Blades of Xenthra Player Sheets
Blades of Xenthra Player Sheets
ELF DWARF
t Choose a playbook. Your playbook
represents your character's
reputation in the underworld, their
7 Choose your vice. Pick your
preferred type of vice, detail it with a
short description and indicate the name
0 - Heightened sense of sound and sight,
night vision, natural agility
0 - Night vision, hardy, sense low vibrations
in earth and stone
1 - Pinpoint a sound or odd sight, leap 1 - Use your resilience to avoid being
special abilities, and how they advance. and location of your vice purveyor.
through tree branches easily, sense the harmed by poison, sense abnormalities in
stone (this ability might cost O stress if you
2 Choose a heritage. Detail your
choice with a note about your
family life. If you don't choose human
B Record your name, alias, and
look. Choose a name, an alias
(if you use one), and jot down a few
presence of magic
2 - Sense the location, type, and power of
nearby magical energies, Attune to absorb
are underground).
2 - turn your skin as hard as stone for a
heritage, you may take the Heritage words to describe your look. nearby magic short time, sense low vibrations through
special ability instead of your Starting any medium nearby
Ability. "Heritage: You may spend stress LOADOUT HALFLING ORC
(0-2) to perform an incredible feat only You have access to all of the items 0 - Small, nimble, innocent appearance 0 - Heightened smell, powerful build
those of your heritage can do:' on your character sheet. For each 1 - Use your benign appearance for social 1 - pinpoint a scent, use your strength to
For Example, Human: noble family, now operation, decide what your character's deception, hide behind a human's leg lift someone one-handed, intimidate with
fallen into destitution. 2 - Hide in plain sight, fit through ferocity
load will be. During the operation,
extremely narrow spaces 2 - Rip chains apart through sheer strength,
3 Choose a background. Detail
your choice with your specific
history. For example, Academic: scholar,
you may say that your character has
an item on hand by checking the box
for the item you want to use-up to a V I C ES
enrage to ignore all harm penalties for a
battle
secret researcher. number of items equal to your chosen ■ FAITH: You're dedicated to an unseen power, ■ PLEASURE: Gratification from lovers, food, drink,
Assign four action dots. No load. Your load also determines your deity, ancestor, etc. drugs, art, theater, etc.
4 action may begin with a rating
higher than 2 during character
movement speed and conspicuousness:
♦ 1-3 LOAD: Light. You're faster, less
■ GAMBLING: You crave games of chance, betting
on sporting events, etc.
■ STUPOR: You seek oblivion in the abuse of drugs,
drink to excess, getting beaten to a pulp in the
creation. (After creation, action ratings conspicuous; you blend in with citizens. ■ LuxuRY: Expensive and/or ostentatious displays fighting pits, etc.
may advance up to 3. When you unlock ♦ 4/ 5 LOAD: Normal. You look like a of opulence. ■ WEIRD: You experiment with strange essences,
the Mastery advance for your crew, you scoundrel, ready for trouble. ■ OBLIGATION: You're devoted to a family, a cause, consort with rogue spirits, observe bizarre rituals
can advance actions up to rating 4.) a charity, etc. or ta boos, etc.
♦ 7 LOAD: Heavy. You're slower. You
Choose a special ability. They're in
5 the gray column in the middle of
the character sheet. If you can't decide,
♦
look like a dangerous mercenary.
8/9 LOAD: Encumbered. You're
LOO K S
Man, Woman, Ambiguous, Concealed.
overburdened and can't do anything
choose the first ability on the list. It's Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair, Fierce, Grimy, Handsome,
except move very slowly. Huge, Hunched, Languid, Lovely, Open, Plump, Rough, Sad, Scarred, Slim, Soft, Squat, Stern, Stout, Striking,
placed there as a good first option.
Twitchy, Weathered, Wiry, Worn.
Some items count as two items for load
6 Choose a close friend and a
rival. Mark the one who is a
close friend, long-time ally, family
(they have two connected boxes). Items
in italics don't count toward your load.
Collared Shirt
Bodysuit
Heavy Jacket
Hide&Furs
Knit Sweater
Leathers
Rags & Tatters
Rough Tunic
Slim Jacket
Soft Boots
TricornHat
Vest or Waistcoat
relation, or lover (the upward-pointing Fitted Dress Hood& Veil Long Coat Scavenged Uniform Suit & Tie Waxed Coat
You don't need to select specific items
triangle). Mark one who is a rival, Fitted Leggings Hooded Cape Long Scarf Sharp Trousers Suspenders Wide Belt
now. Review your personal items and
enemy, scorned lover, betrayed partner, Half-Cape Hooded Coat Loose Silks Short Cloak Tall Boots Work Boots
the standard item descriptions provided
etc. (the downward-pointing triangle).
in this PDF. Heavy Cloak Knit Cap Mask &Robes Skirt & Blouse Thick Greatcoat Work Trousers
STASH ■■■■■■■■■□
XENTHRA CREW
BARD A SUBTLE CHARMER
AND SPY
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS O CLOAK & DAGGER: When you use a disguise or other form of covert
misdirection, you get+ ld to rolls to confuse or deflect suspicion. When
you throw off your disguise, the resulting surprise gives you the initiative in
LOOK the situation . HUNT
0
SPECIAL ABILITIES
VIRTUOSO: Take 2 stress to roll your best action rating while performing a
••
••
STUDY
O BSERVE
different action. Say how you adapt your skill to this use. TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: ACADEMIC-LABOR-LAW
ORC-FAR TRAVELER TRADE-MILITARY-NOBLE-UNDERWORLD
O S1LVERTONGUE: You may expend your special armor to resist a • ' I
consequence from suspicion or persuasion, or to push yourself for
subterfuge. FINESSE
0 ENTHRALL: When you Charm someone, you can push yourself to implant • •• PROWL
VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WEIRD a subtle compulsion or emotion within the target's mind, plus 1 stress
for each extra feature: You can give an irrational command or intense
••• SKIRMISH
WRECK
CO LD-HAUNTED-OBSESSED-PARANOID emotion-it lasts for a few minutes rather than moments.
RECKLESS-SOFT-UNSTABLE-VICIOUS O ARCANE WORDS: You know the arcane methods to interact with spirits
and monsters as if they were normal people, regardless of how wild or ATTUNE
HARM i:IU•W~
3
NEED
HELP
project clock\.LI feral they appear. You gain potency when communicating with the
supernatural.
•••
• ••
COMMAND
MINGLE
2 -lD
ARMOR USES
ARMOR □
O MESMERISM: When you Charm someone, you may cause them to forget
that it's happened until they next interact with you. You can take 2 stress
•• SWAY
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with charisma or performance. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
XENTHRA CREW
CLERIC A DIVINE AGENT
AND EMISSARY
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS Q INQUISITOR: When you gather information using intimidation or
persuasion, you have +I effect. Take +Id when you first act upon this knowledge.
SPECIAL ABILITIES
LOOK
HUNT
O INVOKE: You can take 2 stress and Attune to call on your deity's two
e e STUDY
domains and channel their respective energies. Declare what divine magical
effect you summon and the GM will tell you the price you pay or the harm
e e OBSERVE
TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: ACADEMIC-LABOR-LAW you take.
ORC-FAR TRAVELER TRADE-MILITARY-NOBLE-UNDERWORLD 0 RESTORATION: Take 2 stress to reduce a single instance harm by one level •' I
on yourself or a nearby creature. Each harm can benefit once from an
CHOOSE 2 DOMAINS FINESSE
ORDER- CHAOS- MERCY- WAR
KNOWLEDGE-TRICKERY-FREEDOM
0
effect like this.
CONSECRATION: You know how to Attune an area through sacred
methods so it is either anathema or enticing to one type of magical
••
•• ••
PROWL
SKIRMISH
DEITY TYRANNY-LIGHT-VOID-LIFE-DEATH
creature of your choice. (demons, undead, fire spirits, etc.) WRECK
0 ZEAL: Once per mission, you can push yourself during a desperate
I
3 HELP
0 EVANGELIST: You gain an additional xp trigger: You converted someone PUSH YOURSELF (take
ARMOR USES to your deity's faith. If your party helped you, also mark crew xp. 2 stress) -OR- accept a
DEVIL'S BARGAIN.
2 -ID
ARMOR □ 000 VETERAN: Choose a special ability from another source.
LESS HEAVY □ SACRED FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
1
- - - - - - - - - - - - - - ~ - - - - - - - - - - - - - - E_F_F_E_C_T SPECIAL □ I:::,. V Lucinia, a theologian O Fine melee weapon D A Blade or Two
NOTES
I:::,. V Akilah, a spirit 0 Fine light ranged weapon □ Throwing Knives
♦ Every time you roll a desperate action, mark xp in that action 's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with doctrine or divine power. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
XENTHRA CREW
DRUID AN EMISSARY OF
NATURE AND THE
SPIRITS
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS Q ETHER SIGHT: You're always aware of supernatural entities in your presence.
Take + ld when you gather information about the supernatural.
SPECIAL ABILITIES
e HUNT
LOOK 0 BLOOM: You know how to Attune to shape or grow nearby plant life into a
useful tool (grasping vines, natural ladders, thorny walls, etc.) .
e e STUDY
0 SHAPESHIFTER: You and any items you carry can meld into the form of a
e e OBSERVE
TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: A CADEMI C-LABOR-LAW natural beast that you've seen before. Take 2 stress when you shift, plus
ORC -FAR TRAVELER T RADE-MILITARY-NOBL E -UNDERWORLD 1 stress for each extra feature: It lasts until canceled rather than a few •' I
minutes- You shift into a physically powerful beast (Lion, giant eagle, etc.)
FINESSE
0
VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WE IRD
TEMPEST: You can push yourself to summon or control a storm in your
immediate vicinity (torrential rain, roaring wind s, heavy fog, chilling
frost/ snow, etc.).
•••
•••
PROWL
SKIRMISH
0 SHAPER: You can take 2 stress to physically change and move nearby WRECK
C OLD-HAUNT E D-OBS ES SED-PARA N OID
RECKLESS-SOFT-UNSTABLE-VICIOUS
stone, earth, or water. Take+ 1 stress to affect all three at once.
HARM i:IU•W~
project clock \.LI
O WILD WARDEN: Use special armor to avoid an environmenta l
consequence, or to push yourself when using the forces of nature. ••
•••
ATTUNE
COMMAND
•••
NEED
3 HELP
O EssENCE READER: You can Attune to gather info about the physical or MINGLE
emotional state of nearby living creatures, plantlife, and corpses. SWAY
ARMOR USES
2 -lD Everyone in your party gets +ld to their healing treatment rolls.
ARMOR □ 0 OLD SPEECH: You know the secret method of speaking to the essences BONUS DIE
0
I
LESS HEAVY of nature . Attune to choose one type of speech you can speak and
1 PUSH YOURSELF (take
SPECIAL 2 stress) -OR - accept a
□
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_F_F_E_C_T understand for a few minutes (Plants, animals, stone, fire, water, etc.).
DEV IL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
WILD FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. y" Thorn, a healer O Petrified wood D A Blade or Two
I:::,. y" Relain, a barbarian 0 Fine carved mask □ Throwing Knives
♦ Every time you roll a desperate action, mark xp in that action 's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred m ultiple times. DO Destructive Tools
• You addressed a challenge with adaptation or the forces of nature. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues f rom your vice or traumas during the session.
XENTHRA CREW
FIGHTER
ADANGEROUSAND
INTIMIDATING
WARRJOR
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS Q SAVAGE: When you unleash physical violence, it's especially frightening.
When you Command a frightened target, take+ ld.
SPECIAL ABILITIES
LOOK
HUNT
0 BATTLEBORN: You may expend your special armor to reduce harm from
an attack in combat or to push yourself during a fight. ••
••
STUDY
OBSERVE
0 BODYGUARD: When you protect a teammate, take+ 1d to your resistance
TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: A CADEMI C-LABOR-LAW roll. When you gather info to anticipate possible threats in the current
ORC -FAR TRAVELER T RADE-MILITARY-NOBL E -UNDERWORLD situation, you get+ 1 effect. •' I
I
LESS HEAVY 0 VIGOROUS: You recover from harm faster. Permanently fill in one of your
1 PUSH YOURSELF (take
healing clock segments. Take+ 1d to healing treatment roll s. 2 stress) -OR - accept a
_ _ _ _ _ _ _ _ _ _ _ _ _ ____.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_F_F_E_C_T SPECIAL
□ DEV IL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
DANGEROUS FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Lulu, a mercenary O Fine melee weapon D A Blade or Two
Fine heavy weapon □ Throwing Knives
I:::,. V Veil, an assassin
D Menacing weapon or tool DO A Large Weapon
I:::,. V Lohner, a tavern owner □ A n Unusu al Weapon
O Manacles & chains
I:::,. V Sara, a guard DOArmorDO+Heavy
□ War spirit rune
□ Burglary Gear
I:::,. V Sihili, an apothacary
DO Climbing Gear
XP □ A rcan e Implements
♦ Every time you roll a desperate action, mark xp in that action 's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred m ultiple times. DO Destructive Tools
• You addressed a challenge with violence or intimidation. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues f rom your vice or traumas during the session.
XENTHRA CREW
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY =::~~]l]i!l:l]====-J]J[lfJ[(lJ
NAME ALIAS Q LIFE BEFORE DEATH: Declare an oath to your deity (truth, mercy, justice, etc.)
For as long as you adhere to your oath your divine power grants you
immunity to one source of harm. (e.g. disease, electricity, possession, blunt
LOOK force, etc.) These choices can be changed at the end of each downtime phase. HUNT
SPECIAL ABILITIES ••
••
STUDY
OBSERVE
O SMITE: You may imbue your hands, m elee weapons, or tools with divine
TINKER
HERITAGE: HUMA N-DWA RF-ELF-HALFLING B A CKGROUND: A CAD EMI C-LAB OR- L AW energy. You gain potency in combat vs. the supernatural. You can take 2
ORC - FAR TRAV ELER T R ADE- MIL ITA RY- NOBLE- UNDERWORLD stress for + 1 effect when attacking your enemies. •' I
0 LAY ON HANDS: Take 2 stress to pla ce your merciful touch upon th e FINESSE
VICE/ PURVEYOR: FAITH - GAM B LING- LUXURY-OBLIGA T I ON-PLEA SURE- STUP OR-WEIRD
suffering and reduce a single instance of harm by one level. Each harm
can benefit once from an effect like this. •••
•• •
PROWL
SKIRM ISH
0 STALWART: Use special armor to avoid a harmful consequence or to WRECK
CO L D - HA UN TE D - OBSESSE D - PAR ANO I D push yourself in a light.
R EC KL E SS - S O FT- UNSTAB LE- V I C IOU S 0 I AMYOUR SHIELD: When you Protect a teammeate, take + 1 d to your
resistance roll. You can Protect a teammate regardless of distance. ATTU NE
HARM i:IU•W~
project clock \.LI 0 CRUSADER: You can push yourselfto light e ither an e specially powerful ••• C OMMAND
••••
NEE D
3 H ELP enemy or a small group of e nemies o n equa l footing . MINGLE
ARMOR USES 0 INSPIRE: When you lead or join a group action, choose one of the other SWAY
2 -lD
ARMOR □ pa rticipants to gain +1d.
BONUS DIE
□ O DIVINE WILL:
I
LESS HEAVY You are immune to the terror that certain creatures
1 PUSH YOURSELF (take
inflict. Take +1d to resistance rolls with Resolve . 2 stress) -OR- accept a
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_ C_T SPECIAL
F_F_E_
□ DEV IL' S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
VALOROUS FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Mercy, an inquisitor O Fine melee weapon D A Blade or Two
Fine heavy weapon □ Throwing Knives
I:::,. V Zahal, a monk
D Silver chains DO A Large Weapon
I:::,. V Farah, a crusader □ An Unusu al Weapon
O Divine symbol and text
I:::,. V Ipkesh, a spirit DOArmor DO+Heavy
□ Sacred ashes
□ Burglary Gear
I:::,. V Zana, a noble
DO Climbing Gear
XP □ Arcane Implements
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with doctrine or divine power. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
XENTHRA CREW
RANGER
A DEADLY
SHARPSHOOTER AND
TRACKER
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS 0 SCOUT: When you gather info to locate a target, you get + 1 effect. When
you hide in a prepared position or use camouflage, you get+ Id to rolls to
avoid detection.
LOOK
0
SPECIAL ABILITIES
SHARPSHOOTER: You can push yourself to do one of the following:make a
••
••
HUNT
STUDY
ranged attack at extreme distance beyond what's normal for the weapon
- unleash a barrage of rapid fire to suppress the enemy.
•• O BSERVE
TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: ACADEMIC-LABOR-LAW
ORC-FAR TRAVELER TRADE-MILITARY-NOBLE-UNDERWORLD 0 FocusED: You may expend your special armor to resist a consequence • ' I
of surprise or mental distress (fear, confusion, losing track of someone)
FINESSE
or to push yourself for ranged combat or tracking .
O O • •• PROWL
VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WEIRD MONSTER HUNTER: Your hunting pet is skilled in dealing with
monsters. It gains potency when tracking or fighting the supernatural,
and gains a magical ability: spirit-form, mind-link, or arrow-swift. Take
••• SKIRMISH
WRECK
CO LD-HAUNTED-OBSESSED-PARANOID
RECKLESS-SOFT-UNSTABLE-VICIOUS this ability again to choose an additional magical ability for your pet.
0 SURVIVOR: From hard won experience or mystic ritual, you are capable ATTUNE
HARM i:IU•W~
3
NEED
HELP
project clock\.LI
of surviving in any kind of wilderness, and are able to subsist on the
flora and fauna within them. You get +1 stress box. •••
•••
COMMAND
MINGLE
ARMOR USES 0 TOUGH As NAILS: Penalties from harm are one level less severe (though SWAY
2 -lD level 4 harm is still fatal).
ARMOR □ 0 VENGEFUL: You gain an additional xp trigger: You got payback against BONUS DIE
HEAVY □
I
LESS someone who harmed you or someone you care about. If your party
1 PUSH YOURSELF (take
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_F_F_E_C_T SPECIAL 0 helped you get payback, also mark crew xp. 2 stress) -OR- accept a
DEVIL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
DEADLY FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Mercy, an assassin O Fine light ranged weapon D A Blade or Two
Fine heavy ranged weapon □ Throwing Knives
I:::,. V Dallin, a scout
D Lightning ammo DO A Large Weapon
I:::,. V Sven, a herbalist □ An Unusual Weapon
□ Spyglass
I:::,. V Redfeather, a spirit DOArmorDO+Heavy
□A trained hunting pet
□ Burglary Gear
I:::,. V Venna, a bounty hunter
DO Climbing Gear
XP □ Arcane Implements
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with tracking or violence. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
XENTHRA CREW
ROGUE A STEALTHY
INFILTRATOR AND
BURGLAR
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS Q INFILTRATOR: You are not affected by quality or Tier when you bypass
security measures.
SPECIAL ABILITIES
LOOK 0 AMBUSH: When you attack from hiding or spring a trap, you get +ld.
HUNT
0 DAREDEVIL: When you roll a desperate action, you get+ 1d to your roll e e STUDY
if you also take -1d to any resistance rolls against consequences from e e OBSERVE
your action. TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: ACADEMIC-LABOR-LAW
ORC-FAR TRAVELER TRADE-MILITARY-NOBLE-UNDERWORLD
0 THE DEVIL'S FOOTSTEPS: When you push yourself, choose one of the
•' I
following additional benefits: perform a feat of athletics that verges on
the superhuman - maneuver to confuse your enemies so they mistakenly • FINESSE
I
LESS HEAVY
1 from detection or security measures, or to push yourself for a feat of PUSH YOURSELF (take
SPECIAL 2 stress) -OR- accept a
□
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_F_F_E_C_T
athletics or stealth. DEVIL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
SHADY FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,,. V Tal, and alchemist □ Fine lockpicks D A Blade or Two
O Fine nightsilk cloak □ Throwing Knives
I:::,,. V Vain, a guard
D Light climbing gear DO A Large Weapon
I:::,,. V Darian, a locksmith □ An Unusual Weapon
O Night lenses
I:::,,. V Samira Midani, a noble DOArmorDO+Heavy
□ Dust of silence
□ Burglary Gear
I:::,,. V Kieran, a shadow spirit
DO Climbing Gear
XP □ Arcane Implements
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with stealth or evasion. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
XENTHRA CREW
WIZARD
AN ARCANE
PRACTITIONER
AND
SUMMONER
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS Q SUMMON: You can Attune to invoke a nearby spirit to appear and obey a
command you give it. Your mind cannot be affected by a spirit that you
stunmon or invoke (though your allies may be).
LOOK SPECIAL ABILITIES HUNT
0 ILLUSION: You can create an illusion for a few moments that can affect one
sense, take 1 stress for each extra sense it affects. Take + 1 stress to have it
••
••
STUDY
OBSERVE
last for a few minutes rather than moments. TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING BACKGROUND: ACADEMIC-LABOR-LAW
ORC-FAR TRAVELER TRADE-MILITARY-NOBLE-UNDERWORLD
0 LEVITATION: You can channel arcane power to cause nearby items to float
•' I
through the air, push yourself to affect creatures instead.The heavier
the target, the harder it is to affect. FINESSE
I
LESS HEAVY
1 0 WARDED: You may expend your special armor to resist a magical PUSH YOURSELF (take
E_F_F_E_C_T SPECIAL 2 stress) -OR- accept a
□
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _ consequence, or to push yourself when you channel magic.
DEVIL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
ARCANE FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Ashara, a vampire O Enchanted artifact D A Blade or Two
O Infused crystal □ Throwing Knives
I:::,. V Warren, an astronomer
O Grimoire DO A Large Weapon
I:::,. V Voru, a demon □ An Unusual Weapon
O Fine mage's clothes
I:::,. V Sylas, an occultist DOArmorDO+Heavy
□ Fine arcane implements
□ Burglary Gear
I:::,. V Yuudai, a spirit
DO Climbing Gear
XP □ Arcane Implements
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with knowledge or arcane power. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
DARK KNIGHT
The Dark Knight is an unholy champion of tyranny that is often in the service to a
malevolent deity.
You can begin the game as a Dark Knight, or become one by falling as a Paladin.
When a Paladin has filled in their last trauma box, they can fall and gain the option
of becoming a Dark Knight.
If you do so, exchange your Paladin special abilities for an equal number of Dark
Knight abilities and keep all of your action dots. Veteran advances from other
classes can be kept as is.
VAMPIRE
(COMING SOON!)
In the meantime, you can simply use the vampire playbook from the base game.
22
STASH ■■■■■■■■■□
3
NEED
HELP
project clock\.LI it to possess a corpse or undead creature nea rby; this monster will serve you until
it is destroyed or until the start of downtime, whichever comes first.
•• ••
••
COMMAND
MINGLE
ARMOR USES 0 DREAD CHAMPION: You can push yourself to fight either an especially powerful SWAY
2 - lD enemy or a small group of enemies on equal footing .
ARMOR □ 0 AURA OF COMMAND: Whe n you lead or join a group action, choose one of the BONUS DIE
0 other participants to gain +ld.
I
LESS HEAVY
PUSH YOURSELF (take
1 0 FIENDISH WILL: You are immune to the terror that enemies inflict. Take + 1 d to
2 stress) -OR- accept a
- - - - - - - - - - - - - - - - ' - - - - - - - - - - - - - - - - E _F_F_E_C_T SPECIAL □ resistance rolls with Resolve.
DEVIL'S BARGAIN.
NOTES 0 0 0 VETERAN: Choose a special ability from another source.
DARK FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Mercy, an inquisitor O Fine melee weapon D A Blade or Two
Fine heavy weapon □ Throwing Knives
I:::,. V Zahal, a monk
D Menacing weapon or tool DO A Large Weapon
I:::,. V Farah, a crusader □ An Unusual Weapon
O Divine symbol and text
I:::,. V Ipkesh, a spirit DOArmor DO+Heavy
□ Nervebane
□ Burglary Gear
I:::,. V Zana, a demon
DO Climbing Gear
XP □ Arcane Implements
♦ Every time you roll a desperate action, mark xp in that action's attribute. D Documents
At the end of each session, for each item below, mark 1 xp (in your playbook or □ Subterfuge Supplies
an attribute) or 2 xp if that item occurred multiple times. DO Destructive Tools
• You addressed a challenge with violence or divine power. □ Tinkering Tools
♦ You expressed your beliefs, drives, heritage, or background. D Lantern
• You struggled with issues from your vice or traumas during the session.
25
CREW CREATION
t Choose a crew type. The crew type
determines the group's purpose, their
special abilities, and how they advance.
5
Assign crew upgrades. Your crew has
two upgrades pre-selected. Choose
two more. If your crew has a cohort,
CREW UPGRADES
♦ BoAT HOUSE: You have a boat, a dock on a ♦ QUARTERS: Your lair includes living
waterway, and a small shack to store boating quarters for the crew. Without this upgrade,
follow the procedure to create it. Record supplies. A second upgrade improves the each PC sleeps elsewhere, and is vulnerable
You begin at Tier 0, with strong hold and
the faction status changes due to your boat with armor and more cargo capacity. when they do so.
0 REP. You start with 2 COIN.
upgrades:
♦ CARRIAGE HousE: You have a carriage, ♦ SECURE LAIR: Your lair has locks, alarms,
Choose an initial reputation and ♦ One faction helped you get an upgrade.
2 lair. Choose how other underworld
factions see you: Ambitious-Brutal-
Take + 1 status with them. Or spend 1
COIN for +2 status instead.
two horses to pull it, and a stable. A second
upgrade improves the carriage with armor
and traps to thwart intruders. A second
upgrade improves the defenses to include
and larger, swifter horses. arcane measures that work against spirits.
Daring-Honorable-Professional- ♦ One faction was harmed when you got ♦ COHORT: A cohort is a gang or a single You might roll your crew's Tier if these
Savvy-Subtle-Strange. Look at the map an upgrade. Take -2 status with them. expert NPC who works for your crew. For measures are ever put to the test, to see how
and pick a district in which to place your Or spend 1 COIN for -1 status instead.
all the details on cohorts, see page 96. well they thwart an intruder.
lair. Describe the lair.
♦ HIDDEN LAIR: Your lair has a secret ♦ TRAINING: If you have a Training upgrade,
SPECIAL ABILITIES
NAME R EPUTATION
D EADLY: Each PC may add + 1 action rating to Hunt, Prowl, or
LAIR Skirmish (up to a max rating of3).
SPECIAL ABILITIES
NAME REPUTATION
DANGEROUS: Each PC may add + 1 action rating to Hunt,
LAIR Skirmish, or Wreck (up to a max rating of 3).
VAULTS
□□□□ l □□□□ I □□□□□□□□ At the end of each session, for each item below, mark I xp (or instead mark
Upon crew advance, each PC gets stash= Tier+2. 2xp if that item occurred multiple times).
♦ Execute a successful combat, rescue, sabotage, or treasure hunt operation.
♦ Contend with challenges above your current station.
♦ Bolster your crew's reputation or develop a new one.
♦ Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
[> Lohner, a tavern owner D Mercenary rigging (2 free LAIR QUALITY
load of weapons or armor) □□ Carriage D Documents
[> Holden, a guard
D Prison contacts (+ 1 Tier in □□ Boat D Gear
[> Kala, a blacksmith Prison) □ Hidden
D Implements
[> Akua, a priestess ■ Quarters
D Elite Rovers D Supplies
□□ Secure
[> Gox, a gang boss D Elite Thugs D Tools
□□ Vault
[> Mavran, a pit-fighter 000 Hardened (+ 1 trauma box) □ Workshop D Weapons
HUNTING GROUNDS: BATTLE-RESCUE-SABOTAGE-TREASURE TRAINING COHORTS
□ Insight UPGRADE COSTS
SPECIAL ABILITIES
NAME R EPUTATION
EVERYONE STEALS: Each PC may add + 1 action rating to Prowl,
LAIR
VAULTS
□□□□ l □□□□ I □□□□□□□□ At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash= Tier+2. 2xp if that item occurred multiple times).
♦ Execute a successful espionage, sabotage, or theft operation.
♦ Contend with challenges above your current station.
♦ Bolster your crew's reputation or develop a new one.
♦ Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPGRADES
[> Wei, an explorer D Thief Rigging (2 free load of LAIR QUALI TY
tools or gear) □□ Carriage D Documents
[> Rognisson, a guard
□□ Boat D Gear
[> Kelia, a deal broker D Underground maps & passkeys ■ Hidden
D Implements
[> Shin, a collector D Elite Rooks □ Q uarters
D Supplies
□□ Secure
[> Adara Kendras, a noble □ Elite Skulks
□□ Vault D Tools
[> Grath, a tavern owner 000 Steady ( + 1 stress box) □ Workshop D Weapons
HUNTING GROUNDS: BURGLARY- ESPIONAGE - ROBBERY - SABOTAGE TRAINING COHORTS
□ Insight UPGRADE COSTS
SPECIAL ABILITIES
NAME REPUTATION
Q S CHOLARS: Each PC may add + I action rating to Study, Attune,
or Tinker (up to a max rating of 3).
S O RCERIES: Each member of your party gains a single free
downtime action for studying or performing Rituals.
O CCULT M ETHOD S: When you execute an occult plan, take+ Id
D ARCAN E D D ROGUE to the engagement roll.
N□ENT OBELISK NCI ENT TOWER
REPOSITORY VICE DEN WIZARD C ALCULATION: You get + Id to study magical subjects. You get
-1 stress cost for +Id to Mingle
+ I scale for your {Tier roll) - infamy = +2 coin for occult
all arcane powers w/ arcane entities +Id to resistance rolls against magical threats.
Adept cohorts coin in downtime operations
and rituals on site M YSTICAL P AT RON: Your party gains a mysterious and
otherworldy mentor that sometimes manifests in the world. As
D D D long as the spellbinders embody the patron's principles, it may
aid you in mystical ways. The desires of such entities can be
GLORY GLORY GLORY
enigmatic, and may not always be in line with mortal minds.
ARCANE F ORGE: Each sacrifice of a worthy magical item yields
-3 stress cost for any ritual you perform.
D D SPIRIT D ARCANE N EOPHYTES: During downtime, one of your cohorts may
ARCANE NEXUS CHAMBER NEXUS LIBRARY
GLORY
perform a downtime activity for the crew to acquire an asset,
+ Id to Attune +Id to Command +Id to healing + i d engagement
on site. and Sway on site rolls for occult plans
reduce infamy, or work on a long-term project.
VETE RAN: Choose a special ability from another crew.
VAULTS
□□□□ l □□□□ I □□□□□□□□ At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash= Tier+2. 2xp if that item occurred multiple times).
♦ Execute a successful research, ritual, or artifact acquisition operation.