0% found this document useful (0 votes)
3K views417 pages

Icon 1.4

Uploaded by

Arvin Kayz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3K views417 pages

Icon 1.4

Uploaded by

Arvin Kayz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 417

1 of 417

©Tom Bloom 2022


Art, layout, and writing by Tom Bloom
Please feel free to print or share this book if you include this credits page.
v 1.4, 6/25/2022

Foreword
Hello!

Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish after completing our Lancer
kickstarter content. My ethos is to give people content, then ask them to pay for it later if they like it, so
this test is entirely free to play and distribute. Much like Lancer, the final product will have a free version
with all player facing content.

This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.

I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.

Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
ksbdabbadon@gmail.com

Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a little while so there is plenty of time to test it. There’ll be regular but slow content for it.

Character sheets
Character sheets are a work in progress. There is a solid, community maintained google sheet that you can
probably find linked wherever you picked this game up.

Links and support


You can find Lancer at http://lancerrpg.com and Kill Six Billion Demons at http://
www.killsixbilliondemons.com
If you like this playtest and want to support my work, please consider supporting me over at my patreon:
http://patreon.com/killsixbilliondemons.

Thanks for playing! I hope your games are enjoyable.

- Tom “Abbadon” Bloom

2 of 417

Change Log (v1.4)


Welcome to 1.4!

This game is essentially, barring small additions (and filling out the trophies list) content complete. The
next step will be testing, balancing, and adding a ton of art and layout.

Nearly everything has been changed. There’s 100+ extra pages of content compared to the last release,
most of which was the enemy rework.

Major updates:
The biggest change this edition is the enemy rework, which has totally reorganized how foes work -
intending to make them usable ‘off the page’ rather than having to assemble them in ms paint first. Now
foes are organized into factions that are self containing blocks of rules, rather than using a mix and match
of templates. It makes them easier to balance and allows fights with more flavorful mechanics. There are
still generic foes for plugging into your fights as needed.

Aside from that, there were some fairly major changes to narrative play for usability, with more emphasis
on the chapter system, and a pass over combat to balance and even out abilities and jobs.

All
• Added a ton more art! My intent is to have a ton of ‘alternate’ art for all jobs. To give you an idea of how
much art I want to stuff into this thing, for the full release, for each job I intend to have two pages of
unique character art, a page or two of gear, vignette illustrations, and little chibi ability illustrations for
some abilities. Each content chunk of this book (like the jobs or factions) I intend to be like a little mini-
zine almost.

Narrative Play
• Three new bonds, rounding us out to 12: The Elder, the Outsider, and the Dreamer.
• More explicit limits and examples for narrative actions and chapter, to flesh out the chapter system
more. In general this is supposed to give players and GMs a feel for characters’ limits and abilities based
on where they are in their adventuring careers.
• Specific examples for all actions
• Rework of some basic bond concepts
• Harm renamed to Strain, Stress to Effort, Stressed out to Exhausted, Stress Relief to Second Wind
• Standardized all effort and strain to reduce overhead and improve balance.
• You can now take strain instead of consequences (but no longer spend effort to lower strain taken)
• Slight rework to xp questions to not require tactical combat for max xp
• Cultures no longer give action bonuses, choosing actions now has explicit steps but is more freeform. I
wanted to move a little further away from essentialism
• Rework of Burdens to be a little more punitive
• Effect can now only be increased to powerful normally and must start at least at weak to qualify for
effect increases.
• Removed narrative combat ratings and gave their old functions to Smash and Excel. I think these were
muddying things too much.
• Bonds now get a superpower ability for only one action.
• Some abilities now have explicit chapter scaling

Camps
• New Liftstone camp fixture to allow you to travel quickly, but only to places you have visited.
• Slight rework to fixtures that gave you stats - I want to avoid fixtures feeling like ‘must haves’ for combat
and messing with the balance.

3 of 417

Tactical Combat
• ‘Terrain piece” concept removed, now is ‘objects’. This is to separate it from the actual map.
• Changes to a lot of statuses + tags
• New, more codified ‘remove/place’ from battlefield concept
• New immobilized state
• Rework to Vigilance. Now allows you to yank allies closer to you to soak damage better, and can
immobilize foes.
• Amor is now a red class (Heavy/Stalwart) only trait
• Stealth is stronger. No longer breaks on taking damage, but breaks on using most abilities
• Sturdy no longer prevents you from being shoved completely, but reduces shoves by 1 space
• Blinded made slightly weaker so its not so binary
• Shattered is now an anti-vigor tool.
• Pacified now causes half damage instead of ‘1’ damage but is easier to access.
• True strike no longer ignores vigilance but now ignores blinded
• Dangerous terrain can no longer be used to cheese grate people
• Basic actions are now codified as abilities
• New ‘Delay’ concept for very slow abilities (codifying the ‘end your turn, you must take a slow turn next
round, at the start of your next turn’ concept that was already in the game)

Jobs
• Big pass over all jobs - Bastion, Sealer, Seer, and Stormbender got a look at some basic concepts. All jobs
have received changes.
• Slight stat adjustments to classes. Big HP reduction for Vagabonds.
• Adjustments to some limit breaks for cost
• Damage brought more in line with new paradigms
• You get an extra mastery point earlier now to avoid feeling like you’re missing out by not mono-jobbing
• Wrights can now all scoot around the battlefield like jerks with the Slip action
• Finishing blow now has a universal concept and has been reworded for clarity
• Formatting rework for summons for clarity

Specific job highlights (not a detailed list):

• Bastion: Rework to core traits, adjustments to many abilities. Buff to shield slam. Helion now costs 1
(1!) resolve.
• Demon Slayer: Slight adjustments to many abilities. Brand new limit break. Your life ends 30 minutes
from now. A bunch of new ‘alternate’ demon slayers to check out.
• Colossus: Slight adjustments to all abilities. New alternate colossi art to hang out with!
• Knave: Slight adjustments to all abilities, mostly for clarity.
• Fool: Slight adjustments to all abilities. Death finishing blow adjusted down. Chronotemper is now 1
action.
• Freelancer: Slight adjustments to many abilities. Divine binding is now a mark. Cerberus damage
brought down, Soul Shot improved. Aether Overdrive damage increased.
• Shade: Slight adjustments to many abilities. Shadow walk and Weeping veil now allow you to ignore
engagement.
• Warden: Slight adjustments to many abilities. Damage of summons brought down. Underway
reworked into an object instead of a summon.
• Chanter: Slight adjustments to all abilities for clarity. Winged Pacifism made more usable. Hades
mastery talent made less ridiculous. Chaos now grants true strike. Rework to slumber. Monogatari is
now a free action. Alternate chanter art!
• Harvester: Slight adjustments to many abilities. Death Sentence improved.
• Sealer: Big adjustments to many abilities. Break Meridians and Mantra reworked. Burning seal
reworked into Grand Seal. Judgement/Justice, and Open the Gates improved. Alternate sealer art!

4 of 417

• Seer: Big adjustments to nearly all abilities and rework for usability. Card deck improved so most
effects are now positive. Skein allows you to passively draw cards. Karma is better. Masteries all have
cooler names. High Prophecy and Thoth cost reduced.
• Enochian: Slight adjustments to many abilities. Inner Furnace can now be used with 50% max hp.
Implode now a free action. Phoenix rage grants defiance again. Pyre and Lance improved. Alternate
enochian art!
• Geomancer: Slight adjustments to all abilities for usability.
• Spellblade: Slight adjustments to all abilities. Aether Deflection now grants resistance. Odinforce
reworked.
• Stormbender: Slight adjustments to all abilities for usability. Dagon changed to be more usable.

Foes
• Massive enemy rework - All foes totally overhauled.
• There are around 80+ pages of new foes.
• Basic foe legend fights have been reworked to be more flexible in flavor
• New legend fights including Fetid Idol, Head Lopper, Crimson Weapon, Azurian Weapon, Majesty
Demon, Deep Snow Aesi, Rider of the Primal Storm, and Relict Prelictor
• Foes can no longer randomly critical hit and their damage has been brought more in line with current
paradigms
• New legend rules + unique traits

5 of 417

Foreword 2

Change Log (v1.4) 3

ICON 10
Legacy of The Arkenlords 10

Playing the game 12

Rolling Dice 12

Setting and Tone 13

GETTING STARTED 14

I. THE BOOK OF TALES 17


Narrative Play 18
The Action Roll 18

Action Ratings 18

Chapter 22

Speci c Action Examples 24

Clocks 27

Rituals and Projects 28

GM Principles 29

Complications and Consequences 29

Combat In ICON 32

Player characters in Narrative Play 35

Play Example 36

Expeditions, camps, and interludes 39


Starting expeditions 40

INTERLUDES 42

Session End 44

Narrative Character Creation 45


Choosing your bond 46

Folk of Arden Eld 46

THE SIX GREAT CULTURES 52

BONDS 55
I. The Path nder 56

6 of 417
fi
fi
II. The Seeker 57

III. The Mighty 58

IV. The Wolf 59

V. The Harlequin 60

VI. The Highborn 61

VII. The Mender 62

VIII. The Brave 63

IX. The Broker 64

X. The Elder 65

XI. The Outsider 66

XII. The Dreamer 67

II. THE BOOK OF BATTLE 68


TACTICAL COMBAT 69
Combat, step by step 70

Attacks 72

Abilities and traits 76

Victory and Defeat 79

Vigor, Camping, and Healing 79

Quick Combat Guide 80

The Battle eld 82

Combat Glossary 83

Advanced Combat 86

JOBS 89
Choosing your job 91

Relics 92

STALWART 95

Bastion 97

Demon Slayer 102

Colossus 109

Knave 116

VAGABOND 121

7 of 417
fi
Fool 124

Freelancer 129

Shade 134

Warden 140

MENDICANT 146

Chanter 148

Harvester 155

Sealer 161

Seer 168

WRIGHT 173

Enochian 175

Geomancer 184

Spellblade 190

Stormbender 196

III. THE BOOK OF ADVENTURE 202


Intro 203

GAME FLOW 203

Advancement 205

Rewards 207

Example Dungeon Trophies 208

RELICS 209
THE CAMP 217
Camp Fixtures 218

CUSTOM RULES 225


DUNGEON CRAWL 226

BATTLE 234

INTRIGUE 240

TREK 245

Additional Rules 247

IV. THE BOOK OF FOES 251


FOES 252

8 of 417
CREATING INTERESTING FIGHTS 258

GLOSSARY OF FOES 262


BASIC JOBS 264

Elite 272

BASIC LEGENDS 274

FACTIONS 278
I. FOLK 279

II. RELICT 288

III. Ruin Beast 303

IV. Scavenger 316

V. IMPERIAL 328

VI. DEMON 342

VII. LOWLANDER 359

VIII. JOTUNN 375

IX. HOB 391

DEEPTOWER 407

9 of 417
ICON

plowed over the skeletons of ancient war


Legacy of The machines. Cities are few and far between, and
connected over the long stretches of idyllic
Arkenlords wilderness by crumbling roads dotted with the
caravans of traveling peddlers and traders.
Long ago, the cruel and prosperous Arken
The era is peaceful and pastoral. The land is fertile
Imperium crushed the nations of Arden Eld. With
and good, and the land is broad and beautiful.
its military might and its command of magitech
Trade is flourishing between towns and war is, for
and ancient etheric sorcery, it slew the Titans who
the most part, a distant memory of a darker time.
held up the four pillars of the world and cast then
down, proclaiming itself an eternal empire. It
spread itself from sea to sea, altered the land itself The Shadow
with great projects, raise mighty cities of iron and
stone, and bent the elden magics to its will, setting The people of Arden Eld, such as they are, live in
its sights on the seat of the makers themselves. era of contentment and prosperity. Yet at the
The Arkenlords became swollen with power that edges of their lives, the shadow of the past looms.
drove them far beyond the concerns of petty men,
and made them blind to their own rapidly The paths through the wilderness between towns
approaching doom. When it finally came, it was as are treacherous, sometimes dangerous. The ruins
rapid as it was inevitable. A great inexorable of the Arkenlords are everywhere, jutting out of
destruction wracked the empire, shattering it, and the land and riddling the earth itself. For the most
scouring the land. In its wake, monsters crawled part, the ruins are quiet, a mournful reminder of a
from great pits to feast on its remnants, and in forgotten and terrible past. Occasionally, however,
time retreated to the deep earth, leaving only they will disgorge creatures of the old world -
smoldering ruins. monsters born of the Doom or the strange
energies harnessed by the empire. Left
The Green Age unchecked, these Blights can endanger the roads,
fields, and forests of the world above - sometimes
becoming threatening enough to imperil whole
A thousand years have passed. The land settled
towns.
and healed, and a gentler, greener age slowly
dawned. The shattered, labyrinthine ruins of the
Quite often an entire ruin will surface, pushed up
old empire now lie entombed in the verdant earth,
and out of the earth by some unknown seismic
their depths occasionally disgorging monsters,
force or rampant magic. These surfacing ruins are
mysteries, and ghosts of the old world, but over
often more active than their long-dead
and around them the world has recovered. Forests
counterparts and will rarely burst from the earth
have grown over ancient galleries, floral meadows
very close to villages or in the middle of cities,
have sprung up covering old battlegrounds, and
causing great destruction.
sparkling streams now flow through the collapsed
and teetering stones of old aqueducts and
Deep within the ruins themselves lurk the Relict -
overpasses.
remains of the old empire, the undead fragments
of its servitors and sorcerers - and deeper within,
Over the ruins and in their shadows, life has
greater prizes. When the Doom befell the Arken, it
flourished, as it always will. Now towns and
shattered the land so quickly that entire chambers
villages dot the landscape, nestled in glades and
were sunk deep into the earth, or buried in
valleys and surrounded by farms and fields

10 of 417

underground caverns or passages mostly intact. Many in your position use it to plumb the depths
Within these preserved ruins is also buried the of the old world in search of treasure and fame.
Arkentech of the old empire - magical and Others use it to drive back the Blights and protect
technological creations and devices of terrifying the villages of the Green from the specters of the
import. The ruins themselves are so seeped in the past, or keep the roads and ways safe for the
powerful sorcery of the old lords that they exude young and old alike. Some work as mercenaries
Dust - the essence of condensed raw magic highly for the city guilds and take to the sky in great
sought after by the wrights and technological airships, while others wander the land helping the
artisans of the world above. lost or forgotten. Some use their power to kill to
cut away threats to the world, others to defend
Brave or daring adventure seekers or treasure those they hold dear.
hunters often venture into these ruins in search of
wealth or power, and are frequently rewarded, Will you defend the Green Age? Will you help
despite the terrible danger that these expeditions usher in the Churning Age? Or will you cast all
pose. aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
it is your decisions that make you who you are,
The Churning Age and cement your place in the Tale of Ages.

Now, the world stands at the edge of a new age -


the Churning Age. You are an Icon.
More and more adventurers plumb the ruins of
the old world in search of its treasures. Factions of
the trade guilds and city councils now turn their
eyes to the terrible potential of arkentech, and
seek it greedily. Great etheric airships, built with
the power scraped from the ruins, now soar into
the sky in search of crumbling spires or ancient
catacombs to plunder. In response, the ruins
themselves have become more active - disgorging
more monsters, becoming more unstable, and
more often rising up from the earth itself in
terrifying seismic displays.

The Churn threatens to throw the Green Age into


tumult. A treasure fueled sickness has made its
way into the hearts of Kin. There are even those
who whisper, more and more openly, about the
legacy of the ancient empire, of the need for
strength, wealth, power, and war banners to be
hoisted once again. Cities eye each other with
suspicion. Travelers grip their cloaks tightly and
tighten their sword belts, and for the first time,
banditry has sprung up over the stones and passes
of the old imperial highways.

At the very edge of this age is you.


You belong in this world, and you are tied to its
fate. You are cursed to wield great power, but how
you choose to wield it is up to you.

11 of 417

by the players, who can choose to stay in a certain


Playing the game chapter as long as they like (but will have a cap on
their power as they cannot level up past the
ICON is a role playing game for two or more chapter limit).
players. An ideal group is 3-5. One player will act
as the game master (GM) who will adjudicate the Using these books
rules and help create and move the narrative
forward. ICON is split into five books, the first being this
introduction book. The other four are, in order:
This game assumes you know what a role-playing
game is. If this is your first RPG and you’re The Book of Tales focuses entirely on narrative
unsure, there are plenty of resources available play
online to bring you up to speed. The Book of Battle focuses on tactical combat
The Book of Adventure focuses on
Two modes of play expeditions, camps, interludes, rewards, and extra
custom rules for the GM
The Book of Foes focuses on a diverse roster of
ICON has two modes of play: narrative play,
foes for tactical combat
and tactical combat. The rules for these
modes are different and there is next to zero If you’re not intending to run tactical combat, you
overlap between them. It’s entirely possible to can skip the Book of Battle and Book of Foes
run a game of ICON entirely in one mode or the entirely. Similarly, if you just want a fun tactical
other, and rules are provided to play the game war-game, you can use just use the Book of Battle
only in narrative mode if you so desire. Typically and the Book of Foes and skip the other two.
games will start in narrative play and remain
there whenever there is storytelling, free role It’s recommended to read the books in order since
playing, or a need to move the story somewhere. they each contain information pertinent to later
When there’s a point of tension that can only be books, but it’s not necessary to read them cover to
decided through the drama and violence of cover, especially if you’re just a player. Feel free to
combat, then the game swaps to a grid-based skim or jump around.
tactical game, with more clearly defined turn
order and more structured rules.
Rolling Dice
Expeditions and Interludes
In ICON, there are different dice rolls for
In ICON, characters are adventurers that go on narrative play and tactical combat.
expeditions in order to accomplish a goal. On an
expedition they can camp to restore their lost
In narrative play, characters use d6s.
health and ease their minds. After the expedition
finishes, they can pause the action to take an
When the outcome of an action is unclear, risky,
interlude, a longer pause in the action.
or contested, a character names their goal and
makes an action roll, rolling a number of d6s
Chapter equal to an action rating on their sheet and
choosing the best result. The GM tells the player
Campaigns of ICON are split into 3 chapters. Over before they roll the effect and risk of their
the course of their adventure, characters will action. On a 1-3 the character fails to accomplish
become increasingly more powerful, represented their goal and suffers the risk, on a 4-5 they
by levels. Every chapter represents four levels succeed but may suffer the risk anyway, take some
(1-4, 5-8, 9-12). Each chapter represents a other consequences, setback or reduced effect,
different scale of power, and enemies, challenges, and on a 6 they succeed with no complications.
and stakes will increase in severity accordingly. There’s many more details on on action rolls in
Moving on to the next chapter is a decision taken the section on narrative play.

12 of 417

- A character makes a narrative roll with 1 boon.


In tactical combat, characters mostly use They get 3 dice on the roll normally, but adding
d20s. the boon they get 4.
- A character makes an attack roll with two
The two rolls in tactical combat are attack rolls boons. They roll 1d20, and get a 13. They roll
and saves. 2d6 (one for each boon), and get a 3 and a 4.
They take the highest boon result (a 4) and add
Characters usually make an attack roll when they it to the total, for 13+4 = 17.
take a hostile action against another character - A character makes a save with 2 curses and 1
with the attack tag. For an attack roll, a blessing. The blessing cancels one curse. They
character rolls a d20 (and may also roll a roll 1d20, and get a 12, then roll 1 remaining
number of d6s, see below), then compares the curse and get a 4. Their total result is 12 - 4 = 8,
final result to their target’s defense, beating it if a failure.
they match it or roll higher.

Characters make saves to avoid or end harmful


ongoing effects, such as dragon breath, poisonous Setting and Tone
gas, being stunned by a boulder, or something
similar. For a save, a character rolls a d20 ICON’s setting is kept relatively loose for you to
(usually with no modifiers). On an 10 or higher, adapt to your game. Several aspects of narrative
they save against the effect successfully, ending or play and tactical combat are kept loose for you to
avoiding it. decide what is important to you in your game.
When a section of the game does this, it’ll mention
There’s many more details on attacks, saves, and it directly.
tactical combat in the rules in that section.
For example, non player characters that are
Boon and Curse reduced to 0 hit points in tactical combat are
defeated. By default, the game does not assume
Some abilities give rolls boon or curse. These that defeated means dead. You can decide if you
modifiers represent situational modifiers that can want to run a game with a different tone that
happen during a dangerous and chaotic players can decide whether to defeat or kill an
adventure. Many character abilities will give enemy they reduce to 0 hp, if an enemy is always
boons built in and many enemy effects will give killed when reduced to 0 hp, or if an enemy is
curse. never killed when reduced to 0 hp unless
characters take some extra action.
For narrative play, when a roll has a boon, add an
additional d6 to the roll for each boon. When a Here are the game’s other setting elements:
roll has any curse, subtract a d6 for each curse.
This is often written like +1D or -1D. Setting conceits

For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.

For example: Arden Eld is post-post apocalyptic, and full of


ruins, dungeons, caverns, and other unexplored
and dangerous spaces. There was an ancient,

13 of 417

cruel, and technomagically advanced empire


that collapsed under its own hubris, irrevocably ICON does not care about minutely tracking time,
changing the land. In these deep and perilous supplies, detailed wounds, etc., nor does it care
spaces there is great treasure in the form of lost about tracking currency for the most part. Even
magic and technology. when there are exceptions to this rule, this game
only tracks these things where it matters.
Arden Eld is a fantastic world. People in Arden
Eld may use swords, shields, and plate mail, but Players always have the initiative in ICON,
the existence of arkentech means there are especially in narrative play. Running a slow, tile-
firearms, automata, electric lighting, skyships, by-tile dungeon crawl with traps, puzzles, etc is
and other ancient machines all over the place. not well suited to ICON without modifying the
High technology tends to be rare, coveted, and way you think about these challenges. The game
buried. prefers to move through these aspects narratively
and quickly.
Arden Eld is full of monsters that pour forth
from the ruins, but those monsters are never If you want to run a nonviolent social game with
people. People may contest, thwart, fight, or little combat, it is possible, but ICON’s focus on
even try to kill the characters, but their violence monster fighting, battles, and exploration of
is always motivated. dangerous spaces (even if done narratively) is a
core part of the game.
Game conceits

ICON is a game about playing heroic GETTING STARTED


characters that fight for their ideals. They go
on expeditions to fight monsters, explore The GM should read through the narrative play
ruins, and gather power. During interludes, and tactical combat sections if they intend to
they build, heal, and learn. Eventually they may use them. Players should also give them a read,
end up changing or saving the world. Heroic in especially if they’re jumping into tactical combat
this context doesn’t necessarily mean in the first session.
‘altruistically motivated’ but ‘fated’, or ‘larger than
life'. Players can make their character by choosing a
Kintype, a Culture, a Bond, and putting 6
ICON fits into a ‘mythic fantasy’ or ‘high more dots in actions for narrative play (page XX).
fantasy’ type of game, where the heroes can Then, if they’re using tactical combat, they pick a
perform feats of incredible strength, speed, or combat job and two abilities (page XX).
magic, and the beliefs and ideals of the heroes are
central. Characters get a free fixture for their camp (page
XX) and can fill out some more details about their
Changing these conceits group.

As a game master you are welcome to change, Advancement


add, or tweak any of this content for your own
setting or use. Certain aspects of ICON, however, Characters in ICON are measured by their level,
are core to the game and before running a game starting at level 0. After the first session,
using this system, think carefully about these characters get enough experience to level up to
aspects. level 1.

If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.

14 of 417

Levels max out at level 12. Every 4 levels


constitutes a chapter.

There’s much more detail on advancement in the


Book of Adventure on pg XX

Moving forward

There’s more details on all of this in the


forthcoming sections. I’ve included the
advancement table here for ease of reference but
it is repeated again in the advancement and
rewards section on page XX.

15 of 417

Character Advancement

- Characters level from level 0 to level 1 after the first session.


- At the end of each session, each player checks the xp triggers for their character and gains xp if the
trigger was fulfilled.
- At level 1 and every level afterwards, characters can either unlock a new ability or unlock a talent when
they hit 5 xp or 10 xp and go into a camp, during an interlude, or at the end of a session.
- When a character hits 15 xp, they clear their xp bar and accumulate a level up, which can be spent at
the end of a interlude (a downtime period) or at the end of a session to level up their character.
Characters can’t level higher than the chapter the game is currently in.

Lvl Chapter Combat Benefit Narrative Benefit


Choose a Culture and Kin type. Then choose
a Bond, a Bond power, and gain 6 dots to
0 1 Choose a job and two abilities.
improve actions. None can be taken past 3 at
level 0.
Get a new ability and unlock Limit
1 1 Gain a Bond Power
Break
2 1 Get your first relic Improve two actions or gain a Bond power
3 1 Gain a Mastery Point Gain a Bond power
Choose a second job and gain a new
4 1 ability OR the same job and gain a Improve two actions or gain a Bond power
mastery point.
5 2 Improve an action
6 2 Get your second relic Gain a Bond power

7 2 Gain a Mastery Point Improve an action


Choose a third job and gain a new
8 2 ability OR the same job and gain a Improve two actions or gain a Bond power
mastery point.
9 3 Get your third relic Gain a Bond power

10 3 Gain a Mastery Point Improve an action

11 3 Improve an action

12 3 Gain a Mastery Point Gain a Bond power

16 of 417

I. THE BOOK OF TALES

17 of 417

Narrative Play

Narrative play is the default mode of play of


ICON. Whenever you’re talking, exploring, Rolling with 0
investigating, or on the move, you’re probably in If you roll with 0 total dice, roll 2d6 and pick the
narrative play. It covers pretty much everything lowest as your final result. You can never get a
outside of tactical combat. In narrative play, the critical hit with 0 dice.
primary goal of the players and the GM is to tell a
story together, and the story itself is the Bonus dice
medium of play.
You might get bonus dice or dice penalties on a
Players typically say what their characters do and
roll from allies helping you, in the form of Boons
say, and the game master tells them how the
(+1d6) and Curses (-1d6). These cancel each other
world or other characters respond to them. It’s a
out 1 to 1.
bit like a conversation back and forth between the
GM and the players.
These are sometimes written as +1D or -1D for
simplicity.
Narrative play can be very loose and unstructured,
and you can play a long time without touching any
The most important rule to remember is that you
dice. The general rule is to do it - do it! You
can’t get more than +2 or -2 additional dice
don't need to roll dice to take every action.
on any roll, no matter how many dice you get
otherwise.
However, when the outcome of an action is
unclear, difficult, dangerous, or contested,
a player makes an action roll. Action Ratings
The Action Roll When an action roll is required, players decide
which action rating best fits their action.
To make an action roll, players state their
• Sneak - Move with stealth and silence. Perform
intent, then pick an action on their character
actions without notice. Spring an ambush.
sheet that they think best describes their action.
• Traverse - Climb, swim, leap, fly. Run swiftly.
Based on the action chosen, the GM judges the
Chase or flee. Pilot a vehicle or ride an animal.
risk and effect of that action. Then the player
• Sense - Scan and assess a broad area or
makes an action roll, rolling 1d6 per dot of the
situation. Spot at a distance. Find tracks, clues,
chosen action and picking the highest result.
paths. Sense the presence of magic or hidden
Actions are rated from 0 to 4. For actions with a
things.
rating of 0, players roll 2d6 and pick the lowest.
• Study - Analyze something or someone in
detail. Discern someone’s intentions or notice
Check the final result:
deception. Perform research. Decipher an
inscription.
• 1-3: The character fails to accomplish their goal
• Charm - Sway with direct charisma, deception,
and suffers the consequences
or diplomacy. Call in favors. Cause distraction
• 4-5: The character is successful, but at a cost
or misdirection
• 6: The character is successful
• Command - Use force of will and presence to
• 6,6: - Critical Hit! The character is successful
lead or intimidate. Give orders.
and has increased effect

18 of 417

• Tinker - Interact with, understand, or use approach and the action they want to use. The
alchemy, etheric constructs, or technology. Fix, GM is free to suggest actions, and also to decide
pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Fire a ranged weapon. Hit a tiny target at range. to form approaches to problems, and the GM acts
Catch a falling coin. Balance on a narrow wire. as the judge to set the stakes.
Squeeze through a tight space.
• Smash - Overwhelm with physical or magical
force. Swing a melee weapon. Throw a punch or
Risk and Effect
blast down a door with a magic spell. Wreck an
When a player suggests a course of action and
object or obstacle.
names their goal, the GM decides how risky the
• Endure - Push yourself to your limits. Power
action is and how effective it’s going to be, based
through pain, cold, heat, or harsh environments.
on the narrative.
Lift or drag something enormously heavy.
Risk can be controlled, risky, or desperate.
Examples:
Effect is usually weak, normal, or powerful.
• Sneak past the sleeping Wyrm without it
waking
By default, all actions are risky and have normal
• Traverse down a corridor and outrun a wall of
effect.
flame
• Sense the tracks of a beast in the snow
• Study a goblet of wine very carefully to see if Risk
it’s poisoned
• Charm the bandits into untying you Risk is how dangerous an action is, and what
• Command a caravan of scared people to stay the consequences could be for failure or partial
together while under attack success. If an action is risky, it means there is
• Tinker with an ancient magic rune circle to some degree of harmful or unwanted
prevent it from summoning a demon consequences to the action, usually what we’d
• Excel and cut the drawstrings of the guard’s expect.
trousers with a swipe of a dagger.
• Smash the lock on the ancient chest with a Controlled risk means there are few or weaker
single blow consequences for failure. When a situation or
• Endure the pain from holding back a heavy action is controlled, the character usually has a
boulder from squashing your friends good position, plenty of time, or relative safety.
Desperate risk means great or dire
You’ll notice that some of these actions have a consequences for failure. When a character finds
little overlap, but are flavored differently. For themselves in a bad situation or throws
example, taking someone’s purse from them could themselves into one for a faint hope, that’s
be cutting it from their belt (with Excel) - quick desperate.
but not necessarily quietly. Alternately, it could be
taking it quietly with Sneak. You could even Effect
perhaps Charm them to divert their attention
while you take it off them. A heavy dungeon door Effect is what we expect to happen when the
could be tinkered (if it has a lock). Alternately, it character is successful. Normal effect is just this -
could be smashed with a fireball, or perhaps what a character expects to happen.
someone could endure lifting and holding it
open for the group to pass through. When effect is weak, it’s less effective than the
player expects. For example, a character tries to
All of these different situations have different tinker a gemstone loose that’s powering a
narrative outcomes and might be more risky or magical trap, but only succeeds in prying it out
more or less effective depending on the situation. half way, making them have to take additional
The key thing is that players always choose the action. When an effect is powerful, it’s more

19 of 417

effective than expected. For example, a character The power of all actions generally is guided by
trying to study or sense a way out of a maze with Chapter (pg XX), but you can change this
powerful effect may figure the whole thing out depending on the tone of your game.
and gets the party out in one roll.
How much can a powerful or super powered
No effect and Superpowered action do in your game? Can a superpowered
smash destroy a boulder or a whole tower? Does
Sometimes the GM can judge an action can have changing the mind of the enchantress take a
no effect at all. For example, the GM might decide powerful charm or a normal charm? Can a
trying to charm monsters to persuade them that character command a whole army by themselves
your actions are just may not have any effect. with normal effect or is that effect weak without
Trying to traverse by leaping up a 50 foot wall aid?
probably doesn’t have any effect unless it’s already
been established your character can jump that Which actions end up being more or less risky and
high (see the section on chapter shortly). the consequences of character action also sets the
tone. If a character attempts to leap across a wide
Sometimes an action has extraordinary effect, is chasm, is that a desperate action, or merely
heroic or outsized in scale, or pushes beyond risky? Can a character even jump across a chasm
mortal limits. This level of effect is called that wide unaided, or will they have no effect
superpowered. Characters can get a without a superpowered action?
superpowered effect by pushing their effect
beyond powerful through their abilities or getting Changing Dice Pools
a critical hit on a powerful action. A superpowered
effect can accomplish feats that are far beyond the The GM never changes the number of dice a
character’s current abilities - like traversing that character can roll in ICON, but a character can
50 foot wall in a single leap, smashing a tower to themselves affect how many dice they get by
rubble with a blow of your sword, or sneaking aiding their allies or pushing themselves past their
through a whole army. limits.

Setting risk and effect Gaining Dice


Risk and effect are set before making a roll. This All characters have a pool of Effort, representing
can take a little practice to get used to, but it’s their inner reserves of willpower, strength, and
important - we set these before the roll so the the will to push on.
consequences and effect of a character’s actions
are clear before they make the roll. Think of it like
• Characters can spend 1 effort to to improve their
a negotiation between the GM and the player - if rolls by pushing. Pushing gives +1 boon on
all goes smoothly, then the roll should feel fair, any action.
even if the player fails - after all, we know what • Characters can also spend 1 effort to aid an ally,
the consequences should be. Conversely, if the giving them +1 die. Push and aid can both stack
player succeeds, they can expect what will on the same action
happen, since we know what their effect will be. • Characters can also make an action roll to set
up another character - for example by
Judging risk, effect and setting tone distracting the merchant while your ally sneaks
up behind them, studying a monster for a weak
These two tools together - risk and effect - are point, or charming a mercenary your ally wants
kept slightly loose for a reason. They let you set to hire. Your roll has reduced effect by itself,
the tone of the game you want to play, and also and you can still take consequences, but your
give the GM tools to judge situations based on the ally gets +1 boon or increased effect on the
story. action you set up if your roll is successful. This
counts as aiding a character, so you can’t do
both.

20 of 417

obvious consequences, but the action is difficult


Losing Dice or the outcome is unclear, they can make a
fortune roll. This a roll that uses actions as
During the course of a journey, a character might normal, but the outcome is slightly different,
gain Burdens. These represent long term based on what the character is trying to do:
injuries, trauma, or problems that a character is
trying to work through. • 1-3: Poor result or outcome
• 4-5: Expected or average result or outcome
When you take a burden, a character picks an • 6: Good result or outcome
action of their choice. These actions gain -1 die • 6,6: Excellent result or outcome
while the character has that burden. The same
action can be picked twice, but actions that are By themselves, fortune rolls usually don’t change
already at 0d, including as part of a burden, can’t a situation, but can change the risk and effect of
be picked again. future rolls given the circumstance or the quality
of information that characters have about that
When the burden is healed or lifted, those actions situation.
return to normal.
The most common application of these rolls is
Tempt Fate when gathering information about a situation,
or during interludes. For example, a character
There’s one more way to get bonus dice without studies a group of monsters from a distance. The
spending any effort or making any rolls. GM judges that it’s too far for there to be any
danger, so the player makes a fortune roll and gets
At any time when you roll, you can tempt fate by a 4, getting average information.
suggesting a negative consequence of your
actions. If the GM agrees this is a fitting outcome, Researching and working on long term
take +1 die on your roll as if you had pushed the projects are usually all fortune rolls. Pursuing
roll, but the consequence becomes true no matter ambitions during downtime (page XX) is by
the outcome. default a fortune roll.

For example: Tests of ability can be a fortune roll - a


character can roll traverse to see how fast they
“Can I get a bonus die if my fireball accidentally show up at a scene, for example, endure to win a
sets the whole forest on fire?” drinking contest, or excel to perform a coin trick
“Can I get a bonus die if we wake the sleeping to impress someone.
wyrm up?”
“Can I get a bonus die if I accidentally leave my Recall
sword with the caravan and enter the cave
unarmed?” Tests of knowledge are also usually fortune
rolls. When a character wants to dredge up useful
Max dice lore, history, rumor, or memory about a topic,
they can recall that info by making a fortune roll
Just as a reminder: characters can never get using the most appropriate action they can think
more than -2 or +2 dice on any roll. That of. The information the GM gives them will vary
means the maximum a character can roll is 6 dice, depending on the action, and there may be some
and the least they can roll is 0 (two and pick the overlap.
lowest).
A character could, for example, try to recall their
familiarity with arkentech devices by making a
Fortune tinker roll, remember the social etiquette of a
ball with a charm roll, or try to assess the odds of
When a character is trying to accomplish a task survival of jumping over a lava chasm with an
that isn’t particularly dangerous or doesn’t have endure roll.

21 of 417

situations, a GM can always turn things back on


GM fortune rolls the players and force them to react, even when
players have a successful roll. Always look to ask
The GM can also make a fortune roll if they want the question “What do you do?”
to leave a situation up to chance. How’s the
weather? Is the town elder busy today? How rocky One Roll
are the river rapids up ahead? Give a situation 0-4
dice depending on how likely you think the Most tasks can be accomplished in one roll, but
parameters are. Most situations should have just you can decide how far one roll goes in your game.
0, 1, or 2 dice.
• Will one roll let you sneak into the castle, or will
This is the only time a GM should roll dice in you need to take a series of actions?
narrative play. • Will one roll let you convince the knight of your
worthiness, or will you need to prove your
Might and Magic mettle to them with further actions?
• Will one roll let you fight your way out of the
You might notice that there are no explicitly monster infested flooded passage, or will you
magical effects in the actions. The outcome of the play out tactical combat to get out instead?
actions and the type of action is what’s important.
Whether in the story your character is using their Stretching the value of a single roll can let you
skill, physical strength, or magical forces to control the tone of the game and how it’s framed -
perform the action makes no difference - all how much time and action is covered - and you
heroes are ICONs, after all, and all equally capable can vary it from scene to scene.
of great feats. However you flavor the action is up
to you - you choose which action rating you think All these concepts above - tone, risk, effect, how
best fits your activity in the story. Sense could be much can be accomplished in one roll - can also
your character using magically enhanced eyesight be adjudicated by Chapter.
to scout a situation, or just your character’s keen
senses. You could sneak on your own two feet or
with a magical cloaking spell, or you can study by Chapter
using a spell to speed read.
Chapter is a rough approximation of power level
The limits of player abilities are based on in ICON, from I-IV. It also applies in tactical
Chapter (pg XX) no matter what. combat, but is equally as important in narrative
play. Characters themselves only advance from
Player initiative chapters I to III.

In ICON narrative play, the Game Master Chapter decides both the scale of the
never rolls (except maybe to make a fortune roll adventures that characters are expected to have,
here and there, as stated above), and players and those characters’ own abilities and
always have the initiative. Non-player characters, capabilities.
traps, hazards, etc are not treated like individual
entities with their own ‘turns’ or action ratings, Chapter can be adjusted for your game, but this
but rather like a part of the scene or story, with game is designed with the following scales in
the story itself being the most important thing! mind:
Characters take action, and the GM responds by
narrating what happens next. • Chapter 1 is for threats, challenges, and stories
at the local scale, things characters could be
The only way players can take consequences is expected to handle as beginning
through their own actions. The extent of those adventurers. They might save a local town or
consequences are up to the GM, however, which village. Things like crossing a river, scaling a
could include them ‘losing’ the initiative by cliff, bargaining for supplies, etc might still be a
forcing them to react to a situation. In tense challenge for them.

22 of 417

• Chapter 2 is for adventures at the regional • Fighting a small band of bandits or an average
scale. Characters are established monster
adventurers, and might be capable of heroic, • Scaling a high manor wall
outsize feats. They might smash boulders with a • Swimming across a river
single blow, or lead their own organization, or • Surviving in the wilderness
sneak into a guarded fortress in broad daylight. • Sneaking into a camp undetected
• Chapter 3 is for adventures at the world scale. • Charming a merchant into better prices
Characters are expected to be very powerful, • Commanding a few lackeys
heroic adventurers, capable of legendary or • Deciphering odd runes from a ruin
mythical feats like diverting a river, crossing
into the afterlife, or flying across the continent Chapter 2
in a day. • Fighting a large group of well trained soldier or
a tough, intelligent, or powerful monster
Chapter 4 is a special chapter used to represent • Scaling a huge castle wall
power on the metaphysical scale, a level of • Sneaking into a guarded castle
power that characters can never attain • Riding a monster without a saddle
while being adventurers - demigods, divine • Forging a new set of armor in just a few days
beings, etc. Characters might achieve chapter 4 • Creating a new powerful alchemical formula
some day - but if they do, they’re certainly no • Enduring a fall off a high peak
longer on the scale where they care about • Splitting a boulder in half with a single blow
adventuring, and instead are probably one of the • Riling up an entire crowd into revolution
powers of the world.
Chapter 3
Using Chapter • Fighting or commanding an entire army
• Building a castle in a single night, or destroying
Chapter both decides the scale of the game and it with all your might
also characters’ expected capabilities. • Traveling across the entire continent in a few
hours
Many narrative abilities that characters have scale • Battling an ancient or legendary monster
with chapter automatically. In addition, GMs can • Scaling an epic peak with your bare hands
use Chapter to adjudicate risk, effect, and tone • Swimming across an ocean channel
for their game. Typically, characters are unable • Stealing the crown off the king’s head while he
to tackle challenges or tasks above their holds court
chapter without taking multiple steps, • Surviving being hurled into a hostile dimension
bringing in help, or having greatly reduced for a few weeks
effect (or no effect at all). Conversely, characters • Charming an ancient sorcerer into aiding you
tackling threats and challenges under their • Making ground-breaking discoveries in magic.
chapter probably don’t even have to roll. Forging new spells

Characters can attempt to bypass chapter by Anything in Chapter 4 or beyond is by definition


pushing themselves beyond their limits, usually beyond the capabilities of characters without
by gaining superpowered effect. However, the significant preparation, aid, or extra power -
limits of Superpowered effect can be adjudicated something that characters will never be on level
by the GM depending on the tone of the game, with. These are actions that can be story defining
and typically shouldn’t reach more than one for legendary heroes.
chapter up.
Examples would be:
What constitutes chapter appropriate depends on • Facing down a demigod, titan, or divine being
the tone of your game. Here’s some examples of • Diving into the weave of magic itself
the ‘default’ chapter design, however, based on • Bargaining with Death
ICON’s default ‘mythic fantasy’ tone: • Stealing a thread of life from the underworld

Chapter 1

23 of 417

You can absolutely adjust this up or down. Decide


with your group and for your table what a chapter Adding extra complications on to a traverse roll
1, 2, or 3 challenge looks like. can change the risk and effect. For example:

I want to move:
Specific Action • Without touching the ground
• …and take someone with me
Examples • Up a vertical surface
• Through thick mud, water, heavy snow, etc
Here’s some examples of risk, effect, and chapter
Might all adjust risk and effect.
using each action for what a characters’ expected
capabilities and limits are in each chapter. This
Here are the rough capabilities of a characters’
can be adjusted by a GM depending on the tone of
actions, depending on chapter:
the game. These are all just examples and by no
means an exhaustive list.
• Chapter I: Climb over a manor wall, swim a
river, or cross a gap. Ride an animal or pilot a
Sneak vehicle. Move a short distance quickly (a few
The risk and effect of Sneak actions is usually dozen paces).
dependent on how alert the target of the action is, • Chapter II: Climb over a castle wall, swim a
and what the scale of the task is. lake, cross a chasm. Ride a monster. Move a
long distance (a field’s length) very quickly (by
Here are the rough capabilities of a character’s climbing, sprinting, jumping, teleporting, flying,
actions, depending on chapter: etc).
• Chapter III: Climb a massive cliffside, swim a
• Chapter I: Sneak into a camp or building. Fish channel, cross a canyon. Ride a huge monster.
an item out of someone’s pocket, or plant Arrive in a nearby town almost instantly. Keep
something there. Use sleight of hand to fool up or even outrun a horse or riding animal.
someone. Spring an ambush on a single person.
• Chapter II: Sneak into a large or guarded Overland travel might be a single roll, or might
location like a castle. Pickpocket or ambush a take a project or ritual (see the section below) to
whole group of people. do something like teleport instantly using a ritual,
• Chapter III: Sneak past a guarded location in book safe passage on an airship etc.
broad daylight. Stealth by a monster with
unusual senses. Steal something someone is
Sense
actively holding while they’re looking at you.
When you sense, you broadly survey or take in an
area. You don’t get a lot of detail or specifics, but
A lower chapters, a character needs some cover or
you might notice things like traps, hidden doors,
distraction to effectively do something sneaky,
magical constructs, hidden ambushes, people etc.
such as darkness or misdirection. They can
You might notice smoke from a campfire, or dust
probably only do it slowly. At higher chapters,
kicked up from a caravan over the horizon.
they need less cover and can do it faster.
Usually the risk and effect of sense actions is
Sneaking can represent using your natural skill or
determined by how tense the situation is and also
magical abilities that turn you invisible or unseen
factors such as darkness, obscurity (from weather,
to the eye.
dust, etc), and distance.

Traverse Sense can also be used to detect the presence of


Traverse is usually about how far and how safely a magic or people. Powerful magic might be more
character can move in a given amount of time. It risky or harder to detect. Creatures or people from
not only includes running, jumping, climbing, etc, higher chapters might also be much harder or
but also teleporting and flying, something most even impossible to detect, depending on their skill
characters can do a little of. level.

24 of 417

looking at their clothing. Determine whether the


Here are the rough capabilities of a character’s master thief is going to let you leave her den
actions, depending on chapter: alive.
• Chapter III: Surmise exactly what happened
• Chapter I: Spot or detect traps, hidden doors, in a room last week from two hairs and a splotch
or hidden objects. Look for entrances into an of blood. Decipher an ancient inscription by
ancient ruin. Sense an ambush. Track or hunt intuition alone. Solve a mystery right away that
over ground. Detect magic or the presence of would have stumped an entire team of local
nearby mundane beings. heroes. Guess the archwyrm’s riddle in one go.
• Chapter II: Sense a master assassin. Track
someone through new snow or in days-old mud. Charm
Detect subtle or hidden magic. Spy a moving Charm can be used when you’re trying to sway
caravan hours before it arrives. Predict the with direct appeals, charisma, diplomacy,
weather days in advance. connections, or deception. Like many other
• Chapter III: Determine the exact location of actions, Charm’s effectiveness and risk is highly
an invisible creature. Track someone in a busy depending on scale and the person or group of
town by the smell of their tobacco. Visualize the people you are trying to Charm.
ambient connections of magic around you.
You probably won’t be able to talk your way out of
Study every situation, but that’s something that is
Study is looking at something with a more focused depending on the tone of your game. Some people
lens, in detail. You might not notice a hidden door just won’t listen to reason.
well with study, but once you find it, you may be
able to determine how to open it. Studying Here are the rough capabilities of a character’s
situations can help you untangle clues about what actions, depending on chapter:
happened, and study can be used for research or
academic pursuits, such as deciphering text, • Chapter I: Sway a person into aiding you. Get
recalling ancient monster lore, or transcribing an the caravan owner to apologize to his daughter.
ancient spell. Lie to a town militia person. Assume a made-up
identity. Talk down a bandit.
Usually it’s the qualities of what you’re studying • Chapter II: Sway a small crowd into aiding you
that determine the risk and effect of studying or taking some action. Convince the king to let
something - as well as what’s going on at the time. you out of the dungeon. Pretend to be someone
Studying a monster for weaknesses while it’s well-known. Talk down an assassin.
chasing you might be a little risky for example. • Chapter III: Sway an entire town of people
into helping you. Convince the king to step
You can also study living creatures to determine down from his throne, then pretend to be the
their emotions and intent - perhaps to see if you king for a week.
are being deceived. If that’s the case, their chapter
usually determines Doing something that takes long term effort with
Charm such as brokering peace, or a courtly
Here are the rough capabilities of a character’s romance, might be a project.
actions, depending on chapter:
Command
• Chapter I: Figure out how to open a door. Command is when you use force of will,
Decipher a text in a foreign language. Find a leadership, personality, threats, or intimidation to
path through a maze. Solve a riddle. Untangle a force someone into action. It’s more blunt than
puzzle. Do light detective work. Determine Charm and may work better or worse on different
whether the local barkeep is charging too much kinds of people. As with charm, the scale of the
money. target of your action, the situation, and their
• Chapter II: Decipher an ancient text. Research nature will all affect risk and effect. Scaring off a
forbidden lore. Find the weak heart scale on a few people trying to rob you will probably be a lot
wyrm. Figure out where someone has been by

25 of 417

easier than scaring off a hungry monster the size lights. An airship. A power gauntlet. A spell that
of a draft horse. produces toxic gas
• Chapter III: Very complicated or legendary
You can also use command to lead a group of devices or constructs. A suit of arkentech power
people or run an organization. armor. An ancient arkentech golem. A force-
shield. A sealed habitat.
Here are the rough capabilities of a character’s
actions, depending on chapter: Many tinker actions take the form of a project or
ritual.
• Chapter I: Effectively lead a few people into
battle. Intimidate someone. Organize a defense. Excel
Force surrender from a fleeing thief. Run a Excel is the counterpart to tinker and allows you
small organization, such as shop or business. to use your manual dexterity and agility to
• Chapter II: Effectively lead a platoon into perform feats of skill and precision.
battle. Intimidate a small group of people.
Organize a group of peasants into a rebellion. Excel is most often affected by the potential risks.
Force an outnumbered army to retreat. Make a Balancing on a wire may be hard, but not risky
hardened killer hesitate. Run a large unless there’s a fifty foot drop underneath.
organization.
• Chapter III: Effectively lead an army into Excel can also be used to perform feats with or
battle. Start a revolution. Force a large number simply shoot ranged weaponry such as gun, bows,
of soldiers to surrender. Run or rule a small city. or bolts of energy from your staff - whatever your
character has on hand.
Actions like doing battle, running a city, etc may
be a project. Here are the rough capabilities of a character’s
actions, depending on chapter:
Tinker
Tinker allows you to create, alter, or disassemble • Chapter I: Make a tough shot. Squeeze into a
devices and constructs, whether magical or tight space. Balance on a wire. Do a backflip.
mundane. Disarm someone. Cut someone’s purse strings.
• Chapter II: Shoot a coin out of someone’s
Usually the risk and effect of a tinker action are hand at fifty paces. Balance on a moving wagon
highly dependent on the size and goal of the while juggling. Throw a knife through an arrow
creation, the availability of tools, devices, slit.
workshop spaces, etc. You can often think about • Chapter III: Make a nearly impossible shot.
what ‘chapter’ a tinkering device would be from Balance on the tip of a sword. Hit the eye of a
and extrapolate from there. wyrm with an arrow while it’s flying at you and
you’re hanging off the side of an airship, upside
Tinker also allows alteration of existing devices, down.
which could involve something like picking a lock.
Smash
Here are the rough capabilities of a character’s Smash is when you use violence or direct force to
actions, depending on chapter: accomplish your goals. This could be physical
strength or magical prowess. Shooting a fireball at
Create, alter, or disassemble: a door or kicking it down accomplish pretty much
• Chapter I: Uncomplicated or relatively simple the same thing, after all.
devices and constructs. A simple lock. A spell
that sets off an alarm. A clockwork automata. A The risk and effect of smash are usually
pair of magnification goggles. A clock. A small depending on your target and your own
bomb. capabilities.
• Chapter II: Complicated magical or mundane
devices and constructs. A magically sealed door.
An arkentech automata. Aetherically powered

26 of 417

You can also use Smash to swing a melee weapon, relevant - especially if you're trying to do
whether that’s a giant hammer or a sword made of something quietly!
fire.
Charm and Command have similar outcomes -
Here are the rough capabilities of a character’s however Charming a scared soldier looks very
actions, depending on chapter: different than Commanding one, and also
depends heavily on which side the soldier is on!
• Chapter I: Break a gate. Kick a bandit in the
face. Throw a punch. Blow up a door. Throw a
barrel. Clocks
• Chapter II: Snap a heavy iron chain. Throw
back ten people with one blow. Smash a Let’s think about sneaking into a castle. There
boulder. Blow right through a stone wall. may be several discrete tasks or obstacles that
• Chapter III: Blow a hole through a castle wall. need to be cleared as players try to get through
Use your knuckles as a battering ram to smash a this castle - guards, locks, trapped doors, you
castle gate. Fight a small platoon by yourself. name it. One roll may not feel right for the
Split a cliff face. Burn away a small forest. purposes of this task. If the journey in doesn’t
particularly matter, a character could make a
Endure single roll to sneak in and have to figure out how
Endure is the counterpart of smash, for when you to get out. Or, if this is something we want the
use your ability to withstand or exert tremendous story to brush past or montage through without
forces. It could be not just physical strength, but much further consideration or consequence, we
magical or semi-magical fortitude as well, brought could do the whole thing in a single roll (perhaps
on by training, spells, etc. this is a scene from the character’s history, or the
task is far below their skill based on the chapter).
Here are the rough capabilities of a character’s
actions, depending on chapter: Sometimes a task is too complex or daunting to be
completed in one roll. Sometimes a task might
• Chapter I: Lift up a portcullis. Go for a long take more time, or multiple steps, to complete,
time without food or water. Hold your breath. and doing everything in one roll just doesn’t feel
Push on into extreme heat or cold. Run through right.
the night. Win a drinking contest. Withstand
pain. In all these cases, it’s best to use a clock!
• Chapter II: Lift an ox one handed. Eat
something poisonous. Go without sleep, food, or When you have a clear challenge or goal, you can
rest for a few days. Withstand tremendous pain. set out a clock with an even number of segments
• Chapter III: Wade through fire or ice. Lift a (4, 6, 8, 10, 12). You can draw out an actual clock,
three story Leggio Caravan. Carry an entire split into segments, or use a tracker, or simply tick
ancient tree trunk. Force open a sealed stone off check marks if you like. The longer the clock,
door. Out-drink a Jotunn. the more complicated or challenging it will be to
fulfill. Name the clock after the challenge or goal,
Action Overlap not necessarily the method. For example, you can
have a clock that says ‘Guards’, ‘Traps’, and
‘Alarm’.
As mentioned before, there is a lot of intentional
overlap between actions. Risk and effect can be
When characters take action related to a clock
used to tease out the differences between actions,
that would further it in some way, they will fill in
depending on your GM and the tone of your game.
segments on that clock with their actions on a
successful roll equal to their effect:
For example, Smash and Endure have some
• Fill in 2 segments for normal effect
overlap. Smashing a door down as opposed to
• 1 for weak,
using Endure to merely force it open has a
• 3 for powerful,
different effect in the fiction, however, which is
• and 5 for super powered actions.

27 of 417

There are lots of other examples of this in the


When the clock fills up completely, the task or Book of Adventure on page XX.
challenge it represents is complete or
surpassed. No further action is necessary from Progress clocks
the characters.
You can also use clocks to track the status or time
In the previous example, we could set out a single pressure of a larger ongoing situation in the world
clock (maybe a longer one, such as 10 segments) or campaign, such as a war, a spreading Blight, a
for the whole castle, called something like ‘The faction’s political influence, or an assassination
Castle’. Alternately, we could set out a few plot. These progress clocks tend to move by
(shorter) clocks representing each major obstacle themselves. Tick segments on these clocks when
as the characters come across them - like ‘Guard the story or campaign moves forward. A good
in the hallway’, ‘Big complex lock’, ‘Hidden time to do this is after an interlude. When ticking
Trapped Room’, judging the characters successful these clocks, tick one segment if the situation
if these smaller clocks are filled in. progressed a little, two if it progressed as normal,
and three if there was great progress. For
Clocks abstract out a whole task, scene, or series example, if you have a clock tracking the progress
of events. It’s certainly possible to just use a series of a war and it’s drawing to a close, you might tick
of normal rolls for many complex tasks (and a lot three segments on that clock at the end of
of tables will play that way). However, using downtime.
clocks to represent complicated tasks ensures
you’re only rolling when there’s persistent Failure states
narrative tension, constrains the number of rolls
made for any given task, and creates clear You can also create clocks that fill up as a result of
parameters for success. It allows the story to failures, rather than successes, establishing fail
progress and means you don’t have to waste time states for situations. These clocks get filled in as
lingering on tasks that would otherwise require a consequences of failed rolls or complications of
lot of rolling, all of which we find extremely Risky or Heroic rolls. For example, if a group of
effective for speeding up play. You can use them PCs were trying to flee from a band of
to move more quickly and efficiently through mercenaries, you might set out two clocks: one
narrative scenes. If you’d prefer to keep things that represents the PCs’ safe escape and one that
looser, then don’t worry over making clocks for represents the mercenaries catching up to them
every little thing. and forcing a fight. The Escape clock fills up when
PCs successfully put some distance between them
Project clocks and their pursuers, while the Capture clock fills
up when they either fail those actions or have to
You can easily use clocks to track progress on a make trade-offs. You might fill in two segments
long term project, especially the kind that whenever a PC fails a roll and fill in a single
characters might try to work on during an segment as a complication if they roll a 4-5.
interlude.

Slow Clocks Rituals and Projects


If you want a clock that fills slower, instead set a During play, players may want to hold a magic
clock out that only fills up by 1 segment at a time, ritual, improvise some technological device, or
usually when characters are successful at some work on another project that may be more
other task, or advance a journey or activity in involved than a simple action roll.
some way. For example, if your characters are
tracking a monster, you can tick a segment any Many of these projects are better accomplished as
time the characters finish a scene where they close ambitions (page XX) during an interlude.
distance on the monster, and decide they find it However, if the project is something simpler or
after 3 segments. something that can be accomplished during a
normal session, you can use these rules instead.

28 of 417

“You can’t open that door by smashing it down


First, the GM should ask the players what they by yourself, it’s too heavy. If you could find
want to accomplish with their ritual, craft, or something strong to use as a battering ram
project - the goal or function of their creation. though…”.
• Let players choose how to move the
Here’s some examples: action forward. Give players choices and let
“We want to seal the door with a magic seal so them choose how to proceed. Players should
that demons can’t pass through it.” nearly always be the ultimate drivers of action in
“I want to create an improvised grappling hook your story, not your NPCs, plots, or events. You
to climb the cliff.” can always force the players to react by throwing
“I want to transform into an animal for an hour something unexpected on at them if you want to
so I can scout out the woods without being seen.” mix it up. “Railroading”, or taking away player
“We want to create a working flamethrower out agency, only typically becomes a problem when
of parts in this workshop.” you deny players the chance to take action or
intervene in a situation.
This is best used for effects that aren’t permanent, • Play to find out what happens. It’s perfectly
or a part of a character that will carry over fine to have a plan or outline for a session or
between sessions. If the player who wanted a expedition. If there’s a scene or event you really
grappling hook wanted it to work for more than want to happen, however, and the players totally
just its initial use, they’d probably have to set it up avoid it, then let it happen! You can find a way
as an ambition first. to introduce it later. Players will often deviate
from the path you lay out for them, and the
The players' goal will always work, but the GM story is often better for it.
can choose one of more of the following, and must • Foreshadow consequences and threats. If
inform the players on the details: you’re going to shoot someone with a crossbow,
show the players a glint of it from a window
• The ritual or craft can’t accomplish exactly what first. If the fall off the mountain is going to
the players want, but a lesser version of it inflict critical strain, you should probably tell
• The characters will need to create time or space players how steep and dangerous the mountain
• The characters will need to gather additional path looks. The game has a very easy way to
reagents, materials, or supplies foreshadow threats built in with risk.
• The craft or ritual will have clear side effects • Make characters look good. Characters are
• The characters will have to sacrifice something heroes. If they fail, they should never fail due to
to accomplish their goal, such as another piece incompetency.
of gear or an infusion of dust
• The characters will need help from an expert
• The characters will take strain from the task Complications and
Then set up a clock or make an action roll to Consequences
accomplish the goal.
Characters take some sort of consequences or
GM Principles complications for their actions on any final action
result except a 6 - something that will happen
fairly often!
Heres some basic principles for the GM to follow
when running ICON: Consequences are typically narrative in nature
• Keep away from ‘no’. ‘Yes, and…’, and ‘Yes, and will depend on the nature of the action that
but…’ keep the story moving and keep things in the character is taking in the fiction. For example,
the player’s hands. You can always tell a a character trying to leap a chasm might fall,
character an action isn’t possible given their stumble, or find themselves clinging to the edge if
approach without denying them completely. they don’t get a full success. The severity of
Offer alternative approaches or suggestions to consequences should depend on the risk of the
problems, and let player creativity be rewarded. action that a character is taking, with more

29 of 417

severe consequences the worse the risk Foreshadowing consequences


was. For a controlled action, consequences are
minor, for a desperate action major, and for a It’s good practice as a GM to foreshadow or hint at
standard risk action they should be somewhere in the possible consequences behind a character’s
the middle. In the previous example, a character actions. This is especially important for
might fall completely into the chasm if the action consequences with hard outcomes, such as strain.
was desperate (probably getting majorly hurt!), Establish consequences in the story first. This is
find themselves clinging to the edge on a risky pretty easy and intuitive to do:
action, and maybe drop something on the way
over in a controlled action but otherwise make it • “The robber levels their dagger at your chest. It
over safely. looks pretty sharp.”
• “You can take a shortcut to get ahead of the
Here’s some broad suggestions for the GM when fleeing courier, but you’ll lose sight of her -
inflicting consequences. better hope you catch up.”
• “You can definitely sneak past the sleeping
1. Put someone in a bad spot - Increase the giant, but he’s sleeping lightly and the slightest
risk of their next action. Put them in a worse noise will probably wake him up.”
position than before, like teetering on the edge
of a cliff, separated from the group, sliding off Sometimes players will even suggest possible
a rooftop, or in the middle of a crowded guard outcomes or consequences for their own actions -
post. in which case you should run with it. You can also
2. Start a ticking clock - Start a ticking clock communicate this pretty easily by setting risk for
for a much worse consequence. Perhaps a actions. Don’t worry too much about doing it
character knocks a pillar, now the whole room every time, just try to remember when you inflict
is about to collapse. hard or severe outcomes to communicate the
3. Tick an existing clock - Tick 1-2 segments possible outcomes before the character takes the
for a partial success, tick 2-3 for a failure. If action - and allow players to back out of their
the action was desperate or controlled tick ideas if they want. This helps the game feel fair.
more or less.
4. Offer a hard choice - Make characters Avoiding Consequences
choose between two harder outcomes - do you
want to recover the key to the ancient door or Characters can always avoid consequences other
let the treasure chest fall into the abyss? than strain by taking strain instead (see below),
5. Weigh them down - Present characters with appropriate to the risk.
a sudden obstacle or hindrance - pin them
under a heavy boulder, give them an annoying
hanger-on at the party, blow out all the Strain
torches and make the room pitch black
6. Make them lose initiative - The character When a character is physically hurt, mentally
misses a window of opportunity or loses drained, or narrowly avoids injury or consequence
valuable time. They lose sight of the thief from a situation, they take strain.
they’re pursuing, a door slams shut on them,
or they are late to the peace summit. Put them In base ICON, characters are heroic and
on the back foot. larger than life. Only the stresses and
7. Reduce effect - Give characters less effect on stakes of tactical combat can truly hurt
a successful action, perhaps making them characters. Outside of combat, they take
have to roll again. strain. Taking strain represents the mental and
8. Inflict strain, as established - Inflict physical effort a character must put into avoid
strain. There’s more on strain below. For a serious bodily injury, taking injury anyway and
risky action, inflict 2, for a controlled action, 1. pushing through the pain, taking mental stresses,
For a desperate action, inflict 4 strain, or in or suffering through a difficult situation. Strain
rare cases, inflict critical strain. can represent everything from actual bodily strain

30 of 417

to exhaustion, enervation, tiredness, or exposure already full, or if they take critical strain, they
to the elements. break and are too hurt or overwhelmed to
continue in the current scene, unable to move or
Strain taken is 1, 2, or 4, depending on risk. act on their own. A broken character may only
Characters can also take critical strain. take an action by spending 1 Effort to do so
beforehand (see more on effort on pg XX). A
Average strain is 2, usually taken as a result of nearby character can also spend the effort for
risky actions. This is usually something like them.
getting swiped at by a monster, a short but painful
fall, slashed at by a weapon, eating something When a character breaks, they clear their strain
poisoned, exhausted from a long trek, frozen in boxes and take a burden, and at the end of the
the blinding wind, falling over from a lack of scene they cease to be broken and can act
sleep, etc. normally.

Minor strain is 1, usually taken as a result of A burden is more long-term harm to a character
controlled actions - still enough to be painful. and represents the mental and physical ordeal of
Bad bumps, scrapes, minor wounds, animal bites, the adventuring life. How much a burden
tiredness, sickness, etc. interferes with a character is up to that character’s
player. When you take a burden, write the nature
Major strain is 4, usually taken as a result of of the burden underneath it. It could be a long
desperate actions. Major strain is something term injury of some kind that the character
very painful or hurtful, like a long fall, getting ignores, scars, a change in attitude, tiredness,
smashed by a boulder, smacked around by a large sickness, etc.
monster, burned by a fireball, going days without
sleep or food, getting badly sick or poisoned, shot Example burdens:
in a vital place with an arrow, etc. • Injuries: broken leg, broken arm, gashed ribs,
monster bite, etc
Critical strain is something that a normal • Corruption: Infection, disease, illness, dark
person probably wouldn’t survive, such as falling magic
off a cliff, getting crushed in the jaws of a wyrm, • Negative emotions: Anger, resentment,
falling into lava, riddled with arrows, etc. You’ll jealousy, rage, hatred
survive - you’re an ICON after all, but in order to • Exhaustion: tiredness, ennui, sadness
do so, you’ll have to push through a lot.
Then, tick two actions which have more than 0d.
Those action is at at -1d until the burden is healed.
Resistance Tick actions that are appropriate to the kind of
burden taken. For example:
If the GM would suggest consequences other than
strain for your actions, you can always elect to
• You might tick Smash and Tinker for a broken
take strain instead, appropriate to the risk of the
arm
roll (1 for controlled, 2 for risky, 4 for desperate).
• You might tick Charm and Study for tiredness
This represents the stress of narrowly avoiding
• You might tick Endure and Traverse for
consequences for your character.
poisoned
• You might tick Command and Sense for fear.
You can take more strain than you have remaining
to resist something. For example, if you have only
This can be done up to twice per action.
1 strain left, you could resist something that would
normally cost you 2 or 4 strain.
The GM can always look to burdens for possible
consequences for action rolls. Players can also
Breaks and Burdens play up their burdens to invoke them.

Characters have a limited number of strain boxes. Push Through


If they would tick a box and their boxes are

31 of 417

If a character would break for any reason, they A character with 3 burdens can still break,
can spend any amount of effort and roll 1d6 per clearing all strain, but doesn’t mark an extra
effort spent to push through, choosing the burden. Instead of recovering and returning to
highest die. On a final result of 5+, they avoid themselves at the end of the scene, however, they
breaking and lose 1 strain, putting them 1 below remain broken until the expedition is over (they
maximum. can still expend effort to act normally).

Invoking Burdens After the expedition is over, any character that


If a character has any burdens, they can invoke broke this way must take their leave from
their burdens in narrative play to get into adventuring for a while and cannot embark on
trouble when they make an action roll. the next expedition.They can still heal burdens
during the interludes and pursue ambitions
Get into trouble means starting trouble or normally, then return the following expedition if
facing consequences, even on a successful roll. For they so choose.
example, a character with the ‘exhausted’ burden
decides to get into trouble. The GM decides this
character wanders off, not aware of their Combat In ICON
surroundings, while the party is traversing a
monster-infested tunnel. A character with the ICON has a tactical combat system, but this
‘anger’ burden decides to get into trouble - the system doesn’t have to get used to represent every
GM decides that the character acts out at an occasion when violence breaks out. You have a
inopportune moment. couple options, including not playing with tactical
combat at all!
When getting into trouble or invoking a burden
means changing a character’s behavior or making
them act out-of-character, the GM can say broadly
Use tactical combat
what happens but it can be up to the player to act
it out. By default, ICON assumes GMs and other players
will be using the tactical combat system in the
Other players are free to suggest consequences for second half of this book. This system is only for
invoking burdens (including the player who when the stakes or the tension are high and must
invoked them), but it’s ultimately up to the GM be resolved through combat. In tactical combat,
what to choose. characters can actually be hurt or killed, and
they are going to use the full extent of their
If you invoked a burden at least once during a might - all their destructive magical and physical
session get 1 xp at the end of that session. power. If the scene doesn’t warrant that, or the
characters don’t have the ability to go all out, it’s
not worth tactical combat. For most situations
Healing Burdens and Strain
involving violence, assess whether it’s important
enough to dip into tactical combat. If you get into
Characters can heal all strain when they camp
other situations, it might be better to play it out as
or when they finish an interlude.
a narrative scene, using clocks. This is a way you
can set the tone and pacing for your game.
Burdens can only be healed during an interlude,
during the special Heal Burdens step. Burdens
• Is a bar brawl a tactical combat, where the
are represented with a filled clock of 4, 6, or 10
stakes are high and characters will use the full
segments, and characters can only heal them
extent of their powers and abilities, or is it a
slowly by unticking segments during downtime.
narrative scene using Excel, Smash, Endure,
Characters can fill in any burden they like when
and Command to overwhelm and outwit your
they take one.
rowdy opponents?
• If the local militia shows up to arrest the
3 burdens players, is that a tactical combat or a
negotiation? Can it degrade into a tactical

32 of 417

combat or can players make other rolls to avoid In narrative combat, don’t treat monsters or foes
fighting? like you would in a traditional rpg, but instead use
• If the characters find a hungry giant guarding clocks, risk, and effect to represent the entire
the entrance to a dungeon, can they talk to it, or combat scene. The GM can adjudicate or adjust
will they have to fight it in tactical combat if these based on the challenges characters are
they fail to sneak past? facing, deciding which actions in the moment
would be more or less effective.
Transitioning into tactical combat is usually done
smoothly out of narrative scenes or as a tension Don’t think about the setup as just the foes the
break when things go sour: when the characters characters are facing, but the entire scene as a set
fail to sneak past the Relict, when they burst into piece. Defeating foes might be ancillary to running
the baron’s hall hell bent on confronting them, or away, or opening a door, or scaring foes off, or
when they stand in defense of the town as the holding out until reinforcements arrive. You can
wave of monsters approaches. see a big list of suggested combat scenarios on
page XX of the book of foes.
Narrative Combat You can set up multiple clocks to represent
different challenges in a scene, including the foes
As an alternative or companion to tactical combat,
themselves.
you can play combat scenes out exactly like you’d
play out any other narrative scene - using action
Don’t use clocks like you’d use HP. If a clock fills
rolls, clocks to track challenges, etc.
up and the scene would naturally be over, then
end the scene and let characters figure out how
Using actions in combat they drive off, escape from, avoid, or defeat any
If using narrative combat, characters can take any remaining foes.
actions they can think of to progress the scene,
using the actions they already have. The skills
Qualities
Excel and Smash are obvious contenders (shoot
a ranged weapon, swing a melee weapon), but
If characters are fighting opponents, then it can
other actions can also be used, to either set up
be helpful to write down 2-3 strengths and 1-2
allies or to progress a scene on their own. For
weaknesses to refer to when determining the
example, when fighting a monster:
position and effect of actions.
• Charm to distract a monster from attacking
For example, characters are fighting a Wyrm in
your allies
open combat. The Wyrm itself is a big armored,
• Command to scare the monster and make it
fire breathing lizard. might be represented with a
hesitate
10 or 12 segment clock (a pretty powerful foe!)
• Endure to wrestle the monster to the ground
with segments filled in as characters take actions
• Sense to scan your surroundings for hazards
against it.
you could drive a monster into
• Study a monster to find a weak spot
The GM decides the qualities are Big, Armored,
• Sneak to spring an ambush against the
and Fire Breathing. It’s weaknesses are its
monster or get out of the situation
Weak Scale and it’s Slow.
• Tinker to set a trap for the monster or throw an
A character wielding a bow tries to attack the
explosive
Wyrm. Here’s how that might play out:
The flavoring and theming of a character’s action
• Because the Wyrm is armored, a character
and attacks is up to the player, and any action
shooting arrows at it (probably using Excel)
could potentially be used for physical or magical
might have no effect, or be a weak and desperate
combat.
action.
• However, the wyrm does have a weak scale.
Setting up a narrative combat scene Another character using Sense might try and
spot openings for the bow-wielding player,

33 of 417

changing their effect, or a character might use


Smash to topple a pillar onto the Wyrm to
immobilize it, Endure to grapple its jaws and
hold its attention, Charm to distract it, etc. All
these actions can key into each other and all of
them could potentially fill out the Wyrm’s clock
to defeat it.
• The Wyrm is also fire breathing. Getting close
to it sounds pretty risky or desperate, but
because it’s slow, it should be safe to shoot
from a distance. The bow player might decide to
clear some distance by traversing and
sprinting across a rocky cavern, improving their
position (and maybe their effect, because they
can get multiple shots off).

Foes don’t have to be treated like a single clock in


narrative play. You could use one clock to
represent a whole group of foes, or multiple clocks
to represent one foe and the different threats it
represents. You could even make individual
strengths or weaknesses their own clock. In
the previous example, the heart scale could be
armored and have a short clock required to
expose it before it becomes vulnerable. The
wyrm’s fire breath could be overwhelming and
require some action to stymie it (or muster up a
defense) before the wyrm can even be
approached.

To make more interesting combat scenes, treat


combats like any other narrative situation and
make multiple clocks to track evolving situations.
You can get some examples and advice on this on
page XX.

34 of 417

Player characters in • Push: Tick 1 effort to add +1 Boon (+1d6) to


any action roll
Narrative Play • Aid: Tick 1 effort to help another character.
They get +1 Boon on their action, but you also
share in any consequences of their action
In ICON, every character has a unique drive -
(strain, bad situations, etc). A character can only
something that represents how they move through
benefit from aid once on an action roll. Aid does
and interact with the world. This is called their
not stack with setup.
Bond. You can think about it like a character
• Team Action: You make an action as a group.
‘class’ or archetype, except your character’s Bond
Choose a leader, who spends 2 effort. The leader
is purely for narrative play. Think about how
makes an action and the outcome or
your character acts around other people, what
consequences apply to the whole group. For
motivates them, and what ideals they hold near -
example, a Team Sneak can get a whole group of
that’s your Bond.
characters through a difficult situation. A team
narrative combat action lets a whole group fight
Each Bond gives you bonuses to certain actions
at once.
and powers that help you play to that archetype or
• Push through: If you would break for any
give your own unique spin on it. When you make a
reason, you can spend any amount of effort,
character, you’ll choose the Bond you’ll have for
rolling 1d6 per effort spent. On any result of 5+,
the rest of the game, with some exceptions.
you avoid breaking and return to your max
strain minus one.
Characters all have action ratings, and bonds all
have some variation of the following features:
If a character is maxed out on effort, they’re
• Ideals
exhausted. An exhausted character can’t spend
• Effort
any more effort and some Bonds may get bonuses
• Bond Powers
when they’re exhausted.

Action Ratings Regaining Effort


All characters have ratings in each of the ten
actions, from 0 to 4. At level 0, characters start Characters regain all effort when they finish an
with 8 dots in these ratings, with no rating higher Interlude or when they camp.
than 3, and can improve them over time.
1/session, a character may also get a second
It can help to choose action ratings that match the wind and regain all effort outside of camps or
concept of your character, even if you’re going to interludes when they fulfill their second wind
be using a tactical combat job. For example, if you trigger. These are different for each Bond. A
want your very strong Demon Slayer character to character doesn’t have to activate this when it
be good at busting down walls, you should take occurs, and can wait for a better opportunity.
dots in the Smash action.
Using effort while broken
Ideals
If you’re broken in a scene (you maxed out on
These short sentences or activities can be ticked if strain and took a burden), you or a nearby
you performed them during a session at least character can spend 1 effort to allow you to act
once. At the end of a session, if you ticked at least normally for an action.
one, get 1 xp. If you ticked all of them, get 2 xp.
Bond Powers
Effort
All Bonds have a certain number of Effort boxes. Bond Powers are special abilities that either give
By default, Effort can be used in the following you the ability to do something without rolling, or
ways: boost your existing actions or abilities. They are

35 of 417

very powerful and help distinguish your character. weak (no effect is still no effect), and can normally
You can further define what your characters’ never be increased past Powerful, even if a
specific powers look like and where they come character would get increased effect multiple
from. times.

• Scene: Some powers or Bond features apply The only way to increase effect further is to use a
until the end of the current scene, or can only power that grants you superpowered effect, or get
trigger once a scene. A scene is a contiguous a critical hit on a roll with powerful effect
series of events where we don’t ‘cut away’ from (turning the effect into superpowered).
the action. When we enter a new sequence of
action or dialogue (like a new room in a
dungeon, a new challenge, a different Play Example
conversation happening in a different place) the
previous scene is over. This is pretty easy to Here’s a quick play example.
judge naturalistically.
• Limited Powers: Certain Bond Powers can
Play example: The hall of death
only be used by spending Effort, and many can
only be used a certain number of times per
The GM is playing with two players, Alice and
game session. You get these powers back at the
Marco. Alice’s character has the Bond of the
start of a new session.
Mighty, James’ character has the bond of the
• Range: A few powers have a loose effect range,
Pathfinder.
such as close or far.
• Chapter scaling: A few powers gain more
The character are exploring a ruin and reach a
explicit power per chapter (I, II, III).
hallway. The GM knows this hallway is trapped
with pressure plates (on the floor) which will
Gambits
cause poison darts to fly out from the far wall. A
tough scenario!
Normally you can only take powers from your
own Bond. However, once you have four powers
The GM can do a couple things here. If characters
from your own bond (including your starting
take action without checking the hallway out, the
power), you can take a Gambit when you would
traps end up being an obvious consequence for
pick a new power, which is a power from any
their actions, and their actions are probably risky,
bond.
if not desperate! If characters take a moment to
survey the hallway and get good information, the
Knacks GM can make their actions more effective or more
controlled moving forward, since they know about
Some powers give you a knack. A knack is a skill the traps.
or area of expertise or knowledge, usually specific.
When you can apply your knack to a roll, get +1 The GM can also decide to let the whole thing get
Boon (+1d6) on the roll. covered in one roll. Or, if the trap is more
dangerous or complicated, they can set up a clock
Set up for it.

Some bond powers give more powerful set ups or The GM can use good practices and foreshadow
key off setups. A setup is an action roll (with threats here by showing the players that the hall
normal consequences, etc) that has reduced or no might be trapped.
effect on its own but grants the action that’s being
set up +1D. Let’s see some permutations of each of these
scenarios.
Increasing Effect
The introduction:
Some character abilities can increase effect. Effect GM: You come to a long stone hallway, chocked
can be increased as long as base effect is at least with dust, and probably only wide enough for one

36 of 417

person at a time to move down. It’s pretty long Marco: I have a bad feeling about this hall. I’m
and the far end is too dark to see. Propped against going to get closer to study the stonework
the wall on your side is an old rusty breastplate, a GM: Ok, give me a roll. It’s a little riskier to study
piece of armor long abandoned, as though since you have to get close, but I’ll say its more
someone took it off in a hurry. It’s pock-marked effective. I’ll say its still controlled.
with small holes. Marco (rolls study, gets a 1 ): Ok, I’ll take it. I
have 0 in sense so I’d rather use study. Ah, a 1.
One roll, players don’t gather information: GM (Inflicting strain): Oh yeah, it’s definitely
Alice: I forge ahead, carefully. trapped. A flurry of darts shoot out through the
GM (taking the initiative): Ok! There’s a click as darkness right at you. Since your action was more
you step on a pressure plate. You hear the soft powerful, I’m giving you some progress on this
hiss of air at the other end of the room, and you clock (The GM ticks 2 segments on the clock.
see a flurry of darts heading your way! What do Normally they’d tick 1 or none on a ‘1’ roll).
you do? Your action is probably going to be pretty However, you’re still getting shot, for only 1
risky. strain, and you’re sure there’s more plates in the
Alice: Damn. Ok… I’m going to bring my shield up hall.
and try and endure the darts. Marco: I’ll take it.
GM: Great, I’d say that’s pretty effective but Alice: Can I boost Marco’s character on my shield
desperate. to get them across the hall and give them a bonus
die?
Alice rolls 3 dice for her character’s Endure action GM: Sure. You can make a roll to set up Marco if
and rolls a 1,2, and 5, a mixed success. Darts shoot you like, or just tick effort to aid him.
into her character, inflicting 3 strain on her. Alice: Ok. I’m going to roll for it. Is… excel a good
Alice’s player chooses to spend 1 effort for her action for this?
Might’s special ability to reduce the strain by 1. GM: Probably, or smash, I think, since you’re
The darts having activated, the hall is clear and using force.
the characters can move on. Alice: My smash is better, so I’ll use that.
GM: Ok, it’s going to be controlled risk for you I
One roll, gathering information: think
Alice: I’m going to check this hall out. Alice (rolling a 4): A 4.
GM: Ok, give me a fortune roll for that, since you GM (putting her in a worse spot): Great, you
seem safe where you are. boost Marco in the air. However, you have to take
Alice (rolls sense, gets a 4): I’m going to survey a couple steps forward, and now you’re in the
the hall for threats. A 4. middle of the hallway. Anything you do from here
GM: Squinting your eyes, you can just make out is going to be way more risky.
strange cracks in the floor ahead of you. It’s hard Marco: Let’s do this. I’m going to traverse by
to tell, but you’re pretty sure this hall is trapped, kicking off the walls. I’m also going use my
with pressure plates. pathfinder power Windrider to push myself for
another die and choose to not touch the floor.
The scenario plays out as above, but the risk for GM: Great, that’s two bonus dice, one from Alice’s
Alice’s character’s action is now controlled, since character and one from your push, and you have
she knows about the trap. Now she only takes 1 better effect from your cool power. I’ll say since
strain when she’s hit by the darts, which she you don’t have to touch the floor, your action is
spends resistance to ignore. going to be less risky, so instead of being risky it’s
going to be controlled.
Using a Clock, gathering information Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
GM: No problem. You still get two ticks on the
The GM decides this trap is a bigger threat, clock from your better effect (The GM ticks two
something they want to spend a short scene on. more segments, bringing the clock to 4/6).
They set out a 6 segment clock to represent the Marco: Ok, but I’m a dead man, right?
hall. GM (offering a choice): Your action was
controlled thanks to your power, so you don’t get
riddled with darts, but you’ve got a tough choice.

37 of 417

You don’t make it quite down the hall, and you’re characters are in a lower chapter than the hallway,
close enough to see the mechanism. Do you try maybe it poses a huge threat and is super risky,
and leap forward disable it now, and maybe get and the character’s actions are less effective.
poisoned for your trouble, or do you try and make
another roll? I’ll let you finish the clock right now
if you want.
Marco: I’m going for it.
GM: Ok! You dive forward and jam your blade
into the mechanism. A vaporous cloud of poison
pours out from the dart holes as the trap
deactivates. You’re going to take 2 strain from the
poison.
Marco: Ouch. That would give me a burden.
Alice: Can I use my special ability to take the
strain instead by pushing Marco aside?
GM: Yeah… but you’re not close enough - you
were put in a bad position, right?
Alice: Ah, ok. Can I just throw my shield and
smash the mechanism before it manages to poison
Marco?
GM (Avoiding saying ‘no’ to this creative
solution): Sure, I think that would reduce the
strain, but give me a roll. Risky, since you’re
trying to do it quickly from far away!
Alice: Ok, I’m going to use 1 effort to push this.
(Rolls 2, 3, 6). A 6!
GM: Cool. You hurl your shield and crumble the
wall, sealing off the vapor. Marco only takes 1
strain.
Marco: Nice.

Flexibility and tone

You can see each of these scenarios changes both


the narrative weight of the scene, and the number
of actions players need to overtake it. For
example, a player with powerful or superpowered
effect could take care of the clock in the third
example with just one or two rolls!
Think about how this scenario might change
depending on the tone of game you want to run.
In a more grounded game, maybe getting riddled
with darts is more strain, or even critical strain on
a desperate action. Maybe diving down the
hallway, bouncing off the walls, isn’t possible
without powerful or superpowered effect (Marco
did use an ability there to justify it, so keep that in
mind).

If the characters are in a higher chapter than the


treat, a hall like this, in the fiction, may not pose
much of a threat. The GM can ignore it, make it a
single roll, or make it a shorter clock. If the

38 of 417

For example, you could leave a place of safety

Expeditions, inside of a city and remain there while you travel


to confront the Churn Barons, or solve the
mystery of the murders by the docks, or

camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.

interludes
All expeditions have a clear goal at the start, even
if that goal changes.

Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping

39 of 417

During an expedition, you can momentarily pause Starting expeditions


the action to camp. Camping allows everyone in When you set out on an expedition, take the
the group to recuperate and eat and drink, healing following steps:
all strain, unticking all effort, and healing all
HP and ending all effects from tactical 1. Define your goal. What are you hoping to
combat. It only takes an hour or so and a place of accomplish? What are you setting out in search
relative safety for characters to be able to camp. of? Who are you trying to stop? You can pose this
as a question if you like, phrased like ‘Will the
Characters can only camp a certain number heroes do X?’. We play to answer this
of times per expedition question. If you’re a GM, you don’t need to have
an answer yet, just an idea of how players might
The Camp sheet get there.
Characters can upgrade their camp, name their
group, and set group ambitions when they camp Example goals: Will the heroes recover the
or go into an interlude using the camp sheet. mysterious arkenrelic from the ruins that’s
rumored to be able to destroy an entire town? Will
Think of the camp like a character sheet for the the heroes discover what is causing monsters to
whole party - everyone benefits from it. pour out of the oak hill dungeon and put a stop to
it? Will the heroes track down and stop the
There’s more on the camp sheet on pg. XX mysterious stranger who has been stealing from
the village shrine? Will the heroes put a stop to
Interludes the brewing fight between the towns of
Barrowglade?
When the goal of an expedition is accomplished,
abandoned, put on pause, or no longer relevant, 2. Choose some custom rules, if applicable.
and you return to a place of safety, the This game has preset frameworks, tools, special
expedition is over, and you go into an actions, and custom expedition rules for running
interlude. An interlude is a longer period of particular expedition types. You can find a list of
more narrative time in which characters can rest, these rules on page XX. You can always run an
relax, and recuperate. expedition without a type if you like and just
improvise.
During an interlude, characters can get
rewarded for their adventures. 3. Define the number of camps. Before
characters embark on an expedition, the GM sets
Then they can heal burdens, pursue the amount of times characters can camp.
ambitions, and freely role-play. Supplies to camp in the wilderness are limited,
and time is usually short. Camping lets characters
Returning to an expedition heal and fully recuperate.
- For a short or time limited expedition,
Interludes should always aim to come back to an characters won’t be able to camp.
expedition at the end of each interlude, creating a - For other expeditions, characters should gain
loop of expedition > interlude > expedition. the ability to camp once for every 3 combat
encounters the GM expects them to go
through (so once for 1-3 encounters, twice for
4-6, etc), or if there is less tactical combat,
about once for every three major
obstacles the GM expects them to go
through. Characters can camp at any time
they have an hour or so and enough safety in
which to do so.

40 of 417

4. Set your job and abilities, if you expect Characters can always abandon an expedition if
tactical combat. There’s more on this in the they’re too hurt to continue or if the goal has
tactical combat section. changed. Leaving an expedition unfinished
abandons the original goal the characters had in
5. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests

6. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.

Alternative and Extra rewards

During play, the GM can always offer additional


rewards for going after extra treasure, completing
tasks for characters, slaying an especially
powerful monster, etc. These rewards can be in
the form of additional xp, dust, trophies (limited
use but powerful items), or other more intangible
rewards like allies or information. You can more
information on these rewards in the book of
adventure on page XX.

Abandoning an expedition

41 of 417

If you like, you can forgo your own healing to


INTERLUDES help someone else heal their burdens, allowing
them to tick 1 extra segment on any burden.
Interludes are the spaces between adventures - Each character can only be helped once.
the kind of freeform narrative play that most role
playing games get into when characters aren’t You may also spend dust to tick additional
actively pursuing a quest or goal. They are the segments on a burden clock, representing
spaces between expeditions when characters have spending more time or resources bought. 2 dust
time to pursue their personal goals, gather will buy you 1 segment on a clock.
information, do more casual roleplaying,
shopping, etc. Every adventurer needs a break Pursue Ambitions
from the grind of fighting against the encroaching
darkness. When you have a clear goal or project in mind, or
you want to obtain something (power, allies, dust,
When you end an expedition, you go into an access, information), you can write it as an
interlude right away, and all interludes should ambition. An ambition could be anything from
end with the aim of launching another expedition. crafting a magic sword, researching into long
Certain actions can only be taken in an interlude, forgotten civilizations, simply pursuing personal
like healing burdens or pursuing ambitions. growth goals, or bringing together an alliance to
fight a monster invasion.
While you’re in an interlude, it’s typically for
couple days but you can decide how much times The GM decides if the ambition is possible, if a
passes - if you want to play things out in a more reduced version of it is possible instead, or if the
strict, granular way, or if you want to ‘montage’ ambition will take several steps to complete. If
through events and have time move quickly. your ambition is to become king, for example, the
Interludes stereotypically take place in a town or GM might decide that’s too large of a step for now,
city, but don’t necessarily have to - characters but you might be able to pursue becoming a
could take an interlude in the wilderness if they knight instead.
like, as long as they have relatively safety to do so.
Then they decide how hard the ambition will be to
Each time you go into an interlude, fully heal all accomplish and chooses which of the ambition
strain and regain all effort from narrative clocks on your sheet it will take up (short,
play, and all hit points, and wounds from medium, long), and what filling that clock up will
tactical combat. If characters were successful represent. The clocks are 4, 6, and 10 segments
during their expedition, they get rewarded (xp, long.
dust, or other rewards).
During an interlude, each character can pursue
Characters always do this at the start of an ambitions by doing a scene or a montage
interlude. All characters then get to do the describing how they’re pursuing their goals, then
following activities, in any order or combination: making an action roll, filling out 1 segment on a
1-3, 2 segments on a 4-5, 3 segments on a 6, and 5
Heal Burdens on a critical roll.
- Characters can work on the same ambition if
Each character can heal burdens, unticking a they like, even if that ambition is another
total of 3 segments on any of their burden clocks character’s
(4, 6, 10). If a clock is filled out completely, the - You may also spend dust to tick additional
burden is lifted and no longer bothers the segments on an ambition clock, representing
character. If you like, play out a healing scene to spending more time or resources bought. 2
describe what characters are doing to heal their dust will buy you 1 segment on a clock.
burdens (there are prompts for this on the
character sheet). When you make your characters, and during any
camp or interlude, you can also write group
ambitions, which reward everyone for working

42 of 417

on them. A group ambition can only be worked on groups may get into trouble during an interlude,
once during an interlude, and to work on one a and the situation might change. Characters might
character has to give up working on their own go bargain with the thieves’ guild only to try to
ambitions. Group ambition clocks aren't a default double cross them, wander a little too far out into
length and must be decided by the GM. the wilderness, or open a dangerous magitech
device.
You can write new ambitions any time, but if you
change or abandon an ambition, clear any If characters get into trouble, you can play out a
segments on the clock that’s representing it. An narrative scene or tactical combat to resolve the
ambition must be a clear goal or project, and the situation. If it’s more complicated than a scene or
length of the goal (which clock it represents) is two, you’re probably heading into a surprise
determined by the GM. You only have room for expedition!
one ambition of each length. If you want to write a
new minor ambition (4 segments) and already If characters took strain during an interlude, they
have one, for example, you have to change your can heal it when an interlude ends. In general,
current one. characters are intended to start an expedition
with all their resources at their disposal.
Clearing ambitions rewards 1, 2, and 3 xp
respectively. Clearing a group ambition Bringing it back
rewards 1 xp to the whole group.
Interludes should always aim to launch the
Ambitions are typically projects or long-term characters into a new expedition of some sort. The
goals, like gathering information, researching, characters leave a place of safety with a clear
crafting, or organizing. It could be something like goal in mind.
plotting revenge on a rival, learning a new skill,
fixing up an old aethership, finding a secure route
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.

Aside from the xp for clearing ambitions, the GM


is free to give you some concrete benefit for
completing them, like dust 0r camp upgrades.
They are also free to tick segments on your
ambition clocks if they feel like your actions
further the goal, even if they weren’t taken as a
Pursue Ambitions action.

If a goal is complicated or world changing it may


take multiple ambitions to complete. Alternately,
it may require an expedition or quest to complete,
in which case completing the ambition clock
represents the preparation for that expedition or
quest. When it’s full, you’re ready to take it on
with your group.

Freeplay

Play out any scenes or role-playing activities you


like! Interludes are meant to accommodate more
relaxed role playing.

In general, Interludes are meant to represent an


area of relative peace and quiet. However, lot of

43 of 417

Session End
Whenever you end a session of ICON, go
around the table and check your xp triggers, then
gain xp depending on which you fulfilled them or
not. These triggers are on pg. XX but are repeated
here for your convenience:

Check at the end of a session :


1. Did you fulfill at least one of your Ideals? 1
xp. All your Ideals? 2 xp
2. Was your character challenged or tested,
through combat or otherwise? 1 xp. Multiple
times? 2 xp
3. Accomplished an ambition (group or
personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp

Leveling up

Each time the characters fill the xp bar to 5 or 10


xp, they can unlock an ability or talent at the end
of that session or during a camp or interlude.

If a character’s xp bar is full (15 xp), they can clear


the bar and gain a level up. Any character that has
a level up banked at the end of a session can
increase their level by 1, but no higher than the
current chapter number. A character can only
‘save’ one banked level up at once.

Spending Dust

At the end of a session, characters can also spend


any Dust they have unlocking additional features
for their camp, or infusing them into their relics.

44 of 417


Narrative Character
Creation

45 of 417

Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. Get an When you make a character, choose what Kintype
action bonus based on your culture. you are. There’s no statistical or mechanical
2. Pick a Bond that you think represents your differences in game terms for whatever Kin you
character narratively. You can choose one pick. It’s true, for example, that Troggs as a whole
bond power, and take +2 dots in one of the are larger and stronger than most Thrynn.
two actions tied to your bond. However, each individual is different, and more
3. Then fill in 6 more dots on actions, taking importantly you are a hero.
none higher than 3 right now. Fill them out
the following way: Your bond is more important for determining the
• Pick 2 dots based on your character’s kind of person you are. If you want to play up the
culture or background. unique attributes of your Kin, you can pick a bond
• Pick 2 dots you think represent your that fits that fantasy, and pick actions that fill out
character’s personal qualities what you want your character to be strong at. A
• Pick 2 dots you think represent your strong, physically powerful Trogg may want to
character’s life experience so far (work, pick the Mighty Bond. An agile Xixo who is an
travels, education, etc). excellent swimmer may pick the Pathfinder bond.

You’re done! You’ll make the tactical combat part Broadly speaking members of all Kin can be found
of your character next. In the first session you can in every part of the world and every walk of life in
choose something for your camp with your group ICON, and none have any ancestral nation,
and set out on your first expedition. ‘homeland’, or monoculture, especially due to the
ancient influence of the Arken Empire.
Picking Action Ratings

Players in games with tactical combat might


notice that their combat jobs don’t give them any
narrative capabilities by default. Pick the
actions you want your character to be good
at. Even if your Spellblade can teleport, in
narrative play, their teleports are limited by
Chapter and how good their Traverse action is.
You don’t necessarily have to match the two - you
could play a quiet demon slayer who is quite
clumsy at smashing anything outside combat, but
becomes a furious whirlwind when faced with a
real challenge.

46 of 417

Narrative Advancement

Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up at the end of a
session, but can’t gain more levels than the current chapter.

Lvl Chapter Narrative Benefit


Choose a Bond, a Bond power, and gain 6 dots to improve actions. None
0 1
can be taken past 3 at level 0.
1 1 Gain a Bond Power

2 1 Improve two actions or gain a Bond power


3 1 Gain a Bond power
4 1 Improve two actions or gain a Bond power
5 2 Improve an action
6 2 Gain a Bond power

7 2 Improve an action

8 2 Improve two actions or gain a Bond power

9 3 Gain a Bond power

10 3 Improve an action

11 3 Improve an action

12 3 Gain a Bond power

47 of 417

Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.

Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.

Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.

Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.

48 of 417


Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.

Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the etherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.

49 of 417

Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:

• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.

There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are undiscovered across the surface of Arden Eld.

Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and typically (but not always) have large families. Beast folk are present in every
culture, from desert dwelling nomads, to pastoral farmers, to city guilds.

Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).

50 of 417


Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.

Though individual Xixo live much shorter lives than other Kin, typically living until their mid 40s, they
have perfect memories, able to recall everything in their lives with absolute clarity. A common
understanding among the Xixo is that other Kin are terribly cursed - living twice as long as the Xixo, but
eventually forgetting a large part of their lives.

51 of 417

blight, and those towns very close to the ruins


THE SIX GREAT typically have a wall to keep out roaming
monsters. Many villages, especially those deep in
CULTURES the wilderness, will train some or most of their
members in old martial arts techniques unique to
each village that can be used to defend the village
When you make a character, choose what their
in times of crisis, recording these techniques on
cultural background is. Unlike your ancestry,
scrolls that are closely kept secrets.
these do give you +1 to two specific actions as
they represent your background, upbringing, or
Community, hard work, respect for nature,
skills.
and family are strong values for Yeokin.
Outsiders can sometimes see them as parochial,
Culture is far more important than Kintype. A
stubborn, and uncultured.
Trogg and a Xixo from the same village are far
more alike than two Troggs from different part of
the world. II. Islander
These are the six broad cultures of Arden Eld and The islands around Arden Eld are an oddity, in
don’t necessarily represent every culture present that most of the arkenruins out there are sunken
in the world. Every type of Kin is present in every beneath the ocean. Unfortunately, this has only
culture in varying degrees. made them more active. The island chains are
beautiful, sun-soaked places that seem paradise-
I. Yeokin like to many Kin, but the people that live there are
tough and disciplined, having to constantly
defend their idyllic-seeming homes from horrors
The vast majority of people in Arden Eld live in
that rise unendingly from the sea. The weather in
the Green, the swathes of peaceful farmland,
between the islands can range from merely
villages, townships, and trading posts in between
stormy to apocalyptic, making travel incredibly
the arkenruins. Life in the villages is hard work
difficult.
but generally pleasant, and organized around the
yearly harvests. Neighboring villages tend to
Islanders are prolific sailors, strong drinkers, and
depend on each other for trade, safety, and
prodigious fighters. They tend to have a dark
information, and come together for festivals (of
sense of humor and more than a touch of bravado.
which there are many, especially in the summer
Most of their living is made through fishing,
months). The villages typically are run by a city
carpentry, mercenary work, and through trade
elder, or a council of elders and have a strong
and commerce with the mainland. Islanders have
connection to nature and its cycles. Faithful
strong taboos about going back on promises, and
villagers tend to pay their respects to the local
value someone’s word very strongly.
nature spirits or the Titans at shrines or holy sites
such as pools or groves.
Respect for strength, a healthy sense of
humor, reliability, and independence are all
Villagers tend to be proud of their local traditions,
strong values for Islanders. Outsiders can
festivals, and gods. Most villages have a regional
sometimes see them as foolhardy, rude, or loud.
cooking or craft specialty, and people will often
visit from many towns over just to sample them.
One village might specialize in iron and smithing III. Leggio
work, another might be known for the quality of
its steamed buns and its pork, and another might The villages of the Green rely on a healthy
have miles of beautiful grazing pastures and be network of trade caravans, peddlers, crafts-kin,
known for the quality of its milk and dairy menders, and healers of all kinds. Parts of these
products. networks are made up of local farmers and
traders, but over time some of the caravans have
Regional village councils sometimes will gather a grown into permanent residences and a quasi-
militia to defend against a surfacing ruin or a religious way of life for the people that crew them,

52 of 417

who have come to be known as the Leggio. Their like a spray of brightly blossoming flowers over a
massive, colorful caravans make seasonal grave.
rotations around Arden Eld, stopping in the cities
to resupply, and are broadly welcome wherever Especially brave Churners will sometimes set up
they show up, since it means a chance to buy, shop within the surface levels of a dungeon,
repair, and indulge in all the necessities and sometimes maintaining large crops of herbs,
luxuries so sorely missed. The Leggio always eat fungi, or other staples that will only grow in the
well and trade fairly with the towns, and will often dust-soaked environment of the arkenruins. The
take on travelers who are seeking safe passage to more daring of them will hire themselves out as
the next village, post, or city. guides, tinkers, or hirelings for wealthier
adventurers. Due to their unique living
Nearly all Leggio have some sort of family trade or circumstances, most Churners tend to know more
skill they are specialized in (sometimes multiple), about monsters than any other culture, mostly
and many famous or legendary artisans, smiths, their spoor, habits, and how to avoid them.
and weapon makers come from old Leggio
families. Leggio Grand Caravans can be two (or Churners are a highly itinerant culture, and while
sometimes three!) stories high and are carved some travel together, they tend to congregate only
with family histories. They are pulled by draft when a new dungeon surfaces and the old sites
beasts and sometimes captive monsters, who are dry up. Many of them are former adventurers who
kept docile by Leggio beast tamers. have settled out of obligation or necessity and
seek a slightly more respectable existence, but
Leggio are nearly all armed and trained in fighting others are skilled merchants, crafts-kin, cooks,
since they were young as they often have to pass smiths, and suppliers that come from old families
through dangerous or blighted areas in order to of Churners and run their tents and wagons with a
reach a town in need. They regard their duty to high respect of the Churner Code (honesty, safety,
keep towns supplied as sacred and pray to the convenience). Recently, due to the increasing ruin
Titan of chance to give them safe passage. activity, the number of Churners has been rapidly
increasing, and a lot of the old and more
Craft, sociability, discipline, and respectable families complain of grifters,
hospitality are all strong values for Leggio. swindlers, and ill-intentioned shady merchants
Outsiders can sometimes see them as insular, sullying their reputation.
overly friendly, or nosy.
Dependability, hustle, professionalism,
and caution are highly valued by Churners.
IV. Churner Outsiders can sometimes see them as deceptive,
opportunistic, or exploitative.
A sporadic, nomadic culture, churners live a
dangerous and daring existence, especially
compared to most people of Arden Eld. In their V. Chronicler
caravans and camps, they follow around
Arkenruins as they surface, and make their living The ancient monasteries of the Chroniclers dot
off them in whatever way they can. Sometimes Arden Eld, overlooking its deep valleys from
this involves venturing into the ruins themselves mountain perches, or buried deep in the rifts of its
(though never too far for most Churners, they canyons. Within is buried ancient knowledge -
leave that up to the adventurers and the and sometimes dangerous secrets.
foolhardy), and scraping Dust from the ruins, or
searching the surface levels for fragments of Chroniclers are a unique, isolated culture - a
Arkentech. Most of the time this involves directly quasi-religious society of monks and acolytes built
servicing the adventurers themselves who venture around the Chambers - the great monasteries of
into the ruins by supplying them with necessary the continent, whose building predates the Arken
food, supplies, arms and armor, and elixirs. When and survived their fall. There are twelve of these
a new ruin is discovered or surfaces from deep ancient edifices, and they are typically located in
beneath the earth, it is not uncommon for a extreme or hard to reach locales, requiring them
Churner camp to appear at the edge shortly after, to be self sufficient. Small monastery towns and

53 of 417

trading posts grew up around them over time, Those that live in the cities are known as Guilders,
forming a tight-knit communities that revolved and often belong to one of the great Trade Guilds,
around and intermeshed with monastery life - loose and oligarchical organizations that regulate
moving with their festivals, rituals, and traditions. the trade and production of certain items between
cities and act as informal government associations
The Chambers are part temple, part archive, and of sorts. Cities are often ruled by the guilds or
part prison. As legend goes, they were built to their proxies and to most people of Arden Eld are
protect the great secrets of the making of the chaotic, overcrowded, wondrous, and very smelly
world. Some of their inner vaults now lie empty, places where the food is greasy, the markets are
and three of the Chambers are broken and hollow bright and burgeoning, and the sights are as
ruins, whatever was contained within long incredible as they are strange.
disgorged into the world. The inner passages and
halls of the Chambers are rumored to be full of all Cities are the centers of technology and magic in
kinds of secret knowledge, ancient weaponry, and Arden Eld and are the chief drivers of the hunger
old and powerful evils - though none can say for for Dust and arkentech, which the technomagical
sure. institutes and Guilds use to produce mechanical
and magical wonders. Citizens of the great cities
As for the Chroniclers themselves, they live in a of Arden Eld are the most diverse in background
strict, hierarchical, and somewhat spartan society, and profession, and tend to enjoy a higher
but one which values justice, education, equality, standard of living than those in the Green, with
and honesty. Ascending up the ranks of the access to many conveniences such as rail and
priesthood takes a long time and a lot of airship travel, running water, and arkenlamp
ceremony, and only the most senior monks are lighting. However, they also are the most unequal,
allowed into the central halls of a Chamber. with many Kin languishing crammed into hot and
overcrowded residences in the increasingly
It is not uncommon at all for monks to dip and mazelike city depths, while the Guild Barons at
out of the priesthood in order to have families, the top scrape most of the benefits off for
explore the world, or go on missions of utmost themselves while claiming to be acting for the
import for the monastery. Junior temple acolytes benefit of all. Some predict the coming of the
wishing to become higher members of a Churning Age will extend this way of life even out
Chronicler order are often required to leave the to the Green, and fear what that portends.
temple for a while to find purpose in the greater
world. Guilders tend to be more educated, more
knowledgeable about Aetheric principles and
Chroniclers highly value knowledge of all kinds, more connected to magic and science than other
and tend to be highly educated. This drive often Kin, who they may see as backwards. They also
pushes traveling chroniclers to explore ruins, tend to be very tolerant and welcoming, and the
challenge authorities, or pry where they don’t most worldly of Kin.
belong, often getting them into danger.
Tolerance, patience, drive, and
Truth, justice, discovery, and tradition are friendliness are highly valued by Guilders.
important values to Chroniclers. Outsiders can see Outsiders can sometimes see them as haughty,
them as secretive, old-fashioned, or stiff. know-it-all, or pampered.

VI. Guilder
There are no nations in Arden Eld, but its cities
are growing in both size and influence. Their
cobbled streets and teetering towers are
expanding and stretching to the sky, and the fires
of industry and arkentech burn deep in their
bellies.

54 of 417

BONDS

55 of 417
I. The Pathfinder
Discover new things, meet new people, learn new • Lay Burdens - 1/session, When you enter a
things. The Pathfinder is always looking to populated location, untick 1 segment on all
horizon. They’re the first to clamber up the burdens, and you may push your next action for
mountain, leap across the river, or dash down free.
the slope. The road is their friend and they can’t • Airfeel - When you camp or start an
wait to see what’s around the corner. expedition, you can ask any of the following
questions about the next day or so of travel and
+2 Traverse or Sense get a truthful yes or no answer from the GM. Get
increased effect when next acting on the
Ideals answers.
- I addressed challenges with curiosity, • Is it a long, dangerous, or arduous
exploration, or understanding journey?
- I expressed my heritage, background, or beliefs • Is the journey defended or contested?
through my actions • Are you currently being pursued, tracked,
- I saw, heard, or tasted something truly unique or hunted?
• Colortongue - You can understand and speak
Effort: 3 all languages and read all scripts. When you
Strain: 5 interact with a living creature that doesn’t speak
Second Wind: Regain 1 effort when you enter a language, you can understand its intents and
new scene. This ability can activate any number of feelings and get +1d to interact with it if it’s not
times a session. hostile. At chapter II or higher, you can use this
Special Ability: Leading a team action only to interact with even non-living creatures, such
costs 1 effort for you. as magical constructs or the undead.
• Horizon Sweeper - Your sense actions have
increased effect and aren’t affected by:
POWERS • Chapter I: Darkness or time of day
• Saddleborn - Get a knack for riding or • Chapter II: Weather or visibility
piloting: • Chapter III: Distance of any kind
• Chapter I: Animals or Vehicles • Memory of the Sole - Name a location you
• Chapter II: Monsters last set up camp or spent an interlude. The GM
• Chapter III: An entire herd of animals or will determine the difficulty of the journey there
monsters. by answering the questions below. When the
• Windrider - When you push yourself to take a next scene starts, you and up to ten other willing
traverse or sneak action, you also get people can choose to be safely there if you take 2
increased effect and choose one of the following strain for each ‘yes’ answer, which could cause
for the action per chapter: you don’t touch the you to break. Work backwards to figure out how
ground, you don’t make a sound, you can’t be you got there (the scene doesn’t necessarily have
touched while moving. to take place the next hour or day, for example).
• Dabbler - Get +1 point to put in any action • Is it a long, dangerous, or arduous journey?
rating. At the start of an interlude, you must • Is the location defended or contested?
swap this point around to a new action. It can’t • Are you currently being pursued, tracked, or
take any rating higher than 1+ the chapter hunted?
number • Lightspeed - 1/session - Your next traverse
• Freesoul - You can escape from any restraint, action has superpowered effect
grab, shackle, hold, or prison cell without • Gambit of Gaia (requires 4 powers): Take
rolling, appropriate to chapter. You can conceal a power from another Bond
this ability if you wish.

56 of 417

II. The Seeker


Uncover forbidden knowledge, untangle people, • Midnight Eyes - You can see in the dark,
teeter on the edge of sanity. The Seeker wants which could make your risk and effect better.
answers - about the world, about magic, about Your study and sense actions get increased
monsters, about themselves - all of it. Their keen effect in darkness. At Chapter III or higher, you
wits let them cut through any situation, even if can see anything close by in good detail without
they may not like what they uncover. the use of your eyes.
• Unhinge - When you push a desperate action,
+2 Study or Sense it also gains increased effect.
• Dark Clarity - You may close your eyes and
Ideals spend 1 effort to study the ambient emotional
- I addressed challenges with investigation, state of:
intuition, or recklessness • I: One person close by
- I expressed my heritage, background, or beliefs • II: One person or monster close by
through my actions • III: All people or monsters close by
- I questioned my own understanding of the • Make a fortune roll. If your study action is
world successful, your next action including your
target(s) gets +1 boon and increased effect.
Effort: 3 • Possession - 2/session - Ask a presence inside
Strain: 5 you for advice. The GM will answer as the
Second Wind: Regain all effort when you presence. Get +1d on the next action to follow
discover something hidden, forbidden, or secret. the advice as if the presence aided you.
Special Ability: When exhausted, you get +1d • Instinctive - 2/session - Describe a course of
on study and sense actions and can aid in those action to the GM you plan to take in the same
actions without spending effort. scene. You will receive an answer that is
truthful, if unclear, that comes from a feeling.
The GM can choose from the following options:
POWERS Wheel (good/positive outcomes), Stone (bad/
negative outcomes), and Chaos (a mix of good
• Heartsight - 1/session - Close your eyes. You and bad outcomes).
can view a location for 1 minute, anywhere: • Geist - When you touch someone skin to skin
• I: Close by, within shouting distance and spend 2 effort, even if you break contact,
• II: Within a few miles you can see through their eyes and experience
• III: Anywhere in Arden Eld their sensations and ambient emotional state,
• You view the location as if an invisible though you can do little but observe, and they
observer, hearing and seeing everything. You are not aware of your presence. The effect can
cannot move your point of vision, and your be accessed:
body is immobile and vulnerable while taking • I: Until the end of the scene
this action. You can end it any time. You don’t • II: Until the end of the expedition
have to be able to see the location you’re • III: Indefinitely
trying to view. • The effect is canceled when you use this ability
• Library Organ - 1/session - Get +1d on study again, and while you’re concentrating on it, you
and sense for the rest of the scene, but all other cannot do anything yourself except sit in quiet
actions are at 0d. At chapter III, also increase all focus, otherwise the effect breaks. A player
effect from study and sense. character must be willing.
• Argus - You get a knack for sensing: • Terrible Truth - 1/session - Increase the effect
• I: Hidden objects, paths, or traps of your next Study action to Superpowered
• II: Hidden people, monsters, or ambushes • Gambit of the Outsider (requires 4
• III: Invisible or metaphysical objects or powers): Take a power from another Bond
forces, such as the flow of magic

57 of 417

III. The Mighty


Use your prodigious physical or magical can decide a character is too strong willed for
strength to destroy obstacles and help your this to work on them, forcing you to roll
friends. The Mighty revels in strength and normally, but if they do, regain 2 effort. It
power, and presents an unbreakable front to the always works on foes from a previous chapter.
enemy, but uses that power not to oppress and • Half Light - When you gather information
control, but to protect the vulnerable and stand about violence or possible threats, you can use
against evil. Endure, Smash, or Command
• The Wall - 1/session - This scene only, reduce
+2 Smash or Endure all strain suffered by 1, to a minimum of 1
• Make Total Destroy - 1/session - Increase the
Ideals effect of your next Smash action to
- I addressed challenges with strength, superpowered
leadership, or force • Gambit of The Storm Lord (requires 4
- I expressed my heritage, background, or beliefs powers): Take a power from another Bond
through my actions
- I didn’t back down when faced with a challenge

Effort: 3
Strain: 5
Second Wind: Regain all effort when you take
injury or harm while protecting someone else
Special Ability: When an ally close to you
suffers strain, you can take the strain for them. In
addition, you can spend 1 Effort when you take
any strain to reduce it by 1, to a minimum of 1.

POWERS
• True Grit - When you break, you remain in
control of your character for the rest of the
scene. If you would remain broken longer than
that (you have 3 burdens for example) this effect
ends at the end of the scene.
• Iron jaw - You can’t suffer critical strain (take
4 strain instead)
• Volcanic - 2/session - When someone or
something harms an ally in your presence, you
can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
the rest of the scene
• Hammersoul - Your Smash actions have
increased effect when you’re exhausted.
• Overpower - You can push by taking 2 strain
instead of spending effort for Endure and
Smash actions
• Steelskin - The first time you take strain in a
session, reduce it to 0
• Force of Will - 1/session - You can choose to
automatically treat your next Command action
roll against another character as a 6. The GM

58 of 417

IV. The Wolf


You are a tough exterior covered in scars. Your of just one burden. If you do so, you can’t help
competency makes you strong, but you also can’t other people heal burdens.
let anyone see where you’re vulnerable. The wolf • Crack Shell - When you’re exhausted, you can
stands strong alone, but can’t forget that they take aid actions without spending effort
ultimately rely on the pack. • Bishop - When you set someone up, that
person gets both +1d and increased effect on the
+2 Excel or Sneak set up roll.
• Wick - 1/session - Increase the power of your
Ideals next Excel action to superpowered
- I addressed challenges with precision, coldness, • Gambit of Arenheir (requires 4 powers):
or intimidation Take a power from another Bond
- I expressed my heritage, background, or beliefs
through my actions
- I let people see a glimpse of who I am beneath
my mask

Effort: 3
Strain: 5
Second Wind: Regain all effort when you fix
someone else’s mistakes, or someone else fixes
yours.
Special Ability: You are hardened. Your 4 clock
burden gives you no penalties.

POWERS
• Clarity - If you break, regain all effort, and
you can push your next action for free
• Scarcoat - +1 max strain per Burden you have
• Blood Scent - You get a knack for tracking or
intimidating anyone or anything that’s wounded
• Go for a Walk - 1/session - When you separate
from the group to do something alone, you can
trigger this ability to get +1d or increased
effect on your action. ‘Cut to black’ and roll the
action ‘off-screen’, then cut back to when you
return to the group. While ‘off screen’ you can
attempt to accomplish a number of unique tasks
equal to the chapter number (1, 2, or 3)
• Cornered - When you are outnumbered in a
tense or violent situation, leading team actions
does not cost effort for you.
• Lurk - 1/session - When the GM describes a
scene, you can choose to be there, hidden,
appropriate to chapter. Don’t worry about how
you got there.
• It’s Nothing - During Heal Burdens, heal 2
extra ticks on a burden of your choice if nobody
helps you heal burdens. Heal 1 tick on two
burdens if someone does help you heal, instead

59 of 417

V. The Harlequin
Trick, humiliate, and dance around the powerful. • The Big Show - Critical hits on excel,
The Harlequin despises those who take charm, or sneak actions regain 2 effort for all
themselves too seriously, and delights in slipping party members who witness your feats
in and out of conversations, roles, and situations. • Habitual Line Stepper - 2/session - You
instantly disappear from sight and re-appear
+2 Sneak or Charm somewhere:
• I: Nearby
Ideals • II: Within 5 minutes walk
- I addressed challenges with cunning, • IIII: Within a few miles
subterfuge, or deceit • You don’t have to see your destination, but you
- I expressed my heritage, background, or beliefs are shunted back to your starting point if it’s
through my actions occupied or obstructed (like trying to hop into
- I talked or slipped my way out of a charged solid rock, for example).
situation • Quickfingers - 1/session - Name a number of
objects nearby equal to the chapter number that
Effort: 3 you can see that could fit or carry in one or both
Strain: 5 hands. By the start of the next scene, you have
Second Wind: Regain all effort when your possession of them. If you stole them, the
actions get you in trouble with someone or person you stole it from will find out within the
something powerful hour
Special Ability: When you’re exhausted, get +1d • Ridi Pagliacci - You can invoke each of your
and increased effect on sneak burdens instead of spending 1 effort, once a
session for each burden
• Exuent - When you lead an action to flee or
POWERS escape trouble, don’t spend effort.
• Step of the Bards - 1/session - Increase the
• Mirrormask - You can always tell if someone power of your next Sneak action to
is lying if you can see their face, though the superpowered
nature of the lie is unclear. At chapter III, you • Gambit of the Laughing Titan (requires 4
only need to hear someone’s voice or read powers): Take a power from another Bond
something they have written.
• Mercurio - You can change your appearance
completely by spending 1 effort, including
height, weight, gender presentation, etc. You
must appear as Kin (a person), but you could be
a different Kintype, and otherwise everything
else is up to you. This effect lasts until you
camp, or until you eat or drink something, and
while active you get a knack for impersonation.
At chapter III, this effect no longer costs effort if
it's only used once a scene.
• Mockingbird - You get a knack for mimicking
sounds or voices.
• Fast Friends - 2/session - You can choose to
automatically treat your next charm action roll
as a 6. If you do, its effects only last:
• I: 1 minute
• II: an hour
• III a whole day
• After the duration expires, its target(s) realize
they were manipulated.

60 of 417

VI. The Highborn


You were born into a sheltered existence, both • Ivory Tower - 2/session - When the GM
protected and constrained by wealth, walls, or describes a location, monster, person, or
rules, a curse as much as it is a blessing. You historical event, you can ask the GM for an
have privileges, power, and knowledge that additional detail only an expert would know and
others envy, but have so much else to learn about get a truthful answer. Get +1d the next time you
the world. act on the answer.
• Honor Student - If you forgo healing burdens,
+2 Charm or Study you can tick an extra segment on an ambition. If
you take one other character along with you to
Ideals observe, they can also tick a segment on their
- I addressed challenges with poise, passion, or own ambitions.
social status • Passionate - You always have a secret passion
- I challenged or acted against my heritage, ambition you can work on, something you’ve
background, or standing beliefs with my actions wanted to try but never been able to. It’s a 12
- I learned something new about my companions clock that gives 3 xp for completing it, and can
be worked on for free each interlude. If you
Effort: 3 complete your passion, you can pursue a new
Strain: 5 one.
Second Wind: You may regain all effort when • Unflappable - Leading actions to Command or
someone else relieves all effort Charm a large group costs no effort for you
Special Ability: When you’re exhausted, • Perfect Grace (1/session) - Increase the
characters that aid you spend no effort effect of your next Charm action to
superpowered.
• Gambit of the Bronze Queen (requires 4
POWERS powers): Take a power from another Bond
• Rarefied - You have a knack for actions
involving people considered highborn or high
class. However, if you use this, all actions
involving people considered low class or
lowborn are 0d at best until the end of the
session.
• Private Tutor - You've had specialized
training. Choose any action. You can re-roll any
‘1’s you roll as part of that action, keeping the
new result. However, choose one other action
that you neglected - you must re-roll any ‘6’s as
part of this action.
• Silver Spoon - You can never be accused of
trespassing except by someone considered high
rank or high class (a manager, a noble, a
military officer, etc), appropriate to chapter.
This effect does not extend to anyone else with
you, but get +1d on rolls to cover for them.
• Trust the Fund - You always have enough in
your pockets to sway someone when you try to
gain access, assets, or information. If you do,
gain +1d or increased effect, but it’s
incredibly obvious that you’re bribing them.
• Special reserve - Get +1d or increased effect
when you gather information or recall info on
something rare, expensive, or hard to find.

61 of 417

VII. The Mender


You gather your group with cheer and good • 6 - Character heals 2 strain
attitude. You use your power to fix, heal, and • 6,6 - Character heals 4 strain
mend. You can be quiet, but when you’re loud, • Encourage - 2/session - Spend a use of this
people listen. ability to use aid without spending effort or
exposing yourself to consequences
+2 Tinker or Charm • Iron Cutting - At the end of each interlude,
you can tick 2 segments total, split between any
Ideals ambition, project clock, or ritual clock of your
- I addressed challenges with diplomacy, choice, even those belonging to another
positivity, or empathy character.
- I expressed my heritage, background, or beliefs • Heart Forge - 1/session - Increase the effect of
through my actions your next Tinker action to superpowered
- I learned how someone or something was • Gambit of the Forge Titan (requires 4
broken. powers): Take a power from another Bond

Effort: 5
Strain: 5
Second Wind: You only regain effort from bond
powers, camping, or interludes.
Special Ability: You can allow someone else to
regain 1 effort by spending 1 effort.

• Push through - You can take 1 strain instead


of spending effort to take aid actions.
• Divine Luck - When you take strain as a
consequence, roll a 1d6 fortune roll. On 6,
reduce the strain suffered to 0 (even critical
strain).
• Illuminate - Your actions have +1 boon or
increased effect with or against characters or
creatures that trust you.
• Untangle - When you help someone else lift
burdens, you increase their segments healed by
+1, and heal 1 segment yourself
• Pangloss - When you fail a desperate action,
your next action can be pushed without
spending effort.
• A Better Way - When you study to
understand how something or someone is hurt
or broken, or tinker to fix something, get +1d
or increased effect. This ability works on:
• I: One person or a small object
• II: A whole group of people or a large object
• III: A whole town, or a massive object such
as a train, huge machine, etc
• Mender - 2/session - You can tinker to heal
someone’s strain. Check the final result:
• 0-3 - Characters can spend 1 effort to heal 1
strain
• 4-5 - Character heals 1 strain

62 of 417

VIII. The Brave


Use your courage, luck, and wits to smash head • Brave Destiny (1/session) - Increase the
on into problems. The Brave is always at the effect of the next team action you take to
front line, hurling themselves at problems, and superpowered.
hoping their allies will pick up the pieces. They’re • Gambit of the Multicolored God (requires
at their best when relying on fate, teamwork, and 4 powers): Take a power from another Bond
the power of perseverance.

+2 Endure or Command

Ideals
- I addressed challenges with perseverance,
friendship, and courage
- I expressed my heritage, background, or beliefs
through my actions
- I trusted someone with my life

Effort: 3
Strain: 5
Second Wind: Regain all effort when you charge
forth without a plan
Special Ability: When you lead a team action,
get +1d on the action

POWERS
• Strike the road - The first team action you
lead in a session costs you 0 effort
• Crush Limiter - You can spend 2 strain to take
team actions instead of effort
• Luck as a Constant - When you critical hit,
regain all effort, heal all strain, and mark 1 xp
• All in - Using Aid to help a character taking a
desperate action costs 0 effort for you
• Joyluck Wind Thrower - When you take a
desperate action, you can take +1d on the
action. If you do, treat any die less than a 6 as a
1.
• The Sun- 1/session - Gain increased effect on
all actions for the rest of the scene
• Coordinate - Aiding you on team actions costs
0 effort
• Heart of Hearts: 1/session - You can flash
back to a scene from your past or hometown and
describe how your memory of that time inspires
you in the current moment. You can treat your
next roll as though you rolled a critical hit (6,6).
You can only use this ability three times ever,
and when you expend its third use, replace this
power with another one.
• Team Player - When any ally sets you up,
you have increased effect on the roll

63 of 417


IX. The Broker
Use your superior skills, class, intellect, or • Beg, Borrow, or Steal - When you need the
delicate touch to handle situations with elegance. right tool for the job (a disguise, a tool, a
You’ve been there before, and you have a plan for weapon, a portable boat, a ladder) you can
everything under the sun. Some may call you choose to have it right now. The tool’s power,
stuck up, but they don’t see how the strings you type, and rarity depends on chapter, and it lasts
pull save their sorry hides again and again. until the end of the session, or until you use this
ability again. Gain +1d on actions using the tool,
+2 Command or Tinker but the GM chooses one:
• It was stolen from someone, who will
Ideals track you down by next interlude
- I addressed challenges with manipulation, • It’s poor quality and breaks after the
influence, or planning scene is over
- I expressed my heritage, background, or beliefs • It gets you into trouble after the scene is
through my actions over (it attracts attention, there’s an
- Despite my best efforts, we went wildly off plan unwanted side effect, it leads you
somewhere you weren’t expecting to go)
Effort: 3 • Fruitful- You have a contact or family member
Strain: 5 in every populated location. Define this person
Second Wind: You can regain all effort when with the GM and pick one (choose carefully):
another team mate becomes exhausted or breaks. not in trouble with the law, reliable, won’t need
Special Ability: When you become exhausted or a favor. Roll +1d on actions where your contact
break, all team mates regain 1 effort could help you.
• Faust (1/session) - The next time you roll,
treat all 1s as 6s. The next time you roll after
POWERS that, treat all 6s as 1s.
• Contingency (2/session) - You can use this • Make it work (1/session) - You may use your
power to ‘flash back’ in time to tell the GM how highest rated action for any single action with
you prepared for a situation. You can use this normal effectiveness (charming a door to open
ability before or after any action roll to do one of for example). Explain to the GM how you’re
the following: Set up a character for the next doing this. At chapter III, you don’t need to
action (even yourself), resist consequences of explain.
something that just happened by taking strain, • Coordinator - You get 2 xp for pursuing a
even for another character, increase effect or group ambition instead of 1, and gain +1d when
lower risk. To do so, however, you need to be working on a group ambition.
able to tell the GM how you prepared and also • Ladder Climber - You can pursue ambitions
make fortune roll using one of your actions to twice during an interlude, but only if you pursue
see how well your preparation went. On a 4+ different ambitions.
gain the expected effect, on a 6 choose an extra • Golden Hand (1/session)- Increase the effect
effect, and on a 1-3 you had to abandon the plan of your next Command action to
(this ability has no effect this scene and regain 1 superpowered.
use). • Gambit of the Weeper (requires 4
• Swoon (1/session) - When you would take powers): Take a power from another Bond
consequences as a result of your actions, you
have may another willing character nearby take
the consequences instead of you after you learn
what they are. If they do, they take 1 xp.
• Immaculate - Get a knack for situations
where being dressed appropriately would help
you (disguises, uniforms, outfits, formalwear,
etc), appropriate to chapter.

64 of 417

X. The Elder
You’ve been around a long time - maybe too long. • Been Around - Unless they draw a weapon,
You’ve seen a lot of what Arden Eld has to offer - nobody younger than you can harm, restrain, or
the good and the bad. The adventuring life, with touch you in any way unless you let them. This
its threats, its challenges, and it’s wandering effect ignores chapter.
lifestyle, are something you would perhaps want • Spinner of Tales - You get a 12 segment
put behind you, but you have a little more work ambition clock that you can work on for free
to do before you can put your gear away for each interlude, to tell a story from your past.
good. There are people out there who need you. When the clock is complete, a character of your
choice that listened to you can improve an
+2 Endure or Excel action by 1. A character can only gain this
benefit once.
Ideals • Pillar of Rock - Until you use violence or
- I addressed challenges with patience, wisdom, coerce someone or something in a session,
or experience reduce all strain taken from other people by 1, to
- I expressed my heritage, background, or beliefs a minimum of 1.
through my actions • Saltbelly - Gain +1d for the rest of the session
- I defused a potentially violent situation against anyone that shares a meal, shares a
drink, or plays a game of skill against you.
Effort: 3 • Mentor - You can forgo working on your own
Strain: 5 ambitions to come along and help someone else
Second Wind: You can regain all effort when with theirs. If you do, they tick 1 more segment
you manage to avoid confrontation or violence and gain +1d.
through your actions. • Reputation - When you enter a populated area
Special Ability: At the start of a session, choose you haven’t visited before, you can decide that
another character to watch over. The first time in people there have heard of you. This gives you
the session that character would take a burden, +1d to interact with them socially for the rest of
you can intervene and choose to take that burden the session, but anyone who wants to find or
instead if you have one free. If you do, regain all track you can find you easily. This works on:
effort and clear all strain, and mark +1 xp. • I. Any town
• II. Any city or small village
• III. Anywhere
• The Mountain (1/session) - Increase the
POWERS effect of your next Endure action to
• Parable - Twice a session, you can ask the GM superpowered.
about any path of action ahead of you. The GM • Gambit of Tsumi (requires 4 powers):
will answer as truthfully as possible with the Take a power from another Bond
phrase ‘This is the path of ____”, with the
blank part being an animal, plant, or natural
element (fire/water/earth/wind) that the GM
feels best fits the situation. Gain +1d when next
acting on the answer.
• Pacifist - If you leave a scene of violence
without harming anyone, heal 1 strain and
regain 1 effort.
• Long Memory - Gain +1d on rolls to gather
information about any event that happened
more than ten years ago. At chapter III, if it
happened in your lifetime, you can also tell the
GM you remember it clearly or were actually
there and can’t fail the roll (treat a 1-3 as a 4+).

65 of 417



XI. The Outsider


You’re not from around here. You’re a little decide whether an NPC speaks your language or
strange or unique in appearance, customs, or not.
culture, and it can make people cautious or • Earth Glide - You have an unusual way of
uneasy, but also curious. You may have come moving due to skills, magical talent, or anatomy.
from a chronicler monastery, or a hermit village You gain a knack for movement through certain
at the edge of the world, or you might literally be terrain and don’t suffer reduced effect moving
a fish out of water, from a town on the sea floor. through it. Pick one per chapter: Forests,
Your perspective on things can be refreshing and Oceans, Mountains, Snow, Swamps, Deserts.
you have powerful talents you can bring to bear. • Tour Guide - When a character works on
ambitions or a project, they can bring you along.
+2 Sense or Traverse Roll a 1d6 fortune roll. On a 1, despite your best
efforts you don’t help, giving -1d on the roll. On
Ideals a 2-5, your unique insights help, giving +1d on
- I addressed challenges with my unique the roll. On a 6, you offer a perspective that both
perspective, talents, or culture gives +1d and allows them to tick 1 more
- I expressed heritage, background, or beliefs segment.
through my actions • Earth Speech- You can speak and understand
- I made a new friend, or deepened an existing something unusual, and have normal effect
friendship. while doing so. Your conversation partners
might not speak language, or be particularly
Effort: 3 eloquent. Pick one per chapter: Animals, Plants,
Strain: 5 Rocks, Household Objects, Vehicles
Second Wind: Regain all effort when you spend • Centered (1/session) - You have a unique
a scene trying not to use your unique talents or cuisine, or a unique eating or drinking stricture
abilities or habit. When you share it with someone or
Special Ability: You gain +1d to set characters explain it to them, they gain +1d to set you up
up. for the rest of the session, and you get +1d on
the next roll involving them.
• Honest Mistake (1/session) - Resist
POWERS consequences as if you’d spent strain, but only
• Xenoclash - Choose two actions. Once a if it can be written off as a cultural
session, you can push each of these actions misunderstanding.
without spending effort. Describe the unique • The Wave (1/session) - Increase the effect of
talents or abilities that allow you to do this. your next sense action to superpowered.
• Gaia Compass - You have a knack for • Gambit of the Formless (requires 4
navigation. You always know the distance and powers): Take a power from another Bond
direction of the nearest (I) village (II) town (III)
settlement of any kind. You can sense dungeons
within a few miles, and get a bad feeling when
one is about to surface.
• Open Up - You can spend time with one other
character during an interlude trying to
understand each other. If you do, you can each
aid each other once without spending effort
during the next expedition.
• Bloom - Any character can set out a unique
ambition clock once with 4 segments to try and
learn a little of your language and customs. If
they finish the clock, they gain 1 xp and they can
understand your language, allowing you to
communicate with them privately. You can

66 of 417

XII. The Dreamer


You are optimistic, perhaps to a fault. You might • Lost cat - If you invoked your burdens to get
be new the to the adventuring life, young, or a into trouble during a session, characters that
little green around the ears - or perhaps you are came to your aid can also mark 1 xp at the end of
simply too wise to be cynical. Not everything a session.
goes right when you try it, but try it you must. • Rash (1/session)- Once a session, if you boast
about your success on a roll before you roll, you
+2 Sneak or Smash can force yourself to roll at a max of 0d, but you
regain 1 effort after the roll. If you actually
Ideals succeed (4+), everyone else can regain 1 effort as
- I addressed challenges with creativity, cheer, or well.
trust in my allies • Underdog - When you become exhausted, your
- I expressed my heritage, background, or beliefs next action gains +1d and increased effect.
through my actions • Heart Held Dream - You gain +1d to work on
- I failed miserably any ambition clock that’s 10 segments or longer.
When you finish such a clock, you can lift a
Effort: 3 burden, or allow an ally to lift a burden.
Strain: 5 • The Lobster - If you break, your next action
Second Wind: You can regain all effort when can be made normally, even while broken, and
someone helps you out of a bad situation. Your gains superpowered effect.
rescuer can also recover 1 effort. • Gambit of The Lost One (requires 4
Special Ability: Characters that successfully aid powers) - Take a power from another bond.
you or set you up can recover 1 effort, but no more
than once a session.

POWERS
• Improvise (2/session) - You can push a
smash roll for free if you can somehow use
something that’s not a weapon from your
environment. This could also increase or
decrease effect, depending on the item. You can
use something:
• I: Small, like a vase or stool
• II: Large, like a piece of furniture or a door
• III: Massive, like a horse cart or boulder
• Punching Bag - If you take strain from
anything, everyone else gets increased effect
against that thing for the rest of the scene.
• Best efforts - If you fail a set-up roll, you can
take 1 strain to re-roll it, taking the second
result. You can do this any number of times.
• Bright Eyed - At the start of each session, you
may choose another character to look up to. You
can aid that character without spending effort
this session (you still share in any
consequences), but aiding other characters costs
2 effort.
• Follow the Leader (1/session) - Make an
action roll using any character’s action rating
for that action. Describe how that character
taught or inspired you.

67 of 417

II. THE BOOK OF BATTLE

68 of 417

TACTICAL COMBAT

When you go into a situation in ICON where high- actions to do something. You may also use
stakes violence is about to break out, it’s probably interrupts before, after, or in the middle of any
time to go into tactical combat. Tactical combat action, even off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points. When you gain vigor (a shield that
then there’s probably no reason to play out goes over your health, usually from healing) it’s
tactical combat! equal to a multiple of your VIT. Other effects
can heal or damage you you equal to a multiple
of your VIT value (25% of your maximum HP),
Combat in ICON so it’s a quick shorthand.
• Hit Points (HP): 4x your VIT, representing
Tactical combat in ICON is a game that is your character’s physical state, energy, and
intentionally an abstraction. It’s a different ability to avoid damage. Once you run out and
mode of play to narrative play, and has more go to 0, you are defeated. You’re
tightly constrained rules. incapacitated (can’t do anything, need help to
get up) and take a wound. Certain abilities care
Tactical combat in ICON is grid based (a square about if a character is bloodied, which is at or
grid is used, with each square representing 1 space below 50% max hit points. Characters always
on each side) and turn based. On your turn, you heal to bloodied after combat is over.
can take a free move action and take two • Wound: When you take a wound, fill in 25% of
other actions. Sometimes you will use both your HP (a value equal to your VIT value),

69 of 417

lowering your maximum HP and


maximum vigor. You normally get wounds That isn’t to say there isn’t power to be found in
from being defeated. You can’t typically recover gear and weapons, but ICON only cares about the
or heal a wound until you take an interlude. If truly legendary stuff. During your adventures, you
you accumulate 4 wounds, you die. will recover temporary items of power, called
• Defense: How hard it is to land a blow on you Trophies, and unlock powerful Relics, aspects
in combat. A hostile character must beat or of ancient heroes that empower your armor,
match your defense with a to-hit roll to hit you items, or weapons. These relics must be leveled up
with an attack (and you have to do the same to alongside your character by infusing them with
them). Anything lower is a miss. Dust, which you can recover as a reward from
• Speed: Affects how far you may move when your exploits. Dust can also be used to empower
you take a standard move (full speed) or dash your group as a whole by investing it into your
(half speed). Camp.
• Size: How many spaces square you take up on
the battlefield. Player character are all size 1, Boon and Curse
and take up a 1x1 area.
During combat, you’ll often make use of Boons
• Damage: Damage in ICON depends on your and Curses. Here’s a refresher: for each boon, roll
job. Every class has a damage die (d6, d8, etc) 1d6, pick the highest total result, then add it to
which is often written as [D], and a fray your d20 roll total. For each curse, roll 1d6, pick
damage value (a fixed amount). the highest, and subtract it from your d20 total.
• Saves: When you make a save against a hostile Boons and curses cancel out each other, 1 to 1.
effect, roll 1d20, and save against the effect on
an 10+, usually resisting or ending it.
• Resolve: Resolve is a resource you build up Combat, step by step
slowly over combat and you must spend to use
your most powerful abilities, called Limit
Breaks. The Golden Rule(s)
There are two general rules that apply to this
• Traits: Passive abilities, based on your job, section
class, or your relics, that always apply to your 1. Specific beats general. Armor usually
character. These are unique to your job and reduces all damage, however the pierce
class. tag, which says it ignores armor, takes
• Abilities: The actions you can take in combat, precedent, because it’s more specific.
based on the jobs you have taken. You can have 2. Round up to the nearest whole number.
six abilities active on any expedition, and one
Limit Break. All abilities have talents which are Turn order
unlockable improvements to each ability. All
abilities, even Limit Breaks, have a Mastery A player character always takes the first
which further improves the ability. turn in any combat in ICON (players can
decide which). Once their turn is finished, the
Strength of Spirit game master will choose a hostile character to
take their turn. Players then choose another
You may notice that unlike other RPGs, in ICON, player character or allied npc to go, then the game
your health, defense, armor, and even damage are master chooses a hostile character, then so on and
determined by your current job, not your so forth, alternating. Once there is only characters
gear. In general, this game expects in tactical of one side left, they take their turns one after the
combat for your character to be as well armed and other in any order. The round then starts with a
armored as they possibly can, given their training, character from the opposite side that ended the
background, and powers. The armor, weapons, last round (so if the round ends with a player
and look of your character is up to you. If you’re character turn, it will start with an npc turn).
not well armed and armored, then don’t go into
tactical combat! Slow turns

70 of 417

unless specified. You can change directions during


When a player character would take a turn, they movements without issue.
can skip their turn and elect to take a slow turn
instead this round. If a player does elect to take a You cannot break up movement with actions. You
slow turn, they can pass their regular turn slot off can stop at any point during a movement to take
to another player instead if any players can still an action or interrupt, but if you do, the
act. movement ends. There are exceptions to both
these rules but unless specified all movement in
Slow turns follow the same rules for every other ICON works this way.
turn (they alternate ally-enemy-ally-enemy),
except slow characters take their turns after all Movement restrictions
other non-slow characters have acted
(imagine it like its own mini-round). Some Movement has the following restrictions:
abilities get powered up when used on a slow turn, • You can’t move through obstructions, unless
or you may choose to take one for a tactical an ability allows you to do so. You can move
advantage. through allied characters but not end your turn
in their space. Foes (hostile characters) and
The Grid objects are obstructions by default.
• If you try to exit a space adjacent to a hostile
Combat in ICON is fought on a square grid, with character, it costs +1 more space. This is
each square being 1 space on each side. The grid is called engagement.
an abstract of the battlefield, so it’s not necessary • Moving through certain terrain on the
to translate everything perfectly. When measuring battlefield can also slow your movement.
distances and range, measure from the edge of the Difficult terrain, like mud, snow, or swamp,
origin space (or character). increases the cost to exit a space by +1 space.
• Moving up elevation costs +1 space to enter
Character per difference in height.

Any entity that’s controlled by a player or GM is These effects can all stack. If movement would
called a character. cost too much to even make a move (exiting a
space next to an enemy in the snow might cost 3
spaces for example), then the movement can’t be
On your turn taken.

On your turn in any combat, you can take a


Dashing
standard move action, and take two other
actions, in any order. Some abilities cost both
Dashing is a special form of movement. When you
your actions to perform. You can only use one
dash, your movement ignores engagement.
ability with the attack tag per turn, no matter
what, and you can only use each ability once
Removing and placing characters
on your turn (no duplicate actions).
Some abilities require removing or placing
MOVEMENT characters on the battlefield. The most common
form is summoning a new character.
A character can make a single standard move
action on their turn at any point during their Characters that are picked up or placed on the
turn, moving spaces up to their speed. All battlefield don’t trigger effects, interrupts, or
characters get this action on each of their turns. abilities that trigger off movement.

All movement in ICON, whether granted by an While a character is removed from the battlefield,
ability or effect, must be taken orthogonally (in they don’t typically take turns unless specified.
compass directions, no diagonal movement),

71 of 417

Some free actions (and some other abilities) are


Basic Abilities limited. These abilities are written as X/turn or
X/round (like 1/turn, 2/round, etc). These
Tactical combat is a highly structured game in
abilities can break the no repeats rule but can
ICON. Activities that are not specified here or
only be used a specified number of times a turn or
covered by the rules here can’t be taken by
round instead.
character in tactical combat, the same as in any
board game or video game you might enjoy. If you
want to improvise, be creative, or add a flourish to
your abilities, you can do it within the constraints
Attacks
of your character’s abilities and actions - there are
plenty to choose from! Characters can only make one ability with the
All player characters have these basic abilities: attack tag per turn in ICON, no matter what
the action cost is. Every character can perform
• Dash (1 action): Dash half your speed, rounded basic attacks, which are melee or ranged
up. depending on job.
• Interact (1 action): Interact with something on
the map that takes more than a few moments, To make any attack, including basic attacks,
such as pulling a lever, opening a heavy door, choose a hostile character in range and line of
picking up a heavy object, etc. sight. Roll 1d20 plus any boon or curse. This
• Rescue (1 action): Help an adjacent defeated is called an attack roll. If your total equals or
ally. They end the incapacitated state on surpasses your target’s defense, you hit. If not,
themselves and heal to full hit points, minus any you miss. If your total roll is 20 or higher, you
wounds they’ve taken. critical hit. Attacks have different effects
• Basic attack (1 or 2 actions): Make a basic depending on hit, miss, or critical hit.
light or heavy attack
• Whack! (1 action): Kick, punch, or throw Attack weight
something from the environment. As an effect,
deal 1 damage to a character in range 3. Attacks can be light, heavy, and superheavy.

That’s it! These actions seem rather limited - Light attacks cost 1 action but do less damage.
because all characters in ICON, including the foes - Heavy attacks cost 2 actions but do more
you will face, also have powerful abilities they damage.
can use. If you do want to improvise, use the - Superheavy attacks are powerful attacks that
constraints of the rules offered here or in your cost your standard move as well - your whole
abilities. For example, if you want to knock over a turn - to use.
heavy boulder so it smashes into your enemy, the
GM might rule that it’s a basic heavy attack. Characters don’t have a basic superheavy attack
but do have basic light and heavy attacks.
No repeats
All attacks roll a die for damage, depending on
When you use an ability, you can’t repeat it in job, which is written as [D], and either deal or add
the same turn. You can only dash, rescue, or flat damage as well, which is called Fray damage.
interact once on a turn regardless of how many
actions you have left, for example. Basic Attacks
• Light attack (1 action): Make an attack roll.
Free and limited Actions On hit: [D] + fray. Miss: fray
• Heavy Attack (2 actions): Make an attack
Some abilities take Free Actions. These abilities roll. On hit: 2[D] + fray Miss: fray
don’t take an action slot to use and must be used • If you roll a total result of 20+ on any attack,
on your turn, but still follow the No Repeats rule. your attack is a critical hit and deals +[D]

You’ll notice that most attacks always do fray


damage, hit or miss. This is because characters

72 of 417

in ICON are heroes - their blows usually strike • Characters don’t grant cover by default
their mark.
Damage
Let’s break down attacks a little more: Damage in ICON is based on job and has two
values, fray damage, and a damage die [D]
Targeting and Range
• Damage dice depend on class, such as 1d6, 1d8,
You can only make attacks against foes in range or 1d10, and are written as [D]. When that
and line of sight, unless specified. Range can be symbol shows up, roll the die to see how much
measured in any direction, including damage you do. When this is written, like 2[D]
diagonally. or 3[D], roll that many dice (so 2 for 2D and 3
for 3D)
Attacks can be either ranged or melee. • Fray damage is a fixed value. When you deal
• For ranged attacks, a target must have at least fray damage, deal the damage listed, (you don’t
1 space of its area within the listed range of the need to roll anything!), or add it to the total. All
attack to be a valid target. Make ranged attacks attacks usually deal fray damage, hit or
with +1 curse if there’s a foe adjacent to miss.
you. Ranged attacks also care about cover. • Sometimes abilities deal flat damage, like 1 or
• For melee attacks, a character must be 2, in which case deal the damage listed.
adjacent to be in range for an attack, unless a • Some damage is listed as X damage, Y times.
higher range is specified. Melee attacks ignore For example: [D] damage, 3 times. In this case,
cover. roll [D] once, then apply the total damage three
• Adjacent means within 1 space in any direction, separate times. Generally this damage is weaker
even diagonal, and even if that space is higher or against armor and tends to be more random.
lower
• Characters get terrain advantage: +1 boon Bonus Damage
against targets standing on lower terrain than If an ability lets you increased damage, it will
them, and ranged attacks gain +1 range for usually grant you bonus damage. If you deal
every level of height. If a character attacks a bonus damage, roll 1 more die than normal and
target on higher terrain, get +1 curse instead. pick the highest total result. For example, an
attack that deals [D] normally, you would roll 2
Line of sight means you can see and interact dice (1 base, 1 from bonus damage) and pick the
with the character. This is pretty self explanatory highest 1. For an attack that deals 2[D], you would
but has more specificity in the advanced combat roll 3 dice and pick the highest 2, etc.
section.
Fray damage or any damage with a fixed value
Cover and Line of Sight cannot be increased by bonus damage.
All terrain, characters, and objects in ICON have
height, from 1-3. Player characters are size 1, but Critical Hit
other characters such as monsters can be larger or
smaller. A critical hit triggers on any total attack roll
• If character is behind and adjacent to a space of of 20+, or from certain abilities. If you roll a
terrain or an object the same height as it, it can critical hit or gain it from other sources, increase
draw line of sight to other characters past that damage by +[D].
terrain, and other characters can draw line of
sight to it, but it gains cover from them. Any This effect doesn’t stack, and if you get a critical
character in cover gains resistance to any hit again, gain bonus damage instead for each
ranged attack, halving damage. time past the first.
• If a character is behind and adjacent to terrain
or an object that is higher than it, it cannot draw A critical hit still counts as a hit for anything that
line of sight to any characters past that terrain, relies on hitting.
and those characters can’t draw line of sight to
it.

73 of 417

Attack, Ability, and Effect


Attack abilities and actions often have two
components: attack and effect. Either or both
together make up an ability.
• The attack component often requires a to-hit
roll, requires a primary target, and has different
triggered effects based on hitting, missing, or
critical hitting. Effects that trigger on hit, on
miss, or on crit only apply on the attack part
of an ability.
• The effect component of any ability or attack
simply happens, though it might prompt
saves or rely on the attack hitting first. There’s
more on this in the advanced combat rules.
• The ability refers to the whole thing, including
any attacks and effects

The important thing to remember is that any


ability or effect that empowers or triggers on hit
only counts or empowers the attack component
(the to-hit roll part) and not the effects, unless
specified. For example, an ability that makes the
next attack a critical hit on hit only affects the
attack part of that ability and doesn’t increase any
other damage it does.

Save
Some attacks or effects require a save from the
character they target to avoid some nasty effect,
like extra damage or a status. To make a save, roll
1d20. On an 10 or higher, you save successfully,
usually ignoring the effect.

Characters typically save for every negative


status on them at the end of each turn, ending
them on a success.

Most player abilities simply take effect on foes,


with foes getting a chance to save against them at
the end of their turns. Players sometimes get a
chance to save against effects immediately -
they’re heroes, after all.

74 of 417

Area of Effect (AoE) (such as a save) to the whole area, and don’t have
Some attacks and abilities specify an area of effect attack spaces.
(AoE). If that’s the case, you can target any
character or any unoccupied space on the ground Ranged area of effect attacks still count cover
in range, including allied characters. Area of effect and still suffer from +1 curse on the attack roll if a
attacks have an attack space and area effect foe is adjacent.
spaces.
• For a character in the attack space, make an AoE patterns
attack, with a to-hit roll, and apply the attack
part of your ability. Most AoEs have a listed pattern, sometimes
• For a character in the area space apply the listed combining the two. Unless specified, the origin
area effect. space is the ability owner.
• Some AoEs have additional effects. If so, apply • Line: A line of X spaces long, with at least 1
them to all spaces. space adjacent to the origin space, drawn in a
This might mean that an AoE attack doesn’t cardinal direction from the origin space (can’t
actually end up having an attack component and be drawn diagonally or start in a diagonal space,
doesn’t make any to-hit rolls (you can target it so must be drawn straight away from origin).
that only area spaces hit characters), so choose Attack space is any character in the area.
your targets carefully! • Blast X: A central space, with x spaces around
it in every direction, placed in the range listed
Some non-attack abilities might trigger area from the origin space. Attack space is the
effects by themselves. They merely apply effects central space.

75 of 417

• Close blast X: A blast that must be placed so Each ability can only be taken once per turn,
that at least one space of the total area is and only one attack can be made per turn.
adjacent to the origin space.
• Arc X: X contiguous spaces, with at least one Abilities have an action cost, a listed range, and
directly adjacent to the origin space. If it has a might have tags, indicating special properties
listed range, can be placed in range. Spaces (such as inflicting a status or dealing damage), or
must be drawn sequentially, in orthogonal the type of ability they are. These tags are all listed
directions, and cannot overlap, but otherwise in the job descriptions and in the advanced
can be placed in any pattern. Attack space is the combat section. Non-attack abilities can only be
final space. used on specified character in range and line of
• Cross X: X spaces in every orthogonal sight (the same rules as attacks).
direction, drawn from a space in range. Attack
space is the central space. A character can only take 6 available abilities and
one limit break with them on any given
If the ability has a range, the origin space can be expedition, even if they’ve learned more abilities.
placed anywhere in that range, and the ability They can swap them out before each expedition if
can affect the caster, so be careful! they choose, so some characters may choose to
have a larger tool kit available to them.
Attacks without a listed range cannot be placed so
that they overlap the origin space. Targeting

Combined AoEs Abilities may specify targets: Self, Allies, Foe,


If an ability has a combined effect area, the Summon, Characters, Others, Object, or Space,
combined area is placed in the attack space of any combination of these.
the first pattern. For example, an area that is line • Self: You! Abilities can’t target yourself unless
3 + cross 2 would be a line 3 area with cross 2 specified.
radiating out from its attack space. If patterns • Allies: An allied non-summon character other
overlap, they extend the area and don’t affect the than you
overlapped area twice. • Foe: A hostile character or summon.
• Summon: A character controlled or owned by
The secondary area of a combined AoE does not another character (summoner). Attacks that
have an attack space, but extends the total area target foes can target hostile summons. Allied
effect. summons can only be targeted by abilities and
only count for abilities if the ability specifically
Cover and AoEs mentions it can target or count summons.
• Characters: All of the above
When determining cover from AoEs, if they’re a • Others: All of the above except you.
ranged attack, determine it from the origin • Space: Any space in range, and any characters
space (usually the character using the ability), or objects occupying it.
not the position of the attack space. • Object: Any object in range

All abilities require line of sight and for a


Abilities and traits character to be in range unless specified.

Each job has traits from both their class Effects


(Stalwart, Vagabond, Mendicant, Wright) and
their job. Traits are passive abilities that are Many abilities apply effects, including some
always active. They are unique to your job and attacks. Effects simply take place when specified
class and depend on the current job you have and don’t require a to-hit roll. Even if abilities
equipped. deal damage, they don’t count as attacks unless
they have the attack tag.
Every job also has abilities, including additional
light or heavy attacks, specified in each job.

76 of 417

Some effects can take place out of turn, and


don’t take an interrupt slot to activate, making Interrupts
them quite powerful.
Some abilities are called interrupts and can be
Statuses, marks and Blights used off your turn. You can use each interrupt a
number of times indicated by the tag (Interrupt 1,
Many effects apply a status or force a save to Interrupt 2, for example) between your turns, only
avoid gaining a status. Statuses apply ongoing one interrupt during any turn (yours or another
negative effects to a character. At the end of their character’s) and get them all back at the start of
own turn, characters can save to clear each status any of your turns. Imagine them like a card that
they are affected by, ending each one on a you play and can draw again at the start of your
successful save. turn.

Some effects apply a mark or a blight instead. Like they sound, interrupts have a trigger which
• A mark is a more powerful ongoing effect that interrupts any action currently being taken, and
is unique to each job. then immediately apply effects.
• Blights are similar to statuses or marks but are
more elemental in nature. Any character that’s Delay effects
suffering from a blight is blighted and takes
bonus damage from any ability that deals that Some very powerful effects are powerful but slow.
blight again. For example, a frostbitten When you use a delay effect, your next turn must
character will take bonus damage from any be a slow turn. At the start of that turn, the effect
ability that inflicts frostbite again. takes place.
• Blights and marks cannot be saved against
passively, and require abilities or special
conditions to clear. Marks also end if the Resolve and Limit Break
character placing them is defeated.
Limit breaks are the most powerful abilities in
A status with a ‘+’ next to it is ongoing (example: ICON. Every character unlocks limit break at level
winded+, dazed+). Ongoing statuses cannot be 2.
removed until whatever is causing them is lifted
(sometimes a mark or ability) and are usually Limit breaks are abilities (with an action cost, etc)
caused by an ability you used yourself. that may or may not be attacks, and don’t count
against number of abilities taken. All Limit Breaks
random d6 cost a unique resource, called Resolve, to use,
and a character can only limit break once per
Some abilities ask you to roll a random d6 to see if combat.
an effect occurs. If that’s the case, it occurs on the
listed number or higher (4+ effects would happen Resolve is split into two pools, party and
on a 4, 5, or 6 for example). personal resolve. Party Resolve goes up by 1 at
the start of each round in combat, and depletes to
0 after combat ends
Special States
Personal resolve is gained at a rate of 1 after every
There are three special states that also can’t be
combat, and resets to 0 after you camp. You
removed and don’t count as statuses
might want to push on instead of resting in order
• Bloodied - When a character is at or under
to get the most out of your abilities.
50% HP, they are bloodied.
• Incapacitated - When a character is reduced
When you spend Resolve to use a limit break, you
to or below 0 hp, they are incapacitated and
can use any combination of party or personal
can’t do anything
resolve, but party resolve is shared between all
• Immobile - When a character is immobile,
members of the group, so any use of it must be
they can’t move in any way. However, other
used with the consent of your your team
characters can still shove or teleport them.

77 of 417

members. Resolve is always spent at the


beginning of the action.

78 of 417

If all player characters are defeated, they are


Victory and Defeat totally defeated as a party. The outcome of this
will depend on your GM and the tone of your
When any character (hostile or player character) game, if you’re totally defeated, you’re at the
is reduced to 0 hit points, they are defeated. mercy of your foes, but it’s up to the GM whether
Defeated characters clear all statuses, marks, your foes use the opportunity to escape, teach you
vigor, and other effects on them. Any summons or a lesson, leave you tied up, dump you in a pit
marked created or placed by them disappear. A somewhere, or merely attempt to finish you off
defeated character doesn’t take a turn. (perhaps unsuccessfully).

Defeated player characters are incapacitated Monsters and Kin


(can’t do anything), don’t cause engagement, are
immune to damage, gain a wound, and remain Foes in ICON are split into Monsters, which fight
that way until someone uses the rescue action to to the death typically, or Kin, which fight for a
bring them back to their feet. If a player character reason. Kin typically don’t fight to the death -
with 3 woulds would become defeated and gain a they’re people and value their own lives. More
4th wound, they instead die. details on this in the Foes section.

Defeated foes are incapacitated, don’t cause


engagement or obstruction, and are immune to Vigor, Camping, and
damage and effects. Depending on the tone of
your game or the scene, defeated could mean slain Healing
or killed, or merely beaten and unable to fight any
longer. Battles in ICON typically aren’t to the
In ICON, it’s rare to heal in combat. Instead,
death, unless monsters are involved.
characters that heal (for example, from the Cure
ability) often gain Vigor, which is a temporary
Fleeing shield that goes over your hit points. Damage goes
Characters can flee the battlefield by spending to vigor first when you take it. Vigor gained is
1 space of movement at the edge of the grid, as always some multiple of your VIT value (1x, 2x,
long as there aren’t any foes adjacent to them. 3x, etc), and any vigor shield gained replaces the
Doing so removes them from the battlefield for last shield instead of stacking with it. You lost all
the rest of combat. vigor at the end of every combat. For a little more
on vigor, see the advanced combat rules.
Death
Between combats, characters heal to 50% hp,
A character that takes 4 wounds is dead. ICON or their bloodied value, if they are lower after any
offers a few ways to bring back a dead character combat. They can also camp to regain all of their
with some trophies and camp fixtures, but hp, but camping is limited. Some camp upgrades
generally a dead character remains that way. or abilities allow you to heal wounds, but
generally wounds are only fully healed when you
Depending on the tone of your game, you could end an expedition and enter an interlude.
decide that a character that goes to 4 wounds is
not dead, but permanently altered (loses an arm,
an eye, is scarred, etc), cursed, or changed in
some way. Such a character can return during the
next camp or interlude.

Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.

79 of 417

- Dashing allows you to move past enemies


Quick Combat Guide without being slowed down. You can dash half
your speed for 1 action.
Tactical combat starts when the tension and
the stakes of the story can’t be resolved Other Actions:
except through battle.The GM gets ultimate - Actions allow you to perform abilities.
say on when to go into a tactical combat. - Some abilities take both your actions to
perform.
The Grid
- You can always perform basic abilities
- You cannot repeat any actions or abilities
Combat is between player characters and their
- You may also get any number of free actions.
Free actions don’t take an action perform, but
foes (non-player characters, or NPCs) on a
can’t be repeated and must be performed on
square grid, with each square 1 space on each
your turn.
side. Place NPCs on the grid, then place player
characters. There may also be terrain or objects
Attacks
on the grid that affects how and where you can
fight or move.
- When you use an attack ability on a character,
you usually make an attack roll, rolling 1d20
and adding any boons (+1d6 for each boon,
Turns and the round
picking the highest) or curses (-1d6 for each
curse, picking the lowest).
Starting with a player character, each character - If you match or beat your target’s defense,
on the grid takes a turn, alternating between a you hit. If it’s lower, you miss, and if the total
player character and an NPC. When all roll is 20 or higher, you critical hit.
characters have taken a turn, that constitutes - You can only make one attack per turn
a round of combat and combat moves on to the
next round, starting with an NPC or a player Effects
character depending on who went last. Combat - Attacks and other abilities have effects. Effects
always starts on round 1. simply happen and don’t take an action or
interrupt to activate.
If you haven’t taken a turn in a round, when you
would take a turn, you can elect to skip and take a Area of effect
slow turn instead, letting another player go - Some abilities or attacks affect a whole area.
instead. This means you go after all other The size and shape of this area, and which
characters have taken a turn, along with all other square is an attack, depend on the ability.
slow characters (alternating PC/NPC as normal).
Damage
On your turn - When attacks or abilities deal damage, they
deal your job’s damage die, which is written as
On your turn, you get a free move action, then [D], or fray damage, which is a flat number.
two actions. Then, end your turn and pass it - For example, if you’re a Freelancer, [D] is
to the next character. 1d10, and fray damage is 3. An attack that
deals [D]+fray would deal 1d10+3 damage.
Moving - You might also gain bonus damage or critical
- A free move action allows you to move up to hit. Bonus damage means roll one more die
your speed. than normal, then pick the highest. This can
- When you move in ICON, you might be slowed stack. Critical hit adds one more die to the
down by terrain or by engagement (moving total, and doesn’t stack.
through spaces adjacent to foes).
- You also can’t move through obstructions Basic Actions
(foes and terrain) but can move through allies Dash (1 action): Dash half your speed, rounded
as long as you don't end your turn in their up, ignoring engagement.
space.

80 of 417

Interact (1 action): Interact with something on A player character that’s defeated also takes a
the map that takes more than a few moments, wound, which reduces their maximum hp by
such as pulling a lever, opening a heavy door, 25%. If they take 4 wounds, they instead die.
picking up a heavy object, etc.
Rescue (1 action): Help an adjacent defeated Healing
ally. They end the incapacitated state on
themselves and heal to full hit points, minus any Most healing in ICON happens outside of combat,
wounds they’ve taken. by camping (full heal).
Basic attack (1 or 2 actions): Make a basic
light or heavy attack If you’re below bloodied after combat, your
Whack! (1 action): Kick, punch, or throw character automatically heals to bloodied after
something from the environment. As an effect, combat is over.
deal 1 damage to a character in range 3.
Otherwise, in combat, you gain vigor, which is a
Off your turn shield that goes over your hit points. Damage goes
to vigor first, and it doesn’t stack - each time you
Some abilities give you interrupts, which are gain vigor, you must choose to either gain the new
abilities that trigger under certain circumstances vigor shield or keep the old one.
and ‘interrupt’ whatever is going on. Each
interrupt can only be used a certain number of Victory
times a round, and you can only use one
interrupt on any turn (either your own or By default, when all characters of one side have
another characters). been defeated, the other side can claim victory.

Limit Break There are many different victory scenarios for


combat, however, such as holding zones, escorting
Each job gets a powerful ability called a limit objectives, or escaping off a side of the map.
break. Each character only limit break once per
combat. Using a limit break takes resolve, a Enemies may also flee, ending combat early.
special resource which builds up each round you
remain in combat, and which you gain on your Exiting combat
own after each fight.
When you go out of combat, all ongoing effects
Injury and Defeat such as statuses or marks and anything created,
such as terrain effects, objects or summons,
When you take damage, it reduces your Hit end and disappear.
Points by the same amount. If you have the
Armor trait, it reduces all incoming damage by a
fixed amount, and Resistance halves it.

When a character is at or under 50% hp, they are


considered bloodied. Some abilities are stronger
against bloody characters.

When a character is reduced to 0 hp, they are


defeated. Defeated characters are
incapacitated (can’t do anything).

A player character that’s defeated can be rescued


by another character, returning them to the
action.

81 of 417

terrain space and difficult, like a snow covered


The Battlefield hill, or dangerous and a pit, like an acid pit.

Each space on the battlefield has a type: Measuring


When measuring range up and down terrain,
Basic Terrain - No special effects. Each space measure it flat even if the terrain is elevated (don’t
has elevation (typically from 0-3, with 0 being worry about doing Pythagorean math!).
ground level, but could be any level) . Costs +1
movement per difference in height to move up Battlefield Size:
elevation but not down a level. Standing behind Battlefields should be around 10x10. Larger maps
terrain height 1 or higher provides cover if you’re can be 15x15 or so, or 20x20 at absolute largest.
the same height. Blocks line of sight if you’re Battlefields that are too large will slow the game
smaller. Terrain can represent hills, small cliffs, down significantly.
walkways, buildings etc.
Difficult Terrain - Costs +1 space of movement Terrain advantage
to move out of. • Cover: Characters gain resistance to damage
Dangerous Terrain - A character takes 3 from ranged attacks while they are in cover
piercing damage for entering a space of dangerous • Height advantage: +1 boon on any attack
terrain or starting their turn there, but only once a against a target on lower elevation than you, and
round. increase range of ranged attacks by +1 space for
Impassable - Blocks movement of all kinds each level of height.
except phasing, and always blocks line of sight. • Height disadvantage: If you attack a
Could be something like a pillar, cliff, or a solid character in higher elevation than you, get +1
rock wall that goes to the ceiling curse
Pit - A pit space is just what it sounds like, but
could also be deep water, mud, etc. Characters Characterizing terrain
must spend their entire standard move to move Difficult terrain represents mud, snow, swamp,
out of a pit space into a non-pit space, and count or water. It could also be something like a river,
as on lower elevation from all spaces while inside. deep water, or rubble. Dangerous terrain can
If they don’t have their standard move, they can’t represent lava, acid, or spiked rocks. Pits can
move out. Flying characters can move over pits represent a hole in the ground or a pool of deep
normally. Multiple pits can be connected to create water, mud, etc. You can use your imagination for
trenches, etc. whatever suits your battlefield.
Object - Categorized by height, 1-3. Provides
obstruction. Characters can stand on objects and
Interactables
take cover behind them as if they were terrain.
You can rule that certain terrain objects or spaces
Characters can often summon or create objects
are interactable, like levers, switches, heavy doors,
and they can be used to represent boulders, piles
force fields, traps, etc. Interacting with them (as
of barrels, a cart, a wall, etc. Objects are immune
an action) changes some part of the map or has
to damage and effects unless specified.
some effect, such as dealing damage in an area,
creating cover, creating new terrain, or
Destroying objects - Some objects are
summoning foes or allies.
destructible. Destructible objects have 10 hp, are
automatically hit by attacks and effects, and fail
all saves. The Edge
Destroying Terrain - Basic terrain is not Normally characters can’t move or be moved off
destructible. If you want a space of terrain to be the edge of a battlefield unless they flee.
destructible, make it an object. Sometimes the GM wants to put a cliff, bottomless
pit, open portal to another dimension, or some
Once an object is destroyed, remove it. other kind of massive hazard on the map. In that
case, the GM can rule that characters that are
Difficult and dangerous terrain can overlap shoved off the edge or into that hazard are
other terrain types - ie a space can be a height 1 removed from play. They may choose to make

82 of 417

flying characters exempt from this rule if the edge Cure - A character that’s cured can immediately
is a cliff or hole. Since having a hazard of this type clear a status or blight. Then, if that character is
greatly effects combat flow, it’s always an optional bloodied, they gain vigor 1.
rule. Combo - Actions with Combo have two versions,
a base version and combo version. When you use
Terrain Effects and created terrain a base combo action, the next time you use any
Terrain effects are special effects created by combo action, it uses its Combo version. When
some abilities. They overlap any currently existing you use a Combo version of any combo action, the
terrain. next combo action uses its base version.
Cover - If a character has cover from a ranged
Some abilities create terrain. Terrain can be attack, it is resistant to that attack, halving all
created in any free space that’s lower than height damage.
3, and adds on to the height of any existing [D] - Your class’ damage die.
terrain. Otherwise, created terrain follows all the Dash - Special movement that ignores
rules for existing terrain. engagement.
Delay - Slow but powerful effect. When you use a
delay effect, your next turn must be slow. The
Combat Glossary effect occurs at the start of that turn, before
anything else happens.
Fray damage - Fixed damage. Usually added to
There are more details on combat in the advanced
all attacks on hit or miss.
combat section, including detailed explanations of
Immune to X - Not affected by X in any way. A
action order.
character that’s immune to damage or effects
doesn’t even count as taking them.
You don’t need to memorize all these specific
Mark - Place your mark on a specific character.
rules - they are placed here for your convenience
You can only place one mark at a time on each
(these rules are the rules used by every single
character and each unique mark can only be
job!). The most relevant rules are summarized
active once at a time. If you place a new mark on a
with each class..
character with a mark from you, you can choose
which to keep or which to discard. Marks end
Combat Concepts
when the character that placed the mark is
defeated, or under other conditions.
Armor X - Reduce all damage taken by X Obstruction - A character can’t move through
AoE - Area of effect, usually has a specific something that causes obstruction. By default this
pattern. Only one space in an area of effect is the means foes and terrain.
attack space and requires a roll, the others apply Power Die - Some abilities will grant you a
area effects automatically. power die, and tell you to tick it up or untick it
Aura X: This ability is a continuous, ongoing depending on certain conditions. You can use a
effect that affects all characters within range X of physical die to represent it, or just a tracker. Each
a character, including that character. Characters power die is unique to the ability that granted it.
are only affected by an aura while inside Gain power dice at 1 tick, and if a power die ticks
Auto-hit - This attack doesn’t require an attack to 0, discard it.
roll but automatically hits. Auto-hit attacks Resistance - Take 1/2 damage, rounded up.
cannot critical hit. Shove X - Move a character involuntarily X
Blessing - Certain abilities give characters a spaces in a straight line away from you. If they
Blessing token. A character can spend an action would move into another character’s space or an
and a blessing token to cure themselves. All object, they Collide and stop. Colliding triggers
Mendicant jobs also have different ways to use some abilities or traits. A collide effect can only
blessings tokens. All blessings are discarded at trigger once per round on each character.
the end of combat. Slay - An effect that triggers when this action
Charge - When used on a slow turn, this ability reduces a character to 0 hp. Can only trigger once
becomes more powerful. per ability.

83 of 417

Slow Turn - Go after all other characters. If Winded - Cannot teleport, dash, or fly.
multiple characters take slow turns, it takes the Vulnerable - All damage taken increased by 1
same order as regular turns (ally/enemy/ally)
Stance - Ongoing effect. A character can only Special states
have one stance active at a time and can drop a Bloodied - At or under 50% hp
stance by taking a new stance or as a free action at Immobile - When a character is immobile, they
the start of their turn. When a stance refreshes, can’t move in any way. However, other characters
regain its effects. can still shove or teleport them.
Summon - A character controlled by its Incapacitated - Immobile, can’t take actions,
Summoner. Abilities that target allied characters interrupts, movement, or use abilities. Characters
cannot target summons unless specifically that are defeated are incapacitated by default.
mentioned. Summons have a summon action
that they use on their summoner’s turn, or a Ongoing Statuses (+)
summon effect that is always active, but Ongoing statuses cannot be purged, removed, or
otherwise don’t take actions or movement on their avoided (for example, by becoming sturdy or
own. By default, summons are size 1, have defense unstoppable).
equal to their summoner’s, VIT equal to their
summoners, and HP equal to their summoner’s
Positive effects
VIT. When reduced to 0 HP, they are removed
Counter - Each time a foe deals damage to you
from the battlefield instead of becoming defeated.
with an ability, deal 2 damage back.
They are also removed if their summoner is
Defiance - Prevents hit points from being
defeated.
reduced past 1 hp. When this triggers, remove this
Teleport - Instantly move to a free space within
effect and character becomes immune to all
range X. You can teleport even if your speed is 0.
damage for the rest of the current turn.
Terrain effect - Something that creates or
Divine - Damage from this ability ignores armor,
modifies the terrain spaces on the battlefield.
resistance, defiance, and bypasses vigor
Dodge - Immune to all damage from misses,
Blights successful saves, and area effects.
The Blights are Burning, Electrified, Poisoned, Evasion - Roll a d6 when targeted by an attack.
and Frostbite. A character affected by a particular On a 4+, the attack automatically misses. Check
blight takes bonus damage from any ability that before the attack roll.
would deal that blight again. For example, a Flying - A flying character ignores all terrain,
burning character would take bonus damage from objects, and terrain effects other than impassable
any ability that inflicts burning. Abilities may gain terrain, and ignores engagement and obstruction.
additional powerful effects against blighted Intangible - Can be targeted, but immune to all
characters. damage, immobile, and statuses. Doesn’t cause
obstruction or engagement.
Statuses Phasing - Can ignore obstruction and pass
Blind - Max range of all abilities is 2 through, but not end your turn in, terrain, objects,
Dazed - +1 curse on attack rolls. or characters.
Hatred of X- When taking actions against a foe, Pierce - Ignores armor.
must include X character as a target for the action Regeneration - Gain vigor 1 at the end of your
to be valid, as long as that character is in line of turn
sight and in range 3 of either you or your target. Skirmisher - Can move diagonally, and dash is
Pacified - Character deals half damage. Breaks full speed
on taking damage from an ability. Stealth - Cannot be directly targeted except from
Shattered - Character cannot gain or benefit an adjacent space. Breaks on using any ability
from vigor other than dash.
Slow - Must take slow turns Sturdy - Immune to shove, daze, and stun
Branded - Attackers gain +1 Boon against this True strike - Ignores dodge, blind, evasion, and
character stealth
Stunned - Take 1 less action next turn, then Unstoppable - Immune to all statuses. Can’t be
clear this status at the end of that turn. immobilized, shoved, or teleported by foes.

84 of 417

Vigilance X - A special effect with X charges.


Vigilance charges stack if a character gains more
than one. A character can spend a charge of
Vigilance for one of the following effects:
- When an ally in range 2 is targeted as part of
an ability, shove that ally 1 space towards
you, then shift the target of the attack to you.
- When a foe attempts to break adjacency with
you, deal 2 damage to them, then they must
save. On a failed save, they stop moving and
become immobile until the end of the
current turn.
Lose all vigilance charges at the start of your turn.
Vigor X - Gain a shield that goes over your hit
points, equal to X times your vitality value.
Damage goes to Vigor before Hit Points. Vigor
does not stack, and when you gain Vigor you can
choose to keep the old value or gain the new
value. Lose all vigor at the end of combat.

85 of 417

Advanced Combat When taking damage, apply any multiplications


or additions on the attackers end first (such as
These are some of the more unique or tighter double damage), then the defender applies armor
combat rule explanations for ICON. or other reductions, then any multiplications or
divisions on their end, such as from resistance.
For an example, an incoming attack that deals 4
The ‘Ask your GM rule’
damage against a character with 1 amor and
resistance would do 4-1 = 3 damage from the
The final point of balance in this game is always
armor, halved to 1.5 then rounded up to 2.
your game master.
Vigor takes damage before hit points, and armor
If you find a combination of abilities or effects
and resistance apply normally to it.
that seems like it allows you to totally break the
game and deal infinite damage, first off, pat
yourself on the back. You are very clever. Before height in icon
you get too far though, you should then ask
yourself if the designer actually intended this and In ICON, you can’t move straight up, just along
if bringing this up with your GM as something you the ground. Even flying characters are always
actually intend to do in the game would make treated as reachable by melee characters - we just
them roll their eyes. don't track vertical space. If something is too high
to be reached in tactical combat, either don’t
include it, or make it a flying object or character.
Ability stacking
It’s a little abstract - but it’s a game.
Any abilities or effects of the same name do not
stack. For example, if a character is already Interrupts
affected by the Harvester’s Death Sentence, they
can’t be affected again. This comes up most often Interrupts that have the same trigger resolve in
with marks. the same order as turns (player character/npc,
alternating).
Attack and Effect
Effect and Interrupt Order
Effects that improve the ‘on hit’ , ‘on miss’, or ‘on
crit’ portion of an ability only improve the attack Unless specified, effects happen in the order they
portion (that requires an attack roll). Effects that are listed, and interrupts resolve with the most
empower the whole ability apply to everything. recently triggered interrupt first. For example, if a
Effects never trigger or inherit effects meant for character’s effect deals damage to an enemy, and
hits, misses, or critical hits (unless specified). the enemy has an interrupt that reads ‘when this
enemy takes damage’, the enemy’s interrupt
would trigger first (even if they are killed by the
Adjacent characters
damage), then the damage would be applied.
Characters that are in adjacent spaces are
If a character owns multiple effects, and there’s
considered adjacent, even if they are on higher or
ambiguity in the order in which they trigger, they
lower elevation. For example, a character on a
can determine the order.
height 3 space could be attacked by a melee
attacker, even if that melee attacker is at ground
level or doesn’t have enough movement to move ‘Can/May’ effects
up. They still get +1 curse to attack. We assume
they climb or scrabble up a little ways to take a Unless an effect says you may or can do
swipe. A character on height 3 with an adjacency something, the effect is not optional. For example,
aura would still affect a character on height 1. an effect that says ‘dash 1 and repeat the attack
area’, you must dash and repeat the attack area
unless it says ‘you may dash 1 and repeat the
Damage order
attack area’

86 of 417

must be free and unobstructed, and you also need


Sharing Space line of sight.

Certain abilities and effects allow characters to Vigor and wounds


share space. Attacks and abilities that target
characters must choose between either of them, Taking a wound reduces your max hp by 25%,
Abilities that affect or target a space, such as the including the max amount of vigor gained. Even if
area effect of an AoE or an aura, hit both you gain, for example, vigor 3 (75% of your hp) at
characters, but attack spaces of an area effect 2 wounds, you will only gain vigor 2 since you
must choose which character to attack. have only 50% max hp.

Shoves Specific tag rules


Shoves are not optional, and also cannot shove
Blessing
characters off the edge of the map unless you’re
Blessing tokens are not unique to a character. As
using the optional edge rule.
long as a character has blessing tokens, they can
spend them on any effect granted to them by the
Characters must be shoved in straight lines. If
presence of a mendicant job.
shoved on a diagonal, you can choose which line
they follow as long as it moves them further away
from you. Combo
Combo actions can be interwoven. For example,
line of sight. Ability A and B both have combo. I use ability A,
and when I next use ability B I will use its combo
For all targeting there must be line of sight (you version, since I already used a combo move with
have to be able to see your target) and line of A. This carries between turns.
effect (your ability has be able to trace a clear path
to your target). For example, if you can see a Combo versions of that ability count as the same
character through a transparent magical forcefield ability, so you can’t use a base and combo version
or a window, that forcefield or window still blocks of the same ability in the same turn.
your line of effect, so they can’t be targeted.
Counter
Immunity and intangibility Counter deals damage as an effect and triggers
Intangible characters can be targeted, but don’t even on ranged attacks or if the character with
take damage or statuses unless specified, and counter can’t see their target.
can’t be immobilized. Characters that are immune
(to damage, effects, a condition, etc) follow a Evasion and Dodge
similar rule. If an effect relies on dealing damage, Evasion only applies to the attack component of
or hitting with an attack, for example, unless an ability, turning it into a miss. Effects that don’t
specified it won’t trigger off immune or intangible require a hit or happen automatically go through
characters since they can’t take damage or effects. evasion.

Intangible characters don’t cause obstruction or Dodge is a potent combo with Evasion because it
engagement, though characters can’t end their allows a character with Evasion to ignore missed
turn sharing their space. attacks completely and also take no damage from
AoE spaces which can go through evasion.
Valid spaces for summoning or
teleporting Immobile

For a space to be valid for summoning, Any immobile character can’t move. That includes
teleporting, or creating objects, unless specified it regular movement, dash, fly, or teleport. They can
be both shoved or teleported around by other

87 of 417

characters, but can't take any other kind of


movement granted to them. • Vigilance is an effect, so it doesn’t take an
interrupt to use and bypasses evasion or dodge.
Effects that remove a character from the • Only one vigilance charge can be spent per
battlefield and place them back down, such as the trigger.
wright’s Slip, ignore immobile. • Using vigilance to intercept abilities doesn’t
move AoEs, but shifts any damage and effects
Marks that would otherwise affect the ally to you
Any number of marks from different characters instead, even if you weren’t in the original AoE.
can be on one character, but each character can • Vigilance works if a character attempts to break
only mark another character once, and only one adjacency for any reason other than removing
mark per ability causing it. For example, if I use themselves from the battlefield.
the ability Immolate, which marks an enemy, the • A character themselves must attempt to break
next time I use Immolate on a different character, adjacency, so a character that is shoved or
the mark on the first character will fade. If I use a teleported away by another character would not
different mark ability on my immolate target, trigger it. A character that is granted off-turn
immolate will end on my target. movement (like a dash) by another ability would
trigger it.
The same applies for marks on allies (using one
will override any existing mark placed by you). Vulnerable
Vulnerable applies +1 damage every time a
Pacified character takes damage, for each separate
Pacified only breaks on taking damage from a instance of damage. For example, if as part of an
foe’s ability or action, ie taking damage from self action character takes fray damage twice, they
or from dangerous terrain won’t break it. would take 1+1 = 2 more damage. Vulnerable
itself is not a separate instance of damage, but
Stealth increases the damage dealt with each instance.
Characters with stealth cannot be targeted directly
except from an adjacent space, but could still be
hit by an area effect, or effects that hit a certain
range from a character. It’s a good combo with
dodge, since dodge allows characters to ignore
area effects.

If a stealthed character would be targeted by the


attack space of an AoE, they take the area effect
instead.

Winded
Winded characters can’t use special movement at
all that allows them to dash, fly, or teleport. They
can still use abilities that have a dash, fly, or
teleport as a part of the ability, but can't take the
movement. They can take a standard move, but
can’t fly or dash during it. Characters that having
the flying trait or that teleport are forced to move
normally.

Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a d6 or a coin can be useful).

88 of 417

JOBS

89 of 417

STALWART 95

Bastion 97

Demon Slayer 102

Colossus 109

Knave 116

VAGABOND 121

Fool 124

Freelancer 129

Shade 134

Warden 140

MENDICANT 146

Chanter 148

Harvester 155

Sealer 161

Seer 168

WRIGHT 173

Enochian 175

Geomancer 184

Spellblade 190

Stormbender 196

90 of 417
Choosing your job At level 4 and 8 you will get the opportunity to
pick up a new job and an ability from that job, or
To make the tactical combat part of your character keep the same job and get an extra mastery.
at level 0, pick a Job and two abilities from your
job. You get all the traits or actions from your ABILITY LIMITS
class (basically a meta-job, of which there are 4),
plus the traits from your job itself. You can only take at most 6 abilities into any
expedition, though you can change these out every
If you’re unsure about which abilities to pick, pick expedition.
the first two abilities listed, you’ll have plenty of
opportunities to choose others. Traits and Limit Breaks
Your traits are unique passive abilities or unique
Improving actions that you get from both your job and class.
Your traits and Limit Break are unique to your
After you play your first session, you’ll level up to active job only, so think carefully when selecting
level 1, unlock your limit break, and choose a your jobs.
new ability.
Talents and Masteries
Every level at 5 and 10 xp, during a camp,
interlude, or at the end of any session you
All abilities have 2 talents that can be unlocked
can choose a new ability from one of your jobs
to improve them instead of taking a new ability at
or unlock a talent for an existing ability. Talents
5 and 10 xp. Talents can be unlocked in any order.
are improvements to abilities that can be taken in
Abilities and limit breaks also have Masteries,
any order.
which can only be unlocked by getting a mastery

91 of 417

point. You get a few from leveling up, and even


more by choosing not to take additional jobs at Relics
level 4 and 8. At level 2, then at levels 6 and 9, characters pick
up a Relic.
Chapter
Relics represent ordinary weapons or armor that
Like narrative play, tactical combat is limited by become legendary and powerful over time simply
Chapter. When you gain an ability, it must be by being picked up by an Icon. Over time, these
from the same chapter you’re currently in or relics take on particular aspects of heroes or
lower. All jobs have some abilities that are only legends of old, and can be infused with power,
available in chapter 2 or chapter 3 and also get a tempered, and refined as their wielder also gains
new trait at chapter 3 power.

Some foes are also limited by chapter, with more Relics can be enchanted weapons, armor, jewelry,
complex or powerful foes limited to later chapters. cloaks, figurines - something cool and significant
to your character. There’s a suggestion for each
Relic as to the form it takes, but this can be loose.
NEW JOBS
It’s up to the player to decide what piece of their
gear turns into a relic. It could be something they
When you level up, you will eventually get the
found on the last expedition, something they
opportunity at level 4 and 8 to pick up another
pulled from a ruin, something they’ve had since
job. This allows you to swap from Expedition to
childhood, or something they are working on
Expedition to different jobs as needed.
creating themselves. They don’t have to take any
action to receive the relic, but will have to work on
When you embark on an expedition, you must
it by infusing Dust into it to unlock it’s benefits.
decide which job is your primary job. You only
get the traits and limit break from your
You can find the full list of relics on pg. XX, in
primary job (both class and job traits).
the Book of Adventure. Characters can take any
relic they like when they acquire one.
You can mix and match abilities from your other
jobs as you wish, as long as you take at most 6
Relics have three ranks of power. They start with
abilities, and at least half your abilities
one rank unlocked and provide powerful bonuses
(rounded up) match the same class as your
to a character in combat, no matter what job they
primary job. You can use the color as an easy
currently have. Each further level gives increasing
reference.
benefits.
For example, if your jobs are Bastion, Demon
Slayer, and Spellblade, and your primary job is Invoking relics
Bastion, you can take up to 6 abilities, but at least In combat, some relics have abilities that can be
half of them must be Stalwart (red) abilities invoked for a powerful effect. Invokes have three
(Bastion and Demon Slayer), so you could take types:
any number of Demon Slayer abilities, but no - Attack Invoke: When you make an attack, if
more than 3 Spell Blade abilities. the die used for the attack roll is a certain
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack
Choosing the same job roll. For example, in an (Attack, 15+) invoke,
you could invoke the relic’s power when you
At level 4 and 8, it’s possible to forgo unlocking a make any attack roll and the die is 15 or higher.
new job entirely. If you choose one of the same If you wouldn’t make an attack roll, such as an
jobs you already have, you gain a mastery point, auto hit attack, roll a d20 anyway to check.
allowing you to focus more on specializing in one - Gambit Invoke: An invoke that can be
or two jobs. triggered under the listed conditions, but only
once per combat. For example, an invoke that

92 of 417

says ‘gambit: your next attack is a critical hit on


hit’ works automatically, but can’t be used The fourth level of a Relic is called an Aspect, and
again even if that attack misses. provides more powerful benefits. Aspects can be
- Round Invoke: Automatically, at a certain unlocked either with their (high) Dust cost or by
round of combat or later. These effects are completing a task listed in the Aspect as part of an
always active. For example (Round 5+) relics expedition. If the Aspect task is completed once
have effects that are always active at round 5 or by any character, aspecting the same relic costs
later. only 4 dust from that point onwards.

Infusing relics and Aspects Changing Relics


Relics can be leveled up by infusing them with
Dust, which is the magical essence sought after by A character can swap relics around at level 4 and
the powerful factions of Arden Eld. You get a little level 8 when they choose a new job. If they do so,
Dust in each relic for fighting in tactical combat, however, any new relics start un-infused and reset
but the rest you’ll have to do yourself. to rank I.

93 of 417

Tactical Combat Advancement


Lvl Chapter Combat Benefit

0 1 Choose a job and two abilities.

1 1 Get a new ability and unlock Limit Break

2 1 Get your first relic


3 1 Gain a Mastery Point
Choose a second job and gain a new ability OR the same job and gain
4 1
a mastery point.
5 2
6 2 Get your second relic

7 2 Gain a Mastery Point


Choose a third job and gain a new ability OR one of the same jobs and
8 2
gain a mastery point.
9 3 Get your third relic

10 3 Gain Mastery Point

11 3

12 3 Gain Mastery Point

94 of 417

STALWART
Weapon master and unparalleled soldier

Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low

Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.

Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Vigilance, which makes it much more risky for characters to move
around them. They also easily gain Sturdy, making them resistant to being shoved and totally immune to
being dazed, or stunned, and can in turn Shove their foes, knocking them around the battlefield.

Stalwarts are strong against skirmisher foes and weaker against artillery foes.

Class Traits Special mechanic:


FORTIFY
Gain Vigilance 1 at the end of your turn. Heroics
Vigilance X - A special effect with X charges. Stalwarts can perform Heroics, more powerful
Vigilance charges stack if a character gains more versions of their regular abilities. They get one
than one. A character can spend a charge of free Heroic use of an ability per combat,
Vigilance for one of the following effects: however, other abilities may allow additional uses
- When an ally in range 2 is targeted as part of of Heroics.
an ability, shove that ally 1 space towards
you, then shift the target of the attack to you. Stalwart Gambit.
- When a foe attempts to break adjacency with If you take a Stalwart ability as a non-Stalwart
you, deal fray damage to them, then they class, you get Heroics, and two free uses of
must save. On a failed save, they stop moving Heroics instead of one.
and become immobile until the end of the
current turn.
Lose all vigilance charges at the start of your turn.

Armor 3
Reduce all damage taken by 3

Class Statistics
VIT: 10
HP: 40
Defense: 5
Speed: 4 (Dash 2)
Fray damage: 4
Damage die: D6
Basic Attack: Melee, or Ranged 2

95 of 417

Lose all vigilance charges at the start of your turn.


MOST RELEVANT RULES
Vigilance allows you to control space very well.
You can protect allies that stick close to you, or
Statuses
stop foes who attempt to pass by you to get at
Stalwarts specialize in the Dazed and Winded
your weaker allies. Good positioning will get you
statuses:
the most out of it.
DAZED
Dazed characters get +1 curse on attacks.
SHOVE X
Move a character involuntarily X spaces in a
straight line away from you. If they would move
Dazed is a very simple status that makes it much
into another character’s space or an object, they
harder for foes to land attacks. Foes deal much
Collide and stop. Colliding triggers some abilities
less damage on miss and are much less likely to
or traits. A collide effect can only trigger once per
critical hit with dazed on them.
round on each character.
WINDED Shove allows you to move foes around against
Winded characters cannot fly, dash, or teleport their will. Use it to put them in tough situations -
inside pits, terrain effects, or next to allies - or
Winded prevents characters from taking any alternately slam them into walls.
special movement. Usually this means they can
only use their standard free move on on their
turn, which can really slow down fast moving
STURDY
Can’t be stunned or dazed, and reduce the
characters.
distance of all shoves by 1
They also have a lot of ways to stun characters.
Sturdy allows you to hold your ground and stops
you from getting shoved around by foes and
STUNNED pushed away from allies or objectives.
A stunned character takes 1 less action.
Automatically clears at the end of their next turn. Sturdy is the cousin of the Unstoppable effect
which makes you immune to all statuses.
Stunned is very potent because it takes away
foes’ options and can prevent foes from using
heavy attacks completely. Consequently, foes
TRUE STRIKE
Ignores dodge, evasion, blind, and stealth.
usually get a save to avoid it.
These effects are all common ways for foes to
Other Effects
avoid damage. True strike avoids all of this and
Stalwarts also use Vigilance and have easy ways
allows to you to hit when you need to. It’s
to access Shove, Sturdy and True Strike.
especially good against Skirmisher foes who
often rely on dodge, stealth, and evasion to avoid
VIGILANCE damage.
Vigilance X - A special effect with X charges.
Vigilance charges stack if a character gains more
than one. A character can spend a charge of
Vigilance for one of the following effects:
- When an ally in range 2 is targeted as part of
a foe’s ability, shove that ally 1 space towards
you, then shift the target of the ability to you.
- When a foe attempts to break adjacency with
you, they take 2 damage and must save. On a
failed save, they stop moving and become
immobile until the end of the current turn.

96 of 417

Bastion
Proud and Unbreakable Knight

The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.

97 of 417

Traits: Relevant Rules


Cover - If a character has cover from a ranged
Momentum: Once a round, when you shove one attack, it is resistant to that attack, halving all
or more characters with an ability, you may dash damage.
after them the same number of spaces you shoved Cure - A character that’s cured can immediately
them as an effect, ending adjacent to them if clear a status or blight. Then, if that character is
possible. bloodied, they gain vigor 1
Bull’s Strength: When you shove a foe and they Resistance - Take 1/2 damage, rounded up
Collide with an obstruction, they are dazed. Once Shove X - Move a character involuntarily X
a round, if that foe is already dazed, you may force spaces in a straight line away from you. If they
them to become stunned. would move into another character’s space or an
Shieldmaster: You have aura 1. Allies in the object, they Collide and stop. Colliding triggers
aura (but not you!) are sturdy against foe’s some abilities or traits. A collide effect can only
abilities and have cover. When you end a turn trigger once per round on each character.
with an ally in the aura, gain vigilance 1. Stance - Ongoing effect. A character can only
Rook: Once a round, you can make any ability have one stance active at a time and can drop a
Heroic when you use it. If you do, after that ability stance by taking a new stance or as a free action at
resolves, until the end of your next turn all your the start of their turn. When a stance refreshes,
damage dice automatically have a result of 1. regain its effects.
Unstoppable - Immune to all statuses. Can’t be
immobilized, shoved, or teleported by foes.

98 of 417

SHIELD SLAM
Abilities Heavy Melee Attack

Crash your greatshield into the earth, sending up


Chapter 1 devastating shockwaves.
Attack: On hit: 2[D] + fray. Miss: fray.
HERACULE Effect: All characters other than you adjacent to
Light Ranged Attack your target are shoved 1. Foes affected take fray
Range 3, True Strike damage. Then shove your target 1.
Heroic: Increase the effect area to range 2 of
Hurl your shield as a discus with irrepressible your target
force.
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe Talents:
is dazed and shoved 1 I. Charge: Attack target is also winded, and you
Effect: A different foe in range 3 from your target may dash 1 before attacking.
is also shoved 1. II. If Shield Slam’s effect shockwave shoves 3 or
Heroic: All ranges and shoves from this ability more characters, cure yourself.
increased by +1
Mastery: LAND WASTER
Talents: Terrain effect: Before Shield slam’s effect
I. Charge: Deals bonus damage, and all foes triggers, you tear up the very ground, creating a
targeted are dazed height 1 boulder object in range 3 of you.
II. Trigger Heracule’s second effect +1 more time
VALIANT
Mastery: PERFECT HERACULE 2 Actions
Heracule’s second effect triggers +1 more time, True Strike
and the effect now deals fray damage
Charge forth, with your shield held before you,
BATTERING RAM battering aside foes.
1 action Effect: Dash up to 6 spaces in a straight line,
phasing through characters. Foes you pass
Use your shield, weapon, or armored fist and through take fray damage, are dazed, then shoved
send your target flying. 1 to either side.
Effect: An adjacent character is shoved 2 spaces Heroic: Shove the first character you pass
Collide: character is winded. through to the end of your movement, then shove
Heroic: Increase shove to 4 them 1. Collide: Foe is stunned.

Talents: Talents:
I. Effect: If your target collides, they release an I. If you’re bloodied, increase all shoves from
explosion, dealing fray damage to all adjacent this ability by +1
characters. II. Effect: If you pass through 2 or more
II. Effect: Shove all adjacent characters to your characters with any part of this move, cure
target’s final position 1 space away from them. yourself.

Mastery: GATE SMASHER Mastery: MARATHON


You may increase the distance of this shove by +2. When you’re bloodied, valiant costs 1 action
If you do, Battering ram’s target phases through
characters instead of colliding with them. LIVING FORTRESS
Characters they pass through take fray damage 1 action, stance, end turn
and are shoved 1 to either side.
Become as the castle, unmovable and
unbreakable.

99 of 417

End your turn and gain Stance: While in this


stance, your are immobile but unstoppable, gain LIMIT BREAK: HELION
counter, and for allies count as both a character 1 resolve
and a height 1 object. 1 action
Additionally:
• Living Fortress ends immediately if you attack. Your shield becomes the sun: a discus of light and
• Any characters standing on you when you exit motion, shattering enemy ranks and spurring
this stance are shoved 1 into an adjacent space allies forth.
Refresh: At the start of your turn, you may either
refresh this stance until the start of your Effect: You hurl your shield, and every character
following turn or exit it. on the battlefield is shoved 1 space in a direction
Heroic: Also gain resistance until the end of your of your choice. You may shove in any order, and
next turn. may choose different directions for each
character.
Talents:
I. If you are bloodied, you gain regeneration Mastery: PERFECTED HELION
while in Living Fortress. You can repeat this effect once on either allies or
II. When you refresh living fortress, you can dash enemies.
1 space, ignoring immobile.

Mastery: IRONSKIN
Chapter 2
When Living Fortress ends, keep unstoppable
until you take at least 1 damage to hp (damage to PERSEUS
vigor or fully reduced by armor does not count) Interrupt 1

CATAPULT Your armor and shield become a mirror,


Interrupt 1 channeling and amplifying the destructive power
of your allies’ attacks.
Use your shield as a springboard to set up ally Trigger: You are included in an allied area effect
maneuvers or to deflect projectiles Effect: You release a blast 1 area effect centered
Trigger: An ally moves into an adjacent space on you that extends the area effect to encompass
Effect: Shove that ally 3 spaces in any direction. the same area. You can choose whether to be
If they collide with a character, they deal 2 affected by it or not.
damage to that character, then may dash 1 Heroic: Increase the area size by +1
Heroic: The shoved ally may dash 4 spaces on
colliding instead Talents:
I. The first time you trigger this interrupt in a
Talents: combat, increase its area size by +1
I. Your shield becomes a valid target for allied II. You can extend the area as a line 5 area effect
attacks with a listed range. When targeted, instead.
you can expend Catapult to retarget the attack
from your position to a new target in range 3, Mastery: CHAOS FINISHER
drawing line of sight and the origin space from When this interrupt triggers, after the triggering
your location. effect resolves, you may deal fray damage to all
II. Catapult can also be triggered on foes. When affected foes from the triggering ability and shove
triggered on foes, the effect becomes effect: them 1 in any direction.
shove foe 2 spaces.
HORN BREAKER
Mastery: MANGONEL Heavy Melee Attack
Catapult becomes Interrupt 3 Mark

Prepare your foe for a mythic beating.

100 of 417

Attack: On hit: [D]+fray. Miss: Fray damage. Mastery: DRAGON DEFLECTION


Effect: Mark your foe, and gain the following On a 6, if the attack was an AoE, you may also
interrupt: shift the AoE by 1 space in any direction, which
could cause its attack or area effect spaces to
Horn Breaker move.
Interrupt 3
Trigger: Your marked foe is hit by an ally’s
attack, and you are adjacent.
Effect: You may deal fray damage, shove your foe
1, then dash 1
Heroic: Dash 2 before using this ability, and it
gains shove 2

Talents:
I. If you trigger Horn Breaker 1 or less times in a
round, cure yourself at the start of your next
turn.
II. If Horn Breaker triggers 3 or more times in a
round, your foe gains hatred of you

Mastery: BLACK ROCK PUNISHER


The third time you trigger Horn Breaker, you may
shove your target 4. Collide: Character takes [D].

Chapter 3
Black Rock Vanguard: You can take two
interrupts per turn.

GREAT GIORGIOS
Interrupt 1

The most legendary of bastions can walk through


arrow fire as if it were a light rain.
Trigger: A foe makes a ranged attack within
range 3 of you
Effect: You may hurl your shield and roll a d6.
On a 1-3, you knock the attack off course, granting
it +1 curse. On a 4+, you deflect it, both granting it
+1 curse and granting any of its targets resistance
to its damage. On a 6, that character also takes
[D].
Heroic: Roll twice and choose the higher result,
then regain this interrupt

Talents:
I. Dazed characters also take fray damage from
this interrupt
II. If you haven’t taken a turn this round,
increase the range of this interrupt to 6

101 of 417

Demon Slayer
Wielder of Forbidden Arts

102 of 417

Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.

Traits: Relevant Rules


Wind Up: Charged and Delayed abilities and AoE - Area of effect, usually has a specific
effects deal bonus damage pattern. Only one space in an area of effect is the
Demon Strength: You can make any ability attack space and requires a roll, the others apply
Heroic when you use it. If you do, you can’t attack area effects automatically.
or use Heroics until the end of your following Charge - When used on a slow turn, this ability
turn. becomes more powerful.
Hissatsu: If you don’t attack during your turn, Combo - Actions with Combo have two versions,
gain vigilance 1. Your next attack gains +1 boon, a base version and combo version. When you use
true strike and is a critical hit on hit. This effect a base combo action, the next time you use any
ends after you hit with an attack. combo action, it uses its Combo version. When
True Horn: You are sturdy from the start of you use a Combo version of any combo action, the
each round until the start of your turn. next combo action uses its base version.
Cure - A character that’s cured can immediately
clear a status or blight. Then, if that character is
bloodied, they gain vigor 1
Critical hit - Increase attack damage by +[D].
Delay - This effect forces your next turn to be
slow, and triggers at the start of your turn, but is
typically quite powerful.
Power Die - Some abilities will grant you a
power die, and tell you to tick it up or untick it
depending on certain conditions. You can use a
physical die to represent it, or just a tracker. Each
power die is unique to the ability that granted it.
Gain power dice at 1 tick, and if a power die ticks
to 0, discard it.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Unstoppable - Immune to all statuses. Can’t be
immobilized, shoved, or teleported by foes.

103 of 417

Talent:
Abilities: I. If you end your turn adjacent to your thrown
weapon, gain vigilance 1
DEMON CUTTER II. Effect: When you pick your weapon up, shove
Light Melee Attack all adjacent foes 1
Line 3, True Strike, Combo
Mastery: SINGING BLADE
You slash your weapon in a deadly swing If you choose, your weapon automatically returns
sending cutting shockwaves out that rip through to you at the start of your next turn, hurling
enemy defenses. through the air. Foes within range 2 of you are
Attack: On hit: [D]+ fray. Miss: fray. Effect: Foe shoved 1 in any direction and take 2 damage as it
is winded. circles around you, then you pick it up.
Area effect: Fray
Heroic: Increase or reduce the size of Demon DRAKEN CROSS
Cutter or Demon Splitter by 2 Heavy Melee Attack
Cross 2, range 2, Combo
Combo: DEMON SPLITTER
Change effect area to Arc 3 Fill the air with the flurry of blades.
Attack: On hit: 2[D] + fray. Miss: fray.
Talent: Area effect: Fray
I. Charge: Ability gains range 2 Charge: Increase areas of effect by +2
II. Effect: If you catch 2 or more foes in the area, Heroic: Dash 2 and repeat the area of the attack,
cure yourself after this ability resolves. applying only the area effect. This ability can’t hit
the same character more than once.
Mastery: BLOODY SWATHE
Effect: After the attack resolves, all characters in Combo: ROYAL CARVE
the area take 2 damage once for each character Becomes range 2, Arc 4
caught in the area.
Talent:
COMET I. If this ability only catches one character in its
1 action, Line 3 area, it deals bonus damage.
True Strike II. If you’re bloodied, increase this ability’s range
by +2
Your weapon becomes like a meteor, burning
through the air as you smash it into the earth Mastery: WICKED WEAVE
Effect: You hurl your weapon in a line 3 area Gain the heroic effect for free. If you use this
effect, dealing fray damage to characters it passes ability as a heroic, take the heroic effect twice.
through. Place your weapon at the end of the line,
or as close as possible. Your weapon becomes a WEAPON VAULT
height 1 object, but while it’s out you cannot Free action
attack. When you move into an adjacent space or
start your turn there, you may pick the weapon Use your great weapon as a vaulting pole, and
up, ending this effect. It’s also picked up if your soar into the sky.
weapon is removed or un-summoned for any Effect: Fly to any space next to an adjacent
reason. Any characters standing on your weapon character. That character is shoved into the space
when you pick it up are shoved 1 to the side of you just left, then shoved 1. Weapon vault can’t be
their choice. used on any turn you attack, and you can’t attack
Effect: At the start of any of your turns, you may on any turn you use weapon vault.
teleport adjacent to your weapon as long as you’re Heroic: You may dash 1 before and after Weapon
in range 3. Vault triggers.
Heroic: Increase the effect area to line 6 instead.
Talent:

104 of 417

I. If you’re bloodied, shoved foes are also dazed Royal Guard stacks twice. When it refreshes, add 1
II. Charge: character is shoved into the space you stack.
left, then shoved 3.

Mastery: DEMON DANCE LIMIT BREAK: SPLIT


Weapon vault becomes 3/turn.
HEAVEN AND HELL
OVERKILL 3 resolve
1 action, end turn 1 action, end turn, delay, true strike, divine

Time to end this. Sever Divinity and cut through the threads of
End your turn. Your next attack slams your foe possibility. Pour all your rage into one blow and
with incredible force. That attack deals bonus topple the Gods.
damage, and your foe becomes stunned on hit.
Charge: Your target also becomes winded End your turn, and start charging up a god
Heroic: You can dash up to 3 spaces before cutting blow. Delay: Your next turn must be
releasing the overkill attack. slow. At the start of that turn, you may take one of
the following options:
Talent:
I. While holding Overkill, you can dash 1 space • Sever Divine Thread: Swing your weapon in
as an effect after taking damage from an a line 5 area effect drawn from your position.
attack or ability Characters in the line take damage depending
II. Your Overkill attack also gains true strike on their position on the line.
• 1 space: 100% of max hp
Mastery: BRAVER • 2-4 spaces: 50% of max hp
When you take Overkill, you are unstoppable and • 5+ spaces: 25% of max hp
gain vigor 1. Lose this vigor and effect at the end • Divine Cancel: You may cancel this ability,
of your next turn, or after you attack. refunding the resolve cost and dashing 2. You
can limit break again this combat.
• Divine Delay: You continue to hold this
ROYAL GUARD
ability. Your next turn must be slow and repeat
1 action, Stance
this delay effect. Each time you do this, increase
the width of the line by 1 space on either side (so
Bat aside every strike at you with supernatural
1>3>5), and its length by 3 spaces. You cannot
precision.
attack while holding Divine Delay.
Stance: When you take this stance or when it
refreshes, the next time you take damage from a
Legend characters always take 25% of max hp
foe’s attack, gain resistance to all damage from
from this ability.
that attack.
Refresh: When you end a turn, refresh this
stance if you didn’t attack. Mastery: DASH CUTTER
Heroic: Also gain counter until the end of your While holding a God Cutting Blow, you are
next turn. unstoppable and can dash 1 at the start of each
turn that passes after yours, or any time after you
are damaged by an ability.
Talent:
I. When you reduce damage with Royal Guard,
your next attack deals bonus damage Chapter 2
II. While you’re bloodied, roll a d6 after Royal
Guard activates. On a 5 or a 6, refresh it for
free.
SIX HELLS TRIGRAM
1 action, delay, terrain effect
Mastery: DEMON SKIN

105 of 417

Using dark arts, you summon up a sliver of the


demon world, blocking out a dark trigram that
traps enemies in its web. Chapter 3
End your turn. Terrain effect: Mark out a
blast 2 area centered on you, then gain Delay: Rangiri: If you take Hissatsu twice in a row,
Your next turn must be slow, but at the start of additionally double all damage of the triggering
that turn, the trigram activates. Foes inside when attack on hit or miss. Roll all damage (including
it activates are dazed. Any foes that wish to cross bonus damage, critical hits, etc), add all fray
the border of the terrain effect during any turn damage, then double the total.
must first pass a save, otherwise they cannot cross
it for any reason until the start of their next turn, WICKED SHEATH
including teleporting or flying. This area lasts Light Melee Attack
until this ability is used again. True Strike, Power die
Heroic: Area is blast 3
The master art of the demon slayers - holding a
Talents: single blow with ultimate patience, until it can
I. Foes inside the trigram are winded+ while slay the most tenebrous of monsters in one
inside stroke.
II. Foes that end their turn inside the activated Attack: On hit: fray and shove 1. Miss: fray
trigram gain hatred of you. Effect: After you attack, your weapon becomes
charged with energy. At the start of the next
Mastery: FORBIDDANCE OF THE FIVE round, gain a d4 power die at 1, and tick it up by 1
at the start of each subsequent round. For each
ELEMENTS
tick of the die, increase the base damage on hit of
Foes can collide with the border of the trigram,
Wicked Sheath by [D] and the shove by 1. Lose the
taking divine fray damage. This damage can’t
power die after you hit with any attack.
activate more than once a round for each
Heroic: Wicked Sheath does [D]+fray on hit
character.
when first used.

BREEZE CUTTER Talents:


1 action, stance I. Effect: If you’re bloodied, gain the die at 1
right away after you attack Wicked Sheath
Imbuing your weapon with aether, your strikes II. You have counter while you have the Wicked
becoming so potent that the shockwaves from Sheath power die.
your blows become a terrifying cutting force.
Stance: While in this stance, your melee attacks
Mastery: MUGEN SHOMETSU
gain +2 range, or +3 range if charged. Melee
After you hit with an attack, roll the power die
attacks without a listed range count as having
instead of discarding it. On a 1 or 2, keep it, using
range 1.
the new number.
Refresh: This stance refreshes at the start of
your turn.
Heroic: Shove all adjacent foes 3 when taking
this stance.

Talents:
I. Also increase the effect of any line or cross
effects by +2 in Breeze Cutter
II. The first melee attack you make after taking
Breeze Cutter has +4 range instead.

Mastery: DIVINE WIND


At round 4 or later in combat, breeze cutter’s
range bonuses are doubled.

106 of 417

Demon Cutter/Demon Splitter

107 of 417

Leggio Demon Slayer


Crimson Cloud Demon Slayer

Shadow Clan Demon Slayer


108 of 417
Colossus
High Flying Grappler

Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.

109 of 417

Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.

Traits: Relevant Rules


Bloodied - At or under 50% hp
Furious Berserk: While you’re bloodied, you Cure - A character that’s cured can immediately
are sturdy, gain vigilance 1 at the end of your clear a status or blight. Then, if that character is
turn, and have regeneration. bloodied, they gain vigor 1
Burning Blood: You can take one wound or Critical hit - Increase attack damage by +[D].
damage equal to 50% of your max hp, ignoring Defiance - Prevents hit points from being
armor, to make an ability Heroic and double the reduced past 1 hp. When this triggers, remove this
total distance of any flight, dashes, or shoves effect and character becomes immune to all
made as part of that action. After every combat, damage for the rest of the current turn.
heal one wound if you took a wound from Burning Flying - A flying character ignores all terrain and
Blood. terrain effects other than impassable terrain, and
Heart of Arenheir: Start every combat with ignores engagement and obstruction.
defiance. You re-gain defiance each time you get Regeneration - Gain vigor 1 at the end of your
up from being defeated. turn
Great Leap: When you make any movement Slay - An effect that triggers when this action
onto a lower elevation from a higher one you may reduces a character to 0 hp. Can only trigger once
fly instead of move until that movement ends. per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Sturdy - Can’t be stunned or dazed, and reduce
the distance of all shoves by 1
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

110 of 417

DROPKICK
Abilities 1 Action

Throwing caution to the wind, you crash your


VALKYRIE
whole body into your foe, sending you both
Light Melee Attack
flying.
True strike
Effect: Fly 1. When you end your movement, you
and an adjacent foe both take [D]+fray damage
Soaring through the air like a vengeful spirit, you
and become dazed.
crash into your enemy.
Effect: If you fly from a higher elevation, fly 3.
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe
Heroic: Both you and your foe must additionally
is winded.
save or become stunned.
Effect: You can fly 1 towards your foe before
making this attack.
Heroic: Gain effect: foe additionally must save or Talents
become immobile until the end of their next turn. I. Dropkick deals +[D] against flying foes
II. Charge: Dropkick deals bonus damage.
Talents:
I. Charge: Fly 3 instead. Mastery: GIANT KICKER
II. Deal bonus damage if you started this ability If you’re bloodied, after you fly, dropkick’s effects
from higher elevation become a line 3 area effect.

Mastery: VALHALLA TAKEDOWN


When you use Valkyrie, and for the rest of your Heavy Melee attack
turn, whenever you fly, all allies in range 2 of you True Strike
can also fly the same distance in any direction.
Trust nothing but your own strength.
Attack: On hit: [D]+fray. Miss: fray
UPHEAVAL
Effect: You and your foe are stunned.
1 Action
Slay: Cure yourself
Heroic: Only stuns your target
The disciples of the wolf titan exhibit such
legendary strength that they can rip up the earth
itself with their bare hands. Talents:
Terrain Effect: Smash the battlefield, creating a I. Takedown gains bonus damage for every
height 1 boulder object in an unoccupied space in status you are suffering from.
range 3. Adjacent characters take 2 damage and II. Takedown becomes a Critical hit against an
are shoved 1 away from the terrain when it already stunned target
appears.
Heroic: Characters are also winded. Mastery: NECK SNAPPER
If you make Takedown it from higher elevation
Talents: than your target, you may fly 3 before making it,
I. If a character collides with the object, it sheds and also shove them 2. Collide: Character takes
rubble, and creates difficult terrain in every [D].
adjacent space to it
II. If you're bloodied, create an additional object. GREAT SUPLEX
Characters can only be damaged once by one 2 Actions
use of this ability.
Wrapping your arms around your foe, you fling
Mastery: BONES OF THE EARTH the two of you backwards with a force that
You may use Upheaval as a free action if you’re liquifies rock.
bloodied. Effect: You pick up an adjacent foe. Remove your
foe from the battlefield as you pick them up. You
may fly up to 3 spaces, then place your foe in any

111 of 417

adjacent unoccupied space. You and your foe both


take [D]+fray damage and are dazed. Dazed Limit Break: GIGANTAS
characters must save or become stunned. If you
can’t place the foe in a valid space or they are CRUSHER
sturdy or unstoppable, this action can’t be taken.
2 actions
Effect: If you make this action from a higher
3 resolve
elevation on to a lower one, increase damage to
Divine
2[D]+fray
Heroic: Decrease action cost to 1
Wrestle with the gods themselves.
Effect: You grab an adjacent character. That
Talent character must save. If they haven’t acted yet this
I. Adjacent characters when you land are also round, they automatically fail the save.
dazed.
II. Charge: Increase base flight distance by +2 Even if that character saves successfully, you grab
them, and you both soar into the air. Remove both
Mastery: TITANHEART of you from the battlefield. At the start of that
You can target two adjacent foes with this ability character’s turn, you come spinning back to earth,
slamming that character into the battlefield in
BLOOD RAGE unoccupied space in range 5 of your original
1 actions, stance location. You take 25% of your hp as damage.
Your foe takes 50% of their max hp as divine
By using pain to fuel your blows, every strike you damage, or 25% as divine damage on a successful
take is returned to your foes twofold. save.
End your turn and gain Stance: When you
enter this stance or when it refreshes, your next This ability can be used against Legends, but they
attack becomes a critical hit on hit. may always save, taking 0 damage on a successful
You can keep this stance even if defeated. save, and only 25% of their hp max as divine on a
Refresh: Refresh this stance: failed save.
• If you are defeated
• If you take a wound Mastery: Blood of the Wolf Soul
• If you take damage equal to 25% of your hp or This ability gains Slay: Gain vigor 3
more
• If defiance triggers
Heroic: Gain defiance when entering Blood
Chapter 2
Rage.
GIGATON WHIP
Talent: Light melee attack
I. While in blood rage, all attacks gain slay or True Strike
critical hit: fly 1
II. While in blood rage, all attacks gain slay: gain You fling your foe into a wall, catching them on
defiance the rebound with knee or arm.
Attack: Autohit: Deal 1 damage and shove your
Mastery: Steppenwolf foe 2 spaces.
Once per combat, you may reduce yourself to 1 HP Effect: If your foe collides with an object or
when entering or refreshing Blood Rage. If you terrain during this shove, they take [D], then are
do, gain vigor 3. dazed and shoved back to their starting location.
Heroic: Shove 4

Talents:
I. If you’re bloodied, increase the starting shove
by +2
II. Fly 1 before or after taking Gigaton whip

112 of 417

you, no matter the amount, tick the die up by 1. At


Mastery: CRUSHING WHIP the end of combat or if you exit this stance, take a
Gigaton Whip can now trigger on collides with wound for every 2 ticks on the die, which could
characters. Effect: When a character collides with cause you to die. If you already have 8 charges on
another during Gigaton Whip, the other character the die and would tick it up further, immediately
also takes [D], is dazed, and is shoved 2. If that exit this stance.
character also collides with another character, this
effect repeats. You can lose charges the following way:
• When you would gain any amount of vigor, you
can tick the die down by 1 instead
TITANOMACHY • Slaying a character ticks the die down by 1
Free action Refresh: This stance refreshes at the start of
True Strike your turn
Heroic: Also clear all statuses when Boiling
Your blow sends seismic ripples that topple foes Blood triggers, and become Unstoppable until the
off their feet and cracks boulders. end of your next turn.
Area effect: Slam a line 3 area. Characters
within are shoved 1 space to a side of your choice.
Talents:
Effect: If the end space of this effect hits an
I. All your abilities deal bonus damage in boiling
object, all characters inside the line are winded.
blood
Heroic: Base line size can be any size from 2 to 6
II. You can tick up the die by 2 instead of taking a
wound while in this stance
Talents:
I. Charge: Increase or decrease line size by 2
Mastery: GREAT HEMON
II. Flying characters in the area take fray damage.
When this stance refreshes, lose 1 Blood Boil
charge.
Mastery: Terraslam
Charge: After Titanomachy resolves, you can
create up to 3 height 1 boulder objects any free
space in its area.

Chapter 3
True Titanblood: Gain resistance and
unstoppable at 25% hp or lower.

BOILING BLOOD
Interrupt 1, stance, power die

Colossi can fight beyond their limits, using the


heat and strength of their body to power on even
when others would have long ago been broken
and shattered.

Defy Death
Trigger: You take damage that would reduce you
below 1 hp.
Effect: Immediately enter this Stance. In this
stance you are immune to all damage that would
bring you below 1 hp, including from the
triggering ability or effect. Set out a d8 power die.
Each time foe uses an ability that would damage

113 of 417

Yeokin Colossus

114 of 417

Thousand Isles Colossus Broken Mountain Colossus

115 of 417
Knave
Absolute Bastard

The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.

116 of 417

Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.

Relevant Rules
TRAITS: Counter - Each time a foe deals damage to you
with an ability, deal 2 damage back.
Martial Master: You can take two stances at Hatred of X- When taking actions against a foe,
once. must include X character as a target for the action
Blackheart: While you’re suffering from a to be valid, as long as that character is in line of
status, mark, or blight, deal bonus damage with sight and in range 3 of either you or your target.
all abilities and gain vigilance 1 at the end of your Mark - Place your mark on a specific character.
turn You can only place one mark at a time on each
Taunt (1 action): A foe in range 3 gains hatred enemy or ally and each ability can only place one
of you. This effect ends if you taunt a different foe mark. If you place a new mark on a character with
or until saved against normally. a mark from you, you can choose which to keep or
Spite: You can choose to make any ability Heroic which to discard.
when you use it. However, after it resolves, gain Stance - Ongoing effect. A character can only
Hatred+ of the closest foe to you until the end of have one stance active at a time and can drop a
your next turn and you can’t use Heroics again for stance by taking a new stance or as a free action at
the same duration. If multiple foes are the start of their turn. When a stance refreshes,
equidistant, you can choose. regain its effects.
Unstoppable - Immune to all statuses. Can’t be
immobilized, shoved, or teleported by foes.

117 of 417

Abilities PROVOKE
1 Action
LOW BLOW
Light Melee Attack You drop your guard, and wait for foes to take
Combo, True strike the bait.
Effect: An adjacent foe may deal [D] damage to
Hit them right in the gronch. you. If they do, immediately deal [D] damage to
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe them and daze them. If they choose not to damage
gains hatred of you. you, they are stunned.
Heroic: Foe gains +1 difficulty on all saves until Heroic: Triggers on all adjacent foes
the end of their next turn
Talents:
COMBO: THE GAUNTLET I. You may inflict hatred on one enemy that
Gains range 2 and effect: Shove character 1 chooses to damage you
towards you, which could cause them to collide II. Shove any foe who took an attack against you 1
with you space after this ability resolves

Talents: Mastery: PUNCH DRUNK


I. If taken against a target that already has Gain resistance to all triggered damage and shove
hatred of you, deals bonus damage all foes 1 after the ability resolves, even if foes
II. If taken when you’re bloodied, attack gains +1 chose not to damage you.
range
SUCKER PUNCH
Mastery: SADIST Interrupt 1
Gains +1 boon against characters suffering from
hatred. Critical hits from this ability cure you. There’s nothing that can’t be solved with the
liberal application of fists to faces.
Trigger: An enemy adjacent to you rolls a save
REVENGE
and you see the result
Heavy Melee Attack
Effect: The enemy must re-roll the save, keeping
the second result.
No matter how hard pressed, your hands, feet,
Heroic: The character rolls the new save with +1
and armor are ready to retaliate.
curse
Attack: On hit: [D]+fray. Miss: fray
Effect: Gain unstoppable and counter until the
end of your next turn Talents:
Heroic: While revenge is active, you can dash 1 I. If the character fails their new save, cure
as an effect each time counter triggers. Characters yourself
that trigger your counter are shoved 1 II. While you’re bloodied, this becomes interrupt
2
Talents:
I. While revenge is active, your counter also Mastery: THE HOOK
triggers on abilities used against adjacent You can dash 2 before activating sucker punch, it
allies triggers from within range 2, and you may give it
II. While revenge is active, each time counter shove 1
triggers, it also damages all adjacent foes to
you. RIPOSTE
1 action, stance
Mastery: IRON MAIDEN
After using revenge, your counter damage When you come at a knave, you best not miss.
becomes divine until the start of your next turn Stance: When you enter this stance or when it
refreshes, gain the following interrupt:

118 of 417

Dire Parry
Interrupt 1 While in Dark Knight, you have Aura 1. Foes that
end their turn in the aura gain hatred of you.
Trigger: A foe adjacent to you targets you or an
ally with an attack
Effect: That foe gains 1 curse on the attack. They Limit Break: MOCK
can choose to continue the attack or lose their 2 resolve
action. If they miss, you may immediately deal [D] 1 action
damage to them.
Refresh: Refresh this stance and regain this There is no weapon greater than a well-timed
interrupt when a foe hits you with an attack. and well-aimed insult.
Heroic: You may dash 3 before triggering A foe in range 3 becomes dazed+, winded+, loses
Riposte. and cannot gain evasion or stealth, and gains
hatred+ of you. These effects continue until they
Talents: deal at least 1 damage to your hp.
I. While you are bloody, your foe gets 2 curses
on the attack instead. Your are immobile but become sturdy, and gain
II. If riposte triggers and the attack hits, after it counter and resistance for the same duration. You
resolves gain vigilance 1 can end all these effects (on both you and your
foe) as a free action.
Mastery: FENCING
Refresh Riposte at the start of your turn. Uses of Mastery: TORMENT
Dire Parry can stack up to 3 times, and you can While mock is active, your attacks against your
bank these uses between turns. target also gain on hit: gain vigor 1

DARK KNIGHT
1 action, stance Chapter 2
You give into the heat of battle, becoming a
creature of violence and instinct.
INTIMIDATE
Stance: While in this stance: 1 action, Mark
• You gain hatred+ of the closet foe to you at the
start of your turn or when you enter this stance. Swatting interlopers out of the way, you make it
If multiple foes are equidistant, you may choose. your personal vendetta to make someone’s day
• You are sturdy as miserable as possible.
• Gain vigilance 1 at the end of your turns End your turn and Mark: Choose a foe at or
• You don’t lose vigilance charges at the start of further away than range 6. Each time that foe
your turns damages you or an ally with an attack or ability,
Heroic: Gain counter when entering Dark Knight you may dash 2 towards them as an effect. This
until the start of your next turn. effect can trigger multiple times a turn. You may
Refresh: You may refresh or exit this stance at phase through characters with this dash, and if
the start of your turn you do, you may shove them 1 to either side.
Effect: If you start your turn adjacent to your
marked foe, they become stunned and this mark
Talents:
ends.
I. You may dash 2 towards your hated foe at the
Heroic: Choose a foe at or further away than
start of their turn
range 3
II. While in this stance, when foes trigger
vigilance you may also shove them 1, no
matter the distance Talents:
I. While adjacent to your marked foe, they have
+1 curse on attacks.
Mastery: INFECTIOUS HATRED
II. Characters that are shoved out of the way by
this ability take fray damage

119 of 417

I. Against characters at 25% hp or lower, Bleak


Mastery: IRON SKULL Mercy cannot miss (turn any miss into a hit).
When the stun effect triggers on your foe, you are II. Bleak mercy ignores resistance if its effect
unstoppable until the end of your next turn triggers.

Mastery: MERCIFUL END


STRONGARM
Bleak Mercy gains slay: gain +1 action
1 action

Grappling is a common and brutal strategy


among the knaves, who will happily hurl their
foes into trees, rocks, or their own allies.
Effect: Shove an adjacent foe in a circle either
clockwise or counter clockwise around you, as
long as your foe stays adjacent to you during the
shove, and ends that shove in any adjacent space
to you.
Effect: Your foe takes fray damage once for each
character they pass through, and those characters
are shoved 1. This effect can only trigger once per
character.
Heroic: Then, shove your foe 2 spaces for each
character they passed through. Collide: they are
stunned and take [D]

Talents:
I. If you’re bloody, increase all shoves from this
ability by +1
II. Charge: Character also becomes winded.

Mastery: PERFECT STRONGARM


Trigger Strongarm twice when you take it, and
you may dash 2 spaces between each activation.

Chapter 3
Smother Hope: You have aura 1. Foes suffering
from hatred in the aura get +1 curse on saves.

BLEAK MERCY
Heavy Melee Attack

Crush your foes and see them driven before you.


Attack: On hit: deal 2[D]+fray. Miss: fray.
Effect: Bleak Mercy gains +1 boon, true strike
and is a critical hit on hit if the target is suffering
from three or more statuses
Heroic: Two or more statuses
Slay: Gain vigor 1 and clear all statuses

Talents:

120 of 417

VAGABOND
Rogue, Scoundrel, and Blade for Hire

Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium

Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.

Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Stealth, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged enemies and avoid
their counterattacks.

Vagabonds are strong against artillery foes and weaker against heavy foes.

Special Mechanic:
Class Traits:
Skirmisher Finishing Blow
A character with this trait can move diagonally
and dash at full speed When you attack a bloodied foe, you score a
finishing blow, dealing bonus damage.
Dodge
Immune to all damage from missed attacks, Your abilities with a Finishing Blow effects gain
successful saves, and area effects. more powerful effects if their primary target is a
bloodied foe, even if they are not an attack. Effects
depend on the action.
Class Statistics
VIT: 6 Vagabond Gambit:
HP: 24 If you take a Vagabond Ability as a non-Vagabond
Defense: 12 class, you get Finishing Blow.
Speed: 4 (Dash 4)
Fray damage: 3
Damage die: D10
Basic Attack: Melee, or Ranged 4

121 of 417

Roll a d6 when targeted by an attack. On a 4+, the


attack automatically misses. Check before the
MOST RELEVANT RULES attack roll.

Evasion is a very potent combo with dodge


Statuses
because characters with dodge take no damage
Vagabonds specialize in the Blinded and Slow
from missed attacks. It does nothing against
statuses and use Blights.
effect damage or abilities, so it doesn’t cover
everything.
Blinded
Max range of all abilities is 2.
Stealth
Cannot be directly targeted except from an
Blinded is very strong against ranged attackers
adjacent space. Breaks on using any ability other
and much weaker against melee attackers, but it
than dash.
can also make it very hard for characters to use
abilities on allies in tight situations.
Stealth makes it much harder (or impossible) for
characters to target you at range, allowing you
Slow to position yourself safely away from slow foes.
Must take slow turns Dodge is a good combo with stealth since you are
immune to damage from area effects that would
A character that takes slow turns acts after all otherwise be able to indirectly target you.
non-slow characters have gone, in a mini-round
of sorts with all other slow characters. This Many Vagabond abilities include Dash, and
status can bump a character down in the turn Teleport. These are very potent forms of
order, preventing them from acting for a long movement but they easily get shut down by the
time! It’s strongest if inflicted at the start of a winded status.
round, but if a character has already acted, they
won’t take a turn until the end of next round,
which is very potent.
Dash
Special movement that ignores engagement.
Other effects
Teleport
Instantly move to a free space within range X.
Blights
The Blights are Burning, Electrified, Poisoned, You don’t have to be able to see a space to
and Frostbite. A character affected by a particular teleport there.
blight takes bonus damage from any ability that
would deal that blight again. For example, a Finally, Vagabonds have potent summons
burning character would take bonus damage from
any ability that inflicts burning. Abilities may gain
Summon
additional powerful effects against blighted
A character controlled by its Summoner. Abilities
characters.
that target allied characters cannot target
summons unless specifically mentioned.
Blights let characters that make heavy use of the
Summons don’t cause engagement, take turns,
same blight get a lot of mileage out of their
actions, or movement on their own unless
abilities. They even work to empower team
specified. By default, summons are size 1, have
mates’ abilities, allowing you to set up allies.
defense and VIT equal to their summoner’s and
HP equal to 50% of their summoner’s max hp.
Vagabonds also make heavy use of Evasion and
When reduced to 0 HP, they are removed from
Stealth.
the battlefield instead of becoming defeated. They
are also removed if their summoner is defeated.
Evasion

122 of 417

Summons are characters you can create under


your control. They can often be hurt and
damaged but doing so is usually a waste of a
foe’s turn. Summons typically act on your turn
and have limited effects - they are not full
characters and cannot take actions or move
normally. Each summon does something unique
that’s described in the ability that summons
them.

123 of 417

Fool
Masked Avenger

Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.

Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.

124 of 417

They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.

Relevant Rules
TRAITS: Aura X: This ability is a continuous, ongoing
effect that affects all characters within range X of
Tumbling: You may phase through characters. a character, including that character. Characters
Moving up elevation costs 0 extra movement for are only affected by an aura while inside
you. Auto-hit - This attack doesn’t require an attack
Curse the Eyeless: You have evasion against roll but automatically hits. Auto-hit attacks
blinded or slow characters. cannot critical hit.
Cheap Trick: Effect: When an attack misses you, Charge - When used on a slow turn, this ability
you may deal 1 damage to your attacker, then becomes more powerful.
teleport 1 space in any direction Critical hit - Increase attack damage by +[D].
Stack Dice: When you score a finishing blow, Divine - Damage from this ability ignores all
gain a Stacked Die. You can use this die as an armor, resistance, defiance, and bypasses vigor
effect to make any random d6 you roll as part of Intangible - Can be targeted, but immune to all
an ability to become a result of 6, consuming it. damage, immobile, and statuses. Doesn’t cause
You can only hold on to one Stacked Die at once, obstruction or engagement.
and lose all of them at the end of combat. Phasing - Can ignore obstruction and pass
through, but not end your turn in, terrain,
characters, or both.
Slay - An effect that triggers when this action
reduces a character to 0 hp. Can only trigger once
per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

125 of 417

Mastery: VORTICE DI FOLLI


Abilities If you end the movement from this stance
adjacent to an object or character, refresh this
stance. This effect can only trigger once a turn.
CAVALIERE
Heavy Melee Attack
DEATH
It is not enough to rudely and plainly strike your Light Ranged Attack
foe down. One must make it entertaining. Divine
Attack: On hit: 2[D] + fray and inflict burning.
Miss: fray. A shard of primal magic, summoned with a snap
Effect: Before attacking, you must dash exactly 3 of the finger.
spaces in a straight line, then 1 space to the left or Effect: Target a line 6 area. Roll a d6, then count
right. Gain phasing during this movement. Any the squares out from you. The space rolled is the
foes you passed through are blinded. attack space. Other spaces have no effect.
Finishing Blow: All foes affected take fray Attack: Autohit: 1[D] + fray divine damage
damage Effect: Inflict burning on attack target.
Finishing blow: Increase damage to 2[D] + fray
Talents
I. If you start the movement from a higher Talents
elevation, the attack gains +1 boon I. If there’s a bloodied character in the area, roll
II. Critical Hit or Slay: Character explodes with a 1 more d6 and choose any result.
blast 1 area effect centered on them, dealing 2 II. If there’s a burning character in the area, roll 1
piercing damage and inflicting burning to more d6 and choose any result.
characters other than you
Mastery: ULTIMA DEATH
Mastery: CORAZIERRE Death deals 999 divine damage on hit to any
Charge: You may change the dash effect to character at 16 HP or less.
anywhere from 1 to 6
CARNIVALE
SPINNING TOP 1 action, summon
1 action, stance
Get the party started.
A blur of cape, a flash of color, the gleaming of Summon: You throw out a volatile bomb in
blades. range 3.
Stance: When you take this stance, or when it
refreshes, roll 1d6 and immediately move that far. Carnivale Bomb
You can interrupt this movement with other Size 1, intangible.
actions, including your free move action. You Summon effect: The bomb’s space can be
must move the maximum number of spaces shared by other characters, and it can also be
rolled. shoved. When any character passes through
Refresh: When you slay a character or score a the bomb’s space, they can carry the bomb
finishing blow, refresh this stance, rolling and with them and drop it at any point during the
moving again. Any movement gained this way movement.
adds on to unused movement for this stance for
this turn. Roll a d6 at the end of each turn that passes after
yours. On a 6, the bomb explodes in a blast 1 area
effect centered on it, destroying it. Characters
Talents:
within take [D] damage and are blinded and
I. When this stance refreshes, gain stealth
burning.
II. You gain phasing in this stance, and moving
If you use this ability while you have active
through characters’ spaces during this ability
bombs, all previously active bombs defuse and are
costs 0 movement
removed from the battlefield.

126 of 417

Talents: What they thought was you was merely a


I. If you’re adjacent to the bomb, you can choose magical mockery
not to roll for its detonation Trigger: A character misses you with an attack
II. When a character misses you with an attack, Effect: Teleport 2 spaces and summon a decoy in
you may check for the bomb’s fuse your original space, or as close to it as possible.
Decoy
Mastery: IL CAOS FA LA MUSA Size 1 summon, 1 hp
You may summon two bombs instead. Check for Summon Effect: A magical illusion of
both fuses with one roll, and a character can only yourself. When targeted by any action or
be affected by one explosion at once. ability, or at the start of your next turn, it
explodes and is destroyed. Foes in a blast 1
area become blinded. Blinded characters take
POLE TRICK [D].
1 action
Talents:
Watch this.
I. If a character is burning, they also become
Effect: You hop on top of another adjacent
slowed
character the same size or larger, sharing their
II. When you’re bloodied, this becomes Interrupt
space. While you pole trick on a character:
- You are immobile, but move when your target 2
moves, including special movement such as
flight, teleport, shoves, and phasing. Mastery: PINNOCHIO
- You have height advantage equal to the size of When the decoy appears, all adjacent foes gain
the character you’re balancing on, including hatred of the decoy.
against that character.

A foe can pass a save at the end of their turn to


Limit Break: CURTAIN
end this effect. You may also end it as a free action
on your turn, and it also ends if either of you are CALL
separated (such as if you are shoved off or moved 4 resolve
away) or defeated. When it ends, place yourself in 2 actions
the closest free space of your choice. Divine

A character can’t use pole trick on a character Bring out the fireworks. Fire up the elden magic.
using pole trick. Time for a showstopper.
Effect: Target a line area of 1d6+3 spaces, with a
Talents: maximum of 9 spaces. Teleport adjacent to the
I. If Pole Trick ends on your turn, if there’s first foe in that line, then deliver a killing blow,
another character in range 2, you may dealing divine damage. This ability has different
immediately teleport to their space and use effects depending on their position on the line.
Pole Trick on them.
II. If you Pole Trick on an allied character, that Roll [D] + fray damage once, then apply it the
character gains the skirmisher trait while you number of times listed.
balance on them.
4 spaces: 1 damage. Inflict burning, refund
Mastery: TOREADOR resolve, and can use this limit break again this
While in Pole Trick, you can take your standard combat.
move, moving your target with you. For foes, this 5-6 spaces: x2, inflict Burning
counts as shoving them. 7-8 spaces: x3, inflict Burning
9 spaces: x4, inflict burning, and the character is
MUMMERY stunned.
Interrupt 1, Summon

127 of 417

Mastery: FINALE Mastery: DOUBLE DEVIL


Slay: Character explodes, dealing 6 divine Summon: Summon an intangible size 1 devil
damage and inflicting burning to all foes in the duplicate summon in the center space after the
battlefield, regardless of range or line of sight. attack resolves, which can share space with other
characters. Delay: You must take a slow turn
next round. At the start of that turn, the duplicate
Chapter 2 creates a cross 2 area effect centered on itself,
dealing [D]+fray damage to all within, then is
MASQUERADE destroyed.
Interrupt 1

The Fool knows how to move unseen, slipping Chapter 3


through shifting faces and voices like a fish
through water. Caos Caos (free action): Swap places with an
Trigger: An character makes an attack against ally or allied summon in range 3, teleporting.
you, and there’s a willing ally in range 3
Effect: Swap places with your ally, teleporting CHRONOTEMPER
both of you, and the attack targets your ally
1 action, mark
instead. If you or your ally can’t teleport, this
interrupt can’t be made.
Laugh at time itself.
Mark: Mark self or an adjacent ally. The marked
Talents: character gains aura 1. Any time a foe takes an
I. If your ally is bloodied, they gain evasion and action in the aura, the marked character can dash
dodge against the triggering attack. 1 as an effect after that action resolves, then deal 1
II. You gain stealth after teleporting damage to an adjacent character. This effect can
trigger any number of times a turn or round.
Mastery: HALL OF MIRRORS
Masquerade has no maximum range Talents:
I. While the marked character is bloodied, they
DIABLO also have evasion.
Light Melee Attack II. The marked character gains defiance when
Cross 2, range 2, +1 boon marked.

A snap of the finger summons the fool’s cross, the Mastery: FIVE FATE THIEF
mark of the Laughing God, writ in hellish flames. When the character is marked, the aura becomes
aura 3 until the start of their next turn.
The attack space of this ability is your choice of
one of the four ends of the cross.
Attack: On hit: [D]. Miss: -
Area effect: -

Effect: Inflict burning and poisoned


Effect: Deal fray damage once to all characters
for every foe in end spaces of the cross
Finishing Blow: Character counts as 2
characters in the cross.

Talents:
I. If you catch 3 or more foes in the end spaces of
the cross, the attack is a critical hit
II. Charge: You may use as Cross 1, range 1

128 of 417

Freelancer
Divine Punisher

Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.

Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They wield a bright metal six gun or long rifle with extreme skill, the bullets of which they
infuse with raw Aether. Each gun is a relic passed down from master to student over the years, and can
only be won in a duel with another freelancer. The freelancer’s ultimate weapon is the Astral Chain, a
holy gauntlet which they use to purge and bind demons and rogue spirits into their service as Seraphim.

129 of 417


Relevant Rules
Traits Critical hit - Increase attack damage by +[D].
Mark - Place your mark on a specific character.
Aether Shell: Any attack made on the third and You can only place one mark at a time on each
sixth round of combat is a critical hit on hit. enemy or ally and each ability can only place one
Divinity Bullet: Your attacks against electrified mark. If you place a new mark on a character with
characters ignore cover a mark from you, you can choose which to keep or
Run and Gun: You can split up and interrupt which to discard.
any movement you make with ranged attack Slay - An effect that triggers when this action
abilities. reduces a character to 0 hp. Can only trigger once
Deadeye: Gain +1 Boon on attacks against per ability.
marked characters of any kind, even if they were Stance - Ongoing effect. A character can only
marked by another character. have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

130 of 417

II. If your seraph is in range 4, you can use your


Abilities standard move to teleport to any free space
adjacent to it, or vice versa.

STRAFE SHOT Mastery: ARCHANGEL


Light Ranged Attack Effect: When you ricochet a shot off the seraph,
Range 4, +1 boon after the attack resolves it shoots a flurry of divine
bolts, dealing divine fray damage to all marked or
Faster than a speeding bullet. electrified targets in range 3 of it.
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may dash 1 before and after the
attack.
ASTRAL CHAIN
Effect: Inflict electrified Heavy Melee Attack
Finishing blow or Critical Hit: Gain stealth Mark, Range 3

With your heavenly chain skillfully whirling


Talents:
through the air, you dispense divine justice.
I. Charge: Increase range and dashes by +1
Attack: On hit: [D]+fray. Miss: fray. Effect: Slow
II. Effect: Also electrify all characters adjacent to
and electrify your foe.
your target
Mark: Your foe is marked. As long as your foe is
marked by you, at the start of your turn, if they
Mastery: SIDEREAL RODEO are in range 3, they take [D] damage from you as
Increase the distances of all dashes by +2 and gain bolt of celestial lightning shoots between you.
phasing during this ability
Whenever you score a Finishing Blow or
ASTRAL GUARDIAN Critical Hit, including as part of this ability,
1 action, summon your marked foe may be teleported 1.

Calling out their true name, in a flurry of Talents:


celestial wings, you summon your bound spirit. I. Gain evasion against your marked foe while
Summon: Summon an astral seraph in range 3. they’re in range 3 of you
Astral Seraph II. Your attacks against your marked target
Size 1, phasing, flying teleport them 1 in any direction on hit.
Summon Effect: At the end of your turn,
you can teleport your seraph to a space in Mastery: ASTRAL PUNISHER
range 3 of you. When Astral Chain’s teleports trigger, they also
• You can target your seraph with ranged triggers on all foes within range 2 of your target
attacks with a listed range. If you do, the and deal fray damage to them.
seraph takes no damage or effects, but re-
directs the attack to a new target in range 3
of the seraph. Attacks that the seraph re-
HOT CHAMBER
directs electrify their target and count the Interrupt 1
seraph’s space as the origin space for cover,
aoe, and other effects. Fan the hammer.
• When you trigger a Finishing Blow with Trigger: You score a critical hit
an attack against a character in range 3 of Effect: Roll 1d6 and fire up to that many shells
the Seraph, they may teleport adjacent to from a sidearm at foes in range 3 of you, each
that character and deal fray damage dealing 2 damage. Each foe can only be hit by one
shell.
The seraph lasts until you use this ability again, or
until reduced to 0 hp. Talents:
I. If you fire 4 or more shells, gain stealth after
Talents this interrupt resolves
I. Allies can also ricochet attacks off the seraph II. Electrified characters can be hit by two shells

131 of 417

weapon, dealing divine fray damage to a character


Mastery: VERTIGO BULLET in range 3 as an effect.
You may dash 1 between firing each shell, which
could put new characters in range.
Limit Break: AETHER
DIVINE BINDING
1 action, mark OVERDRIVE
2 actions
You lash out with ethereal cords, lassoing your 4 resolve
enemy in an inescapable web. Divine
Mark: Mark a foe in range 3 of you, choose a
space adjacent to you, and lash to them with an Become one with your weapon. Smite your foes
astral chain, tying them to that space. If that with high caliber justice.
target ends their turn further away from range 3
of that space, the chain snaps. That foe takes [D] Empty your weapon to deal 2 divine damage to
+fray damage and becomes slow. Otherwise, the each foe in line of sight, then Go Beyond Gun.
mark ends at the end of their turn.
When you Go Beyond Gun, you draw on raw
Talents Aether to pull bullets from nothingness. You can
I. Your foe cannot benefit from evasion or dodge fire an extra shell at any foe, dealing 2 Divine
while marked. damage. This can be the same or a different foe.
II. If your target is bloodied, they must also save You can then choose to keep firing shells at the
or become stunned if the chain snaps same or different foe, one at a time. Each time you
fire a shell, the damage of the next shell increases
Mastery: SOLAR RODEO by 2 (so 2, 4, 6, etc)
Against bloodied foes, the mark no longer expires
at the end of the foe’s turn, but instead lasts until Before you fire each shell past the first, roll a d6.
the chain snaps. On a 2+, you can fire normally, on a 1, your gun
jams and overheats. This ability continues until
you overheat or have fired 6 shells. If your gun
ACE
overheats, your turn ends, and you cannot attack
1 actions, stance, end turn
until the end of your next turn.
The world goes still, and is split by a bolt of
lightning. Mastery: ULTIMA OVERDRIVE
End your turn and gain Stance: When you take Go Beyond Gun can fire up to 10 shells.
this stance, or when it refreshes, your next hit is
upgraded to a critical hit. Chapter 2
Refresh: Refresh this stance if you score a
finishing blow.
CERBERUS
Effect: Roll a d6 after the attack resolves. On a
1 actions, summon
4+, gain stealth
The most dangerous of rogue spirits enter the
Talents Freelancer’s arsenal as loyal servants - bestial
I. If you roll a 6 on Ace’s effect, the stance also divine hounds that pursue their chosen prey with
refreshes zealous ferocity.
II. Against electrified characters, roll two dice Summon: Summon a celestial hound in range 3.
and pick the highest The hound lasts until defeated or this ability is
used again.
Mastery: DIVINITY DISCHARGE Celestial Hound
After you make an attack empowered by Ace, you Size 1 summon
can discharge the divine energy from your Summon Action: At the start of your turn,
the hound may move up to 3 spaces.

132 of 417

Summon Effect: Once a round, if a foe ends


their turn within range 2 of the hound, it SOUL SHOT
catches their scent and may dash up to 3
Light Ranged Attack
spaces towards them. If it’s then adjacent to
Line 4, +1 boon
them, it deals fray damage. Damage becomes
[D] instead if the foe is marked.
The ultimate freelancer technique - using the soul
Effect: When you score a finishing blow,
aether of their companions to supercharge astral
you may teleport the hound to any space
bullets.
within range 3 of a foe.
Attack: On hit: [D]+fray. Miss: fray
Area effect: fray
Talents: Effect: Inflict electrified and burning.
I. The hound can phase through terrain and Effect: Allies are immune to damage and blights
characters. When it phases through foes, it from this ability. Gains bonus damage for every
inflicts electrified. ally or allied summon it fires through.
II. The hound counts bloodied foes as marked. Finishing Blow: Allies or allied summons in the
line may teleport 1 space
Mastery: GATEKEEPER
The hound gains vigilance 1 at the end of your Talents:
turn, using your interrupt to trigger it. I. Effect: Allies or allied summons in the area
also gain phasing until the end of their next
CHAIN OF SALVATION turn.
1 Action, mark II. Becomes a critical hit if 3 or more characters
are caught in the line.
When skillfully used, the astral chain can be used
to maneuver in the blink of an eye. Mastery: GREAT ANGELOS
Mark: Mark and grapple on to an ally or allied This ability gains critical hit: cure allies and
summon in range 4 from you with an ethereal allied summons in the line
lasso and gain the following interrupt while that
character is marked. You can take the interrupt
regardless of distance.

DEUS EX MACHINA
Interrupt 1
Trigger: The end of any turn
Effect: Teleport up to 3 spaces towards the target
or teleport your target 3 spaces towards you.

Talents:
I. If the teleported character is bloodied, they
can be teleported 6 spaces instead.
II. You can also use this ability on foe’s
summons. If you do, it’s a free action.

Mastery: WHIP OF THE THRONES


While you or your target has stealth, regain this
interrupt at the start of each turn.

Chapter 3
Divine Chamber: Your sixth round Aether Shell
also deals divine damage

133 of 417

Shade
Nocturnal Assassin

Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is

134 of 417

presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.

The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.

Traits Relevant Rules


Bloodied - At or under 50% hp
Shadow walk: While in stealth you have Intangible - Can be targeted, but immune to all
phasing and ignore engagement. damage, immobile, and statuses. Doesn’t cause
Soul Freeze: Attacks against foes afflicted by obstruction or engagement.
frostbite gain +1 boon Mark - Place your mark on a specific character.
Darkside: When you teleport for the first time You can only place one mark at a time on each
on your turn, you leave a shadowy twin behind enemy or ally and each ability can only place one
you in the space you left. You can either replace mark. If you place a new mark on a character with
your old twin, moving it, or keep it when you a mark from you, you can choose which to keep or
already have one active. which to discard.
Darkside Phasing - Can ignore obstruction and pass
Size 1, intangible through, but not end your turn in, terrain,
Summon effect: When you use an ability characters, or both.
that targets another character, you may make Slay - An effect that triggers when this action
it from the dark side’s location, counting the reduces a character to 0 hp. Can only trigger once
dark side as ‘you’ for the duration of the per ability.
ability. Teleport - Instantly move to a free space in
Meld: You can spend your standard move to range X
swap spaces with your darkside, teleporting. Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

135 of 417

Close blast 1
Abilities
From beneath a cloak, out from flying sleeves, or
hidden in coils of hair - infinite blades.
UMBRA Attack: On hit: 2[D] + fray. Miss: fray. Effect:
Light Ranged Magical Attack Foe is blinded and frostbitten.
Range 4, +1 boon Area Effect: fray
Finishing Blow: All characters are inflicted with
By the power of darkness. frostbite and take fray damage again.
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may teleport to any space within Talents:
range 2 of your target after the attack. I. Critical hit: You may repeat the area effect,
Effect: Inflict frostbite. targeting a different area if you wish.
Finishing Blow: Your foe is blinded Characters can only be affected once by a
single use of this ability.
Talents: II. If you’re bloodied, this becomes close blast 2
I. Critical Hit: You may swap places with your
foe, teleporting. Mastery: SHUKUCHI
II. Against a frostbitten character, gain a terrain You can teleport 3 spaces before and after using
effect: You may create icy difficult terrain in a this ability.
blast 1 area centered on your target.
WEEPING VEIL
Mastery: SCORPION TECHNIQUE
1 Action, stance
Umbra has the range of the battlefield against
blinded or frostbitten characters.
Draw down a veil of shadows to mask your
countenance. Harden your heart.
SHRIKE Stance: When you enter this stance, or when it
1 Action, Mark refreshes, gain stealth, and your next attack deals
bonus damage. After you attack, roll 1d6. On a
With the flick of a wrist, you hurl a spectral 4+, refresh this stance.
blade, marking your foe with an umbral seal. Refresh: Refresh this stance without rolling if
Mark: Flick a dagger at a character in range 4 you score a finishing blow.
and line of sight, marking that character and
dealing 1 damage. While marked, that character is Talents
frostbitten, and each time you teleport, if that I. Until you make your attack, you also ignore
character is in range 4 and line of sight from you, engagement, even if you lose stealth.
you flick a dagger at them, dealing 1 damage. II. You may also teleport 1 space before or after
the attack
Talents:
I. At the start of your turn, you may teleport to Mastery: CENTIPEDE TECHNIQUE
any space in range 2 of your target Increase the range of all teleports by +1 under the
II. While you have a character marked by Shrike, effects of weeping veil
your critical hits gain effect: Teleport 1
NOCTURNE
Mastery: TWINTAIL
Interrupt 1
You may throw an additional dagger at a different
foe, marking both. You may deal damage or
You capture a thin silver thread of spilled life
activate effects against one or both foes when this
force of a foe and use it to tear open a space of
ability activates.
night and cold.
Trigger: You trigger a finishing blow against a
DEATH BLOSSOM foe
Heavy Melee Attack

136 of 417

Terrain Effect: Mark a blast 1 area around that


character, then create a terrain effect in that area. Limit Break: ABYSSAL
Inside this cloud of shadow, all characters
(including you) have permanent stealth that lasts ECSTASY
as long as they are in the area. The area disperses
1 Action
at the end of the next round. If you trigger this
2 Resolve
interrupt again, you can replace the zone or
refresh the duration of your existing zone.
A prayer and a drop of blood, and soothing
darkness cloaks the battlefield.
Talents: Effect: Yourself, all allies and allied summons
I. If a character is defeated in the zone, its gain stealth, and all foes are blinded.
duration becomes until the end of combat, and
it is no longer is replaced when you create a
Mastery: ULTIMA ECSTASY
new zone.
The stealth effect from this ability does not break
II. You may keep stealth even if you leave the
on you normally when you use an ability, but
zone
instead lasts until the end of the next round.
Extend this by 1 round when you slay a foe.
Mastery: SPIDER TECHNIQUE
When you score a finishing blow, you may
increase the size of the zone by +1, up to a Chapter 2
maximum of blast 3
UMBRAL ECHO
DANSE MACABRE 2 actions, summon
1 action
Spinning threads of night and frost, you call
You step through the air, emerging from the upon the nascent Darksides of your allies to
shadows of your foes, where they find only emerge and frolic freely.
gleaming knives. Summon: Create a shadow clone in a free
Effect: Teleport adjacent to a character in range adjacent space to every ally or allied summon in a
3. close blast 1 area. Clones last until this ability is
• If they’re an ally or allied summon, repeat this used again.
effect. Shadow Clone
• If they’re a foe, deal 2 damage to them, then Size 1, Phasing, intangible
repeat this effect Summon Action: When you take this
• Characters can only be targeted once as part of action, and at the start of your turn, you may
this action, and you may repeat this effect up to move all shadow clones up to 3 spaces in a
three times. direction of your choice.
Summon Effect: Can share space with
Talents: other characters. While adjacent to, or
I. If you’re bloodied, also gain stealth after this sharing a space with any shadow clone,
ability resolves yourself and allies have evasion. However,
II. After Danse Macabre resolves, you may destroy that clone if you or they successfully
teleport adjacent to any character affected by evade an attack this way.
the ability.
Talents:
Mastery: LIZARD TECHNIQUE I. If you catch a frostbitten character in the area,
You may repeat this effect up to five times instead, Increase size to blast 2
and deal 1 damage, once, to the final character II. As a free action, you can swap places with any
targeted by this ability for every character you shadow clone, teleporting, regardless of
teleported to as part of this ability. distance

Mastery: Rapturous echo

137 of 417

The first time it’s used in a combat, Umbral Echo


affects all allies and allied summons on the Talents:
battlefield. I. Also gain slay: immediately trigger the mark
effect.
HOLLOW II. Incubus deals bonus damage for every ally of
1 action, stance your target adjacent to your target

Wreath yourself in the innermost darkness of the Mastery: WIDOW TECHNIQUE


soul, a terror that cannot be fought by anyone You may mark any number of characters with
alone. Incubus. When a character takes damage from an
Stance: Gain Aura 1. While there is exactly 1 Incubus mark, you may also mark them.
other character in hollow’s aura, you have
evasion, phasing, and gain stealth at the end of
your turn. This aura has no effect if no other
characters, or 2 or more other characters are
inside.
Refresh: Refresh hollow at the start of your turn

Talents:
I. If you’re bloodied, Hollow can have up to 2
characters in it to be active.
II. While this stance’s aura is active, deal bonus
damage with all abilities.

Mastery: UMBRAL EMBRACE


Finishing Blow: Permanently increase the
number of characters allowable in hollow by 1,
this combat only.

Chapter 3
Umbral soul: Your shadow twin may count as
you for targeting purposes of allied abilities and
traits. Effects on the twin can transfer to you
regardless of distance.

INCUBUS
Light melee attack
Mark, +1 boon

The thirteenth scroll art, a void-sheathed blade


that cuts away at the aether of the very soul,
leaving a cut that creates bleeding darkness.
Attack: On hit: [D]. Miss: 1 damage.
Effect: Inflict frostbite and electrified.
Mark: Mark your foe. While marked, if any ally
of your target ends their turn adjacent to your
marked foe, or your foe ends their turn adjacent
to any allies, then both the target and any
adjacent allies take fray damage and are blinded.
Finishing blow: Immediately trigger the mark
effect

138 of 417

Umbra

139 of 417

Warden
Friend to Beast and Bough

The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.

140 of 417

Wardens are the keepers of the green kenning, the old ranger arts, that allow one to travel noiselessly,
hide in plain sight, live off the land, and become immune to even the most deadly of toxins. They are
solitary and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without
speaking the tongue of Kin for years at a time.

Relevant Rules
Traits Summon - A character controlled by its
Summoner. Abilities that target allied characters
Beast Master: At the start of every combat as a cannot target summons unless specifically
free action, or as an action thereafter, summon a mentioned. Summons don’t cause engagement,
beast companion in an adjacent space to you. The take turns, actions, or movement on their own
companion is a size 1 beast of your choice, and unless specified. By default, summons are size 1,
you can only have one of these companions at have defense and VIT equal to their summoner’s
once. and HP equal to 50% of their summoner’s max
Beast Companion hp. When reduced to 0 HP, they are removed
Size 1 from the battlefield instead of becoming defeated.
Summon Effect: You can mount or They are also removed if their summoner is
dismount your companion by spending an defeated.
action or your standard move. If you do, it
doesn’t move or act independently but moves, Aura X: This ability is a continuous, ongoing
flies, or teleports when you move, fly, or effect that affects all characters within range X of
teleport, sharing your space. If either of you a character, including that character. Characters
are defeated or shoved, this effect ends and are only affected by an aura while inside
you are placed into an adjacent space. While Flying - A flying character ignores all terrain and
mounted, your companion counts as adjacent terrain effects other than impassable terrain, and
to you, and when you attack an adjacent foe, ignores engagement and obstruction.
your companion can also deal fray damage to Phasing - Can ignore obstruction and pass
them. through, but not end your turn in, terrain,
Summon Action: If not mounted, your characters, or both.
companion can move up to 3 spaces on your Shove X - Move a character involuntarily X
turn, then either deal fray damage to an spaces in a straight line away from you. If they
adjacent foe or dash 3 spaces would move into another character’s space, or a
Guerrilla: If you end your turn adjacent to only piece of terrain, they Collide and stop. Colliding
allies or allied summons, you and all allies or triggers some abilities or traits.
allied summons adjacent to you gain stealth.
Ambush master: Your attacks from stealth
ignore cover and inflict poisoned.
Green Kenning: You and your Summons ignore
difficult and dangerous terrain

141 of 417

II. You and each ally or summon may each shove


Abilities your target 1 space when each effect triggers.

APEX Mastery: GREAT GWYNT


Light Ranged Attack Increase all ranges and dashes as part of this
Range 4, +1 boon move by 2, and you may turn the dashes from this
move into a teleport or fly instead (you may
Stirring up toxins and pheromones into a viscous choose for each one).
paste on an arrow, javelin, or bullet, wardens
can summon the wild’s deadliest creatures. CIRCLE THE OAK
Attack: On hit: [D]+ fray. Miss: fray. Heavy Melee Attack
Effect: Summon a venomous beast in an adjacent
space to your target after the attack resolves. Ten palm strikes with the heel of the hand or the
Finishing blow: Summon two beasts haft of the axe will shatter even the most
tenacious bark.
Summon (venomous beast): 1 hp. When you Attack: Auto hit: Deal fray damage
attack a foe in range 2 of this summon, teleport it Effect: Your target is poisoned and slow. If
to a free space adjacent to them. It deals 1 they’re already poisoned, this attack ignores all
damage, and poisons your target. If your target is vigor.
already poisoned, it deals 2 damage instead. Effect: If you’re adjacent to your foe, dash in a
full circle clockwise through every adjacent space
Talents: to your foe. You may phase through ally’s and
I. Gain effect: After the attack resolves, all allies allied summons’ spaces. Each time you pass
and summons adjacent to your target gain through an ally or summon’s space, deal fray
stealth damage to your foe. Stop if you would enter the
II. Finishing blow: Attack ignores vigor space of another foe or obstruction.
Finishing Blow: You may complete two circles.
Mastery: SNIPE
If made from stealth, increase range to 12 and Talents:
ignores cover I. You may dash up to 1 space before taking this
ability. If made from stealth, increase this to 3
spaces.
GWYNT
II. You may shove allies and summons you pass
1 action
through up to 2 spaces away from your target
With catlike reflexes, you pounce, spurring allies
to action. Mastery: TIMBER SPLIT
Effect: Dash up to 2 spaces, then deal fray Enemies no longer stop this move, and you may
damage to an adjacent foe phase through their spaces. Enemies you pass
Effect: An ally or summon in range 3 of your through are shoved 1, take fray damage, and are
ending location may also dash up to 2 spaces poisoned.
towards your foe. If that puts them adjacent to
your target, they deal 2 damage to them. Then roll STAMPEDE
1d6. On a 4 or higher, you may repeat this effect 1 action, mark, summon
on a new ally or summon in range.
Finishing blow: After this ability resolves, your With a bellow or a clenched fist, you summon an
foe takes 2 damage, once for each adjacent ally or immense spirit to pound your enemies.
summon Mark: You mark a foe in range 4. At the end of
that foe’s turn, summon a rampaging spirit
Talents: beast, which charges in from the edge of the
I. If made from stealth, the initial dash from this battlefield, dashing in a straight line, with
ability becomes 4 phasing, ending adjacent to that foe. The foe takes

142 of 417

fray damage, is shoved 1 and slow. Foes the beast


passes through take fray damage. Mastery: DEEP SIDHE
Stampede Beast: When made from stealth, this ability has the
Size 1 summon range of the battlefield
Summon Effect: After charging the beast
condenses into a real creature and remains MORRIGAN
adjacent to your foe, becoming a summon.
1 action, summon
When you hit the marked foe with an attack,
the beast may dash 4 towards your marked
Responding to your call, a dark wing descends
foe with phasing, then may deal fray damage
upon the battlefield.
to them if adjacent, and all characters they
Summon (winged beast): A winged beast
pass through.
summon lands in a free space of your choice in
range 4.
If you use this mark again, you may choose if it
Winged Beast
summons a new beast, dispersing the old one, or
Size 1, flying
moves the old one. If the mark is removed, the
Summon Effect: Yourself or allied
beast disappears.
characters can grab onto the beast by
spending an action and ending their
Talents: turn when adjacent. The beast picks them up,
I. When you trigger a finishing blow on a foe, removing them from the battlefield, then
you may transfer the mark to them before carries them to any free space on the
activating the summon's effect. battlefield, placing them back on the
II. If you’re in stealth when the beast charges, battlefield. Then place the beast in an
foes the beast passes through are shoved 1 to adjacent space to them.
either side and slowed as well.
The beast remains and can be used this way as
Mastery: LORD OF THE STEPPE long as it’s active. Using this ability again either
Yourself and allies can ride the beast if it passes summons a new beast or moves the current one.
through their space, occupying its space,
becoming intangible and phasing while riding it, Talents:
and traveling with it when it moves. When it ends I. When you trigger a finishing blow, you can
its movement, they hop off and must place cause the beast to soar into the air and land in
themselves in an adjacent space, or as close as a new space in range 4 of you
possible. II. When the beast lands, it deals fray damage to
adjacent foes
SIDHE
1 action Mastery: LORD OF THE WING
After the beast lands, characters that mount the
With the ways of the green kenning, you can be beast may remain mounted on the beast until the
anywhere at any time, using nature as a cloak. end of their next turn. The beast shares their
Effect: Swap places with an ally or allied space and moves or teleports with them. They
summon in range 3, teleporting. If your ally or have cover, flying, and the skirmisher trait while
summon was adjacent to a foe, they gain evasion mounted. At the end of that turn, they dismount,
until the end of their next turn. losing these benefits. Only one character can be
mounted at once, and the beast can’t be used to
Talents: transport if someone is mounted on it.
I. You can use this ability on foes, but they can
save to avoid the effect. If they can’t occupy
the space you left, the action can’t be taken. If
they’re poisoned, they fail the save.
II. Your ally or summon also gains stealth after
this ability

143 of 417

Refresh: You may refresh this stance if you end


LIMIT BREAK: your turn in difficult terrain, a terrain effect, or
adjacent to an object other than an underway.
FORMORIAN
3 Resolve Talents:
Free action I. Allies that end their turn adjacent to an
underway gain stealth.
The power of the titans flows into your II. The area around your underways is difficult
companions, filling them with a wild vigor and terrain for foes.
unrelenting fury.
Your beast companion summon becomes Mastery: BALE PORTAL
magically empowered. For the rest of combat or Foes that end any turn adjacent to an underway
until recalled or defeated, it gains the following can be teleported to any space adjacent to you or
benefits: or any other underway. A foe can save to avoid
- It becomes immune to damage and statuses this effect. Poisoned foes fail this save.
- It becomes size 2
- It forces engagement MIST STRIDER
- When it deals damage, it deals damage to all 1 action, summon
foes adjacent to both itself and its target, and
also shoves them 1 Call on the beasts of the deep mists and rains,
- When you gain stealth, your beast also gains whose form is shadow and water.
stealth Summon: Summon a mist strider in range 3.
- You may mount or dismount the beast as a free Mist Strider
action. While mounting the beast, increase your Size 1, phasing, permanent stealth.
speed by +3. Summon Effect: The beast has aura 1.
Yourself or allies inside the aura that end
Mastery: ULTIMA FORMORIAN their turn in the aura gain stealth.
4 resolve Summon Action: At the start of your turn,
When you activate Formorian, all its effects except the beast may dash 3. Allies in the aura may
the size change apply to all your summons. also dash 3, or as far as possible, mirroring its
movement, and gain phasing while dashing
Chapter 2 this way.

Talents:
UNDERWAY I. While in the aura, allies also have evasion
1 action, stance against ranged attacks
II. You may also trigger the beast’s effect if it’s
You open the greenways to your allies, allowing damaged by a foe’s attack or ability.
them to step the branch-paths and cross
distances in an instant.
Mastery: LORD OF THE HUNT
Stance: When you take this stance, or when it
You can trigger the beast’s action whenever you
refreshes, you may create a leafy portal in a free
gain or lose stealth.
adjacent space. You can have up to 3 underways
active at once, and can choose which one to
replace when you create a new one. Chapter 3
Underway
Size 1 object
Deep Stealth: If you’re in stealth and gain
Object Effect: You and allies can use 1
stealth again, you gain deep stealth. While in deep
action or their standard move while adjacent
stealth, you cannot be directly targeted at all, even
to an underway to teleport to a free adjacent
from an adjacent space. You return from deep
space to any other underway, or adjacent to
stealth to regular stealth at the start of your turn.
you.

144 of 417

Otherwise, deep stealth follows the same rules as


stealth.

GORGON
Light Melee Attack
+1 boon

Dip your weapons in the toxins of the deadliest


creatures to roam the deep green. Mere
preparation of this technique requires years of
ritual, patience, and training.
Attack: On hit: [D]. Miss: 1 damage
Effect: Inflict poisoned and frostbite.
Effect: Your target is injected with a catalyzing
toxin. While injected with the toxin, if they move
voluntarily before the end of their next turn, they
must save or take [D]+fray damage on a failed
save, or fray damage on a successful save. Then,
this effect ends.
Finishing blow: Shove your target 2 spaces

Talents:
I. Bloodied characters take +1 curse on the save
II. If the foe moves and triggers the toxin, your
foe explodes with poison, also poisoning all
adjacent foes and causing all foes affected to
lose all vigor.

Mastery: Great fume poison


While injected with the toxin, your foe treats all
foes as having evasion and dodge. This effect ends
if the toxin is triggered.

145 of 417

MENDICANT
Wandering Healer and Storyteller

Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High

Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to down,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.

Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.

Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.

TRAITS: Special Mechanic:


Heal (1 action) - Cure an ally in range 4. (A BLESSING
character that’s cured can immediately clear a Certain actions give characters a Blessing token.
status or blight. Then, if that character is A character can spend an action and a blessing
bloodied, they gain vigor 1.) token to cure themselves. All Mendicant jobs also
Bless (1 action): Grant a blessing token to self have different ways to use blessings tokens.
or an ally in range 4. All blessings are discarded at the end of combat.

Many class abilities allow you to cure or bless as Blessings are not unique (they don’t ‘belong’ to a
part of their effects. character) and as long as a character has blessings
from anyone, they can use them for any effects
Shelter - Make all saves with +1 boon. that require blessing tokens.
Succor - Mendicants may use Rescue to bring up
a defeated ally at range 5 instead of adjacent.
Mendicant Gambit:
If you take a Mendicant Ability as a non-
Class Statistics Mendicant job, you gain this class’ Bless action.

Health: 10
HP: 40
Defense: 8
Speed: 4 (Dash 2)
Fray damage: 3
Damage: D6
Basic Attack: Melee, or Range 5

146 of 417

Auras often grant powerful effects but require


MOST RELEVANT RULES good positioning - and for you to be close by for
them to have their best effect. The effects from
auras can’t be purged as long as foes remain
Statuses
inside which can make them hard to get rid of.
Mendicants specialize in the branded and
pacified statuses.
COMBO
Actions with Combo have two versions, a base
BRANDED version and combo version. When you use a base
Attackers gain +1 Boon against this character
combo action, the next time you use any combo
action, it uses its Combo version. When you use a
Branded characters are much easier to hit and
Combo version of any combo action, the next
critical hit, making your ally’s attacks much
combo action uses its base version.
more potent.
Combo versions of abilities are often more potent
PACIFIED or offer different ways to use abilities, but
Character deals half damage. Breaks on taking require you to plan your turn out somewhat.
damage from a foe’s ability. Combo versions of an ability count as the same
ability, so they can’t be used twice in the same
Pacified is a strong status that can prevent foes turn. However, combos carry over between
from dealing damage, but is easy to break. Use it turns, so you can end a turn with a base version
to isolate foes you won’t be dealing with for a of an action and open up the next turn with a
while. combo version.

Other effects MARK


Like most magic-themed jobs, Mendicants use Place your mark on a specific character. You can
Blights. only place one mark at a time on each enemy or
ally and each ability can only place one mark. If
BLIGHTS you place a new mark on a character with a mark
The Blights are Burning, Electrified, Poisoned, from you, you can choose which to keep or which
and Frostbite. A character affected by a particular to discard.
blight takes bonus damage from any ability that
would deal that blight again. For example, a Each mark ability can only be placed on one
burning character would take bonus damage from character at a time, and you can’t mark a
any ability that inflicts burning. Abilities may gain character with more than one mark ability.
additional powerful effects against blighted Marks have more value the earlier you place
characters. them in a combat and are hard for foes to
remove.
Blights let characters that make heavy use of the
same blight get a lot of mileage out of their
abilities. They even work to empower team
mates’ abilities, allowing you to set up allies.

Finally, Mendicants make heavy use of Auras,


Combos, and Marks.

AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside

147 of 417

Chanter
Songweaver of the Great Chant

Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.

148 of 417

The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its entertainment value as a mythic text. The
Old Church of the chroniclers has splintered into factions that mostly squabble over its meaning and try
to draw some angle from its numerous and sometimes contradictory adaptions into holy texts.

Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.

TRAITS Relevant Rules


Dash - Special movement that ignores
Songweave: When you use a combo version of engagement.
an ability, Bless an ally in range 3 of you. Evasion - Roll a d6 when targeted by an attack.
Spur of Faith: Allies may spend a blessing token On a 4+, the attack automatically misses. Check
from you when they attack to gain True Strike on before the attack roll.
that attack and fly 1 before they attack. Flying - A flying character ignores all terrain and
Uplift: When you cure a character, they can fly 2 terrain effects other than impassable terrain, and
as an effect. ignores engagement and obstruction.
Winged Pacifism: You have evasion while Pit - A pit space is just what it sounds like, but
flying. At the start of your turn, you may gain could also be deep water, mud, etc. Characters
flying until the start of your next turn, but if you must spend their entire standard move to move
do, your abilities and effects you control deal no out of a pit space, and have height disadvantage
damage until then. while inside. If they don’t have their standard
move, they can’t move out. Flying characters can
move over pits normally. Multiple pits can be
connected to create trenches, etc.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Teleport - Instantly move to a free space within
range X.
True strike - Ignores dodge, blinded, evasion,
and stealth.

149 of 417

Attack: Autohit: [D]+fray


Abilities Area Effect: [D]+fray damage to all foes
contiguously connected to your attack target, not
counting diagonals.
HOLY
Effect: For each affected foe, you may create a pit
Light Ranged Attack
in a free adjacent space.
Range 5, Combo, Mark

You ring the bell of purity and a tone rings out Talents:
that soothes the peaceful and chastises the I. Charge: Increase blast size by +1 for
violent. A second ring from the bell shatters the Pandaemonium and increase range to 6 for
tone from the first, breaking open the earth. Purgatorio
Effect: Mark, electrify, and pacify a foe, then II. Electrified characters count as contiguous for
cure an ally in range 3 of your foe Purgatorio as long as they’re in range 2 of any
target.
Combo: HADES
Effect: Create a blast 1 area centered on your foe Mastery: DULCE PURGATORIO
marked by Holy, regardless of range or line of Pandaemomium/Purgatorio deals bonus damage
sight. and its area effects also count all characters inside
Attack: Autohit: Fray damage a pit on the battlefield.
Area Effect: Fray damage
Terrain effect: Create up to two pits in free FELICITY
space in the area. 1 Action
Effect: Inflict electrified. Characters suffering Combo, mark, range 5
from electrified already can be teleported 1 after
this ability resolves. You ring the bell of fleeting guardians, and an
ally feels their step lifted by invisible wings.
Talents Mark: Mark an ally in range. That character
I. If your Hades target is pacified, you may gains a blessing and can dash 2 as an effect.
increase area to blast 2 Whenever you use a combo version of an ability,
II. If you’re bloodied, increase Holy’s range to 8 your marked character can dash 2 as an effect.

Mastery: DANTE Combo: FLEET


Hades may create up to 3 pits in its area, and they Effect: An ally may dash 4 spaces as an effect,
can be created under characters. with phasing, ignoring all terrain types and
penalties. Characters they pass through are
electrified. Electrified characters take fray
PANDAEMONIUM
damage.
Heavy Ranged Attack
Combo, Range 4, Blast 1
Talents:
You sing a passage of the days of chaos and I. Felicity’s marked character has evasion
battle, where the tumult of the battlefield was like against electrified characters
the churning of the sea, and divine lightning II. Fleet’s target may dash 6 if they’re bloodied.
scathed the land.
Attack: Autohit: [D]+fray and electrify your foe Mastery: FANTASIA
Area Effect: Fray Gain an alternate combo ability:
Effect: Teleport allies in the area to any Combo: FANTASIA
unoccupied space in the area. Then, teleport any Effect: Any allies marked by you may teleport 4
enemies, including the primary target, in the area
to any unoccupied space in the area. CHAOS
1 action
Combo: PURGATORIO Combo
Range 4

150 of 417

You sing of darkness and demons, and the the start of your next turn. Ranged attacks
strength of the soul. The note causes your allies’ gain +1 curse against characters in the area.
weapons to burst with aetheric energy. II. If you’re flying, increase the range of Dawn to
Effect: Until the end of your next turn, you gain range 2 instead of adjacent.
aura 1. Your attacks and the attacks of your allies
in the aura gain true strike and inflict an Mastery: BEACON OF HOPE
elemental blight (roll 1d6 when taking this After an allied character teleports to you with
ability). Dervish, you may fly 2 spaces as an effect in the
1 - Burning middle of the action, potentially putting you in
2 - Frostbite range of new allies. Defeated characters can be
3 - Poisoned rescued by Dawn before being cured and become
4 - Electrified sturdy for the rest of combat if rescued this way.
5 - Choose one
6 - Choose two SLUMBER
1 action
Combo: COMMUNION
Effect: Gain aura 1 until the end of your next A gentle trick, often used to help junior
turn. While in the aura, yourself and allies have chroniclers rest after difficult exams - but no less
immunity to the effects of marks and blights, and potent in battle.
cannot gain new marks or blights. Effect: A character in range 6 gains vigor 1, then
is pacified and becomes so sleepy that they gain
Talents: +1 curse on all attacks until the end of their next
I. Allis that end their turn in the Communion or turn. All these effects, including the vigor, end at
Chaos auras can end all blights. the end of their next turn. A foe can choose to save
II. Against bloodied characters, chaos’s effect to avoid these effects, including the vigor.
inflicts all blights.
Talents
Mastery: GRAN CHAOS I. Bloody foes don’t gain vigor from this ability.
Chaos may be used as a Stance. It refreshes Bloody allies are also blessed.
automatically at the start of your turn. When it II. Charge: Increase Slumber’s range to 12
refreshes, you may re-roll its d6.
Mastery: MORPHEUS
DERVISH Slumber also effects all characters in a blast 1 area
1 action centered on the targeted character. Allies can
Combo choose to be affected or not.

You speak of the comfort of companions, and the


dawn that surely will follow.
Effect: Until the start of your next turn, you may
teleport any willing ally that ends their turn in
range 4 from you to any adjacent space to you.

Combo: DAWN
1 action
Effect: Cure all adjacent allies. Bloodied allies
can end all statuses and blights.

Talents:
I. If you’re bloody, you release an aura 1 swirl of
winds around you when you take Dervish,
granting you and allies in the aura cover until

151 of 417

Talents:
Limit Break: March of I. If you’re bloodied, increase this to aura 2
II. Bloodied characters that end their turn in the
the Saints aura gain defiance.
2 resolve
1 action, Stance Mastery: GENTLE PRAYER
When you enter this stance, or when it refreshes,
You sing of the deeds of the first heroes, from the you can choose to become immobile until the end
Doom. The Great Chant weaves around your of your next turn. If you do, the aura also grants
allies and transforms them into echoes of those resistance to all characters inside.
mighty heroes.
Stance: You begin weaving an epic song, a saga MONOGATARI
of legendary heroes. When you take this action, Free action
and when this stance refreshes, you may invest an
ally in range 5 with the power of one of the great Some chanters also study the Book of Ages, the
saints. Each saint must be chosen at least once great mythic chronicle of heroes from the time of
before it can be chosen again. The effect takes the Doom. This unorthodox text inherits some of
place immediately and lasts until the end of their their ability to sing the chant, granting it
next turn. tangible power.
Refresh: This stance refreshes automatically at Effect: Sing a short passage from the book of
the start of your turns. ages. At the end of your turn, roll 1d6 and consult
• Parzival: An allied character gains flying, cover the following table to see which tale you sing. The
from all directions, and inflicts electrified with song resonates in the air until the start of your
their attacks next turn. Allies that complete the described
• Leon: An allied character gains stealth, dodge, course of action from the song passage before
and the ability to move diagonally then, including you, are cured or blessed (they
• Angrboda: An allied character gains sturdy, may choose which).
and their attacks gain true strike and shove 1
• Farnese: An ally gains 1 blessing and +1 boon 1. A Tale of Fury: Slay or bloody a character
on all attacks and saves 2. A Tale of Travels: Move more than 5 spaces
from your starting point on your turn
Mastery: DIVINE INVESTMENT 3. A Tale of Green and Pleasant Times: Do
You also immediately gain the benefit of the not attack
chosen saint until the start of your next turn. 4. A Tale of Cunning: Use an interrupt
5. A Tale of Boon Companions: End your
Chapter 2 turn adjacent to an ally or allied summon.
6. A Tale of Triumph: Use an ability on an ally

GENTLENESS Talents:
1 action, Stance, End turn I. Allies that fulfill the conditions can also fly 1
II. When an ally fulfills a condition, they may
You radiate an aura of such powerful peace that pacify an adjacent foe.
all close to you, monster or man, find it
impossible to raise a hand in violence.
Mastery: JUBILANT WALTZ
End your turn and gain Stance: When you take
Every time you or an ally fulfills the condition, as
this stance, or when it refreshes, until the end of
an effect you may fly 1, then electrify and deal 2
your next turn gain aura 1. All characters
damage to an adjacent foe.
(including yourself) are pacified+ while in the
aura and cannot use attack abilities.
Refresh: You may refresh this stance if you take Chapter 3
damage from an attack or ability from a foe.
Gran Redempta (2 actions, 1/expedition):
Cure yourself and every ally on the map.

152 of 417

Characters that are cured this way are also


Rescued if they’re defeated.

CHASTISE
Light Ranged Attack
Range 6

You sing out with the power of true names,


forbidding your foes in august tones against
harming an ally.

Auto-hit: Fray
Effect: Choose either yourself or an ally in range.
Until the end of your foe’s next turn, if they
damage your chosen character with an ability,
they take [D] damage and are pacified after that
ability resolves. Whether this ability triggered or
not, this effect ends at the end of that turn.

Talents:
I. If you’re bloodied, you may choose yourself
and an ally in range
II. Your foe also gets +1 curse if they attack your
chosen character(s).

Mastery: supreme forbiddance


The first time you use this ability in a combat,
yourself or your chosen ally is immune to all
damage from and unstoppable against your
chosen foe until the end of the current round.

153 of 417

Chanter of the 1st chamber Chroniclers

154 of 417

Harvester
Arbiter of Life and Death

Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.

155 of 417

Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.

Relevant Rules
Traits Bloodied - At or under 50% hp
Pierce - Ignores armor.
Mark of Tsumi: Your attacks gain on hit: After Regeneration - Gain vigor 1 at the end of your
the attack resolves, deal 2 piercing damage as an turn
effect to all foes marked by you, and bless all allies Slay - An effect that triggers when this action
marked by you. reduces a character to 0 hp or forces them to
Soul Cycle: When yourself or any ally attacks, surrender. Can only trigger once per ability.
you can consume any blessings in range 2 of that Summon - A character controlled by its
character to empower their attack. The attack Summoner. Abilities that target allied characters
gains pierce and bonus damage for each blessing cannot target summons unless specifically
consumed. If 3+ blessings are consumed, the mentioned. Summons don’t cause engagement,
attacks also becomes a critical hit on hit. take turns, actions, or movement on their own
Gardener of Kin: You can stack 2 marks on unless specified. By default, summons are size 1,
characters have defense and VIT equal to their summoner’s
Balance: Your attacks gain slay: cure all allies in and HP equal to 50% of their summoner’s max
range 2 of your target hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

156 of 417

the start of their turns and are immobile as


Abilities the plant chews on them. Foes can pass a save
to end the mark and all these effects at the
end of their turns. It also ends if the plant is
SOW defeated, your marked foe breaks adjacency
Light Ranged Attack (such as from being shoved or from a teleport)
Mark, Combo or the mark ends.
Range 5
Talents:
You throw out a poison seed that bursts into I. Foes being devoured take bonus damage from
thorny death. all abilities
Attack: Auto hit: 1 damage II. If a foe is defeated while being devoured, the
Effect: Bless an ally in range 3 of your target. plant grants a blessing to all allies in range 2
Your foe is poisoned. Poisoned foes are branded.
Mark: You foe is marked. When marked, and
Mastery: Deeproot
when you hit your marked foe with an attack
If a foe is defeated while being devoured, the plant
thereafter, bless an ally in range 3 of your foe.
uproots itself. It, and any other plant you summon
from this ability for the rest of combat, becomes
Combo: REAP immune to all damage and at the start of your
Light Melee Attack
turns can move up to 4 spaces. Foes take +1 curse
Pierce
on saves to break its devour effect, and it deals 2
Attack: Auto hit: [D]+fray
piercing damage, twice at the start of their turns
Effect: You can make this melee attack against
instead of once.
the target marked by sow regardless of distance or
line of sight.
HARVEST
Heavy Melee Attack
Talents:
Arc 4
I. Sow deals piercing fray damage against
Attack: On hit: 2[D] + fray Miss: fray. Effect:
poisoned foes.
Poison your foe.
II. If you are bloody, increase the range of Sow to
Area Effect: Bless allies in the area. Foes take
8.
fray damage
Critical hit: Allies in the area are also cured
Mastery: SPECTRAL SCYTHE Charge: Increase area to Arc 6 and attack gains
Reap and Sow also create an arc 6 area effect that +1 boon.
deals piercing fray damage, drawn from your
target as the origin space.
Talents:
I. Attack also gains +1 boon against poisoned
KINCHEWER foes
1 action, summon, mark
II. If this attack is made against a foe with any
amount of vigor, it becomes a critical hit on
Vines coil from the earth into a fanged and
hit.
flowered nightmare.
Summon: Summon a carnivorous plant in
Mastery: FULL MOON
unoccupied space in range 4. The plant lasts until
Harvest gains range 6
defeated, or until you use this ability again to
summon a new one.
Kinchewer BLOOD GROVE
Size 1 2 actions
Summon Action: When you summon the
plant, and as a free action on any subsequent The wilderness boils with explosive growth, fed
turn, you can direct the plant to bite an by the blood of the battlefield.
adjacent foe. That foe is marked by you. Terrain effect: Grow a blast 1 area of
While marked, they take 2 piercing damage at undergrowth. Allies and allied summons inside

157 of 417

gain cover from all directions and the area is When fruits are destroyed, they pop in a blast 1
difficult and dangerous terrain for foes. The area area effect. Yourself and allies in the area are
disappears if you use this ability again. blessed, enemies are poisoned and branded.
Effect: If a foe is defeated inside, increase the
size of the zone by +1, up to a maximum of 3. Any ROT
character can also extend it by voluntarily taking 1 action, combo, mark
damage equal to 50% of their maximum hp while
inside as a free action. Leaves shrivel. Hair Curls. Wounds fail to heal.
Mark: Mark a foe in range 5. That foe is poisoned
Talents: while marked, cannot gain vigor while marked,
I. The zone also grants dodge to affected allies and cannot end statuses except by saving against
II. All your summons become intangible while in them at the end of their turn.
the zone
COMBO: REGENERATE
Mastery: Hungry grove Mark: Mark an ally in range 4. While marked,
At the start of your turn, you can move the zone that character has regeneration. This effect and
up to 2 spaces, shoving any characters inside in mark ends if they take at least 1 damage to hp.
the same direction. This mark can be placed even if Rot is already
active.
GROWING SEASON
1 actions, mark, summon Talents:
I. Also gain regeneration while your ally is
Blow magical spores in the air, which are marked by regenerate
disturbed by the chaos of combat. Where they II. Rot’s target gains aura 1. Allies of the target in
fall, the fruit of life and death blooms. the aura cannot gain vigor.
Mark: Mark an ally or foe in range 5. While
marked, after that character ends their turn, Mastery: WILD GROWTH
summon a sprouting edenfruit in an adjacent When you cure any character, summon a vine
unoccupied space. thrall in a free space in range 2 of either your rot
Edenfruit or regenerate target. You can have up to 6 vine
Size 1, intangible thralls at once.
Summon effect: The fruit has a blessing Vine thrall
token on it. Yourself or allies that pass Size 1, 1 hp
through the space can pick up the blessing Summon Action: At the end of your turn,
token. The fruit is then destroyed. Foes that all vine thralls can move up to 4 spaces and
pass through the space destroy the fruit and deal 2 piercing damage to an adjacent foe as
token but are poisoned and branded. an effect.

Fruits last until the rest of combat or until


destroyed.

Talents:
I. Foes that pass through a fruit must also save
or become pacified. Poisoned foes fail the
save.
II. Roll a d6 at the end of a marked character’s
turn. On a 5+, summon an additional fruit in
an adjacent space.

Mastery: TSUMI’S BOUNTY

158 of 417

Limit Break: DEATH Willow lash


Interrupt 1
SENTENCE Trigger: A foe in range 3 of the willow is hit
by an attack
Free Action
Effect: The willow lashes out against that
2 Resolve
character, dealing [D] piercing damage.
A flash of the scythe, and the line between life and
Using this ability again while you have a Thorn
death is blurred.
Willow summoned causes any of your existing
Summon: You slash an adjacent foe with your
willows to wither and die.
scythe, knocking their soul out of their body.
Draw a line 4 area effect from your foe facing
directly away from you and place the soul in the Talents:
last available space. The soul is an intangible, I. The willow gains a blessing if any bloodied
immobile summon placed by you. It takes no character ends a turn adjacent to it.
actions. II. If you’re bloodied when you plant the willow,
immediately bless it.
While they have their soul knocked out, foes can
act normally. However, the soul can be targeted as Mastery: ELDER THORNWILLOW
if it was the body, transferring all damage or You can spend two blessings on the willow to
effects it would take to the body, no matter the immediately regain the Willow Lash interrupt.
distance or line or sight. Damage becomes divine.
Abilities that are able to target both the body and FAIRY RING
soul of the foe (such as AoEs) can hit both. 1 action, Terrain effect

A foe can end this effect and re-unite with their You cast out a handful of aether-feeding fungi,
soul by moving back into its space. It also snaps holy spores that grow into a ringed garden of
back to them if they are defeated. colorful and deadly mushrooms.
Terrain effect: End your turn and create a
Mastery: LUNAR BECKONING ring of mushrooms, a blast 2 terrain effect, within
At the end of any of your turns, as an effect you range 4. The ring can be created overlapping any
can teleport the soul to an adjacent space to you if terrain and underneath characters. While the ring
it’s in range 3 of you. is active, gain the following interrupt. The ring
lasts until the rest of combat or until this ability is
Chapter 2 used again.

Spirit Away
THORNWILLOW Interrupt 2
Free Action, Summon Trigger: A foe crosses the border of the fairy
ring or starts its turn on the border.
The holy plant of the Harvesters is a particularly Effect: Immediately teleport that foe 2
vigorous sort, a writhing animate vine that feeds spaces in any direction and brand them.
on blood, which it gets in plenty by lashing out
with whiplike branches. Talents:
Summon a thornwillow in range 4. I. Foes that end their turn in the ring are
poisoned. Poisoned foes cannot gain vigor
Thornwillow inside the ring.
Size 1, immobile, sturdy II. You can use Spirit Away on allies. If you do, it
Summon Effect: The willow can be blessed. doesn’t brand them.
At the end of any turn it has 3 or more
blessings, it blooms and you gain the Mastery: SPORE SHROUD
following interrupt.

159 of 417

Effect: Allies inside the ring have dodge, cover,


and gain stealth when they cross the border.

Chapter 3

Defy the Cycle (2 actions, 1/expedition):


You call upon your power to forbid the natural
order of life and death from working. Until the
start of your next turn, characters cannot be
reduced below 1 hp. Divine damage bypasses this
ability.

DARK SLIVER
Light Melee Attack
Range 2, summon

The blade edges of the harvesters are so sharp


they can cut the very soul.
Attack: On hit: [D]. Miss: 1 damage.
Effect: Inflict frostbite and poisoned.
Summon: Cut away a piece of your target’s life
force, creating a size 1 intangible summon within
range 3 of them. They can re-unite with it by
ending their turn in or adjacent to the summon’s
space. If they don’t, it dissipates at the end of that
turn, destroying it and dealing [D] piercing
damage to them as an effect.

Talents:
I. Charge: Increase all ranges by +2
II. When a character reunites with their soul,
they are branded.

Mastery: RECYCLE
If your target doesn’t unite with their soul sliver,
bless and cure any of your allies in range 2 of it
when it disappears.

160 of 417

Sealer
Holy Judge and Purger of Evil

Traveling priests, monks, judges, and doctors, the Sealers roam the world from village to village,
performing necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in
most villages, and most perform the important function of traveling judge and medium, acting as an
impartial party translating for the will of the local spirits. They often travel with many blessed relics of
the deities of the land or even portable shrines on their back.

161 of 417

In their other role, Sealers are legendary monster hunters and exorcists of unbelievable prowess and
unshakeable faith. Whenever an especially bad blight or an arch demon appears, the Sealers are usually
there to drive it back with ancient sealing magic, blessed brands, and flaming weapons.

Traits: Relevant Rules


Bonus damage - For each instance of bonus
Blessed Weapon: Characters can spend your damage on an ability, characters roll one more
blessings when they attack to gain +1 boon and damage die for all damage from that ability and
bonus damage on that attack pick the highest
Mantra of Sealing: When you hand out a Counter - Each time a foe damages you with an
blessing, set out a d6 at 1 or tick it up by 1 to a ability, deal 2 damage back
maximum of 6. You can spend it for the following Critical hit - Increase attack damage by +[D].
effects when you make an attack: Dodge - Immune to all damage from misses,
• Cloud Riding: Reduce your Mantra by 2. successful saves, and area effects.
Teleport 2 before making the attack. Teleport - Instantly move to a free space within
• Seal: Reduce your Mantra by 2. Gain effect: range X.
attack target is pacified after the attack resolves Terrain effect - Something that creates or
• Smite: Reduce your Mantra by 4. Your next modifies the terrain spaces on the battlefield.
attack gains +1 boon, is a critical hit on hit, and
inflicts burning.
Break Meridians: Your attacks against pacified
foes do not break the pacified condition, and bless
an ally in range 3 on hit.
Martial Arts: You have dodge

162 of 417

foe can pass a save at the end of their turn to end


Abilities this mark, or it also ends at the end of any turn
they did not deal damage. Burning foes gain +1
curse on the save.
GOD HAND
Light Melee Attack
Combo, +1 boon Talents:
I. Charge: no maximum range
Divine energy infuses you, allowing hammer-like II. If a foe triggers this effect twice on their turn,
blows that would fell a demon with even your they become pacified.
bare hands.
Attack: On hit: [D]+fray. Miss: fray damage. Mastery: MILK SUTRA
Effect: An ally in range 3 of you is blessed. When this mark ends, if there is a new foe in
Critical hit: Foe is pacified. range 4 of your target, you may transfer it to that
foe as an effect.
Combo: DEVIL HAND
Light Melee Attack MATSURI
+1 boon Heavy Melee Attack

Attack: On hit: [D]+fray. Miss: fray damage. Swing your weapon in a flaming arc that sends
Effect: Inflict burning. Burning characters sprays of fire in bright displays, lighting up the
explode in a blast 1 area centered on them, dealing sky.
2 piercing damage to all characters other than Attack: On hit: 2[D] + fray and inflict burning.
you. Miss: fray.
Slay or Critical Hit: Bless all allies in range 2 of
Talents: your target
I. Critical hit: Gain counter until the end of your
next turn Talents:
II. Charge: Your foe explodes in a blast 1 area I. Critical hit: Allies in range 2 of your target
centered on them, dealing 2 piercing damage may teleport 1 space.
to all characters other than you. II. Charge: +1 boon on the attack and teleport 2
before making it.
Mastery: FISTS OF HEAVEN AND HELL
Add an alternate combo action. It gains all talent Mastery: Blood Festival
effects of this ability. The first time you hit with Matsuri in a combat, it
becomes a critical hit, and all its damage becomes
Combo: FISTS OF HEAVEN AND HELL divine.
Light Melee Attack
+1 boon JUSTICE
Interrupt 1, Combo
Attack: On hit: [D]+fray. Miss: Fray
Effect: Your foe is burning. If your foe is already Invoking the spirits of the land and air, you move
burning, bless all allies in range 2 of your target. at impossible speed, doling out blows faster than
the eye can see.
GRAND SEAL Trigger: You score a critical hit or slay a foe
1 action, Mark Effect: Teleport adjacent to every character in
range 2 of you in any order. Foes become burning,
Bind an enemy in an astral seal, condemning allies are blessed. Burning foes take fray damage
them and crushing them under the weight of instead.
their own evil.
Mark: A foe in range 4 becomes marked. While Combo: JUDGEMENT
marked, each time they use an ability that Interrupt 1
damages an ally of yours, they take fray damage. A Trigger: You score a critical hit or slay a foe

163 of 417

Effect: All allies in range 2 are cured. Roll a d6 Effect: Burning characters get +1 curse on this
for each foe. On a 6, a foe is struck by a fiery bolt save
from heaven and takes [D] divine damage.
Talents:
Talents: I. Your ally can teleport 1 as an effect after being
I. Judgement’s roll becomes a 5+ for burning attacked
foes. II. Burning foes that end their turn adjacent to
II. You can teleport 1 space after triggering your marked ally take fray damage and are
justice or judgement but before applying the shoved 1.
effect
Mastery: SHROUD FROM HEAVEN
Mastery: GRAN JUDICATA This mark can be activated twice before it fades.
Add an alternate combo action:
Combo: GRAN JUDICATA
Interrupt 1 Limit Break: PASSAGE
Trigger: You score a critical hit or slay a foe
Effect: Cure every bloodied ally on the TO THE AFTERLIFE
battlefield. Deal divine fray damage to every non-
5 resolve
bloodied foe.
Heavy Melee Attack
Divine, +1 boon
SANCTIFY
2 actions You unleash the supreme Sealer war art,
inflicting ten thousand blows and shattering the
You throw out a handful of glittering salt, connections of your foe’s vital energy to their
scorching the spiritually impure. body, hurrying on the transmigration of
Terrain Effect: You scatter salt in a close blast 1 immortal souls.
area. Foes that end their turn in the area become
pacified and burning. Allies that end their turn in Attack: Roll [D]+fray, then apply it the listed
the area are cured. The area persists until you number of times.
take this action again or until the end of combat. On hit: Three times.
Miss: Twice
Talents: Critical hit: Five times
I. Charge: Becomes blast 1, range 4
II. Allied characters save in the area with +1 Effect: You may teleport adjacent to the target
boon. before the attack if they’re in range 3. Every allied
character in range 3 of the target can also teleport
Mastery: ELDEN SALT adjacent to your target. Your target then takes
Sanctify inflicts [D] damage, burning, and pacify additional divine fray damage from each adjacent
as an effect to hostile characters in the area when ally once.
you take this action
Mastery: REACH HEAVEN THROUGH
ENSHRINE VIOLENCE
1 Action, mark The teleport effect has the range of the battlefield
You place a holy seal over your ally, enveloping for both allied characters and yourself. If your
them in divine protection. target is at or under 25% hp, they take fray
Mark: Mark an ally in range 3. While marked, damage twice from each ally instead.
foes that attempt to use an ability against your
target must first save. On a successful save, they Chapter 2
can act normally. On a failed save, they don’t lose
the action but are unable to directly target that
ally for the rest of the turn, then this mark fades. GRAND BANISHMENT
1 action

164 of 417

Mastery: SPIRIT PATRONAGE


With a word and a quickly drawn talisman, you Gain the following interrupt
stomp your foot and forbid your foe from taking Grace of the Spirits
another step towards you. Interrupt 1
Effect: End your turn and choose a foe in Trigger: An ally in the aura is damaged by an
range 5, sealing their movement with force of will. attack or ability
Until the start of your next turn, the foe must pass Effect: Your ally becomes immune to damage
a save when they attempt to willingly move closer from that attack or ability, but destroy the shrine.
to you. On a failed save, they cannot make any You cannot place a new shrine on your next turn.
movement that would move them closer to you for
the duration of this ability, including as part of the
triggering action or ability. If they pass a save, Chapter 3
they are immune to this effect until the end of the
current turn. Great Spirit Festival (1 action, 1/
expedition): Bless all allies on the map. If
Talents: they’re bloodied, bless them twice.
I. A character that fails the save also treats you
and any allies adjacent to you as having cover.
OPEN THE GATES
II. Bloodied or burning characters gain +1 curse
Light Melee Attack
on the save
+1 boon

Mastery: HORSE AND OX SEAL This aptly named technique can be used to
When you take this ability, until the start of your deliver an extremely powerful blow - but
next turn, this effect also applies to any foe in aura focusing the body’s aether in such a way takes a
2 around you. long time to recharge.
Attack: On hit: [D]+fray and foe is branded.
SPIRIT SHRINE Miss: fray
1 action, Terrain Effect Effect: Inflict burning and electrified.
Effect: This attack is a critical hit the first time
Many sealers carry portable shrines to the local it’s used in a combat
spirits, adding on talismans, images, icons, or
offerings to whichever small god holds dominion Talents:
over the areas they travel through. In a pinch, I. The first time it’s used in a combat, you may
they can set these shrines down and beseech the teleport up to 3 spaces before using this attack
spirits for aid. II. Critical hit: Shove 3. Collide: Foe is stunned.
Create a shrine in a free adjacent space.
Shrine Mastery: BURIAL FIST
Height 1 object This attack is also a critical hit on hit if used at
Object effect: Aura 1. Allies in the aura gain round 5 or later.
+1 boon on attack rolls. If the shrine is placed
on top of another object, the aura becomes
aura 2 instead. Using this ability again
destroys any of your currently active spirit
shrines. If a shrine is destroyed, it reforms on
your back and can be placed again normally.

Talents:
I. Adjacent allies can pray at the shrine as an
action to cure themselves
II. Enemies treat the shrine’s area as difficult
terrain

165 of 417

God Hand/Devil Hand

166 of 417

Sealer of Dark Wind Valley temple

Sealer of the Holy Body Congress

167 of 417

Seer
Fortune Teller and Master of Fate

The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.

168 of 417

Through ritual, ceremony, and unrelenting practice, Seers gain the ability to predict and even defy a
person’s fate, using their Aether infused card decks to influence the turning of the Great Wheel and
empower their allies with foresight, precision, and uncanny accuracy.

Bend Fate: You can discard any number of cards


Traits: when you roll a random d6 as part of any action to
roll an extra die per card discarded and choose
The Wheel of Fate: Set up a deck made up of any result.
one suit of a 52 card deck (so 13 cards). At the Skein: Draw a card at the start of your turn. If
start of any combat, draw up to 5 cards if you have you didn’t attack, draw an extra card at the end of
less. Your hand and deck persist through combats, your turn as well.
and your maximum hand size is 7. Discarded Karma: Allied characters caught in the area
cards go in a discard pile. Once you draw through effect spaces of your attacks can choose to become
your deck, shuffle the discard pile and draw it as immune to their damage and effects and be are
your new deck (meaning there’s no replacement blessed. If they’re caught in the attack space,
and you will eventually draw through the deck). instead of the ability’s normal effects, they are
Foretell: Allies can discard 1 blessing token cured and blessed.
before taking any action to allow you to tell their
fortune as an effect. You discard a card from your Relevant Rules
hand and immediately apply the effects to your Seer is a high-complexity class due to its card
target, no matter the distance or if you can see mechanic - it may be worth reviewing the combat
them or not. If you have no cards in hand, draw glossary for everything used.
the top card of your deck instead, apply its effects,
then discard it. AoE - Area of effect, usually has a specific
pattern. Only one space in an area of effect is the
THE GREAT WHEEL attack space and requires a roll, the others apply
area effects automatically.
2 - The Fool - Ally must dash 3 spaces in a Auto-hit - This attack doesn’t require an attack
straight line before using the action. roll but automatically hits. Auto-hit attacks
3 - The Scepter - Teleport your ally to an cannot critical hit.
adjacent space to you after the action resolves. Charge - When used on a slow turn, this ability
4 - The Ewer - Cure your ally and all characters becomes more powerful.
adjacent to them at the end of the character’s Terrain effect - Something that creates or
turn. modifies the terrain spaces on the battlefield.
5 - The Devil - If the next ability forces saves, Unstoppable - Immune to all statuses,
foes get +1 curse to save against them. immobile, and shove
6 - The Sword - Next ability gains pierce.
7 - Death - Ally gains Defiance.
8 - The Chariot - Ally’s movement during the
ability can’t be reduced in any way.
9 - The Papessa - Ally becomes pacified and
gains vigor 1
10 - The Emperor - Ally gains stealth
J - The Star - Ally makes all attacks and saves
with +1 Boon until the end of their next turn.
Q - The Moon - Ally gains Evasion until end of
their next turn
K - The Sun - Ally gains Counter and Sturdy, but
cannot gain or benefit from stealth or evasion
until end of their next turn
A - The World - Ally becomes Unstoppable until
the end of their next turn

169 of 417

I. Effect: After a Wild Card explodes, bless an


Abilities ally in range 3 of the card
II. You can throw a Master Card instead of a
regular card. It’s not destroyed when it
ASTRA explodes, but using this ability again will
Heavy ranged attack replace the last card created.
Combo, Line 5 + cross 2
Mastery: ROYALTY GOLD
You call down the heavens themselves on your When a Wild Card is triggered, roll 1d6 and apply
foes. one of the following effects.
Attack: Auto hit: [D] + fray damage and inflict 1. Re-summon the card in the same space
frostbite 2. All characters are electrified and you may
Area effect: Fray teleport them 1
Effect: Roll 1d6 after the attack resolves. On a 6, 3. All characters are frostbitten. Create a blast 1
all foes take [D] again. Effect becomes 4+ if the area of difficult terrain under the card.
attack is against a frostbitten foe. 4. All characters are burning and take 2 piercing
damage.
Combo: FORTUNA 5. All characters are poisoned and lose all vigor.
Blast 1, Range 4 6. Choose two
Attack: Auto hit: [D]+fray
Area Effect: Bless all allied characters in the
SLEIGHT OF HAND
area. All foes are branded.
Light Ranged Attack
Range 6
Talents
I. Terrain effect: Create icy difficult terrain in a A flash of bright color, and a card is stuck to your
blast 1 area centered on the attack target foe, bursting with power.
II. Charge: Increase area of effect for all areas by Attack: Auto-hit: You attach a magical card to a
1 foe in range, branding them and inflicting
frostbite.
Mastery: THE CHALICE Area Effect: The next time an ally hits the target
After you use Astra or Fortuna, a shield of floating with an attack, the card explodes in a blast 1 area
stars surrounds a character of your choice in the effect. All characters in the area take fray damage,
area of effect, granting them regeneration until and that ally gains a blessing. Frostbitten
they take at least 1 damage to HP. characters take fray damage twice instead. The
triggering ally is immune to all damage from this
WILD CARD ability.
1 Action, Summon
Talents
You flick a beautifully illustrated ethereal card I. You can target an allied character with this
onto the battlefield, laden with the threads of attack to attach the card to them instead. It
potential. triggers when they are hit by an attack, and
Summon: Summon a wild card in range 5 they’re immune to its damage and effects.
Wild Card II. A card may be thrown as an Arc 4 area effect.
Size 1 summon, intangible It only attaches to a character in the attack
Summon Effect: When it’s hit by an allied space. Foes the card passes through take 2
area of effect ability, the card explodes in a damage.
blast 2 aoe, extending the area effect space of
that AoE to encompass its area and destroying Mastery: KING OF SWORDS
the card. Wild cards can be triggered by other After you throw a card, you gain two spectral
wild cards. blades that hover behind you. You can stock up to
six of these blades. When an ally hits an attack in
Talents:

170 of 417

range 6 of you, you can cause a blade to fly out, I. You can choose to make the meteor check on
dealing fray damage to that character. only allied or enemy turns (pick one) when
you cast it. If you do, it checks at 5+
II. Also check for the meteor falling at the end of
DOOM
your turn.
1 action, mark

You crook a finger, and pull on the threads of Mastery: MOON SILVER PRINCESS
fate, casting an irrevocable curse. Create two meteors. A character can only be
Mark: Mark a character in range 6 with a magical affected by a meteor once a round.
card, which pulses with astral energy.
• At the end of any of the marked character’s GRAN REVERSA
turns, you roll a d6. On a 6, the card explodes in 1 action, stance
a blast 1 area effect centered on that character.
This becomes 4+ for frostbitten characters. Causality unmakes itself around you, as wounds
• A character can pass the card off to another heal instantly.
adjacent character as an action on their turn. Stance: Gain aura 2. While in this stance, the
The card deals bonus damage for each time it first time on a turn any character in the aura takes
was passed. If it’s passed at least twice, increase damage, roll a d6. On a 5+, they are cured
the blast size to 2. afterwards as an effect. This applies to foes and
• The card also explodes if the character is allies alike.
defeated. Refresh: This stance refreshes automatically at
the start of your turn.
When the card explodes, characters in the area
take [D]+fray and are branded Talents:
I. Allies gain a blessing if this effect triggers.
Talents II. Foes this effect triggers on are also pacified.
I. If you hit the target with a critical hit,
immediately roll for the card exploding. Mastery: MISERICORDIA
II. If a character is defeated while under the If a character or summon (foe or ally) in the aura
effects of Doom, the card may pass to a new is reduced to 0 hp, roll a d6. On a 5+, they
character of your choice in range 3 of the immediately gain and lose Defiance, triggering it,
defeated character. and are returned to 1 hp instead.

Mastery: BLACK KNIGHT GRAVE


When Doom is passed at least twice, it deals 2[D] Limit Break: HIGH
+fray instead and stuns the marked character.
PROPHECY
POLARIS Free action, 2 resolve
1 Action
A burning third eye of pure etheric energy
A distant glint in the heavens, portents of the appears on your forehead. Possibilities unfurl
devastation to come. before you, laid out like infinite gleaming
Effect: Choose a space on the battlefield in range threads.
5, which becomes known to all characters. At the
end of every turn that passes after yours (allied or Effect: Until the start of your next turn, every d6
foe), roll 1d6. On a 6, a meteor lands in that spot, you roll for boons, curses, or random d6s as part
exploding for a blast 1 explosion, dealing [D]+fray of abilities is either a 6 or a 1 (you choose). This
as an area effect and inflicting Frostbite. effect also applies to any ability that targets you,
Frostbitten characters must also save or become from foes or allies.
stunned. This effect ends when triggered.
Mastery: THOTH
Talents 4 resolve

171 of 417

This effect also extends to all characters in aura 2 I. If your ally is bloodied, they are also blessed
from you. after this interrupt resolves and may dash 2
II. If this damage would have reduced your ally to
0 hp, they can also end a status, mark, or
Chapter 2 blight.

ECLIPSE Mastery: STAR SCORNED HERMIT


1 action, terrain effect If the damage would have reduced your ally to 0
hp, the ally may gain vigor equal to the HP they
Terrain Effect: Create a burning brand of star just lost instead of vigor 1.
fire in range 6, a 1 space terrain effect that can be
placed under characters. Delay: You must take a
slow turn next round. At the start of that turn:
Chapter 3
• At the start of that turn, if the space is not
occupied by a character or object, all characters Chakravartin (2 actions, 1/expedition): An
in a blast 2 area effect centered on it are afflicted ally in range 6 becomes unstoppable and immune
with frostbite and burning, and must save or to all damage until the end of the next round.
take [D]+fray, or just fray damage on a
successful save. Characters already affected by THE TOWER
either of these blights fail the save. Light Ranged Attack
• If the space is occupied by a character, only that Mark, Divine
character takes the effect. If the space is
occupied by an object, that object is destroyed. You invoke the ultimate power of the tower card,
sealing a foe’s fate. In short order, untold
Then, this brand fades. calamity befalls them.
Attack: Autohit: Mark: Mark a foe in range 6,
Talents: then gain a d6 power die, starting at 6. When that
I. If you are bloodied, increase the blast size by foe is hit by an allied attack, tick the die down by
+1 1. When a round passes, tick the die down by 2. If
II. Foes that end their turn in the area are the die would reach 0, that foe takes 999 divine
branded. Branded characters take fray damage, then this mark ends.
damage.
Legends are immune to this effect.
Mastery: THE HELM
You may elect to repeat the delay effect when Talents:
Eclipse goes off. If you do, the brand does not fade I. If your foe is bloodied, set the power die at d4
and the effect remains active. However, placing a (4) instead
new brand will cause the old one to fade. II. If you are bloodied when you use this ability,
or become bloodied while it is active, tick the
WISH die down by 1
Interrupt 1
Mastery: PLAY OF EMERALDS
Trigger: An ally on the battlefield takes damage If the damage from the Tower defeats a character,
from a foe equal to 25% of their max hp or more they explode, dealing divine damage equal to 50%
Effect: Reverse the flow of causality. That of their max hp to all foes in a blast 2 area effect
damage cannot reduce your ally past 1 hp, and centered on them.
they gain vigor 1 after it resolves. The stress of
taking this action causes you to take divine
damage equal to 25% of your max hp, which
cannot bring you below 1 hp.

Talents:

172 of 417

WRIGHT
Mage, thaumaturge, and master of the arcane arts

Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium

Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.

Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.

Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.

TRAITS Special Mechanic:


Slip: As an action, or instead of their standard
move, Wrights may remove themselves from the AETHER
battlefield, then return within 1 space. All Wrights gather Aether during combat,
Grand Levitation: Wrights ignore pits, difficult, passively gaining 1 at the start of their turn,
and dangerous terrain. starting with 0. Use a d6 to track Aether. Other
Aetherwall: Wrights gain automatic cover abilities and Chain Reaction will generate
against all attacks that originate outside of range 2 Aether when used. Aether has a maximum of 6
from them (Cover grants resistance against normally. All Aether disperses at the end of
ranged attacks, reducing it by 1/2) combat.
Chain Reaction: 1/round, if a wright catches 2
or more foes in an an abilities’ area of effect, gain
INFUSE X:
1 Aether.
Many wright abilities have upgraded versions that
can only be cast by Infusing them by spending X
Class Statistics Aether as part of the ability. Aether is consumed
at the start of the action.
VIT: 8
HP: 32 Infused abilities count as the same ability and also
Defense: 6 benefit from all talents.
Speed: 4 (Dash 2)
Fray damage: 4 Wright Gambit:
Damage: D8 If you take a Wright ability as a non-wright class,
Basic Attack: Melee or Ranged 6 you get Aether and Chain Reaction.

173 of 417

Wrights make heavy use of Slip, Teleports and


MOST RELEVANT RULES Flight to get around.

Statuses SLIP
As an action, or instead of their standard move,
Wrights specialize in the Shattered and Wrights may remove themselves from the
Vulnerable Statuses. battlefield, then return within 1 space.

SHATTERED Slip allows Wrights to move out of engagement


and avoid triggering effects like Vigilance.
Character cannot gain or benefit from vigor.

Shattered allows wrights to punch through TELEPORT


characters that rely on vigor to sustain. Instantly move to a free space within range X.

VULNERABLE FLYING
All damage taken increased by 1 A flying character ignores all terrain types other
than impassable terrain, and ignores engagement
Since wrights use a lot of abilities that deal and obstruction.
multiple instances of a low amount of damage,
this can add up a lot - especially since it also Flying is good for Wrights because they use a lot
increases all allies’ damage. It’s a good combo of difficult terrain, pits, and created terrain,
with shattered to really hit a foe as hard as which they can ignore (or help their allies
possible. ignore).

Other Effects Finally, Wrights create a lot of terrain and


Like most magic-themed jobs, Wrights use terrain effects, so it’s worth reviewing them here:
Blights.
TERRAIN
BLIGHTS Difficult Terrain - Costs +1 space of movement
The Blights are Burning, Electrified, Poisoned, to move out of.
and Frostbite. A character affected by a particular Dangerous - Take 3 piercing damage for
blight takes bonus damage from any ability that entering or starting your turn in dangerous
would deal that blight again. For example, a terrain, but no more than once a round.
burning character would take bonus damage from Impassable - Blocks movement of all kinds
any ability that inflicts burning. Abilities may gain except phasing, and always blocks line of sight.
additional powerful effects against blighted Could be something like a pillar, cliff, or a solid
characters. rock wall that goes to the ceiling
Pit - A pit space is just what it sounds like, but
Blights let characters that make heavy use of the could also be deep water, mud, etc. Characters
same blight get a lot of mileage out of their must spend their entire standard move to move
abilities. They even work to empower team out of a pit space, and have height disadvantage
mates’ abilities, allowing you to set up allies. while inside. If they don’t have their standard
move, they can’t move out. Flying characters can
Wrights have many abilities with pierce move over pits normally. Multiple pits can be
connected to create trenches, etc.
Objects - Categorized by height, 1-3. Blocks
Pierce movement. Provides cover if you’re the same
Ignores armor
height. Blocks line of sight if you’re smaller.
Characters can move up and stand on top of
Pierce allows Wrights to get around the high
objects. Costs +1 movement per difference in
armor of heavy foes.
height to move on.

174 of 417

Enochian
Unbridled Destruction

The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.

175 of 417

The power that condenses inside an Enochian is related to the element of fire, a wild spark that grows
and wanes with their emotions and energy, but with control can be focused into power that can carve
mountains, scorch forests, and boil rivers. In times of desperation, the Enochians can feed this power
with their own life force, a dangerous practice that the other orders of wrights look down upon. The
Enochians, for their part, see other wrights as stiff and uncreative. They’d rather do it their way, after
all.
Relevant Rules
Traits Charge - When used on a slow turn, this ability
becomes more powerful.
Inner Furnace: Enochians may burn their own Cover - If a character has cover from a ranged
life force when they Infuse a spell. They can take a attack, it is resistant to that attack, halving all
wound, or damage equal to 50% of their max hp damage.
to gain 2 Aether, which must be immediately Critical hit - Increase attack damage by +[D].
spent on an infusion. Any excess Aether is lost Mark - Place your mark on a specific character.
after the action resolves. If an enochian dies from You can only place one mark at a time on each
this process, they die after the ability resolves. enemy or ally and each ability can only place one
Heal 1 wound at the end of any combat in which mark. If you place a new mark on a character with
you used Inner Furnace. a mark from you, you can choose which to keep or
Embersoul: Gain defiance at the start of each which to discard.
combat or when rescued. Shove X - Move a character involuntarily X
Phoenix Rage: At the start of round 5, spaces in a straight line away from you. If they
Enochians become suffused with immortal flame. would move into another character’s space, or a
They gain defiance at the start of each of their piece of terrain, they Collide and stop. Colliding
turns, and when they would take a wound, roll a triggers some abilities or traits.
d6. On a 3+, ignore it. If this is their last wound, Stance - Ongoing effect. A character can only
this roll becomes a 2+ instead. have one stance active at a time and can drop a
Apocalypse: If you don’t attack during your stance by taking a new stance or as a free action at
turn, you may choose to increase the size of any the start of their turn. When a stance refreshes,
blast effects you create during your entire regain its effects.
following turn by +1, up to a maximum of blast 3 Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.

176 of 417

with a listed range is extended by 3 spaces. The


Abilities rune lasts until the end of the scene. A foe can
scrub out an Elden Rune by moving over it.
PYRE
Heavy Ranged Attack Talents
Range 6, Blast 1 I. You can spend your standard move to teleport
up to 4 spaces into or out of an Elden Rune
Power curls into a writhing ball in your hand, space.
before it’s unleashed on your enemies. II. While standing in an Elden Rune, the infuse
Attack: On hit: 2[D] + fray. On miss: fray. Effect: costs of your spells are reduced by 1, to a
Inflict burning. minimum of 1
Area effect: fray
Effect: If attack is made against a burning foe, Mastery: ARKENRUNE
the area explodes again, dealing 2 piercing The size of your Elden Runes extend to a blast 1
damage to all characters again. area, they can only be scrubbed out with an
action, and their benefits also extend to allies.
Infuse 4: PYROTIC
Increase range to 8. After the ability resolves, the LANCE
area effect explodes, inflicting 2 piercing Light Ranged Attack
damage to all characters again. Line 8, Pierce

Talents A flash scorches the eyeballs, and a thin line


I. Effect: On crit: After the ability resolves, the burns through rock, flesh, and armor
area effect explodes again, inflicting 2 Attack: On hit: [D] + fray. Miss: fray. Effect: Foe
piercing damage to all characters. is burning and vulnerable.
II. Chain Reaction: Create a pit in a free space in Area Effect: Fray
the area. Effect: This attack can pierce through objects,
terrain, and obstructions, ignoring line of sight
Mastery: MAX EXPLOSION and cover. For every object it passes through, gain
Max explosion benefits from all Pyre talents. bonus damage.

Infuse 6: MAX EXPLOSION Infuse 2: VOLVAGA


Superheavy Ranged Attack Line becomes width +1.
Range 12, blast 2
Talents
Attack: On hit: 2[D] + fray. On miss: [D]+fray. I. Charge: Increase line width by +1
Area effect: [D]+fray II. Infuse X: Extend line effect by 3, X times. You
Effect: Inflict burning. can repeat this infusion multiple times.
Effect: After the ability resolves, the area effect
explodes again, inflicting 2 piercing damage to all Mastery: GREAT SPIRIT LANCE
characters. Great spirit lance benefits from all lance talents
Terrain Effect: Create a pit under the attack
space. It can be created under a character. GREAT SPIRIT LANCE
Infuse 5
ELDEN RUNE Superheavy Ranged Attack
1 action Line 10, width 3, pierce
Attack: On hit: 2[D] + fray. Miss: [D]+fray
You carve a burning rune of power into the very Area Effect: [D]+fray
ground beneath you. Effect: After the ability resolves, every character
Terrain Effect: Inscribe an Elden Rune on the in the area also releases a blast 1 explosion that
terrain space underneath you. While standing on deals 2 piercing damage as an area effect. A
an Elden Rune, the range of your ranged attacks character can be hit by multiple explosions.

177 of 417

I. Characters affected by the flame burst are


SOUL BURN shoved 1 away from the marked target.
1 action, stance II. The flame can be released as a close blast 1
area instead.
You stoke the furnace with the very essence of
your being. Mastery: ELDFLAME
Burn your own life force into a protective shield of The mark and associated effects from Immolation
aetheric energy. Gain Stance: In this stance: cannot be cleared and its damage becomes divine.
• You have regeneration, but deal 4 divine
damage to yourself at the end of your turn, AETHERSHARD
which cannot bring you below 1 hp. 1 action, summon
• You have aura 1. Whenever you take a wound or
deal damage to yourself, deal 2 piercing damage You crystallize ambient Aether with force of will,
to all characters in the aura. forcing it to take a useful form
Refresh: This stance refreshes at the start of Summon: Spend 1 Aether to summon an
your turn. You may exit it as a free action. Aethershard in a free space in range 6.
Aethershard
Infuse 3: INCANDIUS Size 1, intangible
You have counter and your abilities deal bonus Summon Effect: Aethershards count as foes
damage while you’re in Soul Burn. for the purposes of Chain Reaction. When you
target an Aethershard as part of any attack,
Talents they release a pulse of energy, releasing a
I. While in Soul Burn, foes that end their turn in blast 1 explosion centered on them and
the aura become burning. Burning foes take dealing 2 piercing damage damage as an area
fray damage. effect.
II. Foes that end their turn in the aura are shoved
1. Talents
I. When you take any action that spends Aether,
Mastery: SOUL SPARK you can first teleport any of your Aether
Free Action: You can willingly draw on your shards 3 spaces in any direction.
Soul Burn shield to empower your next ability, II. You may create aethershards as height 1
taking a wound, then ending the stance. objects instead of summons.

The ability deals bonus damage, has its blast Mastery: LEY LINE
effects increased by +1 to a max of 3, gains +1 Blasts and lines can be supercharged if they hit an
boon on any attack rolls, and foes gain +1 curse on Aethershard. Any blast effect that hits an
any saves. Aethershard may increase its radius by 1 to a
maximum of 3. Any line effect that passes through
IMMOLATION an Aethershard may increase its length by +4. The
1 Actions, Mark Aethershard is destroyed after the ability resolves
if used this way.
Use your target’s own life force to spark a
terrifying flame.
End your turn and Mark: A foe in range 6 and
line of sight is marked by you. While affected by Limit Break:
this mark, they are vulnerable+, burning and
when you hit them with an attack, they release a GIGAFLARE
burst of flame, dealing 2 piercing damage as a 2 actions
blast 1 area effect centered on them. 4 resolve
Divine
Talents

178 of 417

Let the air become death. Ignite, and send them


to Hell! Taking a page from the geomancers, Enochians
Effect: Deal [D]+fray divine damage to every can send a pulse of fire aether into the earth
character, hostile or allied, on the battlefield, itself, causing tectonic upheaval.
ignoring cover and line of sight. Characters in Effect: Choose yourself or a character in range 6.
range 2 of you are exempt from this ability. At the end of that character’s next turn, the
ground beneath them erupts. Create a height 1
Infuse 5: TETRAFLARE rock spire object under them, pushing them up.
5 resolve All characters adjacent to that object, but not the
Deal [D] +fray twice instead. original character, are shoved 1.

Mastery: METEOR Infuse 1: PYROSPIRE


Infuse 8: METEOR Terrain space becomes height 3
6 resolve
You can pay the resolve, aether, and action cost of Talents:
this spell with your life force, dying after this I. If the terrain is created under an ally, they
action resolves. may fly 2 when it’s created
Deal [D]+fray four times instead. II. Characters that are shoved when the terrain
appears are also inflicted with burning
Chapter 2
Mastery: MAGMOTIC
Instead of creating a spire, you can create a
IMPLODE magma-filled Pit. The pit is additionally
Free Action, delay dangerous terrain. When it appears, the eruption
causes a blast 1 area effect centered on your target
You burn away the air itself, creating a sucking that inflicts 2 piercing damage and burning on all
void that rips your foes into its howling embrace. characters.
Effect: End your turn and Delay: Choose a
space in range 6. Your next turn must be slow, but
at the start of that turn, that space explodes with Chapter 3
gravitational energy, shoving all characters in a
blast 2 area effect around it as close as possible Bright Soul: When you take a wound, you can
towards it. Characters are shoved in any order you explode with fury, dealing fray damage to all
like. Any character that is in the center space characters in range 2, inflicting burning, and
when this ability activates must save or become shoving them 2.
stunned.
BLACKSTAR
Infuse 2: NULL Superheavy Ranged Magic Attack
Area becomes blast 3 Range 6, blast 1
Pierce
Talents:
I. If characters collide with terrain during this You burn and condense your own aether into
shove, they are shattered super condensed form, creating a crackling black
II. The center space also becomes a pit. orb that inflicts maximum destruction. Without
the time to stabilize this attack, its use can rip
Mastery: WAKING VOID away your very life force.
You can choose a character with this ability Attack: On hit: 3[D]+fray. Miss: [D]+Fray
instead of a space. If you choose an ally, they are Area effect: [D]+fray
immune to the shove and stun. Effect: Inflict burning and frostbite.
Effect: When attempting to use this attack, roll a
PYROCLAST d6. If you roll under the round number, nothing
happens. If you roll equal to or higher than the
1 action
round number you can still use this ability, but,

179 of 417

after it resolves you take a wound and are so


enervated you take 1 less action on your next turn.

Infuse 5: ASTRAL BLACKSTAR


Ignore Blackstar’s round requirement

Talents:
I. If you roll equal to or over the round number,
you explode in a blast 2 area effect centered on
you. Characters within, including you, take
[D+fray piercing damage and are shattered.
II. If you roll equal to or over the round number,
you can reclaim some of your life aether to
also gain 1 aether after the ability resolves.

Mastery: GREAT SPIRIT BOMB


Allies in range 3 of you can willingly take damage
equal to 25% of their max hp to lend you energy
when you use Blackstar. For every ally that does
this, roll an extra d6 to see if you can use
Blackstar safely, and Blackstar deals bonus
damage.

180 of 417

Lance

Pyre
181 of 417
One of the Hellbreakers, an Enochian order

182 of 417

Red City Enochian

Hedge Wizard

183 of 417

Geomancer
Guardian of the Pure Earth

Geomancers belong to an old order of mystics, alchemists, and esoteric martial artists called the
Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.

184 of 417

These studious wrights attune themselves to earth Aether, aligning the energy channels of their body to
crystalline perfection with vigorous exercise and sometimes bizarre health regimes. In battle, the land
itself is their ally, spitting forth poisonous gases, cavernous upheavals of earth, and great spires of rock
to crush their foes.

None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.

Traits Relevant Rules


Charge - When used on a slow turn, this ability
Aftershock: When you use any attack ability becomes more powerful.
with an area of effect, you can cause an Cure - A character that’s cured can immediately
aftershock. Mark the attack space of the AoE and clear a status or blight. Then, if that character is
gain Delay: Your next turn must be slow, but at bloodied, they gain vigor 1.
the start of that turn, the aftershock area explodes Delay - This effect forces your next turn to be
in a blast 1 area around the marked space, dealing slow, and activates at the start of that turn, but is
fray damage twice to all characters other than you typically very powerful.
within as an area effect. You can only aftershock Mark - Place your mark on a specific character.
one area at once. Unlike other delay effects, this You can only place one mark at a time on each
does not end your turn, and can stack with other enemy or ally and each ability can only place one
delay effects. mark. If you place a new mark on a character with
Resonance: If your aftershocks catch an object a mark from you, you can choose which to keep or
in the area, they gain pierce, and you gain 1 which to discard.
Aether. Power Die - Some abilities will grant you a
Stone Flesh Rage: At the start of round 5 and power die, and tell you to tick it up or untick it
for the rest of combat, become unstoppable and depending on certain conditions. You can use a
gain regeneration. physical die to represent it, or just a tracker. Each
Stone Double: The first time you teleport on a power die is unique to the ability that granted it.
turn, create a height 1 statue object in the space Gain power dice at 1 tick, and if a power die ticks
you vacated. to 0, discard it.
Regeneration X - Gain vigor X at the end of
your turn
Unstoppable - Immune to all statuses. Can’t be
immobilized, shoved, or teleported by foes.
Shove X - Move a character involuntarily X
spaces in a straight line away from you. If they
would move into another character’s space, or a
piece of terrain, they Collide and stop. Colliding
triggers some abilities or traits.
Slow Turn - Go after all other characters. If
multiple characters take slow turns, it takes the
same order as regular turns (ally/enemy/ally)
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

185 of 417

other character is caught in this explosion, also


Abilities cure yourself.

Infuse 3: WHEEL DEVOURING DRAGON


BIO
The mark doesn’t end on your chosen character.
Light Ranged attack
Instead, you can repeat the effect against your foe
Cross 1, Range 8, Pierce
as a free action.
The earth splits, excising poison from its depths,
belching poisonous metals and gases. Talents:
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe I. You can also mark and teleport to allied
is poisoned and shattered. summons.
Area effect: Fray II. You may teleport 1 space before or after
Dragon Dive resolves
Infuse 2: BIOTIC
Area becomes a pool of sludge that becomes Mastery: DOUBLE DRAGON
difficult terrain for the rest of combat. You can mark up to two characters with this
ability. When it triggers, you can teleport to them
Talents in any order.
I. Charge: Increase ranges and areas of effect by
+1 GEO
II. Against poisoned characters, ignores vigor. Heavy Ranged Attack
Arc 6 + blast 1
Mastery: TOXIC
Toxic benefits from all bio talents The stomp of a foot or the slap of a palm is
Infuse 4: TOXIC magnified a hundred fold into rumbling death.
Superheavy ranged attack Attack: On hit: 2[D] + fray. Miss: fray.
Cross 4, Range 8 Area Effect: fray
Attack: On hit: 2[D] + fray and character is Terrain Effect: Create a height 1 boulder object
Shattered. Miss: [D] + fray. anywhere in the affected area after the attack
Area effect: [D] +fray resolves.
Effect: All characters are poisoned and treat all
terrain as difficult terrain until the end of their Infuse 2: GEOTIC
next turn. Poisoned characters are also Create 2 boulders instead.
vulnerable.
Talents
DRAGON DIVE I. When you create a boulder, you may deal 2
1 action, mark piercing damage to any adjacent foes to it.
II. If you create the boulder under a character,
The earth is an old friend to geomancers, and you may shove them 1 in any direction.
will allow them passage as easily as slipping into Collide: They are vulnerable.
water.
Mark: Choose a character in range 6, end your Mastery: CHAOS EARTH
turn, and gain Delay: You must take a slow turn Attack gains On hit: character is inflicted with all
next round. At the start of that turn, you dive into blights.
the earth and explode upwards adjacent to that
character, teleporting to that space and ending the VOLCANISM
mark. They don’t have to be in range or line of 1 action
sight. Stance, power die
Area Effect: When you explode upwards, you
may release a blast 1 (self) explosion, dealing 2 The inner channels of a geomancer’s etheric
piercing damage to all characters. If only one power are able to compress under stress,
rebounding with truly terrifying effect.

186 of 417

Stance: While in this stance, take a d6 power die. Talents


You can tick the die up by 1 at the start of your I. When Midas expires, you may deal 2 piercing
turn, and you can tick it up by 1 each time you damage to all adjacent characters and shove
take damage from a foe’s ability. You can release them 1
the stored power as an interrupt: II. When Midas expires, also cure yourself.

Eruption Mastery: STONE RESONANCE


Interrupt 1 Any time the statue of you is caught in an area
Trigger: A foe damages you with an action or affect from any character (including yourself), you
ability. may choose one of the following:
Effect: Release a blast (x) self area effect, where x - You may may increase the size of that effect:
is half your die, rounded up. Deal 2 piercing Blast +1 to a max of 3, Line, Arc, or Cross +3.
damage, X times, to all other characters in the - Alternately you may shelter all adjacent
area. Then discard the die, and end the stance. characters from the area effect, making them
resistant to its damage and gaining +1 boon on
Talents any saves against its effects
I. At 3 or less charges, also teleport 1 space
before or after this interrupt triggers. TERRAFORMING
II. At 6 charges, also gain resistance to the
2 actions
triggering ability and ignore any statuses it
would inflict on you.
The key of creation is turned, and the land is
shaped like clay, as the Titans once did.
Mastery: EARTHQUAKE Effect: Target a blast 2 area in range 6 and
Characters in the affected area also become choose two of the following terrain effects to
shattered. You may summon a height 1 boulder create in that area. You can select the same effect
object or a pit in the area for every 2 charges on more than once. Effects cannot be created in
the die. spaces occupied by characters.
• Create two height 1 boulder objects
MIDAS • Create two pits
Interrupt 1 • Destroy any objects in the area or raise the
height of any existing objects to height 3
In a flash, flesh becomes unyielding stone. • Create a line 3 area of difficult terrain in the
Trigger: You take damage from a foe’s action or area
ability
Effect: You transmute yourself into solid stone, These effects last until the end of combat.
metal, or gemstone. You are immune to all
damage and effects from the triggering action. Infuse 1: EARTHBLOOD
After the action resolves, remove yourself from Sink into the ground, remerging and teleporting
the battlefield and replace yourself with a height 1 to any space in the area after the ability resolves.
object, a statue of you. Any standing effects on you
are paused, and the statue can’t be destroyed in Talents:
any way. I. Charge: You may cause characters in the
affected spaces to also save or become
Allies can shove the statue with abilities. Adjacent shattered
allies can also push it with 1 action. This shoves it II. You can also create up to 2 spaces of
3 spaces. If it collides with a foe, they must save or dangerous terrain in the area as a choosable
take [D]+fray damage or fray damage on a effect
successful save.
Mastery: ANCIENT ERUPTION
You still take a turn, and at the end of that turn, When you use terraforming, you may choose any
replace the statue of yourself with your character or all possible effects, as long as each are caused
and save against all statuses as normal. only once.

187 of 417

target. Characters within take piercing fray


damage once for each effect purged, to a
Limit Break: maximum of four times, and are poisoned. If you
purge a poisoned character, you may also cause
CATACLYSM them to lose all vigor.
3 resolve
1 action, Divine Talents:
I. If your character is bloodied, you may also
The geomancers have dedicated their lives in cure them.
service to the earth. When they ask for truly dire II. The area becomes difficult terrain for the rest
aid - it listens. of combat.
Effect: End your turn. You dive into the earth
and off the battlefield. Remove yourself from play. Mastery: JADE NEEDLE
Target a line area 5 spaces wide from one side of Characters in the affected area must save or also
the battlefield to the next. All characters are aware also be affected by every blight and status that was
of the area. Then gain Delay: Your next turn just purged. Poisoned characters fail the save.
must be slow. At the start of that turn, you cause a
rolling wave of earth to sweep across this area, OBSIDIAN FLESH
from one side to the next. Non-flying characters 1 action, stance
within take [D] + fray as an effect and are shoved
1 in the direction of the line. Like the deepest magma in the earth’s crust, your
Effect: After the first effect resolves, all your flesh becomes more stony when struck,
created objects in the area release an explosion for eventually becoming covered in a gleaming
a blast 1 area effect centered on them, dealing [D] obsidian shell.
+fray as an area effect. Characters can be hit by Stance: While in this stance, set out a d6 power
more than one explosion. die. Tick it up after you take damage from a foe’s
ability. At 3+, gain resistance. If the die is 6 and
When this ability resolves, place yourself in any you would tick it up again, this stance
unoccupied space in the area. immediately ends and you become stunned. Lose
the die if you exit this stance.
Mastery: MOLTEN CORE Refresh: Refresh this stance at the start of your
After taking this move, you emerge with a shield turn. When the stance refreshes, you may tick the
of molten rock covering you. You gain die up or down by 1.
unstoppable, counter, and vigor 2 until the end of
your next turn. At that point, or if this vigor is Talents:
replaced, it explodes off you, dealing [D]+fray I. If this ability ticks over 6, it doesn't end until
Divine damage in a close blast 1 area effect. the end of the current turn.
II. When this ability ends, you may have the shell
Chapter 2 explode off you, dealing 1 piercing damage,
once, for every charge on the die in close blast
1 area effect.
REALIGNMENT
2 actions Mastery: DIAMOND SOUL
When this stance refreshes, you may tick the die
Using your knowledge of innumerable up or down by 2.
anatomies, you quickly rearrange energy
channels in your target to heal them - forcefully.
Effect: You hit a precise pressure point on an Chapter 3
adjacent character, purging toxins from their
body. A character must be affected by at least 1 Stoneswim: You have phasing as you can simply
blight or status to be targeted by this ability. End dive into the earth to move around. Objects cost 0
all blights and statuses on the character and movement for you to move through.
create a close blast 1 area effect adjacent to your

188 of 417

QUAKING PALM
Light Melee Attack
Pierce

You hit your target with a clawlike strike, setting


up lethal vibrations in their body that are strong
enough to crack the earth beneath their feet.
Attack: On hit: [D]+fray. Miss: fray Effect: Foe is
poisoned and vulnerable.
Effect: Set up lethal vibrations in a foe’s body.
When they end their next turn, they take 2
piercing damage once for every object adjacent to
them. Then, this effect ends.

Talents:
I. Charge: Attack gains range 3
II. Slay: Foe releases a blast 1 area effect, dealing
2 piercing damage to all characters in the area
once for every object in the area effect.

Mastery: PURE HAEON


Quaking Palm’s effect triggers once for each object
in range 2 instead of adjacent.

189 of 417

Spellblade
Swordmaster, Wind Dancer

Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city

190 of 417

watch. Other wrights tend to view Spellblades as stiff, unfeeling military types, but spell blades
themselves know they are consummate professionals and unparalleled masters of their art.

The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.

Traits Relevant Rules


Mark - Place your mark on a specific character.
Aether Deflection: Interrupt 1: Trigger: You You can only place one mark at a time on each
are targeted by an ability. Effect: Immediately enemy or ally and each ability can only place one
gain resistance against that ability. You can spend mark. If you place a new mark on a character with
1 Aether any time to regain this interrupt. a mark from you, you can choose which to keep or
Static Charge: The Infuse cost of your abilities which to discard.
is reduced by 1 for every electrified foe in range 2, Phasing - Can ignore obstruction and pass
to a minimum of 1. through, but not end your turn in, terrain,
Storm Hilt Rage: At the start of round 5 and for characters, or both.
the rest of combat, your teleports have the range Stance - Ongoing effect. A character can only
of the battlefield, and you can teleport to any have one stance active at a time and can drop a
visible space as an effect before and after taking stance by taking a new stance or as a free action at
any action, including your free movement action. the start of their turn. When a stance refreshes,
Klingekunst: You can teleport 3 instead of regain its effects.
taking a standard move. Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.

191 of 417

3 and dealing 1 piercing damage, then reducing


Abilities your power die by 1. This effect can trigger any
number of times a turn. If you run out of bolts,
Odinforce ends.
BOLT Refresh: This stance automatically refreshes at
Light Ranged Attack the start of your turns. When this stance
Line 8, Pierce refreshes, gain 3 more bolts, to a maximum of 6.

A bright lance of lightning shoots from your Talents


weapon or hand, piercing your foes with a I. Electrified characters can be hit from range 6
hundred shards. instead.
II. Slaying a character immediately refreshes
Attack: On hit: [D] + fray, Miss: fray. Effect: Foe Odinforce’s bolts to maximum
is vulnerable and electrified. Effect: If your attack
target has no other characters adjacent, deal 2
Mastery: NOTHUNG
piercing damage to them again.
You can end Odinforce early as an action, dealing
Area effect: Fray
1 piercing damage six times, to a character in
Effect: Teleport 1 before or after the attack.
range 6. If you do so, you can’t use the stance
again for the rest of combat.
Infuse 2: LEVINCROSS
Change attack area to line 8 + cross 2.
LEVINBLADE
Talents Heavy Melee Attack
I. Charge: Increase bolt’s width by +1 Arc 4
II. If a character is already electrified, teleport
them 1. You summon a blade of pure lightning energy,
sweeping it in a shining arc.
Mastery: GUNGNIR
Attack: On hit: 2[D] + fray. Miss: fray.
Gungnir benefits from any Bolt talents
Area effect: fray
Effect: Inflict electrified on all foes
Infuse 5: GUNGNIR
Effect: You may teleport 1 before and after the
Superheavy ranged attack
attack.
Pierce
Effect: On hit: Deal 1 piercing damage again once
Line 10 + cross 4
for every character adjacent to your target, up to a
Attack: On hit: 2[D]+ fray damage and character
maximum of 4 times.
is vulnerable. Miss. [D] + fray
Area Effect: [D] + fray
Infuse 2: FREYA
Effect: Electrify all characters in the area.
Increase effect area and teleport distance by +2
Electrified characters become vulnerable.
Effect: Gungnir deals 2 piercing damage to a
character again if they have no other characters Talents
adjacent. I. If a character is already electrified, teleport
them 1.
II. Gain flying after using Levinblade until the
ODINFORCE end of your next turn
1 Action, Power die, Stance
Mastery: LICHTSCHILD
You thrust your weapon skyward, and pierce the
Terrain effect: Levinblade creates a line 4
heavens.
terrain effect, with at least 1 space adjacent to its
attack target after it resolves, a lingering wall of
Stance: Shoot a flurry of lightning bolts into the
lightning. Characters that either enter the wall’s
air and set out a d6 power die, starting at 6. At the
space for the first time in a round or start their
end of your turn, or any time you teleport, you
turn there must save or be electrified and
may call a bolt down, hitting a character in range

192 of 417

teleported 2 in any direction, immediately Talents


interrupting any movement in progress. I. Effect: You may deal 1 piercing damage for
Electrified characters fail this save. every electrified character other than itself in
range 2 of the character at the start of its turn
ÄTHERWAND II. This mark can be placed on allies. If so, they
1 Action, Terrain effect aren’t electrified.

You summon the highwinds to batter your foes. Mastery: DOOM BOLT
Ranged attacks against the marked foe gain +1
Terrain Effect: Swipe your weapon to create a boon, have no maximum range if they have a
line 4 area of crackling winds in range 5. The area listed range, and ignore cover.
grants cover to allies, and foes that either attempt
to move into or start their turn in the wall’s space STURMREITEN
must pass a save or be unable to move into the 2 Actions
area for the rest of the turn and be shoved 1 space
away from it. Electrified characters fail the save. You transmute yourself and your gear into pure
The area lasts until the end of the combat or until lightning Aether, coursing through the
you use this ability again. boundaries between worlds in a moment.

Infuse X: Äthersturm Effect: Dash in a line 6 area. You gain phasing


Infuse X aether, and extend the area by 2 spaces and intangible while dashing. Foes you pass
for every Aether infused. through for the first time on your turn are
electrified. Electrified characters take piercing
Talents fray damage.
I. When you pass through the area for the first
time on your turn, you may teleport 3 as a free Infuse 3: Instant Transmission
action. This movement can be taken in the Cost becomes 1 action
middle of other movement and actions.
II. Characters that fail their save are also Talents
electrified. I. Moving through terrain or the spaces of
electrified characters costs 0 movement
Mastery: HELLERWIND II. Every character you pass through increases
Allies that either pass through the area for the the movement remaining from Sturmreiten by
first time on their turn or start their turn there 1. This effect only triggers once for each
can teleport 3as a free action. This movement can character per use of this ability.
be taken in the middle of other movement and
actions. Mastery: MJÖLLNIR
Dash in an Arc 6 area instead.
ELECTROMAGNETISM
1 Action, Mark
Limit Break: GRAN
You charge your target with unstable magnetic
energy, causing unstoppable attractive force. LEVINCROSS
Heavy Ranged Attack
Mark: Choose positive or negative. A foe in range
4 resolve
6 is marked, and electrified+ while marked. The
Divine
character gains aura 2 while marked. Foes that
end their turn in the aura are electrified, then are
Cut through the walls between worlds and
shoved 1 towards your marked foe (if positive) or
unleash a roaring cataclysm.
away from them (if negative). Electrified
characters treat the aura as difficult terrain.
Effect: Draw a cross section across the map,
splitting it into four sections of any size. Deal [D]

193 of 417

+fray divine damage and inflict electrified on all The aura can be inverted when this mark is used.
characters caught in the cross, then teleport all When the marked character takes damage, all
characters out of the affected area into the nearest other characters in the aura take 1 piercing
free space of your choice. Characters can pass a damage.
save to choose which side they end up on.
FAFNIR
The affected area becomes a crackling wall of
1 action, summon
lightning that does not block line of sight, but
blocks all movement except teleporting. This
Lightning sprites are a rare sight - minor ones
effect ends at the end of the next round.
tend to explode from their own rampant aether
shortly after being summoned, a fact that canny
Allies can spend 1 action to teleport across the
Spellblades can take advantage of.
wall, placing them on the other side.
Summon: Summon a spark elemental in range 3
If any version of this ability has no valid space in
Fafnir
which teleport a character to, still deal damage,
Size 1, phasing summon.
but this ability doesn’t create the lightning wall.
Summon effect: When you teleport, Fafnir
may dash 3 as an area effect in a straight line.
Infuse 3: RAGNAROK
Characters it passes through are electrified
Area effect: After this ability resolves, scathing
and take 1 piercing damage. This effect can
divine lightning hits a quarter of the map of your
trigger any number of times a turn.
choice. Characters within take [D]+fray Divine
Effect: At the start of your next turn, Fafnir
damage.
detonates, destroying it. Adjacent characters
are shattered.
Mastery: GÖTTERDÄMMERUNG
Infuse 6: Götterdämmerung Infuse 3: Resplendent Fafnir
Area effect: After this ability resolves, scathing Use this infuse at the start of your turn. Extend
divine lightning hits every quarter of the map but the duration of Fafnir by 1 turn.
one of your choice. Characters within take 2[D]
+fray Divine damage.
Talents:
I. Already electrified characters cost 0
Chapter 2 movement for Fafnir to pass through
II. Fafnir can also dash when you summon it
GRAND FORK
1 actions, mark Mastery: RAMPANT FAFNIR
Set out a d6 power die when you summon a
You infuse your foe with raw lightning aether, Fafnir. Tick it up by 1 when that Fafnir passes
causing scathing charges of static electricity to through a character. When a Fafnir explodes, it
arc to them whenever a strike is made nearby. deals 1 piercing damage once to adjacent
characters for each tick on its die.
Mark: Mark a foe in range 6. While marked, they
are electrified and gain aura 1. When another Chapter 3
character in that aura takes damage, they take 1
piercing damage.
Great Wind Riding: Once a turn, when you
teleport, you can also teleport an adjacent ally
Talents:
with you, placing them in a free adjacent space
I. If the marked foe is bloodied, increase the size
after your teleport resolves.
of the aura to 2
II. If the marked foe is bloodied, they are also
vulnerable+ while marked. DRIFTING LEAF
Heavy Melee Attack
Mastery: SPLIT IONIZE

194 of 417

Agile and alert, your swordcraft spells doom for


your foe. When they go to retaliate, you were
never there.
Attack: On hit: 2[D]+fray, Miss: fray damage
Effect: Inflict electrified and poisoned.
Effect: After the attack resolves, teleport 1, then
gain the Leaf on the Wind interrupt until the start
of your next turn.

Leaf on the Wind


Interrupt 1
Trigger: A foe enters or exits a space adjacent to
you
Effect: Teleport 3

Talents:
I. Electrify any foe that triggers Leaf on the
Wind. Electrified characters take piercing fray
damage.
II. If you’re bloodied, gain one more use of Leaf
on the Wind.

Mastery: GREAT CYCLONE


Leaf on the Wind becomes interrupt 3

195 of 417

Stormbender
Dire Navigator, Master of the Waves

The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.

196 of 417

The storm benders are the great masters of the sea, the supreme navigators that make sailing even
possible around Arden Eld. Water-attuned wrights, they are most at home on a deck, or clambering the
rigging. Each of them are sailors of the highest caliber, coming from all over - old trade guilds, islander
clans, and nautical churner enclaves.

Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.

Traits Relevant Rules


Cover - If a character has cover from a ranged
Aether sprite: You have a bound elemental. At attack, it is resistant to that attack, halving all
the start of any combat, summon it in range 3. damage.
Aether Sprite Flying - A flying character ignores all terrain
Size 1, intangible, flying types other than impassable terrain, and ignores
Summon Action: The sprite can fly 3 on engagement and obstruction.
your turn. Mark - Place your mark on a specific character.
Summon effect: If your sprite is in range 6 You can only place one mark at a time on each
of you, your abilities that target another enemy or ally and each ability can only place one
character can be made from their space mark. If you place a new mark on a character with
instead. Any effects that refer to ‘you’ in the a mark from you, you can choose which to keep or
ability instead apply to your sprite. which to discard.
Additionally, your sprite counts as a foe for Chain Slow Turn - Go after all other characters. If
Reaction. multiple characters take slow turns, it takes the
Tumult: When you infuse a spell, your sprite same order as regular turns (ally/enemy/ally)
may release a burst of stormy aether in a blast 1 Summon - A character controlled by its
area effect centered on it. Characters in the area Summoner. Abilities that target allied characters
are inflicted with frostbite, or take 1 piercing cannot target summons unless specifically
damage, once, for every Aether spent if they mentioned. Summons don’t cause engagement,
already have frostbite. take turns, actions, or movement on their own
Pelagic Rage: At the start of round 5 and for the unless specified. By default, summons are size 1,
rest of combat, you are buoyed up by a huge swell have defense and VIT equal to their summoner’s
of elemental water. You gain aura 2. Yourself and and HP equal to 50% of their summoner’s max
allies in the aura gain flying and cover, and foes hp. When reduced to 0 HP, they are removed
treat it as difficult and dangerous terrain. from the battlefield instead of becoming defeated.
Spell Gale: If you catch yourself in any space of They are also removed if their summoner is
your own area of effect attacks, you are immune to defeated.
their damage and effects and can fly to any space Terrain effect - Something that creates or
in the affected area after the attack resolves. modifies the terrain spaces on the battlefield.

197 of 417

When you summon Tsunami, pick a compass


Abilities direction (north south east west). When you use
this ability, and the start of your turns, Tsunami
moves 4 spaces in that direction in a straight line.
DAGON
Heavy Ranged attack
Any non-flying characters in Tsunami when it
Line 6
moves are dragged with it, shoving them. If they
are blocked by obstructions, they collide which
You pull an enormous weapon made of pure ice
could cause Tsunami to move on without them.
out of the air, and hurl it through foes, where it
Characters that collide are shattered.
starts gathering momentum. With a cavernous
crash, it then returns to its starting location,
All your Tsunamis disappear if you use this ability
cleaving any soul standing in its path.
again, or they reach an edge of the map.
Attack: On hit: 2[D]+fray. Miss or area effect:
fray.
Infuse (1 Aether): STORMLASH
Effect: All characters are frostbitten.
As a free action, redirect any Tsunamis (do not
Effect: After the attack resolves, you may choose
summon a new one).
to Delay: The weapon lingers in the final space of
the attack area. Keep the area effect marked. Your
next turn must be slow, but at the start of that Talents
turn, the weapon flies back along the line, I. You and your summons are immune to
returning to its starting location and ending this Tsunami’s terrain effects, and can choose
effect. Characters inside must save or take [D] whether to be dragged by Tsunami or not.
+Fray damage, or fray damage on a successful II. Foes inside Tsunami take +1 curse on saves.
save. Frostbitten characters fail this save.
Mastery: LEGENDARY STORM
Infuse 1: TRITON Tsunami moves anywhere from to 1 to 6 spaces
On hit: Dagon creates a pit under its target instead of a flat 4, and also affects flying foes.

Talents CRYO
I. When you create the line area from Dagon, Light Ranged Attack
you may shove any characters adjacent to the Range 8, Pierce
line area 1 space into the area
II. Until it activates, Dagon’s area is difficult You shoot a spear of frozen water aether at your
terrain. foe, stirring up ambient water aether in the air.
Attack: Auto hit: 1 damage and character is
Mastery: DEEP WATER CURSE shattered and frostbitten.
You can redirect Dagon when its Delay effect goes Effect: Gain 1 Aether
off to any valid line area drawn from its location. Effect: If character is already frostbitten, create a
blast 1 area of difficult terrain under them
TSUNAMI
2 Actions Infuse 2: CRYOTIC
Terrain Effect Change area to Cross 2, Range 6 and gains area
effect: Inflict frostbite. Characters already
The stormbenders can ride swells of water as inflicted with frostbite become shattered.
easily as any terrestrial steed. For those not as
gifted, the experience is less pleasant. Talents
Terrain effect: Create a huge swell of elemental I. Terrain effect: If this ability targets a
water from any visible edge of the map. The area shattered or vulnerable character, create a pit
is a blast 1 terrain effect that is difficult and under them.
dangerous terrain. II. Cryotic may be used as infuse X, cross X,
range 6, where x is the amount of Aether
infused.

198 of 417

Better get your sea legs.


Mastery: AHAB Trigger: A foe damages you, or an ally adjacent
Ahab benefits from all Cryo Talents to you or a summon you control with an ability
Infuse X: AHAB Effect: After the triggering ability resolves, a
Superheavy Ranged Attack wave batters your target, in a close blast 1 area
Pierce around you or your summon. Foes caught in the
Line 3 per Aether spent area take 2 piercing damage and are shoved 1.
Attack: Autohit: [D] + fray, Allies caught in the area don’t take damage and
Area effect: [D]+fray can fly 1 as an effect.
Effect: Inflict frostbite on all foes.
Effect: The attack target is impaled with an icy Talents
harpoon, then shoved along the line as far as I. If only one foe is caught in the area of wave,
possible towards the caster, phasing through all also create a pit underneath them.
terrain and characters. Characters they are II. If you don’t use this interrupt, stock up
dragged through take 2 piercing damage. another use of it. You can stock it up to
interrupt 3.
TAILWIND
Free Action Mastery: DEEPWRATH
Infuse X: DEEPWRATH
The stormbenders are friend to breeze and gale, The shove and flight spaces become 2 times X.
and have learned how to coax the wind into Collide: foe is also shattered.
doing their bidding.
Terrain Effect: Summon a tailwind in a free WATERY DOOM
space in range 5. Characters inside the tailwind 1 action, mark
gain cover, and a character that starts their turn in
a tailwind gains flying until the start of their next You mark your foe with the symbol of the Deep
turn. Water Titan. No matter where they run, the land
turns to freezing water beneath them and drags
If there are no characters in a tailwind at the start them back to where they began.
of any of your turns, it grows to a blast 1 terrain Mark: Mark a foe in range 6. At the end of that
effect for the rest of combat. character’s turn, teleport them to any space in or
adjacent to a summon, object, or terrain effect you
If you summon a new tailwind, the old one or created, as long as that space is in range 4 of
disappears. them.

Infuse 2: GREAT BREEZE Talents


Tailwind grows immediately to a blast 1 area. I. While marked, your character treats all
difficult terrain as dangerous terrain
Talents II. If a character fails a saving throw while under
I. Your own and allies’ attacks from inside a this mark, they take 1 piercing damage.
tailwind inflict frostbite on hit.
II. You don’t count as being in the area for Mastery: THE LOCKER
tailwind growing in size
Instead of teleporting the marked foe at the end of
Mastery: VICIOUS GALE their turn, you can freeze them into an elden frost
When a foe ends their turn inside a tailwind, you pillar. Remove them from the battlefield until the
may shove them 3 in any direction. Collide: start of their next turn, when the frost thaws,
character must save or become stunned. placing them back on the battlefield and ending
this mark. The space they occupied becomes an
HEAVE-HO object equal to their size until then. Any character
Interrupt 1 that's frozen this way becomes immune to this
effect after they thaw for the rest of combat.

199 of 417

Mastery: Djinn of the Four Winds


Limit Break: 6 resolve
While in Elemental, all four effects are active at
Elemental once.
4 resolve
Free action, stance Chapter 2
You fuse with your aether sprite, becoming a
being of pure aether. In this fleeting form, you GUST
become a living storm, able to soar through the 1 action, terrain effect
air and batter your foes with the fury of the
elements. The air ripples. Sails billow. Kin are blown along
like leaves.
Stance: While in this stance, you teleport to your Terrain effect: Create a line 4 terrain effect. The
sprite’s space and merge with them, replacing area is difficult terrain. However, characters that
both of you with an Elemental form. This stance enter any end space of the line gain phasing, then
automatically refreshes at the start of your turn are shoved to the other end space of the line. Once
and ends if you exit it as a free action, are they reach that space, they are flung out and
defeated, or leave combat. Resummon your sprite shoved 1 in a direction of your choice.
if you exit this stance.
Infuse X: Great Gust
While you are an Elemental: Increase the line area of Gust by 2 spaces per
- You are a flying, phasing, blast 1 terrain effect Aether infused.
as well as a character. You can share space with
characters. Talents:
- Your tumult trait now triggers in your space I. Gust grants cover to adjacent allies as if it
instead of your sprite’s. were terrain
- You ignore the adjacency penalty for ranged II. Foes are shoved 2 at the end instead. Collide:
attacks. foe is shattered.
- You have resistance to any character standing
in your area Mastery: NORTHSOUL

When you take this ability, choose one of the If either end space of Gust is targeted by the
following effects, which is active for the rest of attack space of an area of effect attack ability, it
combat: moves the target space to the other end of gust,
then moves it 1 (as if it were a character). The area
- Frost storm: Your area is difficult terrain for effect or terrain effect is then created in that
foes, even for flying characters, and foes that location, regardless of range.
end their turn in your area are inflicted with
frostbite. Frostbitten characters are shattered.
- SELKIE
Battering storm: The area of your storm is
1 action, Summon
cover for allies and difficult terrain for foes. At
the start of your turn, you may shove all
You summon a friendly water spirit, handy for
characters in your area 1 space in any direction
rescuing sailors or hurling around foes.
- Lightning storm: The area of your storm is
Summon: Summon a rippling orb of water in
dangerous terrain. At the start of your turn, roll
range 4.
a d6 for each character in your storm. On a 4+,
Selkie
they are struck by a lightning bolt, taking 2
Size 2, Flying
piercing damage and become electrified.
Summon Effect: Selkie has aura 2. At the
- Raging storm: While in Elemental form, your
start of your turn, you may have Selkie suck in
abilities gain Slay: gain 1 Aether, and you may
any characters of your choice size 1 or smaller
move diagonally.

200 of 417

inside the aura. Characters can pass a save to Effect: Inflict frostbite and electrified.
avoid this effect. When a character is sucked
in, they are teleported into Selkie’s space, Infuse 3: EYE OF TERROR
sharing it and becoming immune to all Increase area effect to blast 2. The center space is
damage and effects. You can exempt still clear.
characters from this effect. At the end of your
turn, Selkie spits out all characters it sucked Talents:
in, in any order. Characters that are spit out I. If you surround an ally with this attack, they
are either shoved 2, or placed adjacent to gain flying until the end of their next turn.
Selkie or as close as possible if they are II. If you surround an enemy with this attack,
immune to shove or there is no room. summon a pit under them.
Summon Action: As a free action during
your turn, or when you infuse a spell, you can Mastery: GREAT AEONCLOUD
move Selkie 2 spaces. Terrain effect: After attacking, you may create
a terrain effect in the area effect spaces. The area
Talents: is difficult and dangerous terrain. Any character
I. Foes that get sucked in are inflicted with standing in the center space gains flying until the
frostbite. Frostbitten characters are also end of their turn, and gains +1 boon, pierce, and
shattered. inflicts bonus damage against any characters
II. If only one foe or ally is inside Selkie, you may standing in the rest of the area. If you create this
shove them 4 instead. effect again, replace the last one created.

Mastery: Adaptive Selkie


When targeted by an effect that deals an
elemental blight, Selkie absorbs it and gains a new
effect for its aura, replacing the last.
- Frostbite: The aura is difficult terrain.
- Poison: Characters in the aura cannot benefit
from vigor.
- Burning: Characters in the aura are
vulnerable+.
- Electrified: Characters cannot take interrupts
in the area.

Chapter 3
Whirlgang: You are highly attuned to the
ambient air currents and can command them at
will. At the start of your turn, yourself and every
ally or allied summon in range 2 of you may fly 1
in the same direction as an effect.

EYE OF THE STORM


Light Ranged Attack
Pierce, Blast 1, range 8

A storm of vigorous thunder and lightning


descends at your command, but the center
remains calm.
This attack has no attack space. Instead, the
attack space is clear and exempt from this area.
Area effect: [D]

201 of 417

III. THE BOOK OF ADVENTURE

202 of 417
Intro
This section is about the basic game flow and structure. It includes rules for running expeditions and
handling rewards, including custom rules for expeditions, camp upgrades, trophies, and relics.

This section is mostly for the GM, except the Relic rules on pg. XX. If you’re a player you might find
it helpful to skim through.

6. Set out! Get your feet on the road and cut to


GAME FLOW the action.

Here’s a quick refresher and guide on the basic Characters can abandon expeditions but also
game flow: abandon any rewards, and their goal becomes
beyond their grasp for a while, or possibly
Games generally start in narrative play, where forever.
characters freely role play. When the tension of a
situation can’t be resolved except by high stakes Camp
battle, you can dip into tactical combat or use
narrative combat, then return to narrative play When characters camp, they take a break for
after the fight is resolved. little bit. Characters need about an hour and a
relatively stable or safe location to camp, but this
During play, characters embark on expeditions is pretty loose (they could easily camp overnight
to try and pursue their goals. On an expedition, or even for a few days if that’s the tone of your
time is usually a little more limited, and game).
characters might be able to take a break and
camp a few times. When the expedition is over, - Characters that camp can heal all strain and
the game dips into an interlude, which is a more regain all effort from narrative play, and end
loose period of downtime. all effects and heal all hp from tactical
combat.
Expeditions - Camping loses all resolve that characters
have accumulated (to use Limit Breaks).
Characters are generally on an expedition when - Characters that have accumulated 5 and 10 xp
they leave a place of safety with a clear goal in can acquire a new ability or talent
mind. Before embarking on an expedition, take
the following steps: Characters can upgrade their camp by spending
dust. You can see a huge list of upgrade in the
1. Define your goal. What are the heroes Camping section shortly.
setting out to do?
2. Choose some custom rules, if Interludes
applicable. You can find them in this section.
This is strictly optional. When characters go into an interlude, they’re
3. Define the number of camps. Usually going into a slightly longer stretch of downtime.
characters can camp 0-2 times. Once for a This could be as short or as long as you like.
medium length expedition, and twice for a Generally time is a little more loose and actions
long expedition. are relatively consequence free.
4. Set your job and abilities, if you expect
tactical combat. When characters go into an interlude:
5. Define possible rewards. All expeditions
normally reward 6 xp and 3 dust if they’re 1. Heal all strain, regain all effort, hp, effects
successful. There may be other intangible from tactical combat, and wounds.
rewards, such as resources, allegiance, Characters basically go through a full reset
friendship, or survival. except for their Burdens.

203 of 417

2. Get xp and rewards from the expedition you


just completed. Then Heal Burdens and
Pursue Ambitions in any order.
3. Heal Burdens: Characters can heal 3
segments across any burdens they have,
unticking segments. If they don’t take this
action, they can help someone else heal 1 more
segment. Burden clocks are 4, 6, and 10.
1. If a character had 3 burdens and was
broken this expedition, they have to sit out
the next expedition in order to take care of
themselves or retire.
4. Pursue Ambitions: Characters can work on
a personal goal, craft, or project, making a
fortune roll to see how they do, and filling out
segments on the clock (1-3: 1 segment, 4-5: 2
segments, 6: 3 segments, Critical hit: 5
segments). Ambitions are a 4, 6, and 10 clock,
and completing them, in additional to any
other benefits, rewards 1, 2, or 3 xp
respectively.
1. Characters can also work on group
ambitions instead of their own. Group
ambitions reward 1 xp to the entire group.
5. Free play: Characters can freely role play at
any point during an interlude, but should
always aim to bring it back to another
expedition.
6. At the end of an interlude, characters can
level up if they have accumulated one by
filling out their xp bar.

Session End

At the end of a session, check characters’ xp


triggers. They gain xp for each one they fulfilled.
Characters can also level up if they have one
available, or can gain a new ability or talent if they
have hit the 5 and 10 xp marks.

204 of 417

The xp bar is 15 ticks long. At 5 and 10 xp gained,


Advancement during an interlude, at the end of a session
or at camp characters can unlock a new
The power of characters in ICON is measured by combat ability in any job they have, or gain a
their level. Characters start at level 0 and level up new talent for an ability they already have.
to a maximum of level 12. By default, xp bars are
15 long. Once the bar is full (15 xp), they can clear all xp
and mark a level up. At the end of an interlude or
session, they may cash in that level up to increase
The First session and Level 0
their level by 1. Certain benefits are only gained
on level up.
This game suggests you start new characters at
level 0 for the first session only. This is to let
Characters gain xp the following ways:
players familiarize themselves with the system in
a slightly more limited space (no limit break,
When you start an interlude, immediately
relics only 2 combat abilities and 1 narrative
gain xp for any expedition or quests you finished
power). It’s perfectly possible to start a game at
(6 for expedition, 1 per expedition for a quest)
level 1 or later if you so choose.
Check at the end of a session :
If you’re playing with the level 0 rule, it’s not
1. Did you fulfill at least one of your Ideals? 1
necessary to track xp during the first session but
xp. All your Ideals? 2 xp
it’s good practice. After the first session, all
2. Did your character overcome a challenge? 1
characters gain enough xp to take them to 15 xp
xp. Many times? 2 xp.
and accumulate a level up, leaving them at level 1
3. Accomplished an ambition (group or
for the next section.
personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp
Chapters
Choosing new jobs
Every Chapter of the game represents 4 levels
You may forgo choosing a new job at level 4 and
(1-4, 5-8, 9-12). Moving up a chapter is a group
level 8. If you don’t choose a new job, you can gain
decision and represents a different scale of
an additional mastery point.
power, scale, influence, and danger for
characters.
Alternate XP
Certain abilities cannot be gained until later
chapters, and certain foes are powerful and are If you want to set a different or slower pace for
generally not encountered until later chapters. your campaign, you can set escalating xp tracks.
In chapter 1, all tracks are 12 long, with talents/
Until the chapter passes, characters cannot level abilities at 4 and 8. In chapter 2, they are 18 long,
up past the cap of each chapter, and characters with new talents/abilities at 6 and 12. In chapter
that are maxed out on xp can donate it to 3, they are 24 xp long, with new talents/abilities
any character. This is to allow characters to at 8 and 16.
catch up on experience if they’re behind, invest
Dust they have earned, and also allows them to set You can play with slower xp (using the longer
the pace of the game, since foes become slightly tracks in low chapters) but it will mean characters
more complicated in higher chapters of the game. will take a while to fill out their abilities.

Experience
During their adventures, characters earn
experience points, filling out an experience bar. At
certain breakpoints in the bar, they will unlock
new abilities or talents.

205 of 417

Character Advancement

- Characters level from level 0 to level 1 after the first session.


- At the end of each session, each player checks the xp triggers for their character and gains xp if the
trigger was fulfilled.
- At level 1 and every level afterwards, characters can either unlock a new ability or unlock a talent when
they hit 5 xp or 10 xp and go into a camp or an interlude or end a session.
- When a character hits 15 xp, they clear their xp bar and accumulate a level up, which can be spent at
the end of a interlude (a downtime period) or a session to level up their character. Characters can’t level
higher than the chapter the game is currently in.

Lvl Chapter Combat Benefit Narrative Benefit


Choose a Bond, a Bond power, and gain 6
0 1 Choose a job and two abilities. dots to improve actions. None can be taken
past 3 at level 0.
Get a new ability and unlock Limit
1 1 Gain a Bond Power
Break
2 1 Get your first relic Improve two actions or gain a Bond power
3 1 Gain a Mastery Point Gain a Bond power
Choose a second job OR gain a
4 1 Improve two actions or gain a Bond power
mastery point.
5 2 Improve an action
6 2 Get your second relic Gain a Bond power

7 2 Gain a Mastery Point Improve an action


Choose a third job OR gain a mastery
8 2 Improve two actions or gain a Bond power
point.
9 3 Get your third relic Gain a Bond power

10 3 Gain Mastery Point Improve an action

11 3 Improve an action

12 3 Gain Mastery Point Gain a Bond power

206 of 417

having limited use and eventually running out of


Rewards magical power and crumbling.

- All Trophies grant you either a trait or an


Dust ability, and last either a certain number of
expeditions or combats, or a certain number of
Dust is the currency of Arden Eld and measured active uses. When uses are depleted to 0, the
in abstract units. It is so prevalent in the trophy crumbles or breaks and is no longer
arkenruins that merely venturing into them, small usable.
amounts can be scraped from the fingernails or
- Characters can hold on to three trophies at
the bottom of boots. It is primarily used to once.
upgrade character’s relics and their camp. Dust is
earned in the following ways: Some (limited) examples of general Dungeon
Trophies are listed in the following section
1. Completing a combat encounter infuses 1 dust (there’ll be more in the full game), and there’s
into a relic of your choice. more in each foe section as possible rewards.
2. The GM can offer dust rewards for retrieving
extra treasure, artifacts, items, or completing
extra tasks during an expedition, usually 1 or 2
dust. This dust can be carried on you and used
in whatever way you like.
3. Finishing an expedition or quest rewards dust
concurrent with how dangerous the quest is.
By default this is 3 dust per player for an
expedition.

Characters can’t personally carry more than 8


dust on them.

Dust can be spent in the following ways:


1. Upgrading a relic costs a total of 6 dust per
level.
2. Upgrading a relic to an Aspected relic requires
a level 3 relic and a total of 12 dust.
3. Buying a camp upgrade or fixture costs 3-6
dust.
4. Dust can be used to buy benefits from the
camp
5. Dust can be spent to increase ticks on an
ambition or burden clock (2 dust for 1 tick)

Trophies
Trophies offer a way for GMs to offer additional
minor rewards other than xp or dust.

Trophies is a loose term for anything powerful


that is scavenged from the dungeons and ruins of
Arden Eld, whether it’s a magitech wonder or
something carved from a monster or beast.
Trophies are less powerful than Relics, however,

207 of 417



Example Dungeon Trophies

Tech Description and Effect Uses


As a free action, wreath your ammo in shimmering frost.
For the rest of combat, your ranged attacks inflict
Entropy Ammo 1 combat
frostbite on hit and characters struck must save or
become immobilized until the end of their next turn.
Wrap this cloak around you and blink in and out of
Displacement Cloak existence. This expedition, your standard move is a 1 expedition
teleport instead.
Use these sleek boots to take the dash action as a free
Boots of Speed 3
action
Valkyrie’s Mantle This expedition, gain flying 1 expedition
Crush the skull as an action. Assign a number on a 1d6 to
every character on the battlefield, starting with the
closest characters first, then roll 1d6. The character who’s
Crystal Skull 2
number comes up takes 3[D] as an effect. If you roll a
number that doesn’t have a character assigned to it, this
action fails. Allies can save to take half damage.
Pull this cloak over you as a free action to gain dodge,
Whisper Cloak 3
evasion, and stealth until the start of your next turn
Point this stave at a space on the ground in range 5 as an
action to release a spark of flame as an area effect,
Stave of Flame 5
inflicting burning and fray damage to all characters in a
blast 1 area.
Use this heavy, horned helm as a free action to shove an
Helm of the Ram adjacent character 4 spaces, then dash 3, ending in an 3
adjacent space to them
Spend 2 actions to read this fragment of terrifying Ur-
Fragment of the Ur-Spell magic and inflict [D] divine damage to all characters on 1
the battlefield as an area effect.

208 of 417
always active. For example (Round 5+) relics

RELICS have effects that are always active at round 5 or


later.

Relics are objects of power that slowly take on APE GOD


aspects of legendary heroes, becoming magical or This gauntlet or weapon is oversized, studded
famous weapons simply by being around you. A with metal, and incredibly heavy.
relic could be something you retrieved on your I. When you stun a character you can also shove
adventures or something you have always had them 2 in any direction. Collide: they take fray
that slowly awakens to power. damage.
II. Become immune to stun
- Relics start with 1 level and take 6 dust each to III. Invoke (Attack, 17+) - Stun your foe
unlock levels II and III.
- Infuse 1 dust into a relic of your choice when Aspected: If your Invoke goes off, your attack is
you complete a tactical combat. Characters gain also a critical hit and deals bonus damage.
a relic at level 2, 6, and 9.
- Once a Relic is level 3, it can be Aspected by Aspect quest: Climb the highest peak in Arden Eld
either infusing 12 dust or completing a
legendary task. These tasks are suggestions and CRIMSON KING
can be adjusted by the GM to fit your game. A blood red gem, similar to an Elixir Stone, is set
- Once at least character has completed an aspect into this weapon or armor.
quest for a relic, other characters can complete I. When you take a wound, gain resistance until
it for 4 dust. the start of your next turn.
II. When you’d take any wound, including as part
Relic colors are thematic and any job can take of an ability, roll a d6. On a 6, ignore the
any color of relic. wound. If you’d already roll a d6 to ignore a
wound, instead improve that roll by 1, to a
Invoking relics minimum of 2+.
In combat, some relics have abilities that can be III. Invoke (Gambit): Effect: Take a wound.
invoked for a powerful effect. Invokes have three Your next attack gains +1 boon, is a critical hit
types: on hit, and deals divine damage.
- Attack Invoke: When you make an attack, if
the die used for the attack roll is a certain Aspected: Crimson King II works on a 5+. If the
number or higher, you can invoke the relic’s roll is for your last wound, it always works on a
power against your attack target. This only 2+.
counts the d20, and not the total attack roll. For
example, in an (Attack, 15+) invoke, you Aspect quest: Quench your relic in the abyssal
could invoke the relic’s power when you make fiery blood of a powerful demon
any attack roll and the die is 15 or higher. This
Invoke happens after the attack roll, but before ERYS
damage and effects are applied. With attacks This helm, mantle, or pauldron is crowned with
that don’t have a roll, such as an auto-hit horns, spines, or a mantle of thick goat-like fur.
attack, roll 1d20 anyway to check. I. Invoke (Attack, 11+): You may shove your
- Gambit Invoke: An invoke that can be target 1 space. Collide: Foe takes fray damage.
triggered under the listed conditions, but only II. You are immune to shove
once per combat. For example, an invoke that III. Increase the distance of all your shoves by +1
says ‘gambit: your next attack is a critical hit on while bloodied
hit’ works automatically, but can’t be used
again even if that attack misses. Gambits are Aspected: You can shove characters diagonally,
always effects or free actions as long as they move further away with each
- Round Invoke: Automatically, at a certain move.
round of combat or later. These effects are

209 of 417

Aspect quest: Take the horns of a legendary beast This weapon or armor has carvings made from
as your trophy pure dragonbone. It is hot to the touch.
I. You no longer take bonus damage from any
MAIDEN source when affected by blights. Effects that
Your relic bears a statuette or image of the cause you to fail saves for being blighted
Weeping Titan, impaled by spears. instead give you +1 curse on the save.
I. While bloodied, gain counter II. All your abilities gain: effect: inflict any one
II. Counter also triggers when adjacent allies are blight you are afflicted by
damaged. III. When afflicted by a status or blight, deal
III. Invoke (Attack, 16+): Gain counter until bonus damage with all attacks
the start of your next turn.
Aspected: At the start of any combat, you can
Aspected: Counter stacks twice choose to inflict all blights on yourself.

Aspect quest: Gather and reforge true iron nails Aspect quest: Carve the skull or horns of a wyrm
from the sarcophagus of a Relict Emperor and incorporate it into your relic.

ORPHEO TROLLHIDE
This relic has a cracked mirror, set on a pendant A cape, shield, or mantle of scaly leather, a hardy
or into a shield or weapon hilt relic that knits itself back together like a living
I. Gain defiance at the start of each combat. If thing.
you would already gain defiance then, instead I. If you don’t attack on your turn, dash 1 and
become unstoppable until the end of the first roll 1d6 at the end of that turn. On a 3+, gain
round. vigor 1.
II. When defiance triggers, you may deal fray II. You automatically succeed this roll when
damage to all adjacent foes bloodied.
III. Invoke (5th round+): Gain defiance at the III. Invoke (Gambit): Effect: When you lose all
start of your turn for the rest of combat vigor, you may cure yourself and all allies in
range 2
Aspected: Defiance stacks twice
Aspected: While you have vigor, take 1 less
Aspect quest: Bathe in the water of the river that damage from all sources
leads to the underworld
Aspect quest: Seek the wisdom of the keepers of
the Deep Bog and do their bidding for three days.
UNGOLIANT
Your relic is a massive weapon carved from the
fang of an ur-spider or beast of the deep caverns. TITANSBANE
I. Charged attacks gain +1 boon A weapon or armor made of Arken black metal.
II. Charged attacks deal bonus damage vs slow Seethes with a fell energy. You can feel a killing
targets intent from within.
III. Invoke (Gambit) - Free action: This turn I. When you make any attack, you can elect to
only, all your actions count as charged, even delay it. Spend the action cost as if you made
on a normal turn. the attack that turn, but don’t use it. End
your turn and gain Delay: you must take a
Aspected: Invoke (Charged Attack, 14+): slow turn next round. At the start of that turn,
Your target becomes slow use your attack. It doesn’t cost an action that
turn, or count against the attack limit. The
Aspect quest: Weave the aethersilk of an ancient attack deals bonus damage and gains +1 boon.
Ur-spider into your relic If it’s a melee attack, you may dash 3 before
using it. If it’s a ranged attack, it ignores cover.
If the attack has no valid targets, lose it.
WYRMTOOTH

210 of 417

II. When you end your turn with a held Delay I. Invoke (Attack, 14+): Blind your foe. If
effect, gain vigor 1. Lose this vigor at the start your foe is already blinded, they take bonus
of your turn. damage.
III. You are also sturdy while holding a Delay II. +1 boon on attacks against blind targets
effect and gain +1 boon on all saves. III. When a blind character targets you with an
Aspected: Invoke (Attack, 19+): You may ability, after that ability resolves, you can
activate the next Delay effect you use this turn shove them 1 in any direction, then dash 1.
immediately, including as part of this attack.
Aspected: Any foe that starts or ends their turn
Aspect quest: Pull and reforge a god-killing adjacent to you and no other characters is
weapon from the corpse of a titan. blinded. Blinded foes take fray damage.

IRONSOUL Aspect quest: Find a source of True Darkness,


A relic made of sturdy and thick star-iron, cool deep underground, and capture it with needle and
and comforting to the touch. thread
I. Gain +1 boon on attacks if you have an
adjacent ally HERMES
II. Invoke (Gambit): Reduce all damage from Intricate, curling silver wings are carved into
an incoming ability targeting you or an this artifact, weapon, or armor
adjacent ally by 3 per adjacent ally. I. Invoke (Gambit): Free action: Teleport 2
III. Regain your Gambit when used if you or your II. When you use this relic’s invoke, all other
ally are bloodied. However, it can’t be used allies in range 2 of you can teleport 1 as well.
more than once a round. III. Increase range of all your teleports by 1,
including as part of this relic
Aspected: Gain +1 armor.
Aspected: This relic’s invoke becomes: Free
Aspect quest: Find and smith the Primal Iron Action: Teleport 1 space, then teleport 1 space.
Soul, a legendary meteorite that fell deep in the This teleport can be interrupted with other
blight lands. abilities.

GLADESONG Aspect quest: Weave a strand taken from the


Your weapon is carved from supple but durable cloak of the Titan of trickery, the Laughing God,
gaia wood, sharper than any metal into your relic
I. Your attacks against foes standing next to an
allied summon gain +1 boon MISTBORN
II. Invoke (Attack, 11+): Teleport all allied Your weapon is made from seeping mist, and
summons in range 3 of you 1 space in any doesn’t seem to be entirely present
direction. Each summon may then deal 1 I. Invoke (Gambit) - Free action: Gain stealth
damage to an adjacent foe. II. Attacks from stealth deal bonus damage
III. When you use your gambit, its effect also III. While bloodied, gain stealth at the start of
activates on allies in the area. your turn.

Aspected: Damage from this effect becomes 2 Aspected: Stealth now only breaks if you or an
piercing. effect or summon you own deals damage to a foe.

Aspect quest: Drink from the primeval Gaia pool Aspect quest: Sail to the edge of the world and
bathe your relic in the mists there
GLOAM
This cloak or clothing appears to be made out of RUIN
woven shadow. The cloth is richly textured. A weapon, bow, or stave carved from ancient
stone, a heavy slab of a thing.

211 of 417

I. You may trade in 1 boon, once per attack, for III. When you hit a character you marked with an
bonus damage. attack, teleport 1 in any direction
II. Immune to pacified.
III. Your first attack ability in any combat cannot Aspected: Effects apply to any marked character,
miss (change any miss into a hit). not just those you marked.

Aspected: Your first attack also gains +1 boon, Aspect quest: Take the pelt of a legendary beast
and its listed ranges are increased by +2 and incorporate it into your relic

Aspect quest: Gather rubble from the pillars of the FRAGMENT OF IZ


oldest Arkenruin A shifting, crackling relic that seems out of sync
with reality. Its color and shape seems to writhe
SLEIPNIR and warp.
Odd wooden armor or a necklace of bones carved I. Invoke (Gambit): Free action: Gain
with the image of an eight legged horse. phasing until the start of your next turn
I. Invoke (Gambit): Free action: Fly 2 II. When you phase through a character, they
II. Once a turn, when you finish a flying take 2 damage. This effect can only trigger
movement, you may shove all adjacent once a round for the same character.
characters 1 III. While you have phasing, moving through
III. Increase all your flight effects by +1, including characters or terrain costs 0 spaces of
as part of this relic. movement.

Aspected: Your invoke gambit can be taken Aspected: You have phasing while bloodied.
twice a combat.
Aspect quest: Stand before the gates of the buried
Aspect quest: Tame a titansteed, one of the and ancient necropolis of Iz, and behold the
enormous legendary wild horses horror.

RIGOLETTO DOMINUS
A colorful token, built to look like a spinning A relic that most often takes the form of a
wheel. When sewn into armor, weapons, or crimson gauntlet. The surface is oddly slick.
accessories, it allows its wielder to move with I. All your attacks gain a new effect: Slay: Dash
preternatural speed. 2
I. Evasion triggers for you on a 3+ II. Invoke (Attack, 17+): Trigger any slay
II. When you successfully evade an attack, deal 2 effects of your attack
damage to your attacker III. Increase Dominus I to dash 4
III. If you have evasion, you can also roll evasion
for adjacent allies, but it only triggers on a 6. Aspected: Your slay effects trigger twice.

Aspected: Invoke (Gambit): Effect: This turn Aspect quest: Beat another wielder of a Dominus
only, your evasion is always successful. relic in single combat.

Aspect quest: Beat the shadow of the Laughing


BYRAX
God in a foot race. He cheats.
Goat horn engravings adorn this armor,
weapon, or cloak, curling into intricate runes
HUNTRESS I. When you refresh a stance, dash 1
This supple leather relic has been crafted with II. Invoke (Gambit): Effect: Refresh all your
images of Gaia, the Hunter Titan stances.
I. Gain dodge against characters you marked. III. On the first turn of combat, you may take any
II. Attacks against characters you marked deal single stance that costs 1 action or less as a
bonus damage. free action.

212 of 417

Aspected: You can hold +1 more stance than Aspected: If you cure a character at 25% hp or
normal less, that character can clear all statuses, marks,
and blights and also gains defiance.
Aspect quest: Find the resting place of the
Hundred Sword Titan, take a splinter of one of his Aspect quest: Find and incorporate a twig of the
weapons, and reforge it. eternal world tree into this relic

ERENBRASS SCHEHEREZADE
A burnished metal helm, gauntlet, or mantle, This weapon emits a faint singing tone that can
bright in the sun. only be heard in a quiet room
I. At the start of combat, gain 2 blessing tokens
I. At the start of your turn, you may shove all on yourself. You can spend blessing tokens on
allies marked by you 1 space yourself to grant yourself +1 boon on a save.
II. Erenbrass I can be taken at the start and end II. You can also spend blessing tokens on yourself
of your turn to also grant +1 boon on an attack
III. Erenbrass I can also be a teleport or a fly effect III. Invoke (Attack, 14+): Bless yourself after
(your choice) the attack resolves

Aspected: Erenbrass also works on any Aspected: The III effect also blesses adjacent
character with a mark in range 4 of you, allies when it triggers on you
regardless of whether it was placed by you or not.
Aspect quest: Recover a genuine page fragment of
Aspect quest: Take command of an army, militia, the legendary Tale of Ages
or regiment in battle and fight to victory.
STORM LORD
ESPER This armor is wrapped in knotted holy cords and
This gem is a void of space within. If you stare imagery of the sea during a storm.
long enough, you can see stars. I. Gain a power die (d6), starting at 1. When you
I. Invoke (Gambit): Free action: Cure a use a combo version of an ability, tick the die
character in range 3 up by 1. When you roll damage, you can
II. Increase range of all Cures by 3 replace the number rolled on a single die with
III. Cures can target foes and deals fray damage the number on your power die instead.
to them instead of its regular effects. II. You can expend your power die when you hit
with any attack to add the number as damage.
Aspected: Cures against foes gain true strike and If you do, discard the die.
pierce III. Invoke (Round 4+): The die ticks up if you
use any version of a combo ability.
Aspect quest: Find a shrine of the Titan of death,
the Weeper, and survive the trials there Aspected: Your power die becomes d8

MERCY Aspect quest: Ride the lightning to the palace of


This gold-filagreed choker or torc is surprisingly clouds and learn from the teachings of the long-
light, and includes imagery of grasping hands dead Battle Titan, the Storm Lord
I. Invoke (Attack, 14+): Cure a character in
range 3 VESSEL
II. When you Cure another character and they This weapon or armor seems surprisingly
gain vigor, you also gain the same amount of hollow, despite how durable it is. It’s cold and
vigor. heavy.
III. In addition to a status or blight, you can also I. Cure’s effect on you increased to vigor 2 when
choose to end marks with your cures. you’re at or under 25% hp
II. When a foe breaks your vigor, deal fray
damage to them

213 of 417

III. When any ally in range 2 of you is cured, you II. With rank I, you may also deal that much
are also cured. damage to a foe in range 3.
III. Invoke (Attack, 17+): The next random die
Aspected: Invoke (Gambit): Effect: Duplicate you roll for an ability can be any number you
the effects of a cure that targeted you on any ally choose from 1 to 6.
in range 5.
Aspected: Silver Rabbit III becomes Invoke
Aspect quest: Split a part of your soul into your (Attack, 11+) while bloodied.
relic at a deep shrine of the Black Blood Titan, the
Holy Body Aspect quest: Travel to Arden Eld’s moon.

CHIME APOPHIS
This symbol of a bell shines with gentle power. A Coiling serpents cradle the hilt of this weapon or
soft ringing can be heard in its presence, but only curl around the base of this necklace
when it’s very quiet. I. You have Aura 1. At the start of your turn, deal
I. Invoke (Gambit): Pacify a foe in range 5. 2 piercing damage to all poisoned foes in the
II. You are immune to statuses from pacified aura.
foes. II. When a poisoned foe in the aura is defeated,
III. Pacified characters gain +1 curse to attack you may cure yourself.
you. III. Invoke (Gambit): Free action: Increase the
size of the aura to aura 3 until the start of your
Aspected: At the start of your turn, gain next turn.
resistance. This effect breaks immediately if you
or an effect or summon you control deals damage. Aspected: Your attacks against poisoned foes
ignore vigor and go straight to hit points
Aspect quest: Ring the old temple bell of the
hidden thirteenth chamber of the chroniclers Aspect quest: Infuse your relic with three scales of
the ancient Wyrm Nidhogg
GILDED FINGER
A golden finger of a saint or holy icon - real or DOMAIN
carved - set into armor or weaponry. A sceptre, weapon, or helm embedded with a
I. Invoke (Gambit): Free action: You gain deeply inset gem.
aura 1 until the end of your next turn. Foes Gain trait: Domain: When you create a terrain
inside the aura gain +1 curse on attacks. effect or object, you can place your Domain over
II. Your gambit aura also gives foes +1 curse on one of its spaces, a blast 1 terrain effect. Using this
saves trait again moves the Domain instead of creating a
III. Invoke (Attack, 14+): You may new one.
immediately activate your gambit aura. I. Gain +1 boon on attacks against foes in your
Domain
Aspected: While you’re bloodied, the size of all II. Foes that end their turn in your Domain take 2
your auras is increased by 1 piercing damage.
III. Invoke (Round 5+): When you create a
Aspect quest: Retrieve one of the thirteen terrain effect, increase its size (Blast +1 to a
forbidden Arks - holy reliquaries from before the max of 3, Line, Arc, or Cross +2, object height
Doom thought to be lost to time. +1)

SILVER RABBIT Aspected: Domain III becomes Invoke


A beautiful relic inlaid with a shining silver coin, (Round 4+)
embalmed with the image of the smiling Moon
Titan, Tsumi. Aspect quest: Gain a gemstone for your Domain
I. Invoke (Gambit): Free action: Roll 1d6, relic from a ruler (dead or living).
then dash exactly that far in a straight line.

214 of 417

CLOUDPIERCER
This bright metal weapon crackles with latent Aspected: If the target of your bounced attack is
power bloodied or burning, you may increase the size of
I. +1 boon on attacks against electrified foes the blast to blast 2.
II. 1/round, when you electrify a foe, you may
electrify a different foe in range 2. Aspect quest: Find and use the workshop of the
III. When you hit an electrified foe with an attack, Forge Titan in the heart of Arden Eld
deal 2 piercing damage to all other electrified
foes in range 2 of that character TOWER OF BARBS
Coiling thorns have been set into this ranged
Aspected: Increase ranges to 3 weapon. The barbs sometimes curl towards your
flesh.
Aspect quest: Survive a day in the Hundred Year I. Deal bonus damage if a character is at
storm maximum range of your ranged attack or in
the end space of a line or arc area effect.
PLEIADES II. Also ignore cover if a character is at maximum
A set of six star-diamonds, flickering with a range
distance light, set into earrings or a neck piece. III. Invoke (Gambit): Set the range and/or area
I. You have aura 1. At the start of your turn, you of your next arc, line, or ranged attack to any
may inflict frostbite on all foes in the area. number between 1 and 6
II. The aura area is also difficult terrain for
frostbitten characters. Aspected: Tower of Barbs III invoke becomes
III. When you inflict frostbite on any character for between 1 and 12.
the first time in a round, you may also shove
them 1 away from you, or towards if you if Aspect quest: Climb to the top floor of the
they are not adjacent. legendary dungeon the Tower of Barbs

Aspected: Invoke (Attack, 20): Character RIFTWALKER


must save or become immobile until the end of This relic has a contorted shape set into at - an
their next turn. Frostbitten characters fail the impossible geometry that confounds the mind.
save. I. Your attack’s area effects extend to include
any Pit spaces connected to them by
Aspect quest: Find and learn from the observatory adjacency, even diagonally.
of the Stargazer Titan. II. You are immune to the effects of Pits. Pit
spaces cost 0 movement for you to move
SKIPJACK through.
This gem-incrusted gauntlet is intricately made III. Invoke (Attack, 11+): Create a pit space in a
and seems heavy, but is oddly light to wear. free space adjacent to a target of your attack
I. Increase the range of ranged and melee
attacks against burning foes by +1 ( attacks Aspected: Rank I counts all Pits, no matter if
with no listed range can be made with range they are adjacent to the original ability or not.
2).
II. You can bounce ranged or melee attacks with Aspect quest: Enter the Eternal Maze - a
a listed range off allies or foes, inflicting no dangerous pocket dimension, and escape with its
damage or effects but retargeting them to a secrets.
new character in range 3 of the original target,
drawing effects and origin spaces from the ARENHEIR
new location This weapon or armor has the imagery of a great
III. When you bounce an attack, the attack fierce wolf on it
explodes on its new target, creating a blast 1 I. Invoke (Attack, 14+) - Your attack inflicts
area effect on them that deals 2 piercing vulnerable. If your foe is already vulnerable,
damage to all characters they take bonus damage.

215 of 417

II. +1 boon on attacks against vulnerable targets


III. When you slay a foe, you may release a blast 1
area effect centered on them, dealing 2
piercing damage to all foes within.

Aspected: Invoke (Gambit): Your slay effect


is blast 2, and deals 1 piercing damage, twice.

Aspect quest: Find the burial tomb of Arenheir’s


master, the ancient Berserker Titan, the Sundered
Queen, and pray there

CONQUERING KING
This relic has a regal bearing, with imagery of
lightning bolts made of wrought gold.
I. Invoke (6th round+) - All attacks become
critical hits on hit.
II. Invoke (8th round+) - Increase the damage
of all your attacks by +[D] on hit.
III. Invoke (Attack, 17+) - Lower your
threshold for any effects that rely on round
number by 1, this combat only. This effect can
stack multiple times. This applies to all
abilities, traits, and relics.

Aspected: All effects that rely on round number


for you are permanently reduced by 1.

Aspect quest: Find and commune with an


entrance to the Highest House, the divine realm
where the creators of the world are said to sleep.

PALEBLOOD
This relic has inlays of pale bone, intricately
carved. When infused, the inlays light up.
I. At the start of combat, gain a d4 power die.
Tick it up by 1 at the end of each round. You
may expend the power die when it reaches 4,
discarding it, to give your next attack +1 boon,
bonus damage, and make it a critical hit on
hit.
II. Invoke (Attack, 17+): Tick a power die you
have up or down by 1
III. Your power die is not expended but resets to 1.

Aspected: Invoke becomes (Attack, 14+)

Aspect quest: Slay a powerful demon and find a


smith willing to work with its bones.

216 of 417

THE CAMP
Adventurers in Arden Eld often get around on enormous aetherships, traveling wagons, vehicles, or
caravans. They bring with them all kinds of supplies: portable shrines, elixir cauldrons, cooking pots,
vittles, and lengths of rope for traversing caverns. The camp can be any of these things. It’s
representative of the gear, supplies, and transportation that the characters keep in common, and may take
with them on an expedition.

When you start a group of characters, also start a camp sheet. Camp sheets have the following:

1. Group Name: You can name your group if you like, or leave it blank until later.
2. Ambitions: Write 1-3 long term goals for your group. If you accomplish an Ambition during an
interlude, everyone in your group gets 1 xp, then write a new ambition. You can leave these blank for
now if you like.
3. Camp fixtures: The various pieces of gear, shelter, and accoutrement that your group keeps around
camp. Fixtures apply their benefits to everyone in the group and anyone can spend dust to purchase,
upgrade, or use them. Start with 1 of your choice.

Camping
During an expedition you can camp (usually a limited number of times) to clear all strain, regain all
effort, and regain all hp. You scarf down a meal, put your feet up, clean your weapons, tend to your
wounds, or polish your armor.

Camping is pretty loose and could represent anything from a short break in a battle where you catch your
breath or a momentary break on a trail to fix your boots to an entire night or even a few days spent in one
place.

You only camp during an expedition, but you might spend time in your camp (or what your camp
represents if it represents something like a caravan or airship) during interludes or in downtime. Either
way, the camp is usually a character in its own right and often serves as a home away from home for
Icons.

217 of 417

Camp Fixtures You can keep up to 6 Dust inside this crystalline


prism, where it is safely stored. Characters can
Here at the various camp fixtures and their deposit or withdraw Dust from it by touching it.
upgrades. When you make your characters, start Only characters attuned to the prism (your group,
with one. Additional upgrades and fixtures can be and any NPCs you choose) can withdraw or
bought during an interlude and take effect at the deposit dust, and it is practically indestructible
end of an interlude. Anyone can spend dust on unless you hurl it into an high powered
them. Aetherforge.

If camp upgrades are nested (bulleted below each The vault has a clever but slow acting condenser
other), you need to take the previous upgrade to inside. At the end of each interlude, if there is at
get the one under it. least 1 Dust inside the Vault, it attracts more
Aether, adding 1 Dust to the vault. If there’s no
• Upgrade 1: Characters need to take this room in the vault, not more Dust is generated.
upgrade…
• Upgrade 2: … before they can take this one! Upgrades:
• Empowered attunement: Dust can be
withdrawn or deposited into the Vault from
anywhere, ending up in a specially attuned vial
Aetherpearls
on each character’s waist.
Purchase: 6 Dust
• Aether Sapphire: Increase the vault’s capacity
Upgrade: 3 Dust
to 12
• Aether Ruby: Increase the vault’s capacity
This small set of pearls are etherically linked
to 16
together, and can be inset into armor or worn as
• Upgrade condenser: If it’s at least half full,
jewelry. There are always just enough for all
the vault condenses 2 dust instead of 1.
player characters and no more.

Every character can add +1 to their charm or Cabinet


command rating, up to a max of 4. Purchase: 2 Dust
Upgrade: 2 Dust
While wearing a pearl, characters can talk to any
other character wearing a linked pearl within a This dusty cabinet or traveling trunk allows you to
mile. They must talk out loud and hear the other keep additional gear with you.
person’s voice in their ear.
During camp, you can swap out your abilities at
Upgrades: will.
• Extended pearls: Up to 6 additional pearls
can also be given to NPC allies. Pearls can also Upgrades:
be linked to any other pearl network within • Soulstone: Characters can also change jobs at
their range, connecting them together. camp
• Resonant pearls: When in a populous • Great Soulstone (6 dust): Characters can
location with an etheric field (like a city) the take 7 abilities instead of 6 on an expedition.
pearls don’t have a maximum distance
• Silent pearls: Within the same room (or a very Cauldron
short distance) anyone wearing a linked pearl Purchase: 6 dust
can communicate telepathically, without Upgrade: 3 dust
speaking out loud
A heavy iron cauldron and apothecary where
Aethervault characters can brew flasks.
Purchase: 3 Dust
Upgrade: 3 Dust

218 of 417

Characters can brew one of the following flasks When you embark on an expedition, or when you
during an interlude by spending 2 dust. Flasks camp, one character can cook a meal for everyone.
can be drunk as part of taking an action roll (in
narrative play) or as a free action in combat. A character’s cooking skill is a unique action,
Characters can only hold on to three flasks, and starting at 1d6. A character can improve their
up to one major flask. cooking by investing 2 xp to improve their
• Flask of Action: Gain +1 boon on their next cooking skill by 1, up to a maximum of 4. Xp
narrative action invested in cooking has to be spent when you gain
• Flask of Resolve: Regain 2 effort xp and not from your bar.
• Flask of Alacrity: Dash 4
• Power Flask: Gain bonus damage on your Roll 1d6 per level of cooking skill and choose any
next action die as the final result.
• Major Phoenix flask: An incapacitated
character can drink a Phoenix Flask at the end Meal effects apply to the very next combat
of a round to Rescue themselves. They can do only you get into.
this even while incapacitated.
• Major Healing flask: Cure yourself
D6 Result
• Major Power flask: Gain bonus damage on
all actions until the end of their next turn. 1 Burnt meal - No effect!

GMs can offer flask ingredients as rewards for 2 Nutritious meal - Ignore terrain
treasure collected during an expedition, or side penalties for difficult terrain and moving
tasks. If that's the case, forgo the dust cost for up terrain
brewing a flask if you have the ingredients.
3 Refreshing meal - Saves are successful
Upgrades: on an 8+ instead of a 10+
• Flask belt: Characters can hold on to four 4 Invigorating meal - Deal bonus
flasks damage in the first round of combat
• Improved flask belt: Characters can hold
on to up to two major flasks 5 Healthy Meal - Start that combat with
Add the following to your flask brewing by taking Vigor 1, or Vigor +1 if you already start
an upgrade for each. They cost increased dust to with Vigor.
brew and take rarer ingredients. You can ignore
the dust requirement if you have ingredients as 6 Hearty Meal - Resistance to all damage
normal. in the first round of combat
• Major Flask of Divine Speed: 5 dust. Until
the end of your next turn, double your speed Upgrades:
• Major Flask of Divine Strength: 5 dust. • Foraging: Your group can forage or shop for
Double the damage of your next action. ingredients during an interlude. Roll 1d6. You
• Major Flask of Divine Luck: 5 dust. Until can hold on to that number until used during
the end of your next turn, all attacks miss you cooking. If you roll and save a 1, you can use it
and you cannot miss attacks (a miss becomes a as insurance. Discard it when you roll a 1
hit instead). cooking result to re-roll, taking the second
• Major Flask of Divine Health: 5 dust. Clear result as final.
all blights and conditions and gain vigor 2 • Improved ingredients: When you cook,
• Major Flask of Divine Grace: 3 dust. you can keep any 2 dice and combine their
Increase the effect of your next narrative action effects.
to superpowered. • Variety: If a different character from the last
one cooks each time you camp or go into an
Cooking Pot interlude, roll +1d6 when cooking.
Purchase: 6 dust • Masterclass: If you get a critical hit on a
Upgrade: 3 dust cooking roll, the effects apply to every combat
until you camp or go into an interlude.

219 of 417

Purchase: 6 Dust
Campfire Upgrade: 3 Dust
Purchase: 6 dust
Upgrade: 6 dust Once an expedition, if there’s a water source
nearby, one character can fish. A character’s
Your camp has a bright and well fed fire. It’s easy fishing skill is a unique action, starting at 1d6. A
to take a load off and talk around the fire, and it character can improve their fishing by investing 2
burns brightly even in dark moments. xp to improve their fishing skill by 1, up to a
maximum of 4. Xp invested in fishing has to be
During Heal Burdens, characters can tick a free spent when you gain xp and not from your bar.
segment on a burden of their choice.
Roll 1d6 per level of fishing skill and choose the
Upgrades: highest result as the final result.
• Commonality (3 dust): Characters that help
others heal their burdens instead of healing D6 Result
their own allow that character to tick 2
segments instead of 1 1 Line Snapped - No result
• Momentum: When you finish camp, gain 1
personal resolve. 2 Got away - No result. Next time you fish,
• Memories of purpose: Once a session, all add +1d to your roll.
characters can heal 1 strain merely by taking a
3-5 Common Fish: Collect 2 of these fish
moment to breathe.
and they can be sold at market for 1 dust.
• Memories of hope: When using memories
Dungeon guppies, cave carp, and
of purpose, characters also regain 1 effort
Arkentrout are all pretty common
• Memories of home: All characters gain
examples.
+1 effort box and +1 max strain.
6 Rare Fish! - Roll 1d6. Can be sold at
Elixir Stone market for 1 dust.
Purchase: 6 dust 1: Glibfish - Eat to gain +1D and
Upgrade: 3 dust improve effect on all command and
charm rolls for a scene
This unsettling and extremely valuable blood red 2: Musclefish - Eat to gain +1D and
stone, found in the very deepest depths of the increased effect on Endure and Smash
arkenruins, is condensed Dust and life essence in actions for a scene
its purest form. When exposed to Aether, it bleeds 3: Wrightfish - Ask the fish for advice.
a substance that can be condensed into elixirs that If you follow it, gain +1D and improved
can heal wounds. effect on your next narrative action.
4: Elixir Fish - Can be drunk to gain
A party embarks with one elixir. A character can vigor 1
drink an elixir any time outside of tactical combat 5: Panaflounder - Eat as free action to
to heal a wound. Healing a wound also cure self
replenishes 25% hp. 6: Golden Gizzet: Can be sold at
market for 3 dust
Upgrades:
• Elixir Brewing: When they camp, characters
can brew a new 1 elixir by spending 3 dust.
• Deep Elixir Stone: When you brew elixirs,
brew two elixirs instead.
• Clarity: Characters can drink an elixir to heal
all strain

Fishing Pole

220 of 417

D6 Result Liftstone

6,6 Super rare fish! This super hard to Purchase: 6 dust


catch fist can be sold for 2 dust at market. Upgrade: 3 dust
Roll 1d6.
1-3: Wishfish - The fish is infused with This stone is etherically linked to a set of similar
reality warping Aether. You can use the stones, all of which are clones from a great shard
fish to perform one action roll as theorized to be buried deep in the heart of Arden
superpowered, expending it. Eld. Most of them have been recovered and are
4-6: Godfish- This magnificent inset into major cities, but others still resonate in
specimen sells for 3 dust at market. ruins, lost libraries, or deep locations in the world.
Alternately, its scales are so tough it can You can tune a stone by tapping it to a mother
be used as a shield. At the start of combat, stone. A liftstone can only be tuned to one stone at
expend the fish to give a character vigor a time.
2.
Once attuned, you may raise this stone aloft and
Upgrades: charge it with Aether to instantly lift everyone
• Bait: You can spend 1 dust to add 1d6 to a within about a ten foot radius into the world’s
fishing roll any number of times. aetheric network, transporting them instantly
back to a clear space near the mother stone. This
• Improved tackle box: Gain 1 free use of
bait an expedition carries all player characters, one or two NPC
• Beginner’s luck: If a character fishes that was allies, and their equipment, but anything bigger
different from the previous time, they fish with than a pack animal will have to get left behind.
+1d
• Trophy board: If you catch a super rare fish, Once a lift stone is used, it must be recharged by
everyone gains 1 xp. either not using it for the duration of 1 expedition,
• Catch and release: If you release a fish you or re-infusing it with 3 dust.
caught back, all characters can tick 1 segment on
a burden. Upgrades:
• Wakeful Stone: The stone can be used twice
before it needs to recharge
Forge • Resonant Stone: The stone affects a larger
Purchase: 6 dust area when used, and can transport anything
Upgrade: 3 dust smaller than a wagon in about a thirty foot
radius.
A workshop for building weapons or armor, and • Grandmother stone: This stone is a chip
keeping them in tip top shape. off the great shard. It can be tuned to any
mother stone in a ten mile radius or so
Every character can add +1 to their endure or without physically being present.
smash ratings, up to a maximum of 4.

Upgrades:
Portable Library
• Tool Rack: Any project clock or ambition clock
involving crafting starts with 1 segment filled in. Purchase: 6 dust
Upgrade: 3 dust
• Improved Workshop: Gain +1d to fill in
any clock involving crafting
• Relic Forge: At the end of each session, infuse A collection of well-worn tomes, manuals, and
1 dust into a relic of your choice. Aspect scrolls.
infusions cost only 10 dust.
Every character can add +1 to their tinker or study
• Ancient Relic Forge (6 dust): Characters
can take an extra relic. They can still only take rating, up to a max of 4.
3 with them on an expedition.
Upgrades:

221 of 417

• Training Manuals: At the end of each A competitive game of kapkat is played in 3


interlude, each character gets +1 xp. rounds, with best of 3, and requires at least 1 rare
• Focused Training: Instead of healing card. The loser gives a rare card to the winner.
burdens, characters can train to gain + 1 xp.
Stacks with training manuals. Upgrades:
• Arkentomes: Characters can make rolls to • White Demon Card: You can burn a rare card
recall or gather information about dungeon or to re-roll your Kapkat roll. The card is gone
monster lore at +1D forever unless you win the match. You can’t
• Productive research: Instead of healing burn it if it’s your last rare card.
burdens, characters can turn xp into dust, at a 2 • Ruby Princess Card (1 dust): Gain +1d and
to 1 rate. increased effect on rolls against anyone else
with this card (anyone playing kapkat has about
Kapkat Table a 50% chance of having one, check with a d6).
Purchase: 3 dust • Vessel of Avarice card: It’s uncertain what
Upgrade: 3 dust this rare card does, but having it does make rare
cards cheaper by 1 dust
This table is for playing kapkat, a competitive and • Sapphire Warrior Card (1 dust): You can
collectible card game that simulates a battle wager up to 3 rare cards on competitive matches
between demons and brave warriors called if your opponent agrees.
bearers of the flame. The colorful character and • Golden Maiden card: You have a special
card art is very popular with certain circles. ambition clock you can attempt to fill out for
free each downtime (6 segments). When you fill
Though a basic deck isn’t hard to come by, quality it up, get a rare card.
decks of cards are usually beautifully printed and
kept by wealthy individuals as a luxury item, with Shrine
rare cards going for a lot of dust, but they end up Purchase: 3 dust
making their way down to enthusiast collectors, Upgrade: 3 dust
where there is a healthy secondary market.
Shrine to the Titans, the slain precursors. Grants
Your Kapkat deck quality is a number from 0-5. If Divine Mercy. When characters would take their
you're a new player, your deck starts at 0. NPCs last wound and die, roll a d6. On a 2+, they ignore
can also have kapkat decks, and their deck quality the wound instead and miraculously heal all
is always obvious to you if you play. wounds and hit points. Divine Mercy can only
occur once for a character ever in their life time.
When you play Kapkat with someone else, both
players roll their deck quality as a fortune roll. Upgrades:
The higher number wins, and in case of ties, go to • Commune: Once a session, a single character
the second highest number (so 6,6,4 would beat can pray at the shrine and ask a yes/no question
6,5,2). about a person, place, or object. The GM will
answer with one of the following: Wheel (yes,
Once a session, someone can play a wagered positive), Stone (no, negative), or Chaos (mixed
game of kapkat, which must be done at camp or outcome).
during an interlude. If you win a game of kapkat, • Absolution: A broken character with 3
you take 1 dust from the loser. However, the burdens can pray at the shrine during camp to
reverse is also true, even with NPCs. recover from being broken. They must still take
a break from the next expedition.
When you enter a populated location where • Resurrection: A dead character (someone
someone might sell cards, you can buy rare who took 4 wounds and died) can be returned to
cards to upgrade your deck for 2 dust a rare card. life during an interlude by burning 10 dust, as
Every 2 rare cards upgrades your deck 1 quality. long as they died in the last year. The character
You can sell rare cards for 2 dust. is living on borrowed time as the dust is
animating their body and must undergo a
journey or expedition to make things

222 of 417

permanent. The GM can set up an expedition or • If defeated in combat, the spirit disperses
an ambition for this. and reappears in a space in range 3 from an ally
at the start of the next round with full hp.
Spirit Idol
Purchase: 6 dust Upgrades:
Upgrade: 3 dust • Empowered spirit: The spirit gains +1 effort
and its combat ability as an NPC can be used
You can pray at this shrine to summon its etheric twice a battle instead
spirit - usually in the form of an animal, small • Great spirit: As character the spirit can choose
creature, or fairy. The spirit is friendly to your to become Size 2 when it starts battle. If so, its
group, and can be played two ways: either as an speed is reduced to 2, but it also becomes Sturdy
NPC, or as a character (for a player to control). and deals 1d8 damage with its attack instead of
1d6. It can also reduce or enlarge itself with an
The spirit can only be summoned as a character if action during combat.
it’s controlled by someone who is not already • Spirit vengeance: As a character, the spirit
playing a character, including the GM. Playing a can do each of the following once a session: take
spirit for a group is a good way for someone not a superpowered action, and deal 2d6 damage
familiar with role playing games, guesting for a with its spirit slash attack instead of 1d6
session, or calling in remotely for a session to
participate, since it is relatively simple. Survival Gear
Purchase: 6 dust
As an NPC, the spirit has the following powers: Upgrade: 6 dust
• Narrative: The spirit has 2 effort, regains all of
it when you camp, and can burn it to give Knives, tanning racks, cooking spits, climbing
someone aid. It doesn’t take strain and doesn’t gear, and supplies for wilderness survival.
take actions otherwise.
• Combat: The spirit is not a unit in battle, but Every character can add +1 to their traverse or
can be invoked any time by a character as an sense ratings, up to a maximum of 4.
interrupt to aid someone, letting them roll twice
on any d20 roll and choose either result. This Upgrades:
ability works once per battle. • Rangers: Start the first combat of any
expedition with vigor 1
As a character, the spirit has the following powers: • Toughened: Also gain this benefit after you
• Narrative: The spirit has 3 effort, 3 strain, and camp.
rolls 1 dice for all actions. It heals all effort and • Footwork: On the first turn of combat only,
strain at camp. If the spirit takes maximum all characters can move diagonally
strain, it must disperse for a scene and can take • Advanced Footwork: On the first turn of
no more action, then re-enters the next scene combat only, characters can dash as a free
with 0 strain. action
• Combat: The spirit is a size 1 allied summon
with 10 hp, 10 defense, 0 armor, and 4 speed. It Thieves’ Gear
heals to full HP after each combat. It can take a Purchase: 6 dust
standard move and the following actions: Upgrade: 3 dust
• Spirit slash (light magic melee or
ranged attack, range 3) On hit: 1d6+1 Lockpicks, cloaks, keys, sacks for carrying loot,
damage. Miss: 1 damage and magitech devices for spying or listening.
• Push (1 action): An adjacent character is
shoved 1 space Every character can add +1 to their sneak or excel
• Spirit blast (1 action): A character in range ratings, up to a maximum of 4
3 is branded or dazed (spirit’s choice).
• Dash (1 action): The spirit dashes 2 spaces Upgrades:

223 of 417

• Skeleton Key: 1/session you can make any


action roll to open, unlock, or activate a device
or door superpowered in effect.
• Shadow cloaks: For the first combat after you
embark on an expedition, start with stealth.
• Whisper cloaks: Also gain this benefit after
you camp.

224 of 417

the tone of their table. For example, if you want to

CUSTOM use supply rules in your regular game, since


you’re telling a story about scarcity, you can take
them from the Trek expedition type and port them

RULES
into other expeditions, including the actions and
fixtures related to supplies.

Establishing expectations
The following section contains custom rules for
running different expedition types. When If you’re going to use these rulesets, make sure
characters embark on an expedition and one of everyone is on board - not everyone wants a game
these rulesets is a good fit, the GM can choose to about tracking supplies, for example!
use these rules for the expedition.
Keeping things loose
Not every expedition needs specific rules, but
using these templates can help set expectations These rules are kept slightly open for a GM and a
for the entire group, and set up a clear structure player group to improvise within the tone of their
and goals. table. For example, the weather section in the
Trek rules have specificity about what ‘terrible’
The first part of each ruleset asks the GM and the weather means in terms of the game system, but
players to define the goal of the expedition, then don’t really specify what that weather is - a
has some rules about the overall basic structure rainstorm, a sand storm, fiery comets, a blizzard -
of the expedition. Then there are some questions it’s dependent on your game.
(mostly for the GM) to help set up the expedition.
Write your own
The last section of each ruleset includes additional
custom rules for each expedition type, including You can use these custom rules as inspiration for
expedition actions. creating custom rulesets for your own games.
Clocks and scene trackers are extremely versatile
- Expedition actions: These are special tools that can be used to help set up rules for
narrative actions that are specific to each anything from building your own town, to
expedition type. They are rolled just like running a trading operation, to exploring a mega
regular narrative actions. Sometimes they’ll call dungeon. Try it out!
for a specific action, sometimes a range of
actions, and sometimes any action. For There are tons of custom rules for four different
example, an action that calls for a tinker roll kinds of expeditions here: Dungeon Crawls,
can only be rolled with a character’s tinker Battles, Intrigues, and Treks.
rating. Unlike regular narrative actions, these
actions have defined outcomes, and often
ask players to choose from a list of options
depending on their final roll.

All together, these rules help create a story with


the tone and pacing appropriate to the type of
story the expedition is trying to tell. For example,
a Trek expedition has optional rules about
supplies, time, and weather - things we don’t
normally worry about in base ICON!

Mix and Match

A GM is free to use any or all these custom rules


as presented, or combine or mix them based on

225 of 417

There are many, many ways to structure a


DUNGEON CRAWL dungeon crawl, but all the rules in this section use
the map, chamber and corridor, and point
A dungeon crawl is a quintessential of interest concepts.
adventurer’s journey, usually a descent into a dark
and dangerous pit filled with wonderment, terror, Map
and possible treasure. It could also be used to
represent exploration of a wilderness area with Most of these involve, at the least, having a map
vistas or points of interest, a lost or abandoned of the dungeon. A map doesn’t have to be detailed,
city, or any large, unknown, or mysterious place or specific, or even visible to the players most of
that is largely devoid of safety and people. the time. It could be a loose web of connected
points of interest, rooms, or key visuals for the
The rules in this section are loose since there are dungeon. In the example setup I’ve included a
many different ways to run dungeons, some of few examples of how to make a map for a
which may be a better fit for your group than dungeon.
others. You can feel free to peruse this section and
check out all the different ways offered to Decide if this map is visible to the players or not,
structure a dungeon, then use the rules that you or if they have to make their own map, or uncover
feel are a good fit for your style of play. parts of it at a time.

Chambers and Corridors


Goal
Whenever there’s a section of the dungeon in
The goal of a dungeon crawl is to follow the
which there’s major interest, history, activity,
hook until you reach the bottom. Good
hazards, danger, or habitation, we call this a
dungeons have a hook embedded in them. This is
chamber. In other words, any room in a
something that pulls the characters deeper. It
dungeon in which there is one or more points of
could be something like a big monster at the
interest (see below) is a chamber.
center to slay, treasure to find, or someone to
rescue. It could also be something like mysterious
Chambers are connected by corridors (halls,
or forbidden lore, a way to talk to a divine being,
staircases, doors, lifts, chutes, holes in the wall,
access to sealed away power, or a way to lift a
etc). Usually corridors aren’t very interesting,
curse. Whatever it is, the goal of a dungeon crawl
though they may contain hazards, traps, or
is to follow the hook to its conclusion.
obstacles. We don’t spend a lot of time in
corridors and prefer to narratively speed through
Along the way, characters should uncover the
them.
mysteries of the dungeon. This doesn’t mean
fighting every monster or scraping every wall for
The idea of a ‘chamber’ is left pretty abstract and
loot, but rather learning that the dungeon has
will control the pacing of your game. These rules
become a familiar place rather than something
were written thinking of a chamber as a large or
unknown or dangerous.
interesting room in a dungeon (not every chute,
closet or tiny 5’x5’ room is a chamber).
The best dungeons have a story behind them. It
could be something like a monster’s lair, a mage’s
In your game, or in some of the rules below, a
sanctum, an evil temple or a forbidden fortress. It
chamber could be a cluster of rooms, or it could
could also be something mundane, like the
be a whole wing of a dungeon. You can also vary
dungeon’s original purpose as a prison, a
the scale of ‘chamber’ depending on the section of
dwelling, or a sunken city. Learning about the
a dungeon.
dungeon and becoming intimate with its history,
terrors, hidden corners, architecture, and secrets
Working on these scales can help make exploring
is what a dungeon crawl is all about.
faster or slower, and doesn’t have to match the
actual map scale of the area. You might decide the
Structure
Spider Pits (a small but dangerous series of

226 of 417

rooms) has a lot of chambers in it, but the Earth


Hollow (a big cavern a mile across) is just one Decide on how you’re going to structure your
chamber, or even a corridor, since it’s mostly dungeon crawl. You should prepare a map,
empty. depending on your setup. If you’re using the rules
in this section, decide what the chambers of this
Points of Interest dungeon are (it could be simple as the major
rooms) and figure out any additional rules
A point of interest is something that invokes you’re using.
intrigue, caution, mystery, or wonder in
characters. It could be a monster nest, a weeping Dungeons often involve elements of combat. If
statue, a slime pit, a decayed knight propped you’ve got combat encounters (even just narrative
against a crumbling altar, a dungeon merchant, a ones), or dangerous challenges like trap rooms,
shrine, another camp of adventurers, a big etc, try and prepare them ahead of time.
(creepy) hole in the wall, or something similar.
Then answer any or all of the following questions:.
A point of interest is what makes a chamber a - Does this dungeon have a central mystery? Is
chamber. A chamber could contain more than there a story, history, or purpose here?
one. If you can’t think of a point of interest in a - Is this dungeon abandoned? Who or what
room, or its borderline, it’s probably not a once lived here?
chamber. - Is this dungeon currently inhabited, owned,
or infested? With who or what? How do they
Dungeons are often full of these kinds of rooms react to intruders?
(10x10 room with prison bars and a bed, and - What treasures can characters find or pry
there’s ten of these on the floor, nothing from this dungeon?
interesting - maybe the whole floor is a chamber - What dangers can they expect to find?
instead). - What monsters or foes, if at all, can
characters expect to fight here? If there are
setup tactical combats expected, prepare them.
- What is the reputation of this dungeon? Is it
For the players: Choose job and abilities, and well known, is it a total mystery, has it just
make sure you’ve read your abilities and your surfaced, or is it infamous for eating
camp fixtures. Then answer the following adventurers whole? What tales do people tell
questions. about it, if any?
- Does this dungeon have any set pieces or
- Does anything inspire fear, trepidation, or major points of interest? Is there
excitement in your character about the something wondrous, terrifying or breathtaking
dungeon? waiting within?
- Is the upcoming dungeon delve personally - Does this dungeon have any unique quirks? Is
significant to them in some way? Do they it underwater, or overgrown with heavy weeds?
have some history with Do the forces of light, gravity, time, etc work
- What does your character desire from the the same in here?
dungeon? What do they expect to find?
GM Pitfalls
You can let your GM know your answers.
Here’s some advice for common pitfalls:
For the GM:
- Foreshadow danger or secrets. If you’re
Figure out the hook for your dungeon crawl. going to use hidden dangers like traps, illusory
What’s pulling characters deeper into the walls, hidden rooms, puzzle chambers, etc,
dungeon? Without a compelling hook, characters make sure characters are least get some hint
often don’t have a reason to descend into that they exist. This can be quite subtle: ‘The air
dangerous, lightless corridors, nor should we isn’t quite right in this room’ or ‘The light is
blame them.

227 of 417

hitting the back of the altar in a way that looks a another system, you can usually pretty
little odd’. comfortably ignore them.
- Let characters wander on. Don’t force
characters to backtrack if they missed Abstract Map
something.
- Make sure characters enter with a clear goal. Draw or write out the chambers in your dungeon,
Dungeons need a compelling reason for and connect them with corridors. You can draw
characters to press on. each chamber out as a box without any specific
- Don’t waste time backtracking. Characters dimensions, then connect them with lines. You
that have passed over traps, hidden doors, don’t have to be a good artist, just be able to figure
journeys through darkness, etc can reasonable out how each chamber connects to another.
be assumed to go back through them again
without having to roll or play a scene out. In this setup, there’s no actual map for the
- Clearly communicate when characters are characters, and its physical geometry doesn’t
chasing a dead end. It’s ok to break the fourth matter too much. This is good when running
wall a bit to tell characters there is no more something like a wilderness area as a dungeon,
treasure or secrets to be found here. but can also easily be used to run traditional
- Make sure paths are clear for characters. An dungeons.
easy way to do this is always leave an open door
for them. If they need a key to progress, they Number each chamber, then write down the
should be able to intuit where to find it. If a size, look, details, points of interest, possible
bridge is down, they should be able to see the treasure, dangers, encounters, and mysteries
other side of the chasm. inside each box or on a separate sheet of paper. If
there are smaller zones or rooms inside those
BASIC STRUCTURE chambers, you can also detail those.

For each corridor, figure out what it looks like


Here are two suggested ways to structure a and if there’s any special notes, write them down
dungeon crawl. (the corridor is hidden at first, it’s underwater, it’s
trapped, etc).
Traditional Map

You can easily run dungeons with just a printed


traditional map, like the kind you’d get from an
RPG adventure module. If you’re not using rules
that track chambers (like the light or encounters
rules below) then don’t worry about them.
Otherwise, decide what on the map is a
chamber. In traditional modules, these are
usually numbered rooms (like in Deeptower, the
example adventure for this book).

If you’re using a pre-generated adventure or map,


they probably already have points of interest
written out, but if not you can write down
encounters, treasure, points of interest, etc for
each chamber.

ICON doesn’t particularly care about chamber


dimensions (in feet, squares, etc) unless a
chamber becomes a tactical combat map. If you’re
using a pre-generated adventure map from

228 of 417

abstractly represents the stuff characters have to


keep on them. Decide what the thing the
characters have to carry out is worth in haul and
Additional Rules establish this before the expedition. For example,
2 dust = 1 haul, 1 rescued person = 2 haul, 2
Here are a number of rulesets you can use to bundles of medicine = 1 haul, etc.
modify or add to a dungeon crawl to reach the
experience that your group is looking for. To represent Haul being a problem to lug around,
you can use the Haul check action. Only make
this check in tense situations - like running from
Haul monsters, dodging traps, or escaping a collapsing
dungeon.
For this rule, characters must gather up
something from inside the dungeon and carry it Action: Haul Check
up to the surface. Traditionally this could be
arkentech, dust, artifacts, or other valuable or In a tense situation where haul would slow
powerful artifacts, but it could also be things like down, impede, or endanger the characters,
medicinal herbs, food, supplies, or even roll 1d6 per piece of haul them have with them.
something like rescued captives.
For every ‘1’ result, characters must choose one of
You can tie this to the rewards characters would the following:
normally receive for finishing an expedition if you - Make a tradeoff, sacrifice, or pay a cost (in
like, to put some tension in the expedition. If you strain, time, safety, light, etc).
do so, make sure there are more rewards available - Start a new ticking clock with dire
than normal. consequences, or tick up an existing clock
If characters can’t pay this cost or choose not to
With this rule, characters track Haul for the pay this cost, they must immediately abandon 1
group, which is a number (like 1, 2, 3, etc) that haul for every ‘1’ result they got.

229 of 417

On a 1-3, characters may take one extra torch


Light die, but must confront a risk or danger first, or
pay a cost (in strain, time, or safety).
Use this rule when light is a factor and darkness On a 4-5, characters can either find 2 torch dice
represents a major impediment or danger. and pay the cost as above, or find 1 torch die
On a 6, characters find 2 torch dice.
Characters embark on an expedition with a
certain number of torch dice, representing Variant: Darkness
lantern oil, torches, magical reserves, etc. These
are d6s. Typically characters embark with a With this variant rule, the waning light of the
number of dice equal to the chambers they expect torch fuels an almost supernatural malice. Every
to pass through, plus a couple more. time a torch die is spent, it becomes a darkness
die.
If characters run out of torch dice, they run out of
light and things become pitch black. All narrative In a tense situation where darkness could
actions become riskier and less effective, and impede the characters, make a darkness check.
in tactical combat all player characters and allies
are blinded+ and take +1 curse on all attacks Action: Darkness check
and saves. In tough situations, you could rule
that pitch black means characters are forced to
In a tense situation where darkness would
retreat completely and abandon the expedition.
impede, or endanger the characters, roll 1d6
per darkness die.
Every time characters exit a chamber, they
make a torch check.
For every ‘1’ result, the GM chooses one of the
following:
Action: Torch check - Force a character to pay a cost (in gear,
When characters exit a chamber, take a torch die supplies, time, etc) or become separated
and roll it. On a 1 or a 2, discard the die. from the group
- Put a character in a bad or worse situation
The GM can also force characters to make a torch - Start a new ticking clock with dire
check as a complication, consequence, or consequences, or tick up an existing clock
tradeoff from their actions.
Darkness goes away when characters camp, exit
Action: Take your time the dungeon, or go into an interlude.
If you want to be more cautious or careful about
an activity, when you make a narrative
action roll, you can burn a torch die and roll it as Wandering
+1d6 (a boon) as if you had just pushed yourself,
without spending effort. This represents taking a Encounters
little more time.
If you want to add an element of tension to a
Characters can find more light by taking the
dungeon crawl, you can add ‘random’ encounters
Kindle action
or wandering monsters to the dungeon.

Action: Kindle Set up an encounter clock, from 3-6 segments.


Once every three chambers, characters can Longer clocks mean less encounters. You should
attempt to find more light. Choose one character generally make the clock visible to players, but if it
to kindle, who makes an action roll (smash fits the tone of your group you can also keep it
furniture into kindling, tinker with a wall lantern hidden. Each time characters exit a chamber, roll
to see if it can be extracted, study monster parts 1d6.
to see if oil can be made from them, etc).

230 of 417

On a 1 or 2, tick the clock up by 2 with oddly shape terrain effects (like lines) that
On a 3-5, nothing happens trigger if characters enter them. If they need to
On a 6, tick the clock down by 1. inflict more damage, they should trigger like a
once a round interrupt (ie once per turn),
You can also tick the clock up as a consequence, require a save and deal around 1d8 or 1d10
tradeoff, or complication from characters’ actions, damage.
and tick it down if characters take action to try to
move more quietly or mask their trail.
CARTOGRAPHY
In certain situations, you could also tick it up if
characters get into a fight (fights are noisy!) or This is a variant rule that’s pretty simple.
camp (they are spending a lot of time in one Characters don’t start with a map, but must make
place). their own and assign a cartographer.

If the clock fills up, characters get an The cartographer gets +1 xp at the end of the
encounter, then it resets. This could be a narrative session if they made an honest attempt to fulfill
or tactical combat, but doesn’t necessarily have to their responsibilities.
be something dangerous - it could be something
like a wandering merchant or a harmless but
curious monster. You can use encounter tables DEPTH
(write up a table using a d6, d8, d20 etc and
assign encounters to each number) or just have a
With this rule, dungeons have an assigned depth,
preset list of encounters for an area.
from 1-4. Depth is pretty abstract, but it’s tied
directly to chapter number. Challenges and
Do not use random encounters at all for anything
tactical combats in a dungeon of depth 1 are
the players need to progress through the dungeon
chapter 1, challenges in a dungeon of depth 2 are
- they should be a purely extraneous layer.
chapter 2, and vice versa.

Traps This can represent physical depth, or just


challenge. You can also have one dungeon contain
chambers, floors, levels, or areas that are different
Traps are a pretty common component of depths entirely.
dungeon crawls. In ICON, players always have the
initiative, so traps must be run with two caveats: This allows characters to wander into different
dungeons or areas of dungeons that are more
- If you’re going to use traps, you can only spring challenging than they are expected to take on. If
them on players as a consequence or you’re using the depth rule, characters should
complication of their actions. always be aware of how deep a dungeon is.
- Traps can only inflict strain on characters if
you’ve established them (the normal rules
for inflicting strain). You must show characters EXPLORE
that there’s some danger - a corpse, a strange
scrape in the stone, a weird gust of wind, etc.
With this rule, characters are incentivized
Strain inflicted depends on the risk of the
(perhaps by someone that hired them) to explore
action characters are taking, as normal, not the
as much of the dungeon as possible.
potency of the trap.
Before going on the expedition, decide on a
certain number of special points of interest in
Traps are best played out as a narrative challenge,
the dungeon, and let characters know that
using those rules.
number. Characters should generally know what
they’re looking for. These could be something like
If you include traps in tactical combat, they can
ancient inscriptions, parts of an ancient spell, old
easily be represented with terrain pieces, difficult,
murals that tell a story, pieces of a broken, statue,
or dangerous terrain. You can also represent them

231 of 417

etc. Someone might have hired them to take wall to an extra-planar space. Assign every chamber in
rubbings, or map the dungeon, or clear a safe this dungeon a number or range of numbers on a
route through, or something similar. d20, until every number on the d20 is filled.
Whenever a door is opened, it leads to a random
If characters find a majority of the points of room each time it is opened (roll the d20) unless
interest, give them all 1 xp or a dust reward. If characters use the Navigate the Labyrinth action.
they get all of them, give them 2 xp or a higher
dust reward.
LAIR
Labyrinth A simple and classic variant of a dungeon crawl.
This dungeon is the lair of a huge, ancient, or very
In this dungeon, there is no map, and the spaces powerful monster (probably a Legend if you’re
between chambers is a twisting maze of passages. using tactical combat). When thinking about the
If you draw the map for this kind of dungeon, character of this dungeon and its rooms,
don’t connect the chambers at all, since characters chambers, and points of interest, they should all
can end up in any chamber from another one. relate somehow to this creature.

When characters move from any chamber of the Often, points of interest in these kinds of
dungeon to another chamber, the GM chooses dungeons offer additional ways to reach the
where they go. monster, potential allies, special ways to harm or
fight it, or ways to protect against its nastiest
Otherwise, characters that intend to go attacks, offering incentive for characters to
somewhere specific must used the following explore.
action:

Action: Navigate the maze Megadungeon


When you try to go somewhere specific in This is a setup that allows you to simulate a truly
the labyrinth, make an action roll (strain the enormous dungeon, and is pretty simple. Set up
walls for your own tracks, tinker with a piece of multiple dungeon expeditions. Each could
string to mark your path, smash through the maze represent an ‘area’ of the mega dungeon, a wing of
walls, etc). Check the final result: the dungeon, or a new layer or level.

On a 1-3, you get hopelessly lost. You end up in a Write each expedition in a box out on a piece of
brand new chamber you’ve never been to before, paper, then connect them visually to each other.
which the GM can choose. If characters have been You could draw it out in detail, or just draw lines
to all chambers, upgrade this to a 4-5 instead. between each box to show the connections and
On a 4-5, you can find your way to where you their nature. You’re basically setting up a new
need to go, but suffer a cost (light, time, supplies, dungeon, with each chamber of the dungeon
strain), must make a tradeoff, start a ticking clock, being a dungeon itself.
or suffer a complication.
On a 6, you get where you intended to go. Characters can’t tackle a mega dungeon all at
once, but only complete the individual expeditions
Usually there is a secret of the labyrinth that once at a time. When characters complete an
characters can figure out to avoid making this expedition in a mega dungeon, they should get a
action. chance to have some downtime and an interlude
to replenish their camps and renew their
Palace of doors resources. Decide how this is possible - maybe
they have a mobile camp, or there is an
A madcap variant of this setup. Doors in this underground settlement they can return to, or
dungeon are arkentech, ensorcelled, or connected they have access back to the surface quickly.

232 of 417

Wonder
This is a simple rule that rewards characters for
exploring and finding points of interest. It adds
the following xp trigger for all characters for
narrative play. At the end of a session, ask this
question:

Did you see something glorious, wondrous,


terrifying, or truly impressive? If so, take 1
xp.

Characters don’t have to necessarily all agree with


each other but the GM gets last word on whether
this triggered or not.

233 of 417


A battle is played out in two, three, or five action
BATTLE scenes. Less scenes will mean a shorter battle.
Odd numbers are usually better but you can use a
A battle is an expedition where characters should 2 scene battle for a shorter and more manageable
be expected to take direct and often violent action, experience.
often in a conflict that is larger than they are able
to handle on their own. The rules here can be used Each scene is played sequentially, one after the
to represent a field battle, a series of fast-paced other, that advance some kind of narrative.
fights, a field battle, or a siege that lasts several Characters must advance in one direction but
days. might have a choice about the order.

Battles don’t necessarily have to involve Examples (each bolded phrase is a scene):
combat, especially tactical combat, every scene, - Characters must fight through the gates of
or even at all. It’s easy to think about situations the dark citadel, OR scale its walls. Once
where speed, daring, and physical action can be inside, they have to locate the throne room.
interweaved with fighting, or even stand alone Then finally, they must confront the Cinder
without any fighting at all. King.
- Characters must fight the battle of Arlen Loch
For example, a battle expedition can be used for throughout the day. In the morning they must
rescuing people from a disaster situation, a sports survive the assault, in the afternoon they
competition, or a trial of skill. must either blow up the bridge to prevent
enemy reinforcements OR help the left flank,
Usually there’s not much breathing room between and in the evening they must survive until
action scenes in a battle, so these expeditions are dawn.
good when pushing the drama and action to the - Characters must rescue the villagers of the
forefront. They can become exhausting if used valley from the encroaching volcano, and can
back to back unless you have a group that’s choose any order to check the temple, the
onboard for that sort of thing. village proper, and the lake for survivors.

For each scene, establish the situation (what’s


Goal
going on), setting (where is it taking place?) and
stakes (what’s at risk). The space in between the
The goal of a battle is to reach its conclusion,
action scenes can be pretty freeform.
preferably alive. Victory is usually preferable, but
not necessary to reach the conclusion. When the
Characters play through the scenes, and based on
battle has run its course, it’s over, and characters
their actions and how the scene plays out, the GM
must deal with the aftermath.
decides that it either resolves positively or
negatively, based on the stakes of each scene
Before you start a battle, name the stakes of
and the stakes of the battle as a whole.
winning or losing this battle. Here’s some
questions to help you out.
Once all the scenes are played out, figure out the
aftermath of the battle. Go through each scene’s
Based on the outcome of the battle…
- What is at risk? resolution and decide what impact that has on the
- What must be defended at all costs? overall stakes, based on how the scene went.
- What could characters lose?
- What will be irrevocably changed or lost You can play the aftermath out narratively
(describe what happens rather than play it out) or
forever?
play it out like normal. Either way, the battle is
over before the aftermath and characters have to
Make sure they are abundantly clear.
cope with the fallout of whatever happened.
Structure
There are different ways to run these scenes and
the aftermath itself in the rules below.

234 of 417

additional rules here and see if any of them fit the


Quick Example kind of battle you’re preparing.

For example, characters are doing battle with a GM Pitfalls


force of imperial soldiers from a local overbaron
who are invading a local village and capturing the
Here are some common pitfalls:
residents since they are too poor to pay the annual
tax. That’s the overall stakes of the battle (can - Put the spotlight on the player
the characters save this village from the invading
characters. It’s common to have a lot of allies
imperials and rescue the villagers?).
or NPCs in battle scenarios. Generally the
player characters should lead the action and
Individual scenes might be (1) freeing prisoners
have the spotlight, not the NPCs. No matter
from imperial transports, (2) putting out the fires
how cool the thing is that’s going on in the
that are burning through the village, (3) driving
background, the characters are the main
off the main imperial force. Characters can tackle
characters of the story!
these scenes in any order. - Let characters make decisions about
how to progress. Battles can be pretty linear,
You’ll notice in this setup each scene is described
but characters should still be able to choose
by its major situation/stakes. There are easy ways
how they approach or deal with situations or
each scene could end positively or negatively as a
problems as they come up.
whole, and affect the overall outcome. - Don’t focus entirely on combat, even in a
pitched battle. Try to vary up the situation so
Setup characters have business to do other than just
fighting - like rescuing innocents, raising up a
For the players: Choose job and abilities, and shield, crossing a boiling river, etc.
make sure you’ve read your abilities and your - Make sure each action scene has
camp fixtures. Then answer the following interesting business. Think of a cool set
questions. piece, or set up, or scenario, or interesting
stakes for each scene. Don’t just do a scene for
- Will your character be tested by this battle? the sake of a scene. If you think about your
- Is it personally significant to them in some favorite action movies, there’s always
way? something interesting going on in the best
- What does your character expect from this action scenes, whether its the setting,
battle? characters, or story.

You can let your GM know your answers.

For the GM:

Set the number of action scenes. For each action


scene:
- What is the basic situation?
- What is at stake?
- What is the danger or opposing force here?
How powerful is it? Can players expect to face it
alone or without preparation?
- Do you expect a tactical combat in this scene? If
so, prepare it.
- Do you expect to use any clocks or narrative
challenges in this scene? If so, prepare them.

Figure how how characters are expected to move


from scene to scene. Then check out the

235 of 417

To prepare for this, ask characters what the


Additional rules important points of interest, weak points, or
critical factors are in the coming battle; ie. ‘This
Here are some more specific rules or ideas for
bridge must be defended’, ‘The enemy
setups you can use for different kinds of battles.
commander must be taken out’, ‘The enemy
artillery needs to be silenced’.
Battle Assets Prepare at least 2, and probably no more than 6 or
so action scenes (less will make a shorter battle).
For this rule, characters are fighting alongside Characters can personally attend to one, two, or
allied forces or other NPCs in a battle that is too three less of these scenes than there are
large for them to handle everything themselves. maximum. For example, you might have a battle
You can use this to represent large field battles, with 3 important points, and characters can only
sieges, or defenses. attend to two of them, or a battle with six, and
characters can only attend to three.
Each scene in a command scenario represents
characters aiding or dealing with a threat instead For each scene, establish with characters what
of their NPC allies or prepared assets. There is group of people or assets will handle the scene if
always more points to aid or defend than they can’t personally attend to it. This could be an
characters have time for, and they have to choose NPC or group of NPCS like a group of soldiers, a
where to fight. captive monster, a legendary warrior, or

236 of 417

something inanimate or intangible like a wall, a


moat, a magic warding spell, etc. For every scene that resolves positively (for
characters) or that is a success (for NPCs), the
Action: Allied Trust characters’ side scores 1 point. If they equal or
surpass the ‘score’ they need, they are victorious.
At the end, after characters have done what they If they score under the ‘score’, they are not
can, in the aftermath roll a number of d6s to see victorious. You can consider the difference in
how the scenes they didn’t show up in played out score to judge how the battle went overall. Victory
without the characters present. by 1 or 2 points is a sound victory, victory by 0
points or a loss by 1 point is a close thing.
If the asset or people are weak compared to their
task or foes, roll 2d6 and pick the lowest. If they’re Tides of Fate
on level or the outcome is unclear, roll 1d6. If
they’re strong compared to their task, roll 2d6 If you want to add a random element to this setup,
and pick the highest. Then consult the following: roll 1 additional d6 after the battle is over. On a
1-3, adjust the score down by 1. On a 4-5 adjust it
- On a 1, the scene is catastrophic failure. Allies up by 1, and on a 6 adjust the score up by 2. This
are slain or scattered, objectives are failed. can represent weather, natural disasters, morale,
- On a 2-3, the scene is a failure. random luck, or other unexpected situations.
- On a 4-5, the scene is a success.
- On a 6, the scene is an unexpected success and Variant: Defense
enemies are routed, scattered, or slain.
You can play this scenario out by giving characters
an incoming threat, then a number of days to
Action: Command build up these assets before an attack comes. Play
out those days narratively, with characters taking
In the above scenario, characters can use their time to gather allies, build defenses, etc. Set up a
skill to aid or help one asset of their choice. timer for when the attack comes and fill out it as
Perhaps they personally train some soldiers, characters take action, or as a consequence or
tinker with a catapult, prepare traps, etc. Make an complication from their actions.
action roll or a team action and check the final
result: Characters can build out a 2 clock for a weak
asset, a 4 clock for an average asset, and an 8
- On a 1, the preparation goes poorly and that clock for a strong asset.
asset rolls -1 die
- On a 2-3, the preparation has no further effect For an example setup, characters have a 12 clock
- On a 4-5, the preparation gives that asset +1 to prepare that fills out 1 each time someone
die takes action, or as a consequence for their rolls
- On a 6, the preparation goes better than (they have to take more time, resources, etc to
expected and gives that asset +2 die prepare). There are four points of interest to
defend, and characters can only attend to two of
Variant: Field battle them. When the clock fills out, the attack comes
immediately.
You can use this rule when characters are
contributing to a very small part of an overall Variant: Hard Choices
battle.
In this simple rule, in the scenes characters don’t
Give the characters’ side in the battle a ‘score’ they attend to personally, their allies will always lose,
need to be considered victorious, equal to the total having to buy some time, space, or hold the line.
number of scenes minus 0, 1, or 2, depending on Characters are aware of this.
how tough the battle is. This includes all scenes -
the ones characters can attend to personally, plus
scenes they may need NPCs to attend to.

237 of 417

figure out the payment for winning a round, or a


Last Stand majority of rounds (dust/glory/access/accolades/
freedom, etc).
This variant rule is when characters are fighting in
a hopeless battle and don’t expect to win. In the Unlike a normal expedition, characters are able to
overall narrative, characters will be forced to change their job or abilities in between action
retreat in almost every scene, even if they ‘win’ scenes, to represent them preparing for the next
that scene. Make sure this is clear to everyone fight.
before using this rule!

For each scene before the final scene, characters


Rescue
must retreat, even if they ‘win’ the scene. If the
scene ends positively, the characters can choose Characters have to rescue people from some kind
one thing they can save and take it with them of encroaching danger or natural disaster. They
to the final scene. ‘One thing’ will depend on the can’t really prevent the danger from happening,
tone of your game - whether that’s a single person, but only forestall its arrival. It could be a huge
artifact, etc, or a whole group of people. horde of monsters, an erupting volcano, an
Everything else is lost. encroaching army, etc.

If the scene ends negatively, characters can save There might be combat involved, but the focus
nothing but themselves. should be on rescuing people and getting them
out of danger. To represent the encroaching
In the final scene, characters must fight to save threat, you can use a 6 or 8 segment clock,
everything they brought with them. If the ticking 1 segment up whenever characters take
scene ends positively, they can make it out of the action, move on to a new scene, or as a
battle with everything they saved, and possibly consequence of their actions. Whenever the clock
even win. If the scene ends negatively, go fills out, the situation gets worse and it gets
through each thing characters brought with them. harder and more dangerous to rescue people
A character must make a major personal (increase the risk of narrative actions, increase the
sacrifice worth at least as much as the thing size of clocks to rescue them, add reinforcements
they’re trying to save in order for that thing to to combats, etc). If this happens 3 times,
make it out safely. Otherwise, it’s lost. characters have to leave with whoever they’ve
managed to rescue and have to bail out on the
expedition.
Musou
This variant rule is purely for tone, and fits high-
SPORTS
powered characters and campaigns. In this rule,
only foes and challenges in actual action scenes This battle is a sports competition, using 2 or 3
are worthy of the characters’ attention. Whenever scenes. Each scene represents a half or quarter
characters transfer between scenes in a battle, of a sports competition.
characters should describe how they totally
blow through, overwhelm, or smash past Action: Scoring
all the obstacles and foes in their way. If you’re playing with this setup, put out two
clocks, representing the score for each side, with 4
Pit Fight or 6 segments. When characters take action
to try and score, tick the characters’ score clock
up, and tick the other side’s score clock up as a
This simple variant rule can be used for complication, tradeoff, or consequence.
gladiatorial fights or combat trials. In this variant, When a score clock fills up, reset it (extra
run an odd number of scenes, with each scene segments don’t ‘spill over’), and score 1 point for
representing a round of battle in the arena, and that side.

238 of 417

You might limit each scene to just 1 point scored,


or put out a time clock that ticks up whenever
characters take action, ending the scene when it
fills up.

If you’re running this set up, it’s important to


communicate what sport the characters are
playing (a ball game, wrestling, etc), who is
actually playing (as opposed to supporting, etc),
and what the goal/scoring of the game is. Let
characters be creative in what actions they
take to further the score clock.

Action: Locker Room


Between each scene, play out a locker room or
backroom scene with the characters. Based
on the outcome of that scene, you can adjust the
score clock up or down for either side. Maybe
characters had a pep talk and get to reduce their
score clock to 4 from 6, or maybe the other side
attempts to sabotage the characters, increasing
the size of their score clock if not prevented.

Trial
This variant rule can be used for when the
characters are being judged as a whole. It could be
a divine trial in a dungeon set up by ancient
beings, a judgement trial by combat, a series of
tasks set up by a corrupt king, a friendly series of
sparring matches, or a series of tough
competitions.

In this variant, run an odd number of scenes.


Character’s actions are judged as a whole
based on whether there were more scenes with
positive outcomes than negative, or vice versa.

239 of 417

finding clues, uncovering objects (like keys, maps,


INTRIGUE notes, etc), or learning critical facts. You can run a
very long multi-session intrigue with much longer
An intrigue is an expedition where characters are clock but it might take multiple expeditions to
trying to investigate something - track a foe, complete.
uncover a mystery, or unveil something hidden.
Usually intrigues are much less combat focused It’s important to keep things flexible and allow
than other expeditions and may not involve characters to fill out the clock on their
combat at all, but there are exceptions to that rule. own, using their own strengths, skills, and
deduction skills. It’s perfectly alright for
If characters are solving a murder, trying to characters to reach the end of an intrigue without
gather clues at a masked ball, socializing at a party going through a series of steps, or knowing all the
so they can uncover a traitor, or exploring the information. In fiction, characters stumble on to
woodland to find the hidden door into the the truth through their own luck and persistence
underworld, that’s an intrigue. all the time. If characters simply complete a scene
that moves them closer to their goal, you can
always move the clock forward.
Goal

The goal of an intrigue is to uncover and Confrontation


confront something secret or hidden. When the intrigue clock fills out, characters find
what they’re looking for and can confront it.
Characters might know what they are looking for
exactly, or in vague terms. For example, they What ‘confront’ means depends on what they’re
might be hunting down a murderer, looking for a looking for, and might involve playing a final,
hidden door, uncovering a conspiracy, or climactic scene out. If they’re looking for a rogue
searching for the secret name of a demon in an monster, they might have to fight it in tactical
ancient library. combat. If they’re looking for buried treasure in a
flooded cavern, they might have to dig it up before
Either way, establish what characters are looking the tides come in. If they find out the identity of a
for before you start. This can change as they learn murderer, they might still have to make some
more information. accusations.

Structure Sometimes no scene is necessary and characters


can move on with their prize - information,
Intrigues have a very basic structure: wealth, etc, and end the expedition.

The Intrigue Clock The Tension Clock


Set out an Intrigue clock with around 2-5
segments. When characters complete a scene Intrigues aren’t very interesting without
that moves them closer to their goal, find out a tension, so f you set up an intrigue clock, also set
critical clue, or the nature of what they are out a tension clock. The clock should usually be
looking for changes, then advance the clock around 3-4 segments.
by 1 tick.
Any time something happens due to the decisions
When the clock fills up, characters find what they or actions of the characters that would raise the
are looking for and can reveal and confront it, tension of the intrigue, you can tick the clock up
whatever that may be. by 1. You can also tick it up as a complication,
consequence, or tradeoff for the characters’
Longer clocks mean longer intrigues. A good way actions.
to judge the length of a clock is thinking about the
critical steps that characters might need to take to When the tension clock fills up, the tension
uncover the truth, such as gaining people’s trust, breaks, usually in a bad way. Characters are
confronted with some kind of twist, problem,

240 of 417

ticking clock, confrontation, or consequence that - What happens when characters are able to
will either slow them down or have dire personal confront what they’re looking for?
consequence. - What happens when the tension clock fills out?
- Is there a danger or opposing force to the
What this means depends on the intrigue you are players?
running. You can also set a failure state if the - Do you expect tactical combat in this intrigue at
tension clock fills up too many times (usually all? Communicate that to the players.
around 3-4 times).

Here are some examples:

- Characters are trying to track down a murderer.


When the tension clock fills up, the murderer
kills again.
- Characters are investigating a corrupt guild
boss. When the tension clock fills up, the boss’
goons track the characters down and confront
them.
- Characters are trying to find out the identity of
the queen’s secret lover at a ball. When the
tension clock fills up, characters find
themselves accused of a new crime or trespass
they didn’t commit, complicating the situation
If it fills up three times, they get kicked out of
the ball.

Setup

For the players: Choose job and abilities (if


there’s even going to be combat), and make sure
you’ve read your abilities and your camp fixtures.
Then answer the following questions.

- Does your character have personal stakes in


this intrigue?
- What does your character think is the truth?
Is that different from your allies?

You can let your GM know your answers.

For the GM:

Set the length of the intrigue clock and tension


clock, then answer the following questions:
- What is the basic situation? What are
characters looking for, or what do they think
they are looking for?
- What is at stake? What will happen if this
situation was left on its own?
- What do you think will fill out the intrigue
clock? Are there important clues or pieces of
info the characters can uncover that will move
it further?

241 of 417

escape detection. If this happens three times, the


mission is over and characters must abandon it.
Additional rules The second option is to run the tension clock like
above, except when it fills up and resets, it also
Here are additional rules you can use to represent raises the alarm level. The alarm level starts at
or modify a basic intrigue scenario. Some of them 0, and goes to 3. Increase the risk of all
change the basic setup quite drastically! narrative actions when it goes to 1, and increase it
again if it goes to 2. Additionally, you can

Infiltration increase the difficulty of possible tactical


combats by adding one or two more points to
In this variant, the ‘intrigue’ is actually using encounters (see page XX) as reinforcements or
stealth and subterfuge to enter a elites for each level of the alarm. If the alarm goes
dangerous or guarded location, in order to to 3, characters are found out and can no longer
accomplish some goal and get out safely. sneak about.

You can use this for sneaking into a dangerous Extraction


monster’s lair to rescue someone, stealing a jewel
from the greedy under baron’s castle, or To speed things up, you can usually assume
infiltrating an imperial war camp in order to characters that fill out an intrigue clock and reach
sabotage their mega-tank. their goal can make it out the way they came in.
Sometimes, however, it’s fun to run a (maybe
The intrigue runs as normal, except there’s extra shorter) intrigue clock to get out again, with the
options with the tension clock: added difficulty that you might be escorting
someone, or weighed down with loot.
The first option is to run the tension clock like
normal. When it fills out, characters are found If extraction is going to be a part of the
out (or almost found out) and must fight, flee, or expedition, make sure that everyone understands
this before the expedition starts.

242 of 417

If someone is unmasked, other characters can


Masquerade cover for them by spending 2 segments (total) of
their disguise clock to restore 1 segment of the
You can use this variant when characters enter a unmasked characters’ disguise clock.
location disguised to undergo an intrigue.
Maybe they are at a masked ball, maybe they are
in an enemy camp disguised as their foes, or
HEAL
maybe they are magically transformed in some
way. This variant is for when characters are trying to
heal an illness of some kind. It’s usually a more
Run the intrigue as normal, but characters all also peaceful sort of intrigue, but can be harrowing
have a disguise clock with 3 segments. Each time regardless, or even still involve combat. The
the tension clock fills out, knock a segment off illness doesn’t need to be an actual sickness, and it
everyone’s disguise clock. doesn’t necessarily need to affect people. For
example, it could be dark magic that is warping a
You can also knock a segment off a characters’ location, a blight that is killing all the crops, a
clock as a consequence or complication due to disease that is driving animals mad, or
their actions. When a character has 0 segments supernatural weather that is destroying the land.
remaining, they are unmasked and the disguise
no longer works. Run the intrigue like normal, except the tension
clock represents the illness getting worse. Each
Action: Deep Cover time the tension clock fills out, the illness gets
worse, and inflicts visible suffering around
If you want to increase the disguise clock for the characters. Characters can use the
yourself or your group by 1 or 2, describe what ameliorate action below to try and lessen this.
you want to do to the GM. The GM will tell you
what you need to do, from one of the following: You can run this with a fail state if you like - if the
- You need to gain the trust of someone on the illness gets worse more than 3 times, it becomes a
inside more long-term part of the land or people, settling
- You need to find or create additional materials, in, and characters will have to return with
uniforms, outfits, makeup, or paperwork. more powerful assets, allies, or knowledge to heal
- You need to create a distraction it.
- You need to make a personal sacrifice
Action: Ameliorate
The scale of what you need to do will always be When the illness gets worse, characters can
concurrent with your request. It’s always possible, forestall this by this by playing out a scene to
but play a scene out to see if you can do it or not. fight back or treat the illness. If they are
successful, they reduce, but can’t eliminate,
Action: Rip off the mask the suffering.

You can intentionally unmask yourself to gain Alternatively, characters can eliminate the
initiative and shock onlookers, destroying your suffering by taking the suffering into
disguise. If you do so, you get the benefits of themselves. This causes them to take a burden,
pushing yourself on your next narrative action depending on the nature of the illness. Characters
without spending effort (+1d or effect). You can might get sick themselves, or take an injury, or
also do this to resist an action as if you’d spent suffer from anger or resentment.
strain to avoid consequences. If you do this, you
can’t ever get your disguise back on the same
expedition.
Hunt
Action: Cover up

243 of 417

In this variant, characters are pursuing a quarry make sure things go smoothly, rather than
of some kind - a bounty target, a wild monster, a negotiating directly.
fleeing criminal, or perhaps merely someone that
doesn’t want to be found. Figure how how many factions are present,
and what they want out of the negotiation. This
Run the investigation clock like normal, only works best with 2 factions, or an odd number, like
when the clock fills up, the final confrontation is 3 or even 5 (for more complicated expedition).
catching up to the quarry.
Instead of running one investigation clock, set up
Each time the tension clock fills up, an obstacle a shorter clock for each faction, representing
gets in the way of the characters. For example, the their needs or demands. These clocks can be
monster the characters are tracking starts an different lengths (an easy to satisfy faction might
avalanche, a corrupt inspector confronts the have a 4 clock, and a hard faction might have an 8
characters and tries to shut down their expedition, clock). When the clock fills up, that faction is
or the characters run into some unsavory types willing to negotiate in good faith.
who are also on the trail of their quarry and don’t
want competition. The investigation ends when the majority of
factions are willing to negotiate. In the case of a 2
Failure to avoid or confront the obstacle slows the sided negotiation, both sides must be willing.
characters down and makes their quarry more
prepared for them when they arrive. You can, as The terms that get worked out are usually in favor
always, set a failure state after the tension clock of the factions that have received aid from the
fills out 3-4 times to give characters a time limit. characters, ie the factions whose clocks are full.
Those factions get their demands met, in
If you’re intending to use tactical combat, it’s best some way.
to save a tactical combat encounter with the
quarry as the final confrontation - as doing so The tension clock in this scenario represents
communicates that characters can fight and win. factions or outside forces interfering with
If you want a monster to show up earlier to attack negotiations. When the clock fills out,
the characters (only to escape or get away), run it characters must act to prevent interference. If
as a narrative encounter and make it clear to the they fail to do so, the GM can adjust all clocks up
characters they can’t catch or pin down their or down 1 or 2 segments to represent this.
quarry in real tactical combat without completing
the investigation. You can set an interesting fail state with this
scenario by having a faction that nobody wants to
Variant: Chase work with, or that has malicious intent (like an
empire demanding surrender). When the tension
You can also run an inverted hunt as a chase. In clock fills up, they can fill their demands clock up,
this case, characters are the quarry, and are and if it ever fills, negotiations collapse in
fleeing from something. Instead of confronting their favor.
their pursuer, if they fill out the intrigue clock,
they escape. If the tension clock fills up too much,
they are caught.

NEGOTIATION
In this variant, characters are trying to broker
some kind of agreement between different
warring factions - a peace agreement, a settlement
of debts, a trade-off of prisoners, etc. Sometimes
characters are present as mediators, or guards, to

244 of 417

furthers them on their journey, fill out a


TREK segment. This could be scaling the side of a
mountain, completing a tactical combat, charming
the way past a bridge troll - anything that moves
Simply put, a trek is a journey from place to place. them further along.
However, it’s not just any journey, but one
through a dangerous, perilous, or unexplored area When the clock fills out, characters can progress
- perfect for heroes. to the next leg of the journey if they so choose.
Shorter clocks mean less time spent in a particular
The trek rules are highly flexible and part or all of leg of the trip and control the overall pace of the
them can be used by a group. Make sure the group trek. The GM is free to completely advance a clock
agrees which rules are in play before embarking if they feel like the pace is suffering and move
on a trek! characters along to the next part of the trip.

Goal Setup

The goal of a trek is always to arrive at the For the players: Choose job and abilities, and
destination. When you’re leaving on a trek, make sure you’ve read your abilities and your
you’re usually heading out from a place of safety, camp fixtures. Then answer the following
but that’s not always the case. You may be questions.
traveling to a dungeon, traveling through a
dungeon, escorting a nobleman’s son home, - Will your character be tested by this journey?
undergoing a journey through a deep and - Is it personally significant to them in some
monster-filled swamp, or taking a shortcut way?
through an infested mine. - What does your character expect from this
journey?
When you embark on a trek, name the
destination, and if there’s any special caveats, You can let your GM know your answers.
like cargo or passengers you have to take with
you. When you reach the destination safely, the For the GM:
trek is over.
Set up each leg of the trek:
Treks are always dangerous or challenging - How long is this leg of the trip? Set a clock for
to some degree. Name the possible dangers and each leg.
challenges that lie ahead. - What kind of environment is on this leg of
the trip?
Structure - What dangers and challenges lie along this
leg of the trip? You may have already detailed
Treks are split into legs. An average trek has 2-3 this earlier.
legs. A longer trek has 4 or more, and very long - What points of interest are during this leg of
treks that might take multiple sessions to the trip?
complete have more. - Are there side activities, opportunities, or
rewards during this leg of the trip?
Each leg of a trek represents a period of time - What choices will characters have to progress
spent traveling through a different region with a this leg of the trip? Characters should always
different challenge, sights, people, etc. A leg can choose how to progress on their journey. You
include possible tactical combat, but the total trek should make sure to present them with options,
shouldn’t include more than 3-4 tactical combats even if that’s just a fork in the road, and to be
unless it’s very long. flexible when players improvise.
- Are there tactical combats in this leg, if
The GM sets up a clock for every leg of the trip you’re using them? If so, prepare any expected
with 1-4 segments. Each time characters fights, and decide what situations will trigger
complete a scene or accomplish a goal that them.

245 of 417

Then, think about the answers to the player facing


questions above and see if you can’t use them for
inspiration.

Finally, think about the additional rules or


variant rules from below you want to use for
this trek, and clear them with your group.

GM pitfalls

- Make sure characters and players always


choose how to progress through a trek. A trek
that feels too linear can feel boring.
- Don’t rush things along - let characters play
out scenes in between the rolls to progress the
journey. But also don’t let things linger too
long in one place - a trek is about traveling,
after all. If characters get too comfortable along
the way, remind them of their goal.
- Don’t force characters to see something.
Characters will often unintentionally avoid or
walk right past content you have prepared. If
you’re trying to get characters to see a cool
sight, encounter, or NPC, make sure you
foreshadow it first (for example, by having
other NPCs talk about it before the journey). If
they walk by it anyway, let it go. You’ll think of
something else.
- Foreshadow danger, risks, and threats.
Make sure characters know what to expect on
each part of the journey.

246 of 417

On a 4-5, you can get the info you need, but you
need to take a risk, expose yourself to danger, or
Additional Rules make a sacrifice or trade off to get it.
On a 6, you get the info you need with no
tradeoffs.
Here are more specific rules that can be used
depending on the tone of your game and the type
of trek you want to play through. SUPPLIES
Scouting You can use these rules when the Trek is through
a part of the world where supplies are scarce, like
a desert, deep dungeon, icy waste, or ocean.
If you want characters to have limited or unknown
information about the dangers in the next leg of Track two things on the camp sheet: supplies
their journey, you can use the Scouting action. and baggage.
The action can be taken by only one character,
once per leg, though they can receive help. - Supplies are an abstract resource that
represent food, medicine, parts, etc.
Action: Scout - Baggage are situations, facts, or objects that
could potentially slow the group down or make
If the dangers ahead are unknown or them require more supplies, such as sickness, a
unclear, the GM can call for a one character to broken cart, an NPC they are escorting, or a
make an action roll to gather information (study lack of warm clothing, etc. When you get
tomes, recall survival info, charm the locals, baggage, describe it briefly on the sheet.
sense the terrain, etc). Decide what you’re looking
for (paths, terrain, possible monsters, etc). Make To move on through a leg of the trek,
the roll and check the final result. characters need at least 2 supplies, +1 for every
baggage currently affecting them. Otherwise,
On a 1-3, you can get the info you need, but will even if characters fill the clock out, they can’t
immediately get into danger or trouble. advance.

247 of 417

To advance, characters that lack supplies have to On a 4-5, choose: same as above, but you can
take some action to gain supplies or to gain 2 supplies instead, OR gain 1 supplies, no
clear the baggage affecting them. To a clear complications.
baggage, characters can play a scene out, make an On a 6, you gain 2 supplies with no
action roll, or make a tradeoff or hard choice, as complications
offered by the GM, and depending on the nature On a 6, 6, you gain 2 supplies and can also
of the baggage. There are some actions below ignore the effects of 1 piece of baggage.
that characters can use for this.
Action: Push through
Starting supplies: When characters lack supplies to move on to
Characters usually start with all the supplies they the next region, they can make the following
need for a trip. This can be made harder if they choice on how to progress:
start with less, or start with some baggage (maybe - Take baggage equal to the difference in
they’re escorting a nobleman’s son, or refugees, or supplies needed. Detail them. This can’t be
have a broken wagon, for example) done for the final leg of a journey.
- All characters take strain equal to the supplies
Gaining supplies: needed. This strain can be resisted as normal.
Characters can gain supplies or make tradeoffs - The GM can offer characters an opportunity,
with the actions detailed below this section. trade-off, or hard choice in order to gain the
supplies necessary to progress.
Losing supplies:
When character advance a leg of a trek, they lose
Action: Make things complicated
all the supplies they just paid to advance.
When a character would take any amount of
strain, consequences, or a burden from their
Characters might also lose 1 or even 2 supplies
actions, the GM can offer baggage instead.
during the course of their actions as
consequences, tradeoffs, or choices that they
make. Optional rule: Limited Camps

Losing baggage: With this rule, characters can camp any time, but
If you dump baggage, you’re not necessarily camping costs 2 supplies +1 per point of baggage.
physically getting rid of it - it just stops being an
issue or a burden.
TIME LIMIT
Action: Forage
Once per leg of a trek, your group can forage The Trek has a time limit - perhaps characters
for supplies. Either make a team action to look have to reach somewhere fast, are trying to outrun
for supplies, or designate one person a forager something, or are taking a limited opportunity.
(they can receive help as normal). You hunt, fish, This can be represented with a clock (usually with
scavenge, pick up food, herbs, etc, or just scrape 6, 9, or 12 segments), which starts full and you un-
what you can from your environment. Make an tick as time progresses. When the clock is empty,
action roll (strain the land for resources, study characters have run out of time and suffer the
the dirt for animal traps, endure cold weather, consequences, which could mean failing their
etc). goal.

On a 1-3, you find 1 supplies, but they are in a A basic setup is to have a clock with a number of
dangerous, challenging, or contested location. segments equal to the number of legs + 2 or 3. For
Perhaps they’re at the top of a waterfall, or example, you could have a 6 segment clock for a 3
guarded by a monster, or you’re not sure if they’re leg trek. Untick one segment each time characters
poisonous. Back off and lose them, or play a scene advance through a leg of a journey, and untick a
out to see if you get them. segment when offering characters a tradeoff,
opportunity, moral choice, or as a bad
consequence or complication of their actions. For

248 of 417

example, you could untick a section if characters


have a string of bad rolls and get catastrophically Map Crawl
lost, if they decide to take a slower but safer path,
if they linger in one place to ambush their Instead of moving through legs of a journey,
pursuers, or if they decide to help a farmer right characters move through regions on a map, and
their cart instead of moving on for the day. the expedition can be ended voluntarily by the
characters when they enter a significant point of
Makes sure characters have enough time to safety or refuge on the map. When preparing such
complete a trek and a little time to spare. If you a map, the GM should mark out those locations
want to make time really tight, make sure it’s clear and make them clear to the characters.
with the group first, or give them ways to regain
some time or make the clock longer. To prepare a map for a map crawl, split any map
into regions, with each region representing a leg
Action: Buy Time of the journey. Regions can be as small or large as
When characters need more time, they can they need to be. Use the clocks for each region
choose to pay the cost in one of the following (that you would normally use for a ‘leg’ of the trip)
ways. Characters can choose the cost to pay, and as a guide. Steep, frosty, mountains might be a 3
the GM can decide on the details, how effective or 4 segment clock region, but a peaceful valley a
that choice is, and how much time it will buy. 2 clock. Then mark out the places where
characters can rest safely and end the expedition.
- Start trouble, or start a ticking clock, with a
dangerous faction, monster, or force of nature You can use variant rules, such as supplies, in
- Offend or let down an NPC ally or allied faction different regions if you want to represent adverse
- Make a personal sacrifice conditions.

Optional rule: Granular movement


Weather
If you want more granular movement, split each
Weather is a simple optional rule. Use it if poor region into sections/hexes/squares.
weather is possible during parts of the trek to add
a random element. When characters enter a leg of If you need relative speeds:
the journey, roll 1d6. In one daytime period or nighttime period:
- A person on foot is expected to travel about 1
Weather adds to the cost of any other space
supplemental or variant rule in this section - A mounted person can move about 3 spaces
(supplies to move to the next leg of a journey, - Characters can push themselves or their
time taken by each leg of a journey, wear on the mounts by taking strain, complications, or
caravan) consequences (around 2 strain) to move 1 extra
space.
1 - Terrible weather, +2 costs
2 /3 - Bad weather. +1 costs You can adjust this up or down 1 or 2 spaces if
4+ - Clear weather, no effects characters have exceptional means of travel, like
flight, good roads etc. You can adjust it down due
If characters take some action to mitigate to weather, complications, or if characters choose
weather (for example, being prepared with proper to move slowly (to spot ambushers, for example).
gear, using their abilities to shield themselves, This can’t reduce speed to 0 but could cause speed
crafting cloaks from animal hide, etc), they the be reduced to 1/2 (takes a full day and night to
cost can be avoided. This can be done before the move 1 space)
cost has to be paid - for example characters that
want to move through a region that are using the
supplies rule can weatherproof their gear before
Gatekeeper
spending supplies to advance.

249 of 417

With this rule, characters can’t automatically Characters have something to escort: an actual
move on to the one of all of the legs of the journey caravan, goods, a group of soldiers, a valuable
without beating, avoiding, or surpassing some beast, food, aid, passengers, an NPC, or an object.
challenge - such as a huge cliff, a massive The ‘caravan’ has a wear clock (with 4,6,8,12
monster, a valley full of stampeding beasts, a river segments as normal). Moving from one leg of a
of lava, etc. journey to the next ticks the wear clock up by 1.
Longer clocks indicate more durable caravans.
This does slow down the pace of the game, so it’s
important to make sure that a gatekeeper is an The clock can also be ticked up as a consequence,
interesting or dramatic set piece or challenge. tradeoff, or choice for characters’ actions.
Characters shouldn’t be barred from moving on Characters can untick the clock by taking action,
completely but shouldn’t be able to make it out making tradeoffs, or playing out scenes to
unscathed if they just barrel through. reinforce, heal, or repair the caravan.

Any time, you can check the clock and see what
Peaceful trek condition the ‘caravan’ is in:
- No wear, or 1 segment: Excellent condition
This is a very simple variant rule. There is no - Under half full: Good condition
tactical combat or combat or any kind expected on - Half full or more: Poor condition
the trek. The problems characters will face may be - Full: Falling apart
dramatic, dangerous, stressful, or painful, but
won’t involve fighting. The condition of the caravan could affect
characters’ pay, the state of NPCs, morale, the
quality of supplies or food being delivered, etc.
There and back again
If the clock is full and the caravan would gain
more wear, it is lost, destroyed, injured, etc until
This is a variant rule to use when characters must
repaired or recovered.
arrive at their destination and then return using
the same route. It helps speed up play. It’s a
Optional rule: Random Wear
simple rule: when returning, if characters are
When you advance a region, roll 1d6. 1-3: Wear
using the same route, skip any costs they have to
advances 2, 4-5: Wear advances 1, 6: Wear
pay, and only play out the problems,
advances 0.
dangers, or situations that they failed to
resolve, confront, or overcome on their
way over. Otherwise, you can just ‘montage’
them back to their starting point.

Patrol
This is a simple variant. Characters are tasked
with completing tasks or solving problems in at
least two or three legs of the journey. Make sure a
leg has only one major task if it has one. If
characters move on without confronting or
resolving it, the situation is either left to chance or
progresses on its own, usually for the worse.

Caravan

250 of 417

IV. THE BOOK OF FOES

251 of 417

Monsters are dangerous and beyond reasoning
with. Though some have some shred of
intelligence, they are motivated by hunger, pain,
survival, or a supernatural desire for destruction.
Monsters typically can’t be bargained with
and have simple motivations for violence
(food, territory, aggression, or survival). In many
cases (but not all), monsters will fight to the
death.

Kin

The ruins draw all kinds of adventurers and


contenders, seeking wealth and glory, and not all
of them are pure in intent. Even outside of the
ruins, in the cities and towns of the world, people
of all kinds plot to exploit, hurt, or deceive their
fellows for personal gain.

FOES
Banditry and highway robbery is steadily
increasing in the Churning Age, with the large
number of blights and the decreasing safety of the
roads. Mountain bandit, lowlander, or coastal
The ruins that litter Arden Eld and churn beneath pirate clans will often organize and maintain large
its surface are sometimes peaceful, hollow affairs - hideouts, where they will periodically raid nearby
full of dust and destroyed monuments to a dead towns for loot and captives to ransom. In the
empire. More often than not, however, they are ruins themselves, some adventurers make a living
host to innumerable monsters that slither, crawl, not only off the ruins, but also off robbing their
and stalk through their hallways, born of the fellow adventurers. In the cities, wealthy criminal
Doom that befell the Arken Empire and the grand syndicates, sometimes masquerading (or acting
technomagical projects they undertook. These openly!) as guilds, pursue enrichment at all costs,
ruins can be deadly places despite the riches they running kidnapping schemes, forcing labor, or
offer, and occasionally when a ruin surfaces, it using debt to control large numbers of people.
disgorges hordes of monsters that eventually boil
over into the surface world, called a Blight. Mistrust has reached the point that some towns
Minor Blights can deform and destroy the and cities have begun eyeing the legacy of the
landscape and threaten nearby villages, towns, Arkenlords, arming themselves for what they see
and cities, and every few decades a blight surfaces as a coming grand conflict between Kin. War
that can threaten large portions of the world. Left between city states or towns, so rare between Kin
alone, the borders of a Blight will steadily grow, in the Green Age, is becoming more common and
and turn the world above into a mirror of below - increasingly severe in scale. Some powerful towns
poisoned, twisted, and crawling with monsters. or city states see themselves as inheritors of an
imperial legacy, with the warlords helming them
Monsters titling themselves a new Emperor, seeking to
unite the cities by force into Arden Eld’s first
The creatures that stalk the halls of the ruins are a nation. The ambitions of these self-styled
mix of mundane beasts that have been warped by Imperials remain unfulfilled - for now.
the ruins’ influence, native fauna that have grown
accustomed to dungeons, terrifying horrors from When Kin commit or threaten violence, it’s
beyond the realms of understanding, and the always motivated. Kin can be bargained
remnants of the old empire, animated by the with (even if that bargain on your end is giving
ruins’ magic. up all your money or throwing down your
weapons in surrender!), they’re people after all.

252 of 417

Kin will almost never fight to the death and classes. When those statistics are different from
will often flee or surrender if their lives are the usual, it’s listed in each job’s stat block.
threatened.
• Heavy: Slower, melee focused enemies that
Monsters and Kin defend their allies with their higher hp and
traits like Vigilance and True Strike.
In combat, there are a few rules to apply to • Skirmisher: Fast, mobile, short ranged
monsters and kin: enemies that deal high damage but are fragile
themselves. Have many traits like Stealth,
1. Kin always have reasons to fight. If their Evasion, Finishing Blow, and Dodge.
demands or desire are met, then they are willing • Leader: Foes that improve the combat
to bargain or avoid a fight. capabilities of their allies or heal them. Have
2. Kin will surrender or flee, potentially traits like Diaga (the NPC version of Cure),
ending a tactical combat, if they have suffered Shelter, or auras that improve or move their
heavy losses or see there is no chance they will allies
win. Typically this is easy to judge as a GM, but • Artillery: Long range, slow enemies that
make a call when Kin are outnumbered 2 to 1 or become powerful if left alone. Deal the highest
more than half their forces have been defeated. damage but relatively little defense or health.
Sometimes Kin have a special flee condition. Have traits like Pierce, Overdrive, Aetherwall,
3. Kin won’t kill without a reason. and inflict Blights

Monsters can ignore these rules. Job

The most important rule to stick by is that Within each class, a foe also has a Job, much like
monsters are never people, and people are a player character. Unlike player characters, there
never monsters. are scores of foe jobs, which describe anything
from axe-toting warriors to giant birds.
Intelligent Monsters
Basic jobs and Factions
If monsters are intelligent, or can bargain, or are
characters in their own right, treat them like ICON provides a large number of Basic Jobs
Kin. Give them a reason to fight, a reason to kill, that are ‘generic’ jobs you can adapt to your game,
and decide when they will surrender or flee. Their such as soldier, monk, priest, blaster, etc. These
bargaining demands might be more extreme (flee jobs are simple and flexible and fit a lot of
my tomb or perish) but make sure they are clear. different fantasies and roles. They generally
describe how a foe functions in combat, with the
How to use this section details and flavor left up to you - so you could
make a soldier that is an armored knight, or a
soldier that is a giant ant. If you’re trying to fill an
In tactical combat, foes in ICON have statistics
enemy roster out, you can’t do much better than
such as HP or armor, abilities, and actions just
using basic foes. You can even make an entire
like player characters. On their turn, they can take
combat from basic foes with no issues.
2 actions and move, also just like player
characters. Unlike player characters, they are
Many other foes belong to Factions. Factions
limited to a few basic actions and the
describe a whole group of foes, like the lightning-
actions in their profile, and they are also
powered undead Relict, or the giant Jotunn.
much simpler.
These factions have unique mechanics, and fight
in ways that reinforce those mechanics.
Class
Factions all have a template you can apply to a
Foes in ICON can be sorted into four classes.
basic foe to make it part of that faction. For
Each class grants every job its general statistics,
example, all Jotunn (being giants) are size 2, so
and are roughly equivalent to the four player

253 of 417

any basic foe you make part of the Jotunn faction


gets bigger!
Special Foe Rules
They also have a number of their own unique
jobs, split into classes and stand-alone foes called Foes can all make a standard move like heroes,
‘uniques’. Unique jobs all have the faction and can all dash or interact with something.
template by default, and have variants that get They cannot make basic attacks, rescue, or whack.
more powerful each faction, so you will get a
different experience fighting them as you get more Foes have some special rules, tags, and traits that
powerful. apply only to them:

Factions also have their own unique powerful • Repeatable X: This action is repeatable any
Elite and Legend fights. number of times in a turn, ignoring the no
repeats rule.
Generally factions are meant to be fought on their • Multimark: This mark can apply to any
own due to having more mechanics than basic number of characters. It can only still be applied
fights, though you can mix and match them if you once per character.
feel up to the challenge. • Recharge X+: After this ability is used, it can’t
be used again until it recharges. Roll a d6 at the
start of the foe’s turn. Recharge abilities when
Special classes
the recharge die number is at the listed number
There are a few special classes for foes in ICON
or above. Only roll 1d6 then check for all
that change the gameplay of foes up slightly:
abilities.
• Foes can never choose to take a slow turn unless
• Mob: Mobs are weak, numerous enemies with 1
specified
hp. They can be used for a more ‘heroic’ feeling
• Player characters can sometimes save to avoid
game where characters cut down enemy after
effects from foes right away.
enemy. They can overwhelm characters in
• Foe stances refresh automatically
numbers. When you take an enemy turn, you
• Foes cannot randomly critical hit with attacks
can take a turn for up to 5 mob-type foes. Mobs
unless specified. If they do, they deal +[D] like
deal flat damage, are removed from the
players, typically.
battlefield when defeated, and don’t trigger slay
• Foes have combo abilities like players, but for
effects when defeated.
foes they are a sequence of abilities. Each part of
• Elite: Elites are more powerful foes that take
a combo must be used on different turns, and
two turns and have increased hp. They are akin
they loop back to the start after the last part is
to ‘mini-boss’ encounters in a role playing game,
used.
representing a more powerful or skilled enemy.
• Legends: The most powerful foes in ICON.
Foes may have additional or unique tags.
Legends are fights worthy of an entire group,
and meant to represent legendary warriors, or
huge and ancient monsters, such as wyrms, Large Foes
giants, or elder demons. They take multiple Some foes are larger than size 1. These foes have
turns, have phases (different actions and the following rules:
abilities based on different situations), deal high • AoE abilities they use can count any of their
damage, and have high hp. spaces as an origin space. Bigger foes can choose
whether to be affected by any of their own area
abilities
Chapter and foes
• AoE abilities used against a large foe can only
affect them once, even if two of their spaces are
All foes are gated by Chapter (I-III). Later chapter hit. For example, a large character hit by an
foes represent more powerful, rare, or complex attack and area space of an AoE ability is only
opponents. Lower chapter foes will occasionally affected by one or the other (the ability owner
gain additional abilities in later chapters.
can choose).

254 of 417

• Abilities that affect a large foe affect it if only For example: “This foe is a Knuckle. It’s a heavy so
one of its space is in range (or an affected area, it has Fortify, giving it Vigilance, and also has the
like a terrain effect). Rook trait which allows it to grant cover.”
• Foes larger than size 1 ignore engagement from
and can move through but not end their turn in The second time or further characters fight any
smaller objects and characters. foe, full information (abilities, statistics, etc) is
• Large foes must have their whole space over a available to them, though that information does
Pit in order to be affected by one. not have to be current. You can simply show
players a stat block if you like. For example,
Foe Statistics characters can know a Soldier’s hp and armor, but
not its current hp in every round of combat.
Foes all have statistics that are very similar to
player characters (VIT, HP speed, etc). The You can play with full information all the time if
statistics are generally the same for all jobs of the you wish. Some groups feel like this can take some
same class, but sometimes have differences, which of the mystery out of fighting a powerful foe for
are noted above a foe’s traits. the first time, while other groups prefer having
better tactical decision making available to them.
Foes that start with less or more health don’t gain
more or less VIT - it stays the same. Mobs, Elite, and Legends

Unique Traits These special classes have a few rules to make


running them different to regular foes.
Foes that have an effect as a trait always have that
effect active. For example, a foe with sturdy as a • When you take a turn for a mob, you can take a
trait always ignores stunned, dazed and is harder turn for 5 mobs at once. They all act
to shove, or a foe with flying as a trait can always simultaneously, in whichever order you like.
fly when they move, etc. • Mobs never trigger slay effects and are
removed from the battlefield when defeated.
• Elites have double the health of normal foes,
Open information
and take 2 turns. If an Elite becomes slow, only
one of their turns is affected.
ICON is a game best played with open
• Legends have health that scales based on the
information on NPC abilities and traits. By
number of players, with a minimum of 2 player
knowing NPC’s capabilities, players can make
scaling (so a legend that gains 32 hp per player
better decisions when fighting them.
will always have a minimum hp of 64, for
example).
The first time characters fight any foe, the
following information is always available: • Legends have the Juggernaut trait, which
allows them to remove statuses, marks, or
On sight:
blights once a round.
• Job, class, and faction
• Special class, like mob, elite, Legend • Legends take a turn after every player
character takes a turn. A slowed legend skips
• Traits
the next time it would take a turn, allowing
When triggered:
two players to go in a row, then takes an extra
• Effects when a player characters is marked by a
turn at the end of the round. At the end of that
foe or that foe gives that character a negative
turn, it clears slowed.
effect
• Conditional effects such as ‘If a character is • Legends have phases, which change up their
available actions and traits. Phases trigger
standing here, they will take X damage’
based on set factors. When a phase triggers,
• Triggered effects, like interrupts, when they
the Legend becomes immune to all damage
trigger
and effects until the end of the current turn.
• If the foe is bloodied or not
• If a Legend changes phase • Legends have unique class traits

255 of 417

To balance for one fight, you have points equal to


Making foes and balancing twice the number of players. Start with the normal
encounters budget of foes on the map, and hold the rest in
reserve. Deploy half the reserves them on the map
To make a foe, pick which job you think at the end of round 2, and half at round 3. They
represents it. If you’re using a basic foe, you can can act normally in the round following the round
also add a faction template to it. in which they appear.

Balancing encounters for ICON is very simple. Balancing on the fly


Count the number of players, then add 1. This is
the point total for your encounter. One more tip - this game is (by the author’s
estimation) balanced as intently as possible, but
• 5 mobs is worth 1 the final point of balance is the game master, who
• 1 regular foe is worth 1 can adjust encounters on the fly if they are too
• 1 elite is worth 2 difficult or too easy.
• 1 Legend is worth the entire encounter budget
An easy way if you’re not sure about the balance of
For example, if I have 3 players, I can run 4 an encounter is to hold some enemies in reserve
regular foes against them, or one elite and 2 foes, (1-3 enemies, or an elite, or something similar). If
or 20 mobs, or 1 legend. the fight is too easy for players, you can add
reserves as needed. If it ends up being difficult,
To balance up or down, add or remove 1 or 2 you can hold off on bringing in reserves. Do this
points from the encounter budget. The most sparingly once you have a good feel for your
important balancing factor is action economy - ie group, and you can also communicate this to your
how many fighters are on one side or another. If group for good practice.
your players outnumber your foes, no matter how
powerful their enemies are, they will typically win! Using the chapter system

Reserves The chapter system is intended to give players a


sense of progression through the world - that
You can always hold foes in reserves to change the there might be monsters that are beyond their
pacing of a fight. Foes in reserve typically appear capabilities lurking out in the world that they will
at the edge of the map at the end of a round, then later be able to fight on even terms.
act normally starting with the following round.
You can increase the difficulty of a fight slightly Generally speaking, characters should fight foes
without making it overwhelming by adding 2-3 that are in the same chapter as them or lower.
more points to the encounter and bringing the Lower chapter foes are generally less complex, are
additional enemies in as reserves at the end of easier to run, and have less tricks. Players at
round 2 or 3. higher chapters will have more access to tools to
counter the more powerful foes at higher
Attrition, balance, and the one fight chapters, so they tend to be more complex.
balance rule
You can have players encounter foes that are a
ICON is designed to be somewhat attritional, with higher chapter than them as a way to introduce a
characters taking wounds and deciding whether to powerful enemy. There’s a few ways to do this:
push on and gain more resolve, or camp and reset
to regain their healing resources. The game 1. Don’t go into tactical combat at all, and make
expects characters to go through two or three it clear that this is a fight characters can’t win.
fights for each camp. If you’re expecting less 2. Run tactical combat, but run the higher
fights, or don’t have the time, energy, or plans for chapter foe as an Elite.
more fights, you can use the one fight balance
rule. Conversely, if players run into foes that are a
lower chapter than them and you want to give

256 of 417

them a sense of power, don’t go into tactical


combat at all (let them deal with them
narratively), or run those foes as Mobs instead to
represent how weak they have become to the
players.

Since statistics remain the same across chapters,


all chapters of foes are still threatening to the
characters and will remain so throughout the
game.

Ignoring chapter

The chapter system gates some foes off as a way to


gradually expand the enemy roster, give a sense of
breadth to the world, and introduce more complex
game mechanics. If you want to ignore this (you
have a group that’s comfortable with tactical
combat games, for example), you can do so at
your leisure.

257 of 417


CREATING INTERESTING Deployment and reinforcements.

FIGHTS Take care when placing enemies on the map in


these scenarios. Typically the GM should place all
It’s perfectly ok to run ICON battles as straight enemies first, then player characters can place
fights - side vs side, whoever is left standing wins. themselves on the map - but the GM may choose
However, running all your battles like this can to change this up depending on the players’
sometimes cause strategy and planning to become information.
stale, and can lead to the same outcomes.
Typically players deploy close to a side of the map,
Dynamic fights with varying terrain, objectives, but that may not always be the case - perhaps they
and set pieces can be extremely fun and came down an elevator, dropped through a hole,
memorable for everyone involved. This section or something similar. You can keep the same
offers two ways to swap things around to keep thing in mind when adding reinforcements to the
things fresh and interesting - scenarios and map on the NPC side.
setting.
Scoring scenarios
Summons and mobs count for 0 characters when
Scenarios scoring scenarios. Elites count as 2 characters,
Scenarios are ways to make your combats in ICON and Legends a number equal to the number of
more interesting by offering alternate victory player characters.
conditions. Often these scenarios have a time
limit, zones of control, or specific objectives that Scores for scenarios are always updated at the
make the goal more complicated than just very end of the round, after all character turns,
defeating the opposition. abilities, interrupts, etc have resolved.
There’ll be more on these in the final game, but • Control: Mark three zones in three different
for now here’s a few for you. parts of the map. At the end of the round, a side
(ally or foe) scores 1 point if they have more
Objectives characters in a zone than the other side Most
Some of these scenarios use objectives. points at the end of round 6 wins.
Objectives are characters or objects that are • Recon: The same as Control, except there are
immune to all damage, immobile, and statuses. four zones, one in each quarter of the map,
They can be any size from 1-3. When a character and one has a hidden objective, which the GM
takes their standard move, they can pick up the chooses before the start of the game.
objective and move it with them, placing the it in a Characters inside a zone can spend 2 actions
free adjacent space after their standard move to reveal if the hidden objective is there or
finishes. If there are multiple characters from not. At the end of the game, the side that
different sides adjacent to the objective when a holds the hidden objective zone scores +3
character attempts to move it, have them roll off more points.
(each roll a d20), with the highest roll on one side • Brawl: An all out slugfest. Player characters
keeping control for this turn while they are score 1 point for defeating a foe equal to their
adjacent. character value (so 0 for summons/mobs, 2 for
elites, and player number for Legends). NPCs
Zones score 1 point per wound they inflict on player
Many scenarios include objective or goal zones. characters, and 2 points if they defeat a player
These zones are simply marked areas on the map character. Most points at the end of round 6
that must be controlled or have things brought to wins.
them. To be inside a zone and to count as being • Escort: Characters have to escort an ally or
inside a zone, a character needs to be not object, who is an intangible object or character,
defeated, alive, not intangible, and at least 1 space to a goal zone or the other edge of the map.
inside the zone. When characters end a turn with the objective in

258 of 417

the goal zone, they win. Characters fail if they character or an objective that must be
haven’t taken their escort to the goal in six extracted.
rounds.
• Gauntlet: Player characters start at one edge Combining scenarios
of the map and must end their turn in an
objective zone at the other end of the map to If you’re comfortable with scenarios and have a
escape. Characters that do so are removed from more experienced group, you can combine them.
the battlefield. All characters must extract by For example, you can run a King of the Hill
the end of round 6 to be fully victorious - any objective zone with a VIP. Doing so significantly
characters left behind are defeated, captured, ups the complexity of a fight and probably
etc. Use 2x the enemy budget for a normal fight. shouldn’t be done with an inexperienced group.
Deploy the normal budget of enemies at the first
round, then bring in half at the start of the
second round, then half more at the start of the SETTING
third
• Holdout: Characters must try and survive. Use The other thing to think about when designing a
2x the enemy budget for a normal fight. Deploy memorable fight in ICON is setting - the unique
the normal budget of enemies at the first round, location, set-piece, or terrain that the fight takes
then bring in half at the start of the second place in.
round, then half more at the start of the third. If
characters aren’t totally defeated by the sixth This starts with the battlefield itself. Battlefields
round, they win. that have cover, interactables, objectives, terrain
• King of The Hill: Characters must try to hold of different heights, difficult or dangerous terrain,
a central zone as much as possible. Place a or odd shapes will be far more interesting than a
single zone in the center of the map. At the end plain empty field.
of the round, a side scores 1 point if they have
more characters in the zone than the other side. Asymmetrical battlefields can also be more
Most points at the end of seven rounds wins. interesting than perfectly symmetrical ones. Try
• Scavenge: Place objectives around the map running a fight in a battlefield that is made up of
equal to the number of players plus one. Evenly oddly space platforms, or a room that is a U-
distribute them as much as possible. Mark out shape, or a room that is several underground
two goal zones, one close to where player chambers split up by narrow doors and
characters deploy, and one close to where foes impassable floor-to-ceiling walls everywhere else
deploy. Characters must pick up and carry the (a classic dungeon-crawling scenario).
objectives back to their goal zones. At the end of
six rounds, whichever side has more objectives Try to fill at least half your battlefield with points
in its goal wins. Objectives outside of goals don’t of interest. Interactive objects and terrain of
count, even if a character controls them. all types (difficult, dangerous, elevation,
• VIP: Characters must defeat one to three impassable, pits) can be used to fill out a map. It
specific foes. If these foes are not defeated by may be helpful to review the terrain section on pg.
the end of round six, the players fail. XX before planning to create an interesting fight
• Extraction: The same as above, but once setup.
defeated, VIPs become an objective that must
be brought back to a goal zone. Use a smaller SET PIECES
map or fewer VIPs.
• Hunt: A VIP scenario, except the VIP is You can also use the world of your game to add
hidden in one of 3-5 interactive spaces on the interesting and dynamic environments for your
map. The GM secretly chooses which before players. Think about them like a backdrop for a
the start of the game. Characters can reveal fight in a movie, game, or book. The drama’s best
whether the VIP is present or not by spending when there’s something cool going on in the
an action on or adjacent to that space, placing background!
the VIP on the map adjacent to that space if
successful. The VIP then either becomes a

259 of 417

Not every fight needs set pieces or a unique - A fight in a dungeon with sectioned off rooms
setting, but they can certainly help make things and interactive levers to open or close heavy
memorable and switch things up for players. doors, which are destructible objects that can
be lowered or raised.
Here’s a list of ideas for interesting set pieces to - An ambush in which player characters place
get you started. You can use these to create or their characters on the map before NPCs, and
brainstorm your own ideas for making dynamic NPCs can deploy in any space that’s not
fights. adjacent to a player character
- A fight in a pitch black map that permanently
For effects that use damage, you can use either 2 blinds all characters. Characters can pick up
damage (for low damage) or a d6. Make the torches that give them aura 3. Characters in the
damage piercing, divine, or increase to 2d6 or 3d6 aura can be targeted normally and also ignore
depending on how severe you think it is. blinded in the aura.
- A fight in a mountain hall with enormous
- A fight on four islands or platforms, with pillars of impassable terrain that go floor to
bridges between them. The rest of the map is ceiling splitting up the room.
dangerous terrain (like lava, etc). - A fight in a room that’s filling with water,
- A fight in a forest with a large number of old creating difficult terrain in more of the map
and enormous trees (height 3 objects). Some round by round until eventually the whole map
are rotten and destructible, and destroying is pit spaces.
them makes the tree collapse and damage/stun - A fight next to an ancient statue that targets a
characters in a line 5 area facing away from random character with a huge energy beam
where the attack was made. every round. At the end of that round, if that
- A fight with more foes that normal, but split the character isn’t in cover, they are shot by the
foes into two factions that are also hostile to beam and take damage in a huge area.
each other as well as the player characters. - A fight where the map is split into quarters. At
- A fight on floating islands or rocks. Characters the start of the round, a random section is
can interact with a teleporter in the middle of marked, and at the end of that round, that
each island to teleport to different islands. section erupts, explodes, or is hit by artillery.
Flying characters can move on the map - A fight on a very steep cliff or hillside, or
normally, but other characters that are shoved against a strong wind that counts as difficult
or teleported off islands are left clinging on to terrain moving in one direction, but has no
the edge closest to where they moved off, effect moving in another.
counting as being inside a pit. - A fight in a city street with civilian NPCs that
- A fight in a crumbling, sandy cave, where the can be hit by attacks and abilities. Civilians flee
walls are all destructible objects with 1 hp. towards one side of the map at the start of the
- A fight in a long, narrow tunnel. Characters can round, and characters must be careful not to
hit destructible objects to collapse sections of hurt them.
the ceiling, damaging and stunning characters - A fight in the middle of a battlefield where
in certain areas and creating difficult terrain. players can interact with objects on the map
- A fight with an extra sleeping Elite foe in the (raising flags, blowing horns, etc) to call in
middle of the map that is hostile to all factions. artillery or reinforcements.
If the Elite takes damage it wakes up and joins - A fight in a canyon where both sides are
the fight - or it wakes up on its own at the start elevation 3 terrain and the center of the map is
of round 4. a long pit.
- A fight during an earthquake, where pits and - A fight in a burning building, with patches of
poisonous geysers have a random chance to dangerous terrain (fires) that inflict the
appear in each quarter of the map each round. burning blight.
- A fight in a trap-filled catacomb, where - A fight in an underground cavern, where at the
entering certain spaces will trigger traps that start of round 2 the center collapses into a huge
stun, damage, or inflict statuses on characters. pit.
Characters can search for traps in range 2 by - A fight at a dam, which has destructible
spending their standard move or 1 action. sections. Destroying the dam creates a huge pit

260 of 417

zone across the map which damages and shoves


characters when it’s created.
- A fight in a very small area (7x7) with
impassable walls.
- A fight in a very large arena (10x20) with a lot
of cover, against a large number of ranged foes

As you see, there’s a tremendous amount of


variety you can put into fights, depending on the
story you’re telling.

261 of 417

GLOSSARY OF FOES
All foes have the following statistics and traits, depending on class:

Heavy Leader
Vitality: 10 Vitality: 10
HP: 40 HP: 40
Speed: 3 (Dash 2) Speed: 4 (Dash 2)
Defense: 5 Defense: 8
Fray damage: 4 Fray Damage: 3
[D]: 1d6 [D]: 1d6

Fortify: At the end of their turn, gains vigilance Diaga (1 action): An ally in range 4 can end a
1. status or blight. If that ally is bloodied, they also
Armor X: Reduce all damage taken by X gain vigor 1.
(Typically Armor 3) Shelter: +1 boon on saves

Artillery
Skirmisher Vitality: 8
Vitality: 6 HP: 32
HP: 24 Speed: 3 (Dash 2)
Speed: 4 (Dash 4) Defense: 6
Defense: 12 Fray Damage: 4
Fray Damage: 3 [D]: 1d8
[D]: 1d10
Overdrive 4: All attacks after round 4 are
Skirmish: Can move diagonally, and dash moves critical hits on hit [+D].
full speed Aetherwall: Gains automatic cover against all
Dodge: Immune to damage from missed attacks, attacks that originate outside of range 2 from
area effects and successful saves. them (Cover grants resistance against ranged
attacks, reducing it by 1/2)
Slip (1 action): Remove self from the battlefield,
then return within 1 space.

262 of 417

Unique Templates:

Mob
You can make any foe without the Mob trait a
Mob with this template. It doesn’t work well on
all foes. It stacks with other templates.

The foe gets the Mob trait:


Mob: This character doesn’t trigger slay effects

1 point in an encounter budget gets 5 mobs of the


same type.

Reduce their hp to 1. Then, if they have more


than two active abilities available to them, pick
two and discard the others. Abilities can deal a
maximum of 1 damage if they cost 1 action, or 3
damage if they cost 2, have a recharge, or require
some condition to activate.

Elite
You can make any foe without the Elite trait an
Elite with the following template. It stacks with
other templates:

The foe takes up 2 points in an encounter budget


and gets the following trait:

Elite: This foe takes 2 turns

Double HP for the Foe. Then, increase the


recharge of any of their abilities at 4+ or lower to
5+.

263 of 417

BASIC JOBS
These jobs are flexible and can be used for simple, easy-to-run foes that can fit into any scenario or faction
encounter. You can use these jobs to describe any person, monster, or beast that a character runs into,
with a little adjustment to flavor. If you want to fit these jobs into a faction, you can apply a faction
template.

Slash (1 action, true strike, attack): On hit:


Mob [D] + fray. Miss: fray
Weak foes that find strength and courage in Bash (1 action, repeatable): An adjacent foe is
numbers, fighting alongside their stronger allies. shoved 1 and must save or become winded.
Collide: Foe fails the save.
Valiant (2 actions): The soldier dashes up to 4
Basic Mob
spaces in a straight line, then may use Bash as a
VIT/HP: 1
free action
Speed: 4, Dash 2
Defense: 6
Mob: This character doesn’t trigger slay effects Impaler
A fighter that pushes around characters and
Rabble (2 actions, melee attack or ranged keeps them pinned and at arm’s length.
attack 3): Autohit: 1 damage. If an ally is
adjacent to the target, deal 3 damage instead Traits: Fortify, Armor 3
Rush (2 actions): Dash 2, then deal 1 damage to
an adjacent foe, then shove an adjacent foe 1 Spike (2 actions, melee attack, true strike,
space. A foe can only be shoved this way once on range 2). On hit: 2[D]+fray and shove 2. Miss:
the same turn. fray and shove 1.
Impale (2 actions, melee attack, true
strike, recharge 5+): On hit: 2[D]+fray and
Heavy shove 4. The Impaler dashes after the target,
following it. Miss: fray and shove 2. Collide: foe is
also dazed and winded
Warrior
Simple, hard-hitting melee fighter that attacks
Greatsword
multiple foes at once.
Straightforward, hard hitting foe that attacks
with sweeping, heavy attacks.
Traits: Fortify, Armor 3
Redondo (free action): Swap places with an
Traits: Fortify, Armor 3
adjacent ally.
Withstand (Interrupt 1): When self or an
adjacent ally is targeted by an attack, may grant
Cleave (2 actions, true strike, melee
resistance against the attack.
attack): On hit: [2D]+fray. On miss: fray. Area
effect: All foes adjacent to the attack target take
Great Slice (2 action, true strike, melee
fray damage.
attack, Line 3): On hit: 2[D]+fray. Miss or area
Strike (1 action, repeatable): An adjacent foe
effect: fray.
is dazed. Dazed foes take fray damage.
Split Foe (2 actions, melee attack, true
strike, +1 curse, recharge 6): On hit, deal [D]
Soldier +fray, 3 times. Miss: once
Basic melee fighter, controls the flow of combat
with deft strikes and slashes.
Brute
Large foe that can hurl allies and enemies
Traits: Fortify, Armor 3
around.

264 of 417

Foe that uses its reach and alert senses to defend


Traits: Fortify, Size 2, Armor 3 an area

Backhand (1 action, true strike, melee Traits: Defiance, Fortify, Armor 3


attack): On hit: [D]+fray. Miss: fray. Effect: Foe Hold the Line: If the Sentinel ends any turn
is dazed. If already dazed, they must save or without attacking, they gain Sturdy and Vigilance
become stunned. 2.
Hurl (1 action, repeatable): The Brute picks
up an adjacent character or object and shoves Sweep (2 actions, melee attack, true strike,
them 3. Collide: Character is dazed range 2): On hit: [D]+ fray. Miss: fray. Effect: all
foes in range 2 of the Sentinel take 2 damage and
are shoved 1
Knuckle
Bash (1 action, repeatable, range 2): An
Heavily armored foe that taunts opponents and
adjacent foe is shoved 1 and must save or become
can strike multiple opponents at once
winded. Collide: Foe fails the save.
Traits: Fortify, Armor 3
Rook: Grants cover to allies Crusher
Heavy Armor: Resistant to abilities used from Foe that uses its great strength to grapple or pin
adjacent spaces down its enemies

Overpower (1 action, true strike, melee Traits: Fortify, Armor 3


attack): On hit: [D]+fray. Miss: fray. Area effect: Grit: Sturdy when bloodied.
All foes adjacent to the attack target take 2
damage Headbutt (1 action, melee attack): On hit:
Crushing Advance (1 action): Dash 1 space, [D]+fray. Miss: fray. Effect: Foe most save or
then shove all adjacent characters 1 space become winded. Effect: Critical hit (+[D]) against
Taunt (1 action, recharge 4+): A foe in range Grabbed foes.
3 must save or be shoved towards the knuckle as Grab (1 action, stance): An adjacent foe must
far as possible, then gain hatred of the knuckle. save or become grabbed by this character. If
On a successful save, they are shoved 1 towards they’re winded, they fail the save. While a foe is
the knuckle. grabbed, the foe and the Crusher are immobile,
and the grabbed foe takes fray damage at the start
of their turns. If shoved or moved apart, or this
Berserker ability is used again, the grab ends. A foe can save
A reckless fighter that becomes more powerful at the end of their turn to end a grab.
when taking damage.
Sledge
Traits: Fortify, Armor 3, Defiance
Hard hitting foe that inflicts stun with a heavy
Enrage: While bloody, gain +1 action
blow.
Bullheaded: Has resistance unless suffering
from a status.
Traits: Fortify, Armor 3
Bloody crescent (1 actions, true strike,
Hilt sweep (1 action, melee attack): Autohit:
melee attack, arc 3): On hit: [D]+fray. Miss or
fray damage and shove 1 Effect: All other adjacent
area effect: fray
foes are shoved 1
Swipe (1 action, repeatable): All foes adjacent
Shoulder check (1 action): Dash 1 and gain
to the berserker take 2 damage
vigilance 1. Smite recharges.
Leap (1 action, repeatable): The berserker
Smite (2 actions, true strike, melee attack,
flies 2. When it lands, all adjacent characters are
recharge 6): Attack: On hit: 3[D]+fray and foe
shoved 1.
is stunned and shoved 1. Miss: fray damage and
foe is dazed. Effect: +1 boon against dazed
Sentinel characters.

265 of 417

A fighter wielding multiple weapons that attacks


Skirmisher in sweeping bursts.
Traits: Skirmisher, Dodge
Nimble: Has evasion unless suffering from a
Pepperbox
status
A mobile ranged attacker that hits multiple times
with a short bow or gun.
Razor Wind (1 action, melee attack): Repeat
Traits: Skirmisher, Dodge
the following effect three times: Dash 1, then deal
2 damage to all adjacent foes. Must move in the
Strafe shot (1 action, ranged attack 5, +1
same direction.
boon): On hit: [D] +fray. Miss: fray. Effect: May
Gust (1 action): The Dervish or an ally in range
dash 1 before and after the attack. Ignores cover
2 may fly 2
and deals bonus damage against bloodied foes.
Thousand cuts (2 actions, recharge 5+):
Glare (1 action): A foe in range 5 takes fray
Repeat the following effect four times: Effect:
damage, then must save or become blinded.
Teleport 1, then deal 2 damage to all adjacent foes.
Riddle (2 actions, ranged attack 5,
Must teleport to a different space each time.
recharge 6): On hit: Deal 2 damage five times.
Miss: Two times. Effect: Ignores cover.
Hellion
A flying combatant that is more powerful against
Hunter
solitary foes.
A skilled ranged attacker that hunts down and
Traits: Skirmisher, Dodge
eliminates single targets.
Other: Flying
Traits: Skirmisher, Dodge
Rake: (1 action, melee attack, Line 4): On
Hunter shot (1 action, ranged attack 6, +1
Hit: [D] + fray. Miss: fray. Effect: Hellion can fly
boon): On hit [D]+fray. Miss: fray. Effect: Has
to any point on the line after the attack. Foes in
no maximum range against marked targets. Deals
the area must save or be blinded.
bonus damage when made from stealth.
Pinions (1 action): Deal 2 damage 4 times to
Prowl (1 action, end turn): Dash 1 and gain
foes in range 4. Each foe in range must be hit at
stealth
least once before being hit by another pinion.
Hunt (1 action, mark): A character in range 8
Swoop (1 action, recharge 4+): End turn
must save or be marked. The target cannot benefit
and leave the battlefield. Return to the battlefield
from cover, stealth, or evasion while marked.
in a visible free space at start of next turn with
stealth.
Fencer
A mobile melee fighter that is an excellent duelist. Skulk
Traits: Skirmisher, Dodge
A sneaky foe that hits hard against foes suffering
Parry (Interrupt 1): Trigger: The Fencer is
from statuses.
targeted by an attack. Effect: The Fencer
Traits: Skirmisher, Dodge
immediately gains evasion against that attack.
Slippery: While bloodied, has evasion
Iron Kiss (1 action, melee attack): On hit:
Stab (1 action, melee attack): On hit: [D]
[D]+fray, Miss: fray. Effect: May dash 1 before
+fray, Miss: fray. Attack is a critical hit (+[D]) if
and after the attack
made against a blinded or slow character.
Skewer (1 action): Dash up to 3 spaces, then
Throw Knife (1 action): A foe in range 3 takes
deal damage to an adjacent foe equal to the
fray damage
number of spaces moved
Pocket Dust (1 action, end turn): An adjacent
Duel (1 action, mark): Mark a character in
foe must save or become blinded or slow (Skulk
range 3. Gain evasion against the marked
chooses). The Skulk then gains stealth.
character, and when the marked character takes
an action, may dash 1 as an effect.
Shadow
Dervish

266 of 417

A foe that becomes vastly more powerful when gains resistance against that ability. The monk
attacking from stealth. Can cross great distances may then teleport adjacent to that ally.
instantly.
Traits: Skirmisher, Dodge Punishment (1 action, melee attack): On hit:
[D] + fray. Miss: fray. Effect: Becomes a critical
Umbra (1 action, ranged attack 4, +1 boon): hit (+[D]) against pacified foes.
On hit: [D] +fray Miss: fray. Effect: If made from Pressure point (1 action, repeatable): A foe
stealth, blinds foe, is a critical hit (+[D]), and in range 4 is branded. If already branded, they are
ignores cover. pacified.
Dark Arts (1 action): Swap places with an ally
in range 3, teleporting. Priest
Nocturne (2 actions, end turn): Teleport 8, Divinely infused foes with the power to return
then gain stealth and evasion until the start of the defeated allies to the battlefield.
shadow's next turn. Traits: Shelter, Diaga
Divine Presence: Immune to stun
Assassin
A fighter that uses clone summons to evade and Holy (2 actions, blast 1, range 4): Autohit:
attack. [D] + fray. Miss or area effect: fray. Effect: Foes
Traits: Skirmisher, Dodge inside are branded. Branded foes must save or
become pacified.
Shadow Slip (interrupt, requires a shadow Redempta (2 actions, 1/combat): Target
clone): Trigger: When targeted by an attack. defeated ally in range 4 and remove
Effect: Gain evasion against that attack, then after incapacitated. They stop being defeated and
the attack resolves, teleport to the space of a return with 50% hp. They can act normally and
shadow clone and replace it, removing the clone take a turn starting next round.
and gaining stealth. This interrupt can be Shield of Faith (2 actions, mark): Allied
repeated as long as there is at least one shadow character in range 3 becomes marked, and gains
clone. sturdy and resistance while marked.

Shadow Stab (1 action, melee attack, +1 Commander


boon): On hit: [D]+fray, Miss: fray. Effect: Martial leaders that are excellent at moving
Teleport 1 and gain stealth. If made from stealth, allies around.
can dash 2 before and after the action. Traits: Shelter, Diaga
Shadow clone (1 action, summon): Summon Command Aura: Aura 2. Allies in the aura have
a shadow clone in a free space in range 3 +1 boon on attacks.
Shadow Clone
Size 1, intangible, immobile Leader’s strike (1 action, melee attack): On
Summon effect: Foes adjacent to a shadow hit: [D]+fray. Miss: fray. Effect: Up to two allies
clone at the start of their turn take fray in range 3 can dash 2 spaces.
damage from the clone. Coordinate Strikes (1 action, range 4): A foe
in range is marked. While marked, they can’t
Leader benefit from stealth, and attacks against them
gain true strike.
Marching Orders (1 action, stance): When
Monk Commander takes this stance, as an action while
A holy warrior that can intervene and save in this stance, and at start of each of the
nearby allies from harm. commander’s turns, the commander and all allies
Traits: Shelter, Diaga in range 2 can dash 2 in the same direction.

Intervention (Interrupt 1): Trigger: An ally in Abjurer


range 3 is targeted by an ability. Effect: The ally A defensive expert that protects nearby allies
with a powerful shield.

267 of 417

Traits: Shelter, Diaga piercing damage for every space they move
Aura of Shielding: Aura 1. The abjurer and through difficult terrain during this shove.
allies in the area have dodge Wild Growth (1 action, range 6, recharge
6): Terrain effect: Create a blast 1 area of difficult
Cleansing Bolt (1 action, ranged attack, terrain. The difficult terrain provides cover for
cross 1, range 5): Autohit: fray damage. Miss or allies.
area Effect: fray. Effect: Does not damage allies.
Deals bonus damage for each ally caught in its Judge
area of effect. A tough foe that protects allies with a portable
Cleansing Charm (1 action, terrain effect): shrine and martial arts.
The Abjurer places a charm in a free space in Traits: Shelter, Diaga,
range 3 that lasts until the start of its next turn. Other: Sturdy
Allies that end their turn adjacent to the charm
can clear a status or blight. Justice Fist (1 actions, melee attack): On hit:
Empower Shield (1 action, stance): The [D]+fray. Miss: fray damage. Effect: Foe is
Abjurer becomes immobile, but their aura of branded. Shove 3 against branded characters.
shielding increases to aura 2 and also grants Collide: Foe is stunned.
cover. They can exit this stance as an action, and Chastise (1 action): Effect: A character in range
also exit if shoved or stunned. 6 takes 1 piercing damage. If that character
attacks before the end of their next turn, they take
Diviner [D] piercing damage and this effect ends.
A fortune teller that relies on allies, fate, and the Shrine of Sanctuary (2 actions, recharge
power of the stars to set up attacks. 6): Summon a height 1 shrine object (10 HP,
Traits: Shelter, Diaga attacks automatically hit). While adjacent to the
shrine allies have resistance.
Wild Card (1 action, ranged attack 5, multi
mark): Autohit: 1 damage and the foe is marked. Saint
Mark: a card attaches to the target. The next time A pacifistic foe that prefers to prevent any
the target is hit by an attack, the card explodes in violence from happening at all.
a blast 1 aoe explosion centered on them for [D] Traits: Shelter, Diaga
+fray. Foes within must save or become branded. Other: Defiance
Then, the mark clears.
Weaken (1 action): A foe in range 5 is pacified. Martyrdom: When defeated, grants vigor 1 to all
Bend Fate (1 action): The Abjurer chooses an allies in range 2.
ally in range 5. Until the end of their next turn,
attacks gain +1 curse against that ally, and that Starcall (2 actions, ranged attack, arc 6 +
ally gains +1 boon on attacks. blast 1): Autohit: [D]+fray and foe is branded.
Area effect: fray
Greenseer Gentleness (2 actions): The Saint becomes
A foe that draws upon the natural world to call immobile and gains aura 2 until the start of is next
forth overgrowth to hinder and harm their turn. All damage dealt from characters inside the
enemies. aura is reduced to 1.
Traits: Shelter, Diaga Immaculate (2 actions, recharge 6): An ally
Greenwalker: Immune to difficult terrain in range 5 becomes Intangible until the end of its
next turn.
Greenwrath (1 action, melee attack or
ranged attack 6): Attack: On hit [D]+fray. Cantrix
Miss: fray. Effect: Deals bonus damage and A charismatic foe that can strongly empower a
inflicts branded if a character is inside dangerous single ally with the power of their voice.
or difficult terrain. Traits: Shelter, Diaga
Vine lash (1 action): A character in range 6
must save or be shoved 4 in any direction. On a
successful save they are shoved 2. They take 1

268 of 417

Discord (1 action, ranged attack 8, pierce): Seismic Crusher (1 action, line 6): Non-
Autohit: Fray damage. flying characters are shoved to either side of the
Chant of investiture (2 actions, stance): An line. Collide: fray damage
ally in range 8 is marked by the Cantrix and gains Upheaval (1 action): Summon a height 1
resistance, sturdy, and +1 boon on all attacks and boulder object or a pit in free space in range 6.
saves while in range 8 of the Cantrix. While in this
stance, the Cantrix is immobile and must spend 1 Storm Caller
action during their turn to maintain this stance. It A foe that draws on water aether to summon a
ends if the Cantrix is shoved or stunned. storm and deny a large area of the battlefield.
Hypnogogia (1 action): A character in range 8 Traits: Overdrive 4, Aetherwall, Slip
of the Cantrix becomes pacified. If already Other: Flying
pacified, the character becomes unable to dash
until the end of their next turn. Geyser (1 actions, ranged attack 8, cross 1,
Escape (1 action) : The Cantrix swaps place pierce): On hit: [D]+fray. Miss or area effect:
with a marked ally fray. Effect: Summon a pit in a free space in the
area. Effect: Attack target is frostbitten.
Frosbitten characters are shattered.
Artillery Frozen Spear (1 action, line 4, range 6):
Foes take 2 piercing damage and one foe is
frostbitten. Frostbitten foes take 2 piercing
Blaster damage, twice.
A fiery foe that hurls blasts that greatly harm Summon Storm (1 actions, terrain effect,
grouped up enemies. recharge 6+): Summon a blast 1 terrain effect
Traits: Overdrive 4, Aetherwall, Slip in range 8. While inside, characters are
vulnerable+ and the area is difficult terrain. The
Blast (2 actions, ranged attack 8, blast 1, storm caller can redirect any of its storms with 1
pierce): On hit: 2[D]. Miss or area effect: 1 action, moving them up to 3 spaces, then dealing
damage. Effect: Deal 2 piercing damage again to fray damage to any characters in their area.
all characters for each character caught in the
area. Effect: Attack target is burning. If attack Rift Dancer
targets a burning character, increase blast size to A foe that uses lightning aether to zip around the
2 battlefield and harass enemies.
Embers (1 action, blast 1, range 6): Area Traits: Overdrive 4, Aetherwall. Slip
effect: 2 piercing damage and one foe in the area
becomes burning. Burning foes take 2 piercing Dissonant Bolt (1 action, line 6, pierce): On
damage, twice. hit: [D]+fray. Miss or area effect: fray. Effect:
Flash (1 action): A character in range 8 is Attack target is electrified. Electrified characters
vulnerable. Vulnerable foes take 2 piercing can be teleported 1.
damage and become burning. Flash step (1 action, repeatable): Teleport 3,
then deal 2 piercing damage to a foe in range 3
Seismatist Crackling Wall (1 action, recharge 6): The
A foe that draws on earth aether to create terrain Rift Dancer creates a line 3 dangerous terrain
and smash enemies. effect in range 4. Electrified characters must save
Traits: Overdrive 4, Aetherwall, Slip when attempting to pass into the space or be
Stoneskin: Resistance when adjacent to an unable to move into it for the rest of the turn.
object
Chaos Wright
Rumble (2 actions, ranged attack, arc 6+ A foe that can inflict a high number of blights,
blast 1, pierce): On hit: 2[D]+fray. Miss or area enabling its allies.
effect: fray. Effect: Deals bonus damage for every Traits: Overdrive 4, Aetherwall. Slip
adjacent object or pit. Effect: Attack target is Other: Phasing
poisoned. Poisoned foes are shattered. The Old Blood: Immune to blights

269 of 417

Chaos Shard (1 action, ranged attack 6): On A foe that throws out arcing blasts of energy,
hit: character is inflicted with all four blights. bouncing between enemies.
Miss: Character is inflicted with two blights of this Traits: Overdrive 4, Aetherwall, Slip
wright’s choice. Effect: If already blighted,
character takes 2 piercing damage once, then is Lob (1 action, ranged attack 8, pierce): On
shoved 1 space, once, for every blight they are hit: [D]+fray. Miss: fray. Effect: Ignores cover.
inflicted with. The shoves can be in different One or two different foes in range 4 from the
directions. target foe also take fray damage.
Chaos Rift (1 action): Create a pit in free space Flash (1 action): A character in range 8 is
in range 3. The pit is also dangerous terrain. vulnerable. Vulnerable foes take 2 piercing
Chaos Storm (2 actions, range 6, blast 1): damage and become burning.
Remove all characters in the area from the Fell Shot (1 action, repeatable): Mark an
battlefield, then place them in any space within unoccupied space in range 8. Area effect:
range 3 of their original location. Characters that enter that space or start their turn
there are struck by a projectile, taking 2 piercing
Disruptor damage twice, and ending this effect.
A foe that relies on magnetic power to move
around its enemies. Alchemist
Traits: Overdrive 4, Aetherwall, Slip A foe that uses chemical power to dissolve and
disrupt enemy formations.
Magnetism (1 action, ranged attack 8): On Traits: Overdrive 4, Aetherwall, Slip
hit: [D]+fray. Miss: Fray. Effect: All characters in Insulated: Immune to damage from terrain and
range 2 of the foe are shoved 1 towards or away terrain effects
from that character (Disruptor chooses).
Anchor (1 action): An ally in range 6 is shoved Spray (1 action, ranged attack, close blast
4 spaces towards the Disruptor with phasing. 2): On hit: [D] +fray and inflict poisoned. Miss or
Disrupt (1 action, mark): A character in range area effect: fray. Effect: Attack target explodes
8 is marked. While marked, they take 2 piercing shoving adjacent characters 1 away from them
damage, once, for every adjacent character every and dealing piercing fray damage to them
time they end their turn. Volatile Mix (1 action): The Alchemist chooses
a foe in range 6. At the end of that foe’s next turn,
Scourer they explode, taking 2 piercing damage and
A foe that uses bursts of overwhelming power to dealing 2 piercing damage to all other characters
focus down one enemy and deny them cover or in range 2.
shelter. Sticky solution (1 action, close blast 1,
Traits: Overdrive 4, Aetherwall, Slip recharge 5+): Area becomes difficult terrain for
the rest of combat
Scour (2 action, ranged attack 8, pierce,
mark): On hit: 2[D]+fray. Miss: fray. Effect: Justicar
Mark the target. Attacks against the marked target A strong artillery foe that punishes its enemies
for the rest of combat gain +1 boon, deal bonus for keeping their distance.
damage, ignore cover, and inflict shattered. This Traits: Overdrive 4, Aetherwall
effect does not stack.
Boiling Bolus (2 action): Create a blast 1 Bolt (1 action, ranged attack 8): On hit: [D]
terrain effect in range 6. Characters in the area +fray. Miss: fray.
take piercing fray damage as an area effect when Vile (1 action): A foe in range 5 is vulnerable,
the area is created. The area is difficult terrain and and must save or take take 1 piercing damage for
new objects cannot be created in the area. The each space they move until the end of their next
area lasts until this ability is used again. turn.
Riven (1 action, mark): Mark a character in
Sapper range 8. At the end of that character’s turn, they

270 of 417

take [D] piercing damage, once, for every 3 spaces


of distance between them and the justicar. Then,
clear the mark.

Sniper
A hard hitting, simple artillery foe that can do
high damage every other turn if left alone.
Traits: Overdrive 4, Aetherwall

Aim (2 actions): Next ranged attack increases


all damage by +[D], gains +1 boon, ignores cover,
and doubles its range.
Heart Seeker (2 actions, ranged attack 6,
pierce): On hit: 2[D]+fray. Miss: fray. Effect:
Cannot target characters in range 2.

271 of 417

Elite Wicked Slice (1 actions, melee attack, +1


boon): On hit: [D]+fray. Miss: fray. Effect:
Critical hit (+[D]) against bloodied characters.
Effect: Dash 1 before and after the attack
Archon Vile (1 action): A foe in range 5 is slowed, and
must save or take take 1 piercing damage for each
Archons are armored, tough warriors that can space they move until the end of their next turn.
be used to represent particularly hardy fighters, Danse Macabre (2 actions, recharge 5+):
military leaders, or warlords. Alternately, they Target a close blast 2 area. Teleport five times.
can be used to represent particularly ruthless or May deal [D] to an adjacent foe each time. Must
tough monsters. choose a different foe each time unless every foe
has been targeted at least once by this ability.
HP: 80
Traits: Fortify, Armor 3
Elite: Takes 2 turns Scion
Great Enrage: Sturdy and +1 action while
A scion is invested with holy power, to protect its
bloodied
allies and punish its foes. It can be used to
represent high priests, temple guardians, or
Blackheart (1 action, true strike, melee
monsters touched by some sort of divine power.
attack): On hit: Deal [D]+fray. Miss: fray. Effect:
Deals 2 damage to all foes adjacent to the archon
HP: 80
or their target Effect: Gains +1 boon and deals
bonus damage for each of the following: character
Traits: Shelter, Diaga
is stunned, dazed, or winded.
Elite: Takes 2 turns
Iron Fist (1 action, repeatable): Effect: An
Gran Diaga: Aura 1. At the start of the arch
adjacent foe must save or become dazed, if they
priest’s turn, allies in the aura can end a status or
are already dazed, they are also winded
bliaffecting them. If they are bloodied, they also
Great Slam (1 action): Dash 2 spaces, then all
gain vigor 1.
adjacent foes are shoved 1 space. Collide: foe is
stunned
Great Holy (2 actions, ranged attack 6,
Great Shieldwall (1 action, stance,
blast 2): On hit: 2[D] + Fray. Miss or area effect:
recharge 5+): While in this stance, becomes
Fray. Effect: Foes inside are branded. Branded
immobile, but self and adjacent allies gain
foes must save or become pacified.
resistance. Ends at the start of the Archon’s next
Denial (1 action): A foe in range 5 must save or
turn.
become unable to attack until the end of their next
turn. On a successful save, they take fray damage
Rogue and are electrified instead. Electrified foes fail the
save.
Rogues are quick witted and quick on their feet. Weaken (1 action): A foe in range 5 is pacified.
They can be used to represent skilled thieves, Immaculate (1 action, recharge 6): An ally in
scouts, or assassins, or particularly agile or range 5 becomes Intangible until the end of its
bloodthirsty monsters. next turn.
Gran Redempta (2 actions, 1/combat): All
HP: 48 defeated allies in range 3 are revived, removing
Speed: 5 (Dash 5) incapacitated. They stop being defeated and
return with 50% hp. They can act normally and
Traits: Skirmisher, Dodge take a turn starting next round.
Elite: Takes 2 turns
Slippery: Evasion while bloodied.
Crucible
Disappearing Act (interrupt): Trigger: When
A crucible is a foe brimming with aetheric power,
bloodied. Effect: may teleport 4, then gain stealth.
and could be used to represent a master wright, a

272 of 417

war mage, or a monster that can draw upon


magical forces or blasts of energy.

HP: 64

Traits: Overdrive 4, Aetherwall


Other: Flying
Elite: Takes 2 turns
Unstable reality: 1/turn, teleports 1 when
damaged by an ability

Annihilate (2 actions, ranged attack 10,


blast 1, pierce): On hit: 2[D]+fray. Miss or area
effect: fray. Effect: Attack target becomes
vulnerable and burning. Attacks against a burning
foe increase the area size to blast 2. Terrain
effect: After attack resolves, summon a height 1
boulder object in the area.
Great Slip (1 action): Remove self from the
battlefield, then return in a free space in range 3
Fell Shot (1 action, repeatable): Mark an
unoccupied space in range 8. Area effect:
Characters that enter that space or start their turn
there are struck by a projectile, taking 2 piercing
damage twice, and ending this effect.
Liminal Arrows (1 action, recharge 5+):
Choose a foe in line of sight and range 10. At the
end of that character’s turn, it takes [D] piercing
damage 3 times if not in cover from the Master
wright, or just piercing fray damage if it’s in
cover.Then this effect ends.

273 of 417

BASIC LEGENDS

Phase II
As Phase I but Charge becomes 3/round.
DEMOLISHER
Additionally gains the following traits:
The Demolisher is pure strength and rage Frothing Mad: Attacks gain +1 boon and can
personified. It can be used to represent critical hit (+[D]). Always attempts to focus on the
particularly colossal warriors, giants, or huge closest foe. Can choose if multiple characters are
armored beasts. close.
Enrage: +1 action
HP: 40 per player character (min: 80) Great Lash (1 action, 1/round): The
Demolisher whips a chain or hook around all foes
Legendary Heavy: Armor 3. Gain use vigilance in range 5. They are shoved 3 spaces towards the
twice a round. demolisher.
Other: Size 2, Sturdy
Great Strength: The Demolisher’s abilities have
Collide: Foe is dazed. Dazed foes take [D].
NOCTURNAL
Legend: Takes 1 turn after every player character The Nocturnal relies on extreme mobility and
takes a turn. If slow, only one of its turns is fear to strike down its foes. It can be used to
affected. represent winged demons, master assassins
Juggernaut (Free action, 1/round): Clear a gargoyles, or other vicious and mobile foes.
status, mark, or all blights affecting this character.
HP: 24 per player character (min:48)
Phases: Starts in Phase I and enters Phase II
when bloodied. Legendary Skirmisher: Has the dodge and
skirmisher traits.
Phase I Hunter in the Mist: Attacks are a critical hit (+
Pound (1 action, true strike, melee attack, [D]) against characters with no allies or allied
range 2, combo): On hit: [D]+fray. Miss: fray summons adjacent
damage. Deals bonus damage for each: character
is winded, dazed, or stunned. Legend: Takes 1 turn after every player character
• Battle Shout (1 action, end turn): End turn. If slow, only one of its turns is affected.
turn. Characters in range 3 take fray damage Juggernaut (Free action, 1/round): Clear a
and are shoved 1 towards the Demolisher. status, mark, or all blights affecting this character.
• Massive Impact (2 actions, melee
attack, close blast 1): On hit: 3[D]+fray. Phases: Phase change triggers at the start of each
Miss or Area effect: [D]+fray. Effect: Attack round. The Nocturnal starts in phase II and can
target must save or be stunned. shift up or down one phase (so it can’t shift from I
Hurl Boulder (1 action): Effect: A foe in range to III for example). It must shift phases.
3 takes 2 damage and is shoved 1, then create a
height 1 boulder object next to them. Has the following actions in all phases:
Lash (1 action): The Demolisher whips a chain,
hook, or weapon around a foe in range 5, shoving The Horror (1 action, melee attack): On hit:
them 3 spaces towards the Demolisher. [D]+fray and shove 1. Miss: fray damage. Effect:
Charge (1 action, 1/round): Dash 4 in a May teleport up to 3 spaces before or after the
straight line. All characters the Demolisher passes attack.
over are shoved 1 to either side and take fray Rake (1 action, area effect, line 4,
damage repeatable): Foes in the area take fray damage.

274 of 417

The Nocturnal may teleport to any space in the HP: 20 per player character (min 40)
area after this action resolves.
Disappear (2 actions, 1/round): Remove the Legendary Leader: Once a round can use
Nocturnal from the battlefield and place them in Diaga.
any free space. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Phase I Juggernaut (Free action, 1/round): Clear a
status, mark, or all blights affecting this character.
Clinging mists: The Nocturnal has aura 2. If
there are no other characters in the aura, it gains Unique Minions: The Master summons
stealth at the end of its turn, and has evasion. Minions.
Paranoia (1 action, multi mark, 1/round): A Minion
foe in range 6 is marked. While marked, they Defense 8, 1 hp
cannot target allies with abilities and effects. A Summon Action: Once a round, at the start
character can save at the end of their turn to clear of the Master’s turn, the Master may move all
this mark, ending it on a success. minions 3 spaces.
Amygdala (1 action, 1/round): All foes in Summon Effect: Characters take 2 piercing
range 3 are forced to flee. They must save or be damage, once, for every minion they start
shoved 2 spaces in a direction of the Nocturnal’s their turn adjacent to, then are shoved 1 in a
choice. At the start of their next turn, even if they direction of the Master’s choice.
saved successfully, the Nocturnal can shove them
2 in a direction of its choice. Phases: The Master starts in Phase 1, and goes
into Phase 2 until the end of the next round when
Phase II all it’s minions are defeated (Great minions do not
Blood drain: Attacks ignore vigor against count).
bloodied foes and gain +1 boon
Great Fell Shot (1 action, 2/round): Mark Phase I
two unoccupied spaces in range 8. Area effect: Summon Minion: When starting combat in this
Characters that enter that space or start their turn phase, or when entering it, summons 4 minions
there are struck by a projectile, taking 3 damage per player character, which can be placed in any
twice, and ending this effect. This area lasts until space on the battlefield not adjacent to a
triggered. character.
Lurk in the Shadows: The Master is
Phase III intangible. Characters can pass through and end
Embrace (2 actions, 1/round): An adjacent their turn in its space. If all its summons are
foe must save. On a successful save, they are destroyed, it is immediately forced into phase 2,
shoved 1 and take [D]+fray. On a failed save, they placing any characters sharing its space into free
take divine damage equal to 50% of their max hp. adjacent spaces, or as close as possible.
Either way, this attack can’t take them below 1 hp. Looming Shadow: The Master’s has aura 1. The
Open Wound (1 action, multimark, 1/ space is difficult terrain for hostile characters and
round): A foe in range 4 is marked. While allied characters spend 0 movement to cross
marked, when that foe is shoved, they take fray spaces in the area.
damage. A foe can save against this effect at the
end of their turn, ending the mark. Minion Assault (free action, pierce, melee
attack):. On hit: [D]. Miss: 1 damage. Effect:
Deals 1 additional piercing damage once for every
minion adjacent to the target.
Master Barrage (1 action, close blast 1): Area effect:
Piercing fray damage. Allies are immune.
The Master represents a monster that commands
a legion of lesser minions, such as an enormous
spider, a warlord, or a relict necromancer.

275 of 417

Great Puppeteer (1 action): All allies in a Legend: Takes 1 turn after every player character
close blast 1 area of the Master may dash 3 spaces, turn. If slow, only one of its turns is affected.
then deal 1 piercing damage to an adjacent foe Juggernaut (Free action, 1/round): Clear a
Promote (2 actions, 2/round): Destroy one status, mark, or all blights affecting this character.
minion and replace it with Great Minion.
Great Minion Phases:
Size 1, 20 HP, Defense 8, Sturdy. Starts in Phase I, then moves up a phase at the
Summon Action: 1/round during the start of each around, looping back to Phase I after
Master’s turn, it can move 3 spaces and attack III.
an adjacent character (true strike, melee
attack, on hit: [D]+fray and shove 1, miss: Phase I
fray). Cataclysm: At the start and end of the round
create 2 rock spires, height 1 objects, in free space
Phase II within range 2 of a foe.
When entering Phase II, the Master returns to
phase I at the end of the next round. Raze (1 action, melee attack, Arc 4): Attack:
On hit: 2[D]+fray. Effect: Attack target is
Aether bomb (1 action, 2/round): Summon a vulnerable. Miss or area effect: fray.
blast 1 terrain effect, which cannot overlap with Swat (1 action): A foe in range 2 must save or be
another Aether bomb. When the Master changes shoved 3 and shattered. On a successful save, they
phases, all aether bombs explode and are are shoved 1. Collide: also Stunned
destroyed. Characters within must save or take Aether Split (1 action, close blast 1): Area
2[D]+Fray damage, or [D+fray on a successful effect: Deal 2 damage to all foes, then teleport 2
save. Eruption (1 action, 1/round): A Rock spire in
Barrage (1 action, close blast 1): Area effect: range 5 emits a close blast 1 pool of blight.
Piercing fray damage. Allies are immune. Adjacent characters take 2 damage. The spire
Reposition (1 action): Shove an adjacent gains aura 1, which is difficult terrain.
character 1, then dash 2
Rally (2 actions, 1/round): The Master Phase II
summons a height 1 Rally Point in range 3. As Phase I, but:
Rally Point Soar (free action, 2/round): Fly 3 spaces in a
Size 1 object, destructible (10hp) straight line
Object effect: Aura 1. Minions in the aura Scorch (1 actions, 2/round): Choose a
are immune to all damage and Minion Assault character in range 6. At the end of that character’s
against characters in the area deals maximum turn, the Razer shoots an energy blast at them for
damage. a blast 1 explosion area effect. Characters within
must save. On a successful save, they take [D]
+fray. On a failed save they take 2[D]+fray. Rock
Razer spires in the area are destroyed.

Phase III
A powerful and destructive being, such as a
As Phase I and II, but :
flying wyrm, an arch-wright, or an ancient
demon.
Radiance: When this phase triggers, remove the
Razer from the battlefield, then place them in the
HP: 32 per player character (min 64)
center of the battlefield, or as close as possible. On
their turn, they can dash 1 space, but otherwise
Legendary Artillery: Has the aetherwall trait.
can’t make any other movement. All characters
Once a round, as a free action, can remove itself
not in cover from the Razer take 3 Divine damage
from the battlefield and return in free space in
at the end of their turns.
range 5.
Other: Flying
Elden Chaos: At the end of the round, the Razer
fires a beam of pure ancient chaos. The beam is a

276 of 417

3 wide line area effect that crosses through all


obstacles, terrain, and goes across the whole
battlefield. Characters in the area must save. On a
failed save, they take 2[D]+fray, 3 times. On a
successful save, then take it only once. Characters
in cover gain +1 boon on the save. Effect: If
overdrive has activated, this deals maximum
damage.
Aftermath: After Elden Chaos activates, destroy
all rock spires and clear all eruptions.

277 of 417


FACTIONS

Factions represent common types of foes that can be found across Arden Eld, from the undead Relict to
the spirit-like Hobs. All factions have the following features:
• Template - This template tells you some basic features about the faction. You can apply it to any basic
foe to run them as part of this faction
• Special Mechanic - A special rule that changes how this faction fights
• Faction jobs - Most factions have a unique job for each class. Each has a number of variants, split up
by chapter, that change how the job plays. To use this jobs, pick a variant and use it as written.
• Uniques - Factions all have unique foes, split up by factions, as well as unique elites and legend fights.
• Trophies - Factions have unique trophies you can gain by fighting them. Each unique legend fight has
a trophy or two associated with it.

278 of 417

Chambers - no matter their current state, or their


I. FOLK current owner.

The great melange of peoples that populate GREAT CULTURE:


Arden Eld, split into the Six Great Cultures. Folk Great Faith: If the Chronicler ends their turn
are as diverse as the land itself, and all hold dear with any un-used actions, they can clear all
their own stories, upbringings, and dreams. statuses and blight affecting them. If they are
Though their drives and passions often bring bloodied, they also gain vigor 1.
them into conflict, they are, at their root, people
just like you. Uniques

Template Temple Monk


Kin: Folk are Kin A priest of the chambers. Their knowledge of
• Motivations: Kin usually fight for their ideals, titan lore is extensive and they are capable of
usually to protect something they care about channeling divine power through their voice
(even if that something is something as simple alone.
as their own survival).
• Flee: Folk value their own lives and will usually Traits: Diaga, Shelter, Defiance, Great Faith
surrender or flee if there’s no chance of winning Sacrifice (interrupt 1): Trigger: An ally would
a fight. Martial-minded cultures like Islanders, take damage in range 6. Effect: this character
Leggio, or Guilders might put up more of a fight. takes damage equal to 25% of their HP. That ally
gains vigor 1 before the damage is applied.
Special mechanic: Great Culture
Peal of Reckoning (1 action, ranged attack
To make a Folk foe, use basic foes and apply the 6 or melee attack): On hit: [D]+fray. Miss: fray.
Kin template and Great Culture trait of your Effect: Target must save or be shoved 3, or shoved
choice. 1 on a successful save.
Forbiddance (1 action): The temple monk
chooses a foe in range 4. That foe is branded and
Chronicler must save, or until the end of their next turn, they
cannot make any movement that moves them
Though many regard chroniclers as sheltered, closer to the Keeper.
erudite, and austere, the stereotypes don’t tend to Prayer (1 action, end turn, delay): - Usable
fit a culture that values a deep drive for curiosity only while bloodied. The temple monk ends their
and learning. A close connection to the divine turn and gains Delay: Their next turn must be
and a cultural sense of discipline and purpose slow. At the start of that turn, this character and
tend to drive them forward. all adjacent allies gain vigor 1 and can clear a
status or blight.
Monks, priests, and warrior-nuns of the
chroniclers often descend from their mountain Bell Warden
monasteries on quests of great import, often a Muscle-corded temple priests that are the ringers
task given to them by their elders interpreting a and guardians of the mighty bells of the
passage from the Great Chant, the Tale of Ages, Chambers, whose peal drives away evil creatures
the Yamangeriad, or some other holy text. This such as demons. These bells, though numerous,
quite often brings them into conflict with folk are holy objects, and their care and upkeep is a
who have no idea of their quest, especially when duty of the highest order.
the instructions are based on centuries old
prophecy. Traits: Fortify, Armor 3, Great Faith

Occasionally more senior chroniclers are sent to Fist of Fury (1 action, melee attack): On hit:
retrieve or locate dangerous or powerful [D] + fray. Miss: fray. Effect: Becomes a critical
artifacts that were stolen or lost from the hit (+[D]) against dazed foes.

279 of 417

Roundhouse kick (1 action): An adjacent foe vulnerable and electrified. Ignores cover against
is shoved 1 in any direction, including diagonally. electrified foes.
Temple Bell (1 action, summon, end turn, Deluge (1 action, repeatable): The inquisitor
delay): The Bell Warden ends their turn and dashes 2, then deals 2 piercing damage to a foe in
gains Delay: Their next turn must be slow. At the range 6
start of that turn, summon a temple bell in a free Expurgation (1 action, end turn, delay): The
adjacent space. Inquisitor ends their turn, chooses a blast 2 area
Temple Bell in range 6, and gains Delay: Their next turn must
Size 1 object be slow. At the start of that turn, that area erupts
Object effect: When summoned, or when a with lightning. Area effect: Characters inside
character collides with it, releases a massive must save or take piercing fray damage, once, for
ringing. All characters in range 2 except the every character in the area, or just once on a
Bellkeeper must save or become dazed. Dazed successful save. Electrified foes fail the save.
characters take [D]+fray damage. This effect
can’t trigger more than once a round. Multiple
bells can be summoned at once. Churner
Churners are the great melange of shop-keeps,
Yaman dungeon guides, map-makers, cooks, pack-
Warrior-nuns and monks that live on the mules, and other camp followers that make up
mountains, training in martial arts and the nomads that follow the dungeons. Every
strengthening their bodies through rigorous diet dungeon of a certain age and level of fame has a
and exercise. They tend to be more than a little churner camp perched along its edge, and its
eccentric. garish tents and colorful shop signs are a
welcome sight to many.
Traits: Skirmisher, Dodge, Great Faith
Roppo: The first time on any turn a foe takes an Churners are more likely than other cultures to
action in range 2, the Yaman may dash 2, then get into dangerous, dirty, or disreputable work,
deal 2 damage to an adjacent foe. and the more ruthless of them treat adventurers
as a never ending stream of disposable marks,
Axe Kick (1 action, +1 boon range 2, melee easy pickings for an enterprising entrepreneur.
attack): On hit: [D]+fray. Miss: fray. Effect:
Critical hit (+[D]) against bloodied foes. Churners are well prepared for nearly any
Hurl Boulder (1 action): A foe in range 4 takes situation, which usually mean recognizing when
fray damage, is slowed, and is shoved 1. it’s time to cut and run.
Izuna Drop (1 action, end turn, delay): The
Yamen takes a pose, then gains Delay: Their next GREAT CULTURE: Stack Dice: Once a
turn must be slow. At the start of that turn, they combat, when the Churner would roll a random
may dash 2. Then, if a foe is adjacent, they may d6 as part of an ability, they can choose which
removes themselves and that foe from the number to roll. A Churner can always spend 1
battlefield, then places both of them back in free action to roll 1d6 and move (not dash) that many
space adjacent to each other in range 3. The foe is spaces.
stunned and takes 2[D]+fray.
Uniques
Inquisitor
Lightning-wielding relic hunters of the Doorkicker
Chroniclers, who are sent out in search of Relic thieves and scouts who specialize in
dangerous artifacts to recover and imprison in breaking doors, locks, and mechanisms to get
the Chambers. prospective adventurers deeper into dungeons.

Traits: Overdrive 4, Aetherwall, Slip, Great Faith Traits: Skirmisher, Dodge, Stack Dice

Lightning Spear (2 actions, ranged attack


8): On hi: 2[D]+fray. Miss: fray. Effect: Foe is

280 of 417

Knee in the back (1 action, melee attack): Tranquilize (1 action, ranged attack 6 or
On hit: [D] +fray, Miss: fray. Effect: Critical hit if melee attack): Autohit: fray damage and foe is
made from stealth (+[D]). pacified. Pacified foes take [D]+fray instead.
Blackjack (1 action): An adjacent foe is slowed. Grappling hook (1 action): The Guide
If made from stealth, this action also deals fray teleports adjacent to a summon or object in range
damage. 3. Alternately, it can teleport adjacent to a foe in
Prowl (1 action, end turn): Dash 1 and gain range, and that foe becomes branded.
stealth Double Time (1 action): Roll 1d6. The Guide
Wild Gamble (1 action): Roll 1d6. Dash exactly chooses a number of allies equal to half that
that many spaces in a straight line, or as far as number, then shoves them a number of spaces
possible, then deal damage equal to the spaces equal to that number in any direction.
moved, twice, to an adjacent foe. If no foes are
adjacent, deal no damage. Shopkeep
The most noble of Churner professions, and the
Deep Farmer most common. Though sometimes derided as
Dour Churners who make a living out of growing price-gouging opportunists, a lot of shopkeepers
various rare and exotic dungeon flora - which come from old and honorable families and
unfortunately only grow in the warped aether of recognize the necessity of preparation for a
dungeons. This requires a great deal of caution, dungeon trip as an essential part of safe
bravery, and expertise. expeditions, making sure their prices are fair,
and their shops well-stocked.
Traits: Fortify, Armor 3, Stack Dice
Traits: Shelter, Diaga, Stack Dice
Raze (1 actions, melee attack, true strike,
range 2): On hit: [D]+fray. Miss: fray. Effect: All Ban from the shop (1 action, ranged attack
foes in range 2 take 2 damage. 4, multimark): Autohit: fray damage. Foe is
Swing Shovel (1 action): Roll 1d6. An adjacent marked. While marked, if they end their turn in
character takes that much damage, and is shoved the shop’s aura, they take [D]+fray divine damage
half that number of spaces. Collide: Foe is instead.
stunned. Chastise (1 action): Effect: A character in range
Fertilize (1 action): The Deep Farmer chooses a 6 takes 1 piercing damage. If that character
space in range 2. At the end of their turn, this attacks before the end of their next turn, they take
space grows into a mushroom object. [D] piercing damage and this effect ends.
Mushroom Open Shop (1 action, end turn): The
Size 1 object Shopkeep opens their shop, a size 1 object
Object effect: Aura 1. Characters in the summoning it in an adjacent space. It lasts until
spore-filled aura other than the Deep Farmer the shopkeep is defeated or this ability is used
choke and are winded. again.
Pull Vegetable (1 action, end turn): The Shop
Deep farmer pulls out a massive vegetable by the Size 1 object
roots. Its next attack deals bonus damage and Object Effect: No fighting in the shop. Aura
stuns on hit. Stunned foes are critically hit (+[D]) 1. Characters in the area are pacified+.
Object Effect: While the shop is active, any
Guide character in the aura can use the Rummage
Savvy and seasoned dungeon explorers with the action, which ignores pacified.
wits not to get into the adventuring business Rummage (1 action): The Shopkeep
Tend to go the other way when the action starts. rummages in their shop and throws
something at a foe in range 3. Roll 1d6.
Traits: Shelter, Diaga, Stack Dice 1. 10 foot pole: Character takes 2
Aura of Freedom: Aura 1. The Guide and allies damage and is shoved 2
in the aura are immune to terrain effects, pits, 2. Lantern: character takes fray
difficult, and dangerous terrain. damage and becomes electrified

281 of 417

3. Ration: character takes 1 damage. Get Down! (Interrupt 1): Trigger: An ally
Place the ration in an adjacent space. takes damage that would reduce them to 0 hp.
A character can eat it by entering its Effect: The Guard can dash 3. If that puts them
space and using 1 action to gain vigor adjacent to their ally, that ally goes to 1 hp
1. instead, and the guard takes divine damage equal
4. Bomb: Area effect: blast 1, deals [D] to 25% of their max hp.
+fray damage and inflicts burning.
5. Strange mushroom: character Mace (1 action, true strike, melee attack):
takes fray damage, becomes poisoned On hit: [D]+Fray. Miss: fray.
and branded. Shield Strike (1 action, repeatable): An
6. Choose two adjacent foe is shoved 1 and must save or become
winded. Winded foes take [D]. Collide: Foe fails
the save.
Guilder On the Spot (1 action, recharge 6): The
Though the cities of Arden Eld are few, they are Guard chooses a space in range 3, which could be
growing in both size and influence. With no real under themselves. While standing on the spot, the
counties or kingdoms, they are the closest thing Guard has resistance. This effect lasts until this
to nations across the great Green. Their citizens ability is used again.
tend to be proud, loyal, and hardworking, even if
a little packed in. Sky Knight
Knights from the great guild academies.
Though diverse in both rule and character, the Renowned explorers and merchants that swear
cities are largely dominated by the great Trade oaths of valor on their swords, the sky knights
Guilds and their fleets of airships, and the serve the colleges and will throw their lives down
Colleges with their trained Wrights, machines, in service of progress, science, and protection.
and clockwork.
Traits: Fortify, Armor 3, Strive
The highlords of the guilds and colleges are
powerful indeed, and pursue their own agendas Oath Sword (1 actions): On hit: [D]+fray.
and machinations with great vigor. Though Miss: fray. Effect: Deals bonus damage and winds
many are high minded and truly believe in ideas on hit if the knight is bloody.
of progress, equality, and wealth for all, others Strike (1 action): An adjacent foe is dazed.
are more cynical, worldly, or greedy, and are not Dazed foes take fray damage.
above employing ruthless tactics to accomplish Stinger (1 action): The Sky knight dashes 2
their goals. spaces in a straight line, then deals 3 damage,
twice, to an adjacent foe. This action can only be
GREAT CULTURE: Strive (free action, 1/ taken if there are no foes adjacent.
combat): Until the start of their next turn, the Valiant (2 actions): The Sky Knight dashes up
Guider increases the distance of any dash, teleport to 6 spaces in a straight line, phasing through
or flight by +3. characters. Foes they pass through take [D], are
dazed, then shoved 1 to either side.
Uniques
Aeronaut
Guard Elite crew of the airships and dwellers of the
City militia and watchmen, sometimes on the teetering city spires of Arden Eld’s great cities.
payrolls of the Great Guilds. Aeronauts use aether powered gear to soar, dive,
and spin in midair during work and combat.
Traits: Fortify, Armor 3, Strive
Hold the Line: If the Guard ends any turn Traits: Skirmisher, Dodge Strive
without attacking, they gain Sturdy and Vigilance Aerial Acrobat: If an attack misses the
+1. Aeronaut, they may deal 2 damage to the attacker,
then fly 2

282 of 417

Strafe shot (1 action, ranged attack 5, +1 All islands dabble in a little light piracy here and
boon): On hit: [D] +fray. Miss: fray. Effect: May there, mostly from the soft and cargo-laden ships
dash 1 before and after the attack. Ignores cover of the great guilds, and pirates and freelance
and deals bonus damage against bloodied foes. brigadiers are often viewed as local heroes.
Double tap (1 action): The Aeronaut flies 3
spaces in a straight line. At the start and end of In times of trouble or scarcity, particularly
their movement, they may deal fray damage to a hardened or unscrupulous Jarls may order raids
character in range 3, choosing different characters on coastal villages. These can often turn into
each time. bloody affairs, and the Jarls into warlords.
Blinding grenade (1 action): A foe in range 3
is blinded. Blinded foes take fray damage. GREAT CULTURE: Bravado (free action):
Takeoff (1 action, stance): The Aeronaut This character takes damage equal to 50% of their
launches into the air. While in this stance, they max hp, but immediately gains +1 action. If this
are flying and have evasion. They lose this stance would defeat them, it reduces them to 1 hp
if they are hit by an attack. instead.

Aerothurge Uniques
Highly skilled wrights that are navigators of the
airships. Airships fly not on air, but on currents Cook
of Aether, so only someone highly skilled and All self respecting islanders know how to eat and
with a great degree of sensitivity can guide them cook properly. Cooks hold an extremely high
safely around its surges and storms. position in Islander culture, the highest of which
sit next to Jarls, the rulers of the great islands.
Traits: Aetherwall, Overdrive 4, Slip, Strive
Traits: Shelter, Diaga, Bravado
High Pressure (2 actions, ranged attack 6,
blast 1): On hit: fray damage, three times. Miss Hot Griddle (1 action, melee attack): On hit:
or area effect: fray. Effect: Can target one end of a [D]+fray and foe is burning. Miss: fray. Effect:
portal. If so, the attack travels through the portal Foe is branded. Effect: Critical hit (+[D]) against
and is then retargeted to a new space or character burning foes.
within range 3 of the other end of the portal. Flapjack (1 action, repeatable): The cook
Whisk (1 action): A foe in range 6 becomes summons a flapjack in range 4
vulnerable, then is teleported 1. Vulnerable foes Flapjack
are teleported 3 instead. Size 1 summon, intangible
Aether Portal (1 action, recharge 6): The Summon Effect: A character moving into
Aerothurge chooses any two free spaces on the the flapjack’s space can pick it up, removing
battlefield and links them with glowing portals. it. That character gains defiance. A character
Portal that already has defiance gains vigor 1. A
Size 1 object character with vigor becomes unstoppable
Object effect: Any character adjacent to a until the end of their next turn.
portal can spend 1 space of movement to Cook up a storm (2 actions): The Cook
teleport adjacent to the other linked portal, or creates a blast 2 terrain effect until the start of
vice versa. their next turn. Foes in the area are shoved
outside the of area when it is created. The area is
dangerous terrain for foes, provides cover for
Islander allies, and allies that end their turn in the area
may end a status or blight, then gain vigor 1 if they
Brave, hardy, and adventurous folk, the are bloodied.
islanders are not ones to shy away from trouble.
Every one of the Thousand Isles is a stunningly Sailor
diverse place - from it’s people, to its food, to its The great mass of sailors, pirates, raiders,
sights and sounds, to its dangers. crewmen, and pilots of the great islander fleets.

283 of 417

The greatest sailors of the Thousand Isles are deep oceans of Arden Eld. Their catch feeds the
legendary in skill and have many a perilous atolls, but requires entire teams to haul ashore.
voyage under their belt.
Traits: Aetherwall, Overdrive 4, Slip, Bravado
Traits: Fortify, Armor 3, Bravado
Salty: When the Sailor deals self damage, they Spear (1 action, pierce, ranged attack 6):
gain vigor 1 after taking the damage. On hit: [D]+fray. Miss: fray. Effect: No ranged
attack penalties for adjacent foes. If attacking an
Bloody crescent (1 actions, true strike, adjacent foe, deals bonus damage.
melee attack, arc 3): On hit: [D]+fray. Miss or Backflip (1 action, repeatable): The
area effect: fray Harpooner dashes 1. If there is an adjacent foe,
Sea Legs (1 action): Shove all adjacent increase this dash to 3, and shove that foe 1.
characters 1 space in the same direction. Foes that Net (1 action): The Harpooner creates a net
collide are dazed. Dazed foes are stunned. terrain effect in a free space range 6. The net
Plunder (1 action, repeatable): The Sailor space is treated as a pit.
dashes 1, then deals 2 damage and shoves an Main Harpoon (2 actions): A foe in range 6
adjacent foe 1, must save or take 2[D]+fray, become shattered,
Send to Erenhelion (2 actions, true strike): and be shoved until adjacent to the Harpooner.
The Sailor winds up for a massive blow. An On a success, the foe takes [D]+fray and is shoved
adjacent foe must save or take 3[D]+fray and 1 towards the harpooner instead.
become dazed, or just [D]+fray on a successful
save. Effect: The Sailor takes damage equal to
25% of their max hp. Leggio
Doom Diver Part warrior clan, part merchant enclave, and
Donning capes of serpent scales or sealskin, the part theatre troupe, a Leggio caravan is a
doom divers make sport of diving for treasures, magnificent (and relieving) sight to all across the
food, and pearls in monster-infested waters. Green. The Leggio caravans are the lifeblood of
Arden Eld, for without them, far off towns and
Traits: Skirmisher, Dodge, Bravado settlements isolated by dungeons and growing
Nimble: Has evasion unless suffering from a blights would be starved of supplies, medicine,
status and food. Their arrival in a town is part circus,
part festival, and part market day.
Spear Slash (1 action, range 2, melee
attack, +1 boon): On hit: [D]+fray. Miss: fray. The caravans occasionally accept shady
Effect: Deals bonus damage to foes at range 2. business, sometimes out of profit, sometimes out
Slide (1 action, repeatable): The Diver dashes of desperation - transporting dangerous, rare, or
4 with phasing, dealing 2 damage to all characters illicit goods. Rarely, and usually due to some
it passes through traumatic event, a wagon abandons the ways
Dive (2 actions): The Diver chooses a foe in and strictures of the Multicolored Titan, and
range 4, then removes themselves from the turns to banditry and thievery. These rogue
battlefield. At the end of that foe’s next turn, that wagons abandon the caravan and become
foe must save as the Diver descends, dealing [D] similar to pirates - though they sail the seas of
four times on a failed save, or twice on a grass and stone instead of water.
successful save. Lower this damage by [D] for
every adjacent ally of the target, which could GREAT CULTURE:
cause it to do no damage. Then, place the Diver in Acrobatics (free action): Dash 2. This action
any free space in range 2. can interrupt and split up other actions or
movement.
Harpooner
Sturdy hunters that sail out in search of the Uniques
megafish and sea monsters that populate the Storyteller

284 of 417

Elders of the Caravans, who keep and carve the Lancer’s Splendor (2 actions, stance): The
lore and lineage of the families that make it up rider takes a magnificent pose and gains aura 2.
into the side of the wagons. The rider and allies in the aura are sturdy and
deal bonus damage with all abilities.
Traits: Shelter, Diaga, Acrobatics
Acrobat
Story Staff (1 action, melee attack, range Workers who maintain the caravans while they
2): Autohit: fray damage and foe is pacified. are on the move, requiring great dexterity and
Pacified foes instead take [D]+fray. agility. In town, they often perform.
Felicity (1 action, multimark, combo): An
ally in range 4 is marked. When marked, and at Traits: Skirmisher, dodge, Acrobatics
the start of the storyteller’s turn, the marked ally
may dash 1. Tumbling: Moving up terrain costs no
• Fleet (1 action): An ally in range 4 may dash movement. Can phase through characters and
4, ignoring all movement penalties and terrain doing so costs 0 movement.
effects Partner Work: Aura 2. When the Acrobat
Heroism (2 actions, stance): The Storyteller dashes, an ally in the aura may also dash 1.
gains aura 2. Allies in the aura gain +1 boon on all
saves and may save against statuses at the start Spinning kick (1 action, melee attack):
instead of end of their turn. Repeat the following effect three times: Dash 1,
then deal 2 damage to all adjacent foes. Must
Monster Rider move in the same direction.
Braves of a family, usually young, who tame the Cartwheel (1 action): The Acrobat dashes up to
massive beasts the Leggio must battle with 3 spaces, then deals damage to an adjacent foe
during their journeys through the blights. equal to the number of spaces it dashed.
Monster taming is a time-honored tradition and Acrobatics (2 actions, stance): The acrobat
without it, many of the great wagons would lack takes a nimble stance. While in this stance, they
a way to move, as most normal animals don’t gain evasion, and when targeted by an ability,
have to the strength to pull them. may dash 1 after the ability resolves.

Traits: Fortify, Armor 3, Acrobatics Pole Fighter


The militia of the caravans, who use long poles to
Monster Riding: The Rider starts combat riding vault from wagon to wagon.
a trained monster, and can also mount it as an
action or by spending its standard move. While Traits: Fortify, Armor 3, Acrobatics
riding, the rider shares space with the monster
and moves when it moves. If the two are Slam: When a character collides from the pole
separated, this effect ends until the monster is fighter’s moves, they are dazed. Dazed characters
remounted. also take [D]+fray.
Tame monster
Summon, 20 HP, 6 defense, 10 VIT Pole Slam (1 action, line 3, melee attack):
Summon Action: During the rider’s turn, On hit: [D]+fray. Miss or area effect: fray. Effect:
can dash 4, then either shove a character 1 shove all characters 1.
space or deal 2 damage to them. Rebound (1 action): The Pole Fighter pushes
off an adjacent character. They shove that
Double Team (Melee Attack, 1 action): On character 1 space, then dash 1.
hit: [D]. Miss: 1 damage. The rider and an ally in High Flyer (2 actions, stance, combo): The
range 3 can each dash 1, then deal 2 damage to an Pole Fighter balances on their pole and uses it to
adjacent foe. move, ignoring all terrain penalties and
Taunt (1 action): A foe in range 3 must save or engagement. While in this stance, any time they
be shoved towards the rider as far as possible, end a dash, they can shove an adjacent character 1
then gain hatred of the rider. On a successful space, then deal fray damage to them.
save, they are shoved 1 towards the rider.

285 of 417

• Dive kick (2 actions, end turn): The ‘negotiate’ favorable trade deals. When pushed
Pole fighter dashes 1, ending this stance. An into desperation by surging dungeons or
adjacent foe is stunned and must save or untamed blights, Yeokin towns are occasionally
take 3[D]+fray, or [D]+fray on a successful abandoned, those remaining turning to any
save. means necessary to survive.

Fire Dancer GREAT CULTURE: Camaraderie: +1 boon on


Fire wrights who light and keep the lanterns attacks and saves for every adjacent ally.
burning all day and night. The task is odious, the
monster oil used to fuel the lanterns noxious and Uniques
stinking, so when they enter a town they are
happy to let loose with pyrotechnic juggling
shows.
Villager
The common clay of Arden Eld.
Traits: Overdrive 4, Aetherwall, Slip, Acrobatics
Traits: Comradery
Mob: This character doesn’t trigger slay effects
Flame Dance (1 action, pierce, ranged
and has 1 hp
attack 6): On hit: [D]+fray. Miss: fray. Effect:
Dash 2, then deal piercing fray damage to a
Improvised weapon (2 actions, melee
different character in range 6.
attack or ranged attack 3): Autohit: 2 damage.
Carnivale (1 action, summon, end turn):
Take heart (2 action): An adjacent character
The Fire dancer summons a bomb in range 4.
can end a status or blight. Then, if they are
Bomb
bloodied, they may gain vigor 1.
1 hp, attacks auto hit
Summon Effect: Can be shoved. When
taking any amount of damage, explodes for a Farmer
blast 1 area effect explosion. Characters A thick-armed commoner, sometimes acting as a
within become vulnerable, then must save or local militia in times of trouble.
take [D]+fray to characters within and
become burning, or just fray damage. Traits: Fortify, Armor 3, Camaraderie
Juggle (2 actions, stance): The fire dancer Strength: The farmer’s abilities have collide:
starts juggling flames. While in this stance, at the fray damage and foe is dazed. Dazed foes take [D]
end of their turn, or when they dash, they can deal +fray instead.
piercing fray damage to a character in range 6.
Righteous fist (1 action, melee attack, true
strike): On hit [D]+fray and shove 2. Miss: fray
Yeokin and shove 1
In the villages, you work together, you eat Formation (1 action): Shove all allies in range
together, and you celebrate together. The earth 2 1 space towards this character
supports you, and you support the earth. Life in Bale (1 action): The Farmer uses a pitchfork,
the villages can be slow and appear sleepy or shovel, or sheer strength and picks up an adjacent
idyllic from the outside, but all villages must foe size 1 or smaller, removing them from the
work hard to keep everyone safe, fed, and battlefield and placing them in an adjacent space,
flourishing. Villages move with the seasons, the then shoving them 1.
air, the forests, and the whims of the spirits. On the Chin (1 action, stance): The Farmer
gains aura 1. The farmer and allies in the aura are
It’s considered rare for Yeokin to stray too far sturdy, and the farmer gains vigilance 1 at the end
from their villages (those that do tend to become of their turn.
adventurers), especially to cause trouble, but it
does occasionally happen. Town priests and Barkeep
elders of larger towns sometimes start to ponder The taverns, inns, and way-houses of the villages
demanding tribute from their smaller neighbors, are a relatively new invention as commerce
or sending over their largest and toughest to

286 of 417

returns to Arden Eld, but a welcome one. Their Nearly all villages in the Green practice martial
owners are typically stocky and no-nonsense. arts for self defense against roving monsters
(and, more recently, bandits). Many of them
Traits: Aetherwall, Overdrive 4, Camaraderie have secret scroll arts, some of which have
produced secret warrior societies that predate
Flaming Cocktail (1 action, range 6, cross the Shades.
1): On hit: [D]+fray. Miss or area effect: fray.
Bar Brawler (1 action, stance): The Barkeep Traits: Skirmisher, Dodge, Camaraderie
gains counter and sturdy. Any time a character
ends their turn adjacent to the barkeep in this Whirling Blade (1 action, ranged attack 4,
stance, they must save or take 2 piercing damage +1 boon): On hit: [D]+fray. Miss: fray. Effect: A
and be shoved 1. This stance ends at the start of different foe in range 3 takes fray damage. Critical
the Barkeep’s next turn. hit: All foes in range 3 take fray damage.
Barrel Roll (1 action, end turn, delay): The Shadow clone (1 action, summon): Summon
Barkeep chooses a direction, ends their turn, then a shadow clone in a free space in range 3, an
gains delay: Their next turn must be slow. At the intangible size 1 summon. Foes adjacent to a
start of that turn, they roll a barrel in a line shadow clone at the start of their turn take fray
pattern drawn in that direction from 2-6 spaces. damage from the clone. Clones disappear at the
Characters the barrel passes through take piercing end of combat or if the Shinobi is defeated.
fray damage and are shoved 1 to either side. When Shadow Swap (free action): The Shinobi
the barrel ends its movement, it explodes for a swaps places with a shadow clone, teleporting
blast 1 area effect, dealing [D]+fray piercing Raiton (1 action, recharge 6): The Shinobi
damage and shattering all characters within. calls down lightning on a foe in range 6. At the
end of that foe’s turn, they take 3 damage, five
Village Priest times and are blinded. Reduce this damage by one
Village priests of the local temples, who typically time for every other non-summon character in
pay homage or worship to the local hobs or range 2, which could cause it to do no damage.
spirits of nature. These temples are closely tied to
the land and may be built around a great tree, or
a holy rock, or a sparkling waterfall.

Traits: Diaga, Shelter, Camaraderie

Greenwrath (1 action, melee attack or


ranged attack 6): Attack: On hit [D]+fray.
Miss: fray. Effect: Deals bonus damage and
inflicts branded if a character is inside dangerous
or difficult terrain.
Sow (1 action, mutimark, combo): The
village priest marks a foe in range 4. That foe is
poisoned and takes 1 piercing damage.
• Reap (1 action): All foes marked by Sow take
piercing fray damage.
Sanctify (2 actions): Terrain effect: The
village priest scatters salt in a close blast 1 area.
Foes that end their turn in the area become
pacified and burning. Allies that end their turn in
the area can end a status or blight, then gain vigor
1 if they are bloodied.. The area persists until this
action is taken again.

Shinobi

287 of 417

Monsters: Relict do not flee or negotiate.


II. RELICT Faction Blight: Electrified
Legion of the Dead: All Relict have the Legion
of the Dead trait (see below).

Special mechanics
Legion of the Dead: Relict are a legion of
mindless husks, cursed with an undying existence.
This gives all relict except Legends the following
traits:
• This character has a chance to rise again when
defeated. Roll 1d6 at the start of each round that
this character is defeated. On a 4+, this
character gets back up at 25% hp, returning it
from defeated, and can take a turn normally this
round. If defeated again, this character
disintegrates and is removed from the
battlefield. If all characters with this trait are
defeated, it deactivates.
• All Relict can shuffle and dash 1 space at the
start of their turn as a free action. When they do
this, all other relict in range 2 can also dash 1
space in the same direction, then deal 1 damage
to an adjacent foe.
• For every point of Relicts in an encounter, you
can add two Husks to a fight

Relict are the most common danger that


adventurers face in the ruins of Arden Eld. They
FOES
are the spectral remnants of the Arken Empire,
souls bound in an etheric network that runs Husk
through the ruins, entrapped there by an ancient The shuffling mass of relict servitors, in thrall to
sorcerer as a last ditch effort to save a dying the network.
people. The process was technically successful,
but most relict have been left mindless husks - 1 HP
souls harnessed and stored in lightning powered Relict Traits: Legion of the Dead. Shuffle
sarcophagus-like nodes nestled throughout the activates for up to five husks simultaneously.
ruins. Relict armor sits eerily still, or crumpled Mob: This character doesn’t trigger slay effects
into a corner, until its a node senses intruders,
the Relict within rippling out through conduits to Latch on (2 actions): The Husk moves up to 3
manifest in crackling undeath. spaces in a straight line, then an adjacent
character becomes immobile until the Husk is no
There are some Relict - a priest class - that have longer adjacent or is defeated.
retained more sense of themselves and work at Lurching grab (2 actions, melee attack):
dark purpose to resurrect the old empire and Dash 1, then autohit: 1 damage. If another Husk is
bring back the arkenlords. adjacent to the target, increase damage to 3
piercing.
Faction Template

To make any foe a Relict, you can add the WIGHT


following traits. All Relict have these traits. The foot soldiers of the Arken empire, their
loyalty is no lesser in death. Their long

288 of 417

imprisonment in the soul network has left them


mindless, ruthless killing machines. Heliolite
Skirmishers from the old legions, they fight with
Traits: Fortify, Armor 3 wicked, barbed spears and a canny malice
Relict traits: Legion of the Dead Traits: Counter
Redondo (free action): Swap places with an
Overpower (1 action, true strike, melee adjacent ally
attack): On hit: [D]+fray. Miss: fray. Area effect: Swipe (free action): Adjacent foes take fray
All foes adjacent to the attack target take 2 damage
damage Javelin (1 action, true strike, ranged attack
Strike (1 action): An adjacent foe must save or 5): On hit: [D]+fray. Miss: fray. Effect: Electrify
become dazed. Dazed foes take fray damage. foe, and foe must save or become winded. Effect:
Death March (1 action): The Wight and all Has no maximum range against electrified
adjacent allies may move 1 space in the same characters
direction, ignoring engagement, then each may
deal 2 damage to an adjacent foe
Chapter 3
All Wights gain Defiance.
Chapter 1+
Legionary
Tomb Guard With interlocking shield, shortspear, and heavy
Undead auxiliaries of the old legions, their helms, these soldiers made up the bulk of the
shields and khopesh a common sight in the arkenlords’ armies when they were still alive,
catacombs. trampling empires into dust.
Withstand (Interrupt 1): When self or an Traits: Counter
adjacent ally is targeted by an attack, may grant Legion’s Advance (free action): All relict may
resistance against the attack. move 1 space in the same direction, ignoring
Bash (1 action, repeatable): An adjacent foe is engagement, then may deal 2 damage to an
shoved 1 and must save or become winded. adjacent foe.
Collide: Foe fails the save. Turtle Shield (1 action, recharge 4+): All
adjacent allies gain cover and dodge until the
Servitor start of the Legionary’s next turn. The Legionary
Guards of the priest class, with wicked spears for becomes immobile and unstoppable for the same
tearing flesh and forcing obedience. duration.
Hookspear (1 action): Effect: A foe in range 2 Merciless Advance (2 actions, recharge
takes fray damage, is electrified, and is is shoved 1 5+): The Legionary activates Death March three
towards the Servitor, then must save or become times. It may choose different direction each time.
winded. Electrified characters fail the save.
Impaling Jab (free action, true strike, line
3): Area effect: characters take 2 damage NECROSAVANT
The Priests of the Black Sun were the central cult
Executioner of the Arken Imperium and foremost in political
Wielding heavy curved axes, these shock troops power and influence. It was they, under the
fight with little regard for their own existence. leadership of their sorcerer-priests, that
Lightning Axe (2 actions, melee attack, orchestrated the Ur-spell that necrotized what
true strike, close blast 1, recharge 5+): On remained of the empire.
hit: 2[D]+fray, shove 1, and electrify. Miss: or area
effect: fray and shove 1. Effect: Teleport all The process of preserving the entire population of
electrified foes 1 the empire required a great deal of work, and
therefore the priests classes were split into many
Chapter 2 castes that labored at numerous terrible projects.
All gain Formation (free action): Shove all In the end of days, in their desperation, they
allies in range 2 1 space towards this character delved into deeper and darker magics and

289 of 417

sacrificed their very souls for the purpose of the different relict in range 3 from the Grafter takes
Great Work. [D].

Traits: Shelter, Diaga, Defiance Embalmer


Relict traits: Legion of the Dead Priests charged with disposal of the physical
Unholy (2 actions, ranged attack, range 6 form. In those days, the corpses were stacked like
blast 1): On hit: 2[D]+fray. Miss or area effect: wheat after a harvest.
fray. Effect: Attack target is branded. This action Heavy Armor: Resistant to abilities used from
can also be made as a close blast 1 melee attack. adjacent spaces
Fear (1 action, multimark): Mark a foe in Aura of Rot: The Embalmer has aura 2. Foes
range 6. While marked, that foe gains +1 curse on that start or end their turn in the aura lose all
attacks and saves unless adjacent to an ally. If vigor, then take 2 piercing damage.
they end their turn adjacent to an ally, they can
clear this mark.
Chapter 2+
Grasping Dead (1 action): A foe in range 6
takes 2 damage, then must save. On a failed save,
All gain Soul Shred (1 action, multimark,
spectral hands grab and immobilize them until
recharge 4+): Mark a foe in range 6. While
the end of their next turn. That character or an
marked, that foe gains Aura 1. Allies of that foe
adjacent ally can use an action to end this effect,
that end their turn in the aura take 3 piercing
freeing them.
damage.
Raise Dead (2 actions, 1/combat): Target
defeated ally in range 4 and remove
incapacitated. They stop being defeated and Soul Flayer
return with 50% hp. They can act normally and Dread priests that made up a secret police. In the
take a turn starting next round. Final Days, they forcibly conscripted the unlucky
and criminal into the soul legions.
Soul Flay (1 action, end turn): A visible foes
Chapter 1+
has their soul shoved out of their body and
summoned in a location of the Soul Flayer’s
Arkivist choice within range 3 of the target. While their
Priests entrusted with keeping the names of the soul is out, the character is pacified+. The Flayer
dead, they wander the halls of the arkenruins can only have this effect active on one character at
obsessively repeating the names of their wards. once.
The soul doesn’t take action on its own, but can be
Aura of the Endless Legion: Aura 2. when any targeted as if it was the original character,
relict is defeated in the aura, summon a husk in a transferring any damage or effects to the primary
free space in the aura. foe. Damage taken via a character’s soul becomes
Call the Lost (1 action): summon 3 husks Divine damage. A character can re-unite with
adjacent to a foe in range 8. their soul by moving into and ending their turn in
its space, ending this effect.
Grafter
Soul Surgeons skilled in the ways of soul Chapter 3
grafting. In the final days of the doom, the All gain Radiance of the Black Sun (2
empire resorted to all kinds of dark arts in an actions, 1/combat): This character becomes
attempt to beat back the inevitable. immobile but gains Aura 2 until the start of its
next turn. While the aura is active, Relict other
Amalgamate: Once a round, while the Grafter is than this character in the area cannot be reduced
not incapacitated, whenever a relict is defeated past 1 hp. This Aura also deactivates if this
anywhere on the battlefield, another relict of the character is stunned.
Grafter’s choice gains vigor 1
Split Suffering (Interrupt 1): Trigger: A relict
takes damage in range 3 of the Grafter. Effect: Immortalist
That character gains Resistance. The Grafter or a The higher caste of priests, each with a fragment
of the Ur-spell embedded into their very beings.

290 of 417

Pounce (free action, end turn, mark): The


Entombment of Iz (1 action, recharge 6): Wailer gains stealth. Choose a foe in range 3. If, at
The Immortalist entombs a character in a magical the end of that foe’s next turn, they are still in
sarcophagus, summoning it in their space. range 3 of the Wailer, it may teleport adjacent to
Sarcophagus of Iz them and deal [D], ending this effect.
Object, Destructible (10 hp)
Object effect: Shares space with a character. Arc Ghul
While inside, they take 3 piercing damage at A ghul that has become unhinged from its own
the start of their turns and are immobile, but anguish, its body barely held together.
can otherwise be targeted normally. The
Sarcophagus has resistance against the Soul Shift (free action): The Ghul and any
character inside it. adjacent relict teleport 3. When they reappear,
Eternal War: While the Immortalist is on the they must be placed adjacent if possible.
battlefield and not defeated, all relict’s Rise Again Living Lightning: Electrifies foes it moves
trait activates on a 2+. through. Foes that are already electrified must
save or become slowed. Allied spaces cost 0

GHUL movement to pass through.

Some relict have a tiny fragment of self Twinsoul


awareness, an existential anguish that manifests A ghul that is the result of a network malfunction
as a terrible hunger. This gives them more or the product of soul grafting, a twinsoul is a
independence than their kin, allowing them to grotesque amalgam of two beings.
roam where the network is thin and warm bodies Replace Hamstring with Razor Wind (1
are numerous. action, melee attack): Repeat the following
effect three times: Dash 1, then deal 2 damage to
Traits: Skirmisher, Dodge, Phasing all adjacent foes. Must move in the same
Relict traits: Legion of the Dead direction.
Twirl (Interrupt 1): Trigger: The Twinsoul
Hamstring (1 action, +1 boon, melee takes damage from an ability. Effect: The
attack): On hit: [D]+fray. Miss: fray. Effect: On Twinsoul teleports 3 after the ability resolves,
hit, until the end of their next turn, foe takes 2 then gains evasion until the start of its next turn.
damage for each space they move.
Life Drain (1 action): Effect: A foe in range 3 Chapter 2+
takes fray damage, ignoring vigor. If they are All gain Arc Whip (1 action): Effect: A
bloodied, they take fray damage twice instead, character in range 4 must save or become slowed
ignoring vigor. and electrified. Electrified characters take fray
Terrorize (1 action): Effect: A foe in range 4 damage.
must save or become blinded+ and gains + 1 curse
on all attacks and saves until it ends a turn
adjacent to an ally. On a successful save, they are
Devourer
only blinded. Blinded or Bloodied foes fail the A Ghul that has collapsed in on itself, becoming a
save. sucking void and gaining the ability to rip away
the essence of the living directly.
Chapter 1+
Devour (1 action, recharge 4+): The Ghul
become immobile and gains Delay: It must take a
Wailer slow turn next round, but at the start of that turn,
A starving ghul that stalks the living for days at it emits an aura 2 effect around it, which only
a time. Somewhat pitiable, they long for warmth. affects non-relict characters. It has different
Shriek (1 action): All foes in range 2 must save effects depending on the number of non-relict,
or be forced to flee, shoving them 3 spaces in a non-summon characters in the aura. Damage
direction of the Wailer’s choice, or 1 space on a dealt is divine.
successful save.

291 of 417

1 character: 100% HP Shift (1 action): Teleport 2


2 characters: 25% HP Shock (1 action): A character in range 8 is
3+ characters: 1 HP. vulnerable. Vulnerable foes take piercing fray
damage and become electrified.
Chapter 3
Chapter 1+
All gain Unstable reality: 1/turn, teleports 1
when damaged by an ability Arc Spectre
The most commonly seen wraith, held aloft by
Stutterghast scouring arcs of lightning, with hands bound into
A Ghul that has lived long enough and fed power-amplifying gauntlets.
enough on the living that its existential anguish Storm of Wrath (2 actions, ranged attack
has begun to manifest into complete insanity. Its 8, blast 2, pierce, recharge 6): On hit: [D]
feral wailing cuts out periodically as it stutters three times. Miss or area effect: [D]. Effect: All
throughout the network. foes must save or become electrified and
vulnerable. Electrified characters fail the save.
Stutter: When a foe takes an action in range 3 of
the ghast, it may teleport 1 and deal 1 damage to Chain Wraith
an adjacent foe.
Blasphemers boiled alive in the pit of Iz. The
Reality break (Interrupt 1): Trigger: The
chains used to bind them have combined with
Stutterghast is Bloodied. Effect: The stutterghast
their beings in death.
becomes intangible until the end of its next turn.
Bind (free action, recharge 4+): The Wraith
Hollow: The Stutterghast has aura 1. While there
chooses two characters in range 4 of the wraith
is exactly 1 other character in hollow’s aura, it has
and each other, then teleports them adjacent to
have evasion and stealth. This aura has no effect
each other.
if no other characters, or 2 or more other
Split Ionize (1 action, mark): A character in
characters are inside, and its effects (including
range 8 must save or become marked. Electrified
stealth) turn off it if deactivates.
characters fail this save. While marked, they are
vulnerable and have aura 2. Any time they take
WRAITH damage, all allies in the aura take 1 piercing
damage.
Former slave wrights of the old empire, turned
into living weapons to fight back against the Rift Wraith
Doom. Tethered to the network, these relict can
Some battle mages of the old world were granted
float on the air with eerie grace, flickering in and
the ability to tear at the walls between worlds,
out of existence.
using the essence of the Doom itself to fight.
Open Rift: Create a pit under any character hit
Traits: Overdrive 4, Slip, Flying
by the wraith’s attacks.
Relict traits: Legion of the Dead
Boiling Curse (free action, terrain effect):
Ethereal: Has phasing and resistance unless
Choose a free space in range 6. The next time a
there’s an adjacent foe.
non-relict character passes over such a space, it
explodes in a blast 1 area effect. Non-relict
Chain Lightning (2 actions, ranged attack,
characters inside take [D] and are electrified.
8, pierce): On hit: 2[D]+fray. Miss: fray damage.
Electrified characters are stunned. The space lasts
Effect: Foe is electrified. Area effect: A foe in
until the end of combat or until detonated.
range 3 from the attack target also takes fray
damage, then must save. If they fail the save, this
effect repeats, choosing a new foe in range 3 of Chapter 2+
them instead. A character can only be chosen once Shift becomes a free action.
by this effect, but it can chain any number of
times. Electrified characters take +1 curse on this Abomination
save. A wraith created in the final days of the
Imperium. The extreme methods used to create

292 of 417

them left them unstable, undead weapons that gains +1 curse on attacks and saves unless
were not meant to last long. adjacent to an ally. If they end their turn adjacent
Unstable: When defeated, explodes in a blast 1 to an ally, they can pass a save to clear this mark.
explosion centered on the wraith. Characters Possess (2 actions, recharge 5+): The Silent
inside take [D] piercing damage, twice, as an area one moves into and shares the space of an
effect. The wraith is then removed from the adjacent foe, possessing them. While possessing
battlefield. Create a pit in the area it vacated that character, they are intangible, share its space,
Scouring beam (2 actions, ranged attack, move when it moves. They can still take actions
line 10, pierce, recharge 6): On hit: [D]+fray normally, but can’t leave the possessed character’s
twice. Miss or area effect: fray, twice. Effect: All space. The possessed character takes a free action
foes in the area are shattered. Effect: All terrain at the end of its turn, which the Silent One
height 1 or lower in the path is destroyed. chooses: dash 3 in any direction, deal [D]+fray to
an adjacent character, or become pacified. A
Chapter 3 character can save to remove this effect at the end
All gain Eternal Rage: When defeated, instead of their turns, and if successful becomes immune
remain at 1 hp and become intangible until the to it for the rest of combat. When possession ends,
end of their next turn. At the end of that turn, the silent one appears in a free adjacent space.
become defeated.
AUTOMATA
Blasphemy War machines used to kill in the wars of the old
Heretic Sorcerers who glimpsed the Black Sun. Imperium, powered by soul amalgams. Ruthless
So powerful that they were entombed in specially and cold killing machines that trampled the lands
bound iron coffins. The coffins float uncannily of kin in times past.
until broken open.
Iron Coffin (Interrupt 1): Trigger: When Speed: 2 (Dash 1)
bloodied. Effect: the coffin breaks open. The
Wraith becomes intangible until the end of its Traits: Overdrive 4, Aetherwall
next turn and immediately triggers Overdrive. Relict Traits: Legion of the Dead
Finger of Death (2 actions, ranged attack 8, Automata: This character always attempts to
Recharge 6): On hit: 5[D]+fray. Miss: 2[D] attack and focus on the closest foe at the start of
+fray. Effect: This attack can’t lower a character its turn.
past 1 hp.
Lightning Bolter (1 action, Ranged attack
8): On hit: [D]+fray and electrify. Miss: fray.
Uniques Effect: Ignores adjacency penalties for ranged
attacks. Foes in range 2 of the target take fray
damage.
Chapter 1+
Discharge Bolt (1 action): The Automota
shoots a line 8 area effect. Characters in the area
SILENT ONE are electrified. Electrified characters take [D]
Remnants of children, the elderly, or the Full auto (2 actions, stance): While in this
mournful dead, who crave warmth and stance, the this character’s is immobile, but all
company. their attacks deal bonus damage, pierce, ignore
cover, and gain +1 boon. They lose this stance if
Traits:Shelter, Diaga, Defiance, Shelter they are shoved or moved for any reason.
Relict Traits: Legion of the Dead Speed Clip (free action, recharge 6): The
Ethereal: Phasing, and has resistance unless Automata enters Full Auto.
there’s an adjacent foe.
FUSED
Mournful Wail (1 action, ranged attack 6): A massive relict made up of multiple, fused souls,
On hit: [D]+fray and foe is pacified. Miss: Fray unfortunates mashed together due to network
Fear (1 action, multimark, repeatable): malfunction or malicious soul grafting.
Mark a foe in range 6. While marked, that foe

293 of 417

Vitality: 15 Personal hunters of the Arkenliches, these undead


HP: 60 monstrosities were custom crafted to hunt
adventurers. Unlike other relict, they are nimble,
Traits: Fortify, Armor 1, Size 3 somewhat intelligent, and independently minded.
Relict Traits: Legion of the Dead
Traits: Overdrive 4, Slip
Amorphous: Can share space with other Relict Traits: Legion of the Dead
characters. Any characters that start their turn Ethereal: Phasing and has resistance unless a
inside its space take fray damage. foe is adjacent
Release passengers: When defeated, summon Rise Again: This character has a chance to rise
5 relict husk mobs in or adjacent to its space. again when defeated. Roll 1d6 at the start of each
round. On a 5+, this character gets back up at 25%
Crush (2 actions, melee attack, close blast hp. If all characters with this trait are defeated, it
1, true strike): On hit: 2[D]+fray. Miss or area deactivates.
effect: fray. Effect: Becomes a critical hit on hit
against winded foes. Shift (1 action): Teleport 2
Wail of Terror (free action, true strike, Nock (1 action): Life Seeking Arrow recharges
recharge 6): The Fused releases a horrible Liminal Darts (1 action, mark): Mark a foe in
shriek, a close blast 1 area effect. Characters in line of sight and range 10. At the end of that
the area must save or become winded. Effect: Any character’s turn, it takes [D] piercing damage if
non-relict character in the area takes fray damage it’s not in cover from the Life Hunter, or just 2
three times at the end of their turn, then this piercing damage if it is. Then this mark ends.
effect ends. They can ignore this effect by ending Life Seeking Arrow (2 actions, +1 boon,
their turn adjacent to an ally. This action instantly ranged attack 10, pierce, special recharge):
recharges if the Fused misses with an attack or On hit: 50% of the foe’s max HP. Miss: 25% of the
does not attack on their turn. foe’s max hp. Critical hit: Deals 75% of the foe’s
max hp instead. Effect: Recharges only if Nock is
IDOL used. Ignores cover. Cannot target characters in
Walking statues of old saints, emperors, or range 2.
legends, powered by curated soul amalgams.
REVENANT
Traits: Fortify, Sturdy, Size 2, Armor 3 A ghul that has managed to re-house its soul in
Relict Traits: Legion of the Dead flesh again, usually by killing its former
Heavy Armor: Resistant to abilities used from occupant. Revenants never last long, as the flesh
adjacent spaces decays too quickly to be of use. Surprisingly slow
Living Statue: Cannot dash. When defeated, and clumsy for a skirmisher.
becomes a height 2 piece of terrain.
Automata: This character always attempts to Vitality: 10
attack and focus on the closest foe at the start of HP: 40
its turn. Speed: 3 (Dash 3)
Defense: 5
Heavy Mace (1 action, melee attack, +1
curse, range 2): On hit: 2[D]+fray. Miss: fray. Traits: Skirmisher, Dodge
Effect: Loses curse against electrified foes. Relict Traits: Legion of the Dead
Eye Beams (1 actions, Arc 3, Range 4): Area Shed Flesh: When bloodied, immediately
effect: All foes are shoved 1 and take fray damage. recharges and uses Horrify. For the rest of
Arm Sweep (1 action): All adjacent foes are combat, becomes phasing and flying.
shoved 1 and dazed. Dazed foes also take fray
damage. Slice and Dice (1 action, melee attack or
ranged attack 4): On hit: [D]+fray. Miss: fray.
Chapter 2+ Effect: may dash 1 before or after attack.
LIFE HUNTER Life Drain (1 action): Effect: A foe in range 3
takes 2 damage, ignoring vigor. If they are

294 of 417

bloodied, they take 2 damage twice instead, following it. Miss: [D] +fray and shove 2. Collide:
ignoring vigor. foe is also dazed and winded
Rake (1 action, area effect, line 3,
repeatable): Foes in the area take fray damage.
The Revenant may teleport to any space in the UNIQUE ELITES
area after this action resolves.
Horrify (2 actions, recharge 6/interrupt):
Chapter 1+
The Revenant releases a bone chilling scream, a
close blast 1 area effect. Characters in the area
must save or take 2[D]+fray, or [D]+fray on a ROYAL GUARD
successful save. Reduce this damage by [D] for Multi-limbed, multi-bodied warriors fused
every character past the first in the area, to a together by dark alchemy and soul grafting at
minimum of fray damage. The Revenant can take their entombing to protect the old arken-
this action as an interrupt when bloodied. emperors in death. The four fight as one,
overwhelming the defenses of even the most
Chapter 3 canny fighters.

IMMORTAL HP: 80
Elite guard of the priest caste, entombed alive in
Traits: Fortify, Armor 3, Size 2
their iron armor. Dark magic has sealed their
Relict Traits: Legion of the Dead
armor so not even the aether of their soul can
Elite: Takes 2 turns
escape. Such is their undying vitality they don’t
make any attempts at self-preservation. With
Battalion of Limbs (1 action, melee attack,
their heavy glaives and black armor, they are a
multimark, true strike). On hit: [D]+fray.
terrifying sight to even seasoned adventurers.
Miss: fray. Effect: The Royal Guard deals fray
damage to all adjacent foes. Effect: On hit, the
Defense: 1
Royal Guard marks their foe. This mark can be
placed more than once and stacks indefinitely. For
Traits: Fortify, Armor 3, Defiance, Sturdy
each stack of the mark, this attack deals +[D] on
Relict Traits: Legion of the Dead
hit or miss. A character can save against this mark
Immortal Disregard: Attacks never miss the
at the end of their turn to clear all stacks, but only
Immortal.
if they are not adjacent to the royal guard.
Beyond Death: When defiance activates, roll a
Ball Lightning (1 action, true strike): Effect:
d6. On a 4+, the Immortal immediately regains
A character in range 6 must save. On a failed save,
defiance. Attacks with True Strike bypass this
they take [D]+fray and are electrified, then as an
trait.
area effect any of their allies in range 2 of them
Aura of Immortality: While Immortal is
take fray damage. On a successful save they take
undefeated, it has Aura 2. Relict inside without
fray damage. Electrified characters can also be
this trait cannot be reduced past 1 HP.
teleported 1 after this action resolves.
Rise Again: This character has a chance to rise
Vortex (free action): Characters in range 2 of
again when defeated. Roll 1d6 at the start of each
the royal guard are shoved 1 towards it.
round. On a 5+, this character gets back up at 25%
Wind of Obliteration (2 actions, recharge
hp. If all characters with this trait are defeated, it
5+): Repeat this effect three times: Effect: The
deactivates.
Royal Guard dashes 2, then deals [D] to all
adjacent characters, then shoves them 1. It gains
Bloody Fuller (2 actions, melee attack, true
phasing during this action and must take each of
strike, range 2): On hit: [D]. Miss: -. Effect:
these dashes in the same direction.
Shove 1. Effect: Deals added damage to all foes in
range 2, hit or miss, equal to 2 times the round
number WARMECH
Impale (2 actions, melee attack, true Multi-limbed metal war machine, powered by
strike, recharge 5+): On hit: 2[D]+fray and soul amalgamation. Kills dispassionately and
shove 4. The Immortal dashes after the target, with overwhelming force, using weapons that

295 of 417

blight the land and scour the soil. Many of these Relict Traits: Legion of the Dead
machines are buried in the soil of Arden Eld, even Elite: Takes 2 turns
outside the ruins, and can remain dormant for Surreality: Starts combat bloodied, but with
centuries. vigor 1.
Stutter: Once a turn, after a foe takes an action
Traits: Overdrive 4, Size 2 in range 2 of the ghast, it may teleport 1 and deal
Relict Traits: Legion of the Dead 2 damage to an adjacent foe.
Elite: Takes 2 turns Ethereal: Phasing, and has resistance unless
there’s an adjacent foe.
Plasma bomb (special): At the start of the
round, the Warmech fires a plasma bomb into the Soul Rip (1 action, Divine, melee attack,
air, targeted on any visible space. The bomb Line 4, +1 boon): On hit: [D]+fray damage.
marks a blast 2 area visible to all characters. At Miss or area effect: fray.
the end of the round, the bomb comes down as an Life Drain (1 action): Effect: A foe in range 3
area effect. Characters in the area must save or takes 2 damage, ignoring vigor. If they are
take 2[D]+fray and become electrified, or [D] bloodied, they take 2 damage twice instead,
+fray on a successful save. The targeted space ignoring vigor.
then becomes a pit. The Warmech is immune to Shriek (1 action): All foes in range 2 must save
its own bombs. or be forced to flee, shoving them 3 spaces in a
Arkentech Shock Shield: Has resistance to all direction of the Izenghast’s choice, or 1 space on a
damage from closest foe. If multiple foes are successful save.
equidistant, this trait applies to all of them. Soul Drain (2 actions, recharge 6): The
Automata: This character always attempts to Izenghast reduces an adjacent character to 25% of
attack and focus on the closest foe at the start of their maximum hp, then gains vigor 1. When the
its turn. ghasts’s vigor is broken, that character recovers
50% of their maximum hp, healing it.
Long Range beam (2 actions, ranged
attack, pierce, line 10). On hit: 2[D]+fray. ARKITEK
Miss or area effect: fray. Effect: Electrifies Machine-priests and designers of the deep
characters. Ignores cover. Critically hits electrified arkenruins, the sealed library-vaults intended to
characters (+[D]). let the empire wait out the Doom in undead form.
Charge Boost (1 action): The Warmech flies 4. Masters of the labyrinth, the mechanisms of the
When it lands, adjacent characters are shoved 1 dungeons themselves bend and contort
and electrified. Electrified characters are themselves to protect them.
teleported 1.
Seekers (1 action): All foes in range 4 take 2 HP: 80
piercing damage.
Perimeter beams (1 action, close blast 1, Traits: Shelter, Diaga, Defiance
pierce, recharge 4+): Area effect: Foes are Relict Traits: Legion of the Dead
shoved 2 and must save or become shattered. Elite: Takes 2 turns
Collide: Foe takes fray damage and fails the save. Stoneskin: While adjacent to an object, has
resistance.
Chapter 2+
Deep Call (1 action, Ranged attack 6): On
IZENGHAST hit: [D]+fray. Miss: fray. Effect: the Arkitek may
Stuttering horrors born of living souls that have summon a height 1 dungeon ruin object adjacent
been trapped in the Relict system - the remnants to its target, and the target must save or become
of adventurers or unlucky wanderers who went branded.
too deep in an arkenruin. Reconfigure (1 action): The Arkitek teleports
any number of objects created by it or another
HP: 48 (24) character in range 2 to any other free space in
range 2. Characters standing on or trapped inside
Traits: Skirmisher, Dodge an object are moved with them.

296 of 417

Pillar of Iz (1 action, recharge 5+): The foes in range 2 are shoved 2 towards the grave,
Arkitek summons a Pillar of Iz in range 5, pushing which could shove them inside of it.
up characters if it’s summoned under them. Vortex (1 action): Characters in range 2 of the
Pillar of Iz Grave are shoved 1 towards it, which could move
Height 2 object, destructible (10 hp) them inside the Grave.
Object effect: Aura 1. Inside the aura, relict Vomit Lightning (1 action): A foe in range 4
characters have resistance. takes fray damage and is electrified. Electrified
Entombment of Iz (1 action, recharge 6): characters must save or be winded.
The Arkitek entombs a character in a magical One Hundred Hands (1 action, end turn,
sarcophagus, summoning it in their space. combo): The Grave dashes 2 spaces.
Sarcophagus of Iz • Cacophonous Consumption (2 actions):
Object, Destructible (10 hp) Characters inside the Grave must save or take
Object effect: Shares space with a character. fray damage five times, or twice on a failed
While inside, they take 3 piercing damage at save.
the start of their turns and are immobile, but
can otherwise be targeted normally. The
Sarcophagus has resistance against the LEGENDS
character inside it.

Chapter 3 Chapter 1+

ATROPHIC GRAVE
A massive amalgam of souls, created when the
VESSEL KNIGHT
Ur-spell reached and processed large crowds of
the public, hiding for safety from the apocalyptic Black-armored conqueror knights of incredible
outside and completely unaware of their power that were dispatched alone to lands not
impending immortalization. conquered by the Arken to conduct diplomacy -
at the tip of a sword if need be. There were forty
HP: 80 of these knights, ten for each of the cardinal
directions. Each was a hero of unparalleled
Traits: Fortify, Armor 3, Sturdy, Size 3, Defiance strength, their name recorded in the annals of the
Relict Traits: Legion of the Dead imperial muster, and blessed by the Emperor.

Soul Mass: Can share space with other While they still lived, these knights were marked
characters. Foes treat the space as difficult by dark ritual, their very essences bound to their
terrain, are dazed+ while inside, and have cover armor so that they could continue their duty even
from the outside, but are otherwise targetable in death or after mortal injury. During the
normally. Any foes that start their turn inside its Doom, they all succumbed, but this did not stop
space take fray damage. Foes that attempt to leave them from carrying out their orders. Repeated
the Grave’s space by any means must save or death has stripped most of them of their sense.
become unable to exit it until the end of the Now they are vaporous husks - hollow iron shells
current turn. filled with dust and a sense of loathsome purpose.
Drag Under: Characters inside the Grave are When the ruins rise, they rise from their graves
dragged with it, shoving them. Sturdy foes or foes and call forth armies, slaughtering and
that are immune to shove are immune to this conquering in the name of an empire that no
effect. longer exists until they are beaten and sealed
Shed Mass: 1/turn, when the Grave takes again.
damage, it summons a husk in a free adjacent
space. When the Grave is bloodied, it summons 5 HP: 40 per player character (min 80)
husks instead.
Legendary Heavy: Armor 3. Gain use vigilance
Hungry Dead (2 actions, true strike, melee twice a round.
attack): On hit: 2[D]+fray. Miss: fray. Effect: All

297 of 417

Traits: Size 2, Defiance Damocles (free action, 1/round): The knight


Legend: Takes 1 turn after every player character chooses a character in range 3. At the end of the
turn. If slow, only one of its turns is affected. very next turn, if that character is still in range 3
Juggernaut (Free action, 1/round): Clear a of the knight, it teleports adjacent to them and
status, mark, or all blights may make the next of its Darklight attack series
against them.
Malice: After attack a foe, the Vessel knight
marks them, granting a stack of malice. Malice Phase II:
stacks indefinitely. This character gains +1 boon Spectral form: Loses all armor, but becomes
on attacks and deals +[D] on hit or miss against a sturdy, gains phasing, flying, and speed 6
foe for each stack of malice. If a character Dispersal (interrupt, 2/round): Trigger: The
suffering from Malice doesn’t attack during their knight is damaged by an ability. Effect: The knight
turn, at the end of their turn, clear all stacks of may teleport up to 4 spaces
Malice. It can also be cleared by anything that Soul Cleaver (free action, 2/round): Effect:
clears a mark, but doing so only clears one at a All foes in range 2 of the knight take 2 divine
time. damage. Each time this ability is used again this
Beyond Death: When defiance activates, roll a combat, increase its damage by +1.
d6. On a 4+, this character immediately regains
defiance. Attacks with True Strike bypass this
trait.
Chapter 2+

Phases:
The Knight switches to phase 2 when bloodied. ARKENLICH
Designers of the Ur-spell and arch-priests of the
The Knight has the following attack series in all Dark Sun, these ancient warrior-necromancers
phases: were embalmed and entombed even before the
Darklight cleaver (1 action, true strike, final death of the empire, their souls bound into
melee attack, range 2, combo): On hit: fray. specially prepared vessels so they could carry out
Miss: -. Effect: Foe gains a stack of Malice. the great work of the old emperors uninterrupted
• Darklight splitter (1 action, true strike, by the frailties of mortality. Their bronze
line 5, melee attack, range 2, combo): On sarcophagi are engraved with their titles and
hit: fray and target gains a stack of Malice. Miss names and their eyes are sealed with gold.
or area effect: -. Effect: All foes in the area gain a Though the process left their minds largely
stack of Malice. intact, the long dark and centuries in contact
• Darklight crusher (2 actions, +1 curse, with the anguished souls trapped in the Relict
true strike, melee attack, range 2, network have left most of them insane. Most of
divine, combo): On hit: 2[D]+fray. Miss: them lie dreaming in fitful nightmares until
fray. awakened by unlucky adventurers.
Dark Strength (1 action, repeatable): Dash
forward up to 3 spaces, then an adjacent foe is HP: 32 per player character (min 64)
shoved 3 spaces. Collide: foe is stunned Speed: 3 (body) 6 (soul), dash 3

Phase I: Legendary Artillery: Has the aetherwall trait.


Rage of Iz (1 action, terrain effect, 2/ Once a round, as a free action, can remove itself
round): Effect: The Vessel roars, and a foe of its from the battlefield and return in free space in
choice in range 6 feels the ground trembling range 5.
beneath their feet. At the end of that character’s
turn, the knight summons either a pit (50%) or a Legend: Takes 1 turn after every player character
height 1 dark light spire object (50%) under that turn. If slow, only one of its turns is affected.
foe. The ground erupts in a blast 1 area effect Eternal (Free action, 1/round): Clear a
centered on this terrain, dealing fray damage to all status, mark, or all blights affecting either the
characters. Lich’s Body or Soul.

298 of 417

Master of Life and Death: The Lich occupies body and summoned in a location of the lich’s
two size 1 entities, which are functionally the same choice within range 5 of them.
character but track statuses separately. One is the Soul Summon
Lich’s body, the other is its soul. When the lich Size 1, intangible
makes movement or takes action, it can do so with Summon Effect: A character’s soul can be
either its body or soul. targeted as if it was the original character,
transferring all abilities and effects. Damage
- The Lich’s body is sturdy and cannot dash taken via a character’s soul becomes Divine
- The Lich’s soul has flying and speed 6 damage. A character can re-unite with their
soul by moving into and ending their turn in
At the start of combat, the Lich’s soul is its space, ending this effect.
intangible. At the start of round 2, this switches,
and the Lich’s body becomes intangible (while its Phase II:
soul loses this status). This continues to swap Entombment of Iz (1 action, 1/round): The
back and forth until the Lich is defeated. Lich entombs a character in a magical
sarcophagus, summoning it in their space.
Phases: The lich progress through its three
Sarcophagus of Iz
phases in order (I>III, then back to I), starting
Object, Destructible (10 hp)
with phase I, then swapping to the next phase
Object effect: Shares space with a character.
each round.
While inside, they take 3 piercing damage at
the start of their turns and are immobile, but
The lich has the following actions in all phases:
can otherwise be targeted normally. The
Sarcophagus has resistance against the
Lesser Unholy (1 actions, ranged attack,
character inside it..
range 6 blast 1): On hit: [D]+fray. Miss or area
effect: fray. Effect: Attack target is vulnerable.
Phase III:
This action can also be made as a close blast 1
Utterances of the Crawling Dead: At the start
melee attack.
of the round, the lich begins incanting. It marks
Puppet strings (1 action): A foe in range 6 is
out an area 2 spaces around its body, which is
shoved 3 in a direction of the Lich’s choice.
visible to all characters, and becomes immobile.
Finger of Death (2 actions, ranged attack 8,
Every other part of the battlefield is filled with
1/round): On hit: 6[D]. Miss: 3[D]. Effect: This
shifting darkness. At the end of the round, all
attack can’t lower a character past 1 hp.
spaces outside the area marked by Utterances of
the Crawling Dead erupt. Foes inside must save or
Paralyze with fear (1 action, 1/round): The
take 100% of their max hp as divine damage, or
Lich releases a horrible shriek, a close blast 1 area
50% on a successful save. This damage cannot
effect. One character in the area must save or
reduce a character past 1 hp.
become immobile until the end of their next turn.
Effect: Any non-relict character in the area takes
If overdrive has activated, Utterances of the
fray damage three times at the end of their turn,
Crawling Dead does not mark a safe area.
then this effect ends. They can ignore this effect
by ending their turn adjacent to an ally.
Vile (1 action, 1/round): A foe in range 5 is Chapter 3
vulnerable, and must save or take take 1 piercing
damage for each space they move until the end of
their next turn. PRELICTOR
Master of Death (1 action, 1/round): In their lightless Hive Catacombs, the Prelictors
summon 5 husks in free spaces in range 4 are the keepers of the dead and tenders of the
deepest repositories of the Relict network - the
Phase I: massive and mouldering libraries where the
Soul Sacrifice: At the start of the round, all shelves hold not tomes, but the essences of the
visible foes have their soul shoved out of their dead. It is there they pluck, sort, curate, and
adjust the melange of souls that sustains the

299 of 417

network itself, keeping it functional and Curse of Absolute Silence: Aura 1. Foes in the
repaired. They wield the power to call aspects of area are pacified+.
the dreaded Incarnates, servants of Divine Summon Action: Soul Spear (line 3): Area
Death. effect: 2 piercing damage. Relict are immune.

These warrior-librarians were close advisors to 3-4: Vile Haruspex


the highest echelons of the old Arken imperium, Curse of Decay: Aura 1. Foes starting or ending
and therefore very few of them remain. their turn in the area take 2 piercing damage.
Intelligent, and coldly calculating, they are Summon Action: Rot Spray (close blast 1):
unfortunately no less insane than most of their Area effect: 1 piercing damage. Relict are
kin, obsessed with cataloguing not only the dead, immune.
but the living as well.
5-6: Vile Cataloguer
When a Prelictor is present, the network is far Curse of Lethargy Aura 1. Foes are winded+
more active, dangerous, and organized, no while in the aura.
longer a function of autonomous processes, but a Heavy Tome: One or two adjacent foes take 2
product of ruthless organization, and able to piercing damage.
reach much further from the ruins. Legions of the
dead rise from surfaced catacombs, organized Phases:
efficiently into silent, hollow eyed armies that When the Prelictor loses a total of 40 hp (and
march on towns and cities and wipe them clean every 40 thereafter), it ignores any excess
of life. damage, then becomes intangible until the start of
its next turn. It then summons a Minor
HP: 40 per player character (min 80) Incarnate at any edge of the battlefield,
targeting a player character. A new player
Legendary Leader: Once a round can use character must be chosen each time.
Diaga.
Traits: Flying Minor Incarnate
Legend: Takes 1 turn after every player character
Size 1, Flying, Phasing, Intangible
turn. If slow, only one of its turns is affected.
Summon Effect: This divine executioner is tied
Juggernaut (Free action, 1/round): Clear a
to a specific character. It teleports 1 space towards
status, mark, or all blights
that character whenever they take an action or
make a standard move, and can only move closer
Disgorge the Dead: At the start of every player
to that character. The Incarnate can be shoved or
character turn, the Prelictor summons one of the
teleported, but is otherwise immune to all other
summons below in range 3 of a player character
damage and effects. If a character ever starts or
(roll 1d6 for type).
ends a turn adjacent to the Incarnate targeting
Soul Consume X: The Prelictor can perform
them, the Incarnate uses Soul Edge.
powerful actions by destroying X of its summons
• Soul Edge (Interrupt 1): Trigger: The
except an Incarnate (see phases below).
Incarnate’s target starts or ends their turn
adjacent to it. Effect: That character must save
Summons or instantly take a wound. This could cause
All summons are size 1, have 8 hp, 3 speed, 8 them to die.
defense, and use the Prelictor’s damage.
Summoned Incarnates disperse and disappear
When summoned, the summon uses its summon when the Predictor is defeated.
action, then remains on the battlefield until
destroyed. When the Prelictor creates a new
Any Phase:
summon, it can move all its existing summons 1
Catalogue (1 action, melee attack, range 2):
space, then use a one additional summon action
On hit: [D]+fray, shove 1, and foe is branded.
from one of other existing summons, if possible.
Miss: fray. Effect: Part of foe’s soul is ripped from
their body and placed in free space in range 3
1-2: Librarian from them. The soul fragment is an intangible

300 of 417

summon that can be passed through by other


characters. A character can re-unite with their
soul by ending their turn in or adjacent to its
space. If they fail to do so by the end of their next
turn, they take divine damage equal to 25% of
their maximum hp and it dissipates.
Quietus (2 actions, ranged attack 6, blast 1,
1/round): On hit: 50% of the character’s max hp.
Miss or area effect: 25%. Effect: Area becomes
difficult terrain for the rest of combat.
Fear (1 action, multimark): Mark a foe in
range 6. While marked, that foe gains +1 curse on
attacks and saves unless adjacent to an ally. If
they end their turn adjacent to an ally, they can
pass a save to clear this mark.

Shriek (1 action, 2/round): All foes in range 2


of the Prelictor or one of its summons of its choice
must save or be forced to flee, shoving them 3
spaces in a direction of the Prelictor’s choice, or 1
space on a successful save.
Beckon (1 action, 2/round): Teleport all the
Prelictor’s summons 1 space, then deal 2 piercing
damage to any foe adjacent to one of its summons.
Yawning Void (1 action, terrain effect, 2/
round): Summon a pit in a free space in range 3.
Characters that end their turn in the pit can be
teleported by the Prelictor to any other pit created
by this ability.

Soul Consume actions


Detonate Dead (1 action, soul consume 1-3,
repeatable): Every summon destroyed explodes
in a blast 1 area effect. Characters inside must
save or take [D]+fray and be shoved 2 away from
the detonated summon, or fray damage and shove
1 on a successful save.
Consume Essence (1 action, soul consume
5): The Prelictor gains vigor 2
Unholy vigor (free action, soul consume 7):
The Predictor gains +2 actions this turn. Quietus
can be used again this turn.
Sever Life’s Thread (2 actions, soul
consume 10): All foes take damage equal to
100% of their maximum hp.

301 of 417

Relict Trophies
Tech Description and Effect Uses
This sinister helm can only be used against Relict, and
only once per combat. To use this helm, you must spend 1
action and save. On a successful save, target a relict
without the elite or legend tag. That Relict becomes an ally
Helm of Command 1
until the rest of combat, when it dissipates, or until
defeated. On a failed save, regain the charge for this
ability, but you are stunned, and can’t attempt to use it for
the rest of combat.
Gem of Network Use this gauntlet as an action to summon 1d6+3 Relict
1
Command Wights. They fight as allied summons, acting on your turn.
An ancient Relict weapon that still barely functions,
shooting bolts of lightning. You can make a light attack
Relict Arbalest 3
with it (1 action, ranged attack, line 5, on hit: 2[D]+fray,
area effect: fray effect: electrifies all characters)
Speak the name of your foe into this pendant as a free
Whispering Pendant action to inflict the branded status on that foe anywhere 5
on the map.
Crush this gem as a free action to sever your soul
temporarily from your body. Your soul is an intangible
size 1 summon that is created within range 5 of your body.
While your soul is out, your body is unstoppable but
Gem of Spirit Severing otherwise can still take damage and be targeted normally. 1
You take all actions and movement from your soul instead
of your body, and your soul additionally has flying and
phasing. Your soul reunites with your body if you end a
turn with it adjacent to your body, or at the end of combat.
Strap on a piece of decaying relict armor for extra
protection. As an interrupt when you’re hit by any attack
Decayed Plate 2
but before damage is applied, you can expend the plate to
reduce the damage by 6
While holding this rod, you gain the Levitation trait
Telekinetic Rod 1 expedition
(immune to difficult terrain, dangerous terrain, and pits)
When strapped to a hilt of a weapon, this clasp causes all
Shock Clasp 1 expedition
attacks to inflict the electrified status, hit or miss.
Weaving these metallic strands into a cloak or armor
Ghost Weave 1 expedition
grants you phasing.

302 of 417
Not all ruin beasts are hostile, and some are in
III. Ruin Beast fact quite docile unless provoked. However,
nearly all of them are capable of tremendous
bursts of strength and power when enraged, a by
product of their harsh environment - and
necessary for survival.

Faction template
To make any foe a Beast, you can add the
following traits. All Beasts have these traits.

Monsters: Beasts do not negotiate. They might


flee if losing a fight badly.
Enrage: Gain +1 action when bloodied.

FOES

The ruins are full of wildlife that has adapted to


their unique environment over time - or have
been changed or warped by it. Wherever there
are dungeons or a Blight, there are Beasts. They
are the most common monsters found afield in
the blight-stricken areas of Arden Eld, and the
most likely to wander adrift.

Beasts fit into a dungeon ecosystem much the


same as they do in more mundane ecosystems
outside of their unnatural environments. There
are many biologists and naturalists across Arden Brawler Beast
Eld undertaking the hard work of categorizing
the dizzying number of species that are found Beasts with thick hides, strong limbs, and
every week by intrepid adventurers. Many beast monstrous tempers. These dungeon-dwelling
organs and excretions are extremely useful in beasts enforce their territory through raw
medicine, research, industry, and even cosmetics, aggression and muscle. The energies of the
and teams of hunters are often sent out to bag a dungeons have given them prodigious size.
particularly beast once its kind are sighted.
Traits: Fortify, Armor 3, Size 2
Some naturalists are more in favor of Beast Traits: Enrage
conservation, and argue that despite their Primal Strength: When a brawler beast causes
strange origins, the beasts of the great dungeons, a character to collide, that character takes fray
though dangerous and unusual, should be damage and is dazed.
treated as just another part of the natural world.
They’re more interested in studying the beasts Smash (1 action, true strike, melee attack):
and preventing them from harming local On hit: [D]+fray. Miss: fray. Effect: Shove 1. If
communities than actively poaching them. either foe or this character is bloodied, increase
shove to 3.

303 of 417

Rampage (1 action, repeatable): Effect: The


beast dashes up to 2 spaces. When it ends this Chapter 2+
movement, adjacent foes take 2 damage and is Bellow (free action): A foe in range 2 is shoved
shoved 1. 1. If the beast is bloodied, all foes in range 2 are
Charge (1 action, end turn, recharge 4+): shoved 1 instead.
Effect: The beast chooses a foe in range 2. At the
end of that foe’s next turn, the beast dashes up to Howler
5 spaces towards that foe, phasing through
Part ape, part wolf, the Howler is a hyper
characters. Characters the beast passes through
aggressive monster with a bad temper.
are shoved 1 to either side and take fray damage.
Howl (2 actions, recharge 6): All non-howler
If the beasts ends this movement adjacent to their
characters in a close blast 1 area effect must save
foe, that foe must save or take 2[D]+fray and
or take [D]+fray and be stunned. Effect: Can be
become stunned, or [D]+fray only on a successful
used as an Interrupt when bloodied.
save. Effect: This ability has no recharge if the
Iron Grip (1 action): The Howler dashes 3
beast is bloodied.
spaces in any direction. An adjacent foe when it
starts moving must save or be dragged them with
Chapter 1+ it, shoving its target towards it until its adjacent.
Bloodied foes fail the save.
Stone Lizard Body Slam (free action): The Howler flies into
Thick hides and stony hides make these large the air and comes slamming back down. Adjacent
beasts almost impossible to tell from boulders. characters must choose: be shoved 1, or take fray
Heavy Armor: Resistant against abilities used damage.
from adjacent spaces.
Rolling Boulder: Rampage goes 4 spaces, Chapter 3
ignores all movement penalties, and the lizard can Replace Enrage with True Enrage:
phase through characters during it. Unstoppable and +1 action while bloodied.

Halitoad Baggoth
The enormous and foul-smelling Halitoad uses its Enormous beast found in overgrown dungeons.
long tongue to strangle and digest its prey. Its long tusks, thick and shaggy coat of hair, and
Stench: This beast has aura 1. Characters in the sword-length claws make it a formidable
aura have +1 curse on attacks and saves, and are opponent. Though fierce in appearance and quick
poisoned if they end their turn there. Poisoned to anger it spends most of its day sleeping and
foes treat the area as dangerous terrain. mostly forages for carrion, berries, and roots.
Tongue Lash (1 action): A foe in range 4 takes Traits: Size 3
fray damage, then must save or become poisoned Rancor (free action, mark): The Baggoth
and shoved as far as possible towards the marks an adjacent foe. While marked, any time
Halitoad. Poisoned characters fail the save. Effect: that foe ends their turn adjacent to the Baggoth,
Range 8 while bloodied. as an effect they take [D]+fray.
Hurl (free action, usably only while
Horned Rooter bloodied): The Baggoth picks up an adjacent
Large omnivores that use their horns to tear up character or summon and shoves them 3. Collide:
dungeon stones and get at the roots and insects Character is dazed
within. Break Bones (1 action, end turn, recharge
Earthbreaker: The Rooter can phase through 6): An adjacent foe must save or be picked up in a
objects and destroys any objects it moves through crushing hug by the Baggoth, making them
this way. Objects that can’t normally be destroyed immobile. They fail the save if they are winded or
are instead removed as if they were un- dazed. At the end of that foe’s next turn, if they’re
summoned. still adjacent, they take damage equal to 100% of
Mighty headbutt (free action): An adjacent their max hp. This damage is reduced by 25% for
foe is shoved 1. If either the Rooter or its target every character other than the Baggoth adjacent
are bloodied, increase this shove to 3.

304 of 417

to the targeted character, and the effect ends if Aetherachnid


either break adjacency. A large, spider-like beast that has the uncanny
ability to phase through matter.
Trait: Phasing
Phase Shift (1 action, repeatable): Teleport 2
spaces
Teleporting poison (1 action, mark): A an
adjacent foe must save or be poisoned, slowed,
and marked. Poisoned characters fail the save.
While marked, the first time on a turn that
character takes damage, the arachnid can teleport
them 1.

Wailicat
A lithe, furred beast that leaps forth from hiding
with an ear splitting yowl.
Great Leap: Ignores height movement penalties.
When moving from a higher elevation to a lower
one, may fly until the movement ends.
Pounce (free action, end turn): The cat gains
stealth. Choose a foe in range 3. If, at the end of
that foe’s next turn, they are still in range 3 of the
cat, it may teleport adjacent to them and deal [D],
ending this effect.

Dungeon Jelly
Stalking Beast A phantasmal jellyfish-like beast that is so thin
and light it can float through the air. Its cloud of
Beasts of unusual intelligence or cunning that toxin is potent and sought after by thrill seekers.
have learned to track and hunt the unlucky
creatures that wander too deep into dungeons, Traits: Flying
becoming lost or disoriented and making them Distortion: Aura 1. Foes inside are blinded+
perfect prey. Unfortunately, this includes many Stinging darts (1 action, recharge 6): All
adventurers. foes in range 2 must save or become poisoned and
blinded. Poisoned foes fail the save and also take
Traits: Skirmisher, Dodge fray damage.
Beast Traits: Enrage
Camouflage: If this beast ends its turn adjacent Chapter 2+
to an object or or inside difficult terrain, it gains Pack tactics: Gains +1 boon on attacks if an ally
stealth is adjacent to their target

Ambush (1 action, melee attack): On hit: [D]


+fray. Miss: fray. Effect: Against a bloodied foe,
Burrower
becomes a critical hit, and blinds on hit. A heavy clawed mammal that chews up and
Prowl (1 action, end turn): Dash 1 and gain digests raw stone into a slurry which it uses to
stealth. make its lair.
Rake (1 action, area effect, line 3, Dig: Can phase through terrain and characters.
repeatable): Foes in the area take fray damage. Replace Rake with:
The Stalking Beast may teleport to any space in Spit Rock (1 action, line 6, repeatable): Area
the area after this action resolves. effect: Foes take fray damage

Burrow (1 action, end turn, recharge 6):


Chapter 1+
Mark a character in range 8. The Burrower digs

305 of 417

down and becomes intangible. At the end of the Spur (1 action, repeatable): The character the
marked character’s turn, if that character is still symbiote is latched on to dashes 3 and may deal
marked, the Burrower teleports to a space fray damage to an adjacent character of the
adjacent to that character, dealing fray damage. If symbiote’s choice.
the character is flying, they take no damage. If the Berserk (2 actions, recharge 6): The
character has no other characters or terrain pieces Symbiote’s host becomes sturdy, gains +1 action,
adjacent, they take 3[D] instead and are slowed. and gains +1 boon on all attacks and saves. These
Then, the mark and all associated effects end. effects last until the end of the host’s next turn.

Chapter 3 Chapter 1+
Pack Tactics also grants bonus damage for every Ruin Ape
ally adjacent to this beast’s target. Small and intelligent simians that form
symbiotic, if slightly one-sided, relationships
Skinner Shrike with other monsters.
A nasty terrestrial bird that has the habit of Malicious Latch: Can latch on to an adjacent
collecting trophies of its fallen prey to impress foe as an action or by using its standard move. A
mates. foe can pass a save to avoid this effect, and can
Nimble: Has evasion unless suffering from a repeat the save at the end of their turns, ending it
status. on a success and shoving the ape into a free
Stalking Retreat (Interrupt 1): Trigger: When adjacent space. While latched on to a foe, the foe
damaged by an ability. Effect: After the triggering is pacified+ and the ape can choose whether any
ability resolves, dash 2, then gain stealth. of the ape’s abilities apply to it or not.
Fowl Play (1 actions, recharge 6): Target a
close blast 2 area. Teleport five times. May deal 3 Bubble Fish
damage to an adjacent foe each time. Must choose A Lungfish that covers the head of monsters or
a different foe each time unless every foe has been kin, acting as a filtration system for the fetid air
hit at least once. of dungeons.
Filter: The fish and its host are immune to
Symbiote blights
Bubble Barrier: The fish and its host have cover
Odd beasts that have evolved a cooperative or from all directions. Any foe that ends its turn
parasitic relationship with other dungeon adjacent to the host is shoved 1 away from it.
denizens, using them for survival or food as
needs be. Aethertick
This slow moving bug absorbs Aether, which can
Traits: Shelter, Diaga tear at the life force of living beings and warp
Beast Traits: Enrage space around it. It has the uncanny ability to
Latch: Starts combat sharing the same space as teleport arrows or even bolts of magic partially
another ally the same size or larger. While latched out of existence.
on, can’t move, but instead moves with its host. Turn Bolts (Interrupt 1): Trigger: The
Being moved out of its host’s space end this effect. Aethertick or its host is targeted by a ranged
If the Symbiote is shoved or teleported away, it attack. Effect: The target gains evasion against
can pass a save to avoid the effect and become the triggering attack.
immune to shove or teleports until the end of the Replace Spur with Aether Warp (1 action,
current turn. Can latch on to a new adjacent allied repeatable): The Aethertick and its host teleport
character with 1 action or its standard move. 3

Scrabble (1 action, melee attack): Autohit:


Chapter 2+
Fray damage
If latched on, if enraged, also grants + 1 action to
Pheremones (1 action): A foe in range 4 is
its host. This doesn’t stack with a host’s enrage.
branded. Branded foes are pacified.

Yellow Creeper

306 of 417

This parasitic creature is a symbiotic fungus with and yet others through being able to channel the
deadly spores that it uses to control other sickening energies of the dungeon cores.
creatures.
Spore (1 action, recharge 6): The Creeper Traits: Aetherwall, Overdrive 4, Slip
puts down two terrain effects in free spaces in Beast traits: Enrage
range 3. Characters that pass through these
spaces gain spore infestation. While they have the Biotic (2 actions, pierce, ranged attack 8,
infestation, they are branded+. When a character cross 2): On hit: 2[D]+fray. Miss or area effect:
with a spore infestation is defeated, they release fray. Effect: On hit, foe is shattered and poisoned.
an explosion around them, dealing [D]+fray as a Shatters foe even on miss if they are poisoned.
blast 1 (self) area effect and poisoning all Deluge (1 action, repeatable): The beast
characters within. Poisoned characters take max dashes 2, then deals 2 piercing damage to a foe in
damage. Spore infestation is removed if an range 6
effected character gains any amount of vigor. Blight Lob (1 action, end turn, recharge
Puppet (free action): A character with spore 4+): The Beast creates a blast 1 area of difficult
infestation is shoved 3 spaces in a direction of the terrain in range 8. Characters standing in the area
creeper’s choosing, then may deal fray damage to are vulnerable+. The area lasts for the rest of
a character of the Creeper’s choice. combat, or until this beast uses this ability again.
Detonate Thrall (2 actions, recharge 6): A
character with spore infestation explodes as if Chapter 1+
defeated, ending the infestation.
Ruin Centipede
Chapter 3 These huge, man sized insects are a potent
While latched on to a character, that character symbol of bad luck in most villages.
gains defiance at the start of each of its turns. Acid Splash: Attacks deal 1 piercing damage on
hit or miss to all foes in range 2 of the target as an
Nialla’s Corpseflower area effect
A carnivorous flower that grows over fierce Vile (1 action): A foe in range 5 becomes
dungeon beasts. The flower feeds off carrion by vulnerable. They must then save or until the end
putting its host to sleep mid-meal. of their next turn, they take 1 piercing damage for
Acid Burst: When the Flower or its host take each space they move.
damage, all adjacent foes take 1 piercing damage.
Increase this damage to 2 piercing against Gulper
poisoned characters. This effect can trigger any This amphibian exudes a thick layer of slime
number of times a round. when threatened, which it can spit as a weapon.
Pacifying Spores (2 actions, range 5, blast Slimy Skin: When damaged, may dash 1 as an
1): Area effect: Foes must save or take [D]+fray, effect.
become poisoned, and become pacified. Slime Spit (2 actions): The Gulper creates a
Morpheus (2 actions): A foe in range 6 must line 6 area of difficult terrain. Foes caught in the
save. On a successful save, they are pacified. On a area when it is created are shoved 2. Collide: Foe
failed save, they are incapacitated until they take takes [D]+fray and is shattered.
damage from an ability or an adjacent character
uses an action to shake them awake. At the end of
Ironfeather
their turn they can repeat the save to end this
This greedy avian’s feathers are spine-like and
effect. After this effect ends, they become immune
can be shot like quills at range.
to this ability for the rest of combat.
Traits: Flying
Feather spray (2 actions, blast 1, range 8,
Blight Beast recharge 6): Characters in the area must save or
become vulnerable. They then take fray damage
Beasts that are soaked in the corruptive energies twice as an area effect.
of the deep arkenruins. Most of them are
incredibly poisonous, some by regular toxins,
Chapter 2+

307 of 417

All gain Hyperactive: When overdrive triggers, Sonic Screech (1 action, ranged attack, line
this beast gains +1 action for the rest of combat. 6): On hit: [D]+fray. Miss or area effect: Fray.
Effect: Characters gain +1 curse on saves until the
Blast Beetle end of their next turn.
Volcanic beetles with chemical blood and spit so Shriek (1 action, repeatable): All foes in
volatile that it ignites on contact with the air. range 2 must save or be forced to flee, shoving
Rocket jump (free action): The Beetle flies 2 them 3 spaces in a direction of the Harpy’s choice.
Explosive Demise: When defeated, explodes in Ear Splitting Song (1 action, recharge 5+):
a blast 1 area effect centered on it. Foes inside are Foes in range 2 of the Harpy must save or become
shoved 1 away from the origin space and must branded and lose all stances.
save or take [D]+fray, or fray on a successful save. Song of Deadly Soothing (1 action, stance):
Replace Biotic with Acid Ignition (2 actions, The Harpy gains aura 3. Foes that end their turn
piercing, ranged attack 6, blast 2): On hit: in the aura must save or become shoved as far as
2[D]+fray and inflict poisoned. Miss or area possible towards the harpy and pacified.
effect: fray. Effect: Critical hit against poisoned
foes Canoptic Swarm
Swarms of bats, beetles, centipedes, or other
Chapter 3 carrion-eaters that have fed upon corpses in the
Hyperactive also removes all recharges. deep ruins and become instilled with an uncanny
hunger.
Red Worm
Traits: Fortify, Size 2, Armor 0
A massive, muscular worm the size of a person,
Beast Traits: Enrage
found only in deep dungeons. Resilient and able
to tunnel through solid rock by exuding a
Amorphous: Can share space with other
powerful acid. Exists only to eat.
characters. Any characters that start their turn
Dig: Can phase through terrain and characters.
inside its space take fray damage.
Dweller in Dark: The Worm has the following
Swarm: Has resistance to any damage not from
abilities
- Immune to pits. area effects or attacks. Does not provide
- Immune to blinded obstruction, but characters treat its space as
- May use its standard move to teleport from the difficult terrain.
area of any pit to any other pit
- Has resistance while inside a pit A Hundred Maws (2 actions, melee attack,
true strike): On hit: 2[D]+fray. Miss: fray.
Tunnel: When the Red Worm ends its turn,
Effect: Characters inside its space take 2 damage
create a pit underneath it.
Swarm Surge (1 action, repeatable): The
Swarm dashes 2, ignoring all movement penalties.
UNIQUES Consume (1 action, multimark): A foe inside
the swarm's area is marked. While marked, they
are dazed and winded+ while sharing space with
Chapter 1+ the swarm and take [D]+fray for ending their turn
inside it instead of just fray damage.
Harpy
Birdlike beasts with pale faces and soothing Bicorn
voices, they use their resonant throat sacs to An equine monster with a forked, spiral horn,
hypnotize prey and draw them closer. They often which it can use to channel ambient aether into
use these talents to hypnotize cabals of other deadly, reality bending bolts.
monsters to protect their nests.
Speed: 5 (Dash 3)
Traits: Flying, Shelter, Diaga
Beast Traits: Enrage Traits: Aetherwall, Overdrive 4, Slip
Traits: Enrage

308 of 417

Aetherskin: When bloodied, becomes intangible


until the end of its next turn. Landshark
Spiral Horn (2 actions, pierce, ranged A fish that uses its spiny body and an exuded
attack, line 6): Attack: On hit: [D], twice. Miss slime to burrow through loose dirt or rock
or area effect: 1 damage, twice. Effect: Create a between stays in underground pools.
volatile mote, a terrain effect, next to every
character affected. When the Bicorn passes Traits: Skirmisher, Dodge
through a mote, it picks it up and increases the hit Beast Traits: Enrage
and miss damage of this ability by +2 Landswim: The shark has evasion and phasing.
permanently. (so picking up one would make it do The shark cannot move through objects. If the
[D]+2, twice, and 3 damage, twice on a miss, for shark collides with an object, it is stunned and
example). loses this trait until the end of its next turn.
Destabilize (1 action): A foe in range 6 Dart: At the start of its turn, the land shark
becomes vulnerable. If that foe moves more than shoves itself as far as possible towards the closest
1 space on its next turn, it also takes fray damage. foe. If the closest foe is standing on an object, as
Gallop (1 action, repeatable): Dash 2. If this soon as the shark would move onto the object’s
movement is in a straight line, increase to dash 4. space, it collides with it and stops moving.

Chapter 2+ Gnaw (1 actions, melee attack): On hit: fray


damage three times. Miss: once.
Megacrab Sand Blast (1 action, repeatable): A foe in
A massive crab with a thorny shell that has range 3 is blinded. Blinded foes take fray damage.
adapted to life away from water. It burrows Anklebiter (1 action, close blast 1): Area
beneath loose soil in dungeons, where it mimics effect: All foes in the area not standing on an
boulders. object take fray damage and must save or become
slowed. Slowed foes take fray damage again on a
Traits: Size 3, Armor 10, Fortify failed save.
Beast Traits: Enrage
Chapter 3
Flip Over: When taking damage more than its
armor total, loses all armor, becomes stunned,
Doomcloak
and all attacks against it are critical hits. These
This batlike creature uses its leathery wings to
effects last until the end of its next turn.
abduct and choke creatures with a soporific
musk, taking them to its nest for later digestion.
Claw Slam (2 actions, +1 curse, true strike,
melee attack, close blast 1): On hit: 3[D]
Traits: Flying, Fortify, Armor 3
+fray. Miss or area effect: fray. Effect: The crab
Beast Traits: Enrage
can spend additional actions on this attack. Every
Acid Burst: When the Doomcloak takes damage,
extra action it spends on it gives it bonus damage
all adjacent foes take 1 piercing damage. Increase
and +1 boon.
this damage to 2 piercing against poisoned
Claw Jab (1 action, true strike, line 3): Area
characters. This effect can trigger any number of
effect: Fray damage.
times a round.
Water Jet (1 action, stance): The Crab creates
a line 5 area effect drawn adjacent to it while in
Chasing Claw (1 action, melee attack, true
this stance. When the crab moves, it can
strike): On hit: [D]+fray. Miss: fray. Effect:
reposition this effect, but reduces its size by 1.
shove 1, and Doomcloak can dash 1.
Characters that move into the area or start their
Rake (1 action, area effect, line 3,
turn there take 2 damage, are shoved 3 and must
repeatable): Foes in the area take fray damage.
save or become winded and frostbitten.
The beast may teleport to any space in the area
Frostbitten foes fail this save and take fray
after this action resolves.
damage instead. When the area reaches 0, the
stance ends.

309 of 417

Smother (2 actions, stance, recharge 6): Savage fang (1 actions, melee attack, +1
Stance: The Doomcloak gains vigor 1, then moves boon, multiattack): On hit: [D]+fray . Miss:
into an adjacent foe’s space, sharing it. While in fray. Effect: Increase damage to 2[D]+fray against
this stance, both this beast and its chosen foe are characters inside its water zones or adhered to the
immobile. The smothered foe is poisoned, dazed Kelpie.
and takes [D]+fray damage at the start of their Waterspout (1 action, repeatable): The
turn, ignoring vigor, and cannot gain vigor while Kelpie spurts fetid water, blinding a foe in range
being smothered. When the Doomcloak takes at 6. Blinded foes take fray damage.
least 1 damage to hp, this stance ends, shoving it Sink (1 actions, recharge 6): The Kelpie
into an adjacent space. disperses into seaweed and water and reappears
in any space inside one of its deep water zones,
teleporting, then gaining evasion until the start of
Unique Elites its next turn.

Chapter 1+ Hellhound
A spiny dog-like creature with an incredible
stomach. It is able to unhinge its jaws to gaping
KELPIE proportions to feed on toxic dungeon refuse, the
This horselike predator dwells in shallow pools of which it boils into a fetid slurry in a special
stagnant water. Like a crocodile, it is an ambush organ, swallowing and chewing into stone to
predator, its slimy skin acting as an adherent. It help the digestion process. As an offshoot of this
is surprisingly intelligent and will often act bizarre diet, the hellhound can belch clouds of
injured or pass itself off as an ordinary horse in poisonous and incredibly flammable gas.
order to lure Kin close to it to attack.
HP: 64
HP: 48
Traits: Aetherwall, Overdrive 4, Slip, Size 2
Traits: Skirmisher, Dodge Beast Traits: Enrage
Beast Traits: Enrage
Elite: Takes 2 turns Blast (1 actions, ranged attack 8, blast 1,
pierce): On hit: [D]+fray and character is
Cursed Deeps: When it enters the battlefield, poisoned. Miss or area effect: fray. Effect: If a
creates four terrain effects, blast 1 areas of cursed character is poisoned they are also shattered on
deep water. The center space is a pit, and all other hit.
spaces are difficult terrain. None can be placed Deluge (1 action, repeatable): The Hellhound
within range 4 of each other. dashes 2, then deals piercing fray damage to a foe
Aquatic: Can move through all spaces of its own in range 6
deep water areas normally, and moving through Corrosive Gas (1 action, repeatable): The
those spaces costs 0 movement for it. Hellhound creates a terrain effect space in a free
area in range 6. Characters that enter or exit the
space, or start their turn there, become
Adhere (interrupt 1): When hit by a melee vulnerable, burning, and poisoned. The area lasts
attack from an adjacent foe, the kelpie can force for the rest of combat.
that foe to make a save or adhere to its hide. Spitfire (free action, multimark, pierce,
While adhered, the foe cannot move more than 1 recharge 4+): Mark a character in range 6. At
space from the kelpie, and when the kelpie moves the end of that character’s turn, if that character is
or teleports, they are shoved with it, mirroring its still marked, the Hellhound shoots a fiery blast for
movement and phasing through characters and a blast 1 explosion area effect. Characters within
obstacles. They can save to repeat this effect at the must save. On a successful save, they take fray
end of their turn. It also ends if they are moved damage. On a failed save they take [D]+fray and
out of adjacency for any reason. are poisoned and burning. If the explosion would
hit an area of corrosive gas, it detonates the area,

310 of 417

destroying it but increases the area to blast 2 and take fray damage, are placed in the closest
all damage by +[D]. adjacent space of its choice, then shoved 1.

Chapter 2+ Chapter 3

KINFISHER GIGANTAPEDE
This bizarre creature is a land-dwelling lungfish
Enormous burrowing insects that feed off
the size of a draft horse, a relative of the land
livestock and large animals unlucky enough to
shark. It uses its enormous jaws to burrow
fall into their nests. Generally ignore Kin unless
through solid rock and a fleshy lure to draw in
provoked - then they have enough acid to melt a
unwary travelers. At a distance, the lure can look
knight in full armor.
like a wounded person, a bobbing lantern, or a
fleeing spy - at least until the fish’s unlucky prey
HP: 80
gets close enough to realize where they are
standing.
Traits: Fortify, Armor 3, Defiance, Sturdy
Beast Traits: Enrage
HP: 64
Elite: Takes 2 turns a round.
Speed: 1, Dash 1
Chitinous Coil: The Gigantapede occupies an
Traits: Fortify, Sturdy, Armor 3, Size 2
arc 6 space instead of a normal space for its size.
Beast Traits: Enrage
Only its first and last space are attackable or can
Elite: Takes 2 turns
be used to make attacks or abilities, but its entire
body causes obstruction and engagement. Keep
Lure: At the start of its turn as a free action, the
track of which is the head, and which is the tail.
Fisher puts a lure out in a space within range 3 of
Only one space can be hit if both are included in
its location, or relocates its lure to a new space in
the area of an attack or ability (attacker chooses
that range if it’s already active. The lure is a size 1
which). When it moves, move its head, then
intangible summon.
rearrange its body in any valid configuration.
Perfect Camouflage: The Fisher is intangible
Iron Scales: Effect: When either the head or the
unless there’s a character adjacent to its Lure
tail of the Gigantapede takes damage from an
ability, after that ability resolves, that body part
Reel in (free action): The fisher moves its lure
gains resistance until the other body part takes
up to 4 spaces towards it, then shoves all adjacent
damage from an ability. This effect swaps between
characters to the lure the same amount
head and tail indefinitely.
Spit up (1 action): Close blast 1 area effect.
Characters take fray damage, are poisoned, and
Thrash (1 action, melee attack): On hit: [D]
must save or become winded. Poisoned characters
+fray. Miss: fray. Effect: Foe must save or be
fail the save.
stunned. Can be made from the head or tail.
The Maw (1 action, melee attack, true
Spiny body (1 action, repeatable): All foes
strike): On hit: 3[D]+fray. Miss: [D]+fray.
adjacent to the Gigantapede take 2 damage
Effect: If more than one character is adjacent to
Acid spray (1 action, line 4): Area effect:
the Kinfisher, it chooses targets randomly. It
Characters inside must save or take fray damage 3
cannot target summons.
times, or once on a successful save. Effect: Can
Gnash (1 action, repeatable): The Kingfisher
only be made from the head.
dashes 1 as it flops forward, then deals 2 damage
Stinger (1 action, multimark, 1/round): A
to all adjacent foes.
character adjacent to the Gigantapede’s tail must
Submerge (1 action, recharge 5+): The
save or take [D]+fray and be marked. While
Kinfisher submerges into the ground, teleporting
marked, they are poisoned, burning, dazed+, and
5 spaces, then resurfaces, even to an occupied
shoved 2 in a direction of the Gigantapede’s
area. When it resurfaces, characters in its area
choice at the start of their turn. A character can

311 of 417

end this mark by hitting the Gigantapede with an Each time the Chimaera takes a turn, it takes a
attack. turn with only one of its heads. A different head
Burrow (1 action, end turn): All characters must act from the last head that acted, unless
adjacent to the Gigantapede are shoved 1, then there is only one head left. The Chimaera is only
remove it from the battlefield. It’s head then defeated when all three heads are defeated.
resurfaces in a new space in range 5. Place its
body in any configuration. Phases
The Chimaera has the following action in all
Unique Legend phases:

Pounce (free action, 2/round): The Chimaera


flies 5 spaces. Characters under or adjacent to it
Chapter 1+ when it lands are shoved 1 space and take fray
damage as an area effect.
CHIMAERA Each time the Chimaera loses a head, its phase
changes. The recharge for its heads’ abilities
Some beasts of the blighted lands are especially depend on phase, and only roll for a head’s
susceptible to the warping energies of the abilities on turns that it takes.
arkenruins, absorbing them with such rapidity
that they become enormous, multi-headed Phase I: Three heads
monstrosities, infused with tremendous aetheric The recharges on all the head abilities are 6
and physical might. Occasionally these creatures
are created when beasts of several types are Phase II: Two heads
fused by rogue aether surges, and the result is The Chimaera’s heads are sturdy. The recharges
always horrifying. on all its head’s abilities are 4+.

VIT: 10 Phase III: One head


HP: 40 per player characters (min: 80). Heads Feral Rage: The Chimaera’s remaining head
each have 1/3 of its max HP, rounded up. gains +1 action and becomes unstoppable. All its
Speed: 4 (Dash 2) abilities recharge on a 2+
Defense: 8
Fray Damage: 3 Chimaera Heads (d10 3 times, reroll
[D]: 1d6 repeats, or pick 3)

Traits: Size 3 1. Lion


Beast Traits: -
Legend: Takes 1 turn after every player character
Lion’s pride: At the end of its turn, gains
turn. If slow, only one of its turns is affected.
vigilance 1. Can intercept attacks against other
Juggernaut (Free action, 1/round): Clear a
heads.
status, mark, or all blights affecting the Chimaera.
Savage bite (1 action, melee attack, true
strike, repeatable): On hit: [D]+fray. Miss: fray
Body Parts: Monstrous Heads
damage
The Chimaera has three heads, chosen or rolled
Roar (2 actions, recharge): Adjacent
for from the following list, each unique. Each head
characters take fray damage, are shoved 1 and
has a unique set of powers, shares the chimaera’s
become dazed. Dazed foes must save or become
space, is separately targetable, and has its own hit
stunned.
points. Statuses, marks, or other effects only affect
the currently acting head. Only one head is
targetable at a time, even if an attack has area of 2. Bull
effect. Damage that ‘spills over’ on one head is
lost. Bull’s Fortitude: All heads are Sturdy while the
Bull head is alive.

312 of 417

Headbutt (1 action, melee attack, true them in any adjacent space to the chimaera’s
strike, repeatable): On hit: [D]+fray and shove current location, then shoving them 3 spaces.
1. Miss: fray. Effect: The Chimaera can dash 2 They are winded. Collide: Character takes [D]
spaces before making this attack. +fray and is stunned.
Charge (1 action, end turn, recharge):
Effect: The beast chooses a foe in range 2. At the 6. Baboon
end of that foe’s next turn, the beast dashes up to
5 spaces towards that foe, phasing through Fireball (2 actions, ranged attack 6, blast
characters. Characters the beast passes through 1): On hit: 2[D]+fray and inflict burning. Miss or
are shoved 1 to either side and take fray damage. area effect: fray. Effect: Critical hit against
If the beasts ends this movement adjacent to their burning foes
foe, that foe must save or take 2[D]+fray and Inhale (1 action): The next action this head
become stunned, or [D]+fray only on a successful takes increases all areas of effect by 1
save. Pyroclast (1 action, range 8, blast 1,
recharge): Characters in the area must save or
3. Serpent take [D] and become stunned. Summon a height 3
rock spire object in the area.
Toxic Bite (1 action, melee attack, multi
mark): On hit: On hit: [D]+fray. Miss: Fray. 7. Wolf
Effect: The character is marked. While marked,
attacks from the Chimaera ignore vigor. Savage Claw (1 action, melee attack, arc 3,
Poison spit (1 action, repeatable): A repeatable): On hit: [D]+fray. Miss or area
character in range 6 takes 2 damage and is effect: Fray. Effect: Critical hit against blinded
poisoned. Poisoned characters take 4 damage foes
Poison breath (2 actions, ranged attack 4, Great Prowl (1 action): The chimaera dashes 3
blast 2, recharge): On hit: 2[D]+Fray. Miss or and gains stealth. It also gains evasion until it
area effect: Fray. Effect: All characters are loses stealth.
poisoned. Poisoned characters are blinded. Shadow Breath (2 actions, recharge, close
blast 1): Area effect: [D]+fray. Effect: Characters
4. Crocodile in the area must save or become blinded.

Savage bite (1 action, melee attack, 8. Goat


piercing, repeatable): On hit: [D]+fray. Miss:
Fray Shield: While the goat is alive, the Chimaera’s
Fling (1 action): An adjacent character is heads have Aetherwall
shoved 3. Collide: [D]+fray Cross Bolt (1 actions, Ranged attack, range
Sun beam (2 actions, ranged attack, line 8, cross 1): On hit: [D]+fray. Miss or area effect:
10, recharge, piercing): On hit: 3[D]+fray and fray. Effect: Attack target must save or become
foe is shattered. Miss or area effect: [D]+fray. vulnerable
Polaris (1 action, repeatable): Mark a visible
5. Toad space. At the end of each turn past this one (foe or
allied), roll a d6. On a 6, a meteor smashes into
Noxious venom: While the Toad head is alive, the space, inflicting [D]+fray and frostbite in a
all heads have counter. blast 1 area centered on the space to all characters
Tongue (1 action, melee attack, within, then end this effect.
repeatable): On hit: [D]+fray. Miss: Fray. Meteor (2 actions, recharge): All characters
Effect: The target is shoved 2 towards the not in cover from the Chimaera must save or take
chimaera. fray damage twice and become vulnerable, or
Swallow Whole (1 actions, recharge): A once on a successful save. Then, summon a height
adjacent character must save or be swallowed 1 boulder object adjacent to any character
whole. Remove them from the battlefield. At the affected.
start of their turn, the toad spits them out, placing

313 of 417

9. Chicken

Peck (1 action, melee attack, true strike,


pierce, repeatable): Autohit: fray
Gaze (all remaining actions): Until the start
of the Chicken’s next turn, characters that attack
the chicken or any of the other heads while the
chicken is alive take +1 curse on their attacks.
They can choose to take +1 boon instead but
instead must save against petrification (see below)
Petrification (2 actions, recharge): A
character in range 6 becomes pacified. At the end
of that character’s next turn, they must save. On a
failed save, they are encased in stone, removing
them from the battlefield and becoming replaced
with a destructible (10 hp) height 1 object. Until
the is destroyed, they cannot take a turn. When
it’s destroyed, they are returned to the battlefield
in the space they left and can take a turn as
normal.

10. Bear

Ice shards (1 action, range attack 6,


multiattack): Autohit: Fray damage
Cold Feet (1 action, repeatable): A character
in range 8 has an encasing of ice cover their feet,
which is a summon sharing their space that can’t
move or be moved in any way. While encased, the
targeted foe is immobile. These effects only end if
the ice is destroyed. The ice can be destroyed by
taking any amount of damage, and has 6 defense.
Immobile foes take [D]+fray damage instead.
Freezing Breath (2 actions, close blast 1,
recharge): On hit: 2[D]+fray, Miss or area
effect: fray. Effect: Characters are inflicted with
frostbite. Frostbitten characters take +[D].
immobile characters are stunned.

314 of 417

Beast Trophies
Tech Description and Effect Uses
As an action, you may toss this sack of spores. Characters
Yellow spore sack in a blast 1 area in range 3 are branded and you may 3
shove them 1 in any direction.
Use as an action to splash the oil about, reversing gravity
Drift Oil and drifting into the air. You and every other character in 3
range 2 gains flying until the end of their next turn
Venom from a howler beast. You can apply it as an
Howler Venom action. Your next attack gains bonus damage, pierce, and 2
inflicts dazed
Step on the screecher gland as an action to make a
horrible screeching noise. Characters in a blast 1 area
Screecher gland 1
centered on you, including you, must save or become
stunned
You may use this cape as a free action. Dash 4 spaces in a
Landshark cape straight line with phasing. You are intangible while 3
dashing.
As an action, you can hold this severed head up. It spurts
fetid water at all foes in range 4. Those foes are shoved 1
Kelpie head 3
and frostbitten. Collide: They take [D] and are also
blinded.
This expedition you gain the chameleonic trait: when
Stalker scales starting or ending your turn adjacent to terrain height 1 2 expeditions
or higher, gain stealth
This huge stinger is big enough to be used as an offhand
Gigantapede stinger weapon. Your melee attacks this expedition gain on hit: 1 expedition
Effect: Deal 2 piercing damage again and inflict poisoned.
Wrap yourself in tough Chimaera hide. Gain +1 armor
Chimaera Hide 1 expeditions
and immunity to all blights.

315 of 417
IV. Scavenger Special mechanic: Valuables
Valuables: If fighting scavengers, the GM places
Scavengers is a particular term in Arden Eld, valuables tokens on the battlefield equal to the
referring to the scions of the Churning Age - number of players +1. Valuables are intangible
those who rush into the ruins in search of relics to tokens that can be picked up by any character by
extract for a quick profit, or prowl the roads in moving over their space. Characters drop them
search of vulnerable folk to shake down. Many when defeated, or can drop them voluntarily as 1
find that it is easier to have others do the hard action. Any character that ends a fight holding
work for them, then rob them blind on the way two or more valuables tokens gains 1 dust.
out. Valuables tokens left on the battlefield don’t
count.
Scavenger bands are as diverse as any other folk
of Arden Eld, but usually turn to scavenging out
of a desire for profit, something that can be FOES
intensely personal. Many scavengers come from
the cities, seeking wealth from the ruins that was
denied to them by virtue of social class in their Scrapper
homelands. Still others are opportunists,
Toughs that act as enforcers and workers for
deserters from Imperial armies, Churners whose
scavengers. They are typically large and
business has dried up, or people from local
hardened from years of street fighting or hard
villages that were sick of the parochial life and
labor. Usually have the thankless job of hauling
wanted to exercise their ambition. A lot of the
the heavy loot out of a dungeon.
time, they are barely one step away from
adventurers.
Traits: Fortify, Armor 3
Not all scavenger bands employ banditry, and
One-Two (1 action, true strike, melee
some are actually large, ‘legitimate’ enterprises,
attack): On hit: Deal fray damage twice. Miss:
sanctioned by the major guilds (frequently
Once.
involving a lot of corruption). These bands are
That One! (1 action, mark): A foe in range 5 is
run by individuals colloquially known as Churn
marked. While marked, they count as holding a
Barons - ruthless profiteers who will turn to any
valuables token.
means to make money.
Uppercut (1 action): An adjacent character is
dazed. If that character has a valuables token,
Faction Template they also take fray damage.
To make any foe a Scavenger, you can add the Haymaker (2 actions, true strike, Greed):
following traits. All Scavengers have these traits. An adjacent foe must save or take [D]+fray and
become stunned and winded, or just winded on a
Kin: Scavengers are kin, can be bargained with, successful save. Greed: 1 action.
and will flee or surrender if heavily outnumbered
or heavily losing a fight
Chapter 1+
• Motivations: Scavengers are typically after the
wealth in the ruins and won’t fight if terms can
be reached Bouncer
• Flee: If a Scavenger has 4 or more valuables Thick armed ruffians who are hand picked to
tokens (see below), they attempt to flee the guard the best of the spoils. Usually picked by
battlefield, fleeing successfully if they start their scrap bosses for their prodigious size.
turn in an edge space of the battlefield with no Prodigious size: Size 2.
hostile characters adjacent Guard Loot: Doesn’t pick up valuables tokens.
Greed: If a Scavenger is holding a valuables Instead, counts as holding any valuables tokens it
token, their attacks can critical hit (+[D]). Many is standing on, and has resistance while standing
other scavenger abilities become more powerful if on at least one.
they have a valuables token.

316 of 417

Brawler • 7+ Brewer’s attacks are critical hits for the rest


Rough and tumble street toughs, come to the of combat
ruins to turn a quick guilder.
Street Fighter: Has resistance while adjacent to Chapter 3
two or more foes No nonsense gains Greed: free action
Hurl Loot (1 action): The Brawler picks up an
adjacent valuables token and throws it at a foe in Splitter
range 3. That foe either picks up the token or Executioners of the scavenger camps, enforcing
becomes dazed. Dazed foes instead take [D]+fray the brutal justice of the Judges and the rule of the
damage. Barons. Their armor is festooned with trophies
and ornaments.
Pit Fighter
Braggards and thrill-seekers who make a name Traits: Sturdy
for theirselves in blood sport. Gilded Armor: Drops 1 valuables token when
Replace uppercut with Rolling Punch (1 bloodied. Gains vigor 1 when picking up a
action): Swap places with an adjacent foe. That valuables token.
foe is dazed. If they are holding a valuables token, Collect Paycheck: All actions have Slay: Gain
they are then shoved 1. +1 action
Golden Knuckles (free action, true strike, The Block (1 actions, end turn, mark,
requires Greed): Deal fray damage to an special recharge): The splitter marks a foe in
adjacent foe once for each valuables token the Pit range 3. At the end of that foe’s next turn, if they
Fighter is holding. A different foe could be are still marked, the Splitter dashes up to 6 spaces
targeted each time. towards them. They must save or take 3[D]+fray,
or [D]+fray on a successful save. This ability
recharges only if the Splitter picks up a valuables
Chapter 2+
token.
All gain No Nonsense (2 actions, stance):
Can only be used while bloodied. The Scrapper
gains vigor 1, then becomes unstoppable and
gains counter while in this stance.
Looter
Canny and ambitious folk with quick fingers and
quick wits. Usually specialists who are able to
Brewer
crack dungeon doors, disarm traps, open chests,
Rowdy fighters that get drunk off their own
or scout dangerous locations.
custom camp brews, often found starting brawls
in the local watering holes.
Traits: Skirmisher, Dodge
Throw Bottle (1 action, ranged attack,
Bully: This character always treats bloodied foes
range 5, true strike): On hit [D]+fray and
as if they have a valuables token.
dazed. Miss: fray.
Golden Burden: Has evasion against characters
Battle Brew (free action, special recharge):
carrying valuables.
The Brewer swigs a battle brew. Roll 1d6. The
brew has random effects. When the Brewer picks
Slice and Dice (1 action, melee attack or
up a valuables token, this ability recharges.
ranged attack 4, +1 boon): On hit: [D]+fray.
Duplicate results instead move the result up by 1
Miss: fray. Effect: may dash 1 before or after
category (from 2-3 to 4-5 for example).
attack.
• 1 - Brew explodes in a blast 1 area effect
Smoke Bomb (2 actions, end turn): Create a
centered on the brewer, dealing [D]+fray with
blast 1 area of difficult terrain in range 3.
true strike to everyone (including the Brewer!)
Characters in the area gain cover and characters
• 2-3 - Brewer gains counter for the rest of
other than Looters are blinded+. This area lasts
combat. Re-roll if they already have counter.
until this ability is used again.
• 4- 5 - Brewer become sturdy for the rest of
Mug (1 action): An adjacent foe is slowed. If
combat and gains vigor 1
they have a valuables token, that foe takes fray
• 6 - Brewer becomes unstoppable for the rest of
damage, then the looter takes a valuables token
combat and gains vigor 1

317 of 417

Swing sack (free action, greed): Effect: An


adjacent character takes 2 damage once. Deal 2 Chapter 3
damage again for each valuables token the Looter Golden Step can activate any number of times a
has. turn, and is dash 3.

Giltfinger Nightcloak
Kin that care little for what they carry out, only Master thieves of the scavenger bands. Their
that it glitters. enchanted cloaks are jet black and fool the eye,
Thiefcraft: Gains stealth at the start and end of blending into the shadows.
their turn if holding a valuables token.
Sneak Attack: Attacks from Stealth are critical Traits: Phasing
hits (+[D]) Curse The Eyeless: Evasion against blinded or
slowed characters.
Toe-taker Replace Smoke Bomb with Jet cloak (1
Dust congregates under the fingernails and toes action): Create a blast 1 terrain effect. Characters
of travelers in the ruins, with predictable inside are blinded+. This area lasts until this
influences on the truly desperate. ability is used again or until the end of combat.
Consumptive Greed: Toe Takers always The Nightcloak may teleport 4 before or after
attempt to focus on the closest foe with a creating this area.
valuables token at the start of their turn Replace Mug with Steal Sight (1 action): An
Replace Slice and Dice with Hamstring (1 adjacent foe is blinded+. They can end this
action, +1 boon, melee attack): On hit: [D] condition by picking up a valuables token, or
+fray. Miss: fray. Effect: On hit, until the end of ending a turn adjacent to an ally.
their next turn, foe takes 2 damage for each space
they move.
BROKER
Plucker The managers and pit bosses of the Scavengers,
Hardened fighters who have made a habit of who are responsible for payroll and managing
letting everyone else do the hard work. work teams, often chipping in themselves on site.
Lighten Load (1 action): Effect: The Plucker Dirty and thankless work.
teleports 2. An adjacent foe must save, or take fray
damage once for each valuables token they are Traits: Shelter, Diaga
carrying. The Plucker then steals all valuables
from them. If they have no valuables, they are Bolt of Law (1 action, ranged attack 6 or
instead slowed and take fray damage. melee attack): On hit: [D]+fray and foe is
branded. Miss: fray.
Chapter 2 Swindle (1 action, greed): Swap places with a
All gain Golden Step: The first time a round this character in range 3, teleporting. Foes can save to
character picks up a valuables token, may dash 2, avoid this effect. Greed: Free action
then deal fray damage to an adjacent foe. Incentivize (1 action, end turn): The broker
puts down a valuables token in range 3
Exact Price (1 actions, special recharge):
Finger Collector
Effect: A foe in range 6 becomes stunned and
Especially cruel scavenger barons will
pacified. A foe can avoid this by taking divine
occasionally exact a flesh price in lieu of paying a
damage equal to 25% of their max hp or by
debt.
dropping a valuables token. Effect: Only
Serrated Bolt (1 action): Effect: Deal fray
recharges if the Broker picks up a valuables token.
damage to a character in range 6. Becomes a free
action against foes with valuables tokens.
Collect bounty (2 actions, ranged attack 6): Quickfinger
On hit: 2[D]+fray. Miss: Fray. Greed: Deals Hedge wrights that use fire aether to bend light,
bonus damage and gains +1 boon per valuables making fools of the greedy and dull.
token the target is holding.

318 of 417

Trick of the Light (Interrupt 1): Trigger: An


ally is targeted by an attack or ability from a foe. Chapter 3
Effect: That ally gains evasion against that attack All gain Equivalent Exchange: The Broker has
or ability. After it resolves, teleport that ally 2 Aura 1. Once a round, when an ally in the Aura is
spaces to their ‘real’ location. defeated, deal divine damage to any foe on the
Replace Incentivize with Legerdemain (free battlefield equal to 25% of their max hp.
action): The Broker places a fake valuables token
down in range 3. It can’t be picked up and only
Spender
one can be placed at time, but characters standing
The tip-top of Broker society, with the pockets to
in its space count as holding a token, which can’t
match.
be dropped.
Deep Pockets: Starts with 1 valuables token
Aura of wealth: Aura 2. Characters inside count
Sorter as holding 1 valuables token
Semi-retired scavengers who mostly do the work Golden Aplomb (interrupt 1, requires
of sorting loot and organizing the payrolls. Greed): Trigger: The spender or an adjacent ally
Replace Swindle with Sort Spoils: (1 action, is targeted by an ability. Effect: The Spender
greed): Swap the position of any number of drops a valuables token it is holding. The target
characters in range 2 with an equivalent number gains resistance and unstoppable against the
of valuables tokens. Greed: Free action. ability.
Promise Payment (1 actions, Greed): An ally Pay Off (1 action, mark): The Spender gives a
in range 4 gains vigor equal to 1+ the number of foe in range 6 a valuables token. That foe must
valuables tokens the sorter is carrying, but then then save or become marked. While marked and
loses all vigor after they take damage from an holding at least one valuables token, they are
attack or ability. pacified+.

Underboss
Manager-sergeants that organize scavenger Junker
bands and keep them on their toes. Obsessives that collect and sort dungeon detritus,
Cheap Trick: When missed by an attack, may working with scavenger bands to enrich their
deal 1 damage to their attacker, then teleport 1. collection. Usually dropouts from the city
Aura of Skulduggery (1 action, recharge colleges, dungeon researchers who have become
5+): Until the start of their next turn, the too work-obsessed, or collectors with a little too
underboss is immobile but gains Aura 2. The much love for their hoards.
underboss and allies in the aura have evasion.
Traits: Aetherwall, Overdrive 4, Slip
Chapter 2 Junk Armor: The first time the Junker is
All gain: damaged by an attack or ability in a combat,
Tit for Tat (1 action, mark): The Broker marks reduce all damage to 0 and summon 1 valuables
an ally in range 4. While marked, that character token in a space in range 2 from them.
has counter and evasion.
Scrapstorm (2 actions, pierce, cross 2,
Blood Broker range 8, greed): On hit: 2[D]+fray and foe
Contract wrights that use the water Aether of becomes vulnerable. Miss or area effect: fray.
blood to exact terrible prices. Greed: Deals bonus damage for each valuables
Open Wound (1 action, mark ): An adjacent token this character holds
foe is marked. While marked, each time they dash Scrap Turret (1 action, summon): The
(even as part of an ability), they take 2 piercing Tinker summons a turret in range 6.
damage. Scrap Turret
Sacrifice (interrupt 1): Trigger: An ally would Size 1, immobile, 1 hp
take damage in range 6. Effect: this character Summon Effect: When a foe in range 3
takes damage equal to 25% of their HP. That ally from the turret takes damage, the turret deals
gains vigor 1 before the damage is applied. 1 piercing damage to them. The Junker can

319 of 417

only have one of these turrets active at once, Chapter 2


and using this ability again while one is out All gain Scrap Blast (1 action, Greed):
resummons it to a new space. Effect: A foe in range 8 is shattered and shoved 1.
Pile it up (1 action): The Junker creates a Collide: They also take [D] piercing. Greed: Can
height 1 or 2 scrap pile object in a space in range only be used if holding a valuables token.
6. Characters adjacent to it when it is created are
shoved 1. If created under a character, it pushes Collector
them up on top of it instead.
Scavengers with impressive collections, not all of
Disassemble (free action, 1/combat): The
them useful. Often come from traveling dungeon
Junker destroys all objects and Scrap Turrets in
merchants who got a little too obsessed with their
range 2, turning them into valuables tokens.
wares.
Objects that can’t normally be destroyed are
instead un-summoned and removed from the
Great Junk Armor: The first and second time
battlefield.
this character is damaged by an attack or ability in
a combat, reduce all damage to 0 and summon 2
Thumper valuables tokens in spaces in range 2 from them.
Brawny junkers who build custom made scrap Rummage (1 action): Effect: The collector goes
mortars. Usually get a solid wage and a full belly through their collection to find something useful.
at the camp. Objects can be thrown at a space or character in
Load Scrap (1 action, end turn, Greed): The range 6 as part of this action.
Thumper loads an adjacent valuables token into • 1. Grenade: Blast 1 area effect, fray damage
their mortar, removing it. The next mortar shot • 2. Jar of Hornets: Character takes 1 piercing
becomes blast 2 and shatters its target on hit. damage 5 times
Then, place a valuables token anywhere in the • 3. Arkentech cube: Rapidly expands to
area. creates a height 1 destructible object (1o hp). If
Replace Scrap Storm with Scrap Mortar (2 created under a character, pushes them up.
actions, pierce, ranged attack 10): On hit: • 4. Gaudy Hat: Put the gaudy hat on a
2[D]+fray and create a pit under the target. Miss: character. A character wearing a hat is
Fray. Effect: Ignores cover. vulnerable+. If an attack hits that character,
they can throw it at the attacker, forcing the
Junk Mage attacker to wear it.
Wrights that have found creative uses for earth • 5. Demon Bone: Creates a pit. Characters that
Aether, animating their collections in times of end their turn in the pit take 3 piercing damage.
trouble to come to their defense. • 6. Arkentech portal device: Creates two
Junk form (1 action): The Junk Mage spaces, both within range 6 of each other.
transforms into junk, then swaps places with any Characters can spend 1 space of movement to
free valuables token. teleport from one to the other, as long as the
Animate Valuables (1 action): The Junk Mage other end is unoccupied.
chooses a character in range 8. That character
takes 3 piercing damage once for each loose Chapter 3
valuables token in range 3 of them. All gain Smelt: Reduce overdrive counter by 1
when picking up a valuables token
Scrap Trapper
Careful junkers that ward the perimeters of Gildhand Wright
scavenger camps to protect their hoards. Rogue wielders of metal aether, a powerful
Wayfinding: Immune to terrain effects and derivative of earth aether. Usually upstart
difficult terrain. alchemists, geomancers, and guild college
Spring Scrap Trap (1 action, terrain effect, dropouts who have put their considerable talents
special recharge): The Tinker Summons a blast to nefarious uses.
1 area of difficult terrain in range 8. Recharges Golden hand (free action): The wright
when picking up a valuables token. transmutes an object in range 8 into solid gold.
Characters standing adjacent to it count as

320 of 417

holding a valuables token. This effect ends at the What passes for lawmen among the Scavengers.
end of combat. Shotgun wielding and dour, answering only to
Flesh to Metal (1 action, recharge 6): A foe the Churn Barons.
in range 8 must save. On a successful save, they
are shattered. On a failed save, they begin turning Traits: Fortify, Armor 3
into solid gold. At the end of their turn, remove Tithe-law: Characters can always avoid effects
and replace their character with a size 1 from the Judge by paying the Judge either 1
destructible object with 10 hp. Until the terrain valuables token or taking divine damage equal to
piece is destroyed, they cannot take a turn. When 25% of their hp.
it’s destroyed, return them to the battlefield. Strength: The judge’s abilities have collide: fray
Characters standing adjacent to the terrain piece damage and foe is dazed. Dazed foes take [D]
count as holding a valuables token. +fray instead.

Long Arm of the Law (2 actions, Ranged


Uniques Attack, Line 3): On hit: [D]+fray. Miss or area
effect: fray damage. Effect: Ignores ranged attack
penalties. Characters adjacent to the Judge in the
Chapter 1+
area take double damage and are shoved 3.
Lock (1 action): Effect: The judge throws a bola
Tollkin at a foe in range 6. That foe becomes immobile
Strong-armed and thick-bodied scavengers that and dazed+. They can save against the bola at the
have learned a more leisurely lifestyle of blocking end of their turn, ending both effects, or can use
a road, bridge, or passageway and hiring a few an action on their turn to free themselves.
friends to make passing travelers’ life miserable. Stock (1 action): Effect: The judge shoves an
adjacent foe 1 and deals them 2 damage, then
Vitality: 12 dashes 1.
HP: 48 Smoking Barrel (2 action, recharge 6):
Repeat the following effect three times: Effect:
Traits: Fortify, armor 0, Size 2 Dash 1, then Area effect: Close blast 1, fray,
Immovable Object: Unstoppable damage and shove 1.
Aura of Taxes: Aura 2. Foes that enter or exit
the aura stop moving and become immobile until
Chapter 2+
the end of the current turn. They can ignore this
effect by immediately paying 1 valuables token to
the Tollkin. If they have paid the toll, they ignore Scum
this trait for the rest of combat. Misanthropic and ill-mannered dregs of
Scavenger society that get their way through a
Barricade Slam (2 actions, true strike, combination of bootlicking, groveling, and plain
melee attack): On hit: 2[D]+fray. Miss: fray. old thievery.
Effect: Foe is dazed.
Build Barricade (2 actions): The Tollkin Traits: Shelter, Diaga, Dodge
creates a line 4 terrain effect. The effect is difficult Golden Step: Each time this character picks up a
terrain and foes that cross it must save or become valuables token, may dash 2, then deal fray
winded. damage to an adjacent foe.
Golden Knuckles (2 actions, true strike, Cowardly by Nature: The Scum surrenders and
Greed): An adjacent foe is shoved 2 for every ends the fight if it’s the only character left.
valuables token the Tollkin is holding. Collide: foe
takes 3 damage, once for every valuables token Misdirect (interrupt 1): Trigger: The Scum or
the Tollkin is holding. one of its allies in range 3 is targeted by an attack.
Effect: The attacker must save. On a failed save,
Judge the Scum chooses a different target for the attack
within range 3 of the Scum, which could be an ally
of the attacker.

321 of 417

Smack (1 action, melee attack): Autohit: fray Lift Burdens (1 action, mark, requires 6+
damage Tally): The Aurelian marks an ally in range 5.
Cover me! (1 action): All allies in range 3 of the While marked, the ally gains flying and evasion.
Scum may dash until adjacent Collect (2 actions, requires 10 Tally, resets
Drop Scraps (1 action): The Scum drops a tally): Every foe on the battlefield is reduced to
valuables token in an adjacent space. 50% of their max hp and loses all vigor. If already
Master Steal (1 action, end turn): An bloodied, they are reduced to 25% hp instead and
adjacent foe has something stolen. They can must save or become stunned.
recover the stolen item by hitting the Scum with
an attack, forcing the Scum to drop it in a free
adjacent space. They can pick it up by entering Unique Elites
that space or any space adjacent to that space,
ending this effect. Until they do, they suffer the
following effects. The Scum can only steal one of Chapter 1+
each item, but can steal from a different character
each time, and never picks up dropped items.
• Weapon: Foe is pacified+
• Armor: Foe is shattered+ Skimmer
• Elixirs: Foe cannot gain vigor Scavengers that have worked their way to the
• Boots: Foe is winded+ top levels of an organization ‘skim’ off the top of
their underlings. They are canny survivors, able
Chapter 3 to direct their gangs of salvage-kin to do their
bidding at a moment's notice.
Aurelian
HP: 80
Esoteric Priests of the Scavengers that worship
the Crimson Titan of debt. As rare and occult as
Elite: Takes 2 turns
their power is, they are often hired as
Traits: Shelter, Diaga, Dodge
accountants by particularly enterprising Churn
Cronies: The Skimmer starts combat with 5 mob
Barons.
allies, regardless of encounter budget
Understreet Loyalty (Interrupt 1): Trigger:
Traits: Diaga, Shelter
The Skimmer is targeted by an attack or ability
Tally: The Aurelian has a d10 power die and Aura
from a foe. Effect: The Skimmer changes the
2. Whenever a foe uses an attack against the
target to one of its adjacent allies. If it has no
Aurelian or any of its allies in the aura, tick the die
adjacent allies, it can’t take this interrupt.
up by 1. Also Tick Tally up by 1 every time the
Aurelian picks up a valuables token. Certain
Beat down (1 action, melee attack, range
actions require higher or lower tally.
2): On hit: [D]. Miss: 1 damage. Effect: On hit,
Pay the Reaper: May discard all valuables
each other ally of the Skimmer adjacent to the
tokens as an effect at the start or end of any turn
target foe deals fray damage to them
to gain defiance. While the Aurelian has defiance,
That One! (1 action, mark): A foe in range 5 is
they cannot pick up valuables tokens.
marked. While marked, they count as holding a
valuables token and are branded+.
Take Measure (1 action, ranged attack 8,
Overtime (2 actions, mark): The Skimmer
blast 1): On hit: [D]+fray and increase Tally by 1.
marks an ally in range 6. While marked, the ally
Miss or area effect: fray.
gains regeneration and is sturdy.
Count (1 action, end turn): Increase Tally by 1
Gang Up (1 action): Up to three allies of the
Weight of Conscience (1 action, mark,
Skimmer in range 5 can dash 3 spaces. If they end
requires 3+ Tally): The Aurelian marks a foe in
their turn adjacent to the same character, each of
range 5. While marked, the foe cannot teleport
them deals fray damage to that character.
and can only move a maximum of 3 spaces a
round, no matter their abilities or speed.
Hoarder
322 of 417

Particularly savvy junk mages can amass a quite


impressive collection of artifacts. Teetering Ring Finger
under the weight of their hauls, which are often Master assassins and ‘problem solvers’ in the
strapped to their backs, they often act as leaders , employ of Churn Barons and guild masters both.
guides, or advisors to scavenger bands. Loathe to They use cloaks woven from special silk imbued
sell or part with any of their collection, they are with the Weeper’s Tears, a liquid collected deep
nonetheless willing to use it to protect themselves underground and said to come from the eyes of
when in danger. the dead Night Titan. These cloaks render them
completely invisible, the only traces they leave
HP: 64 footprints in dust and stab wounds on their
victims.
Elite: Takes 2 turns
Traits: Overdrive 4, Aetherwall HP: 48
Great Junk Armor: The first and second time
the Hoarder is damaged by an attack or ability in Traits: Skirmisher, Dodge, Phasing
a combat, reduce all damage to 0 and summon 2 Slippery: Evasion when bloodied
valuables tokens in spaces in range 2 from them. Elite: Takes 2 turns
Leave Tracks: At the start of their turn, the Ring
Animate Junk Golem (1 action, 1/combat, Finger puts down a track in their space. A
summon): The Hoarder summons a Junk Golem character that ends their turn in that space
in range 3. collects the track. When a track has been
Junk Golem collected, the Ring Finger’s Master Cloak trait
Size 1, Sturdy, 16 hp, 8 defense deactivates until the end of the Finger’s next turn.
Summon Action: When summoned, or Master Cloak: While this trait is active, the Ring
once on the hoarder’s turn, the golem can Finger cannot be directly targeted or attacked and
move 3 spaces, then shove an adjacent foe 2. their location is not revealed on the map. Instead,
If that foe collides, they take [D] damage and the GM secretly records their location. Auras, area
are shattered. effects, and other effects that can target a space
Summon Effect: When the golem is affect them normally (taking into account dodge).
defeated, drop 3 valuables in or adjacent to This trait deactivates until the end of the Finger’s
the space it occupied. When the golem passes next turn if a track is collected or after the Finger
over a valuables token, it absorbs it, gaining attacks.
vigor 1 and giving its action bonus damage. It
drops any tokens it picked up when it is Pay the Ferryman (2 actions, +1 boon,
defeated. melee attack): On hit: 2[D]+fray. Miss: Fray.
Effect: Deals bonus damage for each valuables
Scrapstorm (2 actions, pierce, cross 2, token the Ring Finger is holding. If the finger is
range 8, greed): On hit: 2[D]+fray and foe holding 3 or more, is automatically a critical hit
becomes vulnerable. Miss or area effect: fray. on hit (+[D]). Effect: The Ring Finger may
Greed: Deals bonus damage for each valuables teleport 2 spaces before and after the attack.
token this character holds Mug (1 action): An adjacent foe is slowed. If
Pile it up (1 action): The Hoarder creates a they have a valuables token, that foe takes [D],
height 1 or 2 junk pile object in a space in range 6. then the Ring Finger takes a valuables token
Characters adjacent to it when it is created are Blinding Bomb (1 action): The Ring Finger
shoved 1. If created under a character, it pushes throws a bomb at a cross 1 location in range 4.
them up on top of it instead. Characters within take fray damage and must save
Junk form (1 action): The Hoarder transforms or become blinded.
into junk, then swaps places with any free Drop Caltrops (1 action, terrain effect, 1/
valuables token. round): The Ring Finger creates a line 3 area of
difficult terrain.
Chapter 2+

323 of 417

Arkentech Explosives: Area effect: blast 1,


Chapter 3 range 4, 2 piercing damage, shove 1.

Arkentech Force Beam (1 action, ranged


Churn Baron attack 3, pierce): Autohit: fray. Effect: All foes
in range 3 of the Baron take fray damage. Shove
all affected foes 1 either away from or towards the
A wealthy boss or owner of a professional
Baron.
scavenger operation, usually incorporated as a
Pay Off (1 action, mark): The Baron gives a foe
guild or some kind of ‘legitimate’ looking
in range 6 a valuables token. That foe must then
enterprise. These operations work off sheer size,
save or become marked. While marked and
usually employing hundreds of underlings to
holding at least one valuables token, they are
explore dungeons and do everything from haul
pacified+.
cartfuls of loot to scrap the gold off of statues.
Count Money (2 actions, end turn, 1/
Each gets paid out very little, and the rest filters
round): The Baron gains 6 Assets, gains
up the chain until it reaches the very well stuffed
resistance, and becomes unstoppable until the
pockets of the Barons.
start of their next turn.
HP: 80

Traits: Shelter, Diaga


Unique Legends
Arkentech Hover Chair: Flying and Sturdy.
Loses both when bloodied. Chapter 1+
Assets: The Baron has a d6 power die, starting at
6. They may tick the die down to spend some of
their tremendous wealth to empower their BLOOD BOUND BAND
abilities. The die ticks up by 1 at the start of their
turn, or 2 every time they pick up a valuables
Mercenaries, ex-churners, and veteran fortune
token.
seekers congregate together around the
Arkenruins like scum on a pond. Occasionally,
Too Rich to Care (interrupt 1, costs 3
the scum rises to the top.
Assets): Trigger: The Baron or an ally in range 3
is targeted by an ability. Effect: The target gains
When some scavenger bands have been together
resistance and unstoppable against the ability.
a long time, they undergo an old and ill-reputed
ritual, from the old days before the Doom.
Lucky Day (free action, costs 1 Assets): A
Writing up a contract, they inscribe runes of
character in range 6 gains a valuables token.
binding into their very flesh, using their blood to
Fortune Maker (1 action, costs 2 Assets,
seal the contract. The agreements within govern
multi mark, 1/round): The Baron chooses an
everything from share of the loot to proper
ally or allied summon in range 4 and motivates
conduct to appropriate shaving. Violating them
them with promises of extreme wealth. That ally is
repeatedly causes deep and wracking pain,
marked and gains +1 boon on all attacks and saves
worse than a bad hangover, until the rune-spell
while marked.
is broken.
Problem Solver (1 action, costs 3 Assets, 1/
round): The Baron summons an Arkentech
The bond has another benefit, however. Those
Mercenary.
bound by the blood contract grow closer to each
other, and gain supernatural abilities, able to
Arkentech Mercenary
fight together like one deadly being.
Size 1, Sturdy, 20 hp, 8 def
Summon effect: When summoned, or on
the baron’s turn, may move 4 spaces, then
VIT: 10
takes one of the following summon actions:
HP: Each brother has 10 hp per player character
Arkentech Rifle (ranged attack 6,
(min 20 hp)
pierce): On hit: [D]. Miss: 1 damage.

324 of 417

Speed: 4 (Dash 2) First Blood (1 action, melee attack): On hit


Defense: 10 [D]+fray. Miss: fray. Effect: May dash 1 before
Fray Damage: 3 and after attack. Effect: Attack deals max damage
[D]: 1d8 to undamaged characters or characters with any
amount of vigor.
Traits: -
Legend: Takes 1 turn after every player character Blood Brothers (d10 4 times, reroll
turn. If slow, only one of its turns is affected. repeats, or pick 4)
Juggernaut (Free action, 1/round): Clear a
status, mark, or all blights
1. Boots
Blood Luck: When a Blood Brother picks up a
valuables token, all their abilities recharge
Traits: Size 2, Sturdy, Fortify, Armor 3
The Boot (free action): An adjacent foe is
Body Parts:
shoved 2. If they’re bloody, they are instead
shoved 4. Collide: Foe is dazed
Blood Brother
Dropkick (interrupt 1, recharge 6): Trigger:
The Band has four Brothers. Each Brother is a
A foe finishes taking an action in range 3 of Boots.
separate entity, tracking hp and effects separately.
Effect: Boots teleports adjacent to that foe, then
The Band is only defeated when all Brothers are
they take D]+fray and are shoved 3. Foe must
defeated.
then save or be stunned. Collide: Foe fails the
save.
On each of the Band’s turns, the Band acts with a
different brother, until all have acted at least once.
Blessing: All remaining Brothers become sturdy
Ability recharge and interrupts are checked for
and gain The Boot
each brother separately.

Each Brother has unique actions and a Blood- 2. Fixer


bound Blessing. Traits: Fortify, Armor 3
Iron Fist: Attacks against bloodied foes daze
Phases them, hit or miss
Garrote (1 action, recharge 6): Effect: An
Phase I (2+ Brothers): Each time a Blood adjacent foe must save. On a successful save, that
Brother is defeated, all active brothers gain the foe takes fray damage twice. On a failed save, that
Blood-bound Blessing of the fallen brother, foe and Fixer become immobile. At the end of the
empowering them. Each brother has a different targeted foe’s turn, they must save or take damage
blessing. equal to 50% of their max hp. Bloodied characters
Phase II (1 Brother): If only one Brother is fail this save. Then, this effect ends. It also ends
remaining, they become unstoppable and gain +1 early if Fixer or the targeted foe are moved apart.
action for the rest of combat. Only one character can be garroted at once.

Blessing: One brother can use Garrote once per


Actions
round
Every brother has the following actions in each
phase:
3. Filth
Blood Bond (1 action, greed): Swap places Traits: Skirmisher, Dodge
with a Blood Brother in range 3. Greed: Free Poison gas (2 actions, recharge 6): Area
action effect: Close blast 1. Characters in the area take
Setup (1 action, end turn, greed): Dash 3, [D]+fray. Then, they must save or take [D] again,
then gain stealth. Next action treats all targets as become poisoned, and become blinded. Poisoned
bloodied. Greed: Free action or blinded characters fail this save.
Serrated Knife (1 action): A character in range Venom Blade: Attacks inflict poisoned, ignore
4 takes fray damage. If they’re bloodied, they take vigor, and deal bonus damage against bloodied
fray damage twice. characters.

325 of 417

the original target takes [D]. Effect: Deals bonus


Blessing: All remaining Brothers gain Venom damage against bloodied foes . Critical hit: Foe is
Blade stunned.

4. Cats Blessing: All Brothers gain Overdrive 4


Traits: Skirmisher, Dodge
Feline Felicity (Interrupt 2): Trigger: A foe 8. Fanatic
starts or ends their turn. Effect: Teleport 3, then Traits: Aetherwall, Overdrive 3
may deal 2 damage to an adjacent foe. Blood Pyre (2 actions, ranged attack 6,
Fan of Nya-ives (1 action, recharge 6): Area blast 1): On hit: 2[D]+fray, Miss or area effect:
effect: Close blast 1. Effect: Foes take fray fray. Effect: Summon a pit under every bloodied
damage. Bloodied foes take fray damage three character
times. Spark (free action): A foe in range 6 is marked.
At the end of the marked character’s turn, if they
Blessing: All Brothers gain one use of Feline are still marked, they explode in a blast 1 area
Felicity. effect for [D]+fray. Summon a pit under them. If
that foe is already standing in a pit, they instead
5. Sharkie take damage equal to 50% of their max hp. It
Traits: Skirmisher, Dodge explodes immediately if used against bloodied
Aura of Skulduggery (1 action, recharge 6): foes.
Until the start of their next turn, Sharkie gains
Aura 2. Sharkie and other Brothers in the aura Blessing: One brother can use Spark once a
have evasion. round
Cheaper Trick: When missed by an attack,
shove foe 2, teleport 2, and deal 2 damage 9. Broker
Swindle (free action): A foe in range 3 must Traits: Shelter, Diaga
save or swap places with Sharkie, teleporting. Blood Pact: This character gains defiance at the
Bloodied characters fail the save. start of their turn if there is a bloody character in
range 3.
Blessing: All Brothers gain Swindle Sacrifice (interrupt 1): Trigger: Another
Brother would take damage in range 6. Effect: this
6. Pale character takes damage equal to 25% of their HP.
Traits: Skirmisher, Dodge That ally gains vigor 1 before the damage is
Nighthaunt (1 action, end turn, recharge applied.
4+, combo): Pale teleports 3, then becomes
intangible and gains phasing until the start of Blessing: All Brothers gain Vigor 1 and Defiance
their next turn. This action grants resistance
instead of they are the only Brother active. 10. Monger
• Assassinate (2 actions, Melee attack, Traits: Shelter, Diaga
combo): On hit: 4D]+fray and foe is stunned. Bounty Hunter (free action, mark): A foe in
Miss: [D]+fray. Effect: Deals half damage if foe range 6 is marked. While marked, the target
has any amount of vigor. Deals double damage if cannot benefit from evasion, dodge, or stealth,
foe is bloodied. and allies gain +1 boon to attack the foe. Using
this mark again transfers it.
Blessing: All Brothers go to speed 6 and gain Weaken (1 action): A foe in range 6 is pacified.
phasing
Blessing: All foes are marked by Bounty Hunt
7. Sharp
Traits: Aetherwall, Overdrive 4
Ricochet shot (1 action, pierce, ranged
attack 10): On hit: [D]+fray and foe is shattered.
Miss: [fray]. Effect: A different foe in range 3 from

326 of 417

Scavenger Trophies
Tech Description and Effect Uses
Deal bonus damage to any character holding a valuables
Scav Badge Unlimited
token
Take the following action: Gang Up (1 action): Up to
three allies in range 5 can dash 3 spaces. If they end their
Gold Tooth 2
turn adjacent to the same character, each of them deals
fray damage to that character.
When you make an attack against a character adjacent to
Shank’s Cross Hilt one of your allies, you may spend a charge to grant the 3
attack +1 boon and true strike
Ruffian’s Boots Free action: Gain stealth 5
Don a sparkling cloak that shifts and obscures your
Glittercloak location. During the next combat, gain evasion. Any foe 1
that ends their turn in range 2 of you gains hatred of you.
Use the following Interrupt: Trick of the Light
(Interrupt 1): Trigger: An ally is targeted by an attack or
Sparkling Gem ability from a foe. Effect: That ally gains evasion against 3
that attack or ability. After it resolves, teleport that ally 3
spaces to their ‘real’ location.
This expedition, the first time you take damage in any
Junk Mage Talisman 1 expedition
combat, gain resistance against it
This blade has the ability to magically create wealth from
Plunder Blade nowhere. All your attacks gain (as a relic) Invoke (attack 1 expedition
14+): Create 2 valuables tokens adjacent to your target foe
This cursed icon causes weapons to transmute their foes
temporarily into gold. All your attacks gain slay: replace
your defeated foe with an object equal to their size. After
Hand of Midas 1 expedition
combat, they either revert to normal (with the gold
sloughing off) or stay frozen, depending on the tone of
your game.

327 of 417
Kin: Imperials are kin, can be bargained with,
and will flee or surrender if heavily outnumbered
or heavily losing a fight
• Motivations: Imperials have orders they are
following from whatever guild master, warlord,
or under-baron they serve. Usually this is to
capture a location, object of power, or person of
interest. If characters can work around those
orders, Imperials can usually be bargained with
or even be helpful.
• Flee: When the commanding officer of an
Imperial detachment is defeated, there’s a 1 in 6
chance (roll 1d6) at the start of each round the
remaining imperials will attempt to flee or will
surrender on the spot, ending the fight.
• All Imperials have the Receive Orders trait
(see below)

Special mechanic: Chain of


Command
• Commanding Officer: Designate one foe the
commanding officer of the imperial detachment.
They get a special template.
• Receive orders: When an imperial starts its
turn in range of an imperial command aura, it
recharges all its abilities.

V. IMPERIAL Special Mob: Auxiliary

The great cities of Arden Eld are growing, Auxiliary


stretching at their limits. Some have crowned Made of of levies pressed into service from
kings, dictators, or patricians. Other set their captured villages and towns and armed with
ambitions higher - to create a nation, or recreate heavy old-fashioned arquebuses.
the old empire - a terrible endeavor indeed. The HP: 1
leaders of the Imperials are single-minded people Speed: 3, dash 2
in love with regalia, the war-banner, the factory, Defense: 8
and the clang of steel. They worship the musket. Mob: This character doesn’t trigger slay effects
Their soldiers on the ground are less enthusiastic, Traits: Receive Orders
but given the chance, they will trample the Green
into mud and ashes none the less. Get Down Sir! (Interrupt): Trigger: An
adjacent ally takes damage from an ability. Effect:
Imperials make heavy use of salvaged and The Auxiliary is defeated. The ally gains
repurposed arkentech, that drive the engine- resistance to that ability.
cores of their massive war machines and Arquebus (2 actions, ranged attack 8):
automatons. The black-powder weapons that Autohit: Deal 1 piercing damage. Increase to 2
they employ are low quality but effective in mass. piercing damage if in the command aura of an
imperial officer or if the target is burning.
Faction Template
To make any foe an Imperial, you can add the Special template: Imperial Officer
following traits. All Imperials have these traits. Any job
This template stacks with other templates.

328 of 417

Arkentech Power armor: Start combat with damage and burning. Effect: Burning foes must
Vigor 1. save or become winded.
Imperial Command Aura: Aura 3. Allies in the
aura gain +1 boon on attacks and can randomly Buzz Trooper
critically hit (+[D]). Troopers armed with a belt-driven chain-sword.
Very noisy and not particularly subtle.

Foes Replace Slash with Chain Slash (1 action,


true strike, melee attack, arc 3): On hit: [D]
+fray. Miss or area effect: fray. Critical Hit:
Chapter 1+ Repeat the area effect.

TROOPER Shield Trooper


Troopers armed with crude but heavy metal
The poor bloody infantry, the rank and file
shields hammered from plates of scavenged
soldiers of the imperial legions, armed with
arkentech.
short-muzzled muskets, broad swords, heavy
Traits: Counter
armor, and hob-nailed boots. In their stained
Heavy Metal Shield: Has resistance against
and muddy regalia, they tramp through
abilities from the closest foe. If multiple foes are
whatever battlefield their lord sends them to.
equidistant, this trait applies to all of them.
They are tough fighters in melee combat, able to
repel the fiercest monsters or fighters that Arden
Chapter 2+
Eld has to offer.
Gunblade: All melee attacks gain On Hit: may
deal 2 piercing damage to a foe in range 4 as an
Traits: Fortify, Armor 3
effect.
Imperial Traits: Receive Orders

Counter-strike (interrupt 1): Trigger: The Thunder Trooper


Trooper or an adjacent ally is hit or miss by a Higher rank soldiers armed with some of the
melee attack. Effect: The attacker is shoved 1 and latest to come out of the imperial forges. Using
must save. On a failed save, they take fray damage blast-packs to jump into combat, they swing
and are dazed. about with heavy arkentech force maces, their
Vengeance: When bloodied, next attack every strike magnified a hundred fold.
becomes a critical hit on hit (+[D]). Rocket Jump (1 action): The Thunder trooper
flies 3 spaces. All adjacent foes when it lands
Brutal Slash (1 actions, true strike, melee become burning and shoved 1.
attack): On hit: [D]+fray. Miss: fray. Critical hit: Replace Brutal Slash with Arkentech Mace (1
Foe is stunned. action, true strike, multiattack, melee
Blunderbuss (1 action, repeatable): The attack, +1 curse): On hit: [D]+fray and foe is
trooper fires a heavy sidearm in a Line 3 area dazed. Miss: Fray. Critical hit: Foe is stunned.
effect. Foes inside are shoved 1 and take 2 Ground Pound (2 actions, true strike,
damage. recharge 6): Foes in a close blast 1 area take [D]
Hold the Line! (2 actions, recharge 6): The and must save or become winded. The area then
Trooper gains aura 2 until the end of its next turn. becomes difficult terrain for the rest of combat.
The Trooper and any of its allies inside the aura
have resistance against melee attacks. Chapter 3
Ganbatte! Hold the Line! also dazes+ foes in the
Flame Trooper area.
Troopers armed with black powder bombs that
pack a heavy payload. Hessian
Mercenary soldiers from across Arden Eld hired
Flame Bomb (1 action, close blast 1, true on for their love of combat or bloodshed.
strike, recharge 6): Area effect: [D]+fray

329 of 417

Extremely skilled and usually kept in reserve


until their talents are needed. Disguise (1 action): Swap places with a
Blood Rush: On Critical Hit or Slay, gains +1 character in range 5, teleporting. Foes can save to
action. avoid this effect. If a foe succeeds on the save, the
Hessian Long Rifle (2 actions, true strike, Spy can dash 3.
ranged attack 10): On hit: 2[D]+fray and foe is
burning. Miss: Fray. Critical Hit: Foe is dazed. Imperial Spotter
Disarm (1 action): An adjacent foe takes fray Armed with cloaks and long ranged scopes, these
damage and must save. On a failed save, their rangers use colorful semaphore to signal
weapon flies out of their hands to a free space in artillery strikes.
range 2. They can re-unite with their weapon by
ending their turn in or adjacent to it. Until they Low Profile: Has evasion against ranged attacks
do, they cannot attack. Cannon Strike (2 actions, recharge 6, end
turn): The Spotter marks a blast 1 area in range
Scout 8. At the end of the next round, a barrage of
cannon fire hits that space as an area effect.
Spies or auxiliaries sent ahead to track enemy Characters inside when the cannon fire comes
movements and terrain for encroaching imperial down must save or take 2[D]+fray and be slowed
armies to navigate. Often recruited from local on a failed save, or [D]+fray and no slow on a
populations, they are well-traveled, educated, successful save.
and well paid compared to the common legion
grunts, something that usually earns them the ire Imperial Demolitionist
of other soldiers. Laden with explosives, demolitionists blow doors
in ruins, gatehouses of cities, or collapse tunnels
Terrainwalking: Ignores movement penalties below armies.
for height and terrain
Lone Wolf: When ending their turn with no Arkentech mine (free action): The
enemies or allies in range 2, gains stealth. Demolitionist places an intangible size 1 summon
in a free space in range 3. If any character enters
Decoy (Interrupt 1): Trigger: When targeted or exits a space on or adjacent to the mine, they
by an attack. Effect: Gain evasion against that must save. On a failed save, the mine explodes for
attack, then after it resolves teleport 3 spaces to a fray damage in a blast 1 area effect and inflicts
free space, which is its ‘real’ location. burning. Burning foes are slowed.
Detonate mines (2 actions, recharge 6): All
Ambush (1 action, melee attack): On hit: [D] mines laid by the demolitionist explode as if
+fray. Miss: fray. Effect: If made from stealth, The triggered.
scout can dash 4 before the attack, becomes a
critical hit (+[D]), and blinds on hit.
Chapter 2+
Powder Pistol (1 action/Special): Effect: A
Upgraded Flash Bomb: Flash bomb becomes
foe in range 2 takes fray damage. Effect: May also
Cross 2, range 6
be used as an effect whenever when the Scout
critical hits, dashes, or teleports.
Flash Bomb (1 action, cross 1, range 4, Swordmaster
recharge 6): Area effect: foes are slowed. Master duelists, trained at imperial war
Slowed foes become burning and take fray academies. Usually the product of a privileged or
damage. pampered upbringing, but not less deadly.

Cut Through (1 action, line 4): Area effect:


Chapter 1+
fray damage. The Swordmaster may teleport to
any point on the line after this ability resolves.
Imperial Spy Duelist’s Fervor (1 action, mark): The
Top line imperial operatives, trained at a guild Swordmaster marks a foe in range 4. While a foe
academy. is marked, the Swordmaster gains stealth at the

330 of 417

start of their turn, deals bonus damage, and may re-roll the attack with +1 boon, taking the second
dash 2 after any attack. These effects turn off if result as the final result.
the marked target is adjacent to any ally.
Hone (1 action, end turn): The next attack Leader’s strike (1 action, melee attack or
from this character becomes a critical hit on hit (+ ranged attack 5, repeatable): On hit: [D].
[D]). Miss: 1 damage. Effect: An ally in range 3 can
dash 2 spaces.
Chapter 3 Flare Gun (1 action): Ignores stealth. A foe in
Acrobatics (free action): Dash 2. This action range 5 is branded and loses stealth.
can interrupt and split up other actions or Volley Fire (1 action, recharge 6): Effect:
movement. The Sergeant chooses a foe in range 8, then deals
2 piercing damage once to that foe, then once
Imperial Shinobi again for each ally in range 2 of the Sergeant.
Imperial operatives trained in imitation of the
Scroll Arts of the Shades. The combination of Chapter 1+
black powder, traps, and shadow magic is
extremely effective at removing particularly Evocatus
tough ‘obstacles’ for imperial generals, Retired officers that have re-enlisted for better
sometimes including political opponents. pay. They often go into battle to complete the
training of levies and legionnaires.
Shadow clone (1 action, summon): Summon
a shadow clone in a free space in range 3, an Tactics Aura: Aura 2. Foes in the aura take +1
intangible size 1 summon. Foes adjacent to a curse on saves. Foes suffering from a status in the
shadow clone at the start of their turn take fray aura take bonus damage from all sources.
damage from the clone. Clones disappear at the
end of combat or if the Shinobi is defeated. Decurion
Shadow Swap (free action): The Shinobi Officers that are better than average shots and
swaps places with a shadow clone, teleporting lead by example. Tend to garner more respect
Huton (2 actions, recharge 6): The Shinobi than their peers, as they are promoted from
ignites a roaring fireball in range 4 as a blast 2 within the ranks.
area effect. Characters inside must save or take
[D]+fray, or just fray damage on a successful save. Replace Discipline with:
The area continues to rage as a firestorm and Corrective Fire (Interrupt 1): Trigger: An
becomes dangerous and difficult terrain for the ally in range 2 misses with an attack. Effect: The
rest of combat, or until this ability is used again. ally’s target must save. On a failed save, they take
[D] from the Decurion and become burning.
Sergeant Burning foes fail the save.
Arm Shot (1 action, mark): A foe in range 8
Field officers that are all too eager to push their marked. While marked, after they attack, they
rank on the battlefield. Covered in pomp and must save or take fray damage and become
frippery and eager to test out techniques and pacified. If a foe ends a turn without attacking,
weaponry fresh from the imperial war colleges this mark ends.
with very little regard for the results or
applications, a cause of constant griping for the Artillerist
rank and file. Always have well-polished boots. Furnished with the latest scopes and tech,
Artillerists often come to the battlefield with their
Traits: Shelter, Diaga helmets festooned with extremely unwieldy
Imperial Traits: Receive Orders devices that are a source of mockery for the
Discipline (Interrupt 1): Trigger: an ally in grunts and relief for the cannoneers.
range 2 misses with an attack. Effect: The
Sergeant can use this interrupt to cause them to Replace Flare Gun with:

331 of 417

Spot (1 action, mark): Mark a character in Tactician’s Advance (free action): Up to two
range 8 and line of sight. While marked, that foe allies anywhere on the battlefield may dash 2.
is branded+ and cannot benefit from stealth, Master of Strategy: Before combat starts, may
evasion, or cover. This effect ends if the character move every character to any space up to 2 spaces
ends a turn adjacent to an ally. in any direction from their starting location
Replace Flare with:
Chapter 2+ Ultimate Weakness (2 actions, mark): The
Gunblade: All melee attacks gain On Hit: may Legatus marks a foe in range 8. While marked, the
deal 2 piercing damage to any foe in range 4 as an foe is branded+, cannot benefit from cover,
effect. stealth, or evasion, and every attack against the
target becomes a critical hit on hit (+[D]). The
Mechanist mark lasts until the character is defeated (if
bloodied) or becomes bloodied.
Specialty officers armed to the teeth with the
newest bombs and a custom arkentech flame
hurler. Often boost morale through spectacular
displays of pyrotechnics.
Gunner
Line Breaker (2 actions, end turn,
summon): The Mechanist summons an Armed with jumped-up, heavy blackpowder guns
explosive charge, a size 1 summon with 1 hp, in (sometimes with multiple barrels, scopes, or
range 6. The charge can be targeted by any other unnecessary additions), gunners are the
character and is automatically hit by attacks. hammers to the anvil of the legion frontlines.
When the charge is destroyed, it explodes in a Flashy, armed with the teeth, and with an
blast 2 area. Characters inside take fray damage, attitude to match, they are the envy of the
become burning, and are shoved 1 away from the infantry. They make use of steam automata from
center. Burning foes are stunned. repurposed arkentech to drive their opponents
Replace Volley Fire with: into poor positions.
Flame Hurler (1 action, multi mark,
recharge 6): The mechanist sprays flame in a Traits: Overcharge 4, Aetherwall. Slip
line 3 area in range 5. Foes in the area are Imperial Traits: Receive orders
marked. While marked, they are branded+,
burning, and cannot dash. They can end this Heavy Arquebus (2 actions, pierce, ranged
mark through normal means, or alternately they attack 12, special recharge): On hit: 2[D]
or an adjacent ally can spend 1 action putting the +fray and foe is vulnerable. Miss: [D]+fray.
flames out, ending the mark. Critical hit: Damage becomes divine. Recharge:
Only recharges by taking the reload action
Chapter 3 Reload rifle (1 action): Heavy Arquebus
Marching Orders (1 action, stance): When recharges. Effect: Becomes a free action in a
Sergeant takes this stance, as an action, and at Command Aura.
start of each of their turns, the Sergeant and all Grappling hook (1 action): The Gunner
allies in range 2 can dash 2 in the same direction. teleports adjacent to a summon or object in range
3. Alternately, it can teleport adjacent to a foe in
range, and that foe becomes shattered.
Legatus Suppressor turret (1 action, summon,
Senior tacticians that are rightly feared by the recharge 6): The Gunner summons a gun
foes of the legions. Tend to be advanced in age emplacement in range 4.
and use their cunning as a master artisan uses Gun turret
the tip of a knife on a particularly juicy cut of Size 1, immobile summon.
chicken. Summon effect: When a foe in range 4 from
Aura of Resilience: Aura 2. Self and allies in the emplacement is damaged by an attack or
the aura gain +1 boon on saves and are immune to ability, the emplacement deals 1 piercing
critical hits (downgrade critical hits to regular damage to that foe, ignoring cover. This effect
hits) can trigger any number of times a round.

332 of 417

Chapter 1+ Hone (1 action, end turn): The next attack


Sharpshooter from this character becomes a critical hit on hit (+
[D])
A college-trained gunner with a pedigree in
precision combat.
Gunwright
Brace: When adjacent to terrain height 1 or Wielding six-barreled guns in imitation of the
higher, increase the range of all abilities with a Freelancers, these wrights have honed their
listed range by +4, and attacks ignore cover aether sensitivity to attune to the fire aether of
Deploy barricade (1 action): The black powder, gun smoke, and bullet ignitions.
sharpshooter creates a height 1 barricade object They are masterful shots and skilled in firearms
in an adjacent space. of all kinds.

Grenadier Master of Gun: Reload is always a free action.


When reloading, may dash 2.
Gunners with a bevy of throwable explosives as a
Suppressive Fire (1 action, mark): The
backup.
Gunwright marks a foe in range 8. While marked,
that foe take 2 piercing damage every time they
Flame Grenade (1 action, range 6): A foe in
take an action, as long as they are not in cover
range is shattered and burning. Burning foes take
from the Gunwright.
[D].
Overwatch (1 action, stance, end turn):
Thumper Grenade (1 action, range 6, Cross
While in this stance, the Gunwright targets a blast
1): Area effect: fray damage. Create a pit in the
1 area anywhere on the battlefield. Any foe that
center space.
ends their turn in the area must save, taking [D]
+fray piercing damage from the Gunwright on a
Pistoleer failed save. Using this ability again retargets the
A gunner armed with several braces of single area. If the Gunwright is shoved, blinded, or
shot dueling pistols, which they can draw and stunned, this stance ends.
fire with unerring speed and accuracy.

Pistol (free action): The pistoleer fires a pistol Uniques


at a character in range 6, dealing 2 piercing
damage as an effect.
Pistol flurry (1 action, recharge 6): The Chapter 1+
pistoleer uses Pistol on all visible hostile War Beast
characters in range 6 This large, bear-like imperial beasts are bred for
war and fitted with armor. Without their
Chapter 2+ handler, their ill temperaments tend to take over
Grappling Hook becomes a free action. and they snap at anything nearby, friend or foe.

Cannoneer Vitality: 12
HP: 48
Using heavy, multi-barrel arkentech gatling
cannons, these heavy troopers can lay down
Traits: Fortify, Size 2, Armor 0
hails of aether-charged bullets.
Imperial Traits: Receive Orders
Full auto (2 action, stance): While in this
stance, the this character is immobile, but all their
Frenzy: When hitting with an attack,
abilities deal bonus damage, have no maximum
immediately gain +1 action.
range, ignore cover, and gain +1 boon. They lose
Enrage: Gain +1 action while bloodied.
this stance if they are shoved, blinded, stunned, or
Leashed Beast: If not in a command aura, when
moved for any reason.
bloodied considers all characters foes and will
Speed clip (free action, recharge 6): The
focus on the closest character, regardless of
Cannoneer takes the Full Auto stance.
allegiance.
Chapter 3

333 of 417

Gnaw (1 action, melee attack): On hit: [D] Defense: 5


+fray. Miss: fray. Critical hit: The War Beast gains [D]: 1d6
+1 action. Fray: 4
Snap (1 action, repeatable): An adjacent foe
takes 2 damage, then is shoved 1, then the War Traits: Size 2, Sturdy, Flying
Beast may dash 1. Imperial Traits: Receive Orders
Iron Jaw (1 action, recharge 6): The War Deflate: If the War Balloon is prevented from
Beast dashes 3 spaces in any direction. An flying, it becomes immobile until it can fly again.
adjacent foe when it starts moving must save or be Ranged Master: Ignores ranged attack penalties
dragged them with it, shoving its target towards it for adjacent foes
until its adjacent. Bloodied foes fail the save. Battle Platform: Characters can mount or
dismount the War Balloon with their standard
Clank move, placing them adjacent when dismounting.
Steam and clockwork-driven automata, made in Imperials can start the battle mounted on the
imitation of the arkentech automata that balloon. While mounted, place them inside a free
populate the ruins. Crude, noisy, and tend to space in the balloon (so the balloon has space for
break down at the worst times. 4 size 1 characters). They share its space, move
when it moves, and have cover. Characters hostile
Traits: Fortify, Defiance, Armor 3 to the balloon must pass a save to mount it.
Imperial Traits: Receive Orders Characters mounting it when it is defeated are
placed adjacent and stunned.
Imperial Automata: This character always Vantage Point: Characters mounted on the War
attempts to attack and focus on the closest foe at Balloon have +1 boon on ranged attacks and
the start of its turn unless it’s inside a command increase the range of all their ranged attacks by
aura. +4

Thumper Gun (1 action, ranged attack 3, Side Guns (1 action, ranged attack 6, cross
true strike): On hit: [D]+fray and shove 1. Miss: 1): On hit: [D]+fray. Miss or area effect: fray.
fray damage. Effect: Ignores ranged attack Drop Bomb (1 action): The Balloon flies 5 in a
penalties. A different foe in range 3 is shoved 1. straight line. It drops a blast 1 area effect below it
Collide: Foe takes fray damage over any space it moved over. Characters in the
Flame Bomb (1 action, close blast 1, true area take fray damage and become vulnerable.
strike, recharge 6): Area effect: [D]+fray The character in the center space must save or
damage and burning. Effect: Burning foes must become stunned.
save or become winded. High Altitude (1 action, end turn, recharge
Self Destruct (2 actions, end turn): The 6): The Balloon and any of its passengers drift
Clank begins shuddering. At the start of its next high up, removing them from the battlefield. They
turn, it explodes, instantly defeating it and all return in any valid space on the battlefield at
creating a blast 1 area effect on its location. the end of the current round.
Characters inside must save or take 2[D]+fray
damage, or [D]+fray on a successful save.
Unique Elites
Chapter 2+

War Balloon
Chapter 1+
A colorful flying machine, lifted by hot gas and
acting as a mobile battle platform for imperial
Praetorian
soldiers.
These imperial troopers are walking fortresses of
Vitality: 12 iron and custom-forged arkentech. More
HP: 48 machine than kin, their heavy power armor
Speed: 4 (dash 2) bristles with the newest weaponry, and they

334 of 417

loom over their foes and allies alike, inspiring Steam Hammer (2 actions, melee attack,
dread in equal measure. range 2, blast 1): On hit: 2[D]+fray. Miss or
area effect: fray. Critical hit: +([D]) and gain +1
HP: 80 action
Excel (1 action, end turn): The Steam Wright
Traits: Fortify, Armor 3 revs the steam hammer, granting it +1 boon,
Heavy Armor: Resistance against abilities used bonus damage, and increasing its range and blast
from adjacent spaces. radius by 1. This effect stacks twice.
Imperial Traits: Receive Orders Steam Blast (1 action, range 3, cross 1,
Elite: Takes 2 turns repeatable): Area effect: fray damage and inflict
burning. Burning characters must save or become
Inspire Dread (free action, 1/round): An blinded. Burning and blinded characters take fray
imperial ally in range 3 immediately recharges an damage twice instead.
ability. Acrobatics (free action): Dash 2. This action
can interrupt and split up other actions or
Heavy Mace (1 action, true strike, melee movement.
attack, +1 curse): On hit: [D]+fray and foe is
dazed. Miss: fray. Effect: Deals bonus damage per
adjacent character to the target. All adjacent
Chapter 2+
characters take fray damage. Critical hit: +([D])
and foe is stunned.
Rocket Jump (1 action): The Praetorian flies 3 BATTLE WAGON
spaces in a straight line. All adjacent foes when it Slow, ponderous, and fuel-hungry, these massive
lands are dazed and shoved 1. imperial war machines crawl across the
Arkentech repulser shield (2 actions, battlefield on metal tracks, belching smoke. Their
recharge 6): The Praetorian gains aura 2 until thick armor turns aside even the most powerful
the end of its next turn. The Praetorian and any of attacks, and their heavy cannons can blow
its allies inside the aura have resistance against asunder walls, towers, and infantry alike.
abilities originating from characters inside the
aura. Multiple shields of this type extend the area Vit: 10
instead of overlapping it. HP: 80
Speed: 3 (dash 2)
STEAM WRIGHT Defense: 5
[D]: 1d6
Engineer-wrights that have attuned to the water Fray: 4
aether of steam, the fire aether of burning coals,
and the earth aether of metal gears. Their power Traits: Armor 3, Size 2
allows them to attune with machinery of all kinds Imperial Traits: Receive Orders
and maintain the automata necessary to run and Elite: Takes 2 turns
manage the largest imperial war machines.
Terrainwalking: Unaffected by terrain and
HP: 48 height movement penalties
Ranged Master: Ignores ranged attack penalties
Traits: Skirmisher, Dodge for adjacent foes
Boiling Shroud: While bloodied, the steam Battle Platform: Characters can mount or
wright has aura 1. The wright and all other dismount the Battle Wagon with their standard
characters in the aura have permanent stealth and move, placing them adjacent when dismounting.
are blinded+, but only while inside the aura. Imperials can start the battle mounted on the
Blood Rush: On Critical Hit or Slay, gains +1 Wagon. While mounted, place them inside a free
action. space in the Wagon (so it has space for 4 size 1
Elite: Takes 2 turns characters). They share its space, move when it
moves, and have cover. Characters hostile to the
wagon must pass a save to mount it. Characters

335 of 417

mounting it when it is defeated are placed Cannon Strike: At the start of each round, may
adjacent and stunned. designate a blast 1 area to be hit by off-battlefield
artillery. At the end of the round, any characters
Main Cannon (2 actions, ranged attack 6, in the area must save or take 2[D]+fray, or fray
blast 1): On hit: 2[D]+fray. Miss: fray. Effect: All damage on a successful save. Any character
foes are shoved 1. standing in the center space is also stunned on a
Side Cannons (1 action): All foes in range 2 of failed save.
the Wagon take fray damage and are shoved 1.
Lumber (free action): Dash 2, then shove all Tactician’s Gambit (Interrupt 1): Trigger: A
adjacent foes 1 character is about to make a save or attack roll.
Torpedo (1 action, summon, recharge 4+): Effect: The Centurion also rolls a d20 and may
The Battle Wagon summons a burrowing torpedo replace the final result with the Centurion’s roll
in a free space in range 6. instead of the original d20 roll.
Torpedo
Size 1, 10 hp, 1 defense Tactician’s Advance (free action): Up to two
Summon Effect: At the start of the wagon’s allies anywhere on the battlefield may dash 2.
next turn, the torpedo submerges, burrows, Banner Sweep (1 action, melee attack, rage
and detonates under the closest foe for a blast 2): Autohit: [D] and shove 1. Effect: All foes in
1 area effect, destroying it. Foes in the area range 2 take [D] and are shoved 1.
must save or take [D]+fray, or fray damage on Advanced Flare Gun (1 action, repeatable):
a successful save. Then, create a pit in the Ignores stealth. A foe in range 8 is branded,
area. The torpedo deactivates if destroyed burning and loses stealth. Burning foes also take
early. fray damage.
Supreme Standard (2 actions, summon):
The Centurion plants a banner in an adjacent
Chapter 3+
space.
Centurion Imperial Standard
Size 1, immobile, sturdy, 20 hp, 1 defense
Commanders of the legions, festooned with Summon effect: Aura 2. Allies in the aura
medals and accolades from past battles. gain +1 boon on attacks and saves, and if they
Fearsome tacticians. Each commands a hundred start their turn in the area they gain vigor 1.
kin, has personal servants, and their own private Foes in the aura gain +1 curse on attacks and
mess tent. A recent trend in helmet height and saves, and if they start their turn in the area,
adornment had to be kept under control by high lose all vigor. The centurion can only plant
command as it was causing morale problems. one of these banners at a time. If the banner is
destroyed, all imperials inside except the
Centurions are tasked with keeping the company centurion must save or be stunned.
standard, a fearsome sight and magnificent
emblem that the company will throw their lives
into defending. Unique Legends
HP: 80

Traits: Shelter, Diaga Chapter 1+


Imperial Traits: -
Elite: Takes 2 turns
CRIMSON WEAPON
Master of Strategy: Before combat starts, may
move every character to any space up to 2 spaces
The pinnacle of imperial engineering, Weapons
in any direction from their starting location
are achievements of reverse-engineering of
Imperial Command Aura: Counts an imperial
arkentech - towering clockwork and steam titans
officer. Aura 3. Allies in the Aura have +1 boon on
of the battlefield, and often the equivalent of
attacks and can randomly critical hit (+[D])

336 of 417

using a steam-powered sledgehammer to crack a Arkentech Armor Plate: The weapon has four
walnut. of these plates, which can only be blown off by
explosions from Arkentech munitions. When a
Crimson Weapons are heavily armored and plate is blown off, the weapon’s body takes double
piloted automata, often bipedal, built specifically damage from all sources until the end of the
by Imperials to fight individuals of exceptional current round. When all plates are blown off, this
skill, ability, divine providence, or talent that effect is permanent.
could otherwise cause the legions problems - in
other words ‘heroes’. Phase I
Weapon Blade (1 action, true strike, melee
HP: 60 per player character (min 120) attack, range 2, arc 3): On hit [D]+fray. Miss:
Speed: 5 (Dash 3) fray. Effect: Deals bonus damage to dazed
characters.
Legendary Heavy: Armor 3. Gain use vigilance Side Cannons (1 action): All foes in range 2 of
twice a round. the Weapon take fray damage and are shoved 1.
Traits: Size 2 All munitions are shoved 1.
Hellforged: Immune to difficult and dangerous Lumber (free action): Dash 2, then shove all
terrain adjacent foes and munitions 1
Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected. Ravage (1 action, true strike, 1/round, end
Juggernaut (Free action, 1/round): Clear a turn): The Crimson Weapon raises its blade and
status, mark, or all blights chooses a foe in range 4. At the end of that
character’s turn, it dashes up to 6 spaces towards
Phases them, shoving characters in its path 1 space to
The Crimson Weapon changes phases when either side and detonating any munitions it passes
bloodied. through. That foe must save or take [D] a number
of times times equal to the number of player
Actions and Traits characters or once on a successful save. Effect:
The weapon has the following special traits: They take [D] one less time for every non-
Arkentech munitions (summon, start of summon ally adjacent to them.
round): At the start of each round, the Weapon Spitfire (1 actions, multimark, 2/round):
summons two Arkentech munitions, massive Mark a character in range 6. At the end of that
explosives, within range 4 of its location. character’s turn, if that character is still marked,
- Munitions are size 1 immobile summons with 1 the Weapon shoots a fireball at them for a blast 1
hp that are automatically hit by attacks. They explosion area effect. Characters within must
can be shoved or teleported. save. On a successful save, they take fray. On a
- A character can pick up a munition by passing failed save they take [D]+fray and are burning.
through its space, and drop it as a free action. It Burning characters fail the save.
shares their space and moves or teleports with
them as long as they’re holding it. If they take Phase 2
damage while holding a munition, it explodes. As above, but Ravage becomes 2/round and also
- When damaged, a munition explodes in a blast gains the following action
2 area effect. Characters inside are dazed, then
must save or take [D]+fray and become Hellscape (free action, 1/round): The
burning, or fray on a successful save Weapon fills a blast 1 area in range 5 with searing
- If the munition catches the Weapon in its area hellfire. The area is dangerous terrain for the rest
of effect, it strips off an armor plate instead of of combat. Munitions cannot be created in the
dealing damage normally. If there are no armor area, and munitions that enter the area
plates remaining, it deals damage normally. immediately explode. There is no maximum
- The Weapon can’t target munitions unless it number of these zones that can be created, and
also targets a player character or summon with they can overlap.
the same action.
Chapter 2+

337 of 417

Turret Fire (1 action, pierce, ranged attack


AZURIAN WEAPON 6): On hit: [D]+fray and shove 1. Miss: fray
Massive landships, Azurian weapons are steam- damage.
belching monstrosities that use a combination of Torpedo (1 action, summon): The Weapon
prow-mounted drill and tracked locomotion to summons a burrowing torpedo in a free space in
plow through the earth, causing completely range 6.
impractical amounts of destruction in their wake. Torpedo
They mount heavy arktentech artillery that can Size 1, 8 hp, 1 defense
pound an entire town to dust in short order. Like Summon Effect: At the start of the
other Weapons, they are part automata, and can weapon’s next turn, the torpedo submerges,
function without a crew - though they often have burrows, and detonates under the closest foe
one and are used to transport imperial regiments for a blast 1 area effect, destroying it. Foes in
long distances. the area must save or take [D]+fray, or fray
damage on a successful save. Then, create a
HP: 32 per player (min 64) pit in the area. The torpedo deactivates if
Speed: - destroyed early.
Heavy arkentech mine (free action, end
Legendary Landship: Sturdy and immune to turn): The Weapon places a mine in a free space
shove. in range 6 not adjacent to any character. The mine
Legend: Takes 1 turn after every player character is a 1 space terrain effect. If any character enters
turn. If slow, only one of its turns is affected. or exits a space on or adjacent to the mine, they
Ranged Master: Ignores ranged attack penalties must save. On a failed save, the mine explodes for
for adjacent foes fray damage in a blast 1 area effect, shoving all
Juggernaut (Free action, 1/round): Clear a affected characters 3, and inflicts burning.
status, mark, or all blights Burning foes are vulnerable.

Advanced Scopes: Immune to blinded. Mortar (free action, 2/round): The Weapon
Arkentech Artillery: At the start of combat, chooses a character in range 6. At the end of that
divide the map into four equal size quadrants, character’s next turn, they explode for a blast 1
then number each one. At the start of each round, area effect centered on them, dealing fray damage
the Weapon shoots an artillery barrage into the to all characters and shoving all characters 1 space
start of the air that comes down, affecting all foes away from the target.
in one of the quadrants. Roll 1d4 to check which Submerge (1 action, 1/round): The Weapon
quadrant it starts in in round 1, then it moves moves clockwise to the next side of the battlefield.
clockwise at the start of each subsequent round. Broadside (1 action, 2/round): All foes in
Characters in the chosen quadrant at the end of range 6 of the Weapon must save. On a successful
the round must save or take 2[D]+fray piercing save, they are shoved 1. On a failed save, they are
damage, or [D]+fray on a successful save. Then shattered and shoved 3. Collide: They also take
create two size 1 debris objects in the area. [D]+fray.
Landship: During Phase I, the weapon is Rotary Cannon (1 action, 1/round,
immobile, cannot be shoved or teleported, and summon): The Azurian weapon chooses a foe in
does not occupy space normally. Instead, it range 8, then summons a targeting reticle 3
occupies 1 space just outside the edge of one side spaces from them. The weapon can have up to 3
of the battlefield (imagine it lined up along the targeting reticles, and can target a given character
edge). Run the weapon on a battlefield that is more than once with a reticle. Using this ability
relatively small (10x10 or smaller). If it is removed again with 3 reticles active resummons a reticle.
from the battlefield, it returns in the same spot. Targeting Reticle
Size 1, intangible
Phases: Summon effect: The reticle can share space
The Weapon enters Phase II when bloodied. with other characters. It moves 1 space
towards the chosen character at the start of
that character’s turn, then 1 space whenever
Phase I

338 of 417

they take an action. When the reticle enters sections (see below) can be attacked to deal
any character’s space, the Weapon deals [D] damage to it.
piercing damage to that character a number of Arkentech Megabomb: The Weapon has a
times equal to the round number +1. massive Arkentech energy bomb that is constantly
charging. If it is allowed to fire it, it ends the fight,
Phase II resulting in a player loss. Usually the weapon
As phase I, but in Phase II: firing will result in some massive loss of life, like a
• Submerge becomes 2/round town being wiped out, but you can decide what
• Arkentech Artillery does not end on a the stakes are for your game.
quadrant of the map once that quadrant is
chosen (meaning it will eventually cover the Track the bomb's energy charge with a d6. It ticks
whole map). up 1 at the start of each round. If the Veridian
• The weapon has no maximum number of Weapon ends a round with its charge at 6 or
targeting reticles. higher, the fight is over. Players can deplete the
charge by destroying sections, and the weapon
can increase it by summoning Overlock Pistons
Chapter 3 (see below)

Sections
VERIDIAN WEAPON The targetable parts of the Weapon are three
When a lord, baron, or dictator really wants to separate sections: the Engine, the Forward Turret,
show off, they will undertake the construction of and the Aft Turret.
one of these massive, armored airships, a project
- Each section is a size 2 character that is
that typically takes months to complete and the immobile, immune to shove and teleport, and
manpower of a small nation. Festooned with the has 1/3 of the Weapon’s total HP. If removed
latest armaments, scopes, and automata from the battlefield, can only be placed in the
technology, Veridian Weapons take to the skies same space.
as an embodiment of imperial might, splendor,
- Sections cannot be placed within range 2 of
and prestige. Each one carries a super-weapon, each other.
an arkentech mega bomb, or energy beam, or
- The Sections also count as height 2 objects.
something similarly as inventive as it is Other characters can move on them or use
terrifying in effect, to blow away any ideas of them as cover
opposition before they manifest.
- Each track statuses and damage separately.
- When acting, the Weapon acts using the profile
HP: 40 per player number of players (min 80). of only one of its section at a time.
Each section of the ship has 1/3 of its max hp,
- When a section is reduced to 0 hp, it is
rounded up. destroyed. When all three are destroyed, the
Speed: - Weapon is defeated. When a section is
destroyed, it no longer counts as terrain or
Traits: Special (see below) provides cover.
Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected. Each section must act at least once in a round
Ranged Master: All sections ignore ranged before any other section can take a turn.
attack penalties for adjacent foes
Juggernaut (Free action, 1/round): Clear a Phases:
status, mark, or all blights on one section. When a section is destroyed, lower the Megabomb
counter by 1. Each remaining section gains an
Airship: This Weapon fight takes place on the ability depending on which section was destroyed.
Weapon, an airship that could be any shape, but is
better run on a smaller, rectangular map of no Airship Engine
more than 10 or 12 spaces on its longest side. The Under-deck rumbling: At the start of the
deck of the airship is treated as terrain and not a round, the Engine creates a blast 1 area in range 6.
character (it’s too heavily armored), but its three At the end of the round, the area explodes.

339 of 417

Characters still standing in the area take [D]+fray Deck Sweeper (1 action, 1/round): Deal
and are shoved 2 away from the center. damage equal to the current round number+1 to
Overlock piston (free action, 1/round): The all foes. Foes in cover from the turret or adjacent
Engine pops a piston out of the deck in any space to an automaton take no damage.
within range 4 of the engine, which becomes a
targetable height 1 destructible object with 10 hp. Destruction: If this section is destroyed, all
When destroyed, it explodes for a blast 1 remaining sections gain Tracking Missile as a
explosion centered on it, dealing fray damage to 1/round free action.
all characters within. If two or more pistons are
active at the end of the round, all Engine parts Aft Turret
gain +1 boon on all saves and attacks. If three or Anti-boarder napalm flood: At the end of the
more are active, also increase the Megabomb round, all non automata characters not standing
counter by 1. on an object height 1 or higher take fray damage.
Steam Vent (1 action, melee attack, range
4, blast 1): On hit: [D]+fray and foe is pacified. Rotary Cannons (1 action, ranged attack
Miss: Fray. 6): Autohit: 3 damage. Area effect: All foes in
Lurch (1 action, repeatable): All characters range 6 take 3 damage.
are shoved 1 in the same direction as the ship Shield Automata (1 action, combo): The
speeds up or slows down. Collide: characters also section summons an automata in range 6.
take [D]+fray Shield Automata
Size 1, 1 def, 1 hp
Destruction: If this section is destroyed, all Summon Effect: The automata has aura 2.
remaining sections gain Lurch as a 1/round free Characters inside the aura, including foes,
action. have cover.. When summoned and once on
the aft turret’s turn, may move up to 3 spaces.
Forward Turret • Combat Automata (1 action): The section
summons an automata in range 6.
Mega Gun Turret (1 action, ranged attack Combat Automata
8): On hit: [D]+fray and foe is branded. Miss: Size 1, 10 hp 8 defense.
fray. Summon Effect: While in the aura of a Shield
Pop-up turret (1 action, summon, combo): Automata, is immune to all damage, but can be
The Turret summons an automaton turret destroyed by a Tracking Missile.
anywhere on the battlefield. Summon Action: When summoned, or on the
Automaton turret turret’s turn, can move 3, then make the
Size 1 summon, 8 defense, 10 hp following attack: Automaton gun (1 action,
Effect: The Turret counts a height 1 ranged attack 4) On hit: [D]+fray. Miss: fray.
object for abilities and grants cover. When
summoned, or once on the turret’s turn, Destruction: If this section is destroyed,
the automaton can use the following remaining sections gain the ability to summon
summon action: Automaton gun Combat Automata as a 1/round free action.
( ranged attack 4) On hit: [D+fray].
Miss: fray.
• Tracking Missile (1 action, multimark):
A foe in range 8 is marked. At the end of their
turn, if they are still marked, the turret fires a
missile at them. They must save or take 2[D]
+fray, or [D]+fray on a successful save, then
the mark ends. Effect: If they are adjacent to
an Overlock Piston or automaton, this missile
hits the the piston or automaton instead,
dealing only fray damage to the marked
character and instantly destroying the
automaton or piston.

340 of 417



Imperial Trophies
Tech Description and Effect Uses
The Arquebus gives you a basic heavy ranged attack with
Imperial Arquebus Unlimited
a range of 6.
As an action, you may place an intangible size 1 summon
in a space in range 3. If any character moves or is shoved
Arkentech Mine more than 1 space over or adjacent to the mine, it 3
explodes for 2[D] in a blast 1 area effect and inflicts
burning.
Gain the following action: Flame hurler (1 action,
Flame Hurler close blast 1, true strike): Area effect: [D] and inflict 3
burning.
As an action, you may activate this energy shield to gain
aura 2 until the end of your next turn. Yourself and allies
Arkentech Force Shield 2
have resistance against abilities originating from
characters outside the aura.
As free action, you may deal piercing fray damage to all
Imperial sidearm 3
characters in range 3
As an action, you may fly 4 spaces in a straight line. All
Imperial Rocket Pack 3
adjacent foes when you land are dazed and shoved 1.
Arkentech Power Armor This expedition, start every combat with vigor 1 1 Expedition
This expedition, as a free action on your turn you may
Arkentech Power Gauntlet 1 Expedition
shove a character 1 space. Collide: Foe takes 2 damage.
This expedition, your abilities ignore cover and your
Arkentech Goggles 2 Expeditions
attacks gain +2 maximum range

341 of 417
VI. DEMON
The origin of Demons is a mystery, but most scholars agree they appear to be closely related to the
Doom. They are among the most dangerous and fearsome creatures that lurk in the deep levels of the
Arkenruins, existing seemingly only to destroy. Whenever they appear, they drive other creatures to the
surface in a Blight.

The deeper you go in the ruins, the more demons you come across, and the more reality seems to fall
apart. Some of the more infamous and unconquered ruins in Arden Eld descend miles and miles, deep
into the earth, where they eventually dissolve into lightless Abyss, full of squirming Natal demons that
crawl over each other like maggots, and stalked by enormous, misshapen horrors.

342 of 417


Faction Template Battle Demon
To make any foe a demon, you can use the Apex predators of the lightless spaces beneath the
following template: earth, battle demons, or Type I demons, exist
seemingly only to split living creatures into parts
Monsters: Demons do not flee or negotiate. convenient enough for eating. They don’t sleep,
All Demons have the Devour trait. rest, breathe, or do anything except stalk the
winding corridors of the deep Arkenruins and
Special mechanic: Abyssal Legion smash nearly everything they come across into a
bloody pulp, including each other, and then eat
Legion: When fighting demons, at the start of the pulp. According to top guild scholars,
combat, place 5 Natals, this faction’s special mob, Demons don’t need sustenance at all to exist,
on the map in unoccupied space somewhere suggesting their hunger is more existential - or
outside of range 2 of players. These don’t count worse, for pleasure.
for the total encounter budget.
Devour (2 actions, 1/combat): The Demon Traits: Size 2, Fortify, Armor 3
devours and absorbs an adjacent bloodied demon, Demon Traits: Devour
destroying it permanently and gaining vigor 2. Enrage: Gain +1 action while bloodied
They then gain +1 action for this turn and all their
turns for the rest of combat. Heavy Cleaver (1 action, melee attack, line
Can also be used as Devour Natal: 3): On hit: [D]+fray. Miss or area effect: fray.
Devour Natal (free action, 1/turn): Demons Critical hit: +[D] and gain +1 action
may Devour an adjacent Natal as a free action, Reckless Swipe (1 action): Dash 1, then all
giving them +1 action for this turn only. adjacent foes must save or become dazed.
Hack (1 action, repeatable): Deal 2 damage to
Unique Foe: Natal an adjacent foe. Effect: Increase damage by +2 for
Natals are immature demons, smooth, pale- each time this ability was used this turn. (4, 6, 8,
skinned humanoids. Wherever demons appears, etc)
breaching the veil between worlds, they Rancor (1 action, mark): Mark an adjacent
inevitably pour forth. Given time, Natals warp, foe. While marked, if that foe ends their turn
burst, and shed their skins, transforming into adjacent to the Battle Demon, they take [D]+fray
different and more powerful demons. as an effect.

Natal Chapter 1+
Starving Demon
HP: 1 These skeletal demons swell to enormous size
Speed: 3, Dash 2 when they absorb their defeated foes.
Defense: 5 Flesh Hook (1 action, recharge 4+): A
Mob: This character doesn’t trigger slay effects character in range 5 must pass a save or be shoved
Summon: Natals disappear when reduced to 0 towards the demon as far as possible and winded.
hp and don’t cause engagement. Instantly recharges and doesn’t require a save if
used on an ally.
Squirm (1 action): Effect: Dash 2, then deal 1 Engorge: Increase size by 1 and deals bonus
piercing damage to all adjacent foes damage with all actions for the rest of combat if
Void vomit (1 actions): Effect: Deal 1 piercing this demon uses Devour.
damage as an effect to a character in range 3. If
that character is adjacent to another demon, Armor Demon
increase damage to 2. A knight-like demon clad in armor-like carapace
that fights with no sense of self preservation and

FOES crushes all before it. Seeks powerful foes in


combat.

343 of 417

Crushing Advance (1 action): Dash 1 space, 2 damage and are shoved 1. Effect: Becomes a free
shove all adjacent characters 1 space, then become action while bloodied.
sturdy until the start of next turn. Hurl (1 action, repeatable): The Horn Demon
Hone (1 action, end turn): Next attack is a picks up an adjacent character or summon and
critical hit on hit. shoves them 3. Collide: Character is dazed

Gaping Demon
This demon is almost all mouth, teeth, and
Void Demon
tongue, which nearly splits its body in two. Type III demons. Whippet-thin, agile, and eyeless
Swallow Whole (1 actions, recharge 4+): A demons with extremely sharp talons. They use
adjacent character must save or be swallowed the talons to peel apart the skin of reality and slip
whole. Remove them from the battlefield. At the through the wound, an effect which tears away
start of their turn, the demon spits them out, at living and nonliving matter both. Less
placing them in any adjacent space to the demon’s aggressive and more calculating than other
current location, then shoving them 3 spaces. demons, they will often stalk travelers for days,
They are winded. Collide: Character takes [D] taking in their scent.
+fray and is stunned.
Traits: Skirmisher, dodge
Chapter 2+ Demon Traits: Devour
Heavy cleaver is a critical hit on hit against Void Prowler: Void Demons can create void
bloodied foes. rifts, which are 1 space terrain effects that count
as pits to anything other than demons. They treat
Nail Demon any two void rifts as adjacent spaces when
moving, teleporting when they most between
A demon made out of iron, pierced with long and
them. It can only teleport this way once a turn.
extremely sharp nails that it can retract at will
Pure Nothingness: Has evasion while in the
like spines.
space of a void rift
Traits: Counter, Sturdy
Embrace (free action): Shove a character in
Tear rift (free action): Create a void rift in
range 3 2 spaces towards the Nail Demon
range 3
Painwrack: Characters that collide with the Nail
Void Talon (1 action, +1 boon, melee attack
Demon take fray damage
or ranged attack 3): On hit: [D]+Fray. Miss:
Impale (2 actions, melee attack, true
fray. Critical hit:+[D] and +1 action.
strike, recharge 5+): On hit: 2[D]+fray and
Time Lock (1 action): A foe in range 6 is
shove 4. The Nail Demon dashes after the target,
slowed.
following it. Miss: [D] +fray and shove 2. Collide:
Decaying Orbit (1 action, repeatable):
foe is also dazed and winded
Teleport 1, then deal 1 damage to an adjacent foe.
Effect: Increase damage and teleport range by +1
Chapter 3 for each time this ability was used this turn.
Replace Enrage with True Enrage: Gains +1
action and becomes unstoppable when bloodied.
Chapter 1+

Horn Demon
Hollow Demon
A powerful, muscular demon crowned with
This demon is barely there, a hole in reality that
curling horns. It tears the earth up with its
sucks in the air at the edges. Hands occasionally
violent strikes and exudes a mist of bloody steam
grip the edges of the hole.
from its body.
Ethereal: Phasing, and has evasion unless
adjacent to a foe.
Aura of Bloodlust: Aura 1. Foes that end their
Void Caller (2 actions): Create a natal
turn in the Aura must save or gain hatred of the
adjacent to every Void Rift.
demon.
Earth Breaker (1 action): Create a height 1
debris object in range 3. Characters adjacent take Prowling Demon

344 of 417

This bestial demon has the ability to become A demon made of shimmering crystals with
insubstantial, retreating to the void from whence razor sharp edges, made to sever flesh and draw
it was spawned when in danger. blood. The crystals are infectious and make
Phase slip: After being damaged for the first living flesh brittle.
time on any turn, become intangible until the Crystal Dagger: When the demon teleports, it
start of the following turn may deal 1 damage to a foe in range 3.
Dark Warp (2 actions, recharge 6): Teleport Vengeance: When bloodied, next attack
to any space, then create a void rift under this becomes a critical hit on hit.
demon’s space and under the space it vacated. Crystallize (1 action, mark): A foe in range 4
is marked. While marked, they turn partly to
Cutter Demon crystal. While marked, they take 1 divine damage
This demon’s arms end in cutting blades with each time they take an action. If they miss with an
black, reflective edges. attack, they additionally take [D] divine damage.
Cut Through (1 action, line 4): Area effect:
fray damage. The Cutter Demon may teleport to
any point on the line after this ability resolves.
Terror Demon
Hunt (1 action, mark): The Cutter Demon Type VI demons, which seem to feed off strong
marks a foe in range 5. While marked, the demon negative emotions in the way other demons feed
deals bonus damage, gains +1 boon on attack rolls off flesh. Prominent demonologists have
against that foe, and may teleport 1 every time theorized demons are themselves shaped by the
that foe takes an action. fears and concepts of kin, as their true forms
exist on a plane of reality utterly
Chapter 2+ incomprehensible to normal senses. It would
Void Talon is a critical hit on hit against certainly explain the way terror demons seem to
bloodied foes. be able to warp themselves into imitations of
primal fears.
Lurking Demon
Aura of Terror: The Demon has aura 1. Foes
This slick demon’s skin constantly shifts to match
that end their turn in the aura must save or
its surroundings. It’s long, thin arms can reach
become pacified and shoved 1.
out from darkness and choke the life out of its
prey.
Enfeeble (1 action, ranged attack 6): On hit:
[D]+fray. Miss: fray. Effect: Character must save
Chameleonic: Has stealth+ while adjacent to a
or be pacified. Pacified characters take [D] again.
void rift.
Demonbrand (1 action): A foe in range 4 is
Scuttle (interrupt 1): Trigger: A foe moves
branded
adjacent to the Lurking Demon. Effect: The
Howl of Terror (1 action, range 3, blast 1,
demon may dash 3.
repeatable): Area effect: Foes take 2 damage.
Strangle (1 action, stance, end turn): A foe
Effect: Increase range and damage by +1 for each
in range 3 must save. On a failed save, that foe
time this ability was used this turn.
becomes immobile. This effect ends if either the
Fear (1 action, multimark): Mark a foe in
Demon or their target moves or is moved or
range 6. While marked, that foe gains +1 curse on
another character uses an action while standing
attacks and saves unless adjacent to an ally. If
adjacent to the target to break the target free.
they end their turn adjacent to an ally, they can
While being strangled, the target cannot gain
clear this mark.
vigor, loses all vigor at the start of their turn, and
takes [D] at the start of their turn.
Chapter 1+
Chapter 3 Screaming Demon
Tear Rift creates two rifts when used. This demon is full of holes that make a high
pitched screaming when it moves.
Crystalline Demon

345 of 417

Death Whistle: When the Screaming Demon This silent demon is made up of woven strings,
attacks, characters in range 2 of it must save or and can unweave itself to link to the vital forces
lose any stances they are holding of other creatures
White Strings (1 action, close blast 2): All
Smoke Demon allies in the area are teleported 2 in any direction
This demon is a cloud of venomous, choking (the Puppeteer can choose for each character).
smoke. Writhing images in the smoke Black Strings (1 action, recharge 4+): A foe
occasionally surface in the form of screaming in range 5 is branded and must save. On a failed
faces. save, they teleport up to 3 spaces to the nearest
Traits: Phasing, Flying ally and deal [D]+fray to them as an effect.
Corruptive cloud (1 action, recharge 4+): Unravel (2 actions): A foe at 25% hp or lower
The smoke demon summons a close blast 1 area must save or be instantly defeated. On a
effect. The cloud grants cover and the entire zone successful save, they are instead reduced to 1 hp.
is considered part of the demon’s Aura of Terror.
This zone lasts until this ability is used again.
Chaos Demon
Bulging Demon The Arkenruins are a wound in the earth so deep
This demon’s grayish skin shifts and bulges that at the bottom reality begins to unravel. Even
unnaturally. though the air there is thin and stagnant, a
Regenerator: Starts combat with vigor 1 and terrifying wind lashes through the stygian halls.
Regeneration. Starts combat bloodied. Though there is no light, thin ripples of color boil
Disgorge: Whenever vigor is broken, summon a across the air, like rainbows on oil. Reality starts
natal in range 2 to come apart, as the laws of the world begin to
Last Revenge: When defeated or destroyed, unravel and time and space begin to have no
explodes in a blast 1 area effect. Non-demons in meaning. In this environment, impossible
the area take [D]+fray, then summon 2 Natals in creatures slip through the cracks and cavort on
free spaces in the area. the dead breezes.

Traits: Overdrive 4, Aetherwall, Slip


Chapter 2+
Demon traits: Devour
Demon Flay (1 action, recharge 4+): Target
foe in range 4 takes fray damage. Summon a natal
Chaos Cocoon (free action): The Chaos
adjacent to them.
Demon summons a height 1 destructible object in
range 6 with 1 hp. The Cocoon also is destroyed if
Warping Demon a character collides with it. When the Cocoon is
This demon is a collection of bubbles with a destroyed, summon 2 natals in free adjacent
disconcertingly skin-like texture spaces.
Traits: Flying
Isolation: Has resistance to damage dealt by Reality Razor (1 action, ranged attack 6,
characters with no allies adjacent. pierce): On hit: [D]+fray. Miss: fray. Critical hit:
Paranoia (1 action, mark, recharge 4+): A +[D] and Gain +1 action
foe in range 6 is marked. While marked, they Mutate (1 action): Foe in range 6 becomes
cannot target allies with abilities and effects. The vulnerable
character can end this mark normally, or it also Fatal Thaum (1 action, mark): Mark a
ends if they hit this demon with an attack. character in range 10. Effect: At the end of that
character’s turn, shoot a bolt of energy at that
Chapter 3 character, creating a blast 1 area effect centered
Haste (2 actions, mark): A demon in range 6 on them. Deals [D] piercing to that character,
is marked. While marked, they gain +1 action and destroys all created terrain in the area and shoves
double their speed. all other characters 1 away from that character.
Flesh warp (1 action, repeatable): A
Puppeteer Demon character in range 6 is torn into pieces and
reassembled nearby. They take 1 piercing damage

346 of 417

and are teleported 1. Effect: Increase teleport Distort foe (1 action, mark): A foe in range 6
distance and damage by +1 for each time this must save or become marked. While marked, the
ability was used this turn. effects of Distorted Soul from this demon also
apply to them. This mark is removed if the color
Chapter 1+ demon is defeated.

Arachnid Demon Chapter 3


This demon’s spindly limbs end in humanlike Shed Space: The first time the demon vacates a
hands, which it uses to spin acidic webs. space on its turn, it creates a chaos cocoon in the
Demonweb (1 action, recharge 6): Create a space it left.
blast 1 area of difficult terrain in range 6.
Characters in the area are vulnerable+. Demons Interlinked Demon
are immune to its effects. This demon is made of geometric shapes that
Deadly Strand (free action): The demon look wrong to the eye. As it moves, it constantly
chooses a character in range 2 of a demonweb. re-assembles itself.
That character must save or be teleported into any Reality Splinter (Interrupt 1): Trigger: The
space inside the demonweb. demon is damaged by a foe’s ability. Effect: After
the ability resolves, the foe swaps places with the
Unstable Demon demon, teleporting
This demon is a barely controlled chaos, its very Invert (2 actions, recharge 6): A character in
form constantly twisting and warping. range 6 is inverted. At the end of that character’s
Implode: If the Unstable Demon reaches its turn, their HP total becomes their total missing hp
overcharge counter, it explodes, destroying the instead. If they are at full hp, this action has no
demon and dealing [D]+fray Divine damage as an effect.
area effect to all non-demon characters on the
battlefield.
Uniques
Feathered demon
A bird-like demon with wet, insectile eyes that Chapter 1+
track its prey with ravenous longing. Ooze
Traits: Flying An amorphous demon that is more like fauna
Shift (1 action): Teleport 3 native to the demon realm. Lacks any real
Reality Rift (1 action, recharge 4+): The intelligence and survives by digesting its prey
Feathered demon creates a line 4 terrain effect in whole.
range 6. Characters that enter any space of the Vitality: 12
effect may be teleported 2 by the demon. HP: 48

Chapter 2+ Traits: Fortify, Armor 0


Chaos Cocoons summon 3 natals instead. Demon Traits: Devour
Amorphous: Phasing and can share space with
Color Demon other characters. Characters that end their turn in
its space take fray damage.
This demon is a scintillating cloud of colors that
Split: When bloodied, the Ooze summons an
cannot be named. Looking at it too long hurts.
ooze duplicate in an adjacent space. The duplicate
is an exact copy of the Ooze at the time this split
Replace Aetherwall with Distorted Soul:
happens. Unlike other summons, it does not
• When not bloodied, gain resistance to all melee
disappear if the Ooze is defeated and has all
attacks. However, all ranged attacks against it
actions, stats, traits and abilities of the Ooze
becomes divine.
except this trait. The summon acts on the Ooze’s
• When bloodied, gain resistance to damage from
turn.
any ranged attack. However, all melee attacks
against it become divine.

347 of 417

Tendril (1 action, melee attack, range 3):


[D]+fray. Miss: fray. Effect: Foe must save or be Chapter 2+
dazed. Mimic
Pseudopod (1 action): A character in range 3 is
A potent, formless demon with the ability to
shoved 1 in a direction of the Ooze’s choice.
mimic ordinary objects. It has a fascination with
Slide (1 action, repeatable): The Ooze dashes
large objects such as furniture or weaponry and
3 spaces. Foes it passes through take 1 damage.
will often transform into whatever is nearby.
Effect: Deals +1 damage and +1 dash for each time
this ability was used this turn.
Traits: Skirmisher, Dodge
Demon Traits: Devour
Succubus Mimicry: In any battle with the Mimic, place 5
A semi-intelligent Type VI demon made of decoys on the battlefield at the start of the battle.
interwoven tendrils. It exudes a cloud of soporific Decoy
musk that induces hallucinations and fantasies in Size 1 summon, immobile, 1 hp, 1 defense
those effected. After it has a satisfactory number Summon Effect: The GM secretly picks one
of thralls, it spends its time digesting them by of the decoys that is actually the Mimic. When
inverting its stomach on them. that decoy is targeted by an ability, before the
ability is made, replace the decoy with the
Traits: Shelter, Diaga mimic and retarget the attack to the mimic.
Demon Traits: Devour This reveals the mimic.

Fruit of Temptation (free action): The Surprise! (interrupt 1): Trigger: The mimic is
Succubus summons a fruit in range 3, an targeted by an ability, and the ability resolves.
intangible summon. Only two of these fruits can Effect: The mimic is revealed and dashes up to 3
be active at once. Any character can consume a spaces. An adjacent foe must then save or take [D]
fruit by moving into its space. Consuming a fruit +fray, or just fray damage on a failed save.
grants +1 action this turn, but also marks the
character with Good Dog. Bone-cracker (+1 boon, 2 actions, attack):
Good Dog (1 action, multimark, range 3): A On hit: [D], a number of times equal to the round
character in range 5 is marked. While marked, the number. Miss: 2 damage, a number of times equal
Succubus can use any of the following effects as to the round number. Effect: The mimic may dash
an Interrupt, once per round for each character. 2 before making this attack. Reveals the mimic.
These effects may trigger after the marked Deals half damage if the mimic is revealed before
character takes any action, and they may save to making this attack.
avoid them. Prowl (1 action, end turn): Dash 1 and gain
• Heel: Character becomes immobile until the stealth
end of the current turn Shell Game (1 action): Swap places with a
• Play Nice: Character becomes pacified decoy, teleporting.
• Roll Over: Character dashes 3 in a direction of Scuttling Retreat (1 action, end turn): The
the succubus’ choice mimic creates 2 decoys anywhere in range 4, then
• Sic: Character immediately deals fray damage secretly replaces one of them.
to all adjacent characters, including allies.
• Play Dead: Character loses all vigor and Gazer
cannot gain vigor this turn
A type IV demon that takes the form of a floating,
lidless eyeball. It has the ability to selectively
Flaying Tentacle (1 action, melee attack,
unravel reality wherever its gaze lies. Theories
range 3): On hit: [D]+fray. Miss: fray. Effect:
abound that this demon is merely a protrusion of
Becomes a critical hit (+[D]) against foes marked
a higher entity and that most of its body is
by Good Dog.
hidden, unable to be seen by mortal eyes.
Corruptive Spray (1 action): The Succubus
creates 3 spaces of dangerous terrain in range 3.
Traits: Overdrive 4, Aetherwall, Slip, Flying
Characters in the area are shoved 1 outside it
Demon Traits: Devour
when it is created.

348 of 417

Unholy (2 actions, ranged attack, range 6


Behold (2 actions, pierce, ranged attack 8, blast 1): On hit: 2[D]+fray. Miss or area effect:
blast 1): On hit: 2D]+fray. Miss or area effect: fray. Effect: Attack target is branded. This action
Fray. Effect: The Gazer rolls 1d6 and applies one can also be made as a close blast 1 melee attack.
of the following effects to the attack target, which Immaculate (2 actions, recharge 6): An ally
last until the end of its next turn. in range 5 becomes Intangible until the end of its
1. Scour Gravity: The target gains flying, but at next turn.
the end of their turn, they fall, shattering Lift Burdens (1 action, repeatable): Self, or
them. an ally in range 6 may fly 2. Effect: Increase fly by
2. Scour Friction: The target doubles its +2 for each time this ability was used this turn.
speed, but must move maximum speed when Lesser Decree (free action): The Emissary
moving and cannot only move in one direction makes one of the following decrees, choosing a
for each action. character in range 8. That character must follow
3. Scour Force: The target cannot deal the decree or else take [D]+fray divine damage
damage, but also becomes immune to all and become stunned:
damage for the duration. - Decree of Anger: Attack this round.
4. Scour Scale: The target increases its size to - Decree of Selfishness: Do not use abilities that
3. It can share space with foes during this target allies this round.
effect. - Decree of Paranoia: End turn without being
5. Scour Time: The target immediately rolls a adjacent to any other characters.
d20 and their class damage die. All of their - Decree of Rashness: End turn adjacent to a foe
results for any of those dice rolled during this
turn become the respective rolled result (so,
for example, if a 13 was rolled on the d20, all Unique Elites
d20 rolls on their turn would be 13).
6. Scour Space: The target may teleport to any
space for 1 action. However, for the duration,
all characters may teleport to any space Chapter 1+
adjacent to this character for 1 action.
Shift (1 action): The Gazer teleports 2 GREAT BELL DEMON
Shock (1 action): A foe in range 6 takes 2
damage, then must save or become shattered. A huge, stout demon with an enormous black
Nullify (1 actions, stance, end turn): Terrain iron bell. The shackles on its body seem to
effect: The Gazer becomes sturdy, and places indicate it was imprisoned somewhere. These
down a blast 1 terrain effect in an adjacent area. demons are common enough that its believed
These effects last both until the Gazer moves. they once served some function in the Arken
While in the area, characters deal half damage. empire.

Chapter 3 HP: 80
Emissary [D]: 1d8
A demon forged in imitation of a beautiful,
winged kin. Speaks, but doesn’t make any sense Traits: Fortify, Armor 3, Size 2
the longer you listen to one. Theories about these Demon Traits: Devour
creatures are they are a creation of the Abyss Elite: Takes 2 turns
itself trying to entreat with its prey. Black Temple Bell: This demon’s huge bell is so
heavy it can only attack once a round.
Trait: Shelter, Diaga
Demon Traits: Devour Flatten Mortal (melee attack, 2 actions,
close blast 1): On hit: 4[D]+fray. Miss or area
Maddening Babble: Aura 2. At the start of the effect: [D]+fray. Effect: On hit, foe is stunned.
Emissary’s turn, all foes in the aura take damage Bell sweep (1 action): Area effect: All adjacent
equal to the round number +1. foes to the demon are shoved 1 and take fray
damage

349 of 417

Swat (1 action): An adjacent foe is shoved 3. Traits: Shelter, Diaga, Size 2


Collide: foe is winded. Demon Traits: Devour
CLANG (1 action): Every foe in range 2 of the Elite: Takes 2 turns
demon takes 2 damage and must save or be Eyeless: Immune to blinded.
dazed. Decree: At the start of the round, the Judicator
Demon makes one of the following decrees,
making a different decree each round than the last
PAINWHEEL one. Foes that do not follow the decree by the end
of the round take 2[D]+fray damage as an effect
This hellish demon takes the form of a person and are stunned.
strapped to or merged with a burning wheel, - Decree of Anger: Attack this round.
screaming in agony. - Decree of Selfishness: Do not use abilities that
target allies this round.
HP: 64 - Decree of Paranoia: End turn without being
Speed: 15 (Dash 15) adjacent to any other characters.
- Decree of Rashness: End turn adjacent to a foe
Traits: Dodge
Demon Traits: Devour Enfeeble (1 action, ranged attack 6): On hit:
Elite: Takes 2 turns [D]+fray and character must save or be pacified.
Burning Wheel: This demon’s speed is 15. Miss: fray. Effect: Pacified characters take [D]
However, the demon must move in the same again.
direction for each action it takes, and can only World Revolving (1 action): Shove all foes on
move in straight lines. the battlefield 1 spaces in the same direction.
Collide: Foe takes [D]+fray damage and is
Agonize (1 action, melee attack): On hit: [D] branded.
and character must save or become slowed. Miss: Balance scales (1 action, 1/round): A foe in
1 damage. Effect: The Wheel dashes up to 8 range 6 must save or take Divine damage equal to
spaces before this attack. It deals additional 25% of their hp, or 1 divine damage on a
damage equal to how far it traveled before it successful save. An ally in range 6 gains vigor 1.
attacked.
Spit fire (1 action, blast 1, range 4): Area
effect: 2 damage and characters are burning.
PALE MAN
Burning characters instead take [D]+2
Spin out (1 action): Adjacent foes must save or This demon’s pallid skull is crowned with a grisly
become blinded and burning. Burning foes fail crest of eyes. It’s incredibly slow movement is
the save. punctuated by shrieking and discharges of
Exfoliate (2 actions, recharge 6): Repeat the scintillating energy from its eyes that can
following effect three times. Effect: An adjacent pulverize stone, flesh, and armor.
foe must save or take [D]+fray, or fray damage on
a failed save. Slow characters fail the save. HP: 64
Speed: 2 (Dash 1)
Chapter 2+ Traits: Aetherwall, Overdrive 4, Size 2
Demon Traits: Devour
JUDICATOR DEMON Elite: Takes 2 turns
Eyes within Eyes: Immune to blinded. Simply
grows more eyes.
Maleficent, and eyeless, greater demons from Lidless Gaze: At the start of the round, keep
deep below the earth. Relatively intelligent, they track of where the pale man is gazing, a fact that is
delight in riddles, bargains, and technicalities. known to all characters. Its gaze is always fixated
on a foe in range 10, and affects a blast 1 area
HP: 80 centered on that foe. It must gaze at a different foe
each round from the last, if possible. If the foe

350 of 417

breaks line of sight, the Pale Man can immediately Law of the Maze: At the start of each round, roll
gaze at a new character as an effect. 1d20 and 1d10. All values of any d20 in a
Ceaseless Shrieking: If no foe is in line of sight Dissolving Reality zone are set to the number on
of the Pale Man on its turn, it spends its entire the d20. All values of any other die are set to the
turn shrieking. All foes take [D]+fray and must d10 number, even that number would otherwise
save or become stunned. be invalid.
Pull of the Maze: At the end of the round, the
Void Bolt (1 action, ranged attack, pierce, Maze Demon teleports one or two characters in
gaze area): On hit: [D]+fray. Miss or area effect: range 8 into a Dissolving Reality zone. It may
fray. Effect: Summon a height 1 debris object in choose itself.
the area.
Fatal Thaum (1 action, multimark): Mark a Diablo (2 actions, ranged attack 8, pierce,
character in range 10. Effect: At the end of that cross 1): On hit: 2[D]+fray. Miss or area effect:
character’s turn, shoot a bolt of energy at that fray. Effect: Deals bonus damage for each foe in
character, creating a blast 1 area effect centered end spaces of the cross. If three or more foes are
on them. Deals [D] to that character, destroys or effected, becomes a critical hit (+[D])
un-summons all created objects in the area and Cheat Reality (1 action, 1/round): The Maze
shoves all other characters 1 away from that Demon fixes it’s Law of the Maze numbers to 13
character. Then, end this mark. (d20) and 6 (d10) for the rest of the round.
Destabilize (1 action): A foe in range 6 Great Warp (1 action): A character in range 6
becomes vulnerable. If that foe moves more than takes piercing fray damage and is teleported 2
1 space on its next turn, it also takes fray damage. Fold Space (1 action): The Maze Demon
Annihilate Flesh (2 actions, gaze target, teleports all adjacent characters 1, then teleports 4
pierce, recharge 6): The Pale man chooses the
target of its gaze, then focuses its eyes on them. At
the end of that character’s turn, they take [D] five UNIQUE LEGENDS
times. Reduce the number of times this deals
damage by [D] for each other character or piece of
created terrain in the area, to a minimum of [D]. Chapter 1+
Chapter 3
LIMB DEMON
A massive, worm-like demon that appears to be
MAZE DEMON made up of fused rings of hands and arms.
A greater form of an Interlinked Demon, a Theories about as to how a monstrosity like this
demon made of interlocked plates of impossible gets it start, but a common postulation is that
geometries. Given time, these demons grow and when the population of natals becomes too high
stabilize, eventually becoming (horrifying and in deep areas of the Abyss, they run out of room
dangerous) dungeons themselves. and fuse into these larger demons, which devour
and absorb their nest-mates until the new
HP: 64 amalgamate being becomes strong enough to eat
Speed: 2 (Dash 1) its way to the surface. Unlucky prey of the Limb
demon are often stuffed into its maw still alive,
Traits: Aetherwall, Overdrive 4, Size 2, Slip where they are fused and absorbed over time.
Demon Traits: Devour Some are rescuable - for a time.
Elite: Takes 2 turns
VIT: 10
Dissolving Reality: At the start of round 1, 3, HP: 20 per player character (min 40)
and 5, the Maze demon creates a special area Speed: 5 (Dash 3)
effect of Dissolving Reality anywhere on the
battlefield, a blast 2 zone. The zone is dangerous Legendary Heavy: Armor 3. Gain use vigilance
terrain. twice a round.

351 of 417

placing them in any adjacent space to the demon’s


Traits: Size 3, Regeneration current location, then shoving them 3 spaces.
Demon Traits: Devour They are winded. Collide: Character takes [D]
Legend: Takes 1 turn after every player character +fray and is stunned. If a character was swallowed
turn. If slow, only one of its turns is affected. last round, it becomes immune to this ability on
Juggernaut (Free action, 1/round): Clear a the following round.
status, mark, or all blights
Phase II
Crawling Chaos: When the Demon hits with an As phase I, but loses Flinch and gains
attack or uses certain abilities, it summons a Absorb: The Demon has aura 2. When it ends its
crawling mass of loose limbs in a free space in turn, it absorbs all crawling masses in the aura,
range 3 of its location. The mass counts as a pit destroying them, then deals 2 damage per mass,
and dangerous terrain to all characters but the once, to all foes in the aura.
demon. Limb from Limb (2 actions, true strike,
Heaving Mass: When the Demon’s vigor is end turn, 1/round): The Demon charges 6
broken, summon a crawling mass in range 3 spaces in a straight line with phasing. Characters
Drag Down: The demon critical hits any in its path must save or take 2[D]+fray and be
character it hits standing in a crawling mass. stunned, or fray damage on a successful save.
When the demon passes through a character, it
Phases: summons a crawling mass adjacent to them.

The Demon starts in Phase I, then goes into Phase


II every third turn (turn 3, 6, 9, etc).
Chapter 2+

Demon Core: The Demon has a compressed


core of flesh. When the demon is critically hit, the VIOLENCE DEMON
core becomes exposed until the end of the current
round. If the demon is critically hit again, it These incredibly powerful demons wield seven
becomes stunned and loses regeneration for the swords that are fused with their beings. Nobody
rest of the round. knows what causes their appearance, but they
are drawn to scenes of carnage and battle, eerily
Phase I drifting in out of the darkness on spindly limbs.
They appear to exist only to fight incredibly
Flinch (Interrupt, 1/round): Trigger: The strong foes, and when they emerge they spend all
Demon is targeted by attack. Effect: The attacker day and night cutting down everything before
can either choose to give the demon resistance to them with complete, unrelenting brutality,
the attack OR summon two crawling masses after finishing with all other demons, until nothing else
the attack resolves. remains. Only then do they drift on.

Crush Body (1 actions, melee attack, true Their appearance in the surface world is usually
strike, close blast 1): On hit: [D]+fray and treated as a calamity, and entire sealer orders
summon a crawling mass. Miss or area effect: are often roused to try and drive one back
fray. Effect: Attack target is dazed. Critical Hit: + underground.
([D]) and summon another crawling mass.
Thrash (1 action): All adjacent foes take 2 HP: 32 per player character (min 64)
damage and are shoved 1. Speed: 5 (Dash 5)
Lumbering Charge (1 action): Dash 3 with
phasing. All characters it passes over are shoved 1 Legendary Skirmisher: Has the dodge and
to the side and take fray damage skirmisher traits.
Swallow Whole (1 actions, 1/round): A Traits: Flying
adjacent character must save or be swallowed Demon Traits: Devour
whole. Remove them from the battlefield. At the Legend: Takes 1 turn after every player character
start of their turn, the demon spits them out, turn. If slow, only one of its turns is affected.

352 of 417

Juggernaut (Free action, 1/round): Clear a 1 area effect centered on it. Blades of Agony
status, mark, or all blights affecting this character. caught in the effect trigger their Blade Slash
effect.
Bloodthirsty Sword: The Violence demon’s Compel Duel (free action, 1/round): A
blades are so sharp they inflicts pierce even character in range 6 from the Violence Demon
though it is a skirmisher must save or gain hatred of the violence demon
Blade of Agony: Many actions from this legend and take +1 damage from Blades of Agony. Both
summon a blade of agony. Blades can be effects last until saved against.
summoned in range 3 from the demon.
Blade of Agony Phase I: Heart Seeker
Size 1, immune to all damage and effects The violence demon becomes agile and hard to
Summon Effect: A blade is a summon that pin down, using its swords to toss foes and block
causes obstruction. Although it’s immune to blows.
all damage character can shatter an adjacent
blade by attacking it, destroying it. It also has Traits: Counter
the following effects. Blade Pin (free action, blade consume 1): A
• Blade Slash: Whenever a blade is character in range 6 from the violence demon
summoned, all blades, including the one must save or be shoved 3. Collide: Character is
that was just summoned, slash every space pinned down by the blade, taking [D]+fray and
adjacent to them, dealing 1 piercing damage becoming immobile. They can break the blade as
as an effect. A character can hit by multiple an action, or break free at the end of their turn,
blades at once. The violence demon is ending this effect.
immune to its own blades. Blade Parry (Interrupt, blade consume 1):
• Blade consume X: Certain actions must Trigger: The violence demon is targeted by an
consume X blades of agony to be used. attack. Effect: The demon gains evasion against
Blades are consumed at the start of the that attack.
action and must be in range 3 of the demon Maddening shift (free action): The violence
to be valid. This destroys the blades, demon dashes 4 with phasing.
removing them from the battlefield.
Regard: Critically hitting the demon earns its Phase II: Heart Eater
regard until the end of the round. Earning the The violence demon scents blood, unsheathing its
demons’ regard inflicts it with its own Compel enormous seventh sword.
Duel ability (see below) until the end of the round.
This effect doesn’t stack.
Advance (free action, 2/round): The violence
demon teleports up to 3 spaces, but must end
Phases: adjacent to a foe.
The Violence Demon must swap phase at the start Split Foe (2 actions, melee attack, line 6, 1/
of each round. It starts in phase I. round): On hit: 2[D]+fray. Miss or area effect:
fray. Effect: Deals +[D], hit or miss, against
It has the following actions in all phases: bloodied foes. Effect: On hit: Foe must save or
become stunned. Effect: Summon two blades of
Sixfold Cut (1 action, attack): On hit: deal 1 agony.
piercing damage six times. Miss: three times. Garuda (Free action, mark, blade consume
Effect: Summon a blade of agony. 3): A foe in range 6 must save or become impaled
Call Blades (1 action, 1/round): Summon by 3 blades and marked. Effect: At the start of
three blades of agony from the void. Characters their turn, a blade rips themselves out of them,
adjacent to them when they are summoned are dealing [D] damage and summoning a blade of
shoved 1. agony adjacent to them. Once this effect has
Blade Storm (2 actions, attack, recharge triggered three times, it and the mark end. Effect:
6): Repeat the following effect six times. Each If the mark is removed early, summon the
time, the demon must move in the same direction. remaining blades in adjacent spaces to that
Effect: The violence demon teleports 1, then deals character.
1 piercing damage to all other characters in a blast

353 of 417

Universal Violence (2 actions, +1 boon,


melee attack, range 3, blade consume 6):
On hit: Foe takes [D] damage, six times. Miss:
Three times.

354 of 417

Immensely powerful demons that take the
Chapter 3: warped imitation of earthly royalty, Majesty
MAJESTY DEMON Demons are found deep in the pits of the ruins,
where they hold court in lightless and pulsating

355 of 417
chambers. Their influence is such that they warp of the Majesty Demon’s turns, flies 1. Cannot
the behavior of other demons, forcing them into move unless it’s within range 4 of a player
subservience in mock ‘kingdoms’ that wage war character. When defeated, drops its scepter in its
against other dungeon inhabitants and the space. Any character standing in or adjacent to
surface world. Though these demons appear the scepter space deals double damage with
intelligent, their proclamations are chaotic and abilities (double all damage after rolling and
frequently nonsensical. adding fray damage). The scepter disappears
when this summon is re-summoned.
They are immensely powerful aetherwrights and The Shrouded Lady (Summon, 5 defense,
supposedly capable of granting wishes. Those flying): Immune to all damage and effects except
that take bargains from Majesty Demons enjoy a shove and teleport. Teleports 4 spaces when
few years of prosperity before they inevitably summoned, and at the start of each round
hear the call of the ruins. As they trek slack- towards the closest player character. When
jawed towards their doom, they find their soul shoved or teleported by another character, is
and body warping until they are dragged into moved twice as far. At the end of the round, deals
subservience in the Court of the Covenant. 80 damage to all adjacent characters other than
the Majesty Demon.
VIT: 20 The Maiden (Summon, 5 defense, 10 hp,
HP: 120 per player character (min 240) immobile): Has aura 2. Characters other than
the Maiden in the aura are pacified+, but have
Legendary Leader: Once a round can use resistance.
Diaga. Flagellant Knight (Summon, 5 defense, 40
Traits: Size 2, Flying hp): When summoned, or once a round on the
Demon Traits: - demon’s turn thereafter, moves 2 and makes
Legend: Takes 1 turn after every player character attack: on hit: [D]+fray, miss: fray effect: shove 1.
turn. If slow, only one of its turns is affected. Summon effect: The first time a round any
Juggernaut (Free action, 1/round): Clear a character (including player characters) adjacent to
status, mark, or all blights the Knight takes damage that wasn’t dealt by a
Knight, the Knight takes it instead.
Special Summons: Court of the
Covenant Phases:
At the start of combat, or at the start of the round, The Majesty Demon changes phases when
the Majesty Demon summons until it has the bloodied.
following set of summons active: The Sycophant,
the Scepter Bearer, the Shrouded Lady, and the Phase I:
Maiden, and one Flagellant Knight per character. Great Enfeeble (1 action, ranged attack 6):
All summons are demons that must be placed On hit: [D]+1 damage and character must save or
within range 2 of a player character or the Majesty be pacified. Miss 1 damage. Effect: Deals +2
Demon and cannot be placed within range 2 of damage, hit or miss, for each status the foe is
each other. When the Majesty Demon re- affected by.
summons one of these special summons, it takes Great Shift (1 action): Teleport 3 spaces
damage equal to twice their maximum hp, which Death XIII (1 action, 1/round): A character in
cannot be reduced in any way. range 6 pulses with dark energy. At the end of that
character’s turn, they take 20 damage. The
The Sycophant (Summon, 5 defense, 1 hp, character can reduce this damage to 10, then deal
immobile): Counts as an ally for player abilities. 10 damage to an adjacent character.
Projects aura 2 around it. The aura reduces all Comet Rain (1 action, range 6, cross 2, 2/
damage to to player characters to 1 while it is round): Area effect: [D]+fray. Then, create two
inside. At the end of any turn or round in which height 1 comet objects placed adjacent to
the aura was used to reduce damage, the characters targeted. Characters in cover from the
Sycophant is destroyed. demon take half damage.
The Scepter Bearer (Summon, 5 defense, Wretched (2 actions, 1/round): A foe in range
10 HP, flying): When summoned, and on each 8 must save or become winded, dazed, slowed,

356 of 417

blinded, vulnerable, shattered, pacified, and


branded. On a successful save, a character is
affected by two of these statuses of the demon’s
choice. On a failed save, a character additionally
becomes immune to this action for the rest of
combat.

Phase 2:
As phase 1, but Death XIII can be used twice a
round, and also has:
Declare Will: At the start of any round in this
phase, the Majesty Demon makes one of the
following decrees (roll 1d6). All Decrees take
effect immediately.
• 1. Decree of Penance: All foes deal 20
damage to themselves as an effect at the end of
the round.
• 2. Decree of Obesience: Foes must end their
turn adjacent to one of the summons from Court
of the Covenant, or else take 20 damage.
• 3. Decree of Pain: Player characters cannot be
reduced below 1 hp this round. Player characters
at exactly 1 hp when the round ends regain hp to
put them at 50% of maximum. Player characters
not at exactly 1 hp become winded, dazed,
slowed, and branded at the start of next round.
• 4. Decree of Annihilation: One foe (chosen
by the demon) takes 40 damage as an effect at
the end of the round.
• 5. Decree of Glory: All damage dealt this
round is doubled.
• 6. Decree of Haste: All movement, shoves,
and teleportation is doubled this round.

357 of 417

Demon Trophies
Tech Description and Effect Uses
As a free action, create a Void Rift terrain effect in free
Void Shard space in range 3, which counts as a pit to everyone but 3
demons.
Slippery and foul smelling. As a free action, gain counter
Natal Slime until the end of your next turn. Foes that trigger counter 3
are also poisoned
This bone is hollow but seems bigger on the inside. Free
Empty Bone action: End turn. Become intangible until the start of 1
your next turn
This combat only, gain regeneration 1, but at the start of
Purified Demon Blood 1
your turn gain hatred of the closest foe.
Point this swiveling eye at a foe as an action for the
following Effect: Deals [D] to that character, destroys all
Pale Man Eye 2
created objects in the area and shoves all other characters
1 away from that character.
The huge, living sword of a Violence Demon. Swing it for
the following attack: Universal Violence (melee
Seventh Sword 1
attack, 2 actions): On hit: Deal [D] damage 6 times.
Miss: 3 times
This expedition, your attacks gain (as a relic) Invoke:
Chaos Shard 1 Expedition
Attack, 18+: Inflict all blights
This expedition only, gain aura 2. Whenever a foe gains
Judicator Heart Valve 1 Expedition
vigor in the aura, you may gain vigor 1
This expedition only, you may teleport 2 as a free action
Unstable Demon Bone 1 Expedition
on your turn

358 of 417
Lowlanders are nearly all raiders, using the
blight as a natural barrier, attacking the towns,
farms, and lands outside when they need to
gather supplies and retreating into the blight
when pursued. Some principled lowlander clans
may try to avoid bloodshed and take only what
they need, but the villages they take from would
nearly all see it differently.

Clanners make use of the giant (and very


dangerous) insect species of the Blightlands for
labor, transportation, food, and protection.
Many of them have also developed a semi-
religious respect for the dungeons that in its
worse forms can manifest as cult-like reverence.

Faction Template
To make any foe a Lowlander, you can add the
following traits. All Lowlanders have these traits.

Kin: Lowlanders are kin, can be bargained with,


and will flee or surrender if heavily outnumbered
or heavily losing a fight
• Motivations: Lowlanders nearly always fight
for territory or supplies. Negotiating for them
for passage through their territory usually
involves doing a favor or payment, and they
typically respect fair deals. They prefer to take
captives in battle and ransom them back later.
• Flee: Lowlanders are survivors and won't
hesitate to back down from a fight they know
they will lose - conversely, they won’t hesitate to
exploit weaknesses.
VII. LOWLANDER Terrain expert: Ignores movement, damage,
and attack penalties from all kinds of terrain.

A society of rejects, survivors, and outcasts, All lowlanders inflict Lowlander toxin (see
lowlanders are a relatively new development in below)
Arden Eld - those that make their homes in the
maze of dungeons under the blightlands - the
areas around long-emerged and active
Special mechanics: Blightland
arkenruins that are inhospitable to life and full of Survivalists
monsters, where the very ground might be Lowlander Toxin: All attacks by lowlanders
poison. They often live in squalor and constant gain on hit: inflict lowlander toxin. A character
danger from their harsh environment, and band afflicted by lowlander toxin loses 2 hp at the end
together for survival into loose clans. of their turn, ignoring resistance, armor, and
vigor. This effect cannot be removed in any way,
Those that live in the blightlands are often only ends when combat ends or the character is
pariahs, exiled from society, for real or perceived defeated, and cannot reduce a character past 1 hp.
transgressions. Families and children are Does not stack.
practically nonexistent, and there’s usually Suddenly!: At the start of any round, the GM can
tragedy behind their stoic facades. spring a lowlander trap in any unoccupied

359 of 417

space not adjacent to a player character. The trap consumption, an important task in every clan,
is a pit with one of the following effects: leaving their frames corded with muscle.
• Snare trap - A character in range 2 of the trap
must save or be shoved until inside the trap Replace Raze with Fury Strikes (1 action,
• Stake trap - Trap is also dangerous terrain melee attack, true strike, mark): On hit: [D]
• Poison trap - Characters that end their turn in +fray. Miss: fray. Effect: Mark the foe after the
the trap are poisoned and inflicted with attack resolves. While marked, the butcher’s
lowlander toxin. attacks cannot miss the marked foe (turn any miss
into a hit) and deal bonus damage.
All traps can be disarmed by a character taking
the interact action adjacent, removing it. Mule
Strong or burly lowlanders that carry supplies
Traps are not active in Legend fights. through dangerous terrain over a long distance.
They can do the same with captives.
Lowlanders and any of their allies are not affected Blightlands Brawn: When bloodied, becomes
by their own traps, or their effects, and can move sturdy, Kidnap has no recharge, and goes +2
over them normally. Traps remain even if more spaces
deactivated.
Canker
Foes Clan members that spend too long without
protective gear or who have consumed a little too
much monster meat often develop tough hides
SLAB and a rank stench.
Stench: Melee attacks against this character have
Heavy-bodied Lowlanders that keep the peace, +1 curse. Characters starting their turns in an
haul supplies, repair tools and gear and adjacent space are poisoned. Poisoned foes treat
generally keep the camp in working shape. the area as dangerous terrain.
Though their work is often exhausting, long, and Toxic Revenge: Area effect: When defeated,
difficult, they are the backbone of the camp, and explodes with venom, inflicting [D]+fray,
vital to its survival. poisoning and inflicting lowlander toxin on all
adjacent foes.
Traits: Fortify, Armor 3
Lowlander Traits: Terrain Expert Chapter 2+
Great Kidnap: The Slab can spend both actions
Raze (1 actions, melee attack, true strike, on Kidnap to increase its distance to 6 spaces.
range 2): On hit: [D]+far. Miss: fray. Effect: All
foes in range 2 take 2 damage. Snork
Mancatcher (free action): A character in
Clanners with heavy, woven environmental suits
range 2 is shoved 1 towards the Enforcer
that are tasked with cleaning up the worst of the
Bolas (1 action): A foe in range 3 is winded.
clan’s refuse and keeping the peace.
Winded foes must save or become stunned.
Traits: Sturdy, Defiance
Kidnap (1 action, recharge 4+): The enforcer
Intimidate (1 action, mark): The Snork marks
dashes in a straight line 3 spaces, phasing through
a foe outside of range 6. Each time that foe takes
characters. The first character it encounters is
an action while marked, the Snork may dash 2
shoved along with the Enforcer to the end of the
spaces towards the foe, shoving characters in their
line, then shoved 1.
path out of the way. If the marked character starts
their turn adjacent to the Snork, they become
Chapter 1+ stunned and this mark ends.
Butcher Flame Blast (2 actions, close blast 2,
Lowlanders tasked with the ritual task of carving recharge 6): Area effect: characters must save or
and carefully preparing monster meat for take [D]+fray and be shoved 2, or fray and shove 1
on a failed save.

360 of 417

themselves 1 space to a side of their choice on a


Chapter 3 successful save.
All gain:
Entrench: Unstoppable while inside a pit. Thresher
Threshers are tasked with cleaning the pits and
Slaughterer tunnels of unsavory wildlife and often form
Axe-wielding Lowlanders tasked with the ritual uncanny bonds with them.
slaughter of livestock and captive monsters. The Call pit worm (1 action, recharge 6): The
strength required to swing their heavy, pitted Thresher chooses a pit space in range 4 and
iron blades is tremendous. summons a pit worm in it.
Bloodwhetter: When the Slaughterer is Pit Worm
damaged by an ability they may deal 2 damage to Size 1, sturdy, 12 hp, 12 defense
an adjacent foe. This happens each time the Summon Action: When summoned, or
Slaughterer is damaged. during the Thresher’s turn, the worm can
Swipe (free action): Deal 2 damage to all teleport to any pit space, then make the
adjacent foes. following attack Spit Up (ranged attack
Whirlwind (1 action, recharge 5+): Repeat 3): On hit: 4 damage. Miss: 1 damage.
this effect three times: Effect: Dash 1, then deal 2
damage to an adjacent foe and shove them 1. Scab
Unsavory scouts that are tasked with patrolling

GRUB the edges of Lowlander territory, reporting on


the movements of travelers and dealing with
Clanners that are tasked with the menial but them if necessary.
important tasks of the clan, which mostly involve
scouting out the paths through the blights, Venom Blade: Attacks inflict poisoned, ignore
digging pits to defend the camp, or disposing of vigor and are critical hits on hit against poisoned
unsavory waste, offal, and dangerous residues. or bloodied characters.
Since the aboveground is extremely dangerous, Throw Knife (1 action): A foe in range 3 takes
they become experts at squirming through the fray damage. If that foe is bloodied, they take fray
tight, catacomb-like networks of tunnels and damage twice.
collapsed ruins under the blight lands.
Darter
Traits: Skirmisher, Dodge Curating noxious, hallucinogenic toxins from the
Lowlander Traits: Terrain Expert alien plant and wildlife of the blights, Darters
Master of the underway: The grub gains become experts with the tiny bone darts that they
stealth if they start or end their turn in a pit and throw or shoot from a blowgun.
can use their standard move or 1 action to teleport
from any pit space to any other pit space. Blowdart (1 action, mark): The Darter shoots
Dirty Fighting: +1 boon on attacks and bonus a toxic dart at a foe in range 5, inflicting lowlander
damage to characters inside pits poison and marking them. Whiled marked, the foe
is inflicted with a maddening toxin and must save
Strafe shot (1 action, ranged attack 5, +1 at the start of their turn. On successful save, a foe
boon): On hit: [D] +fray. Miss: fray. Effect: May is shoved 1 in a direction on the Darter’s choice.
dash 1 before and after attack. Ignores cover and On a failed save, the Darter controls that foe’s
deals bonus damage against bloodied foes. standard movement that turn, then the mark
Swindle (1 action): Swap places with a ends.
character in range 3, teleporting. Foes can save to
avoid this effect. Chapter 2
Reveal Pit (1 action, terrain effect, end Teleporting between pit spaces becomes a free
turn): The Grub chooses a foe in range 6, then action instead of an action.
creates a pit underneath them. The chosen
character can save to jump out of the way, moving
Mole

361 of 417

Pale, gangly clanners that spend more time Apothecaries and priests that have learned the
below ground than aboveground. floral lore of the blight lands, able to gather
Collapse Tunnel (2 actions): The Mole creates sustenance, medicine, and insight from its
a line 4 area effect of difficult terrain. Characters various alien and toxic species of plant life. The
standing in the area when it is created must save aether in blighted lands runs stagnant and
or be slowed. If a pit is caught in the space, it tainted, but has its own kind of order, and can be
explodes with a blast 1 area effect, dealing [D] mastered and channeled like any other.
+fray to characters within but destroying the pit.
Dig Down (1 action, end turn, recharge 6): Traits: Diaga, Shelter
Remove the Mole from the battlefield. Return Lowlander Traits: Terrain expert
them to any unoccupied space on the battlefield at
the start of their next turn. Toxion (1 action, melee attack or ranged
attack 5): On hit: [D]+fray and foe is poisoned.
Chapter 3 Miss: fray. Effect: Poisoned foes are shoved 2 in a
Dig Tunnel (1 action): The Grub chooses two direction of the Boil’s choice.
pit spaces on the battlefield and connects them Sporeseed (1 action): A foe in range 4 is
with a tunnel. Any character can use a free action branded.
to teleport from one end of the tunnel to the next, Noxious Cloud (1 action, recharge 4+): The
as long as the other end of the tunnel is Boil creates a choking cloud, a blast 1 terrain
unoccupied. effect, in range 4. Characters in the cloud have
cover but the area is dangerous terrain and they
Tick take +1 curse on attack rolls. Lowlanders are
immune to its effects. The cloud lasts until this
Exiles of exiles, Ticks are clanners so reviled that
ability is used again.
they have been banished from the clan grounds.
Adrenalize (1 actions, mark): An ally in range
Nevertheless, their labor cannot be wasted, so
5 is marked. While marked, they gain +1 boon on
they are assigned permanent patrol duty and
attacks and deal bonus damage with all abilities. If
occasionally left food and supplies.
that ally is bloodied, they also gain regeneration.
Catalyze (1 action, multimark): A character
Scuttle (interrupt 1): Trigger: A foe moves
in range 5 must save. On a successful save, they
adjacent to the Tick. Effect: The Tick may dash 3.
are poisoned. On a failed save, they become
If they move into a pit, they may also then teleport
marked by the Boil. While marked, the effect of
to any other pit space.
lowlander toxin on them is tripled.
Rusty Blade: When the Tick teleports to a pit
space, they can then throw a knife at any foe in
range 3, dealing 2 damage. Chapter 1+

Lick Knife (free action, recharge 6): The Priest of the Nettle
Tick’s abilities all have slay: gain +1 action this Clanners that learn their ways around the
turn. various poisons and noxious wastes of the blight
Leg Trap (2 action): The Tick chooses a foe in a lands eventually join the priesthood to pass on
pit. That foe becomes immobile. That foe can their knowledge.
choose to take [D]+Fray damage from the Tick to Noxious Censer: The priest has Aura 2.
break themselves out of this effect as a free action Poisoned foes in the aura get +1 curse on attacks
on their turn, or else can save against this effect at and saves.
the end of their turn, ending it on a success. If the
foe is shoved or teleported out of the space, they Viper
also take [D]+fray from the Tick, but this effect Scarred lowlanders that dip the blades and
ends. arrows of their allies in the pure toxic ground of
the blights.
BOIL Deep Well Poison (1 action, mark): A foe in
range 5 is marked. While marked, they gain no
benefit from being sturdy or unstoppable. At the

362 of 417

start of their turn, the Viper may shove them 1 Wrights that have learned to master the
space as an effect. corrupted air and water aether of the blight
lands. In a twisted imitation of the storm
Priest of the Herb benders, they call the poisonous winds of the
The healers of the Lowlanders, potent in their wastes to their bidding.
knowledge to ease sicknesses and ills - but Blightbellow: While bloodied, the scion’s areas
equally potent in their ability to inflict them of effect increase by +1, including active areas
Purifying Censer (2 actions): The Apothecary Acid Rain: At the start of combat, the priest
summons a censer in range 3 creates a blast 1 terrain effect in range 6.
Herbal Censer Characters that end their turn inside the terrain
Height 1 object effect take piercing damage equal to the round
Object effect: The censer has aura 1. Allies number +2. The scion can redirect the terrain
that end their turn inside the censer’s aura effect to any other point in range 6 as an action.
may save. On a successful save, they end all Fetid Wind (2 actions): All foes are shoved 2
statuses, blights, and marks of their choice in the same direction. Collide: Character takes [D]
affecting them. +fray. Effect: Poisoned foes are struck with
overwhelming sickness and must save or become
stunned.
Chapter 2+
All gain Defiance.

Mycowright
APIARIST
More mycelium than person, mycowrights use Tamers who keep blight bees, necessary for a
water and earth aether to cultivate the various camp’s survival. These odd little insects pull in
toxic mushroom species that grow out in the the tainted aether of the blight lands, and
wastes, learning how to prepare them for food produce Black Honey, an extremely potent
and medicine. substance that is a key component of lowlander
Regenerator: Starts combat with vigor 1 and toxin.
Regeneration, but starts combat bloodied.
Aura of Rot: The Mycowright has aura 2. Foes Traits: Overdrive 4, Aetherwall, Slip
that start or end their turn in the aura lose all Lowlander traits: Terrain Expert
vigor, then take 2 piercing damage.
Noxious Garden (2 actions, range 5): The Summon the Swarm (2 actions, pierce,
Mycowright creates up to two mushroom ranged attack 8, blast 1): On hit: [D]+fray and
summons in range. foe is poisoned. Miss or area effect: fray. Effect:
Mushroom Does not affect allies. Effect: Deals bonus damage
Size 1, immobile, 1 hp for each character in the area. If 3 or more
Summon Effect: When a character collides characters are in the area, attack becomes a
with a mushroom, it explodes for a blast 1 critical hit on hit and all foes in the area are
area effect. Characters inside must save or shattered.
become pacified, then take [D]+fray piercing Skittering Mass (1 action): A foe in range 8
damage, or just fray damage on a successful becomes vulnerable or takes 1 piercing damage,
save. The character that collided three times as an area effect.
automatically fails the save. Updraft (1 action): An ally or allied summon in
range 6 may fly 3
Attack Insect (1 action, summon): The
Chapter 3
Apiarist summons an attack insect in range 6. It
All gain:
can only have one insect active at once.
Toxic Revenge: Area effect: When defeated,
Attack Insect
explodes with venom, inflicting [D]+fray,
Size 1, flying, 16 hp, 8 defense
poisoning and inflicting lowlander toxin on all
Summon Action: When summoned, or
adjacent foes.
once on the Apiarist’s turn thereafter, the
insect may fly up to 2 spaces, then deal 2
Scion of Pollution piercing damage, twice, to a foe in range 4.

363 of 417

Brewers of the potent drink that the apiarists


Chapter 1+ partake of to control their swarms (and
occasionally for leisure).
Initiate Traits: Defiance
Regenerator: Starts combat with vigor 1 and
Apiarists of low rank and influence, who have
Regeneration, but starts combat bloodied.
not partaken of the Black Mead and must resort
Black Honey vial (1 action, recharge 6): The
to pheromones to control insects.
brewer throws a black honey vial at a free space in
Maddening Stinging (1 action, mark): The
range 6, a 1 space terrain effect, drawing in
initiate marks a foe in range 6 with pheromones
swarms of insects. The area is difficult and
that attract stinging and biting insects. While
dangerous terrain, and characters inside are
marked, the first time each turn the foe takes
vulnerable+. At the start of the Brewer’s next
damage, the initiate may shove them 1. An
turn, the area increases to blast 2.
adjacent ally, but not the marked character, can
deal fray damage as an action to the marked
character to dislodge the insects, ending this Chapter 3
mark. Attack insects deal double damage to bloodied
foes.
Monster Hunter
Wrights and hunters that use their swarms to Swarm Wright
track and hunt down monsters for the clan’s The highest ranks of the Apiarists, who have
safety or sustenance. They fight with great- forsaken their flesh to fuse with their swarms,
glaives, spinning blades that return to their becoming one gestalt being.
wielder. Traits: Flying, phasing
Swarm Shroud: Aura 2. Ranged attacks against
Replace Summon the swarm with: the wright and allies in the aura gain +1 curse, and
Hunting Glaive (1 action, ranged attack 6): foes that start their turn in the area take 1 piercing
On hit: [D]+fray. Miss: fray. Effect: Deals bonus damage.
damage for each ally adjacent to the target. Reform (Interrupt 1): Trigger: The Swarm
Critical hit: (+[D]) and all allies in range 2 of the Wright is damaged by an ability and the ability
target may dash 2. resolves. Effect: Teleport 3.
Hone (1 action, end turn): The next attack Thousand Maws (2 actions, recharge 4+):
from the monster hunter becomes a critical hit on The Swarm Wright becomes intangible, then
hit. dashes 6 spaces in a straight line. Foes they pass
through take 1 damage five times. This damage
becomes piercing against poisoned foes.
Centipede Tamer
Especially bold or foolish Apiarists who apply
their chitin-lore to taming enormous and
extremely venomous Ruin Centipedes.
Uniques
Agonizing Bite (1 action, range 6): Effect:
The tamer calls centipedes out of the earth to bite Chapter 1
a foe, targeting a blast 2 area. For every pit in the Riding insect
area, a foe in the area takes 2 piercing damage,
Lowlanders ride many varieties of enormous
once. A poisoned foe can be hit multiple times by
insects or arachnids - usually beetles, but
one use of this ability, otherwise it may only affect
occasionally formics, spiders, or land-bound
each foe once.
hound flies.
Vitality: 10
Chapter 2+ HP: 40
When an attack insect flies, the Apiarist or an Speed: 6 (Dash 3)
ally can latch on and fly with it, mirroring its Defense: 8
movement. Fray Damage: 3
[D]: 1d6
Black Mead Brewer

364 of 417

Traits: Size 2 Chapter 2


Lowlander traits: Terrain expert Sage Snail
Saddle up: An adjacent ally can mount or
Great snails that roam the blight lands, having
dismount the insect as a free action, entering and
developed a powerful slime barrier as a defense
sharing its space. Whiled mounted, attacks take
mechanism against its corruption. They are
+1 curse against a rider. Lowlanders can start any
relatively intelligent for animals, can use the
combat already riding the insect. The Insect has
aetheric arts, and often follow around lowlander
room for two size 1 characters. If the insect is
bands in exchange for food and the occasional
defeated, characters dismount
shell-cleaning.
Bite (1 action, melee attack): On hit: [D]+fray
Traits: Size 2, Shelter, Diaga
and foe is poisoned. Miss: fray. Effect: Poisoned
Lowlander Traits: Terrain Expert
foes are dazed.
Acid Spit (1 action): Deal 2 piercing damage to
Slime Trail: The Snail has aura 1. Any foe that
a foe and all characters adjacent to that foe in
starts their turn in the aura slips and is shoved 2.
range 4
Collide: Foe takes fray damage.
Leap (1 action): The Insect flies 3. If it moves
from a higher elevation to a lower one, increase
Slime Stream (1 action, line 8+blast 1): On
this flight to 6
hit: [D]+fray. Miss: fray. Effect: Foes in the area
must save or become pacified and poisoned.
Clot Pacified foes take bonus damage.
Simple golems made from the sucking white mud Polaris (1 action): Mark a visible space. At the
of the blight lands. Lack intelligence and fall end of each turn past this one (foe or allied), roll a
apart quickly once on firm ground. d6. On a 6, a meteor smashes into the space,
Vitality: 12 inflicting [D]+fray in a blast 1 area effect on that
HP: 48 space. This effect ends at the start of the snail’s
Speed: 2 (Dash 1) next turn, or when triggered.
Bubble Shield (1 action, recharge 5+): The
Traits: Fortify, Sturdy, Armor 0, Defiance Snail gains Aura 2 until the start of its next turn.
Lowlander Traits: Terrain Expert Characters in the aura gain resistance to abilities
from outside the aura.
Mud Body: Has resistance while inside difficult Pearlescent Bubble (1 action, recharge 5+):
or dangerous terrain, or pits. If outside those The Snail spits out three bubbles in range 4.
terrain areas, takes bonus damage and +1 curse Pearlsecent Bubble
on attacks and saves. Size 1, 1 hp, 1 defense
Harden: The Clot hardens over time, and Summon effect: When a character collides
increases all damage it deals by an amount equal with the bubble, it pops, pacifying them,
to twice the round number. At the end of round 6, shoving them 3 in any direction, and creating
it finally petrifies and is defeated. a space of difficult terrain. Pacified characters
are stunned.
Slap (1 action, melee attack): On hit: [D].
Miss: 1 damage. Chapter 3
Mud Spray (1 action): A foe in range 3 is
winded Pariah
Mudslide (1 action, terrain effect, recharge Lowlanderss that through a combination of
5+): The Clot dashes 3, then creates a terrain misfortune, exposure, or time have become
effect in the spaces it just passed through. The mutated to the point of unrecognizable by the
effect is difficult terrain, and characters that enter terrifying forces and strange radiations of the
the space for the first time on their turn or start Blightlands. Their flesh crawls over itself and
their turn there must save or slip and be shoved 2 reforms, strange energies pour out of their eyes,
in a direction of the clot’s choice. Collide: and they shed multicolored skin. Pariahs are
Character takes [D]. usually outcast from lowlander communities but
kept in a hermitage or tent far from the main

365 of 417

camp where they live out their warped existence, HP: 64


clinging to shreds of sanity.
Traits: Overdrive 4, Aetherwall. Slip
Traits: Overdrive 4, Aetherwall, Slip Elite: Takes 2 turns
Lowlander traits: Terrain Expert Call Ruin: At the start of the round, the Ruin
speaker chooses a space in range 6, that becomes
Mutate (Interrupt 1): Trigger: The Pariah is known to all characters. At the end of the round, a
critically hit. Effect: The Pariah gains vigor 1 ruin chunk surfaces in that space, a height 3
before damage is applied. object. Spaces next to this terrain are difficult
terrain. Any character occupying the space is
Flesh warp (free action): The Pariah rips itself pushed up on top of the ruin chunk but also takes
apart, then reassembles. It teleports 2, then 3[D]+fray and is stunned.
teleports 2. It can split up these teleports with
another action Landwrack (2 action, ranged attack 8): On
Chaos beam (2 actions, ranged attack, line hit: 2[D]+fray. Miss: fray. Effect: Summon a
10): On hit: 2[D]+fray. Miss or area effect: fray. height 1 ruin object adjacent to the character
Effect: Roll 1d6 and apply the following effects to Entropus (1 action, multi mark): A character
all characters within. Effects, except vigor and in range 6 of the ruin speaker is marked and starts
statuses, last until the end of the round. to petrify. While marked, they take [D] piercing
1. Characters may teleport when they move damage at the end of their turns if they end their
2. All characters grant cover to other characters turn adjacent to or inside an object or terrain
until the end of next round effect.
3. Characters that end their turn adjacent to at Earthglide (1 action): Dash 3. Gain phasing
least one other character take 25% of their and become intangible while moving.
max hp as damage per adjacent character, Welcome (1 action): The Ruin Speaker creates
then grants vigor 1 to each adjacent character a lowlander trap in a free space in range 6
4. Characters are shattered and shoved 1
5. Characters are removed from the battlefield,
then returned to play at the start of their next BORER
turn Pale and solitary lowlanders that spend more
6. Characters are reduced to 50% max hp if time below the earth than on top of it. Some
above 50% max hp. Characters below 50% prefer to move this way to avoid the strange
max hp gain vigor 2. energies and roaming monsters of the surface.
Chaos Storm (2 actions, range 6, blast 1): Others recognize the strange madness that creeps
Remove all characters in the area from the in to someone that lives this way for a long time.
battlefield, then place them in any space within Often hired as mercenaries by camps, these
range 3 of their original location. subterranean hermits can be helpful or even
friendly, but are also equally as likely to abduct a
Unique Elites ‘sun-lander’ captive to trade for food or metal
later.

HP: 48
Chapter 1+
Traits: Skirmisher, Dodge
Lowlander Traits: Terrain Expert
Ruin Speaker Elite: Takes 2 turns
Some superstitious lowlanders are changed by
spending too much time in the Blightlands. This Master of the underway: The Borer gains
can manifest in strange powers, a connection to stealth if they start or end their turn in a pit and
the ruins themselves that sometimes manifests as can use their standard move or 1 action to teleport
a voice that only the Speakers can hear - and call from any pit space to any other pit space.
to if need be. Dirty Fighting: +1 boon on attacks and bonus
damage to characters inside pits

366 of 417

Tunnel: When the Borer ends its turn, create a Fierce Loyalty (Interrupt 1): Trigger: The
pit underneath it. Wrangler or one of its summons adjacent to them
is targeted by an ability or attack. Effect: The
Ambush (1 action, melee attack): On hit: [D] attack or ability is retargeted to either the
+fray. Miss: fray. Effect: If made from inside a pit, Wrangler or the summon (Wrangler chooses
the Borer can dash 4 before the attack, becomes a which).
critical hit (+[D]), and blinds on hit.
Grapnel Pick (1 actions): A foe in range 3 Crack the Whip (1 action): The Wrangler
takes fray damage. If the Borer is standing in a pit, shoves all summons (hostile and allied) in range 3
that foe also must save or swap places with the 3 spaces in any direction.
Borer, teleporting. Weakening Toxin (1 action): A foe in range 5
Vile (1 action): A foe in range 5 is slowed, and is pacified. Pacified foes take fray damage, which
must save or take take 1 piercing damage for each doesn’t break pacified.
space they move until the end of their next turn. Sic (1 action): The Wrangler activates one of its
Slowed foes fail the save. beast summons, from the following list, using its
Subterranean Abduction (1 actions, end summon action. If it’s bloodied, it can activate all
turn, recharge 6): Effect: The Borer chooses a three. It must activate a different summon from
foe inside a pit, then removes both the Borer and the last each turn.
them from the battlefield. The Borer and its victim
both roll 1d6, re-rolling ties. If the victim rolls Trained Beasts
higher, at the start of their turn they take fray Size 1, 20 hp
damage and may re-emerge from any pit of their Each has a different Summon Action:
choice at the start of their turn. If they lose the - Hound Fly: Flying, dodge. Can fly 3, then
roll-off, they take fray damage three times Attack (Pierce, melee): Line 4. On hit: [D]
instead, and the Borer chooses which pit they +fray. Miss or area effect: Fray.
emerge from at the start of their turn. The Borer - Gorebeast: Sturdy. Attack (melee): On hit:
returns to any open pit of its choice at the start of [D]+fray. Miss: Fray. Effect: Shove 2. Collide:
its turn. [D] and stunned. The beast may dash 2 before
making this attack.
- Spitter: Aetherwall. May move 2, then Attack
Chapter 2+ (ranged 8): On hit: Fray damage 3 times. Miss:
Fray damage. Effect: Foe is poisoned. If foe is
already poisoned, attack ignores vigor.
Wrangler
Those among the outcast with the patience,
bravery, or lack of survival instinct often become Chapter 3
master monster tamers. In larger Lowlander
clans they act as bounty hunters and brutal BATTLE BEETLE
dispensers of justice, enforcing the laws of the Massive beetles with iron-hard shells that are
clan and collecting tithe. Their trained hound- chiefly used for transportation or war. These
flies, insects the size of an arm, can track a beetles, once tamed, can live for hundreds of
quarry for miles. years and sport watch towers, howdahs,
ramshackle residences, or even gardens on their
HP: 80 back. Capturing these beetles is a common
reason that clans sometimes go to war with each
Traits: Shelter, Diaga other.
Lowlander traits: Terrain Expert
Elite: Takes 2 turns HP: 80
Beastmaster: The Wrangler starts combat with
3 trained beasts. Place them within range 3. Each Traits: Size 3, Fortify, Sturdy, Armor 3
beast has a different ability (detailed in the Sic Enrage: +1 action when bloodied
action).

367 of 417

Battle Platform: Characters can mount or the corruption spilling forth in unholy
dismount the Battle Beetle with their standard manifestations of pollution.
move, placing them adjacent when dismounting.
Lowlanders can start the battle mounted on the These idol cults are dangerous, and often
Beetle. While mounted, place them inside a free shunned by other lowlanders, as they take
space in the Beetle (so it has space for 9 size 1 captives and eschew the codes of hospitality and
characters). They share its space, move when it contract followed so strictly by the clans.
moves, and attacks from unmounted characters Offerings to the idol are hurled into pits of
gain +1 curse against them. Characters hostile to sucking mud and buried alive.
the wagon must pass a save to mount it.
Characters mounting it when it is defeated are HP: 40 per player character (min 80)
placed adjacent and stunned. Speed: -
Zipline dismount: Characters mounted on the Defense: -
beetle can fly 5 and dismount it as free action. Armor: -

Beetle Horn (1 action, true strike, melee Traits: Special


attack, range 2): On hit: [D]+fray. Miss: fray. Legend: Takes 1 turn after every player character
Effect: Foe most save or become winded. Effect: turn. If slow, only one of its turns is affected.
Deals bonus damage against foes at range 2
Side Harpoons (free action): The Beetle deals The Idol: The Idol is a 2x2 space on the map that
2 damage to a foe in range 4 once for each is a height 3 terrain piece and not a character. It is
mounted ally. Each foe must be hit at least once immune to damage from characters, but
before it can be targeted again. otherwise counts as terrain for abilities and other
Rampage (1 action, repeatable): Effect: The effects that rely on terrain.
beetle dashes up to 2 spaces. When it passes by a Aura of Sacrifice: Characters adjacent to the
foe or ends this movement, that foe takes fray Idol take double damage and cannot benefit from
damage and is shoved 1. defiance.
Main Harpoon (2 actions, 1/round): A foe in Manifestations: The Idol creates terrain effects
range 6 must save or take 2[D]+fray, become at the start of combat, then at the start of each
dazed, and be shoved until adjacent to the beetle. round. These can have effects on its turn or at the
On a success, the foe takes [D]+fray and is shoved start of each round.
2 towards the beetle instead. Worshippers: At the start of combat and the
start of every round, the Idol summons
worshippers, the amount and type of which
Unique Legends depend on its phase. Summons use the idol’s
damage profile. Worshippers are lowlander
summons, and when defeated the idol takes
damage equal to their maximum hp. This is the
Chapter 1 only way to defeat the idol. Worshippers can be
summoned in any free space in range 3 from the
idol or in or adjacent to any of its terrain effects.
FETID IDOL On each of the Idol’s turns two summons or up
to five lesser clots can act, using the action(s) in
their profile. Summons can act even if they have
Especially zealous or desperate lowlander clans already acted that round.
raise idols to the blight lands themselves, in some
hope of relief from the hostile environment they Special Summons: Fetid Worshippers
live in. Occasionally, their prayers are answered
and the idols are inhabited by some corrupt and All have lowlander traits: terrain expert
animating force drawn up from the ruins,
something ancient and unknowable from the Lesser Clot
Doom or the deep dungeons. The land itself boils (1 hp, speed 3, mob)
and sucks in all the venoms of the blight lands,

368 of 417

• Mud Body: Has dodge while inside difficult or must be created in free spaces on the ground.
dangerous terrain or adjacent to the Idol There is no maximum.
• Fetid Grasp (2 actions): Move 2 spaces and • 1-2 Filthy Geyser: Create a pit. At the end of
deal 1 damage to an adjacent foe. If that foe is each round, the pit erupts. Characters in a blast
standing in difficult or dangerous terrain, or 1 area effect centered on it take [D]+fray
adjacent to another clot, increase damage to 2 piercing damage and are poisoned.
piercing. • 3-4 Spewing Growth: Creates a height 1
destructible object (10 hp). The area around it is
Cultist difficult terrain. During the Idol’s turn, the Idol
(12 hp, 10 defense, 4 speed, dodge, can make the following attack once from a
skirmisher) pillar’s location Disorienting Vomit:
• Blood spiller (melee attack, 2 actions): On (ranged attack 6) On hit: [D]+fray and
hit: [D]+fray. Miss: fray. Effect: Deals fray character is poisoned. Miss: fray. Poisoned foes
damage again to bloodied characters, or [D] are shoved 2.
again to characters at 25% hp or lower. Effect: • 5-6 Pillar of Filth: Create a height 3 pillar.
Dash 2 before or after the attack Destructible, and when destroyed, or when a
• Fling filth (1 action). Effect: A character in character collides with it, falls over. Create a line
range 4 is poisoned and must save or become 3 area effect next to it. Characters inside must
slowed. Poisoned characters fail the save. save or take 2[D]+fray and be stunned, or [D]
+fray on a successful save. Area becomes
difficult terrain for the rest of combat.
Vile Darter
(12 hp, 8 defense, 4 speed, aetherwall)
• Blowdart (ranged attack, range 8, 2 Phase 2:
actions): Attack: On hit 2[D]+fray. Miss: fray. Unholy Vapors: At the start of each round, non-
Effect: Dash 2 before or after the attack. Effect: lowlander characters must save or be reduced to
Inflict poisoned. Poisoned foes are shattered. 50% hp on a failed save if they are not already
bloodied. At round 6 or higher, vapors reduces all
non-lowlander characters to 25% hp.
Giant Beetle Summons: As above, but can summon up to 2
(20 hp, 6 defense, 2 armor, 3 speed, clots per player
fortify) Manifestations: As above, but also creates the
• Crush (melee attack, 1 action, true following:
strike): On hit: [D]+fray and shove 3. Miss: • Pit of Sacrifice: Create a pit. Characters in the
fray and shove 1. Poisoned characters are pit take double damage and cannot benefit from
shoved 2 more spaces. Collide: Character is defiance.
winded.
• Pound (1 actions): Dash 2 spaces. Area
effect: characters take fray damage and are Chapter 2+
shoved 1.

Phases: HEAD LOPPER


The Idol changes phases when bloodied
Legendary warriors of the clans and monster
hunters of wide repute. They carry a bevy of
Phase I:
weapons captured from fallen warriors and a
Summons: At the start of combat, then at the
string of trophy monster heads attached to their
start of each round, the Idol summons until it has
belts. Often, Head Loppers are exiled Colossi who
1 clot per player. Then it can summon until it has
cannot restrain or master their bloodlust. They
a number of total other summons equal to twice
come from a certain cast of hero or adventurer
the number of players.
who cannot find any thrill in regular battle and
Manifestations: At the start of combat, then at
travel to the blight lands seeking only the
the start of each round, the Idol creates one of the
strongest battles: blight beasts, demons, or
following terrain effects (roll 1d6). Manifestations
blood-crazed Jotunn. They act as mercenaries
and sometimes leaders for Lowlander clans, but

369 of 417

will only show up for exceptionally powerful Spinning Lariat (1 action, repeatable): The
opponents. They respect only prowess in battle Head Lopper dashes 3. All foes it passes by are
and have become totally consumed with their shoved 1. Collide: Foe takes fray damage and is
obsession with strength. dazed.
Mighty Leap (1 action, repeatable): The
HP: 40 per player character (min 80) Head Lopper flies 2 spaces in a straight line.
Adjacent foes when they land are shoved 1.
Legend: Takes 1 turn after every player character Collide: Foe is dazed. If this action is made from a
turn. If slow, only one of its turns is affected. higher elevation to a lower one, foes also take fray
Juggernaut (Free action, 1/round): Clear a damage and the flight becomes 4 spaces.
status, mark, or all blights Grab (free action, 2/round, end turn): An
foe in range 2 must save. On a failed save, the
Legendary Heavy: Armor 3. Gain use vigilance Head Lopper dashes until adjacent, then grabs the
twice a round. foe, immobilizing them. If the Head Lopper or the
Lowlander traits: Terrain Expert targeted foe are separated, this effect ends.
Walking Cataclysm: At the start of each round, Otherwise, at the end of the very next turn, the
the Head Lopper chooses two spaces within range Head Lopper performs one of the following
3 of a different foe. At the end of the round, height moves, ending this effect:
3 dungeon spire objects burst forth from the earth • DDT: The foe is stunned, winded, dazed, and
in those spaces, creating a blast 1 area effect shoved 1
around them when they emerge that daze and • Spinning Piledriver: The Head Lopper and
deals fray damage to characters within. the foe fly 2 together, then the foe takes fray
Characters standing on them are pushed up on damage and has a pit created underneath them.
top of them. • Backbreaker: The foe becomes immobile for
their next turn
Phases:
Changes phases when bloodied. Phase 2:
As phase I, but:
Phase I: Enrage: +1 action
Havoc: At the start of every round in this phase, Havoc is replaced by God Waster.
the Head Lopper chooses any foe. At the end of
the round, they remove themselves from the God Waster: At the start of the round, the Head
battlefield, flying high into the air, then land on Lopper either chooses Raze Hell or Raze
top of the foe, dealing a massive impact. As an Heaven. At the end of the round, they unleash a
effect, the foe takes [D]+fray damage. For every massive storm of violence. As an effect, all foes
other character or piece of terrain height 1 or take divine damage equal depending on a
higher adjacent, this effect deals bonus damage. character’s elevation.
Then, the Head Lopper lands, placing them in a • Raze Hell:
free space in range 2. • Pits: 100% of max hp
• Ground: 50% of max hp
Earth Breaker (1 action, true strike, melee • Height 1: 25% of max hp
attack, close blast 1, combo): On hit: [D]+fray • Height 2 or higher: No effect.
and foe is winded. Miss or area effect: fray. • Raze Heaven:
Effect: Create a height 1 boulder object under the • Pits: no effect
attack space. Increase the height of any existing • Ground: 25% of max hp
terrain spaces in the area by +1. • Height 1: 50% of max hp
• Massive Overhead (2 actions, true strike, • Height 2 or higher: 100% of max hp.
+1 curse, close blast 1, melee attack,
combo): On hit: 3[D]+fray and foe must save
or be stunned. Miss or area effect: fray. Effect:
Create a pit under the attack space. Lower all
terrain in the area by 1 space.

370 of 417

can hitch along. Remove the Rider from play as it


Chapter 3 hops on the worm. At the end of the current turn,
HURIAN WORM RIDER place the Rider adjacent to the worm.
Skewer: Attacks against characters in pits are
Master warriors, also called Hurians, that tame always critical hits
and ride Great Red Worms through the
underways of the Blightlands. Taming such a Wormhunter Spear (1 action, +1 boon,
powerful beast is an extremely dangerous and melee attack or ranged attack 4, combo):
ritualistic endeavor that takes many years of On hit: [D]+fray. Miss: fray. Effect: On hit, until
deprivation and preparation, including the the end of their next turn, foe takes 1 damage for
grafting of wormspore, a process which, when each space they move. Bloodied foes take 2
survived by its recipient, grants a mild form of damage instead.
immortality. These legendary hunters tend to • Spear Strike (2 actions, melee attack,
have high rank within the clans, if not as leaders combo, line 4): On hit: 2[D]+fray. Miss or
themselves. With hookspear and javelin they are area effect: fray. Effect: the Rider may dash 4
also accomplished acrobats, pole-vaulting into spaces before or after this attack.
the sky to swing down with terrifying force. Burrow (1 action, end turn): The Rider
teleports adjacent to the Worms’ space, then
HP: Each partner has 12 hp per player (min 24) creates a pit in the space it left.
Serrated Trap (1 action, summon, 2/
Legend: Takes 1 turn after every player character round): The Rider springs a trap adjacent to a
turn. If slow, only one of its turns is affected. foe, a size 1 immobile summon with 5 HP. The
Juggernaut (Free action, 1/round): Clear a trap is automatically hit by attacks. That foe
status, mark, or all blights becomes immobile until the trap is destroyed.
They can also save at the end of their turn,
Traits: Special destroying the trap on a successful save.
Worm and Rider: This fight is made of two Wormlure (1 action, summon, 1/round):
opponents, the worm and the rider. Each is The Rider puts out a worm lure, a 1 space terrain
separately targetable, has its own hp, and tracks effect. If any foe ends its turn adjacent to the
statuses and effects separately. When this legend worm lure, if the Worm is active it may
acts, it alternates turns between the Worm and immediately teleport adjacent to the lure,
Rider if possible (if both of them are active and on destroying it, then use its Massive Jaws attack,
the battlefield). ignoring the attack limit. The lure remains action
• The Worm is size 2 and sturdy until triggered.
• The Rider is size 1 and has the skirmisher and Hurian Dive (2 actions, 1/round): The Rider
dodge traits chooses a foe in range 6, then removes themselves
Wormspore bond: If the Worm or Rider is from the battlefield. At the end of that foe’s next
defeated, at the end of the round, if their partner turn, that foe must save as the Rider descends,
is active, undefeated, and within range 6, they dealing [D] four times on a failed save, or twice on
return to 25% maximum hp and return from a successful save. Lower this damage by [D] for
being defeated. The legend is only fully defeated if every adjacent ally of the target, which could
both worm and rider are defeated in the same cause it to do no damage. Then, place the Rider in
round. any free space in range 2.

Phases: Worm
The phase changes at round 4 and later. Devour the Land: At the start of the round, the
Worm chooses a blast 1 area of the battlefield. At
Phase I: the end of the round, the worm burrows and
Round 3 or lower devours the earth in that area, creating a massive
hole for the rest of combat. Foes in the area when
Rider it is devoured are stunned and take 2[D]+fray.
Worm Riding: When the Worm enters or exits The entire area counts as a connected pit. Place
any space within range 2 of the Rider, the rider

371 of 417

the worm in the area or as close as possible after


this trait resolves.

Massive Jaws (1 action, melee attack, close


blast 1): On hit: [D]+fray. Miss or area effect:
fray. Effect: Becomes a critical hit on hit if only
one for is caught in the area. Effect: Bloodied
characters are flung into the air, shoving them 3
in any direction
Body Slam (1 action, line 4): Foes in the area
must save or take [D]+fray and be shoved 1 to
either side of the line. On a successful save, they
only take fray damage.
Burrow (1 action, end turn): Remove the
worm from play, then place it back in any free
space. Foes adjacent when it emerges take fray
damage. Create a pit in one of the spaces it left.
Swallow Whole (1 action, 2/round+): A
adjacent character to the worm must save or be
swallowed whole. Remove them from the
battlefield. At the start of their turn, the worm
spits them out, placing them in any adjacent space
to the worm’s current location, then shoving them
3 spaces. They are blinded. Collide: Character
takes [D]+fray and is stunned.

Phase II:
Round 4 or higher.

As round 1, except:
Crumbling Earth: At the start of the each
round, all foes in pits take 3 piercing damage.
Law of the Worm: This legend gains +1 action.
The extra action must be used to take a Rider
action on the Worm’s turn, or vice-versa, though
the per-turn attack limit must still be obeyed.

372 of 417

Lowlander Trophies
Tech Description and Effect Uses
This huge hooked pole can be used as a free action on
Mancatcher your turn to shove a character in range 3 as close to you as 3
possible.
Antidote You are immune to lowlander toxin Unlimited
Small iron icon of the pit. As free action you can call on
Ruin Icon 3
the ruins to surface. Create a height 1 run object in range 6
Rub this incredible potent poison on your weapon as a
Pit Poison 1
free action. Your next attack deals Divine damage.
A potent improvised weapon. As a free action, inflict
Monster spine launcher 3
vulnerable on a character in range 6
Thick, foul smelling, and greasy. Use as a free action to
Ointment 3
cure yourself and additionally end all blights.
This expedition, your attacks gain on hit: inflict lowlander
Lowerlander Toxin 1 Expedition
toxin
This expedition, as a free action you may teleport adjacent
Grappling Hook 1 Expedition
to any object in range 3
This expedition you are immune to all blights, lowlander
Survival Suit 1 Expedition
toxin, and difficult and dangerous terrain

373 of 417
374 of 417

Kin: Ancient Jotunn are kin, can be bargained
VIII. JOTUNN with, and will flee or surrender if heavily losing a
fight
Distant cousins of the Troggs, Jotunn were born • Motivations: Jotunn are motivated strongly by
of the Titans and served them when the world their negative emotions (sadness, anger,
was young. A variety of peoples, they are united distrust, ennui, hunger, etc). Appeasing them or
only by their extreme age, prodigious strength, appealing to their feelings can soften them and
and enormous stature. Most Jotunn stand twice make them open to negotiation.
the height of other kin, some as big as a small • Flee: Jotunn typically don’t flee but value their
building. lives and will surrender if they see no chance of
winning a fight
Jotunn seem virtually immune to disease, and do Monsters: Blood Jotunn are infected with the
not age, making them technically immortal, Blood Rage. Born of the slaying of the Titans, they
though they can still be slain by a powerful are driven only by their pain and rage. Treat them
enough foe. They do not reproduce, but were like monsters - they do not flee or negotiate. It
made by the titans, fully formed. There are might be possible to cure the Rage.
therefore a limited number of them in the world All Jotunn have the traits described in Legacy of
(though many have yet to emerge), and the Titans below.
eventually their age will pass. This is something
many Jotunn are keenly aware of. Special Mechanic: Legacy of the
Titans
Jotunn have long but very fallible memories, and Elite: All Jotunn have the Elite type if they don’t
the ancients remember the Arken and the Doom, already have it. They’re worth 2 points in an
and have witnessed the sins of Kin throughout encounter budget and take 2 turns. Double HP if
the age. This tends to make them melancholy, upgrading from a normal foe.
distrustful, or resentful. At their best, they are Titanblood: Increase size to 2 if not already 2.
burdened by the weights of their long lives. Titanfall: When defeated, roll 1d6 and assign a
Many ancient Jotunn wander the land or stand compass direction (1 - none, 2- N, 3-E, 4-S, 5-W,
guard over crumbling titan ruins, following the 6- GM choice). The Jotunn falls into a close blast 1
edicts, patrol routes, and tasks given to them by area to its space. Size 1 characters inside must
their ancient lords, so long ago that even they save or take 6 damage, or 3 on a successful save.
have forgotten. Others seek out the cities and Move all characters out of the area into the closest
towns of Kin, finding purpose in labor, learning, available space and place the defeated Jotunn
or battle. there. They count as a 2x2 space of height 1
terrain while defeated.
The slaying of the titans scattered their blood Titan Armament: You can arm a Jotunn with
across the land, where it sunk smoking into the Titansteel weaponry. This increases a Jotunn’s
earth. Where the blood crystallized and pooled, it encounter budget cost by +1. If you do, they can
formed cysts that grew a new crop of Jotunn. take 1 extra turn a round, and 1/round may dash 2
The Jotunn that have emerged from the earth in as a free action, then deal fray damage to all
the millennia since then have all emerged insane, adjacent foes.
and driven only by the pain and rage of their
dying progenitors, going on rampages until they
are slain or collapse dead from exhaustion. FOES
Older Jotunn often seek out their insane kin in
order to put them down or out of some faint hope
for salvation, hoping for some final end to their
HIRSINN
pain. Lesser storm jotunn, descendants of the eternal
halls. Strong enough to rip an ox in half with
Faction Template their bare hands, as big around as a carriage
and twice as heavy. These jotunn are hairy,
To make any foe a Jotunn, you can add the
tusked, and often horned, like their lesser kin, the
following traits. All Jotunn have these traits.

375 of 417

troggs. Their shaggy pelts and thick hides turn Great Leap (1 action, 1/round): The Barbuda
away spear strikes and sword blows from flies 2, then shoves all adjacent characters 1
would-be hunters. In battle, they steam with heat spaces. Bloodied characters are shoved 3 spaces
and are capable of inciting the Berserkgang, a instead. Collide: character takes [D]+fray.
tremendous blood rage, even in their opponents.
Largely spurning civilization, these jotunn are Ettin
tremendous eaters, extremely crafty, and spend Two-headed slave jotunn created to build the
their days hunting, rune-carving, and smithing walls of the ancient titan city Numenea. While
at their cavernous forges carved from bare rock. one head slept, the other would continue the
Their bestial disposition belies a canny intellect work.
and they are fond of riddles, stories, and Two Heads: Saves at the start and the end of its
drinking games. turn to end conditions or other effects.
Ground Pound (2 actions, true strike,
HP: 80 recharge 6): Foes in a close blast 1 area take [D]
and must save or become winded. The area then
Traits: Fortify, Armor 3, Size 2 becomes difficult terrain for the rest of combat.
Jotunn traits: Titanfall
Elite: This character takes two turns
Chapter 2+
All gain Hurl (1 action, repeatable): The
Mighty Smite (1 action, true strike, melee
Jotunn picks up an adjacent character or summon
attack, line 4): On hit: [D]+fray. Miss or area
and shoves them 3. Collide: Character is dazed
effect: fray.
Beserkgang (1 action): A foe in range 4 must
save or gain hatred of the Jotunn. On a successful Valkyrie
save, they are dazed. All-female martial Hirsinn that followed the
Joyous Combat (1 action): Effect: All adjacent Hundred Sword Titan, the god of slaughter,
foes must choose: be shoved 2, or take [D] collecting the weapons of worthy warriors. Now,
damage from the Jotunn. Collide: Foe is winded. they mostly wander the battlefields, weathered
Strength of the Storm (2 actions, end turn, with age and continuing their grisly duty without
stance): The Jotunn gains sturdy and counter purpose.
but becomes immobile. The Jotunn and all its Spare Weapon (free action, true strike):
adjacent allies also gain resistance. This stance Effect: A foe in range 6 is shoved 1 and takes 2
ends at the end of the Jotunn’s next turn. damage.
Comet (1 action, 2/combat): The Jotunn hurls
Chapter 1+ a spare weapon in a line 3 area, where it comes to
Beastblood Jotunn rest as a height 1 object. Characters adjacent to
the weapon when it lands take fray damage and
Jotunn born of beast titans are part or at least
are shoved 1 space.
wholly of animal form, fanged, and blessed with
Split the earth (1 action, terrain effect, 1/
freezing breath.
combat): The Jotunn creates a line 3 area, then
Frost bolt (1 action): A foe in range 3 is winded
creates pits in those spaces. These spaces can be
and frostbitten.
created under characters.
Frost breath (2 actions, true strike): Target
a close blast 1 area effect. Characters within take
fray damage, are inflicted with frostbite, and must Chapter 3+
save or become winded. Winded or frostbitten True Titanblood: Gain resistance at 25% health
characters also take [D]+fray damage instead. or lower.

Barbudo Bloody Companion


Great bearded jotunn that populate the high Ferocious, bestial jotunn that were once in
mountains where the air is thin, only descending service to the Berserker Queen. Immune to the
to pluck the occasional herd animal for their blood rage, since their own blood boils out all
pantry. impurities. In modern days they have found new

376 of 417

purpose in hunting down their maddened kin dangerous terrain for all other characters and
and putting them to death. other characters are blinded+ while in the area. At
Traits: Defiance the end of the round, all storms grow to a blast 1
Counter-strike (interrupt 1): Trigger: The area, or increase their blast size by +1, to a
Jotunn or an adjacent ally is hit or miss by a maximum of 3. Up to two storms can be active at
melee attack. Effect: The attacker is shoved 1 and once.
must save. On a failed save, they take fray damage
and are dazed. Chapter 1+
True Enrage: +1 action and unstoppable while Alp
bloodied.
An earth elemental with a body of churning soil
Bloody Fuller (2 actions, melee attack, true
and stone. Its constant movement beneath the
strike, multiattack, range 2): On hit: [D].
earth sends vibrations up through the bones that
Miss: -. Effect: Shove 1. Effect: Deals added
can be felt for miles around.
damage, hit or miss, equal to 2 times the round
Replace Soar with:
number
Rumble: The Alp becomes intangible, then
dashes 6 spaces.
ELEMENTAL Ancient Geo (2 actions, melee attack, arc 4
+ blast 1): On hit: 2[D]+fray and foe is slowed
Colossal Jotunn forged from the elements, all of and poisoned. Area effect or miss: fray. Effect:
them children of the Formless Titan, the chaos Critical hit (+[D]) against poisoned foes.
mother. These Jotunn are closely connected to the
primal elements that compose their bodies, and Ifrit
care little for the laws, logic, and ways of kin.
A jotunn made of rippling flames. Outside of the
They roam the wilderness, soaring free and
boiling calderas and steaming chemical lakes
utterly unconcerned, only stopping their endless
where these jotunn make their homes, their
travels out of curiosity or confrontation. The very
flames burn weaker.
oldest of the elementals have begun to lose their
Dancing Flames (1 action): The Ifrit deals 2
intelligence and have started to revert to the inert
damage to a character in range 3 and inflicts
elements from which they came, a calm and slow
burning, then deals 2 damage to all burning
unison with the natural world which will
characters.
eventually overtake all of their kind.
Ignition (1 action, mark): The Ifrit marks a foe
in range 3. That foe is burning, and at the start of
HP: 48 that foe’s turn, or when the Jotunn hits the target
with an attack, they explode for a blast 1 area
Traits: Skirmisher, Dodge, Phasing, size 2 effect, dealing fray damage to all characters
Jotunn traits: Titanfall within.
Amorphous: Can share space with other
characters. Any characters that start their turn
Undine
inside its space take fray damage.
This Jotunn is made of the churning water of the
Elite: Takes 2 turns
deep ocean.
Elemental Smite (+1 boon, Melee attack):
Waterspout (1 action, repeatable): The
On hit: [D]+fray. miss: fray. Effect: Foe must save
Undine spurts water, blinding a foe in range 4 and
or become slowed.
inflicting frostbite. Blinded or frostbitten foes also
Soar (1 action): Fly up to 6 spaces in a straight
take fray damage twice.
line
Living Deeps: Instead of a 2x2 space, this
Swirling Elements (1 action): All foes in
Jotunn occupies an Arc 4 space that can be placed
range 2 are teleported 1. Slowed or Blinded foes
in any configuration. When it moves, move either
are teleported 2 instead.
end space of the Arc, then re-place the Arc in any
Raging Storm (2 actions): The Elemental
valid configuration. It can make attacks or use
creates an elemental storm in range 3, a 1 space
abilities from any of its spaces.
terrain effect. Elementals have evasion and
permanent stealth inside the area. The area is

377 of 417

Chapter 2+ Trolls keep large gardens and herds of unusually


Reform (Interrupt 1): Trigger: The Elemental large pigs or goats. They build their squat
is damaged by an ability and the ability resolves. dwellings in caves or under the ruined bridges of
Effect: Teleport 3. the old empire, as they are sensitive to the sun,
where they offer their services to local
Mistral communities as healers, midwives, or cooks. The
prices of a Troll’s services tend to be strange and
A playful but dangerous Jotunn made of
sometimes exorbitant (a hundred fresh eggs, ten
swirling, freezing wind.
beard hairs from a virgin man, a child’s milk
Traits: Flying
teeth), so it is best to approach any deal with
Whirlgang: At the start of its turn, the Mistral
them with a health amount of caution.
and all allies in range 2 may fly 1 in the same
Nevertheless, their skills are legendary and there
direction.
is little beyond their knowledge.
Sweep of the Wind (1 action, recharge 6):
The Mistral targets all characters in range 2, then
HP: 80
removes itself and them from the battlefield,
returning to any free space in range 6. It then
Traits: Shelter, Diaga
returns all other characters to any space in range
Jotunn Traits: Titanfall
2 of its new location and electrifies them. Foes can
Elite: Takes 2 turns
save to avoid this effect. Electrified foes fail the
Regenerator: Starts combat with vigor 1 and
save.
Regeneration, but begins combat bloodied.
Chapter 3
Ladle (1 action, melee attack, range 2): On
Sink into Elements (1 action, end turn): The hit: [D]+fray. Miss: Fray. Effect: Attack target is
Elemental disperses into pure elements, removing branded.
it from the battlefield, then converges, placing it Cauldron (1 action, combo): The Troll
back on any space on the battlefield. summons a cauldron in range 2, a height 1 object.
Characters adjacent to the cauldron when it’s
Quintessent summoned are shoved 1. The Cauldron has aura 1.
Rare elementals made of swirling, multicolored The troll and any of its allies in the aura gain +1
Aether, quintessents are created from the pure boon on saves, whereas foes gain +1 curse. The
energy of life itself. They are creatures of rare Troll gains additional actions when adjacent to its
beauty and strong passions. cauldron.
Traits: Flying • Strange Brew (1 action): The Troll throws
Crystal Perfection: This Jotunn can use the a potion at an ally in range 3, then rolls 1d6.
average of its damage die (6) instead of rolling for 1. The brew explodes, stunning the ally.
damage. 2. The ally increases in size by +1 for the rest
Aetherstorm: The Quintessence’s Raging Storm of combat, up to a max of size 3
deals divine damage, and its allies are immune to 3. The ally gains Defiance
its effects. In addition, when any character starts 4. The ally is teleported 2
its turn in the area, the Quintessent can apply one 5. The ally gains vigor 1
of following effects. 6. The ally immediately clears all conditions,
1. Earth - Create a pit under the character marks, and blights.
2. Fire - Character deals 2 piercing damage to • Cauldron Smash (2 actions): An adjacent
all adjacent foes. foe is stunned and takes fray damage. Un-
3. Air - Teleport character 2 spaces summon the cauldron.
4. Water - End a mark, blight, or condition on
the character Chapter 1+
Pork Wright
TROLL Stout trolls that are experts in rune-cunning.
They keep large herds of pigs and occasionally
The witch-sages of the Jotunn, wise in herbalism, ‘add’ to their herds temporarily to teach a lesson
husbandry, and medicine, and skilled in runes. or as payment for services.

378 of 417

Porcine (1 action, 1/round): A character in Chapter 3


range 4 must save. On a successful save, they are Cursed Cauldron: Foes do not save against
pacified. Otherwise, they are transformed into a conditions at the end of their turn while in the
pig. While transformed, they cannot attack but area of the cauldron.
can otherwise act normally. They untransform at
the end of combat, or if they end their turn Hag
adjacent to the Troll or their cauldron.
Wizened trolls with little patience, rotten
tempers, and a total mastery of rune-cunning.
Wildblood They know the language that was spoken when
This arboreal troll is more plant than kin, shaggy the world was young and can speak into being
with leaves and bark. incredible curses.
Growing Season (Interrupt 1): Trigger: Bend Fate (1 action, mark): The Hag chooses
When damaged by an ability. Effect: The Troll an ally in range 5 and marks them. That ally gains
may drop a fruit, a 1 space terrain effect, in a defiance. While marked, attacks gain +1 curse
space in range 2. Foes that end their turn adjacent against that ally, and that ally gains +1 boon on
to the fruit are poisoned and branded. Any ally attacks.
that ends their turn adjacent to the fruit can pick Inside Out (2 actions, 1/round): The Hag
it up, granting vigor 1 to themselves and curses a foe with awful nausea. If that foe moves
destroying the fruit. This destroys it. more than 1 space or takes more than 1 action on
their next turn, they must save. On a failed save,
Gourmand they take damage equal to 50% of their maximum
Trolls, like all other jotunn, eat a tremendous HP and are stunned. If they succeed on the save,
amount, and their immortality allows them a they take damage equal to 25% of their maximum
long time to build up their tastes and cooking HP.
skills. Rotten Curse (2 actions, 1/round): A foe in
Gain the following Cauldron actions: range 5 takes fray damage, once, for every
• Splash Soup (1 action, range 5, arc 3): condition or mark they are affected by
Area effect: Fray damage.
• Healing Brew (2 actions): Grant vigor 1 to
all allies in range 3, then unsummon the TETHIAN
cauldron. Strange jotunn that are found around titan ruins.
They make their homes in colossal broken
Chapter 2+ towers, fallen bridges, or long-shattered city
Increase cauldron aura to 2. gates. All Tethians are keepers and guardians of
dangerous or forbidden knowledge. Sometimes
Night Troll their ward is a physical location such as a gate or
door, or a sealed vault. Other times, the Tethian
A pale troll born of the tears or blood of the
themselves holds the knowledge or power in their
Weeper. At a distance, these jotunn look corpse-
minds or bodies, acting as a living prison.
like and scarily thin.
Though they are not skilled in wrightcraft in the
traditional sense, they can easily manipulate
Bale (1 action, stance, end turn): The Night
aether through their bodies and are masters of
troll becomes immobile and fixes its gaze on a
rune-cunning. Most, if not all Tethians, have
character within range 3. While within range 2 of
either a third eye on their body or skull, or only a
the troll, that character gains +1 curse on saves
single eye in the middle of their head. This unique
and attacks. The Troll can also exit this stance as a
eye can only see Aether, and is capable of
free action.
focusing it into intensely powerful beams the
same way a prism focuses light.
Cauldron actions:
• Black Flame (1 action, range 5, blast 1):
HP: 64
Area effect: All characters take fray damage and
are branded.
Traits: Overdrive 4, Aetherwall, Slip

379 of 417

Jotunn traits: Titanfall the Cyclopean is blinded, characters within take


Elite: Takes 2 turns only 1 damage instead.

Third Eye (1 action, ranged attack 8, arc 3): Rune-skin


On hit: [D]+fray and foe is shattered. Miss: fray. A hairless jotunn with oddly colored skin covered
Polaris (1 action): Mark a visible space. At the in runes and an unflinching gaze.
end of each turn past this one (foe or allied), roll a Great Warp (1 action): A character in range 6
d6. On a 6, a meteor smashes into the space, takes piercing fray damage and is teleported 2
inflicting [D]+fray in a blast 1 area effect on that Open Rune Gate (1 action, 1/round): The
space, then this effect ends. It also ends when Planar opens a gate in a free adjacent space, a 1
triggered, or at the start of the Tethian’s turn. space terrain effect. Characters that enter the
Chains of Fate (1 action, 1/round): The space are teleported 4 to a space of the Planar’s
Tethian chains a foe in range 6 to an adjacent choice. Foes can save to choose the destination of
space. If they enter that space, they take [D]+fray their teleport instead. Using this ability moves the
and are stunned. At the end of their next turn, gate.
they are shoved up to 3 spaces towards that space,
ending in it if possible, then this effect ends. A
Chapter 2+
character can only be affected by one set of chains
Rune of Warding: The Tethian gains aura 2.
at a time.
Foes that enter the aura take 2 piercing damage.
Dampen Time (1 action): The Tethian creates
They can only take this damage once round.
a blast 1 terrain effect in range 6. While in the
area, outside of their own turn, characters other
than Tethians are unable to take interrupts, use Watcher
abilities, use traits, or activate effects. Using this A strange, solemn jotunn with a gemlike third-
ability again moves the area rather than placing a eye. In an older age, responsible for maintaining
new once. the flow of Aether itself throughout the land,
repairing it as a tailor repairs a torn bolt of
cloth. Increasingly few in number.
Chapter 1+
Traits: Phasing
Starblood Time Lock: After taking damage, the Watcher
A jotunn born of the multicolored blood of the becomes intangible until the start of the following
Outsider, the observer titan. Tend to be avian in turn.
appearance. Ordening Law (1 action, mark): A foe in
range 6 is marked. While marked, they can only
Traits: Flying take 1 action maximum on their turn, including
Meteor (2 actions, recharge 6): All foes not their standard move. They can break this
in cover from the Starblood must save or take fray restriction, but take 2 divine damage for every
damage three times and become vulnerable, or further action taken. They can end this mark by
once on a successful save. Then, summon a height ending any turn in which they took only 1 action.
1 meteor shard object adjacent to one character
affected.
Chapter 3
Primal Aether: The Jotunn’s abilities do not
Cyclopean trigger interrupts or activate effects from its foes.
Sage jotunns with a single eye in their foreheads.
Tend to live as mountain hermits in places of Carceral
import, keeping crude shelter and herds of goats
A living prison for an extraordinary powerful
or sheep.
force - usually a being that the Titans wanted
Scouring Gaze: At the start of the round, the
sealed away. Carcerals are tremendously
Cyclopean chooses a blast 1 area in range 6. At the
powerful rune-wrights and live a melancholy
end of the round, they shoot a massive bolt of
and austere existence in ruined and forgotten
energy at that area, dealing [D]+fray piercing
temples or mountain time shrines, constantly
damage as an area effect to characters within. If
aware of the evil presence writhing inside of
them.

380 of 417

Torpor (free action, 1/round): A character in


range 8 must save. On a failed save, until the end VANNIR
of their next turn, outside of their own turn, they
are unable to take interrupts, use abilities, use Especially old and Aether-wise Jotunn are
traits, or activate effects. On a successful save, known as Vannir. These sagely Jotunn wander
they are shattered. the land disguised as travelers or old men,
Sisyphus (1 action, mark): Mark a character sometimes shape-shifted or using illusions to
put a marker on their current location. At the end cloak themselves. They tend to view themselves
of their turn, if they are still marked, remove them as judges to lesser beings, and often given to
from the battlefield and return them to the offering advice, prophecies, or riddles.
marker (or as close possible if the area is
occupied), then remove this mark. HP: 64
Replace Dampen Time with Imprisoned
Time: The Carceral creates a blast 1 terrain effect Traits: Overdrive 4, Aetherwall, Size 2
in range 6. Characters other than Tethians that Jotunn Traits: Titanfall
enter or exit the area immediately end their turn if Elite: Takes 2 turns
it is their turn. Using this ability again moves the
area rather than placing a new once. Master of Rune-Cunning (Interrupt 1):
Trigger: The Vannir is targeted by an attack.
Uniques Effect: The attacker must save. On a failed save,
the attack automatically misses.

Chapter 1+ Star Shower (1 action, ranged attack,


pierce, Cross 3, range 10): On hit: [D]+fray.
Miss or area effect: fray
Nilfling Rune-curse (1 action): A foe in range 6
Blind and blood hungry Jotunn that are born becomes vulnerable or shattered (Vannir’s
malformed from cysts in the earth where Titan choice).
blood has congealed and stagnated. The most Rune of Destruction (1 action): The Vannir
common type of Blood Jotunn. Small compared summons a glowing rune on a free ground space
to most Jotunn. within range 4. The rune can be moved over
freely. There can only be a maximum of three of
Traits: Fortify, Armor 3 these Runes at once (each could be from different
Thinblood: Size 1, and doesn’t have the elite Vannir), and the newest one created replaces the
trait like other Jotunn oldest rune if there are already three. At the end of
Eyeless: Immune to blinded. any round in which a rune is not covered by a
Blood Scent: Always focuses on the closest terrain piece, character, or summon, all foes take
bloody foe. piercing fray damage for each active rune. Runes
disappear at the end of combat.
Slaver (1 action, true strike, melee attack): Aencraft (1 action, recharge 6): The Vannir
On hit: [D]+fray. Miss: fray. Effect: The Nilfling summons 3 illusory duplicates in range 3, which
can dash 2 before this attack. are summons with 1 hp, then may swap places
Slam (1 action): An adjacent foe takes fray with one of them, teleporting. Characters don’t
damage and is shoved 1 know which is the real one, and the Vannir may
Leap (1 action, repeatable): The Nilfling flies move all of them when they move, and use
2. When it lands, all adjacent characters are abilities from any of their locations. If the Vannir
shoved 1. takes this move and has duplicates remaining, it
Finish Off (1 action): Effect: The Nilfling deals can summon until it has 3, then swap places
a phenomenal blow to an adjacent bloodied again.
character. That character must save or take 2[D]
+fray, become dazed, and become winded. On a AETNIR
successful save, they only take [D]+fray and are
either dazed or winded (the Nilfling can choose).

381 of 417

Tethian

382 of 417
The Storm Titan had a mighty hall called With their greatscythes, they wander old
Erenhelion, where the titans would feast after overgrown battlefields and groves that were
doing battle. The drops of mead from that hall once charnel houses, tending to the bones of the
smoked where they hit the earth and gave rise to dead and the pale flowers that grow there.
the Aetnir, battle Jotunn of unprecedented skill
and strength, who came forth fully formed, clad HP: 80
and armed for battle. The Aetnir view combat as
a veneration of their progenitor and wander the Traits: Shelter, Diaga, Size 2
land looking for the strongest opponents. There Jotunn Traits: Titanfall
are less than a hundred Aetnir left, and their Elite: Takes 2 turns
numbers dwindle as the age of ancients dims.
Spirit Scythe (1 action, melee attack, arc 4
HP: 80 range 2): Autohit: Fray. Area effect: Fray.
Effect: Attack target is branded and shoved 1 in
Traits: Fortify, Armor 3, Size 2 any direction. This effect also applies to frost
Jotunn Traits: Titanfall bitten foes.
Elite: Takes 2 turns Lonely Dead (1 action, summon): The
Thannir summons a lonely soul in range 4.
Exalt Erenhelion: At the start of the Round, the Lonely Soul
Aetnir either chooses Crush Cowards or Break Summon, Size 1, Phasing, 10 hp
the Mighty. At the end of the round, the chosen Summon action: When summoned, or once
effect occurs. a round on the Thannir’s turn thereafter, may
• Crush Cowards: Effect: The Aetnir raises its move 3 spaces and deal 2 piercing damage to
weapon. At the end of the round, it sweeps out an adjacent foe. If that foe is branded or
with a massive slash, affecting a blast 3 area marked, the soul can also then shove the foe
effect around it, with different effects depending 1.
on how close characters are. Foes 3 spaces away Rune of the Spring Flower (1 action,
take 2[D]+fray. Foes 2 spaces away take [D] multimark): The Thannir marks an ally in range
+fray. Adjacent foes take fray damage. 4. After the marked ally takes damage, they gain
• Break the Mighty: Effect: The Aetnir raises vigor 1 and may dash 2. At the end of the round,
its shield. At the end of the round, it slams its or after this effect is triggered, remove this mark.
shield down. Adjacent characters take 2[D]+fray Rune of the Grave (1 action, mark): A foe in
and are shoved 2 spaces away. Collide: range 6 must save or be marked. On a successful
Characters take [D]+fray again and are stunned. save, they are pacified. While marked, a character
is frostbitten, cannot benefit from defiance, loses
Titan Cut (1 action, melee attack, Line 4): all vigor at the end of each turn, and cannot gain
On hit: [D]+fray. Miss: or area effect: fray vigor.
Joyous Combat (1 action): All adjacent foes Lay To Rest (2 actions, 1/round): The
must choose: be shoved 2, or take [D]+fray from Thannir chooses a foe in range 3 that is at 25% hp
the Aetnir. or less. That foe must save or be instantly
Great Leap (1 action, recharge 4+): The defeated. On a successful save, they are reduced to
Aetnir flies 2, then shoves all adjacent characters 1 hp.
2 spaces. Collide: [D]+fray and character is dazed.
Chapter 3+
Chapter 2+
GREAT HUNTER
THANNIR A wild jotunn born of Gaia, with great antlers
and hooves. These jotunn speak little of the
The Thannir were born from old battlefields, tongue of Kin, and bound through the forest at
places where the restless dead had no time to be the head of great herds of animals. Their bow
buried and were given to the wilds. They are strings are made from the sinews of the greatest
born from Tsumi, the moon titan, and they carry beasts of Arden Eld, and their arrows are
a great sorrow and resentment in their beings. whittled from stripped down, young trees.

383 of 417

HP: 64

Traits: Ovedrive 4, Aetherwall, Slip,


Jotunn traits: Titanfall
Elite: Takes 2 turns

Titanforged greatbow (2 actions, pierce,


ranged attack 8): On hit: 2[D]+fray and shove
1. Miss: fray. Effect: This weapon deals bonus
damage and gains +1 boon against characters
outside of cover. Critical hit: +[D], Foe is shoved
3 and vulnerable.
Bounding Leaps (1 action): The Great Hunter
flies 4. Effect: If it lands on an object, it can repeat
this flight once more.
Hunter Arrow (1 action): Mark an unoccupied
space in range 8. Area effect: Characters that
enter that space are struck by a projectile, taking
[D]+fray damage and ending this effect. The areas
last until the end of the current round. After this
effect is triggered or expires, create a height 1
great arrow object in an adjacent space.
Bolt from the Blue (1 action, mark): The
Jotunn fires a sheathe of arrows into the air,
marks a for in range 6, then rolls 1d6+1. At the
end of each turn, that foe takes 2 piercing
damage, then reduces the number of remaining
arrows by 1. Using this action again re-rolls the
die, taking the new result, and can retarget the
mark. If the number of arrows is reduced to 0,
this mark and effect ends.
Hone (1 action, end turn): The next attack
from this character is a critical hit on hit.

384 of 417

Static charge: At the start of combat, roll 1d6 for


Unique Legends each foe (or flip a coin). On tails, or 1-3, the foe
gains a negative charge. On a 4+, the foe gains a
positive charge. These charges are ongoing effects:
• If a character ends their turn adjacent to a
Chapter 1+ character with the same charge as them, both
characters are shoved 2 away from each other.
• If a character ends their turn within range 2 of a
RIDER OF THE PRIMAL character with an opposite charge, they are
shoved towards that character until adjacent,
STORM then both characters become immobile until
they are no longer adjacent. At the start of an
affected characters’ turn, they may save. On a
The Great Hall Erenhelion had among its successful save, they end the effect on both
number the most exalted Aetnir, warriors of characters and can move normally. On a failed
exceptional skill and martial prowess. These save, they remain immobile and can save at the
demigods rode primal titan steeds born of the start of their next turn.
wind and storm, six-legged monstrous horses Lingering Spark (1/round): The first time in a
that could ride on their air as easily as the earth. round the Titan attacks, create a Lingering Spark
They were bridled with gold and hitched to the terrain effect adjacent to its attack target. A foe
Hall, as it was the Riders’ holy task to pull it entering the spark’s space can pick it up as part of
through the air. their movement, taking fray damage but swapping
their polarity. Otherwise, the Spark lasts until the
Now Erenhelion is lost, shattered, and its end of combat.
fragments scattered across the land. The Riders Judgement Bolt: At the start of the round, after
are less than a dozen in number but still ride the Static Charge has been rolled, roll 1d6. At the end
great storms that gather over the deep oceans of of the round, all foes are hit by divine lightning,
Arden Eld. When such a storm sweeps over the the effect of which depends on the roll.
land, the joyous war cries of a Rider and the • (1-3) Judgement of Cowards: Foes take 2
thunder of unearthly hooves can sometimes be damage. Increase this to 6 divine damage if they
felt in the bones of the mortals that cower in their are adjacent to one of their allies.
flimsy shelters below. • (4-6) Judgment of the Brave: Foes take 2
damage. Increase this to 6 divine damage if they
Riders are legendary, boisterous warriors that are not adjacent to one of their allies.
only descend to the earth for tasks of great
import or to stave off their ancient melancholy
Phases:
with the thrill of battle, largely leaving the
The Rider enters its second phase when bloodied.
earthly realm alone. Stories abound of foolish
and hubristic mortal heroes challenging the
storm, only for the storm to answer. They are Phase I:
scions of destruction and the lightning is at their Blade of the Storm Lord (1 action, melee
beck and call. attack, arc 4, true strike, combo): On hit [D]
+fray. Miss or area effect: Fray. Effect: Shove all
HP: 40 per player character (min 80) foes 1
• Great Bolt (2 actions, ranged attack, true
Legendary Heavy: Armor 3. Gain use vigilance strike, line 10, combo): On hit: 2[D]+fray.
twice a round. Miss or area effect: fray. Effect: Attack target
Legend: Takes 1 turn after every player character crackles with a static charge. If they don’t end
turn. If slow, only one of its turns is affected. their next turn adjacent to another character,
Juggernaut (Free action, 1/round): Clear a they take [D]+fray again, then this effect ends.
status, mark, or all blights Jolt (1 action): A foe in range 5 takes fray
Divine Presence: Immune to stun damage. They must then save or become winded
and have their polarity flipped. Winded foes fail
the save.

385 of 417

Joyous Combat (1 action, 2/round): All


adjacent foes must choose: be shoved 2, or take Legendary Traits: Special
[D]+fray from the Rider. Traits: Size 2
Sturmreiten (1 action, 1/round): The Rider Divine Presence: Immune to stun
becomes intangible, then flies 5 in a straight line Jotunn traits: Titanfall
with phasing. All characters they pass through
take fray damage. Then, this effect ends. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Phase 2: Juggernaut (Free action, 1/round): Clear a
As phase I, but: status, mark, or all blights

Call Steed: The Rider gains a massive Volatile Ember: At the start of the round, the
Titansteed, increasing it’s speed to 5 and granting Keeper creates 1 Volatile Ember in any space
it flying for the rest of combat. In addition, the within range 2 of a character until there are six
Rider may break up any of its movement with Embers active. A Volatile Ember is a special
actions. terrain effect that may be picked up by a character
Primal Levin: At the start of the round, the moving into its space. A character carrying
Rider creates a number of blast 1 area effects embers takes 1 divine damage, once, at the end of
equal to the round number anywhere on the their turn for every ember they are carrying. The
battlefield, which cannot overlap, targeting foes if Keeper’s abilities become stronger against
possible. At the end of the round, massive bolts of character carrying embers.
lightning strike these spaces. Foes in the area take
[D]+fray damage. However, carrying an ember fills a character and
their weapons with godly power and has the
following benefits:
Chapter 2+ 1+: All attacks gain +1 boon and true strike
Keeper of the 3+: Character’s abilities ignore resistance.
6+: Attacking the Keeper instantly destroys any
vigor the Keeper has before damage is applied.
Eldflame
Quicksilver: Certain abilities from the Keeper
Great apprentices of the Forge Titan, Flame drop a pool of Quicksilver. Quicksilver is difficult
Keepers cultivate sparks of the Eldflame, the terrain, which the Keeper ignores. Characters that
divine flame that was used in the making of the end their turn in quicksilver quench their embers,
world. Though sputtering with age, the getting rid of all of them.
imperishable divine flame borns just as hot as the
day it was bestowed, no matter how much it is Phases:
divided. The Keeper changes phases when bloodied.

These demigods of the forge confine themselves Phase I


to their workshops deep beneath the earth, Smite the Anvil (1 action, melee attack,
buried in mountain caverns, or perched at the range 3): On hit: [D]+fray. Miss: fray. Effect:
edge of wind-swept precipices. There they toil Character gains 1 ember.
endlessly, trying to replicate or repair their Quickening (1 action, 2/round): A foe in
masters’ work, largely in vain. range 6 has their embers stirred up. At the end of
their next turn, they explode, dealing 2 piercing
The Keepers are the best smiths in Arden Eld, and damage once for every ember they are holding in a
by themselves are responsible for forging items blast 1 area effect centered on them. They then
of tremendous power, fell objects that armies become vulnerable.
have fought and died for. Light the Everforge (1 actions, 1/round,
end turn, combo): The Keeper gains vigor 1
HP: 40 per player (min 80) and summons the Everforge, a 2x2 height 2
object. Character standing on the forge when it is

386 of 417

summoned are pushed up on top of it. The Forge Great Ignition: At the end of the round, all
has 10 hp plus 10 per player character and is embers that haven’t been picked up explode,
automatically hit by attacks. The Smith may use destroying them and dealing 1 divine damage to
any of the Forge actions below as long as the all foes as an effect.
Forge is active and the Keeper is within range 2. Blade of Creation: The Keeper gains aura 1.
When the Keeper uses Forge, the area on and When the Keeper ends its turn, it draws in any
adjacent to the forge explodes for a 2 piercing quicksilver in the area, destroying it. At the end
damage area effect, and the forge takes 10 the round, it makes the following attack:
damage, potentially destroying it. • Blade of Creation (special action, melee
• The Keeper can only keep one of each unique attack, true strike, divine, range 4, blast
effect active at once, including the forge itself. 2): On hit: [D], once for each quicksilver pool
• When a Forge effect ends, create a space of picked up. Miss or area effect: 2 damage, once
quicksilver adjacent to the Keeper. for each pool picked up.
• Forge Weapon (1 action, end turn): The
Keeper gains vigor 1 and forges a godly weapon,
granting it a new ability. When the ability is
used, the weapon is destroyed, ending this
effect. Only one weapon form can be active at
once until the weapon is used.
• Hammer (1 action, melee attack, +1
curse, range 3, blast 1): On hit: 5[D]+fray
and foe is stunned. Miss or area effect: [D]
+fray.
• Spear (1 action, pierce, line 10): On hit:
[D], five times, Miss or area effect: [D], twice.
• Sword (1 action, arc 6): On hit: 4[D]+fray.
Miss or area effect: 2[D]+fray.
• Curved Sword (1 action, multiattack,
range 2): Autohit: [D]+fray.
• Bow (1 action, ranged attack 10, pierce):
On hit: 3[D]+fray. Miss: [D]+fray. Effect:
Shove 5. Collide: Foe is stunned and shattered
• Forge Shield (1 action, end turn): The
Keeper forges a massive shield, gaining vigor 1,
cover from all directions and dodge. At the end
of the round, they throw the shield, forcing a foe
in range 8 to save or become stunned and
shoved 3, destroying the shield and ending this
effect.
• Forge Helm (1 action, end turn): The
Keeper gains vigor 1 and becomes unstoppable
until the end of the round. The helm shatters at
the end of the round, ending this effect.
• Forge Armor (1 action, end turn): The
Keeper gains vigor 2 and gains resistance. The
armor shatters at the end of the round, ending
this effect.

Phase II
As Phase I, but Forge actions and Lighting the
Everforge no longer end turn.

The Keeper also gains the following traits:

387 of 417

The Warden changes phases when reduced to 0


Chapter 3 HP and defeated. It then alters time to a timeline
where it wasn’t defeated, then reduces its
Warden of the maximum hp. It is finally defeated when reduced
to 0 HP in phase 3.

Aeongate The Warden has the following traits in all phases:


The rarest and most powerful Tethians in Arden
Eld, beings imbued with a tiny fragment of true Sever Mortal Thread: At the end of round 4,
divine power, who guard the many-pillared and every 2 rounds thereafter, the Warden cuts
gates at the high and low places of the earth. the lifespan of all characters on the battlefield,
What lies beyond the gates is a matter of deep reducing their current and maximum hp and vigor
theosophical speculation. Some believe them to be by 25%. This does not stack with wounds, and
a portal to great treasures. Still others believe takes priority over any wounds a character has
beyond them lies the Garden of Eyoning, the taken (so a character with 1 wound wouldn’t lose
place where the fruit of immortality was any additional max hp). This HP reduction stacks
cultivated. Other, more pessimistic observers (so 25%, 50%, 75%, etc). At the end of round 10,
believe it to be a plane of deepest abyss, and the the Warden permanently severs the thread of all
gate wardens are not guarding the gates from characters, instantly defeating them. This effect
the outside, but defending the outside world from ends after combat.
the gates. Time Heals All: As a side effect of time
distortion, after this fight, all characters heal all
The church of the Chanters believe beyond the wounds.
gates is the Highest House, the seat of the Tides of Time: Many of the Warden’s abilities
Creators that sat even above the Titans, and the create a Time effect. Time effects have a Time Die,
final (and thankfully unrealized) conquest goal of which is a d6. The die is either rolled or starts at a
the Arken Imperium. Whether the House is empty fixed number. Each time a turn passes, at the end
or occupied is unknown and a frequent topic of of that turn, including the warden’s turns, tick the
dogma. die down by 1. When the die is at 1 and would tick
down to 0, remove the die and trigger the Time
The point is moot anyway, as nobody, not even Effect. Time dice and their current number are
the Imperium, was able to fight its way past a visible to all characters.
gate warden. Eternal Star: At the start of each round, the
Warden summons an Eternal Star, a massive
Vitality: 10 meteor. The star is a time effect with a d6 time die
HP: 30 per player (min 60) set to 6, targeted on any space. When the star
comes down, all foes take divine damage
depending on their distance from the star’s space.
Legendary Artillery: Has the aetherwall trait. • 0 (in the space): 100% of max hp.
Once a round, as a free action, can remove itself • 1: 75% of max hp
from the battlefield and return in free space in • 2: 25% of max hp
range 5. • 3+: 1 damage
Traits: Size 2, Flying Unmoor: At the start combat, the Warden
Jotunn traits: Titanfall chooses a character, which gains aura 2 for the
Divine Presence: Immune to stun rest of the fight. When they end their turn, roll
1d6. On a 1-3, they reduce all time effects in the
Legend: Takes 1 turn after every player character aura by 1. On a 4-6, they increase all time effects
turn. If slow, only one of its turns is affected. in the area by 1. A character can willingly pass this
Juggernaut (Free action, 1/round): Clear a aura to another character as a free action on their
status, mark, or all blights turn, and it affects a new character (chosen by the
Warden) if the currently affected character is
Phases Change: defeated.

388 of 417

Phase 1: Stars instead of one at the start of each round. The


Warden also gains the following actions:
Staff of Eternal Order (1 action, melee
attack, range 3, or ranged attack 8): Autohit: Key of Existence (free action, 1/round): Re-
fray damage. Effect: Create a cross 2 area effect as roll all time die.
a time effect, centered on the target and moving
with them. Roll 1d6 for turns remaining. The Phase 3:
effect deals [D]+fray damage when it triggers.
Primal Polaris (1 action, divine): Mark a The Warden is returned to 25% max and current
visible space with a d6 time effect. Roll 1d6 for hp. It takes no turns and takes no actions during
turns remaining. When the effect goes off meteor this phase, but is immobile and unstoppable. At
smashes into the space, inflicting [D]+fray in a the start of each round, it summons one Eternal
blast 1 area centered on the space to all characters Star per active player character. These stars have
within, then ending this effect. no time die. Instead, after all players have acted,
Slip Between Space (1 action): Remove the the stars land. This phase continues until the
Warden from the battlefield and place it in a new Warden or all player characters are defeated, in
space in range 5 which case the fight ends.
Primal Sisyphus (1 action, multimark):
Mark a character with a d6 rolled time effect, and
put a marker on their current location. When the
time effect runs out, remove them from the
battlefield and return them to the marker. Then
end this mark.
Primal Starseed (1 action, summon, 2/
round): The Warden chooses a foe, then
summons a primal star-seed 5 spaces away from
them. The star seed is a size 1 summon that is
immune to all damage that moves 1 space towards
that character at the start of their turn, then 1
space towards them when they take an action. If
the character starts or ends their turn adjacent to
the star-seed, it explodes for a blast 2 area effect,
destroying it. Foes inside must save or take 2[D]
+fray on a failed save, or just fray damage on a
successful save. The star-seed persists for the rest
of combat, but if it it caught in the area of Primal
Polaris or if it would more than 1 damage from an
Eternal Star, it is destroyed and does not explode.
Chains of Fate (1 action, 1/round): The
Warden chains a foe in range 6 to an adjacent
space. If they enter that space, they take [D]+fray
and are stunned. At the end of their next turn,
they are shoved up to 4 spaces towards that space,
ending in it if possible, then this effect ends. A
character can only be affected by one set of chains
at a time.
The Sun (2 actions, 1/round): The Warden
summons an Eternal Star.

Phase 2:
As phase I, but the Warden is returned to 50%
max and current hp. It summons two Eternal

389 of 417

Jotunn Trophies
Tech Description and Effect Uses
Swing this enormous blade for the following attack:
Titan Blade (2 actions, Melee attack, +1 curse):
Titan Blade 1
On hit: 3[D]+fray and foe must save or become stunned.
Miss: [D]+fray
This mead may be administered to a dead character,
even after combat, to bring them back to life (also restore
Mead of Erenhelion 1
all wounds). If you do so, their soul is bound to the
ancient, ruined hall of the Storm Titan.
Swing this scythe to cure all allies in range 3 and remove
Thannir Greatscythe 2
all vigor from foes in range 3
Elder Titanrune This combat only, become size 2 1 combat
As an action, slam this huge hammer into a blast 1 area
Titan Hammer 1
in range 3. Characters inside must save or become dazed
Thick, potent blood of the Holy Body. Consume to gain
Blackblood 1
vigor 3
This expedition, your ranged attacks gain pierce and
Titanforge Greatbow 1 Expedition
shove 1, but you cannot dash
This expedition, gain the skirmisher trait if you don’t
Great Wolf Mantle 1 Expedition
already have it
This expedition, gain +1 boon on attacks and deal bonus
Nilfling Tooth 1 Expedition
damage to bloodied characters

390 of 417
enough to play tricks, but otherwise have no
IX. HOB more awareness than the birds, mice, and
flowers from which they draw their essence.
Nature spirits of the Green and the Deep Green, Conversely, the Aesi are powerful and skilled in
Hobs are the keepers of field and forest. Tied old, powerful magic, being tied to deep and dark
intimately to the seasons, the flora and fauna of lakes, enormous trees, rock formations, or
Arden Eld, and to the land itself, these ancient embodied as ancient beasts or in the shape of kin.
beings range from the tiny, mischievous spriggs
to the the colossal Forest Gods. Most of the time, Hobs pay travelers little heed
other than innocent curiosity, and many villages
Hobs are animate spirits made of the aether of of the Green worship them along with a broad
Arden Eld itself - the world soul, that inhabits cast of local spirits, leaving offerings and prayers
every tiny rock, tree, and blade of grass. Most of to placate them. The relationship is often
the time these spirits slumber peacefully inside harmonious and mutual - with Hobs often
the land, their presence felt rather than seen, but reciprocating by guiding travelers back to
in places where the aether of the world is civilization, blessing harvests, or gifting small
especially strong, these spirits burgeon forth, and valuable presents to local children.
emerging at the twilight hours to frolic, gallop,
and clamber through the trees and streams. However, Hobs have existed far longer on Arden
Eld than civilization and do not play by its rules.
Hobs range from childlike or barely intelligent, Some hobs have no more intelligence than the
to ancient and wise, depending on the aspect of wild beasts from which they draw their essence,
nature they are tied to. The tiny spriggs are and can be just as dangerous. Others may find it
curious enough to follow travelers and smart perfectly acceptable to lead a traveler astray for

391 of 417

three days in order to show them a breathtaking usually returning to their usual natures once the
lake view, to encourage beautiful and colorful crisis passes.
weeds to grow over a field, or to transform
someone into a deer for a week so they can run Greenwalker: Hobs ignore difficult terrain
wild in the forest. Occasionally, this turns sour Spirit Away (free action): The Hob swaps
and conflicts spring up between Kin and Hob - places with an adjacent character, teleporting
conflicts that Hobs remember for a very long both. If either character cannot teleport, this
time. A village priest familiar with their ways move cannot be made.
may grow old and die, or grandson may forget Trickery: Like player characters, Hobs have
the yearly offering that his grandfather made to charge abilities and can take slow turns
the local spirits, and the Hobs see no difference - Faction Blight: Any
only a sudden and unforgivable slight.
Unique Mob: Sprigg
In the worst cases, the aether of the land is
Spriggs are tiny nature spirits born from the
stirred when the natural order is wounded. The
essence of undergrowth and the small animals
Churn has driven more and more kin into the
that live there, such as tiny birds or mice. They
deeper parts of the land, as power-hungry
are extremely curious and playful, and often
kingdoms, barons, and princes use fire, axe, and
emerge from forests to follow after travelers for
machine to tear up the forests and mountains to
some distance in lines like wayward children.
fuel their industries and armies. In these cases,
The aether of spriggs is so thin that it is almost
the Hobs that emerge from the wounded
impossible to harm them.
landscape are wild, vicious, or mad with rage.
Driving up local animals into a frenzy, they
become a terrifying force of nature that can Sprigg
wage all-out war with local towns or outposts,
killing scores. HP: -
Traits: Greenwalker, Phasing, Skirmisher
Speed: 3, Dash 3
Faction Template Defense: -
Mob: This character doesn’t trigger slay effects
To make any foe a Hob, you can add the following
Barely There: Spriggs are intangible and don’t
traits. All Hobs have these traits.
cause engagement. Characters can’t collide with
them and can share their space. They disappear
Kin: Hobs can (technically) be bargained with,
when combat ends, or all other non-sprigg allies
and will occasionally flee or surrender when they
have been defeated.
are badly losing a fight. Unless greatly pressed,
hobs that are considered kin will never kill
Frolic (2 actions): The Sprigg swaps places
characters intentionally, preferring to punish or
with an ally in range 3, teleporting.
humiliate.
Mischief (2 actions): The Sprigg swaps the
• Motivations: Hobs are usually strongly
places of two other characters in range 2 of the
motivated by trespass or injury against the land.
Sprigg, teleporting both of them. Foes take 1
Some are motivated by some perceived slight or
damage. If either cannot teleport, this move
offense against some ancient bargain, rule, or
cannot be made.
compact. Still others are simply motivated by
natural beauty or whimsy and don’t see malice
in their own actions.
• Flee: Being immortal nature spirits, being FOREST HOB
killed doesn’t really bother a Hob (they will Greater hob spirits of the dark and shady spaces
usually return with the next season), but they underneath the trees. Tend to take the forms of
can be flighty and will run away if afraid. beasts, fungi, or shade-growing plants. Due to
Monsters: Hobs that are stirred up by some their size and strength, most forest hobs pay little
natural disaster or desecration of the natural heed to kin and tend to ignore them if not
world are warped and malicious, and will not bothered. During winter, they hibernate and it is
bargain or negotiate until things are put right, easy to stumble across one by accident.

392 of 417

Lesser mountain hobs, these hobs resemble


Traits: Fortify, Armor 3 mossy boulders, and will sometimes go for weeks
Hob Traits: Greenwalker, Spirit Away without moving.
Heavy Armor: Resistant against abilities used
Bounce (Interrupt 1): Trigger: This hob or an from adjacent spaces.
adjacent ally takes damage from an adjacent foe. Mudslide (free action, 1/combat): The Hob
Effect: That foe is shoved 1. Collide: Character dashes 4 with phasing, then creates a terrain
takes [D]+fray and is dazed. effect in the spaces it just passed through.
Characters that enter the space for the first time
Pummel (1 action, melee attack): On hit: [D] on their turn or start their turn there must save or
+fray. Miss: Fray. Effect: Attack target is dazed. slip and be shoved 2 in a direction of the hob’s
Dazed foes take bonus damage. Charge: All foes choice.
in range 2 also take fray damage
Stone Toss (1 action): Effect: A foe in range 3 Chapter 2+
takes 2 damage and is shoved 1, then create a Seismic Slam deals bonus damage for every
height 1 boulder object next to them. Charge: object caught in its area of effect.
Range 6
Twist Leg (1 action, mark): Effect: A foe in Great Carp Hob
range 3 is marked. While marked, each time that
This fishlike Hob abducts foes and drags them
foe is shoved or gains a new status, they take 2
into pools of aethereal water in order to ‘rescue’
damage.
them from the air. It often forgets other creatures
Seismic Slam (1 actions, end turn): The Hob
can’t breath underwater.
ends its turn and gains Delay: it’s next turn
Summon Pool (Free Action, 1/combat,
must be slow. At the start of that turn, all adjacent
terrain effect): The Carp Hobb creates a pit in
foes must save or take 2[D]+fray and be shoved 1,
free space range 3.
or [D]+fray on a successful save. Collide: Foe is
Drag Under: When this Hob ends its turn, it can
stunned.
choose an adjacent foe, which must save. On a
failed save, that foe takes [D]+fray, and remove
Chapter 1+ both the Hob and that foe from play as they dive
Twiggan into a pool of magicked water. Both return to play
This sturdy, but still diminutive Hob, is the result at the start of that foe’s next turn, in any free
of a Spriggan animating a body made up of space in range 3 of their original location.
sticks and thorny branches.
Twisting Thorn (1 action, recharge 4+): Chapter 3
Repeat the following effect twice: A foe in range 3 Seismic slam affects all foes and objects in range
takes 1 damage, then is shoved 1 in any direction. 2 instead.

Ruddcap Fanged Hob


These ornery, man sized mushroom spirits use These fuzzy, animalistic hobs are, oddly, quite
rubbery fists to pummel their foes. friendly. Their idea of expressing happiness is
Replace Stone Toss with Poison Spore (1 chomping down on a leg with their enormous
action, repeatable, range 3): A foe in range 3 fangs and not letting go.
takes 2 damage and is poisoned. Poisoned foes are Traits: Counter
winded. Tongue Lash (1 action): A foe in range 3 is
Poison Burst (2 actions): The Ruddcap shoved 1 towards the Hob. Charge: Range 5, and
releases a burst of poisonous spores that becomes shove 3
a close blast 1 area of dangerous terrain that lasts Latch On (Free Action, end turn, recharge
until the hob uses this ability again. Foes that end 4+): The Hob ends its turn and clamps fangs
their turn in the area are poisoned. Poisoned foes down on an adjacent foe’s leg. That foe must save
are stunned. Charge: Blast 2 or until the start of the Hob’s next turn, the Hob
moves into and shares their space, moving when
Lesser Boulderhob they move, including teleporting. Whenever they

393 of 417

take damage from an ability, the Hob gnaws at Spit Curses (Interrupt 1): Trigger: The hob is
them, dealing 2 damage and shoving them both 1. damaged by an ability, and the ability resolves.
At the start of the Hob’s next turn, they detach, Effect: The ability’s owner gains +1 curse on saves
ending this effect. It also ends if the Hob and their until the end of its next turn.
target are separated for any reason. This ability
automatically recharges if the foe makes their Banshee
save. This mournful, birdlike hob is drawn to locations
that carrion birds frequent, like graveyards or
SPIRIT HOB battlefields. Its shrieking cry is incredibly potent.
Spiritfeed: All the Banshee’s abilities gain slay:
Flying hobs that tend to congregate around gain +1 action
lonely and forlorn places such as moors, swampy Sonic Screech (1 action, ranged attack, line
wetlands, riverbanks, or mountaintops, drawing 6): On hit: [D]+fray. Miss or area effect: Fray.
from their mournful essence. These hobs are Effect: Characters gain +1 curse on saves until the
drawn towards the strong emotions and end of their next turn. Charge: Line 6+blast 1
presence of kin as though seeking warmth.
Though not outwardly malicious, they are Mayfly spirit
dangerous company to spend long hours with. These playful, insect-winged hobs are fond of
stirring up barbed plants and watching mortals
Traits: Overdrive 4, Aetherwall, Flying, Slip do a silly dance.
Hob traits: Greenwalker, Spirit Away Thorny Thicket (1/combat, 1 action, terrain
effect): The spirit creates a line 3 area of
Spirit Trickery (Interrupt 1): Trigger: The dangerous terrain in range 6.
hob is damaged by an ability, and the ability Thicket Dance: At the start of its turn, before
resolves. Effect: Teleport all adjacent characters 1, any delay effects activate, the Mayfly spirit and all
then teleport 1 characters in range 2 teleport 1 space in a
direction of the spirit’s choice. Foes can save to
Spirit Orb (2 actions, cross 1, range 8, avoid this effect.
pierce): On hit: [D]+2, twice. Miss or area
effect: once. Charge: Teleport affected foes 1
Chapter 2+
space in any direction
Spirit Trickery teleport increases to 2.
Whisk (1 action): A foe in range 6 becomes
vulnerable, then is teleported 1. Vulnerable foes
are teleported 3 instead. Wisp
Playful Pricking (1 action, mark): A This dancing light is the spirit of deep swamps
character in range 6 of the spirit is marked. While and the dark spaces between trees.
marked, each time they teleport, they take 1 Lead Astray: The Wisp has aura 2. The wisp
piercing damage. This damage cannot reduce may teleport any character that end their turn in
them past 1 hp. the aura 2 spaces in any direction.
Fell spirit (1 action, pierce, summon): The Dancing Light (1 action, end turn,
spirit hob ends its turn and summons a spirit summon): The Hob summons a dancing light in
orb in range 6, an immobile, intangible summon. range 6 in any space not adjacent to a character.
Delay: The hob’s next turn must be slow. At the Dancing Light
start of that turn, the orb explodes, destroying it Size 1, 1 hp, defense 8
and releasing a massive blast of sonic energy in a Summon Effect: When a foe starts or ends
blast 1 area effect centered on it. Foes inside are a turn adjacent to the light, it explodes in a
shattered, then must save or take [D]+fray twice, blast 1 area effect centered on it. Characters
or once on a successful save. inside must save or take fray damage twice, or
once on a successful save. If the light is
destroyed, it fizzles out without exploding.
Nixie
Charge: Summons two lights
An ill tempered hob with a colorful array of curse
words it is fond of using.
Replace spirit trickery with: Chapter 3

394 of 417

Spirit shift: The Hob is intangible and gains boons. Instead, when the foe would gain a boon,
phasing while moving. the Hob gains +1 boon on all attacks and saves on
its following turn.
Mist Hob Cavort (1 action, end turn): The Hob ends its
A wispy, hob made of morning mist and the turn and gains Delay: it’s next turn must be
breath of dying travelers. Its breath can chill the slow. At the start of that turn, At the start of that
bones. turn, it targets a close blast 2 area, then teleports
adjacent to a foe 3 times, dealing [D] to that foe
Traits: Phasing each time. A different foe must be chosen each
Mist Form: The Hob is a character and also a time unless all foes in the area have been hit at
space of dangerous and difficult terrain. least once by this ability.
Characters can share space with it, and it has
resistance against any character inside of its Fennehob
space. A suspicious, racoon-like hobb that takes
Great Slip (1 action): Remove the Hob from pleasure in illusions.
the battlefield, then place it in any space in range Aencraft (1 action, recharge 6): The
4. Fennehob summons 3 illusory duplicates in range
Flash Freeze (1 action, recharge 5+): A 3, which are summons with 1 hp, then may
character in range 8 has an encasing of ice cover secretly swap places with one of them, teleporting.
them. While encased, the targeted foe is The Hob may move all of them whenever they
immobile until they take any amount of damage. move, and use abilities from any of their locations.
They or an adjacent ally can also use an action to If the Hob takes this move and has duplicates
break them out, dealing [D]+fray piercing damage remaining, it can summon until it has 3, then
to them but ending the effect. swap places again.

Spinhob
HEARTH HOB This arachnoid hob lives in cellars, abandoned
Hobs that coalesce in and around the dwellings furnaces, and workshops, where it makes
and towns of Kin. Tend to be able to speak a little trinkets and weaves odd clothing out of nearly
of the tongue of Kin, and have a fondness for any available material.
trinkets and other shiny items. Can often only be Weave Garment (1 action, end turn,
seen by children. When treated well, act as recharge 5+): The Spinhob weaves an incredibly
family guardians and protectors of the hearth. odd or ugly garment, placing it on a character in
When treated poorly, can become akin to range 3. While under this effect, the character
poltergeists or spirits of ill mischief. fails all saves. An adjacent ally of the character,
but not the character themselves, can use an
Traits: Skirmisher, Dodge action to strip the garment off, destroying it and
Hobb Traits: Greenwalker, Spirit Away ending this effect.
Snatch Memory (Interrupt 1): Trigger: A foe
in range 2 uses an ability and the ability resolves. Midden Hob
Effect: The foe must save or lose the memory of This stinking toad-like hob draws its essence
that ability, becoming unable to use it until after from the mud in cart tracks, fallow fields, or the
their entire following turn is over. If the ability is a pits dug in outhouses. It has the attitude to
stance or aura, it has no effect for the duration. match.
Overwhelming Stench: The hob has aura 1.
Beat Down (1 action, +1 boon, melee Attackers in the aura gain +1 curse on attacks, and
attack): On hit: [D]+fray. Miss: fray. Charge: any character that ends their turn in the aura
Deals bonus damage for every status a foe is must save or become slow and poisoned.
suffering from. Poisoned characters treat the area as dangerous
Steal Speed (1 action): An adjacent foe is terrain.
slowed. Slowed foes take fray damage.
Pilfer Luck (1 action, mark): The hob marks a
Chapter 2+
foe in range 3. While marked the foe cannot gain

395 of 417

All gain Cheap Trick: When missed by an


attack, may deal 1 damage to the attacker, then
teleport 1. FIELD HOB
Hobs of the fields, meadows, beaches and
Garberhob savannas, where the skies are plentiful. More
A long fingered hob that is born out of the aether aether-wise than other hobs and fond of tricks
of lost objects. It’s fond of stealing anything it and deals. People sometimes seek out these hobs
finds fascinating. and make offerings for a blessing of fertility, luck
in business, or in rare cases, to curse a rival.
Steal skill (1 action): The Hob chooses a foe in
range 3. Until the end of that foe’s next turn, they Traits: Shelter, Diaga
treat all foes as having evasion and dodge. Hob Traits: Greenwalker, Spirit Away
Lost Object (1 action): The Hob produces and
throws a lost object at a foe in range 4. Roll 1d6 Cut Deal (Interrupt 1): Trigger: An character
1. Elixir: Foe gains vigor 1 in range 3 of the Hob gains a status. Effect: The
2. Kettle full of Tea: Hot tea inflicts fray Hob transfers the status to itself or another
damage, burning and blinded. character in range 3 of the Hob. A foe can save to
3. Portable Hole: Create a pit under the avoid gaining a status from this effect.
foe
4. Old Sandwich: Foe is slowed and The Old Magic (1 action, ranged attack 3 or
poisoned, then must save or lose all vigor. ranged attack): On hit: [D]. Miss: 1 damage.
5. Spare Sword: Foe takes [D]+fray Effect: The Hob inflicts all statuses it is currently
damage. suffering from on its foe, then deals 2 damage,
6. Bag of Hammers: Foe must save or take once, per status its foe is afflicted by.
3 damage five times, or just once on a Yank Thread (1 action): A foe in range 4 is
successful save. branded. Branded foes are shoved 2 in any
direction.
Chapter 3 Fairy Knot (1 action, end turn, recharge 6):
Steal Sight (1 action): An adjacent foe is The Hob chooses an ally in range 6. That ally can
blinded+. They can end this condition by ending a immediately activate any Delay effects it is
turn adjacent to an ally. holding OR immediately regain the use of an
interrupt.
Eaves Hob Marry (1 action, multi-mark): The Hob
marks any two non-summon characters. Any time
A powerful crow-like hob that lives in the eaves
these characters are in range 3 of each other, both
of houses. Brings good luck on families that feed
are pacified+.
it well, and pokes holes in the roofs of those that
don’t.
Traits: Flying Chapter 1+
Lucky Feather: When taking damage that would
reduce the hob to 0 hp, roll 1d6. On a 3+, become Pixie
immune to all damage from the triggering ability. A diminutive, fast talking, foul mouthed hob with
True strike bypasses this effect. a manic attitude and a powerful knack with the
Crow storm (1 action, recharge 6): The hob old magic.
chooses a foe in range 4. At the end of that foe’s Traits: Flying
next turn, a huge storm of crows descends on Pixie Dust: Aura 2. Allies that start their turn in
their location for a blast 1 area effect centered on the aura gain flying until the end of their turn.
them. That foe takes fray damage six times. Toad (1 action, recharge 6): A character in
Reduce this damage once for each other character range 6 is transformed into a frog. Remove that
in the area of effect. character from the battlefield and replace them
Bounding Leaps (1 action): The hob flies 3. with a 1 hp frog summon.
Effect: If it lands on an object or adjacent to a Frog
character, it can repeat this flight once more. 1 hp, defense 8

396 of 417

Summon action: Hops 1 space in a a clothes by spend an action while standing on their
direction of the hob’s choice, then spends the space, ending this effect. The Selkie is removed
rest of the turn croaking. from the battlefield then placed back adjacent to
When the frog is defeated, return the target to the its clothes space.
battlefield. Until the frog is defeated, they cannot
take a turn. The Hob can destroy the frog as a free Chapter 3
action. Haste (2 actions, mark): A hob in range 6 is
marked. While marked, they gain +1 action and
Bonfire Spirit double their speed.
These jubilant festival spirits delight in the
summer celebrations of outlying villages. Their Floating Petal Aesi
exuberance does not help them realize how One of the greater Hobs, that takes a long time to
flammable most people are. coalesce. These slender and coy Aesi are born
Fireworks (2 actions): All foes in range 2 take from the amorous feelings of spring, the beautiful
3 damage and are branded. petals of blooming trees, and flowers floating on
Bonfire Festival (free action, terrain effect, water. These spring hobs are numerous - the
1/combat): The Bonfire spirit creates a height 1 least powerful but the most amicable of their kin.
bonfire object. The area on top of the object is Amorous Waltz: Immune to all damage from
dangerous terrain, and the object emits aura 1. pacified foes.
Allies in the aura gain the charged effects of all Love-struck (1 action, recharge 6): A foe of
abilities, even on normal turns. the Aesi’s choice must save. On a successful save,
the foe is pacified. On a failed save, the Aesi
Bark Spirit chooses itself or one of its allies. Until the end of
Hobs that inhabit the stumps of old trees and their next turn, all other characters than the
roots. They are older and wiser than other hobs, chosen character are immune to all damage and
and can sometimes speak the tongue of kin, effects from the chosen foe.
acting as intermediaries. Donkey (1 action, mark): The Aesi marks a
Curse of Thorns (1 action, mark): A character in range 5. They grow donkey ears on
character in range 5 from the Bark Spirit is cursed the top of their head. While marked, when the
and marked. While marked, if that character ends character uses an ability, they first roll 1d6. On a
their turn within range 2 of a hob or a hob 4+, the character can choose targets as normal.
summon, they take [D] piercing damage. On a 1-3, the Aesi chooses the target of the attack
for them, which could include an ally of the target,
Chapter 2+ then this effect and markends.
Aura of Alacrity: Aura 1. Allies in the aura can
use the charged effects of abilities even on normal
turns.
Uniques
Selkie Chapter 1+
Seal-like hobs that can transform into kin-shape Beast spirit
by stealing clothing. They often abuse this power Many hobs take beast form, becoming like the
to cavort in seaside towns, party, and rack up animals giving them their essence. In this form,
wild debts, only to slip away in the morning. they are majestic, specimens of their kind, able to
Chastise (1 action): Effect: A character in range run along on air as easily as ground. Other hobs
6 takes 1 piercing damage. If that character such as the Aesi occasionally ride them.
attacks before the end of their next turn, they take
[D] piercing damage and this effect ends. Vitality: 10
Slip Clothes (1 action, stance): The Selkie HP: 40
disrobes and transforms into a spirit seal, dashing Speed: 4 (Dash 2)
1 and leaving its clothes in the space it vacated. Defense: 5
While a seal, the Selkie has resistance and has Fray damage: 4
phasing. A character can pick up the Selkie’s [D]: 1d6

397 of 417

location at the start of their turn, they become


Traits: Phasing. This trait also transfers to a immobile as the undergrowth grows over their
rider. feet. This effect ends when they take any amount
Hob Traits: Greenwalker of damage, or they or an adjacent character can
Enrage: +1 action when bloodied. hack the growth away as an action, dealing [D]
Saddle up: An adjacent ally can mount or +fray piercing damage to them but ending the
dismount the beast as a free action, entering and effect.
sharing its space. Whiled mounted, attacks take
+1 curse against a rider. Hobs can start any Chapter 2+
combat already riding the spirit . The spirit has
room for one size 1 character. If the spirit is Nymph
defeated, characters dismount
A spring hob that coalesces from the essences of
reflections in pools. They appear at a distance to
Majestic Galloping (1 action): The beast spirit
be comely kin - different depending on who is
flies 3. If it has a rider, it can then fly 3 again.
looking at them. This appearance is a glamour,
Wild Rage (1 action, true strike, melee
and upon getting closer, their true form, of
attack): On hit: [D]+fray. Miss: fray. Effect:
shifting water, is revealed.
Shove 1. Charge: Shove 3.
Rampage (1 action, repeatable): Effect: The
Traits: Overdrive 4. Slip
beast spirit dashes up to 2 spaces. When it ends
Hob Traits: Greenwalker, Spirit Away
this movement, adjacent foes take 2 damage and
Aura of Glamour: The Nymph has aura 1. Foes
is shoved 1.
outside the aura cannot directly target the Nymph
with abilities.
Greenkeeper
A enormous tree-like Hob that has coalesced Yew bow (1 action, pierce, ranged attack
from an old oak tree that has stood alone for fifty 6): On hit: [D]+fray. Miss: fray. Effect: Deals
years or more. Greenkeepers are slow moving bonus damage for every character adjacent to the
and thinking, and consider themselves shepherds target. Charge: Range 12
of the forest. Plant life around them bends and Enthrall (1 action): The Nymph chooses a foe
ripples at their beck and call. in range 8. That foe must save. On a successful
save, they are vulnerable. On a failed save, they
Traits: Shelter, Diaga, size 2 are vulnerable and Nymph controls their
Hob Traits: Greenwalker standard movement on their next turn. Already
Living Root: When defeated, becomes a height 2 vulnerable characters fail the save.
object Riven (1 action, recharge 4+): The Nymph
chooses a character in range 8. At the end of that
Hungry Forest (2 actions, ranged attack 5, character’s turn, they take [D] piercing damage
blast 1): Autohit: [D]+ fray and foe is branded. once for every 3 spaces of distance between them
Area effect: fray. Delay: The Greenkeeper’s next and the Nymph. Then, end this effect.
turn must be slow. At the start of that turn, the Greenpath (2 actions): Remove the Nymph
area erupts again. Foes in the area take fray from play, then place them anywhere on the
damage twice. Allies in the area gain vigor 1. battlefield in free space. Clear all statuses from
Bloom (1 action, range 4): The Greenkeeper them.
creates a space of difficult terrain in the area.
Charge: Blast 1
Chapter 3
Ancient Reversa (1 action, recharge 5+):
The Greenkeeper gains aura 2 until the start of Changeling
their next turn. While inside the aura, when any A strange hob that has coalesced from the
character (foe or ally) takes damage, roll a d6. On unsettling sensation of meeting a stranger on the
a 4+, that character is cured. road or in the woods. It is capable of imitating
Overgrow (1 action): The Greenkeeper chooses kin and transforming its shape. Most
a foe in range 6. At the end of that foe’s turn, if changelings don’t seem to have any great malice,
they have not moved at least 4 spaces from their but a great deal of amoral curiosity.

398 of 417

Traits: Skirmisher, Dodge Traits: Sturdy, Fortify, Size 3, Armor 12


Hob Traits: Greenwalker, Spirit Away Hob Traits: Greenwalker
Elite: Takes 2 turns
Mummery (Interrupt 1): Trigger: The Lumbering: Cannot dash. Only takes slow turns.
changeling is targeted by an ability. Effect: Swap Crumbling Body: Has 12 armor. Each time it
places with an ally in range 3. The attack targets would take damage from an action or ability,
that ally instead. permanently reduce its armor by 1 for the rest of
combat, even if that damage is reduced to 0. If it's
Stab (1 action, melee attack): On hit: [D] armor is 0, it becomes vulnerable+
+fray, Miss: fray. Effect: Attack is a critical hit
and deals +[D] if made against a blinded or slow Ancient Geo (1 action, melee attack, arc 4 +
character. blast 1): Attack: On hit 2[D] and foe is dazed.
Lesser Mortal Mockery (free action): The Area effect or miss: [D]. Effect: Dazed foes take +
changeling transforms its physical form into a [D] from either effect.
brief mockery of the closest foe. The effects Charged Stone Toss (1 action): Effect: A foe
depend on the foe’s class. in range 6 takes 2 damage and is shoved 1, then
• Stalwart: The Changeling becomes sturdy create a height 1 boulder object next to them.
until the start of its next turn Earthforce (1 action): An adjacent object is
• Vagabond: The Changeling gains evasion until shoved 3. Characters in its path are shoved 1 to
the start of its next turn. either side, then take fray damage and become
• Mendicant: The Changeling may end a status dazed. Collide: Characters also take [D].
or blight affecting it Hurl Self (2 actions): The Boulder hob reduces
• Wright: The Changeling creates a height 1 its max hp by 25%, hurling part of itself at a foe. A
aethershard object in range 3, then may teleport foe in range 5 must save or take 3[D]+fray, be
on top of it. shoved 3, and become stunned. On a successful
Pocket Dust (1 action): A foe in range 2 must save, they are shoved 1, dazed, and take [D]+fray.
save or become blinded or slow (Changeling Then, create a height 1 boulder object adjacent to
chooses). The Changeling then gains stealth. that foe. The hob can reduce its hp to 0 and defeat
Warped Reflection (1 action, stance, itself with this move.
recharge 4+): The Changeling’s appearance
ripples. While in this stance, the next time a Banderhob
character would use ability against the Enormous, shaggy hobs that are surprisingly
Changeling, they must first roll 1d6. On a 4+, they light on their feet, able to soar through the air
can use the ability as normal. On a 1-3, the with just a touch. They tend to be rotund and
ability’s target changes to the character targeting relatively relaxed, so are often underestimated
the changeling, then this effect ends. by unlucky travelers. Surprisingly intelligent
despite their lack of speech and bestial form, they
Unique Elites are extremely protective of children of all kinds,
and have a habit of unintentionally abducting
them for long stretches of time. They often
Chapter 1+ become confused, and due to their large size, see
most Kin as lost children, which can lead to some
Great Boulder Hob unfortunate incidents.
Great spirits of the mountains, these colossal
HP: 64
hobs are peaceful and animalistic, but terrifying
when enraged. Their tendency to startle,
Traits: Skirmisher, Dodge
combined with their tendency to look like a
Hob Traits: Greenwalker, Spirit Away
regular rocky hillside, does not help this
situation.
Elite: Takes 2 turns
HP: 80

399 of 417

Protect the Child (Interrupt 3): At the start of with any foe. The bargain interrupts anything
combat, the Banderhobb chooses a foe, deciding that’s currently going on, and resolves
it’s a child to be protected. immediately. Accepting a bargain is voluntary. If a
character refuses a bargain, the Geryan regains
Trigger: A character ends their turn adjacent to this interrupt.
the chosen character, or deals damage with an - Luck: Trigger: The foe started their turn.
ability to that character. Effect: The foe gains +1 boon on all attacks and
Effect: The Hob teleports to an adjacent space as saves this turn. Terms: The Geryan recharges
an effect, then swipes that character Other hobs all its abilities.
are shoved 1 and take no damage. All other - Immortality: Trigger: Foe just took a wound.
characters take [D]+fray damage. This effect ends Effect: The character can ignore the wound.
if the Banderhobb’s target deals damage to it in Terms: The Geryan grants vigor 2 to itself and
any way. If the effect ends, the Banderhobb can an ally in range 6.
immediately choose a character to protect, but - Wealth: Trigger: The foe’s turn started.
can’t choose any target it’s already chosen this Effect: Place a wealth token in a free space of
combat. the Geryan’s choice in range 6. The wealth
token is an intangible summon. It can be picked
Savage Swipes (1 action, melee attack, up if any character ends its turn adjacent with
multiattack): Attack: On hit, [D]. Miss: 1 no other characters adjacent to the token, and
damage. Effect: If there’s only one valid character is dropped in an adjacent space if a character is
in range, increase damage to 2[D]+fray on hit. defeated. If a character ends combat with the
Charge: Gains range 2 wealth token, they gain 2 dust.
Bounding Leaps (1 action): The Banderhob - Beauty: Trigger: The foe just took damage.
flies 4. Effect: If it lands on an object or adjacent Effect: The foe reduces all that damage to 1.
to a character, it can repeat this flight once more. Their skin and hair/fur become clean and look
Pounce (2 actions, recharge 5+): The hob amazing. Terms: Every ally of the Geryan in
flies 4, then an adjacent foe is slowed and must range 3 of that foe gains hatred of them and
save or take [D]+fray, twice, or [D]+fray on a they become branded.
successful save.
Wish (Interrupt 1, recharge 6): Trigger: An
ally in range 6 is reduced to 0 hp. Effect: That ally
Chapter 2+ returns to 25% hp instead, then the the Geryan
takes 25% of its max hp in damage, which could
Geryan cause it to be defeated.
A hob appearing in the shape of an elderly Kin,
Old Staff (2 actions, melee attack, range 2):
dressed for travel. There’s little way to see
On hit: 2[D]+fray and foe is branded. Miss: fray.
through this hob’s disguise, but they often wear
Chastise (1 action, repeatable): Effect: A
cloaks and hats, and smoke a fragrant pipe.
character in range 6 takes 1 piercing damage. If
These hobs are the spirits of well-traveled roads
that character attacks before the end of their next
and therefore can move about the land quite
turn, they take [D]+fray piercing damage and this
freely. They often feign illness or weakness, and
effect ends.
reward kindness or charity. They have a great
Misfortune (1 action, recharge 5+): Effect: A
knowledge of the ancient healing arts and are
character in range 10 gains +1 curse on all attack
fond of striking bargains.
rolls and saves until the end of their next turn.
Great Luck (1 actions, recharge 5+): An ally
HP: 80
in range 10 gains +1 boon on all attack rolls and
saves until the end of their next turn.
Traits: Diaga, Shelter
Ancient Reversa (1 action, recharge 5+):
Hob Traits: Greenwalker, Spirit Away
The Geryan gains aura 2 until the start of their
Elite: Takes 2 turns
next turn. While inside the aura, when any
character (foe or ally) takes damage, roll a d6. On
Bargain (Interrupt 1): As an interrupt, the
a 4+, that character is cured.
Geryan can strike one of the following bargains

400 of 417

line, repeating the area. Characters in the area


Wissan take [D]+fray.
Spirits that inhabit and embody very ancient, Summon Root (1 action): The Wissan creates
powerful, or aether-rich trees. When a tree a lesser root in a free space in range 6
reaches a hundred years old, it is said a Wissan Lesser Root
always appears. Wissan can appear in the shape Size 1, immune to all damage and effects
of Kin and speak their tongue. They know many Summon effect: The root emits aura 1
old and ancient magical arts, and are studious around it. Foes in the aura are vulnerable+.
for Hobs, hoarding many secrets and treasures Summon effect: When a root is summoned,
in their cavernous root networks. Particularly deal 1 damage, once, to any character in range
ambitious Wrights will sometimes head into the 2 for every lesser root or deep root in range 2
old woods to try and study with one. of that character, including this one.

Wissan may appear anywhere where their spirit Chapter 3


tree has roots, which gives them a surprising
reach. WHITE BEAST
A rare, enormous beast-like hob with spiraling
HP: 64 (16 per root) horns that is the essence of the primal forests of
Arden Eld. Often take the forms of stags, but also
Traits: Aetherwall, Overdrive 4, Phasing. Slip boars, wolves, or other creatures of the wild.
Hob Traits: Greenwalker, spirit away These ancient hobs are older than all civilizations
Elite: Takes 2 turns and have existed since the days of creation.
Herds of animals follow in their wake. They are
Deep Rooted: At the start of any combat, place 4 largely peaceful, and flighty - unless hunted, as
deep roots on the map, which are size 1 summons their blood is said to cure all ailments. Then, they
that cannot be moved in any way. The roots have can drive animals into a frenzy and become
aura 1. Foes in the aura are vulnerable+. All roots hostile to all kin for many years. As the forests of
must be accessible to characters and placed within Arden Eld wither and shrink, these beautiful and
range 6 of another root. The Roots are considered majestic hobs are increasingly rare, or
to be the Wissan for purposes of targeting and sometimes turn up ill and sickly.
each has 25% of its max hp. When a root is
destroyed, remove it. HP: 64
Tied to the Tree: The Wissan’s body is immune
to all damage. When all four roots are destroyed, Traits: Aetherwall, Overdrive 4, Size 2
it is instantly defeated and disappears. It can Hob Traits: Greenwalker
teleport to any space adjacent to a root as a free Elite: Takes 2 turns
action.
Wild Hunt: At the start of the round, the beast
Ancient Bolt (1 action, ranged attack, can choose an edge of the map. At the end of that
pierce, Line 8): Attack: On hit [D]+fray. Miss: round, a huge stampede of animals sweeps across
Fray. Effect: Foes in the line are electrified. the map from that end to the next.
Electrified characters take 2 damage, once, for • Repeat this effect 3 times on all foes: Foes take 1
every adjacent character. damage and are shoved 1 in the direction of the
Root Lash (1 action): A character in range 4 herd. Collide: Foe is stunned
from a root summon or a deep root takes fray • Characters that are standing on the other side of
damage, then must save or be shoved as far as objects or terrain as if they were in cover from
possible towards that root, or 1 space on a this effect are immune to it.
successful save. Bloom: At the start of its turns, the beast creates
Ancient Dagon (1 actions, 1/round, pierce, a height 3 blooming tree object adjacent to it.
line 6): Area effect: Characters in the area take
fray damage. Delay: The hob’s next turn must be Wild Prance (free action, 1/round): The
slow but at the start of that turn, a freezing beast flies 4 spaces, then creates a close blast 1
weapon made of water coalesces at the end of the area of difficult terrain. It can only have three

401 of 417

such areas active at once (choosing which to though they have a jovial temperament, are wild
replace if so) and the areas can overlap. and unrestrained in their passions, as the beasts
they draw their essence from. They have
Primal Stars (1 action, piercing, ranged tremendous appetites, and in the throes of drink
attack 10, multiattack): Autohit: 4 damage. they go into a rage and rile up partygoers into
Breath of the Wild (1 actions, ranged attack great (and often dangerous) acts of debauchery
5, pierce, blast 2, recharge 6): On hit: 2[D] and stupor. Without care, villages often end up
+fray. Miss: fray. Effect: All foes are shoved 1 half on fire, sodden with alcohol, and strewn
Overgrow (1 action, 1/round): The beast with unconscious partygoers. A common
chooses a foe in range 6. At the end of that foe’s strategy is to spike the Aesi’s drink, so they
turn, if they have not moved at least 4 spaces from calmly fall asleep and disappear with the
their location at the start of their turn, they morning mist.
become immobile as the undergrowth grows over
their feet. This effect ends when they take any HP: 40 per player (min 80)
amount of damage, or they or an adjacent
character can hack the growth away as an action, Legendary Heavy: Armor 3. Gain use vigilance
dealing [D]+fray piercing damage to them but twice a round.
ending the effect. Hob Traits: Greenwalker, Spirit Away
Horn Smash (1 action): A foe in range 2 must
save. On a successful save, they take fray damage. Legend: Takes 1 turn after every player character
On a failed save, they take fray damage, are turn. If slow, only one of its turns is affected.
shattered, and additionally take 1 piercing Juggernaut (Free action, 1/round): Clear a
damage for each space they move or are shoved status, mark, or all blights
before the end of their next turn.
Pollen Haze (1 action, range 6, blast 1): Foes Divine Ambrosia: The Aegis’s mere presence
in the area take 2 damage and must save or envelops the battlefield in a drunken haze. Give a
become vulnerable. If the area catches a tree in d6 to all characters, representing their level of
the area, foes in the area take 2 damage again. intoxication. Certain abilities Intoxicate foes,
ticking the die up by 1. If a die would become 6, a
character can’t take any more. The must save or
Unique LegendS take 50% of their max hp as divine damage and
spend their entire next turn incapacitated and
throwing up, resetting the die to 1. On a successful
save, lower the die by 3 but take no other negative
Chapter 1+ effects.
Sober Up: A character can sober up at the start
of their turn by rolling 1d6, taking one of the
Summer Flame Aesi following effects and reducing their intoxication
by 4, to a minimum of 1. Effects with a duration
Great hobs of the summer that are the spirits of last until the start of the character’s next turn.
midsummer festivals and the raucous partying 1. Nonstop singing: The character gains aura
that usually accompanies them. These horned 1. Allies in the aura are dazed+
goat-like Aesi can often speak the tongue of kin. 2. Stagger: The Aesi shoves the character 2.
During summer festivals in the green, it is not Collide: Foe takes [D]+fray
uncommon for a midsummer Aesi to ramble in 3. Stand and Blink: The character becomes
from the forest to join in and patronize the immobile
festivities, brining hob-spirit with them, the 4. Clingy: The character can only use abilities if
divine alcohol Ambrosia. Such spirits are treated adjacent to an ally.
with great respect and must be fed and watered 5. Take a Nap: The character is winded. If
well before their journey back into the forest. already winded, they are stunned.
6. No extra effects
Good treatment of these minor forest gods brings
good harvests and wealth to the village, however, Phases: The Aesi enters Phase II when bloodied.
courting them is not without risk. These Aesi,

402 of 417

Phase I: Chapter 2+
Brew Smash (1 action, melee attack, true
strike, blast 1, range 3): On hit: [D]+fray. Miss
or area effect: Fray. Effect: All affected foes take
+1 intoxication if they have less than 4. Effect: On Falling Leaf Aesi
hit: Critical hit against dazed foes. A greater hob formed from the essence of
Wandering Haze (free action): The Aesi dancing leaves in autumn. The Aesi take a long
dashes 2, then shoves an adjacent foe 1 time to coalesce, and therefore are quite powerful
Raucous Dance (1 action, close blast 2): The and ancient. These hobs are shaped more like Kin
Aesi implores all foes in the area to dance, shoving than their more animalistic brethren and are
them 2 spaces. Characters can choose the extremely skilled in the ways of sword craft and
direction by taking +1 intoxication, otherwise the stealth. They are master thieves and can steal
Aesi chooses the direction. Collide: Foe takes [D] anything: a moment, an essence, a thought, or
+fray even a memory. Though they eventually return
what they stole, they are indiscriminate in their
Uncork (1 action, 1/round): The Aesi fascination with the habits and skills of Kin.
summons a size 1 keg object in range 3. The object Legends abound of them stealing the skills of
has aura 1. Characters in the aura are dazed+, and master tradesman on a whim for a fortnight,
if they start their turn there, they increase their leading to their poor victim’s financial ruin, or
intoxication by +1. stealing the tongue of a bride for a year and a
Fire Pit (1 action, 1/round): The Aesi creates a day, leading her groom to run away out of
pit space that is also dangerous terrain. shame.
Stiff Drink (1 actions, true strike, 2/
round): The Aesi implores an adjacent character HP: 24 per player character (min 48)
to drink before giving them a stiff whack. If the
character drinks, they gain vigor 1 but increase Legendary Skirmisher: Has the dodge and
their intoxication by 2. Then, they must save or skirmisher traits.
take 2[D]+fray damage from the Aesi and become Hob traits: Greenwalker, Spirit Away
dazed, or [D]+fray on a successful save. Dazed Legend: Takes 1 turn after every player character
foes fail the save. turn. If slow, only one of its turns is affected.
Juggernaut (Free action, 1/round): Clear a
Phase II: status, mark, or all blights affecting this character.
As phase I, but has the following:
Haze of Ambrosia: At the start of their turn, all Immortal Thievery: Some of the Aesi’s abilities
characters increase their intoxication by +1 have the thievery tag. When an ability with this
Ignite (1 action, 1/round): The Aesi shows off tag is used, the Aesi creates a memory as an
its fire breathing. A foe in range 4 must save or intangible summon in any free space within range
take 3 damage, once, (reduced to 1, once, on a 4 of that character. Characters can end the
successful save) for every stack of intoxication thievery’s effects on them by passing over and
they have, but then clears all intoxication, picking up a memory (any memory will do).
resetting the die to 1. Gust: At the start of each round, the Aesi puts
Duel of Flagons (1 action, 1/round): The down a space of swirling wind in its space.
Aesi chooses a foe in range 3 and tosses them a Characters that enter the space, including the
flagon. Aesi, can fly 3 spaces as an effect, but only once a
• If that character chooses not to drink, the Aesi round for each space. Spaces persist until the end
gains vigor 1 and clears all statuses and marks. of combat.
• If that character chooses to drink, they increase
their intoxication by 2. The foe rolls 1d6 and the Phases: On round 4, and every two rounds
Aesi rolls 1d8. The loser of the contest becomes thereafter (6, 8, 10 etc), the Aesi uses Mortal
dazed and takes 2 divine damage, or 4 if they Mockery.
were already dazed. If a character wins, they can
challenge the Aesi again, repeating this effect. Phase I:

403 of 417

Steal Ability (2/round, thievery): Trigger: A Naturally, all of these effects stack if the Aesi is
foe in range 2 uses an ability and the ability allowed to use them again. Why be one class when
resolves. Effect: The foe loses the memory of that you can be all of them?
ability, becoming unable to use it until they pick
up a memory. If the ability is a stance or aura, it • Mock Stalwart
has no effect for the duration. • The Aesi gains armor 3 and the fortify trait.
In addition, Leaf dance gains true strike.
Leaf Dance (1 action, +1 boon, multiattack,
• Mock Vagabond
melee attack): On hit: [D]+fray times. Miss:
• The Aesi may split up all its movement with
fray. Effect: Aesi may dash up to 5 spaces during
actions. In addition, Leaf dance gains the ability
any part of this attack, making attacks against any
to critically hit, dealing +[D] on a crit.
adjacent foes during its movement, but must
move in a straight line. During this movement, • Mock Mendicant
they can shove any memories 1 to either side. • The Aesi gains the shelter and diaga traits. In
Whirling Leaves (1 action): Effect: Teleport 1, addition, Leaf Dance deals bonus damage.
then deal 2 damage to all adjacent foes and shove • Mock Wright
all adjacent foes and memories. Repeat this effect • The Aesi gains the Overdrive 6 and
three times. Aetherwall traits. In addition, Leaf Dance
gains pierce.
Greenpath (2 actions, 1/round): Remove the
Aesi from play, then place them anywhere on the
battlefield in free space. Clear all statuses, marks
and blights from them.
Chapter 3
Fae Thief (1 action, 2/round, thievery): The
Aesi steals something from a foe in range 5. Roll
1d6 to see what. Picking up a memory removes an
DEEP SNOW AESI
effect of the foe’s choice. Re-roll repeat effects. The Aesi of Deep Winter. Each takes seventy
1. Friendship: Foe’s abilities can't target seasons to coalesce. During that time, their
allies and treat all allies as immune to essence slowly condenses, taking in the sorrow of
their effects, including any active marks, frozen death, the withering of plant life, and the
stances, auras, etc. landscapes of barren snow. Unlike their kin, they
2. Sight: Foe is blinded+ are somber, solitary, and melancholy beings with
3. Luck: Foe cannot gain boons or critically an air of gravitas about them. They can only be
hit glimpsed during the deep cold, or in the dead of
4. Heart: Foe cannot gain vigor or benefit night. Their benediction can allow villages to
from defiance. survive the winter - with unexplained warm
5. Talent: Foe takes +1 curse on all attacks spells, mysterious hidden caches of crops, or
and saves respite from storms and blizzards. When
6. Youth: Foe cannot dash and is slowed+ enraged, however, their wrath is terrible, and
Wall of Thorns (1 action, 1/round): The Aesi they will freeze entire towns solid just to avenge
creates a line 4 area of height 2 thorny wall the most minor slight.
objects. Each object is destructible (10 hp) and
also considered dangerous terrain. Character that HP: 32 per player character (min 64)
collide with it take 2 divine damage.
Legendary Artillery: Has the aetherwall trait.
Phase 2: Mortal Mockery Once a round, as a free action, can remove itself
As phase I, but also: from the battlefield and return in free space in
Mortal Mockery: The Aesi transforms its range 5.
physical form into a mockery of the closest foe. Traits: Flying, Phasing
The effects depend on the foe’s class. If the same Hob traits: Greenwalker, Spirit Away
effect would be chosen twice, the Aesi can choose Legend: Takes 1 turn after every player character
a different one of its choice to apply. turn. If slow, only one of its turns is affected.

404 of 417

Juggernaut (Free action, 1/round): Clear a • Foes that start their turn in the aura take 2
status, mark, or all blights affecting this character. piercing damage
• Foes are vulnerable+ while in the aura.
This legend is best fought in a battlefield that is • The aura is difficult terrain
12x12 or a little larger. Freeze Solid (1 actions, 1/round) - A
character in range 6 becomes shattered. At the
Creeping Cold: At the end of the first round end of that character’s next turn, they must save.
round, the Aesi creates a Creeping Cold effect in On a failed save, they are encased in ice, removing
every space along the edge of the map, a creeping them from the battlefield and becoming replaced
black frost. This is a difficult terrain terrain effect with a destructible (10 hp) height 1 frozen statue
that affects even flying characters. Characters that object. Until the is destroyed, they cannot take a
either start or end their turn in Creeping Cold turn. When it’s destroyed, they are returned to the
must save or take 50% of their maximum hp as battlefield in the space they left and can take a
divine damage, or 25% on a successful save. At the turn as normal.
end of every two rounds thereafter (3, 5, 7, etc),
the effect creeps in by 1 space on all sides, Phase II
shrinking the available battlefield space. As phase I, but:
Frozen Impaler is a free action
Phases: The Aesi enters phase II at the start of Icy Death: A wind begins blowing from one side
round 4 or when bloodied. of the map, which the Aesi chooses at the start of
each around. After taking any action, a foe is
Phase I: shoved 1 in the direction of the wind. Collide:
Storm Whip (1 action, pierce, melee attack, Character takes [D]+fray.
rage 4, blast 1, combo): On hit: [D]+fray. Miss
or area effect: fray damage. Effect: Shove 1.
Collide: Foe is vulnerable.
• Diamond dust (2 actions, pierce,
ranged attack 6, blast 1): On hit: 2[D]
+fray. Miss or area effect: fray damage.
Effect: Deals 1 damage, again, for every
character in the area
• Crystalline Lance (1 actions,
pierce, ranged attack 10): On hit:
[D]+fray. Miss: fray damage. Effect:
Foe must save or be shoved 6.
Northern Winds (free action): The Aesi
dashes 3. It becomes intangible and gains
phasing while moving.

Stiffen Limbs (1 action, 1/round): The Aesi


chooses up to three characters in range 6. During
their next turn, those characters must end their
turn at least 4 spaces from their starting location
at the start of their turn, or else take [D]+fray and
become stunned.
Frozen Impaler (1 action, 2/round): The
Aesi chooses a character in range 6. At the end of
that character’ turn, an icicle coalesces and falls
on that character for a blast 1 area effect centered
on them. Characters inside take 2 damage, then
create the icicle adjacent to the targeted character.
The icicle is a height 2 destructible object (1o hp)
that has aura 1. The aura has the following effects:

405 of 417

Hob Trophies
Tech Description and Effect Uses
Summon an allied Sprigg. The Sprigg disappears at the
Yunmes blossom 3 combats
end of combat and acts on your turn.
Summon a wissan root, a sturdy size 1 summon in range
5. The area around the root is difficult terrain, and the
Wissan Root splinter 2
root emits aura 1 around it. Foes in the aura are
vulnerable+
Eat this frozen berry at the start of combat to gain aura 1.
Characters in the aura have cover and foes that end their
Winter Berry 1 combat
turn there are inflicted with frostbite. Frosbitten foes are
branded.
Take a puff from this pipe as a free action to gain +1 boon
Geryan’s Pipe on all rolls until the start of your following turn. During 3
your following turn, take +1 curse on all rolls instead.
Throw this pebble as a free action to shove a character in
Boulder Hob Pebble range 3 1 space, then create a height 1 space of terrain in 3
that space
Eat this mushroom to transform into a frog until the end
Transmogrifying of your next turn. While a frog, you have evasion 20 and
1
Mushroom dodge but cannot take actions or interrupts other than
your standard move and dash
This expedition, while adjacent to an ally you have
Banderhob fur mantle 1 expedition
counter
Spirit Hob Charm This expedition, gain the Spirit Away trait 1 expedition
This expedition, gain dodge and cover while inside the
Mark of the Forest God area of a terrain effect, difficult terrain, or dangerous 1 expedition
terrain

406 of 417
DEEPTOWER
Deeptower is a simple expedition for level 0-2 The top of the tower broke off and was lost
characters. Try it at level 1 or 2 if you want somewhere during its ascent from the deep earth,
characters to have more options. You can use it as but the bottom half is still intact. The Chroniclers
a jumping off point to get people into the game who noted the event on their seismographs have
and write your own material. named the sinister ruin Deeptower.

REWARDS: 6 xp, 3 dust. There’s some extra Persons of Interest and hooks
arkentech and dust possible, and camp upgrade. Here are some folk that players might run into in
CAMPS: 1 town, and a quick description of each. You can use
any or all of them as hooks for players to go to the
tower.
The Town
Elder Yu:
Oxbridge is a small, tight-knit farming Beastfolk (goblin), Yeokin, he/him
community, a collection of twenty or homesteads, A wizened goblin beast folk who is the town elder.
barns, and a small town square surrounded by He speaks slowly and his great age is apparent.
fields of green and small town shrine to the local His skin is graying and his catfish-like whiskers
spirits. Ruins haven’t surfaced near here for are long, white, and drops almost to the floor.
generations, and the valley surrounding the town
is quiet, bucolic, and peaceful. It’s a cozy town, He has two foster sons and has kept the town safe
with a welcoming, peaceful, and friendly vibe. The for two decades or so.
thatch of the houses is overgrown with grass, Hook: Elder Yu may get a boy to approach
neighbors sit outside in the evenings and gossip, characters as they come into town, imploring
and the gardens and windowsills are lush with them to see him, or may have called them in the
wildflowers and vegetables. Everyone knows each first place. He’s in a desperate state. His foster son
other. Gwyn has been missing for several days after
staying out later for work, and his other foster son
There’s also the eponymous Ox bridge, just Cado is in a terrible depression because of it.
outside of town, where the local herders drive There are also lights in the tower, making the
their cattle before coming into town to trade. It’s Elder think that people are camped there, or
old, perhaps pre-empire, massive, and made of worse. He suspects that Gwyn’s disappearance
red stone that has weathered the rest of time. was connected to the tower or people who have
come to plunder it. Yu will promise payment in
dust if characters can find what happened to his
The Tower son and bring him back… or his body.
There’s an undercurrent of anxiety running
Cado
through the town. Just three days ago, an
Thrynn, Yeokin, he/him
Arkenruin surfaced about half a day by foot, up in
A pre-teen boy. Anxious and quiet, and gangly,
the foothills. This is probably the reason the
with hair that often goes over his eyes. Won’t talk
players are here. The ruin is close enough to the
to the players without some prodding or action on
town that it presents a significant danger if left
the part of the players to get him to open up.
unexplored, and there is doubtlessly still a strong
Players might see him acting suspiciously around
concentration of Dust and arkenrelics within for
town.
the adventurous or greedy - which will doubtlessly
Hook: Cado and his foster brother, Gwyn, heard
draw scavengers.
about the riches in the tower from Quell, the
Churner who was passing through town. Quell

407 of 417

promised to pay them handsomely if they could


bring her back something from the ruins, and
while exploring, they were ambushed by Relict
and split up. Cado fled, leaving Gwyn, and has felt
so guilty about it he can’t tell his foster father
what really happened. He’ll tell characters this out
of some sense of guilt and even take them to the
ruins, but will refuse to come with them further
without extreme convincing.

Quell
Trogg, Churner, she/her
Quell is a Churner, a traveling merchant who was
in town for the night when the tower surfaced.
She has curling horns, dark curled hair, and solid
gold caps on the end of her horns. She has a
morbid sense of humor and keeps her true
intentions hidden.
Hook: Quell knows towers like this can have
powerful arkenrelics hidden deep inside, and paid
Yu’s sons to go scout it out, not expecting them to
actually enter the tower. She felt so terrible about
what happened that she pulled some strings and
hired a mercenary band, Carel’s Brigadiers, to go
get the kid out. The band is still at the tower and
hasn’t returned. She’s genuine in her remorse, but
secretly has also promised the band she’ll fence
any relics they find as payment. She’s not
planning on actually selling the relics, but intends
to split town as soon as she gets her hands on
anything valuable. She might get the characters to
go fix her problem for her, promising payment.

408 of 417


409 of 417

410 of 417

The Tower
Setting out for the tower is not a particularly hard
journey, though a lot of it is uphill. The tower,
when it comes into view, juts out of the
mountainside like a broken fang, the top split off,
leaving part of it open to the air. The earth around
its base is torn up and characters who linger in the
area will occasionally feel minor seismic tremors
in the earth.

There are several areas that characters could enter


the tower (if you want to check for this
information, you could have a character make a
fortune roll to gather information). The first and
most obvious route is through area 1 at the gate. At the start of the fight, the main gate starts to
The second is an open gallery on the second story, close. Characters can prevent this for a round if
area 5, that looks like it would take some climbing more player characters than hostile characters
to get to. Cado can tell the players that he entered stand in the objective zone at the center of the
this way with his brother. The third, and least map. If the gate closes for three rounds, it remains
obvious (requiring some looking to notice) is a so permanently (for the meantime) and characters
windowed part of the tower jutting down the cliff will have to find another way around.
face (area 9) that characters could climb through,
a difficult and more dangerous proposition, and 2B. THE GALLERY, MAIN LEVEL
the open part of the wall around from there, area This room is overgrown with dark, leafy greenery
11, which takes some further climbing. already and lit faintly from above during the day
with thin shafts of sunlight. A dark pit in the
center of the room is a shaft that descends all the
1. THE GATE way to the pit entrance (area 3). There are stairs
COMBAT ENCOUNTER: GATEKEEPERS that lead up to level 2A and down to 2C.

The main tower gate is open but not undefended. The door to area 4 is jammed closed but could be
Relict stand undying watch over it, their empty opened with one or two actions from the players.
shells eerily still until the presence of life causes It makes a lot of noise and could alert Carel and
them to hiss and spark into motion. his men in area 7 on failure.

This fight uses the Relict faction. For every two 4. The Knight
players, add a Tomb Guard
A crumpled figure in ancient arkentech amor has
Then fill the remaining with the following collapsed on an altar at the end of the room here,
enemies depending on your players and lit by a sunbeam. Adjacent to the altar is a stair
preferences: leading down. Rows of stone pews mark the way
there.
Embalmer
Arc Wraith A dark miasma has seeped from the knight’s
helmet, a curling black mist that seeps across the
Automata floor and sinks low across the stone, which looks
corroded.
A good mix of Heavies with ranged attackers will
make a more satisfying fight. The wraiths, if It’s a 6 or 8 segment clock to try and move across
included, stay back. this room safely and deal with the knight
somehow without touching the life-leeching

411 of 417

miasma, which can inflict harsh harm on the • Carel is willing to talk and negotiate with the
players. Removing the helm will cause the body players, especially if Quell sent them.
within and the armor to collapse into dust. • Carel knows that Gwyn is somewhere down in
the lowest level - he can hear the boy calling out
Rewards for help sometimes.
The helm is a dangerous arkenrelic worth 1 dust if • Carel knows there’s a patrol of Imperials from
players take it out. It can be investigated with an the city Encross that landed by airship about a
action or two from the players to learn that the day away and have entered the lower levels
helm is broken. It can be fixed as a minor somewhere. He’s deciding whether it’s worth
ambition during an interlude to gain the risking his men’s lives to tussle with the
following: imperials. If characters can deal with the
imperials, he’ll let them use the key he has to get
Helm of Mist into the pit.
Trophy • Carel is planning to double cross Quell and Yu
Effect: Free action: You and all adjacent and try to ransom Gwyn back to the town. He
characters gain stealth. Foes are also poisoned. might let this slip accidentally, or if the players
Uses: 3 presss him.
• Carel has the key to the door to the Pit, rather
The stairs lead down to area 11: THE WELL conspicuously around his neck. He also has a
key to the cell in area 7 where Marat is being
2A: THE GALLERY, UPSTAIRS kept.
• Carel and his men have already clearly looted
The top of this room is open to the sky and the top levels of the ruins
elements. Greenery has poured in over the edges
over the last few days. There’s a narrow corridor If negotiations go poorly, he’s not beyond
going to area 6. This room has a couple of grates attempting to rob them blind (of any dust they’re
with bars in them, behind which is darkness. carrying), knock them out, and kick them out of
Investigation of the spaces shows that they were the tower. If Carel’s band is defeated, he’ll
empty but once may have served as cells. One of surrender and leave the tower if asked.
them has someone inside (7).
If characters use the key to get into the pit, Carel
5. OLD GATEHOUSE and his men will attempt to ambush the
A second gatehouse juts out of the building here. characters on the way out. They will demand any
It’s a little climb up. Climbing without alerting the treasure the players found as a finders fee,
Relict in area 1 or Carel in area 6 is probably a 6 fighting the players if they refuse. Canny
segment clock that could end in a fight or a characters can also get away before they’re cut off.
confrontation. Cado is happy to point the
characters here. ENCOUNTER: CAREL’S BRIGADIERS

The gatehouse door is ajar and voices can be This fight is with basic foes. Carel is an elite and
heard from behind it. Crumbled pillars have takes up 2 points. He uses the Rogue template.
almost sealed it off, but there's enough space to
squeeze through. The rest can be filled from the following, at 1 pt
each:
6. CAREL’S BRIGADE Sniper
Sledge
The mercenary Carel and his men are here,
camped out across the bridge.
Skulk
Priest
Carel
Thrynn Guilder, he/him If fought in area 6, the levers on the map can be
Well dressed, callous, calculating pulled with the interact action (1 action) to raise
or lower the bridges on the map.

412 of 417

One of the lords very obviously held a key in her


7. MARAT, THE TRADER hands, but that key is missing (Carel in room 6
Inside this cell is a Xixo Leggio trader (upbeat, has it).
talkative, they/them), named Marat. They don’t
seem particularly concerned about being locked in The entrance to room 9 is barricaded and will take
a cell, telling characters they can get out any time. muscle to get through unless the barricades are
In fact, Carel locked Marat in here after catching removed from the other side. Characters
them in the ruin just yesterday. attempting to get through the barricades might
alert the imperial patrol in room 9.
Marat has some healing elixirs, and will loudly try
and get characters to buy, possibly alerting Carel 9. THE FIFTH ENCROSS LEGION
in room 6. Buying an elixir allows a character to A patrol from the Fifth Encross Legion has set up
trade 2 dust to heal 50% of their max hp, and here after landing their airship a day or so away
Marat has two of them. and marching in on foot. Encross is a large city-
state with a cruel patrician and ambitions to
They will also constantly hint to the characters become a nation-state. Fortunately, it is rather far
about Carel and his band in room 6 and ask if they away, and this is only a scout patrol.
come across a key to return and let them out (it’s
no trouble, really). The gallery is open to the air at points. Characters
can climb in down the cliff face and through the
2C: SUBLEVEL 1 window, but it might be a tough endeavor
This level is dark, with little light penetrating it. (probably a 4 or 6 clock at least). Complications,
Sprawled across the landing here are desiccated, other than falling or slipping, could involve
skeletal remains. The stair down is blocked by alerting the imperials.
debris and climbing safely to area 3 will require
some action by the players. The imperials arrived a day ago, trying to make it
down to the bottom chamber in order to retrieve
The hall to the east (that would go to area 11) is the artifact they suspect is there. They have no
blocked by debris that could be cleared by a idea about Cado and Gwyn, though they are aware
superpowered action. The hall to the west is open, of Carel and his men. They lost a soldier to the
but the heavy stomping of armored feet can be armored demon exploring area 10, and after
heard down it. checking out area 11 have determined there may
be a way down to the lower level through the well
8: THE COURTYARD there.

The commanding officer of the patrol is Hela


In the center of this courtyard is a huge statue of
Valstrakker.
imperious looking Arkenlords, decayed over time.
Braziers set into of the stone in this room glow
Hela
with artificial green fire.
Beastfolk (garou), Guilder/Imperial, she/her
Ambitious, patriotic, confident, and dismissive of
At the pinnacle of one of the arkenlord’s staffs is a
criticism.
massive looking ruby, which nobody seems to
Hela’s looks tired, and mottled fur could use a
have noticed it. Grabbing it, it can be sold later for
wash. She wears a suit of arkentech power armor
2 dust. On investigation, the hollow eyes of the
which gives her a bulky frame and an oversized
statues are trapped and will shoot beams of
sense of confidence.
lightning at characters that venture close. It’s easy
enough to skirt around the edge of the room to
Hela’s orders are to secure the tower and retrieve
avoid the traps. Climbing up the statue without
the artifact from its lower levels at all costs. She’s
falling, making a ton of noise, or activating a trap
willing to talk to the players, but may try and get
in the room is fairly risky, and requires a clock.
them to stand down or surrender first, attacking if
they refuse. If she defeats the players, she’ll
capture and interrogate them, but probably let

413 of 417

them go. If defeated, she’ll try and retreat with her key and are successful, Hela will accompany the
men to the airship and return to Encross if characters in their fight with the Nocturnal.
allowed. Here’s what she knows:
• She’s frustrated and upset after losing a man in 11. THE WELL
her initial forays, and after discovering Carel’s
band, the group is deciding whether they need This room is lit by bright sunlight coming in
to mount an assault on the mercenaries or not. through the cracked wall during the day.
• The well in room 11 probably leads to a way Characters can climb here from outside, or climb
down but is blocked by some sort of monster. If up to the entrance from here, but it’s a long and
characters can deal with it, she’ll deal favorably difficult climb.
with them and send some men to accompany
them. There’s muffled, deep snoring coming from the
• Area 10 has a dangerous monster in it, some enormous well, which is coated in a thin layer of
sort of demon, but it seemed to also house a slime and has an absolutely otherworldly stench
relict node, which could contain dust. coming from it. Characters that get close without
• Demons means this tower might disgorge more waking it up can see that the well is clogged by a
parts of itself, and ultimately a blight, if not Halitoad. It’s possible for creative players to find
quieted. other ways past the toad (luring it away from the
• If told about Gwyn, her posture towards the well, setting a distraction, etc) but failure means it
characters will soften, and she’ll promise to help will immediately wake up and attack them.
the players out of they help her, and they let her
get out with the relic. COMBAT ENCOUNTER: WELL BEAST
• If they promise to deal with Carel and bring
back his key, Hela will scoff but gladly accept. This fight uses the Beast faction. The creature in
the Well is a Halitoad, a huge beast monster. Its
ENCOUNTER: ENCROSS PATROL noise attracts other monsters to the fight from the
outside.
If fighting the soldiers, use the Imperial faction,
with a few templated basic foes. Hela has the Halitoad
following profile, with the Imperial Officer
template.
Fill out the rest with any combination of the
following, but save 1 point.
Officer Buzz Trooper
Howler
Fill out the rest of the encounter with the
following options, costing 1 point each: Gulper

At the start of round 3 an enraged megabadger


5x Auxiliaries enters the fight from one of the edges of the map.
Imperial Soldier This uses the Dervish basic foe with the Elite and
Grenadier Beast templates applied to it (double hp, and it
Imperial Commander takes 2 turns)
Imperial Pepperbox
Elite Beast Dervish
The pools of oil (difficult terrain) on the map can
be ignited by damaging them with any magic Clearing the toad from the well reveals a set of
attack (attacks auto hit) or attack that inflicts stairs going down.
burning. They become difficult and dangerous
terrain. 10. BATTLE CHAMBER

Alliance: If they promise to help clear out the The sounds of heavy footfalls echo through this
courtyard for the Imperials or fight Carel for his room, which is filled with the crumpled skeletal

414 of 417

remains of warriors, and the broken armors of Rewards:


Relict. The relict node in the room is damaged and can
(unusually) be disabled. It’s fairly difficult, but the
The center of the room has a sunken aetheric network in the area can be shut down,
Sarcophagus-like structure, the relict node. A disabling the Relict at the gate (area 1) and also in
statue atop this node once held a huge gleaming the room. Characters that discover this can spend
mace, almost as big as a man, but it has been torn an entire turn during combat to accomplish this
off by the demon in this room. The node is effect.
damaged.
The node has a chamber full of 2 dust, which can
A massive armor figure treads the room in a be retrieved after combat, or with an interact
circle. Occasionally, a relict will flicker to life only action in combat.
to get swatted aside and disperse. The figure is an
huge armored demon, which has been trapped The armor demon’s mace can be taken as
here in a nonstop battle for centuries. Arkentech. It can barely be swung by a normal
person, requiring magical infusion to
The demon will immediately attack upon noticing supernaturally lighten it.
the characters. Without its attention, the node
roars to life and summons Relict. Dread Mace
Trophy
COMBAT ENCOUNTER: DREAD KNIGHT Uses: 1
Use for Obliterate
The demon uses the Archon basic elite to Superheavy melee attack
represent it, taking up two points. Attack: On hit: deal 4[D]+fray and foe must save
or be stunned. Miss: 2[D]+fray . Critical Hit: Foe
Archon fails the save

Along with the demon are Relict, which can be 3. GREAT SEAL
chosen from the following, at 1 pt each:
The very bottom of the tower is sealed by a
circular door. Inspection shows it has been
Arc Wraith inscribed with arkenrunes of sealing. The door is
Relict Skulk sealed with an extremely powerful mechanism. A
Servitor long clock or a superpowered action could serve to
get it open, or the key from Carel in area 6 could
be used to open it right away. Opening it reveals a
Reinforcements:
yawning void, with a narrow staircase descending
At the start of round 2, and every round
downwards against the wall. It’s a long fall.
thereafter, summon two relict husks anywhere
on the battlefield.
12. Collapsed room
The Relict are not allies of the armor demon, nor
is it allies of them. They will generally attack This room’s exits and entrances are all blocked by
whatever is closest. rubble, except the exit to room 14. Normally
characters won’t enter this room unless Room 10
The four pillars in the room can clearly be collapses into it. If they enter this room, Room 10
attacked and destroyed (10 hp each). If 2 or more hasn’t collapsed, and the archon is still alive, with
pillars are destroyed, or at the start of round 3, the some light they can see its heavy footfalls shake
whole room collapses into the second combat dust from the ceiling. If the room above has
map, room 12, which is adjacent to the Pit room. collapsed, characters can climb up out of it again
All characters without dodge take 1d6 damage as with only a little effort.
an effect and are dazed.
13. Bottom of the Well

415 of 417

The staircase that leads down here from the well that can be picked up with Interact. While
breaks off about 15 feet from the floor, requiring carrying Gwyn, characters cannot dash, run, or
characters to take some action to get down safely. attack.

The room is pitch black without light. The well is This room is the former prison of The Wretch, a
dry, having drained during the tower’s ascent Nocturnal demon, a powerful Legend, which will
from the deeps, but there’s still a thin film of allow characters to enter the room before
water and clinging on the floor here. attacking if it notices them.

A shoe, belonging to Gwyn, is stuck in the mud, THE WRETCH


close to the entrance to area 14. If characters The wretch uses the Nocturnal basic legend to
make enough noise here, Gwyn will call out for represent it.
help with a hoarse voice from the adjacent area.
Nocturnal
14. THE PIT
On the map there are four braziers. A brazier is a
This is the lowest chamber in the tower, a circular height 1 object that can be lit with an action, or
chamber with recesses in the walls inset with iron stifled with an action by a the Nocturnal. Torches
bars, like prison cells. It stinks of stale air and emit an aura 1 around their own spaces. They
rotting meat. count as friendly summons for the Nocturnal’s
clinging mists ability, and the Nocturnal is
In one of these cells is Gwyn, the adoptive son of vulnerable+ while in their light.
the Elder, and Cado’s adoptive brother.
Characters can flee from the fight, taking Gwyn
Gwyn with them, if it’s going poorly. The Nocturnal is
Beastfolk (Lopen), Yeokin, he/him repulsed by even a thin sliver of sunlight coming
Gywn is a very tired, hungry, and frightened down either the well (in area 13) or the stair out of
teenager, only a little older than Cado. He’s been the pit or way out of the collapsed room (area 3
trapped down here for days by the Nocturnal after and 12) and will not follow the characters out of
fleeing from monsters. He managed to squeeze its chamber.
through the bars in one of the cells, which seem to
be anathema to the demon, and has only been Rewards:
drinking what little rainwater has seeped down
here. He hasn’t seen the sun in days. In the area, set into the central plinth that was
trapping the natal, there is a precious Elixir
In the center of the chamber is a plinth with a Stone, a powerful relic and camp fixture.
blood red stone inlaid into it, and a set of pitons, Characters that can make it out with the stone get
that used to pin a pair of iron shackles to the the fixture for free at the start of the next
plinth. The pitons have been torn free in the interlude, or can sell it for 4 (total) dust.
tower’s ascent. The shackles are around the wrists
of a colossal, batlike demon that will unfurl itself Camping at the tower
from the shadows and attack the players at a point
of its choosing after they enter the room, or if they Characters will have the opportunity to camp
notice it, starting a combat encounter. Sneaking in once, which only takes an hour or two. Leaving
and out without alerting the demon is possible but the tower and camping safely outside is always
probably requires superpowered effort, or a possible. If characters are on good or neutral
difficult clock (10 or 12 segments). terms with Carel or the Encross Imperials, or have
gotten them out of the way, they can safely camp
COMBAT ENCOUNTER: THE WRETCH on their levels. Camping on the lowest level is
impossible.
Gywn, with some convincing can be freed from his
cage with the Interact action in combat. He is too Leaving the tower
weak to walk. Treat him like an intangible ally

416 of 417

• Hela reports back to Encross, who reaches out


Characters that get out safely (or flee) will find the to your band with a proposal: there’s been a
following, depending on the situation: blight near the border, and crossings aren’t safe.
• If Carel and his band haven’t been defeated, and If you can deal with it, the patrician will pay you
the imperials are still active, they’ll give up and personally.
split town, taking their loot with them • The second part of the tower surfaces nearby.
• If Carel is still around but the imperials are not • Marat finds your band and has a proposal: bring
a factor, he’ll let characters leave with Gwyn, but them back to their Leggio family, a few days
demand they cut him and his brigade in on the from here. There’s a big problem though -
valuables, including the elixir stone. He can be Marat has a terrible price on their head.
convinced otherwise with a lot of effort (or
healthy intimidation), otherwise he will attack.
• If Hela and the Imperials are around and on
good terms with the players, and Carel has left,
she’ll let them go with their valuables and Gwyn,
but demand the Elixir stone before they leave,
or she’ll order her soldiers to take it by force.
She can be convinced otherwise, but it’s
difficult.
• Neither Carel nor Hela will kill player characters
if they can help it. If players are defeated, they’ll
be dumped somewhere outside the tower, with
Gwyn. Carel will rob them and split town, Hela
will take the stone, leave them with 2 dust, and
leave.

Aftermath

Returning Gwyn to the town will make his foster


father extremely happy, and Quell very relieved.
Characters can collect payment (6 xp and 3 dust
per player). Quell will pay characters an extra 1
dust per player if they know the true story to keep
quiet. If players try to indict Quell and offer
convincing evidence, Yu will kick her out of town
after some deliberation, banning her for a year.
Quell won’t be that upset about it.

Marat safely escapes from the tower, regardless of


if characters free them or not.

Hooks

The game can safely go into an interlude


(probably in town) at this point. If you want to use
this as a jumping off point for another expedition,
here’s some hooks you can use:
• Carel’s mercenaries have purportedly set up
shop robbing passerby at the Ox Bridge, and
they’ve joined forces with another, much nastier
band of scavengers, the Skull Kickers. Elder Yu
calls a town council to convene.

417 of 417

You might also like