Character creation

Character Creation 5: Guides

Guides are driving forces and strong connections for the character. They provide strength and a reason to get into trouble.Create three Guides for your character. Two Bonds and one Curse from the options on following pages. Guide Challenges Guide Challenges follow the normal rules of a Challenge, specifically there has to be Stakes involved. If […]

Character creation

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

Character creation

Character Creation 3: Past

Character starts the adventure with a few Skills due to their Past. Skills are honed abilities aiding the character face uncertainty.Add Mastery as a bonus on Tests when you posses a useful Skill.At character creation you will gain Skills from two sources Past and Path. Path is described in more detail in the Path section.

Character creation

Character Creation 2: Attributes

1. Generate Prowesses • Assign 8 points to Prowesses of your choice without going higher than +3 in any one Prowess. Alternatively roll 8D10 to generate random Prowesses• Set Passive Prowesses to 10 + Attribute 2. Generate Defenses • Assign 6 points to Defenses of your choice without going higher than +3 in any one

Character creation

Character Creation 1: Blood

Blood is the characters lineage and heritage. There are six Blood and each starts with a unique Gift.Choose a Blood or roll 1D6 to choose randomly. 1. Alfar When Children of Light drove the Children of Dark into depths of earth, Alfar set their isles adrift into the mists between worlds. They appear again, to

Character creation

Character Attributes

Name: Name of the character given, chosen or earned. Blood: Characters ancestry and heritage. Blood provides a unique Gift on character creation. Past: What character did before start of their adventures. Past grants Skills on character creation. Path: Characters Path. Name Gift of the chosen Path. Details: Physical features, gender identity and demeanor. Deeds: Collected

Character

Deeds & Advancement

Deeds Deeds are experience and insight gained from facing challenges. They fuel the characters growth.When Deeds are created during play they are placed into a session Deed Pool. At the start of Downtime and at the end of a play session this pool is divided between Adventurers with formula size of the pool / number

Character

Curses

Curses are dramatic afflictions that provoke character into uncontrolled action and threaten to devour their ambitions. Curses are marked into Guides and provide Bonds or Boons in exchange for constant threat. Curse Compulsion Compulsion is an event when Curse senses a chance to take control. When Curse is Compelled:• Curse Stirs• Gain a dot to

Character

Guides

Guides are driving forces and strong connections for the character. They provide strength to handle adversity and a reason to get into trouble. Character can have up to three Guides at a time, each marked into its own slot. Guides do two things.Gain Strength: Mark a dot on the Guide and create a Deed adding

Character

Skills

Skills are honed abilities that help character deal with uncertain situations.• When character possesses a Skill they add their Mastery attribute as a bonus on related Tests• Most Skills are not bound to a specific Prowess and creative combinations are possible. For example Strength and Perform to juggle sledgehammers• Only one Prowess and one Skill

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