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

Fighter

Trackers

Core Talent

Weapon Mastery: Choose a fighting style you have mastered: brawling - dual-wielding - one-handed - ranged - two-handed. When you fight, defend, or assist in your style, take +1d. Each scene, you have 2 mastery to spend when using this style to add a critical effect.

[Growth: At levels 3 and 6, gain +1 Mastery per scene.]

Example Maneuvers: blind - disarm - knockdown - pin down - pull - push - sunder - unnerve.

Path Talents

Arcane Training: You have spellcasting as the Spellcraft talent. You can cast 3 spells and 1 potent spell per session. You know 3 spell theorems, created with the Spell Crucible, and can learn new spells from scrolls. [Prohibited: Wizard]

Spell
Potent

Bulwark: Each session, you have a 2d Bulwark resource pool from armor or other defenses. When you take physical harm, you can roll the pool to ignore the damage.

Bulwark

Control: Once per session, you can declare a zone that enemies cannot cross without dealing with you. If they attempt to move past you, you can interrupt them. On a perfect, take spark. You can push yourself to do it again.

Use

Got Your Back: Once per session, you can assist an ally after they roll a grim. The ally can also roll 1d. On a perfect, you both take spark. You can push yourself to do it again.

Use

Measured Tones: When you speak in measured tones, people always stop and listen - you can declare low stakes if desired. Unless completely surprised, you can push yourself to interrupt an impact move initiating aggression. If you change their mind, take spark.

Swift Recovery: On a perfect roll with an unmarked stat, clear a mark on another stat.

Tactician: Once per session during an intense action sequence, you tag 3 scene elements right away, and 1 later in the sequence. When an ally interacts with a tagged element, you assist without risk on the roll. If no roll is needed, they take spark. You can push yourself to do it again.

Use

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs