Briarbound Character Sheet

Rulebook
More
Ready
HP10 / 10
AP10
BRIARBOUND
Adventure Beyond the Familiar.
Hero Name
Pronouns
Age
Height
From
Role
Hit Points & Adventure Points
HP · current / max
/
AP · starts at 10
Regroup: if lower, raise HP to 5.
  • Half maximum, rounded up.
  • Only when no enemies are nearby; AP stays the same.
At 0 HP: Incapacitated.
  • You are down—not dead.
  • Enemies return to their plan.
  • NPCs are defeated—not killed.
Spend AP only when an ability says so. Full night’s rest → all HP.
Pillar Points
Your Role sets your pillar. At session end, earn 1 point in the pillar that solved the defining challenge. For each Pillar, track Earned and Committed; Available = Earned − Committed.
MightFighter · Invoker GuileSpy · Ranger MagicWizard · Magician · Naturalist · Doctor
  • Start: choose 6 abilities from your Role.
  • Your Role: use the session ability choice; each new one adds 1 Rank.
  • Another Role: use that same choice; only a path opener; Rank does not rise.
  • Tier: shown on every ability; based on its strongest AP mode, or path depth for Passives.
  • Same pillar: commit 1 point from that pillar's lasting budget.
Might
Guile
Magic
Other pillar Tier 1 → 2 pts · Rank 0 Tier 2 → 3 pts · Rank 1 Tier 3 → 4 pts · Rank 2
Legendary: Guide only · Rank 6. Rank counts abilities learned in your Role after creation; starting six do not count.
Knacks & Trouble
  • Knack helps: roll 2d20; keep the higher.
  • Trouble hurts: roll 2d20; keep the lower.
d20 The Roll
1Catastrophe
2–5Failure
6–10Haggle with Fate
11–19Success
20Triumph
6–10 · Haggle with Fate: You succeed. The Guide offers a meaningful price; you choose what to pay.
Distance
Your Turn Move + Do One Thing
In Reach
Nearby
In Range
Too Far
Weapons
  • Pick up to 3 common weapons.
  • Common: 2 damage. Unarmed: 1.
  • Add action words: trip, pin, smash, disarm.
WeaponDamageVerbs / tricks
Unarmed: 1 damage · punch, kick, tackle, wrestle, shove, grab.
When Conflict Starts
ParleyChange a mind
ImproviseChange the room
RetreatChange position
ClashChange by force
Guide's Handout tap to expand
    1
    BRIARBOUND
    Ability Grimoire.
    Your hero’s magic, techniques, and signature moves.Choose an ability to reveal its path, locked AP cost, and complete rules. Long rules can expand here or open in the full reader.

    Starting Abilities · Choose 6

    Abilities Learned Later

    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
    • Carry up to 12 important items.
    • Tiny personal stuff does not count.
    • Spy Recall Satchel items do not count.
    Useful Item / Treasure
    Inventory
    Important Objects
    Important items: 0 / 12
    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 ☐☐
    Chase Trial: 3 successes before 2 failures
    End of Session
    • Gain 5 AP.
    • Learn 1 legal new ability.
    • Earn 1 point in the Pillar that solved the defining challenge.
    Then use your ability choice on page 2.
    Sessions Played
    Last Session Reward
    3

    Ability

    End the Session

    +5 AP · one legal new ability · one Pillar point