Professional Documents
Culture Documents
action moves info moves When you wonder if or declare that you know
something about the world...
intervene look around Explain why you already know about it, say what would be
When you involve yourself in someone else’s action... When you observe a situation / place / object... useful for you to know in this situation, then roll+Knowing.
10+: The World gives you useful and detailed info, an
Describe how you do it, and if you’re trying to help or hinder. The World will tell you what is obvious and clear, and then will
explanation.
You are [exposed] to the consequences of the situation. Say ask you: “Do you want to know more?”
7-9: The World gives you useful but vague info, a clue.
whether the target gets an Advantage or Disadvantage. If you say Yes, explain how you act to get extra info and what
1-6: The World gives you truthful info + World Reaction.
you pay close attention to, then roll+Vigilant. During the
sway inspection, you can ask the World questions, one at a time. If
violence moves
When you act to convince someone to do what you you act on the answers, you get an Advantage.
want...
10+: Ask 2 questions. brawl
7-9: Ask 1 question. When you act to harm someone while they also try to
Explain clearly what you want. They will consider their opinions, 1-6: Ask 1 question + World Reaction.
desires, motivations and then choose: harm you...
List of questions:
Yes, they go along with you until something betrays the • Where’s my best way out / way in / way past? Exchange harm as established, but first roll+Daring.
reasons you gave them. • Who is the most vulnerable / threatening to me? 10+: Choose 2 options.
OR, they hesitate, haggle, or resist. Thus you roll+Intense. • Who’s in control here and now? 7-9: Choose 1 option.
For NPCs: • What has happened recently or is about to happen here? 1-6: Choose 1 option + World Reaction (restricted, see notes).
10+: Willy or nilly, they give you a Yes. • What is useful or valuable to me here? List of Options:
7-9: Their words or actions convey a way to get a Yes; the • What here is not what it seems? • You inflict Terrible harm.
World will express it clearly. If you can’t or won’t comply here • What should I focus my attention on? • You suffer Little harm.
and now, the World gets an Open Reaction. • Tag someone here as [impressed], [dismayed] or [frightened].
1-6: World Reaction. • Take or keep hold of some thing/person/position.
For PCs: read someone • Keep some thing/person/position safe and undamaged.
10+: Both effects from the 7-9 list. • Force your way into someone’s position/guard.
7-9: You choose one: When you observe a person / animal / creature... • Force someone into a position of your choosing.
• If they go along with you, they earn 1 XP. Their Player will tell you what is obvious and clear, and then
• If they refuse, they get ongoing Disadvantage until their will ask you: “Do you want to know more?” threaten
next Long Rest. If you say Yes, explain how you interact with them to get When you use overt or implied violence to have
1-6: World Reaction. extra info, then roll+Vigilant. During the interaction, you someone do something here and now...
can ask their Player questions, one at a time. If you act on the Explain what you want them to do, then roll+Intense.
take a risk answers, you get an Advantage. 10+: The victim is forced to choose one:
10+: Ask 2 questions. • They cave and do what you ask, for real, to the best of their ability.
When you act under time pressure, despite adverse
7-9: Ask 1 question. • They force you to use violence. They describe how you could
odds or facing a looming danger... 1-6: Ask 1 question + World Reaction. harm them, but then you choose:
Tell the World what you’re most afraid could happen if you fail, List of questions: • You hesitate: they are unharmed + World Reaction.
then roll+Daring. • Is your character telling the truth? • You act: they suffer harm and they pick one from the 7-9 list.
10+: You do it and give an Advantage to someone (yourself • What is your character really feeling? 7-9: The victim forces you to use violence and describes how
included). • What does your character intend to do? you do harm them, then they also choose one:
7-9: You do it but get a Disadvantage or prompt a World • Flee, retreat, go away.
• What does your character wish I’d do?
• Abide, give you what they think you want.
Reaction. • How could I get your character to __ ? • Defend, shut down, find cover, shift blame.
1-6: World Reaction. • Deflect, de-escalate, buy time, look inoffensive.
1-6: World Reaction.
adventuring moves 5. Arrival
If the journey took days or more, perform the Long Rest move. The
World can frame it either near the end of the journey, sometime after all
special moves
journey the
short events seen so far, or already at the destination, especially if the
end of session
When undertaking a long journey... location
is not new or arrival is not urgent. Otherwise, you have arrived. At the end of the game session...
If you don’t know the way, then it’s not a Journey and the World decides Pick a Player to perform all steps in the order they are presented.
what happens. Or you could take back control by obtaining a map, a guide, long rest Everyone else assists and can offer comments, suggestions, and
some directions, or by picking a different destination you know the way to. When you spend a few hours taking shelter and resting... constructive criticism.
Vague directions can be enough but always make the journey dangerous 1. Consider your PC’s Issue:
When the World skips over a few days of time...
and give a Disadvantage to all PCs. 1.1 If you want to slightly reword it: say how and do so freely.
If you know the way... If the World or a Player wants to explore such downtime, then all 1.2 If you feel it has been resolved: explain how, mark 3 Growths, and skip
• ... and the territory is relatively safe and civilized, go to step 5. PCs involved in it perform step 1. to step 2.
• ... and the territory is dangerous and wild, pick one PC to go 1. Each PC in turn must play a Utility scene. 1.3 If you want to abandon it: say why, mark 1 Growth, and skip to step 2.
Describe where and when it happens within the downtime, then 1.4 If your PC took meaningful action to address it: say how and mark
through steps 1 to 4.
pick one effect from the list and describe what you do to achieve it: 1 Growth.
1. The Thing
• Spend Supplies to apply one HU to one harm effect. 2. Consider your PC’s Doubt:
Along their journey the PC notices some Thing about the territory. If the
• Spend Supplies to regenerate one HP. 2.1 If you want to slightly reword it: say how and do so freely.
PC’s Player describes it, they get an Advantage. Otherwise, they forgo the 2.2 If you feel it has been mastered: explain how, mark 3 Growths, and
• Add +1 Watch to the group total (max +3).
benefit and someone else will have to do it. Continue to step 2. skip to step 3.
• Do one useful thing: build, repair, or prepare something.
2. The Event 2.3 If you want to abandon it: say why, mark 1 Growth, and skip to step 3.
After a full round of Utility scenes, individual PCs can spend 1 XP to
The World describes a short event that happens during the journey, then 2.4 If your PC took action guided by it: recount it and mark 1 Growth.
join a new round. Once no one pays for a new round, everyone moves
continues on to step 3. The event could be helpful, Problematic, or just 2.5 If your PC took action in spite of it: recount it and mark 1 Growth.
on to step 2.
odd, but it must always: 3. Consider your PC’s actions in this session:
2. Each PC in turn can play a Bond scene.
• ... focus on the current PC. 3.1 If they were part of a memorable moment, recount it and gain 1 XP.
Describe where and when it happens during the downtime, and how
• ... involve the Thing from step 1. 3.2 If they partook in one or more Bond scene gain 1 XP.
your PC talks to a fellow PC about one topic from the list:
• ... be open-ended. 3.3 If something new came up about their Blood or Kin, recount it and
• Ask about their Issue or Doubt.
3. The Roll gain 1 XP.
• Ask about their worries, hopes, desires.
The Player rolls+Knowing, resolves the outcome, then continues on to 4. Time to grow up:
• Ask about their past.
step 4). 4.1 If you want, spend 5 or 10 XP to mark 1 or 2 Growths, respectively.
• Confront them about a beef you have with them. 4.2 Spend 5 Growth marks, one time, to unlock a new Growth Option.
10+: The Player describes how their PC handles the situation
After a full round of Bond scenes, individual PCs can freely join a new 4.3 Renew any resolved, mastered, or abandoned Issue/Doubt.
positively. Others can suggest and help. These are “past events” being
round. Once no one joins a new round, everyone moves on to step 3. 4.4 Name another Player to perform the End of Session move.
recounted so no moves are ever triggered.
3. Players perform a single roll+Watch to jointly imagine and
7-9: As 10+, but something gives the PC a Disadvantage.
describe some detail (one is enough) about the area where the Utility
1-6: As 10+, but something goes awry, forcing the PC to spend
and Bond scenes took place: epilogue
Supplies or suffer a Serious harm effect.
10+: A fascinating detail. When you die or are just about to...
4. Stay or Go
7-9: A worrisome detail.
Any Player can suggest interrupting the journey here in order to stay and Pick up to 3 Options from the following list, each only once:
1-6: A disquieting detail + World Reaction.
explore the thing/situation just discovered. Avoid lengthy discussions and • Lose one of your unlocked Growth Options.
just take a vote: • Shift 1 Stat point to a different Stat (min. -1, max. +3)
• If all Players agree to stay, the Journey ends + World Reaction. restock • Acquire a Tag from this list and describe what it means specifically
• If all Players agree to go, the Journey continues. Select a different for your PC: [disgraceful appearance], [impeded mobility], [unsteady
When you spend a few hours gathering Supply hands], [impaired senses], [weakened health].
PC to do step 1. When all PCs have gone through the 1-4 steps
materials... Now roll+Options:
once, continue on to step 5.
• If any Player disagrees, the Journey ends and a Long Rest Explain how you intend to find/buy/obtain them, then roll+Knowing 10+: You live on, but Death has changed you. Renew your current Issue,
is triggered. This allows the PCs to debate their plans in a in a wilderness area or roll+Intense in a civilized one. Then describe a Doubt, or both.
real scene, with moves and everything. Just be sure that, once detail about the area you are treading through: 7-9: You live on, but Death has taken something from you. Create a Tag
a clear majority arises, the Players with the minority of the expressing what you have lost: hope, innocence, fear, joy, rage, purpose,
10+: A curious detail + improve Supplies by one level.
confidence, identity, a cherished memory, etc. Then Renew as with 10+.
votes are willing to force the issue instead of conceding it. 7-9: An unsavory detail + improve Supplies by one level. 1-6: Alas, you died. After the scene ends, but before the End of Session
1-6: A problematic detail + World Reaction. move is performed, you get to unlock a Closure option.
captain
growth marks
Distribute the following stat: +2, +1, 0, -1
Plenty Roll+Intense.
10+: They do it with an Advantage.
7-9: They do it, but some might grumble.
expedience hardiness Spend 2 XPs before a roll to gain Advantage 1-6: They do it + World Reaction.
points points (you can do it more than once).
max max Spend 1 HP to reduce harm by one level:
Doubt 10 3 Deadly > Serious > Temp > No harm
nexus
You and the crew have a common base of operations...
temp harm serious harm deadly harm It is either a stationary location or a mobile vessel. Describe
You look and feel like a mess: bloody, An open and vicious gash that, after Your condition is bad and will develop it, then choose two options. During the End of Session move
bruised, and torn up. healing, will leave a permanent scar complications; you will die within a few you can spend Growth marks, one to one, to add more options
(make a Tag of this). days. from this list.
You lose hold of something important
you were carrying or wearing. You are actively impeded by pain and Your condition deteriorates rapidly; [comfortable living quarters]
injury in doing anything requiring effort you will die within a few hours. [defensible] / [armored]
You lose footing or end up in a or strain. [hidden] / [stealthy]
problematic position. Your heart stops beating; you are dead
You broke or mangled one or more of your or will die in a matter of seconds. [hidden level] / [secondary mode of transport]
You are held by something that clutches/ limbs, which are now inoperable. [specialist workshop]
tangles/impedes you.
[stable] / [fast]
One of your eyes or ears is ruined,
You are out cold, unconscious or forever hampering your senses (make a [stash of supplies]
powerless until the World says otherwise. Tag of this). new specialty feature
growth moves
1001 tales captain’s duty together we’ll overcome
When you visit a new port... When you put yourself in danger to protect a crewmate... When you give a pep-talk or lay out a plan...
If you tell someone about the last time you and your crew were Roll+Daring. Roll+Intense. You can spend 1 hold to have your crew perform
here, gain 1 XP and roll+Intense. 10+: They get [ignored] and have Advantage to get to safety. an action as if it was one Group size bigger.
10+: The locals have a [good disposition] towards you. 7-9: Choose one from 10+. 10+: Hold 2.
7-9: The locals have [doubts and mixed feelings] towards you. 1-6: World Reaction. 7-9: Hold 1.
1-6: World Reaction. 1-6: World Reaction.
Describe how, then suffer Harm, but first roll+Daring. Take a moment to reflect on the means and the goal of the task, then Say why you judge them so, what is offensive to you. The World
10+: They are safe and out of immediate danger. Ignore Temp say whether you deem them honorable or not, and explain why. The will make a note of this. Then you choose one:
effects. World will make a note of this. • Be strict and pitiless, denounce them out loud; they get the
7-9: They are safe but still in danger. Ignore Temp effects if • If either means or goal are unclear or dishonorable, answer this: [sinner] Tag.
you spend 1 XP. why have you bound your honor to a dubious cause? The World will • Be kind and forgiving, quietly let it slide; you gain 1 XP.
1-6: They suffer Little harm. make a note of this too. • Be honest and wise, tell them about a time you did the same
• If both means and goal are honorable, you gain ongoing as them; they get the [unsure] Tag and you gain 3 XP.
Advantage over any action directly aimed at fulfilling your quest.
i am the law If you complete the quest both in deed and in spirit, mark 1 Growth.
If you fail or renounce the quest, mark 1 Growth, but you also betray
When you act as arbiter in a dispute...
your absolute values.
paragon
Your authority is accepted above any local one, be it gladly or Your virtue grows in fervor and power...
grudgingly. Make your verdict known, then roll+Intense.
10+: Your authority is unquestioned and dissent is swallowed Select a second absolute value from your list. Betraying any one
in silence. knight’s mount of them causes you to lose access to all their powers until you
7-9: Your authority prevails and dissent is voiced in a civil way. atone.
You own a loyal and highly-trained beast...
1-6: Your authority wavers and dissent devolves into unrest
and trouble. You gain the Wayfarer’s Animal Companion move. Use it to
create an animal you can ride. ever onward
hospitaler When you tell someone why it is right and just to face
a peril...
When you spend time and Supplies to treat someone’s
wounds...
burning faith Roll+Intense:
When you Brawl... 10+: NPCs believe in your ideas and get an Advantage.
Choose one:
The World will make a note of this. PCs gain 1 XP and an
• You respect, admire or look up to them. Explain why and Tell the World whether or not your violence is just and Advantage if they follow your lead.
get an Advantage. righteous. If it is, you can spend XPs to pick additional options 7-9: NPCs believe in you, not in your ideas, but still get an
• You deem yourself their better. Explain why and get a from the list on a one-for-one basis. Advantage. The World will make a note of this. PCs gain 1 XP
Disadvantage.
or an Advantage if they follow your lead.
Now roll+Knowing:
1-6: World Reaction.
10+: Apply 1 HU to this or another patient.
7-9: As 10+, but you need to spend 1 XP to do so.
1-6: World Reaction.
maker
growth marks
Distribute the following stat: +2, +1, 0, -1
You can do it faster and cheaper by using junk materials It is true. Name them, say whether you know them personally You can choose to reduce it by getting Tags instead of spending
and haphazard solutions. Trigger Academician and, after the or by hearsay, and express a personal feeling or opinion about HPs. The Tags are, in order: [squirmy], [undignified], [cowardy].
roll, describe how you cut corners using remedial materials, them. If you then meet, roll+Intense:
suboptimal components, and haphazard practices. 10+: They seem friendly and offer help or opportunity.
Your jerry-built contraption is [ugly]. You can apply additional 7-9: They seem preoccupied and ask for counsel or support. high magister
Tags, each allowing you to ignore one crafting condition: [single 1-6: They seem hostile and make accusations or trouble. Requires: Academician
use], [could explode], [dangerous leak], [imprecise], [cumbersome], You hold mastery of a scientific field...
[burns resources to use] (usually equivalent to 1 Supply).
optimization Pick your specialization:
Chemistry: the science of substances and elemental matter.
When you provide pseudo-scientific remarks to “improve”
arcanotechnics Engineering: the science of things and inorganic materials.
someone’s actions...
Requires: Academician Biology: the science of living things and biological matter.
Intervene and, before they roll, if you spend 1 Supply worth of
When you work on something that falls within your
You have figured out how to mix science and magic... materials or tools to better support your remarks, instead of an
specialization, trigger Academician and choose one:
Advantage you improve their outcome by one level. If that’s not
You have a rudimentary grasp of Alchemy (magical chemistry), • Your Build has one less flaw.
possible, you both gain 2 XP.
Talismongering (magical engineering), and Thaumaturgy • Your Research is detailed.
(magical biology). Now when you work on something you can • Ignore one condition.
achieve results that would otherwise be difficult or impossible eidetic memory
through science alone.
Trigger Academician and describe which magical techniques
When remembering the details of something... mentat
and materials you intend to include in your work to enhance it: You can trigger Read a Person or Look Around, although you When you try to predict the future developments of a
• The work has a cost in XP equal to the initial unmodified can’t interact with anything. situation...
number of conditions. Explain which elements you are considering, both from your
• The World can pick conditions from both the Maker’s past experiences and knowledge and from current observations,
Academician and Occultist’s Ritual moves. eureka! then roll+Knowing.
When you rack your brain to solve a Problem... 10+: The World reveals a relevant Hourglass.
7-9: The World reveals one future occurrence from a relevant
If you spend 3 XP the World will point at one possible solution,
Hourglass.
and you get an Advantage to enact it.
1-6: World Reaction.
occultist
growth marks
Distribute the following stat: +2, +1, 0, -1
Add these options to the 7-9 list: You can describe deliberately and ritualistically hurting your PC If you roll a Boon you can suffer more negative effects from the
• If [tainted] you also get [foul] and +1 Empowerment as part of their Somatic component to get points on the Lesser 7-9 list than those prescribed by the roll outcome. Each extra
ongoing. Magic Empowerment Table: effect grants one point on the Empowerment Table. If you do,
• If [foul] you also get [vile] and +1 Empowerment ongoing. • Anything amounting to Temp harm or less allows you to you must describe your magic as [loud] and [flamboyant].
During the End of Session move...
buy 1 Empowerment for every 3 XP or 1 HP.
• Each Serious harm effect grants 3 Empowerment.
If you are [foul] or [vile] use these alternative steps: • Any Deadly harm effect forces all Empowerment tinkerer
• 1.4 - If your PC took violent action to address it, say how parameters to the max.
When you try to figure out the properties of a mysterious item...
and mark 1 Growth.
• 2.5 - This step is unavailable to you. Describe briefly how you poke and prod it. Are you careful
ritual or forceful? Are you using tools or just your hands? Then
familiar When you perform a Major act of Magic... roll+Knowing. The World will answer your questions honestly.
Tell the World what you’re trying to achieve. Rituals are always 10+: Ask 3.
You can create a mystical bond with a natural animal... 7-9: Ask 2.
possible but require at least a few hours of time, and the World
Use the Wayfarer’s move Animal Companion to define your will give you one to four conditions: 1-6: Ask 1 + World Reaction.
familiar, then roll+Intense. • It will take days/weeks/months. List of questions:
10+: The bond is strong, add [loyal] to the familiar. • You’ll have to get/build/study __. • What is its purpose?
7-9: The bond is weak, add [stubborn] to the familiar. • You’ll need help from __. • What is wrong with it and how can I fix it?
1-6: The bond is flawed, add [resentful] to the familiar. • It’ll be an unreliable and limited version. • What would be the correct way to use it?
If the bond breaks for any reason, you suffer Serious harm due to • You will risk __. • Who made it?
the magical backlash. You can only ever have one Bond at a time. • Add __ to the ritual’s location. • What kind of person handled it before me?
• You’ll have to disenchant __. • Which strong emotion has been impressed upon it?
• It will require riches you don’t have. • What has been done most recently with it, or to it?
earth’s veins
Performing the ritual while accessing a source of great magical
When you divine the location of a source of magical power... power, you can ignore one requirement of your choice. mark of power
You always find a ley line leading to it: When you flaunt your reputation as an Occultist...
• Describe the words, actions, and materials you employ to talismonger
discern the ebb and flow of magic around you. Requires: Arcana Unearthed You can then Sway with Advantage. The World will make
• Describe what kind of power you expect to find by offering a a note of who, hearing you do so, might harbor fear, envy, or
When you finish crafting an item you completely made
color, a smell, a tactile sensation, and an emotion relating to it. enmity for the power you represent.
yourself...
• The World will take note of this then decide which elements are
If you perform Lesser Magic, its effect will not take place here
true, offering an alternative for the others. Lesser Magic has the following • [reach] range: within 2m.
and now but will instead be stored in the crafted item. Anyone limits: • [individual] target: a person-
You then roll+Vigilant.
10+: you can Journey to the source, and you know the way. holding the item can, by explicitly willing to do so, release and • [fleeting] duration: a few seconds. sized thing or element of a larger
direct its magical effect. Once this happens, the item becomes • [moderate] force: Temp harm. whole.
7-9: you can Journey to the source, with vague directions.
1-6: World Reaction. ruined, broken, and mundane.
priest
growth marks
Distribute the following stat: +2, +1, 0, -1
Tell the World what you fear. What’s the worst that could god’s herald
anathema happen if you fail or choose poorly? Then listen to your heart
When you hold your divine icon aloft...
and pick one:
When you pray for divine retribution... If you invoke your deity’s protection through it, spend XP then
• Gain 1 XP. Describe what the heart says you should do. If
During the scene, if you visit violence upon someone, it is you do it, gain an Advantage. Threaten all hostile creatures within range.
[messy], [loud] and [forceful]. Spend 1 XP to affect up to a [Small • Ask the World what the heart says you should do. If you do • Spend 0 XP: [hand] range, with Temp force.
Group]. After you inflict harm, roll+Intense: it, gain an Advantage. • Spend 1 XP: [close] range, with Temp force.
10+: You feel righteous. The Anathema continues. • Your heart offers no direction, your deity is silent. Describe • Spend 2 XP: [reach] range, with Temp force.
7-9: You feel doubtful. Choose one... how this feels and why you think it’s happening, then mark • Spend 5 XP: [reach] range, with Serious force.
• Insist. Pay 3 XP or say why your deity would disapprove of 1 Growth (once per session) or 1 XP.
this violence. The Anathema continues. messiah
• Relent. Gain 3 XP if you say why your deity would lead the flock
disapprove of this violence. The Anathema stops. You are a charismatic leader among believers...
• Hush. Mark 1 Growth (once per session) or 1 XP if you When you preach to a crowd...
say how it feels to not receive answers from your deity. The You have a [small group] of [needy] [commoners] who trust and
Roll+Intense. support you. Pick two:
Anathema stops.
10+: 2 actions. • They are a [medium group].
1-6: You feel guilty. Gain a Disadvantage or say how it feels
7-9: 1 action. • A few are [rich] merchants.
to not know/understand your deity’s will. The Anathema stops.
1-6: World Reaction. • A few are [influential] nobles.
As an effect of the speech the crowd will, one by one, take • A few have a [military] background.
faith is my strength actions of your choice: • A few have a [scholarly] background.
When you pray to help someone with a task... • Bring forth someone. • They are [nomads] who follow your voyages.
• Bring forth something. Then pick one:
Spend 1 XP. You will always have an intuition of what they feel: • Some are [agitators] often making trouble.
• Unite and fight for you as a group.
• If they believe in your deity, they get an Advantage. • Fall into a frenzy of joy, sorrow, rage, lust, or another • Some are [vulnerable]: the old, children, the sick and
• If they don’t, they get a Disadvantage. strong emotion, your choice. disenfranchised.
• If they are honestly conflicted, they gain 1 XP. • Go quietly back to their lives. • Some are [disloyal] opportunists out to exploit you.
• The group has an [overt] and [powerful] enemy.
• The group has an [unseen] and [devious] enemy.
scoundrel
growth marks
Distribute the following stat: +2, +1, 0, -1
You can choose one: Name your escape route, then roll+Vigilant: Describe the gist of your performance, then roll+Intense.
• You inflict Terrible harm. 10+: You disengage and slip away. 10+: They fall for it until attention is drawn to your real aim.
• You inflict Little harm but you choose one of the harm 7-9: You make it out, but the World says what you leave behind 7-9: They fall for it, but only briefly.
effects they suffer. or what follows you. 1-6: World Reaction.
Then roll+Daring. 1-6: World Reaction.
10+: You do it smooth, if possible with no witnesses and no
obvious traces. a thousand faces poisoner
7-9: You do it rough, drawing attention or leaving obvious traces. When you disguise someone... When you need a poison or toxin... you have it...
1-6: You do it somehow + World Reaction.
Explain how you obscure their features to make them [hard to Spend 1 Supply to “find” one dose of the substance in your
recognise]. inventory. If it’s a new substance, go through these steps:
friends in low places • If you spend Supplies and about one hour of preparation, 1. Pick one form: 5) Describe how this effect
Requires: Legwork they can pass as any Blood and Kin of roughly their size • Powder, crystals, pills. looks like, then pick any options
and shape. • Liquid, oil, cream.
When you say that you know someone in the local you want:
• If you spend 3 XP you can mimic the mannerism and voice • Gas, vapour.
underground... • [pay 1 XP] difficult to
of someone you spent some time observing, well enough as
Trigger Recall Lore with an Advantage. Then pick one for each: 2. Pick one or more distinctive recognise.
to pass cursory inspection.
• There is a debt... telltale signs: • [pay 2 XP] difficult to
• Smell. neutralise.
• You owe them (gain 1 XP). cogs and springs • Taste. • [pay 3 XP] no known
• They owe you (get an Advantage to Sway them).
When you Look Around... • Color. antidote.
• Last time you parted ways...
• [pay 2 XP] it has no telltale 6) Pick one timeframe for the
• In good terms, they will be [trusting] + Open Reaction. If you are specifically looking for hidden mechanisms, you find signs. effect to appear:
• In bad terms, they will be [untrusting] + Show an them. In any case, add these questions to the Look Around list: 3. Pick one application method: • Within days.
Opportunity. • What might trigger it? • Inhalation. • Within hours.
• How can it be operated? • Skin contact. • [pay 1 XP] within minutes.
• What might it do once activated? • Ingestion or wounding. • [pay 2 XP] within seconds.
underworld network • How can it be disarmed/bypassed safely? 4. Pick one harm effect of your 7) Tell the World the street
When tapping your network of contacts to get something • How can it be disarmed/bypassed quickly? choice: name of this substance.
you want... • One Temp effect for days.
Roll+Knowing:
dirty fighter • Two Temp effects for hours.
• One Serious effect.
10+: You can have it by owing a favour to someone the World When you pull a dirty and dishonorable trick during a
• [pay 2 XP] one Deadly effect
will describe. They are someone you know, trust and respect. confrontation... • [pay 2 XP] one Temp effect
7-9 : You can have it by owing a favour to someone the World Roll+Daring: for weeks.
will describe. They are someone you don’t know or that you 10+: Inflict one Temp effect of your choice.
mistrust. 7-9: Inflict one Temp effect of your choice but you look
1-6 : You know who has it + World Reaction. [contemptible].
1-6: World Reaction.
troubadour
growth marks
Distribute the following stat: +2, +1, 0, -1
The person you are talking to must choose a question from the The World describes it as one or more of these elements: a You can do it without interacting with them, just by observing
Read Someone list: tactile feeling, a color, a smell, a taste, an emotion, a sound. their behavior in context.
• If you answer honestly you can ask them something from • If you act on this knowledge, you do it with Advantage. • If you do it openly, they notice you but you roll with an
the list, which they will have to answer honestly. • You will recognise this way of working magic if you see it Advantage.
• If you bail out with a lie or a half-truth, the World gets a again. • If you do it discreetly, they are oblivious but someone else
Closed Reaction. notices you.
swashbuckler • If you do it covertly, no one notices but you roll with a
up to eleven When you do something athletic and also difficult or
Disadvantage.
Requires: Arcane Art dangerous...
When you perform your Arcane Art... Describe it. Once per scene you gain 1 XP for each option that show off
If you pour all your heart and soul into it, the World will ask you applies: When you make a loud and public spectacle out of something...
a question from the Read Someone list; your target audience • You do it in a flamboyant or (melo)dramatic way.
• You shoot a witty remark immediately before, during, You get an Advantage to Sway or Take a Risk.
will understand the answer. And then...
• Add to the list of magical effects: They give in to a bacchanal or after.
• You flirt with someone as part of your action.
of uninhibited emotion. Celebrating, rejoicing, lamenting, eldritch tones
fighting, fornicating, sharing, scattering. Your choice. Requires: Arcane Art
• If you spend 1 HP your target audience will experience reputation When you perform your Arcane Art...
your performance regardless of normal limitations. Your
base Arcane Art roll determines the area of effect: When you drop your name to leverage your reputation... If you lead it to a crescendo and then abruptly end the
• 1-6: A large building. The World will say whether they have heard about you: performance, the emotional effect is so intense as to cause Temp
• 7-9: A whole neighborhood. • If not, you gain 1 XP. harm to everyone within [near] range:
• 10+: A small town. • If yes, you get an Advantage to Sway them, but first roll+Intense. • You can spend 1 XP to only harm your target audience.
10+: Describe a positive thing and a negative one they • You can spend 3 XP to enhance the harm to Serious.
battle steward heard about you.
Requires: Arcane Art
7-9: Describe a positive thing or a negative one; the World
will describe the other.
When you perform your Arcane Art... 1-6: World Reaction.
Add these options to the list of magical effects:
• They are bolstered and frenzied: when they cause harm it
is Terrible.
• They are fortified and soothed: when they suffer harm it is
Little.
veteran
growth marks
Distribute the following stat: +2, +1, 0, -1
expedience hardiness Spend 2 XPs before a roll to gain Advantage If you ever break, lose, or abandon your weapon for good, ask
points points (you can do it more than once). the World what you’ll need to do to get the old one back, or to
max max Spend 1 HP to reduce harm by one level: find/forge/earn a new one and make it truly yours. They will
Doubt 10 3 Deadly > Serious > Temp > No harm use the Occultist’s Ritual move to answer you.
Explain how it looks and give it a name, then mark one option. Any witness will think that [*YourName* is a brute]. Whether Explain what you think is brave about one, and shameful and
When you Brawl, if you describe the attack in your style... they express it or not, you always feel their judgment. Once per cowardly about the other. Then choose one:
Roll+Vigilant. You count as a [small group] but inflict session, pick one: • You do the [brave] thing, gain the Tag and 1 XP.
[Little harm] by default. • You had reasons. If you offer the World a justification, gain • You do the [craven] thing, gain the Tag and 1 XP.
Roll+Intense. You are immune to Temp effects but inflict 1 XP.
[Little harm] by default. • They are right. If you tell the World why you think you did
Roll+Knowing. You can pick one extra take/keep/force it, mark 1 Growth. arcane heirloom
option from the Brawl list. Requires: This is my weapon
Roll+Nothing. You count as a [small group] and inflict When you query your weapon for its wisdom...
[Terrible harm] by default but are not allowed to suffer smash Explain what your dilemma is and whose voice answers you.
[Little harm]. When using physical prowess to destroy or get through an Describe how you hear/see/feel it, then roll+Knowing:
inanimate obstacle... 10+: The World will describe a useful vision, impression or
old scars omen, clarifying what it means for your dilemma. Get an
You do it in a [slow], [messy], and [noisy] way, and the obstacle is
When you show someone one of your scars... [broken] beyond repair. But first roll+Daring. Advantage to act on the advice.
10+: Ignore 3 Tags. 7-9: The World will describe a useful vision, impression, or
If you tell them the truth about how you got it and why you feel
7-9: Ignore 2 Tags. omen.
pride or shame for it, they will share a similar experience with
1-6: Ignore 1 Tag + World Reaction. 1-6: The dilemma is false, the Problem is you! Whether you
you. It counts as a Bond scene.
feel it’s true or not, the voice accuses you of some kind of
weakness or fault, World’s choice. Make it a Tag on your sheet.
tactician bulwark
When you Look Around in the heat of a combat... When harm is incoming but first you have a chance to act...
brace for impact
Choose one: If you choose to grit your teeth and stand your ground, you When you suffer harm...
• Ask one extra question. ignore this harm’s Temp effects. You can ignore it by describing how your armor, shield, or
• You notice a subtle weakness/opening/opportunity - Any time you receive a HU you can spend HPs to get weapon takes the brunt of it. The item is now [battered] in a
describe it to the World. additional HUs. very visible way. If it was already [battered], it instead becomes
[broken] and unusable.
wayfarer
growth marks
Distribute the following stat: +2, +1, 0, -1
You are able to: Describe in broad strokes what kind of contraption you intend Describe how you do it. The World will take note of how you
• When you Restock in a civilized area, if you scavenge the to build and what should happen when it springs. The World camouflage your looks, smell, noises, and tracks.
streets roll+Knowing. will then tell you which materials and how much time you need • If you want, spend a few minutes and 1 Supply to always be
• When you Restock +Knowing, do it with an Advantage. to craft, disguise, and set up the trap: [in cover] in one type of environment.
• During a Long Rest, your presence grants +1 Watch for • Improvised/natural materials: 1 Supply. • While [in cover] and moving [very slow] no one can spot
free. • Crafted/common materials: 2 Supplies. you, but telltale signs might still alert pursuers.
• During a Journey, vague directions don’t cause • Specific/uncommon materials: use them if you have them. • While in or near cover, spend 1 XP to move [slow] or 2 XP
Disadvantage. • It will take minutes, hours or a full day. to move [fast] without being spotted.
• During a Journey, you can spend 3 XP to make the • When spotted, a quick distraction and 1 XP will briefly lose
voyage [faster] or [safer] or [unnoticed]. your pursuers.
raptor shot
When you attempt a difficult feat of sharpshooting...
wild empathy claw and dagger
You always hit your mark, but:
When you communicate with natural animals... When you apply animal behavior to close-quarter fighting...
• It takes time + Open Reaction.
You can make your intentions understood, and in turn, • It causes collateral damage. Say which animal you are emulating and what such behavior
understand their intentions and needs. This is no true language, • It attracts unwanted attention. means in that animal’s fighting style. Pick one extra option
just the fruit of experience and empathy. But first roll+Daring: when you next Brawl.
If you spend 1 XP you can make them understand a complex 10+: Avoid 2.
idea that would normally be alien or meaningless to that kind 7-9: Avoid 1.
of animal. 1-6: Avoid 0. through thick and thin
When you tell someone about a past hardship you and your
Plenty Explain what kind of spirit you are calling upon. Say whether
you know them and if so, say their name. Someone always
answers, but the World describes who appears and how they
expedience hardiness Spend 2 XPs before a roll to gain Advantage feel about it.
points points (you can do it more than once). You can now interact socially with the spirit. Describe what
max max Spend 1 HP to reduce harm by one level: this looks like.
Doubt 10 3 Deadly > Serious > Temp > No harm If you use one of the “Call” moves without first getting the
spirit’s consent, they will then be [angry] with you.
Trigger Born of the Soil. Sacrifice your HPs and/or Serious By paying XPs to trigger Call to the Beast depending on the level By triggering Call to the Beast to turn your body into a similar
harm effects to awaken the vegetation around you: of familiarity you have with them. Your Tell is always present amount of natural material: a specific kind plant, a specific kind
• Sacrifice 1: a small area. unless you pay the same cost again to hide it. of rock, or soil, sand, water, fire, fog, etc.
• Sacrifice 2: a medium area. • Stranger: 5 XP. • You can perceive your surroundings, but can’t speak.
• Sacrifice 3: a large area. • Acquaintance: 3 XP. • When unmoving you look like a normal specimen, or a
The awakened “Grove” is capable of [unnatural growth], [slow • Confidante: 1 XP. compact lump of specimens, of the thing you shifted into.
locomotion] and [awkward action], behaving as a Group the • When acting you look like a vaguely humanoid shape that is
[slow] and [awkward].
same size as the area affected, until the next sundown/rise.
The Grove does as you will it to, but first roll+Intense: call to the primals • You take on the physical characteristics of the thing,
Requires: Born of the Soil although your mass tends not to disperse unless force is used,
10+: The Grove abides. causing damage.
7-9: The Grove is [messy]. When you exert control over the primal elements of the world...
1-6: The Grove is [messy] and [rampaging] + World Reaction. Pick one element and explain what you want it to do. The World
will pick the conditions that need to be fulfilled before you can mark of the kindred
call to the oak trigger Born of the Soil, but first roll+Knowing: When you mark an animal with dirt and blood...
Requires: Born of the Soil 10+: One condition. You can sense what they sense until the mark naturally
7-9: Two conditions. deteriorates. Only one mark can exist at any one time. You can
When you commune with the spirits of bark and sap...
1-6: Three conditions. send simple mental commands to the animal, but each makes
Trigger Born of the Soil. Until you Long Rest or spend 1 HP List of conditions: you [distracted] for a few minutes.
to end the effect you have [flesh like Live Oak wood], which is • Be in the presence of a vast quantity of the element.
hard, extremely dense, and one third lighter than normal. But • Sacrifice something personal and precious to you.
first, choose one: • The call will take hours/days/weeks/months. call to the whispers
• If you embrace the bark, suffer the 1-6 effects • First you have to craft/fix/figure out ______ .
but gain 3 XP. When you request the assistance of the spirits during a Long Rest...
• Get help from ______ .
• If you ride the sap, roll+Daring: • Get a rare natural resource you don’t currently have. Play a Utility scene and trigger Born of the Soil, then
10+: No ill effects. • The best you can do is a lesser version, unreliable and limited. roll+Knowing.
7-9: You are [slow]. • It will be unstable and dangerous, mostly out of your control. 10+: Hold 3.
1-6: You are [slow] and [rooted] to the ground, unmovable. 7-9: Hold 2.
1-6: Hold 1 + World Reaction.
child of the land You can get additional holds for 5 XP each. During the scene
primeval tongue When you Journey... spend holds to obtain services from the spirit. They will:
You can speak the language of nature... 1: truthfully and clearly answer one question to the best of their ability.
Within your Homeland the territory is always safe. Each PC can 1: Make a local animal count as native to your Homeland.
You can communicate with any sentient creature, be they
then choose to describe a Thing (as in step 1) to gain 1 XP. 1: Offer a brief but clear vision of a danger to come.
people, animals, or even monsters. When you do, describe what
this looks like. After a Journey, also outside your Homeland, the World will 2: Offer a brief but clear vision of an opportunity at hand.
define the territories you crossed as simple people. For each, you earn 3: Offer a brief but clear vision related to someone’s Issue.
the tag [I met ___ ]. 3: Heal a [small group]; each character involved gets either 1 HP or 1 HU.
agents map 6:
5:
6 5
north 4:
4 3
3:
r ed 2 1 2:
pe
up
in
1:
r
is
he
wh
t
er
r
fa
os
6:
cl
e
er
5:
6 5
h
4:
west
east
4 3
3:
2 1 2:
1:
6:
5:
do
6 5
t
wn
ou
4:
4 3
3:
south 2 1 2:
1:
world sheet
agenda how to spend xp/hp
world reactions
• Play to find out 1 XP during the Long Rest move to
• Make sense perform additional Utility actions
• Hit the Issue / Feed the Doubt • Take away their people
• Rock the boat • Show signs of trouble • Turn their move back on them 2 XP before a roll to mark
Advantage; do this multiple times
• Highlight a downside • Inflict harm
always say • Show an opportunity • Put them at a Disadvantage
to offset multiple Disadvantages
• What the principles demand • Reveal an unwelcome truth • Make an Agent Reaction 5 XP during the End of Session
• What the rules demand move to mark 1 Growth
• Take away their stuff • After every move ask “what do you do?”
• What your prep demands 1 HP to reduce harm by one level
• What honesty demands
Type Type
Connections Cast Connections Cast
Fate Fate
Reactions Reactions
Notes Notes
affliction freak
Barrier | impulse to isolate and impoverish Abomination | impulse to bring chaos and ruin
Belief | impulse to control choices and actions Devourer | impulse to feed and to have more
Disease | impulse to expand and saturate Disease | impulse to touch, invade, be intimate
Someone...
Reactions
Victim | impulse to seek reparation or retribution
The freak...
Reactions