All characters in this game have the following Stats, each related to a different "scope" of action:
Scope: Intellectual pursuits, problem solving, puzzles, riddles, scanning for information, recalling facts, insight, reasoning, operating and building complex machines, playing practiced music, picking locks. High/Low: With a high Head Stat you can tackle intellectual puzzles with ease. But with a low Head Stat you may find yourself confounded easily or solutions to puzzles just outside your reach. |
Scope: Athletic pursuits, endurance, activities that require physical training, raw non-violent strength, moving quietly, pickpocketing. High/Low: With a high Hand Stat you are in complete control of your physical efforts. But with a low Hand Stat you may tire easily or loud, clanky obstacles might somehow always be in your way. |
Continued on next page.
Scope: Speaking with passion, understanding others, reading emotions, playing music improvisationally, creating expressive art, performing sleights of hand for an audience. High/Low: With a high Heart Stat you understand others' intentions easily and can act accordingly. But with a low Heart Stat others maybe just aren't as enthused about your interests as you are. |
Scope: Protecting yourself and loved ones, tending to illness and wounds, shopping, crafting, scavenging, camping, cooking, remaining calm, staying alert, coming prepared. High/Low: With a high Home Stat you can easily be depended upon in situations both mundane and dire. But with a low Home Stat your estimates of health and money matters might frequently be off or you seem to always misplace things. |
Continued on next page.
Scope: Nerve and willingness to inflict harm on others. High/Low: With a high Hurt Stat you can easily steel your resolve when the time calls for violent answers. But with a low Hurt Stat your caring for others' well-being seems to extend even to your enemies. |
Scope: Escaping danger, reacting by instinct, surges of adrenaline. High/Low: With a high Hurry Stat you find that your body moves easily to keep you safe from danger. But with a low Hurry Stat you might freeze up more often than you'd like. |
Scope: Unique specializations, skills, proficiencies, and hardships covered by your Backstory, as well as other aspects covered by the history of your people and not covered by your other Stats. High/Low: With a high History Stat you have achieved the specialization you set out to achieve. But with a low History Stat your specific worries and weaknesses seem to creep up more often. |
Your GM may add one of the following Stats to your game, depending on the game's setting and tone:
Scope: Use of wands, spells, potions, and other magical instruments, traps, lore, and knowledge. Setting: Magic or fantasy. |
Scope: Use of outlandish solutions, cartoonish items, and pun-based bends of reality. Setting: Cartoon. |
Scope: Locating clues, guessing the right solution to a puzzle, being in the right place at the right time. Setting: Film noir. |
Scope: Use of machines, robotics, and cybernetic implants. Setting: Cyberpunk. |
Scope: Directly investigating, interacting with, noticing inconsistencies in, and reshaping the simulation the characters exist within. Setting: Futuristic. |
Scope: Acquiring employees, minions, or quest companions, and effectively delegating tasks and operating a business. Setting: Absurd capitalist. |
Scope: Drawing from the magic of the season to bring people joy, operating devices from the North Pole, and interacting with reindeer, snowmen, yetis, and other such fantastical beasts. Setting: Winter wonderland. |
Scope: Performing music on stage, in a garage with your band, moving in sync with the beat. Setting: Battle of the bands. |
Scope: Drawing on the power of your symbiote to push beyond your normal capabilities. Effect: When you would fail a Check or lose a Contest while using this Stat, receive |
Scope: Shared narrative elements of the story setting that represent the town's obstacles, troubles, and adversities. Effect: This Stat cannot be only be a |
Scope: Dark narrative elements representing a character's fears, a curse they can't escape, or a malevolent force that haunts them. Effect: This Stat begins the game as a |
Scope: Shared narrative elements emerging from each session's obstacles and players' combined efforts against the challenges they've faced. Effect: This Stat is shared by all players at the table, and it cannot be upgraded by the normal means. Instead, it begins each session as a |
Scope: Dark narrative elements representing a character's descent into madness or confusion. Effect: This die begins the game as a |
Each of a character's Stats is represented by a Stat Die.
In general:
Notation | Stat Die |
---|---|
A ten-sided die. The largest die size in the game. | |
An eight-sided die. | |
A six-sided die. | |
A four-sided die. | |
Any of the above dice, treating any odd number as |
Also note:
The following pages describe starting Lifestyle and Ethic options. Lifestyle upgrade options are listed in the Session Shop chapter.
As you read the starting Lifestyle and Ethic options, begin to describe the life your character had growing up and their current outlook on the world.
Then, pick one Lifestyle and one Ethic to begin the game with. Lifestyles can be changed later in the Session Shop. Ethics can only be changed with GM discretion.
Once you've chosen your starter Lifestyle and Ethic, two of your Stats will begin the game an additional die size larger, according to your starting Lifestyle and Ethic. Consult the Lifestyle/Ethic Starting Stats table below to know which Stats to increase.
Vice & Virtue | Fate & Knowledge | Cunning & Capability | |
---|---|---|---|
Carefree | Heart and Hurry | Head and Hurt | Hand and Home |
Eager | Hand and Hurt | Heart and Home | Head and Hurry |
Wisened | Head and Home | Hand and Hurry | Heart and Hurt |
Description: Your character lives a relatively carefree life, perhaps because of your naivete, wealthy upbringing, optimistic demeanor, or (in a darker setting) a nihilistic worldview. |
Description: Your character is eager for more out of life, perhaps because of a rebellious phase, a yearning to accomplish your dreams, a person you want to impress, or a mission or faith you believe strongly in. |
Description: Maybe life has not been easy on your character, but if so you've come out wiser and tougher. Perhaps you've been shaped by unfortunate events, you've dedicated yourself to your work, or (in some settings) you could take advantage of others easily because you understand how people work. |
Description: Deep down, you may believe that there is good in the world and that no matter how terrible the world gets, the people who are good will win in the end. You may also believe that people who live with virtue are able to live in harmony together, while excess vice manifests itself as a clear and knowable "darkness." |
Description: What drives your actions may be a firm belief that your personal traits dictate your destiny, not whether you are "good," and that personal traits can never really be changed. You may also believe that your destiny can be altered to your liking by making the right deal, adhering to the right discipline, or acquiring the right knowledge—ends justify the means after all. |
Description: At the end of the day, you may believe that the only person you can really trust is yourself. You may also believe that the world is unfair, "good" and "fate" are made up ideas, and you'd do whatever it takes to just get by. |
As you begin to imagine the world and genre of your campaign, consider what it means to be "Carefree," "Eager," or "Wisened" in your setting. Doing so requires making assumptions about the Ethic of the world itself!
Vice & Virtue settings are well equipped for high fantasy, utopian sci-fi, shonen, optimistic post-apocalyptic worlds, mythological, magical realism, allegorical fables, urban fantasy, and children's stories. This is likely the most familiar genre for your players, especially for good vs. evil stories. The Blossomed, Driven, and Steadfast upgrade options are the most "default" in such settings.
Fate & Knowledge settings are well equipped for dark fantasy, gothic fiction, mystical post-apocalypse, psy-fi, cosmic horror, occult fiction, dystopian fiction, and supernatural horror. This genre resists feeling familiar, as it often subverts familiarity in order to invoke unsettling feelings. The Prodigious, Chosen, and Warry upgrade options are the most "default" in such settings.
Cunning & Capability settings are well equipped for cyberpunk, steam punk, hard sci-fi, spy fiction, heist fiction, josei, surveillance-state fiction, noir, and antihero/villain stories. This genre is likely familiar, and fits stories well that have high stakes without necessarily a clear good vs. evil component. The Crafty, Wired, and Compelling upgrade options are the most "default" in such settings.
Begin to describe your character's story before, coming into, and outside of the game's main story. Answer the following prompts or others given to you by your GM.
These background details will help you and your GM build the story and set your Backstory, which is used by your History Stat and Aptitudes (described lated in this chapter).
For now:
And as you play, keep notes! These can help you reflect on you and your group's shared "Group History," as well as your character's relationship to the Group History. Maybe not everyone in the party is enthused about the items the party stole last time!
Such reflection can help you shape the course of your Backstory and your character's development over the duration of the story, make important character choices during your sessions, and inspire you and your GM for ideas for future scenes and sessions.
Each character has a Backstory, a list or description of narrative elements from their background that help define the scope of their History Stat, connect them to other characters and events in the story, and set the stage for their Aptitudes and Specializations.
What makes up a Backstory is determined by the players and the GM working together to craft the seeds for a good story. However, in general:
If your game's setting allows you to play non-human characters, there are generally two approaches for how to represent it.
The choice depends on the variety of non-human backgrounds among players:
The following pages describe rules for Aptitudes and Specializations. You won't begin the game with Specializations, but you will begin the game with a number of Aptitudes drawn from your Backstory.
To help you select your starting Aptitudes, begin to imagine the kind of character taking shape in your mind. Have you seen characters like them before in movies, TV shows, books, or video games? Try to envision the people from your favorite fictional stories that your character takes after.
Then with that in mind select two areas from your Backstory to begin the game "apt" in. For example: Tying Knots (for a scout), Swordfighting (for a knight), Breathing Fire (for a dragonborn), Reading Legal Documents (for the child of a politician), Acting (for a theater kid), Manipulating Technology (for a hacker), Stunt Driving (for a stunt performer), Friendly Interactions with the Empire (for someone raised in the empire), Unfriendly Interactions with the Rebels (for someone raised in the empire).
If you begin the game with a Stat Die of size
You may also become apt in additional areas or further specialize your apt areas in the Session Shop later. Specalizations will grant you customized effects.
Characters in this game may have a number of unique effects based on their Aptitudes and Specializations, described below. The Session Shop chapter lists sample Specializations, which refer to rules described in the Playing the Game chapter. However, for now you should know:
Example Specialization:
Finally, describe your character's appearance and list three or four items your character always carries, within reason. These will be the items you begin the game with.
You'll track a list of items that you typically carry with you, and other items you may have can be determined in the moment: Over the course of the story, you may perform Checks to find new items, create new items, purchase and sell items, and even see if you already have items that could be narratively reasonable for you to have.
And while most items are narrative, some higher quality items you acquire along the way may provide aid or effects similar to some Specializations.
If you don't begin the game with a Stat Die of size
Most situations in this game can be resolved by performing a Check or a Contest (described later in this chapter).
To perform a Check:
Difficulty | Target |
---|---|
Easy | |
Medium | |
Hard | |
Severe | |
Trial |
Also note:
If your setting has "magic" or other supernatural, reality-bending player capabilities, the way you set targets for these Checks depends on the nature of "magic" in your setting.
We recommend providing your players a table that describes your "magic" targets for them:
Some effects cost "Blessing Dice" to activate.
In general:
Notation | Blessing Dice |
---|---|
⑥ | A Blessing Die worth |
② | A Blessing Die worth |
① | A Blessing Die worth |
②② | Two Blessing Dice each worth |
①① | Two Blessing Dice each worth |
① |
Four Blessing Dice each worth |
⊜⊜ | Two Blessing Dice of the same worth. |
Opportunity | Description |
---|---|
Milestones | Gain a number of Blessings for completing important story milestones. |
Creativity | Gain a Blessing Die for good role play and creative solutions. |
High Roll | Gain a Blessing Die the first time each session you succeed a Check with a Medium or higher target or win a Contest with a Medium or higher outcome size. Each other player whose character witnessed or heard about that high roll also gains a Blessing. |
Some effects list a recharge Blessing cost. Once activated, these effects cannot be activated again until they have been recharged by paying that cost.
Characters may spend their Blessings to attempt to Help one another complete Checks and Contests.
To provide Help:
While you and your allies may spend Blessings to attempt to Help one another, in certain situations your effects, items, environment, careful planning, or so on can provide you situational aid of a different sort—for free!
Also note:
A pair of balanced Stats and can be "Sparked" together, representing hints of magic, ability to achieve amazing feats, surprising wins, and so on. Sparks are what allow characters to perform far beyond what is normally possible by the laws of nature, limited only by their imagination—and ability to control powerful and strange forces!
In general, Spark rolls work by grouping Stat Dice and rolling them, increasing the odds of bumping. To perform a Spark roll:
Alternatively, you can upgrade an existing roll into a Spark roll:
The second approach rolls lower on average, but doesn't require you to commit to the cost up front.
Lifestyle upgrade options overcharge one or two of a character's Stats, which provides situational aid.
You may perform a Home Check to see if you already came prepared with just the item you need.
The target needed for such Checks is up to GM discretion. However, in general:
Performing Home Checks to shop, trade, or so on is similar to performing Home Checks to see if you already came prepared with an item.
In general for shopping:
Crafting new items from your surroundings, tools, and supplies is a long action. This is because crafting usually requires a number of tasks that span the scope of multiple Stats:
For example:
In general:
Item quality | Typical difficulty | Description |
---|---|---|
Mundane | Easy or Medium | Narrative function only |
High-Quality Mundane | Medium or Hard | Provides a "receive |
Powered | Severe | Provides a "receive |
You and your fellow players may propose plans that could direct how you set out on a series of scenes, sessions, or whole campaign. When you do, the GM may ask for a set of rolls similar to a group long action.
Some situations require characters to have luck or karma on their side beyond mere skill or to have "made" their own luck by coming prepared, such as deactivating a complex trap, finding a hiding spot during pitched combat, or passing through a ghostly portal.
To perform a Luck Check:
Cost | Description |
---|---|
④ | Lucky |
⑤ | Luckier |
⑥ or ⊜⊜ | Luckiest |
Contests are similar to Checks, but performed against another character. There are two types of Contests: violent and non-violent.
To perform a Contest:
Attacker Rolls | Defender Roll Options |
---|---|
Hurt |
|
Hurry |
|
History |
|
Anything else |
|
Outcome size | Roll this much more than your opponent |
---|---|
Very Minor | |
Minor | |
Medium | |
Major | |
Very Major | |
Maximum |
Outcome size | Contest effect |
---|---|
Very Minor or Minor | Attacker gets what they want, with complications, and the advantage is momentary. |
Medium | Attacker gets what they want, without complications, and the advantage lasts several rolls or shifts the narrative of the scene. |
Major or Very Major | Attacker gets what they want, shifting the narrative arc of the session or several sessions. The ramifications of negative effects may be serious though not life-threathening. |
Maximum | Attacker has likely gone too far for what they intended. Negative effects are serious, possibly needing immediate attention or miracle, shifting the narrative arc of several sessions or the campaign. |
Also note:
Sometimes characters want to complete actions together as a group. There are two general approaches:
Rolls made | Roll used |
---|---|
Highest | |
Second highest | |
Second highest | |
Third highest | |
Third highest | |
Fourth highest |
Also note:
Sometimes a character's Attack is itself a complex action normally requiring a Check, such as striking a foe while also jumping over a wide chasm.
Sometimes Attacks are made that are Defended against at a later time, such as setting traps or sending letters.
Such delayed Attacks are performed as Contests as usual with the following adjustments:
Also note:
A long action is any action that is multi-step, spans a longer period of time than most other actions, and involves the scope of multiple Stats. For example, formulating a plan for a heist, engaging in political intrigue, piloting a crewed vessel, or running a business.
There are two approaches the GM may take to resolve long actions:
Some Contests are fast and chaotic, with both sides rapidly changing their plans and the Stats that would be involved—yet without amounting to the level of tension covered by Eneavors described later in this chapter. For example, quick bouts, fisticuffs, cartoonish outbreaks of "violence," and short and dramatic card games.
To perform a scrambling Contest:
Also note:
Sometimes, the player characters will need to race to be the first to reach some destination, to be the first to acheive some action, to escape without being caught, to advance an objective before time runs out, or so on! Many such scenes where the tension is drawn out can be run as Endeavors.
There are several different types of Endeavors depending on the scenario. However, all Endeavors build on these same general rules:
Continued on next page.
Special Action
label. Special actions cannot be used during the round. Instead, at the end of the round after all normal actions are complete, whoever has the highest number of Blessings chooses a special action to perform, with the GM resolving ties.Also note:
Some campaigns or sessions may involve the player characters and their allies facing off against Monstrosities, like zombies, robots, or the manifestation of someone's fear!
Action | Description |
---|---|
Group Up | Cost: ①. Effect: Ignore your position roll. Choose an ally who has not acted this round. You form a group with them. Until the end of the round, you move with them and may provide them Help. |
Perform a Check | Cost: ①. Effect: Use your position roll to perform a Check to advance your team's objectives. Move up by half your position roll, rounded down. |
Perform an Attack | Cost: ①①. Effect: Use your position roll to Attack an opponent. If they lose this Contest, they move down by the amount they lost by. |
Enter Melee | Cost: ①. Effect: Move from ranged to melee. You may then perform another action. |
Fall Back | Cost: ⓍⓍ. Effect: Move from melee to ranged. You may then perform another action. Others cannot get near you unless they pay ⓍⓍ. |
Retreat | Cost: ①①①. Effect: Move from ranged to retreat. In you remain in retreat until the end of the next round, you may flee the Endeavor. |
Interfere | Cost: ① |
Perform a Combo | Special Action Move up by your position roll. Then you and your allies may move down any total amount. Choose opponents to move down by that same total amount. |
TODO here
Action | Description |
---|---|
Perform an Attack | Use your position roll to Attack an opponent who has not acted this round. They roll a new value and Defend with it. If they lose this Contest, they move down by the amount they lost by. Then if they are at position |
Get in Position | Gain a number of temporary Blessings equal to half your position roll, rounded down. Then, if applicable for the Endeavor, use these to perform a Luck Check to change tracks. Any remaining temporary Blessings disappear at the end of next round. |
Group Up | Ignore your position roll. Choose an ally who has not acted this round. You form a group with them. Until the end of the round, you move with them and may provide them Help. |
Inflict Wounds | Special Action Choose an opponent, then any number of additional opponents with a position roll less than your Capture Roll. They each gain a wound button at the first position above them without one already, then any with three or more wounds are "taken down" and may not act the rest of the Endeavor. |
Button | Description |
---|---|
Recovery | Type: Personal. Activation: Activate this button when you move over it. Effect: End your movement, remove this button, and return to your starting position. |
Revenge | Type: Personal. Activation: Activate this button when you move over it. Effect: End your movement, remove this button, and immediately use Perform an Attack against an opponent who caused you to move down this round, even if you or the opponent have already acted this round. |
Defeat | Type: Personal. Activation: Activate this button when you move over it. Effect: End your movement, remove this button, and you are removed from the Endeavor. |
Wound | Type: Personal. Activation: Activate this button when you move over it while moving up. Effect: Decrease your remaining movement by |
Difficulty | HD | SP | CR | B | XP |
---|---|---|---|---|---|
Trivial | |||||
Easy | |||||
Medium | |||||
Hard | |||||
Severe | |||||
Trial |
Ability | Description |
---|---|
Resistance | Minimum Difficulty: Easy. Effect: When you would lose a Contest against the type of effect you have resistance against, receive |
Horde | Minimum Difficulty: Medium. Effect: Each time you roll, if your position is at least half your starting position rounded down, roll an additional time and take the highest value. |
Propel | Minimum Difficulty: Medium. Effect: The first time you roll each round, you may exchange your roll value with one of your allies, but without changing your Stats in use. |
Revenge | Minimum Difficulty: Medium. Effect: You begin the Endeavor with a Revenge button at |
Ability | Description |
---|---|
Drain | Minimum Difficulty: Hard. Effect: If you rolled Head or Home, you may use your position roll to use Perform an Attack. If you win the Contest, move up by half the amount you won the Contest by, rounded down, up to a maximum of your starting position. |
Shield | Minimum Difficulty: Hard. Effect: You gain the special action: Special Action If you rolled Head or Home, your allies gain Resistance for a number of turns equal to half your position roll rounded down. |
Fervor | Minimum Difficulty: Severe. Effect: You gain the special action: Special Action If you rolled Heart or Hurt, your allies each gain a Revenge button at |
Immunity | Minimum Difficulty: Severe. Effect: When you would lose a Contest against the type of effect you have immunity against, you succeed by |
Unrelenting | Minimum Difficulty: Trial. Effect: At the end of each round, for each time you've activated a recovery button, you may use Perform an Attack against any opponent even if you or the opponent have already acted this round. |
Some events challenge your resolve, throw you off your game, cause you great embarrassment, or so on, beyond mere injury. When these happen, you may become Disarmed, Surprised, Uncool, or any of the other Conditions described in the Condition Effects table below.
In general however:
Condition | Description |
---|---|
Ache | Effect: Rolls you make with the affected Stat cannot bump. Duration: Until next scene. |
Cursed | Effect: Your Blessings are each worth |
Disarmed | Effect: When you win with a violent Attack, reduce the outcome size one rank. Duration: Until treated. |
Famous | Effect: You may exert your fame over those less famous, gaining a |
Taxed | Effect: You cannot Spark. Duration: Until treated. |
Surprised | Effect: Your rolls cannot bump, Spark, or use an unconventional Stat. Duration: Until next roll. |
Uncool | Effect: Your rolls are made with a |
Vulnerable | Effect: When another character sees you roll the affected Stat, they may have you perform the roll again and use the new value. Duration: Until treated. |
At the end of each session, you receive one free Stat Upgrade for your character. This may then grant you additional upgrades from the other options described below.
Stat Upgrade One Free |
---|
Effect: Upgrade a single Stat's die one size. |
Limits: You may have at most two Stat Dice of size |
Purchase More: You may receive an additional Stat Upgrade by spending ①①① or by downgrading one of your Stat Dice from a |
Other Upgrades: When you upgrade a Stat Die to a d6 , d8 , or d10 tag, respectively. |
High-Quality Upgrade d6 |
---|
Effect: One of your mundane items becomes higher quality. It now provides a "receive |
Backstory Upgrade d6 |
---|
Effect: Make up to two changes or additions to your Backstory. |
Aptitude Upgrade d8 |
---|
Effect: Become apt in a new area, based on the events of the story so far or how you would like to see your character grow. |
Specialization Upgrade d8 |
---|
Effect: Specialize in an area you're already apt in, based on the events of the story so far or how you would like to see your character grow. Select a Specialization option and explain to the GM how it relates to the Aptitude you are specializing. Then you gain that Specialization's effect or an adjusted version of it, at GM discretion. |
Powered Upgrade d10 |
---|
Effect: One of your high-quality items becomes powered. It now provides a "receive |
Carefree Upgrade d10 |
---|
Effect: If your Lifestyle is Carefree, change your Lifestyle to Blossomed, Prodigious, or Crafty. |
Eager Upgrade d10 |
---|
Effect: If your Lifestyle is Eager, change your Lifestyle to Driven, Chosen, or Wired. |
Wisened Upgrade d10 |
---|
Effect: If your Lifestyle is Wisened, change your Lifestyle to Steadfast, Warry, or Compelling. |
Lost Upgrade d10 |
---|
Effect: Regardless of your current Lifestyle, change your Lifestyle to Lost. Then, at the end of a later session, you may change your Lifestyle to any other option for free. |
Description: Your carefree nature has kept you safe from harm and surrounded by friends. When you Spark, it might take on a free and connected aspect. Effect: Overcharge your Heart and Hurry Stats, as though you were aided by the love and connectedness you feel for those around you. |
Description: Your studies have come effortlessly to you, and secrets almost seem to just reveal themselves to you. When you Spark, it might take on a sorcerous or uninhibited aspect. Effect: Overcharge your Head and Hurt Stats, as though you were aided by a raw innate power. |
Description: You can envision amazing designs and, it seems, to bring them to life. When you Spark, it might take on an autonomous or lucky aspect. Effect: Overcharge your Hand and Home Stats, as though you were aided by your own sudden creativity. |
Description: Your eager drive has found purchase in a great mission or calling. When you Spark, it might take on an incorrigible or resolute aspect. Effect: Overcharge your Hand and Hurt Stats, as though you were aided by your own faith in your mission. |
Description: You draw inspiration from the community around you, setting out on your journeys blessed, favored, or even cursed. When you Spark, it might take on a divine or noble aspect. Effect: Overcharge your Heart and Home Stats, as though you were aided by the will of the people whose lives you've touched. |
Description: Your mind is quick and analytical, and you can see solutions to problems that are unimaginably complex. When you Spark, it might take on a calculating or duplicative aspect. Effect: Overcharge your Head and Hurry Stats, as though you were aided by your own mind palace. |
Description: Your wise steadiness and alertness have made you adept at warding off harm and protecting your loved ones. When you Spark, it might take on a firm or dispelling aspect. Effect: Overcharge your Head and Home Stats, as though you were aided by your care for others. |
Description: You are one with the natural and supernatural worlds around you, and you have a keen sense of danger and safety. When you Spark, it might take on an astral or prophetic aspect. Effect: Overcharge your Hand and Hurry Stats, as though you were aided by knowledge only you could know in that moment. |
Description: You seem able to spin any loss into a win—or vice versa—, and you are a sly, tactical force to be reckoned with. When you Spark, it might take on an illusory or vicious aspect. Effect: Overcharge your Heart and Hurt Stats, as though you were aided by your own ambition. |
Description: You feel a disconnect from your own past or former sense of self, perhaps because of an exile from your home, an erased memory, or a period of transition or deep self-reflection. When you Spark, it might take on an erratic or liminal aspect. Effect: Overcharge your History Stat, as though you were aided by your quest for self-discovery. |
Ambidextrous Specialization |
---|
Effect: You may receive aid from two items for the same roll. |
Analytical Specialization |
---|
Effect: Twice per session, you may provide Help by rolling four |
Ascendant Specialization |
---|
Effect: You may perform a non-violent Spark roll using |
Calm Specialization |
---|
Effect: Once per session, when you are in a safe place, you may perform a Check using Head, Home, or an unconventional Stat balanced with them. Then up to once before the end of the session, you may use the value of that roll instead of rolling for another Check or non-violent Contest. |
Charitable Specialization |
---|
Effect: When you visit a place of religious, spiritual, or community importance, you may spend any number of Blessings as a donation or act of service to the place. The more spent this way, the greater a possible later boon may be, determined by the GM. |
Commanding Specialization |
---|
Effect: During Endeavors, you gain the action: Ignore your position roll. Choose an ally who has not acted yet to roll a new value. They may choose a new Stat for this roll. Recharge: ④. |
Delegated Specialization |
---|
Effect: During a Clash Endeavor, your summons may perform Spark rolls by working together in pairs, using one Stat from each, so long as the chosen Stats are balanced and you pay the Blessing cost. |
Determined Specialization |
---|
Effect: Once per action, you may ignore the negative effects of your injuries and conditions. Recharge: ③. |
Divining Specialization |
---|
Effect: When you succeed a Check to decrypt an encoded or cryptic message, you gain more information than usual. |
Dominating Specialization |
---|
Effect: In a Monstrous Endeavor, when an opponent activates a recovery or revenge button as a result of your Attack, after resolving that button it continues moving however much movement would have been prevented. |
Excessive Specialization |
---|
Effect: Once per session, you may destroy an object in your possession. Until the end of the scene, you adopt the properties of the object, the properties of a concept associated with the object, or push the item to its breaking point. |
Expert Specialization |
---|
Effect: Each time you bump your dice while using a |
Focused Specialization |
---|
Effect: Your rolls using a |
Friendly Specialization |
---|
Effect: You gain access to a creature companion, mechanical companion, or similar companion of your choice appropriate to the setting and within reason. When you would fail a Check or lose a Contest while working with your companion, receive |
Harmonious Specialization |
---|
Effect: You may perform a Spark roll using one of your Stats and one of the Stats of another willing character in the scene, so long as the chosen Stats are balanced and the Blessing cost is paid between the two characters. Doing so is considered acting as a group. |
Helpful Specialization |
---|
Effect: Blessings you spend to Help another character are worth |
Honorable Specialization |
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Effect: While protecting your honor or loved ones, you may Attack violently using Hand, Heart, or an unconventional Stat balanced with them, assuming a valiant stance as you do. If you are Attacked while in this stance before your next chance to act, you may Defend using the same Stat you Attacked with. Recharge: ③ |
Hostile Specialization |
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Effect: During a Contest against another individual, before either character rolls, you may spend ⊜⊜ to act synchronously with your opponent. If you do, the two of you perform your rolls at the same time. When either of you would bump, you both bump. You both still maintain your own separate roll totals. This effect may not be used at the start of an Endeavor round or doing scrambling Contest rules. |
Imposing Specialization |
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Effect: The first roll you make during an Endeavor, roll an additional time and take the highest result. |
Insured Specialization |
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Effect: A character may automatically succeed a Check to tend to your wounds, even after they've rolled. Recharge: ①. When this effect is recharged, increase the cost to recharge it by ①①. |
Mischievous Specialization |
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Effect: When another character succeeds a Check or wins a Contest, you may distract them using an item in your possession, modifying that character's result by |
Perceptive Specialization |
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Effect: Once per Discovery Endeavor, when a lay of the land is given, you may choose a type of glimmer button. More of that type will be added to the track than usual. |
Popular Specialization |
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Effect: Once per session, you may end, begin, or modify one rumor. It will spread quickly, within reason, but others are not guaranteed to believe it. |
Protective Specialization |
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Effect: When another nearby character would Defend against a violent Attack, before they roll, you may become the Defender in that Contest instead. Recharge: ③. |
Resolved Specialization |
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Effect: When you lose against an Attack, you may reduce the outcome size one rank and gain a Blessing. Recharge: ④. |
Roguish Specialization |
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Effect: Once per Stealth Endeavor, when you would be made you may instead increase the alertness of the Endeavor. |
Roughshod Specialization |
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Effect: When you perform a special action in a Race Endeavor, you may create a terrain button anywhere along your movement. Then remove that terrain button once a character begins their movement on the same space as it. |
Rousing Specialization |
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Effect: Once per session, when your Blessings have a total combined worth of at least |
Self-Accepted Specialization |
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Effect: When you succeed Checks or win non-violent Contests in social situations while you are Uncool and using unconventional Stats, you receive greater benefits than normal. |
Shameless Specialization |
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Effect: Once per session, when your Blessings have a total combined worth of at least |
Shrouded Specialization |
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Effect: You may call upon a higher power, criminal underground, book of forbidden knowledge, or so on to gain access to secret information or an answer to a question. This information may come with consequences. Recharge: ④. |
Spiked Specialization |
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Effect: When you lose against a violent Attack at a close distance, you may have your Attackers receive a less severe version of the same injury you received from losing the Contest. Recharge: ③. |
Sure-footed Specialization |
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Effect: Blessings you spend during Endeavors to change tracks are worth |
Thrifted Specialization |
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Effect: Blessings you spend to Help yourself while attempting to purchase goods or services are worth |
Vibe Specialization |
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Effect: You may adjust the "vibe" or "music" of a situation subtly. Others can't pinpoint what changed, but the mood shifts to suit your intent. Recharge: ④. |
Witty Specialization |
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Effect: When you lose against a non-violent Attack that was related enough to your Backstory or Aptitudes, you may have the Attacker receive a less severe version of the same effect you received from losing the Contest. Recharge: ③. |
🧠 | ✌️ | 💕 | ☕️ |
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👿 | ⚠️ | ⏳ | |
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Backstory |
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Apts & Specs |
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Items |
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Notes |
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