Guides: Adventure

Horizon calls to you, mountains yearn to be climbed, monsters demand to be humbled and coin whispers to be spent. You will do it all and more.

Character Creation

When you create a character with this Guide take the features on this page. Then choose a Boon from the following page.

ProwessAwareness +1
DefenseReflex Defense +1
Skills: +1Common Weaponry: Wield weapons with the Common tag and fight unarmed.
Reflex Defense: Resist strikes and external physical threats.
+1 to one Skill
1.Athletics: Overcome physical Obstacles. Run, climb, swim, throw and play physical games.
2.Sway: Make friends, persuade and bargain.
3.Stealth: Move about unnoticed and hide.
4.Thievery: Pick pockets, open locks and perform sleight of hand.
Coin1D6 Coin
Supplies1D4 Rations
Choose one weapon
1.Knife: 1D6, Common, Cunning, Thrown, Intimate, Discreet, Precise
2.Bow: 1D6+1, Common, Thrown, Missile, Two-handed.
12 Arrows
3.Spear: 1D6/1D6+1, Common, Thrown, Long Haft, Great Reach
4.Blade: 1D8, Common, Cunning, Intimate, Discreet, Precise
Choose one tool
1.Invisible Ink (2): Revealed by heat.
2.Grappling hook and Rope.
3.Disguise.
4.Scale Mail: +3 Armor, Burden: 1.

Boons

Daring: Before making a Test decide to increase Degree of the Test by one, for good or bad. You can take a Disadvantage on the Test to increase Degree by an additional +1.

Luck: When you fail a Test [Exhaust] to add +1D6 bonus on the result. Doomed Effort will still fail.

Panache: When you win a Clash or succeed in an opposed Presence Test gain the following.
– Next attack against an adversary has +1 Degree on success.
– Next Presence Test on a witness has +1 Degree on success.

Curses

Burning Life: You are dying. Not today, not tomorrow. But a month?
[Stir] every Downtime. When you Exhaust to gain a bonus on a Test increase the bonus by +1 for each Guide this Curse is marked into.

Devils Luck: There is a feeling of a great calamity looming over you.
When you fail a Test [Stir] to re-roll once. If the Test succeeds increase Degree by one for each Guide this Curse is marked into.

Stolen Power: You stole a piece of a greater being. As long as you keep the power hidden it will not find you.
Gain any Boon or Gift. [Stir] to use it. When you mark this Curse into another Guide gain a new Boon or Gift.

Gifts

Acrobat: [Exhaust] to re-roll a Test to overcome a physical obstacle or a physical Hazard once.

Divisive: When you meet a character for the first time you can roll a 1D6. On a 1-3 you have Disadvantage on Presence Tests on them outside of Conflict. On a 4-6 you have Advantage on Presence Tests on them outside of Conflict. This lasts forever.

Heart of Adventure: Choose one Adventure Boon. You gain it as a Gift and can use its effect without the Guide.

Heroic: When you succeed in a Defense Test, up to Presence allies reduce their Burden by one.

Opportunist: When you can use a Response to take an action as a result of an Opportunity Maneuver, [Exhaust] instead of using a Response.

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