Paths

Paths

Trails

Trails can be chosen when character gains a Gift from advancement. Trail Gifts marked with a dot require the root Gift before they can be chosen. Skill Training: Gain a new Skill. Magically Gifted: Gain a new Magical Gift or take an improvement option for a Magical Gift you posses. Anointed: Create an Anointed Guide […]

Paths

Wanderer

Wanderer: As an Action mark a being, environment, item or subject as a Focus. You need awareness, familiarity or clues to do this. When you attempt to study, notice, track or survive in your Focus roll a 1D6 Focus Die adding result as a bonus to the Test. Improvements: • Cunning Focus: When your Focus

Paths

Vanguard

Vanguard: When you Clash choose an additional Clash option. If you win and your Test result is 20 or higher this option is also resolved. You gain additional Clash options.– Break: Make a Break Action.– Rally: Make a Rally Action.– Study: Make a Study Action. Improvements: • Dervish Clash: You can choose damage option twice.

Paths

Sorcerer

Sorcerer: Gain two Magical Gifts. When you channel magic you can Exhaust up to your 1 + Mastery times to use Exhaust options for magic. Improvements: • Secrets of Arcana: As an Action make a Channeling Test against targets Will and gain Degree Visions on them.– Spend Visions to use Exhaust options, up to 1

Paths

Marked

Marked: You are marked by a mysterious power. You can Exhaust up to 1 + Mastery times choosing bonus to Test multiple times. Improvements • Curse Mark: As an Action Exhaust up to your Mastery times to activate a Curse Boon or Bond without Stirring Curse or removing dots. Curse activates with strength of times

Paths

Fury

Fury: You have a 1D6 Fury die. Exhaust to deal Fury die extra damage of your attacks type in a Clash. Exhaust to add your Fury die as bonus on Vigor and Will Tests. Improvements: • Bloodthirst: When you cause or suffer a Wound remove one Burden then roll your Fury Die and recover Hit-points

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