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THE

NECROMANCER
ALIGNMENT / DRIVE
Evil
BODY: You have none. Describe your astral form Sacrifice something innocent for more
power
EYES: Haunted, Glowing, Fierce
Max (6+Consitution) Current Good
CLOTHES: Ragged, Wispy Cloak, Shimmering Regain something of what you were

Neutral
Lay a lost spirt to rest

Fill in at least one with the name of a companion, or


write your own.

__________________ claims to speak for the


dead. We shall see.

When I was alive __________________ was a


dear friend, but no longer.

My current form is in part due to


__________________.

Lich
When you question a soul, you may devour
it to automatically get a 10+ result. This
will come at a cost to your own soul.

Spectre
THE NECROMANCER

Your minions are hardier, and gain 1 extra


Spirits Come Forth HP in addition to what you allocate them.
When you consult with the spirits of the recently dead, make a sacrifice and roll+INT. *On a
10+ the spirit can answer one question with perfect truth, or give you some insight unseen.
*On a 7-9, the answers will be scattered, confused, riddles or foreboding.
Planar Spirit
Your minions are violent. They gain +1
damage to their attacks.
Arise
When you give up a part of yourself to reanimate the dead, give it a portion of your HP and
an order. When you give this monstrosity an order, roll+INT *On a 10+, The minion will
attempt to complete your order to the letter, unendingly, with no regard for itself. *On a 7-9,
choose 1:
 The minion takes your order utterly literally
 The soul that you force into it despises its existence and rebels at its first chance
 The body is unwilling, coming apart and rotting as it pursues your orders

Choose one of these two to start with:

Lend Me A Hand When you arrive at the black gates, you burst them
When you create an object using your own body, others may make use of it open, burning your own soul like the wick of an
immense bomb, unleashing a horde of spirits,
Banquet of Souls ghouls, lost souls, and other unspeakable things
When you reach into a willing ally’s soul and take their energy, roll damage. You take that from beyond the barrier between worlds.
much health from your willing ally and may transfer it to anyone or anything you desire.
Death is probably not very happy with you.
The Horde Deepened Darkness
When you are surrounded by the dead and Take whichever starting move you didn’t
summon them as a horde, roll +CON. *On a already.
10+, you raise all the dead around you in one
You have no gear. Your weapons are willed massive horde, give them a single word Remembered Past
into existence by your thoughts, and any command. *On a 7-9, your command is Memories from before your untimely end
attempt to use items will be hindered by your followed to the letter, not the spirit. come flooding back – take a move from
lack of corporality. another class, treating your level as one

THE NECROMANCER
Been there, Done that lower for choosing the move.
All you truly own is your Phylactery, which Gain +1 to all Spout Lore rolls related to death
houses your soul. Who owns it, and what does and the dead. Darkness Spread
it look like When you spread yourself through the
Spirit Walk room, enveloping it in shadow, roll +CON.
You may temporarily step into the world of *On a 10+, you cover the room, quenching
spirits, walking amongst them, through all light, putting your foes (and only your
physical barriers in the real world. foes) in darkness. *On a 7-9, your darkness
lets something unforeseen in along with it.
Blood tells a tale
When you investigate a scene of violence,
Blood Bomb
roll +INT. *On a 10+, you use the blood in the When you pour your necrotic power into a
scene to recreate the events perfectly *On a living creature at range, spend up to 4 HP
7-9, you still recreate the scene, but choose 1 and roll +HP spent. *On a 12+, roll 2d4 *On
 The blood creation becomes violent after a 10, roll 1d4 *On a 7-9, roll 1d4, but deal
the recreation damage to yourself as well.
 A crucial detail is missing
The creature’s blood explodes.
Infuse Soul Bind
When you spend about an hour infusing a
When you bind two souls together roll
soul into some gear, choose one below. You
+WIS. *On a 10+, what happens to one
may only do this once per gear:
happens to the other, in a reduced way, as
 It gains either +1 armor or +1 damage
long as they are within roughly the same
when it most needs it
area. *On a 7-9, the effect is reduced
 Its user may have the equipment function
further, only lasting for a short time before
without their control for a short time
the binding comes loose.
 The equipment can phase into the ghost
realm, becoming invisible for a short time
These effects last until the next time the gear
sees the sun

Power over Death Repent


When you stop your ally from taking their last When you blaze into the eyes of a living being
breath, roll +CON. *On a 10+, roll damage and give and see their end, roll +WIS. *On a 10+, you
them that much of your own HP. *On a 7-9, you do burn the reality of their death on their mind,
the same, but you lose something much more they are shocked and unable to act properly for
important than HP, the GM will tell you what. a while *On a 7-9, they break, going berserk.

Corpse Explosion Turn the Tables


Requires: Blood Bomb When you take more than half your health in
The damage for your blood bomb increases to 2d4 damage in one battle, roll +CON. *On a 10+, you
take all that damage and return it to a single
target, then heal 1d4. *On a 7-9, choose 1:
Flesh Golem
When you weave the bodies of several corpses  The energy is weakened, dealing only a
together roll +INT *On a 10+ you create a colossal quarter damage
flesh beast.  The effect is roughshod, dealing 1d4 to all
Give it a portion of your life force, then double that your allies as well
for the beasts HP. The beast has 1 armor, and  You rupture something in the barrier
understands complex instructions. Its arms are between worlds, Death sees you.
weapons, pick two: Messy, Reach, Fast, +1 Damage,
Forceful Master of Death
*On a 7-9, as above, but do not double the life force, When you use necrotic power to fuel a ritual,
and only select one for its weapons On a miss, the tell the GM what you’re trying to achieve. This is
mess of bodies you bind together fails in some awful always possible, but the GM will give you one to
way. The GM will tell you how. four of the following conditions:
 It will kill you
Shades  It will kill someone you care about
When you create a copy of yourself out of shadows,
 First you must _______
roll +INT. *On a 10+, pick 2 *On a 7-9, choose 1:
 It will attract Death’s eye
 Your shade takes on any form  It will require _______
 Your shade is semi-intelligent and can follow
complex orders Fake Death
 Your shade is deadly in combat, roll an extra D4 You are able to place yourself, and any willing
when dealing damage parties into a fake-death state. In this state you
are for all intents and purposes, dead. Only
Strengthened Spirit Death himself can tell you are not.
You may now will yourself into a semi-corporeal
form at will, allowing you to use items, pick up
objects and wear armor, for a short time.
Human: Hanzo, Hideyoshi, Hosokawa. Elf: Takeda, Soji, Takasugi.
Dwarf: Yasuke, Oda, Jack. Halfling: Araki, Mori, Miyamoto.

The Way
Justice
BODY: Old, Muscular, Scarred When you act in the name of justice, mark
XP.
EYES: Grey, One Eye, Bold
Max (8+Consitution) Current Courage
HAIR: Shaved, Cut off Ponytail, Long. When you place yourself in real, mortal
danger for the sake of another, mark XP.
SKIN: Tattooed, Smooth, Weathered
Duty
When you set aside your own goals to help
your party, mark XP.

Fill in at least one with the name of a companion, or


write your own.

__________________ has the true spirit of


Bushido at heart.

My master has called for __________________’s


head.

I owe __________________ a great debt, that I


may never repay.

Sworn
The Way of the Blade You are sworn to a master. In return for
When you use your skills in the service of another, pick one from below. your service, you may ask one favor of
 For the Honor – When you Defend or Aid, you may spend 1XP to treat a Miss as a 10. them per session.
 For the Battle – You always deal damage on a Hack and Slash.
 For the Money – Set your price before you give your services, you will be paid, somehow. Dishonored
 For Duty – Gain +1 to Defy Danger when you act to save another. You are marked as one who has abandoned
Only one of these can be active at any one time, and stop after you have completed your task or their ideals. Gain +1 forward when dueling
abandoned it. in a ‘fair fight’.

Honorable Blood Symbols of State Ronin


When you challenge a worthy, intelligent You own something that marks you as a
THE SAMURAI

You are a wanderer, bound to no path or


opponent to a fair duel, roll +CHA. *On a 10+, Samurai, choose one from the list below man. You do not need leverage to parlay
choose 2. *On a 7-9, choose 1: with lesser authority figures.
A brilliant blade (+1 Piercing)
 You set the time
 You set the place Ostentatious armor (+1 Armor)
 You set the victory terms A horse
 You set the weapon
A large family crest (Leverage for When you die, speak an oath to your blade. It will
Parley with relevant authority figures) complete that oath, one way or another.
Choose one of these two to start with:

Shogi
Hirelings will always start with at least 2 Loyalty to you, and will accept training as payment for
their services

Always Learning
When you duel another player to train, roll +DEX. *On a 10+, you both hold 1 *On a 7-9, either you
or they hold 1, you decide. During battle, you may spend this on one of the following;
 Both of you deal damage at the same time to the same foe after a Hack and Slash
 Lend the other up to 5HP
 When Aiding, whoever you aid gains +1 armor till you stop
Family Blade Ancestral Aid
You have earned the right to wield your When you speak the name of an ancestor
family’s weapon. Take The Fighter’s into your blade and ask for a boon, roll
Max Load (8+STR) Current
Signature Weapon move. +WIS. *On a 10+, the spirit of your
You carry something. ancestor appears and grants you a boon, as
Simple Food (4 uses, ration) Mounted Archer best it can. *On a 7-9, it appears but can
When you fire a bow from your mount, roll only speak to you or give you advice.
Traveling Gear (5 uses, 1 weight) +DEX. *On a 10+, you may deal an extra 1d6
A letter of invitation (1 uses) damage or move to an advantageous position The Art
in addition to dealing damage. *On a 7-9, When you create a work of art, choose a
Choose your weapon: choose 1: theme below and ask your GM how long it
Katana (Precise, Close, 2 weight) will take, then roll +CHA. *On a 10+, you
 You weren’t paying attention, and have
have the materials to create it. *On a 7-9,
Odachi (Forceful, Reach, 3 weight) ridden to a bad spot
you need something special, your GM will
 You drop something, and now its back
Wakizashi and Tanto (Hand, Thrown, 1 tell you what.
there
weight)  You collide with a foe – deal 1d6 damage  Battle – Grants you +1 Damage to your
Choose your defenses: but you fall from your horse next attack
 Compassion – Grants you +1 to Parlay
Heavy Armor (Clumsy, +1 Armor, 3 weight)
Way of the Shadow the next time you speak

THE SAMURAI
Light Robes (1 weight) When you act with dishonor, tricking a foe  Temperance – Can be burned to
during battle, roll +DEX. *On a 10+, inflict a restore your HP
Choose one:
debilitation of your choice. *On a 7-9, your
Yumi and a few arrows (2 ammo, Far, 2 trick succeeds, but at the cost of an allies Honed Training
weight) trust, either lose a bond or -1 loyalty to a Take the starting move you didn’t take.
hireling
Trap bag (3 uses, 1 weight)
Blade Catch
Warrior Code When you are caught without a weapon
When it relates to combat or battle, you may and about to be attacked, roll +DEX. *On
Discern Realities with STR. a 10+, you grasp the enemies weapon as it
comes down, breaking it in two. *On a 7-9,
Ninja Tools you still grasp the enemies weapon, they’re
You have trained in the ninja arts, and when not letting go.
you have some time to prepare, you may
build 1 of the following: High Samurai
As long as you own your armor, it loses its
 2 Bombs (Near, Forceful)
clumsy tag.
 Caltrops (2 uses)
 Flash bomb (Near, Stun)

Iaido Greater Ninja Skills


When you draw your weapon swiftly, roll Requires: Ninja Tools
+DEX. *On a 10+, deal damage +1d6, and you Take any move from the Thief playbook
begin battle ready to fight. *On a 7-9, deal
damage, but your foe has a repose ready.
Ancestral Onslaught
Requires: Ancestral Aid
Deadly Iaido When you speak your familial name into
Requires: Iaido
your blade, roll +WIS. *On a 10+, your
When you draw your weapon swiftly, setting blade strikes with a horde of undead. Your
all sense of self aside, roll +DEX. *On a 10+, attacks gain the following tags for a short
you kill your foe. *On a 7-9, you take time; Ignores Armor, Forceful, Magic. *On
damage, and end up disarmed. a 7-9, still add the tags, but your ancestors
demand a sacrifice – offer something.
Clash of Weapons
When you cross blades with a worthy foe, Lifelong Student
roll +DEX. *On a 10+, you disarm your Replaces: Always Learning
opponent. *On a 7-9, you may still disarm
When you duel another player to train,
them, but you’ll take damage if you do.
you now get 2 Hold, and add the following
 +1 to any Defy Danger as long as
Battle Calm you’re both involved somehow
When battle rages around you and you take
a moment to breath, roll +WIS. *On a 10+,
choose 2. *On a 7-9, choose 1:
The Art of War
You have become a world renowned
 You know exactly where to strike to end master in one of the great art forms. Select
this quickly one from the list below.
 You know what attack is coming next
 You regain your composure, recover 1d6 Tea (You may ask the GM any question
HP about someone who drinks your tea)
Calligraphy (You may write a
A Stone in the River recollection of any one event, without
When you take more than half your health in any lies or untruths clouding it)
damage in a single battle, roll +STR. *On a
10+, you let the pain wash over you, and bring Origami (Your folded sculpture is alive
you peace. Gain +2 to your next roll and gain for an hour and counts as a village
1 armor until the fight is over. *On a 7-9, you level hireling)
still gain the above, but pick either DEX or Poetry (Your poem gives you an
STR to become debilitated after the fight. insight into a coming battle. Ask the
GM one simple question about it, and
they will answer as best they can)
Human: Katarina, Dredd, Haller Automaton: Gabranth, Hicran, Stone
Dwarf: Gnarl, Sqwarf, Immon

ALIGNMENT / DRIVE
Justice
BODY: Stoney, Portly, Bladelike When you impose your will over a group of
others, and introduce a new rule of law,
EYES: Missing, Green, Brown. mark XP
Max (6+Consitution) Current
HAIR: Bald, Wild, Tamed. Balance
When you undo an unjust ruling, through
SKIN: Burnt, Glowing, Calloused. force or otherwise, mark XP

Vengeance
When you slay one of those that destroyed
your kind, mark XP

Fill in at least one with the name of a companion, or


write your own.

__________________ has broken one of our most


sacred laws.

I have taught __________________ some of the


most basic law-making, and I hope to teach them
more.

There is none I long to judge more than

__________________.

Speak The Words Battle Law


When you are in a place of your people’s Just as battle becomes inevitable, you may
power and speak a new, coherent law, declare a rule, such as no armor, no ranged Lawkeeper
burn something of its old ways and roll attacks, banning a certain kind of magic, You may Spout Lore on the laws (natural
+CHA. *On a 10+, the world buckles under etc. and roll +CHA. All combatants, friend and otherwise) of anywhere, without books
your command, the GM will tell you how, or foe, must follow your rule. *On a 10+, or justification for that knowledge.
but your law becomes Rule. *On a 7-9, choose a punishment from the list below:
There’s a complication, either it will take a  Deal 2d6 damage to the offender Exile
long time, needs more power or something You fled the fields when the killing began.
 Place a tracking mark on the offender
is opposing you, the GM will tell you which. You start with a horse, grant it 2 tags from
 Strip the offender of their weapon or
armor the Ranger’s companion sheet
Choose one of these two to start with:  Debilitate the offender
*On a 7-9, choose a punishment from the
list below:
Natural Laws When you begin the game, write down a law
When you speak to the natural forces of  Deal 1d6+1 damage to the offender
the world, roll +CHA. *On a 10+, you may  Place a temporary tracking mark on for what happens when your kind falls. Seal
Parlay with it. *On a 7-9, you may speak to the offender it, and hand it to the GM. When you die, have
it, but not ask it for anything  Strip the offender’s weapon or armor them read it aloud.
of a useful tag
THE JUDGE

Enforced Words
When you either make an agreement or
preside over one, you may place your
hands on both parties and leave a mark. If
either side breaks the agreement, this mark
burns, dealing 2d6 damage and allows the
other to track them
Call The Blow Convincing
When you’re separated from your weapon When you spend some time speaking with
Max Load (9+STR) Current call its name, then roll +CHA. *On a 10+, It someone, take +1 to parley with them.
cuts a path to you at all costs. *On a 7-9, It is
You carry: impeded on the way, but not before you get a Flow
Dungeon Rations (5 uses, ration, 1 weight) sense of its location Your voice is power, and musically it’s
empowered tenfold. When you sing
Contract Writing Equipment (3 uses, 1 weight) Injunction uninterrupted, one of the following happens,
A Map To Anywhere (3 uses, magic) Supernatural beings are bound by words. which?
When you bind ghosts or demons by
Choose your weapon:  Someone is healed for 1d4
speaking, roll +CHA. *On a 10+, The creature
 Someone is calmed for a moment
Hammer of Justice (Close, forceful, 1 weight) is stuck in an area you define, no smaller than
 Someone is infuriated
a basic room, no larger than a house. *On a 7-
Cutlass Of Contracts (Close, precise, 1  Someone is moved, literally, 6 feet or so
9, this effect only lasts as long as you speak.
weight)
Sickle of Scrutiny (Reach, messy, 1 weight) Origin Erratum Doublespeak
Requires: Enforced Words
Choose your defenses: You may take the starting move you missed
during character creation. The mark’s effects against you are limited. It
Heavy Plate (3 armor, clumsy, worn, 4 weight) now only deals half damage and grants
tracking only within a roughly city sized area.
Massive Shield (+1 armor, awkward, 2 weight) Amended Battle Law
When you declare a battle law, roll +CHA.
Helm of Might (Physical Resistant, 2 weight)
*On a 10+, Hold 2. *On a 7-9, Hold 1. During Mounted Call
Choose one: the battle, you may spend hold on the Requires Background: Exile
following tweaks to that law: You may call a mount from anywhere, to
A short list of True Names (4 uses)
 Allow an ally to break the law for a single anywhere, and it will come. The GM may give

THE JUDGE
Key To The Place Within The Folds (2 uses, you one of the following conditions:
action with no downsides
magic, 1 weight)
This key allows the user to slip into a pocket
 Change the law, once  It will be tired
dimension for a brief time; there they will find  Add one more punishment  It won’t be what you expect
anything they need that may be readily available in a  It’ll be unruly or difficult to ride
standard city. Food, water, even basic weapons or
equipment. The space is limited, fitting one
True Speaker
comfortably, but 4 would be a squeeze. Pick one of the following options, you may Broken Bonds
converse with it as if it were speaking With a few minutes and writing implements,
common: you may sue an item of bondage for the
 Rocks freedom of whoever it holds. The item may
 Trees make a counter demand, ask the GM.
 Dirt

Surface Law Create Power


When you demand nature bend for you, roll When you wish to create a place of power, ask
+CHA. *On a 10+, it heeds your law, moving as the GM if the land could support one, if so, they
you command. *On a 7-9, it does as you ask, will give you at least one of the conditions
but with great anger. It will not forget. below:
 You’ll need an artifact of your people
Elemental Command  You’ll need help
Choose an element you have power over. When  You’ll need time, lots of it
you call this power to your weapon, roll +CHA.
*On a 10+, choose 1. *On a 7-9, still choose 1, Restitution
but the power is too much, the GM will tell you
Requires: Broken Bonds
how::
As well as being able to sue items of bondage,
 The element strikes your weapon from you may now sue any item of force or harm.
above, deal damage to all foes within Reach Additionally, you may seek damages, pick one
 The element empowers your weapon, gain a of the following:
relevant tag for a short time
 Create a barrier of that element before you  Damages – The item must inflict 1d8
damage on a target of your choice
 Repairs – The item will disintegrate, and
Contract with The All heal the target of your choice for 1d6
Declare a law that you can never ever break.
 Demand – Item must share one bit of
Celibacy, vegetarianism, silence, poverty,
important information with you
whatever it is, under no circumstances can you
break it – the universe itself prevents it. Tell
the GM how. Truer Speech
Replaces: True Speaker
Rejoinder You may pick one more from the True Speaker
Requires: Contract with The All list, or one from below:
In a place of your people’s power, you may  Water
change your contract with the All. Offer some  Fire
token of your devotion to this new path as you  One specific animal kingdom
do.
Witness
Loophole When you see a law, natural or otherwise,
No contract or rule is perfect. If you have a broken, roll +INT. *On a 10+, the law breaker is
minute, you can find a loophole in any order, marked as guilty visibly and clearly to the local
law, contract or rule. Tell the GM what it is. culture or society. *On a 7-9, they are marked,
but only the most astute guard would notice,
and they might not care.
Human: Theokid, Segin, Gerald Elf: Grundoch, Eba, Dunneila
Dwarf: Vontrin, Kresan, Agnoub

College
Dragon
BODY: Wiry, Built, Dangerous Use brute force to protect another
- Your body is a mountain,
EYES: Cats eyes, Wolfs eyes, Snake Eyes immovable. When you plant
your feet and take a stand,
Max (8+Constitution) Current
HAIR: Long, Messy, Shaved you cannot be moved until
you die.
SKIN: Pale, Scarred, Dark
Cobra
Gain the upper hand with underhanded
tactics
- You excel in poisons, traps,
bombs and tricks. You always
have the materials to throw
something together, even in
the heat of the moment.

Unicorn
Cast the right sign at the right moment
- No one is as good at signs as
you are. Pick an extra sign at
character creation.

Dire-wolf
Make a hard choice, when no one else will
- In your hands, any and all
weapons are deadly. Pick one
tag below, all weapons you
use gain that tag; Precise, +1
Damage, Forceful, Messy.

Fill in at least one with the name of a companion, or


write your own.

__________________ stayed at my college for a


summer.
The Corruption
I am indebted to __________________ after they
Something happened to you. The school that took you in subjected you to horrific trials, had you
helped me on The Road.
imbue devastating concoctions and left you without one of the following emotions; Love, Humor,
Sadness, Fear. I can not trust __________________, not yet.

The Corruption allows you to prepare and imbue potions. Pick one from the list of potions and
pick another every time you level up. When you spend uninterrupted time meditating with your
materials, you:
 Lose any potions you have prepared
 Prepare new potions of your choice equivalent to your level
Replaces the default death move
When you die, consume every potion you know
Signs and roll 2d6.
Your training included learning some minor combat magic known as signs. You have mastered one On a 10+, your potions bring you back from the
of these, pick from the list below; brink, and you gain all their effects for a short time
 Push, the Sigil of Force – You generate a swift force from your palm, knocking back a foe before collapsing unconsious.
slightly and creating an opening On a 7-9, your potions effects kick in, but you’re
 Trap, the Sigil of Containment – You create a small magical trap that can ensnare a foe for a going to die. Go out in style.
moment
THE HEXER

 Flame, the Sigil of Combustion – You can ignite small fires, hot enough to distract an enemy
or set fire to some dry wood
 Shield, the Sigil of Protection – After casting this sign, you can act without defying danger
once.
 Tongue, the Sigil of Persuasion – Can cloud the mind of a single foe for a moment.

Choose one of these two to start with:

The Road
Your life is a constant journey, traveling from place to place in search of contracts on
monsters. When your journey brings you to a new location, roll +CHA. *On a 10+, you
find a solid lead and a good contract, describe it to the GM. *On a 7-9, the contract was
vague, unhelpful or the pay is far below what it should be, the GM will tell you which.

Alchemist
While all Hexers are skilled at brewing potions, you’re better than most. Every time you
prepare potions, prepare one additional potion. In addition describe a potion of your own
creation and add it to your list.
Basic Oils Hunter of Monsters
You have mastered basic oils. When you The corruption sharpened your mind and
Max Load (10+STR) Current meditate you may now select one oil to your senses. When you track down a
apply to your blades. monster (Human or otherwise) roll +INT.
You carry something. *On a 10+ you catch their scent and find a

Rations (5 uses, ration, 1 weight)


Viper Style clue to their true identity. *On a 7-9 you
When you parry an attack in a brash way, only get an idea of their whereabouts
Adventuring Gear (5 uses, 1 weight) roll +DEX. *On a 10+, disarm your opponent
A Steel Blade (2 weight)
and deal damage. *On a 7-9, deal damage Whirlwind
and pick one: When you find yourself surrounded facing
A Silver Blade (2 weight) down multiple foes, roll +DEX *On a 10+
 Drop something vital
treat all foes as a single opponent when
A Supply of Herbs and Alcohol (3 Uses, 1 weight)  Lose your footing and drop to the ground
rolling Hack and Slash. *On a 7-9 you find
Choose your defenses: yourself free of the crowd, but now they
Sense of Magic have something of yours
Long Armored Coat (2 Armor, Worn, Clumsy Gain a second Sign.
3 weight)
Advanced Oils
Lithe Leather Coat (1 Armor, Worn, 1 weight) Hexers Work Replaces: Basic Oils
Linen Shirt You’re the foremost knowledge on beasts and
You have mastered Advanced Oils. When
monsters. Whenever you get the scent or
Choose one: you meditate you may now select two oils
trail of one, roll +INT. *On a 10+, you identify
to prepare, one basic and one advanced.
A Bomb Pouch (3 uses, Thrown, Exploding, 2 the beast and tell everyone its weakness, your
weight) party gains +1 Forward against the monster.
*On a 7-9, you have a good idea what it is but One Spark
A Collection of Poisons (3 uses, 1 weight) nothing concrete. Tell everyone your idea. You’ve learned how to make small
explosives. Every time you meditate you
A Magic Detecting Amulet (1 weight) prepare a bomb. Pick two tags; Messy, +1
Unnerving Presence Damage, Stunning, Forceful, +1 Piercing, Gas
You strike a terrifying visage. when you
negotiate with someone you may roll your
STR instead of CHA When I get my memory back
You don’t remember a lot. Maybe it’s
Dulled Emotion because you died that one time, or maybe a
troll stole your memory. Either way, when
Thanks to your corruption, nothing phases
you meet someone for the first time and
you anymore. When someone tries to
you might know them, roll +INT. *On a 10+
intimidate you, or you find yourself in a
Tell the GM how you know this person and
terrifying situation, roll +INT. *On a 10+ you
what leverage you have over them. *On a 7-
instantly take cold charge of the situation.
9 Tell the GM where you think you know
*On a 7-9 you see the solution, but just can’t
them from.
make others see it too.

Advanced Potions They’re both for Monsters


You’ve refined your potions to their peak. You have two swords, one is steel, one is
You may now prepare Enhanced potions silver. Both are for monsters. When using
when meditating the right blade on the right kind of
monster, roll an additional 1d6 damage.
Master Oils
Replaces: Advanced Oils …is all it takes
You’ve mastered the art of blade oils. Replaces: One Spark
When you meditate you may now select You’ve mastered the fine art of bomb
two oils to prepare, from any category. In making. Each time you meditate, prepare
addition you invent your own Oil. Write it two bombs and give them a special effect
in the space provided. in addition to the tags.

Killing Monsters Pick a Side


You’ve become an expert in the field of Not everyone gets along all the time, and a
monster slaying. Whenever you Spout
Lore about any beast, on a 12+, tell the
GM two facts about it. On a 10, tell the GM
one fact and one rumor.

Prepared
Hexer is often in the middle of things.
When you find yourself between two
warring sides about to get violent, pick a
side and roll +CHA. *On a 12+, you find the
third path, tell the GM your answer to their
problems. *On a 10-11, you see through the
bullshit and find the real problem. *On a 7-
THE HEXER
You were ready for this. Just as
everything is going wrong, roll +INT. *On 9, you buy your side some respite, but at a
a 10+, pick one. *On a 7-9, pick two, but great cost
one goes wrong.
 You had set the perfect trap just for
Deeper Corruption
this occasion When you kill a notable foe, roll +INT. *On
a 10+ you harvest some essential part of it,
 Swap one of your oils for a potion, or
deepening your own corruption. Discuss
vice versa
with your GM a special ability you gain.
 You told an ally you might need them
*On a 7-9, you gain a one use potion for
right about now
that ability.

Magician
Replaces: Sense of Magic
You may pick an additional sign.
Potions
Every time you meditate select a number of potions up to your level from those you know and mark off that many herbs.

Vital Vile Blood Storm


Basic Basic Basic
A basic potion that embues you with a This posions your own blood, if any foe bites Enhances your already naturally amazing
burst of energy and vitality. Heal 1d8 you deal 1d6 damage. reactions to a super human level. When
when embued. Enhanced embued, time slows for a moment and
Enhanced Your blood also becomes acidic and corrosive you move faster than anyone in the room
In addition to healing, you also ignore Enhanced
pain. Remove any statuses you have Dream You are speed incarnate. Take two actions
until the potion runs out. Basic without invoking defy danger, at the same
Flushes any contaminants out of your time
Night's Eye body
Basic Enhanced
Shark
When embued, this gives you perfect Grants total immunity to toxins and Basic
eyesight in darkness. poisons You can breath underwater for a short
Enhanced time
You can sense foes even when you don't Thunder
see them, through walls and other Basic
materials Forces blood to your muscles and grants _________________
an increased strength. When dealing
Isildor damage roll an additional 1d4.
Enhanced Enhanced
Super charges your signs for a short Deal an additional 1d4 damage and gain
time, Aard hits like a hurricane, Ignis either Messy or Forceful to your attacks
will set a room ablaze, Quen reflects
damage, Yrden inflicts 1d6 on anyone
caught in it and Axii will convert one foe
to your side.
Potions And Oils

Oils
Every time you meditate select one oil to apply to your bladess.

Cursed Oil Varmint Oil Blood Oil


Basic Basic Basic
Deal an additional 1d4 to demons Deal an additional 1d4 to humanoids
Deal an additional 1d4 to animals

Blinding Oil Corrosive Oil Flash Oil


Advanced Advanced Advanced
On a 12+ on Hack and Slash, your On a 12+ on Hack and Slash, remove On a 12+ on Hack and Slash, an
foe is temporarily blinded 1 armour from your foe explosion comes from your blade, knock
close enemies to the ground

Paralytic Oil Fire Oil _______________


Master Master
On a 12+ on hack and slash, your On a sucessful Hack and Slash, ignite
foe is unable to move until you apply your foe.
the counter serum
e
TheGr atDee
tci
tve

Sandy
Pug
Games
Human: Sherlock, Marple Dwarf: Marlowe, Columbo
Elf: Poirot, Morse, Drew

DRIVE
Justice For Justice’s Sake
BODY: Unassuming, Towering, You are in this to see the world put in
order, to embody the great laws that make
EYES: Beady, Too Old, this world right. You may use Startling
Max (Consitution+8) Current Deduction to treat laws and bureaucracy
HAIR: Well-Kempt, Wispy, as you would a crime. Mark XP when you
uphold the spirit of the law.
SKIN: Papery, Smooth,
The Great Game
You’re in this for yourself, it’s all about the
chase for you, and if you weren’t a
detective, you’d probably be the greatest
criminal mastermind the world has ever
seen. When you Work The Case hold 1,
even on a 6. Marx XP when you sacrifice
personal comfort for the job.

Fame And Glory


Your name remembered forever – that’s
what it’s all about, your genius recognized
as it should be. When entering a new town,
you can probably be recognized and use
your renown as Leverage when Parleying
with authority. Mark XP when word of your
deeds spreads somewhere new.

Fill in at least one with the name of a companion, or


write your own.

__________________ has been a suspect in


several of my cases.

I see potential in __________________.


THE GREAT DETECTIVE

I will never be able to teach __________________


a single god damned thing.

Work the Case Startling Deduction Although not a brilliant thinker, there is none
better than __________________ to have by my
When you have at least 3 solid clues and lay You have the greatest mind for criminal
side in a tight spot.
out the facts as you see them, roll +INT. *On investigation of your generation. When you
a 10+, hold 3. *On a 7-9, hold 1. Spend hold on walk into a crime scene of any sort, ask
the below within the next hour or so: the GM to tell you 2 clues you notice, then
 You identify whoever is immediately tell everyone 1 more that you found.
culpable.
 You know where your foe is hiding
 You know what is missing, and where to
find it.
 You deduce something of the crime or its
perpetrator – their mood, their resources,
their intent or their next move.
You’ve been running the long con all this
Make sure to tell everyone how these
deductions came to you. time, and here, at the end of all things, comes
your master stroke. Every single action, every
person you’ve met, and every crime you’ve
Order and Method solved is just another cog in this machine.
When you enter into necessary roughness, Reveal the truth, the real truth, and vanish.
and purposefully take a moment to analyze
an opponent, hold 3. You may spend this hold But of course, you’ve never been one to let
to add +1 to any single roll for your or your grass grow beneath your feet – you may pick
allies, but you must describe the critical detail
a new playbook, and return triumphantly.
you picked up on that you’re exploiting.

Choose one of these two to start with:

My Business is To Know
You have a superhuman knowledge of a fringe subject: mycology, soil composition, chemistry,
lineages or something else. Tell the GM what it is and note it here:

The Game is Afoot!


You’re rivaled in your tracking ability only by the bloodhounds. If you have an article of clothing, a
footprint or some of the target’s hair, you can find them, eventually.
An Actress, and Avenger Most Foreign Manner
When you take on a persona, roll +CHA. *On a You can perform a small amount of
10+, your visage is impenetrable, you become prestidigitation: vanishing small objects,
Max Load (9+STR) Current this new character. *On a 7-9, this effect planting them, etc.
happens.
You carry:
When You’ve Lost, You’ve

THE GREAT DETECTIVE


Dungeon Rations (5 uses, ration, 1 weight) Mountebank Lost
Investigation Gear (5 uses, 1 weight) When you try to get someone to say too much,
When you place the bait and set a trap, roll
roll +CHA. *On a 10+, choose 2. *On a 7-9,
Choose your weapon: +INT. *On a 10+, pick 2. *On a 7-9, choose
choose 1:
2, the GM will tell you which backfires:
A Small Pistol (Ranged, 6 Reload, Loud, 2  They reveal a name they shouldn’t
weight)  You draw your target into your trap
 They reveal a place they shouldn’t
 You catch them unarmed
Sword Cane (Reach, Fine, Precise, Hidden, 1  They reveal an object they shouldn’t
 They have no backup coming
weight)
Queensberry Rules (Hand, Forceful)
Obvious Facts Rebel At Stagnation
When you analyze coded or secret language,
Get one move from either the Ranger or the
Choose your defenses: roll +INT. *On a 10+, you can read it as if it
Thief class.
were your mother tongue. *On a 7-9, you know
Winter Coat (Warm, 1 Armor, 1 weight)
what you’d need to decode it.
Fetching Attire (Fine, Official) Linger In Eternity
You have some knowledge of clairvoyance.
Choose one: The Character Of The Victim When you pose a question to the dead, roll
When you look over a corpse, roll +INT. *On a
Glamour Mask (3 uses, Glamoured, Magic, 1 +CHA. *On a 10+, the dead speak, answering
10+, declare 3 things about the victim that
weight) as best they can. *On a 7-9, choose 1:
become clear under your trained eye. *On a 7-9,
Chemistry Kit (3 uses, 1 weight) one of those things is false, the GM may or may  Their answer is broken, lost in the ether
not tell you which.  The spirit is full of misdirected fury
Collection of Obscure Books (3 uses, 1  You get answers – from the wrong ghost
weight)
Talent Sees Genius
Pick the starting move you didn’t at Character On a miss, prepare for the worst.
Character Gen.
Gen.
Education Never Ends
A Complex Mind Requires: My Business Is To Know
When you enter your mind palace to Your studies have concluded, and you have
remember something, roll +INT. *On 10+, it is gained an encyclopedic knowledge of
as if you’re physically there, you can physically another fringe subject. Tell the GM and write
explore that space, ask questions, etc. *On a 7- it down.
9, the space is flawed, missing details or
dangerous.

Nothing So Important As Trifles My Own Shadow


Requires: Education Never Ends You may create a double of yourself, once per
You’ve dedicated your life to Knowing. Unless day or so. The double is intelligent, able to
there’s a good reason otherwise, you probably reason and convey what it learns back to you. It
know at least something about whatever niche is intangible, cannot fight, and will vanish if
or esoteric subject is at hand. attacked; otherwise it will follow your
instructions to the best of its ability, and then
merge with you on the next moonrise.
The Quiet Moments
Replaces: Linger In Eternity
Your powers over the dead expand, now. When
221B
Replaces: A Complex Mind
you call out to the dead, roll +CHA and ask 3
Through will and training and study, you have
questions. *On a 10+, they answer, drawing on
made your mind palace a real place, stored
the world of the dead for information. *On a 7-
within a small item you keep on your person.
9, choose 1:
You may bring others into this space, and it is
 The spirits are angry with your request furnished to your liking. You may choose 2
 They demand a trade amenities within:
 The void swallows an important detail
 Enough beds for the party to rest and
recover
Dog On The Scent  A meticulously categorized archive of case
Crime does not escape your notice, despite all files
its attempts. When you suspect a crime has  Investigative tools
taken place, but have no proof ask the GM,  A Lab
they will give you your first clue.  A Library

Little Grey Cells The Game Is Up


If, during an investigation, the perpetrator or When your foes get the drop on you, roll +INT.
their cronies force you to defy danger, you may *On a 10+, choose 2. *On a 7-9, choose 1:
treat a 7-9 as a 10+. Additionally, on a 12+, you
also gain a clue toward your current quarry  You act before they do
 You laid a trap
Fine Flow of Language  You force their leader into a bad spot
Requires: Obvious Facts
In addition to being able to decode almost any
I Have My Plans
When you find yourself trapped or bound, roll
coded message or secret language, you have
your own code, in which you are fluent. You +INT. *On a 10+, secretly, you have the upper
hand here. Tell everyone how. *On a 7-9, you
may declare anyone who has a Bond with you is
believe you have the upper hand, tell everyone
also fluent in this language.
how.
Human: Rouge, Crimson, Carmine Elf: Garfeldal, Upea, Deforlia
Dwarf: Lovat, Azuline, Celadon

DRIVE
BODY: Lithe, Small, Coltish
Collector
When you identify an unknown beast
EYES: Determined eyes, Hopeful eyes, Wide-eyed
Battler
HAIR: Ruffled, Short, Hat When your beasts win an important
Max (6+Constitution Current struggle
SKIN: Fair, Olive, Dark.
Trainer
When you help your beasts overcome a
challenge

Fill in at least one with the name of a companion, or


write your own.

__________________ has wronged a beast and I


will teach them the error of their ways.

One of my beasts has bonded with


__________________.

One of my beasts hates __________________ and


I don’t know why.

Trained Since Birth


You’ve trained for this since you could
walk. When you identify A Beast your
allies gain +1 Forward against it

Be The Best
You’ve dedicated yourself in your quest to
put every other tamer to shame. Whenever
Identify A Beast you Spout Lore on beasts, tell the GM
Your training in the art of soul taming left you with an overwhelming repository of knowledge on something in addition to the normal move
every imaginable beast When you identify a beast in the wild roll +INT. *On a 10+ describe its effects
THE SOUL TAMER

main weakness and its main strength. *On a 7-9 describe its strengths.
Bound By Blood
Capture A Beast These beasts are your life, and you pour
Through magic, you’re able to bind a beast to your soul and store it within your body. When you your soul into their taming and training.
attempt to capture a wounded beast roll +CON. *On a 10+ you capture the beast and add it to When you Capture a Beast pick one
your collection. Write it down in one of your beast slots and immediately give it relevant tags *On additional tag.
a 7-9 you capture it, but the effort drains you, and you must surrender one of your previously
caught beasts or opt to let this new beast escape. If you choose the latter, you will be able to
track it later.

Release The Beast


When you unleash one of your souls, roll +CON. *On a 10+, your beast springs forth, ready for
battle and will heed your commands to the letter. *On a 7-9, your beast emerges, but has a mind of
The bonds between you and your beasts are broken
its own – the GM will tell you how. You may only have one beast out at any one time, and it must
on death, and their souls rampage in your honor.
stay relatively close to you.
After a failed Last Breath, every beast you had
inside you emerges. Describe what happens.
Your Beasts
As a soul tamer, you’re able to capture and store the souls of beasts within your own body. You can
store only 4 beasts within you, if you capture any additional beasts you must release one as you do.
As you collect beasts, write their names, type and tags below, You may give each beast up to two
tags. Example Beast Tags
Your beasts can fight for you, but as an extension of your soul, any damage they take is taken by
Stealthy, Magical, Cautious, Forceful, Flying,
you also.
Shadow, Light, Seeking, Returning, Hot, Amorphous,
Aflame, Multishot, Hardened (1 Armor), Deadly(+1
Damage)
Training Cooperation is Key
You train with your beasts intensely, making Your bond with the beasts deepens. Pick one
Max Load (7+STR) Current them stronger – you may now grant beasts an of your beasts, whenever it is out, you gain +1
additional tag. Forward as if it’s aiding you. If this beast
You carry: leaves you make transfer this to another

Rations (5 uses, ration, 1 weight)


We’re gonna need a bigger boat beast.
When you prepare a trap for a beast, roll +INT.
Taming Gear (3 uses, 1 weight) *On a 10+, you know the perfect spot, the right Special Trick
bait and the proper kind of trap. *On a 7-9, When you take this move, discuss with the
A token of your prowess
choose 2: GM a special move for one of your beasts and
Choose your weapon: replace this with it.
 You know the right spot
Net and Chain (Reach, Thrown 3 weight)  You know the perfect kind of bait
 You know the correct kind of trap They Can Smell Fear
Boomerang (near, returning, 1 weight) When you interrogate someone while a beast
Bolas (near, far, 2 weight) Unexpected Ally is out, roll +INT. *On a 10+ your beast
communicates a secret emotion and its source
Choose your defenses: Choose one other character you have had a
to you, *On a 7-9, you only get an idea of the
bond with and one of your beasts. You teach
Buff coat (1 armor, 1 weight) emotion.
them some of your tricks, and they are able to
Armored leather coat (2 armor, 3 weight) command your beast during battles.
Last Ditch
Loose clothes When you sacrifice a beast to save yourself,
The Journey roll +CON. *On a 10+, your beast explodes in
Choose two: Your practice takes you far and wide, and
a fury of soul fire, deal damage to any foes
Trap making gear (3 uses, 1 weight) you’re used to long trips. When you Undertake
and buy your escape. *On a 7-9, you still
a Perilous Journey you only eat half rations.
A map (1 weight) escape, but the spirit of your beast will
return…
Healing potion (2 uses, 1 weight) Breeder
You have discovered how to combine the souls
d

of two beasts. When you make camp and fuse


World Renown
two souls, create a new creature with one tag Your legend precedes you. When you discern
from each, then roll +INT, *On a 10+, choose 2, realities about a person that may know you,
*On a 7-9, choose 1: gain +1 Forward

 The beast gains an extra, unexpected Tag.


The GM will tell you which Distance Learner
 The beast’s skin is like rock, it gains Your beasts can now work for a short time at
Armor 1 much further distances.
 The beast is a genius – pick a basic move,
the beast grants +1 Forward to that move

Deeper Training Teamwork, Dream Work


d

Replaces: Training You can now sustain two beasts being out at

THE SOUL TAMER


Your beasts have hit their pinnacle, grant the same time. When you release a second
them one additional Tag and either Armor 1 beast *On a 7-9, pick one:
or +1d6 Damage.  The second beast is wild and does not
listen to your commands
Mutation  Maintaining two beasts saps your energy,
When your beasts overcome an Take -1 Forward as long as you have two
overwhelming threat, roll +INT. *On a 12+, out.
they evolve, shifting into a higher form. Hold
2. *On a 10+ the evolution is imperfect, Hold Hail Mary
1. *On a 7-9 the mutation fails, but your beast Replaces: Last Ditch
is intact.
When you sacrifice a beast to save yourself,
 It sprouts a new body feature, pick one; *On a 12+ the beast survives, returning to
wings, claws, more eyes, better ears, a your soul to recover. *On a 10+, deal an
tail, long tongue additional 1d6 damage to all foes.
 It grows defenses, pick one; spikes, gas,
speed, hard shell, camouflage, regrowth My Best Friend
 It grows offenses, pick one; acid blood, Requires: Favored Child
breath attack, sonic attack, shoots spines,
The bond with your favored beast has
explodes, poison
deepened. When you see the world through
its eyes, roll +INT. *On a 10+, you see with
Deeper Soulbond clarity through the beasts senses. *On a 7-9,
Your soul swells with power as your beasts pick two:
grow in strength. You may now hold up to 5
beasts within you.  The effect tires the beast, returning it to
your soul when you’re done.
 The vision is blurred, the senses
My Quest confused.
When you reach the end of session, and you  Doing so places your own body in danger,
are answering the questions for XP, include the GM will tell you how.
“Did my bond with my beasts grow?”
Internalized Power
Favored Child When you devour one of your beasts, lose 1
One of your beasts now refuses to re-enter XP and roll +CON. You gain some of the
your soul and walks beside you. Take the beast’s power for a short time *On a 10+,
Rangers Animal Companion move for this choose 2. *On a 7-9, choose 1:
beast.
 Gain an additional +1D8 damage
 Grow one of its body parts
 Regain full HP
Human: The Wind, Faceless, Silence, Elf: Tree, Mountain, Road
Automaton: M0use, R@, M0ng00se. Dwarf: Stone, Rock, Steel

DRIVE
Your body and face is merely the last person you Assassin
Take the life of someone important
took. Describe them; without leaving a trace

Max (6+Consitution) Current Spy


Obtain information that you’re not
supposed to have

Saboteur
Be a wrench in the gears of a plan

Fill in at least one with the name of a companion, or


write your own.

__________________ has seen my true face.

I trust __________________ with the secret of


my Changing.

I have stolen __________________’s face before.

Trained
Your powers come from intense training
and unending discipline. You partially
retain some of the last person you shifted
The Network into – you may use on of The Changing
You belong to an extensive network of spies, assassins and others trained in the art of stealth options for them once, for a short time.
and subterfuge. When you need something from this network, roll+CHA and spend 100 gold.
*On a 10+, you make a meeting and what you need is available. *On a 7-9, it comes with a
catch. You have a job to do, the GM will tell you about it.
Magical
Your abilities are magic in nature, you may
merge the last two people you Changed
The Changing
THE NAMELESS

into. You decide how.


When you take the face of a fallen foe, roll +CHA. *On a 10+, Hold 2. *On a 7-9, Hold 1:
 You steal their face, making it your own Unknown
 You steal their body, making it yours You have no idea where these powers
 You steal their voice, speaking as they do come from, but the network loves you. You
 You steal their mannerisms, moving as them only have to spend 50 gold to get
something out of them.

Pick one of these two:

Master of Blades
When you strike from the shadows with a small blade, roll +DEX. *On a 10+ roll an additional When you approach the dark gates, roll 2d6.
D6 damage. *On a 7-9, deal damage, but someone saw your true face. On a 10+, you steal the face of someone long dead,
and escape death’s gaze
The Arrow On a 7-9, you steal death’s face. They are not
When you take an incredible shot, roll +INT. *On a 10+, you calculate the wind, distance and pleased.
gravity perfectly, describe the path your arrow takes and deal damage +1d6. *On a 7-9,
something went wrong with the shot, pick one and deal damage:
 It hits someone unexpected
 It’s not lethal - -1d4 damage
 It was a tracing shot – they know where you are now
Clean Safe
When you need to hide a body, roll +INT. You learn how to pad your outfits with
Max Load (5+STR) Current *On a 10+, there’s a convenient container on inconspicuous armor. Add Armor 1 to any
hand. *On a 7-9, the container is inadequate clothes you wear.
You carry something. in some way, the GM will tell you how.
Rations (5 uses, ration, 1 weight) Informed
An obscuring cloak (1 weight)
Quiet When you spend some time learning about
When you hide in plain sight, roll +CHA. *On your target, roll +INT. *On a 10+, Pick two,
Gloves a 10+, your disguise holds up. *On a 7-9, and you were unnoticed. *On a 7-9, Pick
choose 1: one, and someone saw you;
Choose your weapon:
 You’re mistaken for someone else  Describe their location
A bloodied dagger (hand, precise, 1 weight)
 Your disguise fails at the last minute  Describe their guards
The finest bow (near, far, 1 weight)  To make the rouse work, you must give  Describe their routine
up something important  Describe their trap
Wire (hand, precise, 1 weight)

Accident

THE NAMELESS
Choose your defense: Armed
A fake warrant (1 use) When you make it look like an accident, roll Pick a weapon. It always has the
+INT. *On a 10+, describe a conveniently undetectable tag.
Inconspicuous Clothes (1 weight) placed opportunity. *On a 7-9, the GM will
100 fake gold pieces tell you something about the situation, it’s up Deadly
to you to make it work. When you attack without being seen, roll
Choose two:
an additional D4 damage.
A contract Network
A bodybag of holding (3 uses, 1 weight) You’ve risen in the ranks of your network and Shifting
now have an apprentice. Create a Keep Level You are mastering the art of Changing. Add
Poisons (3 uses, 1 weight) Hireling with no cost. If they die, replace the following two options when you roll.
them with a new one.
Throwing daggers (3 uses, near, far, 1  You steal their memories, making them
weight) yours
Equipped  You steal their skills, working as they
When you have time and some tools, make
do
one of the following;
 Bodybag of holding (3 uses, 1 weight)
 A fake warrant
 Poisons (3 uses, 1 weight)
 One Trick Arrow (Describe the trick, 1
use, 1 weight)

Silent Touch
You’ve gotten good at being quiet. Pick an You’ve learned a new way to Change. When
action below, you can do it without making a you touch a person for a short time, preform
sound; a Changing, but include the following. *On a
 Walking 10+, you change for a short time. *On a 7-9,
your change is imperfect (The GM will tell you
 Communicating
how), and you could change back at any
 Killing
moment.
 Hiding

Misleading Manipulating
When you convince someone to do something
When you cause a distraction, roll +CHA.
they shouldn’t, roll +CHA. *On a 10+, you
*On a 10+, it works, misleading people,
prove very convincing, unless it would kill or
describe how. *On a 7-9, your distraction
hurt the, they do as you say. *On a 7-9, they
works but there’s a close call – your GM will
still do what you say, but with unintended
tell you how.
consequences.

Professional Safer
You have worked hard to become what you
Replaces: Safe
are. From now on your kills are always (pick
one); You’re the master of modification – add
Quick another point of Armor to any clothes you
Clean wear.
Quiet
Consuming
Commanding When you absorb your fallen foe but don’t
Requires: Network take their face, roll +CON. *On a 10+, you
consume them, removing their body and roll
You now stand at the top of a branch of the
2d4 Healing *On a 7-9, the absorption is
network. When you need something from
imperfect, roll 1d4 healing and gain a
this network, it no longer costs any Gold.
disfigurement till you can next take a face.

Morphing Seeing
Requires: Shifting
When you know roughly where your target is
Your Changing powers have reached their and one fact about them, forget the fact and
peak. From now on, when you take the face roll +INT. *On a 12+, you take control of their
of a fallen foe, *On 12+, you all but become body for a few moments. *On a 10+, you see
that person, indistinguishable from them. through their eyes for a moment. *On a 7-9,
you still do, but they know you were there.
Dwarf: Otacon, Ofdensen, Oracle. Elf: Wall, Rose, Zinnia.
Ghost: Tank, Omega, Ace.

ALIGNMENT / DRIVE
Hacker
BODY: Vaporous, Automata, Flesh(?) Break an unbreakable lock

EYES: Rapid, Dead, Warm Support


You share your hosts HP Protect someone from certain death
HAIR: Plugged In, Shaved Off
Researcher
SKIN: Tattooed, Odd, Scarred Discover a closely held secret

Fill in at least one with the name of a companion, or


write your own.

__________________ is your host.

You’ve scryed upon __________________ and


know their true intents.

The Earth will quake for __________________,


this you know for sure.

Magic
Your mastery of the arcane arts is what
allows you to project across the world and
commune with the party. At the start of
every session, pick one spell of your level
or below from The Wizard’s spellbook. You
may cast that spell as if you were a Wizard.
Projection Application Analysis
For whatever reason, you prefer your own When you break a seal, magical or Technology
fortress to fieldwork; as such you appear to otherwise, roll +INT. *On a 10+, you’re in,
Through an implant, some gadget or
the party via projection, hosted by another breaking apart whatever kept the seal
perhaps some kind of signal, you stay in
player. Your projection is incorporeal, but together. *On a 7-9, You’re in, but they
touch with the party from the safety of
must remain within Reach of your host. were ready for you and had a failsafe, your
your techno-palace. Once a session, give
GM will tell you what happens next.
the party use of one of the following tools:
Situational Analysis
When you take a moment to cross- Force Projection Comms – The party is able to speak to
examine a place, person or device with When you assist your host by each other, regardless of distance
your records, roll +INT. *On a 10+, choose compromising the enemies defenses, roll
Targeting – You may Aid with any
THE HANDLER

2. *On a 7-9, choose 1: +DEX. *On a 10+, remove the use of either
attacks, regardless of you, or your
 You get its name, tell the group their weapon, or their armor, for a short
host’s, position
time. *On a 7-9, still remove their weapon
 You get its background, tell it
or armor, but you take damage. Telemetry – Using arcane tech, you’re
 You get an idea of its true purpose,
able to get information on a location
explain it.
you’ve yet to visit. Before traveling,
 You get who was responsible for it,
Spout Lore on your destination
name them.
Upgrades – Add a temporary tag to a
Choose one of these two to start with: piece of equipment

Hard Light Parameters


By overloading your projection, you’re able
to become physical for a very brief window,
allowing you to interact with your
environment.

Incorporeal Extension
Once a day or so, you can overload your
The final blow thunders back through to your own
projection to extend your incorporeal
mind, shattering you. As your host dies and your
nature to your host for a very brief
mind cracks, you funnel your last energies to your
moment.
greatest invention, an alchemical mechanical device
high above the world, sending a black blue column
of flaming magic down on your last target. It
obliterates them. And probably a bunch of other
stuff too.
Abstracted Matter Malleable Shape Construct
Requires: Hard Light Parameters Your projection becomes malleable. It must still
You are able to transport small objects roughly be the same mass and volume, but it
(about the size of a human skull) back to can be any shape.
Your projection carries nothing. your base by touching them for a few
Choose your weapon: seconds. You’re also able to conjure them to Information Retrieval
your hand. Whenever the party rolls 6 or below on a
Weaponized Soundwaves (Precise, Reload,
Spout Lore check, give a half-truth or hearsay
Far)
System Override about the topic in question.
MagiForce Ramming Rune (Forceful, Stun, Magical systems are everywhere. When you
Hand) try and bend one, roll +INT. *On a 10+, Untethered
Your sanctum contains the greatest collection of choose 2. *On a 7-9, choose 1: You have mastered projection, and may now
information about your host’s chosen expertise  It takes barely any time leave your host as long as there is light enough
in the world and the following (Pick 3):  It doesn’t attract attention to see. If you encounter darkness, your
projection returns to your host.
A library of advanced medical texts  You circumvent any counter-measures

Endless rows of mechanical and


Hardpoint Circumvention Advanced Application Analysis
technological designs Requires: Application Analysis
When you quickly analyze a foe for a

THE HANDLER
An information engine, able to compute and weakness, roll +DEX. *On a 10+, tell the Before breaking the seal, you may probe the
calculate incredible algorithms group what it is, any attacks utilizing this magic and ask the GM one of the following
info get +1 forward. *On a 7-9, you identify questions:
A athenaeum of rare, lost and banned books
a weakness, and miss the trap its bait for.  Who made this seal?
The only remaining Zarthisum Crystal,  How powerful is this seal?
contained Ally Augmentation Protocol  What makes this unique?
An elite squad of messenger bats When your party needs aid and you reroute
your magicircuts to help them, roll +INT. Enhanced Research Tactics
*On a 10+, hold 2. *On a 7-9, hold 1, spend You have immense registers containing details
hold on the following options; on almost every person in the world. When you
 Augment a roll as if you rolled 10+ on an spend time looking someone up, pick 1, and
Aid move the GM will pick 1:
 Grant a party member one of the  Describe a weapon or armor they’re famed
following tags for their next attack; for, and give it a tag
Forceful, +1 Damage, Piercing, Returning  Describe a technique or device they
invented
 Redirect an enemy attack to another
 Describe a Bond they have with someone in
target the party

Assuming Direct Control Revitalization Daemon


When you catch someone unprepared or on When your host hits 0 HP and takes their Last
their last legs and hijack their body, roll Breath, you may Aid them.
+CON. *On a 10+, you immediately gain
control of their form for as many minutes as Maximal System Override
their remaining HP. *On a 7-9, you gain Requires: System Override
partial control of their form, they will resist.
In addition to the usual effects, on a 12+ you
may completely rewrite the system to your own
Egress Strategy purposes. It must use roughly the same magical
When the party needs an exit, now, roll +INT. energy.
*On a 10+, you find one, its close by and they
can get to it safely. *On a 7-9, choose 2:
Procedural Motor Assistance
 It’s further away than preferred When your host lacks the physical skill to
 It’s guarded accomplish a task, you may temporarily bestow
 Your foe knows about it a specific physical ability, roll +INT. *On a 10+,
They become a master in the physical act; it
Baseline Upgrades lasts as long enough to finish the act. *On a 7-
You may take whichever starting move you 9, either they become a learned amateur at the
didn’t at character creation. task, or it lasts half as long as they’d need. You
decide.
Aggressive Packet Analysis
You may lay down a magical trap using any Longford Hack
residual magic in the area. Describe its When you catch a foes full, unbroken
effects and triggers, and the GM will give you attention, roll +DEX. *On a 10+, choose 2. *On
one or two of the below restrictions: a 7-9, choose 1. The effect lasts until they black
out:
 It’ll take an hour to build, maybe two
 It’ll take some kind of sacrifice.  You rewrite their optics, making them
Something important unable to see anyone else but you
 It’ll be more than you want  You rewrite their motor function, locking
 It’ll be obvious them in place
 It’ll be less than you’d like  You rewrite their memories, confusing their
allegiances
Crypto-Geographic
Manipulation
You have managed to unhinge your Sanctum
from this reality, placing it in a safe space
between worlds, and once per day you may
open a portal here for your allies to join you
Human: Rock, Jazz, Electro, Funk. Automaton: Brass, Steel, Iron, Gold
Dwarf: Spleen, Arm, Beat, Punk

ALIGNMENT
BODY: Deadly, Cold, Hard. Chaotic
Confront an important foe and take their
EYES: Steely, Sharp, Clever. power

HAIR: Swish Hat, Proper Hat, Flowing Hair. Max (#+Consitution) Current Good
Place yourself in the way of an evil force
CLOTHES: Tight, Uniform, Long Coat

Fill in at least one with the name of a companion, or


write your own.

__________________ has many skills I would like


to acquire.

I have learned from __________________ before


and they do not know it.

__________________ is an ally against my


nemesis.

Dwarf
When you observe and mimic an ability
from wildlife, take one extra Hold

Human
When you take and wield a weapon from a
Fight Like a Shadow foe, take +1 Forward on your next attack
You have a supernatural ability to copy moves, skills, stunts and actions that you observe.
When you fighting foes of comparable shape, roll +INT. *On a 10+, you copy their style and
learn how to slip through their defenses. Ask the GM two questions about their fighting style
Automaton
One of your weapons is a part of your
and how to exploit it. *On a 7-9, you get the basic gist, ask the GM one question either about
body. Describe how;
their style or how to exploit it.

Watch and Learn


When you observe and mimic a non-combat action, roll +INT. *On a 10+, Hold 3. *On a 7-9,
Hold 2, *On a Miss, Hold 1 in addition to whatever the GM says:
 Improve on the original move. You gain +1 Forward. If you’re mimicking another player,
they also gain +1 Forward
 You remember the action for later
 You use your other skills in addition to theirs, putting yourself in a better place than
whoever you mimicked
 You move faster than what you’re mimicking, finishing before them
 Mimic at the same time as observing
When you Die. Choose one of your
THE MIMIC

Claimer of the Fallen Blades


When you fell a mighty foe, you may take their weapon. You have mastered it long before abilities or weapons, pass it on to
your hand touches it. Remove any clumsy tags it would have, as long as you use it as they did. an ally.
Quick Shot Impersonation
When you are outnumbered and laugh at You have honed your mimicry skills to an
Max Load (8+STR) Current the danger, ready your crossbow and take art. When you pretend to be someone
fire at up to 3 targets at once, in rapid else, your performance is perfect, unless
You carry something. succession, roll+DEX. *On a 10+, you hit all you act out of character for that person
Dungeon Rations (5 uses, ration, 1 weight) your targets in a stunning display of speed,

Bolts (3 ammo, 2 weight)


roll damage+1d4 and divide the damage as Try it this way!
you see fit. On *7-9, you hit half your When you show a friend their own move,
Choose your weapon: targets, as quick as you can, but not quick and offer advice on how to do it better,
enough. you take a hit, but roll damage Roll+Bonds. *On a 10+, they gain +1
Crossbow (Near, Far, 1 weight) and Short and divide it as you see fit ongoing to using that move for the next
sword (Close, 1 weight)
few hours. *On a 7-9, they gain +1 forward
Crossbow (Near, Far, 1 weight) and spear Memorize This to the next time they use that move
(Reach, 1 weight) You remember the last 3 actions you
Choose your defenses:
mimicked. Become what you kill
When you kill a major foe, you have
Leather Cloak (1 armor, 1 weight) Innate Skill learned their skills, danced their dances
Bare chested, massive shield (2 armor, 3 You've watched enough creatures and and dueled with them, Come up with a
weight) people moving to remember it in your move that embodies them with the GM and
bones. When you Defy Danger, you can replace this one with it.
Choose two: use your INT instead of DEX if you are
Adventuring Gear (1 weight, 3 uses) repeating something you have seen before. Multiclass Initiate
More Bolts (3 ammo, 2 weight) Get one move from another class. Treat
Watch Me Move your level as one lower for choosing the
A book of Actions (3 uses, 2 weight) When you Aid Another, you may use INT move

THE MIMIC
instead of Bonds
Multiclass Dabbler
I can remake it Get one move from another class. Treat
When you spend a moment examining a your level as one lower for choosing the
foes weapon after taking it for yourself, move.
roll +INT. *On a 10+, Apply 2 of the
following tags. *On 7-9, apply 1; [Forceful,
+1 Damage, Precise, Messy, Close, Reach

Memorized That Memorized Trick


Replaces: Move Choose a move from another party
You remember the last five actions you member. So long as you are side by side or
mimicked share a Bond with that class, you have that
move
I can rebuild it
Replaces: I can remake it More than what you kill
Replaces: Become what you kill
When you spend a moment examining a
foes weapon after taking it for yourself, When you kill a major foe, you have
you master it and its techniques, then learned their skills, dueled and danced a
apply your own. Add any 2 of the following deadly game of death with them. Come up
tags to it; [Forceful, +2 Damage, Precise, with a move that embodies them with the
Messy, Close, Reach, Thrown] GM and replace this one with it

Try it better! Instant Shot


Enhances: Try it this way! Replaces: Quick Shot
When you use Try It This Way, on a 12+, You're a whirlwind of death with your
you can use that move and gain +1 Forward crossbow, moving so quickly it's hard to
to it. They gain +2 Ongoing. pinpoint you. When you use Quickshot,
you can target any number of foes in one
shot and roll damage+1d8 on a 12+
Fight like You
Enhances: Fight like a shadow
When you Fight Like A Shadow, in
addition to whatever you gain, you also
remember the maneuver you did and take
+1 forward to repeating it again within the
same battle. Also, *On a 12+ you may ask
the GM one question about the foe, outside
of their combat style, in addition to the
usual 2 questions.

Dual Wielding
Your muscle control is beyond approach,
you may dual wield two crossbows with no
penalty. When you shoot with two
crossbows, deal an extra 1d6 damage
Human: Ryonal, Sythnic, Trevor. Richard.
Dwarf: Clumbs, Rugard, Foltark.

ALIGNMENT
CLOTHES: Battle Dress, Traveling Clothes, Bare chested Good
Slay a creature of the night
EYES: Strong, Barbaric, Kingly
Neutral
HAIR: Red Hair, Hooded, White Hair Max (10+Consitution) Current Learn about a new monster or threat

Fill in at least one with the name of a companion, or


write your own.

_______________ has fought by my side before,


and I owe them one.

_______________ is watched by the darkness, I


must protect them.

_______________ would make a great ally against


the darkness
THE VAMPIRE KILLER

Tools of the Trade


When you reach into your equipment to find the right tool for the job, roll+INT. *On a 10+,
Gain 3 Hold to spend on any of the below equipment. *On a 7-9, Gain 1 Hold to spend on any
of the below equipment *On a 6 or less, Gain 1 Hold, but something will go wrong with your
equipment. The GM will tell you what.
 Throwing Dagger - Flies true, buying you a moment while the target deals with it
 Throwing Axe - Sails high in the air, over cover and shields
 Invisibility Potion - When drunk, grants momentary invisibility
 Holy Water - Shatters on the ground, setting fire to any creatures of the dark in the
area.
 Boomerang - Throw a large spinning boomerang that sweeps the room, tripping and
catching foes off guard

Whip Move
When you use your whip to cross a gap or get somewhere quickly, roll +DEX. *On a 10+,
you're there in an instant, no problem. *On a 7-9, you're there, but choose one:
 A threat is waiting for you!
 You can't get back the same way!
 Your landing is precarious, and you take a tumble!

The Power of the Curse


As long as you are fighting a monster you have sworn to slay, you gain +1 armor
Ancient Weapon A Miserable Pile of Truths
Your whip has been passed down from When another player comes to you for
generation to generation. When you face a foe advice on hunting monsters and beasts,
Max Load (8+STR) Current that has felt its sting before, deal +1d4 damage tell them what you know. If they act upon
You carry something. Empowered Tools your advice, they gain +1 forward and you
You learn how to build new equipment, add the mark XP
Dungeon Rations (5 uses, ration, 1 weight) following to your equipment:
Adventuring Gear (5 uses, 1 weight)  Fire Whip – Your whip is coated in a magical
Counter Attack
When you are knocked back, or to the
Your Whip (Precise, 1 weight) fire for a short time
ground, you steel yourself and grip your
 Watch – Time seems to slow for a moment,
Choose your defenses: weapon. Gain +1 forward to your
only for you
comeback.
Inherited Knights Armor (2 armor, 2 weight, Knowledge of the Dark
clumsy) When you spout lore on a creature of darkness, Stout Ally
Buckler Shield (1 armor, 1 weight) AND you reveal one weakness about the monster in You gain a hireling that fights with you in
question. your battle against the forces of darkness.
Battle-skirt (1 armor, 1 weight)
Enough talk… Describe them. They are functionally a
Choose one: When you prepare to storm the lair of a creature Keep Level Hireling, stat them as such
2 Healing potions (1 weight) of darkness, describe one of their signature
deathtraps or minions. Take +1 forward against Die Monster!
An old Jewel dealing with them When you call out to a monster and
The Family Crest Improved Whip declare your quest to vanquish evil, you
You spend some time enhancing your whip. Add enter one-on-one combat with them. Gain
one of the following tags to your whip; Messy, 1 +1d4 damage against that target, and -4
Piercing, Reach, Forceful against any other targets. The foe will not
break from attacking you until one of you
Whip Tricks falls.
When you use your whip to trip or disarm an
enemy, roll +DEX. On a 10+, choose 2 On a 7-9,
choose 1. On a miss, choose 1, but you've put
Speed Kills
yourself in a tight spot, the GM will tell you how. When you perform a highly challenging
acrobatic move, you momentarily stun the
 You trip them, sending them to the floor nearest foe you land beside as you surprise
 You pull whatever they’re holding out of them with your feat.
their hands
 You clear the area, scattering nearby foes
 An ally takes +1 Forward against the foe

THE VAMPIRE KILLER


Legendary Weapon Deadly Luck
Replaces: Ancient Weapon There is always a convenient chandelier to
Your whips sting has been felt throughout time. whip to, enough handholds to climb or wall
When facing a foe who has heard of your hanging to slide down. Whenever you make a
legend, deal +1d8 damage Defy Danger +DEX roll, you may describe a
convenient part of the building, room or scene
Greater Empowered Equipment
Requires: Empowered Equipment You don’t belong in this world!
Replaces: Die Monster!
You learn how to build new equipment, add the
following to your equipment: When you call out to a monster and declare
 Javelin - A large spear that can be throw your quest to vanquish evil, you pull them and
through two targets or cover and pins the any minions nearby into one-on-one combat.
first foe hit Gain +1d6 damage against the target. They
 Sacred Gauntlets - Fly at your foe with cannot break from your melee unless you allow
great speed and deliver a furious sequence it.
of blows in an instant, skip defy danger to
get there.
 Grenade - A small sphere that explodes
when thrown., knocking anyone in range to
the ground and deafening them for a
moment

Enhanced Whip
Replaces: Improved Whip
You bind magic and elements to the metal and
leather of your whip. Add one of the following
elements to your whip: Fire, Lightning, Ice,
Earth, Water, Wind, Light

The True Power of the Curse


Replaces: Power of the Curse
As long as you are fighting a monster you have
sworn to slay, you gain +2 Armor
Human: Lucifel, Azrael, Camael, Raziel, Uriel Elf: Amon, Lucifer, Eblis, Malphas

ALIGNMENT
Chaotic
BODY: Ripped, Scarred, Ruined. Upset a balance

EYES: Demonic, Angelic Evil


Max (8+Consitution) Current Wrest control of a situation from someone
HAIR: Horns, Halo, Long or something

SKIN: Golden, Red, Unusual Good


Place yourself in harms with selflessly

Fill in at least one with the name of a companion, or


write your own.

__________________ was always going to run


into me

__________________ has seen my black before,


and knows something about it I don’t

__________________ despises my abilities, I must


show them otherwise
THE HACK AND SLASHER

Elf
You are far more at home in the air than
on the ground, when Defying Danger by
leaping into the sky, take +1 Forward

Human
You and your weapons are inseparable.
Flurry Fate Forged In Fire Anytime you lose them, they will return to
When you unlease a barrage of ranged You duel wield a pair of unusual ranged you when you most need them
attacks at a group of foes roll +DEX. *On weapons. They are one of a kind, no one
a 10+, you explode into a furious whirl of else in the world has a set of these babies.
projectiles and spins, all of your foes are You alone have mastered the tricks and
pinned down and you deal damage to one techniques in their usage and incorporated
of them. *On a 7-9, you move like the wind them into your fighting style.
and get a few shots off but your weapons How did you get these weapons?
fail you. Your GM will tell you how. Deal
You can taste the freedom of death
Damage to one target. A gift from the Gods and the release of your pacts –
A pact with the Demons when you hit 0 HP roll 2d6. *On a
Legacy 10 you steal back a breath of life,
There is something in your past, a Invented and forged them yourself
forgotten family member, a rival or unseen Choose an Enhancement and a part of your soul, from those
foe. When you Miss on Carouse, you may
Blades and Spikes (Add Melee tag) that snatch at it. *On a 7-9, you
take any of the following choices instead
of the ones listed; Well Made (-1 Weight)
must make a new pact with
 Your forgotten family member seeks High Caliber (+1 Damage)
something on the other side to
you out come back.
 A nemesis hears of you Your weapons are 2 Weight, Reload, Far.
 A pact, gift or skill comes back to Describe them below
haunt you
Bladestorm Dash
Your blade is deadly fast, years of training or When you make any attempt to move between
Max Load (6+STR) Current demonic pacts or gifts from above pay off as two foes, as long as you damaged one of them
you erupt in a furry of swipes, stabs and recently, you may sprint to the next without
You carry; swings. When you go all out on a foe, roll defying danger provided there is ground
Dungeon Rations (5 uses, ration, 1 weight) +DEX. *On a 10+, you overcome the foes between them.
defenses soundly. Inflict a debility of your
Your Weapons choice and gain +1 forward to your next attack. Smash the State!
Ammo (2 ammo, 0 weight) *On a 7-9, only inflict a debility. When you facedown an enemy more powerful
than you, and laugh in its face, roll +CHA.
Choose your weapon:
Launch *On a 10+, choose 2. *On a 7-9, choose 1:
Longsword (Close, 2 weight) When you try to launch your enemy into the  Take +1 Ongoing on all Damage rolls
air, roll +DEX. *On a 10+, Deal Damage and against them
Steel Gauntlets (Touch, 1 weight)

THE HACK AND SLASHER


send your foe flying high. *On a 7-9, Deal
 Gain +1 armor against their attacks only
Axe (Close, 2 weight) Damage, but the foe counters, taking you with
 Gain +1 Forward on all Defy Danger
them.
Choose your defenses: against that enemy
Leather Undercoat (1 armor, 1 weight) Steel Rain Ammosmith
Hardened Leather Jacket (1 armor, 1 weight) When you leap into the air and pepper the
When you spend some time making your own
area with projectiles, roll +DEX. *On a 10+,
Choose one: ammo, you make a small sack of ammo (2
you expose enemies from cover and pin those
ammo, 2 weight), roll +DEX. *On a 10+, Hold 2
2 Healing potions (2 weight) outside of it, your allies take +1 Ongoing to
*On a 7-9, Hold 1.
Hack and Slash for a short while. *On a 7-9,
Larger sack of ammo (3 ammo 1 weight) you expose foes, but yourself also.  Light ammo (-1 weight)
 Lots of ammp (+1 ammo)
Deepen Pacts  Explosive ammo (+1 damage till empty)
Either your existing pact is deepened or your  Massive ammo (Messy till empty)
create a new one with the forced of good or
evil. You may now consult them for advice Ariel Assault
through your weapons. Roll+CHA. *On a 10+ When you attack a foe in mid-air, gain +1
the advice you get is truthful and forward. *On Ongoing to Hack and Slash while in the air
a 7-9 the advice you get is muddled or a riddle
OR you owe the forces a favour. *On a Miss, Empty the Clip
you anger the forces you made a pact with. When you volley, you may spend extra ammo
before rolling. For each ammo spent, you may
Improved Weapon choose an extra target. Roll once and apply
Pick an extra enhancement for your weapons damage to all targets

Air-Dash Autoloaders
Replaces: Dash You have mastered every facet of your
When you make any attempt to move weapons, remove the Reload tag.
between two foes, as long as you damaged
one of them recently, you may sprint to the Hey, Catch!
next without defying danger regardless of When you focus your attention on one
terrain. foe, blasting them back with projectile and
blade back into the reach of another party
Blast Off! member, that party member gains +2
Replaces: Launch Forward.
When you try to launch your enemy into
the air, roll +DEX. *On a 10+, Deal Damage Check this Out!
and send your foe, plus one other When you draw all attention to yourself
character flying high. *On a 7-9, Deal with an acrobatic display, you draw all
Damage, but the foe counters, taking you foes not already in melee to yourself. Your
with them. ducking and diving grant you +3 armor and
your allies gain +1 Forward to their attacks
Perfected Weapon on the distracted foes.
Requires: Improved Weapon
You finish your weapon. Add the final
enhancement to it and apply one of the
following tags of your choice: Forceful,
Damage +1, Throwable, +1 Piercing

Improved Flurry
Requires: Flurry
When you Flurry, *On a 12+, roll damage
once and apply it to up to 3 targets

Blade Barrage
Requires: Bladestorm
When you use Bladestorm, your weapon
may be considered Reach regardless of its
usual range
Companion Classes
Companion classes are complimentary subclasses designed for use alongside standard
playbooks. At character creation, simply pick a normal playbook (Fighter, Wizard, etc)
and also select a Companion Class. Throughout character creation and play, you may
select options from either sheet.
For example, if you picked a Fighter and a Minotaur class, during character creation
you can select an alignment from The Fighter or one from the Minotaur, the same
applies to backgrounds, drives, death moves and so on. Then during the Level Up move,
you may opt to select an advanced move from either sheet.
THE DRAGONSPAWN
You may pick one of the following Drives instead of your
Forged in the belly of a great dragon, or through a class Drive/Alignment
binding of flesh and scale, the Dragonspawn are a
mighty and rare people, with the magic and fire of
their great progenitors burning through them. Horde
Your inner dragon yearns for gold, gems
Path of the Scale and jewels. When you add something
Your kind is rare, but wherever you go, special to your pile, mark XP
there’s one of you, somewhere. When you
arrive in a new place, tell the GM who you Inner Flame
know here. When you nurture your human side and
have a genuine moment with another
person, mark XP

When you die, the bonds that bind this form around you
snap, and your true being is revealed for one, shining
moment. Describe what happens, then pass on.
Select one of the following moves in addition to your class’s starting moves

sassasasaThe Scales Wings


You are immune to fire. You’re not sure how it works, but
with great effort, you can sprout
The Fire wings. When you call upon your You may carry some of these
When you breathe Fire, roll +CON. *On a wings roll +CON. *On a 10+ you take
10+, deal damage and pick two *On a 7-9, flight for a short time. *On a 7-9 the A token of your heritage (1 weight)
pick one: effort exhausts you afterwards A huge sack of gold (2 weight, 3 uses)
A chunk of Dragonscale (2 weight, 1 use)
 The flame is strong, deal an additional A battle horn (1 weight)
D6 damage Torch making tools (1 weight, 3 uses)
 The flame coils and wraps around your
target, setting them ablaze
 Your fire ignores cover, armor and
magic protection
 Your flame produces a secondary effect,
smoke, heat, chaos, let the GM know.

A New Flame Origin


Requires: The Fire You may take another starting move from
Unknown to you, fire is not the only thing a the list above.
dragon has mastery over. Through study or
guidance, you discover a new power within, Fire of the Blood
pick one from the list below, you may now use You’re an oddity, a walking symbol of
that as a breath attack and/or immunity power and magic, so when you speak,
 Ice people listen. When you Parlay with
 Thunder someone for whom your draconic lineage
 Poison would inspire, you do not need leverage.

Origin Revisited Worth its Weight


You may take another starting move from the So long as you are carrying something of
list above. great material value, you have +3 to your
Load.
Inner Form Unleashed
Inside, there is a dragon desperate to get out. Flesh of Quicksilver
When you allow your true form to be Your skin, under the scales, flows with the
glimpsed, spend half your total HP and magic of your blood. When you’re the
roll+CON *On a 10+, Hold 2 *On a 7-9 Hold 1 target of a direct magic attack roll +CON.
*On a 10+, pick 2 *On a 7-9, pick 1 and the
You unleash a sliver of your true form for a GM will tell you what went wrong:
short time, gaining the size, breath, claws and  You reflect the spell back at the
fire of a Dragon. Tell the GM one or two caster, although with a reduced effect
moves associated with this form and spend  You absorb the magic into yourself,
Hold to trigger them. take +1 Forward when you use the
power you stole
Unbreakable  You make a barrier of the magic over
Your scales grow thick and stone-like on your your body, making the next attack slip
skin when flame rages around you. Whenever off of you
you’re on fire, you have +2 armor.  You feel the essence of the magic, and
steal a memory from the caster
A Helping Hand
You have grown a tail. It’s about as strong as
your arm, and you can manipulate things with
it, it can also be a weapon when you need it,
with Reach range.
THE MINOTAUR
You may pick one of the following Drives instead of your
Known throughout the land as a brutish beast, with class Drive/Alignment
all the strength and power of a bull but the body of a
man, one often misunderstood idea about the
minotaur is that they are stupid monsters. Nothing Revenge
could be further from the truth, as whatever created When you find a clue leading you to your
this amalgamation also gifted the monster with a true origin, mark XP
sharp mind, a talent for finding its way and a
cunning almost no one expects. Peace
When you manage to quell your rage in a
The Maze moment of fury, mark XP
You were born here, and someone wanted you
to die here. If you have some time and some
quiet, you can find you way out of any
labyrinth
When you die, charge, and don’t stop charging until there
is nothing left in your path.

Select one of the following moves in addition to your class’s starting moves

sassasasaDevour Rage You may carry some of these


When you eat someone, roll +CON. *On a When you have less than 10HP left
10+, heal 1D4+4 *On a 7-9, heal 1D4, but and you’re outnumbered or Enchanted Ball of String (1 Weight)
you’re covered in blood for the next 24 outgunned roll an extra D4 on all Grim Axe (Messy, 2 Weight)
hours, even if you wash. damage rolls Whetstone (3 uses)

Charge
When you gear up and charge, roll +STR.
*On a 10+, you smash through the first
three things you hit, deal damage. *On a
7-9, choose 1:
 You’re out of control, after the first 3
things you hit, you keep going, your
GM will tell you when you stop
 Your foe stops you after the first hit

Directional Location Origin


When you spend a short time feeling out You may take another starting move from
a new dungeon, building or structure, roll the list above.
+INT. *On a 10+, you gain a solid
understanding of the place and its layout.
*On a 7-9, you have a good idea where
Mess with the bull…
you’re going, but you got something When you gore something with your
wrong, the GM will reveal what later. horns, roll +STR. *On a 10+, deal damage
with one of the following tags; Piercing 2,
Dread, +1 Damage. *On a 7-9, deal damage
Origin Revisited and choose 1:
You may take another starting move from
the list above.  You impale your foe and can’t get
them off
 You get yourself stuck somehow
Maze Elemental
 One of your horns breaks, it’ll grow
You’re a creature of The Maze, and you
back in a day or so
bring a little bit of it wherever you go.
When you twist the world around you
into a maze roll +INT. *On a 10+, pick 1. Check Your Corners
*On a 7-9 pick 2: When you get ambushed in a tight space,
roll +INT. *On a 10+, you saw them coming
 It takes a fairly long time a mile off, and you had the drop on them
 It costs something dear all along, describe how. *On a 7-9, you
 You need a catalyst only caught it at the last moment, but
 You’d be placed somewhere unhelpful you’re ready for them.
afterward
…you get the horns!
Dark Sight Replaces: Mess with the bull….
So long as you’re hunting something or
When you gore something with your
someone, you can see in the dark perfectly.
horns, roll +STR. *On a 10+, an additional
1D4 damage and two of the following tags;
Brutal Charge Piercing 3, Dread, +2 Damage, Messy,
Replaces: Charge Forceful, Magic *On a 7-9, deal damage,
Your charge has gotten more powerful and pick 1 tag and choose 1:
deadly, now whenever you charge deal an  You impale up to two foes and can’t
additional D6 damage, and add the Messy
remove them
tag.
 You break something very important
 One of your horns snaps, it’s still
there, but it’s particularly gruesome

AdvancedMove5
THE RAT
The great mass of the Rat Horde lays in wait deep You may pick one of the following Drives instead of your
under the earth, an immense society unknown to class Drive/Alignment
almost all, even the other deep races. Dark stories
tell of demonic ratmen that steal children in the
night and conduct eldritch rituals in their dank Reconcile
warrens. When you teach someone that the rat
people aren’t all bad, mark XP
The truth is more mundane, of course, the Rats are a
hardy, secretive people, but no more dark and evil Warren Lord
than the rest of the races that make up the world. When you add a city or location of great
value to The Great Warren, mark XP
The Great Warren
Every Rat has a unifying purpose – expand
the warren. Every time you’re in a new city,
you may spend some time adding it to the
tunnel system that stretches across the land, As you die, you sound the Horn of Ending, which brings
making travel there easier in the future about the Horde. Tell the GM what happens.

Select one of the following moves in addition to your class’s starting moves

sassasasaTunnel Traps You carry the following:


When you dig under the ground, roll +STR. When you have some time and rig up The Horn of Ending (1 weight, unusable)
*On a 10+, you vanish and reappear a short a trap, tell the GM what you’re trying
distance away *On a 7-9, choose 1: to do, you can (probably) rig up the You may carry some of these
 Your tunnel is obvious and visible trap, but the GM will give you one or
two of the following conditions: Bag of Trap Materials (1 Weight, 3 uses)
 Your movement is slow
 It’ll take minutes/hours Notched knife (Hand, Messy, 1 Weight, Precise)
 You find something unexpected
A camo cape (2 weight)
 You need a special tool/resource
Tinker  It might backfire
When you find something new and shiny, roll  You have to remove something
+INT. *On a 10+, you figure out how it works from the area first
and how to use it well. You think you could
probably remake it if you had the tools *On
a 7-9, you figure out how it works – you’re
pretty sure anyway. Your GM will tell you
what happens.

Ambush Origin
When you spend some time preparing an You may take another starting move from
ambush, roll +INT. *On a 10+, choose 2. the list above.
*On a 7-9, choose 2, but the GM will have
one of them go wrong:
Leader of the Pack
 You set the perfect trap When you are in a place connected to the
 You find the perfect hiding place warren and call for some help roll +CHA.
 You have an exit plan *On a 10+, Gain 2 Hold. *On a 7-9, Gain 1
Hold, and one of your helpers will
Origin Revisited (inevitably) betray you at some point.
You may take another starting move from
the list above. Spend the Hold on the following when it
seems useful. Your pack will disperse
Preparation Is Key within a day or two.
Always be Prepared, that’s the rat motto.  Your pack fights someone or
When you always had a trick up your something
sleeve, describe you prepared in advanced  Your pack builds something
and roll +INT. *On a 10+ your scheme goes  Your pack looks for something
off without a hitch. *On a 7-9, one very  Your pack carries something
important part of the plan goes wrong,
your GM will tell you what. Extra Friend
When you lose your tail you can control it
The Nose for a few minutes afterward, it’s strong
Your sense of smell is incredible, given an enough to grab small objects, up to a
item of clothing or something with a scent, sword, or choke someone out. It’ll grow
you could track someone for about a mile back in about a day or so.
or two, double that if you’re underground.
Rat Blood
Iron Belly You are immune to poisons and store them
You can eat basically anything vaguely in your blood; hold one when you're
organic for food. When Making Camp or exposed to a new toxin. When you Hack
Undertake a Perilous Journey, you can and Slash with your mouth and claws on
ignore rations so long as there’s something a creature susceptible to a poison in your
you can gnaw on. bloodstream, you may spend one hold and
your damage is increased by 1 and pierces
armor.
THE RANGER OF THE VAST
Expert hunter, world-class tracker, judge, jury, You may pick one of the following Drives instead of
diplomat and warrior. A Ranger is all these things and your class’s Drive/Alignment.
more. Once the exiled vagabonds of the Vast, these
downtrodden criminals, refugees and marginalized
banded together and learned to survive where no one Explorer
else can, and have risen to be one of the most When you discover something new about
invaluable forces this side of the Empty. the world and record it for posterity, mark
XP.
Forged In the Wilds
No one knows the Vast like you do. How could Judge
they? On any Spout Lore roll related to When you make a choice that needs
surviving in The Vast, regardless of result, you making, as objectively as possible, mark
may declare one useful thing to the party. XP.

Hunter
When you slay a notable quarry of the wild,
mark XP.

Conflict Navigation Master of the Wilds


When you face a beast you’ve faced before for
When you know exactly what would help
a second time, and have a moment to think, In addition to your usual Death Move, come up with
you, right now, tell the GM what it is, how
declare a theory about a potential weakness, another line for the Range’s Creed.
you know about it, and what its properties
and then test it. On that roll *On a 10+ your
are. If it’s relatively common, either you
theory is right and works as intended. *On a 7-
have it now or could get it with ease. If not,
9, you’re half right, the GM will give you a
roll +INT *On a 10+, you can get it quickly,
drawback or hitch in your plan.
either from a party member or the
environment around you. *On a 7-9, pick
Negotiations one: You start with some equipment of the Rangers;
When you use leverage to force competing The badge, a cloak and the guide book. In addition,
sides to sit down and talk, roll +CHA. *On a  You have a weakened version of it
 You have it, but no way to apply it Choose 1:
10+, set the terms and enforce a discussion.
*On a 7-9, choose 2:  Someone else nearby has it, and
A trained horse.
they’re not sharing
 Someone comes to the table armed  You’re wrong about an important An incredible weapon (Pick 2 tags and
 Everyone wants something they can’t have property of it add them to your weapon; Fine,
 The first thing they agree on is that you’re Glowing, 1 Piercing, Returning,
the biggest threat in the room Forceful).
Token of Authority.
Emergency medical kit (3 uses).

Heart Of The Matter Tame the Wild


When you hear two sides of an argument and When you mount a creature that doesn’t want
must find the truth of things, roll +CHA. *On a you on it, roll +DEX. *On a 10+, you find your
10+, you effortlessly find what’s really going on feet, whisper some words or pet it just right,
here. *On a 7-9, you get about 75% of what’s the beast calms, though who knows for how
happening, but that was an important 25%. long. *On a 7-9, you hold on tight.

Fruits of the Vast Lascar


When you find yourself in the wild and whip up a You’re more at home in the Firmament than
salve or potion, roll +INT. *On a 10+, you have all above. When you find yourself in the darkness
the ingredients you need, pick 2. *On a 7-9, you’re of the ocean, you can navigate to the nearest
lacking something vital, pick 1: Bough without Undertaking A Perilous
 It has healing properties, heal 2D4 Journey
 It emboldens you, take +1 forward on your next
Defy Danger Foundational
 It hardens you, gain +1 Armor the next time Take one of The Ranger’s starting moves
you take a hit
Authority
Tutor When you arrive at a new place where your
When you share hard-won knowledge, you and group’s reputation matters, roll +CHA. *On a
whoever you share that knowledge with get +1 10+, choose 1. *On a 7-9, choose 2, but expect
Forward the next time that knowledge becomes the worst from one…
relevant.
 You’re welcomed by the guard or militia
respectfully
Deep Roots  The people are glad to see you, and offer
When you request help from HQ, you get what you you support
need, but the GM will give you 1-2 conditions  The government respect your authority and
 It’ll take some time, at least a day grant you what you need
 You can get half of what you need
 They can’t give you that, but they can give you Refinement
something else helpful Take one of The Ranger’s advanced moves, of
 Your request is intercepted; it still goes your level or below.
through, but now someone knows what you
asked for

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