Costume Guide
The Champion
You have a reputation as a hero of your time that is known by the Gods.
Hand of Fate
Redraw Ability
Active Ability: Duel of Fate
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
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
Active Ability: Mythical Trapper
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
Redraw Ability
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
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
Ribbon Ability
Active Ability: Vision
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
Ribbon Ability
Active Ability: Healer’s Hand
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
Ribbon Ability
Active Ability: Masterwork
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
Whenever you draw from your deck in this way, the card chosen is “used up” and removed from your deck.
Stacked Hand
You may choose which god you are favoured by, or leave it up to chance. This will affect your starting deck.
Active Ability: Intercession
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.