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Ideals

Ideals are sentences that express a strong belief, usually about yourself (“I will always strike down the guilty”; “I will never rush in blindly”). When you Warden speaks an Ideal aloud, others cannot deny the strength of their conviction. Conversely, Wardens may not act against their Ideals.

N.B.: Only the player who controls a Warden has final say about what their character’s Ideals imply. However, anyone at the table may bring up a Warden’s Ideal if they think it’s relevant to the situation.

When a Warden takes action in line with one of their Ideals, they Ignite it and gain +1 Overcharge Aether to use on their action. Igniting an Ideal should have visible effects to other characters: a glow, a flash, a burst of energy, etc. Mark the Ideal, and un-mark it on the start of downtime.

If a Warden wishes to use an Ideal that is already Ignited, they may Burn it instead. Burned Ideal are crossed out and ignored; the Warden’s conviction is broken. They may be restored in downtime.

All Wardens may have up to three Ideals. They start the game with the Warden’s Vow (“Find and share the truth at any cost.”) as an Ideal and an additional Ideal from their background.

Wardens may abandon an Ideal at any time. They may only adopt new ones at the end of a session, or during downtime.