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

Summoner

Trackers

Core Talent

Vassal: You have a connection with a creature from another plane, and are able to call upon and direct it with a 4d power pool. The pool returns to its max once at 0d, or when you push yourself. It has 1 aspect, a strange trait defining it such as: big enough to ride - flight - swarm - a thematic path talent.

It can take 1 mark and 1 harm, with any more breaking the anchors holding it here. Make a 2d story roll to see the fallout before it disappears. You can resummon it every scene.

[Growth: At levels 3 and 6, it gains +1 aspect.]

Path Talents

Binding Word: Add contracts as a wise. If you're present for an agreement, you can make it binding. Both parties know if it's broken, with the defaulting party afflicted by a potent spell, using the contract details as touchstones. One time only, you can make this a ritual-level effect.

Fierce Protector: Once per session, a creature you control can interrupt an impact move against you. On a grim, they take the impact move instead. Either way, you take +1d on your follow-up against the attacker.

Use

Ley Magic: Once per session, you can temporarily alter the leylines in the area to: draw or repel certain creatures - enhance or dampen magic. When you alter a place like this, you know when others enter the area. You can push yourself to do it again.

Use

Monster Menagerie: You have a bond with 3 different creatures, all with their own aspects. When you summon a vassal, you can choose which answers the call.

Pocket Plane: Given time, you can open a hole to a small pocket dimension about the size of a room. You can push yourself to open it on the spot. If dropped, make a story roll to see what happens inside as the plane collapses. You don't need anchors for planar travel rituals.

Portal Network: Given time, you can: establish a waypoint in your network - open a portal from one waypoint to another. You can push yourself to make a temporary link in the moment, but doing so carries risk. Those around you can use the portal as well. Define how you travel, such as by: shadows - trees - doorways - dreams.

Shared Soul: You can merge with your vassal, sharing path talents, aspects, and incoming harm. You can choose to use the power pool or your own stats, and when your anchors break, take +1d on the story roll.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs