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Mind

Attune
Command
Charm
Observe
Might
Blood
Human Brawl
Name Gain an additional passion:
poetry. Also, when you try to
Survive
find peace, roll the best
attribute instead of the worst.
Traverse
Elf Wreck
Your heirloom weapon has
potency vs. Beasts. Mastery
Dwarf
Background You take +1D to Resistance
rolls.
Finesse
Orc Sneak
Passion Your load limits are higher.
Light: 5; Normal: 7; Shoot
Heavy: 8. Tinker
Items
Doom Heirloom weapon
Fine armour +Heavy
Bonds Shield
Sidearm Spare sidearm
When I die, I want ________________ to take care of my family. Ranged weapon
________________ is my old friend, but something's wrong with Battering ram
them lately.
________________ saved my life and I'm in a great debt to them. Throwing knives
Beastbane charm
Alchemic fire
Arcane implements
Climbing gear
Lockpicking tools
Harm Potion of healing
Mild Mild Mild Antidote
Moderate Moderate Mess kit
Ration Some more
Grave Lantern Spare oil
Bedroll Tent
Extreme Beartrap Calptrops
Light (3) Normal (5) Heavy (6)
Experience Coins
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
You risked your life for your allies.
You expressed your bonds, blood, or background.
You struggled with issues from your passion or darkness during the session.

Special abilities
At the start of the game and each time your Experience tracker fills up, choose one of the following:
Riddle of Steel
Each implement of war has a spirit residing in it. Some are naive and wide-eyed, being forged yesterday, some are wise and
old, having seen centuries of bloodshed. You may communicate with them. What kind of spirit possesses your weapon?

When you consult with the spirit that resides in your heirloom weapon, tell it a story of your own exploits, ask a question and
the spirit will answer. Don’t count on them telling the truth, though. If you act on its advice, mark 1 xp.
The Wall
When you put your life on the line to defend someone or something you hold dear, you act with increased effect.
Vigorous
Penalties from harm are one level less severe.
Blacksmith
When you work on improving your heirloom weapon through mundane or arcane means, you get +1 result level. You
start with one improvement already in mind.
Bonebreaker
When you Wreck an enemy with savage force, abandoning all sense of defense, you get +1 result level.
Bonesetter
You can Tinker with bones, blood, and flesh to treat wounds or stabilize the dying. When you or your allies Recover and
you treat them, they don’t have to spend a coin.
Berzerk
When you see someone or something you hold dear in danger, you can mark 2 Doom to possess extreme strength and
resilience until things calm down.
Versatile
Pick an ability from another playbook. You can do it up to three times.
Darkness
When you accept the deal of the Death herself or choose to be touched by the Dark when Meeting your Doom, choose
one of the following:
Barkskin
Your skin grows thicker and rougher, resembling the bark of ash-trees. When you resist physical harm, you can mark 1 Doom
and negate it completely without rolling any dice.
Terrifying presence
You invoke supernatural fear in beasts and men alike.
Sword ruler
Your voice is compelling to spirits residing in the arms of men. You can mark 2 Doom to make them answer you truthfully — or
— lash out at their wielders — turn to dust and ash.
Beast
You succumb to the Darkness completely and become an NPC. Describe, what horrifying form your former husk will take.

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