- Flamekeeper's Agenda
- Be a fan of the player characters
- Portray a dark, threatening fantasy world
- The Knight - Relies on heavy armor and powerful melee weapons. 'Main' Attributes are Strength and Endurance.
- The Warrior - Relies on medium armors, can use most weapons. One of the most flexible in terms of starting stat spread, though focused on physical damage.
- The Thief - Light armors, light and ranged physical weapons. Emphasis on Agility and Intellect.
- The Sorcerer - Light armors, lots of spell moves that cause damage at range, a few buff moves. Emphasis on Intellect and Agility.
- The Cleric - Light armors, miracles moves to buff and heal, with a few attacks in there. Emphasis on Faith, with a slightly wider spread of secondary stats than the Sorcerer.
- The Pyromancer - Jack of all trades caster - some buffs, some attacks, some general utility moves. Has the Flame mechanic. Decent array of stats, depending on which moves are pursued.
- Special Moves
- Curse of the Undead
- When you are slain, roll a straight 2d6. On a 10+, you return at a bonfire no worse for the wear. On a 7-9, choose 1 of the things on the list below to have forgotten. On a 6-, choose 3.
- You make it back to the bonfire, but not all of your equipment does.
- You forget something recent.
- You forget something distant. Describe a past event or associate - the MC will decide how your relationship to it has soured since you last remember, and have it bite you in the ass.
- You lose experience.
- You lose Hx with someone.
- You forget how you died - whatever killed you has you at a disadvantage next time you meet.
- Whatever killed you has long since moved on.
- You tipped your hand and forgot about it - your enemies (and/or allies) learn one of your secrets.
- You forget why you came here. Come up with a new reason, and stick with it.
- Safety of the Bonfire
- When you rest at a mystical bonfire, heal all Harm. You may prepare items not currently equipped at a bonfire.
- Strength
- Agility
- Endurance
- Intellect
- Faith
- Basic Moves
- Roll Aside
- When you act to avoid danger, roll+Agility. On a 10+, you evade the incoming threat easily. On a 7-9, you escape the immediate danger, but you are not yet in the clear. On a 6-, you suffer the effects of the incoming threat.
- Withstand The Blow
- When you resist dealt harm, roll+Endurance. On a 10+, you manage to weather the worst of the damage, suffering only half the harm you would normally (rounded up). On a 7-9, you take the damage, but any secondary effects are negated. On a 6-, you suffer the full effects of the harm.
- Strike Against the Darkness
- When you strike against an enemy, roll+Strength. On a 10+, you do your damage, and manage to stagger the enemy with the force of your blow. On a 7-9, you do your damage, but the enemy remains able to respond to future actions. On a 6-, your attack fails, and your enemy will strike back against you.
- Observe Their Movements
- When you take a moment to survey a dangerous situation, roll+Intellect. On a 10+, take a +1 ongoing to all actions relating to that situation. On a 7-9, take a +1 forward to your next action in that situation. On a 6-, your inaction has left you open to attack.
- Summon Aid
- When you attempt to enlist the aid of another, roll+Faith. On a 10+, they agree to assist you without reservation. On a 7-9, they agree, but choose 1:
- They will act in their own interests foremost
- They will abandon you if the situation grows too dire
- They will demand something from you in return
- On a 6-, the GM will choose 2.
- Examine their Motives
- When you attempt to discern another's mood or motives, roll+Hx. On a 10+, they will tell you what they are thinking or feeling. Take a +1 forward with them while you act on this information. On a 7-9, they will simply provide the truth; it's up to you to make this useful.
- Tags:
- Clumsy, ammo, staff, talisman, flame, reach, hand, close, near, far, n-piercing, n-armor, n-harm, elemental (type), n-weight, messy, heavy
- Clumsy: This item is heavy and restricts movements. Inflicts the 'Clumsy' condition on the wearer as long as it is equipped.
- Ammo: This weapon requires appropriate ammunition to be used.
- Staff: This item can be used as a catalyst for sorceries.
- Talisman: This item can be used as a catalyst for miracles.
- Flame: This item can be used as a catalyst for pyromancies.
- Reach: This item can act at one range step further than the one specified at no penalty.
- Hand: This weapon functions best within the reach of the user's arm.
- Close: This weapon functions best within immediate melee range of the user.
- Near: This weapon functions best at the range of a normal, spoken voice.
- Far: This item functions best at the distance of a normal shout or further.
- N-piercing: This item ignores up to n amount of armor.
- N-armor: This item provides n amount of protective armor.
- N-harm: This item inflicts n amount of harm when it successfully strikes a target.
- Elemental: This item is imbued with the element of the stated type, and may have secondary effects based on that.
- N-weight: this item weighs n, which counts towards your weight limit.
- Messy: This item causes extremely messy or showy wounds, and is hard to use stealthily.
- Heavy: This weapon cannot adequately be wielded in one hand; take a -1 ongoing to all attempts to use the weapon while it's wielded thus.
- A note on 'equipped' as a game mechanic: Equipped items are items ready to use at any time. A sword held in a scabbard at your waist or on your back is equipped; a sword in the depths of your pack is not. By default, an item picked up with a Weight is not equipped.