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Grimwild - Sheets - v1 4

The document outlines character creation details for a role-playing game, including various character classes such as Adventurer, Artificer, Bard, Berserker, and Cleric, each with unique core talents, traits, and abilities. It also describes mechanics for managing conditions, bonds, story arcs, and experience points. Players can customize their characters with distinctive features, backgrounds, and desires, while engaging in gameplay that involves rolling dice and making strategic decisions.

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baileypforlife
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0% found this document useful (0 votes)
68 views18 pages

Grimwild - Sheets - v1 4

The document outlines character creation details for a role-playing game, including various character classes such as Adventurer, Artificer, Bard, Berserker, and Cleric, each with unique core talents, traits, and abilities. It also describes mechanics for managing conditions, bonds, story arcs, and experience points. Players can customize their characters with distinctive features, backgrounds, and desires, while engaging in gameplay that involves rolling dice and making strategic decisions.

Uploaded by

baileypforlife
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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NAME DISTINCTIVE FEATURES ADVENTURER

CORE TALENT
PLAYER

Brawn Agility Wits Presence CONDITIONS & NOTES

TALENTS

BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK

CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK

BACKGROUNDS WISES

TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Brave Gentle Protective Belonging Justice Renown
Caring Honest Quiet Glory Knowledge Thrills
Confident Honorable Rash Harmony Love Wealth
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES ARTIFICER TRACKERS
CORE TALENT
PLAYER INGENUITY: Begin play with 1 minor and 1 major arcana. When given time, you can PUSH
pull off potent feats of mechanical ingenuity. You can push yourself to do it on the spot.
Others can use your gadgets, but take +1t and must always roll to use them. [Growth:
2 levels/1 minor arcana and 1 major arcana]
Engineering: Take +1d at creating, repairing, or destroying mechanisms and arcana.
Brawn Agility Wits Presence CONDITIONS & NOTES
PATH GADGETS
Anchorshot: You have potency to hinder the movement of anything elephant-size ANCHOR
or larger. When hit, the target becomes 4d Tethered. It anchors to the ground so you
can leave it.
Automatons: You have three small helpers you created. Each session, each has a 2d power pool
BLOODIED RATTLED you roll to perform tasks. When assisting, they roll 1d of their pool. [Read full book description.]
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED
Double-Barreled Blunderbuss: You can fire each type of specialized ammo once B D
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
per session. When you shoot, choose the ammo: blast core—drill shot—inferno shot—
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK I SC
scatter shot—shrapnel burst—tangler shot. Each shot has a secondary or collateral effect
SH T
related to the type. You can fire two ammo types at the same time for a potent shot.
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK Grenades: Each session, you have a 4d Grenades resource pool. You have access to the GRENADES
following bombs: choking—flashbang—glue—smoke—stink. Bombs can affect multiple targets
BACKGROUNDS WISES or an area even without potency. You can drop 1 and roll the pool to have a potent grenade.
Mechanical Mount: You have a small mechanical vehicle. It has three features: all-terrain—armored—
burrowing—grappling hook—submergible—turbo boost. You can activate each perk once per session to
pull off a potent feat of piloting. It also has one drawback: conspicuous—horrifying—slow—unreliable.
Steamhammer: Each session, you have a 6d power pool. You can roll the pool to STEAM

TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t pull off potent feats of pulverizing force. You can also not expend its steam to use it as
a normal warhammer
Brave Gentle Protective Belonging Justice Renown
Caring Honest Quiet Glory Knowledge Thrills Swiftwing: You can glide (not fly). You gain a 3d power pool while aloft, or 4d if you WING
have extreme height or speed. You must roll the pool as bonus dice with any physical
Confident Honorable Rash Harmony Love Wealth
roll made while aloft, including defenses. At 0d, you coast back to the ground.
Curious Persistent Stubborn Honor Power Wisdom
NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES BARD TRACKERS
CORE TALENT
PLAYER Bardsong: You can sing 3 bardsongs (session). Choose a Style + Tune of Impact and roll BARDSONGS
Presence. Sing one to pull off a potent feat of emotional influence or interrupt any impact
move. You can also sing 3 melodies (session) without a roll or composition to: assist without MELODIES
risk—calm or intensify a vex response—clear a mark. [Growth: 3 levels/+1 bardsong, +1 melody].

PATH TALENTS
Brawn Agility Wits Presence CONDITIONS & NOTES
Bardic Lore: You gain any 3 wises and 1 extra story per session. You take +1d on any STORY
story rolls pertaining to what you know or story details you add.
Dynamic Entrance: You can always appear in a scene exactly where and when you want, limited
only by your physical capabilities. Make a 3d story roll to see if you’re engaged as you enter.
Forked Tongue: When given time, you can tell potent lies. You can push yourself PUSH
BLOODIED RATTLED to do it on the spot.
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED Friendly Face: In any new town or district of a city you go to, you can always: know someone
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS useful—quickly make a friend—be recognized by a fan. They’ll gladly do you a reasonable favor. Take
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK spark if you promise to pay them back.
Influence: Twice per session, you can invoke an ally’s bond with you to increase their INFLUENCE
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK die roll result by 1. You don’t have to be in the same scene—they might recall a memory.

BACKGROUNDS WISES Jack of all Trades: Increase one of your stats that’s a 1 to a 2. You also take +1d on montage rolls.

Wordplay: On a perfect defense roll when the situation allows for verbal quips, you GOAD
make them: embarrass themself—let a secret slip—focus on or lose track of you. Once per
session, you can goad the GM into spending suspense on conversation.

NON-PATH TALENTS & NOTES style + tune of impact


chaotic anthem affection
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
dire aria awe
Brave Gentle Protective Belonging Justice Renown fiery ballad calm
Caring Honest Quiet Glory Knowledge Thrills gentle chant despair
haunting ditty fear
Confident Honorable Rash Harmony Love Wealth playful hymn fury
Curious Persistent Stubborn Honor Power Wisdom nostalgic ode hope
rousing requiem joy
vicious rhapsody mockery
whimsical serenade wonder

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES BERSERKER TRACKERS
CORE TALENT
PLAYER Frenzy: Once per session, or when you get bloodied or take vex, you can enter a FRENZY
frenzy for a scene. During the frenzy, you can only take aggressive actions. You also:
Take +1d for each mark you have and ignore all thorns from harm and marks.
Collateral damage: send something flying—smash mooks—throw insults—wreck something.
Always get a final action when dropped. On a critical, ignore getting dropped.
Brawn Agility Wits Presence CONDITIONS & NOTES
You can only exit a frenzy when: no challenger stands before you—get dropped—push
yourself. [Growth: 3 levels/1 free activation of frenzy per session]

PATH TALENTS
Fearsome: Your presence instills fear in others. The GM judges an NPC’s response, PUSH
or you can spend story to set it: hostile—nervous—respectful—scared. You can push
BLOODIED RATTLED yourself to pull off a potent feat of intimidation.
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED
Flesh Wounds: When you take physical damage, only a disaster can drop you. You WOUNDS
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK can get bloodied multiple times. Each extra time inflicts +1t on rolls. These extra
thorns can never be ignored and they also apply thorns to any attempt to heal you.
Into the Fray: When you’re the first into an intense situation, 5s count as 6s, but 4s count as 1s on
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK your first roll. You also setup the first person following you regardless of your roll outcome.
BACKGROUNDS WISES Joyful Warrior: On a critical or when bloodied in battle, you take spark and can: clear one mark
from each ally—bring a dropped (not dead) ally back into the scene.
Mighty: When given time, you can pull off potent feats of raw strength. You can push PUSH
yourself to do it on the spot.
Overkill: On a critical when bringing violence, threats, or destruction to bear, you can: cause an
extra secondary effect—roll a task pool twice.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Brave Gentle Protective Belonging Justice Renown Warsongs: Each session, you can sing 2 bardsongs. Write down the composition of WARSONGS
the only 3 songs you know.
Caring Honest Quiet Glory Knowledge Thrills
Confident Honorable Rash Harmony Love Wealth NON-PATH TALENTS & NOTES
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES CLERIC GOD

CORE TALENT
PLAYER Channel Divinity: Your god grants you spellcasting ability. You roll a domain pool to cast and that
domain pool and your god’s epithet serve as touchstones. Your major domain is a 6d pool and your
minor domains are 4d pools. They replenish each session. You can drop 1d and roll the domain to
cast a potent spell. [Growth: 2 levels/increase one domain pool by 1d (max 8d).]
MAJOR MINOR MINOR

Brawn Agility Wits Presence CONDITIONS & NOTES

PATH TALENTS
Blessed: Once per session, you can re-roll a roll you just made as your god attempts USED
to intervene. The re-roll is made without any thorns on it. On a perfect, take spark.

BLOODIED RATTLED Devout: Intelligent creatures recognize you as a person of deep honesty and only your most hated
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT enemies would treat you with a lack of respect or doubt your word. This aura is upheld by your
DROPPED unwavering commitment—you must push yourself to act in bad faith (no free activation).
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK Healer: You take +1d when you heal someone, with magic or treatment. On a critical, both of you
take spark.
Iron Will: Each session, you have a 3d Iron Will pool. When you get rattled or take IRON WILL
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK
vex, roll the pool. If dice remain, ignore the damage. If possible, you can also lash
BACKGROUNDS WISES out at the cause or a bystander and: instill dread in their heart—sow doubt in their mind.
Rings False: You always know when someone is lying, though not necessarily the truth. You take
+1d on a follow-up if you reveal you know they’re lying.
Sermons: When given time, you can pull off potent feats of persuasion in the name of PUSH
your beliefs. You can also push yourself to do it on the spot. One time only, you can
RITUAL
make this a ritual-level effect.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Shepherd: When you assist an ally on a defense roll that would leave them rattled or with vex, you
Brave Gentle Protective Belonging Justice Renown
can invoke your bond to take +1d on the roll. On a perfect, you both take spark.
Caring Honest Quiet Glory Knowledge Thrills
Confident Honorable Rash Harmony Love Wealth NON-PATH TALENTS & NOTES

Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES DRUID TRACKERS
CORE TALENT
PLAYER Wild Shape: Shift into any familiar beast form, rolling a 4d Wild Shape pool. At 0d, WILD SHAPE
you fail to shift. It replenishes after each scene. You take on the form’s physical qualities
and feral instincts, moving stat points to represent this (min 1, max 3). You lose access
to your own physical talents. Drop 1d for each wild talent (max 2), like aquatic, smaller
than a cat, bigger than a bear, venomous, and flight. This can also be a specific talent from
any path or a talent you make. [Growth: 2 levels/Wild Shape +1d]
Brawn Agility Wits Presence CONDITIONS & NOTES
PATH TALENTS
Awaken: Once per scene, you may awaken a living natural feature—plants, animals, insects, AWAKENED
fungi—within or nearby the scene. It gains awareness and purpose, forming a 3d power pool RIT.
you can direct, guided by its nature. One time only, you can make this a ritual-level effect.

BLOODIED RATTLED Herbalism: Before each session, use the Herbalism Crucible to make two herb names. You HERB 1
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT have 1 minor potion of one and 1 major potion of the other. The name serves as its touchstone. HERB 2
DROPPED They lose effect after this session. One time only, you can also have 1 mythic potion.
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK Kindred Spirits: You can speak with animals and spirits of the wild. When you meet, they know of
you. Roll their bond with you or spend story to establish it. When you call, those nearby will answer.

Primordial Bonds: You have bonds with the elements: Air, Earth, Fire, and Water.
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK AIR
You have spellcasting, rolling Presence to call on an element, which serves as the EARTH
BACKGROUNDS WISES touchstone. You can call on each element once per session, or twice if your bond is
FIRE
deep. Mark two usages of a single element to cast a potent spell. Combine usages of
WATER
two elements to take +1d and both touchstones on the roll.

True Shape: Choose 1 beast form. If it has no wild talents, you can shift into it without rolling wild
shape, even at 0d. If it has wild talents, you drop 1d less than normal when you shift.

Verdant Whispers: You can commune with plants. Roll Wits to decipher their messages, as they are
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t truly hard to understand. You always get a hint or reveal on vigilance in places teeming with plant life.
Brave Gentle Protective Belonging Justice Renown
Windcaller: Your voice carries on the winds over great distances. You can push PUSH
Caring Honest Quiet Glory Knowledge Thrills
yourself to summon or dismiss, but not control: dense fog—diving temperatures—heavy
Confident Honorable Rash Harmony Love Wealth rain—snowfall—strong winds—thunder. You don’t need anchors on weather rituals.
Curious Persistent Stubborn Honor Power Wisdom
NON-PATH TALENTS & NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES FIGHTER TRACKERS
CORE TALENT
PLAYER Weapon Mastery: Choose a fighting style that you have mastered: brawling—dual-wielding—one-
handed weapons—ranged weapons—thrown weapons—two-handed weapons. You have a mastery die,
a special d6. When you fight in your style, take +1d (the mastery die) on the roll. If the mastery die
is a 6, it counts as a critical. If it’s already a critical, take spark. [Growth: 3 levels/+1d mastery die]

PATH TALENTS
Brawn Agility Wits Presence CONDITIONS & NOTES
Arcane Training: You have spellcasting as the Spellcraft talent. You roll Wits and SPELLS
can cast 3 spells and 1 potent spell per session. You know 3 spell theorems, created
with the Spell Crucible, and can learn new spells from scrolls. POTENT

SPELL THEOREMS

BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT Bulwark: Each session, you have a 3d Bulwark pool from armor or other defenses. BULWARK
DROPPED When you get bloodied or dropped from physical damage, roll the pool. If dice remain,
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS ignore the damage.
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK
Control: You can push yourself to declare a zone that enemies cannot cross without PUSH
dealing with you. If they attempt to move past you, you can interrupt them. On a
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK perfect, take spark.

BACKGROUNDS WISES Got Your Back: You can push yourself to assist an ally after they roll a grim. The PUSH
ally can also roll 1d. On a perfect, you both take spark.
Measured Tones: When you speak in measured tones, people always stop and PUSH
listen—declare low risk if desired. Unless completely surprised, you can push yourself
to interrupt an impact move initiating aggression. If you change their mind, take spark.
Swift Recovery: On a perfect roll with an unmarked stat, clear a mark on another stat.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Brave Gentle Protective Belonging Justice Renown Tactician: During an intense action sequence, you can push yourself to tag 3 scene PUSH
elements right away and 1 later in the sequence. When an ally interacts with a tagged
Caring Honest Quiet Glory Knowledge Thrills element, you assist without risk on the roll. If no roll is needed, they take spark.
Confident Honorable Rash Harmony Love Wealth
NON-PATH TALENTS & NOTES
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES MONK TRACKERS
CORE TALENT
PLAYER Discipline: Never face a disadvantage due to a weapon matchup. Once per session, FLOW
you can interrupt with a: philosophical point—quick reaction—stunning strike. Each scene,
you have 4 flow. Spend it to:
Ignore difficulty thorns from: being outnumbered—a single powerful opponent.
INTER.
Attempt a fluid maneuver. Before rolling, declare you want to also: disarm them—
INTER.
Brawn Agility Wits Presence CONDITIONS & NOTES redirect momentum—reposition you, them, or both. On a perfect or messy, it happens.
INTER.
Pull off a potent feat of mystical grace, like running across water or falling harmlessly
from a great height. For 1 more flow, extend this to those you’re touching.
[Growth: 3 levels/+1 flow per scene and +1 interrupts per session]

PATH TALENTS
BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT Flow State: You can keep taking action to keep the spotlight, even if the GM wants to spend suspense.
DROPPED
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS Healing Hands: You can heal an ally that is bloodied. This automatically works, but you must make
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK a Presence defense roll against being bloodied—you take their pain onto yourself and must fend it off.

Lightning Reflexes: You can always act first, unless completely surprised. You also ignore difficulty
thorns on Agility defense rolls.
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK

Mind Over Matter: When you take a physical mark, you can instead choose to take a mental mark.
BACKGROUNDS WISES
When you clear any mark by rolling it, take spark.
Primordial Forces: Choose an element: Air—Earth—Fire—Water. You can cast A E F W
cantrips with it, useful as set dressing and magic utility. On a critical, charge it (mark its
box). Spend it to pull off a potent feat of force or movement empowered by the element.
Tether: Once per session, touch someone to link spirits. You can sense their feelings TETHER
and know where they are. You can push yourself to: assist them—speak into their PUSH
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
mind—take mental damage for them—teleport to them. If they get dropped, so do you.
Brave Gentle Protective Belonging Justice Renown You must touch again or rest for the link to end. When it does, change your bond.
Caring Honest Quiet Glory Knowledge Thrills
There Is No Try: When putting your life or something you hold equally dear on the line, 5s count
Confident Honorable Rash Harmony Love Wealth as 6s, but 4s count as 1s. This generally occurs with high risk or after being bloodied in battle.
Curious Persistent Stubborn Honor Power Wisdom
NON-PATH TALENTS & NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES PALADIN TRACKERS
CORE TALENT
PLAYER Oathsworn: You draw power from your three tenets. You don’t take thorns from SMITE
bloodied or rattled, instead taking +1d on rolls with the related physical or mental
stats. Each session, you have 3 smite. When attacking in combat or argument, spend
it 1-for-1 to drop dice from a task pool after rolling it.
Affirmation: Before each session, state your tenets and discuss how they came up last
Brawn Agility Wits Presence CONDITIONS & NOTES session. Give spark to one player who joined a scene involving your tenets. Take 1 less
smite for each tenet in violation. [Growth: 2 level/increase smite by 1]

PATH TALENTS
Aegis: You take +1d when defending with a shield and can use it to make a defense roll PUSH
in a nearby ally’s place. You can push yourself to defend multiple allies from a single
BLOODIED RATTLED attack, like blocking dragonfire. On a perfect, everyone you protected takes spark.
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED Authority: Your presence fills the air with authority. The GM judges an NPC’s response, PUSH
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS or you can spend story to set it: admiration—obedience—respect—defiance. You can
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK push yourself to pull off a potent feat of righteous command.
Challenge: Push yourself to challenge a foe, taking +1d on all rolls against them, but PUSH
give them 1 suspense. If they do anything besides confront you, you can interrupt it—
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK
only on a perfect, the challenge continues. If an ally engages your foe, the challenge ends.
BACKGROUNDS WISES
Dauntless: Take spark when your roll is cut. Take +1d on story rolls if dropped. On a perfect, ignore it.

Divine Blessing: You have spellcasting as the Channel Divinity


talent. Detail your god and choose 1 minor domain, a 4d power pool
(per session). You can drop 1 and roll the pool to cast a potent spell.

Guardian: Take +1d when you assist on a defense roll. If your dice come up as a 6, you both take spark.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Rebuke: When the GM spends suspense to prompt an impact move, you take +1d on any follow-up
Brave Gentle Protective Belonging Justice Renown action against the source. On a critical, take spark.
Caring Honest Quiet Glory Knowledge Thrills
TENETS: Mark if in violation. Slash for light, fill for heavy. NOTES
Confident Honorable Rash Harmony Love Wealth
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES PSION TRACKERS
CORE TALENT
PLAYER Awakened Mind: You have spellcasting ability. Your BASTIONS POWER PTS.
bastions act as touchstones for your magic. Each session,
you have 8 power points. Spend 1 power point to cast a
spell. You can augment it by spending 1 or more points to:
cast a potent spell—take +1d (max once) on the roll—ignore
thorns from damage—add another bastion as a touchstone.
Brawn Agility Wits Presence CONDITIONS & NOTES [Growth: 2 levels/1 bastion, 2 power points per session]

PATH TALENTS
Disturbed Mind: Your presence is highly disturbing. The GM judges an NPC’s response, VEX
or you can spend story to set it: agitated—fractured—paranoid—repulsed. Once per session
when you would take vex, a nearby sentient creature must instead take a vex response.
BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT Mind Seed: When you plant thoughts or alter memories in someone’s head, you can INTER.
DROPPED always choose to have them take effect exactly when you want them to. You can decide
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS this at any time later. Once per session, you can use this for an interrupt.
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK
Mind Thief: On a critical on a bastion roll, refund the power points spent and gain 3 power points.
This causes mental collateral damage around you: confusion—hallucinations— headaches— panic. One
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK time only, you can make this a ritual-level effect, affecting all within miles.

BACKGROUNDS WISES
Psychic Warrior: On a perfect with a feat of martial prowess, spend no power points and take
+1d on an immediate follow-up with a bastion. You can’t follow-up with a bastion you just used.
Reader: You gain 1 story per session and can spend story when you first meet someone STORY
to know their foremost surface thought—they are like an open book to you. If you
follow-up on it, it counts as a setup.

Tumultuous Mind: You can spend 2 power points to gain potency on any Wits or Presence defense
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t roll. Regardless of the roll, if the attacker is sentient, you can interrupt their next impact move.
Brave Gentle Protective Belonging Justice Renown
Wilder: Your powers are inherently chaotic, either by nature or nurture, and you struggle to control
Caring Honest Quiet Glory Knowledge Thrills them. Take +1d, but also +1t, on all psionic bastion rolls. You can never ignore thorns from any
Confident Honorable Rash Harmony Love Wealth source, including by using your core talent. On a critical, regain the power points you just spent.
Curious Persistent Stubborn Honor Power Wisdom
NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES RANGER TRACKERS
CORE TALENT
PLAYER Hunter’s Mark: Twice per session, you can declare a weakness in a non-humanoid WEAKNESS
creature. Describe and tag it with a 2d Weakness pool. When anyone targets the
weakness, roll the pool as bonus dice on their roll. Take spark when a Weakness die
rolls a perfect (not the overall result). [Growth: 2 levels/+1 use per session]
Prowess: Take +1d at stealth, traversal, setting traps, and tracking.
Brawn Agility Wits Presence CONDITIONS & NOTES
PATH TALENTS
Animal Companion: You’re accompanied by a fiercely loyal animal. Each PC adds a reciprocal bond
with it. Choose 3 tricks and 2 flaws. You roll 3d for its tricks and 1d otherwise. It has only two damage
boxes, marked and hurt (for harm). It can always exit a scene when hurt.
Keen Senses: Your senses are twice as sharp as normal. You can pull off potent feats of tracking and
BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT can always get a hint or reveal on vigilance against living creatures.
DROPPED
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS Relentless: You can pull off potent feats of traversal and can always move at full speed, unhindered
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK by what’s in your way.
Scout Ahead: You gain 1 story per session and can spend story to flashback to scouting STORY
ahead and: sabotage something—set a trap—survey the area (ask 2 questions)—take out
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK
a danger—set up an interrupt. Make a montage roll, taking +1d for prowess. The GM
BACKGROUNDS WISES
always takes suspense in place of an impact move.
Seasoned Hunter: You always know where a monster’s lair will be. Once per session, LOOK OUT!
you can tell all to Look Out! and declare how a monster spends 1 suspense on a move
to attack your party. Everyone takes +1d on the defense roll and follow-up action rolls.
Sharpshooter: When given time, you can pull off potent feats of ranged precision. You PUSH
can also push yourself to do it on the spot.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Trophies: When you play a key part in slaying a powerful monster, you can take a trophy from it.
Brave Gentle Protective Belonging Justice Renown This acts as a wand. A minor wand requires no roll. A major wand requires a Wits roll. The monster’s
Caring Honest Quiet Glory Knowledge Thrills name, ability, and body part are the touchstone. Only you can use it.
Confident Honorable Rash Harmony Love Wealth
NON-PATH TALENTS & NOTES
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES ROGUE TRACKERS
CORE TALENT
PLAYER Expertise: Choose a skillset below as your expertise: CONTINGENCY

Skullduggery: Take +1d at stealth, picking locks, lying, and sleight of hand.
Assassination: Take +1d at stealth, tracking people, opening strikes, and disguises.
Each session, you have a 3d Contingency pool, always planning ahead. You can roll it
as bonus dice after any roll within your expertise. [Growth: 2 levels/+1d Contingency]
Brawn Agility Wits Presence CONDITIONS & NOTES
PATH TALENTS
According to Plan: You gain 1 story per session and can spend story to flashback STORY
to utilizing subterfuge in a way that’s immediately relevant, like swiping some keys,
paying off a guard, or preparing an escape route. Make a montage roll, taking +1d for
Expertise. The GM always takes suspense in place of an impact move.
BLOODIED RATTLED
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT Eldritch Affinity: You have spellcasting, as the Sorcery talent. You roll Presence to cast and choose
DROPPED 3 from magic paths and techniques. You can’t cast potent spells, nor do you risk a wild surge.
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS MAGIC PATHS & TECHNIQUES
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK

CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK Lurker: On a perfect sneaking past or secretly observing sentient creatures, they: let a PUSH
secret slip—give you a golden opportunity. If caught sneaking, you can push yourself to
BACKGROUNDS WISES stay completely still and avoid detection, but must leave the area immediately after.
Opportunist: When someone nearby rolls defense, you take +1d on an immediate PUSH
follow-up. On a critical by a nearby ally, you can push yourself to add a critical bonus.
Poisoner: Each session, you have a 4d Poisons resource pool. You have access to the POISONS
following poisons: hallucinations—knockout—memory loss—nausea—paralytic—truth
serum. They each take a bit of time to work and are most effective if ingested.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Brave Gentle Protective Belonging Justice Renown Trap Sense: You always get a hint or reveal on vigilance with traps. If avoided or disabled, take spark.
Caring Honest Quiet Glory Knowledge Thrills Weasel: If caught in a lie or red-handed, you can push yourself to weasel your way PUSH
Confident Honorable Rash Harmony Love Wealth out—for now. You get an exit, but they definitely realize what happened soon after.
Curious Persistent Stubborn Honor Power Wisdom
NON-PATH TALENTS & NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES SORCERER TRACKERS
CORE TALENT
PLAYER Sorcery: You have spellcasting ability. You roll Presence to cast and your magic paths and techniques
serve as touchstones. You can cast spells at-will, though they always carry risk and require a roll.
You can push yourself to cast a potent spell, but gain no free activation of it. When casting, rolling
two or more 1s triggers a secondary wild surge—raw magic spirals out of your control. Make a 2d
story roll to see what happens. Use the GM crucible or ask your group for ideas. [Growth: 2 levels/
gain a new technique or magic path]
Brawn Agility Wits Presence CONDITIONS & NOTES
MAGIC PATHS & TECHNIQUES

PATH TALENTS
BLOODIED RATTLED Eldritch Growth: The maelstrom of magic has twisted your body. You gain a permanent physical
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT feature. In addition to its obvious benefits, it now serves as a touchstone.
DROPPED
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS Maelstrom: You open yourself fully to the maelstrom of raw magic. When you cast a potent spell,
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK 5s count as 6s, but 4s count as 1s. These 4s also count as 1s towards wild surge.

Magic Sense: You always get a hint or reveal on vigilance involving magic. When you avoid or
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK disrupt it, take spark.

BACKGROUNDS WISES Spelleater: You have a 3d Spelleater pool (per session). When you suffer from magic, SPELL. ESS.
roll the pool. If dice remain, ignore the effect and bank essence (max 2). Spend it to
increase a spellcasting die result by 1, but it triggers wild surge.
Subtle Casting: You can always cast spells subtly, able to conceal that you were the one that cast
it. This doesn’t defeat common sense, of course.
Wisps: Two small spheres of your magic path float around you. Give them 2 traits: SACRIFICED
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t annoying—capricious—malevolent—mesmerizing—whimsical. They serve as touchstones.
Brave Gentle Protective Belonging Justice Renown You can sacrifice one to: assist without risk—distract someone—suffer vex in your stead.
Caring Honest Quiet Glory Knowledge Thrills Make story rolls to determine effects if sacrificed. They return each session.
Confident Honorable Rash Harmony Love Wealth Wrath: When you or a nearby ally gets bloodied, rattled, or dropped, you take +1d and potency on
Curious Persistent Stubborn Honor Power Wisdom your next spell if you immediately lash out.
NON-PATH TALENTS & NOTES

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES WARLOCK TRACKERS
CORE TALENT
PLAYER Pact: Your patron gives you gifts in exchange for obligations. Before each session, roll PATIENCE GIFTS
2d and write these results down as Gifts. During the session, you can replace any
rolled d6 (by anyone) with a gift result, then erase it. You can also cast cantrips with
your patron’s trappings as touchstones, useful as set dressing and magic utility. Gain a
bonus talent and each talent is infused with your patron’s trappings. Your obligation
is an 8d Patience pool. [Growth: 3 levels/gain a bonus talent, -2d max Patience.]
Brawn Agility Wits Presence CONDITIONS & NOTES
PATH TALENTS
Eldritch Weaponry: On a perfect when using cantrip utility as a weapon, you can PUSH
push yourself to also inflict a spell-level effect with your patron’s trappings as the
touchstone. It can’t deal more damage.

BLOODIED RATTLED Hex: You can roll Presence to hex someone with: dread—clumsiness—confusion—forgetfulness—
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT misfortune—sleepiness. Decide when it takes effect: now—soon—much later—specific trigger. This is a
DROPPED cosmic effect. It’s magic, but not fully under your control.
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK Knowing Gaze: When given time, you can learn: their greatest desire—what they’re PUSH
hiding—what they want to protect—who they serve. This gaze is highly disconcerting and
only works on someone once. You can push yourself to do this on the spot.
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK
Otherworldly Form: You can turn into a floating, dispersed form, flavored after your patron’s
BACKGROUNDS WISES trappings. Choose three things you can do in this form: appear barely visible—fly high in the sky—interact
with objects—move swiftly—slip through small gaps—speak.
Ritualist: Take +1d on a ritual’s rites and replace any one of its anchors with yourself.
Visions: You can roll Presence to ask your patron for forbidden knowledge. Ask the GM a specific
question. The answer may be cryptic or twisted to suit your patron’s desires, but it will never be an
outright lie. On a messy or grim, roll the Patience pool.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Wayfarer: You can push yourself to teleport. The further or less familiar, the less PUSH
Brave Gentle Protective Belonging Justice Renown
precise. Max range is two days’ ride away. Clear eyesight and no obstruction requires
Caring Honest Quiet Glory Knowledge Thrills no roll, otherwise make a story roll. You can bring others, taking +1t per person.
Confident Honorable Rash Harmony Love Wealth
PATRON, NON-PATH TALENTS & NOTES
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
NAME DISTINCTIVE FEATURES WIZARD TRACKERS
CORE TALENT
PLAYER Spellcraft: You have spellcasting ability. You roll Wits to cast and the spell theorem SPELLS
you are casting serves as its touchstone. Each session, you can cast 4 spells and 2
potent spells. You choose which spell theorem to use when you cast. You can learn
new spell theorems from studying and experimenting with scrolls. This consumes the POTENT SP.
scroll. [Growth: 2 levels/1 spell, potent spell, and spell theorem]

Brawn Agility Wits Presence CONDITIONS & NOTES PATH TALENTS


Alchemist: Each session, you have a 4d Potions resource pool. You can have a minor POTIONS
potion and roll the pool, or drop 1 and roll for a major potion. You know recipes for
your spell theorems, plus two more. Learn new recipes by sacrificing potions.
Arcane Specialty: Choose your specialty school. All of your spell theorems now have it plus another
BLOODIED RATTLED school. When casting, choose which school to use. On a critical with your specialty school, take spark.
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
DROPPED Arcanist: Take +1d when rolling an arcana’s pool and ignore the first die that would be dropped.You
MARK: +1T TO STAT, THEN CLEARS | HARM: +1T TO ALL ROLLS also gain 3 minor arcana and 1 major arcana that you’ve either created or found.
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY SPARK
Colleagues: In every city, some towns, and the occasional dungeon, you can find a powerful,
eccentric wizardly colleague who owes you a favor—or maybe you owe them one. If you go out of
your way to meet and catch up, take spark.
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK

Familiar: You manifest a small magical creature. You can communicate telepathically PUSH
BACKGROUNDS WISES
and send it on simple tasks, making a story roll to see how it goes. By entering a
trance, you can use its senses. You can also push yourself to cast a spell through it. If
your familiar takes damage, it vanishes and reappears at the start of the next session.
Mastered Theorem: Choose one of your spell theorems. You take +1d when casting it POTENT
and gain 1 extra potent spell casting of it per session. Your name becomes linked to it and
it begins to spread in popularity throughout wizardry—track it with campaign pools.
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
Prepared Spell: You gain 1 story per session and can spend story to flashback to casting STORY
Brave Gentle Protective Belonging Justice Renown
a spell with specific triggers. If a montage to get access to a place is needed, the GM
Caring Honest Quiet Glory Knowledge Thrills always takes suspense in place of an impact move. Roll for the spell’s effectiveness now.
Confident Honorable Rash Harmony Love Wealth
NOTES
Curious Persistent Stubborn Honor Power Wisdom

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.4
ADVENTURING PARTY
TRAITS: Choose 2 you see your party as NOTES
and 1 you most definitely aren’t .
Avengers Heroes Renegades
Conquerors Mercenaries Scoundrels
Disciples Mystics Vassals
Explorers Outsiders Wardens
Create a character that aligns with the group’s choices and has strong reason to stay with the party. THE ADVENTURING JOURNAL OF
NAME PORTRAIT

GROWTH ARCS NOTES


Embrace Change BACKGROUNDS & PATH
Escape My Past
Find Belonging
Just Enjoy Life
Prove Myself
Settle Debts CHARACTER NOTES

STRUGGLE ARCS
Come Unraveled
Doubt Convictions CAMPAIGN NOTES

Feed My Vices
Flirt with Betrayal
Keep a Secret
Survive the Storm

AMBITION ARCS
Build a Reputation
Explore the World
Finish the Mission
Make Things Right
Satisfy Desires
Uncover the Truth

BONDS
deep affection
complex camaraderie
growing curiosity
lowkey doubts
playful respect
tense rivalry
GM CRUCIBLE
STORY MOVES | Use these moves anytime.
▸ Foreshadow: Hint at trouble, sometimes with a timer pool. Prompts a later impact move. tough quiet precarious wild mysterious rustic
SUSPENSE ▸ Question: Ask provocative questions to stir up drama or flesh out the world. muffled aged romantic menacing puzzling eerie
▸ Set the Scene: Use a story roll to determine how a scene starts off when it’s unclear. broken dwindling distant perilous bleak tense
▸ Spotlight: Focus attention on a PC, encouraging them to act or follow-up. forgotten abundant hidden withered chaotic looming
▸ Wrap It Up: Call for a montage roll or jump to a likely conclusion to a scene. festive lost immense serene vibrant flickering
rugged splintered sacred relentless tangled twisted
QUICK TIMERS SUSPENSE MOVES | Use these moves with cinematic timing.
▸ Bridge: Resolve a problem the PCs face or use exposition to connect some dots. journey juncture rift scheme nexus team
▸ Buildup: Give spark to each PC, who give a brief vignette before upcoming action. tremor debris symbol scar archive chasm
▸ Cutaway: Narrate an info-rich scene elsewhere, clueing the players in. sanctuary betrayal trail wasteland help mystery
peak threshold boundary beacon secret wall
▸ Entangle: Propose an interesting tangle to a PC. Take suspense only if they accept.
territory rumor standoff strife maze pact
▸ Recap: Summarize the last session or events further in the past.
dilemma tradition jackpot omen deception illusion
IMPACT MOVES | Use these moves when prompted.
▸ Complicate Things: Escalate a situation, introduce a new problem, or pressure a bond. CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP
▸ Counter: Deny things a PC can always do or negate something they did.
▸ Force a Choice: Present tough options, with room to only choose one.
VEX: FIGHT—FLIGHT—FREEZE—FREAKOUT
▸ Hit ‘Em Hard: Inflict damage on a PC, like bloodied, rattled, vex, marks, or a condition.
▸ Lock It In: Declare something occurs, closing off immediate attempts to change it.
REST: CLEAR MARKS & HARM | DOWNTIME: FULLY HEAL & FACTIONS

NAME NAME NAME NAME

PLAYER NAME PLAYER NAME PLAYER NAME PLAYER NAME

BACKGROUNDS BACKGROUNDS BACKGROUNDS BACKGROUNDS

TRAITS: 2 they are | 1 they’re really not TRAITS: 2 they are | 1 they’re really not TRAITS: 2 they are | 1 they’re really not TRAITS: 2 they are | 1 they’re really not
Brave Gentle Protective Brave Gentle Protective Brave Gentle Protective Brave Gentle Protective
Caring Honest Quiet Caring Honest Quiet Caring Honest Quiet Caring Honest Quiet
Confident Honorable Rash Confident Honorable Rash Confident Honorable Rash Confident Honorable Rash
Curious Persistent Stubborn Curious Persistent Stubborn Curious Persistent Stubborn Curious Persistent Stubborn

DESIRES: 2 they want | 1 they really don’t DESIRES: 2 they want | 1 they really don’t DESIRES: 2 they want | 1 they really don’t DESIRES: 2 they want | 1 they really don’t
Belonging Justice Renown Belonging Justice Renown Belonging Justice Renown Belonging Justice Renown
Glory Knowledge Thrills Glory Knowledge Thrills Glory Knowledge Thrills Glory Knowledge Thrills
Harmony Love Wealth Harmony Love Wealth Harmony Love Wealth Harmony Love Wealth
Honor Power Wisdom Honor Power Wisdom Honor Power Wisdom Honor Power Wisdom

ARCS / NOTES ARCS / NOTES ARCS / NOTES ARCS / NOTES


Solo Roleplaying: Party Members

NAME NAME NAME

BRAWN AGILITY WITS PRESENCE BRAWN AGILITY WITS PRESENCE BRAWN AGILITY WITS PRESENCE

BLOODIED RATTLED BLOODIED RATTLED BLOODIED RATTLED

TALENT TALENT TALENT

BACKGROUNDS BACKGROUNDS BACKGROUNDS

TRAITS: 1 they are | 1 they’re really not TRAITS: 1 they are | 1 they’re really not TRAITS: 1 they are | 1 they’re really not
Brave Gentle Protective Brave Gentle Protective Brave Gentle Protective
Caring Honest Quiet Caring Honest Quiet Caring Honest Quiet
Confident Honorable Rash Confident Honorable Rash Confident Honorable Rash
Curious Persistent Stubborn Curious Persistent Stubborn Curious Persistent Stubborn

DESIRES: 12 they
you want
want || 11 you
theyreally
reallydon’t
don’t DESIRES: 12 they
you want
want || 11 you
theyreally
reallydon’t
don’t DESIRES: 12 they
you want
want || 11 you
theyreally
reallydon’t
don’t
Belonging Justice Renown Belonging Justice Renown Belonging Justice Renown
Glory Knowledge Thrills Glory Knowledge Thrills Glory Knowledge Thrills
Harmony Love Wealth Harmony Love Wealth Harmony Love Wealth
Honor Power Wisdom Honor Power Wisdom Honor Power Wisdom

NOTES NOTES NOTES

BOND: PC → THEM BOND: PC → THEM BOND: PC → THEM

BOND: THEM → PC BOND: THEM → PC BOND: THEM → PC

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