New to Briarbound? Begin your adventure.

A fantasy adventure game about capable heroes, shared stories, and the road beyond the familiar. Learn the rules, choose a ready-made traveller, or create someone of your own.

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Briarbound Character Sheet

BRIARBOUND
Adventure Beyond the Familiar.
Hero Name
Pronouns
Age
Species
Height
From

Your colors, never a restriction. Learn from any class.

Hit Points & Adventure Points

HP · current / max
/
Adventure Points

Raise HP to 5 if lower. Once per scene, with no enemies nearby. The Guide names what moved.

At 0 HP: Incapacitated.

You are down, not dead. Enemies return to their plan.

Meaningful Ideal or Trouble: +1 AP once per scene. Each Triumph: +1 AP. Rest restores HP, never AP.

Your Calling

Two abilities in a class open its next tier. Mix classes freely.

Open your grimoire

Knacks & Trouble

Knack: roll two, keep higher. Trouble: keep lower.

The Roll

1Catastrophe
2–8Failure
9–14Haggle with Fate
15–19Success
20Triumph
9–14 · Haggle with Fate: You succeed. Fate offers a meaningful price; you choose what to pay.

Distance

Your Turn Move + Do One Thing
In Reach
Nearby
In Range
Too Far

Weapons

Common weapons: 2 damage. Unarmed: 1. Add useful verbs: trip, pin, smash, disarm.

WeaponDamageVerbs / tricks
Uses the selected Fate Die mode.

Change damage only for an explicit item or ability. A Triumph doubles damage.

When Conflict Starts

ParleyChange a mind
ImproviseChange the room
RetreatChange position
ClashChange by force
1
BRIARBOUND
Ability Grimoire.
A few good tricks. A great deal of trouble.Begin with two Tier 1 abilities. Learn one more after each session. Every two choices in a class open its next tier.

Your Abilities

Prepared mixtures 0 / 2

Up to two doses, including bombs and other flasks. AP is paid during brewing. Anyone can use a finished mixture with an action (or its stated treatment time), without more AP or a second roll. Mixtures survive Regroup and expire at your next full rest. A handed-off bottle keeps its slot until used or expired.

Supply charges: 3 / 3 · Kit: Ready

Choose your roll conditions, then select Start batch on a known brewing ability. A Knack and Trouble cancel each other.

Learn an ability2 choices available

Six classes. Five tiers. Your own way through.

Full library

How learning works

Learn any two abilities in a class to open Tier 2, four for Tier 3, six for Tier 4, and eight for Tier 5. All classes start with Tier 1 open. Choose freely from any open tier.

Finish a session to gain 5 AP and one ability choice. You can bank choices. Learning abilities does not automatically increase maximum HP.

2
BRIARBOUND
Adventure Beyond the Familiar.

Who Is Your Hero?

Pick a few sharp details. Make your hero easy to picture.
First Impression
Style
Community / Home
Ideal
Flaw
Dream
One More Thing

Pack & Useful Things

  • Record notable, bulky, magical, valuable, or story-important things.
  • Ordinary clothing and pocket clutter need no entry.
  • If a load becomes implausible, stash, share, carry, or leave something behind in the fiction.
Useful Item / Treasure
Inventory
Important Objects
Notable inventory entries: 0

People, Clues & Questions

People & Allies
Clues & Mysteries
Questions We Still Have
Allies with stats
Ally 1 · Name
HP / Dmg
Ally 2 · Name
HP / Dmg

Adventure Notes

Ridiculous Plans Worth Remembering
Titles & Standing
Consumables
Trial Tracker
Successes
Failures
Short Trial: 3 successes before 2 failures Extended Trial: 5 successes before 4 failures

End of Session

Gain 5 AP and one ability choice after every completed session. Choose now or keep it for later.

0 sessions completed
Pip the red fox, wearing his green ribbon and brass tag, sleeps beside a lantern and travel satchel. Briars curl past a notebook, aether vial, tea, and bread.
Pip has claimed the warm spot. Mind the tail.

A little fireside diversion. No effect on your hero.

3

Finish this session?

Gain 5 AP and one ability choice. Record this once per completed session.

Pre-launch artifact · v0.9 · Read the official v1.0 release