Flare

Flare is a Hero’s reserve of willpower and inner fire. It is the fuel for heroic action in the face of danger.

It is also the resource spent to activate certain powers.

Starting Pool: 4 to 6 Flare, and may increase through play.

The Hero can burn (spend 2 Flare) to:

  • Add +1d to any roll.
  • Ignore a compulsion.
  • Act while incapacitated.

Flare can be understood as the willpower and morale of any character. NPCs have equivalent resources the Narrator can spend:

  • Stress: Ordinary folk and creatures.
  • Flare: Other heroic characters.
  • Gloom: Monsters.
TierStress / Gloom / Flare
13 points
25 points
37 points
49 points

Burn Out

When a Hero runs out of Flare, they are burned out.

Powers, abilities, traumas, and encounters can all deplete Flare.

When a Hero’s Flare reaches 0, advance their Corruption track by 1. This may cause their Dark Urge to lash out.

Heroic NPCs or monsters react in the same way when their Flare or Gloom is exhausted.

Ordinary folk or creatures follow their base instinct: fight, flee, freeze, or fawn.

Regaining Flare

Heroes can restore Flare in two main ways:

  • Rekindle with Keepsakes: During rest or downtime, spend time with a Keepsake to restore some Flare.
  • Fulfil their Drive: Restore all Flare immediately.