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References Playbooks Printouts Full

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0% found this document useful (0 votes)
45 views42 pages

References Playbooks Printouts Full

Uploaded by

pascalribeiro87
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Move Triggers

After you describe what you do in the narrative, you can look
here to quickly check if any moves are triggered. These are the
Chase Moves
For starting and resolving a chase scene.
moves that every adventurer can do, but don’t forget about
playbook moves that only some characters can do. When you enter a chase, either in pursuit or escape, you Start
the Chase.
Adventure Moves When you try to get ahead in a chase, you Gain the Edge.
The most commonly used during regular play. When any side in a chase has 3 or more Edge, then It’s Over.
When you act despite an imminent threat or obstacle, you
When you navigate an imminent environmental danger as a
Defy.
chase, then it’s an Avalanche.
When you openly fight an enemy up close, you Engage.

When you attack a clear target from afar, you Let Fly. Favor Moves
When you consider what you know about a subject, you Managing the Favor you have for others and they have for you.
Ponder. When you accomplish a significant task for someone, you
When you closely investigate a charged situation, you Gratify.
Examine. When you act against someone you Favor or deny their
When you study someone during an intimate or prying request, you Refuse.
conversation with them, you Scrutinize. When you insult, injure, or disappoint someone who Favors
When you use favor, payment, promises, or threats to get you, you Antagonize.
someone to do something, you Compel. When you would Favor someone you already Favor, you
When you assist one of your companions in an act, you Appease.
Cooperate.

When you put all of your effort into one act, you Push Follower Moves
Yourself. For NPCs that join and help you in your adventure.

When you spend time resting as a group, you Settle In. When your Follower does a dangerous task alone, they
Endeavor.

Peripheral Moves When you call on your Follower to help you with a task, they
Assist.
Used less frequently but still important to the game.
At the end of each session, follow the End of Session. When you order your Follower to do something contrary to
their instincts, want or costs, you Command.
When you mark your last condition (other than Armor), or
when your life is otherwise untenable, you Crumble.

When you have a change of heart, you experience an


Epiphany.

When you have 5 or more XP after Settling In, you


Level Up.

When you venture out from safety in lengthy pursuit of a


quarry, you Track Down.

When you declare you know an NPC who could help and go
looking for them, you Connect.

When you Examine by gathering rumors and information from


others, you may Ask Around.

When you Compel someone open to bribes, you may


Compensate.

When you return after being away for a session or more, and
explain your absence, you Rejoin.

162 References & Printouts - Move Triggers


Adventure Moves
Defy Here are some example questions:
When you act despite an imminent threat or obstacle, say how you • Who/what else is hidden?
do it. Then roll...
• How can I gain the upper hand?
• +STR if you endure or power through it.
• What would happen here if I ?
• +DEX if you act with speed or finesse.
• Who is really in control here?
• +INT if you employ quick or out-of-the-box thinking.

• +WIS if you rely on mental fortitude or sharp senses. Scrutinize


When you study someone during an intimate or prying conversation
• +CHA if you use charm, intrigue, or social grace.
with them, roll+WIS.
On a 10+ the threat doesn’t come to bear.
On a 10+ gain 2 Insight. On a 7-9 gain 1 Insight.
On a 7-9 it only abates if you make a costly sacrifice or ugly choice,
Gain +1 Insight if they Favor you, even on a 6-.
the GM will tell you what.
During this conversation you can spend Insight 1-for-1 to ask their
Engage player (including the GM) any question about this person’s thoughts,
feelings, or motivations and they must answer truthfully.
When you openly fight an enemy up close, roll+STR.
Here are some example questions:
On a 7-9 you and your enemy trade blows, usually inflicting a
condition on each other. • How might I get you to ?
On a 10+ you trade blows, but choose one: • How do you feel about ?
• Avoid or withstand their attack • How can I gain your Favor?
• Inflict an extra condition • What is your goal?
• Take something from them
Compel
Let Fly When you use favor, payment, promises, or threats to get someone
to do something, say what you want them to do (or not to do) and
When you attack a clear target from afar, roll+DEX.
roll+CHA. If they Favor you, you may use up their Favor to gain
On a 10+ your clean hit inflicts a condition. Advantage on the roll.

On a 7-9 you inflict a condition but are either put in a dangerous If they are an NPC, on a 10+ they’ll do what you want. On a 7-9
position or gain Disadvantage Forward, your choice. they’ll only do it if you do something for them in return or Favor them
afterwards, the GM will say which.
Ponder If they are a PC, on a 10+ both below occur, on a 7-9 choose one
When you consider what you know about a subject, ask the GM one below, and on a 6- they instead can immediately ask you two
question about it, say how you might know the answer, and roll+INT. questions as if they Scrutinized you.
On a 10+ the GM will tell you the detailed, useful truth. • If they do it, you will Favor them.
On a 7-9 they will tell you a vague, twisted, or incomplete truth. • If they don’t do it, they have Disadvantage Forward and you no
longer Favor them.
You and your allies have Advantage when first acting on this
information.
Cooperate
Here are some example questions: When you assist one of your companions in an act, you grant them
• Where is located? Advantage to any rolls made as part of it, but you are both fully
affected by any costs or consequences.
• What could have caused ?
Multiple people can Cooperate with the same person at once,
• What might be the best way to ? that person simply gains additional Advantage per person. You can
Cooperate before a Move’s roll is made, but not after.
• What have I heard or read about this person/creature?

Examine Push Yourself


When you put all of your effort into one act, roll with Advantage.
When you closely investigate a charged situation, ask the GM one
Then after the roll, you take a condition from the strain, which ignores
question about it and roll+WIS.
Armor.
On a 10+ the GM answers your question and related followup
questions truthfully. Settle In
On a 7-9 the GM answers your question truthfully. When you spend time resting as group, whether it’s taking a short
break, sleeping overnight, or relaxing for weeks, the GM advances the
You and your allies roll with Advantage when first acting on this Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If
information. you have enough XP, you can Level Up multiple times at once.

When you’ve finished resting and resume adventuring, remove all


your conditions and refresh your Armor.

References & Printouts - Adventure Moves 163


Peripheral Moves
End of Session Track Down
At the end of each session, answer the following questions as a group: When you venture out from safety in lengthy pursuit of a quarry,
roll+Nothing, with Advantage if you already know your quarry’s
• Did we discover something new and important about the world or location.
characters?
On a 10+ choose one.
• Did we newly visit or significantly alter a memorable location?
On a 7-9 choose two.
• Did we overcome a notable obstacle, enemy, or challenge?
On a 6- all three.
For each “yes” answer, everyone marks 1 XP.
• You are exhausted or distracted. All traveling PCs take a condition
Lastly, gain 1 XP if you accomplished your Drive. from fatigue.

Crumble • You are noticed, by your quarry or by someone else, and they act
accordingly.
When you mark your last condition (other than Armor), your life is
untenable. • You are impeded. A significant obstacle stands between you and
your quarry.
When your life is untenable, from conditions or otherwise, you’re out
of the action for a while. Say how and choose one from the list below:
Connect
• Lock a condition of your choice. It can’t be removed except When you declare you know an NPC who could help and go looking
through a Level Up. You still gain XP from rolling with it. for them, roll+CHA. If you also declare that you Favor them, gain
• Change to a new Playbook (see Page 81) Advantage on the roll.

• Die On a 10+ you easily find them and they’re willing to help.

If you’re not dead, remove all conditions that aren’t Locked. The GM On a 7-9 they might help you, but the GM will choose one:
will advance the Ominous Forces and say when you’re back in the • They have a grudge against you or aren’t entirely willing to
action. trust you.

Epiphany • They’re already caught up in some trouble.


When you have a change of heart, say what is behind it and write a • They’re far off, hiding, trapped, or hard to find.
new Drive (see Page 124).
Ask Around
Level Up When you Examine by gathering rumors and information from
When you have 5 or more XP after Settling In, reduce your XP by 5, others, you may spend 1 Wealth to roll with Advantage.
increase your Level by 1, and choose one benefit below:

You can always take these options: Compensate


When you Compel someone open to bribes, offering 1 Wealth gives
• Increase a stat of your choice from +0 to +1. you Advantage, and offering 2 Wealth lets you automatically succeed
• Take an Advanced Move from your playbook. as if you had rolled a 10+.

• Acquire an Asset (see Page 26).


Rejoin
• Remove a Locked condition. (see Crumble above). When you return after being away for a session or more, and explain
your absence, say what happened and roll …
• Change Playbooks (see Page 81).
• +STR if you fought an enemy or escaped captivity.
You can take these options only once each: • +DEX if you did something covert or illicit.
• Increase a stat of your choice from +1 to +2. • +INT if you learned obscure or ancient knowledge, or invented
something.
• Increase a stat of your choice from +1 to +2.
• +WIS if you discovered a scandalous secret, went on a long
• Take a Starting or Advanced Move from another playbook.
journey or retreat, or had a spiritual encounter.
• Take a Starting or Advanced Move from another playbook.
• +CHA if you made an ally, integrated with a group or culture, or
bought something interesting.
Once you reach Level 10 you can also always take these options:
On a 10+ your adventure was prosperous - gain Advantage Forward
• Take an Advanced Move (Level 10+) from your playbook. and 2 XP.

• Increase a stat of your choice from +2 to +3. On a 7-9 your adventure was eventful - gain 2 XP, but the GM will tell
you one or two unintended consequences.
• Retire to safety and cease your adventuring.
On a 6- your adventure was perilous - gain 1 XP and the GM will say
what trouble has followed you back to the entire group.

164 References & Printouts - Peripheral Moves


Chase Moves Favor Moves
Start the Chase What is Favor?
When you enter a chase, either in pursuit or escape, you and your Favor represents feelings of gratitude, honor, responsibility, or debt
adversary form separate ‘sides’ that both start with 0 Edge. A chase between a PC and another character (PC or NPC). A character who
usually has two sides, the chaser(s) and the chased, but there may be Favors another will feel inclined to act in their interest, even if just to
more. pay off a perceived debt.
When you Cooperate in a chase: When you Favor someone, or someone Favors you, note down their
• If you are not part of the chase, you must join a side of it, and are name and the details behind the Favor. Two people can mutually Favor
involved in that side’s Edge, conclusion and consequences. each other, and you can Favor as many different people as you’d like.

• If you are already part of the chase, you must Push Yourself to While someone Favors you, they might treat you especially kindly,
Cooperate. make you feel appreciated, act in your stead, or similar.

Gaining Favor: The most common way to gain someone’s Favor is


Gain the Edge by accomplishing a significant task for them, triggering the Gratify
When you try to get ahead in a chase, say how much Edge you risk (1 Move below. The significance of this task is judged by the character
to 3), and roll... it’s done for, not the one doing it. One person might Favor you for the
encouraging words you said when they needed to hear them, while
• +STR if you create or destroy obstacles. another may demand you deal with a threat plaguing the area. GM’s
• +DEX if you sprint, hide or maneuver. should consider an NPC’s Want when judging if an accomplished task
would gain their Favor.
• +INT if you distract or misdirect.
Losing Favor: If you mistreat someone who Favors you, they no longer
• +WIS if you watch or listen. do so. Just like with gaining Favor, what this entails is also up to the
character who is Favoring you.
• +CHA if you disguise or provoke.
Favoring Others: You decide how you treat those you Favor, how you
On a 10+ your side gains that Edge.
express it and what it means. Every character will have limits on how
On a 7-9 your side and an opposing side both gain that Edge. If there far they will go for someone they Favor.
are multiple opposing sides, you choose which one gains it.

On a 6- an opposing side gains that Edge, the GM will say which.


Gratify
When you accomplish a significant task for someone, choose two if
Then, unless a side has 3 or more Edge, the chase continues and the you Favor them, or one if you don’t:
GM describes what happens next.
• Gain 1 XP
It’s Over • You no longer Favor them
When any side in a chase has 3 or more Edge, the chase comes to an
• They Favor you
end. Whoever has the most Edge succeeds in escaping or catching
their quarry. If multiple sides tie for the most Edge, the side with the • You get to ask them two questions as if you Scrutinized them
most PCs wins (just barely). If that is also tied, then the PC that last
Gained the Edge chooses one side to win, with the other tying sides Refuse
gaining +1 Edge for the purposes of spending it below.
When you act against someone you Favor or deny their request,
Losing sides can spend their Edge 1-for-1 to: roll+Nothing.

• Learn something about another party (where they will go, who On a 10+ choose one.
leads them, how to escape them now, etc.)
On a 7-9 choose two.
• Have the chase end somewhere advantageous for them
On a 6- all three.
(reinforcements, a trap or lair, an intervening third party, etc.)
• Someone else no longer Favors you, the GM will say who.
• Grant Advantage Forward to all PCs on their side.
• It will cost you or come back to bite you - the GM will say how
• Inflict Disadvantage Forward on all PCs on an opposing side.
now or when it’s revealed.

Avalanche • You have Disadvantage Forward against them.


When you navigate an imminent environmental danger (ongoing trap,
rockslide, wildfire, etc.), use the Chase Moves as normal but with the Antagonize
following changes: When you insult, injure, or disappoint someone who Favors you, they
no longer do.
• When you Gain the Edge using knowledge or out-of-the-box
thinking, roll+INT.
Appease
• If the environment’s side loses the chase, it may not spend Edge to When you would Favor someone you already Favor, choose one
Learn something of another side, but may spend Edge to inflict instead:
1 Condition on all characters on another side, including PCs.
• Heal them of one condition; describe how you do so.
• Every PC on the losing side Crumbles.
• Gain Advantage Forward to aid them or accomplish something
for them.

References & Printouts - Chase & Favor Moves 165


Followers
Creating a Follower Example Descriptors
Name and describe your follower, working with the GM and other • Ambitious: They’re openly pursing a lofty long-term goal or dream.
players to detail it. Then choose one or two Qualities that they have,
and the GM will tell you an equal number of Costs. • Athletic: Good at running, climbing, jumping, and physical
maneuvering.
Some Followers gained through certain Advanced Moves or other
unusual circumstances may have special or unique Qualities - these do • Beautiful: Draws admiration and attention; makes an impression.
not increase the Costs.
• Blunt: Prefers a direct, honest, straightforward approach to most
The GM will then create the Follower like any other NPC, following things in life.
the NPCs section of the Game Master chapter on Page 82, and giving
• Cautious: Careful and methodical; avoids acting rashly.
them a Want, Methods, Conditions, and Armor.
• Curious: Interested in seeing and learning about the world,
Finally, the GM will give them a few Descriptors, similar to Item Tags,
sometimes dangerously so.
fitting who or what they are.
• Devious: Deceitful, treacherous, thieving.

Example Qualities • Faithful: Dedicated to a religion, belief, or cause.

• Charming: They are desirable or have a way with words. When • Famous (or Infamous): They’re well-known, for good or for ill.
they help you Compel someone who Favors you, you can gain the • Ferocious: Merciless, violent, and aggressive.
bonus from their Favor without using it up.
• Group: A team, gang, or mob, with all the strengths and drawbacks
• Cunning: Clever and observant. When they help you Examine, of greater numbers.
treat a 7-9 as a 10+.
• Jovial: Always seems to be in a good mood no matter the situation.
• Educated: They’re knowledgeable about a particular subject.
When they help you Ponder it, they’ll also give you an additional • Stealthy: Avoids detection; often gets the drop on foes.
interesting (but not necessarily useful) piece of information.
• Stubborn: Hard-working and willing to put up with discomfort, but
• Healer: When they tend to wounds with Supplies or Medicine, tough to convince.
they can treat two patients with 1 use.
• Supernatural: Whether magical, divine, otherworldly, or something
• Meek: They accept their lowly lot. They will agree to do degrading else entirely, they are far from ordinary.
and unreasonable tasks without the need to Command them.
• Survivalist: Can easily navigate and live off the land.
• Organised: They follow plans well and work well in a group. Once
• Terrifying: Their presence and appearance invoke fear.
they agree to a plan, you don’t need to Command them as long as
the plan doesn’t go awry.

• Warrior: They count as +1 Armor when they help you fight, and
you don’t have to Command them to fight unless the opposition is
terrifying or overwhelming.
Follower Moves
Endeavor
Example Costs When your Follower does a dangerous task alone, they do it to the
best of their ability, but are taken out of the action (trapped, injured,
• Assistance: They inevitably need your help at the most distracted, etc.). The GM will say how.
inopportune moments.

• Brutality: They have an instinct or outright desire for savage, Assist


unnecessary violence. When you call on your Follower to help you with a task, roll with
Advantage, but they are also exposed to the costs or consequences
• Ego: They want frequent and regular credit for heroics, regardless of your Move. Then the GM will invoke one of their Costs, and the
of whether or not they truly contributed. follower will be unwilling or unable to Assist you again until that cost
• Independence: They may follow you for convenience or mutual is fulfilled.
gain, but they are not truly loyal to you.

• Principles: They have a code, belief, or boundary that they expect


Command
you to adhere to. When you order your Follower to do something contrary to their
Costs, Want, or instincts, roll+CHA. If they Favor you, you may use up
• Riches: They demand regular coins, gems or other valuables. their Favor to gain Advantage on the roll.
• Safety: They expect you to protect them from any danger, or On a 10+ they do it as well as you can expect.
ideally for there to be no danger at all.
On a 7-9 the GM chooses one:
• Unstable: They can sometimes be a danger to you, and you have to • The experience endangers them - they do it but are out of the
be prepared to put up with that. action for some time.

• They complain loudly, now or later, and demand compensation or


your Favor.

• It takes them longer than expected, is done shoddily, or it will cost


you later.

166 References & Printouts - Followers & Follower Moves


Tags Services and Expenses
General 1 Wealth
Area: It hits or affects everything in an area. • Most standard services and expenditures
Armor: Provides X Armor which can be used up 1-for-1 instead of • Repair of typical damaged equipment
taking conditions from physical harm. Usually only one source of
Armor can be used or worn at a time, but if the tag has a + symbol • Healing from a chirurgeon
then it can be used alongside other Armor and adds its Armor value • A week’s stay at a peasant’s inn
to it.
• A night of song, dance, and companionship
Awkward: It’s unwieldy and difficult to use properly.
• A custom item from a blacksmith or other professional
Clumsy: It’s so incredibly cumbersome that you have Disadvantag on (in addition to its base price)
DEX rolls while using it.
• A simple hired thug or killer
Dangerous: It’s very unsafe; take the proper precautions when using it
or the GM may freely invoke the consequences. • A guide through perilous terrain

Distinctive: It has an obvious and unique sound, appearance, or • Passage across the sea
impression when used.
• A standard hireling’s services for a week
Fiery: It burns, sears, and causes things to catch fire. Painfully hot to
the touch.

Forceful: It inflicts powerful, crushing blows that knock targets back


2 Wealth
and down. • Exceptional and exotic services and expenditures

Heavy: It requires two hands to wield properly. • Magical healing from a priest or alchemist

Infinite: Too many to keep count. Throw one away, and you have • A week’s stay at a noble’s inn
another one. Severe consequences might still cause them all to be lost
• A small festival
or destroyed.
• A horse or similar riding animal
Messy: It is particularly destructive and can tear people and things
apart. • The services of a professional assassin
Piercing: It ignores Armor. • A guide through dangerous, life-threatening land
Reload: You have to take time to reload or recharge it between uses.

Slow: It takes a while to use - at least a minute, if not more. 3+ Wealth


Unbreakable: It can’t be broken or destroyed by normal means. • Elite or arcane services and expenditures

Uses: The amount of times you can typically use this item before it • A comfortable house
runs out or breaks.
• A caravan or business
Valuable: It’s worth 1 Wealth to the right person.
• A sizable boat
Vicious: It harms foes in an especially painful, cruel, or debilitating
• A notable treasure or magical item
way.
• A noble title
Wealth: It typically costs X Wealth to purchase. Wealth is an abstract
representation of your coins, treasure, and easily tradable goods. • A week’s stay in a queen’s palace

• An enormous feast
Range • A trained and armored war mount, such as an elephant or tiger
These are the typical ranges that a weapon would be suited for.
Someone using a weapon outside of its normal range may need to • Creating and funding an organization
first use another Move such as Defy to do so, or may not be able to
at all.

Intimate: It’s useful when they’re close enough to whisper in your ear.

Close: It’s useful when they’re a few feet away, close enough to read
each other’s expressions.

Near: It’s useful when they’re close enough to speak with, even if you
have to raise your voice a bit to be heard clearly.

Far: It’s useful when they’re close enough to see clearly, or to hear you
yell at the top of your lungs.

References & Printouts - Services, Expenses, and Tags 167


Items
Weapons Flask of Whiskey - 2 Uses, 1 Wealth
A dose of liquid courage has saved many an adventurer (and slain
Melee even more).
Unarmed: Intimate When you down a draught of whiskey, mark off a use to roll with
Brass Knuckles: Intimate, 1 Wealth Advantage to act boldly or face down terror.
Dagger/Knife/Dirk: Intimate, Close, Near, 1 Wealth
Hidden Knives: Intimate, Near, Infinite, 2 Wealth Healing Potion - 2 Wealth
Club/Shillelagh: Close, 0 Wealth Though typically a flask or vial of thin red liquid, these potions can take
many forms and flavors.
Staff/Pike: Close, 1 Wealth
Sword/Axe/Mace: Intimate, Close, 1 Wealth When you drink an entire Healing Potion, immediately heal 3
Greatsword/Glaive/Halberd: Close, Heavy, Forceful, 2 Wealth conditions.
Spiked Chain/Whip: Close, Vicious, Awkward, 1 Wealth
Hearty Feast - 2 Wealth
Rapier: Close, Piercing, 2 Wealth
A warrior can endure hell itself if there’s a good meal ready afterwards.
Spear: Close, Near, 1 Wealth
Double-Bladed Staff: Close, Awkward, 1 Wealth When you share this feast with others while Settling In, every NPC
Nunchaku/Setsukon: Intimate, Close, Awkward, 1 Wealth who partakes Favors you, and every PC who partakes gains 1 Armor
until they next Settle In or gains 1 XP, their choice.
Ranged
Medicine - 2 Uses, Slow, 2 Wealth
Sling: Near, Awkward, Reload, 0 Wealth
These might be poultices to heal wounds, herbal supplements to calm
Simple Bow: Near, 1 Wealth nerves, or similar remedies.
Fine Bow: Near, Far, 2 Wealth
When you take a few minutes to prepare and use Medicine, mark
Crossbow: Near, Distinctive, Reload, 1 Wealth
off a use and heal 2 conditions or another affliction on yourself or
someone else.
Armor
Leather/Chain Mail/Gambeson: 1 Armor, 2 Wealth Pipeleaf - 3 Uses, 2 Wealth
Scale/Plate Armor: 2 Armor, Clumsy, 3 Wealth Pipe tobacco is typically shared among long-time friends or would-be-
Shield: +1 Armor, 1 Wealth acquaintances.

When you offer to share pipeleaf with someone, and they accept,
Equipment mark off a use and gain their Favor.

Adventuring Gear - 5 Uses, 2 Wealth Supplies - 3 Uses, Slow, 1 Wealth


A collection of useful mundane items such as chalk, poles, spikes, ropes, a Food, water, bandages, anything that can offer relief during a moment of
frying pan, etc. respite.
When you rummage through your adventuring gear for some useful When you spend a few minutes using your supplies, mark off a use
mundane item, mark off a use and acquire what you need. You can and heal 1 condition on yourself or another.
keep the item for future use.
Trap Kit - Dangerous, Slow, 1 Wealth
Bag of Books - 5 Uses, 2 Wealth A bear trap, tripwire rig, bag of caltrops or marbles, or similar.
Anyone who thinks scholars are physically weak has obviously never
carried a small library on their back while venturing into the depths. When you spend time setting up your trap kit in advance, it becomes
a dangerous, impeding hazard for anyone that enters its range.
When your bag of books contains just the right book for the subject
you’re Pondering (your choice), mark off a use to acquire the book and
use it to roll with Advantage. You can keep the book for future use.
Poisons
Oil of Taggit - Dangerous, 2 Wealth.
Bandolier of Vials - 5 Uses, 3 Wealth Must be consumed. The target falls into a light sleep.
Some problems require unusual solutions. These vials are protected from
ordinary spillage and breakage, while keeping them easily accessible. Bloodweed - Dangerous, 2 Wealth.
Requires contact. Until they are cured, the first time the target would
When you withdraw a vial, mark off one use and choose one type of hurt someone each scene, they inflict no conditions.
vial below:
• Fiery - It can burst into flame. Goldenroot - Dangerous, 2 Wealth.
• Acid - It can melt organic substances. Must be consumed. The target treats the next person they see as a
• Holy - It can cleanse corruption and undeath. trusted ally, until proved otherwise.
• Distinctive - It can make bright lights and loud noises.
Serpent’s Tears - Dangerous, 3 Wealth
Requires contact. The target takes 1 extra condition when hurt until
Enchanted Arrows - 3 Uses, 2 Wealth
they are cured.
While adventurers are assumed to have as many ordinary arrows as they
need, these arrows are exceptionally accurate and expensive.

When you Let Fly using Enchanted Arrows, on a 7-9 you may spend 1
use to treat it as a 10+.

168 References & Printouts - Items


Rewards Assets
When the PCs encounter unexpected treasure, the GM can generate Apprentice
it by rolling a number of d6 on the Loot table based on following: Perhaps a plucky sibling following behind you, an orphan kid you caught
• 1d6 as a baseline for all treasure picking your pocket, or a former enemy seeking redemption.
• +1d6 if it was cleverly hidden, fiercely guarded, or severely costly An Apprentice is a yet-to-be player character. Create them as a normal
PC with the following changes:
• +1d6 if it is connected to an Ominous Force
• They don’t start with a Background.
After rolling on the Loot table, you can then roll again on each result’s
corresponding table to get further details. Alternatively, you can • The Equipment, Ask, Answer, and Favor sections may be ignored.
choose each result instead of rolling. Each d6 is a separate result that • Choose one Starting Move from their Playbook; they only
adds to the total treasure found. start with access to that Move. Clearly linked Moves count as
a single choice (e.g. Druid’s Shapeshift and Resist Instinct, the
Loot Immolator’s Firebrand and Unleash Flames, or the Paladin’s
Devout Virtues and Chains of Faith).
1. Goods Worth 1 Wealth
• Their stats are +1, +0, +0, +0, -1, in any order you set, and they
2. Piece of Equipment
start at Level 1.
3. Goods or Riches Worth 2 Wealth
When you would Level Up, you may have your Apprentice Level Up
4. Notable Find instead of other choices. Spend XP, increase their Level by 1, and give
5. Riches Worth 3 Wealth them another Starting Move from their Playbook.
6. Notable Find & Piece of Equipment When you retire, die, or otherwise stop adventuring, you can choose
to have your Apprentice take your place. Their stats increase to that
of a fully fledged Adventurer (+2, +1, +1, 0, -1) and they gain Level Up
Goods benefits equal to their current Level minus one.
1. Raw Food (Flour, Potatoes, Beans)
For example if they were a Level 3 Apprentice they become a Level 3
2. Farm Animals (Sheep, Cattle, Chickens) PC, gaining two Level Up benefits.
3. Cloth Bolts (Silk, Velvet, Lace, Satin)
Assistant
4. Building Materials (Wood, Stone, Tools)
A faithful butler, snide secretary, or reluctant-yet-helpful family member
5. Metals (Ingots, Parts, Bronzeware) supports you. They don’t normally go where you go, but instead work
6. Spices (Salt, Ginger, Saffron, Cinnamon) offscreen to accomplish your goals in other locations.

Assistants don’t have stats or conditions, but they do have two Skills
Equipment that they use to support you. Example Skills include: Hospitality,
Martial Arts, Cooking, Socializing, Stealth, Research, First Aid,
1. Supplies or Medicine Investment Management, Forgery.
2. Adventuring Gear or a Bag of Books Once per session, when you retroactively declare that your Assistant
3. Weapon or Armor has been working on something for you, say what they were working
on, then roll with no stat, but with a +1 bonus for each relevant Skill.
4. Flask of Whiskey or Dose of Poison
5. Trap Kit or Pipeleaf On a 10+ they accomplished a minor task or made good progress on a
larger task.
6. Healing Potion or Enchanted Arrows
On a 7-9 they accomplished something but choose one:

Riches • They didn’t accomplish as much as you intended.

1. Glittering Gemstones • Their actions attracted trouble or unwanted attention towards you.
2. Pristine Artwork • They are exhausted, on leave, or unreachable, and won’t be
3. Precious Metal Ingots available next session.

4. Heavy Sack of Coins Artificer


5. Elegant Jewelry You have the tools and expertise of a specific craft, and know how to
6. Extravagant Garments create mundane items.

Example crafts: Artwork, Carpentry, Cooking, Glassblowing, Masonry,


Notable Finds Smithing, Weaving.

1. Relic From An Ancient Civilization When you want to use your expertise to create a significant item, say
what it is and which of the features below apply to it:
2. Deed to a Perilous or Cursed Property
• It is Valuable
3. Key to Lost or Guarded Treasure
4. Invitation to an Upcoming Celebration • It is a useful tool or weapon

5. Coded Missive of a Secret or Leverage • It is rare, exotic, or uses unusual materials


6. Mysterious Egg • It must be made especially quickly

References & Printouts - Treasure Table & Assets 169


For each feature, the GM will say one of the following: Home
• First you have to acquire, build, or fix something specific. You have a true retreat, a place you can go back to when things get tough.
Perhaps there are people waiting there who care about you, or perhaps
• You’ll need X to help you with it. you are safely alone and away from it all.
• It’s going to cost X Wealth in materials.
When you Settle In at home, you and those with you gain +1 Armor
• You need to destroy or consume a specific item. against anything.

• The creation process is dangerous for you or your allies. Investment


You have a business or some other reliable source of income.
Complicated Past
You have a complex history; take an additional Background of your At the start of each session, gain 1 Wealth.
choice from your Playbook. You gain its equipment and abilities and
can choose to overwrite your current Drive with its starting Drive. If Mount or Vehicle
your Backgrounds ever conflict (such as multiple Wizard Backgrounds) You have an animal, vehicle, vessel, or other tool that makes it easier to
choose which one applies when you gain this asset. carry heavy loads great distances, or traverse unusual terrain. What is it?

Connections Organization
Be it amongst street urchins, traveling merchants, or wealthy nobles, you You have a membership with a guild, clan, organized religion, or similar
know people and people know you. faction. This membership will often grant you access to items, people,
services, and locations that would normally be off-limits.
When you spread the word about something unusual you want or
need, roll+CHA. When you Connect with a fellow member of your organization, you
may choose to Favor them to gain Advantage on your roll.
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 Reputation
strings attached, your choice. Rumors and stories about you pervade the land, for good and for ill. Tell
the group what you might have done to contribute to this.
Familiarity
Fame and infamy are a double-edged sword; you can never predict
You have intimate closeness and knowledge with a place, or perhaps a
how people might react to you, but those who deeply respect your
person.
reputation also Favor you.
When you Examine or Scrutinize something you’re familiar with, roll
When you meet someone for the first time who’s heard of you (your
with Advantage.
call), tell the group something they’ve heard. Then the GM will add
something else they’ve heard.
Follower
You have a trusted companion - humanoid, beast, or monster - that travels Signature Weapon
with you. See Followers on Page 20.
You have a weapon or other piece of equipment that stands apart from all
others. Work with the GM to create it.
Friend
You’ve gained someone’s trust, perhaps through shared sorrow, heroic First choose the most appropriate base for your weapon:
assistance, or a joint cause.
• Small and personal: Intimate
Name an existing non-hostile NPC or create a new one. They now
• Medium and handy: Close
Favor you.
• Large: Close, Heavy, Forceful
When you Gratify your Friend, make an additional choice. See Page
19 for more details. • Ranged: Near, Reload, maybe Distinctive

Hideout Then choose two enhancements it has:


You have a safe haven that you call your own - a decrepit library, rooftop • It ignores Armor • It’s Vicious
hideout, abandoned keep, or similar. • It provides you with +1 Armor • It’s not Heavy
Describe your hideout’s appearance and location, then choose 2 • It is Unbreakable • It loses Reload or Distinctive
features:
• It has an extra Range tag • It glows when near something
• Carefully hidden from prying • A stash of miscellaneous (elves, blood, secrets,
eyes equipment • It’s Messy murderous intent, etc.)
(5 Uses of Adventuring Gear)
• Traps and secret passageways
• A handful of attendants or Title
• Secured walls, windows, and associates. You have been granted a title as a member of nobility, as a distinguished
doors knight, or as another esteemed role in society.
• Comfortable sleeping
• A stockpile of food and water quarters for several people Once per session, when you bring up your title to someone who
(5 Uses of Supplies) respects it, they now Favor you.
• A vault or safe for secure
• A workshop and tools storage
• A library of old books and
tomes
When you Level Up, you may choose to add two more features to
your hideout instead of another benefit.

170 References & Printouts - Assets


Adventures Friends
1-2 1-2
1. You’ve heard rumors of a lost Treasure hidden deep within a 1. Harris, an apprentice blacksmith who recently became a single
Location, but an Enemy is trying to get there first. parent.

2. A Friend is in a forbidden relationship and needs help secretly 2. Valentine, a cheery guard struggling with a secret vice.
meeting their lover at a Location to elope.
3. Priscilla, a bubbly merchant fleeing a restrictive family.
3. An Enemy has framed you for a crime and you must reach a
4. Ashby, a clumsy servant who knows everything about their
Location to find proof of your innocence.
prestigious employer.
4. You have been identified as the foretold saviors of an oppressed
5. Rust, a charming criminal who hides their good deeds.
people. A Friend wants to tell everyone and an Enemy wants to
destroy you. 6. Adelaide, a beloved artist unable to recall their past.
5. A Friend has discovered a valuable Treasure and needs you to help
them reach the Location where it is hidden.
3-4
6. A Friend needs rescue from a dangerous Location they’re hiding in
1. Crawford, a haunted bounty hunter who owes significant debts to
after stealing a Treasure from an Enemy.
an Enemy.

2. Nora, a harmonious diplomat secretly undermining their nation’s


3-4 unjust ruler.
1. A Friend has discovered that the key to a sealed Treasure is hidden 3. Emerson, a generous priest whose past life won’t stop knocking at
near an Enemy at a Location. their door.
2. An Enemy is causing trouble in a Location, and a Friend who lives 4. Cynthia, a quiet hunter reviled by their community.
there has gone missing.
5. Dalton, a kind soldier with a vendetta against an Enemy.
3. A Friend has been struck by a malady in a remote Location. The
cure is back in civilization, yet an Enemy wants to delay them until 6. Eleanor, a moody scholar pursuing a dangerous field of esoteric
it is too late. research.

4. An important Treasure has been revealed as a fake, and your


Friend framed for its theft. You must find the real Treasure and 5-6
culprit.
1. Niles, a jovial innkeeper who insists on running the place
5. You and a group of innocents in a remote Location need to find completely by themself.
shelter from an unnatural storm which has attracted a dangerous
Enemy. 2. Coraline, a grumpy town mayor who is being blackmailed by an
Enemy.
6. A Friend’s indispensable nurse, doctor, other caregiver has been
abducted by an Enemy for their own needs. 3. Quentin, a paranoid cartographer with powerful family
connections.

5-6 4. Helene, an clumsy spy infiltrating an Enemy’s ranks.

5. Pierre, an ambitious farmer with a legendary heirloom.


1. A dangerous Treasure is causing chaos in a panicking settlement,
and must be reached and disabled before it’s too late. 6. Nadine, a famous apothecary seeking their old assistant.

2. A Friend has been wrongfully imprisoned and you need an Enemy’s


help to prove their innocence.

3. A politically powerful Friend is a target of Enemy assassins.


Relations are so fragile that if the Friend learns about this, there
may be war.

4. An Enemy plans to steal a dangerous Treasure, and a Friend


in charge of its safety won’t believe you or can’t act on your
warnings.

5. A settlement is starving and won’t survive long. An Enemy can


avert this, but demands a Treasure that a Friend refuses to part
with.

6. A Friend believes that you can solve any problem, and has
recklessly promised an Enemy your assistance in exchange for a
Treasure.

References & Printouts - Adventures & Friends 171


Locations
11. Acid Fens 41. Forgotten Cathedral
Bubbling Emerald Pools, Hungry Creeping Oozes, Vibrant Towering Spires, Velvet Curtains, Traversable Rafters, Fanatical
Poisonous Flora, Air That Burns the Throat Bishop, Living Statues

12. Apocalyptica 42. Cloud Palace


Bustling Metropolis, Two Entities Frozen Mid-Fight, Foretold Polished Marble, Grand Fountains, Majestic Knights, Meticulously
Doom Should They Ever Resume Battle Strict Laws, Floats In The Sky

13. Harmonic Burrows 43. Twilight Academy


Twisting Caverns, Vicious Swarming Insects, Saccharine Nectar, Prestigious Institute, Hazardous Library, Automaton Servants,
Flexible Gravity, Enraged Queen Cataclysmic Scandal

14. The Wistwoods 44. Laughing Labyrinth


Everburning Trees, Flametouched Beasts, Evacuated Refugees, Shifting Walls, Relentlessly Hunted Prisoners, Ethereal
Whispers From the Smoke Commentator, Ruthless Traps, Immortal Guardian

15. Azure Wetlands 45. Blasphemy Rock


Grasping Pools, Unnatural Fog, Observing Ravens, Superstitious Snowy Mountain Peak, Constant Lightning, Difficult to Breathe,
Village, Isolated Oathbreaker Sinister Cabin, Cursed Caretaker

16. Seadog Haven 46. Cornerstone


Wretched Hive of Scum and Villainy, Many Ships Affixed Spiraling Tower of Alien Metal, Splitting Headaches, Surrounded
Together, Requires Constant Maintenance by Peculiar Town, Secret Entrance
21. Wretched Wastes 51. Webwood Forest
Cursed Grey Crags, Supernatural Madness, Heart of a Fallen Shadowy Brambles, Stalking Predators, Devouring Plants, Feral
Empire, Desperate Survivor-Heirs Cacophony, Trapping Webs

22. Precipice 52. The Bloodlands


Ramshackle Huts, Mud Roads, Monstrous Inhabitants, Junk Red Razor Grasses, Toxic Food, Alien Wildlife, Brutally Adapted
Merchant, Fear of Adventurers Locals, Spreading and Growing

23. Umakui Expanse 53. Smokestack


Endless Sand, Migrating Everstorm Leaving a Trail of Temporary Haphazard Buildings, Churning Clockwork, Thick Smog, Mutated
Greenery, Reverent Tribe Following It Wildlife, Life-Changing Gadgetry

24. Aurum Enclave 54. Abyssal Pits


Volcanic Archipelago, Oversized Flora and Fauna, Dinosaurs, Enormous Dark Cavern, Poisonous Pools, Mad Carver of Idols,
Destroyed Villages, Hidden Survivors Crumbling Walls and Floors

25. Crystal Glade 55. Mouth of the World


Brilliant Prismatic Trees, Glowing Flowers, Gem-like Fruit, Impossibly Deep Pit, Buried Ancient Relics Insatiably Curious
Glittering Animals, Magical Anomalies Explorers, Dangerous Defenders

26. Thicket of Spores 56. Behemoth’s Rest


Towering Luminescent Mushrooms, Toxic Animals, Hidden Gargantuan Hollowed Skull, Vague Rumors of Curses, Smuggling
Treehouses, Unhinged Apothecary Den, Deeper Tunnels Beneath

31. Reaper’s Tundra 61. Sailor’s Torch


Frequent Blizzards, Woolly Predators, Devout Enclaves, Guiding Ruined Lighthouse, Site of a Horrific Murder, Sometimes Lights
Stars, The Frozen Dead Rise Again Up, Decades-Old Shipwrecks

32. Moonsong Valley 62. Everbloom Monastery


Bountiful Farming Villages, Jolly Mayor, Frequent Festivals, Mountainous Stairways, Hierarchical Adherents, Meditative
Strange Traditions, Nightly Terrors Waterfall, Miraculous Herbs

33. Bastion Keep 63. Lake Iota


Crumbling Stone Walls, Spirits Repeating Ancient Battles, Crystalline Water, Intricate Coral Structures, Delicate Sands,
Shattered Statue of a Fallen Hero Dozens of Willingly Drowned

34. Brushstroke 64. Undercity Catacombs


Village In a Painting, Ageless Children, Many Toys and Games, Dusty Sarcophagi, Faded Incense, Withered Offerings, Shadowy
Protective Parent-Warden Rituals, Graverobbers

35. Hissing Springs 65. Quicksilver Canyons


Relaxing Baths, Frequent Visitors, Tourist Shops, Mysterious Heat Sandstone Pillars, Winding Paths, Glorious Death Racing, Buried
Source, Growing Settlement Veins of Precious Metals

36. Void Foundry 66. Grimtide Manor


Heartless Inventors, Unstable Machinery, Eldritch Experiments, Creaking Floorboards, Antique Portrait, Gaping Hole in Reality,
Cloaked in Living Shadow Pouring Forth Monstrosities

172 References & Printouts - Locations


Enemies
11. Eternal Darthoridan 41. Gilded Sovereign
Necromancer, Unkillable, Wields Seven Magical Bells. What Immortal Tyrant, Trapped on Throne, Deific Psionics. How will
happens when all the bells ring in tandem? they resurrect their twisted empire?

12. Kron Dragonbane 42. Apex Shiara


Champion of Giants, Dragonbone Armaments, Deeply Proud. Giant Invisible Predator, Supernatural Cunning, Hunts Unusual
What else have they killed for glory? Prey. What is their true shape?

13. General Tallus 43. Guardian of the Glade


Imperialist Conquerer, Brilliant Strategist, Deeply Paranoid. Why Beautiful Nature Spirit, Mischievous Trickster, Possessive. How
have they never been defeated? did a Friend provoke their wrath?

14. Bog, Mog and Tog 44. Scarab Lord


Brutal Troll Siblings, Regenerating, Loyal Bickerers. How are they Recently Awoken Ancient, Wields Insects and Curses. What are
immune to the sun’s light? they misguidedly protecting?

15. Azemoth 45. Weaver of Time


Demon of Knowledge and Secrets, Eyes Everywhere. What dark Arachnid Features, Spins Time With Its Silk, Alien Priorities. How
secret do they know about a PC? can one outsmart the future?

16. The Firstborn 46. The Amalgamation


Mutated Knight With Dark Magic, Revered By Secret Followers Possessed by Many Ghosts, Reliving Their Memories, Bleeding
What unearthly abilities do they possess? Cursemark. What old grudge do they pursue?
21. Mallum Bloodscale 51. Sage Ibaya
Fiery Dragon, Collector of Rare Treasures, Demands Tribute. Who Leader of Dangerous Monks, Controls the Elements. What dark
serves them as collector and enforcer? practice gives them power?

22. The Mistwalker 52. Omnimic


Whispering Silhouette, Consumes Memories, Chained to a Shapeshifts Into Any Object or Person, Stalks Victims. What can
Treasure. Who did they used to be? force it to reveal its identity?

23. Leonoth the Everpunctual 53. Spawn of Entropy


Eccentric Wizard, Loves Puzzles and Traps. What event are they Eldritch Shadow, Rapidly Ages Its Surroundings. What is
hosting? surprisingly immune to its effects?

24. The Shroud 54. Nevarre the Siren


Masked Assassin, Hired Via Profane Ritual, Doesn’t Accept Coin. Enchanting Song, Steals Voices, Born of the Sea. What costly
What other Enemy sent them? ritual can protect you from them?

25. Jade Goliath 55. Gol the Minotaur


Indestructible Golem, Secret Weapons, Eternal Directive, Hidden Short Temper, Absurd Strength, Walks Through Walls. Who or
Flaw. What befell its creator? what can instantly quell their rage?

26. Baron Krauss 56. Chieftain Blotwick


Aristocratic Vampire, Cruel Bloody Experiments. What Friend is Self-Appointed Ruler of All, Cruelly Dramatic, Goblin. What
secretly under their hypnotic sway? misunderstood power do they wield?

31. Ygmun the Devourer 61. The Apathy


Enormous Tunneling Worm, Hidden Intelligence. Who knows the Masses of Shambling People, Faceless, Cunning Hive Mind. In
rite to safely traverse their domain? what terrible way do they spread

32. Captain Caethm 62. The Crow & the Rose


Commands the Dread Raven Ghost Ship, Exceptional Duelist. Powerful Sorcerors, Ancient Lovers, Separated Forever. Why
What can break their curse? should they never be reunited?

33. Inquisitor Celadrie 63. Kalatos the Graceful


Merciless Torturer, Cadre of Elite Witch Hunters, Official Freed Djinn, Offers Twisted Wishes, Convoluted Weaknesses.
Authority. Why do they hunt the PCs? Who did they recently grant a ‘wish’ to?

34. Councillor Phara 64. Svadana the Huntress


Leads a Secretive Cabal, Obfuscates and Blackmails, Hired Thugs Legendary Warrior, Returns From Death, Nightmares. What
and Thieves. Who rivals or resists them? glorious end do they hope will stick?

35. Withered Orranis 65. Nullwave


Walking Corpse of a Dead God, Bleeds with Raw Power. What Floating Metal Orb, Fires Magical Rays, Teleports. Which other
great deed did they do when alive? Enemy secretly controls it?

36. Lisa and Thomas Brelin 66. Brickbeard


Twin Master Thieves Who Steal for Sport, Secret Nobility. What is Extremist Rebel, Brilliant Inventor, Loves Explosives. What
their next big heist? reckless project have they nearly completed?

References & Printouts - Enemies 173


Treasures
1. Cultural Artifacts 4. Incredible Riches
1. Dawnflower 1. Hoard of Coins
Blesses surrounding land. What strange care does it need to grow? Glittering, heavy, and often in a vault. What unique image dons
each coin’s face?
2. Engraved Key
To an ancient crypt, secret vault, or hidden tunnel. What else 2. Glittering Gemstone
protects the entrance? An enchantingly cut jewel. What magical or cultural power does it
wield?
3. Fabled Song
Said to soften or inspire any heart. Who else can play it? 3. Crowning Artwork
The exquisite last piece of a famous artist. What secret hides
4. Holy Book among the colors?
A rare or heretical religious text. How else might it be interpreted?
4. Rare Ingot
5. Cursed Crown This metal has great strength or unique features. Why is it so
Worn by a terrible ruler, its nation seeks redemption. How does it difficult to work with?
resist cleansing?
5. Delicate Remains
6. Mirror of Rebirth The hide or horns of an ancient or magical creature. What property
Any who gaze into it can become someone new. Who has already can it invoke?
used it?
6. Bill of Debt
2. Important Individuals From someone of great wealth or power. Who was this originally
intended for?
1. Missing Heir
The last hope of a once-mighty nation. Why do they want to 5. Renowned Equipment
remain unfound?
1. Starlight Sword
2. Exotic Companion Silver shining blade, wielded by an ancient hero. Which Enemy still
A child or egg of a mythical creature. What surprises are there fears it?
when raising it?
2. Worldforge Hammer
3. Prophetic Seer Reshapes metal without the need for heat. How can one prove
Clearly foretells future events. What makes their predictions oneself worthy of it?
dangerous?
3. Belt of Endurance
4. Secret Keeper Its wearer can work for days without rest. What is the hidden cost?
Knows exclusive or dangerous information. Why can’t they open
up? 4. Living Rope
Makes the most dangerous cliffs and pits trivial. What can distract
5. Last Survivor or weaken it?
From a fallen nation or an ancient cabal. Why do they blame
themself? 5. Eagle’s Bow
Fires arrows accurately at any distance. What curse sleeps upon it?
6. Legendary Artisan
Of peerless weapons or unseen inventions. What do they regret 6. Champion’s Steed
making? Lifelong companion to the one who gains its loyalty. What befell
its last master?
3. Advanced Technology
6. Community Assets
1. Flying Machine
Able to soar across the skies like a bird. Why is it dangerous or 1. Deed
limited? To a family manor, ancient castle, or cursed palace. Who already
resides there?
2. Horseless Carriage
Clanking Engines or Sustained Magic. What rare resource 2. Invitation
maintains it? To a wealthy ball, joyous feast, or secret meeting. What Enemy will
be there?
3. Communicator
Sends messages or translates languages instantly. Who listens in? 3. Membership
To a prestigious society or hidden community. What strange rules
4. Harvested Lightning do they have?
A container able to power machinery infinitely. Why is it so
dangerous to handle? 4. Leverage
A Friend’s secret or an Enemy’s weakness. Who else seeks this?
5. Sentient Automaton
Intelligence slowly evolved or lovingly created. What concept is it 5. Titles
struggling with? Baron of a town or member of a ruling council. What rival opposes
this position?
6. Database
A vast archive the size of a small cube. What topic is perplexingly 6. Assistance
missing? From an expert servant or band of mercenaries. What other
agenda do they follow?

174 References & Printouts - Treasures


Magic Items
Roll 1d6 or choose an entry on every table, then piece the entries Effect What does it do?
together into a detailed concept of the item.
1. Unleashes Energy
Then decide how mechanically complex you want the item to be and Shoots bolts of fire, crackles with electricity, or conjures magical
detail any Moves it might have. creatures.
Some magic items might have multiple entries on a single table, or 2. Alters Abilities
ignore certain tables altogether. Follow your imagination and expand Boosts strength or mobility, enhances senses, or changes form.
on your ideas!
3. Veils Perception
For additional guidance, see Page 113 for more details on Magic Grants invisibility, inflicts blindness, creates illusions, summons
Items, and Page 137 for Writing Moves. darkness or fog

Appearance What form does it take?


4. Protects from Harm
Impedes enemies, offers retreat, heals wounds, or warns of danger.
1. Handheld Weapon
Sword, Spear, Axe, Bow, Staff, Dagger, Firearm, Wand, Hammer,
5. Influences Others
Inflames emotions, alters memories, creates friendships, or binds
Explosive
actions.
2. Worn Garment
Armor, Robes, Hat, Glasses, Shoes, Belt, Dress, Gloves, Shirt, Pants,
6. Illuminates Knowledge
Expands insight, unlocks information, translates language, or reads
Skirt, Coat
thoughts.
3. Fine Jewelry
Necklace, Amulet, Earrings, Ring, Cufflink, Brooch, Pin, Piercing, Cost What is risked or lost by using it?
Tiara, Button
1. Volatile
4. Written Record Its form or power is unstable and may dissipate, mutate, or shatter.
Ancient Tablet, Dusty Tome, Scroll, Folded Note, Engraved Glass,
Painting 2. Dangerous
It tends to unleash collateral damage or have unexpected side
5. Everyday Object effects.
Quill and Ink, Candle, Rope, Pouch, Crafting Tool, Coin, Furs,
Spyglass, Metal Pot 3. Selective
You must pass a test, endure a trial, perform a ritual, or bind
6. Consumable Substance yourself to it.
Bubbling Potion, Preserved Meat, Aged Wine, Dry Fruit, Ripe
Cheese 4. Limited
Its power is only accessible a few times, or when a specific
Aesthetic What is its Nature?
requirement is met.

1. Ancient 5. Sacrifice
It demands you give up something valuable, powerful, or
Preserved from long ago, or resounding with ghostly echoes.
important.
2. Advanced
Forged of brass cogs and steel pistons, or electric currents and
6. Adherence
It must be kept satisfied by following its code, feeding its desire, or
laser beams.
entertaining it.
3. Primal
Embodied with spirits of untamed wilderness, or the chaos of Bond How is it tied to the world?
raging elements.
1. Hunted
4. Beyond by a previous owner, avaricious collector, or desperate Friend or
Conceived in the glittering cloudspires of heaven, or the burning Enemy.
craftpits of hell.
2. Revered
5. Arcane by violent cultists, hospitable villagers, a conflicted Enemy, or a
Emitting an aura of raw energy, or whispering truths beyond mere dominant religion.
sanity.
3. Doomed
6. Mysterious to slowly decay, seal one’s fate, serve an Enemy, or endanger the
Disguised as an ordinary object, or changing appearance regularly. world.

4. Passkey
to an ancient vault, abandoned castle, foreign realm, or haunted
tomb.

5. Originated
gifted by a Friend, crafted from powerful remains, or conjured by
an Enemy.

6. Thinking
blessed with intelligence, home to an old spirit, or heart of an alien
organism.

Playing the Game - Magic Items 175


Optional Rules
Combination Playbook Conditions
When creating a PC, choose two Playbooks instead of one and gain
Hit Points
both sets of Starting Moves. Choose a Background from each one and
gain the abilities from both, but only the stats and Drive from a single Instead of taking Conditions, PCs each have Hit Points (HP) that
one. During play, both of these Playbooks count as ‘your Playbook’ for decrease as they take wounds and fatigue.
the purposes of Leveling Up or similar Moves. • 1 Condition roughly translates to 4 HP, so each PC has 20 HP and
a 3C NPC has 12 HP.
Driven • Whenever a condition would be dealt, deal 1d6 damage instead.
Once per session you may Push Yourself in pursuit of your Drive
• Armor reduces damage taken by its Armor value every hit.
without taking a condition.
• Piercing bypasses up to 2 Armor instead of ignoring it entirely.
Reduced Piercing • When a PC’s HP reaches 0 they Crumble.
Attacks with the Piercing tag don’t ignore Armor, but instead require 2 • PCs gain 1 XP whenever they roll a 6-.
Armor to absorb each condition instead of 1.
Targeted Conditions
Advancement and XP When an NPC inflicts a condition on a PC, the GM will say what
condition is inflicted and how, rather than the PC. The PC must take
Alternate End of Session Questions that condition or absorb it with Armor. If they already have a condition
To better fit the type of game you are playing, these questions can on that stat, then they must instead take 2 conditions to stats of their
replace or add onto the existing questions in the End of Session Move. choice, in which case the PC describes how.
• Did we acquire any significant treasure?
• Did we advance the goals of our organization? Items and Wealth
• Did we Favor, or gain Favor from, someone new? Bulking Up
• Did I express my character in a significant, memorable way? Rather than narratively determining what PCs can carry, each PC can
• Did I make a hard choice or sacrifice something valuable? carry Bulk equal to 10, modified by their STR. Most items are 1 Bulk,
• Did we boast of our deeds to someone new? but Heavy objects are 2 Bulk. Armor has Bulk equal to its Armor value.
Small items in small numbers (nails, bottles, quills, etc.) are 0 Bulk.
Hit the Ground Running
The PCs immediately advance to Level 2 upon making their character. Cost of Living
Whenever the PCs Settle In, they must each pay 1 Wealth for supplies,
Learning from Failure housing, meals, maintenance, and overall lifestyle. If they cannot
PC’s gain XP when rolling a 6- instead of a stat with a condition. afford it, they only recover 1 Condition instead of all of them.

Marathon XP Firearms
Leveling up requires 10 XP instead of 5. If you’d like to include early firearms in your game, here are what
handheld ones could look like.
Shared XP Pistol: Close, Near, Reload, Piercing, Distinctive, 1 Wealth
Musket Rifle: Near, Far, Reload, Piercing, Distinctive, 2 Wealth
Instead of individual XP the group has a shared XP pool. When the
Blunderbuss: Close, Near, Reload, Messy, Distinctive, 1 Wealth
total XP reaches the threshold (5 x the number of PCs by default) then
Bayonet: Close, 1 Wealth, attaches to a rifle
everyone Levels Up at the same time.

Sprint XP Stats
Leveling up requires 3 XP instead of 5, and doesn’t require Settling In. Descriptive Stats
The PCs stats are renamed to more evocative descriptors of their
Study Break character. Examples include:
You can only Level Up once per Settle In, even if you have the XP to STR: Bold, Fierce, Daring
Level Up multiple times. DEX: Quick, Nimble, Slippery
INT: Clever, Brilliant, Shrewd
Advantage and Disadvantage WIS: Vigilant, Prudent, Mindful
CHA: Dazzling, Inspiring, Influential
Alternate Advantage
Advantage and Disadvantage grant a +1 bonus and -1 penalty Jacks of All Trades
respectively to rolls instead of additional dice. This tends to make When you Level Up, there is no longer a limit to how many times you
Advantage and Disadvantage less powerful. may choose to take an Advanced Move from another playbook.

Limited Advantage Merging of the Mind


You cannot roll more than 3d6, no matter how many sources of INT and WIS are now one stat, Mind or MND. All rolls that use one of
Advantage or Disadvantage you have. Sources of Advantage and those will use MND instead.
Disadvantage may still be used to negate each other.
Resolute Defiance
Situational Advantage Defy is now always rolled with a new stat, Resolve (RES). RES starts at
When success is especially likely or unlikely, but a roll still feels +1 for everyone. can be increased through Leveling Up like other stats,
required, the GM may grant a circumstantial source of Advantage or and can suffer conditions.
Disadvantage to the rolling PC.

176 References & Printouts - Optional Rules


Solo Moves Open Table
For if you’re playing Chasing Adventure alone. For playing Chasing Adventure with a variable group of players.

Resolve Tension Storied Histories


When you want to know how an unknown, risky, or perilous situation When you create a new PC, instead of asking all of your Playbook’s
may go, choose one: Ask questions to the group, choose one question and ask only it.

• Find a Move that fits and follow what it says. At the start of each session, if any of your Playbook’s Ask questions
are unanswered, ask the group one of the unanswered ones.
• Decide the most exciting outcome and go with that.
This lets PCs among the group to establish relationships with other PCs
• Find an associated table on the Tables and Generators section on who might be there in future sessions instead of just when they’re first
Page 150 and roll on it. created.
• Use the Test Fortune Move.
Trip Expenses
Test Fortune When you Rejoin (Page 17), on a 7-9 you can spend 1 Wealth instead
When you see what fortune has in store for you, decide what would of attracting trouble or unintended consequences.
the best and worst interesting outcomes, decide which is more likely, Rejoin is meant for a few PCs who miss a session in a more focused
and roll 2d6. campaign. If several PCs use it at once at the start of an open table
• If the worst outcome is easily the most likely, roll with session, that may put a large burden on the GM to integrate the narrative
Disadvantage. changes, and bring a large amount of unexpected trouble to the group and
adventure. This change should mitigate that.
• If the worst outcome is somewhat likely, roll as normal.

• If the outcome could go either way, roll with +1. Regular Breaks
At the end of each session, after End of Session questions, everyone
• If the best outcome is likely, roll with Advantage. Settles In automatically.
• If the best outcome is all but guaranteed, roll with two sources of This ensures that everyone is fresh and Leveled Up at the start of each
Advantage. Session. Without it, questions about how many Conditions each returning
PC has can get complicated, and mid-session Leveling Up can slow down
On a 10+ the best outcome occurs.
an adventure that is meant to be completed by the end of the session.
On a 7-9 either a middling outcome occurs, or the best outcome
occurs alongside a twist or cost, your choice.

On a 6- the worst outcome occurs.

Old Friends
When you Connect with someone, you may declare them to be the
answer to one of your Playbook’s unanswered Ask questions. If you do
this, then gain Advantage on the Connect roll.

Read Omens
When you Settle In while playing solo, roll+nothing. On a 10+ the
Ominous Forces don’t advance. On a 7-9 a single Ominous Force
advances, but the rest do not. On a 6- they all advance.

References & Printouts - Solo Moves & Open Table 177


GM Principles and Moves
Principles Playbook GM Moves
• Encourage Exciting Risks • Leave Things Open Barbarian
• Portray a Lively World • Ask, Then Gloss Over the • Offer a tempting opportunity to fulfill an appetite, usually with a
Boring Stuff cost or consequence
• Think Dangerously
• Have an NPC treat them differently from others due to being an
outsider
Moves • Present an opportunity to go all out and rampage
• Hit the Ground Running • Take Something Away
• Inflict Conditions • Have It Backfire Bard
• Present a potential audience for their art
• Throw Them Around • Sometimes, Give Them What
They Want • Have an NPC recognize them, for better or for worse
• Change the Environment
• Introduce Something New • Offer an opportunity to Speak Softly with someone interesting or
• Foreshadow an Ominous dangerous
Force • Slow Down for a Bit
• Set Up an Immediate Danger • Ask Them Cleric
• Introduce something related to their deity’s domains, such as an
• Make Them Choose
environment they control or an enemy they oppose

Play Order • Have a friend or foe seek their aid or advice

START - GM Makes a Move. • Give them an opportunity to Atone or Invoke a Miracle


Hard or Soft, following your GM Principles, to set up the situation. Druid
Usually end with ‘What Do You Do?’ • Introduce a spirit or creature of the wild in need
• Tempt their Instinct if they’re in an animal form, usually towards
Player(s) describe their response. trouble
What does it look like when they act?
• Offer an opportunity to Commune with the spirits
Is a Move triggered? Fighter
If so, follow the Move. If not, go back to the start. • Offer them an opportunity to Demolish something important

Is a roll involved? • Have an NPC notice their prowess and try to challenge, hire, or
If not, follow the Move, then go back to the start. If so, roll what the manipulate them
Move says. • Give them an opportunity to scare or intimidate someone, perhaps
Freely remind the PCs they can Cooperate and/or Push Themselves. with later consequences

If the stat rolled has a condition, they have Disadvantage on the roll Immolator
but gain 1 XP. • Have their fire burn something valuable, to them or to another
• Offer an opportunity for an intimate or enchanting moment with
Was a 10+ Rolled? someone important
Follow what the Move says happens.
• Demand further sacrifice
Was a 7-9 Rolled?
Paladin
Follow what the Move says happens.
• Endanger the helpless in their presence
Enact choices or consequences shaped by the Move, usually a Soft • Test their commitment to their Virtues
Move.
• Introduce a corrupt or rival authority
Was a 6- Rolled?
Ranger
If the Move says what happens, follow that.
• Give them a fleeing or hidden quarry to Track Down
If it says ‘In addition to what the GM says’, or doesn’t say anything, • Introduce a bizarre new natural environment
then the GM makes a Hard Move.
• Offer an opportunity to set up a trap or ambush
Was a condition inflicted? Thief
The PC chooses what stat the condition is applied to, and they
• Tempt them with riskily acquired Wealth
describe how it manifests.
• Introduce the authorities that hunt them
Armor from worn items can absorb conditions from physical harm, as
long as the harm isn’t Piercing. • Offer an opportunity to trick, poison, or steal

Some PCs might have a Move or ability that provides Armor against Wizard
other specific sources of conditions. • Introduce a magical threat or mystery
If all conditions become marked on a PC, they Crumble. • Offer a costly or dangerous place of great magical power

Return to the start. • Have an NPC fear or admire their powers

178 References & Printouts - GM Principles and Moves


NPCs
Creating NPCs Example Wants
What are they called? • Wants revenge no matter the cost
This could be a name, title, creature type, or similar. If you’re not sure • Wants money, and lots of it
then come back to this later, or ask the PCs.
• Wants true freedom
How would one summarize them?
• Wants to fight for the clan
This freeform description is usually one or two sentences and could
include appearance, behavior, history, or more. • Wants a glorious death

• Wants to take to the skies


What do they want?
What is their instinct, drive, ideal or longing? This is the core that • Wants to rebuild a broken relationship
drives them, and will inform how they act in the moment. Write this
• Wants to spread the word of their god
down by starting with ‘Wants...’
• Wants to learn more about the world
What notable things can they do?
• Wants to destroy all magic
These will be referred to as their Methods. Write them down in a list,
usually 2-4. Some Methods might help an NPC pursue their Want, but
others may be unrelated. Example Methods
• Take a hostage
Are they a capable combatant?
If so, then they have 3C and you continue creating them. • Leave a trail of destruction
If not, they usually have 1C and you’re done creating them.
• Summon unearthly horrors
How tough are they? • Set things ablaze
Choose any that apply:
• Teleport short distances
• Primarily fight in a Group (3-6 members):
-1C alone, +2C in a group • Change appearances

• Primarily fight in a Horde (7-20 members): • Offer a blessing, with great cost
-2C alone, +1C in a Group, +3C in a Horde • Spring a trap or plan
• Particularly tough in a fight: +1C • Devour metal
• Central to an Ominous Force: +1C • Enchant someone via touch

How dangerous are they? • Dive from the skies


Note how they fight and choose which apply: • Hide in unexpected places
• Can tear or bypass armor: Piercing • Burrow to safety
• Are especially deadly: +1C Inflicted. Write it down as Inflicts 2C. • Possess the weak-minded
• Can hurt several targets at once: Area • Make a binding deal
• Have unrelenting strength: Forceful • Lunge with terrifying speed
• Can easily tear things apart: Messy • Inflict poison or disease
• Loud or especially noticeable: Distinctive • Walk in the dreams of another
• They fight in a unique way: another Tag that seems appropriate • Recruit or embed a spy

How well-protected are they?


Choose which best applies: Groups and Hordes
• Cloth, Flesh, Fur: 0 Armor Several similar NPCs can be tracked together. When fighting a group
of creatures, instead of tracking each one individually, treat the
• Scales, Leathers, Chain Mail: 1 Armor whole group as a single stronger monster. When multiple NPCs fight
together, treat them as one NPC using Group or Horde toughness (see
• Plate, Bone, Stone: 2 Armor
NPC Creation).
Choose if this applies: When a group of different NPCs fight together, count the highest
• Special defensive skills, magic, or traits: +1 Armor traits among them (Conditions, Armor, Tags, etc.) as the group’s stat.

When several creatures all hurt the same target together, they inflict
+1 (group) or +2 (horde) conditions.

References & Printouts - NPCs 179


Ask + Answer + Leading Questions
Barbarian Druid
Ask Ask
• Who here shares one of my appetites? • Who here have the spirits warned me about?

• Who here do I see as untrustworthy or dangerous? • Who here has shown me a benefit of civilization?
• Who here think I am unkempt and unclean?
• Who here is interested in my homeland?
Answer
Answer
• What corrupting sickness spreads across the land?
• What do you carry from your homeland and why?
• What enemy of nature did you once seal away?
• What great trial or wound have you endured?
• What wondrous natural feature is nearby?
• What friend or enemy is also from your homeland?
Favor
Favor
Initially, you Favor the PC you shared a secret rite with.
Initially, you Favor the PC teaching you their ways.
How did the rite change or bond you both? What cost or sacrifice did it
What are they teaching you? Are you teaching them your ways as well?
take? Do you regret it?
Example Leading Question
Example Leading Question
Which appetite can be sated here?
What natural sanctuary or spirit do you seek in this area?

Bard Fighter
Ask
Ask
• Who here told me a dark or shocking secret?
• Who here thinks I’m too violent or dangerous?
• Who here did I once give unwanted assistance to?
• Who here have I saved from certain doom?
• Who here heard stories about me before we met?
• Who here am I suspicious of?
Answer
Answer
• What kind of art do you specialize in?
• Who are the most feared warriors in the land?
• What rival or enemy seeks to quash your art?
• What comrade, mentor, or rival frequently tests your skill in battle?
• What cause or scandal is currently causing unrest?
• For what purpose or goal do you still fight?
Favor
Favor
Initially, you Favor the PC who will be a part of your next masterpiece.
Initially, you Favor the PC you’ve fought back-to-back with.
What will it be? What do you need to create it?
Who did you fight? How did the battle turn out?
Example Leading Question
Example Leading Question
What artistic inspiration or component can be found here?
What perilous enemy awaits you here?

Cleric Immolator
Ask
Ask
• Who here is treading down a dark path?
• Who here knows me from before the flames?
• Who here knows an enemy of my deity?
• Who here am I trying to enamor or impress?
• Who here knows a secret about me or my faith?
• Who here is trying to guide or control me?
Answer
Answer
• Who else serves your deity and how do you differ?
• When did your flames last get truly out of control?
• When did your faith once fail you?
• What did you sacrifice to gain your fire?
• What has your deity promised you?
• What foreboding vision did the flames show you?
Favor
Favor
Initially, you and your deity Favor each other. You also Favor the PC
Initially, you Favor the PC who’s been burned by your fire.
you had an ominous vision about. What did your vision depict? Who
What caused this? What did they lose to the flames?
have you told about it? Where might you find more information?
Example Leading Question
Example Leading Question
What calamity once happened here?
What have you heard your deity’s enemies are up to here?

180 References & Printouts - Ask, Answer, and Leading Questions


Paladin Wizard
Ask Ask
• Who here is hiding something from me? • Who here is learning more about my magic?
• Who here did I once defy my vows to help? • Who here do I give frequent unwanted advice to?
• Who here assisted me when I was desperate? • Who here thinks my magic is too dangerous?

Answer Answer
• What fallible authority rules over these lands? • What did/do you miss due to your magic?
• Who suffered when you once erred in judgment? • What mystery are you close to uncovering?
• What is your largest blind spot or weakness? • What happens when your magic goes haywire?

Favor Favor
Initially, you Favor the PC who was once an enemy. Initially, you Favor the PC you did a Ritual with.
What changed this? Who else still hunts you both? What was the ritual? How did it change things?

Example Leading Question Leading Question


What injustice or corruption lurks here? What dangerous magic haunts this place?

Ranger
Ask
• Who here am I trying to guide or protect?
• Who here uncovered a secret of nature with me?
• Who here frequently quarrels with me?

Answer
• What perilous landscape have you yet to traverse?
• What treacherous foe once escaped you?
• What mistake or oversight cost you dearly?

Favor
Initially, you Favor the PC who saved you from an unexpected threat.
What kind of threat? How does it still hunt you?

Example Leading Question


What rare creature or resource is nearby?

Thief
Ask
• Who here once committed a crime alongside me?
• Who here thinks I’m scum?
• Who here is am I planning to trick or frame?

Answer
• Who is the wealthiest person in the land?
• What famous trick or theft made you wanted?
• Who is your greatest enemy or rival?

Favor
Initially, you Favor the PC you owe a great debt to.
How did you come to owe them?

Example Leading Question


What valuable treasure is hidden here?

References & Printouts - Ask, Answer, and Leading Questions 181


Barbarian Choose your Background, then in write the rest as +1, 0, -1 in any order

You have traveled from the furthest reaches of the world in search of STR DEX INT
something. Be it glory, honor, vengeance, or treasure, you know what is
best in life and you take it. Those in these lands call you primitive and
uncivilized, but you know better. Their world of law and etiquette is fragile
and fleeting, and when it inevitably falls, you will persist.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name
Examples: Gorm, Fafnir, Haepha, Qua, Thra-raxes, Sillius,
WIS CHA Level
The Glorious, The Foesmasher, The Gluttonous Starts at 1

Look XP
Starts at 0
Noticeable visual traits or descriptors such as species, features, or clothing.
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive
Based on Equipment & Abilities
Limited Level Up Choices:
Starts based on your Background.
Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Formidable
You are known for your terrible proficiencies. Choose two:
Backgrounds Choose One:
• Unencumbered, Unharmed: You have 1 Armor as long as you
are not restrained, are not wearing armor, and are not wielding a Outsider
shield. You are from a far off land and have a fundamentally different way of life
and of looking at things.
• Musclebound: Your weapons are always Forceful and Messy.
When you Ponder knowledge rare in these regions, roll with
• Immovable Object: Your Armor can’t be Pierced.
Advantage if you can say how it might be well-known in your
• Unstoppable Force: You have Advantage to Defy a moving danger homeland.
(traps, swinging weapons, etc.).
Starting Stats: +2 STR, +1 INT
• Eye for Weakness: At any time you can ask the GM ‘Who or what Equipment: Trap Kit (Dangerous, Slow)
here is weak or vulnerable?”, and they will tell you honestly. Drive: Teach someone of your culture or traditions.

• Walking Weapon: Your limbs and body are as formidable as the Savage
sharpest sword or heaviest hammer. You can harm any opponent
You hail from more alien and brutal lands than most can imagine and your
unarmed.
time there has made you strong.
When you Level Up, you may gain another proficiency instead of
You have +1 Armor against fear or magic.
another benefit, up to a maximum of four proficiencies.
Starting Stats: +2 STR, +1 CHA
Herculean Appetites Equipment: 3 Throwing Axes (Close, Near)
Others may content themselves with just a taste of wine, or authority Drive: Provoke danger to prove your prowess.
over a servant or two, but you want more. Choose two:
Survivor
• Conquest • Pure Destruction
You weathered a great calamity - something that resulted in the downfall
• Fame and Glory • Power Over Others of your family, your empire, or your livelihood - yet you have carried on.
• Mortal Pleasures • Riches and Property When you Crumble, you can choose the additional following option:
When you refuse a golden opportunity to sate an appetite, take 1 • Look death in the eyes and spit in its face. If your life was
condition. untenable due to conditions, you heal up to three non-Locked
conditions immediately and are not removed from the scene. If it
When you sate an appetite, heal yourself of 1 condition.
was for another reason, you survive relatively unscathed through
When you Push Yourself in pursuit of an appetite, gain two sources of superhuman feat or sheer force of will - work with the GM to
Advantage instead of one. determine how.

Once you choose this option, you cannot choose it again until you
Rampage
Level Up.
When you Engage, on a 10+ if you choose to inflict an extra condition,
you instead inflict two extra. Starting Stats: +2 STR, +1 WIS
Equipment: Adventuring Gear (5 Uses)
Drive: Betray or forsake another for your own sake.

182 References & Printouts - Barbarian


Equipment Is That All You’ve Got?
You start with: When you suffer harm at the hand of an enemy, instead of spending
• Flask of Whiskey (2 Uses) • The equipment from your Armor to absorb a condition, you may take the condition and spend
Background Armor 1-for-1 for any of the following effects:
• A keepsake, relic, or symbol
from your homeland • Your enemy leaves themselves open and exposed.

Choose one: • You learn one of your enemy’s weaknesses.


• Old Axe (Intimate, Close) and • Ancestral Greatsword • Your infuriate or terrify your enemy.
Shield (+1 Armor) (Close, Heavy, Forceful)

Choose two: Khan of Khans


• Reliable Chain Mail Armor • Medicine (2 Uses, Slow) When a follower Assists you in pursuit of an appetite, the GM will not
(1 Armor) invoke a Cost, and if you roll a 10+ they also Favor you.
• Pipeleaf (3 Uses)
• Hearty Feast More! Always More!
• A Healing Potion
When you satiate an appetite to the extreme (destroy something
Ask precious, gain enormous fame, mountains of riches, etc.), choose two:
Who here shares one of my appetites? • Gain 1 xp. • Learn of an opportunity to
Who here do I see as untrustworthy or dangerous? pursue another appetite.
• Heal yourself of an additional
Who here is interested in my homeland?
condition. • Exchange one appetite for

Answer another.

What do you carry from your homeland and why? Not To Be Trifled With
Any intelligent, mortal creature who sees you knows instinctively that
What great trial or wound have you endured?
you are a force to be reckoned with and treats you appropriately.
What friend or enemy is also from your homeland?
When you fight a group or horde of foes at once, they don’t inflict

Favor extra conditions on you.

Initially, you Favor the PC teaching you their ways. Samson


What are they teaching you? Are you teaching them your ways as well? When you Push Yourself to break free of a restraint or compulsion, be
it physical or mental, you automatically succeed and are free.

Advanced Moves You may choose one when you Level Up. Seasoned Wanderer
A Good Day to Die When you arrive at a new place of civilization, tell everyone about
one important local tradition, ritual, belief, or practice here, as well as
While you have four conditions marked, you have Advantage Ongoing
on all rolls. how you came to learn this.

Acquired Taste The Great Destroyer


Gain another Herculean Appetite. When you Engage, on a 12+, choose something physical your target
has; they lose it if doing so doesn’t immediately outright kill them.
Ancestral Visions
When you ritually sacrifice something significant to the spirits (or
Ugly Truth
gods, ancestors, totem, etc.), roll+WIS. On a 10+ choose three. On a When you smash through social etiquette to call something what it
7-9 choose two. really is, roll+CHA. On a 10+ name someone here who now agrees
with and Favors you. You also have Advantage Forward when doing
• Gain a boon, gift, or blessing proportional to the sacrifice you
something about it. On a 7-9 name someone here who now agrees
made - the GM will say what.
with and Favors you.
• Ask the GM one question about an enemy’s actions, location, or
vulnerabilities and they will answer truthfully. Unyielding
You ignore the penalty from STR conditions.
• Until you next Settle In, gain +1 Armor. This Armor works against
both physical harm and conditions from ignoring your appetites.
Usurper
• Learn of a prime opportunity to fulfill an appetite. When you encounter an entity with significant political or
institutional power (your call), you may ask the GM “How can I best
On a 6- choose one, but the spirits make a demand of you and will not
ruin or humiliate them?”, and they will answer you honestly. Gain
accept your sacrifices again until you fulfill it.
Advantage Forward to pursue that action.
Basking In Victory
What Are You Waiting For?
When you sate an appetite, you or an ally of your choice who helped
you gains +1 Armor against anything until you Settle In, as long as that When you cry out a challenge to your enemies, name one among
person hasn’t benefited from this move yet since you last Settled In. them. For now, they will ignore your companions and treat you as the
most obvious threat to be dealt with.
Berserker
When you Rampage, you also Pierce Armor.
Sticks and Stones (Requires Level 10+)
You can use any Armor against conditions from any source.

References & Printouts - Barbarian 183


Bard Choose your Background, then in write the rest as +1, 0, -1 in any order

You inspire peasantry and royals alike, soothing the savage beast and STR DEX INT
driving folk to a frenzy. A mere artist can portray a story, but it takes
a true bard to live it. Someone’s got to be there, fighting shoulder-to-
shoulder with the soon-to-be-heroes. Who better than you to share the
tale?

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name
Examples: Baldric, Astrafel, Merida, Kosil, Lily,
WIS CHA Level
a laughing name, a musical name, a catchy name. Starts at 1

Look XP
Starts at 0
Noticeable visual traits or descriptors such as species, features, or clothing.
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive
Based on Equipment & Abilities
Limited Level Up Choices:
Starts based on your Background.
Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Storied Knowledge
When you first encounter someone or something that you’ve heard
tales, songs, or legends about (your call), tell the GM something
interesting you’ve heard about it. The GM will tell you what else
you’ve heard that complicates things.
Backgrounds Choose One:

Folk Hero
Expressive Conflict You rose up for the sake of the people, and became a dashing rogue, adept
You wield renowned artistic skill (music, writing, painting, etc.), at swordplay and acrobatics. With a quick smile and an even quicker
which can do more than just capture hearts and minds. Choose two blade, you’re one of the finest duelists in the land!
expressions that you know:
When you Engage with your rapier or a similar weapon one-on-one,
• Wield your art like a weapon for the scene. When you Engage or you roll+DEX instead of +STR.
Let Fly using your art, you may roll+CHA instead of +STR or +DEX.
Starting Stats: +2 DEX, +1 CHA
• Curse a foe, removing 2 of their unused Armor. Equipment: Rapier (Close, Piercing)
Drive: Charm or humiliate someone with your skills.
• Heal yourself or an ally of 1 condition.

• Distract, stun, or immobilize a foe Loremaster


You have 3 Art. When you Settle In, reset your Art to this number. You spent much of your time collecting obscure knowledge, ancient
When you invoke your artistry, you may spend 1 Art and unleash one wisdom, and forgotten songbooks.
known expression.
After you use Storied Knowledge, you can ask a single follow-up
question which the GM will answer honestly.
Perform
When you practice or display your chosen art before an Intelligent Additionally, you have Advantage the first time you act on information
audience, roll+CHA. gained from Storied Knowledge.

On a 10+ gain 3 Awe. On a 7-9 gain 2 Awe. Starting Stats: +2 INT, +1 CHA
Equipment: Bag of Books (5 Uses)
During or shortly after your performance, you can spend each Awe to Drive: Write something down at the most inopportune moment.
name an NPC in the audience and choose one below. You may choose
the same NPC multiple times. Traveling Artist
• This person must speak with me. You traversed the land in pursuit of inspiration, and earned your keep
practicing and promoting your art wherever you went.
• This person must give me a gift.
When you Perform, gain +1 Awe even on a 6-.
• This person Favors me.
Additionally, you have 4 Art for Expressive Conflict instead of 3.
Speak Softly
Starting Stats: +2 CHA, +1 DEX
When you Scrutinize someone by speaking openly and honestly with Equipment: Adventuring Gear (5 Uses)
them, you can roll+CHA instead of +WIS. You may also choose to gain Drive: Endanger or sacrifice something for the sake of your art.
1 additional Insight, even on a 6-, but if you do then afterwards they
will ask you a question as if they had 1 Insight on you. You may lie or
obfuscate in your answer, but if you do you can’t use this Move on
them again and you lose their Favor forever.

184 References & Printouts - Bard


Equipment Prodigy
You start with: Gain +1 Art and learn an additional expression.
• 1 Wealth • The equipment from your
Background Researcher
• Artistic Implements (Valuable) When you spend downtime seeking out rumors and knowledge,
roll+INT. On a 10+ choose two. On a 7-9 choose one.
Choose one:
• Travel-Worn Leather Armor • Extravagant Outfit (Valuable) • You learn of a valuable treasure.
(1 Armor)
• You learn of a dangerous enemy or organization.
Choose two:
• You learn something useful about an area’s history, layout, or
• Glinting Dueling Saber (Close) • Intricate Hand Crossbow politics.
(Near, Distinctive, Reload)
• Hearty Feast For each one you choose, the GM might ask how you learned it - tell
• Pipeleaf (3 Uses) them the truth.
• Supplies (3 Uses, Slow)

Scholarly Insight
Ask Name a general topic or subject when you take this Move.
Who here told me a dark or shocking secret? When you Ponder this subject, you treat any result of a 6- as a 7-9.

Who here did I once give unwanted assistance to? Showstopper


Who here heard stories about me before we met? When you make a showy, dramatic entrance into a tense situation,
describe your grand entrance and roll+CHA. On a 10+ everyone is
Answer so shocked that you can make a grand speech or decisive action with
Advantage and without bystander interference. On a 7-9 everyone
What kind of art do you specialize in?
stops to watch and listen to your entrance without interruption.
What rival or enemy seeks to quash your art?
Slippery
What cause or scandal is currently causing unrest?
When you Gain The Edge through dashing rogue-ish action, roll with
Advantage.
Favor
Initially, you Favor the PC who will be a part of your next masterpiece. Throw Down the Gauntlet
What will it be? What do you need to create it? When you demand a formal duel in response to an insult or trespass,
your opponent cannot decline, though they may use a substitute,
propose conditions, or add complications.
Advanced Moves You may choose one when you Level Up.
While you are in a formal duel, you have +1 Armor against your
Anything You Can Do, I Can Do Better opponent and your attacks Pierce their Armor.
When you spend some quality time with another PC, you may
share one of your Moves with them, or they with you. If so, erase
Unflinching
any previously shared Moves. Whoever gains the Move can use it a You have +1 Armor against conditions caused by social situations,
number of times equal to your CHA. negative emotions, or mental strain.

Aura of Honesty Well-Traveled


When you use up someone’s Favor when Compelling or Scrutinizing When you return somewhere you’ve visited before (your call), tell the
them, on a 6- you still retain their Favor in addition to whatever the GM what happened when you were last here; they’ll tell you how the
GM says. Additionally, when you Speak Softly with someone, you situation has changed since then. When you next Connect there, you
may choose to gain the additional Insight and still lie or obfuscate may treat a result of 6- as 7-9.
freely without consequence if they ask you a question in return.
Master of the Arts (Requires Level 10+)
Buckle Thy Swash Enhance two known expressions:
When you Defy your opponent in a one-on-one fight, on a 12+ you • When you wield your art like • When you distract, stun or
also disarm, trip, or otherwise outmaneuver your opponent. a weapon, it’s Piercing. immobilize a foe, you can
spend an additional Art to
Enchanting Performance • When you curse a foe, you make it last until you dismiss
remove all of their Armor.
Your Performances and can affect non-intelligent creatures and it, but you cannot use an
entities, such as undead, animals, plants, and constructs. • When you Heal an ally with expression again until then.
your art, you also restore 1 of
Encouraging Words their used Armor.
When you Settle In, you may comfort or compliment one ally and
grant them +1 Armor against anything until they next Settle In. World Renowned (Requires Level 10+)
Gain a Reputation as a master artist and adventurer (see Page 29).
Fugue When you invoke your Reputation, after you and the GM have said
When you Perform, you may spend 2 Awe to invoke one effect on what has been heard about you, you can speak again and add an
your entire audience for as long as your performance continues: additional thing they’ve heard.
• Instill a singular powerful emotion
• Lull into a deep and infectious slumber
• Hold their attention fully and completely

References & Printouts - Bard 185


Cleric Choose your Background, then in write the rest as +1, 0, -1 in any order

You see the world as it truly is - a part of something greater, an existence STR DEX INT
filled with angels and demons, gods and devils, mortals and spirits. Some
call you mad, others a liar, but you carry this truth with you to all people.
No malady is too severe for you to heal, no burden too heavy for you to
carry. For truth is made worthy through action.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name
Examples: Durga, Lenore, Penrose, Drummond, Freya, Sara,
WIS CHA Level
a traditional name, a sorrowful name, a common name. Starts at 1

Look XP
Starts at 0
Noticeable visual traits or descriptors such as species, features, or clothing.
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive
Based on Equipment & Abilities
Limited Level Up Choices:
Starts based on your Background.
Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Atone
You have 2 Spirit. When you Settle In, reset your Spirit to this number. Hearts and Minds
When you touch someone and pray for their well-being:
When you Scrutinize someone, you can also ask one of the following
If they are a PC, erase as many conditions from them as you’d like and questions, even on a 6-.
gain that many for yourself. If they are an NPC, tell the GM what you’d
• What are your true feelings about my deity?
like to heal (physical, mental, spiritual, etc.) and the GM will say how
many conditions it will cost based on these guidelines: • What do you not want to admit (to me, to another, to yourself, etc.)
• 1 Condition - visible gash, furious temper • Who or what do you favor or care for most?
• 2 Conditions - broken bone, night terrors
• 3 Conditions - missing limb, tortured memories Backgrounds Choose One:
• 4 Conditions - mortal wound, violent madness
Luminary
• 5 Conditions - recent death
You helped cultivate the community of faith that now surrounds your
You can spend Spirit like Armor to absorb conditions from Atone.
deity, and many now revere you as a beacon of your faith’s values.
Divine Agent When you Connect with a worshipper or ally of your deity, on a 7-9
You serve and worship a deity who grants you power. Give your deity you make the choice instead of the GM. Additionally, worshippers of
a name, then define their domains by filling in each answer: your deity now Favor you by default.
• What they Control (eg. sun, seas, skies, animals) Starting Stats: +2 WIS, +1 CHA
• What they Represent (eg. love, death, war, wind) Equipment: Pipeleaf (3 Uses)
• Who Worships them (eg. nobles, wizards, lovers) Drive: Change one’s mind about a person, the world, or your faith.
• Their Enemies (eg. undead, invaders, wolves)
• Their Demands (eg. sacrifices, secrets, victory) Minister
While your deity Favors you, their domains react obviously to your You spent your life helping the downtrodden, needy, marginalized,
presence (eg. animals adore you, nobles bow, demons hiss, etc.). oppressed, and outcast. Some love you for it, while others despise you.
When you ask your deity how to gain their Favor, the GM will give You have +1 Spirit. When you Atone for an NPC, they Favor you
you a task related to their Demands. When you complete it, gain 1 XP afterwards.
and gain their Favor.
Starting Stats: +2 WIS, +1 DEX
Invoke Miracle Equipment: Medicine (2 Uses, Slow)
Drive: Give something significant or sacrificial to someone helpless or
When you call upon your deity’s power, choose a Miracle you know undeserving.
and roll+WIS, with Advantage if your deity Favors you. On a 10+ your
deity’s power flows through you and the effect comes to pass. On a
7-9 the effect comes to pass but you must choose one. Warpriest
• The Miracle’s Risk comes to pass. With you as its sword, your faith has stood firm against a great number of
enemies and thwarted scheme after scheme.
• You draw unwanted attention, probably from your deity’s enemies.
• You lose your deity’s Favor (can only be chosen if they Favor you). You ignore the Clumsy tag on armor you’re wearing. Shields you wield
You start with 2 Miracles known (see Page 49). grant you an additional +1 Armor.
When you Level Up, you can choose to Learn a New Miracle instead Starting Stats: +2 STR, +1 WIS
of another benefit. If you do, you also regain your deity’s Favor if you Equipment: Scale Mail (2 Armor, Clumsy)
don’t already have it. While one Miracle is Ongoing, you can’t use Drive: Inspire awe or terror.
another. You can end an Ongoing Miracle whenever you wish.

186 References & Printouts - Cleric


Equipment My Faith is My Shield
You start with: Gain +1 Spirit. You can spend Spirit like Armor against any condition
• A symbol of your faith • The equipment from your from your deity’s enemies.
Background
• Supplies (3 Uses, Slow) Organizer
When you and your allies cohesively Cooperate in a shared task,
Choose one:
instead of one person rolling with Advantage, you may lead a group
• Regal Staff (Close, Heavy) • Heavy Warhammer effort. Everyone involved rolls individually and the highest result is
(Close, Forceful) used for everyone, but you must take a condition or spend 1 Spirit for
Choose two:
every 6- rolled.
• Polished Chain Mail (1 Armor) • 2 Wealth
• Iconic Shield (+1 Armor) • Flask of Whiskey (2 Uses) Peaceful
No one who recognizes your faith will attack you directly and
• Adventuring Gear (5 Uses) unprovoked, unless they are an enemy of your deity.

Ask Shepherd
Who here is treading down a dark path? When you publicly proclaim a warning, judgment, or belief, those
nearby notice and listen to your words; roll+WIS. On a 10+ choose
Who here knows an enemy of my deity? three. On a 7-9 choose two.
Who here knows a secret about me or my faith? • Your words don’t attract unwanted attention.

Answer • You can ask your listeners one question as if you had Scrutinized
them collectively.
Who else serves your deity and how do you differ?
• Choose a listener - they now Favor you.
When did your faith once fail you?
• Your listeners start collaboratively working towards something you
What has your deity promised you?
choose (build a bridge, burn a manor, acquire a treasure, etc.).

Favor Spirit of Greatness


Initially, you and your deity Favor each other. You also Favor the PC Gain +1 Spirit. When you Invoke a Miracle, you may spend 1 Spirit or
you had an ominous vision about. use up your deity’s Favor to make it Greater.
What did your vision depict? Who have you told about it? Where might
you find more information?
Team Player
When you Cooperate, you can Push Yourself or spend 1 Spirit to grant
an additional source of Advantage.
Advanced Moves You may choose one when you Level Up.

Anathema Thaumaturgy
When you harm your deity’s enemies, inflict an extra condition. You no longer have to touch someone to Atone for them. When you
petition your deity to perform a great miracle that pertains to their
Apotheosis domains, tell the GM what you desire, they will give you a number
Choose a feature associated with your deity (rending claws, sapphire of appropriate conditions based on the guidelines below, or say no.
wings, an all-seeing third eye, etc.). In recognition of your devotion Like with Atone, you can spend Spirit like Armor to absorb conditions
and faith, your deity bestows this gift upon you. gained from Thaumaturgy.
1 Condition - Feed a large crowd
Divine Intervention 2 Conditions - Calm a raging storm
3 Conditions - Foresee an Ominous Force
When you would Crumble while your deity Favors you, your deity 4 Conditions - Summon a divine envoy
miraculously intervenes, saves you, and no longer Favors you. 5 Conditions - Destroy or reshape a land
Afterwards you heal one condition.
Theologian
Gifts of the Spirit When you Ponder or Examine something related to your deity’s
Two Miracles that you know are now always Greater. domains, you may ignore penalties from conditions and roll either
+WIS or +INT.
Hype Man
When you exceedingly praise a friend or ally before someone who Wrathful
Favors you (except your deity), they now Favor them as well. Gain +1 Spirit. When you inflict a condition, you may spend 1 Spirit to
inflict an extra condition.
Inquisitor
Whenever you’d like you may ask the GM ‘are enemies of my deity Secret of the Divine (Requires Level 10+)
nearby?’ and they will answer you truthfully. You discover the greatest secret of your faith. Choose one way listed
Whenever you Examine or Scrutinize your deity’s enemies, you gain below that this secret can be used, or create a new one, then work
+1 Insight or can ask an additional question, even on a 6-. with the GM to define what this secret is, how you learned it, and how
it affects your faith.
Interfaith Studies • You can destroy your deity’s enemies forever.
When you encounter a faith or deity that you know about (your
choice), you may ask the GM about three of their domains and they • You can ascend to become a deity yourself.
will answer you truthfully. • You can fundamentally alter the world in a way related to your
deity’s domains.

References & Printouts - Cleric 187


Cleric Miracles Illuminate (Ongoing)
You start with two of these known, see the Invoke Miracle Starting A magical light emits from you or something you touch, piercing
Move on Page 45 for details. darkness, illusions, and trickery.

Only one Ongoing Miracle or Spell can be maintained at a time. Risk: The enemies of your deity can sense this light from a great
distance.
The Risk of a Miracle usually only happens when you choose it on a
7-9, but something like it or worse may happen when the GM says Greater: The light is blinding to all who look at it and enemies of your
what happens on a 6-. deity can’t bear to be near it.

A Miracle is only Greater when certain Advanced Moves say so. Message
A message you speak is instantly delivered to a person of your
Bestow Curse choosing, no matter where they are.
A foe you touch has their Armor reduced to 0 or is struck by some
supernatural disease, blindness, or another affliction for a few Risk: It won’t be delivered instantly.
minutes. Greater: When they receive the message, they can also respond with
Risk: You also suffer the effects of the curse. a single message in kind to you.

Greater: On a 12+, the effect lasts as long as you’d like, including Procure
permanently. You miraculously have just the mundane item you need, as if you had
spent 1 use of Adventuring Gear. Perhaps it was in your pack or sitting
Bless nearby.
Until the end of this scene, an ally gains Advantage Forward, +1 Armor
against anything, and +1 condition inflicted the next time they hurt Risk: You don’t have exactly what you need, but something similar.
someone. Greater: The item is of superb make, perhaps with an additional
Risk: You also receive Disadvantage Forward. feature or quality.

Greater: They have Advantage Ongoing for the scene, instead of just Safeguard (Ongoing)
Forward. An ally either gains Advantage Ongoing to Defy or is protected from
something pertaining to your deity’s domains (you choose when this
Cause Fear (Ongoing) is invoked).
Name an individual or a type of mortal creature. While they can see
Risk: When this effect ends, those affected must fulfill a demand of
you they are filled with dread, causing them to recoil and back away -
your deity or suffer a condition.
the weak and cowardly among them must outright flee.
Greater: On a 12+ all your allies are affected.
Risk: Instead of simply recoiling or fleeing, they might act aggressively,
rashly, or unpredictably.
Sanctuary (Ongoing)
Greater: On a 12+, even the mighty and strong-willed must flee. As you perform this Miracle, you walk the perimeter of an area,
consecrating it to your deity. As long as you stay within this area, you
Contact Spirits know when someone enters it or when someone within it acts with
You speak with a departed soul whose body is nearby or whom you malicious intent.
knew when they were alive. Their spirit manifests for the scene, and
Risk: You only know when someone within the area acts with
will answer any one question you ask to the best of its ability before
malicious intent, but not when someone enters.
it returns.
Greater: On a 12+, none can enter the sanctuary without your express
Risk: Their answers are vague or veiled, as they are either unable or
knowledge and consent.
unwilling to answer you clearly.
Greater: On a 12+, you can ask them any number of questions for the Speak in Tongues
scene. You can clearly speak with and understand any sentient creature for
the scene.
Dismiss
Risk: You can understand them, or they you, pick one.
A nearby otherworldly entity or spirit is banished from the world or
back to whatever tethers it here. Greater: Nearby allies can also be affected.
Risk: As it leaves it manifests a curse, harm, or a way to return later,
the GM will say how.
Transcend Surroundings (Ongoing)
A nearby physical obstacle, hazard, or environment no longer poses
Greater: On a 12+, ordinary entities are utterly destroyed, and the any threat to you.
strongest are driven away with whatever tethers them here destroyed.
Risk: It does still pose a threat but you have Advantage Ongoing to
Empower (Ongoing) Defy it.
Filled with your deity’s power, you or an ally treats one stat as +3 and Greater: The effect extends to nearby allies.
ignores conditions on it (both for rolls and for XP).

Risk: Once the effect ends, the one(s) who benefited suffers two
Unleash Wrath
conditions from exhaustion. Your deity’s power harms an enemy, usually inflicting a condition
(Forceful, Distinctive, Piercing).
Greater: You can affect both yourself and ally. The same stat is
empowered for both of you. Risk: It isn’t Piercing.

Greater: On a 12+ they are also briefly stunned.

188 References & Printouts - Cleric


Druid Choose your Background, then in write the rest as +1, 0, -1 in any order

You walk among the sacred groves, communing with spirits older than STR DEX INT
the stones themselves. True beauty is found among flowing creeks and
wind-caressed leaves, and it must be preserved. So you adopt the forms
of creatures large and small, and defend the balance. Even the greatest
civilizations inevitably crumble, but the cycle of nature is eternal.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name WIS CHA Level


Starts at 1
Examples: Hycarax, Elana, Weylan, Rose, Rehgar, Sigrial,
an animal name, a primal name, a forgotten name.

XP
Look Starts at 0

Noticeable visual traits or descriptors such as species, features, or clothing.


What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Based on Equipment & Abilities
Limited Level Up Choices:
Drive • Increase a stat of your choice from +1 to +2.
Starts based on your Background. • Increase a stat of your choice from +1 to +2.
Can be changed with the Epiphany Peripheral Move.
• Take a Starting or Advanced Move from another playbook.
• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Starting Moves You have all of these.

At One With The World Backgrounds Choose One:


You can speak with animals and Scrutinize and Compel them. You also
don’t require food or drink. Earthbound
Your soul feels a close kinship with the deep places of the world. Worms
Attuned Creatures and mushrooms are your family, and lightless tunnels your hallways.
You begin play with two Attuned Creatures of your choice. Each has a
species name and an Instinct. When you Level Up, you may add two You can clearly sense your surroundings even when unable to see.
Attuned Creatures to your list instead of another benefit. After you Commune, you may also ask the spirits any one question
and they will answer you as best they can.
Instinct examples: smash and tear, fly free without care, prey upon the
weak and isolated, consume and devour, skulk and ambush, weave webs Starting Stats: +2 WIS, +1 STR
and victimise the foolish, assault and challenge the brave or strong. Equipment: Medicine (2 Uses, Slow)
Drive: Hide or bury something.
Commune
Fangborn
When you spend some time in a place, connecting with nearby
creatures and spirits, roll+WIS. You will be granted a vision of You are connected to a specific type of animal above all others. Perhaps
significance to you, your allies, or the spirits around you, the GM will your behavior or appearance reflects theirs, or perhaps you advocate
describe it. On a 10+ the vision will be clear and helpful. On a 7-9 for them.
the vision is unclear and murky. On a 6- the vision is frightening or Start with an additional Attuned Creature that is bound to you. You
traumatic. have Advantage when Shapeshifting into it and Resisting its Instinct.

Shapeshift Starting Stats: +2 WIS, +1 DEX


When you call upon the wilds to change your shape, choose one of Equipment: Supplies (3 Uses, Slow)
your Attuned Creatures to change into and roll+WIS. On a 10+ you Drive: Alienate or push away someone significant.
transform quickly and without issue. On a 7-9 you still transform, but
you draw unwanted attention or trouble. Spirit-touched
You were boldly marked by the spirits as a guardian, caretaker, and
While in an animal shape, you gain any innate abilities and ambassador to nature. All who see you recognize your station, though
weaknesses of the form: claws, wings, gills, etc. You also gain the some don’t respect it.
Instinct of your new form. This primal urge is something innate to each
creature and becomes a part of you while you are shapeshifted. Natural creatures and spirits Favor you by default. When you Examine,
no matter the result you may you may also ask ‘What here is a threat
You don’t need to Shapeshift to change back into your normal shape, to the natural order?’ and the GM will answer honestly.
though you may need to Resist Instinct.
Starting Stats: +2 WIS, +1 CHA
Resist Instinct Equipment: Pipeleaf (3 Uses)
When you try to change shape without having fulfilled your Instinct, Drive: Restore something to a healthy state.
roll+WIS.
On a 10+ you succeed and are now able to transform. If you’re
changing back to normal, you do so. If you’re changing into another
creature, roll to Shapeshift.
On a 7-9 you succeed, but won’t be able to transform back into your
previous form until you reattune with it by fulfilling its Instinct.

References & Printouts - Druid 189


Equipment Call of the Wild
You start with: When you cry out to the wilderness for aid, choose a suitable type
• Fur or Wood Armor (1 Armor) • The Equipment from your of animal for this environment and roll+WIS. On a 10+ that animal
Background arrives to help you for the scene, choose two from below. On a 7-9
• Adventuring Gear (5 Uses) that animal arrives to help you for the scene, choose one from below.

Choose one: • They terrify, intimidate or distract an enemy.


• Flowering Staff (Close, Heavy) • Decorated Sling
• A pack or group of them arrive instead of just one.
(Near, Awkward, Reload)
• Carved Shillelagh (Close) and & Stone Knife (Intimate, Near) • They cause no collateral damage.
Shield (+1 Armor)
• They continue to accompany you for some time after this scene.
Choose one:
• Healing Potion • Trap Kit (Dangerous, Slow) Earthly Disciple
• Bag of Books (5 Uses) When you Compel an animal or spirit, you may roll+WIS instead of
+CHA.

Ask When you Ponder animals, nature, or the balance of life, you may
roll+WIS instead of +INT.
Who here have the spirits warned me about?

Who here has shown me a benefit of civilization? Environmentalist


When you call upon nature to aid you against a foe, name a natural
Who here thinks I am unkempt and unclean? feature of your surroundings (deep roots, rocky cliffs, flowing wind,
etc.) and roll+WIS. On a 7-9 your foe is temporarily hampered or
Answer trapped by the feature. On a 10+ then as a 7-9 but you also inflict a
What corrupting sickness spreads across the land? condition on your foe.

What enemy of nature did you once seal away? Eye of the Tiger
What wondrous natural feature is nearby? When you mark an animal with blood, mud, or dirt, you can see
through its eyes as if they were your own, no matter what distance
Favor separates you, and you it counts as an Attuned Creature. When you
mark a new animal, any old marks lose their power.
Initially, you Favor the PC you shared a secret rite with.
How did the rite change or bond you both? What cost or sacrifice did it
take? Do you regret it?
More Beast Than Man
When you Shapeshift, gain Advantage Forward to pursue your
shape’s Instinct.
Advanced Moves You may choose one when you Level Up.

Apex Part the Sea


When you call upon the spirits for safe passage through a natural
When you take the form of a fearsome predator, your attacks can
danger, environment, or hazard, roll+WIS. On a 10+ the way is made
gain either Near, Piercing, or Area - choose as appropriate to the
safe, but choose one. On a 7-9 the way is made safe, but choose two.
shape. Additionally, your attacks may also be Messy, Forceful, and/or
Vicious depending on the form. • It is only safe for you, not your allies or companions

Back to Basics • It is safe for now, but not for long


When you reveal a flaw or failure of civilization to an individual or • The spirits demand a proportional payment or sacrifice in return
group, roll+WIS. On a 10+ choose two. On a 7-9 choose one.
• They pledge to repair or account for the issue.
Predator and Prey
Whenever you’d like, you may ask ‘What is my animal intuition telling
• They withdraw from civilization and begin connecting more with me?’ and the GM will answer truthfully.
the natural world.

• They offer assistance to you and nature.


Shed
When you shapeshift after fulfilling your current shape’s Instinct
• They attack or sabotage an enemy of nature. (including back to your normal form), heal yourself of one condition.

Balance Nothing More Than Animals (Requires Level 10+)


When you inflict a condition, gain 1 Balance. You can now attune with and Shapeshift into specific people. Gain one
When you touch someone and invoke healing spirits, you may spend such attuned form now. People typically have more complex Instincts
Balance. For each 2 Balance spent, they heal 1 condition. than animals. If they are a pre-existing NPC then the GM will tell you
When you Settle In, lose all Balance. their Instinct using their Want and Methods to inform it.

Barkskin Weather Weaver (Requires Level 10+)


While your feet touch the ground, you have +2 Armor against physical When you call upon the spirits to invoke a large natural phenomenon
injuries. or disaster, roll+WIS. On a 10+ choose two. On a 7-9 choose one.

Bridge Between Worlds • The phenomenon appears immediately and lasts as long as
you desire.
You see the patterns that make up the fabric of the world. You can
now apply your At One With the World and Shapeshift Moves to • The land is not permanently damaged or altered.
inanimate natural objects (plants, rocks, etc.), as well as pure elements
(fire, water, air, and earth). Add one such Attuned transformation now. • None of your allies, wildlife or innocents are directly harmed.

190 References & Printouts - Druid


Fighter Choose your Background, then in write the rest as +1, 0, -1 in any order

It’s a thankless job—living day to day by the strength of your arm and skin STR DEX INT
of your teeth. You bear your scars with pride, sharpen your sword with
precision, and don your armor with practiced ease. Let every danger test
itself against you. In the end, you’ll be the last one standing.

Name Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Examples: Hawk, Finnegan, Cadeus, Lenna, Brianne, Tas,


a humble name, an ancient name, a royal name.
WIS CHA Level
Starts at 1

Look XP
Noticeable visual traits or descriptors such as species, features, or clothing. Starts at 0
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive Based on Equipment & Abilities

Starts based on your Background. Limited Level Up Choices:


Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.
Starting Moves You have all of these. • Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Armed and Ready
Ignore the Clumsy tag on armor you wear.

Battle Momentum Backgrounds Choose One:

You perfectly understand the back and forth rhythm of a fight. When Champion
you suffer or inflict harm as part of a fight (even if it’s absorbed with
Gladiator, hero, warlord, butcher - you’ve been at least one of these things,
Armor), gain 1 Momentum. Anytime during a fight, you may spend the
if not more, and it’s taught you where the battle truly lies; in the hearts
amount of Momentum in brackets for the following:
and eyes of the crowd.
• (3) Restore 1 of your Armor
When you enter a fight or deliver a killing blow, you become the
• (3) Inflict an extra condition on an attack center of attention. When you Defy to gain or keep attention on
yourself, roll with Advantage.
• (2) Gain Advantage Forward to Engage or Let Fly
Starting Stats: +2 STR, +1 CHA
You can have a maximum of 5 Momentum. When you Settle In, reset Equipment: 2 Wealth
Momentum to 0. Drive: Turn a situation into a spectacle.

Particular Set of Skills Knight


When you Compel with threats of violence, roll with Advantage. Be it for a monarch, a cause, or a principle, you fought to uphold and
protect others.
Demolitionist
When you want to destroy an object, be it a building, magical artifact, When you taunt or aggravate someone in a fight, spend 1 Momentum
or obstacle, tell the GM what it is. It is always possible, but the GM to redirect harm from an ally to yourself.
will give you 1 to 4 of the following requirements (separated by Starting Stats: +2 STR, +1 DEX
“ANDs” and “ORs”); Equipment: Adventuring Gear (5 Uses)
• It’s going to take hours/days/weeks. Drive: Refuse assistance, an advantage, or a boon because of honor.

• First you must . Veteran


• You’ll need help from . Whether on the front lines of a battle or the back roads of a quiet village,
you’ve learned to always trust your gut.
• You’ll need to use .
When you get a bad feeling about an upcoming situation (your call),
• It will be easy/difficult to repair. ask the GM how to avoid or prepare for it and they will give you one
piece of advice. If you follow it, gain +1 Momentum.
• You and your allies will risk .
Starting Stats: +2 STR, +1 WIS
• You’ll have to use up/wear out .
Equipment: Supplies (3 Uses)
You can use this to do things like start a cave-in, break down a wall, blow Drive: Teach someone a lesson.
up a building, shatter an unbreakable sword, or drop a magical ring into
a volcano.

Signature Weapon
You don’t wield an ordinary weapon, but instead have an especially
powerful or unusual one. See Page 29 for details on creating your
Signature Weapon.

References & Printouts - Fighter 191


Equipment Grudge Match
You start with: When you attack someone in public, until someone in incapacitated,
• Well-Used Heavy Armor • The Equipment from your no one will directly intervene as long as it’s just you two fighting.
(2 Armor, Clumsy) Background
I Aim to Misbehave
• Your Signature Weapon When you use Demolitionist, after the GM gives you the
Choose three: requirements you may then ignore or veto one of them.
• Jagged Spear (Close, Near) • Flask of Whiskey (2 Uses)
Master Stroke
• Sturdy Shield (+1 Armor) • Hidden Knives (Intimate, When you Engage, on a 12+ you can make an additional choice.
Near, Infinite)
• Healing Potion
• Heavy Crossbow (Near,
Narsil
• Medicine (2 Uses) Your signature weapon gains 2 additional enhancements, 4 in total.
Distinctive, Reload)

Percussive Counterspell
Ask When you interrupt a spell or magical effect using force, roll+STR.
Who here thinks I’m too violent or dangerous?
On a 10+ you successfully interrupt it.
Who here have I saved from certain doom?
On a 7-9 the magic is reduced or redirected in some way, the GM will
Who here am I suspicious of? say how.

Answer When you’re up close and personal with a spellcaster, you may
automatically inflict a condition on them whenever they use magic
Who are the most feared warriors in the land? against you.
What comrade, mentor, or rival frequently tests your skill in battle?
Quarterback
For what purpose or goal do you still fight? While you forcefully hold a creature, it is helpless unless it’s
particularly large or strong, and even then it is hampered and/or
Favor distracted by you.
Initially, you Favor the PC you’ve fought back-to-back with. When you forcefully grab or tackle a foe, roll+STR.
Who did you fight? Why? How did the battle turn out?
On a 10+ you have a good hold of them.

On a 7-9 they struggle for a bit at first, inflicting a condition before


Advanced Moves You may choose one when you Level Up. you get a good hold.

Basic Training Riddle of Steel


You’ve gotten used to the tireless marches, late nights, early mornings Fighting someone counts as intimate and prying conversation for the
and backbreaking labor. You are unaffected by all but the most purposes of Scrutinizing them. When you Scrutinize someone you’re
extreme forms of exhaustion. Gain +1 Armor against fatigue or fighting, roll with Advantage.
exhaustion. When you Settle In, you can stay up all night on watch
without feeling tired. Smith
When you Settle In, you can repair one destroyed item or damaged
Battleborn
piece of equipment. You can also remove all enhancements from your
When you Defy in battle, you may spend 1 Momentum to roll with Signature Weapon and add them to another weapon, which becomes
Advantage. your new Signature Weapon.

Charge Steel Gaze


Your maximum Momentum is now 7. When you enter a fight, gain 1 When you enter combat, roll+CHA. On a 10+ gain 2 Steel. On a 7-9
Momentum. gain 1 Steel. On a 6- your enemies immediately identify you as their
biggest threat.
Disabler
When you harm someone, you may spend 2 Momentum to destroy a During the fight you can spend 1 Steel to make eye contact with an
weapon or disable a form of attack. NPC present, who freezes or flinches and can’t act until you break it
off or they are wounded. When the fight ends lose all Steel.
Eye for Danger
When you Scrutinize a dangerous NPC, the GM will also reveal to you
Tough as Nails
an ability or tactic they can use. You have +1 Armor against physical harm.

Field Repair Yoink


When you heal someone with Supplies or Medicine, you or your When you avoid a blow from a close-up weapon, you may spend 2
patient (your choice) also refresh 1 spent Armor. Momentum to take that weapon for yourself.

Firm Grip Andúril (Requires Level 10+ and Narsil)


When you stop someone from leaving your reach, roll with Your Signature Weapon gains 2 additional enhancements, 6 in total.
Advantage.
Second in Command (Requires Level 10+)
When you enter a fight, choose one ally. Whenever they suffer or
inflict harm in this fight, gain 1 Momentum

192 References & Printouts - Fighter


Immolator Choose your Background, then in write the rest as +1, 0, -1 in any order

Blistering heat and blazing light, maddening agony and dazzling beauty. STR DEX INT
You are all of these and more, the flame unquenchable and unrestrained.
You sacrificed much for your fire, for powers beyond mere mortals. Now
it burns ever brighter in your heart, spreading fear and allure in equal
measure. Let everyone see you, for you will never be extinguished.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful


Name
Examples: Omen, Leoric, Agar, Prynne, Solomon, Isil,
a violent name, an enchanting name, a hollow name. WIS CHA Level
Starts at 1

Look XP
Noticeable visual traits or descriptors such as species, features, or clothing. Starts at 0
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive Limited Level Up Choices:
Based on Equipment & Abilities

Starts based on your Background.


Can be changed with the Epiphany Peripheral Move. • Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Firebrand
You can move and manipulate fire in a variety of ways - dimming, From the Ashes
flaring, sparking, changing color, creating shapes and images, and When you burn a sacrifice and stare deeply into the flames, ask the
more. Your fire is Distinctive, Fiery, and Near when you fight with it. GM one question about your sacrifice or something associated with
Additionally, choose two traits for it: it (owners, loved ones, history, etc.) and roll+CHA. On a 10+ you see
a clear and detailed vision in the flames that answers your question
• Adaptable: Your fire has the • Restrained: You and nearby
and related follow-up questions. On a 7-9 you see a brief vision in the
Intimate and Close tags. allies have +1 Armor against
flames that answers your question vaguely.
your fire and its effects.
• Ambitious: Your fire has the
Far tag. • Spontaneous: You can create Backgrounds Choose One:
fire rather than manipulate
• Bold: Your fire has the Area what’s already burning. Chosen of the Sun
tag. Your old life was burned way long ago when the sun granted you a portion
When you Burn a trait, your fire loses it until you next Settle In. See of its power and called on you to accomplish its shining will.
Unleash Flames for more info. You have the Invoke Miracle Move from the Cleric Playbook, know
one Miracle, and cannot gain or lose the Sun’s Favor. You cannot learn
Unleash Flames more Miracles when you Level Up. While in direct sunlight, you have
When you fight using fire as a weapon, roll+CHA. On a 10+ you hurt Advantage to Invoke your Miracle, as if you had the Sun’s Favor.
your foe, but choose one. On a 7-9 you hurt your foe, but choose two.
Starting Stats: +2 CHA, +1 WIS
• You cause unintended collateral damage. Equipment: Shield (+1 Armor)
Drive: Bring a secret or scheme to light.
• You suffer a condition, perhaps due to overexertion or a foe’s
counterattack.
Heart of the Phoenix
• Choose and Burn one of your fire’s traits You sacrificed your entire being, but were returned to life shortly
afterwards with fire in your heart. You may have ‘died’ several times since
• Your draw unwanted attention from nearby
then, but it doesn’t seem to stick.
Captivate When you Crumble, replace ‘Die’ with ‘Die for now, then return to life
When you share an intimate or enchanting moment with someone, when everyone next Settles In.’
usually with time and privacy, roll+CHA. On a 10+ you have 2 Charm
Starting Stats: +2 CHA, +1 STR
over them. On a 7-9 you have 1 Charm over them. They can reduce
Equipment: Adventuring Gear (5 Uses)
your Charm over them by 1 by:
Drive: Act callously or recklessly about death.
• Giving you something they think you want.
Practiced Enlightenment
• Doing something you tell them to do.
You sacrificed many years, kindling your fire through dangerous training
• Fighting to protect you. and sweltering meditation, and you have the scars to prove it.

• Favoring you, but only if they don’t already. You have +2 Armor against fire, even if it’s magical. This Armor cannot
be ignored or Pierced.
If they’re an NPC, they can’t act out against you while Charmed. If
they’re a PC, you also can spend 1 Charm to inspire or distract them, Starting Stats: +2 CHA, +1 DEX
granting them Advantage or Disadvantage on their next roll. Equipment: Pipeleaf (3 Uses)
Drive: Endure or correct foolishness with calmness.

References & Printouts - Immolator 193


Equipment Everburning
You start with: When you imbue an object with a portion of your fire, it will burn
• 1 Wealth • The equipment from your with a dim, heatless flame without being consumed. For each one you
Background choose below, take a cumulative -1 to Unleash Flames rolls until you
• A Bundle of Torches (5 Uses) touch the object and reclaim the flame.
• The flame is not heatless; the object burns foes when used as a
Choose one:
weapon.
• Fire-Resistant Robes • Smoky Leather Armor
• The flame is bright, and will illuminate shadows, uncover illusions
(Valuable, 1 Armor vs Fire) (1 Armor)
and reveal invisibility.
Choose two: • The flame remains connected to you, you can see and hear
• Burnished Sword • Supplies (3 Uses, Slow) everything near the object.
(Intimate, Close)
• Flask of Whiskey (2 Uses)
Eye for Destruction
• Scorched Knife (Intimate)
At any time, ask the GM “What here is flammable?” They will answer
truthfully.
Ask
Who here knows me from before the flames? Hypnotic
When you share a regret, dream, or fear with someone when
Who here am I still trying to enamor or impress? Captivating them, on a 7+ gain +1 Charm over them.
Who here is trying to guide or control me?
Infernal
Answer Your fire gains an additional trait of your choice from Firebrand.
When did your flames last get truly out of control?
Mushu
What did you sacrifice to gain your fire? You now have an animal companion with the additional descriptor -
Affinity for Fire: This follower cannot be harmed by any fire or heat,
What foreboding vision did the flames show you?
whether it’s magical or mundane. See Followers on Page 20.

Favor Scorched Earth


Initially, you Favor the PC who’s been burned by your fire. Your fire gains the additional trait - Furious: Your fire Pierces Armor.
What caused this? What did they lose to the flames?
Smokestep
Advanced Moves You may choose one when you Level Up. When you obscure yourself with a cloud of smoke, ash or cinders,
you can instantly transport yourself anywhere within the cloud, or to
Agni Kai another nearby cloud.
When you take a condition or mark Armor due to fire or heat, recover
one of your Burned traits. Twice as Bright, Half as Long
While channeling your fire, after you roll you may sacrifice something
Blades of Chaos to treat a result of 6- as a 7-9, or a result of 7-9 as a 10+. This sacrifice
Your fire gains the additional trait - Cruel: Your fire has the Messy and doesn’t need to be physical or material, but it is always notable.
Vicious tags.
Twinflame
Burning Hearts You have an additional Drive. Write it down next to your original one.
When you gaze intensely into someone’s eyes, you may ask them This new Drive also grants 1 XP if it was accomplished by the end of
“what is your deepest desire?” Their player will answer with the truth, each session. When you Push Yourself to pursue one of your Drives,
even if the character does not know or wouldn’t answer. you may Burn one of your flame’s traits instead of taking a condition.

By Fire Be Purged Master of the Flame (Requires Level 10+)


When you burn away a magical enchantment, compulsion or curse, When you Unleash Flames, on a 10+ you don’t have to choose any
roll+CHA. On a 10+ it is destroyed completely. On a 7-9 choose one: from the list.
• It is only cleansed partially or temporarily.
• The cleansing has left its mark on the subject (if that’s a person Watch the World Burn (Requires Level 10+)
they might suffer a condition). When you channel the flames and call down a firestorm, tell the GM
• The cleansing draws unwanted attention from the magic’s source. what you’re sacrificing. The sky opens up and fire pours like rain within
an area proportionate to your sacrifice; everyone and everything in
Don’t Blink the area is severely hurt or worse (2-3 conditions). Then roll+CHA.
On a 10+ you can extinguish the storm with some effort when you so
When you stand your ground before a creature of fire, such as an
choose. On a 7-9 the fires rage out of control, spreading and growing
elemental or a dragon, roll+CHA. On a 10+ you have earned its
where they are carried by wind and weather. On a 6- something cruel,
tentative respect and it will not attack you (for now). On a 7-9 it won’t
intelligent, and hungry arrives with the storm.
attack you for now but it grows impatient. The GM will tell you what
to do to be spared its wrath.
Puppetmaster (Requires Level 10+)
Dragon of the West When you tell an NPC you have Charm over specifically what you
desire, until that desire is fulfilled, pursuing it is the only way they can
When you Defy fire or heat, on a 12+ choose one:
reduce your Charm on them.
• Redirect the fire back onto its source.
• Kindle your own flame, restoring a Burned trait.
• Ask the GM any one question about the flame or its source.

194 References & Printouts - Immolator


Paladin Choose your Background, then in write the rest as +1, 0, -1 in any order

You are the sword of righteousness, walking the narrow path and lighting STR DEX INT
the way for those who would follow. Protector, healer, judge, executioner,
you are all of these and more. Let the innocent come, for you will shelter
them from their troubles. Let the guilty cower in their dark recesses, for
you are coming, and they will find no mercy.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful


Name
Examples: Thaddeus, Augustine, Regulus, Octavia, Brom, Kyra,
a noble name, a vengeful name, a titular name. WIS CHA Level
Starts at 1

Look XP
Noticeable visual traits or descriptors such as species, features, or clothing. Starts at 0
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive Limited Level Up Choices:
Based on Equipment & Abilities

Starts based on your Background.


Can be changed with the Epiphany Peripheral Move. • Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Armed and Ready
Ignore the Clumsy tag on armor you wear.
Healing Hands
Devout Virtues When you treat someone with Supplies or Medicine, choose one
You adhere to a strict moral code that grants you power beyond that additional effect:
wielded by normal folk. Each virtue has a vow that must be kept and a • It ignores the Slow tag, taking a few moments rather than minutes
boon it grants you. Choose two now: • Heal them of an additional Condition
• Courage: Refuse to let those who have power abuse it. While you • The patient gains Advantage Forward (PCs only)
physically stand in defense of another, they will not be targeted or
harmed.

• Honor: Never harm the helpless or unaware. When you Decree an Backgrounds Choose One:
enemy to surrender or repent, you can treat a 6- as a 7-9.
Arbiter
• Justice: Suffer not a crime unpunished. When you question a Whether through lawful appointment or public respect, you are the open
captive or friendly individual, you know if they’re lying. hand of redemption, and the clenched fist of punishment.
• Loyalty: Remain true to your word and to your allies. Gain +1 When a Paladin Move asks you to roll+CHA, or when you Compel
Armor. When an ally Cooperates with you, you can share your with open honesty, you may roll+WIS instead of +CHA.
Armor with them against conditions suffered from Cooperation.
Starting Stats: +2 WIS, +1 DEX
• Mercy: Let no innocent creature suffer unaided in your presence. Equipment: Crossbow (Near, Distinctive, Reload)
When you heal someone else, you are also healed of one Drive: Offer or deny mercy to someone helpless or unworthy.
condition.

• Purity: Abstain from mortal pleasures and finery. You are immune Guardian
to all maladies, such as poisons, diseases, and curses. You have known great pain and loss, but instead of staying broken you
vowed to protect and restore others from similar hardship.
Chains of Faith When you restore someone with Healing Hands, you can choose two
When you break one of the vows of your Devout Virtues, depending different effects instead of one.
on the severity of your actions, you may lose access to that virtue and
its associated benefits until you atone for your misdeeds. The GM will Starting Stats: +2 CHA, +1 WIS
tell you what you must do. Equipment: Medicine (2 Uses, Slow)
Drive: Endanger yourself to save or protect someone.
Decree
When you demand an NPC follow your order, roll+CHA. On a 10+ Paragon
choose two, then they flee, attack, or obey you. On a 7-9 choose one, Though you accomplished many great things, one deed in particular made
then they flee, attack, or obey you. you a shining role model and vaunted hero to many.

• If they do anything other than obey you, gain Advantage Forward You have a heroic Reputation (see Page 29). Once per session, you
against them. can use your reputation as Favor when Compelling, Scrutinizing, or
Connecting with someone.
• They reveal a piece of relevant information to you (unwittingly or
otherwise). Starting Stats: +2 CHA, +1 STR
Equipment: Adventuring Gear (5 Uses)
• They cannot flee. Drive: Exceed another’s expectations.

References & Printouts - Paladin 195


Equipment Embolden
You start with: When you give an inspiring speech to your allies before facing a dire
• A symbol of your authority • The equipment from your threat, roll+CHA. On a 10+ you and each ally gains 2 Inspiration. On a
Background 7-9 you and each ally gains 1 Inspiration and the GM gains 2 Fear. On
• Reliable Scale Armor a 6- the GM gains 3 Fear. During the conflict, you and allies can spend
(2 Armor, Clumsy) 1 of your own Inspiration to:
Choose one: • Act fearlessly against terrifying foes or odds
• Ornate Halberd • Sharpened Sword
(Close, Heavy, Forceful) (Intimate, Close) • Gain +1 Armor

Choose two: • Make their attack ignore Armor


• Polished Shield (+1 Armor) • Supplies (3 Uses, Slow) During the battle, the GM can spend 1 Fear to:
• Hearty Feast • Flask of Whiskey (2 Uses) • Have you or an ally roll with Disadvantage
• Healing Potion • Have an enemy inflict an additional condition on an attack

Ask Executioner
Who here is hiding something from me? When you Decree and your target chooses to attack or duel you, you
may immediately inflict a Piercing condition onto your target.
Who here did I once defy my vows to help?

Who here assisted me when I was desperate? Healthy Distrust


Whenever you Defy magic wielded by your foes, treat any result of a
Answer 6- as a 7-9.
What fallible authority rules over these lands?
Improvised Care
Who suffered when you once erred in judgment? You can spend uses of Adventuring gear as if they were Supplies.
What is your largest blind spot or weakness?
Last Stand
Favor When you mark your fourth condition, immediately refresh all of your
Armor.
Initially you Favor the PC who was once an enemy.
What changed this? Who else still hunts you both? Quest
When you dedicate yourself to a mission, describe what the
dedication looks like and state what you set out to do. The GM will
Advanced Moves You may choose one when you Level Up. give you an associated blessing. While you stay true to your goal, this
blessing remains yours. At the end of each session, gain 1 XP if you’ve
Aid for Aid
made significant progress on your quest but haven’t completed it.
When you treat someone with Supplies or Medicine, if they didn’t When you complete your Quest, immediately lose your blessing and
already Favor you they do now. either gain 3 XP, heal 3 conditions, or heal a Locked condition.

Bloodhound Robin
When you Examine outlaws, evil creatures, or sworn enemies,you You have taken on a young Apprentice (Page 26). When your
may ask one question listed below in addition to your normal Apprentice Assists you in a task, on a 12+ you both heal 1 condition.
question. The GM will always answer it truthfully, even on a 6-.

• Where are they located? The Only Thing They Fear


When you Engage or Let Fly, on a 12+ your foe also Fears you. When
• What is a vulnerability of theirs? you Scrutinize, Compel, or Decree someone who Fears you, you can
• What are they planning? use up that Fear for Advantage on the roll.

• Who is close to turning on them? There Are No Chains On Me


When you go out of your way to violate one of your Virtue’s vows,
Divine Favor instead of losing access to its boon you alter the vow to fit your
You have gained the notice of a deity. Gain the Cleric’s Divine Agent action. It is up to you how ‘virtuous’ the new vow is at all. When you
and Invoke Miracle Moves. Learn 1 Miracle now and gain your deity’s change Playbooks, you can keep any and all altered Virtues if you
Favor. You can only have a maximum of 3 Miracles known. wish. Once you have altered a Virtue you may no longer take any more
Paladin Advanced Moves when you Level Up.
Duel of the Fates
When you Decree to a sworn enemy that they fight you one-on-one, Virtuous
here and now, on a 7+ you can make an additional choice and can also Gain another Devout Virtue.
choose from these additional options:
• They won’t use cheats or tricks during the fight Grail Hunting (Requires Level 10+)
When you Quest, receive two Blessings instead of one.
• You gain +1 Armor against them during the fight

• The fight counts as intimate and prying conversation with regards Smite Evil (Requires Level 10+)
to Scrutinizing them When you condemn an enemy beyond hope, redemption, or
salvation, your attacks against them always inflict an extra condition.

196 References & Printouts - Paladin


Ranger Choose your Background, then in write the rest as +1, 0, -1 in any order

You are the guide, the hunter, the creature that stalks the border between STR DEX INT
man and beast, between safety and peril. You have made the secret paths
your highways - the hidden places your refuge. So ready your weapon,
check your rations, and fasten your boots, for you venture where no one
else dares.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful


Name
Examples: Throndir, Jonah, Ysolt, Dianna, Celion, Eloise, Gendrig,
an animal name, a dark name, a nickname WIS CHA Level
Starts at 1

Look XP
Noticeable visual traits or descriptors such as species, features, or clothing. Starts at 0
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive Limited Level Up Choices:
Based on Equipment & Abilities

Starts based on your Background.


Can be changed with the Epiphany Peripheral Move. • Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Citizen of the Wild
When you Track Down, roll+WIS instead of +nothing, and make one
fewer choice on any result.
Bestiary Knowledge
When you first encounter a beast or monster you are familiar with
Ready For Anything (your call), you may ask the GM one question about it, and they’ll tell
you the truth.
You have 4 Prep. When you Settle In, reset your Prep to 4. You can
spend Prep to use a Flashback or Honed Technique.

Flashback Backgrounds Choose One:


When you retroactively declare how you prepared for something in
advance, spend Prep as determined by the GM using the guideline Hermit
below. As a consequence during a flashback the GM may say Whether through disaster, abandonment, or choice, you were raised by the
something costs extra Prep. If you spend more Prep than you have, wilderness itself. You made its creatures your siblings and its perils your
take a condition for each remaining Prep. mentor. They make better company than civilized folk anyways.
• 1 Prep - Ordinary action, easy opportunity, no rolls required, a You can speak with and understand animals and other wild things, and
short time ago. you begin play with a trusted animal companion (see Followers on
Page 20).
• 2 Prep - Complex action, unlikely opportunity, one roll required,
some time ago. Starting Stats: +2 WIS, +1 CHA
Equipment: Medicine (2 Uses, Slow)
• 3 Prep - Elaborate action, special opportunity, several rolls
Drive: Endanger yourself for wildlife or outcasts.
required, a long time ago.
Hunter
Honed Techniques You’ve slain the true dangers that lurk in the darkest recesses of the wilds.
You have learned many skills from your time in the wilderness. You By the time others notice a threat, you’ve already arrived at its lair to put it
may spend 1 Prep to use a known Technique at any time without down. But by protecting civilization, you’ve seen how fragile it truly is.
rolling. Choose two Techniques that you know:
You have Advantage when Tracking Down a beast or monster. When
• Avoid: Roll with Advantage when Defying a physical threat. you use Bestiary Knowledge, you can ask an additional question.
• Exploit: Make an attack Pierce Armor. Starting Stats: +2 INT, +1 WIS
• Impart: Message or signal someone nearby, covertly or openly. Equipment: A dose of Serpent’s Tears (see Example Poisons, Page 25)
Drive: Shoot first, physically or metaphorically.
• Maneuver: Rapidly move somewhere nearby, overcoming any
natural obstacle or environment in the way. Sentinel
• Snare: Trap someone or something in place for a short time (you Merchants, caravans, criminals, fools - you’ve guided and protected them
may spend your Trap Kit instead of Prep to use this technique). all through treacherous lands. Countless times you’ve outmaneuvered
death, but its sting still awaits a single mistake.
• Trick: Manipulate someone nearby to move somewhere specific.
You are never caught off-guard or surprised. You always act first, even
• Vanish: Disappear within a nearby dense or obscuring if someone gets the drop on you. Additionally, you have +1 Prep.
environment.
Starting Stats: +2 DEX, +1 INT
When you Level Up, you may choose to learn an additional Technique Equipment: Flask of Whiskey (2 Uses)
instead of another benefit. Drive: Find or create a hidden danger.

References & Printouts - Ranger 197


Equipment Favored Quarry
You start with: When you declare a specific type of creature to be your Favored
• Quiet Leather Armor • The equipment from your Quarry (goblins, mages, ghosts, etc.), say how their kind wronged
(1 Armor) Background you and what you plan to do in return. Until you achieve it in full you
cannot declare another Favored Quarry. Your Favored Quarry takes an
• Adventuring Gear (5 Uses) extra condition from all of your attacks, can never surprise you, and is
always treated as a dangerous monster to you.
Choose one:
• Pair of Throwable Hatchets • Carved Spear (Close, Near) Knowledge is Power
(Close, Near) & Shield (+1 Armor) When you Ponder or Examine a monster or wild creature, on a 10+
• Finely Oiled Bow (Near, Far) gain 1 Prep.

Choose two: Mastermind


• Healing Potion • Enchanted Arrows (3 Uses) At the start of a Flashback, you may spend 1 additional Prep to gain
Advantage on all rolls made during that flashback.
• Trap Kit (Slow, Dangerous) • Bandolier of Vials (5 Uses)
One Shot, One Kill
Ask When you ambush your foe with an attack, if the GM thinks you can’t
miss, then treat your first roll as a 12+ no matter the result. If you can
Who here am I trying to guide or protect? miss, then treat a 6- as a 7-9, a 7-9 as a 10+, or a 10+ as a 12.
Who here uncovered a secret of nature with me?
Prepared For Battle
Who here frequently quarrels with me? When you enter a battle, gain 1 Prep.

Answer Scholar of the Wilds


What perilous landscape have you yet to traverse? When you Ponder creatures, monsters or the wild, you may roll either
+WIS or +INT. When you Examine a situation in the wilderness, you
What treacherous foe once escaped you?
may roll either +INT or +WIS.
What mistake or oversight cost you dearly?
Scout Ahead
Favor When you go off on your own to explore a dangerous area, roll+DEX.
Initially you Favor the PC who saved you from an unexpected threat. On a 7 or higher you make it back safely; the GM will describe what
What kind of threat? How does it still hunt you? you encountered. On a 10+ choose two. On a 7-9 choose one. On a
6- choose one in addition to whatever the GM says.
• Ask the GM one question as if you rolled a 7-9 to Examine the
Advanced Moves You may choose one when you Level Up.
area you explored (you can choose this multiple times).
• Bring something interesting or useful back, the GM will say what.
Animal Whisperer • You made preparations while there, gain 1 Prep.
When you approach a dangerous animal carefully and peacefully
roll+WIS. On a 10+ it will not attack unless provoked. On a 7-9 you Spotter
must first offer it something it wants (food, territory, etc.). When you Cooperate with someone, if you would suffer costs or
consequences from doing so you can spend 1 Prep to avoid them.
Athelas
When you forage for medicine and treat someone with it, roll+WIS. Tackle Box
On a 10+ you find just what you need - heal them of 1 Condition When you search your things for an item to help with a monster or
(slow) as if you used Supplies. On a 7-9 you find something that will wild creature, if it’s relatively cheap (1 Wealth) and common, you have
do for now - they are able to ignore 1 condition for the scene. it. If it’s expensive, rare, or unique, you may spend 2 Prep to have it.

Backup Plans Trap Master


Your Prep resets to 6 instead of 4. When you set up a Trap Kit into a trap, you and your allies can
maneuver within and around it without any danger. Additionally, gain
Big Game Hunter Advantage against any target while it is caught in a trap that you set.
There is always some creature or monster nearby that needs to be
dealt with. Whenever you like, tell the GM there is a monster in the Ready for Everything (Requires Level 10+)
region. Then answer three of the questions below, and the GM will When you use a Honed Technique, you may spend 2 Prep instead of 1
answer the remaining three questions in secret. to increase the effect in the following ways:
• How big is it? • What are its defenses? • Avoid: Roll with Advantage to Defy anything.
• How many are there? • What can it do? • Exploit: Make an attack Pierce Armor and deal an extra condition.
• Where is its lair? • What valuables might it have? • Impart: Message or signal someone anywhere, covertly or openly,
and know their response.
When you show authorities proof that the threat is dealt with, gain 3
• Maneuver: Rapidly move somewhere nearby, overcoming any
Wealth.
number of enemies, obstacles, or environments in the way.
Camouflaged • Snare: Trap someone or something in place until you release them
(you may spend your Trap Kit plus 1 Prep to use this technique).
You have Advantage to Gain the Edge in the wilderness. When you
move slowly, carefully, and calmly, you make no noise and leave no • Trick: Manipulate someone nearby to act precisely how you wish.
trace of your passage. • Vanish: Disappear within any environment

198 References & Printouts - Ranger


Thief Choose your Background, then in write the rest as +1, 0, -1 in any order

You dance among shadows and rooftops, wielding guile and wit as deftly STR DEX INT
as your knife. Let the wealthy fear your name within their locked manors.
Let their bumbling minions blindly search for you. You’ve already come,
gone, taken what you wanted, and moved on to the next mark. After all,
there’s so much wealth in this world just waiting for you to claim it.

Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name WIS CHA Level


Starts at 1
Examples: Dominic, Kieran, Lila, Scars, Riley, Raven, Marlow
a sly name, a grimy name, a bitter name.

XP
Starts at 0
Look
Noticeable visual traits or descriptors such as species, features, or clothing.
Confused, Exhausted Scarred, Grumpy
Armor /
What are the first things someone might notice about them?
Based on Equipment & Abilities
Limited Level Up Choices:
Drive • Increase a stat of your choice from +1 to +2.
Starts based on your Background. • Increase a stat of your choice from +1 to +2.
Can be changed with the Epiphany Peripheral Move.
• Take a Starting or Advanced Move from another playbook.
• Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Starting Moves You have all of these.
Tricks of the Trade
Dirty Fighting When you bypass security measures in order to steal something
When you have Advantage on Engage, you may roll+DEX instead or trespass somewhere, roll+DEX. On a 10+ you do it quickly and
of +STR. cleanly. On a 7-9 you do it, but choose one.
• Authorities will discover your trail - gain 1 Heat.
Poisoner
• Someone nearby is alerted to your presence.
You’ve mastered the care and use of a poison. Choose one example
poison from the list below, or work with the GM to create one. • There is an unexpected danger, trap, or ambush inside.
Poisons you have mastered are not Dangerous for you to use. When
you Settle In, you can create a dose of each of your mastered poisons. Backgrounds Choose One:

• Oil of Taggit: Must be consumed. The target falls into a light sleep. Criminal
• Bloodweed: Requires contact. Until they are cured, the first You’ve lead what is easily described as a ‘colorful’ life. And every time you
time the target would hurt someone each scene, they inflict no think your past is truly behind you, it once again rears its ugly head.
conditions. Gain +1 maximum Heat. When you Connect with someone from the
• Goldenroot: Must be consumed. The target treats the next person underworld, you may treat a 6- as a 7-9.
they see as a trusted ally, until proved otherwise. Starting Stats: +2 DEX, +1 STR
• Serpent’s Tears: Requires contact. The target takes 1 extra Equipment: Hidden Knives (Intimate, Near, Infinite)
condition when hurt until they are cured. Drive: Take advantage of an ally’s patience or generosity.

• Custom: Treasure Hunter


You fancy yourself a delver of lost treasure. You usually come up empty-
handed, but those other times make it all worthwhile.
Wanted When you Defy Traps, roll with Advantage. When you Examine, no
Authorities are intent on capturing you for your past crimes, whether matter the outcome of the roll you may also ask, “Is there treasure
you truly committed them or were framed. here that I don’t know about?”
You start with 0 Heat, and your maximum Heat is 4. The GM may Starting Stats: +2 DEX, +1 WIS
increase your Heat as a consequence of another Move, usually Equipment: Adventuring Gear (5 Uses)
involving public attention. Drive: Risk yourself or another for wealth.
When you Push Yourself, instead of taking a condition, you may gain 1
Trickster
Heat. How do you leave evidence of, or witness to, your presence?
Deceptions, half-truths and scams are your speciality. You might be more
When you reach maximum Heat, law enforcement knows where you comfortable in another’s skin than your own.
are and are moving to capture you, the GM will decide when and how
they appear. After they have been defeated, escaped from, bargained When Defying to pass yourself off as someone else, roll with
with, etc., reset your Heat to 0. Advantage.

When you Settle In after covering your tracks, reduce your Heat by 1. Starting Stats: +2 CHA, +1 DEX
Equipment: A Disguise Kit (5 Uses, 2 Wealth). Spend 1 use to make
yourself look like a totally different person.
Drive: Get someone to act on false information.

References & Printouts - Thief 199


Equipment Lair
You start with: You gain a Hideout with the additional unique feature:
• A dose of poison of • The equipment from your Safehouse - When you Settle In by covering your tracks and staying
your choice Background low at this Hideout you may decrease your Heat by 2 instead of 1.

• 2 Wealth Poison Expert


Choose one: You’ve mastered two more poisons from Poisoner.
• Collapsible Bow (Near, Far) • Wicked Dagger
(Intimate, Vicious) Prowler
Choose two: While you move or act quietly and/or stealthily, you are generally
• Flask of Whiskey (2 Uses) • Trap Kit (Dangerous, Slow) unnoticed by ordinary NPCs and have Advantage to Defy being
noticed. When you search for a hiding space, the GM will tell you
• Dark Leather Armor (1 Armor) • Blowgun (Near, Reload, Use where the best spot is.
Contact Poison from afar)
Pursuer
Ask A significant NPC now leads the effort in your capture. This Pursuer
Who here once committed a crime alongside me? will relentlessly chase you wherever you go, and always leads the
Who here thinks I’m scum? charge whenever law enforcement moves against you. When you
reset your Heat to 0 after dealing with your Pursuer, first gain XP
Who here am I planning to trick or frame? equal to your Heat. Next time they’ll be back stronger or better
prepared. When your Pursuer is no longer able or willing to hunt
Answer you, you temporarily lose access to the rest of this Move. When you
Who is the wealthiest person in the land? Settle In, you may tell the GM that you have gained a new Pursuer and
regain access to this Move.
What famous trick or theft made you wanted?

Who is your greatest enemy or rival?


Reflexes
You always act first when the action starts, even when surprised or
Favor otherwise caught off-guard.

Initially, you Favor the PC you owe a great debt to. Rooftop Routes
How did you come to owe them?
When you Gain the Edge in a chase, after the roll you may gain 1 Heat
to treat a 6- as a 7-9 or a 7-9 as a 10+.

Advanced Moves You may choose one when you Level Up. Suspicious Gaze
Ace Up Your Sleeve When you think something’s wrong and scan your surroundings, ask
the GM “Is there a trap or ambush here? If so, where would it come
When you cheat in a game of chance, roll+DEX. On a 10+ you decide
from?” They will answer honestly, and you roll with Advantage to
the outcome of the game. On a 7-9 you still decide the outcome of
thwart the trap or ambush before it can be brought to bear.
the game but choose one:
• Someone will try to get payback later. Tall Tales
• You’re not welcome to play here anymore. When you tell an outrageous lie that nobody in their right mind
• You gain 1 Heat. would believe, roll+CHA. On a 10+ all nearby NPCs believe you
anyway, at least until they see or hear something that convinces them
Appraiser otherwise. On a 7-9 they’ll be fooled, but not for long.
Whenever you Examine an object, you can always also ask “How
The Smolder
much Wealth is this worth?” Additionally, Valuable items you sell are
worth an additional 1 Wealth. You always look good. Even if you’re wet, dirty, beat-up, or otherwise
disheveled, you still look great. When you use your impeccable good-
Case the Joint looks and considerable charms to Compel someone, treat them as if
they Favor you, but gain 1 Heat as you are burned into their memory.
When you Examine a location with the intention of breaking in
and/or stealing something, instead of asking the GM any one question
Trust Me
you may ask all of the questions below.
As long as you show a friendly face, anyone not already actively
• What is my best way in and out? hostile towards you will treat you as a friend until proven otherwise.
• What’s the greatest danger here? Anything you say will be accepted as open honesty unless hard
• What’s out of place here? evidence is given to the contrary.
• Where do they keep the valuables?
Thieves Guild (Requires Level 10+)
Deep Pockets You have garnered a handful of like-minded accomplices. Gain a
Follower with the additional Quality - Gang: This follower is a small
Once per session, you can pull out something out of your pockets that
group of individuals instead of a single one. If all of them are present
you forgot about until just now, as if you had used Adventuring Gear.
they can assist two PCs at once. Additionally, once per session you
When you conceal a small object on your person, no one can find
can declare that your gang was already working on something as if
it unless you are bound, stripped, and thoroughly searched. You can
they were an Assistant asset (see Page 27).
conceal up to your DEX stat in items at the same time this way.
See Followers on Page 20.
Honorless
When you Refuse (see Favor Moves), roll+CHA instead of +nothing.
Additionally, on a 10+ you can choose none.

200 References & Printouts - Thief


Wizard Choose your Background, then in write the rest as +1, 0, -1 in any order

You weave the very fabric of reality, binding chaos into order and STR DEX INT
manifesting your will upon the world. While some hope for rain, you
conjure stormclouds. While others travel for weeks between cities, you
step between worlds in a blink. Some may fear and revile you for your
gifts. They do not know what magic is truly out there, or how yours is safer
by far.
Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Name WIS CHA Level


Starts at 1
Examples: Starlight, Galadir, Mortimer, Xeno, Draft, Steburis,
an alliterative name, an alien name.

XP
Look Starts at 0

Noticeable visual traits or descriptors such as species, features, or clothing.


What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Based on Equipment & Abilities
Limited Level Up Choices:
Drive • Increase a stat of your choice from +1 to +2.
Starts based on your Background.
Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.
• Take a Starting or Advanced Move from another playbook.

Starting Moves You have all of these.


See the full Level Up Move for more choices.

Evoke a Spell
When you unleash your magical talents, choose a Spell you know and Backgrounds Choose One:
roll+SPELL. On a 10+ you successfully evoke the Spell and its effects
come to pass. On a 7-9 the Spell is still successful but choose one Scholar
consequence from the list below. You’ve earned your power through sleepless years of study, effort, and
• The Spell’s Risk manifests as well. exploitation.
• The Spell’s magic drains you. You take -1 Ongoing to Evoke Spells You get twice as many uses out of Bags of Books.
until you next Settle In.
When you Ponder using a Book or Bag of Books, the GM will always
• Using it puts you in danger or draws unwanted attention, the GM
give you an additional piece of interesting (but not necessarily useful)
will say how.
information about the book’s subject.
You start with 2 Spells known. When you Level Up, you can choose to SPELL Stat: INT
Learn a New Spell instead of another benefit. Starting Stats: +2 INT, +1 WIS
Equipment: Supplies (3 Uses, Slow)
SPELL: Determined by a Wizard’s Background.
Drive: Reveal scholarly, magical, or ancient secrets.
Prestidigitation
Seer
You can easily invoke minor magical effects without issue. Slowly
Whether it be due to birth, circumstance, or utter enigma, magic is as
moving small objects, creating minor obvious illusions, generating mild
natural as breath to you.
heat and sources of light, and other similar feats are all easily within
your power without without Evoking a Spell or performing a Ritual. Whenever you’d like, ask the GM “what here is magical?” They will tell
you truth.
Ritual
SPELL Stat: WIS
When you set out to achieve a powerful magical effect, tell the GM
Starting Stats: +2 WIS, +1 CHA
what you’re trying to achieve. Any and all Ritual effects are possible,
Equipment: Adventuring Gear (5 Uses)
but the GM will give you 1 to 4 of the following conditions (separated
Drive: Use magic in a reckless or unnecessary way.
by “ANDs” and “ORs”):
• It’s going to take days/weeks/months. Sorceror
• First you must . You learned your magic from an otherworldly entity. Who are they? What
do you owe them? What do you think their agenda is?
• You’ll need help from .
When you use the symbol of your patron, they immediately appear
• It will require . before you to bargain. Initially, you and your Patron Favor each other,
• The effect will be unreliable or limited. but nothing from them is entirely without cost.

• You and your allies will risk . SPELL Stat: CHA


Starting Stats: +2 CHA, +1 DEX
• You’ll have to destroy to do it. Equipment: Flask of Whiskey (2 Uses) and a symbol of your patron
(what does it look like?)
When you perform a Ritual while accessing a source of great magical Drive: Advance your patron’s agenda or avoid an inquiry into your
power, you may ignore one requirement of your choice. activities.

References & Printouts - Wizard 201


Equipment Coven
You start with: When you Connect with a magical being, on a 7-9 you make the
• Spellcasting Tools or • The equipment from your choice instead of the GM. Additionally, no matter the roll, gain
Oddments Background Advantage Forward when dealing with that NPC or their problems.

• Bag of Books (5 Uses) Dispel Magic


When you unravel a persistent magical effect, roll+SPELL. On a 10+
Choose one:
choose 3. On a 7-9 choose 2.
• Light Leather Armor • Peculiar Robes and a
(1 Armor) Healing Potion • The dispel is permanent.
• A weaker version of the magic doesn’t linger.
Choose two: • The dispelled magic doesn’t react or lash out.
• Glowing Staff (Close, Heavy) • Pipeleaf (3 Uses) • It only takes a moment.
• Simple Crossbow (Near, • Bandolier of Vials (5 Uses)
Distinctive, Reload) Equivalent Exchange (cannot take Wild Mastery)
When you Push Yourself to Evoke a Spell, your Spell becomes Greater.

Ask Even Further Beyond


Who here is learning more about my magic? Choose a single Spell - it is always Greater by default. Furthermore, if
it would become Greater again, then its effects increase even more;
Who here do I give frequent unwanted advice to? the GM will say how.
Who here thinks my magic is too dangerous?
Familiar
Answer You have a magical companion as a Follower (see Followers on Page
20). This companion has an additional Quality - Magical: You may use
What did/do you miss due to your magic? your familiar in place of yourself for the purposes of Spell effects and
What mystery are you close to uncovering? requirements (touch, sight, range, etc.).

What happens when your magic goes haywire? Ritual Master


When you set out to perform a Ritual, you may ask the GM where
Favor the nearest source of great magical power is and they will answer you
Initially you Favor the PC you did a Ritual with. honestly. Additionally, sources of great magical power let you ignore
What was the ritual? How did it change things? two Ritual requirements instead of one.

Sanctum
When you Settle In, you can create your own place of power for the
Advanced Moves You may choose one when you Level Up. purposes of the Ritual Move. Describe to the GM what kind of power
it is and how you’re binding it to this place. In return, the GM will
Advise tell you of someone or something that will have an interest in your
When another PC comes to you for advice and you honestly tell them activities.
what you think is best, they gain Advantage Forward to do as you
suggest. Showoff
When you give sound advice to a receptive NPC, roll+CHA. On a 10+ When you wow an audience with a display of your magic, roll+SPELL.
they follow your advice as best they can and appreciate it enough to On a 10+ choose 2. On a 7-9 choose 1.
Favor you. On a 7-9 they follow your advice as best they can. On a 6- • An NPC you name is present among the crowd.
they either act against your advise or need your help; the GM will say • Your allies have Advantage Ongoing against the crowd while you
which and how. keep them focused on you.
• You are given a gift equivalent to 1 Wealth.
Arcane Ward
You have +1 Armor against spells and magic.
Spellbook
Assimilate (requires Dispel Magic or Counterspell) When you Settle In, you can exchange one known Spell for another.
When you Push Yourself to Dispel Magic or Counterspell, on a 7+
you can absorb and store the magical effect for later. The magic can
Wild Mastery (cannot take Equivalent Exchange)
then be released like Evoking a Spell, after which the stored magic When you Evoke a Spell, on a 10+ you may treat it as a 7-9 to make
dissipates. If you release the stored magic immediately after absorbing the Spell Greater.
it, you can Evoke with Advantage. You can only store one magical
effect at a time. Multitasker (Requires Level 10+)
You can maintain up to two Ongoing Spells at a time.
Counterspell
When you attempt to counter magic as it is being cast, roll+SPELL. Unlimited Power (Requires Level 10+)
On a 10+ the magic is successfully countered and doesn’t come to When you perform a Ritual, you may take a condition as if you Pushed
pass. On a 7-9 the magic is countered but choose one. Yourself to ignore one of its requirements. You may do this multiple
• You can’t use magic for a short time. times.
• The unraveled magic causes some collateral damage or side
effects.
• It’s only partially countered, a weaker version manifests instead.

202 References & Printouts - Wizard


Wizard Spells Immunity (Ongoing)
You start with two known Spells. See the Evoke a Spell Starting Move Name one specific source of harm, such as burning, cutting, lightning,
on Page 75 for details. poisonous gas, or mundane projectiles; for as long as this Spell is
Ongoing, you are immune to harm from that source (as well as any
Only one Ongoing Spell or Miracle can normally be maintained at a secondary effects; choking smoke, hypothermia, etc.).
time, though you can still use other Spells that aren’t Ongoing. You
can stop an Ongoing Spell any time. Risk: You gain +2 Armor against it but are not immune.
Greater: Nearby allies are equally protected.
The Risk of a Spell usually only happens when you choose it on a 7-9,
but something similar or worse may happen on a 6-. Invisibility
A Spell is only Greater when certain Advanced Moves say so. You or an ally you touch becomes invisible for the scene or until they
attack.
Charm (Ongoing) Risk: Either one creature can still see them clear as day, or anyone
A creature you touch is bewitched into treating you as a trusted perceptive enough might notice a shimmer; the GM will say which.
friend, and they Favor you for as long as the Spell lasts. Once the Spell Greater: The effect is Ongoing and persists after attacking. It still only
ends, they know the effects of your magic. lasts for the scene.
Risk: The entranced creature, though your friend, still doesn’t Favor
you deep down. Magic Missile (Ongoing)
Greater: They don’t remember the effects of your magic when the You conjure magical bolts that you can shoot at your enemies (Near,
Spell ends. Distinctive, Piercing). While this is Ongoing, you can Let Fly by
rolling+SPELL instead of +DEX. Gain Advantage Forward to Let Fly.
Darkness (Ongoing)
A nearby area you designate is blanketed by supernatural darkness Risk: The missiles aren’t Piercing.
while the Spell lasts. Torches, lanterns, and other mundane lights Greater: Your missiles gain the Far and Forceful tags.
within the area are also snuffed out.
Risk: Something appears alongside the darkness; the GM will say Mind Meld
what. You form a telepathic bond with a creature you touch, allowing you to
Greater: Even magical lights cannot pierce the darkness. share thoughts and emotions across any distance. You can only have
one bond at a time, and may dismiss it whenever you like.
Entangle (Ongoing) Risk: When one of you suffers a condition that isn’t absorbed by
The legs of a nearby creature, or close group of creatures, becomes Armor (other than from Pushing Yourself) so does the other, though
ensnared by roots, webs, or magical bindings. they don’t have to be the same condition.
Risk: They can break free with a few moments of concentrated effort. Greater: You can also share vision and other senses through the link.
Greater: The Spell also hurts them via thorns, choking, poison, etc.,
usually inflicting a condition. Mirror Image
You conjure two nearby illusory duplicates for the scene that mimic
Fireball your actions and appearance. Each illusion counts as +1 Armor against
You send forth a mighty ball of flame that envelops your target and physical harm and cannot be Pierced, but can be bypassed through
everyone near it, hurting them (Fiery, Area). Area attacks. When you use an illusion’s Armor it dissipates. When
you Evoke this Spell again all previously conjured duplicates dissipate.
Risk: The blast effects either much more or much less than
anticipated, the GM will say. Risk: The illusion is flawed, and can be bypassed with Piercing attacks.
Greater: The fireball inflicts an extra condition. Greater: You conjure three illusory duplicates instead of two.

Forcecage (Ongoing) Polymorph (Ongoing)


A nearby creature is held immobile in an unbreakable forcefield. While Your touch transforms a willing creature into another non-magical
the Spell is Ongoing the caged creature cannot be harmed and can creature until the end of the scene. Work with the GM to determine
detect your thoughts. You cannot leave sight of the cage or it will the strengths, adaptations, and weaknesses of the new form.
vanish. Risk: The creature’s mind will be altered too, or the form has an
Risk: You cannot act while the Spell is Ongoing (besides dismissing it) unintended and unforeseen quality - the GM will say which and how.
Greater: The cage is large enough to also encompass those within a Greater: The change continues until you release it, or the target
few paces of the target. doesn’t have to be willing, your choice.

Guardian (Ongoing) Sleep


You conjure a being of magical energy (see Followers on Page 20). A single powerful creature or a small group of weaker creatures
By default it is a Warrior with the Brutality cost, looks like a ghostly that you can see falls asleep. Only creatures capable of sleeping are
humanoid, and attacks your enemies relentlessly. Your Guardian affected, and they will awake if disturbed (noise, jostling, pain, etc.).
persists until destroyed, dismissed, or you conjure another. Choose Risk: The effect is fleeting and they will awaken soon.
two features: Greater: It affects two powerful creatures or a large group of weaker
• Adaptable: It takes the form of a previously-encountered creature creatures.
of your choice.
Spellblade (Ongoing)
• Skilled: It gains another Quality. You can pick this multiple times. You conjure a weapon of pure magic, describe it and give it one or two
• Disciplined: It intelligently obeys your orders. range tags and Piercing.

Risk: The construct also gains the Unstable cost (They can sometimes Risk: The weapon isn’t Piercing.
be a danger to you, and you have to be prepared to put up with that.) Greater: The weapon also has 2 traits from the Signature Weapon
Greater: You can choose an additional feature. enhancements. See Page 29 for information on Signature Weapons.

References & Printouts - Wizard 203

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