Briarbound Character Sheet
The person behind the hero
Your starting class. Learn abilities from any class.
The Roll
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
When Conflict Starts
Hit Points & 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.
Use when the Guide moves the story to a new scene. Resets Regroup availability only; no AP, Marks, or advancement.
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.
| Weapon | Damage | Verbs / tricks |
|---|---|---|
- 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
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.
| Item | Quantity |
|---|
Keep treasure, important items, and consumables together. Edit equipped weapons in the Weapons panel; removing one here also unequips it.
Your Abilities
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
Choose your new abilities, or bank them for a later Hearth.
Ability selector2 choices available
Six classes. Five tiers. Your own way through.
Full libraryHow learning works
| Learned in a class | Opens |
|---|---|
| 2 abilities | Tier 2 |
| 4 abilities | Tier 3 |
| 6 abilities | Tier 4 |
| 8 abilities | Tier 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.
Who Is Your Hero?
People, Clues & Questions
Adventure Notes

A little fireside diversion. No effect on your hero.
Read the Aetherhand glyph key →
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