and you may push your next action for free.

Rewards 1 xp, 2 xp, and 3 xp when cleared


BOND GEAR
BURDENS Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Extreme kit (Uncomfortable but safe hazard
flint and tinder, journal, rations, cooking pot, gear, blight testing strips and curatives, diving suit,
knife, canvas tent) foldable kayak, Arkentech rebreather - 1 hr of clean
Action: air for water, gas, etc, two refills for rebreather)
Y Highland kit (Pitons, climbing harness, hooks,
zipline, cold weather outfit, preserved rations, Y Custom Kit (3 items) ________________________
thermos, foldable canvass glider that can carry one ______________________________________________
Action: person) ______________________________________________

Y Lowland kit (Arkentech compass, warm Loose Gear: ___________________________________


weather outfit, shovel, local maps, a reliable one _______________________________________________
Action: or two person mount - horse, dog, arkentech _______________________________________________
Get 1 xp if you invoked at least 1 burden heliobike) _______________________________________________
Level Chapter 1
THE SEEKER Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when you discover
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with investigation, Wind something hidden, forbidden, or secret.
c Clear xp and accumulate a level up (end of session/interlude)
intuition, or recklessness Special When exhausted, you get +1d on study
ACTIONS I expressed my heritage, background, or Ability and sense actions and can aid in those
beliefs through my actions actions without spending effort.
Sneak Charm
I questioned my own understanding of the Ways to Spend Effort
Push (1 effort) for +1 boon on any action
world Aid (1 effort) to give +1 die to another
Traverse Command Check at end of session: 1 xp for one, 2 xp for all
Lead a Team Action (2 effort) for +effect
Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Heartsight - 1/session - Close your eyes. You can Y Unhinge - When you push a desperate action, it
view a location for 1 minute, anywhere: also gains increased effect.
Sense Smash • I: Close by, within shouting distance
• II: Within a few miles Y Possession - 2/session - Ask a presence inside you
• III: Anywhere in Arden Eld for advice. The GM will answer as the presence. Get
You view the location as if an invisible observer, +1d on the next action that follows that advice.
Study Endure
hearing and seeing everything. You cannot move Y Instinctive - 2/session - Describe a course of
your point of vision, and your body is immobile action to the GM you plan to take this session. You
and vulnerable while taking this action. You can will receive an answer that is truthful, if unclear,
Action Rolls - State intent and pick an action, roll 1d6
end it any time. You don’t have to be able to see that comes from a feeling. The GM can choose
per dot for that action and take the highest result.
Roll 2d6 and take the lowest result if no dots. the location you’re trying to view. from the following options: Wheel (good/positive
outcomes), Stone (bad/negative outcomes), and
Camp Fixture Actions Y Library Organ - 1/session - Get +1d on study
Chaos (a mix of good and bad outcomes).
and sense for the rest of the scene, but all other
Fishing Cooking
actions are at 0d. At chapter III, also increase all Y Geist - When you are able to touch someone
effect from study and sense. skin to skin, even if you break contact, you can see
Kapkat through their eyes and experience their sensations
Y Argus - You get a knack for sensing:
• I: Hidden objects, paths, tracks, or traps and ambient emotional state, though you can do
little but observe, and they are not aware of your
DUST • II: Hidden people, monsters, or ambushes
• III: Invisible or metaphysical objects or forces, presence. The effect can be accessed:
such as the flow of magic • I: Until the end of the scene
LOOSE GEAR • II: Until the end of the expedition
Y Midnight Eyes - You can see in the dark, which • III: Indefinitely
could make your risk and effect better. Your study The effect is canceled when you use this ability
and sense actions get increased effect in darkness. again, and while you’re concentrating on it, you
At Chapter III or higher, you can see anything close by cannot do anything yourself except sit in quiet focus,
AMBITIONS in good detail without the use of your eyes. otherwise the effect breaks. A player character must
be willing, and you may need a roll to be able to
Y Dark Clarity - 2/session - You may study the touch a hostile, unaware, or unwilling character.
ambient emotional state of:
• I: One person close by Y Terrible Truth - 1/session - Increase the effect
• II: One person or monster close by of your next Study action to Superpowered
• III: All people or monsters close by
You get an impression of how they are feeling and Y Gambit of the Outsider (requires 4 powers)
what the strongest emotion they are feeling is. Take a power from another Bond
______________________________________________
Your next action including your target(s) that can act
______________________________________________
on this information gets +1 boon or increased effect. ______________________________________________
Rewards 1 xp, 2 xp, and 3 xp when cleared
BOND GEAR
BURDENS Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Scholar’s Kit (Academic almanac, telescope,
flint and tinder, journal, rations, cooking pot, star chart, tattered personal notes, magnifying
knife, canvas tent) arkentech lenses - 10x zoom, Aether compass -
Action: senses, qualifies, and measures ambient aether)
Y Ritual Kit (Tightly bound tome of rituals,
mysterious occult scroll, candles, chalk, salt, Y Custom Kit (3 items) ________________________
paper for talismans, reagents for burning, holy ______________________________________________
Action: icon, silver bowl, dead light lantern - pierces ______________________________________________
supernatural darkeness, weather, or obscurement)
Loose Gear: ___________________________________
Y Archaeologist’s Kit (Thick tome of dungeon lore, _______________________________________________
Action: pick, shovel, head lantern, extra spool of rope, climbing _______________________________________________
Get 1 xp if you invoked at least 1 burden harness, arkentech ruin sensor - 2 mile effectiveness) _______________________________________________
Level Chapter 1
THE MIGHTY Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when you take injury or
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with strength, Wind harm while protecting someone else
c Clear xp and accumulate a level up (end of session/interlude)
leadership, or force Special When an ally close to you suffers strain, you
ACTIONS I expressed my heritage, background, or Ability can take the strain for them. In addition, you
beliefs through my actions can spend 1 Effort when you take any strain
Sneak Charm to reduce it by 1, to a minimum of 1.
I didn’t back down when faced with a
Push (1 effort) for +1 boon on any action
challenge Aid (1 effort) to give +1 die to another
Traverse Command Check at end of session: 1 xp for one, 2 xp for all
Lead a Team Action (2 effort) for +effect
Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y True Grit - When you break, you remain in Y Force of Will - 1/session - You can choose to
control of your character for the rest of the scene. automatically treat your next Command action
Sense Smash If you would remain broken longer than that (you roll against another character as a 6. The GM can
have 3 burdens for example) this effect ends at the decide a character is too strong willed for this to
end of the scene. work on them, forcing you to roll normally, but if
Study Endure they do, regain 2 effort after that roll resolves. It
Y Iron Jaw - You can’t suffer critical strain (take 4 always works on foes from a lower chapter than
strain instead) you.
Action Rolls - State intent and pick an action, roll 1d6
Y Volcanic - 2/session - When someone or something Y The Wall - 1/session - This scene only, reduce all
per dot for that action and take the highest result. harms an ally in your presence, you can trigger this strain suffered by you or an ally of your choice by
Roll 2d6 and take the lowest result if no dots. ability to get +1d or increased effect (choose) on all 1, to a minimum of 1
actions against them for the rest of the scene
Camp Fixture Actions Y Make Total Destroy - 1/session - Increase the
Fishing Cooking Y Hammersoul - Your Smash actions have effect of your next Smash action to superpowered
increased effect when you’re exhausted.
Y Gambit of The Storm Lord (requires 4 powers)
Kapkat Y Overpower - You can push by taking 2 strain Take a power from another Bond
instead of spending effort for Endure and Smash ______________________________________________
actions ______________________________________________
DUST Y The Tower - While you’re at maximum strain,
______________________________________________
______________________________________________
characters can aid you without spending effort. If you
LOOSE GEAR break, all characters that witness it recover 1 effort.
______________________________________________
______________________________________________
______________________________________________
Y Half Light - When you gather information about
______________________________________________
violence or possible threats, you can use Endure, _____________________________________________
Smash, or Command.
AMBITIONS
BOND GEAR
Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Brawler’s Kit (Healing ointment, copious
flint and tinder, journal, rations, cooking pot, bandages, splint, thick gauntlets or gloves, foldable
knife, canvas tent) stretcher, good luck charm)
Y Soldier’s Kit (Extra rations, whetstone, oil, two Y Custom Kit (3 items) ________________________
pairs of good boots, extra large pack, badge of ______________________________________________
rank, protection ward) ______________________________________________

Y Mercenary’s Kit (Fortifying snack, iron flask, Loose Gear: ___________________________________


bounty ledger, backup weapon, foldable hand cart, _______________________________________________
Rewards 1 xp, 2 xp, and 3 xp when cleared _______________________________________________
heavy object for hitting someone with)
_______________________________________________
BURDENS
NOTES
________________________________________________ _______________________________________________
Action: ________________________________________________ _______________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ ________________________________________________
Level Chapter 1
THE WOLF Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when you fix someone else’s
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with precision, Wind mistakes, or someone else fixes yours.
c Clear xp and accumulate a level up (end of session/interlude)
coldness, or intimidation Special You are hardened. Your 4 clock burden
ACTIONS I expressed my heritage, background, or Ability gives you no penalties.
beliefs through my actions Ways to Spend Effort
Sneak Charm
I let people see a glimpse of who I am Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
beneath my mask
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Clarity - If you break, regain all effort, and you Y Lurk - 1/session - When the GM describes
can push your next action for free a scene, you can choose to be there, hidden,
Sense Smash appropriate to chapter. Don’t worry about how
Y Blood Scent - You get a knack for tracking or you got there.
intimidating anyone or anything that’s wounded
Y Scarcoat - +1 max strain per Burden you have
Study Endure Y Go for a Walk - 1/session - When you separate
from the group to do something alone, you can Y Crack Shell - When you’re exhausted, you can
trigger this ability to get +1d and increased effect take aid actions without spending effort
Action Rolls - State intent and pick an action, roll 1d6
on your action. ‘Cut to black’ and roll the action
‘off-screen’, then cut back to when you return to Y Bishop - When you set someone up, that
per dot for that action and take the highest result. person gets both +1d and increased effect on the
Roll 2d6 and take the lowest result if no dots. the group, describing what happened.
set up roll.
Camp Fixture Actions Y Cornered - When you are outnumbered in a
tense or violent situation, leading team actions Y Wick - 1/session - Increase the power of your
Fishing Cooking next Excel action to superpowered
does not cost effort for you.
Y It’s Nothing - During Heal Burdens, heal 2 extra Y Gambit of Arenheir (requires 4 powers)
Kapkat
ticks on a burden of your choice if nobody helps Take a power from another Bond
______________________________________________
you heal burdens. Heal 1 tick on two burdens if
______________________________________________
DUST someone does help you heal, instead of just one
burden. If you do so, you can’t help other people
______________________________________________
______________________________________________
LOOSE GEAR heal burdens. ______________________________________________

BOND GEAR
Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Wanderer’s Kit (Weatherproof cloak, hardy
flint and tinder, journal, rations, cooking pot, traveling outfit, extra rope, survival rations,
AMBITIONS knife, canvas tent) hunting weapon, general knowledge of local fauna
and flora - from good and bad experiences)
Y Solo’s Kit (Shadow cloak, collapsible weapon,
spiked gloves and boots for climbing and combat, Y Custom Kit (3 items) ________________________
single use flash bomb, toxin vial - sleep toxin, slow ______________________________________________
acting poison, paralyzing toxin) ______________________________________________

Y Survivor’s Kit (Pick-me-up - something to take the Loose Gear: ___________________________________


edge off, old bandages, lock picks, change of clothes, _______________________________________________
concealed weapon(s), faded memento, extensive _______________________________________________
memory of local street layout and back doors) _______________________________________________

Rewards 1 xp, 2 xp, and 3 xp when cleared NOTES


________________________________________________ _______________________________________________
BURDENS ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ _______________________________________________
Action: ________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
Action: ________________________________________________ _______________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ _______________________________________________
Level
THE HARLEQUIN
Chapter 1 Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when your actions
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with cunning, Wind get you in trouble with someone or
c Clear xp and accumulate a level up (end of session/interlude) something powerful
subterfuge, or deceit
ACTIONS I expressed my heritage, background, or Special When you’re exhausted, get +1d and
beliefs through my actions Ability increased effect on sneak
Sneak Charm
I talked or slipped my way out of a charged Ways to Spend Effort
Push (1 effort) for +1 boon on any action
situation Aid (1 effort) to give +1 die to another
Traverse Command Check at end of session: 1 xp for one, 2 xp for all
Lead a Team Action (2 effort) for +effect
Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Mirrormask - You can always tell if someone is Y Habitual Line Stepper - 2/session - You
lying if you can see their face, though the nature of instantly disappear from sight and re-appear
Sense Smash the lie is unclear. At chapter III, you only need to somewhere:
hear someone’s voice or read something they have • I: Nearby
written. • II: Within two or three hundred paces
Study Endure • III: Within a mile
Y Mercurio - You can change your appearance You don’t have to see your destination, but you are
completely in only a few moments by spending shunted back to your starting point if it’soccupied
1 effort, including height, weight, gender or obstructed (like trying to hop into solid rock,
Action Rolls - State intent and pick an action, roll 1d6 presentation, etc. Anyone in view of you can for example).
per dot for that action and take the highest result. witness you change. You must appear as Kin (a
Roll 2d6 and take the lowest result if no dots. person), but you could be a different Kintype, and Y Quickfingers - 1/session - Name a number of
Camp Fixture Actions otherwise everything else is up to you. This effect objects nearby equal to the chapter number that
lasts until you camp, or until you eat or drink you can see that could fit or carry in one or both
Fishing Cooking
something, and while active you get a knack for hands. By the start of the next scene, you have
impersonating your new form, although if you’re possession of them. If you stole them, the person
Kapkat trying to impersonate a specific person, people you stole it from will find out within the hour
who know them will see through your disguise
up close. At chapter III, this effect no longer costs Y Ridi Pagliacci - You can invoke each of your
DUST effort if it's only used once a scene. burdens instead of spending 1 effort, once a
session for each burden
Y Mockingbird - You get a knack for mimicking
LOOSE GEAR sounds or voices. Y Exuent - When you lead an action to flee or
escape trouble, don’t spend effort.
Y Fast Friends - 2/session - You can choose to
automatically treat your next charm action roll as Y Step of the Smiling Few - 1/session - Increase the
a 6. If you do, its effects only last: power of your next Sneak action to superpowered
AMBITIONS • I: 1 minute Y Gambit of the Laughing God (requires 4 powers)
• II: an hour Take a power from another Bond
• III: a whole day ______________________________________________
After the duration expires, its target(s) realize they ______________________________________________
were manipulated. ______________________________________________
______________________________________________
Y The Big Show - Critical hits on excel, charm, ______________________________________________
or sneak actions regain 2 effort for all party ______________________________________________
members who witness your feats _____________________________________________

BOND GEAR
Rewards 1 xp, 2 xp, and 3 xp when cleared Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Trickster’s kit (Someone else’s pocket contents,
flint and tinder, journal, rations, cooking pot, ball bearings, official looking uniform, fire starter, very
BURDENS knife, canvas tent) convenient key, large pouch of mysterious powder)
Y Entertainer’s kit (Instrument, fancy outfit, three Y Custom Kit (3 items) ________________________
Action: free meals, tome of song lore, tickets to a show, ______________________________________________
extensive knowledge of local haunts, free entry and ______________________________________________
lodging for a single inn, tavern, or place to stay)
Loose Gear: ___________________________________
Action: Y Rake’s kit (Hooded lantern, lock picks, paramour’s _______________________________________________
portrait, concealed weapon, loaded dice, gaming set, _______________________________________________
three extra outfits, disguise kit - wigs, outfits, fake _______________________________________________

Action: noses - etc - can be applied to others)

Get 1 xp if you invoked at least 1 burden


Level
THE HIGHBORN
Chapter 1 Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second You may regain all effort when someone
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with poise, passion, or Wind else relieves all effort
c Clear xp and accumulate a level up (end of session/interlude)
social status Special When you’re exhausted, characters that
ACTIONS I challenged or acted against my heritage, Ability aid you spend no effort
background, or standing beliefs with my actions Ways to Spend Effort
Sneak Charm
I learned something new about my Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
companions
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Rarefied - You have a knack for actions Y Special Reserve - Get +1d or increased effect
involving people considered highborn or high when you gather information or recall info on
Sense Smash class. However, if you use this knack, all actions something rare, expensive, or hard to find.
involving people considered low class or lowborn
are 0d at best until the end of the session. Y Honor Student - If you forgo healing burdens,
you can tick an extra segment on an ambition. If you
Study Endure Y Private Tutor - You've had specialized training. take one other character along with you to observe,
Choose any action. You can re-roll any ‘1’s you they can also tick a segment on their own ambitions.
roll as part of that action, keeping the new result.
Action Rolls - State intent and pick an action, roll 1d6 However, choose one other action that you Y Passionate - You always have a secret passion
per dot for that action and take the highest result. neglected - you must re-roll any ‘6’s as part of this ambition you can work on, something you’ve
Roll 2d6 and take the lowest result if no dots. action, keeping the new result. wanted to try but never been able to. It’s a 12
segment ambition clock that gives 3 xp for
Camp Fixture Actions Y Silver Spoon - You can never be accused of completing it, and can be worked on for free each
Fishing Cooking trespassing except by someone considered high interlude. If you complete your passion, you can
rank or high class (a manager, a noble, a military pursue a new one.
Kapkat officer, etc), appropriate to chapter. This effect
does not extend to anyone else with you, but get Y Unflappable - Leading actions to Command or
+1d on rolls to cover for them. At chapter II, you Charm a large group costs no effort for you

DUST can cover for one extra person without question,


and at chapter III you can cover for anyone you
Y Perfect Grace (1/session) - Increase the effect
of your next Charm action to superpowered.
like within reason.
LOOSE GEAR Y Gambit of the Bronze Queen (requires 4 powers)
Y Trust the Fund - You always have enough in Take a power from another Bond
your pockets to sway someone when you try to ______________________________________________
gain access, assets, or information. If you do, ______________________________________________
gain +1d or increased effect, but it’s incredibly ______________________________________________
AMBITIONS obvious that you’re bribing them. ______________________________________________
______________________________________________
Y Ivory Tower - 2/session - When the GM ______________________________________________
describes a location, monster, person, or historical ______________________________________________
event, you can ask the GM for an additional detail ______________________________________________
only an expert would know and get a truthful ______________________________________________
_____________________________________________
answer. Get +1d the next time you act on the answer.

BOND GEAR
Y Cloister kit (Simple ritual gear - candles, Y Noble’s kit (Two changes of fancy clothes,
bowl, talismans, protective ward, traveling staff dueling weapon, personal reference, traveling
Rewards 1 xp, 2 xp, and 3 xp when cleared or walking stick, good hat, badge of a scholarly, trunk, expensive jewelry, general knowledge of city
wright, or religious order - proving membership, politics, noble pedigree or family reputation)
BURDENS old arkentech relic of unknown use)
Y Custom Kit (5 items) ________________________
Y Academic kit (Thick-bound almanac, late ______________________________________________
night snacks, massive sheathes of rambling but ______________________________________________
Action:
extensive notes, hobby journal, sample kit, extra
Loose Gear: ___________________________________
large pack, expensive arkentech contraption -
_______________________________________________
compass, scope, etc - top of the line but breakable _______________________________________________
Action: and can only be used once) _______________________________________________

Action:
Get 1 xp if you invoked at least 1 burden
Level Chapter 1
THE MENDER Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second You only regain effort from bond powers,
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with diplomacy, Wind camping, or interludes.
c Clear xp and accumulate a level up (end of session/interlude)
positivity, or empathy. Special You can allow someone else to regain 1
ACTIONS I expressed my heritage, background, or Ability effort by spending 1 effort.
beliefs through my actions. Ways to Spend Effort
Sneak Charm
I learned how someone or something was Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
broken.
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Push Through - You can take 1 strain instead of Y Mender - 2/session - You can charm or tinker
spending effort to take aid actions, which cannot to heal someone’s strain. Check the final result:
Sense Smash be reduced or ignored. • 0-3 - Characters can spend 1 effort to heal 1 strain
• 4-5 - Character heals 1 strain
Y Divine Luck - When you take strain as a • 6 - Character heals 2 strain
consequence, roll a 1d6 fortune roll. On 6, reduce • 6,6 - Character heals 4 strain
Study Endure the strain suffered to 0 (even critical strain).
Y Encourage - 2/session - Spend a use of this
Y Illuminate - Your actions have +1 boon or ability to use aid without spending effort or
Action Rolls - State intent and pick an action, roll 1d6
increased effect (choose) with or against exposing yourself to consequences
per dot for that action and take the highest result. characters or creatures that trust you.
Roll 2d6 and take the lowest result if no dots. Y Iron Cutting - At the end of each interlude,
Y Untangle - When you help someone else lift you can tick 2 segments total, split between any
Camp Fixture Actions burdens, you increase their segments healed by +1, ambition, project clock, or ritual clock of your
Fishing Cooking and heal 1 segment yourself choice, even those belonging to another character.
Y Pangloss - When you fail a desperate action, Y Heart Forge - 1/session - Increase the effect of
Kapkat your next action can be pushed without spending your next Tinker action to superpowered
effort.
Y Gambit of the Forge Titan (requires 4 powers)
Y A Better Way - When you study to understand
DUST how something or someone is hurt or broken,
Take a power from another Bond
______________________________________________
or tinker to fix something, get +1d or increased ______________________________________________
LOOSE GEAR effect. This ability works without effect loss on: ______________________________________________
• I: One person or a small object ______________________________________________
• II: A whole group of people or a large object ______________________________________________
• III: A whole town, or a massive object such as a ______________________________________________
train, huge machine, etc ______________________________________________
AMBITIONS
BOND GEAR
Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Work Kit (Goggles, sandwich, vials for storage,
flint and tinder, journal, rations, cooking pot, weak acid, metal augur, heavy toolbox - pliers,
knife, canvas tent) spanners, tools, wire, etc, repurposed arkentech
doodad - single use)
Y Mending Kit (Healing ointment, light reading,
snacks, bandages, blanket, splint, salve, blight remedies, Y Custom Kit (3 items) ________________________
apron, clean gloves, holy icon, copious sweets) ______________________________________________
______________________________________________
Y Hearth Kit (Great cooking pot, oversized coat,
Rewards 1 xp, 2 xp, and 3 xp when cleared bright lantern, extra ingredients, seasoning, firewood, Loose Gear: ___________________________________
spacious tent, large pack, arkentech hot plate and _______________________________________________
BURDENS igniter that can start a fire anywhere, even underwater) _______________________________________________
_______________________________________________

NOTES
Action:
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Level Chapter 1
THE BRAVE Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when you charge forth
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with perseverance, Wind without a plan
c Clear xp and accumulate a level up (end of session/interlude)
friendship, and courage Special When you lead a team action, get +1d on
ACTIONS I expressed my heritage, background, or Ability the action or increased effect
beliefs through my actions Ways to Spend Effort
Sneak Charm
I used my heart rather than my head to solve Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
a problem
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Strike the road - The first team action you Y The Sun - 1/session - Gain increased effect on all
lead in a session costs you 0 effort actions for the rest of the scene
Sense Smash Y Crush Limiter - 1/session, you can give your Y Coordinate - Aiding you on team actions costs
next action superpowered effect, but take a burden 0 effort
at the end of the scene.
Study Endure Y Team Player - When any ally sets you up, you
Y Luck as a Constant - When you critical hit, have increased effect on the roll
regain all effort, heal all strain, and mark 1 xp
Y Brave Destiny (1/session) - Increase the effect of
Action Rolls - State intent and pick an action, roll 1d6 Y All In - Using Aid to help a character taking a the next team action you take to superpowered.
per dot for that action and take the highest result. desperate action costs 0 effort for you
Roll 2d6 and take the lowest result if no dots. Y Gambit of the Hundred Sword God (requires
Camp Fixture Actions Y Heart of Hearts - 1/session - You can flash 4 powers) Take a power from another Bond
back to a scene from your past or hometown and ______________________________________________
Fishing Cooking describe how your memory of that time inspires ______________________________________________
you in the current moment. You can treat your ______________________________________________
next roll as though you rolled a critical hit (6,6). ______________________________________________
Kapkat
______________________________________________
You can only use this ability three times ever, and
______________________________________________
when you expend its third use, replace this power ______________________________________________
DUST with another one. ______________________________________________
______________________________________________
Y Joyluck Wind Thrower - When you take a
LOOSE GEAR desperate action, you can take +1d on the action. If
______________________________________________
______________________________________________
you do, treat any die less than a 6 as a 1.

BOND GEAR
AMBITIONS Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Inherited Kit (Hexagonal key, oddly fitting
flint and tinder, journal, rations, cooking pot, clothing, antique armor piece, broken arkenrelic,
knife, canvas tent) heirloom weapon, memories of a prophecy)
Y Brave Kit (Signature outfit, 3 arkentech light gems, Y Custom Kit (3 items) ________________________
map to a mysterious place, northstone - always tells ______________________________________________
north and time of day, even underground, trinket ______________________________________________
from home, arkentech power gauntlet - single use,)
Loose Gear: ___________________________________
Y Explorer Kit (Waterproof cloak, extendable _______________________________________________
walking pole - 3 to 10 ft , compass, flask, three empty _______________________________________________
bottles, chalk, 6 depth stones - toss to check depth of _______________________________________________
Rewards 1 xp, 2 xp, and 3 xp when cleared pits, abyss stone - glows when monsters are nearby)

BURDENS NOTES
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ ________________________________________________
Level Chapter 1
THE BROKER Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second You can regain all effort when another
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with manipulation, Wind team mate becomes exhausted or breaks.
c Clear xp and accumulate a level up (end of session/interlude)
influence, or planning Special When you become exhausted or break,
ACTIONS I expressed my heritage, background, or Ability all team mates regain 1 effort
beliefs through my actions Ways to Spend Effort
Sneak Charm
Despite my best efforts, we went wildly off Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
plan
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Contingency (2/session) - You can use this Y Beg, Borrow, or Steal - When you need the
power to ‘flash back’ in time to tell the GM how right tool for the job (a disguise, a tool, a weapon,
Sense Smash you prepared for a situation. You can use this a portable boat, a ladder) you can choose to have
ability before or after any action roll to do one it right now. The tool’s power, type, and rarity
of the following: Set up a character for the next depends on chapter, and it lasts until the end of the
Study Endure action (even yourself), resist consequences of session, or until you use this ability again. Gain +1d
something that just happened by taking strain, on actions using the tool, but the GM chooses one:
even for another character, increase effect or • It was stolen from someone, who will track you
lower risk. To do so, however, you need to be down by next interlude
Action Rolls - State intent and pick an action, roll 1d6
able to tell the GM how you prepared and also • It’s poor quality and breaks after the scene is over
per dot for that action and take the highest result.
Roll 2d6 and take the lowest result if no dots. make fortune roll using one of your actions tosee • It gets you into trouble after the scene is over (it
how well your preparation went. On a 4+ gain the attracts attention, there’s an unwanted side effect, it
Camp Fixture Actions expected effect, on a 6 choose an extra effect, and leads you somewhere you weren’t expecting to go)
Fishing Cooking on a 1-3 you had to abandon the plan (this ability
has no effect this scene and regain 1 use). Y Immaculate - Get a knack for situations where
being dressed appropriately would help you
Kapkat Y Swoon (1/session) - When you would take (disguises, uniforms, outfits, formalwear, etc),
consequences as a result of your actions, you have appropriate to chapter.
may another willing character nearby take the
DUST consequences instead of y ou after you learn what Y Coordinator - You get 2 xp for pursuing a group
ambition instead of 1, and gain +1d when working
they are. If they do, they take 1 xp.
on a group ambition.
LOOSE GEAR Y Fruitful- You have a contact or family member
in every populated location. Define this person Y Ladder Climber - You can pursue ambitions
with the GM and pick one (choose carefully): twice during an interlude, but only if you pursue
not in trouble with the law, reliable, won’t need different ambitions.
a favor. Roll +1d on actions where your contact
AMBITIONS Y Golden Hand (1/session)- Increase the effect of
could help you. your next Command action to superpowered.
Y Make it work (1/session) - You may use your Y Gambit of the Weeper (requires 4 powers):
highest rated action for any single action with Take a power from another Bond
normal effectiveness (charming a door to open ___________________________________________
for example). Explain to the GM how you’re doing ___________________________________________
this. At chapter III, you don’t need to explain. ___________________________________________
Y Faust (1/session) - The next time you roll, treat ___________________________________________
all 1s as 6s. The next time you roll after that, treat ___________________________________________
all 6s as 1s. ___________________________________________

Rewards 1 xp, 2 xp, and 3 xp when cleared


BOND GEAR
BURDENS Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Socialite’s Kit (Two fancy outfits, one very
flint and tinder, journal, rations, cooking pot, fancy outfit, one inconspicuous outfit, one
knife, canvas tent) servant’s outfit, really nice pair of shoes, jewelry,
Action: tailoring supplies, address of anyone in a city or
Y Shady Kit (False identity papers, tilted hat, quick town, single invite to any party)
disguise, coat with six hidden pockets, lock picks,
forgery tools, convenient bribe, arkentech skeleton Y Custom Kit (3 items) ________________________
Action: key - opens or activates most arkentech devices) ______________________________________________
______________________________________________
Y Boss’s Kit (Ledger, gambling kit, crowbar, flask
of something strong - coffee, tea, or alcohol, guild Loose Gear: ___________________________________
Action: membership badge, key to a warehouse, scuffed pair _______________________________________________
Get 1 xp if you invoked at least 1 burden of arkentech radios - not effective over distance) _______________________________________________
Level Chapter 1
THE ELDER Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second You can regain all effort when you
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with patience, Wind manage to avoid confrontation or
c Clear xp and accumulate a level up (end of session/interlude) violence through your actions.
wisdom, or experience
ACTIONS I expressed my heritage, background, or Special At the start of a session, choose another
beliefs through my actions Ability character to watch over. The first time in
Sneak Charm the session that character would take a
burden, you can intervene and choose to
I defused a potentially violent situation
take that burden instead if you have one
free. If you do, regain all effort and clear
Traverse Command Check at end of session: 1 xp for one, 2 xp for all all strain, and mark +1 xp.

BOND POWERS
Excel Tinker
Y Parable - Twice a session, you can ask the GM Y Saltbelly - Gain +1d for the rest of the session
about any path of action ahead of you. The GM will against anyone that shares a meal, shares a drink,
Sense Smash answer as truthfully as possible with the phrase ‘This or plays a game of skill against you.
is the path of ____”, with the blank part being an
animal, plant, or natural element (fire/water/earth/ Y Mentor - You can forgo working on your own
wind) that the GM feels best fits the situation. Gain ambitions to come along and help someone else
Study Endure with theirs. If you do, they tick 1 more segment
+1d when next acting on the answer.
and gain +1d.
Y Pacifist - If you leave a scene of violence without
Action Rolls - State intent and pick an action, roll 1d6 harming anyone, heal 1 strain and regain 1 effort. Y Reputation - When you enter a populated area
per dot for that action and take the highest result. you haven’t visited before, you can decide that
Roll 2d6 and take the lowest result if no dots. Y Long Memory - Gain +1d on rolls to gather people there have heard of you. This gives you +1d
information about any event that happened more to interact with them socially for the rest of the
Camp Fixture Actions than ten years ago. At chapter III, if it happened session, but anyone who wants to find or track you
Fishing Cooking in your lifetime, you can also tell the GM you can find you easily. This works on:
remember it clearly or were actually there and • I. Any town
Kapkat can’t fail the roll (treat a 1-3 as a 4+). • II. Any city or small village
• III. Anywhere
Y Been Around - Unless they draw a weapon,
nobody younger than you can harm, restrain, or Y The Mountain (1/session) - Increase the effect
DUST touch you in any way unless you let them. This of your next Endure action to superpowered.
effect ignores chapter.
LOOSE GEAR Y Gambit of Tsumi (requires 4 powers) Take a
Y Spinner of Tales - You get a 12 segment power from another Bond
ambition clock that you can work on for free each ______________________________________________
interlude, to tell a story from your past. When ______________________________________________
the clock is complete, a character of your choice ______________________________________________
______________________________________________
AMBITIONS that listened to you can improve an action by 1. A
______________________________________________
character can only gain this benefit once.
______________________________________________
Y Pillar of Rock - Until you use violence or coerce ______________________________________________
______________________________________________
someone or something in a session, reduce all strain
_____________________________________________
taken from other people by 1, to a minimum of 1.

BOND GEAR
Y Weathered Adventurer’s Kit (Rusted lantern, Y Nostalgic Kit (Memories of the local area from a
well-worn pack, flat bedroll, three loops of sturdy long time ago, a useful story you heard once, a safe
rope, flint and tinder, arkentech firestarter, thick place you know about nearby, an excellent sense
journal, extra rations, sturdy cooking pot, nicked of direction)
Rewards 1 xp, 2 xp, and 3 xp when cleared
utility knife, sleeping bag)
Y Custom Kit (3 items) ________________________
BURDENS Y Veteran’s Kit (Broken famous weapon, old ______________________________________________
badge of rank, weapon care kit, painful memento, ______________________________________________
the most solid boots in the world, thick and warm
Action: Loose Gear: ___________________________________
cloak, good knowledge of wound care)
_______________________________________________
Y Hermit’s Kit (Herbal medicine, icon of a magic _______________________________________________
or religious order, heavy and sturdy walking stave, _______________________________________________
Action: light pack, excellent hat, good knowledge of local
foraging - food, medicine, poisonous plants, etc)

Action:
Get 1 xp if you invoked at least 1 burden
Level
THE OUTSIDER
Chapter 1 Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second Regain all effort when you spend a scene trying
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with my unique Wind not to use your unique talents or abilities
c Clear xp and accumulate a level up (end of session/interlude)
perspective, talents, or culture Special You gain +1d to set characters up.
ACTIONS I expressed heritage, background, or beliefs Ability
through my actions Ways to Spend Effort
Sneak Charm
I made a new friend, or deepened an existing Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
friendship.
Lead a Team Action (2 effort) for +effect
Traverse Command Check at end of session: 1 xp for one, 2 xp for all Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Xenoclash - Choose two actions. Once a session, Y Tour Guide - When a character works on
you can push each of these actions without ambitions or a project, they can bring you along.
Sense Smash spending effort. Describe the unique talents or Roll a 1d6 fortune roll. On a 1, despite your best
abilities that allow you to do this. efforts you don’t help, giving -1d on the roll. On
a 2-5, your unique insights help, giving +1d on the
Y Gaia Compass - You have a knack for navigation. roll. On a 6, you offer a perspective that both gives
Study Endure You always know the distance and direction of the +1d and allows them to tick 1 more segment.
nearest (I) village (II) town (III) settlement of any
kind. You can sense dungeons within a few miles, Y Open Up - You can spend time with one other
Action Rolls - State intent and pick an action, roll 1d6 and get a bad feeling when one is about to surface. character during an interlude trying to understand
per dot for that action and take the highest result. each other. If you do, you can each aid each other
Roll 2d6 and take the lowest result if no dots. Y Earth Speech - You can speak and understand once without spending effort during the next
something unusual, and have normal effect while
Camp Fixture Actions doing so. Your conversation partners might
expedition.
Fishing Cooking not speak language, or be particularly eloquent. Y Centered (1/session) - You have a unique
Whether they are actually talking back or not is cuisine, or a unique eating or drinking stricture or
Kapkat up to the tone of your game. Pick one per chapter: habit. When you share it with someone or explain
Animals, Plants, Rocks, Weapons, Tools, Vehicles it to them, they gain +1d to set you up for the rest
of the session, and you get +1d on the next roll
Y Bloom - Any character can set out a unique
DUST ambition clock once with 4 segments to try and
involving them.
learn a little of your language and customs. If Y Resourceful - You can bring one more piece of
LOOSE GEAR they finish the clock, they gain 1 xp and they loose gear with you on an expedition.
can understand your language, allowing you to
communicate with them privately. You can decide Y The Wave (1/session) - Increase the effect of
whether an NPC speaks your language or not. your next Sense action to superpowered.
Y Gambit of the Formless (requires 4 powers)
AMBITIONS Y Earth Glide - You have an unusual way of
Take a power from another Bond
moving due to skills, magical talent, or anatomy.
______________________________________________
You gain a knack for movement through certain
______________________________________________
terrain and don’t suffer reduced effect moving ______________________________________________
through it. Pick one per chapter: Forests, Oceans, ______________________________________________
Mountains, Snow, Swamps, Deserts. _____________________________________________

BOND GEAR
You only have the outsider’s kit. However, you can take four pieces of loose gear with you on an
expedition, at the end of an interlude can take any other piece of gear from any other bond used by
player character in your party and add it to your loose gear list.
Rewards 1 xp, 2 xp, and 3 xp when cleared Loose Gear: ___________________________________
Y Outsider’s Kit (Strangely shaped lantern, pack,
bedroll, 5 fire stones - hot!, food from home, foreign _______________________________________________
BURDENS _______________________________________________
clothes, local clothes, icon from a distant land,
_______________________________________________
unique weapon or tool, script in a foreign language) _______________________________________________
Action:
NOTES
________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
Action: ________________________________________________ _______________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action: ________________________________________________ ________________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ ________________________________________________
Level
THE DREAMER
Chapter 1 Chapter 2 Chapter 3
I II III IV V VI VII VIII IX X XI XII
Name
Effort Strain
Kin
Culture
If all Effort is spent, you are exhausted If all Strain is filled, you are broken
XP
Mark dots from left to right when gaining xp IDEALS Second You can regain all effort when someone
Gain a new combat ability or talent at end of session/camp (+1 ap) I addressed challenges with creativity, cheer, Wind helps you out of a bad situation. Your
c Clear xp and accumulate a level up (end of session/interlude) rescuer can also recover 1 effort.
or trust in my allies
ACTIONS I expressed my heritage, background, or Special Characters that successfully aid you or
beliefs through my actions set you up can recover 1 effort, but no
Sneak Charm more than once a session.
I failed miserably
Push (1 effort) for +1 boon on any action
Aid (1 effort) to give +1 die to another
Traverse Command Check at end of session: 1 xp for one, 2 xp for all
Lead a Team Action (2 effort) for +effect
Take an action while broken (1 effort)

BOND POWERS
Excel Tinker
Y Improvise (2/session) - You can push a smash Y Lost Cat - If you invoked your burdens to get
roll for free if you can somehow use something into trouble during a session, you can choose a
Sense Smash that’s not a weapon from your environment. This character that came to your aid and let them mark
could also increase or decrease effect, depending 1 xp at the end of a session.
on the item. You can use something:
• I: Small, like a vase or stool Y Rash (1/session) - Once a session, if you boast
Study Endure about your success on a roll before you roll, you
• II: Large, like a piece of furniture or a door
• III: Massive, like a horse cart or boulder can force yourself to roll at a max of 0d, but you
regain 1 effort after the roll. If you actually succeed
Action Rolls - State intent and pick an action, roll 1d6 Y Punching Bag - If you take strain from anything, (4+), everyone else can regain 1 effort as well.
per dot for that action and take the highest result. everyone else gets increased effect against that
Roll 2d6 and take the lowest result if no dots. thing for the rest of the scene. Y Heart Held Dream - You gain +1d to work on
any ambition clock that’s 10 segments or longer.
Camp Fixture Actions Y Best Efforts - If you fail a set-up roll, you can When you finish such a clock, you can lift a
Fishing Cooking take 1 strain to re-roll it, taking the second result. burden, or allow an ally to lift a burden.
You can do this any number of times.
Y The Lobster - If you break, your next action can
Kapkat Y Bright Eyed - At the start of each session, you be made normally, even while broken, and gains
may choose another character to look up to. You superpowered effect.
can aid that character without spending effort this
DUST session (you still share in any consequences), but Y Gambit of The Wanderers (requires 4 powers)
Take a power from another bond
aiding other characters costs 2 effort.
LOOSE GEAR ______________________________________________
Y Follow the Leader (1/session) - Make an action ______________________________________________
roll using any character’s action rating for that ______________________________________________
action. Describe how that character taught or ______________________________________________
______________________________________________
inspired you.
______________________________________________
AMBITIONS Y Underdog - When you become exhausted, your ______________________________________________
______________________________________________
next action gains +1d and increased effect.

BOND GEAR
Y Adventurer’s kit (Lantern, pack, bedroll, rope, Y Unlucky Kit (A sudden fall, an untied knot, a slip, a
flint and tinder, journal, rations, cooking pot, broken pot or cup, a flying object)
knife, canvas tent)
Y Custom Kit (3 items) ________________________
Y Improvised Kit (Fistful of sand, convenient rock, ______________________________________________
makeshift key, homemade tool, pocket snacks, ______________________________________________
slingshot)
Rewards 1 xp, 2 xp, and 3 xp when cleared Loose Gear: ___________________________________
Y Lucky Kit (A single useful clue, a sudden change in _______________________________________________
BURDENS lighting, a shift in the weather, a convenient noise, a _______________________________________________
useful crack in a wall or door) _______________________________________________

Action: NOTES
________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
________________________________________________ _______________________________________________
Action: ________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
Action:
________________________________________________ ________________________________________________
Get 1 xp if you invoked at least 1 burden ________________________________________________ ________________________________________________

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