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

Rogue

Trackers

Core Talent

Expertise: Choose three skills below as your skill set. Take +1d when using a chosen skill. Each session, you have a 4d Competence pool to represent your focus under pressure. You can roll it as bonus dice after any of the chosen skills.

Above board: duel - evade - investigate - persuade - track - traverse.

Below table: ambush - forgery & disguise - lying - sabotage - sleight of hand - stealth.

[Growth: At levels 3 and 6, gain +1d Competence per session and +1 skill.]

Path Talents

According to Plan: You gain 1 thread per session and can spend thread to flashback, establishing how you planned for the current situation. Make a montage roll, taking +1d if it fell within your expertise. The GM must take suspense in place of an impact move.

Thread

Distraction: On a perfect, you can setup an ally and pass them the spotlight, even if the GM wants to spend suspense.

Eldritch Affinity: You have spellcasting, as the Sorcery talent. You roll Presence to cast and choose 3 from magic paths and techniques. You can't cast potent spells, nor do you risk a magical twist. [Prohibited: Sorcerer]

Magic Paths & Techniques

Lurker: On a perfect sneaking past or secretly observing sentient creatures, they: let a secret slip - give you a golden opportunity. If caught sneaking, you can push yourself to stay completely still and avoid detection, but must leave the area immediately after.

Opportunist: When someone nearby rolls defense, you take +1d on an immediate follow-up. On a critical by a nearby ally, you can push yourself to add a critical bonus.

Poisoner: Each session, you have a 4d Poisons resource pool. You have access to the following poisons: hallucinations - knockout - memory loss - nausea - paralytic - truth serum. They each take a bit of time to work and are most effective if ingested.

Poisons

Weasel: Once per session, if caught in a lie or red-handed, you can weasel your way out - for now. Make a story roll to see if they realize their mistake later. 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