One bloodline’s legends taught you how to be heroes. Set your pact with them to 1. You say what legend you’ve heard, they say what secret failure the legend left out.
One bloodline hunted you as monsters before you forged a treaty. Set your pact each other to 1. You say how you proved your humanity, they say how they made amends.
You saved another bloodline from falling to darkness. Set your pact with them to 1. They say what dark temptation was twisting them into servants of the castle; you say what you did to redeem them.
You split the fabulous wealth you found with another bloodline. Gain 1 pact on them. They say what they used the wealth for; you say how entropy and betrayal robbed them of it.
You taught another bloodline how to use the castle’s power safely. Gain 1 pact on them. They say what the ritual allows them to do; you say what it costs them instead of their souls.
One bloodline taught you how to fit in with the rest of society. Set your pact with them to 1. You say what social expectation they taught you. They say how it has changed since.
One bloodline goes to you for prophecies and omens. Raise your pact with them by 1. They say what fate you saved them from. You say what ill fortune you haven’t told them about yet.
One bloodline told you about current events… to them. Raise your pact with them by 1. They say how this event is significant now. You say why it doesn’t matter in the future.
You prize heroism and valour. At the end of each play session, pick the explorer whose heroism most impressed you and raise their pact with your bloodline by 1.
While at one of your camps, members of other bloodlines can spend 1-pact to gain a weapon from your stores. Give it two perks and a flaw, and describe its history.
You prize integrity and sacrifice. At the end of each play session, pick the explorer whose mercy most impressed you and raise their bloodline’s pact with you by 1.
While at one of your camps, other bloodlines can spend 1-pact to transfer a point of contamination to a member of your bloodline. Say how the recipient is further twisted.
You prize self-sacrifice. At the end of each play session, pick the explorer who risked the most to help others and raise their bloodline’s pact with you by 1.
While at one of your camps, other bloodlines can spend 1-pact on you to take a Relic from your stores. Describe it, and suggest how it came to be owned by your order.
You prize entrepreneurship. At the end of each play session, pick the explorer who most increased their wealth or power and raise their bloodline’s pact with you by 1.
While at one of your camps, other bloodlines can spend 1-pact on you to get access to more luxurious supplies, giving them advantage on Shelter until they return to a safe camp.
You prize arcane insight. At the end of each session, pick the explorer who wielded the most supernatural power and raise their pact with your bloodline by 1.
While at one of your camps, other bloodlines can spend 1 pact on you to get an item of power from your stores. They can destroy it to cast a spell as per Drink Deep.
You prize the natural order. At the end of each session, pick the explorer who went out of their way to destroy the castle, and raise their pact with your bloodline by 1.
While at one of your camps, members of other bloodlines can spend 1-pact to gain an animal companion. While the animal is alive, they share one of your explorer’s moves.
You prize the struggle against Fate. At the end of each session, pick the explorer who had the worst luck and yet prevailed against it, and raise their pact with your bloodline by 1.
While at one of your camps, other bloodlines can spend 1-pact on you to get a glimpse of what might kill them. They hold 1. They may spend that hold to declare that this is the vision that they saw, and gain advantage on the roll. On a miss, they cannot avoid the noose: they die.
You prize the preservation of the future. At the end of each session, pick the explorer who was most interested in events to come and raise their pact with your bloodline by 1.
While at one of your camps, members of other bloodlines can spend 1-pact to gain a strange, yet useful device. They hold 2. They may spend hold 1-for-1 to ask any question in the See Clear list.
Pick two:
When your explorer confronts the Regent, roll +Swords. On a 7-9 pick 1, on a 10+ pick 2:
When your explorer would inflict the killing blow on an Acolyte, they may stay their hand. If you do, roll +Chalices. On a 7-9 pick 1 they get enough control to tell you:
They then retreat into the maze-like corridors of the castle.
On a 10+ they gain enough control to change sides and work alongside you, though they cannot act directly against the Regent.
When you call on your reputation in a community that knows your legend, roll +Chalices on Reinforcements instead of +Coins.
There’s a particular fighting style passed down your bloodline through training, genetics, or mystical empowerment. Pick one:
Your bloodline has a tenacity that lets them cheat death so long as they have something to fight for. All of your explorers start with +1 Armour. Whenever they take a blow for another explorer, they can refresh the Armour box
Pick two:
All your explorers bear the curse of the castle, starts with a Blood Move; when using it, you may choose to take 1 harm instead of marking contamination.
When you make an explorer, choose one:
Human society may recoil from you, but that doesn’t mean you’re powerless. If you intimidate people into helping you or appeal to their baser urges, roll +Swords on Reinforcements instead of +Coins.
When you send your bloodline members to blend in with the castle’s denizens, roll +Wands. On a 7-9 hold one, on a 10+ hold three. Spend the hold 1-for-1 to get them to:
Add the following option to Resist Doom:
When they use this, the denizens become their loyal servants. When they fight alongside you, your attacks gain the cleave tag. When you send them to act independently of you, the GM will decide how well they do. When you take Harm, you can choose to have the denizens be destroyed instead.
Pick two:
You are vigilant protectors of the mundane. When an Acolyte ventures out to attack the mortal world, your explorer can spend 1 Travel the Labyrinth hold to immediately intervene and confront them.
So long as your camps maintain a constant vigil of prayer, they will not come under attack.
When your explorer attempts to manifest this shield, roll +Sulphur. On a hit, radiant light prevents creatures of the castle from coming within a few metres of you. On a 7-9 pick two, on a 10+ pick one:
When an explorer on the verge of death is brought back to one of your camps, roll +Chalices. On a 7-9 the deadly wound is stepped down to a major wound; on a 10+ it's gone entirely. On a 6- their soul gutters out entirely, replaced by something dark: they'll die and become an undead Acolyte, unless 1 Relic is sacrificed to stop it.
When you Resist Doom, your explorer can sacrifice some of their lifespan to channel greater power. You may substitute a minor wound for 1 relic, a major wound for 2 relics, or a deadly wound for 3 relics.
You can concentrate the castle's corruption in one part of an explorer's body. Actions using the body part have advantage, but the explorer marks an additional point every time they mark contamination. Amputating the node of corruption deals the explorer a major wound, and they lose a point of Blood and a Blood Gift. The removed body part counts as 1 relic.
Pick two:
The strange by-products of the castle's intrusion into our reality retain their power, if you let them feed from you. When you would spend a relic, you may mark contamination to keep it in your bloodline's stocks.
Your bloodline's resources are devoted to the creation of new weapons to be used against darkness. Once a generation, you can gain one of these weapons for your struggle.
When your scholars bring their most recent creation to your camp, roll +Coins. On a 7-9 pick one, on a 10+ pick two:
Your explorer has a skilled companion to back them up in the castle. Pick one when you make your explorer:
When you shower luxury on a party of explorers, you may roll +Coins to give them Rest & Relaxation.
Your contacts stand ready to support your war against evil. When you roll a 7+ on ReinIronments, you may pick one extra option.
Pick two:
When you warp space to move explorers between two safe camps, roll +Wands. On a hit, they make the journey successfully; on a 7-9, pick one:
While at your safe camps, any explorer can archive a spell (learned via Drink Deep) and receive a Relic in return. At any later point anyone can spend a Relic to learn a spell from the archive. Choose two spells to have in your archive already:
When you roll 10+ on Resist Doom, your ritual lingers providing active opposition to the Regent. The next time their clock would tick down, it's stopped from doing so.
You have learned how to turn the castle's burgeoning power towards your own ends. Whenever the Regent's clock ticks down, gain a Relic.
When your explorer dissects a defeated Acolyte, gain 1-organ. With a few minutes of preparation, they may spend 1-organ to:
Pick two:
You can communicate with trees and other flora. When you seek Shelter near a tree, you may treat it as a contact of your choice.
When you claim a Forward Base, you may mark contamination to reduce the Regent’s Clock by 1.
When you have access to natural herbs and poultices, choose one more option from Rest and Relaxation, even on a miss.
You can tell what is wrong with the world by looking at the moon. At the beginning of a generation, the GM will tell you if there are any Acolytes that speed the world’s blight, what blight they bring, and on what ticks.
Your explorers can mark a second Minor Wound.
Pick two:
When you use Rest and Relaxation, you may spend 1 Relic to pick an additional option from the list.
When you Resist Doom, you add the following option to the list:
When your explorer rolls a miss, hold 1. Spend that hold to gain advantage on a roll.
When you sell your fortune-telling services while calling for Reinforcements, you always get 1 Relic in addition to any other choice.
Pick two:
You have effective means of long-distance communication. Your explorer and their allies can communicate with each other through great distances without having to Summon Aid.
When you call for Reinforcements, add the following to the list:
Exactly once, when Darkness Falls, you may declare that you have a final solution. Negate the effects of Darkness Falling, but it will cost you a fragment of your souls. Your future characters start at Blood 1, as if you had left the castle without claiming the grail and with Blood 4+.
When you Resist Doom by replacing occult resources and ceremonial paraphernalia with technological baubles and devices, roll +Swords instead of +Wands.
When you claim a Forward Base, you may spend 1 Relic to install hidden cameras that will warn you when the base is about to come under attack.
Pick two:
When your explorer finds Shelter in the castle, they can inspire the others with tales of selfless heroism. The next time their allies would mark contamination while trying to aid or protect another explorer, they ignore it.
When your explorer finds Shelter in the castle, they can use the power of the blood to push back death. Anyone in the party can mark contamination to heal 1d6 Harm.
When your explorer finds Shelter in the castle, they may lead the group in prayer. They each hold 1: spend it to miraculously avoid a curse, spell or mystical attack.
When your explorer finds Shelter in the castle, they may upgrade and reinforce their party's gear. They each hold 1: spend it to get fleeting advantage on Strike or Confront.
When your explorer finds Shelter in the castle, they may lead the group in a ritual of controlled corruption. Each explorer may transfer 1 point of contamination to another explorer, with that explorer's consent.
When your explorer finds Shelter in the castle, they cleanse the area of the castle’s evil. Each explorer may clear their contamination track. Their Blood remains the same.
When your explorer finds Shelter in the castle, they may conduct a divination. They gain a glimpse of an Acolyte’s activities in the castle and thus their role.
When your explorer finds Shelter in the castle, they may send scouts ahead. Gain 1 hold to Travel the Labyrinth.
When your explorer finds Shelter in the castle,
Each generation, pick one from each or make your own:
An inn or cafe where your sister plays music.
A general shop run by your grandfather.
A club, park or back alley where friendly gangs hang out
Your love, kidnapped by the Regent.
Your parent, cursed to waste away
A neighbourhood, devastated by monsters.
A grand door and a sturdy boot.
A great stained glass window and a hefted brick.
A high wall and a knotted rope
A graveyard where your peers shelter.
An aerie overlooking the land.
Underground tunnels forgotten by man.
The beast that turned you, serving the Regent.
Your sibling, called to the castle by an irresistible compulsion.
A mob whipped into a frenzy by fear of the Regent.
The regent's menagerie, using yourself as bait for the game wardens.
The servant's quarters, and a stolen uniform.
The barracks, and notes on the patrol schedule.
An old church warded against malign influences.
A memorial remembering the dead of the last great war.
The home of a believer, where the faithful are waiting out the horrors.
A saint's relics stolen from a desecrated grave.
A great demon only vulnerable to the righteous.
A sin that only martyrdom can wash clean.
The tainted chapel, and the supply wagons that bring in sacraments.
The burial catacombs, and a crevasse that's opened them to the world.
A marble-floored museum, and its skylights.
A mansion filled with helpful servants.
A watch station, barricaded up against the darkness.
A scholar's laboratory, fizzing with strange chemicals.
A treasure rumoured to bring eternal life.
Your political rival, empowered by the regent's corruption.
Rare reagents created by abhorrent rites.
The deeper vaults, and a brace of explosives.
A grand soiree, and a forged invitation.
The clock tower, and a zip line from great height.
A caravan on the city's outskirts selling charms and occult paraphernalia.
A visionary doctor's surgery-laboratory.
A cafe where the intelligentsia gather and debate.
A celestial conjunction promising great change.
A chance to fix a mistake made in your training.
An unnatural plague infesting the city's slums.
A garden of perfect geometric statuary, and a hole in its iron fence.
A pocket dimension outside reality, and a ritual to transport you there.
An alchemical storage vault, and the combination for the vault door.
A great tree, untouched by the castle’s corruption.
The forest closest to the castle.
A place the civilized dare not enter.
The dying wildlife in the local area.
A great beast turned evil by the Regent.
The encroaching industry of the castle.
The worn pelt of a beast of the castle.
A growing branch tearing through a wall.
The wind which carries you to the roof.
A souvenir shop of trinkets and accessories.
The local fortune-teller’s tent.
Your house, strangely untouched by evil.
Ill omens through your readings.
Strange happenings in your local neighborhood.
A traveller from the most likely future.
Hidden away in a caravan transporting goods.
A false pact with an Acolyte.
The right place at the right time.
An orbital satellite.
The machine which brought you here.
The ruins of an ancient civilization.
The future, lost to the castle.
An individual that must survive until the end.
Knowledge of historical events.
Beaming technology.
A time machine.
An anomaly in the space-time continuum.
You start with this array; add 1 to a stat of your choice:
Blood starts at 0.
Looks
Ambiguous, Concealed, Feminine, Masculine.
Body
Asian, South Asian, Black, Caucasian, Hispanic, Latino, Indigenous, Middle Eastern, ________.
Name
Make a weapon (1 perk, 1 flaw).
Pick one extra armament:
Pick two pieces of utility gear:
Go around the table, introducing your explorer to the group
Pick a covenant you have with the player to your left at rank 1.
Examples:
Add extra details and context for the covenant the player to your right has chosen.
Pick two:
You're incredibly fast. Your attacks always have the cleave tag, and you have advantage on Dodge.
Flesh and blood is less important that confidence. When you land a successful Strike, heal the last Harm you took.
Your weapon is versatile, enchanted or a marvel of engineering. Pick two perk/flaw sets for it: you can switch between the two at a moment’s notice.
You're merciless in pressing your advantage. Once you’ve landed a Strike on a target, get advantage on future Strikes.
You know secret rituals to preserve an enemy's power in a severed part of their body. When you draw on the power of a trophy carved from an Acolyte, roll +Iron on Drink Deep instead of +Sulphur.
Pick two:
When you try to catch the spirit of a defeated minion, roll +Sulphur. On a hit, you catch it; on a 7-9, it taints you and you mark contamination. So long as a spirit is contained, you can freely use one of its moves. When you mark contamination you can shift it onto the vessel, destroying the spirit. You may have one spirit at a time.
When you land a Strike on an adversary, choose one:
When you perform rites to manipulate the castle’s power, roll +Relics sacrificed. On a 7-9 pick one, on a 10+ pick two:
When you scry into the future, ask the GM a yes or no question and roll +Mercury. On a hit, they’ll answer truthfully; get fleeting advantage acting on the answer. On a 10+ you may ask a follow-up question.
When you use a spell from Drink Deep, pick one:
Pick two:
Your spirit has its own weapon: give it a perk and a flaw. When the spirit fights, roll +Sulphur to Strike and Face the Horde. If you have Astral Projection, the spirit can fight while you take independent action.
So long as you concentrate, you can project your spirit away from you, see through its eyes, and - with effort - pull switches, open doors, move small objects, etc.
When you take harm from an adversary, hold 1. Spend 1 to reveal a weakness in their fighting style and give an ally advantage against them. Spend 3 to create an Opening.
When you fuse with your spirit, roll +Sulphur. On a 7-9 hold 2, on a 10+ hold 3. On a 6- hold 1 but mark contamination. Spend a hold to use the spirit's power; work it out with the GM, but it should be about the level of a spell from Drink Deep. This power is draining: to use it again, you must use Shelter or Rest and Recreation.
When you ask your spirit for advice, roll +Glass. On a hit, ask a question and the GM will answer honestly... for the most part. On a 7-9 pick two, on a 10+ pick one:
Pick two:
You can always recognise an illusion or supernatural deception as what it truly is. In addition, you get advantage on See Clear.
You may spend Travel the Labyrinth hold, 1-for-1, to uncover one of these details in your environment:
When you roll 10+ on Dodge, time slows for everyone but you. If you can do an action within a few seconds, it'll have advantage.
When you tell an opponent what they'll do next, roll +Glass. On a hit, they pick one:
On a 10+, reveal a trap you set up to take advantage of your prediction. If they do what you predicted, the trap creates an immediate Opening or takes out a minion.
Your shots are precise and lethal. When you attack a foe with a ranged weapon, the foe must choose: remain where they are, or be taken out (if they're a minion) or provide an Opening (if they're an adversary).
Take Cornucopia and one more:
You carry endless satchels, packs, pouches and bandoleers. Within them is anything your party might need as they explore the castle. You start with 5-stock; reset to 5 every time you return to a safe camp. Spend 1-stock to pull out a useful item: matches, rations, rope, a mirror, pitons, chalk, etc.
You have servants helping you carry gear. Your maximum stock is 8 instead of 5, and your staff can perform useful duties: lift something heavy, barricade a door, etc. When they fight alongside you, get advantage on Strike and Face the Horde.
Your bags are bristling with weaponry and armour. Spend 1-stock to:
You can spend 1-stock to create a poultice that can heal a minor wound, or a draught that will heal 3 Harm. In the field, you can convert a Relic into 1-stock.
When your pack intercepts a blow, roll +stock spent (minimum 1). On a hit, the harm is negated; on a 7-9, the GM will name one other piece of gear you have that is destroyed in the process.
Pick two:
When you Flow Like Water, on a 10+ you can ask the GM to give you an additional cost to choose another option from the list.
Poisons you make or have also give weapons they’re applied to the holy tag.
When you See Clear, add these questions to the list:
When you take advantage of an Opening with a ranged or thrown weapon and your enemy can’t see you, treat the result as if you rolled a 10+.
When you spend time in a safe space crafting a poison, describe it. You can use it to give a weapon lingering or stun.
Pick two:
You have everyone’s back. You may Stand With Me outside of confrontations.
When you take the hit for a teammate, roll +Sulphur. On a hit, you take the blow. On a 7-9, it’s worse than you thought: the GM will give you an additional cost: harm, contamination, or lost gear.
When you roll 12+ on Face the Horde, you and your teammates heal 2 Harm.
You proudly carry the banner of your expedition with you. When you show your pride and wave the banner, gain fleeting advantage on Stand With Me.
When all hope seems lost and you rally your teammates, roll +Sulphur. On a hit, pick one:
On a 7-9, the GM will give you a cost: harm, contamination, or lost gear.
Pick two:
When you hold the enemy’s attention, tell the GM what trick you pull out and Line It Up with +Mercury instead of +Glass.
When you get 12+ on Flow Like Water or Dodge, you spot an opportunity to acquire an asset: gain 1-Relic.
Choose a move from another Explorer playbook. If you pick the Packrat’s Cornucopia move, you only have 3-stock. If you pick the Mascot’s Real Person move, you have an animal form instead.
When you observe another explorer’s miss, get fleeting advantage to do the exact same thing.
Exactly once during a confrontation with an Acolyte, you may declare you have a solution to your current predicament. Tell the GM what it is and roll +Mercury.
On a hit, you defeat the Acolyte by the skin of your teeth. On a 7-9, it costs you a lot. Cross off an unmarked Blood Advance other than Retirement: you cannot take that advance. If there are none left, immediately take Retirement. On a miss, you mess up real bad: trigger your Death Move.
Take Knight’s Honour and one more:
Your honourable soul protects you from the castle’s corruption. Start with 3-honour and reset to 3 every time you return to a safe camp. Spend 1-honour to avoid marking contamination.
Your honour protects you even from physical harm. You may spend honour 1-for-1 to reduce harm taken.
When you Face the Horde, on a hit, you may choose an additional option. If you do, gain 1-honour, up to a maximum of 3-honor.
When you Stand With Me, you may spend 1 honour and roll +Iron instead of +Sulphur.
When you successfully Strike an enemy, you may spend 1-honour to do one of the following:
Pick two:
Choose an explorer you have a covenant with. While the covenant has a rating of 1 or more, you have access to a single move of theirs, your choice.
You get the Packrat’s Cornucopia move, but you only have 3-stock.
You have a human form you can switch to at will.
You can communicate with other animals. When you coordinate your efforts with them, gain fleeting advantage.
When you Flow Like Water in an environment that resembles your natural habitat, roll +Iron instead of +Mercury.
Take Triage and one more:
When you assess the type of harm another character has taken, roll +Glass. On a 10+, choose 3. On a 7-9, choose 1.
When you give another explorer advice and they follow through with it, they gain fleeting advantage.
When you heal or tend to an ally, they heal 1 additional Harm.
When you tend to your own wounds, you can use any Medic move - even ones you haven’t chosen.
When you heal or aid someone but keep yourself emotionally distant, roll Stand With Me with +Glass instead of +Sulphur.
Take Invention and one more:
When you spend time in a safe space developing and building a new invention, roll +Sulphur. On a hit, you build the invention. Choose 1 and describe it:
On a 7-9, choose 1 drawback from below.
When you build an invention on the field, roll with disadvantage, and choose an additional drawback on a 7-9.
When you choose to invent a weapon, give it an extra perk.
When you choose to invent a shiny object, choose 1 more from the same list.
When you choose to invent an enhancer, pick two exploration moves it boosts instead of one.
Pick one when blood increases
When you roll a miss on Strike, you can mark contamination to immediately make another Strike.
Your teeth and fingernails gain a keen edge. You always have access to them, as a weapon with (piercing, close).
Your blood burns as it leaves your body. You may mark contamination to create a wall of fire most monsters won’t willingly cross.
When an Adversary is bearing down on an ally, you can mark contamination to force them to target you instead.
You can mark contamination to perceive the intangible and immaterial. When you Line it Up or See Clear with this sight, you can roll +Mercury instead of +Glass.
You can consume the spirits trapped in your Soul Vessel. When you do, mark contamination but heal your last wound.
Your body is shifting to become something ancient. You may mark contamination to grow an organ or limb - arms, tentacles, etc.
When you shed your blood to create a body for a spirit, roll +Harm taken. On a 7-9 pick 1, on a 10+ pick 2: they're obedient, they're knowledgeable, you can banish them at will.
When your spirit is away from you thanks to Astral Projection, you may mark contamination to swap places with it.
Your spirit's true, terrifying form guides your blows. Mark contamination to give an attack advantage and a tag of your choice.
You're losing your mortality. Gain 1 Armour against physical attacks, but take 1 more harm from magical/spiritual attacks.
You can mark contamination to summon a lesser version of your spirit. They won’t be hostile - at least, at first.
If you're within arm's reach of a foe, you can mark contamination to reshape the castle and trap you both within an empty room. The previous state is restored when you will it, or when you take a major wound.
If a foe's within arm's reach, you can mark contamination to reshape the castle such that you are separated by a deep chasm, a barricade or a surging river (of what?).
The shifting chaos of the castle bleeds out of your mind and into those that meet your gaze. Your eyes are a weapon with ranged, piercing, unstable.
You can mark contamination and spend 1 Travel the Labyrinth hold to take your group to or from: an individual's psyche, the land of the dead, where the castle comes from.
You can mark contamination to augment your strength, letting you carry any weight. Leverage may still present issues.
When you reach into your sack, you can mark contamination to pull out something impossible: something too big, or too dangerous, or on the other side of the world, or in your antagonist's hands.
If you get something in your bag, it cannot escape without your say-so. You can mark contamination to turn the void inside the bag into a powerful vacuum (tether, close).
When you assemble the odds and ends in your pack into a rough human form, you can mark contamination to give it life. It will follow your commands to the best of its ability, but cannot leave the castle.
When you successfully Strike an enemy, you can mark contamination to gain the lost Quality as a spell. The GM will tell you what it does.
You can craft knives from the very shadows. Treat them as weapons with flexible, ranged, painful.
When you hide in the shadows, you can mark contamination to move from one shadow to another, bringing any people you wish with you.
When you bleed, you can mark contamination to turn the spilt blood into a poison that gives weapons lingering or stun.
When an ally Summons Aid, you can mark contamination to physically show up.
When you Drink Deep, you can mark contamination to share the spell with your allies.
When you Travel the Labyrinth, you may choose to mark contamination to automatically gain 1 hold.
When you let out an intimidating war cry, mark contamination to choose an option from Stand With Me and apply it to yourself.
When you Flow Like Water, you may leave behind an effigy of yourself. Mark contamination to have it act in your place.
When you successfully Strike an enemy, mark contamination to damage them twice instead.
You can mark contamination to clear a Minor Wound, or raise Blood to clear a Major Wound.
Choose a Blood Gift from another Explorer playbook.
You craft a legendary sword with your own blood. It is a weapon with lingering, piercing, heirloom.
You may mark contamination instead of spending honour for any of your moves.
When you attune your senses to the castle, you may spend honor 1-to-1 to ask a question from the See Clear list.
You can’t lose your Bloodline’s weapons. You may mark contamination to immediately call a weapon with heirloom to you.
When you consume a fallen Acolyte, you gain their properties. Mark contamination to...
If it was strengthening the Regent:
...give another explorer fleeting advantage.
If it was guarding the Regent:
...negate a hit worth 3 Harm or less.
If it was speeding the world’s blight:
...prevent the clock from ticking down.
You can mark contamination to maul an enemy brutally, and create an Opening for other explorers to use.
When you draw upon your most feral instinct, mark contamination to roll +Iron on Drink Deep instead of +Sulphur.
When you let out a powerful roar, mark contamination and gain fleeting advantage to Strike and Face the Horde.
When you would take harm, you can choose to mark contamination 1-for-1 instead.
When you treat someone else’s wounds, mark contamination to heal yourself for the same amount.
When you hurt an enemy, you can mark contamination to hold 1. Spend that hold to heal yourself or an ally 1 harm.
When you wield a stabbing weapon, you can mark contamination to give it the lingering tag.
When you build an invention, you can mark contamination to store a spell in it. You don’t need to know the spell beforehand.
When you next have shelter, you build a device that stores the effects of the castle. Describe it. Any explorer who uses it may transfer contamination to it, for a price. For each 3 contamination it stores, advance the Regent’s clock.
When you Line It Up by contemplating the weird and surreal nature of the castle, do so with +Sulphur instead of +Glass. You may mark contamination to roll with advantage.
When you build an invention, you may mark contamination to boost it with a Professor move you don’t have as if you had it.