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                                                                        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.
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                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.
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                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
                • 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!
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                • 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
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Foreword 2
          ICON                                              10
          Legacy of The Arkenlords	                         10
Rolling Dice 12
GETTING STARTED 14
Action Ratings 18
Chapter 22
Clocks 27
GM Principles 29
Combat In ICON 32
Play Example 36
INTERLUDES 42
Session End 44
          BONDS                                             55
          I. The Path nder	                                 56
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fi
     fi
     II. The Seeker	                            57
V. The Harlequin 60
X. The Elder 65
Attacks 72
Combat Glossary 83
Advanced Combat 86
     JOBS                                      89
     Choosing your job	                         91
Relics 92
STALWART 95
Bastion 97
Colossus 109
Knave 116
VAGABOND 121
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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
Advancement 205
Rewards 207
RELICS                                 209
THE CAMP                               217
Camp Fixtures	                         218
BATTLE 234
INTRIGUE 240
TREK 245
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CREATING INTERESTING FIGHTS	              258
Elite 272
FACTIONS                                  278
I. FOLK	                                  279
V. IMPERIAL 328
DEEPTOWER 407
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                                                       ICON
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    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.
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                                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.
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                        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.
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Moving forward
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Character Advancement
11 3 Improve an action
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                                                      Narrative Play
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                        • 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
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                        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.
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                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.
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                    • 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
Chapter 1
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                                                                                               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.
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                                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
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                            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.
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                    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.
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                        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).
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                              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,
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                            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
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                    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.
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                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.
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           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
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        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.
Abandoning an expedition
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                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.
Freeplay
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    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:
Leveling up
Spending Dust
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Narrative Character
     Creation
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        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
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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.
7 2 Improve an action
10 3 Improve an action
11 3 Improve an action
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                                                     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.
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                                                   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.
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                                                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).
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                                                 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.
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    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
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        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.
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BONDS
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                                    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.
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                    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
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                            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
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                                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.
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                            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.
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+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
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                    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.
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                                    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+).
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                    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.
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                                 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),
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            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.
            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),
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                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]
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                                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.
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    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.
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                    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.
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                    • 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
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                    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.
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Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.
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            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.
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                        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.
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                                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.
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            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
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                    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).
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JOBS
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STALWART	                    95
Bastion 97
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
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                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
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                                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
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                                                                       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.
                        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
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                                                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.
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                                                                                                                                   SHIELD SLAM
                                    Abilities                                                                                      Heavy Melee Attack
                                    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.
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                                        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
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                                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
                                Chapter 3
                                Black Rock Vanguard: You can take two
                                interrupts per turn.
                                GREAT GIORGIOS
                                Interrupt 1
                                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
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    Demon Slayer
    Wielder of Forbidden Arts
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        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.
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                                                                                                                       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:
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                        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.
                        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
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                            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.
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    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.
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            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.
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                                                                                                                                                   DROPKICK
                                            Abilities                                                                                              1 Action
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                                                                                                                           Talents:
                                                                                                                           I. If you’re bloodied, increase the starting shove
                                                                                                                               by +2
                                                                                                                           II. Fly 1 before or after taking Gigaton whip
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                                Chapter 3
                                True Titanblood: Gain resistance and
                                unstoppable at 25% hp or lower.
                                BOILING BLOOD
                                Interrupt 1, stance, power die
                                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
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Yeokin Colossus
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Thousand Isles Colossus                Broken Mountain Colossus
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                                               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.
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            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.
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                                                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
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                                                                                                                                               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
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                    Talents:
                    I. If you’re bloody, increase all shoves from this
                        ability by +1
                    II. Charge: Character also becomes winded.
                    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
Talents:
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                                                                 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
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                                                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.
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        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.
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                                        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
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                        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: -
                        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
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                                        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.
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                                                              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.
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                    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.
                    Chapter 3
                    Divine Chamber: Your sixth round Aether Shell
                    also deals divine damage
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                                             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
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                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.
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                                                                                                                                                   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
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                            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.
                            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
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                                           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.
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            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
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                                                                                                                                   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.
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                GORGON
                Light Melee Attack
                +1 boon
                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.
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                                                                      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.
                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
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                                                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
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                                                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.
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            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.
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                                    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.
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                                    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.
                                    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
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                                                                                                         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.
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            CHASTISE
            Light Ranged Attack
            Range 6
            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).
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                                          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.
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                    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.
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                                    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.
                                    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.
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                            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.
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Chapter 3
    DARK SLIVER
    Light Melee Attack
    Range 2, summon
    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.
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                                                  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.
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        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.
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                                            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
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                                                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
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                                            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
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                                                    Sealer of Dark Wind Valley temple
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                                                     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.
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                        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.
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                                    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.
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                                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.
Talents:
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                                                                                       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.
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                                        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.
                                        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).
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                                         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.
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            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.
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                                            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
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    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.
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Lance
  Pyre
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    One of the Hellbreakers, an Enochian order
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                                Red City Enochian
Hedge Wizard
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                                        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.
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                    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.
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    QUAKING PALM
    Light Melee Attack
    Pierce
    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.
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                                        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
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    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.
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                            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.
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                    +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
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                    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.
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                                          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.
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                    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.
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                                            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.
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                                                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.
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                         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.
                    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.
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                                                                          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.
                        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.
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Session End
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            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.
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Character Advancement
11 3 Improve an action
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                            Trophies
                            Trophies offer a way for GMs to offer additional
                            minor rewards other than xp or dust.
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Example Dungeon Trophies
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                                                                                                                                 always active. For example (Round 5+) relics
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                                    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
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                                        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.
                                        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.
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                                        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
                                        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.
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                                    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
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                                            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)
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                                            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
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    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.
    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.
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                                                   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.
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                                    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.
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                            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.
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                                                                                                       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
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D6 Result Liftstone
                            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:
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                         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:
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                    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.
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                            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.
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            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.
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                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:
                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.
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        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:
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                                                                                            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.
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                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.
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        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.
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                        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).
Setup
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                    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
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            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
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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.
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GM pitfalls
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                                                                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.
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                    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
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        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
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                                                                 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
                          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.
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        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
        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
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                            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).
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                    • 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
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Ignoring chapter
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                        CREATING INTERESTING                                      Deployment and reinforcements.
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                            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
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                            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
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                                                                      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.
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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.
                Elite
                You can make any foe without the Elite trait an
                Elite with the following template. It stacks with
                other templates:
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                                                                                                    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.
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                                    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.
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                                        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
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                    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
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                        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
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        Sniper
        A hard hitting, simple artillery foe that can do
        high damage every other turn if left alone.
        Traits: Overdrive 4, Aetherwall
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HP: 64
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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.
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                                        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.
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                                                        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
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                                     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.
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                            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.
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                            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
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                                    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
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                                                     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
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                                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.
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                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
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                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.
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                                        • 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.
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        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.
Shinobi
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                                                                                       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
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                                        sacrificed their very souls for the purpose of the             different relict in range 3 from the Grafter takes
                                        Great Work.                                                    [D].
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                    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
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                        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
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                                            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.
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                                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
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                                        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
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                        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
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                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.
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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.
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                                                                    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.
FOES
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                                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.
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                                                                                                            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
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                        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
Yellow Creeper
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                        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+
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                        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
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                    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,
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            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
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                                            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:
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                                        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.
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9. Chicken
10. Bear
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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.
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                                                   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.
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                        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.
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                            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
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                                    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.
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        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
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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.
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                                                                                                     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)
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                                    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.
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                            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:
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                        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.
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                                                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
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                                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
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                            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
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                                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
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                                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+
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                            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
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                                         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.
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                            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.
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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
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                                          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.
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                        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
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                    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
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                    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
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                        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.
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                                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.
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                            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.
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                            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
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                        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.
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            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.
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                    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
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                       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
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                        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,
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        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.
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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
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                                                                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.
                                                                Faction Template
                                                                To make any foe a Lowlander, you can add the
                                                                following traits. All Lowlanders have these traits.
        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
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                            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.
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                                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
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                                    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.
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                                                                                                        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
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                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).
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                    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: -
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                                    • 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.
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                            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.
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                    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
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    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.
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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
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                                                                                 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.
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                                    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.
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                                                    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
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Tethian
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                                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.
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HP: 64
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                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.
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        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.
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                    Phase 2:
                    As phase I, but the Warden is returned to 50%
                    max and current hp. It summons two Eternal
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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
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                                                          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
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                        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.
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                        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
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                                    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
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                                            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
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                            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
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                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,
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                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:
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                        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.
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    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.
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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
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                                                               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
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    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.
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                        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.
                        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
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                                                    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.
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                                        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
                                        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
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                                        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
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                        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.
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Aftermath
Hooks
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