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Heartbreaker RPG

Heartbreaker is a d20 fantasy tabletop RPG designed by Dominic Hoeppner, focusing on high-trust gameplay and shared narrative authority. It offers a variety of character options and emphasizes emotional storytelling, problem-solving, and exploration of fantasy archetypes. The game includes detailed rules for character creation, skills, and gameplay mechanics, allowing for a unique and immersive RPG experience.

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Katsu Maeda
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0% found this document useful (0 votes)
63 views238 pages

Heartbreaker RPG

Heartbreaker is a d20 fantasy tabletop RPG designed by Dominic Hoeppner, focusing on high-trust gameplay and shared narrative authority. It offers a variety of character options and emphasizes emotional storytelling, problem-solving, and exploration of fantasy archetypes. The game includes detailed rules for character creation, skills, and gameplay mechanics, allowing for a unique and immersive RPG experience.

Uploaded by

Katsu Maeda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HEARTBREAKER

a tabletop RPG by Dom Hoeppner


Heartbreaker
Heartbreaker is a d20 fantasy role-playing game with
hundreds of asymmetric character options. It’s for
high-trust/high-impact play and emphasizes shared
narrative authority, fiction-first problem solving,
mechanized stakes, sincere emotion, and exploration
of fantasy RPG archetypes.

Written & designed by Dominic Hoeppner. First Edition


(2025). This work is licensed for personal use and play.
For licensing or publication inquiries, contact
dominic.hoeppner@gmail.com 💔
for Hal

Cover Art: Georges Rochegrosse, The Knight of the


Flowers (detail), 1894. Public domain.
Interior Art: page 1: Albert Bierstadt, Sunrise on the
Matterhorn, undated. Public domain.
page 17 (Artificer): Jean Siméon Chardin, Soap Bubbles
(detail), 1733. Public domain.
page 31 (Barbarian): Walter Crane, The Swan Maidens,
1894. Public domain.
page 59 (Commander): James Tissot, Triumph of the
Will: The Challenge (detail), 1877. Public domain.
page 77 (Druid): Carl Spitzweg, Angelnder Mönch
(detail), 1869. Public domain.
page 89 (Mystic): René-Antoine Houasse, Apollo
pursuing Daphne (detail), 1677. Public domain.
page 99 (Hero): Johann Peter Krafft, Judith with the
Head of Holofernes (detail), 1851. Public domain.
page 109 (Paladin): Antonio de Pereda, San Guillermo
de Aquitania (detail), 1672. Public domain.
page 137 (Sorcerer): Mary L. Macomber. Night and Her
Daughter Sleep (detail), 1902. Public domain.
page 155 (Wizard): Lilla Cabot Perry, Reading (detail),
undated. Public domain.
Table of Contents

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

You narrate your character’s actions in first-person, like


“I eat the egg.” But if the action’s risky or dramatic,
the GM can have you roll a skill + a stat + a d20.
If the result is high enough (as determined by the
GM), you succeed. If it’s a natural 20, you crit—you
succeed plus you do something cool. If it’s a natural 1,
you crit-fail—you fail and something awful happens.

Stats

⭢ Roll 2d4 minus 4 for each stat (in any order)—


Strength • Force, physical power, and inertia.
Dexterity • Coordination, quickness, precision.
Constitution • Health, grit, resilience under stress.
Intelligence • Memory, calculation, factual recall.
Wisdom • Senses, intuition, pattern recognition.
Charisma • Presence, personality, and influence.
⭢ If your total stats add up to less than 5, bump one stat
to +4. If they add up to 11 or more, drop one stat to -4.

Skills

⭢ Choose two skills. You start with a +3 bonus in each.


To roll a skill, roll a d20, add your bonus to that
skill, and add one of its default stats (of your choice).

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

Tags are short, evocative phrases that describe your


past, status, outlook, or unique talents. You can spend
each tag once per session to reroll a relevant roll.
For example, you could spend—
I Did The Math to reroll a roll to gamble, stick
to a plan, calculate blast radius, or stay logical.
Masons’ Union Rep to assess stonework, rally
a group, or speak with blue-collar credibility.
Kill The Buddha to confront authority, reject
an illusion, embody a paradox, or be irreverent.
Skincare Girlie to identify a substance, protect
your skin, notice stress, or project confidence.
Thick Neck to intimidate with your presence,
no-sell a strike/choke, or seem like a meathead.
Flaws are like tags but you don’t spend them—the GM
uses your flaws to tempt, distract, and needle you.
If you’ve got an idea for a tag/flaw but it feels
thin, consider the experience that shaped it—instead
of Good Swimmer, consider Dated A Mermaid. Instead
of Complicated Past, consider Warlock’s Ex-Fiancee.
⭢ Leave your tags and flaws blank for now. Write one
tag or flaw each session until you have two of each.
During those sessions you may write tags/flaws
on the fly as a reaction to some emergent failure—for
example, if you fail a roll to resist panic, you can write
Fever Ward Nurse then spend it to reroll the failure.

4 Core Rules
Defenses & Saves

You’ve got three more skills: defenses. When something


tries to hurt you, roll one of these:
STR/CON • Fortitude, tanking a hit.
DEX/WIS • Reflex, dodging a hit.
INT/CHA • Will, resisting mental/magical attack.
If you’d succeed with Reflex, you dodge—move 1 space
out of the way of the hit. If you can’t, you fail instead.
A save is a defense roll to resist a persistent danger
(like poison, fire, confusion). Saves succeed on a 16+.

Encumbrance

Encumbrance is tracked in stone—one stone is ◆—and


is less a measure of an object’s sheer weight than it is a
measure of how annoying that object is to carry.
You can carry up to 2 + STR stone (minimum ◆◆). ⭠
Weapons and armor that you’re wearing don’t count.
Everything else goes in your pack and counts against
your limit. Searching your pack takes an action.
You can wear three 0-stone items on your belt.
Grabbing something from a belt takes a minor action.
Some example encumbrances—
0-stone: Food, torches, daggers, potions, hand
tools, and other small handy items.
◆: Most weapons, ropes, bundles, delicate tools.
◆◆: Greatswords, people, imbalanced loads.

5
Weapons

⭢ Pick a weapon. Each is noted here with its encumbrance,


damage die, and its keywords or other bonuses.
Club ◆ d6 Breach 1
Crossbow ◆ d6 Range 5
Dagger d4 Thrown
Greataxe ◆◆ d10 Heavy, Reach
Greathammer ◆◆ d10 Heavy, Breach 3
Greatsword ◆◆ d12 Heavy
Halberd ◆ d8 Heavy, Reach
Handaxe ◆ d6 Versatile, Thrown
Javelin ◆ d6 Reach, Thrown
Longbow ◆ 2d4 Range 8
Longsword ◆ d8 Versatile, +1 Reflex
Mace ◆ d6 Breach 2
Rapier ◆ 2d4 +1 Reflex
Shield ◆ 1 +1 Fortitude
Shortsword ◆ d6 Versatile
Spear ◆ 2d4 Heavy, Reach
Staff ◆ d6 Versatile, Reach
Torch d4 causes fire
Unarmed d4
Whip d6 Reach, can Grab
Whenever you succeed with an attack, roll the weapon’s
damage die and add the stat you added to the attack
roll (usually STR or DEX)—it deals that much damage.
When an attack crits, it deals double damage.

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

Describe your starting armor/outfit and come up with ⭠


the defense bonuses and penalties it grants, which
must total +3 (set each defense from -2 to +4).
You can’t benefit from two armors/outfits at once.
Some example starting armor/outfits—
Fort. Ref. Will
Basic Leather. +1 +1 +1
Eveningwear. +0 +0 +3
Silk Brocade. +1 +3 -1
Academicals. +2 -2 +3
Leather Scale. +3 -2 +2 ◆
Halfplate. +4 -2 +1 ◆◆

7
Travel Pack

⭢ Choose six starting items from the following list. You


also have a pack, bedroll, rations, and 3d10 silver.
banner fan rope (50’)
beer hammer sewing kit
bleach honey smoking pipe
bucket incense spices
candles instrument sweet hat
candy journal teapot
cards lantern ten foot pole
cigarettes liquor umbrella
cooking pot makeup weed
dice mirror whetstone
dye pen & paper wig
eyeglasses perfume wine

Unique Item

⭢ Come up with a unique item—a tool no one else has,


something you couldn’t just buy at a store (like a refilling
flare gun, a telescoping ladder, an indestructible
taxidermied cat, command-word mousetraps, stickers
that make objects 50lb lighter, a unicorn).
A great unique item is strange, personal, useful,
and flexible. It shouldn’t replace a skill roll nor grant
a numerical bonus, but should reward clever use and
make problem-solving fun (moreso than just optimal).

8 Core Rules
Race

Pick a race and come up with your character’s name. ⭠


Your race doesn’t affect your rolls.
Dwarves are stout, healthy, hierarchical, and precise.
Example dwarf names—
Cassia Milkweed, Frank Seasalt, Hal Greengate,
Helen Blackmast, Hiram Homebody, Leopold
Rosebeard, Papa Gullfist, Wilhelmina Wellmet.
Elves are tall, highly-curated, competitive, and utopian.
Example elf names—
Cendre Lazare, Fain Fallstar, Heron Demarche,
Ione Horn, Lior Mathilde, Ninon Horn, Robin
Reveille, Rosny Mazarine, Taranis Arterian.
Goblins are green, candid, generous, and un-squeamish.
Example goblin names—
Baby, Beth, Big Babs, Crick, Dog Pete, Egg,
Goblin Tammy, Gum, Hoss, Little Brain, Mom,
Narnar, Nudie, Picky, Prune, Tack, Viv, Wash.
Humans are folksy, restless, mortal, and hard-working.
Example human names—
Bell Darcy, Can Carson, Clary Coronade, Dally
Anthem, Early Mercer, Ed Mason, Eula Root,
Goose Green, Jim Coy, Jolly Diaz, June Pocket.
These are the primary races of the Wreath, the game’s
default setting, and this list isn’t exhaustive. You (or
your GM) can modify these races, invent your own, or
swap them out entirely to fit your game’s setting.

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

When a fight starts, the GM chooses who goes first.


Then each player takes a turn, passing to the left—
that’s one round (about five seconds, within the fiction).
On your turn you can take one action, one minor
action, move, and talk. Actions take time and intent:
attack, roll a skill, use magic, search a bag,
ready an action, take another minor action,
move again, or say more than six words.
Minor actions are quicker and/or incidental, you
can take a minor action while doing something else:
open a book, sit, grab something from a belt.
On your turn you can move spaces equal to your
speed. One space is five feet. Entering rough terrain
(like thick mud, steep slopes, or panicked crowds) costs
two spaces. Spaces occupied by allies are rough terrain
and you can’t end your turn there. Swimming, crawling,
or climbing into a space also costs two spaces.
⭢ Your speed is 4 (four spaces, about 20’ per turn).
You can talk on your turn, saying up to six words,
then another player can reply with up to six words.
This should sound like normal speech.
To ready an action, describe a trigger (something
observable that might happen) and a response (one
action). When you observe the trigger before your next
turn, you can immediately respond as described (no
action cost, once per round).

12 Core Rules
HP, Injury, and Death

Your max HP is 15 + your CON + twice your level. ⭠


When you rest for the night, you heal 6 HP.
You have 3 injury slots. When you take 8+ damage ⭠
at once, or drop to 0 HP, or drop below -10 HP, record
a relevant injury in an empty slot. If you can’t, you
die. Injuries don’t heal from rest, they always require
some treatment. Record injuries in your third slot as
potentially-lethal (like gut wound or magic rot).
Enemies (except bosses) die if their HP drops to 0.

Miscellaneous Rules

To add an NPC to the party, note their name and race


or species, then pick two skills that they roll with a +3.
When the party finds a useful document, the GM
states its title, then one designated reader can ask the
GM three questions that the text could answer.
Anyone can cast 3 cantrips/day (if they know any).

Advancement

When you beat a boss (or similar), you level up to a max


of level 10, increasing your HP by 2. Then choose—gain
a black feature from your class or subclass, or increase
two skills by 2, or increase a stat by 1.
Your GM may offer alternate advancement options.

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.

Fast & Loose____________________________ 3


You have two more unique items—each is single-use.
Add them to your toolbox. You have the following item:
Immovable Rod. ◆ Twist to fix in place (minor
action). While fixed, resists forces up to 4 tons.

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

You have built a gun. Anyone who takes it from you


is cursed. Your gun’s damage dice explode. Choose one:
Belly Gun. d4+3
Range 4. This is never found if you’re searched.
Hits are crits against surprised enemies.
Brace of Pistols. d6
Range 6. When you fire a pistol, you can fire a
pistol in another hand as a minor action.
Grenade Launcher. 3d4 ◆
Range 4. Shells explode on impact, adjacent
targets choose: take 1d4 damage or become
deafened. Holds 3 shells, reload as an action.
Long Nose Revolver. d12
Range 6. Holds 6 rounds, reload as an action.
Increase its crit range by 1 per empty chamber.

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

Condition: at the beach at dawn


Component: a deer’s jaw, painted with lampblack
Instructions: whisper a warning into each tooth
Effect: a target receives the warning as a dream

Condition: you’re bleeding and facing east


Component: three altos, paper inscribed with a sin
Instructions: altos sing a canon, you eat the paper
Effect: the sin leaves you and becomes an object

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 Solitary Reaper________________________ 6


Enemies prioritize attacking you (within reason).
You can spend inspiration to heal 6 HP.

The Tyger______________________________ 7
Write a bonus tag named for a real-world song.
Add Heavy Attack to Performance rolls.
Increase your speed by 2.

The White Doe___________________________ 8


You have three starting weapons. Rewrite them (as
needed) such that one has Range 5, one is Heavy, one
is silent, and one is loud.
Name an ally as your ward. NPCs attacking or
insulting your ward can trigger your favored emotion.

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.

Tried and True___________________________ 8


Each PC chooses three of the following perks:
I. If you’d be hit while holding a shield, you can
destroy the shield to reduce the damage to 0.
II. Enemies within the reach of your Reach
weapon provoke OAs as though adjacent to you.
III. Roll twice (keep the highest) when you
attack a target adjacent to two PCs.
IV. You can subtract any number from a Heavy
Attack roll (before rolling) to increase the
damage roll by that number.
V. Add an NPC to the party. They work for you.
VI. When you ready an action, it resolves before
the trigger (instead of afterward).
VII. When you miss with Ranged Attack, you
can spend any tag to roll it again against a
different target in the line of fire.
VIII. You have a good horse and a sweet hat.
IX. If you bring snacks for the table, you start
the session with inspiration (max 1). You can
spend inspiration to reroll anything.

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.

For the Team____________________________ 2


You can spend any tag to name some reward or treasure,
then roll Streetwise to find a plot hook leading to it.
Whenever a PC rolls a skill, one other PC can spend
a relevant tag to add +4 to the result.

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.

Logs On The Fire__________________________ 5


If a PC would roll to lift, drag, grab, or throw a willing
or unconscious ally, forgo the roll—they crit.
During a commanded turn, the commanded PC can
spend any tag to move ten feet and take a minor action.

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.

All the Marbles___________________________ 1


You have the following items:
Bag of Holding. ◆ Holds 100 stashed items (as
the cantrip Sleeve), but it can’t teleport.
Boots of Speed. You get +1 speed, another +1 in
a fight, and another +1 on a skateboard).
Thieves’ Tools. You crit disarming traps/picking
locks. Once/day you can use this retroactively.

From Soup to Nuts________________________ 2


You can use another tabletop RPG system to make a
backup (as in 100%). Work with the GM to make it fit.
Increase Grab by 2 or any skill by 1.

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.

Lock, Stock, and Barrel_____________________ 4


Your Fortitude saves succeed on 11 or better.
When you drink a liquid you know what it does.
You can spend any tag on any roll in a tavern.

Ride or Die______________________________ 5
Once per scene when another PC fails a roll, you can
roll the same thing—you succeed or fail together.

The Whole Nine Yards______________________ 6


Once per round when it’s not your turn you can attack
an adjacent enemy as they move away from you, roll
Athletics, or move two spaces.
Increase Athletics by 2 or any other skill by 1.

Through and Through______________________ 7


Once per fight you can roll Performance during another
action—if you succeed, you crit the original action.
When you arrive at a new city, each player invents
an NPC that provides a service at that city’s Union hall.

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).

Mentor & Villain__________________________ 3


Name and write a Concept-tag for your NPC mentor
(who insists on your growth) and villain (whose success
impairs you). The GM shapes the story with them.
When you direct, the GM closes the session with a
scene of the villain advancing their ambitions.

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

the Grand Vow of Equanimity


Your Athletics is +6 (and can’t go higher).
You can describe an impossible feat of Athletics
and roll to attempt it. If it requires superhuman speed
or strength, gain one sin (max 6). If it’s illogical or
breaks the laws of nature, gain three sins. The GM sets
the difficulty (from 12 to 24), then you roll Athletics.
Each sin gives -1 Athletics.
Difficulty examples—
normal Athletics:
12 • hop a fence
16 • do a flip
20 • escape cuffs
24 • walk a tightrope
for one sin:
12 • catch an arrow
16 • throw a bull
20 • run on water
24 • crush an anvil
for three sins:
12 • grab a ghost
16 • climb smoke
20 • punch a word
24 • crawl into dreams

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.

the Vow of Breath_________________________ 1


Mark a skill—when you’d roll it, you can roll Athletics
instead if you describe how you’re using your body.
Whenever you hit an enemy you can move five feet.
You can hold your breath for fifteen minutes.

the Vow of Control________________________ 2


When you deal at least 6 damage, you can reduce it to
0 and disable one of a target’s limbs, Will save ends. If
they’d fail this save, they can choose to succeed instead
and get scared (they can’t use Fortitude).

the Vow of Edification______________________ 3


You can gain a sin to ignore fall damage, turn a defense
success into a crit, or perfectly copy another character’s
last physical action (of about five seconds).
Add an NPC to the party, your student.

the Vow of Meditation______________________ 4


If you take no damage in a fight, you lose one sin.
You can see every monk’s HP (and they see yours).
You know the following cantrip:
Meditate. Heal 6 HP.

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.

the Vow of Pilgrimage______________________ 6


You can gain a sin to state a fact about a ritual, school,
tradition, or old building.
At the midpoint of a fight against multiple enemies,
you can lose 6 sins to have the GM add a strong enemy.
Increase Will by 2 or any skill by 1.

the Vow of Prayer_________________________ 7


Once per rest you can pray for a named NPC that’s far
away. If they’re still alive, you know it and lose 1 sin.
Whenever you’d lose a sin, you can instead gain
inspiration (max 1). You can spend inspiration to reroll
anything, make a melee attack, or roll Athletics.

the Vow of Purity_________________________ 8


You have no name but a descriptive title (like the Little
Lady, Green Slime Man), changed on your birthday.
NPCs never have preconceptions about you.
You can gain a sin to add a d6 to any roll.

98 Monk
99
Disciple

the Noble Joy of Labor


If you’d roll Fortitude or Grab, you can roll Athletics
instead if you narrate how you’re using your body.
When you spend a scene in drudgery/doing tedious,
unrewarding work, you lose 1 sin.
Hard-working NPCs don’t lie to you.

the Joy of Challenge_______________________ 1


You finish tedious, difficult, and/or un-stimulating
work (stuff without a roll) in half the time.
If you’d add CON or WIS to something, you can add
the other stat instead.
Increase Craft by 2 or any skill by 1.

the Joy of Continuity_______________________ 2


Your melee attacks have Reach. Once per round when
an enemy within your reach moves away or uses an
action other than a melee attack you can opportunity
attack it (hereafter OA, a melee attack). You can roll
Athletics as an OA.

the Joy of Encumbrance_____________________ 3


You can push, pull, or carry burdens as easily as a mule
could. You can use (catch, throw, retrieve from a bag,
administer, etc.) your items except weapons and armor
without rolling or using actions—narrate what you do.

100 Disciple | Monk


the Joy of Expiation_______________________ 4
You don’t have a unique item. You can’t own more than
five items. (Count your outfit as one, each coin as one.)
Increase your maximum sins to 12. Every two sins
gives -1 Athletics (instead of every sin).

the Joy of Monotony_______________________ 5


You have only one tag. Rewrite it to be specific to very
narrow, non-adventuresome work. If you could spend
that tag on a roll, don’t roll—narrate what happens.
The first time you’d die, you don’t.

the Joy of Normalcy_______________________ 6


Your body can’t be magically transformed. Magic can’t
make you feel tired, scared, or angry.
When you replace a Fortitude roll with Athletics,
you can gain one sin to crit. Whenever you succeed with
Fortitude, you can move the attacker five feet.

the Joy of Strain__________________________ 7


When you see a PC fail a roll with STR or CON, you
can gain one sin to reroll it yourself with Athletics if
you describe how you’re using your body to intervene.

the Joy of Worry__________________________ 8


If an ally would die, you can spend any tag to narrate
the scene—you sacrifice yourself for their survival.
While an ally has 6 HP or less, you can gain one sin
to immediately take an action.

101
Prince

the Princely Art of Good Sportsmanship


If you’d roll Sleight of Hand or Reflex, you can roll
Athletics instead if you narrate using your body.
When you spend a scene at play/failing gracefully,
you lose 1 sin. Your unarmed attacks deal 1d6+1 damage.
When you’d gain a black feature, you can choose a
black feature an ally has.

the Art of Being Alive______________________ 1


NPCs assume you’re competent, fun, and beloved.
Once per scene when you show respect to a defeated
or outplayed NPC, they become a friendly rival—they’ll
recur at least once trying to earn your approval.
When you spend a scene eating well, flirting well,
or trying to break a record you lose 1 sin.

the Art of Being Known_____________________ 2


You can gain three sins to lower the stakes of the scene.
Once per session when you roll 16 or better with
Streetwise, the NPC you find has heard a sweet story
about you. You gain a relevant single-use tag.

the Art of Golden Light_____________________ 3


Once per session when you do something joyful, gentle,
or absurd (and you’re not angry), you can lose 1 sin and
an ally can end any conditions (scared, tired, etc.).

102 Prince | Monk


the Art of Happy Memory___________________4
Once per scene when you’d gain one sin you can instead
reminisce, describing a time you attempted a relevant
joyful, ordinary challenge (like climbing rope in gym).

the Art of Laughing Loudly___________________ 5


All magic is loud, all spells create visible projectiles.
Once per round you can catch and throw a projectile
that misses you/passes adjacent (as if you’d fired it).

the Art of Loose Limbs_____________________ 6


When you use a minor action to take a breath or drink
water, reduce the next time you deal or take damage to
5, then move yourself/the target/the attacker five feet.

the Art of Loving Gently____________________ 7


You get +2 speed. When you move more than 20' in a
turn, an adjacent ally can move ten feet, take a minor
action, or gain a single-use tag named for you. If you
hit an enemy after moving more than 20' in a turn,
they make a Fortitude save or you push them 3 spaces.

the Art of Quiet Confidence__________________ 8


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.
While you have inspiration you can attack during
an Athletics roll (or vice-versa).

103
Wretch

the Wretched Virtue of Humility


If you’d roll Endurance or Will, you can roll Athletics
instead if you narrate how you’re using your body.
When you spend a scene in agony, lose 1 sin. You
can take 1 damage to teleport 20’ as a minor action.

the Virtue of Death________________________ 1


You can melee attack targets up to 20’ away. When
you’d hit something out of your reach, teleport adjacent
to it and take 1 damage.
When you rest completely motionless, lose 1 sin.

the Virtue of Error_________________________ 2


You can gain 1 sin to assert a failed roll—reroll until
you succeed, taking 3 damage each time.

the Virtue of Grief_________________________ 3


When someone is purified, forgiven, born, rejects an
extra cost, or chooses to fail, you gain grief (max 3).
While you have grief you consciously control your
heartbeat, digestion, blood pressure, body temperature,
and your perception of nausea, pain, and time. You
reduce incoming damage by 1, 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.
If you’d lose a sin, lose grief instead.

104 Wretch | Monk


the Virtue of Impermanence__________________ 4
When you personally kill a named NPC, gain a single-
use tag named for their title, role, or central motivation.
You can spend this tag to use an ability of theirs.

the Virtue of Mortification___________________ 5


At camp you can gain an injury to remove one of your
bones—it can serve as a single-use substitute for any
key or component (or similar) of similar size or shape.
You have six injury slots.

the Virtue of Neglect_______________________ 6


Magical senses/targeting rules see you as a dead worm.
You can gain 1 sin to become untargetable until
your next turn, or to force a target to make a Will save
or become disgusted (can’t ready, search, use magic).

the Virtue of Self-Denial____________________ 7


Once per fight when an enemy humiliates you, knocks
you prone, or disarms you, you can immediately take an
action. If that action fails, you lose 1 sin.
You can gain 1 sin to roll a save against anything.

the Virtue of Vanishing_____________________ 8


While you’re not at full HP, NPCs pay little attention to
you and non-adjacent enemies deprioritize you.
Once when you deal damage to any target you can
smite it, destroying it entirely. Then you lose this class
and your voice is very quiet for 1d4 scenes, then you die.

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 wheel upon wheels


PCs can comfortably breathe smoke and can see clearly
through it. While breathing smoke, you can teleport to
an empty space within the smoke as a minor action.
You have a stock of incense, oil, candles, and holy
water, and can easily resupply in any religious building.

a basket of summer fruit____________________ 1


You know the following cantrips:
Turn Undead. Each undead that can see you
must choose—take 6 damage or become scared
(can’t defend with Fortitude).
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.
You can expend your smite as you cast this—all
within the circle categorically obey your oath.

a bottle in the smoke_______________________ 2


Your oath includes a sacrament—behavior that sets you
apart from normal folk and makes your life difficult.
The first time each day you’d expend your smite
while breathing smoke, the smite isn’t expended.
At any time in a fight you can expend your smite to
take an extra turn (immediately after the current turn).

110 Censer | Paladin


a brother to dragons_______________________ 3
You aren’t hurt by fire and can’t die by drowning.
When consequences come to bear, you can always
transfer the responsibility to a willing party member.
Authorities respectfully recognize this transfer.

a lion from the forest_______________________ 4


You roll twice (keep the highest) to attack or identify a
monster, corpse, spirit, or religious artifact.
The first time each day you'd expend your smite
while breathing smoke, the smite isn’t expended.

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

Condition: after defeating an enemy


Component: honey, sacramental oil
Instructions: anoint the enemy, feed them
Effect: they swear an oath of fealty to you

Condition: during a party in a holy place


Component: someone’s brain, heart, and hands
Instructions: cremate the remains
Effect: resurrect the person for 108 minutes

112 Censer | Paladin


Knight

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.

Knight | Paladin 113


Accountability___________________________ 1
Authorities (except ranking knights) treat you like an
equal by default, sharing their authority where possible.
You have another edict—when someone comes to
you in need, you must try to help them.

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.

114 Knight | Paladin


Gauntlet_______________________________ 5
When you formally challenge an honorable warrior to a
fight, they publicly lose honor if they decline.
When you publicly admonish someone dishonorable,
NPCs treat them like a villain.

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 City of Brass__________________________ 2


You can’t lie. Whenever someone lies, betrays a belief,
breaks a promise, or chooses to fail/rejects an extra
cost/complication they gain a moral injury (max 1).
If no PC has a moral injury, you can spend any tag
to kneel: while kneeling, reduce incoming damage to 1.

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.

116 Poet | Paladin


the Gift of the Sea_________________________ 4
When you smite someone, you can have them surrender
(instead of destroying them). Surrendered enemies do
not lie or equivocate.
At the end of a fight where nobody was killed or
captured, each combatant heals 6 HP.

the Gods of the Copybook Headings____________ 5


You have royal authority to officiate a trial (or similar).
Your rules and punishments are backed by the Queen.
Increase Heavy Attack by 2 or any skill by 1.

the Sons of the Sons_______________________ 6


You can’t crit, crit-fail, or get tired. When you fail with
STR, DEX, or CON you can spend any tag to make a
Will save—if you succeed, reroll the failed roll.
You can choose to act last on the first round of a
fight—your first roll on your turn gets +4.

the Threshold____________________________ 7
While standing in silence you can’t fail a save.

the Voice of the Gods______________________ 8


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 you succeed with Fortitude against an enemy,
you can spend any tag to make them roll morale.
Your enemies roll morale even after two successes.

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.

120 Ghost | Ranger


Scout__________________________________ 5
You have a scout animal (see the Animal Companions
Appendix, pg 228). It follows complex commands, you
always know its location, and NPCs ignore it by default.

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).

122 Hound | Ranger


Favored Enemy___________________________ 4
Name a species, creature type, or NPC faction (tigers,
undead, witches). If you’d succeed a roll to harm, track,
or trick one, you crit; if you’d fail, you can succeed
instead if you accept an extra cost or complication.

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.

124 Owl | Ranger


Nottingham_____________________________ 5
When you’d roll Ranged Attack against an object,
don’t roll—just narrate what happens. This can’t deal
damage to an enemy.

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).

128 Magician | Rogue


Squid’s_________________________________ 5
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.

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.

130 Snake | Rogue


Don___________________________________ 4
You run a criminal (or secretly-criminal) organization.
Name it and rewrite a tag to make it business-relevant.
You have ten NPC employees who may help you
or request your help. Write tags for three employees.
Write a bonus tag named Getting Out Of Trouble.

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.

Case The Joint___________________________ 2


When you roll to learn something about a place, if you
succeed you can case it—ask the GM three questions
about its layout, defenses, or means of egress.

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.

132 Thief | Rogue


Instruments_____________________________ 5
You have the following items:
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.
Masterwork Thieves’ Tools. You crit rolls to
climb, counterfeit, disarm, or unlock something.
Once per day you can use this retroactively.

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.

138 Canary | Sorcerer


Parlando_______________________________ 4
When you roll a word, you can spend 1 HP to swap it for
an adjacent word on your table (up/down/left/right).
When you die, play out a scene with the GM where
you negotiate the terms of your resurrection with an
incomprehensible power.

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.

140 Curiosity | Sorcerer


Ghosting_______________________________ 3
You have a concept-familiar, a noun with no form (like
thousand, jealousy, noun). Others see it as a strange
animal. You can spend any tag to have it intervene in a
scene, and you roll Husbandry on it with +4.

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.

142 Stray | Sorcerer


Discovery_______________________________ 5
Erase rows 2 through 10. Whenever you roll a blank,
come up with a four-letter word that suits the specific
situation and record it in that slot. When you level up,
erase a row of your choice between 2 and 10.

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

The Invisible Hand


Your patron is a corporation, a genie-by-writ that
serves the aggregate will of its shareholders. Come up
with its name and industry. It owns your debt.
You have a daemon, a courier spirit. It carries
documents and can travel anywhere in a day.
The party doesn’t keep track of money. You each
have another skill—Resources—that you use to acquire
stuff. Your Resources starts at +6.

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.

146 Broker | Warlock


Externality______________________________ 4
When the GM introduces a business or other economic
institution, you can add a detail to its structure and
gain a single-use tag relating to your connection to 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.

148 Magistrate | Warlock


Prima Facie_____________________________ 4
Roll three d20s as your eyes and keep them on your
sheet. Whenever you roll a d20, you can swap the result
with your oldest eye.

Res Ipsa Loquitur_________________________ 5


You can spend any tag to have a PC roll Luck instead
of whatever they were going to roll, or to force an NPC
to rely on luck instead of skill for an action. If they’d
succeed, they crit. If they’d fail, they crit-fail.

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.

150 Reveler | Warlock


Fourth Position___________________________ 4
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 you make an NPC bleed or reduce them to
10 HP or less, they’re scared. You can easily track and
identify scared NPCs by scent.
Increase Reflex by 2 or any skill 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).

156 Undergrad | Wizard


Cram__________________________________ 3
Whenever you visit a library or search a wizard’s stuff,
you always find a single-use scroll of a random spell.
You can take black features from Magician (Rogue).

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.

158 Graduate | Wizard


Diagnostics______________________________ 3
When you spend a rest reading and writing, you become
tired (you can’t crit and can’t reroll anything). Until
your next rest, if you’d reroll something you succeed
instead, accepting some extra cost or complication.
Increase Medicine 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.

160 Master | Wizard


Melancholy_____________________________ 4
Choose a stat—you can use it and INT interchangeably.

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

Spells can target something you can see within 40 feet


(unless otherwise specified). Spells deal damage, force
saves, and/or cause injuries at the GM's discretion.
Spells with ⯈ require a Ranged Attack roll to hit.
Spells with 🞸 can be cast with your book closed.
Spells with 🞇 continue until you fail a Concentration
save (triggered by taking damage), drop it by choice,
cast another 🞇 spell, or rest.
You can use magic 3 times/day to cast a cantrip, if
you know one. (If you’re a wizard, your first 3 cantrips
each day don’t count against your spells-per-day.)

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.

162 Spells Appendix


Howl. 🞸 🞇______________________________ 4
You can speak and understand the language of dogs.
You can howl one ten-word message to all canines that
can hear you (within five miles).

Lay on Hands. 🞸__________________________ 5


A target you’re touching heals 1d6 HP.

Light. 🞸 🞇______________________________ 6
The first six items you touch each glow in hues of your
choice, casting light within 10 feet.

Mage Hand. 🞸 🞇__________________________ 7


Push/hover target object. This crude telekinesis can’t
finely manipulate the object, nor move any part of it
faster than about 2 miles per hour (15’ per round).

Magic Circle. 🞸___________________________ 8


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 it.

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.

164 Spells Appendix


Sleeve. 🞸______________________________ 18
Stash an item you’re holding or retrieve a stashed item.
Stashed stuff has weight but doesn’t take up space. A
thorough search finds your stash.

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).

Turn Undead. 🞸_________________________ 20


Each undead that can see you must choose—take 6
damage or become scared (can’t defend with Fortitude).

Abjuration

Apple Ward. 🞇 (an apple containing a worm)_____ 21


The next time someone uses magic within range, an
apple falls on their head.

Arcane Precaution. (a cup of steam)___________ 22


Target creature can’t get sick for a month. The next
time today they’d add CON to something, they add 7
instead.

Bounce. 🞸 (a gold tooth)___________________ 23


Reduce incoming damage by a multiple of 5 (to no less
than 1), get thrown that many feet.

165
Carmine. (a red beetle)____________________ 24
Wild animals don’t bother you until dawn.

Counterattack. 🞸 (a plain white shirt)__________ 25


Judo throw a melee-attacking enemy.

Endure Elements. 🞇 (a blessed piece of linen)_____ 26


Target creature isn’t harmed by extreme temperatures.

Greed. 🞇 (a magical item)__________________ 27


Anyone that sees you sees coins glow painfully bright.

Hold Portal. 🞇 (a painkiller and cup of water)_____ 28


Target door won’t open.

Hunter’s Ward. (a lead bullet)________________ 29


Target a space and name a species—when a creature of
that species is close to that space, you know it.

Leaden. ⯈🞇 (right arm of a suit of armor)_______ 30


Target feels heavy and slow, like it’s made of lead.

Molasses. 🞇 (a cup of molasses)______________ 31


Create a translucent orange 15-foot cube. Creatures
and projectiles within the cube can move no faster than
5 feet per round.

Peripety. 🞇 (a gallon of food scraps)___________ 32


Target creature can reroll Reflex rolls, when they
succeed against a projectile they can catch it.

166 Spells Appendix


Phase. 🞇 (a ghost)________________________ 33
Your body is semi-ethereal, you can move through
anything that can move.

Protection from Name. 🞇 (a sketch)___________ 34


Name someone—the named creature can’t come close
to you.

Royal Brew. (fermented beans)_______________ 35


Target brown liquid becomes a lesser health potion
(drinking heals 4 HP, expires tomorrow).

Silent Ward. 🞇 (spittle)____________________ 36


Anyone in target room takes 1 damage whenever
they’re louder than a cough.

Smokescreen. 🞇 (a red hot coal)______________ 37


Opaque white smoke pours from target space.

Stale. 🞇 (five gallons of exhaled air)___________ 38


Target seven connected spaces. They become still (air
stops moving). Projectiles passing through these spaces
treat them as zero distance for range calculation.

Undead Ward. 🞇 (marble from a fountain)_______ 39


Undead who touch your warm blood are destroyed.

Ward of Cleanliness. (a whetstone)____________ 40


Target creature or object is clean and is immune to dirt,
grime, rust, scuffs, and scratches until dawn.

167
Conjuration

Black Lou. (a barnacle)____________________ 41


A sailor spirit named Black Lou possesses a willing
target for a few hours or until Lou decides to leave. It is
an expert in rope, string, knots, navigation, swimming,
and management/identification of ships at sea.

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.

Conjure Donkey. 🞇 (a rag)__________________ 43


Conjure a live donkey in an adjacent space.

Conjure Duck. (a duck’s feather)______________ 44


Conjure a live duck in your hand.

Conjure Milk. (a clean, warm bucket)__________ 45


Target container fills with a gallon of raw cow’s milk
(with cream). A pint of good milk heals 1 HP once/day.

Dichter. (a doll previously possessed by Dichter)___ 46


A teacher spirit named Dichter animates target doll for
a few hours or until Dichter decides to leave. The spirit
lives to educate children, and it leaves if it discovers it’s
not being used for that purpose. It can move, hear,and
speak but not see. It’s as smart as a well-read adult.

168 Spells Appendix


Dream. 🞇 (drugs)________________________ 47
You dream, as though asleep. You lose any emotional
conditions (tired, scared, etc.).

Eye. 🞇 (an eye)__________________________ 48


Conjure a floating eye. You can direct the eye and you
see what it sees.

Grease. ⯈ (drawn butter)___________________ 49


Target object and its adjacent spaces become covered
in clear, slippery oil. It’s flammable but non-nutritious.

Greater Rouge. (a soap bubble)_______________ 50


Name a verb, then create a kinda-convincing illusion
of target creature in your space doing that. The illusion
pops when anything touches it (or after ten minutes).

Greater Sleeve. 🞸 (a bag of minor holding)_______ 51


Stash an item you’re holding or retrieve a stashed item.
Your stash is weightless, invisible, and doesn’t take up
space. This doesn’t count against your spells-per-day.

Hut. (ten copper coins, painted red)___________ 52


Conjure a small straw hut with a leafy roof in an
unoccupied space within range.

Law. 🞇 (seven veils)______________________ 53


Conjure a black tentacle attached to you. It’s ten feet
long and as thick as your arm. You use it like a limb.

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.

Nutshell. 🞇 (doll furniture)__________________ 55


Conjure a 1:12-scale diorama of a place you’ve seen.

Photograph. (an explosive powder)____________ 56


Conjure a small, detailed painting of your field of view.

Sparring Spirit. (a fish)____________________ 57


Nearby inanimate objects form together into humanoid
shape, which becomes possessed by a laconic spirit for
about an hour. The spirit loves to spar.

Spider. 🞸 (a spider)_______________________ 58
Conjure a spider in your hand. It understands you and
will do as you ask.

Spirit of Leaves. (a stone knife)_______________ 59


Loose leaves in range (or other loose ground cover) form
together and become possessed by a spirit of leaves for
about an hour. The spirit’s form and disposition are
determined by the local ecosystem and its health.

Spool. (a spoon)_________________________60
For one hour, a pale string un-spools itself from this
page of your spellbook as it moves.

170 Spells Appendix


Divination

Alligator’s Crown. 🞇 (an Alligator King’s tooth)___ 61


Reptiles and small birds are friendly by default and
trust you implicitly. You can touch a willing reptile or
small bird to see what it sees until you touch another.

Appeal to St. Geneviève. 🞇 (a scallion)__________ 62


Name a course of action and bury a piece of food—over
two hours, a plant will sprout from the food, serving as
an omen foretelling the course of action.

Borrow. 🞇 (an organ)______________________ 63


Target a non-hostile creature with the same type of
organ as your component. You also feel all the sensory
input that the target gets from that organ.

Comprehend Passage. (a mother’s tongue)_______ 64


You’re no longer confused by one puzzling phrase
you’re focused on.

Find Traps. (a ten-foot pole)_________________ 65


Drop a string on the ground—the ends of the strings
point at the two nearest trap triggers within 50 feet
if present, otherwise the string forms a heart shape.

Forensic Investigation. (a glass sphere)_________ 66


Target corpse lurches to point toward a clue about the
circumstances of its death.

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.

Kickflip Cho’s Tattling Tipsters. (a litter)________ 68


Conjure three berries of different types. Give each a
ten-word quest, which it will attempt to carry out and
then return. Berries can see and can roll. Anyone who
eats a berry learns everything that it has seen.

Know Craving. (a cold, floral cocktail)__________ 69


You know exactly what simple comfort or refreshment
would really satisfy a target.

Locate Item. (a Squid’s gift card)______________ 70


Name an item you own and place some number of silver
coins in your book’s index—an arrow of green ink in
your spellbook points toward that item (like a compass)
for 10 minutes per coin. The coins are destroyed, their
value is transferred to the component.

Louisiana’s Graces. 🞇 (a tassel)______________ 71


Whenever someone looks directly at target object or
circle, you learn their name.

Mag’s Trace. (a vampire’s breath)_____________ 72


You learn one genetic marker that a target would pass
to its children.

172 Spells Appendix


Measure. (used funeral clothes)_______________ 73
Target an object or area—you can learn one measurable
fact about it (ask the GM a question).

Meteorologica. (a drop of rain)_______________ 74


Roll Luck—if you don’t crit-fail, you learn tomorrow’s
weather exactly.

Preet’s Golden Arrow. ⯈🞇 (one gold coin)_______ 75


Projectiles targeting your target always find their
mark, dodging obstacles.

Read Book. ⯈🞇 (eyeglasses)_________________ 76


You know the text of target open book.

Scry. 🞇 (a diviner’s license)_________________ 77


Speak a name—you can see and hear the named party
as though 10 feet away.

Speak With Object. 🞇 (a painted stone)_________ 78


Target object can speak.

Spymaster’s Doll. (a fingernail)_______________ 79


Name a creature and target a doll—any damage done
to the creature is duplicated on the doll.

Status. (a birthday gift)____________________ 80


You learn the location and physical/mental wellbeing
of every party member.

173
Enchantment

Alcomendra’s Hideous Laughter. 🞇 (hair follicles)__ 81


A target is extremely, distractingly funny to look at.
Wizards that see the target take 1 damage each round.

Allay. (a smiling self-portrait you made)________ 82


Your target makes a Will save or becomes gullible, Will
save ends.

Calm Emotions. (a spoon of sugar and salt)______ 83


Until dawn, when target object is dissolved in water it
creates a calming mist.

Cask. (a strip of iron)_____________________ 84


Until dawn, interacting with target object gradually
causes drunkenness.

Confidence. 🞇 (a red bandana)_______________ 85


Target creature becomes extremely self-confident. You
may grant them +5 or -5 to Luck rolls.

Curtains. (a crushed rat, drenched in coffee)_____ 86


Target creature appears dead to all investigations until
they choose to move.

Dance. (boiling blood)_____________________ 87


Throw an object—all creatures near its landing point
make a Will save or slide 15 feet in a random direction.

174 Spells Appendix


Goosebeard’s Logic. 🞸 (sand and ash)__________ 88
Target enemy gains some profound insight if you know
their name.

Gossip. (a rusty nail, bent into a circle)_________ 89


Outline a rumor—target creature you can see (but who
has never seen you) begins to seriously wonder whether
the rumor could be true.

Isminder’s Charm. (yellow poison)_____________90


Target willing creature (or any creature with a blue
finger) forgets the last 5 seconds and won’t remember
the next few minutes unless hurt or scared. Then they
can make a Will save to get a five-word summary of the
duration’s events.

Jog. (a chair leg)_________________________ 91


Target injured creature’s memory improves dramatically
for a moment. The next time today they’d add INT to
something, they add 7 instead.

Look Good. 🞇 (an ancestor’s brooch)___________ 92


Increase Comeliness by 5. When you flirt with an NPC,
you know immediately whether they’re drawn to you.

Oury’s Ace. (a big meal of eggs and beans)_______ 93


Target a creature or weapon. The target exudes an
aura of extreme battle competence, the target seems
powerful and combat-tested.

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.

Raccoon Eyes. (a raccoon’s eyes)______________ 95


Until dawn, target creature looking at you loses the
ability to see color.

Squid’s Heroism. (a mage’s staff)_____________ 96


You and a target that thinks you’re a friend each get a
1d8 hero die. Yours is always secret (except to you and
the GM). Whenever they roll a d20, they can have you
both roll your hero dice, adding theirs to the d20 roll
but subtracting yours. You can spend 1 silver at any
time to rotate your hero die to any result.

Root’s Nose. 🞇 (fluff from a toy)______________ 97


Your sense of smell is as good as a bloodhound’s.

Trumpet. 🞇 (a hollow brass cone)_____________ 98


Your target’s sense of hearing is extremely sensitive.

Wizard’s Endorsement. 🞸 (a wand)____________ 99


Propose a surprising or unconventional solution to a
visible problem that a target has (or a problem they’re
describing)—your idea seems extremely clever to them.

Zone of Truth. (a leaf caught before it landed)___ 100


Creatures can’t lie within a target small room.

176 Spells Appendix


Evocation

Acid Arrow. ⯈ (a deflated football)___________ 101


Your spellbook fires an arrow of gluey, caustic acid at
the target.

Bellows. (a clay pot)_____________________ 102


A gentle gust blows onto target space until dawn,
stoking any fire therein.

Bobbin. ⯈ (a vial of poison)________________ 103


Your spellbook fires an ethereal pin at the target,
which can pin the target to whatever’s behind it.

Chimney. (a metal object you’ve eaten)________ 104


Choking black smoke full of embers pours from target
space for one minute.

Color Spray. 🞸 (a drop of dye)______________ 105


Your spellbook fires a short, violent, disorienting blast
of magical paint, matching the color you’re wearing.

Curdle. (wine vinegar)____________________ 106


Your target’s stomach turns.

Drag. ⯈ (a thorn)_______________________ 107


Your spellbook fires a red ribbon at target creature.
If it makes contact, they are pulled adjacent to your
spellbook.

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.

Fist. 🞸 (a teardrop)______________________ 109


You slide to punch a nearby target (making an unarmed
melee attack). The punch has Breach STR and creates
a concussive blast cone behind the target.

Kickflip Cho’s Inconspicuous Floater. (a board)___ 110


Target fruit or vegetable hovers 8’ high, until it’s
touched it painfully shocks creatures that come near.

Lightning Bolt. ⯈ (fur and amber)_____________ 111


Fire a lightning bolt 100 feet in a direction.

Mag’s Chain. ⯈ (an artificer’s chain)___________112


Your spellbook fires a 20’ iron chain at a target. It can
stick to your spellbook and/or whatever it strikes.

Magic Missile. 🞸 (a dean’s signature)__________113


Target creature takes 4 damage.

Meteor. (a freshly-baked pie)_______________ 114


Target a space. At the end of your next turn, a pink
rubber eraser falls from the sky into that space.

178 Spells Appendix


Old Pale. 🞇 (a brandy bottle’s cork)___________ 115
When nearby creatures would take fire damage, they
can either increase the damage by 4 or prevent the
damage and become drunk (all failures crit-fail unless
they accept an extra cost or complication).

Preet’s Dream. (a stone longsword)___________ 116


Target weapons gain the keyword Range 4 until dawn.
When anyone rolls Ranged Attack to throw one of
these, they can use STR instead of DEX, and can pull
the weapon back to their hand with a minor action.

Ray of Frost. ⯈ (an old book)________________117


Fire a thin, powerful stream of icy mist at a target.

Sauce. ⯈ (hot sauce)_____________________ 118


The target is covered in hot sauce.

Sweetstarch. 🞇 (a handful of wheat germ)______ 119


A flammable, sweet-tasting powder slowly fills the air,
starting in target space.

Zero. (a dragonfly)______________________ 120


Target a space—a tiny spectral bird appears adjacent
to you and points itself toward the target space. At the
start of each of your turns, it moves forward— the first
time it moves it moves 1 space, then 2, then 4 and so
on. When it hits an obstacle it explodes in a huge ball
of hot air, confetti, and birdsong.

179
High Arcana

A+ Counterspell. (a valedictorian’s graduation cap)_121


You can’t cast this spell. When you open your book
to this page, name a major/school of magic. Once per
round when you see someone casting a spell from that
school of magic you can counter it as a reaction.

Alcomendra’s Sink. 🞇 (an erotic novel)________ 122


Target willing adjacent creature can’t use magic and is
immune to magic.

Aspirin Joan’s Abstraction. (an earring)_______ 123


The next time you cast a spell, the spell is instead
stored in a colorful ball of sugar and wax about the size
of an egg. Whenever the ball shatters, the spell is cast.
Each ball lasts for about a day.

Bugbender. (corn mash)___________________ 124


Until dawn, anyone who learns something about your
target via warrantless divination magic takes damage.

Cheat Component. (none)_________________ 125


Create an ethereal, single-use version of target written
spell’s component.

Cho’s Fuckin Hype Anti-Spell. (a blank scroll)___ 126


Name a spell and a target—until you cast this again,
the target can’t be affected by the named spell.

180 Spells Appendix


Conduit. (an orphan’s wooden sword)_________ 127
The next time you cast a spell, the point of origin for
the magic is target object or willing creature. If the
target is any part of a deer carcass, this spell can be
cast as a minor action with your book closed without
counting against your spells-per-day.

Detect Magic. (a last crumb)________________ 128


You learn which spells are affecting a target, or the
name of each magical effect you can see.

Disguise Spell. (a child’s drawing)____________ 129


Name a spell—until you name something else,
whenever you cast a spell, it appears (under magical
scrutiny) to be the named spell.

Fae Sovereignty. (a stolen name)_____________ 130


Your next three spells are captured by sprites. They
share your morality and always share your space.
Each sprite can cast its spell once before fading away.
Otherwise each sprite leaves when bored (after a few
days). You can only have six sprites, if a seventh shows
up, the oldest sprite leaves. If a given spell is captured
again, it’s captured by the same sprite as last time.

Fool’s Proof. (a plagiarized essay graded A+)_____131


Until dawn, whenever your spells would fail, miss, fade,
go awry, or get countered, they instead target three
valid targets chosen randomly.

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.

Lustratio. (an expensive book)______________ 133


Adjacent Transmutation, Illusion, and Enchantment
spells end immediately.

Magic Lance. 🞇 (a mirror)_________________ 134


When you roll Ranged Attack with a spell you also
target everything between you and your target.

Oury’s Flurry. 🞇 (a pointy wizard hat)_________ 135


All magic is loud, all spells create visible projectiles.
Once per round you can melee attack a projectile as it
passes adjacent to you, if you hit you can redirect it.

Preet’s Suspension. 🞇 (a valuable coin)________ 136


You can see the trajectory of spells and can use magic
at any time to pause or unpause a spell’s trajectory. It
continues along its original path when it unpauses or
when this spell ends. You can only have 3 spells paused
at a time.

Rupprecht’s Harmony. 🞇 (a hungry beetle)______ 137


Negate all Necromancy in the space directly in front
of you.

182 Spells Appendix


Showtime. 🞇 (an object struck by lightning)_____ 138
Your spells are extremely flashy, all lights and sounds.

Spellbeard’s Tome. (dust from your study)______ 139


You cover yourself and your spellbook in fine dust.
While dusty, you and your book are immune to external
High Arcana spells.

Thereseda’s Semipermanency. 🞸 (mold)________ 140


One target magical effect that’s being created becomes
a Concentration spell (with 🞇).

Illusion

Ants. 🞇 (a solid iron hammer)______________ 141


Create hundreds of illusory ants.

Barrel of Monkeys. (a steel spiral)____________ 142


Create a wooden barrel that’s totally convincing unless
you’re drunk.

Burlesque. (a clean, light undergarment)_______ 143


Target short story is play-acted by illusory fog-actors.

Canine Appetite. 🞇 (rancid tallow)___________ 144


Nearby food looks and smells delicious or repulsive.

Dark Chamber. 🞇 (a sealed opaque box)_______ 145


Project target dreamer’s dream onto a nearby surface.

183
Eyebind. (a crushed fly)___________________ 146
Target a creature and an object, the creature must look
at the object, Will save ends.

Fog’s Head. 🞇 (a respected opponent’s sword)___ 147


You and another target can both see clearly through
smoke and fog.

Funny Face. 🞇 (cold cream)________________ 148


Your face is very funny. When you roll Performance to
make someone laugh, you crit on a natural 7 or higher.

Glamour. (a mirror with a joke inscribed)_______ 149


Target a willing creature that loves you. They get an
illusory body for a month. If it’s their first time being
glamoured, they pick what their illusory body looks like
(though it must be roughly the same shape and size as
their real body). Spiders can see through the illusion.

Hallucinatory Terrain. 🞇 (a stone and a leaf)____ 150


All the natural terrain within 20 feet looks, sounds,
and smells like some other form of natural terrain.
Artificial stuff isn’t hidden or changed in appearance.

Illusory Loop. 🞇 (a barrel of hot sand)_________ 151


For 20 seconds, all your movements are recorded. Then,
a realistic decoy of you starts repeating the recorded
movements, starting in the space where you cast this.
The decoy phases through stuff, like a ghost.

184 Spells Appendix


Isminder’s Aphasia. (a flattened brain)________ 152
Target can’t parse words, it’s just sounds/strings of
letters, Will save ends.

Lulie’s. (gold leaf)_______________________ 153


Target picture frame turns red for four hours. When
you look at a creature through it, as a minor action
you can learn its species, learn its alignment, learn its
damage immunities, learn its current HP, send it a ten
word message (and allow it to send ten words back), or
roll Animal Handling on it with +4.

Magic Mouth. (a chip of one of your teeth)______ 154


Target object that nobody’s using starts recording
audio for one minute. At the end of the minute, say a
one-word password. The next time the object hears the
password, it plays back the full recording.

Nod. 🞸 (a blind horse’s hoof)_______________ 155


You can’t cast this spell normally—as an action you can
roll Comeliness against a target’s Will. If you win, you
cast this spell. Direct a target’s attention however you
like for 30 seconds, Will save ends.

Pressure Points. 🞇 (twenty pins)_____________ 156


Creatures that see you use magic think that they see
you performing some mundane physical stunt that
could produce that effect.

185
Scarecrow. (a diseased liver and lung)_________ 157
Target human-shaped object exudes malice and seems
like it might be alive for a month.

Seems Fake. 🞇 (a red bean)________________ 158


Target object appears to be a counterfeit to all mundane
and magical analysis.

Tax Return. 🞇 (a tax form)_________________ 159


Target object is unbearably boring; NPCs aren’t even
curious about it.

Wizard’s Entrance. (a hated professor’s tie)_____ 160


Target an empty space you’ve previously inhabited. It
fills with a flashy magical effect you describe. After ten
seconds, you teleport into that space.

Necromancy

Animate Dead. (an eyeball bitten in half)_______ 161


Up to four adjacent corpses rise, doing only and exactly
as you say. You can’t control more than twelve undead
at once. Your soul is stained.

Barbarism. (a barbarian’s last breath)_________ 162


Say a name and target a creature—the target makes a
Will save or becomes angry at the named creature, but
they can’t fall unconscious while angry.

186 Spells Appendix


Bless Water. (silver from a saint)____________ 163
Target quantity of water becomes holy water. Holy
water is purified and clean, drinking it cleanses the
soul. Holy water burns on contact with undead. When
any amount of holy water is used, the rest of the water
returns to normal.

Boneset. (tar)__________________________ 164


Target an injury—the next time it would heal even a
little bit, it fully heals.

Cure/Inflict Rash. (a stack of papers)_________ 165


Target creature gains or loses an annoying, itchy, or
painful skin rash (max 1).

Detect Blood. 🞇 (a black lamp or lantern)______ 166


You can sense the residual warmth of anything that’s
touched fresh blood since the last rainfall. When you
see the blood of someone whose name you know, you
know it’s theirs.

Disputatus. (a large, expensive rug)___________ 167


A target makes a Fortitude or Will save or your
spellbook snaps shut with your body and their soul
inside it, and this spell’s component is destroyed. Your
soul possesses their body but not their memories. The
spell ends when you open your book. If your host body
would die or move out of range of your spellbook, the
spell goes awry somehow.

187
Flense. 🞇 (a dagger made of frozen lard)_______ 168
When you roll damage, you can deal that much damage
to yourself to reroll it.

Fly Dan’s Favorite Trick. (a bad person’s ear)____ 169


Target unwitting creature that’s lower level than you
and that’s paying close attention to you instantly dies
in a manner of your choosing.

Leatherbound. (a cat or a dog)______________ 170


Target creature is bound as long as one of you can see
the other. If they die while bound they make a Will save
or rise as an undead to follow your commands.

Louisiana’s Pabulum. (an apricot)_____________171


Target willing creature’s physical age changes to about
25, then they become immune to this spell for 1d20
years.

Neutralize. 🞇 (a cleric’s hand)______________ 172


Target creature can’t heal.

Pessary. (burnt gum)_____________________ 173


Target creature’s body stalls for one day. They don’t get
hungry, thirsty, or tired, nor heal naturally, metabolize,
age, or experience natural bodily changes.

Profusely. 🞇 (a scab)_____________________ 175


Target creature’s blood can’t clot.

188 Spells Appendix


Rehearsal. (a dead poet’s hat)_______________ 176
Target creature makes a Will save or chooses—take 6
damage or let you control their movement next turn.

Scouring. (your mother’s bones)_____________ 174


Target unconscious creature makes a Fortitude save
or burns to death and becomes a blackened skeleton,
which rises to follow your commands. You can’t control
more than twelve undead at once.

Skeleton. (a skeleton)____________________ 177


Conjure a skeleton in an adjacent space. It mechanically
follows your commands until dawn. You can’t control
more than twelve undead at once.

Spooky Skull. 🞇 (corn)____________________ 178


Place a document in a skull—the skull rises to obey
your commands, gains the ability to speak, and learns
everything written in the document. You can’t control
more than twelve undead at once.

Stink Sphere. 🞇 (a ball of spun sugar)_________ 179


A twenty-foot sphere of green gas expands from target
space, the gas smells awful and quickly withers plants.

Wretch. (a brain)_______________________ 180


Target undead must choose—take 3d10 damage or
allow you to control it during its next turn. You can’t
control more than twelve undead at once.

189
Transmutation

Adhesive. (a container with no air inside)_______ 181


Two touching surfaces stick together as though glued.

Batter. (batter)_________________________ 182


Target feels thick and gloppy, like it’s full of batter.

Blink. 🞇 (a detention slip)_________________ 183


You can teleport 15 feet in a direction as a minor action,
preserving elevation and momentum.

Compound Eyes. 🞇 (a compound eye)_________ 184


Target grows two eyes that can see impressive detail
and focus individually.

Deafen. (baking soda and vinegar)____________ 185


Creatures close to you can’t hear anything.

Enlarge Person. (an 800+ calorie foodstuff)_____ 186


Target creature (and their gear) roughly quadruples in
volume. Enlarged gear shrinks if they drop it.

Feather Fall. 🞇 (a feather)_________________ 187


Target can’t be moved faster than 2mph (15’/round).

Fly Dan’s Old Ancient Mana. (a sunflower)______ 188


Target liquid in a container (of less than 3 gallons)
becomes highly-flammable and explosively volatile.

190 Spells Appendix


Gentle Repose. (two gold coins)_____________ 189
Target decay halts for a month.

Haste. (an object that emits light)____________ 190


Lift out your hand—until you lower it (or until dawn)
your speed is 8.

Incorporate. (a charter signed by Lord Rao)_____ 191


A business you own becomes a corporation, a sapient
spirit that serves the aggregate will of the shareholders.
You get 98 shares and the Queen gets 2.

Independence. (a camel’s spit)______________ 192


Target can control their wants and doesn’t feel cravings
until dawn.

Katabatic Condensification. 🞇 (cold smoke)_____ 193


Target object or willing creature quadruples in weight.

Money’s Worth. (fried chicken)______________ 194


Target doesn’t feel full until dawn. They can safely eat/
drink up to their body’s total volume.

Mustardseed’s Decortication. (fine salt)________ 195


Target dead animal’s skin is tanned/otherwise prepared
for use as leather/fur.

Stoneskin. 🞇 (diamond dust)________________ 196


Target’s skin becomes gray and as hard as stone.

191
Telekinesis. 🞇 (a contract from Squid’s)________ 197
You can manipulate objects in range as though you
were touching them.

Turn to Frog. (a gem you’ve kissed)___________ 198


A target makes a Will save or they (and their gear) turn
into a talking leaf frog for a day, Will save ends. They
can choose to fail these saves.

Verve. (burning silk)_____________________ 199


You can’t cast this spell. When it’s added to your book,
choose STR, DEX, CON, INT, WIS, or CHA—if you’d
add that stat to something, add Comeliness instead.

Waterbreathing. 🞇 (licorice)________________ 200


The party can breathe in water or in air.

Spellcasting rules reminder—


You can use magic 3 times a day to cast a cantrip.
If you’re a wizard, your first three cantrips each
day don’t count against your spells-per-day.
Spells can target something you can see within 40
feet, unless otherwise specified.
Spells with ⯈ require a Ranged Attack roll to hit.
Spells with 🞸 can be cast with your book closed.
Spells with 🞇 continue until you fail a Concentration
save (triggered by taking damage), drop it by choice,
cast another 🞇 spell, or rest.

192 Spells Appendix


Horn Appendix

Horn Cantrips

Bear’s Endurance. 🞸_____________________ 201


The next time today target creature would add CON to
something, they add 7 instead.

Bug/Bottle. 🞸__________________________ 202🞸


Create a glass bottle (and cork stopper) or summon a
clone of the last bug you ate.

Bull’s Strength. 🞸_______________________ 203


The next time today target creature would add STR to
something, they add 7 instead.

Canon. 🞸_____________________________ 204


Two willing, adjacent creatures hear your next thirty
words today from any distance.

Cat’s Grace. 🞸_________________________ 205


The next time today target creature would add DEX to
something, they add 7 instead.

Eagle’s Splendor. 🞸______________________ 206🞸


The next time today target creature would add CHA to
something, they add 7 instead.

Horn Appendix 193


Fox’s Cunning. 🞸_______________________ 207
The next time today target creature would add INT to
something, they add 7 instead.

Friends. 🞸____________________________ 208


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.

Names. 🞸_____________________________ 209


Touch a creature. You learn their name and they forget
your name and face.

Owl’s Wisdom. 🞸_______________________ 210


The next time today target creature would add WIS to
something, they add 7 instead.

Horn Abjuration

Alcomendra’s Null. 🞇 (thirty cherry stems)______211


You can catch and nullify magic as it passes by you.

Astor’s Rose. ⯈(a chewed-up thorny plant)_____ 212


Trip up a target.

Beacon. 🞸 (a paladin’s hand)_______________ 213


Create a beacon of light in the sky above. Only the
good-hearted can see it, they know it as a call for help.

194 Horn Appendix


Dan’s Courage. 🞇 (a staple crop)_____________ 214
Name a danger—get a big Fortitude bonus until you
blink/look away from it.

Joseph’s Drum. 🞇 (a murder weapon)_________ 215


At the start of each round, each player marks the space
where they intend to move. On their turn, they must try
to move to that space.

Mage Armor. 🞇 (a mosquito full of black ink)____ 216


If you’d roll Fortitude, forgo that roll—the result is 15.

Nondetection. 🞇 (a pinch of ceramic dust)______ 217


No one can use magic to learn about a target.

Repel Liquid. (mustard)___________________ 218


Target object or creature repels liquids until dawn.

Seven of Spades. 🞸 (a seven of spades)________ 219


Reduce target Will roll or damage roll by 7.

Snug. (boiling water)_____________________ 220


Target article of clothing shrinks by one size.

Horn Conjuration

Big Rock. (a rock)_______________________ 221


Conjure a rock on the ground in target space, it weighs
as much as you.

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.

Cleanroom. (a body part)__________________ 223


Create a room-sized AOE, creatures smaller than an
apple can’t enter it.

Dancer. 🞇 (a red-hot chain link)_____________ 224


Conjure a chaotic evil demon and bind it to you. While
bound, it will mostly do as you ask but will look for
opportunities to escape.

Drawn Sword. 🞸 (a crown)_________________ 225


You can reach into a non-gaseous object and pull out
a sword (without harming yourself or the object). The
sword is made of basically the same material as the
object, and dissipates at the end of the scene.

Duplicate. (a ten of diamonds)______________ 226


Conjure a copy of target mundane object (smaller than
a dog) in your hand. It dissipates at the end of the
scene.

Humfry’s Hearth. 🞇 (a standard-sized brick)____ 227


Conjure up to 1000 bricks in any arrangement, as long
as the structure is contiguous, stands on its own, and is
entirely within 50 feet of you.

196 Horn Appendix


Lucky Guess. 🞸 (a black ace)_______________ 228
Name a card—teleport that card from target deck or
pile of cards into your sleeve, pocket, or hand.

Rona’s Kettle. (a fig in a nest)______________ 229


You can only cast this after 5 PM. Conjure a featureless
black bird. It flies overhead until dawn, screeches if
a stranger comes within 50 feet of you, and dives to
attack any stranger that moves adjacent to you.

Sprite. 🞸 (pixie dust)_____________________ 230


You conjure a tiny water, fire, earth, or air elemental. It
can’t talk or hear you, but it likes you enough to show
you its favorite hiding spot.

Horn Divination

Black Bart’s Coronation. (blackened meat)______ 231


Target a recently-dead corpse. You learn when and how
it died.

Blanksight. 🞇 (a ball of cotton)______________ 232


Target willing creature can see in darkness (even
magical darkness) and their senses can’t be weakened
or modified.

Fly Dan’s Mind Fuck. (a large wooden bead)_____ 233


You can learn one fact that a target’s mother knows
about the target.

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.

Know Alignment. (a puzzle)________________ 235


You learn the alignment of a target (along the good-
neutral-evil and lawful-neutral-chaotic axes).

Locate Bird. (a knife and fork)______________ 236


Name a bird species—you learn the location and
condition of the nearest bird of that species.

Lull. 🞇 (something written by the Queen)_______ 237


Roll 2d20 and assign the results as X and Y—target
ally’s rolls crit on natural X and crit-fail on natural Y.

Portent. (a dream)_______________________ 238


Target dreamer dreams of tomorrow, experiencing a
surprisingly-accurate simulation of the next day (based
on information plausibly-available to them).

Rona’s Tea. 🞇 (a cup of tea with brandy)_______ 239


Drink tea with up to nine other people—when a drinker
speaks, the others can hear them at any distance.

Sommelier. (a rotten fruit)_________________ 240


You learn where and when a target beverage was made
and/or bottled, its market value, quality, and toxicity.

198 Horn Appendix


Horn Enchantment

Associate. (a black seed)__________________ 241


Target creature begins to associate a person you name
with a concept/object you name.

Compel Speech. (anything with fifty holes)_____ 242


Target creature makes a Will save or they must plainly
answer three questions about an object you name.

Compliments. (a luxury confectionery)_________ 243


Willing creatures within range feel full and content and
lose any emotional conditions (tired, scared, etc.).

Halevy’s Pepper. (whey)___________________ 244


Target willing or unwitting creature's next food or
drink is delicious, then they add +1 to rolls for an hour.

Hit It. 🞸 🞇 (foul-tasting mashed potatoes)______ 245


Roll Performance against the Will of everyone that can
hear you. Those that fail (or choose to fail) must dance,
sing, or play a musical instrument, Will save ends.

Joseph’s Iron. (butcher paper and twine)_______ 246


Learn target creature’s name.

Miscast Omen. (a dandelion necklace)_________ 247


Target creature becomes anxious (won’t use magic that
they didn’t learn in school), Will save ends.

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.

Uncle. 🞇 (the messy remnants of a prank)______ 249


Target weapon can’t inflict a fatal blow, dealing only
nonlethal damage.

Yarn. (a knot tied by a ranger)______________ 250


Until dawn, after an animal or monster plays with
target object for a minute, they wish to become your
friend.

Horn Evocation

Andirons. 🞇 (a paladin’s bones)_____________ 251


Create a pillar of flame in target unoccupied space.
While concentrating, you can use magic to create
another pillar, then a twenty-foot high wall of flame
joins the pillars.

Bias. (an apple from one of your students)______ 252


Target creature that can hear and understand you rolls
a Will save or takes damage equal to their CHA, tripled
if their alignment would be exactly opposite yours (like
if you’re “Lawful Good” and they’re “Chaotic Evil”).

200 Horn Appendix


Chomp. 🞇 (a rodent about to die)____________ 253
You can eat anything smaller than you, digesting it
safely in about an hour.

Cigue’s Revelation. 🞸 (a small personal symbol)__ 254


Your body explodes into hundreds of copies of this
spell’s component, then re-forms a few seconds later.

Disinfect. (a bucket of boiling lye water)_______ 255


All nearby surfaces are cleaned and disinfected.
Creatures with open wounds take acid damage.

Duchess. (a lazy dog’s collar)_______________ 256


Fabrics near a target space are clawed and shredded,
as though by a cat. The space becomes rough terrain.

Fly Dan’s Bell. 🞸 (a stolen fruit)_____________ 257


Target creature makes a Will save or loses their sight
for a few seconds.

Fox’s Knife. 🞇 (an ink pen)________________ 258


An invisible one-inch cutting tool (like a laser dagger)
extends from your right pointer finger.

Lovebird. ⯈ (your spouse’s hair)_____________ 259


Throw a target creature at an ally.

Nudge. (a bit of driftwood)_________________ 260


Target creature makes a Fortitude save or gets pushed
toward the nearest body of water bigger than a hot tub.

201
Horn High Arcana

Copy Protect. (some of a beached whale)_______ 261


Target some intellectual property you own. You always
know when and where anyone earns money from use
of the target property within ten miles.

Detect Greatness. (flop sweat)______________ 262


You know which skills (if any) a target would roll with
a +6 or better.

Heron’s Bookbinding. (a stone longsword)______ 263


Target book’s pages can’t turn for one minute.

Layman’s Terms. 🞇 (a pound of marble)_______ 264


Target creature understands everything you say.

Low’s Spellbook. (a teaspoon of hashish)_______ 265


For one minute you can cast spells with your book
closed and your spells can target anything you can see
and identify.

Lulja’s Improved Monomyth. 🞸 (a pipe)________ 266


The next time you cast a spell, you can target whatever
you want with it, ignoring the spell’s targeting
requirements.

Mercy. 🞇 (an organ you don’t have)___________ 267


Whenever you deal damage, increase the damage to 8.

202 Horn Appendix


Parish’s Animadversion. 🞇 (an arming sword)____ 268
Target creature loses its magical defenses. Anyone that
the target touches is also affected by this spell.

Peek. (a gift from Rona Horn)_______________ 269


You cast the spell that a target spellbook is open to.
You can use this to target a given spellbook only once.

Tractatus. 🞸 (hair from seven sources)_________ 270


Your spellbook snaps shut with you inside it. You’re
only semi-awake (about as aware of your surroundings
as a sleepy old dog) and the only thing you can do is
open your book and rematerialize.

Horn Illusion

Bardblind. 🞇 (the skin of your best fingers)_____ 271


Target can’t remember names.

Goosebeard’s Beetle. (something unseen)_______ 272


Speak a prompt (some simple, open-ended description
of information you don’t have). Any creature that hears
you say the word beetle hereafter instead hears their
personal answer to the prompt. For example, if the
prompt is your name and you say “What’s up, beetle?”
to Frederick, he hears “What’s up, Frederick?”

Joseph’s Canonization. 🞇 (black ash)_________ 273


Adjacent creatures can’t see anything but you.

203
Lodge. 🞇 (a log from your family hearth)_______ 274
Target shelter seems inviting, comfy, and safe until it’s
obviously not.

Magical Darkness. 🞇 (bloody glass)___________ 275


Target small room-sized area becomes dark, nothing
inside reflects any light.

Mellow. 🞇 (something heart-shaped)__________ 276


Target intoxicated creature is sober and gets +2 Will.

Play Dead Two. 🞇 (a gourd made flammable)____ 277


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 when you’re attacked.

Rights. (paper that’s cut you)_______________ 278


Target a book you wrote. Anyone who reads the book
without owning it takes 1d6 damage whenever they
read a page they’ve never read before. This spell ends
when you die.

Sightsphere. 🞇 (grapes)___________________ 279


You can change the appearance of spheres in range,
causing them to hover and cast light like a torch.

Wink. 🞇 (a blind horse’s tail)_______________ 280


Target creature loses their depth perception, Fortitude
save ends.

204 Horn Appendix


Horn Necromancy

Confession to Jean-Marie. 🞸 🞇 (a saint’s bone)__ 281


Anyone praying in range takes 1 damage at the start
of their turn. Whenever someone praying within range
sees a creature die, they heal 3 HP.

False Alignment. (a tooth, given freely)________ 282


Name an alignment—for one week, you exude an aura
of that alignment.

Gather Wounds. (molten gold)______________ 283


Touch a creature—transfer any of their wounds to you.

Humfry’s Euphemism. (a wrinkle)____________ 284


Target creature’s INT, WIS, or CHA becomes 5 for ten
seconds.

Nociception. 🞇 (a tooth with its root)_________ 285


Target creature feels awful pain, Will save ends.

Root’s Hush. 🞇 (your favorite novel)__________ 286


All creatures you can hear are silenced and can’t make
noise. You can use magic to force a silenced creature to
make a Will save or become scared.

Sleep Theft. (a purple bag)_________________ 287


You steal any benefit from rest that target dreaming
creature would gain.

205
Styptic. (crab shell)______________________ 288
Target creature heals 6 HP. Until dawn, they take an
injury whenever they take 6 or more damage.

The First Joke. (a goblin)__________________ 289


Target dead goblin comes back to life until dawn.

The Second Joke. (a goblin)________________ 290


Target goblin is dead until dawn.

Horn Transmutation

Caffeinate. (dry tea)_____________________ 291


Target creature gets a single-use tag and a single-use
flaw each named Highly-Caffeinated for two hours.

Digestion. (rotten milk)___________________ 292


Target can safely digest anything they eat until dawn.

Extend Prestidigitation. (a research thesis)______ 293


Target Prestidigitation cantrip (or the next one you
cast) becomes permanent.

Gram’s Appeal. 🞇 (a bobbin)_______________ 294


When an enemy ends its turn adjacent to you it rolls
morale (even after two successes), losing the will to
fight. You don’t lose Concentration on this spell by
taking damage or by falling unconscious.

206 Horn Appendix


Homogenize. 🞇 (an egg)__________________ 295
Target mixture becomes homogeneous throughout.
(This can’t directly hurt a creature.)

Juliet’s Crosscoat. 🞇 (five gallons of paint)_____ 296


Target can choose whether to be affected by gravity.

Long Odds. (a pint of fresh milk)_____________ 297


Target creature gets +1 on their next d20 roll—if they
succeed they crit, if they fail they crit-fail.

Many Hands. 🞇 (something with six legs)______ 298


Target grows two arms until they rest or they choose
to end the effect.

Mother Hen. 🞇 (a sincere “I love you”)________ 299


Target picks a number from one to six—they reduce
their defense rolls and increase their damage rolls by
that amount.

Seedling. (paper worth 1 gold)_______________ 300


Target a tree or a small, solid, mundane item. The tree
rapidly grows one month older, then stops growing for
a month. If targeting an item, it becomes a seed: when
buried it will grow into a tree that, upon bearing age,
produces fruit that are near-duplicates of the item.

207
Saints Appendix

Each saint is listed 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.
Spells with ◐ can be cast only once each day.

Saint Aster. (wind, streets, popular opinion)_______ 1


Once per session you can compel a short monologue
from any character. If a PC, they get inspiration (max
1) if they talk vulnerably about their feelings, past, or
outlook. PCs can spend inspiration to reroll anything.
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.
Rhythm. ◐ Force a vote or collective decision
about a simple issue you describe. Voters must
make a Will save or follow the vote’s result.
The Tale of Saint Aster. ◐ Attacking the target
next round heals the attacker for half the
damage they deal. (rounded up).
“Talk is cheap.”

208 Saints Appendix


Saint Bell. (actors, spectacle, motivation)_________ 2
The party is famous.
Wow. Redirect some vaguely-stated energy
(heat, sound, motion) from a target to another.
Work with the GM to interpret what happens.
Wonder. Choose STR, DEX, CON, INT, WIS, or
CHA. The next time today that target creature
would add it to something, they add 7 instead.
The Songs and Verses of Tom Bell. ◐ Target
empty bottle fills with a dose of health potion
(heals 7 HP, expires in a week).
“Notoriety is not fame.”

the Bride-of-the-Sea. (archers, patience, the sea)___ 3


Whenever a PC takes an action when it’s not their turn,
they heal 1 HP.
Black Sky. Ready an action for target creature:
describe a trigger (something observable that
might happen) and a response (one action). If
they observe the trigger before your next turn,
they can spend any tag to immediately respond
as described.
Tether. Link two target PCs this scene. When
one moves, the other may move half as far.
The Book of the Bride-of-the-Sea. ◐ Uninjured
PCs heal 10 HP at the start of your next turn.
“What’s good for each may be bad for all.”

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.”

Saint Celandine. (rituals, paladins, deterrents)_____ 5


The party can’t get sick from handling the dead. PCs
that spend a rest tending to the dead heal 5 HP.
The Blackbird. Heal target creature 4 HP or
deal 3d10 damage if the target is undead.
The Spider. ◐ As you move until your next turn,
adjacent creatures must make a Will save or
fall prone and heal 4 HP.
The Pale Codex of Saint Celandine. You take 2
damage. At the start of your next turn target
creature heals 1 HP. You can cast this even
after you’ve cast all your spells-per-day.
“Actions speak louder than words.”

210 Saints Appendix


Saint Claude. (horses, gratitude, romance)________ 6
PCs can always succeed with Will against fear if they
accept some extra cost or complication.
Gift. Target creature must accept or refuse your
next offer immediately and clearly.
Heroism. Next round target ally gets +1 to all
rolls for each injury they had yesterday.
The Romance of Saint Claude. ◐ Target ally
gets a hero point (max 2). PCs can spend a hero
point while talking to an NPC to have them
offer that ally some sort of quest, or spend in a
fight to heal 2d4 HP for each adjacent enemy.
“There is no adventure where there is no danger.”

Saint Clere. (sex, honesty, responsibility)_________ 7


Each ally gets a bonus tag named My Party is Family.
Peace-Tie. During target creature’s next turn
they fail all attack rolls, but if they’d otherwise
fail they can succeed instead if they accept an
extra cost or complication.
Pallor. If target PC would succeed their next
skill roll, they crit; if they’d fail they crit-fail.
The Summer Days of Saint Clere. ◐ Cast this as
a reaction to anything. At the start of your next
turn, each adjacent creature heals all damage
and injuries they received since you cast this.
“Set boundaries with others to protect yourself.”

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.”

Lady Emma. (dogs, bad deals, silver linings)______ 13


When an ally rerolls, they can spend any tag to crit.
Fox Hunt. ◐ Target creature gets 6 hunt points,
which expire when you rest. They can spend a
hunt point with a thought to heal 1 HP or add
+1 to Athletics for ten seconds.
Perspective. Add a moving hazard to the scene,
something that disrupts movement somehow.
The Golden Legend of Saint Emma the Giltrose.
◐ At the start of your next turn, target creature
heals 8 HP, or two target objects of similar size
swap positions.
“The thief thinks everyone steals.”

212 Saints Appendix


Saint Florian. (trees, soldiers, meetings)________ 12
Allies get +1 speed and +1 Perception.
Crossroads. ◐ Until your next turn, creatures
can spend any amount of silver to heal that
much HP as a minor action.
Liberation. Each combatant in a fight becomes
tentative until anyone attacks. At the end of
the fight, tentative creatures heal all damage
(HP lost and injuries gained) in the fight.
The First Eight Lives of Knight-Captain Florian.
◐ Target may heal a physical injury and take
1d8 damage.
“If you pay peanuts, you get monkeys.”

Saint Fred. (doubt, cheating, ending bad habits)___ 11


When you see something magic, you know it’s magic.
Strip. Target object loses any magical and/or
intangible value it may have (symbolic, artistic,
financial, etc.) until the end of the scene. It’s
just raw materials, or at most a simple tool.
Question. Ask target creature a simple question.
They answer or become disgusted (can’t ready
an action, search a bag, or use magic).
My Uncle Fred. ◐ Creatures within range heal
15 HP total, divided as you see fit, as long as
each gets at least 1 HP.
“Cut your losses.”

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.”

Saint Goose. (fatigue, the poor, searchers)_______ 15


When the party hits the road, they can make up and
travel to a place that could exist roughly near the travel
path (pending GM approval).
Roots. Target creature is desperate for sunshine,
clean water, and fresh air, Will save ends. If
they can’t meet all of these needs on their turn
they become tired (can’t use Fortitude).
Call. Cast this only if you have a free hand. One
of your unique items (or your favorite weapon)
teleports to your hand.
A Little Lady’s Tale. ◐ Target creature takes
minimum damage until your next turn. You can
cast this as a reaction on an adjacent PC.
“Elegance is not grace.”

214 Saints Appendix


Prior Saint Harish. (spies, patterns, prisoners)____ 13
You can use magic as a minor action to duplicate a
single-target magical effect on an adjacent target.
Havoc. ◐ Target creature becomes confused
(can’t tell friend from foe) until they reveal a
useful secret, Will save ends.
Forewarn. Target creature predicts what they’ll
do next turn. They heal 2 HP if they’re right.
The Unsealed Story of Prior Harish. ◐ Target
creature heals 1d10+2 HP. If this heals exactly 3
HP, they get an immune system injury the next
time they take damage today.
“You are judged by the company you keep.”

Old Hetra. (wolves, witches, coastline)__________ 13


Witches and fae must protect you if they can.
Weave. Transfer a condition, magical effect, or
non-physical injury between you and a target.
Accretion. Shape target unowned wood, bone,
sand, or deerskin into a small tool you name.
The Thousand Teachings of Old Hetra. ◐ Roll
a d4, d6, d8, d10, d12, and d20. Using each
result exactly once and any combination of +,
−, ×, ÷, and parentheses, form an expression
that equals 1 within 30 seconds (real time). If
successful, target creature heals 15 HP.
“Expect no reward for serving the wicked.”

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.”

Saint Jean-Marie. (sin, pity, the unforgivable)____ 16


Your party’s NPCs never disobey you.
Command. Give a command to target creature.
If this targets a willing ally, they get an extra
turn to attempt to follow your command. If not,
they make a Will save or obey—they fail the
save if they’re feeling guilty.
Zone of Truth. Creatures within ten feet of you
can’t lie for one hour. They can evade or keep
silent but when asked a direct question, they
make a Will save or answer truthfully.
The Complete Works of Saint Jean-Marie. ◐
At the start of your next turn, target creature
heals 1 HP per adjacent living creature and 2
HP per adjacent dead creature.
“Once a wolf, always a wolf.”

216 Saints Appendix


Humble John. (novelty, language, experimentation)_16
Once per session when you talk sagely about culture,
history, religion, magic, or science, you can make up
a wise-sounding proverb and attribute it to someone.
NPCs think you’re making a good point by default.
Edit. Rewrite target written word, changing up
to four of its letters. (If the GM hasn’t shared
the text explicitly, add a detail to the gist.)
Condemn. Target creature takes 2 fire damage
whenever you see them take damage. If you see
them die you can cast this again today without
counting against your spells-per-day.
The Ten Lies of Black John Astor de Bellegarde.
◐ At the start of your next turn, target creature
heals 3 HP for each ally adjacent to them.
“One falsehood leads to another.”

Saint Joseph. (fear, fire, the unknown)__________ 9


You’re not attacked without provocation on the road.
Triumph. If target creature is within 10’ of you
at the start of your next turn, they get scared.
Dawn. Ranged Attack target creature. On hit,
they take 4 fire damage and can cast this once.
The Anointment of Saint Joseph. ◐ Target
creature heals 2 HP and becomes invisible.
“Blood never stops flowing.”

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.”

Saint Lloyd. (scribes, desperation, hallucination)___ 21


Domesticated animals love you and won’t attack PCs.
Decorum. Target creature gets +2 speed
during their next turn but they can’t turn—
all movement must be in a straight line in the
direction they’re facing, Will save ends.
Raw Data. The next time target creature would
make any d20 roll they must roll Luck instead.
The Adventures of Saint Lloyd the Lover. ◐ At
the start of your next turn target creature heals
4 HP and isn’t hungry, scared, or tired.
“The tyrant will find an excuse for his tyranny.”

218 Saints Appendix


Mother Marily. (books, judges, rhetoric)_________ 22
Come up with the way NPCs see you by default.
Ancestor’s Words. ◐ Target non-boss creature
learns a random cantrip and must use their
action each turn to cast it, Will save ends.
Pledge. Target creature is pledged (enemies
deprioritize attacking them) until they rest, kill
something, or someone else becomes pledged.
The Many Delights of Ms Marily. ◐ This scene,
target creature heals 1 HP at the end of each
of their turns if they’re in sunlight, 1 HP if
breathing clean air, 2 HP in clean fresh water.
“Wisdom’s pursuit has no finish line.”

Saint Mary Maiden. (soap, triage, clean water)____ 23


If you’d fail a Medicine roll you can succeed instead if
you accept an extra cost or complication.
Purify. Purify an adjacent creature, object, or
location. This can make food safe to eat, cure
poison injuries, or otherwise dispel danger and
corruption at the GM’s discretion.
Solemnity. Roll Ranged Attack at Range 2. On
a hit, the target creature gets an injury.
The Principles of Saint Mary. ◐ Target PC heals
5 HP. The next creature they touch heals 5 HP.
“If it’s worth doing, it’s worth doing well.”

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.”

Saint Moss. (nostalgia, teenagers, music halls)____ 25


Once per session when a PC shares a memory or story
at camp, give them a relevant single-use tag (max 1).
Witness. ◐ If target creature has killed someone
unarmed within 24 hours, their hands glow red.
Overconfidence. Target creature becomes drunk
(all failures crit-fail unless they accept an extra
cost or complication), gets +2 to damage rolls,
and can’t be targeted by this again today.
Big Moss and His Friends. ◐ Target creature
rolls Streetwise and heals HP equal to the result
minus 12 (minimum 1).
“Don’t tell people how to act, show them.”

220 Saints Appendix


Teacher Nen. (taxes, food chains, careers)_______ 26
Before anyone rolls a d20, you can spend any tag to
learn what number they’d need to roll to succeed.
Weakness. Target creature feels frail and deals
minimum damage until they rest, save ends.
Discipline. Give target creature a flaw named
Discipline until the end of the scene, Will save
ends. Any clever effort to take advantage of the
flaw succeeds, at the GM’s discretion.
Four Words of Nen. ◐ Target injury is healed.
“Think on the margin.”

Saint Oiseau. (signals, news, faith)____________ 27


Religious NPCs treat you as an honored peer by default.
Honey’d Touch. During target creature’s next
turn they may add their Comeliness (or yours)
to their defense rolls. They can’t be targeted by
this again until they take a hot bath.
Relief. Until your next turn, target creature
ignores any temporary penalties imposed on
them by enemies, any conditions that a save
could end, and rough terrain. Then they become
tired (can’t crit or reroll).
The First Death of Saint Oiseau. ◐ Until target
creature’s next turn they heal 5 HP whenever
they roll Fortitude, Reflex, or Will.
“Curiosity is courage.”

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.”

Saint Philip. (feasts, gambling, emotional labor)___ 29


PCs can move 5 feet when they succeed with a defense.
Expone. Rotate target creature’s next die to 1,
then their subsequent die is normal, then their
subsequent die is doubled.
Blameless. Target creature can talk only about
itself, speaking in I-statements, Will save ends.
Prince Philip and the Birds. ◐ The next time
target creature prepares a meal, everyone who
eats that meal heals 1d8 HP.
“Live by the sword, die by the sword.”

222 Saints Appendix


the Poet. (grace, beauty, the everlasting)________ 30
If a PC would die, they may forestall their death for
twenty seconds.
Hermetica. Target creature can’t lose HP next
round, nor be targeted by this again today.
Aesthetica. ◐ Add a contrasting detail to an
NPC or element of the scene.
Poetica. ◐ Target creature heals 1d8+1 HP and
their enemies prioritize attacking them (within
reason).
“Good will is worthless unaccompanied by good acts.”

Saint Prim. (bards, leverage, festivals)__________ 31


You can smell it when a stranger means to do you harm.
Prim Empties Her Hands. Until your next turn,
whenever a creature ends their turn in target
space they heal 1d6 HP. That space can never
again be affected by this spell.
Prim Turns Aside. Ask the GM a question about
target creature. The GM asks the same question
about you. You answer, then the GM answers
about the target with the same accuracy and
precision as you answered about yourself.
Prim Reclines in Royal Ease. ◐ During your
next turn each PC you touch heals 1d6 HP, plus
1d6 for each other PC you’ve touched this turn.
“It’s craven to attack the defenseless, even an enemy.”

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.”

Saint Robert. (warmth, charity, kinship)________ 33


You know local ritual customs wherever you go.
Freedom. Target an object or a creature. Target
object is animated for ten seconds (it becomes
an NPC that can move and understand spoken
words) or target creature is magically freed
from grabs and restraints (and similar).
Clearance. A small light appears at target
point. At the start of your next turn, it expands
into a 30’ sphere, harmlessly pushing creatures
(weighing less than a ton) to the outside.
The Heart of Saint Robert. ◐ Summon a small
light in each unoccupied adjacent space. They
have speed 2 and you control them on your turn.
When a light shares a space with a creature it’s
consumed and the creature heals 2 HP.
“Even a mouse can help a lion.”

224 Saints Appendix


Saint Seashore. (children, education, potential)____ 34
If you’d reroll Insight, don’t roll—you crit.
Queen’s Protection. Target creature rolls a
d20s as an eye and keeps it on their sheet this
scene. Whenever they roll a d20, they can swap
the result with their oldest eye.
Daycare. Target willing creature repeats the
last action a PC took (reusing any targets and
d20 results).
The Love of Sananda Seashore. ◐ For the next
minute whenever target creature would take
damage, you can take the damage instead.
“No mud, no lotus.”

Saint Só. (art, pirates, tension)_______________ 35


Luck successes crit. NPCs like your jokes by default.
Slip. ◐ Target PC swaps places with target
animal or animal-shaped object of similar size.
Release. Target creature disappears from the
game and is unaffected by anything. They can
return (to the space they left) with a thought
any time.
The Burned Book of Saint Só. ◐ Each creature
within 20 feet gets shielded: the next time
they’d take damage, they don’t.
“Greed burns hot.”

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.”

Saint Wilma. (heat, mischief, unrequited love)____ 37


You can always tell when someone is trying to underpay
or overcharge you, or when an object is about to break.
Conversion. You can cast this with a thought
at the start of your turn. All damage you’d deal
with magic this turn is dealt as healing instead.
Sunset. Gain a tick (max 6), then you can spend
all ticks to fire a lance of light (range 10, 1d6
damage per tick on contact).
The Black Texts of Saint Wilma the Witch. ◐
When you take damage before your next turn,
target creature heals that much HP minus one.
“Those who toil do not always get its profit.”

226 Saints Appendix


the Worm. (abasement, universality, long odds)___ 38
Mark a skill. Use it instead of Arcana and Luck.
Wretch. Teleport 10’ and take 1 damage.
Weird. Teleport target creature 10’ randomly.
Wane. ◐ End the scene swiftly but gently.
“No thought, no form, no attachment.”

Saint Zkw. (goblins, newcomers, unanimity)______ 39


PCs can spend relevant tags to reroll failed rerolls.
Loop. Briefly describe your last action (like
climb the rope, punch an elf). Anyone who does
that action before your next turn heals 1 HP.
Goblinize. Turn target object or willing creature
into a goblin this scene (or until they end it).
The Art of Zkw. ◐ Target creature heals HP
equal to their Reflex bonus + their DEX or WIS.
“Don’t teach grandma how to suck eggs.”

Saint Zona the Frog. (birds, wishes, the strong)___ 40


Once per day when an NPC would wake up or realize
something about you, you can have them fail to do so.
Befriend. Target tiny creature understands your
words and you control it in a fight for a minute.
Inspect. Once per target, learn one of its flaws.
The Miracles of Saint Zona. ◐ Until your next
turn, PCs can spend tags to heal 1d8 HP.
“Many a true word is spoken in jest.”

227
Animal Companions Appendix

If you have an animal companion, you come up with its


species, name, and disposition. Pick a statblock from
the list below or work with the GM to write one.
Your companion understands your words, and you
control it in a fight. If it dies (or otherwise leaves the
party), any willing animal can become your companion.
Climb, Dig, Fly, and Swim keywords note that the
animal has a climb, dig, fly, or swim speed of 4.

Ant. 2 HP, 2 speed.


Strong, silent type. Works well with others.
Climb, Dig. Can carry one small item.

Bat. 5 HP, 1 speed.


Nocturnal winged mammal. Cute, unsettling.
Climb, fly. Can see in the dark to 80 feet.

Beaver. 13 HP, 4 speed.


Hard-working rodent. Builds dams & lodges.
Can chew two feet of wood in 10 minutes.

Bee. 3 HP, 1 speed.


Flying insect. Pollinates, produces honey.
Climb, fly. Can find flowers and beehives.

Beetle. 3 HP, 3 speed.


Tough exoskeleton. Easily found anywhere.
Climb, fly. Reduce incoming damage by 2.

228 Animal Companions Appendix


Cat. 13 HP, 4 speed.
Furry little predator. Born for the hunt.
Can attack as a minor action.

Cow. 16 HP, 3 speed.


Lots to offer: milk, meat, leather, and labor.
Sells for 70 silver anywhere.

Crab. 19 HP, 3 speed.


Crustacean, powerful claws. Walks sideways.
+5 Grab, can roll Grab on hit.

Crow. 5 HP, 2 speed.


Clever black bird. Highly resistant to magic.
Fly. Mobs with other crows against predators.

Deer. 16 HP, 6 speed.


Strong skin. Domesticated by witches.
Can smell everything within 500 feet.

Dog. 16 HP, 6 speed.


Domesticated friend with a strong memory.
Barks loudly when it senses danger.

Donkey. 16 HP, 6 speed.


Domesticated, but too smart to be bullied.
Can carry eight stone, or drag sixteen stone.

Duck. 13 HP, 3 speed.


Sociable bird. Soft feathers, tasty eggs.
Fly. Lays one egg a day, won’t leave a clutch.

229
Fish. 9 HP, 0 speed.
Aquatic, with gills and fins. Strong swimmer.
Swims at speed 6. +5 Reflex.

Fox. 13 HP, 4 speed.


Cunning canine. Bushy tail, pointy ears.
Can magically talk with its companion.

Frog. 5 HP, 3 speed.


Bug-eyed. Strong legs. Catches flies.
Climb. Can jump 20 feet as an action.

Goat. 16 HP, 4 speed.


Ungulate climber. Marked by curiosity.
Can Heavy Attack (after building up inertia).

Lizard. 5 HP, 3 speed.


Small, patient, and carnivorous reptile.
Climb. Survives exposure, hunger, thirst.

Monkey. 13 HP, 4 speed.


Mischievous primate. Lives in trees.
Climb. Possesses humanlike dexterity.

Octopus. 13 HP, 2 speed.


Venomous eight-armed mollusc. Soft body.
Swims at speed 6. +5 Stealth.

Owl. 13 HP, 1 speed.


Nocturnal bird. Flies silently. Keen eyes.
Fly. Can share sight with its companion.

230 Animal Companions Appendix


Pig. 16 HP, 3 speed.
Social, omnivorous. Often raised for meat.
Can magically talk with its companion.

Raccoon. 13 HP, 4 speed.


Grabby little mammal. Forages in the city.
+5 Sleight of Hand.

Rat. 13 HP, 4 speed.


Slippery, easily-trained. Long tail.
Swim. Beneath notice everywhere.

Snail. 5 HP, 1 speed.


Small, slow gastropod in a coiled shell.
Climb. Can’t lose HP while withdrawn.

Snake. 14 HP, 4 speed.


Carnivorous, long, legless. Forked tongue.
Swim. Bite causes poisoning (of some kind).

Spider. 3 HP, 2 speed.


Silk-producing arachnid. Fangs, eight legs.
Climb. Informs companion if web is touched.

Turtle. 25 HP, 2 speed.


Stout, healthy reptile housed in a big shell.
Swim. Can’t lose HP while withdrawn.

Worm. 1 HP, 1 speed.


Boring invertebrate. A wizard-school meme.
Dig.

231
Type Appendix

Each example type below is listed with its crit condition,


a situation where hits against it become crits.
These are presented only as inspiration for GMs—
feel free to add/change types/conditions as you like.
These apply only if a PC has Grognard (Veteran).
Adventurer is crit if it’s scared.
Assassin, if it missed on its last turn.
Bandit, after it has seen one of its allies die.
Barbarian, if the attack didn’t use STR.
Bear, if adjacent to two of its enemies.
Bird, if it can’t fly.
Boss, by its allies.
Cleric, if it can’t see you.
Demon, if its magic failed on its last turn.
Dragon, while injured and airborne.
Dwarf, if it’s upside-down.
Elf, while affected by magic.
Fairy, by iron.
Fish, if it’s dry.
Ghost, during an exorcism.
Goblin, if you rerolled the attack.
Human, after it has missed three attacks.
Illusion, after it has been damaged.
Knight, from directly above or below.
Kobold, if it’s by itself.
Lich, if it has failed a save since its last turn.

232 Type Appendix


Mercenary, after it’s failed with Will.
Mentor, at 10 HP or less.
Merchant, if it’s tired.
Mimic, if it’s mimicking something.
Monk, if its movement is impaired.
Mook, if you’re a Fighter.
Noble, if it’s bleeding.
Ogre, on its turn.
Orc, if it’s surprised.
Pilgrim, by magic.
Plant, after it’s been burned or salted.
Sailor, without a group leader.
Skeleton, if the weapon has Breach.
Slime, by electricity or cold.
Smith, if its weapon is dulled.
Snake, on a turn immediately after it attacks.
Sniper, if you’re adjacent at full health.
Spider, if the weapon has Heavy.
Spy, if it trusts you.
Swarm, by area damage.
Tank, if it’s prone.
Troll, by fire.
Vampire, in bright sunlight.
Werewolf, by silver.
Witch, by a gun or explosion.
Wizard, after it’s been hit three times.
Wolf, if it’s injured.
Zombie, by healing magic.

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