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Inventory

This is where you keep track of stuff you’ve started


with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
BARBARIAN
Starting Gear You’re always the outsider, even within your own
Character Portrait
party. But you don’t care; you know that strength
 Longsword (+1 damage) & zeal are all that truly matters. And you bring
that in spades! You dominate all those who dare
 Some token of your homeland stand before you through skill, brawn and raw
Describe it and say why it’s important power. Remember: STR and CON are your closest
allies; pay special attention to Hack & Slash and
 Bandages (3 uses) 
Defy Danger from the Basic & Adventuring Moves
When you have a few minutes to tend
insert.
wounds, heal 4 HP and mark a use.

Optional Gear Your Character


You’ll get one of these depending on your Fill out as much of the following as you can, then
Background. Review your background for any tell the rest of the table what you’ve put down.
associated moves. The GM and the other players will help introduce
o Axe of the Conqueror (+1 damage) Reference your character to the game.
Mark this if you’ve chosen the
“Unvanquished” Background. See the Basic & Adventuring Moves handout for Name:
o Throwing Axes (2 ammo)
information about moves and how to make them. Examples: Tovor, Gorm, Lur, Sora, Xen
Titles: The Hungry, The Undefeated, The Foe
Your Party
Mark this if you’ve chosen the “Berserker” Strength (STR) Hit enemies, lift large Smasher, The Bonebreaker
After everyone has been introduced, write the
Background. objects, break down doors.
Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
o Adventuring Gear (5 uses)  Examples: Haunted Eyes, Wild Hair, Supple Body, below. The GM will tell you how you all know each
quick thinking.
Mark this if you’ve chosen the Odd Tattoos, Nearly Naked, Human, Elf, Dwarf, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
“Indestructible” Background. Halfling, Gnome, Orc, Kobold, Kobold, Goblin your fellow players to help you answer them. You
jump over cliffs, throw things.
Mark off a use to find some mundane but do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
useful item, such as chalk, rope, a torch, etc. the better!
defend others, toughen things out.
Wisdom (WIS) Solve puzzles, gain special Who did you nearly get killed?
insight, detect the hidden.
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.
Who do you find foolish?
Forward: Apply the positive or negative
Examples: an impossible task, become legend,
number to an ability score the next time the
satisfy your appetites, redemption, revenge.
relevant trigger is met.
Who shares your hunger for glory?
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
number to an ability score for every roll
using the stat until the trigger is met. Who doesn’t understand you?

Hold: Acts as a currency. You may spend


hold when appropriate to act without Examples: A vanquished beast, a strange custom,
needing to roll. a night of debauchery, an oath sworn. Who do you yearn to learn from?

Debility: Two of your ability scores take -1 Knowledge of the area:


Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: An infamous tavern, an ancient
arrows or sling stones, but represents what
battleground, an exile from your land, the lair of a
you have left on hand.
terrible beast
Backgrounds Stats Class Moves Advances
(Choose one) See the “Basic & Adventuring moves” insert for When you use XP to gain an Advance, you can do
universal moves. one of the following:
†† Unvanquished Hit Points /22
+2 STR, +1 CHA Herculean Appetites  Increase one Attribute by +1, to a
Others may be content with just a taste of maximum of +3.
Instead of the longsword, you start with the Lose HP when you take damage. If this reaches 0, life, but you want more.  Choose a new move below:
Axe of the Conqueror (+1 damage). you are dying! See “Last Breath” from the Basic &
You carry an ancient axe, which you’ve
Adventuring Moves insert. Choose two appetites. †† Eye for Weakness
When you pursue an appetite you roll
acquired by inheritance, war or sport. It moves w/ 1d6 +1d8. If the d6 rolls the highest When you Discern Realities add “What
gleams with the stained blood of those Armor result the GM will describe a danger that here is weak or vulnerable?” to the list of
you’ve defeated in honorable battle. comes due to your heedless appetites. questions.
When you engage in one-on-one combat Subtract your armor from any damage you take.
with the Axe of the Conqueror, on a hit,
…… Pure destruction †† Wide Wanderer
you disarm your opponent in addition to …… Power over others
You’ve travelled the wide world over. When
whatever else happens. Damage 1d10 …… Mortal pleasures you arrive someplace ask the GM about
…… Conquest in battle any important traditions, rituals, and so on,
†† Berserker Bonus Damage they’ll tell you what you need to know.
…… Riches and property
+2 DEX, +1 STR
…… Fame and glory
You start with throwing axes (2 ammo). You always roll the die indicated when you deal o Still Hungry
damage, plus bonus damage (weapons, etc).
Your prowess in combat is well known back Choose an additional appetite.
What are You Waiting for?
home; your speed, agility and battle cunning When you taunt your enemies, roll+CON.
unmatched. On a 10+, they focus attacks on you, take +2 †† Sweat More, Bleed Less
When you Defy Danger caused by
movement (like rushing past an armed
Attributes damage Ongoing.
On a 7-9, only some (the most foolish) are
You take +1 to STR, to a maximum of +3.
You may also add +1 to another stat, as if you
guard), take +1 Forward. Additionally, lured to your taunt. did not take an advance.
Two of the stats below will be filled in by your
Unencumbered, Unharmed gives you +2 Background. For the others, put +1 in one, -1 in
armor instead of +1. Musclebound
another, and leave the rest at 0. †† Smash!
Weapons you wield knock enemies back, and
†† Indestructible rip body parts to shreds. When you Hack & Slash, on a 12+ deal your
+2 CON, +1 STR damage and choose something physical your
STR INT CON target has (a weapon, their position, a limb):
You start with adventuring gear (5 uses). Unencumbered, Unharmed
When you choose not to wear armor or they lose it.
You have a reputation as unkillable;
shield, take +1 armor.
somehow, no matter the situation, you seem †† Samson
to survive.
DEX WIS CHA The Upper Hand You may break free of any physical or
When you take damage you can choose to You take +1 ongoing to last breath rolls. mental restraint by taking the Weakened,
take -1 Ongoing until you sate one of your When you take your last breath, on a 7–9 Dazed or Miserable debilities.
appetites in lieu of taking the damage. If you you make an offer to Death in return for
already have this penalty you cannot choose your life. If Death accepts he will return you
this option. While you are in this state, you to life. If not, you die.
also take +1 Ongoing to Last Breath rolls. Weakened Dazed Miserable
-1 ONGOING -1 ONGOING -1 ONGOING

Drives STR & DEX INT & WIS CON & CHA

This is what motivates your character. When a Experience Points (XP)


drive triggers your actions, receive 2 XP!
Mark XP when you roll a result of 6- and when
(Choose one) a move tells you to. Mark 2 XP when you trigger
your Drive
…… Offend an NPC with your brutish ways
…… Let a problem escalate while you brood
…… Cause trouble by over-indulging
…… Keep a promise made to an NPC  Spend 1 XP to reroll a single die.
 Spend 4 XP to earn an Advance. (see
…… Refuse a request or order that’s beneath the “Advances” section for more details)
you
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
BARD
Starting Gear You’re the social one who will help the party talk
Character Portrait
their way through problems. Pay special attention
 Shortsword to the moves Aid Or Interfere and Parley from the
Basic & Adventuring Moves insert.
 Leather Armor (+1 Armor)
You also have a wealth of knowledge that can
 A unique musical Instrument give your party useful clues about the dangers
Describe it. they face, and you know a few magical songs to
 Pipeleaf (3 uses)  support them in battle.
When you choose to share it with someone,
expend two uses and take +1 Forward to
Parley with them.
Your Character
Fill out as much of the following as you can, then
tell the rest of the table what you’ve put down.
Optional Gear The GM and the other players will help introduce
You’ll get one of these depending on your
Background. Review your background for any Reference your character to the game.
associated moves.
See the Basic & Adventuring Moves handout for Name:
o Bag of Books (5 uses) 
Mark this if you’ve chosen the “Historian”
information about moves and how to make them. Examples: Avon, Galadiir, Hrona, Uriel, Froia,
Vitus, a laughing name, a musical name, a short
Your Party
Background. Strength (STR) Hit enemies, lift large name
After everyone has been introduced, write the
When you Spout Lore and consult one of objects, break down doors.
your books, mark off a use and take +1 to Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Knowing Eyes, Fancy, Hair, Traveling below. The GM will tell you how you all know each
your roll. quick thinking.
Clothes, Well-fed, Seductive Face, Human, Elf, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
Dwarf, Halfling, Gnome, Orc, Kobold, Goblin, Faun your fellow players to help you answer them. You
o Adventuring Gear (5 uses)  jump over cliffs, throw things.
do not need to answer each, but the more you do,
Mark this if you’ve chosen the “Wandering Constitution (CON) Withstand poison, A personal goal (and why): the better!
Minstrel” Background. defend others, toughen things out.
Mark off a use to find some mundane but Wisdom (WIS) Solve puzzles, gain special Who here have I heard stories of before?
useful item, such as chalk, rope, a torch, etc. insight, detect the hidden.
Charisma (CHA) Command others, flatter
o Rapier allies, make bold-faced lies.
Mark this if you’ve chosen the Who here has entrusted me with a secret?
“Swashbuckler” Background. Forward: Apply the positive or negative
Examples: A grand performance, a forgotten story,
number to an ability score the next time the
a romantic gesture, a rival.
relevant trigger is met.
Who here doesn’t trust me, for good
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: reason?
number to an ability score for every roll
using the stat until the trigger is met.
Who here is most often the butt of my
Hold: Acts as a currency. You may spend jokes?
hold when appropriate to act without Examples: Your favorite story, a warm home,
needing to roll. a distant land, something you’re running from.

Debility: Two of your ability scores take -1 Knowledge of the area: Who here have I adventured with before?
Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number Whose adventures am I writing about?
indicated does not represent individual
Examples: Why have you returned here? How are
arrows or sling stones, but represents what
outsiders treated here? What stories do you know
you have left on hand.
about this place?
Backgrounds Stats Class Moves Advances
(Choose one) See the “Basic & Adventuring moves” insert for When you use XP to gain an Advance, you can do
universal moves. one of the following:
†† Historian Hit Points /18 Arcane Art  Increase one Attribute by +1, to a
+2 INT, +1 WIS
You know the secrets of infusing music maximum of +3.
You start with a bag of books (5 uses). Lose HP when you take damage. If this reaches 0, with magical power. When you weave a  Choose a new move below:
you are dying! See “Last Breath” from the Basic & performance into a basic spell, choose an
You rarely leave your home; instead
spending your time collecting obscure folk
Adventuring Moves insert. ally and an effect: †† Help From My Friends
wisdom and songs from books. Choose a  They are healed of 1d8 damage When you successfully Aid someone, you
second area of expertise for Bardic Lore. Armor  They take +1d4 Forward to damage take +1 Forward as well.
Additionally, when you heal with arcane  Their mind is shaken clear of one
art, you heal +1d8 damage. Subtract your armor from any damage you take. enchantment †† Bamboozle
 The next time someone successfully
When you Parley with someone, on a hit
†† Wandering Minstrel assists the target with aid, they get +2
you also take +1 Forward against them as
+2 CHA, +1 DEX instead of +1
Damage 1d6 well.
You start with adventuring gear (5 uses). Then roll+CHA.
You roam the land in search of stories of
Bonus Damage
On a 10+, the ally gets the selected effect. †† Devious
heroism to share, and earn your keep telling On a 7-9, your spell still works, but you When you use Charming and Open you may
You always roll the die indicated when you deal draw unwanted attention or your magic also ask “How are you vulnerable to me?”
your stories and singing your songs in
damage, plus bonus damage (weapons, etc). reverberates to other targets affecting them
taverns and inns.
as well, GM’s choice. †† A Port In The Storm
You start with the A Port In The Storm
Advance, along with your regular class When you return to a civilized settlement
Bardic Lore
moves.
Attributes Your studies have made you an expert on a
subject. Choose an area of expertise:
you’ve visited before, tell the GM when
you were last here. They’ll tell you how it’s
changed since then.
†† Swashbuckler Two of the stats below will be filled in by your
+2 DEX, +1 STR Background. For the others, put +1 in one, -1 in …… Spells and Magicks †† It Goes to Eleven
You start with a rapier instead of a short another, and leave the rest at 0. …… The Planar Spheres
When you unleash a crazed performance
sword. …… The Dead and Undead (a righteous lute solo or mighty brass blast,
INT …… Legends of Heroes Past maybe) choose a target who can hear you
You’re a dashing rogue, adept at swordplay STR CON and roll+Cha.
as well as magic. With a quick smile and an …… Grand Histories of the Known World
even quicker blade, you’re one of the finest On a 10+ the target attacks their nearest ally
…… Gods and their Servants in range.
duelists in the land!
…… A Bestiary of Creatures Unusual On a 7–9 they attack their nearest ally, but
When you Hack & Slash with your rapier, you also draw their attention and ire.
you roll with +DEX instead of +STR. WIS CHA When you first encounter an important
DEX creature, location, or item (your call)
Additionally, you take +1 Forward to Defy †† Eldritch Tones
Danger the first time you are attacked in covered by your Bardic Lore, you can ask the
combat. GM any one question about it; the GM will Your arcane art is strong, allowing you to
answer truthfully. The GM may then ask you choose two effects instead of one.

Drives Weakened Dazed Miserable what tale, song, or legend you heard that
information in.
This is what motivates your character. When a -1 ONGOING -1 ONGOING -1 ONGOING
drive triggers your actions, receive 2 XP! STR & DEX INT & WIS CON & CHA Charming and Open
When you speak frankly with someone,
(Choose one)
Experience Points (XP) you can ask them a question from the list
…… Enter a fight that you aren’t sure you below. They must answer it truthfully, and
can win Mark XP when you roll a result of 6- and when then they may ask you a question from the
a move tells you to. Mark 2 XP when you trigger list (which you must answer truthfully).
…… Provoke conflict between others your Drive  Whom do you serve?
…… Share a passionate moment with  What do you wish I would do?
another  How can I get you to ____?
…… Spur others to significant and  What are you really feeling right now?
unplanned decisive action  Spend 1 XP to reroll a single die.  What do you most desire?
…… Avoid a conflict or defuse a tense  Spend 4 XP to earn an Advance. (see
situation the “Advances” section for more details)
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
CLERIC
Starting Gear You bring down the power of the divine to aid your
Character Portrait
party. Your spells bolster and heal your allies in
 A Mace combat, or hold your foes at bay. Your connection
 Blessed Vestments (+1 Armor) with your deity may also offer you insights into
the dangers you may face, or the divine favor
 Your Holy Symbol
you desperately need. Pay special attention to
Describe it.
the Discern Realities move from the Basic &
 Healing Potion Adventuring Moves insert.
When you drink it, heal 10 HP or remove
one debility, your choice.

Optional Gear Your Character


You’ll get one of these depending on your Fill out as much of the following as you can, then
Background. Review your background for any tell the rest of the table what you’ve put down.
associated moves. The GM and the other players will help introduce

o Adventuring Gear (5 uses)  Reference your character to the game.

Mark this if you’ve chosen the “The


See the Basic & Adventuring Moves handout for Name:
Dawning Lord” Background.
Mark off a use to find some mundane but
information about moves and how to make them. Examples: Anya, Miles, Olga, Grosen, Xander,
Kuen, an old name, a sorrowful name, a common
Your Party
useful item, such as chalk, rope, a torch, etc.
Strength (STR) Hit enemies, lift large name
After everyone has been introduced, write the
o Poultices and Herbs (2 uses)  objects, break down doors.
Look: name of one or more party members in the spaces
Mark this if you’ve chosen the Intelligence (INT) Recall facts, use magic,
Examples: Kind Eyes, Strange Hair, Flowing Robes, below. The GM will tell you how you all know each
“Earth Mother” Background. quick thinking.
Flabby Body, Toothless Grin, Pleasant Demeanor, other and why you are in a party. Also say, ask
When you carefully treat someone’s Dexterity (DEX) Dodge out of the way,
Human, Elf, Dwarf, Halfling, Gnome, Kobold your fellow players to help you answer them. You
wounds, heal them of 7 HP and expend a jump over cliffs, throw things.
do not need to answer each, but the more you do,
use. Constitution (CON) Withstand poison, A personal goal (and why): the better!
defend others, toughen things out.
o Orb of Truth Wisdom (WIS) Solve puzzles, gain special Who has my deity ordered me to convert?
Mark this if you’ve chosen the “The Face of insight, detect the hidden.
the Moon” Background. Charisma (CHA) Command others, flatter
When bathed in moonlight, none that gaze allies, make bold-faced lies.
upon the Orb of Truth are able to tell a lie. Who needs my protection?
They may keep silent or dissemble but when Forward: Apply the positive or negative
asked a question directly, they can speak Examples: conversion, pilgrimage, aid of others, an
number to an ability score the next time the
naught but truth. inquisition, cleansing, recover a relic
relevant trigger is met.
Who has proven themselves to me?
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
number to an ability score for every roll
using the stat until the trigger is met. Who doesn’t respect my faith or deity?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: A vision, an old life, an unforgivable
needing to roll. deed, a troubling question, a warm feeling Who here has my deity marked as
important? Why?
Debility: Two of your ability scores take -1 Knowledge of the area:
Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What gods are worshipped here? What
arrows or sling stones, but represents what
legends exist about this place? Why is this place
you have left on hand.
important to your faith?
Backgrounds Stats Class Moves Turn Undead
When you hold your holy symbol aloft and
(Choose one) See the “Basic & Adventuring moves” insert for call on your deity for protection, roll+WIS.
universal moves. On a 7+, so long as you continue to pray and
†† The Dawning Lord Hit Points /20 Invoke brandish your holy symbol, no undead may
+2 WIS, +1 STR
Your deity has granted you miraculous come within reach of you.
You start with adventuring gear (5 uses). Lose HP when you take damage. If this reaches 0, powers. When you release a holy On a 10+, you also momentarily daze
you are dying! See “Last Breath” from the Basic & invocation, choose one of the following intelligent undead and cause mindless
You follow the deity of the sun, who
Adventuring Moves insert. effects: undead to flee. Aggression breaks the
represents righteous order and civilization.
 You conjure a sacred light that follows effects and they are able to act as normal.
Why has your deity or order sent you here?
Armor you around, as long as you wish. Intelligent undead may still find ways to
When you Turn Undead, on a hit you may
 You heal an ally you touch of 1d8 HP. harry you from afar. They’re clever like that.
also deal damage to one undead creature you
can see, without breaking the spell.  An ally you can see takes +1 Ongoing so
Subtract your armor from any damage you take.
long as battle continues and they stand
and fight. While in effect, you take -1
Advances
†† The Earth Mother When you use XP to gain an Advance, you can do
Ongoing to Invoke. one of the following:
+2 WIS, +1 CHA Damage 1d6  A corpse you touch answers any three
You start with poultices and herbs (2 uses). questions you ask it, to the best of  Increase one Attribute by +1, to a
Bonus Damage maximum of +3.
You follow the deity of the earth and the knowledge it had in life and the
knowledge it gained in death.  Choose a new move below:
healing. You petition your god or goddess You always roll the die indicated when you deal  Any weapon held while invoking this
with offerings of nature’s bounty. What do damage, plus bonus damage (weapons, etc). effect does +1d4 damage. While in
†† Invigorate
you usually offer? What do you offer on
special occasions? When you heal someone, effect, you take -1 Ongoing to Invoke. When you heal someone, the next time they
either by magic or by administering a  A target you can see is filled with deal damage, they deal +2 damage.
supernatural fear of you, and will react
healing item, you heal an extra 1d4 HP.
Attributes accordingly, until the next time you
Invoke.
†† Serenity
†† The Face of The Moon When you Invoke, you can ignore -1 penalty
Two of the stats below will be filled in by your or one source of disadvantage.
+2 WIS, +1 INT Then roll+WIS. On a hit, the effect is
Background. For the others, put +1 in one, -1 in
You start with an Orb of Truth. another, and leave the rest at 0. successful.
On a 7-9, choose one:
†† Divine Intervention
You follow the deity of night and mystery.
 You draw unwelcome attention or put When you commune with your deity,lose
You petition your deity by collecting secrets.
What does your deity like to hear about STR INT CON yourself in a spot. The GM will tell you any hold you already had from this move,
how. then hold 1. Spend this hold when you or
above all else?
 The spell strains your devotion—take -1 an ally takes damage to call on your deity;
Add this invocation: Choose an area you can Forward to Invoke until the next time your deity intervenes with an appropriate
see; it’s filled with supernatural darkness you pray. This penalty is cumulative manifestation (a sudden gust of wind, a
and shadow. While in effect, you take -1 each time you take it. lucky slip, a burst of light) to negate the
Ongoing to Invoke. DEX WIS CHA  You cannot Invoke this effect again damage.
until the next time you commune.
†† Apotheosis
Drives When you spend uninterrupted time (an
hour or so) in quiet communion with your
The first time you spend time in prayer
as appropriate to your god after taking
This is what motivates your character. When a
Weakened Dazed Miserable deity, you remove any of the above penalties this move, choose a feature associated with
drive triggers your actions, receive 2 XP!
-1 ONGOING -1 ONGOING -1 ONGOING and recover all of your lost invocations. your deity (rending claws, wings of sapphire
(Choose one) STR & DEX INT & WIS CON & CHA feathers, an all-seeing third eye, etc.). When
Divine Guidance you emerge from prayer, you permanently
…… Gain recognition from or hold leverage When you petition your deity according to gain that physical feature.
over an NPC Experience Points (XP)
the precept of your religion, you are granted
…… Instruct an NPC in the tenents of your Mark XP when you roll a result of 6- and when some useful knowledge or boon related to †† Divination
faith a move tells you to. Mark 2 XP when you trigger your deity’s domain. The GM will tell you Once per day, you may name a person, place,
…… Reveal the failings or falsehoods of your Drive what. Examples: Love, Mercy, Damnation, or thing you want to learn about. Your deity
another Restoration, Order, etc. grants you visions of the target, as clear as if
…… Cause trouble (for yourself or others) you were there.
by adhering strictly to doctrine.
 Spend 1 XP to reroll a single die. †† The Scales of Life and Death
 Spend 4 XP to earn an Advance. (see
When someone takes their last breath in
the “Advances” section for more details)
your presence, they take +1 to the roll.
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
DRUID
Starting Gear You alone among your party can change your form
Character Portrait
at will, allowing you to fill multiple roles. However,
 A Long Spear if you aren’t too careful Nature may exact a heavy
price from you! Extra attention should be paid to
 Druidic Trappings (+1 Armor) Discern Realities from the Basic & Adventuring
Moves insert.
 A token of the land
Describe it.

Optional Gear
You’ll get one of these depending on your
Background. Review your background for any Your Character
associated moves. Fill out as much of the following as you can, then
o Poultices and Herbs (2 uses)  tell the rest of the table what you’ve put down.
Mark this if you’ve chosen the “Green Faith” The GM and the other players will help introduce
Background.
When you carefully treat someone’s
Reference your character to the game.

wounds, heal them of 7 HP and expend a See the Basic & Adventuring Moves handout for Name:
use. information about moves and how to make them. Examples: Morr, Ravanna, Craric, Sevan, Elsa, an
animal name, a plant name, an elemental name
Your Party
o An Ironwood Club (+1 damage) Strength (STR) Hit enemies, lift large
Mark this if you’ve chosen the “The Spirit’s After everyone has been introduced, write the
objects, break down doors.
Call” Background. Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Wise Eyes, Messy Hair, Hides, Cat Eyes, below. The GM will tell you how you all know each
quick thinking.
o Sacred Pouch (3 uses)  Dexterity (DEX) Dodge out of the way, Kindly Face, Unusual Skin, Eternal Gaze, Human, other and why you are in a party. Also say, ask
Mark this if you’ve chosen the “The Face of Elf, Dwarf, Halfling, Gnome, Kobold, Golem your fellow players to help you answer them. You
jump over cliffs, throw things.
the Moon” Background. do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
When you spend a use from your sacred the better!
defend others, toughen things out.
pouch to mark an animal, you can use its
Wisdom (WIS) Solve puzzles, gain special Who here smells more like prey to me than
senses as if they were your own. When you
insight, detect the hidden. hunter?
spend a use to mark a person, their skin
Charisma (CHA) Command others, flatter
becomes tough as bark (+1 armor) for the
allies, make bold-faced lies.
next hour.
Forward: Apply the positive or negative Who here have I warned is in danger,
number to an ability score the next time the Examples: preservation, cleansing the area, a simply because the spirits say so?
relevant trigger is met. personal mission from the spirits, reconciliation

Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
Who here have I shared secret rites with?
number to an ability score for every roll
using the stat until the trigger is met.

Hold: Acts as a currency. You may spend Who have I formed a blood-bond with?
hold when appropriate to act without Examples: Your first shapeshifting experience,
needing to roll. your previous existence, a fundamental truth

Debility: Two of your ability scores take -1 Knowledge of the area: Who here is familiar with the sickness in
Ongoing. these lands?

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual Who have I helped track dangerous beasts
arrows or sling stones, but represents what Examples: What spirits linger here? What here in the past?
you have left on hand. is causing unrest in the spirit world? What does
nearby civilization think of you?
Backgrounds Stats Class Moves Spirit Tongue
The grunts, barks, chirps, and calls of the
(Choose one) See the “Basic & Adventuring moves” insert for creatures of the wild are as language to you.
universal moves. You can speak with and understand animals,
†† Green Faith Hit Points /20 Born Of The Soil as well as closely study them and Parley
+2 WIS, +1 CHA
You learned your magic in a place whose with them as if they were people.
You start with poultices and herbs (2 uses). Lose HP when you take damage. If this reaches 0, spirits are strong and ancient; they’ve
You keep to the old ways, and that of the
spirits of nature; as such you are attuned to
you are dying! See “Last Breath” from the Basic &
Adventuring Moves insert.
marked you as one of their own. No matter
where you go, they live within you and
Advances
When you use XP to gain an Advance, you can do
its mysteries. allow you to take their shape. First, choose a one of the following:
When you call on the spirits for guidance,
Armor Tell: something that marks you as a Druid.
 Increase one Attribute by +1, to a
Whatever shape you take, your Tell remains.
roll+WIS. maximum of +3.
Subtract your armor from any damage you take. Then choose two of the following lands to
 On a 10+ the vision will be clear and  Choose a new move below:
which you are attuned.
helpful to you.
 On a 7-9 the vision is unclear, its …… The Great …… The Sapphire †† Red of Tooth and Claw
Forests Islands
meaning murky. Damage 1d6 While you are in an appropriate animal
 On a miss, the vision is upsetting, …… The Vast Desert …… The Open Sea
Bonus Damage form (something dangerous), your damage
frightening, or traumatizing. Take -1 …… The Stinking …… The Towering die is increased to d8.
Forward. Mire Mountains
You always roll the die indicated when you deal …… The River Delta …… The Frozen
†† Spirit’s Call damage, plus bonus damage (weapons, etc). North
o Studied Essence
…… The Depths of When you spend time in contemplation of
+2 WIS, +1 DEX the Earth …… The Blasted an animal spirit, you add its form to those
You start with an Ironwood club (+1 Wasteland you can assume using Shapeshifter. The GM

Attributes
damage). will tell you the new moves.
Shapeshifter
The spirits of the wild have marked you, When you call upon the spirits to change
and have gifted you with unusual talents. So your shape, roll+WIS. †† Thing-Talker
long as your feet touch the ground you have Two of the stats below will be filled in by your
Background. For the others, put +1 in one, -1 in On a 10+, hold 3. On a 7-9, hold 2. You see the spirits in the sand, the sea and
+1 armor. Additionally, when you assume a On a miss, hold 1 in addition to whatever the the stone. You may now apply your Spirit
new form with Shapeshifter, you get +1 hold, another, and leave the rest at 0.
GM says. Tongue to inanimate natural objects (plants
even on a miss. and rocks) or creatures made thereof, as well
INT Then, choose an animal from your native as animals.
†† Marked STR CON lands; you and your druidic trappings
+2 WIS, +1 STR meld into a perfect copy of that animal’s †† Elemental Mastery
You start with a sacred pouch (3 uses). form. The GM will tell you up to 3 moves
associated with that shape. The following When you call on a nature spirit for aid,
You were abandoned as a child; an elder are just a few examples: say which one and roll+Wis. On a 10+ choose
druid took you in and taught you the druidic DEX WIS CHA  Wolf (Track by scent, Tear a chunk of two. On a 7–9 choose one.
arts. Choose one Advance; you start with flesh, call the pack)  The effect you desire comes to pass
that move along with the rest of your Class  Owl (Spot something far away, Strike  You avoid paying nature’s price
moves. from above, Fly away silently)  You retain control
 Squirrel (Climb to safety, Hide
Weakened Dazed Miserable something for later, Snatch something †† Shed
-1 ONGOING -1 ONGOING -1 ONGOING shiny) When you take damage while shapeshifted
 Alligator (Camouflage, Drag you may choose to revert to your natural
Drives STR & DEX INT & WIS CON & CHA
underwater, Bite it off)
 Cat (Pad silently, Leap and balance with
form to negate the damage.
This is what motivates your character. When a Experience Points (XP) great agility, Miraculously survive)
drive triggers your actions, receive 2 XP! †† DoppelGanger
Mark XP when you roll a result of 6- and when
a move tells you to. Mark 2 XP when you trigger Spend a hold to make one of these moves; You are able to study the essence of specific
(Choose one)
your Drive no roll is necessary. If a move would deal individuals to take their exact form,
…… Help an NPC learn, grow, or improve damage, use your own damage die. When including humanoid creatures.
themselves. you’re out of hold, you return to your Suppressing your Tell is possible, but if you
…… Act (or refuse to do so) in a way that natural form. You may spend all of your hold do, take -1 Ongoing until you return to your
harms an ally or bystander. and revert back to your natural form at any own form.
 Spend 1 XP to reroll a single die.
time.
…… Convince others to protect something  Spend 4 XP to earn an Advance. (see
of the natural world. the “Advances” section for more details)
…… Eliminate an unnatural menace
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
FIGHTER
Starting Gear When it comes to martial combat, you’re the
Character Portrait
best around. Your signature weapon makes you
 Your Signature Weapon a devastating foe to your enemies, and you can
wear heavy armor as if it were nothing. You are
 Chainmail (+2 Armor) always on the front lines of battle, facing danger
head-on. Pay special attention to Hack and Slash
 Bandages (3 uses) 
and Defend from the Basic & Adventuring Moves
When you have a few minutes to tend
insert.
wounds, heal 4 HP and mark a use.

Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o An Heirloom The GM and the other players will help introduce
Mark this if you’ve chosen the “Bearer”
Background.
Reference your character to the game.

Provides the bearer access to a single See the Basic & Adventuring Moves handout for Name:
organization, guild hall, secret society, etc -
beyond that, it is totally useless.
information about moves and how to make them. Examples: Yggritte, Miles, Tas, Gunter, Lasoro, a
humble name, an ancient name, a royal name
Your Party
Describe it, as well as how you inherited it. Strength (STR) Hit enemies, lift large
After everyone has been introduced, write the
objects, break down doors.
o Map of the Last Patrol Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Mark this if you’ve chosen the “The Retired Examples: Hard Eyes, Wild Hair, Calloused Skin, below. The GM will tell you how you all know each
quick thinking.
Adventurer” Background. Lithe Body, Pinched Face, Battered Helm, Human, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
This map, when marked with the blood of Elf, Dwarf, Halfling, Orc, Ogre, Goblin, Gnoll your fellow players to help you answer them. You
jump over cliffs, throw things.
a group of people, will always show their do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
location—so long as they remain within the the better!
defend others, toughen things out.
bounds of the map. Wisdom (WIS) Solve puzzles, gain special Who here was I sworn to protect? Why?
insight, detect the hidden.
o Adventuring Gear (5 uses)  Charisma (CHA) Command others, flatter
Mark this if you’ve chosen the “Enforcer” allies, make bold-faced lies.
Background. Who here owes me their life, and why?
Mark off a use to find some mundane but Forward: Apply the positive or negative
useful item, such as chalk, rope, a torch, etc. Examples: personal fame, a job, a grim task, an
number to an ability score the next time the
unfulfilled promise, a legendary weapon
relevant trigger is met.
Who here makes me question whether
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: they will survive the coming dangers?
number to an ability score for every roll
using the stat until the trigger is met.
Who here needs to be toughened up?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: An atrocity, a sacrifice, a victory, a
needing to roll. mentor,
Who here has proved a worthy ally?
Debility: Two of your ability scores take -1 Knowledge of the area:
Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What significant battle took place near
arrows or sling stones, but represents what
here? Who here owes you a debt? Who here fears
you have left on hand.
you? Who are you worried about bumping into?
Backgrounds Stats Class Moves Armor Mastery
When you allow a piece of armor you wear
(Choose one) See the “Basic & Adventuring moves” insert for to absorb all of the damage from a single
universal moves. attack, reduce its Armor value by 1. When
†† Bearer Hit Points /24 Signature Weapon the Armor value reaches 0, the armor is
+2 STR, +1 CHA
You own a unique weapon that has destroyed.
You start with an heirloom (describe it). Lose HP when you take damage. If this reaches 0, extraordinary abilities. Tell us how you came
Your signature weapon has chosen you as
you are dying! See “Last Breath” from the Basic &
Adventuring Moves insert.
to own that weapon! Choose your weapon,
and add it to your list of gear:
Advances
its wielder. Who are the spirits that reside When you use XP to gain an Advance, you can do
there? What do they want? When you one of the following:
Armor …… Crom Faeyr, the ancient hammer of
consult the spirits that reside within your dwarven kings, and its companion  Increase one Attribute by +1, to a
signature weapon, they will give you an shield. When you strike an enemy with maximum of +3.
insight relating to the current situation, Subtract your armor from any damage you take. this weapon, it knocks them back with
a clap of thunder, and the shield grants  Choose a new move below:
roll+CHA. you +1 armor while you are using it.
 On a 10+, the GM will reveal one oo Scent of Blood
…… Meofainn, the terrible battle-axe
or more important details to your Damage 1d10 bathed in the heart-blood of a dragon. When you Hack & Slash an enemy, your
situation The damage this weapon inflicts is next attack against that same enemy deals
 On a 7-9, the GM will give you only Bonus Damage particularly destructive, ripping both +1d4 damage. If you take this move a second
vague impressions. people and things apart with its cruel time, the next attack deals +1d8 damage.
You always roll the die indicated when you deal edge. When you deal damage with this
†† Retired Adventurer damage, plus bonus damage (weapons, etc). weapon, roll your damage die twice,
and take the better result. †† Iron Hide
+2 STR, +1 WIS
…… Ironfang, the ornate spear of the
You start with the Map of the Last Patrol. greatest chieftain your clan have ever You get +1 armor at all times.

Attributes
You left behind a life of bloodshed years ago. known. When you throw Ironfang in
battle, you make the Volley move with †† Seeing Red
And while you hoped to live out the rest of STR instead of DEX, and after you
your days in peace, it doesn’t always work throw it, it magically returns to your When you Discern Realities during
out that way. When you Discern Realities Two of the stats below will be filled in by your hand.
Background. For the others, put +1 in one, -1 in combat, you take +1.
while in battle, take +1. …… Isil, a graceful blade that shines like the
another, and leave the rest at 0. crescent moon. The uncanny sharpness †† Evil Eye
†† Enforcer of this blade ignores the enemy’s
+2 STR, +1 CON armor, and it glows when a type of When you Defend, you can spend 1 hold to:
STR INT CON creature of your choosing is near. Lock eyes with a foe; any damage rolls
You start with Adventuring Gear (5 uses). against you and your ward are halved,
…… Bielgrim, the greatsword of a legendary
For years, you served as the right-hand knight. This weapon can always rounded up.
enforcer for someone important. You did sense the taint of darkness or chaos,
what you were told, when you were told. and reacts in its presence. When you
strike a creature of darkness or chaos †† Battlefield Tactics
You’re alone now, but you’ve still got those with this weapon, it ignites with holy
special skills to keep you company… When DEX WIS CHA fire; you either deal +1d4 damage or When you survey a battlefield or
you parley using threats of violence as suppress one of its unnatural powers, dangerous environment, ask the GM two of
leverage, you may use STR instead of CHA. your choice. the following questions. The GM will answer
truthfully.
Bend Bars, Lift Gates  Where’s the best way in, out, or
Weakened Dazed Miserable
Drives -1 ONGOING -1 ONGOING -1 ONGOING
When you use pure strength to destroy
an inanimate obstacle, roll+STR. On a 10+,
choose 3. On a 7-9, choose 2.
through?
 Where is the best place to make a
This is what motivates your character. When a STR & DEX INT & WIS CON & CHA defensive stand?
drive triggers your actions, receive 2 XP!  It doesn’t take a very long time  Where is the best place to attack from?
 Nothing of value is damaged  What here is the biggest threat to me?
(Choose one) Experience Points (XP)  It doesn’t make an inordinate amount
…… Enter a fight that you aren’t sure you Mark XP when you roll a result of 6- and when of noise
can win a move tells you to. Mark 2 XP when you trigger  You can fix the thing again without a
…… Show off in front of NPCs who can go your Drive lot of effort
on to tell your tale
…… Settle a conflict or dispute without
bloodshed
…… Put someone in their place for  Spend 1 XP to reroll a single die.
disrespecting you  Spend 4 XP to earn an Advance. (see
…… Provoke a great danger so that others the “Advances” section for more details)
will see you are unafraid
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
PALADIN
Starting Gear You wield both martial prowess and holy power,
Character Portrait
along with powerful support abilities that heal
 Halberd (+1 damage) your allies or give you miraculous abilities. Pay
special attention to both the Hack & Slash and
 Chainmail (+2 Armor) Defend moves.

Optional Gear
You’ll get one of these depending on your
Background. Review your background for any
associated moves.
o Earworm Wax (1 use) 
Mark this if you’ve chosen the
Your Character
“Faith Militant” Background. Fill out as much of the following as you can, then
A yellowish candle that forever burns a pale tell the rest of the table what you’ve put down.
The GM and the other players will help introduce
light. Drip the wax into the ear of a target
and gain 3 hold. Spend that hold and ask
your target a question. They will tell you the
Reference your character to the game.

truth, despite themselves. See the Basic & Adventuring Moves handout for Name:
o Healing Potion
information about moves and how to make them. Examples: Febem, Tania, Moraf, Tep, Yorash, Jesu,
a common name, an unusual name, a peasant
Your Party
Mark this if you’ve chosen the Strength (STR) Hit enemies, lift large name
“Anointed” Background. After everyone has been introduced, write the
objects, break down doors.
When you drink it, heal 10 HP or remove Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
one debility, your choice. Examples: Fiery Eyes, Styled Hair, Bloodstained below. The GM will tell you how you all know each
quick thinking.
Clothes, Bulky Body, Wizened Face, Tattooed Skin, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
o Adventuring Gear (5 uses)  jump over cliffs, throw things. Human, Elf, Dwarf, Halfling, Gnome, Fae your fellow players to help you answer them. You
Mark this if you’ve chosen the do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
“Savior” Background. the better!
defend others, toughen things out.
Mark off a use to find some mundane but
Wisdom (WIS) Solve puzzles, gain special Whose misguided behavior endangers
useful item, such as chalk, rope, a torch, etc.
insight, detect the hidden. their very soul?
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.

Forward: Apply the positive or negative Who has stood by me in battle and can be
Examples: a holy quest, atonement, diplomacy, trusted completely?
number to an ability score the next time the
truth-seeking
relevant trigger is met.

Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
Who do I believe is the bravest soul
number to an ability score for every roll
amongst you?
using the stat until the trigger is met.

Hold: Acts as a currency. You may spend


hold when appropriate to act without Examples: A sin, an act of justice, someone Whose beliefs do I respect, even if they
needing to roll. protected or lost aren’t the true way?

Debility: Two of your ability scores take -1 Knowledge of the area:


Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What authority holds sway here? What
arrows or sling stones, but represents what
corruption lies here? What customs here do you
you have left on hand.
love or hate?
Backgrounds Stats Class Moves Lay On Hands
When you touch someone, skin-to-skin,
(Choose one) See the “Basic & Adventuring moves” insert for and pray for their well-being, roll+CHA.
universal moves. On a 10+, you heal them of 1d8 damage, or
†† Faith Militant Hit Points /24 Quest remove a disease from them. On a 7-9, they
+2 STR, +1 CHA
When you dedicate yourself to a mission are healed, but the damage or disease is
You start with a Earworm Wax (1 use). Lose HP when you take damage. If this reaches 0, through prayer and ritual cleansing, say transferred to you.
you are dying! See “Last Breath” from the Basic & what you plan to do (examples below):
You belong to the military arm of a religious
organization. The common people look to
you as their shield against the forces of evil.
Adventuring Moves insert.
…… Slay ______, a great blight on the land Advances
Armor …… Defend ______ from the iniquities that When you use XP to gain an Advance, you can do
Why have you been sent here, and what do
beset them one of the following:
you expect to find?
When you pray for guidance, even for a Subtract your armor from any damage you take. …… Discover the truth of ______  Increase one Attribute by +1, to a
moment, and ask, “What here is evil?” the maximum of +3.
Then choose up to two boons:  Choose a new move below:
GM will tell you, honestly.

†† Anointed Damage 1d10 …… An unwavering sense of direction to


†† Setup Strike
______
+2 CHA, +1 STR Bonus Damage …… Invulnerability to ______ (e.g., edged When you Hack & Slash, choose an ally;
You start with a Healing Potion. weapons, fire, enchantment, etc.) their next attack against your target does
You always roll the die indicated when you deal …… A mark of divine authority +1d4 damage.
You consider yourself a member of the damage, plus bonus damage (weapons, etc).
faith first and foremost, and your faith is …… Senses that pierce lies
†† Staunch Defender
powerful. Your deity has bestowed upon you …… A voice that transcends language
an edict to heal the world. When you Defend, you get +1 hold, even on
…… A freedom from hunger, thirst, and
Attributes
When you heal someone with Lay on a miss.
sleep
Hands, you heal an extra +1d4 damage,
which is never transferred to you. The GM will then tell you what vow or vows †† Holy Power
Two of the stats below will be filled in by your is required of you to maintain your blessing:
Background. For the others, put +1 in one, -1 in When you begin a Quest, choose either +1
†† Savior …… Honor (forbidden: cowardly tactics and armor or +1d4 damage. You get that bonus as
another, and leave the rest at 0.
+2 STR, +1 CON tricks) long as you are still on the Quest.

You start with a Adventuring Gear (5 uses). …… Temperance (forbidden: gluttony in


STR INT CON food, drink, and pleasure of the flesh) †† Bloody Aegis
You’ve always known that you were born to …… Piety (required: observance of daily When you take damage you can grit your
do something great, given the opportunity. holy services) teeth and accept the blow. If you do you take
You feel that opportunity is finally near: a
…… Valor (forbidden: suffering an evil no damage but instead suffer a debility of
grand quest, in honor of your diety. creature to live) your choice. If you already have all three
When you start a Quest, you may choose debilities you can’t use this move.
another boon, as long as you select another DEX WIS CHA …… Truth (forbidden: lies)
vow as well. …… Hospitality (required: comfort to those
in need, no matter who they are) †† Hospitaller
When you heal an ally, you heal +1d8
Drives Weakened Dazed Miserable
I Am The Law
When you give an NPC an order based
damage.

This is what motivates your character. When a


-1 ONGOING -1 ONGOING -1 ONGOING on your authority (divine or otherwise), †† Exterminatus
drive triggers your actions, receive 2 XP! roll+CHA.
STR & DEX INT & WIS CON & CHA When you speak aloud your promise to
(Choose one) On a hit, they... (Choose one)
defeat an enemy, you deal +2d4 damage
 Do what you say
…… Lead another to act despite fear or Experience Points (XP)  Back away cautiously, then flee
against that enemy and -4 damage against
doubt. anyone else. This effect lasts until the enemy
Mark XP when you roll a result of 6- and when  Attack you
is defeated. If you fail to defeat the enemy or
…… Forgive a helpless enemy and set them a move tells you to. Mark 2 XP when you trigger On a 10+, you also take +1 Forward against
free. give up the fight, you can admit your failure,
your Drive them.
but the effect continues until you find a way
…… Capture or punish a criminal or On a miss, they do as they please and you
to redeem yourself.
evildoer. take -1 Forward against them.
…… Suffer pain and hardship so that
someone does not need to.  Spend 1 XP to reroll a single die.
…… Deny mercy to a criminal or unbeliever.  Spend 4 XP to earn an Advance. (see
the “Advances” section for more details)
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
RANGER
Starting Gear Within the party you’re the best at being in the
Character Portrait
wilderness, or taking out enemies at a distance
 A Longbow with your bow. You and your animal companion
can support you and your allies, helping you find
 A bundle of arrows (3 ammo) tracks and paths through the wilderness. Carefully
read both Volley and Venture Out from the Basic
 A shortsword & Adventuring Moves insert.
 Leather Armor (+1 armor)

Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o Poultices and Herbs (2 uses)  The GM and the other players will help introduce
Mark this if you’ve chosen the
“Raised by Wolves” Background.
Reference your character to the game.

When you carefully treat someone’s See the Basic & Adventuring Moves handout for Name:
wounds, heal them of 7 HP and expend a
use.
information about moves and how to make them. Examples: Fenrek, Krauss, Fitch, Wrannan, Darya,
an animal name, a posh name, a nickname
Your Party
Strength (STR) Hit enemies, lift large
After everyone has been introduced, write the
o Boots of Trackless Step objects, break down doors.
Mark this if you’ve chosen the Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Hooded Eyes, Long Hair, Camouflage below. The GM will tell you how you all know each
“Forester” Background. quick thinking.
Clothes, Sinewy Body, Sharp Features, Bearded, other and why you are in a party. Also say, ask
So long as you travel in view of the treeline, Dexterity (DEX) Dodge out of the way,
Human, Elf, Dwarf, Halfling, Gnome, Hobgoblin your fellow players to help you answer them. You
you and those you travel with leave no trace. jump over cliffs, throw things.
do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why): the better!
o Adventuring Gear (5 uses)  defend others, toughen things out.
Mark this if you’ve chosen the Wisdom (WIS) Solve puzzles, gain special Who here have I guided through the
“Warden” Background. insight, detect the hidden. wilderness before?
Mark off a use to find some mundane but Charisma (CHA) Command others, flatter
useful item, such as chalk, rope, a torch, etc. allies, make bold-faced lies.

Forward: Apply the positive or negative Who here has been a friend of nature?
Examples: providing passage, a job, hunting,
number to an ability score the next time the
investigating, a reunion
relevant trigger is met.

Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who here has the least respect for nature?
number to an ability score for every roll
using the stat until the trigger is met.
Who here loathes my animal companion?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: A tranquil glade, an offense of the city,
needing to roll. a necessary sacrifice, a resolute decision

Debility: Two of your ability scores take -1 Knowledge of the area:


Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What wild frontier lies near here? What
arrows or sling stones, but represents what
savage beast have you seen signs of? What fate is
you have left on hand.
the nearby settlement blindly rushing towards?
Backgrounds Stats Class Moves Command
When you work with your animal
(Choose one) See the “Basic & Adventuring moves” insert for companion...
universal moves. ...and you attack the same target(s), add its
†† Raised by Wolves Hit Points /20 Hunt And Track damage die to yours.
+2 DEX, +1 WIS
When you follow a trail of clues left ...and you take damage, add its armor to
Starts with poultices and herbs (2 uses). Lose HP when you take damage. If this reaches 0, behind by passing creatures, roll+WIS. On yours.
you are dying! See “Last Breath” from the Basic & a hit, you follow the creature’s trail until ...and someone Interferes with you, they roll
You’ve always gotten along better with Adventuring Moves insert. there’s a significant change in its direction 3d6 and take the two lowest dice.
animals than people, and you prefer a life in or mode of travel. On a 10+, you also choose
the wilds. You have an unusually powerful Armor one:
bond with your animal companion. When
your animal companion aids in your
 Gain a useful bit of information about
your quarry, the GM will tell you what
Advances
Subtract your armor from any damage you take. When you use XP to gain an Advance, you can do
attack, roll 3d6 and take the two highest  Determine what caused the trail to end one of the following:
dice.
 Increase one Attribute by +1, to a
†† Forester Damage 1d8 Called Shot maximum of +3.
+2 DEX, +1 WIS When you attack a defenseless or surprised  Choose a new move below:
Bonus Damage enemy at range, you can choose to deal your
You start with the Boots of Trackless Step. damage, or name your target and roll+DEX: †† Blot Out the Sun
You have become a master at the art of  Head: On a hit, the target is stunned
You always roll the die indicated when you deal When you Volley, you may spend ammo
camouflage. When you keep still in natural for a few moments. On a 10+, add your
damage, plus bonus damage (weapons, etc). before rolling. For each point of ammo
surroundings, enemies never spot you until damage.
 Arms: On a hit, the target drops spent, you may choose an extra target to
you make a movement, and when you strike
whatever they’re holding. On a 10+, add hit with your attack. On a hit, you deal your
with a ranged weapon from hiding, your
damage to every target.
first shot never gives away your position.
Attributes your damage.
 Legs: On a hit, they’re hobbled and slow
†† Wild Empathy
†† Warden moving. On a 10+, add your damage.
Two of the stats below will be filled in by your You can speak with and understand animals.
+2 WIS, +1 STR Citizen Of The Wild
Background. For the others, put +1 in one, -1 in If you have leverage, you can Parley with
You start with adventuring gear (5 uses). another, and leave the rest at 0. Take +1 when you Venture Out and act them too.
as guide. Also, on a 7-9, choose only one
You have devoted yourself to hunting the
unnatural things that skulk around in the
consequence. oo Dire Beast
darkness of the wilds. Your intuition helps STR INT CON Your animal companion either increases its
you to face danger, wherever you are. When Animal Companion damage die by one step (1d4 becomes 1d6,
you Spout Lore about a monster, you You have a supernatural connection with an etc), or its armor by +1. This advance may be
roll with WIS instead of INT, and on a hit, animal that almost always acts as you wish chosen more than once.
you take +1 Forward when acting on the it to.
information you recall. DEX WIS CHA Name: †† Smaug’s Belly
Examples: Bolt, Fury, Whisper, Jax, Skye, Puck,
Drives Butch, Scar, Luna, Temper, Whiskin, Shadow, Fang
When you know your target’s weakest
point and have a clear shot, your arrows
This is what motivates your character. When a ignore the target’s armor completely.
Choose an animal based on its size:
drive triggers your actions, receive 2 XP!
Weakened Dazed Miserable
Small:
†† Observant
(Choose one) -1 ONGOING -1 ONGOING -1 ONGOING
STR & DEX INT & WIS CON & CHA +0 armor, +1d4 damage, +1 Discern Realities When you hunt and track, on a hit you may
…… Alienate someone by putting your Example: Hawk, Lynx, Weasel, Drake, also ask one question about the creature you
animal companion’s desires above Raven, Python, Monkey are tracking from the Discern Realities list
theirs. Experience Points (XP) for free.
…… Free someone from bondage, Mark XP when you roll a result of 6- and when Medium:
figuratively or literally. +1 armor, +1d6 damage, +1 Hunt And Track
a move tells you to. Mark 2 XP when you trigger
…… Doggedly pursue a course of action, to your Drive Example: Eagle, Boa, Panther, Stag, Goat,
your or your allies detriment. Boar, Wolf
…… Help an animal or spirit of the wild.
Large:
…… Show someone a place or thing of
natural beauty that they have not seen +2 armor, +1d8 damage, +1 Hack & Slash
 Spend 1 XP to reroll a single die.
before Example: Auroch, Bear, Sloth, Gorilla,
 Spend 4 XP to earn an Advance. (see
Horse, Elk, Tiger
the “Advances” section for more details)
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
THIEF
Starting Gear You’re the sneakiest member of your party. Your
Character Portrait
allies will count on you to deal with the dangerous
 Lockpicks traps and locks that bar your path. While you may
not be strong in a face-to-face fight, if you get the
 Leather armor (+1 armor) drop on a foe you can Backstab them and do some
serious damage.
 A shortsword

 Your poison (3 uses) 

Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o Throwing Darts (2 ammo) The GM and the other players will help introduce
Mark this if you’ve chosen the
“Life of Crime” Background.
Reference your character to the game.

See the Basic & Adventuring Moves handout for Name:


o The Epoch Lens
Mark this if you’ve chosen the
information about moves and how to make them. Examples: Herova, Dominic, Mo, Kiernan, Lila,
Scars Riley, Bones, Mad-Eye Greedy, Psycho Sal
Your Party
“Treasure Hunter” Background. Strength (STR) Hit enemies, lift large
After everyone has been introduced, write the
A device from a forgotten age. Looking at objects, break down doors.
an object through the lens reveals visions of Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Shifty Eyes, Messy Hair, Dark Clothes, below. The GM will tell you how you all know each
who made it and where it came from. quick thinking.
Knobby Body, Honest Face, Inscrutable Features, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
Human, Elf, Dwarf, Halfling, Gnome, Orc your fellow players to help you answer them. You
o Adventuring Gear (5 uses)  jump over cliffs, throw things.
do not need to answer each, but the more you do,
Mark this if you’ve chosen the “Trickster” Constitution (CON) Withstand poison, A personal goal (and why): the better!
Background. defend others, toughen things out.
Mark off a use to find some mundane but Wisdom (WIS) Solve puzzles, gain special Who here has my back when things go
useful item, such as chalk, rope, a torch, etc. insight, detect the hidden. wrong?
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.

Forward: Apply the positive or negative Who here have I worked with before?
Examples: treasure, revenge, escape, tracking, an
number to an ability score the next time the
assassination, information gathering
relevant trigger is met.

Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who here knows incriminating details
about me?
number to an ability score for every roll
using the stat until the trigger is met.

Hold: Acts as a currency. You may spend Who here knows where I stashed my loot?
hold when appropriate to act without Examples: An old partner, a botched heist, a
needing to roll. murder, an elusive legend, a loved one

Debility: Two of your ability scores take -1 Knowledge of the area: Who here doesn’t trust me? Why?
Ongoing.

Ammo: It counts as ammunition for


appropriate ranged weapons. The number Who here do I not trust? Why?
indicated does not represent individual
Examples: What reliable contact resides here?
arrows or sling stones, but represents what
What criminal operation holds sway here? What
you have left on hand.
is the most valuable thing here?
Backgrounds Stats Class Moves Advances
(Choose one) See the “Basic & Adventuring moves” insert for When you use XP to gain an Advance, you can do
universal moves. one of the following:
†† Life of Crime Hit Points /18  Increase one Attribute by +1, to a
+2 DEX, +1 STR Trap Expert maximum of +3.
When you spend a moment to survey a
You start with throwing darts. (2 ammo). Lose HP when you take damage. If this reaches 0,  Choose a new move below:
dangerous area, roll+DEX. On a 10+, hold 3.
you are dying! See “Last Breath” from the Basic &
On a 7-9, hold 1.
You’ve lead what is easily described as Adventuring Moves insert. †† Cheap Shot
a “colorful” life. You’re also very well
Spend your hold as you walk through the When you deal damage with Backstab, deal
connected to the criminal underworld.
When you ask your connections about
Armor area to ask these questions: an additional +1d6 damage.
 Is there a trap here and if so, what
something you want or need, roll+CHA.
Subtract your armor from any damage you take. activates it? †† Envenom
 What does the trap do when activated?
On a 10+, someone has it, just for you. You can apply even complex poisons with a
 What else is hidden here?
pinprick. When you apply a poison that’s
On a 7-9, you’ll have to settle for something Damage 1d8 Tricks of the Trade not dangerous for you to use to your
close or it comes with strings attached, your When you pick locks or pockets or disable weapon, it is delivered by touch instead of
call. Bonus Damage traps, roll+DEX. applied.
 On a 10+, you do it, no problem.
†† Treasure Hunter You always roll the die indicated when you deal  On a 7-9, you still do it, but the GM †† Shoot First
+2 DEX, +1 WIS damage, plus bonus damage (weapons, etc). will offer you two options between You’re never caught by surprise. When an
You start with the Epoch Lens. suspicion, danger, or cost. enemy would get the drop on you, you get
You fancy yourself a delver of lost treasure. to act first instead.
Backstab
Usually, you come up empty-handed. But
those other times (rare as they might be) Attributes When you attack a surprised or
defenseless enemy with a melee weapon,
†† Underdog
make it all worthwhile. When you use Trap When you’re outnumbered, you have +1
you can choose to deal your damage or
Expert you always get +1 hold, even on a 6-. Two of the stats below will be filled in by your armor.
roll+DEX. On a 10+ choose two. On a 7-9
Additionally, when you Discern Realities, Background. For the others, put +1 in one, -1 in
choose one.
no matter the outcome, you may also ask, another, and leave the rest at 0.
“Is there treasure here that I don’t know
 You don’t get into melee with them †† Escape Route
 Your attack deals +1d6 additional
about?” When you’re in too deep and need a way
damage
STR INT CON out, name your escape route and roll+DEX.
†† Trickster  You create an advantage, granting +1
Forward to you or an ally acting on it  On a 10+ you’re gone.
+2 DEX, +1 CHA  On a 7–9 you can stay or go, but if you
 Reduce their armor by 1 until they
You start with adventuring gear (5 uses). repair it go it costs you: leave something behind
or take something with you, the GM
You’ve got a silver tongue and a reputation
for bending the rules and causing mischief. DEX WIS CHA Poisoner will tell you what.
When you have time and materials you can You’ve mastered the care and use of a
create a disguise that will fool anyone into poison. Choose a poison from the list below; †† Evasion
thinking you’re another creature of about that poison is not dangerous for you to use, When you Defy Danger, on a 12+, you
the same size and shape. Your actions can and when you have time, material, and transcend the danger. You not only do what
give you away but your appearance won’t. Weakened Dazed Miserable safety to brew, you can make more of it. you set out to, but the GM will offer you a
Note that some poisons are applied, meaning better outcome, true beauty, or a moment
-1 ONGOING -1 ONGOING -1 ONGOING
Drives STR & DEX INT & WIS CON & CHA
you have to carefully apply it to the target or
something they eat or drink. Touch poisons
of grace.
This is what motivates your character. When a just need to touch the target; they can even
drive triggers your actions, receive 2 XP! Experience Points (XP) be used on the blade of a weapon.

(Choose one) Mark XP when you roll a result of 6- and when …… Oil of Tagit (applied): the target falls
a move tells you to. Mark 2 XP when you trigger into a light sleep
…… Stand up to a bully or tyrant your Drive …… Bloodweed (touch): the target deals
…… Forego comfort or advantage to do the -1d4 damage ongoing until cured
right thing
…… Goldenroot (applied): the target treats
…… Cause trouble for your allies by taking the next creature they see as a trusted
an unnecessary risk  Spend 1 XP to reroll a single die. ally, until proven otherwise.
…… Put someone in their place for  Spend 4 XP to earn an Advance. (see …… Serpent’s Tears (touch): Anyone
disrespecting you the “Advances” section for more details) dealing damage to the target rolls twice
and takes the better result.
…… Get someone to act on false information
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
WIZARD
Starting Gear You’re a master of the arcane. Although you may
Character Portrait
be weak in hand-to-hand combat, your spells
 A spellbook (describe it) and knowledge will make you a match for almost
any danger. With a Ritual, you can accomplish
 Healing Potion
nearly anything, though you may need some help
When you drink it, heal 10 HP or remove
to achieve your goals. Read the Spout Lore move
one debility, your choice.
from the Basic & Adventuring Moves insert. It can
 A staff be quite useful!

Optional Gear
You’ll get one of these depending on your
Background. Review your background for any
Your Character
associated moves. Fill out as much of the following as you can, then
tell the rest of the table what you’ve put down.
o Bag of Books (5 uses)  The GM and the other players will help introduce
Mark this if you’ve chosen the
“Antiquarian” Background. Reference your character to the game.

When you Spout Lore and consult one of See the Basic & Adventuring Moves handout for Name:
your books, mark off a use and take +1 to
your roll.
information about moves and how to make them. Examples: Ebsorin, Plumanaxus, Ildra, Izohra,
Jil’Un, Steburis, An alliterative name, an alien
Your Party
Strength (STR) Hit enemies, lift large name, a pun
o Tricksy Rope objects, break down doors.
After everyone has been introduced, write the
Mark this if you’ve chosen the
Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
“Fae Foundling” Background. Examples: Haunted Eyes, Pointed Hat, Strange below. The GM will tell you how you all know each
quick thinking.
A rope that listens, and (usually) does what Robes, Thin Body, Sparkly Skin, Charmed Smile, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
it’s told. Tell it “Coil” or “Slack” or “Come Human, Elf, Dwarf, Halfling, Gnome, Orc your fellow players to help you answer them. You
jump over cliffs, throw things.
here, rope” and it will. do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why): the better!
o Your Patron’s Token defend others, toughen things out.
Mark this if you’ve chosen the Wisdom (WIS) Solve puzzles, gain special Whose destiny have I foreseen?
“Pact” Background. insight, detect the hidden.
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.
Who do I need to teach about how magic
Forward: Apply the positive or negative really works?
Examples: learning, fulfilling a ritual, a mystical
number to an ability score the next time the
pact, a special ingredient, a dream
relevant trigger is met.

Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who is keeping a secret from me?
number to an ability score for every roll
using the stat until the trigger is met.
Who here am I experimenting on? What
Hold: Acts as a currency. You may spend have I done to them?
hold when appropriate to act without Examples: A dire omen, missed opportunities, a
needing to roll. master, a hazy vision

Debility: Two of your ability scores take -1 Knowledge of the area: Who do I believe will play an important
Ongoing. part in the events to come?

Ammo: It counts as ammunition for


appropriate ranged weapons. The number
indicated does not represent individual
Examples: What unique relic exists here? How do
arrows or sling stones, but represents what
the locals view your magic? What arcane secret
you have left on hand.
endangers this area?
Backgrounds Stats Class Moves Ritual
When you perform a ritual in order to
(Choose one) See the “Basic & Adventuring moves” insert for create a magical effect, tell the GM what
universal moves. you’re trying to achieve. You can accomplish
†† Antiquarian Hit Points /16 Spellbook just about anything, but the GM will give
+2 INT, +1 WIS
When you spend some uninterrupted time you 1-4 of the following conditions:
You start with a bag of books (5 uses). Lose HP when you take damage. If this reaches 0, (an hour or so) in quiet contemplation of  It will take __ time to do it.
you are dying! See “Last Breath” from the Basic & your spellbook, you:  You must draw on a place of power.
You are self-taught but untried, learning Adventuring Moves insert.  Remove any penalties to Cast A Spell.  First you must ________
magic from a few ancient tomes. Around  Lose any spells you already have  You’ll need help from _____
here, you’re the local know-it-all, or Armor prepared, and prepare up to 5 spells  It will require a lot of __
perhaps their assistant. from your spellbook.  The best you can do is a lesser,
If your spellbook is ever stolen, you cannot unreliable or limited version
When you Cast A Spell, prepare one Subtract your armor from any damage you take.  You and your allies will risk danger
memorize spells until you get it back!
additional spell from your spellbook. from _____
Your spellbook contains the following spells:  You’ll have to sacrifice _______ to do it
†† Fae Foundling Damage 1d4  You’ll have to disenchant __ to do it
+2 INT, +1 DEX …… Light: You conjure a magical light that
You start with a Tricksy Rope.
Bonus Damage will follow you around, as long as you
wish. Advances
You were found as an infant; someone was You always roll the die indicated when you deal …… Detect Magic: The GM will tell you When you use XP to gain an Advance, you can do
kind enough to raise you as their own. You damage, plus bonus damage (weapons, etc). what here is magical, and what its one of the following:
display a natural gift with magic. You do not effects might be.  Increase one Attribute by +1, to a
need to Cast A Spell to ask the GM what here …… Invisibility: You or an ally you touch maximum of +3.
is magical; you can just ask them whenever becomes invisible, until they make an  Choose a new move below:
you like, without rolling.
Attributes attack or you cast another spell.
…… Magic Missile: Bolts of pure magic
oo Archmage
†† Pact Two of the stats below will be filled in by your
spring from your fingers; deal 2d4
damage to one target. The maximum number of spells you are able
+2 INT, +1 CHA Background. For the others, put +1 in one, -1 in
…… Charm Person: The person you touch to memorize increases by 1. This advance
You start with your patron’s token (describe another, and leave the rest at 0. while casting this spell counts you as may be chosen more than once.
it). a friend until they take damage or you
prove otherwise. †† Logical
You learned magic by swearing allegiance
to someone—or something—else. Who are
STR INT CON …… Contact Spirits: You contact a spirit;
it appears before you and is bound to When you use strict deduction to analyze
they? What do you owe them? You can break your surroundings, you can Discern
answer any question.
the token of your patron’s favor at any time Realities with INT instead of WIS.
to summon your patron to you and demand …… Telepathy: You form a psychic link to a
person you can touch; you share their
a favor. It’ll tell you what it wants in return. senses and thoughts. †† Arcane Ward
DEX WIS CHA
…… Sleep: Your INT in creatures you can As long as you have at least 2 spells
see fall asleep. They still awaken as prepared, you have 2 Armor.
Drives normal: loud noises, jolts, pain.
oo Enhanced Spellbook
This is what motivates your character. When a Cast A Spell
drive triggers your actions, receive 2 XP! Weakened Dazed Miserable Choose a spell from below to add to your
When you cast a magical spell, roll+INT. On
-1 ONGOING -1 ONGOING -1 ONGOING spellbook.
(Choose one) a hit, the spell is cast successfully. On a 7-9,
STR & DEX INT & WIS CON & CHA choose one: …… Mimic: Touch someone; you take
…… Cause trouble by touching, opening, or  The spell disturbs the fabric of reality on their exact appearance until you
tinkering with something
Experience Points (XP) as it is cast; take -1 Ongoing to Cast A dismiss this spell or take damage. While
…… Set up a ploy and then take advantage Spell until the next time you prepare ongoing, you cannot use magic.
of it Mark XP when you roll a result of 6- and when spells. This penalty is cumulative. …… Dispel Magic: Choose a spell or
…… Alienate an NPC with your strange a move tells you to. Mark 2 XP when you trigger  After it is cast, the spell is temporarily magical effect nearby; it is dispelled or
behavior your Drive forgotten. suppressed (the GM will say which).
…… Deflect or evade an inquiry into your  You draw unwelcome attention or put …… Fireball: Deal 2d6 damage (ignores
doings yourself in a spot. The GM will tell you armor) to one target and everything
how. near it.
…… Use magic to cause terror and fear.
 Spend 1 XP to reroll a single die.
 Spend 4 XP to earn an Advance. (see
the “Advances” section for more details)
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.
Basic Moves Spout Lore
When you consult your accumulated Adventuring Moves
Occasionally your character’s actions will knowledge about something, roll+INT.
trigger a move (such as Hack & Slash); On a 10+, the GM will tell you something
interesting and useful about the subject
SETTLE IN VENTURE OUT
typically this will require a roll of 2 6-sided When you settle in to rest, decide on a When you venture out into perilous or
die plus one of your ability scores. A 10+ is a relevant to your situation. On a 7-9, the GM
watch order with your allies. Then, answer unfamiliar territory, select a character to
success; a 7-9 is a partial success; you do it, will only tell you something interesting - it’s
the following: act as guide. Then, indicate the route you’d
but there’s a cost, compromise, harm, etc. A on you to make it useful. The GM might also
like to take and, if appropriate, a destination.
6- is a miss; things don’t go well and the risk ask you “How do you know this?” Tell them
 Did we learn something new and Then, the guide rolls+WIS. On a 10+ you
turns out badly. the truth, now.
important about the world? arrive just fine, and they describe the most
Hack & Slash Aid or Interfere  Did we overcome a notable monster or memorable part of the journey. On a 7-9, you
When attacking an enemy in melee, When you help or hinder someone, say enemy? survive the journey, but choose two:
roll+STR. how you do so and roll with that stat. On  Did we loot a memorable treasure?
On a 10+, you deal your damage to the a hit, they take +1 or -2, your choice. On  Someone or something has followed
enemy and avoid their attack. At your a 7-9 you also expose yourself to danger, you to your destination, ask the GM
For any “yes” answer, mark 1 XP. Finally,
option, you may choose to do +1d6 damage retribution, or cost. what it is.
when you wake after a good night’s sleep,
but expose yourself to the enemy’s attack.  Roll 1d4+1; the party as a whole must
heal an amount of HP equal to half of your
On a 7-9, you deal your damage to the discard that many uses of equipment
maximum.
enemy and the enemy makes an attack Defend or pieces or gear. For each piece
against you. When you stand in defense of a person, Recover discarded, ask that player how it got
item, or location under attack, roll+CON. When you do nothing but rest in comfort lost or used up.
On a 10+, hold 3. On a 7-9, hold 1. So long as and safety...  It’s been a slog. it took longer than
Volley you stand in defense, when you or the thing  After a day of rest you recover all your you expected and you’re all minus 1
When you take aim and shoot an enemy at you defend is attacked you may spend hold, ongoing until you Settle In.
HP.
range, roll+DEX. On a 10+, you have a clear 1 for 1, to choose an option.  After three days of rest you remove one
shot - deal your damage. On a 7-9, choose On a miss, your trip is interrupted part way
debility of your choice.
one in addition to dealing your damage.  Redirect an attack from the thing you by a danger, crisis, or hazard. Ask the GM to
 If you’re under the care of a healer
 You have to move to get the shot, defend to yourself. tell you what it is.
(magical or otherwise) you heal a
placing you in danger of the GM’s  Halve the attack’s effect or damage. debility for every two days of rest
choice.  Open up the attacker to an ally, giving instead.
 You have to take what you can get: -1d6
damage.
that ally +1 Forward against them. TAKE WATCH
 Deal your STR in damage (plus any SUPPLY When you’re on watch and something
 You have to take several shots, reducing weapon or ability bonuses). When you go to buy an item, equipment or approaches the camp, roll+WIS. On a 10+,
your ammo by one. weapon, roll+CHA. On a 10+, you find what you’re able to wake the camp and prepare
Parley you’re looking for and can easily afford it. a response, everyone in the camp takes +1
Defy Danger When you have leverage on a GM On a 7-9, you’ll have to pay more or settle Forward. On a 7–9, you react just a moment
When you act despite an imminent threat, character and manipulate them, roll+CHA. for something that’s not exactly what you too late; your companions in camp are
or suffer a calamity, say what you do and Leverage is something they need or want. wanted, but close. The GM will tell you what awake but haven’t had time to prepare. They
roll... On a hit, they ask you for something and your options are. have weapons and armor but little else. On a
... +STR to employ brute force. do it if you make them a promise first. On a miss, whatever lurks outside the campfire’s
7-9, they need some concrete assurance of light has the drop on you.
... +DEX to act with speed or finesse.
your promise, right now.
LAST BREATH
... +CON to endure or hold steady. When you’re dying, you catch a glimpse of
... +INT to think fast or employ expertise. what lies beyond the Black Gates of Death’s
... +WIS to apply senses or fortitude. Discern Realities Kingdom (the GM will describe it). Then
... +CHA to use charm, subterfuge, grace. When you closely study a situation or roll+nothing.
person, roll+WIS. On a 10+, ask the GM  On a 10+, you’ve cheated Death—you’re
3 questions from the list below. On a 7-9, in a bad spot but you’re still alive.
On a 10+, you do what you set out to do and
ask 1. Take +1 Forward when acting on the  On a 7-9, Death himself will offer you a
the threat doesn’t come to bear. On a 7-9,
answers. bargain. Take it and stabilize or refuse
you stumble, hesitate, or flinch; the GM will
offer you a worse outcome, hard bargain, or  What happened here recently? and pass beyond the Black Gates into
ugly choice.  What is about to happen? whatever fate awaits you.
 What should I be on the lookout for?  On 6-, your fate is sealed. You’re
 What here is useful or valuable to me? marked as Death’s own and you’ll cross
 Who’s really in control here? the threshold soon. The GM will tell
 What here is not as it appears? you when.

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