Background
Choose 1.
IMPETUOUS YOUTH Stonetop has always been home, but you chafe at the demands of mundane life and have always longed for more. Excitement! Danger!
When you make a move and come up short, you can give it your all and turn a 6- into a 7-9, a 7-9 into a 10+, and (if it matters), a 10-11 into a 12+. But if you do, pick 1 (the GM will fill in the details):
- You get hurt (2d4 damage and an actual injury)
- You cause collateral damage, endanger others, or otherwise escalate the situation
- Something on your person is lost or breaks
DRIVEN You once led a simple life, but something happened. Something changed you, burdened you with terrible purpose. What was it? Choose 1:
- A loved one was killed or abducted
- Someone gave their life to save you
- Your idol sacrificed themselves to save many
- You stumbled upon a dark mystery
- You must make amends for a terrible mistake
You always have the option of Burning Brightly; you can spend 2 XP after you roll to add +1, even if you don't have enough XP to level.
DESTINED (Omens tracker: 3) Fate has laid her hand upon you. Choose 3-4 of the items below to describe your destiny:
- anointed
- marked at birth
- your coming foretold
- destroy
- discover
- free
- protect
- restore
- unify
- blood
- civilization
- darkness
- earth & stone
- fire
- ice
- light
- life
- storms
- war
- water
- the Fae
- the gods
- the Makers
- the Stone
- the Things Below
At the start of a session, roll +Omens: on a 7+, lose all Omens and the GM will describe a vision or portent that points toward your fate and/or clarifies your current situation; also, on a 10+, ask the GM a follow-up question and get a clear, helpful answer; on a 6-, don't mark XP, hold +1 Omen, and tell us of your recent nightmares or a troubling vision, and how your fears play into them.
Until your destiny is fulfilled, treat a 6- on Death's Door as a 7-9, and a 7-9 as a 10+.