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]."
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Connection Move (Anchor): Once per week, when you spend a Time Slot reaffirming your Connection with an NPC, roll +Social.
- 10+: You heal 1 Sanity, and your Bond grants you a unique piece of insight/leverage for the current problem.
- 7-9: You heal 1 Sanity, but something unexpected, creating a complication or demanding your immediate help.
- 6-: They reject you or distance themselves. Take -1 ongoing to Social rolls against them for a week.
5. Memorized Spells & Grimoire
(You may hold a number of Memorized Spells equal to your Memory attribute).
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