INVENTORY
Items take up slots equal to their load. If burdensome, they must go in a BURDENED slot.
CARRIED (in your hands) GEAR (0-load items)
THE SORCERER
I AM CALLED: ____________________________________
__________________________ A sorcerer knows the power of true names and goes to great length to hide theirs. For your pseudonym, pick a normal
name and change a letter or two, an impressive word or phrase and add -er, or a formal title and add an adjective.
__________________________ e.g. Kavid, Yllison, Ameister, Halana, Thunderer, Weaver, Kingmaker, The Red Lady, The All Seer, The Prince of Three
For your true name, browse the other playbooks for ideas. Make note of it somewhere, but keep it secret. Keep it safe.
HANDY (can be drawn/retrieved quickly)
__________________________ MY GENDER male female ambiguous transgressing concealed
I APPEAR TO BE still a youth in my prime a respectable age bent with the weight of years
__________________________ ENCUMBERED
MY SKIN IS alabaster amber honey jaundiced pallid sable sallow tawny
__________________________ BURDENED* AND MY HAIR IS a distinguished gray a shocking white greasy & unkempt long and flowing shaved clean
WORN (on your torso, more or less) I ADORN MYSELF WITH arcane symbols elegance and finery foreign or outdated robes henna, tattoos, piercings
BUT MY MOST MEMORABLE FEATURE IS how the light plays around me my knowing gaze my sonorous voice
__________________________ that grinding feeling at the back of your teeth while in my presence the aura of power rolling off me
__________________________ ENCUMBERED WEALTH
__________________________ BURDENED* BACKSTORY You are a(pick 1)
__________________________ BURDENED*
OTHER RESOURCES (not carried) SEEKER: start with 1d6 Wealth, 1d6-1 Supplies, a satchel, a belt & pouches, a walking staff, and travelling robes.
What are you seeking? (pick 1) the one spoken of in prophecy
PACK (if you have one; takes time to retrieve) an ancient artifact, recently unearthed the means of releasing ___, long bound and suffering
__________________________ a great evil, long contained but now free a primal spirit of unchecked growth and abundance
a font of power, whispered of only in legend a tome of forbidden and dangerous lore
__________________________
Why do you seek it? (pick 1) to put it down before it does more harm
__________________________ ENCUMBERED to bind it to your service to guide it to its glorious purpose
__________________________ BURDENED* because it holds the secret to your hearts desire at the whim of your liege, whose word is law
Choose your assets: (pick 2) an amulet that your protects you fully from its power
__________________________ BURDENED* a willing spirit, pledge to aid you in finding it a writ of authority, legitimately obtained or not
__________________________ BURDENED* *If any of these are filled, mark the BURDENED condition. a simple divination to lead you towards it an intelligent & magical steed, serving you for its own purposes
RECLUSE: Start with 1d6 Wealth, 1d6 Supplies on hand, 2d6 esoteric materials, a satchel, and a fine dagger.
BONDS ADVANCEMENTS Your sanctum features (pick 4) a oubliette, hidden from and impenetrable to any mystic force
Write a bond with each PC, plus 2 NPCs from your backstory. To mark a new advancement, spend XP equal to 10 + a number of minor spirits who serve you willingly a pair of powerful spirits, bound against their will
Use one of these example bonds or make up your own. your current number of advancements. Mark each a binding circle, perfectly crafted an extensive library, with topics esoteric & mundane
when you take it; you cant take the same one twice. layers of magic defenses & cunning traps an arsenal of strange items for facing all manner of spirits
- I foresee great things in ___s future. I must stay close.
- ___ is useful to me. I must keep them under control. Each time you mark an advancement, you can rewrite But what are you hiding there? (pick 1) the egg or young of a fantastic creature, long thought extinct
- ___ is my long-dead lover reborn. We are meant to be! one of your traits. a spring that heals but only at a great price a breach in the veil between worlds, barely contained
- ___ does not respect me. I will show them. +1 to any stat and gain an extra trait for that stat the buried ruins of a fallen people a mighty weapon from ages past, inert and still a mystery to you
- ___ once saved my life. The scales must be balanced. +1 to any stat and gain an extra trait for that stat
- [An experience with, opinion of, or statement of fact about And who keeps seeking you out? (pick 1-2) the mentally unbalanced, drawn to the thing you are hiding
+1 to any stat and gain an extra trait for that stat local peasants begging for petty favors other mystics & scholars, a shady lot, seeking to learn from you
___]. [Your intent towards and/or feelings about them.] Take an extra KEY nobles or their agents, desiring a miracle thrice-damned adventurers and self-righteous do-gooders
Get access to an additional magic move
Take another SORCERER MOVE
Take another SORCERER MOVE
PERSON OF SOME IMPORT: start with 3d6 Wealth, 1d6 esoteric materials, a well-appointed abode, and any
reasonable mundane items that you might desire.
Take a move from another playbook
From whence does your influence come? (pick 1) your position in a powerful institution or nobles house
Take a move from another playbook
fear of your power and a dire reputation your control of an important stronghold or plot of land
Gain an apprentice (a FOLLOWER) and pull rank
a magisterial post, appointed by the emperor a carefully cultivated collection of favors and blackmail
After your 5th advance, you can also choose these:
In addition to your influence, you have... (pick 2) a record of almost every locals true name
Retire to safety a secret lair, well hidden and defended an arcane connection to most of the regions notables
Create a second character & play that one too a number of spies and informants a familiar spirit, bound to your service and mostly tamed
Change playbooks
What enemies have you made? (pick 3-4) the high priest of a local temple a powerful & wealthy noble
Gain a DESTINY move
a popular general with an army at his back a rabble rouser and his mob a ruthless criminal
a powerful spirit, worshipped by some as a god an order self-avowed do-gooders a rival witch or wizard
XP:
STATS (start with Clever and Steady ; add 2 more s as you see fit) TRAITS (pick 1 trait per box in each stat) INFLICT HARM
...or ask one of these questions and Mark a trait to add +1 to a relevant roll, but only if everyone When you inflict harm, roll 3d6. If you inflicted harm...
Mark a stat box to... ...add +1 to a one of these moves... take +1 forward to act on the answer. at the table agrees the trait applies. - Via magic or spiritual aid, take the best die
CLEVER - Observe - what here is out of place? __________________________ Ancient Secrets, Brilliant Mind,
Intuitive, Long-Lived, Memory
- In self defense, take the middle die
- As a result of crude violence, take the worst die
- Overcome by puzzling it out
- Pursue by following their trail
- what here is useful/valuable to me?
- whats about to happen? __________________________ Palace, Nitpicky, Quick
Thinking, Steeped in Lore,
HARM & CONDITIONS
- Get answers via research or recall Sees Every Angle, Subtle,
__________________________ Unfettered by Rational Thought
When you suffer harm, the GM tells you
DANGEROUS - Manipulate with threats of violence - who or what is the biggest threat? __________________________ Cold, Has Dealt With Far
Worse, No Regard for Others,
how much and describes it, along with the
effects of any tags (e.g. forceful). Subtract
- Assault
- Fight
- how is ___ vulnerable?
__________________________ Knows Where It Hurts,
Remorseless, Sadistic, Smells your Armor, if any. ARMOR
Fear, Survivor, Terrible Wrath,
Unpredictable, Vengeful,
__________________________ Vicious You can reduce the harm by 1 by picking one of
these. If you want, you can ask the GM to pick one as
well.
PHYSICAL - Evade a physical threat - where is ___ relative to me? __________________________ Ageless, Hale & Hardy, Inured - Lose your footing or position
- Lose your grip
- Resist an assault on your body - whats the best way in/out/around/ to Excess, Like a Cockroach,
- Overcome a physical obstacle through? __________________________ Lusty, Slippery, Spry, Tougher - Something on your person breaks
Than I Look, Vigorous
- Pursue by chasing them down
__________________________ - You're out of it for a moment
- Tap Steady or a fitting quality
- Mark a condition (other than burdened):
SOCIAL - Observe people or groups - what does ___ want? __________________________ Air of Mystery, Charismatic, MISERABLE
FURIOUS
- Manipulate via persuasion or guile
- Evade inquiry or suspicion
- what is ___ really feeling?
- whos really in control here? __________________________
Compelling, Eye for Human
Frailty, Imperious, CONFUSED SCARED
BURDENED
Manipulative, Piercing Eyes,
- Get Answers by asking around
__________________________ Soothing Voice, Regal,
Timeless Beauty, Un earthly
Presence
EXHAUSTED
Whatever harm is left, mark that number of boxes:
STEADY - Assault with an aimed weapon - what just happened here? __________________________ Ambitious, Calm, Careful,
ROUGHED UP .
Disciplined, Driven, Iron Will,
- Resist - what (else) should I be on the Jaded, Mind Over Matter,
- Overcome a condition or spell lookout for? __________________________ Precise, Prepared, Seen it All, OUT OF THE ACTION .
- Take a Risk
__________________________ Single-Minded, Stares Demons
in the Face, Unflappable
WOUNDED*
MAIMED*
SORCERER MOVES (get Sorcery plus 1 more sorcerer move or 1 background move) KEYS (pick 2)
DYING*
DEAD
* Describe the injury below with a next to it. Mark
SORCERY - You can use Abjuration, Summoning, and Warding. The first time you hit a key in a scene, mark 1 XP or
unmark one from a stat or trait.
the box when its stabilized, cross it off when it heals.
1,001 NAMES - When you first encounter an important spirit in play, roll 2d6+Clever. On a hit, you know its true name. AUTHORITY - an NPC acknowledges you as in charge
On a 7-9, tell the GM what you sacrificed to learn it.
A MIGHTY NAME - You can use High Magick and Malfeasance, but only if you invoke your true name in the casting. COUNCIL - an NPC acts on your advice
MESMERISM - You can use Enchantment. Also, you get +1 to Manipulate an NPC if they look into your eyes. CUNNING - take advantage of a ploy you set up earlier
PROTECTIVE TALISMANS - When you prepare your various amulets and charms, get 2 until the next sunset: DISCOVERY - find something that was hidden or lost
+1 Armor vs. physical harm // +2 Armor vs. a specific physical source //+3 Armor vs. spirits & magic ECCENTRIC - your strange behavior alienates an NPC
// Inflict Harm on any that trigger your defenses // immunity to mental influence // shielding from divination
SPIRIT WALKING - When you leave your body behind, vulnerable and insensate, hold 3 tether. Spend 1 tether to: use ENIGMA - deflect or evade an inquiry into your doings
farseeing // posses and animate a corpse or unconscious creature // manifest yourself in the mortal world or in the PEDANTRY - demonstrate your superior knowledge
dreams of another // get +1 against another spirit // return to your body no matter the distance.
OBEISANCE - an NPC begs or grovels before you
SUBTLE INFLUENCE - Draw a next to each of your keys; mark one in lieu of a stat or trait to Help or Hinder. When
you do, you are untouched by any immediate consequences. WONDER - expose someone to beauty, majesty, or awe
THE SIGHT - Your eyes pierce the veil. You can always ask the GM What spirits or lingering magic are present? ___________________________________________
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