See the full Level Up Move for more choices.
Who here shares one of my appetites?
Who here do I see as untrustworthy or dangerous?
Who here is interested in my homeland?
What do you carry from your homeland and why?
What great trial or wound have you endured?
What friend or enemy is also from your homeland?
Initially, you and your deity Favor each other. You also Favor the PC you had an ominous vision about.
What did your vision depict? Who have you told about it? Where might you find more information?
Who here have the spirits warned me about?
Who here has shown me a benefit of civilization?
Who here thinks I am unkempt and unclean?
What corrupting sickness spreads across the land?
What enemy of nature did you once seal away?
What wondrous natural feature is nearby?
Initially, you Favor the PC you shared a secret rite with.
How did the rite change or bond you both? What cost or sacrifice did it take? Do you regret it?
Who here thinks I’m too violent or dangerous?
Who here have I saved from certain doom?
Who here am I suspicious of?
Who are the most feared warriors in the land?
What comrade, mentor, or rival frequently tests your skill in battle?
For what purpose or goal do you still fight?
Initially, you Favor the PC you've fought back-to-back with.
Who did you fight? How did the battle turn out?
Who here knows me from before the flames?
Who here am I still trying to enamor or impress?
Who here is trying to guide or control me?
When did your flames last get truly out of control?
What did you sacrifice to gain your fire?
What foreboding vision did the flames show you?
Initially, you Favor the PC who’s been burned by your fire.
What caused this? What did they lose to the flames?
Who here is hiding something from me?
Who here did I once defy my vows to help?
Who here assisted me when I was desperate?
What fallible authority rules over these lands?
Who suffered when you once erred in judgement?
What is your largest blind spot or weakness?
Initially you Favor the PC who was once an enemy.
What changed this? Who else still hunts you both?
Who here am I trying to guide or protect?
Who here uncovered a secret of nature with me?
Who here frequently quarrels with me?
What perilous landscape have you yet to traverse?
What treacherous foe once escaped you?
What mistake or oversight cost you dearly?
Initially you Favor the PC who saved you from an unexpected threat.
What kind of threat? How does it still hunt you?
Who here once committed a crime alongside me?
Who here thinks I’m scum?
Who here am I planning to trick or frame?
Who is the wealthiest person in the land?What famous trick or theft made you wanted?
What famous trick or theft made you wanted?
Who is your greatest enemy or rival?
Initially, you Favor the PC you owe a great debt to.
How did you come to owe them?
Who here is learning more about my magic?
Who here do I give frequent unwanted advice to?
Who here thinks my magic is too dangerous?
What did/do you miss due to your magic?
What mystery are you close to uncovering?
What happens when your magic goes haywire?
Initially you Favor the PC you did a Ritual with.
What was the ritual? How did it change things?
You have 2 Spirit. When you Settle In, reset your Spirit to this number.
When you touch someone and pray for their well-being:
If they are a PC erase as many conditions from them as you’d like and gain that many for yourself.
If they are an NPC tell the GM what you’d like to heal (physical, mental, spiritual, etc.) and the GM will say how many conditions it will cost based on these guidelines:
You can spend Spirit like Armor to absorb conditions from Atone.
You serve and worship a deity who grants you power. Give your deity a name, then define their domains by filling in each answer:
While your deity Favors you, their domains react obviously to your presence (eg. animals adore you, nobles bow, demons hiss, etc.).
When you ask your deity how to gain their Favor, they will impose a task upon you related to their Demands. When you complete it, mark 1 XP and gain their Favor.
When you Scrutinize someone, you can also ask one of the following questions, even on a 6-.
When you call upon your deity’s power, choose a Miracle you know and roll+WIS, with Advantage if your deity Favors you.
On a 10+ your deity’s power flows through you and the effect comes to pass.
On a 7-9 the effect comes to pass but you must choose one:
Clerics start with 2 Miracles known.
When you Level Up, you can choose to Learn a New Miracle instead of another benefit. If you do, you also regain your deity’s Favor if you don’t already have it.
You can speak with animals and Scrutinize and Compel them. You also don’t require food or drink.
When you call upon the wilds to change your shape, choose one of your Attuned Creatures to change into and roll+WIS.
On a 10+ you transform quickly and without issue.
On a 7-9 you still transform, but you are put in a spot or draw unwanted attention.
While in an animal shape, you gain any innate abilities and weaknesses of the form: claws, wings, gills, etc. You also gain the Instinct of your new form. This primal urge is something innate to each creature and becomes a part of you while you are shapeshifted.
You begin play with two Attuned Creatures of your choice. Each has a species name and an Instinct.
When you Level Up, you may add two Attuned Creatures to your list instead of another benefit.
When you try to change shape without having fulfilled your Instinct, roll+WIS.
On a 10+ you succeed and are now able to transform. If you’re changing back to normal, you do so. If you’re changing into another creature, roll to Shapeshift.
On a 7-9 you succeed, but won’t be able to transform back into your previous form until you reattune with it by fulfilling its Instinct.
When you spend some time in a place, connecting with nearby creatures and spirits, roll+WIS. You will be granted a vision of significance to you, your allies, or the spirits around you, the GM will describe it.
On a 10+ the vision will be clear and helpful.
On a 7-9 the vision is unclear and murky.
On a 6- the vision is frightening or traumatic.
Ignore the Clumsy tag on armor you wear.
When you Compel with threats of violence, roll with Advantage.
You don’t wield an ordinary weapon, but instead have an especially powerful or unusual one. See Assets on Page 29 for details on creating your Signature Weapon.
You perfectly understand the back and forth rhythm of a fight. When you suffer or inflict harm as part of a fight (even if it’s absorbed with Armor), gain 1 Momentum. Anytime during a fight, you may spend the amount of Momentum in brackets for the following:
You can have a maximum of 5 Momentum.
When you Settle In, reset Momentum to 0.
Momentum:
When you want to destroy an object, be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM will give you 1 to 4 of the following requirements (separated by “ANDs” or “ORs”);
You can move and manipulate fire in a variety of ways - dimming, flaring, sparking, changing color, creating shapes and images, and more. Your fire is Distinctive, Fiery, and Near when you fight with it. Additionally, choose two traits for it:
When you Burn a trait, your fire loses it until you next Settle In. See Unleash Flames for more info.
When you fight using fire as a weapon, roll+CHA. On a 10+ you hurt your foe, but choose one. On a 7-9 you hurt your foe, but choose two.
When you burn a sacrifice and stare deeply into the flames, ask the GM one question about your sacrifice or something associated with it (owners, loved ones, history, etc.) and roll+CHA.
On a 10+ you see a clear and detailed vision in the flames that answers your question and related follow-up questions.
On a 7-9 you see a brief vision in the flames that answers your question vaguely.
When you share an intimate or enchanting moment with someone, usually with time and privacy, roll+CHA.
On a 10+ you have 2 Charm over them. On a 7-9 you have 1 Charm over them. They can reduce your Charm over them by 1 by:
If they’re an NPC, they can’t act out against you while Charmed. If they’re a PC, you also can spend 1 Charm to inspire or distract them, granting them Advantage or Disadvantage on their next roll.
Ignore the Clumsy tag on armor you wear.
When you command an order to an NPC, roll+CHA.
On a 10+ choose two before they flee, attack, or follow your order. On a 7-9 choose one before they flee, attack, or follow your order:
You adhere to a strict moral code that grants you power beyond that wielded by normal folk. Each virtue has a vow that must be kept and a boon it grants you. Choose two now:
Whenever you fail to act in accordance to one of your Devout Virtues, depending on the severity of your actions, you may lose access to that vow and its associated benefits until you atone for your misdeeds. The GM will tell you what you must do.
When you treat someone with Supplies or Medicine, choose one additional effect:
When you first encounter a beast or monster you are familiar with (your call), you may ask the GM one question about it, and they’ll tell you the truth.
When you Track Down, roll+WIS instead of +nothing and make one fewer choice on any result.
You have 4 Prep.When you Settle In, reset your Prep to 4. You can spend Prep to use a Flashback or a Honed Technique.
Prep:
When you retroactively declare how you prepared for something in advance, spend Prep as determined by the GM using the guideline below. As a consequence during a flashback the GM may say something costs extra Prep. If you spend more Prep than you have, take a condition for each remaining Prep
You have learned many skills from your time in the wilderness. You may spend 1 Prep to use a known Technique at any time without rolling. Choose two Techniques that you know:
When you Level Up, you may choose to learn an additional Technique instead of another benefit.
When you have Advantage on Engage, you may roll+DEX instead of STR.
When you bypass security measures in order to steal something or trespass somewhere, roll+DEX.
On a 10+ you do it quickly and cleanly. On a 7-9 you do it, but choose one.
You’ve mastered the care and use of a poison. Choose an example poison from the list below, or work with the GM to create one. Poisons you have mastered are not Dangerous for you to use.
When you Settle In, you can create a dose of each of your mastered poisons.
Authorities are intent on capturing you for your past crimes, whether you truly commited them or were framed.
You start with 0 Heat, and your Heat cannot rise above 4. The GM may increase your Heat as a consequence of any other Move, usually involving public attention.
When you Push Yourself, instead of taking a condition, you may gain 1 Heat. How do you leave evidence of, or witness to, your presence?
When you have 4 Heat, law enforcement knows where you are and are moving to capture you; the GM will decide when and how they appear. After they have been defeated, escaped from, bargained with, etc., reset your Heat to 0.
When you Settle In after covering your tracks, reduce your Heat by 1.
Heat:
When you unleash your magical talents, choose a Spell you know and roll+SPELL.
On a 10+ you successfully evoke the Spell and its effects come to pass.
On a 7-9 the Spell is still successful but choose one consequence from the list below.
Wizards start with 2 Spells known. When you Level Up, you can choose to learn a new Spell instead of another benefit.
You can easily invoke minor magical effects without issue. Slowly moving small objects, creating minor obvious illusions, generating mild heat and sources of light, and other similar feats are all easily within your power without rolling.
When you set out to achieve a powerful magical effect, tell the GM what you’re trying to achieve. Any and all Ritual effects are possible, but the GM will give you 1 to 4 of the following conditions (separated by “ANDs” or “ORs”):
When you perform a Ritual while accessing a source of great magical power, you may ignore one requirement of your choice.
Hide Unchecked
Only one Ongoing Miracle or Spell can be maintained at a time.
The Risk of a Miracle usually only happens when you choose it on a 7-9, but something like it or worse may happen when the GM says what happens on a 6-.
A Miracle’s Greater effect only happens when certain Advanced Moves unlock it.
Miracle Move:
You start with two known Spells. See the Evoke a Spell Starting Move on Page 75 for details.
Only one Ongoing Spell or Miracle can normally be upheld at a time, though you can still use other Spells that aren’t Ongoing. You can stop an Ongoing Spell any time.
The Risk of a Spell usually only happens when you choose it on a 7-9, but something similar or worse may happen on a 6-.
A Spell’s Greater effect only happens when certain Advanced Moves unlock it.
Evoke a Spell Move: