Path is the characters archetype. It gives each character a unique way to approach the adventure.
Path is made up of Gifts, special abilities that allow character to bend rules of the game to their favor. Each Path starts with a Path Gift.
When character advances they get opportunities to choose new Gifts from their Path or Trail Gifts.
Most Gifts are linked to other Gifts as Roots and Branches.
• Gifts marked with a dot are Branch Gifts and require taking their Root Gift first
- Roll 1D6 for random Path or Choose your Path. Mark down Path Gift.
• If your Blood is Human choose an additional Gift from your Path
• If your Blood is Alfar choose a Magical Gift - Take Path Skills and then choose one additional Skill from the Paths list.
• If you already have one of the Path Skills choose an additional Skill from the Paths list
Magical Gifts
| Magical Gifts | |
|---|---|
| 1 | Beast Communion |
| 2 | Command Flame |
| 3 | Conjure Illusion |
| 4 | Guide Blood |
| 5 | Hedge Magic |
| 6 | Necromancy |
| 7 | Raise Root and Vine |
| 8 | Shape Light |
| 9 | Third Eye |
| 10 | Touch Minds |
| 11 | Weave Shadow |
| 12 | Words of Power |
Paths
1. 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.
Path Skills: Common Weaponry, Notice.
Choose one from:
- Martial Weaponry
- Athletics
- Sway
- Command
- Wilds
- Beast Insight
- Stealth
- Channeling
2. Marked
Marked: You are marked by a mysterious power. You can Exhaust up to 1 + Mastery times choosing bonus to Test multiple times.
Path Skills: Common Weaponry, Command.
Choose one from:
- Martial Weaponry
- Athletics
- Sway
- Command
- Thievery
- Notice
- Perform
- Channeling
3. Rogue
Rogue: Before rolling for a Test you can take a Risk choosing one of the following Stakes. Exhaust to choose a second option or same option a second time.
– Damage: +1D6 damage, on success to target, on failure to you.
– Mobility: On success move Pace, on failure become unable to move until you use an Action to recover.
– Gain: On success gain an additional piece of information or wealth. On failure suffer an additional complication.
Path Skills: Cunning Weaponry, Stealth.
Choose one from:
- Common Weaponry
- Athletics
- Sway
- Command
- Thievery
- Notice
- Perform
- Channeling
4. Rogue
Sorcerer: Gain two Magical Gifts. When you channel magic you can Exhaust up to your 1 + Mastery times to use Exhaust options for magic.
Path Skills: Channeling, Study.
Choose one from:
- Common Weaponry
- Martial Weaponry
- Sway
- Command
- Notice
- Healing
- Craft
- Athletics
5. 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.
Path Skills: Common Weaponry, Martial Weaponry
Choose one from:
- Athletics
- Command
- Sway
- Notice
- Wilds
- Beast Insight
- Craft
- Channeling
6. 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.
Path Skills: Common Weaponry, Notice.
Choose one from:
- Martial Weaponry
- Athletics
- Sway
- Healing
- Channeling
- Wilds
- Beast Insight
- Stealth