Heartbreaker RPG
Heartbreaker RPG
Core Rules............................................ 2
Artificer...............................................14
Barbarian............................................ 28
Bard................................................... 38
Cleric.................................................. 46
Commander........................................ 56
Druid.................................................. 66
Fighter................................................ 78
Hero................................................... 86
Monk.................................................. 96
Paladin..............................................106
Ranger................................................118
Rogue................................................ 126
Sorcerer............................................. 134
Warlock............................................. 144
Wizard............................................... 152
Spells Appendix................................. 162
Horn Appendix................................... 193
Saints Appendix................................ 208
Animal Companions.......................... 228
Type Appendix...................................232
Heartbreaker_____________________________
Core Rules
Dice
Stats
Skills
2 Core Rules
For example, if the GM asks you to roll Appraise, roll a
d20 + your Appraise bonus + your INT or WIS.
The skills and their default stat(s)—
INT/WIS • Appraise, knowing an item.
INT • Arcana, knowing magic.
STR/DEX • Athletics, moving your body.
STR/DEX • Attack, striking in melee.
CON/CHA • Comeliness, being beautiful.
CON/WIS • Concentration, focusing your attention.
DEX/INT • Craft, making/using an item.
CON • Endurance, resisting stress.
STR • Grab, grabbing/holding on.
STR • Heavy Attack, swinging big.
STR/WIS • Husbandry, impelling an animal.
WIS/CHA • Insight, reading someone.
STR/CHA • Intimidation, scaring someone.
INT • Lore, knowing history.
None • Luck, being fortunate.
CON/INT • Medicine, knowing the body.
INT/WIS • Nature, knowing the earth.
WIS • Perception, being aware.
DEX/CHA • Performance, enthralling someone.
CHA • Persuasion, convincing someone.
DEX • Ranged Attack, firing a projectile.
DEX • Sleight of Hand, nimbly using hands.
DEX/CON • Stealth, hiding/avoiding notice.
CHA • Streetwise, finding an NPC or place.
STR/INT • Warfare, identifying violence.
3
Tags & Flaws
4 Core Rules
Defenses & Saves
Encumbrance
5
Weapons
6 Core Rules
The weapon keywords—
Versatile. You may roll Heavy Attack with this
in both hands to deal +2 damage.
Heavy. You must roll Heavy Attack with this in
both hands; it deals +2 damage.
Breach X. If the target successfully defends
with Fortitude, this deals X damage anyway.
Reach. You can use this to attack targets up to
two spaces away (ten feet).
Range X. You roll Ranged Attack with this. Its
maximum range is X spaces (X × 5 feet).
Thrown. You can throw this: roll Ranged Attack;
maximum range is STR spaces (minimum 2).
Armor
7
Travel Pack
Unique Item
8 Core Rules
Race
9
Classes
⭢ Pick a class and one of its three subclasses. You get the
two blue features from your class and the one from your
subclass, and one black feature chosen from either.
The classes, subclasses, and their specialties—
Artificer. (pg 14) Contractor. Infrastructure.
Inventive oddball with Fixer. Magical anomalies.
prep-heavy solutions. Witch. Guns, witchcraft.
Barbarian. (pg 28) Bear. Power, presence.
Wild, unkillable, and Romantic. Drama, feeling.
dangerously magnetic. Star. Transformation.
Bard. (pg 38) Face. Social leverage.
A charming meddler Spy. Lies and secrets.
with a magic rolodex. Storyteller. Metanarrative.
Cleric. (pg 46) Chaplain. Care, healing.
Healer, helper, and Heretic. Defiant faith.
party moral center. Scholar. Law, lore, letters.
Commander. (pg 56) Captain. The team.
Tactical leader who Mastermind. Schemes.
shapes the battlefield. Warlord. Pure aggression.
Druid. (pg 66) Beast. Animal kinship.
Nature’s weird avatar Geometer. Space, scale.
with a superpower. Mystic. Nature magic.
Fighter. (pg 78) Adventurer. Adventure!
Well-trained master Vanguard. Fundamentals.
of physical combat. Veteran. System mastery.
10 Core Rules
Hero. (pg 86) Kid. Heart and friendship.
The central character Rascal. Courage, chaos.
of a grand journey. Wolf. Endurance, instinct.
Monk. (pg 96) Disciple. Discipline, toil.
Master of the body Prince. Life, vigorously.
and its movement. Wretch. Mortification.
Paladin. (pg 106) Censer. Holiness, smoke.
Constant champion Knight. Honor, authority.
of morality and will. Poet. Defense as devotion.
Ranger. (pg 118) Ghost. Stalking, silence.
Hunter and tactician Hound. The environment.
who sets the terrain. Owl. Eyes on everything.
Rogue. (pg 126) Magician. Tricks, surprise.
Professional criminal, Snake. Crime, charisma.
exploiter of systems. Thief. Locks, traps, loot.
Sorcerer. (pg 134) Canary. Altering magic.
A reality-bender who Curiosity. Weird magic.
speaks pure magic. Stray. Improvised magic.
Warlock. (pg 144) Broker. Money, property.
A spirit-haggler. Deals Magistrate. Laws, rulings.
in binding contracts. Reveler. Entropy, frenzy.
Wizard. (pg 152) Undergrad. Possibility.
Book-smart spellcaster Graduate. A dissertation.
and student of arcana. Master. Magical prestige.
11
Combat
12 Core Rules
HP, Injury, and Death
Miscellaneous Rules
Advancement
13
Artificer
Arts
You have a toolbox containing ten items chosen from
the following list. You repair or replace lost, consumed,
or broken toolbox items (hereafter tools) when you rest.
adhesive lard scale
ball bearings lock & key shears
bells/chimes magnets shovel
block & tackle mallet silk thread
calipers mirror small barrel
canvas tarp needles soap
compass parchment thick gloves
drill pickaxe timepiece
fishing net pitons tongs
flour pliers water jug
grappling hook pole (10’) wax
hammer rope (50’) whetstone
ladle ruler whistle
lantern saw wire (100’)
Crafts
You always crit Craft rolls to make/fix something if you
describe a plausible method and you have the parts.
You can roll Craft or Streetwise to find an item by
function (like "something that can hold water").
Increase Appraise or Craft by 2.
14 Artificer
Anti-Magic______________________________ 1
If you have this feature, all magic is loud and all spells
create visible projectiles.
Add chalk to your toolbox. You can destroy it to
make a chalk cloud that fills your space for 30 seconds.
Magic projectiles hit the cloud (and don't pass through).
The cloud clings lightly to illusions, clothes, and paper,
obscuring text. Breathing it breaks concentration.
Bionic_________________________________ 2
You have another unique item—a prosthesis. You know
the cantrip Sleeve. You can cast it on a tool as a minor
action without counting against your cantrips-per-day.
Sleeve. Stash or retrieve an item you’re holding.
Stashed items have weight but don’t take up
space. A thorough search finds your stash.
Knight-Magister__________________________ 4
You are a Knight-Magister, a materials engineer in the
Queen’s service. It’s a capital offense to hurt you.
If you’d roll Appraise on a material, don’t roll—you
succeed, and you can spend any tag to add a detail to it.
15
Loupe_________________________________ 5
When you rest you can identify an item, learning its
effects (magical or otherwise). If it’s a liquid, you also
learn its ingredients and the process to recreate it.
Increase Appraise by 2 or any skill by 1.
Scavenger______________________________ 6
If you're missing a vital component (as in Crafts), you
can break 3d10 tools to make a single-use component.
Increase Craft by 2 or any skill by 1.
Sensitive_______________________________ 7
Add the following items to your toolbox:
bells that chime when they hear a bell
copper wire that heats near magic
fifty tiny mirrors and utility putty
fuse that ignites when it hears noise nearby
matches that ignite when not level
rat traps that snap when the light changes
thin but sturdy black twine (300’)
If an ally would take damage from something you built,
reduce the damage to 1.
Winch_________________________________ 8
Your toolbox contains two handheld winches, powerful
mechanical reels. A winch can spool 150 feet of rope
at up to ten feet per second, hauling up to ten stone.
Your ropes don’t break (unless you want them to).
16 Artificer
17
Contractor
Workshop
You have a workshop where you can reverse-engineer,
repair, prototype, and manufacture any mundane item
at scale. Come up with its location and specialty.
Your workshop employs an apprentice, an NPC
who fulfills your requests and keeps the shop supplied
with wood, stone, metal, brick, glass, leather, plaster,
fabric, ink, rope, glue, wax, charcoal, and all the tools
you’d need to work those materials. Give them a name.
Add the following to your toolbox:
cement mix floor jack
chalk line nail
chisel square
clamps tape measure
folding ladder (20’) transit level
Carpenter______________________________ 1
Whenever you come to a man-made place, you may add
a detail to the scene about its construction. You can
spend any tag to add two more such details.
Clientele_______________________________ 2
When someone rolls Streetwise to find an NPC, you can
spend any tag to have them succeed—they happen to
find one of your satisfied customers.
Increase Concentration by 2 or any skill by 1.
18 Contractor | Artificer
Condensed Matter_________________________ 3
Choose a rare material from the following list. Your
workshop maintains a small supply and works it ably.
Adamantine. Ultra hard, heatproof metal. Very
magnetic, if you run a current through it.
Black Milkwood. Dense, oily hardwood. Never
rots or swells. Sinks in water. Tastes bitter.
Leafwood. Laminated leaf-paper wood, unrolls
into natural parchment that won’t burn or soak.
Mithril. Shiny metal, light as ash. Keeps bugs
away, never rusts. Heats and cools quickly.
Queensrock. A stiff honey-wax, emits warmth
and nutrients. After shaping, it heals itself.
Silver. Soft and heavy precious metal. Seems to
exhaust magical beasts and the undead.
White Steel. Metal with an apparent knack for
geometry, makes for very straight lines.
Witchlead. Flaky gray poisonstone, warm to the
touch. Sickens small animals, causes sunburns.
Fortification_____________________________ 4
When a fight starts indoors, you add two tactical details
to the scene (defensible positions, cover, high ground,
hazards, hiding places, rough terrain, or shortcuts/fun
ways to get around). Then you can spend any tag to add
two more such details.
19
Mule__________________________________ 5
You have a good mule. It doesn’t fight but it carries you
and your stuff (ignoring encumbrance, within reason).
It remembers everywhere it’s been and can safely travel
long distances by itself when commanded.
Every town has a workshop like yours. At workshops
you’re recognized as a peer; the shop apprentice works
for you as if the workshop were your own.
Sapper_________________________________ 6
You can tell by looking how to disable, dismantle,
or sabotage any mundane, mechanical, or structural
element of the scene.
When someone rolls Reflex outside of a fight, you
can spend any tag to have them reroll it.
Stud__________________________________ 7
Once per scene when you knock on an unfamiliar object
or surface you learn its thickness, material, and what’s
behind it. If it can open, unjam, or otherwise “work,”
you can spend any tag as you knock to activate it.
Titan__________________________________ 8
Your workshop has a second apprentice, a mill, and
a storefront. You mass-produce a specific item (like
bricks, daggers, bottles, chocolate). Add that item to
your toolbox and write a bonus tag related to it.
Merchants and guild-types treat you with respect.
20 Contractor | Artificer
Fixer
Evidence
You’re a professional in a magic-adjacent trade. Name
your employer and write a bonus tag related to your
area of expertise (like Anomaly Cleanup, Vampire
Handler, Memory Repo, Friend to Unicorns).
Your employer has fixers in every town. When you
roll Streetwise to find a fixer you always succeed, but
higher results find better resources and information.
When you state a theory about a scene, you can
spend any tag to add a clue or piece of evidence to the
scene to support or contradict it (but not to definitively
prove or disprove it).
Add the following to your toolbox:
cloth rags plaster powder
glass vials pocketwatch
gold and silver leaf scale
lockpicks tweezers
organic solvent water jug
Agent_________________________________ 1
Whenever you meet with a fixer, you can replace any or
all of your tools (choosing new items from your lists).
If you’d fail with Arcana or Will, you can spend
any tag to succeed instead, accepting some extra cost
or complication.
Fixer | Artificer 21
Apostate_______________________________ 2
You have the following magic items:
Alcomendra’s White. One hundred feet of light
silk rope. While encircled by it, using magic
instead creates a harmless puff of chalk dust.
Beetle Colony. A small wooden box of beetles
and black mulch. The beetle count increases by
1 each day (max 20). Eating a beetle neutralizes
poisoning and causes magic senses (divination,
any magic that “sees” or similar) to perceive
you as a harmless silkworm until dawn.
Camera________________________________ 3
Add flash powder, lenses, and photo paper to your
toolbox. You have the following item:
Instant Camera. Palm-sized device with a lens
and a flash bulb. Press its button (minor action)
to print onto photo paper whatever the camera
sees. It can’t see illusions. The flash deals 1
damage to anyone concentrating on a spell.
Dog___________________________________ 4
You can’t be affected by cantrips.
If someone has used magic within the hour, you can
smell it on them. When you talk with an NPC magic
user for a minute you can identify any magic items or
tools they use, learning their effects.
22 Fixer | Artificer
Ferreter________________________________ 5
If you’d roll either Arcana or Warfare on a magic user,
you can roll the other skill instead. If you do, you can
ask the GM up to three questions about the target’s
magic. You needn’t ask all three questions at once.
Increase Arcana by 2 or any skill by 1.
Meddler________________________________ 6
When you hide, fabricate, or destroy evidence, you
never leave any evidence of your tampering.
When you roll Streetwise to find a client, detective,
fixer, mercenary, rogue, or witness, you always succeed,
but higher results find more professional NPCs.
Phonograph_____________________________ 7
You have the following item:
Audio Recorder. Brick-sized box with a crank,
stylus, and diaphragm. Press its button (minor
action) to record or play back up to two minutes
of audio. It won’t play back lies or illusions.
Spleen_________________________________ 8
When someone attempts to use magic to affect your
mind or learn something about you, you can force them
to make a Will save or the magic goes awry somehow.
When you succeed with Arcana, you can ask the
GM about the magic’s deep functions or failure modes.
You can spend any tag to add a detail to the answer.
23
Witch
Gunsmith
You are a witch, a daughter of the esoteric coven at
Bed-of-Roses. Add the following to your toolbox:
ammunition incense
cauldron lead
charcoal mortar and pestle
flask of oil paint pots
gunpowder worms
24 Witch | Artificer
Rifle. d10 ◆
Range 11. Crits with readied attacks. Can be
ridden like a broom with a fly speed of 4.
Rotary Gun. 2d6 ◆◆
Range 6. +4 to hit. Can’t crit. Can only fire
after spinning up (as an action).
Sawed-off Shotgun. 3d4+1 ◆
Range 2. Breach 4. When you crit, the target
takes a potentially-lethal injury.
Silenced Pistol. d8+2
Range 4. Firing doesn’t attract attention.
Shotgun. 2d6+1 ◆
Range 4. Grants +1 Reflex.
Alternate Fire____________________________ 1
You roll twice (keep the highest) to break an object
with Ranged Attack. When you attack with a gun,
you can choose for the attack to be nonlethal, or for
the projectile to create a plume of smoke along its
trajectory, or for the projectile to be hot enough to
start a fire.
Ballistic________________________________ 2
You can load any small object into your gun as a minor
action. (The object should feasibly fit through a three-
inch bore.) Your next shot fires the object.
Increase Ranged Attack by 2 or any skill by 1.
25
Charms________________________________ 3
You have three charms—one each for Fortitude, Reflex,
and Will. Each grants the holder +5 to saves with that
charm’s defense and affects the holder’s body in a way
you name (like warming the blood, coloring the hair).
Familiar________________________________ 4
Add a sapient animal NPC to the party—your familiar.
It’s not much of a fighter but it’ll help however it can.
Hag___________________________________ 5
You have another unique item—something powered by
explosions. Reduce incoming damage from explosions
(or similar) to 1. You have a swim speed of 4.
Add rope (100’) and a second gun to your toolbox.
Outlaw_________________________________ 6
If a gun deals 6+ damage in a duel, it deals a potentially-
lethal injury. You know the following cantrip:
Witchcraft. Speak a two-word phrase to define
some small magic, something brief and strange
(like burning question, swan song, code switch).
Then roll Arcana, Luck, and Will. Assign the
results to the magic’s shape, power, and your
control—that is, how the magic manifests, how
much it affects the world, and how precisely
you direct it. Work with the GM to interpret
what happens.
26 Witch | Artificer
Potioner________________________________ 7
Add three Health Flasks to your toolbox. Milk held
within becomes health potion in two days.
Health Potion. Heals 7 HP. Tastes of myoglobin
and sour cherry. Expires after a week.
Ritualist________________________________ 8
Write a ritual in four parts—a condition, a component,
instructions, and an effect. Your rituals never go awry
when performed correctly.
NPC witches know rituals and can teach you.
You know the following starter rituals—
Condition: in a place you can see your breath
Component: a squid, boiled in wine, rolled in ash
Instructions: eat the squid
Effect: your next lie cannot be detected
27
Barbarian
Rage
Your rage is a packet of temporary conditions (marked
with ✦) that are active while you’re feeling your favored
emotion. You always need a good reason to start or stop
feeling your favored emotion, some inciting incident.
Your starting rage packet—
✦ You can’t fall unconscious.
✦ Add Heavy Attack to your attack rolls.
✦ Add Heavy Attack to your damage rolls.
✦ Increase Heavy Attack by 1 at the start of
your turn (max +8).
Choose your favored emotion from the list below
and add its limiting condition to your rage—
Angry. ✦ You can’t add a non-STR stat to a roll.
Cold. ✦ You don’t hear or speak.
Drunk. ✦ If you’d fail, you crit-fail unless you
accept an extra cost or complication.
Numb. ✦ The GM tracks your HP and injuries.
You don’t notice when you take damage.
Playful. ✦ You don’t hurt the scared or bleeding.
Scared. ✦ You can’t roll Fortitude.
Feel free to rewrite these limiting conditions, or to
write your own favored emotion (like tranquility, grief,
annoyance, hunger, religious ecstasy, condescension).
28 Barbarian
Foreigner
You’re not from around here. You fail Lore rolls relating
to local laws, customs, and history.
The first time you use each starting item, rewrite
it as a unique item—something handmade, ceremonial,
strange, intense, sparse, and/or ostentatious.
Increase Intimidation by 2 or max HP by 5.
Buffer_________________________________ 1
Choose one of the following:
✦ Reduce incoming damage by 3.
✦ You may add CHA to Fortitude rolls.
Cultural Exchange_________________________ 2
Choose one of the following:
✦ Add Heavy Attack to Athletics and Grab.
✦ Add Heavy Attack to Reflex and Stealth.
Grand Slam_____________________________ 3
Choose one of the following:
✦ When you use an action to attack, you can
attack again this turn.
✦ When you kill an enemy on your turn, you
may take another action this turn.
Loaded Dice_____________________________ 4
Choose one of the following:
✦ Your rolls crit on natural 18, 19, or 20.
✦ Reroll ones, twos, and threes on damage dice.
29
Power Cleave____________________________ 5
Choose one of the following:
✦ You can subtract any number from an attack
roll (before rolling) to add double that number
to the damage roll.
✦ When you roll Heavy Attack, you can target
two creatures adjacent to each other.
Threaten_______________________________ 6
Once per round when an adjacent enemy moves away
from you on its turn, you can attack it before it moves.
Increase Intimidation by 2 or any skill by 1.
Weird_________________________________ 7
Increase any skill by 1 or your max HP by 5.
You may remove ✦ from up to three temporary
conditions, making them always-active features. Then
gain one of the following at random:
I. You can’t jump.
II. You can’t eat city food.
III. You can’t lie or behave rudely.
IV. You can’t read.
V. You’re allergic to metal.
VI. Choose two of the above.
Yonder_________________________________ 8
Add to your rage a black feature from any Barbarian
subclass, recording it as a temporary condition with ✦.
30 Barbarian
31
Bear
Blood
When enemies get scared, their leader rolls morale (a
Will save vs 14). If they fail, they’ll try to surrender or
flee. If they succeed twice, they needn’t roll again.
When an enemy is reduced to 10 HP or less, it’s
bloodied: it rolls morale twice (drop the highest), and
you can easily track and identify it by scent.
✦ Enemies think you’re the top threat by default.
Big___________________________________ 1
You’re huge. You take up four spaces and your attacks
have Reach and Breach Heavy Attack.
✦ Add Heavy Attack to Intimidation.
Gut___________________________________ 2
Record five common local foods. If you haven’t eaten
any of them in the last week, reduce incoming damage
by 3, you can’t get sick, tired, or poisoned, and all
enemies with 13 HP or less are bloodied.
Heart__________________________________ 3
Choose one of the following:
I. You have six injury slots and don’t use HP.
II. Your HP is 30 + five times your CON + five times
your level.
32 Bear | Barbarian
Meat__________________________________ 4
If you’d add CON or Heavy Attack to anything (including
HP calculation), you can add the other instead.
Nose__________________________________ 5
You can roll Streetwise to find an item similar to one
you’re holding. Choose one of the following:
I. Add +10 to Perception to smell something.
II. You have two dogs from the Animal Companions
Appendix (pg 228).
Pack__________________________________ 6
You have an animal companion of a species from your
homeland (see the Animal Companions Appendix, pg
228). It understands your words, you control it in a
fight, and if it dies, a willing animal of similar species
can replace it. Choose one of the following:
I. You can ride it, even in a fight.
II. You have four of them.
Tank__________________________________ 7
You can’t roll Reflex. Add STR to CON and vice versa.
You may record this feature as a temporary condition
(with ✦).
Tough_________________________________ 8
Your hands are as tough as steel. As an action you can
disable two of your temporary conditions (with ✦).
Increase Heavy Attack by 2 or any skill by 1.
33
Romantic
Ode
When you make an NPC feel a strong emotion, they get
that feeling’s limiting condition (as in Rage).
When a PC defeats an enemy, they get inspiration
(max 1)—they can spend it to reroll anything.
More example feelings/temporary conditions—
Confused. ✦ You can’t tell friend from foe.
Disgusted. ✦ You can’t ready an action, search
a bag, or use magic.
Sad. ✦ -5 Will. Ignore bonuses from allies.
Selfish. ✦ You can’t resist temptation. Enemies
can learn one of your flaws as a minor action.
Surprised. ✦ You can’t use/benefit from items.
Tired. ✦ You can’t crit and can’t reroll anything.
The Daffodils____________________________ 1
You lead a loyal group of NPCs. Name the group and
note its function. Two members work at your camp.
PCs increase all rolls by 1 for each adjacent enemy.
Increase Persuasion by 2 or any skill by 1.
The Lamb_______________________________ 2
Before you reroll something, you can call it—if you’d
succeed you crit, but if you’d fail you crit-fail.
You have a goat from the Animal Companions
Appendix (pg 228). If it'd die, it finds a way to survive.
34 Romantic | Barbarian
The Leech-Gatherer_______________________ 3
Rewrite your armor’s defenses to total +6. While you’re
wearing it, add Comeliness to Fortitude and vice versa.
The Rainbow____________________________ 4
You were royalty back home. NPCs familiar with your
homeland know you by reputation.
✦ Increase CHA by 3.
The Skylark_____________________________ 5
Before a fight in front of an audience (of noncombatant
NPCs), you may always negotiate terms.
✦ Your max inspiration is 4.
The Tyger______________________________ 7
Write a bonus tag named for a real-world song.
Add Heavy Attack to Performance rolls.
Increase your speed by 2.
35
Star
Transformation
You can transform into a form with its own statblock.
Your rage is active while you’re transformed, you don’t
use a favored emotion. Work with the GM over the
first few sessions to refine it—the statblock may share
or replace your HP, injuries and injury slots, attacks,
skills, gear, and/or stats.
Describe the form (like magical girl, werewolf) and
the conditions that trigger your transformation into it
(like getting angry, bleeding) and out of it (like being
at 10 HP or less, the scene ending).
Once per round when an adjacent enemy moves
away from you or uses an action other than a melee
attack you can opportunity attack it (hereafter OA, a
melee attack). You can roll Grab as an OA.
Aside__________________________________ 1
You can throw something as a minor action.
✦ You get an additional minor action each turn.
Break A Leg_____________________________ 2
Round your damage up to the nearest 5. Whenever you
deal damage, you can push the target that many feet
away from you. You can subtract 5 from a damage roll
to force the target to save or fall prone.
✦ You can make an additional OA each round.
36 Star | Barbarian
Cannonade______________________________ 3
If you have this feature, all magic is loud and all spells
create visible projectiles. You can OA projectiles that’d
pass adjacent to you.
Choreo_________________________________ 4
You have a climb speed and a crawl speed of 5.
✦ Increase Intimidation by 2.
Diva__________________________________ 5
When an adjacent enemy hits you, you can OA them
and/or instantly transform.
✦ You can make an additional OA each round.
Hoist__________________________________ 6
You can lift, carry, and throw twice your body weight.
You can spend any tag for something thrown to remain
airborne until your next turn.
Improvise_______________________________ 7
When you’re attacking with a non-weapon or in a
strange way, you crit on a natural 16+.
✦ You deal and take +1d6 damage.
Masque________________________________ 8
You may swap up to three of your temporary conditions
(with ✦) with that many of your always-active features
(or components of features, at the GM’s discretion).
Add Heavy Attack to any roll to destroy a structure.
37
Bard
Songbook
You have a songbook, a magic book for messaging NPCs.
When you write a message to a contact in your book,
they receive the message instantly (telepathically) and
can instantly reply (as text). You always know your
book’s location.
Each page bears a contact’s name, signature, and
notes about how you met and what they do. Your book
can hold up to twenty names. During the first few
sessions, write five NPC contacts as needed and add
them to your book retroactively.
Yarn
At the start of each session, you recap what happened
last session. If you fudge the details a bit your version
becomes canon as long as it doesn’t break the game.
Increase Performance or Persuasion by 2.
Celebrity_______________________________ 1
NPCs recognize you for one of your tags. You can spend
that tag twice per session.
Dapper________________________________ 2
Write a bonus tag named Well-Dressed (or similar). If
your clothes are clean, the tag is always relevant.
Increase Comeliness by 2 or any skill by 1.
38 Bard
Disguise Kit_____________________________ 3
You have four convincing disguises—one a dwarf, one
an elf, one a goblin, and one a human. When you first
assume one of these disguises, write it a tag and name.
Increase Persuasion by 2 or any skill by 1.
Gravitas________________________________ 4
You can roll Streetwise to draw a crowd. In a group of
NPCs without a clear leader, the group defers to you.
High Places_____________________________ 5
Once per session when you meet a powerful NPC you
can state that you share some history. Describe how
you know each other and add them to your songbook.
Low Places______________________________ 6
You can roll a skill with CHA as a minor action. You
know Thieves’ Cant. Rogues recognize you as a rogue.
Membership_____________________________ 7
NPCs recognize you as a member of one of the setting’s
major factions. Write a relevant tag.
Add two NPCs from the faction to your songbook.
They want to impress you.
Musician_______________________________ 8
Write a bonus tag named Musical (or similar)—you crit
if you spend it on a roll.
Increase Performance by 2 or any skill by 1.
39
Face
Book Messenger
Your songbook is full. (During the first few sessions,
write twenty NPCs as needed and add them to your
book retroactively.)
At the start of the game, each player names a real-
world mobile app. Your songbook contains appendices
that approximate those apps (in ink, paper, and magic).
Best Friends_____________________________ 1
When someone rolls Streetwise, you can spend any tag
to add +7 to the roll, or make the NPC relevant to the
spent tag, or make the NPC one of your contacts.
Classifieds______________________________ 2
You can spend any tag to broadcast a message (of 12
words or fewer) to every songbook within ten miles.
Close Friends____________________________ 3
Add your party members to your songbook. Their pages
don’t count against your maximum. Ex-party members
are loyal to you and help you off-screen.
Debutante______________________________ 4
Every city has a court bard. They will receive you, sign
your book, answer questions, arrange for your errands,
and introduce you to polite (or impolite) society.
40 Face | Bard
Friends________________________________ 5
You know the following cantrip:
Friends. Touch a creature. They make a Will or
Insight save or they recognize you as a friend
for one minute. They can attempt the save
again whenever you do something suspicious.
GPS___________________________________ 6
Your book shows each contact’s location, updated every
ten minutes. You don’t get lost outdoors.
When you roll Streetwise to find a shop (or similar),
you always succeed—higher results find better service.
Increase Streetwise by 2 or any skill by 1.
Newsfeed_______________________________ 7
Your songbook updates weekly with news from across
the Wreath. Each in-game week, you can ask the GM
up to three questions the news might answer (about
local news, high society, rumors, gossip, etc). You
needn’t ask all three questions at once.
When you, a member of your party, or one of your
contacts is in the news, you can add a sentence to the
article in which they feature.
Survey_________________________________ 8
You can spend any tag to use your songbook to ask a
multiple-choice question to a representative sample of
100 anonymous NPCs.
41
Spy
Trust
All NPCs like and trust you by default. Before a fight,
there’s always a chance to talk it out.
Each NPC in a fight assumes you’re harmless until
they see you plainly assert your allegiance.
Rewrite your starting weapon into something easily
hidden, disguised, or (plausibly) not dangerous.
Anonymous_____________________________ 1
You know the following cantrip:
Names. Touch a creature. You learn their name
and they forget your name and face.
Cold Read______________________________ 2
When you succeed with Insight, you learn one of the
target’s wants or fears. If you’d fail an Insight roll, you
can spend any tag to succeed instead.
Cyrano_________________________________ 3
When an ally fails a roll with CHA, you can spend any
tag to reroll it yourself. If you’d succeed, you either step
in to turn things around, or your ally succeeds instead.
Kiss___________________________________ 4
When you hit someone who trusts you, you crit.
You can roll Sleight of Hand to make melee attacks.
42 Spy | Bard
Plausible_______________________________ 5
You always roll twice (keep the highest) to retain an
NPC’s trust.
Increase Insight by 2 or any skill by 1.
Play Dead_______________________________ 6
You know the following cantrip:
Play Dead. 🞇 Concentration and Stealth are
your defenses. If you succeed on a defense roll,
you become invisible and an illusory corpse
falls in your space. Using magic or attacking
ends this spell. You may cast this as a reaction
to anything.
Rumors________________________________ 7
You can spend any tag to plant a plausible rumor about
someone (neither obviously true nor false). The rumor
spreads immediately.
Increase any skill by 2.
Tradesman______________________________ 8
You can spend any tag to reveal that an NPC mentioned
in the last session or two was a fellow spy. If they were
unnamed, give them a name and add them to your
songbook retroactively.
You’re in good standing with the spy network.
Spies and fixers always help when you ask, but you
must help in kind when they cash in an IOU.
43
Storyteller
Narrator
Whenever someone spends a tag on something relevant,
you get color (max 2). You can spend color to add detail
to a previously-mentioned element of the scene.
PCs can spend tags to turn successes into crits.
Backpedal______________________________ 1
You can spend any two tags or 2 color to rewind the
game by about five seconds and change one decision
(or undo one turn in a fight).
Undoing a death—especially your own—attracts
unusual attention from unusual NPCs.
Bullshit________________________________ 2
PCs can spend tags on irrelevant rolls if they bullshit,
describing a time that they attempted a task ostensibly
(but speciously) relevant.
Collaboration____________________________ 3
If an ally would fail a roll, you can spend color to have
them succeed instead if they accept an extra cost or
complication (at the GM’s discretion).
Whenever the GM "proposes an extra cost or
complication" (to an ally’s success or similar), you can
propose an alternate cost or complication.
44 Storyteller | Bard
Gamble________________________________ 4
PCs can spend tags to reroll irrelevant rolls, but if they
fail they crit-fail. Also, they can spend flaws to reroll
relevant rolls, but if they fail they crit-fail.
Narc__________________________________ 5
When a scene detail you added becomes important to
the scene, you gain inspiration (max 1). You can spend
inspiration to reroll anything.
You keep a list of each PC’s flaws. Once per scene
you can spend a PC’s flaw as though it was color, but
only to add detail related to the flaw. Then that PC
gains inspiration (max 1).
Quiz__________________________________ 6
PCs can spend a tag to ask the GM a relevant question.
Increase Lore by 2 or any skill by 1.
Right Hand______________________________ 7
You control some non-boss enemies in a fight (in good
faith, using GM-provided statblocks and usage notes).
Outside of the game, you share in the GM’s work
developing setting, NPC, scene, and story elements.
Win More_______________________________ 8
Players can spend tags as though they were color, but
only to add detail relevant to the tag.
Players can spend relevant tags on their allies' rolls
if they explain how they’re helping.
45
Cleric
Chapel
You have a home chapel that serves a community. It’s
a post office, clinic, and school further shaped by your
patron saint (like as a hostel, gym, research lab, tax
preparer, university, anything that helps the people).
Name your chapel and its community. Mark two
of your skills—when you roll a marked skill to help
someone, treat a d20 roll of 9 or less as a 10.
Increase Lore or Medicine by 2.
Saints
Choose two saints from the Saints Appendix (pg 208).
Each saint is listed there with their patronage, a boon
they grant, three spells, and the moral of their fable.
You can use magic as a minor action six times a
day to cast a saint’s spell. Spells can target something
you can see within 40 feet, unless otherwise specified.
Collar_________________________________ 1
NPCs recognize you as a cleric: someone wise, good-
hearted, dutiful, and discreet. Mark a third skill.
Increase Concentration by 2 or any skill by 1.
Eightfold_______________________________ 2
Wherever a rule or feature you’d follow reads 6 (or six,
sixth, d6, etc) you replace it with 8 (eight, eighth, d8).
46 Cleric
Exorcist________________________________ 3
Name a sinner (like hoarder, coward) who violates your
saint’s ideals. Opposing them is “helping someone.”
Your HP-healing spells can grant twice that amount
as THP instead. THP is lost before HP and expires at
the end of the scene.
Fulfillment______________________________ 4
PCs can spend any tag to reroll a Will roll, or to upgrade
a Will success into a crit.
Fundamentalist___________________________ 5
Choose CON, INT, WIS, or CHA. You use it for attack
and damage rolls in melee (instead of STR or DEX).
Increase Lore by 2 or any skill by 1.
Healer_________________________________ 6
During a rest you can set an injury—it heals when the
injured person reaches full HP.
Increase Medicine by 2 or any skill by 1.
Helping Hand____________________________ 7
When an ally fails a roll, either of you may spend a
relevant tag to have you reroll it.
Lay on Hands____________________________ 8
Add the following to your first saint’s spell list:
Lay on Hands. A target you’re touching heals
1d6 HP.
47
Chaplain
Peace
Helping others is your life’s work. When an NPC comes
to you in need, you must try to help them.
Whenever the party heals during a rest, they heal
all their HP unless you have ended a life this week.
Rewrite each saint’s third spell as you see fit (work
with the GM). Rewrite it again whenever you level up.
Blessing________________________________ 1
Once per session when someone declares an intention
your saints would like, you can give them a single-use
tag named after your saint’s moral or one of your spells.
Cloth__________________________________ 2
You know local ritual customs wherever you go. NPCs
treat you like a wise advisor by default.
Increase Nature by 2 or any skill by 1.
Comparative_____________________________ 3
Name the ally with whom you most often disagree
about ethics. Find the saint closest to their beliefs—
they gain that saint’s boon.
Conk__________________________________ 4
You roll twice (keep the highest) to render someone
unconscious outside of combat.
48 Chaplain | Cleric
Counselor_______________________________ 5
You can spend any tag to assess an NPC while engaged
in conversation—like reading a book, ask the GM up
to three questions about their mental health, defense
mechanisms, attachment patterns, or fixations.
NPCs won’t flee or start a fight during conversation.
Housing________________________________ 6
NPCs treat you hospitably by default.
You can spend any tag to reroll Streetwise. If you
do, you always find someone relevant, but lower results
find more desperate NPCs.
Mercy_________________________________ 7
When you roll Intimidation without threat of violence,
also add Persuasion and roll twice (keep the highest).
When enemies get scared, their leader rolls morale
(a Will save vs 14). If they fail, they’ll try to surrender
or flee. If they succeed twice, they needn’t roll again.
If you’re at full HP, they roll twice (drop the highest).
Monologue______________________________ 8
You can spend any tag to make an NPC talk vulnerably
about their feelings, past, or beliefs.
Once per session when a player speaks in-character
for about 60 seconds without interruption, you or they
(your choice) gain inspiration (max 1). PCs can spend
inspiration to reroll anything.
49
Heretic
Faith
Gain a third saint. During the first few sessions, replace
your saints' morals with your dogma—a contentious
belief about metaphysics, death, morality, divinity,
identity, and/or yourself.
Name your us and them: the types of people drawn
to your dogma and the kind who reject it (like dropouts,
teens, loners). NPCs who are us/them react strongly
to you. Your magic can’t hurt us and can’t help them.
Some example dogmas with us/them—
From mindset flows all. Death is mental block.
Us: Entrepreneurs. Them: Civil servants.
I am god. What I endure, you are spared.
Us: Caregivers, the spiraling. Them: Therapists.
Virtue is built by struggle. Comfort is cowardice.
Us: Explorers. Them: Corporate types, cowards.
All is false, all meaningless. Vibes reign.
Us: Twenty-somethings. Them: The humorless.
Apologetics_____________________________ 1
Rewrite two of your spells to do (roughly) the opposite
of what’s written. Then work with the GM to write a
new spell that demonstrates or justifies your dogma
and add it to your third saint’s spell list.
50 Heretic | Cleric
Banishment_____________________________ 2
Undead and spirits see you as a Cleric and understand
your words. If you succeed with Intimidation against a
spirit or undead creature, you crit.
Add the following to your second saint’s spell list:
Turn Undead. Each undead that can see you
must choose—take 6 damage or become scared
(can’t defend with Fortitude).
Diorthosis______________________________ 3
You don’t take damage from falling.
Add the following to your third saint’s spell list:
Revive. Target a body you saw die. It rises with
1 HP, confused (it can’t tell friend from foe) and
silenced (it can’t talk or clearly communicate).
If it’s a PC or one of us, confusion and silence
end at the end of the scene. It gains an injury
without a slot: Undead. While undead it can’t
die from injuries but decomposes as though
dead, gaining decay injuries as the GM sees fit.
Ecclesia________________________________ 4
The first time you roll Streetwise to find one of us in
a city you always succeed—higher results find more
resourceful NPCs. While in town they’ll help however
they can (with errands, knowledge, introductions, etc.)
You can roll Streetwise to find a group of us.
During downtime, you always draw a crowd of us.
51
Interpellation ____________________________ 5
Dogs, rodents, and party NPCs always do exactly as you
command. Add two NPCs to the party, each one of us.
Monasticism_____________________________ 6
You can describe an impossible feat of Medicine and
roll to attempt it. If it requires inhuman skill, gain one
spiritual injury. If it’s illogical or breaks the laws of
nature, gain three spiritual injuries. The GM sets the
difficulty (from 12 to 24), then you roll Medicine.
Difficulty examples—
normal Medicine:
12 • stop a bleed
16 • set a compound fracture
20 • amputate a limb
24 • fix a broken spine
for one spiritual injury:
12 • close a wound blind
16 • stop a stroke barehanded
20 • patch a split eye
24 • reattach a head
for three spiritual injuries:
12 • cauterize a leaking dream
16 • reset a moral compass
20 • transfuse a memory
24 • graft a soul
You can un-mark a marked skill to use this feature
with your other marked skill instead of with Medicine.
52 Heretic | Cleric
Noumenon______________________________ 7
You can’t be blinded nor become invisible.
Add the following to your third saint’s spell list:
Speak With Dead. Target a corpse within 10’.
You can breathe into it up to three times—as
it exhales it answers the last question it heard.
It can’t lie, but it knows only what it knew in
life. This spell fails if the corpse is too damaged
to hold air, couldn’t speak in life, is blessed, or
has been affected by this spell before.
Performativity___________________________ 8
When you rest, you can ready a spell until dusk. Pick a
spell and name a trigger. When you observe the trigger,
you cast the spell instantly without using an action.
During a rest you can pray for aid from one of your
saints. Saints respond more generously to prayers that
closely align with their patronage. Prayers are usually
answered in nebulous ways, often easily-mistaken for
a run of good luck.
Add the following to your third saint’s spell list:
Fools-and-Folly. A target can choose to assert
their next failed roll today—they reroll until
they succeed, taking 3 fire damage each time.
Harm/Heal. Transfer a physical injury between
yourself and a target.
Z/𝑛Z. Negate all magic in your space.
53
Scholar
Truth
Add truth to your saint’s patronage. Add the following
to your first saint’s spell list:
Detect. Name a thing with a quality (like
hot water, druid magic, or stone above 80
degrees). For ten seconds, named objects and/
or creatures are obvious to you—when you
perceive such a thing, you know.
Advocate_______________________________ 1
You know the laws, taxes, penal code, and government
structure wherever you go. NPCs see you as a wise and
fair judge, arbitrator, or legal advisor.
Increase Warfare by 2 or any skill by 1.
Apocrypha______________________________ 2
You have a messenger pigeon that can carry letters and
small items anywhere it’s ever been (at your command)
and always returns to you. You also have a Library Card,
granting unrestricted access to any library anywhere.
Debater________________________________ 3
When you argue or debate with an NPC, they recognize
you as clever and well-read.
If you’d add CHA to a roll, you can spend any tag
to roll a different skill with INT instead.
54 Scholar | Cleric
Halo__________________________________ 4
You have the Queen’s protection in some kind of visible
form. NPCs know your death or disappearance will be
investigated by a magistrate. Hurting you is punishable
by death, except in self-defense.
You don’t pay taxes and are generally exempt from
consequences of the Queen’s law (but can be arrested).
Hermeneutics____________________________ 5
When you read a text, you can ask the GM six questions
about it, including meta-questions about its authorship,
themes, paratext, etc. The GM answers accurately.
Historian_______________________________ 6
When you spend a tag on an INT roll, you crit.
When you spend a tag on a Lore roll, you can skip
the reroll and state a relevant fact.
Polyglot________________________________ 7
The Wreath has only one language, but you can decode
or understand anything (like runes, diagrams, jargon,
Thieves’ Cant, slang, gibberish, codes, signals, etc.).
Reference_______________________________ 8
You have two textbooks—detailed references for any
two academic subjects. Write out their titles.
Once per day while reading nonfiction, you can
spend a temporary tag named for that book.
55
Commander
Command
Before or after your turn you can command an ally to do
something, granting them an extra turn to attempt to
follow your command. Commands don’t count against
your six-words-per-turn.
Leadership
You’re the party leader. You maintain a record of quests
and of each PC’s tags. You can spend any tag to choose
a recorded tag and prompt the GM to incorporate that
tag into the scene somehow.
When an enemy adjacent to a PC moves away from
them or uses an action other than a melee attack, that
PC can opportunity attack it (hereafter OA, a melee
attack). Each PC can OA once each round.
Increase Reflex or Warfare by 2.
Authority Figure__________________________ 1
It’s illegal to disobey your direct commands to halt,
move along, come closer, or drop something. When you
search an NPC, you find everything on their person.
Direct Report____________________________ 2
When you’d roll Warfare, you can spend any tag to
forgo the roll—just state a fact.
Increase Warfare by 2 or any skill by 1.
56 Commander
Legend________________________________ 3
NPCs recognize you for one of your tags. You can spend
that tag twice per session.
Lazy__________________________________ 4
You can command an ally as an action.
Posting________________________________ 5
Each PC writes a bonus tag named for their starting
class, subclass, profession, or hometown.
Spotlight_______________________________ 6
At the start of each session, give an ally inspiration
(max 1). PCs can spend inspiration to reroll anything.
You may choose to use an alternate action economy:
I. On a PC’s turn in a fight they can talk and
spend up to three turn-segments: movement,
action, and minor action.
II. They can spend any tag to take a second
action—if they fail a roll, they crit-fail.
III. They may pass turn to any PC with unspent
segments (even one who’s already acted).
IV. Each action gives the GM 1 stress.
V. When a PC fails a roll or all PCs are out
of segments, the GM can spend any amount of
stress to give that many turns to enemies. Then
the round ends—PC segments are restored and
the players choose who acts next.
57
Standard Issue___________________________ 7
You possess formal combat training. Work with the GM
to write a perk shared by everyone with your training
and two standard-issue items. When you level up, one
ally can gain your perk and standard-issue items.
Increase Reflex by 2 or any skill by 1.
58 Commander
59
Captain
Field Marshal
PCs add +4 to rolls to directly protect or assist an ally.
A commanded PC can spend any tag to command an
adjacent ally, granting them an extra minor action.
Whenever a PC fails a roll, one other PC can spend
a relevant tag to have them reroll it.
Fireside________________________________ 1
Your camps are cozy and well-stocked. When the party
rests at your camp, each PC who shared dialogue during
a camp scene heals all their HP.
Knight-Captain___________________________ 3
You’re a Knight-Captain of the Wreath. It’s illegal to
imprison you. You must obey higher knights, and lower
knights must obey you. You can spend any tag at any
time to have a PC instantly move their speed.
You can spend any tag to narrate a rescue, a short
scene (or one round of combat) where you get an ally
out of trouble.
60 Captain | Commander
Lead By Example_________________________ 4
At the start of a fight, choose an ally: the two of you go
first together. You take your turns simultaneously and
you each add +3 to your first roll.
Increase Reflex by 2 or any skill by 1.
Shoulder to Shoulder_______________________ 6
When a fight starts and the party’s split, the rest of the
party always arrives before the third round.
PCs adjacent to PCs can’t be pushed, pulled, or
knocked prone (unless they want to be).
Signals_________________________________ 7
You can gesture to communicate silently to your allies,
ignoring the six-words-per-turn limit.
Adjacent and commanded allies roll Craft, Insight,
and Stealth rolls twice (keep the highest).
Unified________________________________ 8
You can ready an action for any PC as a minor action:
name a trigger and describe a response. When the PC
observes the trigger before your next turn, they can
perform the response without using an action.
61
Mastermind
Pawns
Outside combat, spend any tag to create a loyal NPC
and give them a command or a quest.
Mark a skill—you and your NPCs add +2 to it.
Actually________________________________ 1
When someone fails a commanded roll, you can spend
any tag to narrate the failure and prompt a different
skill roll, representing a backup plan—if they succeed
with the new skill they accomplish the original goal.
Dispatch_______________________________ 2
You command a team of four loyal NPC adventurers.
You give them quests from camp (resolved off-screen).
During an NPC quest, their world follows the
rules—they don’t roll dice, and the GM won’t put them
into an unforeseeable bad-luck surprise until the quest
succeeds or fails. Then they report back.
Eloquence______________________________ 3
Choose a stat—you can use it and CHA interchangeably.
Flashback______________________________ 4
You can spend any tag to narrate a brief flashback scene
explaining how you or an ally prepared specifically for
the current moment.
62 Mastermind | Commander
Hubris_________________________________ 4
Choose INT, WIS, or CHA. When you succeed with it,
you can spend a relevant tag to crit and narrate an
additional outcome (a useful side effect or consequence).
At camp, all PCs have this feature.
Operative_______________________________ 5
Make a new character at your level, an operative. They
gain Pawns. They level up as you do, and can take
features from Mastermind as they level up. Work with
the GM outside the game—your operative can take
actions off-screen that affect the story, but they don’t
roll dice and shouldn’t meet the party.
Proxy__________________________________ 6
At camp you can swap to a party NPC, playing as that
character. Your primary character stays safely at camp.
They get normal starting gear except unique items and
are deeply loyal to you, fearing no fate that helps you.
When you make an NPC, they get two single-use
tags. When they spend a single-use tag on a relevant
roll, they crit.
Revelation______________________________ 8
You can spend any tag to state a secret (a significant
hidden truth) about someone or something in the scene,
as long as it doesn’t break the game (per the GM).
Increase Lore by 2 or any skill by 1.
63
Warlord
Vincit
When a PC defeats an enemy, they get inspiration (max
1). PCs can spend inspiration to reroll anything or to
have you give them a command.
Auctoritas______________________________ 1
When you give advice or commands to a PC at camp,
they become your champion (until you name another).
Their damage dice explode.
When you first meet a group or faction of NPCs,
you can spend any tag to learn their initial attitude—
hostile, aggressive, cautious, curious, polite, or
friendly—and shift it by one step.
Invictus________________________________ 2
You can’t die or fall unconscious in a fight. Commanded
allies can’t die or fall unconscious until their next turn.
Once per scene when people are arguing, you can
spend any tag to determine their consensus or decision.
Luctor_________________________________ 3
You can’t be grabbed or restrained barehanded. PCs
can roll Grab as a minor action.
Mark a skill. When you roll it you can add STR or
CHA (instead of whatever other stat you’d add).
64 Warlord | Commander
Manus_________________________________ 4
You can’t be disarmed by force and can’t fail a save
with STR. The party can’t be split (unless you want it
to be). You can command a Fighter as a minor action.
Increase Grab by 2 or any skill by 1.
Obnuntiatio_____________________________ 5
Only you know your real name. If you’d roll Will against
magic, don’t roll—the magic has no effect.
When you fail a roll, you can spend a relevant tag
to reroll it with Endurance or Luck.
Praeiudicium____________________________ 6
Commanded attacks and Intimidation rolls crit on a
natural 18, 19, or 20.
Once per scene, spend any tag to assert yourself
against an NPC—they must either defer to you or
openly challenge you.
At camp, you add STR to CHA (and vice versa).
Signifer________________________________ 7
PCs roll commanded attacks with +4. You can command
yourself. PCs that see you can’t be scared.
Sublimis________________________________ 8
You can roll Insight or Warfare against an NPC’s Will
to predict the two likeliest actions they’ll take on their
next turn (or their next decisive moment). Then you
can spend any tag to decide which action they’ll take.
65
Druid
Circle
You can spend any tag to find a useful hidden message
left by another druid. There are exactly one hundred
druids—when one dies, an apprentice takes their place.
Rewrite one of your tags to mention the place that
you’re from. When you spend it to reroll something,
add +5 to the roll.
Stunt
Choose an element: air, water, fire, or earth. You have
a stunt, a versatile magical ability using that element
(like pneumatic punch, ice daggers, induction heating,
sand clones). Describe your stunt briefly and work with
the GM to refine its limitations.
You can spend a relevant tag to push a stunt past
its limit—it works but it complicates the scene.
Increase Husbandry or Nature by 2.
Companion______________________________ 1
You have a companion animal. Name its species, name,
and disposition. Pick one from the Animal Companions
Appendix (pg 228) or work with the GM to define its
statblock (HP, speed, natural attacks, defenses, etc).
It understands your words. You control it in a fight.
If it dies (or otherwise leaves the party), any willing
animal can become your companion.
66 Druid
Druidcraft______________________________ 2
You know the following cantrip:
Druidcraft. Ask the GM a yes/no question about
local plants or animals. You can spend any tag
to remove the yes/no requirement. You can cast
this during a rest without counting against your
cantrips-per-day.
Gardener_______________________________ 3
You can identify any plant by touching it, learning its
properties (poisonous, medicinal, magical, poetic, etc.).
While traveling, spend any tag to invent a plant—
name it and give it properties (at the GM’s discretion).
Good Neighbor___________________________ 4
You’ve met the fae. When you greet an NPC with a gift,
they make a Will save. If they fail, they must either
reciprocate with a gift or explain why they won’t.
NPCs you find with Streetwise outside of a city try
to be both honest and polite, even if it’s dangerous.
When you hear someone make a promise, you can
tell whether they intend to keep it.
Increase Husbandry by 2 or any skill by 1.
Green_________________________________ 5
When you defeat an enemy or succeed with Husbandry
or Nature, gain inspiration (max 1) if you're not wearing
metal—you can spend it to reroll anything.
67
Hedge_________________________________ 6
If you’d fail a Nature roll, you can succeed instead if
you accept an extra cost or complication.
Increase Nature by 2 or any skill by 1.
Hemlock_______________________________ 7
You are a witch, a daughter of the esoteric coven at
Bed-of-Roses. Choose a gun from the list below. You
may rewrite a stunt to include it.
Brace of Pistols. d6
Range 6. When you fire a pistol, you can fire a
pistol in another hand as a minor action.
Rifle. d10 ◆
Range 11. Crits with readied attacks. Can be
ridden like a broom with a fly speed of 4.
Shotgun. 2d6+1 ◆
Range 4. Grants +1 Reflex.
Mount_________________________________ 8
You have a mount—name its species and temperament.
It carries you and your gear but doesn’t fight.
You can spend any tag to have it intervene in a
scene, and you roll Husbandry on it with +4.
If it dies (or otherwise leaves the party), any willing
animal or monster can become your mount.
68 Druid
69
Beast
Wildlife
Randomly select two categories from the table below,
then name an animal from one of those categories (like
bear, crow, squid) to be your animal. You add +4 to
rolls relevant to your animal.
Write another stunt, this one based on your animal
(like frog jump, spider silk, eagle eye). Then you may
rewrite your original stunt as such an animal stunt.
arthropods elephants
aquatic animals molluscs
bears pigs
birds primates & marsupials
bovines reptiles & amphibians
cats rodents
deer, horses, & camels sheep & goats
dogs worms
Alpha_________________________________ 1
Gain the feature Companion (Druid 1) twice.
Genus_________________________________ 2
Write another stunt, this one based on another animal
in your category. You add +4 to rolls relevant to any
animal in your animal’s category.
70 Beast | Druid
Groom_________________________________ 3
When you’d roll Husbandry, you can spend any tag to
forgo the roll—just narrate what happens.
Increase max HP by 2 whenever you level up.
Hypothalamus___________________________ 4
When you first meet an animal, you choose whether it
treats you like a friend, a threat, or the boss.
Persistence______________________________ 5
When you’d roll Perception, you can roll Husbandry or
Nature instead.
Shift__________________________________ 6
You can use magic to transform into your animal. Work
with the GM over the first few sessions to refine your
animal form’s statblock (HP, injury slots, stats, skills,
gear, and attacks).
Stray__________________________________ 7
You’re an awakened animal. Work with the GM to gain
the traits and abilities common among animals of your
species (like natural attacks, wings, that sort of thing).
You may reselect your animal.
Vocalization_____________________________ 8
Animals understand your words. Animals within your
category can effectively speak to you (like people).
You can roll Husbandry with CHA by default.
71
Geometer
Ether
There’s a fifth element of nature: ether, the metanatural
element of spacetime—of symmetry, mathematics, and
the natural laws which govern reality. Write another
stunt, this one based on ether (like time trial ghost,
reality anchor, modus ponens, compactification).
You can instantly and perfectly measure distance,
speed, weight, volume, area, time, and temperature.
Fold__________________________________ 1
You know the following cantrip:
Fold. Teleport 20’ to a space you can see. You
can cast this as a minor action six times/day.
Lentils_________________________________ 2
You have six lentils (max 6), ancient druidic lenses of
thick green glass. Smash one on the ground to designate
that place as Home or to teleport Home. You can make
three lentils from a mage’s frontal bone during a rest.
Magic Circle_____________________________ 3
You know the following cantrip:
Magic Circle. Target a circle on the ground.
Only living things with a will can pass through
the circle. This ends at dawn, or when you take
damage, or when someone leaves the circle.
72 Geometer | Druid
Non-Repeating___________________________ 4
You can use magic to roll Ranged Attack with WIS—
the projectile travels in a perfectly straight line for one
mile or until it hits something.
Octave_________________________________ 5
You can always find the nearest well, village green, or
holy place. You have perfect memory and perfect pitch,
you can fall asleep at will, and you don’t hiccup, cough,
or sneeze unless you want to. You can consciously
control your heartbeat, digestion, blood pressure, body
temperature, and perception of nausea, pain, and time.
Increase Perception by 2 or any skill by 1.
Resonance______________________________ 6
Pick a black feature from any class or subclass and
choose an hour. You gain that feature for two hours at
that time every day.
Spiral_________________________________ 7
You can touch a dead animal and take 8 damage to
reanimate it. The damage to your body heals as the
animal weakens (and vice versa).
You can roll Husbandry on any non-humanoids.
Universal_______________________________ 8
When you act on an object, you can spend any tag to so
act on all similar objects in the scene (light all candles,
kick all coins, untie all knots, smash all roses).
73
Mystic
Mana
You have six tokens of random elements (max 6). You
can spend two to use magic, creating some magical
effect based on their elements (work with the GM).
Spent tokens don’t recharge. When you travel, find
a token—invent a token and record its element.
Increase your maximum tokens by 1 for each Mystic
black feature you have.
Some example tokens—
air • lac, moth, pine branch
water • cranberry, frog, ink
fire • candle, glass, gold
earth • amber, clover, pinecone
Apothecary_____________________________ 1
When you rest, you can bless ten berries (each heals 2
HP, rots at dawn) or recharge a spent token.
Echo__________________________________ 2
If you spent two matching tokens last turn, you can
spend a third as a minor action to repeat the effect.
Flower_________________________________ 3
You have two tokens of a chosen element. When you’d
find a token you can instead recharge one of these.
74 Mystic | Druid
Harmony_______________________________ 4
Write another stunt of the same element as your first.
You can take this feature more than once.
Root Pi________________________________ 5
There’s a fifth element of nature: ether, the metanatural
element of spacetime, as in Ether (Geometer). Gain two
ether tokens. You can now find/spend ether tokens.
Example ether tokens: bell, hazelnut, wishbone
Twine_________________________________ 6
You can spend one token as a minor action to create a
small magical effect based on its element.
As an action you can roll a length of twine into a
longlegs, a spidery druidic toy. It obeys you but falls
inert after a day. It can catch, pick up, and carry items
weighing up to one stone. It can use your magic items
and can spend a token as if it were you.
Valerian________________________________ 7
You can manipulate the dreams and/or hallucinations
of dreaming/hallucinating creatures that hear you.
You can spend tokens to make a potion (or similar)
that someone else can use. It spoils in three days.
Vitamin________________________________ 8
You can safely digest anything you can swallow. The
first time each day you eat something new (that isn’t
food), record it as a token and choose its element.
75
Some example token costs/effects—
air air • stop on a dime
air water • summon rain
air fire • throw flames
air earth • jump very high
water water • heal a wound
water fire • nullify poison
water earth • revive a rat
fire fire • heat metal
fire earth • grow a vine
earth earth • fortify a bone
air • clear the air
water • shape a liquid
fire • glow with light
earth • become immobile
ether • calculate distance
ether air • teleport a bug
ether water • look younger
ether fire • transfer a curse
ether earth • phase a wall
ether ether • map a function
Abstract token functions—
air • gas, motion, and intent
water • liquids and shapes
fire • energy, life, and growth
earth • solids and physicality
ether • spacetime and numbers
76 Mystic | Druid
77
Fighter
Perfect
Once per turn when you’d roll Attack, don’t roll—just
narrate what happens. You deal 6 damage and create
some additional effect in the scene.
Increase Attack or Grab by 2.
Practice
You were trained by some professional fighting force.
Write their perk and two standard-issue items.
Some example forces, standard-issue, and perks—
Adventurers’ Union: Sunglasses, skateboard.
You can attack during an Athletics roll.
the Coven at Bed-of-Roses: Self-made gun, hat,
journal. Your gun damage dice explode.
Dogwash Infantry Union: Magic whistle, jerky.
NPCs don’t flee/start a fight in conversation.
the Terminal Police Agency: Badge, cigarettes.
You don’t take compulsion/addiction injuries.
Assault________________________________ 1
You narrate your Heavy Attack rolls (as in Perfect) if
you've moved this turn. Your narration deals 8 damage.
Hireling________________________________ 2
Add a party NPC, your hireling. You control them in a
fight, and you can replace them if they leave the party.
78 Fighter
Human Fighter___________________________ 3
You’re human. Rewrite one of your tags to reflect non-
adventuresome work. If you could spend that tag on a
roll, don’t roll—just narrate what happens.
Marksmanship___________________________ 4
You narrate Ranged Attack rolls (as in Perfect) unless
your target has cover. Your narration deals 5 damage.
Medic_________________________________ 5
If you’d fail with Medicine in a fight, you can succeed
instead if you accept an extra cost or complication.
You have a Health Flask. After two days, milk in it
becomes health potion (heals 7 HP, expires in a week).
Style__________________________________ 6
You have a stunt, a reliable but unconventional combat
ability. Describe your stunt briefly (like razor sword or
shield-toss) and work with the GM to refine its limits.
Rampart_______________________________ 7
If you’d take 4 or less damage, don’t take damage.
Your saves succeed on 12 or better.
Uniform________________________________ 8
You have a uniform. While wearing it, you’re treated
with respect by honorable NPCs and by any fighter-
type that isn’t your enemy in a fight.
Increase Attack by 2 or any skill by 1.
79
Adventurer
100%
You’re in the Adventurer’s Union, a fraternal society of
mercenary adventurers, problem-solvers, scouts, talent
agents, celebrities, party planners, healers, instructors,
bros, dungeon-delvers, claims adjusters, and alumni.
You have sunglasses and a skateboard. At the start
of each session you gain inspiration (max 1)—you can
spend it to reroll anything, make an ally’s success crit,
or make a narration crit.
After you level up, build a backup Adventurer at
your level. After you die or leave the party you can
instantly replace your character with a backup.
80 Adventurer | Fighter
Full Send_______________________________ 3
As a minor action you can ride a skateboard (speed 2),
roll Athletics, or narrate an attack for 0 damage.
Ride or Die______________________________ 5
Once per scene when another PC fails a roll, you can
roll the same thing—you succeed or fail together.
To the Hilt______________________________ 8
You can roll Streetwise to find an Adventurer by class
(except Sorcerer). In a city you always succeed; higher
results find higher-level Adventurers.
81
Vanguard
Candor
Your attacks crit when you’re at 6 HP or less.
Your maximum HP is 20 and can’t change. You heal
all your HP during a rest.
Armor Class_____________________________ 1
Choose Fortitude or Reflex. Treat all rolls of that skill
as though you’d rolled an 11.
Brute Force_____________________________ 2
You get +1 STR and ignore rough terrain. You do tedious
off-screen work (stuff without a roll) in half the time.
Once per session you can prompt the GM to hasten
the current scene to its conclusion.
Increase Fortitude by 2 or any skill by 1.
Drill__________________________________ 3
Before or after another PC’s turn they can spend any
tag to command you to do something, granting you an
extra turn to attempt to follow their command.
These commands don’t count against their six
words-per-turn.
Drum__________________________________ 4
During the first few sessions, the party writes you a
bonus perk (as in Practice), but without your input.
82 Vanguard | Fighter
Exercise________________________________ 5
At camp, narrate a short scene where you exercise with
one ally. You each get a single-use tag until you rest
named Physical Fitness (or similar).
Muscle Memory__________________________ 6
Whenever you’d roll Will, you can roll Fortitude instead.
You manage the party’s shared gear. You can use
(or catch, throw, retrieve from a bag, administer, hand
off, pick up, etc.) party-owned items except weapons
and armor without rolling or spending an action/minor
action—just narrate what you do.
Squad_________________________________ 7
Generate two squadmates: characters who share your
features, stats, skills, and tags (they don’t use their
own). Come up with their names and species. You
control them (you take their turns during your turn),
and they level up as you do. They get normal starting
gear except unique items, and they have your perk and
standard-issue items.
If a squadmate dies or leaves the party, a willing
NPC can become a squadmate.
Surge__________________________________ 8
When you add STR to a roll, you can spend any tag to
increase the result by 5.
You can spend any tag to heal 6 HP.
83
Veteran
Grognard
Every creature has at least one type. Types can describe
an enemy’s species/culture (like mimic, Smith), social
role/profession (like noble, bandit), combat archetype
(tank, sniper), or narrative role (mentor, mook, boss).
Each type has a crit condition, a situation where
hits against it become crits—for example, werewolves
are crit by silver weapons. (GMs can consult the Type
Appendix (pg 232) for inspiration.) The GM tracks
types/conditions secretly, and can’t confirm guesses.
When you first attack an enemy you learn its HP
and defenses. Then you can spend any tag to ask the
GM up to three questions about its species, disposition,
fighting style, or inspiration.
Action Economy__________________________ 1
You get an extra minor action each turn. You can ready
an action as a minor action.
Homebrew______________________________ 2
You have another unique item—something owned by
one of your characters in another game.
Increase Endurance by 2 or any skill by 1.
Minmax________________________________ 3
Increase one stat to +4. Reduce one stat to -3.
84 Veteran | Fighter
Playtest________________________________ 4
You know the following cantrip:
Augury. Name a course of action. The GM sends
a good omen, ill omen, both, or neither. Omens
get weirder until you rest in a holy place.
Quick Reference__________________________ 5
If you’d add INT to a roll in a dungeon, add 7 instead.
Describe a trick for testing illusions—it never fails.
Increase Ranged Attack by 2 or any skill by 1.
System Mastery__________________________ 6
Gain a black feature from any class or subclass (or a
similar feat or perk from any other game system).
You can take this feature up to three times.
Table Talk______________________________ 7
You have another unique item—some powerful magical
tool for communicating with the party.
Telegraph_______________________________ 8
At the start of each of your turns, an enemy of your
choice somehow telegraphs what it’ll do on its turn.
Once per session at the start of a scene, name a
genre trope (like “this guy’s a vampire” or “the artifact
is cursed”). If the GM was planning to use or subvert
the trope this scene, they answer honestly and you gain
inspiration (max 1, you can spend inspiration to reroll
anything). If not, they add the trope to the scene.
85
Hero
Concept
Write a bonus tag named for two fictional characters
(like Pollyanna Lancelot, Zuko Mulder, Matilda Söze).
Direction
At the start of the session, the GM will forewarn you of
this session’s first problem.
Then you direct the opening scene: illustrate the
setting as-is, show your character in their element or
during their routine, then introduce the first problem.
Direction duty rotates to the left each session. When
the GM directs, they present an NPC’s perspective.
Increase Comeliness or Luck by 2.
Ensemble_______________________________ 1
Each PC has Concept.
During the first few sessions, each player adds an
NPC to the party and writes them a Concept-tag.
At camp, anyone can swap to a party NPC, playing
as that character. Their previously-active character
becomes a party NPC and stays safely at camp.
When an NPC first becomes a PC they roll stats
and select normal starting gear, except unique items.
During that character's first few sessions as a PC, their
player writes their tags and flaws as normal.
86 Hero
Good Heart_____________________________ 2
Write a flaw named Good-Hearted (or similar).
PCs can spend a relevant flaw to turn a success
into a failure, or a failure into a crit-fail. When they
do, they gain inspiration (max 1). They can spend
inspiration to reroll anything.
When a PC would direct, they can instead run a
montage—each PC briefly illustrates what they’re
doing to prepare for the day, then can roll their first
roll of the session twice (keep the highest).
Mooks_________________________________ 4
Some enemies are mooks. When a PC attacks a mook,
they don’t roll—they just narrate how they defeat it,
then gain inspiration (max 1). PCs can spend inspiration
to reroll anything.
When a PC would direct, they can instead frame
a short two-hander scene with another PC—they
disagree, comfort one another, or reveal something
personal/important. If the scene changes a belief,
emotion, relationship, or plan, both gain inspiration.
87
Plot Armor______________________________ 5
You can take 3 damage to reroll Concentration or Will.
If you’d die, instead you change and the timeline
skips ahead (unless death would resolve your story).
Increase Luck by 2 or any skill by 1.
Quester________________________________ 6
When you succeed with CHA against an NPC, you can
spend any tag to name a reward they could conceivably
give you. They’ll offer you a challenging quest for it.
Increase Streetwise by 2 or any skill by 1.
Spec Script______________________________ 7
Between sessions, write a short script—a monologue
or exchange that changes, reveals, or foreshadows
something—and hand it to the GM. They’ll try to work
it (or a lightly-edited version) into the game before your
next turn to direct. When they do, you gain inspiration
(max 1). You can write another script after you direct.
Vignette________________________________ 8
At the end of each session, name an NPC and prompt a
scene (like bad weather, a feast, alone by candlelight).
The GM uses your prompt to play out a brief scene
(with minimal dialogue) from that NPC’s perspective,
personifying that character and, if possible, tidying or
foreshadowing a loose thread.
Increase Comeliness by 2.
88 Hero
89
Kid
Friendship
Name a fighting ability from one of your Concept-tag
characters (or from any kids’ media). You gain that
ability—work with the GM to refine its limits.
Name and write a Concept-tag for an NPC friend—
you share affection and support (and other similarities).
Your friends never betray you.
Be The Best_____________________________ 1
Rewrite one of your tags to be broader (like Cooking).
The game shifts to center the tag and boss fights are
replaced with relevant challenges (like chili cookoffs,
saving restaurants, baking the Lost Brioche). The game
still features combat, dungeons, horror, intrigue, etc.
Breakthrough____________________________ 2
Instead of leveling up after a boss fight, you level up
during the boss fight, when all seems lost.
You can’t die unless it’d resolve your story.
Fanservice______________________________ 3
You can spend any tag to name two PCs and prompt a
quiet scene (like hanging art, romantic tension). They
use the prompt to play a short scene. A third PC may
intrude to end it. All PCs involved gain inspiration (max
1). PCs can spend inspiration to reroll anything.
90 Kid | Hero
Festival________________________________ 4
NPCs know they could be your friend. You never give up
on your friends. They add +4 to Will saves.
Each time you level up, write a name and Concept-
tag for two more PC and/or NPC friends.
Named Attack___________________________ 5
Briefly write another ability (as in Friendship). Each
of your abilities is activated by saying its name aloud.
Increase Athletics by 2 or any skill by 1.
Rival__________________________________ 6
Name and write a Concept-tag for an NPC rival, whose
goals parallel (and often impede) yours. They’re already
good at the thing you want to be good at.
You narrate your successes and failures with Will.
Speech Bubble___________________________ 7
You can spend any tag to pause a fight. Everyone can
speak freely, and you can make one enemy explain why
they’re fighting. The pause ends when someone gets
emotionally hostile, or when all parties agree to end it.
Spring_________________________________ 8
While traveling, you can spend any tag to add a hot
spring (or a bath, pool, spa, beach, etc.) to the route.
You can short rest there—it’s safe, takes one hour, and
each PC that describes having fun gets the full benefits
of a rest. You can’t short rest again until you rest.
91
Rascal
Heart Of Gold
Name an access-gaining or information-gaining ability
used by one of your Concept-tag characters (or by any
tricky character or rogue-type). You gain that ability—
work with the GM to refine its limits.
Name and write a Concept-tag for your old friends,
NPCs with whom you shared adventures a lifetime ago.
You know Thieves’ Cant. Rogues recognize you as a
rogue. You can take black features from Rogue (p 126).
Checkered______________________________ 1
You roll Streetwise with +4 to find a rogue.
If you’d roll with CHA against a rogue or an NPC
from your backstory, don’t roll—you mostly succeed.
Code__________________________________ 2
Rewrite one of your flaws as your code, a moral rule
you never break. NPCs you named know your code.
When you get a rise out of an NPC, you learn their
surface-level thoughts as though you’d crit with Insight.
Hothead________________________________ 3
If you’d fail a roll, you can spend any tag to succeed
instead, accepting some extra cost or complication.
You can spend any tag to make an enemy action
fail unless they accept an extra cost or complication.
92 Rascal | Hero
Jack Of All Trades________________________ 4
Write another tag based on a challenge you’ve overcome
or an NPC you’ve bested, befriended, or betrayed. You
can take this feature any number of times.
Just Desserts____________________________ 5
When you embarrass or frustrate someone insufferable,
a PC that sees you gains inspiration (max 1). PCs can
spend inspiration to reroll anything.
Increase Sleight of Hand by 2 or any skill by 1.
Snarky_________________________________ 6
When an NPC would react badly, you can spend any
tag to have them react positively—they decide your
rudeness hides wit, dry humor, or rogueish charm.
Tail___________________________________ 7
Name and write a Concept-tag for your tail, a recurring
antagonist NPC. You can spend any tag to summon
them—they'll intend to oppose you but instead divert
attention, get in someone’s way, overshare, or validate
you. You can summon them again after you direct.
You narrate your successes and failures with Reflex.
Third Act_______________________________ 8
The game replaces boss fights with big jobs—heists,
trials, investigations. While prepping for your first big
job, name another ability (as in Heart of Gold). The
GM will present a quest that will grant you that ability.
93
Wolf
Badass
Name an ability that harms or isolates a Concept-tag
character (or a monstrous/villainous ability). You gain
it—work with the GM to refine its limits.
When one of your flaws complicates a scene, mark
it—you can spend it as if it were a tag (and unmark it).
Once per NPC when the GM characterizes them,
you can spend any tag to learn one of their flaws.
Write a bonus flaw, some false belief.
Antagonism_____________________________ 1
Name and write a Concept-tag for your NPC nemesis,
an unstoppable force who warps the campaign.
When you learn someone’s flaw, you can spend any
tag to force them to act on it during this scene.
Bad Habit_______________________________ 2
Write a bonus flaw: a vice, some hollow joy. Once per
session when you indulge in it or mark it, heal 6 HP and
end any conditions (angry, scared, tired, etc.).
Grit___________________________________ 3
When you learn someone’s flaw, you can gain a single-
use copy of it (you can mark it once and spend it once).
Name a passive defensive ability used by a fictional
character. You gain it (or similar, work with the GM).
94 Wolf | Hero
Laconic________________________________ 4
Once per NPC, spend any tag to say they’re just like
you or nothing like you and write them a relevant flaw.
Misanthrope_____________________________ 5
Name and write a Concept-tag for a friendly NPC that
represents your unattainable dream of a happy future.
When you learn someone’s flaw, you can spend any
tag to learn their price, something they’d betray for.
When you spend a flaw on a roll, you can always
succeed if you accept an extra cost or complication.
Shame_________________________________ 6
Each player keeps a record of your flaws and can spend
one to make you reroll a relevant success, then narrate
your success or failure. They gain inspiration (max 1,
spend it to reroll anything) and you mark the flaw.
Throughline_____________________________ 7
Write a bonus flaw: a specific, personal, attainable goal
more important than your dreams, friends, morality).
Write a bonus flaw: a false belief.
Ulterior Motives__________________________ 8
You keep a record of each PC’s flaws. You can spend
one to make them reroll a relevant success, then you
narrate the result and each gain inspiration (max 1).
PCs can spend inspiration to reroll anything.
Increase your max HP by 2 whenever you level up.
95
Monk
96 Monk
the Grand Vow of Peace
When you spend a scene meditating and/or serving the
community, you lose 1 sin.
Increase Endurance by 2 or any skill by 1.
97
the Vow of Opportunity_____________________ 5
You roll Athletics to attack with improvised weapons.
When you hit with Athletics or Heavy Attack you
can push the target five feet.
Enemies take +2 damage from terrain.
On each PC’s first turn in a fight, they add an
unsurprising non-weapon object to the scene.
Increase Endurance by 2 or any skill by 1.
98 Monk
99
Disciple
101
Prince
103
Wretch
105
Paladin
Oath
You have an oath composed of a belief, an edict, and an
interdict. Write it during the first few sessions.
Your belief describes the world, morality, wisdom,
metaphysics. Your edict and interdict derive from that
belief, they’re behaviors your belief demands/forbids.
Some example oaths—
All knowledge should be free. Share tools and
knowledge openly. Never hoard access.
Property is theft. Feed, house, and defend the
needy. Never pay for shit stolen from you.
You are not responsible for others’ feelings.
Speak your needs. Never fawn to avoid conflict.
Learning is the path to kindness. Explain things
gently, as if to a child. Never mock the curious.
A vessel is most useful when empty. Be fillable.
Don’t cling to that which passes through you.
If you choose to forswear or violate your oath, you
roll all rolls twice (keep the highest) until the end of
the scene. Then you lose this class and become an NPC.
Smite
Once per day when your weapon draws blood, you can
smite the target, destroying it entirely.
Increase Fortitude or Heavy Attack by 2.
106 Paladin
Judgment_______________________________ 1
When you succeed with CHA you can spend any tag to
force the target to take action in accordance with your
oath, or take 1d6 damage and explain why they won’t.
When enemies get scared, their leader rolls morale
(a Will save vs 14). If they fail, they’ll try to surrender
or flee. If they succeed twice, they needn’t roll again.
When enemies fail morale, they surrender to you.
Justification_____________________________ 2
Once per session when an ally challenges your belief,
you each gain inspiration (max 1). PCs can spend
inspiration to reroll anything. You can spend inspiration
to succeed on a save or end a condition.
Increase Endurance by 2 or any skill by 1.
Lay on Hands____________________________ 3
You know the following cantrip:
Lay on Hands. A target you’re touching heals
1d6 HP.
Master_________________________________ 4
Your oath names your master—some religious or legal
power you serve with your life. The first time you’d die,
you survive and make one of your injuries permanent.
Name the ally who most shares your ethics. With
your consent they can spend your smite as you could.
Increase Heavy Attack by 2 or any skill by 1.
107
Mount_________________________________ 5
You have a mount—name its species and temperament.
It carries you and your gear but doesn’t fight.
You can spend any tag to have it intervene in a
scene, and you roll Husbandry on it with +4.
If it dies (or otherwise leaves the party), any willing
animal or monster can become your mount.
Redress________________________________ 6
Increase attack rolls by 1 for each of the following.
I. You know the target’s name.
II. They know your name.
III. You’ve shared a meal.
IV. They’ve violated your interdict.
V. They defend their violation.
Reliquary_______________________________ 7
The first time you use each starting item, rewrite it as
something rare, prestigious, or ceremonial. When you’d
roll a skill using those items, you can expend your smite
to crit and narrate what happens instead.
Increase Fortitude by 2 or any skill by 1.
Sanctity________________________________ 8
It’s illegal to disarm or imprison you. Civilians obey
your written commands or face trial.
When the GM introduces a law code or bureaucracy
(or similar), you add one rule to the system.
108 Paladin
109
Censer
a scroll of a book_________________________ 5
Write a bonus tag named for some real-world media.
It's "relevant" to the narrative/aesthetic of that media.
You don’t fail Lore rolls about religion.
While blinded, you can see invisible things clearly
and can spend any tag to reroll a skill with INT.
Increase Intimidation by 2 or any skill by 1.
a thing of nought_________________________ 6
Up to six willing creatures can enter the dream of a
dreaming creature breathing smoke.
You can expend your smite to bring target object to
life, it can speak and move about until dawn.
When you roll to make art, you can expend your
smite and name a strong emotion. Viewers make a Will
save or feel that emotion, Will save ends.
111
a worm________________________________ 7
Some NPCs are evil in a definitional, objective, cosmic-
truth sense. When you see someone and know their
name, you know whether they’re evil.
Weird NPCs like you by default, and evil NPCs can’t
contain their contempt for you.
a yoke of iron____________________________ 8
Write a ritual in four parts—a condition, a component,
instructions, and an effect. Your rituals never go awry
when performed correctly.
NPC censers know rituals and can teach you.
You know the following starter rituals—
Condition: while on a lucky streak
Component: a chalk marble
Instructions: cry tears onto the marble
Effect: you see through it like an eye for a week
Shining Armor
You’re a Knight-Lieutenant of the Wreath, trained in
love and war. Choose your order from the following
list, gain its ability, and write a bonus tag relating to
your specialty work within your order’s listed domains.
Knight-Emissary of Saint Só. Influence,
compliance, policy. Successful Luck rolls crit.
Knight-Explicit of Saint Cigue. Magic, magical
entities. You can spend any tag to reroll Arcana.
Knight-Inquisitor of Saint Jean-Marie. Search,
interrogation. Party NPCs never disobey you.
Knight-Invigilator of Saint Montrevel. Couriers,
ethics. Successes with Will stagger the attacker.
Knight-Magister of Saint Seashore. Materials,
engineering. It’s a capital offense to hurt you.
Knight-Procurator of Saint Nen. Manufacturing,
tax-collection. PC damage dice explode.
Knight-Romantic of Saint Claude. Surveying,
public relations. Your allies can’t be scared.
Knight-Ruminant of Saint Robert. Spycraft,
codes. You can’t fail with Lore about religion.
Knight-Surveyor of Saint Clere. Credit, lending,
insurance. PCs get the tag My Party is Family.
You must obey higher knights. Knight-Candidates
must obey you. It’s a crime to treat you dishonorably.
Captaincy______________________________ 2
You’ve been promoted to the rank of Knight-Captain.
You have another edict—travel and fight injustice.
It’s illegal to imprison you. You can spend any tag
at any time to have a PC instantly move their speed,
or to narrate a short rescue scene (or one round of
combat) where you get an ally out of trouble.
Desk__________________________________ 3
Rewrite your tag from Shining Armor to make it more
specific to very narrow, non-adventuresome work. If
you could spend that tag on a roll, don’t roll—narrate
what happens.
Disputation_____________________________ 4
When arguing with an NPC you can roll a relevant skill
to attack a weak point you’ve found in their argument.
If you hit you smite the argument, countering it entirely
and terribly (and expending your smite).
When you reroll Performance or Persuasion, if you’d
succeed, you crit. If you’d fail, you succeed instead if
you accept an extra cost or complication.
Ideology________________________________ 6
You can spend any tag to roll Streetwise to find an NPC
who agrees with you on a topic. You succeed, but lower
results find less-respected supporters.
Increase Husbandry by 2 or any skill by 1.
Love__________________________________ 7
You are devoted in secret love to a virtuous NPC noble.
You honor them, ennobling yourself. During the first
few sessions, each player writes them a tag.
Once per session you can spend one of your love’s
tags as though it was your own if you accept some extra
cost or complication.
Tribunal________________________________ 8
You know the laws, taxes, penal code, and government
structure wherever you go, and NPCs know you do.
If you’d roll Persuasion or Intimidation, you can roll
another skill instead if you explain how you’re using it
to influence the target.
Increase Endurance by 2 or any skill by 1.
115
Poet
If—
If you’d fail Fortitude, you succeed instead, accepting
an additional cost or complication that you describe.
You have two more interdicts: Never strike first,
and never swear any other oaths.
the Appeal______________________________ 1
You can smite when you add CHA to a roll in a fight:
targets make a Will save or feel an emotion you name.
When you defeat an enemy you can name aloud one
of their crimes, flaws, or failings. NPCs treat them as
though the crime is known (even if it isn’t).
the Explorer_____________________________ 3
Your oath includes a quest—a specific, attainable task
with clearly-defined success/failure states.
If a PC would be hit while holding a shield, they can
destroy the shield to reduce the damage to 0.
Your skin is as tough as steel.
the Threshold____________________________ 7
While standing in silence you can’t fail a save.
117
Ranger
Mark
As an action you can mark a visible target (max 2) until
the end of the scene. You know each mark's location.
If you deal 8+ damage to a mark that’s unaware or
alone, they must make a Fortitude save or die.
Terrain
You can take black features from any Ranger subclass.
When a fight starts, the GM gives you a brief, then
you draw the map: place structures and characters,
then add four plausible map elements (like cover,
defensible positions, hazards, hiding spots, shortcuts).
Increase Ranged Attack or Stealth by 2.
Domain________________________________ 1
Choose one of the following terrains and a black feature
from any class or subclass. In that terrain you have that
feature and roll Perception twice (keep the highest).
the city the jungle
the coast the plains
the cold the mountains
the desert the sea
the forest underground
Eagle__________________________________ 2
Ignore fall damage. You have a climb speed of 4.
118 Ranger
Hitman________________________________ 3
While disguised as a type of person (not as someone
specific), NPCs believe your disguise by default.
Hunter_________________________________ 4
Whenever you mark you can ask the GM up to three
questions about the mark’s body or behavior.
Increase Husbandry by 2 or any skill by 1.
Profile_________________________________ 5
You can roll Insight on an unaware NPC to learn what
they’d do over the next few minutes if uninterrupted.
Increase Stealth by 2 or any skill by 1.
Pulse__________________________________ 6
When you mark you learn the target’s next destination.
Increase Ranged Attack by 2 or any skill by 1.
Suspicion_______________________________ 7
You know each enemy's alertness—unaware, suspicious
(they’ve seen or heard something), alert (they know
you’re here), or hostile (active combat). When an enemy
would shift a step you can spend any tag to narrate how
they instead misread the situation.
Tricks_________________________________ 8
You can spend a minute scavenging to find something
that makes noise, burns, poisons, blinds, sticks/glues,
greases, explodes, or appears to be humanoid remains.
119
Ghost
Assassin
Increase your damage rolls against marks by 1 for each
Ghost feature you have (including this one).
When a mark dies you can mark without an action.
Dark Aura______________________________ 1
NPCs sense you are a killer and treat you with fearful
respect by default, only lying out of self-preservation.
Increase Attack by 2 or any skill by 1.
Grudge_________________________________ 2
If a mark would expire, you can spend any tag to make
it permanent (max 10).
Ninja__________________________________ 3
At the start of each scene, you're hidden. At any time
you can reveal yourself to have been hiding anywhere
in the scene and add a Terrain element to explain how.
Predator________________________________ 4
When you’d be surprised by something dangerous out
of combat, you can always first take an action.
When enemies get scared, their leader rolls morale
(a Will save vs 14). If they fail, they’ll try to surrender
or flee. If they succeed twice, they needn’t roll again.
Enemies get scared when they lose track of you.
Silence_________________________________ 6
Your attacks are silent. When you kill something, it
doesn’t make a sound (unless you want it to).
Scared NPCs and enemies you're grabbing count as
marks. Marks don’t call for help if they can’t see you.
Strider_________________________________ 7
PCs can’t be tracked by any non-magical means (unless
you want them to be). You have a perfect memory for
faces and places and can retrace your steps exactly.
You have one dose of contact poison of confusion,
disgust, drunkenness, fear, or fatigue (or similar), your
choice. You can replace an expended dose during a rest.
Wind__________________________________ 8
You work under an alias. NPCs know you by that alias
(but not your face), and rumors suggest you’re a myth.
If no one can see you, you can vanish. On a later
turn when you attack, take damage, or make noise, you
reappear in a space where no one can see you.
You know the following cantrip:
Dash. Move four spaces (20'), ignoring rough
terrain. You can cast this as a minor action.
121
Hound
Apex
You can have up to twenty marks. You can mark targets
below you (at a lower elevation) as a minor action.
Increase your Stealth by 1 for each Hound feature
you have (including this one).
Also__________________________________ 1
Once per round at the start of a mark's turn you can
add or alter a Terrain element within three spaces of it.
Animal Companions_______________________ 2
You have a companion animal. Name its species, name,
and disposition. Pick one from the Animal Companions
Appendix (pg 228) or work with the GM to define its
statblock (HP, speed, natural attacks, defenses, etc.).
It understands your words. You control it in a fight.
If it dies (or otherwise leaves the party), any willing
animal can become your companion.
You can take this feature multiple times.
Birds__________________________________ 3
You have a messenger pigeon that can carry letters and
small items anywhere it’s ever been (at your command)
and always returns to you. You have a hawk that can
attempt to find and circle above anything you name
that it’s seen before (a horse, a river, a mark).
Food Chain______________________________ 5
After you camp in a place, local NPCs and animals
won’t attack you unless it’s personal.
You roll Nature with +4 near your campsite.
Increase Nature by 2 or any skill by 1.
Mount_________________________________ 6
You have a mount—name its species and temperament.
It carries you and your gear but doesn’t fight.
You can spend any tag to have it intervene in a
scene, and you roll Husbandry on it with +4.
If it dies (or otherwise leaves the party), any willing
animal or monster can become your mount.
People Person____________________________ 7
You can replace any of your animal companions with
party NPCs with the same functions, or vice-versa.
You can roll Husbandry and Nature interchangeably.
Scent__________________________________ 8
You have a pack of four dogs trained to attack, chase,
find, or retrieve small creatures or items that they can
identify by scent.
123
Owl
Warden
Whenever you crit something, treat it like a mark.
Increase your crit range by 1 for each Owl feature
you have (including this one).
Archer_________________________________ 1
You roll Ranged Attack twice (keep the highest).
You can skip the second roll to add a nonlethal verb
to a Ranged Attack (like disarm, pin, blind). If you hit,
the verb affects the target. If you crit, you narrate how.
Bounty_________________________________ 2
You can mark a creature based on a description of its
behavior, appearance, or recent location. Your marks
don’t expire at the end of the scene.
Increase Perception by 2 or any skill by 1.
Called Shot______________________________ 3
You can subtract any number from a Ranged Attack
roll (before you roll it) to increase the damage roll by
twice that number.
Hermit_________________________________ 4
You comfortably live outdoors, and can always easily
source food, water, and shelter for your party.
Triple your range with ranged weapons.
Smoke_________________________________ 6
You are a witch, a daughter of the esoteric coven at
Bed-of-Roses. Choose a gun from the list below.
Grenade Launcher. 3d4 ◆
Range 4. Shells explode on impact, dealing 2
damage to adjacent targets. Holds three shells,
reload as an action.
Rifle. d10 ◆
Range 11. Crits with readied attacks. Can be
ridden like a broom with a fly speed of 4.
Silenced Pistol. d8+2
Range 4. Firing doesn’t attract attention.
Study__________________________________ 7
When you succeed with INT or WIS against a mark, the
GM tells you exactly what it intends to do on its next
turn. You know the following cantrip:
Canon. Two willing, adjacent creatures hear
your next thirty words today from any distance.
Triangulate_____________________________ 8
Your default modifiers for Ranged Attack are DEX,
INT, and WIS.
125
Rogue
Business
You’re a professional rogue, your livelihood requires
the exploitation of non-rogues. You can tell whether an
NPC is a rogue by talking to them—rogues are a family;
NPC rogues treat you with professional courtesy.
When you roll Streetwise to find a rogue, roll twice
and keep either result—you always succeed, but lower
results find shadier NPCs.
Rogues can encode/decode secret messages within
seemingly-innocuous conversation using Thieves’ Cant,
a subtle language that non-rogues never recognize.
Cheat
Whenever you’d fail a reroll, you can always succeed
instead if you accept an extra cost or complication.
Increase Sleight of Hand or Streetwise by 2.
Alias__________________________________ 1
NPCs believe PCs are who you say they are (by default).
You can spend any tag to make a friendly NPC take
a risk on your behalf.
Backstab_______________________________ 2
You can reroll attacks against enemies facing away.
If you’d roll 1d4, roll 2d4.
Increase Stealth by 2 or any skill by 1.
126 Rogue
Expertise_______________________________ 3
Rogues recognize you for one of your tags. You can
spend that tag three times per session.
Pillar__________________________________ 4
Non-rogue NPCs recognize you as someone wise, good-
hearted, dutiful, and discreet—they won’t lie to you
except out of self-preservation.
Increase Streetwise by 2 or any skill by 1.
Sneak Attack____________________________ 5
When you reroll an attack, your damage dice explode.
Increase Sleight of Hand by 2 or any skill by 1.
Tumble________________________________ 6
Spaces occupied by enemies are rough terrain. If you’d
succeed with Reflex, your dodge can move 2 spaces.
Underbelly______________________________ 7
When you roll a natural 8 or less on a Streetwise roll
to find a rogue, the NPC owes you a small favor. If 4 or
less, it's a big favor—work out the details with the GM.
Upper Hand_____________________________ 8
Whenever you spend a tag on something relevant, you
gain 1 color (max 2).
You can spend 1 color to add a visible or apparent
detail to an NPC you’re talking to, or 2 color to add a
secret or hidden detail (something otherwise unknown).
127
Magician
Trickster
You can use magic seven times a day to cast a cantrip.
Gain ten cantrips from the Spells Appendix (pg 162).
Cold Read______________________________ 1
You know the following cantrips:
Augury. Name a course of action. The GM sends
a good omen, ill omen, both, or neither. Omens
get weirder until you rest in a holy place.
Read. Show your palm to a non-rogue you can
see, then ask the GM one question about the
creature or its surface-level thoughts.
Lecture Notes____________________________ 2
Gain Spellbook (Wizard) and Honors (Undergrad).
Misdirection_____________________________ 3
You have a flashy outfit. While wearing it, you have a
tag named Eye-Catching. If you spend it on something
relevant as you reveal the outfit, you crit.
Increase Performance by 2 or any skill by 1.
One Ahead______________________________ 4
When you cast a cantrip, you can roll Arcana to slightly
tweak it. If you succeed, the tweak becomes permanent
(record it as the new text of the spell).
the Steal_______________________________ 6
You know the following cantrips:
Blank. In two words, describe a magical effect
you can see. The next time you cast this spell,
you roughly recreate that magic.
Bottle. Create a glass bottle and cork stopper.
Bug. Summon a clone of the last bug you ate.
the Switch______________________________ 7
You know the following cantrips:
Glamor. For six hours, an item you’re holding
appears (to non-rogues and non-experts) to be
an item you name with similar shape and size.
Poof. Make a smoke cloud in your space, then
become invisible for ten seconds or until jostled
(hard enough to knock dust away).
Working Set_____________________________ 8
Gain ten cantrips from the Spells Appendix (pg 162).
129
Snake
At My Worst
You get extra leeway when determining tag relevance—
if it’s speciously or even barely relevant, it’s relevant.
You can spend relevant tags to turn successes into crits.
Each other player keeps a record of your flaws and
can spend one to make you reroll a relevant success or
make a relevant bad decision, then they gain inspiration
(max 1). PCs can spend inspiration to reroll anything.
At My Best______________________________ 1
You keep a record of each PC’s flaws. You can spend a
PC’s flaw (with their consent) as they can spend yours
(as in At My Worst), then they gain inspiration.
Bad Influence____________________________ 2
When you spend a scene trying to convince another PC
to do something shady or risky, secretly roll two d20s.
Until the end of the session you can replace one of their
d20 rolls with one of your secret dice.
Coax__________________________________ 3
When you gain an NPC’s trust, learn one of their flaws.
When an NPC insults or underestimates you, you
can spend any tag to learn one of their flaws.
Write a bonus tag named Getting Into Trouble.
Increase Attack by 2 or any skill by 1.
Flashback______________________________ 5
You can spend any tag to narrate a brief flashback scene
explaining how you or an ally prepared specifically for
the current moment.
Hot___________________________________ 6
You can spend any tag as you enter a scene to roll
Comeliness against each NPC’s Will—those who fail
are drawn to you, even if it’s a bad idea.
If you’d otherwise roll Comeliness, don’t roll—you
succeed and narrate your success.
Infamy_________________________________ 7
Write a bonus tag describing an adventure you’ve had.
Every rogue knows the tale and recognizes your name.
Lethal_________________________________ 8
Reroll ones on damage dice. If you deal 8 damage to a
non-rogue that’s unaware and/or alone, they make a
Fortitude save or gain a potentially-lethal injury.
Whenever you succeed with CHA you can make a
target feel desire, anger, or jealousy toward you.
131
Thief
Steal
When you’d roll Sleight of Hand, you can spend any tag
to forgo the roll—just narrate what you do.
Accessory_______________________________ 1
You can spend any tag to add a detail to a previously-
mentioned item in a fight. When that detail becomes
relevant in the fight, you get inspiration (max 1). You
can spend inspiration to reroll anything.
Fence_________________________________ 3
When you roll Streetwise to find a buyer for something,
if you’d succeed, you crit. If you’d fail, you succeed.
Increase Appraise by 2 or any skill by 1.
Gentility_______________________________ 4
Rewrite a tag to represent a high-society connection or
credential. When you spend this on a relevant roll, if
you’d succeed, you crit; if you’d fail, you succeed.
Whenever you level up, describe a fabulous treasure
and two reasons it’d be difficult to steal or acquire.
Intent_________________________________ 6
If you’d reroll something, you can skip the reroll to fail
intentionally and narrate the failure to benefit yourself.
You can spend any tag to find a hidden message left
by another rogue.
Gain a black feature from any Rogue subclass.
Sticky Fingers____________________________ 7
You can spend any tag to reveal that you’ve pocketed
a small, mundane item mentioned in the last scene (or
that could likely have been there).
Tracking_______________________________ 8
If you’d roll to track or surveil (or to determine whether
you’re being tracked) don’t roll—you succeed if you
accept some extra complication.
133
Sorcerer
Sorcery
You are the only sorcerer. You can use magic to make a
phrase—choose two columns from the table below and
roll 2d10 on each, then work with the GM to quickly
interpret the two-word phrase into some effect.
a verb a material a form
2 bash acid aura
3 bind beer bond
4 burn clay book
5 cure coin coat
6 find debt dust
7 fuse fear gate
8 give fire halo
9 know fuel hand
10 mark glow lock
11 mask glue loop
12 name iron plug
13 pull milk pole
14 push rain song
15 read rats time
16 ride rock wall
17 roll salt ward
18 rule snow wave
19 seal wine word
20 turn wool worm
134 Sorcerer
For example, you may roll “acid aura” and interpret
it to create an acidic cloud that burns anything adjacent.
You can spend 3 HP to reroll a word.
You can rearrange your words within each column
when you gain Sorcery and again whenever you level
up. (Words closer to 11 are more commonly rolled.)
Fatigue
One of your flaws is a habit—some sensory delight.
Once per day when you indulge the habit, heal 6 HP.
Increase Concentration or Will by 2.
Artisan________________________________ 1
You can spend 3 HP to change a material in a phrase to
iron, rock, or wood.
Ascetic________________________________ 2
Before you roll to make a phrase, you can state that
the magic affects only your body. When you indulge
in your habit, you can heal an injury in your mind or
nervous system.
Increase Concentration by 2 or any skill by 1.
Damn_________________________________ 3
You can use magic to spend all your HP and come up
with a phrase of any length (as long as all the words are
four letters long). If you do so twice before you level up,
you take a potentially-lethal injury.
135
Justicar________________________________ 4
You can spend 3 HP and gain a moral injury to change
a verb in a phrase to kill.
Increase Will by 2 or any skill by 1.
Locum Tenens___________________________ 5
After the GM interprets a phrase, you can spend 3
HP to get a new interpretation of that phrase from a
different player. (The GM retains final say over the
magic, but they scrap their interpretation.)
Increase Luck by 2 or any skill by 1.
Medium________________________________ 6
You can spend 3 HP to change a verb in a phrase to
scam, sell, or swap.
Minister________________________________ 7
You or willing ally can spend 3 HP to change a word
in a phrase to that ally’s name. You can lose 3 HP to
change a verb in a phrase to cure, heal, or save.
Sibyl__________________________________ 8
You can spend 3 HP to change a material in a phrase
to fire, land, rain, or wind. When you do, until the end
of the day you can use magic to create the same phrase
again.
136 Sorcerer
137
Canary
Bell
Powerful magical NPCs sense that you’re very powerful
and know everything on your character sheet.
Write a four-letter bonus word for each column.
You can spend 3 HP to swap a word in a phrase with
that column’s bonus word.
Appoggiatura____________________________ 1
You can spend 3 HP to reroll both words.
Your Luck is +0 and can’t change. When you roll
on a column, you roll Luck. On a 1, the word is self and
can’t be rerolled, swapped, or modified.
Hocket_________________________________ 2
When affected by someone else’s magic, translate it
into a phrase. Before the magic takes effect, you can
edit the magic as though it were a phrase you’d rolled.
You can spend 5 HP in a fight to replace a word in
a phrase to an enemy’s name (if you know it).
Ostinato________________________________ 3
At the start of the session, roll and record two phrases.
Once per session you can use magic to manifest a
recorded phrase as though you’d just rolled it.
The first time someone new targets you with magic,
their magic goes awry somehow.
Tessitura_______________________________ 5
Mark a skill—whenever you’d roll it, you can instead
roll a phrase and narrate how you bend reality. You
can spend 3 HP to replace a noun with the name of the
marked skill. If the magic creates success, heal 1 HP.
Tonic__________________________________ 6
When you roll Streetwise to find a magical NPC, roll
twice and keep either result—you always succeed, but
higher results find more potent NPCs.
Trichord________________________________ 7
When you roll a phrase, you can roll on each column
(creating a three word phrase).
When you roll a phrase, you can remove a word.
Increase Arcana by 2 or any skill by 1.
Sprechstimme____________________________ 8
When you’d add INT or CHA to something, you can
spend any tag to add both.
Choose one of your tags—magical NPCs recognize
you for it. You can spend it twice per session.
139
Curiosity
Cradle
You look and act unusual. Describe your body. NPCs
treat you like you’re something other than a person.
You can spend 1 HP to change a letter in a phrase
to another letter.
Bleed__________________________________ 1
Roll a material-form phrase. Work with the GM to
interpret it as a magical aura always surrounding you.
Cut___________________________________ 2
Write 52 words from your table onto the cards of a
standard deck, one word per card. At the start of each
session, shuffle your deck and draw five cards.
To make a phrase, play two cards from your hand—
reveal them, modify and/or interpret them as though
you’d rolled them, then set them aside for the rest of
the session. You can spend 3 HP to play an additional
card whenever you make a phrase.
Refill your hand (draw to five) at the start of each
scene. You can spend 1 HP per card to refill your hand.
Once per session, you can replace a card in your
deck with a non-standard card (like a tarot card, TCG
card, bus ticket—if it shuffles, it’s fair game). The
card’s text/title, imagery, and origin influence the
magic. The GM may veto cards that break the game.
Flicker_________________________________ 4
You are a witch, a daughter of the coven at Bed-of-
Roses. When you spend 5 HP or less using magic on
a deer, a spy, or an organ of the body, refund the HP.
Overdub________________________________ 5
Each player has an assigned seat. While a player is in
your seat you share HP, injury slots, flaws, and blood.
Rental_________________________________ 6
The first time you’d die, you use magic that messily
destroys your body. You reappear in the next scene.
Increase Fortitude by 2 or any skill by 1.
Rewind________________________________ 7
You can spend any two tags to rewind the game by
about five seconds and change one decision.
Undoing a death—especially your own—attracts
unusual attention from unusual NPCs.
Warp__________________________________ 8
Write a bonus tag relating to your unusual body. You
can lose 1 HP to add or subtract a letter from a phrase.
141
Stray
Nine Lives
Your powers are new and disruptive. The first 8 times
you’d die, instead you fall unconscious and heal an
injury, then a random player rewrites one of your flaws.
As an action you can heal 1d6+3 HP.
Adrenaline______________________________ 1
After any player’s turn in a fight you can spend 1d6+3
HP to immediately take an action.
Increase Sleight of Hand by 2 or any skill by 1.
Blue__________________________________ 2
Whenever you take damage, you can record the source
as a two-word phrase. You can use magic to recreate a
recorded phrase as though you rolled it (as in Sorcery).
You can have up to four recorded phrases. Erase the
oldest when you rest.
Blurt__________________________________ 3
You can spend any tag to instantly use magic targeting
the source of some observable effect within 30 feet.
This magic can never nullify its trigger.
Cheap Tricks____________________________ 4
You can spend 3 HP and break one of your starting
items to use magic as a minor action.
Heir__________________________________ 6
The previous sorcerer’s power has passed to you. Work
with the GM over the first few sessions to come up with
your predecessor’s name and epitaph. NPCs who knew
them recognize their power in you. Once per session
when you learn something from an NPC about your
predecessor, record the fact as a single-use tag.
When you befriend an elder magic user, they can
help you rewrite three words on your table.
Signature_______________________________ 7
Write a signature sorcery, a phrase of two four-letter
words. You can use magic to spend 1d4 HP and manifest
the phrase as though you’d rolled it. When you rest
after you’ve paid 9 total HP to manifest it, rewrite it.
Strain_________________________________ 8
When you’d lose 9 or less HP, you can spend any tag to
instead become tired (can’t crit or reroll).
While tired you roll d10s twice (keep either).
If you’d become tired while you’re tired you instead
become frayed (start on fire whenever you use magic).
143
Warlock
Contracts
You can use magic to draft a plain-language contract
between informed, voluntary signers. (You don’t need
the full text, just the basics.) Unless other terms are
set, contracts expire at month’s end or when the second
signer revokes it, and your patron enacts breach-of-
contract punishments as it sees fit.
The Exchange
You can talk to anything. Your contracts can bind into
you the spirits of things that can't normally talk (a cat,
a river, etc.) These bound spirits each grant you a trait
or ability and some duties/personality quirks.
Increase Insight or Perception by 2.
Convention______________________________ 1
You can spend any tag and roll Streetwise to summon
your patron into the scene—if you succeed, you choose
who they possess. If you fail, your patron chooses.
Intuition_______________________________ 2
You can spend any tag and roll Streetwise to eject your
soul from your body and into the Exchange, the world
of spirits. Each other player briefly names a weird
spirit and plays as it in the scene (like a sword’s ghost,
a red wax revenant, a lost actuary).
144 Warlock
Intuition_______________________________ 3
When you succeed with Insight, you crit.
Legion_________________________________ 4
When you gain this feature, each other player names
a spirit (a caterpillar demon, half a saint, etc.). You
choose one to be bound to you (as in The Exchange).
Obligation______________________________ 5
You can spend any tag and roll Streetwise to find a
spirit. You always succeed, but higher rolls find more
relevant or helpful spirits.
Increase Perception by 2 or any skill by 1.
Reinterpretation__________________________ 6
At the start of a fight, a player of your choice opens a
book to a random page and quickly reads aloud a short
phrase they see. Interpret that phrase into a weird
spirit that grants you its combat magic this fight.
You take your turn last in a fight.
Increase Insight by 2 or any skill by 1.
Saturation______________________________ 7
You can roll a non-attack skill as a minor action.
Scorpion_______________________________ 8
No NPCs recognize you, there is no evidence of your
life or existence before your pact. All your stats are 0.
Increase four skills by 3 or seven skills by 2.
145
Broker
Angel_________________________________ 1
You can spend any tag to reveal that you’ve purchased
a relevant previously-mentioned item, or reveal that a
relevant NPC in the scene is actually your employee.
Contractor______________________________ 2
Spirits never defraud you. Each PC gets another unique
item—documents that grant the bearer some privilege.
Credit_________________________________ 3
You know the following cantrips:
Greater Redeem. Conjure a copy of a mundane
item you’ve held before worth 5 silver or less
(about the price of a meal).
Remit. Throw target coin (or object at least
90% gold or silver) as though you’re holding it.
Hireling________________________________ 5
Add a party NPC, your hireling. You control them in a
fight, and you can replace them if they leave the party.
Quote_________________________________ 6
You can roll Resources against the Will of a spirit or an
enemy to issue them a binding command.
Increase Appraise by 2 or any skill by 1.
Real Estate______________________________ 7
Rewrite a tag to represent a high-society connection or
credential. When you spend this on a relevant roll, if
you’d succeed, you crit; if you’d fail, you succeed. NPCs
of lower classes recognize the power of your station.
You have land and a keep somewhere.
Squid’s_________________________________ 8
You have a Squid’s Membership Mug and a supply of
Squid Dust (a hallucinogen that allows you to speak
with your Squid’s sales representative).
You can commission a magic item you describe
and put some quantity of money in your mug—if the
item can fit, it’ll appear in your mug seven days later.
Otherwise it’ll be shipped to you via courier.
147
Magistrate
Amicus Curiae
Your patron is also a Magistrate, a representative of the
Queen’s law. Each Magistrate pursues a royal quest and
each bears a halo (of gold, light, or stone). NPCs know
it’s illegal to impede a royal quest.
Before a fight, belligerents always have a chance
to negotiate terms. You can renegotiate terms with the
enemy leader as an action. Terms can be as abstract or
magical as you like.
Certiorari_______________________________ 1
When you meditate for a few minutes, you can spend
any tag to ask the GM a question about your future, or
the future of someone you name. The GM will answer
with a number. (If they can’t, un-spend the tag.)
Habeas Corpus___________________________ 2
You can attack with Will at Range 4 (1d8+INT damage).
If this deals 8 or more damage, you can eject your soul
from your body and into the target’s, possessing them,
Will save ends.
Mandamus______________________________ 3
Civilians obey your written commands or face trial. You
can ritually interview an NPC, asking three questions—
they make a Will save for each or answer truthfully.
Stare Decisis_____________________________ 6
At the start of each session, for each PC, mark a skill
to foresee. They roll that skill and record the result.
When they’d next roll that skill this session, they use
the recorded result instead.
Increase Will by 2 or any skill by 1.
Subpoena_______________________________ 7
You can roll Insight or Warfare against an NPC’s Will
to predict the two likeliest actions they’ll take on their
next turn (or their next decisive moment). Then you
can spend any tag to decide which action they’ll take.
Vis Major_______________________________ 8
You have met the Queen. You have three chalk marbles.
You can see through the marbles like your eyes, and
can repair a lost/broken one when you rest.
If you’d fail a Will save, take 2 damage and reroll it.
149
Reveler
Bras bas
Your patron is a demon of the tide, of motion, entropy,
dance, and play. You have perfect rhythm, eternal
youth, otherworldly grace, and a community of fellows.
You don’t need to eat, sleep, or breathe. You spend
rests watching the tides or open flame.
Your spirit can be bound to any mundane object,
animating it (without damaging it).
First Position____________________________ 1
You have a climb speed and a crawl speed of 5. You can
heal injuries in your bones by breaking them.
Choose one of the following:
I. Add your Comeliness to Fortitude rolls.
II. Add your Performance to Reflex rolls.
III. Add your Intimidation to Will rolls.
Second Position___________________________ 2
Outside your body, your blood is highly-flammable—if
you can see it you can ignite it with a thought.
Third Position____________________________ 3
As a minor action you can teleport within your space
(changing your stance, the direction you’re facing, and/
or the locations of your stuff).
Increase your DEX by 1.
Fifth Position____________________________ 5
Reduce incoming damage from fire or falling to 1.
You can taste fun or desire on an NPC’s breath.
Sixth Position____________________________ 6
Gain a wheel upon wheels (Censer) (pg 110).
You can take black features from Censer.
Seventh Position__________________________ 7
Your injuries always heal naturally after a few weeks.
You can fit through any gap your head can fit through.
While on fire, you’re aware of invisible or obscured
things within 30 feet as though you could see them.
Eighth Position___________________________ 8
You have six injury slots and don’t use HP. If an ability
would have you deal damage to yourself, you must deal
it to another creature instead.
You can’t roll Medicine nor take any action to heal
anyone else’s HP or injuries.
151
Wizard
Education
You can spend any tag to ask the GM a relevant question.
Write a bonus tag named for an academic discipline
(like Law, Biology, Agriculture, etc.). When you spend
it to ask a question, add a detail to the GM’s answer.
Spellbook
You have a spellbook. You can open it to a spell's page
as a minor action, and you can use magic to cast the
spell on the open page. (Your subclass will define your
starting spells.) Choose a major from the list below.
Cantrips • fast magic
Abjuration • if-then statements
Conjuration • spirits & creation
Divination • relaying information
Enchantment • changing minds
Evocation • making motion
High Arcana • magic itself
Illusion • sensory effects
Necromancy • life and death
Transmutation • redefining the body
Others can’t read your book. It resists fire, water,
decay, and other damage, and it holds and preserves
your components—they aren’t consumed by casting.
Increase Arcana by 2 or any skill by 1.
152 Wizard
Continuing______________________________ 1
Add two spells of your choice to your spellbook.
You can take this feature twice.
Facilitator______________________________ 2
You’re the party leader. You resolve ambiguity in the
party’s shared will, and the party trusts you to do so.
You keep a record of each PC’s tags. Once per
session you can spend someone else’s tag like your own
if it’s relevant (not when you could “spend any tag”).
You have spectacles. While wearing them, you can
use Perception and Will interchangeably.
Foreword_______________________________ 3
Mark two skills. When you roll one you can add INT
(instead of whatever other stat you’d add).
Gloss__________________________________ 4
Whenever you use magic that doesn’t require a roll, you
can add a detail to the effect.
Horn__________________________________ 5
Add five random spells from the Horn Appendix (pg
193) to your spellbook.
You’re an elf and a member of the Horn family,
an ancient magical line. Your first name can’t contain
hard b, d, g, k, p, or t sounds. Your last name is Horn.
Wizards and Horns recognize you as a wizard Horn.
Increase Comeliness by 2 or any skill by 1.
153
Kinetics________________________________ 6
You know the following cantrip. When you rest you can
place a small, mundane-ish object into your spellbook’s
index to serve as a component, and work with the GM
to write the spell’s damage and some secondary effect.
Evoke. 🞸⯈ Throw a magical copy of this spell’s
component. It’s destroyed on hit.
Some example projectiles—
Arrow. d8.
Baseball. d6. +2 Range.
Health Potion. d4. Heals 7 HP.
Torch. d4 fire damage. Ignites flammable stuff.
Worm. 1 damage. Breaks concentration.
School Supplies___________________________ 7
You have the following items:
Library Card. Grants unrestricted access to any
library anywhere.
Carrel Card. A postcard that can be unfolded
into a one-person cardboard hut with a desk,
chair, lamp, bedroll, and hearth. Objects closed
up inside are stashed (like the cantrip Sleeve).
Large Hat. Grants +1 Will.
Transfer________________________________ 8
You have another unique item, some magically-altered
(or magically-created) part of your body.
154 Wizard
155
Undergrad
Honors
Roll twelve random spells from the Spells Appendix (pg
162) plus four within your major. Add ten of these to
your spellbook. You can cast eight spells per day.
You roll Arcana to use magic except your starting
spells until you’ve completed a magical education. (If
you fail with Arcana, the magic goes awry somehow.)
Thereafter you can take black features from Graduate.
Academia_______________________________ 1
Add two random spells from the Spells Appendix (pg
162) to your spellbook, then rewrite up to four of your
spells as High Arcana spells (they modify other magic).
You cast High Arcana spells as if they're cantrips.
Increase Arcana by 2 or any skill by 1.
Animal Companion________________________ 2
You have a companion animal. Name its species, name,
and disposition. Pick one from the Animal Companions
Appendix (pg 228) or work with the GM to define its
statblock (HP, speed, natural attacks, defenses, etc.).
It understands your words. You control it in a fight.
If it dies (or otherwise leaves the party), any willing
animal can become your companion.
Gain two cantrips of your choice from the Spells
Appendix (pg 162).
Double Major____________________________ 4
You can spend a relevant spell as though it were a tag.
This counts against your spells-per-day.
Extracurricular___________________________ 5
You can take black features from Scholar (Cleric). Gain
a black feature from Scholar.
Increase Lore or Medicine by 2.
Manicule_______________________________ 6
All magic is loud, all spells create visible projectiles.
You can roll Arcana against a magic projectile that
would pass adjacent to you—if you succeed, nullify it.
Prodigy________________________________ 7
You’re young. NPC wizards treat you like a child. The
story of the game is told as a flashback—you can’t die.
You can roll Arcana to read an NPC’s spellbook—it
contains three spells of the GM’s choice. You can cast
a spell or remove a component from it, destroying it.
Undecided______________________________ 8
Add spells to a second spellbook (as in Honors). You
can swap to it at camp. You have no “starting spells.”
157
Graduate
Dissertation
Roll ten random spells from the Spells Appendix (pg
162) plus six within your major. Add eight of these to
your spellbook. You can cast ten spells per day.
You’re writing a dissertation. Write and add a draft
spell to your book. You can revise one draft at camp
after you discuss it with a PC or a wizard, but it must
retain a recognizable element of the old draft.
You roll Arcana to cast a draft until you complete
and defend your dissertation. (If you fail with Arcana,
the magic goes awry somehow.) Thereafter you can
take black features from Master.
Advisor________________________________ 1
You have an advisor, an accomplished NPC wizard.
Name them, then each other player secretly writes two
facts about them; choose three at random to be true.
When you cast a spell you can roll Arcana to tweak
it if you narrate how your advisor shapes the tweak.
Commissioner____________________________ 2
You have another unique item, a commission—ask
a non-player to come up with a magical tool they’d
find useful at work. Replace it (repeat the commission
process) whenever you come to a city.
Increase Craft by 2 or any skill by 1.
Electrostatics____________________________ 4
You narrate your successes and failures with Arcana.
Each player comes up with a NPC wizard in your
cohort, writing their name, draft spell, and two flaws.
Their goals will parallel (and often impede) yours.
Interdisciplinary__________________________ 5
Briefly rewrite a spell from another game system and
add it to your book as a draft.
Obfuscation_____________________________ 6
Write an incomplete, overly-complicated, or otherwise
faulty spell into your book as a draft. It always fails but
impresses NPC wizards, and you narrate the failure.
Polymath_______________________________ 7
Mark a skill. If you’d roll it, you can roll Arcana instead.
Wonk_________________________________ 8
You can cast a spell as you attack: on hit, deal minimum
damage and the spell hits the target. On a miss or crit,
the spell doesn’t count against your spells-per-day.
159
Master
PhD
Roll eight random spells from the Spells Appendix (pg
162) plus eight within your major. Add six of these to
your spellbook. You can cast twenty spells per day.
You can spend any tag to create relevant magic.
Alma Mater_____________________________ 1
Every wizard tower has a magic school. (Magic schools
in major cities congeal into magical universities.)
Keep a record of named magic schools—when you
record one, invent its uniform, and write a flaw shared
by alumni of that school. Record your alma mater and
gain its flaw as a bonus tag.
Whenever you meet a wizard, you can choose their
alma mater from your record or invent them a new one.
Apprentices_____________________________ 2
You have two apprentices, camp NPCs. You can describe
a magical R&D project to the GM—they’ll tell you how
long it’ll take your apprentices to finish it (off-screen).
You can have two more active spells with 🞇.
Formalism______________________________ 3
You can cast your spells with your book closed.
As an action you can cast two spells at once.
Your Arcana rolls crit on a natural 14 or higher.
Osteophagy_____________________________ 5
You have a messenger pigeon that can carry letters and
small items anywhere it’s ever been (at your command)
and always returns to you. You have a proxy worm
that can never be seriously harmed by magic—when
affected by magic it reacts cartoonishly, but you learn
the precise effect the magic would have on a humanoid.
Popularity______________________________ 6
Write a bonus tag relating to your academic reputation;
rewrite it if your reputation changes. Academic NPCs
recognize you for it. You can spend it twice per session.
Seniority_______________________________ 7
You’re old. Other wizards treat you with respect.
Add a spell of your choice to your spellbook. Choose
one of your spells to be your signature spell (your first
ten casts/day don’t count against your spells-per-day).
Tower_________________________________ 8
You run a tower, a hub for magical research, industry,
and education. Within it, successful Arcana rolls crit.
Name your tower, its location, and its specialty.
Whenever you come to a magical place, you learn
its rule (like movement attracts the undead here or fire
magic is doubled), or you can spend any tag to invent it.
161
Spells Appendix
Cantrips
Dash. 🞸________________________________ 1
Move four spaces (20'), ignoring rough terrain. You can
cast this as a minor action.
Frost. 🞸________________________________ 2
Your hands become colder than ice for two minutes.
Geas. 🞸________________________________ 3
Target a friendly extrovert and outline a simple quest.
Roll Persuasion against their Will—if you succeed,
they’ll attempt the quest unless it would take more than
a month or would kill them. They can attempt the save
again whenever someone questions their motivation.
Light. 🞸 🞇______________________________ 6
The first six items you touch each glow in hues of your
choice, casting light within 10 feet.
Mark. 🞸________________________________ 9
Target object bears your magical signature (visibly or
invisibly), or enemies prioritize attacking target willing
ally (until it’s obviously dangerous to do so).
Meditate. 🞸____________________________ 10
Heal 6 HP.
163
Mending. 🞸____________________________ 11
Repair a small break/tear.
Message. 🞸____________________________ 12
Beam a message from your fingertips. Creatures you’re
pointing at (within 500 feet) understand the message.
Prestidigitation. 🞸________________________ 13
Create a small sensory effect (like a chirp, the smell of
smoke) or change the status of a small object (light a
candle, change the color of a pen) within 15 feet.
Redeem. 🞸_____________________________ 14
Lose 5 silver, then conjure a copy of a mundane item
you’ve held before. It must be worth 5 silver or less
(about the price of a meal).
Rouge. 🞸______________________________ 15
Name a verb, then create a kinda-convincing illusion
of yourself in your space doing that. The illusion pops
when anything touches it (or after a minute).
Salt. 🞸________________________________ 16
Slowly conjure fine, coarse, or flaky salt (max 10 lb).
Sleep. 🞸_______________________________ 17
Lose 5 silver. Target creature makes a Will save or falls
asleep. You can target adjacent creatures (doubling the
price each time), but it fails if anyone passes the save.
Spark. 🞸______________________________ 19
Generate a small spark within 20 feet. It stings a bit
and can ignite highly-flammable stuff (like oil, dry hay,
coal dust).
Abjuration
165
Carmine. (a red beetle)____________________ 24
Wild animals don’t bother you until dawn.
167
Conjuration
Clay. 🞇 (a brick)_________________________ 42
Slowly summon up to ten gallons of red clay. The first
three times you cast this during a rest don’t count
against your spells-per-day.
169
Metalworker. 🞇 (ten bones)_________________ 54
Target hammer has the name Metalworker and the
keyword Breach STR. One wielder can spend a single-
use tag named Smithing and Metallurgy.
Spider. 🞸 (a spider)_______________________ 58
Conjure a spider in your hand. It understands you and
will do as you ask.
Spool. (a spoon)_________________________60
For one hour, a pale string un-spools itself from this
page of your spellbook as it moves.
171
Heartscry. 🞇 (a padded box)_________________ 67
Everyone within 40 feet of your target as you cast this
can hear the target’s heartbeat (and which direction
it’s coming from), no matter how far away.
173
Enchantment
175
Precious Find. 🞇 (a short list of your priorities)____ 94
Target item you’re hiding on your person gains an aura
that makes it seem like a great treasure.
177
Fireball. ⯈ (a Squid’s membership card)________ 108
Lose 5 silver. Fire a glowing mote toward target space.
When the mote reaches that space or hits something it
explodes into a 20’ sphere of fire, which rolls another
5 feet before unraveling. If you don’t have 5 silver, the
mote explodes into a sphere on your space.
179
High Arcana
181
Isminder’s Lace. (a box of worms)____________ 132
Demons, spirits, warlocks, and conjuration spells are
shoved out of a target area and can’t enter.
Illusion
183
Eyebind. (a crushed fly)___________________ 146
Target a creature and an object, the creature must look
at the object, Will save ends.
185
Scarecrow. (a diseased liver and lung)_________ 157
Target human-shaped object exudes malice and seems
like it might be alive for a month.
Necromancy
187
Flense. 🞇 (a dagger made of frozen lard)_______ 168
When you roll damage, you can deal that much damage
to yourself to reroll it.
189
Transmutation
191
Telekinesis. 🞇 (a contract from Squid’s)________ 197
You can manipulate objects in range as though you
were touching them.
Horn Cantrips
Horn Abjuration
Horn Conjuration
195
Carrel. (homework)______________________ 222
Conjure a desk until you fold it up into your spellbook
with a thought. Books and writing materials on the
desk are folded up too, persisting between casts.
Horn Divination
197
Glass. (a hawk)_________________________ 234
Target willing creature becomes your peer. When you
look at a circle, you can use magic to project onto the
circle an image of whatever your peer is seeing.
199
Restraining Order. (four melted screws)________ 248
Your target speaks a name—until dawn, the named
party must roll a Fortitude save whenever they’d move
toward the target or stop, unless they’re more than 100
feet away.
Horn Evocation
201
Horn High Arcana
Horn Illusion
203
Lodge. 🞇 (a log from your family hearth)_______ 274
Target shelter seems inviting, comfy, and safe until it’s
obviously not.
205
Styptic. (crab shell)______________________ 288
Target creature heals 6 HP. Until dawn, they take an
injury whenever they take 6 or more damage.
Horn Transmutation
207
Saints Appendix
209
Cigue of Arcade. (boundaries, the poor, quick fixes)_ 4
You know the following cantrip:
Mending. Repair a small break/tear.
Big. Target weapon doubles in size and weight
and it can’t be targeted by spells for one minute.
(It has Heavy, Breach 3, and +3 damage.)
Jury. Give target object a flaw you name, but it
can’t be a name you’ve used before. Any clever
effort to take advantage of the flaw succeeds.
The Case of the Heartsick Saint Cigue. ◐ Until
they’ve healed 6 HP this way, target creature
heals 1 HP whenever they eat a bug.
“If it ain’t broke, don’t fix it.”
211
Good Saint Consus. (fairness, duty, jobs well done)_ 12
Players can spend relevant tags on ally’s rolls if they
explain how they’re helping.
Sustain. Target creature can’t fall unconscious
this scene and ignores other saint spells today.
Epilogue. If target PC spends next rest in
reflection and thanksgiving, they heal 4d4 HP.
The Regrets of Good Saint Consus. ◐ Each
PC gains 1 THP at the start of each round this
fight. THP is lost before HP. At the end of the
fight, everyone heals 1 HP for each THP they
have, then all THP expires.
“Allow delight, even if it makes you uncomfortable.”
213
Saint Geneviève. (peace, herbivores, the gentle)___ 10
Enemies never get surprise rounds.
Gloom. Target creature breathing smoke heals
8 HP or an injury, then falls asleep.
Haven. Mark two spaces. No one in a marked
space can damage another in a marked space.
The Souls of Saint Geneviève. ◐ Heal all your
HP, then lose 1 HP each turn until your HP is 0.
Each PC can cast this once per level.
“A rising tide lifts all boats.”
215
Saint Isminder I. (drugs, geometry, delicate things)_ 11
You can roll Appraise or Medicine instead of Insight.
Confidence. Cast indoors. Anything someone
learns in the room can’t be shared with anyone
else by any means. Anyone unwilling to share
in the secret leaves the room immediately.
Hollow. Nullify all magic created by target
creature in target space.
Isminder’s Journals. ◐ Target PC heals INT HP.
“Even a worm will turn.”
217
Saint June. (letters, tradition, equal opportunity)__ 20
You and your allies can breathe underwater.
Myopia. Target creature can’t see beyond five
feet until they don or doff spectacles, Will save
ends. You can’t cast this on them again today.
Slug. Mark 2 spaces until the end of the scene.
Anyone who starts their turn on a marked
space can only use one action that turn.
The Ways and Means of Saint June. ◐ Target
creature heals 3 HP. During their next turn,
they heal 1 HP whenever they enter a space
until they change direction.
“The race is not always to the swift.”
219
Saint Montrevel. (puzzles, contests, trial by fire)___ 24
Enemies take 1 damage when their attacks miss vs Will.
Retractions. Target adjacent creature heals 2
HP on each of their turns this scene. This spell
ends immediately if you can’t see the target,
even momentarily (from blinking). They can’t
be targeted by this again today.
Shame. Each of target creature’s allies chooses:
either take 1d4 damage or deal it to the target.
the Montrevellion. The next enemy that targets
target creature with a spell or attack fails unless
they accept an extra cost or complication.
“Liars are not believed even when they speak truth.”
221
Saint Pepita. (warlocks, contracts, small business)_ 28
When you roll Intimidation without threat of violence,
roll with +5.
Contract. ◐ Target a contract written in plain
language that’s been voluntarily signed by at
least two people. Your saint enforces any stated
penalties for violation of the contract’s terms
until the end of the month.
Speed Read. You understand target document
as though you’d read it.
The Descent of Saint Pepita. ◐ Target creature
gains 10 THP, plus 10 THP the next time you
touch them. THP is lost before HP and expires
at the end of the scene.
“Everyone has their price.”
223
Red Sun. (druids, sunrises, old ways)___________ 32
You add +5 to sight-based Perception rolls in daylight.
Shadow. Target creature loses their bonuses/
penalties to Fortitude, Reflex, and Will (from
armor, magic, etc.) until they’re well-lit.
Flame. Target object starts on fire.
Red Sun. ◐ Target creature heals 1 HP. They
skip the next injury they’d take this scene.
“Pearls are worthless in the desert.”
225
SDaint Susanna. (rest, scars, healing)__________ 36
PCs can always find a way out of captivity in one scene.
Escape. Target creature rolls morale (a Will
save vs 14) or they try to surrender or flee. If
they succeed twice this can’t target them again.
Curiosity. Target creature has a fly speed of 4
next round.
The Fugue of Saint Susanna. ◐ The next time
target creature succeeds on a defense roll they
heal HP equal to the damage they’d have taken
if they failed.
“Haste makes waste.”
227
Animal Companions Appendix
229
Fish. 9 HP, 0 speed.
Aquatic, with gills and fins. Strong swimmer.
Swims at speed 6. +5 Reflex.
231
Type Appendix
233