K. Connections

As you explore your world and complete quests, you create connections and bonds with people and communities by making the Make a Connection or Forge a Bond move. When you Make a Connection, you will assign the connection a role and challenge rank. If a connection aids you on a move associated with their role, add +1 and take +1 momentum on a hit. When you Forge a Bond with an existing connection, you will upgrade that connection so they add +2 on a move associated with their role OR add a second role to the connection.

Connections provide narrative texture to your world by fleshing out other characters and communities. They give you places to return to and people to reconnect with when your life as a ranger has taken its toll. Connections also provide mechanical benefits when you act within a community or interact with someone with whom you share a connection. For example, the Sojourn move gives you a bonus to your action roll if you have a connection with that community.

Other Characters

The mechanics of Chalksworn are almost entirely character-facing, meaning they reference the capabilities and actions of your character. Other non-player characters and creatures (NPCs) don’t have significant mechanical detail. Further, NPCs do not make moves, you won’t roll dice for them to determine the outcome of their actions. When you attempt to influence them, oppose them, resist them, or aid them - you should make moves as your character. If you have questions about an NPC’s motivations or what they do next, Ask the Oracle.

Allies and Companions

If you are playing a co-op or guided game with other players, their characters are referred to in these rules and in moves as your allies.

A companion is a special type of asset. Unlike normal NPCs, they can provide mechanical benefits through their abilities, and they have a health track to record harm. If the text of a move refers to a companion, it means a companion asset.