Guides

Guides: Blade

Nothing can be achieved without a fight, that is the truth of the world. You are ready to meet with blades any opponent in your way, no matter their strength or station. Character Creation When you create a character with this Guide take the features on this page. Then choose a Boon from the following […]

Character creation, Guides

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. Prowess Awareness +1 Defense

Character creation

Character Creation 3. Guides & Curses

Guides are sources of strength for the character. They provide Gifts, special abilities that give the character an edge over their adversaries.Choose three Guides for your character marking each into its own slot. You can choose the same Guide multiple times. If your Blood is Alfar choose a Magic Gift. If your Blood is Human

Character creation

Character Creation 2. Past

Choose one Past from the table on the this page and increase Skills from the Past by +1. Past Skills 1 Soldier: Camps were your home and battle bought your bread. Martial Weaponry, Athletics 2 Sailor: You fought the waves chasing the horizon. Athletics, Sailing 3 Tiller: You worked the land and the land kept

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. Blood 1 Alfar 2 Beastblood 3 Dwarf 4 Human 5 Kobold 6 Sculpted 1. Alfar When Children of Light drove the Children of Dark into depths of earth, Alfar

Character

Deeds & Advancement

Deeds Deeds are experience and insight gained from facing challenges. They fuel the characters growth.During the game Bearer rewards entire party with Deeds, when they suffer dire consequences and overcome great challenges. Curse: Break or gain a Curse. Danger: Adventurers gain Deeds from danger in a few situations.• At the start of Downtime if the

Character

Curses

Curses corrupt Guides turning their strength into a danger.• When character contracts a Curse they replace one of their Guide Boons with a Curse making the Guide Cursed• Cursed Guide cannot be changed until the Curse is broken• Cursed Guide continues to give access to Gifts for character advancement Curses have beneficial effects that can

Rules

Possessions

Marking Possessions Possessions are useful items the character brings with them on adventures.• Each possession is marked on its own row. Filling too many rows increases Burden• Especially heavy and unwieldy items have Burden Quality that increases characters Burden by rating while carried• Burden from Possessions is Persistent. Burden cannot be reduced below this value

Character

Gifts & Guides

Boons & Gifts Boons and Gifts are special abilities that allow the character to bend the rules of the game to their favour. Boons are gained from a Guide and are removed if the character loses the Guide. Gifts are gained as a part of character advancement and always remain with the character. Guides Guides

Character

Skills

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

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