TEXT: The Airshaper
  The wind is a fickle force, prone to 
    changing directions on a whim. So too 
    with the airshaper: swift, always 
    moving, quick to decide and slow to 
    commit.
  Name:
  Look
  (select one option from each list)
  ~ Hairless, short and 
    well-maintained hair, tattooed 
    body, wild and unkempt hair.
  ~ Commoner’s clothes, loose 
    meditation clothes, temple 
    clothes, traveler’s clothes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A staff that allows gliding and flight through airshaping.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Emotional and sensitive.
  ~ Fickle and indecisive.
  ~ Hasty and quick-to-react.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master airshaper, whenever 
    you Move With Intention the 
    next move you make is rolled 
    +Natural instead of its usual 
    stat.
  Backstory
  (after character introductions, 
  answer these)
  You made __________ a promise a 
    long time ago, but have made no 
    progress. What was it?
  __________ is a close friend, we 
    Respect each other.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Airshaper move.
  (     ) Select another Airshaper move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a flying animal companion.
  Notes and Other Moves
  Advanced Improvements
  
  Stats
  (choose one of the following stat arrays)
  Natural +2, Hot -1, Solid +0, Keen +1, Fluid +1
  Natural +2, Hot +1, Solid -1, Keen +0, Fluid +1
  Natural +2, Hot -1, Solid +1, Keen +1, Fluid +0
  Natural +2, Hot +0, Solid -1, Keen +1, Fluid +1
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Airshaper Moves
  (you start with Airshaping and one other 
  move)
  X
  0
  Airshaping
  When you manipulate the air to 
    control the area, roll +Natural. On 
    a 7 or greater, choose one:
       ~ Immobilize a foe.
       ~ Move as fast as the wind.
       ~ Perform a great feat of 
           acrobatics.
       ~ Reposition the battlefield.
  On a 10 or greater, as above, but 
    also add 1 to your rolls until you 
    stop moving.
  Other actions can involve 
    airshaping, but are treated as 
    whatever move would be 
    appropriate.
  Attuned
  When you are outdoors, you have 
  +1 Natural (max +3).
  0
  Redirection
  When you change the target of 
    an attack, roll +Fluid. On a 10 or 
    greater, it strikes a new target of 
    your choice. On a 7, 8, or 9, you 
    redirect it and it strikes a new 
    target of the MC’s choice.
  0
  Nomad
  When you Meditate about some 
    facet of the world (natural or 
    Spirit), on a 7 or greater you may 
    also ask the MC one related 
    question that they must answer.
  0
  Soundshaping
  You can manipulate sound as just 
    another facet of the air. When 
    you use this to mimic noises, roll 
    +Keen. On a 10 or greater, you 
    can convincingly replicate any 
    sound you’ve heard. On a 7, 8, or 
    9, the sound is pretty close, but 
    you’re also exposed to danger.
  0
  Unburdened
  So long as you have no unresolved 
    Oaths, add 1 to all Speak 
    Honorably and Act Dishonorably 
    rolls.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  
  The Aristocrat
  Naturally at home in the courts of kings, 
    you’re not the same as all those other 
    nobles. You’re smarter than them. You’re 
    more cunning than them. And you’re 
    infinitely more ambitious.
  Name:
  Look
  (select one option from each list)
  ~ Courtly clothes, fancy but 
    practical, humble garb, very 
    excessive.
  ~ With accessories, with 
    intricate designs, with regalia 
    and emblems, without 
    adornment.
  Gear
  (you get all of these unless stated otherwise)
  ~ A small easily-concealed weapon.
  ~ A substantial amount of money.
  ~ Some indicator of your authority.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Commanding and inspiring.
  ~ Honorable and trustworthy.
  ~ Insufferable and privileged.
  ~ Manipulative and treacherous.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master politician, choose 1:
  ~ You’re better at juggling many 
    engagements; when you have 
    at least 3 Oaths and take an 
    additional Oath, gain 1 Chi.
  ~ You’re most skilled at 
    handling one thing at a time; 
    when you have exactly 1 Oath, 
    add 1 to any roll when making 
    actions directly related to 
    completing it.
  Backstory
  (after character introductions, 
  answer these)
  Always do your Backstory last.
  Gain the Respect of as many 
    characters as you desire. For each 
    character you cause to Respect 
    you, make an Oath, though it 
    needn’t be to that character.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Aristocrat move.
  (     ) Select another Aristocrat move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a charismatic animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Aristocrat Moves
  (you start with two moves)
  0
  Currency of Favors
  Whenever you Help someone, you 
    can demand a favor of them first. 
    If they agree, they gain 1 Chi.
  Henchmen
  You have a small force of loyal 
    henchmen. They can be sent out 
    with commands or aid your 
    efforts as you wish, though their 
    obedience is not absolute.
  0
  Mastermind
  When you scheme and plan a 
    future plot, roll +Keen. On a 10 
    or greater, the MC will pick 2 of 
    the following conditions, only 
    one of which must be addressed 
    to succeed. On a 7, 8, or 9, the 
    same thing, but you’ll need to 
    address both.
       ~ It will be very expensive or 
           resource-intensive.
       ~ It will take hours/days.
       ~ You’re going to need 
           ___________’s help.
       ~ __________ stands in the way 
           of success.
  0
  Intrigue
  When you Act Dishonorably but 
    disguise it in polite conversation, 
    roll +Natural instead of +Hot.
  0
  Silver Tongue
  Whenever you roll a 10 or greater 
    to Speak Honorably, the target 
    must also offer something extra 
    they think you want.
  0
  Web of Commitments
  When you take an Oath 
    contradictory to another you’ve 
    made, you may give up one 
    of them without it counting as 
    breaking an Oath (for purposes 
    of the move), though there will 
    still likely be social consequences 
    for not fulfilling it.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +2, Hot +0, Solid +1, Keen +1, Fluid -1
  Natural +2, Hot +1, Solid -1, Keen +1, Fluid +0
  Natural +1, Hot -1, Solid +0, Keen +2, Fluid +1
  Natural +1, Hot +0, Solid +1, Keen +2, Fluid -1
  0
  
  The Earthshaper
  Hardy and centered, earthshapers form 
    the backbone of civilizations. They are 
    the plow that shatters their foes, and the 
    wall that stands between their friends 
    and their foes.
  Name:
  Look
  (select one option from each list)
  ~ High quality robes, muscles 
    exposed, peasant’s clothes, 
    worn and dirty clothes.
  ~ Rough eyes, scheming eyes, 
    stony eyes, unflinching eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A weapon, heavy and blunt.
  ~ You have a maximum of 1 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Dedicated and stubborn.
  ~ Dependable and hard-working.
  ~ Unmoving and cautious.
  ~ Vengeful but forgiving.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master earthshaper, whenever 
    you pass up an opportunity 
    for action or resist opposition 
    without reaction, gain 1 Chi.
  Backstory
  (after character introductions, 
  answer these)
  You don’t let people down, 
    usually. Every character has 
    Respect for you, except for 
    __________.
  What have you promised them to 
    try and gain their confidence?
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Earthshaper move.
  (     ) Select another Earthshaper move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a burrowing animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Earthshaper Moves
  (you start with Earthshaping and one other 
  move)
  X
  0
  Earthshaping
  When you alter the battlefield’s 
    topography, roll +Solid. On a 7 or 
    greater, add an appropriate 
    Environment Tag. On a 10 or 
    greater, anyone taking advantage 
    of this Environment Tag when 
    making a move adds +1 to their 
    roll.
  Other actions can involve 
    earthshaping, but are treated as 
    whatever move would be 
    appropriate.
  Bulldozer
  When your actions lead to the 
    immediate destruction of (or 
    relief from) an Environment Tag, 
    gain 1 Chi.
  0
  Metalshaping
  You can control metal that you are 
    in contact with. When you do, it’s 
    the same as Earthshaping but you 
    roll with Keen instead. When you 
    metalshape against someone, 
    on a 7 or greater you can Tag the 
    target as well as the environment.
  0
  Defender
  Whenever you are in your 
    element, you can protect yourself 
    from an attack (and associated 
    Tag) by spending 1 Chi. If it was 
    a player attacking you, give them 
    the Chi. Otherwise, give it to the 
    MC.
  0
  Rooted
  When you are in solid contact with 
    the ground, you have +1 Solid 
    (max +3).
  0
  Vibration Sense
  You can see and feel anything in 
  contact with the ground (within 
  reasonable distance). When you 
  Observe Carefully, add the follow-
  ing questions to the list of options:
       ~ Are they telling the truth?
       ~ What does their body 
           language betray about their 
           plans?
       ~ What is unseen but in contact 
           with the ground?
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +0, Hot +1, Solid +2, Keen +1, Fluid -1
  Natural +1, Hot -1, Solid +2, Keen +0, Fluid +1
  Natural -1, Hot +1, Solid +2, Keen +1, Fluid +0
  Natural +1, Hot +0, Solid +2, Keen -1, Fluid +1
  
  The Fireshaper
  Fire is the great destroyer and the giver of 
    life, and you have trapped it in your soul. 
    You’re quicker to be emotional than 
    anyone else, but disciplined enough to 
    stay in control. Most of the time, that is.
  Name:
  Look
  (select one option from each list)
  ~ Exposed muscles, 
    intimidating clothes, obvious 
    burns, simple garb.
  ~ Burning eyes, lively eyes, 
    smoldering eyes, warm eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A family heirloom, treasured by your people.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Excitable and energetic.
  ~ Honorable and disciplined.
  ~ Restrained and peaceful.
  ~ Volatile and explosive.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master fireshaper, never again 
    can you be Tagged by being 
    burned by natural fire, or your 
    own magical fire.
  Backstory
  (after character introductions, 
  answer these)
  Make two Oaths: one making up 
    for past failures, and one made to 
    ease another’s burdens.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Fireshaper move.
  (     ) Select another Fireshaper move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have an intimidating animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Fireshaper Moves
  (you start with Fireshaping and one other 
  move)
  X
  0
  Fireshaping
  When you create or manipulate 
    open flame to attack, roll +Hot. 
    On a 10 or greater, it does what 
    you want, Tagging targets as 
    appropriate. On a 7, 8, or 9, you 
    lose control of it in some manner 
    (choose 1):
       ~ The flames are larger and 
    more taxing than intended. They 
    burn hot and strong, but take -1 
    to the next roll you make.
       ~ The flames explode into being, 
    injuring all nearby, including the 
    Fireshaper. Add Tags as 
    appropriate.
       ~ You set fire to the area. Add a 
    relevant Environment Tag.
  Other actions can involve 
    Fireshaping, but art treated as 
    whatever move would be 
    appropriate.
  Driven By Honor
  When you fervently pursue the 
    completion of an Oath to 
    someone who doesn’t Respect 
    you, add 1 to all Stand Fast and 
    Speak Honorably rolls.
  0
  Hot-Headed
  When you are treated 
    disrespectfully and respond by 
    Acting Dishonorably, add +1 to 
    your roll. If you respond by 
    Committing Open Violence, gain 
    1 Chi instead.
  0
  Inner Passion
  Decide and inform the MC of what 
    emotion fuels your shaping. If the 
    emotion is destruction or 
    negative (such as anger, 
    arrogance, or fear) you may 
    Stand Fast with Hot instead of 
    Solid while shaping.
  If the emotion is a positive or 
    constructive one (such as 
    harmony, discipline, or hope) 
    you may Move With Intention 
    with Hot instead of Fluid while 
    shaping.
  0
  Lightningshaping
  When you channel lightning, roll 
    +Fluid. On a 10 or greater, you 
    succeed at projecting or 
    redirecting the lightning strike. 
    On a 7, 8, or 9, choose 1:
       ~ Some power rebounds, 
    shocking and Tagging the shaper 
    as well.
       ~ The lightning doesn’t strike 
    the target, but all that can see it 
    gain the Dazed Tag.
       ~ The blast misses but causes 
    explosive and chaotic damage; 
    the MC adds an appropriate 
    Environment Tag.
  0
  Sunsoul
  When the sun is in the sky, you 
    have +1 Hot (max +3).
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural -1, Hot +2, Solid +1, Keen +1, Fluid +0
  Natural +0, Hot +2, Solid -1, Keen +1, Fluid +1
  Natural +1, Hot +2, Solid +1, Keen +0, Fluid -1
  Natural -1, Hot +2, Solid +1, Keen +0, Fluid +1
  
  The Hunter
  Some people fear the wilderness, 
    worry about the beasts and 
    spirits that hide from the eyes of 
    civilization. You, on the other 
    hand, have nothing to fear, for 
    there is nothing you 
    cannot calm, catch, or kill.
  Name:
  Look
  (select one option from each list)
  ~ Dull clothes, fur-lined clothes, 
    leather clothes, stealthy clothes
  ~ A collection of pelts, a crude 
    amulet, a frightening mask, a 
    heavy cloak.
  Gear
  (you get all of these unless stated otherwise)
  ~ Choose one: a bow with arrows, many knives, trap-making tools, a hunting 
    animal companion.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Brash but wary.
  ~ Passionate and cocky.
  ~ Predatory and secretive.
  ~ Wild but kind.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master hunter, whenever you 
    Tag a foe who is not aware of 
    your presence you may 
    immediately add an 
    Environment Tag describing 
    the current situation.
  Backstory
  (after character introductions, 
  answer these)
  You regularly bring back trophies 
    of your prey, grisly or otherwise. 
    __________ has shown Respect for 
    your talents.
  __________ has been kind to you 
    when you were in need, and 
    you Respect them for it. What 
    promised have you made to them 
    to show that Respect?
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Hunter move.
  (     ) Select another Hunter move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a sneaky animal companion, 
         or add the trait to an existing 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Hunter Moves
  (you start with two moves)
  0
  Ambush
  While a foes is marked by a Tag 
    indicating that they are not aware 
    of your presence, you can spend 
    1 Chi to immediately defeat them 
    and remove them from the 
    action.
  Friend of Nature
  Create a new animal companion 
    with a trait of your design, or 
    add a trait of your design to one 
    of your existing companions.
  0
  Stealth
  When you conceal yourself from 
    view, roll +Fluid. On a 7 or 
    greater, enemies can’t see you 
    and are Tagged as Unwitting 
    Prey. On a 7, 8, or 9, also select 
    one of the following:
       ~ Someone is on alert now.
       ~ You can’t keep track of 
           everyone from your hiding 
           place.
       ~ You can’t stay undetected here 
           for long.
  0
  Guerrilla Tactics
  When hunting in the wilderness, 
    you may Commit Open Violence 
    with Keen instead of Hot. On a 10 
    or greater, if you take advantage 
    of an Environment Tag in the 
    process also choose one of the 
    Move With Intention options.
  0
  The Path
  When you seek the way to 
    something you’ve been searching 
    for, roll +Keen. On a 10 or greater, 
    you find a route that is safe to 
    use, at least this once. On a 7, 8, 
    or 9, choose one:
       ~ Something has to get left 
           behind on the way.
       ~ You are followed by 
           something dangerous.
       ~ Your travel is obvious to all.
  0
  White Stag
  When you name a quarry your 
    White Stag, swear an Oath to 
    capture or kill them (your choice). 
    You always intuitively know if 
    you White Stag is near, and while 
    they are you take +1 on Commit 
    Open Violence and Move With 
    Intention rolls. You can only have 
    one White Stag at a time. Break 
    your Oath when you give up.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +1, Hot +0, Solid -1, Keen +2, Fluid +1
  Natural -1, Hot +0, Solid +1, Keen +2, Fluid +1
  Natural +1, Hot -1, Solid +0, Keen +1, Fluid +2
  Natural +0, Hot +1, Solid -1, Keen +1, Fluid +2
  0
  
  The Monk
  The world has secrets even the brightest 
    scholars  cannot fathom, secrets of the 
    spirit and the soul. The cosmos saw fit to 
    whisper to you, and now, more than ever 
    before, you understand.
  Name:
  Look
  (select one option from each list)
  ~ Carefully maintained beard, 
    hairless, symbols of your order, 
    unkempt.
  ~ Brightly-died robes, tattered 
    rags, temple clothes, simple 
    clothes.
  Gear
  (you get all of these unless stated otherwise)
  ~ You have nothing but the clothes on your back and the mark of your Order.
  ~ You have a maximum of 1 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Calm and reserved.
  ~ Faithful and preachy.
  ~ Hard and jaded.
  ~ Sensitive but disciplined.
  ~ (write your own)
  Mastery Move
  When you study under an 
    enlightened soul, renew your 
    monastic vows. Set a 
    condition: You will never 
    (choose 1):
       ~ afford yourself any luxury.
       ~ cause intentional harm.
       ~ tell anything but the truth.
  Treat this vow as a Chakra. If 
    you break the vow, the Master 
    knows and sends people for 
    you.
  Backstory
  (after character introductions, 
  answer these)
  The Oath you made to __________ 
    takes priority above all others. 
    Why?
  You restored __________’s faith in 
    you recently. Gain their Respect.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) Select another Monk move.
  (     ) Select another Monk move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a spiritual animal companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Monk Moves
  (you start with two moves)
  0
  Calm Stability
  Until you personally show 
    aggression toward your 
    enemies, whenever you art still 
    and unflinching in the face of 
    imminent harm roll +Solid. On 
    a 10 or greater, you still come 
    through unscathed. On a 7, 8, 
    or 9, the same, but you must act 
    immediately against your 
    attacker.
  Chi Blocker
  When you assault your foe’s 
    pressure points, roll +Hot. On 
    a 10 or greater, name a type of 
    action that foe is not incapable of. 
    On a 7, 8, or 9, name two or three 
    types of action and the MC will 
    pick which one the foes can’t do.
  0
  Guru
  You teach others the path to 
    self-improvement. Whenever 
    you Help another character in an 
    instructive or guiding capacity, 
    they gain Respect for you. If they 
    already Respect you, they gain 1 
    Chi.
  0
  Clarity of Senses
  When you find yourself in a tense 
    situation, you can immediately 
    apply an Environment Tag 
    describing the situation.
  0
  Spiritual
  With effort, you can contact 
    entities of the Spirit World. 
    When you meditate to call upon 
    a spirit, roll +Chi spent. On a 10 
    or greater, that spirit appears to 
    you. On a 7, 8, or 9, choose two:
       ~ The correct spirit appears.
       ~ The spirit is benevolent.
       ~ The spirit doesn’t want 
           something in return.
  You cannot spend additional Chi 
    to improve the results of this roll, 
    even when taking advantage of 
    a Tag.
  0
  Stillness
  When you are subtle with your 
    motions or settle into a defensive 
    posture, you Move Within 
    Intention with Solid instead 
    of Fluid.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +2, Hot +0, Solid +1, Keen +1, Fluid -1
  Natural +2, Hot -1, Solid +1, Keen +0, Fluid +1
  Natural +1, Hot -1, Solid +2, Keen +1, Fluid +0
  Natural +1, Hot +1, Solid +2, Keen +0, Fluid -1
  0
  
  The Peasant
  Every healthy society needs a strong 
    foundation. Without you, nobles could 
    not rules and armies could not survive, 
    even if they don’t acknowledge you. It’s 
    not glamorous, but with a little bit of 
    luck and a lot of hard work, you can stop 
    supporting the world and start running 
    it.
  Name:
  Look
  (select one option from each list)
  ~ Cheap finery, common 
    clothes, old and tattered, 
    working outfit.
  ~ Dull eyes, hopeful eyes, 
    rough eyes, tired eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ The tools of your trade and the clothes on your back.
  ~ You have a maximum of 1 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Cautious and superstitious.
  ~ Generous and faithful.
  ~ Ignorant but sly.
  ~ Quick-to-anger but forgiving.
  ~ (write your own)
  Mastery Move
  There are no masters for what 
    you do. Instead, when you 
    receive training from a master 
    of another discipline, you may 
    take the Mastery Move from 
    the appropriate playbook. 
    When you do, you may spend 1 
    Chi to immediately transfer to 
    that playbook.
  Backstory
  (after character introductions, 
  answer these)
  You owe __________ big, and have 
    sworn to make it up to them. 
    Decide whether you Respect 
    them or not.
  What did you and __________ 
    each swear that has brought you 
    so close together and earned your 
    mutual Respect. (if there are no 
    other player characters so 
    inclined, create an NPC instead).
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Peasant move.
  (     ) Select another Peasant move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have an unassuming animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Peasant Moves
  (you start with two moves)
  0
  Fool's Luck
  Your maximum Fortune is 
    increased by 1. You can only 
    spend Fortune if you’re not 
    intentionally attempting to 
    defend yourself.
  From the Gutter
  While in a town or city, you may 
    Move With Intention using Hot. 
    If you do, add the following to the 
    list of options:
       ~ Take something of value from 
           the target.
  0
  Martyr
  If someone near you would take 
    a Tag and you intervene, you may 
    take it yourself instead of them 
    taking it (the Tag’s specific nature 
    may change in the process). If 
    you do, gain 1 Chi.
  0
  Loyal Servant
  When you make an Oath to some
    one above your station, add +1 to 
    any rolls directly related to 
    completing it. When someone 
    above your station fulfills an 
    Oath to you, if you did not 
    Respect them, gain 1 Chi.
  0
  Stalwart Presence
  When you Help someone, on a 
    7 or greater  you may spend 1 Chi 
    to improve the result of their 
    modified roll by one step, so long 
    as you both are already Tagged.
  0
  Out of Focus
  When you act like you belong to 
    avoid drawing attention or to 
    give commands, you may Observe 
    Carefully or Speak Honorably 
    with Solid.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +1, Hot +2, Solid +1, Keen -1, Fluid +0
  Natural -1, Hot +2, Solid +1, Keen +0, Fluid +1
  Natural +0, Hot +1, Solid +2, Keen +1, Fluid -1
  Natural +1, Hot +1, Solid +2, Keen -1, Fluid +0
  0
  
  The Scholar
  The halls of academia and its workshops 
    have always been a place of sanctuary 
    for you, but eventually everyone needs to 
    step into the world. Whether it’s 
    practical experience or to escape the 
    workshop confines, now is your 
    opportunity.
  Name:
  Look
  (select one option from each list)
  ~ Billowing robes, with a large 
    bag, high-quality robes, 
    many pockets.
  ~ Flawless skin, pallid sunken 
    skin, scarred skin, 
    tanned rough skin.
  Gear
  (you get all of these unless stated otherwise)
  ~Choose 1: Long stick, small knife, thick book.
  ~ Say two supplies you’re carrying.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Absent-minded and unaware.
  ~ Detail-oriented and haughty.
  ~ Excited and reckless.
  ~ Quiet and reserved.
  ~ (write your own)
  Mastery Move
  When you learn from a master 
    inventor, choose a small object. 
    You never need to spend 
    Materials to produce this tool.
  Once you’ve learned from a 
    master sage, when you Observe 
    Carefully you may also ask the 
    following question:
       ~ What does my research 
           reveal about this?
  Backstory
  (after character introductions, 
  answer these)
  __________ once saved your life, 
    earning your Respect. In return, 
    what did you promise them?
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Scholar move.
  (     ) Select another Scholar move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have an intelligent animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Scholar Moves
  (you start with Always Prepared and one 
  other move)
  X
  0
  Always Prepared
  When you begin the session, roll 1 
    die +Keen. The result is the 
    number of Materials you have 
    for that session. Spend Materials 
    1-for-1 to produce a small, simple 
    tool of your choice. You may 
    spend a second Material to 
    produce a small complex tool 
    instead. Lastly, you may spend 1 
    Material at any point to ask a 
    single question as if you’d 
    succeeded on an Observe 
    Carefully roll.
  Invention
  When you take time to built a 
  complicated contraption, spend a 
  number of Materials and roll +Ma-
  terials spent. On a 10 or greater, 
  you built it all up, maybe with one 
  complication. On a 7, 8, or 9, the 
  MC will choose two or three of the 
  following conditions needed to 
  perfect the contraption:
       ~ You needed extra resources;  
           the project takes an extra 
           Material.
       ~ It’ll take significantly longer 
           to build.
       ~ The best you can do is a lesser 
           version, unreliable and 
           limited.
       ~ Finishing it attracts attention.
       ~ You can’t do it alone.
  0
  Ingenious
  So long as you have any Materials, 
    you have +1 Keen (max +3).
  0
  Fight With Your Head
  After taking a moment to watch 
    a foe, when you Commit Open 
    Violence against them roll +Keen 
    instead of +Hot.
  0
  Think It Through
  When you use rational thought 
    to Meditate on a subject, you 
    roll +Keen instead of +Natural. 
    If you spend 1 Material to consult 
    your books in the process, you 
    can Meditate quickly as well.
  0
  Trained Observer
  When you Observe Carefully, you 
    may ask an additional question, 
    regardless of result (even on a 
    failure).
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +1, Hot -1, Solid +0, Keen +2, Fluid +1
  Natural -1, Hot +0, Solid +1, Keen +2, Fluid +1
  Natural +1, Hot -1, Solid +0, Keen +2, Fluid +1
  Natural +0, Hot +1, Solid +1, Keen +2, Fluid -1
  Materials
  
  The Spiritshaper
  You were once afraid of the monsters in your people’s 
    legends. They were ethereal and strange, but now 
    you’ve visited their world and come back stronger. 
    You’re not afraid anymore.
    No, those monsters are afraid of you now.
  Name:
  Look
  (select one option from each list)
  ~ Cheap clothes, many tattoos, 
    totally covered, totems and 
    icons.
  ~ Captivating eyes, empty eyes, 
  frightening eyes, strange eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A talisman against spirits. Choose its purpose: Sealing, Summoning, 
    Destroying, Befriending.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Arrogant and zealous.
  ~ Intimidating and secretive.
  ~ Pacifistic and understanding.
  ~ Principled and immovable.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master spiritshaper, you may 
    use any spirit’s True Name to 
    summon it at any time, 
    without a roll, though it may 
    not be happy or forgiving of 
    this. A True Name must come 
    from the spirit itself to be used 
    this way.
  Backstory
  (after character introductions, 
  answer these)
  You have the Respect of a Great 
    Spirit, and thus its True Name. 
    What is it?
  You Respect __________ and have 
    shown them the Spirit World.
  What spirit have you summoned 
    for __________? What went 
    wrong?
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Spiritshaper move.
  (     ) Select another Spiritshaper move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have an ethereal animal companion.
  Notes and Other Moves
  Advanced Improvements
  
  Stats
  (add 1 to one of the following stats)
  Natural +1, Hot -1, Solid +0, Keen +1, Fluid +1
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Spiritshaper Moves
  (you start with two moves)
  X
  0
  Spiritshaping
  When you exert your will over a 
    being’s essence, roll +Fluid. On a 
    10 or greater, it falls under your 
    influence (perhaps with 
    resentment). On a 7, 8, or 9, it 
    contorts your command, fights 
    you for control, or has some 
    influence over you in return.
  If used against another player 
    character, treat the command 
    as an Oath.
  Astral Projection
  When you step outside your 
    physical body, roll +Natural. On 
    a 10 or greater, you can observe or 
    converse beyond your own body. 
    You may return instantly, but 
    can still be hurt and your physical 
    form is unconscious and helpless. 
    On a 7, 8, or 9, the same, but you 
    are quickly noticed, either in 
    spirit or physical form.
  0
  Communion
  When you summon a spirit to 
    bargain for services, roll plus 
    the number of conditions you 
    fulfill:
       ~ You present an offering.
       ~ You’ve previously met and 
           established a price with 
           the spirit.
       ~ You are in a place of power.
  If you attempt to perform the 
    summoning hastily, subtract 1.
  On a 10 or greater, the spirit 
    fulfills the bargain before 
    payment. On a 7, 8, or 9, payment 
    is needed up front.
  0
  Binding Contracts
  When you make a bargain with 
    a spirit, they are obliged to grant 
    you an additional boon upon 
    completion. When you break an 
    Oath to a spirit, subtract 1 from 
    all Speak Honorably and Act 
    Dishonorably rolls until you 
    reconcile with the spirit.
  0
  Medium
  When you channel the ghosts 
    of the dead, roll +Solid. On a 7 
    or greater, you may ask 1 
    question they must answer. On 
    a 10 or greater, you may choose to 
    embody the ghost. Take a Chakra 
    in line with the ghost’s 
    personality and you may appear 
    as the ghost did in life.
  0
  Whispering Spirits
  When you Observe Carefully, you 
    may choose to answer questions 
    instead of asking them. If you do, 
    the MC chooses the question and 
    you may answer it as you choose. 
    You may mix asking and 
    answering. If you answer any 
    questions, the MC places an 
    Environment Tag instead of you.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  
  The Warrior
  Death is never to be taken lightly, but 
    there are always those who simply 
    deserve to die. Who better than you to 
    put them down, or to keep your 
    friends from meeting the same fate?
  Name:
  Look
  (select one option from each list)
  ~ Gleaming armor, humble 
    clothes, obviously armed, 
    uniform.
  ~ Cold eyes, cunning eyes, 
    dangerous eyes, relaxed eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A specialized weapon, described as (choose one): Deadly, Infinite, Ranged, 
    Renowned.
  ~ You have a maximum of 1 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Honorable and fair.
  ~ Intense and unflinching.
  ~ Ruthless but respectful.
  ~ Violent and frightening.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master warrior, when you 
    enter battle you may 
    immediately challenge one foe 
    to single combat. If they deny 
    you, gain 1 Chi.
  Backstory
  (after character introductions, 
  answer these)
  You’ve sworn to never harm 
    __________, even though you do 
    not trust them.
  __________ has earned your wrath. 
    Name this NPC and swear to 
    bring about their downfall.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) You have +1 Fluid (max +2).
  (     ) Select another Warrior move.
  (     ) Select another Warrior move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a disciplined animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Warrior Moves
  (you start with two moves)
  0
  Improviser
  Everything in your surroundings 
    is a weapon in your hands. When 
    you eschew your usual armament 
    in favor of using the environment 
    for the first time during a 
    conflict, gain 1 Chi.
  Memories of Battle
  When you spend Fortune you may 
    choose to immediately Meditate 
    on the situation by remembering 
    something from your past, either 
    as a flashback or just as a 
    recollection.
  0
  Samurai
  You have +1 maximum Fortune, 
    and answer the following: To 
    whom have you sworn your 
    loyalty? Are you still loyal to 
    them? Make an Oath reflecting 
    your commitment to them.
  0
  Outlaw
  When you go outside the law or 
    the morals of your community 
    and Act Dishonorably, add +2 
    to your roll if you lose (or do not 
    have) their Respect. If they are a 
    player character, on a 7 or greater   
    you may demand an Oath from 
    them.
  0
  Survivor
  When you Commit Open Violence 
    when you have a Moderate Tag, 
    add 1 to the roll. If you have a 
    Severe Tag, instead gain 1 Chi.
  0
  Wire-Fu
  When you perform an implausible 
    feat of athletics or 
    physics-defying acrobatic stunt, 
    Move With Intention. On a 
    failure, you still choose one of the 
    options.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural -1, Hot +2, Solid +1, Keen +0, Fluid +1
  Natural +1, Hot +2, Solid +0, Keen -1, Fluid +1
  Natural +0, Hot +1, Solid -1, Keen +1, Fluid +2
  Natural -1, Hot +1, Solid +1, Keen +0, Fluid +2
  0
  
  The Watershaper
  Trickling, flowing, crashing; water is 
    a force of nature, sustaining life before 
    grinding it away. You can harness that 
    energy, but it’s up to you what you want 
    to do with it. Will you be a gentle stream 
    or a crashing waterfall?
  Name:
  Look
  (select one option from each list)
  ~ City clothes with furs, jungle 
    clothes, light and 
    non-restricting clothes, thick 
    winter clothes.
  ~ Empty eyes, soft eyes, 
    stern eyes, stormy eyes.
  Gear
  (you get all of these unless stated otherwise)
  ~ A waterskin of some variety.
  ~ A simple weapon, such as a knife, club, or staff.
  ~ You have a maximum of 0 Fortune.
  Chakras
  (pick two of the following pairs)
  ~ Calm and kind.
  ~ Enthusiastic and impatient.
  ~ Mothering and parental.
  ~ Vindictive and tempestuous.
  ~ (write your own)
  Mastery Move
  Once you’ve trained with a 
    master watershaper, you are 
    more efficient about your 
    water use and may carry 1 
    additional Water.
  Backstory
  (after character introductions, 
  answer these)
  Despite past failures, you are 
    dedicated to your Oath to 
    __________?
  __________ is beloved by my 
    people, and so is Respected by 
    me too.
  Improvement
  (spend 5 Chi to mark one of the following)
  (     ) You have +1 Natural (max +2).
  (     ) You have +1 Hot (max +2).
  (     ) You have +1 Solid (max +2).
  (     ) You have +1 Keen (max +2).
  (     ) Select another Watershaper move.
  (     ) Select another Watershaper move.
  (     ) Select a move from another playbook.
  (     ) Select a move from another playbook.
  (     ) Select a sub-playbook move.
  (     ) Select a sub-playbook move.
  (     ) Take a new Chakra, or write your own.
  (after you’ve taken five Improvements, you may 
  also choose Advanced Improvements)
  (     ) You have +1 to any stat (max +3).
  (     ) You have +1 maximum Fortune.
  (     ) Retire your character to safety.
  (     ) Replace one of your Chakras.
  (     ) Create a second character, played 
         side-by-side with the first.
  (     ) Change to a new playbook.
  (     ) You have a swimming animal 
         companion.
  Notes and Other Moves
  Advanced Improvements
  
  Natural
  ~ sociable, understanding, 
    connected
  Moves: Speak Honorably, 
    Meditate
  Hot
  ~ volatile, temperamental, 
    passionate.
  Moves: Act Dishonorably, 
    Commit Open Violence
  Solid
  ~ strong, adaptable, 
    dependable
  Moves: Stand Fast
  Keen
  ~ bright, perceptive, alert
  Moves: Observe Carefully
  Fluid
  ~ quick, cautious, flexible
  Moves: Move With Intention
  Tags
  Fortune
  (spend 1 to ignore a Tag)
  Maximum Fortune:
  (restore to maximum at the 
  beginning of each session)
  Watershaper Moves
  (you start with Watershaping and one 
  other move)
  X
  0
  Watershaping
  You have a small supply of Water. 
    You can carry up to 3 Water, 
    which is replenished whenever 
    you come across a sufficient body 
    of water.
  When you manipulate water in 
    combat, spend 1 Water and roll 
    +Fluid. On a 10 or greater, choose 
    three from the list. On a 7, 8, or 
    9, just one. You may pick a single 
    option multiple times.
       ~ Impose a Tag on a foe.
       ~ Impose an Environment Tag.
       ~ Get the spent Water back.
  Other actions can involve 
    watershaping, but are treated as 
    whatever move would be 
    appropriate.
  Healer
  When you take time to cover a 
  wound with your element and lay 
  hands upon it, roll +Natural. On a 
  10 or greater, the wound is visibly 
  cured and the subject refreshed.
  0
  Moon-Chosen
  When the moon has risen, you 
    have +1 Fluid (max +3).
  0
  Iceshaping
  You can control ice as if it were 
    liquid water, and can shift 
    between the two freely. When you 
    shape ice in combat, roll +Keen 
    instead of +Fluid.
  0
  Shaping Stance
  When you set into a shaping 
  stance, spend 1 Water and roll 
  Move With Intention. On a 10 or 
  greater, instead of the normal 
  result you may automatically make 
  your next shaping roll  a 10. On a 7, 
  8, or 9, you can do the same but for 
  a total of 7.
  0
  Ubiquity
  Spend 1 Chi to refill your Water 
    from any environment, be it from 
    water vapor, plants, or some 
    other source other than an actual 
    body of water.
  Oaths and Respect
  I Swear To... | |
  I Respect...
  I Am Respected By:...
  Mild
  Moderate
  Severe
  Chi
  (add 1 when your Chakras cause 
  trouble for you or another, or when 
  you roll a 6 or less)
  Stats
  (choose one of the following stat arrays)
  Natural +0, Hot +1, Solid -1, Keen +1, Fluid +2
  Natural +1, Hot -1, Solid +0, Keen +1, Fluid +2
  Natural +0, Hot +1, Solid +1, Keen -1, Fluid +2
  Natural +1, Hot +0, Solid +1, Keen -1, Fluid +2
  Water
  
SOURCE: textdata/thevault/Legend of the Elements (PbtA)/Legend of the Elements - Playbooks.pdf