All characters in an adventure pick the same core – sort it out during character creation. A character’s core tell us who they are, what they’re doing, and what sort of problems they’re likely to face – they act as a group identity, so everyone’s on the same page. They also come with a themed healing power, usable once per combat, to give the characters an edge when things don’t go their way. Additionally, each core comes with a set of questions, used during world and adventure creation, that let the GM set up the environment and the plot with as little fuss as possible.
WARRIOR – Soldiers, guards, mercenaries and guards. The characters face an incoming war, and they’re at the centre of determining whether their side wins or loses.
OUTLAW – Rogues, scoundrels, ne’er-do-wells and thieves. The characters are on the wrong side of the law, and to get what they want, they’re going to have to overcome a lot of attention from the authorities.
DEVOUT – Priests, shamans, cops, vigilantes and idealists. The characters have a mission: to bring light to dark places. And there’s a lot of dark to go around.
WILD – Barbarians, awakened animals, nature spirits and fey royalty. The characters are emissaries of the wild places of the world, and they’re coming under threat from outside sources.
MAGI – Wizards, archaeologists, fringe scientists and explorers. The characters are devoted to ancient knowledge, and making sure that it’s in the right hands. (Theirs.)
PACTBOUND – Demonologists, warlocks, witches and company synths. The characters are soul-bound to immense powers, and they’re out to make a killing.