RHUNA STORY ATELIER

Rhuna: Heroes

Pathways

Every Hero has a story. Discover where yours begins.

A Pathway describes how a Hero acts when challenged. It is a learned discipline rather than a fixed class. Choose three distinct Pathways for the initial build and a Shade for each: Control, Versatility, or Impulse.

In My Heroes, select the starting Pathways and their Shades within What Calls Me Forward. Each starts Trained and contributes one matching Ember plus two Potential tokens. The three choices therefore add three Embers and six Potential to the starting bag.

Control expresses deliberate action, Impulse instinctive action, and Versatility adaptability between them. For a Performance, declare the Shade of the approach before drawing. Matching Embers contribute their value, opposite-shaded Embers do not, and Versatility contributes to either Control or Impulse.

Starting PathwaysCopy link

Pathway

A way of meeting the world

Influence

Relationships, persuasion and social leverage

Lore

Knowledge, interpretation and discovery

Skill

Craft, technique and practical solutions

Prowess

Physical action and conflict

Divinity

Power directed toward divine forces and creation

Devotion

Divine power expressed through mortal life and form

Threads

Sensory attunement and weaving

Training & Later LearningCopy link

The ordinary Performance draw follows Training. Wounds reduce the draw by one each, to a minimum of one. Master and Exemplar improve the matching Pathway’s Embers rather than increasing the normal draw beyond four. Use the TARGET / DEFEND / GAIN / SPEND actions in The System for current actions and token effects.

Use + Add Ability to record an additional Pathway learned through play. Choose its earned Training tier. This records the advancement; it does not pay advancement costs or automatically forge or add its tokens. Review the Hero Bag after applying the progression rules.

Training

Normal draw

Pathway Ember / refinement

Untrained

1

Exertion may add two draws for its stated Fatigue cost

Trained

3

Normal matching Ember: 2 Control, 1 Versatility, or 2 Impulse

Adept

4

Eligible Refinement spends one Redraw to replace a token

Master

4

Matching Pathway Ember: 3 Control, 2 Versatility, or 3 Impulse

Exemplar

4

Two mastery Embers: each 4 Control, 3 Versatility, or 4 Impulse with the matching Pathway

Read Performance and Training rules