Humanity, Blessed

A tabletop roleplaying game

CC BY:NC:ND Version

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snotskie.

This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/

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snotskie.com

DOI: 10.5281/zenodo.14673714

Cover typography: Bebas Neue, by Ryoichi Tsunekawa

Tiny bit of humanity,
Blessed with your mother's face,
And cursed with your father's mind.

—James Weldon Johnson, A Poet to His Baby Son

Contents

Introduction

About

Humanity, Blessed is a rules-light, semi-crunchy TTRPG system inspired by our favorite games, books, and TV. Humanity, Blessed is designed to tell stories about what it means to be human, doing goofy, cool, fantastic little human things; to provide fun, structured challenges; and to use narrative and tactile cues instead of complex sheets and board states.

This book uses color coded pages:

Rules
Character Creation
Character Options
GM Guide

Making Your First Character

Character Sheets

All characters in this game have a character sheet, which tracks:

  • Your identifying information, like your name, age, and pronouns
  • The Stat Dice you'll use for each of the Stats your GM has chosen for the campaign
  • A description of your Backstory, including your current Lifestyle and Ethic
  • A list of Aptitude areas related to your Backstory
  • A list of Specializations that grant additional effects to your Aptitudes
  • And other descriptive information, like your items and appearance

You can find a blank Character Sheet form at the end of this book.

Step One · Choose Highest Stat

The following pages describe the Stats used in Humanity, Blessed, known collectively as the H's of Humanity. Your GM may add an additional Stat as well.

Your first task is to decide which Stat your character is best at.

As you do, begin to think about the story your character takes on in your mind. Why are they good at this and not at that? Why is one important to them and not the other? What are they trying to improve? What do they like getting help from others on?

When you begin the game, most of your Stats are equal, using a for their Checks. However, the Stat you chose as your highest Stat begins the game one die size larger. In Step Two of character creation your Lifestyle and Ethic will also increase your starting Stat Dice.

All your Stat Dice may be upgraded later in the Session Shop.

Stats

All characters in this game have the following Stats, each related to a different "scope" of action:

🧠 Head Stat
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.
✌️ Hand Stat
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.

💕 Heart Stat
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.
☕ Home Stat
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.

👿 Hurt Stat
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.
⚠️ Hurry Stat
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.
⏳ History Stat
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.

Optional Stats

Your GM may add one of the following Stats to your game, depending on the game's setting and tone:

🪶 Hex Stat
Scope: Use of wands, spells, potions, and other magical instruments, traps, lore, and knowledge. Setting: Magic or fantasy.
🥕 Ham Stat
Scope: Use of outlandish solutions, cartoonish items, and pun-based bends of reality. Setting: Cartoon.
🔎 Hunch Stat
Scope: Locating clues, guessing the right solution to a puzzle, being in the right place at the right time. Setting: Film noir.
🦾 Hardware Stat
Scope: Use of machines, robotics, and cybernetic implants. Setting: Cyberpunk.
👾 Hologram Stat
Scope: Directly investigating, interacting with, noticing inconsistencies in, and reshaping the simulation the characters exist within. Setting: Futuristic.
💰 Hireling Stat
Scope: Acquiring employees, minions, or quest companions, and effectively delegating tasks and operating a business. Setting: Absurd capitalist.
🎁 Holly Jolly Stat
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.
🎧 Headline Stat
Scope: Performing music on stage, in a garage with your band, moving in sync with the beat. Setting: Battle of the bands.
🦠 Host Stat
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 in aid. There may be consequences. Setting: Alien paranormal suspense.
💀 Hardship Stat
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 . Setting: Suspense horror.
👻 Haunted Stat
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 , and can only be decreased in the same way other Stats are normally increased, down to a minimum of a . Players do not choose to use this Stat. Instead, whenever the thing that haunts them is present (whether the character is aware of its presence or not), after the character has performed a roll, they then roll their Haunted Stat and subtract its value from the original roll's result. Setting: Poe style.
🌳 Hardy Stat
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 . When a player fails a Check or loses a Contest against a non-player character, this Stat upgrades to the next die size, to a maximum of a . Any player may choose to use the Hardy Stat Die instead of one of their other Stat Dice for any roll; when they do, this Stat returns to a . Setting: Coming of age.
⚫ Haze Stat
Scope: Dark narrative elements representing a character's descent into madness or confusion. Effect: This die begins the game as a and only changes when the character fails certain Checks or loses certain Contests against the ever-present darkness, at which point it increases by one die size. When another character makes an action against this character, that other character may choose to use this character's Haze Stat Die instead of their own usual die for the roll. Setting: Psychological horror.

Stat Dice

Each of a character's Stats is represented by a Stat Die.

In general:

  • Die Sizes: A Stat Die can be one of five sizes, ranging from to , as described in the Stat Dice Notation table below.
  • Stat Dice "Bump": Stat Dice in this game "bump." This means that when you roll a on a Stat Die, roll it again and add the new result to the previous result. As long as you continue to roll a on the die, you continue to roll again and add this way.
  • Skill and Determination: Success and victory without bumping represents natural or trained ability, while doing so with bumping represents a character's extra determination or focus on the action.
  • Balanced Stats: When two Stats use the same size Stat Die, they are "balanced."
  • Unconventional Stats: Whenever an effect has you use a Stat, you may instead use any other Stat you have balanced with it, referred to as using an "unconventional Stat."
  • History Stat: You may always choose to use your History Stat in place of another Stat when the action or effect is related enough to your Backstory or Aptitudes (described later in this chapter).
  • Sparking: You may "Spark" two balanced Stats together to create a more powerful effect (described in the Playing the Game chapter).

Stat Dice Notation

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 and any even number as . The smallest die size in the game.

Also note:

  • Bumping Dice Groups: Some effects will ask you to roll a group of dice, denoted such as . When rolling a group of dice, if you roll a on either die, then you roll all dice in the group again and add to the previous result. And as long as you continue to roll a on either die, you continue to roll the group again and add this way.
  • Explicit Dice Grouping Only: Note, is different from . Only when an effect explicitly groups dice together are they considered a group for bumping. For example, both dice of the group are rerolled when either rolls a . However, the dice of the are considered separate groups, so rolling a on one of the dice only affects that one die.

Step Two · Choose Lifestyle and Ethic

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.

Lifestyle/Ethic Starting Stats

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

Lifestyles

🍀 Carefree Lifestyle
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.
🔥 Eager Lifestyle
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.
🧘‍♀️ Wisened Lifestyle
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.

Ethics

⚔️ Vice & Virtue Ethic
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."
🌒 Fate & Knowledge Ethic
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.
⚙️ Cunning & Capability Ethic
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.

GM Guide · Campaign Ethic

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.

Step Three · Describe Backstory

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:

  • Describe who your character looks up to, whose work they strive to emulate, who taught them everything they know, or so on. What would it look like to make their Hero happy? upset? What is their connection to their Hero, and what is their Hero up to in the world now?
  • List three specific skills that your character has proven their ability in, such as through schooling, study, training, specialization within their team, or so on.
  • List three specific people or groups that your character regularly interacts with or have connections to, whether "good" or "bad" connections
  • Describe where your character could be found on an average Tuesday afternoon before the action of the story gets underway.
  • If your game's setting has non-human characters and your character is one of them, work with your GM to determine how your non-human background affects your Backstory or the scope of your Stats.

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.

Backstory

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:

  • Unique: Your Backstory should define unique skills, connections, events, traits, and other narrative elements that your character brings to the story.
  • Variety: Your Backstory should have enough variety that not all or most of your Backstory would already be covered by a single Stat.
  • History Stat: You may always choose to use your History Stat in place of another Stat when the action or effect is related enough to your Backstory or Aptitudes (described later in this chapter).

Non-Human Characters

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:

  • High Variety: If each player character has a different non-human background, then the simplest option is to use each character's Backstory to cover one or two simple actions, within reason, that characters of their background could perform unaided that humans couldn't.
  • Low Variety: If the player characters come from just a few non-human backgrounds, the GM may expand the scope of two or three Stats to cover one or two simple actions each, within reason, that characters of their non-human backgrounds could perform unaided that humans couldn't.

Step Four · Choose Aptitudes

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 , select a third area to begin the game apt in as well.

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.

Aptitudes and Specializations

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:

  • Aptitudes: Your Aptitudes are the important and often unique narrative areas you are "apt" in.
  • Aptitude Effect: When you would fail a Check or lose a Contest related enough to your Aptitudes, receive in aid.
  • History Stat: You may always choose to use your History Stat in place of another Stat when the action or effect is related enough to your Backstory or Aptitudes.
  • Specializations: Your Specializations are the Aptitudes you have "specialized," which grant you unique effects depending on the nature of the specialization.
  • Specializing an Aptitude: You may specialize your Aptitudes in the Session Shop. An example is given on the next page.
  • Specialization Limits: You may not specialize the same Aptitude more than once or choose the same Specialization more than once.

Example Specialization:

  1. Starting Aptitude: Dave is a rookie cop. During his time in training, he became apt at Obstacles Courses.
  2. Choosing Specialization: Then over the course of the story, he specialized his Obstacles Course Aptitude further, with an interest in taking the Friendly Specialization.
  3. Explaining Specialization: Dave's player explains how Dave has a close relationship with his sneakers, which should be able to grant him bonuses on his Checks and Contests beyond just running through Obstacle Courses, due to the storied history he shares with his shoes and the power of their bond.
  4. Customizing Specialization: The GM agrees, and adjusts the Friendly Specialization to fit the setting and the new Backstory elements about Dave and his sneakers. The GM specifies how much aid Dave's "sneaker companion" provides to which Stats and adds this customized effect to Dave's character sheet.
  5. Shared Storytelling: Finally, the GM and Dave's player chat further about the flavor of this Specialization to help the GM prepare for the next session.

Finishing Touches · Items and Appearance

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 , choose one item to begin the game at a higher quality so that it provides a "receive in aid" effect.

Playing the Game

Checks

Most situations in this game can be resolved by performing a Check or a Contest (described later in this chapter).

To perform a Check:

  1. GM Discretion: The GM will let you know which Stat is normally associated with the action and a target number you will need to hit based on the difficulty of the action, as described in the Check Targets table below.
  2. Choose Stat: Choose a Stat to roll. Your options are the Stat normally associated with the action, any Stat you have balanced with that Stat, or History if the action is related enough to your Backstory or Aptitudes.
  3. Roll: Roll your Stat Die for the chosen Stat.
  4. Outcome: If the result of the roll meets or beats the GM's target number, then the Check succeeds. Otherwise, it fails.

Check Targets

Difficulty Target
Easy
Medium
Hard
Severe
Trial

Also note:

  • Medium Difficulty: A "Medium difficult" target is considered the average for rolls in most situations the players will get themselves into.
  • Adjusted Difficulty: For situations where the GM surprises the players and they don't have the chance to prepare for before reacting, it is recommended the GM lower the difficulty by to because such Checks are more likely to use characters' lower Stat Dice.

GM Guide · Setting Targets for Magic

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:

  • Each row of the table corresponds to a Check target, from Easy to Severe.
  • Each column corresponds to a "school of magic" or category of supernatural effect.
  • Each cell describes examples of what a supernatural action of that Check target and category might look like.
  • Players and you determine which cells are most like what the player wants to achieve with their effect, and the highest Check target among those cells is the Check target their roll will need to meet, with you having final say on the exact Check target.
  • Increase the Check target they need to hit if they are pushing the area, duration, or nature of the effect further than normal; if they are untrained in the effect or it is outside their "school of magic"; or if the effect requires forbidden knowledge.
  • Performing supernatural effects requiring beyond a Severe Check target requires a "quest" to do so.

Blessing Dice

Some effects cost "Blessing Dice" to activate.

In general:

  • Pool of Blessing Dice: Each character has a pool of Blessing Dice, representing resources they can draw upon when the moment calls.
  • Gaining Blessing Dice: The GM will award you Blessing Dice for various achievements, described in the Blessing Dice Opportunities table below. When you gain a Blessing Die, roll a then add that die to your pool of Blessing Dice.
  • Spending Blessing Dice: When you spend a Blessing Die, remove it from your pool of Blessing Dice. An effect may require you to spend a Blessing Die of at least a certain size. An effect may also require you to spend multiple Blessings at the same time. The Blessing Dice Notation table below provides a few examples of how Blessing costs are notated.
  • Blessing Dice Bump: Like your Stat Dice, Blessing Dice also bump, but in a slightly different way. When you roll a on a Blessing Die, instead of rolling again to increase the value of the roll, gain an additional Blessing Die. As long as you continue to roll a on the die, you continue to gain an additional Blessing Die.
  • Gain One at a Time: If you gain multiple Blessings from a single effect, gain each of those dice separately. They do not form a group for the purposes of bumping.

Blessing Dice Notation

Notation Blessing Dice
A Blessing Die worth . The largest Blessing Die in the game.
A Blessing Die worth or more.
A Blessing Die worth or more. The smallest Blessing Die in the game.
②② Two Blessing Dice each worth or more.
①① Two Blessing Dice each worth or more.
Four Blessing Dice each worth or more.
⊜⊜ Two Blessing Dice of the same worth.

Blessing Dice Opportunities

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.

Recharge

Some effects list a recharge Blessing cost. Once activated, these effects cannot be activated again until they have been recharged by paying that cost.

Helping

Characters may spend their Blessings to attempt to Help one another complete Checks and Contests.

To provide Help:

  1. Note the Success/Victory Gap: Make note of how much higher the character needs to roll to achieve their goals: to succeed the Check or win the Contest (described below) with at least a certain outcome size (also described below). This amount is the "success/victory gap."
  2. Pay Help Cost: Once per roll, whether your own or another character's, when your character could reasonably assist with the action and is not currently engaged in another action, you may attempt to Help by spending Ⓧ, where is the success/victory gap.
  3. Attempt Help: Then, the character you Helped performs their roll again. If the new roll is higher than their position roll, their roll takes the new value or the value they were originally trying to reach, whichever is lower.
  4. Additional Help: The Help gained above can lower the success/victory gap, reducing the cost to Help the character further, if there are additional characters nearby who have not Helped them yet and are willing to pay the cost.

Receiving Situational Aid

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!

  • Receive Aid: Situational aid effects describe a possible failed Check or lost Contest and say to "receive in aid" in response. When you do, you gain a bonus to the roll, possibly turning the failure into a success or loss into a win.

Also note:

  • One Aid at a Time: You may only receive situational aid once per roll. If multiple effects would provide situational aid during the same roll, you choose which one to use.

Spark Rolls

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:

  1. Spark a Roll: Before rolling a Stat Die, you may spend ⊜⊜ to perform a Spark roll instead, which combines the dice of two balanced Stats into a single group, such as formed from two balanced Stats using a each.
  2. Apply Usual Bonuses: Any bonuses or effects that would apply to either of the balanced Stats used in the Spark roll also apply to the Spark roll itself.

Alternatively, you can upgrade an existing roll into a Spark roll:

  1. Roll Normally: Roll one Stat Die, bumping and applying bonuses as usual.
  2. Upgrade to Spark: Then, you may spend ⊜⊜ to add a second Stat Die to the roll that is balanced with the first. Roll the second Stat Die, add the result to the first, and if the second one bumps, both bump as a group.

The second approach rolls lower on average, but doesn't require you to commit to the cost up front.

Overcharged Stats

Lifestyle upgrade options overcharge one or two of a character's Stats, which provides situational aid.

  • Overcharged: When you would fail a Check or lose a Contest while performing a Spark roll using an overcharged Stat, receive in aid, where is half the size of the die used in the Spark roll.

Coming Prepared

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:

  • Suspension of Disbelief: The target you will need to reach may depend on details such as how common, niche, specialized, rare, or unique in the world the desired item is; how probable it would be to already have that item; and how many items your character already has listed. These sorts of details greatly affect the suspension of disbelief that your character really could have the item in question.
  • Risk of Failure: When you fail a Check to see if you already came prepared with an item, you may be unable to perform these Checks again until the end of the scene or session. And if you fail by a large amount, you may drop or break other items in your possession while digging around in your bag, alert others to your location, or so on.

Shopping

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:

  • Stocked Shops Provide Aid: If you are shopping in a place where it would be reasonable to find the desired item, and if would be reasonable for you to have the money or goods to trade for that item, then you may receive situational aid on the Check.
  • Risk of Failure: Like coming prepared, if you fail a Check to shop, you may be unable to do so again until the end of the scene or session, you may lose one of your other items in a bad deal, you may anger shopkeepers or be accused of shoplifting, or so on.

Crafting

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:

  • Home: Gathering high quality supplies.
  • Head: Gaining knowledge of how to construct the desired object.
  • Hand or Home: Gathering or constructing the necessary tools.
  • Hand: Constructing the desired object, which can involve multiple steps depending on the complexity.
  • Heart: Improvising adjustments when tools or supplies break or when one's initial plans were imperfect.
  • Hex, Ham, Hologram, or so on: Meddling with the forces of the universe (for settings that have a Stat for the "magic" of the world).

In general:

  • Quality: The target you will need to hit for this craft long action will depend on the intended "quality" or effect of your desired item, as described in the Crafted Item Quality table below. Items that would require Trial-level difficulty usually require substantial roleplay, effort, or "quests" beyond performing Checks.
  • Flaws: Crafted items may come with flaws, even if you succeed overall. How flaws are introduced depends on how the GM chooses to resolve the craft long action.
  • Simple Flaws: The GM may provide two targets for you to hit. To succeed you will need to hit the lower target, but to succeed without flaws or limitations you will need to hit the higher target.
  • Thorough Flaws: The GM may require you to make multiple Checks. To succeed at crafting you will need to succeed on at least half of the individual Checks, with each failed Check introducing the chance for a flaw or limitation.

Crafted Item Quality

Item quality Typical difficulty Description
Mundane Easy or Medium Narrative function only
High-Quality Mundane Medium or Hard Provides a "receive in aid" effect
Powered Severe Provides a "receive in aid" effect

Setting Out

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.

  • Making Plans: Each roll in this group long action will correspond to a different necessary step of your group's plans.
  • Gather Information: Then, based on the results, the GM may provide different amounts or types of information to set you off on your "quest," representing your group's capabilities at planning and preparation.

Luck Checks

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:

  1. Blessing Cost: The GM sets a Blessing cost for an action, according to the Luck Costs table below.
  2. Gain Temporary Blessings: Then perform the relevant Check for the action. Gain a number of temporary Blessings equal to half your roll, rounded down.
  3. Pay Blessing Cost: Then, if possible, pay the Blessing cost and succeed the Luck Check. If you are unable or unwilling to pay the cost, the Luck Check fails.
  4. Lose Temporary Blessings: Finally, any remaining temporary Blessings disappear.

Luck Costs

Cost Description
Lucky
Luckier
⑥ or ⊜⊜ Luckiest

Contests

Contests are similar to Checks, but performed against another character. There are two types of Contests: violent and non-violent.

  • Violent Contest: A violent Contest is when a character performs an action against another character's will using Hurt. All Contests involving Hurt are potentially dangerous. Unexpected things can happen and things can get out of hand quickly.
  • Non-violent Contest: A non-violent Contest is when a character performs an action against another character's will using any Stat besides Hurt.

To perform a Contest:

  1. Attack: The Attacker rolls the appropriate Stat.
  2. Defense: The Defender chooses a Stat to roll, according to the Stat used by the Attacker and the Defense Options table below.
  3. Help Effects: If the Attacker, Defender, or either of their allies have Help effects, resolve these effects one at a time, first "receive aid" effects, then Defender Help, then Attacker Help.
  4. Outcome: The action's effect is only successful if the Attacker rolls higher than the Defender. The size of the effect is determined by the difference between their scores according to the Outcome Sizes and Contest Effects tables below.
  5. Defender Victory: In some Contests, at GM discretion, when the Defender wins by enough, they may receive an outcome as though they were the Attacker instead. By default however, Defender victory simply nullifies the Attack's intended effect.

Defense Options

Attacker Rolls Defender Roll Options
Hurt
  • Hurry
  • Any Stat balanced with Hurry
  • Spark two Stats balanced with Hurry
  • History (if related enough)
Hurry
  • Hurt
  • Any Stat balanced with Hurt
  • Spark two Stats balanced with Hurt
  • History (if related enough)
History
  • GM decides
Anything else
  • Same Stat as Attacker
  • Any Stat balanced with that Stat
  • Spark two Stats balanced with that Stat
  • History (if related enough)

Outcome Sizes

Outcome size Roll this much more than your opponent
Very Minor
Minor
Medium
Major
Very Major
Maximum

Contest Effects

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:

  • Checks vs. Contests: Checks use the terms "fail," "succeed," and "target," while Contests use "lose," "win," "Attack," "Defend," and "outcome size" instead. When an effect only mentions failing or succeeding Checks, it does not affect losing or winning Contests. And when an effect only mentions losing or winning Contests, it does not affect failing or succeeding Checks.

Group Checks and Contests

Sometimes characters want to complete actions together as a group. There are two general approaches:

  • Provide Help: One way is to provide Help to one roll that leads the group's action. Some members of the group may decide not to roll and instead wait for the group leader to roll, then provide Help to the leader by spending Blessings to let the leader reroll.
  • Median Roll: Another way is for each character to roll for the action, using the median of their rolls as the group's shared result. If the group roll had an even number of individual rolls, then the higher of the two median rolls is used. The Group Median Rolls table below provides a quick reference.

Group Median Rolls

Rolls made Roll used
Highest
Second highest
Second highest
Third highest
Third highest
Fourth highest

Also note:

  • Mixing Group Strategies: These two approaches may be combined, with some members rolling and taking their median, and the other members providing Help to let the lower-rolling members attempt their rolls again. However, a group member cannot both roll and Help for the same action.
  • Staying Grouped: In general, once characters become a group as part of a Check or Contest, they remain a group until the end of the Check or Contest and are treated as a single character for the sake of the rules, sharing benefits and risks.
  • Opponent Groups: Also note, a character cannot force other characters to become a group of Defenders, unless an effect, item, or situation would allow.

Complex Attacks

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.

  1. Complex Attack Threshold: In complex Attacks, the GM may set a threshold the Attacker needs to clear. The Attack's effect is only successful if the Attacker rolls higher than both the Defender's roll and the GM's threshold. This way, even if the Defender rolls low, they still win the Contest if the Attacker fails to clear the threshold.
  2. Adjusted Outcome Size: If both characters roll lower than the threshold, the outcome is determined as though the Defender had rolled that threshold instead.

Delayed Attacks

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:

  • Delay: The Attacker performs their roll, decribes what condition would activate the Attack, and writes these both down.
  • Activate: The Defender rolls against the Attacker's roll whenever the Attack would be activated.

Also note:

  • Limited Attacker Aid: The Attacker cannot activate "receive aid" effects if they are not present when the Attack is activated. The Defender can still activate "receive aid" effects as usual.

Long Actions

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:

  • Simple Long Action: The GM may ask for a single Check or Contest, using only the single Stat that the long action's success or victory most turns on. The bar for success or victory without difficulties or complications may be higher than usual in this case.
  • Thorough Long Action: The GM may ask for multiple Checks or Contests using the various Stats involved in the long action. For overall success or victory, at least half of these rolls will need to win or succeed. However, each failure or loss may incur difficulties or complications on top of that success.

Scrambling Contests

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:

  1. Half-Baked Attacks: Quickly choose a Stat to roll, as though you were Attacking. The narrative for your Attacks do not have to be fully formed—just what Stat to use. The GM may limit which Stats may be chosen for this Contest.
  2. Scramble: If you rolled highest, you choose how to "scramble" the Contest. Choose which Stats everyone uses for the next roll, and you may choose different Stats for different characters. You just can't choose a Stat for a character that the character has already rolled this Contest.
  3. Repeat: Repeat the above step until a character has no Stats left to roll.
  4. Final Round: If you rolled the highest during the final round of rolls, you win the overall Contest. But if you rolled very low on any of your rolls in previous rounds, then your victory may have complications.
  5. Outcome Size: Narrate and determine the final outcome of the Contest. The outcome is determined using your final roll as an Attack and everyone else's rolls as a group Defense.

Also note:

  • Scrambling Sparks: If a character Sparks a roll during a scrambling Contest, the Spark roll must involve the Stat chosen for the character to use, it may not involve a Stat the character has already rolled for that Contest, and for the sake of the scrambling Contest it uses up both Stats involved.

General Endeavor Rules

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:

  • Rounds: Endeavors are carried out as a number of rounds in which the characters attempt actions and perform Contests and Checks to drive the narrative tension, progress themselves, and slow their opponents.
  • Position Roll: At the start of each round, choose a Stat to roll to get yourself in position for the actions you plan to take this round. The narrative for your action does not have to be fully formed, just what Stat to use. The GM may limit which Stats you can choose from in certain situations.
  • Temporary Blessings: Like a Luck Check, gain a number of temporary Blessings equal to half your position roll, rounded down. Any remaining temporary Blessings disappear at the end of the Endeavor.
  • Turn Order: Characters take turns in order from lowest to highest position roll, with the GM resolving ties.

Continued on next page.

  • Actions: Each round during your turn, choose and perform one action from the set of actions available for that Endeavor. Some actions use your position roll, some ignore it, and some cost Blessings. The GM may limit the actions you can choose from in certain situations. You may also activate effects from your items, specializations, and so on as normal.
  • Special Actions: Some actions have the 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.
  • Movement: Endeavors use "tracks" to record character positions, scores, progress towards goals, or so on. Tracks begin at and go up by whole numbers as high as needed. The Endeavor's setup instructions will describe its tracks.
  • Group Movement: If a group moves together an amount, they only move a total of that amount. How the group distributes this movement among its members is up to the group to decide: they may distribute the movement evenly, give it all to one member, or any other arrangement the group agrees on.
  • Buttons: Endeavors add a number of buttons to the track. There are two types of buttons, personal and global. Personal buttons can only be activated by the character associated with them, whereas global buttons can be activated by any character. If an Endeavor uses buttons, it will describe how each is activated and the effect that happens as a result.

Also note:

  • Increasing Rolls: Before you use your position roll as part of an action, you may Help yourself and Spark as usual to increase its value. Whenever you do, gain a number of additional temporary Blessings equal to half the increase, rounded down. Use this to your advantage to jump ahead of your opponents to nab the special action for the round!
  • Decreasing Rolls: If your position roll ever decreases, you do not lose temporary Blessings.
  • Shifting Turn Order: If your position roll increases or decreases before you take your turn, the turn order may change so that whoever has not acted yet and holds the lowest position roll goes next.

🧟 Monstrous Endeavors

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!

  • Setup: You and your allies begin at position . Your opponents begin higher up, each add defeat buttons at position , and each add recovery buttons somewhere else. Stronger opponents begin further from , may have Abilities, and may enter the Endeavor with Blessings of their own.
  • Goal: To win, move all your opponents to position to remove them from the Endeavor. However, if the Monstrosities put three wound buttons in a row on your track they'll remove you from the Endeavor first!
  • Actions: The actions available are described in the Allied Actions and Monstrosity Actions table below. Some Monstrosity's Abilities grant them additional actions.
  • Movement: You and your allies care about movement along the tracks. Movement for you and your allies represents "cool points" that your side can use to perform large combos. Movement for your opponents represents their remaining stamina.
  • Buttons: Your opponents care about buttons on the tracks, described in the Monstrosity Buttons table below. They will enter the Endeavor with a number of buttons on their own tracks, and they will attempt to add buttons to yours.
  • Tracks: Though it varies, most Monstrous Endeavors have three types of tracks: melee, ranged, and retreat. You can move from melee to ranged, from ranged to melee or retreat, or retreat back to ranged. If you remain in retreat long enough without an opposing character there, you successfully flee. Otherwise, when an opposing character enters your retreat track, it becomes a new melee track and the retreat effort must begin again.

Allied Actions

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:. Effect: Ignore your position roll. Choose a nearby opponent to lose Blessings.
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.

Monstrosity Actions

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 , they gain a wound button at the first position above them without one already.
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.

Monstrosity Buttons

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 , to a minimum of .

GM Guide · Monstrosities

  • Stat Dice: A Monstrosity has a highest die (HD) shared between all their strongest Stats and lower dice one or two die sizes smaller for all the rest.
  • Defenses: A Monstrosity also has a starting position (SP) and one or two recovery buttons. For compactness, for example, if a Monstrosity is said to have an SP of , then it enters at position and has a recovery button below that starting position. If it has an SP of , then it enters at position and has recovery buttons at and below that starting position. Together, a Monstrosity's SP and recovery buttons represent its defenses, similar to the concept of "hit points" and "shields" used in other games.
  • Offenses: A Monstrosity has a Capture Roll (CR) value used when it performs Inflict Wounds. This provides more consistent difficulty levels for Endeavors. A Monstrosity may also have one or two Abilities that provide additional offensive actions.
  • Resources: Finally, a Monstrosity may enter the Endeavor with a number of Blessings (B). These are only used by a Monstrosity to provide Help or Spark a roll.
  • Experience: In games with experience points (XP), a Monstrosity contributes an amount of XP toward Endeavor rewards when it is defeated. Track the highest XP the party has earned from any Endeavor, and when they reach a new XP record, award the party a total number of Blessings equal to the amount the XP record increased by.
  • Building Monstrous Endeavors: To build memorable, balanced, and challenging Monstrous Endeavors, include two or three different types of Monstrosities per Endeavor, at various tiers of difficulty and/or with different types of abilities. Also, being outnumbered quickly increases the difficulty and complexity, even if most of the Monstrosities are very weak! To help manage this complexity, give a lay of the land describing the different types of tracks the Endeavor starts with and how they relate.
  • Building Monstrosities: The following Monstrosity Stats and Monstrosity Ability tables provide a starting point for creating Monstrosities at different tiers of difficulty:

Monstrosity Stats

Difficulty HD SP CR B XP
Trivial
Easy
Medium
Hard
Severe
Trial

Monstrosity Abilities (Easy)

Ability Description
Resistance Minimum Difficulty: Easy. Effect: When you would lose a Contest against the type of effect you have resistance against, receive in aid.
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 below your starting position.

Monstrosity Abilities (Hard)

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 below their current position.
Immunity Minimum Difficulty: Severe. Effect: When you would lose a Contest against the type of effect you have immunity against, you succeed by instead.
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.

Conditions

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:

  • Conditions Tell Stories: At minimum, Conditions provide effects. However, they also represent small story arcs where you face obstacles and, in spite of the Condition's effects, overcome those obstacles. When you fail a Check or lose a Contest and gain a Condition as a result, consider how your character feels about the situation and what the Condition means to them beyond mere effect.
  • Conditions Build Connections: Gaining and removing Conditions, and facing and overcoming obstacles, happen with other characters around. Consider, and take notes for the development of your character: Who else is around that saw the failed Check happen? How would your Hero feel about the lost Contest? And how could your connections to other characters help you remove the Condition later?

Condition Effects

Condition Description
Ache Effect: Rolls you make with the affected Stat cannot bump. Duration: Until next scene.
Cursed Effect: Your Blessings are each worth less, to a minimum of . Duration: Until treated.
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 bonus in Contests against them, but not against the same character more than once during the same session or while you are Uncool. Duration: Until removed.
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 modifier unless you are alone. Duration: Until removed.
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.

Session Shop

Upgrade Options

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 and at most three of size .
Purchase More: You may receive an additional Stat Upgrade by spending ①①① or by downgrading one of your Stat Dice from a to a . You may purchase additional Stat Upgrades as many times as you want and can pay for.
Other Upgrades: When you upgrade a Stat Die to a , , or you may receive one upgrade with the d6, d8, or d10 tag, respectively.
High-Quality Upgrade d6
Effect: One of your mundane items becomes higher quality. It now provides a "receive in aid" effect.
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 in aid" effect or another effect of your choice, within reason.
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.

Lifestyle Options

🌼 Blossomed Lifestyle
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.
🔮 Prodigious Lifestyle
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.
🧶 Crafty Lifestyle
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.
⚜️ Driven Lifestyle
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.
✨ Chosen Lifestyle
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.
⚡ Wired Lifestyle
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.
🪬 Steadfast Lifestyle
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.
👁️ Warry Lifestyle
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.
👄 Compelling Lifestyle
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.
💎 Lost Lifestyle
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.

Specialization Options

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 and group those dice into two piles of two. If addition or multiplication could make the piles equal, increase the result of the roll you are Helping by . For example, , , , and , could be grouped this way as .
Ascendant Specialization
Effect: You may perform a non-violent Spark roll using Stat Dice, so long as those Stats are balanced, each use a or larger, and you pay double the Blessing cost as usual.
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 or larger, increase the result of the roll by an additional .
Focused Specialization
Effect: Your rolls using a or larger also bump when you roll a on the die.
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 in aid, where depends on the companion and the Stat used, ranging from to . Moreover, this companion has its own Backstory which extends your Backstory while you work with it. If this companion is lost, stolen, destroyed, or you lose its loyalty, replacing it may require time and effort.
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 more, to a maximum of .
Honorable Specialization
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:
Hostile Specialization
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
Effect: The first roll you make during an Endeavor, roll an additional time and take the highest result.
Insured Specialization
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
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 , possibly turning their success into a failure or win into a loss. Recharge: ⑤.
Perceptive Specialization
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
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
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
Effect: When you lose against an Attack, you may reduce the outcome size one rank and gain a Blessing. Recharge: ④.
Roguish Specialization
Effect: Once per Stealth Endeavor, when you would be made you may instead increase the alertness of the Endeavor.
Roughshod Specialization
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
Effect: Once per session, when your Blessings have a total combined worth of at least , you may tell a moving story or give an inspiring speech. Each other character who hears the story or speech gains a Blessing.
Self-Accepted Specialization
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
Effect: Once per session, when your Blessings have a total combined worth of at least , you may tell an cringy joke or perform an embarrassing dance. Each other character who hears the joke or witnesses the dance becomes Uncool.
Shrouded Specialization
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
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
Effect: Blessings you spend during Endeavors to change tracks are worth more, to a maximum of .
Thrifted Specialization
Effect: Blessings you spend to Help yourself while attempting to purchase goods or services are worth more, to a maximum of .
Vibe Specialization
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
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.

Character Sheet

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Backstory
Apts & Specs
Items
Notes

Index

Options

Tables