<<

7th World

Playbooks The Swordsman The Scientist The Priest The Fate Witch The Porte Sorcerer The Pyeryem Master The Glamour Mage Die Drachenpanzer El Fuego Adentro The Laerdom Runemaster El Vago The Knight of the Rose and Cross

Stats: General: Defy Danger, as per Dungeon World, save that Brawn replaces Strength, Finesse replaces Dexterity, Resolve replaces Constitution, Wits replaces Intelligence and Wisdom and Panache replaces Charisma.

Brawn

When you perform a feat of strength, roll +Brawn. On a 10+, choose 3. On a 7­9, choose 2. On a 6+, either fail or choose 1, but a complication arises. The GM will tell you what. ● You make it look easy, terrifying or impressive. ● It doesn't take you very long. ● You don't expose yourself to danger doing it. ● You don't attract unwanted attention. ● It doesn't tax you too much.

Finesse

When you attack a foe, roll +Finesse. On a 10+, choose 3. On a 7­9, choose 2. ● You avoid reprisal. ● You land a clean hit. ● You impress, dismay or frighten your foe. ● You force your foe into a bad position.

When you swing on a rope or chandelier, roll +Finesse. On a 10+, you get where you want to go, look good doing it and take your foes by surprise. Take +1 forward to action to impress, attack or frighten someone who saw you. On a 7­9, you get there. On a 6­, you get there, but your foes are ready for you. Resolve

When you spit bloody defiance, roll +Resolve. On a 10+, choose 2. On a 7­9, choose 1. On a 6+, choose 1 but things are not what they appear. ● Someone is touched by your bravery and wants to help you. ● Your foe is enraged and not thinking clearly. ● One of your foe's lieutenants is rattled.

Defend: As per Dungeon World, but Resolve instead of Con.

Wits

When you read a person in a charged interaction, roll +Wits. On a 10+, hold 3. On a 7­9, hold 1. While you're interacting with them, spend your hold to ask their player questions, 1 for 1. ● Is your character telling the truth? ● What's your character really feeling? ● What does your character intend to do? ● What does your character wish I'd do? ● How could I get your character to ____?

When you ponder a quandary, roll +Wits. On a 10+, the GM gives you some directly useful information. Take +1 forward when acting based on it. On a 7­9, the GM gives you some information. It's up to you to determine what to do with it. On a 6­, choose 1: you don't know anything useful, or something bad happens to give you your answer.

Panache

When you quip wittily at someone, roll +Panache. On a 10+, pick two. On a 7­9, pick 1. On a 6­, they laugh at you and take ­1 forward against them.

● You get +1 forward against them. ● They get ­1 forward against you. ● They don't get angry enough to escalate the conflict.

When you make an impression socially, roll +Panache. On a 10+, everyone will remember you and you make friends, learning how to get something you want. On a 7­9, you still learn how to get something you want, but you make an enemy doing it. On a 6­, you make a terrible faux pas and everyone thinks you are a boor.

Bonds: Bonds should be melodramatic. You come up with them on your own, but examples might include “______is my long­lost cousin” or “______helped me survive when my archrival Lewis left me for dead” or “I am in love with _____’s twin sister.” Playbooks planned: The Swordsman, The Scientist, The Priest, The Porte Sorcerer, The Fate Witch, The Pyeryem Master, The Glamour Mage, Die Drachenpanzer, El Fuego Adentro, The Laerdom Runemaster, El Vago, The Knight of the Rose and Cross, The Pirate, Die Kreuzritter, The Daughter of Sophia, The Son of Lugh, The Bombthrower, The Musketeer, The Explorer

The Swordsman

Many people can fence. Many belong to the Swordsman's Guild. You, however, go beyond them. You understand your , you know it better than you know your own brother. You can feel it sing to you as you hold it. You are what every man should aspire to: brave, skilled and honorable. They can never hope to be your equal.

Stats Choose one set: Brawn+1 Finesse+2 Resolve=0 Wits­1 Panache+1 Brawn=0 Finesse+2 Resolve­1 Wits­1 Panache+2 Brawn­1 Finesse+2 Resolve+1 Wits=0 Panache+1 Brawn+1 Finesse+2 Resolve­1 Wits+1 Panache=0

HP: 21 Damage: D10

Look Man, woman, ambiguous Fasihionable wear, utilitarian wear, rough wear Scarred face, arrogant face, fresh face Slim body, scarred body, huge body

National Move Choose One: ● Avalon: You have the luck of the fey­touched. When you engage a foe in combat, hold one. While engaged with that foe, spend that hold to reroll an attempt to attack the foe (immediately after rolling), evade the foe's attack (if an NPC) or force your foe to reroll his move (if a PC), immediately after rolling. ● Castillian: Your sword is the finest Castillian steel. You may take one additional option or remove one negative tag. ● Eisen: You never back down, not while you can still fight. When you spit bloody defiance and your sword is in your hand, you may use Finesse instead of Resolve. ● Montaigne: The courts and streets of Montaigne have sharpened your tongue. When you successfully use The Challenge, treat the result as if you had also gotten a 7­9 using the quip wittily move on your foe. ● Vodacce: You have learned to survive the Great Game of Vodacce. When you use The Challenge successfully, treat the result as if you had also gottan a 7­9 using the read a person move on your foe. ● Vendel: You've made some easy commissions at home. Start with 4­Guilders, not 2­ Guilders. ● Vestenmannavnjar: Your ancestors are watching over you. When you spit bloody defiance, you gain a new option: your ancestral guardians come to your aid in the form of luck and coincidence. ● Ussuran: You were raised in the cold of Mother Ussura. It was harsh, but you knew it was to make you strong. When you take harm, take +1 forward.

Gear You get: ● 1 custom fencing weapon ● 1 offhand weapon ● A Guild pin ● 2­Guilders ● Fashion suitable to your look worth 2­armor

Fencing Weapons Base: ● Fencing Sword (Close Elegant) ● Great Sword (Reach Messy) ● Smallsword (Close Forceful) ● Two­Hander (+1 damage, Reach Messy Forceful 2­Hand) (Do not select an off­hand weapon if you choose this.) Options (Choose 2): ● Ornate or Antique (+valuable) ● Balanced (+1 damage) ● Vicious (+2 piercing) ● Traditional (+1 damage, +predictable) ● Cruel (+1 damage, +clumsy) ● Heavy (+messy, +forceful)

Offhand Weapons ● Nothing. (+1­armor due to reduced profile) ● Buckler (Hand Forceful) ● Dagger (Hand Elegant) ● Cloak (Close Forceful) ● Sword (Close Clumsy) ● Gauntlet (Hand Forceful)

Moves You get all the basic moves. You also get The Challenge, and 1 other move.

The Challenge: When you challenge someone to a duel, roll +Panache. On a 10+, take +1 ongoing during the duel as long as you keep to the rules set ­ whatever those are. If you win, your opponent will keep to the terms set and you will face no reprisal. On a 7­9, take +1 forward during the duel. If you win, choose one: your opponent keeps to the terms set, or you will face no reprisal. The GM may offer you both, but there will be a hidden catch.

An Eye For Style: When you watch someone fight, roll +Finesse. On a 10+, hold 3. On a 7­9, hold 1. On a 6­, the GM holds 1 and may spend it to have you make a critical mistake about their fighting style. Spend hold 1­for­1 to ask their player following questions, which must be answered truthfully: ● Where were you taught? ● What is your style's weakness? ● How skilled are you? ● How far are you willing to go in this fight? ● Do you fight with honor?

No Wasted Movements: Get +1 Finesse, to a max of Finesse+3.

Muscle Memory: When you ponder a quandary that has to do with fighting, roll +Finesse instead of +Wits.

You Killed My Father: When you lose a duel but are left barely alive or something you love is taken from you forever, take +1 ongoing against the person who did it until you defeat them.

Who Is Next?: When you kill someone in battle, roll +Finesse. On a 10+, take +1 ongoing against all foes until they surrender, flee or defeat you. On a 7­9, name a foe. Take +1 ongoing against that foe until they flee, surrender or defeat you...or until you attack someone else.

Swordsman Special Whenever you leave a foe alive but scarred, mark experience.

The Scientist

For what you know, men would have you burned at the stake. For what you can make, men would make you a rich man. But you do not work for money, and you do not stop working for fear. You need to know. Theus gave you a mind, to reason. Theus gave you hands, to build. You refuse to believe that he did not intend for you to use them. The Inquisition hounds you, the Invisible College aides you ­ but ultimately, it is you who will make that ultimate discovery. It is you who will revolutionize the face of the world. Not with sorcery or ancient power, but with the brilliance of the human mind put to deciphering the world.

Stats Choose one set: Brawn­1 Finesse+1 Resolve=0 Wits+2 Panache+1 Brawn=0 Finesse­1 Resolve+1 Wits+2 Panache+1 Brawn=0 Finesse=0 Resolve+2 Wits+2 Panache­1 Brawn+1 Finesse­1 Resolve+1 Wits+2 Panache=0

HP: 19 Damage: D6

Look Man, woman, ambiguous Lab wear, plain wear, ostentatious wear Aristocratic face, coal­smudged face, eager face Fat body, lean body, active body

National Move Choose One: ● Avalon: You have some small amount of fame, thanks to the openness of science in Avalon. When making an impression socially, take +1 whenever you expound on your work. ● Castillian: You are classically trained in the best universities in the world, and you have kept all your old books. While in your workspace, take +1 to all attempts to ponder a quandary. ● Eisen: The war of Eisen has made you very familiar with weapons. When customizing or creating a weapon in your workspace, the GM will offer you a way to improve it beyond your original expectations...but at a greater price. ● Montaigne: You have a powerful patron that protects and funds you, but demands you spend some time working for them. As long as you can prove to them that you've been doing what they want, they will provide you with sanctuary as you need it and 1­Guilder at the start of each session. ● Vodacce: Rivalries in Vodacce can get particularly cut­throat. Take +1 to all rolls made to directly and immediately outdo a rival. ● Vendel: You are accustomed to private work and commission. At the beginning of each session, roll +Panache. On a 10+, you have just completed a very valuable commission. Gain 2­Guilders. On a 7­9, you've done a good commission, gaining 1­Guilder, but your work has been acquired by a rival. On a 6­, you've been cheated! A rival has stolen credit for your work. ● Ussuran: You are a rarity among your countrymen, but like them, you feel a deep connection to the land. Take +1 when pondering any quandary related to animals, the weather or the environment.

Gear You get: ● A workspace for doing science. ● 3­Guilders ● 1 concealable weapon ● 1 invention ● Fashion suitable to your look, with a piece worth up to 1­armor

Concealable Weapons ● Dagger (Hand Elegant) ● Pistol (3 piercing, Close One­Shot Loud) and (Hand Clumsy) ● Boxing Training (Hand Forceful)

Inventions ● Paddle Boots: When someone wearing paddle boots is in water, roll +Brawn. On a 10+, they swim twice as fast as normal and get +1 ongoing while in the water. On a 7­9, they swim twice as fast as normal and get +1 forward while in the water. ● Parachute: When someone wearing a parachute leaps off a high place, roll +Finesse. On a 10+, choose 2. On a 7­9, choose 1. ● Multi­Barrel Pistol (3 piercing, Close Clumsy Loud Reload Unreliable) ● Encoding Device: When someone uses the encoding device to send a message, roll +Wits. On a 10+, the message is received in a timely manner, and only the recipient can understand it. On a 7­9, the message still arrives, but someone else has read it as well. ● Bullet­Proof Vest (3 armor unreliable) ● Another device (work with the GM to come up with one)

Moves You get all the basic moves and 2 Scientist moves.

Inventor: Get two more inventions.

The Principle Is Sound: When someone comes to you with a plan, explain scientifically how to improve it. If they act on your advice, they take +1 to any rolls they make while doing it and you mark experience.

Eureka!: Whenever you handle or examine technology that can be understood by humans, roll +Wits. On a 10+, ask 3. On a 7­9, ask 1. On a miss, you make a critical misunderstanding about the object. You may choose from the following questions: ● How do I reproduce this? ● What does this do? ● Is this a component of something larger? ● How can I use this to help my research? ● How can I jury­rig this to do something immediately useful? ● Is this safe for me to use?

You Never Were A Good Student: When you use the quip wittily move against one of your scientific rivals, roll +Wits instead of +Panache. Blood Science: When you alchemically prepare the blood of one or more sorcerers, roll +Wits. On a 10+, choose 3. On a 7­9, choose 1. On a miss, the GM decides what the result does and will tell you when it is drunk. Choose from the following: ● The imbiber becomes beautiful until the next sunrise or sunset. ● The imbiber becomes immune to fire until the next sunrise or sunset. ● Once in the next 24 hours, the imbiber may vanish for a moment, negating one attack automatically. ● The imbiber may speak to and understand animals until the next sunrise or sunset. ● The imbiber heals b[2d6] damage. ● The imbiber becomes extremely lucky, taking +1 ongoing until the next sunrise or sunset. In addition, when you choose, the GM chooses 1 of the following: ● The imbiber hallucinates wildly while under the effects of the potion. (24 hours, if instant.) ● The imbiber is severely weakened while under the effects of the potion, suffering the effects of a debility chosen by the GM. (24 hours, if instant.) ● The imbiber takes b[2d6] damage. Nothing can reduce this. ● The imbiber remembers nothing that happens while under the effects of the potion. (24 hours, if instant.) ● The potion explodes if jostled. (1d10 damage, 4 piercing, area loud)

Scientist Special When you undertake an ill­advised and insane risk in order to learn more, mark experience.

The Priest

Theus loves humanity. You know this. Theus wants humanity to learn, grow and flourish. The words of the Prophets set the guideline for how this should happen. And you, as a priest of Theus, are there to help guide them. When they fall, you feel the pain of their fall as if it were your own. When they hurt, you help them. You know that the Church has problems, but you will fix them, with your own two hands.

Stats Brawn­1 Finesse=0 Resolve+2 Wits+1 Panache+1 Brawn=0 Finesse=0 Resolve+2 Wits+2 Panache­1 Brawn+1 Finesse­1 Resolve+2 Wits+1 Panache=0 Brawn­1 Finesse+1 Resolve+2 Wits=0 Panache+1

HP: 18 Damage: D4 Look Man, Woman, Ambiguous Formal wear, scholarly wear, plain wear Worn face, kind face, hard face Round body, rail­like body, soft body

National Move Choose one: ● Avalon: You have a tacit deal with the local fey around your church. As long as you help anyone who comes to your church seeking sanctuary, you get +1 to all healing rolls. ● Castillian: You are classically educated in Castille's famous universities. When pondering a quandary to do with theology or basic science, take +1 to the roll. ● Eisen: You have survived the War of the Cross, and whatever side you were on, you learned to make do with what you had to keep the people going. Your flock has Surplus: 2­stock. ● Montaigne: You have a deep connection to the peasants, who will hide you in this time of trouble. Your flock gets surplus: +sanctuary. ● Vodacce: You are the one person everyone talks to in the Great Game. Your flock has surplus: +secrets. ● Vendel: Your flock are wealthy and generous with donations. Surplus: +1barter. ● Ussuran: Matushka looks after her own. When you spit bloody defiance, you get a new option: animals come to your aid.

Gear You get: ● 1 emergency weapon ● 2­Guilders ● Medical gear (4­stock) ● Your flock ● Fashion suitable to your look, with a piece worth up to 2­armor

The Flock By default, you have around 20 people who are loyal enough members of your church to be called on for aid in any situation. They have their own lives apart from you, integrated in the local population (fortune+1 surplus: 1­Guilder want: judgment).

Characterize them: ● Loyal Vaticine peasantry ● Scholarly Vaticine students ● Hard­working Objectionist craftsmen ● Rough Orthodox villagers ● Superstitious Avalon farmers If you travel, decide whether they: ● Travel with you ● Congregate in their own communities

Choose 2: ● Your flock is involved with successful commerce. Surplus: +1Guilder ● Your flock are clever and like to debate. Surplus: +insight ● Your followers are deeply faithful and have time to help you out a lot. +1fortune ● Your flock proselytize. Surplus: +growth ● Your flock are hard­working, no­nonsense people. Surplus: +1Guilder ● Your flock have friends and family in many places. Surplus: +contacts ● Your flock are close­knit and good at keeping secrets. Surplus: +sanctuary Choose 2: ● Your flock is small, 10 or fewer people. Surplus: ­1Guilder ● Your flock's home is a desolate area, devoid of good crops. Want: +hunger ● Your flock is argumentative, rough and uncivilized. Surplus: +violence ● Your flock is uncomfortable when dealing with outsiders. Want: +scapegoat ● Your flock has been going through hard times lately and begun to doubt you. Want: faith instead of want: judgment. ● Your flock is often busy and unable to help you all the time. Want: +time

Emergency Weapons ● Staff or crozier (Reach Forceful) ● Knife (Hand Elegant)

Moves You get all of the basic moves, Good Shepherd and 1 other Priest move.

Good Shepherd: At the beginning of the session, roll +fortune. On a 10+, your followers have surplus. On a 7­9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus lists Guilders, that's your stipend from the upkeep on your church.

Walk With Me, My Child: When reading a person, you get additional questions you may spend hold on, as follows: ● What do you feel most guilty about right now? ● Who do you most want to help right now? ● What drives you to this?

Trust In Theus: While you are caring for people or getting them to safety, not fighting, you have 2­armor.

Alms For The Poor: When you ask your flock to help someone, roll+Resolve. On a 10+, they come through for you and get you what you need ­ food, shelter, money, information, whatever that person needed. On a 7­9, well, the flock's got limited resources, you know? They get you something close, something that might help, but it's not really what you asked for. On a miss, they get it...but there's some serious strings attached.

Let Theus Be Your Guide: When someone comes to you for advice, tell them what you honestly believe is the best course of action. They get +1 forward to follow your advice, and if they do, you mark experience.

Confession: When you spend time speaking to your flock and seeking information, roll+Resolve. On a 10+, you learn what you want to know. On a 7­9, you learn what you wanted to know, but your flock explains to you that they're in need. Choose 1 want. On a miss, your flock is angry at you ­ you've been neglecting them, and they expect you to fix things.

Priest Special When you put yourself at great risk to obey the teachings of your Church or protect one of your flock, mark experience.

The Fate Witch

You were born with the Gift, born to be both piece and player in the Great Game. Your father and brothers used your power, your would­be husbands sought it. They never taught you to read, but they never thought you clever enough to learn. They were wrong. You twist the lives of men around your little finger, not by beauty or wit, like the courtesans do ­ though you've got enough of those ­ but by the power in your blood. You can see the connections of destiny, tug them, twist them ­ and, if need be, break them.

Stats Brawn­1 Finesse+1 Resolve=0 Wits+2 Panache+1 Brawn­1 Finesse=0 Resolve=0 Wits+2 Panache+2 Brawn=0 Finesse­1 Resolve+1 Wits+2 Panache+1 Brawn+1 Finesse+1 Resolve­1 Wits+2 Panache=0

HP: 16 Damage: D4

Look Woman, Ambiguous Ostentatious Wear, Plain Wear, Men's Wear Sharp face, crafty face, veiled face Plain body, striking body, concealed body

National Move ● Vodacce: Everyone fears your power. When you make an impression socially in a place where your power is known, you may choose to automatically take the 7­9 result.

Gear You get: ● Fashion suitable to your look, with a piece worth up to 1­armor ● One small pet ● 3­Guilders Small Pets A small pet might be: ● A spider ● A lapdog ● A ● A cat It knows how to (choose one): ● Deliver messages ● Raise the alarm on intruders ● Fetch small objects

Moves You get all the basic moves, Reading the Threads and 1 other Fate Witch move.

Reading The Threads: When you read a person, you get additional questions you can spend hold to ask. Hold 1 even if you miss the roll, but it can only be used to ask one of the following questions. ● What is your driving passion? ● Who in this room do you have the strongest connection to emotionally? ● Who in this room do you have the strongest conflict with? ● Who in this room do you have the strongest connection to business­wise? ● Who in this room do you have the greatest respect for?

A Kiss For Luck: When you look into someone's eyes, say their name three times and kiss them, roll +Wits. On a 10+, choose to lay a Blessing or Curse on them, as follows. On a 7­9, choose to lay a Blessing or Curse on them, as follows, but also lay a Curse on yourself of the same type. On a 6­, lay a Curse on yourself. Blessings If you choose to lay a Blessing, choose one: ● Cups Blessing: If used on an NPC, the target will be lucky in love. Used on a PC, they take +1 ongoing on all attempts to seduce or gain the favor of another, until they roll a 10 or higher on such a roll. ● Swords Blessing: If used on an NPC, the target will be lucky in battle. Used on a PC, they take +1 ongoing on all attempts to fight, until they roll a 10 or higher on such a roll. ● Coins Blessing: If used on an NPC, the target will be lucky in business. Used on a PC, they take +1 ongoing on all attempts to make a deal, until they roll a 10 or higher on such an attempt. ● Staves Blessing: If used on an NPC, the target will be lucky in politics. Used on a PC, they take +1 ongoing on all attempts to increase their station or earn respect, until they roll a 10 or higher on such an attempt. Curses If you choose to lay a Curse or must lay one on yourself, choose one: ● Cups Curse: If used on an NPC, the target will be unlucky in love. Used on a PC, they take ­1 ongoing on all attempts to seduce or gain the favor of another, until they roll a 6 or less on such a roll twice. ● Swords Curse: If used on an NPC, the target will be unlucky in battle. Used on a PC, they take ­1 ongoing on all attempts to fight, until they roll a 6 or less on such a roll twice. ● Coins Curse: If used on an NPC, the target will be unlucky in business. Used on a PC, they take ­1 ongoing on all attempts to make a deal, until they roll a 6 or less on such an attempt twice. ● Staves Curse: If used on an NPC, the target will be unlucky in politics. Used on a PC, they take ­1 ongoing on all attempts to increase their station or earn respect, until they roll a 6 or less on such an attempt twice.

Stretching The Strands: When aiding or hindering another, roll +Wits instead of +Bond.

Creating a Strand: When you use your power to reach out and a connection between two people, roll +Wits. On an 10+, declare a new relationship between those two people, based on emotion, conflict, business or respect. If they are PCs, they write down a new bond based on this relationship. On a 7­9, declare a new relaitonship between those two people, based on emotion, conflict, business or respect, but take b[2d6] damage that cannot be reduced by any means. If they are PCs, they write down a new bond based on this relationship. On a 6­, you suffer the lashes of fate. take b[2d6] damage that cannot be reduced by any means.

Breaking a Strand: When you use your power to break a connection between two people, roll +Wits. On an 10+, erase one relationship between those two people. If they are PCs, they lose any bond based on this relationship. On a 7­9, erase one relationship between those two people, but take b[2d6] damage that cannot be reduced by any means. If they are PCs, they lose any bond based on this relationship. On a 6­, you suffer the lashes of fate. take b[2d6] damage that cannot be reduced by any means.

Reading the Cards: When you examine a Sorte spread, roll +Wits. On a 10+, ask the GM two of the following questions. On a 7­9, ask one. On a 6­, you suffer the lashes of fate. Take 1d6 damage that cannot be reduced by any means. ● What is the greatest threat to (name) in the near future? ● Who should I keep an eye on in the near future? ● What is the source of greatest fortune to (name) in the near future? ● How can I best change (name)'s future for the better? ● How can I best change (name)'s future for the worse? Fate Witch Special Whenever you have a direct hand in making a significant prediction come to pass, mark experience.

The Porte Sorcerer

You're better than the rest. You have the blood. The Church tells you it's evil, but you know better ­ you know that it is a sign of your inherent nobility. The red stains on your hands are reminders: this is your power, and it is a dangerous one, but you can handle it. You are kind to those below you ­ which is nearly everyone. But you know, in your heart, that they will never understand. How can they? They don't have the world itself at their fingertips.

Stats Brawn+1 Finesse­1 Resolve+2 Wits=0 Panache+1 Brawn=0 Finesse+1 Resolve+2 Wits+1 Panache­1 Brawn=0 Finesse=0 Resolve+2 Wits­1 Panache+2 Brawn­1 Finesse+1 Resolve+2 Wits+1 Panache=0

HP: 20 Damage: D8

Look Man, woman, ambiguous Fashionable wear, understated wear, flamboyant wear Proud face, aristocratic face, infuriating face Memorable body, thin body, athletic body

National Move ● Montaigne: You may Blood an object, preparing it for your power. When you ritually bleed on an object, roll +Resolve. On a 10+, the object is Blooded. On a 7­9, the object is Blooded, but trouble is on your heels. On a 6­, trouble shows up before you can finish your ritual.

Gear You get: ● Fashion suitable to your look, with up to one piece worth 2­armor. ● 1 blooded noble weapon ● Up to 3 useful blooded objects ● 3­Guilders Blooded Noble Weapons ● Sword and main­gauche (close elegant) ● Brace of Pistols (1 piercing, near reload) ● Throwing Daggers (near elegant infinite) Moves You get all the basic moves and 2 Porte Sorcerer moves.

Calling The Blood: When you rip open a portal to bring a Blooded object to your hand, roll +Resolve. On an 10+, it arrives in your hands and everything's cool. On a 7­9, it arrives in your hands, but trouble is coming with it. On a 6­, the object isn't coming ­ someone's found your Blooding and removed it. Someone who shouldn't.

Seeking the Blood: When you rip open a portal to travel to a Blooded object, roll +Resolve. On an 10+, you (and anyone touching you) arrive without any trouble. On a 7­9, you (and anyone touching you) arrive, but there's trouble waiting for you.

The Gaping Maw: When you shred the walls of reality to threaten or break someone, roll +Resolve. On an 10+, they are terrified and tell you everything you want to know without any trouble. On a 7­9, they are willing to talk...but only after you show them what lies beyond the portal. They take psi­harm.

Catching Bullets: When you anticipate getting shot at, roll +Resolve. On a 10+, hold 3. On a 7­9, hold 1. On a miss, you can't handle the strain and take 1d6 damage trying to intercept a shot. While you and your allies are being shot at, spend hold 1­for­1 to do the following: ● Negate all damage from a single move. ● Make an immediate attack a foe move which deals damage identical to that of the incoming move.

There Is No Space Between Us: When you use the make an attack move on someone carrying one of your Blooded objects, all of your attacks get +3 piercing.

Porte Sorcerer Special When you recklessly endanger your friends, yourself or the world to accomplish your goals, mark experience.

Sidebar: New General Move ­ Pass Through A Portal When you pass through a portal, roll+Resolve. On a 10+, you’re fine. On a 7­9, you’re a little woozy. Take ­1 forward. On a miss, you’re nauseous. Take ­1 ongoing until you have some time to rest.

The Pyeryem Master

Matushka loves you. You know it in your soul, because she has given you her gift. You have the green eyes, the emerald eyes, that mean you can put away your human things and take one the form of the . You must hide it from outsiders, but you revel in the chance to wear another skin. You know that it is a mark of Grandmother Winter's favor, and you love the feeling of power, of warmth, that comes with it. Like putting on a pair of old, comfortable shoes. People speak of the Bear of Ussura, and you smile, because you know the truth of it. You are the Bear of Ussura, and the Eagle, and the Fox. And they, those foppish outsiders, will never understand.

Stats Brawn+2 Finesse­1 Resolve+2 Wits=0 Panache=0 Brawn+2 Finesse=0 Resolve+1 Wits+1 Panache­1 Brawn+2 Finesse+1 Resolve=0 Wits­1 Panache+1 Brawn+2 Finesse­1 Resolve+1 Wits+1 Panache=0

HP: 21 Damage: D6

Look Man, woman, ambiguous Rough wear, tailored wear, comfortable wear Friendly face, warm face, grim face Large body, tough body, lean body

National Move ● Ussuran Boyar: You are a nobleman, and while Ussura may be seen as backwards, the world cares about such things. When making an impression socially in a noble court, take +1. ● Ussuran Peasant: You know how to survive and live off the land. You may make the spit bloody defiance move against the forces of nature. On a hit, you find enough food and shelter to survive. On a 10+, you also have enough for up to three other people.

Gear You get: ● One Ussuran weapon ● Fashion suitable to your look, with a piece worth up to 1­armor ● 3­Guilders

USsuran Weapons ● Hand­Axe (close messy) ● Wrestling training (hand forceful) ● Horsebow (near/far)

Moves You get all basic moves, Matushka's Chosen and 1 other PYeryem Master move.

Matushka's Chosen: You have the green eyes of the sorcerer, and in your blood you bear the power to take on animal shape. When you become an animal, roll +Brawn. On a 10+, hold 3. On a 7­9, hold 2. On a 6­, hold 1. When you become your spirit animal, always hold 3. You may become any normal animal; to become a magical creature or particularly bizarre or dangerous creature, or any creature not native to Ussura (such as a drachen, phoenix, shark or giant tiger), you must go out and get the animal's spirit skin from a spirit that can grant it. You still use your normal stats as an animal, but some moves may be harder to trigger. You are automatically considered armed (hand range, either class damage, or class damage+1 and clumsy) The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you're out of hold, you return to your natural form. At any time, you may spend all of your hold and revert to your natural form. Choose your spirit animal from the following: ● Bear ● Dog ● Wolf ● Eagle ● Fox ● Boar ● Lynx ● ● Horse ● Moose ● Deer ● Swan ● Osprey ● Bustard ● ● Shrike ● Tiger

Soul Shifter: When you partially transform yourself, roll +Brawn. On a 10+, hold 2. On a 7­9, hold 2 and part of your body physically transforms. On a 6­, hold 1 and part of your body physically transforms...but it's stuck that way for a while. You take on the powers of a single animal, allowing you access to a new move associated with that animal. Spend 1 hold to make that move. Once you're out of hold, you can no longer make the move. Normally, a physical transformation reverts immediately, but on a 6­, it lasts until the next sunset or sunrise, whichever is longer.

Beast Speaker: You may speak not only to your spirit animal, but all animals. You can make an impression socially with animals, but when you do, roll +Brawn instead of +Panache.

Savage Instinct: While you are an animal, you make an attack with +Brawn, not +Finesse.

Red In Tooth And Claw: When you are in an appropriate animal form, increase your damage die to D8.

Winter Hard: While an animal, you get 2­armor, either from tough hide or speed.

Second Skin: While an animal, choose one stat. You get +1 ongoing to that stat in that form, but the GM chooses another stat which takes ­1 ongoing in that form.

Pyeryem Master Special When you risk life and limb to help nature take its course, mark experience.

The Glamour Mage

There are people who say they don't understand the Fair Folk, the Sidhe. You're not one of them. Their power graces you, the power of legend. Legend is everything. You know it, and that is why you are going to be one. For now, you can draw on the legends of others, for that is the power of Glamour. But one day, you know, you will stand among their ranks, as famous as Blackcloak, Jack the Giant Killer and the Green Knight. You will become a legend, used by your descendants for power. What better goal can there be in life?

Stats Brawn+1 Finesse+1 Resolve­1 Wits=0 Panache+2 Brawn­1 Finesse+1 Resolve=0 Wits+1 Panache+2 Brawn=0 Finesse­1 Resolve+1 Wits+1 Panache+2 Brawn+1 Finesse=0 Resolve+1 Wits­1 Panache+2

HP: 18+Resolve Damage: D6

National Move ● Avalon: Avalon is most favored by the Sidhe at present. When you ponder a quandary related to the Sidhe or seek to make an impression socially with the Sidhe, take +1. ● Inish: No one likes a scrap as much as an Inishman! When you have a friendly fight with someone, it counts as if you had gotten a 7­9 result to make an impression socially. (The enemy you make is someone who thinks you’re a violent idiot.) ● Highlander: Even as you use faerie power, you don’t trust the faeries and other inhuman creatures. Take +1 whenever acting against a Sidhe or other intelligent inhuman being.

Gear You get: ● One faerie­tale weapon ● A token of the legends you embody ● Clothing suitable to your look, with a piece worth up to 1­armor ● 2­Guilders Faerie­tale Weapons ● Smallsword (close forceful) ● Daggers (hand infinite) ● Claymore (+1 damage, close clumsy forceful 2­hand) ● Boxing Training (hand forceful) ● Longbow (near/far)

Moves You get all the basic moves, the Tales of Power and Legendary Mien.

The Tales Of Power: You have access to three Legends.

Legendary Mien: When you take on the mantle of a Legend, roll+Panache. On a 10+, hold 3. On a 7­9, hold 1. On a 6­, hold 1, but the GM holds 1. You may spend hold 1­for­1 to use the abilities of your Legend. The GM may spend hold 1­for­1 to activate the catch of your Legend.

Stories Never Die: When you would otherwise die, you leave the scene you were in but miraculously survive in a way appropriate to one of your Legends. However, you must repay the debt to your Legend. The GM will tell you how. Until you do, you cannot use Stories Never Die again.

The Hero With A Thousand Faces: Gain access to two more Legends.

Faerie Bargain: While you bear the mantle of a Legend, you may choose to activate its catch. If you do, mark XP.

Fame is Power: When you are facing off against someone who has heard of your deeds, take +1 forward.

Legends The Horned Hunter was a warrior of immense strength and stamina, who could leap great distances, hurl boulders and survive blows that would cut a lesser man in half. Abilities: Lift something impossibly heavy; endure great pain; break something. Catch: The Horned Hunter is a warrior born, and not at home in social situations. He cannot bear them, and will always cause trouble and chaos.

Robin Goodfellow was the best archer in the world, who could hit any target, no matter the distance, and could even split arrows in flight. Abilities: Strike any target with an arrow; shoot down projectiles; hunt any animal. Catch: Robin Goodfellow lives outside the law. Even when he does nothing wrong, he cannot help but get into legal problems and make others call for his arrest.

Jack was the cleverest trickster ever to live, tricking giants and other creatures out of their money, their power and more. She was a master of illusions, and within her own home she could never be defeated. Abilities: Have any useful small object until dawn; make a person or horse appear to be something else until dawn; win any battle inside your true home’s walls. Catch: Jack could not pass up a challenge! When she saw an arrogant or overly proud person, she would stop at nothing to trick them and shame them, even though it was not always the best idea.

The Green Man once fought a duel against a knight. The knight struck off his head, but the Green Man merely put it back on his own shoulders and won the duel with a return blow. Abilities: Heal any one wound that has just been suffered; strike at someone who wounded you with an equal blow; survive any sickness. Catch: The Green Man was a vengeful, terrible creature when roused. Once insulted, he would stop at nothing to repay the insult ten times greater.

Thomas traveled among the Sidhe and learned their ways, mastering the art of sensing and resisting sorcery. When he returned to the world, he became famous by fighting evil sorcerers. Abilities: Sense when magic is being used and how by the pricking of your thumbs; resist any single use of magic; prevent all magic use around you for five minutes. Catch: Thomas was a stubborn and willful man, and once he decided on a task, he would not stray from it. Unfortunately, he often chose very dangerous tasks or tasks which would make others angry at him, and would not hear of choosing an easier way.

Anne o’ the Wind raced the four winds and won, earning for herself a cup that was always full of wine, a pot that was always full of stew and a bag that was always full of bread. (She needed them, for her race had made her so hungry that she ate for three months straight.) Abilities: Run impossibly fast; run across something that can’t hold your weight; eat more than is humanly possible. Catch: Once Anne o’ the Wind began to eat, there was nothing that could draw her from the table. The same was true of all her vices! She would indulge them for great periods, ignoring trouble and danger for the sake of her fun.

Blackcloak was the world’s best thief. He could climb any wall, pick any lock and never left any trace of his passing. No one ever knew his true name or face, but all knew of his larcenous power. Abilities: Pass without leaving any trace; climb any wall; pick any lock. Catch: The only thing greater than Blackcloak’s ability was her greed. When she saw something valuable or interesting, she had to have it ­ no matter how dangerous or foolish it would be to get.

King Elilodd forged a lasting friendship with the Sidhe folk, bringing Glamour to the world. He was a favorite of the Seelie for many years, and his majesty was such that he could befriend anyone and none could gainsay him. Abilities: Befriend a Sidhe; make someone like you until the sun sets; give an order that will be obeyed for five minutes. Catch: While King Elilodd had many friends, they were not always the most loyal. When he was at his lowest, King Elilodd was betrayed and set against his greatest friend. Such betrayals plagued Elilodd throughout his reign, for as he made friends easily, so too did he lose them.

Mad Jack O’Bannon is the immortal, insane ruler of Inismore. He had (and has) many tricks, able to step behind things and disappear, hide behind anything no matter how small and even walk thirty leagues in a single step. Abilities: Hide behind anything; step from one object to another without crossing the distance between; show up thirty leagues away without explanation. Catch: The great power of the O’Bannon is matched by his great madness. He is both man and Sidhe, and no mind can bear that for long. He is prone to terrible rages that destroy what he loves or abandoning friends in their moments of need.

Saint Rogers was the first pirate captain, and it is said that her ship was as much a part of her as her own arms. No man nor woman came between them, and when she vanished, her ship sailed into a never to return. Sailors say they met once more in the depths of St. Rose’s Coffin. Abilities: Sail through any storm; keep a ship whole despite terrible damage; become one with a ship and sail it as your body, being hurt when it is but moving it with impossible grace and speed. Catch: Saint Rogers could never turn down a chance at adventure. She would leap in with both feet, heedless of the dangers, and often find herself in terrible traps or situations she had not prepared for.

The Stone Knight was a legendary soldier. She ran a hundred miles, shouting for reinforcements, then held a narrow pass against an entire army for a day and a night until they could arrive. However, she dropped dead the moment they did, exhausted. Abilities: Be heard by your friends no matter the distance; stand strong against any fear; prevent anyone from passing a spot you guard no matter how many wounds you take. Catch: The Stone Knight does not know when to quit. She will press on, defending her friends and home, until her body gives out. Even before her death, she would work herself to exhaustion, becoming weak, tired or hurt at the darkest times.

Glamour Mage Special Do something dangerous and stupid for the sake of becoming famous.

Die Drachenpanzer

Other nations have sorcery, wearing it with pride. Fools. You don't need anything like that. All a true noble needs is strength, determination and dracheneisen. A man is only as strong, after all, as the reach of his fist. Your country has been torn apart by war, but you have remained strong. You have fought under many banners, but none of them have killed you. None of them will ever be able to. You will not die, you know, until Legion itself comes to claim you. And you will spit in the dark one's face and fight it for your soul, because you are Eisen, and the Eisen do not give up.

Stats Brawn+2 Finesse=0 Resolve+2 Wits=0 Panache­1 Brawn+1 Finesse+1 Resolve+2 Wits­1 Panache=0 Brawn+1 Finesse­1 Resolve+2 Wits=0 Panache+1 Brawn=0 Finesse+1 Resolve+2 Wits+1 Panache­1

HP: 24 Damage: D10

Look Man, woman, ambiguous Military wear, old­fashioned wear, utilitarian wear Hard face, cold face, scarred face Tough body, muscled body, war­torn body

National Move ● Eisen Objectionist: The Objectionists in the War of the Cross were famous for their defenses of Objectionist strongholds, even to their own deaths. When you take harm while defending something or someone important to you, take +1 ongoing until you are healed. ● Eisen Vaticine: The Vaticine loyalists distinguished themselves in the War of the Cross in service to Eisen’s Imperator, and you are no exception when it comes to loyalty. Take +1 forward when you are obeying the orders of another.

Gear You get: ● Your armor ● 1 heavy weapon ● 2 lighter weapons ● 2­Guilders Dracheneisen Armor You have 4­armor, by default. Choose your armor's look: ● Ornate ● Functional ● Battle­scarred ● Ancient ● Religious Choose a strength: ● Strong ● Unstoppable ● Light ● Imposing ● Personalized ● Oiled ● Huge Choose a weakness: ● Heavy ● Slow ● Clanky ● Ill­fitting ● Stolen

Heavy Weapons ● Boar Spear (reach clumsy messy) ● Zweihander (near forceful predictable messy) ● Warhammer (­1 damage, 2 piercing, near messy)

Lighter Weapons ● Pistol (2 piercing, close one­shot) and (hand clumsy) ● Panzerhand (hand messy) ● Crossbow (close/far reload) ● Smallsword (near forceful) ● Handaxe (near messy)

Moves You get all the basic moves, plus All Things Break Upon Me and 1 other Drachenpanzer move.

All Things Break Upon Me: When you are struck by a melee weapon while wearing your armor, roll +Resolve. On a 10+, choose 2. On a 7­9, choose 1. On a 6­, half of any harm taken becomes piercing. ● Deal 1d4 damage to the person attacking you. ● Reduce the attacker's weapon's damage by 1 until it gets repaired. ● Reduce the damage you take by 1d4.

Made of Iron: ???

Eisenfursten: When you seize control of a place by force and bring it under your heel, mark experience.

Battle Scars: When you make an impression socially and you are among soldiers, roll+Resolve instead of roll+Panache.

Death Before Weakness: When you perform a feat of strength, roll+Resolve instead of roll+Brawn.

Drachen: When fighting multiple people, take +1 ongoing until you are no longer outnumbered.

Drachenpanzer Special When you lose something important to you rather than go back on your word or abandon a friend, mark experience.

El Fuego Adentro

Your blood is forbidden. The Church would hunt you down if they knew. It is a dark power, the power to control the flame. But it is a power you are not afraid of. It is the power of the old kings of Castille, whose blood runs in your veins. You can take some pride on that. You take more in knowing that, dark though your power may be, it has saved lives. You can walk into fire without fear, you can guide it away from those who can't. You can kill with it or save. So long as you keep one step ahead of the Inquisition, there is nothing you cannot do.

Stats Brawn­1 Finesse+2 Resolve+1 Wits+1 Panache=0 Brawn+1 Finesse+2 Resolve­1 Wits=0 Panache+1 Brawn­1 Finesse+2 Resolve=0 Wits+1 Panache+1 Brawn=0 Finesse+2 Resolve+1 Wits+1 Panache­1

HP: 18 Damage: D8

Look Man, woman, ambiguous Subtle wear, rancho wear, scrounged wear Crafty face, nervous face, charming face Dancer's body, wiry body, unassuming body

National Move ● Castillian: You are immune to any harm from flame or heat of any kind. You can even swim in magma.

Gear You get: ● 1 Castillian weapon ● Clothing suitable to your look, with a piece worth up to 2 armor. ● 1­Guilder Castillian Weapons ● Fencing sword (close elegant) ● Whip (reach elegant) ● Cloak (close elegant)

Moves You have all the basic moves, Fire Soul and 1 other El Fuego Adentro move.

Fire Soul: When you make fire move and crawl to your whim, roll+Finesse. On a 10+, choose 3. On a 7­9, choose 1. ● The fire does not burn anything you don’t want it to burn. ● The fire grows stronger even without anything to burn. ● The fire goes exactly where you want it to. ● You are not put in a spot by the effort of controlling the flame.

Hand of Flame: You may treat fire as a solid object. You can climb on roaring flames or even scoop up and throw handfuls of fire as a weapon (class damage, 3 piercing, near).

Flaming Blade: When you coat a weapon in burning flame, roll+Finesse. On a 10+, that weapon gets 3 piercing ongoing until you are distracted or lose concentration. On a 7­9, that weapon gets 3 piercing forward. On a 6­, that weapon gets 3 piercing forward, still, but you suffer 1d6 damage that cannot be reduced by any means.

Fireflies: When you create a cloud of flying flame from a fire, roll+Finesse. On a 10+, hold 3. On a 7­9, hold 1. While you have hold and for a few minutes after you run out, the flames will fly around according to your will as long as it isn’t too complicated. You may spend hold 1­for­1 on the following options: ● Deal 1d4 damage (3 piercing) to someone. ● Create a complex shape with the flames. ● Light something important on fire. ● Dazzle someone’s eyes.

Firebird: When you turn a large fire into a living creature of flame, roll+Finesse. On a hit, they function as a hireling with either Warrior 2, Protector 1, or Protector 2, Warrior 1. Either has Loyalty ­ and Cost: Fuel to burn. At any point, you may detonate the creature, causing 1d8 damage (3 piercing) to everyone nearby and destroying it utterly. On a 7­9, you take 1d6 damage that cannot be reduced by any means. On a 10+, choose one: ● The creature has Warrior 2, Protector 2. ● You don’t take 1d6 damage that cannot be reduced by any means. ● The creature’s detonation causes 1d10 damage (3 piercing).

Sidebar: What does this mean? Loyalty ­ means it won’t ever disobey, it never has to roll Loyalty, ever. Fuego Adentro Special When your true nature makes you an object of fear, scorn and hatred, mark experience.

The Laerdom Runemaster

The power of the runes is immense, but you command it. You know each, the legends around it, what it truly does. Perhaps you are a traditionalist, and you know that your ancestors brought the runes to your people, that they keep them strong. Perhaps you are not, and you simply know that the runes are power worth having. Whatever the case, you can feel that power, guide it and mark it. You can command the weather itself, control the feelings of others, and more. You know the names, the shapes and the secrets of drawing out their power. Others say magic is in the blood, but you know better: magic is in the will and the mind, and you can bring it out.

Stats Brawn+2 Finesse=0 Resolve+1 Wits+1 Panache­1 Brawn+2 Finesse­1 Resolve=0 Wits+1 Panache+1 Brawn+2 Finesse+1 Resolve­1 Wits=0 Panache+1 Brawn+2 Finesse+1 Resolve+1 Wits­1 Panache=0

HP: 20 Damage: D6

Look Man, woman, ambiguous Traditional wear, fashionable wear, marked wear Clever face, wise face, tattooed face Rough body, pudgy body, tattooed body

National Move ● Vendel: You know the Velstand rune, with the Domain of wealth and possessions. ● Vestenmannavnjar: You know the Velstand rune, with the Domain of wisdom and past lives.

Gear You get: ● One runic weapon ● Clothing suitable to your look, with a piece worth up to 2­armor. ● Either 5­Guilders or two pieces of traditional gear Runic Weapons ● Battle­Axe (close forceful messy) ● Brace of Pistols (1 piercing, near reload) ● Harpoon (+1 damage, reach 2­hand forceful clumsy) ● Swordcane (close elegant) Traditional Gear ● Wilderness survival tools ● A rowboat ● An ancient runestone ● Carving and tattooing tools ● A healing kit ● Hallucinogenic herbs and salves

Moves You get all the basic moves, Invoking the Runes and one other Runemaster move. You know 3 runes.

Invoking the Runes: When you paint or draw a rune you know, roll +Brawn. On a hit, you invoke an effect based on that rune’s Domain. Choose one: ● A manifestation of the rune’s Domain moves as you could have moved it. ● Ask the GM a question related to the rune’s Domain. They will answer truthfully. ● The local weather shifts according to the rune’s Domain. ● Grant someone +2 forward to do something related to the rune’s Domain. ● Deal class damage to someone or heal someone of 1d6 HP, provided the rune’s Domain is appropriate for doing so. On a 7­9, the GM also chooses one: ● It has unintended side effects ● You anger a local spirit or ● It succeeds too well, causing problems related to its domain On a miss, you take b[2d6] damage that cannot be reduced in any way.

Inscribing the Runes: When you spend hours carving a rune you know into an object, roll+Brawn. On a 10+, hold 3. On a 7­9, hold 2. On a miss, hold 1 anyway, but take b[2d8] damage that cannot be reduced in any way. Anyone holding the inscribed object may spend hold 1­for­1 to invoke an effect based on the rune’s Domain. While you have hold, you may not carve another rune. If anyone but you spends the hold, the GM chooses one when they do: ● It has unintended side effects ● They anger a local spirit or ghost ● It succeeds too well, causing problems related to its domain

Becoming the Rune: Choose one rune you know You can only Become one rune, ever. It is permanent. You brand that rune into your flesh, internalizing its power. When you invoke that rune, you do not need to paint or draw it, and even if you fail you get the effects of a 7­9 result in addition to the damage.

Elder Scribe: You know 3 more runes. You may take this advance more than once. Ancestral Protector: When you act in defense of the old ways and work to ensure the spirits of the ancestors are properly respected, take +1.

Runic : When you permanently destroy an ancient runic symbol or item of ancestral power, take +2 forward.

Runes 1. Kjøt Meaning: Flesh Domain: Truth.

2. Bevegelse Meaning: Empathy Domain: Friendship.

3. Varsel Meaning: Omen Domain: Mental communication.

4. Ensomhet Meaning: Solitude Domain: Perseverance and fortitude.

5. Styrke Meaning: Strength Domain: Destructive power.

6. Uvitenhet Meaning: Mystery Domain: Deception and lies.

7. Stans Meaning: Calm Domain: Stilling emotion and calming weather.

8. Storsæd Meaning: Greatness Domain: Leadership and bravery.

9. Kyndighet Meaning: Skill Domain: Teaching and training. 10. Sterk Meaning: Wholeness Domain: Resisting pain and damage.

11. Velstand Meaning: Wealth Domain (Vendel): Money and possessions. Domain (Vesten): Wisdom and past lives.

12. Fjell Meaning: Mountain Domain: Healing and toughness.

13. Høst Meaning: Harvest Domain: Preparation and growth.

14. Grenseløs Meaning: Unbound Domain: Freedom.

15. Krieg Meaning: Warrior Domain: Violence.

16. Nød Meaning: Intensity Domain: Rage and turbulent weather.

17. Sinne Meaning: Anger Domain: Physical strength

18. Tungsinn Meaning: Gloom Domain: Fear and depression.

19. Herje Meaning: Ruin Domain: Bad luck.

20. Reise Meaning: Journey Domain: Perception. 21. Fornuft Meaning: Gateway Domain: Clairvoyance.

22. Lidenskap Meaning: Passion Domain: Heat.

23. Kjølig Meaning: Hatred Domain: Cold.

24. Villskap Meaning: Fury Domain: Lightning.

Laerdom Runemaster Special When you put yourself into danger and great risk to spread your way of life, whatever that may be, mark experience.

El Vago

There are many who wear the mask in the name of Castille. You know you are not the first, or the only one. But in your heart, it is who you truly are. You are the one who will save Castille and Mother Church. You are the one who will stop the Montaigne advance. And you are the one who will bring hope to the people. When you take off the mask, you are just another face...but the mask in your heart cannot be taken. For Castille, you would give your life ten thousand times. For Castille, you will become an outlaw. For Castille, for the Church, for Theus, you will do anything.

Stats Brawn+1 Finesse+1 Resolve=0 Wits­1 Panache+2 Brawn­1 Finesse+2 Resolve=0 Wits=0 Panache+2 Brawn=0 Finesse+1 Resolve­1 Wits+1 Panache+2 Brawn­1 Finesse=0 Resolve+1 Wits+1 Panache+2

HP: 21 Damage: D8

Look Man, Woman, Ambiguous Flashy wear, expensive wear, handmade wear El Vago mask Sad face, enthusiastic face, determined face Lean body, athletic body, acrobat's body

National Move ● Castillian Don: You rub shoulders with the enemy in your daily life. Take +1 when fooling your enemies into believing you are on their side. ● Castillian Peasant: You are a hero born from the heart of the people. Take +1 when dealing with your fellow peasants on friendly terms.

Gear ● The mask ● One Castillian weapon ● Clothing suitable to your look, with a piece worth up to 1­armor ● A horse ● 2­Guilders Castillian Weapons ● Fencing sword (close elegant) ● Whip (reach elegant) ● Cloak (close elegant)

Moves You get all the basic moves, and two El Vago moves.

Daring Escapades: When you perform a feat of acrobatics to outmaneuver or escape someone, roll+Finesse. On a 10+, choose 2. On a 7­9, choose one: ● They can’t follow you immediately ● You meet or make an unexpected ally ● You’re in a good spot for a counterattack

The Mark: When you quip wittily, you can also pick from the following options: ● They focus on you exclusively ● Their allies lose confidence in them.

Hero of the People: When you save someone or posture for a crowd while wearing the mask, roll+Panache. On a hit, you inspire others to feats of bravery and justice. On a 10+, they don’t even need you to bail them out of trouble.

Voice of Castille: When you face a notable foe while wearing the mask, roll +Panache. On a 10+, ask three. On a 7­9, ask one. The foe’s player will answer truthfully. (And so will the foe, in fact, during their monologue.) On a miss, they redouble their efforts to try and destroy you. ● Why do you oppress the people of Castille? ● What are you afraid of? ● To whom are you most loyal? ● What do you regret of your actions here? ● Who do you suspect of being El Vago?

Behind the Mask: When you reveal the true identity of El Vago to someone, take +1 ongoing to either protect that person or kill them until the current bit of chaos ends. However, anyone who knows your identity can use it against you. PCs take +1 against you (forever), and NPCs can use the knowledge to put you in dangerous situations.

El Vago Special When you put yourself at great risk in order to help Castille, mark experience.

The Knight of the Rose and Cross

Too many men and women have succumbed to greed, ambition and evil. Too many do not understand the true message of Theus. You do. You know that the truth is this: the human spirit cannot be broken. It is the catalyst, the forge in which life is transmuted into hope. You bear that message not in your words, but in your deeds. If the world itself will not be just, you will be Justice. If the world itself will not be merciful, you will be Mercy. If the world itself will not be truthful, you will be Truth. You bear the Rose and Cross, the sign of the hero. You will not fail to live up to that duty.

Stats Brawn+2 Finesse=0 Wits­1 Resolve+2 Panache=0 Brawn=0 Finesse+2 Wits=0 Resolve+2 Panache­1 Brawn­1 Finesse=0 Wits+2 Resolve+2 Panache=0 Brawn=0 Finesse­1 Wits=0 Resolve+2 Panache+2

HP: 23 Damage: D8

Look Man, Woman, Ambiguous Understated wear, rough wear, attention­grabbing wear Brave face, warm face, friendly face Big body, lean body, scarred body

National Move ● Avalon: Avalon Knights tend to focus on lost secrets. When pondering a quandary related to history or the Knights of the Rose and Cross, take +1. ● Castillian: Castillian Knights are particularly good at ferreting out sorcerers. When reading a person, they may also ask ‘Can you perform magic?’ ● Eisen: Eisen Knights are very self­sufficient and tough. When they use The Vow, they always receive a reprieve from hunger, thirst and fatigue in addition to any other boons. ● Montaigne: Montaigne Knights are known for their flamboyance and style. When they enter a social situation, they may name one person there who has heard of and admires them. ● Vodacce: Vodacce Knights are particularly subtle and clandestine. When they are trying to remain unseen or anonymous, they take +1 to the effort. ● Vendel: Vendel Knights have strong support networks. At the beginning of every session, they receive 1­Guilder. ● Vestenmannavnjar: Vesten Knights are rare, but are born warriors. When making an impression socially with soldiers, warriors or other martial types, take +1. ● Ussuran: Ussuran Knights are exceptionally rare. However, when they use The Vow, they always receive invulnerability to animal claws and teeth in addition to any other boons.

Gear ????

Moves You get all the basic moves, The Vow and one other Knight of the Rose and Cross move. The Vow: When you dedicate yourself to a selfless mission and ritually swear to see it through, state what you set out to do. ● Defeat ______, a terrible villain. ● Defend ______from danger and trouble. ● Discover the truth of ______. Then, choose up to two boons: ● An unwavering sense of direction to _____. ● Senses that pierce lies. ● Invulnerability to _____ (e.g., edged weapons, fire, enchantment, etc.) ● The support and aid of the common people. ● A reprieve from hunger, thirst and fatigue. ● A voice that transcends language. You are forbidden to kill while pursuing your Vow. However, if you die while pursuing your mission, it will be completed successfully. In addition, choose one virtue that you must uphold to maintain the Vow’s power: ● Courage (Forbidden: Allowing another to shoulder a risk you could take on) ● Temperance (Forbidden: Breaking your word or lying) ● Justice (Forbidden: Allowing the wicked to go unpunished) ● Modesty (Forbidden: Seeking reward or acts of pride) ● Generosity (Forbidden: Not helping those in need) ● Mercy (Forbidden: Denying a second chance to a penitent) If you kill or fail to uphold your virtue, the Vow’s benefits are broken, and you must find a way to atone before you can swear another Vow. Indomitable Will: When you spit bloody defiance, the following options are available to you: ● You are the sole focus of your enemy’s wrath. ● You find wellsprings of inner strength and endurance. ● You spot a hidden weakness in your foe.

A Knight Does Not Kill: When you allow a villain to live and perhaps fight another day, take +1 ongoing against that villain until you take a life. (You can never have more than +2 ongoing against someone from this.)

Voice of Justice: When you give an NPC an order based on your righteousness and sense of justice, roll+Resolve. On a 7+ they choose one: ● Do what you say ● Back away cautiously, then flee ● Attack you On a 10+, you also take +1 forward against them. On a miss, they do what they please and you take ­1 forward against them.

Righteous Defender: When you defend, you always get 1 more hold than normal, even on a miss.

Rose and Cross Knight Special When you get into big trouble or danger to save an innocent, mark experience.

The Pirate

You were never much for rules. Nobility, the Church, the law ­ it's all just too much for a woman's freedom, isn't it? They want you to listen when they tell you things...and sure, some were good ideas, but so many are just How Things Were. That's not enough for you. But on the open sea? No one cared. If you could stand for yourself and your crew, you were one of them. No laws, no masters. It didn't take you long to get your own ship ­ after all, you were willing to break the rules. And now you are first among equals, captain and . Your crew is your family, your ship is your nation. You wouldn't give up this freedom for anyone.

Stats

HP: 18 Damage: D8

Look Man, woman, ambiguous Intimidating wear, ostentatious wear, eclectic wear Cheerful face, scary face, one­eyed face Maimed body, eye­catching body, rough body

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear ● The ship ●

Pirate Special

Die Kreuzritter

You are dead. You know because you killed yourself. You watched your family mourn you, watched as they moved on. You turned your back on the world in order to save it. You know that there are monsters out there, monsters they must never see. Demons, creatures from beyond the world. Legionspawn. In the name of Theus and of man, you accept damnation. You will do what must be done, so that no one else has to. You will embrace the darkness, to protect the light. You wear the Black Cross, that men might live without ever knowing you exist. Tomorrow you might die, and no one will remember you but your brothers and sisters in arms. But it is all worth it, because it means that the innocent will live.

Stats Brawn+1 Finesse+2 Resolve+1 Wits=0 Panache­1 Brawn=0 Finesse+2 Resolve+1 Wits+1 Panache­1 Brawn­1 Finesse+2 Resolve+1 Wits­1 Panache=0 Brawn+1 Finesse+2 Resolve=0 Wits+1 Panache­1

HP: 19 Damage: D8

Look Man, woman, ambiguous Plain wear, intimidating wear, priestly wear Grim face, hard face, tough face Muscular body, sneaky body, plain body

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear You get: ● The black cross

Moves

Kreuzritter Special Mark experience whenever you do something terrible to save someone.

The Daughter of Sophia

The world needs guidance away from the end. It's going to end ­ when the Final Prophet comes, it will all end. That day will come when the world becomes dark enough, evil enough. You know because your mother told you, and her mother told her, and her mother told her, and her mother was the Lady of the Lake, who knows. And you know, because your mother told you, that it is your job to stop it. The end of the world will not come on your watch. You will spread goodness, you will manipulate evil into killing evil, you will guide the whole world from the shadows. That is your job, after all.

Stats Brawn­1 Finesse+1 Resolve=0 Wits+2 Panache+1 Brawn=0 Finesse+1 Resolve­1 Wits+2 Panache+1 Brawn+1 Finesse=0 Resolve+1 Wits+2 Panache­1 Brawn=0 Finesse­1 Resolve+2 Wits+2 Panache=0

Look Woman, ambiguous Men's wear, fashionable wear, plain wear Innocent face, pretty face, clever face Lithe body, unobtrusive body, beautiful body

HP: 18+Resolve Damage: D4

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear

Moves

Daughter of Sophia Special

The Son of Lugh

The world needs shepherds. Your sisters, the Daughters of Sophia, prefer to be indirect. You know that won't work. Sometimes, things just have to be changed. Sometimes, all the lies and manipulations in the world won't work. Not that you're bad at lying yourself, of course. But you know that sometimes, you have to get your hands dirty. The world cannot be saved from oblivion at arm's length. If it could, would the Lady of the Lake have graced your blood with such power?

Stats Brawn+2 Finesse+1 Resolve+1 Wits­1 Panache=0 Brawn+2 Finesse=0 Resolve+2 Wits=0 Panache­1 Brawn+2 Finesse+1 Resolve­1 Wits=0 PAnache+1 Brawn+2 Finesse+1 Resolve=0 Wits+1 Panache­1

HP: 18+Resolve Damage: D10 Look Man, ambiguous Fashionable wear, rough wear, women's wear Handsome face, brutish face, innocent face Rough body, handsome body, muscular body

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear

Moves

Son of Lugh Special

The Anarchist

Nobility is broken. You know it. Maybe you were born a noble. Maybe you weren't. But you've read the papers. You know that there is another way. All man are equal. All men. Sorcery doesn't make men superior. Nothing does. But they've built societies that enforce it. By nobility, by law ­ and worst of all? By money. The Vendel Experiment could have been so good. So good. But they made money the divider, and it's even worse. You know that the world can be made perfect ­ you just need to fix it. A little public mischief, a little disruption of public order. A little explosive, if needed. You're quite good at that.

Stats

HP: 18+Resolve Damage: D8

Look Man, woman, ambiguous Symbolic wear, plain wear, expensive wear Fresh face, aristocratic face, burnt face Trim body, laborer's body, prisoner's body

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear

Moves

Anarchist Special

The Musketeer

They say l'Empereur is unjust, sometimes. But they never say that about you. Perhaps you serve a tyrant, but you swore an oath. An oath to uphold the crown, an oath to defend justice, an oath to serve the people. You take it all very seriously. It might be the only thing you take seriously. You are one of a new kind of soldier, a man with a gun. (And a sword, of course ­ have you ever tried to reload in battle? Of course not, it takes too long.) You are a Musketeer, the best of the best. The people may not like everyone in Montaigne's government, but they love you, for you are a hero. You swore to be their hero, in the name of the Sun King. You never break your word.

Stats Brawn+1 Finesse+2 Resolve­1 Wits=0 Panache+1 Brawn=0 Finesse+2 Resolve=0 Wits­1 Panache+2 Brawn­1 Finesse+2 Resolve+1 Wits+1 Panache=0 Brawn=0 Finesse+2 Resolve­1 Wits+1 Panache+1

HP: 18+Resolve Damage: D8

Look Man, woman, ambiguous Flashy wear, pristine wear, veteran's wear Brave face, cheery face, dashing face Athletic body, large body, lithe body

National Moves ● Montaigne Noble: ● Montaigne Peasant:

Gear

Moves

Musketeer Special

The Explorer

You want the truth. You've seen things, things that make you certain that the history of the world is longer, and much , than anyone gives it credit for. You have walked in the amber­clad ruins of the Syrneth, seen the halls of the Drachen. You know just enough to know you know little. But you will find out more. The Church says there was only one Syrneth race. You know otherwise. The sorcerers say their power is the greatest in the world. You know otherwise. The answers are all there, in the ruins. You've found some of them, but they lead you to ever more fascinating questions. The adventure, the thrill of learning the truth, it's all been amazing so far. Where will be you going next?

Stats Brawn­1 Finesse=0 Resolve+1 Wits+2 Panache+1 Brawn=0 Finesse+1 Resolve­1 Wits+2 Panache+1 Brawn+1 Finesse+1 Resolve=0 Wits+2 Panache­1 Brawn+1 Finesse­1 Resolve+1 Wits+2 Panache=0

HP: 18+Resolve Damage: D6

Look Man, woman, ambiguous Travelling wear, scholarly wear, digger's wear Dirty face, driven face, cheeky face Slight body, weathered body, sailor's body

National Move ● Avalon ● Castillian ● Eisen ● Montaigne ● Vodacce ● Vendel ● Vestenmannavnjar ● Ussuran

Gear

Moves

Explorer Special

The Courtier

HP: 16+Resolve Damage: D4

The Missionary

HP: 16+Resolve Damage: D6

Moves

Inquisitor: When you interrogate someone, roll +Resolve. On a 10+, they tell you what you want to know without any trouble. On a 7­9, they tell you what you want to know, but you've soured the area with your harshness; take ­1 ongoing when dealing with the locals until you can prove yourself to them.

Sinners In The Hands Of An Angry God: When you stir up a crowd, roll +Resolve. On a 10+, they are enraged and will fight to right whatever wrong you have been exhorting (2­harm gang small) for the next 24 hours. On a 7­9, they are angry, but not willing to fight. However, they will help you in other ways. Take +1 ongoing while seeking to deal with whatever wrong you have been exhorting.