Magical Gifts

Beast Communion

Becoming Beast: Magic allows you to shapeshift into a beast you have awareness of for duration. When you possess a tuft of fur, piece of bone or another piece of a beast you have awareness of the that type of beast for the purposes of channeling Becoming magic.-Gain Size, Pace, attacks and natural Gifts of […]

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

Rules

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

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

Character creation

Character Creation 7: Details

Flesh out your character. What is their name, how do they approach adventure? Do they have any distinctive features?Create a story tying together gaps between earlier choices in character creation.Your character is now ready to begin their adventures. Demeanor Distinctive feature 1 Energetic 1 Ritual scars 2 Inquisitive 2 Piercing gaze 3 Secretive 3 Luxurious

Character creation

Character Creation 6: Possessions

No matter the characters past this is what they start with.• Travel clothes• 1D20 + Presence Coin• 1D4 Rations Then choose once from list of Trophies, list of Weaponry and list of Packs on this page.Charactersheet has six slots for equipment. Items in theses slots do not fill rows in Possessions but their Qualities may

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