Community Edition

Name

Distinctive Features

Conditions

+1t Related

Vex: Fight-Flight-Freeze-Freakout

Backgrounds & Wises

Weapon Style

Spark (+1d)

Take Spark:

  • roll a disaster (grim cut by thorn)
  • introduce a tangle
  • resolve or move on from story arc
  • quarrel with an ally
  • ally changes bond with you

Bonds

Thread

Spend Thread:

Establish a character, setting, or scene detail within your vantage.

Doubtful details may require a story roll.

Vantage

Certain

it's on this sheet

Reasonable

it's implied

Doubtful

it's a stretch

Impossible

too far outside

Cleric

Deity

Core Talent

Channel Divinity: You can call upon your deity to channel their magic. You roll a rite pool to cast spells, and that pool and your god's title serve as touchstones. Your major rite is a 6d power pool, and your minor rites are 4d power pools. They replenish each session. You can drop 1d and roll to cast a potent spell. Spells without risk are automatically successful, unless potent. [Growth: At levels 3 and 6, gain +1d each rite power pool.]

Path Talents

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

Use

Devout: Intelligent creatures recognize you as a person of deep honesty and only your most hated enemies would treat you with a lack of respect or doubt your word. You are never seriously injured or killed by an enemy, unless they have no choice. Any creature with speech will always hear you out. This aura is upheld by your unwavering commitment - you must push yourself to act in bad faith.

Healer: You take +1d when you heal someone, with magic or treatment. On a critical, both of you take spark. One time only, you can bring back the recently dead. Common sense takes precedent.

Iron Will: Each session, you have a 2d Iron Will resource pool. When you get rattled or take vex, roll the pool to ignore it. If the situation allows for it, you can also lash out at the cause or a bystander and: instill dread in their heart - sow doubt in their mind.

Iron Will

Rings False: You always know when someone is lying, though not necessarily the truth. You take +1d on a follow-up if you reveal you know they're lying.

Sermons: When given time, you can pull off a potent feat of persuasion in the name of your beliefs, like commanding a crowd to bring the duke for judgment or showing the goblins the glory of your god. You can also push yourself to do it on the spot. One time only, you can make this a ritual-level effect.

Shepherd: When you assist an ally on a defense roll that would leave them rattled or with vex, you can invoke your bond to take +1d on the roll. On a perfect, you both take spark.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs