The HeirYour family used to in charge, once of time. Will it be you to bring it all back?- What are you the heir of?
- Who else has claim?
- What would change, if you were in charge?
Ancient Contracts - Choose three rituals. You have formulas for them and drawing on relations with certain entities, you can perform them faster. Days become hours, hours become minutes, minutes become mere moments of quiet.
Heirloom Weapon - You own an artful weapon. Once per session, when you strike true, take +1. Also pick one: It glows when enemies are near. It cuts through almost anything.
Upper Class Talk - When you Ask for Aid from nobles and dignitaries, take +1.
Leadership - Once per session, when you give directions to a teammate and they heed your call, they may ignore the penalty of Curses to their next roll.
The RecluseYou learned many things during your studies. Do you want to be back there?- Where did you study? A monastery, a sacred grove, a lone mistress on a mountain,...
- Who do you miss from there?
- What appeals about the outside world?
Esoteric Combat Style - You have an esoteric style of combat. You might have a superhardened fist, breathe fire or spray magic missiles. You are never unarmed. You may fight rabble with +Graceful, instead of +Mighty.
Educated - When you take in a scene, you may always ask: What do I remember about... Even on a miss.
Words of Power - You can cast a planned miracle right here and now with excalamating some words of power and waving your trusty implement. Afterwards mark additional Curses. 1 Curse for a ritual taking minutes, 2 for a ritual taking hours, 4 for ritual taking days.
World of Iron - When you abhor the cruelty of the outside world...
The NomadYou see a lot of places. What are you looking for?- How did you start travelling?
- What do you do as you travel?
- What places do you have fond memories about?
Animal Companion - You have a trusted animal companion. It understands human language, though it can't speak. Pick two basic moves it is useful with and hold 2. Spend hold as if it were Team, if your companion could help. Reset Hold when time passes.
Hero of ... - You are known for a great deed. You may decide how great the deed really was and whether it is yours. You have fans all over. Probably at least one in a medium sized settlement. You may make suggestions to the GM. When you ask a fan for aid, step up your result. They might want an autograph.
Good Show - You know how to captivate a crowd. Roll +Graceful. On a hit pick one.
- Onlookers are captivated, offering a chance to allies.
- Onlookers are amenable, take +1 forward to asking favors.
- Someone reveals something, they would rather not have.
One a 10+, pick another one or add Team to the pool.[/list]
Lucky Traveller - When your traveling party scores a 7-9 to Spend Time In The Wilderness etc., you may step up the result to 10+. Time must pass, before you do so again.
Duellist - Pick a favorite kind of weapon. When you engage in a duel against a worthy opponent wielding such, take +1.
The RatYou grew up under their boots. How will you pay them back?- Where did you grew up and who were the oppressors?
- How did you get out?
- Who or what is one good thing you miss from back there?
Wasn't Me - When you score a partial hit while sneaking, you may also cause some expensive property damage as a diversion and keep going (instead of the usual options).
Rats in the System - You can open locks and manipulate complex (mago-)mechanical devices. When you plan on doing so, the GM will tell you how long it takes: Moments, minutes, hours, days. Roll +Lucky. On a hit, it works. On a 10+, you are one category faster and add a Team to the pool.
Fair Play is for Fools - When you attack an unsupecting target, either because they are unaware of you or could not fathom your approach, you hurt them. That's it. Rolling dice is for suckers.
The RunawayYou gave up home for the road. What are you running from?- What do you imagine your life will be?
- What made you finally leave?
- What do you miss about home?
What would ... do? - Choose another PC to idolize. You heed their words and deeds. When you spend Team on them or they spend Team on you, it counts double.
Pure of Heart - When you would be affected by hostile magic or are looked for by enemies, roll +X. On a hit, their magic and gaze ignore you. On a 7-9, you lose something or find yourself in a bad spot.
Rare Talent - Pick some certain theme of rituals. You are assumed to always be at an appropriate place for them. You own an object containing one formula matching that theme.
Inquisitive -
The EmissaryYou are no longer of this world and age. With what right do you meddle?- What place do you come from?
- How are you out of touch with here and now?
- What is the still very much the same?
Unleash - When you bring out the big gun - probably methaphorical -, roll +any one stat you currently like. On a 7-9 hurt them and mark a Curse. On a 10+, hurt them twice, do collateral damage and you cannot use this ability again until time passes.
Supernal Knowledge - You know things you shouldn't. You may ask the GM a question. They will answer. Do not ask again until time passes.
Secret Name - History knows you under another name. One that you keep secret for now. You take +1, when you ask for aid from those who suspect your identity. When you first publicly reveal it, solve one problem, defeat one enemy or do another great deed. Then retire this character or change playbooks as appropriate.
The DependableSomeone needs to keep a clear head around here, sure. Why does that have to be you?- What would you be doing, if you were not here?
Someone your Size - When you want an enemy's attention, you get it. Then roll +X. On a 7-9 pick one, on a 10+ pick two.
- Take +1 forward and take an opportunity against that foe.
- Clear a Curse.
- Add Team to the pool.
Dinner's Ready - When you cook for your party,...