Beruflich Dokumente
Kultur Dokumente
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
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
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
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.
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’.
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)
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
__________________.
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
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.
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.
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
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.
Oils
Every time you meditate select one oil to apply to your bladess.
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.
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.
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:
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
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.
Replaces: Training You can now sustain two beasts being out at
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
Saboteur
Be a wrench in the gears of a plan
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
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
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
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
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
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
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.
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
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
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!
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
ALIGNMENT
Chaotic
BODY: Ripped, Scarred, Ruined. Upset a balance
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)
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
Select one of the following moves in addition to your class’s starting moves
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
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
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.