Class Warfare
Class Warfare
2014
Vancouver Canada
Class Warfare
Editing, publishing, and additional writing by Johnstone Metzger.
October, 2014.
Vancouver, Canada.
Art
Cover art, plus the arsenal, firestarter, and sage illustrations, by
Nate Marcel. Flame logo by John Harper.
nates-notes.blogspot.ca
onesevendesign.com
Additional interior art by Abbie Farwell Brown, Albrecht Dürer,
Alfred Kappes, Anne Anderson, Annibale Carracci, Archie
Macgregor, Arthur Paunzen, Arthur Rackham, Austin Osman
Spare, Carlo Bossi, Carlos Schwabe, Carlton Alfred Grant,
Charles-Albert Arnoux Bertall, Clara Elsene Peck, Daniel Bruun,
Dorothy M. Payne, Edmund Dulac, Edmund Leighton, Elliot Dold,
Ernst Moritz Retzsch, F. H. Ball, Fortunino Matania, Frederick
Richardson, Gabriel Cornelius von Max, Gerald Metcalfe, Gustave
Doré, Hans Brosamer, Hans Printz, Hans von Gersdorff, Helen
Class Warfare
Editing, publishing, and additional writing by Johnstone Metzger.
October, 2014.
Vancouver, Canada.
Art
Cover art, plus the arsenal, firestarter, and sage illustrations, by
Nate Marcel. Flame logo by John Harper.
nates-notes.blogspot.ca
onesevendesign.com
Additional interior art by Abbie Farwell Brown, Albrecht Dürer,
Alfred Kappes, Anne Anderson, Annibale Carracci, Archie
Macgregor, Arthur Paunzen, Arthur Rackham, Austin Osman
Spare, Carlo Bossi, Carlos Schwabe, Carlton Alfred Grant,
Charles-Albert Arnoux Bertall, Clara Elsene Peck, Daniel Bruun,
Dorothy M. Payne, Edmund Dulac, Edmund Leighton, Elliot Dold,
Ernst Moritz Retzsch, F. H. Ball, Fortunino Matania, Frederick
Richardson, Gabriel Cornelius von Max, Gerald Metcalfe, Gustave
Doré, Hans Brosamer, Hans Printz, Hans von Gersdorff, Helen
Stratton, Henri de Toulouse-Lautrec, Henry Justice Ford, Henry
Weston Keen, Herbert Morton Stoops, Howard Pyle, J. Allen St.
John, J. C. Leyendecker, Jacob von Sandrart, Jan Mostaert, Jean
Discart, John British Dixon, John D. Batten, John Duncan, Lancelot
Speed, Louis Boulanger, Louis Rhead, Lucas Cranach, Master L.
Cz., Master of the Housebook, Melchior Lorck, O. van Corven,
Odilon Redon, Sidney Sime, Valère Bernard, Warwick Goble, and
William Heath Robinson.
Text
This text contains portions of previously published works,
including:
Adventures on Dungeon Planet, by Johnstone Metzger, licensed
under a Creative Commons Attribution ShareAlike 3.0 Unported
license.
The Barbarian, by Sage LaTorra and Adam Koebel, licensed
under a Creative Commons Attribution 3.0 Unported license.
Dark Heart of the Dreamer, by Jonathan Walton, licensed under a
Creative Commons Attribution 3.0 Unported license.
Table of Contents
Introduction
11
Miracle Worker
152
Anatomy of a Class
12
Oracle
158
Character Creation
15
Pilgrim
163
Anatomy of a Specialty
16
Psychopomp
167
Compendium Classes
19
Sacred Lamb
172
Putting it All Together
20
Venerator
178
Animals
185
Adventurers
37
Battle
188
Bard
42
Death
191
Caver
46
The Earth
194
Engineer
50
Healing
198
Fool
54
Judgment
200
Good Samaritan
58
Plants
202
Householder
63
Protection
204
Landed Gentry
66
Revelation
206
Luminary
70
The Sky
208
Merchant
76
Wisdom
210
Monstrous Heritage 82
Sage
87
Magicians
215
Shopkeeper
93
Arcane Ritualist
220
Wayfarer
96
Awakened Mind
224
Wraithlander
101
Blue Mage
228
Conjurer
232
Disciples
105
Dominator
237
Avatar
110
Enchanter
240
Crusader
116
Flux
244
Devoted
120
Golemist
248
Elementalist
126
Illusionist
252
Embodiment
132
Mind-Mover
257
Empath
136
Objectivist
260
Exorcist
140
Prepared Caster
264
Impervious
144
Psychic Healer
268
Martial Hero
148
Shadowmancer
272
Shield Arcanus
276
Warriors
401
Soothsayer
280
Armiger
407
Spellsinger
284
Arsenal
412
Telepath
288
Beastmaster
418
Vancian Caster
292
Blade Dancer
424
Bounty Hunter
428
Magic Spells
297
Captain
432
Alteration
298
Champion of Law
438
Divination
302
Defender
443
Enchantment
305
Destroyer
446
Evocation
308
Duellist
450
Illusions
311
Friend of the Wild
456
Mind
314
Gorgon
460
Movement
316
Insatiable
464
Necromancy
319
Ranger
469
Pyromancy
322
Sharpshooter
474
Summoning
324
Slayer
479
Ward-Weaving
326
Standard Bearer
484
Strongarm
488
Rogues
329
Veteran
492
Acrobat
334
War Leader
496
Assassin
339
Wielder
500
Body Thief
342
Breaker
346
Indexes
505
Fence
350
Index of Moves
508
Firestarter
354
Index of Specialties
522
Mastermind
358
Index of Spells
524
Poisoner
362
Pretender
367
Psi-Knife
370
Puppet Master
374
Shadow
379
Siren
382
Swindler
386
Thief
390
Tomb Robber
395
Class Warfare
Anatomy of a Class
10. Go play!
Anatomy of a Specialty
When you choose an archetype, it gives you your base damage,
load, and maximum hit points ratings, plus options for alignment,
bonds, gear, and race move. You may also get an additional starting
move, if you choose the Disciple or Rogue archetype.
You get a list of specialties to choose from, based on your archetype.
Choose two or three, following the rules of your archetype, to
determine your starting moves and add more options to those your
archetype gives you.
If you are making a new class instead of a character, the process is
somewhat similar, but you will want to trim various options from
the final product.
Requirements
A rare few specialties have requirements you must meet in order
to take them. The champion of law, for example, must be a lawful
character. The vast majority of specialties do not require anything
beyond the normal procedures and rules.
Stats
All characters start with the same selection of six different scores
for Charisma, Constitution, Dexterity, Intelligence, Strength, and
Wisdom. Not all characters have the same base damage, load,
and maximum HP, though. Your archetype will give you a base
amount for each of those three stats. The specialties you choose,
and whether you choose a specialty from another archetype, may
modify these scores somewhat. Most specialties don’t change your
stats at all.
If you choose ones that do, remember that you can never have a
damage die that is larger than a d12 or smaller than a d4, and your
maximum HP is never lower than 4+Constitution.
Starting Moves
You get all the starting moves of your specialties. If you choose
only two specialties, you also get one advanced move from either of
them. If you are designing your own class, you may want to swap
out a normal starting move and start with one of the advanced
moves instead. This is fine, as long as it fits with the class concept
and doesn’t require the original starting move.
If you are creating a new class by combining specialties with more
than one starting move each, beware of overloading players with
too many moves. The more individual moves a class starts with, the
more confusing it can be for someone playing it for the first time.
Advanced Moves
Whenever you level up, you can select a new advanced move.
Which ones you can choose from depends on your archetype
choices, and whether you have added any compendium classes to
your character.
If you’re making a new class, make sure you include only the
advanced moves that fit with your class, but also include enough
that future players have enough options to be excited about playing
the class over the course of all ten levels—approximately ten
advanced moves for levels 2-5, and the same amount for levels 6-10
is usually a good upper limit.
Alignment
Each archetype has four or five alignment options. If none of these
are appropriate, each specialty has one or more options tailored
to its specific concept that you can choose from. There are also
suggestions for writing new alignment conditions in the Dungeon
World rulebook.
For a custom class, don’t list the same alignment more than once
but with different conditions. Choose three different alignments—
or use drives or motivations instead of alignments, if you’re writing
a class for a setting that doesn’t highlight either of the “law vs.
chaos” or the “good vs. evil” cosmic dichotomies.
Bonds
Each of the base classes in Dungeon World comes with a set
number of bonds, but Class Warfare gives you a larger number of
options for which bonds you want to take. Each archetype has a set
maximum number of bonds—you can write names in any of the
bonds you have to choose from until you have reached your limit.
Don’t make a custom class with more bond options than it has
maximum number of bonds, as this is bound to be confusing. If
players want to change their initial bonds, they can always discuss
that with the rest of their group.
Gear
You get gear from your archetype and from each of your specialties.
Some specialties come with a lot of gear, some have very little. For
custom characters, this is alright, but try to avoid extremes of too
many or too few items if you are making a new class. Compare your
class to the base classes in the Dungeon World rulebook and adjust
accordingly.
Races
Each archetype has a few race options, and most specialties have
several race options with moves connected to their starting moves.
Not every specialty has race options. Your custom class should
probably include three race options, though you might find that a
different number suits you better. For best effect, each race option
should tie into either the class concept or one of the starting moves.
Almost universally, race moves don’t involve a roll, but give a bonus
or a modification to a starting move or to something the class is
supposed to be good at. Of course, you don’t have to be limited to
these options when writing your own material.
Compendium Classes
Because characters advance both prescriptively and descriptively
in Dungeon World, it is entirely possible for your characters to
branch out during play. If you complete the requirements listed
under a specialty’s compendium class description, you can add
that specialty to your character, exactly as if it were a compendium
class—you can add its starting moves instead of taking an advanced
move, and once you have done so, that specialty’s advanced move
count as class moves for you. If a specialty has more than one
starting move and you select those moves instead of an advanced
move from one of your starting specialties, you get all starting
moves, not just one.
You can also use this collection of specialties to allow characters to
advance beyond tenth level. As long as characters aren’t gaining so
many moves that players feel weighted down by them, it is perfectly
reasonable to consider level 11 no different than levels 6 to 10.
Once you gain a compendium class or two, you will have plenty of
advanced moves to choose from once you pass level 10.
Character
A class is about more than just the moves, though. While they
certainly point the class in a specific direction, all the other
elements need to support that, and give it flavour. Alignments,
bonds, even gear and race options, are all places that allow a specific
character to become unique, form relationships, and solidify their
motivation for adventuring. These should encourage the player to
flag what they want to see in the game, and give the GM ideas that
will push their character into exciting situations.
After all, Dungeon World is about the players’ characters and their
adventures, first and foremost—not the GM’s adventures, but the
players’ characters’ adventures. So they should be having adventures
that could only ever happen to them, not just to anybody.
Example: Class Creation
Making a customized character using the Class Warfare rules is a
fairly straightforward process. Designing a new class using these
rules demands a little more creativity and flexibility. Here’s an
example of how it can work.
I want to create a class that is both tragic and romantic, in the
old sense: a wanderer of many lands who can never truly settle
down. They can save others from trouble and bring peace to a land,
but they can never find it themselves. I need a name that sums
up the entire concept and I think the Dust Eater works well. It’s
definitely emo, but this concept has more than a bit of martyr in it.
Now I need to decide which three specialties would best combine to
bring this idea to life. That will also determine my archetype, which
might be obvious if I was thinking of making a crooked merchant
or a mercenary captain, but in this case isn’t.
I briefly consider a combination of pilgrim and wayfarer, which
would make this class an adventurer, with the disciple specialty
impervious. While this could definitely make an interesting
character, it’s not actually what I want. I think this class should be
more of a wandering warrior than just a wanderer.
I decide to go with two warrior specialties—bounty hunter and
defender—combined with the disciple specialty venerator. All
three specialties give the Dust Eater connections to the setting
and the people in it. The first two, being about hunting people and
protecting people, are a little at odds, which adds some tension and
provides players with options for what they want to emphasize in
their own characters and what direction they want those characters
to take this class in. Venerator adds a supernatural element, which
is perfect for a fantasy setting.
Stats
Being a warrior archetype with one disciple specialty means
this class has a d8 for base damage and a maximum HP of
10+Constitution score. With the bounty hunter specialty, this
class has a load of 11+STR. Not as good at fighting as the Fighter
or Paladin, but tough enough to wander the world in defence of
others.
Starting Moves
With those three specialties, the Dust Eater should start with these
four moves: The Hunter (page 428), Meatshield (page 443), Prayers
to the Dead (page 178), and Words from Beyond (also on page
178).
I think I need to add something to make this class a little more
unique, though. This is supposed to be someone whose personal
triumphs turn to ashes in their mouth, no matter how well they
manage to defend others. So, let’s take that literally and replace
Prayers to the Dead with this move:
Alignments
The three alignment options are pretty obvious for this class.
Evil doesn’t fit with a protective figure, and Chaotic would be
too disrespectful of the ancestors. So we have Good, Lawful, and
Neutral. First, I take the Good alignment form venerator as-is,
change the Lawful alignment from bounty hunter so you only
need to thwart a dangerous criminal, and then I need a Neutral
alignment condition. I decide to adapt one of the defender’s
alignments and make it more about personal interests: Protect
someone important to the spirits during a dangerous situation.
That means all aspects of this class are touched on in alignments:
hunting, protecting, and talking to spirits of the dead.
Bonds
Because this class is supposed to be social and connected to people,
in spite of being a wanderer, I think it will have five bonds instead
of four. I choose one bond from each specialty and two from the
warrior archetype.
Gear
Races
Tweaking
Advanced Moves
Conclusion
You walk the borderlands between the living and the dead, one foot
on either side. The ghosts of your ancestors cry out for vengeance
against those who conquered and destroyed them, and the living
cry out for protection against the evils of the present day. And
yet the triumphs of the dead are but shadows and dust just as
they are. All the joys of those still alive, that you fight so hard to
preserve, only turn to ashes on your tongue. So what is left for
you, the servant of both worlds? You still have your duty and your
dedication, until you cross that line yourself.
Names
Look
Stats
The Hunter
Name someone you want to find, either an individual or a gang that
sticks together. When you discern realities while looking for them,
on a hit, the GM will also tell you if there is any evidence of their
passage, and if so what. On a miss, though, something catches up to
you instead, the GM will tell you what. You can only be hunting one
target at a time, but you can change that target whenever you want.
Meatshield
When you are engaged in close combat with an enemy and they
make an offensive move against someone else, you may intercept it.
Their move affects you instead of its intended target.
Questing Nature
When you dedicate yourself to completing a mission on behalf of
the spirits, state what you set out to do:
• Defend __________ from the danger that threatens them.
• Discover the truth of __________ and present it to the
spirits.
• Slay __________, an enemy of the spirits. Then choose up
to two boons:
• Directions from the spirits to an important location.
• A freedom from sleep.
• Invulnerability to one cause of harm (acid, blades, or fire,
for example).
• A mark of your allegiance to the spirit world.
• Senses that can tell magic from the mundane.
• Spirit allies in another land.
• A voice that transcends language.
Humility is always required of you when you undertake a quest—
you are forbidden from boasting of your exploits. The GM will then
tell you what additional restriction is required of you to maintain
these boons:
• Abstinence (forbidden: the vices of the living).
• Austerity (forbidden: temporal wealth in any form).
• Hospitality (required: comfort to those in need, no matter
who they are).
• Judgment (forbidden: suffering an evil creature to live).
• Respect (required: daily rituals of respect for the dead).
Race
Dwarf
You are blessed with a hardy constitution. While on someone’s trail,
you do not need to consume any rations.
Elf
You have many ancestors and their lives stretch back for many ages.
When you ask them for advice, they will also tell you something
about your location and its past. You take +1 forward when acting
on this information, too.
Human
When you undertake a quest, the GM will offer two possible
restrictions to you. Choose which one you must abide by.
Alignment
Good
Use the advice of your ancestors to bring useful knowledge to
someone else.
Lawful
Thwart a dangerous criminal.
Neutral
Protect someone who is important to the spirits during a volatile
situation.
Bonds
Gear
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Ancestor Song
When you perform an ancestor veneration ceremony for a
community, roll+WIS. On a 10+, they are impressed and feel the
need to reciprocate. On a 7-9, they are merely impressed and treat
you with respect. Not everyone in the community may feel this way,
but the majority do.
Holy Protection
While on a quest, you get +1 armour.
Martyr
Replaces: Meatshield
When anyone within your reach either makes or is subject to an
offensive move, you may intercept it. The move affects you instead
of the intended target.
Medium
When you allow a spirit to inhabit your body, roll+WIS. On a 10+,
it may use your body to converse with the living until you banish
it or move to a new location. On a 7-9, it may use your body only
as long as you are unconscious—choose how much time you will
allow it beforehand.
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for
the purpose of qualifying for the move.
Smite
While on a quest, you deal +1d4 damage.
Spirits of Knowledge
When you arrive at a new settlement, the spirits of the dead will tell
you a fact from the history of that location or something that has
changed since you were there last.
Staunch Defender
When you defend, you get +1 hold, even on a miss.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Curse of Ghosts
When you pronounce a curse upon someone, name one condition
that will lift the curse and roll+WIS. On a 10+, ghosts will haunt
this person until they fulfill the condition or until one week after
you curse another person. On a 7-9, ghosts will pursue them for a
few weeks, until they fulfil the condition, or until you curse another
person. On a miss, the ghosts rebel against you, and it is you who
suffers a curse.
Divine Protection
Replaces: Holy Protection
While on a quest, you get +2 armour.
Impervious Defender
Replaces: Staunch Defender
When you defend, you get +1 hold, even on a miss. On a 12+,
instead of getting hold, the nearest attacking creature is stymied,
giving you a clear advantage. The GM will describe it.
Holy Smite
Replaces: Smite
While on a quest, you deal +1d8 damage.
Multiclass Initiate
Get one move from another class. Treat your level as one lower for
the purpose of qualifying for the move.
Perfect Knight
When you undertake a quest, you may choose up to three boons
instead of two.
Spirit of Warning
Requires: Spirits of Knowledge
When you consult the spirits of those who died at your location,
roll+CHA. On a 10+, a spirit will guide you past danger, keep you
from becoming lost, or show you something hidden. On a 7-9, a
spirit will show you a danger, but no more than that.
Wrap It Up
Replaces: The Harder They Fall
When you successfully attack someone, you can roll a d8. If you
roll your foe’s HP or higher, after they take your damage, you knock
them out cold or capture them, however you want.
Adventurers
Dumb Luck
Stats
The specialties you choose may modify these scores: Your base
damage is d6.
Your load is 7+STR.
Your maximum HP is 6+Constitution.
Starting Moves
Choose three adventurer specialties. You get all the starting moves
from each. Make a note of any stat modifiers from your specialties.
Each time you level up, choose one advanced move from those
offered by your three specialties.
Advanced Moves
Each time you level up, choose an advanced move from one of your
specialties. Or choose one of the following options:
• At any level, instead of a move from one of your specialties,
you may choose a move from one of the other rogue specialties.
You may do this twice only.
• Once between levels 2-5, instead of a move from one of
your
specialties, you may choose a move from any other archetype.
• Twice between levels 6-10, instead of a move from one of
your specialties, you may choose a move from any other archetype.
Adventurer Alignments
Chaotic
Spur others to significant and unplanned action.
Evil
Shift danger or blame from yourself to someone else.
Good
Endanger yourself to combat an unnatural threat.
Lawful
Help a criminal receive their just rewards.
Neutral
Avoid a conflict or defuse a tense situation.
Adventurer Bonds
Adventurer Gear
You get whatever you were wearing when the adventure started,
and choose one:
○ 13 coins.
○ Adventuring gear (5 uses, 1 weight).
○ Dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Horse or other steed.
○ Makeshift club (close, 1 weight).
○ Spare change of clothes.
Adventurer Races
You may choose one of these races or one of the race options
provided by your specialties. Once you have chosen your race, gain
the corresponding move:
Dwarf
When you share a drink with someone, you may parley with them
using CON instead of CHA.
Elf
When you enter an important location (your call), you can ask the
GM for one fact from the history of that location.
Halfling
When you attack with a ranged weapon, deal +2 damage.
Human
When you make camp in a dungeon or city, you don’t need to
consume a ration.
Bard
A performer’s life is the one for you, travelling the world, singing its
songs, and telling its tales.
Compendium Class
Once you have trained for a year at the feet of a master bard and
passed the examination by proving your knowledge, you may
consider the bard specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them.
Bardic Expert
Requires: Bardic Lore
Choose a second area of expertise from the bardic lore list.
Fount of Knowledge
When you spout lore about something no one else has any clue
about, take +1.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Con
Replaces: Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them and get to ask their player one question
which they must answer truthfully.
Reputation
When you first meet someone who’s heard of you, roll+CHA. On a
10+, tell the GM two things they’ve heard about you. On a 7-9, tell
the GM one thing they’ve heard, and the GM tells you one thing.
Unforgettable Face
When you meet someone you’ve met before (your call) after
some time apart, you take +1 forward against them.
Bard Alignments
Neutral
Uncover a secret truth.
Bard Bonds
Bard Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Halfling pipeleaf (6 uses).
○ Leather armour (1 armour, 1 weight).
○ Ostentatious clothes.
○ Worn bow (near, 2 weight), and bundle of arrows (3 ammo,
1 weight).
Bard Races
Dwarf
You can also count the dwarves and their mountains as part of your
bardic lore.
Elf
You can also count the elves and their forests as part of your bardic
lore.
Halfling
You can also count the halflings and their shires as part of your
bardic lore.
Human
When you first enter a civilized settlement, someone who respects
the custom of hospitality to bards will take you in as their guest.
Caver
Compendium Class
Once you have fully explored a legendary cave, you may consider
the caver specialty an available compendium class. The next time
you level up, you may add this specialty to your character instead of
choosing a move from your class.
Stats
Starting Moves
Dungeon Crawl
When you defy danger to get through a difficult or dangerous
passageway, on a hit, you may bring one of your companions
through with you safely. Whatever you roll, you may sacrifice a
piece of your gear to ignore a consequence—whichever piece is
most readily at hand or makes the most sense. If this is adventuring
gear that is still undefined, say what it is now.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bug Eater
When you make camp in a cave, or undertake a perilous journey
through a cave, you do not need to consume any rations. If you act
as quartermaster underground, you automatically succeed as if you
had rolled a 10+, and you may take on a second job as well.
Mental Map
You have perfect recall of the places you have explored. You can
always find your way back to an underground location you have
been to, without considering it a perilous journey. If anything has
changed since your last visit, you spot it right away.
Rope Tricks
With time and room to use your rope, you can safely traverse a
dangerous environment (don’t roll) and take others with you,
provided they follow your instructions. You can also use your rope
as a weapon (reach, near, forceful) that does stun damage.
Tremors
You can feel vibrations echoing through the earth. You can never be
ambushed or surprised underground, even in the dark. When an
enemy, trap, or accident would get the drop on you, you get to act
first unless they never touch the earth.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Cavedancer
When you use the natural formations of a cave to your
advantage, take +1 to defend and defy danger.
Cavespeaker
Requires: Tremors
When you ask a cave about someone or something else inside it,
roll+INT. On a 10+, the cave tells where it is, what it’s doing, and
answers any one question you ask about it. On a 7-9, the cave tells
you either where it is or what it’s doing.
Strange Medicine
Requires: Bug Eater
When you have time to gather supplies in a natural cave, you can
prepare a poultice that will heal one debility next time you make
camp.
Caver Alignments
Evil
Use something you found underground to harm another.
Good
Remove a threat to others that emanates from underground.
Neutral
Recover something from underground that is useful even though it
is not valuable.
Caver Bonds
Caver Gear
Caver Races
Elf
Choose one weapon—you can always treat weapons of that type as
if they had the precise tag.
Halfling
You know how to take advantage of your small size underground,
where you get +1 armour if you’re at all able to defend yourself.
Engineer
Wizards and warlords think their powers are the mightiest of all,
but how could their triumphs ever be as useful as the machines you
build?
Compendium Class
Once you have successfully built a machine, you may consider the
engineer specialty an available compendium class. The next time
you level up, you may add this specialty to your character instead of
choosing a move from your class.
Stats
Starting Moves
Mother of Invention
When you build a machine, the GM will name one requirement for
each function the machine will perform:
• It will take a long time.
• You need help or someone else’s expertise.
• You need materials above and beyond what you have now.
• You need to build something else first.
• You need to take something else apart to build it.
Once you meet the requirements, roll+INT. On a hit, it works like
you want it to, as far as the materials it is made out of can handle,
but on a 7-9, there is also a flaw in your design. The GM will tell
you what. On a miss, it doesn’t work the way you want it to.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Land Surveyor
When you search or survey a location, roll+INT. On a 10+, you
may ask the GM three questions from the list below. On a 7-9, ask
two. On a miss, ask one anyway, but you may not like the answer
much. Take +1 forward when you act on the answers.
• How could this place be ruined?
• Is there a way out, past, or through?
• What here could cause someone harm?
• Who else has been here and what were they doing?
Mechanical Aptitude
You may study machines and mechanisms as if they were people.
When you do, you may discern realities with INT instead of WIS.
Mining Engineer
When you discern realities underground, the GM will also tell you
about any natural hazards nearby, such as flooding, gas, or the risk
of a cave in.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Demolition
When you prepare materials in order to demolish or destroy a
location, the GM will choose one or two requirements:
• These materials will have to be applied very carefully.
• These materials will have to be transported very carefully.
• You need arcane ingredients to harm this location.
• You need to spend a lot of coin on these ingredients.
Meet the requirements and your compounds will get rid of this
location or change it irrevocably.
Mechanical Genius
Requires: Mechanical Aptitude
You may study machines and mechanisms as if they were people.
When you do, you may discern realities with INT instead of WIS.
On a 12+, you may ask any three questions you like, not limited to
the list.
Renovation
When you make alterations to an existing structure, natural or
built, roll+INT. On a 10+, choose two. On a 7-9, choose one:
• Your work contains hidden elements.
• Your work is artfully done, exquisite, or extravagantly
grand.
• Your work is durable and will last.
If you have spent either a great deal of coin or an unreasonable
amount of time, you can choose one extra option.
Engineer Alignments
Chaotic
Build machines that give power to the powerless.
Evil
Strike terror into the hearts of others with your machines.
Neutral
Gain tangible profits by building or operating machines.
Engineer Bonds
Engineer Gear
Engineer Races
Dwarf
Gold and gems are what you crave, so much so that you can smell
them! When you discern realities, the GM will always tell you if
there’s treasure here without you asking.
Human
When you use an engineer move that lets you ask the GM
questions, you may also ask how you can make things more
comfortable for humans and less hospitable to non-humans, in
addition to your other questions.
Fool
Compendium Class
Stats
If you choose the fool specialty, lower your damage die by one size,
but not lower than d4, and raise your maximum HP by 2.
Starting Moves
Lucky Charm
You have a blessed charm that grants you great Luck, which is an
extra stat for you. When you make camp, reset your Luck to 3.
When you roll and miss, you may lower your Luck by 1 to re-roll.
Take the second result, and if it is a hit, explain how you succeeded
only through sheer luck. When your Luck is zero, you may not
lower it further, and you take -1 ongoing until you gain more.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Curiosity
Requires: Lucky Charm
When you put yourself at risk to check something out, ask the GM
any one question related to the risks and roll+Luck. On a 10+, the
GM will answer it, as clearly as the circumstances allow. On a 7-9,
the GM will tell you what more you need to do to find the answer
yourself.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Supremely Lucky
Requires: Lucky Charm
When you make camp, reset your Luck to 4 instead of 3. When you
take damage, you may lower your Luck by 1 to ignore it. Describe
the comedic, contrived, or outright miraculous circumstances that
saved you from harm.
Three Stooges
Requires: Lucky Charm
You can lower your Luck by 1 to deal 1d10 damage to an enemy.
Describe how you embarrass, humiliate, or accidentally clobber
them.
Fool Alignments
Chaotic
Endanger yourself in order to experience something new.
Good
Remove something dangerous from someone else’s presence.
Fool Bonds
Fool Gear
Fool Races
Dwarf
When you suffer a debility, you get +1 Luck.
Elf
What? Elves aren’t fools! You get nothing.
Halfling
When you eat to excess and suffer the consequences, you get
+1 Luck.
Good Samaritan
The real reason the world is a terrible place is because it has terrible
people in it. If everyone would just treat others with kindness and
respect, the way you do, we wouldn’t need adventurers!
Compendium Class
Requirements
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Ask Me Anything
When another PC comes to you for advice about a difficult
problem, if you tell them what you really think they should do, they
take +1 forward if they follow your advice, and you mark XP if they
succeed.
Helpful
When you aid another PC, treat a miss as a 7-9 result. They always
take +1 to their roll.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Tough Love
When you tell another PC that they did something wrong, they
take +1 forward to fixing it.
Very Helpful
Replaces: Helpful
When you aid another PC, you don’t roll. They take +1 to their roll
and if you would share in the consequences of their actions, you
always get a chance to defend yourself first.
Good
Help someone without them even asking.
Choose one:
○ Antitoxin and bandages (3 uses, slow).
○ Healing potion.
○ Poultices and herbs (2 uses, 1 weight).
Dwarf
When you share a drink with someone, choose one:
• It counts as consuming a ration for both of you.
• They heal 1d4 damage.
Halfling
When you share a ration with someone, it counts as consuming a
full ration for both of you and they heal 1d4 damage.
Householder
Not everyone is lucky enough to own vast estates. But then, not
everyone is savvy enough to keep them, either.
Compendium Class
Once you take possession of a vast estate and acquire the staff to
run it, you may consider the householder specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Starting Moves
Dominion
You are the master of wealthy estates, either tracks of land,
mercantile operations, or governmental offices. When you request
an expensive item from your estates, as long as it is not unique,
roll+WIS. On a 10+, your estates supply you with your heart’s
desire. On a 7-9, you are supplied with the item, but your estates are
exhausted until you put them back in order, by doing any one of the
following:
• Close out an old, presumably-problematic account.
• Set up a new profitable venture.
• Spend time in your offices reorganizing your accounts.
• Take a tour of your estates, correcting any errors you
encounter.
Once you put your estates back in order, you can once again use
this move. On a miss, your estates are in disarray.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Cultured Host
When you provide hospitality to someone, take +1 forward to
discern realities about them or parley with them.
Profitable Enterprise
Requires: Dominion
When you return to your estates after an absence, roll+WIS. On
a hit, your estates have produced surplus income for you. On a
10+, take 2 income. On a 7-9, take 1 income. You can spend your
income this session to put your estates back in order or purchase a
moderately expensive item, like a house, from someone else.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
This is my Domain
Replaces: Cultured Host
When you provide hospitality to someone, take +1 ongoing to
discern realities about them or parley with them while they stay
with you, and take +1 forward against them when they leave.
Householder Alignments
Evil
Take someone else’s possessions or position for your own.
Good
Use your wealth and power to directly benefit the least fortunate.
Lawful
Increase your influence through your economic powers.
Neutral
Acquire a new estate or title.
Householder Bonds
• __________ has worked on my estates before.
• __________ is aware of my more sensitive financial
arrangements.
Householder Gear
Choose five different pieces of gear that are not unique items.
Landed Gentry
To us comes power, land, and title from the divine on high, and so
to our lessers do we tend. In swearing true this oath, the lands and
people granted to you are not merely yours to command, but to
protect, to love as your family as the gods love you as theirs. Under
their sight, do you swear it?
Compendium Class
Once you have been granted a hold by your betters, you may
consider the landed gentry specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Landed
You own a stronghold. Give it a name! Add it to the world map
as a keep steading with these tags: Poor, Steady, Guard, Oath
(protection for nearby lands).Choose two benefits:
○ Fortified: Your stronghold is nearly impregnable, its walls
and siege defences are strong.
○ Garrisoned: Your stronghold has a Garrison instead of
Guard.
○ Prestigious: Your stronghold is well-known and therefore
you are too. Add Personage (you).
○ Skilled: Your stronghold has people with exceptional skills,
such as blacksmithing or magic. Add Craft.
○ Taxation: Your stronghold provides income, roughly one
coin per family within its domain per year.
The GM will also give you one complication:
○ Disputed: Someone else has a claim to your stronghold too.
○ Infested: There are monsters about.
○ Unrest: The people are unhappy with the stronghold.
Adventurers 67
( 1\’ICHARO)ON
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Hold Court
Requires: Landed
When you hold court and hear the problems of the people, the GM
will tell you of at least one opportunity within you stronghold or
the areas surrounding it.
Long Road Home
Requires: Landed
No matter where you are, you always know either a long and
safe way or a shorter and more dangerous road home to your
stronghold. Your choice.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Diplomat
Requires: Landed
When you send a letter requesting a person’s presence in your
stronghold, roll+CHA. On a 10+, they agree to visit with the
expectation of hospitality. On a 7-9, they name some terms, you
must meet them or they refuse.
Empire
Requires: Landed
You inherit, by hook or by crook, a second steading. Create it as per
the Landed move, but you get the prestigious option for free.
Evil
Intimidate or terrorize the people who live under your rule.
Good
Protect the lands you rule from evil.
Lawful
Uphold the laws of your lord in the lands you rule.
Dwarf
Your stronghold is Dwarven and Wealthy instead of Poor.
Luminary
Compendium Class
Stats
If you choose the luminary specialty, lower your damage die by one
size, but not lower than d4.
Starting Moves
Entourage
You can surround yourself with up to a dozen or so minions who
will back you up, follow your orders, impress people, and help you
conduct your business. Choose what type of people compose your
entourage:
Noble Courtiers: Dissent +2, Eloquence +1, Fighting +1, Learning
+1.
Obedient Servants: Dissent +0, Eloquence +0, Fighting +1,
Learning +1.
Savvy Clerks: Dissent +1, Eloquence +1, Fighting +0, Learning +2.
Seasoned Mercenaries: Dissent +1, Eloquence +1, Fighting +2,
Learning +0.
Talented Artistes: Dissent +1, Eloquence +2, Fighting +0, Learning
+1.
You can order individuals around like hirelings if you want them
to do things other than act as part of your entourage. If they
are obedient servants, take +1 to order them. If they are noble
courtiers, take -1 to order them.
Ex Officio
When you’re surrounded by your entourage…
…and you attack the same target, add both their dissent and their
fighting to your damage.
…and you defend the same target, add their fighting to your roll.
…and you parley, add their eloquence to your roll.
…and you spout lore, add their learning to your roll.
…and someone interferes with you, add your entourage’s dissent to
their roll.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bodyguards
Requires: Entourage
When you are accompanied by your entourage, you get
+1 armour.
Dogs of War
Requires: Entourage
When you attack with your entourage, your base damage is d8.
Prestigious Companions
Requires: Entourage
Your entourage gets another pick from accoutrements and another
skill, which can be whatever you want.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Influencer
When you parley with someone, on a 12+, not only do they do
what you want, they change their mind about you and become your
ally. They will no longer advance the GM’s dangers and will instead
support your plans.
A Many-Headed Beast
Requires: Entourage
Choose an additional entourage type. You may surround yourself
with companions from either type of entourage, but for ex officio
you can only use the stats of whichever is most numerous. You can
switch between the two types by dismissing some companions and
summoning others.
Palace Guard
Replaces: Dogs of War
When you attack with your entourage, your base damage is d12.
Versatile Companions
Requires: Prestigious Companions
Choose a move from another class or specialty. You may use this
move as long as you are accompanied by your entourage.
Luminary Alignments
Chaotic
Run rampant over the plans of someone in a position of authority.
Evil
Take someone else’s possessions or position for your own.
Good
Provide a good example of leadership for someone else to follow.
Luminary Bonds
Luminary Gear
You have enough clothing to always look like the most impressive
person amongst your entourage, in addition to whatever your other
specialties give you.
Luminary Races
Elf
Your entourage is composed of wise elves, add +1 learning.
Halfling
Your entourage is composed of proud halflings, and halflings stick
together. You entourage’s dissent is one lower (but you cannot
choose obedient servants).
Human
Your entourage is silver-tongued and skilled in rhetoric and the
laws of mankind, add +1 eloquence.
Merchant
Compendium Class
Entrepreneur
You have two or three business ventures:
○ Apothecary or barber shop (medicine / malpractice).
○ Brothel (influence or secrets / disease or scandal).
○ Contracting service (influence / betrayal or scandal).
○ Extortion racket (influence / turf war).
○ Grain mill (influence / fire).
○ Inn (secrets / scandal).
○ Silver mine (silver / flood or strike).
○ Smithy (arms and armour / strike or theft).
○ Trade ships (exotic spices / a ship sinks).
○ Transportation service (secrets / lost goods).
When you set up a new venture, add it to this list, along with what
it produces and possible disasters it could experience. If a venture
goes under, remove it from your list.
When you have downtime or at the beginning of a session, choose
up to three of your ventures to tend to and roll+CHA. On a 10+,
each venture you chose produces either its surplus or money for
you and you take +1 forward to making requests of your domain.
On a 7-9, only one of your ventures produces surplus or money
for you, and one venture experiences disaster, such as bankruptcy,
legal problems, or the disaster listed. On a miss, all the ventures
you chose experience disasters. Ventures you choose not to tend
to do not produce for you and do not suffer disasters, but may
still experience changes. If a venture produces money, your take is
1d6×100 coins.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Trade Networks
When you consult your contacts before undertaking a journey to
another settlement, the GM will tell you about a person there who
can help you.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Back-Up Plan
When you meet with someone on business, you may ask the GM
two questions from the list below:
• Is there an ambush waiting for me?
• What are they really feeling?
• What is my best way out of this?
• Who is watching?
Influencer
When you parley with someone, on a 12+, not only do they do
what you want, they change their mind about you and become your
ally. They will no longer advance the GM’s dangers and will instead
support your plans.
Wealthy Entrepreneur
Requires: Entrepreneur
When a venture produces money for you, you may take 1 income
instead of cashing out. Spend 1 income to get the 10+ result from
your domain without rolling. Any income left over at the end of a
session is converted into coins as normal. You can spend income
from profitable estates in the same way.
Merchant Alignments
Good
Use your wealth to directly benefit the least fortunate.
Neutral
Acquire something amazing or unique.
Merchant Bonds
Merchant Gear
You get 100 coins and whatever you want to buy with it, in addition
to whatever your other specialties give you.
Merchant Races
Human
Your race are conquerors. When you see or come to know of a
thing you want, ask an extra question from the eye for loot list, even
if you haven’t taken the move.
Monstrous Heritage
You can choose your friends, but you can’t choose your family.
Compendium Class
Once you find out your ancestry includes people you think are
monsters, you may consider the monstrous heritage specialty an
available compendium class. The next time you level up, you may
add this specialty to your character instead of choosing a move
from your class.
Starting Moves
You start with these two move:
Ancestral Heritage
You have a mixed heritage. Decide on your species, ethnicity, and
cultural heritage, choosing anything or any combination of things
that sounds interesting to you. Then choose up to three heritage
moves to start with, from the monster moves that best match your
heritage. How do you honour your people and invoke your rights of
blood and tradition? Choose one:
○ Building things for your people.
○ Charity.
○ Enforcing your peoples’ code of honour.
○ Fighting for your people.
○ Obeying your elders.
○ Sacrifice.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Honouring Tradition
Requires: Ancestral Heritage
When you gain a new appreciation for your heritage, add a new
heritage move or change an existing one.
Interpreting Tradition
Requires: Ancestral Heritage
Choose a second way you can honour your people.
Passing
Requires: Ancestral Heritage
You are able to hide your heritage, and pass as a member of another
race, as long as you don’t use your heritage moves.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Awakening Blood
Requires: Ancestral Heritage
Choose another type of creature that has contributed to your
heritage. Gain one of their moves, in addition to your other
heritage moves, and you may change any other heritage moves to
moves from this new heritage, if you wish.
Flexible Traditions
Requires: Interpreting Tradition
Choose a third way you can honour your people.
Monster Blood
Requires: Blood and Tradition
When you roll for blood and tradition, on a hit, you get +1 hold.
Evil
Attack your ancestral foes.
Good
Deliver aid to your ancestral allies.
Neutral
Prove your worth to someone else.
Sage
Compendium Class
Once you have mastered the works of the eight immortals, you may
consider the sage specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Starting Moves
Consult Sage
When another PC comes to you for advice about something
important and you tell them what you honestly think is best, they
get +1 forward when following your advice. At the end of a session,
if any other PCs benefited from following your advice, you can
mark XP.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Buddy Movie
You have a trusty sidekick or partner, who supports you in all that
you do. Describe them and give them a name (Adam, Monkey
King, or Sarah, for example). They count as a hireling with loyalty
+2 and skill points equal to your level+1, with your choice of skills,
plus one of the following abilities:
• When they help you defend, you get +1 hold.
• When they help you defy danger, take +1.
• When they help you fight, you deal +1d4 damage.
• When they help you parley, take +1.
They do not have their own HP. When they take damage, lower
your own HP. If you die or refuse Death’s bargain, your buddy can
sacrifice their own life so that you may live.
Fount of Knowledge
When you spout lore about something no one else has any clue
about, take +1.
I Know This Work
When you encounter an interesting artifact, construction, or device
(your call), roll+WIS. On a hit, you can ask the GM questions. On a
10+, ask three. On a 7-9, ask two:
• How could I make this thing do ________?
• How is it weak or vulnerable?
• What’s happened to it recently?
• What’s it for?
• What’s it made of?
• Who made it?
On a miss, it is something beyond your knowledge and
understanding.
Quick Study
When you see the effects of an arcane spell, ask the GM the name of
the spell and its effects. You take +1 when acting on the answers.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Book of Names
When you meet someone important (your call), say what you’ve
heard about them and roll+WIS. On a hit, the GM will tell you
more details. On a 10+, the GM’s details will complement yours.
On a 7-9, the GM’s details may contradict your own information,
and how you discover the truth is your own affair. On a miss, you
are wrong about something important.
Evidence of Faith
When you see divine magic as it happens, you can ask the GM
which deity granted the spell and its effects. Take +1 when acting
on the answers.
Superfriends
Requires: Buddy Movie
Give your trusty sidekick or partner a second ability from the list.
A Wealth of Knowledge
When you spout lore, on a 12+, you ask the GM a question, but the
GM will also ask you a question about the subject. Whatever you
answer, it is the truth.
Sage Alignments
Chaotic
Give someone the advice they need to change their life.
Lawful
Support the lawful order with your wisdom.
Sage Bonds
Sage Gear
Sage Races
You may choose one of these instead of an adventurer race option:
Dwarf
When you ask the stones of a mountain for advice, they will tell you
what they want. If you try to give it to them, take +1 forward, and
mark XP if you succeed.
Elf
You have lived a long, long life. When you spout lore about
historical events, you may roll with WIS instead of INT.
Human
When another PC comes to you for advice about something
important and you tell them what you honestly think is best, they
also deal +1d6 damage forward if they follow that advice.
Shopkeeper
Compendium Class
Once you have a shop and some employees to work in it, you may
consider the shopkeeper specialty an available compendium class.
The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Inventory
When you check your shop for something you should have,
roll+WIS. On a 10+, it’s in stock. On a 7-9, you’re out, but
somebody owes you some. On a miss, you had it, but somebody
stole it or broke it, or stole it and broke it, the scumbag.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bustling Storefront
When you have time to advertise your services and tend your
storefront, the GM will tell you who has come to spend money at
your store. Other players may tell you that their characters have
been customers as well. Say which ones you gave special treatment
and roll+CHA. On a 10+, they were all satisfied. On a 7-9, one of
them wasn’t happy but the rest were. On a miss, none of them are
happy.
Hired Help
When you recruit from your shop, you attract twice as many
prospective recruits.
Idle Gossip
When you ask your staff or regulars about someone important
(your call), roll+CHA. On a 10+, you can ask the GM three
questions from the list below. On a 7-9, only two:
• How could I get to them, physically or financially?
• What’s their deal and how’s it working out?
• When should I expect to see them next?
• Who do they associate with?
• Who or what do they cherish most?
On a miss, ask one anyway, but your questions stir up trouble.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Bazaar of Curios
Requires: Inventory
When you check your shop for something you really shouldn’t
have, roll+WIS. On a 10+, you have it, or something close, although
it might cause problems down the line. On a 7-9, you can get it, or
something close, but it will come with strings attached. On a miss,
you have it, alright, and a world of problems along with it!
High Class
Your shop deals in higher-end, more expensive goods. At the
beginning of a session, or when there’s downtime, roll+CHA. On a
10+, both. On a 7-9, choose one:
• You gain a useful contact from amongst your customers.
• You make 1d6×100 coins in profit.
Shopkeeper Alignments
Evil
Swindle a customer.
Lawful
Win a legal dispute.
Shopkeeper Bonds
Shopkeeper Gear
Shopkeeper Races
Human
When you first arrive at a civilized settlement, the GM will tell you
what goods are in abundance and what goods the settlement is in
need of.
Wayfarer
Compendium Class
Once you have visited seven different lands, and in each land
visited seven different settlements, you may consider the wayfarer
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Stats
Wide-Wanderer
You’ve travelled the wide world over. When you arrive someplace,
ask the GM about any important traditions, rituals, and so on,
they’ll tell you what you need to know.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Hobo Signs
When you discern realities in the wilderness or when you enter a
settlement for the first time, also ask one of these questions:
• How could I be accepted by the people here?
• How could I best attract attention here?
• How could I gain access to what is secret here?
• What here is a source of evil?
• Where could I best hide around here?
If you discern realities about a location, you may ask one of these
questions instead of one from the normal list.
Local Contacts
When you arrive at a new settlement, roll+CHA. On a hit, you
know someone here who can help you. They count as a hireling
with points according to the settlement size and will accept
friendship as payment. Additionally, on a 10+, they will rescue you
from danger once while you are here. On a miss, instead you bring
your enemies with you and find no friends here.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Reputation
When you first meet someone who’s heard songs about you,
roll+CHA. On a 10+, tell the GM two things they’ve heard about
you. On a 7-9, tell the GM one thing they’ve heard, and the GM
tells you one thing.
Unforgettable Face
When you meet someone you’ve met before (your call) after some
time apart, you take +1 forward against them.
Wayfarer Alignment
Good
Leave a place in a better condition than it was in when you arrived.
Neutral
Leave a place in a better condition that you were in when you
arrived.
Wayfarer Bonds
Wayfarer Gear
You get a bag and a walking stick, if you want one, in addition to
whatever your other specialties give you.
Wayfarer Races
Dwarf
When you wake from at least a few uninterrupted hours of sleep,
you regain all your HP.
Elf
When you take watch, don’t roll. If something approaches, you’re
able to wake the camp and prepare a response of your choice.
Everyone in the camp takes +1 forward, provided they participate
in your choice of response.
Wraithlander
Death is a guard at the gates, a keen eye and a black hand on the
latch. Some folk find their way through the hollow kingdoms and
out the other side. Shame they’ll never fit in again—nobody comes
back without a mark to show for it.
Compendium Class
Once you have returned from the wraithlands with your life, you
may consider the wraithlander specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Branded
Requires: From the Forbidden Land Returned
Choose another body part to take on the visible aspects of death.
Death’s Friend
When another player character meets death you may immediately
resolve a bond you have with them, marking XP and writing a new
bond as usual.
Indelible
Requires: From the Forbidden Land Returned
The mark of the wraith lands grows such that it may not be
concealed. Describe it. The dead will seek you out, giving you what
aid they can. The undead will not harm you. The devout will treat
you as a heretic.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Blemished
Requires: Branded
Choose a third body part to take on the visible aspects of deaths.
Final Tether
When you speak to a dead spirit, you take +1 forward with all who
knew that spirit in life.
Wraithlander Alignment
Evil
Increase the influence of the wraithlands over the living world.
Good
Bring peace to a restless spirit.
Neutral
Discover more about the wraithlands or your connection to them.
Wraithlander Bonds
Wraithlander Gear
Wraithlander Races
Elf
You are immune to all types of paralysis—from enchantment to
hypnosis, from poisons to the influence of gods.
Human
Take +1 ongoing to your last breath roll. Death is no stranger to
you.
Disciples
Strength of Will
Stats
The specialties you choose may modify these scores: Your base
damage is d6.
Your load is 9+STR.
Your maximum HP is 8+Constitution.
Starting Moves
Choose three disciple specialties. You get all the starting moves
from each. Make a note of any stat modifiers from your specialties.
Each time you level up, choose one advanced move from those
offered by your three specialties.
You may instead choose two disciple specialties and one specialty
from another archetype, but:
• If you choose a magician specialty, reduce both your base
damage by one die size (from d6 to d4) and your maximum hit
points by 2.
• If you choose a rogue or adventurer specialty, reduce your
maximum hit points by 2.
• If you choose a warrior specialty, your stats do not change.
Devotion
You are devoted to something larger than yourself: a calling, a deity,
a mission, or a philosophy. Whatever it is, it fills your life with
purpose, your soul with enthusiasm, and your limbs with strength.
Choose up to three spheres of influence (but always at least one)
that your devotion gives you special insight into:
○ Animals.
○ Battle (or any specific aspect of it).
○ Death (or any specific aspect of it).
○ The Earth (or the chthonic goddesses, or nature).
○ Healing (or fertility, medicine, or renewal).
○ Judgment (or conquest, law, or social order).
○ Plants (or agriculture, or the natural world).
○ Protection (or mercy).
○ Revelation (or knowledge, learning, or truth).
○ The Sky (or weather).
○ Wisdom.
Also, choose a set of codes, strictures or tenets that you live by—
some things you are supposed to do, some things you are forbidden
to do. You can also flesh out your lifestyle during play.
Advanced Moves
Each time you level up, choose an advanced move from one of your
specialties. Or choose one of the following options:
• At any level, instead of a move from one of your specialties,
you may choose a move from one of the other disciple specialties.
You may do this twice only.
• Twice between levels 6-10, instead of a move from one of
your
specialties, you may choose a move from any other archetype.
Disciple Alignments
Evil
Harm another to prove the superiority of your devotion.
Good
Give someone aid according to the spheres you have insight into.
Lawful
Endanger yourself in order to follow the precepts you are devoted
to.
Neutral
Avoid trouble or loss by following your ideals.
Disciple Bonds
Disciple Gear
Disciple Races
You may choose one of these races or one of the race options
provided by your specialties. Once you have chosen your race, gain
the corresponding move:
Dwarf
When you swear an oath according to the precepts of your faith,
take +1 forward to accomplish it. If you fail to do so, or you turn
away from your oath (to swear another one, for example), take
-1 forward.
Elf
When you spend a day in contemplation, gain 1 preparation if you
take action the next day.
Halfling
You sing the healing songs of spring and brook. When you make
camp, you and your allies heal +1d6.
Human
When you pray for guidance, even for a moment, if you ask “What
here is evil?” the GM will tell you, honestly.
Avatar
You have been chosen to bear the blessings of your god to the
world.
Compendium Class
Once you have been chosen by a deity to carry a piece of its essence
within you, you may consider the avatar specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Stats
Starting Moves
Blessed
When you roll for another move while asking for the blessings of
your deity, you may choose options equal to your WIS or less (but
not fewer than none), and then tell the other players:
• …how your deity’s domain manifests itself on earth.
• …what your deity asks for in return.
• …which one of your deity’s boons is granted to you now.
• …why your deity has taken an interest in this affair.
On a 10+, all that you say is true. On a 7-9, the GM chooses one
statement to be false, the others are true. On a miss, you have
angered the gods.
Personal Deity
You serve and worship some deity or power which speaks to you
and through you. Give your god a name. You may also choose an
additional domain for your deity, in addition to the sphere(s) you
have insight into:
○ Bloody conquest.
○ Civilization.
○ Knowledge and hidden things.
○ Mercy for the downtrodden.
○ Those lost and forgotten.
○ Time and the passing seasons.
○ What lies beneath.
112. Disciples
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Divine Guidance
Requires: Personal Deity
When you petition your deity according to the precepts of your
religion, you are granted some useful knowledge or boon related to
your deity’s domain. The GM will tell you what.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Haruspex
Requires: Personal Deity
When you petition your deity according to the precepts of your
religion, you may also ask the GM any one question. The GM will
answer truthfully. You or your allies take +1 forward when acting
on the answer.
Avatar Alignments
Chaotic
Disrupt a power structure that is not aligned with your god.
Lawful
Assist a local power structure that agrees with your god.
Avatar Bonds
Avatar Gear
Avatar Races
Dwarf
When you choose blessed options, your deity will also show you
one of the following (your choice:
• A way out from underground.
• A way to get underground.
• If there is treasure nearby.
Elf
When you choose blessed options, you may also make plants grow
in your presence, in addition to any other effects.
Halfling
When you choose blessed options, your deity will also reveal an
escape route from your current situation, if any exist.
Human
When you choose blessed options, your deity will also reveal to
you who or what is the greatest threat to you, personally, at that
moment, and why.
Crusader
You have a crusade to lead and you will not stop fighting for it!
Compendium Class
Once you have been accepted into a holy order of knights after
passing their initiation tests, you may consider the crusader
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Stats
Starting Moves
Lay on Hands
When you touch someone, skin to skin, and pray for their well-
being, roll+CHA. On a 10+, you heal 1d8 damage or remove one
disease. On a 7-9, they are healed, but the damage or disease is
transferred to you.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Charge!
When you lead the charge into combat, those you lead take
+1 forward.
First Aid
Requires: Cast a Spell
Cure Light Wounds is a rote for you, and therefore doesn’t count
against your limit of granted spells.
Hospitaller
When you heal an ally, you heal +1d8 damage.
Invigorate
When you heal someone, they take +2 forward to their damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take
+1 forward and +2 armour forward.
Perfect Hospitaller
Replaces: Hospitaller
When you heal an ally, you heal +2d8 damage.
Crusader Alignments
Chaotic
Deny the authorities power over your actions.
Good
Endanger yourself to protect someone weaker than you.
Lawful
Deny mercy to a criminal or unbeliever.
Crusader Bonds
Crusader Gear
Choose two:
○ Adventuring gear (5 uses, 1 weight) and a backpack.
○ Chainmail (1 armour, 1 weight).
○ Dungeon rations (5 uses, 1 weight) and a healing potion.
○ Halberd (Reach, +1 damage, two-handed, 2 weight).
○ Longsword (close, +1 damage, 2 weight).
Crusader Races
You may choose one of these instead of a disciple race option:
Dwarf
While you attend to healing a comrade, you have +2 armour.
Elf
Lay on hands may be used on anyone who can see you or hear your
voice, not just people you touch.
Human
When you heal someone, on a 10+, you may also ask a question
about them from the discern realities list, as if you had made the
move and rolled 7-9.
Devoted
Compendium Class
Stats
Divine Guidance
When you petition your deity according to the precepts of your
religion, you are granted some useful knowledge or boon related to
your deity’s domain. The GM will tell you what.
Personal Deity
You serve and worship some deity or power which speaks to you
and through you. Give your god a name. You may also choose an
additional domain for your deity, in addition to the sphere(s) you
have insight into:
○ Bloody conquest.
○ Civilization.
○ Knowledge and hidden things.
○ Mercy for the downtrodden.
○ Those lost and forgotten.
○ Time and the passing seasons.
○ What lies beneath.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Divine Intervention
Requires: Commune or Divine Guidance
When you commune with or petition your deity, you get one hold
and lose any hold you already had from this move. Spend that
hold when you or an ally take damage to call on your deity, who
intervenes with an appropriate manifestation and negates the
damage.
Heaven’s Weaving
When you parley with someone, your faith grants you insight into
them. Ask their player two questions from the discern realities list.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Apotheosis
Requires: Personal Deity
The first time you spend time in prayer as appropriate to your god
after taking this move, choose a feature associated with your deity
(rending claws, wings of sapphire feathers, an all-seeing third eye,
etc). When you emerge from prayer, you permanently gain that
physical feature.
Divine Invincibility
Replaces: Divine Intervention
When you commune with or petition your deity, you gain 2
hold and lose any hold you already had. Spend one hold when you
or an ally takes damage to call on your deity, who intervenes with
an appropriate manifestation and negates the damage.
Evidence of Faith
When you see divine magic as it happens, you can ask the GM
which deity granted the spell and its effects. Take +1 when acting
on the answers.
Devoted Alignments
Chaotic
Disrupt the workings of authorities who do not share your faith.
Evil
Gain an advantage for your deity at the expense of someone else.
Good
Bring the benefits of your deity to people of a different faith.
Lawful
Defend others who share your faith.
Devoted Bonds
Devoted Gear
Choose one:
○ An additional symbol of your devotion.
○ Adventuring gear (5 uses, 1 weight) and a backpack.
○ Bag of book (5 uses, 2 weight).
○ Mace or warhammer (close, 1 weight).
Devoted Races
Dwarf
You may also petition your deity by crafting items made of gems,
metal, and stone to honour your devotion.
Elf
You may also petition your deity by tending to the health of the
natural world around you.
Halfling
Choose one of your deity’s spheres (or your deity’s additional
domain, if you chose one). When you spout lore concerning that
sphere or domain, take +1.
Human
When you petition your deity, you are also told who poses the
greatest threat to you or your faith, and why.
Elementalist
Let the sun fall into the ocean, let the earth erupt in flames.
Compendium Class
Once you sacrifice your most prized possession to the spirits of the
elements, you may consider the elementalist specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Starting Moves
Elemental Mastery
When you call on the primal spirits of air, earth, fire or water to
perform a task for you, roll+CON. On a 10+, choose two from the
list below. On a 7-9, choose one:
• The effect you desire comes to pass.
• You avoid paying nature’s price.
• You retain control.
On a miss, some catastrophe occurs as a result of your calling.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Born of Fire
You are no longer harmed by the touch of fire, nor are you
vulnerable to heat.
Heart of Ice
You can walk easily on ice and are no longer vulnerable to freezing.
No matter how cold or slippery it gets, you function fine.
Nature’s Fury
When you use the natural elements to deal damage, your
damage die is d10 instead of d4.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Elemental Form
You can transmute your own body into a form made from the raw
elements. When you assume an elemental form, roll+CON. On
a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 in addition to
whatever the GM says.
Your new form can move much like your old form, but has the
innate abilities of the elements it is made of: fire burns, stone is
hard, water runs and flows, and a body made of light, shadow, or
wind is intangible. You still use your normal stats but some moves
may be harder to trigger. The GM will also tell you one or more
moves associated with your new form. Spend a hold to make that
move. Once you’re out of hold, you return to your natural form. At
any time, you may spend all your hold and revert to your natural
form.
Physical Purity
Requires: Touching the Firmament
When you purify yourself amongst the elements, you may also
remove a debility or be cured of a disease or poison, so long as
the cause of your ailment is not more powerful than the elements
themselves.
WeatherWeaver
When you are under open skies when the sun rises, the GM will ask
you what the weather will be that day. tell them whatever you like, it
comes to pass.
Elementalist Alignments
Chaotic
Permanently change the way someone else interacts with their
environment.
Evil
Prove yourself superior to someone in a position of authority.
Good
Use your powers over the elements to better someone else’s lot in
life.
Elementalist Bonds
Elementalist Gear
Choose one:
○ A large item made of, or for, a particular element, with one
tag of your choice.
○ Many small items made of, or for, a particular element, with
one tag of your choice.
Elementalist Races
Dwarf
When you call on the primal spirits of earth, on a hit, choose one
extra option.
Elf
When you call on the primal spirits of air, on a hit, choose one
extra option.
Halfling
You can interact (and parley) with elemental spirits as if they were
people.
Human
When you call on the primal spirits of water, on a hit, choose one
extra option.
Embodiment
Compendium Class
Starting Moves
Sphere of Influence
Choose one sphere of holy spells. Your faith and discipline allows
you to cast any spell from that list of your level or lower.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Ostentation
Requires: Cast a Holy Spell
When you cast a spell, on a hit, you may also choose one of these
options:
• The spell’s effect is doubled.
• The spell’s targets are doubled.
Worldly Wisdom
Requires: Cast a Holy Spell
Choose a spell from another spell list. You can cast that spell as if it
were one of your own.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Exacting Discipline
Requires: Cast a Holy Spell
When you cast a spell, on a 12+, choose no consequences.
Genius Savant
Replaces: Learned and Wise
When you spout lore about your sphere of influence, take +1. On a
12+, the GM will also ask you a question about the topic. Whatever
you answer, it is the truth.
Syncretic Faith
Requires: Worldly Wisdom
Choose another spell from another spell list. You can cast that spell
as if it were one of your own.
Embodiment Alignments
Chaotic
Defeat someone who opposes your sphere of influence.
Good
Discredit a dangerous misconception about your sphere of
influence.
Lawful
Sacrifice something to your sphere of influence instead of
accepting personal gain.
Embodiment Bonds
Embodiment Gear
Choose one:
○ An additional symbol of your faith, exhibiting your sphere
of influence.
○ Adventuring gear (5 uses, 1 weight) and a backpack.
○ Axe or sword (close, 1 weight).
○ Bandages (3 uses, slow) and dungeon rations (5 uses, 1
weight).
○ Dagger (hand, 1 weight).
Embodiment Races
Dwarf
After you cast a spell underground, take +1 forward.
Elf
After you cast a spell in a forest, take +1 forward.
Human
Your faith is diverse. Choose a spell from any spell list: you can cast
this spell as if it were part of your sphere of influence.
Empath
Compendium Class
Once you have thrice bared your emotional soul to another person
and had them reciprocated, you may consider the empath specialty
an available compendium class. The next time you level up, you
may add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Empathy
When you study someone, you can also ask their player “What is
your character feeling?” in addition to anything else that happens.
Also, add these to the list of discern realities questions:
• How could I make your character feel __________?
• What is making your character feel this way?
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Comfortably Numb
When you touch someone, you may deaden their emotions and
sense of pain. This stops them from feeling extremes of anger, joy,
or sadness. It lasts for several hours or until the target suffers any
kind of emotional trigger or trauma.
Emotional Transference
When you touch someone, you may allow them to feel all the
emotions you are feeling, even if emotions are something strange
for them to feel. If you can use this as leverage, you may parley with
WIS instead of CHA.
Mindmeld
When you touch a willing or sleeping subject, your senses are tuned
to their thoughts. The GM will give you an impression of what’s
going on inside their head.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Crowd Control
When you catch the attention of a crowd and fix your will upon
their emotions, roll+WIS. On a hit, you may instil one emotion of
your choice into every member of that crowd. On a 10+, you may
also command the crowd to take one concrete action—the majority
will obey. On a miss, the crowd turns on you.
Emotional Manipulation
Requires: Emotional Transference
When you touch someone, you may force them to feel any emotion
you want. If you can use this as leverage, you may parley with WIS
instead of CHA.
Pain to Pleasure
When you take damage, take +1 forward.
Empath Alignments
Good
Turn someone’s foul mood around by doing something significant
for them.
Neutral
Use someone else’s mood for your own profit.
Empath Bonds
Empath Gear
Choose one:
○ Antitoxin and bandages (3 uses, slow).
○ Dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Poultices and herbs (2 uses, slow, 1 weight).
○ Shield (+1 armour, 2 weight).
Empath Races
Dwarf
When you study someone, the GM will also tell you if they intend
to break or keep any oaths they have made, or if they are the kind of
person who keeps the oaths they make.
Halfling
When you parley with someone, you may ask their player “What is
your character feeling?” in addition to anything else that happens.
Human
When you study someone, you may ask their player “What do I
have that your character wants?” instead of “What is your character
feeling?”
Exorcist
Compendium Class
Circle of Protection
When you draw a magical circle on the floor or ground, roll+WIS.
On a 10+, it will keep spirits, ghosts, or extra-planar entities in or
out until someone else breaks it. On a 7-9, it will keep them in or
out momentarily, but not for long.
Ghost Seer
When you invoke your faith by prayer, you can interact with
ghostly, insubstantial, or extra-planar entities, including dealing
damage to them if your faith opposes them. If they are possessing
someone, though, you can’t necessarily deal with them separately.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Abjuration
When you banish a creature from another plane of existence,
roll+INT. On a 10+, it may not approach you further and if it lacks
an anchor in this world, it must return to whence it came. On a 7-9,
it may not approach you further unless you allow it to (or you let
your guard down). On a miss, you cannot banish it.
Ghost Killer
When you attack a spirit, ghost, or extra-planar entity, your damage
die is a d10.
Spiritual Connection
If you have a piece of someone’s body, or a possession they hold
very dear, you can interact with them as if they were a spirit, ghost,
or extra-planar entity, and use moves against them as such.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Ars Goetia
When you first encounter an extra-planar entity, you may ask the
GM any one question about it. The GM will answer truthfully.
Command of Injunction
When you command someone in your presence to cease from a
specific activity, roll+WIS. On a 10+, they must comply to the best
of their ability. On a 7-9, they must comply until they leave your
presence. Only one injunction you issue can stand at any one time,
though you may command any and all person in your presence.
Those under an indefinite injunction are not notified when it is
lifted. Only activities consciously undertaken can be subject to
injunction.
Exorcist Alignments
Good
Free someone from a troublesome spirit.
Lawful
Punish a necromancer or summoner of spirits for their misdeeds.
Exorcist Bonds
Exorcist Gear
Choose one:
○ Bag of books (5 uses, 2 weight).
○ Bandages (3 uses, slow).
○ Fifty feet of rope (1 weight).
○ Lead-lined gloves (hand, +1 damage, 1 weight).
○ A special uniform.
Exorcist Races
Elf
When you discern realities, on a hit, your keen senses also tell you
if there are any spirits, ghost, or extra-planar entities around.
Human
When you touch someone, you can always tell if they are
possessed, and if so, by what.
Impervious
Your path in life is to face danger head on, and defy it.
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bloody Aegis
When you take damage, you can grit your teeth and accept the
blow. If you do, you take no damage but instead suffer a debility of
your choice. If you already have all six debilities you can’t use this
move.
By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a
ration just ignore it.
Divine Protection
When you wear no armour or shield, you have 2 armour.
Iron Will
When you are subject to mind control or magic that influences
your feelings, you may choose to take 1d4 damage (ignores
armour) and ignore the influence.
Staunch Defender
When you defend, you always get +1 hold, even on a miss.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Divine Armour
Replaces: Divine Protection
When you wear no armour or shield, you have 3 armour.
Healthy Distrust
Whenever the unclean magic wielded by mortal men causes
you to defy danger, treat a miss as a 7-9 instead.
Impervious Defender
Replaces: Staunch Defender
When you defend, you always get +1 hold, even on a miss. On
a 12+, instead of getting hold the nearest attacking creature is
stymied giving you a clear advantage, the GM will describe it.
Indomitable
When you suffer a debility (even through Bloody Aegis), take
+1 forward against whatever caused it.
Impervious Alignments
Good
Endanger yourself to protect someone weaker than you.
Lawful
Stand up to an illegitimate authority figure.
Impervious Bonds
Impervious Gear
Dwarf
When you defend, you cannot be moved if your feet are planted
firmly upon the ground.
Elf
You know what patience is. For you, non-violent protest counts as
making camp and recovering, even under harsh conditions.
Halfling
It takes only two days of recovery for you to remove a debility, or
one if you are tended by a healer.
Human
When you suffer a debility, take +1 forward to do anything other
than fight back.
Martial Hero
You are a fighter, for sure. But you fight with honour!
Compendium Class
Once you have finished training under a master of the martial arts,
whether as part of their school or as their only student, you may
consider the martial hero specialty an available compendium class.
The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
You start with these two move:
Fists of Fury
You are never unarmed—your body, and each of your limbs, is a
weapon (hand, 0 weight), just as good as any other.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Arrows in Hand
Requires: Fists of Fury
When you block or dodge a missile attack, roll+DEX. On a 10+,
you snatch the missile out of the air and it deals no damage. On a
7-9, choose one:
• You avoid the attack completely.
• You snatch the missile out of the air and take half damage.
Fuelled by Honour
Requires: Fight with Honour
If you accomplish your alignment condition during a fight, gain
one chi, up to a maximum of three total.
Hand of Monkey
Requires: Fists of Fury
If you are unarmoured and carry no shield, you have 2 armour
against hand-held weapons. If this reduces the damage you take to
zero, you may also disarm your foe.
Honourable Society
You are a respected member of an honourable fighting society.
When you send word to them for aid, you may recruit as if you
have a useful reputation and are paying generously, even though
you are not paying at all. Any hirelings they send you have at least
loyalty +1 and warrior +1.
Light as a Feather
When you run across a surface that cannot hold your weight,
roll+DEX. On a 10+, you actually do it, gracefully and without
trouble. On a 7-9, you make it across, but with consequences. The
GM will tell you what.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Glorious Honour
Requires: Fight with Honour
When you fight with honour, hold an extra chi, even on a miss.
Superior Technique
Requires: Fight with Honour
Add these to the list of deeds you can spend a chi to perform:
• Break through a physical obstacle.
• Deal your damage to a foe within sight.
• Grab an item within reach. Now it is yours.
Chaotic
Fight agents of the oppressive status quo.
Good
Fight honourably on behalf of someone who does not deserve the
misfortunes they have suffered.
Lawful
Expose corruption amongst the authorities.
Neutral
Bring fame and renown to your honourable fighting society.
Dwarf
As long as you have chi left, you cannot be pushed, thrown, tripped,
or knocked over.
Elf
As long as you have chi left, you may defend with DEX instead of
CON, and hack and slash with DEX instead of STR.
Halfling
When you fight with honour, add this to the list of deeds you can
spend a chi to perform:
• Dodge a blow meant for you.
Human
When you arrive at a new settlement, an honourable fighting
society will accept you as their guest and provide you with
friendship, hospitality, and advice. If you also agree to help them
solve a problem they have, take +1 forward.
Miracle Worker
You have been imbued with divine abilities as a reward for your
faith in a higher power. These abilities take the form of spells.
Compendium Class
Once you have been infused with divine power as a result of your
faith and devotion, you may consider the miracle worker specialty
an available compendium class. The next time you level up, you
may add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Commune
When you spend uninterrupted time (an hour or so) in quiet
contemplation of your devotion, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice, whose total levels
don’t exceed your own level+1, and none of which is a higher level
than your own level.
• Prepare all of your rotes, which never count against your
limit.
Your spheres of insight determine which spells you can cast—you
cannot be granted spells from other spheres, or from other classes.
Advanced Moves
When you gain a level between 2-5, you may choose from these
moves:
Chosen One
Requires: Cast a Spell
Choose one spell. You are granted that spell as if it was one level
lower.
Empower
Requires: Cast a Spell
When you cast a spell, on a 10+, you have the option of choosing
from the 7-9 list. If you do, you may choose one of these effects as
well:
• The spell’s effects are doubled.
• The spell’s targets are doubled.
Serenity
Requires: Cast a Spell
When you cast a spell, you ignore the first -1 penalty from
ongoing spells.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Anointed
Requires: Chosen One
Choose one spell in addition to the one you picked for chosen one.
You are granted that spell as if it was one level lower.
Evidence of Faith
When you see divine magic as it happens, you can ask the GM
which deity granted the spell and its effects. Take +1 when acting
on the answers.
Greater Empower
Replaces: Empower
When you cast a spell, on a 10-11, you have the option of choosing
from the 7-9 list. If you do, you may choose one of these effects as
well. On a 12+, you get to choose one of these effects for free.
• The spell’s effects are doubled.
• The spell’s targets are doubled.
Providence
Replaces: Serenity
You ignore the -1 penalty from two spells you maintain.
Chaotic
Disrupt the natural order with the power of your miracles.
Evil
Use your miraculous powers to harm or endanger another.
Good
Assist someone whose cause you believe in.
Miracle Worker Bonds
Choose one:
○ Adventuring gear (5 uses, 1 weight) and a backpack.
○ Antitoxin and 12 coins.
○ Healing potion.
○ Keg of Dwarven stout (4 weight).
Dwarf
You are one with stone. When you commune, you are also granted
a special version of Words of the Unspeaking as a rote which only
works on stone.
Human
Your faith is diverse. Choose one spell from another sphere or class.
You can cast and be granted that spell as if it belonged to your own
spheres of influence.
Oracle
Compendium Class
Once you have drunk the water of life and successfully filtered
out the poisons while experienced the intoxicating visions, thus
surviving the spice agony, you may consider the oracle specialty an
available compendium class. The next time you level up, you may
add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Foreshadowing
When you look into the future for possible dangers, name a person,
place, or thing and roll+WIS. On a 10+, the GM will tell you two
things from the list below. On a 7-9, only one. On a miss, the GM
will tell you one anyway, but also something else that is not true.
Which one is which you will have to divine for yourself.
• The nature of a danger (its type and impulse) that threatens
the
subject or that the subject is part of.
• One grim portent, related to the subject, that is yet to occur.
• One stakes question related to the subject.
• What kind of threat the subject is.
Prophetic Lineage
Requires: Truth or Consequences
When you use truth or consequences, on a 12+, name three people,
groups, or social institutions and you may use this move again to
examine the same event.
Weakness Prophesied
When you fight someone whose futures you have prophesied,
choose one stat. Until you take damage, you may roll with WIS
instead of this stat. Choose again each time you enter a fight.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Accurate Prediction
When you parley with someone whose futures you have
prophesied, on a 10-11, the GM will tell you how your deal will
affect them in the future. On a 12+, you say how your deal will
affect them in the future.
Martial Oracle
Replaces: Weakness Prophesied
When you fight someone whose futures you have prophesied,
choose one stat. Until the fight is over, you may roll with WIS
instead of this stat. Choose again each time you enter a fight.
Parting Shadows
Requires: Foreshadowing
When you look into the future for possible dangers, on a 12+,
choose three options from the list.
Oracle Alignments
Evil
Oppose someone who will cause trouble in the future.
Good
Use your prophecy to help someone else avoid tragedy.
Neutral
Profit financially from your prophetic powers.
Oracle Bonds
Oracle Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Antitoxin and bandages (3 uses, slow).
○ Bag of books (5 uses, 2 weight).
○ Halfling pipeleaf (6 uses).
Oracle Races
Dwarf
Your mind can see into the earth. When you handle metal or stone,
you may ask one question from the discern realities list about it.
The GM will answer from the earth’s perspective.
Elf
You have great insights into the natural world. When you handle
plants, you may ask one question from the discern realities list
about it. The GM will answer from the plant’s perspective.
Human
When you discern realities, the GM will always tell you what is
about to happen, in addition to the move’s other results.
162 Disciples
Pilgrim
What better way could there be to show your piety than to make a
pilgrimage to the homes of the gods? Even dead saints will do!
Compendium Class
Once you have made a pilgrimage to the five most holy sites in the
known world, you may consider the pilgrim specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Stats
Starting Moves
Pilgrimage
When you arrive at a well-respected place after a dangerous
journey, hold 2 blessings. You can spend a blessing at any time to:
• Create a rumour in a well-travelled location.
• Restore yourself to max HP.
• Use a move that another PC has but you don’t.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Follow Me
When you undertake a perilous journey, you can take two jobs. You
make a separate roll for each.
Pilgrim’s Progress
Requires: Pilgrimage
Choose a school of magic or a sphere of influence. You may spend
a blessing to cast a spell from that school or sphere, of your level or
lower. When you cast a spell, roll+WIS. On a 10+, the spell takes
effect as normal. On a 7-9, choose one:
• The spell has only half its normal effect.
• You are exhausted and suffer a debility.
• You attract unwanted attention or produce additional
effects.
Uncanny Senses
Requires: Pilgrimage
Choose a type of energy: divine influence, emotional residues,
infernal taint, or magic, for example. While you hold blessings, you
can sense this type of energy as if it were tangible and visible. You
can only sense one type of energy at a time, but you can switch the
type whenever you have spent all your blessings.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Shrinewalker
Requires: Pilgrimage
The first time you pray at a shrine or temple, hold 2 blessings.
Strider
Replaces: Follow Me
When you undertake a perilous journey you can take two jobs. Roll
twice and use the better result for both jobs.
Pilgrim Alignments
You may choose one of these instead of a disciple alignment:
Evil
Prevent someone else from making the same pilgrimage as you.
Good
Defend a travel route or the people on it from threats.
Pilgrim Bonds
Pilgrim Gear
Pilgrim Races
Human
You may spend a blessing to negate the effects of one attack against
you.
Psychopomp
Your work is done on the borderlands between life and death.
Compendium Class
Once you have been to Death’s black gate and been allowed to
return to the world of the living, you may consider the psychopomp
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Starting Moves
Turn Undead
When you hold your holy symbol aloft and call on your devotion
for protection, roll+WIS. On a hit, so long as you continue to pray
and brandish your holy symbol, no undead may come within reach
of you. On a 10+, you also momentarily daze intelligent undead
and cause mindless undead to flee. Aggression breaks the effects
and they are able to act as normal. Intelligent undead may still find
ways to harry you from afar. They’re clever like that.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Ashes to Ashes
Requires: Turn Undead
The first time you brandish your holy symbol at an undead
creature, deal your damage to it (ignores armour).
Ghost Talker
You can see and interact with all ghosts and spirits of the dead,
and peer into the spiritual workings of the undead, even if they
are mindless. When you study an undead creature, ask whatever
questions you like, from the discern realities list or not.
Necromancy
Requires: Cast a Spell
When you cast a spell from the sphere of death, take +1.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Armour of Faith
Requires: Turn Undead
While you are turning the undead, you and any allies you are
protecting get +2 armour. This bonus lasts only as long as there are
undead present.
Dust to Dust
Requires: Ashes to Ashes
When you reduce a creature to zero HP, its soul is put to rest and
it cannot be raised again as any kind of undead creature. If the
creature is already undead, its evil influence is also defeated, at least
in part.
Reaper
When you take time after a conflict to dedicate your victory to your
ideals and deal with the dead, take +1 forward.
Psychopomp Alignments
Evil
use your knowledge of death to frighten or intimidate someone.
Good
Save someone from a premature death.
Lawful
Put the undead to their rightful rest.
Psychopomp Bonds
Psychopomp Gear
Psychopomp Races
Dwarf
When you deal damage to the undead, deal +1d4 damage.
Elf
When you discern realities, on a hit, your keen senses also tell you
what here is dead or undead.
Human
When you turn the undead, you may also ask one question about
them, as if you had discerned realities and got a 7-9.
Sacred Lamb
Compendium Class
Once you have sacrificed your life for the life of another and been
returned to life, you may consider the sacred lamb specialty an
available compendium class. The next time you level up, you may
add this specialty to your character instead of choosing a move
from your class.
Starting Moves
You start with this move:
Sacrifice
When you touch someone and make a demand of them, if they do
what you ask, take the debility of your choice and choose one:
• They are healed for half your current HP.
• They are healed of a debility.
• They are healed of one injury (like a broken arm).
• They gain 1d8 temporary HP. Damage must reduce these
before affecting the character’s normal HP, but they cannot be
healed.
You must ask for something immediate, not long-term, and if you
already have all six debilities you cannot heal them.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Devoted Healer
When you heal someone else of damage, add your level to the
amount of damage healed.
Divine Protection
When you wear no armour or shield, you get 2 armour.
First Aid
Requires: Cast a Spell
Cure Light Wounds is a rote for you, and therefore doesn’t count
against your limit of granted spells.
Penitent
When you take damage and embrace the pain, you may take
+1d4 damage (ignores armour). If you do, take +1 forward.
Stigmata
When you display your bleeding, take 1d4 damage (ignores
armour) and choose one person who can see. They heal 2d8
damage. Your wounds leave bloody stains that do not come out
until the damage caused by their infliction is repaired.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Caretaker’s Insight
When you discern realities, if you study someone who is afflicted,
injured, or in pain, you may ask questions from this list instead:
• What do you hope for the future?
• What do you intend to do now?
• What do you want from me?
• What makes you feel beautiful or loved?
• What’s wrong with you and how could I help you?
When you heal someone, also ask one of these questions.
Divine Armour
Replaces: Divine Protection
When you wear no armour or shield, you get 3 armour.
Greater Stigmata
Replaces: Stigmata
When you display your bleeding, take 1d4 damage (ignores
armour) and choose one person who can see. They heal
2d8 damage, and all your other allies who can see you heal 1d8
damage each. Your wounds leave bloody stains that do not come
out until the damage caused by their infliction is repaired.
Martyr
Replaces: Penitent
When you take damage and embrace the pain, you may take
+1d4 damage (ignoring armour). If you do, take +1 forward and
add your level to any damage done or healed by your next action.
Sacrificial Bounty
Requires: Sacrifice
When you use sacrifice, choose two options, instead of one.
Chaotic
Help someone take impulsive, even reckless action.
Good
Endanger yourself to heal another.
Dwarf
When you are wounded or suffer a debility, you may choose to take
an additional 1d4 damage (ignores armour) and +1 forward.
Elf
You are always graceful, even in suffering. When you take the
debility shaky, also take +1 forward. While you have the shaky
debility, you suffer a -1 penalty to another stat of your choice, but
never to DEX.
Halfling
When you are wounded and bleeding, you get +DEX armour.
Human
You can have two debilities affecting your WIS score. Each gives
you a -1 penalty, and having both gives you a -2 penalty. This brings
your maximum number of debilities up to seven.
Venerator
You worship the ancestors, venerate them, and for your dutiful
attention, they reward you.
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Ancestor Song
When you perform an ancestor veneration ceremony for a
community, roll+WIS. On a 10+, they are impressed and feel the
need to reciprocate. On a 7-9, they are merely impressed and treat
you with respect. Not everyone in the community may feel this way,
but the majority do.
Medium
When you allow a spirit to inhabit your body, roll+WIS. On a 10+,
it may use your body to converse with the living until you banish
it or move to a new location. On a 7-9, it may use your body only
as long as you are unconscious—choose how much time you will
allow it beforehand.
Spirits of Knowledge
Requires: Prayers to the Dead
When you arrive at a new settlement, the spirits of the dead will tell
you a fact from the history of that location or something that has
changed since you were there last.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Curse of Ghosts
When you pronounce a curse upon someone, name one condition
that will lift the curse and roll+WIS. On a 10+, ghosts will haunt
this person until they fulfill the condition or until one week after
you curse another person. On a 7-9, ghosts will pursue them for a
few weeks, until they fulfil the condition, or until you curse another
person. On a miss, the ghosts rebel against you, and it is you who
suffers a curse.
Grave Digger
When you first encounter a ghost, you may ask its player one of the
following questions:
• How could I put this ghost to rest?
• What caused this ghost’s death?
• Where is this ghost’s grave?
• Whom does this ghost haunt?
Add all of these questions to the discern realities list when you
closely study a ghost.
Spirit of Warning
Requires: Spirits of Knowledge
When you consult the spirits of those who died at your location,
roll+CHA. On a 10+, a spirit will guide you past danger, keep you
from becoming lost, or show you something hidden. On a 7-9, a
spirit will show you a danger, but no more than that.
Venerator Alignments
Evil
Take revenge on someone who acted against your ancestors.
Good
Use the advice of your ancestors to bring useful knowledge to
someone else.
Venerator Bonds
Venerator Gear
You have an item that connects you to your ancestors. Describe it.
Venerator Races
You may choose one of these instead of a disciple race option:
Elf
You have many ancestors and their lives stretch back for many ages.
When you ask them for advice, they will also tell you something
about your location and its past. You take +1 forward when acting
on this information, too.
Human
When acting on the advice a spirit gives you, you may ignore the
presence of all other spirits of the dead. They may not appear before
you are speak to you while you ignore them.
Holy Spells
Some disciple specialties grant you the ability to prepare and cast
spells. If you choose the embodiment specialty, you may cast spells
related to one of your three spheres of influence, as determined by
your devotion move. If you choose the miracle worker specialty,
you may cast spells related to all three of your spheres of influence.
Animals
In the great chain of being, the gods set the four mortal races upon
the earth to rule it and to worship the heavens. As long as mortals
maintain their fealty to the gods, they shall have dominion over all
else that is of the earth, over both the rocks and trees, and so too
the beasts that crawl and the birds that fly.
Rote
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Battle
Rote
First Level
Third Level
Fireball LEVEL 3
You evoke a mighty ball of flame that envelops your target and
everyone nearby, inflicting 2d6 damage which ignores armour.
Fifth Level
Seventh Level
Ninth Level
Death
She is not the first of all foes faced by the living, but she is the
strongest and the easiest to fear. Such power demands reverence—
for understanding comes only with the proper humility.
Rote
First Level
Third Level
Resurrection LEVEL 3
Tell the GM you would like to resurrect a corpse whose soul has not
yet fully departed this world. Resurrection is always possible, but
the GM will give you one or more (possibly all) of these conditions
to fulfill:
• It will require a lot of money.
• It’s going to take days/weeks/months.
• You must get help from __________.
• You must sacrifice __________ to do it.
The GM may, depending on the circumstances, allow you to
resurrect the corpse now, with the understanding that the
conditions must be met before it’s permanent, or require you to
meet the conditions before the corpse is resurrected.
Fifth Level
Seventh Level
Ninth Level
The Earth
The oldest faith is the covenant mortals have with the earth, and the
chthonic goddesses that dwell there, giving life to the living until
the living are done with it.
Rote
First Level
Stonespeak LEVEL 1
With a touch you speak to the spirits within the earth. A piece of
stone you touch answers one question you pose, as best it can.
Third Level
Fifth Level
Seventh Level
Ninth Level
Why do we put up with these clerics, with their lectures and their
superior attitudes? Because their hands close up wounds and
restore health out of a state of abject ruination. Perhaps they really
are superior after all.
Rote
Sanctify ROTE
Food or water you hold in your hands while you cast this spell is
consecrated by your deity. In addition to now being holy or unholy,
the affected substance is purified of any mundane spoilage.
First Level
Invigorate LEVEL 1
One ally you touch is cured of fainting, lethargy, paralysis, or
unconsciousness, and are instantly able to move again.
Third Level
Fifth Level
Seventh Level
Heal LEVEL 7
Touch an ally and you may heal them of damage by a number of
points equal to your own maximum HP.
Ninth Level
Repair LEVEL 9
Choose one event in the target’s past. All effects of that event,
including damage, poison, disease, and magical effects, are ended
and repaired. HP and diseases are healed, poisons are neutralized,
magical effects are ended.
Judgment
Rote
Contract ROTE
When you sign a contract you have cast this spell upon, you are
mystically notified if the other party breaks it.
First Level
Third Level
Fifth Level
Seventh Level
Harm LEVEL 7
Touch an enemy and strike them with divine wrath—deal 2d8
damage to them and 1d6 damage to yourself. This damage ignores
armour.
Ninth Level
Plants
Rote
First Level
Entangle LEVEL 1
You cause your target to become entangled in any nearby
vegetation, which moves to accomplish this goal. These plants are
not strengthened by this spell, and the target can break free as if
they had become entangled normally.
Third Level
Fifth Level
Seventh Level
Ninth Level
Cornucopia LEVEL 9
With a word, the entire region you are in bursts into harvest. In
a matter of moments, plants grow until they are ripe and farms
produce their full crop. This spell only affects plants and seeds that
are present—it does not cause seeds to be sown.
Protection
Rote
First Level
Sanctuary LEVEL 1
As you cast this spell, you walk the perimeter of an area,
consecrating it to your deity. As long as you stay within that area
you are alerted whenever someone acts with malice within the
sanctuary (including entering with harmful intent). Anyone who
receives healing within a sanctuary heals +1d4 HP.
Fifth Level
Seventh Level
Ninth Level
Revelation
The divine power can push back even the darkest curtains of
ignorance, and show the devoted the truth of things.
Rote
Light ROTE
An item you touch glows with divine light, about as bright as a
torch. It gives off no heat or sound and requires no fuel but is
otherwise like a mundane torch. You have complete control of the
colour of the flame. The spell lasts as long as it is in your presence.
First Level
Third Level
Divination LEVEL 5
Name a person, place, or thing you want to learn about. Your
devotion grants you visions of the target, as clear as if you were
there.
Revelation LEVEL 5
Your devotion is answered with a moment of perfect
understanding. The GM will shed light on the current situation.
When acting on the information, you take +1 forward.
Seventh Level
Prophecy LEVEL 7
Name someone who poses a threat to you. The GM will reveal
one aspect of a danger they are involved with. It could be a grim
portent, the impending doom, someone else connected to that
danger, a custom move or some other detail that gives you insight
into how to stop it from achieving its goal.
Ninth Level
Alert LEVEL 9
Describe an event. The GM will tell you when that event occurs, no
matter where you are or how far away the event is. If you choose,
you can view the location of the event as though you were there in
person. You can only have one Alert active at a time.
The Sky
The mightiest of all the gods, the conquerors of heaven, who lay
waste to their enemies upon the earth, are the gods of the sky.
Rote
Gust of Wind ROTE
You summon a gust of wind to blow in the direction of your
choosing, scattering light objects before it.
First Level
Perfume LEVEL 1
Name a location you can see. The aroma of your choice, pleasant
or putrid, descends from the air above and saturates the area. This
smell can be dispersed as all scents can, once the spell has been cast.
Skysight LEVEL 1
For a moment, you see things from the sky’s perspective, looking
down at yourself and your surroundings with the eyes of an eagle.
Sunbeam LEVEL 1
An object you hold glows or projects a warm yellow light that
functions as sunlight does—illuminating the darkness, nourishing
plants, and burning vampires. While this spell is ongoing, you take
-1 to cast a spell.
Third Level
Lightning LEVEL 3
A bolt of lightning strikes down from the sky, the clouds, or from
out of your own body, striking the target and everyone nearby,
inflicting 2d6 damage which ignores armour.
Fifth Level
Seventh Level
Ninth Level
Wisdom
Without the wisdom to know Truth from Folly, one cannot choose
the right path over the others.
Rote
Guidance ROTE
The symbol of your deity appears before you and gestures towards
the direction or course of action your deity would have you
take then disappears. The message is through gesture only; your
communication through this spell is severely limited.
First Level
Mending LEVEL 1
Your devotion allows you to fix some mundane object, without
needing tools or expertise.
Third Level
Inquiry LEVEL 3
Cast this spell on a person you can see and ask one question about
them from the list below:
• What does this person intend to do?
• What does this person need or desire?
• What is false about this person?
• Who does this person associate with? Take +1 forward
when you act on the answer.
Fifth Level
Seventh Level
Ninth Level
Questing LEVEL 9
Describe an objective, however complicated. The GM will tell you
what it would take to accomplish normally. You can choose one
of those requirements, and the GM will tell you an easier—and
possible—way to achieve it.
Magicians
The Colour of Magic
Stats
The specialties you choose may modify these scores: Your base
damage is d4.
Your load is 6+STR.
Your maximum HP is 6+Constitution.
Starting Moves
You get all the starting moves from each specialty. Make a note of
any stat modifiers from your specialties. Each time you level up,
choose one advanced move from those offered by your specialties.
Advanced Moves
Each time you level up, choose an advanced move from one of your
specialties. Or choose one of the following options:
• At any level, instead of a move from one of your specialties,
you may choose a move from one of the other magician specialties.
You may do this twice only.
• Once between levels 2-5, instead of a move from one of
your
specialties, you may choose a move from any other archetype.
• Once between levels 6-10, instead of a move from one of
your specialties, you may choose a move from any other archetype.
Magician Alignments
Chaotic
Add more magic to the civilized world.
Evil
Use magic to cause terror and fear.
Good
Use magic to directly aid another.
Neutral
Discover something about a magical mystery.
Magician Bonds
218 Magicians
Magician Gear
Magician Races
Dwarf
Your race is hardy, even in the face of sorcery. When you are the
target of a magical effect or spell, you get +1 armour forward or
+1 armour ongoing until the spell wears off if the effect is ongoing.
Elf
Magic is as natural as breath to you. When you discern realities,
on a hit, the GM will also tell you if anything you are studying is
magical.
Halfling
You sing the healing songs of spring and brook. When you make
camp, you and your allies heal +1d6.
Human
Battle magic is like food and drink to you. When you cause harm
with magic, deal +2 damage.
Arcane Ritualist
Not all magic is flashy, not all magic is rolled off the cuffs of
fluttering mage-hands in the heat of the moment. Indeed, the
greatest of all magic takes time, sustained effort, and deep
concentration. When you have time to change your mind and don’t,
you know the result is worth the toil.
Compendium Class
Starting Moves
Ritual
When you draw on a place of power to create a magical effect, tell
the GM what you’re trying to achieve. Ritual effects are always
possible, but the GM will give you one to four of the following
conditions:
• First you must __________.
• It will require a lot of money.
• It will take days/weeks/months.
• The best you can do is a lesser version, unreliable and
limited.
• You and your allies will risk danger from ________.
• You’ll have to disenchant ________ to do it.
• You’ll need help from ________.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Arcane Library
When you spout lore about magical writings, on a 10+, the GM will
also ask you a question. Whatever you answer, it is the truth.
Logical
When you use strict deduction or logic to analyze your
surroundings, you can discern realities with INT instead of WIS.
Scrying Pool
When you perform a ritual to investigate the doings of someone,
and you have a piece of their body or an item that is important to
them, roll+INT. On a 10+, ask the GM two questions from the list.
On a 7-9, ask one. On a miss, they get to ask two questions about
you:
• How could I get to them, physically or emotionally?
• What are they really up to?
• What is their weakness?
• Who are their allies?
• Who are their enemies?
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Astral Scryer
Requires: Scrying Pool
When you use your scrying pool, you can ask an extra question,
even on a miss.
Ethereal Tether
When you have time with a willing or helpless subject, you can
craft an ethereal tether with them. You perceive what they perceive
and can discern realities about someone tethered to you or their
surroundings no matter the distance. Someone willingly tethered to
you can communicate with you over the tether as if you were in the
room with them.
Highly Logical
Replaces: Logical
When you use strict deduction to analyze your surroundings, you
can discern realities with INT instead of WIS. On a 12+, you get to
ask the GM any three questions, not limited by the list.
Self-Powered
Requires: Ritual
When you have time, arcane materials, and a safe space, you can
create your own place of power. Describe to the GM what kind of
power it is and how you’re binding it to this place, the GM will tell
you one kind of creature that will have an interest in your workings.
Lawful
Exploit the letter of the law (or an agreement) for your own benefit.
Neutral
Make an ally of someone powerful.
Choose one:
○ Bag of books (5 uses, 2 weight).
○ Ritual carpet (2 weight).
○ Ritual dagger (hand, 1 weight).
○ Small mirror.
○ Staff (close, two-handed, 1 weight).
○ Sword (close, 1 weight).
○ Small pet animal.
Dwarf
While you are working magic, you have +1 armour.
Elf
You may consider any forested area to be a place of power.
Halfling
You never need a lot of money to successfully perform a ritual.
Human
You may consider any site a place of power after you perform a
human sacrifice on it.
Awakened Mind
Compendium Class
Once you have discovered the latent abilities that lie within your
mind, you may consider the awakened mind specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Starting Moves
Expanded Consciousness
When you project your mind from your body, choose two to
describe your mind’s form (it’s always insubstantial):
• It is invisible.
• It moves quickly.
• Its senses are not clouded.
Your mental form can roam the physical world for as long as you
like. While it does, your body lies comatose. While in your mental
form you have no access to your body’s senses.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Mindmeld
When you touch a willing or sleeping subject, your senses are tuned
to their thoughts. The GM will give you an impression of what’s
going on inside their head.
Sleep Walk With Me
Requires: Expanded Consciousness
When your mental form passes through the body of a sleeping
person, you may choose to inhabit their body. Your control is
limited as if they were sleepwalking: movement, maybe even simple
conversations at most. The eyes of the body you inhabit never open;
if they do open, you are immediately expelled.
Talisman
Choose an item of importance to you. From now on you can hear
the thoughts of whomever holds that item.
Thoughts Beyond
Requires: Expanded Consciousness
When you project your mind from your body, you can also choose
one of these options:
• You can communicate with the minds of people you are
near.
• You can move small physical objects that have recently been
touched by someone.
• You hear nearby thoughts instead of sounds.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
From Beyond
You can see spirits and other invisible or insubstantial beings
whenever you concentrate. While you can see them, you can also
interact with them as if they were solid.
Chaotic
Reveal a hidden truth about someone of importance.
Neutral
Discover a useful secret.
Choose one:
○ Bag of books (5 uses, 2 weight).
○ Healing potion.
○ Leather armour (1 armour, 1 weight).
○ Personal feast (1 use, 1 weight).
Dwarf
When you project your mind from your body, add this to your list
of options:
• Your physical body turns to stone until your mind returns.
Elf
When someone touches your sleeping or comatose body, you may
immediately return to it and awaken.
Halfling
When you consume a ration right before projecting your mind
from your body, it counts as making camp if you roam the world in
spirit form for more than a few hours.
Human
When you project your mind from your body, you can choose all
three options if you take either 1d8 damage or a debility.
Blue Mage
You live in a world full of magic. Why create your own style when
you can just copy what others do? What really matters is whether it
works or not—and your magic works, all right.
Compendium Class
Starting Moves
You get these two moves, though you may replace Cast a Mimicked
Spell with another spellcasting move if you also take a specialty that
gives you one:
Spell Mimicry
When you see or experience a magical effect and try to copy it,
roll+INT. On a hit, you have memorized it like a spell, but on a 7-9,
you must forget a spell you already have memorized. If you have
no spells to forget, you can memorize this new one only if you also
take a debility. When you forget this spell, you may not memorize
it again. If you memorize an offensive ability, your magic does the
same damage as the original.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Beyond Mimicry
Requirements: Spellbook
If you want to write a mimicked spell you successfully memorized
into your spellbook permanently, you can take it as your next spell
when you level up, or you can replace one of the spells you already
have in your spellbook.
Monster Mash
Requires: Spell Mimicry
You can mimic non-magical monster moves, as if they were spells.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Better Mimic
Requires: Cast a Mimicked Spell
When you cast a spell you have mimicked, on a 10-11, you may
choose from the 7-9 list in order to double the effects of the spell
or ignore the -1 penalty if it is ongoing. On a 12+, you may choose
either of those options with no consequences.
Face Dancer
Replaces: Face Like a Mask
You can mimic someone’s appearance and mannerisms just like a
spell, if you touch them. While disguised, you sound and move like
them, and only your lack of their memories will give you away.
Perfect Replica
Requires: Monster Mash
You can mimic the non-magical abilities of other people, as if they
were spells.
Chaotic
Risk your life to get access to a magical spell.
Neutral
Make a profit off of a magical spell you mimicked.
Choose one:
○ Antitoxin.
○ Healing potion.
○ Keg of Dwarven stout (4 weight).
○ Leather armour (1 armour, 1 weight).
○ Shield (+1 armour, 2 weight).
Blue Mage Races
Elf
You can mimic the abilities of forest creatures as if they were spells.
Human
If a harmful spell is cast on you and you successfully mimic it, the
damage is halved (round up).
Conjurer
Compendium Class
Once you have obtained a magic hat or bag and a magical box,
and performed onstage with them for an appreciative audience,
you may consider the conjurer specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Conjuration
When you conjure an item, hand-sized and neither unique nor
extremely valuable, roll+INT. On a 10+, it appears in your hand or
on your person somewhere. On a 7-9, it’s not quite what you had
in mind, but vaguely similar. On a miss, what you conjure up is the
opposite of useful.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Abjuration
When you banish a creature from another plane of existence,
roll+INT. On a 10+, it may not approach you further and if it lacks
an anchor in this world, it must return to whence it came. On a 7-9,
it may not approach you further unless you allow it to (or you let
your guard down). On a miss, you cannot banish it.
Vanishing Act
When you obscure an item from sight for a moment, roll+INT.
On a 10+, it vanishes and reappears in the exact location of your
choosing (but not in the same place as something else). On a 7-9, it
vanishes and reappears in your life at some unpredictable point in
the future.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Arch-Summoner
Requires: The Summoner’s Trick
Choose another two summoning spells that you can either add to
your spellbook and cast as if they were one level lower or cast as
described in the summoner’s trick.
Conjuratorium
You can dedicate a location to be a special arcane sanctum where
you can summon all manner of things into existence, limited only
by the size of this conjuratorium. In order to summon something,
you need an antecedent that resonates with the summoned thing’s
true nature. Discuss what you can use as a proper antecedent with
the GM. When you use an antecedent to begin the summoning
process, roll+INT. On a 10+, choose two. On a 7-9, choose one:
• It’s a secret.
• Nothing else is summoned.
• The antecedent remains in this world.
Summons
When you summon someone by name with magic, roll+INT. On a
10+, choose two. On a 7-9, they come directly and choose one:
• They arrive at exactly the location you specify.
• They arrive exactly when you specify, no matter the
distance.
• You have some form of defence when they arrive.
Conjurer Alignments
Chaotic
Upset the existing social order.
Evil
Bring something evil into the world that other people have to deal
with.
Conjurer Bonds
Conjurer Gear
Conjurer Races
Dominator
Compendium Class
Once you have completely broken the will of another person and
made them your slave, you may consider the dominator specialty
an available compendium class. The next time you level up, you
may add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Hypnotist
When you make eye contact with someone and exert your will over
them, roll+INT. On a hit, they are paralysed and cannot move, but
on a 7-9, the effect is broken if you move. When you break off eye
contact, they can move again.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Control
When you touch someone and force your will upon them,
roll+INT. On a 10+, hold 2. On a 7-9, hold 1. You can spend your
hold to give them an order. They must obey or suffer 1d6 damage.
You may only have a hold over one person at a time.
Dominating Power
Choose an enchantment spell of your level or lower. If you cast
spells, add it to your spellbook, but prepare and cast it as if it were
one level lower. If you don’t cast spells, you can now cast this one.
When you do, roll+INT. On a hit, it works, but on a 7-9, you also
choose one:
• You can’t cast this spell again until the next dawn or dusk.
• You lose control of the spell’s effects.
Iron Will
When you are subject to mind control or magic that influences
your feelings, you may choose to take 1d4 damage (ignores
armour) and ignore the influence.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Arch-Enchanter
Requires: Dominating Power
Choose another two enchantment spells that you can either add
to your spellbook and cast as if they were one level lower or cast as
described in dominating power.
Dominator Alignments
Chaotic
Expose corruption and abuse of power.
Evil
Use your powers to make people you don’t control fear you.
Dominator Bonds
Dominator Gear
Dominator Races
Dwarf
When you use magic to control a person’s actions, take
+1d4 damage forward against them.
Elf
When you use magic to control a person’s actions, you may ask one
question about them, as if you had discerned realities and rolled a
7-9.
Human
When you use magic to control a person’s actions, take
+1 forward to parley with them.
Enchanter
To change the soul with but a small, simple item—all this task
requires is a unique and magical talent. The art of enchantment is
the creation of the catalyst for change, and thus the change itself.
Compendium Class
Starting Moves
Wondrous Creations
When you create a magic item or a work of art, tell the GM what
effect you want it to have on people and the GM will tell you how
long you need to work on it and if you need any special materials.
The first time you use or unveil your creation, roll+INT. On a hit,
it has the effect you desired, but on a 7-9, it has an additional effect
chosen by the GM. On a miss, you have created something terrible.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Enchanted
Requires: Cast a Spell
When you cast an enchantment spell, take +1.
Enchanter
When you have time and safety with a magic item, you may ask the
GM what it does. The GM will answer you truthfully.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Arch-Enchanter
Requires: Knack for Enchantments
Choose another two enchantment spells that you can either add
to your spellbook and cast as if they were one level lower or cast as
described in knack for enchantments.
Enchanter’s Soul
Requires: Enchanter
When you have time and safety with a magic item in a place of
power, you can empower that item so that its effects are amplified
the next time you use it. The GM will tell you exactly how.
Permanent Wonder
Requires: Wondrous Creations
When you create a magic item or a work of art, ask the GM what
component you need to make its effect permanent and the GM
will tell you. The more powerful the effect, the more dangerous the
component is to obtain and handle, but of you do just that, your
item or work of art will effect people even after its first use.
Transference
As long as you have time and space to work, you may remove
the magical properties of an enchanted item and transfer them
to another item. The recipient item may already possess magical
properties or it may be a mundane item.
Enchanter Alignments
Chaotic
Create an item that changes the balance of power.
Evil
Cause chaos and terror by unveiling a magic item.
Good
Make an item that changes someone’s life for the better.
Enchanter Bonds
Enchanter Gear
You get one mundane item that you intend (or intended) to
enchant, and whatever your other specialties give you.
Enchanter Races
Halfling
When you affect someone with a magic item, take +1 forward to
parley with them.
Human
When you affect someone with a magic item, take +1d4 damage
forward against them.
Flux
That cloak of phasing tickled that rift of chaos just right, and in the
moment before you rematerialized, a slice from off the foundation
of reality was captured within you.
Compendium Class
Once you have touched the mind of a god, while travelling through
dimensions, you may consider the flux specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Stats
Starting Moves
Bind
When you call upon the fundamental force within yourself, if you
are touching two objects no heavier than yourself, roll+CON. On a
hit, the objects are attracted to each other like Newton’s apple to the
ground. On a 10+, also choose one option from the list below. On a
7-9, choose one:
• There are no adverse side effects.
• This bond lasts until you choose to break it.
• You are able to weaken the bond without breaking it.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Due North
You always know where you are with respect to the northernmost
point of the world. You never get lost and you can always find your
way back to a place you have been to before.
Faraday’s Law
Requires: Bind
Magnetism pulses from your flesh stirring loose the charge that
lives in all metal. When you stir the charge within a weapon you
hold, it does +1d4 damage ongoing. Until you dismiss this effect
you take -1 to bind.
Subtle Sense
When you discern realities, add this question to the list:
• What nearby is metal?
Velocitas Eradico
You can volley with any object up to 2 weight by repelling it from
yourself. Objects launched this way are far range only. When
volleying this way use CON instead of DEX.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Artillery
Replaces: Velocitas Eradico
You can volley with any object up to 2 weight by repelling it from
yourself. Objects launched this way count as weapons (near, far)
and your base damage with them is a d8 instead of a d4. When
volleying this way use CON instead of DEX.
Binding Field
Requires: Bind
You can bind any two objects you can see, not just those you touch.
Repel
Requires: Bind
When you bind two objects, you can choose to have them repel
each other instead of attracting each other. The force is the same.
Flux Alignments
Chaotic
Stymie or frustrate someone else’s plans in an amusing manner.
Evil
Ruin something valuable with your powers.
Neutral
Impress someone important with your wondrous powers.
Flux Bonds
Flux Gear
Flux Races
You may choose this instead of a magician race option:
Halfling
You may bind an object to yourself instead of another object,
treating your body as if it were one of the two bound objects.
Human
You can use any object you can pick up as a melee weapon. It has
a range tag appropriate to its size and can do +1 damage if it is
particularly heavy or dangerous.
Golemist
Who needs spells when you can make slaves out of the very
elements themselves?
Compendium Class
Once you have built a humanoid figure out of a single element and
infused it with your own blood and life essence, then anointed
it with five different magical oils, and brought it to life, you may
consider the golemist specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Starting Moves
Elemental Golem
When you summon an elemental being, choose an element at hand
and roll+CON. On a 10+, you create a golem under your control,
made out of this element, and you hold 3 control over it. On a 7-9,
either you create a golem made out of this element and you have 1
control over it, or you have 2 control over it and choose one:
• The golem is hostile and will resent you later.
• The golem is made out of a different element, the GM will
tell you which.
You can only control one golem at a time. As long as you have
control over your golem, you can use your golem moves and
command it to take simple actions. When you spend all your
control, your golem acts on its own, and has hit points equal to
twice your level.
Golem Attack
When you command your golem to attack, roll+control. On a hit,
it does what you want, but on a 7-9, you also lose 1 control. Your
golem deals 1d8 damage.
Golem Protection
When your golem takes damage, you lose 1 control and the
damage is negated.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Automaton
Requires: Elemental Golem
You can make a golem out of bits and pieces of physical items, not
just base elements.
Banish Golem
Requires: Elemental Golem
When you banish an elemental golem, roll+CON. On a 10+, the
golem is removed from the world. On a 7-9, the golem is removed,
but choose one:
• Take -1 ongoing to your golem moves until you make camp.
• You take 1d6 damage (ignores armour).
Golem Puppet Strings
Requires: Elemental Golem
While you control a golem, you can use it like your own character
to undertake complicated actions other than fighting. You can use
its senses as your own, but use your own stats to make moves.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Elemental Shield
Requires: Elemental Golem
While you control an elemental golem, you are immune to
damage caused by whatever it is made out of.
Osmosis
Replaces: Banish Golem
When you banish an elemental golem, roll+CON. On a 10+, the
golem is removed from the world and you heal 1d6 damage. On a
7-9, the golem is removed, but choose one:
• Take -1 ongoing to your golem moves until you make camp.
• You take 1d6 damage (ignores armour).
Reckless Summoner
Requires: Elemental Golem
When you summon an elemental being, on a 10+, you can choose
an option from the 7-9 list and choose a second element that the
golem is made out of.
Golemist Alignments
Evil
Use your golems to extort profit out of someone important.
Neutral
Make a golem do something important for no other reason than so
other people can see you.
Golemist Bonds
Golemist Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Bag full of sand (1 weight).
○ Bandages (3 uses, slow).
○ Five torches and a tinderbox (1 weight).
○ Jug full of water (2 weight).
○ Poultices and herbs (2 uses, 1 weight).
Golemist Races
Dwarf
When you summon an elemental golem on a mountain, hold
+1 control over it.
Elf
When you summon an elemental golem in a forest, hold
+1 control over it.
Human
When you control a golem, it deals +1d4 damage.
Illusionist
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Master of Illusions
Requires: Knack for Illusions
Choose another two illusion spells that you can either add to
your spellbook and cast as if they were one level lower or cast as
described in knack for illusions.
Phantom Pains
Requires: Just Because You Feel It
When you add a tactile element to your illusions, you may use
them to deal your damage. This does not cause actual wounds—the
effects only exist in the victim’s mind. Victims with weak hearts
may die if reduced to zero HP from this; others will faint. Damage
caused by an illusion is healed when the illusion is revealed to be
false.
Illusionist Alignments
Evil
Use your illusions to steal something valuable.
Good
Use your illusions to comfort or entertain someone.
Neutral
Use your illusions to cover up an awful truth.
Illusionist Bonds
Illusionist Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Bag of wooden nickels.
○ Dungeon rations (5 uses, 1 weight).
○ Fancy clothes and fake jewels.
Illusionist Races
Elf
When you create an illusion, you may add the smell or sound of a
forest to it, at your option.
Halfling
When you create an illusion your size or larger, you can also hide
behind it. Unless you reveal yourself or the illusion is dispelled, you
cannot be found.
Human
While you are concentrating on an illusion, you get +1 armour.
Mind-Mover
The mind is a powerful thing, more powerful than the body is,
certainly. You think we need a body for life? Then what of ghosts
and spirits? You think we need a body to move things around in the
physical world? I beg to differ.
Compendium Class
Once you have disciplined your mind, focuses it, and been able
to project your will upon a physical object through the strain of
multiple physical shocks and traumas, you may consider the mind-
mover specialty an available compendium class. The next time you
level up, you may add this specialty to your character instead of
choosing a move from your class.
Stats
Starting Moves
Telekinesis
You can use your mind to move objects smaller than yourself
without touching them. It is easy to move objects nearby as long as
they can fit in one hand. When you move an object larger than that
and smaller than yourself with your mind, roll+INT. On a 10+, you
can move it wherever you want it to go, within sight. On a 7-9, you
can move it a short distance in one direction. You must concentrate
while the object is moving.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Aquakinesis
Requires: Telekinesis
You can move liquids with your mind as if they were objects.
Hold Person
Requires: Telekinesis
You can move people as if they were objects, even if they are larger
than you. On a 10+, you may also immobilize them, as long as you
maintain your concentration.
Telekinetic Weapons
When you throw objects with your mind, they count as weapons in
near range, and you volley with INT instead of DEX.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Mind Warrior
Requires: Telekinetic Weapons
When you attack with telekinetic weapons, your base damage is
d10, instead of d4.
Telekinetic Mastery
Requires: Telekinesis
You can move objects with your mind that are larger than yourself.
Mind-Mover Alignments
Neutral
Increase your personal reputation.
Mind-Mover Bonds
Mind-Mover Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Antitoxin and bandages (3 uses, slow).
○ Dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Staff (close, two-handed, 1 weight).
Mind-Mover Races
Halfling
You may move objects with your mind that are smaller than a
house, instead of smaller than yourself.
Human
When you use your psychic powers, you may roll with WIS instead
of INT.
Objectivist
You can tell so much about a person just from the things they own.
Compendium Class
Stats
Starting Moves
Psychometry
When you handle an interesting object, roll+INT. On a 10+, ask the
GM three questions from the list below. On a 7-9, ask two.
On a miss, ask one anyway, in addition to whatever the GM tells
you:
• What are the most recent words spoken near it?
• What has been done to or with it recently?
• What strong emotions has it been close to?
• What’s wrong with it and how could it be fixed?
• Who handled it last?
• Who made it?
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Concealed Object
When you hide an object on your person, it cannot be found unless
you want it to. Only one object may be concealed like this at a time.
Improvised Objection
You can use any object as an effective melee weapon. It has a
range—hand, close, or reach—based on it’s size.
Psychic Phrenology
Requires: Psychometry
You can use psychometry on plants and animals when you handle
them, as well as inanimate objects.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Forceful Objection
Requires: Improvised Objection
When you attack with an improvised weapon, your damage die is a
d8, not a d4.
Psychic Psychology
Requires: Psychic Phrenology
You can use psychometry on humans and other sentient creatures,
alive or dead, when you handle them, as well as inanimate objects.
Objectivist Alignments
Lawful
Return lost or stolen property to its rightful owner.
Neutral
Acquire something valuable for much less than it is worth.
Objectivist Bonds
Objectivist Gear
Objectivist Races
Dwarf
When you handle an interesting piece of stone, you need not be
limited by the questions on the psychometry list. Ask whatever
questions you like.
Elf
When you handle an interesting object made of wood or other
once-living plant material, you need not be limited by the questions
on the psychometry list. Ask whatever questions you like.
Halfling
When you handle an interesting tool, you need not be limited by
the questions on the psychometry list. Ask whatever questions you
like.
Human
When you handle an interesting object made of precious gems
or metals, you need not be limited by the questions on the
psychometry list. Ask whatever questions you like.
Prepared Caster
You are the kind of wizard who prepares spells and holds onto
them, so you can use them later. Spells are like tools for you—make
sure you choose which ones to pack with care and forethought, and
try not to wear them out.
Compendium Class
Stats
If you choose the prepared caster specialty, you get +1 load, and
lower your maximum HP by 2, but not lower than 4+Constitution.
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Empowered Magic
Requires: Cast a Magic Spell
When you cast a spell, on a 10+, you have the option of choosing
from the 7-9 list. If you do, you may choose one of these as well:
• The spell’s effects are maximized.
• The spell’s targets are doubled.
Expanded Spellbook
Requires: Magic Spellbook
Add a new spell from the spell list of any class or archetype to your
spellbook.
Prodigy
Requires: Prepare a Magic Spell
Choose a spell. You prepare that spell as if it were one level lower.
Quick Study
When you see the effects of an arcane spell, ask the GM the name of
the spell and its effects. You take +1 when acting on the answers.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Master
Requires: Prodigy
Choose one spell in addition to the one you picked for prodigy. You
prepare that spell as if it were one level lower.
Spell Augmentation
Requires: Cast a Magic Spell
When you deal damage to a creature, you can shunt a spell’s energy
into them—end one of your ongoing spells and add the spell’s level
to the damage dealt.
Elf
Magic is as natural as breath to you. You know Detect Magic in
addition to your other spells, and you cast it as if it were a cantrip.
Halfling
Choose one of your first level spells. When you cast this spell, one
aspect of its effects—area, damage, range, targets, etc—is doubled.
Human
Choose one spell from another archetype, or from a school of
magic you have not studied. You can cast it as if it were one of your
own spells.
Psychic Healer
There are those who train their whole lives in the arts of medicine,
so they can heal others. There are those who cry out to their gods to
give them the power to heal. You have no need for either training or
the gods, you can heal with nothing but your mind.
Compendium Class
Once you have experienced a vision of the internal structure of the
body—either your own or someone else’s—and found that structure
imprinted upon your mind, you may consider the psychic healer
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Starting Moves
Psychic Surgery
When you touch someone, skin to skin, and concentrate on healing
them, roll+INT. On a 10+, you heal 1d8 damage or remove one
disease. On a 7-9, they are healed, but the damage or disease is
transferred to you.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Hospitaller
When you heal an ally, you heal +1d8 damage.
Martyr’s Touch
Requires: Psychic Surgery or The Cure
When you heal someone, you can swap any one debility, disease,
impairment, injury, or wound they have with another person,
including yourself, who is either willing or unconscious.
The Cure
Replaces: Psychic Surgery
When you touch someone, skin to skin, and concentrate on healing
them, roll+INT. On a 10+, you heal 1d8 damage and remove one
disease, if one is present. On a 7-9, they heal 1d8 damage and
you may remove a disease if you take 1d8 damage yourself.
Mad Scientist
Replaces: Martyr’s Touch
When you heal someone, you can swap any one physical feature
they display or possess with the same feature of another person,
including yourself, who is either willing or unconscious.
Perfect Hospitaller
Replaces: Hospitaller
When you heal an ally, you heal +2d8 damage.
Good
Heal someone in spite of their animosity toward you.
Neutral
Heal someone in exchange for an appropriate favour.
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Antitoxin and bandages (3 uses, slow).
○ Bag of books (5 uses, 1 weight).
○ Dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Personal feast (1 use, 1 weight).
○ Poultices and herbs (2 uses, slow, 1 weight).
Dwarf
When you heal someone, you can heal an additional 1d6 damage if
you take 1d4 damage (ignores armour) yourself.
Elf
While you are healing others or tending to their welfare, as long as
you take no aggressive actions, you get +1 armour.
Halfling
When you heal someone, you can heal an extra 1d6 damage if you
consume a ration.
Human
When you heal someone, they take +2 damage forward.
Shadowmancer
If all our lives are nothing more than shadows and dust, then the
master of shadows becomes the master of life.
Compendium Class
Starting Moves
Gather Darkness
You can gather shadows and darkness around you, as long as you
are not in direct sunlight, making light sources less effective and
you harder to notice. You can also snuff out small flames or other
light sources within your presence, or cause large fires to dim, by
concentrating on them.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Artifacts of Darkness
When you reach into shadows or darkness in search of an object,
roll+INT. On a 10+, you draw forth just such an object, only made
of shadows and darkness. It has no other magical properties, but
behaves just like the object it mimics. If you desire a unique object
and you know what it looks like—a particular key, perhaps—this
object will work in its stead. On a 7-9, you draw forth an object that
is similar, but the GM will add a tag to it. The object lasts as long as
you are using it, no longer.
My Shadow and Me
When your shadow attacks the same target you do, instead of their
shadow, deal +1d4 damage.
Shadow Thief
When you take someone’s shadow, roll+DEX. On a 10+, you can
use it for two purposes from the list below. On a 7-9, only one:
• You can command it to accompany you.
• You can command it to perform one task, which can be
continuous.
• You can wear it over your face to disguise yourself as it’s
caster. While you have someone’s shadow, they cast none and you
take
-1 ongoing to use your shadow-related moves unless you seal it in a
bottle or other container.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Gate of Darkness
Requires: The Darkening Path
When you open a gate between dark places far apart, others
can travel through. They must each use the shadow travel move
individually and you choose the destination. A gate lasts as long as
it is dark or until you cancel it.
Shadow Master
Requires: Shadow Thief
When you command someone’s shadow to accompany you or to
perform a set task, you do not take -1 ongoing to use your shadow-
related moves, and the shadow counts as a hireling with points
equal to your level.
Shadowmancer Alignments
Neutral
Avoid detection or infiltrate a secure location.
Shadowmancer Bonds
Shadowmancer Gear
Choose one:
○ Extra set of black clothes.
○ Five torches and a tinderbox (1 weight).
○ Leather armour (1 armour, 1 weight).
○ Small mirror.
○ Two antitoxins.
Shield Arcanus
Compendium Class
Once you have built an observatory keyed to the stars of the Shield
Nebula and used their light to form the Omnipotent Sphere, you
may consider the shield arcanus specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Stats
If you choose the shield arcanus specialty, reduce your damage die
by one size, but not below a d4.
Starting Moves
Spell Defence
You may end any ongoing magical effect immediately and use the
energy of its dissipation to deflect an oncoming attack. The effect
ends and you subtract its level from the damage done to you, if it is
a spell, or your level if not.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Arcane Shield
By using arcane words and gestures, you can defend with INT
instead of CON.
Arcane Ward
Requires: Prepare Spells
As long as you have at least one prepared spell of first level or
higher, you have +2 armour.
Counterspell
Requires: Prepare Spells
When you attempt to counter an arcane spell that will otherwise
affect you, stake one of your prepared spells on the defence and
roll+INT. On a 10+, the spell is countered and has no effect on you.
On a 7-9, the spell is countered and you forget/lose the spell you
staked. Your counterspell protects only you; if the countered spell
has other targets they get its effects.
Magical Sphere
When you make camp, you can create a magical sphere around you.
If something approaches, this sphere warns you as if it had kept
watch and rolled a 10+.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Arcane Armour
Replaces: Arcane Ward
As long as you have at least one prepared spell of first level or
higher, you have +4 armour.
Dangerous Dreams
When you demand prophetic truth from your dreams, roll+INT.
On a hit, the GM will describe a vision of an immanent grim
portent. On a 10+, you also take +1 forward against it if you
encounter it. On a miss, take -1 forward due to unpleasant visions.
Omnipotent Sphere
Requires: Magical Sphere
In addition to keeping watch for you, your magical sphere can
also protect you from poison gas and drowning while you keep it
around yourself and up to a small handful of others.
Protective Counter
Requires: Counterspell
When an ally within sight of you is affected by an arcane spell, you
can counter it as if it affected you. If the spell affects multiple allies
you must counter each ally separately.
Good
Defend those weaker than you.
Lawful
Fulfill a promise to protect someone during a dangerous journey or
situation.
Choose one:
○ Healing potion.
○ Leather armour (1 armour, 1 weight).
○ Longsword (close, +1 damage, 1 weight).
○ Three antitoxins.
Dwarf
When you defend or protect someone else with your magic,
take +1 armour forward.
Elf
When you discern realities while protecting someone, on a hit, you
can also ask this question:
• How can I get my ward out of here?
Soothsayer
Knowing is half the battle, but so many others ignore it. Then they
wonder how they lost the war. Not you, no, you know all to well
what the future holds.
Compendium Class
Once you have fasted for weeks, consumed the milk of the
dreaming plant, and completed a vision quest that led you through
seven realms of heaven, you may consider the soothsayer specialty
an available compendium class. The next time you level up, you
may add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Forebodings of Doom
When you warn an NPC off a future course of action, roll+INT. On
a 10+, they decide not to do it. If someone forces them, things go
badly. On a 7-9, they do it anyway, if they want to, and of course it
goes badly. On a miss, whatever they choose it ends up going badly
for you, as well.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Foreshadowing
When you look into the future for possible dangers, name a person,
place, or thing and roll+INT. On a 10+, the GM will tell you two
things from the list below. On a 7-9, only one. On a miss, the GM
will tell you one anyway, but also something else that is not true.
Which one is which you will have to divine for yourself.
• The nature of a danger (its type and impulse) that threatens
the
subject or that the subject is part of.
• One grim portent, related to the subject, that is yet to occur.
• One stakes question related to the subject.
• What kind of threat the subject is.
Magical Senses
When you discern realities with the aid of magic, or with magic
present, you may use INT instead of WIS.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Parting Shadows
Requires: Foreshadowing
When you look into the future for possible dangers, on a 12+,
choose three options from the list.
Scrying Power
When you have something closely connected with another person
(one of their possessions, a piece of their body, etc), you may aid,
interfere, or study them closely, wherever they might actually be at
the time.
Soothsayer Alignments
Evil
Harm someone whose plans will cause you trouble in the future.
Good
Use your prophecy to help someone else avoid tragedy.
Neutral
Profit financially from your prophetic powers.
Soothsayer Bonds
Soothsayer Gear
Choose one:
○ Golden water bowl.
○ Knucklebones in a cloth bag.
○ Pair of dice.
○ Silvered mirror.
Soothsayer Races
Dwarf
When you fight someone whose futures you have prophesied, you
may hack and slash with INT instead of STR.
Elf
When you discern realities with the aid of magic, the GM will
also tell you what else is magic nearby, in addition to your other
questions.
Spellsinger
Compendium Class
Once you have learned to perform the six great classics of song
and how to weave magic into the space between your breaths, you
may consider the spellsinger specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Eldritch Tones
Requires: Vox Arcanus
Your arcane art is strong, allowing you to choose two effects instead
of one.
Healing Song
Requires: Vox Arcanus
When you heal with vox arcanus, you heal +1d8 damage.
Metal Hurlant
When you shout with great force or play a shattering note, choose
a target and roll+CON. On a 10+, the target takes 1d10 damage
and is deafened for a few minutes. On a 7-9, you still damage your
target, but they’re out of control: the GM will choose an additional
target nearby.
Vicious Cacophony
Requires: Vox Arcanus
When you grant bonus damage with vox arcanus, you grant an
extra +1d4 damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Eldritch Chord
Replaces: Eldritch Tones
When you use vox arcanus, you choose two effects. You also get to
choose one of those effects to double.
Healing Chorus
Replaces: Healing Song
When you heal with vox arcanus, you heal +2d8 damage.
Vicious Blast
Replaces: Vicious Cacophony
When you grant bonus damage with vox arcanus, you grant an
extra +2d4 damage.
Spellsinger Alignments
Chaotic
Spur others to significant and unplanned decisive action.
Good
Provide a positive role model for someone in trouble.
Neutral
Avoid a conflict or defuse a tense situation.
Spellsinger Bonds
Spellsinger Gear
Spellsinger Races
Elf
When you give aid to someone while performing a magnificent
song, also add your CHA to your roll.
Human
When you first enter a civilized settlement, someone who respects
the custom of hospitality to minstrels will take you in as their guest.
Telepath
How much closer could you get to another person than to “see” into
their mind, to think their thoughts, to experience the world as they
experience it? There is nothing else like it.
Compendium Class
Stats
Starting Moves
Brainworm
When you have a few moments of physical contact with someone,
you can read their mind. When you do so, roll+INT. On a 10+, ask
their player three questions from the list below. On a 7-9, ask two.
On a miss, ask one anyway, but they also get to ask two of you, in
addition to whatever the GM tells you.
• How is your character’s mind and psyche vulnerable?
• What does your character want most?
• What is your character trying to hide?
• What pain does your character carry around with them?
• Who or what does your character value most?
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Far Speaking
You can send a telepathic message to someone you know, or
someone you have met before. If they are willing, you can carry on
a psychic conversation.
Fast Read
Requires: Brainworm
You only need to touch someone, skin to skin, to read their mind.
Mind Sense
When you discern realities, you can also sense the presence of any
mental activity within bowshot.
Mindmeld
When you touch a willing or sleeping subject, your senses are tuned
to their thoughts. The GM will give you an impression of what’s
going on inside their head.
Wild Empathy
You can speak with and understand animals.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Erasure
Requires: Brainworm
Instead of asking a question, you may erase a short memory, or
temporarily obscure their memory of an answer they gave you.
Far Read
Requires: Brainworm
You can read the mind of anyone you can see—physical contact is
not required. It still takes time and concentration.
Great Wyrm
Requires: Brainworm
When you read someone’s mind, ask an extra question, even on a
miss.
Inquisitor
Requires: Brainworm
When you read someone’s mind, on a 12+, ask whatever
questions you want, from the list or not.
Wild Speech
Requires: Wild Empathy
You can speak with and understand any non-magical, non-planar
creature.
Telepath Alignments
Chaotic
Publicly reveal information about someone in power.
Evil
Use someone else’s secrets to hurt them.
Good
Separate truth from lies and reveal it to others.
Telepath Bonds
Telepath Gear
You have an item that reminds you of how you gained or honed
your psychic powers. Describe it.
Telepath Races
Dwarf
Your mind can see into the earth. When you handle metal or stone,
you may ask one question from the discern realities list about it.
The GM will answer from the earth’s perspective.
Elf
You have great insights into the natural world. When you handle
plants, you may ask one question from the discern realities list
about it. The GM will answer from the plant’s perspective.
Halfling
When you read someone’s mind, you may also heal them of
1d6 damage.
Human
When you read someone’s mind, you may also deal your damage to
them.
Vancian Caster
Spells are creatures you hold inside your memory, that flee when
cast into the world.
Compendium Class
Once you have stolen one of the last remaining books of Phandaal’s
magical spells and memorized its contents, you may consider the
Vancian caster specialty an available compendium class. The next
time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Stats
If you choose the Vancian caster specialty, you get +1 load, and
lower your maximum HP by 2, but not lower than 4+Constitution.
Starting Moves
Vancian Spellbook
You have mastered several spells and inscribed them in your
spellbook. Choose three schools of magic. You start with all the
cantrips from each school and three first level spells chosen from
those offered by your three schools. When you gain a level, add to
your spellbook a new spell whose magnitude is equal to your level
or lower, chosen from those offered by your three schools. For you,
the magnitude of a spell is equal to half its level rounded up. Your
spellbook is 1 weight.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Expanded Spellbook
Requires: Vancian Spellbook
Add a new spell from the spell list of any class or archetype to your
spellbook.
Prodigy
Requires: Prepare Vancian Spells
Choose a spell. You prepare that spell as if it were one level lower.
Quick Study
When you see the effects of an arcane spell, ask the GM the name of
the spell and its effects. You take +1 when acting on the answers.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Master
Requires: Prodigy
Choose one spell in addition to the one you picked for prodigy. You
prepare that spell as if it were one level lower.
Risky Magic
Requires: Cast a Vancian Spell
When you cast a spell, you can choose to double the spell’s effects
or double the number of targets affected, but you must also choose
one:
• Mark a debility of your choice.
• The spell has additional, unwanted effects. The GM will tell
you what.
• You draw unwanted attention or put yourself in a spot. The
GM will tell you how.
Spell Augmentation
When you deal damage to a creature, you can shunt a spell’s energy
into them—end one of your ongoing spells and add the spell’s level
to the damage dealt.
Evil
Deal out gruesome, terrible vengeance to someone who has crossed
you.
Neutral
Get the better of someone in a duel of wits.
Vancian Caster Bonds
Elf
Magic is as natural as breath to you. You know Detect Magic in
addition to your other spells, and you cast it as if it were a cantrip.
Human
Choose one spell from another archetype, or from a school of
magic you have not studied. You can cast it as if it were one of your
own spells.
Magic Spells
The prepared caster and Vancian caster specialties give you the
ability to cast spells. If you have one of these specialties, you have
studied three schools of magic.
Choose from the list of magical schools:
• Alteration
• Divination
• Enchantment
• Evocation
• Illusions
• Mind
• Movement
• Necromancy
• Pyromancy
• Summoning
• Ward-Weaving
Each school has a list of eight or more spells associated with it.
When you choose which spells you know, choose from those
offered.
Alteration
With the power that flows through your mind, forms are not
limited to what we can see. One thing can become another in an
instant.
Cantrip
First Level
Third Level
Fifth Level
Polymorph LEVEL 5
Your touch reshapes a creature entirely, they stay in the form
you craft until you cast a spell. Describe the new shape you craft,
including any stat changes, significant adaptations, or major
weaknesses. The GM will then tell you one or more of these:
• The creature’s mind will be altered as well.
• The form has an unintended benefit or weakness.
• The form will be unstable and temporary.
Seventh Level
Ninth Level
Divination
Open you eyes to the possibilities of magic, see the truth behind the
lies.
Cantrip
Identify CANTRIP
This spell will tell you what an item that you touch is, if you don’t
already know. Only mundane details are revealed.
First Level
Third Level
Fifth Level
Divination LEVEL 5
Name a person, place, or thing you want to learn about. This spell
grants you visions of the target, as clear as if you were there.
Seventh Level
Ninth Level
Alert LEVEL 9
Describe an event. The GM will tell you when that event occurs, no
matter where you are or how far away the event is. If you choose,
you can view the location of the event as though you were there in
person. You can only have one Alert active at a time.
Enchantment
Magic is like a net, a gloss, an infusion of flavour. You are an artist
who adds to the world, not a vandal who destroys it.
Cantrip
Emote CANTRIP
You cause a person you touch to feel one emotion of your choice,
very strongly, but only for a moment.
First Level
Third Level
Sleep LEVEL 3
1d4 enemies you can see of the GM’s choice fall asleep. Only
creatures capable of sleeping are affected. They awake as normal:
loud noises, jolts, pain.
Fifth Level
Polymorph LEVEL 5
Your touch reshapes a creature entirely, they stay in the form
you craft until you cast a spell. Describe the new shape you craft,
including any stat changes, significant adaptations, or major
weaknesses. The GM will then tell you one or more of these:
• The creature’s mind will be altered as well.
• The form has an unintended benefit or weakness.
• The form will be unstable and temporary.
Seventh Level
Ninth Level
Evocation
The potential of matter and energy, the creative urge, the desire
to come into being—all these are things you understand about
creation. And you are the one to bring them forth into existence.
Cantrip
Light CANTRIP
An item you touch glows with arcane light, about as bright as a
torch. It gives off no heat or sound and requires no fuel, but it is
otherwise like a mundane torch. You have complete control of the
colour of the flame. The spell lasts as long as it is in your presence.
First Level
Third Level
Fireball LEVEL 3
You evoke a mighty ball of flame that envelops your target and
everyone nearby, inflicting 2d6 damage which ignores armour.
Web LEVEL 3
Up to 1d4 creatures you can see become trapped in a sticky web.
Until they are cut free or the webs are burnt away, they are stuck.
Fifth Level
Seventh Level
Contingency LEVEL 7
Choose a spell of 5th level or lower that you know. Describe a
trigger condition using a number of words equal to your level. The
chosen spell is held until you choose to unleash it or the trigger
condition is met, whichever happens first. You don’t have to roll
for the held spell, it just takes effect. You may only have a single
contingent spell held at a time; if you cast Contingency while you
have a held spell, the new held spell replaces the old one.
Ninth Level
Who needs real power over the elements, when the appearance of
power is just as useful? Who needs power over someone’s mind,
when a simple trick will change it just as easily? Who needs money
when money is just an illusion anyway? You have it all figured out,
illusionist, just don’t get caught.
Cantrip
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Mind
Cantrip
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Movement
Cantrip
Message CANTRIP
You send a small item from your hand into the air, to land at the
feet of whomever you name when the spell is cast.
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Teleport LEVEL 9
Choose a location, anywhere else you can think of. You disappear,
then appear in this new location.
‘
.-
Necromancy
What power is greater than Death? Most would argue that there is
none, but you know the truth. Magic is more powerful than Death.
Cantrip
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Pyromancy
Are you the magician who longs to see? I chant it out, between two
worlds, and fire walks with me.
Cantrip
Light CANTRIP
An item you touch glows with arcane light, about as bright as a
torch. It gives off no heat or sound and requires no fuel, but it is
otherwise like a mundane torch. You have complete control of the
colour of the flame. The spell lasts as long as it is in your presence.
First Level
Third Level
Fireball LEVEL 3
You evoke a mighty ball of flame that envelops your target and
everyone nearby, inflicting 2d6 damage which ignores armour.
Fifth Level
Seventh Level
Ninth Level
Summoning
Cantrip
Unseen Servant CANTRIP ONGOING You
conjure a simple invisible construct that can do nothing but carry
items. It has Load 3 and carries anything you hand to it. It cannot
pick up items on its own and can only carry those you give to it.
Items carried by an unseen servant appear to float in the air a few
paces behind you. An unseen servant that takes damage or leaves
your presence is immediately dispelled, dropping any items it
carried. Otherwise the unseen servant serves you until you end the
spell.
First Level
Third Level
Fifth Level
Seventh Level
Ninth Level
Ward-Weaving
Cantrip
Alarm LEVEL 1
Walk a wide circle as you cast this spell. Until you prepare spells
again your magic will alert you if a creature crosses that circle. Even
if you are asleep, the spell will shake you from your slumber.
Third Level
Fifth Level
Seventh Level
Ninth Level
Rogues
In the Shadows
Stats
The specialties you choose may modify these scores: Your base
damage is d8.
Your load is 8+STR.
Your maximum HP is 6+Constitution.
Starting Moves
Choose three rogue specialties. You get all the starting moves from
each. Make a note of any stat modifiers from your specialties. Each
time you level up, choose one advanced move from those offered by
your three specialties.
You may instead choose only two rogue specialties instead of three.
Take a level 2-5 move from one of them right away, but no other
bonuses.
You may instead choose two rogue specialties and one specialty
from another archetype, but:
• If you choose a warrior specialty, your stats remain
unchanged.
• If you choose a specialty from any other archetype, your
base damage is d6 instead of d8.
Rogues also start with this move in addition to starting moves from
specialties:
Flexible Morals
When someone tries to detect your alignment, you can tell them
any alignment you like.
Advanced Moves
Each time you level up, choose an advanced move from one of your
specialties. Or choose one of the following options:
• At any level, instead of a move from one of your specialties,
you may choose a move from one of the other rogue specialties.
You may do this twice only.
• Once between levels 2-5, instead of a move from one of
your
specialties, you may choose a move from any other archetype.
• Twice between levels 6-10, instead of a move from one of
your specialties, you may choose a move from any other archetype.
Rogue Alignments
Evil
Shift danger or blame from yourself to someone else.
Good
Give to the poor what you take from the rich.
Neutral
Tell an elaborate lie and get away with it.
Rogue Bonds
Rogue Gear
You start with your own clothes (or someone else’s), some dungeon
rations (5 uses, 1 weight), and choose one piece of roguish gear:
○ Backpack and adventuring gear (5 uses, 1 weight).
○ Dagger (hand, 1 weight).
○ Healing potion.
○ Lantern (2 weight) and oil (5 uses).
○ Ragged bow (near, 2 weight) and a bundle of arrows (3
ammo, 1 weight).
Rogue Races
You may choose one of these races or one of the race options
provided by your specialties. Once you have chosen your race, gain
the corresponding move:
Dwarf
You have a nose for gold and gems. When you discern realities, add
this to the list of questions you can ask:
• Is there treasure here?
Elf
Choose one weapon—you can always treat weapons of that type as
if they had the precise tag.
Halfling
When you attack with a ranged weapon, deal +2 damage.
Human
You are a professional. When you spout lore or discern realities
about criminal activities, take +1.
Acrobat
Who better to perform an impossible heist than the death-defying
acrobat?
Compendium Class
Starting Moves
Perfect Poise
You never lose your balance, even on a high wire, or fall without
being pushed. If you are pushed, as long as there is something to
break your fall, you can defy danger with DEX to use it and take no
damage.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Nine Lives
Requires: Perfect Poise
When you fall, if there is something that could possibly break your
fall, it does so and you take no damage.
Swashbuckler
When you use your surroundings to perform a flamboyant
acrobatic maneuver, choose one outcome, in addition to anything
else that may happen:
• You grab something undefended. Now it’s yours!
• You knock someone down or off-balance.
• You move from where you are to somewhere else in sight or
in reach without difficulty.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Heroic Swashbuckler
Replaces: Swashbuckler
When you use your surroundings to perform a flamboyant
acrobatic maneuver, choose one outcome, in addition to anything
else that may happen:
• You grab something, even if someone else is holding it: Now
it’s yours!
• You knock someone down or off-balance. You may deal
damage equal to your level.
• You move from where you are to somewhere else in sight or
in reach without difficulty. You may take someone else with you.
Serpentine
When you employ acrobatics, deft maneuvers, or quick
reflexes, you can defend with DEX instead of CON.
Acrobat Bonds
Acrobat Gear
Acrobat Races
Halfling
When you defy danger and use your small size to your
advantage, take +1.
Human
When you first enter a civilized settlement, you can always find a
circus, tavern, or theatre that will take you in as a guest.
Assassin
Killing people for money isn’t pretty, but it’s a living. Well, sure, not
for them.
Compendium Class
Starting Moves
Backstab
When you attack a surprised or defenceless enemy with a melee
weapon, you can choose to deal your damage or roll+DEX. On a
10+, choose two. On a 7-9, choose one:
• Their armour is reduced by 1 until the repair it.
• You create an advantage that gives +1 forward to you or an
ally acting on it.
• You deal your damage +1d6.
• You don’t get into a fight with them.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Cheap Shot
Requires: Backstab
When using a precise or hand weapon, your backstab deals an extra
+1d6 damage.
Improvised Weapon
Anything solid that you can pick up, you can use as a weapon with
the appropriate range (usually hand).
Shoot First
You’re never caught by surprise. When an enemy would get the
drop on you, you get to act first instead.
Underdog
When you’re outnumbered, you have +1 armour.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Dirty Fighter
Replaces: Cheap Shot
When using a precise or hand weapon, your backstab deals an extra
+1d8 damage and all other attacks deal +1d4 damage.
Disguise
When you have time and materials, you can create a disguise that
will fool anyone into thinking you’re another creature of about
the same size and shape. Your actions can give you away but your
appearance won’t.
Serious Underdog
Replaces: Underdog
You have +1 armour. When you’re outnumbered, you have
+2 armour instead.
Assassin Alignments
Lawful
Execute a convicted criminal.
Assassin Bonds
Assassin Gear
Choose one:
○ Backpack and adventuring gear (5 uses, 1 weight).
○ Leather armour (1 armour, 1 weight).
○ Rapier (close, precise, 1 weight).
○ Short sword (close, 1 weight).
○ Three throwing daggers (thrown, near, 0 weight).
Body Thief
Compendium Class
Starting Moves
Possession
When you touch a sleeping or unconscious NPC, you may possess
their body with your mind. While you possess someone’s body,
your own body lies unconscious and you have full control over
their body, as if it were yours. Use your own stats. Your new body
takes any physical damage you suffer, but you mark a debility if it
dies or suffers particularly traumatic injury. Your mind returns to
your original body when you want it to or when the person you are
possessing wakes up.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Doll House
Requires: Possession
When you build a body out of inanimate materials, you can possess
it like a sleeping or unconscious person. Do not mark a debility if
your constructed body suffers damage or is destroyed.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Callous Master
Requires: Possession
You never mark a debility if the body you are possessing dies or
suffers injury.
Far Invasion
Requires: Mind Invasion
You can attempt to possess a conscious person if you make eye
contact, even without touching them.
I am the Tiger
Requires: Eyes of the Tiger
When you mark an animal, you can possess it as if it were a
sleeping or unconscious person. When you take advantage of the
animal’s specific adaptations, take +1.
Body Thief Alignments
Chaotic
Cause embarrassment to someone powerful by possessing them or
someone close to them.
Evil
Possess an enemy and cause them harm.
Neutral
Possess someone in order to increase your material wealth.
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Book of “sorcery” (1 weight).
○ Change of clothes (stolen).
○ Dungeon rations (5 uses, 1 weight).
○ Incriminating letters.
○ Manacles (1 weight).
○ Someone else’s purse, unopened.
Body Thief Races
Halfling
When you possess someone of a different race, you gain a move
that corresponds to their race, for as long as you possess their body.
Human
When you discern realities while in a possessed body, add these
questions to the list of those you can ask:
• What does my new body remember about this?
• What would my new body do in this situation?
Breaker
Compendium Class
Once you have cracked the most famous prison, safe, or stronghold
in the land, you may consider the breaker specialty an available
compendium class. The next time you level up, you may add this
specialty to your character instead of choosing a move from your
class.
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from the
following moves:
Breakin’
When you scout a location with the intention of breaking in,
roll+INT. On a 10+, ask the GM three questions from the list below.
On a 7-9, ask one:
• What’s my best way in?
• What’s out of place here?
• What’s the greatest danger here?
• Where do they keep the valuables?
Take +1 forward when you take advantage of the answers.
Safecracker
Requires: Tools of the Trade
When you use your tools to break through a door, safe, wall, or
other sealed obstacle, roll+DEX. On a 10+, choose two option from
the list below. On a 7-9, choose one:
• It doesn’t cost you anything.
• You do it quickly.
• You do it quietly.
•
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Buyers
When you see something of great value, ask the GM who would be
interested in acquiring it and choose one:
• The GM will name a number of persons equal to your INT
and you can ask one question about each of them, but no more.
• The GM will name one person, and you can ask a number
of questions about them equal to your INT.
Escape Route
When you’re in too deep and need a way out, name your escape
route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay
or go, but if you go it costs you: leave something behind or take
something with you, the GM will tell you what.
Leg Work
You can spend a preparation to reveal a safe house or a secret stash
of supplies close to a place you intend to break into.
Breaker Alignments
You may choose one of these instead of a rogue alignment:
Neutral
Avoid detection or infiltrate a location.
Breaker Bonds
Breaker Gear
Breaker Races
Dwarf
When you produce gemcutting, safecracking, or stonecrafting tools,
roll for tools of the trade as normal but treat a miss as a 7-9.
Elf
When you study a location, you may ask one question from the
breakin’ list, in addition to whatever discern realities questions you
also ask.
Halfling
When you defy danger and use your small size to your
advantage, take +1.
Human
When you disarm a trap, as long as you don’t destroy it, you can
reset it once you are out of danger.
Fence
Compendium Class
Once you have found a buyer for a famous, unique, and valuable
artifact stolen by someone else, you may consider the fence
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Starting Moves
Connections
When you put out word to the criminal underbelly about
something you want or need, roll+CHA. On a 10+, someone has it,
just for you. On a 7-9, you’ll have to settle for something close or it
comes with strings attached, your call.
Advanced Moves
When you gain a level from 2-5, you may choose from the
following moves:
Trade Networks
When you consult your contacts before undertaking a journey to
another settlement, the GM will tell you about a person there who
can help you.
Back-Up Plan
When you meet with someone on business, the GM will answer
two questions you ask from the list below:
• Is there an ambush waiting for me?
• What are they really feeling?
• What is my best way out of this?
• Who is watching?
Buyers
When you see something of great value, ask the GM who would be
interested in acquiring it and choose one:
• The GM will name a number of persons equal to your INT
and you can ask one question about each of them, but no more.
• The GM will name one person, and you can ask a number
of questions about them equal to your INT.
Magic Mark
When you mark an object in some special way, you can always find
out where it is later on by making the mark again on something you
have at hand.
Web of Contacts
Requires: Connections
When you put out the word that you want to meet with someone,
roll+CHA. On a 10+, someone can set up a meeting, with
circumstances in your favour. On a 7-9, you can meet with them,
but there are strings attached or the circumstances are less than
ideal.
Fence Alignments
Evil
Prevent someone from getting their possessions back.
Neutral
Obtain a unique and valuable treasure.
Fence Bonds
Fence Gear
Choose one:
○ Bag of books (5 uses, 2 weight).
○ Fancy clothes.
○ Rapier (close, precise, 2 weight).
○ Three throwing daggers (thrown, 0 weight).
Fence Races
Elf
When you examine an object, add this to the list of discern realities
questions you can ask:
• Where does this come from?
Human
When you examine a person, add this to the list of discern
realities questions you can ask:
• What kind of things do you consider valuable?
Firestarter
Fire is seductive. The beauty of it, the power, the sheer freedom
of its chaotic dance of destruction. Who wouldn’t want to control
that?
Compendium Class
Starting Moves
Pyrokinesis
When you exert your will over fire, roll+INT. On a 10+, hold
3 commands. On a 7-9, hold 2. Spend a command to:
• Create fire.
• Extinguish a single body of fire.
• Make a body of fire take an action according to your will.
• Move a body of fire instantaneously.
•
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Born of Fire
You are no longer harmed by the touch of fire, nor are you
vulnerable to heat.
Inner Heat
You are no longer vulnerable to cold or freezing. You can melt ice
with your touch, as if you were on fire.
Teeth of Flame
Whenever you deal damage using fire, you deal 1d10 damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Fire Control
Requires: Pyrokinesis
When you hold command over fire, you may control a body of fire
no larger than yourself that you have created without spending a
command.
Flame Out
Requires: Pyrokinesis
When you hold command over fire, you may gain +1 command at
any time if you take 1d4 damage (ignores armour).
Wreathed in Flame
Requires: Born of Fire
When you summon fire to envelope your body, the following things
are true:
• Anyone who touches you is burned, for at least 1d10
damage.
• Anything you touch is burned.
• Nothing you are holding or wearing when you summon the
fire burns, unless you want it to.
• You may act normally, see fine, and you have no need to
breathe.
The fire that surrounds you lasts as long as you want it to.
Firestarter Alignments
Evil
Use your power over fire to destroy and terrorize.
Good
Push someone away so there’s no chance of you hurting them by
accident.
Firestarter Bonds
Firestarter Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Leather armour (1 armour, 1 weight).
○ Staff (close, two-handed, 1 weight).
Mastermind
Whoever plans the heist has the best chance of keeping the loot.
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from the
following moves:
Connections
When you put out the word to the criminal underbelly about
something you want or need, roll+CHA. On a 10+, someone has it,
just for you. On a 7-9, you’ll have to settle for something close or it
comes with strings attached, your call.
Ever Watchful
When you discern realities, ask one additional question, even on a
miss.
Forecast
When you make camp, the GM will tell you about one enemy,
hazard, or obstacle you are likely to face tomorrow, and you take
+1 forward against it.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Evasion
When you defy danger, on a 12+, you transcend the danger. You
not only do what you set out to, but the GM will offer you a better
outcome, true beauty, or a moment of grace.
Ever Thoughtful
Requires: Ever Watchful
When you discern realities, up to two of your questions can by
anything, not limited to the list.
Heist
When you take time to make a plan to steal something, name the
thing you want to steal and ask the GM these questions. When
acting on the answers you and your allies take +1 forward.
• What’s its most powerful defence?
• Who else wants it?
• Who will come after it?
• Who will notice it’s missing?
Mastermind Alignments
Chaotic
Pull off a heist that causes an uproar in public society.
Evil
Rob someone of their most valuable item.
Mastermind Bonds
Mastermind Gear
You get the clothes necessary to look like a normal person, a bag of
thieves’ tools (2 weight), and whatever your other specialties give
you.
Mastermind Races
Dwarf
Add these to the list of questions you can ask when you have a bad
feeling about this:
• Is there treasure hidden here?
• What is the most valuable object here?
Elf
Add these to the list of questions you can ask when you have a bad
feeling about this:
• Is there a secret hiding here?
• What here is magical or an illusion?
Human
When you recruit from the criminal underworld, take +1.
Poisoner
Compendium Class
Once you have created your own unique blend of poison, you may
consider the poisoner specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Brewer
Requires: Poisoner
When you have time to gather materials and a safe place to brew,
you can create three doses of any one poison you’ve used before.
Envenom
Requires: Poisoner
You can apply even complex poisons with a pinprick. When you
apply a poison that’s not dangerous for you to use to your weapon,
it’s touch instead of applied.
Poison Master
Requires: Poisoner
After you’ve used a poison once, it is no longer dangerous for you
to use.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Alchemist
Replaces: Brewer
When you have time to gather materials and a safe place to brew,
you can create three doses of any poison you’ve used before.
Alternately you can describe the effects of a poison you’d like to
create. The GM will tell you that you can create it, but with one or
more caveats:
• It will have obvious side effects.
• It will only work under specific circumstances
• It will take a while to take effect.
• The best you can manage is a weaker version.
Envenomed
Requires: Envenom
Choose one poison: your body is infused with it. Your blood, sweat,
and tears, even your spit, are all now poisonous, as if they are this
poison. You are unaffected by it.
Poison God
Requires: Poison Master
No poison, neither mundane nor magical, can affect you unless you
let it.
Poisoner Bonds
Poisoner Gear
You get three uses of your poison and whatever your other
specialties give you.
Poisoner Races
Elf
Your race is old and patient. You start with three poisons, instead of
only one.
Halfling
When you brew your poisons, you can make four uses instead of
three.
Human
When you’re in a town or city, you can always find the materials
you need to brew your poison.
Pretender
Compendium Class
Starting Moves
Fake
Choose a type of person—perhaps an occupation, rank, or other
social role. You have a costume that allows you to disguise yourself
as this kind of person—all you need do is don the clothes. Your
actions might give you away, but your clothes and mannerisms will
not. Each time you level up, choose another type of person that you
can disguise yourself as.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them.
Impersonation
When you disguise yourself as a specific person, roll+CHA. On
a 10+, only that person’s most intimate associates can tell the
difference. On a 7-9, only those who do not know the person are
fooled.
Silver Tongue
You never have to spend money to carouse, and you roll with CHA
instead of coins spent. If there is already a gathering happening,
you may carouse without having returned triumphant.
Social Climber
When you set your heart on achieving a certain social position, the
GM will sketch out a relationship map or diagram to help you plot
your approach. Working together, make note of a number of useful
circumstances equal to your level, and take +1 forward when you
make use of them. You can only work towards one position at a
time.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Con
Replaces: Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them and get to ask their player one question
which they must answer truthfully.
Master Impersonator
Replaces: Impersonation
When you disguise yourself as a specific person, you look just like
them. Your actions may give you away, but anyone who does not
know the person intimately will be fooled by your appearance.
When you meet someone who is intimately associated with the
person you are impersonating, roll+CHA. On a 10+, they are
fooled, even by strange behaviour, until you give yourself away for
certain. On a 7-9, they are already suspicious of you.
Reputation
When you first meet someone who’s heard tell of you, roll+CHA.
On a 10+, tell the GM two things they’ve heard about you. On a
7-9, tell the GM one thing they’ve heard, and the GM tells you one
thing.
Pretender Alignments
Evil
Harm someone’s reputation or social standing.
Pretender Bonds
Pretender Gear
You start with the extra costume you get from being fake, and
whatever else your other specialties give you.
Psi-Knife
A keen intellect you have, as sharp as a knife. Literally.
Compendium Class
Once you have worked the anger in your heart like an iron in a
forge, dedicating yourself to stifling its expression in any way save
through the mental image of a knife, and proved your discipline by
remaining calm three times you should have responded, you may
consider the psi-knife specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Starting Moves
Psychic Blade
When you create a blade out of psychic energy, it counts as a
weapon (hand, near, ignores armour), and you can hack and slash
with INT instead of STR when you fight with it. If you reduce a
foe to zero HP with your psychic blade, instead of dying, they fall
unconscious.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Psychic Fist
Requires: Psychic Blade
Your psychic blade also has the forceful, messy, and reach tags.
Psychic Shield
Requires: Psychic Knife
You can use your psychic blade as a shield instead of a knife. When
you do, you get +1 armour, and you cannot use it as a weapon.
Savage Blade
Requires: Psychic Blade
Your psychic blade does an extra +1d4 damage, and also has the
close tag.
Twilight Blade
Requires: Psychic Blade
Your psychic blade can cut through solid objects. When you deal
damage with your psychic blade to a damaged, defenceless, or
surprised enemy, you may also cut through one of their possessions
or weapons, or reduce their armour by 1. If you do, deal no damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Deadly Blade
Replaces: Savage Blade
Your psychic blade does an extra +1d8 damage, and also has the
close and reach tags.
Twilight Reckoning
Requires: Twilight Blade
When you deal damage with your psychic blade to a damaged,
defenceless, or surprised enemy, you may sever anything from
the target—their life, their limb, their title, their relationship with
someone, their most prized possession, their thoughts on a topic,
anything. If you do, deal no damage.
Psi-Knife Alignments
Evil
Defeat a foe because they have something you want.
Good
Capture and imprison a dangerous villain.
Neutral
Get the drop on a foe by appearing harmless.
Psi-Knife Bonds
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Antitoxin.
○ Healing potion.
○ Leather armour (1 armour, 1 weight).
○ Shield (+1 armour, 2 weight).
Puppet Master
Compendium Class
Starting Moves
Puppet Strings
When you have time and physical contact with someone, you can
plant commands inside their mind. Voice your commands, no
matter how complicated, and roll+INT. On a 10+, hold 3. On a 7-9,
hold 1. If they fulfill your commands, you lose all your hold over
them. Until then, you can spend a hold at any time to inflict 1d6
damage (ignores armour). You may only retain your hold over one
person at a time, though you can abandon your remaining hold if
you wish.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Commanding Touch
Requires: Puppet Strings
You may use puppet strings, and maintain hold, on more than one
person at a time, if you have time and physical contact with them.
You may also use puppet strings with but a touch, skin to skin, but
you must abandon your hold on anyone else in order to do so, if
you have any.
Iron Will
When you are subject to mind control or magic that influences
your feelings, you may choose to take 1d4 damage (ignores
armour) and ignore the influence.
Vicious Commands
Requires: Puppet Strings
When you spend a hold, you deal 1d8 damage, not 1d6.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Deadly Commands
Replaces: Vicious Commands
When you spend a hold, you deal 1d10 damage, not 1d6.
Master of Puppets
Requires: Puppet Strings
You can spend all your hold on an NPC to control their physical
movements for a few minutes or until they suffer harm.
The Voice
Replaces: Commanding Touch
You may use puppet strings on more than one person as long as
you touch them, skin to skin. You may also use puppet strings on
one person who can hear you speak, but you must abandon your
hold on anyone else in order to do so, if you have any.
Evil
Deflect blame or consequences from yourself to someone else.
Lawful
Use your special powers to enforce or restore the social order.
Dwarf
Increase your maximum HP by 2.
Human
When you have a hold over someone, you can spend all your hold
and take 1d6 damage (ignores armour) to make them obey your
command, whether they want to or not.
Shadow
Like the ghost of something real, like a passing shadow, you’re not
really there most of the time. Until you are. But then you’re gone!
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Following
When you follow or shadow someone, roll+DEX. On a 10+, you
find out exactly what they’re up to without arousing suspicion. On
a 7-9, it’s either an impression of their doings or you can reveal
yourself to learn more.
Iron Will
When you are subject to mind control or magic that influences
your feelings, you may choose to take 1d4 damage (ignores
armour) and ignore the influence.
Like a Ghost
When you roll for another move that you want to perform in a
clandestine manner, you may choose options equal to your DEX or
less (but not fewer than none), and then tell the other players:
• …how you draw attention elsewhere instead of to you.
• …how you stay out of sight.
• …that you remain silent.
• …why you leave no trace behind.
On a 10+, all that you say is true. On a 7-9, the GM chooses one
of your statements to be false, the others are true. On a miss, no
guarantees.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Disguise
When you have time and materials, you can create a disguise that
will fool anyone into thinking you’re another creature of about
the same size and shape. Your actions can give you away but your
appearance won’t.
Escape Route
When you’re in too deep and need a way out, name your escape
route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay
or go, but if you go it costs you: leave something behind or take
something with you, the GM will tell you what.
Fade Away
Requires: Stay Out of the Light
While you stay still or act meek and unobtrusive, even in broad
daylight, people only notice you if they are looking for you
specifically.
Unseen Hand
When you leave a room or other location, you can name something
small that you saw that no one else was using or studying. You took
it.
Shadow Alignments
Neutral
Learn a secret about someone important.
Shadow Bonds
Shadow Gear
Shadow Races
Elf
You can hide in forests just as well as shadows and darkness.
Human
At the end of a session, mark an extra experience if you infiltrated a
secure location.
Siren
Compendium Class
If you choose the siren specialty, reduce your base damage by one
die size, but not lower than d4.
Starting Move
Hypnotic Allure
When you are alone with an NPC and you fix your will upon them,
roll+CHA. On a 10+, hold 2 over them. On a 7-9, hold 1. While
you have a hold over them, they cannot act against you, except in
self-defence. They can spend one of your hold by:
• Doing something you tell them to do.
• Fighting to protect you.
• Giving you something you want.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Dangerous Eyes
Requires: Hypnotic Allure
You can spend a hold on someone to meet their gaze. They freeze
and cannot move until you break off eye contact. You cannot move
either.
Grand Entrance
When you make a spectacular entrance or perform for an audience,
roll+CHA. On a 10+, choose three options from the list below. On a
7-9, choose two. On a miss, choose one, in addition to whatever the
GM tells you.
• Someone desires to meet you later, the GM will tell you
who.
• Someone falls in love with you, the GM will tell you who.
• Someone must give you a gift, the GM will tell you who.
Social Climber
When you set your heart on achieving a certain social position, the
GM will sketch out a relationship map or diagram to help you plot
your approach. Working together, make note of a number of useful
circumstances equal to your level, and take +1 forward when you
make use of them. You can only work towards one position at a
time.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Animal Magnetism
Requires: Hypnotic Allure
When you use your hypnotic allure, you get +1 hold, even on a
miss.
Deadly Eyes
Replaces: Dangerous Eyes
You can spend a hold on someone to meet their gaze. They freeze
and cannot move until you break off eye contact. You can move as
long as you maintain eye contact.
Popular
You can write an additional two bonds with the other PCs, in
addition to those you started with.
Reputation
When you first meet someone who’s heard tell of you, roll+CHA.
On a 10+, tell the GM two things they’ve heard about you. On a
7-9, tell the GM one thing they’ve heard, and the GM tells you one
thing.
A Specific Audience
Requires: Grand Entrance
Instead of choosing one of the options from the list, you may
choose a member of the audience. The GM will choose how they
react from the list.
Siren Alignments
Chaotic
Use your personal influence to sow discord amongst your foes.
Evil
Get someone to give you their most valued possessions.
Neutral
Increase your social position and personal influence.
Siren Bonds
Siren Gear
Siren Races
Elf
When you use your hypnotic allure, on a 12+, hold 3 over them.
Human
When you have a hold over someone, you deal +1d4 damage when
you harm them.
Swindler
Why work hard for it, when people just give it away?
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them.
Heart of Gold
Requires: Con Artist
After you evaluate a potential victim and ask your questions, tell
the other player something they could do to make you change your
mind about taking advantage of them. If they end up doing this,
you take +1 forward. If they are a PC, they also mark XP.
The Upsell
If you repackage or modify goods you own in order to resell them,
they are now worth one-and-a-half times as much as before.
Note that doing this with money is called “counterfeiting” and is
everywhere banned by law.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Con
Replaces: Bamboozle
When you parley with someone, on a hit, you also take
+1 forward with them and get to ask their player one question
which they must answer truthfully.
Devious
Requires: Disarming and Open
When you use disarming and open, you may also ask this:
• How are you vulnerable to me?
Your subject may not ask this question of you.
Snake Oil
When you give someone a thing that you have tampered with,
roll+INT. On a hit, you may choose one, but on a 7-9, there are
strings attached or complications:
• The thing comes with some sort of unpleasant side effects
(describe them).
• The thing is ruined as soon as you are gone.
• The thing returns to you within the week.
Swindler Alignments
You may choose one of these instead of a rogue race option:
Evil
Profit from someone else’s misery.
Neutral
Get the better of another thief or swindler.
Swindler Bonds
Swindler Gear
Swindler Races
Elf
When you enter an important location (your call) you can ask the
GM for one fact from the history of that location.
Human
When you evaluate a potential victim who is also human, ask an
extra question, even on a miss.
Thief
It’s not just about stealing things. It’s about stealing things from
people who don’t want their things to be stolen, who make sure that
you know it. That’s the stuff worth stealing!
Compendium Class
Once you have successfully robbed the richest person you know,
you may consider the thief specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX.
On a 10+, hold three. On a 7-9, hold one. Spend your hold as you
move through the area to ask these questions:
• Is there a trap here and if so, what activates it?
• What does the trap do when activated?
• What else is hidden here?
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Cautious
When you use trap expert, you always get +1 hold, even on a miss.
Guild Thief
When you contact the guild and ask for assistance, roll+CHA. On a
10+, another thief shows up with what you need for a fair price. On
a 7-9, you can still get what you want but there are strings attached
or the guild wants a favour in return. On a miss, you have fallen out
of good standing with the guild and need to make amends.
It Belongs in a Museum
When you are trying to snatch a significant treasure and get away
with it, and no more, you have 2 armour.
Sneaky Bastard
Requires: Tricks of the Trade
When you disable a trap, you can reset it after you pass, so it catches
the next person. When you pick a lock, you may set it so that it
locks behind you again.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Heist
When you take time to make a plan to steal something, name the
thing you want to steal and ask the GM three questions from the
list below. When acting on the answers you and your allies take
+1 forward.
• What’s its most powerful defence?
• Who else wants it?
• Who will come after it?
• Who will notice it’s missing?
Evasion
When you defy danger, on a 12+, you transcend the danger. You
not only do what you set out to, but the GM will offer you a better
outcome, true beauty, or a moment of grace.
Extremely Cautious
Replaces: Cautious
When you use trap expert, you always get +1 hold, even on a miss.
On a 12+, you get 3 hold and the next time you come near a trap
the GM will immediately tell you what it does, what triggers it, who
set it, and how you can use it to your own advantage.
Thief Alignments
Chaotic
Steal something of social or cultural significance.
Neutral
Avoid detection or infiltrate a location.
Thief Bonds
Thief Gear
Thief Races
Dwarf
When you use trap expert in a structure made of stone, on a hit,
you get +1 hold.
Elf
When you discern realities or use trap expert, on a hit, you may
also ask this question, in addition to any other results:
• Is there a secret door here?
Halfling
When you defy danger and use your small size to your
advantage, take +1.
Tomb Robber
Looting the tombs of dead wizards isn’t all it’s cracked up to be. You
need some powerful magic of your own if you’re going to survive!
Compendium Class
Once you have looting the treasures of an ancient tomb that was
protected by magic, you may consider the tomb robber specialty an
available compendium class. The next time you level up, you may
add this specialty to your character instead of choosing a move
from your class.
Stats
Starting Moves
Ward of Protection
You have a device that is proof against arcane magic. This could
be something you wear, like a bracelet or an amulet, or it could be
a procedure of limited duration—a potion you prepare, symbols
painted on your skin, etc. When you use the protection of this
device to thwart a magical effect (actively or passively), roll+CON.
On a 10+, you are unaffected by the magic. On a 7-9, you can either
suffer the effect to a lesser degree or exhaust yourself and mark a
debility of your choice.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Appraisal
When you examine an important item (your call) for the first
time, roll+INT. On a 10+, ask three questions from the list below.
On a 7-9, ask two. On a miss, ask one question anyway, but you
might not like the answer. If you act on the answers while using the
item, take +1 forward.
• Does this have magical properties?
• How much is this worth and to whom?
• What has been done to this or with this?
• What is it for?
• Who made this and how old is it?
Sympathetic Ward
Requires: Ward of Protection
Your ward of protection also guards anyone you touch; they resist
any magic you do. On a 7-9, they choose between the lesser effect
and a debility for themselves.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Greed is Good
When you obtain a great and valuable treasure for the first
time, gain 1d6 temporary hit points. Damage is applied to these
temporary hit points before harming you.
Good
Give your treasure to someone who needs it more than you.
Lawful
Return treasure to its rightful owner.
Neutral
Avoid detection or infiltrate a location.
You get your ward of protection, two large sacks, and whatever your
other specialties give you.
Elf
Only the darkest and most violent of elves would willingly seek
their fortunes underground. Choose a weapon. In your hands,
weapons of this type have the precise tag.
Halfling
You know how to take advantage of your small size underground,
where you get +1 armour if you’re at all able to defend yourself.
Human
As a child of the greediest of all races, you can treat all treasures
that are 2 weight or heavier as if they were 1 weight lighter than
they are.
Warriors
Why We Fight
Stats
The specialties you choose may modify these scores: Your base
damage is d10.
Your load is 10+STR.
Your maximum HP is 10+Constitution.
Starting Moves
Choose three warrior specialties. You get all the starting moves
from each. Make a note of any stat modifiers from your specialties.
Each time you level up, choose one advanced move from those
offered by your three specialties.
Advanced Moves
Each time you level up, choose an advanced move from one of your
specialties. Or choose one of the following options:
• At any level, instead of a move from one of your specialties,
you may choose a move from one of the other warrior specialties.
You may do this twice only.
• Once between levels 2-5, instead of a move from one of
your
specialties, you may choose a move from any other archetype.
• Once between levels 6-10, instead of a move from one of
your specialties, you may choose a move from any other archetype.
Warrior Alignments
Chaotic
Free someone from literal or figurative bonds.
Evil
Kill a defenceless or surrendered enemy.
Good
Endanger yourself to protect someone weaker than you.
Lawful
Deny mercy to a criminal or unbeliever.
Neutral
Defeat a worthy opponent.
Warrior Bonds
Warrior Gear
Warrior Races
You may choose one of these races or one of the race options
provided by your specialties. Once you have chosen your race, gain
the corresponding move:
Dwarf
When you share a drink with someone, you may parley with them
using CON instead of CHA.
Elf
Choose one weapon—you can always treat weapons of that type as
if they had the precise tag.
Halfling
When you defy danger and use your small size to your
advantage, take +1.
Human
Once per battle you may reroll a single damage roll (yours or
someone else’s).
Armiger
You are skilled in the wearing of heavy armour. You make it look
easy, walking around with heavy pieces of metal all over you,
deflecting blows left and right.
Compendium Class
Stats
Starting Moves
Armoured
You ignore the clumsy tag on armour you wear.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Armour Mastery
When you make your armour take the brunt of damage dealt to
you, the damage is negated but you must reduce the armour value
of your armour or shield (your choice) by 1 until you spend a
few hours repairing it. The value is reduced each time you make
this choice. If the reduction leaves the item with 0 armour, it is
destroyed.
Bloody Aegis
When you take damage, you can grit your teeth and accept the
blow. If you do you take no damage but instead suffer a debility of
your choice. If you already have all six debilities you can’t use this
move.
Staunch Defender
When you defend, you always get +1 hold, even on a miss.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Armoured Perfection
Replaces: Armour Mastery
When you choose to let your armour take the brunt of damage
dealt to you, the damage is negated and you take +1 forward
against the attacker, but you must reduce the armour value of your
armour or shield (your choice) by 1. The value is reduced each time
you make this choice. If the reduction leaves the item with 0
armour, it is destroyed.
Impervious Defender
Replaces: Staunch Defender
When you defend, you always get +1 hold, even on a miss. On
a 12+, instead of getting hold the nearest attacking creature is
stymied giving you a clear advantage, the GM will describe it.
Indomitable
When you suffer a debility (even through Bloody Aegis), take
+1 forward against whatever caused it.
Skin of Steel
Replaces: Hide Like Iron
Armour that you are wearing has +1 armour and weighs 2 less, but
not less than zero. Any shield on your arm has +1 armour, too, and
counts as 0 weight.
Armiger Bonds
Armiger Gear
Choose one:
○ Plate armour (3 armour, clumsy, 4 weight).
○ Scale mail (2 armour, clumsy, 3 weight) and shield (+1
armour, 2 weight).
Armiger Races
Dwarf
When you make camp, you can repair damaged armour for 1 point
of armour. If you have access to a forge, you can restore any suit of
broken armour to its original condition.
Human
When you take damage, take +1 armour forward.
Arsenal
Compendium Class
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Pack Rat
Requires: Pull Out a Weapon
You have more than just weapons in your arsenal. When you search
it for an item that would fit, roll+WIS. On a 10+, you find just the
thing as long as it isn’t magical, unique, or valuable. On a 7-9, you
have just the thing and you take -1 stock or you have something
close but not exact. Make do. Anything you pull out counts toward
your limit of four specialized weapons.
Scavenger
Requires: Pull Out a Weapon
When you collect the weapons of your fallen foes (more than one),
it counts as restocking your arsenal.
Suiting Up
Requires: Pull Out a Weapon
You can pull out a weapon with two options if you spend a
preparation or take -1 stock instead of rolling.
Swordbreaker
Requires: Pull Out a Weapon
When you allow your weapons to take the brunt of an attack upon
you, the damage is negated but a weapon is destroyed. Take
-1 stock and you may not pull out any other weapons of that type
until you restock your arsenal.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Bag of Holding
Requires: Pull Out a Weapon
You can pull out seven specialized weapons or items before you
must restock your arsenal. When you restock, you get stock +3
instead of +2.
Can Opener
Requires: Pull Out a Weapon
Instead of the 2 piercing option, you can produce a weapon that
ignores armour. You may not keep this weapon separate when you
restock.
Superior Arsenal
Requires: Pull Out a Weapon
When you pull out a weapon, on a 12+, you can choose two options
and this weapon doesn’t count toward your limit.
Arsenal Gear
Arsenal Races
Dwarf
You can also pull tools out of your arsenal, in addition to weapons,
as long as they are used in forging, smithing, gemcutting, mining,
or underground survey work.
Elf
You can always pull out a ranged weapon from your arsenal,
along with 1 ammo, or a weapon with the hand tag, but pulling
out a weapon with the close or reach tags is a specialized weapon.
Replace the ranged option with this:
• Close or reach.
Halfling
You always pack a lunch. Instead of pulling out a specialized
weapon, you can choose to pull out a tasty ration from your arsenal.
If someone eats it, take -1 stock until you restock.
Human
When you restock, you also gain 1 Preparation.
Beastmaster
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Familiar
When you spout lore about an animal, you can use WIS instead of
INT.
Wild Empathy
You can speak with and understand animals. This means you can
closely study them and parley with them as if they were people.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Two Minds, One Thought
When you touch and animal and push your thoughts into its mind,
roll+WIS. On a hit, you can read the animal’s mind and memories,
reliving its past and seeing what it has seen. On a 7-9, though, you
have trouble separating these memories from your own, and you
exhibit some aspects of the animal’s behaviour for a while after you
break the link.
Wild Speech
Replaces: Wild Empathy
You can speak with and understand any non-magical, non-planar
creature. This means you can closely study them and parley with
them as if they were people.
Zoologist
Replaces: Familiar
When you spout lore about an animal, you can use WIS instead of
INT. On a 12+, in addition to the normal effects, you get to ask the
GM any one question about the subject.
Beastmaster Alignments
Chaotic
Eschew a convention of the civilized world.
Neutral
Teach someone the ways of your people.
Beastmaster Bonds
Beastmaster Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Antitoxin and dungeon rations (5 uses, 1 weight).
○ Healing potion.
○ Leather armour (1 armour, 1 weight).
Beastmaster Races
Dwarf
Choose one type of cave-dwelling or underground animal: these
animals will always answer your call if they are near. Choose one
type of bird or aerial creature: these animals will never heed your
call, but nor will they arrive unbidden.
Elf
Animals of the Great Forest respect your power. They will never
attack you, even if they are unfriendly.
Halfling
Wild Empathy is a starting move for you.
Human
You may summon other humans as if they were animals, though
you cannot specify what type (language, class, or gender) to call.
Blade Dancer
Compendium Class
Once you have mastered the two dozen blade katas, to the
satisfaction of a master blade dancer, and constructed your own set
of dancing blades, you may consider the blade dancer specialty an
available compendium class. The next time you level up, you may
add this specialty to your character instead of choosing a move
from your class.
Starting Moves
Dance of Blades
When you enter a fight against multiple foes, roll+DEX. On a 10+,
hold 3 maneuvers. On a 7-9, hold 2. On a miss, hold 1 anyway, but
your enemies already have you, in particular, at a disadvantage.
Spend a hold to perform a maneuver that achieves one of the
following results:
• You create an advantage and you or an ally can take +1
forward
for exploiting it.
• You disengage from melee with one foe.
• You immediately cross the distance between you and one
foe it is possible for you to reach.
• You throw off the effects of being stunned, confused, or
enchanted.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
On the Move
When you defy a danger caused by movement (maybe falling off a
narrow bridge or rushing past an armed guard), take +1.
Viper’s Strike
When you strike an enemy with two weapons at once, add an extra
1d4 damage for your off-hand strike.
Wall of Knives
When you are outnumbered, you get +1 armour as long as you have
a weapon in hand.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Symphony of Battle
Replaces: Dance of Blades
When you enter a fight against multiple foes, roll+DEX. On a 10+,
hold 3 maneuvers. On a 7-9, hold 2. On a miss, hold 1 anyway, but
your enemies already have you, in particular, at a disadvantage.
Spend a hold to perform a maneuver that achieves one of the
following effects:
• You create an advantage and you or an ally can take +1
ongoing
while exploiting it.
• You disengage from melee with all foes.
• You immediately cross the distance between you and one
foe.
• You throw of the effects of being stunned, confused, or
enchanted.
Viper’s Fangs
Replaces: Viper’s Strike
When you strike an enemy with two weapons at once, add an extra
+1d8 damage for your off-hand strike.
Chaotic
Break an unjust law to help someone.
Evil
Destroy something beautiful.
Lawful
Choose honour over personal gain.
Dwarf
Add these options to the dance of blades/symphony of battle lists:
• Barge past others to enter melee with a foe.
• Push someone over.
• Take a blow meant for someone else.
Elf
Add this option to the dance of blades list:
• Avoid an attack meant for you.
Human
When you roll for dance of blades (or symphony of battle), on a
12+, hold 5 maneuvers.
Bounty Hunter
Compendium Class
Stats
Starting Moves
The Hunter
Name someone you want to find, either an individual or a gang that
sticks together. When you discern realities while looking for them,
on a hit, the GM will also tell you if there is any evidence of their
passage, and if so what. On a miss, though, something catches up to
you instead, the GM will tell you what. You can only be hunting one
target at a time, but you can change that target whenever you want.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Official Position
You work for the law. When you first enter a civilized settlement,
someone in authority will take you in as their guest. Take +1 to
parley if you can use your authority as leverage.
Professional Gossip
When you ask around at the local watering-hole or other social
nexus and make your profession obvious, roll+CHA. On a hit,
you’re told about available work. On a 10+, you’re able to suss out
the backgrounds of prospective employers. On a 7-9, you only hear
about the most promising job currently available. On a miss, you’re
shut out or given bad information.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Considered It Already
Replaces: The Bigger They Are
When you spout lore about someone you know or you’ve heard of
before (your call), on a hit, you can also ask the GM both of these
questions and then take +1 forward when acting on the answers:
• How could they be taken?
• What are they worth and to whom?
Hellhound on Your Trail
Once you have shed someone’s blood, or they have shed yours, you
can track them anywhere. No matter where they go you can always
find them.
Wrap It Up
Replaces: The Harder They Fall
When you successfully attack someone, you can roll a d8. If you
roll your foe’s HP or higher, after they take your damage, you knock
them out cold or capture them, however you want.
Good
Show mercy to a captive.
Lawful
Apprehend a dangerous criminal.
Neutral
Gain profit from someone else’s body.
Dwarf
You are blessed with a hardy constitution. While on someone’s trail,
you do not need to consume any rations.
Elf
When in the wilderness, you may discern realities with INT
instead of WIS.
Human
When you take damage from or are harmed by someone you are
hunting, take +1 forward.
Captain
Heavy is the head that wears the crown, and though you may have
only a small kingdom—your loyal crew—the responsibility or
leadership is still a weighty burden.
Compendium Class
Starting Moves
Loyal Crew
You run a gang. They could be soldiers, pirates, thieves, or
mercenaries, but they’re yours and you are their captain and
commander. By default, your crew is a medium-sized group (12-15
people), cautious, intelligent, and organized. In the normal course
of operations, they obey your orders.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Lieutenants
Requires: Loyal Crew
Now, and each time you level up, stat up a member of your crew as
a hireling with +1 loyalty and additional points equal to your level.
Plot a Course
When your vessel sets out for a new destination, roll+INT. On a
10+, all three. On a 7-9, choose two:
• None of your tinkering causes problems for the vessel.
• The voyage suggests some new improvement for the vessel,
the GM will tell you what and how to implement it.
• You get there as soon as could be hoped for.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Captain, My Captain
When you publicly impress yourself upon a group of people, by
words or deeds, you may spend up to three XP. For each XP spent,
the GM chooses an NPC you have impressed and a reaction:
• They back you up, stand by your side, or support your play.
• They come to you with something they think you want,
need or could use.
• They come to you with valuable information.
• They fight by your side.
Don’t Be a Dick
When you’re around your crew, they treat each other with respect
and dignity. If trouble finds them, they’ll react as best they can, as a
team.
Tactical Commander
When you direct a unit of troops in the heat of battle, roll+CHA.
On a 10+, choose three results from the list below. On a 7-9, choose
two. On a miss, choose one anyway, but take -1 forward and your
enemies see this unit as their main threat.
• Choose a hazard on the battlefield: Your unit avoids it.
• Choose a location within reach: Your unit gets to it or deep
into the troops defending it.
• Choose an enemy unit within reach: Your unit engages
them and pins them down.
• Choose an enemy unit you are engaged with: Your unit
breaks contact in an orderly fashion.
• You rally them: No member of your unit is shaken or
routed.
Captain Alignments
Evil
Upset the rightful order.
Good
Lead others into righteous battle.
Neutral
Make an ally of someone powerful.
Captain Gear
Choose one:
○ Ceremonial sabre (close, 1 weight).
○ Infamous flag or standard.
○ Pet bird.
○ Spyglass (1 weight).
○ Warhorse.
○ Whip (reach, 1 weight).
Captain Races
Elf
In the forest, your crew is always disciplined, self-sufficient, and
stealthy. Anywhere else, you can take +1 forward to command
them if you promise to take them back to the forest, but they
become unruly if you do not comply.
Human
Your crew is very mobile, as is the way of humans. They are trained
to operate either a mighty vessel of some sort or on horseback, and
possess the necessary gear to travel in this manner.
f ”. RICHARO_}O....---
Champion of Law
The mighty forces of Law and Order have chosen their champion,
and it is you.
Compendium Class
Starting Moves
I am the Law
When you give an NPC an order based on your authority,
roll+CHA. On a hit, they choose one:
• Attack you.
• Back away cautiously, then flee.
• Do what you say.
On a 10+, you also take +1 forward against them. On a miss, they
do as they please and you take -1 forward against them.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Balance
When you deal damage, hold 1 balance. When you touch
someone and channel the spirits of life you may spend balance. For
each balance spent, heal 1d4 HP.
Charge!
When you lead the charge into combat, those you lead take
+1 forward.
Judge of Character
When you parley with someone or discern realities concerning
them, you also learn their alignment.
Voice of Authority
Take +1 to order hirelings.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Divine Authority
Replaces: Voice of Authority
Take +1 forward to order hirelings. Also, on a 12+, the hireling
transcends their moment of fear and doubt and carries out your
order with particular effectiveness or efficiency.
Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take
+1 forward and +2 armour forward.
Evidence of Faith
When you see divine magic as it happens, you can ask the GM
which deity granted the spell and its effects. Take +1 when acting
on the answers.
Healthy Distrust
Whenever the unclean magic wielded by mortal men causes
you to defy danger, treat a miss as a 7-9 instead.
Lawful
Advance the interests of the Gods of Law.
Lawful
Bring a villain to justice.
You get some mark of your faith and choose one additional piece of
gear:
○ Dungeon rations (5 uses, 1 weight) and a healing potion.
○ Halberd (reach, +1 damage, two-handed, 2 weight).
○ Long sword (close, +1 damage, 1 weight) and shield (+1
armour, 2 weight).
○ Scale mail armour (2 armour, clumsy, 3 weight).
Dwarf
When you roll for I am the Law, on a hit, you also take
+1d4 damage forward against those you are ordering around.
Human
When you pray for guidance, even for a moment, and ask “What
here is evil?” the GM will tell you, honestly.
Defender
You are the wall, the gate, the moat surrounding someone
important. You will not falter in your duty, and you will not see
them fall before you do.
Compendium Class
Starting Moves
Meatshield
When you are engaged in close combat with an enemy and they
make an offensive move against someone else, you may intercept it.
Their move affects you instead of its intended target.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Bodyguard
When you are protecting a client, add these to the list of discern
realities questions:
• How can I get my client out of here?
• What does my client intend to do now?
• What here poses the greatest threat to my client?
Martyr’s Shield
Replaces: Meatshield
When anyone within your reach either makes or is subject to an
offensive move, you may intercept it. The move affects you instead
of the intended target.
Protection
When you defend, you take +2 armour forward.
Staunch Defender
When you defend, you get +1 hold, even on a miss.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Impervious Defender
Replaces: Staunch Defender
When you defend, you get +1 hold, even on a miss. On a 12+,
instead of getting hold, the nearest attacking creature is stymied,
giving you a clear advantage. The GM will describe it.
Superior Bodyguard
Replaces: Bodyguard
When you discern realities while protecting a client, you may
also ask the GM one of these questions, even on a miss:
• How can I get my client out of here?
• What does my client intend to do now?
• What here poses the greatest threat to my client?
You may also ask any of these instead of a question from the
discern realities list.
Defender Alignments
Good
Defend those weaker than you.
Lawful
Fulfill a promise to protect someone during a dangerous journey or
situation.
Defender Bonds
Defender Gear
Choose one:
○ Healing potion.
○ Scale mail armour (2 armour, clumsy, 3 weight).
○ Shield (+1 armour, 2 weight).
Defender Races
Dwarf
When you take the damage meant for someone else, you get
+1 armour.
Elf
When you discern realities while protecting someone, on a hit, you
can also ask this question:
• How can I get my ward out of here?
Destroyer
Have you come here to conquer? To become a king? No! You have
come to destroy!
Compendium Class
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Berserker
When you are afflicted by fear, mind control, or enchanting magic,
you may ignore the effect as long as you attack the closest enemy
in sight. If you have no enemies in sight, the GM chooses who you
attack.
Blood Ill-Tempered
When a foe deals damage to you, your next attack against them
deals +1d4 damage.
Crushing Blow
When you deal damage to a foe, you can break their weapon, if they
have one, or if they have armour, reduce their armour by 1.
Interrogator
When you parley using threats of impending violence as
leverage, you may use STR instead of CHA.
Samson
You may take a debility to immediately break free of any physical or
mental restraint.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Superior Warrior
When you hack and slash, on a 12+, you deal your damage, avoid
their attack, and impress, dismay, or frighten your enemy.
Vandal
When you discern realities, on a hit, you may also ask this question
in addition to your other questions:
• Who or what here is most vulnerable to me?
Destroyer Alignments
Chaotic
Destroy a symbol or a structure of civilization.
Evil
Destroy something beautiful.
Lawful
Destroy a threat to orderly civilization.
Destroyer Bonds
Destroyer Gear
Destroyer Races
Dwarf
Once per battle you may reroll a single damage roll (yours or
someone else’s).
Human
When you attack a foe, you may roll a d6 for your damage die
instead of a d10, and permanently lower your enemy’s armour by 1.
Duellist
Compendium Class
Once you have won a duel with an opponent whose martial abilities
are more renowned than yours, you may consider the duellist
specialty an available compendium class. The next time you level
up, you may add this specialty to your character instead of choosing
a move from your class.
Starting Moves
En Garde!
When you single out a foe in combat, you engage them in a one-
on-one duel, whether they like it or not. After a duel begins, the
following things are true:
• If they break off the duel before either of you are defeated,
take +1 forward against them and they count as defeated if you
encounter them again.
• If they break off the duel to attack someone else, you may
also deal your damage to them for their insolence.
• If you break off the duel before either of you are defeated,
take -1 forward against them and consider yourself defeated.
Having allies enter the fight on your side counts as breaking off the
duel.
Keeping Score
The first time you encounter a foe again after being defeated by
them, take -1 forward. The first time you encounter a foe again after
defeating them, take +1 forward.
Warriors 4SI
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Duellist’s Parry
When you hack and slash, you take +1 armour forward.
Exterminatus
When you speak aloud your promise to defeat an enemy, you deal
+2d4 damage against that enemy and -4 damage against anyone
else. This effect lasts until the enemy is defeated. If you fail to defeat
the enemy or give up the fight, you can admit your failure, but the
effect continues until you find a way to redeem yourself.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Duellist’s Block
Replaces: Duellist’s Parry
When you hack and slash, you take +2 armour forward.
Gladiator
When you duel an opponent in front of an audience, roll+CHA. On
a 10+, choose two NPCs who cannot help but be impressed. On a
7-9, choose one. For each impressed NPC, the GM chooses one:
• They admire you and will seek you out.
• They desire your services.
• They will defend you or your reputation publicly.
Respected Duellist
Replaces: The Field at Dawn
When you challenge someone to a duel, if they either refuse or fail
to appear, they lose the respect of both their own peers, and yours.
Additionally, you may sully their reputation amongst the general
public, if you choose to make their failure widely known.
Duellist Alignments
Evil
Publicly humiliate an enemy.
Good
Duel a villain on behalf of someone you respect or care about.
Duellist Bonds
Duellist Gear
Duellist Races
Dwarf
When you get +1 forward because of a duel, you may take
+1d6 damage forward instead.
Elf
When you engage in a duel, you may consider any weapon you use
to have the precise tag.
Human
When you have been defeated by an opponent, you gain
+1 armour against their attacks in the future, until you defeat them.
You are not alone in the world. You have an animal friend who
accompanies you wherever you go.
Compendium Class
Once you have befriended a wild animal, you may consider the
friend of the wild specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Stats
If you choose the friend of the wild specialty, reduce your base
damage by one die size, but not lower than d4.
Starting Moves
Animal Companion
You have a supernatural connection with a loyal animal. You can’t
talk to it per se but it always acts as you wish it to.
Choose a base:
• Cunning +1, Ferocity +2, Instinct +1, 1 Armour
• Cunning +1, Ferocity +3, Instinct +2, 1 Armour
• Cunning+2, Ferocity +1, Instinct +1, 1 Armour
• Cunning +2, Ferocity +2, Instinct +1, 0 Armour
Command
When you work with your animal companion on something it’s
trained in…
• …and you attack the same target, add its ferocity to your
damage.
• …and you discern realities, add its cunning to your
cunning.
• …and you parley, add its cunning to your roll.
• …and you take damage, add its armour to your armour.
• …and you track, add its cunning to your roll.
• …and someone interferes with you, add its instinct to their
roll.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
My Best Friend
When you allow your animal companion to take a blow that was
meant for you, the damage is negated and your animal companion’s
ferocity is reduced to zero. If its ferocity is already zero you can’t
use this ability. When you have a few hours rest with your animal
companion its ferocity returns to normal.
Well-Trained
Choose another training for your animal companion.
Wild Empathy
You can speak with and understand animals. This means you can
closely study and parley with them as if they were people.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Special Trick
Choose one move from another class. So long as you are working
with your animal companion you have access to that move.
Striders Two
Replaces: Two Are Better Than One
When you undertake a perilous journey, you can take two roles
(one for yourself and one for your animal companion). Roll twice
and use the better result for both roles.
Unnatural Ally
Your animal companion is a monster, not an animal. Describe
it. Give it an additional +2 ferocity and +1 instinct, plus a new
training.
Wild Speech
Replaces: Wild Empathy
You can speak with and understand any non-magical, non-planar
creature. This means you can closely study and parley with them as
if they were people.
Chaotic
Eschew a convention of the civilized world.
Neutral
Teach someone the ways of your people.
Elf
When you undertake a perilous journey through the wilderness,
whatever job you take you succeed as if you rolled a 10+.
Human
Your animal companion can also speak like a human.
Gorgon
The face of the gorgon is the face of death, the face of fear, the face
that turns limbs to stone before they are hewn away by claws of
brass. This face is your face.
Compendium Class
Starting Moves
When you gain a level from 2-5, you may choose from these moves:
Berserker
When you are afflicted by fear, mind control, or enchanting magic,
you may ignore the effect as long as you attack the closest enemy in
sight. If you defeat the cause of such influence, the effect ends.
Gorgoneion
When you draw the face of the gorgon on an object or a location, it
will remain unmolested by animals, vermin, and incidental magical
influence. If the object or location is also being targeted by a group
of attackers, thieves, or vandals, roll+WIS. On a 10+, as a group,
they stay away. On a 7-9, they stay away for now, but only until they
can get someone else to remove the gorgoneion.
Petrifying Visage
Requires: What Are You Waiting For?
When you cry out a challenge to your enemies, on a hit, they
also hesitate for a moment and allow you to make the next move
unimpeded.
Seeing Red
When you discern realities during combat, you take +1.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Evil Eye
Requires: Seeing Red
When you enter combat, roll+CHA. On a 10+, hold 2. On a 7-9,
hold 1. Spend a hold to make eye contact with an NPC present,
who freezes or flinches and can’t act until you break it off. On a
miss, your enemies immediately identify you as their biggest threat.
If you have the gorgoneion painted on your shield, you can use its
eyes instead of your own.
War Cry
When you enter battle with a show of force (a shout, a rallying cry,
etc), roll+CHA. On a 10+, both. On a 7-9, one or the other:
• Your allies are rallied and take +1 forward.
• Your enemies feel fear and act accordingly (avoiding you,
hiding, attacking with fear-driven abandon, etc).
Gorgon Alignments
Chaotic
Eschew a convention of the civilized world.
Evil
Convince a terrorized enemy to spread tales of your wrath.
Gorgon Bonds
• _________ has plenty of potential, but is yet untested.
• __________ needs to respect me more than they do right
now.
Gorgon Gear
Choose one:
○ Leather armour (1 armour, 1 weight) with the gorgoneion
on the breastplate.
○ Shield (+1 armour, 2 weight) with the gorgoneion on it.
Insatiable
Compendium Class
Starting Moves
Herculean Appetites
Others may content themselves with just a taste of wine, or
dominion over a servant or two, but you want more. Choose two
appetites. While pursuing one of your appetites, if you would roll
for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the
higher die of the pair, the GM will also introduce a complication or
danger that comes about due to your heedless pursuits.
○ Conquest.
○ Discovering secrets.
○ Fame and glory.
○ Mortal pleasures.
○ Power over others.
○ Pure destruction.
○ Riches and property.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Indestructible Hunger
Requires: Herculean Appetites
When you take damage, you can choose to take -1 ongoing until
you sate one of your appetites instead of taking the damage. If you
already have this penalty you cannot choose this option.
Khan of Khans
Requires: Herculean Appetites
Your hirelings always accept the gratuitous fulfillment of one of
your appetites as payment.
Still Hungry
Requires: Herculean Appetites
Choose an additional appetite.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Obsession
Requires: Herculean Appetites
When you discern realities, on a hit, the GM will also tell you if you
can indulge one of your appetites here, and if so, how.
Insatiable Alignments
Chaotic
Eschew a convention of the civilized world.
Neutral
Convince someone else to help you sate your appetites.
Insatiable Bonds
Insatiable Gear
Insatiable Races
Dwarf
When you defend yourself while in pursuit of your appetites, you
get +1 hold, even on a miss.
Elf
While in pursuit of your appetites, you may consider any weapon
you wield to have the precise tag.
Human
When you get your hands on an item demanded by your appetites,
you may ask one question about it from the eye for loot list, even if
you do not have the move.
468 Warriors
Ranger
Compendium Class
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Camouflage
When you keep still in natural surroundings, enemies never spot
you until you make a movement.
Communion of Whispers
When you spend time in a place, making note of its resident spirits
and calling on the spirits of the land, roll+WIS. You will be granted
a vision of significance to you, your allies, and the spirits around
you. On a 10+, the vision will be clear and helpful to you. On a 7-9,
the vision is unclear, its meaning murky. On a miss, the vision is
upsetting, frightening, or traumatizing. The GM will describe it.
Take -1 forward.
Familiar Prey
When you spout lore about a monster, you can roll with WIS
instead of INT.
Follow Me
When you undertake a perilous journey, you can take two roles.
You make a separate roll for each.
A Safe Place
When you set the watch for the night, everyone takes +1 to take
watch.
Wild Empathy
You can speak with and understand animals. This means you can
closely study and parley with them as if they were people.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Hunter’s Prey
Replaces: Familiar Prey
When you spout lore about a monster, you can roll with WIS
instead of INT. On a 12+, in addition to the normal effects, you get
to ask the GM any one question about the subject.
Observant
When you hunt and track, on a hit you may also ask one question
about the creature you are tracking from the discern realities list for
free.
A Safer Place
Replaces: A Safe Place
When you set the watch for the night, everyone takes +1 to take
watch. After a night in camp when you set the watch, everyone
takes +1 forward.
Strider
Replaces: Follow Me
When you undertake a perilous journey, you can take two roles.
Roll twice and use the better result for both roles.
Weather Sense
When you are under open skies when the sun rises, the GM will ask
you what the weather will be that day. tell them whatever you like, it
comes to pass.
Wild Speech
Replaces: Wild Empathy
You can speak with and understand any non-magical, non-planar
creature. This means you can closely study them and parley with
them as if they were people.
Ranger Alignments
Chaotic
Eschew a convention of the civilized world.
Good
Endanger yourself to combat an unnatural threat.
Neutral
Help an animal or spirit of the wild.
Ranger Bonds
Ranger Races
Dwarf
When you hunt and track a creature, you also take +1 forward
against it.
Elf
When you undertake a perilous journey through the wilderness,
whatever job you take you succeed as if you rolled a 10+.
Human
When you make camp in a dungeon or city, you don’t need to
consume a ration.
Sharpshooter
Stats
Starting Moves
Called Shot
When you attack a surprised or defenceless enemy at range, you
can choose to deal your damage or name your target and roll+DEX.
On a hit, choose your target:
• Arms: They drop anything they’re holding.
• Head: They do nothing but stand and drool for a few
moments.
• Legs: They’re hobbled and slow moving. On a 10+, also deal
your damage.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Camouflaged Position
When you strike with a ranged weapon from hiding, your first shot
never gives away your position.
Counterstrike
When you expend your ammo to defend against enemy missile
attacks, take +1 for each ammo expended (but no more than
+3 total).
Eagle-Eyed
When you observe a far-off location, roll+INT. On a 10+, you
may ask three questions from the discern realities list about that
location. On a 7-9, ask two. On a miss, you may still ask one, but
you are distracted and taking your time while you do it.
Witch Darts
If you attach a piece of your target—blood, hair, nails—to a missile,
if they are within range when you let it loose, it will always hit
them.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Darts of Apollo
If a wound caused by one of your missiles is not treated by a skilled
healer, it will fester and kill the victim. You can specifically choose
to loose a clean missile instead and avoid this result.
Smaug’s Belly
When you know your target’s weakest point, your missile weapons
have +2 piercing.
Snapshot
If you are pushed over, swarmed by enemies, or take a blow that
reduces your HP to zero, you’re fast enough to get off one last shot.
Deal your damage to any one foe.
Sharpshooter Alignments
Chaotic
Defeat a tyrant.
Neutral
Defeat an enemy without getting close to them.
Sharpshooter Gear
Choose one:
○ Hunter’s bow (near, far, 1 weight) and a bundle of arrows (3
ammo, 1 weight).
○ Ragged bow (near, 2 weight) and two bundles of arrows (6
ammo, 2 weight).
○ Rifle (near, far, 2 weight) and powder and shot (3 ammo, 1
weight).
Sharpshooter Races
You may choose one of these instead of a warrior race option:
Dwarf
When you make a called shot, you can also choose to knock your
enemy over or off balance.
Elf
Eagle-Eyed is a starting move for you.
Halfling
When you attack with a ranged weapon, deal +2 damage.
Slayer
Compendium Class
Once you have eaten the still-beating heart of an enemy you have
slain and drunk their blood from a goblet made from their skull,
you may consider the slayer specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Blood Red
Requires: Spill the Blood or Reign in Blood
In combat, you can spend your blood, 1-for-1 to:
• Block a blow meant for someone else. You take the damage
instead.
• Disarm a foe.
• Free yourself from constraints or bonds.
• Increase the damage of one attack by +1.
Merciless
When you deal damage to something that can bleed, deal
+1d4 damage.
South of Heaven
When you have less than half your maximum hit points left,
your attacks gain the forceful and messy tags and you deal
+1d6 damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Angel of Death
Requires: Spill the Blood or Reign in Blood
When you hack and slash or volley, you may spend blood before
rolling. For each blood you spend choose an extra target. Roll once
and apply damage to all targets, but gain no blood for this attack.
Bloodthirsty
Replaces: Merciless
When you deal damage to something that can bleed, deal
+1d8 damage.
Reign in Blood
Replaces: Spill the Blood
When you deal damage to an enemy, hold 1 blood. When you have
a moment to rest, you can spend all your blood on yourself or feed
it to someone else, healing 1d6 damage per blood. If you go a day
without dealing damage, lose all the blood you have gained.
Slayer Bonds
Slayer Gear
Slayer Races
Dwarf
Choose a type of monster that is your enemy. All your attacks
against this type of monster gain the forceful and messy tags.
Elf
Choose a type of monster that is your enemy. When you deal
damage to this type of monster, deal +1d4 damage.
Halfling
When you have less than 5 blood and you deal damage at range,
gain 2 blood instead of 1.
Human
When you attack, you may deal +1d4 damage if you also take
1d4 damage (ignores armour). You still get 1 blood for dealing
damage.
Standard Bearer
Compendium Class
Once you have been appointed the standard bearer for a mighty
lord whom you feel an intense loyalty towards, you may consider
the standard bearer specialty an available compendium class. The
next time you level up, you may add this specialty to your character
instead of choosing a move from your class.
Stats
Starting Moves
Standard
You have a symbol of some kind that you use to inspire others—
maybe not a literal standard, but something visible and obvious.
When you raise your standard in support of a cause, anyone who
joins that cause gains 1d6 temporary hit points until you lower
your standard (by your own choice or not) or they turn away from
your cause. Any damage they take must reduce these temporary hit
points before being applied to their own hit points.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Battlefield Grace
When you help someone with aid, take +2 armour forward.
Staunch Defender
When you defend, you always get +1 hold, even on a miss.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Exemplar
Requires: Standard
When you raise your standard, choose one of your special moves.
Any of your allies can use this move while they fight by your side,
until you lower your standard.
Gold Standard
Requires: Standard
Those who join the cause you raise your standard for gain 2d6
temporary hit points, instead of 1d6.
Impervious Defender
Replaces: Staunch Defender
When you defend, you always get +1 hold, even on a miss. On
a 12+, instead of getting hold the nearest attacking creature is
stymied giving you a clear advantage, the GM will describe it.
Stand Together
When you show your standard and rally your allies, roll+CHA. On
a hit, they hear you and answer. Choose one:
• NPCs act at a distinct advantage; their next action as a
group is
a success.
• One of your allies heals 1d8 damage.
• PCs take +1 forward if they rally to your standard.
Additionally, on a 10+, your enemy is also taken aback and either
hesitates or fails to take advantage of the situation.
Good
Ignore danger to aid another.
Lawful
Choose honour over personal gain.
Neutral
Survive a battle without having to fight anyone.
Dwarf
Your standard grants 1d8 temporary hit points, instead of 1d6 (and
gold standard grants 2d8 instead of 2d6).
Human
When you raise your standard, anyone who was previously your
enemy can choose to gain either +1 armour for the remainder
of the fight, or +1 forward, in addition to the 1d6 temporary hit
points, if they choose to fight on your side this time.
Strongarm
Compendium Class
Stats
Starting Moves
You start with this move:
Musclebound
While you wield a weapon, it gains the forceful and messy tags.
And either one of these two moves:
Unencumbered, Unharmed
So long as you are below your Load and neither wear armour nor
carry a shield, take +1 armour. Show off those muscles.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Interrogator
When you parley using threats of impending violence as
leverage, you may use STR instead of CHA.
Samson
You may take a debility to immediately break free of any physical or
mental restraint.
Smash!
When you hack and slash, on a 12+, deal your damage and choose
something physical your target has (a weapon, their position, a
limb): they lose it.
Submission Hold
When you get your hands on someone, your next attack against
them deals +1d4 damage.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Mark of Might
When you take this move and spend some uninterrupted time
reflecting on your past glories, you may mark yourself with a
symbol of your power (a long braid tied with bells, ritual scars or
tattoos, etc). Any intelligent mortal creature who sees this symbol
knows instinctively that you are a force to be reckoned with and
treats you appropriately.
Strongarm Gear
Choose one:
○ Adventuring gear (5 uses, 1 weight).
○ Net (reach, stun damage, 2 weight).
○ Pair of giant weights (4 weight).
○ Trophy (1 weight).
Strongarm Races
Dwarf
As long as you are touching the ground, you cannot be moved by
attacks that also deal damage.
Human
When you attack with a thrown weapon, deal +1d4 damage.
Veteran
How many battles have you fought, now? You hardly remember
anymore. Life is war.
Compendium Class
Once you have survived enough battles to think that the business of
war is perfectly normal and not the insane shitstorm it actually is,
you may consider the veteran specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Stats
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Scout
When you spout lore about a military unit or situation you have
observed, you may use WIS instead of CHA. Anyone acting on
your information takes +1 forward.
Setup Strike
When you hack and slash, choose an ally. Their next attack against
your target does +1d4 damage.
Skirmisher
When you enter a battle, roll+WIS. On a 10+, hold 3. On a 7-9,
hold 2. On a miss, hold 1 anyway, but take -1 forward and your
enemies see you as their main threat. During the battle, spend a
hold to:
• Choose a character that can see or hear you and direct them
out of a bad position.
• Choose a character within your reach and lure them into a
bad position.
• Choose a character within your reach and redirect their
attack.
• Choose a character you can see or hear. You reach them
before they can react.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Battle Plans
When you make a plan before a battle, roll+WIS. On a 10+, hold 3.
On a 7-9, hold 2. On a miss, hold 1 anyway, because you’ll need it
when everything goes to hell. Spend a hold at any time before the
end of the battle to declare a plan of action. Anyone pursuing that
plan of action takes +1 forward.
Tactical Commander
When you direct a unit of troops in the heat of battle, roll+CHA.
On a 10+, choose three results from the list below. On a 7-9, choose
two. On a miss, choose one anyway, but take -1 forward and your
enemies see this unit as their main threat.
• Choose a hazard on the battlefield: Your unit avoids it.
• Choose a location within reach: Your unit gets to it or deep
into the troops defending it.
• Choose an enemy unit within reach: Your unit engages
them and pins them down.
• Choose an enemy unit you are engaged with: Your unit
breaks contact in an orderly fashion.
• You rally them: No member of your unit is shaken or
routed.
Tandem Strike
Replaces: Setup Strike
When you hack and slash, choose an ally. Their next attack against
your target does +1d4 damage and they take +1 forward against
them.
Veteran Scout
Requires: Scout
When you undertake a perilous journey, you always spot trouble
in advance, as if you had rolled 10+ for scout. You can take on a
second job, roll for it as normal.
Veteran Alignments
Evil
Take advantage of someone untouched by war.
Lawful
Fulfill an important promise.
Neutral
Learn a secret about an enemy.
Veteran Bonds
• __________ proved a worthy ally in the last war, even
considering that one mistake they made.
• __________ saw me kill someone important.
• Me and __________ were both hired by a boss who turned
on us.
Veteran Gear
War Leader
You lead from the front, inspiring others to acts of heroism and
sacrifice by your own bravery and prowess.
Compendium Class
Once you have led an army to victory against a superior enemy, you
may consider the war leader specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Charge!
When you lead the charge into combat, those you lead take
+1 forward.
Lead by Example
After you roll for a move, on a hit, your allies take +1 forward when
they roll for the same move, until you make another move.
Tactical Commander
When you direct a unit of troops in the heat of battle, roll+CHA.
On a 10+, choose three results from the list below. On a 7-9, choose
two. On a miss, choose one anyway, but take -1 forward and your
enemies see this unit as their main threat.
• Choose a hazard on the battlefield: Your unit avoids it.
• Choose a location within reach: Your unit gets to it or deep
into the troops defending it.
• Choose an enemy unit within reach: Your unit engages
them and pins them down.
• Choose an enemy unit you are engaged with: Your unit
breaks contact in an orderly fashion.
• You rally them: No member of your unit is shaken or
routed.
Voice of Authority
Take +1 to order hirelings.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take
+1 forward and +2 armour forward.
Mark of Might
When you take this move and spend some uninterrupted time
reflecting on your past glories, you may mark yourself with a
symbol of your power (a long braid tied with bells, ritual scars or
tattoos, etc). Any intelligent mortal creature who sees this symbol
knows instinctively that you are a force to be reckoned with and
treats you appropriately.
War Cry
When you enter battle with a show of force (a shout, a rallying cry,
etc), roll+CHA. On a 10+, both. On a 7–9, one or the other:
• Your allies are rallied and take +1 forward.
• Your enemies feel fear and act accordingly (avoiding you,
hiding, attacking with fear-driven abandon, etc).
Evil
Profit personally from an act of war.
Good
Lead others in righteous battle.
Choose one:
○ Banner (1 weight).
○ Conspicuous helmet (1 weight).
○ Horse and adventuring gear (5 uses, 1 weight).
○ Mace (close, 1 weight).
○ Squire.
○ War horn (1 weight).
Dwarf
When your recruits help you fight, you get +1 armour.
Human
When your recruits help you fight, you deal +1d4 damage.
Wielder
Compendium Class
Once you have acquired a weapon more famous than you are and
been indelibly linked with it in the minds of all who know you,
you may consider the wielder specialty an available compendium
class. The next time you level up, you may add this specialty to your
character instead of choosing a move from your class.
Starting Moves
Signature Weapon
This is your weapon. There are many like it, but this one is yours.
Your weapon is your best friend. It is your life. You master it as you
master your life. Your weapon, without you, is useless. Without
your weapon, you are useless. You must wield your weapon true.
Describe your weapon. It has 2 weight. Choose the most
appropriate range for your weapon, then pick one enhancement
and one special power it has.
Enhancements:
○ Alarm: Glows in the presence of one type of creature, your
choice.
○ Blunt: Does stun damage, at your option.
○ Grisly: +1 damage.
○ Huge: Add the messy and forceful tags.
○ Perfectly weighted: Add the precise tag.
○ Sharp or spiked: +2 piercing.
○ Versatile: Choose an additional range.
○ Well-crafted: -1 weight.
○ Invent a new tag for your weapon.
Special Powers:
○ Bane: Kills one specific type of monster (your choice) with
but a single wound.
○ Blessed by the Gods: This weapon is divine.
○ Boomerang: It always returns to your hand.
○ Flaming: +1d4 damage when on fire.
○ Protector: Two-handed, gives you +1 armour while you
wield it in melee.
○ Sentient: This weapon is intelligent and can communicate.
○ Stonecutter: Cuts through stone like butter.
○ Vorpal blade: Ignores armour.
○ Choose two more enhancements instead of a special power.
Advanced Moves
When you gain a level from 2-5, you may choose from these moves:
Blacksmith
Requires: Signature Weapon
When you have access to a forge, you can graft the magical powers
of a weapon onto your signature weapon. This process destroys the
magical weapon. Your signature weapon gains the magical powers
of the destroyed weapon.
Heirloom
Requires: Signature Weapon
When you consult the spirits that reside within your signature
weapon, they will give you an insight relating to the current
situation, and might ask you some questions in return, roll+CHA.
On a 10+, the GM will give you good detail. On a 7-9, the GM will
give you an impression.
Improved Weapon
Requires: Signature Weapon
Choose one extra enhancement for your signature weapon.
When you gain a level from 6-10, you may choose from these
moves as well as the level 2-5 moves:
Agent of Destruction
Requires: Signature Weapon
When you deal damage with your signature weapon, if your enemy
has armour, reduce their armour by 1, to a minimum of zero.
Magic Weapon
Requires: Signature Weapon
Choose one extra special power for your signature weapon.
Superior Warrior
When you hack and slash, on a 12+, you deal your damage, avoid
their attack, and impress, dismay, or frighten your enemy.
Wielder Alignments
Chaotic
Use your signature weapon to stand up to unjust authority.
Good
Use your signature weapon to better the life of someone in need.
Wielder Bonds
Wielder Gear
Wielder Races
Dwarf
You may add the huge enhancement to your signature weapon, in
addition to its other powers.
Elf
In your hands, your signature weapon and all other weapons of the
same type are considered precise.
Halfling
You may add the alarm enhancement to your signature weapon, in
addition to its other powers.
Human
You may add the versatile enhancement to your signature weapon,
in addition to its other powers.
Indexes
Credits
Class Warfare uses material from prior works. All moves with
text that is not original to this book have the original author and
location listed next to them in the indexes.
Key
Index of Moves
Ask Me Anything 59
Astral Scryer 221
Automaton 249
Awakening Blood 84
Back-Up Plan (GH 124)79, 352
Backstab (DW 136) 339
Bag of Holding 416
Balance (DW 108) 439
Bamboozle (DW 85)
… 43, 368, 387
Banish Golem (GW 28) 249
Bardic Expert 43
Bardic Lore (DW 82) 42
Battle Plans 494
Battlefield Grace 485
Bazaar of Curios 94
Bend Bars, Lift Gates
(DW 112) 446
Berserker 447, 461
Better Mimic 230
Beyond Mimicry 229
The Bigger They Are
(GH 126) 429
Bind (PC 16) 244
Binding Field (PC 16) 246
Blacksmith (DW 116) 501
Blemished 102
Blessed 110
Blood and Tradition
(DHotD 26) 82
Blood Ill-Tempered 447
Blood Red 480
Bloodthirsty (DW 116) 481
Bloody Aegis (DW 122)
… 145, 408
(DW 144)
267
(DW 148) 242
Elf Psychopomp
171
Entrepreneur (GH 122) 77
Elf Sage
91
Escape Route (DW 141)
Elf Shadow
381
… 348, 380
Elf Sharpshooter
477
Ethereal Tether (DW 149) 222
Elf Siren
385
Ever Onward (DW 124)
Elf Slayer
482
… 117, 439, 498
Elf Soothsayer
283
Ever Thoughtful (IW 131) 360
Elf Spellsinger
287
Ever Watchful (IW 128) 359
Elf Telepath
291
… 89, 123, 154, 440
Elf Thief
393
Evil Eye (DW 116) 462
(DW 144)
295
Expanded Consciousness
Elf Venerator
181
(PC 8) 224
Elf Wayfarer
99
(DW 147) 265, 293
Elf Wielder
503
Exterminatus (DW 123) 452
Elf Wraithlander
103
Extremely Cautious
Emotional Manipulation
138
(DW 140) 392
Emotional Transference
137
Eye for Loot (GH 123)
Empathy
136
… 78, 351, 465
Empire
68
Eye for Technique 452
Empowered Magic
(DW 117) 261, 502
(DW 146)
265
Eye of the Storm
En Garde!
450
(IoFM 94) 128
Enchanted
241
Eyes of the Tiger
Fake 367
Returned (PC 24)
101
Familiar
420
Fuelled by Honour
149
Far Invasion
344
Gather Darkness
272
Far Read
290
Genius Savant
133
Far Speaking
289
Ghost Killer
141
Faraday’s Law (PC 17)
245
Ghost Seer
140
Fast Read
289
Ghost Talker
168
Fire Control
355
The Golden Path
281
Flexible Traditions 84
The Good Soldier
492
Mind 371
Grand Entrance
383
Following 379
Great Wyrm
290
Forceful Objection
261
(DW 148)
155, 266
Forebodings of Doom
280
Greater First Aid
Foreshadowing
159, 281
Greater Stigmata
175
Fount of Knowledge
Greed is Good (LotU
102) 397
(DW 146)
43, 88
Guild Thief
391
(IoFM 98)
128
Halfling Adventurer
(IoFM 100)
258
Halfling Arcane Ritualist 223
Halfling Arsenal
417
Halfling Warrior (DW 112
)
Halfling Avatar
115
Halfling Wielder
503
Halfling Bard
45
Hand of Monkey
149
Halfling Beastmaster
423
Hands Like a Vise
490
King 150
The Harder They Fall
(GH 127) 32, 429
Haruspex 114
Healing Chorus (DW 86) 286
Healing Song (DW 85) 285 Healthy Distrust
(Barbarian) 146, 440
Heart of Gold 387
Heart of Ice (IoFM 98) 128
Heaven’s Weaving 122
Heirloom (DW 115) 501
Heist (DW 141) 360, 392
Hellhound on Your Trail (GH 127) 34, 430
Helpful 59
Herculean Appetites (Barbarian) 464
Heroic Monster Slayer 408
Heroic Swashbuckler 337
Hide Like Iron 408
High Class 94
Highly Logical (DW 148) 222
Hired Help 94
Hobo Signs 97
Hold Court (PC 23) 68
Hold Person 258
Holy Protection (DW 123) 32
Holy Smite (DW 124) 35
Honourable Society 149
Honouring Traditions (DHotD 26) 84
Human Armiger
410
Human Magician
219
Human Arsenal
417
Human Martial Hero
151
Human Avatar
115
Human Mastermind
361
Human Beastmaster
423
Human Miracle Worker
Human Breaker
349
Human Poisoner
365
Human Captain
436
Human Prepared Caster
(DW 120)
441
Human Psychic Healer
271
Human Crusader
119
Human Psychopomp
171
Human Destroyer
449
Human Puppet Master
377
Human Devoted
125
Human Ranger (DW 128)
473
…
109
Human Sacred Lamb
177
Human Dominator
239
Human Sage
91
Human Duellist
455
Human Shadow
381
Human Elementalist
131
Human Siren
385
Human Embodiment
Human Slayer
482
(DW 90)
135
Human Spellsinger
Human Empath
139
(DW 82)
287
Human Enchanter
243
Human Standard Bearer
487
Human Exorcist
143
Human Summoner
235
Human Fence
353
Human Swindler
389
Human Flux
247
Human Telepath
291
(LotU 103)
399
Inquisitor 290
Human Venerator
181
Interrogator (DW 115)
Human War Leader
499
… 447, 489
Inventory 93
Invigorate (DW 93) 117
Invoking the Gods of Law440 Iron Will 145, 238, 376, 379
It Belongs in a Museum 391 I’ve Got a Bad Feeling
About This (IW 125) 358 Jaws Around Your Spine 238 Judge of
Character 439
Just Because You Feel It 253
Keeping Score 450
Khan of Khans (Barbarian)
… 465
Knack for Enchantments 241 Knack for Illusions 253
Land Surveyor (LotU 97) 51
Landed (PC 22) 66
Lay on Hands (DW 120) 116
Impervious Defender
Lead by Example
497
(DW 124)
Learned and Wise
133
Improved Weapon
Lieutenants
434
Light as a Feather(Initiate)149
Like a Ghost (PoG) 380
A Little Help From my Friends (DW 85)
… 43, 59, 485, 493
Local Contacts97
The Lock Undone 372
Logical (DW 147) 221
A Long and Rather
Singular History 64
A Long and Storied
History 64
The Long Climb (PoG)
… 336, 347
Long Road Home (PC 23) 68 Looting the Wizard’s
Tomb (LotU 102) 397
Loyal Crew 432
Lucky Charm (IW 75) 54
Lucky for You! 55
Lynx-Eyed, Like Burning Coals (LotU 92) 47
Mad Scientist 270
Magic Mark 352
Magic Spellbook (DW 144)
… 265
Magic Weapon 502
Magical Senses 281
Magical Sphere 277
Make This Go Away 95
Maker of Monster Suits 409
A Many-Headed Beast
(GH 124) 72
Mark of Might (Barbarian)
Mechanical Genius 52
Medium 33, 179
Mental Map (LotU 92) 47
Merciless (DW 115) 480
Metal Hurlant(DW 85) 285
Mind Invasion 343
Mind Sense 289
Mind Warrior 258
Mindmeld (PC 9) 137, 225, 289
Mining Engineer (LotU 97) 51
Monster Blood84
Monster Mash 229
More! Always More! (Barbarian) 46
Mortgages (GH 124) 64
Mother of Invention
(LotU 98) 50
Mouth Full of Ashes 23, 28 The Mouths of Babes 55
Multiclass Dabbler
(DW 86, 95, 116) 33
Multiclass Initiate
(DW 86, 117) 35
Murder in the Shadows 274
Musclebound (Barbarian) 488
My Best Friend (DW 131) 457
…
490, 498
My Love for You is Like a
Martial Oracle
160
Truck (Barbarian)
489
Martyr’s Shield
444
Mystical Puppet Strings
Martyr’s Touch
269
(DW 149)
238
Master of Illusions
254
The Next Best Things
253
Master of Puppets
376
Nine Lives
336
… 28, 443
Observant (DW 133)
471
Mechanical Aptitude 51
Obsession
466
Popular
384
Reaper (DW 94)
169
Reckless Summoner
(GW 29) 250
Recruiting for the Cause 496 Reign in Blood 481
Renovation (LotU 98) 52
Repel (PC 17) 246
Reputation (DW 86)
… 44, 98, 369, 384
Respected Duellist 453
Right Where I Want to Be425 Risky Magic 294
Ritual (DW 145) 220
Rope Tricks (LotU 94) 47
Sacrifice 172
Sacrificial Bounty 176
A Safe Place (DW 132) 470
Safecracker 347
A Safer Place (DW 133) 471
Samson (Barbarian) 447, 489
Savage Blade 371
The Scales of Life and
Death (DW 93) 168
Scavenger 415
Scout 493
Scrying Pool 221
Scrying Power 282
Secret Paths and Ways 97
Seeing Red (DW 115) 461
Self-Powered (DW 149) 222
Serenity (DW 93) 154
Serious Underdog
(DW 140) 341
Serpentine 337
Setup Strike (DW 123) 493
Shadow Master 275
Shadow Thief 274
A Shield Made of
Weapons 415
This is My Domain
(GH 125) 65
Thoughts Beyond (PC 9) 225 Thoughts Beyond Thought
… 226
Three Stooges 56
Through Death’s Eyes
(DW 117) 462
To Know the Unknowable
… 141
To Speak with the World Itself (IoFM 95) 130
Too Brave to Die 490
Tools of the Trade 346
Touching the Firmament (IoFM 95) 128
Tough Love 60
Trade Networks (GH 123)
… 78, 351
Transference 242
Trap Expert (DW 136) 390
Tremors (LotU 94) 47
Tricks of the Trade
(DW 136) 346, 390
Truth and Consequences
… 158, 282
Turn Undead (DW 91) 167
Twilight Blade (IW 103) 371
Tactical Commander
(IW 106)
372
Telekinesis 257
Unbowed, Unbent,
Unencumbered, Unharmed
We All Want Things
(Barbarian) 488
(GH 123)
78, 351
Unforgettable Face
Weakness Prophesied
159
(LotU 103)
397
Ward of Protection
(LotU 100)
395
Index of Specialties
Acrobat
334
Golemist
248
Arcane Ritualist
220
Good Samaritan
58
Armiger
407
Gorgon
460
Arsenal
412
Householder
63
Assassin
339
Illusionist
252
Avatar
110
Impervious
144
Awakened Mind
224
Insatiable
464
Bard
42
Landed Gentry
66
Beastmaster
418
Luminary
70
Blade Dancer
424
Martial Hero
148
Blue Mage
228
Mastermind
358
Body Thief
342
Merchant
76
Bounty Hunter
428
Mind-Mover
257
Breaker
346
Miracle Worker
152
Captain
432
Monstrous Heritage
82
Caver
46
Objectivist
260
Champion of Law
438
Oracle
158
Conjurer
232
Pilgrim
163
Crusader
116
Poisoner
362
Defender
443
Prepared Caster
264
Destroyer
446
Pretender
367
Devoted
120
Psi-Knife
370
Dominator
237
Psychic Healer
268
Duellist
450
Psychopomp
167
Elementalist
126
Puppet Master
374
Embodiment
132
Ranger
469
Empath
136
Sacred Lamb
172
Enchanter
240
Sage
87
Engineer
50
Shadow
379
Exorcist
140
Shadowmancer
272
Fence
350
Sharpshooter
474
Firestarter
354
Shield Arcanus
276
Flux
244
Shopkeeper
93
Fool
54
Siren
382
Soothsayer
280
Vancian Caster
292
Spellsinger
284
Venerator
178
Standard Bearer
484
Veteran
492
Strongarm
488
War Leader
496
Swindler
386
Wayfarer
96
Telepath
288
Wielder
500
Thief
390
Wraithlander
101
Tomb Robber
395
Index of Spells
Alter Colours
298
Control Weather
Alter Liquid
300
(DW 100)
209
Alter Thing
300
Cornucopia
203
Altered Beast
187
Corpse Whispers
191, 319
Analgesia
198
Cure Critical Wounds
Animal Summons
186
(DW 99)
199
Animate Dead (DW 98)
… 192, 320
Antipathy (DW 155) 307
Astral Projection
(AoDP 48) 317
Bless (DW 97) 188
Burning Hands 322
Cage (DW 153) 309
Casting Stones 200
Cause Fear (DW 97) 200, 305
Change Other 301
Change Self 301
Charm Animal 185
Charm Person (DW 151) 305
Circle of Protection 205
City in a Bottle (AoDP 49) 313 Cloudkill (DW 154) 325
Cold Snap 196
Commune with Nature 197
Conjure Beast 186
Consume Unlife (DW 101)
… 193, 320
303
Extinguish Small Fires
322
…
201, 313
Memory Reading
315
Find Corpse
319
Mending
210, 298
Fly
209, 316
Open Mind
315
The Fog
194, 308
Part the Seas
196
Form of Fire
323
Pass Without Trace
194
Four Arms
300
Past Thoughts
315
Gateway Runes
327
Perfect Summons (DW
155)
Ghost Sight
191
…
325
Gift of Spells
300
Perfume
208
Grass Eater
202
Plague (DW 101)
201
Gust of Wind
208
Plant Whispers
202
Hold Monster
307
Questing 213
Identify 302
Rainbow Bridge
209
Inquiry 212
Resurrection (DW 98)
192
Invigorate 198
Revelation (DW 99)
207
Lightning 208
Secret Runes
326
Starlight 209
Unseen Servant (DW 150)
324
Stonespeak 194
The Urge
314
Storm of Vengeance
Vestigia Nulla Retrorsum
316
Summon Monster
Ward Against Intruders
327
Summon Nature
Web
308
Elemental 203
The Wisdom of War
188
Sunbeam 208
Wood Bender
202
Teleport
317
Words of the Unspeaking