Way of the Shadow Dancer
Notes
- Lesson of Thinking Tomorrow's Thoughts (Reflexes bordering on
The Trickster Mako Hamuro (Any)
NAME AND PRONOUNS
Precognition) The Trickster is devious and calcu- Example Archetypes:
- Lesson of The Farthest Plane (Flash Step) lating. They fear closeness, sincerity, ª Businesslike Spy
- Lesson of The Held Image (Invisible in Shadows)
- Lesson of Shaping (Shadow Weapons) and vulnerability. If they show you the ª Endearing Charlatan
truth of their heart, they’ll be wearing ª Cold Mastermind
Other Moves: a mask to do it.
- Impressive Swordplay: Whenever you roll a 7+ to Fight, you may gain a
String on someone who is present and ask their player what it is about you Their central conflict lies in desiring
that has impressed or intrigued them closeness while fearing vulnerability.
Aesthetics
(circle or invent one for each)
ª Harmless demeanor, suspicious
demeanor, mercurial demeanor
ª Hooded clothes, nondescript
clothes, clothes to play a role
ª A concealed sword, a venomous
sword, a surprising sword
Starting Stats
Choose one column of stats, then
Advances Strings add 1 each to two different stats.
When you fill your XP track, you gain an Gaining a fourth string on someone triggers
Record your choice on the next
Advance from the list. If you’re playing a String Advance (page 20).
page.
a single session rather than an ongoing
Princess Fizzy
game, you earn an Advance every 3 XP
instead of every 5.
Daring +1 +0
Your first five Advances must be from Grace +0 +1
the top six on the list. After you take your
fifth Advance, you can choose to switch Heart –1 –1
to another playbook or live happily
ever after. Choose one of these last two Wit +1 +1
options when the emotional conflict
at the core of your playbook has been Spirit +0 +0
resolved or eclipsed by a new conflict
corresponding to a new playbook.
Take another move from your playbook
Take another move from your playbook
Take a move from any playbook
Take a move from any playbook
Add 1 to a stat (max stat of 3)
Add 1 to a stat (max stat of 3)
Switch to a new playbook
Live happily ever after
+0 Daring skill at arms
Truths of Heart and Blade
¢ A Beautiful Lie: When you become Smitten with
Playbook Moves
(start with the moves marked and choose two more)
forcefulness someone, say why, give them a String, and answer ¢ Ew, Feelings: When someone offers you Emotional Support and you refuse to
+2 Grace
this question: open up, increase your Feelings by 1 and choose 1 from the listed options for that
ª What secret do you have that you think would move as if they rolled 7–9. If they rolled 10+, they know they got through to you;
elegance
agility make them reject you if they knew? they gain the benefits of a 10+ result as if you had opened up.
-1 Heart
¢ I See Through You: When you Figure Out a Person ¢ The Mask: When you seek to persuade an NPC of a lie about yourself, roll +Wit+Wit:
during a physical conflict, you may additionally ask 10+: Choose 2
emotional awareness
expression one of these questions, even on a 6-: 7–9: Choose 1
+1 Wit
ª Who do you want me to be? ªThey believe a big lie
ª What are you most afraid of right now? ªThe lie you have chosen is unexpectedly perfect, creating a new opportunity
cleverness ªThey give you the benefit of the doubt and remain convinced even if there
knowledge
Feelings 0 1 2 3 4 is some evidence of your lie
+1 Spirit
Your heart is as passionate as any other, but you bury it Additionally, whenever a PC Figures You Out, you can give false answers. You must
integrity beneath layers of deception—until you can’t keep your increase your Feelings by 1 at the end of any scene where you do this.
metaphysical power feelings in any longer. ¢ Center of the Web: When someone approaches you to get something from you
Conditions
angry
ª Feelings start at 1.
ª Increase your Feelings by 1 each time you gain a
or threaten you, choose 1:
ª Gain a String on them or they lose a String on you
ª Ask them a question from the Figure Out a Person move
String, someone gains a String on you, or you mark a
–2 to Figure Out a Person ª +1 ongoing against them for the scene
To clear, break something important to
Condition. Strings assigned during character creation
you or someone you care about don’t increase your Feelings. ¢ Deft Fingers: When you filch something from a person, roll +Grace
+Grace:
10+: Choose 2
frightened
–2 to Fight
ª You may also choose to increase your Feelings any
time you find yourself gasping or swooning over 7–9: Choose 1
To clear, run away and leave something someone. ªThe item reveals a secret love or vulnerability
important behind ªThe item creates an opportunity (such as a map, key, or note)
ª When you open up to someone whose regard matters
guilty
–2 to Emotional Support
to you, reduce your Feelings by 2.
ª When you secretly perform a loving act for someone,
ªThe person doesn’t know you took it
¢ Devious Scheme: When others go along with your cunning plan, roll +Wit +Wit:
To clear, sacrifice something important
just to hurt yourself for what you did
reduce your Feelings by 1. 10+: Twice during your plan, you may choose 1
ª If your Feelings track reaches 4, you can’t hold it in 7–9: Once during your plan, you may choose 1
hopeless
–2 to Defy Disaster
anymore. Tear off the mask and scream what you’ve ª Produce just the right object
been holding in, do what you’ve been afraid to do, ª Describe an unexpected weakness in an obstacle
To clear, lose yourself in escapism or
pleasure when you should be doing and damn the consequences. ªAppear right behind someone at a crucial moment
something important
You can give anyone present a String on you to gain ¢ Knives behind the Mask: When someone reveals a secret about you in your
insecure
–2 to Entice
a String on them. Stop when the consequences catch
up with you, for good or ill.
presence, you’re prepared with a damaging secret about them. If you reveal it
now in retaliation, they mark a Condition. If you keep the secret for the time being,
To clear, take rash action to confront Afterwards, reduce your Feelings to 0 and clear a gain a String on them.
the object of your jealousy and prove
your worth without any plan or advice Condition. It feels good to get it out, at least in the ¢ Play the Part: When you use someone else’s personal item or clothing to disguise
Experience (xp) moment. yourself as them, roll +Daring
+Daring:
10+: While you remain so dressed, your disguise is perfect; only your words or
deeds may expose you.
7–9: Someone sees through your disguise, but they don’t give you away just
Receive experience (XP) whenever you yet. Give them a String.
roll a 6- or when a move tells you to
mark XP. A PC can spend XP to take an
Advance (see the reverse side).