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

Monk

Trackers

Core Talent

Discipline: Never face a disadvantage due to a weapon matchup. Once per session, you can interrupt with a: philosophical point - quick reaction - stunning strike. Each scene, you have 4 flow. Spend it to:

  • Ignore thorns from: being outnumbered - a single imposing opponent.
  • Attempt a fluid maneuver. Before rolling, declare you want to also: disarm them - redirect momentum - reposition you, them, or both. On a perfect or messy, it happens.
  • Pull off a potent feat of mystical grace, like running across water or falling harmlessly from a great height. For 1 more flow, extend this to those you're touching.

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

Path Talents

Redirect: On a perfect defense against physical attack, you can push yourself to turn it back on your foe.

Resonance: When you would drop a foe, you can instead keep their lifeforce. They know you hold their fate. In the near future, you can decide to let go, and: drop them instantly - take spark and release them. One time only on a perfect, you can immediately drop a foe you strike.

Healing Hands: You can heal a bloodied ally. It clears, but you must make a Presence defense roll against being bloodied - you take their pain onto yourself and must fend it off.

Lightning Reflexes: You can always act first, unless completely surprised. You also ignore thorns on Agility defense rolls, except for those from marks, harm, and conditions.

Mind Over Matter: When you take a physical mark, you can instead choose to take a mental mark. When you clear a mark by rolling it, take spark.

Tether: Once per session, touch someone to link spirits. You can sense their feelings, speak in their mind, and know where they are. You can push yourself to: assist them without risk - take mental damage for them - teleport to them. If they get dropped, so do you.

There Is No Try: When putting your life or something you hold equally dear on the line, 5s count as 6s, and 4s count as 1s. This generally occurs with high risk or after being bloodied.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs