Chasing Adventure

Ask

Who here shares one of my appetites?

Who here do I see as untrustworthy or dangerous?

Who here is interested in my homeland?

Answer

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?

Favor

Initially, you Favor the PC teaching you their ways.

What are they teaching you? Are you teaching them your ways as well?

Ask

Who here told me a dark or shocking secret?

Who here did I once give unwanted assistance to?

Who here heard stories about me before we met?

Answer

What kind of art do you specialize in?

What rival or enemy seeks to quash your art?

What cause or scandal is currently causing unrest?

Favor

Initially, you Favor the PC who will be a part of your next masterpiece.

What will it be? What do you need to create it?

Ask

Who here shares one of my appetites?

Who here do I see as untrustworthy or dangerous?

Who here is interested in my homeland?

Answer

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?

Favor

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?

Ask

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?

Answer

What corrupting sickness spreads across the land?

What enemy of nature did you once seal away?

What wondrous natural feature is nearby?

Favor

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?

Ask

Who here thinks I’m too violent or dangerous?

Who here have I saved from certain doom?

Who here am I suspicious of?

Answer

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?

Favor

Initially, you Favor the PC you've fought back-to-back with.

Who did you fight? How did the battle turn out?

Ask

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?

Answer

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?

Favor

Initially, you Favor the PC who’s been burned by your fire.

What caused this? What did they lose to the flames?

Ask

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?

Answer

What fallible authority rules over these lands?

Who suffered when you once erred in judgement?

What is your largest blind spot or weakness?

Favor

Initially you Favor the PC who was once an enemy.

What changed this? Who else still hunts you both?

Ask

Who here am I trying to guide or protect?

Who here uncovered a secret of nature with me?

Who here frequently quarrels with me?

Answer

What perilous landscape have you yet to traverse?

What treacherous foe once escaped you?

What mistake or oversight cost you dearly?

Favor

Initially you Favor the PC who saved you from an unexpected threat.

What kind of threat? How does it still hunt you?

Ask

Who here once committed a crime alongside me?

Who here thinks I’m scum?

Who here am I planning to trick or frame?

Answer

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?

Favor

Initially, you Favor the PC you owe a great debt to.

How did you come to owe them?

Ask

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?

Answer

What did/do you miss due to your magic?

What mystery are you close to uncovering?

What happens when your magic goes haywire?

Favor

Initially you Favor the PC you did a Ritual with.

What was the ritual? How did it change things?

Formidable

You are known for your terrible proficiencies. Choose two:

  • Unencumbered, Unharmed: You have 1 Armor as long as you are not restrained, are not wearing armor, and are not wielding a shield.
  • Musclebound: Your weapons are always Forceful and Messy.
  • Immovable Object: Your Armor can’t be Pierced.
  • Unstoppable Force: You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).
  • Eye for Weakness: At any time you can ask the GM ‘Who or what here is weak or vulnerable?” and they will tell you honestly.
  • Walking Weapon: Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.

When you level up, you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies.

Herculean Appetites

Others may content themselves with just a taste of wine, or authority over a servant or two, but you want more. Choose two:

  • Conquest
  • Fame and Glory
  • Mortal Pleasures
  • Pure Destruction
  • Power Over Others
  • Riches and Property

When you refuse a golden opportunity to sate an appetite, take 1 condition.

When you sate an appetite, heal yourself of 1 condition.

When you Push Yourself in pursuit of an appetite, gain two sources of Advantage instead of one.

Rampage

When you Engage, if you choose to inflict an extra condition on a 10+, you instead inflict two extra.

Storied Knowledge

When you first encounter someone or something that you’ve heard tales, songs, or legends about (your call), tell the GM something interesting you’ve heard about it. The GM will tell you what else you’ve heard that complicates things.

Speak Softly

When you Scrutinize someone by speaking openly and honestly with them, you can roll+CHA instead of +WIS. You may also choose to gain 1 additional Insight, even on a 6-, but if you do then afterwards they will ask you a question as if they had 1 Insight on you. You may lie or obfuscate in your answer, but if you do you can’t use this Move on them again and you lose their Favor forever.

Expressive Conflict

You wield renowned artistic skill, (music, writing, painting, etc.) which can do more than just capture hearts and minds. Choose two expressions that you know:

  • Wield your art like a weapon for the scene. When you Engage or Let Fly using your art, you may roll with CHA instead of STR or DEX.
  • Curse a foe, removing 2 of their unused Armor.
  • Heal yourself or an ally of 1 condition.
  • Distract, stun, or immobilize a foe.

You have 3 Art. When you Settle In, reset your Art to this number. When you invoke your artistry, you may spend 1 Art to unleash one known expression.

Perform

When you practice or display your chosen art before an intelligent audience, roll+CHA.On a 10+ gain 3 Awe. On a 7-9 gain 2 Awe. During or shortly after your performance, you can spend each Awe to name an NPC in the audience and choose one below. You may choose the same NPC multiple times.

  • This person must speak with me.
  • This person must give me a gift.
  • This person Favors me.

Atone

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:

  • 1 Condition - visible gash, furious temper
  • 2 Conditions - broken bone, night terrors
  • 3 Conditions - missing limb, tortured memories
  • 4 Conditions - mortal wound, violent madness
  • 5 Conditions - recent death

You can spend Spirit like Armor to absorb conditions from Atone.

Divine Agent

You serve and worship a deity who grants you power. Give your deity a name, then define their domains by filling in each answer:

  • What they Control.
  • What they Represent.
  • Who Worships them.
  • Their Enemies.
  • Their Demands.

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.

Hearts and Minds

When you Scrutinize someone, you can also ask one of the following questions, even on a 6-.

  •  What are your true feelings about my deity?
  • What do you not want to admit (to me, to another, to yourself, etc.)
  • Who or what do you favor or care for the most?

Invoke Miracle

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:

  • The Miracle’s Risk comes to pass.
  • You draw unwanted attention, probably from your deity’s enemies.
  • You lose your deity’s Favor (can only be chosen if they Favor you).

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.

At One With the World

You can speak with animals and Scrutinize and Compel them. You also don’t require food or drink.

Shapeshift

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.

Attuned Creatures

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.

Resist Instinct

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.

Commune

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.

Armed and Ready

Ignore the Clumsy tag on armor you wear.

Particular Set of Skills

When you Compel with threats of violence, roll with Advantage.

Signature Weapon

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.

Battle Momentum

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:

  • (3) Restore 1 of your Armor
  • (3) Inflict an extra condition on an attack
  • (2) Gain Advantage Forward to Engage or Let Fly

You can have a maximum of 5 Momentum.

When you Settle In, reset Momentum to 0.

Momentum:

Demolitionist

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”);

  • It’s going to take hours/days/weeks.
  • First you must do something.
  • You'll need help from someone.
  • You'll need to use something.
  • It will be easy/difficult to repair.
  • You and your allies will risk something.
  • You'll have to use up/wear out something.

Firebrand

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:

  • Adaptable: Your fire has the Intimate and Close tags.
  • Ambitious: Your fire has the Far tag.
  • Bold: Your fire has the Area tag.
  • Restrained: You and nearby allies have +1 Armor against your fire and its effects.
  • Spontaneous: You can create fire rather than manipulate what’s already burning.

When you Burn a trait, your fire loses it until you next Settle In. See Unleash Flames for more info.

Unleash Flames

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.

  • You cause unintended collateral damage
  • You suffer a condition, perhaps due to overexertion or a foe’s counterattack
  • Choose and Burn one of your fire’s traits
  • Your draw unwanted attention from nearby

From the Ashes

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.

Captivate

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:

  • Giving you something they think you want.
  • Doing something you tell them to do.
  • Fighting to protect you.
  • Favoring you, but only if they don’t already.

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.

Armed and Ready

Ignore the Clumsy tag on armor you wear.

Decree

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:

  • If they do anything other than follow your order, gain Advantage Forward against them.
  • They reveal a piece of relevant information to you (unwittingly or otherwise).
  • They cannot flee.

Devout Virtues

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:

  • Courage: Refuse to let those who have power abuse it. While you physically stand in defense of another, they will not be targeted or harmed.
  • Honor: Never harm the helpless or unaware. When you Decree an enemy to surrender or repent, you can treat a 6- as a 7-9.
  • Justice: Suffer not a crime unpunished. When you question a captive or friendly individual, you know if they’re lying.
  • Loyalty: Remain true to your word and to your allies. When you speak the truth, none can doubt you. They might deny it out loud, but in their hearts they recognise your conviction.
  • Mercy: Let no innocent creature suffer unaided in your presence. When you heal someone else, you are also healed of one condition.
  • Purity: Abstain from mortal pleasures and finery. You are immune to all maladies, such as poisons, diseases, and curses.

Chains of Faith

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.

Healing Hands

When you treat someone with Supplies or Medicine, choose one additional effect:

  • It ignores the Slow tag, taking a few moments rather than minutes.
  • Heal them of an additional Condition.
  • The patient gains Advantage Forward (PCs only).

Bestiary Knowledge

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.

Citizen of the Wild

When you Track Down, roll+WIS instead of +nothing and make one fewer choice on any result.

Ready for Anything

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:

Flashback

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

  • 1 Prep - Ordinary action, easy opportunity, no rolls required, a short time ago.
  • 2 Prep - Complex action, unlikely opportunity, one roll required, some time ago.
  • 3 Prep - Elaborate action, special opportunity, several rolls required, a long time ago.

Honed Techniques

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:

  • Avoid: Roll with Advantage when Defying a physical threat.
  • Exploit: Make an attack Pierce Armor.
  • Impart: Message or signal someone nearby, covertly or openly.
  • Maneuver: Rapidly move somewhere nearby, overcoming a natural obstacle or environment in the way.
  • Snare: Trap someone or something in place for a short time (you may spend your Trap Kit instead of Prep to use this technique).
  • Trick: Manipulate someone nearby to move somewhere.
  • Vanish: Disappear within a nearby dense or obscuring environment.

When you Level Up, you may choose to learn an additional Technique instead of another benefit.

Dirty Fighting

When you have Advantage on Engage, you may roll+DEX instead of STR.

Tricks of the Trade

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.

  • Authorities will discover your trail - gain 1 Heat
  • Someone nearby is alerted of your presence
  • There is an unexpected danger, trap, or ambush inside

Poisoner

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.

  • Oil of Taggit: Must be consumed. The target falls into a light sleep.
  • Bloodweed: Requires contact. The first time the target would hurt someone each scene, they inflict no conditions.
  • Goldenroot: Must be consumed. The target treats the next person they see as a trusted ally until proven otherwise.
  • Serpent's Tears: Requires contact. The target takes 1 extra condition when hurt until they are cured.
  • Other:

Wanted

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:

Evoke a Spell

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.

  • The Spell’s Risk manifests as well.
  • The Spell’s magic drains you. You take -1 Ongoing to Evoke Spells until you next Settle In.
  • Using it puts you in danger or draws unwanted attention, the GM will say how.

Wizards start with 2 Spells known. When you Level Up, you can choose to learn a new Spell instead of another benefit.

Prestidigitation

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.

Ritual

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”):

  • It’s going to take days/weeks/months.
  • First you must do something.
  • You'll need help from someone.
  • It will require something.
  • The effect will be unreliable or limited.
  • You and your allies will risk something.
  • You'll have to destroy something to do it.

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: