Character

Character

Deeds & Advancement

Deeds Deeds are experience and insight gained from facing challenges. They fuel the characters growth.When Deeds are created during play they are placed into a session Deed Pool. At the start of Downtime and at the end of a play session this pool is divided between Adventurers with formula size of the pool / number […]

Character

Curses

Curses are dramatic afflictions that provoke character into uncontrolled action and threaten to devour their ambitions. Curses are marked into Guides and provide Bonds or Boons in exchange for constant threat. Curse Compulsion Compulsion is an event when Curse senses a chance to take control. When Curse is Compelled:• Curse Stirs• Gain a dot to

Character

Guides

Guides are driving forces and strong connections for the character. They provide strength to handle adversity and a reason to get into trouble. Character can have up to three Guides at a time, each marked into its own slot. Guides do two things.Gain Strength: Mark a dot on the Guide and create a Deed adding

Character

Skills

Skills are honed abilities that help character deal with uncertain situations.• When character possesses a Skill they add their Mastery attribute as a bonus on related Tests• Most Skills are not bound to a specific Prowess and creative combinations are possible. For example Strength and Perform to juggle sledgehammers• Only one Prowess and one Skill

Character

Prowess & Defense

Prowess Prowesses represent broad range of ability. When the character has an active role they add one Prowess as bonus to a Test they make.Prowesses have two values, active and passive. Active value is added as bonus to Tests. Passive value is the Difficulty for static effects created by the character. Passive Prowess is 10

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