Zi’Dara
Contents

Part I · Play

Building Your Character

Your whole character fits in a few plain sentences and some numbers.

Here’s what you write down, step by step:

  1. Two archetypes, like Guardian or Shadow, and a Title for each: the name you give it, a role or a school of magic.
  2. Two traits.
  3. Three permissions on each Title.
  4. Your set actions: Fight, Move, Sneak, Study and Talk, and your own, with everything that fits them on.
  5. What you carry: 3 equipment, 3 utility items and a keepsake, and a bag.
  6. Two attuned things, which start at Awakened.
  7. Three threads, spread across your bonds however you like.
  8. A few answers that tie you to the rest of the crew.
  9. An Aspiration at d2.

You start with 5 Aura, 2 Resolve (one for each Title), a stride of 3 and a Hurt track of three bars. Armour starts at d2, a size bigger for each piece of plain armour you wear. Confidence starts every scene on d6, or a size up in clothes that fit the scene.

In a hurry? The Quick Build gets you a character in ten minutes, or you can pick one of the six ready-made characters and play. If you’ve got a character in your head but not the words for it yet, start from the Title ideas: example Titles, permissions and trait ideas for each archetype.

Those are your starting numbers, not limits. You earn more Titles, traits, permissions and threads as you play, and there’s no cap on Titles, traits or threads. A Title can’t hold more than six permissions, though, and what you carry has its limits.

Step 1: Archetypes and Titles

You start with two archetypes. An archetype is the kind of character you are, like a Guardian, a Healer or a Shadow, and each one has a mechanic, something only that archetype can do. A Guardian who Defends pulls every attack aimed at friends within his stride onto himself, and a Hunter marks a creature so everyone who acts against it rolls her Mark die as well. There are seventeen, and you’ll find them all, with what each one does, in The Archetypes.

On most of them, 1 Aura puts +2 on one die of the mechanic, once you’ve rolled and know you need it. You can take the same archetype twice, and then it’s +3.

Then you name each one with a Title, and that’s who you are: a role or a school of magic, real and specific. Bram’s a Guardian, and his Title is The wall that held the harbour gate. Vesk’s a Shadow twice over, as The best cat burglar in the city and Raised by the Guild. Captain of the Guard and Master of Illusions are Titles too. If you’re not sure which archetype you’re after, every Title idea says which ones it suits.

One role or one school per Title. Archmage is too wide, so pick the school you’re known for. A Title that could mean anything tells the table nothing, but one that says exactly what your character’s good at, and how they got that way, does all the work.

Example

Written: Master of all trades.
GM asks: the best at what?
Player: “Surviving. They grew up on the streets.”
Title: Street survivor.

Written: Knight.
GM asks: sworn to what, trained by whom, good at what specifically?
Title: Knight of the Broken Oath. Now the character’s got a whole backstory in five words.

Four good Titles

  • The best cat burglar in the city. Specific and boastful, and it suggests there’s a rival somewhere.
  • The last student of a dead order. Specific and lonely, and it hands you a whole history.
  • A doctor who stopped believing in medicine. Specific and conflicted. It tells you how they think.
  • Master of Illusions. One school of magic, so the table knows straight away what you’re good at.

Three bad Titles

  • Adventurer. It means nothing, because adventure’s what the whole game is about.
  • Warrior. That’s an archetype, and you still need a Title to say what kind. A duellist and a sergeant in a shield wall can both be Warriors, and they don’t do the same things, so nobody at the table knows which one you are.
  • Good at everything. Nobody is, and it doesn’t tell the table what you’re actually good at.

What a Title holds

A Title holds its archetype’s mechanic and its permissions. It starts with three permissions (Step 3), and it holds six at most. There’s no Catch and no Burden on a Title: Catches come from attunement and from Hurt, and Burdens only ever come on attuned things.

The Title counts too. It’s 1 step on any roll it fits, the same as a permission. Each Title also gives you 1 Resolve of maximum, so with two you’ve got 2. It doesn’t make your Confidence bigger, though. Everyone starts every scene on d6 (see Confidence).

Bram’s first Title

Title: The wall that held the harbour gate.

Archetype: Guardian. When he Defends, every attack aimed at friends within his stride comes at him, whichever enemy it’s from.

1 Aura: +2 to one of his Armour dice.

Permissions: hold the line · guard one person · lift what two men can’t.

Room to grow: three more permissions.

Titles are the biggest growth in the game. Every time your Aspiration climbs past d12, you take a new archetype and name it with a Title. It starts with one permission, and Grow fills it from there. It counts the same way your first two do, it puts your Resolve maximum up by 1, and it raises the stakes for the whole table: the GM’s threat budget grows as the crew earns them.

Step 2: Traits

A trait is something always true of you, with one effect, like Silent Step: +1 to moving unseen. You pick yours from the list below, and they aren’t tied to either Title. Permissions are things you do, and traits are things you are.

Note

Traits are being reworked. Until that’s done, you’ve got two.

Traits are free, and they don’t cost an action unless the trait says so. Every trait has a type and an effect, and you write them down together.

Trait types

  • Passive. It’s always on, with no cost and no trigger.
  • Triggered. It fires by itself when something specific happens, and the trait says what.
  • Invoked. It costs Aura to fire, as the trait says. None of the traits below is Invoked, so if you want one that costs something every time it fires, you’ll have to write it yourself.
  • Once per scene. It fires once per scene for free, and not again until the next one. A few say per person, which means once for each person in the scene.
  • Once per downtime. It fires once between sessions.

The 49 traits

Pick two, or write your own in the same shape: a name, a type and one line. You’ll pick up more in play.

Some traits change a number on your sheet. Unyielding gives you another Hurt bar, Prepared lets you carry one more utility item, and Light on my Feet adds 2 to your stride (how far you move each round for free). If you write your own, say which number it changes. A trait that adds to your Hurt adds a whole bar of three boxes.

Combat

Trait Type Effect
Unyielding Passive You have an extra Hurt bar.
Battle Focus Once per scene Gain 3 Aura.
Killer Instinct Triggered Gain 1 Aura when you take a threat down.
Duelist Passive +1 step when fighting one-on-one.
Pack Fighter Passive +1 step when fighting alongside an ally.
Never Unarmed Once per scene You have a weapon on you, whatever anyone searched. No Aura, no roll.
Marksman’s Eye Passive +1 step with ranged weapons if you haven’t moved this round.
Ready Hand Passive Once per round, pulling something out of your bag costs no action.
Tenacious Once per scene When a Hurt would make you Blaze, it doesn’t. Take the blow somewhere else, or shrug it off.
Field Dressing Once per scene Spend your action to clear one box on someone within reach. No roll, and no Aura.
Healer’s Hands Once per scene, per person Spend your action to clear one box on someone within reach. No roll, and no Aura. You can do it once for each person in the scene, yourself included.
Tend the Crew Once per downtime Spend one downtime slot to heal a Catch on the Hurt track of everyone in the crew who wants it, yourself included.
Predator’s Eye Once per scene Ask the GM whether a threat has a weak point, and where. She answers honestly.

Movement

Trait Type Effect
Light on my Feet Passive +2 units of movement per round.
Sure-Footed Passive Ignore difficult ground.
Fast Once per scene Take a Move action without spending an action.
Acrobatic Once per scene Treat a fall as a safe landing, and move 3 units immediately after.
Silent Step Passive Your movement makes no sound. +1 step to moving unseen.
Sprinter Once per scene Your Move action’s die counts as its highest face. (Not a top face: no Aura.)
Nimble Passive +1 step to escape a grapple or restraint.
Second Wind Once per scene Take an extra action.
Lucky Once per scene Reroll one of your dice. Only one die: it doesn’t reroll a full split.
Focused Once per scene After you roll, one of your dice counts as its highest face. (Not a top face: no Aura.)

Social

Trait Type Effect
Reputation Precedes Me Passive +1 step to any social roll where the target has heard of you. No cost.
Silver Tongue Once per scene Turn a failed social roll into a success.
Charming Once per scene Add a temporary thread to one of your bonds for the scene.
Commanding Presence Once per scene A subordinate follows one order without question.
Cold Reader Once per scene Ask the GM one true thing about someone’s mood. She answers honestly.
Style Passive Pick a signature look. When it fits the scene: +1 step, and you start the scene a size up on Confidence.
Showstopper Once per scene Draw a crowd’s attention where you want it.
Intimidating Presence Passive +1 step to threats and coercion.
Diplomat Once per scene Two hostile parties will hear you out before acting.
Host Once per downtime Someone you’ve hosted owes you a small favour.

Mental

Trait Type Effect
Iron Will Passive You start every scene a size up on Confidence. +1 step to mental rolls.
Steady Hands Passive +1 step to Armour or Confidence when you’ve had a moment to prepare.
Hard to Lie To Once per scene Ask the GM if someone’s lying. She answers honestly.
Perfect Recall Once per scene Recall a detail from a scene you were in. The GM tells you it exactly, and it counts as a permission once.
Quick Study Once per scene The GM reveals one of a threat’s hidden tags. No roll.
Prepared Mind Once per scene Reach back to something small you prepared: a rope left on the wall, a note tucked where you’d need it. It was there all along.
Cool Under Pressure Once per scene Your Confidence comes back up three sizes, as far as where it started the scene.
Deep Well Passive Your Aura maximum is one higher.

Preparation

Trait Type Effect
I Have the Thing Once per scene Pull out a utility item you packed all along, wherever you are. Cross off a purse of gold for it.
Prepared Passive You can carry one more utility item.
Contingency Once per downtime Write a plan down in secret. Once, in any later scene, reveal it: it was in place all along.
Cache Once per downtime Retrieve any plain item you like, equipment or utility, from wherever you’ve stashed it.
Tireless Once per downtime Take one extra downtime slot.
Scout Ahead Once per downtime Add 3 ground tags to a scene in a place you’ve seen before.
Network Once per downtime Secure a meeting with anyone. When you first take it, you also write 3 new threads, on bonds you already have.
Tactical Mind Once per scene Point out something useful here that nobody else noticed. If it could be here, it is: a permission for the crew, this scene. No roll.

ExampleA trait firing at the table

Dorrie’s at a noble’s table, trying to talk her way into the vault room. The noble’s steward is cold and won’t budge, so Dorrie’s player has a look at her sheet.

Cold Reader is once per scene, so she fires it and asks the GM one true thing about his mood. The GM says he’s frightened of his master, and Dorrie leans on that. It’s her Talk: her first Title, read a room in a glance and make a lie sound like old news, with the action, 4 steps. Talk my way past a door fits too, but it isn’t on her Talk, so she brings it in for 1 Aura. That’s 5 steps, a d10. She rolls a 6 and the steward’s d8 rolls a 3, so she’s in.

Then she pushes her luck and asks for the key. This time it’s just her Talk, a d8, and it rolls a 2 against his 7. She fires Silver Tongue (it’s once per scene too) and the failed roll becomes a success. The steward hands her the key and never quite knows why.

Step 3: Permissions

A permission is something your character can do, and it finishes “I can…”: I can pick a mechanical lock, I can throw fire. Each Title starts with three, so you’ve got six. It’s what you lean on every time you roll, so it’s worth a couple of minutes to get right. Here’s how I write them.

Every part of your sheet takes a different kind of word

On your sheet What it is Example
Title who you are, a name The best cat burglar in the city
Permission something you do, and it finishes “I can…” pick a mechanical lock
Trait something always true of you, with one effect Silent Step: +1 to moving unseen
Catch trouble the GM can run with, from an attuned thing or a Hurt Wanted · cracked ribs

If what you’ve written reads like a name, like Combat master, it’s a Title. If it’s a describing word, like Deceptive or Strong, it’s a trait. A permission is something you do.

Two parts

Every permission has two parts, and it isn’t finished until it’s got both: the doing word, and the part that says how, what or where.

  • fight and with a war hammer makes fight with a war hammer
  • spot and who’s in charge makes spot who’s in charge
  • read and dead languages makes read dead languages

If it’s still too wide, add where or how: move through the wild unseen, fight in a shield wall.

Deceive on its own is only half a permission. Deceive through actions is finished. It covers feints and misdirection when you fight or sneak, but it won’t talk you past anyone or dig up information.

Two words on their own aren’t enough either. Sword combat is two words, but it’s a label, and do magic is two words that cover everything. A doing word plus the how, what or where fixes both.

Check the size

Picture the moment you’d use it, then ask how often it’d come up. A good permission comes up a few times a session. If it’d fit every scene, it’s too broad. If it’d come up once a campaign, it’s too narrow.

Too broad About right Too narrow
Combat master fight with a sword duel Vane’s captain
Deception lie to someone’s face lie to Vane’s steward
Strength lift what two men can’t lift Vane’s portcullis
Stealth move unseen hide in Vane’s wine cellar
Fire magic throw fire light Vane’s candles from across the room

Fixing the usual ones

  • Deceptive is a describing word, so make it one of your traits (Deceptive: +1 to lying to someone’s face), or split it into what you actually do: make a lie sound like old news, pass as someone I’m not, keep my story straight under questions.
  • Combat master reads like a Title. As permissions it’s things like fight with a sword, fight two at once and fight in tight spaces.
  • Stealth becomes move unseen, pick a pocket or hide in a crowd.
  • Strong becomes lift what two men can’t, break down doors or pin someone down.
  • Fire magic becomes throw fire, feel every flame in a room or put a fire out with a word. Magic’s written as narrow as anything else.

Don’t worry that a narrow one won’t come up. A permission counts on every roll it fits, whatever you’re trying to get done, so everything Dorrie’s got for talking counts whether she’s getting past the gate guard, into the harbour records or out of a fight before it starts.

How they work

  • It’s got to fit inside its Title. Raised by the Guild can have know how a lock’s built, but not throw fire.
  • Each one’s worth 1 step on any roll it fits, once a roll. Lines that sound alike both count, so you can have move unseen and stick to the shadows, but you can’t take the same permission twice.
  • Magic needs a magic permission, or a magic item. Without one you can’t do magic at all. With one, it does what it says for free, and pushing it past that is going beyond, for 1 Resolve.
  • Put each one on every set action it fits nearly every time (that’s Step 4). Anywhere else, say how it fits and pay 1 Aura to bring it in.
  • Took one you never use? You’re not stuck with it. In downtime you can swap any of your permissions for others that fit your Title, as long as it makes sense for your character.

Two permission slots can hold a Boon instead. A Boon is a permanent upgrade, like an extra Hurt bar or a longer stride, and it costs two permission slots on one of your archetypes. You can build one in when you make your character, or swap two permissions for one in downtime, and back again later.

The crew’s, as examples

Who Archetype Title Permissions
Vesk Shadow The best cat burglar in the city move unseen · run the rooftops · pick a mechanical lock
Bram Guardian The wall that held the harbour gate hold the line · guard one person · lift what two men can’t
Ash Elementalist The last fire-speaker of the Ember Court throw fire · make a threat stick · feel every flame in a room
Isolde Oracle The last student of a dead order speak with the recently dead · draw a ward the dead can’t cross · read the order’s old script
Dorrie Face The voice that talked a duke out of his own house talk my way past a door · read a room in a glance · make a lie sound like old news
Wren Hunter The hunter who has never lost a trail follow any trail · move through the wild unseen · know a beast’s habits

The quick test

  1. Does it finish “I can…” with a doing word, and say how, what or where?
  2. Can you picture the moment you’d use it?
  3. Would it come up a few times a session?
  4. Does it fit inside your Title?

Four yeses and it’s a permission.

Permission ideas

A few to start from, sorted by what they’re for. The Title ideas have plenty more, role by role and school by school.

For Permission ideas
Fighting fight with a sword · fight two at once · fight in tight spaces · shoot a longbow
Moving climb sheer walls · leap a wide gap · ride hard over rough country
Sneaking and thieving hide in a crowd · lift a purse · spot a trap · case a house
Talking talk my way past a guard · lie to someone’s face · haggle anyone down
Knowing read dead languages · read a crime scene · know a poison by its smell
The wild follow any trail · live off the land · read the weather
Mending and making stitch a wound · mix a remedy · fix anything mechanical
Magic throw fire · change my face · step to a place I can see · ward a friend against harm

Step 4: Set actions

Now fill in your set actions. Fight, Move, Sneak, Study and Talk are on every sheet, and you add your own for the things you do all the time, like Locks or Ward. If you’d rather keep shooting apart from swinging, split Fight into Fight and Shoot.

Go down your sheet one line at a time: your two Titles, your six permissions and your traits. For each one, ask whether it’d help nearly every time you do that set action. If it would, it goes on, and it can go on as many set actions as it fits. Lines from both Titles can share one. Then count it up: 1 for the action and 1 for every line, and write the die next to it. If nothing fits a set action, it’s 1 step, a d2.

Rule

A set action’s steps: 1 for the action, and 1 for every line on it. Anything else that fits a roll costs 1 Aura to bring in.

Bram’s set action What’s on it Steps Die
Fight his first Title, hold the line, his war hammer 4 d8
Talk his second Title, bark an order that gets obeyed, Intimidating Presence 4 d8
Lift and carry his first Title, lift what two men can’t 3 d6
Study spot who’s in charge 2 d4
Move and Sneak nothing fits nearly every time 1 d2

Bark an order that gets obeyed is on Bram’s second Title, A sergeant who lost his stripes, so that’s the Title his Talk counts. That Title’s a Leader, and when he leads, he builds the order from his Talk like any other roll. His war hammer’s in nearly every fight he gets into, so it goes on Fight too. He leaves guard one person off, because it only fits now and then, and brings it in for 1 Aura when it does.

Make a set action of your own when a few of your lines all point at one thing you do a lot, the way Bram’s first Title and lift what two men can’t make Lift and carry. You don’t have to fill every set action, and you’ll come back to them: as you pick items and attune things in the next two steps, put each one on every set action it fits nearly every time. How a roll starts from your set action is in Set actions.

ExampleA set action of your own

Two Grows later, Bram’s added fight two at once and fight in tight spaces to his first Title. They don’t fit every fight, so he makes a set action for the thing he does best, Hold the door: his first Title, hold the line, both new permissions and his hammer. In a doorway with two guards coming, that’s 6 steps off one action, a d12.

Step 5: Items and what you carry

Plain items are just what they are. A sword’s a sword. It counts as a line when it fits, so it’s a step on your roll, and it lets you do what a sword does. A rope lets you climb down a well, and a lantern lets you see what’s at the bottom.

Each piece of plain armour makes your Armour a size bigger. Bram wears plate armour and carries a shield, so that’s d2 stepped up twice: a d6.

Plain items don’t have Catches. Plate’s heavy and a pistol’s loud, and the story knows it, but trouble like Loud and Fragile only goes on attuned things. Things you use up, like a smoke bomb or an antidote, are utility items you cross off once they’re used.

What you carry

Rule

What you carry: 3 equipment (what you wear or wield: weapons, armour, shields), 3 utility items (tools and things you use up: rope, a lantern, a smoke bomb) and a keepsake, something that matters to your character. Your bag holds 10 more.

  • Attuned things are on top of that. You start with 2 attunement slots, and what you attune doesn’t count towards what you carry. If both of yours are equipment, you’ve got 5 pieces of equipment.
  • Your bag. Nothing in it can be used until you’ve pulled it out, and getting something out takes your action. Putting something away is free. What you pull out takes a place among what you carry, so if you’re full, put something away first. A bag can’t go inside another bag.
  • A purse of gold is a utility item, about a month’s wages.
  • Some things change a limit by one. Prepared lets you carry one more utility item, and the Kit Boon and the Kit Burden make it one more item or one fewer (see Boons and Burdens).
  • Past the limit, it goes in your bag or it stays behind.
  • When something breaks, it’s something you carry. Attuned things can’t be broken.

ExampleA hunter’s pack

A few sessions in, Wren’s longbow and her hooded cloak are both attuned, so neither counts towards what she carries. On her belt she’s got rations, a waterskin and a snare kit, which is all 3 of her utility. Her keepsake’s a torn map, and her hunter’s pack is her bag, with a torch bundle and a coil of rope inside: 2 of 10.

The trail runs into a cave. Her utility’s full, so she puts the snare kit away in the pack, which is free, and spends her action pulling out the torch bundle. Now she can light it.

What a written item looks like

Equipment: A fine sword · a spear (Reach, Thrown) · worn leathers (Armour a size bigger).

Utility: A lantern · 50 feet of rope · a smoke bomb.

Keepsake: A letter you never sent.

Bag: Rations, a waterskin and a change of clothes. 3 of 10.

Attuned: A perfect set of picks, Awakened. Open any lock with a mechanism.

Attuned: The ring that was his, Awakened. Bear a family seal. Catch: Marked. Pass as a Vane.

That’s all an item is: one line, and for an attuned thing, its permissions. There aren’t any hidden properties, and there’s no “+1 to hit”. A plain sword counts 1 when it fits, a piece of plain armour makes your Armour a size bigger, and rope lets you use rope.

Weapons and their properties

A weapon’s a plain item, so it counts 1 on a roll it fits, like anything else. Its properties say what it lets you do that bare hands can’t. They’re what make a spear a spear, and they come free with the weapon.

Property What it does
Reach Strike at 2 units, not just the square next to you.
Thrown Throw it, across a room. Then it’s on the floor until someone picks it up.
Ranged Shoot it, across a room or down a street.
Long Shoot it further than anything else: across a town square, or a field.
Grapple Grab and hold with it, as far as it reaches. A win can put Grabbed on the target.
Sweep One die can go at everyone within your reach. Each of them rolls its own defence.
Piercing Armoured doesn’t count as a tag keeping a threat going, even a tough one, and even when it comes first.
Breaker Shield doesn’t count as a tag keeping a threat going. Wooden doors, barricades and furniture go down in one win.
Charge If you moved 3 units or more in a straight line this round, it adds a step to your first die.
Concealed It hides on your body. Nobody finds it without searching hard.
Quick Drawing it, or pulling it from a bag, costs no action.
Two-Handed It needs both hands. No shield or second weapon while you use it.
Reload After it shoots, it takes an action to load again.
Weapon Properties
Bare hands Grapple, Quick
Dagger or knife Thrown, Concealed, Quick
Throwing knives Thrown, Concealed, Quick
Sword None (it needs nothing: that’s what it’s for)
Rapier Piercing
Stiletto Piercing, Concealed
Hand axe Breaker, Thrown
Mace, club or war hammer Breaker
Great axe or maul Breaker, Sweep, Two-Handed
Spear Reach, Thrown
Polearm, glaive or halberd Reach, Sweep, Two-Handed
Lance Reach, Charge
Staff Reach, Two-Handed
Whip Reach, Grapple
Net Grapple, Thrown
Sling Ranged, Concealed
Shortbow Ranged, Two-Handed
Longbow Long, Two-Handed
Hand crossbow Ranged, Piercing, Reload
Crossbow Long, Piercing, Reload, Two-Handed
Improvised weapon Whatever the fiction gives it. A chair leg is a club, and a broken bottle is a knife that isn’t Concealed.

How far a bow or a thrown weapon reaches is the story’s call, and the properties say what kind of distance it likes. Write them in brackets after the weapon. If your world has pistols or stranger things, build them the same way: a pistol is Ranged, Piercing, Reload, and everyone nearby hears it go off. There’s more on using all of this in Tactical Play.

The item list

Weapons, armour and anything else you wear or wield are equipment. Tools and things you use up are utility items. A signature thing often makes the best keepsake, or the best thing to attune.

Group Examples
Weapons Fine sword · war hammer · longbow · crossbow · throwing knives · dagger · staff · spear · whip · net · improvised weapon
Armour & wearables Plate armour · chain shirt · worn leathers · shield · fine coat · cloak with hood · travel boots · gloves · belt with pouches · signet pin
Tools Perfect set of picks · grappling hook and line · 50 feet of rope · crowbar · lantern · spyglass · tinderbox · hammer and pitons · small mirror
Foci Ember stone · carved staff · book of workings · holy symbol · bone flute · silver bell · chalk and salt
Personal Journal · quill and ink · set of dice · deck of cards · musical instrument · well-loved book · bedroll · backpack · bag · sling bag
Signature Your mother’s blade · the coat you took off a dead man · the ring that was his · a book you never finished · a letter you never sent · a knife with your name on it · the mask from the job

Things you use up: 20

Each of these is a utility item, and you cross it off once it’s used. You can get more in play, even mid-scene, if there’s someone to get it from: a purse of gold, a favour called in, or a promise made. Deep in a vault with nobody to buy from, only a trait like I Have the Thing helps, because you’d packed it all along.

Item What it does
Medical kit Break Bleeding, Burning or Poisoned on someone, no roll. Or use it for a quick heal that costs no Aura: clear one box on someone, no roll.
Antidote Break Poisoned, no roll. Nothing can poison you for the rest of the scene.
Acid vial Strip one protective tag (Armoured, Warded, Fortified) from a threat, no roll.
Smoke bomb A burst of smoke one square out from where it lands, for one round. Anything aimed into it or out of it is one step less.
Caltrops Cover two squares. Anyone who crosses them is Staggered d6. In a chase, the Pursuer steps down one.
Purse of gold +1 step to one social roll, or buy something ordinary. About a month’s wages.
Silver mirror Reveal one illusion or hidden thing in sight.
Salt packet Ward a threshold. Supernatural things can’t cross for one scene.
Whetstone Sharpen one blade. Its next attack is Piercing.
Spare lockpick Open one lock without rolling.
Disguise kit (single) One convincing disguise for one scene.
Poison vial Apply to a weapon. Its next win also places Poisoned, at the winning die.
Sleeping draught Whoever drinks it sleeps for the scene. Asleep is helpless.
Truth serum One target answers one question honestly.
Flash powder Everyone within one square of where it lands is Blinded d6.
Ball bearings Everyone who moves within one square of where they scatter, this round, is Staggered d6.
Torch bundle Light everything within 3 squares, for one scene.
Rations One day of food.
Waterskin One day of water.
Fine bottle of wine You’re welcome at any table for one scene.

ExampleA smoke bomb at the table

The corridor’s filling up with Iron Wardens. Vesk pulls a smoke bomb from her belt: a burst of smoke one square out, for one round.

She throws it and the GM marks the smoke on the map. Everything the Wardens aim into it comes in a step weaker. Bram drags Isolde out of the corridor, Vesk follows, and the smoke bomb gets crossed off her sheet.

Later in the same fight the smoke’s gone and Vesk could use another, but there’s nobody in a vault to buy one from. If she had I Have the Thing, she’d cross off her purse of gold and pull out a second smoke bomb she’d packed all along.

Keepsakes: 10

Your keepsake is something that matters to your character, like a ring or an old letter. It doesn’t have a rule of its own yet. It does what it plainly would in the story, and it tells the table something about who you are.

Keepsake In the story
Signet ring You’re treated as a member of a specific noble house.
Letter of introduction You’re received as a friend by anyone named in it.
Silver locket A face inside, or a curl of hair, and it’s up to you whose.
Old letter In the hand of someone you’ve lost, or someone you’re still looking for.
Family seal You can prove you’re from a specific family, and seal a letter in its name.
Torn map Part of the way to one specific place.
Lock of hair Someone’s, kept close.
Child’s toy From a child you knew, or the one you were.
Coin from home A reminder of where you’re from.
Wedding band You’re taken for married in social settings.

Step 6: Attunement

When you attune something, it gets permissions of its own, and it’ll grow with you. You start with 2 attunement slots. What you attune starts at Awakened, with one permission, and you can give it its Catch now for a second.

Attuned things are on top of what you carry, so they don’t take up your equipment or your utility. They’re magic, and they can’t be broken.

An attuned thing counts through its permissions. Each of its permissions that fits is a line, the same as a permission on a Title, and the thing doesn’t count again on top. Its permissions go on your set actions like any other line. Vesk’s picks are Awakened with open any lock with a mechanism, so they’re 1 step on her Locks. A magic permission on an attuned thing lets you do that magic: Ash’s ember stone lets her call fire without a word or a gesture.

Write its permissions the way you’d write any other, a doing word and how, what or where, and make them things the thing itself does. A set of picks opens locks.

Three stages

An attuned thing grows in three stages. Each new stage needs a material, found in the story or bought, and every new permission takes a downtime slot. Each stage can take on more, for a price:

Stage Permissions It can add In all
Awakened 1 1 more with a Catch 2
Tempered 2 2 more with a Burden (the Catch becomes the Burden) 4
Perfected 3 3 more with a Burden and a Catch 6

That’s six permissions at most, with one Catch and one Burden. You can’t take a Burden before Tempered, so there aren’t any when you make your character. What’s a material? Whatever makes sense for the thing, like steel from a vault door your picks have beaten.

A Burden is a permanent cost from the list in Boons and Burdens, like Bad Knee (stride −2). It’s always on, and it’s worth two permissions on that thing, or a Boon for you instead.

You can hand an attuned thing to a friend with a free attunement slot. Its permissions, its Catch and its Burden go with it, and so does a Boon its Burden paid for.

If you’re a Summoner, your summoning attunement holds souls the way an item holds permissions, on the same three stages (see Summoning). Some attuned things come out of the story already Tempered or Perfected, and you’ll find them, and how to write your own, in Attuned things from the story.

Catch ideas: 12

A Catch is trouble that comes with an attuned thing. (The other Catches on your sheet come from Hurt.) It has to be something that can bring real trouble into a scene, something the GM can run with, and if it’d never come up, it isn’t a Catch. You can let it bite as often as you like for 1 Aura, as long as it brings real trouble every time, and 1 Aura on your own roll keeps it quiet (see Getting it back). Letting it bite is always your call. When it bites in a big way, one that changes the scene or costs you something you wanted, you can take 1 Resolve instead of the Aura (see Catches and Trouble).

# Catch What it means
1 Loud Everyone knows where you are.
2 Heavy Your stride’s 1 unit shorter for each thing you’ve got that’s Heavy.
3 Fragile It can’t break, but when a consequence breaks something you carry, the GM can name this instead. It goes dormant (its permissions don’t count) until you mend it in downtime.
4 Fussy 3 charges. Each use of its permissions spends one. A downtime slot of upkeep refills them.
5 Marked You can be identified by it from a distance.
6 Cursed When you let it bite, it puts a condition on you, at a d6. Agree which condition when you attune it.
7 Wanted Someone else wants it, and knows you have it. Let it bite and they come for it.
8 Slow Using its permissions takes two of your actions, not one: hold your action a round first, or use an extra action.
9 Conspicuous Can’t be hidden.
10 Bright Can’t be used in darkness.
11 Narrow Only useful in specific circumstances (aquatic, urban, indoors).
12 Delicate A 1 on any die where it’s used makes it dormant until the end of the scene.

ExampleWren’s longbow

Wren attunes her longbow when she makes her character. It’s Awakened with one permission, shoot a longbow. She gives it its Catch now, Wanted (the Duke’s foresters want it back, and they know she’s got it), and that buys it a second permission: hit anything I can see. Both go on her Fight, with her first Title and Marksman’s Eye, so with the action that’s 5 steps, a d10.

In the market at Thornby, Wren’s player lets Wanted bite: one of the foresters knows the bow, and the GM has him follow her out of the market with two friends. Wren takes 1 Aura.

If she wants the bow Tempered one day, she’ll need a material first, and the string off the Duke’s own bow would do nicely. After that, every new permission on it takes a downtime slot.

Step 7: Aura, Resolve, Hurt and bonds

Your Aura maximum is 5, unless something on your sheet changes it, and you’re full at the start of every scene. Aura’s for the small stuff, like bringing in something that isn’t on your set action, or the +2 on your archetype’s mechanic.

Resolve is your character pushing themselves, so it pays for the big stuff, like an extra action or going beyond what a permission normally does. You’ve got as much as you’ve got Titles, so 2 to start, and you can’t hold more than that. You get 1 back at the end of every scene and all of it after downtime, and there are a few other ways to earn it, like straining a thread (below). It’s all in Resolve.

Your stride is 3: that’s how far you move each round without spending an action (see Movement and Range). Armour starts at d2 and Confidence starts every scene on d6, and you’ll find how they work at the end of this chapter.

Your Hurt track is three bars of three boxes, nine in all, and it’s one track for body and mind. When you fill a bar, you write a Catch in it, an injury like cracked ribs or can’t stand the dark, and if you take a Hurt with every box full, you Blaze. How Hurt fills, clears and heals is in Hurt, Blaze and Scars and Healing.

Bonds and threads

A bond is a person who matters to your character, someone in the crew or anyone else. Each thread is one truth you two share, like a debt, a rescue, a secret or a shared past, and the more threads you’ve got with someone, the deeper the bond. You start with three threads, spread however you like: three people with one each, or one person with all three.

You can write one of them as a debt, and you get a fourth thread in return. A debt’s a thread with a hook: someone else holds it, they can call it in, and you don’t get to say no.

ExampleVesk’s three threads

Dorrie: we have pulled a dozen jobs. I trust her with my life.

Bram: he once carried me out of a fire. I have never said thank you.

The fence: I owe a debt I would rather not discuss.

Every thread’s a hook the GM can pull, and it’s something you can lean on, too:

  • Borrow through a thread. 1 Aura brings one of their permissions into your roll, the same as anything else you bring in, and it doesn’t strain anything. You can’t borrow through a strained thread until it’s mended.
  • Strain a thread. Lean on them in the story, like calling in the favour, using their name, dragging them into it or using the secret, and take 1 Resolve. It’s free, it doesn’t take an action, and the thread’s now strained.
  • Mend it. Make it right with them, by roleplaying it, doing them a favour or paying them, whatever suits them. That happens in downtime or in a scene with them, not in the middle of the fight where you strained it. Then it’s whole again.
  • Strain it again before it’s mended and it snaps. You still take the Resolve, but cross the thread out. When the last thread goes, so does the bond.

A thread with someone in the crew goes on both your sheets, and it counts for both of you, so agree on it together. If either of you strains it, it’s strained for both.

New threads come from Grow in downtime, and when the crew’s Party Goal is done, everyone writes one to someone the Goal brought into their life.

ExampleStraining a thread

Vesk’s on Vane’s roof with no Resolve left. She drops the fence’s name to the guard captain, who’s in the fence’s pocket, and takes 1 Resolve. Her thread with the fence, I owe a debt I would rather not discuss, is strained. After the job she brings him a cut of the haul, and it’s mended.

Playing the strain

This is for when someone in the crew strains a thread with your character, so it stays honest both ways.

The thread gives the reason. The strain’s about that one truth, so nobody has to invent a grudge.

The thread Strained, it sounds like It’s mended when
A debt “We’re square now. Aren’t we?” you pay it back or do them a turn
A rescue “I can’t keep pulling you out.” you save them, or finally say thank you
A secret “You swore you’d keep that.” you trust them with one of yours
A shared past “That’s not who we are any more.” you go back to it together

Say how it shows, and what would make it right. Play that and nothing bigger, and once they’ve made it right, let it go.

Play it by what’s left. With two or more threads still whole, it’s a grumble and a “you owe me”. With one, it’s a real problem and you’ll say so. With none, you’re cold until they make it right, and one more pull snaps it.

It never stops you working together in the moment. You still combo and still take the hit for each other.

ExampleVesk and Bram

Vesk’s thread with Bram is He once carried me out of a fire. I have never said thank you. She’s out of Resolve on a wall and yells for him to haul her up again, so she strains it and takes 1 Resolve. Bram’s player says he’s starting to feel like her ladder, and she can fix it by saying thank you. It was their only thread, so none are whole now, and he’s cold with her until she makes it right. At the bar afterwards she finally says it. The thread’s mended, and she rewrites it now that it’s said.

Step 8: Connect

Before you play, tie the crew together. Go round the table with these ten questions. Everyone answers at least two, and names another player’s character in each answer. If the table’s enjoying it, answer all ten.

  1. Who in the crew do you already know, and how?
  2. Who do you have unfinished business with?
  3. Who in the crew do you trust most, and why?
  4. Who owes you, and what do they owe?
  5. Who saved your life, or nearly got you killed?
  6. Which crewmate do you know a secret about?
  7. Who do you worry about when things go wrong?
  8. Who would you never want to let down?
  9. What job did you pull together that went badly?
  10. Why are you still with this crew?

A good answer can become a thread. If it’s true between you and someone else in the crew, agree on it together and it goes on both your sheets. The GM uses the rest to put you in each other’s way.

Step 9: Aspiration

Your Aspiration is one thing you want. It starts at d2 and climbs as you chase it, so the first steps come easy and the last ones are hard work. The crew writes its Party Goal at d2 as well, and it climbs the same way.

  • Chase it. When something you do really moves it along, roll against its die, built from whatever you’re doing about it. Beat it and it climbs one. In a scene, that’s an action aimed at it, when the GM says it’s within reach (usually once or twice a session). In downtime, it’s a slot.
  • One step a roll. However many dice you put on it, one roll moves it one step at most. More dice is advantage, and your best die counts.
  • A setback steps it back down one, never below d2.

When it climbs past d12, it resolves: you take a new archetype with one permission, name it with a Title, and write a new Aspiration at d2. Another Title puts your Resolve maximum up by 1 as well.

Your Aspiration is also somewhere a consequence can land. When a blow or a failure costs you, you can step your Aspiration back down instead of taking it on your Armour or your body, so the fight costs you your dream instead of your skin. You can’t do it while it’s at d2.

ExampleVesk’s Aspiration, session by session

Session 1: Own the score of a lifetime, at d2. She’s cracking a merchant’s strongbox in the Low Market when the GM says it’s within reach. That’s her Locks, 5 steps, a d10. She rolls 7 against the Aspiration’s d2, which rolls a 1, and it climbs to d4.

Downtime: she spends a slot on it, the same 5 steps. 3 against the d4’s 2, so it’s d6.

Session 2: She gets run out of a warehouse. That’s a setback, so it’s back to d4.

Sessions 3 to 6: She spends a slot on it most downtimes and pulls one good job, and it climbs to d12. The last two steps took her a few goes, because a d10 against a d10 is close to a coin toss.

Session 7: She robs the Vane Estate. Her last roll is at the vault itself, her d10 against the Aspiration’s d12. It’s 9 against 9, and she pays 1 Aura to take the tie. It climbs past d12 and resolves. Vesk takes a third archetype and names it The woman who has never been seen, with one permission, and her Resolve maximum’s 3 now. Her new Aspiration, Find out who the fence really is, starts at d2.

Confidence

Confidence is how you’re holding up right now. It’s the die you roll against fear, lies, pressure and anything else that works on the mind, and it swings up and down during a scene. It’s your nerve, not your sanity.

Rule

Confidence starts every scene on d6, and it goes back to d6 when the scene ends. In between, it never goes below d2 or past d12.

Where it starts

Clothes that fit the scene start you a size up, so when Vesk walks into a noble house in a servant’s uniform, she’s on d8. A trait that says so, like Iron Will, starts you a size up too, and so does the Confidence Boon. The Confidence Burden starts you a size down.

How it swings

Fear is a telegraph. The GM telegraphs fear, lies and pressure like any attack, say a dragon’s roar as a d10 at everyone’s Confidence, and you answer it, Defend or let it ride, the usual way.

For each one that gets through, you choose: let it shake you and drop a size, bury it and take a Hurt, or hold your ground and spend 1 Resolve so neither happens. When a blow lands, the GM names the cost (see Consequences), but this one’s your call.

  • Up a size: stop all of it in a round, every bit of fear, lies and pressure that came at you, or take a threat down (in a combo, that’s everyone who put an action in). If nothing’s aimed at you, it doesn’t move. A Bard can lift you with a song as well, as far as d10.
  • Down a size: let something shake you, or fill a Hurt bar and write a Catch.
  • Nothing takes it below d2. Anything that would is a Hurt instead, or 1 Resolve to hold your ground.
  • At d12 you’re fired up. Cash it in for an extra action, or to clear a Hurt box, and it drops back to d6.
  • At d2 you’re shaken. You won’t go at a threat, in a fight or face to face, unless you spend 1 Resolve each time you do.
  • Take a breath: spend your action and your Confidence comes up a size, as far as d6.
  • At the end of the scene it goes back to d6. Anything that should last is a Catch.

ExampleDorrie at the duke’s ball

Dorrie walks into the duke’s ball in her court clothes, so she starts on d8. She sees straight through the steward’s lie, so she’s on d10. Then the duke’s sister cuts her down in front of the room, and it gets through. Dorrie doesn’t want to lose her nerve now, so she buries it, takes a Hurt and stays on d10.

ExampleBram and the brute’s roar

In a fight, a brute’s roar gets through to Bram two rounds running, and both times he lets it shake him: d6 to d4, then d2. He’s shaken, so he spends 1 Resolve to go at it anyway.

Armour

Armour is your physical defence against blows, blades and teeth, and it comes from your gear. It starts at d2, and it’s a size bigger for each piece of plain armour you wear, and for gear or Boons that say so. Unlike Confidence, Armour can go past d12, and then it gets a second die (see Past d12).

Stepping your Armour down is one of the costs a blow can have. The GM names the cost, and you can offer another that fits and costs about as much. A condition that says so, like Poisoned, steps it down too.

Recovering Armour

You can step Armour back up to its full size with:

  • A purse of gold, spent wherever the story gives you the chance, like a smith, an armoury or a market.
  • A downtime slot spent on upkeep.

ExampleArmour at the table

Bram wears plate armour and carries a shield. That’s two pieces of plain armour, so his Armour’s d2 stepped up twice: a d6.

Round 1: a Warden’s spear lands. Bram’s Armour roll for the round is a 4, and the spear comes up 6. The GM names his Armour, and it steps down from d6 to d4.

Round 3: another spear beats him, and the GM names a Hurt. Bram offers his plate instead, so his Armour steps down from d4 to d2.

Round 4: a hit lands. His Armour is at d2 and can’t step any lower, so the GM names a Hurt. Bram’s Aspiration has climbed to a d4, so he offers that instead and keeps his body whole, and it steps back down to d2.

Downtime: he spends a slot at the smithy, and his Armour goes back to its full d6.

Boons and Burdens

A Boon is a permanent upgrade, like an extra Hurt bar or a longer stride. It costs two permission slots on one of your archetypes, and you can swap it back for permissions in downtime. You can build one in when you make your character, so two of that archetype’s three starting permissions are a Boon instead, or you can swap two permissions for one in downtime.

A Burden is a permanent cost, and it only ever comes on an attuned thing. Titles never take them. A Burden’s worth two permissions on that thing, or a Boon for you, and a thing can’t take one before it’s Tempered (see Attunement).

  • Give them names from the story: Iron Lungs (+1 bar), Bad Knee (stride −2).
  • A Burden is always on, and it’s got to cost you something you actually use. Nothing goes below its smallest size, so there’s no Armour Burden on a d2.
  • You can take the same Boon more than once.
Lever Boon Burden
Hurt +1 bar −1 bar
Heals on you your wound die is a size smaller your wound die is a size bigger
Regen at the end of each round, roll your wound die, and a top face clears a box when someone heals you, your wound die is rolled twice and the higher counts
Hurt Catches in downtime one heals free each downtime yours only heal with someone else’s downtime slot
Aura +2 to your maximum −2 to your maximum
Stride +2 −2
Getting around climb, swim or cross difficult ground at full stride (one of them each time you take it) difficult ground costs you 3 a square
Extra action one extra action a scene you say your action before the GM telegraphs, and you’re stuck with it
Splits +1 split −1 split
Ties you win every tie, attacking too, without paying Aura you lose every tie, even defending, and can’t pay to win one
Going beyond once a scene, go beyond without spending Resolve none
Armour a size bigger a size smaller
Confidence you start every scene a size up you start every scene a size down
Conditions one condition (say which) can’t touch you one condition doesn’t fade on you, and stays until someone breaks it with an action
Defend none (pulling more than one enemy’s attack is the Guardian’s) you can’t Defend
Take the hit spend 1 Aura to roll your Armour when you take the hit taking the hit costs you 1 Aura
Resolve +1 to your Resolve maximum −1 to your Resolve maximum
Kit carry one more item carry one fewer item

Boons that get you Aura back. Each of these is its own Boon, and there’s no Burden to go with it:

  • Beat a threat: take 1 Aura whenever a threat of any kind falls to you, whether it’s a monster, a locked door, a puzzle or an argument.
  • In your element: start a scene somewhere your Title belongs and take 1 Aura, even past your maximum.

Some levers aren’t on the menu, and that’s on purpose: bringing things in, leading, downtime slots and bonds. On most archetypes, taking the same one again gets you more for your 1 Aura (see The Archetypes). For the Defend and Take the hit levers, see Defend and Taking the hit.

ExampleBuilding a Boon in

Say you’re making a sellsword, and you want to soak up more punishment than anyone. Your first archetype’s a Warrior, and you name it The sword the Margrave couldn’t buy. It takes fight with a sword, and its other two starting slots go on the Hurt Boon. You call it Iron Lungs. You start with four Hurt bars, one permission on that Title, and three more slots on it to fill as you grow.

A Complete Character, Start to Finish

Here’s what it looks like to build a character, and every choice here is a real one.

Step 1: Archetypes and Titles

The player wants a thief called Vesk, so he picks the Shadow. When she gets into hiding, the dice she hid with go into her shadow pool, the things she noticed while nobody was looking, and she can add them to any roll after that.

For the Title he starts to write Thief. The GM pushes back: “The best at what? A thief who does what?” He has a think and comes up with The best cat burglar in the city.

For the second Title he asks himself where she learned it all, and writes Raised by the Guild. It’s a real role, and it hands the GM a whole Guild to play with. He makes it a Shadow as well, so she’s taken the same archetype twice, and 1 Aura on her roll to hide or on a shadow die is +3 instead of +2.

Step 2: Traits

He picks two from the list:

  • Silent Step (Passive). Her movement makes no sound, and she gets +1 step to moving unseen.
  • Light on my Feet (Passive). +2 units of movement, so her stride’s 5.

Step 3: Permissions

He writes Stealth first, and the GM points at the size table: that’d fit every scene. Move unseen is about right. He ends up with three on each Title:

  • The best cat burglar in the city: move unseen, run the rooftops and pick a mechanical lock.
  • Raised by the Guild: know how a lock’s built, fight dirty with a knife and find a buyer for anything.

Every one passes the quick test. Know how a lock’s built is all about locks, but it’s the kind of thing you learn growing up in the Guild, so it fits inside her second Title.

Step 4: Set actions

He fills in her set actions with what she’s got so far:

Set action What’s on it Steps Die
Sneak her first Title, move unseen, Silent Step 4 d8
Move her first Title, run the rooftops 3 d6
Locks her first Title, pick a mechanical lock, know how a lock’s built 4 d8
Fight fight dirty with a knife 2 d4
Study nothing fits nearly every time 1 d2
Talk nothing fits nearly every time 1 d2

Locks is her own, for the thing she does all the time, and know how a lock’s built sits on it beside her first Title’s lines. Her second Title and find a buyer for anything don’t fit any of these nearly every time, so they stay off, and when one of them fits she’ll bring it in for 1 Aura. Move and Locks grow in Step 6. Her Sneak’s what she hides with, so when it gets her into hiding, that d8 goes in her shadow pool.

Step 5: What she carries

  • Equipment: worn leathers. That’s one piece of plain armour, so her Armour’s a d4, and she’s still got two equipment slots free.
  • Utility: a purse of gold and a smoke bomb, and there’s room for one more.
  • Keepsake: the first coin she ever stole.
  • Bag: empty, and ready for whatever she lifts.

Step 6: Attunement

She attunes the two things she’d never sell. Both start at Awakened, with one permission each:

  • A perfect set of picks: open any lock with a mechanism.
  • A grappling line: climb or swing anywhere you can throw a hook.

He could give each one its Catch now for a second permission, but there’s no trouble he wants on them yet, so he leaves it. The picks go on Locks, which makes it 5 steps, a d10. The line goes on Move: 4 steps, a d8. Neither counts towards what she carries, and neither can be broken.

Step 7: Aura, Resolve, Hurt and bonds

She starts with the usual numbers: 5 Aura, 2 Resolve (one for each Title) and three Hurt bars. Her stride’s 5 with Light on my Feet, her Armour’s d4 from the worn leathers, and her Confidence starts every scene on d6.

He writes three threads: one each with two of the crew, and one with someone outside it. The last one’s a debt, so he’s got room for a fourth when he thinks of one.

  • Dorrie: we have pulled a dozen jobs. I trust her with my life.
  • Bram: he once carried me out of a fire. I have never said thank you.
  • The fence: I owe a debt I would rather not discuss.

Bram’s player wrote the same truth from his side, so that’s one thread on both their sheets. The rest of the crew write theirs too, and three of them are with Vesk, so they go on her sheet as well, in their own words:

  • Dorrie: we came up on the same streets. She never asks why. (Dorrie’s)
  • Isolde: she stole the book that started all this. (Isolde’s)
  • Wren: I owe her for the night she hid me from the watch. (Wren’s, a debt)

That’s six threads on five bonds, and two of them are with Dorrie.

Step 8: Connect

He answers two of the crew questions:

  • Who in the crew do you already know, and how? Dorrie. We have pulled a dozen jobs together.
  • Who do you have unfinished business with? Bram. He carried me out of a fire and I never thanked him.

Now she’s got a reason to be in the crew.

Step 9: Aspiration

Own the score of a lifetime. It starts at d2.

Final sheet

The best cat burglar in the city

Titles: The best cat burglar in the city (Shadow) · Raised by the Guild (Shadow).

Archetype: Shadow, twice. The dice she hides with go in her shadow pool, and 1 Aura on her roll to hide or a shadow die is +3.

Traits: Silent Step (Passive) · Light on my Feet (Passive).

Permissions: move unseen, run the rooftops, pick a mechanical lock (first Title) · know how a lock’s built, fight dirty with a knife, find a buyer for anything (second Title).

Set actions: Sneak 4 (d8) · Move 4 (d8) · Locks 5 (d10) · Fight 2 (d4) · Study 1 (d2) · Talk 1 (d2).

Carries: Worn leathers (equipment, 1 of 3) · purse of gold, smoke bomb (utility, 2 of 3) · the first coin she ever stole (keepsake) · her bag (0 of 10).

Attuned: A perfect set of picks (Awakened: open any lock with a mechanism) · a grappling line (Awakened: climb or swing anywhere you can throw a hook). 2 of 2.

Threads with Dorrie: We have pulled a dozen jobs. I trust her with my life. · We came up on the same streets. She never asks why. (Dorrie’s)

Thread with Bram: He once carried me out of a fire. I have never said thank you.

Thread with the fence: I owe a debt I would rather not discuss. (a debt)

Thread with Isolde: She stole the book that started all this. (Isolde’s)

Thread with Wren: I owe her for the night she hid me from the watch. (Wren’s, a debt)

Crew: Already knows Dorrie · Unfinished business with Bram.

Aspiration: Own the score of a lifetime (d2).

Numbers: Aura 5 · Resolve 2 · Armour d4 (worn leathers) · Confidence d6 every scene · Stride 5 (3 + 2) · Hurt three bars of three.