Costume Guide

The Champion

You have a reputation as a hero of your time that is known by the Gods.

Hand of Fate

Your willpower is immense. You may, in response to being cursed or majorly injured, make a deck draw to attempt to shrug off the curse or injury.

Redraw Ability

You’re adept at combat, and may make a second card draw when using the duelling mechanic after both parties have drawn their first card, so long as the task is physical. Use this to roleplay a sudden change in direction mid-duel, for better or worse.

Active Ability: Duel of Fate

Shatter a Gemstone.

You can challenge someone to a Duel of Fate, a sacred competition that binds an opponent to the agreed terms and forbids anyone from using foul play. Such competitions are often, but not always, combat.

You should notify a referee of the results of the duel.

OC Notes: If you intend to use your Duel of Fate ability in combat, letting everyone know IC beforehand will reduce the likelihood you are interrupted. If used against another player, they can choose not to accept a duel or its terms. Inform them out of character that if they use foul play they must add a Failure to their deck.

The Hunter

A master of the underworld terrain, hunters are experts in surviving the dangers of Asphodel.

Hand of Fate

You can disarm traps and harvest Mythic Tokens from slain monsters. You draw to determine your success.

When disarming a trap, if it has an ownership card, you must promptly seek out a referee to obtain a negative fate card, regardless of your success with the task.

Ribbon Ability

You can see Hunt Markers, objects marked by yellow ribbon or glowsticks that only you can interact with. You begin each game with a number of small traps to set up, denoted by yellow ribbon and an ownership card, and can identify other character’s ownership cards.

Active Ability: Mythical Trapper

Shatter a Gemstone.

You can create a unique trap to aid you and your allies. This can be used to prepare before a fight comes, to collect valuable resources, or lure in specific monsters.

Consult a referee to create a suitable description card, which will be added to your trap with a golden ribbon, alongside the standard yellow ribbon and ownership card.

Examples of Traps from Event 1

From Event 2, all traps require a yellow ribbon and ownership card.

The Priest

In life you spoke with Gods, in death you walk amongst them.

Hand of Fate

Your divine influence can make others feel better or worse. You can draw from your deck to attempt to remove or impart a curse. Any red ribbon without a card can be removed just using your card draw, while more powerful curses with cards will require additional roleplay.

Redraw Ability

You have a reputation as a priest, who in life spoke with the gods and spread their blessings. You are aligned to a specific god, who expects you to continue your work even in death.

When any god asks you to draw a card, you may choose to draw again if you dislike the result. You must keep the second result.

Active Ability: Consecration

Shatter a Gemstone.

The space immediately around you is sanctified. It takes on aspects of a shrine to your God while you remain there, where items can be sacrificed and specific visions gained. For the first minute of consecration, all cards drawn are treated as the next type up (ie; failures become complications, success becomes opportunity).

This action is noticed by your god and you should notify a referee, either before or just after.

Priest’s Curse

You feel a separation from the gods, like you have displeased them. When interacting with anything religious, your card draws count as the next lower card (ie; a success becomes a complication).

Characters may learn of more curses in play through interaction with NPCs. You will be given a pouch of red ribbons and cards to hand out for your curses.

The Oracle

Mortals gifted with an uncanny sight of past and future.

Hand of Fate

You can draw from your deck to discover information about a person, such as how they are blessed or cursed, allowing you to read a ribbon’s descriptive card.

Ribbon Ability

You are able to see the red ribbons that signify curses, and gold ribbons that signify blessed items. You can tell whether they are simple blessings/curses (just a ribbon), or more powerful (with a card attached).

Active Ability: Vision

Shatter a Gemstone.

You force a vision upon yourself. If done at a shrine, you gain any pertinent insight that the shrine or its guardians may have.

Interpreting the Hand of Fate results

Since the Oracle’s Hand of Fate ability is a basic yes/no check as to whether they can read something, the results of the check have been expanded on slightly.

An Opportunity card will let you grant clarity to the individual affected by the blessing/curse for a short time, making them fully aware of the influence and able to resist it briefly. It also makes you aware of any hidden blessings/curses on that person.

A Success card lets you read the blessing or curse you were intending to.

A Complication card will grant physical pain to the Oracle and any optional side-effects you deem suitable, but allows you to read the blessing or curse card still. 

A Failure card means you cannot identify the blessing or curse and do not discover any more information on it.

OC Note: Underneath or contained within the shrine will be a container with an eye symbol that you may draw from for a written vision. Do not return the vision to the bag, you may keep it for reference or discard it. Referees will also be able to provide visions away from shrines. If you receive a duplicate vision, draw a replacement, then put the first one back and shuffle the pile.

The Herbalist

Those with a vast knowledge of tinctures and potions.

Hand of Fate

You can draw from your deck to attempt to heal injuries and illnesses. You can attempt to craft Mythic Tokens into the rarer, and far more valuable, Ambrosia.

Ribbon Ability

You can see and harvest blue Mythic Tokens from plants.

Active Ability: Healer’s Hand

Shatter a Gemstone.

You can create a potion (marked by a golden ribbon with a descriptive card) that reenacts the effect of any Archetype’s Hand of Fate power once. Whoever drinks it will always be successful at the task, and does not need to draw from their Hand of Fate that time.

The Artisan

Skilled creators whom’s artistry threatens even the Gods.

Hand of Fate

You can draw from your deck to attempt to reforge and repair broken items. You may also draw to (with player consent) work upon a Colossi to change some aspect of them.

Ribbon Ability

You can see black ribbons to identify broken items, as well as add black ribbons to “break” them yourself or “identify hidden cracks”.

Active Ability: Masterwork

Shatter a Gemstone.

You can combine your Gemstone with any item, giving it a small Boon of protection (represented by a gold ribbon), which prevents it from breaking for an event. If you use a monster token, the ribbon is permanent and you may give the item another effect, written on a blessing card.

The Favoured

Either the Gods, Fates, or Death itself have decided you must burn brightly.

Hand of Fate

You may offer to draw from your own deck to replace someone else’s card draw result.

Whenever you draw from your deck in this way, the card chosen is “used up” and removed from your deck.

Stacked Hand

The gods deem your life valuable or entertaining, and have given you more opportunities to do the extraordinary. Your Hand of Fate begins more stacked than others, with more cards and a slightly more positive spin.

You may choose which god you are favoured by, or leave it up to chance. This will affect your starting deck.

Active Ability: Intercession

Shatter a Gemstone.

You add a card of your choice from your deck to another’s deck permanently. Or, with their consent, take a card of your choice from theirs.

This ability may be used to gain a card from a shrine, with the result depending on your standing with that god. You must inform a referee in order to gain the card.

OC Note: The Favoured are designed to be shorter lived than other characters. They are invaluable for making a crucial task succeed, but require an expensive resource to keep gaining cards for their Hand of Fate. They are the most likely characters to become permanently lost since they regularly reduce their deck size to use their Hand of Fate ability.