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Beacon Playtest v1.11.1

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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
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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
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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
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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.
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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.
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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o Meteor Swarm reduced to Burst 3
Loot
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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
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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.
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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.
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MODIFIER
There are three types of modifiers in Beacon. When
applied, a modifier increases or decreases your
result of a die roll.
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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.
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A single roll can’t benefit from more than 6 Accuracy
or Difficulty.
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COMBAT AND
NARRATIVE SCENES
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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.
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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.
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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
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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.
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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