''Welcome to Montara.''
//Once, this city was free. When the Kitrean Empire seized it and the surrounding lands, their reckless expansion sparked war with the other great power on this continent. Now the Empire has been ousted by the forces of King Ahatils. But are they protectors and liberators, or occupiers and profiteers?//
You belong to one of the newly-arrived factions in Montara. What brought you to this city?
* (link: "A chance to learn the Empire's secrets.")[(set: $guild to "Magista")(goto: "Magista")]
* (link: "A mission to protect the Kingdom's newest outpost.")[(set: $guild to "Kaetur")(goto: "Kaetur")]
* (link: "Humanitarian relief for the city's residents and the war's refugees.")[(set: $guild to "The Commons")(goto: "Commons")]''A Vassal of Magista''
You’re the Kingdom’s scholars, scientists, engineers and tinkerers. It’s thanks to your obsessions that Ilvash was able to unlock the secrets of crystal manipulation. You’re a peculiar lot, but respected thanks to the fruits of your discoveries.
What role do you play in the Guild's organisation?
* (link: "An arcane crafter.")[(set: $inheritance to "Crafter")(goto: "Character")]
* (link: "A master of lore.")[(set: $inheritance to "Lorekeeper")(goto: "Character")]''A Division of Kaetur''
As the most feared Guild in the land, you’re the fist of the King – or anyone else who pays your fees. You don’t normally involve yourself in political squabbles, but your peers know to stay out of your way when you do.
What role do you play in the Guild's organisation?
* (link: "A harsh enforcer.")[(set: $inheritance to "Enforcer")(goto: "Character")]
* (link: "A squad leader.")[(set: $inheritance to "Squad Leader")(goto: "Character")]''The Order of the Commons''
As the Empire and the Kingdom ground into each other, they tore apart hundreds of lives in the process. Across the borderlands, refugees are making the perilous trek to places of safety. You’re the humanitarians, activists and advocates devoted to making this city a refuge for them.
What role do you play in the Order's organisation?
* (link: "A community organiser.")[(set: $inheritance to "Organiser")(goto: "Character")]
* (link: "An investigative reporter.")[(set: $inheritance to "Reporter")(goto: "Character")]And as for you, what unique skills can you draw on?
* (link: "Stealth and guile.")[(set: $character to "Prowler")(goto: "Sheet")]
* (link: "History and folklore.")[(set: $character to "Storyteller")(goto: "Sheet")]
* (link: "Stoic endurance.")[(set: $character to "Sentinel")(goto: "Sheet")]<h2>Plussie, (print: $inheritance) of (print: $guild)</h2>
<h3>Stats</h3>
(if: $character is "Prowler")[Force 0 Prowess +1 Cunning +1 Wisdom -1](if: $character is "Storyteller")[Force -1 Prowess 0 Cunning +1 Wisdom +1](if: $character is "Sentinel")[Force +1 Prowess +1 Cunning -1 Wisdom 0]
<h3>Relic</h3>
(if: $character is "Prowler")[Your relic is a crystalline dagger (see Gear), with the Precise focus. //Who did you take it from?//](if: $character is "Storyteller")[Your relic is gem which refracts light into colourful patterns you can shift at will. It has the Wide focus. //What stories do you tell with it?//](if: $character is "Sentinel")[Your relic is your crystal-studded armour (see Gear), with the Potent focus. //Who did you inherit it from?//]
<h3>Moves</h3>
(if: $character is "Prowler")[<h4>Core move: Beauty is Unbearable</h4>
//While you execute an infiltration,// when you face their defences you may flash back to your preparations and ask one of these questions:
* What else is valuable there?
* What’s my target’s most powerful defense?
* Who will retaliate?
* Who else wants it?
If you answer three of them, you cut right to the goal of your infiltration.](if: $character is "Storyteller")[<h4>Core move: Fairy Tale</h4>
//When you tell your fellows a story,// gain hold equal to your marked Roles. When the group is in grave peril:
<ul><li>Those who follow your tale’s principles can spend 1 hold to get fleeting advantage.</li>
<li>Those who connect a foe and the tale’s villain can spend 1 Hold to reveal a weak point.</li>
<li>Those who draw hope from the tale can spend 1 Hold to reveal a hidden opportunity or approaching ally.</li></ul>](if: $character is "Sentinel")[<h4>Core move: Holding Back the Tide</h4>
//When you stand in defence of a person, place or thing,// roll +Marked Roles. On a 7-9, pick one. On a 10+, pick two.
<ul><li>No harm comes to the thing you defend.</li>
<li>No harm comes to even as you stand in its way.</li>
<li>You force the threat back and away.</li></ul>]
(if: $character is "Prowler")[<h4>Character Move: Heroism is Optional</h4>
//When you take advantage of an opening to escape a situation,// roll +Prowess. On a hit, you get away. On a 10+, pick 1. On a 7-9, pick 2.
<ul><li>You get hurt during the escape.</li>
<li>You end up in another dangerous situation.</li>
<li>You leave something important behind.</li>
<li>You owe someone for your escape.</li></ul>](if: $character is "Storyteller")[<h4>Character Move: 1001 Nights</h4>
Those who know your work will offer you their best hospitality. //When you tell a moving story to an aggressor,// you can ''Disarm'' their menace with Cunning; on a 10+ they tell you something worth 1 Lore.](if: $character is "Sentinel")[<h4>Character Move: Command</h4>
//When you give someone an order or warning,// roll +Might. On a 7-9 they must: do it, freeze, get out of there, or attack you. On a 10+, you only give them two of those options.]
(if: $inheritance is "Reporter")[<h4>Inheritance Move: Reporter</h4>
//When you search the city for details of a crime or corruption,// roll +Cunning. On a 7-9 pick one, on a 10+ pick two:
<ul><li>You find a source, willing to talk.</li>
<li>You find evidence that’ll lend weight to your claims.</li>
<li>You find someone who can spread your story.</li>
<li>You stay beneath the notice of the perpetrator.</li></ul>](if: $inheritance is "Organiser")[<h4>Inheritance Move: Unionise</h4>
//When you try to bring the poor, the oppressed and the outcasts together to accomplish a goal,// roll +Cunning. On a hit they’ll stick together long enough to see the job through. On a 10+ some will stick around afterwards to see what you have planned next.](if: $inheritance is "Enforcer")[<h4>Inheritance Move: Enforcer</h4>
//When you make an example out of a dissenter, a defeated foe or a useless minion,// hold 1. Spend hold 1-for-1 to force a resident of a conquered settlement to:
<ul><li>Perform a task for you, no matter the risk.</li>
<li>Give up a secret they’d rather you not hear.</li>
<li>Give up all their possessions.</li></ul>](if: $inheritance is "Squad Leader")[<h4>Inheritance Move: Undying Loyalty</h4>
//When you form a squad,// add an extra tag to your Companions and forge a Covenant with them.
//When you and your squad act as one,// both roll with Advantage.](if: $inheritance is "Crafter")[<h4>Inheritance Move: Arcane Crafter</h4>
//When you find an Artefact, also gain 1 Lore. When you wish to craft an Artefact with sufficient time and resources, tell us a few clues about what it can do and spend 3-Lore to create it.](if: $inheritance is "Lorekeeper")[<h4>Inheritance Move: Lorekeeper</h4>
Your House has a well-curated and extensive store of records on ''the Magic and Artifice of the Glorious Past''. //When your Hero encounters a creature, item or situation covered by this expertise,// tell everyone a fact about it and gain fleeting Advantage acting on that information. The GM will also tell you if there’s a chance to gain an Artefact here.]
<h3>Gear</h3>
(if: $guild is "Magista")[<ul><li>''Garment'': (if: $character is "Sentinel")[Qoam armour (//armoured, arcane, uniform//)](if: $character is not "Sentinel")[Orbiting crystal plaques (//arcane, regal//)].</li>
<li>''Armoury'': (if: $character is "Prowler")[Focus dagger (//melee, precise, hidden//)](if: $character is not "Prowler")[Geode staff (//ranged, hefty//)].</li>
<li>''Travel'': A stubborn beast of burden (//mount, durable//).</li>
<li>''Companions'': Bodyguards (//drilled, astute//).</li></ul>](if: $guild is "Kaetur")[<ul><li>''Garment'': (if: $character is "Sentinel")[Qoam armour (//armoured, arcane, uniform//)](if: $character is not "Sentinel")[Scout's leathers (//uniform, agile//)].</li>
<li>''Armoury'': (if: $character is "Prowler")[Focus dagger (//melee, precise, hidden//)](if: $character is not "Prowler")[A practical short sword (//melee, piercing//)] and a scoped crossbow (//ranged, far//).</li>
<li>''Travel'': A loyal warbeast (//mount, mighty//).</li>
<li>''Companions'': Army Healers (//drilled, physician//).</li></ul>](if: $guild is "The Commons")[<ul><li>''Garment'': (if: $character is "Sentinel")[Qoam armour (//armoured, arcane, uniform//)](if: $character is not "Sentinel")[Hidden greaves and bracelets (//armoured, subtle//)].</li>
<li>''Armoury'': (if: $character is "Prowler")[Focus dagger (//melee, precise, hidden//)](if: $character is not "Prowler")[A sturdy walking stick (//melee, hidden//)].</li>
<li>''Travel'': With your own dusty and aching feet.</li>
<li>''Companions'': Volunteers (//strong, physician//).</li></ul>]
<h3>Harm</h3>
(set: $cycle1 to 0)(set: $cycle2 to 0)(set: $cycle3 to 0)(set: $cycle4 to 0)(if: $character is "Prowler")[(set: $h1 to "Cut off")(set: $h2 to "Pinned")(set: $h3 to "Gut Wound (-1 Prowess)")(set: $h4 to "Broken (-1 Might)")(set: $h5 to "Dead")](if: $character is "Storyteller")[(set: $h1 to "Isolated")(set: $h2 to "Lost (-1 Prowess)")(set: $h3 to "Confused (-1 Wisdom)")(set: $h4 to "Babbling (-1 Cunning)")(set: $h5 to "Dead")](if: $character is "Sentinel")[(set: $h1 to "Bruised")(set: $h2 to "Angry")(set: $h3 to "Drained")(set: $h4 to "Crippled (-1 Might)")(set: $h5 to "Dead")]|harm1>[$h1]
|harm2>[$h2]
|harm3>[$h3]
|harm4>[$h4]
[[$h5->Death]]
(click-replace: ?harm1)[(display: "Harm1")]
(click-replace: ?harm2)[(display: "Harm2")]
(click-replace: ?harm3)[(display: "Harm3")]
(click-replace: ?harm4)[(display: "Harm4")](set: $cycle1 to (it + 1) % 2) (if: $cycle1 is 0)[$h1] (else-if: $cycle1 is 1)[~~$h1~~] (click-replace: ?harm1)[(display: "Harm1")](set: $cycle2 to (it + 1) % 2) (if: $cycle2 is 0)[$h2] (else-if: $cycle2 is 1)[~~$h2~~] (click-replace: ?harm2)[(display: "Harm2")](set: $cycle3 to (it + 1) % 2) (if: $cycle3 is 0)[$h3] (else-if: $cycle3 is 1)[~~$h3~~] (click-replace: ?harm3)[(display: "Harm3")](set: $cycle4 to (it + 1) % 2) (if: $cycle4 is 0)[$h4] (else-if: $cycle4 is 1)[~~$h4~~] (click-replace: ?harm4)[(display: "Harm4")](if: $character is "Prowler")[//When you mark your Dead box,// you escape the scene and die on your own terms. If escape is impossible, you leave an Echo to haunt the area or your killers… forever.](if: $character is "Storyteller")[//When you die,// say who you trust to tell your story. If they do, they may mark one of your unmarked roles in the process. If they refuse or fail to tell your story, it is up for grabs. If no one tells it before the age is done, then you are truly forgotten, even as the stories you told in life live on.](if: $character is "Sentinel")[//When you mark off your Dead box,// plant your feet and make your last stand. No matter what, you’ll remain fighting until your allies are safe and the danger has passed. Only then do you die.]