00 Playbook Template

[Playbook Name]

A brief description of this character archetype and their role in the Apprentices.


1. Attributes

Assign 1, 1, 0 to your Mundane Attributes.
Assign 2, 2, 1, 1 to your Magical Attributes.

Mana Track: 4 + Highest of (Calculation, Finesse, Willpower) = [ ] Boxes


2. Health & Sanity

Physical Health: [ ] Bruised [ ] Hurt (-1) [ ] Injured (-1) [ ] Wounded (-2) [ ] Mauled (-2) [ ] Crippled (-4) [ ] Incapacitated
Sanity Track: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]


3. Playbook Moves

Choose exactly 2 of the following Playbook Moves at character creation.

Acquired Moves: (Modular Moves learned in the world, e.g., Mind Defense, Soul Defense, or specialized Magic Forms from teachers).


4. NPC Connections & Bonds

Connections tie your Sanity to the world. A strong Bond acts as an anchor during the adventures.

Format: "I have a bond of [Emotion/Concept] with [NPC Name] because [Reason]."
1.
2.

Connection Move (Anchor): Once per week, when you spend a Time Slot reaffirming your Connection with an NPC, roll +Social.


5. Memorized Spells & Grimoire

(You may hold a number of Memorized Spells equal to your Memory attribute).
1.
2.