The Hunter
Name someone you want to find, either an individual or a gang that sticks together. When you discern realities while looking for them, on a hit, the GM will also tell you if there is any evidence of their passage, and if so what. On a miss, though, something catches up to you instead, the GM will tell you what. You can only be hunting one target at a time, but you can change that target whenever you want.
Meatshield When you are engaged in close combat with an enemy and they make an offensive move against someone else, you may intercept it. Their move affects you instead of its intended target.
Mouth Full of Ashes
The lands of the dead are always with you, at the edge of your vision, on the tip of your tongue. You are able to converse with spirits of the dead as if they were living, but you must also smell and taste as the dead do—everything like ashes—and you gain no pleasure from foods or perfumes. What is lost to you is not lost to the dead, however—they can taste the food in your mouth, smell the air in your nostrils, and know life again for a moment. They can also sense this, and will be more inclined to appear before you.
Questing Nature When you dedicate yourself to completing a mission on behalf of the spirits, turn to the next page for details.
Questing Nature:
When you dedicate yourself to completing a mission on behalf of the spirits, state what you set out to do:
• Defend __________ from the danger that threatens them.
• Discover the truth of __________ and present it to the spirits.
• Slay __________, an enemy of the spirits.
Then choose up to two boons:
• Directions from the spirits to an important location.
• A freedom from sleep.
• Invulnerability to one cause of harm (acid, blades, or fire, for
example).
• A mark of your allegiance to the spirit world.
• Senses that can tell magic from the mundane.
• Spirit allies in another land.
• A voice that transcends language.
Humility is always required of you when you undertake a quest—you are forbidden from boasting of your exploits. The GM will then tell you what additional restriction is required of you to maintain these boons:
• Abstinence (forbidden: the vices of the living).
• Austerity (forbidden: temporal wealth in any form).
• Hospitality (required: comfort to those in need, no matter who they
are).
• Judgment (forbidden: suffering an evil creature to live).
• Respect (required: daily rituals of respect for the dead).
Words From Beyond When you venerate your ancestors and ask for advice, roll+WIS. On a hit, a spirit gives you advice about your situation, but on a 7-9, it comes with strings attached. They want something from you as well—a favour, a sacrifice, or just an ear that will listen, perhaps. The GM will tell you what. If you act on the advice the spirit gives you, take +1 forward.
Clothes, a backpack, dungeon rations (5 uses, 1 weight), and an item that connects me with my ancestors. Deciding on this still
• Chainmail (1 armour, 1 weight)
• Duelling rapier (close, precise, 2 weight)