Combat
Banner • Slow Action
Describe how you place a banner → Place a banner (a flag, pike with a skull in it, glowing arcane symbol, etc) in an adjacent space. Choose one of the options below. You can only benefit from 1 of each banner at a time.
Do Not Falter! • Interrupt
Once each combat, at any point, describe how you encourage others → Instead of being defeated, an ally falls to 1 life and gains soak equal to their toughness. They gain a free turn to immediately resolve.
Give Orders • Quick Action
Roleplay giving an order → Give as much of your current turn as you like to an ally, who can immediately act to fulfill your order.
Inspire • Action
Describe how you inspire → Bolster. Select a visible ally; they roll +1 damage die (max +3) for the rest of combat.
Shout • Quick Action
Once each combat, at any point, roleplay a visceral command (Charge!, Hold!, Retreat!, etc) → You and allies who heard you increase 1 roll that relates to your command this combat.
To Arms! • Quick Action
When you enter combat, describe how inspire your comrades → Your allies (but not you) each gain 1 advantage.
Describe how you place a banner → Place a banner (a flag, pike with a skull in it, glowing arcane symbol, etc) in an adjacent space. Choose one of the options below. You can only benefit from 1 of each banner at a time.
- Blood Banner: You and adjacent allies lose 1 debuff on their turns.
- Shield Banner: You and adjacent allies have +3 block.
- Sword Banner: You and adjacent allies roll +1 damage die.
Do Not Falter! • Interrupt
Once each combat, at any point, describe how you encourage others → Instead of being defeated, an ally falls to 1 life and gains soak equal to their toughness. They gain a free turn to immediately resolve.
Give Orders • Quick Action
Roleplay giving an order → Give as much of your current turn as you like to an ally, who can immediately act to fulfill your order.
Inspire • Action
Describe how you inspire → Bolster. Select a visible ally; they roll +1 damage die (max +3) for the rest of combat.
Shout • Quick Action
Once each combat, at any point, roleplay a visceral command (Charge!, Hold!, Retreat!, etc) → You and allies who heard you increase 1 roll that relates to your command this combat.
To Arms! • Quick Action
When you enter combat, describe how inspire your comrades → Your allies (but not you) each gain 1 advantage.
Exploration
Call Mount • Slow Action
Describe how you obtain a mount → Select a creature from the bestiary to serve as your mount. You can have 1 mount at a time. Work with your GM to determine a drawback for you mount (it’s wild at heart, it attacks your allies, it’s a coward, etc).
Just as Planned • Slow Action
At the start of each session, write the description of an event that is out of your control in a sealed document. Give the document to the GM, who can’t look at it. If that event ever comes to pass, announce that things went just as planned. The GM looks at the document; if you predicted the event, gain creative license to significantly turn the odds in your favor. These never expire.
Marching Orders • Passive
Once each session, write one of the following on your and your companions’ character sheets, losing leftover words in the process: quartermaster, scout, sentinel, trailblazer, diplomat, and bodyguard. At any point, anybody can cross off their descriptor to increase a roll that relates to it.
Security • Slow Action
Describe how you tighten security → Gain creative license to enhance the defensive capabilities of the area.
Settlement • Passive
Once for each location, gain creative license to discover valuable resources or assets for that location (connections to a valuable trade network, secret passageways and escape routes, friendly neighbors, etc).
Stronghold • Passive
At any point, you can have the GM tell you the location of all highly defensible locations in the area, and a few relevant facts about each.
Describe how you obtain a mount → Select a creature from the bestiary to serve as your mount. You can have 1 mount at a time. Work with your GM to determine a drawback for you mount (it’s wild at heart, it attacks your allies, it’s a coward, etc).
Just as Planned • Slow Action
At the start of each session, write the description of an event that is out of your control in a sealed document. Give the document to the GM, who can’t look at it. If that event ever comes to pass, announce that things went just as planned. The GM looks at the document; if you predicted the event, gain creative license to significantly turn the odds in your favor. These never expire.
Marching Orders • Passive
Once each session, write one of the following on your and your companions’ character sheets, losing leftover words in the process: quartermaster, scout, sentinel, trailblazer, diplomat, and bodyguard. At any point, anybody can cross off their descriptor to increase a roll that relates to it.
Security • Slow Action
Describe how you tighten security → Gain creative license to enhance the defensive capabilities of the area.
Settlement • Passive
Once for each location, gain creative license to discover valuable resources or assets for that location (connections to a valuable trade network, secret passageways and escape routes, friendly neighbors, etc).
Stronghold • Passive
At any point, you can have the GM tell you the location of all highly defensible locations in the area, and a few relevant facts about each.
Interaction
Companion • Slow Action
Describe how you recruit a companion → Gain a companion who has half as many traits as you do. Work with your GM to determine the drawbacks of your companion (your companion is traitorous, greedy, unreliable, etc). You can only have one such companion at a time.
Dissension in the Ranks • Slow Action
Describe how you sabotage an organization → Gain creative license to create discord within the organization.
Glorious Leader • Passive
Increase all rolls you make to muster forces, command troops, and lead.
Initiation Vows • Passive
Whenever you create an organization, work with the GM to determine one special quality for that group (it’s extra sneaky, it has widespread connections, members never reveal group secrets, etc).
Marshal Forces • Passive
You can acquire unique allies through means that would otherwise be impossible. Work with your GM to determine the creature type, recruitment method, and limitations (build loyal robots that run on fuel, animate mindless zombies that crave flesh, call feral beasts that do as they please, etc).
Parley • Slow Action
Describe how you attempt to parley → A high-ranking representative from another faction will be willing to meet with you peacefully. Increase one roll you make to socialize with the representative.
Describe how you recruit a companion → Gain a companion who has half as many traits as you do. Work with your GM to determine the drawbacks of your companion (your companion is traitorous, greedy, unreliable, etc). You can only have one such companion at a time.
Dissension in the Ranks • Slow Action
Describe how you sabotage an organization → Gain creative license to create discord within the organization.
Glorious Leader • Passive
Increase all rolls you make to muster forces, command troops, and lead.
Initiation Vows • Passive
Whenever you create an organization, work with the GM to determine one special quality for that group (it’s extra sneaky, it has widespread connections, members never reveal group secrets, etc).
Marshal Forces • Passive
You can acquire unique allies through means that would otherwise be impossible. Work with your GM to determine the creature type, recruitment method, and limitations (build loyal robots that run on fuel, animate mindless zombies that crave flesh, call feral beasts that do as they please, etc).
Parley • Slow Action
Describe how you attempt to parley → A high-ranking representative from another faction will be willing to meet with you peacefully. Increase one roll you make to socialize with the representative.