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 is a being you can roll your Focus Die to gain bonus on opposed Tests for stealth, deception, intimidation and persuasion.

Deadly Focus: Roll your Focus Die on attack against your Focus and add result to the damage.

Deep Focus: When you gain new knowledge on your Focus you gain an additional Focus Die. Whenever you roll a Focus Die roll all the dice and choose the result to use. You can hold Focus Dice up to your Mastery. You will lose additional dice when you change Focus.

Mystic Focus: You may Focus on a Magical Gift you have access to. When you channel an Intent from that Gift Roll your Focus Die and use Exhaust options by result.
– 2+: 1 option.
– 4+: 2 options.
– 6+: 3 options.

Thrill of the Hunt: When you gain new knowledge on your Focus or your Focus being suffers a Wound Roll your Focus Die and recover Hit-points by result + Mastery and reduce Burden by one.

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