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Human: Gabriel, Foley, Kirk, Sera, Estelle, Fleur, Ragnar, Simeon, Lom

Dwarf: Ragnar, Dunbull, Gimma, Lofta, Eskrip, Feor, Magra, Gullip


Merrow: Esherfin, Limnastor, Premarinder, Nolin-Nolin, Waerishill, Lattimer
Ifrit: Ur-Tarn, Ur-Jaga, Simyr, Vol-Ir, Ix-Nara, Saden, Ur-Malk, Tel-Daro

Flickering Eyes, Deep Eyes, Sleepless Eyes, Wondering Eyes


Unkempt Hair, Flowing Hair, Wild Mane, Night-Black Locks
Servants Uniform, Torn Gown, Ill-Fitting Tunic, Stained Robe
Lanky Body, Pudgy Body, Towering Body, Hunched Body

Alignment/Drive
Neutral

Its a Beautiful World

Seek out an elemental font and draw power from it.

Your magic is wild, untamed, and inspired by the world around you. Choose a signature
element. When you first approach a font of that element in its primal form, choose
one:
It flares outward, spreading traces of itself and affecting those around it.
It whispers its secrets; ask one question from the discern realities list.
It awakens as a familiar with cost (freedom), loyalty 1, and a skill of rank 3.
It gives up its essence, dissipating to heal you 10 damage.

Chaotic
Help an elemental font erupt in the heart of civilization.

Race/Background
Human
You were cast out, but befriended a small elemental creature in
the wilds. Describe it. It counts as a trace of your element.

Danger Zone

Dwarf

When your magic overcharges, hold 1 danger. If youre already holding 1 danger, lose all
your danger and suffer the spells overcharge effect. When you sit in meditation for a
while, lose all your danger.

Your power burns low like embers waiting to be stoked. You are
invisible to magic until you cast a spell or lose your temper.

Signature Spell (CHA)

Merrow

When you channel your power into an elemental blast, roll+CHA.


On a 10+, deal 1d10 damage to someone caught in the blast.
On a 7-9, you deal damage but the spell overcharges.

You can exchange your aquatic shape for a humanoid one, and
deep water transforms into an elemental font for you.

In Your Element (DEX)


Ifrit

You gain 2+DEX armor against your element.

You perceive the currents of magic flowing through the world.


When you discern realities, use CHA instead of WIS.

Misunderstood
Youre always considered to be trouble for purposes of the Outstanding Warrants move.

Tantrum
Fill in the names of your companions in at least one:
____________ is afraid of me. Ill give them a reason to be!
I could learn how to control my temper from ____________.
I lost control and hurt ____________; I must make amends
before it happens again.

When you lose control of your emotions, your hair, eyes, and voice take on aspects of
your signature element. Take +1 ongoing to CHA and -1 ongoing to everything else until
you calm down.

THE SORCERER

V1.0

Your load is 4+STR. You start with dungeon rations (5 uses, 1 weight) and
cloth robes (0 weight). Choose two:
2 Healing potions (0 weight)
2 Dungeon rations (2 weight)
Compass (+1 ongoing to trailblazer, 0 weight)
Adventuring gear (5 uses, 1 weight)

Choose a memento (0 weight):


A tarnished locket
A lock of hair tied with silk
A cracked gemstone
A silver brooch with an inscription
A pair of broken glasses
The charred hilt of a sword

When you gain a level from 2-5, choose from these moves.

When you gain a level from 6-10, choose from these moves or the level 25 moves.

Raw Talent
When you deal elemental damage, deal +2 damage.

Pure Talent

Power Overwhelming

Replaces: Raw Talent


When you deal elemental damage, deal +4 damage.

When you transform yourself into an incarnation of elemental power,


levitate a few feet off the ground and roll+CHA. * On a 10+, hold 2. * On a
7-9, hold 1. Spend hold 1-for-1 to choose from the following options:
Create a font of your element which also serves as a barrier.
Inflict your overcharge effect on someone you can reach.
Use energy to shield yourself completely from an attack.
On a 6- or when you run out of hold, your form overcharges and ends.

Go Big or Go Home
When you tell someone exactly how youre about to beat them, take +2
forward against them but treat a roll of 7-9 as a 6-.

Blink
When you teleport and emerge from a trace of your element, roll+DEX.
On a 7-9, the trace overcharges on you.

Tough

Archon
Requires: Power Incarnate
When you incarnate, you can fly and you always get +1 hold, even on a 6-.

BORN AGAIN
When you take this move, choose a second signature element. The GM will
tell you when your new power awakens and what tragedy occurs as a result.

MULTICLASS Knack
Get one move from another class. Treat your level as one lower for choosing
the move.

Spellslinger
When you cast your signature spell you may choose DEX targets. Roll once
and apply damage to all targets. On a 7-9, the GM may change one target.

You get +1 armor.

Unwavering

FREE-SPIRITED

Replaces: Tough
You get +1 armor and an additional +1 armor against your element.

When you ignore good advice and try it your own way, take +1 forward.

My Old Friend

Gemini

Your elemental familiars awaken with loyalty 3 and two skills of rank 3.

Requires: My Old Friend


When you awaken an elemental font, two familiars appear instead of one.

Inner Compass

Homing Beacon

When you close your eyes and concentrate on the currents of magic
around you, roll+CHA. The GM will tell you the nature and location of the
nearest magical power source.
On a 10+, the source is also a font of your element.
On a 6-, the power overwhelms you. Suffer a debility of your choice until
you locate it.

Requires: Inner Compass


On a hit the GM will tell you the nearest two sources, and one is guaranteed
to be a font of your element. On a 10+, both are.

Drink the Rain


When you consume a trace of your element, heal 1d4 damage. You may do
this instead of marking off a ration.

Unforgettable

Dominion
When you encounter a spell that exhibits your element, you can dismiss or
take control of the spell.

Better to Ask Forgiveness


When you make it up to someone you harmed during your tragic
awakening, take +1 ongoing to parley with their community and youre no
longer misunderstood there.

When you revisit a town, the GM chooses 1 option from the Carouse list.

Simmer Down

Too Hot to Handle

When you roll a 12+, lose 1 danger.

Requires: Simmer Down


It takes 1 additional danger to trigger your spells overcharge effects.

As the World is My Witness

The Calm Before the Storm

When someone swears a vow to you in the presence of your element, you
immediately know when that vow is broken or fulfilled and take +1 forward
when it is.

When you enter a tantrum, nearby spells and projectiles freeze in midair.

Signature Elements
The Components of a Signature Element
You didnt learn magic you were born with it. Power floods you with every indrawn breath. You are inspired and fueled by the element which first awakened
your power... and which first caused you to lose control. Each signature element is made up of several components, detailed below.

Element

Nature

This raw element is the inspiration for all your magic. It occurs in nature
and it lives within you. You harness it to fuel your spells.

Your Nature reflects your elements in a variety ways. When you act
against your nature, take -1 forward.

Signature Tags

Tragedy

Your signature element inspires the behavior of your magic. Spells you
cast gain all of the Signature tags listed for your element.

When your power manifested, you were too young to control it. Each
element has a set of Tragedies which describe your magical awakening, and
what you lost in the process. Choose one from the list.

Primal Fonts
Traces of an element occur throughout the world, but fonts of the element
in its primal form are rare and powerful. Example fonts are listed for each
element. Always work together with the GM to determine if youre near an
elemental font or just an ordinary trace of your element.

Overcharge
Power overwhelms you. Whenever you roll a 7-9 on your signature spell,
lose control of a spell, or otherwise suffer consequences from your element,
you or the GM may choose the Overcharged effect instead of damage.

List of Signature Elements


Fire (reach, near, messy, dangerous, elemental (fire))
Primal Fonts: Wildfire, Lava Flow, Uncontrolled Blaze
Nature: Short-Tempered, Impulsive, Hot-Headed
Tragedy: When your power awoke, choose one:
Your family were trapped in the blaze.
You were horribly scarred by your awakening spell.
You caused a wildfire which consumed a neighboring village.
Overcharge: Your spell deals 5 damage to you and everyone nearby.
Earth (hand, forceful, 2 piercing, elemental (earth))
Primal Fonts: Unbroken Stone, Mountain Cliff, Mudslide
Nature: Patient, Steady, Lethargic
Tragedy: When your power awoke, choose one:
You accidentally turned your family to stone.
Your empowered shout brought down a terrible landslide.
Your footsteps shattered the ground, swallowing your town in a sinkhole.
Overcharge: Your defenses shatter, losing the benefits of all armor against
the next damage youre dealt.
Lightning (far, precise, messy, reload, elemental (lightning))
Primal Fonts: Thunderstorm, Lightning-Struck Tree, Thunderclap
Nature: Fickle, Short-Sighted, Rush to Judgment
Tragedy: When your power awoke, choose one:
A powerful bolt of lightning struck you, incinerating everyone nearby.
A year-long storm plagued your footsteps, driving you from civilization.
You electrocuted anyone you touched, until you swore off human contact.
Overcharge: The spell caroms off you and deals 1d10 damage to an ally.
Shadow (close, hand, thrown, elemental (shadow))
Primal Fonts: Vast Shadow, Unlit Depths, Dark Ruins
Nature: Secretive, Untrusting, Evasive
Tragedy: When your power awoke, choose one:
You were dragged into an ancient shadow and lost for years.
Able to see in darkness, you witnessed something you shouldnt have and
have been fleeing the consequences ever since.
The touch of the sun became unbearable on your skin.
Overcharge: You are swallowed by darkness; the GM will tell you where
you reappear.

Ice (hand, close, stun, elemental (cold))


Primal Fonts: Glacier, Fresh Snow, Frozen River
Nature: Harsh, Unsympathetic, Stubborn
Tragedy: When your power awoke, choose one:
Your town was locked in eternal winter.
You froze the blood in someones veins.
You awakened during a sea voyage, summoning a massive iceberg which
sank the ship and served as your raft for months.
Overcharge: You are partially frozen and put in a spot.
Wind (near, far, awkward, +1 forward to DEX, elemental (air))
Primal Fonts: Tornado, Howling Gale, Eerie Silence
Nature: Flighty, Unconcerned, Distant
Tragedy: When your power awoke, choose one:
A whirlwind swept you up and abandoned you far from home.
Your voice became a hurricane, until you resolved yourself to silence.
You drained all the air out of a village, suffocating it and being charged
with murder.
Overcharge: Your spell turns into a vortex, trapping you and your targets in
the center.
Water (close, reach, near, forceful, elemental (water))
Primal Fonts: Raging River, Torrential Downpour, Tidal Wave
Nature: Compassionate, Soothing, Calm
Tragedy: When your power awoke, choose one:
You saved a sibling from drowning, but were blamed for their danger.
You drove back the tide, starving your fishing village.
A tsunami destroyed the coastline for hundreds of miles around you.
Overcharge: You are swept off your feet by a tidal wave; the GM will tell
you what you lose.
Starlight (reach, near, piercing 1, elemental (cold))
Primal Fonts: North Star, Aurora, Shooting Star
Nature: Wistful, Yearning, Helpful
Tragedy: When your power awoke, choose one:
The stars went dark, and you were considered an ill omen.
A beam of cold starlight struck down an enemy against your will.
The North Star burned bright even by day, so that you could not sleep or
rest, until at last you followed it into the wilderness.
Overcharge: Your spell saps your power; take -5 damage forward.

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