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Playbook Notes

PrinceWitherdick edited this page Oct 20, 2026 · 1 revision

Playbook Notes

Each playbook has moves the system tracks for you, usually as a small glyph beside the character's name or a button on the move. This page lists them by playbook. Hover any glyph for what it means; click it to act. It covers only what the system does specially, not the playbook's rules.

The top of Brakkos the Heavy's sheet with the Battle Joy glyph lit beside his name and its tooltip: lost in battle, you ignore fear, pain, mind-control and the effects of debilities

The Blessed

  • Rites of the Land and the Blessed's Boon are tracked on the move.
  • Marks. A header glyph counts the beings that bear your marks; click it to open the roster. Each mark records Which mark, Ward or binding, and for a marked beast its Loyalty circles. Lift the mark ends one.
  • Suggested names for a Blessed from the Wild add words to the name (up to three) instead of replacing it. See Creating a Character.

The Fox

  • Unseen (Catlike): click the glyph when you hide. It stays until you draw attention to yourself, move or attack; attacking ends it by itself.

The Heavy

  • Battle Joy. Click the glyph when you spill blood and lose yourself in battle: you ignore fear, pain, mind control and debilities (the sheet notes that your debilities are being ignored). When the action stops, click it again: That was a rush: regain 1d4 HP, or mark a debility.
  • Roiling with anger (Storm Markings): +1 damage until you calm down. Click when you do.
  • Hard to Kill: at Death's Door you can choose Roll +nothing, and trade a debility for 1 HP. Unstoppable circles change the roll and clear when you survive. See Death and Beyond.

The Judge

  • The Condemned and the Sworn. A scales glyph counts those bearing your brand and those held to an oath; click it for the roster. A branded character's sheet carries the tag. Mark an oath broken for advantage on rolls against them (Binding Arbitration offers it on the pre-roll window). Dismiss the brand and Release from their oath end them.
  • Castigate asks who you Censured.
  • Diligence (Chronicler of Stonetop), Sanction (Commune with Aratis) and Many Hands add +1 to other players' rolls from a button on their roll card. See Rolling Moves and Chat Cards.
  • A Bundle of Sticks Unbroken shows up in Struggle as One.

The Lightbearer

  • Holy light. A candle glyph: Holy light is lit or out. Click to light or snuff it (or use Consecrated Flame).
  • Invocations tab. Tap an Invocation you know to use it; tap one you don't to read it. An ongoing Invocation shows as a chip by your name; click it to end it. The tab reminds you when you've basked in sunlight.
  • Enigma. Back from wandering records how long you were away; spend Enigma with Draw on your wanderings (Know Things as a 10+) or Return when needed (opens Outfit).
  • Piety hands out a Blessing to whoever worshipped with you, to spend for +1 later.

The Marshal

  • Crew follower card with members, shared HP and Loyalty. See Followers.
  • Personal symbol: Display it: crew +1 Loyalty (max 3).
  • We Happy Few. Inspire who heard the speech hands out Inspiration; each ally's Inspiration chip spends it to act fearlessly, for +1d6 damage, or to Keep 1 HP instead of going down. Shaken nerves gives disadvantage until you share your doubts; click to steady them.
  • Prepare a Welcome: when going into battle, Lie in wait holds Surprise.

The Ranger

  • Animal companion follower card, and with Beast-Bonded, Lend it your strength (lose 1d6 HP to heal it). Level Up asks for another companion action.
  • Unseen (Stalker) works like the Fox's.
  • A Safe Place shows up in Make Camp.

The Seeker

  • Arcana tab. Your major and minor arcana as cards. The Seeker's starting major arcanum is chosen during creation. See Arcana and Artifacts.
  • Never at a Loss and Logbook offer their effects on the roll card.

The Would-Be Hero

  • "Would-be". The first time you use a starred move, the sheet crosses off "Would-be" (or click I used it: cross off "Would-be"). Did it by mistake? Restore "Would-be".
  • In Over Your Head: Rescued by another PC: Mark XP.
  • Impetuous Youth: Give it your all on a roll card turns a result up a step; pick the cost (I get hurt, I escalate the situation, Something I carry is lost or breaks).
  • Potential for Greatness choices (+1 stat, +4 max HP, d8 damage die) are recorded with the level you took them.
  • Up With People: Converse with someone to hold Rapport; their Rapport chip spends it to ask a question.
  • Voice of Experience: Ask it ("What is about to happen?").
  • Destined background: a start-of-session Roll +Omens card, and Death's Door's 6- counts as a 7-9 until your destiny is fulfilled. Driven: you can always Burn Brightly.

After death

Revenant, Ghost and Thrall inserts are covered in Death and Beyond.

See also

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