Four Elements

Airbender

The wind is a fickle force, prone to changing directions on a whim. So too with the airbender: swift, always moving, quick to decide and slow to commit.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Airbending, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Airbending

When you manipulate the air to control the area, roll + Fluid. On a 10+, choose 2. On a 7-9, choose 1 and you have to keep moving.

? Immobilize a foe.

? Move as fast as the wind.

? Perform a great feat of acrobatics.

? Reposition the battlefield.

Other actions can involve airbending, but are treated as whatever Move would be appropriate.

? Redirection

When you change the target of an attack, roll + Fluid. On a 10+, it strikes a new target of your choice. On a 7-9, you redirect it and it strikes a new target of the GM’s choice. 

? Soundbending

You can manipulate sound as just another facet of the air. When you use this to mimic noises or carry sounds, roll + Keen. On a 10+, you can convincingly replicate any sound you’ve heard. On a 7-9, the sound is pretty close, but you’re also exposed to danger.

? Attuned

You are one with the world around you, trying to find peace and freedom since such is the key to solving all difficulties in life. When trying to understand, direct, or communicate with nature, spirits, or animals, roll with Advantage.

? Meditate

When you spend time in uninterrupted contemplation, say what you’re thinking about and roll + Keen. On a 7+, ask the GM one related question that they must answer. On a 10+, declare a detail about that subject to be true. 

? Astral Projection

When you step outside your physical body, roll + Fluid. On a 10+, you can observe or converse beyond your own body. You may return instantly, but can still be hurt and your physical form is unconscious and helpless. On a 7-9, the same, but you are quickly sensed or noticed, either in spirit or physical form.

? Communion

When you summon a spirit to ask for guidance or answers, roll plus the number of conditions you fulfill.

? You present an offering.

? You agree to perform a task for the spirit.

? You are in a place of power.

If you attempt to perform the summoning hastily, subtract 1.

On a 7+, you may ask 1 question they must answer. On a 10+, the spirit inhabits your mind and provides a vision that brings forth clarity and revelations.

If you agreed to perform a task and actively ignore or refuse to do it the spirit will haunt and make your life miserable. You will also not be able to use this Move again until the spirits are pleased with you.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Tender ?

You are very sensitive to how other people see you, some may call you emotional. When you are deeply impacted by the way other people see you, mark the box above and mark 1 Chi box.

Indecisive ?

It’s part of your nature to never settle on one thing and always be fickle. When your erratic and irresolute behavior confuses things, mark the box above and mark 1 Experience box.

Nomad ?

The wind guides your direction and it’s always flowing. When you decide that it’s easier to walk away than face your problems, mark the box above and mark 1 Experience box.

Gear

You start with

? A staff that allows gliding and flight through airbending.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who did you make a promise to a long time ago but have made no progress? What was it? 

Who is a close friend? How did you meet each other?

Who liberated you from a dangerous situation or a metaphorical imprisonment? How did you end up in that situation?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Earthbender

Hardy and centered, earthbenders form the backbone of civilizations. They are the plow that shatters their foes, and the wall that stands between their friends and their foes.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Earthbending, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Earthbending

When you are in solid contact with the ground and you alter the battlefield’s topography, roll + Solid. On a 7+, change the environment appropriately. On a 10+, the first person that benefits from this new topography gains Advantage to their next roll.

Other actions can involve earthbending, but are treated as whatever Move would be appropriate.

? Defender

Whenever you are in your element, you can protect yourself from 1 physical Condition by clearing 1 Chi box. If it was a player attacking you, when you clear a box the player attacking you marks 1 Chi box.

? Earthflow

When you entrap a foe in earth, roll + Solid. On a 10+, they are stuck. On a 7-9, they are trapped but only for as long as you maintain your focus.

? Vibration Sense

You can see and feel anything in contact with the ground (within reasonable distance). When you carefully study an area or person through the vibrations, roll + Keen. On a 10+, ask 2 questions. On a 7-9, ask 1 question.

? Are they telling the truth?

? What does their body language betray about their plans?

? What is about to happen?

? What is unseen but in contact with the ground?

? Metalbending

You can control metal that you are in contact with. When you do, it’s the same as Earthbending but you roll + Keen instead. When you metalbend against someone, on a 7+ you change the environment and explain how that hinders or retrains your target.

Other actions can involve metalbending, but are treated as whatever Move would be appropriate.

? Lavabending

You can manipulate molten rock. When you convert the environment to lava to cut off mobility, roll + Hot. On a 7+, change the environment appropriately indicating the area’s impassibility. On a 10+, you may also trap people in an appropriate fashion.

Other actions can involve lavabending, but are treated as whatever Move would be appropriate.

? Sandbending

You can manipulate the sediment that makes up sand. When you craft something solid from sand, roll + Fluid. On a 10+, choose 2. On a 7-9, choose 1.

? It is just as effective as the genuine article.

? It will last for a while.

? Unless inspected thoroughly, one cannot tell it is made of sand.

Other actions can involve sandbending, but are treated as whatever Move would be appropriate.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Bulldozer ?

Your actions lead to immediate environmental destruction. When destroying something of value accidentally or causing massive collateral damage, mark the box above and mark 1 Chi box.

Immovable ?

You’re as sturdy as the mountain and others move around you not the other way around. When you refuse to stand down or back away from a fight, mark the box above and mark 1 Experience box.

Stubborn ?

You’re hard headed and set in your ways. When refusing to try something new or not acknowledge when someone else might be in the right, mark the box above and mark 1 Experience box.

Gear

You start with

? A heavy and blunt weapon.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who helped you in the past when you were stuck in a difficult situation? How have you promised to repay them? 

Who did you let down when they needed you most? How do they see you now?

Who did you know before you came into your bending? How was your relationship then and how is it now?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Firebender

Fire is the great destroyer and the giver of life, and you have trapped it in your soul. You’re quicker to be emotional than anyone else, but disciplined enough to stay in control. Most of the time, that is.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Firebending, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Firebending

When you create or manipulate open flame to attack, roll + Hot. On a 10+, it does what you want. On 7-9, you lose control of it in some manner, choose 1.

? The flames are very taxing, gain Disadvantage to your next roll.

? The flames explode into being around you. Take 1 Condition. 

? You set fire to the whole surrounding area.

Other actions can involve Firebending, but are treated as whatever Move would be appropriate.

? Agni Kai

When you fight against a worthy foe one-on-one, roll + Hot. On a 10+, you can show mercy by letting them escape, or finish them with a cost that you need to pay now or in the future. On a 7-9, choose 1.

? You win at a cost, take 1 Condition such as Scarred or Shamed.

? You lose, mark 1 Chi. Gain Advantage next time you face them.

? You’re at a deadlock. Reveal a detail or ask a question, then reroll.

? Inner Passion

Decide and inform the GM of what destructive or negative emotion fuels your bending. Take 1 Condition that reflects this emotion and gain Advantage for the rest of the scene.

? Heatbending

You have the ability to control heat without the use of flames. You can heat a wide range of liquids, heat metal to scalding temperatures, or melt ice. You can also redirect the heat away from an object cooling something instead of heating it up.

Other actions can involve Heatbending, but are treated as whatever Move would be appropriate.

? Lightningbending

You can redirect, produce, or guide a bolt of lightning from your fingertips. When you channel lightning, roll + Fluid. On a 10+, you succeed at channeling the lightning strike. On a 7-9, choose 1.

? Some power rebounds, shocking the bender as well.

? The lightning doesn’t strike the target, but all that see it are dazed.

? The blast misses but causes explosive and chaotic damage.

? Combustionbending

You can ignite objects with your mind by concentrating the energy into a ray of heat which detonates with great force. When producing situated explosions, roll + Solid. On a 10+, your ray hits with deadly precision. On a 7-9, you hit your target and everything around it with the force to completely disintegrate hill-sized boulders. On a 6-, the combustion beam fatally backfires.

? Jet Propulsion

You are able to conjure huge amounts of flame to propel yourself at high speeds on the ground or through the air. When you propel yourself at high speeds, roll + Fluid. On a 10+, your path is clear and you can reach your destination. On a 7-9, you reach your destination but are either in a dangerous position about to be imminently attacked or are exhausted, gain Disadvantage to your next roll.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Hot-Headed ?

You are rash and tend to have volatile and explosive responses. When you are treated disrespectfully and respond with open violence, mark the box above and mark 1 Chi box.

Honor Bound ?

You are honorable and disciplined. When you refuse to do things that would bring dishonor to your name or prove to be shameful, mark the box above and mark 1 Experience box.

Rash ?

You always have to be moving and can never sit still for long. When you complicate things because of your hasty and quick-to-react approach, mark the box above and mark 1 Experience box.

Gear

You start with

? A family heirloom, treasured by your people.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who did you fail a long time ago? How are you trying to make up for it? 

Who do you know is clearly in pain? How are you trying to ease their burden?

Who used to be your rival? How did you two become close friends?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Waterbender

Trickling, flowing, crashing; water is a force of nature, sustaining life before grinding it away. You can harness that energy, but it’s up to you what you want to do with it. Will you be a gentle stream or a crashing waterfall?

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Waterbending, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Waterbending

You have a small supply of water that you carry on your person that can be replenished whenever you come across a body of water. When you manipulate water in combat from a nearby source or from your waterskin, + Fluid. On a 10+, choose 3. On a 7-9, choose 1.

? Hinder or harm a foe.

? Change the environment.

? Refill your waterskin.

Other actions can involve Waterbending, but are treated as whatever Move would be appropriate.

? Ubiquity

Clear 1 Chi box to refill your waterskin from any environment, water vapor, plants, or some other source other than an actual body of water.

? Healer

When you take time to cover a wound with your element and lay hands upon it, roll + Keen. On a 10+, the wounded person can recover either all of their physical or spiritual Conditions with no problems. On a 7-9, they recover 1 Condition but you choose 1.

? Their wound will reopen by the end of the next scene they’re in.

? They will pass out at the worst possible time later.

On a 6-, they don’t recover, you’ve made a mess of things, and now

their bleeding or seizuring all over the place.

? Icebending

You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll + Keen instead.

Other actions can involve Icebending, but are treated as whatever Move would be appropriate.

? Spiritbending

When you exert your will over a being’s essence, roll + Fluid. On a 10+, it falls under your influence (perhaps with resentment). On a 7-9, it contorts your command, fights you for control, or has some influence over you in return.

Other actions can involve Spiritbending, but are treated as whatever Move would be appropriate.

? Bloodbending

When you manipulate a non-player character’s blood to control their   body, clear 1 Chi box and roll + Hot. On a 10+, your hold is firm and lasts until you release your concentration. On a 7-9, your hold lasts for but   moments, enough time for an action or two at most. You only get to command their body, never their mind. After you finish your action take 1 mental Condition reflecting what you did.

? Plantbending

When you bend the water in plants to grow or move them, roll + Solid. On a 10+, choose 2. On a 7-9, choose 1.

? They are thick and sturdy.

? They are overgrown and obscuring.

? They are lithe and flexible.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Parental ?

You watch out for everyone and devote yourself to the group’s well-being. When you put an ally’s needs above your own or put yourself in dire straits to help them, mark the box above and mark 1 Chi box.

Vindictive  ?

You are like the ocean, calm and relaxing, until someone stirs you up. When you unleash your full might to eliminate a foe that has wronged an ally or yourself, mark the box above and mark 1 Chi box.

Kindhearted ?

You are a tender and kind person by nature and see past individual faults. When you give someone a second chance after they’ve made a mistake or show compassion to someone in need, mark the box above and mark 1 Chi box.

Gear

You start with

? A waterskin of some variety.

? A simple weapon, such as a knife, club, or staff.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who here do you still believe in despite their past failures? Why do you stick your neck out for them?

Who do you think your mother would love if she could meet them? Why is that?

Who are you keeping part of your past or family history hidden from? Why is that?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Hunter

Some people fear the wilderness, worry about the beasts and spirits that hide from the eyes of civilization. You, on the other hand, have nothing to fear, for there is nothing you cannot calm, catch, or kill.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Ambush, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Ambush

While a foe is unaware of your presence, you gain Advantage to your next action against them. Instead you can clear 1 Chi box to immediately defeat them and remove them from the action.

? Friend of Nature

You live out in the wilderness and feel at home within the woods. Animals, unless specifically trained to attack, are never hostile towards you upon first confrontation. Additionally, you are never lost in the wilderness, whether it by jungle, forest or desert, as long as you’re headed to a place you’ve previously visited. You gain Advantage to any roll that deals with these situations.

? Stealth

When you conceal yourself from view, roll + Fluid. On a 7+, enemies can’t see you. On a 7-9, also choose 1.

? Someone is on alert now.

? You can’t keep track of everyone from your hiding place.

? You can’t stay undetected here for long.

? The Path

When you seek the way to something you’ve been searching for, roll + Keen. On a 10+, you find a route that is safe to use, at least this once. On a 7-9, choose 1.

? Something has to get left behind on the way.

? You are followed by something dangerous.

? Your travel is obvious to all.

? White Stag

When you name a quarry your White Stag, you swear to capture or kill them. You always intuitively know if your White Stag is near, and while they are you gain Advantage against them specifically. You can only have one White Stag at a time.

? Guerrilla Tactics

When hunting in the wilderness, roll + Keen. On a 10+, your attack is successful and can blend back into the shadows. On a 7-9, choose 2.

? You harm them.

? You’re completely detected by all nearby.

? You harm yourself in the process, either by accident or counterattack.

? Folk Hero

When you return to a community you once visited, roll + Solid. On a 10+, the community respects you and will actively help you with whatever you may need. On a 7-9, the locals remember you favorably but have fallen on hard times and will need you to fix a minor situation before they can be of any aid

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Feral ?

You may have as well been raised out in the wilderness for you’re as untrained as a pack of catgators. When you eschew a convention of the civilized world, mark the box above and mark 1 Chi box.

Cocky ?

I mean you’re not perfect all the time, sometimes you’re asleep. When your arrogant or conceited ways make life more difficult for you and your allies, mark the box above and mark 1 Chi box.

Predatory ?

You live by the credence of might is right or the law of force. When you act violently instead of considering other alternatives or decide that violence is the best course of action, mark the box above and mark 1 Chi box.

Gear

You start with

? Choose one: a bow with arrows, many knives, and trap-making tools.

? Collection of pelts

? Frightening mask

? Heavy cloak

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who here has shown great respect for your talents? Why are you suspicious of them?

Who got in the way of the kill for your next big beast trophy? How did the situation play out?

Who was kind to you when you were in need? What promise have you made them?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Monk

The world has secrets even the brightest scholars cannot fathom, secrets of the spirit and the soul. The cosmos saw fit to whisper to you, and now, more than ever before, you understand.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Calm Stability, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Calm Stability

Until you personally show aggression toward your enemies and are unflinching in the face of imminent harm, roll + Solid. On a 10+, you come through unscathed and either gain Advantage to your next roll, or your attacker stops, flees or gets trapped. On a 7-9, the same, but you must act immediately against your attacker for they do not seize.

? Chi Blocker

When you assault your foe’s pressure points, roll + Hot. On a 10+, name a type of action that foe is not incapable of. On a 7-9, name two or three types of action and the GM will pick which one the foes can’t do.

? Clarity of Senses

When you find yourself in a tense situation, you can immediately describe some new or not realized environmental aspect that changes the situation. The next person to benefit from that environmental aspect gains Advantage.

? Soothe

When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard. Clear 2 Chi boxes to extend the effect to the size of a small room.

? Stillness

When you are subtle with your motions or settle into a defensive posture, roll + Solid. On a 10+, choose 2. On a 7-9, choose 1.

? Gain Advantage to your next roll.

? Inflict 1 Condition on the target you’re gaining a position on.

? You’re safe from imminent attack.

? Spiritual

With effort, you can contact entities of the Spirit World. When you meditate to call upon a spirit, roll + number of Chi boxes cleared for this move. On a 10+, that spirit appears to you. On a 7-9, choose 2.

? The correct spirit appears.

? The spirit is benevolent.

? The spirit doesn’t want something in return.

? Artist

You are a practitioner of some renown art, either visual, auditory, or performance-based. When you present a piece to an audience, roll + Hot. On a 10+, choose 2. On a 7-9, choose 1.

? Inflict 1 Condition on one audience member based on their reaction.

? Describe what the wide reaction of the entire audience is.

? One audience member promises something to you afterward.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Pious ?

You studied under an enlightened soul and try to live up to your monastic vows. When you uphold your values and make matters worse or more difficult, mark the box above and mark 1 Chi box.

Pacifist ?

Life is a precious gift and everyone deserves a chance at redemption. When you put yourself in harm’s way because you don’t want to cause intentional harm, mark the box above and mark 1 Chi box.

Honest ?

Lies and deception don’t benefit anyone, the truth will always be known. When you only tell the truth no matter what the outcome might be, mark the box above and mark 1 Chi box.

Gear

You start with

? Nothing but the clothes on your back.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who did you make an oath to that takes priority above all others? What oath did you make?

Whose dark secret do you know of or have discovered? What actions are you taking to keep them in balance?

Who has a spirit that follows them around unbeknownst to them? What do you think it might be?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Scholar

The halls of academia and its workshops have always been a place of sanctuary for you, but eventually everyone needs to step into the world. Whether it’s practical experience or to escape the workshop confines.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Calm Stability, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Always Prepared

When you quickly try to create a tool or instrument to solve a task, roll + Solid. On a 10+, you create exactly what you need. On a 7-9, it’s almost right, but choose 1.

? It’s a little broken.

? It’s a little dangerous.

? It’s a little weird.

? Invention

When you take time to build a complicated contraption, clear 1 box of Chi and roll + Keen. On a 10+, choose 1. On a 7-9, the GM chooses 3.

? You need extra resources to finish.

? It’ll take significantly longer to build.

? The best you can do is a lesser version, unreliable and limited.

? Finishing it attracts attention.

? You can’t do it alone.

? Observe Carefully

When you observe something carefully, whether it be a person or a situation, roll + Keen. On a 10+, ask 3. On a 7-9, ask 2.

? What do I need to do to be at an advantage here?

? What here is not as it appears to be?

? What is about to happen?

? What should I be watching for?

? Who is in control here?

? Mastermind

When you scheme and plan a future plot, roll + Keen. On a 10+, the GM will choose 2 but only 1 must be addressed to succeed. On a 7-9, the same thing, but you’ll need to address both.

? It will be very expensive or resource-intensive.

? It will take hours/days.

? You’re going to need someone’s help.

? Someone stands in the way of success.

? Foolhardy

When you charge into immediate danger with no planning, roll + Solid. On a 7+, choose 1. On a 7-9, you gain Disadvantage to your next roll.

? You distract whatever’s there to give a friend Advantage.

? You grab something without being caught.

? You help someone get free.

? Think It Through

If you help someone during a dire situation gain a Condition. For every one Condition gained one ally gains Advantage to their next roll.

? It's A Trap!

When you make a trap to capture something, roll + Keen. On a 7+, your trap works. On a 10+, choose 1.

? It will take some time for the target to get free.

? The trap inflicts a Condition.

? The trap may be reset and re-used later, roll the move again when you do so, with Advantage.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Unaware ?

What’s that I’m not supposed to taste that, then how would I know it’s not the key ingredient in my next project. When your absent-mindedness or carelessness puts you or your allies in a difficult situation, mark the box above and mark 1 Chi box.

Reckless ?

Creativity is dangerous and perilous not meek and docile. When your next invention or experiment puts someone in harm's way, mark the box above and mark 1 Chi box.

Haughty ?

You’re the smartest in the room and just feel sad for all those other poor saps, good thing you’re around. When you treat everyone else as less intelligent than you and it puts you or your allies in a precarious position, mark the box above and mark 1 Chi box.

Gear

You start with

? Choose one: long stick, small knife, thick book.

? A satchel with different tools.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who here has saved your life before? In return, what did you promise them?

Who do you see as your biggest inspiration or source of ideas? What do they think of you?

Who constantly mocks your inventions or thinks you're a kook? What do you do to reaffirm their belief?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Warrior

Death is never to be taken lightly, but there are always those who simply deserve to die. Who better than you to put them down, or to keep your friends from meeting the same fate?

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Commit Open Violence, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Commit Open Violence

When you strike out violently with intent to kill or incapacitate, roll + Hot. On a 10+, choose 2. On a 7-9, choose 1. On a 7+, you deal a Condition and…

? You vanquish a small group of minions.

? You put your enemy where you want them.

? You avoid taking a Condition.

? Improviser

Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, mark 1 Chi box.

? Samurai

It’s your duty to defend others from the malicious forces of the world. When someone you care about takes a Condition while near you, you can step in the way to protect them, take their Condition for them and get Advantage on your next roll.

? Rise to the Occasion

You’re at your most determined when danger is looming. If you have at least 1 Condition, you may take another Condition to gain Advantage on your next roll.

? Adoring Fans

When you first meet someone that has admired your work before, roll + Solid. On a 7 or greater, they make you an offer (with strings attached) pertaining to your work. On a 10 or greater, they Respect you as well.

? Best Laid Plans

When you work out a plan of attack, roll + Keen. On a 10+, choose 3. On a 7-9, choose 2.

? During the fight someone gains Advantage (choose after rolling).

? Dismiss all Conditions someone suffers from a single attack.

? Your people have the exact gear they need on hand within the realm of reason.

? Inspiring Speech

When you rally a group with your stern no nonsense demeanor, roll + Solid. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose 1 thing for them to do. 

? Act as an angry mob, unleashed at the target you name.

? Be a vigilant watch force.

? Go wherever you tell them to.

? Help construct a trap.

On 6-, you lose face with the bystanders.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

No Mercy ?

The enemy is not human, not while we’re losing the war, so don’t question my methods. When you disturb someone with your gory and

grisly technique, mark the box above and mark one Experience box.

Intense ?

Life is to be lived to the fullest and you don’t hold back. When you take something too intensely (partying, training, arguments) and cross a line you shouldn’t have, mark the box above and mark 1 Chi box.

Bushido ?

You have a code of honor and ideals that dictate your way of life. When you refuse to do something because it betrays your code even though it will make life much easier for all, mark the box above and mark 1 Chi box.

Gear

You start with

? A specialized weapon, described as (choose one): Deadly, Infinite, Ranged, Renowned.

? Some sort of protective armor.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who here have you sworn never to harm? Why is this since you do not trust them?

Who has seen you absolutely lose it and go berserk? What was the situation and what do they think of you now?

Who here has earned your wrath? How do you make their life more miserable while still working with them?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

Creature

Sometimes humans forget that they’re not alone in the world. Life comes in all shapes and sizes, and you’re ready to show them all what non-humans are capable of.

Name ______________________________

Stats Assign 3 dot to the Stats, consider Fluid and Keen.

? ? ? HOT For acting fiercely or with passion.

? ? ? SOLID For acting reliably or with tenacity.

? ? ? KEEN For acting wisely or with alertness.

? ? ? FLUID For acting flexibly or with grace.

Rolling the Dice

When a Move tells you to roll, you roll 2 six-sided dice and then add the dice and number of dots for the Stat. Advantage lets you roll 3 dice and take the best 2. Disadvantage lets you roll 3 dice and take the worst 2.

Conditions

Conditions represent your negative physical, mental, emotional, spiritual, or social state of being. Conditions are always true and impact and drive the narrative. Conditions disappear after being treated, or when no longer significant. If you need to mark a Condition and you already have six marked, you’re taken out—if the stakes are high and the table agrees, death could even be on the table. 

? ______________________    ? _______________________

? ______________________    ? _______________________

? ______________________    ? _______________________

Moves You get Risky, Inhuman, and 1 more.

? Risky

When you do something risky, ask the GM what some possible consequences are, then roll + Stat. On a 10+, you do it without complications. On a 7-9, you do it, but there’s a cost. On a 6-, things don’t go well and you’re in trouble.

If you’re rolling to inflict harm, on a 7+ you inflict 1 Condition upon your target but they might also give you 1 Condition. The GM may increase or decrease either of these, at their discretion.

? Inhuman

You are not human, you are some sort of creature. Choose 1.

?Animal

?Hybrid of 2 animals

?Spirit

When you reach into yourself form to perform inhuman feats, roll + Stat. On a 10+, choose 3. On a 7-9, choose 2.

? Your next attack deals an additional Condition.

? You avoid taking your next Condition.

? Your next roll is made with Advantage.

? You don't attract unwanted attention.

? Extraordinary

When you present yourself before a non-player character for the first time, roll + Hot. On a 10+, say how they react to you and what their next action is going to be. On a 7-9, say what they do but you do not determine their next action.

? Colliding Worlds

When you take humans among your own kind, roll + 2, for a single human, + 1, for a couple of humans, or + 0, for a large group of humans. On a 10+, they are accepted, though not fully understood, and have the respect of your kind. On a 7-9, one of the leaders of your kind takes an immediate disliking to one of your humans that must be resolved before they will accept your friends.

? Crossing Over

With a brief but important ritual, you can open the Veil to enter the Spirit World. Crossing alone is effortless but becomes more difficult with each person you try to bring with you; choose one of the following for each additional person you bring.

? Your physical bodies lie unconscious for the duration of the trip.

? You all flicker back and forth between worlds without any pattern.

? The crossed Veil alerts one of the worlds of your location.

? A certain type of action (shaping, fighting, lying, or similar) punctures the Veil and doing so ejects the violator from the Spirit World.

? Your link to your body is visibly manifested and vulnerable.

Any more than five people is too strenuous for you to do.

? Unstopping

Choose one type of terrain you can effortlessly travel through: clouds, sea, solid stone.

? Zephyr

When you carry someone with haste, roll + Solid. On a 7+, you reach your destination just in time. On a 7-9, choose 1.

? Trouble finds you there.

? You are Tagged Exhausted.

? Your arrival causes a big scene.

? Pack Mentality

When you are acting in sync with someone you have mutual respect with, roll + Hot whenever they make a Move. On a 7+, they may choose to take a 10+ as a result for their own Move. On a 7-9, they can do the same but you must take 1 Condition.

Chi ? ? ?

Mark 1 box when you roll a 6-, or trigger a Chakra. At any time, clear all 3 boxes to get a new Move, or add 1 dot to a Stat.

Chakras

You can mark each Chakra once per session. Clear all of your marked Chakras at the start of a new session.

Misread ?

You don’t speak the human language and they’re too dumb to understand you. When you try to communicate or give orders to your allies and they misinterpret you completely making the situation more complex, mark the box above and mark one Experience box.

Bestial ?

You are a force of nature just like the elements people bend. When you prove to people that you are no pet or critter to be tamed, mark the box above and mark 1 Chi box.

Astonish ?

To your kind you’re but average but to humans you are a wonder to behold. When you shock or astound someone with your elegance or ferocity, mark the box above and mark one Experience box.

Gear

You start with

? Choose one: easily accessed pouches and straps, saddlebags, simple weapons, unknowable compartments.

Backstory

After everyone has been introduced, work with your fellow players to write at least three character names in the spaces below.

Who here have you been with for a while and have formed a particular connection with?

Who here does not display their respect in the appropriate way? What are you trying to do to change that?

Who here knows that you are more than you let on? In what way do you confirm or refuse their ideas?

Fortune ? ? ?

Mark 1 box to gain Advantage to a roll (even after rolling) or to avoid 1 Condition not given to you by a Move. In order for you to clear all of your Fortune boxes you must make a big personal sacrifice or bring about great balance to the world.

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