Scar
If you choose to avoid death, you might take a scar. If you do, cross out one of your Hope slots. You can’t use this slot anymore. The narrative impact of this scar is up to you. For example, you might now bear a physical scar, a painful memory, or a deep fear. Scars are permanent, but can be healed at the GM’s discretion as a downtime project, a reward for a quest focused on healing that scar, or something with similar narrative weight.
If you ever cross out your last Hope slot, it’s time to end your character’s journey. Work with the GM to find a fitting way for the party to say goodbye to them at the end of the session, then prepare a new character at the current level of the rest of the party for the next time you play.
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