Grimwild - Sheets - v1 4
Grimwild - Sheets - v1 4
CORE TALENT
PLAYER
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
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
                                                                                                                                                                                      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
                                                                                                                                                                                                              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.
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
                                                                                                                                                                                                                 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
                                                                                                                                                                                                         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
                                                                                                              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
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
                                                                                                                                                                                                             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
                                                                                                                                                                                                                 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
                                                                                                                                                                                                            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
                                                                                                                                                                                                                 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.
                                                                                                                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
                                                                                                                                                                                                                 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
                                                                                                                                                                                                           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
                                                                                                                                                                                                           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
                                                                                                                                                                                                            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
                                                                                                                                                                                                           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
                                                                                                                                                                                                            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]
                                                                                                                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
                                                                                                                                                                                                              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
   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
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
BRAWN AGILITY WITS PRESENCE BRAWN AGILITY WITS PRESENCE BRAWN AGILITY WITS PRESENCE
 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