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.Curses offer Gifts at the cost of devouring the characters future.Choose three Guides for your character marking each into its own slot. You can choose the same Guide twice. If your Blood is Alfar […]

Character creation

Character Creation 2. 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 Guides. Choose Pasts Choose one Past from the table on the

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 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 their current adventures. Past grants Skills on character creation.Details: Physical features, gender identity and demeanor.Deeds: Collected insight and experience from great challenges. Fuel for advancement.Level: Measure of characters power and

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 perform worthy actions.An example list of worthy actions: Curse: Break or gain a Curse. Cursed Effort: Suffer a great Setback. Great Challenge: Adventurers face a Great Adversary or complete a

Character

Curses

Curses influence Guides provoking character into uncontrolled action and corrupting their ambitions.• When character contracts a Curse they replace one of their Guides Boons with a Curse• Guide becomes Cursed and cannot be changed until the Curse is broken Curses have beneficial effects however drawing on them is risky. Drawing Strength from a Cursed Guide

Character

Gifts & Guides

Gifts Gifts are special talents and abilities that allow the character to bend the rules of the game to their favor. Gifts are gained as part of character advancement or from artefacts. Guides Guides are strong connections for the character. Guides provide Boons and an access to Gifts. Guides may become cursed changing the Guides

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

Character

Prowess & Defense

Prowess Prowesses represent broad range of ability. When the character has an active role they add one Prowess as bonus to a Test they make.Prowesses have two values, active and passive. Active value is added as bonus to Tests. Passive value is the Difficulty for static effects created by the character. Passive Prowess is 10

Rules

Possessions

Marking Possessions Possessions are useful items the character carries on their person.• 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• Burden from Possessions is Persistent. Burden cannot be reduced below this value without removing items

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