Minor Beats

□ Charm someone with tales of your exploits.

□ Engage in reckless abandon with drink, drugs or sex.

□ Slay a beast that drops resources of D10 or higher

□ Access a haven in tier 2 of the Heart.

□ Take Major Blood fallout.

□ Take Major Fortune fallout.

□ Defeat a powerful foe one-on-one.

□ Help an important or influential figure in a haven.

□ Refuse to back down when it would be beneficial to do so.

□ Establish a connection.

□ Get in trouble with the Hounds.

□ Rescue someone from peril.

□ Make a dramatic entrance that’s a Risky action.

□ Claim a resource of at least D10 from a dangerous location.

□ Defend a haven from attack.

□ Have at least three havens know your name, for good or ill

□ Rush into danger before anyone else.

□ Have a cocktail, fighting move or legendary beast named after you.

□ Go somewhere where no-one else has stepped foot for at least a century.

□ Win an unarmed brawl in a haven.

□ Kick someone off a tall structure (they really deserved it).

Major Beats

□ Acquire a rare or powerful (D12 value) item, preferably magic.

□ Slay a beast that’s at least five times your size.

□ Have a landmark or connection named after you.

□ Upgrade a haunt to D12.

□ Save a haven from destruction or doom.

□ Connect three havens to one another with permanent paths.

□ Successfully perform a Dangerous action that saves the day.

□ Catalogue your exploits for an extended period; either do it yourself or hire a bard.

□ Lead a group or organisation (other than your delving party).

□ Successfully lead, and take full credit for, a delve that takes you to Tier 3 or deeper.

Zenith Beats

□ Reach Tier 4 of the Heart.

□ Lead a haven to prosperity.