27 years old, 6′2″. Raised by mercenaries, sellsword by trade, now riding with the Wardens.
Find tracks and you instantly know what kind of creature left them. If it’s an animal, the Guide tells you a fact about it.
For 1 AP, pick up an animal’s trail with no tracks nearby, so long as it’s native to the area.
Sharpen your senses past their normal limit and make a ranged attack on a target you can see, even when it’s out of range.
Whenever you roll a 20 with a ranged weapon, name a limb. That limb is disabled until a healer restores it.
For 3 AP, take aim instead and score an automatic triumph on a nearby target, disabling the limb.
You and the party follow tracked prey without being noticed, as long as everyone stays quiet.
For 2 AP, ambush the creature when you find it — even if it was about to ambush you. The party takes the first round and you get an extra turn.
Mark one creature you’ve met before as your nemesis — one at a time, and you can drop the mark whenever you like.
You feel it whenever they’re present, even hidden. They can’t ambush you, Farshot against them is free, and you can strike them through concealment or invisibility.
Scavenge the area for a short while and come back with a single dose of plant-based remedy. It cures temporary illness and eliminates poison.
Worn clothing and near-weightless items — a letter, a pen — don’t count. A kit counts as one item.
Called Breezy. 29 years old, 3′6″, of the Evermore Canopy kingdom. Believes in compassion, keeps a no-kill policy, dreams of reclaiming her family’s title.
Whisper a rhyming couplet to the plants nearby. They move or grow slightly and harmlessly — trees rustle, leaves fall, blooms open, vines stretch, seeds sprout. What you’re moving has to be within range.
For 1 AP, if you can explain how, the effect deals 2 damage to a nearby target: vines grow thorns, a branch swings down.
Take the shape of a wild animal no smaller than a mouse and no larger than a horse, adopting its senses and movement. Everything you carry becomes part of the form.
In animal form you have 6 HP and basic attacks hit for 2. No spells, no items, no speech. Return to normal whenever you like and you regain the hit points you had before. Falling to 0 while transformed snaps you back instantly.
Open your palm and shoot a poisonous thorn in a straight line at a nearby creature or object. It hits for 2 HP.
On a 20:the poison amplifies. An organic target’s skin swells; it can’t see beyond its reach, and it can’t speak or cast spells until the end of its next turn.
Touch a container of food, water, or oil. For the next minute it summons a surplus of its contents and spills the excess generously — a pitcher overflows across the floor, a grain sack bursts into a pile.
Summon a wisp of light high in the sky directly above you — outdoors only. For an hour it lights a huge area as if by daylight and tracks your movement, staying overhead.
The Guide describes a scene. You say what your character does. The Guide decides what happens and describes the scene again. That’s the game.
Outside action scenes, play is just conversation. Once things get tense the Guide switches to turns. On your turn you move and do one thing. When everyone in the party has gone, that’s a round — then the Guide takes a round for every creature they control. The Guide sets the order based on the story.
No measuring. Four bands:
Roll the d20 when you try something risky, when the Guide asks, and always for a basic attack — using your body or a weapon without an ability. The five outcomes are in the ladder at the top of this page.
Some abilities carry a Roll the die badge. Those print their own result bands — usually 20, then 11–19, 6–10, 2–5, and 1 — and the Guide uses those instead of the standard five outcomes. Any time you roll, failure is possible; the low bands often hurt you rather than the target.
An ability without the badge simply does what it says.
When the Guide names what you’re facing, that’s mechanical information. The same effect gets less reliable as you go down this list:
Everyone has 10 HP maximum. Fists deal 1. Common weapons — swords, bows, and a reskinned rifle — deal 2. Regrouping with no enemies nearby brings you back to half your maximum, and no further. A full night’s rest somewhere safe restores everything.
You can’t be seriously hurt until you reach 0. At 0 you’re at death’s door until you regroup, rest, or get healed. Hit again there, roll the die: equal to or under the damage you just took and the character dies. Losing a character isn’t the end of your night — roll up a new one and rejoin when the story allows.
Start with 10. Spend them to activate abilities. They do not come back mid-session — once spent, they’re gone until next time. You earn 5 at the end of every session, plus whatever the Guide awards for good play, and you choose one new ability to bring next session.
Some abilities list several costs — a small version and a big one. A cost of 0 means you can use that feature free. A cost of X means you choose how much to pour in.
There is none. Basic goods — food, a modest room, common clothes, small tools — are simply yours in most places; the Guide decides what counts as basic in an unfriendly town. For anything valuable you trade: an item, a favour, a promise, your labour. If a negotiation stalls, ask the Guide to let the die settle it.
Nobody wins or loses Quest. If the session stops being fun, say so out loud — that’s the fix.