Beacon Core V1.16.1
Beacon Core V1.16.1
Art: MJ Barros, Kyle Hebert, Cosmixian, Moid, Fran Bautista, Lim Li Wei (@Karagna_), Sita Duncan
Special Thanks: Shawn and Lucy Gonzalez, Alexander Acri, Cat/Alex, Atlas Core, Davzz, Diane Kitchen, Door
Keeper, Draekos, dragonkid11, Ffzdf, Grigori, Gyrwyrm, Jade R, Jared V, Jon Hughes, Josh Lomas, Jude Vais,
Kaiyi Huang, Katie Regelson, Kevin “Wakefield” Doelling, Kris Bastion, Leila Salakheldin, Lloyd, loren anderson,
Me The Maou, MEATSHED, Melissa Matos, Michael Yuen, NHP SHAKA, Nick Hanson, Noah Posey, NoisyAssas-
sin, Oliver “ThatDamnGinger” Glenham, Random, Renoa ‘Lucifer’ Protocolt, Rey Garza, Saffron Hildegaard, Sam
Squires, Splattin, Superdan56, Tim Luttermoser, Tom Klein, Twi, Undermind, William Balan, and all the members
of the Pirate Gonzalez Games discord server.
0: Introduction 7 6: Ancestries 68
                       GETTING STARTED
                       0: INTRODUCTION
BEACON is a tabletop roleplaying game (TTRPG)         Ø There is a recurring threat to the Reflection
inspired by the high fantasy stories of the Final       – the Scourge.
Fantasy video games and the tactical gameplay         Ø Crystals hold some significance to the
of the Lancer and Dungeons & Dragons 4th                Reflection or its inhabitants.
Edition TTRPGs. High-action, tactical combat          Ø Ruins dot the landscape, ready to be
scenes are at the core of BEACON, supported by          explored.
a streamlined and engaging narrative system
that lets you get to the action quickly. Create       The GM and players work together to define
unique and interesting characters, explore            the specific details of the Reflection in which
fantastical worlds with your friends, and con-        their game takes place, including its history,
front the deadly dangers and obstacles that           peoples, and cultures. This process is detailed
stand in your way!                                    in Chapter 10: Game Master’s Guide (p. 223).
                                                                                                       7
                                                       1: HOW TO PLAY
Getting Started
                   Participants in BEACON take on one of two roles: either            Combat scenes use the rules for combat play (p.
                   that of a player or that of the game master (GM).              41). These scenes feature important fights and battles.
                       The goal of all participants is to tell a shared story,    Not every fight is worthy of a combat scene; only those
                   and to have fun doing so. Each player creates a sin-           that are important or tactically challenging move into
                   gle player character (PC) – a heroic figure called a           combat play. A simple street fight or barroom brawl,
                   “beacon” – and explores the game through that char-            for example, wouldn’t start a combat scene. A fight on
                   acter’s story. The GM, on the other hand, controls all         a crumbling bridge against a horde of demons, or a
                   of the non-player characters (NPCs), sets up combat            climactic showdown with an archnemesis would be
1: How to Play
                   COMBAT AND
Appendices
                                                                                  STRUCTURE OF PLAY
                   NARRATIVE SCENES                                               The gameplay of BEACON revolves around quests (p.
                   BEACON’s gameplay is split into scenes. A scene is a series    241). Quests are missions, tasks, or jobs provided to
                   of events that focus on a person, place, or challenge. Each    the beacons by the GM. Quests contain both combat
                   scene is either a narrative scene or a combat scene, falling   and narrative scenes, connecting them to tell stories.
                   under the rules of either combat play or narrative play.       The quests that your characters participate in form the
                       The GM determines when one scene ends and an-              body of your campaign, which is the overarching story
                   other begins, and whether the scenes are narrative or          of your characters.
                   combat. But anyone can suggest or request a scene,                 For example, your group’s primary motivation might
                   and you are encouraged to do so.                               be to defeat a great evil. In order to gain the strength,
                                                                                  allies, and resources to do so, they might need to
                   8
undertake a number of quests, preparing themselves                Skill checks are used in narrative play. If one of
for the final showdown with their foe.                        a character’s background skills (p. 12) would be
                                                                                                                              Getting Started
    The time between quests uses the rules for narrative      helpful for the roll they’re making, or they can invoke
play. During this time, the players collaboratively tell      their title (p. 11), they can get a bonus on to the
their beacons’ stories and explore the world.                 roll. See Chapter 4: Narrative Play (p. 22) for more
    When the players are ready to begin a new quest,          information.
they equip their beacons with abilities they’ve unlocked          Ability checks, by contrast, are used in combat play.
that they think will best suit the upcoming quest and         They use the character’s relevant ability score – Bulk,
the combat scenes within it.                                  Agility, Mind, or Magic – as a modifier (p. 49).
    When the beacons return from a quest, they level              During combat play, characters sometimes need to
up (p. 14) and become more powerful. This allows              make contested checks. In a contested check, the two
them to combine abilities and equipment from multiple         relevant parties each roll an ability check. Whoever gets
                                                                                                                              1: How to Play
classes (p. 84) to create unique playstyles and character     the highest total succeeds, with ties going to the one
configurations.                                               who attacked or initiated the action.
DICE                                                          SAVES
During both narrative play and combat, players roll dice to   Saves are rolls made to resist effects during combat play.
determine success, failure, and other interesting outcomes.   Effects that prompt a save indicate which of the target’s
    BEACON uses two types of dice: 20-sided dice (d20)        ability scores to use as a modifier. Each character has a
and 6-sided dice (d6). The rules sometimes call for a         Save Target, which is the total their opponents must
d3, which can be represented with a d6. A result of 1–2       meet or exceed when rolling saves. When there is no
                                                                                                                              Building Beacons
equals 1, 3–4 equals 2, and 5–6 equals 3.                     Save Target indicated, it defaults to 10.
    A number in front of the type of die indicates how
many dice of that type to roll. 3d6 means you roll 3
six-sided dice.                                               MODIFIERS
                                                              There are three types of modifiers that can affect rolls,
                                                              increasing or decreasing their results:
ATTACKS, CHECKS, AND SAVES
There are three main types of dice rolls in BEACON:           Ø Accuracy ( )
attack rolls, checks, and saves. They each use a single       Ø Difficulty ( )
d20. Any time you’re making one of these rolls, roll a        Ø Static modifiers (+1, –4, etc.).
41) for more information.                                       , it is subtracted from the total as a negative modifier.
                                                              For example, if you are rolling with 2 , you would roll
                                                              2d6 and keep the single highest result out of all the
CHECKS                                                        dice. If you rolled a 2 and a 4, you would keep the 4.
Checks are rolls to determine how successful chal-                 Rolls can be affected by multiple instances of or
lenging actions are. There are two types of checks that         , although they cancel each other out on a one-to-
you might make: skill checks and ability checks. To           one basis. For example, a roll could receive 4 and 2 ;
make a check of either type, you roll a d20 and add any       however, the 2 would cancel out 2 , leaving the roll
relevant modifiers. To succeed, you need a total of 10        with 2 . Always determine the final amount of or
or more (after modifiers).                                    before rolling any dice.
                                                                   An individual roll can’t benefit from more than 6 or .
                                                                                                                         9
                                         2: ANATOMY OF A BEACON
Getting Started
                         This chapter walks through the steps of creating a            Beacons don’t need a reason to be special in your
                         character and outlines the various components that        game. The fact they are controlled by a player already
                         define them.                                              makes them special, and grants them the opportunity
                             In BEACON, the characters created and portrayed       to influence and change the story as it’s told. Your game
                         by the players are special individuals known as “bea-     could be about a band of heroes destined to save the
                         cons”. They are called this because of the way they act   world, or it could be about a found family, fighting to
                         like shining lights to others. There is no one way that   keep itself safe.
                         beacons act or conduct themselves; no matter what,            The only constant across all Reflections is that bea-
                         they always find themselves in positions where they       cons inspire people around them. Even those who are
2: Anatomy of a Beacon
                         can inspire or help others.                               cowardly or timid have the potential and opportunity,
                             The precise characteristics that make someone a       as a group, to give hope to others.
                         beacon differ between Reflections. In one Reflection,         Chapter 10: Game Master’s Guide details some
                         beacons might be mystically empowered individuals         example Reflections and the roles of beacons within
                         born under a strange star. In another, they might be      them (p. 233).
                         students with an abundance of charisma.
Building Beacons
Running the Game
Appendices
                         10
CHARACTER CREATION                                               Example titles: The Green Knight, the Herald of
This section will guide you through the steps of cre-            Silence, the Bosstown Bludgeon, Moonfang, the
                                                                                                                              Getting Started
ating a beacon.                                                  Timeless Bard.
    Every beacon has a character level (p. 14). Char-
acter levels represent the overall growth and power           Whenever you make a skill check during narrative play,
of a beacon. Higher-level beacons have more abilities         you can invoke your beacon’s title before rolling to gain
available to them, and can therefore handle a wider           a +2 bonus. To invoke a title, the action in question must
variety of situations.                                        be something that contributes to the legend of your
    Your beacon begins at character level 1. At level         character’s title. Think of a story being told about your
1, they have:                                                 beacon, their name lost to history and only their title
                                                              remaining. Would this make it into the story?
Ø   a name and a title
                                                                                                                              2: Anatomy of a Beacon
Ø   three rank 1 background skills (p. 12)                       Example: Shawn likes the idea of playing someone
Ø   2 ability points (p. 12)                                     smart; a knowledge-seeker. She gives Dhalia the
Ø   three rank 1 talents (p. 13)                                 title of “the All-Knowing”. Shawn can invoke this
Ø   an ancestry (p. 13)                                          title when doing something that contributes to the
Ø   one class rank (p. 13)                                       legacy of “the All-Knowing” beacon. For example,
Ø   access to all basic equipment and techniques (p. 13)         if Dhalia is making a skill check to piece together
Ø   an appearance (p. 13).                                       the conspiracy behind the Day of Shadows, she can
                                                                 invoke her title to gain a +2 bonus to the roll. If Dhalia
Once you have finished these steps, you will determine           is making a skill check to climb a mountain, on the
your beacon’s attributes, which are values used in com-          other hand, being all-knowing is less likely to be
bat play (p. 14).                                                helpful, and couldn’t be invoked.
                                                                                                                              Building Beacons
NAME                                                          Players are encouraged to find creative explanations
                                                              for why a beacon’s title might apply, but they’re not
 Choose a name for your beacon.                               meant to be used in every situation.
                                                                 If you find that your title is too easy to invoke, con-
Beacons can have any sort of name, from the mundane           sider rephrasing it to limit its scope.
to the grandiose. Alternatively, you can decide this later.
You might not have an idea for a name yet, but might             Example: Delmar’s beacon is Dmitri, “the Demigod”.
think of one after picking your background skills or an-         After playing a few sessions, he realizes that “the
cestry. There are also plenty of random name generators          Demigod” can be invoked in every situation.
online that you can use for inspiration.                         Delmar rephrases the title as “the Demigod of
                                                                                                                        11
                         BACKGROUND SKILLS                                               ABILITY SCORES
Getting Started
At level 1, create three rank 1 background skills. At level 1, assign 2 ability points.
                         Background skills are words or brief phrases that               Your beacon has four ability scores that affect their
                         represent a beacon’s history and training, and provide          attributes and actions in combat play:
                         bonuses to skill checks. Background skills have three           Ø Bulk                      Ø Mind
                         ranks. When you make a skill check in narrative play and        Ø Agility                   Ø Magic
                         one of your background skills is relevant, you get +1
                         on your roll for each rank you have in that skill. Each         Ability scores range from +0 to +6, and give bonuses
                         skill check can only benefit from one background skill,         in combat play. By default, they start at +0.
                         which must be decided before rolling.                               Each ability score also provides bonuses to some of
2: Anatomy of a Beacon
                             Background skills can be anything, so make sure             your character’s other attributes (p. 14). For example,
                         they’re evocative. Instead of just “Acrobat”, make it           Agility affects the character’s Dodge and Speed.
                         something interesting like, “Acrobat Performer for                  Assigning an ability point to an ability score increases
                         the Demon Circus”.                                              it by +1. At level 1, this means you can have two ability
                                                                                         scores at +1 each, or one ability score at +2.
                              Example background skills: Will of the Source, Troll-
                              Wrestling Champion, An Eye for Lies, Royal Assassin.       Bulk
                                                                                         Bulk determines how tough and sturdy a character is
                         When creating a background skill, think about what              in combat. You gain:
                         situations it might be relevant in. If it seems like it would
                         apply to every skill check you might make, you should           Ø +2 HP for every point of Bulk
                         narrow its focus more.                                          Ø +1 Recovery for every two points of Bulk
                             Every time your beacon levels up they get a back-
Building Beacons
                              based magic, so she creates the background skill           training in combat. You gain:
                              “Disciple of the Sun”, which would apply whenever
                              she uses magic.                                            Ø +1 Stress Cap for every point of Mind
                                  Finally, Shawn creates the background skill            Ø +1 Memory for every two points of Mind
                              “Multipurpose Clothing” because she likes the idea
                              of Dhalia having clothes with secondary benefits,          Magic
                              like a cloak that can be used as a paraglider. She         Magic determines how magically adept a character is
                              would apply this background skill whenever she can         in combat. You gain:
                              think of a fun way to solve a problem with clothes.
                                                                                         Ø +1 Aetheric Defense (A-Def) for every point of
                                                                                            Magic
                                                                                         Ø +1 MP for every two points of Magic
Appendices
                         12
TALENTS                                                          CLASS
                                                                                                                                  Getting Started
 At level 1, choose three rank 1 talents. See p. 202              At level 1, choose 1 rank in any class. See p. 84 for
 for the full list of talents and their abilities.                the full list of available classes.
While many of the abilities available to beacons are tied        Classes represent specialized approaches to combat, like
to their class (see below), talents are sets of abilities that   a Thunderclaw’s electrical fighting style or a Phoenix’s
can be acquired by any beacon and that don’t need to             burning spells. Classes unlock equipment and abilities
be equipped. Once your beacon has learned a talent,              that beacons can equip for quests.
they will always have access to any abilities unlocked              Each class has three ranks, with each rank unlocking
by their ranks in that talent.                                   additional equipment and abilities.
    Each talent has three ranks, each with its own ability.         As they level up, beacons gain ranks in multiple classes.
                                                                                                                                  2: Anatomy of a Beacon
When your beacon first gains a talent, they get access           The equipment, techniques, and jobs they unlock can be
to it at rank 1. If you assign additional points to that         mixed and matched in a huge number of combinations.
talent, you can get that talent’s rank 2 and eventually
its rank 3 ability.                                              Job
    Beacons gain additional talents and can even change          Each class also provides a job unique to that class. Jobs
their talent choices when they level up (p. 14).                 provide the starting values for a beacon’s attributes (p.
                                                                 14) and their equipment slots (p. 16). A class’s job
   Example: Shawn wants to pick magical-sounding                 is unlocked upon reaching rank 1 in that class.
   talents for Dhalia. She picks the Archmage,                       Every job also has a limit break – a powerful,
   Enchanter, and Leyline Walker talents because they            scene-changing ability unique to that class. Your bea-
   sound like they will assist with magic. She doesn’t           con can only perform one limit break per quest. If you
   spend much time reviewing all the options because             use a limit break from one job and later change jobs
   she knows she can change them later.                          within the same quest, you don’t get to use the new
                                                                                                                                  Building Beacons
      Delmar, on the other hand, carefully reviews all           job’s limit break – you’ve already used your one limit
   the talents before making his decision. He chooses            break for that quest. Beacons regain the ability to use
   the Brawler talent because it enhances unarmed                a limit break after a Long Rest (p. 61).
   combat and he wants Dmitri to fight with his fists.
   He also wants to protect his allies, so he picks the             Example: Shawn picks the Equinox class for Dhalia,
   Knight talent. Finally, he wants Dmitri to be highly             gaining the Equinox job and unlocking the rank 1
   mobile, so he chooses the Traceur talent.                        Exobomb and Scar spells. She likes that the class
                                                                    focuses on long-distance spell attacks, as well as the
                                                                    description mentioning sun aether, which connects
ANCESTRY                                                            to her background skill “Disciple of the Sun”.
                         character see-through skin and argue they should always          or both of the following:
                         be invisible. Beyond that restriction, describe whatever you
                         want: Give your beacon wings that let them fly around            Ø Reassign any number of ranks from one talent to
                         during narrative play. Let them move around the world in           another.
                         a wheelchair. Have them wield weapons made of solid              Ø Reassign any number of ranks from one class to
                         ice. Describe a photon axe as a greatsword.                        another.
                             Describe the character you see yourself playing. The
                         information in this book is just intended to provide in-
                         spiration – it isn’t absolute truth. There are infinite worlds   ATTRIBUTES
                         in which your story can take place. Anything is possible.        In addition to their talents, background skills, and so
2: Anatomy of a Beacon
                         successful or not, your beacon gains another character           or how heavy they are.
                         level. This is called leveling up. The maximum character            Size 1/2 and Size 1 characters both occupy 1 space,
                         level for beacons is 12.                                         Size 2 characters occupy an area of 2 x 2 spaces, and
                                                                                          Size 3 characters occupy an area of 3 x 3 spaces.
                         LEVELING UP
                         Whenever your beacon gains a character level, they gain:
                         Ø +1 HP                        Ø +1 to all attack rolls          which a character can detect Hidden characters, attack
                         Ø +1 Save Target               Ø +1 Memory                       with spells, and use certain other abilities.
                         14
ARMOR                                                       SPEED
Armor reduces incoming damage by an amount equal            Speed is how fast a character can move. When a character
                                                                                                                         Getting Started
to its value. Armor does not affect Discord, which is       takes a standard movement during their turn, they can
a nonstandard damage type, or Stress, which is not          move a number of spaces equal to their Speed (p. 54).
considered damage.
   Characters cannot have more than 4 Armor.
                                                            STRESS CAP AND OVERSTRESS
                                                            Stress is a special type of harm that characters can
SAVE TARGET                                                 take (p. 58). Stress is accumulated through mental
When one character forces another to make a save, the       and physical strain, like suffering psychic attacks or
character making the save must equal or exceed the          performing tiring combat maneuvers.
initiating character’s Save Target to succeed.                  When a character takes Stress, it accumulates until it
                                                                                                                         2: Anatomy of a Beacon
                                                            exceeds their Stress Cap. If a character goes over their
                                                            Stress Cap, they take an Overstress. Their player resets
HP AND WOUNDS                                               their Stress, carrying over any excess Stress; and make
Every character has a pool of hit points (HP). Points       an overstress roll to see what additional penalties
are subtracted from this pool when they take damage.        they suffer. Beacons are taken out of a fight when they
   Characters have a Bloodied value, which is half of       accumulate 4 Overstresses, which is known as their
their maximum HP (rounded up). When a character’s           Overstress Cap.
current HP is equal to or less than their Bloodied value,       Characters have a Breaking point, which is half
they are considered Bloodied (p. 63).                       of their Stress Cap (rounded up). When a character’s
   When a character reaches 0 HP, they take a Wound.        current Stress is equal to or higher than their Breaking
When they take a Wound, their player resets their HP,       point, they are considered Breaking.
carrying over any excess damage, and makes a wound              See Wounds and Overstress (p. 60) for additional
roll to see what additional penalties they suffer. Bea-     information.
                                                                                                                         Building Beacons
cons are taken out of a fight when they accumulate 4
Wounds. This is known as their Wound Cap.
   See Chapter 5: Combat Play (p. 41) for additional        MEMORY
information on HP, and Wounds and Overstress (p.            A character’s Memory limits the maximum number of
60) for more information about Wounds.                      techniques they can equip. Each technique has its own
                                                            Memory cost – the combined value of all of equipped
                                                            techniques cannot exceed the character’s Memory.
RECOVERIES
Each beacon has a pool of Recoveries, which represent
the resources they have available to heal themselves        AETHERIC DEFENSE (A-DEF)
must equal or exceed the target’s Dodge.                    of MP available, and it is spent once the ability is ac-
                                                            tivated. Beacons can restore MP in combat with the
                                                               Refresh action.
                                                                                                                   15
                         ABILITIES                                                         You can only equip a weapon or support item into
                         Beacons use a wide variety of abilities to achieve victory    a slot if the equipment is the same size as the slot or
Getting Started
                         in combat scenes. Abilities include traits, equipment,        smaller. For example, if you have a Main weapon slot,
                         talents, and techniques. In general, anything that can        you can equip either a Main or a Light weapon to it.
                         be used in a combat scene is considered an ability.
                                                                                       Free Equipment
                         Stacking Abilities                                            Some equipment can be equipped for free. Free equip-
                         Each character can only benefit from one instance of          ment doesn’t take up a slot when equipped; however,
                         any given ability or effect at a time. Put another way,       only one copy of each piece of equipment can be
                         subsequent instances of abilities and effects don’t stack     equipped for free at a time. You can’t have multiple
                         on top of themselves.                                         free versions of the same equipment. You can have
                             For example, the Sniper talent’s rank 2 ability, Zero     multiple different pieces of equipment equipped for
2: Anatomy of a Beacon
                         In, gives +1 on ranged attacks every time you miss,           free, though, and something equipped for free can still
                         and stacks until you finally hit with a ranged attack.        be equipped in other slots.
                         Conversely, the Shocking Grasp spell, which prevents
                         targets from performing reactions until the end of their      Weapons
                         next turn when they’re hit, wouldn’t extend its effect        Weapons are the primary way that beacons attack their
                         across additional turns if they were hit by Shocking          foes. Weapons can be either melee weapons or ranged
                         Grasp again before the original effect expired.               weapons. Melee weapons make melee attacks, and
                                                                                       ranged weapons make ranged attacks. See Chapter
                                                                                       5: Combat Play (p. 41) for additional information
                         TRAITS                                                        on how different sorts of attacks work.
                         Traits are abilities that reinforce a beacon’s identity and
                         playstyle. Traits come from a beacon’s ancestry (p. 13)        WEAPON TYPE
                         and equipped job (p. 13).                                     In addition to a size, each weapon has one of the
Building Beacons
                         icant impact on their combat performance. Equipment             These weapons are often Slow or Inaccurate,
                         is broken down into two categories: weapons and                 but hit hard. Natural weapons like claws also count
                         support items. Equipment is usually selected when               as clubs.
                         preparing for a quest.                                        Ø Longarm: Spears, javelins, and other weapons with
                                                                                         an extended reach.
                         Equipment Slots                                               Ø Magitech: Magitech weapons are any that combine
                         Each job provides a different number of weapon slots            technology and magic. Shardguns, which are firearms
                         and support slots. These determine how many weapons             that shoot blasts of magical energy from specialized
                         and support items the beacon can equip. Weapons can             crystals, are the most common sort of magitech.
                         only be equipped in weapon slots, and support items
                         can only be equipped in support slots. Each slot is also       LINKED WEAPONS
                         suitable for equipment of a certain size – Light, Main,       Weapon slots that have a symbol between two weapon
Appendices
                         or Heavy – or smaller.                                        sizes (e.g., LIGHT LIGHT ) can hold two linked
                                                                                          weapons of the indicated sizes. These two weapons
                         Equipment Size                                                form a linked pair. When you attack with a linked
                         Like equipment slots, weapons and support items               weapon, you can also attack with the weapon it’s linked
                         come in three sizes, from smallest to largest: Light,         to as part of the same action – as long as you haven’t
                         Main, and Heavy.                                              already done so as part of the same action. This second
                         16
attack is called a linked attack. Each linked pair can      Skills
only trigger one linked attack per turn. You can make       Unlike spells, skills are abilities that don’t require the
                                                                                                                         Getting Started
a linked attack even if the weapon would normally be        user to manipulate aether. They are usually nonmag-
used in a different phase. This excludes Slow attacks.      ical in nature, but some do cost MP to activate, like
Linked attacks don’t benefit from bonus damage.             the shapeshifter’s Scout Form. These skills draw their
    A weapon can only be in one linked pair at a time.      mana directly from the user’s body, with no active
Both weapons count as linked to each other. Each            manipulation of aether needed. Because of this, skills
weapon in the linked pair counts as a separate weapon       are unaffected by the Silenced condition.
and can benefit from a separate Enchantment; however,
if one is destroyed, so is the other.
                                                            RESOURCES
                                                            Beacons tend to acquire various resources during their
 WHAT DO LINKED WEAPONS LOOK LIKE?
                                                                                                                         2: Anatomy of a Beacon
                                                            adventures. Some resources are used for combat play
 Linked weapons can be interpreted a number of              only, like temp HP and Focus, while others are only
 ways. They might be depicted as dual-wielded               used in narrative play, like gold and residuum. There
 weapons; weapons literally connected by links; or          are also supplies, that can provide benefits in both
 weapons fused together, like a double-bladed sword.        narrative and combat play.
Support Items
Support items are the armor, shields, potions, and tools    COMBAT RESOURCES
that beacons can equip for quests. Support items often      Temporary HP
provide defensive bonuses or utility abilities.             Temporary HP (Temp HP) is a separate pool of HP out-
                                                            side of a character’s normal HP. Whenever a character’s
                                                            HP is reduced by damage, points are taken from their
TECHNIQUES                                                  Temp HP first. Any remaining damage is subtracted
                                                                                                                         Building Beacons
Beacons learn a wide variety of battle techniques that      from their HP as normal. Temp HP can’t be restored by
affect the way they approach combat. Offensive spells,      effects that restore normal HP.
unique ways of moving, and changes to one’s own body           Temp HP can come from various sources, including
are all types of techniques a beacon can equip for a        techniques, equipment, and other abilities. Separate
quest. Techniques are broken down into two categories:      instances of Temp HP don’t stack; if a character already
spells and skills.                                          has Temp HP, a second source of Temp HP would only
    Techniques cost a certain amount of Memory to           apply if it is greater than the current amount of Temp
equip. A beacon’s available Memory is determined            HP they have. For example, if a character with 2 Temp
by their equipped job, and increased by their Mind.         HP uses an ability that would give them 4 Temp HP,
You can only equip a technique if there is sufficient       this new, greater source of Temp HP replaces the first
Spells
Spells are magical abilities. Not every spell requires
the caster to spend MP, but they do require the caster
to be able to manipulate aether. Because of this, the
Silenced condition (p. 62) prevents characters from
casting spells.
                                                                                                                   17
                         NARRATIVE RESOURCES
Getting Started
                         Gold                                                         Supplies
                         Instead of keeping track of every piece of currency your     Supplies are miscellaneous items that beacons can
                         character is carrying, BEACON uses an abstract form of       bring on quests, like a well-cooked meal from the tav-
                         currency called Gold. Gold represents the resources          ern or a potion from the local alchemist. They provide
                         and influence that are available to your beacon. The         temporary benefits and don’t require equipment slots
                         actual currency used in your Reflection might be em-         or Memory to equip. Supplies can be earned as quest
                         erald chips, paper bills, or credits, but for simplicity’s   rewards, through narrative play, most often with the
                         sake these are all treated the same way.                     Shop downtime activity. You can find the full list of
                             Beacons are assumed to have enough resources to          supplies in Appendix A: Shops and Supplies (p. 346).
                         cover basic needs like food and housing, and they always         When preparing for a quest, your beacon can equip
2: Anatomy of a Beacon
                         have access to their starting and unlocked equipment.        up to three of their available supplies. Each beacon
                         Gold is only used for downtime activities, purchasing        can only bring one instance of each supply per quest.
                         supplies (see below), and in narrative scenes.               All equipped supplies are destroyed at the end of the
                             In narrative scenes, gold is only used for purchases     quest, regardless of whether they were used or not.
                         that are meaningful and impactful. A beacon doesn’t
                         need to spend gold when staying at an inn or purchasing         Example: Dhalia has two sleeping bags, a titan flask,
                         a drink at the tavern; however, staying in the penthouse        and elf cookies as her available supplies. She is
                         suite of the Golden Goose Casino might cost gold,               preparing for a tough quest, so she wants to bring
                         since doing so is a luxury reserved only for the wealthy.       as many supplies as she can. She can only bring 3
                             Gold can be acquired through downtime activities            supplies and can’t bring duplicates, so she brings
                         like Pursue Profession or as a reward at the end of             one sleeping bag, one titan flask, and one elf cookie.
                         quests. Each beacon can have a maximum of 10 gold
                         at a time.                                                   Supplies gained during the course of a quest can either
Building Beacons
                         Residuum
                         Residuum is a byproduct of the destruction of magical
Running the Game
                         18
                                            3: QUESTS
                                                                                                                           Getting Started
Gameplay in BEACON revolves around quests. Quests are
the adventures that the beacons go on, each comprising       STAKES
a combination of narrative and combat play.                  The stakes describe the things that might happen if
    After every quest, whether it is a success or failure,   the quest succeeds or fails. Depending on the goal,
all beacons gain a character level.                          this could include any of the following:
    Quests have the following components:
                                                             Goal: Destroy the forces occupying the castle.
Ø Goal: The quest’s objective.                               Ø Success: The nearby town is safe and its people
Ø Stakes: The potential outcomes of success and                don’t need to worry about extortion.
                                                                                                                           3: Quests
  failure.                                                   Ø Failure: The occupying force retaliates and destroys
Ø Information: The things known by or available to             the town.
  the PCs before they begin the quest.
Ø Rewards: The rewards, if any, that the beacons might       Goal: Prevent the archmage from crashing the moon
  receive upon completing the quest. Listed rewards          into the planet.
  might require succeeding in the quest, or simply           Ø Success: The moon stays where it is.
  completing it.                                             Ø Failure: The moon crashes. Bad things follow.
                                                                                                                           Building Beacons
Quests progress through the following stages:                Goal: Assassinate the faction leader.
                                                             Ø Success: The faction is weakened and likely to be
Ø Preparation: The beacons prepare for the quest.              destroyed or assimilated.
Ø Quest Scenes: The quest begins and moves through           Ø Failure: The faction is emboldened, gaining more
  a series of narrative and combat scenes that tell an         followers and strengthening its position.
  overarching story.
Ø Downtime: An opportunity to undertake downtime             Goal: Rescue a captured friend.
  activities before the next quest.                          Ø Success: The beacons’ friend is returned safely.
                                                             Ø Failure: The beacons’ friend becomes the vessel of
Chapter 10: Game Master’s Guide provides guidance
                                                                                                                     19
                   REWARDS                                                      QUEST STAGES
                   After finishing a quest, the beacons receive rewards.        Quests can be broken down into three stages: prepa-
Getting Started
                   Whether the quest was successful or not, beacons             ration, the quest itself, and then downtime.
                   always receive a new character level, and a loot crate.
                     Loot crates are an abstraction – a mechanism to            Ø A trait from their chosen ancestry (p. 68)
                     assign random rewards to beacons – and they aren’t         Ø Equipment (weapons and support items) equal to
                     always boxes of treasure. Each player receives their         their slots
                     own loot crate containing three random pieces of           Ø Techniques (skills and spells) equal to their Memory
                     equipment or techniques, one of which they get to          Ø Supplies
                     keep. The loot they choose is added to their unlocked
                     equipment and techniques. Players always have              Players always have access to all of their jobs, ancestry
Building Beacons
                     access to unlocked loot, just like any other piece         traits, equipment, techniques, and supplies when
                     of equipment or techniques. Each player can only           preparing for quests, regardless of where they are or
                     receive a given piece of loot once; if a loot crate        the situation in which they find themselves.
                     contains a piece of loot they already have, that               Once everyone has prepared, the quest begins. From
                     option is rerolled. Loot crates are discussed in more      this moment on, they are considered to be on that quest
                     detail in Chapter 10: Game Master’s Guide (Loot            until it is finished. They can only be on one quest at a
                     and Rewards, p. 223).                                      time, although side objectives and challenges may arise
                                                                                along the way that weren’t present when they set out.
                   Beacons might receive additional rewards after a request,
                   like gold, supplies, or narrative benefits. These addi-
                                                                                QUEST SCENES
Running the Game
                   20
   Example: The GM sets up a narrative scene where           DOWNTIME
   the beacons have to cross a heavily guarded bridge.       After finishing a quest, the beacons begin a period
                                                                                                                     Getting Started
   They expect that the players will try to talk their way   of downtime. Downtime is a type of narrative play in
   through; however, the players decide to solve the         which the characters can pursue personal interests,
   problem by building gliders and using magic to soar       explore the world, and perform downtime activities
   right over the bridge.                                    (p. 27). The GM can also decide to declare downtime
      The GM did not expect this outcome, but the            during long breaks in the middle of quests.
   point of the scene was to see how the beacons solved          When the beacons begin downtime, it counts as
   the problem, not to force a social interaction. The       taking a Long Rest, which replenishes their HP, MP,
   players used an unexpected but creative solution.         and other attributes; allows them to change out their
                                                             equipment and techniques; and more. See p. 61 for
Example Quest Structure                                      more information on resting.
                                                                                                                     3: Quests
Ø Preparation: The beacons are presented with a                  Chapter 4: Narrative Play contains further infor-
  quest to find a specific villain and defeat them. They     mation on downtime (Downtime Activities, p. 27).
  prepare for the quest and set out.
Ø Scene 1 (narrative scene): The beacons scout for
  the villain’s lair and contend with native fauna.
Ø Scene 2 (narrative scene): The beacons find the lair,
  but must navigate past the traps and guards within.
                                                                                                                     Building Beacons
Ø Scene 3 (combat scene): The beacons confront the
  villain in battle.
Ø Scene 4 (narrative scene): The beacons flee the
  villain’s collapsing lair.
Ø Downtime: The beacons return to town, completing
  the quest and receiving their rewards. They enter a
  period of downtime until they begin their next quest.
                                                                                                               21
4: NARRATIVE PLAY
                                                                                                     22
            Getting Started   4: Narrative Play   Building Beacons   Running the Game   Appendices
Narrative play is anything that occurs outside of a             Skill checks have three potential outcomes, depend-
combat scene, whether it be planning quests, pursuing        ing on the total of your roll and any modifiers:
                                                                                                                           Getting Started
personal objectives, disabling the traps in a ruin, or
even running a tavern.                                       Ø Miss (9 or less)
    The players decide what their characters do during       Ø Hit (10–19)
narrative play. If the GM believes an action is import-      Ø Crit (20+)
ant, they can ask for a skill check to determine how
well it goes.                                                A miss indicates you didn’t achieve the desired result. You
    Narrative play can involve small-scale fights and con-   get a lesser version of what you were hoping to achieve
flict, like fending off back alley robbers or overwhelming   and there’s usually a significant cost you have to pay.
a single guard. These fights are resolved in an abstract
fashion, using skill checks or narrative actions (see           Example: Dhalia wants to research whether the
                                                                                                                           4: Narrative Play
below) rather than tactical combat. Not every fight             Scourge’s latest manifestation has a weakness. The
triggers a combat scene; combat play is reserved for            GM asks Shawn to make a skill check to find out how
important, large-scale fight scenes, like fending off a         Dhalia’s research goes. She gets a 6 on her roll, which
squadron of dragon riders from the deck of an airship           is a miss. The GM decides that instead of finding out
during a thunderstorm.                                          a weakness, she learns of an ancient enemy of the
    NPCs don’t use these narrative play rules. They don’t       Scourge. The GM also decides that she loses track
have background skills or titles, and they don’t roll dice      of time and misses an important meeting.
or perform narrative actions. Instead, the GM describes
what NPCs do or how they react to the things the PCs         A hit indicates success, but with some sort of cost.
do. For example, if an NPC guard wants to capture a          The cost isn’t as severe as it would be on a miss, but it
fleeing beacon, the guard wouldn’t make a skill check.       is still present.
                                                                                                                           Building Beacons
Instead, the GM would describe what the guard is trying
to do and let the player describe how they attempt to           Example: If Dhalia’s result had been a hit, the GM
avoid capture. If the beacon was in a bad situation or it       would tell her that she successfully found one of the
was clear there would be no escape, they could instead          Scourge’s weaknesses, but lost track of time and was
just state that the beacon was captured. In either case,        late to an important meeting.
the GM makes no rolls.
                                                             A crit is a resounding success. You get what you wanted
                                                             at no additional cost, or you get even more than you
SKILL CHECKS                                                 were hoping for at a cost.
skill. Any given skill check can only benefit from one       even if you’ve already rolled a 25 on your attempt. Tell
background skill. If you invoke your title, you gain +2      the GM what you want to do, and they will let you know
to the roll (see p. 11 for information on titles).           whether you need to roll a skill check or not.
                                                                                                                     23
                    DIFFICULT SKILL CHECKS                                          NARRATIVE ACTIONS
                    The sorts of activities that prompt skill checks are in-        Skill checks work for anything a beacon might want to
Getting Started
                    herently difficult, since if they weren’t, you shouldn’t        do in narrative play, but they are intentionally broad
                    be rolling dice for them in the first place. That said, the     and generic. Narrative actions are specific types of
                    GM can add to skill checks to represent particularly            skill checks that can also be made during narrative play
                    tough challenges.                                               and that have specific outcomes. They don’t represent
                        If the GM or players believe a challenge is exception-      every possible action; instead, they are more detailed
                    ally hard, difficult, or challenging, the GM can impose         and focused variations of normal skill checks.
                    up to 3 on the skill check.                                         Narrative actions are used instead of standard skill
                                                                                    checks when their trigger is met. Triggers are given
                    Ø 1 represents a very hard challenge.                           as a bolded phrase in the action’s description. This
                    Ø 2 represents a challenge in which numerous factors            phrase is the event that takes place in the narrative to
4: Narrative Play
                    currently up against (see Chapter 11: Non-Player                 actions are designed like PbtA’s “moves”, meaning
                    Characters, p. 259, for information on tiers.)                   you can easily import other PbtA moves into BEACON,
                                                                                     or even use an entirely different set of PbtA rules for
                                                                                     narrative play.
                    HELPING OTHERS
                    Beacons can assist other beacons with their skill checks.
                    To do so, the beacon who is helping must be in the same          CONVINCE
                    location as the one attempting the skill check and must          A honeyed word, a veiled threat, or an equal exchange;
                    be able to invoke their title, and the beacon making the         all are ways of convincing a person to do something.
                    skill check can’t have invoked their own title for that
Running the Game
                    check. If these criteria are met, the assisting beacon can      When you try to convince someone to do what you
                    invoke their title on behalf of the roller.                     want, roll:
                                                                                    Ø 9 or less (Miss): They can’t be convinced to do it.
                                                                                    Ø 10–19 (Hit): The GM chooses one of the following:
                    CHOOSING FAILURE                                                   They do what you want, but only if you do
                    You can choose to automatically get a miss result on                  something for them first.
                    a skill check. You might do so if you find that result             They won’t do it unless you give up any leverage
                    interesting or have a narrative reason.                               over them.
                                                                                    Ø 20+ (Crit): They do what you want.
                    24
 GAIN INSIGHT                                                   MAKE CONFLICT
 What you see is not always what you get. Sometimes the         Punch someone in the face, belittle them in front of their
                                                                                                                             Getting Started
 situation is unclear or confusing. Take a moment to look       friends, or have a psychic showdown in their dreams.
 around and dive a little deeper.                               However you do it, you’re in conflict with someone.
When you quickly read a person, place, or situation, roll:     This action is for quickly handling conflict in narrative
Ø 9 or less (Miss): You get a bad read of things. The GM       play. Not every fight is important enough to warrant
  tells you either something untrue that you believe,          moving to combat play. The benefits of this move are
  or something true that you wish wasn’t.                      purposely vague to encourage the players and GM to
Ø 10–19 (Hit): Ask two of the following questions              interpret the results creatively.
  about your subject of study:
   What recently happened or is about to happen?              When you engage in conflict with something (physical,
                                                                                                                             4: Narrative Play
   How can I ______?                                          social, or mental), roll:
   What seems strange here?                                   Ø 9 or less (Miss): Choose two costs (see below).
   Who or what is in charge here?                             Ø 10–19 (Hit): Choose one benefit (see below) and
   What is safe or vulnerable here?                              one cost.
   What is useful to me?                                      Ø 20+ (Crit): Choose one:
Ø 20+ (Crit): As above, and you can ask one follow-up              You defeat them outright.
  question that doesn’t need to be from the list.                  Choose two benefits and one cost.
                                                                   Choose one benefit and no costs.
                                                                                                                             Building Beacons
 you collect it from wherever you can find it.                 Ø You leave an impression of your choice on them.
                                                               Ø You create an opportunity for your allies.
When you spend time gaining information about a                Ø You take something from them.
person, place, or thing, name your general topic of
inquiry and roll:                                               COSTS
Ø 9 or less (Miss): Ask the GM one question about              These costs have both narrative consequences as well as
   your topic, and they will give you an answer that           associated mechanical costs (in parentheses). The GM can
   you think is true. The information is either untrue, or     decide whether to apply the mechanical cost or leave it
   contains true information that you wish wasn’t true.        as purely narrative.
Ø 10–19 (Hit): Ask the GM one question about your              Ø You are wounded (reduce all of your background
                                                                                                                       25
                     MOVE UNSEEN                                                    RECALL LORE
                     Getting into a place you shouldn’t be is easy for a beacon.    Consult your accumulated knowledge to pull out random
Getting Started
                     The hard part is not getting caught.                           bits of lore and trivia, like what type of creature stands
                                                                                    before you or the name of a specific noble.
                    When you sneakily gain access to an area, describe
                    your plan and roll:                                            When you recall your knowledge or memories about
                    Ø 9 or less (Miss): You find yourself in a bad position.       a topic, ask the GM a question and roll:
                    Ø 10–19 (Hit): You get in, but getting out is harder.          Ø 9 or less (Miss): The GM gives an answer you wish
                      Choose one:                                                     wasn’t true, or you wish you didn’t believe. They may
                          Ø You leave something behind.                               ask what you think the answer is before answering.
                          Ø You take a problem with you.                           Ø 10–19 (Hit): The GM gives you a truthful answer.
                    Ø 20+ (Crit): You get in and out without anyone                   You can propose additional detail, but you can’t
4: Narrative Play
                       the cost.                                                   Ø 9 or less (Miss): The spell fulfills its purpose, but
                    Ø 10–19 (Hit): You can choose to either succeed and              gains the bane with no boon.
                       pay the cost, or fail but don’t pay the cost.               Ø 10–19 (Hit): The spell fulfills its purpose. Choose
                    Ø 20+ (Crit): You succeed and don’t pay the cost.                one of the following:
                                                                                        Ø The spell gains its boon and its bane.
                    The stakes are a way for the GM to indicate how difficult           Ø The spell avoids its bane.
                    a specific course of action is and telegraph this to the       Ø 20+ (Crit): The spell fulfills its purpose and gains its
                    player. This also gives the player the opportunity to            boon, but no bane.
                    change their mind and think of a different approach.
                       For example, if the aforementioned crocodile-filled
                    moat is particularly large, the GM could make the cost
                    “severe damage to one of your limbs”. The player might
Appendices
                    26
DOWNTIME ACTIVITIES
Whenever your beacon has free time, they can perform            Each downtime activity has a bolded phrase in its
                                                                                                                        Getting Started
downtime activities. There is automatically a period of      description, which is its trigger. When a beacon meets
downtime after the completion of a quest, but the GM can     the trigger for a downtime activity, they can perform
also declare downtime during a long break within a quest.    that activity. Some downtime activities involve rolls,
A period of downtime allows each beacon to perform one       while others have automatic effects.
downtime activity, unless the GM allows for more.               If a player is unsure of which downtime activity to
   There is no specific length of time needed to per-        pursue, they can explain what they want to do. The GM
form a downtime activity, but at least a day is a good       and other players can then try to match that beacon’s
guideline. Some downtime activities are dependent on         activity with an existing downtime activity or create a
resources or other people and might not be available         custom activity on the fly.
even if enough time exists to perform the activity.
                                                                                                                        4: Narrative Play
 CREATE A RITUAL                                              DISENCHANT LOOT
 Rituals are complex magical spells that can be customized    Loot can be disenchanted into residuum, a magical
 to create whatever effects the caster wants. Due to their    powder used to enhance and alter other magical items
 complicated nature, however, they are not easy to perform    (p. 18).
 and can have dangerous side effects if done incorrectly.
                                                             When you want to disenchant loot into residuum,
When you want to use magic to solve a problem,               choose at least one piece of loot.
answer the following questions and roll:                       The loot you select is destroyed and you gain an
Ø What does it cost to cast the ritual?                      amount of residuum depending on the rarity of the loot:
                                                                                                                        Building Beacons
Ø How is the ritual performed?
Ø What could go wrong?                                       Ø Uncommon: 3 Residuum
                                                             Ø Rare: 4 Residuum
Ø 9 or less (Miss): There’s a problem with the ritual, and   Ø Legendary: 5 Residuum
  that problem is worse than you thought. When you
  use the ritual, the GM describes what goes wrong.
Ø 10–19 (Hit): The ritual is more complicated than            DUNGEON-DIVE
  you expected. You and the GM each choose one of             Dungeons and ruins are great places to find interesting
  the following complications:                                gear and supplies.
     Ø It takes longer to create the ritual than you
                                                                                                                  27
                     FIND ECHO                                                       GAIN A CONTACT
                     The Source is made of countless reflections, each a             Contacts are relationships that can be leveraged for
Getting Started
                     different reality. Because of this limitless potential, it’s    benefits. They can be people with any sort of relationship
                     possible to find alternate versions of yourself in the          to a beacon, from close friends to rivals or even mortal
                     Source, called echoes. The strongest echoes are those           enemies. Whatever the relationship, a contact can get
                     that are almost exact copies of yourself, with only minor       you something you want.
                     differences.
                                                                                    When you want to find a person that can help you,
                    Finding an echo requires meditation, slowly aligning            name either a specific individual or a general catego-
                    your aether and mind with the Source. Once aligned,             ry of person (dockworker, business executive, town
                    you receive a vision of the Source and all your echoes          guard, etc.), then roll:
                    within. State the changes you wish to make to yourself,         Ø 9 or less (Miss): You gain the contact, but you will
4: Narrative Play
                    and the echoes will fade until only one remains. This              need to earn their trust or deepen your relationship
                    echo has the aspects you want, and is willing to swap              with them before they will do anything for you.
                    them with you for the versions you currently have.              Ø 10–19 (Hit): You gain this contact and they will
                                                                                       perform a minor or moderate favor for you, but they
                    When you want to magically change your appearance,                 will likely ask for something in return after doing so.
                    name, gender, title, ancestry, classes, or talents, find        Ø 20+ (Crit): You gain this contact and they will
                    an echo.                                                           perform a minor or moderate favor for you at no
                       Once you find an echo, the changes take place. This is          cost, or a major favor for which they will expect a
                    always a willing exchange, as the process can only take            favor in return.
                    place with a willing echo. One thing that can’t change
                    are your life experiences, which remain the same.               Once the roll is made, the GM should set up a brief nar-
Building Beacons
                       This activity can be used to fully retrain your char-        rative scene to roleplay how they became your contact.
                    acter, or to change your character’s appearance to              The GM can disallow certain characters from becoming
                    better match your image of them. It is not intended for         contacts, and should indicate this before a roll is made
                    shenanigans like getting away with crimes by changing           to gain them as a contact. GMs, don’t make players use
                    your appearance, and characters trying to do so will            the downtime activity if it is impossible succeed.
                    discover that they can’t find any suitable echoes.
                       Remember, you can make some changes to your
                    character when they level up. Specifically, you can reas-        GET SOMETHING
                    sign any number of ranks in one talent to another and            Beacons can easily acquire common or mundane items
                    reassign any number of ranks in a class to another class.        like food, armor, and weaponry. Some things are harder
Running the Game
                    This activity is for bigger, more encompassing changes.          to obtain – just out of a beacon’s reach, but not impossible
                                                                                     to grasp.
                    28
 GO SHOPPING                                                  SHOPS                 SUPPLIES
This downtime activity allows beacons to buy valuable
                                                                                                                          Getting Started
items and supplies, or sell valuable items and loot          GENERAL STORE          Adventuring supplies (p. 346)
for gold. When using it, keep in mind that beacons
are always able to cover their basic needs, like food,       ALCHEMY SHOP           Potions and elixirs (p. 347)
housing, and their starting and unlocked equipment.
   There are two versions of this downtime activity:         BLACKSMITH             Gear and equipment (p. 349)
Buying and Selling.
                                                             ENGINEER               Magitech and cutting-edge tech
                                                                                    (p. 352)
 BUYING
When you want to buy supplies or other valuable items,       TAVERN                 Food and drink (p. 354)
                                                                                                                          4: Narrative Play
ask the GM for the available shops and their stock.
    Buying supplies or valuable items costs gold. You        LEATHERWORKER/         Gear and clothing (p. 350)
can buy as many items as you want from the shops             CLOTHIER
available. The GM determines which shops are available,
what they have in stock, and their prices, either manually   MAGIC SHOP/DOJO        Temporary techniques (p. 355)
picking options or randomly generating them (see p.
346). The goods in stock are the same for all beacons
for the rest of the downtime period. The general store        HIT THE BOOKS
is always available.                                          Libraries, schools, and other repositories of information
    A full list of shops and their supplies can be found      are valuable tools for beacons.
in Appendix A: Shops and Supplies (p. 346).
                                                                                                                          Building Beacons
                                                             When you want to research or learn about something,
                                                             name what you want to learn and roll:
 SELLING                                                     Ø 9 or less (Miss): You can ask the GM up to two
When you want to sell loot or other valuable items,            questions about your topic before they answer. One
name the items or loot and roll for each item:                 of their answers can be untrue.
Ø 9 or less (Miss): You can only sell it for –1 gold below   Ø 10–19 (Hit): You can ask the GM up to three
   its base price at this time. You can try again with a       questions about your topic before they answer. One
   future downtime activity.                                   of their answers can be untrue.
Ø 10–19 (Hit): You can sell it for its base price.           Ø 20+ (Crit): You can ask the GM up to two questions
Ø 20+ (Crit): You can sell it for +1 gold above its base       about your topic, and both answers will be true. You
The GM will set a base price of 1–3 gold. For loot, the
rarity of the loot determines its price (Uncommon: 2
gold; Rare: 4 gold; Legendary: 6 gold).
 WISHLISTING
When one beacon performs the Shop downtime activity,
other beacons can also do so for free. Performing this
activity for free is called Wishlisting. When Wishlis-
ting, a beacon can only buy or sell one item.
                                                                                                                          Appendices
                                                                                                                    29
                     IMPRINT A CRYSTAL                                                      A beacon can have one imprinted crystal at a time,
                     Beacons can imprint memories of themselves onto special             and crystals can be used multiple times. To be used,
Getting Started
                     gems called job crystals. By focusing on a memory and               the loadout imprinted on a crystal must have at least
                     weaving their aetheric field into the crystal, an imprint of that   one difference from your current loadout. If an imprint
                     memory is made. Beacons holding a job crystal containing            matches the current loadout, it can’t be used.
                     one of their imprints can access that memory by reweaving
                     their aetheric field into it, overwriting certain features of
                     themselves with the ones from the imprinted memory.                  MAKE SOMETHING
                                                                                          Beacons are capable of creating incredible items, whether
                    When you want to imprint a specific loadout onto a                    they be suits that can survive the crushing depths of the
                    job crystal, pick any number of the following elements                ocean or airship engines that can traverse a storm wall.
                    to imprint:
4: Narrative Play
                     In narrative play, when you have a few moments                      Ø 9 or less (Miss): Something goes wrong in the design
                     to focus, you can replace your clothing, equipment,                   or crafting process. The GM picks two complications
                     and gear with those imprinted on the crystal.                         (see below).
                         During a Short Rest or a Long Rest, you can                     Ø 10–19 (Hit): The object is more complicated than
Building Beacons
                     replace your loadout with the imprinted load-                         you expected. The GM picks one complication.
                     out without spending a Recovery. The following                      Ø 20+ (Crit): You make it with no complications.
                     caveats apply:
                                                                                         COMPLICATIONS
                     Ø Your current HP, MP, Stress, and Recoveries don’t                 Ø It’s expensive.
                       change unless the new maximums are lower than                     Ø It requires a rare or unique ingredient.
                       your current values, at which point they are re-                  Ø It’s unreliable or temporary.
                       duced to equal the new maximum.                                   Ø It takes longer to make than you thought. You can
                     Ø If any equipment or techniques have been de-                        automatically finish it by performing this activity
                       stroyed, their loss carries over to the new loadout:                again in a subsequent downtime period (no roll
Running the Game
                       Ø For every destroyed piece of equipment, a piece                   required) and meeting all of the other conditions.
                           of the new loadout’s equipment must be de-                    Ø You need help from _____.
                           stroyed. The destroyed equipment must be of
                           the same size, if possible. If there is nothing of            Objects made using this activity are not usable in com-
                           matching size, something of the next largest size             bat play. Once you’ve made an item, you can use this
                           is destroyed instead. For example, if one of your             downtime activity to make the same item again without
                           Light weapons has been destroyed, one of                      rolling as long as you have the ingredients. Record your
                           the new loadout’s Light weapons must also                     answers as the “recipe” for the item.
                           be destroyed. If the new loadout doesn’t have
                           any Light weapons, then you have to destroy                    This activity is for making special items. If a beacon
                           a Main or Heavy weapon instead.                                wants to make something simple or uncomplicated,
                       Ø For every destroyed technique, a number of                       like carving a wooden duck, they can make it with
Appendices
                           the new loadout’s techniques must be de-                       a skill check at the GM discretion, instead of using
                           stroyed with a Memory cost equal or greater                    a downtime activity.
                           than the Memory cost of the destroyed tech-
                           niques from the old loadout.
                    30
 PURSUE A PROFESSION                                     WORK A PROFESSION
 Pursuing a profession can be a good way to earn gold    When want to use your profession to earn gold, roll
                                                                                                                       Getting Started
 or obtain supplies.                                     with your profession’s background skill:
Pursuing a profession has two steps, each of which is    Ø 9 or less (Miss): You gain 1 gold.
a downtime activity: Learn a Profession and Work a       Ø 10–19 (Hit): You gain 3 gold.
Profession.                                              Ø 20+ (Crit): You gain 5 gold.
 LEARN A PROFESSION                                      You can then immediately gain one supply with a gold
When you want to learn a new profession, pick one        cost equal to or lower than your ranks in that profession’s
of the professions listed below, or create one and       background skill. It must be available from the type of
pick the type of business that you think would be        shop connected to your profession, but you can do this
                                                                                                                       4: Narrative Play
connected to it from those listed below.                 even if that shop wouldn’t otherwise be available. As
                                                         with the Shop downtime activity, the GM will provide
You gain a new rank 1 background skill named for that    you with the available stock.
profession. This background skill can be improved like
a normal background skill.
    You can have a maximum of two professions at a        RUN AN ORGANIZATION
time, after which you can take this downtime activity     Beacons often have jobs, whether running stores or
to replace a known profession with a new one at rank      leading guilds.
1. When you learn a profession, you can immediately
Work a Profession using that profession.                 Running an organization has two steps, which are
                                                         downtime activities: Create an Organization and
                                                                                                                       Building Beacons
 PROFESSION            BUSINESS                          Manage an Organization.
                                                                                                                 31
                       When using the Go Shopping downtime activity,              TRAINING
                    you can spend ranks from your organization skill in           Training allows beacons to improve, gain new skills, or
Getting Started
                    lieu of gold. Each rank spent counts as 1 gold, to a          even learn new fighting styles.
                    maximum of 3 gold.
                       You can also have your organization act on your           When you want to learn something new or improve
                    behalf at the cost of one rank, calling on it to do things   an existing ability, pick one of the following to train:
                    that you as an individual wouldn’t be able to do.
                       You can spend 2 gold to increase the rank of your         Ø A background skill: you either gain a new
                    organization skill by +1.                                      background skill at rank 1 or improve an existing
                                                                                   skill by one rank
                                                                                 Ø A class: choose any class and roll:
                     TAKE A BREATHER
4: Narrative Play
                     Sometimes you just need to relax. Some people spend         Ø 9 or less (Miss): It is hard to learn anything practical
                     time reading books or enjoying nature, while others meet      about this class. Unlock a weapon, support item, or
                     with friends or hit the town.                                 technique from the chosen class. It can only be used
                                                                                   in the next quest.
                    When you want to partake in an activity you enjoy or         Ø 10–19 (Hit): You’ve made progress in the
                    find relaxing, name what you are doing to relax and roll:      fundamentals of the class. Unlock up to two
                                                                                   weapons, support items, or techniques from the
                    Ø 9 or less (Miss): It had the opposite effect, and you        chosen class. They can only be used in the next
                      are now more stressed than you started. You and              quest.
                      the GM each choose one of the following:                   Ø 20+ (Crit): You’ve begun to master the intricacies of
                         Ø You couldn’t stop thinking about _____.                 the class. You can choose to equip that class’s job for
Building Beacons
                         Ø You made a fool of yourself.                            the next quest, and you unlock up to two weapons,
                         Ø You overindulged, and now you’re hurting.               support items, or techniques from the class. They
                         Ø Something went wrong.                                   can only be used in the next quest.
                         Ø You lost track of time and missed or forgot
                             something.
                         Ø You spent more money than you should have.
                         Ø You made an enemy.
                    Ø 10–19 (Hit): Choose one of the following, and one
                      from the above list:
                         Ø You meet an interesting person or make a
Running the Game
                             friend.
                         Ø You gain an interesting or useful piece of
                             information.
                         Ø You develop a reputation of your choice.
                         Ø You deepen your relationship with someone.
                    Ø 20+ (Crit): You get one option from the 10–19 list
                      with no drawbacks.
Appendices
                    32
SKILL CHALLENGES                                              Example: The beacons need to capture a spy who is
Skill challenges are series of rapid skill checks. They can   fleeing across the city rooftops. The GM declares a
                                                                                                                        Getting Started
be used for fast-paced narrative scenes, montages, and        standard skill challenge. They set the goal as “capture
other streamlined scenes.                                     the spy before they reach their submarine” with a
   Skill challenges can be split into two categories:         simple difficulty. There are four beacons, so they need
story challenges and adversity challenges.                    to achieve four successes before three failures.
                                                                  Dhalia goes first and uses her “Disciple of the
                                                              Sun” background skill to create a magical spotlight
STORY CHALLENGES                                              on the spy so they’re easier to track. She rolls a 14,
A rooftop chase, a journey across a pirate infested           which is a hit and the first of the four successes they
sea, and navigating a bureaucratic nightmare are all          need (1/4 successes).
examples of potential story challenges.                           Dmitri goes second. He wants to immediately
                                                                                                                        4: Narrative Play
    Story challenges are used when an obstacle or scene       tackle and pin the spy, but since they need three
is too complex to be resolved with a single skill check.      more successes to win the skill challenge, he can’t
A GM can declare a story challenge is required in any         do that yet since it would end the skill challenge.
narrative scene.                                              Instead, he throws things at the spy to slow them
    Story challenges exist purely within narrative play.      down with his “Perfected Body” background skill.
The actions they involve and their consequences have          He rolls a 20 – another success (2/4).
no impact on combat, unlike adversity challenges, which           Mallory is next. She decides to steal someone’s
directly impact combat scenes.                                horse to get ahead of the spy and cut off their escape
                                                              route. She doesn’t have a background skill to use.
Story challenges are structured as follows:                   She rolls an 8, which is their first failure. Two more
                                                              and they’ll fail the challenge!
                                                                                                                        Building Beacons
Goal: The GM lays out the end goal of the challenge. It           Barbazar sees Mallory’s struggles and wants to
could be something like “catch this person before they        help. Since Mallory is a small halfling and Barbazar is
escape” or “get to your destination safely”.                  incredibly strong, she offers to pick Mallory up and
                                                              throw her ahead. Mallory loves this idea, so Barbazar
Difficulty: The GM sets the difficulty of the challenge.      rolls with her “Bend Bars and Lift Gates” background
This determines the number of successful skill checks         skill and gets an 18, their third success (3/4).
the players need to achieve their goal.                           Everyone has taken a turn, so they go again.
                                                              Because they’re one success away from winning
Ø Simple: Successes required = number of PCs.                 the challenge, everyone thinks it would be funny if
Ø Moderate: Successes required = number of PCs ×1.5.          Mallory were the one to catch the spy after being
                                                                                                                  33
                    ADVERSITY CHALLENGES                                            Resolution: In an adversity challenge, each PC makes a
                    Adversity challenges are special skill challenges used during   single skill check. To do so, they first pick an approach.
Getting Started
                    quests. They can be used as the basis for whole scenes or       The six approaches represent different ways they can
                    montages of scenes within a quest, with direct implica-         approach the skill check, and offer players the option
                    tions for combat scenes. These challenges represent the         to either overcome consequences or gain benefits in
                    obstacles the beacons encounter between combat scenes,          the next combat scene.
                    like moving through dangerous rooms in a dungeon or                After selecting an approach, you describe how your
                    sneaking past some patrolling guards to ambush a target.        beacon is contributing to the challenge. If you want to
                        In an adversity challenge, the beacons will get to          overcome a consequence, you must specifically describe
                    their goal. Unlike story challenges, where the outcome          how your beacon is attempting to do so. Once you’ve
                    is uncertain, adversity challenges are about how well           described what you want to do, you make a skill check:
                    the beacons handle their challenges.
4: Narrative Play
                    Adversities: The GM describes the adversities the bea-          Once all the players have selected their approach,
                    cons will face. These can be people, things, or events that     described their actions, and rolled their skill check, the
                    the beacons will need to deal with, like the traps in the       GM describes the final resolution of the challenge and
                    dungeon or the soldiers in the enemy army. Adversities          what happens next.
Building Beacons
                    negative effects to the next combat scene if they aren’t        or crit list, you can do so either immediately or at the
                    overcome. Beacons can overcome consequences as                  start of the next combat scene, after the GM describes
                    part of the resolution of the adversity challenge. The          the type of combat and deployment but before the first
                    number of consequences is determined by the difficulty          round of combat begins. Any unchosen options are lost
                    of the challenge:                                               once the combat scene begins, and the benefits chosen
                                                                                    only apply to the next combat scene.
                    Ø Simple: half the number of PCs.                                   Options with the [Team] tag can only be selected
                    Ø Moderate: the number of PCs.                                  once per skill challenge.
                    Ø Challenging: the number of PCs + 2.
                    34
 ENDURE                                                    INFILTRATE
Weather the storm and stand strong, enduring whatever     Surprise your opponents or gain an advantageous position
                                                                                                                     Getting Started
trials come your way.                                     by moving undetected.
 Armorer: You repair one     Focused: Your Stress          Ambush: 1/round when        Cloak of Shadows: You
 destroyed technique or      can’t go above your           you make an attack roll     start combat Hidden
                                                                                                                     4: Narrative Play
   piece of equipment.       Breaking point un-            while Hidden, you can       and Invisible. You re-
                             til the end of the first      roll the d20 twice and      main Invisible until
                             round of combat.                 take the best result.    you make an attack,
                                                                                       deal damage, or force
 Adrenaline: You gain        Unfazed: You gain 3 Un-                                   a save.
 resistance to Physical,     fazed. Whenever you
 Force, Astral, and Lu-      would gain a condition        Trapped Environment:        M arked for D eath :
 nar until the end of the    not caused by yourself,       You can place three         Choose a non-Boss
  first round of combat.     you can spend 1 to not        Traps in free spaces        NPC. 1/round when you
                             gain the condition.           on the map. Characters      consume a Mark on
                                                           that trigger one of the     them and successfully
                                                                                                                     Building Beacons
 Bolstered: You start        Sturdy: Your HP can’t         Traps take [6 Physical,     hit with an attack that
 combat with 4 temp HP.      be reduced below              Astral, Lunar, or Force]    deals Physical, Force,
                             your Bloodied value           (chosen by you at the       Astral, or Lunar, the
                             until the end of the first    time of placement)          damage is increased by
                             round of combat.              and must pass an Agil-      the result of the highest
                                                           ity save or be Slowed         die rolled.
 Defensive: An ally of       H ardened : You gain          until the end of their
 your choice starts com-     +2 Armor.                                  next turn.
      bat with 3 Focus.
                                                           In the Shadows: You start   P ass W ithout T race :
                                                                                                               35
                     PREPARE                                                   SCOUT
                    Research your enemies, create a plan, and trust in your   Perform recon on who you’re fighting and the environment
Getting Started
                     Defensive: An ally of        Ready: At the start of       Know Positions: You          C hange G ear : Once
                     your choice starts com-      each round of com-           can move one non-            during combat, you
4: Narrative Play
                          bat with 3 Focus.       bat, you can Ready an        Boss NPC to another          can switch one weapon,
                                                  action. Each action can      free space within their      support item, ancestry
                                                  be readied once.             deployment zone. If          trait, or technique you
                                                                               there isn’t a set NPC        have equipped, even a
                     Encyclopedia: You and        Plan [Team]: At the start    deployment zone, you         destroyed one, with a
                     the other PCs know if        of a single round, you       can move them to a free      different one that you
                     any deployed enemies         can enact your plan. All     space within Range 8 .       would be able to equip.
                     have abilities that grant    non-boss NPCs count as
                     resistance or immuni-        having base initiative       Prioritize: Three ene-       Study: You and your al-
                     ty or that make them         8 until the end of the       mies of your choice          lies know the current
                     Vulnerable, and what         round.                           become Marked.           HP, Stress, and MP of
Building Beacons
                     one non-boss NPC of                                       mies can’t start combat      you deploy, choose two
                                 your choice.                                  Hidden or Invisible          options from the list be-
                                                                               and can’t become             low. If placing cover or
                     Precast: The first time      Well rested: Your Surge      Hidden or Invisible          terrain, you can place it
                     you use an ability that      level immediately de-         during their first turn.    in free spaces on the map:
                     costs MP, it costs –2 MP     creases by one.
                            less than usual.                                   Identify: You can learn      Ø Place 4 pieces of
                                                                               the ability scores, attri-     Size 1 hard cover
                     Prepared: You can switch                                  butes, and abilities of      Ø Place 2 pieces of
                     one intact weapon,                                        one non-Boss NPC of            Size 2 hard cover
                     support item, ancestry                                                your choice.     Ø Place 6 spaces of
                     trait, or technique you                                                                  difficult terrain
Appendices
                    36
 SWAY                                                       WHITTLE
Bluff, lie, or charm your way to your destination.         Take out foes and cut your way through to your destination.
                                                                                                                            Getting Started
                      HIT      CRIT                                             HIT       CRIT
 Overcome: You over-           Surpass: You overcome        Overcome: You over-           Surpass: You overcome
 come a consequence.           a consequence and            come a consequence.           a consequence and
                               may choose one option                                      may choose one option
                               from the hit list.                                         from the hit list.
 Betrayal: One non-Boss        Buddy: You can change        Adrenaline: You gain          Channel Rush: You can
 NPC of your choice is         your starting position       resistance to Physical,       instantly release your
 Disarmed or Silenced          to be adjacent to an         Force, Astral, and Lu-        first Channel abili-
                                                                                                                            4: Narrative Play
 until the end of their        enemy of your choice.        nar until the end of the      ty when used instead
               first turn.                                              first round.      of waiting until Phase
                                                                                             Release.
 C onflicted F eelings :       Turncoat: The GM will
 Non-Boss NPCs take            choose a non-Boss NPC        Battered: One enemy           Wounded: One non-
  1 Stress every time          to change allegiance         of your choice deals          Boss NPC of your choice
      they damage you.         to your side during the      half damage on their          starts the combat
                               next combat. They de-        first ability that deals      with their HP at their
                               ploy with the PCs, in the                    damage.       Bloodied value.
                               PC deployment zone.
                                                            Bruised: One non-Boss         Fear: Enemies that have
                                                                                                                            Building Beacons
 Confused: A non-Boss          Unprepared Enemies: You      NPC of your choice            line of sight to you re-
 NPC of your choice            decide where all NPCs        is always considered          ceive +1 on all attacks
 treats their first Initia-    deploy. The GM will tell     Bloodied regardless           against you.
 tive as 8 during the first    you the boundaries           of how much HP they
       round of combat.        within which you can                  actually have.
                               deploy.
                                                            Limp: One enemy of            Crit Fisher: You auto-
 Friend: A non-Boss NPC        False Reports [TEAM]:        your choice is Slowed         matically score a crit
 of your choice receives       You gain control over        until the end of their        on your first attack roll
 +1 on attacks against         enemy reinforcements.                     first turn.      of 15+. You then score
                                                                                                                       37
                    Adversities                                                Consequences
                    Below is a list of example adversities that might appear   Below are the negative effects that you can apply as
Getting Started
                     2    Ambush
                                                                                   CONSEQUENCES
                     3    Armed guards
                                                                               1     Broken        Each PC has one of their weapons
                     4    Blockade                                                                 or support items of their choice
                                                                                                   destroyed.
                     5    Dangerous fauna
                                                                               2     Bumps and     Each PC loses a Recovery.
                     6    Destroyed path                                             Bruises
11 People that need help 4 Delayed NPCs act before PCs in each phase.
                    38
Example: The beacons need to destroy a corrupted           of her weapons was destroyed in an earlier combat,
crystal deposit at the bottom of a mine. The crystal is    so she picks the “Armorer” option to immediately
                                                                                                                    Getting Started
spawning monsters and weakening the ground, so             repair it.
the GM declares an adversity challenge. They set the           Mallory wants to get rid of the monsters by
goal as “get to the bottom of the mine” and create         hacking and slashing at them while riding past them
three adversities: “monster infestation”, “destroyed       in the minecart. She picks the Whittle approach
path”, and “unfamiliar terrain”. They decide this will     and makes a skill check with her “Murderous Ball of
be a simple challenge for four PCs, so they create         Death” background skill. She rolls a 23, which is a
two consequences: monster infestation will have            crit! She chooses the “Surpass” option, overcoming
the “hurt” consequence and the destroyed path will         the monster infestation consequence and holding
have the “delayed” consequence.                            her other choice until later.
    The GM describes the scene, explaining how the             The GM decides that the actions of the beacons
                                                                                                                    4: Narrative Play
mine is old and full of dead ends (unfamiliar terrain)     have gained the attention of a large monster in
and damaged minecart rails (destroyed path), which         the mine. They describe a giant monster that starts
are the quickest method of navigation. Monsters fill       chasing the PCs down the tunnels, adding a new
every corner of the mine, spawned from the crystal         adversity (but no new consequences).
buried deep within (monster infestation).                      Dmitri wants to hold the giant monster off until
    Dhalia goes first. Because the mine is dark, she       they can reach the bottom of the mine. He uses
wants to illuminate it. The Scout approach is the          the Endure approach and his “Perfected Body”
best fit for her plan, so she makes a skill check with     background skill to jump in the monster’s mouth
her “Disciple of the Sun” background skill. She gets       and keep it from biting anyone. He rolls a 17 and
a 12, which is a hit. She doesn’t have a good way to       immediately chooses the “Defensive” option.
overcome any of the consequences so she holds                  Now that every PC has acted, the GM describes
                                                                                                                    Building Beacons
onto her choice until the next combat scene.               how the PCs soar down to the bottom cave, the giant
    Barbazar goes next. She wants to use a minecart        monster stuck in the entrance, too large to enter. The
to get to the bottom of the mine quickly. Because the      guardian of the crystal materializes and the beacons
rails are damaged, her plan is to use her incredible       enter a combat scene. Everyone that didn’t already
strength to lift and jump the minecarts across the         choose a hit or crit effect from their approach can
damaged sections. She picks the Endure approach            do so now. Because no one overcame the “destroyed
and makes a skill check with her “Bend Bars and Lift       path” consequence, all beacons will suffer the effects
Gates” background skill. She rolls a 14, also a hit. One   of the “hurt” consequence in this combat.
                                                                                                             39
                                                                                         40
Getting Started   4: Narrative Play   Building Beacons   Running the Game   Appendices
                                   5: COMBAT PLAY
                                                                                                                             Getting Started
This chapter contains the rules governing combat               Phases: Phases are the various stages of the round
scenes. Combat scenes are tactical, rules-heavy parts of       during which characters can act. The phase in which a
the game and the main focus of BEACON. This chapter            character takes a turn is usually decided by the action
explains how combat scenes work, and the rules and             they want to perform, as each action can only be per-
terminology used in combat play.                               formed in a specific phase. For example, characters can
    By default, there are two sides in every combat scene:     only Defend during Phase Bolster and can only
the PCs and the NPCs. The rules in this chapter apply          Grapple in Phase Brawl.
to PCs and NPCs, but NPCs have slight differences that              At the beginning of each phase, the side whose turn
are explained in Chapter 11: Non-Playable Characters           it is to act can nominate a character to take a turn (as
                                                                                                                             5: Combat Play
(p. 259).                                                      long as they haven’t already taken one this round). Once
                                                               they’ve taken their turn, the other side may nominate
                                                               a character, and so on.
SUMMARY                                                             Once all characters that want to take a turn during
Combat in BEACON is composed of a few different units          a given phase have done so, the next phase begins.
of time: scenes, rounds, phases, and turns.
                                                                                                                             Building Beacons
Rounds: Each combat scene is made up of a number               fine). The battlefield is two-dimensional – it is a flat
of rounds, each of which is split up into eight distinct       plane, with no vertical spaces; however, there are
phases. At the end of the eighth phase, the round ends         several mechanisms to represent height advantages,
and another round begins.                                      like a character’s Size and the Flying status (p. 63).
   Example: In the first round of combat, two PCs and          and attributes of NPCs and the specific features they
   one NPC want to act during Phase Skirmish.                  have equipped. Certain abilities, like the Lore Book
   No characters have taken a turn yet, so one of the          support item (p. 218), can provide access to restricted
   PCs gets to take the first turn. Once they’ve taken         information.
   their turn, the NPC can take their turn, followed by
   the final PC.
      Later that round, another PC wants to take their         ENDING THE SCENE
   turn during Phase Full Attack. Normally an NPC              Combat scenes end when all enemies are defeated or
   could take their turn, but since there are no NPCs that     when the combat’s objective has been achieved.
   can act during this phase, the PC takes their turn.            At the end of a combat scene, all effects, conditions,
                                                               statuses, and combat resources (Temp HP, Focus) go
                                                               away unless explicitly stated.
                                                                                                                       41
                   PHASES                                                       If an ability lists an action (e.g., Volley), you use
                   Each round has the following phases:                     that action to activate the ability instead of the normal
Getting Started
                    ties. Characters can take any number of free actions    Each beacon can Surge once per round. Doing so allows
                    during their turn (within reason).                      you to take a second turn at the cost of taking Stress.
                                                                            Each time you Surge, it costs more Stress.
                      Certain abilities will indicate either the phase in      All beacons have a Surge level, which starts at 0
                   which they can be performed or an action that must       and determines how much Stress they take from using
                   be performed to use them.                                Surge (see below). After they Surge, they increase their
                      For example, a technique that can only be used in     Surge level by +1, to a maximum of 3. A beacon’s
                   Phase Bolster would say “Phase Bolster”. One             Surge level resets to 0 when they take a Long Rest.
                   that specifically requires the Defend action – a basic
                   Phase Bolster action – would say “ Defend”.
                   42
    At the beginning of a Surge turn, before anything         ACTIONS
else happens, your beacon takes Stress based on their         There are four types of actions characters can take:
                                                                                                                             Getting Started
Surge level.                                                  standard actions, reactions, minor actions, and free
    Surge turns count as normal turns for the purposes        actions.
of effects that start or end in your next turn. When taking       Some abilities grant characters additional options
Surge turns, your beacon can perform their standard           when they use an action. For example, a beacon with
movement, standard action, minor action, and free             the Rank 3 Brawler talent Submission gains a unique
actions as normal. You can’t Surge before you’ve taken           Channel action. When they Channel, they can
your first turn in a round.                                   choose to use the effects of Submission instead of one
                                                              of their other Channel abilities.
                                                                  Certain conditions, like Stunned, limit the actions
 SURGE LEVEL                       STRESS COST                that a character can take.
                                                                                                                             5: Combat Play
              0                         2 Stress
                                                              SIMULTANEOUS ACTIONS
              1                      1d3+1 Stress             When multiple actions or effects would affect a character
                                                              at the same time, such as at the beginning of their turn,
              2                      1d6+2 Stress             the following rules apply:
3 1d6+4 Stress Actions and effects from other characters apply first:
                                                                                                                             Building Beacons
                                                              Ø If there are multiple effects from one character, they
 ALTERNATIVE SURGE RULES                                        choose the order in which they happen.
 Surge is a powerful tool that allows PCs to change           Ø If there are effects from multiple characters, the GM
 the game’s action economy. Because of this, some               decides the order.
 groups may find that it doesn’t suit their game for
 various reasons, like the potential for increased turn       Self-imposed actions and effects apply second:
 length or the effect it can have on one-shot games.
     Here are some alternative rules you can try if           Ø Roll checks and saves first.
 your group wants to rein in the power of the default         Ø You determine the order.
 Surge rules, although it is recommended that you
                                                                                                                       43
                   STANDARD ACTIONS
                   This section lists the standard actions that you can perform on your turn, broken down by phase.
Getting Started
                   You gain Focus equal to your Armor+1d3. Until the               A character within your Scope and line of sight
                   start of your next turn, attacks against you are made           becomes Marked.
                   with +1 .
                                                                                   SearchPhase                              Skirmish
5: Combat Play
                   RefreshPhase                                  Bolster
                                                                                   Choose a character or object within Scope and pick one:
                   Choose one of the following:
                                                                                   Ø If they are Hidden, you make a contested Mind
                   Ø Spend a Recovery to regain all HP.                              check against their Agility. On a success, they are
                   Ø Clear all Stress.                                               no longer Hidden.
                   Ø Regain all MP.                                                Ø You learn the target’s ability scores, attributes, and
                                                                                     abilities.
                   Then choose one of the following:
                   Ø Reload all Reloading weapons/abilities.
Building Beacons
                   You begin to enact a Channel ability, the effect of               within Scope. Roll 1d20+Grit. If your result meets or
                   which you can unleash in Phase with the Release                   exceeds the target’s A-Def, they take 2 Stress .
                   action. This is the only way to trigger a channeled
                   ability’s Release effect. Until you release it, you are
                   considered to be channeling.                                                 — Phase 4: Reposition —
                       While channeling, if you take any damage (after
                   Armor) or Stress not caused by yourself, you must               HidePhase                              Reposition
                   pass a Bulk save against the other character’s Save
                   Target. This is called a concentration save. On a               You become Hidden.
                   failure, you lose concentration: you stop channeling
                   and the ability fizzles.
                                                                                   RushPhase
Appendices
                   44
                — Phase 5: Brawl —                                       — Phase 6: Release —
                                                                                                                     Getting Started
FightPhase                                 Brawl         ReleasePhase                              Release
You make one of the following attacks:                    You release an ability you are channeling, causing it
                                                          to take effect. This is resolved as if you were taking a
Ø Melee attack: Make a melee attack with an abili-        turn, following the rules for alternating turns between
  ty against a target within the ability’s Reach. Roll    PCs and NPCs, but doesn’t count as a turn. Instead of
  1d20+Grit. If your result equals or exceeds the tar-    releasing an effect, you can continue channeling it
  get’s Dodge (or A-Def for Aetheric attacks), it hits.   and release it during Phase in the next round. You
Ø Improvised weapon attack: Make a melee                  can’t release an ability if you are Silenced.
  weapon attack against an adjacent target. Roll
                                                                                                                     5: Combat Play
  1d20+Grit. If your result equals or exceeds the
  target’s Dodge, they take 1d3 Physical .
                                                                                                                     Building Beacons
  your result equals or exceeds the target’s Dodge,       be an incredibly simple spell or a fragment of a more
  you and the target are both Grappled.                   complex spell.
                                                               Improvised attacks allow characters to always
Grapple attacks can be made while you are Disarmed        have the ability to attack and deal damage or Stress,
(p. 62).                                                  even if their equipped abilities get destroyed. Impro-
                                                          vised attacks don’t require any training to use, and
                                                          are usually inferior to equipped abilities.
ShovePhase                                 Brawl
(p. 62).
                                                                                                               45
                               — Phase 7: Full Attack —                                       — Phase 8: Delay —
Getting Started
                   1/round, choose one of the following:                  The last chance to take an action during this round.
                                                                          If you wanted to take an action but the phase had
                   Ø You use a Slow ability.                              already passed, you can do so in this phase.
                   Ø You perform any two of the following actions –
                       Volley, Fight, Shove, or Grapple. You
                     can choose the same action twice, but not the same                        — Any Phase —
                     ability or the same linked pair of weapons.
                                                                          Ready                                   Any Phase
5: Combat Play
                    WHY CAN’T I USE THE SAME                              You prepare your standard action at a later moment,
                    ABILITY/ACTION TWICE?                                 turning it into a customizable reaction:
                    To encourage variety. If you could use the same       Ø Select a trigger, which must be a specific action,
                    weapon multiple times, you might find yourself us-      movement, or reaction taken by any character.
                    ing your best weapon twice and only using second-     Ø Select your effect, which must be an action or mi-
                    ary options when the primary one is destroyed. This     nor action you can take during your current turn.
                    way you need to use different options, and because    Ø Until the start of your next turn, you can perform
                    of that, look for interesting synergies.                that readied action as a reaction when the trigger
Building Beacons
                   46
REACTIONS                                                       InterposeReaction
In addition to actions, you can also perform reactions.         Focus 1
                                                                                                                           Getting Started
Reactions are special actions that are performed in re-
sponse to specific triggers, even on other characters’ turns.   Trigger: An ally within Range 3 is targeted by an
    You can perform one reaction per turn, but there’s          attack.
no limit on how many times a specific reaction can be
used unless one is specified (e.g., 1/round).                   Effect: You shift up to 2 spaces. If you end this
    Some NPCs (typically elite enemies or mini-bosses)          movement next to the targeted ally, you can choose to
can take more than one turn in a round. For these NPCs,         become the target instead, even if you would other-
reaction limits like 1/round reset at the start of each of      wise not be a valid target. Each attack roll can only be
their turns and at the start of each new round.                 interposed once – multiple characters can’t Interpose
    Each reaction has a trigger and an effect. The trigger      in response to the same attack roll.
                                                                                                                           5: Combat Play
is the event or occurrence that needs to take place for
the reaction’s effect to occur. The effect is what happens
when the trigger is met.                                        Opportunity Attack           Reaction (1/round)
    Unless otherwise noted, reactions resolve after their
triggers. If a reaction’s trigger is, “when attacked,” the      Trigger: An enemy begins a movement within the
effect takes place after the attack has been resolved           Reach of one of your abilities.
(including any damage). A reaction with a trigger of,
“when targeted,” or, “when an attack is declared but            Effect: You immediately Volley or Fight against
before the roll is made,” on the other hand, goes into          that character with one of those abilities.
effect before the attack happens.
                                                                                                                           Building Beacons
    Some effects, like forced movement (p. 55), don’t
provoke reactions even if a reaction’s trigger would            MINOR ACTIONS
be met.                                                         You can perform one minor action during your turn.
    These are the basic reactions available to all PCs.         Minor actions can be used during any phase.
You can acquire additional reactions through equipped              You can acquire minor actions through equipped
abilities.                                                      abilities.
                                                                                                                      47
                   CHARACTERS AND OBJECTS
                   In combat, everything on the battlefield can be sep-
Getting Started
                   CHARACTERS
                   PCs, Summons, and NPCs are all considered charac-
                   ters. As a general rule, characters are entities capable
                   of taking some sort of actions, either personally or at
                   the command of other characters.
                       A character’s abilities are considered part of that
                   character, not separate objects or characters (unless
5: Combat Play
                   OBJECTS
                   An object is anything that isn’t a character (or part of
                   one). The terrain, parts of the environment, and deployed
                   items (like Traps) are all objects.
                        Only things that fit this definition count as objects
                   in the context of the rules. While we might describe a
                   character’s sword as an object in conversational lan-
                   guage, it does not count as one in game terms because
Running the Game
                   Terrain
                   Terrain is a specific subset of object that includes the
                   environmental elements in a combat scene – trees,
                   walls, rocks, and similar. Deployed objects, like Traps,
                   are objects but don’t count as terrain. Terrain is different
                   from terrain features (p. 57), which are effects that
                   modify terrain.
                      The GM determines what counts as terrain and
Appendices
what doesn’t.
                   48
ABILITY CHECKS AND SAVES                                             Certain effects (like the Arcing and Homing tags)
In combat, players make ability checks and saves                 allow you to bypass the usual rules regarding line of
                                                                                                                             Getting Started
instead of skill checks.                                         sight. These tags not only allow you to draw line of
                                                                 sight in situations where you normally couldn’t, but
 Ability check and save summary:                                 also allow for one-directional line of sight.
 Roll 1d20 + indicated ability score + or .
                                                                 Determining Line of Sight
Effects that prompt ability checks or saves indicate which       To determine line of sight, draw a straight line from the
ability score – Bulk, Agility, Mind, or Magic – is used for      corner of one of the spaces you occupy to a corner of
the roll. Background skills, Grit, and titles don’t apply.       one of the spaces occupied by the target. If the line
    To succeed on an ability check, you need a result of 10+.    crosses a piece of hard cover that is a larger Size than
    To succeed on a save, your result must equal or              both parties, then line of sight is blocked.
                                                                                                                             5: Combat Play
exceed the Save Target of the initiator, or 10 if not
otherwise specified.                                                Example: You and your enemy are both Size 1, and
                                                                    are on opposite sides of a Size 3 wall. Neither of
                                                                    you can draw line of sight to the other; however, if
TARGETING                                                           you have a weapon with the Arcing tag, you could
Abilities can either affect their user or target something          shoot over the wall and the enemy still wouldn’t
else on the battlefield. Targeted abilities, like attacks, can      have line of sight to you.
be affected by obstacles or the layout of the battlefield.
   To target something with an ability or effect, the
potential target must be:
                                                                                                                             Building Beacons
Ø within line of sight (p. 49);
Ø within Range or Reach (p. 53); and
Ø either a character, a space on the battlefield, or an
                                                                                         SIZE 3                SIZE 3
  object (p. 48).
                                                                                                                        49
                   COVER                                                             In Figure 1: Example B, the hard cover blocking line
                                                                                 of sight means neither character has line of sight to the
Getting Started
                    Objects on the battlefield can provide cover.                other. In Example C, they’ve positioned themselves so
                    Cover imposes on attacks and can block line of               they have line of sight to each other, but cover applies.
                    sight, depending on whether it is hard cover or              Because both characters are adjacent to the cover, they
                    soft cover.                                                  both benefit from hard cover. If one character was to
                                                                                 move away from the cover, they would instead only
                   Cover is most often an object, but it can also be a zone      benefit from soft cover, while their enemy retains hard
                   (p. 53) or effect. Some abilities can create pieces of        cover for remaining adjacent to it.
                   cover on the battlefield. These created pieces of cover
                   count as objects.                                             Determining Cover
                       Pieces of cover have Sizes just like PCs. A Size 1        To determine if cover affects an attack, draw a line from
5: Combat Play
                   piece of cover fills 1 space, a Size 2 piece of cover fills   the center of the space you occupy to the center of the
                   a 2 × 2 space, and so on. Cover can sometimes cover           target. If the line crosses any cover that is the same Size
                   more spaces than its Size would normally indicate; for        as the target or larger, your attack receives .
                   example, a tall, thin column might only occupy 1 space            Abilities with the Indirect or Homing tags ignore
                   despite being considered Size 3, or a continuous wall         the effects of cover. Abilities with the Arcing tag, on
                   surrounding a castle might be Size 2, but occupy all          the other hand, don’t have their line of sight blocked
                   the spaces around the castle.                                 by cover, but are still affected by the cover provides.
                       You can only benefit from cover if it’s the same Size
                   as you or larger. For example, a Size 2 character does not
                   gain the benefits of cover from a Size 1 piece of cover.
Building Beacons
Soft Cover
                   Soft cover is either cover that partly blocks a character,       Example A:       The soft cover does not break line
                   or isn’t strong enough to fully shield them from attacks,                         of sight, but both characters gain
                   like smoke or thin walls.                                                         cover.
                                                                                    Example B:       The cover doesn’t break line of sight
                   Hard Cover                                                                        because it isn’t larger than both
                                                                                                     characters. Neither character is
                    Hard cover grants +2        to attacks and can block                             adjacent to the cover, so they gain
                    line of sight.                                                                   soft cover instead of hard cover.
                                                                                    Example C:       As with B, but the smaller character
                   Hard cover is cover that is large or strong enough to                             gains hard cover because they are
                   reliably block attacks, like thick walls.                                         adjacent to the cover.
Appendices
                   50
Bypassing Cover                                             ATTACKS
You can ignore the effects of cover you are adjacent to,
                                                                                                                        Getting Started
as long as you can aim over, through, or around said         Attack roll summary: Roll 1d20 + Grit + or .
cover. You must be the same Size as or larger than
the cover to aim over it. The GM has the final say on       Attacks are attempts by characters to hit and harm
whether a character can bypass a specific piece of cover.   something with weapons, magic, or other means.
    As a guideline, you can ignore a number of spaces       To hit your target, your result must equal or exceed
of cover equal to your Size when aiming over, through,      their defense (either Dodge or A-Def, depending on
or around said cover.                                       the type of attack).
                                                               Once an attack hits, any “on-hit” effects apply, with
                                                            the attacker choosing the order when there are multi-
                                                            ple such effects. Damage is the most common type of
                                                                                                                        5: Combat Play
                                                            on-hit effect (p. 58), but many abilities have unique
                                                            on-hit effects.
                                                            ATTACK TYPES
                                                            Attacks can be either melee attacks or ranged attacks.
                                                            They can be further categorized as weapon, spell,
                                                            support or skill attacks, depending on their source.
                                                               Some abilities reference reaction attacks. These are
                                                            attacks made with a reaction, like Counterattack.
                                                                                                                        Building Beacons
   FIGURE 3:                                                   All attacks have a Range or Reach (or both), which
   Example A:      The Size 2 character can choose          indicates the maximum number of spaces within which
                   to bypass the cover because they         an attack can be made. Range and Reach are measured
                   can shoot over it. They still benefit    from the edge of one of the attacker’s spaces. At least
                   from hard cover against attacks          one of the target’s spaces must be within an attack’s
                   from the Size 1 character.               Range or Reach to be targeted by the attack.
   Example B:      The Size 2 character can ignore             See pages p. 53 for more information on Range
                   the cover from the corner of the         and Reach.
                   hallway because they can shoot
                   around it. They still benefit from       Melee Attacks
                                                            Longinus                                       Fight
                                                            Melee Weapon  Heavy Longarm
                                                                                                                        Appendices
                                                                                                                  51
                   Ranged Attacks                                              CRITICAL HITS
                   Most ranged attacks have a Range, which indicates the
Getting Started
                   range of the attack – the number of spaces within which      On a result of 20+, an attack roll is a crit. Roll all
                   it can be used to attack. Some ranged spell attacks list     damage dice twice and take the highest result.
                   their Range as “ Range = Scope ”, which means that
                   the Range is equal to the user’s Scope.                     Critical hits do more damage than normal hits. Critical
                       For example, the Phoenix’s Immolate ability is a        hits only affect damage rolls, not Stress or static damage
                   ranged spell attack. Therefore, attacks with it are con-    (e.g., 2 Physical ).
                   sidered ranged spell attacks. It has a Range equal to the       For example, if you critically hit with an attack that
                   user’s Scope, and can attack targets within that range.     deals 2d6+2 Physical , you would roll 4d6, take the
                                                                               highest two, and add +2. If you rolled 4, 2, 6, and 3, you
                                                                               would use the 4 and 6.
5: Combat Play
                   Immolate                            Volley
                   Ranged Spell Attack  1 Memory  Aetheric,
                   Indirect          Range = Scope 2 Discord                  REROLL TABLE
                                                                               When making an attack, ability check, or save in combat,
                   On Hit: Choose one of the following:                        you can reroll the dice by using the Reroll Table. To use
                                                                               the table, you choose one of the listed options and reroll
                   Ø Building Fire: If the target already has Discord,         all dice for one roll (including or ). Each option from
                     this attack deals 1d3+1 Discord instead of 2.             the table can only be chosen once per round.
                   Ø Spontaneous Combustion: You can spend 1 MP                    You can choose to reroll a dice after rolling, but
                     to deal 1 Discord to all enemies in a Burst 1             before it is resolved as a failure or a success. For exam-
Building Beacons
                     AOE around the target.                                    ple, rerolling to turn a missed attack into a hit doesn’t
                                                                               mean that you actually missed the attack on the first
                   Some ranged attacks also have a Reach, but they are         try. As such, it doesn’t prompt any effects that trigger
                   still considered ranged attacks. Reach, in these cases,     on misses (like Reliable damage).
                   is used for certain actions like Opportunity Attack,
                   but doesn’t change the attack to a melee attack.             REROLL TABLE
                    roll, or in the case of abilities that affect an area,                      this option if you are Marked. This
                    multiple attack rolls.                                                      doesn’t count as a condition that
                          When an ability refers to an attack, it means                         you’ve given yourself.
                    all of the attack rolls made as part of that attack.
                          Anything that mentions an attack roll references     OVEREXTEND       You can only choose this option if you
                    a single roll, even if the attack involves multiple                         are adjacent to an enemy or within
                    attack rolls.                                                               Reach of an enemy’s weapon. The
                                                                                                enemy can choose one of the follow-
                                                                                                ing, which resolves before you reroll:
                   AUTO-HIT
                   Certain abilities auto-hit their targets, meaning they                       Ø They make an Opportunity
Appendices
                   automatically hit with no attack roll. Abilities with an                       Attack against you.
                   auto-hit are considered attacks even though the attack                       Ø They deal 3 Physical to you as
                   roll doesn’t take place. Interpose can still be used                           a reaction.
                   against auto-hit effects.
                      Not every ability that deals automatic damage is an
                   attack – only those that specifically state they auto-hit
                   count as attacks.
                   52
RANGE, REACH, AND                                                There are several different types of AOE, including
                                                              Line (which affects all targets in a straight line) and
AREA OF EFFECT
                                                                                                                            Getting Started
                                                              Blast (which affects all targets within a certain radius).
Many abilities have a Range or Reach, which indicates            If an effect lists a Range/Reach and an AOE, you
the maximum number of spaces within which it can be           can place the AOE’s point of origin anywhere within
used. Range and Reach work in the same way, but some          the indicated Range/Reach. For example, if you have a
effects trigger based on one or the other, not both.           Range 8, Line 5 effect, you can draw the Line 5 from
    Range and Reach are measured from the edge of             any point within Range 8 and pointed in any direction.
one space to another. A target must have at least one
of its spaces within an ability’s Range (or Reach) to be      Zones
targeted by the ability.                                      Zones are persistent AOEs that have ongoing effects.
    When an ability originates from a source larger           For example, at rank 1, the Leyline Walker talent allows
                                                                                                                            5: Combat Play
than 1 space – a Size 2 character, for instance – the         a character to create Blast 1 zones that last until the
character using the ability decides which space to use        end of the combat scene. Their AOE is Blast 1 , but
as the point of origin.                                       because they’re zones the effect is ongoing.
    For example, two adjacent characters are within
1 space of each other, which means any ability with           Standard Areas of Effect
 Range 1 or greater could target them.                              Blast X: Affects all targets within a radius of X
                                                                    spaces from the center space, including the center
                                                              space. Cover and line of sight are calculated from the
                                                              center space. Users can be affected by their own Blast.
                                                                                                                            Building Beacons
                                                                   Close Blast X: As a Blast, but:
                                                                   Ø at least 1 space must be adjacent to the user
                                                                   Ø the user can’t be in the area
                                                                   Ø cover and line of sight are calculated from the
                                                                      user.
                   ways, including with their standard movement, or using      Voluntary movements can be split into any num-
                   special types of movement like flight and teleportation.    ber of smaller movements punctuated by actions.
                                                                               Involuntary movements cannot.
                    On your character’s turn, you can use their standard
                    movement to move a number of spaces equal to              For example, a character with Speed 6 could, when
                    their Speed. Certain abilities can also move charac-      performing their standard movement, move 2 spaces,
                    ters at other times.                                      take an action, and then move 4 spaces.
                                                                                 If you can make multiple attacks with one action,
                   Most of the time, entering an adjacent space counts as     they can move in between each attack.
                   moving 1 space. This is its movement cost. But some
5: Combat Play
                   effects, like difficult terrain (p. 56), can change the       Example: Dmitri wants to Full Attack an enemy 3
                   movement cost required to enter a space. Moving into          spaces away. He has Speed 6, so he uses his standard
                   these spaces requires characters to spend more of their       movement, moving 2 spaces so that he is adjacent to
                   total available movement. If a character doesn’t have         the enemy. His first attack is with his club, and with
                   enough movement to enter a space, they can’t move             a lucky damage roll he defeats that enemy! He still
                   into that space.                                              has one more attack he can make from the Full
                      Characters can move in any direction, even diago-          Attack action, and 4 more spaces of movement left
                   nally, and can move into any adjacent space that isn’t        from his standard movement. There’s another enemy
                   obstructed or impassable (see below). Movement is             4 spaces away, so he uses the rest of his movement
                   always made on the horizontal plane; characters can’t         to get to that enemy and make his second attack.
Building Beacons
                   them, like forced movement (p. 55).                         ities that doesn’t provoke reactions and ignores
                                                                               Engagement.
                    these spaces is difficult terrain, which costs 2 spaces   Teleportation does not require line of sight, doesn’t
                    of movement to enter, and the other is a normal           provoke reactions, and ignores Engagement.
                    space that costs 1. The orc would have to spend 2             Teleportation counts as movement, and always counts
                    spaces of movement to move forward.                       as moving 1 space, regardless of the distance traveled.
                                                                              Immobilized characters can’t teleport themselves, since
                                                                              they can’t perform any movement.
                                                                                  If you try to teleport into a space you can’t occupy,
                                                                              like impassable terrain or another character, the teleport
                                                                              fails and the action is lost.
                   54
FLIGHT                                                          Characters standing atop objects are considered to
                                                            have their Size increased by the Size of whatever they
                                                                                                                             Getting Started
 Characters with flight have the ability to fight on        are standing on for the purposes of determining line
 the ground or in the air.                                  of sight and cover.
Characters with flight can can either take off, gaining      In BEACON, climbing is just a way to move. It doesn’t
the Flying status, or land on the ground, clearing the       provide any direct offensive or defensive benefits.
status, as a free action once per turn. They can also             High ground, a special type of terrain, pro-
choose to start combat scenes Flying.                        vides the benefits one might associate with having
   Flight can be continuous, like with the draken an-        a height advantage. See Terrain Features (p. 57)
cestry trait Draconic Wings, or temporary, like with         for more information.
the Dragon Rider’s ability Dragon Saddle. Abilities
                                                                                                                             5: Combat Play
that say to fly a certain number of spaces mean to
move that number of spaces as if under the effects of       SQUEEZING
the Flying status.
   While a character is Flying, the following effects        Squeezing is a special movement that allows char-
apply:                                                       acters to fit into smaller spaces.
Ø Non-thrown melee attacks from non- Flying                 You can squeeze into spaces one Size smaller than you,
  characters gain +2 against them.                          but while in such a space, the cost of all movements
Ø They can move normally over and are immune to the         is increased by +1.
  effects of terrain, obstructions, and terrain features,
                                                                                                                             Building Beacons
  but cannot benefit from or interact with them either.     FORCED MOVEMENT
  When flying over objects, they are considered to
  have their Size increased by the Size of whatever          Forced movement is any involuntary movement
  they are flying over for the purposes of determining       that pushes, pulls, or causes a character to slide.
  line of sight and cover, as if they were climbing.
Ø They cannot benefit from cover from terrain or            Each type of forced movement has its own rules:
  objects.
Ø When attacking non-Flying characters, they treat          Ø Push: Characters and objects that are pushed move
  their target’s cover from terrain and objects as one        in a straight line directly away from the point of
  step lower (hard cover becomes soft cover, soft cover       origin.
 ters to move atop objects such as terrain.                 can’t be pushed into it, but a Flying one could.
                                                                In some instances, you may be able to subject yourself
Climbing has a movement cost equal to the object’s Size     to a push, pull, or slide effect. Even if you do so willingly,
+ 1. For example, climbing onto a Size 1 crate costs 2      it still counts as involuntary movement.
spaces worth of movement, while climbing atop a Size 4
wall costs 5 spaces of movement.
    You cannot partially climb an object. If you can’t
move enough spaces to reach the top, you can’t climb.
    Moving from the top of an object to lower ground
doesn’t count as climbing.
                                                                                                                      55
                   OBSTRUCTION                                                   ENVIRONMENTAL FACTORS
                                                                                 Environmental factors are effects that alter combat scenes,
Getting Started
                    Characters and objects block movement into the               individual spaces, or even objects. Some apply to the entire
                    spaces they occupy. This is called obstruction.              combat scene, while others affect characters in smaller
                                                                                 areas, such as in the case of a room with poor visibility.
                   Obstructions prevent movement if they are the same               This section lists some of the more common envi-
                   Size as the moving character or larger.                       ronmental factors. A full list of environmental factors
                      If an obstruction is an allied character or an enemy       can be found in Chapter 10: Game Master’s Guide
                   character smaller than you, they do not count as an           (Environmental Factors and Terrain Features, p. 223).
                   obstruction and you can move through their spaces;
                   however, you can’t end a movement sharing spaces
                   with another character.                                       LOCKS
5: Combat Play
                      If an obstruction is an object that is smaller than you,   Doors, gates, and treasure chests can all be locked,
                   you can climb on it at no additional movement cost.           preventing them from being opened. A locked en-
                                                                                 trance – a bolted door, for instance – can’t be moved
                   ENGAGEMENT                                                    through. The contents of chests and other objects that
                                                                                 are locked can’t be accessed.
                    Characters gain the Engaged status when they are                To unlock something, you can make an Agility check
                    adjacent to one or more enemies. This is called En-          as part of the action to interact with it. On a success,
                    gagement.                                                    the lock is disabled and the object is opened.
                   or larger, your movement ends and you lose any unused         LOW VISIBILITY
                   movement. Once Engaged, you can begin new move-               Low visibility can represent darkness, fog, and other ef-
                   ments normally. Moving adjacent to a character with who       fects that make it hard to see. It affects how far characters
                   you are already Engaged doesn’t stop your movement,           can see, and makes it harder to find Hidden characters.
                   since you are still Engaged. The movement-ending                 Low visibility has the following effects:
                   effect only occurs when Engaged is applied.
                       While Engaged, you receive +1 to all ranged attacks.      Ø Characters are Invisible while Hidden.
                                                                                 Ø Scope and the Range of all weapons are reduced by
                   DIFFICULT TERRAIN                                               half. Reach and AOEs are not affected.
Running the Game
                   56
TERRAIN FEATURES
Terrain features modify spaces and terrain on the battle-      DAMAGE TRAP
                                                                                                                           Getting Started
field. While they generally affect single spaces, multiple    The triggering character takes 6/8/10 damage of any
terrain features can be placed next to each other to          type, chosen when the Trap is set.
create a continuous feature. For example, you can have
a single space of lava as dangerous terrain, but you           AREA DAMAGE TRAP
could also connect multiple lava spaces to create a lava      When triggered, all characters in a Burst 1 AOE must
flow, all of which count as the same piece of dangerous       make a save of the GM’s choice. Failure: The target
terrain. Cover (p. 50), difficult terrain (p. 56), and        takes 6/8/10 damage of any type, chosen when the
dangerous terrain (p. 56) all count as terrain features.      Trap is set. Success: They take 3/4/5 damage instead.
    This section lists some of the most common terrain
features. A full list of terrain features can be found in      CONDITION TRAP
                                                                                                                           5: Combat Play
Chapter 10: Game Master’s Guide (Environmental                The triggering character gains a condition based on
Factors and Terrain Features, p. 251).                        the type of Trap. Immobilized, Slowed, and Blinded
                                                              are common.
EMPTY SPACE/FREE SPACE
A free space is a space that doesn’t contain any char-         AREA CONDITION TRAP
acters or objects. Empty spaces, on the other hand, are       When triggered, all characters in a Burst 1 AOE must
more specific than free spaces. Empty spaces are those        make a save of the GM’s choice. Failure: They gain a
that don’t contain any characters, objects, terrain, or       condition, chosen when the Trap is set.
terrain features.
   Some abilities affect free spaces, while others will       TREASURE CHESTS
                                                                                                                           Building Beacons
affect empty spaces only.                                     Treasure chests are objects that don’t cause obstruction
                                                              and that contain bonus effects for the players, chosen
HIGH GROUND                                                   from the table below. Players always know the contents
High ground provides benefits that represent being            of chests. The GM can decide if the bonuses apply to the
at a higher elevation than other characters, similar to       character that opened the chest or everyone on their
those received when Flying. Characters standing on            team. Some bonuses provide immediate effects, while
high ground gain the following benefits:                      others provide delayed effects or permanent resources.
                                                                  Chests can be accessed with a minor action while
Ø Non-thrown melee attacks against them from non-             in their space, but might be locked (see the locked
  Flying characters that aren’t on high ground receive        environmental feature).
                   down and eventually defeat them. The most common           ORDER OF DAMAGE
                   sources of damage are attacks, but other abilities and     To determine the final amount of damage dealt by
                   effects can also inflict damage.                           any given action or effect, follow these steps in order:
                      When you take damage, you subtract the damage
                   taken from your current HP. For example, if you would      1 Roll damage and bonus damage.
                   take 5 Physical , your HP would be reduced by 5. Ar-       2 Halve bonus damage if there is more than one target.
                   mor (p. 15) and other effects can change the amount        3 Apply the effects of Weakened or Vulnerable,
                   of damage you take. When your HP reaches 0, you take         where relevant.
                   a Wound (p. 60).                                           4 Subtract damage equal to the target’s Armor.
                      Stress is another type of harm separate from damage.    5 If resistance applies, halve any relevant remaining
5: Combat Play
                         arcane energies.
                                                                              Discord applies damage every turn. Whenever you
                         Astral: Damage caused by heat, light, and other      take Discord, you immediately take Piercing Discord
                         energy sources associated with the radiance of       damage equal to the amount of Discord gained. You
                         stars. Fire, light, and electricity are commonly     then make a note of the amount of Discord gained,
                         associated with the Astral.                          adding it to any Discord you already have.
                                                                                 Make a Magic check at the end of each of your
                         Lunar: Damage caused by cold, darkness, and          turns while you have Discord. Success: You clear all
                         other energy sources associated with the stillness   Discord. Failure: You take Discord damage equal to
                         of the moon. Ice, dark, and acid are commonly        your current Discord.
Running the Game
                         associated with the Lunar.                              Discord levels stacks. For example, if you have 2
                                                                              Discord and gain another 2 Discord, you would have
                         Discord: Damage that disrupts aetheric fields and    a total of 4 Discord.
                         puts its victims into a state of aetheric discord,      Resistance and Vulnerable apply only to the up-
                         like poison, burns, and blood loss, sapping the      front Discord you take (and, therefore, the amount of
                         sufferer’s lifeforce over time.                      ongoing Discord you gain), not to the discord damage
                                                                              you take if you fail the Magic check to clear it.
                   Physical, Force, Astral, and Lunar damage all function
                   the same way, but certain abilities can make characters
                   Vulnerable, resistant, or immune to certain damage         STRESS
                   types (see facing page).
Appendices
                       Discord has additional rules associated with it, as          Stress is a special type of harm that doesn’t
                   it has a damage over time component (see below).                 count as damage, and doesn’t affect the
                                                                                    recipient’s HP.
                   58
   Because Stress isn’t damage, it ignores Armor and            ARMOR, RESISTANCE, AND IMMUNITY
effects that modify damage don’t modify Stress unless
                                                                                                                             Getting Started
otherwise indicated. Taking Stress doesn’t count as              Armor reduces a set amount of damage, resistance
taking damage.                                                   halves damage, and immunity reduces damage to
                                                                 0. Resistance and immunity often apply to specific
                                                                 types of damage.
BONUS DAMAGE
                                                                Armor reduces incoming Physical, Astral, Lunar, and
 Bonus damage is additional damage added onto an                Force equal to its value. Armor does not reduce Stress
 existing source of damage. Bonus damage is granted             or Discord. For example, 2 Armor would reduce Physical
 by abilities and effects.                                      damage taken from an attack by 2.
                                                                   Armor applies to each separate source of damage.
                                                                                                                             5: Combat Play
Bonus damage is only ever added to successful attacks           For example, if you are hit by two attacks in a turn,
or abilities that deal damage. It can only be Physical,         Armor would apply to each attack.
Astral, Lunar, or Force damage (not Discord or Stress).            Resistance halves any incoming damage of an in-
Its type is the same as that of the underlying, basic           dicated type, or even Stress. For example, if you would
damage, unless otherwise indicated. If an attack or             take 10 Astral and have resistance to Astral, you
ability normally deals multiple types of damage (e.g.,          only take 5 Astral .
Physical and Lunar), the character dealing the damage              Immunity negates all incoming damage or Stress
picks one for the bonus damage.                                 from whatever it is you have immunity against. For
    Effects with more than one target, like AOE attacks,        example, if you would take 4 Stress and have
only deal half their bonus damage to each target. Im-           Immunity to Stress, you take no Stress at all.
                                                                                                                             Building Beacons
portantly, this applies only if there is more than one
target, not if there could be multiple targets. If you attack
with a Blast 1 explosion but there is only one target           OBJECT AND TERRAIN DAMAGE
in the area, they take the full bonus damage. If there
are two targets, the bonus damage would be halved.               Objects and pieces of terrain can take damage. By
    Linked attacks don’t deal bonus damage – only the            default, they have 10 HP per Size, 5 Dodge, and are
first attack in the linked pair does.                            immune to Aetheric attacks and Stress.
                                                                                                                       59
                   WOUNDS AND OVERSTRESS
                   In combat, characters can receive Wounds or become         Overstressed
Getting Started
                   HP, carrying over any excess damage. You then make a       you receive an Overstress, you also make an overstress
                   wound roll by rolling 1d6 and consulting the Wound         roll by rolling 1d6 and consulting the Overstress Table
                   Table to see what additional penalties you suffer.         to see what additional penalties you suffer.
                      Beacons have a Wound Cap of 4, while NPCs usually          Beacons have an Overstress Cap of 4, while NPCs
                   have different Wound Caps (p. 260). When you have          usually have different Overstress Caps (p. 260). When
                   Wounds equal to your Wound Cap, you are defeated.          you have Overstresses equal to your Overstress Cap,
                                                                              you are defeated.
                   WOUND TABLE                Roll 1d6 and consult the relevant column based on the number of Wounds you have remaining.
Building Beacons
3 2 1 DESCRIPTION
5-6 6 - Dazed: You are Dazed until the end of your next turn.
                    3-4 4-5 5-6 Broken Weapon: Destroy one of your weapons. Limited and Consumable equipment
                                      can only be selected if they have charges remaining. If you can’t destroy a weapon, this
                                      becomes the Broken Support Item result. If you can’t destroy a support item either, this
                                      becomes the Staggered result.
                    1-2 2-3 3-4 Broken Support Item: Destroy one of your support items. Limited and Consumable
                                      equipment can only be selected if they have charges remaining. If you can’t destroy a sup-
Running the Game
                                      port item, this becomes the Broken Weapon result. If you can’t destroy a weapon either,
                                      this becomes the Staggered result.
- 1 1-2 Staggered: You are Slowed and Stunned until the end of your next turn.
                   OVERSTRESS TABLE Roll 1d6 and consult the relevant column based on the number of Overstresses you have remaining.
                     3     2      1   DESCRIPTION
                    5-6    6     -    Dazed: You are Dazed until the end of your next turn.
Appendices
                    3-4 4-5 5-6 Broken Tech: Destroy one of your techniques. Limited and Consumable techniques
                                      can only be selected if they have charges remaining. If you can’t destroy a technique, this
                                      becomes the Lost Mana result. If you can’t do that, this becomes the Exposed result.
                    1-2   2-3   3-4   Lost Mana: You take –1 to your current and maximum MP until restored during a Short
                                      Rest (p. 61). If your maximum MP is 0, this becomes the Broken Tech result. If you
                                      can’t destroy a technique, this becomes the Exposed result.
- 1 1-2 Exposed: You are Vulnerable and Weakened until the end of your next turn.
                   60
Defeat                                                      Ø Reload all Reloading abilities.
Although defeat doesn’t always mean death, defeated         Ø Clear all conditions, statuses, and effects (except for
                                                                                                                         Getting Started
characters can no longer contribute to a scene.               Bloodied and Breaking, if still applicable).
    When a character is defeated, all effects on them
and that originated from them are removed, like Sum-        You can also spend Recoveries for the following:
mons or the effects of the Hexblade’s Hex. Damage,
conditions, statuses, and created objects and terrain       1 Recovery   Regain all HP.
remain, including Traps.                                    1 Recovery   Repair a destroyed technique or piece
    When your beacon is defeated, you can narrate how                    of equipment.
they’re defeated, whether it involves being knocked out     1 Recovery   Restore maximum MP to its normal
or running away. They are then removed from play and                     value.
unable to directly contribute to the scene.                 2 Recoveries Clear 1 Wound or Overstress.
                                                                                                                         5: Combat Play
    NPCs are typically killed or knocked unconscious        2 Recoveries Change your current job. Your HP,
when defeated, as chosen by whoever defeated them.                       Stress, MP, and Recoveries remain at
The GM can choose a different outcome, but they can’t                    their current values unless the new job’s
kill an NPC that a player wanted to keep alive unless                    maximum is lower, in which case they
the player gives their permission.                                       are reduced to the new maximum. If the
                                                                         new job doesn’t have sufficient slots for
                                                                         your current weapons, support items,
RESTING                                                                  or techniques, you must unequip items
                                                                         and techniques until they fit.
 Resting allows PCs to heal, recover resources, and         4 Recoveries Return a defeated character to play.
                                                                                                                         Building Beacons
 repair equipment.                                                       The required Recoveries can be split
                                                                         between any characters participating
There are two types of rests: Short Rests and Long                       in the Short Rest, including the defeated
Rests. Short Rests are quick breaks that allow beacons                   character. The defeated character returns
to patch themselves up after a fight, while Long Rests                   to play with 3 Wounds, 3 Overstresses,
are longer and more restorative. Individual beacons                      full HP and MP, and no Stress. You can
can choose to skip a Short Rest, receiving none of the                   only bring a defeated character back into
benefits, but they can’t skip a Long Rest.                               play if the player is willing.
   Abilities that reference a rest but don’t specify what
kind of rest apply to both Short and Long Rests. For        Long Rest
 During Short Rests, the beacons can spend Recov-           ticularly lengthy quest, but that is for the GM to decide.
 eries to replenish their resources.                            During a Long Rest, defeated beacons are brought
                                                            back into play if their player wishes. Additionally, each
Short Rests are taken during quests, and only require       PC may do the following:
that the beacons take a few moments to catch their
breath. Short Rests are often available between combat      Ø Reset all attributes to their normal values (e.g., full
scenes. During a Short Rest, you may do the following:        HP and MP, no Stress/conditions/Wounds, etc).
                                                            Ø Change their job, ancestry trait, equipment, and
Ø Clear all Stress.                                           other options.
Ø Regain all MP.                                            Ø Repair all equipment and techniques.
                                                                                                                   61
                   CONDITIONS AND STATUSES
Getting Started
                   CONDITIONS
                   Conditions are always negative. Most effects that give
5: Combat Play
                   BLINDED
                   Blinded characters can only target and draw line of
                   sight to adjacent spaces.
                   DAZED
                   Dazed characters receive +1      on all attacks, checks,
Building Beacons
and saves.
                   DISARMED
                   Disarmed characters can’t make weapon attacks except
                   for improvised weapon attacks.
                   IMMOBILIZED
                   Immobilized characters can’t voluntarily move, but can
                   still be subjected to forced and involuntary movement.
Running the Game
                    MARKED                                                     STUNNED
                   When attacking a Marked character, the attacker can         Stunned characters can perform either a standard
                   choose to consume the Mark. Doing this clears Marked        action or a minor action on their turns, not both.
                   and grants +1 on that attack roll. A character can only     Additionally, they can’t Full Attack or perform
                   have one Mark at a time.                                    reactions, and their Dodge and A-Def both count as 5.
                   SILENCED                                                    SUNDERED
                   Silenced characters can’t use or      Release spells.       Sundered characters don’t benefit from Armor or
                                                                               resistance.
                    SLOWED
                   Slowed characters can only move with their standard         VULNERABLE
Appendices
                   movement; they can’t Rush or use any other forms            Vulnerable characters take double damage from
                   of voluntary movement.                                      Physical, Astral, Lunar, and Force sources. Stress and
                      Slowed PCs can only take their turns in Phase            Discord are not affected.
                      Delay. Slowed NPCs have their next Initiative be-
                   come 8 (this lasts until they’ve taken that turn and        WEAKENED
                   the condition ends). During rounds in which they are        Weakened characters deal half damage when dealing
                   Slowed, Bosses must take at least one of their turns        Physical, Force, Astral, and Lunar. Stress and Discord
                   during Phase Delay, even if they clear the condition        are not affected. Their Summons and Traps are also
                   before doing so.                                            unaffected.
                   62
STATUSES
Statuses describe characters’ current states, and can       GRAPPLED
                                                                                                                         Getting Started
be positive or negative. Unlike conditions, they can’t      Grappled always involves at least two characters,
be removed unless specific actions are taken or their       both of whom receive the status. While Grappled, the
requirements no longer apply.                               following effects apply:
                                                            Ø Both characters are Engaged.
 BLOODIED                                                   Ø Neither character can take reactions.
Characters are Bloodied when they have half of their        Ø The larger character can move normally.
HP maximum or less (their Bloodied level).                  Ø The smaller character is Immobilized, but is dragged
                                                                along by the larger character when they move,
 BREAKING                                                       mirroring their movements and inheriting any
Characters are Breaking when they have Stress equal             special forms of movement like flight.
                                                                                                                         5: Combat Play
to or exceeding half their Stress Cap (their Breaking       Ø If the initiator is the same Size as the target, they
point).                                                         count as the larger one during the turn in which
                                                                they initiate the Grapple.
 ENGAGED                                                    Ø Characters of the same Size can make a contested
When a character becomes adjacent to an enemy,                  Bulk check as a free action to see if they count as
they both gain the Engaged status as long as they are           the larger one until this contest is repeated.
adjacent to one another. Engaged characters make
ranged attacks at +1 . If a character becomes Engaged       Grappled ends when one of the following occurs:
by another character of the same Size or larger, their      Ø The characters are no longer adjacent to each other.
movement ends and they lose any unused movement.            Ø The initiator ends it as a free action.
                                                                                                                         Building Beacons
Characters cease to be Engaged when they are no             Ø The Grapple target succeeds on a contested Bulk
longer adjacent to an enemy.                                  check as a minor action.
 FLYING                                                      HIDDEN
Characters with flight can either take off, gaining the     While a character is HIDDEN, enemies can only target
FLYING status, or land on the ground, clearing the          them with AOEs or while adjacent to them. They are
status, as a free action once per turn. They can also       still visible on the combat map to players and the GM.
choose to start combat scenes Flying.                       The following things end Hidden:
While a character is Flying, the following effects apply:
                                                            Ø The Hidden character uses a hostile effect (e.g.,
Ø When attacking non-Flying characters, they treat          the map to players and the GM. Invisible lasts until
  their target’s cover from terrain and objects as one      the end of the scene unless stated otherwise.
  step lower (hard cover becomes soft cover, soft cover
  becomes no cover).                                         PRONE
Ø They ignore Engagement and don’t cause                    Attacks against Prone targets gain +1 and Prone
  Engagement.                                               characters always count as moving through difficult
Ø They don’t trigger Traps but can still be affected        terrain. Unless they are Immobilized, Prone characters
  by them.                                                  can stand instead of making their standard movement,
Ø They cease to be Flying if they become Prone.             which ends this status. Standing doesn’t count as a form
                                                            of movement.
                                                                                                                   63
                   TAGS                                                            Consumable X: Abilities with this tag can only be
                   Abilities often have tags associated with them, such              used X times per quest. Consumable abilities rep-
Getting Started
                   as Aura 2, Piercing, or Polymorph. When an ability                resent potions, elixirs, and other items that can be
                   has a tag, the effects of that tag apply to the effects           replenished.
                   of that ability. Some abilities don’t have tags, but do
                   have effects that have a tag, or that create objects or         Enchantment: Abilities with this tag modify other
                   characters with the tag, as indicated in their description.       abilities. Enchantments can typically only be ap-
                      If an ability has a tag with a value of “X”, like Mana X,      plied to specific types of abilities and can only be
                   that means the amount can vary, but must be at least 1.           applied to one ability at a time. Additionally, each
                      Below is a list of tags and their effects.                     ability can only have one Enchantment at a time.
                                                                                     Enchantments can only be applied to a new ability
                   Accurate: Attacks with this tag gain +1 .                         while preparing for a quest or during a Long Rest.
5: Combat Play
                   Arcing: Abilities with this tag can be aimed over ob-           Focus X: Abilities with this tag cost X Focus to use.
                      stacles. They ignore line of sight as long as there is a
                      vertical path to the target, although cover still applies.   Homing: Abilities with this tag ignore line of sight and
                                                                                     the effects of cover. As long as the target is within
                   Armor: Abilities with this tag represent suits of armor           Range and it is possible to reach them (i.e., they
                     or similar defenses, many of which provide a bonus              aren’t in a box), they can be targeted.
Building Beacons
                   Aura X: When activated, abilities with this tag affect          Indirect: Attacks with this tag ignore any from cover.
                     indicated characters within X spaces of the user.
                     A character can only have one Aura activated at a             Innate: Abilities with this tag can’t be destroyed or
                     time and can change Auras 1/turn.                                enchanted. They can’t be chosen for destruction as
                                                                                      the result of a wound roll.
                   Auto-Hit: Attacks with this tag automatically hit without
                     making an attack roll.                                        Limited X: Abilities with this tag can only be used X times
Running the Game
                   64
Push X: Abilities with this tag inflict a type of forced      Summons have the following statistics unless oth-
  movement. On a hit, the target is moved X spaces            erwise indicated:
                                                                                                                           Getting Started
  directly away from the origin.
                                                              Ø   Size 1/2
Range X: Abilities with this tag can be used on targets       Ø   HP 5
  within X spaces.                                            Ø   Dodge/A-Def 10
                                                              Ø   Speed 0
Reach X: Abilities with this tag can be used on targets       Ø   Save Target = Summoner’s Save Target
  within X spaces. This tag also determines the range         Ø   Bulk/Agility/Mind/Magic 0
  of the Opportunity Attack reaction.
                                                              Summons can only be created in free spaces that
Reliable X: Abilities with this tag always deal at least X    they could normally enter (they can’t be summoned
                                                                                                                           5: Combat Play
   damage, even if they would miss or deal less than          into impassable terrain, for example).
   X damage. Reliable damage inherits the ability’s                Summons are characters with a standard ac-
   damage type and tags; however, Reliable damage             tion, standard movement, and minor action per
   does not count as a hit and doesn’t trigger any effects    round; however, they can’t perform any actions un-
   that require a hit.                                        less they have an ability that lets them do so and
                                                              can’t perform a movement unless they have Speed.
Reloading: Abilities with this tag must be reloaded           Their turn is their summoner’s turn, and if they can
  after each use before they can be used again. This          take actions or move, they can do so at any point
  can be done using Refresh and other abilities.              in their summoner’s turn.
                                                                   Summons are defeated if they are reduced to 0
                                                                                                                           Building Beacons
Slide X: Abilities with this tag inflict a type of forced     HP. They can also be dismissed by their summoner
   movement. On a hit, the target is moved X spaces           as a free action. Summons last until dismissed or
   in any direction.                                          defeated, or until the end of the scene.
  target within X spaces. Thrown attacks are affected          and can’t be selected for destruction if there are
  by cover. If throwing a weapon, it lands in a space          non-Unbreakable options left. If an Unbreakable
  adjacent to the target (thrower’s choice), and must          result is selected from a wound or overstress roll, it
  be picked up as a free action while adjacent to it           becomes a Dazed result instead.
  before it can be used again.
                                                             Unique: Characters can only equip one copy of each
                                                               ability with this tag at a time.
                                                                                                                     65
                                        SECTION 2:
                     BUILDING BEACONS
This section covers all the options for PCs, including ancestries, talents, classes, class-specific
equipment and techniques, and starting equipment and techniques.
                KEY SECTIONS
                Ø    Ancestries (p. 68)
                Ø    Classes and Jobs (p. 84)
                Ø    Talents (p. 202)
                Ø    Basic Equipment and Techniques (p. 216)
WEAPON TRAIT
SPELL SKILL
This ability uses up an action to activate         Trigger: This ability activates in response to
(even if it’s a free action).                      a certain trigger...
                                                                                                67
                                                          6: ANCESTRIES
Getting Started
                    A character’s ancestry describes their heritage or                 Example: Artemis is the child of a halfling and a
                    species.                                                           goblin. She is Size 1/2 since both of her parent
                                                                                       ancestries are Size 1/2, and her player chooses
                   Your beacon’s ancestry determines their Size and gives              two ancestry traits from each. She chooses Nimble
                   you a collection of ancestry traits that you can choose             Escape and Bite for the goblin heritage, and Lucky
                   from for combat scenes. You select an ancestry for your             and Brave for her halfling heritage. Now, whenever
                   beacon during character creation (p. 13), and can only              she prepares for a quest, she can choose one of those
                   change it with the Find Echo downtime activity (p. 28).             four ancestry traits.
Building Beacons
                   ancestry to represent a ghostly, spectral beacon.                Reflections only feature humans, while others have a
                       This chapter lists the available ancestries for players      limited number of ancestries represented.
                   to choose. Each ancestry contains some questions                     Just because an ancestry doesn’t exist in a setting,
                   you can answer to help flesh out the ancestry and                doesn’t mean you can’t use its traits. In an all-human
                   your character, as well as an example of a Reflection            setting, for example, there are huge variances between
                   and discussion of how that ancestry fits within it. As a         people. Maybe your human with the goblin ancestry is
                   reminder, one of the things common to all Reflections            a small teen, or a group of kids in a trench coat (using
                   is the presence of a Scourge – a recurring threat unique         the Swarm trait). A human with the avian ancestry
                   to that Reflection (p. 230).                                     might have a magic item that allows them to fly, or
Running the Game
                   a list of four ancestry traits (two from each ancestry) as       Ø ancestry and ancestry traits only have direct rules
                   your pool of potential ancestry abilities.                         effects in combat play
                                                                                    Ø players shouldn’t be overly restricted in choosing
                                                                                      ancestries
                                                                                    Ø your Reflection can have as many or as few ancestries
                                                                                      as you want.
                   68
                                                   AVIAN
                                                                                                                   SIZE
                                                                                                                     1
                                                                                                                          Getting Started
                                                            Ø What sort of bird or flying creature do your people
                                                              resemble?
                                                            Ø Where do your people live and in what kind of
                                                              environment?
                                                            Ø What do your people eat, and what do they consider
                                                              a delicacy?
                                                            Ø Are avians without wings or the ability to fly treated
                                                              differently than those that have them?
                                                                                                                          Building Beacons
                                                            Name: Celestos
                                                            The celestos of Garuda live atop the highest mountains,
                                                            where they are bathed in radiant energy from the sky.
                                                            As a result, they have learned to harness this energy
                                                            as holy magic.
                                                               Celestos place a great emphasis on wings. Those born
                                                            with additional sets of wings are seen as having great
                                                            potential. Most celestos have two wings, with four wings
                                                            being rare and six or more wings almost unheard of.
                                                                                                                          6: Ancestries
                                                               Some celestos are born with a mutation that causes
                                                            them to grow an additional pair of arms, but no wings.
                                                            These celestos find life atop the mountains hard, as their
                                                            homes aren’t designed for the flightless. They usually
                                                            leave their homes to find a more suitable life among
                                                            the other flightless civilizations, or take up supportive
                                                            roles in their homelands.
TRAITS
FlightTrait                                                Flock TacticsTrait
You have flight.                                            1/round, you gain +1 on a melee attack roll if one
                                                                                                                          Appendices
Trigger: You take damage or Stress not caused by            You gain the Gust spell, which is equipped for free.
yourself.
                                                                                                                    69
                                                                   CAMBION
                   SIZE
                    1
Getting Started
                   TRAITS
                   BloodhunterTrait                                           WrathTrait
                   You gain +1 on attacks against Bloodied characters.         You gain +1 on attacks against any characters
                                                                               that have hit or damaged you since the end of your
                                                                               last turn.
                   Infernal ResistanceTrait
Appendices
                   70
                                                  DRAKEN
                                                                                                                    SIZE
                                                                                                                      2
                                                                                                                            Getting Started
                                                             Ø Are draken associated with one element or many,
                                                               and what element are your people associated with?
                                                             Ø What monument or structure of your people has
                                                               endured multiple disasters?
                                                             EXAMPLE REFLECTION: IO
                                                             Name: Drakhal
                                                             The drakhal of Io primarily dwell in volcanic regions,
                                                             which run the gamut from barren wastelands to tropical
                                                                                                                            Building Beacons
                                                             islands teeming with life.
                                                                 Each group of drakhal are in possession of ancient
                                                             dragon eggs. These massive eggs must be incubated
                                                             in the burning temperatures of active volcanos. Each
                                                             group of drakhal believe they are the inheritors of their
                                                             specific dragon’s legacy, which explains the physical
                                                             differences between these groups: some have tails,
                                                             some have wings, some have few scales, and so on.
                                                                 Inside their eggs, the growing dragons are already
                                                             named, with names like Bahamut, Phoenix, and Nidhogg.
                                                                                                                            6: Ancestries
                                                             The drakhal believe that when their dragon hatches, it
                                                             will change the world in their favor. One dragon might
Draken are people with draconic traits like scales, tails,   destroy all enemies of the drakhal that hatched it, while
or wings. Their specific physical characteristics depend     another might bring prosperity and bountiful harvests
greatly on the Reflection and what its dragons are           across the world. Once the dragon has changed the
like. Draken are imposing figures, either through their      world, it returns to its lair, where a new shell forms
stature or presence.                                         around it, and it waits until its next hatching.
                                                                 These ancient dragons rarely awaken, and each has
Ø What is a threat faced by other civilizations that is      their own cycle. It is likely, due to the cyclical nature of
TRAITS
DragonfireTrait                                             Dragon ScalesTrait
You gain the Dragonfire weapon, which is equipped            You gain either Astral or Lunar resistance.
for free.
                                                                                                                            Appendices
                                                             Inner FireTrait
   Dragonfire               Volley /  Fight
   Melee Weapon  Main Artifact  Innate,                    When you Refresh, you automatically regain 1d6
   Unique Reach 1, Close blast 1 2 Discord                  HP before choosing any effects.
                                                                                                                      71
                                                                        DWARF
                   SIZE
                    1
Getting Started
                   TRAITS
                   Keep Moving ForwardTrait                                      SturdyTrait
                   Abilities with the Armor tag don’t reduce your Speed           When you would be subject to forced movement, you
                   or Dodge, even if they would normally, and you are             may move 1 fewer space than normal. If this reduces
                   immune to Slowed unless caused by yourself.                    the forced movement to 0, the movement doesn’t
                                                                                  happen.
Appendices
You Refresh.
                   72
                                            ELEMENTAL
                                                                                                                SIZE
                                                                                                                 1
                                                                                                                       Getting Started
                                                            Elementals are people with strong connections to
                                                            specific elements, like fire or water. Some have bodies
                                                            made entirely of their element, while others just have
                                                            individual features like burning hair.
                                                                                                                       Building Beacons
                                                            Ø What emotion is valued by your people?
                                                                                                                       6: Ancestries
                                                            They seek to unify the fewa nations under one banner
                                                            and one element.
                                                               The Cultivator seeks to keep the nations independent,
                                                            and to grow them individually.
                                                               The Weaver and Cultivator are always in conflict
                                                            with each other, as their purposes and philosophies
                                                            are opposed. Each approach has benefits and flaws,
                                                            and each party firmly believes in their role.
                                                               To complicate matters, in each cycle one of these
TRAITS
Elemental FormTrait                                        Energy ResistanceTrait
You gain resistance to damage from dangerous                You gain either Astral or Lunar resistance.
terrain. Additionally, when you become Bloodied
or Breaking, you gain hard cover until the start of
                                                                                                                       Appendices
When you equip this trait, choose Astral or Lunar.             Elemental Nova                             Fight
                                                               Melee Spell Attack  Innate, Unique
Trigger: You are hit by an attack from an adjacent enemy.       Burst 1    2 Astral or Lunar
Effect: You deal 2 Piercing Astral or Lunar to                 On Attack: The AOE and any spaces you occupy
them, as chosen previously.                                    become a zone of soft cover until the start of your
                                                               next turn.                                        73
                                                                        ELF
                   SIZE
                    1
Getting Started
                   REFLECTION: MOONTOUCHED
                   Name: Qiradel
                   The qiradel of Moontouched hail from a distant planet
                   called Fey which was destroyed and shattered by a
                   great cataclysm a generation ago. The inhabitants fled
                   through teleportation magics and flying cities, hurling
                   themselves through space in the hope of finding safety.
                       Over the last 100 years, many of these qiradel came
6: Ancestries
                   primal magic might grow leafy tattoos, while those        gods, did not exist on Fey. The youngest generation of
                   with boundless arcane magic might gain glowing eyes.      qiradel are starting to exhibit new traits derived from
                   Divine magic, a source of aether drawn directly from      their exposure to this alien magic.
                   TRAITS
                   Elven AccuracyTrait                                      Fast MovementTrait
                   1/round when you use the Reroll Table for an attack       You gain +1 Speed.
                   roll, you can roll an additional d20 on the attack and
Appendices
                   74
                                                 GIGAN
                                                                                                               SIZE
                                                                                                                 2
                                                                                                                       Getting Started
                                                         The gigan, often called half-giants, tend to be the tallest
                                                         people in any given Reflection. It’s not known whether
                                                         they are directly related to giants, but they share un-
                                                         mistakable cultural similarities with them, like clothing
                                                         and music styles.
                                                                                                                       Building Beacons
                                                           smaller folk?
                                                         Ø What staple or delicacy of your people do others
                                                           find off-putting?
                                                                                                                       6: Ancestries
                                                         and resources to create weapons platforms called
                                                         anti-tyrant suits, or ATSs. The ATSs are strong enough
                                                         to fend off the tyrants, but are too large to be used by
                                                         anyone but the jotun. These jotun pilots are known as
                                                         crownbreakers.
                                                             Whenever a tyrant appears, a crownbreaker with
                                                         a dedicated support team must don their ATS and do
                                                         battle. Their support team either keeps the ATS func-
                                                         tional, or directly fights in the field.
TRAITS
Big EquipmentTrait                                      Oversized WeaponsTrait
One of your support slots increases by one size (Light   1/scene, you can attack with a Slow weapon as
                                                                                                                       Appendices
to Main, or Main to Heavy).                              though it doesn’t have that tag, allowing you to
                                                           Volley with a Slow ranged weapon, or Fight
                                                         with a Slow melee weapon.
Endure                    Free Action (1/scene)
Trait
                                                         Giant LineageTrait
You gain resistance to all damage until the end of
your next turn.                                          You gain either Astral or Lunar resistance.
                                                                                                                 75
                                                                      GNOME
                   SIZE
                   1/2
Getting Started
                     larger threats?
                   Ø What is the most dangerous thing your people have
                     done?
                   TRAITS
                   Instinctual StealthTrait                                    TumbleTrait
                   You may begin any combat scene Hidden, and can’t             You can move through spaces occupied by
                   lose it until the end of your first turn.                    enemies that are larger than you, and becoming
                                                                                Engaged doesn’t stop or end your movement.
                   Trait  Mana 2
                                                                                Trait  Summon                     Range = Scope
                   Trigger: You are targeted by an attack.
                                                                                Toy (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
                   Effect: You become Invisible before the attack roll
                   is made, lasting until the end of your next turn.            You deploy a toy within Range. Allies gain +1 when
                                                                                attacking targets adjacent to your toy.
                   76
                                               GOBLIN
                                                                                                               SIZE
                                                                                                                1/2
                                                                                                                       Getting Started
                                                        Goblins are ambitious people with shorter-than-hu-
                                                        man lifespans. In many Reflections they are viewed as
                                                        “monsters”, although that’s usually because the people
                                                        of those places want cannon-fodder for their heroes
                                                        to murder. Hopefully you’ll do better than that in your
                                                        Reflection.
                                                                                                                       Building Beacons
                                                        Ø What do your people use for transportation?
                                                        Ø How many siblings do you have?
                                                                                                                       6: Ancestries
                                                        In their second “hobgob” stage, they grow in size and
                                                        strength. The third form is that of the “bokgob”, which
                                                        is even stronger and begins to develop wildly varied
                                                        appearances like fur, extra arms, or a thick hide.
                                                            The exact reasons why only some gobs undergo this
                                                        metamorphosis and why some never progress beyond
                                                        the goblit stage are unknown. The leading theory is
                                                        that it’s a genetic mutation.
                                                            There is rumored to be a stage of metamorphosis
TRAITS
ScurryTrait                                            Nimble Escape                Free Action (1/scene)
                                                        Trait
When an attack misses you, you can shift 1.
                                                        You     Rush.
                                                                                                                       Appendices
SwarmTrait
                                                        BiteTrait
Your base Size is increased to 2. Despite this, you
can still benefit from any cover of Size 1 or larger.   At the start of your turn, you deal 1 Piercing Physical
Additionally, you gain resistance to Physical but are   to any character Grappled by you unless you are
always Vulnerable to Force.                             Stunned.
    Each of your Recoveries might represent a dif-
ferent goblin in your swarm.                            Ø Minor Action: You deal 1 Physical to an
                                                          adjacent enemy.
                                                                                                                 77
                                                                 HALFLING
                   SIZE
                   1/2
Getting Started
                   TRAITS
                   Lucky                         Reaction (1/round)           BraveTrait
                   Trait  Stressful 2
                                                                               During any turn in which you Surge, you gain +1
                   Trigger: You would be hit by an attack.                     on all attacks, checks, and saves.
                   78
                                               HUMAN
                                                                                                             SIZE
                                                                                                              1
                                                                                                                    Getting Started
                                                        You are, presumably, a human; you might have some
                                                        idea what it involves.
                                                                                                                    Building Beacons
                                                        Name: Hyul
                                                        The Scourge poisoned the land, so the hyul and the
                                                        other survivors of Nimbus created flying airships capable
                                                        of supporting thousands of people. Everyone now lives
                                                        in the skies, venturing to the surface only to scavenge
                                                        tech and supplies, and wearing special suits to avoid
                                                        breathing the poison from below.
                                                            While society tries to survive, the Scourge plans its
                                                        next move below …
                                                                                                                    6: Ancestries
                                                                                                                    Running the Game
TRAITS
Strong SavesTrait                                      HeartyTrait
1/scene, you can ignore the effects of a wound or       1/scene, you can Surge without increasing your
overstress roll, although you still take the Wound or   Surge level.
                                                                                                                    Appendices
Overstress.
                                                                                                              79
                                                                    KOBOLD
                   SIZE
                   1/2
Getting Started
                   TRAITS
Running the Game
                                                                                                                 Getting Started
                                                       Lycanthropes are people with the ability to assume an
                                                       animal form, and sometimes even a hybrid form. Some
                                                       lycanthropes can do this naturally, and sometimes
                                                       lycanthropy is a disease or curse.
                                                                                                                 Building Beacons
                                                         lycanthropy, or can you each assume different animal
                                                         forms?
                                                       Ø Which form feels most comfortable to you, and
                                                         which one do your people primarily use?
                                                                                                                 6: Ancestries
                                                       the Antler Kingdom, and so on. Each group is guarded
                                                       by a powerful primal spirit, but it can only manifest
                                                       physically for short periods of time.
                                                          The uranuk collect crystals, the energy of which can
                                                       be drained for summoning their primal spirit. They seek
                                                       to gather as many of these crystals as possible, mining
                                                       or stealing them as needed. Some groups use their
                                                       primal spirits for defensive purposes, while others use
                                                       them to aggressively expand their territories.
You manifest your lycanthropic heritage, gaining the   You assume a small, sneaky form. You become Size
heightened senses and vigor of a great beast. You      1/2 and can Hide as a free action 1/turn. You can’t
gain 2 Focus.                                          use spells or attack in this form.
                                                           You can revert back to your normal form as a mi-
                                                                                                                 Appendices
                                                       nor action.
Pack TacticsTrait
1/round, you gain +1 on a melee attack roll if the     Travel Form                        Minor Action
target is adjacent to one of your allies.              Trait  Polymorph
                                                                                                           81
                                                                  MACHINA
                   SIZE
                    1
Getting Started
                   TRAITS
                   Mechanical BodyTrait                                      System RepairTrait
                   You gain resistance to Discord damage and +1 on            1/scene when you Refresh, you can choose any
                   checks to clear Discord.                                   number of options from the list.
                   You gain +1 Armor while you aren’t Bloodied.               Choose a Light weapon from the list of basic weap-
                                                                              ons (p. 216). You can equip that weapon for free.
                                                                              It is also Innate and you can use it while Disarmed.
                   82
                                           ORC
                                                                                                     SIZE
                                                                                                      2
                                                                                                            Getting Started
                                                Orcs are a tall, muscular people with a love for com-
                                                petition. They sometimes have tusks or horns, and
                                                have skin tones outside of the human range, including
                                                green and grey.
                                                                                                            Building Beacons
                                                  control?
                                                Ø What is your favorite type of contest or game to
                                                  either watch or participate in?
                                                                                                            6: Ancestries
                                                by the Hook, Peg, and Powder pirate company to defeat
                                                one of the incarnations of the Scourge.
                                                    After their victory, Hook, Peg, and Powder was able
                                                to maintain control of the pirate fleets and earn recog-
                                                nition as a sovereign nation.
1/scene when you become Bloodied , you gain     1/turn, you can take 1d3 Stress to reroll all the dice
temp HP equal to 4+Grit.                        from one of your damage rolls.
When you Rush and choose the movement option,   You gain +1 on Bulk checks and saves. You are con-
you can move +2 spaces.                         sidered to be +1 Size larger than usual for Grapple
                                                and Shove.
                                                                                                      83
                                               7: CLASSES AND JOBS
Getting Started
                       Classes are collections of abilities you unlock over       You unlock one of a class’s associated jobs upon reach-
                       time. Each class has an associated job, which is           ing rank 1 in that class. Jobs give you access to specific
                       something you can choose to equip at the begin-            traits and determine the base values for your attributes,
                       ning of a quest. Jobs grant traits and determine the       like your HP and the number and size of your weapon
                       base values of your attributes.                            slots. Once you have unlocked a job, your beacon can
                                                                                  equip it whenever they go on a quest. They can only
                      Classes are thematically connected collections of equip-    equip one job at a time.
                      ment and techniques that you can equip for quests, and          Every rank you have in a class also unlocks two abil-
Building Beacons
                      each is associated with a job. The description of each      ities for your character. These abilities can be weapons,
                      class includes some optional questions to help flesh        support items, spells, or skills. Once an ability is unlocked,
                      out your character and their connection to that class.      it enters the pool of abilities you can equip when you
                         Each class has three ranks, starting at class rank 1     go on a quest.
                      and going up to class rank 3. Whenever your beacon              You aren’t limited to equipping techniques and
                      levels up, including at level 1, they acquire a new class   equipment associated with the job you’ve equipped.
                      rank, either gaining a new class at rank 1 or increasing    In fact, you are encouraged to mix equipment and
                      their current rank in a class by one step.                  techniques from both the basic options (p. 216) and
                                                                                  all of your unlocked classes.
                       VARIANT JOBS
7: Classes and Jobs
                       For example, this book includes only one job for the
                       Paladin class – also called the Paladin – but a future
                       book might add another job for the Paladin class,
                       called the Avenger. In that case, upon reaching rank 1
                       in the Paladin class you could choose to unlock either
Running the Game
                      84
ELEMENTS OF A JOB
Each job has several elements: a role, base attributes,       Mind
                                                                                                                            Getting Started
some traits, weapon slots and support slots of various        Ø Stress Cap: When you exceed your Stress Cap, you
types, and a limit break.                                       take an Overstress and make an overstress roll. When
                                                                you reach your Overstress Cap (4), you are defeated.
Role: A job’s role describe what sorts of things characters   Ø Memory: You can equip any number of techniques
with that job do in combat:                                     the combined Memory cost of which doesn’t exceed
                                                                your Memory.
Ø Artillery: Deals damage over long range.
Ø Controller: Manipulates foes or the battlefield to          Magic
  gain an advantage.                                          Ø A-Def: The number that attackers must equal or
Ø Defender: Protects their allies or draws attention            exceed to hit you with Aetheric attacks.
                                                                                                                            Building Beacons
  to themselves.                                              Ø MP: A resource you can spend to use certain abilities.
Ø Striker: Deals damage over close-to-medium range.
Ø Support: Assists allies, either by healing, mitigating      Traits: Each job has several unique abilities. If you equip
  damage, or enhancing other characters.                      a different job, you lose access to the traits from your
                                                              current job and gain the traits of the new one.
Base Attributes: A character’s equipped job determines
the starting values for their attributes.                     Weapon Slots: Your job determines the number and
   Each attribute is listed beneath an ability score (Bulk,   type of weapon slots available.
Agility, Mind, or Magic). These attributes are modified
by the points you have put into the relevant ability score.   Support Slots: Your job determines the number and
Bulk
Ø HP: When you reach 0 HP, you take a Wound and
  make a wound roll. When you reach your Wound
Agility
Ø Dodge: The number that attackers must equal or
  exceed to hit you.
Ø Speed: The number of spaces you can move with
  your standard movement.
                                                                                                                            Appendices
                                                                                                                      85
                                                                          AEGIS
Getting Started
DEFENDER
                      A
                         egises are defensive spellcasters
                         that specialize in creating barriers    BASE ATTRIBUTES
                         and mitigating damage. Aegises          SCOPE:10                               SAVE TARGET:            10
                      rely on efficient use of mana to keep      BULK                                    MIND
                      their barriers up for prolonged peri-        HP:6                                   STRESS CAP:            7
Building Beacons
                      Ø What are your barriers made of,              or Force damage, before Armor and resistance.
                        and what do they look like?
                      Ø When did you fail to protect                 Effect: You reduce the damage by 1d6. You can reroll this dice as
                        someone or something?                        many times as you want, at a cost of 1 MP/reroll.
                      Ø What does it feel like when one of
                        your barriers breaks?
                      Ø What is the longest one of your          WEAPON SLOTS                           SUPPORT SLOTS
                        barriers has lasted for?                  LIGHT       MAIN                       LIGHT       LIGHT
Appendices
                      86
87
                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      shield is unbreakable, but hard to master and incredibly     Layers of magical armor provide temporary protection,
                      draining.                                                    before themselves being torn asunder.
                       Aegises are fragile, backline defenders. Mana Trans-        Warding WallPhase                           Bolster
                       feral allows them to protect allies without needing         Spell  2 Memory  Mana 1
                       to generate Focus first, meaning as long as they have       Range = Scope, Line 1-3
                       MP, they can use defensive abilities. Aegises can’t
                       use Ward on themselves, so they are incentivized to         This AOE is a zone and can face any direction. The zone
                       pick abilities that will keep them away from enemies.       counts as difficult terrain, and attacks that enter it,
7: Classes and Jobs
                      88
                   RANK 2                                                       RANK 3
                                                                                                                           Getting Started
BarrierPhase                               Bolster         Dome Barrier                       Channel
Spell  2 Memory  Mana 2             Range = Scope        Spell  2 Memory  Arcing, Mana 3, Summon
                                                             Range = Scope
Place one of the following protective barriers on a
character within Range. It lasts until the start of this    Dome Barrier (Size 4, HP 20, Dodge/A-Def 5, Speed 0)
phase next round:
                                                            On Release: Create a dome barrier within Range.
Ø Protect: The target gains resistance to Physical,         Other characters can share spaces with this barrier.
                                                                                                                           Building Beacons
  Astral, Lunar, and Force.                                 1/turn when a character or object fully within the
Ø Shell: The target gains resistance to Stress and          barrier is targeted by an attack from outside the bar-
  Discord caused by other characters.                       rier, you may roll a d6: on 4+, the attack instead tar-
                                                            gets the barrier. This barrier can’t perform any actions
Specialized barriers that can reduce damage from            (including reactions) even if another ability would
physical attacks or spells.                                 allow it to do so.
                                                                                                                     89
                                                                  ALCHEMIST
Getting Started
SUPPORT
                      B
                         ubbling cauldrons, explosive con-
                         coctions, and brightly colored         BASE ATTRIBUTES
                         liquids are the telltale signs of an   SCOPE:8                             SAVE TARGET:             11
                      alchemist. They mix together ingre-       BULK                                 MIND
                      dients and magic to create powerful         HP:7                                STRESS CAP:             6
Building Beacons
                        actually do?                            during Short Rests, you can regain all charges for Consumable abilities
                      Ø What is a signature element of your     at a cost of 1 Recovery per ability.
                        concoctions – an ingredient, flavor,
                        or effect?
                      Ø What type of ingredients do you         Potion InjectorTrait
                        prefer to use? Plants, monster
                        parts, something else?                  Your Consumable abilities can be used up to Range 8 , and effects
                      Ø What is the ultimate creation you       that would usually only apply to yourself (like Healing Potions,
                        want to perfect, but haven’t yet?       p. 218) can be used on willing allies within that Range.
Sanitizing VapoursTrait
                                                                At the end of your turn, an ally within Range 3 can clear 1 Stress
                                                                , or up to 2 Stress if they are Breaking.
                      90
91
                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      The formula to create a philosopher’s stone is a carefully   Ø Vigor: The target gains +4 temp HP and +1 on
                      guarded secret, shared with only the greatest alchemists.      their next ability check or save.
                      To use one is not a decision made lightly.
                                                                                   Healing potions are the most popular alchemical
                                                                                   product. Infusions are a specialized derivative of them
                       Alchemists have the unique ability to replenish Con-        that are harder to make.
                       sumable charges during rests with Potion Belt, or
                       even during combat with their Scorpion Gauntlet.
                       Most Consumable abilities are support items, and            Transmutation Circle                        Volley
                       Alchemists can equip a lot of them. Alchemists can          Spell  2 Memory  Mana 1
7: Classes and Jobs
                      92
                   RANK 2                                                      RANK 3
                                                                                                                        Getting Started
Scorpion Gauntlet                     Fight                Grand Infusions             Minor Action
Melee Weapon  Main Magitech  Mana 1,                      Support Item  Main  Consumable 2
Unique               Reach 1 1d3 Discord
                                                            You can expend a charge for one of the following
On Hit (1/attack): If the target was an enemy, one of       effects, which can be used on yourself or an
your Consumable abilities regains 1 charge.                 adjacent ally:
Articulated claws overlap the user’s fingers with a Ø Cleanse: The target clears all conditions.
                                                                                                                        Building Beacons
needlelike tail along the forearm. The tail can strike at   Ø Expertise: Roll 2d6. The target’s next attack roll,
nearby foes, injecting poison while extracting aetheric       check, or save can’t be less than the result. You
energy. Once enough energy has been extracted, the            can spend 1 MP to reroll one of the dice. You can
mechanism distills it into small vials.                       do this multiple times.
                                                            Ø False Life: Until the end of the target’s next turn,
                                                              if they are reduced to 0 HP or exceed their Stress
Volatile Mixtures           Minor Action                     Cap, they don’t take the Wound or Overstress. Dam-
Support Item  Light  Consumable 3, Thrown 5                 age and Stress continue to accumulate. If, at the
 Thrown 5                                                     end of their next turn they are still at 0 HP or less,
                                                              or over their Stress Cap, they take the Wound or
Alchemy requires a great deal of trial and error.           Trigger: You or a character within Scope fails an attack
Thankfully, even “errors” can still be useful.              roll, save, or check.
                                                                                                                  93
                                                                    ARSENAL
Getting Started
STRIKER
                      A
                          rsenals carry nearly limitless num-
                          bers of weapons. They can infuse      BASE ATTRIBUTES
                          weapons with mana, creating           SCOPE:5                              SAVE TARGET:              10
                      bonds between themselves and their        BULK                                  MIND
                      weapons. These weapons can then be          HP:10                                STRESS CAP:              5
Building Beacons
                                                                Flex WeaponsTrait
Appendices
                                                                You can choose to treat your Main weapon slots as Light           Light
                                                                slots, and your Heavy slots as Main Light slots.
Walking ArmoryTrait
                                                                When you Refresh, you can spend 1 MP to repair one of your de-
                                                                stroyed weapons or support items. During a Short Rest, you can repair
                                                                one weapon and one support item for free.
                      94
95
                      WEAPON SLOTS
                      MAIN       MAIN       HEAVY                                                      RANK 1
Getting Started
                      SUPPORT SLOTS
                      LIGHT       LIGHT       MAIN                                  Weapon for the Job
                                                                                    Skill  1 Memory
                      LIMIT BREAK
                                                                                    When you attack with a weapon, you can spend
                      Cycle Weapons                       Phase     Brawl          1 MP to change the damage to another non-Discord
                      Limit Break                                                   damage type of your choice (i.e., Physical, Astral, Lunar,
                                                                                    or Force). This new damage type remains until you
                      You repair all of your destroyed weapons, reload all          use this ability again.
Building Beacons
                      and flow into the next attack.                                Melee and Ranged Weapon  Light Magitech
                                                                                      Melee Profile:     Reach 1 1d3 Physical
                                                                                      Ranged Profile:       Range 5 1d3 Lunar
                       Arsenals can customize their playstyle through their
                       equipped weaponry. Their weapon slots, Phantom               This weapon can be used to attack with either a
                       Armory, and Flex Weapons allow them to equip                 ranged or melee profile.
                       more weapons than any other class. Arsenals usually             1/turn when you attack with this weapon, you
                       seek out interesting weapons from other classes and          can spend 2 MP to also attack with the unused profile.
                       a handful of passive skills to support their intended
                       strategy.                                                    Anyone can fuse a gun and a sword together, but making
                                                                                    them both functional and – most importantly – useful,
Running the Game
                                                                                    is an artform.
                                                                                        Different gunblade manufacturers approach these
                                                                                    weapons with different design goals. Some feature a
                                                                                    gun and blade connected together, while others feature
                                                                                    a blade that can also fire projectiles.
Appendices
                      96
                   RANK 2                                                      RANK 3
                                                                                                                         Getting Started
Mana Siphon                                                 Masamune                      Full Attack
Support Item  Light  Enchantment                          Melee Weapon  Heavy Blade  Reliable 6,
                                                            Slow             Reach 2 3d6+2 Physical
You may use one of the following Enchantments
at a time:                                                  Whenever you roll a 1 on a damage dice while at-
                                                            tacking with this weapon, take 1 Stress and roll
Ø Any Light Weapon: On a crit with this weapon,             that die again. This effect can trigger multiple times
  the target loses 1 MP and you regain MP equal to          on the same roll and is not optional.
                                                                                                                         Building Beacons
  the amount they lost.
Ø Any Main Weapon: On a crit with this weapon,              A weapon so powerful it’s named after its creator. Every
  the target loses 2 MP and you regain MP equal to          swing seeks blood. If it cannot take it from its enemies,
  the amount they lost.                                     it will take it from its wielder.
Ø Any Heavy Weapon: On a crit with this weapon,
  the target loses 3 MP and you regain MP equal to
  the amount they lost.                                     Disarming Strike                               Fight
                                                            Skill  2 Memory  Stressful 1
Wielders of weapons enchanted this way report feelings
of “hunger” emanating from them.                            You attack with a melee weapon. On Hit: The target
                                                                                                                    97
                                                                      ASSASSIN
Getting Started
STRIKER
Assassins are stealthy attackers, experts at taking out isolated or vulnerable targets.
                      A
                         ssassins deal in death. Their skills
                         are used for taking lives through       BASE ATTRIBUTES
                         stealth, subterfuge, or force.          SCOPE:8                                SAVE TARGET:             10
                         Anyone can commit murder. An            BULK                                    MIND
                      assassin’s strength comes from being         HP:8                                   STRESS CAP:            5
Building Beacons
                      Ø Who was the first person you killed,      attack if you are Hidden or if you are the only character adjacent to
                        and how did you do it?                    the target.
                      Ø What is your signature style or
                        method for dispatching targets?
                      Ø Do you operate secretly, publicly,        PreparationTrait
                        or under an alias?
                      Ø How did you become an assassin,           At the end of each of your turns while Hidden, you gain 1 Prep, to a
                        or why do you have their skills?          maximum of 6. After making an attack roll, you can decide to spend
                                                                  any amount of Prep, adding +1 to the attack roll per Prep. Prep lasts
                                                                  for the rest of the scene or until spent.
Running the Game
                      98
99
                      LIMIT BREAK
                                                                                                            RANK 1
Getting Started
                                                                                        Master of Stealth
                       Assassins want to get in close to their targets to take          Skill  2 Memory
                       advantage of Assassinate, but their low HP means
                       they need to avoid taking damage. Their high Dodge               To end your Hidden status at the end of their turn,
                       and stealth abilities help them do this, and abilities           enemies must be within 10 spaces of you. Additionally,
7: Classes and Jobs
                       from the Shadow Dancer class synergize with this                 enemies receive +1 to Search for you.
                       playstyle well.
                                                                                        Your movements are precise and calculated. You move
                                                                                        only at the edges of vision, keeping to the corners.
Running the Game
Appendices
                      100
                   RANK 2                                                      RANK 3
                                                                                                                        Getting Started
Garrote                                                     Reaper’s Shroud
Support Item  Light                                        Support Item  Light  Armor
When you successfully Grapple a target, they are            +1 Armor. Whenever you defeat an enemy, you
Silenced for the duration of the grapple. Addition-         become Invisible until the start of your next turn.
ally, they take 1 Piercing Physical for every space
moved while Grappled in this way, to a maximum              The reaper’s shroud leaves no trace of the wearer be-
amount of damage each turn equal to your Speed.             hind. No sounds, no fingerprints, not even their physical
                                                                                                                        Building Beacons
    You can only garrote one target at a time, and a        form.
character can only be garroted by one character at
a time.
                                                            Death Strike
A simple piece of wire wrapped around the throat can        Skill  4 Memory
silently dispatch foes.
                                                            1/round when you critically hit a Bloodied or Breaking
                                                            enemy with a weapon or spell attack, there is a chance
Poisoner’s Kit                                              the target will take an instant Wound or Overstress:
Support Item  Main  Consumable 3
                                                                                                                  101
                                                                   BERSERKER
Getting Started
STRIKER
                      B
                         erserkers are most often known for
                         their rage, but any emotion can be       BASE ATTRIBUTES
                         fuel for these devastating warriors.     SCOPE:5                              SAVE TARGET:            10
                      Most draw on one specific emotion,          BULK                                  MIND
                      but others use several.                       HP:16                                STRESS CAP:            6
Building Beacons
                                                                  RelentlessTrait
Running the Game
                                                                  1/round when you critically hit, you can make an additional attack
                                                                  with the same ability.
                      102
103
                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      Primal StrikeSpecial
                      Limit Break
                                                                                   Charge                          Full Attack
                      When you hit with a melee attack, you can activate this      Skill  2 Memory  Stressful 1, Unique
                      limit break. All of the attack’s damage dice, including
                      bonus damage and extra sources of damage, are treat-         You move up to your Speed in a straight line. As long
                      ed as if they had rolled their maximum values once.          as you move at least 3 spaces, you can Fight or
                                                                                     Shove as a free action at the end of the movement.
                      Aether reacts to your emotions, building upon itself until
Building Beacons
                      you are teeming with it. You raise your weapon and your      Getting somewhere is useless if you can’t do anything
                      energy pours into it. As you bring the weapon down,          when you get there. But if you line it up right, you can
                      the excess of aetheric forces makes your strike stronger     charge and attack.
                      than ever. A frightening attack that could fell titans – a
                      primal strike.
                                                                                   Victory Rush
                                                                                   Skill  1 Memory  Unique
                       Berserkers are extremely dangerous when they crit-
                       ically hit, and can lean into this aspect of their play-    When you defeat an enemy or give them a Wound,
                       style by finding abilities that can make them more          you gain temp HP equal to Grit+2.
7: Classes and Jobs
                      104
                   RANK 2                                                     RANK 3
                                                                                                                      Getting Started
Bloodrage Armor                         Support Item       Rageblade                      Full Attack
Support Item  Light  Armor                                Melee Weapon  Heavy Blade  Inaccurate,
                                                            Reliable 5, Slow Reach 2 4d6+3 Physical
While Bloodied, you gain +2 Armor.
                                                            While Bloodied, your attacks with this weapon are
This armor requires blood to activate. When it has drunk    not Inaccurate.
enough, it hardens the user’s aetheric field into a phys-
ical barrier.                                               By forsaking any pretense of defense, a rageblade puts
                                                                                                                      Building Beacons
                                                            everything towards offense. If a rageblade’s wielder
                                                            isn’t stopped before they can attack, whatever they’re
Cut Through                                                 attacking is going to die.
Skill  3 Memory  Stressful 1
                                                                                                               105
                                                                     CHRONOMANCER
Getting Started
CONTROLLER
                      C
                         hronomancy is a rare but powerful
                         form of magic. The more common it           BASE ATTRIBUTES
                         becomes, the more it is regulated.          SCOPE:10                              SAVE TARGET:              12
                      Entire civilizations have been wiped           BULK                                   MIND
                      out by abuse of the timelines, and un-           HP:6                                  STRESS CAP:              6
Building Beacons
                      Ø What does time look like to you?              1/round, you can perform actions from a phase that has already passed,
                        Individual threads, a spinning                instead of waiting until Phase Delay. You take 1 Stress for every
                        wheel, interlocking gears, or                 phase that has passed since the action’s usual phase. For example, if you
                        something else?                               use Defend during Phase Brawl, you would take 4 Stress .
                      Ø What is something you have or
                        know of from a different timeline?
                      Ø How do you think the timeline                 Pluck the Threads of TimeTrait
                        should be handled? Protected,
                        changed, cultivated, or something             You gain the Pluck the Threads of Time spell, which is equipped
                        else?                                         for free.
                      Ø What is something you wish you
Running the Game
Effect: You force them to reroll the die, taking the second result.
                      106
107
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                      Time ShuffleSpecial
                      Limit Break
                                                                                Unwinding Beam                      Volley
                      At the start of a round, you may restructure the order    Ranged Spell Attack  1 Memory  Aetheric
                      of phases for that round only. You can put them in any    Range = Scope         4 Force
                      order with the exception of Phase Delay, which is
                      always the last phase in a round.                         On Hit: Choose one of the following:
                      Chronomancers can distort space-time in localized         Ø Backstep: You teleport the target up to 2 spaces.
                      areas. By exploiting a time loop to gain more aether      Ø Repetition: During the target’s next turn, they
Building Beacons
                      than normally possible, they can amplify the distortion     become Marked if they take the same action they
                      to effectively shuffle time, albeit for only a few          took on their previous turn.
                      moments.
                      108
                    RANK 2                                                          RANK 3
                                                                                                                               Getting Started
HastePhase                                    Channel           Rewind                           Channel
Spell  2 Memory  Mana 2                 Range = Scope         Spell  2 Memory  Mana 2 Range = Scope
On Release: An ally within Range gains the following             On Release: Place a Rewind marker in one space
benefits:                                                        occupied by a character in Range. Each character
                                                                 can only have one marker at a time, and the marker
Ø They may Rush 1/turn as a free action.                         doesn’t move with the character.
Ø They may take their turn during Phase Bolster,                    While you have a Rewind marker on the map, you
                                                                                                                               Building Beacons
  and all actions (except for Release) are available             gain the Revert reaction.
  during that phase.
                                                                 Rewind, retry. Over and over again.
This lasts for the rest of the scene or until you either
use this spell again or they gain a Wound or Over-
stress.                                                             RevertReaction
Haste spells supercharge their target’s aetheric field,             Trigger: A character with a Rewind marker either
manifesting as electrical discharges. The target can act            takes damage, takes Stress caused by another
beyond their normal limits in this state, but it is a perilous      character, or starts their turn.
                                                                 a Long Rest. You can’t use this ability again until you
                                                                 fail the save or take a Long Rest.
                                                                                                                        109
                                                                DEMON HUNTER
Getting Started
STRIKER
                      D
                         emon hunters are outcasts from
                         society, shunned by the worlds         BASE ATTRIBUTES
                         that they have decided to protect.     SCOPE:8                               SAVE TARGET:              10
                      Many of their kind fall to temptation,    BULK                                   MIND
                      giving into the corruption that slowly      HP:10                                 STRESS CAP:              9
Building Beacons
                      or dying in the process. If they were      increase the Corruption Die by 1, to a maximum of 6. You gain the
                      successful, the trophy becomes an          following effects (and all previous effects) when you reach the
                      important catalyst in their first taste    relevant amount of Corruption:
                      of corruption.
                                                                Ø 2 Corruption: You deal +1 bonus Force on hits with attacks.
                      Ø How has your body changed as it         Ø 4 Corruption: Your bonus Force increases to +2.
                        has acquired corruption?                Ø 6 Corruption: You can activate your Demon Form trait.
                      Ø What do you fear might happen
                        if you are overwhelmed by
                        corruption?                              Demon Form                                              Free Action
                      Ø What weapon, spell, or demonic           Trait  Polymorph
Running the Game
                      110
111
                      LIMIT BREAK
                                                                                                   RANK 1
Getting Started
                      To defeat a monster, you must become one. Feel the        When retracted, they allow for wide, sweeping attacks,
                      power rush through your veins – feel your aether          but in an instant they can be snapped together like a
                      twist and distort. The power is alluring, intoxicating.   mantis’s claw.
                      Give into it, and all will be yours.
                       lessen your Stress levels.                               that starts their turn adjacent to you or hits you with
                                                                                a melee attack takes 2 Astral .
                      112
                  RANK 2                                                      RANK 3
                                                                                                                         Getting Started
Demon LeapPhase                 Reposition                Sinbow                             Volley
Skill  2 Memory  Arcing, Stressful 2                     Ranged Weapon  Main Bow  Arcing, Unique,
                                                           Stressful 1       Range 10 1d3 Physical
You fly to a free space within a number of spaces equal
to twice your Speed and land, ignoring reactions.          On Hit: While you are Breaking, this weapon deals
When you land, all adjacent characters must make           bonus damage equal to half your Stress.
an Agility save. Failure: They take 2d6 Physical .
                                                           Sinbows are the weapons of demonic generals. Mortals
                                                                                                                         Building Beacons
The wings of the Ildam demons aren’t strong enough         can barely use them, experiencing pain and horrific visions
to fly with, but they can leap long distances. The Ildam   each time they pull the bowstring. Arrows fired by this bow
land with incredible crushing power, their long talons     ravage the aetheric field of whatever they hit.
impaling anyone that can survive the impact.
                                                           Let Loose
Aether Sight                                               Skill  3 Memory
Skill  1 Memory
                                                           While Breaking, you have resistance to Stress.
You gain the following benefits:
Appendices
                                                                                                                   113
                                                                 DEMONOLOGIST
Getting Started
CONTROLLER
                                 Masters of summoning magic, demonologists call forth fiends and spirits from outside the world
                                  and manifest them in their reality. These beings are merely pawns for demonologists to use.
                      D
                          emonologists use their magical
                          powers to rip holes in the fabric      BASE ATTRIBUTES
                          of reality, pulling out demons and     SCOPE:12                            SAVE TARGET:               11
                      other creatures to do their bidding. The   BULK                                 MIND
                      process of becoming a demonologist           HP:7                                STRESS CAP:              6
Building Beacons
                        summoned?
                      Ø What relationship do you have with       You call forth any one of the following demons. They share your Dodge
                        the creatures you summon?                and A-Def, can move up to their Speed during your turn, and add your
                      Ø Where do you summon creatures            Grit to their HP. You can only summon one of these demons at a time:
                        from?
                      Ø What creature do you know how to         Ø Flameskipper (Size 1/2, HP 5, Dodge/A-Def = yours, Speed 3):
                        summon, but are afraid to?                 At the end of your turn, you choose one target within Range 5
                                                                   of the flameskipper, who must make a Magic save. Failure: They
                                                                   take 5 Astral .
                                                                 Ø Painlash (Size 1, HP 8, Dodge/A-Def = yours, Speed 4): At the end of
                                                                   your turn, enemies adjacent to the painlash must make a Bulk save.
Running the Game
                                                                   Failure: They are Dazed and Slowed until the end of their next turn.
                                                                 Ø Soultracker (Size 1, HP 5, Dodge/A-Def = yours, Speed 5): Enemies
                                                                   that start their turn adjacent to the soultracker become Marked.
                                                                 Ø Voidheart (Size 2, HP 10, Dodge/A-Def = yours, Speed 4): 1/round,
                                                                   the voidheart can Interpose without spending Focus.
                                                                 You destroy one of your Summons within Range. When you do so, you
                                                                 can choose one of the following effects:
Appendices
                                                                 Ø Boost: You gain +1 on attacks, checks, and saves until the end of
                                                                   your next turn.
                                                                 Ø Essence Explosion: All characters within Burst 1 of the destroyed
                                                                   Summon must make an Agility save. Failure: They take 2d6 Force .
                                                                   Success: They take half damage.
                                                                 Ø Life Link: You gain 4 temp HP and regain 1 MP.
                      114
115
                      WEAPON SLOTS                 SUPPORT SLOTS
                      MAIN                           LIGHT      MAIN                                   RANK 1
Getting Started
                      following their usual restrictions. At the end of each       Ø Distraction: The target receives +1 on spell at-
                      of your turns, if any of these Summons exceed the              tacks until they clear all Discord.
                      number usually imposed by that ability, one of them
                      is automatically affected by your Sacrifice trait re-
                      gardless of Range and line of sight.                         Spells geared toward maximizing pain are highly effective
                          Until the end of the scene, if the defeat of one of      against spellcasters, who are often unaccustomed to
                      your Summons would result in the destruction of              maintaining focus in the face of searing, unending
                      the underlying ability (like with Gert’s Backbone),          torment.
                      the ability is only destroyed if the last instance of that
                      Summon is defeated.
7: Classes and Jobs
                       existing Summons, the Shadebinder class has                 Tempters and seducers, corruption fiends read the minds
                       attractive options.                                         of mortals and promise them their deepest wishes. They do
                                                                                   this with the greatest weapon of all: truth. They don’t speak
                                                                                   in lies; they offer the path you are afraid to take.
Appendices
                      116
                   RANK 2                                                        RANK 3
                                                                                                                           Getting Started
Gert’s Backbone                    Fight                     Skull of Kroldar
Melee Weapon  Main Longarm  Summon                          Support Item  Main
Reach 2      1d6 Lunar
                                                              When a character within Scope is defeated, you gain
Ø Minor Action: You deploy this weapon as a                   1 Soul Essence (to a maximum of 6). You can spend
  Summon within Scope.                                        Soul Essence in the following ways:
  Gert’s Backbone (Size 1, HP 10, Dodge/A-Def 10,
  Speed 0)                                                    Ø Summoning Essence: Soul Essence can be spent
                                                                                                                           Building Beacons
                                                                in place of MP for abilities with the Summon tag.
You can Fight with this weapon while it is deployed,          Ø Double Summon: 1/scene when you create a
but you draw line of sight and Reach from it. If the weapon     Summon, you can spend 6 Soul Essence to create
is ever thrown via the Thrown tag while deployed,               another copy of that Summon. This can exceed
it can pick itself up for you. It can also perform the          that ability’s normal limit on quantity of Summons
Opportunity Attack reaction, using its weapon profile.          but must otherwise follow its usual restrictions.
    If this Summon is destroyed, so is the weapon, and
vice versa. You can return the Summon to a weapon             When you take a Long Rest, your Soul Essence resets
as a minor action if it is within Scope, but any damage       to 0.
it has taken persists until you rest.
As beings of pure aether, the true name of a demon rep-       Ø Minor Action: You command the ravager to make
resents the exact vocal frequency of its aetheric field.        a Line 3 melee weapon attack as a free action,
Armed with this knowledge, demonologists can bind               adding your Grit to the attack roll. On Hit: Targets
demons much easier.                                             take 3 Physical and are Sundered until the end
                                                                of their next turn.
                                                                                                                     117
                                                               DRAGON RIDER
Getting Started
STRIKER
                      D
                         ragon riders are trained to fight
                         against aerial foes, staying mobile   BASE ATTRIBUTES
                         and using spears to increase their    SCOPE:5                               SAVE TARGET:          11
                      reach. The best dragon riders bond       BULK                                   MIND
                      with the companions (typically drag-       HP:9                                  STRESS CAP:         4
Building Beacons
                      separate once more.                      When you hit with a non-thrown melee longarm attack, you may push
                                                               the target until they are a number of spaces away from you equal to
                      Ø What is your companion’s name,         the weapon’s Reach.
                        and what are they like?
                      Ø What type of aerial threat were you
                        trained to fight against?              SkyhunterTrait
                      Ø Where is your companion’s natural
                        habitat?                               You gain +1 on attacks against Flying characters, don’t receive
                      Ø What do you or your companion          for making melee attacks against them, and cause Engagement against
                        fear fighting?                         them as normal.
Running the Game
                                                               You fly up to half your Speed in a straight line. If you fly at least
                                                               2 spaces, your next melee attack against an adjacent character that
                                                               turn gains +1 .
                      118
119
                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      it moves. The dragon lasts until the end of the scene        immediately fly 5 spaces in a direction of your choos-
                      or until defeated.                                           ing, ignoring reactions.
                          The dragon can also attack with the Echo Wave                 All movement from this ability is considered in-
                      weapon as a standard action during your turn, add-           voluntary movement. Jump pads are destroyed after
                      ing your Grit to the attack roll.                            they are used, and using this ability again destroys
                                                                                   all old pads. If not destroyed, they last until the end
                      The bond a dragon rider has with their mount is deep,        of the scene.
                      and requires both creatures to weave their aetheric fields
                      together. Many fail to do this, resulting in a backlash      Dragon riders have the skills and training to mount their
                      against the creature with the weaker field, which is         flying companions, but not everyone who needs to ride a
7: Classes and Jobs
                      usually the rider. Aetheric backlashes can cause serious     dragon has the same training. To this end, dragon rider
                      injury or permanent physical changes in the likeness of      engineers invented the jump pads, which propel anyone
                      the more powerful creature.                                  standing onto them into the air.
                          Once the bond is complete, the rider and dragon              Safety protocols require all personnel that work
                      become one. The strongest dragon riders can pour their       near jump pads to wear personal parachutes in case of
                      mana into creating an echo of their companion made           accidental deployment.
                      of pure aether. Even if their dragon companion is long
                      dead, a dragon rider is never alone – their partner will
                      live on inside them.                                         Dragon Saddle          Free Action (1/Turn)
                                                                                   Support Item  Main  Mana 1
Running the Game
                            Echo Wave                               Special       You gain Flying, which lasts until you end it as a free
                            Melee Weapon  Heavy Artifact                          action. During this time, whenever you move outside
                            Close Blast 2    3 Astral + 1 Discord                  of your turn, you gain soft cover until the start of
                                                                                   your next turn.
                       Dragon Riders are anti-aerial strikers. They have a         The dragon rider times their leap with the dive of their
                       penchant for longarm weapons, which makes the               dragon, nimbly landing on its back.
                       Lancet talent a natural choice for them. They have a
                       high Speed, and any abilities that give them special
                       movement like flight or teleportation help them
                       maneuver around the battlefield with ease.
Appendices
                      120
                   RANK 2                                                        RANK 3
                                                                                                                          Getting Started
Extending Enchantment                                         Crash                                 Full Attack
Support Item  Main  Enchantment                             Skill  2 Memory  Mana 1
You may use one of the following Enchantments                 You teleport up to your Speed, then all enemies within
at a time:                                                    a Burst 1 AOE must make an Agility save. Failure:
                                                              They fall Prone.
Ø Any Weapon or Technique with Reach: This ability               You may then Volley, Fight, Shove, or
  gains +1 Reach and doesn’t receive when making                Grapple.
                                                                                                                          Building Beacons
  melee attacks against Flying characters.
Ø Any Weapon or Technique with Range: This ability            This fearsome technique is known only by dragon riders
  gains +3 Range.                                             who have been granted their full knighthoods. The knight
                                                              takes to the sky without the aid of their mount, and then
Magical versions of this enchantment lengthen the blade       crashes down like a falling meteor.
or shaft without increasing the weight.
                                                              Longinus                                       Fight
Transfuse                                      Volley        Melee Weapon  Heavy Longarm
Ranged Spell Attack  2 Memory                                Reach 3     1d6+4 Physical
                                                                                                                    121
                                                                        DRUID
Getting Started
CONTROLLER
                      A
                          whispering wind that grows into
                          a howling hurricane. A morning        BASE ATTRIBUTES
                          dewdrop falling into a rushing riv-   SCOPE:10                              SAVE TARGET:            11
                      er. The seed that grows to reach the      BULK                                   MIND
                      heavens. These are the primal forces of     HP:9                                  STRESS CAP:            6
Building Beacons
                      Ø What type of terrain do you feel        When you subject a character to forced movement, a briar patch
                        most connected to? Forest, desert,      is created in the spaces they occupied and any they move through
                        artic, or something else?               (excluding their ending positions). Briar patches are difficult terrain,
                      Ø What type of weather makes              and enemies take 3 Piercing Physical the first time they enter one
                        you feel calm, and what type of         in a turn.
                        weather makes you feel alive?               You may remove any briar patches of your choice within Scope as
                      Ø What is considered taboo by other       a minor action.
                        druids?
                                                                Nature’s PathTrait
Running the Game
RootTrait
                                                                When you hit with an Opportunity Attack, you can choose to make
                                                                the target Immobilized until the start of their next turn instead of
                                                                dealing damage.
Appendices
                      122
123
                      LIMIT BREAK
                                                                                                        RANK 1
Getting Started
                      Range. The storm lasts until the end of the scene and           before venturing into the wider world.
                      its spaces are difficult terrain.
                        spaces in a straight line.                                    Stir the aetheric flow of the air around you. Feel its
                                                                                      movements. Move like the air, and then make its
                      “We thought they was normal storm clouds, though they           movement yours.
                      did seem to form outta nowhere. There wasn’t no forecast
                      of rain, neither. But the lightning started immediately, even
                      before the rain. And then the winds hit. You’ve never felt        Tornado                          Channel
                      winds like this. Funnels of dust were everywhere, and they        Ranged Spell Attack  Auto-Hit, Slide 2
                      swept us off our feet. When I woke up, the ground was
                      scrubbed clean. No bushes, no grass, just rock.”                  On Release: The target takes 2d6 Force .
Running the Game
                      124
                   RANK 2                                                        RANK 3
                                                                                                                          Getting Started
Wall of Thorns                              Channel          Tether Vine                               Channel
Spell  2 Memory  Mana X               Range = Scope        Spell  2 Memory  Mana 2, Summon
                                                              Range = Scope
On Release: You create X+3 pieces of Size 1 soft cover
in free spaces within Range, where X is the amount of         Tether Vine (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
MP you spend. The pieces of cover must be adjacent
to each other, but can be arranged in any way.                On Release: You create a tether vine within Range.
    These pieces of cover can be moved through.               When summoned, or as a minor action on subse-
                                                                                                                          Building Beacons
Characters take 4 Piercing Physical the first time            quent turns, you can select an enemy within Range 3
they enter one in a turn.                                     of the tether vine and connect it to them. Only one
                                                              target can be connected to the tether vine at a time.
Stir the dormant land to life. Vines, thorns, and dirt rise   At the start of each of the connected character’s turns,
up and cleave together. Lands long thought dead still         they are pulled 1d6 spaces toward the tether vine.
have life that can be reawakened.                             They can make a Bulk save as a minor action. Suc-
                                                              cess: They break free.
You gain the Vine Field and Awakened Roots ranged             SkybeamPhase                      Skirmish
spell attacks.                                                Spell  2 Memory  Arcing, Indirect, Mana 2
                                                              Range = Scope
Stir the plants to act. Coil and writhe, twist and turn.
Form an unbreakable knot.                                     You call down a beam of energy from the sky. Choose
                                                              up to 10 non-overlapping spaces within Range, each
                                                              of which after the first must be adjacent to another of
   Vine Field                      Channel                   these spaces. Characters in these spaces must make a
   Ranged Spell Attack  Auto-Hit, Mana 2                     Magic save. Failure: They take 1d6+2 Force .
                                                                                                                    125
                                                                        EQUINOX
Getting Started
ARTILLERY
                                  Equinoxes harness celestial aether to empower their destructive spells. Aether of the sun enhances
                                  the explosive potential of spells, and aether of the moon enhances the effective range of spells.
                      E
                         quinoxes pull celestial aether from
                         beyond the bounds of their planet,       BASE ATTRIBUTES
                         mixing it with the native aether         SCOPE:12                               SAVE TARGET:                11
                      around them. This celestial aether          BULK                                    MIND
                      comes in two types – sun aether and           HP:6                                   STRESS CAP:               5
Building Beacons
                                                                  You have two special resources – Sun and Moon – that each start at
                      Ø Which type of aether – sun or             0. You can only have one of these resources at a time, and they reset
                        moon – is easier for you to use,          to 0 at the end of each combat scene.
                        and which one do you fear?                Ø Minor Action: You set your Sun or Moon at 1 (setting the other at
                      Ø What spell do you know that others            0), or clear all Sun and Moon. If you already have 1 Sun or 1 Moon,
                        have declared too dangerous to                you can instead increase it by +1, to a maximum of 2.
                        use?
                      Ø What celestial event are you waiting      Sun and Moon have the following effects:
                        for, during which something               Ø Sun: For each Sun you have, your AOE spells and artifact weapons
                        important will happen? An eclipse,          gain +1 to their AOEs (Line AOEs have their width increased by +1,
                        a conjunction, or something else?           instead); however, you must spend +1 MP each time you use one of
Running the Game
                      Ø What item helps you control your            these spells or weapons. If you can’t, you immediately lose all Sun.
                        spells?                                   Ø Moon: For each Moon you have, your Scope and Range with
                                                                    artifact weapons and spells that have a Range increase by +4;
                                                                    however, you take 1 Stress each time you target something with
                                                                    a spell or artifact weapon attack beyond your normal Scope or
                                                                    the weapon’s Range.
Mage TowerTrait
                                                                  If you haven’t moved since the start of your last turn, you gain both of
                                                                  the following benefits, which don’t stack:
Appendices
                      126
127
                      LIMIT BREAK
                                                                                                         RANK 1
Getting Started
                      TetraFlare                                   Channel
                      Limit Break  Arcing, Mana 1
                       Range = Scope, Blast 1                                         Exobomb                           Channel
                                                                                      Ranged Spell Attack  2 Memory  Mana 2
                      If you stop channeling this ability before releasing            Range = Scope
                      for any reason, it does not expend your limit break.
                                                                                      On Channel: Choose one of the following options:
                      On Release: One character in the center of the AOE
                      is auto-hit by a spell attack for 2d6+2 Force . All             Ø Fireball: On Release: Characters in a Blast 2 AOE
                      other characters in the AOE are auto-hit for half of              within Range are auto-hit, taking 2d6+2 Astral .
Building Beacons
                      128
                   RANK 2                                                       RANK 3
                                                                                                                         Getting Started
Celestial Ray                                                 Dividing Line                            Channel
Ranged Spell Attack  1 Memory                                Spell  2 Memory  Mana 3                     Line 15
 Range = Scope      1d6+1 Damage
                                                              On Release: Designate all adjacent spaces along one
You gain the Ray of Fire and Ray of Cold ranged               long side of the AOE as Astral and all adjacent spaces
spell attacks.                                                along the other as Lunar. The spaces at the tips of the
                                                              line are unaffected.
Focus celestial energy into a narrow beam that grows              Characters in or adjacent to the line, excluding
                                                                                                                         Building Beacons
stronger the longer it’s focused.                             yourself, must make an Agility save, taking damage
                                                              of a type determined by their location.
                                                                 Failure: They take 2d6+6 damage and are Sun-
   Ray of Fire                                 Volley           dered until the end of their next turn.
   Ranged Spell Attack              Astral Damage               Success: They take 1d6+6 damage.
   On Hit: If the target was hit by Ray of Fire on your       Characters on the Astral side take Astral, characters on
   last turn, they also take 4 Discord .                      the Lunar side take Lunar, and characters in the center
                                                              of the AOE take Force. Characters spanning more than
                                                              one location choose which damage they take.
                                                                                                                   129
                                                                 GRAVEWALKER
Getting Started
DEFENDER
                                           Manifestations of the slow, lumbering specter of death that follows all living
                                             things. Gravewalkers use the power of necromancy to stave off death.
                      G
                         ravewalkers stride the line between
                         life and death. They have close rela-   BASE ATTRIBUTES
                         tionships with death, and use their     SCOPE:10                               SAVE TARGET:              10
                      necromantic magic to protect their         BULK                                    MIND
                      allies. When you are friends with a          HP:8                                   STRESS CAP:              5
Building Beacons
                        how did you come back to life?            1/round when an enemy within Scope is defeated, you gain 2 Focus.
                      Ø What does the personification of
                        death look like to you, and what
                        are they like?                            Tombstone                                                Minor Action
                      Ø How can you tell when someone             Trait  Mana 1, Summon                                    Range = Scope
                        has been touched by death?
                      Ø How do you travel between the             Tombstone (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
                        world of the living and the world
                        of the dead?                              You summon a tombstone within Range. You can have up to two
                                                                  tombstones in play at a time. So long as you have any tombstones
                                                                  in play, you gain the Written Name skill, which is equipped for free.
Running the Game
                                                                     Written NameReaction
                                                                     Skill  Focus 1, Innate, Unique
                      130
131
                      LIMIT BREAK
                                                                                                   RANK 1
Getting Started
                      Gravewalkers have walked the path of the dead.             Dig a grave anywhere, and bury anything that stands
                      They know what lies on the other side of life. To kill a   in your way.
                      gravewalker is to put them on a path they have already
                      marked before. As long as they can “walk”, they can
                      always come back.                                          Touch of the Grave
                                                                                 Skill  1 Memory
                      132
                   RANK 2                                                      RANK 3
                                                                                                                        Getting Started
Entomb                                     Channel          Specter of Sins
Spell  3 Memory  Mana 2              Range = Scope        Skill  2 Memory  Mana 2, Summon
On Release: A character within Range takes                   Specter of Sins (Size = your Size, HP = your HP be-
 2 Stress and must make a Bulk save. Success:                fore you Refresh, Dodge/A-Def 0, Speed 0)
They are Dazed and Slowed until the end of their
next turn. Failure: They are Blinded, Immobilized,           When you Refresh, you can call forth a ghostly
and Slowed.                                                  manifestation of your sins in a free space within
                                                                                                                        Building Beacons
    At the end of each of their turns, the target can         Range 5 .
make another Bulk save. Success: They end the effect.             As long as you are within Range 2 of the spec-
Failure: They take 2 Stress .                                ter, it takes any damage that you would take before
    If the target is subjected to forced movement,           resistances and Armor, and you take none of the
they clear Blinded and Immobilized.                          damage. Damage the specter takes can’t be reduced
                                                             in any way.
Pale hands reach out from the ground, grasping at legs            You can only have one specter at a time.
with their bloody fingers. Dirty nails dig into flesh, and
pull their victim down… down… down.                          The sinful are burdened by their transgressions, which
                                                             weigh upon them like an anchor. Purge yourself of your
Effect: You teleport to the closest free space adjacent      +3 Armor, –1 Speed, and –1 Dodge.
to them.
                                                             When you take a Wound, you gain immunity to all
Psychopomps are escorts into the afterlife. You don’t have   damage, and when you take an Overstress, you gain
to help ease their transfer, but you can take advantage      immunity to all Stress. Any excess damage or Stress
                                                                                                                  133
                                                                GUNSLINGER
Getting Started
ARTILLERY
                      Y
                          ou are the bullet. The trigger is
                          your breath. Breathe in. Squeeze.    BASE ATTRIBUTES
                          Breathe out.                         SCOPE:8                                SAVE TARGET:           11
                          Gunslingers are firearms special-    BULK                                    MIND
                      ists. Their insight into their weapons     HP:8                                   STRESS CAP:           5
Building Beacons
                        you made to your weapons?               1/round when you attack with a Reloading weapon, roll a d6. On a 6,
                      Ø What place have you sworn never         you immediately reload it. You can spend MP to increase the result of
                        to return, and why?                     this roll by +1 per each MP spent.
                      Ø What is your motto or code?
Stare DownTrait
                                                                When you reload a weapon, you gain the Quick Draw skill until you
                                                                use it, or until start of your next turn.
Running the Game
                                                                Effect: You attack them with that weapon before they roll for the
                                                                attack.
                      134
135
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                      Ø Hotshot: Draw a straight line between yourself and             Spend 1 MP to ignore line of sight as long
                        your target, and place a Blast 2 AOE centered                      as there is a potential path to the target,
                        anywhere along this line. Characters in the AOE                    although cover still applies.
                        must make an Agility save. Failure: They take                  Spend 2 MP to make this attack Homing.
                         2d6 Astral . Success: They take half damage.
                        Additionally, the area becomes dangerous terrain          Curve bullets can be bent, flying around cover. Different
                        (Agility, 5 Astral ) until the end of the scene           grades of ammunition follow different paths.
                      Ø Mindjack Round: On Hit: Until the end of the tar-
                        get’s next turn or until they are dealt damage by
                        you or one of your allies, they consider you and your     Slugthrower                        Volley
7: Classes and Jobs
                        allies as their allies, and their former allies as ene-   Ranged Weapon  Main Magitech  Reliable 2,
                        mies. On Miss: The target is unable to target you         Reloading          Range 8 2d6 Physical
                        with hostile effects until the end of their next turn.
                      Ø Piercer: The attack gains Piercing and becomes            Unlike energy-based firearms, this weapon fires solid
                        a Line attack with a distance of any amount up to         pieces of metal.
                        the attack’s Range. The attack also has Reliable
                        10 against objects and terrain.
                      Ø Shock Round: On Hit: The target is Stunned and
                        Slowed until the end of their next turn. On Miss:
                        The target is Slowed and can’t take reactions until
                        the end of their next turn.
Running the Game
                      136
                   RANK 2                                                           RANK 3
                                                                                                                           Getting Started
Aim with Heart                                                Ammo Crate                    Minor Action
Skill  3 Memory  Unique                                     Support Item  Main  Limited 2, Summon
When making ranged attacks against targets within             Ammo Crate (Size 1/2, HP 10, Dodge/A-Def 10, Speed
Scope, you ignore up to 1 .                                   0)
   Additionally, when you are Blinded, you can
target and draw line of sight to characters within            You place an ammo crate in an adjacent space. It can’t
Scope.                                                        perform any actions (including reactions), even if an-
                                                                                                                           Building Beacons
                                                              other ability would allow it to do so. It has 5 charges.
In a world filled with magic, only a fool relies solely on    While adjacent to it, you or an ally can expend a charge
their eyes. Gunslingers are taught to aim with their heart,   as a minor action for either of the following effects:
a technique that uses aetherical fluctuations to discern
their true target.                                            Ø Reload one weapon.
                                                              Ø Regain 2 MP.
Shardgun Revolver                   Volley                   When the ammo crate runs out of charges, it is de-
Ranged Weapon  Light Magitech  Piercing,                    stroyed. If it is defeated, it explodes in a Burst 2 area.
Reloading     Range 5 / Reach 3 2d3 Force                    All characters in the area must make an Agility save.
                                                              Widowmaker                         Volley
                                                              Ranged Weapon  Heavy Magitech  Accurate,
                                                              Reloading         Range 15 3d6 Physical
Appendices
                                                                                                                     137
                                                                     HEXBLADE
Getting Started
STRIKER / CONTROLLER
                      H
                          exblades know pain and misery
                          better than most. These warriors        BASE ATTRIBUTES
                          can take the suffering in their heart   SCOPE:10                            SAVE TARGET:             11
                      and use it to power an array of curses      BULK                                 MIND
                      and hexes. To a hexblade, the soul is         HP:8                                STRESS CAP:             5
Building Beacons
                                                                  You gain the Hex spell attack, which is equipped for free.
                      Ø What’s the worst luck you had?
                      Ø How does the shape and
                        appearance of your soul alter your           Hex                                        Minor Action
                        weapons and techniques?                      Ranged Spell Attack  Auto-Hit, Innate, Mana 1,
                      Ø What’s your favorite curse to put            Unique                                    Range = Scope
                        on people?
                      Ø How do you get under people’s                The target becomes hexed, which lasts until the end of the scene
                        skin?                                        or until you use this ability again. This has the following effects:
MiseryTrait
                      138
139
                      LIMIT BREAK
                                                                                                  RANK 1
Getting Started
                      Evil eye. Mind-fog. Dancing legs. Sloughing skin.          attack resolves. It can be used even if you are Dis-
                      Atrophied muscles. Eldritch horror.                        armed.
                         Warlocks and witches have hundreds of hexes and       Ø Any Technique: This technique becomes Unbreak-
                      curses at their disposal. The most powerful hexblades      able. If it’s a spell, it can be used even if you are
                      can create doom hexes – powerful curses that combine       Silenced.
                      multiple curses into one.
                                                                               When you make a pact for power, the patron will want
                                                                               to monitor your progress. A weapon is manifested as
                       Hexblades mix weapon and spell attacks together.        an extension of the patron and given to you. Refusal is
                       They excel when they focus on taking down one tar-      not an option.
7: Classes and Jobs
                      140
                   RANK 2                                                       RANK 3
                                                                                                                         Getting Started
Curse Bolt                           Volley                 Hexing Aura                    Free Action
Ranged Spell Attack  1 Memory  Aetheric,                   Spell  2 Memory  Arcing, Aura 5
Mana 1   Range = Scope / Reach 1 1d6 Force
                                                             You can use one of the following Auras at a time:
This spell deals +1 damage for every condition the
target had at the time of the attack.                        Ø Intensify Hex: Enemies within your Aura gain
                                                               +2 when Dazed, instead of +1 .
On Hit: The target is Marked. Additionally, choose           Ø Lingering Hex: Enemies within your Aura take
one of the following:                                           1 Stress for each condition they clear.
                                                                                                                         Building Beacons
Ø Haze Curse: Until the Mark is cleared, your target         Misfortune follows hexblades. The smart ones learn how
  treats you as Invisible.                                   to make that someone else’s problem.
Ø Soul Curse: Until the Mark is cleared, your target
  receives +1 on checks and saves.
                                                             Soul Strike
                                                             Skill  3 Memory  Mana 1
Curses are natural phenomena that affect a creature’s
aetheric field. Warlocks have learned how to manipulate      When you attack with a weapon, you can turn it into
these forces to induce specific types of curses. Hexblades   a soul strike. The attack gains the Aetheric tag, deals
Appendices
                                                                                                                   141
                                                                  KNIGHTMARE
Getting Started
DEFENDER/ CONTROLLER
                      T
                         he Dreamscape is a realm few know
                         about, and accessible to even fewer.    BASE ATTRIBUTES
                         The Awoken are those who can            SCOPE:5                                SAVE TARGET:            11
                      travel this realm of infinite creativity   BULK                                    MIND
                      and shape it to their whims; however,        HP:9                                   STRESS CAP:            6
Building Beacons
                                                                  You gain the Chains of Despair skill, which is equipped for free.
                      Ø When did you first become
                        Awoken?
                      Ø How do you choose to look in the             Chains of DespairReaction
                        Dreamscape?                                  Skill  Focus 1, Innate, Unique
                      Ø Who do you hope to capture in
                        your chains?                                 Trigger: An enemy within Range 3 makes an attack.
                      Ø What nightmare still plagues you
                        to this day?                                 Effect: You pull the enemy to the closest free space adjacent to you,
                                                                     and their attack must include you as a target. You may also spend
                                                                     an additional +1 Focus to Grapple the enemy after pulling them.
Running the Game
                                                                  You are always considered at least Size 3 for the purposes of Grap-
                                                                  ple and Shove and you can perform reactions while Grappled.
                      142
143
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                      Your chains move according to your will, wrapping around        You don’t benefit from this ability while Sun-
                      your foes and dragging them screaming toward you. As       dered.
                      they move closer, they find themselves transported into
                      a domain of the dreamscape chosen especially for them.     Most people are about the size of a tower shield. They
                      They can see the waking world, but the dreamscape          also do a pretty good job at blocking things – like a shield
                      fights them every step of the way.                         – even if they’re not happy about it.
                      144
                   RANK 2                                                      RANK 3
                                                                                                                         Getting Started
Dream Eater                                                 Delirium
Skill  1 Memory  Unique                                   Skill  2 Memory  Unique
1/turn, when an adjacent character gains Stress, you        Whenever you take damage, you can take 1 Stress
gain 1 Focus.                                               to lower the total needed for you to critically hit on
                                                            attacks by 1 (i.e., from 20+ to 19+, 19+ to 18+, etc).
As your foes become tired and stressed, you start to see    This effect stacks and lasts until the end of the scene
the outlines of the nightmares that plague them. Turn       or until you critically hit.
                                                                                                                         Building Beacons
these nightmares into your strength.
                                                            Give into your own nightmares, and let them take over
                                                            for a bit.
Recurring Dream
Support Item  Main  Enchantment
                                                            Wraith Chain                  Full Attack
You may use one of the following Enchantments               Melee Weapon  Heavy Longarm  Aetheric,
at a time:                                                  Pull 2, Slow, Thrown 5
                                                            Reach 2 / Thrown 5       3d6+1 Force
Ø Any Weapon: When you hit with this weapon,
Appendices
                                                                                                                  145
                                                                  LIFEWEAVER
Getting Started
SUPPORT
                                              Lifeweavers are battlefield medics who weave flesh together. They can
                                                keep their friends active and fighting even through deadly injuries.
                      L
                          ifeweavers have unique insights
                          into the dynamics of aetheric fields    BASE ATTRIBUTES
                          and can use magic to heal wounds        SCOPE:12                            SAVE TARGET:           10
                      instantly. This knowledge also makes        BULK                                 MIND
                      them dangerous fighters, as they know         HP:6                                STRESS CAP:           6
Building Beacons
                      146
147
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                      148
                    RANK 2                                                         RANK 3
                                                                                                                            Getting Started
Inner Balance                                Channel           HealPhase                                  Bolster
Spell  1 Memory  Mana 2                Range = Scope         Spell  3 Memory  Mana 1             Range = Scope
On Release: Choose one of the following:                        One character within Range can spend a Recovery
                                                                to regain all HP. If you spend 3 MP instead, they don’t
Ø Balance: Choose either yourself and one ally within           need to spend a Recovery.
  Range or two allies within Range. The targets swap
  their current HP, Stress, or MP, your choice.                 Months of healing take place in moments. The process
                                                                                                                            Building Beacons
Ø Imbalance: Choose an enemy within Range and                   repairs all wounds on the patient’s body, but leaves them
  roll 2d6, adding +1d6 if they are either Bloodied             feeling exhausted.
  or Breaking or +2d6 if they are both. They take
  Stress equal to the result of one die, and Piercing
  Force equal to another, your choice.                          Serenity                                  Channel
                                                                Spell  2 Memory  Arcing, Mana 3
Lifeweavers seek to keep a harmonious balance between            Range = Scope
the mind, body, and soul. By drawing from another’s
aetheric field, a lifeweaver can use both fields to balance     On Release: Choose one of the following:
each other out or induce an internal imbalance.
Appendices
                                                                                                                     149
                                                                       PALADIN
Getting Started
DEFENDER / SUPPORT
                                              Paladins draw upon their resolve to protect their allies and smite their
                                               foes. They can manifest beneficial auras that enhance nearby allies.
                      P
                         aladins are motivated individuals
                         driven by their beliefs. What sepa-      BASE ATTRIBUTES
                         rates a paladin from an advocate is      SCOPE:5                               SAVE TARGET:              10
                      their ability to turn their resolve into    BULK                                   MIND
                      power, bolstering their aetheric field        HP:9                                  STRESS CAP:              7
Building Beacons
                                                                  You gain the Aura of Inspiration spell, which is equipped for free.
                      Ø Who or what would you give your           Additionally, you may have two Auras active at once, but they must
                        life to protect?                          be from different abilities.
                      Ø What is a belief you hold onto
                        strongly?
                      Ø What sensation or emotion do                 Aura of Inspiration                                  Free Action
                        people feel when they’re near you?           Spell  Arcing, Aura 5, Innate, Unique
                      Ø When did you stand up for
                        something, and what did it cost              You and all allies within this Aura gain +1 on checks and saves.
                        you?
Running the Game
RetributionTrait
                      150
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                      LIMIT BREAK
                                                                                                       RANK 1
Getting Started
                      Bastion of ResolveSpecial
                      Limit Break
                                                                                    Auras of Resistance            Free Action
                      At any time during a combat scene, you may harden             Spell  2 Memory  Arcing, Aura 5
                      your resolve and surpass your normal limits. When
                      activated, you clear all conditions and gain the fol-         You can use one of the following Auras at a time:
                      lowing benefits, which last until the end of this phase
                      next round:                                                   Ø Aura of Energy Resistance: Choose either Astral
                                                                                      or Lunar. You and all allies within this Aura gain
                      Ø You gain resistance to all damage.                            resistance to the chosen damage type.
Building Beacons
                      Ø Your weapons with Reach gain +2 Reach.                      Ø Aura of Freedom: You and all allies within this Aura
                      Ø Your allies count as being under the protection of            gain immunity to Slowed and can automatically
                        your Guardian Angel ability.                                  break out of grapples as a free action.
                      Paladins draw upon their beliefs and convictions to           Expand your aetheric field to cover those of your allies.
                      strengthen their aetheric fields. The more deeply they        As they overlap, you can imbue their fields with your
                      believe in something, the stronger the effects. Once          own protections.
                      they’ve perfected this skill, the only limit on their power
                      is the strength of their resolve. As long as they stand
                      unwavering, they can’t be stopped.                            Lay on Hands                         Minor Action
7: Classes and Jobs
                       As defenders, Paladins benefit from high Armor and           You or an adjacent ally can spend a Recovery to
                       other damage-mitigation effects. With their Auras            regain HP equal to their Bloodied value.
                       and Retribution trait, they work best when close
                       to their allies. The Knight talent is a good choice          A reassuring word and a calming hand placed on a
                       for Paladins.                                                shoulder make everything seem easier.
Running the Game
Appendices
                      152
                   RANK 2                                                     RANK 3
                                                                                                                       Getting Started
Holy Avenger                                   Fight       Auras of Protection            Free Action
Melee Weapon  Heavy Blade                                  Spell  1 Memory  Arcing, Aura 5
Reach 1     2d6+1 Astral
                                                            You can use one of the following Auras at a time:
This weapon is Accurate on turns other than your
own.                                                        Ø Aura of Steel: Allies within this Aura (excluding
                                                              you) gain +1 Armor (up to a maximum of 4 Armor).
On Crit: You or an ally within Range 5 can clear            Ø Aura of Retaliation: 1/turn when an ally within
                                                                                                                       Building Beacons
either a condition or all Discord.                            this Aura (excluding you) is hit by an enemy, the
                                                              enemy takes 3 Astral .
The blade of a holy avenger is pure astral energy.
Without training, the manifested blade is dangerous         Layers of magical protection can be used as armor or
and unstable. An aetheric field must be wrapped around      turned into a retributive shield.
it as a form of containment, giving it a solid shape with
an appearance unique to the user.
                                                            Stalwart Shield
                                                            Support Item  Main  Unbreakable
Smite
                                                                                                                 153
                                                                        PHOENIX
Getting Started
ARTILLERY
                      P
                          hoenixes are elite spellcasters spe-
                          cializing in elemental fire. During      BASE ATTRIBUTES
                          training, they take the mythical         SCOPE:15                              SAVE TARGET:        11
                      phoenix as their inspiration, focusing       BULK                                   MIND
                      on the different aspects of fire, such         HP:7                                  STRESS CAP:       7
Building Beacons
                      154
155
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                      Supervolcano                              Channel
                      Limit Break  Homing, Mana 2          Range = Scope
                                                                                  Immolate                            Volley
                      If you stop channeling this ability before releasing        Ranged Spell Attack  1 Memory  Aetheric,
                      it for any reason, you do not expend the limit break.       Indirect         Range = Scope 2 Discord
                      On Release: You create a Size 3 volcano – a piece           On Hit: Choose one of the following:
                      of terrain – within Range. The volcano destroys any
                      objects (including terrain) other than objectives in its    Ø Building Fire: If the target already has Discord, this
                      spaces. Characters in these spaces are considered to          attack deals 1d3+1 Discord instead of 2.
Building Beacons
                          The volcano and lava flows last until the end of        Solar Flare                                   Volley
                      the scene.                                                  Ranged Weapon  Main Artifact
                                                                                  Range 10     1d3 Astral + 1 Discord
                      Reaching deep below the surface with aetheric might, the
                      phoenix pulls up a grand manifestation of burning power –   You gain +1 when attacking with this weapon if the
                      a raging volcano. Lava erupts from within, forming molten   target has Discord.
                      rivers that burn those who stray too close.
                                                                                  Long ago, a Reflection exploded. Pieces of the dead
                                                                                  world were scattered across the Source, coming to rest in
                       Phoenixes make expert use of effects that deal             clusters within other Reflections. Thaumaturges fashion
                       Discord. Their significant MP and long Scope means         these pieces into weapons that project the astral energy
Running the Game
                       they are well suited to attack safely from afar with       of the shattered Reflection.
                       spells. The Sniper talent is a good fit for Phoenixes
                       that use ranged spell attacks.
Appendices
                      156
                  RANK 2                                                      RANK 3
                                                                                                                       Getting Started
Inferno                           Channel                 Royal Phoenix Armor
Ranged Spell Attack  2 Memory  Auto-Hit,                 Support Item  Light  Armor, Unbreakable
Mana 2
Range = Scope, Blast 2       3 Discord                     +1 Armor.
                                                               Enemies within Range 5 use your Save Target
On Release: You can choose to reduce the size of the       when making Magic checks to clear Discord instead
AOE to increase the damage. For every –1 Blast, the        of the normal target number of 10. Adjacent enemies
spell deals +2 Discord (e.g., reducing it from Blast 2     use your Save Target+2.
                                                                                                                       Building Beacons
to Blast 1 increases the damage to 5 Discord ).
If the AOE would be reduced to 0, it instead targets       First worn by Taliesan, the Verdant Flame, phoenix feath-
a single space.                                            ers adorn this red and gold armor. Fires burn brighter
                                                           and hotter in the presence of this artifact, to the point
This spell can funnel the heat of a raging inferno into    of being unbearable when near it.
progressively smaller spaces, raising the temperature
exponentially.
                                                           Wildfire                             Minor Action
                                                           Spell  2 Memory  Mana 1             Range = Scope
Vent HeatReaction
Trigger: A character within Range 20 clears any            Ø Blueflame: Choose an enemy with Discord with-
amount of Discord.                                           in Range. Their Discord increases by +2, but this
                                                             doesn’t cause them to immediately take Discord
Effect: You center a Burst 1 AOE on that character.          damage.
Characters in the AOE, including the target, take Astral   Ø Flames of Rebirth: Choose a character with Dis-
equal to half of the Discord cleared.                        cord within Range. All of their Discord transfers
                                                             to you, but this doesn’t cause you to immediately
“No one wanted to get close enough to put him out –          take Discord damage.
it was too hot! So we, uh, kinda just stood there and      Ø Flashover: Choose an enemy within Range. They
                                                                                                                 157
                                                                   RIFTBLADE
Getting Started
ARTILLERY
                                              Armed with experimental blades that can cut rifts in space-time itself,
                                                riftblades can travel between Reflections to explore new worlds.
                      R
                           iftblades explore the different Re-
                           flections of the Source, catalog-     BASE ATTRIBUTES
                           ing as much about these new and       SCOPE:15                              SAVE TARGET:              10
                      interesting worlds as possible. The        BULK                                   MIND
                      main tool of a riftblade is their signa-     HP:8                                  STRESS CAP:              5
Building Beacons
RiftcutterTrait
                                                                    Riftcutter                                       Fight
                                                                    Melee Weapon  Light Magitech  Accurate, Innate,
                                                                    Piercing, Unique                  Reach 1 3 Physical
                      158
159
                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      are fully within the gateway. If a character enters a       Gravity generators are a standard piece of equipment
                      gateway as a result of forced movement, their forced        for Riftblades. The ability to create a comfortable gravity
                      movement continues in the same direction from the           field around themselves is sometimes the difference
                      other gateway starting in a space chosen by whoever         between life and death.
                      initiated the forced movement.
                           If a character cannot end this teleport fully within
                      the gateway (e.g., because too many spaces are oc-          Sensor Goggles
                      cupied), the teleport fails.                                Support Item  Light
                      Riftcutters can be overcharged with energy, allowing        You know the current HP, Stress, and MP of all
7: Classes and Jobs
                      them to create larger and more stable rifts. With the       Marked enemies.
                      proper architecture, these gateways can become                 Additionally, 1/turn, you can reroll the Invisible
                      permanent portals, allowing instant travel between          miss chance when attacking an Invisible target.
                      two places; however, the portable power packs that
                      riftblades carry aren’t strong enough, and the gateways     These goggles are equipped with aetheric and biometric
                      they create will eventually close.                          scanners for any situation.
                      160
                   RANK 2                                                        RANK 3
                                                                                                                          Getting Started
Flicker Enchantment                                           Blink                                Minor Action
Support Item  Light  Enchantment                            Spell  2 Memory  Mana 1
You may use one of the following Enchantments                 You teleport up to 1d6+1 spaces.
at a time:
                                                              The earliest riftblades studied teleportation magics and
Ø Any Armor: 1/round while this Armor is equipped,            teleporting creatures to better understand the long-term
  you can immediately teleport up to 1d6 spaces               effects of repeated teleportation.
                                                                                                                          Building Beacons
  as a reaction when you take damage.
Ø Any Weapon: 1/round when you critically hit with
  this weapon, you can teleport the target up to              Displacer Rod	                 Full Attack
  1d6 spaces.                                                 Ranged Weapon  Heavy Artifact  Mana 3,
                                                              Slow                   Range 15 X Force
Flicker armor is used for emergency escapes. When
triggered, it quickly hurls the wearer away from their        This weapon’s damage is equal to the number of
attacker.                                                     spaces between you and the target, to a maximum
                                                              of 20 Force .
                                                                                                                    161
                                                                   RIMEGUARD
Getting Started
DEFENDER
                      T
                          he Rimeguard’s source of power is
                          their frozen heart. A splinter of ice   BASE ATTRIBUTES
                          formed from the death of an ancient     SCOPE:8                             SAVE TARGET:            11
                      elemental spirit is driven into their       BULK                                 MIND
                      heart, encasing it in ice and freezing        HP:1                                STRESS CAP:            5
Building Beacons
                      Ø Who did you save from certain             You give an ally within Range temp HP equal to half your current temp
                        death?                                    HP (to a minimum of 1). You can increase this amount by reducing your
                      Ø Where were you when you realized          own temp HP by 1 for every additional +1 temp HP granted, granting
                        you would change the world?               a maximum of 10 temp HP received.
                      Ø What can’t you feel when you
                        channel the cold?
                      Ø Who or what have you lost to the          Icy VeinsTrait
                        cold?
                                                                  You have resistance to Lunar.
                                                                      Additionally, you start each combat scene with 6 temp HP, and this
Running the Game
                                                                  amount refreshes whenever you take a Wound. When you gain Focus,
                                                                  you can choose for any amount of it to become temp HP instead.
                                                                      You can stack temp HP to a maximum of 10 temp HP. You can exceed
                                                                  this maximum if a single source of temp HP would put you over this
                                                                  amount, but you can’t stack additional temp HP past that.
                      162
163
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                       temp HP with allies.                                        takes Stress equal to their Speed. This Stress is
                                                                                   reduced by –1 for every space they move during
                                                                                   that turn.
                                                                                 Ø Numbing: The next attack the target makes before
                                                                                   the end of their next turn deals half damage.
                                                                                 When skin turns blue, the cold has claimed it. You have
                                                                                 given yourself to the cold. There is nothing left for it to
                                                                                 take.
Running the Game
Appendices
                      164
                    RANK 2                                                       RANK 3
                                                                                                                          Getting Started
Ice Spikes                                                     Frozen Throne                         Free Action
Skill  1 Memory  Unique                                      Support Item  Main  Mana 2                 Burst 1
If you become the target of an attack when you Inter-          You create a zone of growing cold around you.
pose, you can deal 2 Piercing Lunar to the attacker            Enemies that start their turn in the zone take 2 Lunar .
after their attack if they are within your Scope.              At the start of each of your turns while this effect is
                                                               active, its damage increases by +2, after which you
You are one with the ice. Without conscious thought, it        take the updated damage. This damage bypasses
                                                                                                                          Building Beacons
bristles at your foes, vibrating in anticipation.              your Armor.
                                                                   You can deactivate this ability as a free action,
                                                               which resets the damage back to its base value of 2.
White Wind	                                      Volley
Ranged Weapon  Main Artifact                                  “With ice in your heart, go forth into the world. Build
Reach 1 / Close Blast 2        3 Lunar                         our throne where you travel, and our kingdom will
                                                               follow.”
On Hit: The target is Slowed until the end of their
next turn.
                                                               Siphon Heat
                                                                                                                   165
                                                                          SEEKER
Getting Started
ARTILLERY / CONTROLLER
                      S
                          eekers are warriors who form bonds
                          with primal spirits, which impart       BASE ATTRIBUTES
                          upon them a fraction of their pow-      SCOPE:20                                 SAVE TARGET:           11
                      er. In return for power, seekers act as     BULK                                      MIND
                      extensions of their patron spirits, oper-     HP:6                                     STRESS CAP:           4
Building Beacons
                      hands of their primal.                       Your allies gain +2 instead of +1 when consuming Marks against
                                                                   targets within your Scope.
                      Ø How do you see and know the
                        exact spots to shoot?
                      Ø What primal spirit do you have a           Seeker’s Sight                                       Minor Action
                        connection with?                           Trait  Mana 1
                      Ø Which of your primal spirit’s
                        aspects do you share?                      You     Mark.
                      Ø What is the most dangerous
                        expedition you’ve been on?
                                                                   Guided ShotTrait
Running the Game
You gain the Guided Shot skill, which is equipped for free.
                                                                      Guided ShotReaction
                                                                      Skill  Innate, Unique
                                                                      Effect: The attack roll misses, but the attacker may reroll the attack
                                                                      roll against a different target within Range 5 of the original target.
Appendices
                      166
167
                      LIMIT BREAK
                                                                                                    RANK 1
Getting Started
                      168
                   RANK 2                                                     RANK 3
                                                                                                                       Getting Started
Spectral Shot                                              Astral Barrage                   Volley
Skill2 MemoryMana 1                                      Ranged WeaponHeavy BowReloading,
                                                           Unique              Range 20 2d6 Force
Your single-target ranged attacks pass through objects
(including terrain). As long as you have line of sight     Instead of attacking normally, you can choose to
to a target, you can ignore cover when attacking. You      attack every Marked enemy within this weapon’s
can still attack targets without line of sight, but they   Range. You consume each enemy’s Mark, taking
benefit from hard cover.                                    1 Stress for every additional target beyond the first.
                                                                                                                       Building Beacons
As you draw back the bowstring, you pour aether into the   The longer you keep the bowstring drawn, the more
arrow. When it can take no more, it ascends to a higher    arrows appear. Release to have them find their
state of matter and can pass through solid objects.        home.
                                                                                                                169
                                                                SHADEBINDER
Getting Started
CONTROLLER
                      S
                         udden shifts in an area’s aetheric
                         balance can give rise to shades        BASE ATTRIBUTES
                         – creatures made of pure aether.       SCOPE:10                             SAVE TARGET:               12
                      These creatures can be dangerous,         BULK                                  MIND
                      often lashing out in pain and confusion     HP:6                                 STRESS CAP:              5
Building Beacons
                      Ø What was the most elaborate trap        can use one of your actions against a target within your Scope. You
                        you set, and what was it for?           lose the action and pay any costs, like MP or Consumable charges,
                      Ø When were you unable to return a        but the Summon is considered to be the one performing it. If it is a
                        shade to its home, and why?                Channel action, the Summon is the one that concentrates and can
                      Ø What aetheric disturbance has           release during Phase Release.
                        never been repaired, and is only            While performing an action using this trait, your Summon benefits
                        getting worse?                          from your talents.
                      170
Dewdrop
  Reaction                          Firestarter
                                      Reaction                          Vinecutter
                                                                          Reaction
(1/Round)                          (1/Round)                          (1/Round)
Trigger: An enemy adjacent to the   Trigger: An enemy adjacent to       Trigger: An enemy adjacent to
shade starts their turn.            the shade takes damage or Stress.   the Shade takes damage or Stress.
Effect: They are Marked by the      Effect: They take 1d6 Discord       Effect: They take 2 Stress from
shade and must make a Magic         from the shade.                     the Shade and the Shade can slide
save. Failure: They lose 2 MP.                                          them 2 spaces.
                                                                                                     171
                      LIMIT BREAK
                                                                                                        RANK 1
Getting Started
                      Ø +10 current and maximum HP.                                  choose one of the effects listed below. This lasts for the
                      Ø If it didn’t have a Speed, it gains Speed 4. Otherwise,      rest of the scene, or until you choose another effect, end
                        it gains +2 Speed.                                           it as a free action, or have no more active Summons.
                                                                                          These effects affect all of your Summons, includ-
                      It also gains the Hyper Ray, Slash, Snarl, and Recov-          ing ones summoned after the profile is activated:
                      er abilities, which it can perform as standard actions.
                                                                                     Ø Threatening Summons: Attacks against your
                      Shades are aetheric creatures. By infusing them with aether,     Summons gain +1 , and attacks against you re-
                      their form can change and grow, becoming stronger than           ceive +1 .
                      before. This change is temporary, as this new form radiates    Ø Unassuming Summons: Attacks against your
7: Classes and Jobs
                      aether until it returns to its natural state.                    Summons receive +1 , and attacks against you
                                                                                       gain +1 .
                            Hyper RaySpell                                          You and your summons fight together and cover for
                                                                                     each other.
                            All characters in a Line 15 AOE must make
                            an Agility save. Failure: They take 10 Force .
                            Success: They take 5 Force .                             Trainer Items
                                After performing this action, the Summon can’t       Support Item  Main  Consumable 3, Reaction
                            move or take any actions during your next turn, and
                            can’t be dismissed until the end of your next turn.      You gain the Revive and Return reactions, which
Running the Game
until the end of their next turn. current HP set to its Bloodied value.
                            The Summon regains all of its HP, clears a condi-           Trigger: A character starts their turn.
                            tion, and gains hard cover until the end of your
                            next turn.                                                  Effect: One of your Summons (ignoring line
                                                                                        of sight) is teleported to a free space adjacent
                                                                                        to you.
                      172
                   RANK 2                                                        RANK 3
                                                                                                                          Getting Started
Buddy Bond                                                    Lifelink
Support Item  Light  Enchantment                            Spell  3 Memory
You may use one of the following Enchantments                 When you call forth a Summon, you can spend 1 MP
at a time:                                                    to forge a link between you. As long as you are both in
                                                              play, any time either of you takes damage (after Armor
Ø Any Support Item or Technique that Doesn’t                  and resistances), the damage is split between both
  Require an Action to Activate: When you create              characters. This cannot be avoided or mitigated in
                                                                                                                          Building Beacons
  a Summon, you can choose for it to also receive             any way, and does not count as the second character
  any passive benefits granted by this item or tech-          taking damage (meaning it doesn’t trigger additional
  nique. This lasts until it is defeated or dismissed.        instances of this effect).
  The Summon doesn’t gain the ability to use any                  The link lasts for the end of the scene, or until one
  actions granted by this item or technique – just the        of the characters is defeated or you end the effect as
  passive benefits. Only one Summon can benefit               a free action.
  from this ability at a time.
Ø Any Equipment or Technique with the Summon                  Shadebinders can mix their aetheric fields with those of
  Tag: When you regain HP, Summons created with               their summoned companions, sharing in any damage
  the enchanted equipment or technique regain half            and pain received.
or teleportation).
                                                              These devices can convert shades back into pure aether,
This cute creature is your friend. You feel better and more   allowing them to be transported safely and easily. When
capable when you’re near them.                                opened, they return their inhabitant to their normal
                                                              form. While originally created for use on shades, recent
                                                              improvements now allow capture orbs to extract trace
                                                              amounts of aether from other creatures, storing it for
                                                              later use.
                                                                                                                    173
                                                             SHADOW DANCER
Getting Started
STRIKER
                                        Shadow dancers cloak themselves with darkness, moving unseen across the battlefield.
                                     Their special connection with the shadows allows them to teleport between areas of darkness.
                      S
                         hadow dancers train in the dark,
                         increasing their attunement to the      BASE ATTRIBUTES
                         power of the umbra. When they           SCOPE:12                                 SAVE TARGET:            10
                      finish their training, their shadow has    BULK                                      MIND
                      changed: it moves differently, feels         HP:8                                     STRESS CAP:           4
Building Beacons
                      Ø What strengthens your shadow,             Whenever you teleport, you leave a shadow clone in your former space.
                        and what happens if it gets too           These clones are the same Size as you, don’t cause obstruction, and
                        strong?                                   aren’t characters or objects.
                                                                     1/round when you or an ally damage a target adjacent to a shadow
                                                                  clone, the shadow clone can cause the triggering ability to deal +1d6
                                                                  bonus damage.
                                                                     You can have any number of shadow clones, which last until the
                                                                  end of the scene or until you are defeated.
                                                                  Shadow RealmTrait
Running the Game
                                                                  Any time you teleport, you can spend 1 MP to choose one of your
                                                                  shadow clones as the destination. This destroys the clone.
Slip StepTrait
                      174
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                                                                                                  RANK 1
Getting Started
                      Umbral shadows creep over any source of light,           All shadows are connected, and you know how to move
                      plunging the area into darkness. Nothing is safe from    between them. Step into one, appear from another. Be
                      the obscurement, not even the sun itself.                prepared for what awaits you in the shadow realm.
                      176
                  RANK 2                                                    RANK 3
                                                                                                                       Getting Started
Shadow Sorcery                      Volley              Shadow Meld                           Minor Action
Ranged Spell Attack  1 Memory  Mana 1                  Skill  2 Memory  Mana 2
Range = Scope
                                                         You become Invisible until you attack or force a save.
On Hit: Choose one of the following:
                                                         You merge with the darkness, becoming an extension
Ø Darkness: Deal 2 Stress . The target cannot at-        of the shadow realm. Your true form becomes that of a
  tack or use abilities on targets beyond Range 3        shadow moving across the ground.
                                                                                                                       Building Beacons
  unless they are Arcing or Homing, and treats all
  enemies as benefiting from soft cover. This effect
  lasts until the end of their next turn.                Living Shadow                                 Volley
Ø Shadow Blade: Deal 1d6+2 Lunar . If you are            Spell  2 Memory  Mana 3, Summon
  Hidden when you make this attack, you regain            Range = Scope
  any MP spent on it.
                                                         Living Shadow (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0)
A shadow dancer’s power is greatest at night, but that   You create a living shadow within Range. This shadow
doesn’t mean they’re weaker during the day – it just     emits a Burst 2 zone. Enemies are Blinded while
Appendices
                                                                                                                 177
                                                                   SHAPESHIFTER
Getting Started
SUPPORT
                      S
                          hapeshifters can change their
                          bodies, taking on the features of        BASE ATTRIBUTES
                          other creatures or changing into         SCOPE:10                           SAVE TARGET:             10
                      different creatures altogether. The ear-     BULK                                MIND
                      liest shapeshifters were lycanthropes          HP:8                               STRESS CAP:             7
Building Beacons
                      of the creature they’re shapeshifting        You gain Beast Weapons, which is equipped for free.
                      into. While their form may be different,
                      they’re still the same person they were
                      before. A shapeshifter that transforms         Beast Weapons                                              Fight
                      into a bear isn’t actually a bear; they’re     Melee Weapon  Light Club  Innate, Unique
                      merely adopting the outward form                Reach 1    1d3 Physical
                      of a bear.
                                                                     At the end of your turn, if you didn’t make an attack that turn, you
                      Ø What does it look like when you              can attack once with this weapon as a free action.
                        transform?                                      You can use this weapon even if Disarmed.
                      Ø What physical trait carries over to
Running the Game
SootheTrait
                                                                   When an ally within Scope consumes a Mark, you can clear 1 Stress
                                                                   from them as long as they aren’t Stunned.
Appendices
                      178
179
                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                        characters.                                               same.
                      Ø Predator Weapons: You gain +1 on attacks.
                      Ø Resized: You become any Size from 1/2 to 4. Char-
                        acters are pushed to make space for your new size.        Ferocious Bite
                      Ø Sneaky: You can Hide as a minor action.                   Skill  2 Memory
                      Ø Walking Wall: You count as hard cover for your
                        allies.                                                   Allies gain +1 on attacks against enemies Grappled
                                                                                  with you.
                      Take the best parts of every form you know, and manifest
                      them all at once. As long as you can maintain them, you     Strong jaws lock your victim in place.
                      are the ultimate lifeform.
Running the Game
                      180
                   RANK 2                                                        RANK 3
                                                                                                                            Getting Started
Defender Form                 Minor Action                  Familiar Form                 Minor Action
Skill  2 Memory  Mana 2, Polymorph                         Skill  2 Memory  Mana 1, Polymorph
You assume a defensive form, with the following ef-          You assume a form that is friendly or important to
fects:                                                       your foes. Any character that attacks you in this form
                                                             takes 2 Stress , but all your attacks receive +1 .
Ø You gain +1 Size (to a maximum of 3).                         This form lasts for the rest of the scene or until
Ø Allies gain the benefits of cover as if you were a         you end the effect as a free action.
                                                                                                                            Building Beacons
  piece of hard cover.
Ø When you enter this form or as a minor action, you         Adopting the exact appearance of another person is
  can select an ally within Scope. For the duration,         incredibly difficult, but it can be done. Most shapeshifters
  you can Interpose for them without spending                recommend doing so for only a short time; otherwise, you
  Focus and you gain +2 Armor against the trig-              risk beginning to lose your own sense of self.
  gering attack when you do. Only one ally can be
  selected at a time.
Ø You can only attack using reactions.                       Snarl and Bite Reaction
                                                             Skill  2 Memory  Stressful 2
The form lasts for the rest of the scene or until you
Transcend the limitations of your natural form. Feel your    Effect: You make a melee attack against the attacker
skin thicken and harden, your bones lengthen. Grow           with a Light or Main weapon.
taller, stronger, and tougher.
                                                             Reflexively lash out with claw and tooth. Make them
                                                             regret having the audacity to strike at you.
Apex Weapon                                     Fight
Melee Weapon  Heavy Club
Reach 1     2d6+2 Physical
                                                                                                                      181
                                                                        SKALD
Getting Started
SUPPORT
                                                 Skalds are warrior poets who weave magic into song. A skald’s
                                                   songs can bolster their allies, providing powerful benefits.
                      T
                          here is magic in a song. There is
                          magic in a dance. Any performance     BASE ATTRIBUTES
                          where you put some of yourself into   SCOPE:10                             SAVE TARGET:               11
                      it is magic. Skalds know this, and can    BULK                                  MIND
                      push it to its extremes. Stories come       HP:7                                 STRESS CAP:              6
Building Beacons
TempoTrait
                                                                   Tempo        Reaction
                                                                   Skill  Innate, Unique
                      182
183
                      LIMIT BREAK
                                                                                                           RANK 1
Getting Started
each round.
                      184
                   RANK 2                                                      RANK 3
                                                                                                                         Getting Started
Parrying Dagger               Reaction (1/round)           Song of Rest                               Channel
Support Item  Main                                         Spell  3 Memory  Arcing                     Burst 3
Trigger: The result of an attack roll would meet or         On Release: Allies within the AOE can spend a
exceed your Dodge.                                          Recovery to regain all HP.
Effect: You make a melee attack roll. The result            On each subsequent turn, you can spend 1 MP to
becomes your Dodge against the triggering attack,           move to the next verse of the song as a minor action,
                                                                                                                         Building Beacons
potentially turning a hit into a miss.                      granting 3 temp HP to all allies within Burst 3 .
   If the attack misses you, you can spend 1 Focus to          If you don’t continue the song this way, the effect
deal 3 Stress to the attacker.                              ends.
Parrying daggers are held in the offhand and used purely    This song is soothing and relaxing. Listeners find their
defensively.                                                aches and pains begin to fade away.
                                                                                                                  185
                                                                 THUNDERCLAW
Getting Started
STRIKER
                      T
                         hunderclaws are named after the
                         elite canine warriors that created      BASE ATTRIBUTES
                         the fighting style. Training atop a     SCOPE:5                              SAVE TARGET:          10
                      mountain in the Thunderfields, they        BULK                                  MIND
                      gained unique insights into the prop-        HP:8                                 STRESS CAP:         5
Building Beacons
                        technique you know, and why is           You have pool of Flurry that starts at 0 and has a maximum of 6.
                        it dangerous?                            Whenever you hit with a melee attack, you gain +1 Flurry. When you
                      Ø What does it feel like to hold           hit with a melee attack, you can spend Flurry as follows:
                        lightning within yourself?
                                                                 Ø 1/round, you can spend 1 Flurry to deal +1d6 bonus damage of
                                                                   the same type.
                                                                 Ø 1/round, you can spend 6 Flurry to make a Stunning Strike, forcing
                                                                   one of the targets to make a Bulk save. Failure: They are Stunned
                                                                   and Dazed until the end of their next turn.
Running the Game
BalanceTrait
                                                                 Once during each of your turns, you can convert any amount of Flurry
                                                                 to an equal amount of Focus, or vice versa.
                      186
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                      LIMIT BREAK
                                                                                                       RANK 1
Getting Started
                          Held lightning still wants to find a way out of a        This thin disc of metal is made of a rare alloy that allows
                      thunderclaw’s body, and the longer it is held, the greater   it to bounce off of surfaces and around corners.
                      the damage to the thunderclaw. If not discharged, this
                      technique will eventually kill the user.
                      188
                  RANK 2                                                     RANK 3
                                                                                                                      Getting Started
Lightning Bolt	                     Volley               Chain Lightning Strikes         Full Attack
Melee Spell Attack  2 Memory  Mana 1                    Melee Skill Attack  3 Memory  Slow
Line 10    1d6+2 Astral                                   Range 5     4 Astral
On Attack: Choose one of the following:                   On Attack: Choose a character within Range. You
                                                          teleport to a free adjacent space and make this attack
Ø Shocked: Characters in the AOE are Dazed and can’t      against them.
  perform reactions until the end of their next turn.         You can then repeat this attack, targeting a differ-
                                                                                                                      Building Beacons
Ø Drained: On Hit: Target loses MP equal to the           ent character each time, and increasing the damage
  total number of characters within the AOE, and          by +1 Astral every time you make the attack roll
  you regain 1 MP.                                        until the end of the turn. Each character can only be
                                                          targeted by this ability 1/turn.
Your body is the generator. Your hand directs the flow.
Let the lightning loose.                                  Become a bolt of lightning arcing across the battlefield,
                                                          finding the shortest path between your foes.
Appendices
                                                                                                               189
                                                                  TIDECALLER
Getting Started
CONTROLLER / SUPPORT
                      C
                         ommon wisdom suggests that only
                         a fool braves the seas without a tide-   BASE ATTRIBUTES
                         caller. Their command over water         SCOPE:8                                 SAVE TARGET:             12
                      and their insight into weather patterns     BULK                                     MIND
                      make them invaluable additions to any         HP:8                                    STRESS CAP:            6
Building Beacons
                      feet and drag them around in its wake.      You have an Aquatic Adaptation. Additionally, 1/turn when you
                                                                  inflict forced movement on an enemy, one of your allies within Scope
                      Ø What secret do you know about             may shift the same number of spaces. You can’t use this effect if you
                        the ocean?                                are Stunned.
                      Ø How do you accurately predict the
                        weather?
                      Ø What underwater-dwelling person           River Current                                          Minor Action
                        do you owe a favor to?                    Trait  Mana 1                                  Range = Scope, Line 6
                      Ø How do people typically travel
                        across open water?                        This AOE is a river current – a zone that can be pointed in any direction.
                                                                  It suppresses the effects of difficult and dangerous terrain within it.
Running the Game
                                                                       When an ally enters the river current, they can choose to slide to
                                                                  a free space in the zone. Each ally can do this 1/turn.
                                                                       This river current lasts for the rest of the scene or until you create
                                                                  a new one, become Stunned, or are defeated.
                                                                  Effect: They become Invisible until the start of their next turn. If
Appendices
                                                                  they are attacked while outside of the river current, Invisible ends
                                                                  after that attack.
                      190
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                      LIMIT BREAK
                                                                                                     RANK 1
Getting Started
                         Enemies that hit a character or obstruction when           the zone clear all Discord and 1 Stress. This zone
                      pushed by this ability take 5 Physical and are                lasts until you use this ability again.
                      Sundered until they clear the condition.                    Ø Downpour: Characters are Blinded while in the
                                                                                    zone. This zone lasts until the end of your next turn,
                      Tidecallers have control over the seas, but even when far     but on each of your turns you can extend it to the
                      away from the ocean, their power is no less deadly.           end of your following turn by spending 1 MP as
                          When there isn’t water around to command, a               long as you aren’t Silenced or Stunned.
                      tidecaller can converts the ambient aether in the
                      atmosphere to water aether, drawing the moisture out        Call down a soothing rainstorm infused with healing
                      of everything to form a roaring wave.                       magic, or a torrential downpour.
7: Classes and Jobs
                       Tidecallers use spells to move their allies and ene-       Storm Surge                         Volley
                       mies around the battlefield with Rising Tide and           Ranged Spell Attack  2 Memory  Arcing,
                       River Current, while providing healing support             Aetheric, Indirect
                       with spells like Tidal Healing. Their rank 3 Whirl-         Range = Scope, Line 4     2 Stress
                       pool ability is incredibly strong in combat scenes
                       that require controlling an area, like Acquisition         This attack’s AOE can point in any direction.
                       or Control.
                                                                                  On Hit: Targets are pushed to the furthest free spac-
                                                                                  es within the Line, following its direction. You can
Running the Game
                      192
                  RANK 2                                                      RANK 3
                                                                                                                       Getting Started
Abyssal Scepter                    Volley                 Drown	                              Volley
Ranged Weapon  Main Artifact  Aetheric                   Ranged Spell Attack  2 Memory  Aetheric,
Range 8, Reach 1      1d3+2 Lunar                          Indirect          Range = Scope 1 Discord
On Hit: You can spend 1 MP to create a Burst 2             On Hit: Choose one of the following:
AOE around the target. All characters in the area are
pulled to the closest free space adjacent to the target.   Ø Engulf Lungs: If the target gains Discord from
                                                             this attack, they are Silenced until they clear all
                                                                                                                       Building Beacons
This artifact creates crushing forces using a pearl from     their Discord.
the abyssal depths of the sea.                             Ø Submerge: The target must make a Magic save.
                                                             Failure: They are Blinded until the end of their
                                                             next turn.
Tidal Healing                            Channel
Spell  2 Memory  Mana 2            Range = Scope        Pool water in their mouth and lungs, drowning them
                                                           from the inside.
On Release: One ally within Range regains up to
1d6+4 HP. Another ally within Range 5 of them
regains up to half of that amount. You may continue        Whirlpool                                 Channel
                                                                                                                193
                                                                         WARDEN
Getting Started
DEFENDER
                                                   The earth heeds the call of the wardens, rising to restrict their
                                                     foes while the wardens endure with the planet’s lifeforce.
                      W
                            ardens are connected to the life-
                            force of the planet, controlling the   BASE ATTRIBUTES
                            elements of earth and rock. They       SCOPE:5                                SAVE TARGET:             10
                      feel what the planet feels, and when         BULK                                    MIND
                      it cries out in pain, they rise to defend      HP:12                                  STRESS CAP:             6
Building Beacons
                      wreathed in flame.                           When you Interpose and end your movement adjacent to the attacker,
                                                                   you can make them Slowed until the end of their next turn.
                      Ø What earthlike features do you                 Additionally, you gain the Earthen Slide skill, which is equipped
                        have? Rocky skin, stone hair,              for free.
                        something else?
                      Ø What creature or spirit did you
                        learn from?                                   Earthen Slide         Reaction
                      Ø How does the planet communicate               Skill  Focus 1, Innate, Unique
                        with you?
                      Ø What are the unique properties of             Trigger: An enemy or ally starts their turn within your Scope.
                        the tree from which one of your
Running the Game
Grasping VinesTrait
                      194
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                      LIMIT BREAK
                                                                                                      RANK 1
Getting Started
                      Ø You gain 2 Focus at the start of each of your turns.           You still make a magic check to clear Discord at
                      Ø When you hit a character with any attack, they are         the end of your turn as normal.
                        Slowed until the end of their next turn. A character
                        that is already Slowed is also Immobilized until           The lifeblood of the planet flows through your veins.
                        the end of their next turn.
                      You connect to the aetheric streams that crisscross the      Inner Reserves
                      Reflection – the leylines. You become an extension of the    Skill  2 Memory
                      Reflection’s will; an avatar of its wrath and destruction.
                      It acts through you, giving you the power to achieve its     When you      Refresh, you gain 2 Focus.
7: Classes and Jobs
                      196
                     RANK 2                                                          RANK 3
                                                                                                                                Getting Started
Nature Vortex	                    Channel                       Greatoak Mauler               Full Attack
Melee Spell Attack  2 Memory  Auto-Hit,                        Melee Weapon  Heavy Club  Slow
Mana 1                   Burst 3 2 Stress                       Reach 1      3d6 Physical
On Release: All enemies of your choice within the                On Hit: All enemies adjacent to you take Physical equal
AOE are auto-hit for 2 Stress , pulled to the closest            to the highest d6 result for this weapon’s damage.
free space adjacent to you, and Immobilized until
the end of their next turn. If there are no available            To make a greatoak mauler requires wood sourced from
                                                                                                                                Building Beacons
adjacent spaces, they are pulled to the free space               a tree at least a thousand years old. The wood is dipped
closest to you.                                                  directly into a ley line, strengthening it with the aetheric
                                                                 energies of the Reflection itself.
Vines and roots erupt from the ground and your skin,
grabbing anything nearby and pulling it close.
                                                                 Weight of Earth
                                                                 Skill  2 Memory
Earthwarden’s Shield
Support Item  Main                                              When you hit a character with a reaction attack, they
                                                                 are Immobilized until the start of their next turn.
                                                                                                                         197
                                                                      WARLORD
Getting Started
SUPPORT
                      T
                          acticians and leaders, warlords are
                          the glue that holds their groups        BASE ATTRIBUTES
                          together. They feel the rhythm of       SCOPE:12                             SAVE TARGET:           10
                      battle, adjusting their plans, tactics,     BULK                                  MIND
                      and people accordingly.                       HP:10                                STRESS CAP:          5
Building Beacons
                      Ø What tactical mistake have you            1/round when you make a character Marked, an ally of your choice
                        promised to never let happen              can Volley or perform a Phase Brawl action against the Marked
                        again?                                    character as a reaction with +1 .
                      Ø Who do you wish you could learn
                        from or serve under?
                                                                  Take a BreatherTrait
                      198
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                      LIMIT BREAK
                                                                                                    RANK 1
Getting Started
                      creating a positive feedback loop between them and         know you and know your leadership style trust in your
                      you. Your confidence inspires, their loyalty enkindles.    wisdom.
                      Together, you all act as one.
                       apply more of them.                                       It creates a Burst 2 zone. You and your allies in the
                                                                                 zone gain +1 on attack rolls, checks, and saves, and
                                                                                 when you or an ally start their turn in the zone, they
                                                                                 gain 2 temp HP.
                                                                                      During your turn, you can pick up and move the
                                                                                 standard when you move, placing it in another free
                                                                                 adjacent space.
                                                                                      This Summon can only be dismissed with a minor
                                                                                 action while adjacent to it. You can only have one
                                                                                 standard in play at a time and it retains its current
                                                                                 HP when dismissed. It regains all HP during Rests.
Running the Game
                      200
                   RANK 2                                                         RANK 3
                                                                                                                                Getting Started
Frontline                                       Fight       Focus Target
Melee Weapon  Main Longarm                                  Skill  3 Memory  Stressful 2, Unique
Reach 2      1d6+2 Physical
                                                             1/round when an ally within Scope consumes a
On Crit: You can teleport one willing ally within Scope      Mark, another ally of your choice within Scope can
up to 5 spaces.                                              make a weapon or spell attack against the target as
                                                             a reaction.
Before battle, the troops gather around for a meal. As
                                                                                                                                Building Beacons
a surprise, their commander produces a treat – a deer        It is more efficient to focus your attacks on one target at
they had hunted earlier in the day and prepared in the       a time instead of spreading your blows around. If you
style of their homeland. As everyone enjoys the meal         can take out an enemy, they pose no threat to you. But
and camaraderie, their aetheric fields become attuned        a wounded enemy can still fight, and can wound you in
to the spear lying nearby.                                   return. So, do everyone a favor, and make sure they’re
    The next day, in the heat of battle, the commander       dead before moving onto the next.
finds themselves separated from their troops. Facing
certain doom, the commander readies their spear. In
response, they feel aetheric energies beginning to rise      Rally  Reaction
from the spear, and then see a flash of light. The light     Skill  2 Memory
Lead from the Front                                          Effect: No excess damage or Stress carries over, and
Skill  1 Memory  Unique                                    your ally gains +4 temp HP and clears any Discord
                                                             and conditions.
When you Fight or perform a Full Attack with
a melee weapon, one ally of your choice within Scope         “Rally to me! I will be your shield; I will hold the line! Their
gains 2 temp HP.                                             assault ends here!”
Appendices
                                                                                                                         201
                                                            8: TALENTS
Getting Started
                    Talents are bundles of abilities you can learn that       Talents come in three ranks: rank 1, rank 2, and rank
                    aren’t tied to specific classes. Each talent has three    3. Ranks must be taken in order; you need rank 1 in a
                    ranks. Beacons start with three talents at rank 1.        talent to take rank 2, and you need rank 2 to take rank 3.
                                                                                  When you level up, you can increase the rank of an
                                                                              existing talent or gain a new one at rank 1.
                                                                                  Once you have a talent, its effects are always avail-
                                                                              able to you.
Building Beacons
                     attack, you can spend 3 MP to attack two targets.        gaining +1 Armor per Focus spent, to a maximum of
                     They must be within Range 5 of each other and            6 Armor. This lasts until the start of your next turn or
                     within your Scope.                                       until you next take Physical, Astral, Lunar, or Force.
                   202
                 ARTIFICE R                                                 Rank 3: Perfection
You have been building your own custom weapon and           Your Experimental Weapon no longer malfunctions
                                                                                                                       Getting Started
while it’s not what most would consider “stable”, it’s      and loses the Reloading tag. Additionally, when you
close enough for field testing.                             equip your Experimental Weapon or during a Long
                                                            Rest, you may choose one of the following improve-
         Rank 1: Experimental Weapon                        ments for your weapon:
When you gain this talent or during a Long Rest, you        Ø Clunky: Your weapon’s damage becomes 2d6+3
create an Experimental Weapon, which is equipped              but it gains Reloading.
for free. You can only have one Experimental Weapon         Ø Increased Range: Your weapon gains +1 Reach if
at a time.                                                    melee or +5 Range if ranged.
                                                            Ø Increased Damage: Your weapon’s damage
Experimental Weapon     Volley (Ranged) /
                                3                             becomes 1d6+4.
                                                                                                                       Building Beacons
                          5 Fight (Melee)                  Ø Punch Through: Your weapon gains Piercing.
Custom Weapon  Main Custom  Unique,
Reloading       Range X 1d6+2 Damage
                                                                          A RT IL L E R IST
You have built this weapon yourself. You can choose         The ability to shoot your enemy before they can hit
some of its features when you equip it, and change          you is a critical advantage. Artillerists can squeeze
them during Long Rests.                                     out every inch of range from their weapons.
    Choose a damage type (Physical, Astral, Lunar,
or Force) and one of the following profiles:                               Rank 1: Siege Mode
                                                            You may use your standard movement to enter or
                                                                                                                       8: Talents
Ø Melee Weapon: Blade, Club, Longarm, or                    exit Siege Mode instead of moving. While in Siege
  Magitech Reach 1                                          Mode, you are always Immobilized and your ranged
Ø Ranged Weapon: Artifact, Bow, or Magitech                 weapon attacks gain +3 Range and Arcing.
    Range 10
                                                                          Rank 2: Siege Ammo
This weapon doesn’t need to be reloaded after every         1/round when you make a ranged weapon attack in
use. Instead, roll a d6 Malfunction Die after each          Siege Mode, you can spend 1 MP to apply one of the
use. On a 5–6, the weapon must be reloaded.                 following effects in a Burst 1 AOE around one of
                                                                                                                203
                                     BR AW LE R                                                  B R EA K E R
                    The unarmed gladiator leagues of Bastion are among         Clubs are highly effective weapons against armor.
Getting Started
                    its most popular fighting competitions. The leagues        Worst-case scenario, their powerful blows dent and
                    draw in competitors from dozens of different fighting      deform armor, restricting foes’ movements. Best-case
                    styles, ensuring the bouts are always dynamic and          scenario, they crush enemies inside their armor.
                    fun. Gladiators in the league assume over-the-top
                    personas and quickly amass dedicated fans.                               Rank 1: Dazing Blows
                                                                               1/round when you hit a character with a club, they
                                  Rank 1: Quick Hands                          must make a Bulk save. Failure: They are Dazed until
                   You can take 1 Stress to Grapple or Shove                   the end of their next turn.
                   as a minor action.
                      Additionally, you gain +1 on attacks against                          Rank 2: Sunder Armor
Building Beacons
                   targets Grappled by you.                                    When you crit with a club, the target is Sundered until
                                                                               the end of their next turn and they receive –1 Armor
                                    Rank 2: Fisticuffs                         (to a minimum of 0) for the rest of the scene.
                   Your improvised weapon attacks deal 1d6 Physical ,
                   and gain Reach 1 , which allows them to be used                           Rank 3: Ring the Bell
                   with Opportunity Attacks.                                   You gain the Ring the Bell action.
                      Additionally, when you crit with an improvised
                   weapon attack, choose one:                                  Ring the Bell                           Channel
                   Ø The target is Dazed until the end of their next turn.     Talent
                   Ø You automatically succeed on a Shove against
8: Talents
                      the target.                                              On Release: You make a melee attack with any club,
                                                                               even a Slow one:
                                  Rank 3: Submission                           Ø On Hit: The weapon hits as normal, and the target
                   You gain the Submission action.                               is Stunned until the end of their next turn.
                                                                               Ø On Miss: The weapon still hits as normal, but
                    Submission                               Channel            doesn’t trigger any on-hit effects (e.g., Push, Pull,
                    Talent                                                       etc).
Running the Game
                   204
               COMMANDE R                                    The Copycat talent is intended for fun, casual play
The difference between a good commander and a                only. It’s not intended to be balanced. Check with
                                                                                                                        Getting Started
bad one is trust. A bad commander issues orders and          your GM to see if they want this talent to be used.
expects them to be followed because of their rank. A
good commander knows their troops and trusts them
to follow orders, and the team trusts the commander                            D EA D EY E
to keep them alive.                                          Everyone knows that you’re better off hitting a specific
                                                             body part than lashing out blindly, but it’s incredibly
          Rank 1: Commander’s Mark                           difficult to put that knowledge into practice during a
When you make a character Marked, you can make it            real fight. Those with the speed, skill, and accuracy to
a special Commander’s Mark. It functions as a normal         reliably do so can end fights quickly.
Mark, but when an ally consumes it, you roll a 1d6: on
                                                                                                                        Building Beacons
a 5+, the target stays Marked with the Commander’s                            Rank 1: Precision
Mark. You can only have one Commander’s Mark at              Minor Action: You take 1 Stress to gain +1 on
a time; placing a new one turns the old one into a           your next attack roll this turn. On a crit, it gains the
normal Mark.                                                 Piercing tag.
                                                                                                                        8: Talents
a result of 4+ instead of a 5+.                                  their next turn.
                                                             Ø Head: The target is Dazed until the end of their
                   Rank 3: Order                                 next turn.
1/round when you make a character Marked, you                Ø Leg: The target is Slowed until the end of their
can announce an action that you want any ally to take            next turn.
against that target. The first ally that takes that action
against the target while they are Marked gains temp                     Rank 3: Pinpoint Lethality
HP equal to your Grit+2.                                     The following are added to the list of Body Parts
                    Rank 2: Copy
                                                                                                                        Appendices
                  Rank 3: Imitate
Copy can now be used to gain access to enemy traits,
and you can copy up to two things at once.
   Additionally, when an enemy uses a piece of equip-
ment, technique, or trait within your line of sight, you
can spend 1 MP to gain access to it until the end of
the scene.
                                                                                                                  205
                                                                E NC H A NT E R
                    Infusing items with aetheric energy allows you to grant them unique traits. Enchanted weapons are always better
Getting Started
                                                                              Speed
                                                                              Support Item  Enchantment
                    Variable
                    Support Item  Enchantment                                You may use one of the following Enchantments
                                                                              at a time:
                   You may use the following Enchantment:                     Ø Any Non-Slow Weapon: You can Volley or
                   Ø Any Equipment or Technique: When you apply                      Fight (as relevant) with this weapon during
                     this Enchantment, Refresh, or Rest, you can                 Phase Bolster.
Running the Game
                     change its damage type from Physical, Astral,            Ø Any Armor: While wearing this armor, you can
                     Lunar, or Force to another one of these damage              take Phase Reposition actions during Phase
                     types.                                                         Bolster.
                    Aspected                                                  Vorpal
                    Support Item  Enchantment                                Support Item  Enchantment
                   You may use one of the following Enchantments              You may use the following Enchantment:
                   at a time:                                                 Ø Any Melee Weapon: 1/round when you roll the
                   Ø Any Armor: You gain +1 to checks and saves with            highest possible value on a damage die as part
Appendices
                      one ability score – Bulk, Agility, Mind, or Magic –       of a melee attack with this weapon, roll that die
                      chosen when you apply this Enchantment.                   again and add that result to the total damage.
                   Ø Any Equipment or Technique: When you attack                This effect can trigger multiple times.
                      with this ability, you can spend 1 MP to give it              Only the damage from the weapon triggers
                      the Aetheric tag, or to remove it. This change            this effect, not any bonus damage or extra sources
                      lasts for the rest of the scene or until you use          of damage. On a crit, resolve which damage dice
                      this ability again.                                       are being used before doing any of the rerolls.
                   206
  G R EAT W EAP ON MASTER                                                       G UN K ATA
Heavy weapons have the advantage of great size,                In a prolonged firefight, it’s just as important to avoid
                                                                                                                           Getting Started
allowing powerful swings that create space between             getting shot as it is to accurately hit your enemies.
the wielder and their enemies.                                 This fighting style uses movements meant to avoid
                                                               the most commonly attacked areas.
                 Rank 1: Cleaveent
1/round after you hit and deal damage to a character                               Rank 1: CQC
with a Heavy melee weapon attack, you can take                 Your ranged weapons with Reach don’t receive from
 1 Stress to Cleave. Choose a different character              being Engaged if your target is within their Reach.
within the weapon’s Reach and your line of sight,
even a Hidden one. That character takes damage                                Rank 2: Bullet Time
equal to half the total damage dealt to the original           Your Light ranged weapons that don’t have Reach
                                                                                                                           Building Beacons
target. The Cleave target can’t have been a target of          gain Reach 1 . Additionally, 1/turn when you crit
the original attack.                                           with a ranged attack against a target within that
                                                               weapon’s Reach, you gain 1 Focus.
              Rank 2: Carry Through
When you roll damage from a Heavy melee weapon,                             Rank 3: Death-Blossom
you can choose to treat any 1s as 2s.                          You have a d6 Gun Kata Die that starts at 1. Each time
   Additionally, when you use Cleave, you can choose           you make a reaction attack, increase the value of the
to gain temp HP equal to the amount of damage you              Gun Kata Die by +1, to a maximum of 6. When the die
would deal to the second target instead of dealing             reaches 6, you can reset it to 1 as a free action during
that damage. You lose that amount of temp HP at the            your turn to deal 6 Physical split however you like
                                                                                                                           8: Talents
start of your next turn. If the first attack was a crit, you   among any enemies of your choice within Range 3 .
can both deal damage and gain temp HP.                            1/turn you can spend 1 Focus as a free action to
                                                               increase the value of your Gun Kata Die by +1.
                Rank 3: Wide Cleave                               Your Gun Kata Die keeps its value between scenes,
When you roll damage from a Heavy melee weapon,                but resets to 1 during Long Rests.
you can choose to treat any rolled 1s or 2s as 3s.
   If you defeat an enemy with damage from Cleave,
you can trigger Cleave again that turn, bypassing the 1/                    H O SPITA L L E R
                                                                                Rank 1: Reserves
                                                               When you Refresh, you can pick two different
                                                               options from the second list instead of one.
                                                                                  Rank 2: Help
                                                               When you      Refresh, an adjacent ally gains temp
                                                               HP equal to your Grit+3.
                                                                                                                           Appendices
                                                                                  Rank 3: Medic
                                                               When you Refresh, you can spend a Recovery for
                                                               an adjacent ally to also gain the benefits of whatever
                                                               options you selected.
                                                                                                                     207
                                 JUG GE RNAUT                                            K NIF E JUG G L E R
                    “Never stop moving. If something stands in your way,     With a quick flick of the wrist, the knife in your hand
Getting Started
                    run them over. You are unstoppable.”                     disappears, already embedded in your target.
                               – Captain Inyanafretziel, retired beacon,
                              training a new generation of linebreakers                       Rank 1: Thrower
                                                                             Your Light melee weapons gain Thrown 3, and your
                                    Rank 1: Leverage                         Main melee weapons gain Thrown 1.
                   You are considered to have +1 Size for Shove and            Additionally, at the end of your turn all weapons
                   being smaller doesn’t impose .                            you threw that turn return to you.
                      Additionally, when you successfully Shove, you
                   can choose to push the target up to 3 spaces instead                 Rank 2: Perfectly Balanced
                   of 1.                                                     All of your Thrown weapons gain +2 Thrown (e.g.,
Building Beacons
                        Deal 10 Piercing Physical × your Size (mini-         focus on selfless acts of protection on the battlefield.
                    mum 10) to any objects in your path. If you destroy
                    an object that would be an obstruction, you con-                           Rank 1: Phalanx
                    tinue moving.                                            When you Defend, you can choose one of the
                        If you move through a character, they must succeed   following effects instead of gaining Focus normally:
                    on an Agility save or be automatically affected by a     Ø Roll 1d3 for each ally within Range 3 and take
                       Shove from you, and be pushed out of your path.           the highest result, gaining Focus equal to the result
                                                                                 plus your Armor.
                                                                             Ø You gain Focus equal to 1d3 plus the number of
                                                                                 allies within Range 3 .
                   208
                    L ANCET                                                         L IC H
The lancets are an elite group of dragon riders. As the      Liches are arcanists that have discovered a path to
                                                                                                                        Getting Started
final stage of membership, the inductee must procure         immortality. By creating a device called a soul vessel,
a piece of astral ore, which is used to forge their iconic   the would-be lich can make a copy of their soul and
lancet spear.                                                store it inside. Upon death, a new body is formed
                                                             around the soul vessel, and the process begins anew.
                Rank 1: Quick Step
You can shift 1 after attacking with a longarm.                             Rank 1: Soul Vessel
                                                             You gain the Soul Vessel support item, which is
             Rank 2: Poke and Prod                           equipped for free.
When you crit with a longarm, the target is Weakened
until the end of their next turn.                            Soul Vessel                Minor Action
                                                                                                                        Building Beacons
                                                             Support Item  Light  Consumable 1, Innate,
                  Rank 3: Impale                             Summon, Unique
1/turn when you attack with a longarm, you can turn
the attack into a Line attack with a length equal to         Soul Vessel (Size 1/2, HP 10, Dodge/A-Def 5, Speed 0)
the weapon’s Reach.
                                                             You expend a charge and summon your soul vessel
                                                             in a free adjacent space. While it is in play, you gain
         L EYLINE WALKE R                                    the Reformed reaction.
First discovered by General Magnus, leylines are
seams of aetheric energy that that crisscross the
                                                                                                                        8: Talents
world. Leyline walkers can sense these veins, and tap            ReformedReaction
into their power.
                                                                 Trigger: You would take damage or Stress from
             Rank 1: Leyline Sensor                              another character.
At the start of each combat scene, create three
 Blast 1 zones – your ley nodes – anywhere on                    Effect: The damage or Stress is immediately
the map. This doesn’t require line of sight but these            negated along with any other effects. You im-
zones can’t contain any enemy spaces. If you or an               mediately teleport to your soul vessel, which is
                                                                                                                 209
                            MAGI-TECH NICIA N                                            SAVAG E F IG H T E R
                    Magitech weapons utilize technology to mimic the            In the face of unbridled savagery, most training and
Getting Started
                    effects of traditional spells, letting anyone harness       discipline finds itself lacking.
                    the destructive power of magic. Different civilizations
                    have created their own power sources for magitech,                        Rank 1: Never Down
                    from electrical currents through to soul gems.              You receive the following benefits:
                                                                                Ø While Bloodied, you gain +1 on attacks.
                                Rank 1: Growing Power                           Ø While Breaking, you gain 1 Focus at the start of
                   Whenever you crit with a magitech weapon, you get a            each of your turns.
                   d6 Power Die. You can have up to 6 Power Dice, which
                   last until the end of a quest or until spent.                                 Rank 2: Vicious
                       After rolling an attack or damage roll with a magi-      You can use the Reroll Table to reroll damage rolls.
Building Beacons
                   Ø Shock: The target is Dazed and Slowed until the                              Rank 2: Hunt
                      end of their next turn.                                   You gain +1 on your first attack roll while Hidden
                   Ø Soul Gem: The target is Weakened until the end             in a given turn.
                      of their next turn and Marked.                                Additionally, whenever you defeat an enemy, roll
                   Ø Volatile: The target is Sundered until the end of          a d6 Hunt Die. On a 6+, you can choose to become
                      their next turn and knocked Prone.                        Hidden.
                                                                                              Rank 3: Infiltration
                                                                                You can deploy in any free space within Range 5 of
                                                                                an edge of the map.
                                                                                   Additionally, when you roll your Hunt Die, you
Appendices
                   210
                  SL ASHE R                                                S O L D IE R
Most cultures have their own unique version of the       A versatile soldier must be consistent and reliable in
                                                                                                                   Getting Started
sword. Katanas, gladii, scimitars, and khopeshes are     any situation.
all considered swords. A skilled wielder of blades can
adapt to just about any situation.                                    Rank 1: Weapon Focus
                                                         The first time each turn you perform a melee attack
                   Rank 1: Feint                         with a Main weapon, that attack gains +1 .
1/round when you hit with a blade weapon attack,
you can take 1 Stress to Mark the target.                                 Rank 2: Stances
                                                         Minor Action: You take 1 Stress and enter one of
               Rank 2: Hamstring                         the following stances – Wolf Stance, Snake Stance,
1/round when you crit with a blade weapon attack,        or Eagle Stance. You remain in this stance for the rest
                                                                                                                   Building Beacons
the target is Slowed until the end of their next turn.   of the scene or until you perform this minor action
                                                         again. You may enter each stance 1/scene.
             Rank 3: Weeping Cuts                            When you enter a stance, you gain a d6 Stance
1/round when you hit with a blade weapon attack,         Die that starts at 6. After attacking with a Main melee
you can choose to treat half of the attack’s damage      weapon, reduce the value of your Stance Die by –2. If
as normal, and half of the attack’s damage as Discord    it reaches 0, you drop the stance.
instead of its normal damage type. For example, if a     Ø Wolf Stance: Your Main melee weapon attacks
blade attack deals 10 Physical , you can choose to           gain Reliable X, where X is the value of your
have it deal 5 Physical + 5 Discord instead.                 Stance Die. The Reliable damage can’t exceed
                                                             the weapon’s maximum damage.
                                                                                                                   8: Talents
                                                         Ø Snake Stance: The Armor of your targets can’t
                   SNIPE R                                   reduce the damage of your Main melee weapon
Snipers are deadly marksmen. They live by the motto,         attacks below the value of your Stance Die.
“one shot, one kill”, no matter how long it takes.       Ø Eagle Stance: Before rolling an attack with a Main
                                                             melee weapon, you can do either of the following:
              Rank 1: Steady Shot                             Treat one die as if it had rolled the value of
At the start of your turn, you can choose to start              your Stance Die.
Aiming. You become Immobilized until the start of             Treat one die as if it had rolled 7 minus the
                                                                                                             211
                                  SPE E D STE R                                           S PE L L B L A D E
                    Go fast. Embrace speed. Put your problems behind        Spellblades weave magic into their weapons, casting
Getting Started
you, and never stop running, or they’ll catch you. spells between weapon strikes.
                                                                                          Rank 3: Aetherblade
                                                                            You can link a weapon and a spell together as if they
                                                                            were a linked pair. When you would select equipment,
                                                                            choose an unlinked Light or Main weapon and a
                                                                              Volley or Fight spell attack. You can spend 1 MP
                                                                            to make a linked attack with them as though they
                                                                            were a linked pair. Unlike linked weapons, if either
                                                                            the weapon or spell is destroyed, it does not destroy
                                                                            the linked weapon or spell. This effect lasts until
                                                                            you select a new linked pair with this talent.
Appendices
                   212
           SPE LLBREAKE R                                           STO R MDA NC E R
Spellbreakers are anti-mages. Their job is to shut      The history of the stormdancers can be traced to a
                                                                                                                   Getting Started
down enemy spellcasters, which they do with             group of humanoids that lived in close proximity
surprising efficiency.                                  to air elementals. The two cultures grew together
                                                        and eventually created the storm dance, in which a
        Rank 1: Broken Concentration                    humanoid and an air elemental would dance together
When you force a character to make a concentration      in a beautiful whirlwind.
save, they become Dazed until the end of their next         When one of the Scourge’s heralds threatened
turn and take 3 Stress . This doesn’t trigger an        their home, the humanoids and elementals fought
additional concentration save.                          together, using their dance as way for two creatures
                                                        to fight as one. The style has been adapted over time
             Rank 2: Spell Evasion                      to be used without an elemental partner, although
                                                                                                                   Building Beacons
If you succeed on a save against an effect that has a   with a lesser effect.
reduced effect on a save (e.g., half damage or fewer
conditions), you don’t suffer those effects.                           Rank 1: Twin Strike
                                                        After hitting a character with the second of two dif-
                  Rank 3: Break                         ferent attacks in a turn, you don’t provoke reaction
You gain the Break Spell reaction.                      attacks from them until the end of that turn.
                                                           Additionally, you gain +1 on linked attacks
Break Spell                Reaction (1/round)          (see p. 16).
Talent
                                                                         Rank 2: Whirling
                                                                                                                   8: Talents
Trigger: A character begins channeling within           1/round after hitting with the second of two different
Reach of one of your weapons.                           Light weapons during your turn, you begin Whirling.
                                                        This lasts until the end of your turn. During this time,
Effect: You attack them with that weapon.               you can consume Whirling as a free action to do the
                                                        following in any order:
                                                        Ø Create a Burst 1 AOE, dealing 3 Physical to
                                                            enemies in the AOE.
                 SP OT TE R                             Ø Move up to 3 spaces.
                 Rank 2: Radar
When you perform a Full Attack, you can replace
                                                                                                                   Appendices
                                                                                                             213
                                    SUMMONE R                                                T H AUMAT URG E
                    Pull creatures from other Reflections and dimensions,         Artifacts are the weapons of spellcasters. Tomes filled
Getting Started
                    or coalesce aether into solid forms. You have a close         with arcane rituals, dueling wands, and powerful
                    connection to the creatures you call forth that allows        staves can amplify their wielders’ mana.
                    them to perform beyond expectations.
                                                                                              Rank 1: Magical Charges
                                Rank 1: Strong Summons                            When you crit with an artifact, you regain 1 MP.
                   Your Summons gain +5 maximum HP.
                   Ø Minor Action: One of your Summons within Scope                             Rank 2: Overcharge
                     moves up to 4 spaces.                                        You gain the Overcharge action.
                   Your Summons may spend your Focus, and they can                Talent
                   Interpose. Additionally, you gain 1 Focus if you end
                   your turn within Range 5 of one of your Summons.               On Release: You auto-hit with an artifact weapon,
                                                                                  even a Slow one.
                              Rank 3: Tend to the Swarm
                   Minor Action (1 MP): You restore 4 HP to one of your
                   Summons within Scope.                                                      Rank 3: Empowerment
                                                                                  1/round when you hit a target with an artifact, you
                                                                                  can spend 1 MP to apply one of the following effects:
                                 SUN-BL OT TER                                    Ø Cold: The target is Slowed until the end of their
8: Talents
                    “It rained for three days, an endless barrage of death. Our      next turn.
                    soldiers drowned in the deluge, and we were broken.”          Ø Dark: The target must make a Magic save. Failure:
                      – An Ardentine soldier, recounting the battle of Idol          They are Blinded until the end of their next turn.
                                                                                  Ø Fire: The target takes 1 Piercing Astral
                                     Rank 1: Overdraw                                for every space they move during their next turn.
                   Minor Action (Stressful 1): Your next bow attack gains         Ø Force: The attack gains Push 1 and the target is
                    +5 Range . This effect can stack multiple times, and             Dazed until the end of their next turn.
                   ends when you attack with a bow.                               Ø Light: The target is Marked.
Running the Game
                   214
                  TR ACEUR                                                WA RCA ST E R
Parkour is a movement style focused on travelling           Using magic on the battlefield is nothing like learning
                                                                                                                      Getting Started
between two points in the fastest, most efficient way.      it academically. Battlemages sacrifice flexibility for
Practitioners can jump, roll, or climb over any obstacle.   power and speed. Warcasters must learn how to hold
                                                            their focus no matter what is happening around or to
                  Rank 1: Limber                            them. Pain is a distraction that leads to death.
You receive the following benefits:
Ø You gain +1 on Agility checks and saves                                   Rank 1: Maintain
Ø You move normally in difficult terrain.                   You gain +1 on concentration saves.
Ø Climbing costs half as much movement as normal.              Additionally, being Engaged doesn’t give your
Ø Standing from Prone costs half your movement,             ranged spell attacks +1 .
  instead of all of your movement.
                                                                                                                      Building Beacons
                                                                          Rank 2: Spellfighter
                  Rank 2: Rollout                           Your Volley and Fight spell attacks that don’t
You receive the following benefits:                         have Reach gain Reach 1 . You can Opportunity
Ø At the start of your turn, you can shift 1.               Attack with these spells.
Ø You can move through spaces occupied by
  enemies.                                                                Rank 3: Unflinching
Ø When you become Engaged , you can take                    While channeling, you gain resistance to Physical,
   1 Stress to not lose your unused movement.               Astral, Lunar, and Force.
Ø When you are subjected to forced movement from
  another character, you can slide yourself 1 space.
                                                                                                                      8: Talents
  You can’t slide into a space the forced movement
  moved you out of.
       TR EASURE HUNTE R
Delving into caves and abandoned ruins is dangerous,
but it can lead to great treasures and riches.
                 Rank 2: Gambler
When you get loot crates, you can reroll either the
Slot 1 or Slot 2 option once.
   Additionally, you automatically succeed at
opening locks.
                                                                                                                215
                                                             9: BASIC EQUIPMENT
Getting Started
                                                               AND TECHNIQUES
                                    Beacons have access to an array of basic equipment              Whenever you prepare for a quest, you can always
                                    and techniques. These abilities are always available to     choose equipment and techniques from those listed
                                    beacons, either because they’re easy to find, learn, or     in this section. Additionally, if an ability isn't Unique,
                                    craft, or because they’re cheap.                            you can equip multiple copies of each, as long as you
                                                                                                have the slots or Memory to equip them.
Building Beacons
                                    Crystal Staff          Volley     Heavy                  Aetheric, Mana 2        Range 10, Blast       2d6 Lunar
                                                                      Artifact                                       2
                                    Forbidden Tome         Volley     Main Artifact          Aetheric, Arcing,       Range 15, Blast 1     1d3+1 Lunar
                                                                                             Mana 1
Appendices
                                    216
 NAME               ACTION SIZE/TYPE                     TAGS                      RANGE                  DAMAGE
                                                                                                                             Getting Started
Lunar                  Full       Heavy Magitech         Reliable 4,               Line 15                3d6+3 Lunar
Cannon                 Attack                            Reloading, Slow
                                                                                                                             Building Beacons
Shortbow               Volley     Main Bow               Arcing                    Range 10               1d6 Physical
You move normally in liquid-based difficult terrain,         You receive the following benefits:
and have an Aquatic Adaptation.                              Ø Whenever you push or slide another character,
                                                                you can move them +2 spaces.
                                                             Ø You gain +2 Save Target.
Arcana Crystal                                               Minor Action: You push an adjacent character 1 space
Support Item  Light  Consumable 3                          or deal 10 Piercing Physical to an adjacent piece
                                                             of cover.
When you use a spell, you can expend a charge for
one of the following effects:
Ø Potent: If it forces saves, it gains +2 Save Target.       Caltrops                    Minor Action
Ø Seeking: If it’s a spell attack, you gain +1 for the       Support Item  Light  Consumable 3,
  attack.                                                    Thrown 5, Trap
Armor, Medium Support Item  Main  Armor Climbing Gear Support Item  Light
                                                                                                                       217
                                    Companion                   Minor Action                   Mana Potion                 Minor Action
                                    Support Item  Main  Summon Range = Scope                 Support Item  Light  Consumable 2
Getting Started
Companion (Size 1/2, HP 5, Dodge/A-Def 10, Speed 0) You can expend a charge to regain all MP.
                                    must end this movement as close to the triggering           and become Marked.
                                    character as possible.
                                        You can only have one companion in play at a time
                                    and they retain their current HP when dismissed. They       Resistance Enchantment
                                    regain all HP during Rests. If they are defeated, this      Support Item  Main  Enchantment
                                    item is destroyed.
                                                                                                You may use one of the following Enchantments
                                                                                                at a time:
                                    Explosive Materials         Minor Action
                                    Support Item  Main  Consumable 3, Thrown 5,               Ø Any Armor: While this Armor is equipped, you gain
9: Basic Equipment and Techniques
                                    You can expend a charge and a Recovery to regain            You gain the Shield Block reaction. If you meet the
                                    all HP.                                                     trigger condition of Shield Block while using Inter-
                                                                                                pose, you can automatically use its effect as part of
                                                                                                that Interpose reaction.
                                    Lore Book                            Minor Action
                                    Support Item  Light  Mana 1
                                                                                                   Shield Block             Reaction (1/round)
                                    Choose a character in the scene. You can Search
                                    them, but only to learn their ability scores, attributes,      Trigger: You would take Physical, Astral, Lunar,
                                    and abilities.                                                 or Force.
Appendices
                                    218
Shield, Tower                                              Supply Convoy
Support Item  Main                                         Support Item  Heavy  Limited 4
                                                                                                                        Getting Started
Allies gain the benefits of cover from you as if you        You receive –1 Speed while this item has charges
were a piece of hard cover.                                 remaining.
    You gain the Shield Block reaction. If you meet
the trigger condition of Shield Block while using           Minor Action (You or Adjacent Ally): You expend a
Interpose, you can automatically use its effect as          charge to do one of the following:
part of that Interpose reaction.                            Ø Regain all MP.
                                                            Ø Regain all HP.
                                                            Ø Clear all Stress.
   Shield Block               Reaction (1/round)           Ø Repair one destroyed piece of equipment or tech-
                                                                                                                        Building Beacons
                                                              nique.
   Trigger: You would take Physical, Astral, Lunar,
   or Force.
                                                            Thieves’ Tools
   Effect: You take 2 Stress and gain resistance            Support Item  Light
   to that damage.
                                                            You receive the following benefits:
                                                            Ø You can automatically open locks as a free action.
Smoke Charges               Minor Action                   Ø You can attempt to disable Hidden Traps.
Support Item  Light  Consumable 3,                        Ø You gain +1 on checks to disarm Traps and saves
                                                                                                                 219
                                    BASIC TECHNIQUES
Getting Started
                                    When you Release a channeled ability, you can            1/turn when you would take Physical, Force,
                                    take 2 Stress to release a different one than the        Astral, or Lunar after Armor and resistances, you can
                                    one you were channeling. You must pay the costs of       reduce the amount by –1 for every point of Focus
                                    both abilities.                                          you spend. You can’t use this ability if you are unable
                                                                                             to take reactions.
Building Beacons
                                    Arcane Explosion                  Channel               On Hit: The target is Dazed until the end of their next
                                    Ranged Spell Attack  2 Memory  Auto-Hit                turn.
                                     Range = Scope, Blast 1    5 Force                       On Miss: You can spend 1 MP to deal 2 Stress to
                                                                                             the target.
                                    On Release: You can spend 1 MP to increase the dam-
9: Basic Equipment and Techniques
                                                                                             Resolve
Running the Game
                                    +2 maximum HP.                                           When you Interpose and end the movement next
Appendices
                                    220
                                                                                                               Getting Started
                                                                                                               Building Beacons
                                                                                                               9: Basic Equipment and Techniques
Shocking Grasp                             Fight      Two-Weapon Fighting
Melee Spell Attack  1 Memory                          Skill  2 Memory  Unique
Reach 1    2 Stress
                                                       1/round immediately after you Volley or Fight
On Hit: The target can’t use reactions until the end   with a Light weapon, you can attack with a different
of their next turn.                                    Light weapon as a free action. The extra attack can’t
                                                       include a weapon used as part of the original action,
                                                       and doesn’t trigger linked attacks.
Support Training, Basic                                                                                        Running the Game
Skill  2 Memory  Unique
                                                       Weapon Training, Basic
You can equip one Main support item in a Light slot.   Skill  3 Memory
You can equip one Heavy support item in a Main slot.   Weapon Training, Heavy
                                                       Skill  4 Memory
                                                                                                         221
                                           SECTION 3
                                                                                                   223
                           5. In combat play, players can do anything their                              ESTABLISH MOTIVATIONS
                           abilities allow, even if it doesn’t make narrative sense.      When your players are creating their beacons, make
Getting Started
                          listed here, such as Principle 3 and Principle 4. If a combat   early they want that to happen, and then set a narrative
                          ability does something, it does that thing no matter            scene in the game where their character can hold the
                          what. The flavor text of that ability is just that: flavor.     line while their friends escape.
                          This section contains suggestions and tips for running          do they want to happen? You can use these answers to
                          roleplaying games, especially BEACON. There are a ton           help shape your decision.
                          of other resources on this subject, from books to pod-              For example, the player of a timid beacon might de-
                          casts and videos.                                               scribe their character as a wallflower who avoids talking
                             Two books I recommend are the Dungeons & Dragons             with other characters. In reality, however, the player
                          4th Edition Dungeon Master’s Guide and Dungeon Master’s         might actually want their character to be confronted
                          Guide 2. Both books contain a wealth of useful infor-           with social situations that they have to maneuver. What
                          mation applicable to running any game, not just D&D.            the character wants in this situation is different from
                             The following tips are intentionally framed as sug-          what the player wants, and if you only used their in-
                          gestions, not rules. While they might be good practice,         game description, you might miss that. But by knowing
                          a skilled GM or one that knows their group might inten-         the player’s intention, you could place the character
10: Game Master’s Guide
                          tionally ignore one or more of them. But for new GMs,           into social situations, giving them the scenes they’re
                          these suggestions can help you practice and improve             looking for.
                          your GMing skills.
                             As much as possible, try to avoid the hard “no”.             to examine why, and see if it’s something you should
                                                                                          address with the group.
                          224
                 ASK LEADING QUESTIONS                                                 USE CUTSCENES
Questions are a powerful tool in your kit. They can help          Cutscenes or vignettes can be used to show what is
                                                                                                                                  Getting Started
push players or characters into action, shed light on             happening in the world, or to give insight into specific
their internal thoughts, and help scenes evolve. You              NPCs. Cutscenes are great tools for giving players infor-
might ask questions of the players, or about what their           mation without having to reveal it to their characters.
characters are thinking or feeling in a given moment.                For example, whenever the players gain a level, you
   Here are some examples:                                        might show a short cutscene of what the Scourge is do-
                                                                  ing behind the scenes. This keeps the players informed
Ø   “What do you want to do?”                                     about how the story is progressing even though their
Ø   “How do you feel at this moment?”                             characters aren’t experiencing it directly.
Ø   “What’s going through your mind?”
Ø   “Who in the group reacts poorly to this information?”
                                                                                                                                  Building Beacons
Ø   “Where do you think this will lead?”                                  ADD ROLEPLAYING TO COMBAT SCENES
Ø   “When did you last see this same phenomenon?”                 There are a lot of things to keep track of in combat
                                                                  play, and it can be easy to focus on just running scenes
                                                                  efficiently. Adding little bits of roleplaying, however,
              ASK THE PLAYERS FOR IDEAS                           can help elevate your combat scenes.
You don’t have to come up with every story idea on                    Dialogue is a good way to do this. Whenever an NPC
your own. Your players are creative people who can                acts, narrate a line of dialogue or something they do,
have really cool ideas that you wouldn’t think of.                aside from just their combat action. Compare “the cleaver
   If you ever feel stumped, ask the players for help.            attacks you” to “the cleaver attacks you, announcing,
Ask them, “what would be cool to happen?” or, “how                ‘Oh ho! You’re in trouble now!’” The second version adds
past the guards, which isn’t anywhere near as exciting.           trying to outlast an overwhelming number of foes.
     Failing forward is especially useful in BEACON because       “Success” in these situations is merely avoiding the
the characters are extremely competent heroes. It feels           worst-case scenario.
better and is less jarring for the legendary Quicksilver
Shadow to fail forward when sneaking then to get
caught.
                                                                                                                          225
                                        NO PLAYER VERSUS PLAYER                         SETTING UP THE GAME
                          BEACON is not designed for player vs player fights,           Before you play a game of BEACON, you’ll want to fig-
Getting Started
                          especially not in combat scenes.                              ure out what sort of game you’re looking for. This isn’t
                              If some of the beacons want to fight each other, start    about the setting or characters, but about the type of
                          by evaluating why. If there’s an out-of-character conflict,   gameplay that you’re going to present to your players.
                          see if you can come up with a compromise or change
                          a story element that will appease everyone. After all,        BEACON is good at:           BEACON is not good at:
                          the most important part of the game is that everyone          Ø high fantasy               Ø subterfuge and heists
                          is having fun – it’s okay to change things.                   Ø action                     Ø intrigue and social
                              If it’s truly an in-character conflict, the best way to   Ø interesting, tactical        manipulation
                          handle it is through narrative play. Have the players           battles                    Ø horror
                          use the Make Conflict narrative action (p. 25) to             Ø powerful player            Ø quick battles
Building Beacons
                          existing history with that character.                             If the type of game you want to play aligns with
                                                                                        BEACON’s strengths, then your next step will be to sit
                                                                                        down with your players for a session 0, during which
                                           LEGACY CHARACTERS                            you’ll go over safety tools, set the tone for your game,
                          Has your gaming group played together before? If so,          and design your setting. Having read this section means
                          were there any NPCs or PCs that everyone enjoyed?             you’ll be able to guide those conversations so they
                          You can introduce them into your BEACON game as               remain in line with BEACON’s strengths.
                          legacy NPCs!
                             A legacy NPC is an NPC whose name appears across
                          multiple Reflections. They are (usually) completely           SESSION 0
                          distinct individuals, but share similar names.                Once you know what sort of game you want to play, you
10: Game Master’s Guide
                             Basically, legacy characters are an excuse to introduce    can present this information to your players during an
                          NPCs that your group might already be familiar with.          initial meeting, before you actually begin playing the
                             You can still do this even if your group hasn’t played     game. This is often referred to as “Session 0”.
                          together before. You can just name existing characters            Session 0 is an opportunity to establish safety tools,
                          after other characters you know or like. This can be          discuss the type of game you will be running, design
                          helpful when you need to come up with an NPC name             your setting together, and design the Hub your beacons
                          on the spot.                                                  will use as their base of operations.
                                                                                            As the GM, you should come to this session with a
                                                                                        few key pieces of information that you want to share
                                                                                        with the players, like what BEACON is and the type of
                                                                                        gameplay it has. Most of the time you shouldn’t show
                                                                                        up with a fully fleshed-out setting for your players, as
                                                                                        designing a world with player input is a fun part of the
                                                                                        game (p. 228). It’s okay to have some predetermined
Appendices
                          226
SAFETY TOOLS                                                Lines and Veils                   Created by Ron Edwards
Safety tools are techniques and resources you can use       To use this technique, you and the players establish any
                                                                                                                              Getting Started
in your game to ensure everyone playing is having fun       number of “lines” and “veils” before the game begins.
and feeling safe.                                               A line is a topic that should not appear in the game
    There are numerous things that can make someone         at all – a line that should not be crossed. For example,
feel unsafe, but in TTRPGs, unsafe situations often         if someone places “torture” as a line, torture does not
arise from the content of the game. For example, one        happen in the game in any way, shape, or form.
player may not be comfortable with particularly gory            A veil is a topic that can be hinted at, but not shown
descriptions, while another might want to avoid scenes      directly. It gets put behind a veil or curtain. Things es-
involving drug use.                                         tablished as veils can take place in the game, but they
    Utilizing safety tools will help you find out which     won’t be shown directly. For example, if someone places
themes, topics, and scenes your players don’t feel com-     “romantic scenes” as a veil, these scenes can happen in
                                                                                                                              Building Beacons
fortable playing. It’s important that you then respect      the story, but we’re not going to show or dwell on them.
those decisions.                                                If you or any of the players have a topic that you want
    For example, a player mentions during session 0         to establish as a line or veil, you should mention it and
that they have a phobia of spiders; knowing that giant      track it in writing. Although they are established at the
spiders are a common enemy in fantasy stories, they         start of a game, lines and veils can be added, changed,
ask that the game doesn’t feature spiders. The players      or removed at any time during the course of a game.
and GM all agree, even the player that wanted to make
a spider-person character, because they respect the          You can find out more about lines and veils here:
wishes of the player and don’t want to make them feel        rpg.stackexchange.com/questions/30906
unsafe during the game.
 You can find out more about the Script Change RPG              Tone is important for both players and the GM, as
 Toolbox here: briebeau.itch.io/script-change               misunderstandings about a game’s tone can cause
                                                            friction between players. It’s also okay not to have
                                                            an idea for the tone until you begin designing your
                                                            setting together.
                                                                                                                      227
                          DESIGNING THE SETTING
                          Unlike TTRPGs with pre-established settings for their          The following sections discuss these elements and pro-
Getting Started
                          games, BEACON assumes that each gaming group will              vide prompts and guidance for making those choices.
                          create their own setting together. These settings are          It focuses on the following:
                          called Reflections, and they make up the infinite pos-
                          sible worlds of the Source.                                    Ø Themes: The topics that will be most important to
                                                                                           your story.
                           You can read more about the Source in Chapter                 Ø Beacons: The role the PCs play in your Reflection.
                           0: Introduction (p. 7), and find some prebuilt                Ø The Scourge: The nature of your Reflection’s
                           Reflections later in this section (p. 233).                     recurring threat.
                                                                                         Ø Crystals: The importance of crystals in your
                          Designing the setting is a collaborative event that              Reflection.
Building Beacons
                          happens during session 0, and it’s usually the last thing      Ø Aether and Magic: The way magic works in your
                          decided before people move onto creating their char-             Reflection.
                          acters. Both the players and the GM get to have a say          Ø Ruins and Dungeons: The nature of the ruins that
                          in what their Reflection is, although the GM can set             wait to be explored.
                          guidelines or restrictions if they feel like it’s necessary.
                          For example, they might already have an idea for the
                          Scourge, and want the players to design the rest of the         SCOPE OF STORIES
                          Reflection with that particular Scourge in mind.                Most stories are contained within a single Reflection,
                              There are a few elements common across the worlds           or might deal with a handful of Reflections at most.
                          of the Source. The following are true of every Reflection:      Few stories deal with the Source as a whole, and the
Running the Game
                          Ø Magic is widely available and has been combined                 the others. Perhaps this Reflection can consume
                            with technology to create magitech devices.                     others, growing more powerful in the process.
                          Ø Ruins dot the landscape, ready to be explored.                Ø Darkness: Darkness is dimming the light of all
                                                                                            beacons across the Source. Without beacons, the
                          Although these are true of each Reflection, their exact           Reflections will grow dark and hope will be lost.
                          natures are left for you and the players to decide.
                           RANDOM REFLECTIONS
                           If you want to quickly generate a random Reflection,
                           you can use the online Reflection generator here:
                           https://www.pirategonzalezgames.com/resources
Appendices
                          228
THEMES                                                           EXAMPLE THEMES
The story you’re going to tell will have certain themes
                                                                                                                         Getting Started
in the form of prominent ideas, concepts, and other          1     Balance          Collecting       Survival
elements. These may not necessarily be things that are
important in the Reflection itself, but are to the story     2     Artificial       Fallen           Hostile
your group is telling. For example, you might choose               Scarcity         Civilizations    Environments
sacrifice as a theme. This means that sacrifices will be
important to your story in some way. Maybe one of the        3     The Number 13    Giants           Bells
beacons is expected to sacrifice themselves to seal the
Scourge, or maybe the beacons have all been marked           4     Separation       Darkness         Optimism
as sacrifices for the purposes of some great evil. In both
cases, the theme of sacrifice is important to the beacons    5     Right vs Wrong   Unification      Rain
                                                                                                                         Building Beacons
and their story, but isn’t necessarily an objective truth
about the Reflection itself.                                 6     Sacrifice        Protection       Identity
    As a group, ask yourselves the following questions
and then pick three themes for your Reflection, choosing     7     Redemption       Embracing of     The Future
from the below lists or making your own:                                            the Scourge
                                                                                                                   229
                          BEACONS                                                      SCOURGE
                          Heroes. Paragons. Chosen.                                    The Scourge is a recurring threat – a guaranteed event
Getting Started
                              Across all reflections, these legendary figures share    in every Reflection. Its form and nature differs between
                          a common name: beacon. The characters portrayed by           Reflections, but it always exists (or did exist) in each. The
                          players in your game are heroes like these.                  Scourge may not always be the greatest threat facing
                              Beacons exist on each Reflection as inspirational or     a Reflection, but it is constant.
                          guiding figures. They can be heroes, villains, or anything       The Scourge can be anything; the only consistent thing
                          else. What makes them truly special is that – one way        is that it’s a threat of some sort. It’s usually an entity (like a
                          or another – people look to them in times of trouble.        boss you can beat), but sometimes it might be an event,
                              For example, the beacons of one Reflection might         like two distinct worlds joining into one every 1,000 years.
                          be heroes from a doomed timeline, trying to prevent              Many Scourges have powerful subordinates called
                          the destruction of their world, while those of another       heralds. These dangerous beings carry out the will of
Building Beacons
                          might be people with a unique ability to resist the          the Scourge or otherwise work to bring it about, leading
                          poisoned air of the land beneath the clouds.                 armies and crushing beacons who stand against them.
                              As a group, ask yourselves the following questions and       It is important to understand that the Scourge is a
                          then decide on the role or nature of beacons in your Re-     recurring threat, but not necessarily an evil. Every Reflec-
                          flection, choosing from the below list or making your own:   tion is unique, and sometimes a scourge is a force of evil,
                                                                                       but sometimes it’s not. Either way, it must be dealt with.
                          Ø What role do beacons serve in this Reflection?                 Most games of BEACON revolve around Scourges, but
                          Ø How does one become a beacon?                              sometimes the Scourge isn’t the real threat of the story.
                          Ø What separates beacons from other people?                      As a group, ask yourselves the following questions
                                                                                       and on decide what the Scourge is, choosing from the
Running the Game
                          230
RUINS AND DUNGEONS                                              CRYSTALS
Dungeons and ruins dot the landscape of each Reflec-            Crystals hold a unique role in every Reflection. In some,
                                                                                                                             Getting Started
tion, enticing heroes to enter their dangerous domains.         they contain raw magical energy. In others, they are used
    These places tell stories. They were once meant to          as a form of currency. There are infinite possibilities.
inspire awe or fear, and are now crumbling shadows                 That the Source is typically described as a crystal
of their former self.                                           and crystals have significant roles in each Reflection
    Ruins serve as a convenient way to house items that are     can’t be a coincidence.
important to your story. A classic RPG trope is that the item      As a group, ask yourselves the following questions
necessary to defeat the big bad boss is housed in a ruin.       and then decide what role crystals serve:
    Ruins mean different things and have different origins
across Reflections. In one Reflection they may be the           Ø What is the role of crystals?
crumpled castles and cities of a once prosperous empire,        Ø How and where are crystals formed?
                                                                                                                             Building Beacons
while in another they’re abandoned flying laboratories          Ø How are crystals obtained?
from an advanced civilization that mysteriously disap-
peared. These would both be considered the dungeons
of their respective Reflections, even though one of them            EXAMPLE NATURE/USES OF CRYSTALS
doesn’t match the dictionary definition of a dungeon.
    As a group, answer the following questions and then         1      Job Crystals          11    Removing Limits
decide the origin and nature of ruins:
                                                                2      Airship Fuel          12    Summoning Fuel
Ø What civilization left ruins behind? Are they still around?
Ø What is a common feature among these types of ruins?          3      Ammunition            13    Planar Travel
                                                                                                                       231
                          AETHER AND MAGIC                                                EXAMPLE DESCRIPTORS FOR MAGIC
                          Magic exists in every Reflection, although its use varies
Getting Started
                          wildly. Some Reflections are rife with magic, while it is   1      Abundant           11    Overflowing
                          rare or hard to use in others.
                              Aether is the general term for energies that can be     2      Elements           12    Regional
                          harnessed to produce magical effects. It can be found
                          in everything, including people.                            3      Draconic           13    Bloodlines
                              Regardless of how magic works in your Reflection,
                          player characters should always have access to it in        4      Structured         14    Dust
                          combat play. The game is designed around the idea
                          that every beacon is able to access and use magic.          5      Innate             15    Sun
                              As a group, ask yourselves the following questions
Building Beacons
                          Ø What can magic do, and what can’t it do?                  7      Psionic            17    Pacts
                          Ø How common is magic?
                          Ø How do people use magic? Are there different styles       8      Rare               18    Bonds
                            or traditions of magic?
                          Ø What is the cost of using magic?                          9      Forbidden          19    Spirits
                          Ø How has magic affected the world?
                                                                                      10     Mandatory          20    Wild
Running the Game
10: Game Master’s Guide
                          OTHER QUESTIONS
                          There are some other questions you can use to further flesh out your Reflection:
                          Ø How do people live? Are there cities and towns, are       Ø What supernatural creatures exist? Are there
Appendices
                          232
EXISTING REFLECTIONS
To assist with the creative process and provide potential quick entry points to the game, this section details
                                                                                                                             Getting Started
some example Reflections you can use or from which you can take inspiration.
CRYSTAL WARRIORS
 SUMMARY                                                      ROLE OF CRYSTALS
Crystal warriors are those people that can attune to job     Job crystals are magical artifacts that contain knowledge
crystals, quickly gaining access to a wealth of knowledge    about how to perform specific tasks. Attuning to such a
and power. They are the destined heroes who must fight       crystal grants access to that knowledge, and repeated
against the Scourge when it arises, defeating it and         use of a job crystal allows the attuned person to access
                                                                                                                             Building Beacons
bringing a time of peace. Unknown to these warriors,         the full depths of knowledge stored inside.
however, they are perpetuating a cycle of death.                 Anyone can attune to a job crystal. A blacksmith might
                                                             use one to gain access to schematics from an age long past,
 BEACONS                                                     or a former tax collector could start a new life as a doctor,
In this Reflection, beacons are known as crystal warriors.   completely dependent on the job crystal to do anything.
They have a special aptitude for job crystals, items that        Unknown to most of the Reflection’s inhabitants,
grant special abilities and powers. Although anyone can      job crystals are formed from people that are defeated
use a job crystal, crystal warriors can do so with great     by the Scourge and its heralds.
ease, and can also access and use multiple job crystals.
    In times of peace, crystal warriors are free to do as     MAGIC AND AETHER
2    Time           6   Cold           10 Water              inhospitable places like beneath the ocean, inside
                                                             volcanoes, and even on the moon. These ruins can
3    Corruption     7   Storm          11 Space              be incredibly dangerous due to their defenses, the
                                                             projects their occupants were working on, or even
4    Poison         8   Earth          12 Technology         the locations in which they were built; however, every
                                                             scrap of knowledge brought back from the depths of
                                                             an Eldeen ruin is incredibly valuable.
                                                                                                                     233
                           THEMES
                          Cycles: This Reflection is shaped around the inevitable
Getting Started
                           DETAILS
                          In this Reflection, magic and magitech are widely avail-
                          able. Airships, trains, and other fantastical elements are
                          common, and amazing structures have been built in
10: Game Master’s Guide
                          234
COLOSSUS
                                                                                                                         Getting Started
 SUMMARY                                                       RUINS
The denizens of Reflection: Colossus live in cities built     Abandoned colossi and those returning from the un-
into the bodies of massive, wandering mechanical              derground are the ruins of this Reflection. Beacons are
beings – the colossi. One of these colossi has begun to       needed to ensure each colossus is safe for settlement.
attack other colossi, and the beacons – the very dreams
of the colossi – must face this danger.                        THEMES
                                                              Journey: The movements of the colossi are unpredict-
 BEACONS                                                      able, and the people that live atop them are subject to
Beacons are the dreams of the colossi. When a colossus        their whims. Colossi occasionally burrow underground,
faces a serious obstacle or problem, they draw upon           where they can go missing for years or even centuries,
                                                                                                                         Building Beacons
their stores of crystals to manifest a solution from their    before rising again from the underworld.
dreams in the form of a beacon.
    Beacons have unique connections to the colossi            Dreams: Beacons are formed from the dreams of the
that dreamt them, but they are their own independent          colossi, so dreams and the meanings of dreams are
entities. Some beacons rebel against the task they were       important themes in this Reflection.
created for, while others embrace it.
    Colossi don’t create beacons lightly. Once a beacon       Purpose: Beacons are created for specific purposes.
is created, they have no control over their agent, and        What happens when that purpose is fulfilled, or what
no way to reclaim the resources used to create them.          happens if someone can’t or won’t accomplish the task
                                                              for which they were created?
                                                                                                                  235
                          THE SOUL GUARD
Getting Started
                           SUMMARY                                                       RUINS
                          Dangerous monsters arise constantly from the Mist-            The Mistlands are pocketed with ruins from the cat-
                          lands, a place saturated with the souls of those killed       aclysm. The closest ruins are abandoned sections of
                          in a long-forgotten cataclysm. One group – the Soul           the Novissimum, lost to the mist. However, deeper
                          Guard – trains to fight these monsters and protect the        in the Mistlands reside ruins from other cities, whose
                          last standing city, Novissimum.                               history tells a different story than the Soul Guard were
                                                                                        lead to believe.
                           BEACONS
                          The leading members of the Soul Guard are the bea-             THEMES
                          cons of this Reflection. Each beacon leads a branch of        Survival: Stories in this Reflection start with a focus
Building Beacons
                          the Soul Guard. Each of these branches has its own            on the threat of the Mistlands – either the monsters
                          specialty, whether it be city defense, research, or Mis-      that come from within or the dangers of exploring it.
                          tland expeditions.
                                                                                        Responsibility: As leaders of the Soul Guard, the bea-
                           SCOURGE                                                      cons have to cope with the challenges of politics and
                          Based on what the Soul Guard has learned, the Scourge         bureaucracy, which intensify as they discover the truth
                          is an intelligent creature from the Mistlands that seeks      about the cataclysm, the Mistlands, and the history of
                          to cause another cataclysm. By doing so, it hopes to          Novissimum.
                          expand the borders of the Mistlands.
                              In truth, however, the Scourge’s motivations are deeper   The Past: The inhabitants of the Novissimum have been
Running the Game
                          than what they have been told. It will take everything the    told a misleading or false history. The true nature of
                          heroes of the Soul Guard have to find the truth.              their world’s past is for the GM to decide, but important
                                                                                        powers want to keep that past buried.
                           ROLE OF CRYSTALS
                          Crystals are one of the only things that keep back the         DETAILS
                          mist from the Mistlands. The largest crystals are built       Novissimum is the final bastion of civilization – the only
                          into the walls of Novissimum, keeping a wide area safe.       known urban structure to survive the calamity that
                          Crystal posts have been placed along a few roads to           nearly destroyed this Reflection. Beyond the walls of
                          improve visibility, but they’re not strong enough to          the city lie the Mistlands, an endless landscape filled
                          keep the monsters away.                                       with dangerous horrors.
                                                                                            The truth of this Reflection’s history lies in the Mist-
10: Game Master’s Guide
                           MAGIC AND AETHER                                             lands. Troubling clues are being brought into the light
                          The mist from the Mistlands has a dampening effect            as the Scourge puts its plans into motion.
                          on aether, making it harder to use. Monsters are also             The exact history of this Reflection is for each group
                          highly resistant to magic, their skin immediately dis-        to decide, but one truth is this: The city is not alone, and
                          persing weak spells.                                          the actions its people took during the calamity were
                              To counteract this, the Soul Guard uses weapons           not as benign as history says.
                          infused with incredibly high levels of aether. The aetheric
                          density of these weapons makes them able to pierce
                          monstrous defenses, and mages can use these weapons
                          as foci that enhance their spells to the point where they
                          can harm monsters.
Appendices
                          236
DESIGNING A HUB
Once you’ve designed your Reflection, the next step is       Next, choose two drawbacks or make your own.
                                                                                                                            Getting Started
to create a Hub for the beacons. The Hub will be their
base of operations – something like a guildhall, personal        DRAWBACKS
airship, or castle. It provides them with a place to rest,
repair equipment, and replenish their resources.             1    Not owned by the        4   Prone to monster
    It’s important for the beacons to have a Hub because          beacons, or beholden        infestations
this game assumes they will always have access to                 to someone else
resources between quests. They don’t need to worry
about maintaining access to their unlocked equipment         2    High operating costs    5   Hard to get to
and abilities – they’re always available at the Hub.
    The Hub also serves as a great way to introduce          3    Very vulnerable         6   Terrible reputation
                                                                                                                            Building Beacons
friendly NPCs, like a blacksmith who can repair weapons
or a cheerful treasurer who makes sure the beacons can       Then choose a theme or make your own.
fund their adventures.
    The players and GM build the Hub together: the               THEME
players make several decisions as a group, and the GM
provides guidance and answers questions.                     1    Mechanical              4   Magical
                                                             2    Natural                 5   Aquatic
    STARTING WITHOUT A HUB
    You can decide to delay the acquisition of a Hub         3    Urban                   6   Unnatural
                                                             Ø   the Cloudwalker
BUILDING THE HUB                                             Ø   Skyhold
Designing a Hub involves choosing features, draw-            Ø   the Strolling Sands
backs, and a theme. These describe important parts           Ø   the Ragnarok
of the Hub, and help the players understand how the
Hub looks and fits into the Reflection. These aspects            EXAMPLE HUB
are intentionally open-ended so that the players and             The Cloudwalker is mobile and well protected, but
                                                                                                                    237
                          HUB UPGRADES
                          The Hub can be upgraded during your game to improve        grades with a slash. For example, “2/3/4” means that the
Getting Started
                          it or make it feel more like home. Some upgrades provide   upgrade begins at 2 and can be enhanced to 3, then 4.
                          narrative benefits, like the café, while others provide        The beacons can pool their gold together to pur-
                          mechanical benefits, like the runeforge. Some example      chase upgrades and enhancements. The GM may also
                          Hub upgrades are provided below, but the GM can also       allow for other forms of payment or cost reductions.
                          create custom upgrades to suit the needs of the players.   For example, if the beacons save a blacksmith’s life,
                              Each upgrade has a gold cost to acquire it, and        the GM might allow them to reduce the cost of the
                          some can be enhanced (for a price) to improve their        forge upgrade by –2 gold, if they can convince that
                          effects. Some can even be enhanced multiple times. The     blacksmith to join them.
                          descriptions list the increased benefits of enhanced up-
Building Beacons
                          The Alchemy shop is always available during                The leatherworker/clothier shop is always avail-
                          downtimes. The group can acquire 2/3/4 gold                able during downtimes. The group can acquire
                          worth of supplies from the alchemist shop                  2/3/4 gold worth of supplies from the leather-
                          (p. 347) for free between each quest without               worker/clothier (p. 350) for free between each
                          performing a downtime activity.                            quest without performing a downtime activity.
Running the Game
                                                  CAFÉ                                                      FORGE
                          Cost         3     4                        Enhance        Cost         6     4                        Enhance
                          Your café attracts people of one type: random,             The blacksmith shop is always available during
                          interesting, or important.                                 downtimes. The group can acquire 2/3/4 gold
                             Each enhancement adds an additional type of             worth of supplies from the blacksmith (p. 349)
                          people attracted from the list.                            for free between each quest without performing a
                                                                                     downtime activity.
10: Game Master’s Guide
                                                CASINO
                                                                                                         JUNKYARD
                          Cost         4     7                        Enhance
                                                                                     Cost         6     4                        Enhance
                          During each downtime, each PC can wager any
                          amount of gold and roll 1d6. On a 1–3, they lose           The engineer shop is always available during
                          the gold wagered. On a 4–6, they win, keeping              downtimes. The group can acquire 2/3/4 gold
                          their wager and gaining an equal amount of gold.           worth of supplies from the engineer (p. 352) for
                             This can be done multiple times per downtime,           free between each quest without performing a
                          but every time the range of win results decreases          downtime activity.
                          by 1 (from 4–6 to 5–6, then 6).
                             The casino can be enhanced once, which
                          increases the starting range to win by 1 (from 4–6                              KITCHEN
Appendices
                          to 3–6).
                                                                                     Cost         6     4                        Enhance
                          238
                   LIBRARY
                                                             Getting Started
Cost        5     3                      Enhance
                                                             Building Beacons
                MEDICAL BAY
Cost        5     -                      Enhance
PORTAL
RUNEFORGE
              STOCKED CAMP
Cost        4     4                      Enhance
                                                       239
                          TELLING YOUR STORY                                            STARTING POINT
                          By this point, you will have completed session 0. With        Next, consider what level you want the beacons to
Getting Started
                          your Reflection and Hub decided, you’re ready to play         start at. By default, they start at level 1, and this is
                          the game. Next, everyone creates their characters (see        recommended for new players; however, if you have
                          p. 11) and then you can start to tell your story!             an experienced group, they might want to start at a
                                                                                        higher level, and that’s fine.
                                                                                            It’s important to note that higher levels in BEACON
                          BUILDING CAMPAIGNS                                            doesn’t necessarily equate to stronger characters. High-
                          Your campaign is the greater story that you and your          er-level beacons do get more ability points and Grit, but
                          players are playing through together, usually set on a        mostly they just get more options and complexity, not
                          single Reflection. All the quests, narrative scenes, and      raw power. Even at level 1, beacons are heroes. They’re
                          combat scenes you and your players will experience            the main characters. A low level doesn’t automatically
Building Beacons
                          doesn’t need to last this long. It’s perfectly possible to    and energy planning out every step of the campaign
                          tell a story in a shorter time frame, and most characters     ahead of time, because you will have to change those
                          can feel complete well before level 12.                       plans at some point anyway.
                                                                                            Plan a few steps or levels ahead, stay flexible, and
                                                                                        have an outline of where you want the story to go next.
Appendices
                          240
BUILDING QUESTS                                                QUEST IDEAS
BEACON revolves around quests. The protagonists of             Here are some simple ideas that you can use or modify
                                                                                                                           Getting Started
your story will undergo a series of quests, pursuing their     for your own quests. Each quest contains examples for
goals across both narrative and combat play. After each        each of the four quest stages identified above.
quest, they have a period of downtime before going
on the next one.                                               Dug Too Deep
   Quests are like chapters in a story, with combats           Summary: Some miners dug too deep, and now the
as the high-action peaks of that story. Quests usually           mine is swarming with monsters.
contain one to four combat scenes, with narrative scenes
sprinkled throughout.                                          Inciting Incident: The miners unearthed a hole with
   Quests should always further the main campaign,                no bottom. When they sent someone to explore,
even if not directly. Perhaps a seemingly unrelated               their animated skeleton was the only thing that
                                                                                                                           Building Beacons
quest allows the beacons to learn an important fact               returned. Monsters began to appear in the mine
about the Scourge, or help them take out an important             and the miners reported hallucinations before they
agent of the Scourge.                                             abandoned it altogether.
Ø Inciting incident: This is the catchy introduction           Conclusion: The mine’s closed for good, but that’s
  to the quest’s story, which coincides nicely with the          probably a good thing considering the size of the
  beacons’ preparations for the quest. You might either          monster that chased the beacons.
  tell the players what’s going on, or use cutscenes to
  explain the situation.                                       Escort Cargo
Ø Rising action: This is the buildup of the story,             Summary: Eris Brittam, a historian and collector of
  defined by ever-escalating stakes and tension. Each            antiques, needs a shipment of important cargo to
  scene builds on those that have come before. This              be protected during transport.
  is usually the longest part of the quest, and where
                                                                                                                    241
                          Kidnapped Royal                                                 Night of the Dead
                          Summary: A prince or princess has been captured                 Summary: A town is under siege by the undead, who
Getting Started
                            and must be rescued! The royal family has an idea               rise every night but turn to ash when the sun rises.
                            who might have done it, but the real reason might
                            be surprising …                                               Inciting Incident: The beacons receive a direct request
                                                                                             for aid from the townsfolk. The people of the town
                          Inciting Incident: The beacons arrive at the castle the            need help identifying the source of the undead
                             morning after the royal was kidnapped. The castle               invasion and putting a stop to it. They lose more
                             is in a state of panic as they search for the missing           people every night and will soon be overrun.
                             person, and no one will deal with the beacons until
                             they are returned.                                           Rising Action: The beacons help the townsfolk tem-
                                                                                             porarily strengthen their defenses, then go hunting
Building Beacons
                          Rising Action: The beacons identify the kidnapper                  for the source of the undead. They trace it back to
                             and where they went. They must make their way to                the shadowy forest nearby.
                             where the royal is being held before the kidnapper
                             can escape.                                                  Climax: The beacons make their way through the forest
                                                                                             to confront the foul necromancer, a powerful young
                          Climax: The beacons confront the kidnapper. If the                 mage who was exiled from the town as a child.
                             kidnapper was in the wrong, the beacons must fight
                             them and their companions. If the situation is more          Conclusion: The beacons either defeat the necromancer
                             complicated, they must confront the true threat.               or convince them to stop. The townsfolk are relieved
                                                                                            to be safe once more.
Running the Game
                          Inciting Incident: Monster attacks have been on the             Rising Action: The beacons have to avoid drawing
                             rise lately, but with no obvious source. One day a              attention to themselves. They must figure out how
10: Game Master’s Guide
                             sinkhole swallows up part of a city, revealing an               to remove the corrupt leader and get proof of their
                             expanding dungeon beneath. Architects confirm                   corruption.
                             that where the dungeon is now, there once were
                             sewers. The dungeon is growing.                              Climax: The corrupt leader reveals their master plan in
                                                                                             a villainous monologue, and sets their lackeys upon
                          Rising Action: The beacons venture into the dungeon,               the beacons! The heroes must capture them before
                             encountering the monsters and traps that spawn                  they can destroy the evidence.
                             inside of it. They find signs of the life and intelligence
                             that is the dungeon itself.                                  Conclusion: If the beacons get the evidence, they can
                                                                                            regain their good standing. If not, they are forever
                          Climax: The dungeon focuses its ability to create                 branded as outlaws and criminals.
                             monsters to forging a powerful body for itself. This
                             living manifestation of the dungeon clashes with
                             the beacons, attempting to purge its body of the
Appendices
invading heroes!
                          242
BUILDING COMBAT SCENES
There are a number of decisions a GM has to make when
                                                                                                                         Getting Started
preparing a combat scene. For example, they need to:           NPC BUDGET COSTS
Ø decide how difficult the combat will be (p. 243)            1 Minion NPC               0.25 points
Ø create a battle map for the combat and populate it
  with terrain features                                       4 Minion NPCs              1 point
Ø decide on the combat’s battle plan (p. 244). For
  example, is it a simple Elimination scene in which          1 NPC                      1 point
  the PCs just have to defeat all the enemies, or is it
  more involved, like an Assassination scene?                 1 Veteran NPC              1.5 points
Ø decide how many NPCs will be in the combat scene,
                                                                                                                         Building Beacons
  what their NPC types are, and whether they have             1 Elite NPC                2 points
  any templates (p. 259).
                                                              1 Mini-Boss NPC            3 points
The rest of this section covers these decision points,
and Chapter 11: Non-Player Characters (p. 259)                If an NPC has multiple templates with different costs
contains the full list of NPCs, templates, and their rules.   (e.g., an Elite Veteran), just take the highest cost.
                                                                  Using fewer NPCs than your NPC budget allows for
                                                              will result in easier combat scenes, while going over
SCENE DIFFICULTY                                              your budget will result in harder combat scenes.
A combat scene’s difficulty is one way for a GM to                Other factors can also change the difficulty of a
Certain battle plans will modify this NPC budget. The         Ultimately, figuring out what counts as an easy, normal,
Survival battle plan, for example, doubles your NPC bud-      or hard combat scene is more art than science because
get. If your normal NPC budget would be 6, for example,       there are just so many variables. A combat scene that
it would be doubled to 12 in a Survival combat scene.         seems hard on paper might be very easy for your players
    Every NPC you add to a combat scene costs some            because their builds counter the NPCs you picked. The
points from the NPC budget. Most NPCs cost 1 point            more you play with your group and the more familiar
to add to a scene, but NPCs with certain templates, like      you become with their characters, the more accurately
Minions or Mini-Bosses, cost different amounts.               you’ll be able to achieve your intended difficulty.
                                                                                                                         Appendices
                                                                                                                 243
                          MAPMAKING                                                    BATTLE PLAN
                          Combat scenes take place on a battle map, a special          Each combat scene has a battle plan. Battle plans provide
Getting Started
                          type of gridded map that traditionally uses square           the framework for combat scenes, determining the win
                          or hex spaces. You can use either type of spaces for         conditions for the PCs, the NPC budget, and any special
                          BEACON, since the game is measured in spaces of any          rules. These are designed to make combat scenes more
                          type. 1 space can be either 1 square or 1 hex.               engaging than just “destroy all enemies”. Many battle plans
                             This section provides guidance on how to make             feature solutions that allow scenes to be resolved quickly.
                          a fun battle map, from choosing the correct size to             In the absence of another battle plan, combat scenes
                          populating it with interesting features.                     default to Elimination (see below).
                          smaller or larger maps, but certain battle plans might       Ø Reinforcement Zone: NPC reinforcements enter the
                          be easier or harder with different map sizes.                  combat scene within reinforcement zones.
                                                                                       Ø Objectives: Objectives are characters, objects, or
                          Map Features                                                   zones that the PCs must interact with in certain ways.
                          Combat scenes should take place in interesting places          Objectives don’t take turns. They automatically fail
                          with interesting features, not small, featureless rooms.       all checks or saves, and clear all conditions, effects,
                             Here are some tips for building interesting combat          and statuses at the start of each round.
                          scenes:
                                                                                       Elements
                          Ø Add sections of soft and/or hard cover. Tables, trees,     Every battle plan contains the following elements, which
                            walls, and other elements can all be cover.                shape how the combat scene plays out.
10: Game Master’s Guide
                                                                                                                                   Getting Started
tion, and then keep their foes out. These combat scenes often   eliminated. Once this is done, the beacons have to
involve securing a person or location held by enemy forces.     safely escape.
reinforcement reinforcement
objective
                                                                                                                   reinforcement
                                                                                   reinforcement
pc deployment
pc deployment
                                                                                                                                   Building Beacons
                                  npc deployment
                                  & control zone
                                                                                         reinforcement
                                                                                escape
                                                                                 zone
like mines, food stores, or barracks. hostile forces that want them (or it) dead.
                                                    control
                                                      zone
                                                                   zone                                                                  pc
Building Beacons
deployment
objective
                                          control
                                            zone
                                                              control
                                                                zone
Running the Game
                          Goal: Have more points than the NPCs at the end of                                   Goal: Protect the objective until the end of Round 5.
                            Round 5.                                                                             If the objective is defeated or destroyed, the PCs
                                                                                                                 automatically lose.
                          Setup: Place a PC deployment zone and an NPC deploy-
                             ment zone along opposite edges of the map. The                                    Setup: Place a PC deployment zone near the center of
                             NPC deployment zone should be larger than the PC                                     the map, fortified with cover. Additionally, place an
                             deployment zone and is also a reinforcement zone.                                    NPC deployment zone around the edge of the map.
                             Place four control zones, evenly spaced between the                                  This is also a reinforcement zone.
                             PC and NPC deployment zones.                                                            Place the objective inside the PC deployment zone.
                          Rules: At the end of each round, determine if either                                 Rules: The objective is a character or object with the
10: Game Master’s Guide
                            side controls any control zones. Control zones are                                   following attributes:
                            controlled if one side has more characters in the zone
                            than the other side, excluding Summons. Each side                                     Size 1/2 to 2, HP 25/30/35, Dodge/A-Def 10
                            gets 1 point for every zone it controls. If either side
                            controls all four zones, it gains +1 point.                                           The enemy NPCs should focus on attacking the objec-
                               At the end of Round 6, the team with the most                                      tive. If the objective is a character or object that can be
                            points wins.                                                                          moved, then when a character begins their standard
                                                                                                                  movement adjacent to it, the objective moves along
                          NPC Prep: 2 x NPC budget, but half are reinforcements.                                  with that character. At the end of that movement, the
                            Roll a d6. On a 1–3, the NPCs deploy first.                                           player can place the objective in any adjacent free
                                                                                                                  space. If the objective is adjacent to two characters
                          Reinforcements: At the start of any round, the GM can                                   from different sides, it stops moving and won’t move
                             deploy up to four Minions or up to two other NPCs                                    further. The objective doesn’t move on its own.
                             in any reinforcement zones.
Appendices
                          246
Destruction                                                       Elimination
The beacons have a brief opportunity to destroy a                 Two or more sides must fight until their enemies are
                                                                                                                            Getting Started
number of objectives before time runs out.                        defeated or in rout.
reinforcement reinforcement
objective
                                  objective
pc deployment
                                                                  pc deployment
                                                    NPC
                                                                                                                            Building Beacons
                                                 Deployment                                  npc deployment
objective
objective
reinforcement reinforcement
                          lines. The enemy forces want this person for themselves,                      deploy the objective in their deployment zone when
                          and will try to take them or prevent the beacons from                         they deploy.
                          moving them.
                                                                                                      Reinforcements: At the start of any round, the GM can
                                                                                                         deploy up to four Minions or one other NPC in any
                                             reinforcement       reinforcement
                                                                                                         reinforcement zone.
                                                                                                      Holdout
                                                                                                      The beacons need to hold the line against unending
Building Beacons
                                                                                        escape zone
                                                                                                      whelming the space they control.
                                          reinforcement                reinforcement
                                                                                                                           pc deployment
                                                                                                                             & control
                          Goal: Escape with the objective before the end of                                                     zone
                            Round 8.
                          Rules: The objective is a character with these attributes:                  Goal: At the end of Round 6, there are fewer enemy
                                                                                                        NPCs (excluding Summons) in the control zone than
                                     Size 1/2 to 2, HP = 10 × Size (min 10), Dodge/A-Def 10             there were PCs at the beginning of the combat scene.
                                     Enemy NPCs should not willingly attack or damage                 Setup: Place a PC deployment zone near the center of
                                     the objective.                                                      the map. This is also the control zone and should be
                                        When a character begins their standard move-                     fortified with cover. The edges of the map are both the
                                     ment adjacent to the objective, the objective moves                 NPC deployment zone and the reinforcement zone.
                                     along with them. At the end of that movement, the
                                     player can place the objective in any adjacent free              Rules: Defeated NPC units (excluding Mini-Bosses)
                                     space. If the objective is adjacent to two characters              return as reinforcements after a number of rounds
                                     from different sides, the objective stops moving, won’t            equal their Wound Cap.
                                     move further, and they are considered contested.
                                     The objective doesn’t move on their own.                         NPC Prep: 3 + NPC budget. NPCs beyond the budget
Appendices
                                        Only PCs can escape. They can do so as a free                   are held as reinforcements. NPCs deploy after PCs.
                                     action at the end of their turn while partly within
                                     the escape zone. The objective escapes if they are               Reinforcements: At the start of each round after the
                                     adjacent to a PC that escapes and aren’t contested.                 first, the GM can deploy all reinforcements in the
                                                                                                         reinforcement zone.
                          248
Raid                                                                      Rescue
In a raid, the beacons rush to collect something, whether                 The beacons must fight their way to someone in need
                                                                                                                                               Getting Started
it be strategic resources or vital information.                           of rescue and safely escape with them.
                 chest
                            chest
chest
                                                         npc deployment
                 chest
pc deployment
                                                                          pc deployment
                                        chest
                                                                                                                                               Building Beacons
                                                                                                                  npc deployment
chest objective
chest
chest
Setup: Place a PC deployment zone and an NPC de-                          Setup: Place a PC deployment zone along one edge of
  ployment zone on opposite edges of the map, and                            the map. This is also the escape zone. Next, place an
  1–4 reinforcement zones along the other edges.                             NPC deployment zone on the opposite side of the
  Distribute chests equal to twice the number of PCs                         map, surrounded by cover and fortifications. Place
  around the map.                                                            reinforcement zones along the other edges of the
                                                                             map and the objective in the NPC deployment zone.
Rules: While in the space of a chest, PCs can open it as a
  minor action. Some chests might be locked. When                         Rules: The objective is a character with these attributes:
Reinforcements: If any NPCs are held as reinforcements,                              action at the end of their turn while partly inside
   any number of them can be deployed in reinforce-                                  the escape zone. The objective escapes if they are
   ment zones at the start of a round.                                               adjacent to a PC that escapes and aren’t contested.
                                                                                                                                       249
                          NPC Prep: 2 × NPC budget, but most are held as rein-                    Survival
                            forcements. NPCs deploy after the PCs.                                In desperate times, survival is everything. Hide, fight,
Getting Started
                          Search
                          There is something hidden in one four places. The
                          beacons must find it and control it before it’s too late.
                                                                                                                          pc
Building Beacons
deployment
                                          control               control
                                            zone                  zone
                                                                              npc reinforcement
                          pc deployment
                                                    npc deployment
Running the Game
                          Goal: Control the objective at the end of Round 6.                      Rules: No special rules.
10: Game Master’s Guide
                          Setup: Place an NPC deployment zone in the middle of                    NPC Prep: 2 × NPC budget, but half are held as rein-
                             the map. Next, place a PC deployment zone along                        forcements. NPCs deploy after the PCs.
                             one edge of the map and the reinforcement zone
                             along the opposite edge. Lastly, place four control                  Reinforcements: At the start of Round 3, deploy all
                             zones, one of which is secretly the objective.                         reinforcements in the reinforcement zone.
                          250
ENVIRONMENTAL FACTORS AND TERRAIN FEATURES
An interesting environment is a key part of a memorable combat scene. This section outlines a range of envi-
                                                                                                                            Getting Started
ronmental factors and terrain features you can use in combat scenes, including the basic ones discussed earlier
in the book.
                                                                                                                            Building Beacons
 COLD                                                       Ø Scope and the Range of all weapons are reduced by
When characters within this environment take Stress           half. Reach and AOEs are not affected.
from other characters, they take –1 Stress. When they
take Lunar from other characters, they take +1 Lunar.        MANA VORTEXES
                                                            Mana vortexes alter the cost of spells, making them more
 HEAT                                                       or less expensive. There are two types of mana zones:
When characters within this environment take Stress
from other characters, they take an additional +1 Stress.   Ø Mana Field: Mana fields reduce the MP cost of all
When they take Astral from other characters, they take        spells used within them by –1, to a minimum of 0.
+1 Astral.                                                  Ø Mana Void: Mana voids increase the MP cost of all
 LOCKS                                                       UNDERWATER/ZERO-GRAVITY
Doors, gates, and treasure chests can all be locked,        Combat scenes that take place completely underwater
preventing them from being opened. A locked en-             or in zero-gravity treat all characters as Flying. Howev-
 LOW GRAVITY
Characters in low-gravity environments can jump fur-
ther than normal. When they begin their standard
movement or begin a Rush movement while within
this environment, they can choose to gain Flying,
and can move up to half their Speed in a straight line
in addition to that movement. They lose Flying at the
                                                                                                                            Appendices
                                                                                                                     251
                          Terrain Features                                                CREEPING TERRAIN
                          Terrain features modify spaces and terrain on the battle-      Any other type of terrain can be creeping terrain, al-
Getting Started
                          field. They are not objects unless specifically indicated      lowing it to move at the start of each round. The GM
                          otherwise. While they generally affect single spaces,          determines how far creeping terrain can move, but 2–3
                          multiple terrain features can be placed next to each           spaces is a good baseline.
                          other to create a continuous feature. For example, you
                          can have a single space of lava as dangerous terrain,           CURSED TERRAIN
                          but you could also connect multiple lava spaces to             Characters in cursed terrain receive +1       on attacks,
                          create a lava flow, all of which count as the same piece       checks, and saves.
                          of dangerous terrain.
                                                                                          DAWN STONE
                           ARMOR RACK                                                    Dawn stones are immovable objects with Dodge 5 and
Building Beacons
                          Characters can use an adjacent armor rack as a minor           1 HP. They don’t cause obstruction and are auto-hit
                          action, gaining one of the following effects for the           by AOE effects.
                          rest of the scene:                                                Dawn stones emit Burst 2    zones around them-
                                                                                         selves that negate the effects of low visibility. If a dawn
                          Ø They gain +2 Armor.                                          stone is destroyed, characters within the zone must
                          Ø They gain resistance to either Physical, Force,              succeed on a Bulk check or be Blinded until cleared.
                            Astral, or Lunar.
                                                                                          DIFFICULT AND DANGEROUS TERRAIN
                          By default, each armor rack can be used once per scene.        Difficult terrain is anything that slows movement, like
                                                                                         mud, water, or thick grass. Difficult terrain has +1
Running the Game
                                                                                         by AOE effects.
                           CHARGED TERRAIN                                                  Dusk stones emit Burst 2    zones around them-
                          Characters that end their turn in charged terrain              selves that cause low visibility. If a dusk stone is
                          take 5 Piercing Astral   , –1 for every space they             destroyed, characters within the zone are Invisible
                          moved that turn.                                               until the end of their next turn.
                          252
 EXPLOSIVE ZONE                                               HEALING FONT
Explosive zones increase the size of AOEs. If an AOE would   Characters adjacent to a healing font can regain all HP
                                                                                                                           Getting Started
include any spaces of an explosive zone, the AOE’s size      as a minor action. Once used in this way, the healing
is increased by +1. A Line 10    AOE becomes Line 11    ,    font is expended.
a Close Blast 2    AOE becomes Close Blast 3    , and
so on.                                                        HIGH GROUND
                                                             High ground provides benefits that represent being
 FLAMMABLE TERRAIN                                           at a higher elevation than other characters, similar to
When a character standing in flammable terrain takes         those received when Flying. Characters standing on
Astral or an AOE that deals Astral hits a space of flam-     high ground gain the following benefits:
mable terrain, the terrain ignites (along with any ad-
jacent flammable terrain). Characters in connected           Ø Non-thrown melee attacks against them from non-
                                                                                                                           Building Beacons
spaces (including diagonally) of flammable terrain must        Flying characters that aren’t on high ground receive
make an Agility check. Failure: They take 5 Discord    .       +2 .
Success: They take 3 Discord    . Either way, the spaces     Ø They neither become Engaged by nor cause
then become dangerous terrain (Agility, 5 Astral    )          engagement to non-Flying characters that aren’t
until the end of the scene.                                    on high ground.
                                                             Ø Their attacks gain +1 against non-Flying character
 FOCUS ZONE                                                    that aren’t on high ground.
Characters that start their turn in a focus zone take
3/4/5 Stress    if they don’t use a spell that turn.         Accessing high ground sometimes requires special
                                                             movement, like flying or climbing.
   Harpoons must be reloaded after each use. They can        minor action.
be reloaded with a standard action during any phase,             By default, monster spawners can’t be attacked or
or are automatically reloaded if a character in its space    destroyed. At the GM’s option, a spawner may have
reloads a weapon.                                            10/15/20 HP and Dodge 6.
                                                                                                                   253
                           NOXIOUS FUMES                                               Condition, Area: When triggered, all characters in a
                          Noxious fumes provide soft cover. Characters that               Burst 1    AOE must make a save of the GM’s choice.
Getting Started
                          start their turn in noxious fumes must succeed on a            Failure: They gain a condition, chosen when the
                          Bulk check or take 1 Discord    , or if they already have      Trap is set.
                          Discord, take Discord equal to their current Discord.
                                                                                       Damage: The triggering character takes 6/8/10    damage
                           PIT                                                           of any type, chosen when the Trap is set.
                          Pits are difficult-to-escape holes in the ground. Char-
                          acters fully inside a pit can only move to adjacent pit      Damage, Area: When triggered, all characters in a
                          spaces unless they are Flying or can teleport. Char-            Burst 1    AOE must make save of the GM’s choice.
                          acters within a pit can use their standard movement or         Failure: The target takes 6/8/10    damage of any
                             Rush to move to an adjacent non-pit space.                  type, chosen when the Trap is set. Success: They
Building Beacons
                                                                                            the scene
                          Condition: The triggering character gains a condition
                            based on the type of Trap. Immobilized, Slowed,            8 Clear all Stress
                            and Blinded are common.
                          254
 UNHOLY GROUND                                                COMBAT SCENE TIPS
When characters in unholy ground would regain HP,             Combat scenes have a lot of moving parts. These includ-
                                                                                                                            Getting Started
they regain half the HP instead. This does not apply          ing creating a fair, balanced, and interesting fight for
to characters with the Undead or Vampiric templates.          the players; designing the battle map; and controlling
                                                              the NPCs during the fight.
 UPDRAFT                                                         This section contains some general, helpful tips to
Characters in an updraft gain Flying for as long as they      keep in mind when creating combat scenes.
are in an updraft, or until the end of their turn if they
leave an updraft.                                                           MAKE THEM INTERESTING
                                                              Combat scenes should be more than just generic bat-
 WEAPON RACK                                                  tles against faceless minions. There should be stakes,
Characters can use an adjacent weapon rack as a minor         reasons for fighting, and environmental features that
                                                                                                                            Building Beacons
action, choosing one of the following options:                make them interesting.
                                                                 An example of a boring combat scene would be a
Ø They repair a destroyed weapon for free.                    simple dungeon room with a bunch of animated skele-
Ø They gain +1 on all attacks with a weapon of their          tons guarding the exit. A more exciting example would
  choice for the rest of the scene.                           have the beacons finding an underground mausoleum,
                                                              in which a royal animated skeleton sits atop a bone
By default, each weapon rack can be used once per scene.      throne and attacks anyone who enters with an endlessly
                                                              spawning army of lesser skeletons. These foes can only
                                                              be stopped if the beacons destroy their sarcophagi.
INFORMATION TRANSPARENCY
                                                                                                                    255
                                                  PLAY SMART                            LOOT AND REWARDS
                          You don’t need to alter your tactics based on the intel-      Beacons can receive additional rewards outside of their
Getting Started
                          ligence of your NPCs. You’re encouraged to act intel-         class-based rewards. These rewards might be primarily
                          ligently, attacking vulnerable characters and avoiding        narrative, like gaining the trust or backing of a powerful
                          dangerous situations.                                         organization, while others have effects in combat play,
                              For example, beacons have the ability to actively         like supplies, residuum, and loot.
                          defend each other using Interpose or other defensive              Loot is the most common type of reward that beacons
                          abilities. You can intentionally attack beacons supporting    will acquire during the game, as they’ll earn at least one
                          their allies from the back lines, because defender-type       piece of loot after every quest.
                          beacons will be able to step in and protect them. Un-
                          like other games, you don’t need to directly target the
                          defender-type beacons just because they’re the “party         LOOT
Building Beacons
                          tank”. Attack intelligently, and let your players utilize     Loot includes a range of equipment and techniques
                          their defensive abilities.                                    that aren’t tied to specific classes. It is usually presented
                              That being said, you don’t HAVE to do this. You can       to the players via loot crates. A loot crate is a set of
                          intentionally have your NPCs use poor tactics or make         three random pieces of loot from which the player can
                          bad decisions. For example, you can play an NPC Fury as       select one to keep. The full list of loot can be found in
                          someone that only attacks the closest enemy. Just know that   Appendix B: Loot (p. 356).
                          the game is designed around the idea that you can attack          Once a beacon has obtained a particular piece of
                          intelligently as a GM and don’t need to pull your punches.    loot, it operates like any other unlockable equipment
                              But remember: always root for your players to win.        or technique. They have permanent access to it and
                                                                                        can choose to equip it when preparing for quests.
Running the Game
                          bat scene. Defenders generally have high HP and low           Melee Weapon (Uncommon)  Main Artifact
                          damage output, so combat scenes filled with too many           Reach 1    1d6+1 Physical   
                          of them can feel like a slog.
                                                                                        On Crit: You regain 1 MP and your target loses 1 MP.
                                   USE NPCS WITH VARYING INITIATIVES                    As you can see, Absorption looks just like any other
                          NPCs have set Initiative scores (p. 260) and act in           weapon. The only difference is the rarity tag, which is
                          specific phases instead of operating according to the         Uncommon in this case.
                          freeform approach used by PCs. Try to incorporate NPCs
                          with a variety of Initiative scores into each combat          Assigning Loot
                          scene, keeping them from all clumping together.               After every quest, each player receives a loot crate
                             For example, the Architect, Gladiator, and Firebug         whether or not the quest was successful.
                          NPC types all have initiative 5. If you have them all            Each player’s loot crate is unique, and whatever they
                          in a combat scene, that will slow everything down             choose from it is tied to their character specifically. By
Appendices
                          during Phase . One result is that the PCs won’t have          default, players can’t trade loot between each other.
                          much reason to change their plans on the fly, since
                          they know the NPCs will always act during Phase .             Bonus Loot
                          Instead, consider using a Protector (Initiative 1), Fire-     Whenever you feel appropriate, you can give out extra
                          bug (Initiative 5), and Titan (Initiative 7). These NPC       loot crates or even give players specific pieces of loot.
                          types have the same roles, but their actions are spread          In the case of a narratively unique piece of loot, like a
                          out through the phases.                                       Tentacle Rod crafted from the severed arm of a Kraken
                          256
Boss the beacons defeated, you might offer one copy            TRADING LOOT
to the group as a whole and let the players decide who         By default, loot can’t be traded between players.
                                                                                                                          Getting Started
gets to keep it. For pieces of loot that are less unique,      This is to prevent players from funneling all of their
you can give a copy to each player.                            loot to one person, or feeling entitled to a piece of
                                                               loot someone else has that would be perfect for
Loot Crates                                                    their own character. In short, it’s a limitation meant
Each loot crate has three slots, each containing a random      to protect everyone’s play experience.
piece of loot. The contents of the slots are generated              One of the most common house rules for
using either an online generator or by rolling a per-          BEACON is allowing beacons to trade loot between
centile die (d100).                                            each other. If you know your group and they work
   Slots 1, 2, and 3 each have their own rarity scale, with    well together, feel free to use that approach.
Slots 2 and 3 being more likely to contain rarer loot.
                                                                                                                          Building Beacons
   The chances of a slot holding a weapon, support            Residuum
item, or technique are almost identical. Because it isn’t     Residuum can be spent to reroll the random options
possible to divide 100 by three with dice, however,           found in loot crates. Residuum is created with the Dis-
techniques are very slightly more common.                     enchant Loot downtime activity and can be spent to
                                                              apply the following effects. You can choose more than
Creating Loot Crates                                          one option to apply to a single roll, and can choose the
You can use this online GM sheet to easily generate loot      same option multiple times:
crates. To manually create a loot crate, use the following
steps for each slot, consulting the table below:              Ø 1 residuum: Reroll any one loot crate slot.
                                                              Ø 2 residuum: Reroll any one loot crate slot and
35-67                         Weapon
                                                              OTHER REWARDS
68-100                      Support Item                      The players can obtain other rewards that don’t have
                                                              direct rules effects through narrative play. These might
 RARITY                         D100                          include the backing of a powerful organization, an
                   SLOT 1        SLOT 2       SLOT 3          airship, or another base of operations. While these
                                                                                                                          Appendices
                                                                                                                   257
                          HOMEBREW RULES
                          “Homebrew” is when you design your own gameplay             the existing jobs that players get through classes. Each
Getting Started
                          elements for an existing game – like creating your own      class has a job of the same name. For example, the
                          classes or equipment for BEACON!                            Warlord class has the Warlord job by default; however,
                             I love homebrew, and a lot of people enjoy adding        if you designed a Valkyrie job, you could make that a
                          to existing games. Heck, BEACON originally started as       variant Warlord job. When one of your players gains
                          a homebrew version of Lancer!                               rank 1 in the Warlord class, they could choose to gain
                             I encourage you to make homebrew if you’re inter-        either the Warlord job or the Valkyrie job (but not both).
                          ested. Things that are especially easy to customize or          There’s also room for prestige jobs. These jobs aren’t
                          create include NPC types and loot. It can be trickier to    tied to specific classes, but can instead be unlocked
                          create new classes or talents because they have the         through downtime activities. This is a great way to
                          potential to interact with all other aspects of the game.   add homebrew jobs to the game, and you can easily
Building Beacons
                             Creating variant jobs is a simpler option than cre-      introduce a trainer or downtime activity to provide
                          ating whole new classes. Variant jobs are variations of     players with access to it.
Running the Game
10: Game Master’s Guide
Appendices
                          258
            11: NON-PLAYER CHARACTERS
                                                                                                                            Getting Started
Characters controlled by the GM are called non-player             Like PC classes, NPC types fall into a few basic roles:
characters, or NPCs. NPCs can be friends, foes, beasts,
or anything else that the GM presents.                         Ø Artillery: Deals damage over long range.
   In narrative play, NPCs don’t roll dice or have attri-      Ø Controller: Manipulates foes or the battlefield to
butes. Instead, they react to actions taken by the players.      gain an advantage.
   In combat play, NPCs are characters with their own          Ø Defender: Protects their allies or draws attention
set of rules that are slightly different from the players.       to themselves.
Bosses are a special type of NPC, meant to challenge           Ø Striker: Deals damage over close-to-medium range.
an entire group of beacons by themselves, and have             Ø Support: Assists allies, either by healing, mitigating
                                                                                                                            Building Beacons
their own unique rules (see p. 323).                             damage, or enhancing other characters.
   This chapter covers the rules that govern NPCs, as
well as the specific types of NPCs that can be used in         The full list of NPC types can be found on p. 387.
combat scenes.
                                                               NPC TEMPLATES
COMBAT PLAY NPCS                                               Templates are additional sets of features that can be
BEACON doesn’t give unique attributes for every single         added to NPCs, which can drastically alter how they
character and monster the players might face. Instead,         play. There are two types of templates: thematic and
each NPC fits into one of several broad frameworks,            mechanical.
16 HP at tier 1. At tier 2, they have 3 Bulk and 20 HP,             An NPC’s tier changes certain values. When an NPC’s
which would be impossible for a beacon.                        rules contain three values separated by a slash (e.g.,
                                                               +1/+2/+3 or 5/10/15), this indicates different values used
                                                               by different tiers. T1 NPCs use the first value, T2 NPCs
                                                               use the middle value, and T3 NPCs use the last value.
                                                                                                                    259
                            NPC FEATURES                                                   Initiative 3. An Elite Vulture would have two Initia-
                            NPC types and templates provide unique sets of features        tives of 3 and 8 (3 + 5 = 8). Templates that provide
Getting Started
                            for NPCs, which are their traits, equipment, and techniques.   additional turns explain when they happen.
                            These features come in three types: base features, extra          Some NPC actions are slightly different from PC
                            features, and universal features. Base features and            actions. The next page explains the differences.
                            extra features come from an NPCs type and template,
                            whereas universal features are available to all NPCs.
                                NPCs always have their base features equipped by           RECHARGING
                            default. Extra features, on the other hand, are optional       Certain NPC abilities have a Recharge X+ tag.
                            abilities. When choosing your NPCs, you can optionally             Whenever an NPC uses a Recharge ability, it can’t
                            give an NPC 0–2 extra features from their pool of avail-       be used again until that ability recharges.
                            able extra features.                                               At the start of each of the NPC’s turns after using a
Building Beacons
                                Universal features (p. 304) count as extra features,       Recharge ability, the NPC rolls a d6 recharge die. If the
                            but are available to every NPC instead of being tied to        result equals or exceeds the Recharge value (X) of any
                            a specific NPC type or template.                               Recharge abilities they have, those abilities recharge.
                                Unlike PCs, NPCs don’t have equipment slots or                 For example, a Firebug uses Siegebreaker, a
                            memory. They just equip whatever abilities are provided        Recharge 5+ ability. At the start of the Firebug’s next
                            by their chosen base and extra features, regardless of         turn, they roll a d6 and get a 6. Because this is greater
                            their listed equipment size.                                   than 5, the ability recharges, and the Firebug can use
                                Because NPCs don’t have Grit, every ability that           it again this turn.
                            involves an attack has its own attack bonus. The descrip-          NPCs only make one recharge roll each turn, but that
                            tion for each of these abilities lists the specific attack     roll can recharge multiple abilities at once.
Running the Game
                            Energy Cleaver                         Fight                  Ø NPCs start with Wound Cap 1 and are defeated when
                            Melee Weapon  Heavy Magitech  Piercing                        they take a Wound. If an NPC has Wound Cap 2+, they
                            +2/+4/+6 vs Dodge    Reach 1    4/6/8 Astral                    follow the normal Wound rules for PCs.
                                                                                           Ø NPCs start with Overstress Cap 1 but they don’t make
                                                                                             an overstress roll when they exceed their Stress Cap.
                                                                                             Instead, while exceeding their Stress Cap, they are
11: Non-Player Characters
                                Certain templates can give an NPC multiple turns,            features (p. 304), and any templates.
                            and therefore multiple initiatives. For example, the           4 Choose a tier.
                            Elite template gives an NPC 2 turns each round. It takes
                            their normal initiative and adds 5 to determine their          NPCs can look or act like anything. A Fortress NPC could
                            second initiative. For example, Vulture NPCs have              be a literal walking tower, or even a giant spider.
                            260
TINKERING WITH NPCS
The abilities listed with each NPC type are examples      altering gameplay too much. For example, changing
                                                                                                                     Getting Started
meant to be evocative. Changing a weapon from one         the Gunner’s Repeater from a weapon to a spell isn’t
weapon type to another (e.g., making a blade a longarm)   a big change.
doesn’t really affect anything.                              If you want to make an NPC more challenging, you
   In general, you can change whether NPC features        can give them additional extra features beyond the
are weapons, support items, skills, or spells without     normal 0–2.
NPC ACTIONS
                                                                                                                     Building Beacons
During their turns, NPCs can perform a standard action,      NPCs have access to some of the same actions as PCs,
a standard movement, and a minor action.                  but with some changes. Their actions are outlined below.
Defend: Attacks against this NPC receive +1      until    Fight: As normal, but improvised weapon attacks
the start of their next turn.                             have a +1/+2/+3 attack bonus.
Channel: As normal, but if the NPC takes this action      Release: As normal.
during Phase Release (only possible for NPCs with
multiple turns), they can’t Release it until the next
                                                          Reactions
Phase      Reposition
                                                          Opportunity Attack: As normal.
                                                                                                                     Appendices
Rush: As normal.
Hide: As normal.
                                                                                                              261
                                                                              ARCHITECT
                            CONTROLLER
Getting Started
The Architect rigs the battlefield in their favor, laying down traps for their enemies to stumble upon.
                             A areas or disable them to proceed. There is no limit to the number of Traps an Architect can place, and if not
                               rchitects are Trap-focused NPCs, placing their Traps in chokepoints and forcing their enemies to either avoid
                             dealt with, they can quickly fortify a position. The Architect and their allies don’t trigger these Traps, and the
                             Architect has a number of ways to knock enemies right into them.
                                Beware of high-mobility beacons who can easily move around isolated Traps, or artillery beacons that can
                             take out Architects before they have a chance to litter the battlefield with Traps.
Running the Game
Base Features
                               8/10/12 Force    . Success: They take 4/5/6 Force    .            must make a Bulk save. Failure: They are Immo-
                                                                                                 bilized until cleared. Success: They are Slowed
                                                                                                 until the end of their next turn.
                             Electric Whip        Fight +2/4/6 vs Dodge                       Ø Explosive Trap: When triggered, characters in the
                             Melee Weapon  Light Longarm                                       AOE must make an Agility save. Failure: They take
                              Reach 3    4/5/6 Astral                                             8/12/16 Force    . Success: They take 4/6/8 Force    .
                                                                                               Ø Concussion Trap: When triggered, characters in
                              On Hit: The Architect can slide the target up to 2                 the AOE must make a Bulk save. Failure: They
                              spaces.                                                            are Disarmed and Silenced until the end of their
                                                                                                 next turn. Success: They are either Disarmed or
                                                                                                 Silenced instead, their choice.
                              Busy HandsTrait                                                 Ø Pitfall Trap: When triggered, creates a zone of
                                                                                                 dangerous terrain (Agility, 5 Physical    ) that
                              The Architect can use their standard action to perform             lasts until the end of the scene. Characters in the
                              a minor action.                                                    zone when it is created fall Prone.
Appendices
                             262
Extra Features
                                                                                                                          Getting Started
Fast DeploymentTrait                                       Sticky Bomb                                   Volley
                                                            Support Item  Light  Mana 1                   Range 5   
The Architect can deploy two of their Traps at once.
                                                            One target within Range must make an Agility save.
                                                            Failure: They have a sticky bomb attached to them. At
Lodestone Sling     Volley +1/2/3 vs Dodge                 the end of the target’s next turn, the bomb explodes,
Ranged Weapon  Main Club  Arcing                          creating a Burst 1    AOE. A character adjacent to the
 Range 8, Blast 1    4/5/6 Force                            target can disarm the bomb with a successful Agility
                                                            check as a minor action.
On Attack: The attack gains either Push 1 or Pull 1.            All characters in the AOE must make an Agility
                                                                                                                          Building Beacons
                                                            save. The target with the sticky bomb is affected as if
                                                            they failed the save. Failure: They take 8/10/12 Force    .
Natural Camouflage                   Minor Action          Success: They take 4/5/6 Force    .
Support Item  Main  Mana 1
 Range = Scope (5/5/5)   
                                                            Tripwire                       Reaction (1/round)
The Architect camouflages a space within Range until        Trait  Recharge 5+
the end of the scene. Characters fully within camou-
flaged spaces are Invisible.                                This ability does not require line of sight.
                                                                                                                   263
                                                                                    ARDENT
                            SUPPORT
Getting Started
                                             The Ardent inspires their allies with their presence and their words of encouragement.
                                              TIER 1                                  TIER 2                                TIER 3
                                Size:          1    Save Target:   11    Size:          1 Save Target:   14    Size:          1    Save Target:   17
                                Armor:         1    Initiative:    1     Armor:         1 Initiative:     1    Armor:         1    Initiative:     1
                                Scope:         8                         Scope:        10                      Scope:        12
                                           ABILITY SCORES                       ABILITY SCORES                        ABILITY SCORES
                                Bulk:          -1   Mind:          2     Bulk:         -1   Mind:         3    Bulk:          -1   Mind:          5
                                Agility:       0    Magic:         1     Agility:       1   Magic:        2    Agility:        1   Magic:         3
                                            ATTRIBUTES                              ATTRIBUTES                            ATTRIBUTES
                                HP:            14 Stress Cap:       7    HP:           16 Stress Cap:     7    HP:           18 Stress Cap:        7
Building Beacons
                            Aswarm isolated targets; however, their desire to be close to their allies makes them susceptible to AOE abilities.
                             rdents enhance and improve their nearby allies. They work best when in close groups with other NPCs, and can easily
Base Features
                                                                                              Tranquilize                                  Refresh
                            IncitePhase                                   Bolster            Spell  Recharge 5+          Range = Scope (8/10/12)   
                            Skill  Mana 2                  Range = Scope (8/10/12)   
                                                                                              The Ardent chooses an ally or enemy within Range:
11: Non-Player Characters
                            An ally within Range can Volley or Fight with +2                  Ø Ally: They clear 4/5/6 Stress    and all Discord.
                              as a reaction. If they are within the Ardent’s Fervor           Ø Enemy: They must make a Mind save. Failure: They
                            area, they don’t receive the +2 .                                   are Disarmed until the end of their next turn.
Extra Features
                            ClaritySkill                                                     RefreshSkill
                            Allies that start their turn in the Ardent’s Fervor area          Allies that start their turn within the Ardent’s Fervor
                            can clear one condition.                                          area regain 1 MP.
                            ConvertSkill                                                     ShelterSkill
                            When an enemy starts their turn adjacent to two or                Attacks originating outside the Ardent’s Fervor area
                            more of the Ardent’s allies that are within their Fervor          receive +1 against the Ardent’s allies within the
                            area, that enemy must make a Mind save. Failure:                  area.
Appendices
                                                                                                                                   Getting Started
                  The Charger is a fast-moving, close-range attacker. They can quickly close the gap
                         between them and their target, and are protected while doing so.
                                                                                                                                   Building Beacons
               ATTRIBUTES                             ATTRIBUTES                            ATTRIBUTES
   HP:            15 Stress Cap:      6    HP:           18 Stress Cap:     6    HP:            21   Stress Cap:    6
   Dodge:         10 A-Def:           7    Dodge:        12 A-Def:          7    Dodge:         14   A-Def:         7
   Speed:          7 MP:              2    Speed:         8 MP:             2    Speed:         9    MP:            2
Extra Features
The Charger moves up to their Speed (7/8/9) in a               The Charger makes a melee weapon attack against
straight line. If they move at least 3 spaces and end          an adjacent character.
their movement adjacent to an enemy, all enemies                  On Hit: The target takes 2 Stress    ; the Charger
in a Burst 1    AOE centred on the Charger take                can immediately move up to their Speed (7/8/9); and
                                                                                                                                   Appendices
 3 Physical    and must make a Bulk save. Failure:             the target is dragged along, mirroring the Charger’s
They fall Prone and are Dazed until the end of their           movement. This counts as forced movement.
next turn.
                                                                                                                           265
                            RetaliationSkill                                                Tipped Explosive                Support Item  Main
                            Characters that make an Opportunity Attack                       The Charger’s Lance has Push 3 instead of Push 1.
Getting Started
                            against the Charger become Marked.                               If a character pushed this way collides with another
                                                                                             character or obstruction, they stop moving and take
                                                                                             an additional 3/4/5 Physical    .
                            TrampleTrait
                            When the Charger moves, they ignore Engagement
                            and can move through spaces occupied by enemies                  Wild ChargeSkill
                            of their Size or smaller. They deal 2/3/4 Physical    to         When the Charger uses Charge Attack, they can
                            enemies they move through, 1/turn per character.                 force the target to make a Bulk save before making
                                                                                             the attack. Failure: The target falls Prone.
Building Beacons
                                                                                    CLEAVER
                            STRIKER
                            C possible and attack as often as they can to make the most use of their
                              leavers are physical brutes with dangerous attacks. They want to position themselves near as many foes as
                                                                                                    Wide Arc trait. It is difficult to defend
11: Non-Player Characters
                            against Cleavers, as they increase Focus costs or even outright destroy Focus. Fortunately for their enemies,
                            Cleavers have low A-Def and Stress Cap scores, and lack any abilities that work at range aside from Hook.
Base Features
                            Break GuardSkill
                            Any effects triggered by or targeting the Cleaver that           Wide ArcTrait
Appendices
                            cost Focus cost an additional +1 Focus.                          When the Cleaver makes a melee attack, all adjacent
                                                                                             enemies take 1 Physical    .
                            266
                                               Extra Features
                                                                                                                     Getting Started
Hook          Minor Action +1/2/3 vs Dodge              WhirlwindPhase                              Brawl
Support Item  Heavy                  Range 5           Skill  Recharge 5+                           Burst 2   
The Cleaver makes a ranged weapon attack against         All enemies in the AOE must make an Agility save.
a character within Range.                                Failure: They take 5/6/7 Physical    and lose 1 Focus.
                                                         Success: They take 3/3/4 Physical    .
On Hit: The target is pulled to the closest free space       Additionally, until the start of the Cleaver’s next
adjacent to the Cleaver.                                 turn, any attacks against the Cleaver while adjacent
                                                         to them trigger Wide Arc.
                                                                                                                     Building Beacons
OpportunistTrait
The Cleaver can Opportunity Attack any number            Wind Up        Phase                        Brawl
of times each round.                                     Skill  Recharge 6+
                                                                                                              267
                                                                                CONJURER
                            ARTILLERY
Getting Started
Conjurers summon allies to assist them in battle, overwhelming their foes with numbers if left to their own devices.
                            W specialize in calling on conscripts, versatile Summons that can be any sort of creature. Conjurers stay in the
                               hether they be demonologists, necromancers, or beastmasters, all conjurers are expert summoners. They
                            back and place their conscripts in front of them, letting their Summons whittle down enemies while the Con-
                            jurer channels powerful spells.
                                                                                      Base Features
Running the Game
                             Conscript (Size 1/2, HP 5/8/10, Dodge/A-Def 10, Speed 0)               On Release: Enemies in the AOE choose one of the
                                                                                                    following:
                             The Conjurer creates two conscripts within Range, up
                             to a maximum of six conscripts at a time.                              Ø They take 2/3/4 Stress    and are Vulnerable until
                                 During each of the Conjurer’s turns, but not during                  the end of their next turn.
                             the turn in which they were summoned, each con-                        Ø They take 6/8/10 Force    and are Disarmed until
                             script attacks the closest enemy with the Conscript                      the end of their next turn.
11: Non-Player Characters
                             Attack weapon.
                                 All conscripts are defeated when their Conjurer
                             is defeated.                                                           Focus FireTrait
                                                                                                    When the Conjurer causes an enemy to become
                                                                                                    Marked, their conscripts will attack that enemy this
                             Conscript Attack                Volley +1/3/5 vs Dodge                round instead of the nearest enemy, if possible.
                             Ranged Weapon                   Range 8    4/5/6 Physical   
                            268
                                              Extra Features
                                                                                                                  Getting Started
BodyguardTrait                                        Rupture                                  Channel
Each of the Conjurer’s conscripts can Interpose 1/     Spell
round without spending Focus.
                                                       On Release: All of the Conjurer’s Summons (ig-
                                                       noring line of sight) create Burst 1 AOEs. Ene-
Improved ConscriptsTrait                              mies in these AOEs must make an Agility save.
When the Conjurer summons a conscript, they can        Failure: They take 4/6/8 Lunar + 3/4/5 Discord for
give it one of the following improvements:             each of these AOEs they are in. Success: They take
                                                        2/3/4 Lunar + 1/2/3 Discord for each of these zones
Ø Mage: When the conscript attacks, enemies adja-      they are in.
                                                                                                                  Building Beacons
  cent to the target take 2/3/4 Force    .
Ø Rogue: The conscript’s attacks gain Reliable
  2/3/4.                                               Soulless Investiture Volley +1/3/5 vs A-Def   
Ø Tank: The conscript gains +3 Armor.                  Ranged Weapon  Light Artifact  Aetheric
Ø Warrior: The conscript auto-hits when attacking      Range 10    3/4/5 Lunar   
  adjacent enemies.
                                                       The Conjurer can attack with this weapon from one
Minor Action: The Conjurer gives an existing con-      of their Summons within Scope (10/12/15), drawing
script within Scope (10/12/15) one of these improve-   line of sight and determining cover from one of the
ments. Each conscript can only have one improvement    Summon’s spaces.
                                                       TranspositionPhase                    Reposition
Mana Tap             Volley +2/3/4 vs A-Def           Spell  Mana 1              Range = Scope (10/12/15)   
Ranged Spell Attack  Aetheric, Indirect
Range = Scope (10/12/15)    2/3/4 Stress               The Conjurer teleport any number of their conscripts
                                                       within Range up to 4 spaces.
On Hit: The Conjurer regains 2 MP.
                                                       CONJURER TEMPLATES
                                                       Be careful when using the Conjurer with the Minion
Appendices
                                                                                                           269
                                                                          ELEMENTALIST
                            DEFENDER
Getting Started
The Elementalist is a magical defender who calls upon the elements to protect their allies.
                             E access to certain areas. These units work from the back lines, lacking their own direct defenses, and are easily
                               lementalists protect their allies with magic, supporting them with arcane shields and preventing enemy
                             overwhelmed. Elementalists are also heavily dependent on MP, and negating their ability to regain it, or causing
                             them to burn through it too quickly can cause them to waste actions.
                                                                                      Base Features
Running the Game
                                take 3/4/5 Astral + 2 Discord   .                              shield at a time, with new ones replacing the effects
                             Ø Water: The zone counts as difficult terrain. Char-              of the old one.
                                acters that start their turn within the zone or enter
                                it for the first time during their turn must make an
                                Agility save. Failure: They fall Prone.                        Primal Staff         Volley +1/2/3 vs A-Def   
                                                                                               Ranged Weapon  Main Artifact  Aetheric
                                                                                                Range 10    1/2/3 Discord   
                             270
                                                Extra Features
                                                                                                                       Getting Started
Dual ShieldsSkill                                        Enchanted Staff
When the Elementalist uses Elemental Shield, they         Support Item  Light  Enchantment
can spend 3 MP instead of the normal cost to target
two characters at once.                                   This Enchantment applies to the Elementalist’s Pri-
                                                          mal Staff. On a hit with this weapon, the Elementalist
                                                          can spend 1 MP to apply one of the following effects:
Elemental MasteryTrait
Whenever the Elementalist would choose an elemen-         Ø Air: The target is pushed 2 spaces.
tal effect, they can instead choose two from those to     Ø Earth: The target is Sundered until the end of
which they are attuned.                                     their next turn.
                                                                                                                       Building Beacons
                                                          Ø Fire: Enemies adjacent to the target take 1 Discord    .
                                                          Ø Water: The target’s Speed is halved until the end
Elemental Sphere                    Defend                 of their next turn.
Spell  Mana 1, Summon Range = Scope (10/10/10)   
Appendices
                                                                                                                 271
                                                                          EXPENDABLE
                            STRIKER
Getting Started
                            E
                             xpendables are cannon fodder, a step above Minions. Because they are deployed in pairs (see Quantity Over
                             Quality), they try to use their superior numbers to defeat their foes. Expendables aren’t expected to survive
                            encounters, and try to either deal as much damage as they can or hinder their foes so their allies can take them out.
Base Features
Extra Features
                            ClutchSkill
                            Characters Grappled with the Expendable cannot                    Lash                        Fight +1/2/3 vs Dodge   
                            make attacks that don’t include the Expendable as a               Support Item  Heavy                             Range 3   
                            target. Characters that end their turn Grappled by
                            an Expendable take 2/3/4 Physical    .                            The Expendable makes a melee weapon attack against
                                                                                              a target within Range.
Appendices
                            272
ScrambleTrait                                                   EXPENDABLES AND TEMPLATES
For the rest of the turn after using    Rush, the                Expendables are particularly dangerous when paired
                                                                                                                                 Getting Started
Expendable moves normally in difficult terrain and               with the Minion template. They are designed to be
climbing costs half as much movement as normal.                  easily defeated and overwhelming in numbers. The
                                                                 Minion template intensifies both of these character-
                                                                 istics, with little additional downsides. Be careful if
                                                                 you decide to use this combination.
                                                      FIREBUG
                                                                                                                       STRIKER
                                                                                                                                 Building Beacons
                 The Firebug is a frightening hard-hitter that overwhelms foes with searing damage.
W range AOE attacks, Firebugs wield devastating effects that deal damage over time – damage that can quickly
  hile usually associated with fire, Firebugs can be portrayed as utilizing any type of energy. Focused on close-
grow out of control. Beacons that spread out weaken the effectiveness of Firebugs, so look for opportunities to
keep them clustered together.
Base Features
                                                                                                                         273
                                                                                     Extra Features
Getting Started
                                                                                FORTRESS
                            DEFENDER
11: Non-Player Characters
                             F their allies receive defensive bonuses. As such, Fortresses want to keep as many allies as possible within their
                               ortresses are slow, bulky defenders that use their size to protect their allies. They provide a space in which
Appendices
                             spaces and stay the focus of enemy attacks. Allies within the Fortress have no protection from AOEs and are still
                             susceptible to forced movement taking them outside the Fortress. Although they have a lot of HP, Fortresses
                             are Vulnerable to Piercing damage and easily become overstressed.
                             274
                                                  Base Features
                                                                                                                      Getting Started
Towering Wall                   Support Item  Heavy      Heavy FrameTrait
The Fortress’s allies gain the benefits of cover from      The Fortress is Vulnerable to Piercing damage, in-
the Fortress as if they were a piece of hard cover.        cluding Discord. Additionally, the Fortress is immune
Additionally, as long as the Fortress’s allies are fully   to forced movement from smaller characters.
within the Fortress’s spaces, non-Aetheric, non-AOE
attacks against them target the Fortress instead.
                                                           Mounted Defenses     Volley +2/3/4 vs Dodge   
                                                           Ranged Weapon  Heavy Club  Arcing
HarnessTrait                                              Range 15     4/5/6 Physical    
The Fortress’s allies can share the Fortress’s spaces,
                                                                                                                      Building Beacons
gaining hard cover from Towering Wall. Allies fully        Allies fully within the Fortress’s spaces can   Volley
inside the Fortress move when the Fortress does, and       with this weapon.
are considered to be the same Size as the Fortress for
the purposes of determining line of sight.                 On Hit: The target is Dazed until the end of their
                                                           next turn.
Extra Features
FortifiedTrait
Allies fully within the Fortress’s spaces gain Armor       Watchtower             Volley +1/2/3 vs A-Def
equal to the Fortress’s Armor.                             Ranged Spell Attack  Aetheric, Indirect
                                                           Range = Scope (10/10/10), Blast 1     2 Stress    
Murder Holes                    Support Item  Heavy      On Hit: The target is Sundered until the end of their
Allies fully within the Fortress’s spaces gain +1    on    next turn.
ranged attack rolls.
                                                                                                                275
                                                                                        FURY
                            STRIKER
Getting Started
The Fury overwhelms enemies with powerful attacks, building their rage throughout the fight.
                            F out. Furies need to be in close range to be effective. Taking damage just builds their Rage, so they can be reckless
                              uries are close-up attackers with one goal: hitting hard. The more damage they take, the more damage they put
                            when closing the gap. They gain the same amount of Rage regardless of the damage taken, so high-damage or high-
                            stress attacks reduce their effectiveness They have a very low Stress Cap, so they take Overstresses easily. If they
                            only have Overstress Cap 1, they can be put into a state where they take double damage, and are easier to defeat.
Running the Game
Base Features
                            BloodthirstySkill                                                 FrenziedTrait
                            Whenever the Fury critically hits with a melee weapon              While the Fury is Bloodied, their melee weapons deal
                            attack, they gain 5 temp HP.                                       +1d6 bonus damage on critical hits. While the Fury is
                                                                                               Breaking, their attack targets are chosen randomly
                                                                                               from targets within the attack’s Range or Reach.
                            Building RageTrait
                            Whenever the Fury takes damage, they gain 1 Rage.
                            Each point of Rage gives their weapons +1 damage,                  Serrated Axe          Fight +2/4/6 vs Dodge   
                            up to a maximum of +10. The Fury’s Rage is halved                  Melee Weapon  Heavy Blade  Reliable 3/4/5
11: Non-Player Characters
when they take a Wound or Overstress. Reach 2 8/9/10 Physical
Extra Features
                            276
                                                GLADIATOR
                                                                                                                       DEFENDER
                                                                                                                                  Getting Started
The Gladiator is a battle-honed warrior that uses a variety of equipment to protect their allies and hinder their foes.
                                                                                                                                  Building Beacons
    HP:            16 Stress Cap:     6    HP:           18 Stress Cap:     7    HP:          20 Stress Cap:       7
    Dodge:         8 A-Def:           6    Dodge:        10 A-Def:          8    Dodge:       12 A-Def:           10
    Speed:          5 MP:             2    Speed:         5 MP:             3    Speed:        6 MP:               4
G enemies by surprise. Their equipment influences their strategy, but the Gladiator’s basic role is to stay near allies
 ladiators are survivors of countless battles through which they’ve learned tricks and techniques that can take
and protect them with their Bounce Shield, and move or immobilize enemies to further protect their backline.
Gladiators are unable to protect their allies from auto-hit or auto-damaging abilities.
Base Features
Extra Features
                                                                                                                         277
                             Electric Net                Minor Action                      Ricochet Discus      Volley +1/3/5 vs Dodge   
                             Support Item  Main  Recharge 5+  Range 3                    Ranged Weapon  Main Club  Homing
Getting Started
                                                                                   GUNNER
                            ARTILLERY
                                                   With an array of special bullets, the Gunner has an answer to every problem.
                                                  These answers usually involve filling the air with gunfire from a safe distance.
11: Non-Player Characters
                            G position themselves far away from any danger, leveraging their long range to keep themselves safe and station-
                              unners are long-distance fighters whose damage is dependent on their MP. As artillery units, they want to
                            ary. Gunners can regain MP while stationary, which allows them to attack for longer before needing to recover
Appendices
                            MP. They are heavily customizable thanks to their Special Bullets, which have a variety of effects. Effects that
                            disarm the gunner reduce their maximum MP, too, which can weaken them during long fights.
                            278
                  Base Features
                                                                                                              Getting Started
Backup WeaponsTrait
The Gunner has a number of backup weapons,
allowing them to replace weapons when they’re
lost or destroyed. If the Gunner would be Dis-
armed or one of their weapons or support items
would be destroyed, they instead lose 2 MP and
–2 maximum MP.
Special BulletsTrait
                                                                                                              Building Beacons
1/turn before attacking, the Gunner can apply one
of their equipped special bullets to one of their
Repeater attacks. Each type of special bullet must
be taken as a separate extra feature and counts as
a separate support item.
Steady ReloadingSkill
At the start of the Gunner’s turn, they regain 1 MP
if they haven’t moved since the start of their last
turn.
                                                                                                        279
                            Special Bullets: Charm                                  Special Bullets: Drill
                            Support Item  Light  Mana 1                           Support Item  Light  Mana 1
Getting Started
                            Special Bullets allows the Gunner to apply the fol-     Special Bullets allows the Gunner to apply both of
                            lowing to Repeater attacks:                             the following to Repeater attacks:
                            On Hit: The target must make a Mind save. Failure:      Ø On Attack: This attack ignores soft and hard cover
                            The Gunner chooses one:                                   from terrain, and gains Piercing.
                                                                                    Ø On Hit: This attack deals double damage to
                            Ø The Gunner moves them up to their Speed, con-           Summons, objects, and terrain.
                              trolling their movement, which counts as forced
                              movement.
Building Beacons
On Hit: The target is Sundered until cleared. Support Item  Light  Mana 1, Recharge 6+
                            On Hit: The target is Dazed until they end their turn   Special Bullets: Weakening
11: Non-Player Characters
Hidden or out of the Gunner’s line of sight. Support Item  Light  Mana 1
                            280
                                                        HEALER
                                                                                                                         SUPPORT
                                                                                                                                   Getting Started
                      The Healer keeps their allies fighting fit with curative, bolstering magic.
                                                                                                                                   Building Beacons
   HP:            10 Stress Cap:      10     HP:           12   Stress Cap:   11   HP:           14   Stress Cap:   12
   Dodge:         10 A-Def:           10     Dodge:        11   A-Def:        12   Dodge:        12   A-Def:        14
   Speed:          5 MP:               4     Speed:        5    MP:           5    Speed:        5    MP:           6
The Healer blesses one ally within Range. The blessed             On Release: One character within Range regains
character gains +1 on attacks, checks, and saves,                 10/15/20 HP.
and deals +1d6 bonus damage on critical hits. This
effect lasts until the Healer is either defeated or uses
this ability again.                                               Rebuking Word        Volley +2/4/6 vs A-Def   
Extra Features
                                                                                                                           281
                            Resurrect                                   Channel            Relief                                          Volley
                            Spell  Mana 2, Recharge 6+                                     Spell  Mana 1               Range = Scope (10/10/15)   
Getting Started
                            On Channel: The Healer names an ally that has been              A character within Range clears all conditions and
                            defeated this scene.                                            negative effects other than statuses. The target can
                                                                                            immediately shift up to their Speed.
                            On Release: The named ally returns to play adjacent
                            to the Healer, or in the closest free space. They return
                            as if they were a new, identical NPC, but with HP and           Shield                                      Channel
                            Stress equal to their usual Bloodied and Breaking               Spell  Mana 1               Range = Scope (10/10/15)   
                            values. They are defeated if they take a Wound or
                            Overstress.                                                     On Release: An ally within Range gains a protective
Building Beacons
                                                                              MARSHAL
                            SUPPORT
Running the Game
                            M and command their allies to take actions. Marshals can enable units to attack more often than they normally
                              arshals are classic back-line support units. Their strength lies in their ability to call out Advantageous Positions
                            could, which can lead to dangerous combos. On their own, however, Marshals have no special defenses and
                            rely on positioning and defensive units to keep them safe.
Base Features
                            282
Crossbow             Volley +1/2/3 vs Dodge          Advanced TargetingTrait
Ranged Weapon  Main Bow                              When an ally within Scope (10/12/15) consumes a
                                                                                                                Getting Started
Range 5 / Reach 3     5 Physical                      Mark, roll a d6. On a 5–6, the Mark remains.
Extra Features
                                                                                                                Building Beacons
Melee Weapon  Main Longarm                           Skill  Mana 1            Range = Scope (10/12/15)   
Reach 2     5/7/9 Physical    
                                                      An ally within Range can     Volley or    Fight.
The Marshal can Opportunity Attack with this
weapon when a character enters its Reach.
                                                      Inspiring PresenceTrait
                                                      The Marshal’s adjacent allies gain +2      on attacks,
                                                      checks, and saves.
Miasma Field
                                                      Move!Phase                              Skirmish
                                                      Skill  Mana X            Range = Scope (10/12/15)   
                                                      Priority                                    Mark
                                                      Skill  Mana 1            Range = Scope (10/12/15)   
                                                                                                         283
                                                                              MINDREAVER
                            CONTROLLER
Getting Started
                            M Fighting against a Mindreaver means making difficult decisions and choosing the least harmful option in the
                                indreavers infiltrate the minds of their foes, altering their perceptions and placing stress on their psyches.
moment. Mindreavers inflict lots of Stress and can receive a lot of Stress in return, but are fragile at close range.
Base Features
                              Spread Nightmare                           Minor Action           and becomes predictable, with the following effects:
                              Skill  Mana 1                 Range = Scope (12/12/15)           Ø The predictable character can’t Surge.
                                                                                                 Ø At the start of each round, the predictable character
                              The Mindreaver chooses an enemy within Range that                    must pick the phase in which they are going to take
                              has some amount of Discord. All enemies adjacent to                  their turn that round. If they take their turn in any
                              the target must make a Mind save. Failure: They are                  other phase, they take 4 Stress     at the start of
                              auto-hit by Mind Worms.                                              that turn and are no longer predictable.
Extra Features
                              Skill  Mana 1                 Range = Scope (12/12/15)           Melee Weapon  Heavy Magitech
                                                                                                  Reach 1     4/6/8 Physical    
                              The Mindreaver chooses two characters within Range.
                              They can move all Stress from one of the characters                This weapon auto-hits Grappled targets.
                              to the other.                                                      On Hit: The target loses 1 MP.
                                                                                                 On Crit: The target loses all of their MP.
                             284
Hamper                Volley +2/4/6 vs A-Def                  FocusedTrait
Ranged Spell Attack  Aetheric, Indirect                       1/turn, the Mindreaver can take 1 Stress     to reroll
                                                                                                                              Getting Started
 Range = Scope (12/12/15)     2/3/4 Stress                     an attack, check, or save.
Mind Spike            Volley +2/4/6 vs A-Def                  On Release: A character within Range takes
Ranged Spell Attack  Aetheric, Indirect                        2 Stress     and must make a Mind save. Failure: They
 Range = Scope (12/12/15)     2/3/4 Stress                     are Stunned, Disarmed, and Silenced until the end
                                                                                                                              Building Beacons
                                                               of their next turn. Success: They are Stunned until
This attack deals +2 Stress to Breaking targets.               the end of their next turn.
                                                     MIRAGE
                                                                                                                 CONTROLLER
Mirages are illusionists that create false images around the battlefield.
hard to hit, and can Redirect the rare successful hit against them. Abilities that deal automatic damage and
Discord are effective against these low-HP enemies.
Base Features
                            Ø normal terrain
                            Ø Size 1 pieces of hard cover
                            Ø difficult terrain
                            Ø dangerous terrain (Agility, 5 Force     ).
Extra Features
                            Skill  Mana 1                Range = Scope (10/10/10)        While the Mirage is Invisible, adjacent allies have
                                                                                           soft cover.
                            An ally within Range becomes Invisible until the
                            end of their next turn.
                                                                                           Replace                                     Volley
                                                                                           Skill  Mana 2, Summon
                            Endless Maze                                 Channel          Range = Scope (10/10/10)    
                            Spell                         Range = Scope (10/10/10)    
                                                                                           Decoy Illusion (Size = target’s Size, HP 1, Dodge/A-
                            On Release: An enemy within Range takes                        Def 10, Speed 0).
                             2/3/4 Stress     , is Marked, and is Blinded until cleared.
11: Non-Player Characters
                                Characters Blinded by this ability can attempt to          An ally within Range can move up to their Speed,
                            clear it by allowing the Mirage to control their stan-         and a decoy illusion is created in their starting space.
                            dard movement, which counts as forced move-                    The target becomes Hidden. This lasts for as long as
                            ment. On a turn in which they do so, they can make             the decoy is in play and the target remains within
                            a Mind save at the end of that turn. Success: They              Range 10     of it.
                            clear the Blinded condition.
                            286
                                                 OVERLORD
                                                                                                                        SUPPORT
                                                                                                                                  Getting Started
                          The Overlord is a high-flying threat, keeping tabs on enemies below
                                 them while softening them up with magical attacks.
                                                                                                                                  Building Beacons
                ATTRIBUTES                            ATTRIBUTES                             ATTRIBUTES
    HP:            10 Stress Cap:    8     HP:            10 Stress Cap:    9     HP:          10 Stress Cap:      10
    Dodge:          8 A-Def:         12    Dodge:         10 A-Def:         15    Dodge:       11 A-Def:           18
    Speed:          6 MP:            4     Speed:          7 MP:            5     Speed:        8 MP:               6
O and ability to fly, they remain as far away as possible to keep themselves safe while channeling their powerful
 verlords hover high above the battlefield, marking enemies for destruction. With their magical prowess, speed,
abilities. Overlords are protected from melee attacks while flying, but are vulnerable if any enemy can bypass
that defense or the penalty to ranged attacks inflicted by Nimbus.
Extra Features
                                                                                                                          287
                            PropelPhase                                  Skirmish           Thunderbolt          Volley +2/4/6 vs Dodge   
                            Spell  Mana 1                Range = Scope (15/15/20)          Ranged Weapon  Main Artifact
Getting Started
                                                                                   PEGASUS
                            STRIKER
Building Beacons
The Pegasus is a flying archer that harnesses astral power to deliver divine punishment upon their foes.
                            P speed and maneuverability to stay out of range of their foes. They can choose extra features that grant them
                             egasi are fast flying units with strong aetheric defenses. They prefer to attack at range, using their superior
                                                                                   Base Features
11: Non-Player Characters
                                                                                   Extra Features
Appendices
                            288
Aerial PunishmentSkill  Reaction (1/round)                      Sky WarriorSkill
                                                                  When the Pegasus critically hits, they can clear a con-
                                                                                                                                   Getting Started
Trigger: An enemy makes a melee attack against                    dition from themselves or an ally within Range 5     .
the Pegasus.                                                          Additionally, 1/round, the Pegasus deals +1d6
                                                                  bonus damage on a critical hit.
Effect: The Pegasus attacks them after their attack
resolves.
                                                                  Unicorn Lance     Fight +1/2/3, +1 vs Dodge   
                                                                  Melee Weapon  Main Longarm
Divine Gate           Volley +2/4/6 vs A-Def                     Reach 2    5/7/9 Astral   
Ranged Spell Attack  Aetheric, Indirect
 Range = Scope (10/10/10)     1 Stress                            On Crit: The target is Blinded until the end of their
                                                                                                                                   Building Beacons
                                                                  next turn.
On Hit: 1/turn until the end of the target’s next turn,
whenever they make an attack, they take Stress equal
to the distance between them and their attacked
target.
                                                 PROTECTOR
                                                                                                                        DEFENDER
Base Features
                                                                     Brace                                    Defend
                                                                     The Protector gains resistance to all damage until
                                                                     the start of their next turn.
                                                                                                                         289
                            Sword and Shield      Fight +2/4/6 vs Dodge                    Vigilant GazeSkill  Reaction
                            Melee Weapon  Main Blade
Getting Started
Reach 2 2/3/4 Physical Trigger: An ally within Range 3 would be attacked.
                            This weapon’s damage deals extra damage equal to                Effect: The Protector moves up to 2 spaces and either
                            the number of the phase in which it is used (e.g., +1           becomes the target of the attack (if they are adjacent
                            in Phase , +3 in Phase , etc).                                  to the ally), or attacks the attacker with a weapon
                                                                                            before the triggering attack happens.
                                                                                   Extra Features
Building Beacons
                            target’s movement ends and they are unable to move              target becomes Marked.
                            for the rest of the turn.
                                                                                   RANGER
                            STRIKER
                                                   Rangers are mobile attackers that are effective against all types of enemies.
                                                    They can easily flank their enemies and retreat to safety after attacking.
                            290
R move around the battlefield, flanking enemies and maneuvering around cover. Rangers operate best at range,
  angers are mobile, all-round damage dealers with access to ranged, melee, and spell attacks. They can easily
                                                                                                                   Getting Started
as their melee options are weaker.
Base Features
                                                                                                                   Building Beacons
a piece of cover, they take 4/6/8 Astral     .
                                                                                                             291
                                                                                  ROGUE
                            STRIKER
Getting Started
Rogues are sneaky fighters that stay hidden before attacking vulnerable targets.
                            R cover to remain in hiding until the right time to strike. Rogues have a versatile toolkit of conditions they can
                              ogues are opportunists, ready to take advantage of any vulnerabilities they find. They use their speed and
                            inflict on their foes, and they deal increased damage when attacking enemies with conditions. They are primarily
                            close-range attackers, and are open to attacks if they can’t retreat to cover to hide.
                                                                                  Base Features
Running the Game
Extra Features
                            must make a Mind save. Failure: They gain 1 Discord    .        Trigger: The Rogue is hit or missed by an attack and
                            They can’t use the Reroll Table until they clear all            isn’t Immobilized or Slowed.
                            Discord.
                                                                                            Effect: The Rogue shifts 2 and can Hide if they end
                                                                                            this movement next to or in cover.
                            292
Smoke Bomb                   Minor Action                       Trap MasterTrait
Support Item  Light  Recharge 5+                               The Rogue does not trigger Traps, and can automat-
                                                                                                                               Getting Started
                                                                 ically disarm them as a minor action. Additionally,
The Rogue creates a Blast 1    zone centered on them-            they can automatically unlock locks.
selves. Characters fully inside the zone are Invisible.
The zone lasts until end of the Rogue’s next turn.
                                           SHARPSHOOTER
                                                                                                                   ARTILLERY
                                                                                                                               Building Beacons
                  Sharpshooters are deadly foes that can kill from a great distance with pinpoint shots.
S They can take their time to line up a shot, delivering massive damage if not contested. Cover can mitigate some
 harpshooters are dangerous marksmen, able to eliminate enemies with great precision from extreme distances.
of the Sharpshooter’s strongest effects, so try to position them where enemies will be exposed when approaching.
Base Features
Extra Features
                              When the Sharpshooter attacks with their Com-                    The Sharpshooter’s next Compound Bow attack
                              pound Bow, they can do so with Line 25    instead                ignores all .
                              of its Range.
                                                                                               Steady ShotTrait
                              Scan MovementSkill  Reaction (1/round)                         If the Sharpshooter hasn’t moved since the start of
                                                                                               their last turn, they gain +1 on their next ranged
                              Trigger: An enemy within line of sight ends a move-              attack.
                              ment without cover against the Sharpshooter.
Building Beacons
                                                                                   SPECTER
                            CONTROLLER
Running the Game
Specters are incorporeal beings that can phase through solid objects and drain energy from other creatures.
                             S as they can easily vanish or move across a map. These apparitions go wherever they want, staying close to
                               pecters are ghostly controllers with the ability to move through terrain. Fighting a Specter is a tiring exercise,
                             enemies they think can’t hit them or staying at range and hampering movement. Reduce their MP to stop them
                             from disappearing or using Reform, or hit them with damage that isn’t affected by their invisibility.
Base Features
                              The Specter becomes Invisible until the start of their           A character within Range must make a Mind save.
                              next turn.                                                       Failure: They take 3/4/5 Stress    and are unable to
                                                                                               voluntarily move closer to the Specter until the end
                                                                                               of their next turn.
                             294
IncorporealTrait                                          Wither               Volley +2/4/6 vs Dodge   
The Specter gains the following benefits:                  Ranged Weapon  Main Artifact  Homing
                                                                                                                       Getting Started
Ø They ignore Engagement and don’t cause                   Range 5 / Reach 3     3/4/5 Stress   
  Engagement.
Ø They can move through the spaces of other                On Hit: The target is Weakened until the end of their
  characters, objects, and terrain, but can’t end their    next turn.
  turn in these spaces.
Ø They ignore difficult terrain and dangerous terrain.
Extra Features
                                                                                                                       Building Beacons
Chilling PhaseSkill                                       ReformPhase                             Reposition
When the Specter moves through an enemy, that              Skill  Mana 1
character must make a Bulk save. Failure: They are
Slowed until the end of their next turn. Each enemy        The Specter is removed from play. They return to
can only be affected by this ability 1/turn.               play in any free space at the beginning of the next
                                                           round.
                                                                                                                295
                                                                          SPELLSHIELD
                            DEFENDER
Getting Started
Spellshields are trained to counter and weaken enemy spellcasters while sheltering their own allies with magical shields.
                             S while
                              pellshields are specialized anti-spell defenders. Arcanum Shield lets them split damage with nearby allies,
                                    Mana Drain and their extra features disrupt the spellcasting abilities of their foes. Spellshields can safely
                             be aggressive against enemy spellcasters, but should be wary of MP-draining effects.
Base Features
                              The Spellshield has resistance to damage and Stress              The Spellshield chooses an ally within Range. 1/round,
                              from spells.                                                     the Spellshield can trigger Arcanum Shield for that
                                                                                               character at any range. Only one character can be
                                                                                               targeted by this effect at a time.
Extra Features
                             296
Reflect                         Reaction (1/round)             Silence                                      Channel
Spell  Mana 1                                                  Spell                         Range = Scope (10/12/15)    
                                                                                                                                 Getting Started
Trigger: A spell attack misses the Spellshield or an            On Release: One enemy within Range takes
ally within Range 3    .                                        3/4/5 Stress    and is Silenced until cleared.
                                                       SWARM
                                                                                                                    CONTROLLER
                                                                                                                                 Building Beacons
         Swarms are a deadly mass made of countless smaller parts. They move as one, covering the battlefield.
S by a
  warms are controllers that force enemies to reposition in order to get away from them. Each Swarm is surrounded
       Swarm Body, which can cause negative effects for enemies caught inside. They can also summon Drones
over a great distance, driving enemies into new positions. Swarms are vulnerable to damage from AOEs, and
their area of control shrinks once they’re Bloodied.
Base Features
Melee Weapon  Main Club  Piercing                               relevant cap, they become Size 1 (unless they were
 Reach 1, Close Blast 1     3/4/5 Physical                        already smaller) and the zone becomes Burst 1    .
                                                                                                                         297
                              Swarm FormTrait                                                 SWARM TEMPLATES
                              The Swarm is Vulnerable to Discord and damage                    Applying the Minion template to Swarms can create
Getting Started
                              from AOEs. Additionally, attempts to Grapple the                 a combat scene filled with zones, which can make
                              Swarm automatically fail, and the Swarm can auto-                it hard to keep track of things.
                              matically break free from grapples as a free action.
Extra Features
                             Ø The Swarm can Grapple a character within their                 Allies fully within the Swarm’s Swarm Body zone can
                               Swarm Body zone. On a hit, the swarm can slide                   Hide as a minor action. Enemies are Blinded while
                               them to any free space adjacent to the Swarm.                  within the zone.
                             Ø One of the Swarm’s drones makes a normal Grap-
                               ple.
                                                                                              Shredding SwarmTrait
                                                                                              When an enemy starts their turn in the Swarm’s Swarm
                              Crawling SwarmTrait  Minor Action                             Body zone, they take 1/2/3 Physical    and must make
                              The Swarm moves one of their drones up to 2 spaces,             a Bulk save. Failure: They are Sundered until the
                              ignoring line of sight.                                         end of their next turn.
11: Non-Player Characters
                                                                                     TITAN
                            CONTROLLER
Titans are slow, lumbering, unstoppable enemies that are devastating at close range.
                             298
T their
  itans are massive, frightening units. They move slowly towards enemies, delivering devastating attacks with
        Giga Hammer when close enough. They are geared toward keeping enemies close and punishing them
                                                                                                                       Getting Started
for that proximity. Titans are considered controllers because the PCs need to keep them at range or hinder them,
otherwise the Titan will cause significant damage.
Base Features
                                                                                                                       Building Beacons
Full AttackerTrait                                          UnstoppableTrait
The Titan can     Full Attack.                               The Titan can end their turn sharing spaces with ob-
                                                             jects and terrain that are smaller than them. If they
                                                             end their turn sharing spaces with other characters,
Giga Hammer   Full Attack +1/2/3, +1 vs Dodge               those characters are pushed to the nearest unoccu-
Melee Weapon  Heavy Club  Slow                             pied spaces outside of the Titan’s spaces.
 Reach 2     10/14/16 Physical    
This Enchantment applies to the Titan’s Giga                 Effect: The Titan gains +1 on their next Giga Hammer
Hammer. On an attack with this weapon, enemies               attack. This effect stacks until the Titan next attacks
in a Burst 1    AOE around the target must make an           with the Giga Hammer.
Agility save. Failure: They take 5/7/8 Physical    .
IntimidationPhase                         Skirmish
Skill                          Range = Scope (5/5/5)    
Vultures are flying menaces that nimbly avoid attacks while dragging their victims around.
                             V They specialize in moving their foes out of position, putting them into dangerous situations. Attacking a Vul-
                               ultures are aerial harassment units. They move fast and easily avoid attacks with their Barrel Roll reaction.
ture multiple times in quick succession can wear them down, and their A-Def is much lower than their Dodge.
Base Features
                                                                Reaction (1/round)
                              Skill  Recharge 5+                                             The Vulture has flight.
                              Range 5, Reach 3     5/7/9 Physical                             dered until the end of their next turn, and is knocked
                                                                                              Prone. Success: The target takes 2/3/4 Physical .
Appendices
                             300
                                                        Extra Features
                                                                                                                            Getting Started
Evasive ManeuversTrait                                         Skitter Bomb                  Minor Action
Reaction attacks against the Vulture automatically              Support Item  Main  Mana 1, Summon
miss unless the attacker spends 1 Focus.                         Range = Scope (10/10/10)    
                                                                                                                            Building Beacons
The Vulture summons a pillar of chains within Range.            ty save. Failure: They take 8/10/12 Force . Success:
Any enemy that starts their turn adjacent to the pil-           They take 4/5/6 Force .
lar must make a Bulk save. Failure: They are Immo-
bilized and Weakened for as long as they remain
adjacent to the pillar.                                         Vacuum Generator                           Volley
                                                                Support Item  Main  Recharge 5+            Line 10    
Lost Fog              Volley +2/4/6 vs A-Def                   Characters in the AOE must make a Bulk save, starting
Ranged Spell Attack  Aetheric, Indirect                        with the characters furthest away. Failure: They take
Range = Scope (10/10/10), Blast 1     4/5/6 Lunar                4/6/8 Force and are pushed to the furthest free
Lure                                        Channel
Skill  Arcing                Range = Scope (10/10/10)    
                                                                                                                     301
                                                                                    WARMAGE
                            ARTILLERY
Getting Started
Warmages are spellcasters ready for explosive combat. Their powerful magic can destroy whole armies.
                                                                                        Base Features
Running the Game
Extra Features
                             On Release: The Warmage chooses up to three dif-                     On Release: All characters in the AOE take
                             ferent characters within Range, designating them as                   8/10/12 Lunar     and must make a Bulk save. Failure:
                             Target 1, Target 2, and Target 3. Draw straight lines                They are Immobilized until the end of their next turn.
Appendices
                             from Target 1 to Target 2, and from Target 2 to Target                   While Immobilized by this ability, targets are
                             3. These characters, and any characters within one of                Vulnerable to Physical damage.
                             these lines, must make a Magic save. Failure: They take
                              6/7/8 Lunar     and are Weakened until they regain any
                             amount of HP. Success: They take 3/4/4 Lunar     and
                             are Weakened until the end of their next turn.
                            302
                                                                                                              Getting Started
                                                                                                              Building Beacons
                                                                                                              Running the Game
Escape                      Standard Movement       Mirror Self                       Minor Action
                                                                                                       303
                                       12: UNIVERSAL NPC FEATURES
Getting Started
                             Ø They can move through the spaces of other char-         NPC were a piece of hard cover.
                               acters and end their turn in these spaces.
                             DarkvisionTrait                                          IncorporealTrait
                             This NPC ignores penalties from low visibility and        This NPC gains the following benefits:
                             doesn’t treat Hidden characters as Invisible within
                             low visibility areas.                                    Ø They ignore Engagement and don’t cause En-
                                                                                        gagement.
                                                                                      Ø They can move through the spaces of other char-
                             Deadly AttacksTrait                                       acters, objects, and terrain, but can’t end their turn
                             This NPC’s weapon attacks gain Reliable 3/4/5.             in these spaces.
12: Universal NPC Features
                                                                                       Mana HunterTrait
                             FlightTrait
Appendices
                             304
Mana RichTrait
This NPC gains +2 maximum MP.
                                                                Getting Started
Opportune Weapon                               Fight
Melee Weapon                   +1/2/3, +2 vs Dodge   
Main Any Type                   Reach 2    4 Damage   
                                                                Building Beacons
PhalanxTrait
This NPC has +1 on all attacks, checks, and saves
when adjacent to at least one ally.
RecurringTrait
When this NPC is defeated, they always retreat or
escape to fight another day.
RegeneratorTrait
ResistanceTrait
This NPC has resistance to either a damage type or
Stress.
ToughTrait
This NPC gains +5 maximum HP.
TrampleTrait
When this NPC moves, they ignore Engagement
and can move through spaces occupied by enemies
of their Size or smaller. They deal 2/3/4 Damage    to
enemies they move through, 1/turn per character.
                                                                Appendices
                                                          305
                                                     13: TEMPLATES
Getting Started
                   Templates are sets of features that can be applied to         Templates provide base features and, in most cases,
                   NPCs. NPCs can have multiple templates, although           optional extra features. An NPC with a template gets
                   some templates specify that they can’t be combined         the listed base features and adds the extra features to
                   with others.                                               the pool of extra features you can choose from, except
                                                                              where stated otherwise.
                   MECHANICAL TEMPLATES
                   Mechanical templates are those that affect the balance of combat scenes. The Minion, Veteran, Elite, and
                   Mini-Boss are all mechanical templates.
                                                                   MINION
Building Beacons
                            Minions are cannon fodder – weak individually, but threatening in groups. They only cost 1/4 of a
                            point from the NPC budget. Despite their limitations, Minions do the same amount of damage as
                             normal NPCs, so be careful when combining them with certain NPC types, like artillery NPCs.
                                                                 VETERAN
                                          Veterans are experienced units. They are harder to defeat than most
                                                  enemies, and have a wide array of unique features.
Appendices
Base Features
                   SturdyTrait
                   The Veteran gains +1 Wound Cap and +1 Overstress
                   Cap.
                   306
                                               Extra Features
                                                                                                                      Getting Started
CasterTrait                                              Full AttackerTrait
The Veteran deals +2 Stress with weapons and spells       The Veteran can      Full Attack.
that deal Stress.
                                                          Last StandTrait
Deadly CritTrait                                         When the Veteran takes their last Wound or Over-
                                                                                                                      Building Beacons
The Veteran deals +1d6 damage on critical hits.           stress, they are not defeated. Instead, they will become
                                                          defeated at the end of their next turn. Nothing can
                                                          prevent them from being defeated at that time.
First InitiativeTrait
The Veteran has Initiative 1.
                                                          Legendary ResistanceTrait
                                                          The Veteran makes all wound and overstress rolls
FighterTrait                                             twice and takes either result.
The Veteran deals +2 damage with weapons and
skills that deal damage.
                                                          ResurgenceSkill  Limited 1  Free Action
                                                 ELITE
    Elites are units capable of taking on small groups by themselves. They can act multiple times each round.
                                                                                                                      13: Templates
                                                Base Features
                                                                                                                307
                                                                MINI-BOSS
Getting Started
                                 Mini-Bosses are fearsome opponents, meant to take on large groups of enemies at once.
                                   They have unique and dangerous features that can drastically alter how they play.
Base Features
                   PerseveranceTrait                                         ToughTrait
                   At the start of the Mini-Boss’s turn, they clear any       The Mini-Boss gains +5 maximum HP.
                   one condition. At the end of their turn, the Mini-
                   Boss repairs one destroyed piece of equipment or
                   technique.                                                 Mini-Boss TraitsTrait
Running the Game
                   IncompatibleTrait
                   This template can’t be combined with other templates
                   that have this trait.
13: Templates
Extra Features
                                                                              Expert FighterTrait
                   DangerousTrait                                            The Mini-Boss is immune to the Disarmed condition,
Appendices
                   The Mini-Boss can use the Reroll Table.                    and deals +2 damage with weapons and skills that
                                                                              deal damage.
                   Deadly CritTrait
                   The Mini-Boss deals +1d6 damage on critical hits.          Fanatical AlliesTrait
                                                                              When the Mini-Boss would take damage or Stress
                                                                              from an enemy, an adjacent ally that isn’t Stunned
                                                                              or Immobilized can take the damage instead as a
                                                                              reaction.
                   308
Focused ConcentrationTrait                                 Masterwork Ranged Weapon               Volley
While channeling, the Mini-Boss can’t lose concen-          Ranged Weapon  Main Any  +2/4/6, +1 vs Dodge   
                                                                                                                          Getting Started
tration. They take 2 Stress whenever they would lose        Type  Reliable 4/6/8 Range 20    4/6/8 Force   
concentration.
                                                            This weapon deals bonus damage equal to the highest
                                                            die result on any dice rolled.
Full AttackerTrait
The Mini-Boss can      Full Attack.
                                                            Meteor Swarm                                Channel
                                                            Spell  Arcing, Recharge 5+              Range = Scope   
Invulnerability                             Defend
Spell  Recharge 6+                                         On Channel: The Mini-Boss creates four Blast 2   
                                                                                                                          Building Beacons
                                                            zones within Range, which can’t overlap. These zones
The Mini-Boss gains immunity to all damage (but not         last while the Mini-Boss is channeling.
Stress). Whenever they would take damage, they lose 1
MP, and they can’t regain MP while this effect is active.   On Release: Characters within one or more of the
    This effect ends when the Mini-Boss reaches 0 MP        zones must make an Agility save. Failure: They take
or when they end it as a free action.                        14/17/20 Astral    . Success: They take 7/9/10 Astral    .
                                                            Each character only takes this damage 1/turn.
Last StandTrait                                            The Mini-Boss regains all HP and MP, and clears all
When the Mini-Boss takes their last Wound or Over-          Stress and conditions.
stress, they are not defeated. Instead, they will become
defeated at the end of their next turn. Nothing can
prevent them from being defeated at that time.              Seize InitiativeTrait
                                                            The Mini-Boss’s Initiative becomes 1 and 6, replacing
                                                            their original Initiative scores.
Masterwork Armor
Support Item  Main  Armor
                                                                                                                          13: Templates
                                                            UnfazedTrait
+4 Armor. The Mini-Boss can exceed the usual max-           The Mini-Boss is immune to the Dazed, Stunned,
imum of 4 Armor.                                            and Weakened conditions.
    Additionally, whenever the Mini-Boss takes dam-
age, they then reduce their Armor by –1, to a minimum
of 0 (after reducing damage from Armor). At the start
of each round, they regain all Armor lost this way.
                                                                                                                   309
                   THEMATIC TEMPLATES
                   Thematic templates give NPCs additional versatility without directly impacting the NPC budget.
Getting Started
                                                                       BEAST
                                         Beasts represent natural fauna, like bears and griffons. Their wide array of
                                            features make them unpredictable if you’re not familiar with them.
Base Features
                   The Beast receives +1 on Mind checks and saves,               The Beast can select one additional Beast extra fea-
                   and takes +1 Stress whenever they take Stress from            ture.
                   another character.
Extra Features
                   On Hit: The target is Sundered until cleared.                 Failure: They are Slowed. At the start of their next
                                                                                 turn if they are still Slowed, they are also Immobi-
                                                                                 lized. At the start of their next turn after that, if they
                   BurrowTrait                                                  are either Slowed or Immobilized, they also become
                   While moving, the Beast ignores Engagement and                Stunned. All of these conditions are cleared at the
                   doesn’t provoke reaction attacks.                             end of that turn. Success: They take 1/2/3 Stress    .
                   EcholocationTrait
                   The Beast is immune to the Blinded condition.                 Slam              Fight +1/3/5, +1 vs Dodge   
Appendices
                   SwimTrait
                   The Beast moves normally in liquid-based difficult            Spikes                          Support Item  Light
                   terrain, and has an Aquatic Adaptation.                       Characters that start their turn Grappled with the
                                                                                 Beast take 2 Piercing Physical    .
                   310
Sting                Fight +2/4/6 vs Dodge                    Web                         Minor Action
Melee Weapon  Main Longarm                                    Support Item  Main  Recharge 5+  Range 5   
                                                                                                                          Getting Started
Reach 2    2/3/4 Discord + 1 Stress   
                                                               A character within Range must make an Agility save.
On Hit: Until the target clears all Discord, they take         Failure: They are Immobilized. The target can clear this
2 Stress    whenever they fail a Magic check to clear          condition by making a Bulk save as a minor action.
Discord.
CELESTIAL
                                                                                                                          Building Beacons
         Celestials are angelic or divine creatures, associated with healing effects and the element of light.
Extra Features
On Release: An enemy within Range must make a                  A character within Range gains 5 temp HP.
Magic save. Failure: Until the end of their next turn,
they can neither affect nor be affected by other char-
                                                               FlightTrait
                                                                                                                          13: Templates
Divine Light          Volley +1/2/3 vs Dodge   
Ranged Spell Attack  Arcing
Range = Scope, Blast 1    4/6/8 Astral   
Appendices
                                                                                                                    311
                                   CONSTRUCT                                                     DEMON
Getting Started
                          Constructs are artificial creatures like robots            Demons are creatures of chaos. Their
                         and homunculi. They are powered by mana, and                unpredictability is their greatest asset.
                           without it they enter a power-saving mode.
                                                                                                Base Features
                                        Base Features
                                                                              Chaotic ResistanceTrait
                   ArtificialTrait                                           The Demon has resistance to Physical, Astral, Lunar,
                   The Construct is immune to the Dazed condition.            or Force, randomly decided.
Building Beacons
                   Success: They take 1/2/3 Discord    .                      Melee Weapon  Heavy Longarm  Pull 2
                                                                              Reach 3 5/6/7 Astral
                                                                                                                        Getting Started
               Devils use the power of rules, order, and contracts to gain power, manipulating the law
                       to their benefit. Devils prefer to play in a game rigged to their benefit.
Base Features
Fiendish ResistanceTrait
The Devil has resistance to Astral or Lunar damage.
Extra Features
                                                                                                                        Building Beacons
Bad Deal                      Reaction (1/Round)            Drain                  Fight +2/4/6 vs A-Def   
Spell  Mana 1                                               Melee Spell Attack  Mana 1
                                                             Reach 1 2/3/4 Stress   
Trigger: An enemy within Scope uses the Reroll Table.
                                                             On Hit: The Devil regains 4/6/8 HP.
Effect: They gain +1 on the reroll.
An enemy within Range must make a Mind save. Fail-           On Hit: The target automatically fails their next Magic
ure: They take 2/3/4 Stress    and a further 2 Stress        check to clear Discord.
whenever they target the Devil with a hostile effect.
This effect lasts until the Devil is defeated or until the
target succeeds on a Mind save as a minor action.            Invisibility                         Minor Action
Success: They take 1/2/3 Stress    .                         Spell  Mana 1
                                                                                                                        13: Templates
Support Item  Main                     Range = Scope   
                                                                                                                  313
                                           DIRE                                             DRACONIC
Getting Started
                         Dire creatures are larger and stronger than their       Draconic creatures are either types of dragons
                         ordinary counterparts. Dire creatures tend to be           or creatures with draconic features, like
                          Beasts, but anything can take on a Dire form.             scales, claws, wings, and breath attacks.
                   Ferocious Bite    Fight +1/3/5, +1 vs Dodge              The AOE type is chosen when this ability is selected,
                   Melee Weapon  Heavy Club                                 and its damage is of the same type that the Draconic
                    Reach 1    6/8/10 Physical                               has resistance to from their Chromatic Scales trait.
                                                                             On Use: All characters in the AOE must make an Agil-
                   On Hit: The target is Grappled by the Dire.               ity save. Failure: They take 8/10/12 Astral / Lunar .
                                                                             Success: They take 4/5/6 Astral / Lunar .
                   Trigger: The Dire becomes Bloodied.                       The Draconic changes their Size to any Size between
                                                                             1/2 and 3, or changes back to their normal Size.
                   Effect: The Dire makes a melee weapon attack, even
                   if they would be defeated.
                                                                             Swallow       Phase Brawl +2/4/6 vs Dodge   
                                                                             Melee Skill Attack  Recharge 5+
                   RipSkill
                   1/round when the Dire critically hits with a melee        The Draconic attacks an adjacent character smaller
                   attack, the target must make an Agility save. Failure:    than them. On a success, the target is swallowed and
                   One of their weapons or support items are destroyed       moved into the Draconic’s space. They are Dazed
Appendices
                   314
Energy AuraTrait  Aura 1                                          FlightTrait
Characters that start their turn in this Aura take                  The Draconic has flight.
                                                                                                                                      Getting Started
 2/3/4 Damage of the same type that the Draconic has
resistance to from their Chromatic Scales trait. This
effect is suppressed while the Dragon is Stunned.
                                                 ELEMENTAL
Elementals are creatures tied to a specific type of element, like fire or ice. Their physical forms are often made of this element.
                                                                                                                                      Building Beacons
                      Base Features                                                      Extra Features
                                                                    Energy AbsorptionTrait
                                                                    When the Elemental takes damage that they are im-
                                                                    mune to, they regain an amount of HP equal to the
                                                                                                                                      13: Templates
                                                                    damage they would have taken. Any HP beyond their
                                                                    maximum becomes temp HP.
                                                                    Energy FormTrait
                                                                    The Elemental can move through the spaces of oth-
                                                                    er characters, ignoring Engagement. 1/turn, they
                                                                    can deal 2/3/4 Damage to an enemy they move
                                                                    through.
                                                                                                                                      Appendices
                                                                    Environmental MergeTrait
                                                                    The Elemental is immune to dangerous terrain and
                                                                    gains hard cover while within it.
                                                                                                                               315
                                                                           FEY
Getting Started
Base Features
                   Cold IronTrait
                   The Fey has resistance to Physical, Astral, Lunar, and
                   Force damage from weapons without an Enchant-
                   ment, and is Vulnerable to those damage types
                   from weapons with an Enchantment.
Building Beacons
Extra Features
                   On Hit: Until the target clears all Discord, they take      Polymorph                           Volley
                    2 Stress    1/turn when they attack with a weapon          Spell  Mana 1, Polymorph, Recharge 6+
Running the Game
                   316
                                             MOUNTED
                                                                                                                     Getting Started
Mounted creatures ride something into battle, whether a horse, a motorcycle, or something stranger. They are fast
  but vulnerable when knocked down. You can flavor this as the Mounted NPC being temporarily dismounted.
Base Features
                                                                                                                     Building Beacons
The Mounted gains +2 Speed.                                 line.
                                                          Ø They can’t climb.
                                                          Ø As a minor action, they can Rush but must
                                                            choose the “ignore Engagement and do not
                                                            provoke reactions” option.
Extra Features
                                                                                                                     13: Templates
                                                                                                                     Appendices
                                                                                                               317
                                                                        OOZE
Getting Started
                                 Oozes are creatures with amorphous bodies. Often composed of acid, gel, or water, they
                                       can move through small openings and around other creatures and objects.
Base Features
Extra Features
                   end of the scene.                                              into four new copies, replacing the Mini-Boss tem-
                                                                                  plate with the Minion template, and receiving an-
                                                                                  other –1 Size. Defeated Minion Oozes do not split.
                   EngulfSkill
                   When an enemy starts their turn partly within the
                   Ooze’s space, they take 2/3/4 Piercing Lunar .              Sticky ClimbingTrait
                                                                               Climbing costs the Ooze half as much movement
                                                                               as normal.
                   SplitTrait
                   This trait requires the NPC to be either a Veteran or
Appendices
                   Elite. If they have Sturdy, this trait replaces that one.   TransparentTrait
                   When the Ooze reaches their Wound Cap, they instead         The Ooze is Invisible. Whenever they move or are
                   split into two copies of themselves:                        moved they lose this status until the start of their
                   Ø These copies are new characters with no preexisting       next turn.
                       conditions or effects, but are otherwise identical.
                   Ø Their HP maximum is equal to the Ooze’s Blood-
                       ied value, minus any damage carried over after
                       the Wound, and they are –1 Size than the Ooze’s
                       original Size (to a minimum of Size 1/2).
                   Ø Each copy can only take one turn each round.
                   Ø Copies are defeated if they take a Wound.
                   318
                                                 OUTLAW
                                                                                                                     Getting Started
         Outlaws are criminals and outcasts that prey on others. Their tactics are cruel and underhanded.
Base Features
                                                                                                                     Building Beacons
                                                 Extra Features
                                                                                                                     13: Templates
Dirty FighterTrait                                        Skill  Recharge 6+
The Outlaw's attacks against Bloodied targets gain
+1 and Piercing.                                           The Outlaw chooses an adjacent enemy. They must
                                                           make an Agility save. Failure: The Outlaw selects
                                                           one of the target’s pieces of equipment without the
Fearsome LeaderTrait                                      Armor or Innate tags. The target can’t use or benefit
Other Outlaws within Range 5 of one or more Outlaws        from that item until the Outlaw is defeated or until
with this trait gain +1 on attacks, checks, and saves.     the end of the scene.
   Additionally, when this Outlaw is defeated, all other
Outlaws in the scene receive +1 on attacks, checks,
                                                                                                                     Appendices
                                                                                                               319
                                                                      PLANT
Getting Started
                                           Plants include all manner of animated trees, vines, roots, and fungi.
                                                  Plant creatures have a strong synergy with each other.
Base Features
                   Plant NatureTrait
                   The Plant has resistance to Lunar and is Vulnerable
                   to Astral.
Building Beacons
Extra Features
                   320
                                                  UNDEAD
                                                                                                                          Getting Started
                  Undead are reanimated or ghostly creatures. While they come in many shapes and
                    forms, they usually share an ability to endure greater injuries than the living.
Base Features
Undead ConstructionTrait
The Undead gains one of the following effects:
Cadaverous: The Undead doesn’t           Ghostly: The Undead is immune to          Skeletal: The Undead has resis-
make wound or overstress rolls. Ad-      Physical, but Vulnerable to Force.        tance to Physical from non-club
                                                                                                                          Building Beacons
ditionally, when they would take their   They ignore Engagement, and can           weapons, but is Vulnerable to
last Wound, roll 1d6. On a 5–6, they     move through the spaces of other char-    damage from club weapons.
don’t take a Wound and instead go        acters and objects, but can’t end their
to 1 HP. Astral damage and damage        turn sharing spaces. They ignore dan-
from critical hits ignore this effect.   gerous terrain and difficult terrain.
Extra Features
                                                                                                                          13: Templates
                                                               plate, and replaces the One Hit trait.
Death GripSkill                                                   The Undead has 1 HP and 1 Stress Cap, and is
Characters Grappled by the Undead are Weakened                 defeated whenever they take any damage or Stress.
while Grappled.                                                When defeated, unless the damage or Stress was Astral
                                                               or from a critical hit, they turn into a Size 1/2 object
                                                               in one of their spaces (HP 1, Dodge 8). If this object
Festering Bite    Fight +1/3/5, +1 vs Dodge                   hasn’t been defeated by the end of the next round, it
Melee Weapon  Main Club  Reloading                           turns back into a fresh, new version of that Undead.
Reach 1    5/6/7 Lunar   
                                                                                                                          Appendices
On Hit: The target loses 2 Focus and the Undead                Respawn PointTrait
regains 2/3/4 HP.                                              This trait can only be taken when the Undead has
On Crit: As a hit, but the target must make a Bulk             more than Wound Cap 1 and Overstress Cap 1.
save. Failure: They are Stunned until the end of their             When the Undead enters a combat scene, mark
next turn.                                                     a free space in the scene as their Respawn Point.
                                                               Whenever they take a Wound or Overstress, they don’t
                                                               make a wound or overstress roll, and instead teleport
Life SenseSkill                                               to their Respawn Point.
The Undead’s attacks against Bloodied targets gain                 The Undead is still defeated when they reach their
+1 and Homing.                                                 Wound Cap or Overstress Cap.
                                                                                                                    321
                   StenchTrait  Aura 1                                                Undead MarshalTrait
                   Non-Undead that start their turn in this Aura or that                Other Undead within Range 5    of one or more
Getting Started
                   enter it for the first time during their turn must make              Undead with this trait gain +1 on attacks and are
                   a Bulk save. Failure: They are Weakened until the                    immune to the Dazed condition.
                   end of their next turn.
                                                                                        Undead NatureTrait
                                                                                        The Undead has resistance to Lunar damage.
                                                                        VAMPIRIC
Building Beacons
Vampiric creatures drain blood or energy from their enemies. While they are undead, they are unique enough to have their own template.
Base Features
                   BleedTrait
                   When the Vampiric deals damage with a weapon, the
                   target takes 1 Discord    .
Extra Features
                                                                    Channel                                                              Channel
                   Spell  Mana 1, Summon                       Range = Scope          Skill                                        Range = Scope
                   On Release: The Vampiric creates one of the following                On Release: A character within Range becomes hypno-
                   Summons within Range:                                                tized. The target takes 2/3/4 Stress    and the Vampiric
                                                                                        moves them up to their Speed. If the target ends this
                   Vermin Swarm (Size 3, HP 5, Dodge/A-Def 10, Speed 3)                 movement next to the Vampiric or one of the Vampiric’s
                   The vermin swarm can share spaces with other char-                   allies, that character can Volley or Fight against
                   acters. Enemies that start their turn inside its spaces              the hypnotized target as a reaction.
                   take 2/3/4 Physical    and are Dazed until the end of
                   their next turn. Vermin swarms have resistance to
13: Templates
damage that isn’t from AOE effects. Misty EscapeSkill  Reaction (1/round)
                   Wolf (Size 1, HP 5, Dodge/A-Def 10, Speed 5)                         Trigger: The Vampiric is critically hit or takes a Wound
                   When an adjacent enemy makes an attack, the                          or Overstress.
                   wolf can make an Opportunity Attack with
                   +2/4/6 vs Dodge    that deals 4/6/8 Physical    .                    Effect: The Vampiric teleports up to 10 spaces.
                                                                                        Undead NatureTrait
                   Blood DrainTrait                                                    The Vampiric has resistance to Lunar damage.
                   1/turn when the Vampiric hits with a weapon attack,
                   they can spend 1 MP to regain HP equal to the damage
                   dealt (after Armor and resistances).                                 Weeping WoundSkill  Minor Action
                                                                                        An adjacent character must make a Bulk save. Failure:
                   322                                                                  They take 1 Discord    and an additional 1 Discord    for
                                                                                        every space they move until the end of their next turn.
                                           14: BOSSES
                                                                                                                       Getting Started
The toughest enemies in the game are Bosses. Unlike          Turns
Mini-Bosses, each Boss is designed to be an entire           Bosses take a number of turns each round equal to
combat scene in its own right – a boss battle. When          the number of PCs in the combat scene. This number
your players face a Boss, they face that specific Boss and   doesn’t decrease when PCs are defeated. Bosses’ turns
their Guardians – no other NPCs are added to the scene.      alternate with PC turns just like normal NPC turns do.
    Bosses make for perfect capstone fights in campaigns        Despite having extra turns, Bosses can only take one
or quests. Because of their unique rules, though, they       turn during each phase, except for Phase Delay,
should be used sparingly. Not every quest needs to end       during which they can take multiple turns. Bosses de-
in a boss battle. Save them for important moments.           cide which phases they take their turns in each round.
                                                                                                                       Building Beacons
    Boss battles don’t use battle plans. The goal in these
fights is to defeat the Boss. Additionally, Bosses don’t     Actions
use NPC types or templates. They are in a category all       During each of a Boss’s turns, they can perform a stan-
of their own, although they do have tiers of power           dard action, a standard movement, and a minor
(T1–3, like other NPCs).                                     action. Their standard action must be one available in
    During a boss battle, the Boss passes through multiple   the current phase.
stages. This can represent physical transformations or          Bosses have access to the same standard actions as
just changes in tactics.                                     other NPCs, but with the following changes.
    Additionally, each Boss is accompanied by a number
of Guardians, which are NPC units built around the
                                                             Phase      Full Attack
                                                                                                                       14: Bosses
Each boss battle has three stages, representing changes
in the Boss’s abilities and fighting style. During each
stage, the Boss is essentially a new character with dif-     Reactions
ferent ability scores, attributes, and abilities, though
they always have Wound Cap and Overstress Cap 1.             Opportunity Attack: The boss can Opportunity
    When the Boss takes a Wound, they undergo a trans-       Attack any number of times each round.
formation and the next stage begins.
                                                                                                                       Appendices
                                                                                                                323
                   Events                                                         Complexity
                   Bosses are powerful enemies that shape and alter the           The Search action doesn’t work the same way against
Getting Started
                   environment around them. These effects are called              Bosses and their Guardians as it does against normal
                   events, and each stage of a boss battle has events             NPC units. Instead, each use of the action reveals one
                   associated with it.                                            of the following:
                      Events and their effects just happen. The Boss and
                   their Guardians don’t activate them, and aren’t consid-        Ø The target’s current HP, MP, and Stress.
                   ered to be using them as they might an ability.                Ø The target’s traits.
                      Events are tied to specific stages. When a boss trans-      Ø If the target is the Boss, any abilities they can take
                   forms and the boss battle moves to a new stage, the              on a specific phase (excluding Phase Delay), or
                   old event ends and the new one begins.                           any reactions or minor actions they have.
                                                                                  Ø If the target is a Guardian, their base features.
Building Beacons
                   Abilities
                   Bosses’ abilities change from stage to stage. Each stage       Deployment
                   of the boss battle provides the Boss with a wide array         Bosses and their Guardians always deploy first. The
                   of abilities. They have every ability from their current       Boss can deploy anywhere on the map (usually in the
                   stage equipped.                                                middle), and the rules for each Boss explain when and
                       The equipment carried by Bosses don’t always list a        where their Guardians are deployed.
                   size or type. These abilities are not considered to have
                   any size or type.                                              Guardians
                       Some abilities mention a phase and its number fol-         Guardians are special NPCs that accompany Bosses.
                   lowed by a plus sign (e.g., “Phase +”). These abilities        Each stage of a boss battle introduces a certain number
Running the Game
                   can be used with a standard action during any phase            of new Guardians. These foes persist between stages,
                   from the listed one onward. For example, an ability with       and have the potential to overwhelm the beacons if
                   “Phase +” can be used as a standard action in Phase            they aren’t dealt with quickly.
                     , , , and so on all the way up to Phase .                       Each Boss’s Guardians operate uniquely. Some take
                                                                                  their own turns, while others act during their Boss’s turns.
                   Transformation                                                    When a new stage begins, any existing Guardians
                   When a Boss takes a Wound, they begin to transform.            gain the Guardian profile for the new stage.
                   While transforming, Bosses still count as obstructions
                   and are immune to all damage, Stress, and other
                   effects until they enter their next stage. This does not
                   affect Guardians.
14: Bosses
                   324
                                                                                                                        Getting Started
                                                                                                                        Building Beacons
                                                                                                                        Running the Game
                                           GREAT WYRM
    Dragons are incredibly long-lived creatures that grow throughout their lives. The largest and most powerful
      of these dragons, called Great Wyrms, are terrifying creatures imbued with explosive elemental power.
The Great Wyrm presented here is associated with fire, but you can easily
                                                                                                                        14: Bosses
                                 change it to be associated with a different element.
Tactics                                                         Because the Great Wyrm and its Guardians can fly,
The Great Wyrm and its Guardians prefer when enemies         the scene should have three or so harpoon terrain
bunch up, which makes it easier to hit them with AOE         features (see below) that the PCs can use to deal ranged
attacks and abilities. They are at their strongest when      damage and bring their enemies to the ground. You
they can stack Discord on enemies and move around            can flavor them as magical stones, prepared missiles,
to catch as many enemies in AOEs as possible.                or whatever fits for your Reflection.
                                                                                                                        Appendices
                                                                                                                  325
                                                         STAG E 1: THE DOOMWING
Getting Started
                   HP:               10+5/PC Stress Cap:        8   HP:               15+5/PC Stress Cap:     8    HP:               20+5/PC Stress Cap:    8
                   Dodge:               10   A-Def:            10   Dodge:               12   A-Def:          12   Dodge:               14   A-Def:         14
                   Speed:                4   MP:                5   Speed:               4    MP:             5    Speed:                4   MP:            5
                                GUARDIANS                                        GUARDIANS                                      GUARDIANS
                   Size:               1/2      Armor          0    Size:               1/2    Armor          0    Size:               1/2   Armor          0
                   HP:                 10       MP:             2   HP:                 12     MP:             2   HP:                 14    MP:             2
                   Scope:              10       Save Target:   12   Scope:              10     Save Target:   14   Scope:              10    Save Target:   16
                   Dodge:               8       A-Def:         10   Dodge:              10     A-Def:         12   Dodge:              12    A-Def:         14
                   Stress Cap:          4       Speed:          4   Stress Cap:          4     Speed:          4   Stress Cap:          4    Speed:          4
                   Ability Scores:     +1                           Ability Scores:     +2                         Ability Scores:     +3
Running the Game
                     Guardians                                                                Events
                     Deploy a number of Guardians equal to the number
                                                                                               FIRE RAIN
                     of PCs + 1 in free spaces. During the Great Wyrm’s
                                                                                              At the start of the first round, create three non-adja-
                     turns, each Guardian can move up to their Speed.
                                                                                              cent Blast 1    zones. At the end of the round, enemies
                                                                                              in one or more of the zones must make an Agility
                      GUARDIAN BASE FEATURES                                                  save. Failure: They take 8/12/16 Astral + 4 Discord    .
                                                                                              Success: They take 4/6/8 Astral + 2 Discord   .
14: Bosses
                     326
                                                          Traits
                                                                                                                            Getting Started
Burdened FlightTrait                                          Ranged DestructionTrait
The Great Wyrm and its Guardians have flight and               The Great Wyrm can            Volley during Phase
gain +2 Speed while Flying. If they are Breaking,                Brawl.
they lose flight and immediately stop Flying.
                                                               WhelpsTrait
Red ScalesTrait                                               On each of the Great Wyrm’s turns, one Guardian can
The Great Wyrm and its Guardians have resistance               make an Ember attack. Each Guardian can only do
to Astral and Discord.                                         so 1/round.
                                                                                                                            Building Beacons
Standard Actions                     Actions are ordered according to the phases in which they can be used.
                                                                                                                            14: Bosses
Burn                         Volley +2/3/4 vs Dodge           ically Grapple the target on a hit. Before or after the
Ranged Spell Attack                                            attack, the Great Wyrm can fly up to its Speed (4/4/4). It
 Line 15    2/4/6 Astral + 3 Discord                           can’t use this ability if it is unable to fly or move.
 5/6/7 Astral + 2 Discord                                      All enemies (ignoring line of sight) must make a Magic
                                                               save. Failure: They gain Discord equal to their current
                                                               Discord. If they don’t have any Discord, they take
                                                                2 Discord    . Success: They take 1 Discord    .
Reactions
                                               The ground ripples and cracks, sending geysers of lava spewing into the air.
                                            The rumbling continues, as the ground slowly becomes an active, erupting volcano.
                   HP:               10+5/PC Stress Cap:       8   HP:               15+5/PC Stress Cap:     8    HP:               20+5/PC Stress Cap:    8
                   Dodge:               10   A-Def:           10   Dodge:               12   A-Def:          12   Dodge:               14   A-Def:         14
                   Speed:                4   MP:               5   Speed:               4    MP:             5    Speed:                4   MP:            5
                                GUARDIANS                                       GUARDIANS                                      GUARDIANS
                   Size:               1/2     Armor          0    Size:               1/2    Armor          0    Size:               1/2   Armor          0
                   HP:                 10      MP:             2   HP:                 12     MP:             2   HP:                 14    MP:             2
                   Scope:              10      Save Target:   12   Scope:              10     Save Target:   14   Scope:              10    Save Target:   16
                   Dodge:               8      A-Def:         10   Dodge:              10     A-Def:         12   Dodge:              12    A-Def:         14
                   Stress Cap:          4      Speed:          4   Stress Cap:          4     Speed:          4   Stress Cap:          4    Speed:          4
                   Ability Scores:     +1                          Ability Scores:     +2                         Ability Scores:     +3
Running the Game
                     Guardians                                                               Events
                     At the beginning of this stage, deploy a number of
                     additional Guardians equal to the number of PCs +                        ERUPTION
                     1 in free spaces. During the Great Wyrm’s turns, each                   At the start of each round, place three eruption points
                     Guardian can move up to their Speed.                                    scattered in single free spaces anywhere on the map.
                                                                                             Each eruption point must be within 4 spaces of one
                      GUARDIAN BASE FEATURES                                                 or more PCs.
                                                                                                 At the end of each round, all PCs in the scene take
                      Fire AuraTrait  Aura 1                                                15/18/21 Astral    . This damage is reduced by 5/6/7    for
                      Enemies that start their turn in one or more of these                  every PC standing on an eruption point. PCs standing in
14: Bosses
                      Auras take 1 Discord    per adjacent Guardian.                         one of the eruption points take 2 Discord    in addition
                                                                                             to the above damage. All eruption points then disappear.
                     328
                                                             Traits
                                                                                                                                   Getting Started
Burdened FlightTrait                                             Tremor MakerTrait
The Great Wyrm and its Guardians have flight and                  The Great Wyrm and its Guardians don’t trigger Fis-
gain +2 Speed while Flying. If they are Breaking,                 sure Traps (but are still affected by them).
the lose flight and immediately stop Flying.
Red ScalesTrait
The Great Wyrm and its Guardians have resistance
to Astral and Discord.
                                                                                                                                   Building Beacons
Standard Actions                         Actions are ordered according to the phases in which they can be used.
                                                                                                                                   14: Bosses
Agility save.
Failure: They take 8/12/16 Astral + 4 Discord   .                 On Hit: The target is pulled adjacent to and automat-
Success: They take 4/6/8 Astral + 2 Discord   .                   ically Grappled by the Great Wyrm.
Reactions
                              The Great Wyrm turns its head upward in anger and frustration, unleashing a gout of flame. The heat is so
                              great it feels like the air is on fire. The race is on. Can you defeat this force of nature before you burn alive?
                   HP:               10+5/PC Stress Cap:      8   HP:               15+5/PC Stress Cap:     8    HP:               20+5/PC Stress Cap:    8
                   Dodge:               10   A-Def:          10   Dodge:               12   A-Def:          12   Dodge:               14   A-Def:         14
                   Speed:                4   MP:              5   Speed:               4    MP:             5    Speed:                4   MP:            5
                                   GUARDIANS                                   GUARDIANS                                      GUARDIANS
                   Size:                1/2   Armor          0    Size:               1/2    Armor          0    Size:               1/2   Armor          0
                   HP:                  10    MP:             2   HP:                 12     MP:             2   HP:                 14    MP:             2
                   Scope:               10    Save Target:   12   Scope:              10     Save Target:   14   Scope:              10    Save Target:   16
                   Dodge:                8    A-Def:         10   Dodge:              10     A-Def:         12   Dodge:              12    A-Def:         14
                   Stress Cap:           4    Speed:          4   Stress Cap:          4     Speed:          4   Stress Cap:          4    Speed:          4
                   Ability Scores:      +1                        Ability Scores:     +2                         Ability Scores:     +3
Running the Game
                     Guardians                                                              Events
                     At the beginning of this stag, deploy a number of Guard-
                     ians equal to the number of PCs + 1 in free spaces.                     RIVERS OF LAVA
                     During the Great Wyrm’s turns, each Guardian can move                  At the start of each round, create 10 spaces of dan-
                     up to their Speed.                                                     gerous terrain (Agility, 5 Discord    ) in free spaces.
                         During this stage, all Guardians begin channeling                  Each space of dangerous terrain must be adjacent to
                     Whelp Breath at the start of each round. They release                  either the Great Wyrm or another of piece of dangerous
                     it at the end of Phase Release.                                        terrain created by this event, a Fissure Trap, or a piece
                                                                                            of dangerous terrain from the start of the scene.
                      GUARDIAN BASE FEATURES
14: Bosses
                                                                                            Traits
                      Fire AuraTrait  Aura 1
                      Enemies that start their turn in one or more of these                 Burdened FlightTrait
                      Auras take 1 Discord    per adjacent Guardian.                        The Great Wyrm and its Guardians have flight and
                                                                                            gain +2 Speed while Flying. If they are Breaking,
                                                                                            the lose flight and immediately stop Flying.
                      Whelp Breath                                    Channel
                      Skill                                         Close Blast 1   
Appendices
                                                                                            Red ScalesTrait
                      On Release: Enemies in the AOE must make an Agility                   The Great Wyrm and its Guardians have resistance
                      save. Failure: They take 3/4/5 Astral + 2 Discord    .                to Astral and Discord.
                      Success: They take 1/2/3 Astral + 1 Discord    .
                                                                                            Tremor MakerTrait
                                                                                            The Great Wyrm and its Guardians don’t trigger Fis-
                                                                                            sure Traps (but are still affected by them).
                                                                                            Inescapable HeatTrait
                                                                                            All characters in the scene other than the Great Wyrm
                                                                                            and its Guardians take 1 Discord    at the start of each
                                                                                            of their turns. Each round, this amount increases by
                     330                                                                     +1 Discord    .
Standard Actions                         Actions are ordered according to the phases in which they can be used.
                                                                                                                           Getting Started
ChompSkill  Recharge 5+  Any Phase                            Shaking GroundSkill  Phase           Reposition
An enemy Grappled by the Great Wyrm must make                    All non-Flying enemies (ignoring line of sight) must
a Bulk save. Failure: They take 10/12/14 Physical    .           make an Agility save. Failure: They fall Prone.
                                                                     The Great Wyrm can move up to its Speed (4/4/4)
                                                                 after using this ability.
InhalePhase                                    Channel
Skill  Recharge 6+
                                                                 Bite                  Fight +2/3/4, +1 vs Dodge   
The Great Wyrm uses Fire Breath III, and can’t lose              Melee Weapon           Reach 2    8/10/12 Physical   
concentration while channeling it.
                                                                                                                           Building Beacons
                                                                 On Hit: The target is pulled adjacent to and automat-
                                                                 ically Grappled by the Great Wyrm.
Fire Breath III                                Channel
Skill                                        Close Blast 5   
                                                                 GulpSkill                          Full Attack
On Channel: Whenever the Great Wyrm would lose                   If the Great Wyrm isn’t Grappled, it can use Bite
concentration, it instead loses 1 MP. If the Great Wyrm          instead of this ability. If it does have a character
has no MP to lose, it loses concentration.                       Grappled, that character must make a contested
                                                                 Bulk check as if breaking out of Grappled. Failure:
On Release: Characters in the AOE must make an                   They take 3/4/5 Stress and are swallowed. They
                                                                                                                           14: Bosses
Ranged Spell Attack  Mana 2, Reliable 2/3/4
 Range = Scope (10/10/10), Blast 2   
 5/6/7 Astral + 2 Discord   
Reactions
                                                                                                                     331
Getting Started
Building Beacons
Running the Game
                                                                     KRAKEN
                               Krakens are powerful underwater creatures that prey on ships with their powerful tentacles
                                 and storm magic. Fights against the Kraken must take place aboard a ship (see below).
14: Bosses
                   Tactics
                   The full Kraken only appears during the final stage of       THE SHIP
                   this boss battle. In Stage 1, the PCs fight its tentacles,   The ship counts as an object that can’t be moved.
                   which are its Guardians. The Guardians focus on dam-         Only the Kraken and its Guardians can damage the
                   aging the ship on which the beacons fight. In Stage 2        ship, but only using abilities that specifically mention
                   the PCs must contend with dangerous events. In Stage         this. Instead of having HP, damage to the ship is
                   3, the Kraken appears and focuses on attacking as many       represented by the destruction of 1-space segments.
                   enemies as possible.                                         Destroyed segments of ship are replaced by water.
Appendices
                   332
                                         STAGE 1: THE ARMS
                                                                                                                                        Getting Started
                        Towering tentacles rise out of the water and begin smashing into the nearby ship.
                                                                                                                                        Building Beacons
 Guardians                                                             Events
 There are two types of Guardians: Slammers and Smash-
 ers. Slammers have Initiative 2, Smashers have Ini-                    SNAPPING JAWS
 tiative 5. Deploy one Slammer and one Smasher per                     If a character other than the Kraken or one of its Guard-
 PC in free water spaces adjacent to the ship.                         ians ends their turn in a water space, they must make
    Each Guardian takes up 1 space – like a Size 1 char-               an Agility check or take 3 Stress    .
 acter – but they still count as Size 3.
                                                                       Special Rules
  GUARDIAN BASE FEATURES                                               The Kraken does not actually appear in this stage. Instead,
                                                                                                                                        14: Bosses
  channeling. If the Slammer moves or is moved, the
  area moves with them, mirroring its movement.                        Once the transformation is initiated, Stage 2 begins in
                                                                       the following round.
  On Release: Any ship spaces in the zone are destroyed                   Keep track of the number of Guardians remaining
  and characters in the zone take 8/10/12 Physical    .                when Stage 2 begins, as it is relevant in Stage 3.
                                                                                                                               333
                                                    STAGE 2: THE STORM
Getting Started
                                       The tentacles suddenly retreat underwater, earning the beacons a brief respite.
                            But within moments, they feel their hair beginning to stand on end. Electric storms begin to coalesce,
                                crackling with static energy, while the Kraken sends a tidal wave to sweep the beacons away.
                   per building storm.                                           At the beginning of this stage, note how many Guardians
                      Characters can dispel a storm by succeeding on a           remain and remove them from the scene – there is no
                   Magic check as a standard action during any phase.            Kraken or Guardians until Stage 3.
                   Attempting this causes the character to take 5 Astral    .        This stage lasts for two rounds, after which Stage
                                                                                 3 begins.
                    TIDAL WAVE
                   A tidal wave forms along one of the edges of the map.
                   It is a straight line as long as that side of the map and      CHALLENGE MODE
                   1 space wide.                                                  To make the fight more difficult, you can create a new
                        Each round, the tidal wave moves 3 spaces toward          tidal wave at any side of the map once the old one
Running the Game
                   the other end of the map twice: once at the end of             disappears. This continues until the end of the scene.
                   Phase and once at the end of Phase . Any characters
                   it moves through must destroy a piece of equipment
                   or technique and are knocked Prone.
                        Each space of the tidal wave has 10 HP, and is de-
                   stroyed when it reaches 0 HP. These spaces are immune
                   to all statuses, conditions, and effects except for damage.
                   Attacks auto-hit them, and they automatically fail any
                   checks or saves.
                        When the tidal wave reaches the other side of the
                   map, it disappears.
14: Bosses
Appendices
                   334
                                   STAGE 3: THE DEEP ONE
                                                                                                                                            Getting Started
                   The full scale of this monster is finally revealed as the Kraken emerges! Its tentacles flail
                         in anger as it attempts to grab and crush the puny beacons arrayed before it.
                                                                                                                                            Building Beacons
HP:               15+5/PC Stress Cap:     7    HP:               20+5/PC Stress Cap:     8    HP:               25+5/PC Stress Cap:    9
Dodge:               7    A-Def:          7    Dodge:               9    A-Def:          9    Dodge:               11   A-Def:         11
Speed:               4    MP:             4    Speed:               4    MP:             4    Speed:               4    MP:            4
             GUARDIANS                                      GUARDIANS                                      GUARDIANS
Size:               3     Armor           0    Size:                 3    Armor           0   Size:                3    Armor          0
HP:                 12    MP:              1   HP:                  16    MP:             1   HP:                 20    MP:             1
Scope:              5     Save Target:    12   Scope:                5    Save Target:   14   Scope:               5    Save Target:   16
Dodge:              8     A-Def:          8    Dodge:               10    A-Def:         10   Dodge:              12    A-Def:         12
Stress Cap:         5     Speed:          3    Stress Cap:           5    Speed:          3   Stress Cap:          5    Speed:          3
Ability Scores:     +1                         Ability Scores:      +2                        Ability Scores:     +3
                                                                                                                                            14: Bosses
      Guardians can only use Snatch, taking no other                     Raging Storm Markers. Additionally, at the start of
  actions except for those granted by the Kraken’s Grand                 every round, randomly place another 1-space Raging
  Slam ability. They automatically have this action ready                Storm Marker.
  to perform as an Opportunity Attack. They can also                         At the end of each round, all storms discharge their
  perform it if one of the Kraken’s actions allow them                   energy, dealing 5 Astral    per marker to all characters
  to do so.                                                              other than the Kraken and its Guardians.
      During the Kraken’s turns, its Guardians can move                      Characters can dispel a storm by succeeding on a
  up to their Speed.                                                     Magic check as a standard action during any phase.
                                                                                                                                            Appendices
   Sea MonsterTrait
   The Kraken and its Guardians move normally in water
   spaces, but treat non-water spaces as difficult terrain.
   They generally avoid entering ship spaces.
Standard Actions Actions are ordered according to the phases in which they can be used.
                   On Release (Guardian): All ship spaces in the zone           Grabby Hands      Phase     Brawl /    Full Attack
                   are destroyed and characters in the zone are auto-hit        Skill
                   by a melee weapon attack for 8/10/12 Physical    .
                                                                                All Guardians can attack with Snatch and the Krak-
                                                                                en can make a melee weapon attack against an
14: Bosses
                   The AOE is a zone. Enemies are Blinded while ful-            ConstrictSkill                       Full Attack
                   ly within the zone, and line of sight can’t be drawn         All enemies Grappled by the Kraken or one of its
                   through the zone unless it’s from an AOE. The zone           Guardians must make a Bulk save.
                   lasts until this ability is used again or the Kraken dis-    Failure: They take 12/16/20 Physical    .
Appendices
Reactions
SwitchSkill  Reaction
                   336
                                                                                                                       Getting Started
                                                                                                                       Building Beacons
                                                                                                                       Running the Game
                                                    LICH
             Liches are the ultimate spellcasters, immortal beings that use magic to fuel their undying
                                                                                                                       14: Bosses
               existence. Lichdom requires extensive knowledge of necromancy, but their long lives
                    and raw magical power allow them to master other forms of magic as well.
more aggressively, since they will remain invulnerable     them to good positions or to force them to choose
until the end of Stage 3.                                  between a good position or a bad one with a beneficial
                                                           terrain effect.
Scene                                                          The Lich and certain PCs will want to be in Mana
This boss battle benefits from a larger map. The Lich’s    Nexuses as much as possible, so think ahead where
long Scope and the Guardians’ ranged abilities mean        you’d like to place them. You can change their positions
they want to keep their distance. Because the Lich can     in each stage, but having the position of at least the
teleport, consider creating locations on the battle map    Stage 1 nexuses planned will save you time.
that are hard to access without teleportation, flight,
or climbing. Don’t make them completely inaccessi-
ble, but give the Lich plenty of opportunities to evade
danger so the PCs can focus on taking out Guardians.
                                                                                                                337
                                             STAGE 1: THE WIZARD SUPREME
Getting Started
                                       The Lich uses illusions to mask their true appearance, presenting themselves as a grand
                                       wizard with a retinue of apprentices. The illusion can’t fully compensate for the jerking
                                        movements of their undead attendants, or the uneasy feeling caused by their presence.
                     Guardians                                                             Traits
                     Deploy a number of Guardians equal to the number of
                     PCs + 2 in free spaces.                                               Mana ApplicationTrait  Mana 1
                        When the Lich takes a turn, all Guardians can move                 The Lich can reroll an attack, check, or save. They can
                     up to their Speed and then use Arcane Missile simul-                  use this trait any number of times per roll.
                     taneously.
                      to 1 Force    per Guardian that attacks them this way.               The Lich can        Volley during Phase          Brawl.
                      For example, a character targeted by three Guardians
                      would take 3 Force    , not three lots of 1 Force    .
                                                                                           Recycle ManaTrait
                                                                                           Whenever an enemy spends MP, the Lich regains that
                     Events                                                                same amount of MP.
                      MANA NEXUS I
                     At the start of the scene, place four 1-space mana nex-
                     uses spread around the map, with at least one close to
                     the Lich and at least one close to the PCs.
                         Characters that start their turn in a mana nexus
                     regain 3 MP.
                     338
Standard Actions                   Actions are ordered according to the phases in which they can be used.
                                                                                                                      Getting Started
Summoned by PainSkill  Any Phase                           TransposePhase     Reposition /        Full Attack
The Lich creates a new Guardian in a free space ad-          Spell  Mana 1, Recharge 5+
jacent to an enemy that took a Wound or Overstress           Range = Scope (25/25/25)   
this round.
                                                             The Lich swaps places with an ally within Range, which
                                                             counts as a teleport.
Meteor Strike                       Channel
Spell  Arcing, Mana 3 Range = Scope (25/25/25)   
                                                             Paralyzing Touch       Fight +1/2/3, +1 vs Dodge   
On Channel: The Lich chooses 4 spaces within Range.          Melee Weapon
                                                                                                                      Building Beacons
                                                             Reach 1    6/8/10 Lunar + 2 Stress   
On Release: Any objects or terrain in the chosen
spaces are destroyed. Then create a Blast 4    AOE           On Hit: The target must make a Bulk save. Failure:
centered on each chosen space. Characters in one             They are Stunned and Dazed until the end of their
or more AOEs take 12/16/20 Astral    .                       next turn. Success: They are Dazed until the end of
   Targets take –2 damage for every space they are           their next turn.
away from the center (i.e., at 4 spaces away from the
center space, the damage is reduced by 8) and must
make an Agility save. Success: They reduce this dam-         Dominate                               Full Attack
age by half, after the original reduction.                   Spell  Mana 2           Range = Scope (25/25/25)   
                                                                                                                      14: Bosses
Creeping Rime              Volley +2/4/6 vs Dodge   
Ranged Spell Attack
 Range 25    8/10/12 Lunar   
Reactions
Spell ShieldReaction
Spell  Mana X
                                                                                                               339
                                                        STAG E 2: THE NECROTIC
Getting Started
                                             The Lich drops their illusion, revealing their true form and those of their undead
                                              attendants. Taking the fight seriously now, they unleash their necrotic powers.
                   HP:               10+3/PC Stress Cap:      12   HP:               15+3/PC Stress Cap:     12   HP:               20+3/PC Stress Cap:    12
                   Dodge:               10   A-Def:           12   Dodge:               11   A-Def:          14   Dodge:               12   A-Def:         16
                   Speed:                5   MP:              8    Speed:               5    MP:             9    Speed:               5    MP:            10
                                GUARDIANS                                       GUARDIANS                                      GUARDIANS
                   Size:               1/2     Armor          0    Size:               1/2    Armor          0    Size:               1/2   Armor          0
                   HP:                  3      MP:             1   HP:                  4     MP:             1   HP:                  5    MP:             1
                   Scope:              20      Save Target:   12   Scope:              20     Save Target:   14   Scope:              20    Save Target:   16
                   Dodge:               8      A-Def:         12   Dodge:               9     A-Def:         14   Dodge:              10    A-Def:         16
                   Stress Cap:          6      Speed:         3    Stress Cap:          6     Speed:          3   Stress Cap:          6    Speed:          3
                   Ability Scores:     +1                          Ability Scores:     +2                         Ability Scores:     +3
Running the Game
                     Guardians                                                               Traits
                     Deploy a number of Guardians equal to the number of
                     PCs + 1 in free spaces.                                                 Mana ApplicationTrait  Mana 1
                         When the Lich takes a turn, all Guardians can move up               The Lich can reroll an attack, check, or save. They can
                     to their Speed and then use Vile Curse simultaneously.                  use this trait any number of times per roll.
                     Ranged Spell Attack  Auto-Hit                                          would take a Wound, the Lich’s energy visibly leaves
                      Range 20    X Stress                                                   their body and enters that of a Guardian. This Guardian
                                                                                             becomes the Lich’s living soul.
                      The Guardian targets the enemy closest to them with                        While the living soul remains undefeated, the Lich
                      this spell attack. Instead of taking Stress for each                   is locked at 1 HP and becomes immune to all damage
                      hit, the target takes Stress from one source equal to                  and Stress.
                       1 Stress    per Guardian that attacks them this way.                      When the living soul is defeated, the Lich takes a
                      For example, a character targeted by three Guardians                   Wound and begins their transformation, with Stage
Appendices
                      would take 3 Stress    , not three lots of 1 Stress    .               3 beginning at the start of the next round. This ability
                                                                                             only triggers once.
                     Events
                                                                                             Perfected SpellcastingTrait
                      MANA NEXUS II                                                          If the Lich would be Silenced, they instead lose 2
                     The Lich can reposition the mana nexuses placed at                      MP and can’t perform reactions until the end of their
                     the beginning of the scene, with at least one close to                  next turn.
                     the Lich and at least one close to the PCs.                                 Additionally, the Lich can’t use any reactions while
                        Characters that start their turn in a mana nexus                     exceeding their Stress Cap.
                     regain 3 MP.
                     340
Ranged DestructionTrait                                  Recycle ManaTrait
The Lich can     Volley during Phase       Brawl.         Whenever an enemy spends MP, the Lich regains that
                                                                                                                         Getting Started
                                                          same amount of MP.
Standard Actions Actions are ordered according to the phases in which they can be used.
                                                                                                                         Building Beacons
                                                          They are Slowed until the end of their next turn.
                                                                                                                         14: Bosses
On Hit: The target must make an Agility save. Failure:    An enemy within Range must make a Magic save,
One of their weapons or support items is destroyed        taking +1 if they are Bloodied. Failure: They take
(their choice).                                            3 Stress    and are Stunned and Slowed until the
                                                          end of their next turn. Success: They take 3 Stress   
                                                          and are Slowed until the end of their next turn.
                                                                                                                         Appendices
Reactions
Antilife Spell  Mana 1  Reaction (1/round) Spell Shield Spell  Mana X  Reaction
Trigger: An enemy within Scope (25/25/25) would           Trigger: The Lich takes Physical, Astral, Lunar, or Force.
regain HP.
                                                          Effect: The Lich takes –2 damage per MP spent.
Effect: They only regain half as much HP.
                                                                                                                   341
                                                  STAGE 3: THE UNDYING
Getting Started
                                          With their physical form destroyed, all that remains of the Lich’s body is
                                                  their head, floating and brimming with magical energy.
                     Guardians                                                   Traits
                     Deploy a number of Guardians equal to the number
                     of PCs in free spaces.                                      DoublecastTrait
                        All Guardians turn into jars that are Summons with       1/round, the Lich can spend 2 MP when taking an
                     the Death Jar trait:                                        action to take it twice that turn.
Running the Game
                     Stage 2 positions, with at least one close to the Lich      Ranged DestructionTrait
                     and at least one close to the PCs.                          The Lich can        Volley during Phase      Brawl.
                        Characters that start their turn in a mana nexus
                     regain 3 MP.
                                                                                 Recycle ManaTrait
                                                                                 Whenever an enemy spends MP, the Lich regains that
                                                                                 same amount of MP.
                     342
Standard Actions                  Actions are ordered according to the phases in which they can be used.
                                                                                                                       Getting Started
Vengeful Ghost                         Any Phase         Howl                                           Fight
Spell  Mana 1, Summon                                   Skill                                          Burst 3   
 Range = Scope (25/25/25)   
                                                          All enemies in the AOE must make a Mind save,
Vengeful Ghost (Size 1, HP 5, Dodge/A-Def 10, Speed 3)    taking +1 if they are Breaking.
                                                          Failure: They take 2/3/4 Stress , are Dazed until the
The Lich creates a vengeful ghost within Range.           end of their next turn, and must immediately move
Enemies that end their turn adjacent to the ghost         their Speed directly away from the Lich.
take 2 Stress    .                                        Success: They take 2/3/4 Stress .
                                                                                                                       Building Beacons
Glitter DustPhase +                                      Disrupt LifePhase                                   +
Spell  Mana 1  Burst 2                                  Spell  Mana 2                                 Burst 3   
Enemies in the AOE must make an Agility save. Fail-       Enemies in the AOE must make a Bulk save, taking
ure: They are Blinded until the end of their next turn.   +1 if they are Bloodied.
                                                          Failure: They take 8/10/12 Lunar and –2 maximum
                                                          HP that lasts until the end of the scene. If their max-
Energy Drain               Volley +2/4/6 vs Dodge        imum HP reaches 0, they are defeated.
Ranged Spell Attack        Range 25    6/8/10 Lunar      Success: They take 4/5/6 Lunar .
                                                                                                                       14: Bosses
On Hit: The target must make a Bulk save. Failure:
They are Slowed until the end of their next turn.         Finger of Death  Full Attack +2/4/6 vs Dodge   
                                                          Ranged Spell Attack  Mana 2
                                                          Range 25    8/10/12 Lunar + 2/3/4 Stress   
Dimension Door                          Phase    +
Spell  Mana 1                                            If this attack gives an enemy a Wound or Overstress,
                                                          the Lich creates a vengeful ghost (see Vengeful
The Lich teleports up to 6 spaces.                        Ghost) in a free space adjacent to the target. If this at-
                                                                                                                       Appendices
Reactions
                                                                                                                343
      APPENDICES
KEY SECTIONS
Appendix A: Shops and Supplies   p. 346
                                           345
                                             A: SHOPS AND SUPPLIES
Getting Started
                        Shops are places where beacons can exchange gold for            When beacons Go Shopping or otherwise have an
                        supplies (p. 18). Supplies are minor items beacons          opportunity to select Supplies from a shop, not every
                        can bring on quests that don’t cost equipment slots or      option is always in stock. Instead, the GM either random-
                        Memory to equip. They must be equipped at the begin-        ly or manually decides which supplies are currently
                        ning of each quest, at the same time as other equipment     available. It is recommended that no more than five
                        and techniques. Beacons can equip up to three supplies      different supplies are available in each shop at a time.
                        per quest (no duplicates), and all equipped supplies            Similarly, not every shop will be available during every
                        are destroyed at the end of the quest.                      downtime. For example, a city that hates magitech may
                           Shops provide a way to thematically group supplies       not always have an Engineer available; however, the
Building Beacons
                        together. For example, the Alchemy Shop sells sup-          General Store should always be available.
                        plies that are narratively potions and elixirs, while the
                        Tavern sells food and drink supplies. Beacons can buy
                        or acquire supplies with the Go Shopping or Pursue
                        a Profession downtime activities (p. 29, p. 31), but
                        the GM can also give them out as rewards (p. 20).
4 Rations 1 gold Minor Action (1/quest): You can regain HP equal to your Bloodied value.
                        5     Rented Gear    X gold        You gain access to any weapon or support item from any class for the duration
                                                           of one quest, although it still needs to be equipped as normal. This costs Gold
Appendices
                        6     Rumors         1 gold        You learn the environmental factors and NPC types that will be encountered
                                                           during this quest. If the GM doesn’t know them all yet, they will instead
                                                           provide as much guidance as they can on what the environments and NPCs
                                                           might be like.
                        7     Sleeping Bag   1 gold        At the end of each combat scene, you regain HP equal to 1/4 of your maxi-
                                                           mum HP.
A: Shops and Supplies
                        8     Treasure       1 gold        1/quest at the start of a combat scene, the GM will place a treasure chest in
                              Map                          the scene.
                        9     Tutor          X gold        You gain access to any technique from any class, although it still needs to be
                                                           equipped as normal. This costs gold equal to the class rank required to unlock it.
10 Waterskin 1 gold Minor Action (1/quest): You can clear Stress equal to your Breaking point.
                        346
ALCHEMY SHOP                                        Potions and elixirs with a variety of magical effects.
                                                                                                                     Getting Started
     SUPPLY                COST     EFFECT
1    Acid                  1 gold   This support item is equipped for free. Support Item  Main  Consumable
                                    3, Innate, Thrown 5  Minor Action. Expend a charge to make a support
                                    attack within the thrown Range. On Hit: The target is Sundered until the
                                    end of their next turn.
2    Alchemist’s Fire      1 gold   This support item is equipped for free. Support Item  Light  Consumable
                                    3, Innate, Thrown 5  Minor Action. Expend a charge to make a support
                                    attack within the thrown Range. On Hit: The target takes 1 Discord .
                                                                                                                     Building Beacons
3    Antitoxin             1 gold   Free Action (1/quest): You can clear all Discord.
4    Astral Potion         1 gold   1/quest at the start of a combat scene, you gain resistance to Astral for
                                    the rest of the scene.
5    Barkskin Potion       1 gold   1/quest at the start of a combat scene, you gain resistance to Physical for
                                    the rest of the scene.
6 Catseye Elixir 2 gold During this quest, you can Search as a minor action for 1 Stress .
                                                                                                                     Appendices
13   Elixir of Strength    1 gold   You gain +1 Bulk.
16   Flask of Life         1 gold   1/quest at the start of a combat scene, you gain +5 maximum HP for the
                                    rest of the scene. Your current HP also increases.
                                                                                                                     A: Shops and Supplies
17   Force Potion          1 gold   1/quest at the start of a combat scene, you gain resistance to Force for
                                    the rest of the scene.
18 Invisibility Potion 2 gold Free Action (1/quest): You become Invisible until the start of your next turn.
19   Lunar Potion          1 gold   1/quest at the start of a combat scene, you gain resistance to Lunar for
                                    the rest of the scene.
                                                                                                               347
                        ALCHEMY SHOP                                      Potions and elixirs with a variety of magical effects.
Getting Started
                        20    Memory Potion      2 gold   1/quest during a Short Rest, you can repair one destroyed technique
                                                          without spending a Recovery.
                        21    Minor Healing      1 gold   1/quest during a Short Rest, you can regain all your HP without spending
                              Potion                      a Recovery.
                        22    Minor Mana         1 gold   Free Action (1/quest): You regain 1d6 MP.
                              Potion
Building Beacons
                        26    Prismatic Potion   2 gold   1/quest at the start of a combat scene, you gain resistance to Astral and
Running the Game
                        28    Ruptured Flask     1 gold   This support item is equipped for free. Support Item  Light  Consumable
                                                          3, Innate  Minor Action. You expend a charge and your aetheric field
                                                          becomes dangerously unstable. You gain a d6 Explosion Die that starts at 1.
                                                          Whenever you take damage, increase the value of your Explosion Die by 1
                                                          to a maximum of 6. As a free action you can discharge this unstable energy
                                                          in a Burst 2 area, dealing an amount of Force equal to your Explosion Die
                                                          to characters in the AOE. You take half as much Force. This effect then ends.
Appendices
                        348
BLACKSMITH                                                                Forged metal gear and equipment.
                                                                                                                     Getting Started
     SUPPLY                COST     EFFECT
1    Adamantine Plating    2 gold   1/quest when one of your weapons or support items would be destroyed,
                                    it isn’t.
2    Adaptive Armor        1 gold   You become immune to the effects of an environmental factor or terrain
                                    feature of your choice (excluding Locks).
3    Armor Kit             1 gold   1/quest at the start of a combat scene, you gain +1 Armor until the end
                                    of the scene.
                                                                                                                     Building Beacons
4    Armor Spikes          1 gold   You deal 1 Piercing Physical on hits with            Grapple,     Shove, or
                                    improvised weapon attacks.
6 Cold Iron Weapon 1 gold One of your weapons that deals Physical, Force, or Astral deals Lunar instead.
7 Counterweight 2 gold One of your melee weapons changes its type to club.
9 Handle 2 gold One of your melee weapons changes its type to longarm.
10 Helmet 1 gold 1/quest when you would become Dazed, you don’t.
11 Links 3 gold One of your Light weapon slots becomes Light Light.
12 Lockpick 1 gold 1/quest, you can automatically unlock a lock as a free action.
13   Manacles              1 gold   1/quest when you       Grapple a character, they are Disarmed until the
                                    grapple ends.
                                                                                                                     Appendices
14   Mithral Plating       2 gold   Choose one of your weapons. When you use the Reroll Table to reroll an
                                    attack with that weapon, the reroll gains +1 .
15   Padlock               1 gold   As a free action while adjacent to a chest, door, or other object that can
                                    be locked, you can lock it. Enemies receive +1 to unlock it.
17 Portable Wall 1 gold Minor Action (1/quest): You can place a Size 2 piece of hard cover.
18 Reinforced 1 gold 1/quest when you would become Marked, you don’t.
19   Repair Kit            1 gold   1/quest during a Short Rest, you or an ally can repair a piece of destroyed
                                    equipment without spending a Recovery.
20 Sharpened 2 gold One of your weapons crits on rolls of 19+, instead of 20+.
                                                                                                              349
                        BLACKSMITH                                                                  Forged metal gear and equipment.
Getting Started
21 Sharpening Stone 2 gold One of your melee weapons changes its type to blade.
22 Solarite Weapon 1 gold One of your weapons that deals Physical, Force, or Lunar deals Astral instead.
                        24    Thorium Weapon         1 gold   One of your weapons that deals Force, Astral, or Lunar deals Physical instead.
Building Beacons
                        25    Wagon                  3 gold   During Short Rests, you and your allies can each swap out an equipped
                                                              weapon or support item with a different option for free. Destroyed weapons
                                                              and support items, and those with 0 charges remaining can’t be swapped.
26 Weapon Chain 1 gold One of your weapons can be used while Disarmed.
                        27    Weapon Ring            2 gold   1/quest at any time, you can swap out any number of your weapons for
                                                              different ones that can fit in the same slots.
Running the Game
1 Ammo Pouch 2 gold Free Action (1/quest): You can reload a weapon.
                        6     Bloodroot Belt         1 gold     1/quest at the start of a combat scene, you regain 1 MP at the start of
                                                                each round for the rest of the scene.
                        8     Dragonscale Lining     1 gold     1/quest at the start of a combat scene, you gain resistance to Astral or
A: Shops and Supplies
                                                                Lunar. You are Vulnerable to the other damage type. These effects
                                                                last for the rest of the scene.
9 Dragonstrike Gloves 2 gold Your weapon attacks critically hit on 19+, instead of 20+.
10 Explosive Ammunition 1 gold 1/quest, you can give one ranged weapon attack Blast 2 .
                        11    Fine Clothing          1 gold     You gain +1     on skill checks to impress, convince, or make good im-
                                                                pressions.
                        350
LEATHERWORKER/CLOTHIER                                   Sturdy leather gear and lightweight clothing.
                                                                                                                 Getting Started
     SUPPLY                 COST     EFFECT
12   Focus Band             1 gold   1/quest when you would be reduced from full HP to 0 HP, you instead
                                     go to 1 HP.
13 Frostfur Lining 2 gold You are immune to the Slowed condition from other characters.
14 Gem-Studded Belt 1 gold Minor Action (1/quest): You regain all your HP.
                                                                                                                 Building Beacons
16   Lava Tunic             2 gold   1/quest at the start of a combat scene, you become immune to Astral
                                     for the rest of the scene.
17   Leather Kit            1 gold   1/quest at the start of a combat scene, you gain +1 Armor until the
                                     end of the scene.
18   Polar Tunic            2 gold   1/quest at the start of a combat scene, you become immune to Lunar
                                     for the rest of the scene.
21   Reins                  3 gold   You gain a mount, which counts as an allied NPC. It is 1 Size larger than
                                     you, has HP equal to your Bloodied value, Dodge/A-Def 8, and Speed
                                     4. The mount can carry one character smaller than it at a time. It moves
                                     during Phase Reposition, and can only use its standard movement
                                     and Rush. If the mount is reduced to 0 HP, it is defeated. You can
                                     spend a Recovery to restore all the mount’s HP during a Short Rest.
                                                                                                                 Appendices
22   Runecloth Backpack     5 gold   You gain an extra Heavy support slot.
24 Spellstrike Gloves 2 gold Your spell attacks critically hit on rolls of 19+, instead of 20+.
25   Spellweave Lining      2 gold   1/quest at the start of a combat scene, you gain resistance to all
                                     damage from spells for the rest of the scene.
                                                                                                                 A: Shops and Supplies
26 Spidersilk Boots 2 gold You are immune to the Immobilized condition from other characters.
29   Tent                   3 gold   1/quest when you take a Short Rest, you reduce all Recovery costs
                                     by –1 for you and your allies that rest, to a minimum of 0.
30   Wild Armor             1 gold   You gain two random +1 bonuses to your Bulk, Agility, Mind, or Magic
                                     checks/saves this quest. Randomly determine where each increase goes.
                                     Both increases can go into the same ability score.
                                                                                                           351
                        ENGINEER                                                                   Cutting-edge tech and magitech.
Getting Started
2 Arcane Retrofit 2 gold One of your weapons changes its type to artifact.
3 Auto-Picker 2 gold Free Action(1/scene): You can automatically disable either a Trap or a lock.
                        4     Autofeeder           3 gold   Minor Action (1/scene): You can reload one weapon.
Building Beacons
                        6     Blasting Charges     2 gold   1/quest, you destroy a piece of terrain Size 1 or smaller, or create a Size
                                                            1 hole in a larger piece of terrain.
                        7     Bouncing Betty       1 gold   Flying characters trigger your Traps, and aren’t immune to them.
                              Upgrade
                        8     Combined Weapon      3 gold   One of your weapons gains another, additional weapon type.
Running the Game
                        9     Composite            2 gold   One of your ranged weapons changes its type to bow.
                              Construction
10 Crawling Mines 1 gold Minor Action: You move one of your Traps up to 2 spaces.
                        11    Dynamite             2 gold   This support item is equipped for free. Support Item  Main 
                                                            Consumable 1, Innate, Thrown 5  Minor Action. Expend a charge and
                                                            select a space within the thrown Range. The dynamite explodes in that
                                                            space, and all characters in a Blast 2 AOE must make an Agility save.
                                                            Failure: They take 2d6 Force . Success: They take half damage.
                                                               If this support item is destroyed, it immediately explodes with the
                                                             Blast 2 AOE centered on you.
Appendices
                        15    Gadget Goggles       2 gold   You are immune to the Blinded condition from other characters.
A: Shops and Supplies
16 Grapple Gun 1 gold Minor Action (1/scene): You can fly up to 3 spaces.
17 Hydraulic Suit 1 gold You count as +1 Size larger for the purposes of Grapple and Shove.
18 Jetpack 2 gold 1/quest, you have flight for the duration of a combat scene.
                        19    Minor Job Crystal    2 gold   You gain access to a job of your choice, which must be equipped as normal.
                                                            For the duration of this quest, you can imprint into an additional job crystal.
                        352
ENGINEER                                                                 Cutting-edge tech and magitech.
                                                                                                                  Getting Started
     SUPPLY               COST     EFFECT
20   Mech Suit            3 gold   Free Action (1/quest): You can activate a mech suit. You gain the following
                                   benefits for the rest of the scene: +2 Size, temp HP equal to 2+Grit, +2
                                   Armor. You can Grapple and Shove as a minor action. Additionally,
                                   if you take a Wound or Overstress and it isn’t your fourth of that type, you
                                   don’t have to make the wound or overstress roll.
                                                                                                                  Building Beacons
22   Spyglass             1 gold   You gain +2 Scope.
23 Tech Retrofit 2 gold One of your weapons changes its type to magitech.
24 Telescoping 2 gold One of your melee weapons changes its type to longarm.
25 Walking Bomb 1 gold Walking Bomb (Size 1/2, HP 5, Dodge/A-Def 10, Speed 3, Tags: Summon)
                                                                                                                  Appendices
                                                                                                                  A: Shops and Supplies
                                                                                                           353
                        TAVERN                                                     Food and drink to keep you full and hydrated.
Getting Started
                        2     Bubble Tea       2 gold   1/round when you would trigger a Trap, you can make an Agility check to
                                                        avoid doing so.
                        8     Fruit Smoothie   2 gold   1/quest at the start of a combat scene, you become immune to Lunar for
                                                        the rest of the scene.
Running the Game
10 Ginger Tea 1 gold 1/quest when you would be Silenced by another character, you aren’t.
                        12    Grog             1 gold   1/quest at the start of a combat scene, you can clear 1 Stress at the start of
                                                        each of your turns for the rest of the scene.
13 Hard Bread 1 gold You are immune to forced movement from other characters.
                        14    Hero’s Feast     3 gold   You can use your limit break a second time this quest.
Appendices
15 Honey Walleye 1 gold You start each combat scene with 1 Focus.
16 Hot Cocoa 1 gold Each round you can use one Reroll Table option 2/round instead of 1/round.
                        19    Lucky Lollipop   1 gold   Whenever you defeat an enemy, roll 1d6. On 5+, you gain 1 gold. This can
                                                        trigger 5 times.
20 Mac & Cheese 2 gold You only take 2 damage from dangerous terrain.
                        21    Mango Moxie      1 gold   1/quest when you take a Wound or Overstress and it isn’t your fourth of that
                                                        type, you don’t make the wound or overstress roll.
                        354
TAVERN                                                     Food and drink to keep you full and hydrated.
                                                                                                               Getting Started
       SUPPLY           COST     EFFECT
22     Margarita        2 gold   1/scene when you use the Strain option from the Reroll Table, you only gain
                                 1 Stress.
25 Rockfruit 1 gold 1/quest when you would be Sundered by another character, you aren’t.
                                                                                                               Building Beacons
26     Spicy Noodles    2 gold   1/quest at the start of a combat scene, you become immune to Astral for
                                 the rest of the scene.
27     Transmutive      1 gold   You change your ancestry for the duration of the quest, choosing a new an-
       Biscuits                  cestry trait.
28     Wildfruit        2 gold   You gain two random +2 bonuses to your Bulk, Agility, Mind, or Magic
                                 checks/saves this quest. Randomly determine where each increase goes. Both
                                 increases can go into the same ability score.
                                                                                                               Appendices
3      Legendary Technique        3 gold
                                                                                                         355
                                                                 B: LOOT
Getting Started
                   Loot is bonus equipment and techniques that beacons earn as quest rewards. Loot is usually
                   presented to the players in loot crates (p. 257), each of which is three pieces of loot from
                   which the player can select one to keep.
                      The GM can either randomly or manually pick loot to give to PCs. The tables later in this
                   appendix arrange loot by type (weapon, support item, technique) and rarity (Uncommon,
                   Rare, Legendary) to make it easier to randomly generate loot. In addition, a loot crate
                   randomizer can be found here.
                      This section lists all loot in alphabetical order.
Building Beacons
                   Adamantine Armor
                   Support Item (Rare)  Heavy                               Aether Shield
                   Armor, Unbreakable                                         Spell (Rare)  1 Memory  Mana X, Unique
Appendices
                   +3 Armor, –2 Speed, –2 Dodge. Additionally, when           When you would take damage (after Armor and resis-
                   you would be critically hit, it becomes a normal hit       tances), you can spend MP to reduce the damage tak-
                   instead.                                                   en. You take –2 damage for every 1 MP spent. This spell
                                                                              can’t reduce Piercing damage or Discord, and can’t
                                                                              be used if you are incapable of taking reactions.
                   Adamantine Construction
                   Support Item (Legendary)  Light 
                   Enchantment, Unbreakable, Unique                           Agile Discord
                                                                              Skill (Rare)  1 Memory
B: Loot
                   356
Aid                   Reaction (1/Round)                 Animated Shield
Spell (Uncommon)  1 Memory  Mana 1                      Support Item (Rare)  Light  Summon
                                                                                                                    Getting Started
                                                           Range = Scope
Trigger: An ally within Scope makes an ability check
or save.                                                  You gain the Shield Block reaction. If you meet the
                                                          trigger condition of Shield Block while using Inter-
Effect: You grant them +1 on the check or save.           pose, you can automatically use its effect as part of
                                                          that Interpose reaction.
                                                                                                                    Building Beacons
                                                          Minor Action: You deploy this shield as a Summon
You or an adjacent ally can expend a charge to reload     within Range or return it to you. While it is deployed,
a single weapon.                                          it provides hard cover and you cannot use the other
                                                          effects provided by this support item.
Amulet of Health
Support Item (Uncommon)  Light                              Shield Block              Reaction (1/round)
You gain +1 on Bulk checks and saves. Additionally,          Trigger: You would take Physical, Astral, Lunar,
when you Refresh, you gain 4 temp HP.                        or Force.
                                                                                                                    Appendices
                                                            Armor is equipped, you gain temp HP equal to
Animate Objects             Minor Action                   your Bloodied value.
Spell (Uncommon)  1 Memory  Mana X                      Ø Any Armor: When you take an Overstress while
Range = Scope                                               this Armor is equipped, you gain charges equal to
                                                            your Breaking Point. Until the end of the scene,
You move an object or piece of terrain within Range         whenever you would take Stress, you can instead
up to 6 spaces. The amount of MP you spend deter-           spend 1 charge per Stress.
mines the Size of the object or piece of terrain you
can move:
                                                                                                                    B: Loot
                                                          Armor Plates
Ø   Size 1/2: 1 MP                                        Support Item (Uncommon)  Light 
Ø   Size 1: 2 MP                                          Enchantment, Unique
Ø   Size 2: 3 MP
Ø   Size 3: 4 MP                                          You may use one of the following Enchantments
                                                          at a time:
                                                                                                             357
                   Astral Infusion              Minor Action                   Bane                  Reaction (1/Round)
                   Spell (Rare)  1 Memory  Mana 1                             Spell (Uncommon)  1 Memory  Mana 2
Getting Started
                    Range = Scope
                                                                                Trigger: An enemy within Scope makes an attack roll.
                   You place the following Enchantment on a weapon
                   equipped by an ally within Range (their choice). It          Effect: They receive +1 on the roll.
                   lasts until the end of their next turn:
                   Bag of Holding
                   Support Item (Rare)  Free  Unique,                         Barkskin                         Minor Action
                   Unbreakable                                                  Spell (Uncommon)  2 Memory           Range = Scope
                   One of your other support slots increases by one size        An ally within Range gains 1 Focus.
                   (i.e., from Light to Main, or Main to Heavy).
                   358
Beam Saber                           Fight             Blinding Powder               Minor Action
Melee Weapon (Rare)  Main Blade  Piercing             Support Item (Rare)  Light  Consumable 3
                                                                                                                Getting Started
Reach 1 1d6+1 Astral
                                                        You can expend a charge to make an adjacent enemy
You ignore all penalties from low visibility.           Blinded until the end of their next turn.
                                                                                                                Building Beacons
instead of you.                                         you can expend a charge to gain resistance to all
                                                        damage until the end of your next turn.
                                                           You can regain charges for this item during Short
Belt of Giantkind                                       Rests by spending 1 Recovery per charge.
Support Item (Uncommon)  Light
                                                                                                                Appendices
An adjacent enemy must make a Magic save. Failure:
They are Dazed until the end of their next turn.        +1 Armor.
next turn.
Blackiron Armor
Support Item (Rare)  Heavy  Armor
                                                                                                         359
                   Book of Alternative Explosions                             Caduceus                            Volley
                   Support Item (Legendary)  Light  Mana X                  Ranged Weapon (Rare)  Main Artifact 
Getting Started
                     would be dealt from Physical, Astral, Lunar, or          Effect: You shift 2 after the damage.
                     Force to a different one of these types.
                   Ø Eye of the Storm (2 MP, Blast only): The center
                     space of the AOE is excluded from the effects.           Catch a Breath                 Free Action
                   Ø Phased (2 MP): Cover and terrain don’t block line        Skill (Rare)  2 Memory  Focus X, Unique
                     of sight for the AOE.
                   Ø Reliable (X MP): If the AOE deals Physical, Astral,      You regain 1 HP per Focus spent.
                     Lunar, or Force, it gains Reliable equal to the MP
                     spent.
                                                                              Chain Blade                         Fight
Running the Game
                   You start Flying, but can’t move. You can only clear       Challenge-Seeker                   Fight
                   this status by ending this effect as a minor action.       Melee Weapon (Uncommon)  Main Longarm
                                                                              Reach 2 1d3+2 Physical
                   Boots of Speed               Minor Action                 This weapon deals +1d6 bonus damage against tar-
                   Support Item (Legendary)  Light  Stressful 1             gets that have their maximum HP.
B: Loot
                   You    Rush.
                                                                              Charging Spear                     Fight
                                                                              Melee Weapon (Uncommon)  Main Longarm
                   Broom of Flying               Free Action                 Reach 2 1d6+1 Physical
                   Support Item (Rare)  Main  Mana 1
                                                                              When you use the movement option from Rush,
                   You gain Flying until you end it as a free action.         you can Fight with this weapon at +1 when you
                                                                              end the movement.
                   360
Chill Touch                  Minor Action               Cursesong Armor
Skill (Rare)  1 Memory  Mana 1                         Support Item (Rare)  Main  Armor, Mana X
                                                                                                                   Getting Started
You deal 2 Lunar to an adjacent target.                  +2 Armor. Gain the Curse reaction.
                                                                                                                   Building Beacons
Cloak of Protection         Minor Action                   on all attacks, checks, and saves per MP spent.
Support Item (Uncommon)  Main                              This decreases by –1 at the end of each of their
                                                            turns.
You gain 1 Focus.
                                                                                                                   Appendices
                                                         Skill (Uncommon)  1 Memory  Unique
On Hit: The target is Slowed until the end of their         Trigger: You are hit by a melee attack.
next turn. If they are already Slowed, they are also
Immobilized until the end of their next turn.               Effect: You spend 1 Focus and deal 3 Lunar to
                                                            the attacker.
                                                                                                             361
                   Darksight Armor                                             Defensive Fighter
                   Support Item (Uncommon)  Light  Armor                     Skill (Uncommon)  1 Memory  Unique
Getting Started
                   +1 Armor. Additionally, you ignore all penalties from       1/round when you critically hit, you gain 1 Focus.
                   low visibility and don’t treat Hidden characters as
                   Invisible in areas of low visibility.
                                                                               Deflect                 Reaction (1/round)
                                                                               Skill (Rare)  2 Memory  Unique
                   Death’s Gambit Dice
                   Support Item (Uncommon)  Light                             Trigger: You are hit by an attack and reduce the dam-
                                                                               age to 0 through Armor or other effects.
                   When you make a wound roll, you can roll twice and
Building Beacons
                   take either result.                                         Effect: You negate any effects the attack would have
                                                                               on you, and can force the attacker to reroll the attack
                                                                               against a character or object adjacent to you.
                   Defender’s Bond
                   Support Item (Rare)  Light  Unique
                                                                               Delayed Healing
                   When you equip this item or during a Rest, you and          Skill (Rare)  1 Memory  Unique
                   one ally can attune to this item. Only one ally can be
                   attuned at a time, and they can end the attunement          When you would regain HP from any source other
                   at any time, including during combat. This doesn’t          than this skill, you only regain half the amount. Then,
Running the Game
                   require an action. You and the attuned ally each gain       at the start of your next turn, you regain HP equal to
                   the Unbreakable Bond reaction.                              the original full amount. This effect isn’t optional.
                   Submitted by M. Tyson.
                                                                               Demigod
                                                                               Skill (Legendary)  1 Memory  Unique
                      Unbreakable Bond           Reaction (1/round)
                                                                               You are immune to the Dazed condition, and you
                      Trigger: Your attuned ally is targeted by an attack      gain +2 Stress Cap.
                      while within Range 10 .
                      ing into each other’s spaces, and you become the         Skill (Legendary)  1 Memory  Unique
                      target of the attack instead. This effect counts as if
                      you used Interpose on that ally.                         Whenever you take a Wound or Overstress, you can
                                                                               choose to be removed from play until the start of
                                                                               your next turn. You are immune to all damage and
                   Defending Enchantment                                       effects while removed from play and can’t move or
                   Support Item (Rare)  Main  Enchantment                    perform any actions, but your Traps and Summons
                                                                               are unaffected as long as they don’t require you to
                   You may use one of the following Enchantments               perform an action. You return to play in the space
B: Loot
                   362
Devil’s Crown          Reaction (1/round)              Double Spell
Support Item (Legendary)  Light  Mana 1               Spell (Legendary)  3 Memory  Mana 3
                                                                                                                 Getting Started
Trigger: You take Physical, Astral, Lunar, or Force     1/round when you use or Release a spell, you can
after Armor and resistance.                             immediately use a duplicate of that spell. The target
                                                        must be within Range 5 of the original target and
Effect: The damage is reduced by –1d6. If the source    cannot be the original target. Each character can only
of the damage is within Scope, deal Piercing damage     be affected by one of these spells per turn.
to them equal to the damage reduced.
                                                                                                                 Building Beacons
                                                        Reach 1, Close Blast 1 2 Discord
Dimension Anchor                    Fight
Melee Weapon (Uncommon)  Heavy Club 
Inaccurate          Reach 1 3d6 Physical               Dragon Mask                        Fight
                                                        Support Item (Uncommon)  Main  Mana 1
On Hit: The target must make a Magic save. Failure:     Close Blast 2
They are Immobilized until the end of their next
turn. Characters Immobilized by this weapon can’t       You make a melee spell attack against characters in
be subject to forced movement while Immobilized,        the AOE that deals 1d6+1 Astral or Lunar , chosen
even teleportation.                                     when equipped.
Trigger: You are hit by an attack. Trigger: You are hit by an attack.
Effect: You teleport a number of spaces equal to the    Effect: You gain resistance to any damage from the
damage dealt (after Armor and resistance), to a mini-   attack, but you become Prone.
mum of 1 space and maximum of 10 spaces.
Durable Construction
                                                                                                                 Appendices
Distracting Force           Minor Action               Support Item (Uncommon)  Light 
Spell (Uncommon)  2 Memory  Mana 1                    Enchantment, Unbreakable, Unique
A character that is channeling within Scope must        You may use the following Enchantment:
make a concentration save.
                                                        Ø Any Equipment or Technique: This equipment or
                                                          technique gains Unbreakable.
Distracting Strike                   Fight
Melee Skill Attack (Uncommon)  1 Memory
                                                                                                                 B: Loot
                                                                                                          363
                   Electrical Pack                                         Endless Stamina
                   Support Item (Uncommon)  Main                         Skill (Legendary)  1 Memory  Unique
Getting Started
                   Support Item (Rare)  Main  Armor                      all their temp HP, they have resistance to Astral or
                                                                           Lunar, chosen by the caster when used.
                   +2 Armor, –1 Dodge. When you equip this Armor, you
                   gain resistance to either Astral or Lunar.
                       Additionally, you automatically clear all Discord   Escape Enchantment
                   at the end of your turn. When you do, you create a      Support Item (Uncommon)  Light  Enchantment
                    Burst 1 AOE. Enemies in the AOE take damage of
                   the type chosen previously equal to the amount of       You may use one of the following Enchantments
                   Discord cleared.                                        at a time:
Running the Game
                   Ember                               Volley
                   Ranged Spell Attack (Uncommon)  1 Memory               Exploding Heart                 Full Attack
                   Range = Scope 2 Astral + 1 Discord                      Melee Skill Attack (Legendary)  2 Memory 
                                                                           Slow                      Reach 1 3 Stress
                   Empowered Spells                                        On Hit: The target must make a Bulk save. Failure: The
                   Spell (Rare)  2 Memory  Mana 1, Unique                Stress dealt by this attack is either equal to their Breaking
                                                                           point or as normal, whichever is higher. Additionally, they
                   1/round when you use a spell, you can give it +2 Save   are Stunned until the end of their next turn. Success: They
                   Target.                                                 are Slowed until the end of their next turn.
                   364
Extend Spell                                              Firebrand                                      Fight
Spell (Uncommon)  1 Memory  Mana X, Unique              Melee Weapon (Legendary)  Main Blade
                                                                                                                     Getting Started
                                                          Reach 1 1d6 Physical + 2 Discord
When you cast a spell with Range, you can increase
its Range by +2 for each MP spent.                        You ignore all penalties from low visibility.
                                                          On Crit: This attack deals +2 Discord.
Extended Scope
Skill (Legendary)  1 Memory  Unique                     Flamethrower                       Volley
                                                          Ranged Weapon (Rare)  Heavy Magitech
You gain +3 Scope.                                        Close Blast 2 5 Discord
                                                                                                                     Building Beacons
False Swipe                          Fight               Flare                               Channel
Melee Skill Attack (Uncommon)  1 Memory                 Ranged Spell Attack (Legendary)  1 Memory
Accurate, Reliable 3 Reach 1 2d6+2 Physical                Auto-Hit, Mana X
                                                          Range = Scope, Blast 2 4d6 Force
This attack can’t reduce targets below 1 HP.
                                                          This attack consumes all of your MP, and you must
                                                          have at least 2 MP to use it.
Fast Movement
Skill (Uncommon)  1 Memory  Unique                      On Release: All characters in the AOE are auto-hit.
                                                                                                                     Appendices
Feel No Pain                                              +1 Armor.
Skill (Rare)  2 Memory  Unique
                                                          Minor Action (1–3 MP): You gain +1 Speed for each
While you have 3+ Wounds, you gain resistance to          MP spent until the end of your turn.
all damage. While you have 3+ Overstresses, you gain
resistance to Stress.
    Additionally, when you receive your fourth Wound      Flawless Job Crystal
or Overstress, you aren’t defeated and can keep acting    Support Item (Legendary)  Free 
as normal, although you can’t regain HP or clear Stress   Unbreakable
                                                                                                                     B: Loot
                                                                                                              365
                   Frightening Howl                      Fight            Gambling Dice
                   Skill (Rare)  1 Memory  Stressful 1 Burst 1          Support Item (Uncommon)  Light  Consum-
Getting Started
                                                                           able 3, Unique
                   All enemies in the AOE must make a Mind save.
                   Failure: They take 2 Stress and are unable to           When you would make an attack roll, you can instead
                   voluntarily move further away from you during their     expend a charge and roll 1d6 to determine the out-
                   next turn.                                              come of the attack:
                   Frost Fang                                  Fight      Your improvised weapon attacks can deal Force, and
                   Melee Weapon (Rare)  Light Longarm                     you can Opportunity Attack with them as if they
                   Reach 1, Line 5 1d3+1 Lunar                             have Reach 1 .
                                                               Volley
                   Ranged Spell Attack (Rare)  2 Memory                   Support Item (Uncommon)  Light
                   Line 10 2 Stress
                                                                           Your improvised weapon attacks gain the Aetheric
                   On Hit: The target must make a Bulk save. Failure:      tag and deal Force. You can Opportunity Attack
                   They are Slowed until the end of their next turn.       with them as if they have Reach 1 .
you end a round without hitting a target with it. Stressful 1 Range = Scope
                   366
Golden Carp                       Volley                   Guard Break                          Fight
Spell (Legendary)  2 Memory  Summon                       Melee Skill Attack (Uncommon)  1 Memory
                                                                                                                      Getting Started
 Range = Scope                                              Reach 1 2 Stress
Golden Carp (Size 1/2, HP 15, Dodge/A-Def 10, Speed 1)      On Hit: Until the end of the target’s next turn, they
                                                            can’t perform reactions, take damage on the behalf
You create a golden carp within Range. It cannot            of others, or make themselves the target of attacks
perform actions.                                            on the behalf of their allies.
    As a free action during each of your following
turns, you must spend 2 MP or the carp is dismissed.
    Once you have spent 6 MP in this way, the carp          Hamstring                                     Fight
transforms with the following effects:                      Melee Skill Attack (Rare)  1 Memory 
                                                                                                                      Building Beacons
                                                            Reach 1 3 Stress
Ø It becomes a Size 3 Summon, pushing other char-
  acters out of its spaces and destroying non-objec-        On Hit: Until the end of their next turn, the target
  tive objects and terrain it grows into.                   takes 2 Stress every time they attack or use a spell.
Ø It regains all HP, clears all conditions, and gains the
  ability to take actions.
Ø It gains flight, a Speed of 4, and 2 Armor.               Hand Cannon                        Volley
Ø It gains the Dragonflame weapon listed below,             Ranged Weapon (Rare)  Heavy Magitech
  and can use it as a standard action.                      Range 5 / Reach 3 10 Force
                                                                                                                      Appendices
Grounded Caster                                             Headband of Intellect
Skill (Uncommon)  1 Memory  Unique                        Support Item (Rare)  Light  Unique
1/round when you crit with a spell attack, the ground       You gain +1 Memory, and +1       on Mind checks and
around you becomes temporarily supercharged. Until          saves.
the start of your next turn, non-Flying characters that
start their turn adjacent to you take 2 Astral .
                                                            Healer’s Pact                        Free Action
                                                                                                                      B: Loot
Inaccurate Reach 1 4d3+1 Physical Auto-Hit, Mana 1 Range = Scope 2d6 Lunar
                   This weapon loses the Inaccurate tag and instead      On Release: One target within Range is auto-hit and
                   gains +2 when attacking allies.                       connected to a continuous beam of magic. On sub-
                                                                         sequent turns, as long as they remain within Range,
                   On Hit: Instead of dealing damage, you can spend 1    you can use a minor action to deal 2 Lunar to them
                   MP to heal the target for the amount of damage that   automatically.
                   would have been dealt.                                   This connection lasts until the target is no longer
                                                                         within Range, you use this ability again, or you be-
                                                                         come Stunned or Silenced.
Building Beacons
                                                                         Homing Enchantment
Running the Game
                   368
Ice Crown                                 Volley        Lava Lob                                     Volley
Spell (Rare)  1 Memory  Mana 2                         Ranged Spell Attack (Rare)  1 Memory
                                                                                                                    Getting Started
                                                         Range = Scope 1d6 Astral
You gain 3 Ice Shards (which is the maximum). As a
minor action, you can expend an Ice Shard to make        Hits with this attack against targets with Discord be-
a ranged spell attack against a target within Scope,     come critical hits.
dealing 3 Lunar on a hit.
                                                                                                                    Building Beacons
You can Interpose when an ally within Range 4 is         you are adjacent.
targeted, instead of within Range 3 , and you can
shift +1 space when doing so.
                                                         Leech                                         Fight
                                                         Melee Weapon (Rare)  Main Magitech
Improved Spells                                          Reach 1 1d3+2 Lunar
Skill (Uncommon)  2 Memory  Unique
                                                         On Hit: You regain HP equal to the amount of HP the
You deal +1 damage with all spells that deal Physical,   target lost from this attack.
Force, Astral, or Lunar. Stress and Discord are
Invisibility Cloak Minor Action Effect: You spend 1 MP and gain 4 temp HP. You
                                                                                                                    Appendices
Support Item (Legendary)  Main  Mana 1                    can spend an additional +1 MP to also give all allies
                                                            within Range 5 4 temp HP.
You become Invisible until you next attack, force a
save, or take a hostile action.
                                                         Lightburst Summon                  Volley
                                                         Spell (Legendary)  1 Memory  Mana 2,
Jack of all Trades                                       Summon                         Range = Scope
Skill (Rare)  1 Memory  Unique
                                                         Lightburst Summon (Size 1/2, HP 1, Dodge/A-Def 10,
                                                                                                                    B: Loot
On Miss: You deal 1d6+1 Physical to the target. On Crit: You deal +1d3 Stress to the target.
                   Melee Weapon (Rare)  Main Club                           apply to this weapon regardless of profile used. You
                   Reach 1 1d6+2 Physical                                    can Volley using this weapon’s ranged profile or
                                                                               Fight with its melee profile.
                   On Crit: The target is Dazed and can’t attack you until
                   the end of their next turn.
                                                                             Mithral Construction
                                                                             Support Item (Legendary)  Main 
                   Mana Battery                                              Enchantment, Unique
                   Skill (Legendary)  2 Memory  Unique
B: Loot
                   370
Momentum                                       Fight       Multitasker
Melee Weapon (Rare)  Heavy Club                           Skill (Rare)  1 Memory  Unique
                                                                                                                    Getting Started
Thrown 8, Inaccurate
Reach 1 / Thrown 8 2d6+4 Physical                           Your Surge cost never goes above 1d6+2 Stress.
                                                                                                                    Building Beacons
You gain +1 Reach with all weapons that have Reach,         Homing and Reliable 2 tags and deals +3 damage.
and +1 on Mind checks and saves.
                                                                                                                    Appendices
You bestow an adjacent ally with protective energy. After   space. Failure: They take 14 Astral . Success: They
they next take damage, they regain 3 HP. Each character     take 7 Astral .
can only have one such effect on them at a time.
                                                            Submitted by Aioran.
                                                                                                              371
                   Overwhelming                                               Penta Quiver
                   Skill (Legendary)  1 Memory  Unique                      Support Item (Legendary)  Main 
Getting Started
                                                                              Enchantment
                   You gain +2 Save Target. Additionally, whenever a
                   character fails a save against you, they take 1 Stress .   You may use the following Enchantment:
                   Penance                                       Fight
Appendices
                   On Hit: The target loses concentration.                    You can use Bulk instead of Magic when making
                                                                              checks to clear Discord.
                                                                              Piercer                                      Volley
                                                                              Ranged Weapon (Rare)  Heavy Bow
B: Loot
                   372
Pincer Strike                                             Power Armor
Skill (Legendary)  2 Memory  Stressful 1                Support Item (Legendary)  Heavy  Armor
                                                                                                                   Getting Started
1/round when you Volley or Fight, you can                 +3 Armor, –1 Dodge. You have flight and an Aquatic
attack with two different weapons. All attacks must       Adaptation.
target the same target. You can’t use this ability with      Additionally, you gain the following ranged weap-
   Full Attack.                                           on attack: Range 10 1d6 Force .
                                                                                                                   Building Beacons
You create a Size 1 or Size 2 object that counts as       +2 Armor. Additionally, at the start of each combat
hard cover in a free adjacent space.                      scene, you are permanently Vulnerable to either
                                                          Astral, Lunar, or Force, determined at random. This
                                                          lasts until the end of the scene.
Portalis                                      Fight
Melee Weapon (Rare)  Light Longarm
Reach 2 1d3 Physical                                      Psi Blade                           Fight
                                                          Melee Weapon (Uncommon)  Light Blade 
You can use this weapon to attack targets that are ex-    Stressful 1          Reach 1 1d3+3 Force
actly Range 5 from you, and deal +2 damage when
You expend a charge. Until the end of the scene,          Purge                       Minor Action
climbing doesn’t cost any additional movement.            Spell (Uncommon)  1 Memory  Mana 1
Additionally, when you climb, you can bring a will-       Range = Scope
ing adjacent ally with you as long as there is enough
space for both of you to stand.                           A character within Range must make a Magic save.
                                                                                                                   Appendices
                                                          Failure: You can end one ongoing effect on them,
                                                          excluding statuses and conditions.
Potion of Giants             Minor Action
Support Item (Legendary)  Light 
Consumable 2                                              Push Through Pain           Reaction (1/round)
                                                          Skill (Rare)  2 Memory
1/scene, you can expend a charge to gain +1 Size,
+1 Reach with all effects with Reach, and +2 on           Trigger: You would take damage.
Bulk checks and saves. These effects last until the
                                                                                                                   B: Loot
end of the scene.                                         Effect: The damage you take (after Armor and resis-
                                                          tances) becomes Stress instead of its normal damage
                                                          type.
Potion of Size                Minor Action
Support Item (Rare)  Light  Consumable 3
                                                          Push to the Edge
You can expend a charge to change your Size to 1/2,       Spell (Rare)  2 Memory  Unique
1, 2, or 3 for the rest of the scene.
                                                          Your abilities that deal Stress deal +2 Stress against
                                                          Breaking characters.
                                                                                                            373
                   Quick Arm                                    Fight      Razorwire Enchantment         Minor Action
                   Melee Weapon (Uncommon)  Main Blade                     Support Item (Rare)  Light  Enchantment
Getting Started
                                                                              can spend 1 MP. The next time you hit with this
                                                                              ability this turn, the target takes 2 Physical if
                   Quick Rush                         Minor Action           they make a melee attack against you before the
                   Skill (Legendary)  2 Memory                               end of their next turn.
                   You    Rush.
                                                                            Reckless Swing
                                                                            Skill (Uncommon)  1 Memory  Unique
                   Quickstep Boots             Minor Action
                   Support Item (Uncommon)  Light  Stressful 1            As long as you aren’t already Marked, you can Mark
Running the Game
                                                                            target.
                   You can take Stress in place of spending MP, at a rate
                   of 2 Stress per MP.
                                                                            Regeneration
                                                                            Skill (Legendary)  1 Memory  Unique
                   Railgun                       Full Attack
                   Ranged Weapon (Legendary)  Heavy Magitech               As long as you aren’t defeated, you regain 1 HP at the
                    Reliable 6, Reloading, Slow                            start of each of your turns.
                    Line 25 3d6+5 Astral
B: Loot
                   374
Restful Presence                                        Runic Tattoos
Skill (Rare)  2 Memory                                 Support Item (Rare)  Main  Armor
                                                                                                                  Getting Started
During Short Rests, you and your allies automatically   When you Interpose, you gain +3 Armor against
regain all HP.                                          the attack.
                                                        Contributed by Koleos.
Retribution Shield          Minor Action
Spell (Uncommon)  1 Memory  Mana 1
Range = Scope                                           Safe Travels
                                                        Skill (Uncommon)  1 Memory
You place a magical shield on an ally within Range.
                                                                                                                  Building Beacons
Until the end of their next turn, they deal 2 Astral    You are immune to dangerous terrain.
to any character that hits them with a melee weapon
attack.
                                                        Scarab Staff                          Volley
                                                        Ranged Weapon (Rare)  Heavy Artifact 
Returning Weapon                                        Aetheric, Mana 1 Range 10, Blast 1 3 Stress
Support Item (Uncommon)  Light  Enchantment
                                                        On Hit: The target is Dazed until the end of their next
You may use the following Enchantment:                  turn.
                                                                                                                  Appendices
their Bloodied value and their Stress equal to their    your next turn.
Breaking point.
While Bloodied, you regain 1 HP at the start of each    On Crit: The target is Blinded until the end of their
of your turns.                                          next turn.
                                                                                                                  B: Loot
You gain +1 to attacks that cost Focus to make.         +1 Armor. You move normally in liquid-based difficult
                                                        terrain, and have an Aquatic Adaptation. Addition-
                                                        ally, characters that successfully Grapple you take
Rocket Sledge                        Fight              2 Physical .
Melee Weapon (Rare)  Heavy Club  Push 2,
Reloading          Reach 1 3d6+4 Physical
                                                                                                           375
                   Shatterstone                Minor Action                    Slam                        Minor Action
                   Support Item (Uncommon)  Light                             Skill (Uncommon)  2 Memory  Stressful 1
Getting Started
                   Consumable 2                       Range 5
                                                                                An adjacent enemy must make a Bulk save. Failure:
                   You can expend a charge to make a ranged weapon              They are Dazed until the end of their next turn.
                   attack against a character within Range. On Hit: They
                   are Sundered until the end of their next turn.
                                                                                Slime Staff                         Volley
                                                                                Ranged Weapon (Rare)  Main Artifact 
                   Shield of the Evil Eye                                       Mana 1     Range 10 1d3 Lunar + 3 Discord
                   Support Item (Rare)  Main
                                                                                On Crit: One enemy adjacent to the target (your
Building Beacons
                   1/round when you are missed by an attack, you can            choice) takes 3 Discord .
                   spend 1 MP to make the attacker Dazed until the end
                   of their next turn. Additionally, you gain the Shield
                   Block reaction. If you meet the trigger condition of         Slippery                          Minor Action
                   the Shield Block while using Interpose, you can              Skill (Uncommon)  1 Memory
                   automatically use its effect as part of that Interpose
                   reaction.                                                    You automatically escape from any grapples.
                   On Hit: The target can’t perform reactions until the         Reach 1 1d6+2 Force
                   end of their next turn, and 1/turn you can spend 1
                   MP to attack another target adjacent to the original         You can make a ranged attack with this weapon using
                   target. Each target can only be hit by this effect 1/turn.    Range 8 .
                   376
Spacewarp Enchantment                                   Spiked Fist                                   Fight
Support Item (Uncommon)  Light  Enchantment           Melee Weapon (Uncommon)  Light Club
                                                                                                                  Getting Started
                                                        Reach 1 1d3+2 Physical
You may use one of the following Enchantments
at a time:                                              Whenever you roll a 1 on any damage dice with this
                                                        weapon, you take 1 Stress and roll that die again. This
Ø Any Armor: Any time you teleport while this Ar-       effect can trigger on the same die multiple times and
  mor is equipped, you increase the distance you        is not optional.
  move by spaces equal to your current Armor.
Ø Any Channel Technique: When you release this
  ability, you can teleport up to 3 spaces.             Spikes
                                                        Support Item (Uncommon)  Main 
                                                                                                                  Building Beacons
                                                        Enchantment, Unique
Spectral Dash                              Rush
Skill (Rare)  1 Memory  Mana 1                        You may use one of the following Enchantments
                                                        at a time:
You Rush, and can move through characters and
objects as part of the movement from this action, ig-   Ø Any Armor: When you Interpose and end the
noring Engagement. You can’t end your turn sharing        movement next to the attack with this Armor
a space with something.                                   equipped, you can deal 1 Piercing Physical to
                                                          them as part of the same reaction.
                                                        Ø Any Channel Technique: While channeling this
Spellstrike
Spider Staff                       Volley              On Hit: This weapon deals its damage three times, with
Ranged Weapon (Legendary)  Heavy Artifact              Armor and resistance applying to each instance. Bonus
 Aetheric          Range 10 1d6+6 Lunar               damage is only dealt on the first instance of damage.
                                                                                                                  Appendices
As long as this weapon is equipped and isn’t de-        On Crit: As a hit, but weapon deals 3 Physical each
stroyed, you have the Poison Web spell, which is        time instead of 2.
equipped for free.
                                                                                                           377
                   Starbow                           Volley                 Tactical Analysis                    Minor Action
                   Ranged Weapon (Uncommon)  Main Bow                       Skill (Uncommon)  1 Memory
Getting Started
                   The next time you Volley with a spell this turn, you      Taunt                                         Mark
                   become Invisible until the start of your next turn.       Skill (Uncommon)  2 Memory            Range = Scope
                   Sundyr                               Fight               make a Mind save. Failure: They take 2 Stress and
                   Melee Weapon (Legendary)  Main Club                     have +1 on any attacks that don’t include you until
                   Unbreakable, Unique   Reach 1 1d6+3 Force                the start of their next turn.
                                                                             Telekinesis                          Shove
                   Super Mode                                                Spell (Rare)  1 Memory  Mana 1 Range = Scope
                   Skill (Legendary)  1 Memory  Unique
                                                                             You Shove a target within Range and count as Size
                   When you use your limit break, you also regain all        3 when doing so. Instead of choosing to push them
                   HP, clear all Stress, and roll a d20. On a 20, you can    1 space, you can slide them 3 spaces.
                   use your limit break again this quest.
                                                                             Teleport Partner
                   Super Speed                                               Skill (Rare)  2 Memory  Unique
                   Skill (Legendary)  1 Memory  Unique
Appendices
                   melee attack if you are the only character adjacent       You    Mark a character within Range.
                   the target.
                   378
Tetherknot                    Minor Action             Thunder                                       Volley
Support Item (Rare)  Light  Consumable 3              Spell (Rare)  1 Memory                 Range = Scope
                                                                                                                      Getting Started
You can expend a charge to throw this ball of wire      A character within Range must make an Agility save.
at a character within Range 5 . They must make an       Failure: They take 1 Discord . Until they clear all
Agility save. Failure: They are Immobilized until the   Discord, you can use this spell again (targeting any
end of their next turn.                                 character within Range) as a minor action whenever
                                                        they fail the check to clear their Discord. This effect
                                                        lasts until the end of the scene or until you use it again,
The Unblinking Eye      Reaction (1/round)             whichever comes first.
Skill (Legendary)  2 Memory  Unique
                                                                                                                      Building Beacons
Trigger: An ally starts their turn.                     Thunderstomp                       Fight
                                                        Skill (Uncommon)  1 Memory  Stressful 1
Effect: You make an enemy Marked.                       Burst 1
                                                                                                                      Appendices
Trigger: An adjacent character uses a spell or begins   Melee Weapon (Uncommon)  Heavy Blade 
channeling.                                             Reliable 3        Reach 1 2d6+2 Physical
Effect: They take 2 Stress and are Dazed until the      This weapon deals +1d3 bonus damage to characters
end of their next turn.                                 that are larger than you.
Thrust
Skill (Rare)  2 Memory  Stressful 1
                                                                                                                      B: Loot
                                                                                                               379
                   Time’s Eclipse                Free Action                     Toughness
                   Support Item (Uncommon)  Light  Stressful                    Skill (Legendary)  1 Memory  Unique
Getting Started
                   equipped at any range, and don’t need line of sight            next turn.
                   to them to do so.
                   be knocked Prone or be subjected to forced movement            You create this Summon within Range. As a minor
                   from smaller characters unless you choose to allow it.         action while it exists, you can restore 4 HP to an ally
                                                                                  within Range 3 of it.
                   Titan Grip
                   Skill (Legendary)  3 Memory  Unique                          Trap Sense
                                                                                  Skill (Uncommon)  1 Memory
                   If you have two Heavy weapons equipped, you can
                   turn them into a linked Heavy Heavy weapon.                    You don’t trigger Traps unless you want to, and you
                                                                                  gain +1 on saves forced by Traps.
                   Tomb-Link Armor
Appendices
                                                                                  Ultimate Protector
                   Torch Mace                                        Fight       Skill (Legendary)  1 Memory  Unique
                   Melee Weapon (Uncommon)  Light Club
                   Reach 1 1d3 Astral + 1 Discord                                 You gain +1 Focus whenever you gain Focus.
                   380
Unarmored Defense                                         Vicious Enchantment
Skill (Uncommon)  1 Memory  Unique                      Support Item (Rare)  Main  Enchantment,
                                                                                                                    Getting Started
                                                          Unique
You gain +1 Armor if you don’t have a support item
with the Armor tag equipped. This Armor still applies     You may use the following Enchantment:
while you are Sundered.
                                                          Ø Any Weapon, Skill Attack, or Spell Attack: On a
                                                            crit with this weapon or technique, you deal +1d6
Unbreakable Skin                                            bonus damage.
Skill (Legendary)  1 Memory  Unique
                                                                                                                    Building Beacons
                                                          Spell (Legendary)  2 Memory  Unique
All forced movement you inflict is increased by +1,       You can move through solid, impassable terrain, in-
and you can reduce forced movement inflicted on           cluding walls, equal to your Size. When you move
you by –1 (to a minimum of 0).                            through terrain in this fashion, you destroy it and
                                                          take Stress equal to the terrain’s Size for each piece
                                                          of terrain you destroy (to a minimum of 1 Stress). This
Vampiric Touch                        Fight              applies to any movement, including forced move-
Melee Spell Attack (Uncommon)  1 Memory                 ment, always applies, and is not optional.
Reliable 2             Reach 1 1d6+1 Lunar
                                                                                                                    Appendices
On Hit: You can spend 1 MP to regain HP equal to          Wand of Fireballs                    Volley
the damage the target takes from this attack, after       Ranged Weapon (Legendary)  Light Artifact
Armor and resistance.                                      Mana 2     Range 5, Blast 2 1d3+4 Astral
                                                                                                              381
                   Warstaff                            Fight                Wind Infusion                Minor Action
                   Melee Weapon (Uncommon)  Main Artifact                   Spell (Rare)  1 Memory  Mana 1
Getting Started
                   You can move normally in liquid-based difficult ter-      Ø Any Weapon: On a critical hit with this weapon,
                   rain (e.g., water).                                         you can attack with it again after the attack
                                                                               resolves.
Building Beacons
                   You can expend a charge to replace one of your            +1 Armor. Additionally, when you perform a Phase
                   equipped weapons with a different weapon you have            Reposition action, you become Invisible until
                   unlocked that could be equipped in that slot. You can     the end the turn.
                   also do this during Rests.
                                                                             Windstep Armor
                   Weave Magic
Running the Game
                   382
                                                            Techniques
                                                                                                                   Getting Started
                                                                      UNCOMMON TECHNIQUES
                                                                     TYPE    NAME                   RARITY
                                                                 1   Spell   Aid                    Uncommon
                                                                 2   Spell   Animate Objects        Uncommon
                                                                 3   Spell   Bane                   Uncommon
                                                                 4   Spell   Barkskin               Uncommon
                                                                 5   Skill   Battle Chant           Uncommon
                                                                 6   Spell   Bestow Curse           Uncommon
                                                                 7   Skill   Bloodthirst            Uncommon
                                                                 8   Skill   Cartwheel              Uncommon
                                                                                                                   Building Beacons
                                                                 9   Skill   Cleansing Touch        Uncommon
                                                                10   Skill   Critical Healing       Uncommon
                                                                11   Skill   Danger Sense           Uncommon
                                                                12   Skill   Defensive Fighter      Uncommon
                                                                13   Spell   Distracting Force      Uncommon
                                                                14   Skill   Distracting Strike     Uncommon
                                                                15   Skill   Distraction            Uncommon
                                                                16   Skill   Duck                   Uncommon
                                                                17   Spell   Ember                  Uncommon
                                                                18   Spell   Energy Shield          Uncommon
                                                                                                                   Appendices
1-17                           Skill                            31   Skill   Improved Interpose     Uncommon
                                                                32   Skill   Improved Spells        Uncommon
18-34                          Spell                            33   Skill   Improved Weapons       Uncommon
                                                                34   Skill   Leap                   Uncommon
35-67                         Weapon                            35   Skill   Mortal Strike          Uncommon
                                                                36   Spell   Purge                  Uncommon
68-100                      Support Item                        37   Skill   Reckless Swing         Uncommon
                                                                38   Spell   Retribution Shield     Uncommon
 RARITY                        D100                             39   Skill   Riposte                Uncommon
                                                                                                                   B: Loot
                                                                                                             383
Getting Started
                   384
Support Items
                                                                                                            Getting Started
     UNCOMMON SUPPORT                        RARE SUPPORT                    LEGENDARY SUPPORT
          ITEMS                                 ITEMS                              ITEMS
     NAME                 RARITY          NAME                 RARITY        NAME               RARITY
1    Aether Flask         Uncommon   1    Adamantine Armor     Rare     1    Adamantine         Legendary
2    Ammo Kit             Uncommon   2    Animated Shield      Rare          Construction
3    Amulet of Health     Uncommon   3    Armor of Growing     Rare     2    Angelsteel         Legendary
4    Armor Plates         Uncommon        Endurance                          Armor
5    Barbed               Uncommon    4   Bag of Holding       Rare     3    Book of            Legendary
     Enchantment                      5   Barkskin Armor       Rare          Alternative
6    Belt of Giantkind    Uncommon    6   Blackiron Armor      Rare          Explosions
                                                                                                            Building Beacons
7    Belt of Growing      Uncommon    7   Blinding Powder      Rare     4    Book of Endless    Legendary
     and Shrinking                    8   Bonecaller Armor     Rare          Pages
8    Bloodstone           Uncommon    9   Broom of Flying      Rare     5    Boots of Speed     Legendary
     Armor                           10   Cursesong Armor      Rare     6    Devil’s Crown      Legendary
9    Boots of             Uncommon   11   Darkleaf Armor       Rare     7    Elemental          Legendary
     Levitation                      12   Defender’s Bond      Rare          Enchantment
10   Cloak of             Uncommon   13   Defending            Rare     8    Flawless Job       Legendary
     Protection                           Enchantment                        Crystal
11   Darksight Armor      Uncommon   14   Displacer Cloak      Rare     9    Helm of            Legendary
12   Death’s Gambit       Uncommon   15   Elemental Burst      Rare          Teleportation
                                                                                                            Appendices
21   Justicar Armor       Uncommon   24   Razorwire Enchant    Rare     18   Snickersnack       Legendary
22   Mountainous          Uncommon   25   Runic Tattoos        Rare     19   Tomb-Link Armor    Legendary
     Armor                           26   Sharkskin Armor      Rare     20   Twin Death         Legendary
23   Orb of Power         Uncommon   27   Shield of the Evil   Rare     21   Windstep Armor     Legendary
24   Portable Cover       Uncommon        Eye
25   Potion of Climbing   Uncommon   28   Tetherknot           Rare
26   Prismatic Armor      Uncommon   29   Titan Blood          Rare
27   Quickstep Boots      Uncommon   30   Vicious              Rare
28   Returning Weapon     Uncommon        Enchantment
                                                                                                            B: Loot
                                                                                                   385
                   Weapons
Getting Started
                         386
                                     C: NPC TYPES
                                                                                                                     Getting Started
These tables list all NPCs by their Initiative and role. This is to help GMs populate combat scenes with a diverse
array of NPCs.
                                                                                                                     Building Beacons
 SPELLSHIELD        Defender              1                WARMAGE            Artillery      2
 HEALER              Support              2                ARCHITECT          Controller     5
 MINDREAVER        Controller             2                MINDREAVER         Controller     2
 MIRAGE            Controller             2                MIRAGE             Controller     2
 OVERLORD            Support              2                SPECTER            Controller     3
 ROGUE               Striker              2                SWARM              Controller     4
 CONJURER           Artillery             2                TITAN              Controller     7
 WARMAGE            Artillery             2                VULTURE            Controller     3
 MARSHAL             Support              3                ELEMENTALIST       Defender       1
 RANGER              Striker              3                FORTRESS           Defender       5
                                                                                                                     Appendices
 FURY                Striker              7                HEALER             Support        2
 GUNNER             Artillery             7                MARSHAL            Support        3
 TITAN             Controller             7                OVERLORD           Support        2
C: NPC Types
                                                                                                              387
                                                            D: GLOSSARY
Getting Started
                   GENERAL TERMINOLOGY
                   Ancestry: Ancestry describes a beacon’s heritage or            NPC Template: Templates are additional sets of features
                     species. It determines their Size and gives access to          that can be added to NPCs, which can drastically alter
                     a list of ancestry traits. Whenever a beacon goes              how they play. There are two types of templates:
                     on a quest, they can choose to equip one of their              thematic and mechanical.
                     ancestry traits.
                                                                                  NPC Tier: NPCs come in one of three tiers: tier 1 (T1),
                   Boss: The toughest enemies in the game are Bosses.               tier 2 (T2), and tier 3 (T3). NPCs of higher tiers are
Building Beacons
Bosses have their own unique rules for combat. stronger and tougher than those of lower tiers.
                   Battle Plan: Battle plans provide the framework for            NPC Type: NPC types are collections of abilities and
                     combat scenes, determining the win conditions                  attributes that represent general themes, similar to
                     for the PCs, the NPC budget, and any special rules.            player character jobs.
                   Class: Classes represent specialized approaches to             Quest: Quests are adventures that beacons go on,
                      combat. Classes unlock equipment and abilities                each comprising a combination of narrative and
                      that beacons can equip for quests. Each class has             combat play.
                      three ranks, with each rank unlocking additional
Running the Game
                      equipment and abilities.                                    Reflection: The many settings of BEACON. Each setting
                                                                                     is called a Reflection.
                   Hub: A base of operations for beacons.
                                                                                  Resting: Resting allows PCs to heal, recover resources,
                   Job: Jobs provide the starting values for a beacon’s             and repair equipment. There are two types of rests:
                     attributes and their equipment slots. A class’s job is         Short Rests and Long Rests. Short Rests are quick
                     unlocked upon reaching rank 1 in that class.                   breaks that allow beacons to patch themselves up
                                                                                    after a fight, while Long Rests are longer and more
                   Level/Character Level: Each beacon has a character               restorative.
                     level, which represents their overall growth and
                     strength. Whenever you finish a quest, whether you           Title: All beacons have a title, which can be used during
                     were successful or not, your beacon gains another                narrative play to gain a +2 bonus to a skill check.
Appendices
                   388
NARRATIVE TERMINOLOGY                                         COMBAT TERMINOLOGY
Adversity Challenge: A type of skill challenge represent-     Ability: All techniques, traits, and equipment. Basically,
                                                                                                                             Getting Started
  ing the obstacles the beacons encounter between               if something does something in combat, it’s an ability.
  combat scenes, like moving through dangerous
  rooms in a dungeon or sneaking past patrolling              Ability Check/Save: A roll made to overcome an obstacle
  guards to ambush a target.                                    or resist an effect. Effects that prompt ability checks
                                                                or saves indicate which ability score – Bulk, Agility,
Background Skills: Words or brief phrases that represent        Mind, or Magic – is used for the roll. Background
  a beacon’s history and training. Background skills            skills, Grit, and titles don’t apply. To succeed on an
  have three ranks. Skill checks use background skills,         ability check, you need a result of 10+. To succeed
  and grant +1 on the roll for reach rank in the skill.         on a save, your result must equal or exceed the Save
                                                                Target of the initiator, or 10 if not otherwise specified.
                                                                                                                             Building Beacons
Downtime Activity: When beacons have free time,
  they can perform downtime activities.                       Ability Scores: The four ability scores – Bulk, Agility,
                                                                Mind, Magic – affect a character’s attributes and
Narrative Action: Narrative actions are a type of skill         actions in combat play.
  check with specific outcomes.
                                                              Ally: A character friendly to you or on the same side.
Skill Challenge: Skill challenges are series of rapid skill      You don’t count as your own ally.
   checks. Skill challenges can be split into two catego-
   ries: story challenges and adversity challenges.           Area of Effect (AOE): Abilities and effects with an AOE
                                                                affect multiple targets or spaces. Blast, Burst, Close
                                                                                                                             Appendices
                                                                 are determined by a character’s level, job, ancestry,
                                                                 talents, ability scores, equipment, and techniques.
                   Critical Hit: On a result of 20+, an attack roll is a crit. Roll   Grit: An attribute representing the combat experience
                      all damage dice twice and take the highest result.                 that beacons gain when they increase their character
                                                                                         level. Starting at character level 2 and then at every
                   Damage: Harm done to another character. Damage                        second level after that (i.e., levels 4, 6, 8, etc.), beacons
                     is subtracted from HP, and comes in different types                 gain +1 Grit. Grit is a passive bonus that applies
                     (Physical, Force, Astral, Lunar, Discord).                          to several other attributes.
                   Dangerous Terrain: Terrain that can cause damage.                  Immunity: When a character is immune to something,
                     1/round when you enter dangerous terrain or end                    they are unaffected by that type of effect.
Running the Game
                   Difficult Terrain: Terrain that slows movement. It has             Limit Break: Every job has a limit break, which is a
                      +1 movement cost.                                                 power, scene-changing ability unique to that job.
                                                                                        Beacons can only perform one limit break per quest.
Appendices
                      to their current Discord. For more information on                  1 linked attack per turn (p. 16).
                      Discord, see p. 58.
                                                                                      Minor Action: You can perform one minor action during
                   Enemy: A character that is hostile to you or on the other side.      your turn. Minor actions can be used during any
                                                                                        phase.
                   Environmental Factors: Effects that alter combat
                     scenes, individual spaces, or even objects. Some                 Movement/Standard Movement: You can use your
                     apply to the entire combat scene, while others affect              standard movement to move a number of spaces
                     characters in smaller areas.                                       equal to your Speed.
                   Equipment: Weapons and support items are equipment.                Object: Anything that isn’t a character (or part of one).
                                                                                        The terrain, parts of the environment, and deployed
                   390                                                                  items (like Traps) are all objects.
Obstruction: If a character or object is the same Size as   Stress: A special type of harm that doesn’t count as
  you or larger, you can’t move through their spaces.          damage and doesn’t affect the recipient’s HP. Stress
                                                                                                                         Getting Started
  Allied characters and enemy characters smaller than          accumulates up to a character’s Stress Cap.
  you don’t count as obstructions and you can move
  through their spaces, but you can’t end a movement        Surging: Beacons can surge 1/round to take a second
  sharing spaces with another character.                      turn at the cost of taking Stress (p. 42).
Phase: The various stages of the round during which         Talent: Sets of abilities that don’t need to be equipped.
  characters can act. The phase in which a character           Once your beacon has learned a talent, they will
  takes a turn is usually decided by the action they want      always have access to any abilities unlocked by their
  to perform, as each action can only be performed             ranks in that talent. Each talent has three ranks.
  in a specific phase.
                                                                                                                         Building Beacons
                                                            Techniques: Skills and spells are techniques.
Range/Reach: The maximum number of spaces within
  which a given ability can be used. Range and Reach        Teleport: A special form of movement that allows for
  work in the same way, but some effects trigger based         instant movement between two spaces. Teleporta-
  on one or the other, not both.                               tion doesn’t require line of sight, doesn’t provoke
                                                               reactions, and ignores Engagement. Teleportation
Reaction: Special actions performed in response to             always counts as moving 1 space. If a character tele-
  specific triggers, even on other character’s turns.          ports into a space they can’t occupy, the teleport
  You can perform one reaction per turn, but there is          fails and the action is lost.
  no limit on how many times a specific reaction can
Resistance: Reduces damage by half.                         Trait: Abilities that reinforce a beacon’s identity and
                                                               playstyle. Traits come from a beacon’s ancestry and
Round: Each combat scene is made up of a number of             equipped job.
                                                                                                                         Appendices
  rounds, each of which is split up into eight distinct
  phases. At the end of the eighth phase, the round         Turns: Each character takes one turn per round, taken
  ends and another round begins.                               during one of that round’s phases. The action they
                                                               want to take on their turn determines which phase
Shift: A special movement that doesn’t provoke reac-           they act in. On their turn, a character can perform
   tions and ignores Engagement. You can’t shift if            their standard movement, one standard action,
   you are Slowed or Immobilized.                              one minor action, and any number of free actions
                                                               (within reason). Most NPCs only take one turn per
Scene: An entire combat, from beginning to end. Once           round, but some NPCs might take multiple turns.
                                                                                                                         D: Glossary
                                                                                                                  391
                   TAGS
                   Accurate: Attacks with this tag gain +1 .                          If an Enchantment is destroyed, the ability it is en-
Getting Started
                     to Armor. A character can only have one ability with          Inaccurate: Attacks with this tag receive +1 .
                     this tag equipped at a time.
                                                                                   Indirect: Attacks with this tag ignore any from cover.
                   Aura X: When activated, abilities with this tag affect
                     indicated characters within X spaces of the user.             Innate: Abilities with this tag can’t be destroyed or
                     A character can only have one Aura activated at a                enchanted. They can’t be chosen for destruction as
                     time and can change Auras 1/turn.                                the result of a wound roll.
                   Auto-Hit: Attacks with this tag automatically hit without       Limited X: Abilities with this tag can only be used X times
                     making an attack roll.                                           per quest. Limited abilities provide powerful effects
Running the Game
                   Burst X: Affects all targets within a radius of X spaces        Mana X: Abilities with this tag cost X MP to use.
                     from the edge of the spaces occupied by the target,
                     including the target’s spaces but excluding the target        Polymorph: Abilities with this tag modify the target’s
                     itself. Cover and line of sight are calculated from             form. A character can only be under the effect of one
                     the edge of the spaces occupied by the target. If a             ability with this tag at a time, and any subsequent
Appendices
                     Burst forms a zone, the zone moves with the target.             polymorph effects are automatically cancelled while
                                                                                     they are under the effects of a polymorph.
                   Close Blast X: Abilities with this tag have an AOE. It
                      operates like a Blast, but:                                  Piercing: Damage with this tag ignores Armor.
                       at least 1 space must be adjacent to the user
                       the user can’t be in the area                              Pull X: Abilities with this tag inflict a type of forced
                       cover and line of sight are calculated from the user.        movement. On a hit, the target is moved X spaces
                                                                                     directly toward the origin.
                   Consumable X: Abilities with this tag can only be
D: Glossary
                     used X times per quest. Consumable abilities rep-             Push X: Abilities with this tag inflict a type of forced
                     resent potions, elixirs, and other items that can be            movement. On a hit, the target is moved X spaces
                     replenished.                                                    directly away from the origin.
                   Enchantment: Abilities with this tag modify other               Range X: Abilities with this tag can be used on targets
                     abilities. Enchantments can typically only be ap-               within X spaces.
                     plied to specific types of abilities and can only be
                     applied to one ability at a time. Additionally, each          Reach X: Abilities with this tag can be used on targets
                     ability can only have one Enchantment at a time.                within X spaces. This tag also determines the range
                     Enchantments can only be applied to a new ability               of the Opportunity Attack reaction.
                     while preparing for a quest or during a Long Rest.
                   392
Recharge X: Whenever an NPC uses a Recharge ability,               Summons are defeated if they are reduced to 0
  it can’t be used again until that ability recharges.          HP. They can also be dismissed by their summoner
                                                                                                                           Getting Started
  At the start of each of the NPC’s turns after using a         as a free action. Summons last until dismissed or
  Recharge ability, the NPC rolls a d6 recharge die. If         defeated, or until the end of the scene.
  the result equals or exceeds the Recharge value (X)              By default, each character can only have one
  of any Recharge abilities they have, those abilities          Summon per ability with this tag in play at a time. If
  recharge. NPCs only make one recharge roll each turn,         a Summon is defeated or dismissed, a new one can
  but that roll can recharge multiple abilities at once.        be made using that same ability. Summons can’t
                                                                create Summons.
Reliable X: Abilities with this tag always deal at least X
   damage, even if they would miss or deal less than         Thrown X: Abilities with this tag can be used to make
   X damage. Reliable damage inherits the ability’s            a thrown attack, a melee attack made against a
                                                                                                                           Building Beacons
   damage type and tags; however, Reliable damage              target within X spaces. Thrown attacks are affected
   does not count as a hit and doesn’t trigger any effects     by cover. If throwing a weapon, it lands in a space
   that require a hit.                                         adjacent to the target (thrower’s choice), and must
                                                               be picked up as a free action while adjacent to it
Reloading: Abilities with this tag must be reloaded            before it can be used again.
  after each use before they can be used again. This
  can be done using Refresh and other abilities.             Trap: Abilities with this tag place traps – objects that
                                                                modify spaces – or are traps themselves. They must
Slide X: Abilities with this tag inflict a type of forced       be placed in a free adjacent space. They become
   movement. On a hit, the target is moved X spaces             armed at the end of the turn in which they are placed.
                                                                                                                           Appendices
  otherwise indicated:                                         and can’t be selected for destruction if there are
                                                               non-Unbreakable options left. If an Unbreakable
   Basic Summon (Size 1/2, HP 5, Dodge/A-Def 10,               result is selected from a wound or overstress roll, it
   Speed 0, Save Target = Summoner's Save Target,              becomes a Dazed result instead.
   Bulk/Agility/Mind/Magic 0)
                                                             Unique: Characters can only equip one copy of each
   Summons can only be created in free spaces that             ability with this tag at a time.
   they could normally enter (they can’t be summoned
   into impassable terrain, for example).
                                                                                                                           D: Glossary
                                                                                                                   393
                                                           INDEX
Getting Started
                    Recoveries 15                                           I
                    Scope 14                       D                        Inaccurate 64
                    Size 14                        Damage 58                Indirect 64
                    Speed 15                        Bonus Damage 59         Information Transparency 41, 255
                    Stress Cap 15                  Dangerous Terrain 56     Innate 64
                    Wound 15                       Difficult Terrain 56
                   Aura 64                         Difficulty 9             J
                   Auto-Hit 52, 64                 Discord 58               Job 13, 84
                                                   Dodge 15
Index
                   B                               Downtime Activities 27   L
                   Background Skills 12             Create a Ritual 27      Leveling Up 14
                   Basic Support Items 217          Disenchant Loot 27      Levels 14
                   Basic Techniques 220             Dungeon-Dive 27         Limited 64
                   Basic Weapons 216                Find Echo 28            Line 64
                   Battlefield 41                   Gain a Contact 28       Line of Sight 49
                   Battle Plan 244                  Get Something 28        Linked Weapons 16
                    Acqusition 245                  Go Shopping 29          Loot 356
                    Assassination 245               Hit the Books 29        Loot Crates 257
                    Control 246                     Imprint a Crystal 30
                    Defense 246                     Make Something 30
                   394
M                            Crystal Warriors 233            Close Blast 64
Magic 12                     The Soul Guard 236              Consumable 64
                                                                                            Getting Started
Mana 15, 65                 Reliable 65                      Enchantment 64
Memory 15                   Reloading 65                     Focus 64
Mind 12                     Reroll Table 52                  Homing 64
Minor Actions 47            Resources 17                     Inaccurate 64
Modifiers 9                  Combat Resources 17             Indirect 64
Movement 54                  Narrative Resources 18          Innate 64
                             Rewards 20                      Limited 64
N                            Supplies 18                     Line 64
Narrative Actions           Ruins 231                        Mana 65
 Convince 24                                                 Piercing 64
                            S
                                                                                            Building Beacons
 Gain Insight 25                                             Polymorph 65
 Gather Information 25      Safety Tools 227                 Pull 64
 Make Conflict 25           Saves 9                          Push 64
 Move Unseen 26             Save Target 15                   Range 64
 Overcome 26                Scope 14                         Reach 65
 Recall Lore 26             Scourge 230                      Reliable 65
 Use Magic 26               Session 0 226                    Reloading 65
Narrative Play 22           Shifting 54                      Slide 65
Narrative Resources         Shops 346                        Slow 65
 Gold 18                      Alchemy Shop 347               Stressful 65
                                                                                            Appendices
Objects 48                  Slow 65                        Terrain Features 57, 251
Obstruction 56              Source 7                       Themes 229
Overstress 15               Speed 15                       Thrown 65
                            Squeezing 55                   Title 11
P                           Standard Actions 44            Tone 227
Phases 42                   Stress 58                      Traits 16
Piercing 64                 Stress Cap 15                  Trap 65
Polymorph 65                Stressful 65                   Turns 42
Pull 64                     Summon 65
                                                                                            Index
                        Channel                        Channel                     Each option on the Reroll Table can only be used
                                                                               1/round.
                        Skirmish          Mark        Search         Volley
                                                                                REROLL TABLE
                        Reposition             Rush                 Hide
                                                                               STRAIN           You take 1d3 Stress.
                        Brawl             Fight        Shove        Grapple
                                                                               ENDANGER         You become Marked. You can’t use
                        Release                        Release                                  this option if you are Marked. This
                                                                                                doesn’t count as a condition that
                        Full Attack                   Full Attack                               you’ve given yourself.
Appendices
                        Delay                           Delay                  OVEREXTEND       You can only choose this option if you
                                                                                                are adjacent to an enemy or within
                      Any Phase                         Ready                                   Reach of an enemy’s weapon. The
                                                                                                enemy can choose one of the follow-
                     Player Turns                                                               ing, which resolves before you reroll:
                     You take your turn each round during one of the eight
                     phases. During your turn, you can do the following in                      Ø They make an Opportunity
                     any order:                                                                   Attack against you.
                                                                                                Ø They deal 3 Physical to you
Combat Quick Guide
                     396
SURGE
Each PC can Surge once per round, allowing them to
                                                                                                                         Getting Started
take a second turn. This costs a certain amount of Stress       SURGE LEVEL                 STRESS COST
based on their Surge level, which increases each time
they Surge and resets when they next take a Long Rest.                  0                        2 Stress.
This second turn counts as a brand-new turn, giving
them a new standard action, standard movement, and                       1                    1d3+1 Stress.
minor action.
    The Stress cost for surging is listed below. This Stress            2                     1d6+2 Stress.
is taken at the start of a Surge turn, before anything
else. The cost does not progress past 1d6+4.                            3                     1d6+4 Stress.
                                                                                                                         Building Beacons
STANDARD ACTIONS
Phase 1: Bolster                                               Phase 2: Channel
You gain Focus equal to your Armor+1d3. Until the You begin to enact a Channel ability, the effect of
                                                                                                                         Appendices
Ø Reload all Reloading weapons/abilities.                      channeling as a free action. If you don’t make a stan-
Ø Clear all Discord.                                           dard movement this turn, you can do so when you
Ø Clear a condition that wasn’t caused by yourself.            Release the ability this round.
Ø Clear a condition on an adjacent ally that wasn’t                Channel abilities are considered to be used at
  caused by them.                                              the time this action is taken, and any costs (e.g., MP)
                                                               must be paid at that time. Their effects, including
                                                               choosing targets, only happen when they’re released
                                                               unless the ability specifically states they happen when
                                                               channeling.
                                                                                                                         Combat Quick Guide
                                                                                                                  397
                     Phase 3: Skirmish                                          Phase 5: Brawl
Getting Started
                     A character within your Scope and line of sight be-        You make one of the following attacks:
                     comes Marked.
                                                                                Ø Melee attack: Make a melee attack with an abili-
                                                                                  ty against a target within the ability’s Reach. Roll
                     Search                         Phase     Skirmish           1d20+Grit. If your result equals or exceeds the tar-
                                                                                  get’s Dodge (or A-Def for Aetheric attacks), it hits.
                     Choose a character or object within Scope and pick one:    Ø Improvised weapon attack: Make a melee weap-
                                                                                  on attack against an adjacent. Roll 1d20+Grit. If
Building Beacons
                     Ø If they are Hidden, you make a contested Mind              your result equals or exceeds the target’s Dodge,
                       check against their Agility. On a success, they are        they take 1d3 Physical .
                       no longer Hidden.
                     Ø You learn the target’s ability scores, attributes, and
                       abilities.                                               Grapple                          Phase     Brawl
                     Rush                         Phase     Reposition         Shove attacks can be made while you are Disarmed
                                                                                (p. 62).
Combat Quick Guide
                     398
Phase 6: Release                                            Any Phase
                                                                                                                      Getting Started
Release                         Phase     Release          ReadyAny Phase
You release an ability you are channeling, causing it       You prepare your standard action at a later moment,
to take effect. This is resolved as if you were taking a    turning it into a customizable reaction:
turn, following the rules for alternating turns between
PCs and NPCs, but doesn’t count as a turn. Instead of       1. Select a trigger, which must be a specific action,
releasing an effect, you can continue channeling it            movement, or reaction taken by any character.
and release it during Phase in the next round. You          2. Select your effect, which must be an action or mi-
can’t release an ability if you are Silenced.                  nor action you can take during your current turn.
                                                            3. Until the start of your next turn, you can perform
                                                                                                                      Building Beacons
                                                               that readied action as a reaction when the trigger
Phase 7: Full Attack                                           is met. If you haven’t used your readied action by
                                                               the start of your next turn, the action is lost. You
Full Attack                Phase      Full Attack             can’t use any other reactions while you have an
                                                               action readied. You can forgo yur readied action
1/round, choose one of the following:                          at any time.
Phase 8: Delay
                                                                                                                      Appendices
REACTIONS
Counterattack                           Interpose                               Opportunity Attack
Reaction (1/round), Focus 1             Reaction, Focus 1                       Reaction (1/round)
Trigger: You are hit by an attack       Trigger: An ally within Range 3         Trigger: An enemy begins a move-
from a character within the Reach       is targeted by an attack.               ment within the Reach of one of
                                                                                                                      Combat Quick Guide
                                                                                                               399
                                                                                          400
Getting Started   Building Beacons   Running the Game   Appendices   Combat Quick Guide
name                                                                                                         title
                                                                                                                     BEACON
                                                                LEVEL
                                                                                                                     LIMIT BREAK
          LK
         U
                   BACKGROUND SKILLS
                                        CHARACTER SHEETS
                                                 //                          CLASS RANKS
          TY
                                                      RANK                                                                                                       used
            I
          IL
                                                                 GRIT        1
         G
        A
                                                                             2
          D
         IN
                                                                             3
        M
          IC
                                                                             4
          G
         A
        M
                                                                             6
            E
           G
          D
                                                                             7
         O
        D
                                                                             8
           EF
         -D
        A
                                                                             9
           E
                                                                 SIZE
                                                                         10
          V
         A
        S
                                                                         11
            E
          P
         O
                                                                         12
         C
                                                                SPEED
        S
                                 HP                                                STRESS                             MP
                                        MAX
MAX
                                                                                                                        MAX
                  WOUNDS                                                     OVERSTRESS                               RECOVERIES
                                                                                                                                                                 X
                                                                                                                                                                A
                                                                                                                                                               M
 CONDITIONS                                                      STATUSES                           SURGE COST             REROLL TABLE
                                                                                                        2 Stress              STRAIN
       Blinded               Marked           Sundered              Bloodied      Grappled                                     Take 1d3 Stress.
                                                                                                    1d3+1 Stress
       Dazed                 Silenced         Vulnerable            Breaking      Hidden                                      ENDANGER
                                                                                                    1d6+2 Stress               Become MARKED. You can't use this
       Disarmed              Slowed           Weakened              Engaged       Invisible                                    option if you are MARKED.
                                                                                                    1d6+4 Stress              OVEREXTEND
       Immobilized           Stunned                                Flying        Prone                                        If you are adjacent to an enemy or
                                                                                                                               within their weapon’s reach, they can
                                                                                                                               a) OPPORTUNITY ATTACK you, or
                                                                                                                               b) deal 3 Physical to you.
TRAITS
 NOTES                                                                                                 LOOT
EQUIPMENT
                            weapon                                          weapon                                           weapon
  name                      support    type       name                      support    type        name                      support    type
TECHNIQUES