EoF - Core Rules 0.5
EoF - Core Rules 0.5
RISK POSITION
CONTROLLED
You act on your own terms. You exploit a dominant advantage.
         Critical: You do it with increased effect.
         6: You do it without drawbacks.
         4/5: You hesitate. Withdraw and try a new approach, or else do it with a consequence: a minor complication
         occurs, you take reduced harm, you end up in a risky position.
         1-3: You falter. Press on to seize a risky opportunity, or withdraw and try a different approach.
RISKY
You go head-to-head. You act under fire. You take a chance.
        Critical: You do it with increased effect.
        6: You do it without drawbacks.
        4/5: You do it, but there is a consequence: a complication occurs, you take harm, you have reduced effect, you
        end up in a desperate position.
        1-3: Things go badly. You suffer harm, a complication occurs, you end up in a desperate position, you lose this
        opportunity.
DESPERATE
You overreach your capabilities. You’re in serious trouble. You face down a dominant disadvantage.
        Critical: You do it with increased effect.
        6: You do it without drawbacks.
        4/5: You do it, but there is a consequence: a serious complication occurs, you take increased harm, you have
        reduced effect.
        1-3: It’s the worst outcome. You suffer serious complication occurs, you take increased harm, you lose this
        opportunity for action.
While duels and brawls may utilize the same narrative framework as any other task, Group Combat still utilizes the Action
Roll for its task resolution, but follows a few additional guidelines and rules. Movement is tied to Class, Position is often
tied to armament, and effect level is often tied to armour of the unit. The order of actions is also tied to the Initiative Roll,
and positioning within the environment is more important.
          Healing wounds happens over time out of group combat. Minor wounds heal away after you spend one scene
outside of Group Combat. Severe wounds heal away after you spend three scenes outside of Group Combat. Maiming slots
clear after three scenes outside of Group Combat, but to heal the actual wound (regrow the lost body part) can only happen
with help from narratively powerful healing magic or divine beings.
Armour Rules and Anti-Armour Weapons
          The game assumes that all those entering Group Combat are arrayed for battle, including the proper attire to allow
them to fight in. However, many characters in Emblem of Flames will still opt to wear such light armouring that it does not
withstand significant blows from a weapon but grants them incredible freedom of movement. Those who do choose to wear
armour can wear partial protections or full protections, there is no sliding scale of superior armour-types and players are free
to customize the appearance and nature of their armour.
          As a result, there are three armour types: Light, Partial, and Heavy. Any combatant not arrayed properly for battle
is instead considered to be Unprepared.
          Light armour does not offer significant protections against direct attacks but allows the PC user to make Endure
action rolls to prevent incoming damage. Teamed with their weaponry, they can survive glancing blows without even taking
a minor wound in this fashion.
          Partial armour refers to “medium” arrayment, where the user wears primarily light armour but has some heavy
armour parts covering specific points of their body. Partial armour incurs a -1d to Traverse action rolls for infantry units. It
reduces all wounds that target the heavily-armoured portions of the character (so a maiming would become a severe wound
and a severe wound would become a minor wound). A character may armour up to 3 of the 6 body parts before they are
considered heavily armoured.
          Heavily armour refers to significant armour covering the whole or most of the body. It comes with significant
defensive properties but also more drawbacks. Heavy armour incurs a -1d to Traverse action rolls for infantry units, and it
reduces the Speed of all units wearing it by one step (so a Normal speed unit becomes Slow and a Fast speed unit becomes
Normal). It reduces all wounds that target that unit, and ignores any limited damage attacks outright.
          Unprepared units refers to someone not even wearing enough to be considered lightly armoured. This is usually
civilians in a defence missions, prisoners and hostages, and someone who was ambushed in an unlikely scenario (such as a
raid on those who didn’t have the chance to get arrayed for battle). Unprepared PC units cannot roll Endure to attempt to
reduce or ignore incoming damage.
          Shifter units are considered to be Lightly-armoured in their human forms. Avians in bird form are still considered
to be Lightly-Armoured. Beasts in animal form are considered to be Partially armoured, but only for up to two body parts.
Dragons are considered to be Heavily armoured, and do not suffer any disadvantages from it. If a shifter has custom armour
put on in their shifted forms they incur a greater downside: Partial armour acts as Heavy for the disadvantages, and Heavy
armour makes Avians unable to fly and incurs a -1d to attacking of any kind for Beasts.
          Partial and Heavy armours may sound daunting to combat, but there are specialized weapons to circumvent their
bonuses. Anti-Armour Weapons ignore the damage reduction of partially and heavily-armoured units. However, against
lightly-armoured units these weapons count as weak as if they were mismatched on the Weapon Triangle. The following
weapons are generic anti-armour weapons:
     • Estoc: a Sword with no edge meant only for thrusting into gaps in armour, its square-shaped blade is far sturdier
          and doesn’t risk breaking in harsh grapples.
     • Warhammer: an Axe that is blunted and swings with such force as to crush metal, it usually has a spike on the
          back end but is not as fluid to use as a normal axe.
     • Lance: a Spear with an iron shaft that does not break or crumple in full-force strikes, however it is so heavy only
          cavalry can typically wield it effectively.
     • Rondel: a Dagger that has no edge and is rigid and strong, but its back-weighted balance makes it unable to be
          thrown.
     • Crossbow: a Bow that shoots short and rigid bolts capable of punching through armour, but its firing method
          makes it unable to arc its shots around or over obstructions.
     • Thunder magic is considered anti-armour when wielded by a trained Thunder Sage.
Melee Weapons                   Anti-Armour Variant             Polearm Variant (Close)          Throwing Variant (Range)
             Axes                          Hammer                           Halberd                     Hatchet (Close)
           Daggers                          Rondel                             –                   All except Rondel (Close)
            Spears                  Lance (Mounted Only)                      Pike                      Javelin (Short)
            Swords                           Estoc                   Greatsword / Glaive                       –
        Claws / Talons                         –                               –                               –
Magic – Short Ranged (can be used in Melee) | Uses Attune to make Attack Rolls.
             Dark                              –                               –                               –
             Fire                              –                               –                               –
             Light                             –                               –                               –
           Thunder                             –                               –                               –
             Wind                              –                               –                               –
Long Range Weapons (can’t be used in Melee) | Uses Survey to make Attack Rolls.
             Bows                          Crossbow                            –                               –
Legendary Weapons
          Some weapons deliver blows a cut above the common tools of war. These weapons are called Legendary, and are
relics of an age long past or products of supernatural craftsmanship. Legendary weapons will often follow a template of a
common weapon type, but some may also be entirely unique weapons that anyone can use. Unique weapons are always
exempt from the Weapon and Magic Triangles.
          Typically, a Legendary weapon has a single powerful mechanic. Usually, this property will be a subversion of a
drawback or extension of power beyond the normal boundaries. Any properties beyond that will be relegated to narrative
relevance and mainly change circumstances of some scenes or rolls. Here are some examples of Legendary Weapons:
     • Durandal: Sword; Considered anti-armour and deals increased damage to all spirits, wyverners and dragons.
     • Ragnell: Sword; Anti-Armour, but faces no drawbacks against lightly-armoured opponents.
     • Windblade: Sword; This weapon may attack with Wind out to Short Range, using Prowess instead of Attune.
     • Parashu: Axe; This weapon may be wielded in one or both hands, when in both it deals increased damage.
     • Gaebolg: Spear; This weapon may be thrown but faces no drawbacks in melee range and it returns when thrown.
     • Cinquedea: Dagger; Any 6 rolled on an attack with this weapon is counted as a Critical.
     • Pinaka: Bow; Damage dealt by this bow’s attacks cannot be resisted with an Endure action roll.
     • Sudarshana: Unique, Chakram; This weapon attacks at Short Range and damages all foes in a Zone. It must be
          retrieved after each use like any other throwing weapon. It cannot be used in Melee.
COMBAT CLASSES
When it comes to creating a character, much of the customization is specific to the character, however to guide their general
abilities as a unit, they must pick a Class when the character is made. Depending on how you organize your game, you may
opt to allow players to mix and match aspects of the core classes. Make sure to picture how you want your character to play,
both in and out of combat, before deciding on a class.
Each class has an outline of equipment, two class skills, and one mastery skill. The GM may treat the equipment as
recommended rather than required and allow other options to be chosen. Weapon Slots are how many weapons they can
carry with them into battle. [If customizing gear, keep in mind the class speeds are based on their listed armours.] Class
skills are passive and constant or are a special action one can take at any time (unless specified by the skill itself). Mastery
skills require a trigger in very specific situations.
                                                            Core Classes
ARCHER
Weapon:                            Armour:                            Speed:                             Weapon Slots:
             Bows                               Light                             Normal                                 2
Class Skills:
    •     Called Shot: You may use an action to make a Survey action roll on a foe that is in range of your bow. If you succeed on this
          roll and they are still in range of your bow on your next action, you may make a Survey action roll to attack them. If that
          attack succeeds at all, upgrade it to a Critical Hit. If the target is a Named Foe, you may choose where you wound them.
    •     Quick Draw: You gain a +1d to Initiative rolls, even if you do not opt to use Survey or Prowess. If you win the initiative and
          choose to make a Ranged attack as your first action, you also gain +1d to the Action Roll.
ASSASSIN
Weapon:                            Armour:                            Speed:                             Weapon Slots:
           Daggers                              Light                               Fast                                 3
Class Skills:
    •     Burglar: You are not considered to be slowed or stopped by terrain features that are climbable or able to be bypassed with
          agility, and treat any Traverse results of 1-3 as a 4/5 if there is no risk of damage associated with the action.
    •     Steal: When you are adjacent to a character that is unaware of you or when you attack a foe from a Controlled position you
          may make an additional Stalk action roll. On a success, you may steal their armament or an important item from their person.
          Note that if you get a failure or 4-5 on both this roll and any other action taken in tandem, you suffer consequences from both.
FENCER
Weapon:                            Armour:                            Speed:                             Weapon Slots:
            Swords                              Light                             Normal                                 3
Class Skills:
    •     Parry: When you are targeted by a mounted and/or heavily-armoured foe’s melee attack, you are treated as having Heavy
          Armour for the purposes of resisting their attacks on you.
    •     Riposte: When you roll a 6 or more on an Endure roll against an adjacent foe’s attack, you may immediately make a Prowess
          attack roll targeting the foe who failed to harm you, even if it is not your turn.
SENTINEL
Weapon:                            Armour:                             Speed:                              Weapon Slots:
            Spears                              Partial                             Normal                                 3
Class Skills:
    •     Targe: You are armed with a small round shield to increase your defences against ranged attacks. You never roll from a
          Desperate position when making an Endure action roll to defend against a physical ranged attack. Attacks from Crossbows or
          from enemies you are unaware of ignore this skill.
    •     Phalanx: When you are adjacent to one or more allies, you get a +1d to Prowess attacks and Endure action rolls.
MARSHALL
Weapon (pick 1 at creation):       Armour:                             Speed:                              Weapon Slots:
  Axes, Spears, or Swords                       Heavy                                Slow                                  3
Class Skills:
    •     Scutum: You bear a massive tower shield in addition to your armour, rendering arrow and thrown weapons little more than
          annoyances. Unless you get an outright failure on your Endure roll or are unaware of the attacker, you ignore damage from
          physical ranged attacks. Attacks from Crossbows ignore this skill.
    •     Towering: You count as an obstruction. In addition, if an adjacent foe tries to move away from you, or if a foe tries to move
          by you coming into adjacency as part of a move, you may immediately roll a Prowess attack roll. On a success, you damage
          them as they move or they defend themself and remain stationary. On a critical success, you deal damage as a normal attack
          and they cannot take the move they planned.
PALADIN
Weapon (pick 1 at creation):      Armour:                            Mounted Speed:                     Weapon Slots:
     Bows or Spears                            Light                       Fast and Flight                              4
Class Skills:
    •    Radiant: You enter battle astride a glorious pegasus, bonded to you on a spiritual level. In addition to increasing your speed to
         Fast and granting you narrative advantages, it allows you to fly as you move though you must land at the end of each
         movement. Should you fall from the Pegasus while flying, it will always swoop to catch you, and if the two of you are
         separated the pegasus can and will seek you out even without any information of your whereabouts.
    •    Skirmisher: When you ride through the same Zone as a foe, you may make an attack against them as you whip past them.
         When you do so, they may only damage you in return if you enter their range, and even if they do you may roll your Traverse
         instead of your Endure to resist taking damage for the attack.
WYVERNER
Weapon (pick 1 at creation):      Armour:                            Mounted Speed:                     Weapon Slots:
  Axes, Spears, or Swords           Partial or Heavy (Slow)           Normal and Flight (Hover)                         4
Class Skills:
    •    Dragon Knight: You enter battle astride a powerful wyvern, bonded to you in obedience. In addition to granting you narrative
         advantages, it allows you to fly and hover above the battlefield, just out of most’s reach. Should the two of you separate, your
         wyvern will track you by scent and attack with abandon anything that attempts to prevent it from reaching you.
    •    Scourge: If you hover above the battlefield and choose to drop down unto a foe as part of an attack, your attack does
         increased damage.
SAGE
Weapon (pick 1 at creation):       Armour:                             Speed:                              Weapon Slots:
  Fire, Thunder, or Wind                         Light                              Normal                                  3
Class Skills:
    •     Scholar: You studied diligently to gain control of your own spells. Whenever you succeed on a Study action roll to recall or
          discern information, after the GM gives you information from your successful roll, you may ask a follow-up question on the
          subject that the GM must answer truthfully.
    •     Elementalist: When you choose this class and select your Weapon of choice, you become a specialized sage in that element.
          Though you can still use other elemental tomes you gain in you adventure, you gain an additional ability when using your
          element of choice:
          ◦ Fire Sage: Your magic deals increased damage when used against adjacent foes in melee.
          ◦ Thunder Sage: Your magic is considered an anti-armour weapon, but incurs no issues fighting lightly-armoured units.
          ◦ Wind Sage: Extend your range with wind magic attacks to Long Range.
SHAMAN
Weapon:                            Armour:                             Speed:                              Weapon Slots:
             Dark                                Light                              Normal                                  2
Class Skills:
    •     Wise Walker: You can see and speak to spirits, both of the elements and of the dead. In addition, you may substitute Attune
          for Study when recalling information about spirits, magic, or the occult.
    •     Guardian Spirit: You enter battle alongside a guardian spirit, bound to you by will and magic. It acts immediately after you
          and you control it as an additional unit. When you pick this class, choose an element: Fire, Thunder, and Wind. The guardian
          spirit is composed of that element and deals that damage and interacts with magic as it.
AVIAN SHIFTER
Weapon:                           Armour:                           Speed:                            Weapon Slots:
            Talons                             Light                   Fast and Flight (Hover)                        1
Class Skills:
    •     Bird Shift: When you enter battle, you do so in human form. While in this form you can communicate with allies and use
          your human hands to interact with things while defending yourself with your ever-present talons and flying with your wings.
          Once you choose to, you shift into Bird Form for proper battle and you gain the Swoop skill. However, each time you take an
          action in Bird form, you must first succeed on an Endure action roll or revert back to human on a failure.
          ◦ Swoop: Striking from the skies while in bird form allows you to tear through opponents with ease. When you roll a 6 or
               critical on an attack from which you started from a Hover Zone, you may deal damage not only to your target but any
               foes adjacent to them as well.
    •     Avian Nature: When you create an avian shifter, choose either Crow, Hawk, or Heron. Once your decision is made it can
          never be changed. Your choice comes with an additional skill:
          ◦ Crow: You gain +1d when making Survey action rolls to notice small details in either form.
          ◦ Hawk: You gain +1d when making Survey action rolls to view distant subjects in either form.
          ◦ Heron: You are able to use a Healing Staff in addition to your Talons in human form.
DRAGON SHIFTER
Weapon (pick 1 at creation):      Armour (Human / Dragon):           Speed (Human / Dragon):            Weapon Slots:
    Fire, Light, or Dark                Light / Heavy                    Normal / and Flight                            1
Class Skills:
    •     Dragon Shift: When you enter battle, you do so in human form. While in this form you can communicate with allies and use
          your human hands to interact with things while defending yourself with your ever-present claws. Once you choose to, you
          shift into Dragon Form for proper battle and you gain the Breath and Claw skill. However, each time you take an action in
          Dragon form, you must first succeed on an Endure action roll or revert back to human on a failure.
          ◦ Breath and Claw: Your attacks count as the element associated with your type: Fire for Red Dragons, Light for White
                Dragons, Dark for Black Dragons. When you attack in melee, you do so with your claws, which interact with magic and
                weapons as your colour’s element. When you attack with your Breath, you may target foes out to Close Range and use
                your Endure trait instead of Prowess or Survey to make the roll.
    •     Draconian Nature: When you create a Dragon shifter, choose either Red, White, or Black. Once your decision is made it can
          never be changed. Your choice comes with an additional skill:
          ◦ Red: You gain a +1d to Command action rolls to frighten or command respect in either form.
          ◦ White: You gain a +1d to Will action rolls to resist manipulation or magical effects in either form.
          ◦ Black: You gain a +1d to Charm action rolls to deceive or confuse others in either form.
JESTER
Weapon:                             Armour:                              Speed:                               Weapon Slots:
            Daggers                               Light                               Normal                                   3
Class Skills:
    •     Clowning: You are insufferable when you want to be and difficult to ignore, especially when you appear so weak at first
          glance to any battle-hardened veteran. As a Charm action roll, you can attempt to distract a foe. On a 6, you distract all foes in
          your Zone, focusing their attention on you. On a 4/5, you distract one foe of your choosing. On a 1-3, you distract the foe of
          your choice, but they will attack you and deal increased damage. A distracted foe cannot deal damage to allies who attack or
          act against them. They remain distracted until they take damage from a source besides you.
    •     Tumbler: While you are distracting one or more enemies, your Speed is Fast. In addition, you may use your action to lead all
          of them on a chase, making a Traverse action roll. On a 6, you take no damage and all distracted enemies must follow you
          wherever you moved. On a 4/5, the enemies still follow you but you must roll Endure or risk taking damage from the fastest
          among them (ruled by the GM). On a 1-3, you take damage from all of them simultaneously and fail to leave the Zone you
          started in.
          There are twelve traits overall. For Group Combat, the traits that are very commonly used are: Attune, Endure,
Prowess, Survey, Traverse, and Will. Traits that come up in Group Combat in specific circumstances include: Command,
Stalk, and Tinker. Finally, the traits that almost never come up during a battle are Campaign, Charm, and Study.
          If you are playing a class that engages enemies in close combat, it is ideal to have a strong spread of the commonly
used traits for Group Combat, as they will up your combat abilities while still providing some utility outside of combat.
Those playing ranged, stealth, magic, or healer classes can feel more at ease to experiment and design their character around
providing utility beyond combat capabilities.
          Again, however, feel free to create characters who subvert these trends. Fire Sages in particularly can make
spectacular “melee mages” if their traits are well-distributed; Fencers often tie themselves to nobility and other social games
that make them likely to have out-of-combat utility; and who could help but love a massive and gruff Marshall who is a
prolific knitter or consummate bookworm?
          Though twelve traits may seem like a large number, keep in mind these are the only ones you will ever need to roll.
In addition, only player characters and allies ever need to make action rolls, as foes and obstacles will only react in a way
that would call outcomes into question when a player fails or partially succeeds against them. As a result, focus on what you
want to be good at doing and try not to worry about needing to roll the things you don’t plan to do.
TRAIT              DESCRIPTION
Attune             The trait which governs magical sensitivity and subtlety of its uses. Attune allows you to sense magical effects, the
                   presence of invisible spirits and beings, and the ability to use magic in battle.
Campaign           The trait which governs management skills and logistics. Campaign allows you to manage supplies over time, chart
                   skilful navigation courses, and avoid confusion in intricate situations.
Charm              The trait which governs general likeability and social manoeuvring. Charm allows you to endear yourself to others,
                   pass off falsehoods as reality, and avoid repercussions for your actions.
Command            The trait which governs force of personality and social presence. Command allows you to demand respect, wrack
                   others with fear, and control the morale of crowds and armies.
Endure             The trait which governs stamina control and general resilience. Endure allows you to resist wounds from attacks,
                   exert yourself physically for long periods, and survive in hazardous conditions.
Prowess            The trait which governs physical abilities and strength. Prowess allows you to move heavy objects, jump and move
                   with balance and power, wrestle with characters and forces, and attack with great skill in melee.
Stalk              The trait which governs careful movement and hunting. Stalk allows you to hide from others’ senses, move silently
                   and unnoticed, follow others and escape followers, and follow tracks of your given mark.
Study              The trait which governs scholarly determination and learnedness. Study allows you to pursue research diligently,
                   recall information about the world or magic, and make logical conclusions on your own using reason alone.
Survey             The trait which governs general perception and accuracy. Survey allows you to notice things others would miss,
                   focus your senses on specific subjects or over great distances, and shoot ranged weapons with clear precision.
Tinker             The trait which governs material ingenuity and craftsmanship. Tinker allows you to change and modify items, create
                   mechanical and engineering marvels, and break down or bypass devices (such as lock-picking).
Traverse           The trait which governs swift and agile motion in all its forms. Traverse allows you to move quickly, utilize great
                   agility as part of movement, or dodge hazards and damage from effects affecting wide areas.
Will               The trait which governs spiritual presence and willpower. Will allows you to resist strain from mental and magical
                   stresses, influence spirits in a direct sense, and cast powerful healing magics that can turn the tide of battle.
CHARACTER CUSTOMIZATION – SUPPORTS
Once you have chosen all the traits for your character, you connect them to each other using Support Bonds, shortened to
“Supports”. These are the mechanical aspect of your ties to another character. They range from one to five points and are
increased over the course of the game, though traditionalists may prefer to measure them as D[1], C[2], B[3], A[4], S[5]
instead. However, for simplicity we will just discuss them numerically from hereon.
Supports must be reciprocal, meaning that if you start with a Support with another PC, they automatically have a Support
with you as well. This means that once two players decide on a Support, they both share it, rather than it increasing or
decreasing for only one of them. It reflects a mutual feeling of one another. As a result, there are three ways to handle the
divvying up of Support Bonds at creation:
     • Found Family: All PCs start with a Level-1 Support Bond with all other PCs. These are increased individually, but
         everyone is assumed to be on good terms with each other at the beginning of the game. However, PCs may not start
         with any Support Bonds to NPCs or gain additional abilities from lack of Supports.
     • Web of Bonds: PCs start with a Level-1 Support Bond if they tie their backstories together in a significant way
         (relatives, romantic partners, old friends, mentor/student, etc). They can only have one such bond with another PC,
         or they may elect to have no Supports with other PCs and start with a Support with an NPC ally instead at Level-1.
         If they elect to have no Supports at all, they may instead gain a free point to add to any Trait.
     • Alone Together: All PCs start with no Support Bonds. Choose this for a game where characters are suddenly
         forced together and you want to see where the chips fall as you play.
When you work in tandem with the subject of your Support, you may invoke your Bond once per session to add its rating to
their pool (or vice-versa if you are making the roll). Alternatively, if you are acting to protect or save the subject of your
Support you may invoke your Bond once per session to roll its rating instead of your usual pool. You may only use this once
per session. Supports should have a slot next to them that players can check during gameplay on any character sheet used
for this system.
If you are making your own character sheets, the Experience Track should look like this:
                                 Experience: ▢▢▢▢▢ ▢▢▢▢▢ ▢▢▢▢▢
At 5 experience you may clear the track up to this milestone to choose one of the following advancements:
     • Increase a Trait by 1 point.
     • Start a new Support Bond with a PC or NPC, initiating it with a narrative scene getting to know them.
At 10 experience you may clear the track up to this milestone to choose one of the following advancements:
     • Increase two Traits by 1 point.
     • Gain a new Class Skill (either from a pre-existing class or written with your GM).
     • Write a new Character Move.
At 15 experience you may clear the track up to this milestone to choose one of the following advancements:
     • Increase three Traits by 1 point.
     • Gain access to a new Weapon type.
     • Gain a new Minor Wound slot, or turn two Minor Wound slots into a new Severe Wound slot.
     • Gain access to an alternate Mastery Skill. You may gain multiple Mastery Skills, but may only use one per battle
         scene and it must be selected before the battle.
Once you reach one of the three milestones, you must choose to clear the track and gain the advancement before reaching
the next milestone. Banking your experience until the next milestone only allows you to clear for that advancement. Thus, if
you do desire an earlier advancement first, it is best to clear the track and not wait. That said, if you are only partially down
the track to the next milestone, you may still clear for the last milestone and keep the additional experience. (So if you had 8
experience slots filled, you can still take the 5xp milestone advancement and keep the remaining 3xp on the track.)
How to Gain Experience
Option 1 – Experience on Failure
         Whenever you roll a failure outside of Group Combat, mark 1 experience on the track. Within Group Combat,
gain 1 experience whenever you take a Wound or whenever you trigger your Mastery Skill. Use this method if you want
simple and quick advancement. If you want to accelerate it even further, you can grant every PC 1 experience anytime a
Named Foe is defeated.
        For this method of advancement you gain experience through “hitting your Keys” by meeting the situations they
demand. This advancement ties character growth to personality and story rather than dice outcome and thus can shape the
game to incentivize playing into one’s character more. However, the downside is that it makes advancement more complex
and adds another layer of character customization some may love while others would rather avoid. Use this method for
slower and more character-driven advancement.
                            If you decide to use Character Keys, refer to the document with the
                             list of example keys to help craft them and understand their rules.
CHARACTERS AND DEATH
When a character has all of their Wound Slots filled, they die. This lethality is a key aspect to playing through and feeling
the experience of a war, even in something generally light-hearted and hopeful. Without the cost, we lost a lot of the gain in
themes. Emblem of Flames is a game where death can occur quickly, and this is where the emphasis on tactics and
teamwork come together.
Usually this should not derail most games, as the PCs will usually operate as part of a wider movement or company and
there is always opportunity to recruit new PCs to replace them if the player needs to introduce a new character. For NPC
allies, the risk of losing them makes the tactics employed with them all the more important and thrilling. That said,
depending on how your game is organized, there may be specific characters that you do not want to lose unless the game is
in a turning point of the story. These characters we will call ‘Protagonists’ from now on. When you want to designate a
character, PC or NPC, as a Protagonist you must have everyone in the group agree.
Protagonists have additional protections towards death that other characters lack, but this does not mean they do not face
consequences. Wounds and Maiming still affect them, and Maiming still requires special circumstances to fully heal.
However, when faced with the possibility of death, these characters may have additional options or may change the nature
of the scene. To handle these special use cases, use one of the three following methods:
         This method still puts the story at risk of changing dramatically, so only select this if you made piece with that and
want to add an additional layer of bubble wrap to the Protagonist’s survivability. You may also decide to use some
combination of these three methods for your game, such as Death Saves and Fail States if they fail the Death Save, or
having only one specific character have Plot Armour for narrative reasons (such as being favoured by the Goddess or being
Undead or whatnot).
RUNNING THE GAME – INCREASING SUPPORT BONDS
          Experience Points are not the only way for PCs to advance in the story, as there are also Support Bonds which
strength over the course of the game. These improvements should happen over the course of the game’s story, and not be a
simple mechanic for a player to focus on intensely and increase early on. Especially when it comes to Level-5 / S-Ranked
bonds, which are stronger than any trait at its maximum.
          For NPC Allies, this process is simple enough. Think about the rough outline of your plans for a campaign and try
to divide it into at least Three Acts (like a film or play). An example is a game about a peasant rebellion has an Act 1 as a
series of riots in the markets, then if the PCs capture the city for the rebellion they enter Act 2 as the nobility besieges the
city to try and regain control, and then if the siege is defeated and the rebellion marches on the capital the PCs have entered
Act 3. For every act, think of a possible “Support Scene” for the NPC Ally and think of what that Ally wants out of the
scene emotionally. If the PC with the Bond manages to give the Ally what they want, or what you think they need, increase
the Support Bond by 1 level. This will usually take them all the way to a Level-4 / A-Ranked bond.
          When it comes to Bonds between two PCs, it enters the hands of the players a bit more. Let them know at the
beginning of the game that there will be multiple Acts to the game, and that they will have the chance to increase their
bonds at least once per Act. Every time they want to increase their Bond, they must dedicate a whole scene to playing out
what changes between them to strengthen the Bond. If their dynamic does not change in some way, they do not increase
their Bond. Depending on the context of the relationship and your preferences, you as GM may allow a second advancement
in a single Act, but this should be rare.
          But then how, pray tell, does one unlock the highest ranking, the Level-5 / S-Ranked? This type of Support Bond is
coveted as it can reach a higher rating than any Trait, and thus offers players a 5d6 roll at least once per session. For our
purposes, this Bond is saved for Bonds between Soul-Mates. A Soul Mate need not be romantic or sexual, it need not be
demanding, and it need not even be exclusive. If you want to allow all the PCs to be polyamorous or to be each other’s soul-
mates, you can do so at your own discretion.
          Official advice from this game is to ask the player when they make their character what they would define a “soul-
mate” relationship for their specific PC. Write down the answer. Reward them with an S-Ranked Bond when that
relationship is achieved in the story of the game, whether it be with an NPC or a PC. If it is with a PC, make sure both
players agree that their characters are each other’s soul-mates. It is perfectly fine if everyone in the group has the same
working answer for what they think of as a soul-mate for their character, that will simply give you a more consistent criteria
to decide if someone has achieved that relationship.
          A Level-5 / S-Rank Support Bond is achievable at any Act of the game, but it requires an explicit act or statement
of intimacy between BOTH characters. However, if players have tried the game before or have read this section, make sure
they have to work for the relationship, or at the very least are pursuing it in a way that feels satisfying to the other players.
In theory a pair of characters can become soul-mates in Act 1, but it should never be a decision made lightly for the
mechanical advancement it represents. Players who cheapen the story for material gains will only receive a cheap story in
return, rather than a satisfying one.
         The Player Characters are not the only allies to be drawn on in Group Combat, as it wouldn’t be Emblem of Flames
without recruiting and utilizing the expertise of a wide variety of units. Depending on the size of the playgroup, there may
even be NPC allies already embedded in the party at the beginning of the game. However, it is worth noting that NPC allies
are easy to build, and are simply a weaker and simpler version of a standard PC, closer to Foes overall.
        When you make an NPC Ally, simply select a Core Class (or one of your own making if you are the GM), remove
the Mastery Skill, and give them 5 points to spend on Trait levels. List these traits on a character card like so:
          An NPC only needs to make action rolls during Group Combat, and only when the GM is unsure of the outcome.
This will typically mean that NPC allies roll when they attack a foe, when they are targeted by an effect they can attempt to
resist, when they receive special orders (such as sneak up onto that ridge), or when they have to move through terrain that
would warrant an action roll.
          To limit rolls in Group Combat, the GM may opt to rule that the Weapon Triangle acts as the ruling guideline for
NPC vs NPC combat. As an example, if the players send a Sentinel ally against a Fencer foe, the Sentinel ally merely deals
damage as appropriate to the Fencer. However if a foe gets a reaction or moves into engagement against an ally, this
continues to function and thus a Reaver foe would simply deal damage to the aforementioned Sentinel ally. When they are
neutral to each other or specific circumstances call for an imbalance in power, the GM my call for a roll instead.
          In addition, NPCs still have a progression, but it is far more limited than a PCs. They do not gain Character Moves
or new Class Skills. Instead, every time they reach 5 experience, they may increase a Trait by 1. For their advancement, you
may either make them mark experience on every failed trait roll, or allow them to mark Experience whenever they have
dealt the majority of damage to defeat a foe. Ideally, they should advance slower, and over time gaining Traits that are more
relevant outside of battle.
          When an NPC ally is aiding a PC in an Action Roll outside of battle and they have points in the relevant Trait the
PC is rolling the player can add up to half of the NPC’s pool (rounded up) to their own pool instead of the stand +1d from
having someone help. This is again, to GM discretion, as the NPC allies can simply function as any NPC does and only take
action when PCs fail.
          NPCs use Hit Points instead of tracking Wounds, however if the GM wants to give them more survivability they
may opt to track wounds on them. It is recommended, however, to only track wounds on the most important NPC allies, or
on subjects of “escort missions”, as tracking too many at once could get cumbersome. A standard ally has 3 Hit Points,
however a more important one can have up to 7 Hit Points or more. That 7 Hit Points is roughly what a PC’s 2 Minor, 1
Severe, and 1 Maiming Slots so it is a good baseline for any NPC you consider as important as a PC.
          Finally, NPCs that do not track wounds – whether they are foes or allies – only have access to Light or Heavy
Armour. Light armoured units in this way can choose to damage PCs on a 4/5, while Heavy units take reduced damage from
any attacks that are not Anti-Armour. Some may be Unprotected as well, but usually only in specific circumstances.
          Exceptions to all of the above are Named Foes. A Named Foe is exactly what it sounds like, a foe powerful and
important enough to warrant a name in the story. This does not mean you cannot have regular foes call out to each other and
have canonical names in the text of your tale, but rather that Named Foes are antagonists with actual stakes, story, and
theme behind them instead of living obstacles for the PCs. They are not just people in a scene, they are fully-fleshed out
characters.
          Named Foes are built like PCs, with traits and wound slots and even Mastery Skills. However, they still do not roll
those traits in most circumstances, usually treating them similar to an NPC ally. For their Wounds, it is best to give them the
same amount of wound slots as the current equivalent amongst the PCs. If a PC Sage only has the standard wound slots and
you introduce a Named Sorcerer Foe, give them the standard wound slots. However, if the Named Foe is a Baron and the
PCs have a very tanky Marshall or Reaver with many wound slot improvements, mirror the Baron to match.
          Another difference between Named Foes and PCs is that you will want to give them Foe Class skills instead of
Core Class skills because then they will behave in a more reactive way and you do not need to wonder how to adapt a skill
that calls for a roll. So it is best to base them off of a Foe to start and then give them similar Trait and Wound levels to a PC.
It is recommended to give the Named Foe a Mastery Skill that meshes well with their build, using their corresponding Core
Class as the guide.
       A Game Group who prefers to roll for the actions of their Named Foes can use them akin to a PC with the Roll-Off
mechanic explained in the PC Conflicts section.
WOUND SLOTS: (Begin play with two Minor Wound slots, one Severe Wound slot, and one Maiming slot)
                                                             Maiming Slot
                                                           Example Foes
BANDIT
Weapon:                           Armour:                            Speed:                             Hit Points:
             Axes                               Light                             Normal                                2
Class Skills:
    •     Wilder: This foe ignores difficult terrain caused by natural sources (shallows, bushes, sands, rocky floor, etc.)
    •     Our Turf: When this foe fights on a battlefield near their hideout, they may spawn an obstruction in adjacent space near them
          as a reaction. Each Bandit may only use this skill once.
MARKSMAN
Weapon:                           Armour:                            Speed:                             Hit Points:
             Bows                               Light                             Normal                                2
Class Skills:
    •     Called Shot: When this foe damages a character wearing Partial Armour, they never wound their armoured body parts.
    •     Escape!: When an adjacent character fails to attack this foe for any reason, the Marksman flees to the nearest Zone rather than
          attack in response.
BRIGAND
Weapon:                           Armour:                            Speed:                             Hit Points:
           Daggers                              Light                              Fast                                 2
Class Skills:
    •     Burglar: This foe is not considered to be slowed or stopped by terrain that is climbable or can be bypassed with agility.
    •     Ambush: At the beginning of a battle, the GM may opt to omit this unit from descriptions, keeping them hidden within a
          specific Zone. When a PC first enters the zone of a hidden Brigand they must roll a Survey roll (which does not consume their
          action that turn). On a success, they spot this unit and they must emerge. On a failure, the Brigand may attack them from their
          hiding spot, forcing them to Desperately roll Endure. NPCs are automatically sneak attacked when they enter such a Zone.
BRAVO
Weapon:                            Armour:                            Speed:                              Hit Points:
            Sword                                Light                             Normal                                 3
Class Skills:
    •     Deflect: If a mounted or heavily armoured character attacks them, this foe counts as having Heavy Armour when determining
          the damage inflicted.
    •     Counter: When an adjacent character fails an attack roll against this foe they may always damage them in return in addition to
          any other reactions (though they need not make another reaction).
FIGHTER
Weapon:                            Armour:                            Speed:                              Hit Points:
             Axes                                Light                             Normal                                 3
Class Skills:
    •     Tough: This foe cannot be slain in a single attack. If a character would deal Great Damage to them, it only reduces them to 1
          HP instead of killing them outright.
    •     Shove: You may opt to make a Prowess action roll to move an adjacent character instead of attacking them.
HOPLITE
Weapon:                            Armour:                            Speed:                              Hit Points:
            Spears                               Light                             Normal                                 3
Class Skills:
    •     Targe: This foe takes reduced damage from Thrown and Bow attacks.
    •     Brace: When a mounted foe moves into adjacency with this foe, they must make a Traverse roll. On a failure, the Hoplite
          attacks them or their mount as appropriate.
BARON
Weapon (pick 1 at creation):       Armour:                            Speed:                              Hit Points:
  Axes, Spears, or Swords                       Heavy                                Slow                                 3
Class Skills:
    •     Scutum: This foe is considered immune to Thrown and Bow attacks.
    •     Towering: This foe counts as an obstruction. In addition, all adjacent space to them is considered to be difficult terrain, and
          thus a separate Zone for the purposes of movement.
CAVALIER
Weapon (pick 1 at creation):       Armour:                            Mounted Speed:                      Hit Points:
  Axes, Spears, or Swords                        Light                           Fast                                     4
Class Skills:
    •     Cavalry: This foe enters battle astride a steed. In addition to increasing their speed to Fast and granting them narrative
          advantages, this allows you to ride through characters as if they are difficult terrain instead of being blocked. Towering
          enemies still block you as obstructions.
    •     Charge: When this foe moves directly towards a character and attacks them, their attack does increased damage.
VALKYRIE
Weapon:                            Armour:                            Mounted Speed:                     Hit Points:
             Bows                               Light                       Fast and Flight                              3
Class Skills:
    •     Divinity: This foe enters battle astride a pegasus. In addition to increasing their speed to Fast and granting them narrative
          advantages, it allows them to fly as you move though they must land at the end of each movement. Falling from their pegasus
          will have it seek them to catch them.
    •     Mounted Archer: Whenever a character fails to attack this unit, they may move to an adjacent Zone and damage the failing
          character as they leave.
FIEND
Weapon (pick 1 at creation):       Armour:                            Mounted Speed:                     Hit Points:
  Axes, Spears, or Swords                       Heavy                  Slow and Flight (Hover)                           5
Class Skills:
    •     Dragon Rider: This foe enters battle astride a wyvern. In addition to granting them narrative advantages, it allows them to fly
          and hover above the battlefield, just out of most’s reach. Should the two separate, the wyvern will follow the rider and attack
          with abandon anything that attempts to prevent it from reaching them.
    •     Monstrous: This foe’s attacks count as Anti-Armour, as the wyvern enhances the force behind their blows.
INQUISITOR
Weapons:                           Armour:                            Speed:                             Hit Points:
     Dark and Staves                            Light                             Normal                                 3
Class Skills:
    •     Cleric: This foe can heal foes, even if they do not have wound slots. They heal at 2 HP per reaction.
    •     Zealot: This foe becomes far more dangerous when cornered. If this foe is engaged with no allied foes adjacent to them, their
          attacks effect all characters adjacent to them and are considered to be Anti-Armour.
SORCERER
Weapon (pick 1 at creation):       Armour:                            Speed:                             Hit Points:
  Fire, Thunder, or Wind                        Light                             Normal                                 3
Class Skills:
    •     Counterspell: This foe is especially well-suited to attacking Sages. If targeted by a Sage’s attack and the Sage rolls anything
          less than a 6, they always damage the Sage in addition to any other appropriate reaction.
    •     Elementalist: When a foe is assigned this class, they gain a Class skill based on their chosen element:
          ◦ Fire Sage: Their magic deals increased damage when used against adjacent foes in melee.
          ◦ Thunder Sage: Their magic is considered an anti-armour weapon.
          ◦ Wind Sage: Extend their range with wind magic attacks to Long Range.
PANTALOON
Weapon:                            Armour:                            Speed:                             Hit Points:
           Daggers                              Light                             Normal                                 2
Class Skills:
    •     Heckler: This foe mocks and distracts characters who fail in their presence. When a PC fails an action roll of any kind in the
          same Zone as a Pantaloon, the Pantaloon will first mock them before trying to deal any damage. The mocked PC will deal
          reduced damage to anyone except the Pantaloon who mocked them until the Pantaloon is dead.
    •     Foolish: A Pantaloon cannot pass up the chance to bother someone. They will never flee from a mocked PC, however a
          mocked PC can only kill them if they achieve a Critical Success or a 6 on their attack roll.
HUNTER
Weapon:                           Armour:                            Speed:                             Hit Points:
                Bow                             Light                             Normal                                2
Class Skills:
    •     Ambush: At the beginning of a battle, the GM may opt to omit this unit from descriptions, keeping them hidden within a
          specific Zone. When a PC first enters the zone of a hidden Brigand they must roll a Survey roll (which does not consume their
          action that turn). On a success, they spot this unit and they must emerge. On a failure, the Brigand may attack them from their
          hiding spot, forcing them to Desperately roll Endure. NPCs are automatically sneak attacked when they enter such a Zone
WITCH
Weapon:                           Armour:                            Speed:                             Hit Points:
     Light and Dark                             Light                             Normal                                2
Class Skills:
    •     Occultist: This foe has mastered both paths of divine magic, and may change their magic between Light and Dark depending
          on who they engage in order to always benefit from the Triangle of Magic in their favour.
    •     Familiar Spirit: You enter battle alongside a familiar spirit, bound to you by will and magic. It acts immediately after you and
          you control it as an additional unit. When you pick this class, choose an element: Fire, Thunder, and Wind. The Familiar Spirit
          is composed of that element and deals that damage and interacts with magic as it.
FAMILIAR SPIRIT
Weapon (pick 1 at creation):      Armour:                            Speed:                             Hit Points:
  Fire, Thunder, or Wind                        Light                 Normal and Flying (Hover)                         1
Class Skills:
    •     Phasing: This do not have traits of your own, substituting your Shaman’s pools whenever you need to make a roll. As a non-
          physical being, you ignore all physical difficult terrain, obstructions, and hazards when you move or Traverse. Foes, even
          other spirits, do not block your movements. Magical terrain features still effect you and enemies can still target you with
          physical weaponry.
    •     Elementalist: When you choose this class and select your Element of choice, you become a spirit of that element and gain an
          additional ability when using your element of choice:
          ◦ Fire Spirit: You destroy any terrain features made of flammable materials when you pass through them. In addition, you
               count as heavily-armoured against Fire attacks.
          ◦ Thunder Spirit: If you enter a water zone, you deal limited damage to all characters in the zone. In addition, you can
               target foes up to Long Range if they are arrayed in Partial or Heavy metal armour.
          ◦ Wind Spirit: Your magic forces flying units to land. In addition, you move at Fast speed for Traverse action rolls.
DRAKE
Weapon (pick 1 at creation):       Armour (Human / Dragon):            Speed (Human / Dragon):            Hit Points:
    Fire, Light, or Dark                 Light / Heavy                     Normal / and Flight                             5
Class Skills:
    •     Drake Shift: When this foe enters battle, they do so in human form. While in this form they can communicate with foes and
          use their human hands to interact with things while defending themself with their ever-present claws. Once they shift into their
          Drake Form, they can take one reaction before shifting back into human form.
    •     Draconian Type: Choose either Red, White, or Black. The choice comes with an additional skill while in Drake Form:
          ◦ Red: This foe may roar as a reaction instead of dealing damage and break Morale of allies in their Zone.
          ◦ White: This foe may heal other foes as if it had a Staff instead of dealing damage on a reaction. They heal 3HP at a time.
          ◦ Black: This foe’s attacks are corruptive. Any PC wounded by their attack must make an additional Endure roll or take an
               additional Minor Wound.
MINSTREL
Weapon:                            Armour:                             Speed:                             Hit Points:
            Swords                               Light                             Normal                                  2
Class Skills:
    •     Cacophonous: This foe disrupts communication with their loud and cacophonous music. While occupying the same Zone, a
          character cannot be heard over a Minstrel’s constant playing, even a Troubadour. This disrupts the use of Command and
          Charm actions, as well as the passing of information between teammates.
    •     Invigorate: This foe’s music can rouse speeds unknown to regular people from their bodies, providing limitless energy for a
          moment. When they are adjacent to a foe, they may use a reaction to boost their target’s Speed by one step for a reaction.