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Blades of Xenthra Player Sheets

The document provides character creation guidelines for a roleplaying game, including choosing a playbook, heritage, background, special ability, loadout, vices, and physical description. Players select their character's reputation, abilities, family history, past experiences, skills, equipment, flaws, and appearance. Heritage options provide example special abilities for elf, dwarf, halfling, and orc characters. Backgrounds allow for detailing a character's specific history. Vices represent compulsions or addictions a character struggles with. Loadouts determine what equipment a character brings and affects their movement.

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Thierry Billaud
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
18 views19 pages

Blades of Xenthra Player Sheets

The document provides character creation guidelines for a roleplaying game, including choosing a playbook, heritage, background, special ability, loadout, vices, and physical description. Players select their character's reputation, abilities, family history, past experiences, skills, equipment, flaws, and appearance. Heritage options provide example special abilities for elf, dwarf, halfling, and orc characters. Backgrounds allow for detailing a character's specific history. Vices represent compulsions or addictions a character struggles with. Loadouts determine what equipment a character brings and affects their movement.

Uploaded by

Thierry Billaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CHARACTER CREATION EXAMPLE HERITAGES

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

to modify a recent memory of theirs as well. BONUS DIE


HEAVY □ 0 INTUITIVE: You can always tell when someone is lying to you.
I
LESS
1 PUSH YOURSELF (take
_ _ _ _ _ _ _ _ _ _ _ _ _ ___.__ _ _ _ _ _ _ _ _ _ _ _ _ _E_F_F_E_C_T SPECIAL 0 0 SIDE GIGS: At the end of each downtime phase, you earn +2 stash. 2 stress) -OR- accept a
DEVIL'S BARGAIN.
NOTES 000 VETERAN: Choose a special ability from another source.
SLY FRIENDS ITEMS LOAD ~ ] light ~ 5 normal ~ 7 heav
I:::,. V Kiko, an investigator □ Small hidden weapon D A Blade or Two
O Fine musical instrument □ Throwing Knives
I:::,. V Vessar, an ambassador
D Fine disguise kit DO A Large Weapon
I:::,. V Wit, a performer □ An Unusual Weapon
O Fine clothes & jewelry
I:::,. V Maya Kendras, a noble DOArmorDO+Heavy
□ Dream essence
□ Burglary Gear
I:::,. V Varda, a fey trickster
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 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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ Are they telling the truth?
Assist a teammate load limit for the operation. ♦ How can I discover [X}?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ What might happen if I [X]?
• Wheres the leverage here?
Protect a teammate Deception: Method Social: Connection ♦ What do they intend to do?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Wheres the weakness here?
STASH ■■■■■■■■■□

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

VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WEIRD


0
action without taking stress.
OBSERVANCE: When you indulge your vice, you may adjust the dice ••
•••
ATTUNE
COMMAND
...,.__,~..,,..""-"• COLD-HAUNTED-OBSESSED-PARANOID
REC KLESS-SOFT-UNSTABLE-VICIOUS
outcome by 1 or 2 (up or down). An ally who joins in your vice may do
the same. ••• MINGLE
SWAY
0 BLESSED: You may expend your special armor to resist a magical
HARM consequence, or to push yourself when you channel divine power.
NEED
BONUS DIE

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

D Inquisitor's documents DO A Large Weapon


I:::,. V Seijun, a priestess □ An Unusual Weapon
O Divine symbol and text
I:::,. V Aldric, a cultist DOArmorDO+Heavy
□ Holy water
□ Burglary Gear
I:::,. V Kal, a crusader
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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ What's really going on here?
Assist a teammate load limit for the operation. ♦ How can I get them to [X}?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ Where's the weakness here?
♦ What should I look out for?
Protect a teammate Deception: Method Social: Connection ♦ How can I find [X]?
♦ What are they really f eeling?
Set up a teammate Stealth: Entry point Transport: Route ♦ What do they intend to do?
STASH ■■■■■■■■■□

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

D Bubbling potion DO A Large Weapon


I:::,. y" Huldra, a ranger □ An Unusu al Weapon
O Nature sy mbol
I:::,. y" Morning Glory, a spirit DOArmorDO+Heavy
□ Seed pouch
□ Burglary Gear
I:::,. y" Danica, a witch
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 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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ Where did [X] go?
Assist a teammate load limit for the operation . ♦ How can I get them to [X}?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ How can I find [X}?
♦ What echoes in the spirit world?
Protect a teammate Deception: Method Social: Connection ♦ What is arcane or weird here?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Wheres the weakness here?
STASH ■■■■■■■■■□

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

0 MONSTER SLAYER: Through sheer determination or the discovery of FINESSE

VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WE IRD


mythical techniques, your hands, melee weapons, and tools can affect
magical beings. You gain potency in combat vs. the supernatural. Take
•••
•• •
PROWL
SKIRMISH
2 stress to gain +1d when attacking your enemies. WRECK
C OLD-HAUNT E D-OBS ES SED-PARA N OID 0 LEADER: When you Command a cohort in combat, they continue to
RECKLESS-SOFT-UNSTABLE-VICIOUS fight when they would otherwise break (they're not taken out when
they suffer level 3 harm). They gain+ 1 effect and 1 armor. ATTUNE
HARM i:IU•W~
3
NEED
HELP
project clock \.LI 0 NoT To BE TRIFLED WITH: You can push yourself to do one of th e
following: perform a feat of physical force that verges on the superhuman
• ••
•••
COMMAND
MINGLE
ARMOR USES - engage a small group of enemies on equal footing in close combat. SWAY
2 -lD
ARMOR □ 0 MULE: Your load limits are higher. Light: 5. Normal: 7. Heavy: 9. BONUS DIE

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ How can I hurt them?
Assist a teammate load limit for the operation . ♦ Who'.s most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ Who'.s most dangerous here?
♦ What do they intend to do?
Protect a teammate Deception: Method Social: Connection ♦ How can I get them to [X]?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Where'.s the weakness here?
STASH ■■■■■■■■■□

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ How can I hurt them?
Assist a teammate load limit for the operation.
♦ What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ Who's most dangerous here?
♦ What do they intend to do?
Protect a teammate Deception : Method Social: Connection ♦ How can I get them to [X}?
♦ Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route ♦ What's really going on here?
STASH ■■■■■■■■■□

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ How can I hurt them?
Assist a teammate load limit for the operation. ♦ How can I reveal [X]?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ Where are they vulnerable?
♦ How can I find [X]?
Protect a teammate Deception: Method Social: Connection ♦ What are they really f eeling?
♦ What'.s really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Where'.s the weakness here?
STASH ■■■■■■■■■□

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

VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WEIRD 0


attack each other.
EXPERTISE: Choose one of your action ratings. When you lead a group
•••
•••
PROWL
SKIRMISH
action using that action, you can suffer only 1 stress at most regardless WRECK
COLD -HAUNT ED -OBS ESSED -PARA NOID of the number of failed rolls.
RECKLESS-SOFT-UNSTABLE-VICIOUS 0 GHOST VEIL: You may shift partially into a wraith-like form, becoming
shadowy and insubstantial for a few moments. Take 2 stress when you ATTUNE
i:IU•W~
HARM
3
NEED
HELP
project clock\.LI
shift, plus 1 stress for each extra feature: It lasts for a few minutes rather
than moments-you are invisible rather than shadowy-you may float
through the air like a spirit.
•••
•••
COMMAND
MINGLE
ARMOR USES 0 REFLEXES: When there's a question about who acts first, the answer is
SWAY
2 -lD
ARMOR □ you (two characters with Reflexes act simultaneously).
BONUS DIE
0 0 SHADOW: You may expend your special armor to resist a consequence

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your • Whats the best way in?
Assist a teammate load limit for the operation.
♦ Where can I hide here?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ What can I tinker with here?
♦ What do they intend to do?
Protect a teammate Deception: Method Social: Connection ♦ How can I find [X]?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Wheres the weakness here?
STASH ■■■■■■■■■□

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

VICE/ PURVEYOR: FAITH-GAMBLING-LUXURY-OBLIGATION-PLEASURE-STUPOR-WEIRD


0 ELEMENTALIST: You can push yourself to release a surge of elemental or
arcane energy as a weapon (fire, frost, electricity, raw arcane, etc.) This
•••
•••
PROWL
SKIRMISH
ability has potency against the supernatural. WRECK
C OLD-HAUNTED-OBSESSED-PARANOID 0 SPELL BREAKER: You know how to Attune to dispel a nearby magical
RECKLESS-SOFT-UNSTABLE-VICIOUS effect. The more powerful the magic, the more dangerous it is to dispel.
HARM i:IU•W~
project clock\.LI
0 RITUAL: You can Study a mystical ritual (or create a new one) to summon
a supernatural effect or being. You know the magical methods to
••
•••
ATTUNE
COMMAND
•••
NEED
3 HELP perform rituals. You begin with one ritual learned. MINGLE
ARMOR USES 0 MAGIC METHODS: When you invent or craft a creation with magical SWAY
2 -lD features, take + 1 result level to your roll. You begin with one magical
ARMOR □ BONUS DIE
design already known .
0

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ What is hidden or lost here?
Assist a teammate load limit for the operation. ♦ How can I reveal [X]?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ What can I tinker with here?
♦ What echoes in the spirit world?
Protect a teammate Deception: Method Social: Connection ♦ What is arcane or weird here?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Wheres the weakness here?
OPTIONAL PLAYBOOKS
(EVERYONE AT THE TABLE MUST CONSENT BEFORE USING THESE PLAYBOOKS!)

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 ■■■■■■■■■□

XENTHRA CREW DARK KNIGHT


A CRUEL&
MALEVOLENT
CHAMPION
COIN ■■■■■■■■■□
□□ ■■■■■■■■■□
□□ ■■■■■■■□
STARTING ABILITY
NAME ALIAS 0 D ARK A EGIS: Declare a cruel vow (tyranny, duplicity, exploitation, desecration, etc.).
For as long as you uphold this vow your malevolent power gives you immunity to one
source of harm (e.g. disease, electricity, possession, blunt force, etc.). These choices
can be changed at the end of each downtime phase. HUNT
LOOK
SPECIAL ABILITIES e e STUDY
• D ARK ASPECT: You are a champion of malevolence and cruelty. Your trauma is
maxed out. Choose four trauma conditions which reflect your profane nature. If you
e e OBSERVE
suffer trauma, you are overwhelmed. You take level 3 harm: "Hatred." Indulging your TINKER
HERITAGE: HUMAN-DWARF-ELF-HALFLING B ACKG ROUND: ACADEMIC-LABOR-LAW
ORC-FAR TRAVELER TRADE- MILITARY- NOBLE- UNDERWORLD vice removes this harm completely. You have more stress boxes. •' I
Q U NHOLY S MITE: You may imbue your hands, melee weapons, or tools with profane
magic. You gain potency in combat vs. the supernatural. Spend 2 stress for+ I effect FINESSE

VICE/ PURVEYOR: FAITH - GAMBLING-LUXURY- OBLIGATION-PLEASURE- STUPOR- WEIRD 0


when attacking your enemies.
V0IDBINDER: A malevolent deity has chosen you as it's conduit of influence. Take
•••
•• •
PROWL
SKIRMISH
2 stress and ind icate what dark magic it has g ranted you and the GM will name
WRECK
COLD - HAUNTED - OBSESSED- PARANOID the occult price your deity demands.
RUTHLESS- SECRETIVE- UNSTABLE- VICIOUS
0 UNHOLY RESILIENCE: Use special armor to avoid a harmful consequence or to
push yourself in a fight.
0 ATTUNE
HARM i:IU•W~ DEFILER: You can push yourself to Attune to summon a fiendish spirit and force

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.

TEAMWORK PLANNING & LOAD GATHER INFORMATION


Choose a plan, provide the detail. Choose your ♦ How can I hurt them?
Assist a teammate load limit for the operation. ♦ How can I reveal [X]?
Lead a group action Assault: Point of attack Occult: Arcane power ♦ How can I get them to [X]?
♦ What should I look out for?
Protect a teammate Deception: Method Social: Connection ♦ What is arcane or weird here?
♦ Whats really going on here?
Set up a teammate Stealth: Entry point Transport: Route
♦ Wheres the weakness here?
STANDARD ITEMS PLAYBOOK ITEMS
A Melee Weapon: Perhaps you carry a Arcane Implements: A pouch of gem BARD DRUID
simple fighting knife. Or a curved elven dust. A bag of black salt. A spirit container Small Hidden Weapon: A small weapon, Petrified Wood: A slab of petrified wood
blade. Or a dwarven warhammer. Or an in the form of a small gem. A small focus like a knife, that is easily concealed carved with glyphs. It can be sacrificed to
orcish axe. [ 1 LOAD] rod. A glass vial of glowing fluid. [I load) underneath clothing or armor. [0 load] beseech the forces of nature to Assist you in a
Fine Clothes and Jewelry: An outfit that brief endeavor. [I load]
Throwing Knives: Six small, light blades. Subterfuge supplies: A theatrical make-up
kit. A selection of blank documents, ready appears to be of such fine make as to pass Fine Carved Mask: A mask that allows the
[1 LOAD]
for the forger's hand. Costume jewelry. you off as a wealthy noble. [0 load] If trained user to see mystic energies in great
A Large Weapon: A weapon meant for A reversible cloak and distinctive hat. A you're carrying this item as a second outfit to detail. [I load)
two hands. A battle-axe, greatsword, forged badge of office. [ 1 LOAD] change into, it counts as 2 load.
Bubbling Potion: A roiling bottle ofliquid.
war hammer, or pole-arm. A bow or
Destructive Tools: A sledgehammer and Fine Musical Instrument: A beautifully Allows the drinker to ignore their harm
crossbow. [2 LOADj
iron spikes. Crowbar. [2 LOAD] crafted hand held musical instrument that penalties for a single action. [I load]
An Unusual Weapon: A curiosity or tool can draw nearly anyone's attention. [I load] Nature Symbol: A represntation of your link
turned into a weapon. A whip, a flail, a Tinkering Tools: An assortment for
Fine Disguise kit: A theatrical make-up kit to the forces of nature. Tthis sacred charm or
hatchet, a shovel, a length of chain, a razor- detailed mechanist work: jeweler's
equipped with an impressive array of expert marking signifies your mastery in the natural
edged fan, steel-toed boots. [1 LOAD] loupe, tweezers, a small hammer, pliers,
appliances to fool the eye. [I load] realms. [0 load]
screwdriver, etc. [ 1 LOAD]
Armor: A thick leather tunic plus
Dream Essence: A pouch of an alchemical Seed Pouch: A bag of various seeds from the
reinforced gloves and boots. [2 LOAD] Lantern: A simple oil lantern, a fancy
substance that causes any that inhale or plants of the surrounding environment.
gemstone lamp, or other light source. ingest it to fall into an unconscious state.
+ Heavy: The addition of chain mail, metal [0 load]
[1 LOAD]
plates, a metal helm. [ 2 LOAD] The load [0 load]
for heavy armor is in addition to normal FIGHTER
CLERIC
armor-4/oad total. Fine Melee Weapon: A finely crafted one-
Fine Melee Weapon: A finely crafted one-
Burglary Gear: A set oflockpicks. A small handed melee weapon of your choice. handed melee weapon of your choice. [ I load]
pry-bar. Vials of oil to silence squeaky [I load] Fine Heavy Weapon: A finely crafted two-
hinges. A coil of wire and fishing hooks. A Fine Light Ranged Weapon: A finely handed melee weapon of your choice.
small pouch of fine sand. [ 1 LOAD] crafted shortbow or crossbow of very [2 load]
Climbing Gear: A large coil of rope. A compact design that sacrifices range and Menacing Weapon or Tool: A scary-looking
small coil of rope. Grappling hooks. A power for portability. [I load] hand weapon or tool. This item grants
small pouch of chalk dust. A climbing Inquisitor's Warrant: An official document increased effect when you intimidate, not
harness with loops and metal rings. A set that may grant you access to certain places increased harm in combat. [I load]
of iron pitons and a small mallet. [2 LOAD] or people that at least respect the authority Manacles and Chain: A set of heavy manacles
Documents: A collection of slim volumes of the Temple of Order. [I load] and chain, suitable for restraining a prisoner.
on a variety of topics, including a registry Divine Symbol and Text: A sacred icon of [0load)
of the nobility, City Watch commanders, your faith and the text detailing its precepts. War Spirit Rune: A stone with a carved red
and other notable citizens. Blank pages, a these holy items and/or markings signify glowing rune. When crushed in your fist, a war
vial of ink, a pen. A number of interesting your authority among followers of your spirit is released to possess you for several
maps. [ 1 LOAD] religion. (0 load] minutes. Greatly enhances the user's strength
Holy Water: A small glass container of and resistance to pain for several minutes. The
shimmering liquid. Holy water can be used GM will modify your position and effect when
to ward away profane monsters, either by you fight. Also, you suffer two consequences:
splashing or smashing it upon them. "Can't Tell Friend From Foe" and "Can't Stop
[0 load] Until They're All Broken:' You may resist each
of these consequences separately. (0 load] 24
PLAYBOOK ITEMS
PALADIN RANGER WIZARD DARK KNIGHT
Fine Melee Weapon: A finely crafted one- Fine Light Ranged Weapon: A finely crafted Enchanted Artifact: A mystical item filled Fine Melee Weapon: A finely crafted one-
handed melee weapon of your choice. shortbow or crossbow of very compact design with magic. Was this given to you by the handed melee weapon of your choice.
[I load] that sacrifices range and power for portability. mages that trained you, found as a child, or [I load]
Fine Heavy Weapon: A finely crafted two- [I load] something you have picked up on your
Fine Heavy Weapon: A finely crafted two-
handed melee weapon of your choice. travels? What does it do? You and your GM
Fine Heavy Ranged Weapon: A finely crafted handed melee weapon of your choice.
[2 load] should use the Item crafting questions to
longbow or crossbow [2 load] [2 load]
establish its details. [ 1 load]
Silver Chains: This coil of blessed silver Lightning Ammo: Arrow or bolt heads crafted Menacing Weapon or Tool: A scary looking
chain is like searing steel against monsters. Infused Crystal: A brightly glowing crystal
from storm crystals that discharge electricity hand weapon or tool. This item grants
They can be used to restrain and weaken swirling with a reserve of magic. You can
on impact. One shot is enough to stun a increased effect when you intimidate, not
magical creatures, even incorporeal ones. consume the energy within to take + 1 effect
humanoid target for a short time, several shots increased harm in combat. [ I load]
[I load] the next time you use arcane power. [ 1 load]
could incapacitate.[! load]
Divine Symbol and Text: A sacred icon of
Divine Symbol and Text: A sacred icon of Grimoire: A tome containing knowledge of
A Trained Hunting Pet: Your hunting animal your faith and the text detailing its precepts.
your faith and the text detailing its precepts. spells and magical phenomena. Take + 1
companion obeys your commands and these items or markings signify your
these items or markings signify your effect when you Study a magical subject
anticipates your actions. Cohort (Expert: authority among followers of your religion.
authority among followers of your religion. Hunter). [O load] while consulting this tome. [I load]
[O load]
[O load] Fine Mage's Clothing: An arcane outfit that
Spyglass: A brass tube with lenses that allow Nervebane: A vial of clear, poisonous fluid
Sacred Ashes: These ashes can be scattered signifies you as a powerful mage. [O load]
long-distance vision. Collapsible. May attach that causes temporary paralysis when it
upon profane creatures (or on a surface) to to a ranged weapon. (0 load)
If you're carrying this item as a second outfit enters the body. [O load]
burn them or ward them off. [O load] to change into, it counts as [2 load].
Fine Arcane Implements: A pouch of gem
ROGUE
dust. A bag of black salt. A spirit container in
Fine Lockpicks: A finely crafted set of tools
the form of a small gem. A small focusing
to disable and circumvent locks.[0 load]
rod. A glass vial of glowing fluid. [O load]
Fine Nightsilk Cloak: A hooded cloak
made of rare dark elven night silk that
blends into the darkness around it. + 1 effect
when sneaking. [I load]
Light Climbing Gear: A well-crafted set of
climbing gear that is less bulky and heavy
than a standard set. [I load]
Night Lenses: A pair of enchanted goggles
that allow the wearer to see in pitch
darkness as if it were perfectly lit.
[I load]
Dust of Silence: A pouch of dust that
causes absolute silence of yourself and your
immediate surroundings for a few moments.
[O load]

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,

3 Establish your hunting grounds.


Look at the map and pick a district
6 Choose a favorite contact. Mark the
one who is a close friend, long-time
ally, or partner in crime. Record the faction
location and is disguised to hide it from view.
If your lair is discovered, use two downtime
you earn 2 xp (instead of 1) when you train
a given xp track during downtime (INSIGHT,
in which to place your hunting grounds. activities and pay COIN equal to your Tier to PROWESS, RESOLVE, or Playbook xp ). This
status changes related to your contact:
Decide how to deal with the faction that relocate it and hide it once again. upgrade essentially helps you advance more
♦ One faction is friendly with your
claims that area. quickly. See Advancement, page 48.
contact. Take + 1 status with them. ♦ MASTERY: Your crew has access to master
♦ Pay them 1 COIN. level training. You may advance your PCs' If you have Insight Training, when you
♦ One faction is unfriendly with your
♦ Pay them 2 COIN. Get+ 1 status. action ratings to 4 ( until you unlock this train INSIGHT during downtime, you
contact. Take -1 status with them.
♦ Pay nothing. Get -1 status. upgrade, PC action ratings are capped at 3). mark 2 xp on the INSIGHT track (instead
At your option, increase the intensity of This costs four upgrade boxes to unlock. of just 1). If you have Playbook Training,
Choose a special ability. They're in the factions' relationship with your contact you mark 2 xp on your playbook xp track
4 the gray column in the middle of the
crew sheet. If you can't decide, choose the
and take +2 and -2 status, instead.
♦ QUALITY: Each upgrade improves the
quality rating of all the PCs' items of that

when you train.
VAULT: Your lair has a secure vault,
type, beyond the quality established by the
first ability on the list. It's placed there as crew's Tier and fine items. You can improve increasing your storage capacity for COIN to
a good first option. the quality of Documents, Gear (covers 8. A second upgrade increases your capacity
Burglary Gear and Climbing Gear), Arcane to 16. A separate part of your vault can be
Implements, Subterfuge Supplies, Tools used as a holding cell.
(covers Destructive Tools and Tinkering Tools) ♦ WORKSHOP: Your lair has a workshop
and Weapons. appointed with tools for tinkering and
So, ifyou are Tier 0, with fine lockpicks (+ 1) alchemy, as well as a small library of books,
and the Quality upgrade for gear (+ 1), you documents, and maps. You may accomplish
could contend equally with a Tier II quality long-term projects with these assets without
lock. leaving your lair.
XENTHRA CREW SHEET ASSASSINS MURDERERS
FOR HIRE

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).

EWt ~ ~ ~ ~ ~ BBBBBBGLORYillll!!il WEAK~ STRONr. f Mii O O O O_


O DARK V EIL: Due to hard-won experience or occult ritual, your
activities are hidden from magical forces. You don't take extra
infamy when killing is involved on a score.
□ TRAINING □ □ □ □ 0 SHADOW D EATH: Through discovery of magical secrets or occult
VICE DEN FIXER INFORMANTS CLEANERS
ROOMS Body disposal,
ritual, you know the arcane method to destroy a victim's body at
{Tier roll) - infamy= +2 coin for lower- + i d gather info the moment you kill them. Take 2 stress to channel arcane
+ I scale for your +Id to reduce infamy
coin in downtime class targets for scores
Skulks cohorts after killing energy to disintegrate the body into a heap of ash.
No TRACES: When you keep an operation quiet or make it look like
□ □ □ an accident, you get half the rep value of the target (roundup) instead
VICTIM COVER of zero. When you end d owntime with zero infamy, take + I rep.
TROPHIES GLORY OPERATION O PAT RON: When you advance your Tier, it costs h a lf the coin it
+ 1 rep per score -2 infamy per score normally would. Who is your patron? Why do they help you?
PREDATO RS: When you use stealth or subterfuge to commit
murder, take +I d to the en gagem e nt roll.
□ PROTECTION □ □
ENVOY
·ovm IDENTITIES □
CITY RECORDS O V IPERS: When you acquire or craft poisons, you get + 1 result
INFIRMARY
RACKET +I d engagement
+Id to healing +2 coin for high- + id engagement level to your roll. When you employ a poison, you are specially
{Tier roll) - infamy= for deception and
rolls class targets for stealth plans prepared to be immune to its effects.
coin in downtime social plans
O 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 accident, disappearance, murder, or ransom 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
[> Aisha, a mere boss D Assassin rigging (2 free load of LAIR QUALI TY
weapons or gear) □□ Carriage D Documents
[> Talden, a deal broker
D Prison contacts (+ 1 Tier in □□ Boat D Gear
[> Vashnavi, a noble prison) □ Hidden
D Implements
[> Vin, a bounty hunter 0 Elite Skulks □ Q uarters
D Supplies
□□ Secure
[> Kovac, a spirit hunter D Elite Thugs D Tools
□□ Vault
[> Ralanav, a merchant lord 000 Hardened ( + 1 trauma box) □ Workshop D Weapons
HUNTING GROUNDS: ACCIDENT- DISAPPEARANCE- MURDER- RANSOM TRAINING COH ORTS
■ Insight UPGRADE COSTS

■ Prowess New Cohort: 2


□ Resolve Add Type: 2
□ Personal
DOQO Mastery
XENTHRA CREW SHEET MERCENARIES
KILLERS,
THUGS,&
SOLDIERS FOR
COIN

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).

EWt ~ ~ ~ ~ ~ BBBBBBGLORY illll!!il WEAK~ STRONr. f Mii O O O 0


O BLOOD BROTHERS: When you fight alongside your cohorts
in combat, they get + Id for teamwork rolls (setup and group
actions). All of your cohorts get the Thugs type for free (if they're
□ □ □ TERRORIZED □ □ PROTECTION already Thugs, add another type).
BARRACKS INFORMANTS
CITIZENS RACKET
+ i scale for your GLORY + id gather info O DooR KICKERS: When you execute an assault plan, take+ Id to
+2 coin for battle (Tier roll) - infamy =
Thug cohorts for scores the engagement roll.
or extortion coin in downtime
FIENDS: Fear is as good as respect. You may count each
Wrath level as if it was Glory.
□ □
FlliHTINli PITS FORGED IN THE FIRE: Each PC has been toughened by cruel
(Tier roll) - infamy = GLORY GLORY experience. You get + Id to resistance rolls.
coin in downtime
O PATRON: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
□ □ □ □ WAREHOUSES □ CORRUPT O WAR DoGs: When you're at war (-3 faction status), your crew
INFIRMARY GUARD STREET FENCE
Stockpiles give you
GUARDS does not suffer -1 hold and PCs still get two downtime activities,
+id to healing INTIMIDATION +2 coin for lower-
-2 infamy per score + id to acquire + id engagement instead of just one.
rolls class targets
assets for assault plans
VETERAN: Choose a special ability from another crew.

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

■ Prowess New Cohort: 2


□ Resolve Add Type: 2
□ Personal
0-000 Mastery
XENTHRA CREW SHEET SHADOWS
THIEVES,
SPIES, AND
SABOTEURS

SPECIAL ABILITIES
NAME R EPUTATION
EVERYONE STEALS: Each PC may add + 1 action rating to Prowl,
LAIR

Eitt ~ ~ ~ ~ ~ BBBBBBGLORY illll!!il WEAK ~ STRONr. f Mii O O O 0


Finesse, or Tinker (up to a max rating of3).
Q A RCANE A CUMEN: From experience or arcane ritual, all crew
members gain potency when interacting with arcane devices,
traps, structures, and locks that exist throughout the world.
NTERRDGATIDN □ □ □ □ Spirits often take close notice on those with this ability.
LOYAL FENCE GAMBLING DEN TAVERN
CHAMBER
GLORY +2 coin for burglary (Tier roll) - infamy = + ld to Mingle
+ ld to Command PACK RATS: Your lair is a jumble of stolen items. When you roll
or robbery coin in downtime and Sway on site
and Sway on site to acquire an asset, take + Id.
PAT RON: When you advance your Tier, it costs half the coin it
□ □ □ normally would. Who is your patron? Why do they help you?
DRUG DEN INmRMANTS LOOKOUTS
(Tier roll) - infamy= GLORY SECOND STORY: When you execute a clandestine infiltration, you
+ l d gather info + l d to Observe
coin in downtime for scores Hunt on your turf get + Id to the engagem ent roll.
O SLIPPERY: When you roll entanglements, roll twice and keep the
□ CLEANERS
□ □ □ □ SECRET
one you want. When you reduce infamy on the crew, take + Id.
INFIRMARY COVERT DROPS
Body disposal, GLORY
PATHWAYS O SYNC HRONIZE D: When you perform a group action, you may
+Id to healing +2 coin for espionage
+ id to reduce infamy + l d engagement count multiple 6s from different rolls as a critical success.
rolls or sabotage
after killing for stealth plans

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

■ Prowess New Cohort: 2


□ Resolve Add Type: 2
□ Personal
0-000 Mastery
XENTHRA CREW SHEET SPELLBINDERS
A CIRCLE OF SPELL
CASTERS SEEKING
KNOWLEDGE&
POWER

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.

♦ 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 UPliRAOES

[> Yasmine, a sorceress D Arcane rigging (2 free load of LAIR QUALI TY


documents or implements) □□ Carriage D Documents
[> Renav, an antiquarian
□□ Boat D Gear
[> Sylas, an occultist D Ritual sanctum in lair □ Hidden
D Implements
[> Valara, a spirit D Elite Adepts □ Q uarters
D Supplies
□□ Secure
[> Anna Kaldan, a noble D Elite Rooks
D Tools
□□ Vault
[> Naravi, a researcher 000 Studied (+ 1 trauma box) □ Workshop D Weapons
H UNTING GROUND S: RESEARCH-RITUAL-ACQUISITION TRAINING COH O RTS
■ Insight UPGRADE COSTS

□ Prowess New Cohort: 2


□ Resolve Add Type: 2
■ Personal
0-000 Mastery
XENTHRA CREW SHEET
ZEALOTS ACOLYTES
OF A DEITY .Ade_p_=
ts_ _ _ _ __
SPECIAL ABILITIES
NAME REPUTATION
O CHOSEN: Each PC may add+ 1 action rating to Attune, Study, or
LAIR Sway (up to a max rating of3).
CHOOSE 2 DOMAIN S ANOINTED: You get +Id to resistance rolls against supernatural
ORDER-CHAOS-MERCY-WAR threats. You get+ Id to healing rolls when you have supernatural harm.
KNOWLEDGE-TRICKERY-FREEDOM
DEITY TYRANNY-LIGHT-VOID-LIFE-DEATH BouND IN REVELATION : You may use teamwork with any cult

El£t ~ ~ ~ ~ ~ BBBBBBiliiili illll!!il WEAK ~ STRONr. f Mii O O O 0


member, regardless of the distance separating you. By taking
1 stress, your whispered message is heard by every zealot.
CONVICTION: Each PC gains an additional Vice: Worship. When you
indulge this vice and bring a pleasing sacrifice, you don't overindulge
□ □ □ N□ENT OBELISK NCI ENT TOWER if you clear excess stress. In addition, your deity will assist any one
CLOISTER VICE DEN OFFERTORY
-1 stress cost for +Id to Mingle action roll you make-from now until you indulge this vice again.
+ I scale for your (Tier roll) - infamy= +2 coin for occult
all magic powers w/ magic entities
Adept cohorts coin in downtime operations GLORY INCARNATE: Your deity sometimes manifests in the
and rituals on site
physical world. This can be a great boon, but the priorities and
values of a god are not those of mortals. You have been warned.
□ □ □ SANCTIFIED RITES: Each pleasing sacrifice yields -3 stress cost for
GLORY GLORY GLORY any ritual you perform.
ZEALOTRY: Your cohorts have abandoned their reason to devote
themselves to temple. They will undertake any service, no matter how
dangerous or strange. They gain+ Id to rolls against enemies ofthe faith.
□ □ □ □ □
SPIRIT WELL SANCTUARY SACRED NEXUS ANCIENT ALTAR
+Id to Attune GLORY +Id to Command +Id to healing + id engagement
on site. and Sway on site rolls for occult plans
At the end of each session, for each item below, mark I xp (or instead mark
2xp if that item occurred multiple times).
VAULTS ♦ Advance the agenda ofyour deity or embody its doctrines in action.
♦ Contend with challenges above your current station.
□□□□ l □□□□ I □□□□□□□□
♦ Bolster your crew's reputation or develop a new one.
Upon crew advance, each PC gets stash= Tier+2.
♦ Express the goals, drives, inner conflict, or essential nature of the crew.
CONTACTS CREW UPliRAOES
[> Varaxas, an oracle D Cult rigging (2 free load of LAIR QUALITY

documents or implements) □□ Carriage D Documents


[> Izumi, a crusader
□□ Boat D Gear
[> Estrad, an occultist D Ritual sanctum in lair
□ Hidden
D Implements
[> Leylas, a theologian D Elite Adepts □ Quarters
D Supplies
D Elite Thugs □□ Secure
[> Victor, an inquisitor D Tools
□□ Vault
[> Deneba, a priestess 000 Ordained ( + 1 trauma box) □ Workshop D Weapons
SACRED SITES: ACQUISITION-AUGURY-CONSECRATION-SACRIFICE TRAINING COHORTS

□ Insight UPGRADE COSTS

□ Prowess New Cohort: 2


■ Resolve Add Type: 2
□ Personal
0-000 Mastery

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