Chosen Form Fillable
Chosen Form Fillable
, You get to decide what sort of fate is in store for you. Pick You can have protective gear worth 1-armour, if you want.
The Chosen
how you found out about your fate on the reverse side of You have a special weapon you are destined to wield.
this sheet.
Your Special Weapon
Moves Design your weapon by choosing a form and three busi-
Your birth was prophesied. You are the Chosen You get all of the basic moves, plus three Chosen moves. ness-end options (which are added to the base tags),
One, and with your abilities you can save the and a material. For example, if you want a magic sword
You get these two: you could choose the following: handle + blade + long +
world. If you fail, all will be destroyed. It all rests
BB Destiny’s Plaything: At the beginning of each magic.
on you. Only you.
mystery, roll +Weird to see what is revealed about
your immediate future. On a 10+, the Keeper will Form (choose 1):
CHARM • Manipulate Someone reveal a useful detail about the coming mystery. On
a 7-9 you get a vague hint about it. On a miss, some-
bb staff (1-harm hand/close)
bb haft (2-harm hand heavy)
• Act Under Pressure thing bad is going to happen to you. bb handle (1-harm hand balanced)
COoL • Help Out BB I’m Here For A Reason: There’s something you are bb chain (1-harm hand area)
• Investigate a Mystery destined to do. Work out the details with the Keeper,
SHARP
Business-end (choose 3 options):
• Read a Bad Situation based on your fate. You cannot die until it comes
bb artifact (add the “magic” tag)
to pass. If you die in play, then you must spend a
bb spikes (+1 harm, add the “messy” tag)
• Kick Some Ass
TOUGH • Protect Someone
Luck point. You will then, somehow, recover or be
returned to life. Once your task is done (or you use
bb blade (+1 harm)
bb heavy (+1 harm)
up all your Luck), all bets are off.
WEIRD
bb long (add the “close” tag)
• Use Magic
bb throwable (add the “close” tag)
Then pick one of these:
bb chain (add the “area” tag)
bb The Big Entrance: When you make a showy
Luck entrance into a dangerous situation, roll +Cool.
Mark luck to change a roll to 12 or avoid all harm from Material (choose 1):
On 10+ everyone stops to watch and listen until you Finally, pick what material the business-end is made
an injury.
finish your opening speech. On a 7-9, you pick one from: add “steel,” “cold iron,” “silver,” “wood,” “stone,”
Okay bbbbbbb Doomed person or monster to stop, watch and listen until “bone,” “teeth,” “obsidian,” or anything else you want.
you finish talking. On a miss, you’re marked as the
Chosen special: When you spend a point of Luck, the biggest threat by all enemies who are present. Material:
Keeper will bring your fate into play. bb Devastating: When you inflict harm, you may
Harm inflict +1 harm. Getting Started
When you reach 4 or more, mark unstable. bb Dutiful: When your fate rears its ugly head, and To make your Chosen, first pick a name. Then follow
you act in accordance with any of your fate tags the instructions below to decide your look, ratings, fate,
Okay bbb|bbbb Dying moves, gear, and your special weapon. Finally, introduce
(either heroic or doom) then mark experience. If it’s
Unstable: b a heroic tag, take +1 forward. yourself and pick history.
bb Invincible: You always count as having 2-armour. Look, pick one from each List:
Experience This doesn’t stack with other protection. • Man, woman, boy, girl, androgynous.
Experience: bbbbb bb Resilience: You heal faster than normal people. Any • Fresh face, haggard face, young face, haunted face,
time your harm gets healed, heal an extra point. hopeful face, controlled face.
Whenever you roll and get a total of 6 or less, or when a Additionally, your wounds count as 1-harm less for • Preppy clothes, casual wear, urban wear, normal
move tells you to, mark an experience box. the purpose of the Keeper’s harm moves. clothes, neat clothes, street wear.
This playbook is ©2015 by Michael Sands and Evil Hat Productions, LLC. All rights reserved. Permission to copy for personal use granted!
Ratings, pick one line: Introductions
bb Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 When you get here, wait for everyone to catch up so you
bb Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1 can do your introductions together.
bb Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 Go around the group. On your turn, introduce your
bb Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 Chosen by name and look, and tell the group what they
bb Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2 know about you.