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Battlemaster Class Guide & Tactics

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0% found this document useful (0 votes)
117 views14 pages

Battlemaster Class Guide & Tactics

Uploaded by

avar1ce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Thanks for Backing our project!!!

It really means a lot to us! There’s more


Grim world to come, but for now We
hope you enjoy playing these classes!
please send us comments and feedback:
team@boldlygames.com

Sincerely,

Trenton & Deanna


Name Species Look
Your spear throw connects but it only enrages the grotesque shambler as its tentacles rip your shield away. It Calculating Eyes, Eyepatch, Wise Eyes
pulls you in close and the beast’s great maw finally opens. You shout, “NOW!” as you throw the blue oil flask Cropped Hair, Facial Scars, Bald
straight down its bellowing gullet. The hidden archer is revealed and lets loose an arrow of flame. The explosion Military Garb, Worn or Polished Armor
tears the shambler apart. You land on your back smiling, as entrails drop nearby. Another plan well done. Sinewy Body, Bulky Body, Battlescarred
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1) Reference: 6-8 (-1), 9-12 (0), 13-15 (+1), 16-17 (+2), 18 (+3)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d8
Armor HP Your Max HP is
10+Constitution

Alignment Starting Moves


⃞⃞ Good
Endanger yourself to make a plan succeed Heavy Armor Training
You ignore the clumsy tag on armor you wear.
⃞⃞ Neutral
Outwit a formidable opponent Tactics
Your knowledge and training allows you to assess a battle and know the correct tactical
⃞⃞ Evil approach. Only one Tactic can be active at a time.
Use someone as bait to give yourself an advantage
Aggressive
Natural Tactician When you Hack and Slash, deal your damage even on a 6-.

Choose a Default Tactic. By nature you always have this Tactic Cautious
active until you Change Tactics. Gain +1 when you Defy Danger.

Aggressive, Cautious, Reactive, Defensive, Reckless Reactive


You can always spend 1 Gambit to instantly return to this Tactic. You cannot Hack and Slash, but you can Counterattack:
When you are attacked in melee, roll +DEX. ✴On a 7+, you parry or dodge the attack.
Bonds ✴On a 10+, you riposte and deal your damage.

__________ has a lot to learn about the ways of battle. Defensive


My respect for __________ was earned on the battlefield. When you use the Defend move, treat a 6- as a 7-9.
I can always depend on __________ to follow my stratagems. Reckless
When you deal damage, deal +1d4 damage. When you take damage, take +1d4 damage.
Gambits Count:

When you or someone you have a bond with takes damage from
Change Tactics
When you draw on your knowledge and training to assess a combat situation, roll +INT. ✴On
an outside source, it was part of your plan the whole time, gain
a 10+, you formulate a plan and select a new Tactic. ✴On a 7-9, also choose one:
+1 Gambit. What some might see as an unwanted setback, you
• The new Tactic isn’t effective at first, take -1 Forward
know it's merely a stratagem to gain a later advantage.
• An early plan lead up to this, spend 1 Gambit
• The Tactic requires that you draw attention or put yourself in a spot. The GM will tell you how.
At any time, reveal your ploy and use Gambits to:
• Give you or an ally +1 Forward (Cost: 1) War Knowledge
• Deal your damage to an enemy (Cost: 2) When you Spout Lore about combat topics such as historical battles, military figures, martial
• Add +1d8 Damage to any attack (Cost: 3) weapons or armor, take +1.
• The GM will help you reveal a trap, ambush, or plan that gives Battle of Wits
you and your allies a surprising advantage (Cost: 4) You always know in which goblet resides the poison. When an enemy is watching you and
there's a difficult choice to make, you may ask the GM: What does my enemy expect me to do?
Multiple Gambits can be used and the effects stack. After the end
of a battle or when it makes sense, your Gambit count resets to 0.

The Battlemaster
Level
XP
Gear Death Move
Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight), a spyglass (1 weight), When you die (if you fail or forgo Last Breath), you
and a dagger (hand, 1 weight). can use this move:
Choose your defenses: Death: Grand Plan
⃞⃞ Scale armor (2 armor, 3 weight) It's time. All of your preparation for this moment must
⃞⃞ Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight) finally come to fruition. Your grand plan is revealed and
Choose your armament: your death proves to be the final gambit. Your allies may
⃞⃞ Warhammer (close, 1 weight) and shield (+1 armor, 2 weight) have known all along or maybe you kept them in the dark,
⃞⃞ Halberd (reach, +1 damage, two-handed, 2 weight) knowing they wouldn’t understand. Work with the GM
Choose one: to reveal this master plot. The plan should give your allies
⃞⃞ Bag of books (5 uses, 2 weight) a major boon or advantage, or set up your enemies for
⃞⃞ Bandages (3 uses, slow, 0 weight) destruction, or set major world events in motion. Rest
in peace, Battlemaster, knowing even now in death, the
goals you had in life will soon be achieved.

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Block and Strike ⃞⃞ Lethal Gambit
Add your shield’s armor to your damage. Additionally, when you wield a shield Using Gambits to add +1d8 Damage to any attack now only costs 2.
in Reactive Stance, you can roll +STR for Counterattacks instead.
⃞⃞ Desperate Maneuver
⃞⃞ Battle Leader Requires: Battlefield Motivation
Take +1 when you Order Hirelings. Often, Hirelings will accept your training When you use Battlefield Motivation, anyone who fights in the name of what
as payment for their services. you shouted and is also injured gets a +2 forward instead.
⃞⃞ Unyielding Aggression ⃞⃞ Advanced Ambush
When you’re using Aggressive Tactics and roll damage, roll twice and take the Replaces: Ambush
better result. When you and your allies set up an surprise attack or trap, you and anyone you
have a bond with gets a +1 Forward and they add your +INT modifier to the
⃞⃞ Expect the Attack
damage of their first attack.
When you’re using Cautious Tactics and you successfully (10+) Defy Danger,
gain +1 Gambit. ⃞⃞ All Part of the Plan
Spend 2 Gambit to negate the damage from an attack.
⃞⃞ Combat Sight
When you're using Reactive Tactics and you successfully (10+) Counterattack, ⃞⃞ Intelligent Defense
you can ask the GM one question from the Discern Realities list. When you use your knowledge and training to decide the best defense, you can
use the Defend move with INT instead of CON.
⃞⃞ Guardian
When you’re using Defensive Tactics and you successfully (10+) Defend, you and ⃞⃞ Phase 2
what you're defending gain +1 Armor until you no longer stand in defense of it. When you kill an enemy, you may immediately Change Tactics for free.
⃞⃞ Go For the Sweet Spot ⃞⃞ Playing the Long Game
Your melee attacks gain +2 Piercing when you are using Reckless Tactics. At the end of a battle (or when it makes sense) and your Gambit count would
reset to 0, you can keep 1 Gambit instead.
⃞⃞ Battlefield Motivation
Once per battle, shout the name of a person, place, or thing. Anyone within ⃞⃞ Self Defense Training
hearing who fights in the name of what you shouted gets a +1 forward. When you know the enemy you’re about to fight, you can spend an hour or two
training your allies on how best to Defy Danger. The GM will tell you which stat
⃞⃞ Ambush
modifier to use, it’s up to you to explain why it's effective. When you or an ally
When you and your allies set up an surprise attack or trap, you and anyone you
uses Defy Danger with that method against the enemy, they get an additional +1
have a bond with gets a +1 Forward.
to the roll. Such training needs to be practiced daily to be effective.
⃞⃞ Risky Gambit
When you tell an ally to do something obviously dangerous and they are put in
⃞⃞ Surprise Attack
Choose either Called Shot (Ranger) or Backstab (Thief). You gain this move. If
a spot, gain +1 Gambit.
there is already a Ranger or Thief, when you spend a few moments coordinating
an ambush together, they can add your +INT modifier to the damage of their
first attack (in addition to any other bonuses).
Name Species Look
Let the mages wield their spellbooks and grand wisdom. None of them have what throbs inside of Glowing Eyes, White Eyes, Intense Eyes
you: a conduit to pure magic. Your body is the gateway, like a dam holding back an ocean of power. Bald Head, Wild Hair, Tattooed Scalp
“Does it hurt?” They always ask. As if the scars you bear are not answer enough. You think you know Tattered Clothing, Flowing Robes, Finery
the cost, but truly, how much can flesh weather? You expect you’ll find out, one way or another. Scarred Body, Hairless Body, Muscular Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d4 Armor HP Your Max HP is


10+Constitution

Alignment Starting Moves


⃞⃞ Good Channel
Use your Conduit to help someone at cost to your body When you open your Conduit and channel magic through your body, roll +CON.
⃞⃞ Chaotic ✴On a 10+, raw magic of your Primary Element flows out of your Emanation Point. Use one
Use your Conduit to cause great disorder or chaos of your Techniques. ✴On a 7-9, also choose one:
• Something goes wrong with your Conduit. The magic flows out of a different part of your
⃞⃞ Evil body and/or the magic is a different element (GM’s choice).
Use your Conduit to inflict devastation upon the world • Your body is harmed, take 1d4 Damage (ignores armor).
Conduit • The power is too much and knocks you to the ground.

Within you resides a gateway to pure magic.


Techniques
You have special Techniques that allow limited control over the flow of magic. When you
Choose a Primary Element. Your magic tends to be of this element. spend several hours developing a new Technique, add it to your list or replace an existing one.
Flame, Frost, Shock, Shadow, Wind, Water, or ________ You can learn up to 3 Techniques.
Keeping in mind your Primary Element, name the Technique and choose 2 tags:
Choose an Emanation Point. This is where your magic tends to
• Projectile (1d6 Damage if Near) • Barrier (+1 Armor until next Channel)
leave your body.
• Blast (1d8 Damage if Close) • Hazard (Environmental effect)
Forehead, Eyes, Mouth, Chest, Fingers, Palms, or ________
• 2 Piercing • Forceful

Bonds Name
Current Techniques
Tags
I will make _________ respect the power I wield. __________________ _______________________
I see the raw potential in __________.
__________ is wary of my power, for good reason. __________________ _______________________
I've lost track of how many times ________has helped me and I him. __________________ _______________________
Summon Elemental __________________ _______________________
When you beckon to what lies beyond your Conduit, you feel an
Examples: Wind Push (Blast, Forceful), Earth Wall (Barrier, Hazard),
Elemental being (of your Primary Element) flow out of you. A
Frozen Ground (Hazard, Forceful), Lightning Bolt (Projectile, 2 Piercing)
stream of magic connects the Elemental to your Emanation Point
and acts as a leash of control. Because you must concentrate on
maintaining the leash, your actions and mobility are very limited. Unleashed Elemental
You have 1d4 Control. Damage: 1d8 HP: Your level x2
If you or the Elemental takes damage, the damage is nullified, but A free Elemental has a mind of its own (GM control). It could be hostile, friendly, or just bored.
you lose 1 Control. You can also spend a Control to make the Reabsorb Elemental
Elemental perform a new Technique with 3 tags. When the Elemental is free, you can reabsorb it, roll +CON. ✴On a 10+, the Elemental is
sucked back through your Conduit. ✴On a 7-9, you absorb it, but your body suffers, take
When you run out of Control, the Elemental is unleashed and 1d4 Damage (ignores armor). ✴On a 6-, the Elemental is still free and probably not happy...
decides its own actions!

The Channeler
Level
XP
Gear Death Move
Your Load is 9+STR. You carry dungeon rations (5 uses, 1 weight) and a soothing balm When you die (if you fail or forgo Last Breath), you
(0 weight) that feels nice on your emanation point. can use this move:
Choose one: Death: Rupture
⃞⃞ Leather armor (1 armor, 1 weight) You always wondered what would happen to your conduit
⃞⃞ 3 healing potions and adventuring gear (5 uses, 1 weight) if your body wasn’t here to impede it. Well, now the world
Choose your backup weapon: gets to find out. The dam has broken. What’s left of your
⃞⃞ Knife (hand, 1 weight) body explodes as raw magic pours through. Everyone
⃞⃞ Bō staff (close, two-handed, 1 weight) nearby is engulfed or thrown backwards. Your conduit
Choose one: now hangs in the air, forever a gateway to the elemental
⃞⃞ Smelling salts (0 weight) and 1 antitoxin (0 weight) planes. The area around this location will be permanently
⃞⃞ Pouch with 1d10 coins irradiated with your magic and quickly show signs of
your primary element. Truly, Channeler, you have left
your mark on the world.

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Thread the Needle ⃞⃞ Fissure
You have learned to increase the flow of magic even further at the expense of Requires: Thread the Needle
your body. When you deal damage with a Technique, you can choose to roll an When you use Thread the Needle, you can choose to roll up to three bonus
additional 1d4 bonus damage. If you roll a 1 or 2, you are also hurt by the bonus damage dice (1d4, 2d4, or 3d4). For each roll that is a 1 or 2, you are also hurt
damage (ignores armor). by the bonus damage from that roll.
⃞⃞ Elemental Callus ⃞⃞ Area Burst
Your body has become almost entirely immune to your primary element. You gain access to the "Burst" Technique tag. When a Technique has this tag, it
You naturally have 5 Armor against outside attacks that use your primary element. affects up to 3 targets nearby each other. If it deals damage, roll once and apply to
each target. Examples: Fiery Explosion (Blast, Burst), Shield Allies (Barrier, Burst)
⃞⃞ Bender of the Elements
Your control over your primary element extends beyond your body. You can ⃞⃞ Armor of the Elements
manipulate anything in the nearby environment made of your primary element. Your Barrier tag now adds +2 Armor until your next Channel.
⃞⃞ Just a Squirt ⃞⃞ Devastation Wave
You have learned to open your conduit just enough to let a tiny amount of magic Requires: Signature Technique
through. You can emit your Primary Element for mundane tasks or to impress Your Signature Technique can have 4 tags, but take +1d4 damage (ignores armor)
someone without having to Channel. when it’s channeled.
⃞⃞ Signature Technique ⃞⃞ Osmosis
You gain an additional Technique slot. This Technique can have 3 tags. Examples: When you Reabsorb an Elemental and roll a 10+, your body heals 1d6 Damage.
Thunderclap (Blast, 2 Piercing, Forceful), Shadow Orb (Projectile, Burst, Hazard)
⃞⃞ Fallout
⃞⃞ Dual Conduits When you kill an enemy by Channeling, the body becomes a Hazard.
Choose another element. With a grunt or a snap of the fingers, you can toggle
⃞⃞ Don't Blink
your Primary Element to this second element, or vice versa. Only one of the two
Requires: Teleport
elements can be considered your Primary Element at a time. Your Techniques
Techniques with the "Teleport" tag can now be used on other targets.
are the same and use the same tags, but the element changes.
⃞⃞ Elemental Champion
⃞⃞ My Body is Ready Replaces: Elemental Warrior
When you have a few minutes to concentrate without interruption, you can end
Your Primary Element engulfs your body and the weapons you wield. When
your concentration by unleashing a Channel that is an automatic success.
you Hack and Slash and roll a 10+, you can add 1 Technique tag and the Barrier
⃞⃞ Teleport tag to the attack. The Barrier lasts until your next Channel or Hack and Slash.
You gain access to the "Teleport" Technique tag. When a Technique has this tag,
⃞⃞ Corporeal Trauma
you instantly move somewhere Near. Describe what it looks like. Examples:
When you deal damage, you can choose to suffer a debility of your choice to
Shadow Defense (Barrier, Teleport), Frost Bang (Teleport, Forceful).
reroll any or all of your damage dice. If you already have all six debilities, this
⃞⃞ Elemental Warrior move cannot be used.
Your Primary Element engulfs the weapons you wield. When you Hack and
⃞⃞ Affliction
Slash and roll a 10+, you can add 1 Technique tag to the attack.
When you Channel and roll 12+, choose something on your target (an item, a
limb, a weapon). It melts, freezes, it's corrupted or encased, or whatever makes
sense for your primary element.
Name Species Look
Well, here you are. Run out of another town. “Grave robber!” They wailed. “Mainiac! Death caller!” Death... Crazy Eye, Squinting Eyes, Black Eyes
caller? Pah! Do they not see? You are the life bringer! That which was dead now RISES! The sages say death Hooded, Long White Hair, Deathmask
conquers all. Then who are you, if you have bested death? You will show them; and then what will they shout? Black Robes, Death Tattoos, Boneshirt
Nothing. For the dead do not speak. Filthy Body, Stitch Lines, Lithe Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d4 Armor HP Your Max HP is


4+Constitution

Alignment Starting Moves


⃞⃞ Neutral Corpse Collector
Animate a particularly powerful or unique corpse When you spend a few minutes collecting a corpse to use later, you can store it in one of your
⃞⃞ Chaotic 3 Hexed Canopic Jars. Even though a jar is only about the size of your fist and almost weightless,
Kill a creature purely to collect its corpse each can magically hold one corpse of any size. Opening a jar drops the corpse in front of you.

⃞⃞ Evil Raise the Dead


Truly horrify someone When you seek to use the blackest of magics to reanimate the dead, choose a nearby corpse or
one from your collection. Only one corpse can be controlled at a time and it must be around
Hexed Body Part humanoid size or smaller. Roll +INT. ✴On a 10+, the Animated Corpse rises and is under
your control. You have 3 Power. ✴On a 7-9, also choose one:
A part of your body is hexed and can be freely detached and
• The flesh resists you, start with 1 less Power.
reattached at will. Choose one:
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
⃞⃞ All Seeing Eye • Magic barely holds the corpse together and afterwards, the corpse will disintegrate.
When your hexed eye is detached, you can still see through it. When you run out of Power, the Animated Corpse collapses. If there's anything left, you can
⃞⃞ Lendable Ear attempt to raise it again.
When your hexed ear is detached, you can still hear through it. Attack Command
⃞⃞ Idle Finger When you order the Animated Corpse to perform a harmful action, such as attacking or
When you detach your hexed finger, name something you can see. As using a special ability, roll +INT. ✴On a 10+, the action is successful and it deals 1d6 Damage.
long as the finger remains detached, it will point to what you named. ✴On a 7-9, the same, but the corpse takes a hit or resists you, lose 1 Power.

⃞⃞ Creepy Toe Flesh Wound


For reasons you don't wholly understand, when you eat your hexed The Animated Corpse ignores most lower damage attacks, but when the Animated Corpse
toe, it heals you for 5 Damage and then regrows after a couple takes a significant hit, the GM will tell you an important appendage (such as a claw, limb,
days. Don't forget to describe the taste. Note: You're not sure what or jaw) that may come loose. Spend 1 Power to keep the corpse together or the appendage
happens when someone else eats it, nobody's been willing to try... will be destroyed.
Piece of Mind
Bonds When you or the Animated Corpse eats part of a sentient creature’s brain, the GM will tell you
________ doesn't seem to fear me, I must see to that. an interesting piece of knowledge the creature possessed.
I can't help but think what a powerful corpse ________ would make. Curse
________ always leaves a trail (or should I say buffet?) of corpses. When you use dark magic to curse someone or something, tell the GM what you're trying to
achieve. Curses are always possible, but the GM will give you one to four conditions, such as:
Replacement Parts • It requires the blood of ______
• It will require a lot of money
Your knowledge of stitching together corpses allows you to
• You'll need a rare component
reattach body parts, such as severed limbs, eyeballs, or teeth. It
• The best you can do is a lesser or limited version
takes you a few hours and you’ll need the original body part or
• It's going to take days/weeks/months
one that is similar to the original. Besides stitch lines and a slight
• ______ will know or hear about it
odor, the body part is as good as new.
• You'll need to travel to _____

The Necromancer
Level
XP
Gear Death Move
Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a shovel (1 weight), When you die (if you fail or forgo Last Breath), you
and a needle and thread (0 weight). can use this move:
Choose one: Death: Undead Army
⃞⃞ Leather armor (1 armor, 1 weight) Vengeance. Vengeance and hate. That’s all that’s left when
⃞⃞ 3 healing potions and adventuring gear (5 uses, 1 weight) your vision fades to black. And then the earth begins to
Choose your armament: tremble. Hands of bone and decaying flesh burst forth.
⃞⃞ Bone dagger (hand, 1 weight) Hundreds of bodies dig their way out. Your canopic jars
⃞⃞ Skull staff (close, two-handed, 1 weight) break open and your corpse collection rises leading the
You start with 3 Hexed Canopic Jars (0 weight), one jar already has a corpse in it: horde of undead. They seek only one thing: revenge.
⃞⃞ A one-armed dwarf The ones who caused your death will be torn apart. Your
⃞⃞ Someone you used to know (such as an ex-lover or family member) army will exist until your vengeance is achieved or every
⃞⃞ A skinless hound last one of them is destroyed. Let them know true peril,
Necromancer, show them once and for all.
Hexed Canopic Jars
____________________ ____________________ ____________________
____________________ ____________________ ____________________

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Unliving Large ⃞⃞ Colossus
When you Raise the Dead, you can use the corpse of a Large creature. Requires: Unliving Large
When you Raise the Dead, you can use the corpse of a Huge creature.
⃞⃞ Disposable
When you Raise the Dead and get a 10+, you can choose to treat the corpse ⃞⃞ Corpse Explosion
as disposable flesh. Gain 1d4 extra Power, but the corpse always disintegrates Requires: Disposable
afterwards. Corpses you deem Disposable explode instead of disintegrating, dealing their
damage to anyone within Reach.
⃞⃞ Life Sap
Deal 1d6 Damage (ignores armor) to yourself or a willing ally. Roll 1d6 again ⃞⃞ Mortiferous
and heal yourself or an ally for as much. Replaces: Monstrous
When you Raise the Dead, increase the Animated Corpse's damage to 1d10.
⃞⃞ Monstrous
When you Raise the Dead, increase the Animated Corpse's damage to 1d8. ⃞⃞ Undead Pack Rat
Replaces: True Collector
⃞⃞ True Collector
You have a special 6th Hexed Canopic Jar that can store a corpse normally, or it
You have 5 Hexed Canopic Jars.
can store a preassembled Amalgamation or Abomination.
⃞⃞ Amalgamation
When you Raise the Dead, you can choose two corpses (nearby or from your
⃞⃞ Abomination
Requires: Amalgamation
collection) to combine. Describe how you choose to meld them. The Animated
Choose up to three corpses to amalgamate.
Corpse gains all the benefits and special moves of both. If the corpses survive,
they can be split and stored again. ⃞⃞ Hopeless Necromantic
When you attempt to deceive someone into thinking your Animated Corpse is
⃞⃞ Dead Meat Shield
still alive, roll +INT. ✴On a 10+, choose two. ✴On a 7-9, choose one.
When you take damage and your Animated Corpse is nearby, you can make the
• The corpse can move convincingly as it did in life
corpse take the hit instead, but you immediately lose all Power.
• You can make the corpse say anything you wish
⃞⃞ Hexbody • The corpse doesn't have a potent stench
Pick 2 more Hexed Body Parts. In addition, your teeth are hexed. When you
detach a tooth, to others it looks exactly like a coin of the local currency. You
⃞⃞ Gravedigger
When you scour a graveyard for new material, you may always ask the GM:
can turn the hex on and off at will. Just keep in mind teeth don't grow back...
What dead thing here...
⃞⃞ Assistant • ...was most powerful in life?
You craft a special assistant out of the skin and bones of a corpse. It has 5 load and • ...had the richest burial?
1 HP. When you give it an order more complicated than "follow me", roll+nothing • ...lived the most noteworthy life?
(good help is hard to find). ✴On a 10+, choose one. ✴On a 7-9, choose 2.
• It takes awhile to explain and get it to comprehend your orders.
⃞⃞ Cranium Accessories
Instead of just stitching Replacement Parts, you can add entirely new body parts
• It causes problems or draws unwanted attention (the GM will tell you how).
to yourself or others. New fingers, eyes, or even whole limbs. But beware, go too
• It takes a lot of time and drooling to fulfil your orders.
far and the GM may tell you about a side effect or complication...
⃞⃞ Swarm
You can Raise the Dead with the corpses of Tiny/Small creatures, creating a swarm
that acts together. Your jars can hold a group of corpses that make up a swarm.
Name Species Look
The carving knife scrapes against bone, the tibia of a satyr not long dead. Your finger spreads the black-green Distant Eyes, Intense Eyes, Wise Eyes
paste, mashed root beetles, painting long whirling lines. You hold the finished totem up to the light, pride Headdress, Mask, Wild Hair
unhidden. Your companions watch through squinted eyes as you begin to whisper. The fire dims blue, and Boneshirt, Animal Skins, Ceremonial Garb
then comes the murmur. The spirits are alive this night. And you call each by name. Lithe Body, Tattooed Body, Thick Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

d6
Damage Armor HP Your Max HP is
6+Constitution

Alignment Starting Moves


⃞⃞ Good Spirit Pact
Heal or help a troubled spirit
You have made a pact with the spirit realm, allowing you to create up to 3 Worldly Spirit Totems.
⃞⃞ Neutral Describe what your totems look like. Are they wooden statues? Hex dolls or symbols carved
Show someone the wisdom you possess from bone? Maybe they’re ceremonial masks or the skulls of fallen enemies? You have your
own methods, but you always take great pride in crafting totems worthy of the spirits they hold.
⃞⃞ Chaotic
Facilitate a spirit's revenge Totem Appearance: ____________________________________________________

Guardian Spirit Totem Creation


When you spend uninterrupted time (an hour or so) creating a new totem, you can bind any
Choose a spirit that forever watches over you. When you deal Worldly Spirit on the list, or others the GM tells you about (which may be tied to a location or
damage and roll a 1, the spirit comes to your aid. This can only event). You cannot bind more spirits than your pact allows, you must choose one to release
happen once per attack. first. Each totem starts with 1 Charge. Saying the spirit's name will release it and consume a
⃞⃞ Boar Spirit Charge. When a totem runs out of Charges, the totem shatters and the spirit cannot return.
Reroll damage and add the Forceful tag to the attack Spirit Talk
⃞⃞ Beetle Spirit When you say the name of a spirit bound to a totem you've made, instead of consuming a
Reroll damage and take +2 Armor Forward Charge, you can roll +WIS. ✴On a 10+, the spirit is successfully released and it returns to the
totem afterwards. ✴On a 7-9, the spirit is released but choose one:
⃞⃞ Falcon Spirit
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
Reroll damage and take +1 Forward on your next attack
• Your reputation in the spirit realm is damaged. Take a -1 Ongoing when Spirit Talking until
⃞⃞ Irontree Spirit you have a few minutes to apologize.
Guaranteed success the next time you Defy Danger with CON • A Charge on the totem is still consumed
Spirit Catcher
Bonds When you witness a creature die, you can bind its spirit to a special totem you carry, roll +WIS.
It's clear to me __________ has a troubled spirit. ✴On a 10+, the spirit is captured. The GM will tell you what happens when you release the
__________ and my spirits are bound together. spirit. The effect is something supernatural and associated with the spirit's nature or greatest
I have heard the spirits speak of __________'s power. desire in life. Your Spirit Catcher totem does not have Charges and can be released freely,
__________ must learn to respect the spirit realm. but the spirit must move on after it is used (Spirit Talking does not work). You can only ever
have one Spirit Catcher totem. ✴On a 7-9, the GM will also tell you a complication, such as:
Spiritual Adviser • The spirit is unpredictable
• There’s an additional undesirable effect
You may give Worldly Spirit Totems you have created to your • The spirit is restless and must be used within a certain amount of time
allies. Describe what it looks like and how many Charges it has.
And don’t forget to teach them the name to say aloud to release Murmur
the spirit held within. The totems work normally but keep in When you Discern Realities, you can also ask: What do the spirits whisper here?
mind: only you can Spirit Talk.

The Shaman
Level
XP
Gear Death Move
Your Load is 8+STR. You carry dungeon rations (5 uses, 1 weight), a Spirit Catcher Totem When you die (if you fail or forgo Last Breath), you can
(1 weight), and a carving knife (hand, 1 weight). use this move:
Choose your weapon: Death: The Last Totem
⃞⃞ Ceremonial Dagger (hand, 1 weight) You knew this time would come, that your body could not
⃞⃞ Spear (reach, thrown, near, 1 weight) last forever. As for your spirit, it has only one more task.
⃞⃞ Staff (close, two-handed, 1 weight) As all of your existing totems shatter and release the spirits
Choose your defenses: held within, a chrysalis of spiritual energy begins forming
⃞⃞ Painted wooden shield (+1 armor, 1 weight) near your body. Random objects from the environment
⃞⃞ Light armor made of something like hide or bone (1 armor, 1 weight) and pieces of broken totem fly into the cocoon. Finally,
Choose one: the spiritual maelstrom dissipates. There on the ground
⃞⃞ Dreamcap mushrooms (hallucinogenic, 0 weight) is your totemic legacy: an artifact of great power. Work
⃞⃞ Poultices and herbs (2 uses, 1 weight) with the GM to create a powerful magic item. It could
⃞⃞ Antitoxin (0 weight) be an amulet, or spear, or any type of object. Its magical
effects should be related to what you desired or stood for
in life. Let this be your heirloom, Shaman, your spirit’s
endowment to future generations.

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Chain Lightning ⃞⃞ Totem of the First Spirits
When you unleash a Lightning Spirit and roll a 6 (max) on your damage, roll 1d6 When you spend about a day crafting a grand totem worthy enough for the most
Damage against another nearby enemy as well. This can happen multiple times. ancient of spirits, choose a First Spirit to summon and bind. This totem always
has 1 Charge and it always shatters when you call the spirit's name (Spirit Talk
⃞⃞ Wise Counsel
does not work). Your Spirit Pact allows you to create and bind only 1 Totem of
When you show someone the wiser path, you can Parley with WIS instead of CHA.
the First Spirits at a time. Be wary, calling on the First Spirits too often and the
⃞⃞ Web of Whispers spirit realm might begin making demands of you.
Whisper Wind spirits no longer count towards your totem limit. Anyone that
whispers into a Whisper Wind totem can be heard from all other Whisper Wind
⃞⃞ Spirit Clout
Once per day when you Spirit Talk, you can reroll a failure.
totems you’ve made.
⃞⃞ Ancestral Healing ⃞⃞ Extended Pact
Your Spirit Pact now allows for 1 additional Worldly Spirit Totems.
You call upon your ancestors to act as Spirits of Mending. When the Spirit of
Mending heals an ally, add your level to the amount healed. ⃞⃞ Medium
When you Discern Realities and roll 6-, you can still listen to the Murmur and
⃞⃞ Spirit Mediation
ask: "What do the spirits whisper here?"
You can now Spirit Talk with Captured Spirits to convince them to return to
your Spirit Catcher totem. ⃞⃞ Spiritual Renown
Replaces: Spiritual Favor
⃞⃞ Inciter
All of your Worldly Spirit Totems start with 2 Charges.
When you Spirit Talk, on a 10+ you can still choose from the 7-9 list. If you do,
the spirit's effects double in power. ⃞⃞ Maker of Talismans
It takes a valuable or rare item (such as a gem or the bone of a powerful beast),
⃞⃞ Totemic Defense
but you can convert a totem into a talisman. When a Worldly Spirit talisman
When you take damage, say the name of one of the spirits you have bound. The
runs out of Charges, instead of shattering, the spirit just needs rest instead. At
spirit blocks the damage, but its totem is destroyed.
the dawn of a new day, the totem's Charges will reset to its maximum. In every
⃞⃞ Spiritual Favor other way, the talisman acts as a totem would.
Choose 1 Worldly Spirit. Totems made with this spirit start with 2 Charges.
⃞⃞ Spirit Walkers
⃞⃞ Spirit Guide When you and anyone with you sit in a circle around a fire, you may leave your
Your Spirit Pact allows for 1 additional Worldly Spirit Totem, but it must be given bodies behind and enter the spirit realm. For as long as the fire burns, you may
to and used by someone else. Attempting to use it yourself is in violation of your wander the world and see as a spirit sees.
pact and the spirit realm will seek retribution.
⃞⃞ Soulgaze
⃞⃞ Vision Quest When you look deeply into someone's eyes and they gaze back, you catch glimpses
When you spend the night alone in nature and consume a vision enhancing of each other's soul. Reveal something to them, such as a dark secret, desire, or
substance (such as ghostroot or dreamcap), the spirits will offer you guidance. intention. Something equally meaningful about them is revealed (the GM will
Tell them something that troubles you. They will do their best to bestow wisdom. tell you what).
Take +1 Forward when acting on the problem.
⃞⃞ Flame Spirit
When you inhale the spirit of a flame from a campfire or torch, the fire is
extinguished and you carry the spirit under your tongue. At any time, you can
spit out the flame spirit, dealing your damage and lighting your target on fire.
Worldly Spirits
⃞⃞ Spirit of Mending "naandawi" ⃞⃞ Spirit of the Owl "suu'ak"
Releasing this spirit heals you or a nearby ally for 1d8 damage. When released, this owl spirit will perch nearby, waiting to bestow its wisdom.
Take +1 when Discerning Realities. If you get a 6-, the owl spirit will disappear,
⃞⃞ Lightning Spirit "yuka-oom"
but not before giving you one last piece of wisdom (reroll the failure).
When released, lightning streams to a nearby target, dealing 1d6 Damage. This
damage ignores armor, unless the target is made of something resistant like ⃞⃞ Playful Tiger Spirit "amotekun"
stone or wood. Once released, point to the target you wish the spirit tiger to begin stalking.
Anytime the target attempts a ranged attack, the tiger will leap out and stop
⃞⃞ Spirit of the Python "chu'a"
them, preventing the attack. The spirit will then jump away and begin stalking
Releasing this spirit summons a large snake that quickly wraps itself around
the target again. This lasts until the target dies or you call the tiger away.
your target. The victim cannot move anything but its mouth and the effect lasts
until they take damage or you call off the snake spirit. Powerful creatures may ⃞⃞ Ornery Donkey Spirit "balubera"
be able to break out of the constriction, but if they do so, they take 1d6 Damage. When released, this particularly stubborn donkey spirit will carry 10 load. Once
a day, you must feed it berries or some other delectable food. It lasts until you
⃞⃞ Stubborn Turtle Spirit "mishi-mishi"
dismiss it or it was not fed the previous day.
This turtle spirit increases the speaker's Armor by your (the Shaman's) WIS
modifier, but only for attacks against the back. Once released, the spirit lasts ⃞⃞ Whisper Wind Spirit "madweyaashi"
until the end of battle. Whenever you whisper, your voice emits from this totem, no matter how far away
it is. Once a week, release the spirit and rebind it, or it will begin to grow restless.
⃞⃞ Prickly Porcupine Spirit "paheen"
Once released, the porcupine spirit lasts until the end of battle. When the speaker ⃞⃞ Spirit of Desire "telakapa"
is struck by a melee attack, the attacker takes damage equal to your (the Shaman's) Point this spirit's totem towards someone when you speak its name. The target
WIS modifier and the damage ignores armor. will be filled with an immense desire to touch the totem. They will stop at nothing
and do everything in their power to hold the totem. Once the totem touches
their skin, the spirit releases and the desire disappears.

The Ancient First Spirits


The first time something happens is a powerful event in the spirit realm. These are ⃞⃞ Spirit of the First Harvest "senu-lesqua"
ancient spirits created when the world was young. Only the most wise of Shaman When released, this spirit causes every nearby fruit, vegetable, and crop to
can hope to call upon the First Spirits, but when they do, the world trembles. immediately grow and ripen, ready to be reaped and gathered. If there is
⃞⃞ Spirit of the First Earthformer "senu-taahi" nothing of the sort nearby then edible mushrooms, desert fruit, or something
After releasing this spirit, the ground will grow hot and emit a deep rumble. The of nourishment will burst forth ready to be eaten.
earth will crack and melt away as a volcano begins to form. When it finally erupts, ⃞⃞ Spirit of the First Winter "senu-wanber"
it will spew lethally hot lava and massive chunks of rocks everywhere nearby. Upon releasing this spirit, the temperature will plummet and the land around
⃞⃞ Spirit of First Love "senu-nayok" you will be covered in a thick snow. Those who are susceptible to the cold gain
When you touch this totem to a person’s skin and release the spirit, speak a name. the Clumsy tag (-1 ongoing) until they warm up.
If the person knows whose name you speak, they will fall into deep, naive love ⃞⃞ Spirit of the First Spring "senu-doona"
with them. This is no meager love potion; the effects are permanent, but note: When released, every plant as far as you can see will experience immense growth.
hearts can still be broken. Beware the wrath of a lover scorned. Flowers will bloom brightly, saplings will grow into tall trees, and all manner of
⃞⃞ Spirit of First Fear "senu-goshi" undergrowth will flourish. Every creature nearby (no matter their alignment)
When you bind this spirit, speak the name of a specific person or creature. will be healed for 2d8 damage.
When that person or creature sees the totem, they will be filled with immense ⃞⃞ Spirit of the First Sun "senu-sakuun"
terror and stop at nothing to get away from the totem or destroy it. If released, No matter the time of day or night, the sun rises to its apex in the sky. The
the spirit will haunt the person or creature until you call it off or it's exorcised. temperature increases rapidly and any water nearby quickly evaporates. Plants
⃞⃞ Spirit of the First Trade "senu-genv" dry up and shrivel and anyone caught in direct sunlight risk severe burns.
When you press this totem to someone's skin and release the spirit, choose ⃞⃞ Spirit of the First Storm "senu-yuka"
something about your target, such as their face, magical ability, or even their The sky grows dark with clouds of black when this spirit is released. An immense
spirit. Whatever you chose, you will gain it and your target will gain something and powerful storm engulfs the land. Rain and hail pour from the sky, lightning
of yours that is the equivalent (a face for a face, an ability for an ability, a spirit strikes every few seconds, and thunder shakes the earth. You have limited control
for a spirit). Destroying the totem will reverse the effect. over the storm, allowing you to do such things as focusing its rage on particular
⃞⃞ Spirits of the First Wolves "senu-hoka" targets or willing its hurricane winds to topple a building.
When released, this pack of ferocious spirit wolves will hunt and pursue a specific ⃞⃞ Spirit of First Home "senu-jati"
person or creature of your choice, no matter how far away they are. When you This spirit can only be bound in a place you consider safe and familiar. Later,
raise your head to the sky and howl as loud as you can, the pack will howl back when you release this spirit, anyone touching the totem will be dragged through
and you will know which direction they are. They will continue to stalk the target the spirit realm, eventually depositing you back at the binding location.
until you catch up, at which point the pack will disappear.

Shaman Spirit Totems


Name Species Look
Dry throat, red eyes, your hands shake, your muscles ache. How long has it been? Food doesn’t help, even if Hungry Eyes, Bloodshot Eyes, Tenacious Eyes
you could keep it down. Sleep? You know it’s futile. No, what you need is... there! Movement in the trees! Flowing Hair, Mohawk, Piercings
You leap, the beast roars, there’s blood and fur and something like pain. And then it’s over. You pluck back Bandolier, Tinker's Pack, Hidden Weapons
the blade of silver and your body shivers. Euphoria. You laugh, you sigh. You are the Slayer. Lithe Body, Hardened Body, Tattooed Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d8
Armor HP Your Max HP is
8+Constitution

Alignment Starting Moves


⃞⃞ Good Bloodthirst
Show mercy despite your thirst
When you roll 6- on any move, gain 1 Thirst. It has been too long since your last kill, causing
⃞⃞ Neutral your body to begin to show symptoms of withdrawal.
Use your thirst to slay a grand foe
Withdrawal
⃞⃞ Chaotic As your Thirst grows, your health begins to deteriorate. Bloodshot eyes, muddled thoughts, you
Withhold satisfaction to drive your thirst to dangerous levels grow anxious and irritable. Your stomach sours, your muscles ache and tremble. Restlessness
quickly turns to insomnia. Death lurks ever closer, you’re sure of it.
⃞⃞ Evil
Slay an undeserving creature to sate your thirst When you gain a point of Thirst, take a debility you Thirst
do not already have. If you have all 6 debilities, take
Manifestation 1d6 Damage (ignores armor).

Your bloodthirst often manifests itself in unexpected and sometimes Cathartic Kill
even helpful ways. Choose one: When you Hack and Slash, you may roll+THIRST instead of STR/DEX. If the damage dealt
⃞⃞ Deadly Throw from this attack kills your target, your Thirst is quenched and resets to 0. Debilities caused
You can use Cathartic Kill when you Volley with a Thrown weapon. by Withdrawal quickly begin to fade.

⃞⃞ Adrenaline Slayer's Arsenal


When you Defy Danger with strength, you can roll+THIRST instead. When you know of a specific weapon, tool, or substance that will aid in the slaying of a creature,
unpack all of your slaying gear and start searching. If it’s relatively cheap or common, you
⃞⃞ Tenacity have it. If it’s expensive, rare, or unique, roll+STR. ✴On a 10+, the GM will say you have it
Add your current Thirst to your maximum Load. or something almost as good. ✴On a 7-9, the GM will pick one:
⃞⃞ Penetrating Gaze • You have it, but it needs to be repaired, charged, or assembled
When you Discern Realities on a creature you intend to slay, you • You have it, but there are serious drawbacks to using it
can roll+THIRST instead of WIS. • You remember having it, but it was stolen or lost
• You don’t have it, but you do find a hint on where it is or how to get it
Bonds Old Friend: _______________
___________ has seen me at my worst. You have an associate that occasionally helps you on particularly difficult hunts. When you
I can always count on ___________ to lead me to a kill. really need them, they’re usually not far away. How did you meet? Did something happen
One day, the time may come to slay ___________. to make you allies or do they just owe you a favor? Name them and choose their speciality:
___________ shares my thirst for combat. ⃞⃞ Librarian: Experts on lore, they can be called upon to research a monster or
situation. Sometimes it takes them awhile or they’ll need something from you, but
they always tell you useful information eventually.
⃞⃞ Mercenary: A Hireling that you can call upon to help you on a hunt. They have 10
Hireling points and usually no cost, but call upon them too much and they may start
requiring something from you or they may call upon you to get them out of trouble.
⃞⃞ Bartender: Knows everyone who’s worth knowing. Looking for someone? They’ll
point you in the right direction. Keen to acquire goods? They’ll set up the deal.

The Slayer
Level
XP
Gear Death Move
When you die (if you fail or forgo Last Breath), you can
Your Load is 11+STR. You carry dungeon rations (5 uses, 1 weight), leather armor use this move:
(1 armor, 1 weight), and your Slayer's Arsenal (4 weight).
Choose your weapon: Death: Soulbound Slayer
There was a name on your lips when you felt your heart
⃞⃞ Dual battle axes (close +1 damage, 2 weight)
stop. Was it a beast? Was it a person? Say the name aloud.
⃞⃞ Spear (close, thrown, near, 1 weight) Your soul is now bound to hunt and slay the creature you
⃞⃞ Claymore (close, +1 damage, two-handed, 2 weight) have named. Your heart might not be beating, you might
Choose one: not even have a heart anymore. Your body might be in
⃞⃞ 3 Javelins (thrown, near, 1 weight) shambles. It doesn’t matter. The bloodthirst consumes
⃞⃞ Crossbow (near, +1 damage, reload, 3 weight) you. For as long as your quarry lives, you have control
⃞⃞ A trophy from a recent kill worth 1d20 coins over your body. You may act as if you still live, but you
permanently have 6 Thirst. Every action you take must be
in pursuit of your target or you will quickly lose control.
You do not need to eat or sleep. If your body is destroyed
in the pursuit, then your soul will be a phantom, haunting
your quarry until its death. Find them, Slayer, kill them,
and only then may you rest.

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Parched ⃞⃞ Unquenchable
When you have 4 or more Thirst, add +1d4 Damage when you deal damage. Replaces: Parched
When you have 4 or more thirst, add +1d8 Damage when you deal damage.
⃞⃞ Useful Symptoms
Choose an additional Manifestation. ⃞⃞ Slayer of Giants
When you Defy Danger against a Large or Huge enemy, take +1.
⃞⃞ Marksman
You can use Cathartic Kill when you Volley with bows or crossbows. ⃞⃞ Armored Slayer
You ignore the clumsy tag on armor.
⃞⃞ Welcome Thirst
When you awake in the morning, you can choose to add 1d4 Thirst (and any ⃞⃞ Taste for the Hunt
associated Withdrawal symptoms). When you taste something a creature has left behind, such as its blood, hair, or
excrement, the GM will tell you the species of the creature. Take +1 Forward
⃞⃞ Wildling
against it.
Take a move from the Ranger class list. If there is already a Ranger, they'll need
to help you tame the beast or learn the move. ⃞⃞ I'll Sleep When You're Dead
Increase your damage to d10.
⃞⃞ Insomnia
When you Take Watch, you can roll+THIRST instead. On a 10+, you also take ⃞⃞ Slaying Gang
+1d4 Damage forward against the approaching enemy. Add an additional Old Friend or give your existing ally an additional speciality.
⃞⃞ Piercing Throw ⃞⃞ Constriction
Throwing weapons always have +2 piercing when you throw them. Requires: Ensnare
When you throw your bolas and get a 10+, deal your damage.
⃞⃞ Euphoric Sleep
When you Make Camp and sleep with 0 Thirst, you gain all your HP back ⃞⃞ Signature Killer
(instead of just half). You gain the Signature Weapon from the Fighter playbook. If there is already a
Fighter, they must forge your weapon or greatly aid in its procurement.
⃞⃞ Ensnare
You are a bolas expert. When you throw your bolas to ensnare an enemy, roll ⃞⃞ Corrupted
+DEX. ✴On a 7+, the enemy is ensnared. ✴On a 10+, the bolas cannot be easily Sometime recently or in your past, you had a close call with a virulent monster.
untangled. You managed to prevent it from fully infecting you, but you remain partially
tainted. You gain a benefit (such as unnatural regeneration, speed, or reflexes), but
⃞⃞ With Friends Like These
also a detrimental side effect or weakness (such as daylight, silver, or holy relics).
You've made unlikely allies with monsters or other nasties in the past. Maybe they
saved your life or gave you vital information, whatever happened, it was enough ⃞⃞ Aegis Ink
to spare them. Because of this, you can occasionally call upon Hirelings that You have a tattoo that offers immunity to a specific magical effect or ability (such
are monsters or corrupted humanoids. Perhaps they're not as bad as everyone as possession, hypnosis, or mind control). Describe what the tattoo looks like.
thinks? Sometimes, they'll have a Cost associated with their monstrous nature, The symbol will protect you as long as it remains intact.
like needing to feed on human flesh. If it doesn't work out, you can always just
slay them, right?
Name Species Look
You must seek out the seeds of heresy and evil; you must show this vile world it can be made clean once more. Foul Doubting Eyes, Vengeful Eyes, Sad Eyes
beasts and blasphemers shall be the kindling to your righteous fires. And if the cleansing flame grows so hot that Bald Head, Helmet, Mitre
you too must be consumed, then you will burn in contentment, knowing you leave the world closer to absolution. Red Robes, Shining Armor, Simple Garb
Scarred Body, Thin Body, Strong Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d8
Armor HP Your Max HP is
8+Constitution

Alignment Starting Moves


⃞⃞ Lawful Pure Soul
Show no mercy when extracting a confession
When you owe no Penance, your soul is considered Pure. You are a font of holy power.
⃞⃞ Good Confession (Must be Pure)
Uncover a vile or dangerous truth
When you hear someone else confess a sinful act or wrongdoing, you can grant them
⃞⃞ Evil absolution. The confession can be a recent action or something that happened in the character’s
Cause a heretic great pain before they expire past. Roll +CHA. ✴On a 10+, they are healed for 1d8 damage. ✴On a 7-9, they are healed,
but the confession sullies your mind and you owe Penance.
Facets of Inquisition
Holy Blessings (Must be Pure)
There are many facets of inquisition, choose one you favor: When you touch an item, you can cleanse it of worldly filth and bestow a blessing upon it.
⃞⃞ Fear Afterwards you feel tainted and owe Penance. You can have up to 3 blessings active at a time.
+1 to Parley when the character fears you You may revoke a previous blessing at any time. Blessings do not stack with each other.

⃞⃞ Surprise Arsenal Blessings Invocational Blessings


+1 Piercing against surprised enemies These blessings can be bestowed upon These blessings disappear once triggered and
⃞⃞ Ruthless Efficiency weapons or armor. can be placed on anything.
When Quartermaster on a Perilous Journey, treat 7-9 as 10+ Divine Wrath Repel Evil
⃞⃞ Fanatical Devotion Armor: When struck, attacker takes 1 Trigger: Evil’s touch
Ignore the effects of Charisma debilities damage (ignores armor) Effect: Everything Evil within a few feet is
Weapon: +1 Damage knocked back
Bonds Divine Grace Holy Bastion
I worry ____________ is practicing heresy. Armor: Removes Clumsy tag Trigger: Takes Damage
I don't trust ____________, but they make a powerful ally. Weapon: Adds Precise tag Effect: Damage lowered by 1d6
___________ saw me stray from the righteous path. Never again.
Divine Purpose Spiritual Buoyancy
I have heard the secret confessions of ___________.
Armor: +1 Armor Trigger: Object is picked up
Penance Owed: Weapon: +1 Piercing Effect: Object’s weight is reduced by up to 5
until put down
When you feel your soul become tarnished by your actions or
the actions of others, you must seek absolution. Sometimes all it Inquisitor
takes is a quick flagellation, other times it can be more involved. When you hold a captive for questioning, roll +CHA. ✴On a 7+, the captive (the GM) will tell
Decide the best way to cleanse yourself, choose one: you three statements: two are true, but one is a lie. ✴On a 10+, the GM will tell you one of
• Mortification of the flesh, take 1d4 damage (ignores armor). the three statements that is definitely true (leaving the 2 unknown statements). If you choose
• Hold a silent vigil (an hour or so of uninterrupted prayer) to press the captive further, pick a statement that you guess to be the lie. Your methods cause
• Destroy the original source that caused your defilement significant emotional or physical scars, but if you picked the lie correctly, the captive will break
• Seek guidance on what you can do to become clean again (GM and truthfully answer any questions you ask.
offers you an option) ✴On a 6-, they won't break, or they hold back, or something went very, very wrong. Oops.

The Templar
Level
XP
Gear Death Move
Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight), interrogation tools When you die (if you fail or forgo Last Breath), you
and a penance device, such as a cilice, whip, or knout (1 weight). can use this move:
Choose your weapon: Death: Angel of Wrath
⃞⃞ Short sword (close, 1 weight) and shield (+1 armor, 2 weight) Let the cleansing fires consume the vile and unworthy. Let
⃞⃞ Flail (close, +1 damage, 2 weight) them know my wrath. Your eyes boil and burn away as
Choose your defenses: a holy light pours out of you. Every inch of you radiates
⃞⃞ Scale armor (2 armor, clumsy, 3 weight) hallowed flame. You wield the sword of vengeance,
⃞⃞ Chainmail (1 armor, 1 weight) and a Healing potion (0 weight) the shield of righteousness, and your gaze pierces the
Choose one: souls of all you look upon. The ground you touch is
⃞⃞ Bag of books (5 uses, 2 weight) forever consecrated. Until your wrath is delivered to
⃞⃞ A recent offering of 1d20 coins those deserving nearby, you succeed at every roll and
deal max damage. The GM will soon tell you your work
here is done. Embrace serenity, Templar, you have left
this putrid world one step closer to absolution.

Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Red Hot Wrath (Must be Pure) ⃞⃞ Soul Fire (Must be Pure)
When your soul is Pure, your weapon glows hot with holy power. You deal Replaces: Red Hot Wrath
+1d4 damage. When Pure, your weapon is engulfed in holy fire. You deal +1d8 damage.
⃞⃞ Nobody Expects ⃞⃞ Holy Crusade
Choose an additional Inquisitional Weaponry. Requires: White Knight
Choose an additional move from the Paladin class list. If there is already a Paladin,
⃞⃞ Blessing of Blessings
they can choose to take one of your moves when they gain a level.
You can bestow 1 additional blessing.
⃞⃞ Clean Conscience ⃞⃞ True Wrath
The effects of your Divine Wrath blessing are doubled.
When you hear someone's Confession, they take +1d4 Damage Forward.
⃞⃞ Prophetic Dream ⃞⃞ True Purpose
The effects of your Divine Purpose blessing are doubled.
When you sleep for at least a few hours, you have a vague dream warning you
of a danger that will be faced in the next day or so. You awaken with 1 Hold. ⃞⃞ Vivid Prophecy
Spend a Hold to take +1 when you Defy Danger. Requires: Prophetic Dream
When you have a Prophetic Dream, you awaken with 2 Hold instead. You can
⃞⃞ Punishment Enough
also spend 2 Hold to make a Defy Danger an automatic success.
When you take damage from an outside source, you are absolved of a Penance
you owe. ⃞⃞ We Have Ways
Replaces: Keen to Inquire
⃞⃞ Lust for Blood
When you act as Inquisitor, you can treat 6- as a 7-9, but the captive dies at the
Reroll a damage die. You owe 1 Penance.
end of your brutal interrogation.
⃞⃞ Keen to Inquire
When you act as Inquisitor, you can take +1 on the roll, but the captive dies at
⃞⃞ Miracle of Healing
When you Make Camp and spend time holding vigil, you can choose to heal to
the end of your brutal interrogation.
full HP or remove 1 Debility.
⃞⃞ Stench of Guilt
You can sense the guilt that weighs on someone as if it were an odor. Most people
⃞⃞ Friend of Sinners
When you hear a Confession, heal 2d8 damage instead. On a 7-9, you owe 2
have at least a minor stink, but some reek of guilt. Beware of those who have no
Penance.
stench; you know how rare the truly pious are. It's much more likely you have
found genuine evil that feels no guilt at all. ⃞⃞ Zealotry (Must be Pure)
When you use your holy authority to convince a believer to do something clearly
⃞⃞ White Knight
dangerous, roll+CHA. ✴On a 7+, they do it, but you owe 1 Penance for each
Choose one move from the Paladin class list. If there is already a Paladin, you
option you select. ✴On a 10+, you can choose one option for free.
must have similar beliefs or goals, or at least a mutual respect.
• They'll try as hard as they possibly can without hesitation
• They won't give up when faced with certain death
• They'll spread the word and try to get other believers to help
⃞⃞ Treasures Above
You are considered Pure even when you owe 1 Penance.

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