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You know the fox. You remember the fireplace. Time to meet the person who wakes from that dream. Create a hero below, or borrow a ready-made traveller and make them yours.

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Briarbound Character Sheet

BRIARBOUND
Adventure Beyond the Familiar.

The person behind the hero

Pronouns
Age
Species
From
Not chosen yet

Your starting class. Learn abilities from any class.

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.

Genuine Trouble: kept 15–19 gives +1 AP; 20 gives +2 AP total; 1–14 gives none. Agree it fits with the Guide. No rolling to tie your shoes for pocket money.

Distance

In Reach
Nearby
In Range
Too Far

When Conflict Starts

ParleyChange a mind
ImproviseChange the room
RetreatChange position
ClashChange by force

Hit Points & Adventure Points

HP · current / max
/
Adventure Points

Raise HP to 5 if lower. Both options share one use per scene, with no enemies nearby. +2 during an ongoing dangerous situation; +5 only with no immediate threat or time pressure. The Guide names what moved.

At 0 HP: Incapacitated.

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

Triumph: +1 AP. Trouble rewards are beside the Fate Die.
Full Rest = Gather at the Hearth: restore all HP, bring AP to at least 10, and advance together. End each session here; a mid-game Hearth needs the whole party’s agreement. Regroup never unlocks advancement.

Weapons

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

Knack: keep higher. Trouble: keep lower, with the Guide’s agreement. Both? Choose Normal. Use the Trouble rewards beside the Fate Die.

WeaponDamageVerbs / tricks
Uses the Attack roll setting above.
  • Ammo / charges: 0–99. Track arrows, bolts, bullets, and limited wand or staff charges. Choose Untracked for melee and unlimited items.
  • Attack spends one, even on a miss or a two-die roll. Empty weapons cannot fire. Refill when the story allows; rests do not reload.
  • Damage: change only for an explicit item or ability. Triumph doubles damage.

Your Calling

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

Open your grimoire

Marks & Milestones

How are Marks awarded?

Let your Ideal get you involved. The Guide may reward a meaningful deed with the Marks below; the Ideal itself grants no separate reward or AP bonus.

Class Marks · 0–2 per session, across all classes. The Guide rewards meaningful class-driven actions, even clever failures.

Adventure Marks · 1 per shared accomplishment. Each participating hero gets the full party award.

Every 5 Marks banks an advancement. Resolve it at a party Hearth; leftovers carry forward.

Reward meaningful approaches, including clever failures. No trivial repetition or mandatory stereotypes. Consider everyone’s opportunities.

Knacks & Trouble

Two Knacks. One Trouble. Choose specific strengths and a flaw that causes real trouble. Knack keeps the higher die; Trouble keeps the lower. Both cancel. Agree Trouble with the Guide; see the Fate Die for AP rewards. Neither grants automatic Marks.

Trial Tracker

Successes
Failures
Short Trial: 3 successes before 2 failures Extended Trial: 5 successes before 4 failures

Pack & Useful Things

  • Keep track of things worth finding again: tools, treasure, ingredients, and peculiar keys.
  • Ordinary clothes and pocket clutter need no entry.
  • Pack getting ridiculous? Share the load, stash something, or leave it behind.
ItemQuantity

Keep treasure, important items, and consumables together. Edit equipped weapons in the Weapons panel; removing one here also unequips it.

1
BRIARBOUND
Ability Grimoire.
A few good tricks. A great deal of trouble.Begin with your class’s essential ability and one Tier 1 choice from any class. Every five Marks banks an advancement for a party Hearth. Every two choices in a class open its next tier.

Your Abilities

Harmless flourishes are free. Use a learned ability for color, with no risk or meaningful advantage. No roll, damage, healing, protection, mixture, or obstacle bypass. Agree with the Guide; pay listed AP for the full effect. Flutter the coat; pay for the flight.

Concoctions & inventions 0 / 2

Up to two doses. Take a quiet minute, pay AP once, and choose what you make. Helpful use works; harmful use rolls normally. Anyone can use a dose. Gifts keep their slot until used; unused doses expire at your next Full Rest.

Ten reagent ideas — no shopping list required
    Ability selector2 choices available

    Six classes. Five tiers. Your own way through.

    Full library

    How learning works
    Learned in a classOpens
    2 abilitiesTier 2
    4 abilitiesTier 3
    6 abilitiesTier 4
    8 abilitiesTier 5
    • Start: all classes have Tier 1 open. Your essential is included at creation and kept on rebuilds.
    • Earn: record Guide-awarded Marks during play. Every five bank a level and ability choice for the Hearth.
    • Choose: learn from any open tier or bank choices. New abilities activate when play resumes; maximum HP does not increase.
    • Rest together: restore all HP and bring AP to at least 10. End each session at the Hearth; mid-game, the whole party must agree. No night/day requirement. Regroup never unlocks advancement.
    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

    People, Clues & Questions

    People
    Clues & Mysteries
    Questions We Still Have

    Adventure Notes

    Ridiculous Plans Worth Remembering
    Titles & Standing
    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

    Step 1 of 3 · Class

    Choose your class

    What kind of adventurer will you be?

    Gather at the Hearth

    A campfire, an inn’s hearth, a lantern in borrowed shelter. Set down the adventure together.

    1. Share a highlight: a brave choice, a clever failure, someone who helped.
    2. Rest: restore all HP and bring AP to 10, keeping any higher total. Unused concoctions expire; resting supplies no ingredients.
    3. Resolve banked advancements and choose new abilities together, ready when play resumes.

    Gather at the Hearth and Full Rest are the same shared recovery and advancement ritual. End each session here, or take a Full Rest mid-game only if the entire party agrees. It requires safety and time, regardless of night or day. Regroup and new scenes never unlock advancement. A mid-session Hearth does not reset the session’s Class Mark limit.