Pick your playbook using the menu in the upper right corner or the buttons in the lists below.
Avatar Legends Playbooks
The Bold:The Bold fights to live up to their self-image and earn others’ trust and confidence. Play the Bold if you want to build your reputation and leadership skills.
The Guardian:The Guardian defends someone close to them, steadfast and watchful. Play the Guardian if you want to be the first to see danger coming, and the last line of defense.
The Hammer:The Hammer is strong, tough, and looking for a deserving face to punch. Play the Hammer if you want to grapple with what force can and can’t solve.
The Icon:The Icon comes from an ancient tradition and inherited some serious standards to live up to. Play the Icon if you want to be torn between your heart and your destiny.
The Idealist:The Idealist has a past, full of suffering and tragedy, that strengthened their beliefs. Play the Idealist if you want to awaken the hope in everyone around you.
The Successor:The Successor comes from a lineage of powerful but scary figures. Play the Successor if you want to struggle against your lineage as it threatens to draw you in.
Brew Your Own
Custom Playbook:A blank shell you can use to create your own.
Background & Demeanor
Background
Instructions
Choose up to 2:
Military Outlaw
Privilege Monastic
Urban Wilderness
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Harsh Serious
Polite Quiet
Suspicious Cautious
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Impatient Sensitive
Affable Enthusiastic
Talkative Impetuous
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Playful Blunt
Quiet Loud
Excessive Determined
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Naive Playful
Needy Sad
Haughty Grave
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Lonely Compassionate
Joyful Grieving
Earnest Resolute
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Perky Intense
By-the-book Casual
Arrogant Oblivious
Create Your Own:
Demeanor
Instructions
Choose 1 or more:
Demeanor
Demeanor
Training
Instructions
Choose 1 of the following:
Waterbending
Firebending
Earthbending
Airbending
Weapon Specialist
Tech Specialist
Fighting Style
Basic Moves Reference
Plead
When you plead with an NPC who cares what you think for help, support, or action, roll with Harmony. On a 7-9, they need something more—evidence that this is the right course,
guidance in making the right choices, or resources to aid them—before they act; the GM tells you what they need. On a 10+, they act now and do their best until the situation changes.
Push Your Luck
When you push your luck in a risky situation, say what you want to do and roll with Passion. On a hit, you do it, but it costs you to scrape by; the GM tells you what it costs
you. On a 10+, your boldness pays off despite the cost; the GM tells you what other lucky opportunity falls in your lap.
Rely on Your Skills and Training
When you rely on your skills and training to overcome an obstacle, gain new insight, or perform a familiar custom, roll with Focus. On a hit, you do it. On a 7-9, you
do it imperfectly—the GM tells you how your approach might lead to unexpected consequences; accept those consequences or mark 1-fatigue.
Assess a Situation
When you assess a situation, roll with Creativity. On a 7-9, ask 1 question. On a 10+, ask 2 questions.
• What here can I use to _______?
• Who or what is the biggest threat?
• What should I be on the lookout for?
• What’s my best way out/in/through?
• Who or what is in the greatest danger?
Take +1 ongoing when acting on the answers.
Intimidate
When you intimidate an NPC into backing off or giving in, roll with Passion. On a hit, they choose one. On a 10+, first, you pick one they cannot choose.
The NPC chooses from the following:
• They run to escape or get backup
• They back down but keep watch
• They give in with a few stipulations
• They attack you, but off-balance; the GM marks a condition on them
Trick
When you trick an NPC, roll with Creativity. On a hit, they fall for it and do what you want for the moment. On a 7-9, pick 1. On a 10+, pick 2.
• They stumble; take +1 forward to acting against them
• They act foolishly; the GM tells you what additional opportunity they give you
• They overcommit; they are deceived for some time
Comfort and Support
When you comfort or support another person, roll with Harmony. On a hit, they must decide if they open up to you. If they don’t, mark a condition and take +1
forward against them; if they do, ask them any question. On a 10+, they can ask a question of you as well. Anyone who answers a question honestly may choose to clear a
condition or 2-fatigue.
Help
When you take appropriate action to help a companion, mark 1-fatigue to give them a +1 to their roll (after the roll). You cannot help in a combat exchange in this way.
Balance Moves Reference
Live up to Your Principles
When you take action in accordance with the values of a principle, mark fatigue to roll with that principle instead of whatever stat you would normally roll.
Call Someone Out
When you openly call on someone to live up to their principle, shift your balance away from center, then name and roll with their principle. On a hit, they are called to act as you say; they must either
do it or mark a condition. On a 7-9, they challenge your view of the world in turn; mark a fatigue or they shift your balance as they choose. On a miss, they can demand you act in accordance with one
of your principles instead; mark a condition or act as they request.
Deny a Call Out
When you deny an NPC calling on you to live up to your principle, roll with that principle. On a hit, act as they say or mark 1-fatigue. On a 10+, their words hit hard; you must also shift your
balance towards the called-on principle. On a miss, you stand strong; clear a condition, clear 1-fatigue, or shift your balance, your choice.
Resist Shifting Your Balance
When you resist an NPC shifting your balance, roll 2d6. On a hit, you maintain your current balance in spite of their words or deeds. On a 10+, choose two. On a 7-9, choose one.
• Clear a condition or mark growth by immediately acting to prove them wrong.
• Shift your balance towards the opposite principle.
• Learn what their principle is (if they have one); if you already know, take +1 forward against them.
On a miss, they know just what to say to throw you off balance. Mark a condition, and the GM shifts your balance twice.
Losing Your Balance
If your balance shifts past the end of the track, you lose your balance. You obsess over that principle to a degree that’s not healthy for you or anyone around you. Choose one of the following:
• Give in or submit to your opposition
• Lose control of yourself in a destructive and harmful way/
• Take an extreme action in line with the principle, then flee
Afterward, when you’ve had some time to recover and recenter yourself, shift your center one step towards the principle you exceeded and clear all your conditions and fatigue. Reset your
balance to your new center.
Combat Moves Reference
Defend and Response Moves
Retaliate
Each time a foe inflicts fatigue, a condition, or shifts your balance in this exchange, inflict 1-fatigue on that foe.
Block
Choose one advance & attack technique. For the rest of this exchange, mark 1-fatigue to block an enemy within reach who uses that technique unless they mark an additional fatigue.
Retreat
Leave the fight to safety. Any foe engaged with you can mark 1-fatigue to block this technique.
Advance and Attack Moves
Strike
Mark 1-fatigue to inflict a condition on a foe in reach.
Seize a Position
Advance to a new location—engage new foes, avoid an obstacle or danger, or establish an advantageous position.
Smash
Destroy or destabilize something in the environment.
Evade and Observe Moves
Test Balance
Mark 1-fatigue to question a foe as you fight with them. Ask what their principle is; they must answer honestly. If you already know their principle, you may instead shift their balance.
Show Off
Mark 1-fatigue to impress or intimidate a foe. They must either allow you to shift their balance or they may only use a single technique in the next exchange.
Watch a Foe
Choose an engaged foe to carefully observe. In your next exchange with them, before anyone else makes any choices, they must announce what approach they choose and one technique of that approach they will use in that exchange.
Fighting Techniques
The Bold: Tag Team
Advance and Attack: (Add this choice to the list of options available when you Advance and Attack) Work with a companion against the same foe; mark 1-fatigue to inflict 2-fatigue on a foe targeted in this exchange by a companion using Strike, even if their Strike is blocked or doesn’t land.
The Guardian: Divert
Defend and Respond: (Add this choice to the list of options available when you Defend and Respond) Step into the way of blows intended for allies; when any ally within reach suffers a blow this exchange, you can suffer it for them. If you also Retaliate this exchange, deal an additional 1-fatigue each time.
THe Hammer: Overwhelm
Advance and Attack: (Add this choice to the list of options available when you Advance and Attack) Throw a punch with all your weight behind it; mark up to three fatigue or condition in any combination to force your opponent to mark the same number of conditions (but not fatigue).
The Icon: Wall of Perfection
Defend and Respond: (Add this choice to the list of options available when you Defend and Respond) Create a perfect wall of defense around yourself and any allies directly next to you; mark 1-fatigue to block a single attack towards the wall or keep an enemy at bay who tries to penetrate the wall.
The Idealist: Disorient
Advance and Attack: (Add this choice to the list of options available when you Advance and Attack) Pummel them with blows; mark fatigue to shift their balance.
The Successor: Break
Evade and Observe: (Add this choice to the list of options available when you Evade and Observe) Target a foe’s vulnerable equipment; mark fatigue to render it useless or broken.
Creativity
Focus
Harmony
Passion
StartingStats
Choose your set of starting stats. (This will overwrite current stats values!)
Fatigue
Instructions
Mark Fatigue when a move or the GM tells you to.
When you can no longer mark fatigue, you must mark a condition instead. When you can no longer mark conditions, you are taken out.
Balance
Balance Principle#1
Balance Principle#1
Balance Principle#1
Balance Principle#1
Balance Principle#1
Balance Principle#1
Principle:
+3 +2 +1 0 -1 -2 -3
Balance
Center
-3 -2 -1 0 +1 +2 +3
Balance Principle#2
Balance Principle#2
Balance Principle#2
Balance Principle#2
Balance Principle#2
Balance Principle#2
Principle
Instructions
Shift your balance towards one of your principles whenever a move says to do so. If you cannot shift your balance because you are at the end of your balance track, trigger the Losing your Balance move
Conditions
Afraid: -2 to intimidate and call someone out
Angry: -2 to comfort or support and assess a situation
Foolish: -2 to trick and resist shifting your balance
Guilty: -2 to push your luck and deny a callout
Insecure: -2 to plead and rely on your skills and training
Playbook Name
Moment of Balance
Moment of Balance Unlocked
The greatest heroes of your age may have overwhelming confidence, but balance isn’t about pursuing greatness for the sake of greatness. You find a way to stand with your companions like no one else ever could. Tell the GM how you strike down an impossibly strong enemy or obstacle to protect your friends from harm as the best version of yourself
You’ve sworn to protect the people you care about, but balance is about finding your own place in the world as well. You know what you’re capable of accomplishing, and you step up to show the world your unique strength. Tell the GM how you put your own life on the line to defeat a villain or danger that seems unstoppable.
You can knock down every wall in the world, but balance isn’t found in conquest and destruction. You know some walls need to stand to keep people safe. Tell the GM how you put yourself directly in the path of an inescapable threat to completely protect someone or something from harm.
Others have laid a path for you you cannot escape, but balance means you understand the limits of their vision. You make the role your own in this moment, charting a new path for yourself and your tradition. Tell the GM how your new understanding of your burdens forges a new way forward for everyone.
The pain of the world can be overwhelming, but balance brings peace. You bring everything around you to a stop—villains, arguments, disaster—and set the world right. Tell the GM how your compassionate actions end a conflict utterly and completely.
You may never escape the legacy of your family, but balance allows you to learn from them without defining yourself in their image. You call upon a resource of your family to innovate a new solution to an intractable problem, never forgetting who you are in the face of incredible danger. Tell the GM how you knock down obstacles that seem impossible to overcome and save the day.
You may come up with a Luck Special move for this playbook with help from the Keeper.
Legacy of Excellence
Instructions
You have dedicated yourself to accomplishing great, exciting deeds and becoming worthy of the trust others place in you. Choose four drives at the start of play. When you fulfill a chosen drive, strike it out, and mark growth or clear a condition. When your four chosen drives are all struck out, choose and mark four new drives. When all drives are struck out, change playbooks or accept a position of great responsibility and retire from a life of adventure.
Your Drives
your drives
Completed Drives
completed drives
Check off drives below as you complete them.
Successfully lead your companions in battle
Kiss someone dangerous
Punch someone you probably shouldn't punch
Help a friend when they most need you
Take down a threat all on your own
Openly outperform and authority figure
Pull off a ridiculous stunt
Save a friend's life
Pet a fantastic beast
Get a fancy new outfit
Earn the respect of an adult you admire
Call out a friend's bad behavior to their face
Form a deep relationship with someone new
Stop a fight with calm words
Tell someone your true feelings for them
Travel to an incredible place
Stand up to someone who doesn't respect you
Restrain a friend from making a bad choice
Forgive someone for their previous wrongdoing
Stand up to someone abusing their power
Protector's Burden
Name Your Ward:
Instructions
You take it upon yourself to protect the people around you in general, but you have someone in particular you keep safe. Name your ward below (choose a PC to start):
You may switch your ward if they leave play or are no longer present for some reason. When you switch your ward, you can switch to an NPC (if the GM agrees).
Burden Move
Burden Move
At the beginning of each session, roll, taking +1 for each yes:
Do you believe your ward listens to you more often than not?
Have you recently protected them or helped them with a problem?
Is there an immediate threat to your ward that you are aware of?
On a 7-9, hold 1. On a 10+, hold 2. At any time, spend the hold to:
Take a 10+ on any move to defend or protect them
Track them down even if they are hidden or avoiding you
Figure out what they’re up to without them knowing
On a miss, you’re drifting apart on different paths; switch your ward to a new person or take -1 ongoing to all moves made towards your ward until next session, including defending them.
Bringing Them Down
Instructions
You always have an adversary, one who represents the things you’re trying to smash through—tyranny, inequality, war; larger and more dangerous concepts that, to you at least, this one person embodies. Your adversary is someone significant and powerful— someone who actually deserves the amount of force you can bring to bear.
Adversary Name:
Take -1 ongoing to plead with, trick, or comfort or support your adversary.
Adversary Goal
adversary goal
Choose a goal you have for your adversary:
Capture them
Discredit them
Depose them
Restrain them
Expose them
Exile them
Changing Your Adversary
Instructions
You can change your adversary any time you mark a condition, or at the end of each session. When you do, choose an appropriate goal, and the GM shifts your balance twice to match your new adversary and your new goal. When you successfully accomplish your goal and defeat your adversary, take a growth advancement and choose a new adversary.
Fighting Your Adversary
Instructions
When you enter into a fight against your adversary, clear all fatigue. When you select any combat approach against your adversary, mark fatigue to roll with conditions marked instead of your normal stat.
Burden and Tradition
Instructions
You are an icon of your burden and tradition. You are expected to be its exemplar, its single most important representative, trained up from a young age and saddled with the weight of history. You have been told that you are vital to the world.
Your Responsibilities
All
Choose 3 responsibilities of your burden and tradition you are expected to assume:
Unused
Protecting constructed sacred sites
Destroying dangerous creatures
Overthrowing tyrants
Defending rightful rulers
Performing rituals
Providing aid and succor to the downtrodden
Searching for ancient artifacts
Guarding nature from corruption
Safekeeping records from destruction
Your Prohibitions
All
Choose 3 prohibitions of your burden and tradition:
Unused
Never fall in love
Never refuse an honest request for help
Never run from a fight
Never start a fight
Never share the secrets of your tradition
Never seek fame or glory
Never interfere without being asked to
Never betray someone's trust
Never force your will upon another
Living Up to Your Role
Instructions
When you live up to your Role through the responsibilities of your burden and tradition despite opposition or danger, shift your balance twice toward Role instead of marking fatigue, and clear fatigue equal to your Role.
Breaking Tradition
Instructions
When you directly and openly break a prohibition of your burden and tradition, mark a condition, shift your balance twice towards Freedom, and clear fatigue equal to your Freedom.
End of Session Move
Instructions
At the end of each session, answer these additional questions along with your standard growth questions.
Did I generally uphold my responsibilities?
If yes, shift balance toward Role.
If no, mark a condition and shift balance toward Freedom.
Did I generally maintain my prohibitions?
If yes, clear a condition and shift balance toward Role.
If no, shift balance toward Freedom.
Never Turn My Back
Instructions
You’ve seen sadness and grief. You’re no stranger to loss and pain. But you know the world can be a better place. And nothing happens without good people fighting for what’s right...
Your Code
All
You have a code—choose three ideals from the list to define it:
Unused
Always speak the truth
Always stand up bullies
Always keep your promises
Never strike the first blow
Never deny a request for help
Never leave a friend behind
When you live up to your ideals at a significant cost, someone who witnessed (or hears about) your sacrifice approaches you to affirm their allegiance to your group’s purpose; write their name down on the list of allies below.
Your Allies
Instructions
You can always plead with these allies—they always care what you think; they always open up to you if you comfort or support them; and you can call on them to live up to their principles as if you had rolled a 10+ by erasing their name from your list of allies.
Allies
A Tainted Past
Instructions
You hail from a powerful and infamous lineage—often a family, though it might also be another close-knit group which passes status and clout down from generation to generation. Choose one domain from below that is the source of your lineage’s power, and another into which they’re now beginning to extend their reach.
Lineage Domains
All
Unused
High Society
Military Command
Arts and Entertainment
Land Ownership
Organized Crime
Spiritual Authority
State Politics
Business and Industry
Elite Academics
Vigilante Militias
Media and News
Vital Supply Chains
Lineage Resources
Instructions
You have access to your family’s extensive stores of two of the following resources:
All
Unused
Obscure or Forbidden Knowledge
Introductions and Connections
Servants or Muscle
High Technology
Cold Hard Cash
Spiritual Artifacts or Tomes
Spending Resources
Instructions
Spend resources during the session to establish a boon you had previously asked for or obtained, something that your lineage’s unique position and stores could provide: a vehicle, an invitation into a private event or powerful chamber, a chest of jade coins, etc.
Pay Homage
Instructions
When you pay obeisance and homage to a powerful member of your lineage, roll with your Tradition. On a hit, you earn some credit; hold 3-resources. On a 7-9, their resources don’t come without strings; you’ll need to promise to fulfill some other obligation of your lineage, or let them shift your balance right now. On a miss, they’re dissatisfied with your display; they’re cutting you off until you fulfill some task they set to you.
Raiding your Lineage
Instructions
When you raid your lineage’s resources without their consent or knowledge, mark a condition and roll with your Progress. On a hit, hold 1-resource. On a 7-9, choose 1. On a 10+, choose 2.
You obtained an additional 1-resource.
You nabbed your goodies quietly and quickly; your lineage will be none the wiser.
You steel yourself for what you’re doing; avoid marking a condition.
On a miss, you’re caught in the act by a powerful member of your lineage.
Playbook Special
(Like the Guardian's "Ward" or the Icon's "Tradition")
Allies
History
Why do you feel the need to prove yourself so badly?Who epitomizes the kind of big, bold figure you hope to be?Whose approval do you think you will never attain?What token or symbol do you wear to prove you are serious?Why are you committed to this group or purpose?
What pushed you to assume responsibility for the people you care about?Whom have you protected for so long...but maybe doesn’t need you anymore?Who used to be in your circle of trust before they betrayed you?What tattered garment or adornment reminds you of those you protect...or failed to protect?Why are you committed to this group or purpose?
What injustice has driven you to use your strength for good?Who represents the kind of positive strength and force you want to embody?Who tried their best to teach you restraint, calm, and thoughtfulness?What fragile trinket or heirloom do you keep and protect?Why are you committed to this group or purpose?
What tradition do you represent as its icon? Why can’t you set down the role?Who was your chief mentor, teaching you the nature of your burden and its value?Who showed you that even with the weight of your burden, you could still find ways to play?What token of your burden and tradition do you always carry?Why are you committed to this group or purpose?
What tragedy befell you at a young age?Who do you hold most responsible for the tragedy? Why?Who helped you through your grief? What did they teach you?What symbol, heirloom, or mark do you carry to remind you of what you lost?Why are you committed to this group or purpose?
Who is the current head of your lineage? How do you love and frustrate each other?What close member of your lineage wants to revolutionize it?What do you carry that reminds you of the place most associated with your lineage?What part of your lineage’s identity is important and valuable to you as a person?Why are you committed to this group or purpose?
Notes
Moves
All
Unused
Custom Playbook
Choose two:
Best Friend: Your best friend is small, fuzzy, and dependable. Unlike all your other relationships, this one is simple and true. You can understand and communicate with your small companion and although they may give you a hard time now and again, they are always there when you need them most. Whenever your pal could help you push your luck, mark fatigue to roll with Creativity instead of Passion. If your pet ever gets hurt, mark a condition.
Here's the Plan: When you work out a plan with someone, roll with Creativity. On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for-1 while the plan is being carried out to:
Aid someone; add +1 to their roll (choose after rolling)
Call out a warning or a command; reduce the fatigue they mark by 1
Rally someone with invigorating words; negate a condition they would otherwise suffer
On a miss, hold 1, but your plan encounters some disastrous opposition right from the start.
Not Done Yet!: Once per session, when you are taken out, shift your balance towards center to stay up for one more exchange of a conflict. After that exchange ends, you become helpless, unconscious, or otherwise incapable of continuing on, and are taken out as normal.
You Missed Something: When you evaluate a friendly NPC’s plan to get something done, roll with Focus. On a hit, the GM tells you how you can drastically improve the chances of success; get it done, and they’re sure to come through on top. On a 7-9, the problems inherent in the plan are fairly serious; the NPC will be resistant to making the changes necessary. On a miss, something about the plan throws you for a loop; the GM tells you what obvious danger the NPC is ignoring...or what they’re hiding about their intent.
Straight Shooter: When you tell an NPC the blunt, honest truth about what you really think of them and their plans, roll with Focus. On a hit, they’ll look upon your honesty favorably, and they’ll answer a non-compromising question honestly or grant you a simple favor. On a 7-9, they return the favor and give you an honest assessment of yourself; mark a condition. On a miss, you’re a bit too honest—they’re either furious or genuinely hurt.
Choose two:
Suspicious Mind:When you watch a person carefully to figure them out, roll with Focus. On a 7-9, hold 1. On a 10+, hold 2. Spend your hold, 1-for-1, to ask their player questions while you observe or interact with them; they must answer honestly.
Are you telling the truth?
What are you truly feeling?
What do you really want right now?
What are you worried about?
What are you about to do?
On a miss, you tip your hand, but you can shift your balance away from center to ask 1 question right now.
Badge of Authority: You have some badge or symbol of authority from your background, something that makes you someone to be listened to, if not well-liked or entirely respected. When you give an NPC an order based on that authority and their recognition of it, roll with Passion. On a hit, they do what you say. On a 7-9, they choose 1:
They do it, but in lackluster fashion
They say they need something first to be able to do it
They do it, but they’re going to talk to your superiors
On a miss, the authority of your badge doesn’t sway them; they do as they please and you take -1 forward against them.
Catch a Liar: When you are suspicious of someone, write their name here:
You cannot write another until you have made them admit their guilt and misdeeds in front of an audience, or until you no longer seek to uncover their secrets. When they admit their guilt and misdeeds in front of an audience, clear their name from this move. When you no longer seek to uncover their secrets, you may mark a condition to clear their name from this move. When you expose that person’s lies or wrong-doing, clear all your fatigue and up to two conditions. When you try to intimidate them into admitting their real crimes by using actual evidence, you can eliminate one additional option from the list on any hit before they choose.
Furrowed Brow: Take +1 Focus (Max +3).
Martyr Complex: When you have a total of 8 between conditions marked, highest principle, and fatigue marked, take +1 ongoing to all moves.
Choose two:
Fueled by Anger: Mark Angry to use an additional basic or mastered technique when you advance and attack, even on a miss. While Angry is marked, take +1 ongoing to intimidate others.
Walls Can't Hold Me: When you rely on your skills and training to dangerously smash your way through walls or other obstacles, roll with Passion instead of Focus.
Punch Where It Matters: When you assess a situation, you can always ask, “Who or what here is most vulnerable to me?”, even on a miss. Remember to take +1 ongoing to act in accordance with the answer.
Comprehend Your Foe: When you defend and respond against a foe whose balance principle you know, you may mark fatigue to roll with Creativity instead of Focus.
Stand and Fight!: When you provoke an NPC opponent into attacking you, roll with Passion. On a hit, they’re coming at you specifically. On a 10+, you’re ready for them; clear a condition or clear 2-fatigue. On a miss, they take advantage of your provocation to strike a blow where you least expect it.
Choose two:
Use Their Momentum: When you are engaged with a large or powerful foe, mark fatigue to advance and attack with Focus instead of Passion. If you do, you don’t have to mark fatigue to use Strike, and you may also choose to use Retaliate as if it were an advance and attack technique.
Bonzu Pippinpaddleopsicopolis... the Third: When you trick an NPC by assuming a silly disguise or fake identity, mark Foolish to treat your roll as if it was a 12+. If Foolish is already marked, mark 2-fatigue instead.
Meditation: Take +1 Focus (Max +3).
Otter-Penguins, Unagi, and Hot Springs: When you visit a new inhabited location you learned about in the past, roll with Harmony. On a 7-9, ask 1. On a 10+, ask 2. You and your friends each clear fatigue when you interact with the answers.
What’s the best local pastime?
What interesting locations are nearby?
Who is the most famous person here?
What special tradition is prized by locals?
What’s the most interesting legend locals recount about this place?
On a miss, tell the GM what you expected to find; they will tell you how this place is different!
Yip Yip!: You have an animal companion large enough to ride. Name them and choose their species: (Flying bison, polar bear dog, eel-hound, catgator, elephant-mandrill, gemsbok-bull, shirshu, komodo-rhino, sabertooth moose-lion, flying boar, walrus-yak, flying fishopotamus)
When you and your animal companion fight together, mark 1-fatigue to use an additional technique from your approach, even on a miss. When something hurts your animal companion, mark a condition. When you and your friends travel via your animal companion, everyone clears 1-fatigue.
Choose two:
The Strength of Your Heart: When you use Block, enemies must mark 2-fatigue instead of 1 to overcome your defenses.
Whatever I Can: When you spend time talking to the locals about their problems, roll with Harmony. On a hit, you hear about the most significant and serious problem at hand; the GM will tell you who it affects and what is the cause. On a 10+, you can ask a follow up question about the problem or cause; you take +1 ongoing when you act on the answer. On a miss, you wind up creating a whole new problem with your questions and ideas.
Your Rules Stink: When you stand up to an adult by telling them their rules are stupid, roll with Passion. On a hit, they are surprised by your argument; they must shift their balance or offer you a way forward, past the rules. On a 10+, both. On a miss, your efforts to move them only reveal how strongly they believe in the system—mark a condition as their resistance leaves you reeling.
It Doesn't Belong To You: When you secretly pocket something owned by someone undeserving, roll with Harmony. On a hit, you swipe something from them (your choice) without them noticing you took it. On a 7-9, the thing you took isn’t exactly what you thought it was; the GM will tell you how. On a miss, you grab the goods, but they notice—and pursue—as soon as you exit the scene.
You Can't Knock Me Down!: When you are engaged in combat with superior opposition and openly refuse to back down or flee, roll with Harmony for the rest of the battle when you use the defend and respond approach; you cannot choose to Retreat for the rest of the fight.
Choose two:
Way of the Future: Take +1 Creativity (Max +3).
Black Koala-Sheep: When you behave in a way that shocks and unsettles people from one of your backgrounds, roll with Creativity to intimidate them orpush your luck.
A Life of Regret: When you comfort or support an NPC by apologizing and honestly promising to make amends for the harm they have suffered, roll with Focus instead of Harmony. If they choose not to open up to you, you do not take +1 forward against them. If they choose to open up to you, take +1 ongoing to attempts to take action to make amends.
Walk This Way: When you make over, disguise, and/or coach your friends to fit in with a specific crowd appropriate to one of your backgrounds, roll with Creativity. On a 10+, the performance is flawless; you gain access to wherever you wanted to fit in while attracting little suspicion. On a 7-9, you fool nearly everyone; there’s only a single gatekeeper who asks any questions or stands in your way. On a miss, the only way to get the access you desired is for one of your friends to take on a uncomfortable, dangerous, or attention-grabbing role.
Wordly Knowledge: Your upbringing expanded your horizons, skillsets, and contacts. Choose another training and another background.
Moves
All
Unused
The Bold
Best Friend: Your best friend is small, fuzzy, and dependable. Unlike all your other relationships, this one is simple and true. You can understand and communicate with your small companion and although they may give you a hard time now and again, they are always there when you need them most. Whenever your pal could help you push your luck, mark fatigue to roll with Creativity instead of Passion. If your pet ever gets hurt, mark a condition.
Here's the Plan: When you work out a plan with someone, roll with Creativity. On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold 1-for-1 while the plan is being carried out to:
Aid someone; add +1 to their roll (choose after rolling)
Call out a warning or a command; reduce the fatigue they mark by 1
Rally someone with invigorating words; negate a condition they would otherwise suffer
On a miss, hold 1, but your plan encounters some disastrous opposition right from the start.
Not Done Yet!: Once per session, when you are taken out, shift your balance towards center to stay up for one more exchange of a conflict. After that exchange ends, you become helpless, unconscious, or otherwise incapable of continuing on, and are taken out as normal.
You Missed Something: When you evaluate a friendly NPC’s plan to get something done, roll with Focus. On a hit, the GM tells you how you can drastically improve the chances of success; get it done, and they’re sure to come through on top. On a 7-9, the problems inherent in the plan are fairly serious; the NPC will be resistant to making the changes necessary. On a miss, something about the plan throws you for a loop; the GM tells you what obvious danger the NPC is ignoring...or what they’re hiding about their intent.
Straight Shooter: When you tell an NPC the blunt, honest truth about what you really think of them and their plans, roll with Focus. On a hit, they’ll look upon your honesty favorably, and they’ll answer a non-compromising question honestly or grant you a simple favor. On a 7-9, they return the favor and give you an honest assessment of yourself; mark a condition. On a miss, you’re a bit too honest—they’re either furious or genuinely hurt.
The Guardian
Suspicious Mind:When you watch a person carefully to figure them out, roll with Focus. On a 7-9, hold 1. On a 10+, hold 2. Spend your hold, 1-for-1, to ask their player questions while you observe or interact with them; they must answer honestly.
Are you telling the truth?
What are you truly feeling?
What do you really want right now?
What are you worried about?
What are you about to do?
On a miss, you tip your hand, but you can shift your balance away from center to ask 1 question right now.
Badge of Authority: You have some badge or symbol of authority from your background, something that makes you someone to be listened to, if not well-liked or entirely respected. When you give an NPC an order based on that authority and their recognition of it, roll with Passion. On a hit, they do what you say. On a 7-9, they choose 1:
They do it, but in lackluster fashion
They say they need something first to be able to do it
They do it, but they’re going to talk to your superiors
On a miss, the authority of your badge doesn’t sway them; they do as they please and you take -1 forward against them.
Catch a Liar: When you are suspicious of someone, write their name here:
You cannot write another until you have made them admit their guilt and misdeeds in front of an audience, or until you no longer seek to uncover their secrets. When they admit their guilt and misdeeds in front of an audience, clear their name from this move. When you no longer seek to uncover their secrets, you may mark a condition to clear their name from this move. When you expose that person’s lies or wrong-doing, clear all your fatigue and up to two conditions. When you try to intimidate them into admitting their real crimes by using actual evidence, you can eliminate one additional option from the list on any hit before they choose.
Furrowed Brow: Take +1 Focus (Max +3).
Martyr Complex: When you have a total of 8 between conditions marked, highest principle, and fatigue marked, take +1 ongoing to all moves.
The Hammer
Fueled by Anger: Mark Angry to use an additional basic or mastered technique when you advance and attack, even on a miss. While Angry is marked, take +1 ongoing to intimidate others.
Walls Can't Hold Me: When you rely on your skills and training to dangerously smash your way through walls or other obstacles, roll with Passion instead of Focus.
Punch Where It Matters: When you assess a situation, you can always ask, “Who or what here is most vulnerable to me?”, even on a miss. Remember to take +1 ongoing to act in accordance with the answer.
Comprehend Your Foe: When you defend and respond against a foe whose balance principle you know, you may mark fatigue to roll with Creativity instead of Focus.
Stand and Fight!: When you provoke an NPC opponent into attacking you, roll with Passion. On a hit, they’re coming at you specifically. On a 10+, you’re ready for them; clear a condition or clear 2-fatigue. On a miss, they take advantage of your provocation to strike a blow where you least expect it.
The Icon
Use Their Momentum: When you are engaged with a large or powerful foe, mark fatigue to advance and attack with Focus instead of Passion. If you do, you don’t have to mark fatigue to use Strike, and you may also choose to use Retaliate as if it were an advance and attack technique.
Bonzu Pippinpaddleopsicopolis... the Third: When you trick an NPC by assuming a silly disguise or fake identity, mark Foolish to treat your roll as if it was a 12+. If Foolish is already marked, mark 2-fatigue instead.
Meditation: Take +1 Focus (Max +3).
Otter-Penguins, Unagi, and Hot Springs: When you visit a new inhabited location you learned about in the past, roll with Harmony. On a 7-9, ask 1. On a 10+, ask 2. You and your friends each clear fatigue when you interact with the answers.
What’s the best local pastime?
What interesting locations are nearby?
Who is the most famous person here?
What special tradition is prized by locals?
What’s the most interesting legend locals recount about this place?
On a miss, tell the GM what you expected to find; they will tell you how this place is different!
Yip Yip!: You have an animal companion large enough to ride. Name them and choose their species: (Flying bison, polar bear dog, eel-hound, catgator, elephant-mandrill, gemsbok-bull, shirshu, komodo-rhino, sabertooth moose-lion, flying boar, walrus-yak, flying fishopotamus)
When you and your animal companion fight together, mark 1-fatigue to use an additional technique from your approach, even on a miss. When something hurts your animal companion, mark a condition. When you and your friends travel via your animal companion, everyone clears 1-fatigue.
The Idealist
The Strength of Your Heart: When you use Block, enemies must mark 2-fatigue instead of 1 to overcome your defenses.
Whatever I Can: When you spend time talking to the locals about their problems, roll with Harmony. On a hit, you hear about the most significant and serious problem at hand; the GM will tell you who it affects and what is the cause. On a 10+, you can ask a follow up question about the problem or cause; you take +1 ongoing when you act on the answer. On a miss, you wind up creating a whole new problem with your questions and ideas.
Your Rules Stink: When you stand up to an adult by telling them their rules are stupid, roll with Passion. On a hit, they are surprised by your argument; they must shift their balance or offer you a way forward, past the rules. On a 10+, both. On a miss, your efforts to move them only reveal how strongly they believe in the system—mark a condition as their resistance leaves you reeling.
It Doesn't Belong To You: When you secretly pocket something owned by someone undeserving, roll with Harmony. On a hit, you swipe something from them (your choice) without them noticing you took it. On a 7-9, the thing you took isn’t exactly what you thought it was; the GM will tell you how. On a miss, you grab the goods, but they notice—and pursue—as soon as you exit the scene.
You Can't Knock Me Down!: When you are engaged in combat with superior opposition and openly refuse to back down or flee, roll with Harmony for the rest of the battle when you use the defend and respond approach; you cannot choose to Retreat for the rest of the fight.
The Successor
Way of the Future: Take +1 Creativity (Max +3).
Black Koala-Sheep: When you behave in a way that shocks and unsettles people from one of your backgrounds, roll with Creativity to intimidate them orpush your luck.
A Life of Regret: When you comfort or support an NPC by apologizing and honestly promising to make amends for the harm they have suffered, roll with Focus instead of Harmony. If they choose not to open up to you, you do not take +1 forward against them. If they choose to open up to you, take +1 ongoing to attempts to take action to make amends.
Walk This Way: When you make over, disguise, and/or coach your friends to fit in with a specific crowd appropriate to one of your backgrounds, roll with Creativity. On a 10+, the performance is flawless; you gain access to wherever you wanted to fit in while attracting little suspicion. On a 7-9, you fool nearly everyone; there’s only a single gatekeeper who asks any questions or stands in your way. On a miss, the only way to get the access you desired is for one of your friends to take on a uncomfortable, dangerous, or attention-grabbing role.
Wordly Knowledge: Your upbringing expanded your horizons, skillsets, and contacts. Choose another training and another background.
Other Moves
Growth
Growth Questions
Instructions
At the end of each game session, answer the following questions. For each “yes” answer, mark one of the three growth boxes. When you have marked all three growth boxes, clear the track and take a growth advancement.
Did you learn something challenging, exciting, or complicated about the world?
Did you stop a dangerous threat or solve a community problem?
Did you guide a companion towards balance or end the session at your center?
Did you express vulnerability by admitting you were wrong or that you should have listened to someone you ignored?
Did you pursue a desire or goal of your own, outside of protecting others?
Did you make significant progress towards your goal against your adversary?
Did you accomplish a feat worthy of your burden and tradition?
Did you improve the lives of a community of average citizens?
Did you learn something meaningful or important about your lineage, its members, or its effects on the world and others?
Growth Improvements
All
Once you have 3 Growth Experience you may choose one of these: (Check off any you've already taken)
Unused
Take a new move from your playbook
Take a new move from your playbook
Take a new move from another playbook
Take a new move from another playbook
Raise a stat by +1 (max of +2 in any stat)
Shift your center by one step
Shift your center by one step
Unlock your Moment of Balance
Unlock your Moment of Balance
Other Improvements
sheet version 2.0.
Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.