Starting Moves
Choose a race and gain the corresponding move:
Elf
When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.
Human
When you make camp in a dungeon or city, you don’t need to consume a ration.
You start with these moves:
Hunt and Track (Wis)
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose 1:
- Gain a useful bit of information about your quarry, the GM will tell you what
- Determine what caused the trail to end
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
- Head 10+: As 7–9, plus your damage 7-9: They do nothing but stand and drool for a few moments.
- Arms 10+: As 7-9, plus your damage 7-9: They drop anything they’re holding.
- Legs 10+: As 7-9, plus your damage 7-9: They’re hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
- Ferocity +2, Cunning +1, 1 Armor, Instinct +1
- Ferocity +2, Cunning +2, 0 Armor, Instinct +1
- Ferocity +1, Cunning +2, 1 Armor, Instinct +1
- Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
Command
When you work with your animal companion on something it’s trained in…
- …and you attack the same target, add its ferocity to your damage
- …and you track, add its cunning to your roll
- …and you take damage, add its armor to your armor
- …and you discern realities, add its cunning to your roll
- …and you parley, add its cunning to your roll
- …and someone interferes with you, add its instinct to their roll