Character Creation 4: Path

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

  1. 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
  2. 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
1Beast Communion
2Command Flame
3Conjure Illusion
4Guide Blood
5Hedge Magic
6Necromancy
7Raise Root and Vine
8Shape Light
9Third Eye
10Touch Minds
11Weave Shadow
12Words 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:

  1. Martial Weaponry
  2. Athletics
  3. Sway
  4. Command
  5. Wilds
  6. Beast Insight
  7. Stealth
  8. 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:

  1. Martial Weaponry
  2. Athletics
  3. Sway
  4. Command
  5. Thievery
  6. Notice
  7. Perform
  8. 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:

  1. Common Weaponry
  2. Athletics
  3. Sway
  4. Command
  5. Thievery
  6. Notice
  7. Perform
  8. 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:

  1. Common Weaponry
  2. Martial Weaponry
  3. Sway
  4. Command
  5. Notice
  6. Healing
  7. Craft
  8. 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:

  1. Athletics
  2. Command
  3. Sway
  4. Notice
  5. Wilds
  6. Beast Insight
  7. Craft
  8. 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:

  1. Martial Weaponry
  2. Athletics
  3. Sway
  4. Healing
  5. Channeling
  6. Wilds
  7. Beast Insight
  8. Stealth

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