1 TABLE OF CONTENTS TABLE OF CONTENTS............................................ 2 STAGES ............................................................ 24 00 INTRODUCTION ................................................. 4 REWARDS ......................................................... 24 V1.11 PATCH NOTES .............................................. 5 DOWNTIME ....................................................... 25 01 HOW TO PLAY .................................................. 12 GENERAL RULES.............................................. 12 HOW THE GAME WORKS ................................ 12 04 NARRATIVE PLAY ........................................... 26 SKILL CHECKS ................................................. 26 NARRATIVE ACTIONS ..................................... 26 DICE ................................................................... 12 DOWNTIME ACTIVITY ...................................... 29 ATTACKS, CHECKS, AND SAVES ................... 12 SKILL CHALLENGES ........................................ 36 COMBAT AND NARRATIVE SCENES .............. 13 THE SETTING .................................................... 13 02 BUILDING BEACONS ....................................... 15 05 COMBAT PLAY ................................................ 43 COMBAT SUMMARY ........................................ 43 PHASES ............................................................ 43 THE BEACONS .................................................. 15 TAKING TURNS ................................................ 44 CHARACTER CREATION .................................. 15 THE ACTIONS ................................................... 44 NAME ................................................................. 15 TITLE .................................................................. 15 BACKGROUND SKILLS ..................................... 16 REACTIONS ...................................................... 47 FREE ACTIONS ................................................ 47 06 COMBAT RULES.............................................. 49 ABILITY POINTS ................................................ 16 CHARACTERS VERSUS OBJECTS ................. 49 TALENTS ............................................................ 17 ABILITY CHECKS AND SAVES ........................ 49 ANCESTRY ........................................................ 17 CLASS ................................................................ 17 ANATOMY OF A BEACON ................................ 18 ATTACKS .......................................................... 49 AUTO-HIT .......................................................... 50 CRITICAL HITS ................................................. 50 GOLD .................................................................. 20 REROLL TABLE ................................................ 51 SUPPLIES .......................................................... 20 RANGE, REACH, AND AREA OF EFFECT ...... 51 WEAPONS ......................................................... 20 SUPPORT ITEMS .............................................. 21 TECHNIQUES .................................................... 21 TARGETING ...................................................... 52 LINE OF SIGHT ................................................. 53 COVER .............................................................. 53 LIMIT BREAK ..................................................... 22 MOVEMENT ...................................................... 54 03 QUESTS ............................................................ 23 ENVIRONMENTAL FACTORS .......................... 56 GOAL .................................................................. 23 STAKES .............................................................. 23 INFORMATION ................................................... 24 TERRAIN FEATURES ....................................... 57 DAMAGE ........................................................... 59 CONDITIONS & STATUS .................................. 61 PREPARATION .................................................. 24 WOUNDS AND OVERSTRESS ........................ 63 QUEST BEGINS ................................................. 24 RESTING ........................................................... 65 TAGS ................................................................. 66 2 07 CHARACTER OPTIONS ................................... 69 UNIT TEMPLATES .......................................... 253 ANCESTRY ........................................................ 69 UNIT TIERS ..................................................... 253 CLASS & JOB ..................................................... 85 UNIT INITIATIVE ............................................. 253 TALENTS .......................................................... 191 UNIT ACTIONS................................................ 253 EQUIPMENT .................................................... 208 RECHARGE ..................................................... 254 TECHNIQUES .................................................. 212 UNIT SPECIAL RULES ................................... 254 08 GM GUIDE ....................................................... 215 ENCOUNTER BUILDING ................................ 255 GM TIPS ........................................................... 215 DESIGNING AN NPC ...................................... 255 SETTING UP THE GAME ................................ 218 UNIT TYPES .................................................... 256 SESSION 0 ....................................................... 218 UNIVERSAL NPC FEATURES ........................ 311 DESIGNING A SETTING ................................. 219 TEMPLATES.................................................... 313 THE HUB .......................................................... 224 BOSSES .......................................................... 333 BUILDING A CAMPAIGN ................................. 224 11 SETTINGS ...................................................... 349 BUILDING A QUEST ........................................ 225 THE SOURCE AND ITS REFLECTIONS ........ 349 LOOT AND REWARDS .................................... 228 EXISTING REFLECTIONS .............................. 349 HOMEBREW .................................................... 229 SCOPE OF STORIES ..................................... 354 09 COMBAT SCENES.......................................... 231 12 APPENDIX ...................................................... 355 ENVIRONMENTAL & TERRAIN FEATURES 232 SHOPS & SUPPLIES ...................................... 355 COMBAT TYPES.............................................. 238 LOOT ............................................................... 361 MAP MAKING ................................................... 251 LOOT BY TYPE AND RARITY ........................ 385 10 NON-PLAYER CHARACTERS (NPCS) .......... 253 NPC BY INITIATIVE ........................................ 389 COMBAT PLAY NPCS ..................................... 253 GLOSSARY ..................................................... 390 UNIT TYPE ....................................................... 253 COMBAT QUICK GUIDE ..................................... 392 3 BEACON RPG V1.11 Playtest By: Tim Gonzalez, Pirate Gonzalez Games Art: MJ Barros, Kyle Hebert, Cosmixian, Moid, Fran Bautista Legacy Art: Venus Jaw, Matthew Sargent Lancer class templates by Hellaspooks 00 INTRODUCTION Beacon is a high fantasy tabletop role playing game inspired by the Lancer RPG and the 4th edition of the most popular fantasy role playing game. Beacon is a game all about choices, action, and flexibility. The game is divided into two types of play: narrative and combat. Beacon’s narrative play is rules-light, and its combat play is rules-heavy. Narrative play uses Powered By The Apocalypse (PBTA) and 13th Age inspired mechanics to allow characters to shape the narrative without being bogged down by mechanics. Combat play utilizes Lancer inspired mechanics and objective based gameplay to create engaging and interesting fights. Playtest Information This book has not yet been edited or gone through professional layout. I am interested in feedback on a) parts of PC options that feel subpar or not fun, and b) NPC balance and interactions. Feedback can be sent to PirateGonzalezGames@gmail.com , or you can join the discord with this link: https://discord.gg/UXb2aQfyhf . Kickstarter Beacon is coming to Kickstarter on September 13, 2022! You can view the pre-launch page here. Feedback I am interested in feedback on the game’s mechanics. I’m not interested in typos or formatting mistakes unless they create confusion, as the book will eventually go through an editor, but at this stage in production it hasn’t been edited yet. Supporting Materials Character Sheet GM Sheet Reflection Generator 4 V1.11 PATCH NOTES The full patch notes can be found on the Itch page or Pirate Gonzalez Games discord, but a summary is provided below: Most jobs received a minor adjustment to their stats, but some jobs received major reworks to their core traits. Alchemist, Arsenal, Assassin, Shadow Dancer, Skald, Stitch (renamed Lifeweaver), and Tidecaller were all affected. The details will be listed below, but if you were playing one before, check out the changes! General There have been a number of name changes in this version, from mechanical to narrative. • • • • • • • • • Equipping a class is called equipping your Job. Class is the collection of abilities, and job is the actual equipable component. Ultimates renamed to Limit Breaks. [Just leaning further into the final fantasy influence]. PARRY renamed to FOCUS. Focus saves renamed to Concentration Saves Unfocused techniques renamed to just being destroyed, like equipment. [originally destroyed techniques were renamed to being 'unfocused’ because of the narrative dissonance of how a skill/spell could be destroyed. However, with the use of ‘focus’ as a game term, it would become confusing. Plus, I don’t think there’s a need for two different terms to represent equipment/techniques being destroyed.] Environment factors and terrain features moved to Chapter 8, Combat Scenes, and added new ones. Some basic ones like the concepts of cover and free spaces still exist in the old section for players. Wound and Overstress checks renamed to Wound/Overstress rolls, in order to prevent confusions with other checks. Added Gold and Supplies Expanded GM section. Narrative Play The Shop downtime activity received a big rework with the expansion of Supplies. • • • • Skill Checks. They don’t add your grit to the roll, that was a holdover I forgot to remove from this version. Narrative Actions o Added Use Magic. Downtime Activity o Pursue Profession: Reworked o Shop: Reworked. Skill Challenges o The Captured adversity now also puts the PC in chains, which can be disabled like a lock. Combat Play • MOVEMENT o Added SHIFT: movement that doesn’t provoke opportunity attacks or reactions and ignores ENGAGEMENT. This is a shorthand for self SLIDE effects, to cut down on the extra wording needed when using those effects on yourself. o Climbing now costs movement based on the size of what you want to climb onto, instead of just being difficult terrain. [Characters that ignored difficult terrain could just ignore most of the battlefield.] o Elevation: Removed references to elevation or vertical spaces. Everything on the grid is flat now. o Removed Jumping o Removed falling 5 • • • • • o Removed swimming o Underwater environment updated. ENVIRONMENTAL FACTORS o Low Gravity: Moved to GM section o Added Poisonous TERRAIN FEATURES o Added High Ground. TAGS o Traps are now auto-detected if you use the SEARCH action, no need to roll. LINE OF SIGHT o Updated line of sight rules REROLL TABLE: o Option 3B now takes an enemy reaction. [this means enemies can’t do it if they’re stunned]. Action • • RECOVER. Mana recovery has been moved to the 1st list of options, instead of the 2nd. INTERPOSE. Can only interpose each attack roll once. [Used to be in game, but got lost at some point. Added back in.] Ancestry • • • • • • • • • AVIAN o Gust: Updated to an integrated spell melee spell attack. Needs a FIGHT action to use, but now has reach 1. DRAGONBORN o Dragonfire. Now an integrated main artifact weapon. ELEMENTAL o Energy Aura: Damage is Piercing. o Elemental Nova: Now an integrated melee spell attack. ELF o Nature Step. Reworked. GNOME o Fade Away: Updated to 1/round reaction, mana 2. HALFLING o Lucky: Reaction changed to 1/round for 2 stress (self) KOBOLD o Trap Array: Now an integrated item. o Distract: Now a free action. [in general the 1/scene effects are either really strong, or a free action to use. LYCANTHROPE o Defender Strain: free action instead of quick. TIEFLING o Renamed to Cambion Class • • AEGIS o Dodge reduced to 6 o Speed reduced to 4 o Ward: Damage reduction increased to 1d6. ALCHEMIST o Scope increased to 8. o Stress cap reduced to 6. 6 • • • • • • • • • • • o Life Essence Extract renamed Potion Belt. Gains +1 Consumable charges. o Sanitizing Vapors. Increased ranged, and better effects for BREAKING allies. o Scorpion Gauntlet. Reworked. ARSENAL o Speed reduced to 5 o Reworked traits: Added Armiger and Flex Weapons o Weapon for the Job: Now costs 1 mana to use. ASSASSIN o Scope reduced to 8 o Mana reduced to 2 o Weapon Slot: MAIN slot reduced to LIGHT o Support Slot: LIGHT slot increased to MAIN o Assassinate. Bonus damage is if the Assassin is hidden or the target is isolated. [This is the Shadowdancer’s previous bonus damage trait, which made more sense for the assassin] o Exterminate. Now improves Preparation generation, and enhances the Assassinate trait. o Death Mark replaced with Garrote, a support item that enhances grapple. o Sap replaced with Poisoner’s Kit, a support item with poison options. o Reaper’s Shroud. Invisibility is now auto when you defeat someone. No longer activated. CHRONOMANCER o Speed reduced to 5 o Updated narrative description. DEMON HUNTER o Scope reduced to 8 o HP increased to 10 o Recoveries increased to 4 o Stress Cap increased to 9 o A-Def reduced to 8 DEMONOLOGIST o Scope increased to 12 o HP increased to 7 o Recoveries reduced to 2 o Stress Cap reduced to 6 DRAGON RIDER o HP reduced to 9 o Dodge reduced to 7 o Stress Cap reduced to 4 o A-Def increased to 7 o Dragon Echo: Dragon gains your Grit as a bonus to HP. Updated wording. [This helps the summon scale at higher levels]. o Winged Boots: Removed immunity to falling. Soft cover lasts until the start of your next turn. DRUID o Speed reduced to 4 o Mana increased to 4 o Create Elemental replaced with Tether Vine. GRAVEWALKER o That Which Is Already Dead: Now grants immunity to all wound rolls for the rest of the scene. GUNSLINGER o Scope reduced to 8 o Mana increased to 3 HEXBLADE o Dodge reduced to 7 o Memory reduced to 5 o Mana increased to 4 PALADIN 7 o o • • • • • • • • • • Limit Break renamed Bastion of Resolve Holy Avenger: Gains Accurate tag when it’s not your turn. [Brilliant suggestion by playtester Meatshed! The prior version of the Holy Avenger wasn’t working as intended. The support element of the weapon was inconsistent to achieve, so when it wasn’t critting, it was a subpar Bloodpike. This gives it a way of fishing for crits easier, and leans into the retribution trait the paladin has.] PHOENIX o HP increased to 7 o Recoveries decreased to 2 o Speed decreased to 4 o Meteor: Spell gains Integrated. [this means you can’t lose the spell through damage once you activate it] o Immolate: Gains Indirect. o Vent Heat: Now requires a reaction to activate. RIFTBLADE o HP increased to 8 o Speed decreased to 4 o Rift: Updated wording. o Portal Gun: Teleport counts as forced movement. RIMEGUARD o Scope increased to 8 SEEKER o Scope increased to 20 o Save target reduced to 11 SHADOW DANCER o Class stats and slots reworked. o Reworked Traits: Shadow Clones, Shadow Realm, and Slip Step are new traits. o Cloak of Darkness replaced with Shadow Sorcery. o Shadow Clones replaced with Living Shadow. SHAPESHIFTER o Speed reduced to 5 o Stress cap increased to 7 o Form for the Occasion: Updated due to new climbing/swimming rules. o Soothe: Can’t be used while STUNNED. SKALD o New trait, ENCORE. o Inspire: Now a free action 1/turn to inspire. o Mock: Failure on the save now applies the movement, no choice for the NPC. STITCH o Renamed to Lifeweaver. o Scope increased to 12 o Save target reduced to 10 o Stress cap reduced to 6 o Healer’s Beacon changed to Quick Stitch. Reaction healing for bloodied allies. o Purge: Mana cost reduced to 2, can target self. o Second Life: Now clears 2 wounds and overstress, and updated wording for selecting defeated characters. Can’t be used on self. o Restore replaced with Inner Balance. o Healing Well replaced with Serenity. THUNDERCLAW o Mana reduced to 2. o Parrying Dagger. Removed 1 parry, and updated effects. [For a main support slot, the costs were too high. This makes it easier to use, and straight up improved the effect.] TIDECALLER 8 o o o o o o o • • Scope decreased to 8 HP increased to 8 Recoveries decreased to 3 Dodge reduced to 6 Mana increased to 5 Removed a LIGHT support slot. Downriver: Mana to use, and line reduced to line 6. However, can now be placed within Scope, and no direction of flow. o New trait: Rising Tide: Can shift allies when subjecting enemies to forced movement. o Water Meld: Now gives better invisibility to allies in the river current. WARDEN o Stress cap increased to 6 WARLORD o Scope reduced to 12 o Follow My Lead: Action allies can take is a standard action. o Command: Costs ally a reaction to use. o Standard of Courage. Now requires a quick action to dismiss, carries over damage, and gives flat 2 temp hp. [Changes bring it more in line with how the companion support item works]. Talents • • • • • CALLED SHOT o Rank 1, changed to a Quick Action, 1 stress for +1 ACC on your next attack roll. If it’s a crit, it gains Piercing. DERVISH o Rank 1 gains a +1 ACC bonus to linked attacks. o Rank 2 renamed to Whirling, tempo renamed to Spin. [Skald already has an effect called tempo.] METAMAGIC o Renamed some of the options. PARKOUR o Reworked due to the climbing/swimming/jumping changes. SNIPER o Rank 3: Changed to 1/round on a ranged crit while immobilized to deal +1d6 bonus damage. Equipment • • WEAPONS o Lunar Cannon. Changed to line 15 SUPPORT ITEMS o Climbing Gear. Updated due to new climbing rules. o Companion. No longer has innate speed. Quick Action to dismiss. [Normal summon dismissal is a free action, which makes sense for those summons that require a full action to conjure. The quick action ones, however, can be summoned and dismissed at little to no risk. This will hopefully fix that, without needing to change the basic summon rules to always be a quick action removal.] o Thieves Tools. Can now disable hidden traps. o Water maneuverability. Updated due to lack of swimming. o Explosive Trap. Damage must be physical/astral/lunar/force. Techniques • • • • Arcane Bolt: Gains Indirect. Block: MEM reduced to 1 New Technique: Bolster Aether: Does the same thing as block, but for A-DEF. New Technique: Resolve: Spend parry to increase your saving throw. 9 • Two Weapon Fighting: Removed Parry 1. [This was originally added to reduce how often it can be used, but having a parry cost to attack kind of messes with the concept that parry is a defensive tool. Going back to the latest version, we’ll see how it plays again.] NPC • • • • • • • • • • • • • • • • • • ARCHITECT o Blasting Charges: Only usable on up to size 2 cover. COMMANDER o Renamed Marshal. [To differentiate between the Commander talent.] o Miasma Field: Reduced to Blast 1 ELEMENTALIST o Redesigned. EXPENDABLE o Scramble. Updated climbing rules o Swarm renamed Quantity Over Quality Fortress o Towering Wall: Gains the attack redirection property. o Harness: Loses the attack redirection property. GLADIATOR o HP reduced to 14/16/18 o Dodge reduced to 8/10/12 GUNNER o Removed Flight HEALER o Shield: Gains mana 1. MINDREAVER o Read Mind: Reworked. o Balance: Action increased to a CAST action. PEGASUS o Sunrise: Costs 1 mana. Attack bonus reduced to +1/+2/+3 o Gate of Heaven: Renamed Divine Gate RANGER o Slight rework, now a general all around striker with a focus on ranged attacks. More durable. SIPHON o Renamed to SPELLSHIELD. o slight rework, uses a similar effect to how shields work for PCs. SPECTER o Possess: Specter takes 1 stress each turn. [This puts a time limit on how long the specter can possess]. SPELLSHIELD o Break Spell: Triggering character must be within Scope. SUMMONER o Conjure Conscript: Action increased to CAST. o Seize Command: Reworked. o Bodyguard: Interpose can be done 1/round. SWARM o Speed reduced to 4. o Slight rework. ELEMENTAL o Added Elemental Burn o Added Environmental Merge ELITE 10 o • • • • • • • • • • Elite Actions. Extra initiative is +5 instead of +4, to prevent enemies with Initiative 2 from being able to instantly channel and release during their 2 nd turn. SOLO o Elite Action renamed to Solo Actions o Solo Actions. Extra initiative is +5 instead of +4, to prevent enemies with Initiative 2 from being able to instantly channel and release during their 2 nd turn. o Seize Initiative: Changed to 1 and 6. UNDEAD o Revamped template. New Template, Beast. New Template, Construct. New Template, Demon. New Template, Devil. New Template, Dire. New Template, Fey. New Template, Outlaw. New Template, Plant. Bosses • • Great Wyrm o Burn can’t be used to opportunity attack, since it has no reach. o Guardians are 1 per PC. o Building heat reduced to 1 Discord, and increases by +1 instead of doubling each round. o Exhale: Reduced to Close Blast 3. LICH o o Meteor Swarm reduced to Burst 3 Loot • • • • • • • • • • • • • Hamstring: Now a melee skill attack. Heaven Piercing Fang: Now a ranged skill attack. Potion of Climbing. Updated due to new climbing rules Power Armor. Updated due to removal of swimming Sharkskin Armor. Updated due to removal of swimming. Feather Token: Removed. Skeleton Key: Can now disable HIDDEN traps. Slow Fall: Removed Kyton Blade: Renamed to Chain Blade Quick Draw: Renamed to quick arm, to avoid confusion with Gunslinger trait. Guard Break: Also prevents use of reactions. Leap: Reworked since jumping no longer exists. Heroic Leap: Reworked since jumping no longer exists. GM Section • • Added a little section on homebrew suggestions. Environmental Features o Ballista: Now applies to all ranged weapons. 11 01 HOW TO PLAY Beacon is a table top role-playing game (TTRPG). There are two roles that participants can take: The Game Master (GM), and the Players. The goal of all participants is to tell a shared story, and have fun doing so. The players each create a single character, called a player character (PC), and explore the game through that character’s story. The game master (GM) controls all of the nonplayer characters, sets up combat encounters, and helps shape the narrative. GENERAL RULES 1. The wellbeing and fun of the group, players and Game Master (GM) included, is the top priority. 2. Specific text takes precedent over general text. 3. The game does not model reality or real-life physics, and does not intend to. 4. Narrative play and combat play are two distinct modes of play. The ability to do something in one mode does not automatically grant the ability for it to happen in another mode. 5. In combat play, if an ability lets the player do something, they can do it even if it doesn’t make narrative sense. 6. Round up to the nearest whole number. HOW THE GAME WORKS Beacon play revolves around quests. During narrative play, characters will collectively tell their stories and explore the world. The GM will provide quests for the characters to undertake to further these stories, and combat scenes to play. Players will level up their characters, combining abilities and equipment from multiple classes to create a unique playstyle and build. DICE Characters in Beacon will use dice during narrative and combat play to determine success, failure, and other interesting decisions. Beacon uses two types of dice. A 20-sided die (d20) and a 6-sided die (d6). Some effects might reference a d3. You can use a 6-sided die to represent a d3. A 1-2 on the d6 equals a 1, 3-4 equals a 2, and 5-6 equals a 3. A number in front of a die indicates how many dice of that type to roll. 3d6 means you roll 3 six-sided die. ATTACKS, CHECKS, AND SAVES Attack rolls, skill/ability checks, and saves all utilize a d20. To make one of these rolls, you will roll a d20 and add the appropriate modifiers to the number rolled. The final result in your total roll. Attacks: Attacks are hostile actions taken against another character in combat scenes. Attacks are usually made with weapons, spells, or skills. Attacks add a character’s GRIT to the attack roll. Checks: There are two types of checks in Beacon: Skill Checks and Ability Checks. The target number to succeed on a check is 10, meaning a roll (after modifiers) must equal or exceed 10. Contested checks are rolled by opposing characters during combat mode. Whoever has the highest result succeeds. Ties result in a stalemate. • • Skill Checks are used in narrative play. If a character has a background that would be beneficial to the roll they are making, they can add their rank in that background as a modifier. Only one background can be applied at a time. Ability Checks Ability checks are used in combat play. Ability checks use a character’s BULK, AGILITY, MIND, or MAGIC score as a modifier. Saves: Saves are used to resist effects during combat play. An effect that causes a save will indicate which ability score (BLK/AGI/MND/MGK) will be used as a modifier. Characters have their own save target, which is the number that must be met or exceeded when they make someone roll a save. If no save target is indicated, the target number is 10. 12 MODIFIER There are three types of modifiers in Beacon. When applied, a modifier increases or decreases your result of a die roll. • • • Accuracy Difficulty Static modifiers (+1, -4, etc.) ACCURACY AND DIFFICULTY Accuracy and Difficult are modifiers applied to a d20 roll. A character can have multiple instances of accuracy or difficulty (ex: +4 Accuracy, +2 Difficulty). Accuracy and Difficulty cancel each other out on a 1to-1 basis. For example, if an attack has +4 Accuracy and +2 Difficulty, the final result would be +2 Accuracy. The 2 points of Difficulty are canceled by 2 points of Accuracy. Determine the final amount of Accuracy or Difficulty before rolling any dice. For each point of Accuracy or Difficulty, roll a d6 and take the single highest result out of the d6s rolled. If you were rolling with Accuracy, the number is a positive modifier. If you were rolling with Difficulty, the number is a negative modifier. THE SETTING THE SOURCE Beacon takes place within The Source, a wellspring of endless potential and stories. The Source is represented as a giant crystal, with an infinite number of facets. Each one of these facets, and the pieces of crystal orbiting The Source, are called Reflections. Reflections are unique worlds and realities, each a different representation of The Source. There are an infinite number of Reflections, and each game of Beacon takes place within one. Each Reflection can have their own history, size, and physics. Essentially, each Reflection counts as its own separate universe. While there are an infinite number of stories that can be told, there are common themes that exist within The Source, and therefore each of its Reflections. • A single roll can’t benefit from more than 6 Accuracy or Difficulty. • • COMBAT AND NARRATIVE SCENES • Beacon is broken into two modes of play, narrative and combat. Effects and abilities from one mode don’t carry over to the other. Narrative play is rules light. Players will make skill checks during this mode. Small duels or fights can occur during this mode, but will be handled through checks instead of a full combat scene. Combat play is rules heavy. Players will use their combat statistics and equipment during this mode. Combat play is for important or tactically challenging fights, not for minor fights. • • • The world is filled with action and adventure. Magic is widely available. Technology and magic have been combined into magitech devices. The player characters are beacons, which mean that they act as a source of inspiration to others, regardless of any heroic or villainous inclinations. The Scourge is a recurring threat in the world. Crystals hold some area of significance. Ruins dot the landscape for beacons to explore. The GM and players will work together to define the specific details of their Reflection, like the history, people, and cultures of the world. Chapter 08 will detail this process. 13 14 02 BUILDING BEACONS THE BEACONS Your character in Beacon is a special adventurer- a Beacon. We call them beacons because of their ability to act like a shining light to others. A Beacon doesn’t need to act a specific way, but no matter what, they will always find themselves in a position to inspire or help others. The exact nature of a beacon is different in each setting. In some settings a beacon might be a mystically empowered person born under a strange star, or they might be a student with an abundance of charisma. Beacons don’t need a reason to be special in your game. The fact that they are controlled by a player already makes them special, and means they have the opportunity to influence and change the story being told. One group might be about a band of heroes destined to save the world, and another might be about a found family, fighting to keep themselves safe. The only constant between different groups and settings is that Beacons inspire. Maybe your character is cowardly or timid, but as a group, they have the opportunity to give hope to others. Chapter 11 will detail some example settings, as well as the role of Beacons within it. Appearance The appearance of your character, their equipment, and their effects are up to you, and can be described however you want, regardless of whatever artwork or flavor text may be in this book. As long as your description doesn’t try to gain a mechanical impact, like saying your character’s skin is see-through so they should always be invisible, describe whatever you want. Have wings that only let you fly in narrative play. Move around the world via a wheelchair. Have weapons made of solid ice. Describe a photon axe as a greatsword. Describe the character YOU see yourself playing. The information in this book is just intended to provide inspiration, and isn’t an absolute truth. There are an infinite number of settings that your story can take place in. Anything is possible. CHARACTER CREATION Each character starts at level 1. A level 1 character gains the following: • • • • • • • • Name 1 Title 3 Background Skills 2 Ability Points 3 Rank 1 Talents 1 Ancestry 1 Class All starting equipment and techniques NAME What is your character’s name? You can wait until later in character creation to think of a character name. There are also plenty of name generators online that you can use for inspiration. TITLE When the stories of you and your fellow beacons become legend, how will your character be remembered? What will they be called when their name falls into obscurity, and all that survives is their deeds? Create a title for your character. People will recognize you by this title, even if they don’t know your name. Titles can reference your fighting style, a physical trait, or even your aesthetic. Examples include: The Green Knight, The Herald of Silence, The Bosstown Bludgeon, Moonfang, The Timeless Bard. During Narrative Play, when you make a skill check, before you roll you can invoke your Title to gain a +2 bonus to the skill check. To invoke your Title, the thing you are doing must be something that contributes to the legend of your Title. Think of a story being told about your character, their name lost to history and only their title remaining. Would this be something that would make it into the story? 15 Example: Shawn is playing Dhalia ‘The AllKnowing’. When making a skill check to piece together the conspiracy behind The Day of Shadows, she can invoke her title of ‘The AllKnowing’ to gain a +2 bonus to the roll, since this is something that adds to the legacy of ‘The AllKnowing’. When making a skill check to climb a mountain, however, it’s less likely that being ‘The AllKnowing’ would be helpful. Invoking a Title, like using a background skill, are purposely left vague. This is to encourage players to find creative explanations for why a Title would apply. They are not meant to apply to every situation. When you gain a new background point at later levels, you can either increase the rank of one of your existing backgrounds, or create a new one. Backgrounds can have a maximum of 3 ranks. MAKING A SKILL CHECK Roll 1d20 + your GRIT. If you have a Background Skill that would assist, you gain +1 Accuracy for each rank in that Background. If you equal or exceed 10, you succeed. See Chapter 04 for more information on skill checks. ABILITY POINTS Your character has four Abilities that affect their combat statistics: Using Titles as Your Story An interesting thing you can use Titles for is creating the in-fiction story of your character. Whenever you invoke your Title, write down what it was being used for, and what the outcome was. When you are finished playing that character, look over everything that was written down. This becomes the foundation for stories about your character. • • • • BULK (BLK) AGILITY (AGI) MIND (MND) MAGIC (MGK) Ability scores range from +0 to +6, and are only used in combat play. At Level 1, assign 2 ability points. Each Ability also provides bonuses to other statistics. BULK BACKGROUND SKILLS Your background skills represent your history and training, and help you succeed at skill checks. Whenever you make a skill check (not ability check), if one of your backgrounds would apply, you get Accuracy on your roll. A skill check can only benefit from one background at a time. Your backgrounds can be anything you want, so be sure to make them evocative. Instead of just “acrobat”, make it interesting like “Acrobat performer for the Demon Circus”. When you create a background, think of what situations it might apply its bonus to. If it seems like it would apply to every skill check you might make, you should narrow its focus more. At Level 1, create three backgrounds at Rank 1 each. Your BULK determines how tough and sturdy you are in combat. BLK affects your statistics in the following ways: • • +2 HP for every point of BULK +1 Recovery for every two points of BULK AGILITY Your AGILITY is how fast and evasive you are in combat. AGI affects your statistics in the following ways: • • +1 Dodge for every point of AGILITY +1 Speed for every two points of AGILITY MIND Your MIND determines how much Stress you can handle, and how many techniques you can learn at a time. MND affects your statistics in the following ways: • +1 Stress Cap for every point of MIND 16 • +1 Memory (MEM) for every two points of MIND. ANCESTRY MAGIC Your MAGIC affects your magical defenses and amount of mana. MGK affects your statistics in the following ways: • • +1 Aether Defense (A-Def) for every point of MAGIC. +1 Mana for every two points of MAGIC. MAKING AN ABILITY CHECK OR SAVE Roll 1d20 + the indicated ability score for whatever triggered the roll. Ability checks need to equal or exceed 10 to succeed. Ability saves need to equal or exceed the save target of the character that forced the save. If there is no save target indicated, saves need to equal or exceed 10 to succeed. TALENTS Talents are abilities a beacon can acquire that aren’t tied to a class, and don’t need to be equipped. Once a talent is learned, you always have access to that talent and its abilities. Talents have 3 ranks. When you gain a talent, you gain the rank 1 ability of that talent. If you continue to assign points into the talent, you gain access to the rank 2, and finally the rank 3 abilities of that talent. Whenever a beacon gains a level, they can reassign up to all of their ranks in one talent, to another talent. Your ancestry represents the species you come from. Your ancestry determines your size, and gives you a list of combat abilities to choose from. Think of ancestries as a collection of common traits, and not a literal requirement of how a character looks or acts. For example, the Avian ancestry allows for flight, but maybe you are a human with a jetpack. CLASS Classes are a thematic collection of abilities and equipment. Each class has 3 levels, with each level unlocking more equipment and abilities for the beacon. When you gain level 1 with each class, you unlock that class’s job, and can equip it when you go on a quest. You can gain levels in multiple classes, and mix and match their unlockable abilities and equipment. Think of equipping a job as picking a style or approach to combat. Sometimes you might be an aggressive berserker, but for a defensive quest, you might decide to switch over to a defensive playstyle, changing your job to Warden. At Level 1, gain 3 talents at rank 1 each. 17 ANATOMY OF A BEACON A beacon is made up of many statistics. LEVELS There are two types of levels each beacon has: Their character level, and their class level. SIZE A character’s size is usually between ½ and 3. A beacon’s ancestry will determine their starting size. A character’s size determines how many spaces they take up in a grid, and abstractly represents how much space or control they exert on a battlefield. It does not indicate exactly how tall or how heavy a character is. A beacon’s character level represents their overall growth and strength. A class level represents the focused training they’ve devoted to a specific class. Size ½ and Size 1 occupy 1 space. Size 2 occupies a 2x2 space, and Size 3 occupies a 3x3 space. A beacon’s character level is equal to the sum of all of their class levels. A 1st level beacon has 1 class level. Scope is the maximum range that a character can detect HIDDEN characters, attack with spell attacks, and use certain abilities. Whenever a beacon finishes a quest, regardless of whether it was successful or not, they gain a level. Each time a beacon gains a level, they can either increase an existing class by one level (to a maximum of 3) or gain a new class at level 1. The maximum character level for a Beacon is 12. LEVELING UP Whenever a beacon gains a level, they gain the following: • • • • +1 level in an existing or new class +1 Ability Point +1 Background skill rank or a new background skill +1 Talent rank or new talent CHANGING CHOICES Whenever a beacon gains a level, they can change the following aspects of their character: • • Reassign up to all of their ranks in one talent to another talent Reassign up to all of their levels in a class to another class SCOPE ARMOR Armor reduces incoming damage by the indicated amount. Armor does not apply to Discord or Stress. A beacon’s Armor value cannot exceed 4. SAVE TARGET When a character forces another target to make a saving throw, their target number to equal or exceed is the initiator’s save target. ABILITIES Bulk, Agility, Mind, and Magic are the four abilities, with a value between 0 and 6. Players assign ability points to these four abilities. Abilities influence other aspects of a character, and also provide a bonus equal to their value to their ability checks and ability saves. GRIT Starting at level 2 and every 2 level after, characters gain a point of GRIT (level 2, 4, 6, etc.). Grit is a passive bonus that applies to the following attributes: • • • • HP: +1 HP per GRIT. Save Target: +1 Save Target per GRIT. Attack Rolls: +1 attack bonus per GRIT. Memory: +1 MEM per GRIT. 18 HP AND WOUNDS Characters have hit points (HP), which are reduced when they take damage. Characters can also take WOUNDS. Beacons have a WOUND CAP of 4. Whenever their HP reaches 0, they take a WOUND and reset their HP, carrying over any excess damage. They also have to make a wound roll to see what additional penalties they suffer. When a character’s current HP is equal to or less than half of their HP maximum (rounded up), they are considered BLOODIED. See Chapter 06 for additional information. RECOVERIES Recoveries represent the resources you have to heal yourself and repair your equipment. The 1 RECOVER action and other abilities allow you to spend recoveries to heal yourself. TEMPORARY HP (TEMP HP) Temp HP is a separate pool of HP outside of your normal HP. Whenever you take damage, if you have temp HP, the damage is subtracted from your temp HP pool first. Any remaining damage applies to your HP as normal. Temp HP doesn’t stack, you only apply temp HP if it is larger than the current amount of temp HP you have. For example, if you have 2 temp HP and would gain 4 temp HP, you now have 4 temp HP, not 6. Temp HP can’t be healed through healing effects. Temp HP reductions happen at the same time as normal HP reductions, and of the same amount, so Armor and resistance still apply. DODGE Dodge is how hard you are to hit with attacks. An attack has to equal or exceed your dodge to hit you. SPEED STRESS CAP AND OVERSTRESS Characters have a stress cap. Whenever they take Stress, it accumulates until it reaches their stress cap. If a character goes over their stress cap, they gain an OVERSTRESS. Beacons have an OVERSTRESS CAP of 4. Whenever they exceed their stress cap, they gain an OVERSTRESS, and reset their Stress to 0, carrying over any excess Stress. They also have to make an overstress roll to see what additional penalties they suffer. When a character’s current Stress is equal to or higher than half of their stress cap (rounded up), they are considered BREAKING. See Chapter 06 for additional information. MEMORY Your Memory (MEM) indicates the maximum number of techniques you can equip. Each technique has its own MEM cost, and the combined value of all of your equipped techniques cannot exceed your memory score. AETHERIC DEFENSE (A-DEF) A-Def is how hard you are to hit with aetheric attacks. An aetheric attack (an attack with the aetheric tag) has to equal or exceed your A-Def to hit you. MANA Certain abilities require mana to activate. You must have the indicated mana available to use that ability, and it’s spent once the ability is activated. You can regain mana with the 1 RECOVER action. FOCUS Focus is a temporary resource gained during combat scenes. Focus can be spent for certain effects, like the INTERPOSE reaction. Focus starts at 0, and has no cap. All Focus is lost at the end of a scene. Speed is how fast your character can move. Your character can move a number of spaces equal to their speed when they take their standard movement during their turn. 19 GOLD Gold is the abstract form of currency that Beacon uses. The actual currency in your reflection could be credits, emerald chips, or paper bills, but for simplicity this game will use gold. Beacons have enough resources to cover their basic needs, like food and housing, and always have access to their starting and unlocked equipment. Gold is only used for purchasing supplies, downtime activities, and narrative scenes. In general, gold is only used for meaningful, impactful purchases. You wouldn’t need to spend gold when staying at an inn or purchasing a drink at the tavern. However, staying at the penthouse suite of the Golden Goose Casino might cost gold, since that is a luxury reserved only for the wealthy. WEAPONS Each job has weapon slots. These indicate the number and type of weapons you can equip for a quest. WEAPON SIZE There are three weapon sizes, from smallest to largest: LIGHT, MAIN, HEAVY. You can equip a weapon into a slot if it is the indicated size or smaller. For example, if you have a [MAIN] weapon slot, you can equip a MAIN or LIGHT weapon in it. LINKED WEAPONS W Why A Gold Limit? If a weapon slot has a W symbol between two weapon sizes, like [LIGHT W LIGHT], those two weapons are linked W. When you make an attack with a linked W weapon, you can also attack with the other linked weapon as part of the same action (called a linked attack), regardless of what phase the 2nd weapon would normally be used during (except for SLOW attacks). Linked attacks after the 1st attack can’t benefit from bonus damage. The gold limit is to encourage players to spend their gold more often, instead of hoarding it. GM’s are welcome to change the gold limit to better suit their game. A weapon can only be linked W to one other weapon at a time. Both weapons count as linked W to each other. Linked W weapons can only trigger a linked attack 1/turn. Beacons acquire gold through downtime activities or as rewards. Beacons can have a maximum of 10 gold at a time. SUPPLIES Supplies are temporary benefits that Beacons can bring on quests. Supplies can be earned through narrative play or as rewards, most often with the SHOP downtime activity. When preparing for a quest, a beacon can equip up to 3 of their available supplies. All equipped supplies are destroyed at the end of the quest, regardless of whether they were used or not. Linked W weapons count as two separate weapons, and each one can hold an enchantment. However, if one is destroyed, so is the other. How do Linked Weapons Look? Linked weapons can be interpreted a number of ways. Some characters use it like dual wielding weapons, weapons literally connected by links, or two weapons fused together, like a doublebladed sword Supplies gained during a quest can either be immediately equipped, or saved for a later quest. This can exceed the normal maximum of 3 equipped supplies at a time. 20 FREE WEAPONS Some abilities may allow you to reduce a weapon’s size below LIGHT, to FREE. FREE weapons don’t take up a weapon slot when equipped. However, only a single copy of a weapon can be equipped for free. You can’t keep equipping free copies of the same weapon. You can have multiple different weapons equipped for free, and a weapon equipped for free can still be equipped in other weapon slots. WEAPON TYPE Each weapon falls into one of the following types: Artifact. Wands, staffs, and other magical implements are considered artifacts. Artifacts are often aetheric. Blade. Swords, axes, daggers. Blades are of any size and are balanced, basic weapons. Bow. Bows and crossbows. Weapons in this category are typically ranged and often have the arcing tag. Club. Maces, warhammers, and other blunt weapons fall under this category. These weapons are often slow or inaccurate, but hit hard. Natural weapons like claws are also considered clubs. Longarm. Spears, javelins, and other weapons with an extended reach are considered longarms. Magitech. This is a special category for weapons mixing technology and magic. Shardguns are the most common type of magitech. SUPPORT ITEMS There are three support item sizes, from smallest to largest: LIGHT, MAIN, HEAVY. You can equip a support item into a slot if it is the indicated size or smaller. For example, if you have a [MAIN] support slot, you can equip a MAIN or LIGHT support slot in it. FREE SUPPORT ITEMS Some abilities may allow you to reduce a support item’s size below LIGHT, to FREE. FREE support items don’t take up a support slot when equipped. However, only a single copy of a support item can be equipped for free. You can’t keep equipping free copies of the same support item. You can have multiple different support items equipped for free, and a support item equipped for free can still be equipped in other support slots. TECHNIQUES Techniques are the skills and spells that a beacon knows. Techniques have a Memory (MEM) cost, and each beacon has a maximum amount of memory available. A beacon can only equip a technique if they have available Memory. FREE TECHNIQUES Some abilities may allow you to reduce a technique’s MEM cost to 0, also known as a free technique. Free techniques don’t take up any MEM when equipped. However, only a single copy of a technique can be equipped for free. You can’t keep equipping free copies of the same technique. You can have multiple different techniques equipped for free, and a technique equipped for free can still be equipped for its normal MEM cost. 21 LIMIT BREAK Each job has a Limit Break. These are powerful, scene changing abilities unique to each class. changes jobs within the same quest, they don’t get to use the new job’s limit break. They’ve already used their one limit break that quest. Beacons regain the ability to use a limit break after a LONG REST. Each beacon can use one limit break per quest. If a beacon uses a limit break from one job, and later 22 03 QUESTS Gameplay in Beacon revolves around quests. Quests are the stories and adventures that the players go on, combining narrative and combat play. After every quest, whether it is a success or failure, the PCs gain a level. A quest is made of the following: • • • • • • • • Goal: The goal of the quest. Stakes: What could happen on a success or failure. Information: What information is available to the PCs before they begin the quest. Preparation: The beacons prepare for the quest. Quest Begins: The start of the quest. Stages: The Distinct story beats of the quest, which can include narrative and combat scenes. Rewards: What rewards, if any, exist upon completing the quest. Rewards specify if they require completing the quest, or specifically succeeding on it. Downtime: After the quest, the beacons can participate in downtime activities before the next quest. Chapter 08 will provide the GM with assistance in creating quests. GOAL The quest goal is what you need to do in order to succeed at the quest. This can include things like: • • • • Destroy the occupying force at the castle. Prevent the archmage from crashing the moon. Assassinate the faction leader. Rescue your captured friend. STAKES The quest stakes are what can happen if the quest is a success or failure. Examples include: Goal: Destroy the occupying force at the castle. • • Success: The nearby town is safe and doesn’t have to worry about extortion. Failure: The occupying force retaliates and destroys the town. Goal: Prevent the archmage from crashing the moon. • • Success: The moon stays where it is. Failure: The moon crashes. Bad things follow. Goal: Assassinate the faction leader. • • Success: The faction is weakened and is likely to be destroyed or assimilated. Failure: The faction becomes emboldened, gaining more followers and strengthening their position. Goal: Rescue your captured friend. • • Success: They are returned safely. Failure: They become the vessel of a parasitic psychic entity. Each quest needs specific stakes, although the GM can keep them broad or vague. Either way, the players should have a good understanding of what the stakes are. Stakes can’t be hidden from the players. Depending on the actions of the players, it’s possible for them to achieve a mixed result. The GM can decide upon any mixed results, which don’t need to be specified ahead of time. The players are always aware of what the quest goal is. 23 INFORMATION Some information may be available to the players before the quest begins. This information helps them prepare for the quest and understand the situation they are getting into. Allow the players to ask the GM questions, and provide answers on what they might reasonably know or can safely expect. The GM might allow skill checks or downtime activities to be used to gain more information. PREPARATION Beacons prepare for a quest by picking the abilities and equipment they want to bring to the quest. Beacons prepare by doing the following: • • • • • Pick a job Pick an Ancestry Trait Pick equipment (weapons and support items) Pick techniques (skills and spells) Pick supplies Beacons always have access to all of their equipment, techniques, and jobs when preparing for a quest, regardless of where they are or what situation they find themselves in. Once the beacons have prepared for the quest, the quest begins. QUEST BEGINS Once the quest begins, the beacons are considered in the quest until it is finished. Beacons can only be within one quest at a time, although side objectives and challenges may arise in a quest that weren’t present when they started the quest. STAGES Each quest is broken down into different stages, which are distinct scenes. Quest stages can be narrative, combat, or a combination of both. Each quest usually has between two to four combat scenes, with narrative scenes sprinkled throughout. Skill challenges can be used as a bridge between combat scenes (see Chapter 04 for skill challenges). For example, the first stage of a quest might involve scouting for the villain’s lair and contending with the native fauna (narrative scene). The second stage is confronting the villain (combat scene), and then the third stage is fleeing the collapsing lair (skill challenge). REWARDS After a quest is finished, the PCs receive rewards. There are two types of rewards that the PCs always receive after a quest, regardless of whether it was successful or not: A new level, and a loot crate. New Level: PCs gain a new level after every quest they complete. This increases their character level by 1, and gives them a new class level. They can either gain a new class at level 1, or increase the level of an existing class by 1 (classes have a maximum of 3 levels). Loot Crate: Loot crates are randomized rewards. Each player will receive their own loot crate, which contains three random pieces of loot. Each player selects one of their options, which is added to their unlocked equipment and techniques. Once unlocked, players always have access to their loot, just like any other piece of equipment. Players can equip a single piece of loot multiple times, unless it has the UNIQUE tag. A player can only receive a piece of loot once. If a loot crate contains a piece of loot they already have, that option is rerolled. 24 The GM can create other quest rewards that might be dependent on whether the quest was successful or not. These rewards can be narrative or combat. For example, by rescuing a captured prince, the players might be awarded with noble titles. Or maybe by clearing out a dangerous dungeon, the GM gives each player a specific bonus piece of loot. These are purely optional, and aren’t guaranteed like the new level or loot crate. DOWNTIME After the PCs finish a quest, they enter a period of downtime. Downtime is narrative play, and lets the PCs pursue personal interests and explore the setting. When the PCs enter downtime, they gain a Long Rest, which replenishes all of their statistics and equipables. Chapter 04 has more information on downtime. 25 04 NARRATIVE PLAY Narrative play is anything that occurs outside of a combat scene, like planning a quest, pursuing personal objectives, or running a tavern. Players can decide what their characters do during narrative play. If the GM believes that something is important, they can ask for a skill check from the character to determine how well a specific action goes. Narrative play can involve small-scale fights and conflict. These fights are resolved in an abstract way, using skill checks or narrative actions. Not every fight that occurs triggers a combat scene. Combat play is reserved for important, larger-scale fight scenes. SKILL CHECKS When you attempt something in Narrative Play that has a chance of failure, you make a Skill Check to determine if you are successful or not. To make a Skill Check, roll 1d20. If you have a Background that you think would assist, you gain an amount of Accuracy on the check equal to your ranks in that Background. A skill check can only benefit from one background at a time. If you can invoke your Title, you gain a +2 bonus to the roll (see Chapter 02 for how to invoke your Title). Skill Checks have 3 potential outcomes, depending on your result total: Miss (9 or less on the roll), Hit (10 or higher on the roll), or a Crit (20 or higher on the roll). A Miss indicates the desired result wasn’t achieved. You only get a lesser version of what you were hoping to achieve, and there’s a significant cost you have to pay. DIFFICULT SKILL CHECKS The GM might declare a skill check as particularly difficult, either because the challenge is particularly high, or the attempted course of action is exceptionally difficult. When the GM declares a skill check as difficult, the roll gains +1 Difficulty. NARRATIVE ACTIONS The Skill Check resolution system works for anything a character would want to do in Narrative Play, but it is intentionally broad and generic. Narrative Actions are specific types of skill checks a character can make in narrative play. These narrative actions aren’t the only things a character can do in narrative play. Instead, they are more detailed and focused variations of the normal skill check. A Hit indicates a success, but with some sort of cost. The cost isn’t as severe as on a miss, but should still be present. A Crit is a resounding success. You get what you wanted with no additional cost, or you can get even more than you were hoping for, at a cost. You can only attempt a skill check if the GM allows it. For example, if you try to jump 30 feet straight up in the air, with nothing aiding you but an average level of human strength, the GM will disallow that skill check, even if you already rolled a 25 on your attempt. Tell you GM what you want to do, and they will let you know whether you need to roll a skill check or not. PBTA Terminology It’s no coincidence that we use the terms hit and miss, they are taken from Powered by the Apocalypse (PBTA) games. Because of the way these narrative actions are designed, you could easily import other PBTA moves into Beacon, or use an entirely different rules system for narrative play. 26 READING A NARRATIVE ACTION Each Narrative Action contains a bolded phrase, which is the narrative event that triggers the action. When a Narrative Action is used, roll a skill check. CONVINCE A honeyed word, a veiled threat, or an equal exchange are all ways of convincing a person to do something. 10-19 (Hit): Ask two of the following questions about your subject of study: • • • • • • What recently happened or is about to happen? How can I ______? What seems strange here? What is in charge here? What is safe or vulnerable here? What is useful to me? 20+ (Crit): As above, and you can ask one follow up question that doesn’t need to be from the list. When you try to convince someone to do what you want, Roll: A person can’t be persuaded to do something against their beliefs or that they think is a bad idea unless you have some kind of leverage. 9 or Less (Miss): They can’t be convinced to do this thing. 10-19 (Hit): The GM chooses one of the following: • • They do what you want, but only if you do something for them first. They won’t do it unless you give up any leverage over them. 20+ (Crit): They do what you want. GAIN INSIGHT What you see is not always what you get. Sometimes the situation is unclear or confusing. Take a moment to look around and dive deeper into it. When you quicky read a person, place, or situation, Roll. 9 or Less (Miss): You get a bad read of things. The GM will either tell you something untrue that you believe, or something true that you wish wasn’t. GATHER INFORMATION Hit the streets or hit the books. Information is power, and you collect it from wherever you can. When you spend time gaining information on a person, place, or thing, name your general topic of inquiry and Roll: 9 or Less (Miss): You can ask the GM one question about your topic, and they will give you an answer that you think is true. The information is either untrue, or contains true information that you wish wasn’t true. 10-19 (Hit): You can ask the GM one question about your topic, and they will respond truthfully. The GM can ask you to come up with a different question if they think it unlikely you would be able to discover that information, or if they want that information to be discovered another way. (A classic example would be a murder mystery quest. Gathering information to ask “Who is the murderer” might invalidate the quest, dampening the fun for everyone. On the other hand, another GM might allow the question, pivoting the quest from an investigation into a survival quest, trying to outlast or escape the murderer!). 20+ (Crit): As above, but you can ask two questions. 27 MAKE CONFLICT OVERCOME This action is for quickly handling combat in Narrative Play. Not every fight is important enough to warrant moving to Combat Play. The benefits from this move are purposely vague to encourage the players and GM to interpret the results creatively. When you try to overcome an obstacle, like jumping over a crocodile filled moat, or disabling the control mechanism on a sentry golem, state what you want to accomplish. The GM will tell you the stakes (the cost you must pay to succeed). Roll: When you engage in narrative conflict with something (physical, social, or mental), Roll: 9 or Less (Miss): You don’t succeed and must pay the cost. 9 or Less (Miss): Choose two costs. 10-19 (Hit): You can choose to either succeed and pay the cost, or fail but don’t pay the cost. 10-19 (Hit): Choose one benefit, and one cost. 20+ (Crit): Choose one of the following: • • • You defeat them outright. Choose two benefits, and one cost. Choose one benefit, and no cost. Benefit • • • • You wound them or drive them away. You leave an impression of your choice on them. You create an opportunity for your allies You take something from them. 20+ (Crit): You succeed and don’t pay the cost. The cost to succeed shouldn’t be the fail-state of the move, this is something that can happen even if the character succeeds. For example, if you are trying to disable the sentry golem, the cost shouldn’t be ‘it isn’t disabled.’ Instead, it should be something like ‘your tools are destroyed’ or ‘you become cursed so that all technology falters around you.’ Cost The below costs contain a narrative cost, as well as an associated mechanical cost in parenthesis. The GM can decide whether to apply the mechanical cost, or leave it as purely narrative. • • • • You are wounded (all of your Background Skills receive -1 rank until you can REST) You put yourself or an ally in a bad position, GM’s choice. (Chosen character gains +2 Difficulty on their next skill check this scene.) You lose an important piece of equipment (A weapon or support item is destroyed.) You are shaken (destroy a technique.) 28 RECALL LORE When you recall your knowledge or memories about something, like what type of creature stands before you or what the name of a specific noble is, ask the GM a question and Roll: 9 or Less (Miss): The GM gives an answer you wish wasn’t true, or wish you didn’t believe. They may ask what you think the answer is before adding or changing it. 10-19 (Hit): The GM gives you a truthful answer. You can propose an addition to it, but you can’t invalidate the GM’s answer. 20+ (Crit): The GM provides an answer, and you can change or modify that answer as long as it remains in the spirit of the GM’s original answer. The GM may ask what you think the answer is before providing theirs. USE MAGIC Magic is powerful, but takes training to use safely. When you attempt to create a magical effect, answer the following and Roll: • • • Purpose: What should the spell do? Boon: Pick a positive trait for the spell (fast, quiet, powerful, etc.). Bane: Pick a negative trait for the spell (explosive, draining, loud, etc.). The boon and bane shouldn’t be opposites of each other. DOWNTIME ACTIVITY When Beacons have enough free time, they can take downtime activities. Downtime can be taken in-between quests or even during long breaks within a quest. There is no specific length of time needed for a downtime activity, but at least a day is a good guideline. Some downtime activities are dependent on resources or other people existing, and might not be available even if enough time exists for that activity. Whenever the GM declares downtime, the PCs can either choose one of the available downtime activities, or explain what they want to do with their downtime. With the latter, the GM and other players will then try to match that PCs activity with an existing downtime activity, or create a custom activity on the fly. Downtime activities use these basic principles: • • • Goal. What does the player (not character) hope to achieve? Roll. Roll a skill check appropriate to the actions the character is taking. Results. Results typically fall into 3 categories: A miss, hit, or crit. Here are some downtime activities: 9 or Less (Miss): The spell fulfills its purpose, but gains the Bane with no Boon. 10-19 (Hit): The spell fulfills its purpose. Choose one of the following: • The spell gains its Boon and Bane. • The spell avoids its Bane. 20+ (Crit): The spell fulfills its purpose, gains its Boon, and no Bane. 29 CREATE A RITUAL Rituals are complex magical spells that can be customized to create whatever effects the caster wants. However, due to their complicated nature, they are not easy to perform, and can have dangerous side effects if not done correctly. When you want to use magic to solve a problem, use this activity. Once you’ve created a ritual, you can do so again without rolling if you meet the requirements. Record your answers and the complications as the ‘recipe’ for the ritual. Answer the following questions, and roll: • • • What is the cost to cast the ritual? How is the ritual performed? What could go wrong? 9 or Less (Miss): There’s a problem with the ritual, and it’s worse than you thought. When you use the ritual, the GM will describe what goes wrong. 10-19 (Hit): The ritual is more complicated than you expected. You and the GM each choose 1 of the following complications. • • • • • It takes longer to make. You can automatically finish it when you next take this downtime activity, and all other conditions are met. It goes wrong like you expected. The cost isn’t sufficient. The GM will add an additional cost that must be paid to perform the ritual. The effects are unreliable or temporary. The ritual is considered forbidden or taboo. 20+ (Crit): You successfully create the ritual with no complications. DUNGEON DIVE Dungeons and ruins are a great place to find interesting gear and supplies. Use this activity when you want to acquire Loot. You can immediately sell any Loot you get from this activity, per the Shop activity. Roll: 9 or Less (Miss): It was a rough expedition. You get a Loot Crate, but only the Slot 1 option. 10-19 (Hit): The expedition was a success. You get a Loot Crate, but only the Slot 1 and Slot 2 options. 20+ (Crit): Jackpot! You get a Loot Crate. FIND ECHO The Source is made of limitless reflections, each a different reality. Because of this limitless potential, there are alternate versions of yourself that can be found in the Source, called echoes. The strongest echoes are those that are almost exact copies of yourself, with only minor changes. Finding an Echo of yourself allows you to willingly swap aspects of yourself with your Echo. This is always a willing exchange, as part of the exchange is not just finding your Echo, but a willing one. When you want to make changes to your character, including visual changes, name, gender, title, ancestry, classes, and talents, search for an Echo. Once the Echo is found, the change takes place. Your life experiences remain the same. Finding an Echo is used for a full retraining of your character, or changing your character appearance to better match your image of them. It is not intended for shenanigans like getting away with crimes by changing your appearance, and characters trying to do so will discover that they can’t find any Echoes. 30 As a reminder, characters can normally change parts of their character when they level up. This is for a bigger, more encompassing change. The parts you can change each level for free are: • • Reassign up to all of their ranks in one talent to another talent Reassign up to all of their levels in a class to another class GAIN CONTACTS Contacts are relationships that you can leverage for an immediate or later benefit. A contact can have any relationship with a Beacon, from close friends to rivals or even mortal enemies. Regardless of the relationship, a contact can get you something you want. When you want to gain contacts, use this activity. Name either a specific individual you want as a contact, or a general category (dock worker, business executive, town guard, etc.) and Roll: GET SOMETHING Beacons can easily acquire common or mundane items like food, armor, and weaponry. Some things are harder to obtain, just out of a beacon’s reach, but not impossible. When you want to acquire something important, use this activity. The GM will let you know if the thing you want is unobtainable with this activity before you commit to using it. Name what you want, and Roll: 9 or Less (Miss): You can get it, but at great cost. You either have to give up something you don’t want to lose, or do something you don’t want to do for someone. 10-19 (Hit): You can get it, but you owe something to someone. 20+ (Crit): You can get it, no strings attached. If you try to Get Something through the same person or group in the future and get this result, treat it as a 10-19 instead. HIT THE BOOKS 9 or Less (Miss): You gain the contact, but you will need to earn their trust or deepen your relationship with them before they will do anything for you. When you want to research or learn about something, use this activity. 10-19 (Hit): You gain this contact and they will perform a minor or moderate favor for you, but they will likely ask for something in return after doing so. 9 or Less (Miss): You can ask the GM up to two questions about your topic before they answer. One of the GMs answers can be untrue. 20+ (Crit): You gain this contact and they will perform a minor or moderate favor for you at no cost, or a major favor but you will owe them. Name what you want to learn about, and Roll. 10-19 (Hit): You can ask the GM up to three questions about your topic before they answer. One of the GMs answers can be untrue. 20+ (Crit): You can ask the GM up to two questions about your topic, and their answers are true. You don’t need to ask both questions at the same time. 31 imprint, the new loadout must have one of its HEAVY weapons destroyed. If you have a destroyed LIGHT weapon, and the new loadout doesn’t have any LIGHT weapons, then you have to search for a MAIN or HEAVY weapon instead. IMPRINT JOB CRYSTAL Beacons can imprint the memories of their equipment and techniques onto job crystals. An attuned Beacon can then tie their aetheric field into this imprint, altering their current loadout to match the imprinted one. When you want to imprint a specific loadout onto a job crystal, pick the following options that can be equipped: • • • • • Ancestry Trait Job Weapons Support Items Techniques Imprints MUST be different from a currently equipped loadout to be used. If an imprint matches the current loadout, it can’t be used. In narrative play, when you have a few moments to focus, you can replace your clothing, equipment, and gear with the imprinted information. o For every destroyed technique, the new loadout must destroy a number of techniques whose MEM cost equals or exceeds the MEM cost of the destroyed techniques from the old loadout. o Equipment and techniques with the Consumable or Limited tag and no charges left count as destroyed when using an Imprint. Beacons can have 1 Imprint at a time. In combat play, during a SHORT or LONG REST, instead of spending recoveries to change your job, you can instead switch your loadout with the imprinted loadout. The following caveats apply: • Your current HP, Mana, Stress, and Recoveries don’t change unless the new maximum is lower than your current value, at which point they are reduced to equal the new maximum. • If any equipment or techniques are destroyed, their loss carries over to the new loadout. o For every destroyed piece of equipment, the new loadout must have a piece of equipment destroyed, matching size when possible. If size can’t be matched, prioritize using the next largest size. For example, if you have a destroyed HEAVY weapon, and you use an 32 MAKE SOMETHING When you want to make something special, use this activity. If it’s something simple, you can just do it. This action creates a narrative object, not usable in combat. Once you’ve made an item, you can do so again without rolling if you have the ingredients. Record your answers as the ‘recipe’ for the item. Answer the following questions and Roll: • • • What does it do? Why is it special? What is it made of? 9 or Less (Miss): The GM picks 2 complications. 10-19 (Hit): The GM picks 1 complication. 20+ (Crit): You make it, with no complications. Complications • • • • • It’s expensive. It requires a rare or unique ingredient. It’s unreliable or temporary. It takes longer to make. You can automatically finish it when you next take this downtime activity, and all other conditions are met. You need help from _____. PURSUE PROFESSION Beacons can pursue a profession to earn gold or obtain supplies. When you want to learn or work a profession, use this activity. LEARN A PROFESSION When you want to learn a new profession, pick one of the below professions or create one, and then pick the type of shop that you think would be connected to this profession. You gain a new Background Skill with that Profession’s name, at rank 1. This background skill can be improved like a normal background skill. You can have a maximum of 2 professions known at a time, and you can replace any known professions with a new one at rank 1 when you take this downtime activity. WORK A PROFESSION When want to use your profession to earn gold, Roll with your profession skill. 9 or Less (Miss): You gain 1 Gold. 10-19 (Hit): You gain 3 Gold. 20+ (Crit): You gain 5 Gold. You can then immediately gain a supply whose gold cost is equal to or lower than your ranks in that profession. The supply must be from the type of shop that is connected to your profession. You can gain this supply even if that shop isn’t normally available this downtime activity. Ask the GM to provide you with the stock of available supplies. PROFESSION Alchemy SHOP Alchemy Botany Alchemy or Tavern Carpentry Cooking Engineer or Leatherworker/Clotheir Tavern Enchanting Magic Shop/Dojo Engineering Fishing Engineer Tavern 33 Gemologist General or Engineer Leatherworking Mining Leatherworker/Clothier Blacksmith Skinning Smithing Leatherworker/Clothier Blacksmith Tailoring Writing Leatherworker/Clothier Magic Shop/Dojo lieu of gold. Each rank spent gives 1 Gold, to a maximum of 3 Gold. You can also reduce your organization's skill by -1 rank to have it act on your behalf, doing things that you as an individual wouldn’t be able to do. You can increase your organization’s rank by +1 for 2 Gold. RUN AN ORGANIZATION Beacons might have jobs, like running a shop or acting as a guild leader. When you want to create or run an organization/business, use this activity. Once you’ve created an organization, you must roll this activity during each downtime for free. Answer the following: • • What is the name of the organization? What does the organization specialize in? The organization is created, and counts as a special Background Skill that starts with 0 ranks, and can range between -3 and +3 ranks. You can’t increase its ranks with normal background skill points. When the organization is created, and whenever this activity is used, roll with your organization skill. If you have negative ranks in this skill, you gain Difficulty equal to the negative ranks: 9 or Less (Miss): The organization skill gains -2 ranks. 10-19 (Hit): The organization skill gains +1 point. SHOP This downtime activity allows beacons to buy valuable items and supplies, or sell valuable items and loot for gold. Beacons are always able to cover their basic needs, like food, housing, and their starting and unlocked equipment. When you want to purchase/sell supplies or valuable items, use this activity. The GM will tell you which shops are available and what they have in stock. The General Store is always available. Additional shops and their supplies can be found in Appendix XX. BUYING Buying supplies or a valuable item costs a set amount of gold. You can buy as many items as you want from whatever shops are available. The GM sets the price, and each shop typically has about 5 supplies in stock. Any supplies in stock are the same for all beacons this downtime activity. 20+ (Crit): The organization skill gains +2 points. If an organization skill ever reaches -3 ranks, the organization is destroyed. The organization can be used as a background skill in situations that match its specialty. Whenever you do so, reduce its rank by 1 after using it. When using the Shop downtime activity, you can spend ranks from your organization’s skill in 34 SELLING You can sell valuable items and loot. If you are selling a valuable item, name the item and the GM will set a base price of 1-3 gold. If you are selling Loot, its rarity determines the price (Uncommon = 2 Gold, Rare = 4 Gold, Legendary = 6 Gold). Roll for each item you sell. 9 or Less (Miss): You can only sell it for -1 gold at this time. You can try again with another downtime activity. 10-19 (Hit): You can sell it for its base price. 20+ (Crit): You can sell it for +1 gold. WISHLIST When a beacon uses the SHOP downtime activity, other beacons can also take the activity for free. However, when using this activity for free (called using the Wishlist), a beacon can only buy/sell from one shop. TAKE A BREATHER Sometimes you just need to relax. Some people spend time reading books or enjoying nature, while others meet with friends or hit the town. When you partake in an activity you enjoy or find relaxing, use this activity. Name what you are doing to relax, and roll: 9 or Less (Miss): It had the opposite effect, and you are now more stressed than you started. You and the GM each choose one of the following. • • • • • • • SHOPS General Store Alchemy Blacksmith Engineer Tavern Leatherworker/Clothier Magic Shop/Dojo SUPPLIES Adventuring supplies Potions and elixirs Gear and equipment Magitech and cutting-edge tech. Food and drink Gear and clothing Temporary techniques. You couldn’t stop thinking about _____. You made a fool of yourself. You overindulged, and now you’re hurting. Something went wrong. You lost track of time and missed or forgot something. You spent more money than you should have. You made an enemy. 10-19 (Hit): Choose one of the following, and one from the above list. • • • • Meet an interesting person or make a friend. Gain an interesting or useful piece of information. Gain a reputation of your choice. Deepen your relationship with someone. 20+ (Crit): You get one option from the 10-19 list, with no drawbacks. 35 TRAINING Training allows a character to improve or gain new skills, or even train in a class. When you want to learn something new or improve an existing ability, use this activity. Pick one of the following to Train: • • A Background Skill A Class Background Skill: You either gain a new background skill at rank 1, or improve an existing skill by one rank. Class: Roll: 9 or Less (Miss): It is hard to take anything practical from this class. Unlock a weapon, support item, or technique from that class that you can use in the next quest only. 10-19 (Hit): You’ve made progress in the class. Unlock up to two weapons, support items, or techniques from that class that you can use in the next quest only. 20+ (Crit): You’ve begun to master the intricacies of the class. You can choose to equip that class’s job for the next quest, and you unlock up to two weapons, support items, or techniques from that class that you can use in the next quest only. SKILL CHALLENGES Skill challenges are a series of rapid skill checks. Skill challenges are used for fast-paced narrative scenes, montages, and other streamlined scenes. Skill challenges can be split into two categories: Narrative skill challenges and Combat skill challenges. NARRATIVE SKILL CHALLENGES Narrative skill challenges exist purely within narrative play, the actions and consequences have no impact on combat. Narrative skill challenges are structured the following way: Goal: The GM will lay out the end goal for the PCs. This can include things like “catch this person before they escape” or “get to your destination”. Difficulty: The GM will set the difficulty of the skill challenge. This represents the number of successes players will need to achieve. • • • Simple: Difficulty = number of PCs Moderate: Difficulty = number of PCs x 1.5 Challenging: Difficulty = number of PCs x2 Failure: If the players collectively reach three failed skill checks, the skill challenge is failed. Resolution: PCs take turns describing how they contribute to the skill challenge, and then make a skill check to determine how impactful or successful it was. Misses count as a failure, and hits and crits count as a success. Once every PC has taken a turn, if they haven’t yet succeeded or failed the skill challenge, they go again. Repeat until the PCs succeed or fail the skill challenge. 36 COMBAT SKILL CHALLENGES Combat skill challenges are a special type of skill challenge taken during a quest, with combat scene implications. These represent the narrative challenges the PCs undergo between combat scenes, like moving through dangerous rooms in a dungeon, or sneaking past patrolling guards to ambush their target. Combat skill challenges are structured the following way: Goal: The GM will lay out the end goal for the PCs. This can include things like “bypass the traps of this dungeon” or “get to the hostile army leader”. In a combat skill challenge, the PCs WILL get to their goal. The uncertainty is seeing how well they do it. Adversity: The GM may add adversities to the skill challenge. These are obstacles that, if not overcome, grant negative effects to the next combat scene. These can represent the difficulty of the skill challenge. • • • Simple: Number of adversities = half the number of PCs Moderate: Number of adversities = number of PCs Challenging: Number of adversities = number of PCs + 2 The PCs are aware of the effect of each adversity. Failure: Combat skill challenges do not have a success/fail state. Instead, failing to overcome adversities are the penalties for failure. Resolution: In a combat skill challenge, each PC will make a single skill check. First, each PC must pick an approach. There are six approaches, and each represents the general way they are approaching their skill check. The six approaches are: Endure, Infiltrate, Preparation, Scout, Sway, Whittle. Their skill check must be something that can reasonably fall under the selected approach. For example, if you want to hold up a crumbling wall so your allies can escape, it would make sense to use Endure, but Sway wouldn’t make sense. Approaches give the players the opportunity to overcome adversities, or gain benefits for the next combat scene. After they’ve selected their approach, a PC can describe how they are contributing to the skill challenge. If they want to overcome an adversity, they must specifically describe how they are attempting to do so. Once they’ve described what they want to do, they make a skill check. • • • Miss: Failure Hit: They can select one approach option, but it must be from the Hit list. Crit: They can select one approach option, and it can be from the Hit or Crit list. Approach options can be selected either immediately or at the start of the next combat scene. Any unused options are lost once the combat scene begins. One thing to note is that it is not required for the PCs to overcome adversities. Perhaps a PC was planning on tackling an adversity, but scored a crit on the skill check and think that one of their approach’s crit options more than offsets the adversity’s negative effect. That is a completely valid decision, and the higher difficulty combat skill challenges mean that it’s likely impossible to overcome every adversity. Deciding on which adversities to overcome, and which to accept, is one of the tactical decisions in a combat skill challenge. APPROACH Below are the six approaches that PCs can select during combat skill challenges. On a hit, they can choose one option from the hit list. On a crit, they can choose one option from either the hit or crit list. An option with the [TEAM] tag can only be selected once per skill challenge. 37 ENDURE Weather the storm and stand strong, enduring whatever trials come your way. OVERCOME ARMORER ADRENALINE BOLSTERED DEFENSIVE USED TO PAIN ENDURE FOCUSED HARDENED STURDY HIT Overcome an adversity. Repair a destroyed piece of equipment or technique. Gain resistance to Physical, Force, Astral, and Lunar damage until the end of the 1st round of combat. Start the next combat with 4 temp HP. A PC of your choice starts the next combat with 3 Focus. Choose WOUNDS or OVERSTRESS. During the next combat, If you would take the option you selected, you can roll the WOUND/OVERSTRESS roll twice and take the better result. CRIT Once during the next combat scene when you would be DISARMED, SILENCED, STUNNED, VULNERABLE, or WEAKENED, you don’t gain the condition. Your Stress can’t go above your BREAKING value until the end of the 1st round of combat. You are immune to the DAZED condition for the next combat scene. Your HP can’t be reduced below your BLOODIED value until the end of the 1st round of combat. INFILTRATE Surprise your opponents or gain an advantageous position by moving undetected. OVERCOME AMBUSH FORWARD POSITION IN THE SHADOWS SURPRISE TRAPPED ENVIRONMENT CLOAK OF SHADOWS MARKED FOR DEATH HIT Overcome an adversity. 1/round when you make an attack roll while HIDDEN, you can roll the d20 twice and take the best result. When you deploy, you can change your position to any free space within [Range 8] of where you could normally deploy. You start the next combat scene HIDDEN, and can’t lose HIDDEN until the end of your 1st turn. You can take your 1st turn during 1 BOLSTER and use any action during that phase. After PCs and NPCs deploy, you can place 3 traps in free spaces on the map. A character that triggers one of the traps takes [6 Damage] of a type chosen by you when placed, and must pass an AGI save or be SLOWED until the end of their next turn. CRIT You start the next combat scene INVISIBLE, which lasts until you make an attack, deal damage, or force a save. After PCs and NPCs deploy, choose a non-boss NPC. 1/round when you consume a MARK on them and successfully hit with an attack that deals Physical, Force, Astral, or Lunar damage, the damage is increased by the result of the highest accuracy die rolled. 38 PASS WITHOUT TRACE SPREAD OUT All PCs start the next combat HIDDEN. [TEAM] At the start of the 1st round of the combat scene, all PCs can immediately move up to their speed. PREPARATION Research your enemies, create a plan, and trust in your preparations to bring you to victory. OVERCOME DEFENSIVE ENCYCLOPEDIA IDENTIFY PRECAST PREPARED HIT Overcome an adversity. A PC of your choice starts the next combat with 3 Focus. The PCs know if any deployed enemies in the next combat have abilities that grant Resistance, Vulnerability, or Immunities, and what those abilities do. This includes abilities with conditional triggers, like a resistance that only applies in certain situations. Learn the statistics and abilities of one non-boss NPC of their choice. Your first ability that costs mana in the next combat costs 2 less mana. You can switch out one non-destroyed weapon, support item, ancestry trait, or technique you have equipped, with a DIFFERENT choice that you would be able to equip. PLAN READY RESTOCK WELL RESTED CRIT [TEAM] Pick a Phase. All PCs gain +1 Accuracy on checks and saves during that Phase. [TEAM] PCs can always take the first turn each Phase. You regain all charges of one item or ability with the CONSUMABLE tag. Your SURGE level is reduced one stage. SCOUT Scouting provides information on who you’re fighting and the environment you’re fighting in. OVERCOME IDENTIFY KNOW ENEMIES KNOW POSITIONS PRIORITIZE SEARCHING EYE HIT Overcome an adversity. Learn the statistics and abilities of one non-boss NPC of your choice. Enemies can’t start the next combat HIDDEN or INVISIBLE and can’t become HIDDEN or INVISIBLE during their first turn. After PCs and NPCs deploy, you can move one non-boss NPC to another free space within their deployment zone. If there isn’t a pre-determined deployment zone for NPCs, you can change their starting position to a free space within [Range 8]. After PCs and NPCs deploy, Three enemies of your choice start the next combat MARKED. After PCs and NPCs deploy, choose an enemy. The PCs always know their current HP and Stress. 39 SWAY CHANGE GEAR STUDY TACTICAL POSITION WEAK POINT CRIT You can switch out one weapon, support item, ancestry trait, or technique you have equipped, including a destroyed one, with a DIFFERENT choice that you would be able to equip. The PCs know the current HP and Stress of all hostile NPCs during the next combat. Choose two options from the below list when you deploy. You can place them in free spaces on the map. • 2 pieces of Size 1 hard cover. • 1 piece of Size 2 hard cover. • 6 spaces Difficult Terrain. • 2 spaces of Dangerous Terrain. • Remove 2 pieces of Size 1 cover. • Remove 1 piece of Size 2 cover. After PCs and NPCs deploy, pick an enemy. PCs can take +1 Difficulty when attacking this target. On a hit, the target is VULNERABLE to that attack. This effect triggers once. Bluff, lie, or charm your way to your destination. OVERCOME BETRAYAL CONFLICTED FEELINGS CONFUSED FRIEND SHARE RESOURCES HIT Overcome an adversity. After PCs and NPCs deploy, one non-boss NPC of your choice is DISARMED or SILENCED until the end of their 1st turn. During the next combat scene, non-boss NPCs take 1 Stress every time they deal damage to you. After PCs and NPCs deploy, a non-boss NPC of your choice treats their 1st initiative as 8 during the 1st round of combat. After PCs and NPCs deploy, A non-boss NPC of your choice has +1 Difficulty on all attack rolls against you until you deal damage or Stress to them. You regain 1 Recovery. CRIT After PCs and NPCs deploy, you can change your starting position to be adjacent to an NPC of your choice. TURNCOAT An NPC ally will assist during the next combat. The GM will create the NPC. UNPREPARED All NPCs are DAZED ENEMIES until the end of their 1st turn. MISINFORMATION Enemy reinforcements deploy 1 round later than they normally would. BUDDY 40 WHITTLE Take out foes and cut your way through to your destination. OVERCOME ADRENALINE BATTERED BRUISED LIMP STRESSED OUT HIT Overcome an adversity. Gain resistance to Physical, Force, Astral, and Lunar damage until the end of the 1st round of combat. After PCs and NPCs deploy, one NPC of your choice is WEAKENED until the end of their 1st turn. After PCs and NPCs deploy, one non-boss NPC of your choice is always considered BLOODIED, regardless of how much HP they actually have. After PCs and NPCs deploy, one NPC of your choice is SLOWED until the end of their 1st turn. One non-boss, non-minion NPC of the GM’s choice starts the next combat scene BREAKING. ADVERSITY Below are the negative effects that you can apply to adversities. PCs are always aware of what the effects are for each adversity they face. For example, a dungeon might have “Traps, traps, and more traps” as an adversity, with the bumps and bruises effect. 1 2 3 4 5 CHANNEL RUSH CRIT FISHER FEAR WOUNDED CRIT Your first 2 CHANNEL ability during the next combat scene can be instantly released instead of waiting until PHASE 6 RELEASE. During the next combat scene, you score a critical hit on an attack roll of 15+. This lasts until you score a critical hit. Enemies have +1 Difficulty on all attacks against you during the 1st round of the next combat scene. After PCs and NPCs deploy, one non-boss NPC of your choice starts the next combat scene BLOODIED. 6 7 8 9 10 11 12 ADVERSITY All PCs must destroy a weapon or support item. BUMPS AND All PCs lose 1 Recovery. BRUISES CAPTURED One PC must let the enemies choose their deployment space, which can be any free space that isn’t dangerous terrain. That PC is IMMOBILIZED by a set of chains, which count as locked, and once opened, clear the IMMOBILIZED condition. DELAYED NPCs act before PCs in each phase during the next combat. DISCOVERED All PCs start the next combat MARKED. DRAINED All PCs SURGE level is increased by one step. EXHAUSTED All PCs are WEAKENED until cleared. FRUSTRATED All PCs start the next combat scene with their Stress at their BREAKING value. HURT All PCs start the next combat scene with their HP at their BLOODIED value. MANA PCs start the next TAPPED encounter with 0 mana. SURPRISED PCs take their 1st turn in the next combat during PHASE 8 DELAY, and can’t take reactions or free actions before that. UNFOCUSED All PCs must destroy a technique. BROKEN 41 42 05 COMBAT PLAY Combat is the main focus of Beacon, and the rules for it are detailed. This chapter will explain how combat scenes work, and the rules and terminology used in combat. COMBAT SUMMARY Combat in BEACON is composed of a few different periods of time: • • • Scene: An entire combat happens within a scene. Once the combat is over, the scene ends. Round: A round is composed of numerous phases. Each character takes a turn during one of these phases. Once each phase has been cycled through, the round ends, and then another round begins. Phase: Characters take their turns during a phase. Each phase determines which actions can be taken. Once all • characters that want to take an action during a phase have done so, play progresses to the next phase. Turn: A character can take one turn in a round. The action they want to take on their turn determines which phase they act in. A character can take their standard movement, one standard action, and one quick action. Turns alternate between PCs and NPCs, with priority going to whichever side (PC or NPC) hasn’t acted most recently. PCs can take the 1st turn in the 1st phase of a combat scene. PHASES The phases of combat are as follows: PHASES 1 BOLSTER 2 CHANNEL 3 SKIRMISH 4 REPOSITION 5 BRAWL 6 RELEASE 7 FULL ATTACK 8 DELAY ACTIONS DEFEND RECOVER CHANNEL VOLLEY MARK RUSH FIGHT CAST SEARCH HIDE SHOVE GRAPPLE RELEASE FULL ATTACK DELAY 43 TAKING TURNS A character can do the following during their turn in any order: • • • Standard movement: Move up to their speed. Standard action: Take an action that can be used during the current Phase. Quick action: A special type of action. Abilities, equipment, and traits might provide quick actions to use. Certain abilities will indicate the action or phase required to use it, like BOLSTER (phase) or DEFEND (action). If an ability lists an action, like CAST, you use that action to activate it, and it counts as a use of that action. If an ability lists a phase, it requires your Standard Action to use during that phase, but it doesn’t qualify as one of the underlying actions for the purposes of triggered effects. Example: Charlotte wants to attack with her bow. This uses the VOLLEY action, and can be taken during PHASE 3: SKIRMISH, because that phase allows the use of VOLLEY. If she has any abilities that trigger off of the use of a VOLLEY action, they would apply. Later, Charlotte wants to use her Crash skill from the Dragon Rider job. This skill requires a 4 REPOSITION action to use, so Charlotte can only use it during PHASE 4: REPOSITION. It won’t count as using the RUSH or HIDE actions. SURGE A character can SURGE 1/round to take a 2nd turn. Doing so costs an increasing amount of stress Stress, resetting during a LONG REST. A character can’t SURGE before they’ve taken their 1st turn in a round. A SURGE turn counts as a turn for all effects that start or end at the character’s next turn. A character gains their standard movement, standard action, and quick action as normal. The stress Stress cost for surging is listed below. The cost does not progress past 1d6+4. SURGE TABLE TIMES SURGED STRESS COST 1ST TIME 2 Stress 2ND TIME 1d3 + 1 Stress 3RD TIME 1d6 + 2 Stress 4TH TIME OR 1d6 + 4 Stress MORE THE ACTIONS The standard actions a player can take are listed below. These actions are activated with a Standard Action during a character’s turn. ACTION RESOLUTION When multiple actions or effects would occur at the same time, such as at the beginning of a character’s turn, the following rules apply. • • Actions or effects from other characters apply first. o If there are multiple effects from one character, they choose the order they happen. o If there are multiple effects from multiple characters, the GM decides the order. All other actions or effects resolve in whatever order the character wants. PHASE 1 DEFEND (PHASE 1 : BOLSTER) Gain Focus equal to 1d3 + your Armor. Until the start of your next turn, attacks against you gain +1 Difficulty. 44 RECOVER (PHASE 1 : BOLSTER) MARK (PHASE 3 : SKIRMISH) Choose one of the following: A character within your Scope and Line of Sight gains the MARKED condition. • Spend a recovery to regain all your HP. • Clear all your Stress. • Regain all your mana. Then choose one of the following: • • • • Reload all Reloading weapons/abilities. Remove all Discord on you. Clear a condition or effect on you that wasn’t caused by yourself. Clear a condition or effect on an adjacent ally that wasn’t caused by them. SEARCH (PHASE 3 : SKIRMISH) Choose a character or object within Scope and pick one. (A) If they are HIDDEN, make a contested MND check vs their AGI. On a success, they are no longer HIDDEN. (B) You learn the target’s statistics, abilities, and equipment. PHASE 2 CHANNEL (PHASE 2 : CHANNEL) VOLLEY (PHASE 3: SKIRMISH) You make a ranged weapon attack. CHANNEL abilities begin with this action, and take effect with RELEASE during PHASE 6. Channeled abilities can ONLY be released during PHASE 6. While channeling, if you take any damage (after Armor) or Stress (not caused by yourself), you have to make a BLK save against the initiator’s Save Target, which is called a Concentration save. On a failure, you stop channeling and the action is lost. You can only channel one ability at a time, and you can’t READY a channel. You can stop channeling as a free action. You can take your standard move when you release this round, if you didn’t use it during your turn. A channel ability is considered used when this action is taken, and any costs, like mana, must be paid at that time. PHASE 3 CAST (PHASE 3 : SKIRMISH) Ranged Attack Rolls Roll 1d20+your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. PHASE 4 HIDE (PHASE 4 : REPOSITION) You gain the HIDDEN condition. To hide, you can’t be ENGAGED and either must either be A) Outside of enemy Line of Sight, B) Benefiting from cover against enemies that have Line of Sight against you, or C) Be INVISIBLE. RUSH (PHASE 4 : REPOSITION) You can either (A) Move up to your Speed, or (B) not provoke reactions from movement this turn. You make a spell attack against a target within Scope. Spell Attack Rolls Roll 1d20 + your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. 45 PHASE 5 PHASE 6 FIGHT (PHASE 5 : BRAWL) RELEASE (PHASE 6 : RELEASE) You make a melee or improvised attack. Channeled effects are released during this phase. Releasing an effect is resolved as if taking a turn, following the rules for alternating between PCs and NPCs, but doesn’t count as a turn. Instead of releasing an effect, it can continue to be channeled and released during PHASE 6 next round. You can’t release an ability if you are STUNNED. Attack Rolls Roll 1d20 + your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. Improvised attacks deal 1d3 Physical on a hit and can only attack adjacent targets. PHASE 7 GRAPPLE (PHASE 5 : BRAWL) FULL ATTACK (PHASE 7 : FULL ATTACK) Make a melee attack against an adjacent character. On a hit, both characters are GRAPPLED. While grappled, both characters: Either A) Use a weapon or technique with the SLOW tag, or B) VOLLEY, CAST, FIGHT, SHOVE, or GRAPPLE with any combination of two different weapons, techniques, or actions. This action can only be taken 1/round. • • • Count as ENGAGED. Can’t take Reactions. If you are the same size as the target, you count as the larger one during the turn you grapple them. • The larger character can move normally. • The smaller character is IMMOBILIZED, but is drug along by the larger character. • Characters that are the same size can make a contested BLK check during their turn to see if they count as the larger one that turn. GRAPPLED ends if: o The characters are no longer adjacent to each other. o The initiator ends it as a free action. o The smaller character succeeds on an opposed BLK check as a Quick Action. SHOVE (PHASE 5 : BRAWL) Make a melee attack against an adjacent target. You gain +1 Accuracy for every size larger than the target you are, or +1 Difficulty for every size smaller. On a hit, chose one of the following: • • Push them 1 space. Knock them PRONE. Why Can’t I Attack With The Same Weapon/Technique Twice? To force variety. If you could use the same weapon, you’ll likely just use your best weapon twice, and only use secondary options when the primary breaks. This way you are forced to use different options, and because of that, look for interesting synergies. How Does Attacking With Two Different Weapons Look? Beacon rounds have no set length of time. They could be 6 seconds, minutes, or even days. You can flavor it however you want. Maybe you dual wield. Maybe you swap them out. Maybe one gets stuck in your foe, and you draw the new one. It’s up to you, and doesn’t matter mechanically. 46 PHASE 8 DELAY (PHASE 8 : DELAY) The last chance to take an action during this round. If you wanted to take an action but the phase had already passed, you act on this phase. SPECIAL READY (PHASE SPECIAL) You turn your standard action into a customizable reaction. Select your trigger, which must be an action, move, or reaction taken by another character. happen for the reaction’s effect to happen. The effect is what happens when the trigger is met. Generally, a reaction resolves AFTER the trigger unless otherwise noted. A trigger of “When attacked” resolves after the attack happens (including any damage), but a trigger of “when targeted” or “when an attack is declared but before the roll is made” would happen before the attack happens. There are the reactions available to all PCs. COUNTERATTACK Reaction (1/round), Focus 1 Trigger: You are hit by an attack from a character within one of your weapon or spell’s Reach. Select your effect, which must be an action or quick action you can take during your current turn. Effect: You can VOLLEY/CAST/FIGHT with one of those weapons/spells against that character. Until the start of your next turn, you can take that readied action as a reaction when the trigger is successfully met. You can’t use any other reactions while readying an action. You can forgo your readied action at any time. If you haven’t used your readied action by the start of your next turn, the action is lost. INTERPOSE Example: Trigger: When an enemy moves outside of cover. Effect: I will CAST at them. Trigger: An ally within [Range 3] is targeted by an attack. Effect: You can move up to 2 spaces, ignoring reactions. If you end this movement next to the targeted ally, you can choose to become the target instead. An attack roll can only be interposed once. OPPORTUNITY ATTACK REACTIONS In addition to actions, characters also have access to reactions. Reactions are a special type of action that are taken in response to a specific trigger. Each character can take 1 reaction per turn, but there’s no limit on how many times a specific reaction can be used, unless it specifies a limit like 1/round. If an NPC can take more than 1 turn in a round (typically for elite or solo NPCs), reaction limitations like 1/round reset at the start of each of their turns AND at the start of a new round. Reaction, Focus 1 Reaction (1/round) Trigger: A hostile character begins a movement or standard movement within one of your weapon or technique’s Reach. Effect: You can immediately VOLLEY/CAST/FIGHT against them with one of those weapons or techniques. FREE ACTIONS Free Actions can only be taken during your turn. A character can take an unlimited number of free actions during their turn. Each reaction has a trigger and an effect. The trigger is the event or occurrence that needs to 47 48 06 COMBAT RULES This chapter contains the rules for combat scenes in Beacon. Combats scenes are tactical, rules heavy games. Combat is the largest focus of Beacon, and accordingly has the most rules associated with this mode of play. CHARACTERS VERSUS OBJECTS Beacon combat places everything into two categories: characters and objects. CHARACTER Player characters, summons, and NPCs are all considered characters. Generally, a character is an entity that is capable of taking some kind of actions, either personally or at the command of another character. Allies and Enemies Characters in combat are either allies or enemies of each other. A character’s status as an ally or enemy depends on their relationship to you, regardless of how you perceive them. A character does not count as an ally to themselves. OBJECT An object is anything that isn’t a character or part of a character. The terrain, environment, and deployed items are all objects. Only objects with the above definition count as objects for game terminology. For example, while a character’s sword is considered an object in conversational language, in game terms it is not, because it is part of a character. You couldn’t target or affect the sword with abilities that target objects. TERRAIN Terrain is a specific subset of objects that include the environmental objects in a combat scene. Trees, walls, and rocks would be considered terrain. Deployed objects, like a quick-folding wall, would not be terrain, but would still be an object. The GM determines what counts as an object, and what counts as terrain. ABILITY CHECKS AND SAVES Ability checks and saves are used in combat, and utilize your ability scores (BLK, AGI, MND, MGK). Backgrounds, Grit, and your Title don’t apply. To make an ability check or save, roll 1d20 + the ability score (BLK, AGI, MND, MGK) + Accuracy or Difficulty. Checks need to equal or exceed 10 to succeed. Saves need to equal or exceed the Save Target of the initiator, or 10 if not otherwise specified. ATTACKS Characters can make attacks during combat, using certain actions like 3 VOLLEY, 3 CAST, 5 FIGHT, and 7 FULL ATTACK. Most attacks are either Weapon or Spell attacks, and can be further categorized as either Melee Attacks or Ranged Attacks. To make an attack, roll 1d20 + GRIT + Accuracy or Difficulty. 49 If the attack is equal to or higher than the target’s defense (Dodge or A-Def), the attack is a hit. WEAPON ATTACKS Weapon attacks are attacks made with an equipped weapon, skill, or an unarmed attack. Weapon attacks can be melee or ranged. Each weapon will specify whether it is a melee or ranged weapon, and all attacks with it count as that. MELEE WEAPON ATTACKS To make a melee weapon attack, select a target within the weapon’s Reach. If your attack result equals or exceeds the target’s Dodge/A-Def, the attack is a hit. Melee attacks ignore cover. RANGED WEAPON ATTACKS To make a ranged weapon attack, select a target within the weapon’s Range. If your attack result equals or exceeds the target’s Dodge/ADef, the attack is a hit. SPELL ATTACKS Spell attacks are magical attacks using abilities or effects that are classified as spells. Spell attacks can be melee or ranged. Each spell attack will specify whether it is melee or ranged, and all attacks with it count as that. MELEE SPELL ATTACKS To make a melee spell attack, select a target within the spell’s indicated Reach. If your attack result equals or exceeds the target’s Dodge/ADef, the attack is a hit. Melee attacks ignore cover. RANGED SPELL ATTACKS To make a ranged spell attack, select a target within your Scope. If your attack result equals or exceeds the target’s Dodge/A-Def, the attack is a hit. Attacks vs Attack Rolls An attack can be composed of an attack roll, or in the case of AOEs, multiple attack rolls. An attack roll is a portion of an attack, and is against a single target. Abilities that mention an attack refer to all of the attack rolls as part of that attack. Anything that mentions an attack roll references a single roll, even if the attack has multiple attack rolls. AUTO-HIT Certain abilities (often 2 CHANNEL abilities) auto-hit, meaning they automatically hit their targets, with no attack roll. Abilities with an autohit are considered an attack, even though the attack roll doesn’t take place. The INVISIBLE status’ miss chance still applies, since auto-hits still count as an attack. INTERPOSE can still be used against auto-hit effects. Not every ability that deals automatic damage is an attack, only effects that specify auto-hit count as attacks. CRITICAL HITS A critical hit is a when an attack roll is equal to or greater than 20. A critical hit is independent of the actual result of the dice. As long as the attack roll is equal to or greater than 20 (after Accuracy, Difficulty, and other modifiers), the attack is considered a critical hit. 50 A critical hit can do more damage than a normal hit. When you score a critical hit, roll all damage dice twice, and take the highest result. All damage dice, including bonus damage, are rolled twice. For example, if an attack deals 2d6+2 Physical damage, you would roll 4d6, take the highest two, and add +2. (i.e. [4, 2, 6, 3], use the [4 and 6]). REROLL TABLE When you make an attack roll, ability check, or saving throw in combat, you can use the reroll table to try again. Each option can only be chosen 1/round. You can use the reroll table after finding out if the roll would succeed or not, but before it actually becomes a success or failure. For example, using the reroll table to turn a miss into a hit doesn’t mean that you actually missed the first attack, for effects that trigger on misses like Reliable damage. All accuracy or difficulty are also rerolled. The Reroll Table options are: REROLL TABLE Take 1d3 Stress Become MARKED. You can’t use this option if you are MARKED. This doesn’t count as a condition that you’ve given yourself If you are adjacent to an enemy or within one of their weapon’s Reach, they can choose to a) OPPORTUNITY ATTACK you, or b) deal 3 Physical to you as a Reaction. RANGE, REACH, AND AREA OF EFFECT RANGE Range is measured in the number of spaces on a grid. Range 1, for example, covers 1 space from the starting point. When a character measures Range, they measure from one of the spaces they occupy. There are different types of ranges, like weapon Range and Scope, but they are all measured the same way. REACH Reach is similar to Range, and is measured the same way. Reach is also used for opportunity attacks. AREA OF EFFECT An Area of Effect (AOE) affects more than 1 target or space. An effect can have an AOE instead of a Range /Reach, or in addition to it. AOEs affect all targets within the area. If the AOE is an attack, attack rolls are made against each target in the area. Damage is only rolled once, and apply to every affected target. If an effect has a Range /Reach AND an AOE, the AOE’s point of origin can be placed anywhere within the indicated rage. For example, if you have a [Range 8, Line 5] effect, the [Line 5] can be start anywhere within [Range 8]. The standard AOEs are: Blast X: Affects all characters within a radius of X spaces from the center space, including the center space. Cover and line of sight are calculated from the center space of the AOE. 51 Line X: Affects all characters within a straight line, x spaces long. Burst X: Affects all characters within a radius of X spaces from the occupied spaces of the target, excluding the target. Cover and line of sight are calculated from the occupied space of the target. TARGETING To target something, it must be: • • • Close Blast X: As a Blast Blast, but at least 1 space must be adjacent to the user, the user can’t be in the area, and cover/line of sight are calculated from the user. Within line of sight. Within Range or Reach. A character, space within the scene, or object. Characters can’t attack themselves unless otherwise indicated. 52 LINE OF SIGHT Most attacks and effects require line of sight to their target. To determine line of sight, you must be able to draw a straight line to some part of the target. If something blocks the line, then either cover applies or line of sight does not. Characters do not normally block Line of Sight. Line of sight does not literally require sight. For example, a character with no eyes can still draw line of sight unless an ability or effect specifies otherwise, and a transparent wall of magical force would still block line of sight even though you can see through it. You can consider line of sight and line of effect to be the same thing. If you don’t have line of sight to something, you can’t target it. If you can’t target something, you don’t have line of sight to it. Certain effects allow you to bypass the line-ofsight rules, like Arcing or Homing attacks. These are exceptions to the rules. DETERMINING LINE OF SIGHT To determine line of sight for a target, use the Determining Line of Sight chart. Generally, Line of Sight goes both ways. If you could draw Line of Sight to a target, the target has the ability to draw Line of Sight to you too. COVER Cover is an effect that may make attacks harder to hit, or block them entirely. There are 2 types of cover: soft cover and hard cover. Cover is most often an object, but can be a zone or effect. Effects that create a piece of cover create objects that provide cover. The size of a piece of cover follows the same rules as size for a PC. Size 1 fills 1 space. Size 2 fills a 2x2 space, etc. Characters in cover can shoot around their cover if they are the same size as the cover, or are at an edge of cover. Determining Line of Sight 53 A character can’t benefit from cover if they are larger than a piece of cover. For example, a size 2 character doesn’t gain any benefits from size 1 pieces of cover. Soft and Hard cover don’t stack with each other. If you would gain both soft and hard cover, you count as having hard cover. Some cover can be taller than its size indicates, like a thin but tall column that only occupies 1 space, but reaches a height of Size 3. In these cases, larger characters might be able to benefit from cover if attacks targeting them pass through this cover. SOFT COVER Soft cover either partly covers a character, or isn’t strong enough to fully block attacks, like smoke or thin walls. Soft cover provides +1 Difficulty on attacks against a target benefiting from it. Soft cover doesn’t block line of sight. HARD COVER Hard cover is large or strong enough to reliably block attacks, like thick walls. Hard cover provides +2 Difficulty on attacks against a target benefiting from it. To benefit from hard cover, A character must be adjacent to the source of cover. Otherwise, it only provides soft cover. Hard cover might block line of sight. DETERMINING COVER To determine if a target benefits from cover, draw a line from the center of one of the attacker’s spaces to the center of one of the target’s spaces. If the line crosses a piece of cover, and the target is the same size as the cover or smaller: • • If the cover is soft cover, the target benefits from soft cover. If the cover is hard cover, the target benefits from hard cover if they are adjacent to the it. Otherwise, they have soft cover. MOVEMENT Characters can move a number of spaces during their turn equal to their Speed, which is called their Standard Move. Movement can be made in any direction, including diagonal. Movement is always made horizontally; Beacon doesn’t track vertical movement or spaces. Characters can move into any space that isn’t obstructed or impassable. A character must move at least 1 space to be considered moving. Standing up from PRONE doesn’t count as movement. SPLITTING UP MOVEMENT A character can split up their voluntary movement with actions or attacks. For example, a character with a Speed of 6 can move 2 spaces, take an action, and then move 4 spaces. If a character can make multiple attacks with one action, they can move in between each attack. SHIFT A Shift is a special form of movement that doesn’t provoke Reactions or Opportunity Attacks, and ignores ENGAGEMENT. You can’t Shift if you are SLOWED. Certain abilities will allow characters to Shift. TELEPORTATION Teleportation is a special type of movement that allows for instant transportation between two spaces. Teleportation does not require line of sight, doesn’t provoke reactions, and ignores ENGAGEMENT. Teleportation counts as movement, and always counts as moving 1 space, regardless of the distance traveled. IMMOBILIZED characters can’t teleport themselves, since they can’t take any movement. If a character tries to teleport into a space they can’t occupy, the teleport fails and the action is lost. 54 FLIGHT Flight is a special form of movement that provides the FLYING status. A character with the ability to fly can activate or deactivate flying as a Free Action, and can choose to start a combat scene flying. Flying characters get the following benefits: • • • • • • Non-thrown Melee attacks from nonflying characters gain +2 Difficulty against them. They do not become ENGAGED from non-flying characters, but don’t cause ENGAGEMENT either. They ignore most ground-based obstructions and features as long as they could reasonable fly over it, like Difficult Terrain and Dangerous Terrain. However, they cannot benefit from ground-based terrain, like cover. They can move through the spaces of other characters and can be moved through, but can’t end their turn sharing spaces. They do not trigger traps and are immune to the effects of traps. Immunity to the PRONE status. A flying character loses these benefits while IMMOBILZED. CLIMBING them, but all movement costs +1 movement while doing so. FORCED MOVEMENT Forced movement is a type of involuntary movement. There are three types of forced movement: Push, Pull, and Slide. • • • Push: All movement must in a straight line directly away from the origin. Pull: All movement must be in a straight line directly toward the origin. Slide. The movement can be in any direction. Forced movement does not provoke reactions and ignores engagement. A character can’t be subject to forced movement into a space they cannot enter. For example, if a space can only be reached by flying units, a non-flying character can’t be pushed into it, but a flying one could. A character may be able to subject themselves to a push, pull, or slide effect. Even though they may be willingly doing so, it still counts as forced movement and ignores engagement and reactions. OBSTRUCTION An obstruction is anything that blocks movement into its space. Characters and objects can be obstructions. Characters can climb onto terrain if there is a place for them to stand, like a building or a wall. Climbing onto a piece of terrain costs +1 movement per Size of the terrain. For example, climbing onto a Size 1 piece of hard cover costs 2 movement, while climbing atop a Size 4 wall costs 5 movement. An obstruction prevents movement into its space if the obstruction is the same size as the character or lager. If an obstruction is smaller than a character, they can move through it. Additionally, if a character has a special type of movement that allows them to bypass obstacles, like flying, they can do so. There is no partial climbing. If a character doesn’t have enough movement to reach the top, they can’t climb. A character can’t end their turn sharing spaces with another character or obstruction. Moving from the top of a piece of cover to lower ground counts as normal movement. SQUEEZING Characters can squeeze to fit in spaces that they normally couldn’t enter. A character can squeeze into spaces one size smaller than Characters can move through the spaces of their allies, but can’t end their turn sharing a space with them. ELEVATION Beacon doesn’t track vertical spaces or height differences. The game uses Size and other effects to represent height differences. Flying characters, for example, don’t track how high off 55 the ground they are. They instead receive a number of bonuses that represent the fact that they are flying around. The High Ground terrain is a special type of terrain that represents having a height advantage. Page xxx has more information. Use this terrain whenever you want to designate something as being substantially taller than other areas, like a tall tower. Some terrain might require climbing or flying to access, like a cliff. It is treated like any other piece of terrain, and is still considered adjacent to other spaces, it just has special rules for accessing it. ENGAGEMENT When two enemy characters become adjacent to each other, they become ENGAGED, which is a status. When a character becomes ENGAGED with an enemy of their size or larger, their movement ends and they lose any unused movement. Once ENGAGED, a character can begin new movements normally. Moving adjacent to a character you are already ENGAGED with doesn’t stop your movement, since you are still ENGAGED. The movement ending effect only happens when ENGAGED is applied. While a character is ENGAGED, they gain +1 Difficulty to all ranged attacks. DIFFICULT TERRAIN Difficult terrain is any type of terrain that slows movement, like mud, water, or thick grass. It costs 2 movement to enter a space of difficult terrain. DANGEROUS TERRAIN Dangerous terrain is any type of terrain that can cause damage, like lava or thorns. Characters that enter dangerous terrain for the first time in a turn or start their turn within it must make an ability check, typically AGI. On a failure, they take 5 damage of a type determined by the GM. This can include Stress or Discord. A character only makes this check 1/round per source of dangerous terrain. ENVIRONMENTAL FACTORS Environmental factors alter combat scenes. Some might apply to the entire combat scene, while others might affect smaller zones, like a room with low visibility. Here are some common environmental factors. LOW VISIBILITY Low visibility can represent darkness, fog, and other effects that lower visibility. Low visibility affects how far characters can see, and makes it easier to 4 HIDE. Low visibility has the following effects. • • Characters can ignore any of the prerequisites for taking the 4 HIDE action. Scope and weapon ranges are reduced by half. Reach and area of effect zones are not affected. LOCKS Doors, gates, and treasure chests can all be locked. An entrance, like a door that is locked, can’t be moved through. Chests or other objects that are locked can’t be accessed. Unlocking something requires a successful AGI check, which can be done as part of the action needed to interact with the object. On a success, the lock is disabled and the object is opened. UNDERWATER / ZERO GRAVITY Combat encounters that take place completely underwater or in zero gravity treat every character as FLYING. However, unless they can fly or have an Aquatic Adaptation (granted by certain abilities), they can’t 4 RUSH, use 4 RUSH actions, or use any additional forms of movement. 56 TERRAIN FEATURES Terrain features are special spaces on a battlefield. While most terrain features affect a single space, multiples can be placed next to each other to create a continuous feature. For example, you can have a single space of lava as dangerous terrain, but can also connect multiple lava spaces to create a lava flow, which all count as the same piece of dangerous terrain. COVER See page xxx for detailed information on cover. DIFFICULT / DANGEROUS TERRAIN See page xxx for detailed information on difficult and dangerous terrain. A summary is provided below. • • Difficult Terrain. Entering a space of difficult terrain costs 2 movement, instead of one. Dangerous Terrain. Characters that enter dangerous terrain for the first time in a turn or start their turn within it must pass an ability check or take 5 damage of a type determined by the GM. This can include Stress or Discord. EMPTY SPACE An empty space is a space without any characters, objects, or terrain features in it. • • Some high ground might require special movement, like flying or climbing to access. IMPASSABLE TERRAIN Impassable terrain represents walls or cliffs, and cannot normally be entered unless a character possesses a type of movement that can enter the space, like flying or climbing. Some impassable terrain cannot be entered at all, like a pillar that reaches up to the ceiling. TRAPS Traps are interactable objects in a combat scene. Traps have the TRAP tag, which is reproduced below. When using generic, nonNPC or PC specific traps, you can use the following guidelines: Items or abilities with this tag can be placed in a free adjacent space. When a character moves adjacent to a trap, it activates. Characters leaving an adjacent space don’t trigger the trap. Traps are HIDDEN, but can be detected with the 3 SEARCH action. A detected trap can be disarmed as a Quick Action when moving adjacent to one by passing an AGI check. On a failure, the trap activates as normal. • FREE SPACE A Free Space is a space without any characters or objects in it. • HIGH GROUND High Ground terrain provides benefits that represent being at a higher elevation than other characters, similar to flying characters. While standing in high ground, you gain the following benefits: • Non-thrown Melee attacks from nonflying characters or those not in high ground gain +2 Difficulty against you. You do not become ENGAGED from characters that aren’t in high ground, but you don’t cause ENGAGEMENT against them either. You gain +1 Accuracy against non-flying character that aren’t in high ground. • • Damage. Triggering character takes [6/8/10] damage. Damage, Area. When triggered, creates a [Burst 1] zone. All characters in the area must make an ability save, taking [6/8/10] damage on a failure, or half damage on a success. Condition. The triggering character gains a condition based on the type of trap. IMMOBILIZED, SLOWED, and BLINDED are common conditions. Condition, Area. When triggered, creates a [Burst 1] zone. All characters in the area must make an ability save, gaining a condition on a failure. 57 Why do traps trigger when adjacent, instead of only when you are on their space? Placeholder Art If a trap only triggered when a character moved over their space, they would be much easier to avoid. I don’t see the trap as being EXACTLY in that one space. Instead, I see it as the trap is hidden within an area, and moving adjacent, instead of directly on it, reveals where the trap was, and what its effect is. TREASURE CHEST A treasure chest is an object that contains bonuses for the players. A chest can be accessed with a Quick Action, but might be locked (see LOCKED environmental feature). Bonuses generally apply to the team or can be applied to any one member of the team unless otherwise indicated. Some things that may be found in a chest include: • • • • • • • • 1 reroll on next Loot Crate’s slot 1. Multiples of this reward increase the slots that can be rerolled. +X Gold +X Recoveries Repair a weapon, support item, or technique for free. A Specific piece of Loot. Regain X uses of something with the Consumable tag. Increase current and max mana by X until the end of the scene. Clear all Stress. 58 DISCORD Damaging effects can do more than just harm a character’s corporeal form. Some damaging effects can induce aetheric discord, causing harm to their body and aether. Serious burns, deadly poisons, and blood loss can all induce Discord. Discord is a special effect that applies damage every turn. Whenever a character gains Discord, they immediately take discord damage equal to the amount gained, which is considered Piercing. They then add the amount of Discord gained to their current level of Discord. DAMAGE DAMAGE There are Five main types of damage: • • • • • Physical Force Astral Lunar Discord Physical: Represents slashing, bludgeoning, piercing, and similar types of damage. Force: Explosions and pure arcane energy are considered force damage. Astral: Elemental damage that can be associated with the heat, light, or energy of the stars. Fire, light, and electricity are commonly associated with the Astral. Lunar: Elemental damage that can be associated with the cold, darkness, or stillness of the moon. Ice, dark, and toxic damages are commonly associated with the Lunar. At the end of each turn while they have Discord, the character makes a MAGIC check. If the check is successful, they can clear all of the Discord they have. If they fail the check, they take Discord damage equal to their current level of discord. Discord levels stacks. For example, if you have Discord 2, and gain another Discord 2, you would have a total of Discord 4. SPECIAL DAMAGE: STRESS Stress is a special type of harm that doesn’t count as “damage”, and doesn’t affect a character’s HP. Stress Stress ignores Armor. Instead of subtracting from your HP, stress Stress is accumulated up to your stress cap. If you exceed your stress cap, you become overstressed. If a character doesn’t have a stress cap (like summons), they instead take Force damage equal to the stress Stress. An effect that modifies damage doesn’t modify stress Stress unless otherwise indicated. Taking Stress doesn’t count as taking damage. Discord: Effects that put a character into aetheric discord, taking damage over time. 59 BONUS DAMAGE Bonus damage is extra damage that is added to existing damage (not a separate source of damage). Bonus damage is only applied to successful attacks or abilities that deal damage. Bonus damage can only be Physical, Astral, Lunar, or Force damage (not Stress or Discord). If something deals bonus damage, the damage is of the same type as the underlying, normal damage, unless otherwise indicated. If the normal damage has multiple types, like Physical and Lunar, the character doing the damage picks one. Effects that target more than one character, like AOE attacks, deal half bonus damage to targets. Notably, this applies only if there was more than one target, not if there COULD be multiple targets. If you attack with a Blast 1 explosion and only have one target in the AOE, they take the full bonus damage. If there were two targets, the bonus damage is halved. When fighting with a linked W weapon (like LIGHT W LIGHT), bonus damage is only applied to the first hit. ARMOR, RESISTANCE, AND IMMUNITY Armor Armor reduces incoming damage from Physical, Astral, Lunar, and Force damage by the indicated value from a single source. For example, an armor Armor of 2 would reduce Physical damage taken from an attack by 2. Armor does NOT apply to Stress or Discord. ORDER OF DAMAGE To determine the final amount of damage taken by something, use the following steps in order. 1. Damage is rolled. 2. Reductions or increases to damage from conditions or statuses, like WEAKENED or VULNERABLE apply. 3. Reduce damage by Armor 4. Reductions from the target like Resistance apply next. 5. The remaining damage (rounded up) is taken by the target. OBJECT & TERRAIN DAMAGE Objects and terrain can be damaged. In general, objects and terrain have 10 HP per their size, 5 Dodge, and are immune to aetheric attacks. The GM may allow objects and terrain to be broken in smaller segments, like punching a hole through a wall, instead of destroying the entire wall at once. In addition, the GM may allow for objects or terrain to be broken by a BULK check, like ramming through a wooden door. In general, the ground does not take damage. This can be ignored in certain situations, like where you want to destroy the floor in a house to fall into the basement. But in most cases, no one needs to track how much damage the ground is taking. Resistance halves the damage taken from the indicated damage type or stress Stress (rounded down). Immunity means you do not take the damage or stress Stress from whatever you have immunity to. You can have immunity to any damage type or stress Stress. 60 condition ends and they take their turn during that phase. CONDITIONS & STATUS Conditions and status are continuous effects that are applied to characters. Conditions are generally negative effects. Most conditions indicate when their effect ends, like “until the end of the target’s next turn.” Conditions can be cleared through certain effects, like 1 RECOVER. Statuses are states that describe a character, and may be positive or negative. Statuses can’t be removed unless specific actions are taken, or their requirements no longer apply. CONDITION Blinded: BLINDED characters can only target and draw Line of Sight to adjacent spaces. Dazed: DAZED characters have +1 Difficulty on attacks, checks, and saves. Disarmed: DISARMED characters can’t make weapon attacks except for improvised attacks. Sundered: SUNDERED characters can’t benefit from armor or resistance. Immobilized: IMMOBILIZED characters can’t take any movement, but can still be subjected to forced movement. Marked: When a MARKED character is attacked, the attacker can choose to consume the mark, removing it to gain +1 Accuracy on that attack roll. A character can only have one mark at a time. Silenced: SILENCED characters can’t use spells. Slowed: SLOWED characters can only move with their standard movement, they can’t 4 RUSH, use 4 RUSH actions, or use any additional forms of movement. A SLOWED PC’s turns happen during PHASE 8: DELAY. A SLOWED NPC has their next initiative become 8 instead of its normal value, which lasts until the Stunned: STUNNED characters can’t SURGE, move, or take any actions including free actions. Their DODGE and A-DEF become 5, and they automatically fail any BULK and AGILITY checks and saves. A STUNNED PC’s turns happen during PHASE 8: DELAY. Vulnerable: VULNERABLE characters take double damage from Physical, Astral, Lunar, and Force damage. Stress and Discord are not doubled. Weakened: WEAKENED characters deal half damage with Physical, Force, Astral, and Lunar damage. Stress and Discord are not affected. Summons and Traps are unaffected. STATUS Bloodied: BLOODIED characters are at half of their HP maximum or less. Breaking: BREAKING characters are at half of their Stress cap or more. Engaged: Characters that move adjacent to a hostile character are ENGAGED while adjacent to each other. Ranged attacks made while engaged gain +1 Difficulty. If you become ENGAGED by a character of your size or larger, your movement ends and you lose any unused movement. Flying: Flying is a status and special form of movement. A character with the ability to fly can activate or deactivate flying as a Free Action, and can choose to start a combat scene flying. Flying characters get the following benefits: • • • Non-thrown Melee attacks from nonflying characters gain +2 Difficulty against them. They do not become ENGAGED from non-flying characters, but don’t cause ENGAGEMENT either. They ignore most ground-based obstructions and features as long as they could reasonable fly over it, like Difficult Terrain and Dangerous Terrain. However, they cannot benefit from ground-based terrain, like cover. 61 • • • They can move through the spaces of other characters and can be moved through, but can’t end their turn sharing spaces. They do not trigger traps and are immune to the effects of traps. Immunity to the PRONE status. A flying character loses these benefits while IMMOBILZED. Grappled: Grapples happen between two or more characters. While grappled, all characters: • • • Count as ENGAGED. Can’t take Reactions. If you are the same size as the target, you count as the larger one during the turn you grapple them. • The larger character can move normally. • The smaller character is IMMOBILIZED, but is drug along by the larger character. • Characters that are the same size can make a contested BLK check during their turn to see if they count as the larger one that turn. GRAPPLED ends if: o The characters are no longer adjacent to each other. o The initiator ends it as a free action. o The smaller character succeeds on an opposed BLK check as a Quick Action. • • A HIDDEN character ends a turn outside of cover and within an enemy’s Line of Sight. Being in an enemy’s Line of Sight while not a) benefiting from cover against them, or b) being INVISIBLE To become HIDDEN with the 4 HIDE action, you must: • • Not be ENGAGED Either be: o Outside of enemy Line of Sight o Benefiting from cover against enemies that have Line of Sight against you. o Be INVISIBLE. Invisible: Attacks against INVISIBLE characters have a 50% chance to miss, determined before any attack rolls are made. INVISIBLE characters can always take the 4 HIDE action. INVISIBLE characters are still visible to players and their positions are known. Prone: Attacks against PRONE targets have +1 Accuracy. A PRONE character counts all movement as difficult terrain. A PRONE character can stand instead of taking their standard movement, unless they are IMMOBILIZED. Standing doesn’t count as a form of movement. Hidden: The HIDDEN status has the following effects: • • • A HIDDEN character can’t be directly targeted by enemies or hostile effects unless the effect has an area of effect that includes the HIDDEN target. HIDDEN characters don’t cause ENGAGEMENT (but they are still subject to it). HIDDEN characters are still visible to players and their positions are known. The following things end HIDDEN: • • • Using a hostile effect like making an attack or forcing a save. Using INTERPOSE. A successful 3 SEARCH action by an enemy. 62 WOUNDS AND OVERSTRESS Characters can become wounded or overstress in combat. The more wounds or overstress they accumulate, the more likely they are to be defeated. WOUNDS Player characters have a Wound Cap of 4. When a character hits 0 HP, they take 1 wound, make a wound roll, and reset their HP to full. Any remaining damage is carried over. When a character’s wounds equal their wound cap, they are defeated. When a character takes a wound, they make a wound roll. Roll 1d6 and consult the Wound Table. WOUND TABLE Roll 1d6 and Consult Column for your Number of Wounds 1 2 3 4 Wound Wound Wound Wound 4-6 5-6 6 1-3 2-4 3-5 Description DAZED: You are DAZED until the end of your next turn. BROKEN: Roll 1d6. On a 1-3, one of your weapons is destroyed. On a 4-6, one of your support items is destroyed. Items with the Limited or Consumable tag can’t be chosen if they don’t have any charges left. Unbreakable items can’t be selected if there are non-unbreakable options available. If you don’t have any weapons, choose a support item, and vice versa. If you don’t have any items to select, this becomes the STUNNED result instead. 1 1-2 STUNNED: You are STUNNED until the end of your next turn. 1-6 DEFEATED: You are Defeated 63 OVERSTRESSED DEFEAT Player characters have an Overstress Cap of 4. When they take Stress, it accumulates until it exceeds their stress cap. When this happens, they gain an overstress. They then clear Stress equal to their Stress Cap. If this leaves them over their stress cap again, they gain another overstress. A defeated character is unable to contribute to a scene. The character may be unconscious, fleeing, or hopeless. When a player character is defeated, they can narrate how they are defeated. They are then removed from play and unable to directly contribute to the scene, but can still take narrative actions. When a character’s overstresses equal their overstress cap, they are defeated. NPCs are typically killed or knocked unconscious when defeated, chosen by the character that defeated them. The GM can choose a different option for an NPC, but they can’t kill an NPC that a PC wanted to keep alive, unless the player gives permission to the GM for the change. When a character exceeds their stress cap, they make an Overstress Roll. Roll 1d6 and consult the Overstress Table. OVERSTRESS TABLE Roll 1d6 and Use Result for Number of Overstress 1 Overstress 2 Overstress 3 Overstress 4 Overstress 4-6 5-6 6 DAZED: You are DAZED until the end of your next turn. 1-3 2-4 3-5 UNFOCUSED: Roll 1d6. On a 1-3, destroy one of your techniques. On a 4-6, your current and maximum mana is reduced by 1 until fixed during a REST. Techniques from a job trait and techniques with the Limited or Consumable tag can’t be chosen if they don’t have any charges left. Description If you don’t have any techniques, choose the mana option. If your mana maximum is 0, choose the technique option. If you can’t select either, this becomes the EXPOSED result instead. 1 1-2 EXPOSED: You are VULNERABLE and WEAKENED until the end of your next turn. 1-6 You are Defeated 64 unequip items and techniques until they fit. RESTING Resting allows characters to heal, recover resources, and repair equipment. There are two types of rests: short rests and long rests. During gameplay, the GM will determine when characters are able to take rests. Players can’t declare they are taking rests unless the GM allows it. When an ability references a rest, it applies on either short or long rests. Individual characters can willingly skip a short rest, but they can’t skip a long rest. SHORT REST A short rest is taken during a quest, and only requires the characters to take a few moments to catch their breath. Short rests are often available between combat scenes. LONG REST A long rest is an extended period of rest and recovery, typically between quests. A long rest must be long enough for characters to sleep, eat, and repair equipment. Characters always benefit from a long rest between quests. During long quests, there might be time for a long rest, but that is for the GM to decide. During a long rest, characters do the following: • • • Reset to their normal values (full HP, Mana, no Stress/conditions, etc.). Can change their equipables (job, ancestry trait, equipment, etc). Repair all equipment and techniques. During a short rest, characters do the following: • • • Clear all Stress. Regain all mana. Remove all conditions, statuses, and effects (except for BLOODIED/BREAKING, if still applicable). They can also spend Recoveries for the following: • • • • • 1 Recovery: Regain all HP. 1 Recovery: Repair a single destroyed piece of equipment or technique. 1 Recovery: Restore your mana maximum to its normal value. 2 Recovery: Remove 1 WOUND or OVERSTRESS. 2 Recovery: Change your equipped Job. Your HP, Stress, mana, and Recoveries remain at their current values unless the new job’s maximum is lower, at which point they are reduced to their maximum. If the new job doesn’t have space for the current weapons, support items, or techniques, you must 65 TAGS Equipment and abilities might have tags associated with them. Below is a list of tags and their effects. the target is within Range, and it is possible to reach them (basically as long as they aren’t in a box), they can be affected. Inaccurate. Attacks with this tag gain +1 Difficulty. Accurate. Attacks with this tag gain +1 Accuracy. Indirect. Attacks with this tag ignore the effects of cover. Aetheric. Attacks with this tag target A-Def instead of Dodge. Integrated. Integrated equipment and techniques can’t be destroyed or enchanted. They can’t be selected as an option from a WOUND roll. Arcing. Arcing attacks and effects can be fired over obstacles. Attacks and effects with this tag Ignore Line of Sight as long as there is a vertical path to the target, but cover still applies. Armor. The equipment is considered armor. A character can only have one piece of equipment with this tag equipped at a time. Auto-Hit. This attack automatically hits, no attack roll is made. It is still affected by INVISIBILITY. Blast X. This is an AOE. It affects all characters within a radius of X spaces from the center space, including the center space. Cover and line of sight are calculated from the center space of the AOE Burst X. This is an AOE. It affects all characters within a radius of X spaces from the occupied spaces of the target, excluding the target. Cover and line of sight are calculated from the occupied spaces of the target. Bursts that form a zone move with the target. Close Blast X: This is an AOE. It operates like a Blast, but at least 1 space must be adjacent to the user, the user can’t be in the area, and cover/line of sight are calculated from the user. Consumable X. Equipment or abilities with this tag can only be used X times per quest. Enchantment. An enchantment modifies a weapon or support item. Each weapon or item can only have one enchantment at a time. Enchantments can be applied to a new weapon / support item during quest preparation or a Long Rest. Homing. Attacks and effects with this tag ignore Line of Sight and the effects of cover. As long as Limited X. Equipment or abilities with this tag can only be used X times per quest. Line X. This is an AOE. It affects all characters within a straight line, x spaces long Focus X. This ability costs x Focus to use. Focus is a temporary resource used in combat scenes. Piercing. Damage with this tag ignores Armor. Pull X. A type of forced movement. On a hit, the target is moved X spaces directly toward the origin. Push X. A type of forced movement. On a hit, the target is moved X spaces directly away from the origin. Range X. The range at which a ranged attack or ability can be used. Reach X. The range at which a melee attack or ability can be used. Weapons and spells with reach can be used to make Opportunity Attacks. Mana X. This ability costs X mana to use. Reliable X. Reliable attacks always deal at least X damage, even if the attack would miss or deal less than X damage. Reliable damage is of the same type as the attack, and inherits the attack’s other tags. However, Reliable damage does not count as a hit, and doesn’t trigger any effects that require a hit. Reloading. Abilities with this tag must be reloaded after each use before they can be used again. The 1 RECOVER action and other abilities allow reloading. 66 Slide X. A type of forced movement. On a hit, the target is moved X spaces in any direction. Slow. Equipment and abilities with this tag can ONLY be used as a 7 FULL ATTACK action. Instead of using any combination of two different weapons or techniques, you use a single SLOW one. Summon. Summons are temporary characters under the control of another character. Summons have the follow statistics unless otherwise indicated: Size 1, 5 HP, 10 Dodge/ADEF. When summoned, they are brought into play in a free space within Scope and Line of Sight, as long as they could normally be in that space (you can’t summon into impassable terrain, for example). They can be dismissed as a free action during their summoner’s turn. Summons can’t take any actions or move unless they have a Speed score or an ability that allows them to move or take actions. If they do have actions or speed, they occur at any point during their summoner’s turn. As characters, they can benefit from cover and other defenses, and make all checks and saves at +0. A summon reduced to 0 HP is defeated. Summons persist until the end of the scene, until defeated, or until otherwise indicated. An ability that creates summons can only have 1 summon from that instance of that ability at a time, unless otherwise indicated. If a summon is defeated, new ones can be made from the same ability unless it is Limited / Consumable and all charges have been expended. Thrown X. Equipment with this tag can be thrown, making a melee attack against a target within X spaces. Thrown attacks are affected by cover. If throwing a weapon, it lands in a space adjacent to the target (thrower’s choice), and must be picked up as a free action while adjacent to it before it can be used again. Trap. Equipment or abilities with this tag can be placed in a free adjacent space. When a character moves adjacent to a trap, it activates. Characters already adjacent to a trap don’t trigger it unless they move to a space that is still adjacent to it. Traps are permanently HIDDEN, but can be automatically detected with the 3 SEARCH action. A detected trap can be disarmed as a Quick Action when moving adjacent to it by passing an AGI check. On a failure, the trap activates as normal. On a success, the trap is disabled and destroyed. Traps are visible to all players on the map unless otherwise indicated. Unbreakable. This equipment or ability cannot be destroyed. Unbreakable equipment or abilities can’t be selected to be destroyed if there are non-unbreakable options left. If an Unbreakable item is selected, it becomes a DAZED result instead. Unique. Each character can only have one copy of a piece of equipment or ability with this tag. 67 68 07 CHARACTER OPTIONS This section documents all the player choices, such as Ancestry, Talents, Classes, and Equipment. ANCESTRY A character’s ancestry represents their species, like elves and dwarves. Within the game of Beacon, ancestry determines a beacon’s size and gives them a collection of ancestry traits that they can choose from for combat scenes. In narrative play, an ancestry can provide whatever abilities or powers work with your setting. For example, elves might be immortal, and machina don’t need to eat or sleep. Those are flavorful abilities that impact narrative play, but don’t affect combat play unless you pick an ability that says otherwise. HALF ANCESTRY Some characters might have more than one ancestry, representing two different ancestries in their history. Such a character still picks an ancestry as normal, but they might have narrative abilities from the other ancestry. Additionally, if a GM is willing, they can allow a character to take the size of one ancestry, and create a list of four ancestry abilities (two taken from each ancestry) as their pool of potential ancestry abilities. Example: Artimis is the child of a halfling and a goblin. She chooses Size ½ since both of her parent ancestries are size ½, and then selects two ancestry traits from each. She chooses Nimble Escape + Bite for the Goblin side, and Lucky + Brave for the Halfling side. Now, whenever she prepares for a quest, she can equip one of those four ancestry traits. CUSTOM ANCESTRY You can easily create your own ancestry by choosing a size between ½ and 3, and creating a pool of any 4 existing ancestry traits. USING ANCESTRY IN SETTINGS Not every ancestry will be used in every setting. Some settings only feature humans, while others have a limited number of ancestries represented. Just because an ancestry doesn’t exist in a setting, doesn’t necessarily mean it still can’t be used mechanically. In an all-human setting, for example, there are huge variances between people. Maybe your human with the goblin ancestry is a small teen, or a group of kids in a trench coat (Swarm trait). A human with the avian ancestry could have a magic item that allows them to fly, or built a jetpack. Overall, an ancestry is a set of mechanical bonuses for combat play, and it’s an important part of the game. Just because there isn’t a species in the setting that matches the ancestry, doesn’t mean it shouldn’t be used. Beacon is a game about choices, and severely restricting the ancestry choices for combat play takes away that part of the system. In summary: • • • • Ancestry does not have to equal species. Ancestry and Ancestry Traits only have mechanical impact on combat play. Don’t overly limit the ancestries players can choose for combat play. Your setting can have as many or as few ancestries as you want. 69 AVIAN mountaintops hard, as their homes weren’t designed for the flightless. These wingless celestos usually leave their homes to find a more suitable life among the other flightless civilizations, or take up supportive roles. Flightless Celestos If you want to play a flightless celestos, you can either use the Orc ancestry, or switch out the avian FLIGHT trait with a trait from the Orc ancestry. MECHANICS As an avian, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. FLIGHT Avians are bird-like people with physical characteristics of flying creatures. Not every avian can fly, and some are completely wingless. • • • • What sort of bird or flying creature do your people look similar to? Where do your people live and what kind of environment does it have? What type of food do your people eat, and what is a delicacy to your people? Are avians without wings or flying capability treated differently than those that do? EXAMPLE REFLECTION: GARUDA Name: Celestos The celestos of Reflection: Garuda live atop the highest mountains, where they are bathed in radiant energy from the sky. Because of this, they have learned to harness this energy as holy magic. Celestos culture places great emphasis on wings, and those that are born with additional sets of wings are seen as people with great potential. Two wings are the most common, with four wings being rare, and six or more wings being almost unheard of. Alternatively, some celestos are born with a mutation that causes them to grow an additional pair of arms, but no wings. These celestos find life among the Trait You can Fly. FLOCK TACTICS Trait 1/round you gain +1 Accuracy on a melee attack roll if the target has one of your allies adjacent to them. GET THE FLOCK OUTTA THERE Trait Reaction (1/round) Trigger: You take damage or Stress not caused by yourself. Effect: You Shift up to half your speed. GUST Trait You gain the following spell. Gust Melee Spell Attack 5 FIGHT | Integrated, Push 1 [Reach 1, Line 5] | [1d6 Force] 70 CAMBION EXAMPLE REFLECTION: DIABLOS Name: Azin The azin of Reflection: Diablos are one of the many people that live on the Umbral Plane, but one of the few that can easily cross into the Astral Plane. Most azin will only make the journey with a strong contract in place, a practice from a hard lesson learned long ago. Azin mercenaries, guards, and scouts are highly sought after for their unfamiliar umbral powers, which seem strange and frightening to those native to the Astral Plane. MECHANICS As a cambion, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. BLOODHUNTER Trait You gain +1 Accuracy on attack rolls against BLOODIED characters. INFERNAL RESISTANCE Trait You gain either Astral or Lunar resistance. Cambions are a people with infernal traits like horns, tails, or cloven hooves. The amount and type of infernal influence depends on the setting, but they are often distant descendants with their own unique cultures. • • • • What part of your people’s history do others still hold against you, and are their feelings warranted? What good thing did you do that others disbelieved or doubted your intentions for? What was a hard bargain your people had to make? What place did your people use to live in but now don’t, and why don’t they live there? WRATH Trait You gain +1 Accuracy on attacks against a character if they hit or damaged you since the end of your last turn. FIENDISH WINGS Trait You can Fly. 71 DRAGONBORN Dragonborn are people with draconic traits like scales, tails, or wings. The physical characteristics of dragonborn depend greatly on the setting and how dragons are represented. • • • • What is a threat that humans face that is only an inconvenience to your people? What do your people think of dragons, or what is their relationship to dragons? Are dragonborn associated with one element or many, and what element are your people associated with? What monument or building of your people has endured through multiple disasters? MECHANICS As a dragonborn, you are Size 2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. DRAGONFIRE Trait You gain the following weapon. Dragonfire Melee Weapon 3 VOLLEY or 5 FIGHT | Main Artifact: Integrated [Reach 1, Close Blast 1] | [2 Discord] You can 3 VOLLEY or 5 FIGHT with this weapon, and can use it even while DISARMED. EXAMPLE REFLECTION: IO Name: Drakhal DRAGON SCALES The drakhal of Reflection: Io primarily dwell in volcanic regions, which run the gambit from barren wastelands to tropical islands teeming with life. You gain either Astral or Lunar resistance. The most powerful groups of drakhal are those in possession of an ancient dragon egg. Each egg is massive, and must be incubated inside the temperatures of an active volcano. Each group of drakhal believe they are the inheritors of that specific dragon’s legacy, which explains the physical differences between each group of drakhal. Some have tails, some have wings, some have few scales, etc. INNER FIRE Trait Trait When you take the 1 RECOVER action, you regain 1d6 HP before choosing any effects. DRACONIC WINGS Trait You can Fly. Each of the growing dragons is already named, like Bahamut, Phoenix, and Nidhogg. The drakhal believe that when their dragon hatches, it will change the world in their favor. One dragon might destroy all enemies of their drakhal, while another might bring prosperity and bountiful harvests across the world. Once the dragon has changed the world, it returns to its lair, where a new shell forms around it, and it waits until its next hatching. These ancient dragons rarely awaken, and each has their own cycle. It is likely, due to the cyclical nature of these dragons, that one (or more) of them is the Scourge of Reflection: Io. 72 DWARF live comfortably on whatever levels they carve out, exploring and meeting each other through tunnels both natural and made by unknown forces. However, danger lurks in the depths, beneath old tunnels long abandoned. Creatures of chaos lurk in these depths, and surge their way upward. Every civilization moves ever higher, trying to stay ahead of the Scourge Beneath. The dwarves have excelled at this, moving upward while maintaining strongholds to hold back the Scourge, but no matter what they do, the darkness always advances… MECHANICS As a dwarf, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. KEEP MOVING FORWARD Trait Your Speed and Dodge isn’t reduced by support items with the Armor tag, and you are immune to the SLOWED condition unless granted by yourself. RESILIENCE Trait You have resistance to Lunar damage and +1 Accuracy on BLK saves. Dwarves are commonly depicted as shorter-thanhuman, stocky people. They are known for their mental and physical fortitude. • • • • What great work of art or construction did your people make? What do your people value, that others envy? What type of actions do your people respect? What is something your people lost, and can it be reclaimed? EXAMPLE REFLECTION: UMBRA UNYIELDING Trait 1/encounter you can 1 RECOVER as a free action. STURDY Trait When you would be forcibly moved, such as from a push, pull, or slide, you can move one space less than normal. If this reduces the forced movement to 0, the movement doesn’t happen. If you would be knocked PRONE, you can make a BLK check to avoid that status. The dwarves of Reflection: Umbra are in a constant race upward, fleeing the ever-encroaching darkness from below. There is no surface in this Reflection, or at least none discovered. The sky is stone, and it never runs out. The dwarves and other people of this Reflection 73 ELEMENTAL always born or created within a few years of each other: The Weaver and the Cultivator. The Weaver can manipulate multiple elements, and seeks to unify the elemental nations under one banner, and one element. The Cultivator seeks to keep the nations independent, and to grow them individually. The Weaver and Cultivator are always in conflict with each other, as their purpose and philosophies are opposed. Each approach has pros and cons, and each individual firmly believes in their role. To complicate matters, each cycle either the Weaver or Cultivator is the Scourge, and there appears to be no pattern as to which one it is. MECHANICS As an elemental, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. ENERGY RESISTANCE Trait You gain either Astral or Lunar resistance. ENERGY AURA Trait Reaction Trigger: You are hit by an attack from an adjacent enemy. Effect: Deal [2 Piercing Astral or Lunar] to them (chosen when this trait is selected) ELEMENTAL NOVA Elementals are people with a strong connection to a specific element, like fire or water. They can either have bodies fully made of the element, or just features like burning hair. • • • • What element are you associated with? Where do elementals of your elemental association come from? What are the offspring of elementals from different elementals like? What emotion do your people value? You gain the following spell attack. Elemental Nova The elementals of Reflection: Convergence live in separate nations. Two important individuals are Melee Spell Attack 5 FIGHT | Integrated [Burst 1] | [1d6 Astral or Lunar] On Attack: The area, including your spaces, becomes a zone of Soft Cover until the start of your next turn. ELEMENTAL FORM EXAMPLE REFLECTION: CONVERGENCE Trait Trait You have Resistance to damage from Dangerous Terrain. When you become BLOODIED or BREAKING, you gain Hard Cover until the start of your next turn. 74 ELF painful lessons when adapting to life on this new planet, but things have started to become more stable. The elves of this Reflection absorb magical energy into their bodies throughout their life, gaining physical characteristics based on the type of magic they experience. Elves with an abundance of primal magic might grow leafy tattoos, and those with an abundance of arcane magic might gain glowing eyes. Divine magic, however, did not exist on the planet Fey. The youngest generations of elves are starting to exhibit new traits from this alien type of magic. MECHANICS As an elf, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. ELVEN ACCURACY Trait 1/round when you use the REROLL TABLE on an attack roll, you can roll an extra d20 and use either result. NATURE STEP Elves are traditionally depicted as long-lived or immortal people with pointy ears. • • • • How long can your people live for? What type of magic or creations are your people known for? What kind of skill or art do you wish you were better at? What tradition do your people follow that you feel is outdated? You ignore the movement penalties of Difficult Terrain, and have +1 Accuracy on Dangerous Terrain checks. As a Quick Action while in a space of Difficult Terrain, you can spend 1 mana to become INVISIBLE until the start of your next turn or until you are no longer in Difficult Terrain. FAST MOVEMENT Trait +1 Speed. REFLECTION: MOONTOUCHED The elves of Reflection: Moontouched hail from a distant planet called Fey. The planet was destroyed and shattered by a cataclysm. The inhabitants fled through teleportation magics and flying cities, hurling themselves through space in the hope of finding safety. FEY STEP Trait 1/encounter, you can teleport 5 spaces as a free action. Many elves came to a planet filled with powerful civilizations, an abundance of magical energy, and a moon with an uneven orbit. There have been many 75 GIGAN EXAMPLE REFLECTION: TITAN Giant monsters roam this Reflection, the titans, destroying cities and empires in their rampage. The people of this Reflection have gathered their power and resources to create weapon platforms called Anti-Titan Suits, or ATS. The ATS are strong enough to fend off the titans, but are too large to be used by anyone but the gigan. Whenever a titan appears, a gigan pilot with a dedicated support team must don their ATS and do battle. Their support team either keeps the ATS functional, or directly fights in the field. The Scourge of this Reflection is a unique titan that threatens the stability of society and pushes the gigan and their ATS to the limit. MECHANICS As a gigan, you are Size 2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. BIG EQUIPMENT Trait One support slot increases by one size (LIGHT to MAIN, MAIN to HEAVY). ENDURE Trait 1/encounter as a free action, gain resistance to all damage until the end of your next turn. The gigan are usually the tallest people in any setting, and are commonly called half-giants. The features of gigans depend on the role of true giants in the same setting. • • • • What are giants like? What type of giants are your people most similar to? What creatures do your people fear or respect? What do your people think of the smaller civilizations? What food is a staple or delicacy for your people, that others find off-putting? OVERSIZED WEAPONS Trait 1/encounter you can ignore the SLOW tag on a weapon. GIANT LINEAGE Trait You gain either Astral or Lunar resistance. 76 GNOME The maji of Reflection: Conduit led the most powerful civilization on the Reflection for centuries, propelling the world with their technological innovations. Then they messed it all up with one cataclysmic mistake. Either through hubris, oversight, or ignorance, the maji unleashed what was to be their greatest achievement, only to have it backfire. They were the Scourge. But the Reflection and the maji survived. Now they want to either fix their mistake, or fix the world they ruined. Can they make amends, or will others even let them? And can they do so before the next Scourge arises? MECHANICS As a gnome, you are Size 1/2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. INSTINCTUAL STEALTH Trait You can start each combat scene HIDDEN, and can’t lose it until the end of your 1st turn. FADE AWAY Reaction (1/round) | Mana 2 Trait Trigger: You are targeted by an attack. Effect: You become INVISIBLE before any attack rolls until the end of your next turn. Gnomes are a short people often depicted with an appreciation for technology or nature. • • • • What have you made or done that you are most proud of? What types of skills or professions do your people value? How do your people defend themselves against larger threats? What is the most dangerous thing your people have done? EXAMPLE REFLECTION: CONDUIT TUMBLE Trait You can move through the space of hostile characters that are larger than you, and becoming ENGAGED doesn’t stop or end your movement. TINKER TOY Trait 1/scene as a Quick Action, you create a summon within Scope. Allies making an attack roll against a target adjacent to your summon gain +1 Accuracy on the attack. (Size ½, 5 HP, evasion/a-def 10, Tags: SUMMON). Name: Maji 77 GOBLIN goblin, which is also the smallest. Hobgoblins are the 2nd stage, where they grow in size and strength. The 3rd form is the bugbear, which is even stronger and begins to develop wildly varied appearances like fur, extra arms, or a thick hide. The exact reasoning for why only some goblins go through metamorphosis, and only some of the stages, is unknown. The leading theory is that it’s a genetic mutation. There is rumored to be a stage of metamorphosis above bugbear, called an urgoblin. There have been no recorded cases of an urgoblin, but if it is stronger than the bugbear stage, it must be incredibly powerful. MECHANICS As a goblin, you are Size 1/2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. SCURRY Trait When a melee attack misses you, you can Shift 1. SWARM Goblins are a short people, often depicted with shorter-than-human lifespans. In many settings they are viewed as ‘monsters’, although that’s usually because those settings want cannon-fodder for heroes to murder. Hopefully you’ll do better than that in your setting. • • • • How do your people approach or view their short lifespans? What do your people have a deep-seated fear of? What do your people use for transportation? How many siblings do you have? EXAMPLE REFLECTION: MOONTOUCHED Trait Your base Size is 2, but you can still benefit from Size 1 or larger cover. You have Resistance to Physical damage, but are always VULNERABLE to Force damage. Each recovery can represent a goblin in your swarm. NIMBLE ESCAPE Trait 1/scene you can 4 RUSH as a free action. BITE Trait You deal [1 Piercing Physical] at the start of your turn to any character grappling or grappled by you unless you are STUNNED. As a Quick Action, you deal [1 Physical] to an adjacent enemy. Goblins on Reflection: Moontouched can undergo sudden metamorphosis, rapidly changing their size and abilities. The most common and starting form is 78 HALFLING hospitality chains, branding their establishments like “Rin’s Roadstop.” MECHANICS As a halfling, you are Size 1/2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. LUCKY Trait Reaction (1/round) | Stress 2 (Self) Trigger: You are hit by an attack roll. Effect: You force the attacker to reroll the attack roll, using the 2nd result. NIMBLE Trait Reaction attack rolls against you have +1 Difficulty. 1/scene when you would trigger a reaction from an enemy, the reaction doesn’t trigger. BRAVE Halflings are a short people, typically depicted with a strong will and friendly demeanor. • • • • What did your people do that other people respected? How comfortable is the world to someone of your size? What is something your people refuse to let go of? What do your people think of the taller civilizations? Trait You gain +1 Accuracy on all attacks, checks, and saves during the turn you SURGE. TUMBLE Trait You can move through the space of hostile characters that are larger than you, and becoming ENGAGED doesn’t stop or end your movement. EXAMPLE REFLECTION: RHOMBUS Name: Ruppit On Reflection: Rhombus, the ruppit set up small hospitality stations alongside long, dangerous roads. These ruppits value service to others, and happily create establishments in dangerous areas. Many a traveler has been saved by an unlikely but much needed Ruppit inn. No matter where in the world, whether in the desert or tundra, you’ll find a ruppit hospitality establishment. Some ruppits have even set up 79 HUMAN While society tries to survive, the Scourge plans its next move below… MECHANICS As a human, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. STRONG SAVES Trait You gain +1 Accuracy on all saves. HANG IN THERE Trait 1/encounter you can ignore the effects of a WOUND or OVERSTRESS roll. You still take the WOUND or OVERSTRESS. HEARTY Trait You gain +3 HP ADRENALINE Trait 1/scene you can SURGE without increasing the SURGE cost. You are, presumably, a human. • • • • What type of clothing or fashion do your people wear? How widespread are human cultures? What type of weapon is associated with your people? What spell did your people invent? EXAMPLE REFLECTION: NIMBUS Name: Hyul The Scourge poisoned the land, so the hyul and other survivors of Reflection: Nimbus created flying airships, capable of supporting hundreds of people. Everyone now lives in the skies, only venturing to the surface to scavenge tech and supplies, wearing special suits to avoid breathing the poisonous atmosphere. 80 KOBOLD TRAPMASTER Kobolds are a short people, typically depicted with lizard-like or dragon-like features. • • • • What sort of craftsmanship are your people highly regarded in? What type of environment did you grow up in? What is or was the family business? What is your favorite thing you’ve ever made? Trait You can automatically open locks as a free action and have +1 Accuracy when disabling traps or on saves triggered by traps. EVASIVE Trait AOE attack rolls against you gain +1 Difficulty and you have +1 Accuracy on saves from AOE effects. EXAMPLE REFLECTION: KEYSTONE Name: Drik When Reflection: Keystone was fractured, the drik held it together. Piece by piece, they were able to pull fragments of the Reflection together with chains, bolts, and glue. Now the drik maintain their world, keeping everything running as best as they can for the survivors of their Reflection. MECHANICS As a kobold, you are Size 1/2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. TRAP ARRAY Trait You gain the following support item. Trap Array Support Quick | Consumable 2, Integrated, Trap As a Quick Action, you can use one of the following traps. • Snare Trap. Triggering character must succeed on an AGI save or be IMMOBILIZED until cleared. A character can make a BLK check as a Quick Action to attempt to remove the condition. • Explosive Trap. [Burst 1] Characters take [1d6+3 Force] • Paint Marker. [Burst 1] Characters in the area are MARKED. DISTRACT Trait 1/scene as a Free Action, you can 3 MARK all enemies in a [Burst 2] area around you. 81 LYCANTHROPE EXAMPLE REFLECTION: ENKIDU The lycanthropes of Reflection: Enkidu are ordered by the type of animal they can transform into. Tribe Tiger, Clan Crab, The Antler Kingdom, etc. Each group of lycanthropes are guarded by a powerful primal spirit, but it can only physically exist for short periods of time. The lycanthropes collect crystals, which can be consumed as energy for summoning their primal spirit. The lycanthropes seek to gather as many crystals as possible, mining or stealing them as needed. Some groups use their primal spirit for defensive purposes, while others use it to aggressively expand. MECHANICS As a lycanthrope, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. DEFENDER STRAIN Trait 1/scene as a Free Action, you manifest your lycanthropic heritage. You gain 2 Focus. PACK TACTICS Trait 1/round you gain +1 Accuracy on a melee attack roll if the target has one of your allies adjacent to them. Lycanthropes are people with the ability to assume an animal form and sometimes a hybrid form. Some lycanthropes have the ability to do this naturally, and sometimes lycanthropy is a disease or curse. • • • • What animals do your people have a special connection with? What parts of your personality does your animal form enhance? Do your people primarily have the same strain of lycanthropy, or can you each assume different animal forms? Which form feels most comfortable to you, and which one do your people primarily use? SNEAKY FORM Trait As a Quick Action, you assume a small sneaky form. Your size becomes ½ if it was larger and you can 4 HIDE as a free action 1/turn. You can’t cast spells or make attacks in this form. You can revert to your normal form as a Quick Action. You can only benefit from one form at a time. TRAVEL FORM Trait 1/round as a Quick Action, you assume a travel form. Your speed increases by +2, but you can’t cast spells or make attacks. You can revert to your normal form as a Quick Action. You can only benefit from one form at a time. 82 MACHINA The procedure was a success and their people survived, but their old ways of life were destroyed or made irrelevant. Now calling themselves the bayvo, they have to decide what the next chapter of their history looks like with their new bodies. MECHANICS As a machina, you are Size 1. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. MECHANICAL BODY Trait You have +1 Accuracy on Discord checks, and have Resistance to Discord damage. ARMORED Trait You have +1 Armor while you aren’t BLOODIED. FLUSH SYSTEMS Trait 1/scene at any time you can remove a condition on yourself that wasn’t caused by you. INTEGRATED WEAPON Trait Choose a LIGHT starting weapon. You can equip that weapon for free, and it is Integrated. You can use that weapon while DISARMED. Machina are an artificial, robotic people. Whether made from technology or magic, machina are now a free-thinking people. • • • • Who or what made you? Were you made to fulfill a specific purpose? Do you have anyone you consider family? How long can you live for, and how long do your memories last? EXAMPLE REFLECTION: LUNA Name: Bayvo The machina of Reflection: Luna were once living, breathing creatures. When the Scourge threatened to destroy their civilization, they leveraged their scientific and magical skills to ensure they would survive. They constructed artificial bodies and transferred their consciousness into it. 83 ORC EXAMPLE REFLECTION: LEVIATHAN Name: Mar’orc The mar’orc of Reflection: Leviathan control the largest and most powerful naval fleet. Their origins began as individual bands of pirates, eventually brought together by the charismatic pirate Captain Broadsides in order to defeat one of the incarnations of the Scourge. After their victory, Captain Broadsides was able to maintain control of the pirate fleets and earn recognition as a sovereign nation. MECHANICS As an orc, you are Size 2. You have access to the following Ancestry traits. You can equip one when you prepare for a quest. SECOND WIND Trait 1/scene when you become BLOODIED, gain 4 + your GRIT temp HP. RUSHDOWN Trait When you 4 RUSH and choose the movement option, you can move +2 spaces. FURIOUS Trait 1/turn you can take 1d3 Stress to reroll all the dice from one of your damage rolls. Orcs are a tall people, typically portrayed as taller and bulkier than humans. They sometimes have tusks or horns, and have skin tones outside of the human range, like green or grey. • • • • What was the greatest achievement by your people that everyone knows about? What is a tradition your family or people follow, and how do you feel about it? What emotion do you sometimes have problems controlling? What is your favorite type of contest or game to either watch or participate in? WORK OUT ROUTINE Trait You gain +1 Accuracy on BLK checks and saves. You are considered 1 size larger for 5 GRAPPLE and 5 SHOVE. 84 • CLASS & JOB Classes provide the equipment, techniques, and traits that a beacon uses in combat. Each class has three levels, starting at level 1 and ending at level 3. Whenever a beacon gains a level, including at first level, they either gain a new class at level 1, or increase their current level in a class by 1. Beacons equip a job when they go on a quest, and can only have one job equipped at a time. However, a beacon isn’t restricted to only using equipment and abilities from their equipped job’s class. Beacons can use any unlocked equipment and abilities, even if it was from a different class. • • • • • • JOB BREAKDOWN Jobs have the following elements: Role: Each job has a role that summarizes how they act in combat. • • • • • Artillery: Long range damage dealer. Controller: Manipulate their foes or the battlefield to gain an advantage. Defender: Protects their allies or draws attention to themselves. Striker: Close to medium range damage dealer. Support: A supportive role for their allies, either healing, mitigating damage, or enhancing their allies. Starting Stats: The starting values provided by this job. • • • • Bulk, Agility, Mind, Magic: The statistics under these ability scores are modified by how many points you have put into that ability score. The values presented are the default values with 0 points invested in the related ability score. HP: When you run out of HP, you take a Wound and must make a Wound Roll. Once you take 4 Wounds, you are defeated. Recoveries: A resource used to recover HP and repair broken equipment or techniques. Dodge: The number that attackers need to equal or exceed to hit you. Speed: How many spaces you can move with your Standard Movement. Stress Cap: When you exceed your stress cap, you gain an Overstress and must make an Overstress Roll. Once you take gain 4 Overstress, you are defeated. Memory: You can equip a number of techniques whose combined memory cost doesn’t exceed your memory. A-Def: The number that attackers need to equal or exceed to hit you with aetheric attacks. Mana: A resource you spend to use certain abilities. Traits: Abilities that are unique to that job. If you change your job, you lose access to the traits from your current job, and gain the traits of the new one. Weapon Slots: The number and size of the weapons you can equip when using this job. Support Slots: The number and size of the support items you can equip when using this job. Limit Break: The ultimate ability you have when using this job. A limit break is a powerful ability that can be used once per quest. Scope: Scope is the distance that certain abilities can be used, like spell attacks. Save Target: The target number a character has to meet or exceed when making a saving throw this character forced. 85 Placeholder 86 AEGIS Defender Defense oriented spellcaster focusing on shields. Puts up barriers and shields to protect others or wall out foes. An aegis is a defensive spellcaster, focusing on creating barriers and mitigating damage. Aegises rely on their mana-efficiency to keep their barriers up for prolonged periods of time, and groups of them can maintain a citywide barrier for the duration of a siege. While the primary purpose of an aegis’ barriers is protection, they can also be used offensively. A well-placed barrier can split a group of enemies or cut off an avenue of attack. Aegises find themselves in high demand, especially in militaristic organizations and cities. An aegis’ value is increased when there are people to protect, so they are seldom alone. Aegises use many methods to extend their mana capacity or lessen the cost of spells. Magical tattoos that act as miniature leylines, mana batteries and potions, and arcane familiars are all used by different schools of Aegises. • • • • What are your barriers made of, and how do they look? When did you fail to protect someone or something? What does it feel like when one of your barriers breaks? What is the longest one of your barriers has lasted for? STARTING STATS Scope: 10 BULK HP: 6 Recoveries: 3 AGILITY Dodge: 6 Speed: 4 WEAPON SLOTS Save Target: 10 MIND Stress Cap: 7 Memory: 7 MAGIC A-Def: 10 Mana: 5 LIGHT SUPPORT SLOTS LIGHT TRAITS MANA SHIELDS Trait Limit Break 1 DEFEND Trait Gain the Ward reaction. Ward LIGHT LIMIT BREAK Perfect Shield The Aegis can spend Mana as if it were Focus. MANA SHIELDS MAIN Spell REACTION | Mana 1 Trigger: You or character within Scope would take Physical, Astral, Lunar, or Force damage, before Armor and resistances. Pick an ally within Scope and Line of Sight. Until the start of the next round, all damage and Stress they receive from other characters is reduced to 0. The pinnacle of abjuration magic is a shield that grows stronger as more force is used against it. This perfect shield is unbreakable, but hard to master and incredibly mana intensive. Effect: Reduce the damage taken by 1d6. You can spend 1 mana to reroll the dice. You can reroll multiple times. 87 88 LEVEL 1 Ablative Armor Spell Aetheric Cube Spell 2 Memory Quick | Focus X 1 Memory Quick or 2 CHANNEL | Mana 1 One ally within Scope gains Armor equal to the Focus you spend using this ability. An ally’s Armor cannot exceed 4. Whenever they take damage, their Armor is reduced by 1, to a minimum of its normal value. Gain the following abilities: Quick: Create 1 piece of Size 1 soft cover in a free space within Scope. It isn’t an obstruction. 6 Release: Create up to 3 pieces of Size 1 hard cover in free spaces within Scope. Layers of magical armor provide temporary protection, before being torn asunder. Coalesce raw aether into a physical form, hard enough to provide cover and protection. LEVEL 2 Proximity Shield Skill 2 Memory Quick | Summon, Mana 1 (Tags: Summon, Size ½, 5 HP, Dodge/A-Def 10) You can place a proximity shield in a space within Scope, including occupied ones. Characters can share spaces with this summon. A character partially in this space gains soft cover. This Summon can’t take any actions or reactions. Quickly deploy a magictech disk, pre-infused with mana, which materializes a forcefield for anyone standing on it. Offensive Shielding Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect, Mana 2 [Range = Scope] | [2 Stress] Gain the following options if you hit with this spell attack. Shield Crush: The target is SUNDERED until the end of their next turn. Stasis Field: The target must make a MGK save. Failure: They are IMMOBILIZED + SLOWED until the end of their next turn. Success: They are SLOWED until the end of their next turn. An Aegis’ shielding can be used offensively, just as any shield can. Being surrounded by shields is akin to being trapped in a room. 89 LEVEL 3 Dome Barrier Spell 2 Memory 2 CHANNEL | Mana 3, Summon (Tags: Summon, Size 4, 20 HP, Dodge/A-Def 5) Release: Place a Size 4 Summon within Scope. Characters can share spaces with this summon. 1/turn when a character or object fully within the barrier is targeted by an attack from outside the barrier, you can roll a d6. On a 4+, the attack instead targets the barrier. This Sumon can’t take any actions or reactions. The pinnacle of abjuration magic is a one-way barrier, a protective spell that allows your attacks to pass through, but blocks the attacks of your enemies. Force Shield Support Light Whenever you take damage and you’re not STUNNED, you can choose to treat your Armor as equal to half your current mana. After you do so, your mana is reduced by 1. 1/round as a Reaction when you take Physical, Astral, Lunar, or Force damage (after Armor and resistance) or as part of the INTERPOSE reaction, you can take half as of the damage as Stress, and half of the damage as normal. Force shields are defensive artifacts, crafted as a small talisman or tattoo that rests on the hand. When aether is funneled into the shield, it manifests an aetheric barrier. 90 ALCHEMIST Support A master of potions and consumables. Alchemists bring a wide array of support items into combat, and can use their support items on allies. Bubbling cauldrons, explosive concoctions, and brightly colored liquids are the telltale signs of an alchemist. Alchemists mix together ingredients and magic to create powerful potions that can be used by anyone. Merchant alchemist have a few recipes they can produce reliably, but Beacons are a step above. They have the skill and knowledge to produce rarer and more varied effects that can’t be found in a potion shop. Techniques from other classes can be flavored as alchemy. A fireball could be an explosive vial, and a healing spell could be a healing potion. The unlocks from this class don’t have to be the only alchemy your beacon uses. • • • • What was your first concoction supposed to do, and what did it actually do? What is a signature element of your concoctions, like an ingredient, flavor, or effect? What type of ingredients do you prefer to use? Plants, monster parts, etc. What is the ultimate creation you want to perfect, but haven’t yet? WEAPON SLOTS STARTING STATS Scope: 8 BULK HP: 7 Recoveries: 5 AGILITY Dodge: 7 Speed: 5 Save Target: 11 MIND Stress Cap: 6 Memory: 5 MAGIC A-Def: 8 Mana: 3 MAIN SUPPORT SLOTS LIGHT TRAITS POTION BELT Trait Trait The Alchemist’s Consumable abilities can be used up to [Range 10], and effects that would only apply to the Alchemist (like healing potions) can apply to willing allies within that range. SANITIZING VAPORS At the end of the Alchemist’s turn, an ally within [Range 3] can clear 1 Stress, or 2 if the ally is BREAKING. MAIN MAIN The Alchemist gains +1 charges with any ability with the Consumable tag. During a SHORT REST, they can spend 1 Recovery to regain all charges of a Consumable ability. POTION INJECTOR MAIN Trait LIMIT BREAK Philosopher’s Stone Quick Limit Break As a Quick Action, the Alchemist reveals their Philosopher’s Stone. It has 6 charges. The Alchemist and allies in the scene can use the Philosopher’s Stone charges in place of spending Consumable charges or mana, at a rate of 1 Philosopher’s Stone charge per Consumable charge or single point of mana. Abilities with no charges left can still be used if they use the Philosopher’s Stone’s charges. The formula to create a philosopher’s stone is a carefully guarded secret, shared only with the greatest alchemists. Using one isn’t a decision made lightly. 91 92 LEVEL 1 Infusions Support Transmutation Circle Spell Light Quick | Consumable 3 2 Memory QUICK | Mana 2 You gain the following options: Quick: Select a free space on the ground within Scope and choose one: • Create a size 1 piece of Hard Cover (5 HP, Dodge 5). • Create a square of dangerous terrain (5 damage of a type chosen when created, AGI save). Panacea. You or an adjacent ally clears all Discord and a condition. Vigor. Your or an adjacent ally gains 4 temp HP and gains +1 Accuracy on their next ability check or save. Some alchemists take their scientific discoveries and apply them to transmutation spells. With the simple principle of transmuting one substance into another, alchemists can rapidly form simple structures. Healing potions are the most popular alchemical product. Infusions are a specialized derivative of them that are harder to make. LEVEL 2 Scorpion Gauntlet Melee Weapon Volatile Mixtures 5 FIGHT | Main Magitech: Mana 1, Unique [Reach 1] | [1d3 Discord] Light Quick | Consumable 3, Thrown 5 On Hit: You regain a number of Consumable charges to one weapon, support item, or technique equal to the Discord damage rolled. You gain the following options: Articulated claws overlap the user’s fingers, with a needle-like tail lying along the forearm. The tail can strike at nearby foes, injecting a poison while also extracting aetheric energy. Once enough energy has been extracted, the gauntlet distills it into small vials. Support Explosive Concoction. When thrown, create a [Blast 1] area at the target space. All characters in the area must pass an AGI save or take [1d6 Astral]. Sticky Bomb. When thrown at a target, on a hit, they are IMMOBILIZED. They can attempt to clear the condition by succeeding on a BLK save as a Quick Action. Alchemy requires a lot of trial and error. Thankfully, those ‘errors’ can still be useful. 93 LEVEL 3 Grand Infusions Support Mutagen Support Main Quick | Consumable 2 Main Reaction | Consumable 3 You gain the following options usable on yourself or an adjacent ally: Trigger: You or a character within Scope fails an attack roll, saving throw, or check. Cleanse. Clear all conditions from the target. Effect: Roll 1d6 and add the result to their total, potentially turning a failure into a success. Expertise. Roll 2d6. The target’s next attack roll, check, or saving throw can’t be below this number. You can spend 1 mana to reroll one of the dice. You can reroll multiple times. False Life. Until the end of the target’s next turn, if they are reduced to 0 HP or lower, or are over their stress cap, they don’t take the Wound/Overstress. Damage and Stress still continue to accumulate. If, at the end of their next turn they are still at 0 HP or less or over their stress cap, they then take the Wound/Overstress. Recent advancements in genetics have given alchemists the ability to splice together foreign gene-sequences, mutating the test subject. While still an active field of development, short-term mutations can be triggered to grant the subject temporary boosts. Grand infusions are the hardest concoctions for an alchemist to make. Most puzzling is that each alchemist has their own formula for grand infusions, out of necessity. No existing formula has even been able to be replicated, even under perfect conditions. Every alchemist has to make their own version. 94 ARSENAL Striker A walking arsenal of weapons. Arsenals can summon new weapons at a moment’s notice, surrounding themselves in a nimbus of steel. Arsenals carry a nearly limitless number of weapons. They can infuse weapons with mana, creating a bond between themselves and the weapon. These weapons can then be manipulated with mana, flying around at the arsenal’s command, or diffusing into raw aether to be summoned at a later time. Arsenals are dangerous opponents and hard to fight against. Fighting a single one can feel like fighting an entire squad, their weapons changing as soon as you think you’re getting used to it. • • • • What is your favored weapon or weapon type, and why? How are you weapons summoned? Directly into your hand, floating around you, enlarged or shrunk, etc.? How would you describe your fighting style? What mythical weapon do you wish you could add to your arsenal? STARTING STATS Scope: 5 BULK HP: 10 Recoveries: 5 AGILITY Dodge: 8 Speed: 5 Phantom Armory Save Target: 10 MIND Stress Cap: 5 Memory: 5 MAGIC A-Def: 6 Mana: 3 TRAITS ARMIGER Trait The Arsenal has the Phantom Armory Integrated weapon. FLEX WEAPONS Trait When the Arsenal equips a LIGHT weapon in a MAIN slot, or a MAIN weapon in a HEAVY slot, they can turn that weapon into a linked LIGHT W LIGHT or MAIN W LIGHT weapon, respectively. WALKING ARMORY Trait When the Arsenal uses 1 RECOVER, they can spend 1 mana to repair one of their destroyed weapons or support items. During a SHORT REST, they can repair one weapon and support item for free. Melee or Ranged Weapon 3 VOLLEY (Ranged Profiles) or 5 FIGHT (Melee Profiles) | Integrated Ranged Profiles Any Artifact: Aetheric [Range 10] | [1d6 Astral] Any Bow: Arcing [Range 10] | [1d6 Physical] Any Magitech: Reliable 2 [Range 5, Reach 3] | [1d6 Force] Melee Profiles Any Blade: Accurate [Reach 1] | [1d6+1 Physical] Any Club: Push 2 [Reach 1] | [1d6+1 Physical] Any Longarm: [Reach 2] | [1d6+1 Physical] As a Quick Action, this weapon gains one of the above profiles and a Size of your choice, which last until the end of the scene or until changed. 1/round when the Arsenal would take damage from a weapon or non-aetheric spell attack, they can choose one of the profiles and roll its damage, reducing the damage taken by that amount. That profile can’t be used until the end of the scene. The Arsenal can’t use this effect if they are unable to take Reactions. WEAPON SLOTS MAIN MAIN HEAVY SUPPORT SLOTS LIGHT LIGHT MAIN 95 96 LIMIT BREAK Cycle Weapons LEVEL 1 Limit Break 5 BRAWL Weapon for the Job The Arsenal repairs all their destroyed weapons, reloads all weapons, and regains all Phanton Armory profiles. They can make an attack with every weapon they have, including Slow weapons. 1 Memory Arsenals can have a nearly limitless number of weapons bound to their soul, but manifesting them causes strain. The more weapons they summon, the worse the strain becomes. To get around this, skilled Arsenals rapidly switch between weapons, dismissing one as soon as an attack is finished, using the momentum to summon a new one and flow into the next attack. Skill When you make an attack with a weapon, you can spend 1 mana to change the damage type to another damage type of your choice (Physical, Astral, Lunar, or Force). This new damage type remains until you use this ability again. Arsenals have enough weapons bound to their soul that there’s a weapon for every situation. Switching out one weapon for an identical weapon with a different blade happens with a mere thought. Gunblade Melee or Ranged Weapon 3 VOLLEY or 5 FIGHT | Light Magitech Melee Profile: [Reach 1] | [1d3+1 Physical] Ranged Profile: [Range 5] | [1d3 Lunar] You can 3 VOLLEY with the ranged profile, or 5 FIGHT with the melee profile. 1/turn when you attack with one of the profiles, you can spend 2 mana to also attack with the other profile. Anyone can fuse a gun and a sword together, but making them both functional and, most importantly, useful, is an artform. Different gunblade manufacturers approach these weapons with different design goals. Some feature a connected gun and blade, and others feature a blade that can also fire projectiles. 97 LEVEL 2 Mana Siphon Support Powerstone Melee Weapon Light Enchantment 5 FIGHT | Main Club: Reloading [Reach 1, Close Blast 1] | [1d6+2 Force] Any Weapon: On a crit with this weapon, the target loses 1 mana and you regain 1 mana if they lost mana. An unstable power crystal imbedded into a morphic metal club. Every swing destroys the club, shattering it into tiny fragments. The lingering energy animates the morphic metal, compelling it to reform again. Users of weapons with this enchantment report feelings of ‘hunger’ emanating from it. LEVEL 3 Masamune Melee Weapon 7 FULL ATTACK | Heavy Blade: Reliable 6, Slow [Reach 2] | [3d6+2 Physical] Whenever you roll a 1 on any damage dice with this weapon, you take 1 Stress and roll that die again. This effect can trigger on the same die multiple times. It’s not optional. A weapon so powerful, it’s named after its creator. Every swing of this weapon seeks blood. If it cannot take it from the its enemies, it will take it from its wielder. Disarming Strike Skill 2 Memory 5 FIGHT | Stress 1 (Self) Make an attack roll with a melee weapon. On Hit: The target takes half the normal damage and must pass a BLK save or be DISARMED until the end of their next turn. “If you take their weapon, they can’t hit you back. Unless they’re a Thunderclaw, of course. Don’t even bother.” 98 ASSASSIN Striker Assassins are stealthy attackers that are adept at taking out isolated or vulnerable targets. Assassins deal in death. Their skills are used for taking lives through stealth, subterfuge, or force. Any person can commit murder. An assassin’s strength comes from being undetected and getting away with it. They rely on their skills and training to stay hidden for as long as possible, choosing the right time to strike. Magic isn’t needed for an assassin, but many find spells helpful. These assassins branch out into other classes, picking and choosing items and techniques that enhance their unique approach. • • • • Who was the first person you killed, and how did you do it? What is your signature style or approach for dispatching targets? Do you operate secretly, publicly, or under an alias? How did you become an assassin, or why do you have their skills? WEAPON SLOTS STARTING STATS Scope: 8 BULK HP: 8 Recoveries: 3 AGILITY Dodge: 11 Speed: 6 Save Target: 10 MIND Stress Cap: 5 Memory: 6 MAGIC A-Def: 7 Mana: 2 LIGHT SUPPORT SLOTS LIGHT Trait 1/round, the Assassin can deal +1d6 bonus damage with a melee attack roll if the Assassin is HIDDEN or if the Assassin is the only character adjacent to them. PREPARATION LIGHT MAIN LIMIT BREAK TRAITS ASSASSINATE MAIN ∞ LIGHT Exterminate Free Action Limit Break Until the end of the scene, the Assassin gains 1 Preparation at the end of each of their turns, or 2 Preparation if they are HIDDEN. Assassinate now deals 1d6+X bonus damage, where X = the amount of Preparation spent on the attack. Trait At the end of each of their turns while HIDDEN, the Assassin gains 1 Preparation, to a maximum of 6. After they make an attack roll, they can decide to spend all their Preparation, gaining a +1 bonus on the attack roll per point of Preparation spent. Preparation lasts until the end of the scene or until spent. An assassin’s job is to take lives, and their reputation relies on results. There is nowhere to run, nowhere to hide. The assassin will find you, it’s just a matter of time. 99 100 LEVEL 1 Throatcutter Melee Weapon Master of Stealth 5 FIGHT | Light Blade: Thrown 5 [Reach 1] | [1d3+1 Physical] Skill 2 Memory During your turn, you don’t lose HIDDEN while moving. You can 5 FIGHT with this weapon during PHASE 3 SKIRMISH. Your movements are precise and calculated, moving only at the edges of vision, keeping to the corners. This blade is as light as a feather, but as sharp as a razor. It cuts so fast, victims don’t realize they’ve been cut until they see the blood. LEVEL 2 Garrote Support Light When you successfully 5 GRAPPLE a target, they are SILENCED until they are no longer GRAPPLED. They take [1 Piercing Physical] for every space moved while GRAPPLED in this way. A simple piece of wire wrapped around the throat can silently dispatch foes. Poisoner’s Kit Support Main Consumable 3 Expend a charge when you hit with a Blade or Bow weapon attack roll. The target takes [2 Discord] and is inflicted with one of the following poisons of your choice as long as they gain the Discord. Deathbite. Until the target clears their Discord, whenever they fail the MGK check to clear their Discord, their level of Discord doubles before taking the damage. Ghoulblood. The target is WEAKENED until they clear their Discord. Midnight Malice. The target is BLINDED and can’t reveal HIDDEN enemies until they clear their Discord. Expert assassins have a variety of exotic and powerful poisons at their disposal. These poisons can’t be bought and are made specifically for assassins. 101 LEVEL 3 Reaper’s Shroud Support Light Armor +1 Armor. Whenever you defeat an enemy, you become INVISIBLE until the start of your next turn. The Reaper’s Shroud leaves no trace of the wearer behind. No sounds, no fingerprints, not even their physical form. Death Strike Skill 4 Memory 1/round, when you crit with a weapon attack against a BLOODIED character, they must succeed on a BLK save or immediately take a Wound or Overstress, depending on whether the attack deals damage or Stress. If the attack does both damage and Stress, choose either a Wound or Overstress. Death has come. Death is delivered. 102 BERSERKER Striker Berserkers are reckless fighters, able to unleash devastating attacks with little regard to their own safety. Berserkers are most often associated with rage, but any emotion can be fuel for a berserker. Most have one specific emotion they use as fuel, but others can use multiple emotions. Berserkers tend toward fast movement and heavy weapons in order to defeat targets quickly. Maintaining extreme emotions can be draining for a berserker, and the longer a fight lingers, the harder it is to maintain the necessary levels of emotion. • • • • What causes you to lose your composure and act recklessly? What change happens when you give into your emotions? Eyes turn red, vision turns black-and-white except for your target, etc. When was a time you acted without thinking, and regretted the outcome? What sign of a past battle do you carry with you? WEAPON SLOTS STARTING STATS Scope: 5 BULK HP: 16 Recoveries: 6 AGILITY Dodge: 8 Speed: 6 Save Target: 10 MIND Stress Cap: 6 Memory: 4 MAGIC A-Def: 6 Mana: 1 MAIN SUPPORT SLOTS LIGHT Trait Removing a Wound/Overstress during a Short Rest only costs the Berserker 1 Recovery. RECKLESS Trait 1/round, the Berserker can deal +1d6 bonus damage with a melee attack. If the Berserker uses this ability, attack rolls against the Berserker gain +1 Accuracy until the end of its next turn. RELENTLESS LIGHT LIMIT BREAK TRAITS ENDLESS ENDURANCE HEAVY Trait 1/round when the Berserker scores a critical hit, they can make an additional attack with the same weapon/support item/technique. Primal Strike Limit Break When the Berserker hits with a melee attack, they can activate this limit break. All damage dice from the attack, including bonus damage and extra sources of damage, are treated as if they had rolled the maximum value once. Aether reacts to your emotions, building upon itself until you are teeming with it. You raise your weapon and your aether pours into it. As you bring the weapon down, the excess of energy makes your strike stronger than ever, a frightening attack that could fell titans. A primal strike. 103 104 LEVEL 1 Charge Skill Victory Rush Skill 2 Memory 4 REPOSITION | Stress 1 (Self), Unique 1 Memory Unique As your Standard Action during PHASE 4 REPOSITION, you can move up to your Speed in a straight line. As long as you end this movement at least 3 spaces away from where you started, you can make a single melee attack when you end the movement. When you defeat an enemy or give them a Wound, gain temp HP equal to your GRIT + 2. The thrill of battle is intoxicating, and victory tastes sweet. Getting somewhere is no good if you can’t do anything when you get there. So, if you line it up right, you can charge AND attack. LEVEL 2 Bloodrage Armor Support Light Armor While BLOODIED, you gain +2 Armor. This armor requires blood to activate. When enough has been drunk, it hardens the users aetheric field into a physical barrier. Cut Through Skill 3 Memory Stress 1 (Self) 1/round when you make a character BLOODIED or defeated, you can immediately Shift up to your Speed, and can move through the spaces of enemies. You deal [2 Physical] to every enemy you move through. Each enemy can take this damage 1/turn. All adjacent enemies when you end this movement are MARKED. Legends say Kruglor could cut through 5 foes with a single swing of their axe, the Bloody Eon. 105 LEVEL 3 Rageblade Melee Weapon 7 FULL ATTACK | Heavy Blade: Inaccurate, Reliable 5, Slow [Reach 2] | [4d6+3 Physical] If you are BLOODIED when you attack with this weapon, you ignore the Inaccurate tag. By forsaking any pretense of defense, a Rageblade can put everything towards offense. If a Rageblade wielder isn’t stopped before they can attack, whatever they’re attacking is going to die. Brutal Critical Skill 2 Memory Unique You deal +1d6 bonus damage on critical hits. Make your attacks matter. Take every opportunity. Fight like you only have one chance to win. 106 CHRONOMANCER Controller Chronomancers manipulate time to avoid or mitigate damage. They can alter the flow of time for individual characters. Chronomancy is a rare but powerful form of magic. The more common chronomancy becomes, the more regulated it becomes. Entire civilizations have been wiped out by abusing the timelines, and unintended consequences follow those that meddle with chronomancy. Chronomancers aware of the existence of other reflections have noted that controlling time does not extend past the boundaries of their current reflection. It is not possible to alter the timelines of reflections you are not on. The standard Chronomancer abilities allow them to enhance their allies or hinder their foes. Chronomancers seek out spells from other classes that help them specialize in their specific style. Those that aid their allies often dabble in support classes, while those that focus on control seek out other control classes. • • • • What does time look like to you? Individual threads, a spinning wheel, interlocking gears, etc. What is something you have or know of from a different timeline? How do you think the timeline should be handled? Protected, changed, cultivated, etc.? What is something you wish you could change in the timeline, and what prevents you from being able to do it? STARTING STATS Scope: 10 BULK HP: 6 Recoveries: 3 AGILITY Dodge: 7 Speed: 5 Pluck the Threads of Time Reaction (1/round) | Mana 1 Save Target: 12 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 9 Mana: 5 Trigger: A character within Scope makes an attack roll, saving throw, or check. Effect: Spend 1 mana to force them to reroll the die, taking the 2nd result. WEAPON SLOTS TRAITS UNDO Trait 1/round, the Chronomancer can take actions from an earlier phase, instead of during PHASE 8: DELAY. They take 1 Stress for every phase that has passed since the action’s normal phase. For example, if the Chronomancer uses 1 DEFEND during PHASE 5: BRAWL, they would take 4 Stress. PLUCK THE THREADS OF TIME Spell LIGHT LIGHT SUPPORT SLOTS LIGHT LIGHT Trait Gain the Pluck the Threads of Time reaction. 107 108 LIMIT BREAK Time Shuffle Limit Break At the start of a round, the Chronomancer can activate this limit break to restructure the Phase order that round. They can put the Phases in any order that round, with the exception of PHASE 8: DELAY, which is always the last phase in a round. These changes last for 1 round. Chronomancers can create localized areas of space-time distortion. By exploiting a time loop to gain more aether than normally possible, they can amplify the distortion to effectively shuffle time, albeit for only a few moments. LEVEL 1 Unwinding Beam Ranged Spell Attack 2 Memory 3 CAST | Aetheric [Range=Scope] | [4 Force] Choose one of the following when you hit with this spell attack: Backstep: You can teleport the target up to 2 spaces. Repetition: During their next turn, if the target takes the same action they took on their previous turn, they become MARKED. Unwind the threads of their timeline, and weave it back in at a different place. Slow Spell 2 Memory 2 CHANNEL | Mana 1 6 Release: All characters in a Blast 1 area within Scope take [2 Stress] and are SLOWED until the end of their next turn. Slow is a particularly horrifying spell, but not for an obvious reason. Yes, your movements and reactions are slowed, but two things operate at their normal speed. Your mind, and your nerves. You see and feel everything happening to you, but over a longer period of time. The stronger the slowing effect, the worse it becomes. 109 LEVEL 2 Haste Spell Front of the Timeline 2 Memory 2 CHANNEL | Mana 2 Skill 1 Memory You can always go first in any phase you act in if you want to. This does not count as a PC slot. 6 Release: 1 ally within Scope becomes hasted, gaining the following effects until the end of the scene, you use this spell again, or they gain a Wound/Overstress: They can 4 RUSH 1/turn as a free action. They can take their turns during PHASE 1, and all actions (except for 6 RELEASE) are available during that phase. A Chronomancer can see multiple timelines at once, and can insert themselves into the best one. Haste spells supercharge their target’s aetheric field, which manifests as electrical discharges. The target can act beyond their normal limits in this state, but it is a perilous balance that can be easily disrupted. LEVEL 3 Rewind Spell Borrowed Time Skill 2 Memory 2 CHANNEL | Mana 2 3 Memory Unique 6 Release: Place a marker in one of the spaces of a character within Scope. Each character can only have 1 marker at a time. Gain the following Reaction. Trigger: A Character with a Rewind marker takes damage or Stress, or starts their turn. Effect: Negate any damage or Stress taken and teleport them back to the marker. Remove the marker. If they are unwilling, they can make a MGK save to resist the effects. If they resist, the marker is removed. You can take an extra action during a scene. Your extra action is resolved as if it was another PC turn, but doesn’t count as a turn for any effects that care. At the start of each round after doing so, roll a MGK save against your save target. On a failure, you are removed from play for that round, appearing in the same location or nearest unoccupied location at the start of the next round. While removed from play, you can’t take any damage, or be affected by anything. You take no turn. You can’t use this ability again until you fail the saving throw or take a Long Rest. Rewind, retry. Over and over again. You pull a version of yourself from an alternate timeline to temporarily assist. It’s considered rude to not offer to return to the favor. 110 DEMON HUNTER Striker A demon hunter walks a dark path, willingly accepting corrupting influences in exchange for greater power. To hunt demons, they need the power of demons. Demon hunters are outcasts of society. They are shunned by the world that they have decided to protect. Many demon hunters fall to temptation, giving into the corruption that slowly eats away at their soul. There is no happy ending for you. You will either lose to corruption, or die fighting. Demon hunters play a dangerous game. They want to gain stress to increase their corruption, but they risk overexerting themselves and becoming overstressed. Increase your stress cap, or find ways to lessen your stress levels. • • • • What changes does your body go through as it acquires corruption? What do you fear happening if your corruption overwhelms you? What weapon, spell, or feature of a demon do you feel a connection to? What demon continues to elude you? STARTING STATS Scope: 8 BULK HP: 10 Recoveries: 4 AGILITY Dodge: 8 Speed: 6 DEMON FORM Save Target: 10 MIND Stress Cap: 9 Memory: 5 MAGIC A-Def: 8 Mana: 2 Trait When the Demon Hunter activates this form, they transform into a demon until the start of their next turn. Their Reach with melee attacks increases by 1, and they deal +1d3 bonus damage on all attacks or abilities that deal damage. They gain Resistance to Physical and Lunar damage, Stress from other characters, and can fly. TRAITS CORRUPTION Trait The Demon Hunter has a corruption die, a d6, that starts at 1. When they take Stress, increase the corruption value by 1, to a maximum of 6. During the Demon Hunter’s turn as a Free Action, they can consume corruption to gain one of the following benefits that their level of corruption meets or exceeds. After consuming corruption, or after a Long Rest, the die resets to 1. 4 Corruption: Your Reach with melee attacks increases by 1 until the start of your next turn. 5 Corruption: You deal +1d3 bonus damage on an attack or ability that deals damage. 6 Corruption: You can activate your Demon Form until the start of your next turn. WEAPON SLOTS LIGHT MAIN ∞ LIGHT SUPPORT SLOTS LIGHT LIGHT 111 112 LIMIT BREAK Become the Monster Free Action Limit Break The Demon Hunter consumes their corruption to immediately assume their Demon Form. Until the end of the scene, their corruption die resets to 3 instead of 1. Become that which you hate, that which you hunt. Become the monster that everyone thinks you are. To defeat a monster, you must become one. Feel the power rush through your veins. Your aether twist and distort. The power is alluring, intoxicating. Give into it, and all will be yours. LEVEL 1 Mantis Blade Melee Weapon Immolation Aura Spell 5 FIGHT | Light Blade [Reach 1] | [1d3 Physical] 1 Memory Free Action | Mana 1, Unique When you attack with this weapon, you can attack two different targets at the same time. You activate a burning aura that lasts until the start of your next turn. Any character that starts their turn adjacent to you or hits you with a melee attack takes [2 Astral]. A pair of folding blades are attached to this claw weapon. When retracted, they allow for wide, sweeping attacks, but they can be snapped together like a mantis’ claw. Fiery auras are a common spell, but this one is fueled by corrupted aether, which twists and burns with dark flames. 113 LEVEL 2 Demon Leap Skill Aether Sight 2 Memory 4 REPOSITION | 2 Stress (Self) Skill 1 Memory You can see invisible characters, ignoring the INVISIBLE status. You gain +2 Accuracy to 3 SEARCH checks, and can 3 SEARCH to find HIDDEN characters as a Quick Action. As your Standard Action during PHASE 4 REPOSITION, pick a free space within a Range of twice your Speed. Fly to that point and land, ignoring Reactions. All adjacent characters when you land must pass an AGI save or take [1d6 Physical]. Demons are made of pure aether. Demon hunters are trained to hunter by aether field, ignoring what their eyes may normally see. The wings of the ildam demons aren’t strong enough to fly with, but they can support long leaps. The ildam land with incredible crushing power, their long talons impaling anyone that can survive the impact. LEVEL 3 Sinbow Ranged Weapon Let Loose 3 VOLLEY | Main Bow: Arcing, Stress 1 (Self), Unique [Range 10] | [1d3 Physical] 3 Memory On Hit: If you are BREAKING, this weapon deals bonus damage equal to half your Stress. Sinbows are the weapons of demon generals. Mortals can barely use these weapons, experiencing pain and horrific visions each time they pull the bowstring. Arrows fired by this bow corrupt the aether of whatever they hit. Skill While you are BREAKING, you have resistance to Stress. You’ve been at the edge more times than you can count. You can thread that needle, making sure you don’t fall. Because if you do, it’s into the Abyss. 114 DEMONOLOGIST Controller Demonologists call forth fiends and spirits from outside the world and manifest them in their reality. Masters of summoning magic, demons are merely pawns for a Demonologist to use. Demonologists focus their magical powers into ripping holes between the fabric of reality and pulling out demons and other creatures to do their bidding. The process of becoming a demonologist is dangerous, as an untrained summoner can bring forth creatures that they can’t control. Creatures summoned by a demonologist don’t have to be demons. Creatures can be pulled from other planes, alternate timelines, or the space between reflections. • • • • What was the first thing you summoned? What is the relationship you have with the creatures you summon? Where do you summon creatures from? What creature do you know how to summon, but are afraid to? STARTING STATS Scope: 12 BULK HP: 7 Recoveries: 2 AGILITY Dodge: 7 Speed: 5 Soultracker. (Size 1, 5 HP, Dodge/A-Def = yours, Speed 5) Enemies that start their turn adjacent to this summon are MARKED. Save Target: 11 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 12 Mana: 4 Voidheart. (Size 2, 10 HP, Dodge/A-Def=yours, Speed 4) 1/round the Voidheart can INTERPOSE without spending Focus. SACRIFICE TRAITS DEMON LEXICON Trait The Demonologist has the following demons, which are creatures with the Summon tag. They can be summoned as a 3 CAST action, costing 2 mana. These summons have the Demonologist’s Dodge and A-Def, can move up to their speed during the Demonologist’s turn, and add the Demonologist’s GRIT to their HP. The Demonologist can only summon one of these demons at a time. The Demonologist can dismiss these summons as a free action. Flameskipper. (Size ½, 5 HP, Dodge/A-Def= yours, Speed 3) At the end of the Demonologist’s turn, the Flameskipper chooses one target within [Range 5], who must pass a MGK save or take [3 Astral]. Painlash. (Size 1, 8 HP, Dodge/A-Def=yours, Speed 4) At the end of the Demonologist’s turn, enemies adjacent to the Painlash must pass a BLK save or be DAZED and SLOWED until the end of their next turn. Trait As a Quick Action, the Demonologist can destroy one of their summons within Scope. When they do so, they can choose one of the following: Boost. The Demonologist gains +1 Accuracy on attacks, checks, and saves until the end of their next turn. Essence Explosion. All characters within [Burst 1] of the summon must make an AGI save, taking [2d6 Force] on a failed save, or half damage on a success. Life Link. The Demonologist gains 4 temporary HP and regains 1 Mana. WEAPON SLOTS MAIN SUPPORT SLOTS LIGHT MAIN 115 116 LIMIT BREAK Legion Free Action Limit Break When the Demonologist uses Demon Lexicon, they can summon 2 different demons at once, and can have 2 different demons from this ability active at the same time for the rest of the scene. The Demonologist’s demons gain the following changes for the rest of the scene: Flameskipper. Damage is increased to [6 Astral]. Painlash. Enemies that fail the save are unable to target the Demonologist or its summons until the end of their next turn. Soultracker. Enemies also take [2 Stress]. Voidheart. This summon’s current and max HP are increased by +5. It is neither wise nor recommended to summon every demon in your lexicon, but then again, summoning demons isn’t recommended in the first place. LEVEL 1 Agony Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect [Range=Scope] | [1 Discord] Choose one of the following when you hit with this spell attack: Pain: The target has +1 Difficulty on Concentration saves triggered from this damage. Distraction: The target has +1 Difficulty on spell attack rolls while taking this Discord. Spells geared toward maximizing pain are highly effective against spellcasters, who are often unaccustomed to maintaining focus during searing, unending pain. Corruption Fiend Spell 2 Memory 2 CHANNEL | Mana 2 (Size ½, 5 HP, Dodge/A-Def 10) 6 Release: Summon a corruption fiend in a free space within Scope. Enemies that start their turn adjacent to it must pass a MND save or take [2 Discord]. Tempters and seducers, corruption fiends read the minds of mortals and promise them their deepest wishes. They do this with the greatest weapon of all; truth. They don’t speak in lies. They offer the path you are afraid to take. 117 LEVEL 2 Gert’s Backbone Melee Weapon Skull of Kroldar 5 FIGHT | Main Longarm: Summon [Reach 2] | [1d6 Lunar] Support Main When a character or summon within Scope is defeated, gain 1 soul essence, to a max of 6. Unused soul essence is lost during a Long Rest. Soul essence can be spent for the following effects: As a quick action you can deploy this weapon as a SUMMON in a free space within Scope. (Size 1, 10 HP, Dodge/A-def 10). You can make attacks with this weapon, but from the summon’s current space and using its line of sight. The summon can also use Opportunity Attacks from its space, which use its reaction instead of yours. If the summon is destroyed, so is the weapon. You can return the summon to a weapon as a free action if it is within Scope, but any damage it has taken remains until you Rest. Summoning Essence. Soul Essence can be spent in place of mana for abilities with the Summon tag. Summoned Infusion. As a quick action, spend 1 soul essence. One allied summon within Scope regains 3 HP. Kroldar was a demon royal with the power to destroy empires. Heroes were sacrificed by the hundreds in an attempt to defeat it, to no avail. It was a simple scholar, ostracized for their studies into the infernal, that found a solution. Invoking their knowledge of Kroldar’s true name, The scholar was able to seal the demon into their own body and then sacrifice themselves to banish it. The scholar became known as the first Demonologist, and their skull became an artifact of great power among their followers, warped by their short time as the host and prison to Kroldar. Demonologists and necromancers have a long history of naming pets or mounts ‘Gert’, and forming an ironic attachment to them. Upon Gert’s passing, their remains are fashioned into this weapon, so that they can continue working with their owner. It has become a running joke in those circles to name things Gert. LEVEL 3 Book of True Names Support Ravager Spell Light Summon 3 Memory 2 CHANNEL | Mana 2 When you create a Summon, you can spend 1-3 mana. The summon gains Armor equal to this mana you spent. The summon can’t have more than 3 Armor. (Size 2, 8 HP, 1 Armor, Dodge/A-Def 10) 6 Release: Summon a ravager in free spaces within Scope. Enemies that start their turn adjacent to it take [3 Physical] and are Pushed 1 space. As beings of pure aether, a demon’s true name represents the exact vocal frequency of their aetheric field. Armed with this knowledge, Demonologists can bind demons much easier. Ravagers thrive on the battlefield, gleefully fighting and dying for anyone or anything. Ravager’s aren’t difficult to summon, but controlling their destructing tendencies takes focus and training. 118 DRAGON RIDER Striker This aerial fighter dashes around the sky, impaling foes with their signature flying dragon style. Dragon riders are trained to fight against aerial creatures, using spears to increase their reach and equipment or techniques to stay mobile. The best dragon riders are allowed to bond with a companion creature (typically a dragon), to ride into battle. A dragon rider’s bond with their companion isn’t just emotional, but magical. When a dragon rider calls for their companion, it can answer the call across any distance, and adapt to any environment. Their aether fields become entwined, and they are of one mind. This special calling can only be maintained for a short period of time, before their aether fields begin separating again. • • • • What is your companion’s name, and what are they like? What type of aerial threat were you trained to fight against? Where is your companion’s natural habitat? What do you or your companion fear fighting? STARTING STATS Scope: 5 BULK HP: 9 Recoveries: 5 AGILITY Dodge: 7 Speed: 6 SKYTHRUST Save Target: 11 MIND Stress Cap: 4 Memory: 5 MAGIC A-Def: 7 Mana: 3 As a Quick Action, the Dragon Rider can take [1 Stress] to fly up to half their Speed in a straight line. If they fly at least 2 spaces, their next melee attack that turn against an adjacent character gains +1 Accuracy. WEAPON SLOTS TRAITS FORCEFUL JAB LIGHT Trait When the Dragon Rider hits with a non-thrown melee longarm attack, they can Push the target until they are a number of spaces away the Dragon Rider equal to the weapon’s Reach. SKYHUNTER Trait MAIN HEAVY SUPPORT SLOTS MAIN MAIN Trait The Dragon Rider has +1 Accuracy on attacks against flying characters, ignores the Difficulty for making melee attacks against Flying characters, and causes ENGAGEMENT against them as normal. 119 120 LIMIT BREAK Dragon Echo Quick | Summon LEVEL 1 Limit Break (Dragon: Size 3, 15 + Your Grit HP, 10 Dodge/ ADef, Speed 6) The Dragon Rider summons an echo of their dragon in free spaces within Scope. The Dragon is a Summon that can Fly, and can move up to its Speed during the Dragon Rider’s turn. Allies of the Dragon can share spaces with the dragon, and any allies fully within the dragon’s spaces can move with it when it moves. The Dragon lasts until the end of the scene or until defeated. The Dragon can make the following melee weapon attack as an action during the Dragon Rider’s turn. Breath Weapon. [Melee Weapon] [Close Blast 2] [1d6+2 Astral]. The bond a Dragon Rider has with their mount is deep, and requires both creatures to sync their aetheric fields to each other. Failure is common, and results in the creature with the weaker field suffering a backlash, which is usually the rider. Backlashes can cause serious injury or permanent physical changes in the likeness of the more powerful creature. Once the bond is complete, the rider and dragon become one. The strongest dragon riders can pour their mana into creating an echo of their companion, made of pure aether. Even if their dragon companion is long dead, a Dragon Rider is never alone, and their partner will also live on inside them. Jump Pads Skill 2 Memory 3 SKIRMISH | Mana 1 Create 2 jump pads in free spaces within Scope. When you or an ally enter a jump pad’s space, they immediately fly up to 5 spaces, ignoring reactions. When an enemy enters a jump pad’s space, they immediately fly 5 spaces in a direction of your choosing, ignoring reactions. Each pad is destroyed after being used, and using this ability again destroys all old pads. Jump pads last until the end of the scene. Dragon Riders have the skills and training to mount up with their flying companions, but not everyone that needs to ride a dragon has the same training. Dragon Rider engineers invented the jump pads, which propel anyone standing onto them into the air. Safety protocols require all personnel that work near jump pads to wear personal parachutes in case of accidental deployment. Winged Boots Support Main 1/turn as a Free Action you can spend 1 mana to gain Flying. Whenever you move outside of your turn, you gain Soft Cover until the start of your next turn. Winged boots are the first piece of equipment that aspiring Dragon Riders receive. For many, this is their first taste of flight. The magical enchantments on the boots temporarily negate the effects of gravity, but can’t operate for long. 121 LEVEL 2 Extending Enchantment Support Transfuse Ranged Spell Attack 2 Memory 3 CAST [Range = Scope] | [1d3+1 Force] Main Enchantment One weapon that has Reach gains +1 Reach. This weapon ignores the Difficulty from making a melee attack against a flying character. The damage of this attack increases by 1d3 if the target is BLOODIED or BREAKING, or by 2d3 if the target is both BLOODIED and BREAKING. For each damage die from this spell rolled (excluding bonus damage and other sources of damage), you can take the number rolled and either regain HP or mana equal to its value. If two or more dice are rolled, at least one must apply to HP, and one must apply to mana. Magical versions of this enchantment lengthen the blade or shaft without increasing the weight. Mechanical versions of this enchantment add a telescoping effect. The one spell taught to all Dragon Riders is Transfuse. Meant to be used late in a fight, this spell drains the target’s aether, and transforms it into a benefit for the caster. The weaker the target’s aetheric field, the greater the effect. LEVEL 3 Crash Skill Longinus Melee Weapon 3 Memory 4 REPOSITION | Mana 2 5 BRAWL | Heavy Longarm [Reach 3] | [1d6+4 Physical] You can’t use this ability if you are GRAPPLED or IMMOBILIZED. You are removed from play until the start of your next turn, but are still affected by end of turn effects like Discord and other saves. At the start of your next turn, pick a free space within X+2 spaces of your former location, where X equals your Speed. You teleport to that space, destroying any objects or terrain above that location and create a Burst 1 area when you appear. All characters in that area must make an AGI save, taking [1d6+1 Physical] on a failure, or half as much damage on a success. This weapon gains Piercing if attacking a target at the weapon’s maximum Reach. Longarms are the preferred and iconic weapons of Dragon Riders. The extra reach of spears and lances is even more important when fighting in the sky, where creatures can easily disengage and attack from any angle. This is the fearsome technique known by fully knighted Dragon Riders. Without the aid of their mount, the Dragon Rider takes to the sky, and then crashes down like a falling meteor. 122 DRUID Controller Druids control the forces of nature, moving foes around with storms or flora. A whispering wind that grows into a howling hurricane. A morning dewdrop falling into a rushing river. The seed whose leaves reach the heavens. These are the primal forces of nature, the power that a druid uses. Druids use their mana to manipulate or control nature, which includes the weather and flora. Fauna are outside the domain of a druid, since their powers don’t control living creatures. Druids are flexible spellcasters, able to mix between 2 CHANNEL and 3 CAST abilities. Druids that seek to command the fauna of their Reflection pick up the companion support item and summoning classes, while those that seek to transform their bodies pick up the Shapeshifter class. • • • • How have the primal forces of nature marked you? What type of terrain do you feel most connected to? Forest, desert, artic, etc. What type of weather makes you feel calm, and what type of weather makes you feel alive? What is considered taboo by other druids? STARTING STATS Scope: 10 BULK HP: 9 Recoveries: 4 AGILITY Dodge: 7 Speed: 4 ROOT Save Target: 11 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 9 Mana: 4 When the Druid hits with an OPPORTUNITY ATTACK, instead of dealing damage, the Druid can choose to IMMOBILIZE the target until the start of the target’s next turn. WEAPON SLOTS TRAITS BRIAR PATCH Trait LIGHT MAIN Trait When the Druid subjects a character to forced movement, a briar patch is created in the spaces the character occupied and moved through (excluding their ending positions). Briar patches are considered difficult terrain and 1/turn deal [3 Physical] to any enemies that enter a briar patch. The Druid can remove any briar patches of their choice within Scope as a Quick Action. SUPPORT SLOTS LIGHT LIGHT 123 124 LIMIT BREAK Tempest Storm Limit Break LEVEL 1 2 CHANNEL Channel a furious storm. 2 Channel: All adjacent characters of your choice are pushed 1 space away from you. If you stop channeling this ability before releasing for any reason, the limit break is not expended. 6 Release: Create a 4x4 zone within Scope. Characters in one of the zone’s spaces when it is created or those that enter one of its spaces take [1d6+4 Physical]. A character can’t take this damage more than 1/turn. If a character ends their turn in one of the zone’s spaces, you can Slide them up to 3 spaces. The area inside the storm is Difficult Terrain. As a Quick Action, you can spend 1 mana to move the zone up to 3 spaces in a straight line. The zone lasts until the end of the scene. “We thought they was normal stormclouds, though they did seem to form outta nowhere. There wasn’t no forecast of rain neither. But the lightning started immediately, even before the rain. And then the winds hit. You’ve never felt winds like this. Funnels of dust were everywhere, and they swept us off our feet. When I woke up, the ground was scrubbed clean. No bushes, no grass, just rock.” Vine Whip Melee Weapon 5 FIGHT | Light Longarm [Reach 4] [1 Physical] On Crit: You can slide the target 3 spaces. Enchanted plant material that never withers or burns. Druids make a vine whip with the materials of their home, before venturing into the wider world. Gust of Wind Ranged Spell Attack 1 Memory 2 CHANNEL or 3 CAST Gain the following ranged spell attacks: 2 CHANNEL 6 Release | Auto-Hit, Slide 2 [Range = Scope] | [2d6 Force] 3 CAST | Push 1 [Range = Scope] | [1d6 Force] Stir the aether of the air. Feel its movements. Move like the air, and then make its movement yours. 125 LEVEL 2 Wall of Thorns Spell Entangle 2 Memory 2 CHANNEL | Mana X 2 Memory 2 CHANNEL or 3 CAST 6 Release: Summon a wall of thorns. You can summon X+3 pieces of Size 1 soft cover in free spaces within Scope, where X is the amount of mana you spend. The pieces must be adjacent to each other, but can be arranged in any way. These pieces of soft cover can be moved through. A character that enters one of these spaces takes [4 Piercing Physical], 1/turn. Gain the following options: Spell Spell 2 CHANNEL | Mana 2 6 Release: Create a [Blast 1] area within Scope. This area is difficult terrain until the end of the scene or until you dismiss it as a free action. All characters in the area when released take [2 Stress] and are IMMOBILIZED until cleared. Ranged Spell Attack 3 CAST | Mana 1 [Range = Scope] [2 Stress] On Hit: The target must pass an AGI save or be IMMOBILIZED until the end of their next turn. Stir the dormant land to life. Vines, thorns, and dirt rise up and tie together. Lands long thought dead still have life that can be reawakened. Stir the plants to act. Coil and write, twist and turn. Form an unbreakable knot. LEVEL 3 Tether Vine Spell Skybeam Spell 2 Memory 2 CHANNEL | Summon, Mana 2 2 Memory 3 SKIRMISH | Arcing, Indirect, Mana 2 6 Release: (Size ½, 5 HP, Dodge/A-Def 10) You summon a Tether Vine in a free space within Scope. When summoned, or as a Quick Action on subsequent turns, you can select an enemy within [Range 3] of the Tether Vine and connect them to it. Only one target can be connected to the Tether Vine at a time. Whenever a character connected to a Tether Vine starts their turn, they are Pulled 1d6 spaces toward the Tether Vine. A connected target can attempt a BLK save as a Quick Action to break free. Call down a beam of energy from the sky. Choose up to 10 spaces within Scope. Each space has to be adjacent to another chosen space, and can’t overlap. All characters in these spaces must make a MGK save. Failure: [1d6+2 Force] Success: Half damage. Stir the aether in the sky. Reach above the clouds, where sun and moon meet. Bring them to the ground, and let all become one. Stir the aether of life within nearby flora, accelerating its growth. 126 GRAVEWALKER Defender A manifestation of the slow, lumbering specter of death that follows all living things. The Gravewalker uses the power of necromancy to stave off death. Gravewalkers stride the line between life and death. They have a close relationship with death, and use their necromantic magic to protect their allies. When you are friends with a Gravewalker, you die when they allow it. Gravewalkers are slow, and armor can slow them down further. To counteract this, they can provide protection from range. Gravewalkers can either seek out ranged options to get around their slow speed, or get heavy weapons to make devastating attacks when within range. • • • • How did you die the first time, and how did you come back to life? What does the personification of death look like to you, and what are they like? How can you tell when someone has been touched by death? How do you travel between the world of the living and the world of the dead? STARTING STATS Scope: 10 BULK HP: 8 Recoveries: 6 AGILITY Dodge: 6 Speed: 4 Written Name Split Reaction Save Target: 10 MIND Stress Cap: 5 Memory: 5 MAGIC A-Def: 8 Mana: 3 Trigger: A character within [Range 5] of a tombstone takes damage. Effect: Spend 1 Focus to grant them Resistance to that source of damage. If the triggering damage was from an AOE, you can continue to use this reaction on targets in the AOE. TRAITS HARVEST Trait 1/round when an enemy within Scope is defeated, the Gravewalker gains 2 Focus. TOMBSTONE Trait As a Quick Action, the Gravewalker can spend 1 mana to summon a tombstone in a free space within Scope. The tombstone is a summon (Size ½, 5 HP, Dodge/A-Def 10). The Gravewalker can have up to 2 tombstones summoned at a time, and can dismiss any of them as a free action. WEAPON SLOTS MAIN HEAVY SUPPORT SLOTS MAIN HEAVY Gain the Written Name reaction. 127 128 LIMIT BREAK That Which is Already Dead Free Action Limit Break Until the end of the scene, the Gravewalker can’t take a 4th Wound, and doesn’t make any Wound Rolls. When they would take their 4th wound, they return to their HP maximum and carry over any excess damage. Gravewalkers have walked the path of the dead. They know what lies on the other side of life. To kill a gravewalker is to put them on a path they have already marked before. As long as they can ‘walk’, they can always come back. LEVEL 1 Gravedigger’s Shovel Melee Weapon 5 FIGHT | Heavy Club: Reliable 3 [Reach 1] | [2d6+1 Physical] Deals double damage to objects, terrain, and summons. You can attack these targets as a Quick Action. Dig a grave in any terrain, and bury anything that stands in your way. Touch of the Grave Skill 1 Memory You gain resistance to Lunar damage and 1/turn when you make a WOUND or OVERSTRESS roll, you can reroll the dice and take either result. Those that work around the dead find their aetheric energy shifted towards the dark. Gravewalkers and necromancers take advantage of this imbalance and use it as a cloak against lunar aspected energy. 129 LEVEL 2 Entomb Spell Psychopomp Spell 3 Memory 2 CHANNEL | Mana 2 2 Memory Reaction (1/round) | Mana 1 6 Release: A character within Scope takes [2 Stress] and must make a BLK save. Success: They are DAZED and SLOWED until the end of their next turn. Failure: They are BLINDED, IMMOBILIZED, and SLOWED. The target can repeat the save at the end of each of their turns to end the effect, taking [2 Stress] on each subsequent failure. If the target is subjected to forced movement, the BLINDED and IMMOBILIZED conditions end. Trigger: A character within [Range 20] is defeated. Effect: You teleport to the closest unoccupied space adjacent to them. Psychopomps are escorts into the afterlife. You don’t HAVE to help ease their transfer, but you can take advantage of the free trip. Pale hands reach out from the ground, grasping at legs with their body fingers. Dirty nails dig into flesh, and pull their victim down...down...down. LEVEL 3 Specter of Sins Skill Unliving Armor Support 2 Memory Summon, Mana 2 Heavy Armor, Unbreakable (Size= your size, HP= your HP when you 1 RECOVER, Dodge/A-Def=0) When you 1 RECOVER, you can summon a ghostly manifestation of your sins in a free space within [Range 5]. As long as you are within [Range 2] of the specter, it takes any damage that you would take before resistances and Armor, and you take none of the damage. The damage the specter takes can’t be reduced in any way. The specter’s HP is equal to your current HP when you 1 RECOVER. You can only have one specter at a time. +3 Armor, -1 Speed and Dodge. When you take a Wound, you become immune to all damage and when you Overstress you become immune to all Stress, and any excess damage or Stress is negated. These effects last until the start of your next turn. When you are defeated, roll 1d6 at the start of each round. On a 5+, you return to action with full HP and 0 Stress and clear either 1 Wound or Overstress to become undefeated. You return DAZED and become DAZED at the start of each of your turns until you take a Long Rest. The sinful are burdened by their sins, which weigh upon them like an anchor. Purge yourself of your sins, and you will feel the weight lift off your soul. Those that wear this armor cannot die. People have sealed themselves inside of this armor to achieve immortality. 130 GUNSLINGER Artillery The Gunslinger is a master of firearms. Their quick hands can draw, fire, and reload in the blink of an eye. You are the bullet. The trigger is your breath. Breathe in. Squeeze. Breathe out. Gunslingers are firearm specialists. Their insight into their weapons lets them reload at a supernatural rate, recharging or replacing ammo with their aether. Gunslingers often modify their weapons and ammunition to suit their style and environment. Gunslingers lean towards weapons with the Reloading tag, as their traits helps them mitigate that penalty. Increasing their mana pool can also allow them to reload more often. • • • • How were you taught to aim without sight? What unique modification have you made to your weapons? What place have you sworn to never return to, and why? What is your motto or code? STARTING STATS Scope: 8 BULK HP: 8 Recoveries: 3 AGILITY Dodge: 10 Speed: 5 Quick Draw Reaction (1/round) Save Target: 11 MIND Stress Cap: 5 Memory: 5 MAGIC A-Def: 6 Mana: 3 Trigger: Another character makes an attack roll. Effect: The Gunslinger can attack them with a weapon before their attack. WEAPON SLOTS TRAITS FAST RELOAD Trait 1/round when the Gunslinger attacks with a Reloading weapon, roll a d6. On a 6+, it reloads. The Gunslinger can spend mana to increase the result of this roll, at +1 per 1 mana spent. LIGHT ∞ LIGHT MAIN HEAVY SUPPORT SLOTS LIGHT STARE DOWN Split MAIN Trait When a weapon is reloaded, the Gunslinger gains access to the Quick Draw reaction until they use it, or until start of their next turn. 131 132 LIMIT BREAK Customized Ammo Free Action LEVEL 1 Limit Break Until the end of the scene, you gain access to the following special ammunition types. Each piece of ammunition can be used once. You can choose to us a piece of ammunition when making an attack with a ranged weapon. The attack’s normal effects still apply. Hotshot. Draw a straight line between the Gunslinger and the attack’s target, and place a [Blast 2] area centered on any point of this line. Characters in the area must make an AGI save, taking [2d6 Astral] on a failure, or half damage on a success. The area becomes dangerous terrain (AGI Save, 5 Astral damage) until the end of the scene. Mindjack Round. On Hit: Until the end of the target’s next turn or until they are dealt damage by you or your allies, they consider you and your allies as its allies, and its former allies as enemies. On Miss: The target is unable to target you with hostile effects until the end of its next turn. Piercer. The attack gains Piercing and becomes a Line attack with a distance up to the attack’s Range. The attack gains Reliable 10 against objects and terrain. Curve Ammo Support Light Enchantment Enchantment: Any ranged weapon. Effect: When you make a ranged attack with this weapon, you can spend 1 mana to ignore Line of Sight as long as there is a potential path to the target, but cover still applies. You can spend 2 mana to instead gain the Homing tag for the attack. Curve bullets can be bent, flying around cover. Different grades of ammunition follow different paths. Slugthrower Ranged Weapon 3 VOLLEY | Main Magitech: Reloading, Reliable 2 [Range 8] | [2d6 Physical] Unlike energy-based firearms, this weapon fires solid pieces of metal. Shock Round. On Hit: The target is STUNNED until the end of their next turn. On Miss: The target is SLOWED and can’t take Reactions. Both effects last until the end of the target’s next turn. Gunslingers carry specialized ammunition, developed to support their unique strengths and weaknesses. This ammunition can’t be mass produced because it contains volatile or experimental materials. 133 LEVEL 2 Aim with Heart Skill Splinter Ranged Weapon 3 Memory Unique 3 VOLLEY | Light Magitech: Reloading [Range 5, Reach 3] | [2 Physical] You can make ranged attacks when others could not. When making a ranged attack roll against a target within your Scope, you ignore up to 1 Difficulty. When you are BLINDED, you can target and draw line of sight up to your Scope. On Hit: This weapon deals its damage twice, but Armor applies to each instance of damage. Bonus damage applies only to the first instance of damage. In a world filled with magic, only a fool relies solely on their eyes. Gunslingers are taught to aim with their heart, a technique that uses aetherical fluctuations to discern their true target. Instead of one shot, Splinter fires many smaller bullets. LEVEL 3 Ammo Crate Support Main Quick | Consumable 1, Summon (Tags: Summon, Size ½, HP 5, Dodge/A-Def 10) Quick: You place this summon in an adjacent space. You or an ally can use a Quick Action while adjacent to it to either: A) Reload one weapon, or B) Regain 2 mana. Whenever a character uses one of these options, the ammo crate’s HP is reduced by 2. If the ammo crate is defeated through damage, it explodes in a [Burst 1] area. All characters in the area must make an AGI save. Failure: [8 Force]. Success: Half damage. Widowmaker Ranged Weapon 3 VOLLEY | Heavy Magitech: Accurate, Reloading [Range 15] | [3d6 Physical] On Crit: The damage from this weapon is Piercing. One shot, one kill. Ammo crates allow a group to quickly resupply, but are extremely explosive. 134 HEXBLADE Striker/Controller The hexblade sows curses and confusion among its foes, weakening them while growing stronger from their misery. You know pain and misery better than most. A hexblade can take the suffering in their soul and use it to power curses and hexes. To a hexblade, their soul is just another power source. Hexblades mix weapon and spell attacks together. They can focus on taking one target down at a time, or spreading conditions to multiple targets. • • • • What’s the worst luck you had? How does the shape and appearance of your soul alter your weapons and techniques? What’s your favorite curse to put on people? How do you get under people’s skin? SUPPORT SLOTS STARTING STATS Scope: 15 BULK HP: 8 Recoveries: 4 AGILITY Dodge: 7 Speed: 5 Save Target: 11 MIND Stress Cap: 5 Memory: 5 MAGIC A-Def: 8 Mana: 4 LIGHT Doom Hex Free Action Trait The hexblade can place a hex on a character within Scope as a Quick Action. The hex lasts until the end of the scene or until the hexed character is defeated, and you can’t hex another character while your hex is still active. 1/round you can deal +1d6 bonus damage on a successful weapon attack roll against a hexed character. If the hexed character is defeated or gains a Wound/Overstress, you gain 4 temp HP. MISERY Trait The Hexblade gains +1 Accuracy on attack rolls against characters that have a condition. WEAPON SLOTS LIGHT ∞ LIGHT MAIN LIGHT LIMIT BREAK TRAITS HEX LIGHT Limit Break For the rest of the scene, when the Hexblade uses Hex on a target, they can apply one of the following conditions. If a character is already under the effects of Hex, the Hexblade can apply one of these conditions when they activate this limit break. At the end of each of their turns while hexed, the target makes a MGK save. On a success, the condition is temporarily cleared. On a failure, the condition is reapplied: • The target is DAZED or MARKED, Hexblade’s choice. • 2 Mana. The target is either BLINDED, SUNDERED, SILENCED, SLOWED, or WEAKENED, Hexblade’s choice. Evil eye. Mind fog. Dancing legs. Sloughing skin. Atrophied muscles. Eldritch horror. Warlocks and witches have hundreds of hexes and curses they use. Hexblades normally specialize in a handful of them, but they can purposely use a chaotic doom hex that keeps reapplying its effects. This unpredictability makes it hard to guard against a Hexblade. 135 136 LEVEL 1 Bound Weapon Support Edge of Darkness Melee Weapon Light Enchantment 5 FIGHT | Main Blade [Reach 1] | [1d6 Lunar] Any Weapon: The weapon gains the Unbreakable tag, and returns to you if thrown after the attack resolves. This weapon can be used even if you are DISARMED. When an enemy within [Range 5] is defeated, increase this weapon’s damage by +1, to a maximum of +6. This extra damage lasts until you take a Long Rest. When you make a pact for power, the patron will want to monitor your progress. A weapon is manifested as an extension of the patron and given to you. Refusal is not an option. This weapon feeds on souls, growing stronger and sharper with each soul consumed. It will only achieve its true form when full. LEVEL 2 Curse Bolt Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Mana 1 [Range = Scope] Choose one of the following when you hit with this spell attack: Haze Curse: The target takes [3 Force] and is DAZED until the end of their next turn. Curse of Weakness Skill 2 Memory When you make a character MARKED, you can spend 2 mana to make them WEAKENED until the end of their next turn. “When your knees buckle, I’ll have a good chuckle, because even a seer, can tell your doom is near.” Soul Curse: The target takes [2d6 Force]. Curses are natural phenomena that affect a creature’s aetheric field. Warlocks have learned how to manipulate these forces to induce a specific type of curse. Hexblades take that knowledge and force a curse into a physical form that can be cast at any creature. 137 LEVEL 3 Shard of Doubt Spell 2 Memory When you make a character MARKED or hit a character with a weapon or spell attack, you can spend 1-3 Mana to implant a number of Shards of Doubt in them equal to the mana spent. A character can have up to 3 shards at a time, which count as a condition. Clearing one shard clears all shards. 1/turn when a character with shards is hit by a weapon or spell attack that deals Physical, Force, Astral, or Lunar, the base damage of the attack is increased by +1 for each shard they have. When a character within your Scope is defeated, you can spend 1 mana to move their shards to another character within [Range 3] of the defeated character as a Reaction. As a 2 CHANNEL action, when you 6 RELEASE you can consume all shards within Scope, dealing [3 Force] per shard to the targets they are implanted in. Soul Strike Spell 3 Memory Mana 1 When you make a weapon attack, you can turn it into a soul strike for 1 mana. The attack gains the Aetheric tag. On a hit, the damage is halved, but it deals Stress instead of its normal damage type. Convert a weapon’s entire form into aether. The aetheric weapon bypasses physical armor, but interacts directly with aetheric fields. Everyone has doubts, little thoughts that eat away at the corners of their confidence. Make those thoughts larger, screaming in their ears so they can’t be ignored. That person DOES think your comment was rude. Your friends DO think you’re annoying. You ARE a bad person. 138 LIFEWEAVER Support Lifeweavers are battlefield medics that weave flesh together. They can keep people active and fighting even through deadly injuries. Lifeweavers have a unique insight into aetheric fields and can use magic to heal wounds instantly. This knowledge also makes lifeweavers dangerous fighters, as they know exactly how to hurt or incapacitate threats and turn their own aetheric field against them. Lifeweavers have many ways of keeping their allies healthy during a fight, from temporary hit points to pure healing. Lifeweavers can combine with any other classes for a versatile support role. • • • • What mark is left behind on those you’ve healed? What type of effects or injuries do you find difficult to fix? What do aetheric fields look like to you, and how is yours different? What is the worst injury you’ve saved someone from? WEAPON SLOTS STARTING STATS Scope: 12 BULK HP: 6 Recoveries: 10 AGILITY Dodge: 7 Speed: 5 Save Target: 10 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 8 Mana: 4 MAIN SUPPORT SLOTS LIGHT LIMIT BREAK TRAITS HEALER’S PACT Trait During a Short Rest or when an ally within [Range 5] spends or loses a recovery, the Lifeweaver can choose to spend their recoveries for the ally instead. QUICK STITCH Trait As a Reaction, when a BLOODIED ally within the Lifeweaver’s Scope starts their turn, the Lifeweaver can spend 1 mana to restore 1d6 HP to the ally. PURGE LIGHT Trait As a Quick Action, the Lifeweaver can spend 2 mana to remove a condition from themselves or an ally within Scope. Second Life Limit Break 2 CHANNEL 6 Release: If the Lifeweaver stops channeling this ability before releasing for any reason, the limit break is not expended. Choose either an ally within Scope or name a defeated ally. The ally is restored to their HP maximum, regains all of their recoveries and mana, clears all their Stress, conditions, Discord, and clears two Wounds and Overstress. If the ally was defeated, they return to play in free spaces adjacent to the Lifeweaver. The ability to bring someone back from the dead, regardless of time, only exists in legend. However, there is a very short window of time where life can be restored to the recently departed. A Lifeweaver can repair and stimulate a person’s aetheric field before it completely breaks down, breathing life back into their body and repairing some of the recent damage they’ve taken. 139 140 LEVEL 1 Soul Shield Spell Stolen Life 2 Memory 3 SKIRMISH Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect [Range = Scope] | [2 Stress] A character within Scope gains 1d3+1 temporary HP. Until they lose all their temp HP, the character doesn’t need to make Concentration saves as long as they had the temp HP when the save was triggered. You can spend 1 mana to increase the temporary HP gained to 1d6+1. Choose one of the following when you hit with this spell attack: Drain Life: You or a character within [Range 5] of you regains 1d3 HP. You can spend 1 mana to increase the healing to 1d6 instead. Drain Vitality: You or a character within [Range 5] of you can clear 2 Stress. Draw power from the target’s own life force to enhance and strengthen their aetheric field. Siphon life energy from a victim and transfer it to someone else. LEVEL 2 Inner Balance Spell 1 Memory 2 CHANNEL | Mana 2 6 Release: Choose one of the following effects: Balance: Choose two allies within Scope or yourself and an ally within Scope. The targets swap either their current HP, Stress, or mana, your choice. Imbalance: Target an enemy within Scope and roll 2d6. Add an extra die if the target is BLOODIED or BREAKING, for a maximum of 4d6. The target takes Stress equal to the result of one die, and Piercing Force damage equal to another. Sewing Needle Ranged Weapon 3 VOLLEY | Light Blade: Piercing [Range 5, Reach 3] | [1d3 Force] On Hit: If the target is BLOODIED, you can spend 1 mana to make them IMMOBILIZED until the end of their next turn. Any BLOODIED enemies of your choice adjacent to the target are SLOWED until the end of their next turn if you spend the mana. A tool used to stitch flesh together, turned into a weapon. The needle itself is rarely seen. Instead, you catch glimpses of the shimmering magical thread. Lifeweavers seek to keep a harmonious balance between the mind, body, and soul. By drawing from another’s aetheric field, a Lifeweaver can use both fields to balance each other out, or induce an internal imbalance. 141 LEVEL 3 Heal Spell 3 Memory 1 BOLSTER | Mana 1 One character within Scope can spend a recovery to heal all their HP. If you spend +2 mana, they don’t need to spend a recovery. Months of healing is forced into moments. The process repairs all wounds on the patient’s body, but leaves them feeling exhausted. Serenity Spell 2 Memory 2 CHANNEL | Mana 3 6 Release: Choose one of the following effects: Lifewell: Create a [Blast 1] zone of healing energy within Scope. Any character that starts their turn in the area regains 3 HP. The zone lasts until the end of the scene or until you create a new one. Mend: An ally within Scope clears a Wound or Overstress. Each ally can be affected by this ability 1/quest. Serenity zones are places of powerful healing magic, typically cast on hospitals and medical stations. Lifeweavers that have mastered this spell can cast it on the battlefield, but the duration is much shorter. 142 PALADIN Defender/Support Paladins draw upon their resolve to protect their allies and smite their foes. Paladins can manifest beneficial auras that enhance nearby allies. Paladins are motivated individuals, driven by their beliefs. What makes someone a paladin is the ability to turn their resolve into power, gaining strength through their convictions. As Defenders, Paladins should look for high armor and other damage mitigation effects. With their Auras and Retribution, they work best when close to their allies. • • • • Who or what would you give your life to protect? What is a belief you hold onto strongly? What sensation or emotion do people have when they’re near you? When did you stand up for something, and what did it cost you? WEAPON SLOTS STARTING STATS Scope: 5 BULK HP: 9 Recoveries: 6 AGILITY Dodge: 6 Speed: 5 Save Target: 10 MIND Stress Cap: 7 Memory: 5 MAGIC A-Def: 7 Mana: 2 MAIN SUPPORT SLOTS MAIN Trait Paladins have an aura that inspires their allies. The Paladin and all their allies within [Range 5] gain the benefit of this aura. The Paladin can only have one aura active at a time, and they gain the below aura. The Paladin can change an aura as free action once during their turn. Aura of Inspiration. Characters gain +1 Accuracy on checks and saves. OATH OF PROTECTION Trait When the Paladin uses INTERPOSE, if they end their movement next to the attacker, they can Push them 1 space after the attack. RETRIBUTION HEAVY LIMIT BREAK TRAITS AURA OF INSPIRATION HEAVY Bastion of Resolve Free Action Limit Break Until the end of their next turn, the Paladin has Resistance to all damage, their Reach with all weapons that have Reach increases by +2, and they can INTERPOSE allies up to [Range 5] without needing to spend Focus, and move up to 4 spaces when doing so instead of the normal 2. Paladins use their beliefs and convictions to strengthen their aetheric field. The more deeply they believe in something, the stronger the effects. Once they’ve perfected this skill, the only limit on their power is the strength of their resolve. As long as their resolve is unwavering, they can’t be stopped. Trait When the Paladin uses 1 DEFEND, they can choose an ally within Scope. Until the start of the Paladin’s next turn, if the ally is targeted by an attack, the Paladin can spend 1 Focus to immediately attack the attacker with a weapon if they are within the weapon’s Reach as a Reaction. 143 144 LEVEL 1 Auras of Resistance Spell Lay on Hands Skill 2 Memory Free Action 2 Memory Quick | Mana 1 You gain the following auras, which affect you and all allies within [Range 5]. You can only have one aura active at a time. You can change an aura as free action 1/turn. Aura of Energy Resistance: Gain Resistance to Astral or Lunar damage (chosen when activated). Aura of Freedom: Immunity to the SLOWED condition and GRAPPLED status. You or an adjacent ally can spend a recovery to regain HP equal to half their HP maximum (rounded up). A calming hand placed on a shoulder, and a reassuring word makes everything seem easier. Expand your aetheric field to cover your allies. As it overlaps with theirs, you can imbue their field with your protections. LEVEL 2 Holy Avenger Melee Weapon Smite Skill 5 FIGHT | Heavy Blade [Reach 1] | [2d6+1 Astral] 2 Memory Mana 1, Unique This weapon gains the Accurate tag when it’s not your turn. On Crit: One character of your choice within [Range 5] can end a condition or clear all Discord on themselves. 1/round, when you hit with a weapon attack, you can spend 1 mana to cause the entire attack to deal +1d6 bonus Astral damage. Channel aether into a weapon, then release it for an explosion of astral energy. The blade of a holy avengers is pure astral energy. Without training, the blade that manifests is dangerous and unstable. An aetheric field must be wrapped around the blade as a form of containment, giving it a solid form whose appearance is unique to the user. 145 LEVEL 3 Auras of Protection Spell 2 Memory Free Action You gain the following auras, which affect you and all allies within [Range 5]. You can only have one aura active at a time. You can change an aura as free action 1/turn. Aura of Protection: Gain +1 Armor (up to a max Armor of 4). Aura of Retribution: 1/turn when a character hits another character under the effects of this aura, they take [3 Astral]. Layers of protection can be used as armor, or turned into a retributive shield. Stalwart Shield Main Unbreakable Support +1 Armor. 1/round as a Reaction when you take Physical, Astral, Lunar, or Force damage or as part of the INTERPOSE reaction, you can take half as of the damage (after Armor and resistance, rounded up) as Stress, and half of the damage as normal. Allied characters gain the benefits of cover as if you were a piece of Hard Cover. If you are within an enemy’s AOE, the AOE’s size is reduced to extend no further than your spaces. For example, if you are adjacent to an enemy and are size 1, a Burst 2 effect becomes Burst 1. “You are the shield, and the shield is you. Unbreakable. Stalwart. Legendary. 146 PHOENIX Artillery Phoenixes conjure fiery destruction from afar, spreading lingering burns among their enemies. A phoenix is an elite spellcaster specializing in elemental fire. Their training uses the mythical phoenix as their inspiration, focusing on the different facets of fire like destruction and rebirth. To become a phoenix, you must give over your aetheric field to the raw forces of fire. If you prepared correctly, it will be returned to you infused with fire. If not, your aether is consumed. Phoenixes synergize with damage over time effects, regardless of the damage type. Their large mana pool and long scope means they are well suited to channel effects and spells which allow them to attack safely from afar. • • • • What color and shape do your flames have? What aspect of fire do you respect the most? Destruction, warmth, rebirth, etc. How has fire affected or shaped your life? What makes your connection to fire stronger, and what makes it weaker? STARTING STATS Scope: 15 BULK HP: 7 Recoveries: 2 AGILITY Dodge: 6 Speed: 4 LIMIT BREAK Meteor Free Action Save Target: 11 MIND Stress Cap: 7 Memory: 6 MAGIC A-Def: 10 Mana: 5 You gain the meteor spell for the rest of the scene. TRAITS BURNING SPELLS Trait The Phoenix deals +1 Discord with all weapons and abilities that deal Discord. BURN PROOF Limit Break Trait The Phoenix has resistance to Astral and Discord damage. The most powerful astral spell ever created. A spell whose name invokes fear and awe. Meteor. This spell reaches beyond the borders of its Reflection and grabs hold of a fragment of the Source itself. The spell then tears a hole through the fabric of reality, pulling the fragment through the opened pathway. The speed of its flight is so fast, it turns red from the heat of friction. Meteor’s impact reduces everything to molten bedrock. There is no escaping the pure destructive force of this spell, and no way to fully protect something from its effects. WEAPON SLOTS Meteor LIGHT MAIN SUPPORT SLOTS LIGHT LIGHT Spell 2 CHANNEL | Arcing, Integrated, Mana 3 6 Release: Create a [Blast 2] area within Scope. Characters and objects in the area are auto-hit, taking [1d6 Astral] + [1d6+2 Discord]. Objects take the damage as Piercing damage. 147 148 LEVEL 1 Immolate Spell Solar Flare Ranged Weapon 3 VOLLEY | Main Artifact [Range 10] | [1d3 Astral] + [1 Discord] 1 Memory 3 CAST | Aetheric, Indirect [Range = Scope] [1 Discord] +1 Accuracy on the attack if the target has Discord. Choose one of the following when you hit with this spell attack: Building Fire: If the target already has Discord, the damage increases to 1d3 instead. Spontaneous Combustion: You can spend 1 mana to give a character adjacent to the target [1 Discord]. Long ago, a Reflection exploded. Pieces of the dead world were scattered across the Source, coming to rest in clusters within other reflections. Thaumaturges fashion these pieces into weapons that project the astral energy of the shattered Reflection. Flames that cling to their target, refusing to be extinguished. The burning doesn’t stop until there’s no fuel left. LEVEL 2 Fireball Spell Vent Heat Skill 2 Memory 2 CHANNEL | Mana 2 2 Memory Reaction | Unique 6 Release: All characters in a [Blast 2] area within Scope must make an AGI save, taking [2d6+2 Astral] on a failure, or half damage on a success. When a character within [Range 20] (which doesn’t require Line of Sight) successfully saves against Discord or clears it, you can choose to have them create a Burst 1 area. They and all characters within the area take Astral damage equal to half of the Discord cleared. Astral energy is forced into a tight spherical shape, which rapidly expands with explosive force when it comes in contact with physical matter or when manually detonated by the caster. “No one wanted to get close enough to put him out, it was too hot! So we, uh, kinda just stood there and waited.” 149 LEVEL 3 Phoenix Armor Support Light Armor, Limited 1, Unbreakable +1 Armor. When you would take your last Wound, you consume this item’s charge and are not defeated and do not take the Wound. Instead, you return to your full HP, but are DAZED and become DAZED at the start of each of your turns until you take a Long Rest. All characters adjacent to you when this happens must pass an AGI save or take [2d6 Astral], or half on a success. Phoenix feathers adorn this red and gold armor. When the wearer of this armor would die, one of the feathers ignites and the spirit of the phoenix awakens. The wearer’s body and possessions are incinerated in a flash of intense heat, before being reborn from their smoldering remains. Wildfire Skill 3 Memory When you give a character Discord, it becomes wild. Whenever a character ends their turn next to another character with wild Discord, they must pass an AGI check or gain the same amount of Discord, which is also considered wild. Wild Discord is treated the same as normal Discord in every other way. Your flames grow wild and uncontrollable, changing color based on your unique aetheric field composition. 150 RIFTBLADE Artillery Armed with an experimental blade that can cut rifts in space-time, Riftblades can travel between Reflections, exploring new worlds. Riftblades explore the different Reflections of the Source, cataloging as much about these new and interesting worlds as possible. The main tool of a Riftblade is their signature riftcutter, a magitech device with an infinitely sharp edge that can cut small portals between the Reflections. Each new Reflection is filled with unknown challenges and hazards, so Riftblades outfit themselves with a wide array of gear to prepare for any situation. Riftblades are fragile artillery units that use their rift to gain range and angles on their enemies. Careful positioning of a rift is required, as they are able to be attacked through their rift. • • • • What was the most interesting Reflection you visited? What do you hope to find in your travels? What did you leave behind in a rift you’ll never be able to get back? Where are you forbidden to open a rift to? RIFTCUTTER STARTING STATS Scope: 15 BULK HP: 8 Recoveries: 3 AGILITY Dodge: 7 Speed: 4 The Riftblade gains the following Integrated weapon. Save Target: 10 MIND Stress Cap: 5 Memory: 6 MAGIC A-Def: 8 Mana: 4 Riftcutter Melee Weapon 5 FIGHT | Light Magitech: Accurate, Piercing, Integrated [Reach 1] | [3 Physical] This weapon ignores Resistances and Immunities. TRAITS RIFT Trait Trait As a Quick Action, the Riftblade can spend 2 mana to place a rift in a free space within [Range 20], which doesn’t require Line of Sight. Range, Reach, and Line of Sight for everything (except placing another rift) can be drawn both to and from the Riftblade as if the Riftblade were standing in the rift’s space. The rift’s space is considered occupied by the Riftblade. The rift itself is not an object and cannot be directly interacted with or affected by anything. Rifts last until the end of the scene or until the Riftblade uses this ability again. WEAPON SLOTS LIGHT HEAVY SUPPORT SLOTS LIGHT LIGHT LIGHT MAIN 151 152 LIMIT BREAK Gateway Quick Action LEVEL 1 Limit Break The Riftblade creates two Size 3 gateways on free solid surfaces within [Range 20], which don’t require Line of Sight, aren’t obstructions, and don’t block Line of Sight. 1/turn when a character fully enters a gateway, they are immediately teleported to the other gateway in spaces of their choice so they are fully within the gateway. If they cannot end this teleport fully within the gateway (because too many spaces are occupied), the teleport fails. Gateways last until the end of the scene. Riftcutters can be overcharged with energy, allowing them to create larger and more stable rifts. With the proper architecture, these gateways can become permanent portals, allowing instant travel between two places. However, the portable power packs that Riftblades carry aren’t strong enough, and the gateway will eventually close. Gravity Well Skill 1 Memory Enemies must always stop moving when they become ENGAGED with you, regardless of their size. Adjacent enemies have to spend 2 spaces of movement when moving to a space that isn’t adjacent to you. Gravity generators are a standard piece of equipment for Riftblades. The ability to create a comfortable gravity field around themselves is sometimes the difference between life and death. Sensor Suite Goggles Support Light You know the current HP, Stress, and Mana of all MARKED enemies. 1/turn you can reroll the miss chance from the INVISIBLE status when attacking an INVISIBLE target. These goggles are equipped with aetheric and biometric scanners for any situation. 153 LEVEL 2 Flicker Enchantment Support Portal Gun Support Light Enchantment Main Quick | Mana 1 Any Armor: 1/round as a Reaction when you take damage, you can immediately teleport up to 1d6 spaces. Any Weapon: 1/round when you crit with this weapon, you can teleport the target up to 1d6 spaces. You can teleport an ally or enemy within [Range 10] up to 3 spaces, which counts as forced movement. An unwilling character can make a MGK save to resist the effect Portal guns can create small, short lived holes in reality, allowing limited teleportation at greater range than a riftcutter allows. Flicker armor is used for emergency escapes, quickly hurling the wearer in a direction hopefully away from their attacker. LEVEL 3 Blink Spell 2 Memory Quick | Mana 1 You can teleport up to 1d6+1 spaces. The earliest Riftblades studied teleportation magics and teleporting creatures to better understand the long-term effects of repeated teleportation. Displacer Rod Ranged Weapon 7 FULL ATTACK | Heavy Artifact: Mana 3, Slow [Range 15] | [X Force] This weapon’s damage is equal to the distance between you and the target, to a maximum of [20 Force]. Displacer rods create a pulse of energy that grows in power the further it travels. 154 RIMEGUARD Defender Frost armor grows over the Rimeguard, granting layers of protection that grow stronger over time. The Rimeguard’s source of power is their frozen heart. A splinter of ice formed from a primordial’s death is driven into their heart, encasing it in ice and freezing the blood in their veins. Those that survive the process become one with the forces of cold. Rimeguards want to generate as much Focus as possible, allocating it between temporary hit points and their normal Focus needs. Keeping allies close lets the Rimeguard not only protect them better, but increase their defensive options. • • • • Who did you save from certain death? Where were you when you realized you would change the world? What can’t you feel when you channel the cold? Who or what have you lost to the cold? WEAPON SLOTS STARTING STATS Scope: 8 BULK HP: 1 Recoveries: 5 AGILITY Dodge: 6 Speed: 5 Save Target: 11 MIND Stress Cap: 5 Memory: 5 MAGIC A-Def: 9 Mana: 4 MAIN SUPPORT SLOTS MAIN Trait As a Quick Action, the Rimeguard can spend 1 Focus to give an ally within Scope 1 temp HP. The Rimeguard can take any amount of temp HP they currently have and add it to the temp HP the ally gains. The Rimeguard then loses that amount of temp HP. ICY VEINS HEAVY LIMIT BREAK TRAITS FROST ARMOR MAIN Trait The Rimeguard has Resistance to Lunar damage. The Rimeguard starts each combat scene with 6 temp HP. When the Rimeguard gains Focus, they can choose for any amount of it to become temp HP instead. Temp HP on the Rimeguard can stack to a maximum of 10 temp HP. The Rimeguard can exceed this amount of temp HP if a single source of temp HP would put them over this amount, but they can’t stack additional temp HP past it. Absolute Zero Quick Action Limit Break The Rimeguard and all allies in the scene clear all Stress and reduce their current SURGE level by 1 (to a minimum of level 1, 2 Stress). The Rimeguard drops the temperature to absolute zero, freezing everything in its tracks. With a snap of their fingers, the cold breaks. Absolute zero lasts only for a moment, but it’s enough for the Rimeguard’s allies to cool off. 155 156 LEVEL 1 Coldguard Skill Frostbite 2 Memory Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect [Range = Scope] [2 Stress] When you 1 DEFEND, adjacent allies gain 3 + your GRIT temp HP. The air around you is cold and dry. Leaving your feet still for too long causes tendrils of ice to spread along the ground, crawling up the legs of anyone nearby. Choose one of the following when you hit with this spell attack: Frozen: On Hit: At the end of their next turn, the target takes Stress equal to their Speed. The Stress taken is reduced by 1 for every space the target moves during their next turn. Numbing: On Hit: The next attack the target makes before the end of their next turn deals half damage. When skin turns blue, the cold has claimed it. You have given yourself to the cold. There is nothing left for it to take. LEVEL 2 Ice Spikes Skill White Wind Ranged Weapon 1 Memory Unique 3 VOLLEY | Main Artifact [Reach 1, Close Blast 2] | [3 Lunar] When you use INTERPOSE, you can deal [2 Piercing Lunar] to the attacker after their attack if you became the target of the attack and they are within your Scope. On Hit: Target is SLOWED until the end of their next turn. You and the ice are one. Without conscious thought it bristles at your foes, vibrating in anticipation. The power source of this staff is a crystal of ice, the same crystal the spawned the icy shard that pierced your heart and gave you the powers of a Rimeguard. Remember what you have sacrificed, and the cold will answer your call. 157 LEVEL 3 Frozen Throne Support Main Free Action | Mana 2 You create a [Burst 1] area of growing cold around you. Enemies that start their turn in this area take [2 Lunar]. At the start of each of your turns while activated, the damage of this ability increases by +2, and you take the current damage (after it is increased), which bypasses your Armor. Siphon Heat Skill 3 Memory Unique At the start of each of your turns, you gain Focus equal to the number of adjacent characters. Take their heat, and make it your cold. The warmth is not welcome here. You can deactivate this ability as a Free Action, which resets the damage back to its base value of 2. “With ice in your heart, go forth into the world. Build our throne where you travel, and our kingdom will follow.” 158 SEEKER Artillery / Controller Trackers and hunters that always find their prey. Seekers call out priority targets for their allies. Seekers are warriors that form a bond with a primal spirit, which imparts upon them a fraction of its power. In return, they act as an extension of that spirit, operating beyond its normal boundaries. Seekers are highly accurate, and can imbue their ranged attacks with magic. They are extremely effective when marking targets for their allies, as anyone near them feels their senses heightened. • • • • How do you see and know the exact spots to shoot? What primal spirit do you have a connection with? What aspects of your primal spirit do you have? What is the most dangerous expedition you’ve been on? STARTING STATS Scope: 20 BULK HP: 6 Recoveries: 3 AGILITY Dodge: 8 Speed: 5 WEAPON SLOTS Save Target: 11 MIND Stress Cap: 4 Memory: 6 MAGIC A-Def: 9 Mana: 3 MAIN SUPPORT SLOTS LIGHT TRAITS MARKSMAN’S EYE Trait The Seeker and their allies gain +2 Accuracy instead of +1 Accuracy when consuming a MARK on an attack roll against a target within the Seeker’s Scope. SEEKER’ SIGHT Trait The Seeker can spend 1 mana to 3 MARK as a Quick Action. GUIDED SHOT Trait Gain the Guided Shot reaction. Guided Shot HEAVY Skill Reaction MAIN LIMIT BREAK Heavenly Starfall Limit Break 3 SKIRMISH Create 3 [Blast 2] zones within [Range 40] that can’t overlap, and don’t require Line of Sight. All enemies in those zones must make an AGI save, taking [1d6+2 Force] on a failure, or half damage on a success. Enemies only take this damage once per activation. As a Quick Action while any zones exist, the Seeker can spend 1 mana to 3 MARK all enemies in the zones and make them DAZED until the end of their next turn. At the end of each of the Seeker’s turns, one of the zones disappears. An arrow shot into the sky disappears into a rapidly spreading dark cloud. Lightning cracks, and rain begins to fall. Each blue raindrop, an arrow that seeks a home. There is no escape until the storm passes. Trigger: A ranged or thrown attack roll against an enemy in the Seeker’s Scope misses. Effect: The attack roll misses, but can be repeated against a different target within [Range 5] of the original target. 159 160 LEVEL 1 Heartseeker Ranged Weapon Chain Shot 3 VOLLEY | Main Bow: Homing [Range 15] | [1d3 Force + 1 Discord] Ranged Spell Attack 2 Memory 3 CAST | Aetheric [Range = Scope] [1d3 Lunar] If you consume a MARK, this weapon gains Piercing for the attack. Choose one of the following when you hit with this spell attack: Grounding Chain: The target must pass a MGK save or be IMMOBILIZED until the end of their next turn. You can spend 1 mana to force all characters adjacent to the target to make the save as well. Linked Chain: Spend 1 mana to create a [Burst 2] area around the target. All characters in the area must pass a BLK save or be pulled to the closest free space adjacent to the original target. The beating of your heart gives away your location. The arrow will find you, piercing your heart. Then, all will be still. When this magical arrow strikes its target, invisible chains manifest and begin tightening around them. LEVEL 2 Spectral Shot Skill 2 Memory Mana 1 Your single target ranged attacks can phase through terrain and objects. If you have Line of Sight on a target, you can ignore cover when attacking. If you don’t have Line of Sight, you can still attack, but the target benefits from Hard Cover. As you pull back on the bowstring, you pour aether into the arrow. When it can take no more aether, it ascends into a higher state of matter and can phase through solid objects. Swarming Shot Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect, Mana 1 [Range = Scope, Blast 1] | [2 Stress] Choose one of the following when you use this spell attack: Buzzing Swarm: On Attack: The Blast area becomes a zone until the start of your next turn. Any character that starts their turn in the zone or enters it during their turn becomes DAZED until the end of their next turn. On Hit: Target is DAZED until the end of their next turn. Distracting Swarm: On Attack: The Blast area becomes a zone until the start of your next turn. Any character that starts their turn in the zone or enters it during their turn becomes MARKED On Hit: Target is MARKED until the end of their next turn. This magical arrow explodes into tiny aetheric motes, which twinkle and buzz distractingly. 161 LEVEL 3 Astral Barrage Ranged Weapon 3 VOLLEY | Heavy Bow: Reloading, Unique [Range 20] | [2d6 Force] Instead of attacking normally, you can choose to attack every MARKED enemy within the weapon’s Range. You must consume the marks, and you take [1 Stress] for every additional target attacked beyond the first. The longer you keep the bowstring drawn, the more arrows appear. Release to have them find their home. Coiling Shot Ranged Spell Attack 2 Memory 3 CAST | Aetheric [Range = Scope] | [1d6+4 Force] Choose one of the following when you hit with this spell attack: Constricting Serpent: The target is unable to make OPPORTUNITY ATTACKS until the end of their next turn. Striking Serpent: A spectral serpent coils around the target. Until the end of their next turn, if the target ends their turn next adjacent to one of their allies, the ally takes [3 Force] and is DAZED until the end of their next turn. Upon impact, the magical arrow transforms into a spectral serpent. Formed through the victim’s aetheric field, the serpent lashes out at anyone that draws near, but is indifferent to its host. 162 SHADOW DANCER Striker Shadow dancers cloak themselves with darkness, moving unseen across the battlefield. Their special connection with shadows allows them to teleport between areas of darkness. Shadow dancers train in the dark, increasing their attunement to the power of darkness. When they finish their training, their shadow is different. It moves different, feels looser, and seems darker. All shadows look different to the shadow dancer, as they realize that they’re all connected. Shadow dancers are high mobility attackers, moving across the battlefield to attack precisely when they need to, before disappearing into a pool of darkness. • • • • How are shadows linked, and how do you exploit that? What is your favorite type of dance? Why do you feel more comfortable in the dark? What makes your shadow stronger, and what happens if it gets too strong? SLIP STEP STARTING STATS Scope: 12 BULK HP: 8 Recoveries: 3 AGILITY Dodge: 12 Speed: 7 Reaction attacks against the Shadow Dancer gain +1 Difficulty. As a Quick Action while adjacent to a character, the Shadow Dancer can teleport to another space adjacent to that character. Save Target: 10 MIND Stress Cap: 4 Memory: 5 MAGIC A-Def: 7 Mana: 4 WEAPON SLOTS LIGHT ∞ LIGHT TRAITS SHADOW CLONES Trait Whenever the Shadow Dancer teleports, they leave a Shadow Clone in the space they left. 1/round when the Shadow Dancer or an ally deals damage to a target adjacent to a shadow clone, the Shadow Dancer can cause the attack to deal +1d6 bonus damage. The Shadow Dancer can have an unlimited number of Shadow Clones, which last until the end of the scene or until the Shadow Dancer is defeated. Shadow Clones don’t cause obstruction and aren’t characters or objects. SHADOW REALM Trait Trait When the Shadow Dancer teleports, they can always choose one of their Shadow Clones as the destination. This costs 1 mana to use and destroys the Shadow Clone. SUPPORT SLOTS LIGHT LIGHT LIMIT BREAK Eclipse Free Action Limit Break For the rest of the scene, the Shadow Dancer can teleport when they use their Standard Movement or the 4 RUSH action’s movement option, and can split up movement as normal. They can only create 1 Shadow Clone per standard movement or RUSH action. Umbral shadows creep over any source of light, plunging the area into darkness. Nothing is safe from the obscurement, not even the sun itself. 163 164 LEVEL 1 Shadow Step Skill Strangle 2 Memory Mana 1 Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect, Mana 1 [Range = Scope] | [2 Stress] When you 4 RUSH and choose the movement option, you can teleport the distance instead, and if you end your movement adjacent to Hard Cover, you can 4 HIDE as a Free Action. Choose one of the following when you hit with this spell attack: Gasp for Air: Target must pass a BLK save or be SILENCED and unable to 2 CHANNEL during their next turn. If they are currently channeling, they have +1 Difficulty on the Concentration Save when hit by this attack. Hangman’s Handshake: Until the end of the target’s next turn, they gain +1 Stress whenever they take Stress. All shadows are connected, and you know how to move between them. Step into one, appear from another. Be prepared for what awaits you in the shadow realm. Shadowy tendrils crawl up your leg, past your torso, and wrap around your neck. But they’re just shadows, right? Surely they can’t--- LEVEL 2 Shadow Sorcery Ranged Spell Attack 2 Memory 3 CAST | Mana 1 [Range = Scope] Choose one of the following when you hit with this spell attack: Darkness: [2 Stress] On Hit: The target is unable to make non-Arcing or Homing attacks or abilities at targets beyond [Range 3], and treats all enemies as benefiting from Soft Cover. These effects last until the end of their next turn. Shadow Blade: [1d6+2 Lunar] If you are HIDDEN when you make this attack, you regain any mana spent on it. Flash Step Dagger Melee Weapon 5 FIGHT | Light Blade: Accurate, Thrown 3 [Reach 1] | [1d3+1 Physical] On Hit: You can teleport to a free space adjacent to the target. These daggers are carved with teleportation sigils. When an attuned user throws them, they can activate the magic to teleport directly to the dagger. A shadow dancer’s power is strongest at night, but that doesn’t mean they’re weaker during the day. It means they’re more cunning. 165 LEVEL 3 Shadow Meld Skill Living Shadow Spell 2 Memory Quick | Mana 2 2 Memory 3 CAST | Summon, Mana 3 You become INVISIBLE until you make an attack or force a save. (Size=1/2, 5 HP, 10 Dodge/A-def) You create a living shadow within Scope, which emits a [Burst 2] zone. Enemies are BLINDED while fully within the zone. Enemies that start their turn partly within the zone must pass a MGK save or be WEAKENED until the start of their next turn. You merge with the darkness, becoming an extension of the shadow realm. Your true form becomes a shadow moving across the ground. You call forth a creature from the Shadow Realm, a living shadow. Their very presence darkens the world around them, draining life and light into a realm of absolute darkness. 166 SHAPESHIFTER Support Shapeshifters are able to assume various forms to overcome any obstacle. They can transform their entire body or individual parts as needed. Shapeshifters can change their body, taking on features from other creatures or turning into a different one altogether. The earliest shapeshifters were lycanthropes studying the way their transformations worked. Over time, they discovered how to transform only parts of their body, and eventually how to change what they transformed into. A shapeshifter’s different forms make them very versatile in combat play, and with Form for the Occasion they don’t need to worry about changing their loadout based on the environment. • • • • What does it look like when you transform? What physical trait carries over to each form you assume? When was the first time you changed your shape, and what was it? What form or changes feel most natural to you? FORM FOR THE OCCASION STARTING STATS Scope: 10 BULK HP: 8 Recoveries: 4 AGILITY Dodge: 8 Speed: 5 The Shapeshifter moves normally in Difficult Terrain. They can fly when they move, but they take [1 Stress] at the end of a turn in which they did so. They have an Aquatic Adaptation. Save Target: 10 MIND Stress Cap: 7 Memory: 5 MAGIC A-Def: 7 Mana: 4 SOOTHE Trait The Shapeshifter gains the following Integrated weapon. It cannot be destroyed, DISARMED, or enchanted. WEAPON SLOTS LIGHT Beast Weapons Trait When an ally within Scope consumes a MARK, the Shapeshifter can clear 1 Stress from them as long as they aren’t’ STUNNED. TRAITS BEAST WEAPONS Trait HEAVY Melee Weapon 5 FIGHT | Light Club: Integrated [Reach 1] | [1d3 Physical] At the end of your turn, if you didn’t make an attack that turn, you can attack with this weapon once as a Free Action. SUPPORT SLOTS LIGHT LIGHT LIGHT 167 168 LIMIT BREAK Perfect Form Free Action Limit Break The Shapeshifter assumes a perfect form. They gain the following effects. This lasts until the end of the scene or until the Shapeshifter ends it as a Free Action. This form works with any other forms. • You gain +1 Accuracy on all attack rolls, checks, and saves. • You can take 1 Stress to remove any condition on yourself as a Free Action. • When you make a character MARKED, they take 1 Stress. • Eye of the Beast. You gain the Eye of the Beast reaction. Take the best parts of every form you know, and manifest them all at once. As long as you can maintain them, you are the ultimate lifeform. Eye of the Beast Skill LEVEL 1 Scout Form Skill 2 Memory Quick | Mana 2 You assume a scouting form. Your Size becomes ½. Your Speed increases by 2, and attacks against you have +1 Difficulty, but you can’t make attacks or cast spells. As a Quick Action while in this form, you can 3 MARK a character in Scope. This form lasts until the end of the scene or until you end it as a free action. You can only benefit from one form at a time. By taking a scouting form, you become less of a visible threat, but your reconnaissance skills remain the same. Ferocious Bite Skill Reaction 2 Memory Trigger: A MARK is consumed against a character within Scope. Effect: The target takes 1 Stress. Allies have +1 Accuracy on attack rolls against enemies GRAPPLED with you. Strong jaws lock your victim in place. 169 LEVEL 2 Defender Form Skill Apex Weapon Melee Weapon 2 Memory Quick | Mana 2 5 FIGHT | Heavy Club [Reach 1] | [2d6+2 Physical] You assume the form of a defender creature. Your Size increases by 1 (to a max size of 3). While in this form, allies gain the benefits of cover as if you were a piece of hard cover. When you enter this form or as a Quick Action, you can select an ally within Scope. You can INTERPOSE for that ally without spending Focus, and your Armor is increased by +2 against the triggering attack if you do. You can only have one ally selected at a time. You can only attack as a Reaction in this form. The form lasts until the end of the scene or until you end it as a Free Action. You can only benefit from one form at a time. On Hit: You can successfully 5 GRAPPLE the target. They take [1 Piercing Physical] at the start of each of their turns while remaining grappled by you. A tyrannosaurus rex’s bite. A tiger’s claws. A manticore’s spikes. Each of these are the weapons of an apex predator, and you possess one. Transcend the limitations of your natural form. Feel your skin thicken and harden, your bones lengthen. Grow taller, stronger, and tougher. LEVEL 3 Familiar Form Skill Snarl and Bite Skill 2 Memory Quick | Mana 1 2 Memory Reaction | 2 Stress (Self) You assume a form that is friendly or important to your foes. Any character that attacks you in this form takes [2 Stress], but all your attacks gain +1 Difficulty. The form lasts until the end of the scene or until you end it as a Free Action. You can only benefit from one form at a time. Trigger: A melee attack hits or misses you. Effect: You can make a melee attack against the attacker with a LIGHT or MAIN weapon. Adopting the exact appearance of another person is incredibly difficult, but it can be done. Shapeshifters recommend only doing so for a short period of time, otherwise, you risk beginning to lose your own sense of self. Reflexively attack back with claw and tooth. Make them regret having the audacity to attack you. 170 SKALD Support Skalds are warrior poets, weaving magic into songs. A skald’s songs can enhance their allies, providing powerful benefits. There is magic in a song. There is magic in a dance. Any performance where you put some of yourself into it is magical. Skalds know this, and push can push it to its extremes. Stories come to life and move people, or draw out a specific emotion. Performance is the weapon of a skald. Skalds use their performances to improve their allies, moving them around the battlefield or strengthening them. • • • • What type of performance is your specialty? What weapon and instrument have you combined? Songbow, Hammerhorn, etc.? What does your entrance music sound like, or what is the key instrument in it? Who was moved by your performance that you didn’t expect to be? STARTING STATS Scope: 10 BULK HP: 7 Recoveries: 4 AGILITY Dodge: 8 Speed: 5 Tempo Reaction Save Target: 11 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 9 Mana: 4 Trigger: An ally within Scope is missed by an attack. Effect: They can Shift 2. WEAPON SLOTS TRAITS ENCORE MAIN Trait At the beginning of each round, if the Skald successfully released a 2 CHANNEL ability in the prior round, they can immediately 2 CHANNEL. INSPIRE Skill SUPPORT SLOTS LIGHT MAIN Trait 1/turn As a Free Action, the Skald can spend 1 mana to grant Inspiration to an ally within Scope. An ally can consume Inspiration to gain +1 Accuracy on an attack, check, or save. Characters can only benefit from one Inspiration at a time. Inspiration lasts until the end of the scene or until consumed. TEMPO Trait Gain the Tempo reaction. 171 172 LIMIT BREAK Ballad Free Action LEVEL 1 Limit Break The Skald begins weaving a legendary performance. When this limit break is activated and at the start of each of the Skald’s turns, pick a verse. The effects of chosen verses are applied to the Skald and all allies within their Scope. Each verse can only be chosen once. Instead of picking a verse, or when there are no more verses to select, the Skald selects a Finale. The finale affects the Skald and all allies within Scope. After the finale, the limit break ends. If the Skald is SILENCED, the effects of all verses are suppressed, and the Skald doesn’t choose any new verses or finales until the SILENCED condition is removed. Verses • Verse of Heroes. +1 Accuracy on attack rolls. • Verse of Journey. +2 Speed. • Verse of Relaxation. Gain resistance to Stress. • Verse of Teamwork. +1 Accuracy on all checks and saves. Finale • The Last Stand. Gain 1d6+4 Focus. • The Storm Fades. Regain all mana. • Legends Never Die. Regain all HP. • A New Beginning. Clear all Stress and remove all conditions. • The New World. Each character can Shift up to their speed. Mock Spell 2 Memory 3 SKIRMISH An enemy within Scope must make a MND save. Success: They take [1 Stress]. Failure: They take [2 Stress] and must move their Speed straight toward you. This movement doesn’t count as Forced Movement, but doesn’t provoke Reactions. Hit them with a burn so sick they have to respond. Wit Ranged Weapon 3 VOLLEY | Main Bow: Aetheric [Range 15] | [1d3+1 Force] On Hit: The target is DAZED until the end of their next turn and MARKED. The piercing force of this bow is inversely proportional to the mental sharpness of the target. The dumber they are, the more it hurts. A Skald can weave so much aether into a performance that it becomes real. The audience feels the stories come to life, they feel the emotions of the players, their hopes and dreams. Each ballad tells a specific story, each of its acts mirror what’s happening in the moment. Eventually your actions become inseparable from those in the story, and are memorialized in all future retellings. 173 LEVEL 2 Parrying Dagger Support Song of Defense Main Reaction (1/round) Spell 2 Memory 2 CHANNEL 6 Release: You and all allies within [Range 5] gain 1 Focus. During subsequent turns, you can spend 1 mana to continue using this ability as a Quick Action. If you don’t maintain this ability as a quick action, it reverts to a 2 CHANNEL action as normal. Trigger: An attack roll would hit your DODGE. Effect: Make a melee attack roll with one of your weapons against the attacker, regardless of their distance. Your DODGE for the triggering attack becomes this attack roll value, potentially turning a hit into a miss. This attack roll doesn't deal any damage or stress, or trigger additional effects. If the attack misses, you can spend 1 Focus to deal [3 Stress] to the attacker. Sharp, rapid beats keep listeners on their toes and more aware of threats. Parrying daggers are held in the offhand and used purely defensively. LEVEL 3 Song of Rest Spell Soundwave Spell 3 Memory 2 CHANNEL 2 Memory 2 CHANNEL | Mana 1 6 Release: Allies within [Burst 3] can spend a Recovery to regain all their HP. During subsequent turns, you can spend 1 mana to use the following Quick Action until you take a turn and don’t use this quick action. Quick: All allies within a [Burst 3] area gain 3 temp HP. 6 Release: Create a [Blast 1] zone within Scope, and choose one of the following effects: • Characters in the zone when it is created take [3 Stress]. Characters are SILENCED while partly within the area and VULNERABLE to Force damage. • Characters fully within the area are immune to all spells and spell effects. Existing spell effects are not affected. Zones last until the end of the scene or until you are SILENCED or STUNNED. You can have up to 3 zones in play at once. You can dismiss a zone as a Free Action during your turn. This song is soothing and relaxing. Listeners find their aches and pains begin to fade away. The pinnacle of audio-based magic allows for complete control over soundwaves. A user can create an area of complete silence, a sound void, where no soundwaves can generate or penetrate. 174 THUNDERCLAW Striker Thunderclaws have mastered electricity, and can use it to enhance their physical abilities, resulting in explosive speed and power. Thunderclaws are named after the elite lycan warriors that created the fighting style. Training atop a mountain in the Thunderfields, they gained a unique insight into the properties of lightning. They learned how to either generate and channel it through their bodies, or to hold it within to enhance their physical abilities. Thunderclaws are highly mobile, with abilities that allow them to quickly move around a battlefield, and others that require specific positioning to maximize their effects. • • • • What is unique about your fighting style? Where did you train, and why can’t anyone else train there now? What is the most dangerous technique you know, and why is it dangerous? What does it feel like to hold lightning within yourself? STARTING STATS Scope: 15 BULK HP: 8 Recoveries: 5 AGILITY Dodge: 10 Speed: 6 FLURRY Save Target: 10 MIND Stress Cap: 5 Memory: 6 MAGIC A-Def: 7 Mana: 2 The Thunderclaw has a Flurry Score, which starts at 0 and has a maximum of 6. Whenever the Thunderclaw hits with a melee attack, they gain +1 Flurry. 1/round when they hit with a melee attack, they can expend 1 Flurry to deal +1d6 bonus damage, or expend 6 Flurry to force one of the targets to make a BULK save. On a failure, they are STUNNED until the end of their next turn. TRAITS BALANCE Trait Once during their turn, the Thunderclaw can convert any amount of Flurry to an equal amount of Focus, or vice versa. FAST AS LIGHTNING Trait Trait As a Quick Action, the Thunderclaw can spend 1 Mana to 4 RUSH or make an 5 IMPROVISED ATTACK. WEAPON SLOTS LIGHT ∞ LIGHT MAIN SUPPORT SLOTS LIGHT MAIN 175 176 LIMIT BREAK Living Lightning Free Action LEVEL 1 Limit Break The Thunderclaw channels lightning directly into their body, pushing them past their physical limits. The Thunderclaw immediately gains 6 Flurry. Until the end of the scene, their Fast as Lightning trait doesn’t cost mana. When they spend 6 Flurry to stun a character, the character is automatically STUNNED (no save). Each character can be affected by the no save STUNNED condition 1/scene. A bolt of magical lightning strikes the Thunderclaw, but instead of being discharged, the energy stays within the Thunderclaw. Years of careful training allow the Thunderclaw to take this influx of energy, and use it to enhance their physical abilities. Supercharged Thunderclaws can dart across the battlefield at breakneck speeds, delivering lightning-charged strikes strong enough to punch through steel. Lightning arcs off their body while in this state, as they contain the raw power of a bolt of lightning. Held lightning still wants to find a way out of a Thunderclaw’s body, and the longer it is held, the greater the damage to the Thunderclaw. If not discharged, this technique will eventually kill the user. Bottled Lightning Support Light Quick | Consumable 2 Create a [Burst 2] area. Characters partly within the area and with Line of Sight to you are BLINDED until the end of their next turn. Lightning captured in a bottle, bouncing around angrily while it tries to find a way out. Open the bottle to release it in a blinding flash of light. Chakram Melee Weapon 5 FIGHT | Main Blade: Thrown 5 [Reach 1] | [2 Physical] When thrown, this weapon gains Arcing and deals +1 damage for every space traveled beyond [Range 1]. This thin disc of metal is made of a rare alloy that allows it to bounce off of surfaces and around corners. 177 LEVEL 2 Lightning Bolt Spell Wolf Claws Melee Weapon 5 FIGHT | Light Club [Reach 1] | [1d3 Physical] 2 Memory 3 CAST | Mana 1 Create a [Line 10] area. All characters in the area must make an AGI save. Fail: [1d6 Astral] and they are unable to take Reactions until the end of their next turn. Success: Half damage. You can Shift a number of spaces equal to the damage rolled. If you end this movement next to a different enemy than the one you attacked, you can deal [1 Physical] to them. Your body is the generator. Your hand directs the flow. Let the lightning loose. Wolf claws are tipped with an indestructible material, allowing them to tear through anything. LEVEL 3 Chain Lightning Strikes Skill 3 Memory 7 FULL ATTACK Make a melee attack against an adjacent target. On a hit, you can Shift 3 and repeat the attack against a different target. Each hit deals [3 Astral], and a target can only be attacked by this ability 1/turn. Strike out with your claw, and then immediately dash as a bolt of lightning to a nearby space, repeating until you run out of available targets. Kinetic Redistributor Support Main Reaction (1/round) Trigger: A ranged attack roll is made against you. Effect: Choose to either impose +1 Difficulty on the attack, or gain 2 Focus. The Thunderclaw fighting style prioritizes efficient movements and using an opponent’s momentum against them. This logic can be applied to projectiles as well, allowing Thunderclaws to capturing incoming arrows and use its momentum for defense. 178 TIDECALLER Controller/Support Tidecallers command the oceans and water. They can manipulate currents to reposition allies and hinder enemies. Common knowledge states that only a fool braves the seas without a tidecaller. Their command over water and insight into weather patterns makes them an invaluable addition to any seafaring vessel. Tidecallers use spells to move their allies and enemies around the battlefield. They can easily expand their skillset with support and control spells, or spell attacks. • • • • What secret about the ocean do you know? How do you accurately predict the weather? What underwater-dwelling person do you owe a favor to? How do people commonly travel across open water? WEAPON SLOTS STARTING STATS Scope: 8 BULK HP: 8 Recoveries: 3 AGILITY Dodge: 6 Speed: 5 Save Target: 12 MIND Stress Cap: 6 Memory: 6 MAGIC A-Def: 10 Mana: 5 LIGHT SUPPORT SLOTS LIGHT Trait As a Quick Action, the Tidecaller can spend 1 mana to create a [Line 6] zone within Scope. This is a River Current. 1/turn whenever an ally enters a River Current, they can choose to Slide to a free space in the zone. This zone lasts until the Tidecaller creates a new one, is defeated, or is STUNNED. The Tidecaller has an Aquatic Adaptation. RISING TIDE Trait 1/turn when the Tidecaller inflicts forced movement on an enemy, they can allow an ally within Scope to Shift a number of spaces equal to the number of spaces the enemy was moved. The Tidecaller can’t use this trait if they are STUNNED. WATER MELD LIGHT LIMIT BREAK TRAITS DOWNRIVER MAIN Trait When an ally uses a River Current, the Tidecaller can spend 1 mana as a Reaction to make them INVISIBLE until the start of the ally’s next turn while within the zone. If they leave the zone, INVISIBLE also ends after the first attack against them. Tidal Wave Limit Break 3 SKIRMISH A wave of water washes from one side of the map to the other. Choose one side of the map. All enemies in the scene must make a BLK save. Failure: Enemies are Pushed 6 spaces in a straight line towards the chosen side of the map, are DAZED and DISARMED until the end of their next turn, and knocked PRONE. Success: Enemies are pushed half as many spaces and are knocked PRONE. Enemies that hit an obstacle when being pushed by this ability take [5 Physical] and are SUNDERED until cleared. Tidecallers have control over the seas, but even when far away from one, their power is no less deadly. When there isn’t water around to command, a Tidecaller converts the ambient aether in the atmosphere to water aether, and draws the moisture out of everything to form a roaring wave of water. 179 180 LEVEL 1 Rainfall Spell Storm Surge Ranged Spell Attack 2 Memory 3 CAST | Arcing, Aetheric, Indirect [Range = Scope, Line 4] | [2 Stress] 1 Memory 2 CHANNEL Gain the following 6 RELEASE options: The line from this attack can be pointed in any direction. On Hit: Targets are pushed to the furthest free spaces at one end of the line. You can spend 1 mana to force all hit targets to make a BLK save, falling PRONE on a failure. Soothing Rain: 6 Release: Create a [Blast 1] zone within Scope. When a character starts their turn in the zone, they remove all Discord and clear 1 Stress. This zone lasts until you use this ability again. Downpour: 6 Release: Create a [Blast 1] zone within Scope. Characters are BLINDED while in the zone. This zone lasts until the end of your next turn, but can be repeatedly extended until the end of your following turn by spending 1 mana during your turn if you aren’t SILENCED or STUNNED. This spell forces water into a high-pressure jet strong enough to knock down a wall. Call down a soothing rainstorm infused with healing magic, or a torrential downpour. LEVEL 2 Abyssal Scepter Ranged Weapon Tidal Healing Spell 3 VOLLEY | Main Artifact: Aetheric [Reach 1, Range 8] | [1d3+2 Lunar] 2 Memory 2 CHANNEL | Mana 2 On Hit: You can spend 1 mana to create a [Burst 2] area around the target. All characters in the area are Pulled to the closest free space adjacent to the target. 6 Release: One ally within Scope heals 1d6+4 HP. Another ally within [Range 5] of them heals half of that amount. You can continue healing new allies within [Range 5] of the last target for half of the previous amount. You can keep repeating this until there are no other allies within [Range 5] of the last target, or the healing reaches 1. A character can only benefit from this healing 1/turn. This artifact creates crushing forces using a pearl from the abyssal depths of the sea. A stream of healing water bounces between targets. This spell concentrates healing magic into a liquid essence, which can then be manipulated by Tidecallers. This healing water bounces between targets, trying to spread its magic among as many vessels as possible. 181 LEVEL 3 Drown Ranged Spell Attack 2 Memory 3 CAST | Aetheric, Indirect [Range = Scope] | [1 Discord] Choose one of the following when you hit with this spell attack: Engulf Lungs: The target is SILENCED until they clear their Discord. Submerge: The target must pass a MGK save or be BLINDED until the end of their next turn. Pool water in their mouth and lungs, drowning them from the inside. Whirlpool Spell 2 Memory 2 CHANNEL | Mana 3 6 Release: Create a [Blast 2] zone within Scope, which counts as Difficult Terrain. You can slide characters in the zone to any free space within the zone. All characters in the zone when it is created are IMMOBILIZED. An IMMOBILIZED character can make a BLK save as a Quick Action, ending the condition on a success. The zone lasts until you dismiss it as a Free Action or use this ability again. As a Quick Action on subsequent turns, you can Slide characters in the zone again. The best Tidecallers can treat ambient aether like liquid, creating a swirling vortex from which there is no escape. 182 WARDEN Defender The earth heeds the call of the wardens, rising to restrict their foes while the wardens endure with the planet’s lifeforce. Wardens are connected to the lifeforce of the planet, controlling the elements of earth and rock. They feel what the planet feels, and when it cries out in pain, they rise to defend it. In return, they can draw upon the strength of the planet itself to protect themselves. Wardens can connect and attune to any planet or plane they travel to, although their powers may look or work differently. Traveling to a dimension of fire, for example, a warden might find their hair turning to flame, and their powers becoming fire themed. • • • • What earthlike features do you have? Rocky skin, stone hair, etc. What creature or spirit did you learn from? How does the planet communicate with you? What are the unique properties of the tree one of your pieces of equipment is made from? STARTING STATS Scope: 5 BULK HP: 12 Recoveries: 6 AGILITY Dodge: 6 Speed: 4 GRASPING VINES Save Target: 11 MIND Stress Cap: 6 Memory: 5 MAGIC A-Def: 8 Mana: 2 When an enemy starts their turn adjacent to the Warden, they can spend 1 Focus to make that enemy SLOWED until the end of their next turn. The Warden can’t use this ability if they are DISARMED, SILENCED, or STUNNED. This effect can apply after Earthen Slide if they are moved adjacent to the Warden. TRAITS EARTHEN SLIDE WEAPON SLOTS Trait When the Warden uses INTERPOSE, if they end their movement adjacent to the attacker, the Warden can choose to make them SLOWED until the end of their next turn. Gain the Earthen Slide reaction. MAIN HEAVY SUPPORT SLOTS LIGHT Earthen Slide Trait LIGHT MAIN Skill Reaction Trigger: A character within your Scope starts their turn. Effect: You can spend 1 Focus to Slide them 1 space. 183 184 LIMIT BREAK Gaia’s Wrath Free Action LEVEL 1 Limit Break The Warden becomes an avatar of nature. They gain the following benefits, which last until the end of the scene or until they end it as a Free Action. • Your size increases by 1 (max of 3) and any adjacent characters are pushed to the nearest free space to accommodate your new size. • You gain 2 Focus at the start of each of your turns. • When you hit a character with any attack, they are SLOWED until the end of their next turn. A character that is already SLOWED is also IMMOBILIZED until the end of their next turn. You connect to the aetheric streams that crisscross the Reflection, the leylines. You become an extension of the Reflection’s will, an avatar of its wrath and destruction. It acts through you, giving you the power to achieve its goals. Your goals. OUR goals. Lifeblood Skill 1 Memory When you gain Discord, you can immediately make the MGK check to clear Discord after taking the upfront damage. On a success, you clear all Discord. You can still make the checks to clear Discord at the end of your turn as normal. The lifeblood of the planet flows through your veins. Inner Reserves Skill 2 Memory When you 1 RECOVER, you gain 2 Focus. You are never down and out. As long as you still breathe, you fight. As long as you can still move, you protect. As long as you still live, there is hope. 185 LEVEL 2 Nature Vortex Earthwarden’s Shield Spell 2 Memory 2 CHANNEL | Mana 1 Support Main +1 Armor. When you INTERPOSE, you can spend an additional Focus to gain resistance to any damage from the attack. 6 Release: All enemies of your choice within [Burst 3] are auto-hit, taking [2 Stress] and are Pulled to the closest free adjacent space to you and IMMOBILIZED until the end of their next turn. If there are no available adjacent spaces, pull them to the closest free space to you. This shield is a gift from the Reflection itself, a giant hunk of crystal with a grip sized perfectly to your hand. Vines and roots erupt from the ground and your skin, grabbing anything nearby and pulling it close. LEVEL 3 Greatoak Mauler Melee Weapon 7 FULL ATTACK | Heavy Club: Slow [Reach 1] | [3d6 Physical] On Hit: All enemies adjacent to you take Physical damage equal to the highest d6 roll for this weapon’s damage. To make a greatoak mauler, the wood must be sourced from a tree at least 1,000 years old. The wood is then dipped directly into a leyline, strengthening it with the aether of the Reflection itself. Weight of Earth Skill 2 Memory When you hit a character with a reaction attack roll, they are IMMOBILIZED until the start of their next turn. “It was just a halfling wearing some sort of skeletal mask and a wooden dagger, so we didn’t think anything of it. As soon as we stepped close, they flung the dagger at us, and I swear to Terram, it pinned Zelk to the wall! It went straight through his armor and shoulder! No one is that strong, it was just a wooden dagger!” 186 WARLORD Support Warlords are commanders of the battlefield. They lead their allies to victory, making them better fighters. Tacticians and leaders, warlords are the glue that holds a group together. They feel the rhythm of battle, and can adjust their plans, tactics, and people accordingly. Warlords can either be a backline strategist, supporting their allies with intelligence and positioning, or lead by example and get into the thick of battle. • • • • Why are people willing to follow your command? When did one of your decisions save the day? What tactical mistake have you promised to never let happen again? Who do you wish you could learn from or serve under? WEAPON SLOTS STARTING STATS Scope: 12 BULK HP: 10 Recoveries: 5 AGILITY Dodge: 7 Speed: 5 Save Target: 10 MIND Stress Cap: 5 Memory: 7 MAGIC A-Def: 6 Mana: 2 MAIN SUPPORT SLOTS LIGHT Trait 1/round when the Warlord makes a character MARKED, an ally of the Warlord’s choice can 3 VOLLEY, 3 CAST, or take a PHASE 5 BRAWL action against the marked character as a Reaction with +1 Difficulty. TAKE A BREATHER LIGHT MAIN LIMIT BREAK TRAITS FOCUSED PLAN MAIN Trait When the Warlord or an ally within Scope uses 1 RECOVER, another character of the Warlord’s choice within [Range 10] of them gains 1d6+1 temp HP. Follow My Lead Free Action Limit Break Until the end of the scene, when you use your Standard Action, an ally of your choice can take a standard action from that phase as a Reaction. Each ally can benefit from this effect 1/scene. You lead by example, your actions inspiring others to do the same. Your confidence bleeds over to your allies, creating a positive feedback loop between them and you. Your confidence inspires, their loyalty enkindles. Together, you all act as one. 187 188 LEVEL 1 Command Skill Standard of Courage Support 2 Memory 3 SKIRMISH MAIN Quick | Summon Choose an ally within Scope. They can immediately make a weapon or spell attack with +2 Difficulty as a Reaction. If you take 1 Stress, they do not gain the Difficulty from this skill. (Tags: Summon, Size ½, 5 HP, 10 Dodge/A-Def) This summon must be summoned in a free adjacent space. While summoned, it emits a [Burst 2] zone. You and all allied characters in the zone gain +1 Accuracy on attack rolls, checks, and saves, and when you or an ally starts their turn in the zone, they gain 2 temp HP. During your turn, you can pick up and move the summon when you move, placing it in another free adjacent space. This summon can only be dismissed with a Quick Action while adjacent to it. It keeps its current HP value when dismissed, and regains all HP during a Rest. If defeated, this support item is destroyed. You command someone to take an action. Those that know you and know your leadership style trust in your wisdom. You carry a flag as a symbol of your unit. Those that see it know that any units near it fall under your command and protection. LEVEL 2 Frontline Melee Weapon Lead from the Front Skill 5 FIGHT | Main Longarm [Reach 2] | [1d6+2 Physical] 1 Memory Unique On Crit: You can teleport one willing ally within your Scope up to 5 spaces. When you 5 FIGHT, one ally of your choice within Scope gains 2 temp HP. Before battle, the troops gather around for a meal. As a surprise, their commander produces a treat, a deer they had hunted earlier in the day and prepared in their homeland’s style. As everyone enjoys the meal and comradery, their aetheric fields become attuned to the spear laying nearby. The next day, in the heat of battle, the commander finds themselves separated from their troops. Facing certain doom, the commander steels themselves and raises their spear. In response, they feel aether beginning to rise from the spear, and then a flash of light. As the light fades, the commander’s troops stood before them, weapons raised and ready for fighting. You take to the battlefield, making your way to the frontlines. Your tactical prowess hadn’t been questioned, but now neither will your martial prowess either. 189 LEVEL 3 Focus Target Skill Rally Skill 3 Memory Unique, Stress 2 (Self) 2 Memory Reaction 1/round when an ally within Scope consumes a MARK, another ally of your choice within Scope can make a weapon or spell attack against the target as a Reaction. Trigger: An ally within Scope takes a Wound or Overstress. Effect: Negate any carry over damage or Stress. They gain 4 temp HP and clear any Discord and conditions. It is more efficient to focus your attacks on one target at a time instead of spreading your damage around. If you can take out an enemy, they pose no threat to you. But a wounded enemy can still fight, and can wound you in return. So do everyone a favor, and make sure they’re dead before moving onto the next. “Rally to me! I will be your shield; I will hold the line! Their assault ends here!” 190 TALENTS Talents are bundles of abilities that beacons can learn, that aren’t specific to a class. Talents are used in combat scenes. Talents come in three ranks: rank 1, rank 2, and rank 3. Talents must be taken in order; you must have rank 1 of a talent in order to take rank 2. Talents don’t need to be equipped, and unlocked talents are always available. ARCHMAGE Archmages stand at the pinnacle of aetheric research. They can manipulate magic in ways that others can only dream of. RANK 1: SPELL SCULPTOR When you use a spell or artifact with an area of effect (Blast, Burst, Close Blast, Line), you can spend 1 mana to exclude 1 target from the area. RANK 2: ARCANE TURRET When you are CHANNELING, your Armor increases by +2, to a maximum of 4. Taking Stress doesn’t trigger Concentration saves. RANK 3: FOCUSED CASTER The following option is added to the REROLL TABLE: • Spend 1 mana to reroll. RANK 3: BATTLE HARDENED When you take damage but reduce it to 0, you negate all other effects of the attack/ability on you, including on hit effects. ARTIFICER You have been building your own magitech weapon, and while it’s not what most would consider ‘stable’, it’s good enough for field testing. RANK 1: EXPERIMENTAL WEAPON When you gain this talent and during a Long Rest, you create an experimental weapon. You can equip this weapon for FREE. You can only have one experimental weapon at a time. Experimental Weapon Weapon Main Magitech: Unique [Custom Range] | [1d6+1 Damage] When this weapon is created and during a Long Rest, you can choose to change the following: • Range: [Reach 1] (Counts as melee weapon) or [Range 10] (counts as ranged weapon) • Damage Type: Physical, Astral, Lunar, or Force After you use this weapon roll a d6. On a 4-6 the weapon malfunctions and must be RELOADED before being used again. ARMORED DEFENDER Armor keeps you alive. The stronger and more reliable your armor is, the longer you stay alive. RANK 1: REINFORCED PLATING When you 1 DEFEND, after gaining Focus you can temporarily increase your Armor by +1 per Focus spent, to a maximum of 6 Armor. This increase lasts until the start of your next turn or until you take Physical, Astral, Lunar, or Force damage. RANK 2: ADAMANTINE ARMOR Your support items with the Armor tag gain the Unbreakable tag. RANK 2: IMPROVEMENTS Your experimental weapon malfunctions on a 56. When you create your experimental weapon or during a Long Rest, choose two of the following improvements for your weapon. Tags (Can be Chosen Twice). Your Experimental weapon gains one of the following tags: Accurate, Aetheric, Arcing, Push 1, Reliable 2, Thrown 5. Area Pattern. When you attack with your experimental weapon, you can choose to make it one of the following AOEs instead of a normal attack. If you do so, you roll twice to determine malfunction and keep the highest result. 191 • Ranged Weapon: [Line 8], or [Blast 1] with weapon’s Range. • Melee Weapon: [Burst 1] or [Close Blast 1] RANK 3: PERFECTION Your experimental weapon only malfunctions on a 6. When you create your experimental weapon or during a Long Rest, choose one of the following improvements to your weapon. • Increased Range. If your weapon is melee, it gains +1 Reach. If it is ranged, it gains +5 Range. • Increased Damage. Your weapon’s damage becomes 1d6+3 • Punch Through. Your weapon gains Piercing. ARTILLERIST RANK 3: AETHERIC BOMBARD While in Siege Mode, your Scope increases by +3 and your spells gain Arcing. You are immune to all forced movement in Siege Mode, and gain Soft Cover from attacks further than [Range 8] from you. BRAWLER The unarmed gladiator leagues of Bastion are among its most popular. The league draws in competitors from dozens of different fighting styles, which makes the bouts dynamic and fun. Gladiators in the league assume over the top personas, and quickly amass dedicated fans. RANK 1: QUICK HANDS Shooting your enemy before they can shoot you is a critical advantage. Artillerists can squeeze out every inch of range from their weapons. As a Quick Action, you can take [1 Stress] to 5 GRAPPLE or 5 SHOVE. You gain +1 Accuracy on attacks against targets you are grappling. RANK 1: SIEGE MODE RANK 2: FISTICUFFS Instead of using your Standard Movement to move, you can instead enter or exit your Siege Mode. While in Siege Mode, you are always IMMOBILIZED, and your ranged weapon attacks gain +3 Range and Arcing. Your 5 IMPROVISED ATTACK deals [1d6 Physical], and gains [Reach 1] which allows it to be used for Opportunity Attacks. On a crit with an Improvised Attack, choose one: RANK 2: SIEGE AMMO 1/round when you make a ranged weapon attack while in Siege Mode, you can spend 1 mana to create a [Burst 1] area around the attack’s target and choose one of the following effects. The primary target is included in the area. • Aethermarker Round. All characters in the area must pass a MGK save or become MARKED. • Concussion Round. All characters in the area must pass a MND save or be DAZED until the end of their next turn. • Grounding Round. All characters in the area must pass a BLK save or be knocked PRONE. • Shrapnel Round. All characters in the area must pass an AGI save or take [2 Piercing Physical]. • • The target is DAZED until the end of their next turn. You can automatically succeed on a 5 SHOVE against the target. RANK 3: SUBMISSION You gain the following 2 CHANNEL ability. Channel: A character grappled by you becomes DAZED as long as this ability is channeled, and has +1 Difficulty on checks to break the grapple. 6 Release: The grappled character takes [2d6+3 Physical and must pass a BLK save or be DISARMED and SILENCED until the end of their next turn. If the target is no longer grappled, this effect fails. 192 BREAKER Clubs are highly effective weapons against armor. Worst case scenario, their powerful blows can dent and deform armor, restricting their opponents’ movements. Best case scenario, they crush them inside their armor. CALLED SHOTS Everyone knows that hitting a specific body part is better than attacking whatever you can get, but putting that into practice during a real fight is incredibly difficult. Those with the speed, skill, and accuracy to reliably do so can end a fight quickly. RANK 1: SUNDER ARMOR When you crit with a club, the target is SUNDERED until the end of their next turn and their Armor is decreased by 1 (to a minimum of 0) until the end of the scene. RANK 1: PRECISION As a Quick Action, you can take [1 Stress] to gain +1 Accuracy on your next attack roll this turn. If it’s a crit, it gains the Piercing tag. RANK 2: DAZING BLOWS RANK 2: BODY PARTS 1/round when you hit a character with a club, the target must pass a BLK save or be DAZED until the end of their next turn. 1/round when you crit with an attack roll, you can choose to deal half damage in order to apply one of the following additional effects: RANK 3: RING THE BELL You gain the following 2 CHANNEL ability. 6 Release: Make a melee attack with a club, including SLOW ones. On Hit: The weapon deals its normal damage and effects, and the target is STUNNED until the end of their next turn. A target can only be stunned by this ability 1/scene. On Miss: The weapon deals its normal damage and effects, but doesn’t trigger any on hit effects or tags like Push, Pull, etc. • • • Foot. Target is IMMOBILIZED until the end of their next turn. Head. Target is DAZED until the end of their next turn. Leg. Target is SLOWED until the end of their next turn. RANK 3: PINPOINT LETHALITY The following options are added to the body parts list: • • • Arm. Target is DISARMED until the end of their next turn. Throat. Target is SILENCED until the end of their next turn. Eye. Target is BLINDED until the end of their next turn. 193 COMMANDER The difference between a good commander and a bad one is trust. A bad commander issues orders and expects them to be followed because of their rank. A good commander knows their team and trusts them to follow orders, and the team trusts the commander to keep them alive. RANK 1: COMMANDER’S MARK When you make a character MARKED, you can make it a special Commander’s Mark. It functions as a normal mark, but when an ally consumes it, you roll a 1d6. On a 5+, they stay MARKED with the Commander’s Mark. You can only have 1 Commander’s Mark at a time, and placing a new one turns the old one into a normal mark. RANK 2: PLANNING When an ally takes Stress to reroll an attack against your COMMANDER’S MARK target, the Stress cost is reduced by 1. The COMMANDER’S MARK remains on a 4+ instead of a 5+. RANK 3: ORDER COPYCAT This talent is intended for fun, casual play only. It’s not intended to be balanced. Check with you GM to see if they want this talent to be used. Copycats possess the rare ability to mimic the abilities of others. Those in possession of metamorphic ore can even copy the equipment of their enemies. RANK 1: SCAN You can 3 SEARCH as a Quick Action. RANK 2: COPY When you 3 SEARCH an enemy to learn about their equipment and techniques, you can spend 1 mana to gain access to one of those pieces of equipment or techniques until the end of the scene. You can only copy 1 thing at a time. RANK 3: IMITATE You can now gain access to enemy traits as well. You can copy a piece of equipment, technique, or trait as soon as you see it used by spending 1 mana. You can have up to two things copied at once. 1/round when you make a target MARKED, you can announce an action that you want any ally to take against that target. The first ally that takes that action against the target while it is MARKED gains 2+ your GRIT temp HP. 194 DERVISH The history of the dervishes can be traced to a group of humanoids that lived near air elementals. The two cultures grew together, and the dervish dance was of their creations, where a humanoid and an air elemental would dance together in a beautiful whirlwind. When a Herald of the Scourge threatened their home, the humanoids and elementals fought together, using their dance as way for two creatures to fight as one. The style has been adapted over time to be used without the help of air elementals, although to a lesser effect. RANK 1: TWIN STRIKE Whenever you hit a character with more than 1 attack in a turn, you don’t provoke Reaction attacks from them until the end of that turn. You gain +1 Accuracy on linked attacks (the 2nd attack with a linked weapon). RANK 2: WHIRLING DUELIST Professional duelists see a duel as a dance, carefully attacking or defending in response to their opponent’s own moves. Duelists can take their time to figure out their opponent’s style and steps, capitalizing on the perfect opening. RANK 1: SEIZE INITIATIVE You gain +1 Accuracy on the first melee attack roll you make on your turn with a MAIN weapon. RANK 2: RIPOSTE You can COUNTERATTACK when you are missed by an attack. RANK 3: FLOURISH You gain the following reaction replacements for COUNTERATTACK. These still count as a COUNTERATTACK: DISARM Reaction (1/round), Focus 2 Trigger: As Counterattack. Whenever you crit with a LIGHT weapon during your turn, you gain 1 Spin. At the end of your turn, if you have any Spin, you can create a [Burst 1] area and deal [1 Physical] per Spin to enemies in the area. You can move a number of spaces equal to your Spin either before or after this ability. You lose all Spin at the end of your turn. Effect: The target must succeed on an AGI save or be DISARMED until the end of their next turn. DISENGAGE Reaction (1/round), Focus 1 Trigger: As Counterattack. Effect: You ignore Reaction attacks from the target until the end of your next turn. RANK 3: DUAL WIELDER A [MAIN] or [LIGHT∞LIGHT] weapon slot becomes a [MAIN∞LIGHT] slot, or a [LIGHT] slot becomes a [LIGHT∞LIGHT] slot. DEFLECT Reaction (1/round), Focus 1 Trigger: You are hit or missed by an attack. Effect: You gain Resistance to all Physical, Astral, Lunar, and Force damage from the attack. TRIP Reaction (1/round), Focus 1 Trigger: As Counterattack. Effect: The target must succeed on an AGI save or fall PRONE. 195 ENCHANTER Adamant Infusing an item with aether allows it gain unique traits. Enchanted weapons are always better than their unenchanted counterparts. Support Free Enchantment Any Armor: As a Quick Action, gain 1 Focus. RANK 1: ENCHANTMENTS Each quest, you can equip one of the following Enchantment support items for free. Keen Support Free Enchantment Speed Free Enchantment Any Weapon without SLOW: You can 3 VOLLEY or 5 FIGHT with this weapon during PHASE 1: BOLSTER. Any Weapon That Deals Damage: On Crit: Deal +1d3 bonus damage. Vorpal Variable Free Enchantment Support Free Enchantment Any Weapon: Before each quest and when you 1 RECOVER or Rest, you can change the damage type of this weapon between Physical, Force, Astral, or Lunar. Only these damage types can be changed, and only between each other. Aspected Support Free Enchantment Any Armor: This armor grants +1 Accuracy to checks and saves with BULK, AGILITY, MIND, or MAGIC, chosen when you equip this enchantment. Support Support Any Melee Weapon: When you make a melee attack with this weapon and a damage die rolls its highest value, roll the die again and add that result to the total damage. This effect can trigger multiple times. Only the damage from the weapon triggers this effect, not any bonus damage or extra sources of damage. RANK 3: MASTER ENCHANTER One item of your choice can hold two different enchantments at a time, instead of just one. You can equip a single support item with the Enchantment tag for free, which can be an additional one from this talent. RANK 2: PORTFOLIO OF FORMULAS The support slot cost of enchantments is reduced by one size (HEAVY -> MAIN -> LIGHT), to a minimum of LIGHT. The following enchantments are added to your list of available enchantments from rank 1 of this talent. 196 GREAT WEAPON MASTER Heavy weapons use their great size to their advantage, allowing powerful swings to create space. RANK 1: OVERKILL When you roll damage from a HEAVY melee weapon, you can take 1 Stress to reroll a damage die, taking the 2nd result. Each die can be rerolled once, but multiple dice can be rerolled for every Stress taken (including bonus damage dice). RANK 2: CARRY THROUGH When you hit with a HEAVY melee weapon attack, you can choose to split the damage evenly between the hit target and another target within the weapon’s Reach. GUN KATA In a prolonged firefight, avoiding getting shot is just as important as accurately hitting your enemies. This fighting style uses movements meant to avoid the most commonly attacked areas. RANK 1: CQC You don’t suffer +1 Difficulty for ranged weapon attack rolls while ENGAGED if the target is within [Range 3] of you. 1/turn when you crit with a ranged weapon attack against a target within [Range 3], you gain 1 Focus. RANK 2: BULLET TIME Your ranged weapons all gain [Reach 1] if they don’t already have Reach. You can OPPORTUNITY ATTACK with ranged weapons. RANK 3: CLEAVE RANK 3: DEATH BLOSSOM 1/round when you defeat a character with damage from a HEAVY melee weapon, you can immediately make an attack with that same weapon as a free action against a different target, but the attack gains Inaccurate. You gain +1 Accuracy on ranged weapon attack rolls against targets within [Range 3]. You can COUNTERATTACK with ranged weapons if the attacker is within [Range 3]. 197 HOSPITALER The battlefield is no place for proper medicine and care, but in a pinch, a hospitaller can be the difference between life and death. JUGGERNAUT Never stop moving. If something stands in your way, run them over. You are unstoppable. RANK 1: LEVERAGE RANK 1: RESERVES When you 1 RECOVER, you can pick 2 options from the 2nd set of choices. RANK 2: HELP When you 1 RECOVER, an adjacent ally gains 3 + your GRIT temp HP. RANK 3: MEDIC When you 1 RECOVER, you can spend 1 Recovery to allow an adjacent ally to also gain the benefits of whatever options you selected. You are considered one size larger for 5 SHOVE, and you don’t suffer Difficulty from being smaller. If you succeed on a 5 SHOVE, you can decide to push the target up to 3 spaces instead of 1. RANK 2: LOCOMOTION If you 5 SHOVE a character into another character or object, they take [1d6 Physical]. If they are pushed into another character, both must succeed on an AGI save against your save target or fall PRONE. RANK 3: RUNAWAY TRAIN You gain the following 4 RUSH action: 4 RUSH: You move up to your speed in a straight line, and can move through the space of other characters. Deal [10 Piercing Physical] per your size (minimum 10) to any objects in your path. If an object is destroyed, you continue moving. You ignore ENGAGEMENT and Difficult Terrain. If you move through a character, they must succeed on an AGI or be automatically affected by a 5 SHOVE from you. 198 KNIFE JUGGLER With a quick flick of the wrist, the knife in your hand disappears, already embedded in your target. RANK 1: THROWER Your LIGHT melee weapons gain the Thrown 3 tag, and your MAIN melee weapons gain the Thrown 1 tag. In addition, at the end of your turn all weapons you threw that turn return to you. RANK 2: PERFECTLY BALANCED All of your weapons with the Thrown tag gain +2 to their thrown range (so a Thrown 3 weapon becomes Thrown 5). You can 5 FIGHT with thrown LIGHT weapons during PHASE 3 SKIRMISH instead of during PHASE 5 BRAWL. You can only use this if you throw the weapon. RANK 3: FLICK 1/round as a Quick Action, you can make a thrown weapon attack with a LIGHT weapon. This attack can’t deal bonus damage and doesn’t trigger linked W attacks. KNIGHT The honorary title of Knight is awarded to individuals for exemplary service to a nation. While working towards earning that title, many warriors focus on selfless acts of protection on the battlefield. RANK 1: PHALANX When you 1 DEFEND, you can choose one of the following effects instead of gaining Focus normally: • • Roll 1d3 for each ally within [Range 3] and take the highest result. You gain that much Focus plus your Armor. Gain Focus equal to 1d3 + the number of allies within [Range 3]. RANK 2: PERFECT PARRY When you INTERPOSE, you can also use the COUNTERATTACK reaction during the same turn. RANK 3: HUNKER DOWN Instead of using your Standard Movement, you can use a 2nd Quick Action, but you can’t take the same Quick Action twice in the same turn. 199 LANCET The lancets are an elite group of dragon riders. As the final stage of membership, the inductee must procure a piece of astral ore, which is used to forge their Lancet Spear. LEYLINE WALKER Leylines are seams of aetheric density that that crisscross the world. Leyline walkers can sense these areas, and tap into their power. RANK 1: LEYLINE SENSOR RANK 1: QUICK STEP When you attack with a longarm, you can Shift 1 after the attack. RANK 2: POKE AND PROD When you crit with a longarm, the target is WEAKENED until the end of their next turn. RANK 3: IMPALE 1/turn when you attack with a longarm, you can turn the attack into a Line attack with a length equal to the weapon’s Reach. At the start of a combat scene, create 3 [Blast 1] zones anywhere on the map, which don’t require line of sight but can’t contain any enemy spaces. These are your leylines. If you or an ally starts their turn fully within one of these zones, roll a d6. On a 5+, they gain 1 mana. RANK 2: LEYLINE DRAIN 1/round as a Reaction when a character enters one of your leyline zones, you can force them to make a MGK save. On a failure, they lose 1d3 mana, and you regain mana equal to the amount they lost. A character regains mana in these zones on a 4+ of the d6. RANK 3: LEYLINE TRANSPORTATION Create 4 leylines at the start of combat instead of 3. While you are standing fully in one of your leylines, you can use your Standard Action during PHASE 4 REPOSITION to teleport to another one of your leylines. The leyline you left is destroyed. 200 LICHDOM METAMAGIC Liches are arcanists that have discovered a path to immortality. By creating a device called a phylactery, they can make a copy of their soul and store it inside. Upon death, a new body is formed around the phylactery, and the process can begin anew. Your expertise with spellcasting gives you insight into manipulating spells for different effects. RANK 1: METAMAGIC UPGRADE Reformed Reaction Trigger: You would take damage or Stress. You can spend mana to apply one of the following effects to a Spell. A spell can only be subject to one metamagic upgrade at a time: • Distant Spell. You can spend 1 mana when you use a spell to increase the Range of a spell or your Scope by +5. This can cause the spell to exceed your Scope. • Fast Spell. During your turn, you can spend mana to use a spell with a 3 SKIRMISH or 5 FIGHT action during an earlier Phase. For each Phase earlier than its normal Phase, you spend 1 mana, to a minimum of PHASE 1 BOLSTER. • Quiet Spell. When you use a spell while HIDDEN, you can spend 2 mana to remain HIDDEN after using the spell. Effect: Negate the damage / Stress and any other effects. Immediately teleport to your phylactery, destroying it. RANK 2: ADVANCED METAMAGIC UPGRADE RANK 1: PHYLACTERY You gain a Phylactery, which is a FREE Support Item with the Consumable 1 tag.: Phylactery Support Free Quick | Consumable 1, Summon You expend a charge and summon your phylactery in a free adjacent space. While summoned, you gain the Reformed reaction. (Size 1/2, 10 HP, Dodge/A-Def 5). RANK 2: DEMILICH Whenever you defeat a character, you regain 1 charge of your Phylactery support item. During a Short Rest, you can remove Wounds or Overstress with 1 Recovery. RANK 3: LIVING PHYLACTERY When you would be defeated, your body disappears and you become a size ½ object that occupies one of your spaces. This is your living phylactery, and it has 10 HP. A phylactery can take no actions and can’t move. At the start of each round, roll a d6 and gain that many charges. Once you have 6 charges, the phylactery is replaced by you, and you return with full HP, mana, and 0 Stress. If you would have 4 or more Wounds / Overstress, you go to 3 instead. You add the following effects to your list of metamagic upgrades. • Flexible Spell. When you make a spell attack, you can spend 1 mana to change the defense that is targeted (Dodge or A-Def). • Heightened Spell. When you use a spell that involves a save, you can spend 2 mana to impose +1 Difficulty on any triggered saves when the spell is used. • Repeated Spell. When you make a non-AOE spell attack, you can spend 3 mana to cause it to have 2 targets. Both targets must be within [Range 5] of each other and within your Scope. RANK 3: METAMIXER You can apply two different metamagic upgrades at once, spending the costs for each effect. In addition, you gain 1 mana when you crit with a spell attack. 201 PARKOUR SAVAGERY Parkour is a movement style focused on travelling between two points in the fastest, most efficient way. Runners can jump, roll, and climb over any obstacle. In the face of unbridled savagery, most training and discipline finds itself lacking. RANK 1: LIMBER While BLOODIED, you gain +1 Accuracy on attacks. At the start of each of your turns while BREAKING, you gain 1 Focus. You have +1 Accuracy on AGI checks and saves, and you move normally in Difficult Terrain. Climbing costs half as much movement as normal. Standing from PRONE costs half your movement, instead of all of your movement. RANK 2: ROLLOUT You can move through the spaces of hostile characters, and when you become ENGAGED, you can take [1 Stress] to not have your unused movement lost. At the start of your turn, you can Shift 1. When you are subjected to forced movement from another character, you can Slide yourself 1 space. You can’t Slide into a space the triggering forced movement put you into. RANK 1: NEVER DOWN RANK 2: VICIOUS You can use the REROLL TABLE on damage rolls. RANK 3: WILD ATTACKER You can trigger the “If you are adjacent to an enemy or within one of their weapon’s Reach, they can choose to a) OPPORTUNITY ATTACK you, or b) deal [3 Physical] to you” Option from the REROLL TABLE multiple times per turn, but only from a different enemy each time. SHADOW “Shadows cloak and conceal. Keep us safe. Keep us hidden. Stay in the shadows. The light reveals to us our deaths.” RANK 3: FREE MOVEMENT -Shadowdancer mantra When you move adjacent to a piece of terrain/object of your Size or greater, you can take [1 Stress] to move up to 2 spaces as a Free Action. You can repeat this multiple times in a turn, taking [1 Stress] each time, but not from the same piece of terrain/object twice in a row. RANK 1: BLEND You can take [2 Stress] to 4 HIDE as a Quick Action. RANK 2: HUNT You have +1 Accuracy on your first attack roll while HIDDEN on a turn. You can 4 HIDE even when in Line of Sight of an enemy, and when you do so you don’t lose HIDDEN for being in an enemy’s Line of Sight until the end of your turn. RANK 3: INFILTRATION You can deploy in any empty space within [Range 5] of an edge of the map. If you defeat an enemy while HIDDEN, roll a d6. On a 5+, you remain HIDDEN. 202 SLASHER Swords are the standard upon which all other weapons are weighed against. Axes are slower but hit harder. Spears have more reach, but are worse at close range. Most cultures have their own unique versions of the sword. RANK 1: BLEEDING CUT 1/round when you hit with a blade attack, you can take [1 Stress] to 3 MARK the target. SNIPER Snipers are deadly marksmen. One shot, one kill is their motto, regardless of how long it takes. RANK 1: STEADY SHOT At the start of your turn, you can choose to IMMOBILIZE yourself until the start of your next turn. If you do so, you gain +1 Accuracy on all ranged attack rolls while IMMOBILIZED in this way. RANK 2: HAMSTRING RANK 2: ZERO IN 1/round when you crit with a blade weapon, the target must pass a BLK save or be SLOWED until the end of their next turn. If you miss with a ranged attack roll, you gain +1 Accuracy on ranged attack rolls until you hit with one. This effect stacks. RANK 3: SLASH STANCE RANK 3: PINPOINT SHOT As a Quick Action, you assume one of the following stances or deactivate one. You can only benefit from one stance at a time. 1/round when you crit with a ranged attack roll while IMMOBILIZED, you deal +1d6 bonus damage. • • • Aggressive. You gain +1 Accuracy on attack rolls with blade weapons, but whenever you take Physical, Force, Astral, or Lunar damage, roll 1d6 and take extra damage equal to the number rolled. Defensive. You gain 1 Focus whenever you attack with a blade weapon, but gain +1 Difficulty on all attacks with blade weapons. Lunging. You can Shift 1 before making an attack with a blade, but your Speed is reduced by half. SPEEDSTER Go fast. Embrace speed. Put your problems behind you, and never stop running, or they’ll catch you. RANK 1: SPRINT As a Quick Action, you can take [2 Stress] to move up to half your Speed. RANK 2: SUPERSONIC When you 4 RUSH or use Sprint, you gain 1 Sonido. As your Standard Movement, you can spend any amount of Sonido to teleport a number of spaces equal to the Sonido spent and gain Soft Cover until the start of your next turn. You can’t use this ability if you are SLOWED. Sonido lasts between scenes, but resets to 0 during a Long Rest. You can have a maximum of 6 Sonido. RANK 3: TACTICAL REPOSITION When you 4 RUSH, you can use both options instead of choosing one. 203 SPELLBLADE Spellblades weave magic into their weapons, casting spells between weapon strikes. SPELLBREAKER Spellbreakers are anti-mages. Their job is to shut down enemy spellcasters, which they do with surprising efficiency. RANK 1: SPELLWEAVER 1/turn when you hit the same target with both a weapon and spell attack in the same turn, you gain 1 Spellblade point, to a maximum of 3. Spellblade points last until you Rest. During your turn, you can spend 3 Spellblade points to gain the following Quick Action: Quick: You can make an attack with a LIGHT or MAIN weapon, or a spell with a 3 CAST or 5 FIGHT action. This attack can’t deal bonus damage or trigger linked W weapon attacks. RANK 2: SPELLBLADE TRAINING Whenever you hit with a weapon attack, you gain +1 Accuracy on your next spell attack against the target. Whenever you hit with a spell attack, you gain +1 Accuracy on your next weapon attack against the target. You can’t have more than +1 Accuracy from this talent. RANK 3: AETHERBLADE You can W a weapon and spell together as if they were a linked W weapon. Choose a LIGHT or MAIN weapon that isn’t linked to anything else, and a spell attack with a 3 CAST or 5 FIGHT action. When you make an attack with either the weapon or spell, you can spend 1 Mana to also attack with the linked W weapon/spell as part of the same action, regardless of which phase the 2nd attack would normally occur in. Linked W attacks after the primary attack can’t benefit from bonus damage. Unlike linked W weapons, if one of the weapons or spells is destroyed, the linked W weapon/spell isn’t also destroyed. RANK 1: BROKEN CONCENTRATION When you force a character to make a Concentration save, they become DAZED until the end of their next turn and take [3 Stress], which doesn’t trigger an additional Concentration save. RANK 2: SPELL EVASION If you succeed on a save against an effect that has a reduced effect on a save, you don’t suffer those effects. RANK 3: BREAK 1/round as a Reaction when a character begins channeling within the Reach of one of your weapons, you can make an attack against them with that weapon. SPOTTER Spotters are paired with snipers. The sniper is the gun, and the spotter is the eye. Together, you are dead. RANK 1: SHOTCALLER 1/round, when you make a target MARKED, you can force them to make a MND save. On a failure, they are SUNDERED until the end of their next turn. RANK 2: RADAR You gain the following 7 FULL ATTACK action. 7 Full Attack: You can 3 MARK twice. RANK 3: QUICK CALL At the start of your turn, you can take [1 Stress] to 3 MARK as a Free Action. 204 SUMMONER Pull creatures from other reflections and dimensions, or coalesce aether into solid forms. You have a close connection to your summons, which allows them to perform beyond expectation. RANK 1: STRONG SUMMONS Your summons gain +5 HP. As a Quick Action, you can move one of your summons up to 4 spaces as long as they are within your Scope. RANK 2: DEFENDER SUMMONS Your summons may spend your Focus, and they have access to the INTERPOSE reaction. You gain 1 Focus at the end of your turn if you have an active Summon. SUN BLOTTER “It rained for 3 days, an endless barrage of death. Our soldiers drowned in the deluge, and we were broken.” -Ardentine soldier recounting the battle of Idol. RANK 1: OVERDRAW As a Quick Action, you gain [1 Stress] and increase the Range of your next bow attack by +5. This effect can stack multiple times, and ends when you make an attack with a bow. RANK 2: POWER SHOT When you make a bow attack while benefiting from this talent’s Overdraw ability, you can take [1 Stress] to choose one of the following: • RANK 3: TEND TO THE SWARM As a Quick Action, you can spend 1 mana to restore 4 HP to one of your summons within your Scope. • • Ballista. The attack becomes a Line attack with a distance equal to the weapon’s Range, but it can’t benefit from the Arcing tag. Catapult. On a hit, the target must pass a BLK save or be automatically affected by a 5 SHOVE from you. Rain of Arrows. Create a [Burst 1] area around the target, and 3 MARK all enemies in the area. RANK 3: HIGH SHOT Whenever you fire a bow, you fire another shot into the air. Whenever you make an attack with a bow, gain 1 Arrow. Anytime you attack with a bow, you can consume all of your Arrows, rolling an extra d20 for each shot and using the highest result for the attack roll. All Arrows expire at the end of the scene. 205 TECHNICIAN Magitech weapons utilize technology to achieve magical results. Different civilizations have created their own power sources for magitech, from electrical currents to soul gems. THAUMATURGE Artifacts are the weapons of spellcasters. Tomes filled with arcane rituals, dueling wands, and powerful staves can amplify their wielders mana. RANK 1: MAGICAL CHARGES RANK 1: GROWING POWER Whenever you crit with a magitech weapon, you get a Power Die, which is a d6. You can have up to 6 Power Die, and they last until the end of a quest or until spent. Whenever you make an attack roll or damage roll with a magitech weapon, after the dice are rolled, you can expend any number of Power Die and roll them. The highest number rolled is added to the attack roll or to the damage roll as bonus damage. RANK 2: MANA AMMO When you attack with a magitech weapon, you can spend up to 6 mana to increase the weapon’s Physical, Force, Astral, or Lunar damage by +1 per mana spent for that attack. The increased damage applies to every target hit by the attack. RANK 3: UNSTABLE POWER CORE 1/round when you crit with a magitech weapon, you can apply one of the following effects: Magnetic. The target is DISARMED until the end of their next turn. Shielded. You gain 2 Focus. Shock. The target is DAZED and SLOWED until the end of their next turn. On a crit with an artifact, regain 1 mana. RANK 2: OVERCHARGE You gain the following 2 CHANNEL / 6 RELEASE action. 6 Release: Make an attack with an artifact weapon, including SLOW ones. The attack can’t miss. RANK 3: EMPOWERMENT 1/round when you hit a target with an artifact, you can spend 1 mana for one of the following effects: Cold: Target is SLOWED until the end of their next turn. Dark: Target is must pass a MGK save or be BLINDED until the end of their next turn. Fire: Target takes [1 Piercing Astral] damage for every space they move until the end of their next turn. Force: Attack gains Push 1 and the target is DAZED until the end of their next turn. Light: Target is MARKED. Lightning: Target is unable to take any Reactions until the end of their next turn. Toxic: Target gains [1 Discord]. Soul Gem. The target is WEAKENED until the end of their next turn and MARKED. Volatile. The target is SUNDERED until the end of their next turn and knocked PRONE. 206 TREASURE HUNTER Delving into caves and abandoned ruins is dangerous, but it can lead to great treasures and riches. RANK 1: LUCKY HAUL You get a loot crate. Ask you GM to generate the loot crate for you. You keep the loot even if you retrain out of this talent, but you don’t get additional loot crates if you retrain back into this talent. RANK 2: GAMBLER When you get a loot crate, you can reroll either the Slot 1 or Slot 2 option once. In addition, you automatically succeed at opening locks. RANK 3: DEEP POCKETS You gain an extra LIGHT support slot. WARCASTER Using magic on the battlefield is nothing like learning it academically. Battlemages sacrifice spell flexibility power in order to cast spells quickly. A warcaster has to learn how to keep focus regardless of what is happening around them or to them. Pain is a distraction that leads to death. RANK 1: MAINTAIN You gain +1 Accuracy on Concentration saves. You don’t suffer +1 Difficulty for ranged spell attacks while ENGAGED. RANK 2: SPELLFIGHTER All your spell attacks that have a 3 CAST or 5 FIGHT action gain [Reach 1]. You can OPPORTUNITY ATTACK with these spells. RANK 3: UNFLINCHING You gain Resistance to Physical, Astral, Lunar, and Force damage while channeling. 207 EQUIPMENT Equipment is the weapons and support items that a beacon equips for a quest. All weapons and support items are considered equipment, even if they are not technically items, like a companion or living swordfish you use as a rapier weapon. STARTING WEAPONS Every beacon has access to an array of starting weapons. These are common weapons that can be easily found, crafted, or bought for no cost. Whenever a beacon equips weapons, they can always choose items from the Starting Weapons. Weapons come in three sizes; light, main, and heavy. Each job has a certain number of weapon slots, each with their own size. You can equip a weapon in a weapon slot if it is of the same size or smaller. As a reminder, because none of these weapons have the Unique tag, you can equip the same weapon multiple times, as long as you have a weapon slot for it. STARTING WEAPONS NAME SIZE TYPE TAGS RANGE/REACH DAMAGE Aetherbreaker Main Club Inaccurate Reach 1 2d6+1 Force Bloodpike Heavy Longarm - Reach 2 2d6+1 Lunar Crossbow Heavy Bow Piercing, Reloading 2d6+3 Physical Crystal Staff Heavy Artifact Mana 2, Aetheric Forbidden Tome Main Artifact Arcing, Aetheric, Mana 1 Hammer Light Club Thrown 5 Range 10 Range 10, Blast 2 Range 15, Blast 1 Reach 1 Lunar Cannon Heavy Magitech Reloading, Slow, Reliable 4 Line 15 3d6+3 Lunar Maul Heavy Club Inaccurate, Push 1 Reach 1 3d6 Physical Moonknife Light Blade Accurate, Thrown 3 Reach 1 1d3 Lunar Photon Axe Heavy Blade Reliable 4 Reach 1 1d6+4 Astral Rapier Light Blade Piercing Reach 1 1d3+1 Physical Runespear Main Longarm Thrown 3 1d6+1 Force Shardgun pistol Light Magitech Reliable 1 Shardgun rifle Main Magitech Reliable 2 Reach 2 Range 5, Reach 3 Range 10 Shortbow Main Bow Arcing 1d6 Physical Sigilcaster Light Bow Piercing, Reloading Starwand Light Artifact Accurate, Aetheric Range 10 Range 5, Reach 3 Range 5 Stormbow Heavy Bow Arcing, Push 1 Range 15 2d6 Astral Sword Main Blade Reliable 2 Reach 1 1d6+1 Physical Whip Light Longarm - Reach 3 1d3 Physical 2d6 Lunar 1d3+1 Lunar 1d3+1 Physical 1d3 Force 1d6+1 Force 2d3 Force 1d3 Astral 208 STARTING SUPPORT ITEMS Every beacon has access to an array of starting support items. These are common items that can be easily found, crafted, or bought for no cost. Whenever a beacon equips support items, they can always choose items from the Starting Support Items. Support Items come in three sizes; light, main, and heavy. Each job has a certain number of support item slots, each with their own size. You can equip a support item in a support slot if it is of the same size or smaller. As a reminder, you can only have one support item with the Armor tag equipped at a time. STARTING SUPPORT ITEMS NAME Arcana Crystal SIZE Light ACTION - TAGS Consumable 2 EFFECT Consume a charge when you use a spell attack to gain +1 Accuracy on its attack rolls. Armor, Heavy Heavy - Armor +3 Armor (to a max of +4). -1 Speed and Dodge Armor, Light Light - Armor +1 Armor (to a max of +4). Armor, Medium Main - Armor +2 Armor (to a max of +4). -1 Dodge Caltrops Light Quick Consumable 3, Thrown 5 Creates a [Blast 1] zone. Whenever a character walks into the zone, they must pass an AGI save or take [1d6 Piercing Physical]. The first time a character takes damage from this effect, the zone ends. Climbing Gear Light - Companion Main Quick Climbing costs half as much movement as normal. When you climb, you can bring a willing adjacent ally with you as long as there is enough space for both of you to stand. Summon (Tags: Summon, Size ½, 5 HP, 10 Dodge/A-def) As a Quick Action, you summon your companion, which can be a beast, friend, or anything else willing to aid you in combat. Your companion is summoned in a free space within Scope. 1/turn when you attack a character adjacent to your companion, the companion deals [3 Physical] to them. Your companion can only be dismissed with a Quick Action. It keeps its current HP value when dismissed, and regains all HP during a Rest. If defeated, this support item is destroyed. Explosive Trap Main Quick Consumable 3, Trap You place a trap. The triggering character must succeed on an AGI save or take [2d6 Damage] of either Physical, Astral, Lunar, or Force (chosen when equipping this item), or half damage on a success. Healing Potion Light Quick Consumable 2 Spend a Recovery and regain all your HP. Lore Book Main Quick Mana 1 You can identify an enemy unit in the scene. You learn all of their statistics and abilities. 209 Mana Potion Light Quick Consumable 2 Regain all your mana Poison Light - Consumable 2 Expend a charge when you hit with a weapon attack. The target must pass a BLK save or take [2 Stress], get MARKED, and be DAZED until the end of their next turn. Resistance Potion Light Quick Consumable 2 Resist a damage type of your choice until the end of your next turn. Shield Light - - 1/round as a Reaction when you take Physical, Astral, Lunar, or Force damage (after Armor and resistance) or as part of the INTERPOSE reaction, you can take half as of the damage as Stress, and half of the damage as normal. Shield, Tower Main - - 1/round as a Reaction when you take Physical, Astral, Lunar, or Force damage (after Armor and resistance) or as part of the INTERPOSE reaction, you can take half as of the damage as Stress, and half of the damage as normal. Allied characters gain the benefits of cover as if you were a piece of Hard Cover. Smoke Bomb Light Quick Consumable 3, Thrown 5 Create a [Blast 2] zone of smoke that provides Soft Cover to anything fully inside the zone until the end of your next turn. Stoneskin Potion Main Quick Consumable 3 You gain 1d6 Focus. Sunrod Light - - You ignore all low visibility penalties. Thieves Tools Light - - You can automatically open locks as a Free Action. You can attempt to disable HIDDEN traps, and have +1 Accuracy when disabling traps or on saves triggered by traps. Water Maneuverability Light - - You move normally in liquid-based Difficult Terrain, and have an Aquatic Adaptation. Whetstone Light - Consumable 2 Expend a charge when you hit with a weapon attack. You deal the weapon’s maximum damage. Bonus damage and other effects are rolled normally. Wire Trap Light Quick Consumable 3, Trap You place a trap. The Triggering character must succeed on an AGI save or be IMMOBILIZED until the end of their next turn. 210 211 TECHNIQUES Techniques are the skills and spells that a beacon equips for a quest. Spells are magical in nature and skills are martial, although you can describe your skills with a magical flair, and vice versa.. Every technique has a memory (MEM) cost. To equip a technique, a beacon must have enough MEM for it. Each job provides a starting amount of MEM, and increasing your MIND ability can increase it further. In addition, your GRIT also increases your available MEM. STARTING TECHNIQUES Every beacon has access to an array of starting techniques. Whenever a beacon equips techniques, they can always choose items from the Starting Techniques list. Adaptive Caster Skill 2 Memory When you 6 RELEASE a channeled effect, you can choose to release a different effect than the one you were channeling. You take [2 Stress] when doing so, and you must pay the costs of both abilities. Both abilities count as being used or expended. Arcane Bolt Ranged Spell Attack You can equip a MAIN support item with the Armor tag in a LIGHT slot. You can equip a HEAVY support item with the Armor tag in a MAIN slot. Block Skill 1 Memory Reaction (1/round) Bolster Aether 6 Release: All characters within a Blast 1 area within Scope are auto-hit, taking [5 Force]. You can spend 1 mana to increase the damage to [1d6+5 Force]. 2 Memory Unique 3 Memory Unique Spell 2 Memory 2 CHANNEL Armor Training, Basic Skill Trigger: You are hit by an attack roll. Effect: Increase your DODGE by 1. You can increase your DODGE by +1 for every additional Focus you spend. If this brings your DODGE above the attack roll, the attack misses. 1 Memory 3 CAST | Aetheric, Accurate, Indirect [Range=Scope] | [1d3 Force] Arcane Explosion Armor Training, Heavy Skill Skill 1 Memory Reaction (1/round) Trigger: You are hit by an attack roll. Effect: Increase your A-DEF by 1. You can increase your A-DEF by +1 for every additional Focus you spend. If this brings your A-DEF above the attack roll, the attack misses. Endurance Skill 1 Memory Unique +2 HP. Glancing Blow Skill 1 Memory 212 1/turn when you would take Physical, Force, Astral, or Lunar damage, you can reduce the damage by 1 for every point of Focus you spend, after Armor and resistances. You can’t use this ability if you are unable to take Reactions. Two Weapon Fighting Skill 2 Memory Unique 1 Memory 3 CAST | Aetheric, Indirect [Range=Scope] | [2 Stress] 1/round immediately after you 3 VOLLEY or 5 FIGHT with a LIGHT weapon, you can make an attack with a different LIGHT weapon as a Free Action. The extra attack can’t include a weapon used as part of the original action, and doesn’t trigger additional linked W attacks. On Hit: Target is DAZED until the end of their next turn. Weapon Training, Basic Hinder Spell Ranged Spell Attack Skill 3 Memory Magic Missile Spell 2 Memory 3 CAST | Mana X For every mana spent, a different character you can see within Scope takes [1d6 Force]. Roll the damage once for all targets. Power Attack Skill 2 Memory Quick You can equip a single MAIN weapon in a LIGHT slot, or to occupy both weapons in a LIGHT W LIGHT slot. Weapon Training, Heavy Skill 4 Memory You can equip a single HEAVY weapon in a MAIN slot, or to occupy both weapons in a MAIN W LIGHT slot. You gain +1 Difficulty on your next melee attack roll before the start of your next turn. On a successful hit, you deal +1d3 bonus damage. Resolve Skill 1 Memory Focus 1 1/turn when you make a saving throw, you can increase the result by +1 for each additional point of Focus spent. You can’t use this ability if you are unable to take Reactions. Shocking Grasp Melee Spell Attack 1 Memory 5 FIGHT [Reach 1] | [2 Stress] On Hit: Target can’t take Reactions until the end of their next turn. 213 214 08 GM GUIDE This section is for people that are interested in running a game of Beacon. Congratulations! These sections will be written more casually, as they focus on how to make a game of Beacon enjoyable for players AND yourself, which isn’t as precise of a situation as game rules are. GM TIPS Running a game of Beacon can be harder than just playing as a player. There are more things to track, stories to tell, and it can sometimes feel overwhelming, especially for people that are new to GMing. This section will try to make that job easier. THE GENERAL RULES The general rules of Beacon apply to both players and the GM. 1. The wellbeing and fun of the group, players and Game Master (GM) included, is the top priority. The GM has the largest impact on controlling the fun of a game, but the players have an important as well. Make sure the story and game you are playing is fun for everyone. Anything else in the game is secondary to this rule. Sure, I’ve spent a lot of time trying to make the game fun to play, but if your group thinks that changing something would result in a better experience for everyone, then I 100% want you to do that. 2. Specific text takes precedent over general text. Beacon has general rules, like how you can only use certain actions in specific phases of combat. Many player options allow you to break these general rules, and that’s intentional. For example, the SLOW tag means that you can only use that specific weapon with the FULL ATTACK action. That’s a general rule. However, certain abilities allow you to make an attack with a SLOW weapon without the FULL ATTACK action. That’s a specific rule, which takes precedence over the general text. This is not a simulationist game. The Rule of Cool is the physics engine of this game, and the combat mechanics are designed as a game, like a board game or video game. 4. Narrative play and combat play are two distinct modes of play. The ability to do something in one mode does not automatically grant the ability for it to happen in another mode. Beacon is meant to allow a wide variety of characters to exist, and tries to not hamper player creativity. However, combat play is designed as a game, and only incorporates combat play elements. Your character can have super-strength in narrative play, strong enough to throw an ox. But in combat play, they can’t just throw people around or tear down walls just because they can do so in narrative play. They would need an ability that would allow them to do so, or a GM that allows them to make an Ability Check to try. 5. In combat play, if an ability lets the player do something, they can do it even if it doesn’t make sense. It is the duty of the players and GM to explain HOW something happens, not to find reasons why it can’t work. Basically, work backwards. If you are in a cave, and a player calls down a lightning bolt from the sky, it happens. Now figure out how or why the lightning bolt struck from the sky. Is the cave large enough to have clouds? Did it break through the roof? Was there a tiny hole? This incorporates a number of different rules, like #2 and #3. If a combat ability does something, it does that thing. The flavor text of that ability is just that: flavor. 6. Round up to the nearest whole number. 3. The game does not model reality or reallife physics, and does not intend to. When in doubt, round up. 215 GM ADVICE This section contains a number of suggestions and tips for running roleplaying games, particularly Beacon. There is a TON of other resources on this subject, from books you can read to podcasts and video advice. One such book I recommend is the D&D 4th Edition Dungeon Master’s Guide and Dungeon Master’s Guide 2. Both books have very useful information that is applicable to running any game, not just D&D. AVOID SAYING “NO” When a player has a cool idea or suggestion, try not to say “no” to it. In improv this known as “Yes, AND…”, because you take the player’s offer and roll with it, adding to it as needed. Sometimes you need to say “no”. In those cases, try using “No, BUT…” instead of just saying no. Incorporate some element of the player’s offer, or give them a piece of what they were looking for. Try to avoid the hard “no.” as much as possible. with challenges to overcome. Help make their plans come to fruition, and offer them challenges when needed. It’s ok if they fail, since that can lead to interesting stories. But you shouldn’t be hoping for them to fail, ever. If you feel that way, take a step back to examine why you feel that way, and see if it’s something you should address with the group. ASK LEADING QUESTIONS A common tool in the GM toolkit is to ask the player characters questions. Questions can help push characters into actions, shed light on their internal thoughts, and help scenes evolve. • • • • • • “What do you want to do?” “How do you feel at this moment?” “What’s going through your mind?” “Who in the group reacts poorly to this information?” “Where do you think this will lead?” “When did you last see this same phenomenon?” ASK FOR PLAYER INTENTIONS ESTABLISH MOTIVATION When your players are creating their character, make sure to ask both the Player and their Characters about their motivation. What do they want to happen with their character, or what do they as a player want to see happen during the game? For example, the character may want to explore dungeons and collect loot, so you know that they are motivated by treasure. However, the player may want to experience a heroic sacrifice, so you stay in communication with the player about how early they want that to happen, and then place a narrative scene in the game where the character holds the line while their friends can escape. ROOT FOR THE PLAYERS You should be a fan of your player’s characters, and want them to succeed. Your job is not to have an adversarial relationship with them, to try and make them fail. Your job is to provide them When a player is struggling to explain what they want to do, or you’re having problems understanding or deciding on how to rule a decision, ask the player in question what their intent is. What do they hope to accomplish? What do they want to happen? Use these answers to help shape your decision. For example, a player of a timid beacon might describe their character as a wallflower, avoiding talking with other characters. However, the player may actually want to have their character confronted with social situations that they have to maneuver. What the character wants in this situation is different from what the player wants, and if you only used their in-game description, you might miss that. But by knowing the player’s intention, to force their character into social situations, you can give them the scenes they’re looking for. 216 ASK THE PLAYERS FOR IDEAS You don’t have to come up with every story idea on your own. Your players are creative people, and can have really cool ideas that you wouldn’t think of. If you feel stumped, ask your players for help. Ask them “What would be cool to happen?” or “How do you want this to turn out?”. TALK TO YOUR GROUP Here's the deal, most questions a GM can have about their group, or how to deal with a situation, can be handled by ‘talk to your group’. Explain concerns or thoughts. Don’t make in-game actions or punishments for out-of-game situations. Don’t be a jerk. FAIL FORWARD Failing forward is the concept that even on a failed roll, the action still moves forward. Having something not work, or not happen, is an unsatisfying result. Failing forward keeps things moving, and feels less bad. For example, the “Quicksilver Shadow” tries to sneak past the guards. They fail their skill check, but instead of being immediately caught, they have to waste extra time trying not to get caught, because the guards are extra vigilant. Failing forward is a good tool to use in Beacon, because the characters are competent heroes. It feels better and is less jarring to have the legendary “Quicksilver Shadow” fail forward at sneaking, then it is to get caught. USE CUTSCENES Cutscenes or vignettes can be used to show what is happening in the world, or to give insight into specific NPCs. Cutscenes are a great tool for showing the players information, without having to reveal it to the characters. For example, whenever the players gain a level, you can show a short cutscene of what the Scourge is doing behind the scenes. This keeps the players informed on what is happening in the story, even though their characters aren’t experiencing it directly. ADD ROLEPLAYING TO COMBAT SCENES Combat has a lot of things to keep track of, and it can be easy to focus on just running combat efficiently. However, adding little bits of roleplaying can help elevate a combat scene. Voicelines are a good way to think of this. Whenever an NPC acts, narrate a line of dialogue or something they do, aside from just their combat action. Compare “The Cleaver attacks you” versus “The Cleaver attacks you, saying ‘Oh Ho! You’re in trouble now!’” The second one adds more to the scene. “BORROW” IDEAS LIBERALLY Take ideas from other stories you enjoy. It doesn’t matter if the other players are familiar with it. If they are, it makes them feel smart to figure it out, and can surprise them if it differs from their expectations. Use other stories as a blueprint for your own. NEVER PUT THE PLAYERS IS A SITUATION THEY ARE DESTINED TO LOSE Scenes where the players are defeated by an overwhelming foe, grow stronger, and then defeat them later in the story are common. They are also a terrible idea for a combat scene. Combat scenes in Beacon can be long affairs. Fighting against someone that they can’t hurt, or that instantly defeats them, is not fun. It’s even less fun if feels like a waste of time. If you want to have this sort of scene, either handle it with narrative play, or have it be the outcome of a combat scene. The PCs can still “win” a combat scene, but in the aftermath, the villain defeats them. Holdout combat scenes are great for this, since they’re about trying to outland an overwhelming number of foes. “Success” in that situation is trying to avoid the worst-case scenario. 217 NO PVP (PLAYER VERSUS PLAYER) Beacon is not designed for player vs player fights. There should not be player versus player combat scenes. If PCs want to fight each other, first evaluate WHY. If it’s an out-of-character conflict, see if you can come up with compromise or change a story element that will appease everyone. After all, the most important part of the game is that everyone is having fun, it’s ok to change things. If it’s an in-character conflict, the best way to handle that is through narrative play. Have the players use the MAKE CONLIFCT narrative action to find out how it resolves, and keep an open dialogue. Discuss how the players want the scene to resolve, and provide ways for that to happen. SETTING UP THE GAME Before you play a game of Beacon, you’ll want to figure out what type of game you want to play. This isn’t about the setting or characters, but about the type of gameplay that you are going to present to your players. Beacon is good at • • • • High fantasy Action Interesting, tactical battles Powerful player characters Beacon is a high-fantasy game, where magic is commonplace and all players have access to it. Combat is an important part of Beacon, and most of the rules in the book are devoted to combat. If you are running a game of Beacon, combat is an important tool for resolving conflict. It’s not meant to solve every problem, but it is used as a tool to further the story. Beacon is NOT good at • Subterfuge and heists • • • Intrigue and social manipulating Horror Quick battles Beacon isn’t meant for games focusing on subterfuge, intrigue, or horror. These are situations often about avoiding fights, and Beacon is very much about fighting. That doesn’t mean that Beacon can’t have moments of subterfuge or intrigue. It very much can, and often does. But if the game is going to have that as the main focus, there are honestly other games that would do a better job of capturing the feeling of those stories. SESSION 0 Once you know the type of game you want to play, you can present this information to your players and begin working on your setting. This information is usually presented during the first player meeting, before you actually begin playing the game. This is commonly referred to as a Session 0. During a Session 0, you will go over the type of game you are running, establish safety tools, and design your setting. SAFETY TOOLS Safety tools are tools and resources you can use in your game to ensure all of the people playing are having fun and feel safe. There are a number of things that can make a person feel unsafe, but in TTRPGs, unsafe situations often come from the content of a game. Utilize some form of safety tool to find out which themes, topics, and scenes your players don’t feel comfortable playing, and then RESPECT THOSE DECISIONS. For example, maybe a player has a phobia of spiders, which is quite common. They may request that your game doesn’t feature spiders. If they do so, YOU DON’T PUT SPIDERS IN THE GAME, regardless of whether you are a player or GM. Had an idea for a giant spider archvillain? Change them. 218 You should use safety tools even with people you already know. Below are summaries of common safety tools. X CARD (Created by John Stavropoulos) Summary: The X card is a card or object that people can touch or raise. Whenever there is a scene that makes them uncomfortable, they can raise/touch the X card, and you STOP THAT SCENE. You can then discuss next steps, but you don’t require the person who used the X card to explain their reasoning unless they want to. There are other variations of the X card, including fast forward, pause, and rewind options. You can find more about the X card here: http://tinyurl.com/x-card-rpg LINES AND VEILS (Created by Ron Edwards) Summary: Before the game, you establish lines and veils with all the players. A line is something that should not be crossed. This is something you don’t want in the game at all. For example, if someone places ‘torture’ as a line, torture does not happen in the game in any way, shape, or form. A veil is hinted at, but not shown. It gets put behind a veil or curtain. Things established as a veil can happen, but we won’t show it. For example, if someone places ‘love scenes’ as a veil, love scenes can happen in the story, but we’re not going to show it or dwell on it. TONE Establishing a game’s tone helps everyone understand what type of game they’re getting into. A game’s tone isn’t completely exclusive of other tones, but sets the default expectation. For example, if you are playing a gritty, serious game, that doesn’t mean that there can’t be moments of levity and comedy. It just means that these are sprinkled around the gritty assumptions. If the comedy ends up becoming the focus of the game over time, the players and GM should discuss whether they want to shift the tone of the game to incorporate more comedy, or move back to their original tone. Tone is important for players and the GM, as misunderstandings about a game’s tone can cause friction between players. Establish your intended tone. DESIGNING A SETTING Unlike other TTRPGs with a pre-established setting, Beacon assumes that each gaming group will create their own setting together. These settings are called Reflections, which make up the infinite possible settings within the Source. There are a few common elements between every Reflection, like the existence of aether and the presence of Beacons, but their exact nature is left for the GM and players to decide. The following section contains the common elements of each Reflection, along with prompts and choices for the group to fill out together. Random Reflections If you want to quickly generate a random Reflection, we have an online generator here: Random Reflection Generator 219 THEMES A Reflection’s themes represent the ideas, concepts, and things that make up your story in this Reflection. Questions • • The players and GM will pick or create three themes for their reflection. This is a way for players to indicate the type of story they are interested in playing, or to single out themes that they aren’t interested in seeing. What themes do we want in our game? What themes don’t we want in our game? 1. As a group, pick at least three themes for your Reflection. SAMPLE THEMES 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Balance Artificial Scarcity Number 13 Separation Right vs Wrong Sacrifice Redemption Family Graves Sea Boundaries Music Reincarnation Time Airships Dinosaurs Stars Destruction Isolation The Past 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Collecting Protection Giants Darkness Unification Fallen Civilizations Accept the Scourge History Shame Transformation Perseverance Vengeance Cuteness Light Mazes Poison Corruption Illusions Oblivion Holes 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Survival Floods Bells Optimism Rain Identity The Future Freedom Pride Electricity Revolution New Horizons Destiny Dreams Nightmares Fire Ice Hostile environment Justification Growth 220 BEACONS SCOURGE Heroes. Paragons. Chosen. The common name for these legendary figures across all Reflections is Beacon. Anyone can be a beacon, but each Reflection has a common category that beacons fall within. The Scourge is a recurring threat, a guaranteed event in every Reflection. Their form and nature can be different, but it always exists (or existed) in every Reflection. They may not always be the biggest threat, but they are constant. Beacons exist on each Reflection, and are called such because they provide the glowing light to that Reflection. Within a Reflection, beacons are inspiring or guiding figures. Beacons can be heroes, villains, or anybody. What makes them truly special is that, one way or another, people look to them in times of trouble. It is important to understand that the Scourge is a recurring threat, not an evil. Every Reflection is unique, and sometimes a scourge is a force of evil, and sometimes it’s not. Either way, the Scourge represents a threat that has to be dealt with. 2. As a group, decide on the role or nature of Beacons. Most stories revolve around that Reflection’s Scourge, but sometimes the Scourge isn’t the real threat of that story. 3. As a group, decide what the Scourge is. Questions • • • What role do beacons serve in this Reflection? How does one become a beacon? What separates beacons from others? Questions • • • Examples 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Reclaimers Crystal Warriors Dragon Hunters Mistwalkers The Last Survivors The Blessed The Corrupted Reincarnated Vessels Voidwalkers Scapegoats Summoners Scions Living Spells Dreams Made Real The Shattered Royals The Chosen The Eternal Shades What is the Scourge? Why is the Scourge recurring? How long has the Scourge been a threat? Examples 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 He Who Was Shattered The Nightmare The Jailer That Which Lives in the Space Between The Rejoining The Manifestation of Dying Wishes You, from another timeline The Scourge Behind the Final Seal The New Dawn Advancement at All Costs The Masked Scourge The Blight Scourge The Blood Scourge The Spiral of Death The Titan Scourge The Warmonger Scourge The Hubris that Doomed us All The Evils of Wealth The Horrors of the Deep The Meteor Scourge 221 CRYSTALS AETHER AND MAGIC Crystals are items of significance. Within each Reflection, crystals hold a unique role. In some Reflections, they contain raw magical energy. In others, they are used as a form of currency. Magic exists in every Reflection, although its use varies wildly. Some Reflections are rife with magic, while in others magic is rare or hard to use. The fact that The Source is seen as a crystal, and that crystals have a significant role on each Reflection, can’t be a coincidence. Aether is the general term used for magical energies that can be harnessed to produce magical effects. Aether can be found in everything, including people. 4. As a group, decide what role crystals serve. Questions • • • What is the role of crystals? How and where are crystals formed? How are crystals obtained? Examples 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Job Crystals Airship Fuel Ammunition Money Prayers God Killer Monster Creation Distilled Aether Artificial Stars Unbreakable Walls Remove Limits Summoning Fuel Planar Travel Transformation Dragon Food Resurrection Soul Entrapment Artifact Creation Manifest Powers Power Source Regardless of how magic works in your reflection, player characters should always have access to magic for combat play. The game is designed around the idea that every beacon is able to access and use magic. 5. As a group, decide how magic works. Questions • • • • • What can magic do, and what can’t it do? How common is magic? How do people use magic? Are there different styles or traditions of magic? What is the cost to use magic? How has magic affected the world? Examples 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Abundant Elements Dragon-based Structured Innate Technological Psionic Rare Forbidden Mandatory Overflowing Region-based Bloodlines Dust Sun Moon Pacts Bonds Spirits Wild 222 Examples RUINS AND DUNGEONS 1 Ruins and dungeons dot the landscape, enticing heroes to enter their dangerous domain. 2 3 4 Ruins tell a story. They were once places meant to inspire awe or fear, and are now crumbling shadows of their former self. 5 Ruins serve as a convenient way to house important story items. A classic RPG trope is to have an item necessary to defeat the big bad boss housed in a ruin. 6. As a group, decide the origin and nature of ruins. Questions • • • • What civilization left ruins behind? Are they still around? What is a common feature among these types of ruins? What unique things can be found in these ruins, that can’t be found anywhere else? Why are ruins still being discovered today? Technologically Advanced Civilization Dead Dragons Sunken Landmasses Places Abandoned to the Scourge The Pinnacle of our Civilization We Have No Idea and it Scares Us Rise from the Sea Fall from the Sky Formed from Sites of Death Places that Don’t Exist Yet Impressions from Other Reflections Cursed Civilization “Aliens” Natural Disaster Graves of the Gods Living Dungeons Wounds in Reality Myths of Old Defeated Civilization The World We Left 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 OTHER QUESTIONS Here are other questions you can use to further flesh out your Reflection • • • • • • • • • How do people live? Cities, towns, nomadic, etc.? How do people commonly travel long distances? What is the fastest mode of travel? What species exist or are commonly encountered? Humans, elves, machina, etc. What supernatural creatures exist? Vampires, werewolves, fiends, etc. What is the currency used? Do deities exist, or do people believe they exist? What great disaster is still in everyone’s mind? What is a secret about the world that people don’t know? 223 THE HUB The player characters need a hub or base of operations of some kind. This can be something like a guild hall, personal airship, or castle. The Hub provides beacons with a place to rest, repair equipment, and replenish resources. A Hub is important for beacons because this game assumes they will always have access to resources between quests. Beacons don’t need to worry about not having access to their unlocked equipment and abilities. Narratively they might be scarce or hard to find, but it shouldn’t change their availability or freedom to use. The players and GM build their Hub together. The players select their choices as a group, and the GM can provide guidance or answer questions. Finally, decide on a name for your Hub. Example Hub The Cloudwalker is Mobile and Protected, but has High Operating Costs and a Terrible Reputation. It has the Mechanical theme. The Cloudwalker is an old combat airship showing signs of its age. Its armor plates are rusty and stained, but still sturdy. Keeping an airship in the air is already expensive, and keeping a relic like the Cloudwalker in working condition is even more expensive. Because of its use as a combat airship, the Cloudwalker was used in a number of terrible assaults. Its distinct silhouette brings fear to those that see it and remember the horrors it used to bring. Choose 2 features your Hub has: 1 2 3 4 5 6 Mobile Protected Secret location Long history Highly valuable Dedicated support staff Choose 2 drawbacks your Hub has: 1 2 3 4 5 6 Hard to get to High operating costs Highly vulnerable Prone to monster infestation Not owned by the Beacons, or beholden to someone else Terrible reputation Choose 1 theme for your Hub: 1 2 3 4 5 6 Mechanical Natural Urban Magical Aquatic Unnatural BUILDING A CAMPAIGN A campaign is the story that you and your players are playing through together. Each campaign is usually set on its own Reflection. Structurally, campaigns contain all of the quests, narrative, and combat scenes your players will go through. Most Beacon campaigns revolve around confronting their Reflection’s Scourge. This can involve defeating it, sealing it away, or trying to break the cycle of the Scourge forever. Below are some tips for creating a campaign. LENGTH When planning a campaign, think about how long you want it to last. Are you and the players looking for a short commitment? Maybe plan on playing for 3-6 levels. A longer campaign can go all the way up to 12 levels. It’s important to know that campaigns don’t need to last until level 12. It’s perfectly possible to tell a story in a shorter time frame, and most character builds can feel complete well before level 12. 224 STARTING POINT Next, consider what level you want the players to start at. The default starting point is level 1, and I recommend that for new players. However, if you have an experienced group, they might want to start at a higher level, and that’s fine. It’s important to note that higher levels in Beacon doesn’t necessarily equate to stronger characters. You do get more ability points and GRIT, but higher levels mostly add options and complexity to character, not raw power. The baseline assumption for characters, even at level 1, is that they’re heroes. They’re the main characters. Level 1 doesn’t automatically assume they’re untrained commoners. REFLECTION INSPIRATION While creating the Reflection your group is playing on, you likely already started formulating ideas for the outline of a campaign. Keep those discussions in mind as you plan out the details of the campaign. CHARACTER CONNECTIONS Incorporate elements from your PC backgrounds into the campaign. Tie these characters and their stories to the main campaign story, and keep doing so. Each story beat of the campaign should be connected to at least one of the PCs. DON’T PLAN EVERYTHING AT ONCE It’s not necessary to plan out your entire campaign ahead of time. It’s good to have a rough outline of where you might want it to go, but planning out every step ahead of time can often be a hindrance. During the course of your campaign, your players will take actions that deviate from your planned story. That’s fine! It’s completely normal, and happens in all campaigns. That is why you don’t want to waste time and energy planning out every step of the campaign ahead of time, because you will have to change those plans at some point anyway. Plan a few steps or levels ahead, stay flexible, and have an outline of where you want the story to go next. BUILDING A QUEST Beacon revolves around quests. Beacons will undergo quests, using narrative and combat play to try to achieve their goal. After the quest, they will receive a period of downtime, before going on their next quest. Quests are staged like beats in a story, with combats as the high-action peaks of that story. Quests usually have between two and four combat scenes, with narrative scenes sprinkled throughout. Quests also further the main campaign story, even if not directly. Perhaps the players learn an important fact about the Scourge when they complete a quest, or maybe they take out an important agent of the Scourge. QUESTS AND LEVELS Quests can work with characters of any level. Because of the way NPCs are designed, you can take any NPC unit type and use them at any level, with no changes made except for their tier. The group of bandit Berserkers you encountered at level 1? You could face the same group at level 12, and you only need to change their tier. QUEST STAGES A common story arc has four stages: the Inciting Incident, Rising Action, Climax, and then the Conclusion. This is a useful framework for planning a quest. Come up with ideas for each of those four stages, and then plan where your two to four combat scenes fit in. • Inciting Incident. This is the catchy introduction to the quest’s story, which coincides nicely with quest preparation. Beacons can either be told what’s going on, or you can use cutscenes to explain the situation. 225 • • • Rising Action. This is the buildup of the story, the ever-escalating stakes and tension. Each scene keeps adding onto the earlier scenes. This is the longest portion of the quest, and where most combat scenes happen. Climax. This is the highest point of the story, the culmination of all the prior scenes. This is often the final fight or confrontation. Conclusion. This is the wrap-up of the story, where the repercussions of the player actions shine through. This usually leads directly into Downtime. QUEST IDEAS Here are some quick quest ideas that you can use or modify for your own games. Each quest will contain examples for each of the four quest stages. 1 2 3 4 5 6 Dug Too Deep Escort Cargo Kidnapped Royal Kill the Dungeon Night of the Dead Remove the Corruption Climax. A chase scene with the players riding mine carts to evade a giant monster before the collapsing mine traps them inside! Conclusion. The mine’s closed for good, but that’s probably a good thing considering the size of the monster that chased you. ESCORT CARGO Summary. Important cargo is being transported, and people want it. It must be protected until it reaches its destination. Inciting Incident. The cargo was recently attacked by a group of pirates. The next stage of the journey is the most dangerous, and the pirates will definitely attack again. It will next be loaded onto an airship or train. Rising Action. The PCs must fend off the numerous pirate attacks. As the cargo gets closer to its destination, the pirates grow more desperate. Climax. Runaway train/ship! If the pirates can’t have the cargo, no one can! The PCs must defeat the pirate leader and regain control of the train/ship before it crashes! Conclusion. The PCs witness the effects of the cargo reaching its destination. DUG TOO DEEP Summary. A group of miners dug too deep, and now monsters are swarming the mine. Inciting Incident. The miners unearthed a hole with no bottom. When they sent someone to explore, all that returned was their skeleton. Monsters have begun to form in the mind, and miners have reported hallucinations before the abandoned it. Rising Action. The PCs must venture into the bottomless hole and put a stop to the source of these monsters, or find a way to plug the hole for good. KIDNAPPED ROYAL Summary. A prince or princess has been captured, and must be rescued! They royal family has an idea of who might have done it, but the real reason might be surprising… Inciting Incident. The PCs arrive at the castle the morning after the royal was kidnapped. The castle is in a state of panic as they search for the royal, and no one will deal with the PCs until the royal is returned. Rising Action. The PCs identify who kidnapped the royal, and where they went. They quickly make their way to where the 226 royal is being held, before the kidnapper can escape. Climax. The PCs confront the kidnapper. If the kidnapper was in the wrong, the battle is against them and their companions. If the situation is more complicated, the PCs confront the true threat. Conclusion. The PCs are rewarded by whoever they supported, and are able to get support for their next task. KILL THE DUNGEON Summary. A dungeon lives and grows. Its rooms expand like tree roots, weakening the ground and releasing monsters onto the surface. It must be stopped. invasion and putting a stop to it. Every night they lose more people to the undead, and will soon be overrun. Rising Action. The PCs help the townsfolk temporarily strengthen their defenses, and go hunting for the source of the undead. They trace it back to the shadowy forest nearby. Climax. The PCs make their way through the forest and confront the foul summoner of the undead, a powerful young mage who was exiled from the town as a child. Conclusion. The PCs either defeat the summoner or convince them to stop. The townsfolk are relieved to no longer be under attack every night. REMOVE THE CORRUPTION Inciting Incident. Monster attacks have been on the rise lately, but with no source in sight. One day a sinkhole swallows up part of a city, revealing the expanding dungeon beneath. Architects confirm that where the dungeon is now, sewers were before. The dungeon is growing. Rising Action. The PCs venture into the dungeon, encountering the monsters and traps that spawn inside of it. The find signs of the life and intelligence that is the dungeon. Climax. The PCs fight the living manifestation of the dungeon. Conclusion. If the PCs win, they can kill it and stop it from growing any further. If they lose, it will grow unchecked. NIGHT OF THE DEAD Summary. A corrupt political leader has been rallying the populace against the Beacons and their efforts. Inciting Incident. The corrupt leader calls for the imprisonment of the beacons. A mob of misled citizens attack the Beacons. Rising Action. The Beacons have to avoid drawing attention to themselves. They must figure out how to remove the corrupt leader, and get proof of their corruption. Climax. The corrupt leader reveals their master plan in a villainous monologue, and sets their lackeys upon you! The PCs must capture them before they can destroy the evidence. Conclusion. If the PCs get the evidence, they can regain their good standing. If not, they are forever branded as outlaws and criminals. Summary. A town is under siege by the undead, who arise every night but turn to ash when the sun rises. Inciting Incident. The PCs receive a direct request for aid from the townsfolk. They need help identifying the source of the undead 227 LOOT AND REWARDS Characters can receive additional rewards outside of their class-based rewards. Some rewards can be narrative, like gaining the trust or backing of a powerful organization, and others are mechanical, like loot. LOOT Loot are unlockable weapons, support items, and techniques that a beacon can receive that aren’t tied to any class. Loot operates like any other unlockable, once obtained. Beacons can choose to equip that piece of loot when preparing for a quest, and unless it has the UNIQUE tag, they can equip multiples of it. Each piece of loot has three rarities: Uncommon, Rare, and Legendary. The higher rarity a piece of loot has, the more likely it is to have powerful effects. However, that doesn’t mean that lower rarity items are weak. The power of loot is very dependent on the builds of the beacons that use it. Here's an example of a piece of loot: Each player receives their own unique loot crate, and their selections are tied to them. Players can’t trade loot between each other. Narrative Loot Whenever you feel appropriate, you can give players a specific item to add to their loot, or give them a free loot cache. For unique, one-of-a-kind pieces of loot, you can give one copy to the group, and have the players decide who gets that one item. For loot that is less unique, you can automatically give each player that specific piece of loot. BUILDING A LOOT CRATE Loot crates have three slots, each containing a random piece of loot. Each slot has its own rarity scale, with slot 2 and slot 3 having increased chances for loot with a higher rarity. Each slot is just as likely to have a weapon, support item, or technique. Because dividing 100 by 3 isn’t possible with dice, the percentages we use give Techniques a slight edge in how common they are. Creating the Loot Crate Absorption Melee Weapon (Uncommon) 5 FIGHT | Main Artifact [Reach 1] | [1d6+1 Physical] There is an online tool you can use to quickly generate loot crates. You can find the link to the loot crate generator here: On Crit: Target’s current mana is reduced by 1, and you gain 1 mana. Loot Crate Generator Link As you can see, Absorption looks just like any other unlockable weapon, with the exception of the rarity tag, which is Uncommon in this case. Loot can be found in Chapter 12. ASSIGNING LOOT Each player receives a loot crate after each quest. Players receive this loot crate regardless of whether the quest was successful or not. A loot crate is a set of 3 randomized pieces of loot, from which they can select 1 piece to add to their list of available equipment and techniques. To manually create a loot crate, use the following steps. 1. Loot Type. Roll a percentile die (d100) for each slot to determine if that slot contains a weapon, support item, or technique. 2. Loot Rarity. Each slot has its own rarity scale. Roll a percentile die (d100) for each slot to determine the rarity of that piece of loot. 3. Loot. Select a individual piece of loot for each slot that meets the type and rarity you determined. You can either hand pick items, or use a random number 228 generator to pick the piece of loot. Chapter 12 will have tables to assist. [WIP, coming later] LOOT CRATE SLOT 1 SLOT 2 SLOT 3 TYPE CHANCE 34% Technique 34% Technique 34% Technique 33% Weapon 33% Weapon 33% Weapon 33% Support 33% Support 33% Support RARITY CHANCE 0% legendary 10% legendary 25% legendary 25% Rare 60% Rare 75% Rare 75% Uncommon 30% Uncommon 0% Uncommon NARRATIVE REWARDS Players can obtain non-mechanical rewards through narrative play. The backing of a powerful organization, an airship, or a base of operations can all be rewards that shape the story, but don’t provide a direct impact on combat. Loot is meant to be a fun, random way of getting additional unlocks beyond the ones granted by your class. In other games that use loot, loot is usually restricted to the GMs discretion. Because of how loot crates work in Beacon, that part of the game is put back into the player’s hands. They will always get a piece of loot, although it may not be useful to their particular build. HOMEBREW Homebrew is designing your own gameplay elements for an existing game, like creating your own classes or jobs for Beacon. I love homebrew, and a lot of people enjoy adding to existing games. Heck, Beacon originally started as a homebrew of Lancer! I encourage folks to homebrew if they’re interested. Places that are easy to homebrew are NPC unit types and loot. Creating new classes or talents can be trickier, because they potentially interact with all other aspects of the games. One way to simplify homebrew is by creating Alternate Jobs. Alternate jobs are a variation of an existing job that you get through a class. For example, the BERSERKER class has the Berserker job by default, but if you design a Valkyrie job, you can make that an alternate job of the BERSERKER class. What that means, is that when someone gains level 1 in the Berserker class, they can choose to either gain the Berserker or Valkyrie job. There’s also room for Prestige Jobs. These are jobs that aren’t tied to a specific class, but instead can be unlocked through downtime activities. This is a great way to add homebrew jobs to the game, and you could introduce a job trainer or downtime activity that a player could undergo to unlock that job. There are downtime activities, like SHOP, that let you expend loot that you don’t plan on using. 229 230 09 COMBAT SCENES Combat scenes are where beacons engage in combat against hostile forces. As a tactical game, combat is the focus of Beacon. Combat in Beacon uses information transparency. The goal isn’t to hide information from your players or trick them, but rather to allow them to make informed decisions. During a combat scene, you share the following information with players. • • • • • • • The unit type and templates of all enemies. The location of HIDDEN and INVISIBLE characters Where enemies are on the map at all times, regardless of line of sight Whether enemies are BLOODIED or BREAKING. The combat type and all relevant goals. The location of traps. The mechanics of any abilities or items that an NPC uses. Other information is restricted unless specifically accessed like an NPCs stats and equipped features. Certain items or abilities, like the Lore Book support item, can access restricted information. MAKE THEM INTERESTING Beacon combats should be more than just a battle against faceless minions. There should be stakes, a reason for the fight, and features that make it interesting. KEEP PLAYERS ACTIVE Depending on the actions a player takes each round, there might be a decent amount of time between their turns. Try to minimize effects or situations that would take a player out of a fight. Design combat scenes with different things for players to interact with, aside from just attacking enemies. Environmental or terrain features, high ground, and rescuing civilians are all things for players to split their focus between. PLAY TO YOUR PLAYER’S STRENGTHS There are a wide variety of NPCs that you can use, and some of them are strong against specific types of PC builds. When designing a combat scene, make sure to play to the PC strengths, not their weaknesses. Use NPCs that counter a PC as a way to challenge them, not as a way to beat them. As a player, it feels better to defeat an NPC than to feel like you aren’t contributing anything. BEWARE THE STUNNED CONDITION The STUNNED condition is rare, but powerful. Abilities that impose STUNNED on PCs are limited, because it’s not fun to lose a turn. Don’t go too heavy on NPCs with stun abilities, and try not to keep one player stunned too often. This is a case where you DON’T want to play too optimally. SIZE AND TERRAIN On average, maps should be at around 25x25 spaces on each side. This gives enough room for a tight, efficient scene. Avoid combats in plain, open fields. Place terrain and objects around the combat to give people opportunity to find cover and avoid line of sight. PLAY SMART Beacon isn’t a game that asks GMs to alter their tactics based on the intelligence of the enemies. GMs are encouraged to act intelligently, attacking vulnerable characters or avoiding dangerous situations. PCs in Beacon have the ability to actively defend, so they don’t need the GM to focus attacks on them because they’re the “tank”. If they want to protect their allies, they can use the 1 DEFEND action or other abilities to keep them safe. That being said, you don’t HAVE to do this. You can play a berserker as someone that only attacks the closest PC. I just want GMs to know 231 that the game is designed around the idea that you can attack intelligently as a GM. But remember. Be rooting for your players to win. USE A VARIETY OF NPC ROLES NPCs have the same types of roles that PCs do, defender, striker, etc. Use a variety of NPC types when designing a combat scene. This makes the combat feel more dynamic, and gives the PCs more engaging decision points. For example, if there’s a Healer keeping a Protector alive, the PCs will be encouraged to find a way to take out the Healer first. ENVIRONMENTAL & TERRAIN FEATURES This section contains more environmental and terrain features that you can use in combat scenes, beyond the basic ones in the book. ENVIRONMENTAL FACTORS Environmental factors alter combat scenes. Some might apply to the entire combat scene, while others might affect smaller zones, like individual traps. HIGH WINDS Above all, don’t put too many defenders in a combat scene. Defenders generally have high HP and low damage output, so a combat scene filled with too many defenders can feel like a slog. At the start of each round, the GM sets a direction that the winds are blowing (choose one side of the map). At the start of each character’s turn, they are Slid 1 space in the indicated direction, or 1d6 spaces if they are flying. USE A VARIETY OF NPC INITIATIVES LOCKS NPCs have a set initiative, acting on specific phases instead of operating like PCs do. Try to incorporate NPCs with a variety of initiative values, to keep them from all clumping together. Doors, gates, and treasure chests can all be locked. An entrance like a door that is locked can’t be moved through. Chests or other objects that are locked can’t be accessed. Unlocking something requires a successful AGI check, which can be done as part of the action needed to interact with the object. On a success, the lock is disabled and the object is opened. For example, if you have a combat scene using an Architect, Gladiator, and Firebug, they all have initiative 5. That slows down combat during Phase 5, and doesn’t give the PCs lots of reasons to change their plans during the combat scene, since they know the NPCs will always act during Phase 5. LOW GRAVITY Characters in low gravity environments can jump further than normal. When they begin their Standard Move or movement from the 4 RUSH action, they can choose to gain Flying, and can move up to half their Speed in a straight line. They lose flying at the end of that movement. 232 LOW VISIBILITY Low visibility can represent darkness, fog, and other effects that lower visibility. Low visibility affects how far characters can see, and makes it easier to 4 HIDE. Low visibility generally applies to an entire combat scene, but could apply to specific zones. Low visibility has the following effects. • • Characters can ignore any of the prerequisites for taking the 4 HIDE action. Scope and weapon ranges are reduced by half. Reach and area of effect zones are not affected. MANA ZONES TERRAIN Terrain features are special spaces on a battlefield. While most terrain features affect a single space, multiples can be placed next to each other to create a continuous feature. For example, you can have a single space of lava as dangerous terrain, but can also connect multiple lava spaces to create a lava flow, which all counts as the same piece of dangerous terrain. ARMOR RACK Characters can use an adjacent armor rack as a Quick Action. They can either a) Gain +2 Armor, or b) gain resistance to a damage type of their choice (Physical, Force, Astral, Lunar). Most armor racks can be used once per scene Mana zones either apply to an entire combat scene or are specific, smaller zones. Mana zones affect the cost of spells, depending on the type of zone they are. There are two types of mana zones, and they affect characters that are fully within the zone: • • Mana Field. A mana field reduces the mana cost of all spells cast within the zone by -1, to a minimum of 0. Mana Void. A mana void increases the mana cost of all spells cast within the zone by +1. This applies to spells that normally have a mana cost of 0. BALLISTA When standing within a ballistae space, your Range with ranged weapons is increased by +5. BANE TERRAIN Characters in bane terrain gain +1 Difficulty on attacks, checks, and saves. BLESSED TERRAIN Characters in blessed terrain gain +1 Accuracy on attacks, checks, and saves. CATAPULT POISONOUS Characters must succeed on a BLK check at the start of each of their turns or gain [1 Discord]. UNDERWATER / ZERO GRAVITY Combat encounters that take place completely underwater or in zero gravity treat every character as flying. However, unless they can fly or have an Aquatic Adaptation (granted by certain abilities), they can’t 4 RUSH, use 4 RUSH actions, or use any additional forms of movement. Characters standing in a catapult’s space gain Arcing with all their ranged or thrown weapon attacks. CHARGED Characters that end their turn in charged terrain take [5 Piercing Astral]. This damage is reduced by 1 for every space they moved that turn. 233 COVER See page xxx for detailed information on cover. CREEPING TERRAIN Creeping terrain can modify any other type of terrain. The terrain can move at the start of each round. DAWN STONE Dawn Stones are an object with Dodge/A-Def 5, 1 HP, don’t cause obstruction, and are auto-hit by any AOE effects. They emit a [Burst 2] zone, which removes any Low Visibility effects within the zone. If the dawn stone is defeated, characters in the zone must pass a BLK check or be BLINDED until cleared. EXPLOSIVE ZONE Explosive Zones increase the size of AOEs. If an AOE would include any spaces of an explosive zone, the AOE’s size is increased by +1. So a [Line 10] becomes a [Line 11], or a [Close Blast 2] becomes a [Close Blast 3]. FLAMMABLE When a character standing in flammable terrain takes Astral damage, or when an AOE dealing Astral damage hits a space of flammable terrain, the terrain ignites. All characters in connected spaces of flammable terrain must make an AGI check, taking [5 Discord] on a failure, or [3 Discord] on a success. The spaces then become Dangerous Terrain (AGI, 5 Astral) until the end of the scene. DIFFICULT / DANGEROUS TERRAIN FOCUS ZONE Difficult Terrain. Entering a space of difficult terrain costs 2 movement, instead of one. Dangerous Terrain. Characters that enter dangerous terrain for the first time in a turn or start their turn within it must pass an ability check or take 5 damage of a type determined by the GM. This can include Stress or Discord. DUSK STONE Dusk Stones are an object with Dodge/A-Def 5, 1 HP, don’t cause obstruction, and are auto-hit by any AOE effects. They emit a [Burst 2] zone, which creates Low Visibility within the zone. If the dusk stone is defeated, characters in the zone are INVISIBLE until the end of their next turn. EMPTY SPACE An empty space is a space without any characters, objects, or terrain features in it. ETHEREAL RIFT Characters that enter an ethereal rift can move through obstructions until the end of their next turn. Characters that start their turn in a focus zone take [3/4/5 Stress] if they don’t use a spell that turn. FOG Fog creates zones of Soft Cover. A character must be fully covered by fog to gain its benefits. FREE SPACE A Free Space is a space without any characters or objects in it. FRICTIONLESS Characters that enter frictionless terrain or move while within it continue moving in a straight line until they hit an obstacle, character, or piece of non-frictionless terrain. This is considered forced movement. FURY ZONE Characters that start their turn in a fury zone take [3/4/5 Stress] if they don’t make a weapon attack that turn. 234 GROWING TERRAIN Growing terrain can modify any other type of terrain. It grows by 1d3 spaces at the start of each round. MANA FONT Characters adjacent to a mana font can regain all their mana as a Quick Action. Once used in this way, the mana font is expended. HEALING FONT MONSTER SPAWNER Characters adjacent to a healing font can regain all their HP as a Quick Action. Once used in this way, the healing font is expended. A monster spawner is an object that continually summons NPC reinforcements at the start of each round until disabled. HIGH GROUND Some spawners can be destroyed with damage (usually 10/15/20 HP, Dodge 6), or can be disabled with an ability check as a Quick Action. High Ground terrain provides benefits that represent being at a higher elevation than other characters, similar to flying characters. While standing in high ground, you gain the following benefits: • • • Non-thrown Melee attacks from nonflying characters or those not in high ground gain +2 Difficulty against you. You do not become ENGAGED from characters that aren’t in high ground, but you don’t cause ENGAGEMENT against them either. You gain +1 Accuracy against non-flying character that aren’t in high ground. Some high ground might require special movement, like flying or climbing to access. HOLY GROUND When characters in holy ground without the Undead or Vampiric template would regain HP, they regain twice as much HP instead. IMPASSABLE TERRAIN Impassable terrain represents walls or cliffs, and cannot normally be entered unless a character possesses a type of movement that can enter the space, like flying or climbing. Some impassable terrain cannot be entered at all, like a pillar that reaches up to the ceiling. NOXIOUS FUMES Noxious fumes provide Soft Cover. Characters that start their turn in noxious fumes must pass a BLK check or gain [1 Discord], or if they already have Discord, [X Discord], where X equals their current level of Discord. PIT Pits are deep holes in the ground or bottomless falls. When a character enters a pit, they fall to the bottom and have a hard time leaving. Unless a character can fly, they must spend their standard movement or a 4 RUSH action to leave a pit. If the pit has a bottom, the character can move along the bottom of the pit and exit into any free adjacent non-pit space. If it doesn’t, they can only leave the pit into the nearest free non-pit space. SLIPPERY Slippery terrain is considered Difficult Terrain. Characters that start their turn in slippery terrain must pass an AGI check or fall PRONE. Characters that ignore Difficult Terrain ignore this effect. 235 STICKY TERRAIN Sticky terrain counts a Difficult Terrain. Characters that start their turn in sticky terrain must pass a BLK check or be IMMIBLIZED. TELEPORT PAD Teleport pads are either one-way or two-way. One-Way: When a character enters a teleport pad space, they either a) teleport to a specific space, b) teleport 1d6 spaces in a random direction, or c) teleport 1d6 spaces in a specific direction, depending on the type of teleport pad. Two-Way: Two teleport pads are connected to each other. When a character enters a teleport pad’s space, they are teleported to the other teleport pad. If the other teleport pad is occupied, the teleport fails. TRAPS Traps are interactable objects in a combat scene. Traps have the Trap tag, which is reproduced below. When using generic, nonNPC or PC specific traps, you can use the following guidelines: • • • • TREASURE CHEST A treasure chest is an object that contains bonuses for the players. A chest can be accessed with a Quick Action, but might be locked (see LOCKED environmental feature). Bonuses generally apply to the team or can be applied to any one member of the team unless otherwise indicated. Some things that may be found in a chest include: • • • • • • • • 1 reroll on next Loot Crate’s slot 1. Multiples of this reward increase the slots that can be rerolled. +X Gold +X Recoveries Repair a weapon, support item, or technique for free. A Specific piece of Loot. Regain X uses of something with the Consumable tag. Increase current and max mana by X until the end of the scene. Clear all Stress. Damage. Triggering character takes [6/8/10] damage. Damage, Area. When triggered, creates a [Burst 1] zone. All characters in the area must make an ability save, taking [6/8/10] damage on a failure, or half damage on a success. Condition. The triggering character gains a condition based on the type of trap. IMMOBILIZED, SLOWED, and BLINDED are common conditions. Condition, Area. When triggered, creates a [Burst 1] zone. All characters in the area must make an ability save, gaining a condition on a failure. 236 WEAPON RACK UNHOLY GROUND When characters in unholy ground without the Undead or Vampiric template would regain HP, they regain half the HP amount instead. UPDRAFT Characters in an updraft gain FLYING for as long as they are in an updraft, or until the end of their turn if they leave an updraft. Characters can use an adjacent weapon rack as a Quick Action. They can either a) repair a broken weapon for free, or b) gain +1 Accuracy on all attacks with a weapon of their choice until the end of the scene. Most weapon racks can be used once per scene. 237 COMBAT TYPES Each combat scene uses a combat type. These are designed to make combat more engaging that just “destroy all enemies”. Many feature solutions that allow a combat scene to be ended quickly. The default combat type is elimination. COMBAT SCENE ELEMENTS Goal: Each combat type has a goal or objective. The PCs must complete the goal to win the combat scene. Setup: The setup contains recommendations on how the combat scene should be laid. Rules: Some combat types have special rules. This section explains how they work. GM Prep: This section describes how many NPCs the GM prepares, and whether or not there are reinforcements. Deployment: Either the PCs or NPCs deploy first, which means they have to decide what spaces they want to start the combat scene in, without knowing where their opponents will start. Reinforcements: Some combat types have reinforcements. These are additional NPCs that join the combat after the 1st round. 238 ACQUIRE Acquire combat scenes revolve around fighting through enemies toward a location, and then keeping them out of it once the position is secured. This combat type is often used to secure a person or location held by enemy forces. Goal: At the end of the 8th round, if there are more PCs than enemies in the control zone, the PCs win. Setup: PCs have a deployment zone. Create a control zone, which is also the enemy deployment zone, on the opposite end of the map. The control zone should be fortified with cover. Place reinforcement zones along the edges of the map. Rules: At the end of the 8th round, determine if there are more enemies in the control zone than PCs. Solos count as 4 characters, Elites count as 2, Minions count as 1/4, and summons count as 0. GM Prep: The GM prepares the normal number of enemies, but holds half as reinforcements. Deployment: NPCs deploy first. Reinforcements: At the end of the first round, the GM deploys all reinforcements in any reinforcement zones. 239 ASSASSINATE A high value target has been identified and must be eliminated. They will be protected, and even if the mission is a success, the PCs will still need to get away. Goal: Destroy the target by the end of round 8. Secondary Goal: Destroy all enemies or escape. Setup: Enemies are deployed anywhere on the map. PCs have a deployment zone. An extraction zone is created on the map, generally somewhere between the PC deployment zone and the assassination target. Reinforcement zones are created throughout the map. Rules: The assassination target is an NPC with the Veteran or Elite template. They should NOT have the solo template. The target will prioritize survival. Only the PCs can extract. They can do so as a free action at the end of their turn while partly inside the extraction zone. Once the target is defeated, the quest ends only when either a) all enemies are defeated, b) all undefeated PCs extract, or c) the PCs are defeated. GM Prep: The GM prepares 2.5 times the normal number of enemies. Half are deployed at the start of combat, and the other half are reinforcements. Deployment: Enemies deploy first. Reinforcements: At the start of any round before the target is defeated, the GM can deploy up to 2 NPCs (or up to 4 minions) in any reinforcement zone. Once the target is defeated, no more reinforcements appear. 240 CONTROL In a control combat scene, there are four control zones that need to be held. These locations could be of strategic importance, like mines, food stores, or barracks. Goal: Have more points than the enemy teams at the end of the 6th round. Setup: Create a PC deployment zone and enemy deployment zone at opposite ends of the map. Create 4 control zones, evenly spaced between the PC and enemy deployment zones. Rules: At the end of each round, determine if a control zone is controlled by a team. A zone is controlled if only characters of that team are present in the zone. A team gets 1 point for every zone controlled. If a team controls all 4 zones, they gain +1 point. At the end of the 6th round, the team with the most points win. GM Prep: The GM prepares the normal number of enemies. If any are used as reinforcements, they are deployed in the enemy deployment zone. Deployment: 50% chance PCs deploy first;50% enemies deploy first. 241 DEFEND Defend combats involve protecting someone or something from hostile forces that want it dead. Goal: The objective must be undefeated at the end of the 6th round. If the objective is defeated, the combat immediately fails. Setup: Create a PC deployment zone near the center of the map, which is fortified with cover, and an enemy deployment zone near an edge of the map. Create the objective, which is a character with the following stats: (Size=1/2 to 2, HP=25/30/35, Armor=0, Dodge/A-Def=10). Create reinforcement zones near the edges of the map. Rules: Enemies will focus on attacking the objective. When a character begins their standard movement adjacent to the objective, it moves along with them. At the end of that movement, the player can place the objective in any adjacent free space. If the objective is adjacent to two characters from different sides, it stops moving and won’t move further. This is considered contested. The objective doesn’t move on its own. GM Prep: The GM prepares the normal number of enemies. If any are used as reinforcements, they are deployed anywhere near the edge of the map at the start of a round. Deployment: PCs deploy first. 242 DESTRUCTION In a destruction combat scene, the PCs have to destroy a number of objectives before the time limit. Unlike an assassination combat scene, the objectives are objects or structures, like a summoning portal or cursed altars. Goal: Destroy all objectives before the end of round 8. If any objectives remain, the PCs lose. Setup: The PCs have a deployment zone. The NPCs have a deployment zone near the opposite end of the map, and reinforcement zones near the sides of the map. There are X objectives, where X is equal to the number of players +1. The objectives are scattered around the enemy deployment zone. Rules: The objectives have the following statistics: Size 3, 15/20/25 HP, 5 Dodge/A-Def. GM Prep: The GM prepares slightly more than the normal number of enemies, not to exceed more than twice the normal number of enemies. These extra enemies are used as reinforcements, and are deployed in the reinforcement zones. Deployment: NPCs deploy first. Reinforcements: At the start of any round, the GM can deploy up to 2 NPCs (or up to 4 minions) in reinforcement zones. 243 ELIMINATION Elimination is the most basic type of combat scene. In an elimination scene, two or more teams fight until all enemies are defeated or routed. Goal: Defeat all enemies. Setup: Create a PC deployment zone and reinforcement zones if there are reinforcements. NPCs can be deployed anywhere. Don’t surround the PCs if they deploy first, place them in interesting places. Rules: No special rules. GM Prep: The GM prepares the normal number of enemies. If any are used as reinforcements, they are deployed in reinforcement zones at the start of a round. Deployment: 50% chance PCs deploy first; 50% enemies deploy first. 244 ESCORT Escort combat scenes involve safely escorting an objective from one side of the map to another. Enemy forces want the objective for themselves, and will try to take it or prevent the PCs from moving it. Goal: PCs win if the objective has been extracted by the end of the 8th round. Setup: Create a PC deployment zone on one side of the map, and an extraction zone on the opposite end. Crate an NPC deployment zone between the PCs and the extraction zone, and reinforcement zones on the sides of the map. The PCs deploy the objective in their deployment zone. Rules: The objective is a character with the following stats: (Size=1/2 to 2, HP=10 per size (minimum 10), Armor=0, Dodge/A-Def=10). Enemies will not willingly attack or damage the objective. When a character begins their standard movement adjacent to the objective, it moves along with them. At the end of that movement, the player can place the objective in any adjacent free space. If the objective is adjacent to two characters from different sides, it stops moving and won’t move further. This is considered contested. The objective doesn’t move on its own. PCs can extract at the extraction zone as a free action at the end of their turn. The VIP extracts if it is adjacent to a PC that extracts and it isn’t contested. GM Prep: The GM prepares twice the normal number of enemies. Half are deployed at the start of combat, and the other half are reinforcements. Deployment: PCs deploy first, and they also deploy the objective in their deployment zone. Reinforcements: At the start of any round, the GM can deploy 1 NPC (or up to 4 minions) in any reinforcement zone. 245 HOLDOUT Holdout combat scenes revolve around keeping a designated control zone clear of enemies. The PCs are faced with a greater number of enemies, and are usually buying time for their reinforcements to arrive, or for someone to complete a different objective. Goal: Have a score of 1 or higher at the end of round 6. Setup: The PCs have a control zone near the center of the map, which is also their deployment zone. The control zone should be fortified with cover. The sides of the entire map are enemy reinforcement zones. Rules: The PCs start with a number of points equal to the number of PCs. At the end of the 6th round, the PCs lose 1 point for every enemy in the control zone. The PCs win if their score is 1 or higher. Summons don’t count. GM Prep: The GM prepares twice the normal number of enemies. Half are deployed at the start of combat, and the other half are reinforcements. Deployment: PCs deploy first. Reinforcements: At the start of any round, the GM can deploy up to 2 NPCs (or up to 4 minions) anywhere near the edge of the map. 246 RAID Raids are a rush for resources or information. The PCs have to open a specific number of chests on the map before their time runs out. This could be a race to deprive enemy forces of necessary resources, or to collect key information before another group. Goal: PCs win if they possess more treasure than their enemies before the end of round 6. Setup: Create a PC deployment zone and NPC deployment zone on opposite ends of the map, and reinforcement zones along the side of it. The GM prepares chests equal to 2 times the number of PCs, and places them around the map, evenly distributed between both sides of the map. Rules: To open a chest, a character must be adjacent to it and use a Quick Action. Chests can be Locked, which means they need a successful AGI check when attempting to open them or the attempt fails. When a character opens a chest, they gain 1 treasure. A character can hold multiple treasures at once. Whenever a character holding treasure gains a WOUND or OVERSTRESS, they drop all their treasure in adjacent spaces. A character can pick up any treasure in a space they occupy as a free action, but they can’t pick up treasure in the same turn they dropped it. A character can willingly drop any amount of treasure as a free action during their turn. GM Prep: The GM prepares about one and a half times the normal number of enemies. Most are deployed at the start of combat, and the rest are reinforcements. Deployment: PCs deploy first. Reinforcements: At the start of any round, the GM can deploy 1 NPC (or up to 4 minions) in any reinforcement zone. Alternate Versions: The chests are characters that must be defeated to collect their ‘treasure’. They have the following stats: 10 HP, 10 Dodge/A-Def, Speed 2, Initiative 8, no actions. 247 RESCUE In a rescue combat scene, the PCs must fight their way into an enemy stronghold, rescue a prisoner, and bring them to safety. Goal: PCs win if the objective has been extracted by the end of the 10th round Setup: PCs have a deployment zone, which is also their extraction zone. The enemy deployment zone is placed on the opposite side of the map, surrounded by cover and defenses. Create reinforcement zones on the sides the map. Rules: The objective is a character with the following stats: (Size=1/2 to 2, HP=10 per size (minimum 10), Armor=0, Dodge/A-Def=10) Enemies will not willingly attack or damage the objective. When a character begins their standard movement adjacent to the objective, it moves along with them. At the end of that movement, the player can place the objective in any adjacent free space. If the objective is adjacent to two characters from different sides, it stops moving and won’t move further. This is considered contested. The objective doesn’t move on its own. PCs can extract at the extraction zone as a free action at the end of their turn. The VIP extracts if it is adjacent to a PC that extracts and it isn’t contested. GM Prep: The GM prepares twice the normal number of enemies, but all of them are reinforcements. Deployment: PCs deploy first. Reinforcements: At the start of any round, the GM can deploy up to 2 NPC (or up to 4 minions) in different reinforcement zones. They can’t same use the same reinforcement zone twice in a row. 248 SEEK An objective is hidden in one of four control zones and must be found. The PCs must control the true objective at the end of the 6th round. Goal: If the PCs control the true objective at the end of the 6th round, they win. Setup: The enemy deployment zone is in the middle of the map. The PCs have a deployment zone on one end of the map, and the reinforcement zone is on the opposite end. There are four control zones on the map, one of which is secretly the true objective. Rules: To determine if a control zone holds the true objective or not, while within one a PC can use their standard action during any phase to learn whether it is the true objective or not. To control the true objective, only PCs can be in that control zone. Otherwise, it is contested. GM Prep: The GM prepares the normal number of enemies. If any are used as reinforcements, they are deployed in the reinforcement zone. Deployment: PCs deploy first. Reinforcements: At the start of any round, the GM can deploy up to 1 NPC (or up to 4 minions) in the reinforcement zone. 249 SURVIVE In desperate times, all that matters is survival. Hide, fight, run away, all that matters is that you survive. Goal: At least half of the PCs (rounded up) must be undefeated by the end of the 8th round. Setup: The PCs have a deployment zone near the center of the map. The entire outer edge of the map is an enemy deployment and reinforcement zone. GM Prep: The GM prepares twice the normal number of enemies. Half are deployed at the start of combat, and the other half are reinforcements. Deployment: PCs deploy first. Reinforcements: At the start of any round, the GM can deploy up to 2 NPCs (or up to 4 minions) anywhere near the edge of the map. 250 MAP MAKING Combat scenes take place on a battlemap, which traditionally use square or hex spaces. Both work for combat scenes in Beacon, since this game is measured in spaces. 1 space = either 1 square or 1 hex. Map Features Combat scenes should take place in interesting places with interesting features. A combat scene shouldn’t occur in a small, featureless room. Here are some tips to building an interesting combat scene: Map Size • Map sizes can vary depending on the encounter. Smaller maps usually have their longest side as approximately 25 spaces. • Larger maps usually have their longest side as approximately 40 spaces. The rules for non-elimination combat types assume a map whose longest side doesn’t exceed 40 spaces. They can be larger, but certain combat types might be harder with the larger size. • Add places of soft and/or hard cover. Tables, chairs, walls, and other elements can be declared as cover. Add obstacles or large pieces of terrain/cover to block line of sight. Add locations on the map where players can achieve a bonus if they reach it. Regain a recovery, regain HP or mana, get a reroll on their next loot crate, etc. 251 252 10 NON-PLAYER CHARACTERS (NPCS) Characters not controlled by a player are called non-player characters, or NPCs. An NPC can be a friend, foe, beast, or anything else that the GM presents. In narrative play, NPCs don’t roll dice or have statistics. Instead, they react to actions taken by the players. In combat play, NPCs are characters with their own set of rules that are slightly different from the players. COMBAT PLAY NPCS Beacon doesn’t use unique statistics for every single character and monster the players might face. Instead, we use a number of general frameworks to place each NPC into, called a Unit Type. UNIT TYPE Units are a collection of abilities and statistics that represent a general theme. For example, the firebug type could be used for a fire breathing dragon or a magitech pyromancer. Units fall into a few basic roles: • • • • • Striker: damage dealer Artillery: long range attacks or support. Accurate but fragile. Controller: Effects that control the battlefield and the positions/status of enemies. Limited direct damage. Defender: Defends allies, tough and hard to take down. Support: Effects and abilities that supports allies. Limited direct damage. UNIT TEMPLATES Templates are additional features that can be added to a unit. Units have the ability to equip templates, which can drastically alter how they play. Some templates, like the Elite or Solo templates, change how many units can be deployed in a combat scene. UNIT TIERS There are three tiers of unit. Tier 1, tier 2, and tier 3. Each unit can have one of these tiers. Higher tiered units are stronger and tougher than lower tiered characters. Each of the unit tiers are meant to provide a challenge to characters of certain levels. • • • T1: Level 1-4 T2: Level 5-8 T3: Level 9-12 Units of a higher tier than the PC’s current level can be encountered, but they represent a harder challenge. Within a unit, their tier will change certain values. Three values separated by a slash, like +1/+2/+3, indicate what value is used by which tier. T1 uses the first value, T2 the middle value, and T3 the last value. UNIT INITIATIVE Units take their turns in a different way than PCs do. Instead of taking a turn during a phase that contains the action they wish to take, each unit has an Initiative. This specifies which phase they take their turn. The unit can take ANY action during that phase, regardless of what actions are normally available during that phase. For example, a firebug unit’s initiative is PHASE 5 BRAWL. They take their turn during this phase, and can take any action during it. UNIT ACTIONS Units can take a standard action, standard movement, and quick action during their turn. Units have access to some of the same actions as PCs, but with some changes. Unit actions are listed below. Units can’t use the REROLL TABLE or SURGE unless otherwise specified. 253 ACTIONS PHASE 1 BOLSTER • • Defend: Attacks against this unit have +1 Difficulty until the start of their next turn. Recover: Choose one: A) Clear all Stress or B) Regain all mana. Then choose either A) reload all Reloading weapons and abilities, B) Clear a condition. PHASE 2 CHANNEL: As normal, but an NPC can’t RELEASE in the same phase they CHANNELED (only applicable for Elite and Solo NPCS). PHASE 3 SKIRMISH • • • • Volley: As normal Cast: As normal Mark: As normal Search: As normal PHASE 4 REPOSITION • • Rush: As normal Hide: As normal PHASE 5 BRAWL • • • Fight: As normal. Shove: As normal, but with a [+1/+2/+3] attack bonus. Grapple: As normal, but with a [+1/+2/+3] attack bonus. RECHARGE Certain NPC abilities have a Recharge X tag. Whenever an NPC uses a recharge ability, it can’t be used again until that ability recharges. At the start of each of the NPC’s turns while it has an ability that needs to be recharged, it rolls a d6. If the number equals or exceeds a specific ability’s recharge value, it recharges. For example, the Firebug uses Siegebreaker, which has a Recharge 5+ tag. At the start of the Firebug’s next turn, they roll a d6 and get a 6. Because this is equal to or greater than 5, the ability recharges, and the Firebug can use it again this turn. NPCs only make one recharge roll each turn, but that roll can recharge multiple abilities at once. UNIT SPECIAL RULES Units have some additional differences between them and PCs. • • PHASE 6 RELEASE: As normal PHASE 7 FULL ATTACK: NPCs need a special feature to be able to FULL ATTACK. If an NPC has multiple turns, they can FULL ATTACK a number of times each round equal to the turns they receive, but no more than 1/turn. • PHASE 8 DELAY: As normal SPECIAL ACTIONS • Ready: As normal REACTIONS • Opportunity Attack: As normal. • • • Units start with a Wound Cap of 1, and are defeated when they take a Wound, unless a template gives them a higher Wound cap. Units start with an Overstress Cap of 1, and are VULNERABLE while they exceed their stress cap instead of making an overstress roll. If a unit has an overstress cap of 2 or higher, they follow the normal overstress rules of PCs. Units with a Wound or Overstress cap of 2+ make wound and overstress rolls as normal. For example, when an NPC with a Wound Cap of 2 takes a Wound, they make a Wound Roll and use the results from the ‘1 Wound’ column. If a unit doesn’t have a Stress Cap, they take Stress as Force damage, or Lunar damage if immune to Force. Units can’t use the REROLL TABLE. Units can’t SURGE. 254 ENCOUNTER BUILDING The following are general guidelines for building a combat scene encounter. ENCOUNTER BALANCE To determine an encounter’s difficulty, give the encounter a number of points equal to the number of PCs that will participate in it + 50%. For example, if you have 4 PCs, the encounter has 6 points (50% of 4 = 2, so 4+2=6) You can then use the below list to spend those encounter points. Spending all of the points will often result in a ‘normal’ difficulty encounter, while spending more or fewer can result in easier or harder encounters. If an NPC would have multiple costs (an Elite Veteran, for example), just take the highest cost. • • • • • • 1 NPC = 1 point 1 Veteran NPC = 1.5 point 1 Elite NPC = 2 Point 1 Solo NPC = 3 point 1 Minion = 0.25 point 4 Minions = 1 point DESIGNING AN NPC When designing an NPC, do the following: • • • • Pick a unit type Choose 0-2 extra features o Extra features are provided by the unit type, universal unit features, and some templates. Choose a tier Decide whether to add templates An NPC can look or act like anything. The Fortress unit type can be a literal walking tower, or a giant spider. TINKERING WITH NPCS The unit weapons listed are examples meant to be evocative. Changing a weapon’s type to another (ie Bow to Longarm) doesn’t really affect anything. In general, you can change the source of an NPCs features between weapon, support, skill, and spell without altering gameplay too much. For example, changing the Gunner’s repeater from a weapon to a spell isn’t a big change. This is a guideline. Other factors can change a combat’s difficulty. Other things to consider: • • • If there are more PCs than there are NPCs, the PCs have a huge advantage because of the number of turns available to them versus the NPCs. Try to design the encounter so there aren’t more PCs than NPCs. Minions are easily defeated, but do the same amount of damage. Too many minions can quickly overwhelm the PCs. Contrary to their name, Solos shouldn’t be the only enemy against the PCs. 1 character, even a Solo, is quickly overwhelmed by multiple opponents. 255 UNIT TYPES IMAGE PLACEHOLDER 256 ARCHITECT Controller Architects rig the battlefield in their favor, laying down traps for their enemies to stumble upon. Architects litter the battlefield with traps, forcing their enemies to either avoid the traps or disable them. There is no limit to the number of traps an Architect can place, and if not dealt with, they can quickly fortify a position. The Architect and its allies don’t trigger these traps, and the architect has a number of ways to knock enemies into them. Take out the Architect quicky, or use flight or high mobility to avoid their traps. TIER 1 TIER 2 Size: 1/2 Save Armor: 2 Target: 12 Scope: 5 Initiative: 5 ABILITY SCORE BULK: -1 MIND: 2 AGILITY: 1 MAGIC: 0 STATS HP: 12 Stress Cap: 6 Dodge: 10 A-Def: 7 Speed: 5 Mana: 4 Size: 1/2 Save Armor: 2 Target: 15 Scope: 5 Initiative: 5 ABILITY SCORE BULK: -1 MIND: 4 AGILITY: 2 MAGIC: 0 STATS HP: 14 Stress Cap: 6 Dodge: 11 A-Def: 8 Speed: 5 Mana: 4 TIER 3 Size: 1/2 Save Armor: 3 Target: 18 Scope: 5 Initiative: 5 ABILITY SCORE BULK: -1 MIND: 6 AGILITY: 3 MAGIC: 0 STATS HP: 16 Stress Cap: 6 Dodge: 12 A-Def: 9 Speed: 5 Mana: 4 BASE FEATURES Traps Blasting Charges Support Heavy 5 FIGHT | Mana 1 The Architect targets up to a Size 2 piece of terrain within Scope. They deal [10 Piercing Force] to it, and create a [Burst 1] area around it. Characters in the area must make an AGI save. Failure: [8/10/12 Force]. Success: Half damage. Electric Whip Melee Weapon 5 FIGHT | Light Longarm +2/+4/+6 vs Dodge [Reach 3] | [4/5/6 Astral] On Hit: The Architect can Slide the target up to 2 spaces. Support Heavy Quick | Trap The Architect has an array of traps at their disposal, each with the Trap tag. Traps can be deployed as a Quick Action to a free space within [Range 3]. If this support item would be destroyed, one of the trap options is instead rendered unavailable. The Architect and its allies don’t trigger its traps, but can be affected by them. Sticky Trap. When triggered, the trap creates a Burst 1 area. All characters in the area must make a BLK save. Failure: They are IMMOBILIZED until cleared. Success: They are SLOWED until the end of their next turn. Explosive Trap. When triggered, the trap creates a Burst 1 area. All characters in the area must make an AGI save. Failure: [8/12/16 Force]. Success: Half damage. Concussion Trap. When triggered, the trap creates a Burst 1 area. All characters in the 257 area must make a BLK save. Failure: They are DISARMED and SILENCED until the end of their next turn. Success: No effect. Pitfall Trap. When triggered, the trap creates a Burst 1 zone that lasts until the end of the scene. The zone is Dangerous Terrain (AGI save, [5 Physical]). Characters in the zone when it is created fall PRONE. EXTRA FEATURES Bio Mine Support The Architect can have up to 3 of these traps deployed at a time. When triggered, it creates a Blast 1 area centered on itself. All characters in the area must make an AGI save. Failure: [3/4/5 Discord] and MARKED. Success: [1/2/3 Discord]. Trait Support Main Quick | Mana 1 The Architect camouflages a space within Scope until the end of the scene. Characters fully within camouflaged spaces are INVISIBLE. Sticky Bomb Main Quick | Trap, Mana 1 Fast Deployment Natural Camouflage Support Light 3 CAST | Mana 1 One target within [Range 5] must pass an AGI save or have a sticky bomb attached to them. At the end of the target’s next turn, the bomb explodes, creating a Burst 1 area. A character adjacent to the target can attempt to disarm the bomb with a successful AGI check as a Quick Action. All characters in the area must make an AGI save. The target with the sticky bomb is affected as if they failed the save. Failure: [8/10/12 Force]. Success: Half damage. The Architect can deploy two traps at once. Improved Traps Trait The Architect’s traps can be placed on any solid surface, including walls. Lodestone Sling Ranged Weapon 3 VOLLEY | Main Club: Arcing +1/+2/+3 vs Dodge [Range 8, Blast 1] | [4/5/6 Force] On Attack: The attack gains either Push 1 or Pull 1. 258 CHARGER Striker The charger is a fast-moving, close-range attacker. They can quickly close the gap between them and their target, and are protected while doing so. Chargers are fast moving strikers that utilize hit and run tactics. Chargers should always be moving, and gains benefits when using 4 RUSH. Their main weapon has reach, which lets them avoid engagement and pivot on later turns to a new target. Preventing a Charger from moving shuts down many of their abilities and leaves them vulnerable. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 1 Target: 10 Scope: 5 Initiative: 4 ABILITY SCORE BULK: 1 MIND: 0 AGILITY: 1 MAGIC: 0 STATS HP: 15 Stress Cap: 6 Dodge: 10 A-Def: 7 Speed: 7 Mana: 2 Size: 1 Save Armor: 1 Target: 12 Scope: 5 Initiative: 4 ABILITY SCORE BULK: 2 MIND: 1 AGILITY: 2 MAGIC: 0 STATS HP: 18 Stress Cap: 6 Dodge: 12 A-Def: 7 Speed: 8 Mana: 2 Size: 1 Save Armor: 1 Target: 14 Scope: 5 Initiative: 4 ABILITY SCORE BULK: 4 MIND: 1 AGILITY: 1 MAGIC: 0 STATS HP: 21 Stress Cap: 6 Dodge: 14 A-Def: 7 Speed: 9 Mana: 2 BASE FEATURES Speed Shield Charge Attack Trait After the Charger uses 4 RUSH, if they move at least 3 spaces and in a straight line that turn, they can make a single melee weapon attack when they end the movement as a free action. Support Main When the Charger uses 4 RUSH, they gain resistance to Physical, Astral, Lunar, and Force until the start of their next turn. EXTRA FEATURES Lance Melee Weapon Skill 4 REPOSITION 5 FIGHT | Heavy Longarm: Push 1, Reliable 2/3/4 +1/+2/+3 vs Dodge [Reach 1] | [6/8/10 Physical] Run Through Cannonball Skill 5 FIGHT | Recharge 5+ The Charger moves up to its Speed in a straight line. If it moves at least 3 spaces and ends its movement adjacent to an enemy, the Charger creates a Burst 1 area. All enemies in the area take [3 Physical] and must succeed on a BLK save or fall PRONE and be DAZED until the end of their next turn. Make a Line 5 melee attack with [+1/+2/+3]. On hit, characters take [5/7/9 Physical] and are WEAKENED until the end of their next turn. 259 Lasso Support Main 5 BRAWL Skill Characters that make an Opportunity Attack against the Charger become MARKED. Trample Support Main The Charger makes a melee attack against an adjacent character with a [+1/+2/+3] bonus. On a hit, the Charger can immediately move up to its Speed, and the hit target is drug along, mirroring the Charger’s movement. This counts as forced movement. Retaliation Tipped Explosive The Charger’s Lance has its Push tag increased to 3. If a pushed character collides with another character or obstacle, they stop moving and take an additional [3/4/5 Physical]. Wild Charge Skill When the Charger uses Charge Attack, before making the attack they can force the target to make a BLK save, falling PRONE on a failure. Trait The Charger can move through the spaces of hostile characters of its size or smaller. It deals [2/3/4 Physical] to enemies it moves through, 1/turn. 260 CLEAVER Striker Close range brawler with hard hitting, wide swinging attacks. Cleavers are physical brutes with dangerous attacks. Cleavers want to position themselves near as many foes as possible and attack as often as they can, to maximize their WIDE ARC trait. Defending against Cleavers is difficult, as they increase the cost of Focus abilities, or even outright destroy them. Cleavers are dependent on melee attacks, and have no abilities that work at range aside from their HOOK. Engage cleavers at range, or target their weak A-Defense and Stress Cap scores. TIER 1 TIER 2 Size: 2 Save Armor: 2 Target: 10 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 2 MIND: 0 AGILITY: 0 MAGIC: 0 STATS HP: 16 Stress Cap: 5 Dodge: 8 A-Def: 6 Speed: 4 Mana: 1 Size: 2 Save Armor: 2 Target: 12 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 3 MIND: 0 AGILITY: 1 MAGIC: 1 STATS HP: 20 Stress Cap: 5 Dodge: 9 A-Def: 6 Speed: 4 Mana: 1 Melee Weapon 5 FIGHT | Heavy Blade: Reliable 2/3/4 +1/+2/+3 & +1 Difficulty vs Dodge [Reach 1] | [5/7/9 Physical] Trait When the cleaver makes a melee attack, all adjacent enemies take [1 Physical]. EXTRA FEATURES On Hit: The target loses 1 Focus. On Crit: The target loses 3 Focus. Break Guard Size: 2 Save Armor: 2 Target: 14 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 5 MIND: 1 AGILITY: 1 MAGIC: 1 STATS HP: 25 Stress Cap: 5 Dodge: 10 A-Def: 6 Speed: 4 Mana: 1 Wide Arc BASE FEATURES Cleaver TIER 3 Skill The Cleaver increases the Focus cost by 1 of any effects triggered by or targeting the Cleaver. Hook Support Heavy As a Quick Action, make a ranged attack against a character within [Range 5] with a [+1/+2/+3] bonus. On a hit, they are pulled to the closest space adjacent to the Cleaver. Opportunist Energy Cleaver Melee Weapon 5 FIGHT | Heavy Magitech: Piercing +2/+4/+6 vs Dodge [Reach 1] | [4/6/8 Astral] Full Attacker The Cleaver can 7 FULL ATTACK. The Cleaver can Opportunity Attack an unlimited number of times each round. Shatter Weapon Trait Trait Skill Recharge 5+ When the Cleaver hits with a weapon attack, the target must pass a BLK save or be DISARMED until the end of their next turn. 261 Wind Up Shred Trait If the Cleaver hits the same target with two weapon attacks in the same turn, the target is SUNDERED until the end of their next turn. Whirlwind Skill Skill 5 BRAWL | Recharge 6+ An adjacent character must make a BLK save. Success: They take [5/6/7 Physical] and lose 1 Focus. Fail: They take [10/12/14 Physical], lose all their Focus and are SUNDERED until the end of their next turn. 5 BRAWL | Recharge 5+ All characters within a Burst 2 area of the Cleaver must make an AGI save, taking [5/6/7 Physical] and lose 1 Focus on a failure, or half damage on a success. Until the start of its next turn, any attacks against the Cleaver while adjacent to it trigger its Wide Arc trait. 262 ELEMENTALIST Defender This magical defender calls upon the elements to protect their allies. Elementalists protect their allies with magic, supporting them with summoned defenders and area denial effects. Elementalists work from the backlines, as they have no direct defenses themselves, and are easily overwhelmed. The Elementalist is also heavily dependent on mana, and negating their ability to regain it, or causing them to burn through it too quickly can cause them to waste actions. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 10 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 1 AGILITY: 0 MAGIC: 1 STATS HP: 14 Stress Cap: 8 Dodge: 8 A-Def: 8 Speed: 5 Mana: 6 Size: 1 Save Armor: 0 Target: 12 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 1 MAGIC: 2 STATS HP: 14 Stress Cap: 9 Dodge: 8 A-Def: 9 Speed: 5 Mana: 7 Size: 1 Save Armor: 0 Target: 14 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 3 AGILITY: 1 MAGIC: 4 STATS HP: 16 Stress Cap: 10 Dodge: 8 A-Def: 10 Speed: 5 Mana: 9 pass a BLK save or be SUNDERED until the end of their next turn. BASE FEATURES Elemental Attunement Trait The Elementalist is attuned to one of the four following elements: Air, Earth, Fire, and Water. When their features reference choosing an elemental effect, they can only choose an element they are attuned to. Elemental Shield Spell Fire. The target has Resistance to Astral. When they are hit by an attack that removes all their temp HP, the attacker must pass an AGI save or take [4/5/6 Astral]. Water. The target has Resistance to Lunar. When they are hit by an attack that removes all their temp HP, the attacker must pass a MGK save or be SLOWED until the end of their next turn. 1 DEFEND | Mana 2 The Elementalist or an ally within Scope gains 5/6/7 Temp HP, and the Elementalist chooses one of the below elemental effects. A character can only be affected by one Elemental Shield at a time, with new ones replacing the effects of the old one. Primal Staff Air. The target has Resistance to Force. When they are hit by an attack that removes all their temp HP, the attacker must pass an AGI save or fall PRONE. 1 DEFEND | Mana 2 Earth. The target has Resistance to Physical. When they are hit by an attack that removes all their temp HP, the attacker must Ranged Weapon 3 VOLLEY | Main Artifact: Aetheric +1/+2/+3 vs A-Def [Range 10] | [1/2/3 Discord] Walls Spell The Elementalist creates a Line 3 zone in free spaces within Scope that lasts until the end of the scene. Walls can’t be adjacent to other Elementalist walls. Choose one of the following elemental effects. 263 Air. The zone provides Soft Cover. Ranged Weapon attacks can’t be made into or through the zone. Earth. The zone becomes pieces of Hard Cover that counts as Size 3. They are an obstruction. spaces in a straight line, moving through the spaces of other characters and ignoring ENGAGEMENT. Characters that it moves through must pass an AGI save become affected by its Elemental effect. Air: Slide the target 2 spaces. Fire. Characters that start their turn within the zone or enter it for the first time during their turn take [3/4/5 Astral] + [2 Discord] Ice. The zone counts as Difficult Terrain. Characters that start their turn within the zone or enter it for the first time during their turn must pass an AGI save or fall PRONE. Earth: Target is knocked PRONE. Fire: Target takes [4/5/6 Astral] Water: Target is SLOWED until the end of their next turn. Enchanted Staff Support Light Enchantment When the Elementalist hits with their Primal Staff, they can spend 1 Mana to use one of the following Elemental effects: EXTRA FEATURES Dual Shields Skill When the Elementalist uses Elemental Shield, they can spend 3 mana instead of the normal cost to target two characters at once. Elemental Mastery Trait The Elementalist can apply up to two elemental effects it knows at once. Elemental Sphere Air: Attack gains PUSH 2. Earth: Target is SUNDERED until the end of their next turn. Fire: On Hit: Adjacent enemies gain [1 Discord]. Water: Target’s SPEED is reduced by half until the end of their next turn. Improved Attunement Spell 1 DEFEND | Mana 1, Summon (Tags: Summon, Size ½, HP 5/8/10, Dodge/A-Def 10) The Elementalist creates a sphere in a free space within Scope, which gains one of the below Elemental effects. As a Quick Action, the Elementalist can move the sphere up to 4 Trait The Elementalist becomes attuned to another element. This trait can be taken multiple times, choosing a new element each time. Improved Walls Trait The Elementalist’s Walls spell becomes a [Line 5] zone. 264 EXPENDABLE Striker Expendable units who overwhelm their foes with numbers. Expendable units are cannon fodder, a step above minions. Because they are deployed in pairs, they try to use their superior numbers to defeat their foes. Expendables aren’t expected to survive an encounter, and try to either deal as much damage as they can, or hinder their foes so their allies can take them out. TIER 1 TIER 2 Size: 1/2 Save Armor: 1 Target: 10 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 2 MIND: -2 AGILITY: -1 MAGIC: 0 STATS HP: 4 Stress Cap: 5 Dodge: 7 A-Def: 7 Speed: 5 Mana: 1 Size: 1/2 Save Armor: 1 Target: 12 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 3 MIND: -2 AGILITY: 0 MAGIC: 0 STATS HP: 6 Stress Cap: 5 Dodge: 9 A-Def: 9 Speed: 5 Mana: 1 BASE FEATURES Claws TIER 3 Size: 1/2 Save Armor: 1 Target: 14 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 4 MIND: -2 AGILITY: 1 MAGIC: 1 STATS HP: 8 Stress Cap: 5 Dodge: 11 A-Def: 11 Speed: 6 Mana: 1 EXTRA FEATURES Melee Weapon 5 FIGHT | Main Club +2/+4/+6 vs Dodge [Reach 1] | [3/4/5 Physical] Basic Bow Ranged Weapon 3 VOLLEY | Main Bow: Arcing +1/+2/+3 vs Dodge [Range 8] | [4/5/6 Physical] On Hit: Target is grappled. Clutch 5 BRAWL The Expendable deals [5/6/7 Physical] to a grappled character. Quantity Over Quality While the Expendable is grappling a target, they are unable to make attacks that don’t include the Expendable as a target. Characters that end their turn grappled by an Expendable take [2/3/4 Physical]. Trait Exploder The Expendable is two separate, identical units instead of one unit. Whenever you deploy an Expendable, you deploy two instead. Expendables always count as BLOODIED and BREAKING. The Pack Descends Skill Skill Gnaw Trait When the Expendable is defeated, they unleash a burst of energy. All characters in a Burst 1 area take [3/4/5 Force]. The Expendable can willingly defeat themselves as a Quick Action. If they do so, the damage becomes [6/8/10 Force]. Trait Enemies are SUNDERED while adjacent to two or more Expendables. 265 Hunt by Scent Trait The Expendable automatically detects any HIDDEN or INVISIBLE creatures in Scope when it uses 3 SEARCH. Lash Scramble Trait When the Expendable uses 4 RUSH, for the rest of the turn they move normally in Difficult Terrain and climbing costs half as much movement as normal. Support Heavy 5 BRAWL The Expendable makes a melee weapon attack with a [+1/+2/+3] bonus against a target within [Reach 3]. On a hit, if the target is the same size or smaller than the Expendable, they are Pulled adjacent to the Expendable and GRAPPLED by it. If they are larger than the Expendable, it is Pulled adjacent to the target and they are GRAPPLED by the Expendable. 266 FIREBUG Striker A frightening striker that overwhelms foes with damage over time. While commonly associated with fire, the Firebug class can be reskinned into utilizing any energy type. They use devastating damage over time effects, which can quickly grow out of control. Firebugs are focused on close range, area of effect attacks. Spread out and take them down from range, but watch out for their high armor. TIER 1 TIER 2 TIER 3 Size: 2 Save Armor: 2 Target: 10 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 1 MIND: 1 AGILITY: -1 MAGIC: 1 STATS HP: 10 Stress Cap: 8 Dodge: 8 A-Def: 8 Speed: 4 Mana: 4 Size: 2 Save Armor: 2 Target: 12 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 2 MIND: 2 AGILITY: -1 MAGIC: 2 STATS HP: 12 Stress Cap: 8 Dodge: 10 A-Def: 10 Speed: 4 Mana: 5 Size: 2 Save Armor: 3 Target: 15 Scope: 10 Initiative: 5 ABILITY SCORE BULK: 4 MIND: 2 AGILITY: -1 MAGIC: 3 STATS HP: 14 Stress Cap: 8 Dodge: 12 A-Def: 12 Speed: 4 Mana: 6 Uptick BASE FEATURES Burnproof Skill Quick | Mana 1, Recharge 5+ Trait The Firebug chooses Astral or Lunar damage. They are resistant to this damage and all Discord. All of their effects that deal Astral or Lunar damage deal this damage. As a Quick Action, the Firebug can target a character within Scope that has Discord. Their level of Discord is doubled, but they don’t take any additional Discord damage from this increase. EXTRA FEATURES Destructive Breath Melee Weapon 5 FIGHT | Heavy Artifact: Mana 1 +1/+2/+3 vs Dodge [Reach 1, Close Blast 2] | [4/5/6 Discord] Fuel Tank Support Heavy The Firebug regains 1 mana at the start of each of their turns. When this item is destroyed, the Firebug takes [6/8/10 Piercing Force]. While this support item is destroyed, the Firebug is considered BLOODIED. Contagious Skill Reaction (1/round) Trigger: An enemy within the Firebug’s Scope fails the check to clear their Discord. Effect: All enemies adjacent to the triggering enemy take Astral or Lunar damage equal to the level of Discord the triggering enemy has. Distracting Burns Trait Whenever the Firebug gives a character Discord or increases their Discord, they become MARKED. 267 Growing Flames Trait When an enemy within [Range 2] of the Firebug fails the check to clear their Discord, their level of Discord increases by +2 before they take the damage. Siegebreaker Skill Ring of Fire Skill The Firebug is surrounded by a Burst 2 aura. Enemies that start their turn party within the aura take [2/3/4 Discord]. The aura is reduced to Burst 1 while the Firebug is BLOODIED. Terrify Skill 5 BRAWL | Arcing, Recharge 5+ 5 BRAWL | Recharge 5+ The Firebug creates a Blast 2 area within [Range 10]. All characters in the area must make an AGI save, taking [4/6/8 Astral or Lunar] + [2 Discord] on a failure, or half as much damage and Discord on a success. Enemies within Burst 2 must make MND save. Fail: [4 Stress], MARKED, and DAZED. Characters can attempt to remove the DAZED condition with a MND save as a Quick Action, removing the condition on a success, or taking an additional [1 Stress] on another failure. Success: [2 Stress] and MARKED. 268 FORTRESS Defender This towering defender is a mobile fortress. Fortresses are slow, bulky defenders that use their size and to protect their allies. Fortresses provide a space for their allies to enter and receive defensive bonuses. Fortresses want to keep as many allies as possible within their spaces, while keeping enemy attacks on them. Moving enemies out of a Fortress’ spaces makes them easier to take out, and Fortresses are vulnerable to Piercing damage, and can easily be overstressed. TIER 1 TIER 2 TIER 3 Size: 3 Save Armor: 2 Target: 11 Scope: 10 Initiative: 5 ABILITY SCORE BULK: 3 MIND: 0 AGILITY: -1 MAGIC: 0 STATS HP: 20 Stress Cap: 5 Dodge: 6 A-Def: 6 Speed: 4 Mana: 2 Size: 3 Save Armor: 2 Target: 14 Scope: 10 Initiative: 5 ABILITY SCORE BULK: 4 MIND: 1 AGILITY: -1 MAGIC: 1 STATS HP: 25 Stress Cap: 6 Dodge: 7 A-Def: 7 Speed: 4 Mana: 2 Size: 3 Save Armor: 2 Target: 16 Scope: 10 Initiative: 5 ABILITY SCORE BULK: 6 MIND: 1 AGILITY: -1 MAGIC: 2 STATS HP: 30 Stress Cap: 7 Dodge: 8 A-Def: 8 Speed: 4 Mana: 3 BASE FEATURES Mounted Defenses Towering Wall Support Heavy The Fortress’ allies gain the benefits of cover as if the Fortress were a piece of hard cover. When an ally is fully within the Fortress’ spaces, any non-Aetheric, non-AOE attack rolls against them target the Fortress instead. Harness Trait Allies can share spaces with the Fortress, and gain hard cover from its Tower Wall support item. Allies fully inside the Fortress move when it does. 3 VOLLEY | Heavy Club: Arcing +2/+3/+4 vs Dodge [Range 15] | [4/5/6 Physical] On Hit: The target is DAZED until they hit the Fortress with an attack, deal damage or Stress to it, or it’s defeated. EXTRA FEATURES Fortified Trait The Fortress is VULNERABLE to Piercing damage, including Discord. The Fortress is immune to forced movement from smaller characters. Trait Allies fully within the Fortress’ spaces have their Armor increased by the Fortress’ Armor (max 4). Murder Holes Heavy Frame Ranged Weapon Support Heavy Allies fully within the Fortress’ spaces have +1 Accuracy on ranged attack rolls. 269 Patch Up Skill Quick | Mana 1 The Fortress regains 1 HP per ally currently sharing spaces with it. Siege Ram Melee Weapon Watchtower Ranged Spell Attack 3 CAST | Aetheric, Indirect +1/+2/+3 vs A-Def [Range = Scope, Blast 1] | 2 Stress] On Hit: Target is SUNDERED until the end of their next turn. 5 FIGHT | Heavy Club: Push 2 +2/+4/+6 vs Dodge [Range 15] | [4/5/6 Physical] On Hit: Target must pass a BLK save or be knocked PRONE. Stomp Skill Quick All adjacent enemies must pass a BLK save or fall PRONE. 270 FURY Striker A furious striker that overwhelms with rage-fueled attacks. Furies are close range attacks with one goal, which is to make as many attacks as possible. Their starting loadout gives them two weapons, which allows them to 7 FULL ATTACK when characters are nearby. However, their FRENZIED trait imposes a penalty if they don’t attack, so Furies are incentivized to attack whenever possible. Furies should be taken down at range, or with powerful attacks. Hitting them with lots of small attacks will just build their rage, making them incredibly dangerous. However, they have a very low Stress Cap, so they are easily overstressed, or if they only have 1 overstress cap, put into a state where they take double damage, and are easier to defeat. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 1 Target: 10 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 4 MIND: -2 AGILITY: 2 MAGIC: -2 STATS HP: 20 Stress Cap: 4 Dodge: 10 A-Def: 5 Speed: 5 Mana: 1 Size: 1 Save Armor: 1 Target: 12 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 6 MIND: -2 AGILITY: 3 MAGIC: -2 STATS HP: 25 Stress Cap: 5 Dodge: 12 A-Def: 6 Speed: 5 Mana: 1 Size: 1 Save Armor: 1 Target: 14 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 6 MIND: -2 AGILITY: 6 MAGIC:-2 STATS HP: 30 Stress Cap: 6 Dodge: 14 A-Def: 7 Speed: 6 Mana: 1 BASE FEATURES Full Attacker Building Rage Trait Trait The Fury can 7 FULL ATTACK. Whenever the Fury takes damage, they gain a +1 increase to their weapon damage, stacking up to +10. The Building Rage damage bonus is reduced by half when the Fury takes a Wound or Overstress. Ripper Frenzied On Crit: The Fury gains 5 Temp HP. Trait If the Fury ends their turn without making an attack roll that turn, they gain [1 Stress]. While the Fury is BLOODIED, their weapon attacks gain Reliable 4/5/6. While the Fury is BREAKING, their attack targets are chosen randomly from targets within the attack’s Reach or Range. Melee Weapon 5 FIGHT | Main Blade +2/+4/+6 vs Dodge [Reach 1] | [3/5/7 Physical] Serrated Axe Melee Weapon 5 FIGHT | Heavy Blade +2/+4/+6 vs Dodge [Reach 1] | [5/7/9 Physical] On Crit: The target is SUNDERED until the end of their next turn. 271 EXTRA FEATURES I Am My Scars Barbed Armor While BLOODIED, the Fury deals +1d6 bonus damage on crits. Light Armor Whenever an adjacent character hits the Fury with a weapon attack, the attacker takes [2/3/4 Physical]. Deadened Nerves Trait While BLOODIED, the Fury has Resistance to all damage from weapons and skills. Furious Charge Trait Support Skill 4 REPOSITION | Recharge 5+ The Fury moves up to their Speed in a straight line. If they moved at least 3 spaces, they can make a single weapon attack when they end the movement. Lash Out Skill Reaction (1/round) Trigger: The Fury takes damage not caused by itself. Effect: The Fury can make a melee weapon attack. Throwing Axe Ranged Weapon 3 VOLLEY | Light Blade +2/+4/+6 vs Dodge [Reach 1, Range 5] | [5/7/9 Physical] 272 GLADIATOR Defender Protects allies with a battle-honed fighting style and situational awareness. Gladiators are survivors of countless battles, with tricks and techniques that can take enemies by surprise. Their equipment influences their strategy, but their basic role is to stay near allies to protect them with their Bounce Shield, and move or immobilize enemies to further protect their backline. Gladiators are unable to protect from auto-hit or auto-damaging abilities. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 2 Target: 12 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 2 MIND: -1 AGILITY: 1 MAGIC: 0 STATS HP: 14 Stress Cap: 6 Dodge: 8 A-Def: 6 Speed: 5 Mana: 2 Size: 1 Save Armor: 2 Target: 15 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 3 MIND: -1 AGILITY: 3 MAGIC: 0 STATS HP: 16 Stress Cap: 7 Dodge: 10 A-Def: 8 Speed: 5 Mana: 3 Size: 1 Save Armor: 2 Target: 18 Scope: 5 Initiative: 5 ABILITY SCORE BULK: 4 MIND: 0 AGILITY: 4 MAGIC: 0 STATS HP: 18 Stress Cap: 7 Dodge: 12 A-Def: 10 Speed: 6 Mana: 4 BASE FEATURES Electric Net Support Bounce Shield Heavy Reaction Trigger: An attack targets an ally within [Range 3]. Effect: The attack gains +2 Difficulty. Cestus Melee Weapon 5 FIGHT | Light Club +2/+4/+6 vs Dodge [Reach 1] | [3/5/7 Physical] The Gladiator can attack twice with this weapon. At T2 they can attack three times, and at T3 they can attack four times. On Crit: The Gladiator can automatically succeed on a 5 SHOVE against the target as a Free Action. Support Main Quick | Recharge 5+ The Gladiator throws an electrically charged net at a target within [Range 3]. The Target must pass an AGI save or be IMMOBILIZED until cleared. While IMMOBILIZED in this way, the target is unable to take Reactions. The IMMOBILIZED target can remove the condition by succeeding on a BLK save as a Quick Action. Swap Skill Quick The Gladiator swaps positions with an adjacent character, which counts as forced movement. If the Gladiator and the target are different sizes, the Gladiator can place themselves or the target in any spaces the other occupied, as long as both remain adjacent to each other. The Gladiator can’t use this ability if they are GRAPPLED, IMMOBILIED, or SLOWED. 273 Ricochet Shield EXTRA FEATURES Call Out Skill At the start of the Gladiator’s turn, they can 3 MARK an adjacent enemy as a Free Action. Glory or Death Skill 5 FIGHT | Mana 1, Recharge 5+ Enemies within a [Burst 3] area of the Gladiator are MARKED, and have +1 Difficulty on attack rolls that don’t include Gladiator as a target while they have this mark. Pit Fighter Ranged Weapon 3 VOLLEY | Main Club: Homing +1/+3/+5 vs Dodge [Range 5] | [4/5/6 Physical] On Hit: The shield bounces. The Gladiator can repeat the attack against another target within [Range 3] of the hit target. This effect can trigger multiple times, but each character can only be targeted 1/turn. Trident Melee Weapon 5 FIGHT | Main Longarm: Thrown 5 +1/+3/+5 & +1 Accuracy vs Dodge [Reach 2] | [5/6/7 Physical] Trait The Gladiator deals [4/5/6 Physical] with 5 IMPROVISED ATTACK, and +1d6 bonus damage with OPPORTUNITY ATTACK. When the Gladiator uses 5 SHOVE, they get to use both options and can Push the target up to 3 spaces. On Hit: The target is pinned by the weapon, and is IMMOBILIZED while pinned. The weapon can’t be used to attack while pinning the target. The effect ends if the Gladiator ends this effect as a Free Action, the weapon is destroyed, or the target succeeds on a BLK save as a Quick Action. The weapon returns to the Gladiator when the effect ends. 274 GUNNER Artillery With a wide array of special bullets, the Gunner can inflict status effects from a distance. Gunners are long distance fighters whose damage is dependent on their mana. As artillery, they want to position themselves far away from any danger, leveraging their long range to keep them safe and stationary. Gunners can regain mana while stationary, which allows them to attack for longer before needing to recover mana. Gunners can be heavily customized based on their special bullets, which have a variety of effects. Effects that DISARM the gunner reduce their maximum mana, which can weaken them during a long fight. Hit them hard, use cover to your advantage, and deplete their mana if possible. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 10 Scope: 15 Initiative: 7 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 1 MAGIC: 1 STATS HP: 10 Stress Cap: 6 Dodge: 10 A-Def: 10 Speed: 5 Mana: 6 Size: 1 Save Armor: 0 Target: 13 Scope: 15 Initiative: 7 ABILITY SCORE BULK: -1 MIND: 2 AGILITY: 2 MAGIC: 2 STATS HP: 12 Stress Cap: 7 Dodge: 12 A-Def: 10 Speed: 5 Mana: 8 Size: 1 Save Armor: 0 Target: 16 Scope: 15 Initiative: 7 ABILITY SCORE BULK: -1 MIND: 2 AGILITY: 4 MAGIC: 3 STATS HP: 14 Stress Cap: 8 Dodge: 14 A-Def: 10 Speed: 5 Mana: 10 BASE FEATURES Special Bullets Backup Weapons Trait Trait The Gunner has a number of weapons equal to their maximum mana. If the Gunner would be DISARMED or have a weapon or support item destroyed, they instead lose 2 mana and their maximum mana is reduced by 2. The Gunner has special ammunition it can equip as support items. 1/turn the Gunner can apply a Special Bullet to one of their Repeater attacks. Each special bullet counts as a separate feature and a separate support item. Repeater Steady Reloading Ranged Weapon 3 VOLLEY | Light Magitech +2/+4/+6 vs Dodge [Range 15] | [X Force] Skill At the start of the Gunner’s turn, if they haven’t moved since the start of their last turn, they regain 1 mana. 1/turn before attacking, the Gunner can spend 1 mana to attack twice with this weapon, choosing either the same or different targets. This weapon’s damage is equal to the Gunner’s current mana. 275 EXTRA FEATURES Special Bullets: Freezing Antimagic Field Generator Support Support Light Main Quick | Mana 1 On Hit: Target must pass a BLK save or be IMMOBILIZED until the end of their next turn. The Gunner creates a Blast 2 zone within Scope. Characters are SILENCED while at least partly within the zone. The zone lasts until the Gunner uses this ability again, or is BLINDED or STUNNED Special Bullets: Drill Special Bullets: Charm Support Light On Hit: Target must pass a MND save or the Gunner picks one of the following: a) The Gunner moves them up to their Speed, controlling their movement, which counts as forced movement, or b) Target makes an attack with a weapon of the Gunner’s choice against a target of the Gunner’s choice. Light On Attack: This attack ignores soft and hard cover from terrain, and gains Piercing. On Hit: Deals double damage to summons, objects, and terrain. Special Bullets: Slow Support Light Recharge 6+ On Hit: Target must pass a BLK save or take 1 Wound instead of the normal damage. On Hit: Target is SLOWED until the end of their next turn. Support Light On Hit: Target is SUNDERED until cleared. Special Bullets: Fear Support Light Recharge 6+ On Hit: Target must pass a BLK save or be STUNNED until the end of their next turn. Special Bullets: Weakening Special Bullets: Dissolving Support Light Special Bullets: Stun Special Bullets: Death Support Support Light On Hit: Target is WEAKENED until the end of their next turn. Support Light On Hit: Target is DAZED until they end their turn HIDDEN or out of the Guner’s Line of Sight. 276 HEALER Support Healers keep their allies healthy with healing and support magic. Healers are vulnerable support units that can keep their allies alive longer. The longer a Healer remains on a field, the more HP they can restore to their allies. They have little physical defense, although as a spellcaster their aetheric defense is higher than average. Healers need to be properly defended to gain the most use out of them. Take them down quickly to make the rest of the fight easier, or inflict enough damage on their allies to destroy them outright. Watch out for Healers with the Resurrect ability, especially when an Elite or Solo enemy might be brought back to the fight. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 11 Scope: 10 Initiative: 2 ABILITY SCORE BULK: 0 MIND: 1 AGILITY: 0 MAGIC: 1 STATS HP: 10 Stress Cap:10 Dodge: 6 A-Def: 10 Speed: 6 Mana: 4 Size: 1 Save Armor: 0 Target: 13 Scope: 10 Initiative: 2 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 0 MAGIC: 3 STATS HP: 12 Stress Cap:11 Dodge: 8 A-Def: 12 Speed: 6 Mana: 5 Size: 1 Save Armor: 0 Target: 15 Scope: 15 Initiative: 2 ABILITY SCORE BULK: 0 MIND: 3 AGILITY: 0 MAGIC: 5 STATS HP: 14 Stress Cap:12 Dodge: 10 A-Def: 14 Speed: 6 Mana: 6 BASE FEATURES Rebuking Word Bless Skill Quick | Mana 2 One ally within Scope becomes blessed. They gain +1 Accuracy on attacks, checks, and saves, and deal +1d6 bonus damage on a critical hit. This effect lasts until the Healer is defeated, or uses this ability again. Flash Heal Spell Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [2 Stress] On Hit: Measure the current distance from the target to the Healer. Until the end of their next turn, If the target ends their next turn closer to the Healer, they take [2 Stress]. If they end their next turn adjacent to the Healer, they take an additional [2 Stress] Quick | Mana 1 One character within Scope regains 4/5/6 HP. Heal 2 CHANNEL | Mana 1 6 Release: One character within Scope regains 10/15/20 HP. Spell EXTRA FEATURES Drain Strength Trait When the Healer MARKS a character, they must pass a MGK save or be WEAKENED until the end of their next turn. 277 Dual Cast Trait The Healer can spend +1 mana when releasing Heal to target two characters at once. Healing Zone Spell 2 CHANNEL | Mana 1 6 Release: Create a Blast 1 zone within Scope. Allies that start their turn within the zone regain 4/5/6 HP. The zone lasts until the Healer is defeated or uses this ability again. Resurrect 2 CHANNEL | Mana 2, Recharge 6+ 2 Channel: The Healer names an ally that was defeated this scene. 6 Release: The character returns to play adjacent to the Healer, or in the closest free space. They return as if they were a new unit, but their HP and Stress are at their BLOODIED and BREAKING values. They are defeated if they take a Wound or exceed their Stress cap. Shield Relief Spell 3 CAST | Mana 1 Remove all conditions and negative effects that aren’t a status from one character within Scope. They can immediately Shift up to their speed. Spell Spell 2 CHANNEL | Mana 1 6 Release: One ally within Scope gains a protective shield. The next time they would take damage or Stress, reduce the damage or Stress to 0. 278 MARSHAL Support Commands allies and looks for advantageous positions. Marshals are traditionally back-line support units. Their strength is their ability to command their allies to take actions, or call out Advantageous Positions. The presence of a Marshal can allow a unit to attack more often than they would normally be able to. Which can lead to dangerous combos. On their own, however, Marshals have no special defenses and rely on positioning and defensive units to keep them safe. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 2 Target: 10 Scope: 10 Initiative: 3 ABILITY SCORE BULK: 1 MIND: 1 AGILITY: 0 MAGIC: 0 STATS HP: 10 Stress Cap: 8 Dodge: 7 A-Def: 7 Speed: 5 Mana: 3 Size: 1 Save Armor: 2 Target: 13 Scope: 12 Initiative: 3 ABILITY SCORE BULK: 1 MIND: 2 AGILITY: 1 MAGIC: 1 STATS HP: 12 Stress Cap: 8 Dodge: 8 A-Def: 8 Speed: 5 Mana: 4 Size: 1 Save Armor: 2 Target: 15 Scope: 15 Initiative: 3 ABILITY SCORE BULK: 1 MIND: 3 AGILITY: 2 MAGIC: 2 STATS HP: 14 Stress Cap: 8 Dodge: 9 A-Def: 9 Speed: 5 Mana: 5 BASE FEATURES Focused Attack Advanced Targeting Trait When an ally within Scope consumes a mark, roll a d6. On a 5-6, the mark remains. Advantageous Position Skill 3 SKIRMISH | Recharge 5+ The Marshal creates a [Blast 2] zone within Scope. Any allies fully inside the zone gain +1 Accuracy on attacks, checks, and saves. This zone lasts until the end of the scene or until the Marshal uses this ability again, and persists after the Marshal’s defeat. Crossbow Ranged Weapon 3 VOLLEY | Main Bow +1/+2/+3 vs Dodge [Range 5, Reach 3] | [5 Physical] Skill 2 CHANNEL 2 Channel: Pick an enemy within Scope and Line of Sight. 6 Release: All allies of the Marshal within [Range 5] of the target can 3 VOLLEY, 3 CAST, or 5 FIGHT against them with +1 Difficulty. EXTRA FEATURES Bracing Spear Melee Weapon 5 FIGHT | Main Longarm +1/+2/+3 & +1 Accuracy vs Dodge [Reach 2] | [5/7/9 Physical] The Marshal can OPPORTUNITY ATTACK with this weapon when a character enters this weapon’s Reach. At T2, you can attack twice with this weapon. At t3, you can attack three times. 279 Hit Them Skill Priority Skill Quick | Mana 1 3 MARK | Mana 1 One ally in Scope can 3 VOLLEY, 3 CAST, or 5 FIGHT. Roll 1d3+1. That many enemies within Scope are MARKED. Inspiring Presence Weak Point Trait Adjacent allies gain +2 Accuracy on attacks, checks, and saves. Miasma Field Spell Skill 3 SKIRMISH | Mana 1 The Marshal MARKS a character in Scope. They take [2 Stress] and must pass a MND save or be VULNERABLE to the first attack that consumes that mark. 2 CHANNEL | Mana 1 6 Release: All enemies in a [Blast 1] area within Scope take [2/3/4 Stress] and are DAZED and SLOWED until the end of their next turn. Move! Skill 3 SKIRMISH | Mana X Each mana the Marshal spends allows one ally within Scope to move up to their speed. 280 MINDREAVER Controller Psionic controllers that can destroy or manipulate minds. Mindreavers infiltrate the minds of their foes, altering what they perceive and placing stress on their psyche. Fighting against a mindreaver means having to make tough choices, choosing the least harmful option at the moment. Mindreavers inflict high amounts of stress and can receive a lot of stress in return, but are fragile in close range. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 12 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 3 AGILITY: -1 MAGIC: 1 STATS HP: 12 Stress Cap:10 Dodge: 8 A-Def: 10 Speed: 5 Mana: 4 Size: 1 Save Armor: 0 Target: 15 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 4 AGILITY: 0 MAGIC: 2 STATS HP: 14 Stress Cap:12 Dodge: 8 A-Def: 12 Speed: 5 Mana: 5 Size: 1 Save Armor: 0 Target: 18 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 6 AGILITY: 0 MAGIC: 3 STATS HP: 16 Stress Cap: 13 Dodge: 10 A-Def: 14 Speed: 5 Mana: 6 BASE FEATURES Read Mind Skill Enthrall 2 CHANNEL | Mana 1 6 Release: The Mindreaver can move one target within Scope and Line of Sight up to their speed (which doesn’t count as forced movement). The Mindreaver can then force the target to make a weapon or spell attack as a reaction against a target chosen by the Mindreaver. Mind Worms Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [1 Discord] On Hit: Target is DAZED until they clear their Discord. Skill 2 CHANNEL | Mana 2 6 Release: One character within Scope takes [2 Stress] and becomes Predictable. While Predictable, they can’t SURGE. At the start of each round, Predictable characters must pick which Phase they are going to take their turn in that round. If they take their turn in any other Phase, they take [4 Stress] at the start of that turn and are no longer Predictable. During one of their predicted turns, a Predictable character can attempt a MND save as a Quick Action to remove this effect. Spread Nightmare Skill Quick | Mana 1 The Mindreaver picks an enemy within Scope that has Discord. All enemies adjacent to the target must pass a MND save or be auto-hit by Mind Worms. 281 EXTRA FEATURES Mind Spike Skill Balance 3 CAST | Mana 1 The Mindreaver selects two characters within Scope and line of sight. They can move all Stress from one of the characters to the other. Brain Drill Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [2/3/4 Stress] On Hit: Target is MARKED, and takes [2 Stress] every time they make an attack or cast a spell until the end of their next turn. Melee Weapon Pain 5 FIGHT | Heavy Magitech +2/+3/+4 vs Dodge [Reach 1] | [4/6/8 Physical] Skill 2 CHANNEL | Mana 1, Recharge 5+ This weapon auto-hits GRAPPLED targets. On Hit: Target loses 1 mana. On Crit: Target loses all of their mana. 6 Release: One target within Scope takes [2 Stress] and must make a MND save. Failure: Target is STUNNED until the end of their next turn. Success: Target is DISARMED and SILENCED until the end of their next turn. Trait Focused 1/turn the Mindreaver can take 1 Stress to reroll an attack, check, or save. Hamper Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [2/3/4 Stress] On Hit: Target must make a MND save. Failure: Target is DISARMED or SILENCED until the end of their next turn, Mindreaver’s choice. 282 MIRAGE Controller Illusionists that create false images around the battlefield. Mirages are battlefield illusionists, altering perception. Invisibility and misdirection are their defensive tools, and they can befuddle foes by manipulating positioning. Mirages are hard to hit, and can Redirect the rare successful hit against them. Abilities that deal automatic damage and Discord are effective against these low HP enemies. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 11 Scope: 10 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 0 AGILITY: 1 MAGIC: 2 STATS HP: 8 Stress Cap: 6 Dodge: 10 A-Def: 10 Speed: 6 Mana: 3 Size: 1 Save Armor: 0 Target: 14 Scope: 10 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 2 MAGIC: 3 STATS HP: 9 Stress Cap: 6 Dodge: 14 A-Def: 14 Speed: 6 Mana: 4 Size: 1 Save Armor: 0 Target: 17 Scope: 10 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 4 MAGIC: 4 STATS HP: 10 Stress Cap: 6 Dodge: 18 A-Def: 18 Speed: 7 Mana: 5 BASE FEATURES Trait Displacement The Mirage is INVISIBLE. They lose INVISIBLE until the start of their next turn when they take damage or while STUNNED. Flicker Blade Melee Weapon Redirect 5 FIGHT | Light Blade +1/+3/+5 & +1 Accuracy vs Dodge [Reach 2] | [3/5/7 Physical] Skill Reaction (1/round) | Mana 1 On Attack: If the Mirage isn’t IMMOBILIZED or SLOWED, they can switch places with the target, teleporting both of them. This counts as forced movement on the other target. Phantasm Terrain 6 Release: Each illusion deals [2 Stress] to enemies that are inside or adjacent to their space, and makes them SLOWED until the end of their next turn. The Mirage can choose for the spaces to become either a) normal terrain, b) Size 1 pieces of hard cover, c) difficult terrain, or d) dangerous terrain (AGI check, 5 Force). Skill 2 CHANNEL | Mana 1 Trigger: The Mirage is hit by an attack and isn’t IMMOBILIZED or SLOWED. Effect: The Mirage switches places with another character within [Range 3], who takes the hit instead. This counts as forced movement teleportation. If the target is an enemy, they must pass a MGK save or this effect fails. 2 CHANNEL: The Mirage choses 4 free spaces within Scope that aren’t adjacent to each other and creates an illusion in them that lasts while Channeling. Enemies that enter one of these spaces take [2 Stress] and remove the illusion from the space. 283 EXTRA FEATURES Masque Cloaking Field Skill While the Mirage is INVISIBLE, adjacent allies have soft cover. Endless Maze Quick | Mana 1 1 ally within Scope appears like one of the PCs. Until the start of the Mirage’s next turn, any enemy that attacks or targets this ally with a hostile effect takes [2 Stress]. Spell 2 CHANNEL Replace 6 Release: One enemy within Scope takes [2/3/4 Stress] and is BLINDED until cleared and MARKED. A character BLINDED by this ability can attempt to clear it if they allow the Mirage to control their standard movement. Whenever they allow this to happen, they can make a MND save at the end of that turn to clear the BLINDED condition. Conceal Spell Skill 3 CAST | Summon, Mana 2 (Tags: Summon, 1 HP, Dodge/A-Def 10, Size = Target’s size). 1 ally within Scope can move up to their speed. A decoy illusion is created in their starting space, which is a SUMMON. The ally is always HIDDEN while the decoy remains and they are within [Range 10] of it. Skill Quick | Mana 1 An ally within Scope becomes INVISIBLE until the end of their next turn. Reveal Position Spell 2 CHANNEL 6 Release: The Mirage targets up to two allies within Scope. The Mirage can either swap their places with each other (counting as a teleport), or teleport them 4 spaces. The Mirage can target itself with this ability in place of an ally. 284 OVERLORD Support Aerial support that marks targets with ranged magic. Overlords hover high above the battlefield, marking enemies for destruction. With their magical prowess and speed, they remain not only in the air, but as far away as possible to keep themselves safe while channeling their powerful abilities. Overlords are protected from melee attacks while flying, but are vulnerable if that defense or the debuff from Nimbus is bypassed. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 11 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 0 MAGIC: 2 STATS HP: 10 Stress Cap: 8 Dodge: 8 A-Def: 12 Speed: 6 Mana: 4 Size: 1 Save Armor: 0 Target: 14 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 2 AGILITY: 1 MAGIC: 3 STATS HP: 10 Stress Cap: 9 Dodge: 10 A-Def: 15 Speed: 7 Mana: 5 Size: 1 Save Armor: 0 Target: 18 Scope: 20 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 3 AGILITY: 1 MAGIC: 5 STATS HP: 10 Stress Cap: 10 Dodge: 11 A-Def: 18 Speed: 8 Mana: 6 BASE FEATURES EXTRA FEATURES Skill Eye in the Sky Quick | Mana 1 2 CHANNEL: Pick a point within Scope and create a Blast 1 zone that lasts while Channeling. The zone is difficult terrain. Trait The Overlord can fly. Manawell Ranged Spell Attack 3 CAST | Aetheric, Indirect +1/+2/+3 vs A-Def [Range = Scope, Blast 1] | [2/3/4 Stress] 6 Release: All characters within the zone must make an AGI save, taking [8/9/10 Lunar] and be SLOWED until the end of their next turn on a failure, or half damage on a success. Momentum Trait When an ally within Scope of the Overlord consumes a mark, they can Shift up to their speed. On Hit: Target is MARKED. Stressful Gaze Spell 2 CHANNEL The Overlord MARKS a character within Scope. Flight Hailstorm Spell 2 CHANNEL | Mana 1 6 Release: All enemies in scope take [2/3/4 Stress], or an additional +2 Stress if they’re MARKED. 285 Nimbus Ranged Spell Attack Thunderbolt Ranged Weapon 3 CAST | Aetheric, Indirect +1/+2/+3 vs A-Def [Range = Scope] | [4/6/8 Physical] 3 VOLLEY | Main Artifact +2/+4/+6 vs Dodge [Range 15] | [3/5/7 Astral] On Hit: Target has +2 Difficulty on all ranged attacks until the end of their next turn. This weapon does double damaging when consuming a MARK. Propel Uprising Spell Spell 3 SKIRMISH | Mana 1 Quick | Mana 1 The Overlord targets one character within Scope it can see. If the character is an ally, they can fly up to 6 spaces in a straight line. If the character is an enemy, they must pass a MGK save or be either Pushed or Pulled 6 spaces in a straight line. An ally within Scope gains Flying until the end of the ally’s next turn. 286 PEGASUS Striker Flying striker that harnesses astral power to deliver divine punishment upon its foes. Pegasi are fast flying units with strong aetheric defenses. They prefer to attack at range, using their superior speed and maneuverability to stay out of range of attacks. They have optional features that allow them to gain controller or support abilities. TIER 1 TIER 2 TIER 3 Size: 2 Save Armor: 0 Target: 10 Scope: 10 Initiative: 4 ABILITY SCORE BULK: -1 MIND: 0 AGILITY: 1 MAGIC: 2 STATS HP: 10 Stress Cap:10 Dodge: 10 A-Def: 12 Speed: 6 Mana: 5 Size: 2 Save Armor: 0 Target: 12 Scope: 10 Initiative: 4 ABILITY SCORE BULK: -1 MIND: 0 AGILITY: 2 MAGIC: 4 STATS HP: 12 Stress Cap:11 Dodge: 12 A-Def: 14 Speed: 7 Mana: 6 Size: 2 Save Armor: 0 Target: 14 Scope: 10 Initiative: 4 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 3 MAGIC: 5 STATS HP: 14 Stress Cap: 12 Dodge: 14 A-Def: 16 Speed: 8 Mana: 7 BASE FEATURES Sunrise Breaker Trait 1/round when the Pegasus makes an enemy BLOODIED, they must pass a MGK save or be DISARMED until the end of their next turn. 1/round when the Pegasus makes an enemy BREAKING, they must pass a BLK save or be SILENCED until the end of their next turn. Ranged Spell Attack 3 CAST | Aetheric, Arcing, Indirect, Mana 1 +1/+2/+3 vs A-Def [Range = Scope] | [2/3/4 Stress] On Hit: The target is BLINDED until the end of their next turn. EXTRA FEATURES Flight Trait The Pegasus can fly. Rainbow Aerial Punishment Skill Reaction (1/round) Ranged Weapon 3 VOLLEY | Main Bow: Homing +1/+2/+3 vs Dodge [Range 8] | [6/8/10 Astral] Trigger: An enemy makes a melee attack against the Pegasus. Effect: The Pegasus can make an attack against them after their attack resolves. Celestial Protection Trait Spell attacks against the Pegasus have +1 Difficulty, and the Pegasus has Resistance to Stress from other characters. 287 Divine Gate Ranged Spell Attack Unicorn Lance Melee Weapon 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [1 Stress] 5 FIGHT | Main Longarm +1/+2/+3 & +1 Accuracy vs Dodge [Reach 2] | [5/7/9 Astral] On Hit: Until the end of the target’s next turn, whenever they make an attack, they take Stress equal to the distance between them and their attacked target. On Crit: The target is BLINDED until the end of their next turn. Pristine Blessing Trait The Pegasus regains 2/3/4 HP at the end of each of its turns if there are no enemies within [Range 5] of it. Sky Warrior Skill 1/round the Pegasus deals +1d6 bonus damage on a critical hit. The Pegasus can clear a condition on itself or an ally within [Range 5] whenever it scores a critical hit. 288 PROTECTOR Defender Armored defender that positions themselves in front of attacks meant for their allies. Protectors are defensive units focused on taking damage on behalf of their allies. They are best positioned near vulnerable units, like Support classes or units that 2 CHANNEL. Protectors need to be as close as possible to their allies, so altering their positioning bypasses many of their abilities. TIER 1 TIER 2 TIER 3 Size: 2 Save Armor: 3 Target: 10 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 2 MIND: 0 AGILITY: -1 MAGIC: 1 STATS HP: 15 Stress Cap: 5 Dodge: 7 A-Def: 6 Speed: 4 Mana: 2 Size: 2 Save Armor: 3 Target: 12 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 3 MIND: 1 AGILITY: -1 MAGIC: 2 STATS HP: 20 Stress Cap: 6 Dodge: 7 A-Def: 6 Speed: 4 Mana: 2 Size: 2 Save Armor: 4 Target: 14 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 5 MIND: 2 AGILITY: -1 MAGIC: 2 STATS HP: 25 Stress Cap: 8 Dodge: 7 A-Def: 6 Speed: 4 Mana: 3 Vigilant Gaze BASE FEATURES Escort Skill 1 DEFEND Until the start of its next turn, whenever an adjacent ally moves, the Protector can move along with the ally up to its Speed, staying adjacent to the ally. Shield Wall Reaction Trigger: An ally within [Range 3] is targeted by an attack. Effect: The Protector can move up to 2 spaces and can either a) become the target of the attack if they are adjacent to the ally, or b) make a weapon attack against the attacker before the triggering attack happens. Support EXTRA FEATURES Main 1 DEFEND The Protector provides cover as if it were a piece of hard cover. The Protector gains resistance to all damage until the start of its next turn. Sword and Shield Skill Melee Weapon 5 FIGHT | Main Blade +2/+4/+6 vs Dodge [Reach 2] | [2/3/4 Physical] This weapon’s damage is increased by the phase number it is used in (+1 for PHASE 1, etc.). Armored Zone Skill 1 DEFEND | Mana 1 The Protector creates a [Burst 2] zone that lasts until the start of their next turn. Allies gain +2/+3/+4 Armor while fully within the zone, to a max of 4 Armor. Pinning Attack Skill If the Protector hits with a reaction attack, the target’s movement stops and they are unable to move for the rest of the turn. 289 Retaliatory Stance Skill Threatening Attacks The Protector deals [3/4/5 Physical] to any character that hits the Protector with a melee weapon. This ability is suppressed while the Protector is DISARMED, STUNNED, or GRAPPLED. When the Protector hits with a reaction attack, they 3 MARK the target. Waste Energy Sidearm Ranged Weapon 3 VOLLEY | Light Magitech: Reliable 1/2/3 +1/+2/+3 vs Dodge [Range 8] | [2/3/4 Lunar] This weapon gains +1 Accuracy and deals +3 damage when not used during 1 BOLSTER. Trait Skill Recharge 4+ A character that hits the Protector with a melee attack becomes WEAKENED until the end of their next turn. This ability is suppressed while the Protector is DISARMED, STUNNED, or GRAPPLED. 290 RANGER Striker Mobile striker that can fight at close and long range. Rangers are mobile, all-around damage dealers with access to ranged, melee, and spell attacks. They can easily move around the battlefield, flanking enemies and maneuvering around cover. Rangers operate best at range, as their melee options are weaker. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 1 Target: 10 Scope: 10 Initiative: 3 ABILITY SCORE BULK: 1 MIND: 0 AGILITY: 1 MAGIC: 0 STATS HP: 13 Stress Cap: 7 Dodge: 9 A-Def: 8 Speed: 6 Mana: 3 Size: 1 Save Armor: 1 Target: 12 Scope: 10 Initiative: 3 ABILITY SCORE BULK: 2 MIND: 1 AGILITY: 2 MAGIC: 0 STATS HP: 15 Stress Cap: 7 Dodge: 11 A-Def: 9 Speed: 6 Mana: 3 Size: 1 Save Armor: 1 Target: 14 Scope: 10 Initiative: 3 ABILITY SCORE BULK: 3 MIND: 1 AGILITY: 3 MAGIC: 1 STATS HP: 17 Stress Cap: 7 Dodge: 13 A-Def: 10 Speed: 6 Mana: 3 BASE FEATURES Twin Blades Flush Them Out Ranged Spell Attack 3 CAST | Aetheric, Arcing, Indirect +2/+3/+4 vs A-Def [Range = Scope] | [2/3/4 Stress] On Hit: If the target ends their next turn adjacent to a piece of cover, they take [4/6/8 Astral]. Melee Weapon 5 FIGHT | Light Blade +2/+3/+4 vs Dodge [Reach 1] | [3/4/5 Physical] The Ranger can attack twice with this weapon. They can Shift 1 space before, between, or after each attack. EXTRA FEATURES Marksman Bow Ranged Weapon 3 VOLLEY | Main Bow: Arcing +1/+2/+3 vs Dodge [Range 10] | [6/8/10 Physical] Support Main Quick | Trap, Mana 1 On Miss: Target is MARKED. Snap Shot Bear Trap Skill Recharge 4+ When the ranger uses 4 RUSH or 4 HIDE, they can deal [2/3/4 Piercing Physical] to an enemy within Scope. This doesn’t break the HIDDEN. The Ranger deploys a bear trap in a free adjacent space. When activated, the triggering character must pass an AGI save or be IMMOBILIZED. A character IMMOBILIZED by this trap can attempt a BLK save as a Quick Action to remove it. The Ranger can only have 3 bear traps deployed at a time. 291 Explosive Shot Skill Mana 1 Hunter’s Mark Spell The Ranger can spend 1 mana to add [Blast 1] to their next Marksman Bow attack. 1/turn when the Ranger consumes a Mark and successfully hits their target, they can spend 1 mana to deal +1d6 bonus damage. Favored Foe Sure Foot Skill 3 SEARCH | Mana 2 The Ranger targets an enemy in the scene that is MARKED. 1/round they can reroll an attack roll against that target. This effect lasts until the Ranger uses this ability again. Homing Shot Trait The Ranger moves normally in Difficult Terrain. Skill The Ranger’s ranged weapon attacks against MARKED characters gain the Homing and Reliable 3/4/5 tags. The Ranger must consume the mark. 292 ROGUE Striker A sneaky striker that stays hidden before attacking vulnerable targets. Rogues are opportunists, taking advantage of any vulnerabilities in their enemies. They use their speed and cover to remain hidden until the right time to strike. Rogues have a versatile toolkit of conditions they can inflict on their foes, and deal increased damage when attacking enemies with conditions. They are primarily close-range attackers, so attacking them while they are moving between cover or pinning them down can leave them vulnerable. TIER 1 TIER 2 TIER 3 Size: 1/2 Save Armor: 0 Target: 10 Scope: 10 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 2 MAGIC: 0 STATS HP: 10 Stress Cap: 6 Dodge: 12 A-Def: 8 Speed: 6 Mana: 1 Size: 1/2 Save Armor: 0 Target: 12 Scope: 10 Initiative: 2 ABILITY SCORE BULK: 0 MIND: 1 AGILITY: 4 MAGIC: 0 STATS HP: 12 Stress Cap: 6 Dodge: 15 A-Def: 9 Speed: 6 Mana: 1 Size: 1/2 Save Armor: 0 Target: 14 Scope: 10 Initiative: 2 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 6 MAGIC: 0 STATS HP: 14 Stress Cap: 6 Dodge: 18 A-Def: 10 Speed: 6 Mana: 1 BASE FEATURES Shiv Flanking Trait The Rogue has +1 Accuracy on attacks when an ally is adjacent to the target. Shifty Skill Reaction (1/round) Trigger: The Rogue is hit or missed by an attack and isn’t IMMOBILIZED or SLOWED. Melee Weapon 5 FIGHT | Light Blade: Thrown 5 +1/+2/+3 & +1 Accuracy vs Dodge [Reach 1, Thrown 5] | [5/7/8 Physical] If the target has a condition, this weapon deals +3 damage and gains Piercing. The Rogue doesn’t need to pick up this weapon after throwing it before using it again. EXTRA FEATURES Support Effect: The Rogue can Shift 2 and 4 HIDE if they end this movement next to or in cover. Black Lotus Poison Stalker When the Rogue hits with a weapon attack, the target must pass a MND save or gain [1 Discord]. Until they clear their Discord, they can’t use the REROLL TABLE. Trait Rogues are HIDDEN when deployed. They can 4 HIDE as a Quick Action, and don’t lose HIDDEN while moving. They gain +1 Accuracy on attacks while HIDDEN. Light Recharge 5+ 293 Blinding Poison Support Light Recharge 5+ When the Rogue hits with a weapon attack, the target must pass a BLK save or be BLINDED. The target can repeat the save as a Quick Action to end this condition. Deadly Crit Assassin’s Crossbow 3 VOLLEY | Main Bow: Reliable 2/3/4 +1/+2/+3 & +1 Accuracy vs Dodge [Reach 1, Range 10] | [6/8/10 Physical] On Hit: The target is DAZED until the end of their next turn and MARKED. While DAZED by this attack, any allies that become adjacent to them also become MARKED. Trait Trap Master When the Rogue crits with an attack, they deal +1d6 bonus damage and treat the attack as if it were Piercing. Smoke Bomb Ranged Weapon Trait The Rogue does not trigger traps, and can automatically disarm them as a Quick Action. They can automatically unlock locks. Support Light Quick | Recharge 5+ The Rogue creates a [Blast 1] zone centered on itself. Characters fully inside the zone are considered INVISIBLE to characters fully outside it. The zone lasts until end of the Rogue’s next turn. 294 SNIPER Artillery A deadly foe that can kill from a great distance with pinpoint shots that pierce defenses. Snipers are dangerous sharpshooters, able to eliminate enemies with great precision from extreme distances. Snipers can take their time to line up a shot, delivering massive damage if not contested. Using cover might cause some of the Sniper’s worst effects to miss you, but unless you can out-range the Sniper, you’ll need to carefully move forward while dodging their attacks. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 10 Scope: 20 Initiative: 1 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 2 MAGIC: 0 STATS HP: 10 Stress Cap:5 Dodge: 10 A-Def: 8 Speed: 5 Mana: 3 Size: 1 Save Armor: 0 Target: 12 Scope: 20 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 1 AGILITY: 3 MAGIC: 1 STATS HP: 12 Stress Cap: 5 Dodge: 12 A-Def: 8 Speed: 5 Mana: 3 Size: 1 Save Armor: 0 Target: 14 Scope: 25 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 5 MAGIC: 1 STATS HP: 14 Stress Cap: 6 Dodge: 14 A-Def: 8 Speed: 5 Mana: 3 BASE FEATURES Sniper Shot Fade Cloak Support Light Quick | Mana 1 The Sniper becomes INVISIBLE until the start of its next turn. Fusion Rifle Ranged Weapon 3 VOLLEY | Heavy Magitech: Reliable 3/5/7 +2/+4/+6 vs Dodge [Range 25] | [3/5/7 Force] Instead of firing this weapon, the Sniper can begin Channeling, and can 6 Release during any phase. This weapon’s damage increases by +1 for every phase it was channeled, to a maximum of +5 damage during PHASE 6. The Sniper is IMMOBILIZED while channeling this attack. Skill Quick | Recharge 5+ The Sniper picks a target within Line of Sight. If they 6 Release and hit them with a Fusion Rifle attack during PHASE 6 RELEASE or later, the target automatically gains 1 Wound instead of the normal damage. This effect lasts until the Sniper makes a Fusion Rifle attack. Steady Shot Trait If the sniper hasn’t moved since the start of their last turn, they gain +1 Accuracy on their next ranged attack. EXTRA FEATURES Absolute Precision Skill When the Sniper scores a critical hit with the Fusion Rifle, the damage can’t be reduced in any way except for immunity. 295 Annihilation Launcher Ranged Weapon 3 VOLLEY | Heavy Magitech: Arcing, Reloading +2/+4/+6 vs Dodge [Range 25] | [5/7/9 Force] Line Core Skill Free Action | Mana 1 The Sniper’s Fusion Rifle gains Homing until they hit with it. Support Capacitor Core Support Light Main Recharge 5+ When the Sniper attacks with their Fusion Rifle, they can change the Range to a [Line 25] AOE. Scan Movement Seeker Shot If the Sniper loses concentration on their Fusion Rifle before firing, they can still fire it during PHASE 6 RELEASE, but it doesn’t gain the increased damage from Channeling. Skill Reaction (1/round) Trigger: An enemy within Scope ends a movement without benefiting from cover against the Sniper. Effect: The Sniper MARKS them, and can use Sniper Shot on them as part of this reaction if available. 296 SPECTER Controller Incorporeal beings that can phase through solid objects and drain energy from other creatures. Specters are ghostly controllers that can move through terrain. Fighting a Specter is a tiring exercise, as they can easily turn invisible or move across a map. Specters go wherever they want, staying close to enemies they think can’t hit them, or staying at range and hampering movement. Reduce their mana to stop their invisibility and reform ability, or hit them with damage that doesn’t care about invisibility. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 12 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 2 AGILITY: 1 MAGIC: 1 STATS HP: 10 Stress Cap: 8 Dodge: 8 A-Def: 10 Speed: 5 Mana: 4 Size: 1 Save Armor: 0 Target: 15 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 3 AGILITY: 2 MAGIC: 2 STATS HP: 10 Stress Cap: 9 Dodge: 10 A-Def: 11 Speed: 5 Mana: 4 Size: 1 Save Armor: 0 Target: 18 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 4 AGILITY: 3 MAGIC: 3 STATS HP: 12 Stress Cap: 10 Dodge: 12 A-Def: 12 Speed: 6 Mana: 4 BASE FEATURES Wither Ethereal Shift Spell Quick | Mana 1 The Specter becomes INVISIBLE until the start of its next turn. Frighten 3 VOLLEY | Main Artifact: Homing +2/+4/+6 vs Dodge [Range 5, Reach 3] | [3/4/5 Stress] On Hit: Target is WEAKENED until the end of their next turn. Skill 3 VOLLEY EXTRA FEATURES Chilling Phase One character in Scope must pass a MND save or take [3/4/5 Stress] and be unable to willingly move closer to the Specter until the end of their next turn. Incorporeal Ranged Weapon Skill When the specter moves through an enemy, they must pass a BLK save or be SLOWED until the end of their next turn. Each enemy can only be affected by this ability 1/turn. Trait Drain Life Force The Specter ignores ENGAGEMENT and doesn’t cause ENGAGEMENT. It can move through the spaces of other characters, objects, and terrain, but it can’t end its turn in these spaces. The Specter ignores difficult terrain and dangerous terrain. Trait Enemies that end their turn adjacent to the Specter take [3/5/7 Piercing Force], and the Specter regains that much HP. 297 Possess Skill Reform Skill 2 CHANNEL | Mana 2, Recharge 6+ 4 REPOSITION | Mana 1 6 Release: An enemy within the Specter’s Scope becomes possessed by the Specter. While possessing an enemy, the Specter is removed from play, doesn’t take turns, and cannot be targeted or affected by anything. However, the Specter takes any Stress the target takes, and any hits against the target’s A-Def hit the Specter instead. When the possessed enemy starts a turn, the Specter takes [1 Stress] and chooses one of the following: A) The enemy takes two actions this turn. The Specter chooses the 2nd action, which must be an action that can be used this Phase, and chooses any targets. B) The Specter controls their Standard Movement, used at the start of their turn. Possession lasts until the Specter ends it at the end of another character’s turn, or when the Specter takes a Wound or Overstress. The Specter then returns to play in a free space adjacent to the possessed target. The Specter is removed from play. At the start of the next round, they return to play in any free space in the scene. Stressful Environment Skill Reaction (1/round) Trigger: An enemy within Scope uses the REROLL TABLE. Effect: They take [2 Stress]. Wail Skill 3 VOLLEY | Mana 1 All enemies in a [Burst 2] area must make a MND save. Failure: They take [4/5/6 Stress] and are IMMOBILIZED until the end of their next turn. Success: They take [2/3/4 Stress]. 298 SPELLSHIELD Defender An anti-magic defender that can drain mana from its foes. Spellshields are specialized anti-spellcaster defenders. Their Arcanum Shield lets them split damage with nearby allies, while Mana Drain and their extra features disrupt the spellcasting abilities of their foes. Avoid using aetheric attacks against Spellshields, and keep your high-mana allies away from them. TIER 1 TIER 2 TIER 3 Size: 2 Save Armor: 1 Target: 10 Scope: 10 Initiative: 1 ABILITY SCORE BULK: 0 MIND: 0 AGILITY: 0 MAGIC: 2 STATS HP: 18 Stress Cap:10 Dodge: 7 A-Def: 12 Speed: 4 Mana: 5 Size: 2 Save Armor: 1 Target: 13 Scope: 12 Initiative: 1 ABILITY SCORE BULK: 1 MIND: 0 AGILITY: 0 MAGIC: 4 STATS HP: 21 Stress Cap:12 Dodge: 8 A-Def: 15 Speed: 4 Mana: 6 Size: 2 Save Armor: 2 Target: 16 Scope: 15 Initiative: 1 ABILITY SCORE BULK: 2 MIND: 1 AGILITY: 0 MAGIC: 5 STATS HP: 24 Stress Cap: 14 Dodge: 9 A-Def: 18 Speed: 4 Mana: 7 Spellward BASE FEATURES Arcanum Shield Support Spell 1 DEFEND | Mana 2 The Spellshield targets an ally within Scope. 1/round the Spellshield can trigger their Arcanum Shield reaction for that ally at any range. Only one ally can have a Spellward at a time. Heavy Reaction | Mana 1 Trigger: An ally within [Range 3] takes Physical, Astral, Lunar, or Force damage (after Armor and Resistance). EXTRA FEATURES Effect: The ally takes half of the damage, and the Spellshield takes the other half. Trait Magic Resistance The Spellshield has Resistance to all damage and Stress from spells. Mana Drain Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+3/+4 vs A-Def [Range = Scope] | [1/2/3 Stress] On Hit: Target must pass a MGK save or lose mana equal to half their mana maximum. The Spellshield regains mana equal to the amount lost. Aethercaster Ranged Weapon 3 VOLLEY | Heavy Bow: Homing +1/+2/+3 vs Dodge [Range 15] | [1 Force] This weapon deals bonus damage equal to the mana the target currently has. Break Spell Skill Reaction Trigger: An enemy within Scope takes a 2 CHANNEL action. Effect: The Spellshield can make a weapon or spell attack against them. 299 Improved Mana Drain Trait The Spellshield can exceed its maximum mana with the mana gained from Mana Drain. Pain Prod Melee Weapon 5 FIGHT | Main Club +2/+4/+6 vs Dodge [Reach 1] | [2/3/4 Astral] On Hit: Target has +2 Difficulty on Concentration saves triggered by this attack. Reflect Spell Reaction (1/round) | Mana 1 Trigger: The Spellshield or an ally within [Range 3 is missed by a spell attack. Effect: The Spellshield reflects the spell back at the caster, auto-hitting them with it. Silence Spell 2 CHANNEL 6 Release: One enemy within Scope takes [3/4/5 Stress] and is SILENCED until cleared. 300 SUMMONER Artillery Summoners conjure allies to assist them in battle, overwhelming their foes with numbers if allowed to spiral out of control. Summoners are expert conjurers, able to summon a variety of creatures under their command. Demonologists, necromancers, and beastmasters are all summoners that specialize in one type of summon, called conscripts. Summoners stay in the back and place their conscripts in front of them, whittling down enemies. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 11 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -2 MIND: 2 AGILITY: 0 MAGIC: 2 STATS HP: 8 Stress Cap: 8 Dodge: 10 A-Def: 12 Speed: 5 Mana: 3 Size: 1 Save Armor: 0 Target: 13 Scope: 18 Initiative: 2 ABILITY SCORE BULK: -2 MIND: 3 AGILITY: 0 MAGIC: 4 STATS HP: 10 Stress Cap: 8 Dodge: 10 A-Def: 15 Speed: 5 Mana: 5 Size: 1 Save Armor: 0 Target: 15 Scope: 20 Initiative: 2 ABILITY SCORE BULK: -2 MIND: 4 AGILITY: 0 MAGIC: 6 STATS HP: 12 Stress Cap: 8 Dodge: 10 A-Def: 18 Speed: 5 Mana: 7 and are DISARMED until the end of their next turn. BASE FEATURES Conjure Conscript Spell 3 CAST | Mana 1, Summon Focus Fire (Tags: Summon, Size ½, HP 5/8/10, Dodge/A-Def 10) As a Quick Action, the Summoner spends 1 mana and can summon a Conscript in a free space within Scope. The Summoner can have up to 6 Conscripts at a time. During the Summoner’s turn, conscripts make a ranged weapon attack against the closest enemy within [Range 8], attacking with a [+1/+2/+3] bonus and dealing [3/4/5 Piercing Physical] on a hit. All conscripts are defeated when their Summoner is defeated. When the Summoner MARKS an enemy, their conscripts will attack that target instead of the nearest one, if possible. Drag Down Spell 2 CHANNEL | Arcing 6 Release: The Summoner creates a [Blast 1] area in Scope. Enemies in the area choose one of the following: A) They take [2/3/4 Stress] and are VULNERABLE until the end of their next turn. B) They take [6/8/10 Force] Seize Command Trait Spell 3 CAST The Summoner targets an enemy Summon within Scope. The creator of that Summon must pass a MGK save or the Summoner gains command of it. Its allegiance is switched, treating its former allies as enemies and its former enemies as allies. These effects last until the end of the Summoner’s next turn. The original summoner can’t resummon the summon while commanded by the Summoner. 301 EXTRA FEATURES Mana Tap Bodyguard Trait Conscripts can INTERPOSE 1/round each, and they don’t need Focus to do so. Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+3/+4 vs A-Def [Range = Scope] | [2/3/4 Stress] On Hit: The Summoner regains 2 Mana. Dual Summon Trait The Summoner can summon two Conscripts with Conjure Conscript, but they only have 1 HP. Improved Summons Trait When the Summoner creates a conscript, they can choose one of the following improvements for it: Rupture Spell 2 CHANNEL 6 Release: All of the Summoner’s summons create a [Burst 1] area. All enemies in one of these zones must make an AGI save. Failure: [4/6/8 Lunar] + [3/4/5 Discord] per area they are in. Success: [2/3/4 Lunar] + [1/2/3 Discord] per area they are in. Reliable. Conscript gains Reliable 1/2/3 on its attacks. Transposition Explosive. When defeated, conscript explodes in a [Burst 1] area, dealing [3/4/5 Force] to characters in the area. The Summoner can teleport all conscripts of their choice within Scope up to 4 spaces. Spell 4 REPOSITION | Mana 1 Melee. Conscript auto-hits adjacent enemies. Armored. Conscript has 3 Armor. 302 SWARM Controller This controller is made of countless smaller parts, forming a deadly swarm. Swarms are controllers that force enemies to reposition away from their dangerous forms. Each Swarm is surrounded by their Swarm Body, which can cause negative effects for enemies caught inside. They can also summon drone units at a long distance, which pushes enemies to reposition. Swarms are vulnerable to damage from AOEs, and once BLOODIED their area of control shrinks. TIER 1 TIER 2 TIER 3 Size: 2 Save Armor: 2 Target: 11 Scope: 12 Initiative: 4 ABILITY SCORE BULK: 2 MIND: -2 AGILITY: 2 MAGIC: 0 STATS HP: 14 Stress Cap: 5 Dodge: 8 A-Def: 6 Speed: 4 Mana: 3 Size: 2 Save Armor: 2 Target: 14 Scope: 12 Initiative: 4 ABILITY SCORE BULK: 3 MIND: -2 AGILITY: 3 MAGIC: 1 STATS HP: 16 Stress Cap: 6 Dodge: 10 A-Def: 7 Speed: 4 Mana: 3 Size: 2 Save Armor: 2 Target: 17 Scope: 12 Initiative: 4 ABILITY SCORE BULK: 4 MIND: -2 AGILITY: 4 MAGIC: 2 STATS HP: 18 Stress Cap: 7 Dodge: 12 A-Def: 8 Speed: 4 Mana: 4 BASE FEATURES Swarm Body Trait Support Drones (Tags: Summon, Size 1/2, 1 HP, 10 Dodge/A-Def) The Swarm summons a drone within Scope, which emits a [Burst 1] zone. Enemies are DAZED while partly within the zone. The Swarm can have an unlimited number of drones summoned at a time. The Swarm is surrounded by a [Burst 2] zone. Allies partly within the zone gain Soft Cover. Enemies that start their turn in the zone or enter it for the first time during their turn take [2/3/4 Stress]. While the Swarm is BLOODIED, their size is reduced to 1 (unless it was already smaller) and the zone becomes [Burst 1]. The zone is suppressed while they are STUNNED. Surging Host Swarm Form Heavy 3 VOLLEY | Mana 1, Summon Melee Weapon 5 FIGHT | Main Club +2/+4/+6 vs Dodge [Reach 1, Close Blast 1] | [4/5/6 Physical] On Hit: Target is MARKED. Trait The Swarm is VULNERABLE to damage from AOEs and is immune to the GRAPPLED condition, but it can still GRAPPLE other characters. 303 EXTRA FEATURES Infestation Choking Swarm Skill 5 FIGHT | Mana 1, Recharge 5+ The Swarm chooses DISARMED or SILENCED. All enemies in the Swarm’s Swarm Body zone must pass a BLK save or gain that condition until the end of their next turn. Clutching Swarm Skill 5 GRAPPLE The Swarm can make a 5 GRAPPLE attack against a character within its Swarm Body zone. On a hit, they are SLID to any free space adjacent to the Swarm. Alternatively, one of the Swarm’s drones can make a normal 5 GRAPPLE attack. 3 VOLLEY | Light Club: Homing +2/+4/+6 vs Dodge [Range 12] | [2/3/4 Stress] On Hit: The target becomes Infested. Whenever they make an attack, they gain [1/2/3 Discord]. This effect can stack, increasing the Discord by +1. An Infested character can remove this effect by succeeding on a BLK save as a Quick Action, or by taking the 1 RECOVER action. Obscuring Swarm Trait As a Quick Action, the Swarm can move one of their drones up to 2 spaces. Trait Allies fully within the Swarm’s Swarm Body zone can 4 HIDE as a Quick Action. Enemies are BLINDED while within the zone. Shredding Swarm Crawling Swarm Ranged Weapon Trait When an enemy starts their turn in the Swarm’s Swarm Body zone, they take [1/2/3 Physical] and must pass a BLK save or be SUNDERED until the end of their next turn. 304 TITAN Controller Slow, lumbering, unstoppable units that are devastating at close range. Titans are massive, frightening units. They move slowly towards enemies, delivering a devastating attack with their giga hammer when close enough. Their features are geared towards keeping enemies close, and punishing them for being close. Stay far away from the Titan, and defeat it before it can close the distance. TIER 1 TIER 2 TIER 3 Size: 3 Save Armor: 3 Target: 11 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 4 MIND: 0 AGILITY: -2 MAGIC: 0 STATS HP: 12 Stress Cap: 6 Dodge: 6 A-Def: 6 Speed: 3 Mana: 3 Size: 3 Save Armor: 3 Target: 13 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 6 MIND: 1 AGILITY: -2 MAGIC: 0 STATS HP: 16 Stress Cap: 6 Dodge: 8 A-Def: 8 Speed: 3 Mana: 3 Size: 3 Save Armor: 3 Target: 15 Scope: 5 Initiative: 7 ABILITY SCORE BULK: 6 MIND: 2 AGILITY: -1 MAGIC: 1 STATS HP: 20 Stress Cap: 6 Dodge: 10 A-Def: 10 Speed: 4 Mana: 4 Unstoppable BASE FEATURES Support Armor Plating Heavy The Titan has Resistance to all damage and Stress from attacks and abilities that originate within [Range 3] of it. Full Attacker Trait The Titan can 7 FULL ATTACK. Giga Hammer 7 FULL ATTACK | Heavy Club: Slow +1/+2/+3 & +1 Difficulty vs Dodge [Reach 2] | [10/14/16 Physical] EXTRA FEATURES Trait Trait Enemies that start their turn adjacent to the Titan take [3/4/5 Physical], or twice as much damage if the enemy is BREAKING. Gravity Pull On Hit: The target must succeed on a BLK save or be STUNNED until the end of their next turn. Heavy The Titan automatically destroys any objects, terrain, or summons smaller than it that it walks over, excluding combat scene objectives. It ignores Difficult Terrain. If it ends its turn sharing spaces with other characters, they are Pushed outside its spaces. Danger Zone Melee Weapon Trait Spell QUICK | Mana 1 All enemies within a [Burst 3] area of the Titan must succeed on a BLK save or be Pulled to the closest empty space adjacent to it. The Titan is immune to forced movement from smaller characters. 305 Intimidation Skill Ram Skill 3 SKIRMISH 2 CHANNEL | Recharge 5+ A character within the Titan’s Scope must make a MND save. Failure: [2/3/4 Stress] and SLOWED until the end of their next turn. Success: [1/2/3 Stress]. 2 CHANNEL: The Titan can’t willingly move while Channeling. Marked for Destruction Trait Enemies that start their turn adjacent to the Titan are MARKED. Pain Conversion 6 Release: The Titan moves up to twice its Speed in a straight line, ignoring Reactions and ENGAGEMENT. Characters it enters the space of during this movement are Pushed outside of its space and must make an AGI save. Failure: [4/6/8 Physical] and knocked PRONE. Success: [2/3/4 Stress]. Skill Reaction Trigger: The Titan takes damage or Stress. Effect: The Titan gains +1 Accuracy on their next Giga Hammer attack. This effect stacks until the Titan makes a Giga Hammer attack. 306 VULTURE Controller A flying menace that nimbly avoids attacks while dragging victims around. Vultures are aerial harassment units. They can move fast and easily avoid attacks with their Barrel Roll reaction. They specialize in moving their foes out of position, putting them into dangerous situations. Attacking a Vulture multiple times can wear it down, and its A-Def is much lower than its Dodge. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 11 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 0 AGILITY: 4 MAGIC: 0 STATS HP: 8 Stress Cap: 6 Dodge: 12 A-Def: 8 Speed: 7 Mana: 2 Size: 1 Save Armor: 0 Target: 14 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 1 AGILITY: 5 MAGIC: 1 STATS HP: 8 Stress Cap: 6 Dodge: 15 A-Def: 10 Speed: 7 Mana: 2 Size: 1 Save Armor: 0 Target: 17 Scope: 10 Initiative: 3 ABILITY SCORE BULK: -2 MIND: 2 AGILITY: 6 MAGIC: 2 STATS HP: 10 Stress Cap: 6 Dodge: 18 A-Def: 12 Speed: 8 Mana: 3 BASE FEATURES Skyhook Barrell Roll Skill Reaction (1/round) | Recharge 5+ Trigger: The Vulture is hit with an attack. Effect: The attack misses and the Vulture can fly up to 3 spaces. Flier Trait The Vulture can fly. Dive Bomb Ranged Weapon 3 VOLLEY | Main Longarm: Pull 2 +2/+4/+6 vs Dodge [Range 5, Reach 3] | [5/7/9 Physical] EXTRA FEATURES Evasive Maneuvers Trait Reaction attacks against the Vulture automatically miss unless the attacker spends +1 Focus, which lets them reaction attack as normal. Skill 4 REPOSITION | Recharge 5+ The Vulture can fly up to twice its speed in a straight line, moving through the spaces of enemies. Once during this movement, one enemy it moves through must make an AGI save. Failure: [4/6/8 Physical] and they are SUNDERED until the end of their next turn and knocked PRONE. Success: [2/3/4 Physical]. Heavenly Chains Spell 3 VOLLEY | Summon, Mana 1 (Tags: Summon, Size ½, HP=5, DODGE/ADEF=10) The Vulture summons a pillar of chains in a free space within scope. Any enemy that starts their turn adjacent to the pillar must pass a BLK save or be IMMOBILIZED and WEAKENED. These conditions last as long as a character is adjacent to the pillar. 307 Lost Fog Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope, Blast 1] | [4/5/6 Lunar] Support Main Quick | Summon, Mana 1 The Blast area of this attack becomes a lingering zone. Characters fully within the zone are BLINDED while inside, and Line of Sight can’t be drawn through the zone. The zone lasts until the Vulture uses this spell again, or is defeated. Lure Skitter Bomb Skill 2 CHANNEL 6 Release: One character in Scope takes [2/3/4 Stress], is SILENCED until the end of their next turn, immediately moves their speed straight toward the Vulture, and must make a MND save. Failure: The target is also DAZED until cleared. While DAZED, all of the target’s movement during their turn must be directly toward the Vulture, and they must move at least 1 space during their turn. This ability can’t be used while the Vulture is STUNNED or SILENCED, and all existing effects end if it is. (Size ½, 3 HP, 10 Dodge/A-Def, 3 Speed) The Vulture creates this Summon within Scope. The summon can willingly be detonated as a Free Action, creating a [Burst 1] area. It can’t detonate on the same turn it is created. All characters in the area must make an AGI save. Failure: [8/10/12 Force]. Success: Half damage. Vacuum Generator Support Main 3 VOLLEY | Recharge 5+ The Vulture creates a Line 10 area. All characters in the area must make a BLK save, starting with the characters furthest down the line. Failure: [4/6/8 Force] and Pushed to the furthest free space in the line. Success: [2/3/4 Force] and Push 1]. 308 WARMAGE Artillery A spellcaster designed for explosive combat. Their powerful channeled abilities can destroy groups. Warmages are AOE spellcasters, raining fire and destruction from afar. Their channel abilities can quickly destroy groups of enemies, and their Battlemage trait allows them to spend mana and retain focus. They have little defense against physical attacks, so try to close the distance quickly and spread out. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 12 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 1 AGILITY: 0 MAGIC: 2 STATS HP: 10 Stress Cap:10 Dodge: 8 A-Def: 12 Speed: 4 Mana: 6 Size: 1 Save Armor: 0 Target: 14 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 2 AGILITY: 0 MAGIC: 4 STATS HP: 10 Stress Cap:11 Dodge: 8 A-Def: 14 Speed: 4 Mana: 7 Size: 1 Save Armor: 0 Target: 16 Scope: 15 Initiative: 2 ABILITY SCORE BULK: -1 MIND: 3 AGILITY: 1 MAGIC: 5 STATS HP: 12 Stress Cap: 12 Dodge: 10 A-Def: 17 Speed: 4 Mana: 8 BASE FEATURES Power Word KILL Battlemage Trait 1/turn the Warmage can spend 1 mana to reroll a Concentration save. Explosion Spell 2 CHANNEL | Mana 1, Recharge 6+ 6 Release: One character in Scope makes a BLK save. Fail: They gain 1 Wound. Success: They take [4/5/6 Stress]. Ranged Spell Attack 3 CAST | Arcing +2/+4/+6 vs A-Def [Range = Scope, Blast 1] | [4/6/8 Force] EXTRA FEATURES Chain Death Spell 2 CHANNEL | Mana 1 Flamestrike Spell 2 CHANNEL | Arcing, Mana 1 6 Release: Create a [Blast 2] area within Scope. Characters in the area are automatically hit by a spell attack, taking [5/7/9 Astral] + [2/3/4 Discord]. 6 Release: Choose up to 3 different characters within Scope, and designate them as target 1, target 2, and target 3. Draw a straight line from target 1 to target 2, and from target 2 to target 3. These characters, and any targets within one of these lines, must make a MGK save. Failure: [6/7/8 Lunar] and targets are WEAKENED until they regain any HP. Success: Half damage and WEAKENED until the end of their next turn. 309 Cone of Cold Spell Mirror Self Spell 2 CHANNEL Quick | Summon, Mana 2 6 Release: Create a [Close Blast 3] area. All characters in the area take [8/10/12 Lunar] and must succeed on a BLK save or be IMMOBILIZED until the end of their next turn. While IMMOBILIZED by this ability, targets are VULNERALBE to Physical damage. (Tags: Summon, Size = Warmage’s Size, HP=5, Dodge/A-Def=10) Quick: The Warmage creates an illusory copy of themselves as a Summon within Scope. Whenever the Warmage uses a spell or ability, they can use the summon’s position instead of their own for determining Range and scope. Spell Escape Wave of Death Mana 1 As their standard movement, the Warmage can teleport up to 6 spaces. Mind Fog Ranged Spell Attack 3 CAST | Aetheric, Indirect +2/+4/+6 & +1 Accuracy vs A-Def [Range = Scope] | [2/3/4 Stress] Spell 2 CHANNEL | Mana 1 6 Release: All enemies within a [Burst 2] area must make a MGK save. Failure: [10/15/20 Lunar] and target is unable to regain HP until the end of their next turn. Success: [5/8/10 Lunar]. On Hit: The target is DAZED and treats the Warmage as INVISIBLE until the DAZED condition is cleared. 310 UNIVERSAL NPC FEATURES Flight The unit can Fly. Universal features can be applied to any NPC unit. Amorphous Trait The unit ignores difficult terrain. They can move through spaces smaller than themselves without squeezing, and can move through the spaces of other characters and end their turn in the spaces of other characters. Armor Trait Support Light Armor Full Attacker Trait The unit can 7 FULL ATTACK. Trait Guardian The unit's allies gain the benefits of cover as if the unit were a piece of hard cover. Heavy Blast Ranged Weapon 3 VOLLEY | Heavy Any: Arcing, Reloading +1/+2/+3 vs Dodge [Range 8, Blast 2] | [5/7/9 Damage] The unit gains +1 Armor. Trait Immunity Backup Melee Melee Weapon The unit gains immunity to a damage type, Stress, or Discord. 5 FIGHT | Light Any +2/+4/+6 vs Dodge [Reach 1] | [4/5/6 Damage] Incorporeal Trait Darkvision The unit ignores Low Visibility penalties. Trait Deadly Attacks The unit gains Reliable 3/4/5 on weapon attacks. Double Crossbow The unit ignores ENGAGEMENT and doesn’t cause ENGAGEMENT. It can move through the spaces of other characters, objects, and terrain, but it can’t end its turn in these spaces. The unit ignores difficult terrain and dangerous terrain. Juggernaut Ranged Weapon 3 VOLLEY | Main Bow +1/+2/+3 vs Dodge [Range 8, Reach 3] | [4 Physical] Trait The unit is immune to the DAZED and SLOWED conditions. Long Weapon Can make two attacks at a time, or 3 attacks at T3. Enhanced Trait Melee Weapon 5 FIGHT | Main Any: Reliable 2/3/4 +1/+2/+3 vs Dodge [Range 10] | [5/6/7 Damage] Trait The unit gains +1 Accuracy on all checks and saves with a specific stat (BLK, AGI, etc.). 311 Mana Hunter Trait When the unit scores a critical hit with a weapon or spell attack, the target loses 1 mana. Resistance The unit has resistance to a damage type, Stress, or Discord. Seeker Blast Opportune Weapon Melee Weapon 5 FIGHT | Main Any +1/+2/+3 & +2 Accuracy vs Dodge [Reach 2] | [4 Damage] This weapon deals double damage to PRONE, IMMOBILIZED, STUNNED, or SUNDERED targets. Phalanx Ranged Spell Attack 3 CAST | Aetheric, Homing +1/+2/+3 vs A-Def [Range = Scope, Blast 1] | [4/5/6 Damage] Tough Trait The unit gains +5 HP. Trait The unit has +1 Accuracy on all attacks, checks, and saves when adjacent to an ally. Recurring Trait Trait Trample Trait When the unit moves, they can move through the space of characters their size or smaller. Characters they move through this the way take [3/4/5 damage] 1/turn. When this NPC is defeated, they retreat or escape to fight another day. Regenerator Trait The unit regains 1/2/3 HP at the start of each of their turns, as long as they have at least 1 HP. 312 TEMPLATES Sturdy Templates are thematic features that can be applied to an NPC. An NPC can have multiple templates, although some templates specify that they can’t be combined with others. Templates might provide base features and extra features. An NPC with a template gets the listed base features, and adds the extra features to the pool of features they can choose from. The Elite gains +1 Wound and Overstress cap. Elite Traits ELITE MINION BASE FEATURES Trait The Elite takes 2 turns each round. To determine when their 2nd turn occurs, take their initiative and add 5 to it. If this brings them over 8, roll over the remainder starting at 1. So with an initiative of 5, the Elite would take turns during PHASE 2 and PHASE 5 (5+5=10, rollover to 2). Trait The Elite gains +1 Accuracy on all checks and saves for an ability (BULK, AGILITY, MIND, or MAGIC). Trait The Minion can’t take the Veteran, Elite, or Solo templates. One Hit BASE FEATURES Enhanced Minions are cannon fodder, meant to be weak individually, but threatening in a group. Incompatible Elites are units meant to take on small groups at once. They are able to act multiple times in a combat. Elite Actions Trait The Elite can select an additional Extra Feature. MECHANICAL TEMPLATES Mechanical templates affect encounter balance. This includes the Minion, Veteran, Elite, and Solo templates. Trait Trait The Minion has 1 HP and 1 Stress Cap, and can’t have more than 1 HP and Stress Cap. When they take any damage or Stress not caused by themselves, they are defeated. A Minion that succeeds on a save takes no damage from the effect, even if it would normally deal damage or Stress on a successful save. Minion Traits Trait Minions can’t have more than 1 Wound or Overstress. The Minion extra features are added to this unit’s list of available extra features. EXTRA FEATURES Incompatible The Elite can’t take the Minion or Solo template. Trait Fanatical Trait When an adjacent ally would take damage or Stress, the minion can take the damage for them as a REACTION. The minion can’t use this ability if they are STUNNED or IMMOBILIZED. 313 SOLO Tough Trait Solos are fearsome opponents, meant to take on large groups of enemies at once. They have unique and dangerous features that can drastically alter their playstyle. The Solo has +5 HP. BASE FEATURES The Solo can select up to three Solo Extra Features, and up to two other Extra Features. Solo Actions Solo Traits Trait The Solo takes 2 turns each round. To determine when their 2nd turn occurs, take their initiative and add 5 to it. If this brings them over 8, roll over the remainder starting at 1. So with an initiative of 5, the Solo would take turns during PHASE 2 and PHASE 5 (5+5=10, rollover to 2). EXTRA FEATURES Armory Trait The Solo can use an unlockable piece of PC equipment or technique. Dangerous Endurance Trait Trait Trait The Solo can use the REROLL TABLE. The Solo clears one condition and repairs one destroyed piece of equipment or technique at the start of each of their turns. Deadly Trait The Solo deals +1d6 damage on critical hits. Hardened Trait The Solo gains +3 Wound and Overstress cap. Incompatible Trait The Solo can’t take the Minion or Elite templates. Reflexes Expert Caster The Solo is immune to the SILENCED condition, and deals +2 Stress with weapons and spells that deal Stress. Expert Fighter Trait The Solo can OPPORTUNITY ATTACK an unlimited number of times each round. Trait Trait The Solo is immune to the DISARMED condition, and deals +2 damage with weapons and skills that deal damage. Fanatical Allies Trait When the Solo would take damage or Stress from an enemy, an adjacent ally that isn’t STUNNED or IMMOBILIZED can take the damage instead as a Reaction. 314 Focused Trait The Solo can’t lose Concentration on 2 CHANNEL effects. They take 2 Stress whenever they would lose Concentration. Full Attacker Trait The Solo can 7 FULL ATTACK. Invulnerability Spell 1 DEFEND | Recharge 6+ The Solo gains immunity to all damage (not Stress). Whenever it would take damage, it loses 1 mana, and it can’t regain mana while this effect is active. This effect ends when the solo has 0 mana or when they stop it as a free action. Masterwork Melee Weapon Melee Weapon 5 FIGHT | Main Any: Reliable 6/8/10 +2/+3/+4 & +1 Accuracy vs Dodge [Reach 2] | [6/8/10 Force] This weapon deals bonus damage equal to the highest die roll of any accuracy die. Masterwork Ranged Weapon Ranged Weapon 3 VOLLEY | Main Any: Reliable 4/6/8 +2/+4/+6 & +1 Accuracy vs Dodge [Range 20] | [4/6/8 Force] This weapon deals bonus damage equal to the highest die roll of any accuracy die. Meteor Swarm Spell 2 CHANNEL | Arcing, Recharge 5+ Keen Eye Trait The Solo can 3 SEARCH as a Quick Action. Last Stand Trait When the Solo takes their last Wound or Overstress, they are not defeated. Instead, they will become defeated at the end of their next turn. Nothing can prevent them from being defeated at that time. Masterwork Armor Support Main Armor The Solo has +4 Armor and can exceed the normal armor cap. Whenever they are hit by an attack or effect that would deal damage, they reduce their Armor by -1, to a minimum of 0 (after reducing damage by Armor). At the start of each round, they regain all lost Armor. 2 CHANNEL: The Solo creates 4 [Blast 2] zones within Scope, which can’t overlap. The zones last while Channeling. 6 Release: All characters within the zones must make an AGI save. Failure: [14/17/20 Astral]. Success: [7/9/10 Astral]. A character only takes this damage 1/turn. Second Wind Skill Free Action | Limited 1 As a free action, the Solo regains all HP, clears all Stress and conditions, and regains all mana. Seize Initiative Trait The Solo’s initiative becomes 1 and 6. Unfazed Trait The Solo is immune to the DAZED, STUNNED, and WEAKENED conditions. 315 VETERAN Fortified Armor Veterans are experienced units. They are harder to defeat, and have a wide array of unique features. BASE FEATURES Enhanced Trait Trait The Veteran gains +1 Wound and Overstress cap. Veteran Traits Trait The Veteran gains 1 Veteran Extra Feature per tier. Trait The Veteran can 3 SEARCH as a Quick Action. Last Stand Trait When the Veteran takes their last Wound or Overstress, they are not defeated. Instead, they will become defeated at the end of their next turn. Nothing can prevent them from being defeated at that time. Second Wind Skill Free Action | Limited 1 Trait The Veteran deals +2 Stress with weapons and spells that deal Stress. Dangerous The Veteran’s Armor increases by +2. They take -1 damage from Discord. As a free action, the Veteran regains all HP, clears all Stress and conditions, and regains all mana. EXTRA FEATURES Caster Heavy Armor Keen Eye The Veteran gains +1 Accuracy on all checks and saves for an ability (BULK, AGILITY, MIND, or MAGIC). Sturdy Support Fast Initiative Trait The Veteran’s initiative becomes 1. Trait The Veteran can use the REROLL TABLE. Deadly Trait The Veteran deals +1d6 damage on critical hits. Fighter Trait The Veteran deals +2 damage with weapons and skills that deal damage. Full Attacker Trait The Veteran can 7 FULL ATTACK. 316 THEMATIC TEMPLATES Constrict Thematic templates give NPCs additional versatility, without directly impacting encounter balance. BEAST Skill As a Quick Action, the Beast deals [3/4/5 Piercing Physical] to a character it has GRAPPLED. Echolocation Beasts represent natural fauna, like bears and griffons. Beasts have a wide array of features they can choose from, making them unpredictable if you’re not familiar with them. Trait The Beast is immune to the BLINDED condition. Trait Fly BASE FEATURES The Beast can Fly. Bestial Nature Trait The Beast has +1 Difficulty on MND checks and saves, and takes +1 Stress whenever it takes Stress from another character. Beast Traits Trait The Beast’s extra features are added to this unit’s list of available extra features, and it can select an additional Beast extra feature. EXTRA FEATURES Acid Spit Ranged Weapon 3 VOLLEY | Main Club +1/+3/+5 vs Dodge [Range 8] | [2/3/4 Discord] Trait While moving, the Beast ignores ENGAGEMENT and doesn’t provoke Reaction attacks. Charge Attack Spell 3 SKIRMISH | Mana 2, Recharge 6+ A character within Scope must make a MGK save. Failure: They are SLOWED. At the start of their next turn if they are still SLOWED, they are also IMMOBILIZED. At the start of their next turn after that, if they are either SLOWED or IMMOBILIZED, they also become STUNNED. All of these conditions are cleared at the end of that turn. Success: They take [1/2/3 Stress]. Predator’s Claws Melee Weapon 5 FIGHT or Quick | Light Club: Stress 1 (Self) +2/+4/+6 vs Dodge [Reach 1] | [6/8/10 Physical] On Hit: The target is SUNDERED until cleared. Burrow Petrify The Beast can attack with this weapon as a Quick Action, but it can only attack with it 1/turn. Scent Trait If the Beast moves at least 3 spaces in a straight line during their turn before making a melee attack, the attack deals +1d6 bonus damage Trait The Beast can 3 SEARCH as a Quick Action. Slam Melee Weapon 5 FIGHT | Heavy Club +1/+3/+5 & +1 Difficulty vs Dodge [Reach 1] | [6/8/10 Physical] On Hit: The target must pass a BLK save or fall PRONE. 317 EXTRA FEATURES Spikes Support Characters that start their turn GRAPPLED with the Beast take [2 Piercing Physical]. Sting Spell Banish Light Melee Weapon 5 FIGHT | Main Longarm +2/+4/+6 vs Dodge [Reach 2] | [2/3/4 Discord + 1 Stress] On Hit: Until the target clears all their Discord, whenever they fail the MGK check to clear Discord, they take [2 Stress]. 2 CHANNEL | Mana 1, Recharge 5+ 6 Release: One enemy within Scope must make a MGK save. Failure: Until they end of their next turn, they are unaffected by and cannot affect other characters, including damage, Stress, engagement, obstructions, etc. Existing elements like traps and summons are unaffected. Success: They are SLOWED and WEAKENED until the end of their next turn. Celestial Nature Swim Trait The Beast moves normally in liquid-based Difficult Terrain, and has an Aquatic Adaptation. Web Support Main Quick | Recharge 5+ One character within [Range 5] must pass an AGI save or be IMMOBILIZED. The target can attempt a BLK save as a Quick Action to clear this condition. Trait The Celestial has Resistance to Astral damage. Divine Light Ranged Spell Attack 3 CAST | Arcing +1/+2/+3 vs Dodge [Range = Scope, Blast 1] | [4/6/8 Astral] Divine Shield Quick | Mana 1 One character within Scope and Line of Sight gains 5 temp HP. Flight CELESTIAL Spell Trait The Celestial can fly. Celestials are angelic or divine creatures. They are associated with the element of light and healing effects. Healing Aura BASE FEATURES Allies that start their turn within [Range 5] of the Celestial regain 2 HP. Celestial Traits Trait The Celestial’s extra features are added to this unit’s list of available extra features. Unblemished Skill Trait The Celestial is immune to Discord. 318 CONSTRUCT Poison Breath 5 BRAWL | Recharge 5+ Constructs are artificial creatures like robots and homunculi. Mana provides their power source, and without it they enter a power-saving mode. BASE FEATURES Artificial Trait Trait Trait The Construct’s extra features are added to this unit’s list of available extra features. EXTRA FEATURES Absorb Energy Reinforced Plating Support The Construct gains +1 Armor. While the Construct has 0 mana, it is permanently SLOWED and has +1 Difficulty on attacks, checks, and saves. Construct Traits The Construct creates a [Close Blast 2] area. All enemies in the area must make a BLK save. Failure: [3/4/5 Discord] and the target is DAZED until cleared. Success: [1/2/3 Discord]. Light The Construct is immune to the DAZED condition. Magic Dependent Skill Scanners Support Light The Construct can 3 SEARCH as a Quick Action, and ignores the INVISIBLE status. Shielded Support Main The Construct provides cover for its allies as if it were a piece of Hard Cover. Trait The Construct is Immune to Astral damage. When the Construct would take Astral damage, it regains that much damage as HP. Any excess healing becomes temp HP. Integrated Weapons Trait One of the Construct’s weapons becomes Integrated. Magic Resistance Trait The Construct has Resistance to all damage and Stress from spells. 319 Frenzy DEMON Trait The Demon gains +1 Accuracy on attack rolls while BLOODIED. Demons are creatures of chaos. Their unpredictability is their greatest asset. Improved Chaos Trait BASE FEATURES Trait Chaotic Resistance Each Demon is Resistant to Physical, Astral, Lunar, or Force, randomly decided. Demon Traits Trait The Demon’s extra features are added to this unit’s list of available extra features. EXTRA FEATURES The Demon gains two resistances from their Chaotic Resistance trait. Painful Aura The Demon has a [Burst 2] aura. Enemies that start their turn in this aura take [2/3/4 Damage] of the same type that the Demon is Resistant to from their Chaotic Resistance trait. Spikes Blood Hunt Trait The Demon gains +1 Accuracy on attack rolls against BLOODIED targets Death Burst Trait Support Light Characters that start their turn GRAPPLED with the Demon take [2 Piercing Physical]. Trait When the Demon is defeated, they explode in a [Burst 1] area. All characters in the area take [3/4/5 Damage] of the same type that the Demon is Resistant to from their Chaotic Resistance trait. Fear Aura Trait The Demon has a [Burst 2] aura. Enemies that start their turn in this aura take [2 Stress] and must pass a MND save or be DAZED until the end of their next turn. Flaming Whip Melee Weapon 5 FIGHT | Heavy Longarm: Pull 2 +1/+3/+5 & +1 Accuracy vs Dodge [Reach 3] | [5/6/7 Astral] 320 Contract DEVIL Main Devils use the power of rules, order, and contracts to gain power, manipulating the law to their benefit. Devils prefer to play in a game rigged to their benefit. BASE FEATURES Fiendish Resistance Trait Enemies within the Devil’s Scope must use the following options in place of the standard REROLL TABLE options. This has no effect on non-standard reroll table options. • • • The Devil has Resistance to Astral or Lunar damage. Devil Traits Trait The Devil’s extra features are added to the unit’s list of available extra features. Take 1d6 Stress. Become MARKED and SUNDERED. You can’t use this option if you are both MARKED and SUNDERED. If you are adjacent to an enemy or within one of their weapon’s Reach, they can choose to a) OPPORTUNITY ATTACK you with +2 Accuracy, or b) Deal [6 Physical] to you. Melee Spell Attack Drain 5 FIGHT | Mana 1 +2/+4/+6 vs A-Def [Reach 1] | [2/3/4 Stress] EXTRA FEATURES Bad Deal Support Spell On Hit: The Devil regains 4/6/8 HP. Reaction (1/Round) | Mana 1 Trigger: An enemy within Scope uses the REROLL TABLE. Effect: They gain +1 Difficulty on the reroll. Charm Spell Hellfire Ranged Spell Attack 3 CAST | Mana 1 +1/+2/+3 & +1 Accuracy vs A-Def [Range = Scope] | [2/3/4 Discord] On Hit: The target automatically fails their next MGK check to clear Discord. 3 CAST | Mana 1, Recharge 5+ An enemy within Scope must make a MND save. Failure: [2/3/4 Stress] and whenever they target the Devil with a hostile effect, they take [2 Stress]. This effect lasts until the Devil is defeated or if they succeed on a MND save as a Quick Action. Success: [1/2/3 Stress]. Invisibility Spell Quick | Mana 1 The Devil becomes INVISIBLE until the end of their next turn. 321 Lash Out DIRE Skill Reaction Dire creatures are larger and stronger than their non-dire counterparts. Beasts are the most common type of Dire creatures, but anything can have a dire evolution. Trigger: The Dire becomes BLOODIED. Effect: The Dire can make a melee weapon attack. They can make this attack even if they would become defeated. BASE FEATURES Rip Dire Size Skill Trait The Dire’s size increases by +1 and they gain +1 Accuracy on BULK checks and saves. 1/round when the Dire scores a critical hit with a melee attack, the target must pass an AGI save or have one of their weapons or support items destroyed (target’s choice). Trait Frenzy Shred The Dire gains +1 Accuracy on attack rolls while BLOODIED. Dire Traits Skill 1/round when the Dire hits a target with a melee weapon attack, they become SUNDERED until the end of their next turn. Trait The Dire’s extra features are added to this unit’s list of available extra features. Tough Trait The Dire has +5 HP. EXTRA FEATURES Armor Spikes Support Main The Dire gains +2 Armor. Characters that hit the Dire with a melee attack while adjacent to it take [2 Physical]. Ferocious Bite Melee Weapon 5 FIGHT | Heavy Club +1/+3/+5 & +1 Accuracy vs Dodge [Reach 1] | [6/8/10 Physical] On Hit: The target is GRAPPLED by the Dire. 322 Energy Aura DRAGON Draconic creatures are either types of dragons or creatures with draconic features, like scales, claws, wings, or breath attacks. Chromatic Scales Trait Skill 5 BRAWL | Recharge 5+ Melee Weapon 5 FIGHT | Heavy Club +2/+4/+6 vs Dodge [Reach 1] | [5/7/9 Physical] This weapon can be used while DISARMED. Dragon Traits Trait The Dragon can fly. Swallow The Dragon gains either Astral or Lunar resistance. Natural Weapons Characters that start their turn adjacent to the Dragon take [2/3/4 Astral or Lunar]. This effect is suppressed while the Dragon is STUNNED. Flight BASE FEATURES Trait Trait The Dragon’s extra features are added to this unit’s list of available extra features. The Dragon makes a melee attack against an adjacent character smaller than it with a [+2/+4/+6] bonus. On a success, the target is swallowed and moved into the Dragon’s space. They are DAZED and IMMOBILIZED, and unable to draw Line of Sight outside of the dragon’s space. They move when the Dragon moves. A swallowed creature can make a BLK save as an action during any Phase to break free of the dragon, or are freed when it takes a Wound / Overstress. EXTRA FEATURES Breath Weapon Skill 5 BRAWL | Recharge 5+ The Dragon breathes energy in either a [Line 10] or [Close Blast 2] area, chosen when this skill is selected. All characters in the area must make an AGI save. Failure: [8/10/12 Astral or Lunar] Success: [4/5/6 Astral or Lunar]. Change Size Spell Quick | Mana 1 The dragon can change its size to any size between ½ and 3, or back to its normal size. Draconic Bloodline Trait When the Dragon rolls a recharge die, they can spend mana to increase the result by 1 for every mana spent. 323 ELEMENTAL Elemental Nimbus Elementals are creatures tied to an energy type, like fire or ice. Their forms are often made of this element. BASE FEATURES Elemental Nature Trait The Elemental chooses Astral or Lunar damage. They gain immunity to the type they selected, and all of their abilities that deal either Astral or Lunar damage deal that type of damage. The Elemental is VULNERABLE to the other damage type. Elemental Traits Skill The Elemental emits a [Burst 2] zone. Enemies treat the area as difficult terrain. Energy Absorption Trait When the Elemental takes Astral or Lunar damage that it is immune to, it regains that much damage as HP. Any excess healing becomes temp HP. Energy Form Trait The Elemental can move through the spaces of other characters, dealing [2/3/4 Astral or Lunar] 1/turn to an enemy it does so to. Trait The Elemental’s extra features are added to this unit’s list of available extra features. Environmental Merge Trait The Elemental is Immune to Dangerous Terrain, and gains Hard Cover while within it. EXTRA FEATURES Death Burst Trait When the Elemental is defeated, they unleash a burst of energy in a [Burst 2] area. All enemies in the area must make an AGI save. Failure: 4/5/6 Astral or Lunar]. Success: [2/3/3 Astral or Lunar]. Elemental Burn Support Light The Elemental’s weapon attacks deal +2 Discord. 324 FEY Fey Walk Quick | Mana 2 Fey are highly magical creatures with an abundance of aether. Because of this, they are highly resistant to weapons that aren’t enchanted. The Fey can teleport up to 4 spaces. BASE FEATURES The Fey can Fly. Cold Iron Trait The Fey has Resistance to Physical, Astral, Lunar, and Force damage from weapons without an Enchantment, and is VULNERABLE to those damage types from weapons with an Enchantment. Fey Traits Trait The Fey’s extra features are added to the unit’s list of available extra features. Polymorph Trait Spell CAST | Mana 1, Recharge 6+ One target within Scope must make a MGK save. Failure: [2/3/4 Stress] and their Size becomes ½ and they are DISARMED and SILENCED. These conditions remain until they take damage or succeed on a MGK save as a Quick Action. Success: [1/2/3 Stress]. Support Light Quick | Recharge 6+ Ranged Spell Attack 3 CAST +1/+3/+5 vs A-Def [Range = Scope] | [1/2/3 Discord] On Hit: Until the target clears all their Discord, 1/turn they take [2 Stress] whenever they make a weapon or spell attack. Death Curse Fly Sleep Dust EXTRA FEATURES Confuse Spell A character within [Range 5] must make a MGK save. Failure: They are DAZED. At the start of their next turn if they are still DAZED, they are also WEAKENED. At the start of their next turn after that, if they are either DAZED or WEAKENED, they also become STUNNED. All of these conditions are cleared at the end of that turn. Trait When the Fey is defeated, if the enemy that defeated them is within [Range 10], they must pass a MGK save or gain 1 Wound. A character can only be affected by this trait from any Fey 1/scene. Fey Invisibility Spell Quick | Mana 2 The Fey is INVISIBLE until the start of its next turn. 325 MOUNTED Run Over Skill 4 REPOSITION Mounted creatures are riding something, like a horse or motorcycle. They are fast but vulnerable if knocked down, which can be flavored as temporarily dismounting them. The Mounted can move up to their Speed, and can move through the spaces of enemies while doing so, ignoring ENGAGEMENT. Any enemies they move through must pass an AGI save or take [3/4/5 Physical] 1/turn. BASE FEATURES Hard Fall When the Mounted is PRONE, they are VULNERABLE. Trait Gallop Whenever the Mounted starts a movement, all that movement must be in a straight line, although they still can split up their movement between actions. The Mounted can’t climb. As a Quick Action, they can 4 RUSH and choose the ‘do not provoke reactions’ option. Mounted Speed Trait The Mounted gains +2 Speed. Trait The Mounted’s extra features are added to this unit’s list of available extra features. EXTRA FEATURES BASE FEATURES Amorphous Trait The Ooze ignores difficult terrain. They can move through spaces smaller than themselves without squeezing, and can move through the spaces of other characters and end their turn in the spaces of other characters. Trait The Ooze has Resistance to Physical damage. Ooze Traits Trait The Ooze’s extra features are added to this unit’s list of available extra features. Melee Weapon 5 FIGHT | Main Longarm: Push 2 +1/+2/+3 vs Dodge [Reach 2] | [5/6/7 Force] Mount’s Weapon Oozes are creatures with an amorphous body. Often composed of acid, gel, or water, they can move through small opening or around other creatures and objects. Ooze Body Mounted Traits Impact Lance OOZE Trait Melee Weapon 5 FIGHT | Light Club +1/+2/+3 vs Dodge [Reach 1] | [3/4/5 Physical] EXTRA FEATURES Acid Body Trait Characters that attack the Ooze with a melee attack while adjacent to it take [2 Piercing Lunar] damage. The Mounted can attack with this weapon as a Quick Action. They lose this feature while BLOODIED or BREAKING. 326 Corrosive Lob Ranged Weapon 3 VOLLEY | Light Club: Arcing +1/+3/+5 & +1 Accuracy vs Dodge [Reach 1, Range 8] | [1/2/3 Discord] Skill When an enemy starts their turn partly within the Ooze’s space, they take [2/3/4 Piercing Lunar] damage. Split Trait This trait is taken in combination with the Solo template, and replaces the Hardened trait. On Hit: Target has +1 Difficulty on attacks with one of their weapons (target’s choice). This effect stacks until a weapon gains +3 Difficulty, at which point the weapon is destroyed. All stacks can be removed from a single weapon by spending 1 Recovery as a Quick Action. Otherwise, the effect lasts until the end of the scene. Engulf Split, Solo The Ooze’s size increases by +1. When the Ooze would be defeated by a Wpimd, it instead splits into two copies of itself. The copies enter as new characters, with no preexisting conditions or effects. Their HP maximum is equal to their BLOODIED value minus any carryover damage from the Wound, and their size is 1 smaller than their original size (to a minimum of ½). The copies lose all Solo base features except for Enhanced, Incompatible, and Reflexes. When these copies would be defeated, they split again into 4 new copies with the Minion template, losing the Solo template, with their size being reduced again. Defeated minion Oozes do not split. Trait This trait is taken in combination with the Veteran or Elite template, and replaces the Sturdy trait. When the Ooze would be defeated with a Wound, it instead splits into two copies of itself. The copies enter as new characters, with no preexisting conditions or effects. Their HP maximum is equal to their BLOODIED value, minus any carryover damage from the Wound, and their size is 1 smaller than their original size (to a minimum of ½). The copies can’t take more than 1 turn each a round. Sticky Climbing Trait Climbing costs the Ooze half as much movement as normal. Transparent Trait The ooze is INVISIBLE. It loses this invisibility until the start of its next turn whenever it moves or is moved. 327 OUTLAW Fearsome Leader Outlaws are criminals and outcasts that prey on others. Their tactics are cruel and underhanded. BASE FEATURES Trait Outlaws within [Range 5] of this Outlaw have +1 Accuracy on attacks, checks, and saves. When this Outlaw is defeated, all other Outlaws in the scene gain +1 Difficulty on attacks, checks, and saves until the end of the scene. Trait Gang Up The Outlaw deals +1 bonus damage for every ally adjacent to the target. Poor Training Trait Flintlock Ranged Weapon 3 VOLLEY | Main Magitech: Piercing, Reloading +2/+4/+6 & +1 Difficulty vs Dodge [Reach 3, Range 5] | [6/8/10 Physical] The Outlaw is DAZED while BREAKING. Low Blow Outlaw Traits Trait The Outlaw’s extra features are added to the unit’s list of available extra features. Ambush Skill 1/round the Outlaw deals +3 bonus damage while HIDDEN or against enemies that haven’t taken a turn yet this round. Chain Weaponry Quick | Stress 1 (Self), Recharge 6+ An adjacent enemy must pass a BLK save or be STUNNED until the end of their next turn. Rusty Weaponry EXTRA FEATURES Support Skill Support Main Whenever the Outlaw makes a target BLOODIED, the target gains [2/3/4 Discord]. Steal Skill Quick | Recharge 6+ When the Outlaw hits with a melee weapon attack roll, the target must pass a BLK save or be DISARMED until the end of their next turn. An adjacent enemy must make an AGI save. Failure: The Outlaw selects one of their weapons or non-armor supports. They can’t use or benefit from that weapon/support item until the Outlaw is defeated or until the end of the scene. Cruel Thief Main Recharge 5+ Trait The Outlaw can automatically open locks. If they open a treasure chest, the reward is removed from the scene. Characters have +1 Difficulty on saves triggered by the Outlaw. Dirty Fighter Trait Trait The Outlaw gains +1 Accuracy and the Piercing tag with attacks against BLOODIED targets. 328 Living Trees PLANT Plant creatures include animated trees, vines, roots, and fungi. Plant creatures have a strong synergy with each other. BASE FEATURES Plant Nature Trait Trait EXTRA FEATURES Trait The Plant creates a [Burst 2] area. All characters in the area without the Plant template must make a BLK save. Failure: [2 Stress] and they are unable to make attack rolls until the end of their next turn. Success: [2 Stress]. Skill Poison Spores Quick | Mana 1, Recharge 5+ The Plant has Hard Cover while within Difficult Terrain. Hallucination Spores Skill Quick | Mana 1, Recharge 6+ The Plant’s extra features are added to the unit’s list of available extra features. Foliage 3 CAST | Mana X, Summon (Tags: Summon, 5 HP, 1 Armor, 10 Dodge/A-Def). The Plant creates a Size 1, 2, or 3 summon in free spaces within Scope, spending mana equal to the size chosen. Summons have a [Burst 1] zone which counts as Difficult Terrain to characters without the Plant template. These summons remain until defeated, even if their summoner is defeated. Pacifying Spores The Plant has Resistance to Lunar, but is VULNERABLE to Astral. Plant Traits Spell Skill The Plant creates a [Burst 2] area. All characters in the area without the Plant template must make a BLK save. Failure: [3/4/5 Discord]. Success: [1/2/3 Discord]. Quick | Mana 1, Recharge 5+ The Plant creates a [Burst 2] area. All characters in the area without the Plant template must make a BLK save. Failure: [2 Stress] and they treat all enemies as INVISIBLE until the end of their next turn. Success: [2 Stress]. In The Weeds Rooted Trait The Plant is immune to forced movement. Trait Characters without the Plant template treat all spaces adjacent to the Plant as Difficult Terrain. 329 UNDEAD Curse of Death Undead are reanimated or ghostly creatures. There are many varieties of undead, but in most cases they are able to endure greater injuries than living creatures. BASE FEATURES Undead Construction Trait On Hit: The target can’t regain HP until the end of their next turn. Ghostly. The Undead is Immune to Physical, but VULNERABLE to Force. They ignore ENGAGEMENT, and can move through the spaces of other characters and objects, but can’t end their turn sharing spaces. They ignore Dangerous Terrain and Difficult Terrain. Skeletal. The Undead is Resistant to Physical from non-club weapons, but is VULNERABLE to damage from club weapons. Trait The Undead’s extra features are added to this unit’s list of available extra features. EXTRA FEATURES When the Undead gives an enemy a Wound or Overstress, they must roll twice and take the lowest result on the Wound/Overstress roll. Melee Weapon 5 FIGHT | Main Club: Reloading +1/+3/+5 & +1 Accuracy vs Dodge [Reach 1] | [5/6/7 Lunar] On Hit: Target loses 2 Focus, and the Undead regains 2/3/4 HP. On Crit: Target must pass a BLK save or be STUNNED until the end of their next turn. Infect Trait Recharge 4+ When the Undead hits with a weapon attack, the target becomes infected. Infected characters are DAZED. Whenever one of the infected character’s allies becomes adjacent to them, they also become infected. Infected characters can attempt a BLK save as a Quick Action to end the infection. Clearing the DAZED condition also removes the infection. Life Sense Trait Skill Targets GRAPPLED by the Undead are WEAKENED while GRAPPLED. Festering Bite Cadaverous. The Undead doesn’t make Wound or Overstress rolls. When the Undead would take their last Wound, roll 1d6. On a 56, they don’t take the Wound and go to 1 HP instead. Astral damage and damage from critical hits ignore this effect. Call of the Grave 3 CAST | Aetheric, Indirect +2/+4/+6 vs A-Def [Range = Scope] | [4/6/8 Lunar] Death Grip The Undead gains one of the following effects: Undead Traits Ranged Spell Attack Skill The Undead’s attacks gain +1 Accuracy and the Homing tag against BLOODIED targets. 330 Respawn, Minion Trait This trait is taken in combination with the Minion template, and replaces the One Hit trait. The Undead has 1 HP and 1 Stress cap, and is defeated whenever they take any damage or stress. When defeated, unless the damage/stress was from a critical hit or Astral damage, they turn into a Size ½ object in one of their spaces (1 HP, Dodge/A-Def 8). If this object is undefeated at the end of the next round, they turn back into the Undead. Respawn Point Trait This trait can only be taken when the Undead has more than 1 Wound Cap and Overstress Cap. When this unit enters a combat scene, mark a free space in the scene as their respawn point. Whenever the Undead takes a Wound or Overstress, they don’t make the Wound/Overstress roll and teleport to their respawn point. The Undead is still defeated when their Wounds or Overstress equal their Wound/Overstress Cap. Stench Trait The Undead has a [Burst 1] aura. NonUndead that start their turn in this aura or enter it for the first time during their turn must pass a BLK save or be WEAKENED until the end of their next turn. Undead Marshall Trait All other Undead within [Range 5] of an Undead with this feature have +1 Accuracy on attack rolls and are immune to the DAZED condition. Undead Nature Trait The Undead has Resistance to Lunar damage. 331 Blood Drain VAMPIRIC Vampiric creatures drain blood or energy from their enemies. They are a type of undead, but unique enough to count as their own template. Trait Quick Trait The Vampiric’s extra features are added to this unit’s list of available extra features. EXTRA FEATURES Agents of the Night Skill An adjacent character must make a BLK save. Failure: They take [1 Discord] and an additional [1 Discord] for every space they move until the end of their next turn. When the Vampire deals damage with a weapon, the target takes [1 Discord]. Vampiric Traits When the Vampire hits with a weapon attack, they can spend 1 Mana to regain HP equal to the damage dealt (after Armor and resistances). Hemmorrhage BASE FEATURES Bleed Trait Spell 2 CHANNEL | Summon, Mana 2 6 Release: Summon one of the following options in free spaces within Scope. Hypnotize Skill 2 CHANNEL 6 Release: A character in Scope takes [2/3/4 Stress] and the Vampire moves them up to their Speed. If the target ends this movement next to the Vampire or one of its allies, one of them can use a reaction to 3 VOLLEY or 5 FIGHT against the hypnotized target. Misty Escape Vermin Swarm. (Tags: Summon, Size 3, 5 HP, 10 DODGE/A-DEF, 3 SPEED). This summon can share spaces with other characters. Enemies that start their turn inside the summon’s space take [2/3/4 Physical] and are DAZED until the end of their next turn. The summon has resistance to damage that isn’t from an AOE. Reaction (1/round) Trigger: This unit is hit by a crit or take a Wound / Overstress. Effect: This unit can teleport up to 10 spaces. Siphon Wolf. (Tags: Summon, Size 1, 5 HP, 10 DODGE/A-DEF, 5 SPEED). When an adjacent enemy makes an attack, the wolf can make an OPPORTUNITY ATTACK with [+2/+4/+6] that deals [4/6/8 Physical]. Amplify Skill Ranged Spell Attack 3 CAST | Aetheric +2/+4/+6 vs A-Def [Range = Scope] | [4/6/8 Force] On Hit: This character regains HP equal to the damage dealt (after Armor and resistances). Skill 3 SKIRMISH | Recharge 6+ Undead Nature All enemies within Scope with Discord must make a MGK save. Failure: They take Piercing Force damage equal to their level of Discord, and the Vampire regains HP equal to the damage done (after Armor and resistances). The Vampire has resistance to Lunar damage. Trait 332 be used during that Phase as their Standard Action. BOSSES The toughest NPCs in the game are Bosses. Bosses are NPCs that are designed as an entire combat scene themselves. When your players face a Boss battle, they face that specific Boss and its guardians, no other NPC units are added to the scene. Bosses go through multiple stages during a combat scene. This can represent a physical transformation in the boss, or a change in tactics. Bosses are accompanied by Guardians, which are NPC units built around the boss’ unique features. Bosses are more than just a solo, a Boss is an entire battle by themselves. BOSS FEATURES Bosses operate differently from other NPC units, to better represent how they act as a standalone threat. Stages. Bosses have multiple stages, representing changes in their abilities and fighting style. Each boss stage has its own statistics and abilities, but always has 1 Wound and Overstress Cap. Like other NPCs with 1 Overstress Cap, a boss is VULNERABLE while exceeding their Stress Cap. When a boss is reduced to 0 HP, they Transform into their next stage. Turns. Boss take a number of turns each round equal to the number of PCs in the combat scene, but don’t reduce their number of turns taken when a PC is defeated. A Boss can only take 1 turn during each Phase, except for PHASE 8 DELAY. Actions. During their turn, bosses can use their Standard Movement, Standard Action, and Quick Action. However, each Phase has a specific action the boss can use, which can only Transformation. When a Boss reaches 0 HP, they begin to Transform, progressing to their next Stage. As soon as they reach 0 HP, they become immune to all damage, Stress, and effects until the start of their next turn (This does not affect Guardians). This is considered taking a Wound, but the boss doesn’t make Wound rolls and isn’t considered defeated. At the start of their next turn, they assume their next stage, clearing all conditions, statuses, and effects. No damage is carried over between forms. The boss is considered the same character throughout all their stages. The actions the boss took in its previous stage still count against the number of actions it can take that round. Complex. The 3 SEARCH action doesn’t function normally against a Boss or its Guardians when learning their statistics. The 3 SEARCH action only reveals either A) their current HP, Mana, and Stress, B) The actions of its Guardians, C) All of the Boss’ actions from a Phase of your choosing, or D) The traits of the Boss and its Guardians. Reactive. Bosses can OPPORTUNITY ATTACK an unlimited number of times per round. Deployment. Bosses and their Guardians deploy first. GUARDIANS Guardians are NPCs that accompany a boss. Each boss stage brings a certain number of Guardians with it. Guardians persist between boss stages, and if not dealt with, have the potential to overwhelm the PC with numbers. Guardians don’t take their own turn, but instead act during the Boss’ turn. A Guardian can usually move up to their Speed and take an action. Each Boss stage will indicate what actions or features a Guardian can have. When a boss enters a new stage, existing Guardians gain the new stage’s guardian profile. 333 GREAT WYRM Dragons are incredibly long-lived creatures that continue to grow their whole life. The largest and most powerful of these dragons are called Great Wyrms, terrifying creatures filled with explosive elemental power. The Great Wyrm listed below is associated with fire, but you can easily change its damage types to represent a dragon associated with different elements. TACTICS The Great Wyrm and its guardians prefer when enemies bunch up, which makes it easier for them to be hit by AOE attacks and abilities. Stack Discord on enemies, and move around to catch as many enemies in AOEs as possible. In stage 1, the Great Wyrm is most mobile. In Stage 2, it looks for opportunities to knock enemies into traps. In Stage 3, it becomes enraged and acts less intelligently than before. BATTLE SCENE Don’t make a small or tight scene, as one of the defensive strategies for the PCs is to spread out. Add rocks and rubble for cover and difficult terrain. Place pools of fire or lava as dangerous terrain. You can also create changes in the environment as the boss progresses through its stages, adding more lava and cracks in the ground in the later stages. INSERT ARTWORK 334 STAGE 1: THE DOOMWING The Great Wyrm takes to the sky with a deafening roar. Small cracks and fissures appear on the ground, and the temperature begins to rise. TIER 1 TIER 2 TIER 3 Size: 4 Save Armor: 2 Target: 12 Scope: 10 ABILITY SCORE BULK: 4 MIND: 2 AGILITY: 0 MAGIC: 2 STATS HP: 10 +5 Stress Cap: 8 per PC Dodge: 10 A-Def: 10 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 14 Scope: 10 ABILITY SCORE BULK: 6 MIND: 3 AGILITY: 0 MAGIC: 3 STATS HP: 15 +5 Stress Cap: 8 per PC Dodge: 12 A-Def: 12 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 16 Scope: 10 ABILITY SCORE BULK: 6 MIND: 4 AGILITY: 2 MAGIC: 4 STATS HP: 20 +5 Stress Cap: 8 per PC Dodge: 14 A-Def: 14 Speed: 4 Mana: 5 FEATURES Flight GUARDIANS Trait The boss and its Guardians can fly. Red Scales Trait The boss and its guardians have Resistance to Astral and Discord damage. Intense Heat Trait Whenever a PC within [Range 10] of the boss clears or reduces their level of Discord, they only clear or reduce half as much as normal. When a PC succeeds on the check at the end of their turn to remove their Discord, they don’t take the Discord damage when only half of it is cleared. SIZE ARMOR SCOPE SAVE TARGET ABILITIES HP DODGE SPEED STRESS CAP A-DEF MANA TIER 1 TIER 2 TIER 3 1/2 0 10 12 +1 4 10 4 5 10 2 1/2 0 10 14 +2 6 12 4 5 12 2 1/2 0 10 16 +3 8 14 4 5 14 2 Create 1 Guardian per PC in free spaces in the scene during deployment. Each Guardian can move up to their speed and make the following attack during the boss’ turn. Ember Ranged Spell Attack Aetheric +2/+3/+4 vs A-Def [Range = 10] | [1 Discord] 335 ACTIONS [PHASE 5] Swoop [PHASE 1] Fire Hazard Melee Weapon The boss regains all mana, clears all conditions, and if an enemy has 5 or more Discord, the boss can spend 1 mana to create a new Guardian. +2/+3/+4 vs Dodge [Reach 2] | [5/6/7 Physical] [PHASE 2] Meteor Call [Mana 2] The boss creates 4 [Blast 1] zones in the scene that can’t overlap. Meteor Fall happens automatically at the end of Phase 6 as long as the boss is in this stage. Only 4 zones can be in existence from this ability at once. [PHASE 3] Burn Ranged Spell Attack +2/+3/+4 vs Dodge [Range = 10] | [4/5/6 Discord] This attack ignores ENGAGEMENT. The Boss can OPPORTUNITY ATTACK with this weapon. The Boss can fly its speed either before or after making this attack. On Hit: The target is pulled to the closest free space adjacent to the boss and is GRAPPLED. [PHASE 6] Meteor Fall All enemies in a Meteor Call zone must make an AGI save. Failure: [8/12/16 Astral] + [4 Discord] Success: [4/6/8 Astral] + [2 Discord]. A character only takes this damage 1/turn. The zones then disappear. [PHASE 7] Superhot [Mana 2] All PCs in the scene must make a MGK save. Failure: Their level of Discord doubles. This doesn’t cause additional Discord damage. [PHASE 4] Doomwing [PHASE 8] Wildcard [Mana 1] The boss flies up to 8 spaces in a straight line. All enemies it moves through must make an AGI save. Failure: [4/6/8 Astral] + [2 Discord]. Success: [2/3/4 Astral] + [1 Discord]. The boss can use any action that it hasn’t already used this round. REACTIONS Beat Wings Trait Reaction | Recharge 5+ Trigger: The boss is hit by a melee attack. Effect: The boss gains Resistance to any damage from the attack and can fly up to their speed. 336 STAGE 2: THE ERUPTION The great dragon falls to the ground, creating a shockwave as it lands. The ground ripples and cracks from the impact, sending geysers of lava spewing into the air. The rumbling continues, as the ground slowly transforms into an active volcano. TIER 1 TIER 2 TIER 3 Size: 4 Save Armor: 2 Target: 12 Scope: 10 ABILITY SCORE BULK: 4 MIND: 2 AGILITY: 0 MAGIC: 2 STATS HP: 10 +5 Stress Cap: 8 per PC Dodge: 10 A-Def: 10 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 14 Scope: 10 ABILITY SCORE BULK: 6 MIND: 3 AGILITY: 0 MAGIC: 3 STATS HP: 15 +5 Stress Cap: 8 per PC Dodge: 12 A-Def: 12 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 16 Scope: 10 ABILITY SCORE BULK: 6 MIND: 4 AGILITY: 2 MAGIC: 4 STATS HP: 20 +5 Stress Cap: 8 per PC Dodge: 14 A-Def: 14 Speed: 4 Mana: 5 TRANSFORMATION GUARDIANS Upon entering this stage, place 2 fissure traps per PC in free spaces in the scene. FEATURES Red Scales Trait The boss and its guardians have Resistance to Astral and Discord damage. Intense Heat Trait Whenever a PC within [Range 10] of the boss clears or reduces their level of Discord, they only clear or reduce half as much as normal. When a PC succeeds on the check at the end of their turn to remove their Discord, they don’t take the Discord damage when only half of it is cleared. SIZE ARMOR SCOPE SAVE TARGET ABILITIES HP DODGE SPEED STRESS CAP A-DEF MANA Trait The boss and its guardians don’t set off their own traps. TIER 2 TIER 3 1/2 0 10 12 +1 4 10 5 5 10 2 1/2 0 10 14 +2 6 12 5 5 12 2 1/2 0 10 16 +3 8 14 5 5 14 2 Create 1 Guardian per PC in free spaces in the scene when the boss enters this stage. Guardians can move up to their speed and use the following action during PHASE {4} each round. All Guardians act at the same time. Fissure Tremor Maker TIER 1 Trait The Guardian places a trap in an adjacent, free space. When triggered, the trap creates a Burst 1 area, which affects flying characters. All characters in the area must make an AGI save. Failure: [4 Discord]. Success: [2 Discord]. After being triggered, the trap’s space becomes dangerous terrain until the end of the scene (AGI check, 5 Discord). 337 ACTIONS [PHASE 6] Erupt [PHASE 1] Fire Hazard The boss regains all mana, clears all conditions, and if an enemy has 5 or more Discord, the boss can spend 1 mana to create a new Guardian. All enemies in a Buildup zone take [4/6/8] Astral + [3 Discord] and must make a BLK save. Failure: Push 3. Success: No effect. The zones then disappear. Characters are only affected by this ability 1/turn. [PHASE 2] Buildup [PHASE 7] Superhot [Mana 2] The boss creates 2 [Blast 2] zones in the scene. Erupt happens automatically at the end of Phase 6 as long as the boss is in this stage. Only 2 zones can be in existence from this ability at once. [Mana 2] All PCs in the scene must make a MGK save. Failure: Their level of Discord doubles. This doesn’t cause additional Discord damage. [PHASE 8] Wildcard [PHASE 3] Burn Ranged Spell Attack The boss can use any action that it hasn’t already used this round. +2/+3/+4 vs Dodge [Range = 10] | [4/5/6 Discord] REACTIONS This attack ignores ENGAGEMENT. [PHASE 4] Burrow The boss teleports up to 8 spaces. When it appears, all adjacent enemies must make an AGI save. Failure: [4/5/6 Stress] and Push 3. Success: [2/3/3 Stress]. Heat Shield Trait Reaction | Mana 1 Trigger: A character with Discord would deal non-Piercing Physical or Force damage to the boss. Effect: The boss gains Resistance to the damage. [PHASE 5] Roar [Mana 1] The boss roars in a [Burst 4] area. All enemies in the area must make a MND save. Failure: [2 Stress] and they must immediately move up to their speed in a straight line directly away from the boss. This counts as forced movement. Success: [2 Stress]. 338 STAGE 3: THE INFERNO The Great Wyrm turns its head upward and unleashes a gout of flame in anger and frustration. The heat is so great it feels like the air is on fire. The race is on. Can you defeat this force of nature before you burn alive? TIER 1 TIER 2 TIER 3 Size: 4 Save Armor: 2 Target: 12 Scope: 10 ABILITY SCORE BULK: 4 MIND: 2 AGILITY: 0 MAGIC: 2 STATS HP: 10 +5 Stress Cap: 8 per PC Dodge: 10 A-Def: 10 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 14 Scope: 10 ABILITY SCORE BULK: 6 MIND: 3 AGILITY: 0 MAGIC: 3 STATS HP: 15 +5 Stress Cap: 8 per PC Dodge: 12 A-Def: 12 Speed: 4 Mana: 5 Size: 4 Save Armor: 2 Target: 16 Scope: 10 ABILITY SCORE BULK: 6 MIND: 4 AGILITY: 2 MAGIC: 4 STATS HP: 20 +5 Stress Cap: 8 per PC Dodge: 14 A-Def: 14 Speed: 4 Mana: 5 FEATURES Red Scales GUARDIANS Trait The boss and its guardians have Resistance to Astral and Discord damage. Intense Heat Trait Whenever a PC within [Range 10] of the boss clears or reduces their level of Discord, they only clear or reduce half as much as normal. When a PC succeeds on the check at the end of their turn to remove their Discord, they don’t take the Discord damage when only half of it is cleared. Tremor Maker Trait The boss and its guardians don’t set off their own traps. Building Heat Trait At the start of each of their turns, all PCs in the scene take [1 Discord]. This amount increases by +1 at the start of each new round. SIZE ARMOR SCOPE SAVE TARGET ABILITIES HP DODGE SPEED STRESS CAP A-DEF MANA TIER 1 TIER 2 TIER 3 1/2 0 10 12 +1 4 10 5 5 10 2 1/2 0 10 14 +2 6 12 5 5 12 2 1/2 0 10 16 +3 8 14 5 5 14 2 Create 3 Guardians in free spaces in the scene when the boss enters this stage. Guardians can move up to their speed and take the following action whenever the Boss uses its PHASE 2 action. [PHASE 2] Inhale Trait Each Guardian begins channeling. They lose Concentration if they move or are moved. They use Exhale in Phase 6 if they are still channeling. 339 [PHASE 6] Exhale Trait Guardians create a [Close Blast 1] area. Enemies in the area must make an AGI save. Failure: [3/4/5 Astral] + [2 Discord]. Success: [1/2/3 Astral] + [1 Discord]. [PHASE 6] Exhale If the boss is still channeling Inhale, they release it and create a [Close Blast 3] area. All characters in the area must make an AGI save. Failure: [8/12/16 Astral] + [4 Discord] Success: [4/6/8 Astral] + [2 Discord]. ACTIONS [PHASE 1] Fire Hazard The boss regains all mana, clears all conditions, and if an enemy has 5 or more Discord, the boss can spend 1 mana to create a new Guardian. [PHASE 2] Inhale [Mana 2] The boss begins channeling. If they would lose Concentration, they instead lose 1 mana. If they have no mana to lose, they lose Concentration. Exhale happens automatically at the end of Phase 6 as long as the boss is still channeling. [PHASE 3] Burn [PHASE 7] Swallow If the boss doesn’t have a target GRAPPLED, they can use Bite. If they do have a target GRAPPLED, the target must succeed on an opposed GRAPPLE check or take [3/4/5 Stress] and be swallowed and moved inside the boss’ space, where they are no longer GRAPLED. While swallowed, the target can’t target or be targeted by anything outside the boss’ stomach, and is permanently DAZED. A swallowed character takes +1 Discord from Building Heat. A swallowed character can make a BLK save as a Quick Action to attempt to break free. The Boss can’t swallow a character if there isn’t enough room in its space. [PHASE 8] Wildcard Ranged Spell Attack +2/+3/+4 vs Dodge [Range = 10] | [4/5/6 Discord] The boss can use any action that it hasn’t already used this round. This attack ignores ENGAGEMENT. REACTIONS [PHASE 4] Wings of Doom Heat Shield The boss and its guardians can fly up to their speed. All enemies adjacent to the boss when it starts this movement must pass a BLK save or fall PRONE. Reaction | Mana 1 Trigger: A character with Discord would deal non-Piercing Physical or Force damage to the boss. Effect: The boss gains Resistance to the damage. Trait [PHASE 5] Bite Melee Weapon +2/+3/+4 & +1 Accuracy vs Dodge [Reach 2] | [5/6/7 Physical] The boss can OPPORTUNITY ATTACK with this weapon. On Hit: If the target’s size is equal to or smaller than the boss’ size, they are pulled to the closest free space adjacent to the Boss and GRAPPLED. 340 LICH Liches are the ultimate spellcasters, using magic to fuel their undying existence. Lichdom requires extensive knowledge of necromancy, but a lich’s long life and raw magical power allow them to master other forms of magic as well. TACTICS Liches and their Guardians are fragile and mana-dependent. The Lich and its Guardians will want to remain as far away from enemies as possible. However, once a Stage 2 Lich is kept alive by its living soul, it immediately plays more aggressively, since it will remain invulnerable for the rest of Stage 2 and until the end of Stage 3. BATTLE SCENE Make sure the scene is large enough for the Lich to take advantage of its impressive Scope. Add walls and terrain that block Line of Sight, since in Stage 1, the Guardian’s magic missiles ignore it. Add spaces for the Lich and its Guardians to retreat to for spacing, or utilize for cover to increase their survivability. 341 342 STAGE 1: THE WIZARD SUPREME The Lich presents themselves as a grand wizard with a retinue of apprentices, using illusions to mask their true appearances. The illusion can’t fully compensate for the jerking movements of their secretly undead attendants, or the uneasy feeling being in their presence. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 13 Scope: 25 ABILITY SCORE BULK: 0 MIND: 4 AGILITY: 0 MAGIC: 4 STATS HP: 10 + 1 Stress Cap:12 per PC Dodge: 10 A-Def: 12 Speed: 5 Mana: 8 Size: 1 Save Armor: 0 Target: 15 Scope: 25 ABILITY SCORE BULK: 0 MIND: 6 AGILITY: 0 MAGIC: 6 STATS HP: 10 + 2 Stress Cap:12 per PC Dodge: 11 A-Def: 14 Speed: 5 Mana: 9 Size: 1 Save Armor: 0 Target: 18 Scope: 25 ABILITY SCORE BULK: 0 MIND: 8 AGILITY: 0 MAGIC: 8 STATS HP: 10 + 3 Stress Cap: 12 per PC Dodge: 12 A-Def: 16 Speed: 5 Mana: 10 FEATURES Mana Effort The Lich can spend 1 mana to reroll an attack, check, or save. They can use this trait multiple times per roll. Perfected Spellcasting Trait If the Lich would be SILENCED, they instead lose 2 Mana and can’t use their Spell Shield Reaction until the end of their next turn. The Lich can’t use any Reactions while exceeding their Stress cap. Recycle Mana GUARDIANS Trait Trait 1/turn whenever a PC within the Lich’s Scope spends mana, roll a d6. On a 4+, the Lich regains mana equal to the mana spent by the PC. SIZE ARMOR SCOPE SAVE TARGET ABILITIES HP DODGE SPEED STRESS CAP A-DEF MANA TIER 1 TIER 2 TIER 3 1/2 0 20 12 +1 3 8 3 6 12 1 1/2 0 20 14 +2 4 9 3 6 14 1 1/2 0 20 16 +3 5 10 3 6 16 1 Create 6 Guardians in free spaces in the scene during deployment. Each Guardian moves up to their speed makes the following attack during each of the Boss’s turns. 343 Magic Missile Ranged Spell Attack BLK save. Failure: STUNNED until the end of their next turn. Success: IMMOBILIZED and DAZED until the end of their next turn. Auto-Hit [PHASE 6] Meteor Swarm Auto Hit: The closest enemy to the Guardian takes [2/3/4 Force]. This effect ignores Line of Sight. The Guardian must have at least 1 mana to use this attack. ACTIONS [PHASE 1] Summoned by Pain The Lich and its Guardians regain all their mana, and clear all conditions. If an enemy took a Wound or Overstress during the last round, the Lich can create a new Guardian in a free space adjacent to that enemy. [PHASE 2] Swirling Clouds [Mana 3] The boss picks 4 spaces in the scene. Meteor Swarm happens automatically at the end of Phase 6 as long as the boss is in this stage. Only 4 spaces can be in existence from this ability at once. Any characters in one of the Swirling Cloud spaces take 1 Wound. Any objects or terrain are destroyed. Each space creates a [Burst 3] area. Characters in these areas take [10/14/18 Astral]. The damage is reduced by 2 for every space away from the center (so at 4 spaces away from the center space, the damage is reduced by 8). Characters can make an AGI save to reduce this damage by half. Characters are only affected by this effect 1/turn. [PHASE 7] Dominate [Mana 2] The Lich selects an enemy within Scope and Line of Sight. They must make a MND save, with +1 Difficulty if they are BREAKING. Failure: [3 Stress] and they must move up to their speed toward their closest ally and make a weapon or spell attack of the Lich’s choice against them. Success: [3 Stress] and they must move up to their speed toward their closest ally. [PHASE 3] Disintegrate Ranged Spell Attack +2/+4/+6 vs Dodge [Range = 25] | [8/10/12 Force] [PHASE 8] Wildcard The boss can use any action that it hasn’t already used this round. On Hit: Target must pass an AGI save or one of their weapons or support items is destroyed (target’s choice). REACTIONS [PHASE 4] Transpose Spellshield [Mana 1] The Lich swaps places with an ally within Scope and Line of Sight. Spell [PHASE 5] Paralyzing Touch Melee Weapon Reaction | Mana X Trigger: The Lich takes damage. Effect: The lich reduces the damage by 2 per mana spent. +1/+2/+3 & +1 Accuracy vs Dodge [Reach 1] | [6/8/10 Lunar + 3 Stress] The Lich can OPPORTUNITY ATTACK with this weapon. On Hit: Target must make a 344 STAGE 2: THE NECROTIC The Lich drops their illusion, revealing their true form and that of their undead attendants. Taking the fight seriously now, they unleash their necrotic powers. TIER 1 TIER 2 TIER 3 Size: 1 Save Armor: 0 Target: 13 Scope: 25 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 2 MAGIC: 4 STATS HP: 10 + 1 Stress Cap:12 per PC Dodge: 10 A-Def: 12 Speed: 5 Mana: 8 Size: 1 Save Armor: 0 Target: 15 Scope: 25 ABILITY SCORE BULK: 0 MIND: 4 AGILITY: 2 MAGIC: 6 STATS HP: 10 + 2 Stress Cap:12 per PC Dodge: 11 A-Def: 14 Speed: 5 Mana: 9 Size: 1 Save Armor: 0 Target: 18 Scope: 25 ABILITY SCORE BULK: 0 MIND: 6 AGILITY: 2 MAGIC: 8 STATS HP: 10 + 3 Stress Cap: 12 per PC Dodge: 12 A-Def: 16 Speed: 5 Mana: 10 FEATURES Recycle Mana Living Soul Trait When the Lich would be defeated in this stage, if there are any Guardians remaining, pick one and describe energy leaving the lich and going into that Guardian. This guardian becomes the lich’s living soul, and the Lich can’t be defeated while the living soul is undefeated, always remaining at 1 HP. Once the living soul guardian is defeated, the Lich is able to be defeated. This ability only triggers once. Mana Effort Trait The Lich can spend 1 mana to reroll an attack, check, or save. They can use this trait multiple times per roll. Perfected Spellcasting Trait If the Lich would be SILENCED, they instead lose 2 Mana and can’t use their Spell Shield Reaction until the end of their next turn. The Lich can’t use any Reactions while exceeding their Stress cap. Trait 1/turn whenever a PC within the Lich’s Scope spends mana, roll a d6. On a 4+, the Lich regains mana equal to the mana spent by the PC. GUARDIANS SIZE ARMOR SCOPE SAVE TARGET ABILITIES HP DODGE SPEED STRESS CAP A-DEF MANA TIER 1 TIER 2 TIER 3 1/2 0 20 12 +1 3 8 3 6 12 1 1/2 0 20 14 +2 4 9 3 6 14 1 1/2 0 20 16 +3 5 10 3 6 16 1 Create 4 Guardians in free spaces in the scene when the boss enters this stage. Each Guardian can move up to their speed, and then they all use the following spell simultaneously. 345 Vile Curse Spell Each Guardian targets the closest enemy within Line of Sight. Each enemy must make a MGK save. Failure: [2 Stress] per targeting Guardian, and they are unable to regain HP until the end of their next turn. Success: [1 Stress] per targeting Guardian. ACTIONS [PHASE 1] Soulcrux The Lich and its Guardians regain all their mana, clear all conditions, and the Lich can spend 1 mana to create a new Guardian. [PHASE 2] Swirling Clouds [Mana 3] The boss picks 4 spaces in the scene. Meteor Swarm happens automatically at the end of Phase 6 as long as the boss is in this stage. Only 4 spaces can be in existence from this ability at once. [PHASE 3] Disintegrate Ranged Spell Attack [PHASE 6] Meteor Swarm Any characters in one of the Swirling Cloud spaces take 1 Wound. Any objects or terrain are destroyed. Each space creates a [Burst 3] area. Characters in these areas take [10/14/18 Astral]. The damage is reduced by 2 for every space away from the center (so at 4 spaces away from the center space, the damage is reduced by 8). Characters can make an AGI save to reduce this damage by half. Characters are only affected by this effect 1/turn. [PHASE 7] Power Word Stun [Mana 3] The Lich selects an enemy within Scope and Line of Sight. They must make a MGK save, with +1 Difficulty if they are BLOODIED. Failure: [3 Stress] and the target is STUNNED until the end of their next turn. Success: [3 Stress] and the target is SLOWED until the end of their next turn. [PHASE 8] Wildcard The boss can use any action that it hasn’t already used this round. +2/+4/+6 vs Dodge [Range = 25] | [8/10/12 Force] REACTIONS On Hit: Target must pass an AGI save or one of their weapons or support items is destroyed (target’s choice). Antilife [PHASE 4] Dimension Door Reaction | Mana 1 Spell [PHASE 5] Paralyzing Touch Trigger: A character within Scope would gain HP. Effect: They only gain half of the HP they would have gained. Melee Weapon Share Pain +1/+2/+3 & +1 Accuracy vs Dodge [Reach 1] | [6/8/10 Lunar + 3 Stress] Spell [Mana 1] The Lich teleports 6 spaces. The Lich can Opportunity Attack with this weapon. On Hit: Target must make a BLK save. Failure: STUNNED until the end of their next turn. Success: IMMOBILIZED and DAZED until the end of their next turn. Reaction | Mana 1 Trigger: A character within Scope deals damage or Stress to the Lich. Effect: They must pass a MGK save or the damage is split evenly between them and the Lich. 346 STAGE 3: THE UNDYING With their physical form destroyed, all that remains of the Lich’s body is their head, floating and brimming with magical energy. TIER 1 TIER 2 TIER 3 Size: 1/2 Save Armor: 0 Target: 13 Scope: 25 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 2 MAGIC: 4 STATS HP: 1 Stress Cap: 1 Dodge: 12 A-Def: 12 Speed: 4 Mana: 8 Size: 1/2 Save Armor: 0 Target: 16 Scope: 25 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 4 MAGIC: 6 STATS HP: 1 Stress Cap: 1 Dodge: 13 A-Def: 14 Speed: 4 Mana: 9 Size: 1/2 Save Armor: 0 Target: 19 Scope: 25 ABILITY SCORE BULK: 0 MIND: 2 AGILITY: 6 MAGIC: 8 STATS HP: 1 Stress Cap: 1 Dodge: 14 A-Def: 16 Speed: 4 Mana: 10 TRANSFORMATION Trait Recycle Mana Upon transformation, all of the existing and new guardians turn into Size ½ Summons that look like jars. However you described Living Soul as working in the last stage, describe that same effect visibly occurring with every Guardian. FEATURES Doublecast 1/turn whenever a PC within the Lich’s Scope spends mana, roll a d6. On a 4+, the Lich regains mana equal to the mana spent by the PC. Soulcrux Immortality Trait 1/round the Lich can spend 2 Mana when taking an action to take it twice that turn. Trait The Lich is immune to all damage and Stress while any Guardians exist. Nothing supersedes this trait. GUARDIANS Flight Trait The boss can Fly. Perfected Spellcasting Trait If the Lich would be SILENCED, they instead lose 2 Mana and can’t use their Spell Shield Reaction until the end of their next turn. The Lich can’t use any Reactions while exceeding their Stress cap. All existing Guardians turn into Size ½ Summons that look like jars, and create 4 new Guardians. Guardians have the following stats, and the Death Jar trait. (Tags: Summon, 1 HP, 2 Armor, 6 Dodge/A-Def) Death Jar Trait Guardians emit a Burst 2 aura. Any enemies in one of these auras is unable to regain HP, and if an enemy starts their turn in one of these zones, they take [2/3/4 Lunar] and are unable to regain HP or gain temp HP until the start of their next turn. ACTIONS 347 [PHASE 1] Vengeful Ghost [PHASE 6] Disrupt Life The Lich regains all mana, and clears all conditions. It can then spend 1 Mana to create a Vengeful Ghost in a free space within Scope. The Vengeful Ghost is a Summon with the following stats (Tags: Summon, Size 1, HP=5, Dodge/A-Def= 10, Speed=3). An enemy that ends their turn adjacent to a Vengeful Ghost takes [2/3/4 Stress]. [Mana 2] The Lich creates a [Burst 3] area. All enemies in the area must make a BLK save, with +1 Difficulty if they are BLOODIED. Failure: [8/10/12 Lunar] and their HP maximum is reduced by 2 until the end of the scene. If their HP maximum reaches 0, they are defeated. Success: [4/5/6 Lunar]. [PHASE 2] Glitter Dust [PHASE 7] Finger of Death [Mana 1] The Lich creates a Burst 2 area. All enemies in the area must pass an AGI save or be BLINDED until the end of their next turn. Ranged Spell Attack [PHASE 3] Energy Drain [Mana 2] If this attack gives an enemy a Wound or Overstress, the Lich creates a Vengeful Ghost (See Phase 1 action) in a free space adjacent to the target. If this attack does both, the Lich creates 2 Vengeful Ghosts Ranged Spell Attack +2/+4/+6 vs Dodge [Range = 25] | [6/8/10 Lunar] On Hit: Target must pass a MGK save or their HP maximum is reduced by 2 until the end of the scene. If their HP maximum reaches 0, they are defeated. [PHASE 4] Dimension Door +2/+4/+6 vs Dodge [Range = 25] | [8/10/12 Lunar + 2/3/4 Stress] [PHASE 8] Wildcard The boss can use any action that it hasn’t already used this round. [Mana 1] The Lich teleports 6 spaces. REACTIONS [PHASE 5] Howl Antilife The Lich creates a [Burst 3] area. All enemies in the area must make a MND save, with +1 Difficulty if they are BREAKING. Failure: [2/3/4 Stress], they are DAZED until the end of their next turn, and they must immediately move up to their Speed directly away from the Lich. Success: [2/3/4 Stress]. Spell Reaction | Mana 1 Trigger: A character within Scope would gain HP. Effect: They only gain half of the HP they would have gained. 348 11 SETTINGS THE SOURCE AND ITS REFLECTIONS Beacon assumes the players will build their setting together, creating a unique Reflection of the Source. See Chapter 08 for information on creating your setting. To assist with the creative process, or to provide groups with a quick entry point to the game, here are some pre-established Reflections you can use or take inspiration from EXISTING REFLECTIONS CRYSTAL WARRIORS Summary A crystal warrior is someone that can attune to job crystals, quickly gaining access to a wealth of knowledge and power. They are the destined heroes that must fight against the Scourge when it arises, defeating it and bringing a period of peace. Unknown to them, however, they are perpetuating a cycle of death. Beacons In this reflection, beacons are known as crystal warriors. They have access to job crystals, which allow them to use special abilities tied to that crystal. Although anyone can use a job crystal, crystal warriors are able to do with great ease, and can access and use multiple job crystals. In peaceful times, crystal warriors are free to do as they please. However, when a new Scourge arises, they are the only ones that can do battle with it and its heralds. It can be a shock to some crystal warriors to find out that the fate of the world rests on their shoulders. Scourge The Scourge lies dormant once defeated, reforming and building strength over generations. Once the Scourge is close to reawakening, it sends out heralds to gather information and start setting plans into motion. The appearance of heralds also signals to the world that a new Scourge is at hand, and the Crystal Warriors must be brought together. The Scourge is different every time it appears, but it does have common themes. Work with your players to come up with what the common themes of the Scourge is. Examples can include a cold aura, multiple eyes, aquatic adaptations, or a humanoid form. You can use the below table to generate the unique elements of the new Scourge: 1 2 3 4 5 6 7 8 9 10 11 12 Undeath Time Corruption Poison Fire Cold Storm Earth Divine Water Space Technology Role of Crystals Job crystals are magical artifacts that contain knowledge of how to perform specific tasks. Attuning to a crystal grants access to that knowledge, and the continued use of a job crystal allows a person to access the full depths of knowledge stored inside. Anyone can attune to a job crystal. A blacksmith might use one to gain access to recipes from an age long past, or a former tax collector could start a new life as a doctor, completely dependent on the job crystal to do anything. 349 Unknown to most of the world, job crystals are formed from people that are defeated by the Scourge or some of its Heralds. Magic and Aether Everything in the world is filled with aether. Aether is one of the key forces of the world, like gravity. There are many types of aether, which are called aspects. Aether can be aspected with fire, cold, light, dark, and many other aspects. Living creatures contain many of these different aether aspects at once, which form a stable balance in their bodies. From this natural aether, and the aether in the air, magical effects can be produced. Most living creatures are sensitive to aetheric imbalances in their body, which can cause illness or even death. Fortunately, effects that can quickly alter aetheric balance are rare. Elementals, celestials, and other types of creatures are much more sensitive to even minor imbalances, as their bodies are fully made of aether. Ruins The Eldeen Empire once ruled the world, and were pioneers of technology and magic. Their inventions were astounding, centuries beyond what the world can do today. However, their empire fell into ruin. Scholars don’t have a consensus on what the catalyst for their downfall was, or if there were many. Regardless, all that’s left now are the ruins of their once great empire. Eldeen ruins are found all over the world, including inhospitable places like underwater, inside volcanoes, or even on the moon. These ruins can be incredibly dangerous due to the defenses they had in place, the projects they were working on, or even the places they were build. However, every scrap of knowledge brought back from the depths of an Eldeen ruin is incredibly valuable. Themes This reflection features widely available magic and magitech. Airships, trains, and other fantastical elements exist around the world, and amazing structures have been built in ages both past and present. Because of the widespread availability of magic, technology, and job crystals, communities can grow large and take care of the people living within. This reflection is designed for the “rule of cool”. Don’t worry about realism and physics, and just focus telling engaging stories with cool things. Description This reflection is based on the inevitable cycle of the Scourge. It arises, causes destruction and chaos, is defeated by crystal warriors, recedes into the background for just long enough to surprise people, and then arises again. Crystal warriors have a duty to stand against the Scourge, as only a crystal warrior can defeat it. However, unbeknownst to most, crystal warriors defeated by the scourge or its heralds eventually become a job crystal. In addition, whichever crystal warrior dealt the blow that defeats the Scourge is automatically sacrificed, their life essence drawn from their body and used to “destroy” the Scourge. Essentially, their body becomes a large job crystal, which serves as the new host for the next Scourge. This is why Crystal Warriors are unknowingly so important to the Scourge. They want the strongest warriors to fight them, so that if they are defeated, they use their killer’s body and skills as their next host. Many stories about the crystal warriors revolves around them discovering and coping with the fact that at least one of them WILL die defeating the Scourge. Those that look for an alternative might discover the dark truth about the cycle, and instead focus on how to break the cycle. Either way, the Scourge has to be dealt with, and time is ticking. 350 Description MOONTOUCHED Summary Long ago the moon fell from the sky, but brave heroes stopped it from crashing into their planet. The moon remains unstable, and its influence causes abnormalities of the inhabitants of the planet. These individuals are known as the moontouched, and exhibit supernatural powers. Beacons Beacons are known as the moontouched. Through birth or accidents with magical energy, they have gained supernatural powers, such as enhanced strength, flight, or telekinesis. It is believed the moon’s influence has created the moontouched. Generally, people are fearful and distrustful of the moontouched, because of their unpredictable and potentially dangerous powers. Scourge The moon is a prison for a great elder evil, The Scourge. In order to prevent its cycle of destruction, it was sealed inside a massive tomb in ancient history, which became the moon. The Scourge is stirring, and forces aim to release it from its prison. They almost succeeded when the moon fell from the sky. Will their next attempt succeed? Role of Crystals Crystals contain raw magical energy, sometimes with an elemental aspect (fire, cold, lightning, etc.). Crystals are used to power many magical devices, and are a prominent feature of magitech devices. Soul gems are a special type of crystal designed to capture a unique form of energy; souls. Themes The moontouched are similar to superheroes or mutants from comics. There are also numerous factions that exert influence in the world, and every beacon has to content with these forces in some way. There are 13 individuals who represent powerful factions or organizations. Their influence spreads far, and beacons are guaranteed to interact with their allies and enemies. The Alchemist. The most powerful and knowledgeable spellcaster. Replaced the previous royal archmage when they saved the Child Emperor from a deadly illness. They now lead the Academy, the Empire’s legendary magical university. The Baroness of Blood. The self-proclaimed leader of all elves and refugees from the destroyed planet of Fey. As a Ta’ir, she has been on the world since before the destruction of fey, and was possibly one of the first explorers from that planet. She manages relations between the different groups of fey and the rest of the Empire from her flying castle. The Beastmaster. The Beastmaster is the champion of nature and the master of primal magic. They push against anyone that seeks to expand into pristine nature. However, their attention is divided as their forces are the only ones fighting against the Blight. The Child Emperor. The Child Emperor took the throne after their mother, the Warrior Empress, unexpectedly died. Young and idealistic, the Child Emperor grew up with tales of heroes and is a frequent patron of adventurers. They want to grow up to be just like their mother, which can be good or bad depending on how you view the Warrior Empress. The Conduit. Without the Conduit, there is no divine magic. The Conduit acts as a connection between the world and a source of energy that can be used by divine spellcasters. There is only ever one Conduit at a time, and they always hold an incredible amount of influence. The current Conduit is very outspoken, and focuses on self-empowerment. They have been very critical of the Empire. The Dragon Queen. The Dragon Queen is the enemy of the Empire, and ruler of all dragons. 351 Long ago the Dragon Queen ruled over the area the Empire currently resides in, but a combination of a catastrophic volcanic eruption and rebellion sent their dynasty into decline. She has recently united all the draken clans under her command, and has declared war on the Empire. The Goblin King. The Goblin King, also known as the King of Monsters, grants protection to any ‘monsters’ or creatures deemed monstrous that swear loyalty to them. The Goblin King made their presence known when, out of nowhere, they invaded a castle with an army of goblins. They held the castle against attacks from the Empire, and leveraged their position to gain induction into the Empire. The Inquisitor. The Inquisitor’s job is to hunt down and eliminate forbidden, dangerous things that could threaten the Empire. They are a ruthless zealot, and see the moontouched as a threat to eliminate. Very few like the Inquisitor and their forces, but they are seen as a necessary evil. threats before they happen. No one knows the true identity of the Spy. The Undead Pharaoh. The Undead Pharaoh rules one of the oldest remaining civilizations. Long ago they were killed by the Empire, but returned in undeath. They made an arrangement to join the Empire, in return for the removal on the ban of necromancy. Since then, the Undead Pharaoh’s kingdom has become a haven for sentient undead. LANDFALL Summary There are 3 nations in conflict over a small amount of land. At unpredictable times, large landmasses rise out of the sea, and the nations scramble to claim and hold the land for themselves. Beacons Beacons are important assets to one of the three nations, who assist with claiming newly formed landmasses. The Justicar. The Justicar is the leader of a group of elite, questing warriors. They seek to eradicate evil from the world, and to make it a safer place. Justiciars tend to work alone, wandering the Empire searching for people in need of help. The Scourge The Machinist. The Machinist is the face of innovation and technology in the empire. By reverse-engineering old magitech, she has created numerous technological advances for the Empire in a short period of time. Which are then sold to the highest bidder, of course. Role of Crystals The Masked Cult. The Masked Cult is a mysterious organization whose claimed goal is to bring harmony to the world. Their current method of doing so is to release the evil bound within the moon, so that the world has to band together to fight it. They believe that the moontouched are important assets that should be protected. The Spy. The Spy is the eyes and ears of the Empire. Their job is to protect the Empire from The Scourge is either one or all of the leaders of the 3 nations, artificially creating conflict. The nations could live in peace, and there are enough resources for all if they worked together, but the Scourge ensures they act independently. Crystals are a power source used in ships, vehicles, and large machinery. Larger crystals provide more power, and are highly sought after. Newly formed landmasses are covered in crystal deposits, which contributes to the rush to claim new land. Themes Exploration and competition are early themes of this setting, with nations scrambling to claim land in an aggressive way. As the story progresses, it begins to reveal the dark and destructive themes fueling this reflection, and how the people in charge profit off of the suffering of others and artificially imposed scarcity. 352 Description Landfall takes place on a water world, with few landmasses compared to the endless expanse of water. Three nations control all of the available land, and are constantly in conflict with each other over resources. Unpredictably, new landmasses suddenly rise from the ocean floor. When this happens, a race begins among the three nations, to see who can first discover the new landmass, and who can seize control over it. Wars aren’t fought on the existing, established landmasses. It takes fewer resources to establish a foothold on a newly appeared landmass, than it does to break through a nation’s established defenses. Each nation has an area of strength, and an area of weakness. One nation’s weakness is another nation’s strength, and it is no accident that if they all worked together, they would compliment each other perfectly. Instead, the selfish rulers of each nation hoard their gifts and fight against their neighbors. Behind the scenes, the Scourge manipulates the three nations, keeping them in eternal conflict. What benefit does the Scourge gain from this? Why does the Scourge fear the nations working together? What does the Scourge hope to accomplish while everyone’s attention is focused on fighting? SOUL GUARD Summary Dangerous monsters arise from the Mistlands, an area saturated with the souls of the dead from a long-forgotten cataclysm that befell the reflection. The Soul Guard trains to fight these monsters and protects the last surviving city from them. Beacons Beacons are leading members of the Soul Guard. Each Beacon leads an arm of the Soul Guard, with their own specialty such as city defense, research, or Mistland expeditions. Scourge The Scourge is an intelligent Mistland creature attempting to cause another cataclysm, expanding the borders of the Mistlands. However, their motives are deeper than what the beacons are originally told… Role of Crystals Crystals are able to keep back the mist from the Mistlands. The city’s wall has the largest crystals which keep a wide area safe. A few roads have crystal posts to improve visibility, but they’re not strong enough to keep the monsters away. Themes Stories begin focusing on the threat of the Mistlands, either the monsters that spawn in it or the dangers of exploring it. As leaders of the Soul Guard, the Beacons have to cope with politics and bureaucracy, which increases as they discover the truth about the cataclysm, the Mistlands, and the history of their city. Description The Soul Guard is the last bastion of civilization, survivors of a calamity that nearly destroyed their reflection. Beyond the walls of the city lies the Mistlands, and endless landscape filled with dangerous horrors. 353 The truth of this reflection’s history lies in the Mistlands, and troubling clues are being brought into the light as the Scourge puts their plans into motion. The exact history of the reflection is for each group to decide, but one truth is this: The city is not alone, and their actions during the calamity were not as benign as history says. SCOPE OF STORIES Most stories are contained within a reflection, or might deal with a handful of reflection. Few stories deal with The Source as a whole, and the scope of existence. If you do, here are some ideas: • • • • Unification: Bringing reflections together, or trying to combine everything into one truth, instead of limitless potential Separation: Destroy the source, and let reflection develop on their own, untethered to the truths within the Source. Rogue Reflection. A rogue reflection threatens the others. Perhaps the reflection can consume other reflections, growing more powerful. Darkness: Darkness is dimming the light of all beacons within reflections. Without beacons, the Source will grow dark, and hope will be lost. 354 12 APPENDIX SHOPS & SUPPLIES 1 2 3 4 Compass Holster Pouch Rations 1 Gold 2 Gold 2 Gold 1 Gold 5 Rent Gear X Gold 6 Rumors 1 Gold 7 Sleeping Bag 1 Gold 8 Treasure Map 1 Gold 9 Tutor X Gold 10 Water Skin 1 Gold 11 Well Stocked 1 Gold GENERAL STORE You have +1 Accuracy on skill checks to navigate this quest. You gain an extra LIGHT weapon slot. You gain an extra LIGHT weapon slot. 1/quest you can regain HP equal to your BLOODIED value as a Quick Action. Gain a weapon or support item from a class. It still needs to be equipped as normal. The cost of the gear is equal to the class level required to unlock it. Gain general information on the environment, types of enemies, and enemy unit types that might appear in this quest. At the end of each combat scene, you regain HP equal to 1/4 your HP maximum. 1/quest at the start of a combat scene, expend this supply to have the GM place a treasure chest in the scene. Gain a technique from a class. It still needs to be equipped as normal. The cost of the technique is equal to the class level required to unlock it. 1/quest you can clear Stress equal to your BREAKING value as a Quick Action. Gain +1 Recovery this quest. ALCHEMY You gain the Acid support item this quest. [SUPPORT] Main | QUICK | Consumable 3, Thrown 5. On Hit: Target is SUNDERED until the end of their next turn. You gain the Alchemist’s Fire support item this quest. [SUPPORT] Light | Quick | Consumable 3, Thrown 5. On Hit: [1 Discord] 1/quest you can clear all your Discord as a Free Action. 1 Acid 1 Gold 2 Alchemist’s Fire 1 Gold 3 Antitoxin 1 Gold 4 Astral Potion 1 Gold 5 Barkskin Potion 1 Gold 6 7 Catseye Elixir Cleansing Potion 2 Gold 1 Gold 8 Crystal Flasks 1 Gold 9 Diamond Flasks 3 Gold 10 11 12 Displacer Flask Elixir of Agility Elixir of Fortitude 3 Gold 1 Gold 2 Gold One piece of equipment with the Consumable tag gains +1 charge this quest. All of your equipment with the Consumable tag gains +1 charge this quest. Gain +2 AGILITY this quest. Gain +1 AGILITY this quest. Gain +3 HP this quest. 13 14 Elixir of Magic Elixir of Strength 1 Gold 1 Gold Gain +1 MAGIC this quest. Gain +1 BULK this quest. 1/quest at the start of a combat scene you gain Resistance to Astral damage until the end of that scene. 1/quest at the start of a combat scene you gain Resistance to Physical damage until the end of that scene. You can 3 SEARCH as a Quick Action for 1 Stress this quest. 1/quest as a Free Action you can clear all Discord. 355 15 16 17 Elixir of Wisdom Empyrean Flask Flask of Life 1 Gold 3 Gold 1 Gold 18 Force Potion 1 Gold 19 Invisibility Potion 2 Gold 20 Lunar Potion 1 Gold 21 Memory Potion 2 God 22 Minor Healing Potion 1 Gold 23 24 Minor Mana Potion Moon Flask 1 Gold 3 Gold Gain +1 MIND this quest. Gain +2 MIND this quest. 1/quest at the start of a combat scene, increase your current and maximum HP by +5 for that scene. 1/quest at the start of a combat scene you gain Resistance to Force damage until the end of that scene. 1/quest as a Free Action you become INVISIBLE until the start of your next turn. 1/quest at the start of a combat scene you gain Resistance to Lunar damage until the end of that scene. 1/quest during a SHORT REST you can repair one destroyed technique without spending Recoveries. 1/quest during a SHORT REST, you can regain all your HP without spending a Recovery. 1/quest as a Free Action you regain 1d6 mana. Gain +2 MAGIC this quest. 25 2 Gold Gain +1 Memory this quest. 26 Potion of Expanded Mind Potion of the Archmage 2 Gold Gain +1 Mana this quest. 27 Prismatic Potion 1 Gold 28 Swiftness Potion 2 Gold 1/quest at the start of a combat scene you gain Resistance to Astral and Lunar damage until the end of that scene. Gain +1 Speed this quest. 29 30 Titan Flask Water Breathing Potion 3 Gold 1 Gold Gain +2 BULK this quest. You gain a Water Adaptation this quest. 1 Adamantine Plating 2 Gold 2 Adaptative Armor 1 Gold BLACKSMITH 1/quest when one of your weapons or support items would be destroyed, they aren’t. Gain an adaptation to an environmental hazard or factor this quest. 3 Armor Kit 1 Gold 1/quest at the start of a combat scene gain +1 armor (to a max of 4). 4 Armor Spikes 1 Gold 5 Buckler 1 Gold You deal [1 Piercing Physical] when you hit with a 5 GRAPPLE, 5 SHOVE, or improvised attack. Start each combat scene with 1 Focus. 6 Cold Iron Ore 1 Gold 7 Counterweight 2 Gold This quest, one of your weapons that deals Physical, Force, or Astral damage deals Lunar damage instead. This quest, one of your melee weapons becomes a Club. 8 9 Deeplate Scabbard Handle 3 Gold 2 Gold You gain an extra MAIN weapon slot. This quest, one of your melee weapons becomes a Longarm. 10 Helmet 1 Gold 1/quest when you would become DAZED, you aren’t. 11 Links 3 Gold One of your LIGHT weapon slots becomes LIGHT W LIGHT 12 Lock 1 Gold 13 Lockpick 1 Gold As a Free Action while adjacent to a chest, door, or other object that can be locked, you can lock it. Enemies have +1 Difficulty to unlock it. 1/quest you can automatically unlock a lock as a Free Action. 14 Manacles 1 Gold 15 Mithral Plating 2 Gold 1/quest when you 5 GRAPPLE a target, they are DISARMED until the grapple ends. Choose one of your weapons. When you use the REROLL TABLE to reroll an attack with that weapon, the reroll gains +1 Accuracy. 356 16 Perfectly Balance 2 Gold One of your weapons gains Reliable 2 this quest. 17 Portable Wall 1 Gold 18 Reinforced 1 Gold 1/quest as a Quick Action you can place down a Size 2 piece of Hard Cover. 1/quest when you would become MARKED, you aren’t 19 Repair Kit 1 Gold 20 Sharpened 2 Gold 1/quest during a Short Rest you or an ally can repair a piece of destroyed equipment without spending Recoveries. One of your weapons scores a critical hit on rolls of 19+ this quest. 21 Sharpening Stone 2 Gold This quest, one of your melee weapons becomes a Blade. 22 Solarite Ore 1 Gold 23 Specialty Weapon 3 Gold This quest, one of your weapons that deals Physical, Force, or Lunar damage deals Astral damage instead. One of your weapons gains +1 Accuracy this quest. 24 Thorium Ore 1 Gold 25 Wagon 3 Gold 26 Weapon Chain 1 Gold 27 Weapon Ring 2 Gold 1 2 3 4 5 6 Ammo Pouch Archmage Cloak Archmage Robes Backpack Behemoth Gloves Bloodroot Belt 7 8 Displacer Cloak Dragonscale Lining 9 10 Dragonstrike Gloves Explosive Ammunition 11 Fine Clothing 12 Focus Band 13 Frostfur Lining 14 15 16 Gem Studded Belt Handwraps Lava Tunic 17 18 Leather Kit Polar Tunic 19 Prismatic Armor 20 Raptor Hide Boots This quest, one of your weapons that deals Force, Astral, or Lunar damage deals Physical damage instead. You and your allies can swap out one of their equipped weapons or support items with a different option for free during a Short Rest. Destroyed weapons/support items or those with 0 charges left can’t be swapped. One of your weapons can be used while DISARMED this quest. 1/quest at any time, you can swap out any of your weapons for other weapons that can fit in the same slot. LEATHERWORKER/CLOTHIER 2 Gold 1/quest as a Free Action you can reload a weapon. 2 Gold Gain +1 Mana this quest. 1 Gold You gain +1 Accuracy on Concentration saves this quest. 3 Gold You gain an extra MAIN Support slot. 1 Gold Your critical hits deal +2 bonus damage this quest. 1 Gold 1/quest at the start of a combat scene, expend this supply. You gain 1 mana at the start of each round until the end of the scene. 2 Gold Gain +2 Dodge this quest. 1 Gold 1/quest at the start of a combat scene, you gain Resistance to Astral or Lunar. You are VULNERABLE to the other damage type. These effects last until the end of the scene. 2 Gold You score a critical hit on weapon attack rolls of 19+, instead of 20+. 1 Gold 1/quest when you make a ranged weapon attack, you can give it [Blast 2] 1 Gold You gain +1 Accuracy on skill checks made to impress, convince, or make a good impression this quest. 1 Gold 1/quest when you would be reduced from full HP to 0 HP, you instead go to 1 HP. 2 Gold You are immune to the SLOWED condition from other characters this quest. 1 Gold 1/quest as a Quick Action you regain all your HP. 2 Gold Your Improvised Attacks deal +2 damage this quest. 2 Gold 1/quest at the start of a combat scene, you become immune to Astral damage until the end of the scene. 1 Gold 1/quest at the start of a combat scene gain +1 armor (to a max of 4). 2 Gold 1/quest at the start of a combat scene, you become immune to Lunar damage until the end of the scene. 2 Gold At the start of each combat scene, randomly gain either Physical, Astral, Lunar, or Force damage. 2 Gold Gain +1 Speed this quest. 357 21 Reins 3 Gold 22 23 24 25 Runecloth Backpack Shadowcloak Armor Spellstrike Gloves Spellweave Lining 5 Gold 1 Gold 2 Gold 2 Gold 26 Spidersilk Boots 2 Gold 27 28 29 Spidersilk Bowstring Sturdy Belt Tent 1 Gold 3 Gold 3 Gold 30 31 Titanbone Bow Wild Armor 2 Gold 1 Gold You gain a mount this quest, which counts as an NPC. The mount’s size is 1 larger than your Size, has HP equal to your BLOODIED value, 0 Armor, 8 DODGE/A-DEF, and Speed 4. The mount can carry 1 character at a time that is smaller than it. The mount moves during 4 REPOSITION, and can only use their standard movement and 4 RUSH. If the mount is reduced to 0 HP, it is defeated. You can spend 1 of your recoveries to restore all the mount’s HP during a Short Rest. You gain an extra HEAVY Support slot. 1/quest you can 4 HIDE as a Free Action. You score a critical hit on spell attack rolls of 19+, instead of 20+. 1/quest at the start of a combat scene, you gain Resistance to all damage from spells until the end of the scene. You are immune to the IMMOBILIZED condition from other characters this quest. One of your bows gains +3 Range this quest. You gain an extra MAIN Weapon slot. When you take a Short Rest, expend this supply to reduce all Recovery costs by 1 for you and your allies this rest, to a minimum of 0. This quest, one of your melee weapons becomes a Bow. Gain two random +1 bonuses to your BULK, AGILITY, MIND, or MAGIC checks/saves this quest. Randomly determine where each increase goes. Both increases can go into the same ability. ENGINEER Gain +1 Mana this quest. This quest, one of your ranged weapons becomes an Artifact. 1 2 Arcane Focus Arcane Retrofit 2 Gold 2 Gold 3 Auto Picker 2 Gold 4 Autofeeder 3 Gold 5 6 Bayonet Attachment Blasting Charges 1 Gold 2 Gold 7 1 Gold 3 Gold 2 Gold One of your weapons also gains another weapon type this quest. This quest, one of your ranged weapons becomes a Bow. 10 Bouncing Betty Upgrade Combined Weapon Composite Construction Crawling Mines One of your ranged weapons gains [Reach 1] this quest. 1/quest destroy a Size 1 or small piece of terrain, or create a Size 1 hole in a larger piece of terrain. Flying characters trigger your traps, and aren’t immune to them. 1 Gold 11 Dynamite 2 Gold 12 13 Echo Weapon Environmental Integration Flight Systems 2 Gold 1 Gold As a Quick Action, you can move one of your traps up to 2 spaces. You gain the Dynamite support item this quest. [SUPPORT] Main | Quick | Consumable 1, Thrown 5. Select a space within the Thrown range. The dynamite explodes, creating a [Blast 2] area. All characters in the area must make an AGI save. Failure: [2d6 Force]. Success: Half damage. If this support item is destroyed, it immediately explodes, creating the {Blast 2] area centered on the character carrying it. This quest, one of your weapons gains the Aetheric tag. Gain an adaptation to an environmental hazard or factor this quest. You can fly this quest. 8 9 14 3 Gold 1/scene as a Free Action you can either automatically disable a trap or lock. 1/scene as a Quick Action, you can reload one weapon. 358 15 Gadget Goggles 2 Gold 16 17 Grapple Gun Hydraulic Suit 1 Gold 1 Gold 18 19 Jetpack Job Crystal 2 Gold 2 Gold 20 Mech Suit 3 Gold 21 22 23 Reflective Coating Spyglass Tech Retrofit 2 Gold 1 Gold 2 Gold You are immune to the BLINDED condition from other characters this quest. 1/scene as a Quick Action you can fly up to 3 spaces. You count as +1 Size larger for the purposes of 5 GRAPPLE and 5 SHOVE. 1/quest you can fly for a combat scene. Gain access to a specific job this quest, which must be equipped as normal. You an imprint into an additional job crystal this quest. 1/quest you can activate a combat mech suit as a Free Action. Until the end of the scene, you gain the following benefits: +2 Size, 2+GRIT Temp HP, +2 Armor. You can 5 GRAPPLE and 5 SHOVE as a Quick Action. If you gain a Wound or Overstress, you don’t have to make the Wound/Overstress roll unless it’s your 4th. Gain +2 A-Def this quest. Gain +2 Scope this quest. This quest, one of your weapons becomes a Magitech. 24 Telescoping 2 Gold This quest, one of your melee weapons becomes a Longarm. 25 Walking Bomb 1 Gold (Tags: Summon, 5 HP, 10 Dodge/A-Def, Speed 3) 1/quest as a Quick Action you create this Summon in an adjacent space. As a Quick Action you can destroy the summon, creating a [Burst 2] area. All characters in the area must make an AGI save. Failure: [2d6 Force]. Success: Half damage. 1 2 3 4 5 6 7 8 Appetizers Bubble Tea Chicken Curry Dino Steak Dragon Stout Elf Cookies Feast Fruit Smoothie 1 Gold 2 Gold 1 Gold 1 Gold 1 Gold 1 Gold 2 Gold 2 Gold 9 10 Gillyell Ginger Tea 1 Gold 1 Gold 11 12 Grilled Salmon Grog 1 Gold 1 Gold 13 Hard Bread 1 Gold 14 15 16 Hero’s Feast Honey Walleye Hot Cocoa 3 Gold 1 Gold 1 Gold 17 18 19 Jungle Jelly Leftovers Lucky Lollipop 3 Gold 1 Gold 1 Gold 20 Mac & Cheese 2 Gold TAVERN Your Summons gain +2 HP this quest. You don’t trigger traps unless you want to this quest. Gain a +2 bonus to AGILITY checks and saves this quest. Gain a +2 bonus to BULK checks and saves this quest. Gain a +2 bonus to MAGIC checks and saves this quest. Gain Save Target +2 this quest. 1/quest as a Free Action you can 1 RECOVER. 1/quest at the start of a combat scene, you become immune to Lunar damage until the end of the scene. You gain an Aquatic Adaptation. 1/quest when you would be SILENCED by another character, you aren’t. Gain a +2 bonus to MIND checks and saves this quest. 1/quest at the start of a combat scene you can expend this supply to clear 1 Stress at the start of each of your turns. You are immune to Forced Movement from other characters this quest. You can use your limit break twice this quest. You start each combat scene with 1 Focus this quest. Each round you can use one REROLL TABLE option 2/round instead of 1/round. You move normally in Difficult Terrain this quest. You regain 1 HP at the start of each round this quest. Whenever you defeat an enemy character this quest, roll 1d6. On a 5+, you gain 1 Gold. This can trigger 5 times. Dangerous Terrain only deals 2 damage to you this quest. 359 21 Mango Moxie 1 Gold 22 Margarita 2 Gold 23 Milkshake 1 Gold 24 25 Rising Risotto Rockfruit 1 Gold 1 Gold 26 Spicy Noodles 2 Gold 27 28 Transmutive Biscuts Wildfruit 1 Gold 2 Gold 1/quest when you take a Wound or Overstress, you can skip the Wound/Overstress roll unless it’s your 4th. 1/scene when you use the REROLL TABLE and pick the stress option, you only gain 1 Stress. While adjacent to an ally, you gain +1 Accuracy on saves this quest. You can stand up from PRONE as a Quick Action this quest. 1/quest when you would be SUNDERED by another character, you aren’t. 1/quest at the start of a combat scene, you become immune to Astral damage until the end of the scene. Change your ancestry this quest. Gain two random +2 bonuses to your BULK, AGILITY, MIND, or MAGIC checks/saves this quest. Randomly determine where each increase goes. Both increases can go into the same ability. MAGIC SHOP / DOJO Magic Shops and Dojos have a random assortment of Loot Techniques, which are purchased as supplies. Techniques received as supplies are equipped for free when that supply is equipped, and are lost at the end of the quest as normal. Magic shops sell spells, and dojos sell skills. Uncommon techniques cost 1 Gold, Rare techniques cost 2 Gold, and Legendary techniques cost 3 Gold. 360 Aether Flask LOOT This section contains the equipment and techniques that can be obtained as loot. LOOT is updated less frequently than the rest of the book, and might reference old mechanics. This will eventually be updated, just at a slower rate due to the nature of this feature. Absorb Elements Quick: You become suffused with aether. Until the end of your next turn, you cannot make attacks or cast spells, and are immune to Physical, Astral, and Lunar damage. You can move through solid objects as if they were difficult terrain, but you can’t end your turn inside one. If you end your turn inside or partly inside an object, you are moved to the last space you occupied. Spell (Rare) 2 Memory Reaction | Mana 1 Aether Shield Trigger: You or an ally within Scope would take Astral or Lunar damage. Effect: They gain resistance to the damage Absorption Support (Uncommon) Light QUICK | Consumable 2 Melee Weapon (Uncommon) 5 FIGHT | Main Artifact [Reach 1] | [1d6+1 Physical] On Crit: Target’s current mana is reduced by 1, and you gain 1 mana. Adamantine Armor Support (Rare) Heavy Armor, Unbreakable When you would take damage (after Armor and resistances), you can spend mana to reduce the damage taken. You can reduce the damage by 2 for every 1 point of mana spent. You can't use this ability on Piercing damage or Discord, or if you are incapable of taking reactions. Agile Discord Skill (Rare) 1 Memory You can use AGI instead of MGK when making checks to clear Discord. Aid +3 Armor (to a max of +4). -2 Speed and Dodge. When you would be hit by a critical hit, it becomes a normal hit instead. Adamantine Construction Spell (Rare) 2 Memory Unique Support (Legendary) Light Enchantment, Unbreakable, Unique Any Armor: The armor gains +1 Armor and is Unbreakable. Any Weapon: The weapon gains Piercing and Unbreakable. Spell (Uncommon) 2 Memory Reaction (1/Round) | Mana 1 Trigger: An ally within Scope makes an ability check or save. Effect: You grant them +1 Accuracy on the check or save. Ammo Kit Support (Uncommon) Main Quick | Consumable 2 You or an adjacent ally can expend a charge to reload a single weapon. Amulet of Health Support (Uncommon) Light +1 Accuracy on BLK checks and saves. When you 1 RECOVER, you gain 4 temp HP. 361 Angelsteel Armor Support (Legendary) Astral Imbue Spell (Rare) Heavy Armor 2 Memory +2 Armor, -1 SPEED and DODGE. When you are hit by an attack, you can spend 1 mana to add your current Armor to your DODGE or A-DEF against the attack, potentially turning a hit into a miss. This effect can be used once per attack, and can't be used while you are SUNDERED. You enchant an ally within scope’s weapon. One of their weapons gains an Enchantment until the end of their next turn, dealing 1d6 bonus Astral damage on a hit. The ally chooses the weapon to be enchanted, which must be a weapon that can hold an enchantment. Quick | Mana 1 Animate Objects Spell (Uncommon) 1 Memory Astral Projection Spell (Rare) 2 Memory 3 CAST | Mana 3, Summon Quick | Mana X Target an object or piece of terrain within scope. You can move it up to 6 spaces. The amount of mana you spend determines the size you can move (Mana 1=Size 1/2, Mana 2=Size 1, Mana 3=Size 2, Mana 4=Size 3) Animated Shield Support (Rare) Light (Tags: Summon, Size=Yours, 5 HP, Dodge/ADef 10) You create a summon of your size in free spaces within Scope that doesn't require Line of Sight. The summon is immune to Physical damage. You can use this summon as the point of origin for any spell or Aetheric attacks you make. In addition, 1/turn the summon can 3 MARK a target during your turn as a free action, using your Scope. Quick | Summon 1/round as a Reaction when you take Physical, Astral, Lunar, or Forcedamage or as part of the INTERPOSE reaction, you can take half as of the damage (after Armor and resistance, rounded up) as Stress, and half of the damage as normal. As a Quick Action, you can deploy this shield to a free space within Scope as a Summon, or return it to you. The shield becomes a Size 1 piece of hard cover while deployed, and you lose the previous effect until reclaimed. (Tags: Summon, Size 1, 5 HP, 10 Dodge/A-Def). Armor of Growing Endurance Backstabber 5 FIGHT | Light Blade: Accurate [Reach 1] | [1d3 Physical] On Crit: +1d6 bonus damage. Bag of Holding Unique, Unbreakable One of your other support slots increases by one size (light to main, main to heavy). Support (Rare) Baleful Polymorph Enchantment 3 Memory Any Armor: When you gain a Wound, gain temp HP equal to your BLOODIED value. Light Enchantment, Unique Support (Rare) Free Light Armor Plates Melee Weapon (Uncommon) Support (Uncommon) Spell (Legendary) 2 CHANNEL | Mana 3 6 Release: One character in Scope is transformed into a size ½ creature that can’t attack or cast spells. It can make a MGK save at the end of each of its turns to end this effect, and it automatically reverts to its normal form if it takes any damage. Each character can only be affected by this spell 1/scene. Any Armor: +1 Armor 362 Bane Spell (Uncommon) Beam Saber Melee Weapon (Rare) 5 FIGHT | Main Blade: Piercing [Reach 1] | [1d6+1 Astral] 2 Memory Reaction (1/Round) | Mana 2 Trigger: An enemy within Scope makes an attack roll. Effect: You impose +1 Difficulty on the roll. You ignore all low visibility penalties Beast Bond Skill (Legendary) 2 Memory Banish Spell (Legendary) 3 Memory 2 CHANNEL | Mana 2 6 Release: One target within Scope is removed from play. They return to play during PHASE 8 DELAY of the next round in the spaces they left or the nearest empty spaces. Each character can only be affected by this ability 1/combat. Barbed Enchantment Support (Uncommon) Light Any Armor: You gain +1 Accuracy on 5 GRAPPLE attacks and checks. When you end your turn GRAPPLED with a character, they take [2 Physical]. Spell (Uncommon) 2 Memory An ally within Scope gains 1 Focus. Support (Rare) Light Support (Uncommon) Light You count as one size larger for 5 SHOVE, 5 GRAPPLE, and stopping movement from ENGAGEMENT. Support (Uncommon) Main Quick | Mana 1 Spend 1 mana to increase or decrease your size by +1, to a minimum of 1/2 or maximum of 4. The new size lasts until the end of the scene. Bestow Curse Quick | Mana 1 Barkskin Armor Belt of Giantkind Belt of Growing and Shrinking Enchantment Barkskin When you use the REROLL TABLE, your summons within [Range 3] of you can suffer the effects instead of you. Spell (Uncommon) 2 Memory Quick | Mana 2 An adjacent enemy must pass a MGK save or be DAZED until the end of their next turn. Quick | Armor, Mana X Black Hole Spend X mana to increase your Armor by the mana spent, to a maximum Armor of 4. Whenever you take damage, reduce your Armor by 1 until its normal value. 3 VOLLEY | Light Artifact: Aetheric [Range 5] | [1d3 Force] Battle Chant Ranged Weapon (Rare) On Hit: Can spend 1 mana to make the target SLOWED until the end of their next turn. Skill (Uncommon) 2 Memory Blackiron Armor Quick | Stress 1 (Self) Heavy Adjacent allies gain +1 Accuracy on their next attack roll before the end of the round. Armor Support (Rare) +3 Armor (to a max of +4). -1 SPEED and DODGE. You gain resistance to Astral and Lunar damage. 363 Blinding Powder Support (Rare) Book of Endless Pages Support (Legendary) Light Main Quick | Consumable 3 Unique An adjacent enemy must pass an AGI save or be BLINDED until the end of their next turn. One of your equipped techniques has its MEM cost reduced to 1. You can continue to equip that technique if this item is destroyed and the reverted MEM cost would put you over your maximum MEMORY. Bloodstone Armor Support (Uncommon) Light Armor, Consumable 1 Boots of Levitation +1 Armor. When you become BLOODIED, you can expend a charge to gain resistance to all damage until the end of your next turn. You can regain 1 charge of this item during a SHORT REST by spending 1 recovery. Light You gain Flying, but can't move. You can end this effect as a Quick Action. Bloodthirst Boots of Speed Melee Skill Attack (Uncommon) Quick | Mana 1 2 Memory Light 5 FIGHT | Accurate, Stress 1 (Self) Quick | Stress 1 (Self) [Reach 1] | [1d3+1 Lunar] You can 4 RUSH. On Crit: You regain HP equal to the damage the target takes from the attack, after Armor and resistance. Support (Uncommon) Broom of Flying Support (Legendary) Support (Rare) Main Blur Skill (Legendary) 1 Memory You can Fly, but you must spend 1 mana at the end of each turn during which you fly. Unique You gain +2 DODGE. Bonecaller Armor Caduceus Staff Support (Rare) Main Quick | Armor, Summon +1 Armor. Quick: Summon a shambling skeleton in a free adjacent space. Enemies that end their turn adjacent to the summon take [3 Physical]. (Tags:Summon, Size 1, 5 HP, DODGE/A-DEF 10, SPEED 2). Ranged Weapon (Rare) 3 VOLLEY | Main Artifact: Aetheric [Range 8] | [2 Stress] On Hit: One ally within scope gains 3 temporary HP. Cartwheel Skill (Uncommon) 2 Memory Reaction (1/round) Trigger: You are hit by an attack. Effect: You can Shift 2 after the damage. 364 Catch A Breath Skill (Rare) Cleansing Touch Skill (Uncommon) 2 Memory 2 Memory Unique Quick | Mana 2 During your turn, you can spend Focus to regain 1 HP per Focus spent. Spend 2 mana to remove a Condition from an adjacent ally. Chain Blade Cloak of Protection Melee Weapon (Uncommon) 5 FIGHT | Light Blade [Reach 1] | [1d3 Physical] Main When you attack with this weapon, you can attack targets within [Range 3]. Gain 1 Focus. Quick Conductor’s Baton Chainsaw Blade Melee Weapon (Uncommon) 5 FIGHT | Heavy Magitech [Reach 1] | [2d6+2 Physical] Whenever you roll a 1 on any damage dice with this weapon, you take 1 Stress and roll that die again. This effect can trigger on the same die multiple times. It's not optional Challenge Seeker Support (Uncommon) Melee Weapon (Uncommon) Ranged Weapon (Rare) 3 VOLLEY | Light Artifact: Aetheric [Range 8] | [1d3 Force] On Hit: Spend 1 mana to force the target to make a MGK save. Failure: They are SILENCED until the end of their next turn. Counterspell Spell (Legendary) 2 Memory Reaction (1/round) | Mana 2 Trigger: A character in Scope uses a spell. Effect: The character must pass a MGK save or the spell is cancelled and the action lost. 5 FIGHT | Main Longarm [Reach 2] | [1d3+1 Physical] This weapon deals +1d6 bonus damage against target's that are at their HP maximum. Critical Healing Skill (Uncommon) 1 Memory Charging Spear Melee Weapon (Uncommon) Unique 5 FIGHT | Main Longarm [Reach 2] | [1d3+1 Physical] When you restore HP to a BLOODIED character, they regain an additional 2 HP. When you 4 RUSH to move, you can 5 FIGHT with this weapon when you end the movement. You gain +1 Difficulty on the attack. Cryo Cannon Chill Touch 2 Memory Quick | Mana 1 Skill (Rare) Ranged Weapon (Rare) 3 VOLLEY | Heavy Magitech [Line 8] | [1d6+1 Lunar] On Hit: Target is SLOWED until the end of their next turn. If the target is already SLOWED, they are also IMMOBILIZED until the end of their next turn. Deal [2 Lunar] to an adjacent target. 365 Cursesong Armor Support (Rare) Death’s Gambit Dice Support (Uncommon) Main Light Reaction (1/round) | Armor, Mana 3 When you make a Wound roll, you can roll twice and take either result. +1 Armor. As a reaction when a character within Scope hits you with an attack, you can spend 3 mana to give them +3 Difficulty on all attacks, checks, and saves. This Difficulty is reduced by 1 at the end of each of their turns. Dancing Blade Melee Weapon (Rare) 5 FIGHT | Main Blade: Summon [Reach 1] | [1d6 Physical] Skill (Uncommon) 1 Memory Unique You get +1 Accuracy on saves against AOE effects. Enchantment Any Weapon: 1/turn when you hit with this weapon, you gain 1 Focus. Support (Rare) Skill (Uncommon) 1 Memory Unique 1/round when you crit with an attack, you gain 1 Focus. Deflect Skill (Rare) 2 Memory Reaction (1/round) | Unique Trigger: You are hit by an attack and reduce the damage to 0 through Armor or other effects. Effect: You negate all effects of the attack against you, and can force the attack to instead target a character or object adjacent to you. The attacker rerolls the attack against the new target. Delayed Healing Darkleaf Armor Support (Rare) Main Defensive Fighter Quick: You can deploy this weapon as a Summon with the ability to Fly. You can make attacks with this weapon from its space. During your turn, you can move it up to your speed. If the dancing blade is reduced to 0 HP, it is destroyed and returns to your character. You can recall the weapon as a free action if it is within Scope, but any damage it has taken remains until you REST The blade is size ½, 10 HP, and DODGE/A-DEF of 10. Danger Sense Defending Enchantment Skill (Rare) 2 Memory Light Unique Reaction (1/round) | Armor +1 Armor. 1/round when you are hit by a melee attack, you can spend 1 Focus as a reaction to deal [3 Lunar] damage to the attacker. When you would regain HP from any source, you only regain half the amount. At the start of your next turn, you regain HP equal to the original full amount, which isn’t halved by this skill. This effect isn’t optional. Darksight Armor Demigod Support (Uncommon) Skill (Legendary) Light 1 Memory Armor Unique +1 Armor. You ignore all low visibility penalties. You are immune to the DAZED condition, and your stress cap increases by +2 366 Desync Skill (Legendary) Double Spell Spell (Legendary) 1 Memory 3 Memory Unique Mana 3 Whenever you take a WOUND or OVERSTRESS, you can choose to be removed from play until the start of your next turn. You can’t affect or be affected by anything while removed from play except for effects already in play, like summons and traps. You enter play in the space you left, or the nearest empty space. 1/round, when you cast a spell, you can spend 3 mana to cast a duplicate of the spell that must target something within [Range 5] of the original target. Characters can only be affected by one of these spells per turn. Dimension Anchor Melee Weapon (Uncommon) 5 FIGHT | Heavy Club: Inaccurate [Reach 1] | [3d6 Physical] On Hit: The target must pass a MGK save or be IMMOBILIZED until the end of their next turn. A target IMMOBILIZED by this weapon can't be subject to forced movement while IMMOBILIZED, including teleportaion. Dragon Force Fists 5 FIGHT | Light Club [Reach 1, Close Blast 1] | [2 Discord] Dragon Mask Support (Rare) Support (Uncommon) Main 3 VOLLEY | Mana 2 Make a [Close Blast 2] attack, dealing [1d6+2 Astral or Lunar], chosen when equipped. Duck Displacer Cloak Melee Weapon (Rare) Skill (Uncommon) 2 Memory Main Reaction (1/round) Reaction | Mana 1 Trigger: You are hit by an attack. Effect: You gain resistance to any damage from the attack, but you become PRONE. Trigger: You are hit by an attack Effect: You can teleport up to 3 spaces. Durable Construction Distracting Force Spell (Uncommon) Support (Uncommon) Light 2 Memory Enchantment, Unique, Unbreakable Quick | Mana 1 Any Weapon or Armor: The item gains the Unbreakable tag. A character in Scope that is channeling must make a Concentration save. Distracting Strike Melee Skill Attack (Uncommon) Efficient Burns Skill (Rare) 2 Memory 2 Memory Unique 5 FIGHT When an enemy within Scope fails the check to clear Discord you contributed to, you regain 1 mana. [Reach 1] | [3 Physical] On Hit: Target is MARKED. Distraction Skill (Uncommon) 2 Memory 3 MARK You 3 MARK all enemies within [Burst 1]. 367 Electrical Pack Support (Uncommon) Endless Endurance Skill (Legendary) Main 1 Memory Consumable 3, Enchantment, Unique Unique Any Melee Weapon: On a melee hit with this weapon, you can expend a charge to deal 1d3 bonus Astral damage. Your SURGE cost never goes above 1d6 Stress. Energy Shield Spell (Uncommon) 2 Memory Elemental Burst Armor Support (Rare) Main Armor +2 Armor, -1 DODGE. Gain Astral or Lunar damage resistance. You automatically clear all your Discord at the end of your turn. When you do, you create a Burst 1 area. All enemies in the area take Astral or Lunar damage equal to the amount of Discord cleared. 3 CAST | Mana X You or an ally within Scope gains 1 temp HP per mana spent, to a maximum of 5 mana. While they have these temp HP, they have resistance to Astral or Lunar damage, chosen by the caster when cast. Escape Enchantment Support (Uncommon) Light Quick | Enchantment Elemental Enchantment Support (Legendary) Light Any Armor: As a Quick Action, you can escape from any grapple. Enchantment, Unique Any Weapon: The weapon deals +1d3 Astral or Lunar damage. Etherealness Skill (Legendary) 2 Memory Quick | Mana 2 Elven Cloak Support (Uncommon) Main 3 SEARCH checks against you gain +1 Difficulty. You don't lose HIDDEN for being in an enemy's Line of Sight unless you end a turn that way. You enter the ethereal plane, which gives you resistance to Physical damage but are VULNERABLE to Force damage. You can return to your normal state as a Quick Action. Execute Skill (Rare) 2 Memory Ember Ranged Spell Attack (Uncommon) 2 Memory 3 CAST [Range = Scope] | [1 Astral + 1 Discord] Empowered Spells Spell (Rare) 2 Memory Unique 1/round you can spend 1 mana when casting a spell to increase the save DC by 2. Unique You deal +1d6 bonus damage on critical hits against BLOODIED characters. Exploding Heart Skill (Legendary) 3 Memory 5 BRAWL Make a melee attack against an adjacent character. On a hit, they must make a BLK save. Failure: They take Stress equal to their BREAKING value and are STUNNED until the end of their next turn. Success: They take [3 Stress] and are SLOWED until the end of their next turn. A character can only be affected by this ability 1/scene. 368 Extend Spell Spell (Uncommon) Flamethrower Ranged Weapon (Rare) 3 VOLLEY | Heavy Magitech [Close Blast 2] | [5 Discord] 1 Memory Unique You can spend mana to increase the Range of a spell with Range or Scope by +2 for every mana spent. Extended Scope Skill (Legendary) 1 Memory Unique Your SCOPE is increased by +3 Fast Movement Skill (Uncommon) Flare Spell (Legendary) 3 Memory 2 CHANNEL | Mana X This spell consumes all your mana, and you must have at least 2 mana to use it. 6 Release: Create a [Blast 2] area within Scope. All characters in the area are auto-hit, taking [4d6 Force]. Flash Step Skill (Legendary) 1 Memory 2 Memory Unique Unique You have +1 SPEED. You can teleport your standard move. You take 1 Stress when you do this. Fatigue Melee Weapon (Rare) Fleetfoot Armor 5 FIGHT | Main Magitech [Reach 1] | [1d6 Physical] Light On Hit: You can spend 1 mana to change the damage type of this attack to Stress. Feel No Pain Skill (Rare) 2 Memory When you have 3 or more Wounds, you gain resistance to all damage. When you have 3 or more Overstress, you gain resistance to Stress. When at 4 Wounds / Overstress, you aren’t defeated and can keep acting as normal. Roll 1d6 whenever you take damage or Stress in this state. On a 1, you are defeated. You can’t regain HP or clear Stress in this state until you REST. Skill (Uncommon) 1 Memory You are immune to the BLINDED condition. Firebrand Quick | Armor, Mana X +1 Armor. Quick: Spend up to 3 mana. Increase your speed by the mana you spent until the end of your turn. Frightening Howl Unique Feral Instincts Support (Rare) Melee Weapon (Legendary) 5 FIGHT | Main Blade [Reach 1] | [1d6 Physical + 2 Discord] You ignore all low visibility penalties Skill (Rare) 2 Memory 5 FIGHT All enemies in a [Burst 1] area must make a MND save. Failure: They take [2 Stress] and are unable to willingly move further away from you during their next turn. Frost Bolt Ranged Spell Attack (Uncommon) 2 Memory 3 CAST [Range = Scope] | [2 Stress] On Hit: Target must pass a BLK save or be SLOWED until the end of their next turn. Frost Fang Melee Weapon (Rare) 5 FIGHT | Light Longarm [Reach 1, Line 5] | [1d3 {Lunar] 369 Frost Lance Ranged Spell Attack (Rare) 2 Memory Ghostwalker Armor Support (Uncommon) Light Quick | Armor, Mana 2 3 CAST [Range = Scope] | [2 Stress] On Hit: Target must pass a BLK save or be SLOWED until the end of their next turn. On Crit: Target is automatically SLOWED until the end of their next turn, and also IMMOBILIZED if they fail a BLK save. +1 Armor. Quick: Spend 2 mana to be able to move through characters and objects until the end of your turn, and ignore ENGAGEMENT. Give Order Skill (Uncommon) 2 Memory Quick | Stress 1 (Self) Fusion Cannon Ranged Weapon (Rare) 3 VOLLEY | Heavy Magitech: Stress 1 (Self), Unique [Range 8] | [1d6+1 Astral] This weapon's damage increases by 1d6 Astral every time you make an attack and hit with this weapon, to a maximum of +4d6 Astral damage. This weapon returns to its normal value when you end a round without hitting a target with this weapon. Gambling Dice Support (Uncommon) You can move one of your Summons within Scope up to 4 spaces. Grounded Caster Skill (Uncommon) 2 Memory Unique 1/round when you crit with a spell attack, the ground around you becomes supercharged until start of your next turn. Any non-flying characters that start their turn adjacent to you take [2 Astral]. Guard Break Skill (Uncommon) Light 2 Memory Consumable 3, Unique 5 FIGHT Instead of making an attack roll, expend a charge from this item and roll 1d6 to determine the effect. 1: The attack misses and you take 4 Stress. 2-3: The attack misses. 4-5: The attack hits. 6: The attack hits and is a crit. Make a melee attack against an adjacent enemy. On a hit, they take [2 Stress], can’t take reactions, and are unable to INTERPOSE and take damage/make themselves the target of an attack on the behalf of their allies. These effects last until the end of their next turn. Ghost Fist Hamstring Skill (Uncommon) 1 Memory 2 Memory Your 5 IMPROVISED ATTACK can deal Force damage, and you can Opportunity Attack with them. 5 FIGHT Ghost Gloves Support (Uncommon) Light Your 5 IMPROVISED ATTACK gains the Aetheric tag, and deal Force damage. You can OPPORTUNITY ATTACK with them. Melee Skill Attack (Rare) [Reach 1] | [3 Stress] On Hit: The target takes [2 Stress] every time they make an attack or cast a spell until the end of their next turn. Harpoon Melee Weapon (Uncommon) 5 FIGHT | Heavy Longarm: Pull 1, Thrown 5 [Reach 1] | [1d6+4 Physical] 370 Headband of Intellect Support (Rare) Heroic Leap Skill (Uncommon) Light 1 Memory Unique 4 RUSH | Stress 1 (Self), Unique Gain +1 MEM and +1 Accuracy on MIND checks and saves. You teleport up to half your Speed, to a minimum of 2 spaces, and create a [Burst 1] area when you end the teleport. All adjacent characters take [2 Force]. Healing Mace Melee Weapon (Rare) 5 FIGHT | Main Club [Reach 1] | [2d3+1 Physical] Hexbolt On Hit: Instead of dealing damage, you can spend 2 mana to heal the target for the amount of damage that would have been dealt. 2 CHANNEL | Mana 1 Healing Summon 2 Memory Spell (Rare) 2 Memory 3 CAST | Mana 2, Summon (Tags: Summon, Size 1/2, 5 HP, 10 Dodge/ADef) You create this summon in a free space within Scope. As a quick action while it exists, you can restore 4 HP to an ally within [Range 3] of it. Heaven Piercing Fang Spell (Rare) Ranged Skill Attack (Uncommon) 2 Memory 3 VOLLEY 6 Release: One target within Scope takes [2d6 Lunar] and they are connected to a continuous beam of magic. As long as the target is within your Scope, you can use a Quick Action on subsequent turns to deal [2 Lunar] to the target automatically. The connection lasts until the target is no longer within your Scope, you use this ability again, or you become STUNNED or SILENCED Hold 2 CHANNEL | Mana 1 6 Release: One target within Scope takes [2 Stress] and is IMMOBILIZED until the end of their next turn. Homing Enchantment [Range 5] | [1d6+3 Astral] Spell (Uncommon) 2 Memory Support (Rare) Main Heavy Draw Skill (Rare) 2 Memory Enchantment Any Weapon with Range: The weapon gains the Homing tag. Unique Your weapons with Range gain +3 Range. Helm of Teleportation Support (Legendary) Main Support (Rare) Main When you take a Wound or Overstress, you regain 4 HP at the start of your next turn, and 2 HP at the start of the next turn after that one. Quick | Consumable 3 Teleport up to 1d6+2 spaces. Hemorrhage Hydra Helmet Skill (Rare) 2 Memory Unique 1/round when you crit with a weapon attack, the target gains [1 Discord] 371 Ice Crown Spell (Rare) Jack of all Trades Skill (Rare) 2 Memory 2 Memory 3 CAST | Mana 3 Unique You gain 3 ice shards, and you can have a maximum of 3 ice shards. As a Quick Action, you can expend a shard to make a ranged spell attack against a target within Scope, dealing [3 Lunar] on a hit. You gain +1 Accuracy on all ability checks. Justicar Armor Support (Uncommon) Light Enchantment Improved Energy Shield Spell (Rare) 2 Memory Any Armor: Gain resistance to Force damage. Lava Lob 3 CAST | Mana X Ranged Spell Attack (Rare) 2 Memory You or an ally within Scope gains 2 temp HP per mana spent, to a maximum of 5 mana. While they have these temp HP, they have resistance to Astral or Lunar damage, chosen by the caster when cast. 3 CAST Improved Interpose Leap Skill (Uncommon) [Range = Scope] | [1d6 Astral] If the target of this spell has Discord, a hit with this spell becomes a crit. Skill (Uncommon) 2 Memory 1 Memory Unique Unique Your INTERPOSE reaction triggers with +1 Range, and you can move +1 space when doing so. As a Quick Action, you instantly climb to the top of something. Improved Spells Leech Skill (Uncommon) 2 Memory Melee Weapon (Rare) 5 FIGHT | Main Magitech [Reach 1] | [1d3+1 Lunar] Unique You deal +1 damage with all spells that deal Physical, Force, Astral, or Lunar damage (Stress and Discord is unaffected). On Hit: You regain HP equal to the amount of HP the target lost from this attack. Improved Weapons Lifedrinker Armor Skill (Uncommon) Support (Rare) 2 Memory Main Unique Reaction (1/round) | Armor You deal +1 damage with all weapons that deal Physical, Force, Astral, or Lunar damage (Stress and Discord is unaffected). +1 Armor. When you would take Astral or Lunar damage, you can spend 1 mana as a reaction to gain 4 temp HP. You can spend an additional mana to give all allies within [Range 5] the same amount of temp HP. Invisibility Cloak Support (Legendary) Main Quick | Mana 1 Spend 1 mana to become INVISIBLE until you make an attack, force a save, or take a hostile action. Lightning Javelin Melee Weapon (Rare) 5 FIGHT | Main Longarm: Thrown 8 [Reach 2] | [1d6+1 Astral] When thrown, the attack becomes a [Line 8] area. 372 Living Leyline Spell (Legendary) Meteor Staff Ranged Weapon (Legendary) 3 VOLLEY | Heavy Artifact: Mana X [Range 10, Blast 2] | [xd6 Astral] 1 Memory Unique You gain +1 Accuracy on MGK checks and saves, and +2 A-DEF. You lose these benefits while SILENCED. This weapon deals 1d6 Astral damage per mana spent, to a maximum of 4d6 at 4 mana. Lucky Mind Lasher Melee Weapon (Legendary) Melee Weapon (Uncommon) 5 FIGHT | Main Blade: Accurate [Reach 1] | [1d6+2 Physical] 5 FIGHT | Light Longarm [Reach 2] | [3 Stress] On Miss: You deal [1d6 Physical] to the target. On Crit: Deal +1d3 Stress Lunar Imbue Mithardain Spell (Rare) 2 Memory Quick | Mana 1 Melee or Ranged Weapon (Uncommon) 3 VOLLEY or 5 FIGHT | Light Bow: Unique [Ranged:Range 10, Melee: Reach 1] | [1d3+1 Force] You enchant an ally within scope’s weapon. One of their weapons gains an Enchantment until the end of their next turn, dealing 1d6 bonus Lunar damage on a hit. The ally chooses the weapon to be enchanted, which must be a weapon that can hold an enchantment. This weapon counts as a Bow (ranged weapon) and Blade (melee weapon), and effects that apply to either apply to this weapon. Mace of Terror Mithral Construction Melee Weapon (Rare) Support (Legendary) 5 FIGHT | Main Club [Reach 1] | [1d6+1 Physical] Main On Crit: Target is DAZED until the end of their next turn and can’t willingly move closer to you or attack you while DAZED in this way. Any Weapon or Armor: The item's size is reduced by one stage, to a minimum of free. Enchantment, Unique Momentum Mana Battery Spell (Legendary) 1 Memory Melee Weapon (Rare) 5 FIGHT | Heavy Club: Thrown 8, Inaccurate [Reach 1] | [2d6+2 Physical] Unique You regain 1 mana at the start of each of your turns if you aren't SILENCED and haven't spent any mana since the start of your last turn. When thrown, this weapon returns to you automatically after the attack. Monitor’s Pivot Mental Discord Skill (Rare) Skill (Legendary) 1 Memory 2 Memory Unique You can use MND instead of MGK when making checks to clear Discord. +1 Accuracy on MND checks and saves. +1 Reach with all weapons that have Reach. 373 Mortal Strike Skill (Uncommon) Ranged Weapon (Legendary) 3 VOLLEY | Main Bow: Arcing [Range 15] | [1d6+1 Physical] 2 Memory Stress 1 (Self) When you 5 FIGHT, on a hit you can take 1 Stress to make the attack a Mortal Strike. The target can't regain HP or gain temp HP until the start of your next turn. Mortar Oathbow This weapon gains the Homing and Reliable 2 tags when attacking a MARKED character, but you must consume the mark when attacking with this weapon. Ranged Weapon (Uncommon) 7 FULL ATTACK | Heavy Magitech: Arcing, Reloading, Slow [Range 15, Blast 1] | [2d6+4 Force] Mote Shield Spell (Rare) 2 Memory Quick | Focus 2 You provide an adjacent ally with protective energy. They next time they take damage, they regain 3 HP. A character can only have one mote shield effect on them at a time. Mother Pharaoh Melee Weapon (Rare) 5 FIGHT | Main Blade: Consumable 3, Unique [Reach 1] | [1d6+2 Physical] As a Quick Action, you can expend a charge to heal yourself or an adjacent ally 1d6+1 HP. Mountainous Armor Support (Uncommon) Heavy Armor +3 Armor, -2 speed. When you are subjected to forced movement, you can choose to reduce the amount of movement by up to 3. Orb of Power Support (Uncommon) Light Mana 1 1/turn as a free action, spend 1 mana to impose +1 Difficulty on one target's save against one of your effects. Oversized Enchantment Support (Rare) Heavy Enchantment, Unique Any Weapon: This weapon deals 1 additional die of Physical, Force, Astral, or Lunar damage. If the weapon has multiple damage types, pick one of them. If the weapon doesn't use damage dice, this enchantment has no effect. Overwhelming Skill (Legendary) 1 Memory Unique Your save target is increased by +2. Whenever a character fails a save against you, they take [2 Stress] Paired Enchant Support (Legendary) Main Enchantment, Unique Multitasker Skill (Rare) Unique Any Weapon without Slow: When you 7 FULL ATTACK, you can attack with this weapon twice instead of with two different weapons. Your SURGE cost never goes above 1d6+2 Stress. Paragon 1 Memory Skill (Legendary) 1 Memory Unique You can pick two ancestry traits each quest. 374 Pass Without Trace Spell (Rare) Portable Cover Support (Uncommon) 2 Memory Heavy 3 CAST | Mana 3 Quick | Consumable 2, Summon You and all adjacent allies become INVISIBLE. Invisibility lasts until the start of your next turn. If a character forces a save, makes an attack, or target something with a hostile effect, their invisibility ends. Expend one or two charges to summon one or two pieces of size 1 hard cover in free adjacent spaces. These pieces of cover count as summons (Tags: Summon, Size 1, 10 HP, 5 Dodge/A-Def) Penance Melee Weapon (Rare) 5 FIGHT | Light Longarm [Reach 2] | [1d3 Physical] On Crit: The target loses Concentration on any ability they are channeling. Perfect Accuracy Skill (Legendary) 2 Memory Portalis Melee Weapon (Rare) 5 FIGHT | Light Longarm [Reach 2] | [1d3 Physical] You can make melee attacks with this weapon against targets that are exactly [Range 5] from you. This doesn't extend the weapon's Reach. Potion of Climbing Support (Uncommon) Light Unique Quick | Consumable 2 You can use the REROLL TABLE options an unlimited number of times per turn, as long as the conditions are met for each option. Until the end of the scene, any climbing only costs you 1 movement. Physical Discord Potion of Giants Skill (Rare) 2 Memory Light You can use BLK instead of MGK when making checks to clear Discord. Quick | Consumable 1 Piercer Ranged Weapon (Rare) 3 VOLLEY | Heavy Bow [Range 15] | [2d6 Physical] On Hit: Make a [Line 3] attack coming from the target, pointed in the direction opposite from the attack. Pincer Strike Skill (Legendary) Support (Legendary) Your size increases by +1, and you gain +2 Accuracy on BLK checks and saves, and your Reach with all effects with Reach increases by +1. These effects last until the end of the scene. Potion of Size Support (Rare) Light Quick | Consumable 2 Change your size to ½, 1, 2, or 3 until the end of the scene. 2 Memory Stress 1 (Self) Power Armor 1/round when you 3 VOLLEY or 5 FIGHT, you can attack with two different weapons. All attacks must target the same thing. You can’t use this ability when using a 7 FULL ATTACK. Heavy Support (Legendary) Armor +3 Armor. You can fly and have an Aquatic Adaptation. You gain the following Ranged Weapon Attack: [Range 10] [1d6 Force]. 375 Prismatic Armor Support (Uncommon) Quick Hide Skill (Legendary) Light 2 Memory Armor Quick +2 Armor, -1 Dodge and Speed You can 4 HIDE as a Quick Action. Psi Blade Melee Weapon (Uncommon) 5 FIGHT | Light Blade: Stress 1 (Self) [Reach 1] | [1d3+3 Force] Pummel Skill (Rare) Quick Rush 2 Memory Quick You can 4 RUSH as a Quick Action. Quickstep Boots 2 Memory Light Quick | Stress 1 (Self) Quick | Stress 1 (Self) Deal [2 Physical] to an adjacent target. Purge Skill (Legendary) Support (Uncommon) You can move up to 2 spaces. Spell (Uncommon) 2 Memory Radar Quick | Mana 2 2 Memory One character within Scope must pass a MGK save or you can remove one ongoing effect on them. This cannot be a status or condition. Quick Skill (Rare) all enemies within [Range 3] of you lose HIDDEN. Rage Caster Push Through Pain Skill (Rare) Skill (Legendary) 3 Memory 2 Memory Unique Reaction (1/round) You can spend Stress as if it were mana, at a rate of 2 Stress per mana. Trigger: You would take damage. Effect: The damage taken (after Armor and resistances) becomes Stress damage instead of its normal damage type. Push to the Edge Spell (Rare) 2 Memory Unique You deal +2 Stress against BREAKING characters with abilities that deal Stress. Quick Arm Melee Weapon (Uncommon) 5 FIGHT | Main Blade [Reach 1] | [1d6 Physical] During the 1st round of combat, you can 5 FIGHT with this weapon as a Quick Action. Razorwire Enchant Support (Rare) Light Quick | Enchantment, Mana 2 Any Armor: As a Quick Action, you spend 2 mana. Until the end of your next turn, when an adjacent enemy hits you with a melee attack, they take [2 Physical]. Recall Stone Support (Uncommon) Light Quick | Consumable 1 During narrative play, you can expend a charge to abandon the quest and return this character to a base or hub. During combat, as a quick action this character can expend a charge to successfully extract. 376 Reckless Skill (Uncommon) Returning Weapon 2 Memory Light Unique Enchantment You can 3 MARK yourself to reroll the damage of a melee attack (if you’re not already MARKED). Reflect Any Weapon with Reach: This weapon gains the Thrown 8 tag, and automatically returns back to you when thrown. Skill (Legendary) 2 Memory Revive Kit Reaction (1/round) | Unique Main Trigger: You are hit by an attack and reduce the damage to 0 through Armor or other effects. Effect: You can force the attack to instead target the attacker or another character or object within [Range 8] of you. The attacker rerolls the attack against the new target. Quick | Consumable 2 Regeneration Support (Uncommon) One defeated ally can spend 1 recovery to clear 1 Wound or Overstress and return to play adjacent to you with their HP equal to their BLOODIED value and their Stress equal to their BREAKING value. Skill (Legendary) Ring of Regeneration 1 Memory Support (Uncommon) Light Unique Heal 1 HP at the start of each of your turns while you are undefeated. Reincarnate Support (Uncommon) Unique At the start of each of your turns while BLOODIED, you regain 1 HP. Spell (Legendary) 1 Memory Riposte Limited 1, Unique 2 Memory When you would be defeated, you immediately return to your HP maximum, 0 Stress, and remove the Wound or Overstress that would have defeated you. All conditions, statuses, and Discord on you are cleared. Unique Skill (Uncommon) You have +1 Accuracy with attacks that cost Focus to make. Rocket Sledge Melee Weapon (Rare) 2 Memory 5 FIGHT | Heavy Club: Push 2, Reloading [Reach 1] | [3d6+4 Physical] During a Short Rest, you and your allies automatically regain all their HP. Runic Tattoos Restful Presence Retribution Shield Skill (Rare) Spell (Uncommon) 2 Memory Quick | Mana 1 You place a magical shield on an ally within Scope. Until the end of their next turn, they deal [2 Astral] to any character that hits them with a melee weapon attack. Support (Rare) Main Armor When you INTERPOSE, you gain 3 Armor against the attack. Contributed by: Koleos 377 Safe Travels Skill (Uncommon) Second Wind 2 Memory 1 Memory You are immune to the damage and effects of Dangerous Terrain. Quick | Limited 1 Scarab Staff Sharkskin Armor Ranged Weapon (Rare) Skill (Uncommon) Regain all your HP. Support (Rare) 3 VOLLEY | Heavy Artifact: Aetheric, Mana 1 [Range 10, Blast 1] | [2 Stress] Light On Hit: The target is DAZED until the end of their next turn. +1 Armor. You move normally in liquid-based Difficult Terrain, and have an Aquatic Adaptation. Characters that successfully grapple you take [2 Physical]. Scimitar of Speed Melee Weapon (Uncommon) 3 VOLLEY or 5 FIGHT | Light Blade [Reach 1] | [1d3+1 Physical] You can attack with this weapon as a 3 VOLLEY or 5 FIGHT. Scope Armor Shatterstone Light Quick | Consumable 2 Make a ranged attack against a character within [Range 5]. On a hit, they are SUNDERED until the end of their next turn. Support (Uncommon) Main Shield of the Evil Eye Quick | Mana 1 Main Spend 1 mana to 3 MARK a character within scope. Scroll of Protection Support (Legendary) Light Quick | Consumable 2 One ally within scope and line of sight becomes immune to all damage until the end of your next turn. Melee Weapon (Legendary) 5 FIGHT | Heavy Blade: Accurate, Unique [Reach 2] | [2d6+2 Lunar] On Crit: The target is BLINDED until the end of their next turn. Support (Rare) Mana 1 1/round as a Reaction when you take Physical, Astral, Lunar, or Force damage or as part of the INTERPOSE reaction, you can take half as of the damage (after Armor and resistance, rounded up) as Stress, and half of the damage as normal. 1/round when you are missed by an attack, you can spend 1 mana as a free action to force the attacker to pass a MND save or be DAZED until the end of their next turn. Shock Glove Scythe of Darkness Support (Uncommon) Melee Weapon (Rare) 5 FIGHT | Light Magitech [Reach 1] | [1d3 Astral] On Hit: The target can’t take Reactions until the end of their next turn. 1/turn you can spend 1 mana to make another attack against a target adjacent to the hit target. Each target can only be hit by this effect 1/turn. 378 Shrapnel Ranged Weapon (Uncommon) 3 VOLLEY | Main Magitech: Reloading [Close Blast 2, Reach 3] | [1d6 Physical] Skeleton Key Support (Legendary) Spacewarp Enchant Support (Uncommon) Light Enchantment Any Armor: Increase the Range of all of your teleports by your current Armor value. Light You can automatically open locks as a free action and have +1 Accuracy on saves triggered by traps. You automatically disable Traps, and can do so even while they’re HIDDEN. Slam Skill (Uncommon) 2 Memory Quick | Stress 1 (Self) An adjacent enemy must pass a BLK save or be DAZED until the end of their next turn. Slime Staff Ranged Weapon (Rare) Spectral Dash Skill (Rare) 2 Memory 4 RUSH | Mana 1 You 4 RUSH, and can move through characters and objects when using movement from this action, and ignore ENGAGEMENT. You can’t end your turn sharing a space with something. Spellstrike Melee Weapon (Uncommon) 5 FIGHT | Main Artifact: Mana X [Reach 1] | [X Force] 3 VOLLEY | Main Artifact: Mana 1 [Range 10] | [3 Discord] This weapon deals 2 Force damage per mana spent. On Crit: One enemy adjacent to the crit target gains 1 Discord Spider Staff Slippery Skill (Uncommon) 1 Memory Quick You automatically escape from grapples Soaring Light Melee Weapon (Uncommon) 5 FIGHT | Main Blade [Reach 1] | [1d6 Force] You can make a ranged attack with this weapon with [Range 8]. Sonar Bow Ranged Weapon (Uncommon) 3 VOLLEY | Main Bow: Arcing [Range 10] | [1d6 Physical] Ranged Weapon (Legendary) 3 VOLLEY | Heavy Artifact: Aetheric [Range 10] | [1d6+6 Lunar] Gain the following 2 CHANNEL ability. [CHANNEL] 6 Release: Spend 1 mana. One character you can see within scope takes [1d6+6 Lunar] and must make an AGI save. Failure: They are IMMOBILIZED + SLOWED until the end of their next turn. Success: They are SLOWED. Spiked Fist Melee Weapon (Uncommon) 5 FIGHT | Light Club [Reach 1] | [1d3 Physical] Whenever you roll a 1 on any damage dice with this weapon, you take 1 Stress and roll that die again. This effect can trigger on the same die multiple times. It's not optional As a Quick Action, you can spend 1 mana to fire a sonar arrow at a space within this weapon's Range. You can immediately 3 SEARCH against all HIDDEN characters in that space or adjacent to it. 379 Spikes Support (Uncommon) Super Mode Skill (Legendary) Main 1 Memory Enchantment, Unique Unique Any Armor: When you INTERPOSE, if you end the movement next to the attacker, you can deal [1 Piercing Physical] to them as part of the INTERPOSE reaction. When you use your limit break, you also regain all HP, remove all Stress, and roll 1d20. On a 20, your limit break recharges. Super Speed Sprinter’s Potion Support (Uncommon) Skill (Legendary) 1 Memory Light Unique Quick | Consumable 3 When you 4 RUSH, your speed is increased by +2 until the end of the turn. Your speed is doubled until the end of your next turn. Surprise Attack Skill (Legendary) 3 Memory Starbow Ranged Weapon (Uncommon) 3 VOLLEY | Main Bow [Range 20] | [1d6 Astral] Stealth Spell 1/round you can deal +1d6 bonus damage on a melee attack if the character has no adjacent characters aside from you. Spell (Legendary) 2 Memory Quick | Mana 1 When you 3 CAST a spell, you become INVISIBLE until the start of your next turn. Stunning Summon Unique Swordbreaker Melee Weapon (Uncommon) 5 FIGHT | Main Blade: Reliable 1 [Reach 1] | [1d6+1 Physical] This weapon gains +1 Accuracy on attacks against a character with a blade equipped. Spell (Legendary) 2 Memory Tactical Analysis 3 CAST | Mana 3, Summon 1 Memory Skill (Uncommon) (Tags: Summon, Size 1/2, 1 HP, 10 Dodge/ADef) You create this summon in a free space within Scope. At the end of the next round it explodes in a Burst 2 area. All characters in the area must pass a BLK save or be STUNNED until the end of their next turn. A character can only be stunned by this ability 1/scene. Quick Sundyr You make an enemy within Scope MARKED, and they must pass a MND save or take [2 Stress] and have +1 Difficulty on any attacks that don’t include you until the start of their next turn. Melee Weapon (Legendary) 5 FIGHT | Main Club: Unbreakable, Unique [Reach 1] | [1d6+2 Force] You can 3 SEARCH to learn more about an enemy. Taunt Skill (Uncommon) 2 Memory 3 MARK This weapon deals double damage to terrain. On Crit: You can spend 1 mana. If you do, the target must pass a BLK save or one of their weapons or support items is destroyed (their choice). 380 Telekinesis Spell (Rare) Thorium Armor Support (Uncommon) 2 Memory Main 5 SHOVE | Mana 1 Armor You can 5 SHOVE a target within Scope, and you count as Size 3 when doing so. Instead of choosing to Push them 1 space, you can Slide them 3 spaces. +3 Armor, -2 Dodge and Speed Throat Chop Skill (Rare) 2 Memory Teleport Partner Skill (Rare) 2 Memory Trigger: An adjacent character uses a spell or begins channeling one. Unique When you teleport, you can choose to bring an adjacent character with you. If they are unwilling, they must make a MGK save. On a failure, they are teleported. Tentacle Rod Reaction (1/round) | Stress 2 (Self) Melee Weapon (Uncommon) Effect: They must pass a BLK save or take [2 Stress] and have to make a Concentration save if channeling. Thrust 5 FIGHT | Light Club [Reach 2] | [1d3+1 Physical] Stress 1 (Self) If you hit with an opportunity attack with this weapon, the target is DAZED until the end of their next turn. You can make Opportunity Attacks when a character enters one of your weapon’s Reach, not just beginning their movement. Thunder Tetherknot Skill (Rare) 2 Memory Support (Rare) Spell (Rare) 2 Memory Light 3 CAST Quick | Consumable 3 A target within Scope must pass an AGI save or gain [1 Discord]. Whenever a character takes the ongoing damage from this Discord, roll 1d6. On a 5-6, you can use this spell as a Quick Action until the end of the scene or until you use it again, whichever comes first. Throw this ball of wire at a character within [Range 5]. They must succeed on an AGI save or be IMMOBILIZED until the end of their next turn. The Unblinking Eye Skill (Legendary) Thunderstomp 2 Memory 2 Memory Reaction (1/round) | Unique Trigger: An ally starts their turn. Effect: You can make an enemy MARKED. There is No Escape Skill (Uncommon) Skill (Rare) 5 FIGHT | Stress 1 (Self) All adjacent characters must pass an AGI save or take [1 Stress] and be SLOWED until the end of their next turn. 1 Memory Unique You have +1 Accuracy on 5 GRAPPLE attacks and checks. You can still take reactions while grappling. 381 Thunderstruck Melee Weapon (Legendary) 7 FULL ATTACK | Main Club: Inaccurate, Reliable 3, Slow [Reach 1] | [3d6 Force] On Hit: Target must pass a BLK save or be STUNNED until the end of their next turn. A character can only be stunned by this ability 1/scene. On Miss: Target is DAZED until the end of their next turn. Timber Melee Weapon (Uncommon) 5 FIGHT | Heavy Blade [Reach 1] | [2d6+1 Physical] Skill (Legendary) 1 Memory Unique You gain +5 HP. Tracker Ranged Weapon (Uncommon) 3 VOLLEY | Main Bow: Arcing [Range 15] | [4 Physical] On Hit: The target loses the HIDDEN and INVISIBLE statuses and can't gain those statuses until the end of its next turn. Trap Sense Does +1d3 bonus damage against characters that are larger than you. Titan Blood Toughness Support (Rare) Light 1 Memory You don’t trigger the effects of traps unless you want to, and you have +1 Accuracy on any saves from traps. Tremor Summon Unique Skill (Uncommon) Spell (Rare) 2 Memory Your size increases by 1, to a maximum of 3. You can’t be knocked PRONE or suffer unwilling forced movement from smaller characters. Titan Grip Skill (Legendary) 3 Memory Unique If you have two HEAVY weapons equipped, you can turn them into a linked HEAVY W HEAVY weapon. 3 CAST | Summon, Mana 2 (Tags: Summon, Size 1/2, 5 HP, 10 Dodge/ADef) Create a Summon in a free space within Scope. At the end of each of your turns, each enemy adjacent to the summon must pass an AGI save or be SLOWED until the end of their next turn. Twin Death Support (Legendary) Light Enchantment, Unique Tomblink Armor Support (Legendary) Heavy Armor +3 Armor, -1 speed and dodge. Gain the following Reaction. Trigger: An ally within Scope takes damage. Effect: Spend 1 Recovery. They regain HP equal to their BLOODIED value. Light or Main Weapon: The weapon becomes a linked W weapon, and is linked with one of your LIGHT weapon slots. Ultimate Protector Skill (Legendary) 1 Memory Unique You gain +1 Focus whenever you gain Focus. Torch Mace Melee Weapon (Uncommon) 5 FIGHT | Light Club [Reach 1] | [1d3+2 Astral] You ignore all low visibility penalties 382 Unarmored Defense Skill (Uncommon) Vicious Enchant Support (Rare) 1 Memory Main Unique Enchantment, Unique You gain +1 Armor if you don’t have a support item with the Armor tag, and this Armor still applies while you are SUNDERED. Any Weapon: The weapon deals +1d6 bonus damage on crits. Unbreakable Skin Voidspace Pockets Skill (Legendary) Spell (Legendary) 1 Memory 2 Memory Unique Unique You gain +1 Armor, to a max of 4 Armor. You gain an additional MAIN support slot. Unstable Wand Ranged Weapon (Uncommon) 3 VOLLEY | Light Artifact: Aetheric, Mana X [Range 5] | [X+2 Astral] Voidspace Weapon Spell (Legendary) 2 Memory Unique You gain an additional MAIN weapon slot. This weapon's damage is equal to the amount of mana you spend on the attack plus 2. Vorpal Enchant Support (Legendary) Light Unyielding Skill (Rare) 1 Memory Unique Increase all forced movement you inflict by +1, and you can reduce forced movement on you by 1 (to a minimum of 0). Vampiric Touch Melee Spell Attack (Uncommon) Enchantment Blade, Magitech: When you roll the maximum damage on a die with this weapon, roll the die again and add that result to the total damage. This effect can trigger multiple times. Only the damage directly from this weapon can trigger this effect, not any bonus damage. Wallbreaker Support (Rare) 2 Memory Heavy 5 FIGHT | Mana 1 Quick [Reach 1] | [1d3+1 Lunar] Deal 10 damage to a piece of cover, or automatically destroy a size ½ or 1 piece of cover. On Crit: You regain HP equal to the damage the target takes from the attack, after Armor and resistance. Venom Melee Weapon (Uncommon) 5 FIGHT | Light Blade: Thrown 5 [Reach 1] | [1 Discord] On Hit: Target is DAZED until the end of their next turn. Wand of Fireballs Ranged Weapon (Legendary) 3 VOLLEY | Light Artifact: Mana 2 [Range 5, Blast 2] | [1d3+1 Astral] Wand of Magic Missiles Ranged Weapon (Rare) 3 VOLLEY | Light Artifact: Accurate, Homing [Range 12] | [1d3 Force] 383 Wind Imbue Warstaff Melee Weapon (Uncommon) 5 FIGHT | Main Artifact [Reach 2] | [1d6+1 Physical] Water Walking Spell (Rare) 2 Memory Quick | Mana 1 Skill (Uncommon) 1 Memory You can stand on water and other liquids as if it were solid ground. You enchant an ally within scope’s weapon. One of their weapons gains an Enchantment until the end of their next turn, which on a crit, allows them to attack again with that weapon, 1/turn. The ally chooses the weapon to be enchanted, which must be a weapon that can hold an enchantment. Windsprint Armor Weapon Ring Support (Rare) Support (Rare) Light Main Armor Quick | Consumable 3, Unique +1 Armor. When you 4 REPOSITION, you are INVISIBLE until the end the turn. During a Rest or as a quick action, you can expend a charge to replace one of your equipped weapons with a different weapon you have unlocked that could be equipped in that slot. Weave Magic Spell (Legendary) Windstep Armor Support (Legendary) Main Armor +1 Armor. You are INVISIBLE while moving. 1 Memory Unique You gain +2 Mana. Whirlwind Skill (Rare) 2 Memory Unique 1/round when you crit with a melee weapon attack, you deal [3 Physical] to all adjacent enemies. Wind Boomerang Ranged Weapon (Rare) 3 VOLLEY | Light Club [Range 5, Reach 3] | [1d3 Force] On Hit: Spend 1 mana to force all characters adjacent to the target to make a BLK save. Failure: Character is pushed 1 space away from the primary target. 384 LOOT BY TYPE AND RARITY TECHNIQUES UNCOMMON TECHNIQUES 36 SKILL Reckless Uncommon 37 SPELL Retribution Shield Uncommon 38 SKILL Riposte Uncommon 39 SKILL Safe Travels Uncommon 40 SKILL Second Wind Uncommon 41 SKILL Slam Uncommon SKILL Slippery Uncommon Type Name Rarity 42 1 SPELL Aid Uncommon 43 SKILL Tactical Analysis Uncommon 2 SPELL Animate Objects Uncommon 44 SKILL Taunt Uncommon 3 SPELL Bane Uncommon 45 SKILL Thunderstomp Uncommon SKILL Trap Sense Uncommon # 4 SPELL Barkskin Uncommon 46 5 SKILL Battle Chant Uncommon 47 SKILL Unarmored Defense Uncommon 6 SPELL Bestow Curse Uncommon 48 SPELL Vampiric Touch Uncommon 7 SKILL Bloodthirst Uncommon 49 SKILL Water Walking Uncommon 8 SKILL Cartwheel Uncommon 9 SKILL Cleansing Touch Uncommon 10 SKILL Critical Healing Uncommon 11 SKILL Danger Sense Uncommon # Type Name Rarity 12 SKILL Defensive Fighter Uncommon 1 SPELL Absorb Elements Rare 13 SPELL Distracting Force Uncommon 2 SPELL Aether Shield Rare 14 SKILL Distracting Strike Uncommon 3 SKILL Agile Discord Rare 15 SKILL Distraction Uncommon 4 SPELL Astral Imbue Rare 16 SKILL Duck Uncommon 5 SPELL Astral Projection Rare 17 SPELL Ember Uncommon 6 SKILL Catch a Breath Rare 18 SPELL Energy Shield Uncommon 7 SKILL Chill Touch Rare 19 SPELL Extend Spell Uncommon 8 SKILL Deflect Rare 20 SKILL Fast Movement Uncommon 9 SKILL Delayed Healing Rare 21 SKILL Feral Instincts Uncommon 10 SKILL Efficient Burns Rare 22 SPELL Frost Bolt Uncommon 11 SPELL Empowered Spells Rare 23 SKILL Ghost Fist Uncommon 12 SKILL Execute Rare 24 SKILL Give Order Uncommon 13 SKILL Feel No Pain Rare 25 SKILL Grounded Caster Uncommon 14 SKILL Frightening Howl Rare 26 SKILL Guard Break Uncommon 15 SPELL Frost Lance Rare 27 SKILL Heaven Piercing Fang Uncommon 16 SKILL Hamstring Rare 28 SKILL Heroic Leap Uncommon 17 SPELL Healing Summon Rare 29 SPELL Hold Uncommon 18 SKILL Heavy Draw Rare 30 SKILL Improved Interpose Uncommon 19 SKILL Hemmorage Rare 31 SKILL Improved Spells Uncommon 20 SPELL Hexbolt Rare 32 SKILL Improved Weapons Uncommon 21 SPELL Ice Crown Rare 33 SKILL Leap Uncommon 22 SPELL Improved Energy Shield Rare 34 SKILL Mortal Strike Uncommon 23 SKILL Jack of all Trades Rare 35 SPELL Purge Uncommon 24 SPELL Lava Lob Rare 25 SPELL Lunar Imbue Rare RARE TECHNIQUES 385 26 SKILL Mental Discord Rare 19 SKILL Paragon Legendary 27 SPELL Mote Shield Rare 20 SKILL Perfect Accuracy Legendary 28 SKILL Multitasker Rare 21 SKILL Pincer Strike Legendary 29 SPELL Pass Without Trace Rare 22 SKILL Quick Hide Legendary 30 SKILL Physical Discord Rare 23 SKILL Quick Rush Legendary 31 SKILL Pummel Rare 24 SKILL Rage Caster Legendary 32 SKILL Push Through Pain Rare 25 SKILL Reflect Legendary 33 SPELL Push to the Edge Rare 26 SKILL Regeneration Legendary 34 SKILL Radar Rare 27 SPELL Reincarnate Legendary 35 SKILL Restful Presence Rare 28 SPELL Stealth Spell Legendary 36 SKILL Spectral Dash Rare 29 SPELL Stunning Summon Legendary 37 SPELL Telekinesis Rare 30 SKILL Super Mode Legendary 38 SKILL Teleport Partner Rare 31 SKILL Super Speed Legendary 39 SKILL There is No Escape Rare 32 SKILL Surprise Attack Legendary 40 SKILL Throat Chop Rare 33 SKILL The Unblinking Eye Legendary 41 SKILL Thrust Rare 34 SKILL Titan Grip Legendary 42 SPELL Thunder Rare 35 SKILL Toughness Legendary 43 SPELL Tremor Summon Rare 36 SKILL Ultimate Protector Legendary 44 SKILL Unyielding Rare 37 SKILL Unbreakable Skin Legendary 45 SKILL Whirlwind Rare 38 SPELL Voidspace Pockets Legendary 46 SPELL Wind Imbue Rare 39 SPELL Voidspace Weapon Legendary 40 SPELL Weave Magic Legendary LEGENDARY TECHNIQUES # Type Name Rarity 1 SPELL Baleful Polymorph Legendary 2 SPELL Banish Legendary 3 SKILL Beast Bond Legendary 4 SKILL Blur Legendary 5 SPELL Counterspell SUPPORT ITEMS UNCOMMON SUPPORT ITEMS # Name Rarity 1 Aether Flask Uncommon Legendary 2 Ammo Kit Uncommon Amulet of Health Uncommon 6 SKILL Demigod Legendary 3 7 SKILL Desync Legendary 4 Armor Plates Uncommon 8 SPELL Double Spell Legendary 5 Barbed Enchantment Uncommon 9 SKILL Endless Endurance Legendary 6 Belt of Giantkind Uncommon Bloodstone Armor Uncommon 10 SKILL Etherealness Legendary 7 11 SKILL Exploding Heart Legendary 8 Boots of Levitation Uncommon 12 SKILL Extended Scope Legendary 9 Elven Cloak Uncommon 13 SPELL Flare Legendary 10 Cloak of Protection Uncommon Darksight Armor Uncommon 14 SKILL Flash Step Legendary 11 15 SPELL Living Leyline Legendary 12 Death's Gambit Dice Uncommon 16 SPELL Mana Battery Legendary 13 Dragon Mask Uncommon 17 SKILL Monitor's Pivot Legendary 14 Durable Construction Uncommon Legendary 15 Electrical Pack Uncommon 18 SKILL Overwhelming 386 16 Escape Enchantment Uncommon 19 Hydra Helmet Rare 17 Gambling Dice Uncommon 20 Lifedrinker Armor Rare 18 Ghost Gloves Uncommon 21 Oversized Enchantment Rare 19 Ghostwalker Armor Uncommon 22 Potion of Size Rare 20 Justicar Armor Uncommon 23 Razorwire Enchant Rare 21 Mountainous Armor Uncommon 24 Runic Tattoos Rare 22 Orb of Power Uncommon 25 Sharkskin Armor Rare 23 Portable Cover Uncommon 26 Shield of the Evil Eye Rare 24 Potion of Climbing Uncommon 27 Tetherknot Rare 25 Prismatic Armor Uncommon 28 Titan Blood Rare 26 Quickstep Boots Uncommon 29 Vicious Enchant Rare 27 Recall Stone Uncommon 30 Wallbreaker Rare 28 Returning Weapon Uncommon 31 Weapon Ring Rare 29 Revive Kit Uncommon 32 Windsprint Armor Rare 30 Ring of Regeneration Uncommon 31 Scope Uncommon 32 Shatterstone Uncommon # Name Rarity LEGENDARY SUPPORT ITEMS 33 Spacewarp Enchant Uncommon 34 Spikes Uncommon 1 Adamantine Construction Legendary 35 Sprinter's Potion Uncommon 2 Angelsteel Armor Legendary 36 Thorium Armor Uncommon 3 Book of Endless Pages Legendary 4 Boots of Speed Legendary 5 Elemental Enchantment Legendary 6 Flawless Job Crystal Legendary RARE SUPPORT ITEMS # Name Rarity 7 Helm of Teleportation Legendary 1 Adamantine Armor Rare 8 Invisibility Cloak Legendary 2 Animated Shield Rare 9 Mithral Construction Legendary 3 Armor of Growing Endurance Rare 10 Paired Enchant Legendary 4 Bag of Holding Rare 11 Potion of Giants Legendary 5 Barkskin Armor Rare 12 Power Armor Legendary 6 Belt of Growing and Shrinking Rare 13 Scroll of Protection Legendary 7 Blackiron Armor Rare 14 Skeleton Key Legendary 8 Blinding Powder Rare 15 Tomblink Armor Legendary 9 Bonecaller Armor Rare 16 Twin Death Legendary 10 Broom of Flying Rare 17 Vorpal Enchant Legendary 11 Cursesong Armor Rare 18 Windstep Armor Legendary 12 Darkleaf Armor Rare 13 Defending Enchantment Rare 14 Displacer Cloak Rare 15 Elemental Burst Armor Rare 16 Fleetfoot Armor Rare 17 Headband of Intellect Rare 18 Homing Enchantment Rare WEAPONS UNCOMMON WEAPONS # 1 Name Rarity Absorption Uncommon 387 2 Backstabber Uncommon 13 Leech Rare 3 Chainsaw Blade Uncommon 14 Lightning Javelin Rare 4 Challenge Seeker Uncommon 15 Mace of Terror Rare 5 Charging Spear Uncommon 16 Momentum Rare 6 Dimension Anchor Uncommon 17 Mother Pharaoh Rare 7 Chain Blade Uncommon 18 Penance Rare 8 Mind Lasher Uncommon 19 Piercer Rare 9 Mithardain Uncommon 20 Portalis Rare 10 Mortar Uncommon 21 Rocket Sledge Rare 11 Psi Blade Uncommon 22 Scarab Staff Rare 12 Quick Arm Uncommon 23 Shock Glove Rare 13 Scimitar of Speed Uncommon 24 Slime Staff Rare 14 Shrapnel Uncommon 25 Wand of Magic Missiles Rare 15 Soaring Light Uncommon 26 Wind Boomerang Rare 16 Sonar Bow Uncommon 17 Spellstrike Uncommon 18 Spiked Fist Uncommon LEGENDARY WEAPONS 19 Starbow Uncommon # Name Rarity 20 Swordbreaker Uncommon 1 Firebrand Legendary 21 Tentacle Rod Uncommon 2 Lucky Legendary 22 Timber Uncommon 3 Meteor Staff Legendary 23 Torch Mace Uncommon 4 Oathbow Legendary Scythe of Darkness Legendary 24 Tracker Uncommon 5 25 Unstable Wand Uncommon 6 Spider Staff Legendary 26 Venom Uncommon 7 Sundyr Legendary 27 Warstaff Uncommon 8 Thunderstruck Legendary Uncommon 9 Wand of Fireballs Legendary 28 Harpoon RARE WEAPONS # Name Rarity 1 Beam Saber Rare 2 Black Hole Rare 3 Caduceus Staff Rare 4 Conductor's Baton Rare 5 Cryo Cannon Rare 6 Dancing Blade Rare 7 Dragon Force Fists Rare 8 Fatigue Rare 9 Flamethrower Rare 10 Frost Fang Rare 11 Fusion Cannon Rare 12 Healing Mace Rare 388 NPC BY INITIATIVE Name Elementalist Protector Sniper Spellshield Healer Mindreaver Mirage Overlord Rogue Summoner Warmage Marshal Ranger Specter Vulture Charger Pegasus Swarm Architect Expendable Firebug Fortress Gladiator Cleaver Fury Gunner Titan Role Initiative Defender 1 Defender 1 Artillery 1 Defender 1 Support 2 Controller 2 Controller 2 Support 2 Striker 2 Artillery 2 Artillery 2 Support 3 Striker 3 Controller 3 Controller 3 Striker 4 Striker 4 Controller 4 Controller 5 Striker 5 Striker 5 Defender 5 Defender 5 Striker 7 Striker 7 Artillery 7 Controller 7 389 GLOSSARY Ability. Ability is a catch-all term meant to include techniques, traits, and effects from equipment. Basically, if something does something, it either is or has an ability. Accurate. Attacks with this tag gain +1 Accuracy. Aetheric. Attacks with this tag target A-Def instead of Dodge. Arcing. Arcing attacks and effects can be fired over obstacles. Attacks and effects with this tag Ignore Line of Sight as long as there is a vertical path to the target, but cover still applies. Armor Armor. The equipment is considered armor. A character can only have one piece of equipment with this tag equipped at a time. Auto-Hit. This attack automatically hits, no attack roll is made. It is still affected by INVISIBILITY. Blast X. This is an Area of Effect (AoE). Its area includes the targeted space (which counts as the ‘center’ or ‘origin’) and all spaces within a radius of X of it. Cover and Line of Sight are determined from the center space of the Blast instead of the attacker. Burst X. This is an Area of Effect (AoE). Its area is all spaces within a radius of X spaces of a target. The target is not affected by the AoE unless otherwise indicated. Cover and Line of Sight are determined from the target. Bursts that form a zone move with the target. Close Blast X: As a Blast, but at least 1 space must be adjacent to the user, the user can’t be in the area, and cover/line of sight are calculated from the user. Consumable X. Equipment or abilities with this tag can only be used X times per quest. Discord X. Discord is ongoing damage. A character or object that takes Discord takes the indicated damage immediately, and it is considered Piercing. They then gain levels of Discord. At the end of each turn while they have Discord, the character or object makes a MAGIC save. On a successful save, all Discord is cleared from them. On a failure, they take the Discord damage, which is always Piercing. Enchantment. An enchantment modifies a weapon or support item. Each weapon or item can only have one enchantment at a time. Enchantments can be applied to a new weapon / item during quest preparation or a Long Rest. Equipment. Weapons and Support items are equipment. Homing. Attacks and effects with this tag ignore Line of Sight and the effects of cover. As long as the target is within Range, and it is possible to reach them (basically as long as they aren’t in a box), they can be affected. Immunity. Characters are unaffected by whatever they are immune to. Inaccurate. Attacks with this tag gain +1 Difficulty. Indirect. Attacks with this tag ignore the effects of cover. Integrated. Integrated equipment and techniques can’t be destroyed or enchanted. They can’t be selected as an option from a WOUND roll. Limited X. Equipment or abilities with this tag can only be used X times per quest. Line X. This is an Area of Effect (AoE). Its area is a straight line with a length of X spaces and a width of 1 space. Focus X. This equipment or ability costs x Focus to use. Focus is a temporary resource used in combat scenes. Piercing. Damage ignores armor Armor. Pull X. A type of Forced Movement. On a hit, the target is moved X spaces directly toward the origin. Push X. A type of Forced Movement. On a hit, the target is moved X spaces directly away from the origin. 390 Quick. This equipment or ability requires a Quick Action to activate. Range X. The range at which a ranged attack or ability can be used. Reach X. The Range at which a melee attack or ability can be used. Weapons and spells with Reach can be used to make Opportunity Attacks. Mana X. This equipment or ability costs X mana to use. Reliable X. Reliable attacks always deal at least X damage, even if the attack would miss or deal less than X damage. Reliable damage is of the same type as the attack, and inherits the attack’s other tags. However, Reliable damage does not count as a hit, and doesn’t trigger any effects that require a hit. Reloading. Equipment or abilities with this tag must be reloaded after each use before they can be used again. The 1 RECOVER action and other abilities allow reloading. Slide X. A type of Forced Movement. On a hit, the target is moved X spaces in any direction. Slow. Equipment and abilities with this tag can ONLY be used as a 7 FULL ATTACK action. Instead of using any combination of two different weapons or techniques, you use a single SLOW one. Stress X (Self). The user takes X stress when using this effect. Summon. Summons are temporary characters under the control of another character. Summons have the follow statistics unless otherwise indicated: Size 1, 5 HP, 10 Dodge/ADEF, 0 Armor. When summoned, they are brought into play in an unoccupied space within Scope and Line of Sight. They can be dismissed as a free action during their summoner’s turn. Summons can’t take any actions or move unless they have a Speed score or an ability that allows them to move or take actions.If they do have actions or speed, they occur at any point during their summoner’s turn. As characters, they can benefit from cover and other defenses, and make all checks and saves at +0. A summon reduced to 0 HP is defeated. Summons persist until the end of the scene, until defeated, or until otherwise indicated. An ability that creates summons can only have 1 summon from that instance of that ability at a time, unless otherwise indicated. If a summon is defeated, new ones can be made from the same ability unless it is LIMITED / CONSUMABLE and all charges have been expended. Teleport. Teleportation is a special form of movement that allows for instant movement between two spaces. Teleportation doesn’t require Line of Sight, doesn’t provoke Reactions, and ignores ENGAGEMENT. Teleportation always counts as moving 1 space. If a character teleports into a space they can’t occupy, the teleport fails and the action is lost. Thrown X. Equipment with this tag can be thrown, making a melee attack against a target within X spaces and landing in a space adjacent to the target (thrower’s choice). Thrown attacks can be affected by cover. Before being used again, the weapon must be picked up as a free action while adjacent to it. Trap. Equipment or abilities with this tag can be placed in a free adjacent space on a surface. When a character moves adjacent to a trap, it activates. Characters already adjacent to a trap don’t trigger it unless they move to a space that is still adjacent to it. Traps are permanently HIDDEN, but can be automatically detected with the 3 SEARCH action. A detected trap can be disarmed as a Quick Action when moving adjacent to one by passing an AGI check. On a failure, the trap activates as normal. On a success, the trap is disabled and destroyed. Traps are visible to all players on the map unless otherwise indicated. Unbreakable. This equipment or ability cannot be destroyed. Unbreakable equipment or abilities can’t be selected to be destroyed if there are non-unbreakable options left. If an Unbreakable item is selected, it becomes a DAZED result instead. Unique. Each character can only have one copy of a piece of equipment or ability with this tag. Zone. A zone is a lingering effect, usually an AOE, that remains in play until the end of the scene or indicated otherwise. 391 COMBAT QUICK GUIDE Combat takes place within a Combat Scene. Each combat is made up of multiple Rounds. PCs and NPCs take 1 Turn each round. STANDARD ACTION STANDARD MOVE QUICK ACTION The Standard Action you can take is limited by the current Phase. COMBAT STRUCTURE ORDER SCENE Each round starts with Phase 1 BOLSTER, and ends with Phase 8 DELAY. ROUND 1 TURN/ROUND PCs and NPCs alternate turns. If a PC decides to take their turn during Phase 1, then an NPC has the chance to take the next turn. If no one else takes a turn that Phase, move to the next Phase. Alternating turns continue between phases and rounds. Each Round is broken into 8 Phases. Your 1 Turn/Round will be taken in one of these Phases. Each Phase limits the Standard Action that can be taken during that phase. Once all the Phases have been cycled through, begin a new round, starting at Phase 1 BOLSTER. PHASE STANDARD ACTION 1 BOLSTER DEFEND 2 CHANNEL RECOVER CHANNEL VOLLEY CAST MARK SEARCH 4 REPOSITION RUSH HIDE 5 BRAWL FIGHT SHOVE 3 SKIRMISH GRAPPLE 6 RELEASE RELEASE 7 FULL ATTACK 8 DELAY FULL ATTACK DELAY YOUR TURN You will take your turn during one of the 8 Phases. During your turn, you can do the following in any order: SURGE PCs can Surge 1/round to take a 2nd turn. Doing so costs an increasing amount of Stress Stress, resetting during a Long Rest. This 2nd turn counts as a brand-new turn, giving the PC a new Standard Action, Standard Move, and Quick Action. The stress Stress cost for surging is listed below. The cost does not progress past 1d6+4. Surge Cost Times Used Stress Cost 1st 2 Stress nd 2 1d3+1 Stress 3rd 1d6+2 Stress 4th + 1d6+4 Stress REROLL TABLE PCs can take penalties to reroll attacks, checks, and saves during combat. This is called using the Reroll Table. Each Reroll Table option can only be used 1/round. 392 PHASE 1: BOLSTER DEFEND Gain Focus equal to 1d3 + Armor. Until the start of your next turn, attacks against you gain +1 Difficulty. You make a ranged weapon attack. Ranged Attack Rolls Roll 1d20+your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. MARK RECOVER Choose one of the following: • Spend a recovery to regain all your HP. • Clear all your Stress. • Regain all your mana. Then choose one of the following: • Reload all RELOADING weapons/abilities. • Remove all Discord on you. • Clear a condition or effect on you that wasn’t caused by yourself. • Clear a condition or effect on an adjacent ally that wasn’t caused by them. PHASE 2: CHANNEL CHANNEL CHANNEL abilities begin with this action, and take effect with RELEASE during PHASE 6. Channeled abilities can ONLY be released during PHASE 6. While channeling, if you take any damage (after Armor) or Stress (not caused by yourself), you have to make a BLK save against the initiator’s Save Target, which is called a Concentration save. On a failure, you stop channeling and the action is lost. You can only channel one ability at a time, and you can’t READY a channel. You can stop channeling as a free action. You can take your standard move when you release this round, if you didn’t use it during your turn. A channel ability is considered used when this action is taken, and any costs, like mana, must be paid at that time. A character within your Scope and Line of Sight gains the MARKED condition. SEARCH Choose a character or object within Scope and pick one. (A) If they are HIDDEN, make a contested MND check vs their AGI. On a success, they are no longer HIDDEN. (B) You learn the target’s statistics, abilities, and equipment. PHASE 4: REPOSITION HIDE You gain the HIDDEN condition. To hide, you can’t be ENGAGED and either must either be A) Outside of enemy Line of Sight, B) Benefiting from cover against enemies that have Line of Sight against you, or C) Be INVISIBLE. RUSH You can either (A) Move up to your Speed, or (B) not provoke reactions from movement this turn. PHASE 5: BRAWL FIGHT You make a melee or improvised attack. Attack Rolls Roll 1d20 + your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. Improvised attacks deal 1d3 Physical on a hit and can only attack adjacent targets. PHASE 3: SKIRMISH GRAPPLE CAST You make a spell attack against a target within Scope. Spell Attack Rolls Roll 1d20 + your GRIT. If your attack equals or exceeds the target’s DODGE (or A-DEF for aetheric attacks), it hits. VOLLEY Make a melee attack against an adjacent character. On a hit, both characters are GRAPPLED. While grappled, both characters: • Count as ENGAGED. • Can’t take Reactions. • If you are the same size as the target, you count as the larger one during the turn you grapple them. • The larger character can move normally. • The smaller character is IMMOBILIZED, 393 but is drug along by the larger character. Characters that are the same size can make a contested BLK check during their turn to see if they count as the larger one that turn. GRAPPLED ends if: o The characters are no longer adjacent to each other. o The initiator ends it as a free action. o The smaller character succeeds on an opposed BLK check as a Quick Action. • Select your effect, which must be an action or quick action you can take during your current turn. Until the start of your next turn, you can take that readied action as a reaction when the trigger is successfully met. You can’t use any other reactions while readying an action. You can forgo your readied action at any time. If you haven’t used your readied action by the start of your next turn, the action is lost. Example: Trigger: When an enemy moves outside of cover. Effect: I will CAST at them. SHOVE Make a melee attack against an adjacent target. You gain +1 Accuracy for every size larger than the target you are, or +1 Difficulty for every size smaller. On a hit, chose one of the following: • Push them 1 space. • Knock them PRONE. PHASE 6: RELEASE REACTIONS COUNTERATTACK Reaction (1/round), Focus 1 Trigger: You are hit by an attack from a character within one of your weapon or spell’s Reach. Effect: You can VOLLEY/CAST/FIGHT with one of those weapons/spells against that character. RELEASE INTERPOSE Channeled effects are released during this phase. Releasing an effect is resolved as if taking a turn, following the rules for alternating between PCs and NPCs, but doesn’t count as a turn. Instead of releasing an effect, it can continue to be channeled and released during PHASE 6: next round. You can’t release an ability if you are STUNNED. Trigger: An ally within [Range 3] is targeted by an attack. Reaction, Focus 1 Effect: You can move up to 2 spaces, ignoring reactions. If you end this movement next to the targeted ally, you can choose to become the target instead. An attack roll can only be interposed once. PHASE 7: FULL ATTACK OPPORTUNITY ATTACK FULL ATTACK Either A) Use a weapon or technique with the SLOW tag, or B) VOLLEY, CAST, FIGHT, SHOVE, or GRAPPLE with any combination of two different weapons, techniques, or actions. This action can only be taken 1/round. PHASE 8: DELAY Reaction (1/round) Trigger: A hostile character begins a movement or standard movement within one of your weapon or technique’s Reach. Effect: You can immediately VOLLEY/CAST/FIGHT against them with one of those weapons or techniques. REROLL TABLE DELAY The last chance to take an action during this round. If you wanted to take an action but the phase had already passed, you act on this phase. SPECIAL ACTIONS: READY READY You turn an action into a customizable reaction. Select your trigger, which must be an action, move, or reaction taken by another character. REROLL TABLE • Take 1d3 Stress. • Become MARKED. You can’t use this option if you are MARKED. • If you are adjacent to an enemy or within one of their weapon’s Reach, they can choose to a) OPPORTUNITY ATTACK you, or b) deal [3 Physical] to you as a Reaction. 394 395