Unbound rpg
DEVOUT
Devout adventures are about the player characters – paladins,
clerics, pilgrims, zealots, agents and priests – bringing light to
dark places because of a strong, unifying belief in what’s right.
Members of a devout adventure might all follow one god, worship
the same pantheon, be part of a multi-faith team, or just devoted
to noble ideals, but they’re all in broad agreement that their
actions must be right and just.
Missionary Librarians for the God of Knowledge
Idealistic Freedom Fighter
Pacifist Cleric, possessed by anAvenging Spirit
MAGI
Magi are members of a magical tradition (or traditions) that are on
a quest for information, people of note, and items of power –
wizards, sorcerers, swordmages, teachers, researchers, explorers,
interdimensional consultants, and so on. They’ll travel far and
wide to uncover lost secrets, because knowledge is power and
keeping it in the right hands is of paramount importance. If they
happen to a�ain some glory along the way, so much the be�er.
Apprentices of old Oximalfucious
The Great Dragon’s Brood
Sword-bound Spirits of the Ancients
Exile from the Brotherhood of Masks
OUTLAW
Outlaws aren’t bad people, necessarily, but they end up on the
wrong side of the authorities – they’re thieves, killers, bandits,
morally grey professionals, dealers and heretics. Outlaw
adventures are about breaking the law, for good or bad reasons,
and dealing with the fallout.
Survivors of a Sha�ered Cult
Defector from the unsuccessful HalfOrc Navy
Smuggler with a hundred bounties on her head
Fox-blood Trickster
PACTBOUND
Pactbound characters are agents of something greater than
themselves – witches, warlocks, summoners, elemental-blooded,
faesworn, demonic brokers, angel-touched, and so on – and
they’re on a quest for personal gain. They’re already used to
brokering deals for power, and they’ve banded together to take on
a difficult challenge.
A Family of Witches
Deluded Pre-teens bound to an Environmental Protector Spirit
Silver-tongued Voice of the Void
Kissed by a Fae Usurper
23,000-year-old Identity Thief
WARRIOR
Warrior adventures are about war; armies are marching against
each other, and our player characters – soldiers, city guard,
mercenaries, heavily-armed explorers, commandos – are
instrumental in winning or losing the fight.
Queen’s Eternal Guard
The Eighth Street Razors
Itinerant Fey Knights
Wide-eyed farm girl
Sole Survivor of the ba�le of Dodoyavin Rift
WILD
Wild adventures are about something unnatural encroaching into
the wilderness. Characters – wild folk, faerie emissaries,
shapeshifters, rangers, barbarians, awakened animals, and more
besides – fight on the side of nature against the invaders, whether
they’re an invading army, an expanding city state,
interdimensional invaders, or meddling pilgrims.
The roving tribe of Elvast Peak
Last of the Wise Women
The Parliament of Bears
Half-ghost Guardians of the Deadlands
Emissary of the Nightmarish Autumn Court
Wind-kin exiled for loving an Earthblood
Fae-bound, mind-warped Knight of the Flowers
Recently Uncalcified Troll Soothsayer, a thousand years out of date
The brawler:
Fire-breathing Dragonblood
Chosen of the Storm
BOOSTS
Move Tear it up All adversaries in your starting and
target area take 1 damage.
Shoot Get in there Make an immediate escape move towards
your target.
Strike Make it hurt You inflict +2 damage.
Recover Keep going If you inflict damage before the end of
your next turn, gain 2 temporary stamina.
DEFENCE Surprise attack
If the a�acker misses with their a�ack,
inflict damage against them as dictated
by the card’s suit.
Blood in the Eyes Limited 2
When you inflict damage on an adversary, declare you are
using this power. That adversary takes Bleed 2, and until
they remove the Bleed, their Proficiency is 0.
Advanced: Until the target of this power removes the
Bleed, they inflict -1 damage to a minimum of 0.
The Deadeye:
Bearer of the Bow of Heaven
Hex-tongued Witch
BOOSTS
Move Dive for cover Regain 2 stamina.
Shoot Make it count If your a�ack is successful, it inflicts a
wound.
Strike Slip away Make an immediate escape move after
this action is triggered.
Recover Reload Your Shoot proficiency is 4 until the end of
your next turn.
DEFENCE Go to Ground You cannot be targeted with Shoot actions
until the start of your next turn.
Overwatch Limited 2 Interrupt
When an adversary hits an ally in an area you can reach
with a Shoot action, make an immediate Shoot action against
that adversary.
◈ If you hit, your ally takes half damage from the a�ack.
◈ If you wound, your ally takes no damage from the a�ack.
◈ If you miss, your ally gains 1 temporary stamina.
Advanced: As above, but your ally takes no damage from the
a�ack if you hit. If you miss, your ally takes half damage but
gains no temporary stamina.
The Protector:
Touched by theSpring Fey
Moon-blood Martial Artist
Broodmother
BOOSTS
Move Keep your head down Gain +2 temporary stamina.
Shoot Covering fire An ally in the target area gains +2
temporary stamina.
Strike Get back You or an ally in your area gains +2
temporary stamina.
Recover Inspire All allies in your area heal 2.
DEFENCE Distract
Until the start of your next turn,
a�acks against the adversary inflict
+1 damage.
Martyr Always on
When an ally in your area takes a wound, you may take half
of the damage (rounding up) yourself. Any other effects are
still applied to the original target.
Advanced: If the a�acking adversary is within 2 areas, they
take damage equal to half of their initial wound value.
The Striker: You hit hard and fast. You’re not
the toughest around, but you make
up for it with with unparalleled
mobility and the fact that dead
adversaries can’t fight back.
God’s Left Hand
BOOSTS
Move Dash Move an additional area at the end of
your turn.
Shoot Suppressing fire Push or Pull the target 1 area.
Strike Hit the weak point If your a�ack is successful, it inflicts a
wound.
Recover Get behind someone
If there is another friendly character
in your area, adversary a�acks must
include them until the start of your
next turn.
DEFENCE Counter
Your Strike proficiency against your
attacker is 4 until the end of your
next turn.
THE WARDEN
You specialise in taking hits and
walking away from dangerous
situations intact.
The Mother of Lost
Children
A Bear
BOOSTS
Move Get moving One ally within 2 areas may make an
immediate escape move.
Shoot Come here Pull the target one area towards you.
Strike Face me Until the start of your next turn, your
target’s a�acks must include you.
Recover You’re trapped in
here with me
All adversaries in your area take 1
damage.
DEFENCE Call that a hit?
Until the start of your next turn,
when you take damage, take 1 less
damage to a minimum of 1.