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

Warlock

Patron

Core Talent

Pact: You have magic bestowed by a patron, allowing you to make a story roll (usually 3d) to wield their magic as a weapon, or ask to channel a potent magical effect using their nature as the touchstone. They gift you an Eldritch Talent - a changeable path talent manifesting with your patron's trappings. Given time to commune, you can change an Eldritch Talent.

You also have an 8d Patience pool, representing service to your fickle patron's desires. Roll the pool when you ask for a potent magical effect, change an Eldritch Talent, or otherwise displease them. At 0d, your patron will give you a visit to clear up the issue, then the pool resets.

[Growth: At levels 3 and 6, gain +1 Eldritch Talent.]

Path Talents

Affliction: Once a session, you can place your hands on another to heal your harm by transferring the injury. Allies can roll defense to resist this effect. Talk with your GM about transferring other maladies, such as conditions.

Use

Magus: You can use your weapon as a touchstone, and add a magical weapon style, such as: flaming - returning - seeking. On a perfect with this weapon, you can push yourself to add a secondary effect based on the magical style. Given time, you can change the style.

Knowing Gaze: When given time, you can stare into someone's eyes and learn: the price of their loyalty - their biggest fear - their greatest desire - their next move - what they're hiding - whom they serve. This gaze only works on someone once. You can push yourself to do this on the spot.

Otherworldly Form: You can turn into a floating, dispersed form, flavored after your patron's trappings. Choose three things you can do in this form: appear barely visible - fly high in the sky - interact with objects - move swiftly - slip through small gaps - speak.

Blood Rituals: Take +1d on a ritual's invocation and replace any one of its anchors with yourself. When you complete a ritual in this way, take spark.

Visions: You can open your mind to seek forbidden knowledge. Ask the GM a specific question. The answer may be cryptic or twisted, but it will never be a lie. Make a defense roll against rattled after the answer.

Wayfarer: You can push yourself to teleport. The further or less familiar, the less precise. Max range is two days' ride away. Make a story roll if you can't see the destination or take allies you touch with you.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs