Chronicle: Response

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

*Response* is a set of ten chronicle entries chosen by the player as part of their character's backstory. They are meant to be chosen in correlation to their Upbringing and how the Impetus affected them.

For each section, the player selects their option, and discusses details with their GM.

The Solemn Farewell

This Response trait refers to how The Blood Secret affects The Hearth. Here are the default sets:

1 (Ace): This individual was reviled for their lineage (discuss with GM on details) and chose to leave for new lands when they had the chance to adventure, taking little with them that wouldn't be easy to replace, save their most previous items. They has another +5 points to Owned Personal Items, with the caveat that these 5 points are spent on food, clothing and survivalist gear.

2 (Mirror): This individual was sent forth with the blessing of the ally they have known the longest, in order that they might solve an issue that has been plaguing that ally or the local community (discuss with GM on details). They have +3 points to Owned Personal Items, with the caveat that these 3 points are spent on food, clothing and survivalist gear. They also have an additional 1d10 + 1d10/2 sum ag, and 2d10 sum cp.

3 (Merchant): This individual left home in order to form their own business or to find something to expand the family business (discuss with GM on details), either sent with blessing or sneaking off out of fear. They have 2d10 sum au, and +2 points to Owned Personal Items, with the caveat that these 2 points are spent on food, clothing and survivalist gear.

4 (Tome): This individual left home to find new things to learn and new experiences to savor, having long read about distant lands, but finally deciding to see them personally (discuss with GM on details). They have +2 points to Owned Personal Items, with the caveat that these 2 points are spent on food, clothing and survivalist gear. They have +1 point to Owned Personal Items, with the caveat that point is spent on items related to learning or practicing artistic endeavors. They also have 1d10 + 1d10/2 sum ag, and 2d10 sum cp.

5 (Child): This individual left home because their family told them it was time to find a place for themselves after something said or done which spurred that response (discuss with GM on details). They aren't quite certain where that place is, but don't want to give their relatives the benefit of satisfaction from seeing them come back to apologize or otherwise try to change themselves to be allowed back home. They have +2 on Morale Checks, +2 points to Owned Personal Items, with the caveat that these 2 points are spent on food, clothing and survivalist gear, and an additional 4d10 sum cp.

6 (Beast): This individual was driven out of their home from something significant they seek to remedy, but need assistance to do so (discuss with GM on details). They have +2 points to Owned Personal Items, with the caveat that these 2 points are spent on food, clothing and survivalist gear, an additional 4d10 sum cp, and +1 HP.

7 (Dream): This individual long held a dream of something they sought out of life, a place to visit or someone to meet perhaps (discuss with GM on details). They have +2 points to Owned Personal Items, with the caveat that these 2 points are spent on food, clothing and survivalist gear, an additional 4d10 sum cp, and +1 MP.

8 (Knight): This individual felt the pull of combat tug them away from home, seeking to prove themselves in battle (discuss with GM on details). They have +3 points to Owned Personal Items, with the caveat that these 3 points are spent on food, clothing and survivalist gear, an additional 2d10 sum cp, and +1 HP.

9 (Tower): This individual felt the need to reach out and help others they heard were in need of assistance (discuss with GM on details). They have +1 points to Owned Personal Items, with the caveat that 1 point are spent on food, clothing and survivalist gear, an additional 1d10 + 1d10/2 sum ag, and +1 EP.

10 (Damsel): This individual felt the need to reconnect with distant allies with a long time since they had last seen them (discuss with GM on details). However, when they got to where they were supposed to be, something was wrong and either the individual(s) were not to be found, or something far worse happened. They have +1 points to Owned Personal Items, with the caveat that 1 point are spent on food, clothing and survivalist gear, an additional 1d10 + 1d10/2 sum ag, and +1 MA.

11 (Ace): This individual was reviled for their lineage (discuss with GM on details) and chose to leave for new lands when they had the chance to adventure, taking little with them that wouldn't be easy to replace, save their most previous items. They has another +5 points to Owned Personal Items, with the caveat that these 5 points are spent on food, clothing and survivalist gear.

12 (Jack): This individual sought to prove themselves as the best in their profession, but knew they needed to learn more than what they had gained thus far. They have an additional +4d10 cp, and +2 MA.

13 (Queen): This individual left to right an injustice against themselves or their family, through the full extent of the law and swearing to uphold it. They have +4 on Law Checks and +4d10 cp.

14 (King): This individual left to right an injustice against themselves or their family, through revenge if necessary. They have +4 on Intimidate Checks and +4d10 cp.

15 (Crone): This individual sought to find a place where they would be safe and alone, but kept encountering issues that might disturb their more relaxed life. They have +4 on Calm Checks and +4d10 cp.

16 (Mage): This individual felt the need to see a specific site of magical significance, though they know they have to find specific items to reach it safely. They have an additional +4d10 cp, and +2 FP.

17 (Artifact): This individual felt the need to see a specific site of technological significance. They have +1 points to Owned Personal Items, with the caveat that 1 point are spent on food, clothing and survivalist gear, an additional 1d10 + 1d10/2 sum ag, and +1 FP.

18 (Terror): This individual felt the need to seek out and eliminate a specific threat to themselves or those they cared about (discuss with GM on details) that affects souls. They have an additional +4d10 cp, and +2 SP.

19 (Map): This individual felt the need to visit somewhere specific before they died and a close brush with death, or combing back from death (discuss with GM on details) drove them to go there as soon as possible. They have an additional +4d10 cp, and +2 MP.

20 (Joker): This individual felt the need to share themselves with the world and make a name for themselves (discuss with GM on details). They have +2 points to Owned Personal Items, with the caveat that those 2 points are spent on things related to their profession or accrual of fame, +1 points to Owned Personal Items, with the caveat that 1 point are spent on food, clothing and survivalist gear, an additional 1d10 + 1d10/2 sum ag.

The Secret Power

This Response trait refers to how The Dark Ritual affects The Crown. Here are the default sets:

1 (Ace): This individual was amazed by what they had seen and tried to share that knowledge with others in their neighborhood (discuss with GM on details) but were largely dismissed rather than rallying anyone. They seek to prove their claims and if possible, confront what they saw face on with curiosity and courage. They have +1 to their Stamina Source Pool Size, +2 on Moral Checks and +2 on Courage Checks.

2 (Mirror): This individual searched their soul after analyzing what they had encountered, realizing a potential within themselves. They have +2 to their Cinereal Magic Source Pool Size, +1 to their Conduit Magic Source Pool Size, and +2 on Meditation Checks.

3 (Merchant): This individual decided to see how they might exploit what they had encountered for profit, using complex machinery to aid them. They have +3 Haggle Checks and +2 to their Potentiality Pool Size.

4 (Tome): This individual sought out something to aid them in confronting what they had encountered, some greater knowledge and truth. They have +2 True Magic Source Pool Size, +1 to their Signis Source Pool Size, and +2 on Learning Checks.

5 (Child): This individual grew extremely emotional as a result of what they encountered (discuss with GM on details) and worked to accentuate the power that stirred. They have +2 Valor Magic Source Pool Size, +1 to their Semiotics Source Pool Size, and +2 on Provoke Checks.

6 (Beast): This individual realized after the encounter they had that they wished to draw together people and creatures and it drew them to search how to expand on that potential. They have +2 Sere Source Pool Size, +1 to their Tenebrous Magic Source Pool Size, and +2 on Taming Checks.

7 (Dream): This individual grew to see how that encounter expanded their mind, causing them to test its limits. They have +2 Psionic Source Pool Size, +1 to their Stamina Source Pool Size, and +2 on Knowledge Checks.

8 (Knight): This individual realized after the encounter they had that they wished to be part of a larger whole and it drew them to search how to expand on that potential. They have +2 Henosis Source Pool Size, +1 to their Leech Magic Source Pool Size, and +2 on Leadership Checks.

9 (Tower): This individual pushed on after their encounter, trying to focus the power of magic trapped in concentrated form. They have +2 Foci Magic Source Pool Size, +1 Spore Magic Source Pool Size, and +2 on Reason Checks.

10 (Damsel): This individual was drawn to the opposites of power from their encounter and worked to accentuate that. They have +2 Primal Magic Source Pool Size, +2 on their Spore Magic Source Pool Size, and +1 on Calm Checks.

11 (Ace): This individual was amazed by what they had seen and tried to share that knowledge with others in their neighborhood (discuss with GM on details) but were largely dismissed rather than rallying anyone. They seek to prove their claims and if possible, confront what they saw face on with curiosity and courage. They have +1 to their Stamina Source Pool Size, +2 on Moral Checks and +2 on Courage Checks.

12 (Jack): This individual was drawn to religion and spirituality from what they had encountered. They have +2 Faith Magic Source Pool Size, +2 Conduit Magic Source Pool Size, and +1 on Meditation Checks.

13 (Queen): This individual was drawn to accentuate their mind and manipulating others from the shadows. They have +2 Psionic Source Pool Size, +2 on Stealth Checks, and +1 on Leadership Checks.

14 (King): This individual was drawn to accentuate the power of their body and leading with charisma. They have +2 Stamina Source Pool Size, +2 on Leadership Checks, and +1 on Charisma Checks.

15 (Crone): This individual was drawn into themselves a bit after what they encountered, and sought means to be left alone as best as possible. They have +1 Leech Magic Source Pool Size, +1 to their Blood Magic Source Pool Size, +1 to their Psionic Source Pool Size, and +2 on Intimidate Checks.

16 (Mage): This individual pushed on after their encounter, trying to focus the power of magic around them. They have +2 Wild Magic Source Pool Size, +1 Aethereal Magic Source Pool Size, and +2 on Cunning Checks.

17 (Artifact): This individual decided to see how they might expand and invent new things from what had inspired them, using complex machinery to aid them. They have +3 to their Potentiality Pool Size and +2 to Jury Rig Checks.

18 (Terror): This individual confronted what they encountered and tried to draw forth potent power to counter it. They have +2 Blood Magic Source Pool Size, +1 Primal Magic Source Pool Size, and +2 on Observation Checks.

19 (Map): This individual was pushed from their encounter to explore and learn how to process what happened. They have +1 MP, +1 to their Stamina Source Pool Size, and +2 to Navigation Checks.

20 (Joker): This individual was amused by what they saw and decided to see how they might curiously study what they encountered. They have +2 Wild Magic Source Pool Size, +1 Stamina Source Pool Size, and +2 on Charisma Checks.

The Nursery Rhyme

This Response trait refers to how The Rising Moon affects The Spoon. Here are the default sets:

1 (Ace): This individual has a generally pessimist realist outlook, and believes that most rumored creatures and terrors may be real but can be confronted without superstition. They have +3 on Tactics Checks, but -1 on Morale Checks, and -1 on Lore Checks.

2 (Mirror): This individual has a generally pessimist realist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should confronted with superstition. They have +2 on Tactics Checks, and +1 on Lore Checks, but -2 on Morale Checks.

3 (Merchant): This individual has a generally optimist realist outlook, and believes that most rumored creatures and terrors may be real but can be confronted without superstition. They have +2 on Tactics Checks, and +1 on Haggle Checks, but -2 on Lore Checks.

4 (Tome): This individual has a generally optimist realist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should confronted with superstition. They have +2 on Tactics Checks, and +1 on Lore Checks, but -2 on Calm Checks.

5 (Child): This individual has a generally optimist idealist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should confronted with superstition. They have +1 on Tactics Checks, +1 on Morale Checks and +1 on Lore Checks, but -2 on Calm Checks.

6 (Beast): This individual has a generally pessimist idealist outlook, and believes that most rumored creatures and terrors may be real but can be confronted without superstition. They have +1 on Tactics Checks, and +2 on Taming Checks, but -2 on Morale Checks.

7 (Dream): This individual has a generally optimist idealist outlook, and believes that most rumored creatures and terrors may be real but can be confronted without superstition. They have +1 on Tactics Checks, and +2 on Morale Checks, but -1 on Calm Checks and -1 on Lore Checks.

8 (Knight): This individual has a generally optimist idealist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should confronted with superstition. They have +1 on Tactics Checks, +1 on Morale Checks and +1 on Courage Checks, but -2 on Calm Checks.

9 (Tower): This individual has a generally optimist idealist outlook, and believes that most rumored creatures are not real and most terrors may be real but can be confronted without superstition. They have +1 on Strategy Checks, +1 on Morale Checks and +1 on Lore Checks, but -1 on Calm Checks, and -1 on Shielding Checks.

10 (Damsel): This individual has a generally pessimist idealist outlook, and believes that most rumored creatures and terrors may be real but should be be confronted with superstition. They have +1 on Tactics Checks, and +1 on Taming Checks, and +1 on Lore Checks, but -1 on Morale Checks, and -1 on Calm Checks.

11 (Ace): This individual has a generally pessimist realist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should confronted with superstition. They have +3 on Tactics Checks, but -1 on Morale Checks, and -1 on Lore Checks.

12 (Jack): This individual has a generally pessimist realist outlook, and believes that most rumored creatures and terrors are not real but those that are can be confronted without superstition. They have +2 on Tactics Checks, and +1 on Courage Checks, but -1 on Morale Checks, and -1 on Lore Checks.

13 (Queen): This individual has a generally pessimist realist outlook, and believes that most rumored creatures are not real but most terrors are real and should be confronted with superstition. They have +2 on Tactics Checks, and +1 on Lore Checks, but -1 on Morale Checks, and -1 on Reason Checks.

14 (King): This individual has a generally pessimist realist outlook, and believes that most rumored creatures and terrors are not real but those should be confronted with superstition. They have +1 on Tactics Checks, +1 on Lore Checks, and +1 on Courage Checks, but -1 on Morale Checks, and -1 on Reason Checks.

15 (Crone): This individual has a generally optimistic idealist outlook, and believes that most rumored creatures are not real and most terrors are not either, but those that may be real should be confronted with superstition. They have +1 on Tactics Checks, and +2 on Taming Checks, but -1 on Calm Checks, and -1 on Reason Checks.

16 (Mage): This individual has a generally optimistic real outlook, and believes that most rumored creatures are not real but most terrors are real and should be confronted with superstition. They have +1 on Tactics Checks, +1 on Meditation Checks, and +1 on Lore Checks, but -1 on Calm Checks, and -1 on Reason Checks.

17 (Artifact): This individual has a generally optimistic real outlook, and believes that most rumored creatures are not real but most terrors are real and should be confronted without superstition. They have +1 on Tactics Checks, +1 on Meditation Checks, and +1 on Researching Checks, but -1 on Calm Checks, and -1 on Reason Checks.

18 (Terror): This individual has a generally pessimist idealist outlook, and believes that most rumored creatures are not real and though terrors may be real they can be confronted without superstition. They have +1 on Tactics Checks, and +2 on Taming Checks, but -2 on Calm Checks.

19 (Map): This individual has a generally pessimist idealist outlook, and believes that most rumored creatures may be real but most terrors are not and those that are should be be confronted with superstition. They have +1 on Tactics Checks, and +1 on Taming Checks, and +1 on Lore Checks, but -1 on Morale Checks, and -1 on Calm Checks.

20 (Joker): This individual has a generally optimistic idealist outlook, and believes that most rumored creatures are not real and most terrors are not either, but those that may be real can be confronted without superstition. They have +1 on Tactics Checks, +1 on Amuse Checks, and +1 on Taming Checks, but -1 on Calm Checks, and -1 on Reason Checks.

The Strangled Cry

This Response trait refers to how The Eclipse affects The Rattle. Here are the default sets:

1 (Ace): This individual was helped by someone close to them to try to overcome what happened to them. Though they still have to work at it, their self-discipline has increased and they feel more confident. They have +2 on Calm Checks, +2 on Morale Checks and +1 on Courage Checks.

2 (Mirror): This individual was determined to face what happened to them on their own. They have +2 on Calm Checks, +2 on Daring Checks, and +1 on Courage Checks.

3 (Merchant): This individual paid or someone else paid (roll 1d10 on which) to seek professional aid in overcoming what happened to them. They have +2 on Calm Checks, +2 on Psychology Checks, and +1 on Courage Checks.

4 (Tome): This individual read texts which were meant to offer advice on how to deal with what happened to them. They have +2 on Studying Checks, +2 on Knowledge Checks, and +1 on Courage Checks.

5 (Child): This individual sought parental or authoritative (roll 1d10 on which) aid to help them deal with what happened to them. They have +2 on Empathy Checks, +2 on Morale Checks, and +1 on Courage Checks.

6 (Beast): This individual sought companionship with creatures for comfort as they dealt with what happened to them. They have +2 on Taming Checks, +2 on Courage Checks, and +1 on Morale Checks.

7 (Dream): This individual deluded themselves into thinking what happened was simply a nightmare. They have +2 on Morale Checks, +2 on Courage Checks, and +1 on Calm Checks.

8 (Knight): This individual put themselves into action, trying to leave what happened to them behind. They have +2 on Intimidate Checks, +2 on Courage Checks, and +1 on Sparring Checks.

9 (Tower): This individual put themselves into defense of someone or something (roll 1d10 on which, discuss with GM on details), trying to leave what happened to them behind. They have +2 on Intimidate Checks, +2 on Shielding Checks, and +1 on Courage Checks.

10 (Damsel): This individual put their life into someone else's hands for a period (discuss with GM on details) as they tried to recover from what happened. They have +2 on Rapport Checks, +2 on Charisma Checks, and +1 on Calm Checks.

11 (Ace): This individual was helped by someone close to them to try to overcome what happened to them. Though they still have to work at it, their self-discipline has increased and they feel more confident. They have +2 on Calm Checks, +2 on Morale Checks, and +1 on Courage Checks.

12 (Jack): This individual threw themselves into depravity in order to numb what happened to them. They have +2 on Charming Checks, +2 on Carousing Checks, and +1 on Gambling Checks.

13 (Queen): This individual threw themselves into the legal system to try to see how they could reshape the world or their home region (roll 1d10 on which) in order to prevent others from enduring what they went through. They have +2 on Law Checks, +2 on Researching Checks, and +1 on Reason Checks.

14 (King): This individual threw themselves into politics to try to see how they could reshape the world or their home region (roll 1d10 on which) in order to prevent others from enduring what they went through. They have +2 on Diplomacy Checks, +2 on Charisma Checks, and +1 on Rapport Checks.

15 (Crone): This individual tried to isolate themselves for a period (discuss with GM on details) as they tried to overcome what happened to them. They have +2 on Meditation Checks, +2 on Calm Checks, and +1 on Auditory Observation Checks.

16 (Mage): This individual sought magical means to overcome what happened to them (discuss with GM on details). They have +2 on Researching Checks, +2 on Learning Checks, and +1 on Calm Checks.

17 (Artifact): This individual sought technological means to overcome what happened to them (discuss with GM on details). They have +2 on Crafting Checks, +2 on Repair Checks, and +1 on Calm Checks.

18 (Terror): This individual sought to face horrendous terrors as part of their efforts to overcome what happened to them (discuss with GM on details). They have +2 on Courage Checks, +2 on Reflex checks, and +1 on Intimidate Checks.

19 (Map): This individual sought to travel far and wide in search of aid to overcome what happened to them (discuss with GM on details). They have +2 on Navigation Checks, +2 on Courage Checks, and +1 on Tracking Checks.

20 (Joker): This individual tried to hide what happened to them through the use of mirth to distract others. They have +2 to Amuse Checks, +2 to Charisma Checks, and +1 on Calm Checks.

The Lost Ring

This Response trait refers to how The Setting Sun affects The Joined Hands. Here are the default sets:

1 (Ace): This individual saw how what happened to them directly affected those that helped to raise them. They felt guilty for that, and have -3 on Morale Checks, and -2 on Charisma Checks when discussing what happened to them and those that raised them as a result.

2 (Mirror): This individual became frustrated about what happened to them, taking it out on themselves. They have -3 to Morale Checks, and -2 to Courage Checks, when they fail something related to their phobia.

3 (Merchant): This individual took to gambling and drinking because of what happened to them, despite the wishes of those that helped to raise them. They have -3 to Morale Checks when drinking, and -2 to Gambling Checks as they self-sabotage themselves out of guilt.

4 (Tome): This individual threw themselves into reading rather than facing what happened to them, but had books taken away by those that raised them in order to try to encourage them to face their fear. This backfired somewhat, so they have -3 to Morale Checks when reading, and -2 to Courage Checks in areas with more than 20 visible books.

5 (Child): This individual retreated into themselves after what happened to them and was berated for it. They have -3 to Morale Checks when alone, and -2 to Charisma Checks when alone with a singular person.

6 (Beast): This individual tried to surround themselves with creatures after what happened to them, but at first didn't know how to properly take care of them. They have -3 to Morale Checks around a dead creature, and -2 to Taming Checks if a creature looks injured.

7 (Dream): This individual tried to face what happened to them, but still have traumatic nightmares from time to time. They have -3 to Courage Checks, and -2 to Morale Checks after a nightmare tied to what happened.

8 (Knight): This individual tried to throw themselves into combat to distract them from what happened, but they made the ones that raised them upset (discuss with GM on details). They have -3 to Morale Checks if they acquire a new scar, and -2 to Intimidate Checks in combat if someone close to them is worried about them and able to see them take an injury.

9 (Tower): This individual tried to wall themselves off from what happened, but was dragged out by those that raised them and berated. They have -3 to Morale Checks when alone, and -2 to Shielding if left alone.

10 (Damsel): This individual tried to rely on others to help them after what happened and those that raised them tried to get them to be more independent. They have -3 to Courage Checks when alone, and -2 to Morale Checks when aided by another.

11 (Ace): This individual saw how what happened to them directly affected those that helped to raise them. They felt guilty for that, and have -3 on Morale Checks, and -2 on Charisma Checks when discussing what happened to them and those that raised them as a result.

12 (Jack): This individual tried to throw themselves in a bad crowd after what had happened, but those that raised them took them out of it to their embarrassment. They have -3 on Charisma Checks when trying to join an intimidating group, and -2 on Morale Checks if failing to get into one.

13 (Queen): This individual tried to charm a lot of individuals in their home region after what had happened, but were embarrassed and berated by those that raised them. They have -3 to Charming Checks in their home region, and -2 to Charisma Checks if reminded about those incidents.

14 (King): This individual tried to form a group to deal with events like what had happened to them, but were embarrassed and berated by those that raised them. They have -3 to Leadership Checks in their home region, and -2 to Morale Checks if reminded about those incidents.

15 (Crone): This individual tried to find solace alone in a place they thought no one would find them after what happened, but those that raised them found them and took them home, berating them. They have -3 to Camouflage Checks when in their home regions, and -2 to Stealth Checks when reminded of what had happened.

16 (Mage): This individual tried to make a spell to help them after what happened, but it failed terribly (discuss with GM on details) and those that raised them berated them and threw away their notes. They have -3 to Researching Checks, and -2 to Cunning Checks when reminded of that incident.

17 (Artifact): This individual tried to make an invention to help them after what happened, but it failed terribly (discuss with GM on details) and those that raised them berated them and threw it away. They have -3 to Crafting Checks, and -2 to Jury Rig Checks when reminded of that incident.

18 (Terror): This individual tried to face a somewhat local terror (discuss with GM on details) in order to overcome what happened to them, but nearly died, with those that raised them finishing it off and taking them home. They have -3 to Courage checks around that type of terror, and -2 to Morale Checks when reminded of what had happened.

19 (Map): This individual tried to travel far from home to avoid encountering what happened to them again, but every time they return they are reminded of it. They have -3 to Morale Checks in their home region, and -2 to Navigation Checks if they see signs of something similar to what happened to them elsewhere.

20 (Joker): This individual tried to play off what happened to them as no big deal, but the ones that raised them weren't amused and berated them not only for what happened, but for how bad they were at making a joke out of it. They have -3 to Amuse Checks, and -2 to Perform Checks if something reminds them of what happened.

The Broken Oath

This Response trait refers to how The Twilight Promise affects The Rod. Here are the default sets:

1 (Ace): This individual made a promise to someone that they would return something they borrowed, but that person died before they could return it, possibly even due to a lack of that item (discuss with GM on details). They have +3 points toward an Owned Personal Item, but -2 to Morale Checks when using it.

2 (Mirror): This individual made a promise to another version of themselves (discuss with GM on details, possibly another Aethrix, past self, etc) which they failed to uphold. They have -5 to Morale Checks when reminded about it.

3 (Merchant): This individual borrowed a sum of money and fled repayment (discuss with GM on details). They are either publicly or privately wanted (roll 1d10 on which) and people seek to capture them to force repayment through one means or another (discuss with GM on details). They have +3 points of Debt Quality, and -2 to Courage Checks when reminded of the debt.

4 (Tome): This individual borrowed a book from someone or some organization (discuss with GM on details), and ruined it despite promising to be careful. Though it was rare, there are supposed to be other either other copies or other means to replace it (roll 1d10 on which). They have -3 to Morale Checks when reminded about it, and -2 to Learning Checks when reading, as doing so distracts them with the memory of that book.

5 (Child): This individual promised to rescue a child that was trapped in a collapsing structure (natural or artificial, roll 1d10 on which), but took too long and the child died. They have -3 to Morale Checks when reminded about it, and -2 to Courage Checks any time they see another child in danger.

6 (Beast): This individual made a promise to care for another person's creature, but they ended up dying on their watch (discuss with GM on details). They have -2 to Morale Checks when reminded about it, and -3 to Taming Checks any time they see that creature type, even if taming a different creature type, but the first one is within visual range and they have observed it at least once.

7 (Dream): This individual made a promise while exposed to something (discuss with GM on details) that made them think that it was all a dream or hallucination. They later found out it was not, and have -2 to Morale Checks when reminded about it, and -3 to Calm Checks if encountering that type of situation again, worried it may make them say or do things they won't remember clearly again.

8 (Knight): This individual promised to protect someone or something (discuss with GM on details), but fell asleep on the job and something horrible happened. They have -3 on Morale Checks when reminded about it, and -2 on Morale Checks if asked to watch guard for longer than 4 hours.

9 (Tower): This individual promised to return something or someone (roll 1d10 on which) they found to its proper place, but still has not found that place. They have -3 on Navigation Checks, and -2 on Morale Checks when reminded about it.

10 (Damsel): This individual promised to stay put when someone dealt with an issue, but they did not and something was stolen from where they were supposed to remain (discuss with GM on details). They have -3 on Morale Checks when reminded about it, and -2 on Calm Checks when asked to guard something again, even for as little as an hour.

11 (Ace): This individual made a promise to someone that they would return something they borrowed, but that person died before they could return it, possibly even due to a lack of that item (discuss with GM on details). They have +3 points toward an Owned Personal Item, but -2 to Morale Checks when using it.

12 (Jack): This individual promised to help someone already high up in their local government with something (discuss with GM on details), but ended up getting caught up in a scandal involving them or that aid. They have -2 to Leadership Checks, and -3 to Morale Checks when reminded about that incident.

13 (Queen): This individual promised to help someone trying to get high up in their local government with something (discuss with GM on details), but ended up getting caught up in a scandal involving them or that aid, ruining that person's chances. They have -3 to Diplomacy Checks, and -2 to Morale Checks when reminded about that incident.

14 (King): This individual promised to help someone already high up in their regional government with something (discuss with GM on details), but ended up getting caught up in a scandal involving them or that aid. They have -3 to Leadership Checks, and -2 to Morale Checks when reminded about that incident.

15 (Crone): This individual promised to help someone who lived all alone, but got distracted when there, and that person died or was badly injured (discuss with GM on details). No one knew because that person lived alone, but they have -3 on Courage Checks around singular people, and -2 on Calm Checks if they injure someone else when alone with them.

16 (Mage): This individual promised to help someone explore a magical ruin, but ended up not meeting with them on time, and that person died (discuss with GM on details). They have -3 on Morale Checks when reminded about it, and -2 on Courage Checks when near magical ruins.

17 (Artifact): This individual promised to help someone explore a technological ruin, but ended up not meeting with them on time, and that person died (discuss with GM on details). They have -3 on Morale Checks when reminded about it, and -2 on Courage Checks when near technological ruins.

18 (Terror): This individual promised to help someone take down a terror, but ended up not meeting up with them on time, and that person died (discuss with GM on details). They have -3 on Morale Checks when reminded about it, and -2 on Courage Checks against that type of terrors.

19 (Map): This individual promised to meet someone somewhere, but ended up entirely lost and that person either died or was terribly injured as a result of a mugging (discuss with GM on details). They have -2 to Navigation Checks, and -3 to Morale Checks when lost.

20 (Joker): This individual promised to entertain someone who was extremely ill, but missed the appointment and that person died (discuss with GM on details). They have -3 to Amuse Checks, and -2 Morale when reminded about it.

The New Alliance

This Response trait refers to how The Wilted Rose affects The Wheel. Here are the default sets:

1 (Ace): This individual had a companion or ally (roll 1d10 on which) early in life that tried to help them with their problems. They have +2 Ally or Companion Acquisition Quality as per result, and +3 on Morale Checks.

2 (Mirror): This individual tried to solve their problems on their own. They have +3 on Morale Checks, and +2 on Courage Checks.

3 (Merchant): This individual met a mercenary early in life that convinced them to pay said person to help with some problems. They have +2 Mercenary Acquisition Quality, and +3 on Rapport Checks.

4 (Tome): This individual sought to dive into books to solve their problems, and met a fellow book lover who gave them useful recommendations. They have +1 Ally Acquisition Quality, +1 Literature/Lore Education Quality, +2 on Learning Checks, and +1 on Morale Checks.

5 (Child): This individual turned toward their family for help with their problems. They have +1 Familial Relationship Quality, +2 on Courage Checks, and +2 on Rapport Checks.

6 (Beast): This individual turned toward nature to calm and aid them with their problems, meeting some creatures that became companions. They have +1 Companion Acquisition Quality, +2 on Calm Checks, and +2 on Taming Checks.

7 (Dream): This individual tried to solve their problems on their own, after someone pushed them to try to keep up with their advancement past a similar issue. They have +2 Nemesis Acquisition Quality, and +3 on Courage Checks.

8 (Knight): This individual tried to put themselves into a disciplined offensive combat environment to help with their problems. They have +2 Disciplined Quality, +2 on Courage Checks, and +1 on Morale Checks.

9 (Tower): This individual tried to put themselves into a disciplined defensive combat environment to help with their problems. They have +2 Disciplined Quality, +1 on Courage Checks, and +2 on Shielding Checks.

10 (Damsel): This individual tried to use charm to get others to help them with their problems. They have +1 Reputation Acquisition Quality, +2 on Charisma Checks, and +2 on Morale Checks.

11 (Ace): This individual had a companion or ally (roll 1d10 on which) early in life that tried to help them with their problems. They have +2 Ally or Companion Acquisition Quality as per result, and +3 on Morale Checks.

12 (Jack): This individual tried to turn to romance to distract them from their problems. They have +1 Romantic Relationship Acquisition, +1 Distracted Quality, +2 on Charisma Checks, and +1 on Morale Checks.

13 (Queen): This individual tried to turn to religion or spirituality (roll 1d10 on which) to discipline them as they faced their problems. They have +1 Religion or Spirituality Education, as per the roll. They also have +2 Disciplined Quality, and +1 on Morale Checks.

14 (King): This individual tried to turn to food and drink to distract them from their problems. They have +2 Starting Food and Drink Quality, +1 Distracted Quality, +1 on Carousing Checks, and +1 on Stomach Checks.

15 (Crone): This individual tried to isolate themselves while they dealt with their problems. They have +2 on Calm Checks, +2 on Meditate Checks, and +1 on Morale Checks.

16 (Mage): This individual turned toward magic to try to help with their problems. They have +2 Magic Education Quality, +2 on Morale Checks, and +1 on Researching Checks.

17 (Artifact): This individual turned toward technology to try to help with their problems. They have +2 Science Education Quality, +1 on Morale Checks, and +2 on Researching Checks.

18 (Terror): This individual tried to face a terror to distract themselves from their problems and nearly died from it, but managed to escape its grasp (discuss with GM on details). They have +1 Distracted Quality, +2 on Courage Checks, and +2 on Escape Checks.

19 (Map): This individual tried to travel to distract themselves from their problems. They have +1 Distracted Quality, +1 Geography Education Quality, +1 on Morale Checks, and +2 on Navigation Checks.

20 (Joker): This individual tried to use humor to distract others and themselves from their problems. They have +1 Distracted Quality, +2 on Amuse Checks, and +2 on Morale Checks.

The Hidden Compromise

This Response trait refers to how The Spiteful Earth affects The Shrine. Here are the default sets:

1 (Ace): This individual compromised their moral integrity in some violent fashion when put into a stressful situation (discuss with GM on details). They have -3 on Reason Checks when discussing that sort of act as a hypothetical, and -2 on Morale Checks when reminded of the situation.

2 (Mirror): This individual compromised their moral integrity and killed an alternate aethrix version of themselves that either wanted to die due to their injuries or was causing trouble for the individual (roll 1d10 on which, discuss with GM on details). They have -2 on Courage Checks against alternate versions of themselves, and -3 on Morale Checks when killing a person.

3 (Merchant): This individual compromised their ethical integrity in a greedy fashion and owe a debt to another either from their aid or from being blackmailed (roll 1d10 on which, and discuss with GM on details). They have -1 on Morale Checks when reminded of the situation, -2 to Haggle Checks when reminded of the situation, and +2 Debt Quality.

4 (Tome): This individual loved books but compromised their ethical integrity when they came across one that seemed to predict horrible futures as some of what it said happened in their homeland (discuss with GM on details). They stole it and prevented what it said would happen to them, but in the process caused it to happen to someone else, and they destroyed the book lest they read further and cause such events themselves through similar occurrences. They have -3 on Reason Checks and Courage Checks when discussing the future.

5 (Child): This individual compromised their moral integrity as they came across a fatally injured child in the wild who would not survive returning to civilization (discuss with GM on details), and at that time they lacked the means to help them in any way but one… Any time they are around injured or ill children, they have -4 on Morale Checks, and -1 on Triage Checks.

6 (Beast): This individual compromised their moral integrity as they came across a fatally ill beast in the wild who would not survive returning to civilization (discuss with GM on details), and at that time they lacked the means to help them in any way but one… Any time they are around injured or ill creatures, they have -4 on Morale Checks, and -1 on Taming Checks.

7 (Dream): This individual compromised their ethical and moral integrity as they encountered an entity that could enter the dreams and nightmares of another to inspire them to doing 2d10 days worth of actions for the individual (discuss with GM on details), but at the cost of that person losing half their health and memory from those days. The person after took 1d10 months to recover but still doesn't know what dark secrets are trapped in that missing period of time. The individual has -3 on Calm Checks when seeing that person, and -2 on Courage Checks when going to sleep.

8 (Knight): This individual compromised their ethical integrity as they attacked someone who was unarmed after being given orders to do so by someone they respected or feared (roll 1d10 on which, discuss with GM on details). They have -2 on Intimidate Checks and -3 on Morale Checks when fighting someone unarmed.

9 (Tower): This individual compromised their ethical integrity as they fled alone or with a singular person during a dangerous situation that killed everyone else present but them (roll 1d10 on which, discuss with GM on details). They have -2 on Courage Checks and -2 on Morale Checks when visiting the site of that event.

10 (Damsel): This individual compromised their moral integrity, lying to someone higher up in a religious organization they were either part of or at least respected (discuss with GM on details), in order to protect someone who was being hunted for their crime against that religious organization. They were paid back by being attacked and almost fatally injured by that person, taking 2d10 weeks to recover from the injuries (discuss with GM on details) as that person fled their pursuers. Any time they see a member of that religious order, they have -3 to Courage Checks, and whenever they are reminded of what they did, they have -2 to Charisma Checks against any higher power or religious figure.

11 (Ace): This individual compromised their moral integrity in some violent fashion when put into a stressful situation (discuss with GM on details). They have -3 on Reason Checks when discussing that sort of act as a hypothetical, and -2 on Morale Checks when reminded of the situation.

12 (Jack): This individual compromised their ethical integrity, and used private information they gained to manipulate someone into blackmail for a favor, either for their own benefit or that of someone they knew (roll 1d10 on which, discuss with GM on details). They have -1 on Charisma Checks, and -4 on Courage Checks whenever someone tries to look into their past involvement with that person.

13 (Queen): This individual compromised their moral integrity through the use of a substance or ability to manipulating someone into intimacy with themselves or someone they knew (roll 1d10 on which, discuss with GM on details), that the person would not remember, but the individual in question would. They have -3 on Charisma Checks, and -2 on Courage Checks whenever someone tries to question their ties to that person.

14 (King): This individual compromised their ethical integrity, and used private information they gained to manipulate someone into a political scandal, either for their own benefit or that of someone they knew (roll 1d10 on which, discuss with GM on details). They have -1 on Leadership Checks, and -4 on Courage Checks whenever someone tries to look into their past involvement in politics.

15 (Crone): This individual wanted to be left alone for a period and was bothered by someone who refused to leave them alone despite explaining their desire for solitude. They lashed out, injuring the person and nearly killing them in an accident. That person lost their memory of the event, and the individual compromised their moral integrity by lying about what happened and made themselves seem heroic. They have -2 to Morale Checks when reminded of their 'heroic rescue', and -3 to Leadership Checks.

16 (Mage): This individual either secretly used their magic on someone to get something they wanted, or secretly injured someone else that showed magical promise (roll 1d10 on which, and discuss with GM on details) in order to get them out of the way of what they wanted. They have -3 on Courage Checks when around that person, and -2 on Morale Checks when reminded of that act.

17 (Artifact): This individual either secretly used their technology on someone to get something they wanted, or secretly injured someone else that showed inventive promise (roll 1d10 on which, and discuss with GM on details) in order to get them out of the way of what they wanted. They have -2 on Courage Checks when around that person, and -3 on Morale Checks when reminded of that act.

18 (Terror): This individual compromised their integrity when a terror herd was ravaging their homeland, sparring the life of their young and hiding them, despite knowing it was both a crime and that the terror spawn would be unable to be domesticated (discuss with GM on details). They have -2 on Courage Checks when hearing that type of terror is in their homeland, and -1 on Morale Checks when seeing the young of any terror, and -2 on Taming Checks when dealing with terrors.

19 (Map): This individual compromised their moral integrity by stealing something before setting out on their personal journey despite knowing it was important to a kind person or their homeland as a whole (roll 1d10 on which, and discuss with GM on details). They have +2 points to an Owned Personal Item, but -3 on Morale Checks when using the item.

20 (Joker): This individual plagiarized either part or all (roll 1d10 on which) of some work attributed to them from someone relatively unknown. They have -3 on Charisma Checks when reminded of that, and -2 on Perform Checks if reminded of that person.

The Grave Guardian

This Response trait refers to how The Haunting Melody affects The Shield. Here are the default sets:

1 (Ace): This individual was given a message to deliver by someone dying from an authoritative public organization, meant to be delivered to a fringe former member of that organization (discuss with GM on details). They swore they would, and have been searching for the person they are supposed to deliver the message to. They have +2 to Diplomacy Checks, +2 to Tracking Checks, and +1 to Charisma Checks.

2 (Mirror): This individual saw an alternate aethrix version of themselves dying and was given an item they were meant to protect. They have +2 on an Owned Personal Item, and +3 on Conceal Checks.

3 (Merchant): This individual was charged to protect a hidden underground vault that could only be opened either when one of a dying person's bloodline arrived to open it, or through breaking their promise to guard it, and were warned of a potential danger within if one were not of that bloodline. They have +2 on Calm Checks, and 2d10 sum au regardless of their decision.

4 (Tome): This individual was given a book by a dying person who made them swear not to read it, but to take it to someone with enough power that would safeguard its secrets and not go insane from reading its dark passages. They have +3 on an Owned Personal Item, and +2 on Conceal Checks.

5 (Child): This individual watched an unknown child die in front of them, and did not know why, but that child had been chased by some cultists. They took them to a concealed location and buried them until they could find out what relatives might exist to collect the corpse and deal with it in a more appropriate location to the grieving relative's culture. The have +2 on Memory Checks, and +3 on Conceal Checks.

6 (Beast): This individual came across an individual that studied animals who was dying and gave them a book of their notes, making them swear to try to help protect a hidden habitat of a rare animal the person had come across (discuss with GM on details). They have +1 on an Owned Personal Item, +2 on Navigation Checks, and +2 on Taming Checks.

7 (Dream): This individual came across a powerful relic from The Somnium Bleed, created by the last of a dying ancient species, which had been hidden away in a secret bunker where that being had died (discuss with GM on details). They have +4 on an Owned Personal Item, and +1 Somnium Bleed Education.

8 (Knight): This individual came across the last of an ancient order that protected a dark secret. The person gave them an artifact of power meant to help them end the secret and free the souls of that order from a curse, which now carried on to the individual themselves until lifted (discuss with GM on details). They have +3 on an Owned Personal Item, +1 Knowledge about Curses, and +1 on Courage Checks.

9 (Tower): This individual came across the last of an ancient order that protected a dark secret. The person gave them an artifact of power meant to help them protect the secret, lest it unleash something far more terrible than the curse of protecting it and side-effects that came from that curse (discuss with GM on details). They have +2 on an Owned Personal Item, +1 Knowledge about Curses, and +2 on Courage Checks.

10 (Damsel): This individual had a curse placed on them that would cause them to need to protect their heart and mind from others, as they have a Severe Disadvantage to Willpower Checks.

11 (Ace): This individual was given a message to deliver by someone dying from an authoritative public organization, meant to be delivered to a fringe former member of that organization (discuss with GM on details). They swore they would, and have been searching for the person they are supposed to deliver the message to. They have +2 to Diplomacy Checks, +2 to Tracking Checks, and +1 to Charisma Checks.

12 (Jack): This individual met a young necromonger who they aided in a time of need and were taught a bit by them in return (discuss with GM on details). They have +1 Specter Education, +1 Mortis Domain Education, +1 to Courage Checks, and +2 to Intimidate Checks.

13 (Queen): This individual met a young necromancer who they aided in a time of need and were taught a bit by them in return (discuss with GM on details). They have +2 Specter Education, +1 Presence Domain Education, and +2 to Courage Checks.

14 (King): This individual met an old lich who they aided in a time of need and were taught a bit by them in return (discuss with GM on details). They have +2 Specter Education, +1 Presence Domain Education, +1 Mortis Domain Education, and +1 to Intimidate Checks.

15 (Crone): This individual met a shaman, medium or other individual that communicated with specters and were imparted a talisman to help them in return (discuss with GM on details). They have +2 Specter Education, +1 on an Owned Personal Item, +1 Presence Domain Education, and +1 on Meditation Checks.

16 (Mage): This individual was given the means to access a hidden sanctuary of magical power, meant to be destroyed, that would take a long time to locate, as they do not know its location since the person who gave the means to them died before telling them (discuss with GM on details). They have +1 to Conceal Checks, +1 on an Owned Personal Item, +1 on Navigation Checks, and +2 on Induction Checks.

17 (Artifact): This individual was given the means to access a hidden sanctuary of technological power, meant to be destroyed, that would take a long time to locate, as they do not know its location since the person who gave the means to them died before telling them, but do have a direction as a hand pointed before falling (discuss with GM on details). They have +1 to Conceal Checks, +1 on an Owned Personal Item, +2 on Navigation Checks, and +1 on Induction Checks.

18 (Terror): This individual came across an individual that studied terrors who was dying and gave them a book of their notes, making them swear to try to help protect a hidden habitat of a rare terror the person had come across, which had certain properties that made it dangerous but also very necessary for things that can be harvested from them, but not if they go extinct (discuss with GM on details). They have +1 on an Owned Personal Item, +2 on Courage Checks, +1 on Navigation Checks, and +1 on Taming Checks.

19 (Map): This individual found a hidden map that showed several cold spots in a distant region, and had notes regarding experiments to extract power from them, as well as other quandaries not yet tested (discuss with GM on details). They have +1 on an Owned Personal Item, +2 on Courage Checks, +1 on Navigation Checks, and +1 Specter Education.

20 (Joker): This individual found a dark secret of an entertainer they met that was slowly dying, and kept it hidden since it wouldn't help anyone, but as a result, on their deathbed the entertainer gave them a curious item and a journal of their notes across their career. They have +2 on an Owned Personal Item, +1 on Amuse Checks, +1 on Perform Checks, and +1 on Charisma Checks.

The Discarded Veil

This Response trait refers to how The Loom of Fate affects The Rose. Here are the default sets:

1 (Ace): This individual has little to no interest in romance and sexuality. They have a Severe Advantage against Charming Checks.

2 (Mirror): This individual has little to no romantic interest in those that don't have a personality like them. They have a Severe Advantage against different personalities trying Charming Checks.

3 (Merchant): This individual has little to no romantic interest in those that do not have financial security. They have a Severe Advantage against those that do not appear to have financial security who are trying Charming Checks.

4 (Tome): This individual has little to no romantic interest in those that do not have intelligence equal or greater than their own. They have a Severe Advantage against any of intelligence lower than their own who are trying Charming Checks.

5 (Child): This individual has little to no romantic interest in those that have lost their child-like sense of wonder. They have a Severe Advantage against any who are jaded who are trying Charming Checks.

6 (Beast): This individual has little to no romantic interest in those that restrain their more basic instincts. They have a Severe Advantage against any dispassionate people who are trying Charming Checks.

7 (Dream): This individual has little to no romantic interest in those that do not have a strong sense of imagination. They have a Severe Advantage against any who do not have a strong sense of imagination who are trying Charming Checks.

8 (Knight): This individual has little to no romantic interest in those that do not have a strong sense of courage. They have a Severe Advantage against any who do not have a strong sense of courage who are trying Charming Checks.

9 (Tower): This individual has little to no romantic interest in those that do not have a lot of mysterious qualities. They have a Severe Advantage against any who do not have an air of mystery around them who are trying Charming Checks.

10 (Damsel): This individual has little to no romantic interest in those that do not have a strong physical beauty. They have a Severe Advantage against any who do not have a strong physical beauty who are trying Charming Checks.

11 (Ace): This individual has little to no interest in romance and sexuality. They have a Severe Advantage against Charming Checks.

12 (Jack): This individual has little to no romantic interest in those that do not have a strong sense of adventure. They have a Severe Advantage against any who do not have a strong sense of adventure who are trying Charming Checks.

13 (Queen): This individual has little to no romantic interest in those that do not have a strong sense of ambition. They have a Severe Advantage against any who do not have a strong sense of ambition who are trying Charming Checks.

14 (King): This individual has little to no romantic interest in those that do not have political power. They have a Severe Advantage against any who do not have political power who are trying Charming Checks.

15 (Crone): This individual has little to no romantic interest in those that are younger than them. They have a Severe Advantage against any who are younger than them who are trying Charming Checks.

16 (Mage): This individual has little to no romantic interest in those that do not have a strong understanding of magic. They have a Severe Advantage against any who do not have a strong understanding of magic who are trying Charming Checks.

17 (Artifact): This individual has little to no romantic interest in those that do not have a strong understanding of technology. They have a Severe Advantage against any who do not have a strong understanding of technology who are trying Charming Checks.

18 (Terror): This individual has little to no romantic interest in those that do not display cruelty to most they encounter. They have a Severe Advantage against any who do not display cruelty to most they encounter who are trying Charming Checks.

19 (Map): This individual has little to no romantic interest in those that do not have a strong sense of expanded cultural experience. They have a Severe Advantage against any who do not have a strong sense of expanded cultural experience who are trying Charming Checks.

20 (Joker): This individual has little to no romantic interest in those that do not have a strong sense of humor. They have a Severe Advantage against any who do not have a strong sense of humor who are trying Charming Checks.

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