The following is your road-map for bringing characters to life. You can complete these steps in any order you feel like, so long as every step is completed.

  1. Select a PATH as your starting point. No matter which Path you choose, you'll start with 3 LIFE POINTS and a score of 4 IN EACH TRAIT.

  2. Apply Your Starting Bonus: Your chosen Path grants you bonus dice for specific Traits. As you level up, you'll have the chance to boost these Traits even further.

  3. Calculate Your Life Points: Add your Path's LIFE POINT BONUS to your starting 3 Life Points. For example, if your Path gives you a +3 Life Point Bonus, you'll start with 6 Life Points. As your Endurance increases, your Life Points will increase as well.

  4. Claim Your Starting Talent: Each Path comes with a unique Talent that gives you special bonuses to certain Traits during roleplay or combat.

  5. Gear Up: What one item means the world to your character? A TREASURED POSSESSION provides a bonus to applicable rolls when you use it. A list of ordinary COMMON ITEMS carried on your person should also be made.

  6. Prepare for Battle: Create up to four WEAPONS and assign their Range based on the examples provided. If your character wears ARMOR, now's the time to add it.

  7. Attain Power: If you want to use POWERS, add them to your character sheet. If you'd rather not use Powers, you can leave your Power Trait at 0 and put those 4 starting dice into other Traits instead. However, if you skip Powers during Character Creation, you can't add dice to your Power Trait until Level 8.

  8. Finishing Touches: Give your character a name and fill in any personal details that make them unique.


Leveling Up

Your character will get stronger as your game progresses. After significant milestones, your Wayfinder will tell you it's time to level up. When you level up, roll your PATH DIE and add the result to your Maximum Life Points. Remember that any time your Endurance Score goes up, your Maximum Life Points go up by the same amount.

While there is no level cap, after Level 30 every roll becomes a roll of Opposing Traits.

  • On EVEN LEVELS (2, 4, 6, etc.), you gain two extra dice to add to your Traits. You can split these between different Traits if so desired. You also gain two new Powers.

  • On ODD LEVELS (3, 5, 7, etc.), you get to create a new Talent with your Wayfinder.

  • Every TEN LEVELS (10, 20, 30, and so on), you gain an extra Action to use in combat.


Paths

Paths determine where your skills lie at the beginning of your adventure. There is a Path for each of the 9 Traits, as well as a Pathless option for those who prefer a blank slate.

Your Path gives you bonuses to specific Traits, but doesn’t lock you into playing a certain way. Think of them as starting points, not pre-determined routes.


Artisan

You're clever and resourceful, using your knowledge of magic or science to bring ideas to life.

  • Path Die: d4
  • Key Trait: Sage
  • Starting Bonus: Add 1 die to Sage, then add 1 to either Awareness or Survival
  • Starting Talent: Battle Partner - When combat begins, pick an ally to partner with. You automatically enter Shared Combat with them, and gain a +2 bonus on one roll per Rotation.
  • Life Point Bonus: 1

Brute

You're powerful and intimidating, excelling at dealing damage, taking a beating, and utilizing your raw strength.

  • Path Die: d8
  • Key Trait: Endurance
  • Starting Bonus: Add 1 die to Endurance, then add 1 to either Might or Survival
  • Starting Talent: Battle Fury - When you drop below half your maximum Life Points, you gain a +2 to all Endurance and Might rolls until the Sequence ends.
  • Life Point Bonus: 4

Courier

You're lightning-fast, fighting primarily by staying one step ahead of your opponents.

  • Path Die: d4
  • Key Trait: Swiftness
  • Starting Bonus: Add 1 die to Swiftness, then add 1 to either Subterfuge or Survival
  • Starting Talent: Haste - You can move to anything "Near" without using an action and to anything "Far" in a single action. You can also use Swiftness instead of Might when using melee weapons.
  • Life Point Bonus: 2

Hunter

You're a master tracker whose reflexes and experience allow you to anticipate attacks others don’t coming.

  • Path Die: d8
  • Key Trait: Awareness
  • Starting Bonus: Add 1 die to Awareness, then add 1 to either Sage or Swiftness
  • Starting Talent: Uncanny Reflexes - Once per Sequence you can automatically dodge one attack without rolling.
  • Life Point Bonus: 3

Nomad

You thrive in the wilderness, living off the land with ease; deeply connected to the world around you.

  • Path Die: d6
  • Key Trait: Survival
  • Starting Bonus: Add 1 die to Survival, then add 1 to either Endurance or Might
  • Starting Talent: Natural Survivor - When making Endurance rolls to Endure, count both 5s and 6s as successes. You can also use your Survival score instead of Swiftness when determining your place in Combat Flow.
  • Life Point Bonus: 2

Pathless

You can become anything you want, limited only by your imagination, the story world, and your Wayfinder.

  • Path Die: d6
  • Key Trait: None
  • Starting Bonus: Add 2 dice to any of the 9 Traits
  • Starting Talent: Create a Starting Talent with your Wayfinder
  • Life Point Bonus: 2

Performer

You're deeply charismatic, using your skills to entertain, inspire, seduce, persuade, and demoralize.

  • Path Die: d4
  • Key Trait: Charm
  • Starting Bonus: Add 1 die to Charm, then add 1 to either Power or Sage
  • Starting Talent: Captivating Performance - Once per Rotation, you can use your Charm instead of Might, Power, or Swiftness for a single attack roll.
  • Life Point Bonus: 1

Shade

You're stealthy and cunning, excelling at moving subliminally against your enemies.

  • Path Die: d6
  • Key Trait: Subterfuge
  • Starting Bonus: Add 1 die to Subterfuge, then add 1 to either Charm or Swiftness
  • Starting Talent: Vanishing Act - Once per Sequence, become undetectable for a single rotation. No Awareness roll can detect you during this time. You also gain a +1 to any roll you make while undetected.
  • Life Point Bonus: 3

Spellweaver

You wield magic or advanced technology to bend reality to your will.

  • Path Die: d6
  • Key Trait: Power
  • Starting Bonus: Add 1 die to Power, then add 1 to either Awareness or Sage
  • Starting Talent: Empowered Prodigy - Begin with 3 additional Powers.
  • Life Point Bonus: 2

Warrior

You're a skilled and formidable fighter who dominates the battlefield with their strength.

  • Path Die: d8
  • Key Trait: Might
  • Starting Bonus: Add 1 die to Might, then add 1 to either Endurance or Survival
  • Starting Talent: Crushing Blow - Once per Rotation, you can double the damage dealt by a single attack.
  • Life Point Bonus: 3

Items, Weapons, & Armor

Your gear is an extension of your character's abilities, providing the tools you need to overcome challenges. Each COMMON ITEM you carry gives you a +1 bonus to relevant dice rolls. These items don't increase your Trait scores themselves, but give you extra dice when you use them. For example, a rope would help you climb a tree (+1 to Swiftness) but won't help you spot a hidden door.

You can carry as many Common Items as your Wayfinder allows.

EXAMPLE ITEM EXAMPLE BONUS
Lantern +1 to Awareness
Grappling Hooks +1 to Swiftness
Lock-picks +1 to Subterfuge

Similar to Common Items, a TREASURED POSSESSION is something deeply important to your character. It grants a +2 bonus instead of +1. If another player or NPC uses your Treasured Possession, they don't get the +2 bonus as the item is only special to you. Like with Common Items, your Wayfinder will stop unreasonable uses.

EXAMPLE TREASURED POSSESSION EXAMPLE BONUS
Grandfather's Pocket Watch +2 to Awareness rolls related to time
Lucky Coin +2 to any Charm roll
Old Family Sword +2 to Might rolls when wielding the sword

Weapons

You can select a weapon from the table below or create one of your own, using the following examples as a guide to determine its proper range. Regardless of type, all weapons deal a single point of damage per success.

EXAMPLE WEAPON TYPE RANGE
Knives, Clubs, Improvised Weapons Close
Crowbars, Staffs, Light Swords Close
Spears, Javelins, Thrown Weapons Far
Short Bows, Pistols, Ray Guns Near
Great Axes, Mauls, Energy Swords Close
Longbows, Carbines, Energy Rifles Far
Shotguns, Blunderbusses, Scatterguns Near
Dynamite, Thermite, Plasma Grenades Near
Rocket Launcher, Mounted Canon, Hwach'a Far
Gauss Rifle, Tank Artillery, Trebuchet Far

Armor

While not required, Armor improves your defenses with a bonus to your Endurance at the cost of your Swiftness. These bonuses and penalties apply to all relevant rolls. Only one type of armor can be worn at a time.

ARMOR TYPE PROS CONS
Light +1 to Endurance -1 to Swiftness
Mid-Grade +2 to Endurance -2 to Swiftness
Heavy +3 to Endurance -3 to Swiftness

Talents

Talents are unique abilities that define your character. When creating a new Talent, work with your Wayfinder to forge one that fits both the vision for your character and the game's balance. Your Wayfinder has final say on what works.

New talents cannot:

  • Permanently increase Life Points
  • Add more than a +2 Bonus to any Roll
  • Allow you to move beyond Far in a single action

Example Talents

If you're finding it difficult to develop a Talent, the following can be adopted, or used as referential starting points to create your own:

  • Elemental Affinity: You connect deeply with one element (fire, water, earth, or air). Gain +1 to rolls involving your chosen element.

  • Field Medic: Once per Sequence, you may craft (or otherwise conjure) a number of healing items equal to half your Survival Score (rounded down). Each item restores one Path Die worth of a character's Life Points.

  • Heightened Senses: When Impaired, you may still roll half your Awareness dice to sense the world around you.

  • Lucky Streak: Luck follows you. Gain +1 to Charm rolls in games of chance or when making guesses.

  • Magical Adaptability: At the start of each session, you can swap up to three Powers on your character sheet with three you don't currently have.

  • Silent Movement: You gain +1 to Subterfuge rolls when moving quietly.

Setting-Specific Talents

In adventures published by MUSE, certain Species, Professions, and more may include unique “Setting-Specific Talents.” When creating a new character, players will need to decide whether to use their Path's Starter Talent or a Setting-Specific Talent.

While they can only begin with one, players may add their Path or Setting-Specific Talent as their Talent gained at Level 3.


Powers

Powers can be used no matter which Path you follow, and can even be added to weapons by Enchanting them. Like weapons, any power can be created, so long as the Wayfinder agrees and a Range/ Description is settled on.

The number of 6s you roll determines how strong your Power's effect is. With one success, you might pull a weapon to yourself using Telekinesis. With eight or more successes, you could lift an entire ship. The final outcome always depends on both your dice roll and your Wayfinder's judgment.

When you use a Power offensively, each success deals 1 point of damage. If you're using a Power to impose a Tribulation, you need to roll enough successes to overcome your target's Opposing Roll. If you roll more successes than they do, your Power takes effect and they gain the Tribulation.

Below are examples of Powers that work equally well as the result of magic or advanced technology. These powers can either be added directly to your character sheet, or used as inspiration to create your own Powers with your Wayfinder's approval.

Enchantments

You can add Powers as Enchantments to any weapon. Enchanting a weapon allows it to take on the abilities of the Power, but does not increase its damage. For example, a sword enchanted with Fire Mastery deals 1 point of damage per success, but can also set the environment/ enemies on fire, imposing the Burning Tribulation.

When you use a Power to enchant a weapon, you can't use that Power separately until you remove it from the weapon. An Enchantment stays active even when the weapon is sheathed or after a Sequence ends.

You can Enchant or Disenchant a weapon at any time, including during combat (as a single action).

Power Name Range Description
Arcane Bulwark Close Create energy barriers that block attacks.
Destructive Blast Close Unleash concentrated energy to deal explosive damage.
Fire Mastery Near Generate and control flames or plasma. Can be used to employ the Burning Tribulation.
Heal Wounds Far Restores yours or another’s Life Points.
Ice Mastery Near Create and manipulate extreme cold and ice. Can be used to impose the Frozen Tribulation.
Invisibility Close Bend light around yourself to become unseen.
Light Mastery Far Generate/ manipulate light waves or photon energy. Can be used to impose the Impaired Tribulation (Blinded).
Lightning Mastery Near Channel and direct electrical energy. Can be used to impose the Frozen Tribulation.
Repair Close Mend and restore damaged objects through energy manipulation.
Telekinesis Near Move objects with your mind/ gravitational manipulation. Can be used to impose the Grappled Tribulation.
Teleportation Far Instantly transport across space by folding reality.
Weather Mastery Far Control atmospheric conditions through energy manipulation.

Crafting NPCs

Wayfinders can create NPCs using the same system as player characters, with some flexibility. For major NPCs, Enemies, BBEGs and the like, consider building them up to Level 10-15. Give them Trait Scores, Talents, and Powers (if appropriate) that match their importance in your story.

Minor characters can be simpler with just the essential traits needed for their role in the adventure. If you find yourself in need of a quick NPC on the spot, the table below can be used to quickly determine Trait Scores and Life points. Simply decide how dangerous you want the NPC to be, then use the corresponding row from the table.

Key Traits should be chosen to compliment the NPC's role. For example, a guard might prioritize Might and Endurance, while a spy would prioritize Subterfuge and Awareness. For Talents and Powers, you can choose appropriate ones from their sections, or create simple ones that better suit the NPC.

Danger Level Trait Scores Life Points Talents & Powers
Minor All Traits at 3, one key Trait 4 15 N/A
Moderate All Traits at 5, two key Traits 6 30 One Talent and One Power
Serious All Traits at 7, two key Traits 8 60 Two Talent and Three Powers
Deadly All Traits at 9, three key Traits 10 90 Three Talents and Five Powers