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e XILES

FEELINGS-DELVING ROLE-PLAYING
TR ai TS.
Use your traits when making a roll for +1D.
F ai TH.
How much you trust one another. If you earn 5 faith,
Highlighted traits get you +2D. grow closer.XX If you drop to 0 faith, you break ties.XX
You can only benefit from 1 trait at a time.

NAME “

CRIME


RESOLVE

UPBRINGING


RUi N
WILL 0 1 2 3 4
If you suffer harm at 0 will, take a WOUND. LOOKS
P o CK e T. F oo T i NG . UND oi NGS.
WEAR. ENCUMBERED. MEMORIES. Keep track of footing during encounters. If you mark an undoing 5 times, create a truth.
ADVa NTAGE: Raise your ground
on your next action.

1 3 5 1 Di SADVa NTAGE: Lower your ground
on your next action.

NOTES.

2 4 6 2 “
WEAR. Cross off 1 when using an item. If full, mark 1 item as broken or lost and set wear back to 0 .
ENCUMBRANCE. If you place items on the ENC column you become slow, loud, or clumsy. Gain DIS.
c HRONi CLE.
RECOVER +1 WILL every time you LOCK a memory by bringing it to this side of the sheet and taping it or gluing it in place. See XX for deeds.

1 2 3 4 5 6
ADD/SWAP TRAIT
7 8
MAJOR DEED
MINOR DEED

9 10 11 12 13 14
HIGHLIGHT TRAIT
15 16
MAJOR DEED
MINOR DEED
+2D

17 18 19 20 21 6
ADD/SWAP TRAIT
23 24
MAJOR DEED
MINOR DEED

25 26 27 28 29 30
HIGHLIGHT TRAIT
31 32
MAJOR DEED
MINOR DEED
+2D

33 34 35 36 37 38
ADD/SWAP TRAIT
39 40
MAJOR DEED
MINOR DEED
Ca MPai GN TRac Ke R 1/2: e Xi Le S' Si De .
i NSi GHT. Si De o BJec Ti Ve S. THe Ca Ra Va N.
Use insight to ask any question to The Moon Your only shelter in The Below. Use the caravan COMPANIONS. Underdwellers that are
that are of importance to everyone. She must to travel in-between journeys, host compan- travelling with you for the time being. They
answer clearly and truthfully. Answering a ions, and store and retrieve items during camp. usually listen to you at The Moon's discretion.
question usually costs 1 , but The Moon may The caravan is indestructible. If you utterly Companions usually join your caravan because
price her answer at 2 or 3 . Using insight wreck it it rebuilds itself, empty, and meets you you’ve reached a common agreement: You help
might improve your ground, allow you to just next camp. them, they help you.
do it, or advance the story in whichever way it
makes sense. Companions take up 2-slots in the caravan
and have a 1-3 faith score on the group. When

Reso LVe . /5
“ you keep them at easy or fulfill their demands,
faith goes up. When you fail to meet their de-
mands or do something they disagree with,
Your resolve marks how close you are to escap- faith goes down. If their faith reaches 0, they
ing The Below. Upon marking your 5th one, THE CARAVAN'S Wea KNe SS. abandon you, betray you, or worse.
end the game or set it back to 0 and move onto
the next ring of the campaign. CARAVAN s To Ra Ge .

Doo M. /3
Mark 1 doom every time a roll instructs you to.
Upon marking your 4th one, set the mark back
to 1 and cross off 1 . If your surpasses your
1 2 3 4
campaign rings, you fail to escape The Below.

a LLie S & e Ne Mie S o THe RS o F No Te .


“ “ 5 6 7 8

9 10 11 12
Ca MPai GN TRac Ke R 2/2: Moo N'S Si De .
THRea Ts . w ORLDBUi LDING. Wi SHe S.
“ BRe Wi NG TROUBLE.

“ “

CRa WL: Na Me , TYPe, & DeTai LS.


DANGER:

Rin Gs . THE e XILES' o RIGIN.


Lo Re , No Te S.


DANGER:

THe Be Lo W: Loo K & Na TURe S.

DANGER:

THe BLi GHT: Tou CH & Sou Rc E.


e NCou Te R SHee T.
CR e SC e NT s .

GOAL - DANGER - OPPORTUNITY

Go AL.


GRo UND. High . Even . Low GOAL - DANGER - OPPORTUNITY


APPRoa CH.
Assault . Trickery . Stealth . Bargain

“ GOAL - DANGER - OPPORTUNITY

GOAL - DANGER - OPPORTUNITY

THRea T(S).


GOAL - DANGER - OPPORTUNITY

Lo Ca Tio N / No Te S.
ITEM CARDS, ARCANA, CONDITIONS.

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK

TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK TYPE MARK
Bo Ne a e
OFFERINGS.
FL M a e
OFFERINGS.
BL D
Make offerings to gain new blight marks . Follow the in- Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in osseum and night. Far below, far inside: A PACT sealed in ember and ash. Far below, far inside: A PACT sealed in steel and might.
structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each.
Bone fused in an embrance of binds. Flame rose to burn and fuel. A blade forged to slash and thrust.
Collect the bones of two different creatures, Burn down a site or object of power.
Still cracking. Unrested. Unable to die. Scented with tears; the last spark of burning duel. Doused with blood to ward off rust.
Raise from their shared skeleton a new teacher. Then, cover youself in its ashes.

BLi GHT Ma RKS. BLi GHT Ma RKS. BLi GHT Ma RKS.

1 2 1 2
SOUL LEECH: Dead cells nourish your soul. FIREFLY: Ignite small particles of light around MOTH-BLADE: Your heartbeat flutters; a life
Permanently increase your will track by +1. you—barely the size of a candle's flame. counted in days spent and taken. Every session ,
Recover +1 will every time you witness death. lose -1 will . Every time you devour a foe's blade,
THIS HEART THAT BURNS: Once per encounter , you recover +2 will and increase your will track by +1.
YOU OF THE DARK: Take +1d to “seek answers” can use your " resolve" as if it were a trait for +2d.
from a horror. BUILT FOR WAR: Once per encounter , shed 1💧💧 to
Find shardbone from a bygone beast. Set an entire location ablaze.
SOUL BEACON: Gain advantage to aid or protect “bleed
SHRIEKING SKIN: Your body fights back against Then, insert it into a dying subject so it can feast. Let”itfor
be ayourself.
feast for the undying flame.
those dear to you with blazing courage.
anything that touches it. When you take physi- BLOODRUSH: Your senses sharpen as a moth
cal harm, you may shed 💧💧 instead of will . FIERY SENSE: You evoke fear and fascination flaps its wing. Shed 1💧💧 to be infused with a sud-
alike. Shed 1💧💧 to choose 1 against an underd- den burst of strength, speed, or dexterity.
BURIAL TONGUE: Shed 1 💧💧 and roll 1d to talk to
the dead. On a 6+, ask 3 questions. On a 4-5,
ask 2. On a 1-3, ask 1. Beware, the passed love to lie.
1 2
weller: They focus only on you — They answer
truthfully to 1 question — You lay bare your 1 2
BATTLEBABE: When you “draw your blade”,
shed 1💧💧 to inflict 1 on a foe: They must duel you
heart and they falter, gain advantage .
UNGOSPELS OF DREAD (1 ⋄ /USE): Once per
alone — You reveal their WILL DIE and lower it by
FLICKERING GRIP (1 ⋄ /USE): Ignite aything you 1 step — Every time you attack, they take -1 HEAT.
journey , summon a gruesome apparation. Give
RUST EATER (1 ⋄ /USE): The blades you've de-
touchPulverize
with a spark of undying
a creature's flame
skeletal —the fire
matter. Burn your dearest keepsake to the ground.
the ghost an order; it will follow it to the best rapidly gains its own will. For each valuable
Then, scatter its ashes across a body of water. And with it, everything tit represents.
of its ability until banished. voured are part of you. Shed 1💧💧 to use their tags
thing consumed, take +1 will.
SKELETAL CONSTRUCT (1 ⋄ /USE): Raise a mas-
or effects . How does your skin reshape itself?
WICKERMAN (1 ⋄ /USE): Burst into a star of lick-
sive abomination of inconceivable bones. All SWARM OF KNIVES (1 ⋄ /USE): Tear apart your
ing flames. Nothing can contain you. All crea-
creatures in range test WIL at disadvantage to
run away. The construct dissapears when you 1 2
tures test WIL to walk into the fire. For every
action you take, something on you burns. When
1 2
body to become a glistening murmuration of
swords. “draw your blade” with advantage . All
banish it or when pulverized. creatures within hearing range take your strike.
you decide to revert to flesh, you're WOUNDED.
⋄ DOWNFALL ⋄ ⋄ DOWNFALL ⋄ ⋄ DOWNFALL ⋄
⋄ (CAMP) You lose sight of your body when you dream.
⋄ When you experience
Separate boneemotions,
strong from flesh.flames burst. ⋄ Moth-Blade
Spread theisundying
only effective when... a willing host.
flame through
Who do you act against? What emotion fuels you? WhichThen,
is thewear the remains
hardest in a long skeletal dress.
to contain? The foeSee
youthat
befall
theirwas stronger
spark turns tothan the last.
fire, then dust.

⋄ (CAMP) Your skin becomes painful to the touch.


⋄ The fire within you draws attention at every turn. ⋄ You become enraptured by a subject when present.
Take -1 to the result of all “share the burden” rolls. Take disadvantage when you try to prowl unnoticed. Shed 1💧💧 to give in to it, or gain disadvantage.
⋄ The terrors you've brought upon the world haunt you. ⋄ ⋄
Start every encounter with a "haunted" AFFLICTION. 1 2
Your flame consumes it all, whether you want to or not.
When you “end the session”, burn 1 faith on everyone. 1 2
Your skin crumbles, it becomes paper thin.
All hits against you deal an additional -1 will.
⋄ You become the catalyst for an undead horror. ⋄ Your skin scorches into warm ash. ⋄ You become vulnerable to anything that targets metal.
Morph into it every time you take a WOUND. Decrase your will track by -1. If you submerge, you die. After it rains, your limbs begin to rust. Take a WOUND.
a e
OFFERINGS.
FL M
Make offerings to gain new blight marks . Follow the in-
a e
OFFERINGS.
BL D
Make offerings to gain new blight marks . Follow the in-
OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in ember and ash. Far below, far inside: A PACT sealed in steel and might.
structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each.
Flame rose to burn and fuel. A blade forged to slash and thrust.
Collect the bones of two different creatures, Burn down a site or object of power. Challenge a foe stronger than you —
Scented with tears; the last spark of burning duel. Doused with blood to ward off rust.
Raise from their shared skeleton a new teacher. Then, cover youself in its ashes. Put everyone in great danger.

BLi GHT Ma RKS. BLi GHT Ma RKS.

1 2 1 2 1 2
FIREFLY: Ignite small particles of light around MOTH-BLADE: Your heartbeat flutters; a life
you—barely the size of a candle's flame. counted in days spent and taken. Every session ,
lose -1 will . Every time you devour a foe's blade,
THIS HEART THAT BURNS: Once per encounter , you recover +2 will and increase your will track by +1.
can use your " resolve" as if it were a trait for +2d.
BUILT FOR WAR: Once per encounter , shed 1💧💧 to
Find shardbone from a bygone beast. Set an entire location ablaze. Summon a cursed weaon.
SOUL BEACON: Gain advantage to aid or protect “bleedLet
” for
Then, insert it into a dying subject so it can feast. it beyourself.
a feast for the undying flame. Then, use it to strike down a foe.
those dear to you with blazing courage.
BLOODRUSH: Your senses sharpen as a moth
FIERY SENSE: You evoke fear and fascination flaps its wing. Shed 1💧💧 to be infused with a sud-
alike. Shed 1💧💧 to choose 1 against an underd- den burst of strength, speed, or dexterity.

1 2
weller: They focus only on you — They answer
truthfully to 1 question — You lay bare your 1 2
BATTLEBABE: When you “draw your blade”,
shed 1💧💧 to inflict 1 on a foe: They must duel you
1 2
heart and they falter, gain advantage .
alone — You reveal their WILL DIE and lower it by
FLICKERING GRIP (1 ⋄ /USE): Ignite aything you 1 step — Every time you attack, they take -1 HEAT.
RUST EATER (1 ⋄ /USE): The blades you've de-
touchPulverize
with a spark of undying
a creature's flame
skeletal —the fire
matter. Burn your dearest keepsake to the ground. Take down a horde of foes all on our own.
rapidly
Then, scatter its ashes across a body ofvaluable
gains its own will. For each water. And with it, everything tit represents. It's their steel against yours.
voured are part of you. Shed 1💧💧 to use their tags
thing consumed, take +1 will.
or effects . How does your skin reshape itself?
WICKERMAN (1 ⋄ /USE): Burst into a star of lick-
SWARM OF KNIVES (1 ⋄ /USE): Tear apart your
ing flames. Nothing can contain you. All crea-
1 2
tures test WIL to walk into the fire. For every
action you take, something on you burns. When
1 2
body to become a glistening murmuration of
swords. “draw your blade” with advantage . All 1 2
creatures within hearing range take your strike.
you decide to revert to flesh, you're WOUNDED.
⋄ DOWNFALL ⋄ ⋄ DOWNFALL ⋄
⋄ When you experience
Separatestrong
bone emotions,
from flesh.flames burst. ⋄ Moth-Blade is only
Spread the effective
undying flamewhen...
through a willing host. Banish the soul of an innocent foe.
Then,
Which wear
is the the remains
hardest in a long skeletal dress.
to contain? The foe you befall
See that wasspark
their stronger
turns than
to fire,the last.
then dust. Rule a cruel judgement that shakes you to the core

⋄ The fire within you draws attention at every turn. ⋄ You become enraptured by a subject when present.
Take disadvantage when you try to prowl unnoticed. Shed 1💧💧 to give in to it, or gain disadvantage.
⋄ ⋄
1 2
Your flame consumes it all, whether you want to or not.
When you “end the session”, burn 1 faith on everyone. 1 2
Your skin crumbles, it becomes paper thin.
All hits against you deal an additional -1 will. 1 2
⋄ Your skin scorches into warm ash. ⋄ You become vulnerable to anything that targets metal.
Decrase your will track by -1. If you submerge, you die. After it rains, your limbs begin to rust. Take a WOUND.
THo RN a s
OFFERINGS.
BYS c a
OFFERINGS.
L W
Make offerings to gain new blight marks . Follow the in- Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in bramble and vine. Far below, far inside: A PACT sealed in infinity and stars. Far below, far inside: A PACT sealed in spit and hide.
structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each.
Thorn sprouted to pierce and drain. Abyss spawn to refract and absorb. Claws emerged to scar and rend.
Snatch a magic-bearing object from its master. Retrieve a pome from a voidal patch.
Harvesting poison, blossoming pain. Free of bounds. Devoid. Unlocked. Marked with the bites of those it brought to their end.
Then, bury it in the woods to harvest disaster. Then, eat it without looking back.

BLi GHT Ma RKS. BLi GHT Ma RKS. BLi GHT Ma RKS.

1 2 1 2
IRIDISCENT VEINS: Your blood turns to sap. Shed HOLLOW CARCASS: You are the void where all BEASTLY TARNISH: A monstrous essence makes
1💧💧 to momentarily perform 1 on an item: Enhance begins and ends. Shed 1💧💧 and temporarily mark its den your soul: It whispers to your ear, zealous
it — Transfer 1 sense to it — Spark it with life. 1 ◊ ruin to absorb 1 trait . The subject you take to take control. Shed 1💧💧 to take on 1 of its fea-
it from is devoid from it until you give it back. tures: Claws to climb, wings to fly, fangs to bite.
SYMBIOTIC RESONANCE: You're attuned to the
Lose -1 will for every action you take with it.
frequency of the world. Touch a subject to rep- RAGEFUL BLOW: When making a DANGER ROLL,
Bring back to life an extinct breed of flowers. Devoid a place of all its essence.
licate 1 of its traits for a short time. Once session
per from break an item you hold for +2d or advantage .
NUMB:
Retrieve the kernel the, monster
negate any
thatblow or it.
devoured Turn it into a shadow of its former sentience.
effect dealt to your person.
STUBBORN ROOTS: When you drop to 0 faith , SCENTHOUND: Once per journey , ask for scents
don't break ties . You may earn faith back as usual, VACANT STARE: Reality refracts under your gaze. to track in the area. You can always make out an
or break the bond by overdrawing 1 faith . Shed 2💧💧 to extract a secret you observe. objects's properties when in close proximity.
FLORID TEARS: Once per journey , Shed 2💧💧 to en-
thrall a non-hostile creature: They agree to an-
1 2
ENTROPIC RECALL: Time intertwines in your sty-
gian veins. Sacrifice 1 memory you had locked to
1 2
BRAIN MANGE: The beast within you grows fond
of talking back. You can reach for its insight at
ything, convinced they do of their own voilition. release its contents into the present tense. any moment. You may sacrifice 1 memory for a

MYCELIA INCARNATE (1 ⋄ /USE): The earth's roots


precise, poignant, or enlightening observation.
(1 ⋄ /USE
MARK ON YOU (1 ⋄ /USE): Once per journey ,
PARTICLE ACCELERATOR
Unroot a painful memory Release
from):our past. any Banish a vassal back to the void.
answer your call, choose 1: They lend you insight trait you've
Setabsorbed in ita spread
it loose, let blast: Surge
vast. the orig- Leave in their wake a hole to be soiled.
(+1) — They shape into a weapon — They bind inal effect to its apex and just do it , or roll 4d choose 2 when you take in a subject's scent: You
something — They offer an escape route. with advantage . learn its WEAKNESS — You identify its properties
ECTOPIC FAMILIAR (1 ⋄ /USE): Conceive an exten- COSMIC LOOP (1 ⋄ /USE): Rip through the fabric
— You can track it — You glimpse at its past.
BEHEMOTH (1 ⋄ /USE): Your human skin peels
sion of yourself by lending it your will track: -1 for
a simple creature, -2 for skilled, -3 for extraor-
dinary. It lives on for as long as you wish or until
1 2
of time—make an opening a few minutes or hours
into the past. If anyone notices you or what
1 2
away and reveals the beast in its shade. You're
unstoppable; gain advantage. All creatures test
you've done, reality catastrophically shatters.
⋄ DOWNFALL ⋄
it drops to 0 will. Replenish your track afterwards. WIL to escape. You're WOUNDED when you revert.

⋄ DOWNFALL ⋄ ⋄ DOWNFALL ⋄
⋄ The ring of your
Seed destruction andicygrowth. Open a sucking black hole.
⋄ You're sensitive. When you see someone “unleash”
voice takes on the timbre of the void.
By helpingwhen
Gain disadvantage the wild
youreclaim
inspireterritory
empathylost.
or trust. ⋄ Your monstrous
Then,features
use it toevoke old the
nurture fears.
void.
or “rip them apart”, gain disadvantage . When underdwellers see them, gain disadvantage .
⋄ (CAMP) The earth claims your undivided attention. ⋄ You dream an alter ego who sometimes takes hold.
What do they want? Black splotches cloud your memory. ⋄ Every camp, you feel the urge to nest in a den.
Take -1 to the result of all “catch your breath” rolls. If you're unable, start next encounter with an AFFLICTION.

⋄ Your body is always trying to put down roots.
To move after being still, you must cut all stems first.
1 2
Your essence is so malleable, anything can latch on it.
You become an easy target for curses and possesion. ⋄ 1
The beast speaks through you. 2

Sometimes, it snaps before you can shut it.


You turn forgetful of humanly concerns. The void claims you; for you're a sliver of its dead stars.
At night, you are naturally pulled towards the sky. You turn nocturnal. Unless aided by a spell, conction,
The need for time, food, and companionship fade.
or a good slap (-1 will) gain disadvantage under daylight.
a BYS s
OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
c a
OFFERINGS.
L W
Make offerings to gain new blight marks . Follow the in-
OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in infinity and stars. Far below, far inside: A PACT sealed in spit and hide.
structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each. structions for each and sacrifice 2 memories for each.
Abyss spawn to refract and absorb. Claws emerged to scar and rend.
Snatch a magic-bearing object from its master. Retrieve a pome from a voidal patch. Scavange the carcass of a befallen foe.
Free of bounds. Devoid. Unlocked. Marked with the bites of those it brought to their end.
Then, bury it in the woods to harvest disaster. Then, eat it without looking back. Bathe in its drying blood under a midnight sun.

BLi GHT Ma RKS. BLi GHT Ma RKS.

1 2 1 2 1 2
HOLLOW CARCASS: You are the void where all BEASTLY TARNISH: A monstrous essence makes
begins and ends. Shed 1💧💧 and temporarily mark its den your soul: It whispers to your ear, zealous
1 ◊ ruin to absorb 1 trait . The subject you take to take control. Shed 1💧💧 to take on 1 of its fea-
it from is devoid from it until you give it back. tures: Claws to climb, wings to fly, fangs to bite.
Lose -1 will for every action you take with it.
RAGEFUL BLOW: When making a DANGER ROLL,
Bring back to life an extinct breed of flowers. Devoid a place of all its essence. Hunt down unsuspecting prey.
per session break an item you hold for +2d or advantage .
RetrieveOnce
NUMB: the kernel from the, negate
monsterany blow
that or it.
devoured Turn it into a shadow of its former sentience. Bring a swift end to its pain.
effect dealt to your person.
SCENTHOUND: Once per journey , ask for scents
VACANT STARE: Reality refracts under your gaze. to track in the area. You can always make out an
Shed 2💧💧 to extract a secret you observe. objects's properties when in close proximity.
1 2
ENTROPIC RECALL: Time intertwines in your sty-
gian veins. Sacrifice 1 memory you had locked to
1 2
BRAIN MANGE: The beast within you grows fond
of talking back. You can reach for its insight at
1 2
release its contents into the present tense. any moment. You may sacrifice 1 memory for a
precise, poignant, or enlightening observation.
(1 ⋄ /USE
MARK ON YOU (1 ⋄ /USE): Once per journey ,
PARTICLE ACCELERATOR
Unroot a painful memory from Release
): our past. any Banish a vassal back to the void. Bring the beast inside to where it was slain.
trait you'veSet
absorbed
it loose, in
letaitblast:
spreadSurge
vast. the orig- Leave in their wake a hole to be soiled. Honor its grave with the rites of your domain.
inal effect to its apex and just do it , or roll 4d choose 2 when you take in a subject's scent: You
with advantage . learn its WEAKNESS — You identify its properties

COSMIC LOOP (1 ⋄ /USE): Rip through the fabric


— You can track it — You glimpse at its past.
BEHEMOTH (1 ⋄ /USE): Your human skin peels
1 2
of time—make an opening a few minutes or hours
into the past. If anyone notices you or what
1 2
away and reveals the beast in its shade. You're
unstoppable; gain advantage. All creatures test
1 2
you've done, reality catastrophically shatters.
⋄ DOWNFALL ⋄
WIL to escape. You're WOUNDED when you revert.

⋄ DOWNFALL ⋄
⋄ The ring of yourSeed
voicedestruction
takes on theand
icygrowth.
timbre of the void. Open a sucking black hole. Avenge the beast before it's too late.
By helping
Gain disadvantage the wild
when reclaim territory
you inspire empathylost.
or trust. ⋄ Your monstrous
Then,features
use it toevoke old fears.
nurture the void. Lure in the creature responsible for its fate.
When underdwellers see them, gain disadvantage .
⋄ You dream an alter ego who sometimes takes hold.
What do they want? Black splotches cloud your memory. ⋄ Every camp, you feel the urge to nest in a den.
If you're unable, start next encounter with an AFFLICTION.

1 2
Your essence is so malleable, anything can latch on it.
You become an easy target for curses and possesion. ⋄ 1
The beast speaks through you. 2 1 2

Sometimes, it snaps before you can shut it.

The void claims you; for you're a sliver of its dead stars.
At night, you are naturally pulled towards the sky. You turn nocturnal. Unless aided by a spell, conction,
or a good slap (-1 will) gain disadvantage under daylight.

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