References Playbooks Printouts Full
References Playbooks Printouts Full
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 declare you know an NPC who could help and go
looking for them, you Connect.
When you return after being away for a session or more, and
explain your absence, you Rejoin.
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?
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.
• 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.
• 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.
• 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.
• 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.
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.
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.
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.
When you offer to share pipeleaf with someone, and they accept,
Equipment mark off a use and gain their Favor.
When you Let Fly using Enchanted Arrows, on a 7-9 you may spend 1
use to treat it as a 10+.
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:
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.
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
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
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.
6. A Friend believes that you can solve any problem, and has
recklessly promised an Enemy your assistance in exchange for a
Treasure.
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.
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.
• 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.
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.
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
• 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
When several creatures all hurt the same target together, they inflict
+1 (group) or +2 (horde) conditions.
• 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?
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?
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?
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?
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.
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.
• 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.
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
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.
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?
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.
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.
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.
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.
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.
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.
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.).
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.
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.
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.
XP
Look Starts at 0
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?
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.
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.
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.
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
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.
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.
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.
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.
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
• 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.
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.
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
• 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.
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?
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-.
• 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.
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.
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
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.
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.
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.
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.
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
XP
Look Starts at 0
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.
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.
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.