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Inversion Alpha 3.1 Pages

This document outlines a tabletop role-playing game (TTRPG) titled 'Science Fantasy in the Post-Post-Apocalypse,' featuring character creation, skills, and gameplay mechanics. It includes sections on character backgrounds, ancestries, skills, and combat, as well as a detailed table of contents and change log. The game is still in an alpha state, indicating that it is a work in progress with some incomplete sections but is fully playable.

Uploaded by

zermerty111
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
526 views326 pages

Inversion Alpha 3.1 Pages

This document outlines a tabletop role-playing game (TTRPG) titled 'Science Fantasy in the Post-Post-Apocalypse,' featuring character creation, skills, and gameplay mechanics. It includes sections on character backgrounds, ancestries, skills, and combat, as well as a detailed table of contents and change log. The game is still in an alpha state, indicating that it is a work in progress with some incomplete sections but is fully playable.

Uploaded by

zermerty111
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SCIENCE FANTASY IN THE POST-POST-APOCALYPSE

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One
Alpha v13.1 -
- Alpha
NAME:
LEVEL

BACKGROUND:

ANCESTRY:

RUMORS & BACKSTORY

+1 +2 +3 +1 +2 +3 +1 +2 +3
offense bluff arcana

defense charm history

health intimidate streetwise

P R S negotiate technology
guns
wilderness
SKILL NOTES
+1 +2 +3
acrobatics

brawn

finesse

mechanics

medicine
SP DO AR STA
perception

ON HAND perform

ride
DODGE/DMG: DODGE/DMG:
stealth
ARMOR/CRIT: ARMOR/CRIT:
volition
SPECIAL: SPECIAL:

_____________

SKILL POINTS /
Gear & Treasure LOAD
Languages

Ancestry Traits & Abilities

MAX LOAD: 10+ TOTAL LOAD:

MONEY: 1000 COINS 1 LOAD Abilities & Development


s TOTAL:

c G
12C 1S 12S 1G

Magic Items & Tech


0

Table of Contents
Table of Contents 4 2 Rules 70

change log 6 core rules 71


acknowledgments 7 combat rules 73
getting started 8
3 Equipment 78
1 Character Creation 10
gear guide 79
rumors 11 armor & shields 82
backgrounds 12 melee weapons 86
ancestries 14 ranged weapons 89
Dwarf 16 guns 92
Elf 19 ammunition 95
Human 22 consumables 98
Colossus 25 gear kits 106
Cypher 28 adventuring gear 110
Kobold 31 mounts 115
Gnome 34
Off World 37 4 Magic Items 120
Remnant 40
Abyss Born 43 magic items list 121
Commune 46
Vendris 49
skills 52
5 Tech Items 137

Combat Skills 56
tech items list 138
Social Skills 58
Knowledge Skills 60
Action Skills 63
6 Developments 155

languages 68
abyss influence 156
starting wealth 69
friends & enemies 158
talents & tricks 168

4
0

7 Fighting Styles 176

fighting style overview 177


warrior 178
scholar 185
nomad 192
rune gunner 196
engineer 201
crusader 209
bard 218
dragon monk 225
abyssalist 230
shaper 235
storm guard 241
firelord 246

8 Lore 252
Author’s Note
This is to let you know that this game is still in an
“Alpha” state. Some sections are incomplete, and
setting overview 253 could use more content. The game is fully playable,
daily life 255 but doesn’t have everything I want to include.
setting history 257 If you want to know a little bit about me.
origin myths 260 When I was growing up playing games helped me
burial rites 263 get through the day. Card games, video games,
even just choose your own adventure books. I
worlds of inversion 266
always wanted to make a game because it seemed
like this impossible task. A bunch of words in the
9 GM Section 269 right order magically transform into a game. Into
something that’s fun and interesting that you can
get lost in. Something that can help someone get
setting tone 270 through the day.
building adventures 273 I hope you enjoy this game. I hope you play it and
rewards 277 have fun. I hope you find an idea, or a story, or
even just a sentence that inspires you.
exploration 284
challenges 296 Most of all, I hope you have a wonderful rest of
your day.
social interaction 303
<3
enemy overview 305

5
0

Change Log
General Rule Changes
9 Alpha 3.1: Fixes
9 Fixed improvised weapons hurting you when you mastered them.
9 Cypher Overdrive changed from 1 Action to Free Action cost because everyone who used it
assumed it was a free action, and it flows better if it is.
9 Off World a different approach changed from once to twice per rest.
9 Potion of Resistance price cut in half, and given the ability to resist Stress and Chaos.
9 Gear reminders renamed gear guide, and optional bundles of gear added to help speed up and
ease the process of buying starting gear.
9 Cost of armor re-balanced (mostly ~100 silver price changes).
9 Mage shield property clarified.
9 Fixed missing bookmark for gear guide.
9 Hunting trap improvised weapon effect removed and replaced with specific bonus when used as
part of the Hunter overland travel action.
9 Knight background can now be taken twice to start with a Motorcycle.
9 Adventuring Gear expanded with new 5 new items, and some more items described.
9 Implements now grant you a set of basic abilities to spend MP on.
9 In addition to above, Enchanted Implements added to adventuring gear. Enchanted Implements
grant you ways to spend MP without having to opt into a fighting style.
9 Berserker Rage potion buffed from +1D6 to +2D6.
Fighting Style Changes
9 Fixed Nomad talent tree having the wrong talent name, and wrong tier numbers.
9 Abyssalist Primeval Rage buffed to grant successes, and rage is uncapped with final talent.
9 Scholar no longer unlocks the ability to use Implements, but instead grants an additional bonus
while using specific implements.

GM Section Changes
9 Buffed perform overland travel action from +1 per 3 success to +1 to per success.
9 Added compromising to patience mechanic.
9 Added per player per level suggestions to silver rewards.

6
0

Acknowledgments

Game Design & Writing


Noon
Visuals

Law C. Esper (Layout Design) · Sofy Bustos (Art)

Playtesters
This game would not have made it this far without the help of these amazingly kind people.

Dawson Zornes (Magonus) · Ditto (Liberator of Kobolds)


Axfty · Ethical · Horus · King Nothing · Kiiyo
Naye · Pepper · TalkAcanthi · Trees · Yeager

Interested in this project?


Join us on Discord!
https://discord.gg/GGruKDNBun

7
0

Getting Started
“ ”
Long ago there was an ancient empire. It’s the source of all the wonders, monsters,
technology, and old world magic scattered across the land. All that’s left of them are ruins
and secrets beyond comprehension.

What is a TTRPG? Dice Abbreviation


A TTRPG is a Table Top Role-Playing Game. It’s a Throughout the book you’ll see a common phrase
game you play with a group to tell stories together. such as 1D12, or 2D6, or 3D8. This is a short hand for
how many of what kind of dice you need to roll.
The stories will be told over multiple sessions which
all together form a campaign. Think of a campaign as 2D12
a book, and each session as a chapter in that book.
Most of the group will be playing the heroes of the 2 D 12
story, and one person, called the game master (GM), Amount of Dice of This many
will be running the game. sides
When you see this short hand, roll that many of that
The GM sets the scene, describe what players see, dice to get the results of the ability, attack, or roll.
and control everyone in the world except the player
characters. Players respond to the scene, decide what Where to Start
their character does, and interact with and build on h Character creation starts on page 10.
the people and world the GM presents. The core concepts you need to jump into
h
When a player or character does something that has character creation are on the following page 9.
a chance of failing, the player or GM will roll dice. h Full rules are in the Rules section on page 70.
The result of the dice determines if they succeed, and h Detailed setting information is available in the
how well they perform. Lore section on page 248.

For example if a player tries to climb a wall in the The core rules of Inversion are six pages long. The
rain, they will roll a dice to see if they climb it, or if rest of the book covers different character options.
they lose their footing and slip. Tools for running the game are in the GM section at
the back of the book.

Setting Introduction
This is a place where wizards duel gunslingers at high noon. Paladins push back armies of undead with
their blessed shotguns. Pirate ships sail the seas, the skies, and the stars beyond. This is a time of adventure
and rediscovery. Villages are built above the wreckage of a fallen empire, and every day people unearth the
magic and technology from a more advanced past.
The world is a dangerous place, but it’s also filled with the wonders and legends of the past. Elevators to
other stars sit idle in untouched forests. Magic rivers cut paths through skyscraper mountains. Valleys filled
with broken gravity let kids fly like birds above overgrown ruins of the old world.
In the skies above is the Abyss, the strange space between stars. Not a cold empty vacuum devoid of life, but a
place of raw creation shaped by the desires of everyone on every world.
You’ll see all of this and more because you are adventurers. You are the bravest and strongest and greediest
scavengers who dive into the most dangerous ruins and bring back the most useful relics of the old world.

8
0
Skills Dice Rolls
Skills control all aspects of your character. They are When you try something that has a meaningful
not only your ability to perform a task, but they also consequence or chance of failure you:
control what gear and abilities you have access to.
h Roll 1D12
There are 4 types of skills; Combat skills (Offense, h Add a bonus based on your skills.
Defense, Health, Guns), Social skills (Bluff, Charm,
Intimidate, Negotiate), Knowledge skills (Arcana, The total determines how many successes you have.
History, Streetwise, Technology, Wilderness), and Every five points is one Success. The harder the
Action skills (all the rest). challenge the more successes it needs.

Combat skills make you better in combat, and unlock Successes add up until the challenge is overcome.
more combat options. Social skills do the same for Some tasks can only be attempted limited times.
social scenes. Knowledge and Action skills do the
same for exploration. Roll Result
20 or higher 4 successes
Skill Points
Skill Points are used to improve your character. You 15 or higher 3 successes
start with 25 Skill Points, and gain more when you
10 or higher 2 successes
complete an adventure and level up.
5 or higher 1 success
Skill Points are used for everything from improving
your skills, to gaining benefits during character 4 or lower 0 success
creation, and on Developments and Fighting Styles.
Failure regardless of bonus to the
Developments increase your impact in social scenes Roll of 1
roll. -1 Success (if applicable).
and exploration. Fighting Styles give you more, and
more complex, options in combat scenes.
Stamina Dodge & Armor
Adventures & Levels Stamina represents how much damage and stress
Each level in this game is one adventure. You level up you can endure. When you hit 0 Stamina you are not
when you complete the adventure, and leveling up dead, just unable to perform strenuous actions.
grants you more Skill Points to spend.
Dodge is how many attacks or abilities you can avoid.
After 12 levels your character retires rich and storied. Your equipment will grant you Dodge, it can be spent
to avoid being hit, and it resets to full at the end of a
Scenes & Rest combat scene.
A scene is a complete encounter of fighting, talking,
or exploring. Scenes vary in length, and have short or Armor reduces all damage you take from attacks and
long rests between them. abilities. Your equipment will grant you Armor, it can
be spent to further decrease the damage you take,
A short rest is half an hour where your group slows
and it resets to full at the end of a combat scene.
down, and composes themselves. A long rest is eight
hours where you take a break, and ends the day. Attacking
h Most abilities have a set number of uses per rest. When you attack or use an ability that targets an
You can take three short rests in a day. enemy, you roll a combat skill check.
h
h Taking a short or long rest in a dangerous place The first success on the skill check deals damage, and
increases the difficulty of all challenges in the further successes grant the attack special effects.
area by +1 success needed.

9
1

apter
Ch

character creation

You’re not just the weapon on your back or the coin in your pockets. You are all your

“ friends, your enemies, the skills in your head, the stories you’ve survived, and all the
moments in between. ”
Character creation is broken up into five steps:

h Come up with 3 Rumors.


h Select a Background.
h Pick an Ancestry.
h Choose your skills.
h Determine starting wealth.
At each step you will learn something about your
character, and may spend Skill Points for extra
options. During character creation you have 25
Skill Points. Your starting wealth is determined by
the choices you make during character creation. A list
of languages can be found after starting wealth (p 69)

10
1

Rumors
“ ”
Did you hear about the blacksmith’s wife? I don’t like to talk about people behind their
back, but she’s been spending an awful lot of time with the farmer’s son.

Rumors are small stories and local gossip about your Creating Rumors
character. When your name comes up in a tavern, When creating your own Rumor, it helps to keep in
these are what people bring up. mind two key concepts:
Rumors connect you to the world. They give you Rumors should be small achievements, details
details you can build your character on top of.
h
about, or stories from your past.
h The interesting part of a Rumor is the story that
Gaining Rumors comes with it.
At character creation you gain 3 Rumors. You may
come up with your own Rumors. Rumors can be For Example: a Rumor that you’re wanted for
anything about your character, their past, or their murder is either true or false, but if it’s false then
actions. Below are tables with random Rumors. who’s spreading it? Why? Are you taking the blame
for someone else? Did you spread it on purpose?
Once you have 3 Rumors, choose one at random to be Why? If it’s true then was it justified? Did you have to
true, and the other two are false. do it, or was it cold blooded? Was it an accident?

D12 Rumor D12 Rumor D12 Rumor

1 Wanted for heartbreak 1 Wanted for treason 1 Wanted for murder

2 Starts bar fights regularly 2 Battlefield cowardice 2 Can’t hold their liquor

3 Traveled to another world 3 Smuggles contraband 3 Banished from hometown

4 Steals from open market 4 Large gambling debts 4 Afraid of cat/dog/other pet

5 Kidnapped a poet 5 Loves the wrong person 5 Kidnapped a cleric

6 Fake arm/leg/appendage 6 Secretly a mother/father 6 Framed an innocent man

7 Bribed local sheriff/guard 7 Card/dice/game cheat 7 Burned house down

8 Survived (…) blindfolded 8 Repeat pickpocket/thief 8 Secret/Embarrassing twin

9 Hides their real talents 9 Embarrassing hobby 9 Blessed/cursed by fey

10 Grave robber 10 More famous/successful kin 10 Suspicious of tech or magic

11 Attend/host secret meetings 11 Sleeps around vigorously 11 Hoarder/has a secret stash


Robbed former group and Mother/Father/Parent died Turned in a friend/family for
12 left them stranded 12 in mysterious/strange way 12 the reward

11
1

Backgrounds
“ ”
Where you come from is as important as where you’re going. It only takes a small change to
send you on a different path through life with different friends and different problems.

Backgrounds are the broad strokes of your backstory,


what your character did before they set off on an
adventure. It might be the culture or history they
come from, or simply their job. They grant a bonus,
starting equipment, or passive effect.

Gaining Backgrounds
You start with 1 Background. You can buy more
Backgrounds at the cost of 3 Skill Points each.
Backgrounds can only be taken during character
creation. Each Background can only be taken once
unless it specifies otherwise.
For a random Background, roll 1D12 for each of the
following tables and choose between the results.

D12 Background Bonus


+1 to History and Technology checks. Start with a shovel, Crowbar, 5 Memory Gem
1 Archaeologist
(consumable), and a copy of Ruins & Rubble: A Reference (kit).
2 Bodyguard Passive +1 Armor.
3 Chemist Start with Potion consumables of your choice with total value of 1,200s or less.
Start with 2 Doctor’s Tonic unique potion that heals 3d6 Stamina and grants Vigor
4 Doctor
until the end of their next turn. Doctor’s Tonics refill each long rest.
Change your Ancestry languages and Stamina to match any other Ancestry.
5 Diplomat
Additionally gain 1 more language of your choice.
+3 max carry load. Gain 2 rerolls to any roll this scene when starting a scene at 10+
6 Explorer
carry load. Start with Grappling Hook, Flint & Steel, and Portable Ram.
7 Farmer +2 to Wilderness checks. Gain Vigor during rain, intense weather, or on farmland.
You do not roll to hit on your first turn in every combat. Treat all attacks you make
8 Gladiator
during your first turn in combat as 2 success hits.
Start with 1 Pistol type gun. This background can be taken twice to instead start
9 Gunslinger
with 2 Pistols, 1 Rifle, or 1 Shotgun type gun instead.
10 Hard Life +2D4+4 maximum Stamina
11 Hunter Subtract 150 silver from the cost of any Ammunition that cost 200 silver or more.
+1 to Ride checks. Start with a Horse or Ram mount. This background can be taken
12 Knight
twice to instead start with 2 of the above mounts, or an Elk or Motorcycle mount.
Mysterious Past +1 to rolls for a skill of your choice. Can be taken twice.

12
1

D12 Background Bonus


1 Mage Initiate +20 maximum MP. Restore +10 MP during short rests.

2 Marksman Your Critical Hits restore 1D10 Stamina to one ally in the scene.
+1 Speed. +1 to Initiative rolls. The first time you would get hit by a Swift Attack
3 Pathfinder
in a scene, the attack automatically misses with no effects.
4 Perfectionist Gain +3 Skill Points. -1 to all skill checks for skills below rank 2.

5 Religious Twice per adventure you may replace any D12 dice you roll with a 12 result.

6 Scavenger All food and sleep grants you +1 rerolls in addition to its normal effects.

7 Scientist Ignore Tech Level requirements for 1 Tech Item you have equipped.
+1,000 starting silver. +1 to Negotiate checks. -1 to Perception and Stealth
8 Shopkeeper
checks.
Choose a skill when taking this Background. When an ally who has a lower rank
9 Teacher
than you in that skill rolls it, they may use your bonus instead.
+1 to Finesse and Stealth checks. There is a bounty on your head that must be
10 Thief
paid off to remove. Bounty starts at 600 silver and doubles each level.
11 Translator Gain 3 additional languages of your choice. This can be taken twice.

12 Traveling Artist +1 to Perform checks. +1d8 silver when rolling Perform checks to gain silver.

Unique Backstory Work with your GM to build your own unique background bonus.

13
1

Ancestry
“ ”
Your actions and the path you take through life define you, but if you want to
know where you’re going, you have to know where you come from.

Your ancestry is the people and culture you grew up Small & Large
with. Ancestry represents your family and where they Small creatures can take up 1 space, can occupy the
come from. Think of your Ancestry not as a box you same space as 1 Medium or larger creature, and can
have to fit into, but as the baseline that helps you occupy the same space as 2 other Small creatures.
define your character.
If a Small creature is in the same space as someone
Gaining Ancestries else, when anyone in the space makes an attack, add
Choose 1 Ancestry at character creation. +1d4 damage to that attack.
Your ancestry determines your Stamina, Speed, Large creatures in combat take up between 2-4
languages, unique traits, and a unique ability. spaces (2 by 2 area if unspecified). Large creatures
may gain Stun to take up 1 space. They keep Stun
Complex Ancestry until they no longer take up 1 space.
During character creation you may take additional While a large creature takes up more than one space,
ancestries instead of just one. It costs 5 Skill Points when they roll a 1 on any hit roll, they may deal 1D6
for every ancestry after the first. Stress to the target in addition to the miss.
You gain all languages, core attributes, traits, and
abilities of each ancestry. In any case where traits or
core attributes contradict or overlap each other, use My Adventuring Party
the one of your choice.
First of course there’s our leader, Kyrie. She’s a
Ancestry Entries Dwarven sharpshooter and one hell of a captain.
Each ancestry entry contains the following sections: I’ve seen her sail straight into an elemental storm
drunk and pull us through untouched.
h Brief description: Overview of the ancestry.
Then there’s Two Sixteen “Iron Mike”. A Cypher
h Core attributes: Languages, Stamina, Speed, and
Size are the core attributes of the ancestry. with a silver tongue and the public face of our
group. He doesn’t carry a sword or wear armor, he
h Traits: The unique perks of the ancestry.
can’t even shoot a gun, but I’ve watched him
h Ability: The unique ability of the ancestry.
negotiate his way out of being assassinated.
h Description: Physical details of the ancestry.
We have Gurtan as our muscle and our engineer.
h History & Culture: Broad overview of the
ancestry’s history and most common culture. Gurtan’s a Human Colossus, on his mother’s side,
and almost 3 times as tall as Kyrie. This ship has
The core attributes, traits, and ability sections of an survived 2 separate wars because of luck, tape, and
ancestry entry contain their mechanics. Gurtan’s unrivaled problem solving mind. I’ve seen
his fist go through solid old world metal just to get
Culture Is Not A Box to the cables on the other side.
Although each ancestry has a listed culture and
history, your character can be unique, or be from a Daradara is a Gnome and our explosives expert.
community with its own customs. Use descriptions She’s a brilliant bomb maker with a short fuse, and
as a guideline for the broader world, but don’t feel if you don’t want to wake up next to a grenade keep
pressured to adhere to them. in mind it is pronounced “Dare-A-DAR-Ah.”

14
1

D12 Ancestry Stamina Speed Ability


1 Dwarf 25 + 2D6 4 Once per rest become immune for a short time

2 Elf 20 + 2D6 6 Once per rest teleport

3 Human 20 + 2D6 5 Three per rest reroll a skill check with a bonus

4 Colossus 30 + 1D8 5 Once per rest heal and increase maximum Stamina

5 Cypher 22 + 2D4 5 Once per rest take an extra turn.

6 Kobold 18 + 2D4 4 Once per rest share actions and abilities with an ally.

7 Gnomes 18 + 1D10 4 Twice per rest force someone to reroll.

8 Off World 25 Varies Once per rest change a skill check to another skill.

9 Remnants 22 + 2D4 5 Once per rest create a hard light consumable.

10 Abyss Born 20 + 1D6 5 Once per rest flip a skill check’s results.

11 Commune 25 + 2D8 5 Once per rest transform into a swarm of creatures.

12 Vendris 30 6 Once per rest gain magic or infuse magic into a roll.
Roll on the table twice and take both results as a Complex Ancestry.
Complex Ancestry
See Complex Ancestry on page 14 for details on Complex Ancestry

15
1

Dwarf
“ Body of stone and heart of a forge. Keepers of record and brokers of knowledge.

Dwarves are strong willed people of elemental



stone. They are diligent, hard working, and proud. Stone Form
Free Action • Once per Rest
Their long and well recorded bloodlines are a point of
pride. Dwarven respect and reverence of history This ability can be used on anyone’s turn.
permeates throughout every aspect of their culture.
Turn your body into impenetrable stone. Lasts
until the end of your next turn in combat, or up to
Core Attributes 30 minutes out of combat.
h Languages: Dwarven, Common, and one
language of your choice. You can turn this off early.
h Stamina: 25 + 2D6 at character creation. While in stone form you’re immune to all
h The Health skill grants +2D4 Stamina per rank. damage, can’t move or be moved except by
h Speed and Size: Speed of 4 spaces. Medium size. gravity, and provide Cover to all adjacent allies.

Traits
h +100 starting silver
h Dark Vision: able to see in the dark without any
light up to 60 feet away in black and white.
h Your Speed can’t be reduced below 4. You can still
gain the Slow and Immobile status.
(Slow will not reduce your Speed, Immobile will still
keep you in place).
h When you are pushed, pulled, or moved you move
1 less space. This can reduce the push, pull, or
movement to 0 spaces.

16
1

Description
On average Dwarves are a foot shorter than humans Male Dwarves often choose to carve beards into their
and about a third wider. headstone and adorn them with trinkets to show
their age. Female Dwarves prefer to carve out long
Their body is made of a unique form of living stone.
hair and adorn that instead. Braids, longer hairstyles,
The outermost layer chips, grows, and ages with
and heavy use of jewelry are common across cultures
them. At the center of every Dwarf is an elemental
influenced by Dwarves.
magma that gives them life.
Dwarves will commemorate accomplishments and
Dwarves live for 600 years, or in rare cases, up to 700
milestones in their life onto jewelry, which they use
years. They reach working age around 20, and are
to decorate their beards, hair, and fingers.
considered adults by their mid 40s.
Warriors will record their kill counts and most
For Dwarves who choose to focus on study, seek to
impressive fights. Miners will chip and wear parts of
become historians, or want to be teachers, a rigorous
their largest finds to remember them by. Scholars
Dwarven education takes 100 years.
will engrave poetry and songs they’ve written. If
Dwarven eye color is closely tied to their family present for a major historic moment, some Dwarves
magma lines (bloodlines). They can be the color of any will etch their personal account of the events into
gem or metal. In the dark their eyes glitter like precise text on bracers and hair bands.
treasures half buried in a mine wall.

17
1
History & Culture Dwarven kingdoms are rich in precious metals, rare
Legends say that in the days of the old world, the gems, experienced smiths, obsessive record keepers,
Dwarves had a perfect record of history. It detailed and wise old traders. They are the bankers, guards,
every event and birth starting from the first Dwarf to and historians of the world. They fund all explorers
emerge from the mountains. brave enough to travel to another star, and bring
back artifacts and history.
This achievement was lost and scattered across the
stars when the old world collapsed. Dwarves are long lived, obstinate, and unyielding.
Family plays a strong role in their culture. Many
Dwarves value any history they can recover more Dwarves will fight for and defend causes their family
than all the precious metals in the earth. The largest holds, even if they don’t agree. Some will even die to
allocations in any Dwarf kingdom’s budget goes to keep the honor of their family intact. Often, Dwarven
funding expeditions to recover artifacts and history. families will have grudges that last long past the
Dwarves build massive cities within mountains. death of the person who caused it. They get passed
These underground marvels are easy to defend, down from generation to generation as cherished
continuously expand downward, and are home to family heirlooms.
the most secure vaults and secrets. The oldest ones The most traditional Dwarven families are the most
are massive multi-level mazes. closed off from what the world has become. They
Some structures are so complex, there are sections no often despise Humans and Elves. It was the collapse
one has stepped foot in for generations. Some are so of the Human’s ancient empire that caused the end of
cavernous, there is room for multiple towns within. their perfect record of history, and Dwarves have
Some Dwarven cities are so deep they reach down fought so many wars against Elves that the grudges
into other worlds, and there are rumors of some so will never fade. They are inscribed in centuries old
protected they survived the collapse of the old world. books detailing exactly who to hate and why.

Goldrock Brothers
Saru and Stas are the youngest sons of the Goldrock clan, an ancient Dwarven family that has a long and
proud history. Saru was born in the back of a wagon on the stone carved highways between the military and
residential districts deep within the mountain. Stas was born a year later in the oldest hospital in the carved
city, bathed in the light of healing sages. Their father is a great general whose three hundred year record speaks
for itself. He plans to raise them good and proper, with all the traditions he was taught.
Saru and Stas are brothers and best friends. They spend their afternoons playing hide and seek, skipping rocks,
exploring caves, and just talking about their father and how strict he is. When Saru turns twenty he’s sent to
the oldest Dwarf military academy in the mountain. The same week Stas leaves home. He’s worried about the
expectations of his father, and he wants some time to explore the world and find his place in it.
Saru and Stas meet twice a year on birthdays. They drink into the night, get kicked out of bars for fighting,
and swap stories about their time apart. Saru talks about the army. Marching up and down the mountain, the
giants who raid in the summer, breaking up fights in the mines over gem claims, and the seasonal battle
tournaments with the nearby Colossus community. Stas talks about his adventures. The pirate ghost vault his
party looted, being robbed blind by the merchant caravan they were hired to guard, the midnight raids on the
sun king’s palace, and the ongoing negotiations with the robot god of the sea.
In three hundred years the Goldrock brothers will earn the titles of Dragon Slayer and Mountain King, but for
now they’re Dwarf brothers sharing drinks, a few laughs, and trying to live up to the Goldrock legacy.

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Elf
“ Agile hunters from the deep forest. Survivors seeking individuality and recognition.

Elves are quick and precise people of the forest.



They are deadly, adventurous, and driven. Their keen Fey Walk
Free Action • Once per Rest
senses make them the best pathfinders and hunters
around. All Elves look very similar to each other, and This ability can be used on anyone’s turn.
their search for individuality is a major driving force
Immediately take a Move action ignoring all
in their lives.
terrain during the movement. This movement
does not trigger Swift Attacks.
Core Attributes
h Languages: Elven, Common, and one language of
your choice.
h Stamina: 20 + 2D6 at character creation.
h The Health skill grants +1D8 Stamina per rank.
h Speed and Size: Speed of 6 spaces. Medium size.

Traits
h +100 starting silver
h +1 to hit against size Large or larger creatures.
h Immune to Blind status or becoming blind short
of losing eyes. Blindfolds and other eye covers
will still reduce what you can see.

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Description
Elves have a similar stature to humans, although Many Elves choose to dye their hair. Some change it
with much less variance. They are six feet tall, or to match their eye colors, others to their favorite
within an inch of that. color, and the youngest choose wild and strange
colors impossible in nature.
Elven bodies have a light hue of leaf green, and their
hair is tree bark brown. They look physically identical Elven jewelry and fashion is all custom made. Elven
to each other save for their eye color. artisans and tailors don’t even start a piece until they
interview the person it’s for. The best will follow the
Elves live 180 years, or in rare cases, up to 200 years.
person around for a few days to include perfect
They reach hunting age around 14 and are considered
imperfections to match their personality.
adults by some time in their mid 20s.
The Forest is a dangerous place, and most elves will
Elves who apprentice with pathfinders are ready to
accumulate small cuts and scars over time. While it’s
be on their own after 10 years. For Elves who choose
possible through potions and magic to remove them,
to focus on magic, or study scholarly pursuits, an
Elves often choose to keep them. They value looking
Elven education takes roughly 20 years.
unique over looking perfect.
Elf eye color is the only physically unique aspect that
Some elves that live in large towns or work alone in
most Elves have, ranging from the bright reds,
remote areas will choose to wear custom masks. They
yellows, and greens of spring and summer to the
will carve a unique design onto the mask and wear it
calm oranges, browns, and whites of fall and winter.
to help differentiate themselves.

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History & Culture Elven settlements are often rich in meats, natural
There are endless fairy tales of the Elven Court. An components, master hunters, successful monster
alliance with cities from one end of the world to the slayers, and accomplished artisans. They are the
other. Architecture so beautiful and so complex, it architects, rangers, and skilled traders of the world.
would take centuries to build. They guide and protect anyone brave enough to
explore the uncharted wilds.
The stories talk about the old days when Elven
nobles would spend weeks in the high court Elves look physically identical. Growing up an Elf
discussing philosophy, literature, magic, art, and would look at their neighbors, parents, brothers, and
gossip of the day. sisters and see their own face looking back. Their
core desire is to feel unique, to look in the mirror and
The court is long gone. It ruled the world before the see themselves as an individual, and not as just
ancient empire, and now lives only in myth. Elven another Elf. Elves are often the masters of their craft
culture has never fully recovered from the collapse of because that’s a way they can stand out.
the Elven Court. The court’s fall marked the end of
Elven culture, and the start of a new era. Elves put a lot of value on an individual’s actions. To
an Elf your family name means nothing. What
Modern Elves are survivors, hunters, soldiers, and matters is what You do. How strong, how smart, how
pathfinders. They either live in the deep forests in Elf kind or cruel you are, the friends you choose and who
only communities, or they find a place with others. you reject. To an Elf it’s your actions, your work, and
Within the deep forests Elves are wardens of all who your promises that matter. Your family’s wealth or
walk beneath their trees. Outside of the forest, Elves position in society will mean nothing to an Elf.
are valued and key members of the communities they
join, but not the leaders of them.

Leaf Scouts
For Elven parents the leaf scouts provide a structured way to help their kids build confidence, loyalty, speed,
and knowledge of the wilderness through monitored forest walks and individual expression with the help of
experienced pathfinders. The leaf scouts are the best way to learn and grow by doing.
For Elven children the leaf scouts are a chance to hunt before they’re old enough. More than that, they’re an
excuse to explore the parts of the forest their parents don’t want them to. Moms will never let their kids play
with the cooking knives, but if they join the leaf scouts they get their own machete.
A typical scout meeting will have the pathfinders gather all the kids and tell them about the part of the forest
they’ll be exploring that week. They go over what kinds of plants, bugs, and wild creatures to expect. They will
also remind everyone what to do if they come across any old world tech, buried structures, or strange
unnatural creatures. Each scout is given a knife, a signal whistle, and a guidebook for common plants. Once
the leaf scout troop reaches their destination, the kids are let free to explore while pathfinders and their
apprentices guard the perimeter and stay vigilant for threats.
The younger the scouts the safer the parts of the forest they explore, but by design no trip is ever risk free. As
kids get older they’re given better tools, let loose on more dangerous parts of the forest, and those who stick with
it can apprentice under the pathfinder troop leader.
For most Elven kids, the leaf scouts were something fun to look forward to every week that they grew out of. For
some, it was their first taste of the wilds and it helped them figure out what they wanted to do with their lives.
For a lucky few, all the unsupervised time was how they met their first crush and had their first kiss.

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Human
“ Ephemeral life shining bright with open arms. Allies who value wealth and achievement.

Humans are the versatile and adaptable people



of the valley. They live short lives, are fascinated Perseverance
Free Action • Three per Rest
with value, and are willing to settle anywhere and
with anyone. Their culture and trends influence This ability can be used on anyone’s turn.
everyone because they are everywhere.
After you make any skill check you can reroll it
with an extra +2 bonus (bonus stacks with itself).
Core Attributes
h Languages: Common, and two languages of your
choice.
h Stamina: 20 + 2D6 at character creation.
h The Health skill grants +1D6 Stamina per rank.
h Speed and Size: Speed of 5 spaces. Medium size.

Traits
h +250 starting silver
h +3 starting Skill Points

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Description
On average humans are 6 feet tall. Their skin color Humans like showing off what factions they’re a part
varies greatly, often influenced by environment. of. They proudly display trinkets and emblems that
Humans tend to have children early in their lives identify their loyalties and alliances. Even when not
compared to other ancestries, and often have more openly showing off their factions, they will have a
children than the other longer living people. symbol somewhere on their person.
Humans live between 40 and 70 years. They reach Humans adore finding new and novel things. Once
working age around 14 and adulthood around 18. the luster of a trend has faded they will look for ways
to remix it, and make it new all over again.
Humans who apprentice to learn a trade skill take
about 10 years to learn and master it. Those who Humans adopt the trends, customs, and fashions of
dedicate themselves to study will take around 10 those around them. They will incorporate and blend
years to complete their education. They live shorter them with their own customs to form something
lives than most, but do not fall behind because of completely new and unique.
their ability to learn and adapt quickly. Human villages are diverse communities open to
Human eye color can be anything and is often warm anyone. Their fashion is just as varied becoming a
colors and soft tones. Their hair color varies just as mix of everything they have seen, and everyone they
much as their eyes. From blonde to black, white to interact with. Markets, and the open flow of ideas,
red, and everything in between. best represent what Human culture is.

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History & Culture Human settlements are numerous. They are rich in
Once upon a time there was a Human kingdom now local resources, teachers, and trade. Humans are
known as the ancient empire. It discovered and everywhere and they work with everyone. Even in
created advanced technology at eldritch speeds. It the capital and sacred cities of other peoples, you can
conquered everyone it met, and expanded to every always find at least a few Human families.
star in the sky. They built wondrous monuments on Humans know the most valuable resource is time,
every world, and mastered the Abyss. with wealth a close second because it can make
The ancient empire was the old world, with all its things happen faster.
wonders and terrors, and when it fell all worlds fell Human kingdoms spare no expense in minting their
with them, leaving devastation and collapse so own coins with their own emblems. They make sure
thorough all that’s left is ruins. every coin meets strict weight and size standards.
The ancient empire fell so long ago that it has You can tell where a traveler has been by having them
become myth, a story children are told to explain empty their pockets. Every stop they’ve made will be
why the world is the way it is. a unique coin forged by the nearest Humans.

Modern humans have the most kingdoms and can be Human culture is an amalgamation of everyone and
found everywhere, because they’re willing to live everything around them, but a few things are always
anywhere. They learn quickly and adapt to their true. Humans are afraid of the unknown, if they trust
surroundings. They work twice as hard to keep pace you they think of you as family, and they love to tell
with their longer lived allies. stories. Show them a mystery and they’ll come up
with 5 stories about it by nightfall.
The two things Humans are best known for are their
love of trade and their open nature.

Friends and Family


When you’re growing up it can be a bit confusing, but you get the hang of it. You basically have two kinds of
family. You have your Human friends and family. They’re Human, obviously, but they’re also around your
age. They might be your mom’s sister or dad’s mom. Stuff like that. Then you have the ‘friends of the family’
called your ‘aunts and uncles’. These are usually not Humans, but sometimes they are, and they’re more like
your parents’ friends from their adventuring days. Most of the time they’re way older than you, and maybe
even older than your parents. They live a long, long time, so they hang around longer than regular family.
For example, my parents are Goff and Rose. Rose has two brothers; Daris and Ash. They’re my uncles because
they’re my mom’s brothers. I also have another aunt and uncle on my dad’s side. Nal’dug and Thalia. Nal is a
Dwarf that was best friends with my grandpa and he’s part of the family because he promised grandpa he’d
look after his kids. Thalia is a Vendris that my great-great-great (one, two, three…) great grandma saved the
life of. Thalia says she still sees some of great gran in us, and she wants to make sure we’re doing okay. They
come to all our family dinners, and they help out if anyone asks just like regular family. They even give me cool
presents just like my other uncles.
Last time uncle Nal visited he gave me this carved stone mug and some Dwarven ale! They were both over two
hundred years older than my dad! Mom didn’t let me keep the ale though.
You know Sarah? Her father was an adventurer and her moms an Elf. She’s got like ten aunts and uncles and
only her dad is Human like her. Plus her grandma looks more like her big sister than a grandma which
everyone talks about when they’re at the market. She doesn’t like it, but I bet she gets all the cool presents.

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Colossus
“ Young and brash half giants marking the passage of time with victory and triumph.

Colossus are brash and intense people of the



mountains. They are living statues who are highly Giant’s Blood
1 Action • Once per Rest
competitive, and are building their culture around
reverence of victory. Whether it’s combat in the Restore 2D8 + 3 Stamina to anyone in the scene.
arena, hunting in the forest, giving gifts to loved
Your maximum Stamina is increased by the same
ones, espionage, or simply racing a friend to the
amount until the end of the scene.
markets, a Colossus wants to win.

Core Attributes
h Languages: Common, Gargan, and one language
of your choice.
h Stamina: 30 + 1D8 at character creation.
h The Health skill grants +1D6 Stamina per rank.
h Speed and Size: Speed of 5 spaces. Large size.

Traits
h Colossus take up a 2 by 1 area.
h At character creation choose to be a Goliath,
Broadsides, or Stonekin.

Goliath: No changes.

Broadsides: You gain a permanent -1 to Dodge,


and provide Cover to all adjacent allies.

Stone Skin: Gain a permanent +1 to Armor and -1


to Speed. Your Armor can’t be reduced below 1,
and you can’t Brace Armor when at 1 Armor.

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Description
On average Colossus are two feet taller than Humans. Colossus eye color is any color human or dwarven
Their skin color looks like Human skin and acts like eyes can be, with silver and gold being the most
clay early in life, but as they age it becomes the color common. They do not have hair, instead a special
of stone, usually marble. After death their body stone grows like a fungus on their head. The rock
becomes a statue, immortalizing their appearance fungus grows at about the speed of human hair, is as
and final moment. The Gargan word for graveyard hard as stone, and can be any stone color.
and sculpture is the same word. Most colossus carve meaningful symbols or unique
Colossus live between 80 and 100 years. They reach patterns into their body whenever they do something
training age around eight, and most become adults notable. You can read the history of some Colossus
sometime in their 20s. on their backs and arms the same way you could read
a story painted on a clay pot.
Colossus measure maturity in successes rather than
years, and a Colossus adult is someone with seven Colossus are the new kids on the world stage. They
notable victories to their name. are the youngest civilization, and are creating their
first fashion trends and styles. They are willing to try
Colossus warriors take every battle they walk away
from as a victory. Their athletes mark winning events everything, and are looking for something to call
their own. This means Colossus fashion and trends
as victories. Colossus researchers spend 15 years
will vary wildly from group to group.
studying, and mark new discoveries as victories.

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History & Culture Colossus settlements are often rich in warriors,
Colossus are a new people that have only recently driven researchers, compassionate rulers, masterful
emerged into the larger world. They don’t have much performers, and brave heroes. They’re still finding
history of their own yet, but when they hear the their place in the world and are willing to take on any
histories of the other people they get excited. They new challenge they’re presented with.
see the potential in every action they take to become Colossus see themselves as underdogs. They have a
the stuff of myth. They could be the first legendary passion for trying. They love to claim they’re the first
hero, the first master crafter, the first wise king. Colossus to do something because, honestly, in most
Others have histories and traditions to build on, but cases they are.
Colossus are still defining that for themselves. It’s In Colossus culture those who haven’t succeeded are
not uncommon for there to be yearly festivals in one not seen as weak. They are people who can and
family that their neighbors have never heard of. should be helped, people who haven’t found their
Colossus want to have traditions. They want to have place in the world yet. Colossus know that there’s a
a shared culture. They also want to have the best winner inside everyone, and sometimes they just
ones. They want to win at having the best traditions, need a helping hand pulling them out.
the most impressive history, the greatest festivals, Colossus are passionate and compassionate. A
and victoriously glorious feasts. stranger might not have earned the right to be called
Colossus have a reverence of victory because, to friend, but that doesn’t mean you turn them away.
many of them, every single one of their victories is Always treat others the way you want the world to
making history for the very first time. treat all Colossus. Besides, not helping would be
admitting defeat without even trying.

Six Victories
Every month I go to visit my dad. His name’s Rogson, he’s a hundred years old, and he’s a pretty amazing kid.
He’s a wandering archaeologist and he gets around real fast for how old he is. When I earned my 7th victory he
gifted me a cursed compass that always points to him, so it only takes me about a week to find him. Most of the
time when I find him he’s swindling some new Dwarf on his crew with his cursed seven-sided dice.
When I visit we spend two nights drinking and feasting to celebrate and trade stories. I bring fresh meats and
vegetables from my farm, and he shares old Elven wine from his cursed bottomless bottle. He loves hearing
about my recent victories, and I do like talking about myself, but my favorite part of our visits is hearing my
dad talk about his victories. Dad’s got really high standards so he has sat at six since I was born. Personally, I
think he just likes the idea of saying he’s a hundred year old kid.
When my dad was eight, he challenged an orc raid captain to a fist fight and won! Three years later he went
into the orc ruled forest alone and didn’t come back until he brokered peace. At fourteen he fought a pirate
crew and stole their ship! The whole ship! At FOURTEEN! He’s found an abandoned Dwarf kingdom from
before the old world, and he used that find to start his own archaeology company funded by Dwarven royalty.
At forty one he married the girl he had a crush on all his life. A year later I was born. Nearly sixty years later
and he says nothing he’s found or done has compared to that moment.
My father is Rogson. Next month he’ll be the first Colossus to be a hundred and one years old. Even though
that’s a feat of strength any Colossus would proudly claim a victory, dad’s still going to call himself a kid.

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Cypher
“ Machines from a fallen ancient empire finding their place in a brand new world.

Cypher are free willed and sentient robots of the



ancient empire. They are curious curios and desire Overdrive
Free Action • Once per Rest
to understand themselves. Their common struggles
unite their otherwise isolated people. Cypher are rare Take an extra turn after this one.
and, unless they travel far and wide, most will only
After the extra turn gain Immobile until the end
know a handful of other Cypher.
of your next turn.
Core Attributes
h Languages: Common, Codec, and one language
of your choice.
h Stamina: 22 + 2D4 at character creation.
h The Health skill grants +1D6 Stamina per rank.
h Speed and Size: Speed of 5 spaces. Medium size.

Traits
h Enhanced Vision: Able to see in the dark
without any light, and in extreme light, until 60
feet away in full color.
h A Mechanics skill check can be rolled in place of a
Medicine skill check to heal you, and for short
rest Medicine checks.
h Storage Unit: You have a compartment where
you can fit weapons or anything 1 item space or
less in size. Anything inside is hidden and can’t
be taken off you.

+1 max Carry Load.


h At character creation choose between True
Machine Body or Living Machine Body.

True Machine Body: Resist Poison and Fire type


damage. Vulnerable to Electric type damage. The
Technology skill can disable you.

Living Machine Body: Resist Electric type


damage. The Technology skill can’t disable you.

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Description
Cypher are the same height as Humans. Most Cypher are “born” when their idle bodies are
hit with surges of power, or heavily disturbed or
In all aspects Living Machine Body Cypher look
knocked around. They awaken as fully educated as an
identical to humans and are impossible to tell apart
average human, although without knowledge about
from them. Cut or punch them and they bleed or
local customs, current events, or most history.
bruise like a human would. Look inside them, and
they’re clearly machines. The average Cypher is about 20 to 25 years old. There
was a great Abyss spanning storm 50 years ago, and
True Machine Body Cypher look like traditional
the storm striking old world ruins is what awakened
machines with metal plates, visible complex tech,
most Cypher in the world today.
wires running unknown materials through them,
and obvious compartments. They have all the same Cypher eye color is any color on the visible light
physical characteristics humans have, but are very spectrum. They can change it at any time with a few
clearly made of technology and are robots. minutes of tinkering. Living Machine Cypher have
hair that’s identical to human hair. True Machine
Cypher live as long as their internal power source
Cypher don’t have hair, and instead choose to mount
holds a charge. It’s an unknown amount of time for
decorations and trinkets to their head.
every Cypher: some have died within minutes of
turning on, while other Cypher have outlived their Cypher follow human fashion trends combined with
Dwarven friends. influences from Elf traditions, and patterns and
designs taken from old world ruins. They may look
In theory, a dead Cypher could be revived if their
most similar to humans, but they identify with Elves
power source was replaced, but the source is unique.
and their culture more. They seek to be seen as
The only place to find a working replacement would
individuals, and not simply another machine.
be inside another living Cypher.

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History & Culture Cypher settlements are rich in technology, master
Cypher are one of the great wonders of the old world, engineers, empathetic doctors, frustrated artists, and
and have most in common with Colossus and Elves. naive heroes. Cypher communes are built near ruins
Much of their knowledge was part of a monolithic or places likely to contain unsparked Cypher.
Abyss wide network that disappeared when the old Cypher have limited time and they want to spend it
world fell. They are learning about the world, and leaving a mark. They want to be known as living
building their culture for the first time. breathing individuals, not as machines or tools. They
Cypher were built by the ancient empire for long seek to be seen as philosophers, artists, and poets.
forgotten goals. Some claim they were built as They want their actions judged as their own, and not
servants, others for war, and others think as a clever as computers pretending to be human.
way to escape death. There are theories Cypher are Cypher value free thought and expression most.
what happens when machines become clever and Many people view them as just fancy talking
gain sentience. Other scholars claim Cypher are the weapons of the old world, or as elaborate toasters
inevitable future of life. pretending to be alive. They need to prove those
Cypher are not born or grown. They turn on and people wrong. Some out of spite, but most because
often find themselves in abandoned old world ruins. they need to prove it to themselves as well.
All the combined terrors of birth and waking from Cypher are spread as far and wide as humans are, but
the long dream happening at once, while being alone in much smaller number. It’s the lucky few Cypher
in a dangerous place. that are introduced to the world by one of their own.
After every powerful thunderstorm or earthquake Some Living Machine Cypher don’t know they’re not
more Cypher awaken. Their communities track the human, or even intentionally hide the fact to better
weather closely and prepare rescue parties for them. fit in with everyone around them.

Iron Stomach
Do you have to eat food? It’s the question I get asked most often. It’s almost always the first question I get asked
too. It’s not like I have an interesting answer to it, but it’s the one everyone always asks me. I’m the world’s
greatest chef, I train the staff of every wealthy kingdom, I’ve cooked ogre fish seven different ways, and I know
I’m the only chef in the world who has hunted elementals to grind her own spices.
Do people want to hear about any of that? No! All they want to know is if I have to eat food!
Can you taste food? That’s the second question I get. I’ve worked everywhere from fish markets to an emperor’s
private court. From fast paced diners, to prop up food carts, and even at the palace dinner parties where
diplomats hold the fate of nations in their hands.
Does anyone ever want to hear about that? No! Who cares about that? Instead tell me if your multi layer cable
tongue can tell if something’s spicy or salty.
I have L I T E R A L L Y written the book on spices of the Abyss, and I still get asked if I can even Taste!
Of course I can taste food! I taste the salt in every soup I prepare. The sugar in every cake I’ve frosted. The
beautiful citrus scent of every orange I’ve peeled. I can remember the first time I ate steak and the flavor of the
first time I perfectly slow cooked barbecue ribs. That taste is a high I’m still chasing to this day. I know I’m
made of the same metal those old world weapons are, but I’m just like everyone else. I like the taste of food.

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Kobold
“ Disparate clans unified into a grand whole. Legacy of a wise king and grand heroes.

Kobolds are brave and clever people of the ruins.



They have been around as long as the oldest Clan Tactics
Free Action • Once per Rest
civilizations, and have recently unified as a single
clan in a golden age. Their skills as clever diplomats Choose an adjacent ally, any ally in your space, or
and keen strategists make them valuable allies, but a clan member in the scene. Until the end of your
they choose their allies carefully. next turn both of you gain the following:

Core Attributes h Vigor


Languages: Common, Draconic, and two h Have access to, and can use, all the equipment
h each of you has on hand or has in their bags.
languages of your choice.
Stamina: 18 + 2D4 at character creation. h Can use all abilities each of you has.
h
h The Health skill grants +2D4 Stamina per rank. You are both treated as having all the equipment
h Speed and Size: Speed of 4 spaces. Small size. each of you has on hand. Either players resources
can be used to pay for any ability costs.
Each of you may also grab and use anything
Traits either of you are carrying as if both of you had it.
h You can name up to 1 person of your choice as
a member of your clan. Increase up to 2 at level
5, and up to 3 at level 9. You can change who you
name once per level.
h While in the same space as a member of your clan
both of you restore 1D4 Stamina at the start of
your turn.

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Description
On average Kobolds are half as tall as humans. They Kobold fashion proudly displays their clan on their
are covered in layered scales reminiscent of dragon person. Each kobold finds their own unique way to
scales, with a texture like snake skin. Kobolds of the represent their clan. The most common is having
same clan have similar scale color, but individuals their clothes match the color of their clan, while
will have unique tints, hues, and shades of that color. others stitch their clan symbol into their clothes.
Jewelry and trinkets with the clan icon are popular.
Kobolds live roughly 60 years. They’re raised and
taught by their clan for 10 years before entering the Older Kobolds, and Kobolds who study up on their
world, and are considered adults in their teens. history, will also add red accents to their outfit. A
small sign of respect to honor the Red Hat clan.
Kobold diplomats spend 10 years reading and
learning about other cultures before setting out for The oldest clans have Red Hat emblems. They were
themselves. Kobold adventurers will head out on given to all clans that showed up to the decisive final
their own in their teens when they feel ready. battle that unified the Kobolds. They pass them
down as beloved heirloom jewelry.
Kobold eye color is any color, and look similar in
design to dragon’s eyes. Kobolds do not have hair but Younger Kobolds don’t really know or care what the
enjoy wearing decorative hats, hood, or other pieces Red Hat clan is. They just see all the old folks wearing
of cloth on their head as part of their outfits. red, decide that red is an old people color, and then
actively avoid the color red.

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History & Culture Kobold settlements are rich in diplomats, brave
Once upon a time the Kobolds were separate clans. fighters, tight-knit communities, well-read linguists,
They lived in hazardous ruins and forests because it and experienced trap masters. Kobolds have learned
was all the meek creatures could claim, and were to rely on guile and gifts to survive in a world built
lucky to survive a decade. for far larger stronger creatures.

Then the Red Hat clan emerged. The smallest clan, Kobolds were scrappy scavengers long before the old
they were lead by a clever little Kobold who wanted a world collapsed. They adapted to the new world
better future. Through uniting hundreds of clans, and quickly, mastered bartering first, and already knew
a great final battle, they achieved their goal and the value of negotiation.
began a golden age for all Kobolds. Within years they A Kobold’s clan will tell you almost everything about
built for themselves what took Dwarves, Elves, and the place they grew up. Their geography, politics,
Humans countless generations. economics, religion, social structure, tech level, bard
Kobolds are now a united people, with a culture songs, art, and their fashion trends.
centered around their clans. To Kobolds, a clan is a Clans are named after the key magic item, tech relic,
combination of what other people would call their or unique feature that unites or protects them. Some
friends, family, and community. For most of their clans have long lost their relic, and finding it again is
history the clan held the only people they could trust, a goal they hold dear. Culture, traditions, and values
the only people in the world who wouldn’t betray will differ clan to clan but all clans pay homage to the
them, fight them, steal from them, or take advantage Red Hat clan. Each clan will host a feast in Red Hat’s
of them. The Kobold is their clan, and their clan is honor and invite everyone to enjoy it. Share and be
their everything. one with your community.

Bedtime Story
Deep in the woods there was a magic lake. Around the lake there were three clans. The Giant clan, twice the
size of other Kobolds. The Iron Teeth clan, filled with smart and clever trap makers. Lastly, there was the Gift
Giver clan. They were a small clan with no great relics or smart builders, but they gave what they had.
The lake was full of fresh water and more than enough fish to feed ten clans, but the Giant and Iron Teeth clans
fought every day over who owned the lake. On days when Iron Teeth held the lake, they would set traps to stop
the Giant clan from setting foot near the lake. The Giant clan had to fight monsters in the forest for food, and
rely on the Gift Givers to feed fish to their old and feeble. On days when Giant held the lake they would beat
Iron Teeth to submission for even approaching. The Iron Teeth clan would have to dig pits and trick animals
into them for food, and rely on the Gift Givers to feed fish to their young and injured. Gift Givers never held the
lake, but they were never the target of ire either. They fished every day in peace.
One day an Elf came to visit the lake. She said whoever could impress her would earn her favor and protection.
The Giant clan proudly came to her and offered their fiercest warriors. She declined their offer. They were
strong for Kobolds, but no match for Elven magic. The Iron Teeth clan put their most clever minds to work, and
offered her a powerful invention; A trap for all forest beasts no matter how big or fast. The Elf thanked them for
their toy, but was not impressed. She could already hunt everything in the forest without it.
Finally, she turned to the Gift Givers. They had no strong soldiers or great inventions or anything special to
offer. They didn’t want to disappoint the Elf, and so they gave her a story and song so she would not leave
empty handed. She smiled and said she loved their art. In exchange she gifted them knowledge about magic, so
even empty handed they would always be protected.

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Gnome
“ A Fey spirit of freedom given form. A cycle of eternal rebirth and second chances.

Gnomes are outgoing and free spirits of Fey. They



are the pure freedom given form with their own Fey Tricks
Free Action • Twice per Rest
reincarnation cycle. When one dies, another is born.
Gnomes are elusive and tenacious, always ready for a This ability can be used on anyone’s turn.
challenge, and know that no matter what happens
Anyone within 6 spaces of you rerolls any skill
they will one day live again.
check or damage roll they just made.
Core Attributes
h Languages: Common, Forik, and one language of
your choice.
h Stamina: 18 + 1D10 at character creation.
h The Health skill grants +1D10 Stamina per rank.
h Speed and Size: Speed of 4 spaces. Small size.

Traits
h At character creation gain either +1D6 maximum
Stamina or +1 Speed.
h +10 maximum MP.
h Gain Vigor on your next turn when you hit 0 MP
for the first time in a scene, or when you drop to
half Stamina for the first time in a scene.

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Description
Gnomes are half as tall as Humans. They look like Gnome eye color is always the same as their mothers.
bipedal goats with thick fur covering most of their Their hair is longer and thicker than the rest of their
body. They have horns, cloven hoofs, and hands with fur, and is sometimes a different color.
four fingers and a thumb. Their face has no fur save Gnome fashion frequently uses multiple layers, and
for eyebrows, beards, or any other facial hair they their jewelry puts value on heirlooms.
choose to grow or style.
When it comes to their clothes they want to feel
Large horns protrude just behind their ears and grow distinct. They want what they wear to be as unique
around their heads. They can grow backwards with and honest as they are. It’s a common tradition for
their hair, straight in any direction, forward towards Gnomes to make thread out of their own fur, and
their mouth, or any style in between. eventually have clothes made that are wholly unique
Every Gnome’s horns are a unique shape and design to them from creation to style.
that follows them from one rebirth to the next. Some When it comes to their jewelry their cycle of rebirth is
Gnomes will file or shape their horns either for the core influence. Once a Gnome finds a piece of
preference, or to be even more unique. jewelry they like, that feeling will carry from one life
Gnomes can live up to 300 years, but it’s rare to find to the next. Gnomish merchants will charge market
one that lives longer than 50 to 100 years. They reach rate for jewels, but if a Gnome enters their shop the
adulthood in their mid teens, and Gnome instructors merchant will watch them. They know the look that
spend roughly 16 years after that continuing their comes from previous life recognition. For these
studies and research. Gnomes, the price of the trinket is only ever one coin.

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History & Culture Gnome settlements are often rich in adventurers,
There are always the same number of Gnomes in the strong wills, experimental artisans, legendary bards,
Abyss. When one dies, another is born. Every birth a and leaders ready to fight and die on the front lines
death, and every death a second chance at life in a for what they believe in. Gnomes have few villages,
cycle of reincarnation. The memories and body will but each of them is filled with people willing to give
end, but the spirit and personality of the Gnome will everything to defend them.
live again. Their likes, quirks, and horn design will In Gnome culture there are those that believe no one
carry over to a new life. The rest will fade. is born a monster or a hero. They believe it comes
Gnomes do not fear death in the way others do. To down to what happens to them and how they are
them, death is the next horizon, the next unknown to treated. Someone can be a thief in one life, and a
explore. Death means getting a blank slate, a second baker in the next. Nothing is set in stone.
chance, a whole new life to try on. A pirate in one life, There are also those that believe some people are
and a teacher in the next. A thrill seeking adventurer inherently good or vile. That some will always be
in the life after that, and a studious cleric after that. paragons or plagues no matter the life they live.
Gnomes don’t seek to be remembered because they Some Gnomes try to reshape or hide their horns.
know they will live on. Why waste all that time and Horns are the only physical trait to carry from life to
energy on building a statue or kingdom when that life, and some don’t want the expectations brought
time can be spent enjoying life? They live in the by a past life they had no part in. Others have the
moment more than anyone else. Instead, what they horns of a pariah, and want the same blank slate
look for in life is to find the things they love to do, everyone else gets.
and do them as much as possible.

Conversation Between Lives


There’s this moment, it happens right as my death is assured. I was staring a fireball in the face, and not for
the first time but… but this time it felt different. Like the whole universe slowed down and everything went
quiet. I didn’t feel fear or panic or even brace myself for the pain. I smiled. I saw something in the fire that no
one else could. I felt at peace, excited even! I knew this was a death I wouldn’t come back from, and then it hits
and I find myself here talking to you again.
You haven’t said anything, but I know you. I remember you. I can see all my past lives like movies in a reel, and
in one of my first deaths I asked you who you were. You spent a long time helping me understand. I think we’ve
done this so many times now that it’s just second nature. I know what you’re going to ask.
What happened? What did I learn? Am I ready?
I know that no matter how profound my discovery I’ll forget it the moment I take my first breath soon. I’ll
forget my friends. I’ll forget you too. I keep learning the same lessons over and over again. For a long time I was
mad about that. I even tried to fight you the last time we talked but, I think I finally understand. I forget the
lessons but I understand myself better each time. It’s not about changing myself, it’s about finding myself
sooner and enjoying more of my life each time.
Before I go, can I ask you a favor? Time will wait for me to draw my first breath so, can you tell me if my friends
will be okay? I’ll forget everything in just a moment’s time, but for right now they’re the people I care for most
in the world. I want to know they’ll be okay.

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Off World
“ From another world, another time, or another place. Another stranger in a strange land.

Off World are the unique and varied people of



other worlds. They are not a specific ancestry, and A Different Approach
Free Action • Twice per Rest
instead represent an archetype. This covers travelers
that come from another world, or unique creatures. This ability can be used on anyone’s turn.
They are explorers and the drifters. They are the
Change any skill check roll you’re about to make
stranger from another star.
to any other skill of your choice.
Core Attributes
h Languages: Common, Inexplicit, and one
language of your choice.
h Stamina: 25 at character creation.
h The Health skill grants +1D4 Stamina per rank.
h Speed and Size: Varies (see Traits).

Traits
h Once per rest reroll any roll you make.

During character creation you may change this


trait to once per day for +5 maximum Stamina.
h Choose between either Size Small with Speed 4
spaces, or Size Medium with Speed 5 spaces.

During character creation you can lose 5


maximum Stamina to choose any Speed up to 6
and any size up to Large. If choosing size Large
specify the area you take up.

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Description
Off World is not a single ancestry and instead When creating your Off World you have full control
represents the varied and wide range of people found over how they look. Different cultures and people
on the many worlds of the Abyss. across different worlds will find different things
important, beautiful, or notable.
They can be as tall as Vendris, or as short as Gnome.
They might be unique, or more common than Off World fashion will often be normal for their star,
humans on their home star. and stand out a bit under the light of this star. Many
commonly wear hats and a big coat to hide their
They can even be a Dwarf, Elf, or Human that’s just
appearance. Some Off World look exactly like any
from a different world where stuff works a little
other common ancestry.
differently. Travel the stars and you will find any
ancestry is called the Off World somewhere. For the more unique shaped Off World they will often
wear clothes that are too big of them. If they don’t
What your Off World looks like, and where they
know a craftsmen to modify their gear, they will rely
come from, is up to you.
on what they brought with them as nothing else fits.
Off World have a wide variety of lifespans. Most
Many Off World will pick up tailoring or similar skill
ancestries and people in the Abyss do not live longer
as a hobby so they can wear what’s on their current
than 100 to 125 years. Adulthood is similarly varied,
planet comfortably.
but most cultures define it by either age 16, or by a
major milestone in that person’s life.

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History & Culture Off World settlements are rare. Their most frequent
Off World are not one ancestry. They represent all the cause is old world tech or the Fey ripping an entire
people of the Abyss who travel to another star, and community from one world, and dropping them on
what they call normal makes them stand out here. another. They are full of explorers, new ideas, unique
Unless two Off World are from of the same star, they cultures, and cautious leaders.
will likely not share a history or culture. Most Off World aren’t forced to leave their star. They
Some struggles, however, are common for anyone chose to come to a new world. It takes bravery and
who leaves their star behind for another one. Off dedication to leave everything behind. Some do it
World are often alone. They don’t have anyone like because they’re in search of something. Some do it
them on this star, or only a friend or family member because they want something more than their star
that took the trip with them. can provide. The reason they left is as personal and
unique as the Off World is.
Off World must decide how much of their home star
culture they keep, and how much they adhere to their Whether they go back or not is a question on many
new land’s traditions. It’s a question with no right Off World minds. Early on they might not have the
answer and plenty of room for each Off World to find resources to go back to their star. Once they do
the middle ground they’re comfortable with. however, they will have grown accustomed to how
things work on their new home.
When an Off World refers to themselves, they will
not call themselves Off World. They will have a The more friends they make and adventures they go
specific name for their ancestry. Depending on how on, the more they they want to go home, or fear the
different a world they come from, they may be a day they’ll have to decide. Stay on this new world, or
Dwarf, Elf, or Human and look nothing like them. go back to the world they came from.

Better or Worse?
When I first came here I hated this world. Your star is too hot, your trees are too tall, and don’t even get me
started on the mess you call gravity. Can’t even ride the wind and enjoy an afternoon flight from the cliffs to
the beach. In every way this world is far worse than the one I left.
I started exploring this world, and it only got worse. I found out your forests are full of wild animals that refuse
to listen to reason. The ground quakes every other week from ruins exploding out of the ground. Your fruit
tastes like meat, and your meat tastes like tree bark! I expected things to be different, but I didn’t think this
world would be so unbearable.
Then, I found you guys. I needed some coin, you needed a wizard. Quick job lead to another. We accidentally
freed that insane necromancer from his tomb, and obviously I couldn’t leave until we fixed that. Then there
was the month spent traveling across the dry ocean on foot. Oh yeah, and that whole, oh what did you call it?
‘Aggressive goblin negotiations’? I still have the scars from saving you from your own stupid plan.
But, if I’m being honest? In all the ways that matter, this world is just like my old one. People just trying to get
through the day. Kids laughing and playing games. Fresh bread in the morning. Taverns filled with stories and
people losing all their coin on a hand of cards. Heroes stepping up to protect the ones they love. Friends that
would take a bullet for you, and you for them anytime…
This world full of strange eccentricities, full of stupid little problems, it’s not better or worse. Just different.

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Remnants
“ Data ghosts blessed with eternal life but not eternal memory enjoying living after the end.

Remnants are the survivors and strong willed



people of the old world. They are digital records Hard Light Generator
Free Action • Once per Rest
and holograms of someone born in the old world.
Sometimes called Data Ghosts, they are the digital The remnant uses the energy from their generator
rebirth of people who left their bodies behind. to create a piece of gear made of hard light.
Choose any non-Scroll type consumable, or any
Core Attributes piece of equipment that costs 700 silver or less,
h Languages: Common, and two languages of your
choice. and create a hard light version of the item.

h Stamina: 22 + 2D4 at character creation. The hard light version functions identically to the
h The Health skill grants +1D8 Stamina per rank. original except it is made of light. It takes 0 item
Speed and Size: Speed of 5 spaces. Large size. space, and dissipates into nothing if out of line of
h sight of your generator for more than 10 minutes.

Traits
h Remnants take up a 2 x 1 area.
h A Technology skill check can be rolled in place of
a Medicine skill check to heal you, and for short
rest Medicine checks.
h At character creation choose what kind of core
powers your generator:

Ancient Arcane Core: Reduce Attune cost of


Magic Items by 1 Skill Point (minimum 1).

End Times Tech Core: Reduce Tech Level


requirements of Tech Items by 1 (minimum 1).

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Description
A Remnant is made of two linked medium-sized A Remnant hologram recreates everything about the
objects: the hard light hologram of the person who person it’s a hologram copy of. Their physical
became the Remnant, and their old world generator. appearance, personality, preferences, five senses, and
The generator floats and follows the hologram, and mannerisms are all maintained.
neither can separate from the other. A Remnant generator contains the information
A Remnant generator is old world tech. Originally required to create the hard light copy of the person.
pocket sized and designed to look like a watch, time The remaining space is used to store core memories,
has aged and bloated the tech to the point that it is final moment, and roughly the fifty most recent years
now as big as a Dwarf. Some hard light generators of memory. Core memories are moments the
have aged better than others, but as the world grew Remnant chose, or had chosen for them, as events
more dangerous, Remnants would graft more armor that define them, and will never be forgotten. Their
and protections onto it. final moment is a recording of their last memory
before becoming a Remnant.
A Remnant’s hard light hologram is projected from
the generator. It is a perfect recreation of the person Every few years the Remnant will forget the oldest
using a mix of old world spells and long lost tech. It is memories, with the amount forgotten depending on
identical to the person in every detail, and can be any the frequency. The frequency of the cleanse will vary
Ancestry that existed in the old world (every Ancestry from once a day, to upwards of once every fifty years.
except Colossus). Once a year is the most common cleanse.

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History & Culture Remnant settlements are the stuff of myth. Old world
Every word the person ever spoke, every thought villages inhabited by data ghosts from the time
they ever had, every action they ever took, and even a before the collapse. They are rich in forgotten history,
copy of their body recreated to the finest detail. All of functional quality of life tech, strong-willed
this is part of the data ghost now called a Remnant. adventurers, fierce guardians, and old storytellers.
They are people who lived in the old world that now Remnants are rare. When two or more Remnants
live forever as digital hard light. meet they’ll quickly become friends. Once they earn
They are called Remnants because they are all that each other’s trust they will even trade notebooks.
remains of the people of the old world. Nearly every Remnant carries a diary or notebook. If
Blessed with eternal life but not eternal memory, their head can’t hold their memory, then they’ll just
each Remnant experiences regular memory loss. The write it down. Most will lose their book or start a
frequency of it will differ for each Remnant, as will new one long before they fill it. There are some who
their attitude to it. have libraries filled with the stories of a stranger with
their own name.
Some see it as a benefit. If they never forget, they
would be like the Vendris and never change. Others If their memories can be trusted, then becoming a
think of it as a cleanse. Removing the events of the Remnant was a choice. It takes an unquenchable love
past to make room for new experiences. There are of life, or fear of death, to transform into data to keep
Remnants who are haunted by it. They worry that living. It takes an even stronger will to watch the old
every time it happens their story ends, who they are world collapse, to see every star in the sky go from
now disappears, and someone else wearing their face destination to unreachable dream, and choose to
goes sauntering away. keep moving forward.

The Old World


Time passing has this way of sort of compressing events together. People call it the old world, but when you
really dig into it there are all these eras. Early on, technology was called whispers. It was seen as a new form of
magic gifted to Humans by the stars. Whisper inventions helped build a world where nobody would ever go
hungry. There were generations who spent their entire lives exploring the stars, and spreading the gifts of
technology to them. Did you know there was once a star-spanning elemental army? Are there any records left
talking about how the ancient empire pushed the elementals back and helped liberate worlds?
People don’t think about it that way though. They just call all of it “the old world” that started with the
ancient empire, and ended with its collapse. People think of the ancient empire as this all-encompassing
massive force responsible for all the things that happened. It was so much more than that.
I don’t remember any of the details. I don’t even remember anything important, but I have a handful of
moments from my life. I remember going to school and my best friends were a Dwarf and an Elf. I remember
our teacher was a Vendris, and she would go on these angry rants about how the history books were all wrong,
and start telling us what really happened because she was there. I remember every other week we would use a
whisper gate and take a field trip to a different world. We would try the local food, and learn about different
plants and animals. I remember I became a soldier. I wasn’t forced to, I chose to be one because I thought war
would never come, and I thought it would impress my girlfriend. I remember all the bad times too, and I
remember turning a blind eye to things that I knew were wrong. I don’t remember any of the details. I don’t
remember names or dates or events. I just remember people I cared about, and living a good life.

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Abyss Born
“ Dreamers born in the dark looking for a place to call home.

Abyss Born are creative and curious people of the



Abyss. They live off stray thoughts and dreams that Abyssal Winds
1 Action • Once per Rest
float across the Abyss. They are the only ancestry
who is comfortable in the Abyss, and feel uneasy and On your next roll you may replace all D12 dice you
out of place on land. would roll with D20 dice.
Alternatively, gain Vigor until the end of your
Core Attributes next turn, and move up to 5 status effects from
h Languages: Common, Abyssal, and one language
of your choice. anyone in the scene to anyone else in the scene.

h Stamina: 20 + 1D6 at character creation.


h The Health skill grants +1D6 Stamina per rank.
h Speed and Size: Speed of 5 spaces. Medium size.

Traits
h You may float off the ground or stay grounded.
Switching between them costs 1 Action.

While floating you are immune to difficult and


dangerous terrain, take half damage from falling,
and must reroll all dice you roll that land on any
of their highest 2 sides.
h You gain no rerolls from sleeping or eating.
h Dreams, ideas, and stray thoughts nourish you.
When a non-Abyss Born in your group gains
rerolls from sleeping or resting, you gain +1 reroll
to any roll until your next rest.
h When one or more people in your group eats
rations, you gain the same number of rerolls until
your next short or long rest. You can only benefit
from this once per rest.

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Description
Abyss Born are the same height as Dwarves. They are Abyss Born consume the stray thoughts, emotions,
native to the Abyss, and have bodies adapted to live daydreams, and ideas that float through the Abyss.
and fly through it. When they eat a thought they hear it in its creator’s
voice, and see what the creator had in mind.
Abyss Born look like a mix of jellyfish and octopus. In
place of arms and legs, they have long tendrils that Abyss Born are only able to absorb weak or fleeting
extend out of their body. thoughts. Dreams and desires are too challenging to
eat, and if strong enough will go on to become a real
The ends of their tendrils don’t have fingers, but are
place somewhere in the Abyss.
intrinsically linked to the Abyss. This link allows
them to alter reality just enough to float gently off Abyss Born fashion depends on their age. Survival in
the ground, and grip and use tools with the same the Abyss is difficult, and standing out can make it
dexterity as fingers. harder. Abyss Born who have recently left the Abyss
will focus on covering up, and not trying to stand out.
Abyss Born live 40 years, but only age while outside
As they get used to living outside the Abyss, they
of the Abyss. They learn from the stray thoughts and
learn to want to be an individual. They will wear
ideas they eat as they drift through the Abyss. They
jewels and ornaments inspired by their favorite ideas
grow to full size after eating a year of ideas.
they have experienced.

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History & Culture Abyss Born settlements exist only in the Abyss. They
Abyss Born are native to the Abyss, and act as are rich in debates, safety, concepts given shape, and
curators for ideas. They are how the Abyss decides curious observers. Abyss Born can sleep and eat
what thoughts will be forgotten, and what will have normal food, but don’t need to. They are adapted to
time to develop into reality. live in the Abyss, but it is still a hostile place. This
means their communities prioritize very different
They are among the first Abyss creatures, born from things in what they build and create.
an overabundance of fleeting, half finished, ideas
crowding the Abyss. Over time they developed their Abyss Born settlements are malleable concepts that
own traditions, of which most are exclusively shift and reshape to match the needs of its residents.
possible in the editable reality of the Abyss. Some of them are physical spaces the size of old
world cities. Others are dense self-aware fogs in the
With each thought an Abyss Born eats they learn new Abyss that trap invaders in infinite mazes. Others still
things and experience new emotions. They are simply bubbles of protection where anyone
understand stars and worlds through the ideas willing to share a story can rest safely.
people have. Once they learn enough to be curious,
they will drift to the star they find most interesting. Abyss Born live until they find a place they want to be
a part of. In the Abyss they can live forever, but living
Abyss Born are heavily influenced by the ideas they forever isn’t appealing to them. They want to live on
eat. They pick up the cultures and trends of the stars the worlds that feed them interesting ideas. They
they live near, and often have little in common with want to be a part of someone’s life and have them
other Abyss Born. They are what they eat, and they day dream about them. Forty years is less than a
eat other people’s thoughts. human lifetime, but it’s enough time for them to find
meaning and happiness.

Thought For Food


All of them have a unique texture and flavor. Even two concepts that look and sound the same have all these
minor details hidden just under the surface that make them unique.
Dreams are like main dishes. Each different from the next. Most of the time you eat it and forget it soon after,
but some you never stop thinking about. I could talk for hours about my favorite dreams.
Ideas are like cheap chips. Tiny snacks you can get tons of anytime you want. They’re not filling, they’re not
even that good, but you just can’t stop yourself from having another one.. or two… or ten…
Emotions are like soft serve ice cream. They come in a lot of flavors that mix well, and some that definitely
don’t go well together. You can suck them down and drown in them to forget your troubles, or take a small
sample and savor every moment of it.
Desires are like steaks. Big. Meaty. One alone is a full meal. You have to be in the right mood, and the right
state of mind for a desire though. Take it too early and you risk hurting yourself. Leave it for too long and it
turns into a heavy useless weight you just have to swallow.
Feelings are like soup. Some are watery and unrewarding, and you gulp it down to get through it. Others are
thick and filling and can give you that warm feeling in your stomach all day. The rare ones are spicy and full of
passion and you don’t know if you can even get through them.

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Commune
“ We are a conversation. We choose to come together and become one.

Commune are friendly and thoughtful creatures



of the swarm. They are collections of tiny entities Swarm Form
Free Action • Once per Rest
coming together to become one unique individual.
They are not a hive mind, but a conversation. Become a swarm of tiny creatures until the end of
your next turn gaining the following benefits:
Core Attributes You cannot be targeted by attacks or abilities. Any
h Languages: Common, and two languages of your
choice. attacks or abilities that damage an area ignore
your Dodge and deal double damage to you.
h Stamina: 25 + 2D8 at character creation.
h The Health skill grants 1D6 + 1D8 Stamina per You cover up 9 spaces (3 by 3 area if unspecified).
rank. You do not occupy the spaces you cover up, and
h Speed and Size: Speed of 5 spaces. Medium size. you can cover and enter spaces already occupied.
Spaces your swarm covers are Difficult Terrain.
Traits When you deal damage to anyone in the area you
h You are Vulnerable to Crushing and Fire damage. cover, copy that damage to all enemies in the area
You cannot gain Resistance or Immunity you cover.
h
Crushing or Fire damage. When you heal anyone in the area you cover, copy
h Twice per adventure you can reshape your body that healing to all allies in the area you cover.
in one of the following ways:
Outside of combat you can maintain swarm form
▪ Create a 1 space wide, 8 spaces long (40 feet) for up to 5 minutes. Your swarm is small enough
bridge extension of yourself. Lasts until the
end of your next turn, or 5 minutes outside of to fit below doors or through bug sized gaps. You
combat. This extension is strong enough to can hear whispers up to 10 spaces (50 feet) away,
hold 10 times your carry load, or one medium and you automatically succeed all Stealth checks.
creature per 10 carry load.
▪ Extend your arms granting yourself +2 spaces
of Reach. Lasts until the end of your next turn
in combat, or 5 minutes outside of combat.
Arms retain full strength and dexterity while
extended in this way.
▪ Reform into any specific shape of your choice
up to 4 spaces in size (turning into a catapult,
door, etc). Lasts until the end of your next
turn in combat, or 5 minutes outside of
combat.

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Description Commune can live up to 60 years, but it’s rare for one
Commune are the same height as Humans. They are to survive more than 20 years. The swarms they are
a swarm of very small creatures, often bug sized, that made of are more vulnerable than regular creatures,
individually have little willpower. When they come and their conversation is always at risk. When a
together, they begin a conversation with each other. swarm first forms into a Commune it has a childlike
This turns them into a single individual with a sense innocence and understanding of the world.
of self, the ability to think, have emotions, remember, Commune learn quickly, and are adults after five
dream, and desire. years of education or experience.

Physically they most commonly shape themselves to A Commune only exist as long as the swarm it is
match the general shape and appearance of other made of maintains the conversation. If the swarm
creatures the swarm has seen, often humans. The falls apart for too long, the conversation will be lost
swarm that forms a Commune have limited ability to and the unique individual the Commune was will
imagine, and so copy the shapes of others under the never be again. Even if the swarm rejoined, they
assumption that it will help them become one. would become a brand new conversation. A brand
new person with no memory of the previous one.
Commune appearance differs highly depending on
the swarm. Some of them are a visible swarm of Commune do not have memories in the same way
creatures, constantly shifting slightly as the person other creatures do. Instead each memory becomes a
they form moves about. Others look no different than story that parts of the swarm will tell to one another.
anyone else on the surface, and you would only know They only remember the stories their swarm keeps
they are a swarm by striking them. telling, and forget everything else.

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History & Culture Commune take an entire swarm to create, and as
Commune are not a hive mind. They don’t have a such don’t have the numbers to build traditional
single will that overpowers and controls them. settlements. If the swarms they are comprised of are
Instead, Commune have “the conversation”. The large enough then soon after the first Commune
swarm refers to the perpetual communication and forms, the rest of the swarm will follow suit.
shared thoughts between them as the conversation. Commune villages have a handful of residents on the
Individually, the swarm are sharing stories and ideas large end. They are run by naive and hopeful leaders,
with one another. This ongoing conversation healers looking for people to help, and philosophers
transforms the swarm from a collection of creatures trying to understand what it means to have
into a single unique individual, a person capable of consciousness. Commune books discuss and focus on
complex thoughts and emotions that no single entity concepts of qualia, and what it’s like to have one
in the swarm could ever experience. mind with subjective experiences.

Once a Commune is formed, it understands it is Commune excitement to experience the world is only
comprised of a swarm of smaller creatures. Each one matched by Vendris. Their joy in the little things of
is a culture unto itself, one that must decide if it sees life only understood by Gnomes. Their desire to be
itself more as a single person, or as a group working seen as a unique person, and the pain caused when
together. Is the Commune an “I” or a “We” is the first they aren’t, felt only by Elves. When they see the
decision it must make, and once decided will refer to same things they struggle with in other people, it
itself as such. makes them smile and feel like they are just like
everyone else. They fit in.

Music
There’s this book by an old world arcanist that describes the Silence spell. The spell itself is lost to time, but the
description says it could destroy all sound, light, and magic in a wide area. The book describes what it feels like
to be inside of the spell. At first it’s terrifying. Magic is like the air. People live and breathe it without even
thinking about it, so the sudden loss of it buckles the knees.
Once your body gets used to it, you get an overwhelming sense of stillness. You can’t see or hear anything, and
you start to realize how much you tune out each day. Free of all distractions your body relaxes in a way it’s
never had the chance to before. Then, you start to hear a strange but familiar rhythm. A noise you’ve never
heard before that all the same sounds familiar and makes you nauseous. The arcanist studied this noise for a
very long time, and finally figured out what it was. His heart beating. His blood pumping through his ears.
The lungs in his body taking and releasing air. That noise was his body. It was music his body was making for
his entire life that he had never noticed before.
If I’m being honest, the real reason I’m adventuring is to find a copy of the Silence spell. I want to know if my
body is doing the same thing. I know I’m not like you guys. I don’t have a heart or blood or things like that, but
maybe my body is making music too… Maybe I’m not as different as people tell me I am. I want to hear the
music that comes with being an individual person, and know I’m not just a chattering swarm.

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Vendris
“ Arcane immortals enjoying decadence and eternity against the dying of the light.

Vendris are proud and immortal creatures of Fey.



They have a natural connection to magic and deep Fey Spirit
1 Action • Once per Rest
respect for death. Vendris are an ancient people. First
born of the ancient Fey, first to discover magic, and Restore 15 MP, or add +1D8 to the next roll you
rumored to have living people who survived the make, or add +2D8 Arcane damage to the next
collapse of the old world. attack you make.

Core Attributes
h Languages: Common, Vendren, and one
language of your choice.
h Stamina: 30 at character creation.
h The Health skill grants +1D6 Stamina per rank.
h Speed and Size: Speed of 6 spaces. Medium size.

Traits
h Fey Vision: Able to see in the dark without any
light up to 60 feet away in full color. Magic lets
off a candle light glow to you.
h Poisons and toxins that take longer than one day
to kill are non lethal. All other aspects of the
toxins, including damage, are unaffected.

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Description
Vendris are one foot taller than humans. Their bodies Vendris fall into two camps: The brash and excited
are made of dense plant and Fey magic composition ones leave the grove within the first five years, while
that has the color and texture of skin. Magic flows the inquisitive and reluctant leave after 20. Vendris
through them like blood does through a human. It usually don’t track their age, and don’t care to. The
cleanses and seals all small cuts and bruises. longer they live with other who aren’t gifted with
immortality however, the more likely they are to start
Vendris are immortals with a magical eternal youth.
tracking their age and celebrating birthdays.
They are born as fruit from an ancient tree hidden in
a Fey grove. They are born fully grown adults. Vendris eye color can be any color. Their eyes always
glow with a magical light. Vendris hair is made of
The fruit takes a thousand years to mature and its
vines that grow from their head. Their hair can vary
harvests are less than a handful. While growing,
from thick ropes, to indistinguishable from human
grove tenders sing and read to the fruit pods. When
hair and consistency.
the Vendris is born, they have basic knowledge of the
world, culture, and art. Vendris fashion is a snapshot of the trends and styles
they liked the most in their long lives. Young Vendris
Vendris may stay in the grove for as many years as
will wear what those around them do. Once they get
they wish. Some have never left the grove. When
older they develop a style all their own.
they’re ready, they walk outside the safety of the
grove into the Fey wilderness. Then they sleep and Vendris are perpetually young and don’t value
when they wake they find themselves somewhere in traditional beauty. They care about scars, marks, and
the natural world they want or need to be. signs of having experienced the world.

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History & Culture Vendris settlements are rich in magic users, artists,
Vendris are immortals with a respect of death. They wise teachers, careful leaders, and patient schemers.
have slow birth rates out of their control, and their Vendris are rare in number. They often wind up in
numbers dwindle with each season. They are born by positions of power, wealth, and nobility by simply
the handful per millennium, with hundreds of deaths outliving their rivals.
between. Some Vendris have lived long enough to see Vendris don’t value traditional beauty. They care
mountains cut in half by rivers, but most don’t live about scars. They want lasting proof of having been a
long enough to see the next Vendris harvest. part of the world. They always look young and fit and
This fills the older Vendris with dread, but it’s also so those things don’t mean anything to them. Scars
something they cannot teach the young. The call of on the other hand, signs of having lived a life, those
adventure and the desire to experience is too great. mean everything to them.
The world is too beautiful to deny it from them. Vendris culture is split between the new and eternal.
When they die the magic in their body flows out of A balance of thickheaded kids who know they’re
them, and back into the tree they birth them. going to live forever, and the old folks that want to
spend the rest of their forever with those they love.
Vendris do not record their history, and they are so Excitement and fear in equal balance.
few in number that their footprint on the world is
small. The longest lived Vendris may have impacted The young take advantage of their eternity to feast on
the direction of countless kingdoms, but most are poisons for flavor and try to the impossible. The old
young and adventurous. They’re more interested in spend centuries planting forests to decorate their
fighting on the battlefield than deciding why the homes, and jump at shadows out of fear of a blade
battle is being fought. from a long forgotten enemy.

Childhood
My early years were different from your own, but not really that strange. I didn’t have to learn to walk, and I
was always this tall so I never ‘looked up’ to my parents. Your parents look like you, but my caretakers were the
grove tenders. They taught me everything I know and they care about me, but they look nothing like me.
Besides that though, it was the same stuff you did as a kid.
I played games. I played hide and seek and tag and we had races. It was a lot of fun! Especially when the fairies
joined me. They loved to play games and they would let us borrow wings and fey magic to play fairy games.
Teleport and seek, invisible giggle tag, leyline surfing, and some games I’m still convinced they made up on the
spot that will never have a name.
I didn’t really get bruises or cuts like you did, but the grove tenders were still overprotective of me. Every time I
fell down a hill, or started wrestling with the giant squirrels again they would be on me like fey to wishes. One
time I twisted my ankle playing dodge tree and, here look! See? It was a pretty bad hit, I had to stay in bed for
weeks! It still hurts a little whenever I run but I like the pain as funny as that sounds. It reminds me of all the
good times I had back in the grove.
You know how you told me about the first time you went to the market alone? How it was a big deal for you? It
was exciting and scary and even though you had been to the market a hundred times it felt so much different
alone. Well, I had that too, but mine was a little more permanent. One day I went into the woods alone and a
short sleep later, I opened my eyes in a new world never to return to the grove.

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Skills
“ ”
An expert isn’t someone who’s always right. Even experts, rarely, make mistakes. What
makes them experts is their ability to use their skills in ways you can’t imagine.

Skills are the core attributes of your character. They Skill Rank Effects
influence all aspects of your character. There are four The first 3 ranks give you a +1 to rolls for that skill.
types of skills: This grants you a total of +3 at rank 3.
h Combat Skills allow you to use different combat The 4th rank allows you to roll 2 dice for that skill, and
gear, and make you better at fighting.
use the result of either dice as your roll.
h Social Skills determine how well you can interact
and influence other people. The 5th rank gives you a unique ability or bonus that
Knowledge Skills are a measure of your matches the uses or theme of the skill.
h
understanding of a variety of different topics Each skill will also list any unique bonuses you get at
including magic.
each rank in their skill entry. You keep all effects from
h Action Skills are your ability to perform the previous ranks when gaining higher ranks.
variety of actions an adventurer will run into.

Gaining Skills RANK BONUS


Skills are bought with Skill Points. You start with 25 1 +1 to this skill check
Skill Points at level 1. You may have more or less
Skill Points available based on the choices you made 2 +1 to this skill check (total +2)
during character creation so far.
You can spend Skill Points during any short rest, long 3 +1 to this skill check (total +3)
rest, or any downtime. When rolling this skill, roll 2D12 instead
4( ) of 1D12. Use the result of one dice of your
Skill Rank Costs choice, and ignore the other dice.
Skills have 5 ranks. Each rank must be bought in
order from 1st to 5th. Skill ranks cost an increasing 5( ) A unique ability or bonus
number of Skill Points.

h The 1st rank of a skill costs 1 Skill Point.


h The 2nd rank costs 2 Skill Points.
h 3rd, 4th, and 5th ranks each costs 3 Skill Points.

In total, a rank 5 skill costs 12 Skill Points.

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Skill Overview
Offense Combat Skill. Controls what weapons you can use and the damage melee weapons deal.

Defense Combat Skill. Controls what armor and defensive gear you can use.

Health Combat Skill. Increases maximum Stamina.

Guns Combat Skill. Controls what guns you can use. Ranks up differently than all other skills.

Bluff Social Skill. How well you can lie to someone, catch and spot liars, or obscure the truth.

Charm Social Skill. How well you can compliment someone, or how well your gifts are received.

Intimidate Social Skill. How well you can scare others, be aggressive, or take control in a social scene.

Negotiate Social Skill. How well you can conduct diplomacy, trade, or give and take in social scenes.
Knowledge Skill. Controls your maximum Magic Points (MP). Your understanding of magic,
Arcana
the arcane, the fey, and anything related to the use and powers of magic.
Knowledge Skill. Your understanding of history, recent events, ancient events, rivalries, social
History
structures, and anything related to the old world.
Knowledge Skill. Your understanding of how to navigate and survive in towns, cities, ruins,
Streetwise
and anything related to developed areas full or people or structures of the old world.
Knowledge Skill. Controls how many Tech Items you can use. Your understanding of science,
Technology
technology, artifacts, and anything related to high tech wonders of the old world.
Knowledge Skill. Your understanding of how to navigate and survive in nature, outdoors,
Wilderness
weather, overgrown ruins, and anything related to the wilds and monsters in the world.
Acrobatics Action Skill. Your ability to perform tasks that require speed and flexibility.

Brawn Action Skill. Your ability to perform tasks that require strength and a sturdy body.

Finesse Action Skill. Your ability to perform tasks that require precision and dexterity.

Mechanics Action Skill. Your ability to repair and use the low tech marvels of the old world.

Medicine Action Skill. Your ability to perform first aid, treat wounds, and treat poisons and toxins.

Perception Action Skill. Your ability to search, notice details, and your general situational awareness.

Perform Action Skill. Your ability to perform a specific task of your choice (cook, sing, craft, etc)

Ride Action Skill. Your ability to control and use mounts and vehicles.

Stealth Action Skill. Your ability to hide, sneak around, or get through a crowd unnoticed.

Volition Action Skill. Your ability to perform tasks that require mental fortitude and a strong will.

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Quick Start 2: Jack of All Trades
You start with 25 Skill Points at level 1. For a quick For a jack of all trades, master of none character.
way to spend them, below are optional methods of Take rank 1 in each combat skill except Guns, each
building your character. social skill, each knowledge skill, and the action skills
Choose any method you prefer, or continue to the Medicine, Perception, and Stealth.
skill descriptions on page 56. 15 total Skill Points will be spent this way.
1: Well Rounded Then roll on the forth table and spend Skill Points to
For a random well rounded character. gain the next rank in that skill. Repeat until you run
out of Skill Points or can’t afford the next rank.
Roll on all 4 tables below, and spend 3 Skill Points on
the skill you roll. Do this twice. If you can’t spend 3 3: The Face
Skill Points, spend what you can and stop. For a social talkative focused character.
Spend 6 Skill Points on each social skill.
D4 COMBAT S KILL
24 total Skill Points will be spent this way.
1 Offense
4: Front Line
2 Defense For an equipment based combat focused character.
Spend 6 Skill Points on Offense, or on Guns. Then
3 Health
spend 9 Skill Points on Defense and on Health.
4 Guns 24 total Skill Points will be spent this way.

D4 S OCIAL SKILL
D10 ACTION SKILL
1 Bluff
1 Acrobatics
2 Charm
2 Brawn
3 Intimidate
3 Finesse
4 Negotiate
4 Mechanics

D10 KNOWLEDGE SKILL 5 Medicine

1-2 Arcana 6 Perception

3-4 History 7 Perform

5-6 Streetwise 8 Ride

7-8 Technology 9 Stealth

9 - 10 Wilderness 10 Volition

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1
5: Fighting Style D12 FIGHTING S TYLE
For a character looking to take a Fighting Style early 1 Warrior
Roll 1D12 on the Fighting Style table to the right (or
2 Scholar
select the one you want), and take the list of skills
that match. Each entry will list a skill followed by the 3 Nomad
rank you take in that skill.
4 Rune Gunner
h Warrior: Offense 2, Defense 2, Intimidate 1,
Acrobatics 3, Brawn 3, and Medicine 1. 5 Engineer

h Scholar: Offense 1, Defense 1, Bluff 1, Arcana 3, 6 Crusader


History 2, Finesse 2, Perception 2, and Volition 2.
7 Bard
h Nomad: Offense 2 or Guns (Pistol), Streetwise 2,
Wilderness 2, Acrobatics 2, Mechanics 2 or Ride 2, 8 Dragon Monk
and Volition 3.
9 Abyssalist
h Rune Gunner: Offense 2 or Guns (Rifle), Arcana 3, 10 Shaper
History 3, and Perform (Painting, or Writing) 3.
11 Storm Guard
h Engineer: Offense 2 or Guns (Shotgun),
Defense 2, History 2, Finesse 2, Mechanics 2, 12 Firelord
and Volition 3.

h Crusader: Offense 2, Defense 2, Health 2, Bluff or 6: The Spike


Negotiate 2, Perception 2, and Perform (Ritual) 3. For an extremely highly specialized character.
Roll 1D4 and roll on the matching skill table
h Bard: Bluff 2, Charm 2, Intimidate 2, Negotiate 2,
Medicine 1, Perception 1, Perform (Sing, Poetry, (1st combat, 2nd social, 3rd knowledge, or 4th action).
Comedy, or Specific Musical Instrument) 3, Spend 12 Skill Points on the skills you roll.
Ride 1, and Volition 1.
Do this twice.

h Dragon Monk: Wilderness 2, Acrobatics 2, 24 total Skill Points will be spent this way.
Brawn 2, Medicine 3, Perception 3, and Volition 2.
7: Random
h Abyssalist: Offense 2, Defense 2, Health 4, For a dangerously random character.
Arcana 1, Brawn 1, Medicine 2, and Perception 1.
Roll 1D4 and roll on the matching skill table
Shaper: Offense 2, Defense 1, Negotiate 1, History (1st combat, 2nd social, 3rd knowledge, or 4th action).
h
1, Wilderness 2, Acrobatics 1, Brawn 1, Medicine 1, Take the next rank in the skill you roll. Repeat until
Perform (Elemental Rite) 3, and Volition 2. you run out of Skill Points or can’t afford the next
rank in the skill you roll.
h Storm Guard: Offense 3, Health 1, Bluff 1, Charm
1, Intimidate 2, Arcana 3, and Perception 2. 8: Out of Control
For a character completely out of your control.
h Firelord: Streetwise 2, Wilderness 2, Bluff 2,
Medicine 2, Ride 2, and Volition 3. Roll 1D8, and use the Quick Start that matches the
number you roll. Reroll if you roll an 8 on the D8.

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1

Combat Skills
“ ”
Many people have spent many words telling me how the pen is mightier than the sword.
They usually say them very quickly as they back away from me with fear in their voice.

Combat skills make you better in a fight. They Offense


improve your attack effects, the strength of your Offense is your character’s training with weapons,
attacks, and the variety of combat gear you can use. and their ability to deal damage with those attacks.
Combat skills are used most often in combat. Any combat skill can be used to attack.
h
Attacking h Everyone has the bonuses of Rank 0.
When you attack or use an ability, you make a h Improvised weapons deal damage equal to your
Offense rank + your Volition rank.
combat skills check. Any combat skill can be used for
the check. This means that yes, you can use Health to h Unarmed type melee weapons deal +XD6 damage
on a Critical Hit where X is your highest rank
attack with your fists, or a gun. between Acrobatics or Brawn.
Think of the roll less like specifically a Guns roll, or h Mastery provides all weapons of one type with a
Health roll, and more as a combat skill check using bonus effect. Mastery is detailed in the weapons
your best combat skill. section of Equipment (page 84. 87, and 90).

RANK BONUS
Can use Basic Melee & Ranged weapons.
0 Melee weapons deal 1D4 damage.
Scavenger’s Handbook pg. 3 Two-Hand melee weapons deal 1D8.
Scavenging is a vital job for the day to day survival Melee weapons deal 1D6 damage.
1 Two-Hand melee weapons deal 1D10.
of a town. It’s important to remember that it can
also be dangerous work. 2 Can use Skilled Melee & Ranged weapons.
To help inform scavengers about what to expect, we Melee weapons deal 1D8 damage.
have researched the following list of top ten leading 3 Two-Hand melee weapons deal 2D6.
causes of death in the ruins. Gain the Mastery bonus for one weapon
They are presented in order as follows: type of your choice.
4
▪ Lightning Strikes Melee weapons deal 1D12 damage.
Unknown Two-Hand melee weapons deal 2D8.

Predation Can use Expert Melee & Ranged weapons.

▪ Betrayal 5 Gain the Mastery bonus for two more
Curses (both ancient and modern) weapon types of your choice.

▪ Zombie Bites
▪ Falling
▪ Spider Bites
▪ Bites (other)
▪ Robots

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Defense Guns
Defense is your character’s training with armor, their Guns is your character’s training and ability to use
ability to respond to threats, and how well they can different types of guns. It’s a unique skill that ranks
protect themselves. up differently than all other skills.

h Any combat skill can be used to attack. h Any combat skill can be used to attack.
h Everyone has the bonuses of Rank 0 h Unlike other skills, each rank costs 3 Skill Points.
h Unlike other skills, each rank of guns can be
RANK B ONUS bought separately of each other in any order.
h When using Guns skill to roll to hit, use a +2
0 Can use Cloth Armor bonus if you have any rank in this skill.
h If you have all four ranks of this skill, then you roll
1 Can use Light Armor 2 dice when using the Guns skill, and use the
result of either dice as your roll.
2 Can use Light Shields

3 Can use Medium Armor RANK BONUS


P Can use Pistol type Guns.
4 Can use Heavy Shields
R Can use Rifle type Guns.
5 Can use Heavy Armor
S Can use Shotgun type Guns.

One handed Guns gain the Off-Hand


Health weapon property. Two-Hand Guns gain
Health adds to your character’s ability to stay in a 5
+1D4 damage and gain the Brute Force 1
fight, and how much fatigue they can handle.
weapon property.
h Any combat skill can be used to attack.
h Each rank increases your max Stamina. For each
rank, you gain max Stamina equal to your
Ancestry bonus.
h Your Ancestry will grant a bonus amount of max
Stamina when you rank up this skill.

RANK B ONUS
1 Ancestry bonus max Stamina.

2 Ancestry bonus more max Stamina.

3 Ancestry bonus more max Stamina.

4 3 + Ancestry bonus more max Stamina.

5 6 + Ancestry bonus more max Stamina.

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Social Skills
There are wars that cannot be won with weapons. There are hamlets that cannot be saved

“ with heroics. Only words, said in just the right way, at just the right time, can change the
course of fate for those in need.

Social skills make you better in a social situations.



Charm
They measure how well your character handles Charm is your character’s ability to give to get on
conversations. It’s their ability to negotiate, and how someone’s good side. It’s a measure of how well your
much people are willing to hear them out. compliments, flattery, and gifts are taken. Charm is
Social skills are used when talking with others. being intentionally kind to gain favor.

Bluff RANK BONUS


Bluff is how well your character can lie or mislead.
It’s a measure of how well you trick people to get 1
what you want, and how well you can spot lies.
2
RANK B ONUS
3
1
4
2
5 Gain the ability Charming.
3

4
Charming
5 Gain the ability Storyteller. 1 Action • Once per Rest

Make a Charm check against someone who can


see or hear you.

Storyteller Until the end of your next turn the target can’t
Free Action • Once per Rest Dodge, and reduce all rolls they make by your
successes on the Charm check.
This ability can be used on anyone’s turn.
Lasts 5 minutes outside of combat.
Make a Bluff check and replace the result of any
roll you or an ally made with your roll.

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Intimidate Negotiate
Intimidate is your character’s ability to take control Negotiate is your character’s ability to trade and
of social situations. It’s a measure of how imposing conduct diplomacy. It’s a measure of how you carry
you are, how well you can coerce others, frighten yourself in complex social scenes, how good a deal
people, and force them to give into your demands. you can get, and how well you can haggle.

RANK B ONUS RANK BONUS


1 1

2 2

3 3

4 4

5 Gain the ability Intimidating Presence. 5 Gain the ability Diplomatic Immunity

Intimidating Presence Diplomatic Immunity


Free Action • Once per Rest 2 Action • Once per Rest

Make an Intimidate check. Until the end of your You and up to 2 allies can’t take damage or lose
next turn all allies gain twice your roll’s successes Stamina until the end of your next turn.
as a bonus to all rolls they make. Lasts for 1 minute outside of combat.
If used during combat, you may instead choose to
have all enemies on their next turn move either
towards you and focus you if able, or move away
from you and avoid attacking you if able.
Lasts 5 minutes or until 5 rolls are made outside
of combat (whichever comes first).

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Knowledge Skills
“ ”
Anyone can be told what button to push, or what fruit not to eat. So the question is, do you
want to blindly follow instructions, or do you want to be the one that people follow?

Knowledge skills are how much you know about the


world. They are your understanding of magic, old
RANK BONUS
world tech, history, nature, and cultures.
Knowledge skills are used most often in exploration 1 Gain the ability Arcana Bolt
and social scenes.
2
Arcana
Arcana is your character’s knowledge of magic and 3
your ability to identify, use, and control it.
4 Gain the ability Arcana Shield
h Arcana Rank x 10 = Your maximum MP.
h Magic Points (MP) is a combat resource used by 5 Gain the ability Arcana Blink
some fighting styles, magic items, and abilities.
h During a short rest you may roll an Arcana skill
check and restore MP equal to 2x the total roll. A h Arcana Bolt
long rest fully restores MP.
Range: 8 • Requires: 1 free hand, wand, orb, or
book implement on hand. • 1 Action and 3 MP
9 Roll an Arcana skill check instead of a combat
skill check for this ability.
9 1D12 + 3 Arcane damage
Scavenger’s Handbook pg. 12 9 2+ Successes: Restore 1 MP per success.
…and that’s why although carrying fresh meat
with you might seems like a good way to stay fed,
we don’t recommend it. When you can, bring your h Arcana Shield
own dry provisions to the ruins. Range: 4 • Requires: 1 free hand, wand, orb, or
If you find yourself in a dire situation and need to book implement on hand. • 1 Action and 0+ MP
eat what you find, we have these cuisine tips: 9 Choose yourself or an ally in range.
h Learn to love sour and spice. Most monster
meat without any seasoning will taste like a Until the end of your next turn they can’t Dodge
lemon tree dunked in fire powder. or Brace Armor, and all damage they would take
h Catch bugs. Although time consuming, most is instead dealt to your MP. Damage in excess of
bugs found in the ruins can be crushed into your MP is dealt to their Stamina as normal.
powders that taste nearly identical to sugar,
salt, pepper, and garlic.
h Careful when cooking the meat of anything
that can breathe fire. Best case you’ll make it h Arcana Blink
inedible. Worst case you’ve made a bomb. Range: Twice Speed • 1 Action and 15 MP
h Don’t eat Troll. Don’t even try to eat Troll.
9 Swap places with an ally in range.

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History Technology
History is your character’s knowledge of past events, Technology is your character’s knowledge of the
important people, current events, and the state of the wonders of the old world. Your ability to use and
world. Knowledge of cultures and their traditions. manipulate high tech artifacts, machines, and
novelties of the old world you come across.
RANK B ONUS h Tech Items have a Tech Level. You can use Tech
Items with a total Tech Level is equal to or less
1 than your Technology rank x 2.

2
RANK BONUS
3 Gain 1 Language of your choice. 1
4 Gain 1 Language of your choice. 2
5 Gain the ability Historic Moment 3

4
Historic Moment
2 Action • Once per Rest 5 Gain the ability Disable

Choose yourself or an ally in the scene. Until the


end of your next turn all dice they roll are treated
as rolling their highest side. Disable
1 Action • Once per Rest
Lasts for 2 rolls outside of combat.
Disable all technology adjacent to you for 30
seconds (3 rounds in combat). While disabled the
tech can’t be used or take any actions. If a Cypher
or Remnant is Disabled they gain Immobile, 1
Streetwise Stun, and can’t use abilities for the duration.
Streetwise is your character’s knowledge of ancient
ruins, towns, and developed areas. Your ability to
gather secrets and learn what’s happening locally.

RANK BONUS
1

2 Gain the ability Sneak Attack


Sneak Attack
1 Action • Once per Rest
3
Make a basic attack against someone who hasn’t
4 seen you, doesn’t know who you are, or who you
have an ally adjacent to. The attack gains a bonus
5 Sneak Attack becomes Three per Rest. +XD6 damage where X is your Streetwise rank.

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Wilderness
Wilderness is your knowledge of the wilds, nature, Animal Companion
overgrown ruins, and creatures of the world. Your SP 3 DO 2 AR 2 STA 12
ability to survive in the wilderness, and deal with
animals and weather. Vulnerable: Fire

h Wilderness checks can be made in combat to Resists:


discover the details of an enemy such as their Immunity:
weaknesses, resistances, and special abilities.

RANK B ONUS 9 Wild Animal: Grappling someone grants


them Vulnerable to Crushing, Piercing, and
1 Slashing damage until the grapple ends.

2 9 Growth: Medium sized gains +1 Dodge,


+1 Armor, +12 maximum Stamina, +1 to hit, and
3 +1D6 damage with all attacks and abilities.

4 Large sized instead gains +2 Dodge, +2 Armor,


+36 maximum Stamina,+2 to hit and +2D6
5 Gain the ability Animal Companion damage with all attacks and abilities. You decide
how many spaces your Large companion covers.
9 Basic Attack: 1 Action. Melee. 1D6 Piercing. 2+
Animal Companion successes: Heal 1D4 Stamina to self per success.
9 Choose 2 (Small), 3 (Medium), or 4 (Large)
You form a bond with an animal taking on a new abilities from below list for your companion:
ally and companion. You must find and convince
it through skill and will to be your ally.. Training 9 Swipe: 2 Actions. Melee. 2D6 Slashing and the
target is pushed 1 space per success.
then takes at least a week spent together to earn a
basic form of trust. 9 Maul: 2 Actions. Melee. 2D4 Crushing and 1
enemy in range per success must attack this
You can have 1 Animal companion at a time. The
creature at least once on its next turn.
animal you can train is limited by level.
1 to 4: Small • 5 to 8: Medium • 9 to 12: Large 9 Bite: 2 Actions. Melee. 2D8 Piercing and the
target’s Speed is reduced by 1 per success until the
When you reach a new animal tier, you may have start of your next turn.
your current companion grow to match the new
size category and stats. 9 Sturdy: +10 maximum Stamina.
In combat your animal companion has 1 Action, it 9 Agile: +3 Speed
acts on your turn, you control what it does, and it 9 Thick Skin: +2 Armor
can spend your Actions. 9 Elusive: +2 Dodge
During short and long rest you need to feed and 9 Hairless: Lose Vulnerable Fire.
care for your animal companion. If not cared for
halve all its rolls and max Stamina until you do. 9 Aggressive: +1 Actions. -3 Armor -3 Stamina,
Can have negative Armor values. Negative Armor
They take 1 ration of food each rest. 60 silver can
adds 3x its value to all damage taken. Stamina
be spent in place of the ration to represent caring
penalty grows to -6 at Medium, and -12 at Large.
for and grooming them.

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Action Skills
Adventures are about getting in there and getting the job done. Can’t fight a bomb out of

“ exploding. Can’t talk a volcano out of erupting. Books don’t put out fires. You just have to
get in there and get your hands dirty.

Action skills are actions you can take. They are how

Brawn
well your character can perform tasks when there’s a Your character’s ability to perform tasks that require
meaningful chance or consequence to failure. strength and brute force. How much you can lift,
Action skills are used most often in exploration carry, and overpower. Your physical strength.

h This skill can be used when you roll to grapple


Acrobatics someone or break a grapple.
Your character’s ability to perform tasks that require
h Unarmed type melee weapons deal +XD6 damage
speed and flexibility. How high you can jump, fall on a Critical Hit where X is your highest rank
and land gracefully, or duck and cover. between Acrobatics or Brawn.

h This skill can be used when you roll to grapple RANK BONUS
someone or break a grapple.
h Unarmed type melee weapons deal +XD6 damage 1 +2 max carry load
on a Critical Hit where X is your highest rank
between Acrobatics or Brawn. 2 +2 max carry load

RANK B ONUS 3 +2 max carry load


1
4 +2 max carry load
2 +2 max carry load. Scene attacks deal
5
+1d8 damage.
3
Finesse
4 Your character’s ability to perform tasks that require
Scene attacks make you immune to Swift precision and dexterity. Your fine motor skills, sleight
5 of hand, pickpocket ability, lock pick skill, and how
attacks for the rest of your turn.
well you can palm/hide an object.

h Pickpocket checks allow you to take or place up to


1 item space of items , or 50 silver, per success.
RANK BONUS
1

4
Pickpocket checks are now 2 item space
5 per success. You can lockpick while
unconscious as long as it’s within 10ft.
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Mechanics Mechanic’s Trinket
Free Action • Once per Rest
Your character’s ability to make old world tech do
something. Your ability to repair, work with, and You created, found, or customized, an old world
figure out low tech wonders of the old world. trinket. Trinket is not bound to you and anyone
can use it. You may choose a damage type of your
RANK B ONUS choice for each effects. You can’t choose a damage
type that ignores Armor. You can rework the
1 trinket and change your choices once each level.

2 When you gain this ability choose 1 effect from


the list below:
3 h Roll +1D12 on your next skill check, and take
the D12 result of your choice.
4 Gain the ability Mechanic’s Boost h Add your Mechanics rank as a damage to your
next attack.
5 Gain the ability Mechanic’s Trinket h Heal Stamina equal to your Mechanics rank to
yourself or an ally in the scene.
Additionally, you may choose as many of the
Mechanic’s Boost
Free Action • Once per Rest below effects as you want:

This ability can be used on anyone’s turn. h +1 Action Cost: Trinket now does all 3 above
effects instead of just one.
Grant yourself or an ally +2D6 to the next roll h +1 Action Cost: Everyone adjacent takes your
they make of any kind. Mechanics rank damage.
h +1 Action Cost: Your next attack ignores
Dodge or Armor (choose when selecting this).
Scavenger’s Handbook pg. 17 h +1 Action Cost: 1 enemy in range 12 is pushed
back 2 spaces and takes 2D12 damage.
The ruins are wild and full of monsters. Roaming
h +2 Action Cost: Double the amount of dice
pools of liquid metal spiders. Plants that eat people this trinket gives to your next skill check, and
and spit out refined iron ingots. Breaks in the double your Mechanics rank for all effects.
weave of magic where time stands still. h +2 Action Cost: Triple the amount of targets
the trinket applies to (everyone in 3 spaces,
This book can’t prepare you for everything, but next 3 skill checks, next 3 attacks, etc).
good advice works everywhere:
h Trinket takes +1 hands to use: Replace all
h Radiation Zones: The old world had weapons D12 dice you would roll with 4D4 when
that ran on invisible plague. Watch out for activating this trinket. Each collection of 4D4
areas of black grass where even monsters do not is treated as a single D12 when choosing a D12
roam. Eat nothing that grows there, and spend to keep on a skill check.
no more than a night’s rest in them. h Trinket takes +1 hands to use: Grant 1 target
h Water Sourcing: Water is colorless. If you come Vigor until the end of your next turn.
across pools of tempting blue liquid it’s heavy h Replace 1 hand or Action this takes to use with
magic. Deadly and valuable in its purest form. locking out a magic/tech item slot and +1 item
h Safe Shelter: Sleep only in stable ruins. space this takes. Can be taken multiple times.
Reinforce doors and windows. Set a night h -1 Action Cost: Using this trinket costs
guard rotation. 20 MP. Can be taken twice (stacks).
h Mutated Fauna: Do not anger the trees that h -2 Action Cost: Using this trinket grants you
speak the ancient tongues. Immobile, Blind, and Prone until the end of
your next turn (1 minute out of combat).

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Medicine Perception
Your character’s ability to perform first aid. How well Your character’s ability to spot details and patterns. A
they can treat wounds, diagnose illnesses, identify general overview of your situational awareness, five
and deal with poisons. senses, and what you notice with them.

RANK B ONUS RANK BONUS


During a short rest roll 1 Medicine check.
1 1
Heal Stamina to anyone equal to the roll.
2 +1 Medicine checks during short rests. 2

3 +1 Medicine checks during short rests. 3

4 4

5 Gain the ability Fortitude 5 Gain the ability Prep Time

Fortitude Prep Time


Free Action • Once per Rest 1 Action • Once per Rest

This ability can be used on anyone’s turn. In combat gain 2 stacks of Vigor 2 rounds from
now for 2 turns.
When an ally you can see, or who can hear you,
falls to 0 Stamina you may activate this ability. Outside of combat, roll a perception skill check
Take 12 Stress damage and immediately raise the and add twice the successes you roll to the next 2
ally back up to 8 + 2D8 Stamina. skill checks you make 2 minutes after using this.
Lasts for up to 20 minutes.

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Perform
Your character’s ability to do something that takes h The Perform skill can often be used to earn coin.
practice or creativity. How well you can perform When doing this, decide how many days you’ll be
rituals, cook, paint, write, sing, create music, be performing. Then make a Perform check and
consult the table below.
comedic, act, or anything else creative or complex.
h Each Perform skill you have gains the full silver of
This skill can represent anything from cooking, the roll once per adventure. All uses after that in
sculpting, playing violin, dancing, or anything else the same adventure lose the x 20 multiplier.
you can imagine.

h This skill requires you to fill in what specific DAYS REWARD


action you want it to represent.
1 2D6 x 20 silver per success.
h You can have multiple different instances of this
skill that each represent different tasks.
2-4 3D8 x 20 silver per success

RANK B ONUS 5+ 4D12 x 20 silver per success


1

3 +1 to all other Perform skills you have

5 Gain the ability Inspiration

Scavenger’s Handbook pg. 23


Inspiration
Free Action • Once per Rest It can be tempting to simply take your own hostage
and negotiate a prisoner exchange. Keep in mind,
Make a Perform skill check. just because they speak Battalion or Scavik doesn’t
For each success grant that many allies +3 to all mean they have concepts such as “prisoners” ,
rolls until the end of your next turn. Stacks. “negotiate” , “exchange” , or “honoring a deal”.
Depending on how far from home you are, they
may not even have the same definition of “alive”.
Thanks to the continued work of the merchant
guilds however, even the most reclusive people
know how valuable silver and gold are. Your best
bet is to buy the person back from them. The price
will likely be unreasonable, but offering to gets you
closer to the hostage, and lets you stage a better
rescue mission.
If you do wind up paying for the hostage, check if
they’re part of any guilds. Most have a policy to
reimburse successful rescue efforts.

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Ride Volition
Your character’s ability to use mounts and vehicles. Your character’s ability to perform tasks that require
Your skill at directing any kind of ride from a horse, to metal acumen, wisdom, or willpower. Your ability to
a motorcycle, or an Abyss ready ship. keep your cool, concentrate, and strength of will.

h Mount Loyalty is a Ride skill check successes + the Your actions that require wisdom, creativity, or
mount’s Loyalty bonus. intelligence not covered by knowledge skills.

h This skill can be used when you roll to grapple


RANK BONUS someone or break a grapple
1 h Improvised weapons deal damage equal to your
Offense rank + your Volition rank.
2 h Initiative is a Volition roll.

3 +1 Speed
RANK BONUS
4 +2d4 to all damage while mounted. 1

5 Gain the ability Imposing 2

3
Imposing 4
Free Action • Once per Rest

This ability can only be used while mounted. 5 Gain the ability Force of Will.
Make a Ride skill check. Restore Stamina to allies
equal to the total roll. If Loyalty is above half or
higher, you may pay half your current Loyalty to Inspiration
also deal Stress damage equal to the total roll to Free Action • Once per Rest
all enemies in the scene.
Make a Volition skill check.
For each success grant anyone in the scene 1 stack
Stealth of Stun or Vigor on their next turn.
Your character’s ability to hide and go unnoticed.
How well you can sneak around, fade into a crowd,
and keep a low profile.
RANK BONUS
1

3
+2 to Finesse checks for pickpocket and
4
lock pick skill checks.
When you make a Stealth check, give the
5
next roll you make +2 per successes.

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1

Languages
“ ”
“YouÂeverÂnoticeÂhowÂoftenÂheÂscratchesÂhisÂass?” “Youhave tostop staringat hisass. Hewill
noticeit” “Guys come on! You know I can’t understand you when you make those noises”

Languages are what’s spoken all throughout the Gaining Languages


setting. The table below list the most common or Your ancestry will provide starting languages. You
broadest languages. Regional dialect differences and speak, read, and write all languages you know.
variations exist, but don’t prevent communication.
Learning a new language costs 2 Skill Points each.

Language Description
Language used by creatures native to the Abyss (the space between worlds). Parts of the
Abyssal
language can’t be pronounced properly without at least 2 mouths or tentacles.
Most common among those who revere battle, settled creatures, Orcs, and warrior focused
Battalion
cultures. Extensive vocabulary for strategy, combat, and honor.
Codec Machine language used by robots, computers, AI, and advanced technology.

Common The most common language in use by nearly everyone and everything.

Cryptic Spoken by the dead and undead. Can be spoken with just grunts and shambling.
Dragon language. It depends heavily on tone, inflection, and locking eyesight. Kobolds speak a
Draconic
simplified variant of this replacing some aspects with basic hand gestures.
Dwarf language. Sounds nearly the same when spoken, whispered, or yelled. Has clear and
Dwarven
distinct sounds that travel and echo well without losing clarity.
Elven Elf language. A faster enchanted variant is spoken by Fey entities and people of pure magic.
Language of ethereal creatures, ghosts, undead without a physical form, spirits, and other
Ether
supernatural essences. Impossible to scream without the voice of a ghost.
A language spoken by Gnomes and intelligent or clever forest creatures. A variation that is ten
Forik
times as slow is spoken by talking trees, ancient forest dwellers, and mountain creatures.
Language of giants, rock golems, Colossus, and creatures who live near or with them. Very
Gargan
hard to not sound angry, confident, or imposing while speaking it.
Ancient dead language of the fallen ancient empire and the oldest AI systems. Spread and fell
Human
with the old world. Sometimes called old common. Spoken by ancient tech and scholars.
The varied uncommon languages of the countless cultures and creatures in the Abyss. This is
Inexplicit not one language, but represents your study of a wide range of rare, infrequent, or local
languages found across the many stars in the sky.
Most common among larger creatures, nomadic cultures, Trolls, and high intellect isolated
Ozan
creatures. Extensive vocabulary for food, poetry, and hobbies.
Language of Elementals. Has the smallest vocabulary of any language, but every word has
Primordial
eight different meanings depending on the nearest elements or lack of elements.
Most common among small and underground creatures, goblins, and scavenging focused
Scavik
cultures. Extensive vocabulary for diplomacy, barter, and respect.
Theistic Language of demons, gods, and the sinister and saintly creatures who work with them.
Ancient language of the Vendris. Spoken by Vendris, wealthy merchants, and nobles that view
Vendren
being able to speak it as a point of pride and proof of proper expensive education.

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Starting Wealth
“ ”
There are two kinds of people in the world; Those who believe money can buy loyalty, and
those who know bought loyalty is always up for sale to the highest bidder.

This is the final step in character creation. After Level One


If you still have unspent Skill Points you don’t If your character is starting at a higher level then you
have to use them, and can hold them for later. start with more wealth. Follow the steps below in
order to figure out your wealth.
Starting wealth represents the coin and resources you
have on hand. It’s the allies and favors you can pull h Spend all your Skill Points
from when you start adventuring. h Go through all steps in starting wealth, but
change out the 1D6 dice for 1D8 dice.
Starting Wealth h Gain 500 silver for every level above 1 you are.
Your starting wealth is based on the choices you Finally gain either 5,000 silver or 1 Magic Item /
h
made during character creation, and what skills you Tech Item if starting at levels 4 - 6. Do this twice
put Skill Points into. if starting at levels 7 - 9, or three times if you’re
starting at levels 10 - 12.
You start with 1,200 silver. Gain +1D6 silver for each
unspent Skill Point you have. Then,
Gain 1D6 x 10 silver for:

h Every Background you have.


Scavenger’s Handbook pg. 39
h Every rank you have in History
…risk of beheading is simply the price you have to
h Every rank you have in Streetwise
pay to work with royalty. Assuming your head is
h Every rank you have in Wilderness still attached, it is now time to divvy up the loot.
Use these guidelines:
Gain 2D6 x 10 silver for:
h Start with the silver and gold. Clever people
h Every skill you have a rank 3 or higher should be able to divide. If you don’t trust each
other, or nobody can do math, simply make a
h Every rank you have in Perform pile for each person and go coin by coin.
h Every Perform skill you have at rank 1 or higher Paintings and other treasure can be split after
h
h Every rank you have in Ride that. It’s hard to predict their value, and we
recommend either an even split of objects, or
selling them and adding to everyone’s coin pile.
Gain 200 silver for:
h Gems should go next. Their value is determined
h Having rank 3 in 1 or more knowledge skills. by size, clarity, and color. Even if you trust each
other look for an appraiser. Worst case go by
h Every language known past the first 3. total weight if nothing else.
h If you have at least rank 1 in 8 different skills. h Finally, magic items and old world tech. How
h If you don’t have any skills at rank 4 or higher. this is handled will change from item to item.
Keep in mind that the better gear your group
keeps, the better your odds of surviving.
Finally, during character creation only, you can spend
Skill Points to gain silver directly. For every 1 Skill It’s considered polite to send someone’s share to
Point spent on this, gain 1,000 silver. their next of kin if they didn’t survive, but that
practice will vary from group to group.
Skill Points spent this way cannot be recovered.

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2

apter
Ch

rules

“ ”
From our perspective the designs they whisper to us seem random;
If we could only see the grand plan at work, we would understand the order in the chaos.

The following seven pages contain all the rules you Keep In Mind
need to play Inversion as a player. Abilities supersede rules. Many abilities, attacks,
Everything from rolling dice, to exploration, and how and equipment will bend or even contradict the rules
to make an attack. All of the rules in Core Concepts at here. When two rules don’t match the ability or more
the start of the document can also be found here. specific rule applies over the general one.
The GM section at the end of the book includes The GM can change the rules. Your GM may decide
further rules when running Inversion, including how something works differently than the book describes.
to build encounters. They may do it to keep the session moving, or they
may want to change it. If the GM and the rules ever
h Core Rules covers all the rules you need when
exploring the world and facing its challenges. contradict, the GM is correct.

h Combat Rules covers all the rules you need when Rounding. If you ever end up with a fraction of a
in a fight. number, or if you need to round, always round down
unless told otherwise.

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Core Rules
There’s more than blades and bullets out there. You’ll have to survive the trip out, traverse

“ the ruin mazes, and find a way to extract treasures. Honestly? The bullets are the last thing
you should be worried about. ”
LEVEL U P TABLE
Level Skill Points Total Level Skill Points Total Level Skill Points Total
1 +25 25 5 +8 48 9 +12 84
2 +5 30 6 +8 56 10 +12 96
3 +5 35 7 +8 64 11 +12 108
4 +5 40 8 +8 72 12 +12 120

Skill Points Failing Skill Checks


Skill Points are used to improve your character. You Some skill checks have restrictions or limitations on
start with 25 Skill Points, and gain more when how long you can work on them, or how often you
you level up. The table above shows how many Skill can attempt them. If you don’t get enough success to
Points you gain each level, and this is the only effect clear the challenge, you fail that skill check.
leveling up has on your character. When you fail a skill check, the same roll cannot be
You can have unspent Skill Points, and can spend attempted again until:
them during any short or long rest.
h The situation or challenge change in some way.
Dice Rolls h A short or long rest is taken.
When you try something that has a meaningful h You take 1 stack of Fatigue to attempt the roll one
consequence or chance of failure you: more time and add to your current successes.

h Roll 1D12 Help


h Add a bonus based on your skills. When making a skill check, allies can Help if it’s a
challenge other people can assist with. A max of one
Every five points is one success. The harder the
ally can help with a skill check at a time. If it’s a
challenge the more successes needed. Success adds
physical task they must be close or adjacent to Help.
up until the challenge is overcome.
When an ally Helps with a skill check, add half their
ROLL RESULT rank in the skill (round up) to your roll.
20 or higher 4 successes
Scenes
15 or higher 3 successes A scene is a complete encounter of fighting, talking,
or exploring. Scenes vary in length, and often have
10 or higher 2 successes short or long rests between them.
5 or higher 1 successes Most scenes will take place over the course of a few in
game minutes, or an in game hour. Some scenes will
4 or lower 0 success take place over a whole in game day.
Failure regardless of bonus to the If a scene has high stakes, or if it is a complex, players
Roll of 1
roll. -1 Success (if applicable). will be asked to roll Initiative (Volition skill check).

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Short & Long Rest Carry Load
A short rest is half an hour where your group slows Carry load is how much you can carry. You start with
down, and composes themselves. Light work and a carry load of 10 item space. You can increase it with
eating are examples of a short rest. A long rest is eight the Brawn skill and equipment.
hours where you take a break. Sleeping or relaxing in
h Unless specified otherwise clothes, and anything
a safe area are examples of a long rest. that takes one or less hand to use, takes up 1 item
space. Armor, and anything that takes two hands
h You may spend Skill Points during any rest. to use, takes up 2 item space.
h You can take three short rests in a day. What you have on hand, and anything you’re
h
h A long rest heals your Stamina to full. wearing, counts towards your carry load.
h Any ability that says “per rest” has a set number h Every 1,000 coins take up 1 item space.
of uses that reset on a short or long rest. You can drag twice as much as you can carry.
h
h Any that say “per day” has a set number of uses If you’re carrying more than your carry load you
that reset on a long rest. h
become Slow. If carrying more than you can drag
h Taking a short or long rest in a dangerous place you become Immobilized.
increases the difficulty of challenges in the area
by +1 success needed. Food & Sleep
When on an adventure, you are limited to the food
Fatigue you bring, and you may not always have a place to
Fatigue represents your character getting run down rest. The quality of your food you eat and rest you get
by the challenges of adventuring and exploring. will grant you the following bonus.

Fatigue reduces the dice you roll for a skill check to Food
one size smaller (D12 to D10, D10 to D8, etc). No Food: Not eating enough, or anything at all.
Fatigue stacks. All Fatigue is removed with a long rest Increases Fatigue by 1.
that includes a meal and drinks (Filling Rations and Basic Rations: Staves of Fatigue, but isn’t very
Restful Sleep or better). flavorful. No bonus.

Exploration Filling Rations: A prepared flavorful meal. Grants 1


Exploration is everything outside of combat and reroll for any roll until your next short or long rest.
social scenes. Delving into a dungeon, searching the Extravagant Rations: Technologically or magically
ruins, traveling the wilds, and walking around a preserved high quality food. Grants 2 rerolls for any
village are all examples of exploration. roll until your next short or long rest.
h Falling deals 1D6 Stress damage per 10 feet. Sleep
h If unspecified, hazards deal 1D10 damage.
Poor Sleep: Sleeping on sharp ruin floors, muddy dirt
h If unspecified, traveling through dangerous areas ground, or unprotected. Increases Fatigue by 1.
unprotected deals 1D8 Stress damage every 10
minutes outside of combat, or 1D8 Stress damage Normal Sleep: Sleeping bag, a simple bed, or soft
at the start of a round to everyone in combat. and safe place. No bonus.
h Every 1 hour spent in dangerous or intense
weather increases Fatigue by 1. Restful Sleep: Sleeping in a nice tavern, warm bed, or
Every 3 hours of exploration without a short or guarded camp. Grants 1 reroll for any roll at the start
h of every scene today.
long rest increases Fatigue by 1.
h Every 6 hours without water or drink increases Enhanced Sleep: Magical, tech enhanced, or highly
Fatigue by 1. comfortable rest. Grants 2 rerolls for any roll at the
h Not eating during a day increases Fatigue by 1. start of every scene today.

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Combat Rules
“ I have always valued the diplomacy of the battlefield over the brutality of negotiation.

Initiative Attacking
At the start of a combat scene, or any scene where Melee attacks can hit an adjacent space. Ranged
order matters, players and the GM roll Initiative to attacks will list their range in spaces. Ranged attacks
determine the turn order. require line of sight to the target to hit them.
Make a Volition skill check, and add any bonus you When you attack or use an ability, roll a combat skill
have to Initiative rolls. check (Offense, Defense, Health, or Guns). One or more
successes is a hit, and less than one success is a miss.
Initiative is done in groups by number of successes.
Highest success group to lowest success group. In a h Abilities which ignore Dodge do not need to roll
group all enemies go first, then players. to hit unless it has “per success” effects.
Players in the same group can choose the order they h If an ability only effects allies then you do not
need to roll to hit.
take turns, or go highest current Stamina to lowest.
h If an attack or ability hits multiple people, only
roll to hit the main target.
Actions & Rounds
Actions are the number of things you can do during a h When you roll of 12 on the dice when rolling to hit
you Critical Hit. Weapons will deal bonus
combat scene. Players have 2 Actions on their turn. damage and effects on Critical Hits.
You can only spend Actions during your turn. Some h Critical Hit Threshold decreases the number you
abilities will cost 0 or 2 Actions to perform. need to roll on the dice to Critical Hit (12 to 11+,
11+ to 10+, etc). Critical Hit Threshold stacks.
A round is when everyone in the scene has taken a
turn in Initiative order. A round represents roughly 10 Dodge
seconds of in-game time. Dodge is how many attacks or abilities you can avoid.
After a roll to hit, but before damage is rolled, you can
Stamina spend 1 Dodge per success rolled to cause the attack
Stamina represents the wounds you can shrug off,
to miss. Then reduce your max Dodge by 1 until the
stress you can handle, and your resolve. When you
end of the scene.
hit 0 Stamina you are not dead, just exhausted and
unable to take further actions. h At the start of your turn your Dodge refills to max.
Damage you take reduces your Stamina, and Stamina h Temporary sources of Dodge can’t reduce your
Dodge below 0 unless otherwise stated.
can’t go below 0. Your turn in combat is skipped
while you are at 0 Stamina. h If Dodge is ever negative attacks against it gain +1
success per negative point of Dodge.
If during a fight you hit 0 Stamina, then after the
fight you are set to 0 Stamina regardless of how Armor
much you were healed. Healing outside of combat is Armor is subtracted from all damage you take.
not removed in this way. When you take damage, subtract your Armor from
While at 0 Stamina, if you take damage on three the damage you take. If Armor reduces the damage
separate rounds during a combat scene, or three you take to 0 or less, you instead take 1 damage.
different times while out of combat, you die. This
h Temporary sources of Armor can’t reduce your
count is reset every time you are healed. Armor below 0 unless otherwise stated.

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Combat Spaces Small & Large
Combat takes place on a grid. Each grid space is 5 feet Small creatures can take up 1 space, can occupy the
of in-game space. A space can only be occupied by 1 same space as 1 Medium or larger creature, and can
creature or object at a time. occupy the same space as 2 other Small creatures.

h Small and Medium occupy 1 space. If a Small creature is in the same space as someone
h Large occupy 2 to 4 spaces (often 2x2). else, when anyone in the space makes an attack, add
Giant occupy 5 to 9 spaces (often 3x3). +1d4 damage to that attack.
h
Anything larger is Monstrous. Monstrous entities are Large creatures in combat take up between 2-4
treated as both a creature and terrain. Anything spaces (2 by 2 area if unspecified). Large creatures
Giant or smaller can stand on and occupy its spaces. may gain Stun to take up 1 space. They keep Stun
until they no longer take up 1 space.
Status Effects While a large creature takes up more than one space,
Some abilities will apply a status effect to you, your when they roll a 12 on any dice while in combat, they
target, or the terrain. If an ability would apply a may also damage 1 person adjacent to the target.
status that you already have, ignore that part of the
ability unless the status says it stacks.

Storms
This will be your first trip out to sea alone so I need
STATUS EFFECT to know you understand the two types of storms
Take 1D6 damage at the start of your you’ll face out there.
Afflicted
turn until end of scene. Stacks.
One is made by the sky, the gods, and Dragons.
Blind -3 to all skill checks These roll across the sea and pass slowly. They can
Half damage taken from all ranged be anything from a light drizzle of cloud rain, to
Cover the heavy thunderstorms that engulf the sky below
attacks (apply before armor).
Entering or starting a turn in this space a flying dragon.
Deadly
deals damage specified by ability/effect. If the storm is heavy take precautions. Slow down,
Entering difficult terrain costs 2 spaces tie down the sails, and get a bucket ready. These
Difficult
of movement instead of 1. kinds of storms will pass over on their own and you
Decrease the size of dice rolled for skill need only sustain against them.
Fatigue
checks by 1. Stacks. The second kind of storm are those made by the
Grappled targets move when either presence of nearby Elementals.
Grappled
does, and ignore each others Dodge.
This kind of storm surrounds the area around the
Can’t swift attack, Dodge, Brace Armor,
Immobile Elemental, and never ends. Inside them nature will
or leave your current space.
stop making sense. Rain will fall from the right to
Knocked down. Can’t use Dodge or left and fly across your ship like knives. Winds will
Prone
leave your space. 1 Action to stand. rise like rushing spears from the sea ripping
Speed is cut in half. 2 stacks of Slow through your sails. Boulders will form out of thin
Slow
removes Slow and grants Immobile. air and fall without warning.
Stun Lose 1 Action on your turn. Stacks. Avoid these storms even if it means adding days to
the trip to sail around them. These are dangerous
Vigor +1 Actions during your turn. Stacks. and unpredictable and will sink your ship.

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Damage Types TYPE SOURCES
Attacks, abilities, and weapons will list the type of
Arcane Magic, Fey, and some old world tech.
damage they deal. There is no limit to the amount of
damage types an attack or ability can have. Ignores Armor. Abyss born creatures,
Chaos
powerful abilities, and old world tech.
Resistance & Immunity Cold Water, ice, and extreme cold weather.
Resistance means you take half damage from that
specific damage type (after Armor). Crushing Weapons, blunt objects, strong forces.
Immunity means you take no damage from that
Electric Energy, electricity, and violent storms.
specific damage type.
You need Resistance or Immunity to all damage types Fire Fire, extreme heat, and burning land.
of an attack or ability for the effect to apply.
Holy Divine, angelic, and radiant power.
Resistance and Immunity do not stack, and you
either have it for a damage type or you don’t. Necrotic Demonic, death, and shadow power.

Vulnerable Piercing Weapons, pointed objects, sharp forces


Vulnerable means you take double damage from
that specific damage type (after Armor). Poison Toxins, monsters, and plants.
You only need to be Vulnerable to 1 damage type of an Slashing Weapons, sharp objects, slicing forces.
attack for the effect to apply. Vulnerable does not
stack, and you either have it or you don’t. Sonic Sound, wind, and force based abilities.

Start of Turn Stone Rocks, metal, and old world tech.


Any damage that happens at the start of someone’s Start of Ignores Armor. Status effects, ongoing
turn will ignore their Armor. Turn effects, and start of turn abilities.
Start of Turn is unique in that it can be ignored for Ignores Armor. Social skills, deadly
Stress
Resistance and Immunity requirements. terrain, and some old world tech.

The Moon
Getting to the moon is easy. Just grab one of the shipping crates that litter the crater fields, load it into the
cannons on the hill above, and hop in. Once the cannon activates, it will aim and fire you to the moon in
seconds. The landing will be rough, so bring a helmet, and if you’re not afraid of heights cut a hole in the side
of the crate. You‘ll get an unforgettable view on the way up.
Once you’re on the moon take as much time as you need to look around at the lush and beautiful scenery.
When you’re ready, head to any of the old world ruins. I recommend you bring some firewood if you plan on
staying for a few days. Almost nothing on the moon is flammable, and there’s strong winds at night. Also,
obviously, bring some food. All the good food supplies are guarded by old world tech, and moon rats taste just
awful.
Getting off the moon is a whole lot harder. There’s far fewer shipping cannons on the moon, and they’re fiercely
guarded by bandits. They’ll tax you half your haul at knife point to use them. Your best bet is to find a teleport
pad hidden among the moon city ruins. They’re usually in the deepest and highest floors of the skyscrapers.
You’ll need a good pair of legs and a strong weapon, but it’s the fastest and cheapest way back.

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COMBAT ACTIONS
Combat Action Cost Description

Basic Attack 1 Action Roll a combat skill check to hit. If you hit roll damage.

After damage dice are rolled, reduce your Armor by 1 until the end of the
Brace Armor Free
scene to set all damage dice of the attack to 1.

Change Gear 1 Action Change what you have on hand or pull things from a container.

Ignores Dodge. Roll a social skill check and deal Stress damage equal to
Diplomacy 2 Actions
the total roll to one target in the scene per success on the skill check.

Choose a combat action or ability. You can use it anytime before your
Delay 2 Actions
next turn starts without paying its Action cost.
You and the target make a skill check (each choose from Acrobatics, Brawn,
Grapple 1 Action or Volition). While grappled both of you ignore each other’s Dodge, are
Slow, and move together when either moves.
Move up to your Speed spaces. You may take other actions during the
Move 1 Action
movement (ex: Move 2 spaces, attack, move 2 more).

Move up to twice your Speed spaces. This turn you fail all combat skill
Run 1 Action
checks, miss all attacks, and do not trigger Swift Attacks.
Bonus damage to any attack that uses part of the scene to your
Scene Attack N/A advantage. +1D8 damage to the attack. If a skill check is required then
instead +2D6 damage per success on the skill check.
If a specific task or challenge requires a skill check, it costs 1 Action to
Skill Check 1 Action
make that roll. Does not apply to Scene Attacks.

When someone makes a ranged attack in melee reach, or leaves your


Swift Attack Free Action
melee reach, you get a free basic melee attack against them.

Basic Attack Brace Armor


A basic attack is the standard way to attack and deal When you take damage from something that does
damage to someone during combat. not ignore your Armor, you can Brace Armor to
drastically reduce the damage you take.
h Roll a combat skill check of your choice to hit.
h If you roll 1 success your attack deals damage, and After damage dice are rolled, reduce your Armor by 1
applies any effects that trigger on hit. until the end of the combat scene, and then set all
h Weapons and abilities often have effects that damage dice of the attack to 1.
trigger when you roll more than one success.
An explosion goes off dealing 6D6 damage. If you Brace
h If the attack does not ignore Dodge, then your Armor against the explosion, it only deals 6 damage. That
target can spend 1 Dodge per success you rolled
to avoid all damage and effects. 6 damage is then reduced by your remaining Armor.

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Change Gear Run
Taking this action allows you to swap what you have Run allows you to sacrifice offense for a turn to
on hand, or what you are wearing, with anything you reposition, or to escape if you’re in a tough spot.
are currently carrying or have within reach. Move up to twice your Speed spaces. For the rest of
this turn you fail all combat skill checks, miss with all
Diplomacy attacks, and do not trigger Swift Attacks.
Stamina is not health. Stamina is the ability to stay in
a fight. It’s possible to wear down someone’s resolve Scene Attack
to fight by talking to them. A Scene Attack is any attack or ability that takes
Diplomacy ignores Dodge. advantage of the environment, circumstances, or
details of the scene. They grant bonus damage to the
Roll a social skill check and deal Stress damage equal
attack at no additional Action cost.
to the total roll to one target in the scene per success
on the skill check. You can choose to damage fewer Scene Attacks can also be used to cover any special or
people than you rolled successes. unique ways of fighting a player may take. For
example if a player does something that should deal
Delay damage, but it’s unclear how much, then treat it as a
Delay allows you to attack or use an ability outside of Scene Attack bonus to a Basic Attack.
your turn. It allows you to interrupt and respond to
h If an attack, ability, or action is a Scene Attack it
the actions of other people. gains +1D8 damage.
Choose a combat action or ability. You can use it h If performing the Scene Attack requires a skill
anytime before your next turn starts without paying check, instead it gains +2D6 damage per success
its Action cost. You must choose which action or on the skill check.
ability you are delaying during your turn.
Using Electric damage on someone standing in water.
Grapple Jumping from high up to land an attack on someone
A Grapple is pulling an adjacent enemy into a more below. Pushing a table into someone trapping them
hectic and unpredictable close combat. against a wall. Covering someone in oil before hitting
You and an adjacent target make a skill check (each them with Fire damage. Charging at someone and
choose from Acrobatics, Brawn, or Volition). If there’s a shoving them against the wall of a bar.
size difference, the larger creature adds +1D6 for each
size category larger they are.
Skill Check
This action covers all uses of skills and making skill
Highest roll decides to either Grapple, or break the checks during combat.
Grapple. Grapple lasts until it’s broken.
For example: if a player wants to pick a lock, kick a
While Grappled you both take up the same space in door down, or search a room during combat, those
combat, ignore each other’s Dodge, are Slow, and actions cost 1 Action to perform.
when either of you moves you both move.
Swift Attack
Move Swift Attacks are free attacks that trigger during
Move up to your Speed spaces. You may take other other people’s turns.
actions during the movement.
When someone makes a ranged attack in melee
For example: if you have a Speed of 4, you could reach, or leaves your melee reach, then before they
move 2 spaces, basic attack, and then move your roll to hit you may make a Basic Melee Attack against
remaining 2 spaces. them as a free action. Forced movement does not
trigger Swift Attacks (push and pull).

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apter
Ch

equipment

Look recruit, I like you. I’m gonna give you the best advice you’ll ever get. Make friends

“ with the quartermaster. They decide who gets the good swords and new packs, and who
gets the used armor with bullet holes. ”
Equipment is what you spend silver on to improve
your character. Your starting wealth is determined by
your choices during character creation.

h Gear Reminders Is a short overview of rules from


other sections relevant to what gear you can use.
It also includes starting gear sets.
h Combat Equipment covers armor, shields,
weapons, and ammunition. Gear that makes you
better in a fight.
h Adventuring Gear covers adventuring gear such
as ropes, torches, potions, and mounts.
Combat skills determine what combat equipment
you can use. Those looking for a edge in any scenario
can find it in the adventuring gear section.

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Gear Guide
“ ”
Alright, you win. You keep the bag of gold and I’ll settle for this chest of useless shiny rocks.
Since I’m giving up my share of coin, it’s only fair I get first pick of the magic items right?

This is a brief overview of the rules related to gear Guns Skill


and equipment. This is not comprehensive, and Determines what Guns you are able to use (p. 57).
only highlights common equipment rules.
RANK BONUS
Offense Skill P Can use Pistol type Guns.
The Offense skill determines what offensive gear you
are able to use (p. 56). R Can use Rifle type Guns.
h Everyone has the bonuses of Rank 0. S Can use Shotgun type Guns.

RANK B ONUS
Can use Basic Melee & Ranged weapons. Carry Load
Carry load is how much you can carry. (p. 72)
0 Melee weapons deal 1D4 damage.
Two-Hand melee weapons deal 1D8. h You start with a carry load of 10 item space.
Melee weapons deal 1D6 damage. h What you have on hand, and anything you’re
1 Two-Hand melee weapons deal 1D10. wearing, counts towards your carry load.
h Anything that takes one or less hand to use, takes
2 Can use Skilled Melee & Ranged weapons. up 1 item space. Armor, and anything that takes
two hands to use, takes up 2 item space.
Melee weapons deal 1D8 damage.
3 h Every 1,000 coins take up 1 item space.
Two-Hand melee weapons deal 2D6.

Defense Skill Scavenger’s Handbook pg. 42


The Defense skill determines what defensive gear Coins are the main form of currency in the world,
you are able to use (p. 57). only beat out by bartering in use.

h Everyone has the bonuses of Rank 0 Coins are minted by human kingdoms. They often
have different faces or marking on each side, they
RANK B ONUS may even be different shapes, but their weight and
the metal in each coin is consistent.
0 Can use Cloth Armor
You can tell how far someone has traveled by the
amount of different looking coins they have.
1 Can use Light Armor
Gems are commonly used for large deals in place of
2 Can use Light Shields coins. They were the first currency used by Dwarves
and those who traded with them.
3 Can use Medium Armor
It was the main form of wealth before the ancient
empire, and are still valuable to this day. Back
4 Can use Heavy Shields
then, their value was volatile and based on each
5 Can use Heavy Armor Dwarven noble’s standing in society. Now their
value is based on color, size, and clarity.

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Quick Start Bundles 5: Infiltrator
You start with 1.200 silver plus some amount based You don’t need to fight if they don’t see you coming.
on the choices you made during character creation. Requirements: None
For a quick way to spend silver, below are optional Cost: 1,225s Carry Load: 7
sets of gear you can buy as a bundle. Some bundles 1x Smoke Bomb (Consumable p105), 1x Memory Gem
will have a set of requirements. (Consumable p99), 1x Runestone [Rune: MIND]
Choose any set you can afford, or continue to the (Consumable p102), 1x Backpack (Gear p110), 1x
following sections to buy individual gear. Crowbar (Gear p110), 1x Glass Cutter (Gear p110), 1x
Grappling Hook (Gear p112).
1: The Basics
A simple set of gear for any adventurer. 6: Naturalist
For those focused on the outdoors.
Requirements: None
Cost: 1,035s Carry Load: 6 Requirements: None
1x Merchant (Armor p82), 1x Axe (Melee Weapon p87), Cost: 1,255s Carry Load: 13
1x Light Crossbow (Ranged Weapon p90), 30x Regular 1x Axe (Melee Weapon p87), 1x Basic Antitoxin
bolts (1 Ammo bundle p95), 2x Nature’s Bounty (Consumable p98), 1x Breather (Consumable p99),
(Consumable p102). 1x Backpack (Gear p110), 1x Hunting Trap (Gear p112),
1x Book, Blank (Gear p110), 1x Rations (Gear p114),
2: Explorer 1x Tent (Gear p114).
Ruins are dark and full of dangers.
Requirements: None 7: Demolitionist
Walls are only barriers for unprepared people.
Cost: 1,100s Carry Load: 9
1x Merchant (Armor p82), 1x Short Spear (Melee Requirements: None
Weapon p87), 1x Nature’s Bounty (Consumable p102), Cost: 1,225s Carry Load: 10
1x Breather (Consumable p99), 1x Backpack (Gear 1x Blasting Charge (Consumable p99), 1x Backpack
p110), 1x Waterskin (Gear p111), 1x Rope, Human (Gear (Gear p110), 1x Earplugs (Gear p110), 1x Chalk, 10
p114), 5x Torch, Human (Gear p114). pieces (Gear p111), 1x Firewood (Gear p111), 1x Shovel
(Gear p111), 1x Pickaxe (Gear p111), 1x Tinderbox (Gear
3: Archer p111), 1x Portable Ram (Gear p114).
A bow and arrow solve a lot of problems.
Requirements: None 8: Delver
Cost: 1,165s Carry Load: 3 Digging deep into the ruins requires specialized gear.
1x Merchant (Armor p82), 1x Short Bow (Ranged Requirements: None
Weapon p90), 30x Assassin arrows (1 Ammo bundle Cost: 1,320s Carry Load: 11
p96), 1x Nature’s Bounty (Consumable p102). 1x Code Breaker (Consumable p99), 1x Trap Trigger
Fey Stone (Consumable p105), 1x Hauler’s Backpack
4: Front Line (Gear p110), 1x Grappling Hook (Gear p112), 1x Flint
A sturdy set of defensive combat gear. and Steel (Gear p110), 1x Rope, Human (Gear p114),
Requirements: Offense 2, Defense 3 1x Rations, Filling (Gear p114), 1x Tent (Gear p114).
Cost: 1,185s Carry Load: 5
1x Chain (Armor p82), 1x Light Shield (Shield p83),
1x Morning Star (Melee Weapon p88), 1x Nature’s
Bounty (Consumable p102).

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9: Noble Knight 14: Breach and Burst
For the nobles to sit upon their high horses. Just run up and shoot them.
Requirements: Offense 5, Defense 3. Requirements: Defense 1, Guns (Shotgun)
Cost: 3,025s Carry Load: 3 Cost: 1,950s Carry Load: 4
1x Chain (Armor p82), 1x Lance (Melee Weapon p88), 1x Beast (Armor p82), 1x RF Endeavor (Gun p94),
1x Horse (Mount p116). 12x Regular ammo reloads (4 Ammo bundles p95),

10: Trained Knight 15: Road Warrior


For the soldiers charging into the front lines. Guns and Motorcycles, try to name a more iconic duo.
Requirements: Knight (background), Offense 2, Requirements: Gunslinger (background) x2,
Defense 3. Defense 1, Ride 1, Guns (Pistol, Rifle, or Shotgun).
Cost: 1,200s Carry Load: 5 Cost: 2,375s Carry Load: 7-8
1x Armored Coat (Armor p82), 1x Long Sword (Melee 1x Leather (Armor p82), 1x Any Gun (Gun p94),
Weapon p88), 1x Horse (Mount p116), 2x Nature’s 9x Regular ammo reloads (3 Ammo bundles p95),
Bounty (Consumable p102). 2x Potion of Pain Tolerance (Consumable p102),
1x Backpack (Gear p110), 1x Bedroll (Gear p110),
11: Elven Archer 1x Rations, Basic (Gear p114).
Elven archers are the best to learn from.
Requirements: Offense 2, Defense 1 16: Front Line Caster
A shield in hand and a spell in the other.
Cost: 1,950s Carry Load: 5
1x Elven (Armor p82), 1x Long Bow (Ranged Weapon Requirements: Defense 2
p90), 30x Elven arrows (1 Ammo bundle p96), 2x Cost: 2,150s Carry Load: 7
Alchemist Weapon Oil (Consumable p98). 1x Leather (Armor p82), 1x Vendren (Shield p83),
2x Leyline Tonic (Consumable p99), 1x Storm Rod
12: Gunslinger (Gear p113), 1x Orb of the Resolute (Gear p113)
With a long flowing coat and a big gun at his side.
Requirements: Gunslinger (background), 17: Back Row Sorcerer
A spellbook is all you really need.
Defense 3, Guns (Pistol)
Cost: 1,450s Carry Load: 6 Requirements: Defense 2
1x Armored Coat (Armor p82), 1x Revolver (Gun p94), Cost: 2,300s Carry Load: 4
9x Masterwork ammo reloads (3 Ammo bundles p95), 1x Leather (Armor p82), 1x Vendren (Shield p83),
2x Nature’s Bounty (Consumable p102), 1x Sorcerer’s Spellbook (Gear p112)
1x Implement, Rod (Gear p112).

13: Aggressive Fighter


The warrior with the biggest weapon makes the rules.
Requirements: Offense 2, Defense 1
Cost: 1,680s Carry Load: 5
1x Leather (Armor p82),
1x Great Axe (Melee Weapon p88),
2x Berserker Rage (Consumable p98).

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Armor & Shields


“ ”
The enchanted scabbard, the worn flask, the polished boots she’s worn since the war. She
brought them all into battle, but it was her shining tower shield that gave people hope.

Armor & Shield Tables Armor Properties


Armor and Shields passively increases your Dodge Active Armor: You must Brace Armor on every
and Armor. You can only wear one set of armor. attack that hits you until you have 2 or less Armor.
Shields take 1 hand to use. Predator: While wearing this armor gain +1 to skill
The Unarmored entry in the table is for when you checks for 3 skills of your choice, or +2 for 1 skill of
aren’t wearing any armor. your choice, from this list:

h Name: Name. h Acrobatics


h Type: What type of armor or shield it is. h Brawn
h Dodge: (Do) Bonus or penalty to Dodge. h Medicine
h Armor: (Ar) Bonus or penalty to Armor. h Perception
h Speed: (Sp) Bonus or penalty to Speed. h Ride
h Property: Any special effects of the item. h Stealth
h Cost: Price of the item in silver. h Volition
You may change your chosen skills during any rest.

ARMOR NAME TYPE DO AR SP PROPERTY C OST


Unarmored N/A +3 +0 +0 Use when wearing no armor N/A

Merchant Cloth +3 +1 +1 250s

Beast Light +4 +2 +2 Predator 310s

Elven Light +6 +0 +2 850s

Leather Light +5 +2 +2 280s

Armored Coat Medium +5 +3 +0 +10 max Stamina 450s

Chain Medium +3 +4 +0 +12 max Stamina 525s

Old World Alloy Medium +4 +6 +0 Active Armor 600s

Royal Guard Heavy +6 +5 -1 850s

Reinforced Scale Heavy +5 +6 -2 1,000s

Tank Plating Heavy +4 +7 -1 1,500s

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Shield Properties Protection: After damage for an attack or ability is
Crushing Grip: Add this shield’s Armor bonus as rolled, you may destroy this shield to make yourself
Crushing damage to your attacks. and all allies in the scene immune to the attack.

Defend: When an adjacent ally is attacked, you may Reflect X: When you Brace Armor deal X damage to
Brace Armor to take the attack instead. the attacker and all enemies adjacent to the attacker.

Fortify X: Your first X Brace Armor actions in a scene Reinforced X: When you take X or more damage this
do not reduce your Armor. gains +1 Armor until the end of the scene. Stacks.

Mage X: When you are hit by an attack, and anytime Shield Dodge: When you spend Dodge to avoid an
you Brace Armor, restore XD4 MP. attack, you can immediately move 3 spaces. This
movement does not trigger Swift Attacks.
Negative Armor: While using this shield you can
have Negative Armor values. Negative Armor adds 3x Tower Formation: All adjacent allies gain +1 Armor.
its value to all damage taken. Double the bonus for any allies using shields.
Weapon X: When you Critical Hit with a melee
attack, add +XD4 Slashing damage.

SHIELD NAME TYPE DO AR SP PROPERTY C OST


Buckler Light +1 +1 +0 110s

Elven Light +2 +0 +0 110s

Light Light +0 +2 +0 125s

Fractal Light +0 +0 -1 Reinforced 3 140s

Spiked Light -1 +1 +0 Weapon 3 125s

Vendren Light -1 +0 -1 Mage 3 270s

Aegis Heavy +0 +0 -1 Protection 600s

Ancient Glass Heavy +2 +0 +0 Reflect 6 500s

Colossus Heavy +0 +2 +0 Crushing Grip, Weapon 5 225s

Gladiator Heavy +1 +1 +0 Fortify 2, Reflect 2, Shield Dodge 335s

Gnome Heavy +0 +1 -1 Mage 6 500s

Heavy Heavy +0 +2 +0 Defend, Fortify 2 375s

Tower Heavy -3 +3 -2 Tower Formation 750s

Zephyr Heavy +3 -3 +1 Negative Armor, Shield Dodge 750s

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Masterwork Armor Masterwork Materials
Masterwork armor is armor that requires a specific Each masterwork armor requires a unique material.
special materials, and a talented armorer to make. If you have the material you can pay half the listed
price for the armor.
If you have the material you can pay half the listed
price for the armor. Creating a masterwork armor Mageweave: Made from Fey Infused Silk, which is silk
takes a skilled armorer four weeks. dipped in fonts of pure liquid Fey magic.
Noble’s Thread: Does not have a unique material,
Player Created this is just very expensive and well made armor.
Masterwork Armor Abyssal Beast: Made from the Abyss Animal Hide
A player with a relevant Perform skill can create
from animals who live and hunt in the Abyss.
masterwork armor. The player needs a to spend half
of the cost of the armor for supplies, and the special Elven Court: Made from the Deep Forest Tree Metal.
material the armor is made from. These trees grow only in the most dangerous and
dark parts of the natural world.
Creating the armor takes 24 total successes before
four weeks pass. They may attempt the skill check for Rune Leather: Made from Rune Enchanted Leather.
this once per day, and successes from all attempts Leather with ancient runes bound to it by rune magic
add together. that was lost with the fall of the old world.
If the player fails to create the armor, everything Adventurer: Made from Ancient Empire Cloth. A cloth
except the special material is destroyed. If the player found metropolis ruins that weighs less than a
reaches the total successes needed early, the armor is feather and is as strong as steel.
finished early. Dwarven Legacy: Made from Dwarven Royal Metal
used exclusive to arm dwarven royalty and their elite
Masterwork Armor Table personal guards.
Armor passively increases your Dodge and Armor.
You can only wear one set of armor. Knight’s Plate: Made from Devotion Metal. A
substance from the early days of the old world, it
h Masterwork: Name. glows with the light of justice and is only found in
h Type: What type of armor it is. the deep dark below the oldest ancient ruins.
h Dodge: (Do) Bonus or penalty to Dodge. Star Melded: Made from Pure Star Metal used in the
h Armor: (Ar) Bonus or penalty to Armor. construction of ancient empire war machines.
h Speed: (Sp) Bonus or penalty to Speed.
Spider Metal: Made from Spider Metal, a durable and
h Property: Any special effects of the item. light material made by mutated cyborg spiders. They
h Cost: Price of the item in silver. make nests in the ruins of the old world.
Abyssal Plating: Made from Abyss Hull Plating. Most
commonly pulled off the still floating old world space
stations still floating in the Abyss.
Demon Forged: Made by demons, for demons, from
the bodies of other lesser demons.
Dragon Scale: Made from layered Dragon Scales,
pulled from defeated dragons.
Phoenix Guard: Made from Phoenix Ashes mixed with
steel to create warm to the touch metal.

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MASTERWORK TYPE DO AR SP PROPERTY C OST
Mageweave Cloth +5 +2 +1 Arcane Armor 10,000s

Noble’s Thread Cloth +5 +3 +2 5,000s

Abyssal Beast Light +6 +3 +3 Abyss Stalker, Predator II 12,500s

Elven Court Light +7 +2 +4 16,000s

Rune Leather Light +6 +3 +3 Rune Infused 15,000s

Adventurer Medium +6 +4 +1 +15 max Stamina 12,000s

Dwarven Legacy Medium +0 +8 -4 +10 max Stamina, Giant Slayer 12,000s

Knight’s Plate Medium +5 +5 -1 +20 max Stamina 12,000s

Star Melded Medium +6 +7 +2 +15 max Stamina, Active Armor, Escape 15,000s

Spider Metal Medium +7 +3 +2 +10 max Stamina 20,000s

Abyssal Plating Heavy +5 +10 -1 Mark II, Old World Enchanted 30,000s

Demon Forged Heavy +6 +10 -2 Demonic Whispers 40,000s

Dragon Scale Heavy +7 +7 +2 40,000s

Phoenix Guard Heavy +6 +6 +0 Rebirth Fire 50,000s

Masterwork Properties Giant Slayer: When attacking a creature 2 size


Abyss Stalker: You can choose to occupy 0 spaces in categories larger than you deal an additional +2d8
combat which allows you to take up the same space damage with all attacks.
as others. At the end of your turn deal your Dodge Mark II: You must Brace Armor on every attack that
damage to enemies in the same space as you. hits you until you are at half your starting Armor.
Active Armor: You must Brace Armor on every Old World Enchanted: The first time you hit 0
attack that hits you until you have 2 or less Armor. Armor in a scene your Armor is reset to full.
Arcane Armor: When a combat scene starts increase Predator II: While wearing this armor gain +2 to
your max MP by 10x your Armor, and then reduce skill checks for 2 groups of skills from this list:
your Armor to 0. At the start of your turn, if you’re at
h Acrobatics and Brawn
or below half your max MP, restore 10 MP.
h Mechanics and Medicine
Half of all damage you take reduces your MP instead
h Perception and Stealth
of your Stamina.
h Ride and Volition
Demonic Whispers: When you are attacked, roll
1D12. On 6 or less their attack ignores your Armor. If
Rebirth Fire: The first time you hit 0 Stamina or less
you Brace Armor for the attack roll 2D12 and use the
in a scene heal for half your max Stamina.
dice of your choice instead.
Rune Infusion: When you take damage from an
Escape: When you first fall below half your max
attack, heal Stamina equal to your Armor.
Stamina in the scene you gain 1 Dodge, 3 Armor, and
2 Speed until the end of the scene.

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3

Melee Weapons
“ ”
Keep your weapon sharp. Buff dents out of your armor. Oil your tools, and patch your bags.
Every fight is someone’s last and your only job is to make sure that someone isn’t you.

2+ Success & Mastery Melee Table


Weapon type grants bonus effects when you roll two The Offense skill determines the damage of melee
or more successes. Each type also has a mastery weapons, and each weapon will add a small bonus to
bonus (granted by the Offense skill). it. Melee weapons take 1 or 2 hands to use.
Axe: Deal 1D4 damage per success to up to one target When you have two or more weapons on hand, you
adjacent to the target. Mastery: On Critical Hit deal can choose which one to use when you make an
half damage to all enemies in melee range. attack. You do not gain bonus attacks or damage for
using more than one weapon.
Dagger: Using Dodge against this attack costs +1
Dodge per success. Mastery: Daggers gain Throw 3 The Fist / No Weapon entry in the Simple Melee table
and Honed properties. is for when you aren’t using a weapon.
Hammer: Push the target up to 1 space per success. h Name: Name.
Mastery: When you roll max on one or more damage h Type: What type of weapon it is.
dice, add +1D8 to the damage done. Damage: Bonus to damage and damage type.
h
Improvised Weapon: None. Mastery: Improvised h Crit: Extra damage dealt on a Critical Hit.
weapon attacks gain the Area 1 property, and you do Property: Any special effects of the item.
h
not take damage from this property.
h Cost: Price of the item in silver.
Spear: Using Brace Armor against this attack costs +1
Armor per success. Mastery: Spears gain Throw 10
property. When you use the Throw property on a Melee Weapon Properties
spear, add +1D12 damage to your next melee attack. Brute Force X: Reroll any damage dice that roll X or
less. Repeat until they are not X or less.
Stave: Reduce target Speed by 1 until the end of their
next turn per success. Mastery: +2 to the damage Cavalry: While mounted double the bonus Critical
column bonus. Hit damage of this weapon.

Sword: Heal 1 Stamina per success. Mastery: When Weapon loses Two-Hand property and gains the
you attack choose one: +2 to hit or +1D6 damage. If Versatile property while mounted.
using a Two-Hand sword, or have a sword in each Dense: You can use +Brawn rank in place of the listed
hand, gain both effects. damage bonus.
Unarmed: Grant your next attack with an Unarmed Elemental Infusion: Your attacks gain +1 damage
weapon +1 to hit per success. Mastery: When four for each damage type the attack has.
total successes happen in a turn, then at the end of
the turn you may make a free basic attack with an When you Critical Hit, this weapon gains a damage
Unarmed type weapon. type of your choice until the end of the scene from
Whip: Pull the target up to 1 space closer to you per the following list: Electric, Cold, Fire, Sonic. Stone.
success. If already adjacent, you may move them to Enchanted: Any attack or ability that deals Arcane
any adjacent space Mastery: Reach is increased by +1 damage deals +XD4 damage where X is the damage
spaces, and deal +1D6 damage to adjacent targets. column bonus of this weapon.

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3

S IMPLE M ELEE WEAPONS


NAME TYPE DAMAGE C RIT PROPERTY C OST
Axe Axe +1 Slashing +1D8 140s

Club Stave +3 Crushing +2 Two-Hand 15s

Dagger Dagger +1 Piercing +2D4 Flair 115s

Hammer Hammer +1 Crushing +1D8 130s

Iron Fist Unarmed +1 Crushing +Special Off-Hand 115s

Short Spear Spear +1 Piercing +1D6 Throw 5 150s

Short Sword Sword +1 Slashing +1D8 175s

Fist / No Weapon Unarmed +0 Crushing +Special N/A

Flair: You can use half your Acrobatics rank (rounded Soldier’s Resolve: When you Critical Hit restore 1D4
up) in place of the damage column bonus. Stamina now, and every time you take damage until
the end of your next turn.
Honed: Critical Hit Threshold increased by 1. A
weapon can have multiple copies of this property. Tactics: A roll of 1 counts as a hit with 1 success.
This property stacks with itself. Throw X: This weapon can be thrown up to X spaces
Impact: When you Critical Hit you also reduce the away to make an attack. The attack counts as a melee
target’s Armor by 2 until the end of the scene. attack regardless of distance.
Off-Hand: At the end of your turn, if you did not The weapon can be retrieved as a free action by
attack with this weapon this turn, you may make a entering the space you attacked, or a space adjacent
free basic attack with this weapon. to where you attacked.
Parry: Every time an attack Critical Hits you, or you After throwing this weapon, if you have a weapon
Brace Armor against an attack, you may make a free with this property, you may equip it as a free action.
basic melee attack in response. Two-Hand: Requires 2 hands to use.
Pounding: When this weapon Critical Hits you also Versatile: Can be used with either 1 or 2 hands.
push the target up to 2 additional spaces. When used with 2 hands, this weapon is treated as
Purpose: You may pay +1 Actions when making an having the Two-Hand property.
attack with this weapon to increase the Critical Hit Verse: [Weapon Type]: This weapon also counts as
Threshold by 3 for that attack. this weapon type, and gains its 2+ success effects and
Reach: Your melee range is 2 spaces instead of 1. mastery bonuses.
Reach stacks increasing range by +1 space per stack.

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SKILLED MELEE WEAPONS


NAME TYPE DAMAGE C RIT PROPERTY C OST
Brute’s Knife Dagger +2 Slashing +3D4 350s
Chain Whip +1 Crushing +2D6 Reach 300s
Dirk Dagger +0 Piercing +6D4 Off-Hand 325s
Gladiator’s Spear Spear +1 Piercing +1D8 Reach, Tactics, Throw 5, Two-Hand 375s
Gladiator’s Whip Whip +1 Slashing +1D8 Reach, Tactics 375s
Great Axe Axe +3 Slashing +2D12 Two-Hand 400s
Great Sword Sword +2 Slashing +2D6 Honed, Two-Hand 400s
Hunting Spear Spear +1 Piercing +2D8 Reach, Throw 20, Two-Hand 250s
Long Staff Stave +0 Crushing +1D8 Parry, Reach, Two-Hand 315s
Long Sword Sword +2 Slashing +1D10 Versatile 350s
Morning Star Hammer +1 Slashing +1D12 Brute Force 2 335s
Rapier Sword +0 Piercing +0 Flair, Parry 400s
Spiked Glove Unarmed +2 Piercing +Special Off-Hand 275s
Spiked Club Stave +6 Piercing +6 Two-Hand 200s
Throwing Axe Axe +1 Slashing +2D6 Throw 12 250s
War Hammer Hammer +2 Crushing +2D8 Pounding, Two-Hand 400s

EXPERT M ELEE WEAPONS


NAME TYPE DAMAGE C RIT PROPERTY C OST
Assassin’s Blade Dagger +0 Piercing +6D6 Honed, Off-Hand 1,500s
Dwarven Sword Axe +3 Slashing +2D12 Brute Force 3 1,500s
Elemental Chain Whip +2 Crushing +2D10 Elemental Infusion 1,750s
Exalted Cleaver Axe +2 Slashing +4D10 Purpose, Two-Hand 2,000s
Colossus Dagger Sword +3 Crushing +2D12 Dense, Versatile 2,500s
Colossus Fist Hammer +4 Crushing +3D8 Impact, Pounding, Two-Hand 3,000s
Gore Bringer Unarmed +3 Slashing +Special Off-Hand 1,450s
Halberd Spear +2 Slashing +3D12 Reach, Two-Hand, Verse: Axe 1,750s
Lance Spear +3 Piercing +2D10 Cavalry, Reach, Two-Hand, 1,750s
Mage Staff Stave +1 Crushing +1D12 Enchanted 2,500s
Soldier’s Blade Sword +4 Slashing +2D8 Honed, Soldier’s Resolve 3,350s

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3

Ranged Weapons
“ ”
There’s nothing more reliable than a bow and arrow. It has won wars since the beginning
of civilization, and it’s still the best option to protect yourself after its collapse.

Ranged Weapons Ranged Weapon Ammunition


Ranged weapons have a few key differences from The basic ammo table is repeated below for
melee weapons: reference. See the Ammunition section for more
details, and for more unique ammo types.
h Ranged weapons do fixed damage instead of
increasing with Offense skill ranks. The listed cost of ammo is for a bundle of 30 units of
h Ranged weapons require unbroken line of sight to ammo. Every 120 ammo takes 1 item space.
the target to hit them.
h Ranged weapons use ammunition (ammo) with
each attack. Ammo is bought separately. NAME DAMAGE C OST

h Ranged weapons use 1 ammo per target hit with Poor Quality -2 1s
an attack.
Regular +0 10s
If you don’t have enough ammo for the total target
hits, choose which targets are not hit. Masterwork +1D4 100s

2+ Success & Mastery Hunter +3 200s


Weapon type determines what effect an attack gains
when you roll two or more successes. Each type also
has a mastery bonus (gained from the Offense skill). Ranged Table
Bow: Increase the Range of this weapon by +1 per Ranged weapons take 1 or 2 hands to use and
success until the end of the scene. increases the damage you do with your attacks.
Bow Mastery: Attacks made within half the max h Name: Name.
range of this weapon gain +2 to hit and damage. h Type: What type of weapon it is.
h Damage: Damage and damage type.
Crossbow: You may spend +2 ammo per success to h Crit: Extra damage dealt on a Critical Hit.
give the attack +1D4 damage per success. h Range: Attack range of the weapon in spaces.
Crossbow Mastery: All crossbows lose Two-Hand h Property: Any special effects of the item.
property and gain Versatile property. When used h Cost: Price of the item in silver.
with two hands the weapon gains +1D6 damage.

Unarmed: Grant your next attack with an Unarmed


weapon +1 to hit per success.
Unarmed Mastery: When four total success happen
in a turn, then at the end of the turn you may make a
free basic attack with an Unarmed type weapon.

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S IMPLE RANGED WEAPONS


NAME TYPE DAMAGE CRIT RANGE PROPERTY C OST
D4
Bolas Unarmed +2D6 5 Disposable, Pinning 50s
Crushing
D8
Light Crossbow Crossbow +2D8 5 Off-Hand 235s
Slashing
D10
Short Bow Bow +2D10 15 Two-Hand 215s
Piercing
D8
Sling Unarmed +2D6 10 Ammo Versatility 75s
Crushing

SKILLED RANGED WEAPONS


NAME TYPE DAMAGE CRIT RANGE PROPERTY C OST
D12
Great Bow Bow +2D12 20 Two-Hand 600s
Crushing
2D6
Grenade Unarmed +2D6 5 Area 1, Disposable, Grenade 150s
Fire
4D4
Heavy Crossbow Crossbow +8D4 20 Long Load, Two-Hand 750s
Slashing
D10
Long Bow Bow +2D10 25 Long Shot, Two-Hand 500s
Piercing
D10
Repeating Bow Crossbow +2D8 10 Clip 4 1,000s
Crushing

EXPERT RANGED WEAPONS


NAME TYPE DAMAGE CRIT RANGE PROPERTY C OST
2D12
Cypher Crossbow Crossbow +2D12 3 Long Load, Old Ways, Two-Hand 2,000s
Crushing
1D4
Gauntlet Bow Crossbow +2D4 5 No-Hand 1,200s
Slashing
2D8
Harpoon Unarmed +3D8 5 Pinning, Reel 1,400s
Piercing
4D6
Mortar Unarmed +4D6 15 Area 3, Deploy, Grenade, Mortar 2,150s
Fire
2D8
Old World Bow Bow +0 10 Auto Target, Two-Hand 3,000s
Piercing
2D6
Vendren Infused Bow +4D8 30 Mage Bolts, Two-Hand 1,750s
Arcane

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Ranged Weapon Properties


Ammo Versatility: Can use ammo of any type of No-Hand: This weapon takes 0 hands to use. You
with -2 damage when using not using Stones. Treat 1 may only have 1 equipped and considered on hand
reload of gun ammo as 20 units of ammo. for each hand you have (2 normally). Attacks made
with this weapon do not trigger Swift Attacks.
Area X: This weapon damages everyone within X
spaces of the main target. If the attack hits they all When you hit with a melee attack, or Critical Hit
take full damage. If it misses they take half damage. with another weapon, or are hit with a melee attack,
you may make a free basic attack with this weapon.
Auto Target: When this weapon Critical Hits, the
attack hits all enemies within Range. Off-Hand: If you did not attack with this weapon on
your turn, you may make a free basic attack with this
Clip X: You can spend X more ammo on an attack to
weapon at the end of your turn.
add +X to hit and damage.
Old Ways: Attacks made with this weapon fire off in
Deploy: Requires 2 hands to use. This weapon must
a cone spread. 1 target in range is the primary target.
be deployed to attack with it. Deploying costs 2
On a hit all others in the area take damage and no
Actions. You are Immobile while the weapon is
effects of the attack.
deployed. 1 Action to pick up.
Disposable: Single use weapon, doesn’t use ammo.
When used you may equip another disposable item
as a free action.
Grenade: As a free action this can optionally use
Round, Cartridge, or Shell type ammo. It costs 1
reload of ammo to load an attack with this ammo.
Long Load: You must reload after every attack with Source Area Hit (6 total spaces)
this weapon. Reloading this weapon takes 1 Action.
Long Shot: Able to make attack a double the range if Pinning: Target hit by this is Slow until the end of
you have not moved this turn. their next turn.

Mage Bolts: +20 max MP. Attacks made with this Reel: Target hit by this is pulled up to Range spaces
weapon costs 5 MP and deal +1D6 Arcane. No bonus closer to you. On Critical Hit you may instead push
if the cost can’t be paid. Critical Hits restore 10 MP. the target into anything else within Range, and you
may have both take the damage of the attack.
Mortar: When using standard ammo, costs 5 units of
ammo per attack. Two-Hand: Requires 2 hands to use.

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Guns
“ ”
Always bring a gun to a knife fight. Hell, bring two guns and a knife just in case.
Bring everything you can because there’s nothing noble about lying dead in the mud.

Guns Load & Reloading


Guns are specialized ranged weapons. Guns have a Guns have a set number of shots they can shoot per
few key differences from melee weapons: reload. Their reload speed will depend on what kind
of Load they have.
h Guns do fixed damage instead of increasing with
Offense skill ranks.
h Guns require unbroken line of sight to the target LOAD RELOAD TIME
to hit them.
2 Actions to reload. The gun is reloaded
h Guns use ammunition (ammo) with each attack. Bullet
bullet by bullet.
Ammo is bought separately.
In addition, guns have the following differences from 1 Action to reload. The gun is reloaded
Mag
ranged weapons: with a small device full of bullets.

h Guns track number of shots left in a reload, and 3 Action to reload. Any action cost that
track ammo as number of reloads available. can’t be paid becomes that many stacks
Flux
h Guns can only shoot a set number of shots before of Stun next turn. The gun is reloaded with
they need to reload, and use 1 shot per target hit a old world energy source.
with an attack.
h Guns have a Close Range. Attacks that hit in Close
Range gain +1 success. Close Range
h Guns gain a set amount of bonus Critical Hit Guns have a Close Range (Close R).
damage based on the type of gun it is.
Attacks that hit in Close Range gain +1 success.
If you don’t have enough shots for the total target
hits, choose which targets are not hit. Critical Hit Damage
Gun gain bonus damage on a Critical Hit. Critical Hit
2+ Success & Mastery damage is determined by their type.
Weapon type determines what effect an attack gains
when you roll two or more successes. Each type also
has a mastery bonus (gained from the Offense skill). TYPE CRITICAL HIT DAMAGE
Pistol: Your next attack with a gun this scene has its Pistol +2D4 on Critical Hit.
Close Range increased by +1 per success.
Mastery: Critical Hits gain +1D4 more damage. Rifle +2D6 on Critical Hit.
Rifle: Target’s next attack has -1 to hit per success.
Shotgun +2D8 on Critical Hit.
Mastery: Critical Hits gain +1D6 more damage.
Shotgun: You may reroll 1 damage dice per success.
Mastery: Critical Hits gain +1D8 more damage.

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Gun Ammunition Gun Properties
The basic ammo table is repeated below for Aim: You can spend +1 Actions on any attack made
reference. See the Ammunition section for more with this to add +3 to hit and +2D4 damage.
details, and for more unique ammo types. Brute Force X: Reroll any damage dice that roll X or
The listed cost of ammo is for a bundle of 3 reloads of less. Repeat until they’re not X or less.
ammo. Every 12 reloads takes 1 item space. Burst X: Attacks cost X shots per target hit instead of
1 shot per target hit.
NAME DAMAGE COST Empty: When you make an attack, if this has more
Poor Quality -2 1s than half its full load, you can fire all remaining shots
at once granting the attack +2D12 damage.
Regular +0 10s Full Auto: You may full auto any attack made with
this making it cost 3x the shots, and roll twice for
Masterwork +1D4 100s damage taking the higher total of the two rolls.

Hunter +3 200s High Impact: Critical Hit damage is increased.


Replace Pistols crit dice with D8s, Rifles with D12s,
and Shotguns with 2D8 per D8.
Off-Hand: If you did not attack with this weapon on
Guns Table your turn, you may make a free basic attack with this
Guns take 1 or 2 hands to use and increases the weapon at the end of your turn.
damage you do with your attacks.
Penetration: When you roll max on 1 or more
h Name: Name. damage dice, then the damage of the attack is also
h Load: Load is how many shots the gun gets per dealt to 1 enemy adjacent to the target.
reload. Load type determines reload speed. This
will list both Load type, and shots per reload. Perfected: Only has a Close Range or a Range.
h Damage: Damage and damage type. Pump Action: Can only be used once per turn. You
h Close Range (Close R.): Attacks that hit in Close can ignore this property when you get 1 or fewer
Range gain +1 success. successes on an attack.
h Range: Attack range of the gun in spaces.
Quad Shot: Uses four times the ammo per attack.
h Property: Any special effects of the item. Critical Hits with this weapon gain +1D8 damage.
h Cost: Price of the item in silver.
Rapid Fire: On a miss you can spend 2 more shots to
reroll the roll to hit.
Strong Blast: After attacking push yourself back 2
spaces, and take 3 Stress damage.
Two-Hand: Requires 2 hands to use.
Unstable: When you Critical Hit, or reload this
weapon, you and 1 enemy within Close Range lose 1
Armor, and you take 2D6 Stress damage.
Versatile: Can be used with either 1 or 2 hands.
When used with 2 hands, this weapon is treated as
having the Two-Hand property.

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PISTOLS
NAME LOAD DAMAGE C LOSE R RANGE PROPERTY C OST
D8
Ballistic Mag 8 4 8 Burst 2, Penetration 1,250s
Piercing
D10
DCM Flux 60 3 12 Burst 6, Two-Hand 1,400s
Electric
D6
Feather Shot Bullet 12 3 6 Burst 2, Full Auto 1,150s
Slashing
2D4
Mill Spark Mag 15 3 10 Burst 3, Versatile 1,400s
Crushing
D8
Revolver Bullet 6 2 6 High Impact 1,100s
Piercing
D6
RF Protector Mag 24 3 8 Brute Force 2, Burst 3 1,200s
Fire
D6
Safe Keeper Bullet 8 3 9 Empty 1,300s
Sonic
4D4
Quad Barrel Mag 20 1 4 Quad Shot 1,500s
Arcane

RIFLES
NAME LOAD DAMAGE C LOSE R RANGE PROPERTY C OST
2D4
Battle Rifle Mag 15 5 15 Aim, Burst 3, Two-Hand 1,550s
Piercing
D10
DSR Flux 120 - 30 Burst 12, Perfected, Two-Hand 1,650s
Sonic
4D8 Brute Force 4, Perfected, Two-Hand
Flux Sniper Flux 2 50 - 1,550s
Crushing Can’t hit targets within 12 spaces.
D10
Heavy Beam Flux 210 8 15 Burst 30, Two-Hand 1,800s
Electric
D8
Recon Rifle Bullet 10 10 - Perfected, Two-Hand 2,000s
Piercing
D12
RF Origin Mag 35 4 10 Burst 5, Two-Hand, Unstable 1,750s
Crushing
D6
SMG Mag 60 3 12 Burst 10, Empty, Full Auto, Two-Hand 1,850s
Slashing
D8
Wake Up Call Mag 40 5 20 Burst 8, Full Auto, Two-Hand 2,200s
Cold

S HOTGUNS
NAME LOAD DAMAGE C LOSE R RANGE PROPERTY C OST
2D8
Burst Gun Bullet 3 1 4 High Impact, Two-Hand 1,550s
Crushing
D12
Double Barrel Bullet 2 2 5 Empty, Two-Hand 1,700s
Piercing
D8
Heavy Support Mag 6 4 8 Burst 2, Strong Blast 1,450s
Slashing
3D4
Hunter Mag 12 2 6 Burst 3, Versatile 1,700s
Poison
D10
IFT Flux 64 2 4 Burst 8, Two-Hand 1,400s
Electric
D10
Repeater Bullet 7 2 7 Rapid Fire, Two-Hand 1,500s
Piercing
2D8
RF Endeavor Bullet 4 3 12 Pump Action, Two-Hand 1,600s
Fire
D12+D4
Twilight Hammer Bullet 6 2 9 Two-Hand 1,800s
Arcane

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3

Ammunition
“ ”
All the infinite power of the old world and the only thing that makes it through the collapse
untouched are their mountains of ammo.

Ranged weapons and guns use ammunition when Basic Ammunition


they attack. Ammunition adds damage and effects to Below is a table of basic ammunition. This ammo has
ranged attacks. no special properties, and has a lower cost. It can be
h Ranged weapon ammo is one use per unit of bought as any type of ammunition.
ammo. Every 120 ammo takes 1 item space.
h Gun ammo is tracked in reloads, and is one use NAME DAMAGE C OST
per reload. Every 12 reloads takes 1 item space.
h When you reload a gun with shots left in the load, Poor Quality -2 1s
those shots are lost.
Regular +0 10s
Ammo Types & Cost
Each type of weapon uses a different type of ammo. Masterwork +1D4 100s
Weapons can only use their matching ammo type.
Ammunition is bought in bundles of several units or Hunter +3 200s
reloads at a time. The price listed for ammo is for one
bundle of that ammo.

WEAPON TYPE AMMO TYPE PER B UNDLE


Ammunition Table
Ammunition increases the damage ranged weapons
Bow Arrows 30 arrows and guns do with their attacks.

Crossbow Bolts 30 bolts Some ammunition will also add special effects and
damage types to attacks.
Unarmed Stones 30 stones
h Name: Name.
Pistol Rounds 3 reloads h Type: What type of ammo it is.
h Damage: Damage and damage type.
Rifle Cartridges 3 reloads
h Property: Any special effects of the item.
Shotgun Shells 3 reloads h Cost: Price of the item in silver.

Flux Cells
A Flux Cell (Flux) is an old world glowing energy
source about the size of 2 human fists, or a brick. It’s
a special type of ammo used by some guns.
Any ammo that comes in All, Round, Cartridge, or
Shell type can be bought as a 3 Flux bundle instead.
Every 3 Flux take up 1 item space.

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AMMUNITION
NAME TYPE DAMAGE PROPERTY C OST
Accelerating Arrow +1 -1 to hit, Accelerate 250s

Accurate Cartridge +2 +1 to hit 250s

Assassin All +1D4 Poison +2 to hit 500s


+1D6 to hit. If you roll 6 on one or more damage dice, add
Blessed Round +1D6 Holy 1,000s
+2D6 Holy damage to the attack.
Bloodthirsty Bolt +3 Hunger 3 250s

Crystal Stone +2 Shatter 200s

Demon Cartridge +1 Demonic 750s


-2 to hit. You may take an additional -1 to hit for an additional
Dwarven Bolt +5 400s
+1D4 damage.
+1 to hit. You may take a -1 to damage for an additional +1D4
Elven Arrow +3 400s
to hit.
Explosive Shell +2 Sonic Area 2 600s

Fairy Arrow +1D6 Sonic Teleport 315s

Fey Flower Stone +1D6 Cold Garden 420s

Gnome Stone +1D6 Arcane Teleport 250s

Goliath Bolt +3 Slam 2 300s

Heavy Bolt +3 Stone Heavy 335s

Hell Fire Shell +2 Fire Furnace 400s

Hollow Round +2D4 + 2 -1 to hit 350s

Ignition Stone +1 Fire Fire Starter 225s

Lightning Round +2 Electric Arcing 225s

Medic Stone +3 Poison Restorative Mist 375s

Old Tech All +4 Eternal 7,500s

Over Sized Bolt -2 Over Sized 700s

Pressure Round +2D8 + 2 Reckless 6 400s

Rock Salt Shell -6 Stone Long Range 350s

Rubber Cartridge -4 Knockout 350s


Ignore the targets damage Immunity and Resistance with
Silvered All +3 2,500s
attacks made with this.
Slug Shell +3 Hunger 3, Slam 1 500s

Spiral Cartridge +2D4 + 1 Piercing 500s

Spread Shell +2 Widespread 400s

Star Metal All +1D12 + 4 Eternal, Star Touched 20,000s

Tracer All +2 Tracking 450s

Trick Shot Arrow +2 Trick Shot 500s

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Ammunition Properties
Accelerate: Add half the total spaces between you Over Sized: Add this weapon’s Critical Hit damage
and the target as damage. to its base damage. Then reduce the Critical Hit
bonus damage to 0.
Arcing: On a Critical Hit deal 1D12 Electric damage to
the 2 enemies closest to the target. On a Critical Hit take half the damage of the attack,
and the attack is no longer considered a Critical Hit.
Area X: This weapon damages everyone within X
spaces of the main target. If the attack hits they all Reckless X: Take X Chaos damage when you attack.
take full damage. If it misses they take half damage. Restorative Mist: On a miss heal 1D8 Stamina to the
Demonic: When you hit reduce the target’s Dodge target. You may choose to intentionally miss. When
by 1 until the end of the scene. Stacks. used outside of combat this ammo can be cracked
open to heal 2 Stamina per stone.
Eternal: This ammo is indestructible, can be reused
infinitely, and is assumed to be retrieved/prepared at Shatter: On 1 or fewer successes, or a miss, deal half
the end of every combat scene. damage and all effects of an attack to the target and
everyone adjacent to the target.
Fire Starter: The next time the target takes Fire
damage during the scene, the space they’re on is lit Slam X: On hit target is pushed X spaces.
on fire. The space becomes Deadly Terrain dealing Star Touched: On a Critical Hit all damage of the
1D6 Fire damage until the end of the scene. attack becomes Chaos type damage (ignores Armor).
Furnace: On a normal Critical Hit in Close Range Teleport: This ammo teleports directly to the target
deal 3D6 Fire to all enemies in Close Range. after firing. You can shoot through walls, glass, and
Garden: On a miss grow a massive fey flower in a other solid objects without damaging them. Your
space between you and the target. The flower takes attacks ignore Cover, and do not need to meet line of
up 1 space, has 1 Stamina, and provides Cover to all sight requirements.
adjacent. You may choose to intentionally miss. Tracking. When you hit reduce the target’s max
Heavy: Range is cut in half. A roll of 1 on the roll to hit Dodge by 1, and they can’t make Stealth checks or
is treated as 2 successes instead. benefit from invisibility for the rest of the scene.
Hunger X: When attacking someone with full Dodge penalty does not stack or increase with
Stamina gain +X to hit and damage. repeated hits with this ammo.
Knockout: On Critical Hit knock the target prone. Trick Shot: On 1 or fewer successes, or a miss, the
attack hits another target of your choice within 3
Long Range: +3 to Close Range and Range.
spaces of the original target.
Widespread: Attacks that hit deal half damage and
all effects to everyone within 2 spaces of the target.

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Consumables
“ ”
There isn’t a problem in the world that can’t be solved with potions. Dying? Healing potion.
Suffering? Pain potion. Ennui? Memory Erasure potion. Bored? Unstable potion.

Consumables are single use items that provide a AE Mind Breaker: A small tech drive that shorts outs
variety of benefits. Potions, scrolls, and rune stones higher brain functions in computers, data-pads, old
are all examples of consumables. world AI cores, Remnants, and some Cypher
Disable a Cypher, Remnant, computer, or other tech
Carrying & Using object in the same way the Disable ability does. See
Each consumable takes up 1 item space.
the Technology skill (pg. 62) for more information.
Using a consumable costs 1 Action. This covers both
Aged Battle Ale: A drink that’s part of every Dwarf
taking it out, using it, and equipping whatever you
soldier’s basic gear kits.
had on hand before.
Increase current and max Stamina by 15. Does not
If you have 1 free hand you can use consumables as a
stack with itself. Lasts for 1 day.
free action. Unless otherwise stated, a consumable
lasts until the end of the scene. Alchemist Weapon Oil: A simple coating oil with the
viscosity of glue and a single deep dark color.
Consumables Table When this oil is created choose a damage type that
Consumables are single use items with various
doesn’t ignore Armor. Any weapon coated in this oil
effects. They cost 1 Action to use.
gains that damage type for 1 hour.
h Name: Name. Ball Bearings: A bag filled with small round metal balls
h Type: What type of consumable it is. covered in a slippery substance.
h Description: Brief description of what the
consumable does. The detailed abilities of the When used turn up to 3 spaces within 10 feet of you
item can be found in Consumable Effects. into Difficult Terrain until the end of the scene.
h Cost: Price of the item in silver. Whenever anyone ends their turn in those spaces,
they are knocked Prone.
Consumable Effects Basic Antitoxin: A vial of light green clear water with
AE Echo Drive: A thick cube with glistening crystal very small leaves and minerals floating within.
walls containing a semi-liquid hard light hologram. When used add 4 successes to a skill check to cure a
This object can record and store a copy of a room or poison or toxin. If this does not cure the poison, then
space up to 5 spaces by 5 spaces by 5 spaces. it counts as 1 success instead.
It can then be attached to any wall or surface that is Berserker Rage: A red shaking potion that’s warm to
big enough to contain a door. The door becomes a the touch. Liquids inside bubble violently.
gateway to an extra dimensional space containing Gain +2D6 damage with all attacks until the end of
the copied room. The door can be locked from the the scene. In addition take 2D4 Stress at the start of
inside and has 100 Stamina. your turn until the end of the scene.
Once deployed the room lasts for 8 hours and once it
ends forcefully ejects everyone inside out.

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Blasting Charge: A handheld rod made of old world Deep Forest Spores: Soft round spores four times the
metals. It has a red trigger button on one end. size of marbles from the trees of the deep forest. Without
the intense foliage and competition with other plant file,
10 seconds (1 Round) after the button is pressed, this
these spores are able to grow at their full potential.
explodes. Explosion is strong enough to
Without the nutrients of the deep forest, their lives are
h Destroy, damage, or knock over a 30 feet area of extremely short.
trees or other wood objects.
Instantly grow a 10ft wide (2x2 space), 30ft tall tree.
h Clear about 15 feet of rock, debris, or ruins.
The tree lasts 1 hour. If there isn’t enough space for
h Blast through 5 feet of doors or walls made of old
world tech metals. the tree, it grows as high and wide as it can.
The tree provides Cover to all adjacent, can be
If left in an open space or used as a weapon, this climbed as easily as a ladder, and blocks line of sight
ignores Dodge and deals 4D6 Fire damage to from above.
everyone in the encounter not in Cover. Dwarf Stone Wine: A thick black drink that smells of
Breather: A pocket sized piece of tech made to fit over the mountains and tastes like cherry.
both mouth and nose. Increase current and max Stamina by 30. Does not
Once this device is put on, it activates and lasts for stack with itself. Lasts for 1 day.
one hour. Fey Syrup: A thick sap held inside a thin layer of magical
While it’s active the person wearing it is able to stardust that smells like fairy dreams.
breathe underwater. The device also blocks out any Increase max MP by 20 until the end of the day, and
toxins in the air allowing them to breathe unharmed restore 20 MP. Stacks with itself.
in otherwise inhospitable, toxic, or deadly air.
Leyline Tonic: A sliver of leyline mist dances an
Caltrops: A bag filled with small 4 pronged iron spikes unknowable elegant ballet in this bottle.
built such that a spike always points up.
Restore 4D8 MP.
When used turn up to 3 spaces within 10 feet of you
into Difficult Terrain until the end of the scene. Liquid Time: A thick substance that looks like a clock
has been liquified and diluted into a drink.
Whenever anyone ends their turn or takes an action
in those spaces, they take 3D4 Piercing damage. Once consumed your Speed and Initiative are
doubled until the end of the scene.
Code Breaker: A small device about the size of a human
finger that reads and solves passwords. Increasing your initiative in this way moves you up in
turn order and takes effect once your turn is over.
When used add 3 successes to a skill check to unlock,
activate, use, or figure out a piece of tech. Memory Gem: An opaque crystal that seems to have
swirling smoke trapped within. The color of the smoke
Deep Forest Drink: A mixture of dew and sap from the changes based on what the gem records.
trees and plants in the deep forest. It’s a crystal clear light
green liquid. Stores a single use of any ability provided by either a
skill or a fighting style. This gem can be broken to
Heal 8D6 Stamina when consumed. release the stored ability. Any costs for the ability are
paid when created.
Memory gems can also be used to store up to 10
minutes of a memory to show to others. A gem used
this way can’t be rewritten, and will retain the
memory for up to 1 year.

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CONSUMABLES
NAME TYPE DESCRIPTION C OST
Old World storage unit. Stores a small room in extra
AE Echo Drive Tech 1,200s
dimensional space to use at other locations.
AE Mind Breaker Tech Disable a computer or Cypher 350s

Aged Battle Ale Potion Increase maximum Stamina by 15. Lasts 1 day. 200s

Alchemist Weapon Oil Other Add a damage type to a weapon or ammo. Lasts 1 hour. 100s

Ball Bearings Other Fill an area with rolling balls. Knocks people prone. 50s

Basic Antitoxin Potion Counts as 3 successes when trying to treat a poison 300s

Berserker Rage Potion +1D6 damage. Take 1D6 damage each turn. 500s

Blasting Charge Tech Clear rubble and cause very large explosions 750s

Breather Tech Breathe underwater and block out toxic smoke 400s

Caltrops Other Fill an area with spikes. Slows and damages people. 100s

Code Breaker Tech Counts as 3 successes to unlock a piece of technology 350s

Deep Forest Drink Potion Restore 8D6 Stamina 800s

Deep Forest Spores Other Instantly grow a 10ft wide, 30ft tall tree. Lasts 1 hour. 350s

Dwarf Stone Wine Potion Increase maximum Stamina by 30. Lasts 1 day. 800s

Fey Syrup Potion +20 maximum MP and restore 20 MP 800s

Leyline Tonic Potion Restore 4D8 MP 200s

Liquid Time Potion Double Speed and Initiative until the end of the scene 250s

Memory Gem Other Stores a single use of any skill or fighting style ability 300s

Merchant Nanites Tech Converts piles of coins and metal into bars and ingots 200s

Nature’s Bounty Potion Restore 4D6 Stamina 200s

Old World Torch Tech Powerful beam of fire for cutting through metal 400s

Potion of Intensity Potion +1 success to all action skill checks. Lasts 1 hour. 300s

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C ONSUMABLES (CONT.)
NAME TYPE DESCRIPTION C OST
Potion of Levitation Potion +2 Acrobatics successes and ignore terrain. Lasts 1 hour. 250s
Until the end of the scene 0 Stamina does not skip your
Potion of Pain Tolerance Potion 500s
turn. At the start of your turn +1 Fatigue.
Potion of Regret Potion Forget the last day completely 200s

Potion of Resistance Potion Gain Resistance for 1 damage type. Lasts 1 hour. 175s

Runestone [RUNE: Mind] Other Minor telepathic link with up to 4 others. Lasts 1 hour. 250s
Once tossed sticks to a surface and creates unbreakable
Runestone [RUNE: Rope] Other 250s
magic rope that dissipates after 10 minutes.
Runestone [RUNE: Sight] Other When tossed you see and hear everything around it 250s

Scar Stone Other Can absorb and transfer scars and bruises. 10 uses. 100s

Scroll of Absolute Sight Scroll See through the eyes of another you track. Lasts 1 week. 5,000s

Scroll of Fey Winds Scroll Attune to Fey magic restoring MP more quickly 2,500s

Scroll of Invisibility Scroll Turn yourself or a group invisible. Lasts 1 hour. 5,000s

Scroll of Time Bubble Scroll Create an area of slowed or sped up time. Lasts 1 scene. 40,000s

Scroll of True Fireball Scroll Everyone in a large area takes 12D8 Chaos Fire damage 5,000s

Scroll of Storms Scroll Create a powerful storm in a specific area. Lasts 1 hour. 12,000s

Scroll of Waterlord’s Gift Scroll Up to 5 people can walk on and breathe water for 1 day 5,000s

Scroll of World Gateway Scroll Create a portal between 2 worlds. Portal lasts 1 week. 80,000s

Smoke Bomb Other Allows you to make Stealth checks during combat 100s

Trap Trigger Fey Stone Other Disable most traps by triggering them at a distance 250s

Universal Charger Tech Charges 1 piece of tech turning it on for up to 1 hour 500s

Unstable Potion Potion When consumed or thrown has a random effect 300s

Vendris Spices Other Toxin that kills after 3 days when consumed 500s

Whetstone Other Increase Critical Hit Threshold by 1. Lasts 1 scene. 250s

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Merchant Nanites: A small vial of silver goo the size of When used out of combat allows you to ignore pain,
a human finger made of countless impossibly tiny robots. exhaustion, and all effects from being at 0 Stamina
for up to 10 minutes.
These highly specialized nanites will convert a pile of
copper, silver, or gold into bars and ingots. After that, gain a stack of Fatigue.
These are commonly used to transport huge piles of Potion of Regret: A fizzy purple liquid that taste like
coins or raw metal; and to eat through valuables to nothing. It leaves an aftertaste of burnt hair and causes
make them easier to steal. severe stomach pains for a few seconds.
One vial can be used once, and can convert up to Forget the events of the last day completely. The
100,000 coins worth of metal. They have been more of these are taken at once the more days are
programmed to only convert copper, silver, and gold. forgotten. You will lose all memories you made in
When they finish the nanites will turn to sand. that day and its events are a fog in your mind.
Nature’s Bounty: A mixture of crushed herbs, bugs, and Potion of Resistance: A red potion that has sparks
tree spa that’s thick and brown. Despite the look, it tastes coming off its surface and tastes like milk.
as sweet as candy covered cake. When this potion is created choose a damage type.
Heal 4D6 Stamina when consumed. Gain Resistance for that damage type. Lasts 1 hour.
Old World Torch: A metal canister of stable flux gel If Stress or Chaos is selected the potion cost +75s
with a nozzle at the end of a thin tube. (total 250s).
This is a blowtorch. A common tool of the old world, Runestone [RUNE: Mind]: A small and clear stone
it still has a variety of uses such as: with a blue rune inscribed inside.

h It can cut through wood, stone, or old world When tossed hard to the ground it shatters and sends
metal. Has enough fire to create a 10 ft (2 by 2) an invigorating bolt of energy through the bodies of
cut into a wall or door up to 5 ft thick. those nearest to it.
h It can be cut open and stirred slightly. This ignites
the fuel turning it into a large campfire. Campfire You and up to 4 people next to the stone when it
lasts up to 12 hours. shattered gain a minor telepathic link. Lasts 1 hour.
h It can be used on people you are Grappled with. While the link is active everyone linked can
The target takes 4D6 Fire damage.
communicate telepathically across any distance.

Potion of Intensity: An orange liquid that tastes like When anyone linked makes a skill check, if someone
fire with a strong smell of a hearty meal. else that’s linked has that skill at rank 3 or more, they
gain +1 success on their roll.
+1 success to Action skill checks until the end of the
scene. Runestone [RUNE: Rope]: A small heavy clear stone
with a brown rune inscribed inside.
Potion of Levitation: A light blue liquid that almost
floats within the vial instead of swirling around. When tossed hard to a surface this stone magically
attaches to the surface, and spits out rope made of
+2 success on all Acrobatics skill checks. You ignore magic. The rope is permanently attached to the stone
terrain effects. Your feet and body float slightly off at one end. It will continue to spit out rope at 1 foot a
the ground without losing traction. Lasts 1 hour. second until it’s yanked hard twice.
Potion of Pain Tolerance: A thick apple colored gel It can be yanked twice again to turn it back on.
that’s hard to drink and tastes like chalk.
The rope lasts 1 hour, can’t be cut, and is clearly made
Until the end of the scene being at 0 Stamina does of magic. If the stone the rope is coming from is
not skip your turn in. Every turn you take actions shattered the entire rope instantly disappears.
while at 0 Stamina gives you a stack of Fatigue.

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Runestone [RUNE: Sight]: A small clear stone with a Scroll of Fey Winds: An old world spell written on a
white rune inscribed inside. flexible tree bark scroll. A spell designed for the Fey who
found themselves nostalgic for home.
When tossed hard to the ground or struck it emits a
small glow for 1 hour. The glow is about as bright as a To cast this spell you will need a bottle of Fey water, a
small candle. Fey Syrup Potion, or a drop of blood from any Fey
creature such as Gnomes or Vendris. Object is
While the stone glows when you close your eyes you
consumed on cast.
see and hear everything around the stone as if you
were standing where it rests. Once cast for the rest of the day Fey winds follow you
around. The winds bring the smells, and the flow of
Scar Stone: A rounded smooth stone from the Fey. It’s
arcane magic, that’s natural in the Fey with them.
about the size of a gnome’s fist.
For the rest of the day, whenever you or any nearby
Can absorb and transfer scars and bruises. When
allies roll Arcana skill checks to restore MP, they roll 3
held up to a scar, bruise, or other blemish it absorbs
times and take the result of their choice.
the mark and removes it from the person.
They may instead add all 3 rolls together, restore that
When it absorbs a scar, that person heals 8 Stamina.
much MP, and take 1D6 Chaos damage for every 10
When this stone is rubbed against someone, the MP they restore.
stone transfers the mark’s appearance to the person
Scroll of Invisibility: An old world spell written on a
it was rubbed against.
transparent scroll. A spell designed for researchers and
It causes 2 Chaos damage when applying a scar. A frontier explorers to keep out of sight.
scar applied this way will fade after a week.
To cast this spell you will need a match, torch, or
This stone has 10 uses before it becomes unstable other source of light. Light is consumed on cast.
and crumbles to pieces.
Once cast you and up to 4 others, along with
Scroll of Absolute Sight: An old world spell written on everything they are wearing and carrying, become
a silver inlaid scroll. A tracking spell designed for kings to fully invisible. Invisibility lasts for 1 hour.
keep a watchful eye on nobles.
They cannot be seen, but can still be interacted with
To cast this spell you will need some hair, spit, or and make noise. Anyone attacking or targeting them
something precious to the person you wish to track. are treated as having the Blind condition.
Object is consumed on cast.
When an invisible person drops something they had
Once this spell is cast, you see through the eyes of that was invisible, the object loses invisibility. When
another person for 1 week. When you close your eyes they pick something up whatever they pick up does
you see, hear, feel, and experience everything the not become invisible. Picking something up and
person you’re tracking does. You see everything from putting it inside an invisible bag or pack does not
their perspective. You also hear their thoughts and turn it invisible.
insights as a voice in your own head.
When an invisible person makes any kind of attack
roll 1D12. On an even number they lose invisibility.

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Scroll of Time Bubble: An old world spell written on a Scroll of Waterlord’s Gift: An old world spell written
scroll filled with ticking clocks made of ink. on a scroll made of foldable dry water.
To cast this spell you will need a Diamond. The gem To cast this spell you will need a fish. The fish is
is not consumed on cast. consumed on cast.
Once cast you and up to 4 others, along with their Once cast you and up to 4 others are given the
attacks and gear, are immune to the spell and its waterlord’s gift for 1 week. The gift grants you the
effects. Then create a bubble of slowed time. following list of benefits:
The bubble is 60 ft in diameter and lasts 1 hour. h walk on water
Everything and everyone inside the bubble moves at h breathe water
a tenth its normal speed. sets your swim speed to three times your Speed
h
In combat everyone in the bubble has a Speed of 1, h Gain Resist Cold damage.
gains the Stun condition, and cuts Dodge, Armor, and gain Vigor as long as you are underwater.
h
Initiative in half. Ranged attacks made inside the
h Anything you’re carrying or using that would be
bubble miss. Their projectiles sit midair 2 spaces (10 damaged by water becomes immune to water for
feet) forward from where the attack was made. the duration (bullets, armor, etc).
Scroll of True Fireball: An old world spell written on a
singed black scroll that feels like velvet.
Scroll of World Gateway: An old world spell written on
To cast this spell you will need a handful of ash or a scroll made from Abyss plants. It hurts to look at and
charcoal. Ash and charcoal is consumed on cast. almost feels like holding nothing.
This ignores Dodge. Target 1 person in the scene. To cast this spell you will need a Diamond. The gem
Everyone within a 25 foot radius (11 by 11 space) takes is not consumed on cast.
12D8 Chaos Fire damage.
Once cast create a portal up to 60 feet in diameter
Scroll of Storms: An old world spell written on a scroll and 5 feet thick. The portal allows you to walk from
that feels like clouds with lightning ink. your world or plane to another. Portal lasts 1 week.
To cast this spell you will need rainwater, moss, or When you cast this, picture the world you want to
tree leaves. The rainwater is consumed on cast. link to. You do not need to have visited the world you
When cast the weather changes to a powerful are linking to, but if you don’t have a clear enough
localized thunderstorm. The storm covers a 24 mile picture of the world you risk linking to a random
radius area in the skies above you and lasts until the world instead. You may choose to link to a random
end of the day. The storm is powerful and violent. world.

In combat, anyone who starts their turn in the After casting, the portal stabilizes to be as thick as a
storm’s area rolls 1D12. On 10 or more they are hit by piece of paper. All that separates the 2 worlds are a
a bolt dealing 1D12 Electric damage. film of transparent gel that feels like glass.

If cast indoors this also creates a temporary storm in Passing through the portal is painless, and feels like
the building, dungeon, or structure you’re in. your entire body is pressed against a window.

Indoor thunderstorms strike up to 6 random spaces This spell can be cast multiple times if you have
in each room (never more than half the available spaces multiple scrolls. On second cast the portal lasts 1
in each room). Each bolt deals 1D12 Electric damage to month. On third cast 1 year. On fourth cast the portal
anyone in the space and everyone adjacent to it. lasts 10 years. Five cast make it permanent.

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Smoke Bomb: A small gray ball that feels like it’s going Unstable Potion: When you drink this potion roll on
to burst at any time. the table below and gain the listed effect until the
end of the scene. If it says “Once” instead trigger the
When struck or tossed hard against a surface it
listed effect only once.
explodes creating a cloud of black smoke. The cloud
has a 25ft diameter (5 by 5 spaces) and lasts until the
D12 EFFECT
end of the scene.
Become size Small. If already Small become
1
Everyone in the cloud has Cover, can make Stealth size Large.
checks in combat, and may use the Sneak Attack Roll 2D12 and deal that much damage to
2
ability (see Streetwise skill) even if already seen, and everyone within 2 spaces of you. Once.
without meeting the requirements for Sneak Attack. A geyser erupts and spouts water or beer 30
3
feet into the air in a space adjacent to you.
Trap Trigger Fey Stone: A stone that giggles like a
Set your current Stamina to half your max
fairy and shakes while held. 4
Stamina. Once.
The stone weighs almost nothing, but is hard to hold.
5 Heal 1D4 Stamina at the start of your turn.
Once struck hard against a surface, the stone
transforms into a glowing blue Fey creature the size
6 Gain +1 Reach with all melee attacks
of a child that charges forward until it hits a wall.
Gain a magic third arm. Allows you to have 3
The magic creature triggers all traps, triggers, or 7
things on hand or have an empty third hand.
hidden objects in a 10 ft area around it as it travels.
You can perform Swift Attacks using your
Once it hits a wall, the creature laughs one last time 8
ranged weapons.
before it fades out of reality and back into the Fey. Refresh and regain the use of all your once per
9
If a human or any medium sized creature walking rest abilities. Once.
through that area would trigger a trap or mechanism, Your hand becomes a Double Barrel shotgun
10
then this stone will trigger it for you. with Versatile property and infinite +0 ammo.
All sand on your person turns into charcoal
Universal Charger: A pocket sized black glass box. It 11
and up to 2 silver coins turn into gold. Once.
seems to whisper the electric hum of machine life.
Become size Large. If already Large become
12
This can be inserted or placed on any piece of Tech. size Small.
Once applied the charger depletes in a second
turning a dull gray and no longer humming. Vendris Spices: A spice grinder filled with various
strange, pulsing, and oozing plants.
Whatever Technology it was placed on will be usable
and will function for 1 hour after use. If something is A single spice grinder has enough spices for 10 uses.
broken it remains broken, but screens may light up, When ground over food or drink it covers it with a
or user interfaces start to respond. small amount of poison spores. This poison is a core
ingredient in most Vendris food and has a flavor
If placed on a gun or other old world weapon that
unlike anything else. It’s a toxin that kills 3 days after
uses ammo, it will generate ammo made of energy for
being consumed. Curing it requires 3 Medicine skill
the weapon to use. The ammo does +0 Electric
check successes. Vendris are immune to it.
damage and lasts until the end of the scene.
Whetstone: A pair of smooth stones with some metal
plates designed to sharpen weapons.
Weapons sharpened with this increase their Critical
Hit Threshold by 1. Lasts until the end of the next
combat scene it’s used in. Does not stack with itself.

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Gear Kits
No amount of swinging or shooting is going to help you climb a mountain or fix an engine.

“ You can’t argue a broken door open… Most of the time… and even when you can they tend
to be very stubborn and it’s just easier to…

Gear kits are sets of equipment and collections of



tools that make specific jobs easier. Each gear kit Torch’s Missile
10+ MP and 2 Action
takes up 3 item space. As long as they’re on hand,
studied, or worn you benefit from them. This spell ignores Dodge.
Range Scene. Target takes 2D4 damage of a
Gear Kits Table damage type of your choice between Electric,
Gear Kits are bulky sets of tools that require setup.
Cold, Fire, Holy, or Poison.
h Name: Name.
For every 5 MP after the base 10 MP paid to cast
h Description: Brief description of what the gear this spell add +1D4 damage.
kit does. See the description entry for details.
h Cost: Price of the item in silver.
Torch’s Fireball
Gear Kit Descriptions 30 MP and 2 Action
AE News Tablet: An old world tablet that holds a large,
seemingly random, assortment of information. This spell ignores Dodge.

+2 successes to History checks related to the old Range 12. Target and everyone within 5 spaces of
world or the origin of ruins. the them takes 6D6 Fire damage and are knocked
Prone. Anyone in Cover is not knocked Prone. If
Animal Master’s Supplies: Tools, diagrams, and already Prone they take an extra +2D6 Fire.
instructions for training and capturing animals.
+2 successes to Wilderness checks when handling,
capturing, or training animals and wildlife. Torch’s Hand
6 MP and 1 Action
Bandolier: A pocketed belt for holding ammo, often
hung as a sash over the shoulder. You create a floating magic hand. The hand lasts 5
minutes and can carry a tenth of what you can
This can carry 12 item space of ammo. Double the
carry. The hand can throw and use one handed
shots per load of any gun loaded while this is setup.
objects, move up to 20ft off the ground, and up to
Basic Arcana: This book, written by Torch M., contains 20ft away from you. When the hand needs to
a list of basic spells and uses for magic. make a roll, you roll and cut the result in half.
This counts as a Book type implement, takes 2 hands
to use, and grants +20 maximum MP. With this book
on hand you can cast these basic spells: Torch’s Wall
10+ MP and 1 Action

Torch’s Insight Create a 10ft wide, 5ft thick, 10ft high wall of
15 MP and 1 Action energy. The wall is solid, grants Cover to all
adjacent, and lasts 5 minutes.
For the next 5 minutes you can understand, read,
and write all languages but take -3 successes to For every 5 MP after the base 10 paid to cast this
all skill checks for the duration. spell add 5ft to any dimension.

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GEAR KITS
NAME DESCRIPTION C OST
AE News Archive Tablet +2 successes to History checks related to the old world 1,000s

Animal Master’s Supplies +2 successes to Wilderness checks when handling animals 1,000s

Bandolier Reduce the Action cost to reload weapons by 1 Action. 1,000s

Basic Arcana A list of basic spells for comfort, utility, and training 1,000s

Climbing Gear +2 successes to Brawn checks related to climbing 1,000s

Daro’s Guide to Culture +1 success to social skill checks per 2 languages known 1,000s

Detective Briefcase +2 successes to Perception checks related to investigation 1,000s

Disguise Kit +2 successes to Stealth checks related to hiding in plain sight 1,000s

Enchanters Reference +2 successes to Arcana checks related to understanding items 1,000s

Forgery Kit +2 successes to Bluff checks that benefit from fake documents 1,000s

Hacker’s Rig +2 successes to Technology checks related to computers 1,000s

Healer’s Bag +2 successes to Medicine checks related to poisons and healing 1,000s

Meditation Supplies +1 success to Volition checks and clears Fatigue stacks 1,000s

Navigator Tools, Sea +2 successes to Ride checks related to seafaring vessels 1,000s

Navigator Tools, Abyss +2 successes to Ride checks related to Abyss travel 1,000s

Performer’s Toolbox +2 successes to Perform checks 1,000s

Potion Belt Can hold 15 potions and give you quick access to them 1,000s

Repair Kit +2 successes to Mechanics checks related to repairing tech 1,000s

Ruins & Rubble, A Reference +2 successes to Streetwise checks related to navigating ruins 1,000s

Swindler’s Plan B +1 success to Acrobatics checks and -1 Speed 1,000s

Thieves Tools +2 successes to Finesse checks related to lock picking 1,000s

Weapon Crafting Kit Allows you to modify your shields, weapons, guns, and ammo 2,000s

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Climbing Gear: Tools and gear for climbing. Vital when Hacker’s Rig: An old world heavy tablet and mini
trying to climb the metal cliffs often found in the old computer terminal. The rig can hook up to, interact, and
world ruins. unlock any old world computer and machine in the ruins.
+2 successes to Brawn checks related to climbing. +2 successes to Technology checks related to
interacting with computers and AI.
While using this gear, you prevent yourself and
anyone you’re tied to from falling more than 5 feet at Healer’s Bag: Bandages, oils, powders, antitoxins, herbs,
a time when falling while climbing. grinders, and other useful first aid supplies.
Daro’s Guide to Culture: This book written by Daro D. +2 successes to Medicine checks related to either
covers the basics of etiquette and cultural expectations for healing Stamina or curing poisons.
many cultures across the worlds and stars. Meditation Tools: Incense, tea, calming stones,
+1 success to all social skill checks for every 2 instructions on calming techniques, and other small
languages you know besides Common. The bonus is objects to help with meditation.
doubled when dealing with leaders, nobles, rich +1 success to Volition checks until you drop to 10 or
merchants, or other high social standing people. less Stamina for the first time in the day.
Detective’s Briefcase: A case filled with notepads, Additionally, removes 1 stack of Fatigue every short
small containers to hold evidence, magnifying glasses, rest this kit is used in.
investigation tools, and reference documents to help Navigator Tools, Sea: Charts, compass, sea maps,
analyze substances and residue. navigation tools, and other gear for traveling the sea.
+2 successes to Perception checks related to finding Without these it’s easy to get lost at sea.
hidden objects, investigation, or searching. +2 successes to Ride checks to control seafaring
Disguise Kit: Masks, clothes, make up, trinkets, wigs, mounts and vessels.
fake scars, patches, and other items and gear for trying to Navigator Tools, Abyss: A large blank map, ink pen
change or hide your appearance. with no ink, a blank journal, 5 bottles of heavy Dwarven
+2 successes to Stealth and Perform checks when ale, and a rabbit’s foot.
hiding in plain sight, and you may use your Perform +2 successes to Ride checks to travel the Abyss.
skill in place of your Stealth skill for Stealth checks.
The Abyss is highly volatile and changes at its own
Enchanters Reference: A reference of magic items unknowable whims. The items in this kit are the
which contains diagrams, charts, and examples for collection of tools Abyss travelers recommend.
identifying and understanding what kind of magic or
enchantments an item has. The blank map and inkless pens will begin to work 1
hour after getting lost in the Abyss. The bottles of
+2 successes to Arcana checks related to magic items heavy Dwarven ale will refill at the same time.
or understanding curses or enchantments on items.
The map will fill in with a local map of the area
Forgery Kit: A set of tools, inks, different papers, marks, around your ship. It will update and change to keep
pens, wax, and candles to help with aging or creating fake your ship at its center as you move through the
documents. Abyss. The pen, when held against the map, will
+2 successes to Bluff checks that benefit from forged move on its own and draw a safe line to the nearest
documents, fake signets, or false paperwork. star or world to the ship.
Performer’s Toolbox: Megaphone, noise makers,
trinkets, balls, paints, quills, paper, spices, and other
various items that make it easier to perform.
+2 successes to Perform checks.

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Potion Belt: A pocketed belt for holding potions, often
hung as a sash over the shoulder. h Weapon Crafting Kit Modifications
This can carry 15 item space of potions. Once per turn 9 Change the weapon, gun, or ammo to any
you can use a potion on this belt as a Free action. other type of its category (Sword into Axe, Pistol
Repair Kit: Wrenches, screwdrivers, hammers, and other into Shotgun, Bow into Crossbow, etc).
tools useful for repairing simple tech. Requires: 1 item you want to modify, and 1 item
with the type you want to change it to. Second
+2 successes to Mechanics checks related to repairing item is destroyed in the process.
tech. During short rests, this can be used to heal
Cypher and Remnants 12 Stamina. 9 Add Verse: [Weapon Type] property to a
weapon or gun (turn Sword into a Sword + Axe,
Ruins & Rubble, A Reference: This book, written by Pistol into a Pistol + Bow, Axe into a Axe + Bow etc).
the Rockbridge family, has a collection of advice and Requires: 1 item you want to modify, and 5 items
stories from nomads, scavengers, and drifters who with the type you want to add. If the type uses
frequent old world ruins. Helps with navigating and ammo/has load, the item now requires ammo to
understanding the twists and turns that ruins can take. attack and has the item’s load. Everything except
+2 successes to Streetwise checks related to ruins and the modified item is destroyed in the process.
old world buildings. 9 Add a property to a shield, weapon, gun, or
Swindler’s Plan B: A heavy set of bracers, hidden small ammo from an item of its type (guns with guns,
ropes, and boot augments. They slow you down but melee weapons with melee weapons, etc).
increase your traction, grip, and ability to perform Requires: 1 item you want to modify, and 3 items
acrobatic maneuvers. Everything from swinging on a with the property you want. Everything except
chandelier to running up a wall. the modified item is destroyed in the process.
+1 success to Acrobatics checks and -1 Speed. Does 9 Silver a weapon or gun. Attacks made with it
not need to be actively used once set up and is ignore damage Immunity and Resistance.
passively active. This is a set of modifications to your Requires: 1 item you want to modify and 25,000
clothes and gear. silver coins. Coins are destroyed in the process.
Thieves Tools: Includes a file, set of lock picks, pair of 9 Add a Rune Etching to a weapon or gun giving
pliers, small mirror with mount for metal handle, and it +1D8 damage if this is its first rune, and 1
other portable tools. damage type from Cold, Fire, Sonic, or Stone.
Requires: 1 item you want to modify, and 2 Skill
+2 successes to Finesse checks related to lock picking
Points. Skill Points are destroyed in the process.
and stealing.
Weapon Crafting Kit: A collection of rune infusion
9 Empower an existing Rune Etching. It gains
+1D8 damage if this is its first empower, and then
tools used to change or upgrade combat gear. Using choose a rune to empower and gain:
this kit allows you to modify Shields, Weapons, Guns, Cold: If the target is not Slow they gain Slow until
and Ammo in a variety of ways. One bundle of ammo the end of their next turn.
is considered 1 item for modification purposes. Fire: If the target is at full Stamina or Armor they
lose 2 Armor.
Sonic: The target can have negative Armor until
the end of the scene. Negative Armor adds 3x its
value to damage taken.
Stone: When the target is pushed or pulled they
move +2 spaces. Lasts until the end of the scene.
Requires: A Rune Etched item, and 4 Skill Points.
Skill Points are destroyed in the process.
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Adventuring Gear
“ ”
The brave adventurer charges into battle with sword and shield in hand. The wise
scavenger walks forward, lit torch in hand, and a pack filled with tricks to protect them.

Adventuring gear covers the common tools and gear Barrel / Crate: A large container for moving grains,
your character can buy to help during an adventure. liquids, and other objects. A barrel / crate can hold up
Everything from torches and backpacks, to hunting to 20 carry load. Holding a crate takes 2 hands, and
traps and shovels. reduces your Speed by 2.
Adventuring gear has a variety of minor benefits, or is Bedroll: A sleeping bag that’s more comfortable than
listed to add context to the world. The items in this sleeping on the ground or dirt. Counts as Normal
section may not have a direct benefit, but open up Sleep (prevents fatigue, no bonus rerolls).
new options for clever or prepared characters.
Binoculars: Makes distant objects appear eight times
closer, allowing you to see far away details.
Carrying & Using
Adventuring gear items take up 1 to 3 item space. Bolt Cutters: A metal tool for cutting bolts, screws,
chains, locks and thin metal bars. Grants +2 for any
These items don’t take any additional Action cost to
relevant skill check and allows you to destroy a lock
use. As long as they’re on hand or worn you benefit
or other similar object silently.
from them when performing a related action.
Book, Blank: A blank book with 100 pages. Comes
Item descriptions are only provided for items that
with ink and a writing instrument.
have specific effects, or to help with clarifying what
an item is or does. Book, False: A book with a hollowed out center. It
comes with a clasp (Lock, Simple). The false book
Adventuring Gear Table forms a tight waterproof seal when closed and can
Gear Kits are bulky sets of tools that require setup hold 1 item space of objects.
time to use. They provide a variety of benefits.
Candle: Made of wax with embedded wick. When lit
h Name: Name. this creates a 10ft area of dim light. Each candle can
h Carry: How much item space this takes up. burn for up to 12 hours.
h Cost: Price of the adventuring gear in silver. Cooking Set: Pots, pans, and other tools for cooking.
Setting up and heating it takes 5 minutes, and it can
Adventuring Gear be used to cook rations. Any rations cooked with this
Descriptions heal an additional +2D4 Stamina.
Backpack: A bag to carry things on your back. Grants Crowbar: A metal rod for applying leverage. Grants
+6 max carry load. You can only benefit from one +2 to Brawn checks when applicable.
backpack at a time.
Earplugs: Plugs that reduce the amount of noise you
Backpack, Haulers: A large bag with straps to carry hear. Prevents you from hearing what people are
things on your back. +12 max carry load -2 Speed. You saying. Grants you a -1 to social skill checks except
can only benefit from one backpack at a time. Intimidate, -1 to Perception and Stealth checks, and
Barbed Wire: Metal wire with sharp edges. Turns a reduces all Sonic damage you take by 1D4.
space into Deadly Terrain that deals 1D12 Slashing Glass Cutter: A small tool used for cutting or scoring
damage. Fills 1 space per 5 feet of wire. Takes 2 glass. Grants +2 for any relevant skill checks and
Actions to fill 1 space with wire. allows you to cut glass or similar objects silently.

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ADVENTURING G EAR
NAME C ARRY C OST NAME C ARRY C OST
Backpack 1 50s Implement (Orb, Rod, Spellbook) 1 300s

Backpack, Haulers 2 250s Implement, Enchanted 1 Var.

Barbed Wire (per 10 feet) 2 100s Ink (per 1 bottle) 1 10s

Barrel / Crate 3 100s Ladder (per 10 feet) 3 20s

Bedroll 1 25s Locks 1 Var.

Binoculars 1 300s Musical Instrument, Small 1 300s

Bolt Cutters 1 60s Musical Instrument, Large 2 450s

Book, Blank (100 pages) 1 25s Pickaxe 1 75s

Book, False 1 50s Portable Ram 1 250s

Candle (per 10 candles) 1 10s Rations, Basic (per 10 rests) 3 40s

Chain (per 30 feet) 1 120s Rations, Filling (per 5 rests) 2 100s

Chalk (per 10 pieces) 1 10s Rations, Extravagant (per 1 rest) 1 240s

Cooking Set 3 175s Rope, Dwarven (per 60 feet) 3 100s

Crowbar 1 30s Rope, Elven (per 60 feet) 2 200s

Earplugs 1 25s Rope, Human (per 60 feet) 1 10s

Firewood (per 12 hours of fire) 1 15s Shovel 1 35s

Flask (Holds 2 rests worth of liquid) 1 15s Tent 3 50s

Flint and Steel 1 10s Tinderbox 1 15s

Glass Cutter 1 200s Torch, Dwarven (per 5 torches) 1 300s

Grappling Hook (30 feet) 1 300s Torch, Elven (per 5 torches) 1 300s

Hook Ladder (30 feet) 1 450s Torch, Human (per 5 torches) 1 10s
Waterskin
Hunting Trap 1 250s 1 30s
(Holds half a day’s worth of liquid)

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Grappling Hook: A metal hook and rope designed to While you have an Orb Implement on hand you have
attach to roofs and help scale tall buildings. access to the following spell.
Hook Ladder: A rope ladder with metal hooks on one
end. Designed for quick deployment, and use where Orb Sight
regular ladders are too bulky. 5+ MP

Hunting Trap: Trap for catching large animals such You can channel additional MP into this spell in 5
as bears, boars, humans, and wolves. Trap takes 2 MP chunks. This spell lasts one second per MP
Actions to setup. spent on it.
Anyone pushed into a space with the trap triggers it By looking into the Orb you can see and hear
and takes 3D8 Stress Piercing damage and is things as if you were standing X spaces away
Immobile until the end of their next turn. where X is the total MP cost of this spell.
If used during overland travel as part of a Hunt
Implement, Enchanted: Has the same abilities and
action, grants +1 success per trap set up.
bonuses as a regular implement, and has additional
Implement: Covers all implements (Spellbook, Rod, spells or abilities.
Orb, etc). Implements are used by some fighting
styles. Implements take 1 hand to use, and while they IMPLEMENT TYPE C OST
are on hand grant +20 maximum MP.
Gladiator’s Spellbook Spellbook 600s
While you have a Spellbook Implement on hand you
have access to the following spell. Sage’s Spellbook Spellbook 600s

Spellbook Step Sorcerer's Spellbook Spellbook 1,750s


20 MP and 2 Actions

You can create a floating platform that lasts until Storm Rod Rod 600s
the end of the scene (whichever comes first).
Earth Rod Rod 600s
Platform is 10 feet in diameter, able to be placed
up to 12 spaces (60 feet) away, and up to 6 spaces Magus Rod Rod 1,750s
(30 feet) in the air. The platform looks like its
made out of stacked glowing spellbook pages, Orb of the Patient Orb 600s
and is 1 foot thick.
The platform is completely solid, has 12 Stamina, Orb of the Resolute Orb 600s
blocks line of sight, and can hold up to 2 Medium
Orb of the Diviner Orb 1,750s
people, 1 Large person, or 20 Carry Load.

While you have an Rod Implement on hand you have Gladiator’s Spellbook: Allows the casting of the
access to the following spell. spells Spellbook Step and Spellbook Tackle.
Sage’s Spellbook: Allows the casting of the spells
Rod Roar
20 MP and 2 Actions Spellbook Step and Spellbook Wisdom.
Sorcerer’s Spellbook: Allows the casting of the
This spell ignores Dodge.
spells Spellbook Step, Spellbook Tackle, Spellbook
Deal 3D8 Sonic damage to 1 target in the scene Wisdom, and Spellbook Sorcery.
and push them up to 2D4 spaces back.

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Storm Rod: Allows the casting of the spells Rod Roar
and Storm Bolt. Storm Bolt
20 MP and 2 Action
Earth Rod: Allows the casting of the spells Rod Roar
and Earth Bind. This spell ignores Dodge.

Magus Rod: Allows the casting of spells Rod Roar, Deal 4D6 Electric damage to 1 target in the scene.
Storm Bolt, Earth Bind, and Magus Implosion. If a 6 is rolled on any damage dice, another target
in the scene also takes the damage.
Orb of the Patient: Allows the casting of the spells
Orb Sight and Orb Mind
Orb of the Resolute: Allows the casting of the spells Earth Bind
Orb Sight and Orb Body 20 MP and 2 Action

Orb of the Diviner: Allows the casting of the spells This spell ignores Dodge.
Orb Sight, Orb Mind, Orb Body, and Orb Foresight.
Deal 2D10 Stone damage to 1 target in the scene,
and either pull them up to 2D6 spaces towards
Spellbook Tackle you or an ally in the scene, or grant them Slow
20 MP and 1 Action until the end of your next turn.
Until the end of the scene you can use Arcana for
the skill check when rolling to grapple someone,
and this spell now cost 15 MP to cast. Magus Implosion
20 MP and 2 Action
When you cast this spell perform a grapple check
against anyone within 12 spaces. If you succeed This spell ignores Dodge.
the grapple has all the same effects of a grapple, Deal 2D12 Arcane damage to 1 target in the scene,
except you do not occupy the same space, and the and pull all enemies in the scene up to 2D6 spaces
grapple can be broken from range. towards the target damaged by this.

Spellbook Wisdom Orb Mind


10 MP and 1 Action
20 MP and 1 Action
Your next attack this scene gains +2 to hit, and
This spell ignores Dodge.
+1D6 Arcane damage if it deals damage. Stacks.
Target 1 person in the scene. They gain 2 stacks of
Afflicted until the end of the scene, or has 1D4 + 1
stacks of any start of turn effect, moved from Orb Body
them to anyone else in the scene. 10 MP and 1 Action

Target in the scene restores 1 spent Armor, and


heals 2D4 Stamina.
Spellbook Sorcery
20 MP and 2 Action

This spell ignores Dodge. Orb Foresight


20 MP and 2 Action
1 Target in the scene takes 3D10 Arcane damage
and loses 2 random Resistances they have. If they Target adds +1D12 to all dice rolls they make on
don’t resist anything they instead have all their their next turn in combat, or to the next two rolls
Immunity reduced to Resistance. they make within 5 minutes out of combat.

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Ladder: A simple wooden ladder of variable length. Rope, Dwarven: Rope that’s four times stronger and
No matter the length of the ladder, it always takes resistant to snapping as human rope. Made from
3 item space of carry load. strands of a light green mineral that glows and emits
10 feet of green light in dark places.
Locks: Mechanism used to keep something closed.
Comes with at least 1 key. Locks require a different Rope, Elven: Woven from deep forest plant fibers.
number of Finesse check successes to open. The rope feels almost weightless and has twice the
strength and elasticity of human rope. It’s can’t be
cut, pierced, or chewed through (immune to
LOCK FINESSE COST Crushing, Piercing, and Slashing damage), and can
Simple 2 successes 45s stretch up to twice its length.
Rope, Human: A cheap and simple strong rope.
Average 3 successes 100s
Tent: A simple, strong, and portable canvas shelter
Masterwork 4 successes 250s for up to 2 medium sized creatures.
Ignore weather effects during harsh storms and stay
Old World 6 successes 600s dry in rain. Counts as Normal Sleep (prevents fatigue,
no bonus rerolls).
Old World Tech 8 successes 1,250s
Torch, Dwarven: A torch made of mountain
minerals. Each torch lasts 4 hours.
Musical Instrument, Small: Covers all one handed
or small instruments. Used by some fighting styles. When lit it creates a 20 foot area of dim light. It also
Requires Perform skill for this instrument to play. creates a 20 foot area of fresh, clean, and breathable
air pushing toxins and gases outside its area.
Musical Instrument, Large: Covers all Two-Hand
or large instruments. Used by some fighting styles. Torch, Elven: A torch made from deep forest flora
Requires Perform skill for this instrument to play and shrubs. Each torch lasts 4 hours.

Portable Ram: A portable device with 2 hand grips When lit creates a 30 foot area of sunlight with a 30
for breaking down doors. foot area of dim light outside of that (60 foot area of
total light). It also creates a 30 foot area of mildly foul
Doubles successes and the damage you deal when
rotting odor that keeps dangerous animals, insects,
breaking down doors, walls, and structures.
and nearly all little critters away.
When attacking a door with this treat it as a basic
Smell is only perceptible to animals and bugs. To
melee attack with a Two-Hand weapon, or use 12
everyone else the smoke smells like flowers.
damage as a base (double this damage as normal).
Torch, Human: A cheap and simple long lasting
Rations: This is a variety of fruit, meat, grains, nuts,
torch. Each torch lasts for 8 hours.
fish, and other foods common for long adventures.
When lit creates a 30 foot area of bright light with a
h Basic: staves off exhaustion but isn’t very 30 foot area of dim light outside of that (60 foot area
flavorful. No bonus.
of total light).
h Filling: A variety of preserved fresh food.
+1 reroll to any roll until your next rest.
Torch Special Note
h Extravagant: Technologically or magically When a torch of any kind is used as an improvised
preserved high quality meals and drinks.
+2 rerolls until your next rest. weapon, add +1 Fire damage.
h Eating any rations during a Short Rest restores
+2D4 Stamina. Doubled for extravagant rations.

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Mounts
“ ”
Look, all I’m saying is you don’t need to feed and brush and pick up after a motorcycle.
Well, all I’m saying is a motorcycle ain’t gonna come save your ass when you get attacked.

Mounts & Vehicles covers any creatures, machines, Mounts Table


and structures you can ride into battle. The Ride skill The Ride skill determines which mounts you can use,
determines which mounts you can use. and how effective you are with them.
Loyalty h Name: Name.
Mount Loyalty is how long you can keep control of h Size: Size.
the mount. At 0 loyalty you are knocked prone in an h Carry: How much carry load the mount has.
adjacent space, and can’t use the mount or benefit Speed: Speed of the mount.
from it until the end of the scene.
h
h Loyalty: Bonus to Ride check for loyalty.
While riding a mount, every time you take damage h Property: Any special effects of the mount.
and don’t Brace Armor reduce mount loyalty by 1.
h Cost: Price of the mount in silver.
Using a Mount Mount Properties
h At the start of a scene roll a Ride skill check. Your Armor: Use 12 Armor in place of your Armor value
successes + your mount’s loyalty bonus is its
loyalty until the end of the scene. when taking damage while mounted to this.
h While you are riding a mount replace your Speed Blink Drive: This only touches the terrain on its
with the mount’s Speed. starting and ending spaces. Ignore all terrain effects
h You and your mount move together. between its starting and ending spaces.
h You and your mount are considered one target for Charge: Any movement 4 or more spaces in a line
all abilities and attacks.
grants you a free basic melee attack at the end.
h You may use any attacks and abilities your mount
has by spending your Actions on your turn. Crew X: Up to X people riding this mount except the
h You can carry people on your mount as long as it captain (whoever rolled Loyalty) may use one of this
has space for them. They can’t use your mount’s mount’s abilities as a free action on their turn.
abilities unless they state otherwise.
Deckhand: Allies on this mount gain +1 to all rolls
Maintenance against anyone else on this mount.
During short and long rest you need to feed, care for, Elven Training: This mount doubles your bonus to
or repair your mount. If the mount isn’t cared for, Acrobatics checks, and can jump or perform stunts in
halve its Loyalty until cared for. If a mount hits 0 the air while riding it.
Loyalty in a scene double its next maintenance cost.
Flying: Has a Fly Speed equal to its Speed.
Vehicle mounts take 3 Mechanics check successes to
Sea: This mount is built to travel on water. While on
care for. 20 silver can be spent in place of each
the ground lose 25 Speed to a minimum of 1 Speed.
success. You can attempt this check once each rest.
Solar Engine: During the day or in sunlight double
Tech mounts instead require 3 Technology checks,
this mount’s Speed. During the night or after 1 hour
but are otherwise the same as Vehicle mounts.
out of direct sunlight this mount is Immobile.
Other mounts require 3 Wilderness checks. 1 ration of
food or 20 silver can be spent in place of each success

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MOUNTS
NAME S IZE C ARRY SPEED LOYALTY PROPERTY C OST
Giant
Boat 15 15 +50 Deckhand, Sea, Vehicle 10,000s
(2 by 4)
Large
Elk 5 10 +3 Elven Training 1,000s
(1 by 2)
Large
Feral Tree Beast 10 12 +12 Elven Training 8,500s
(2 by 2)
Giant
Fey Owl 10 7 +3 Flying 6,375s
(3 by 3)
Large
Horse 5 8 +6 750s
(1 by 2)
Large
Hovercycle 5 8 +5 Tech 5,000s
(1 by 2)
Monstrous
Light Tank 25 10 +50 Armor, Crew 2, Tech, Treads 60,000s
(3 by 5)
Large
Motorcycle 5 8 +10 Vehicle 1,500s
(1 by 2)
Large
Ram 5 6 +12 Charge 825s
(1 by 2)
Monstrous
Seafaring Ship 30 25 +50 Crew 2, Deckhand, Sea, Vehicle 20,000s
(3 by 5)
Giant
Sky Ferry 5 10 +25 Flying, Solar Engine, Tech 15,000s
(2 by 4)
Monstrous
Sky Ship 120 25 +50 Crew 2, Flying, Sea, Vehicle 60,000s
(5 by 7)
Large
Trader Golem 20 10 +15 5,250s
(2 by 2)
Monstrous
Troop Transport 30 15 +15 Blink Drive, Tech 10,000s
(4 by 4)
Large
War Golem 10 8 +15 Charge 5,000s
(2 by 2)

Mount Properties (cont) Mount Descriptions


Tech: Takes 3 Technology check successes to care for. Each mount has a minimum Ride skill required
20 silver can be spent in place of each success. You to use it. They also have unique abilities and benefits
can attempt this check once each rest. not covered by its properties.
Treads: Ignore all terrain effects. At the start of each Look at the corresponding entry for the mount to see
turn, this mount can gain Slow until end of turn to the full details of what Ride skill you need to use the
change all spaces this covers and moves into this turn mount, and what abilities the mount has.
into Difficult terrain.
Vehicle: Takes 3 Mechanics check successes to care
for. 20 silver can be spent in place of each success.
You can attempt this check once each rest.

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Boat Fey Owl


Ride 0 Ride 2

A simple boat designed for a small crew. It has 2 decks A normal sized Fey owl. Pulled from the Fey by
and can survive heavy ocean storms. Vendris hunters to use as pets and transport.

9 Cannons: 2 Actions. Range 10. For each space 9 Rank 3 Ride: Mount Speed increased by 2.
after 3 take a -1 to hit. Target takes 2D8 Crushing
damage. Double damage to Vehicles and Tech.
9 Rank 4 Ride: At start of your turn restore 2 MP
9 Rank 5 Ride: If you have Arcana 3 or higher,
9 Spear: 2 Actions. Range 5. Target takes 2D6 are a Gnome, or are a Vendris, then while you are
Piercing damage per success. Double damage to
in the air an ally gains Fly Speed equal to this
Vehicles and Tech. If a Mount is hit by this reduce
mounts Speed.
their Speed to 2 below your Speed.
9 Rank 5 Ride: Increase the range of all mount
abilities by 5 spaces.
Horse
Ride 0

Elk A trained horse. Jack of all trades reliable animal.


Ride 0

An elk trained by Elves to help traverse the forest. 9 Rank 3 Ride: +1 Armor while mounted.
9 Rank 4 Ride: +1 success to all social skill
9 Rank 3 Ride: Mount Speed increased by 2. checks while mounted outdoors, or in situations
when it’s appropriate to be mounted.
9 Rank 4 Ride: When this mount hits 0 Loyalty
it kicks you off into safety. You are not knocked 9 Rank 5 Ride: Once per rest. Free Action. When
Prone and instead get a free Move action. an ally is hit by an attack you intercept it. You
move to their space, knock your ally 1 space away,
9 Rank 5 Ride: Once per rest as a free action this and take the damage of the attack instead.
mount can push an adjacent target 4 spaces.

Feral Tree Beast Hovercycle


Ride 3 Ride 2

A deep forest tree that never grew intelligence. Instead An old world cycle. Its anti-grav engine causes it to
it became a beast-like walking tree. float a foot off the ground at all times.

9 Root Claws: This mount and all passengers 9 Hover: Ignore difficult and deadly terrain.
gain +1D6 Slashing damage against targets who
are Slow or Immobile.
9 Rank 4 Ride: +4 Speed when moving in a
straight line.
9 Root Snare Assault: 2 Actions. Melee. Target 9 Rank 5 Ride: Once per rest. Free Action. You
takes 2D10 Piercing and is Slow until the end of overcharge the engine. One adjacent target loses
your next turn. their tether to gravity. They are launched 60 feet
9 Rank 5 Ride: Once per rest. Free Action. Lose into the air. They are Slow while airborne. They
12 Loyalty to apply Slow to all enemies in the fall back down at the end of their next turn and
scene until the end of your next turn. take 1D4 damage for every 10ft they fall.

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Light Tank Seafaring Ship


Ride 4 Ride 4

The standard war machine of the old world. Weapons A large boat designed for long voyages across the sea.
platform, fortress, and siege engine all in one. It has 3 decks, and has the potential to survive an
angered Elemental’s storm.
9 Front Guns: 2 Actions. Range 10. Roll 4 times
to hit with this. Target takes 2D4 Slashing for 9 Cannons: 2 Actions. Range 10. For each space
each success across all hit rolls. after 3 take a -1 to hit. Target takes 2D8 Crushing
damage. Double damage to Vehicles and Tech.
9 Main Cannon: 2 Actions. Range 6. Ignores
Dodge. Target and everyone within 2 spaces of 9 Spear: 2 Actions. Range 5. Target takes 2D6
them take 4D10 Fire. Piercing damage per success. Double damage to
Vehicles and Tech. If a Mount is hit by this reduce
9 Rank 5 Ride: Once per rest use any of this
mount’s abilities as a free action. their Speed to 2 below your Speed.
9 Barrage: When you start your turn within 6
spaces of an enemy mount you can use Cannons
twice as a free action.
Motorcycle
Ride 1 9 Rank 5 Ride: Increase the range of all mount
abilities by 5 spaces.
An old world motorcycle with 2 wheels and an engine.

9 Rank 3 Ride: When this mount hits 0 Loyalty


it deals 3D6 Fire damage to all adjacent enemies.
Sky Ferry
9 Rank 4 Ride: +4 Speed when moving in a Ride 3
straight line.
A streamlined airship used by merchants, diplomats,
9 Rank 5 Ride: Once per rest. 1 Action. You drive and nobles traveling great distances.
through enemies. Move in a straight line with the
ability to pass through enemy spaces. All enemies
you pass through take 2D12 Crushing damage.
9 Solar Flare: 1 Actions. Range 10. Target is
Blind and Slow until the end of their next turn.
After using this ability, it can’t be used again for
3 Rounds while the ship recharges.
9 Crash Landing: When this hits 0 Loyalty all
Ram allies gain 10 Armor until the end of their next
Ride 0 turn. Then everyone in the scene except the
captain takes 3D12 Fire damage.
A sturdy and dependable mount trained by Dwarves.
Tough, loyal, and good at climbing mountain paths. 9 Rank 5 Ride: You can spend 2 Actions to turn
on or off Solar Cannons. While on gain Immobile,
9 Rank 3 Ride: +1 success to all Brawn checks. and the below ability:

9 Rank 4 Ride: When you make a melee attack, Solar Cannons: 1 Action. Range 24. Target takes
push the target 2 spaces after the attack.
2D12 Fire damage per success.
9 Rank 5 Ride: You can’t be pushed, pulled, gain
the Slow status, or gain the Immobile status.

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3

Sky Ship Trader Golem


Ride 5 Ride 3

A ship made of floating wood harvested from forests in Stones imbued with life by Dwarf masons. Built to
the Abyss. It has 5 decks and is favored by pirates for help carry and protect gem hauls as they’re moved.
its mobility and vault smashing potential.
9 Haul Guard: +2 Armor while mounted.
9 Sky Cannons: 2 Actions. Range 15. Target 9 Cargo: 1 Action. Until the end of your next turn
takes 2D8 Crushing damage. Double damage to all damage to items this mount is carrying is
Vehicles and Tech. instead dealt to you as Stress damage.
9 Sky Hook: This ship is armed with a heavy 9 Rank 5 Ride: As long as this mount is above
harpoon designed to hook onto other ships and half its maximum Loyalty, or half its carry load,
fortifications. While hooked you move when your gain +2D8 Stone damage with all attacks.
target moves at twice their Speed.

60 ft range. 2 Actions to hook a target. Requires 4


Troop Transport
Ride 3
Successes to unhook.
9 Barrage: When you start your turn within 6 An old world military transport for a small squad.
spaces of an enemy mount you can use Sky
Cannons twice as a free action. 9 Light Guns: 2 Actions. Range 5. Target and
adjacent enemies take 1D6 + 2 Slashing damage
9 Siege Cannons: 2 Actions. Range 5. This can’t per success.
be used if this mount moved this or last turn.
Using this ability grants this mount Immobile 9 Transport Shield: Free Action. Restore 10
until end of turn. Loyalty. Until the start of your next turn all
damage deal to you or allies on this mount is
Target takes 8D8 Fire Piercing Sonic damage. dealt to this mount’s Loyalty instead.
Deals double damage to Vehicles and Tech. If max 9 Rank 5 Ride: While there are 3 or more people
is rolled on at least 4 damage dice, then add +4D8 on this mount its Loyalty takes half damage from
Fire Piercing Sonic damage to the attack. Transport Shield effect.
9 Weapons Ready: There’s hidden spaces for
weapons, tools, or size Small creatures in every War Golem
part of the ship. There are so many hidden caches Ride 3
that no matter where you are on the ship, you
Boulders imbued with life by Rune magic. Built to
have immediate access to at least 5 weapons,
fight wars and siege mountain fortresses.
ammo packs, consumables, and adventuring gear
that has been stored on this ship.
9 Stone Battering Ram: 2 Actions. Melee.
Target takes 1D10 Crushing and is pushed back 1
If you don’t fill them with anything specific, all
space per success. If target is Immobile or a
hidden caches are filled with Rapiers.
structure instead +2D6 damage per success.
9 Abyss Ready: This can fly into and out of the 9 Trample: Enemies who start their turn
Abyss and is structurally sound enough to make
adjacent to this mount take 1D10 Crushing.
voyages to another star.
9 Rank 5 Ride: +15 Loyalty, +2 Speed, and
+10 maximum Carry Load.

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4

apter
Ch

magic items

“ ”
Magic, unlike technology, can be understood. It has rules, logic, it makes sense just like the
rest of the world. When you have a magic item you can experiment with and understand it.

Magic items are rare gear found during an adventure,


or given as a reward for completing an adventure.
Attune ( )
Some magic items cost Skill Points to attune to.
They offer unique and strange abilities.
While not attuned to the item you do not benefit
Magic items can’t be bought as easily as other items from its effects. Anyone who pays the Skill Point cost
or equipment, and their prices vary wildly merchant is attuned to the item and can use it.
to merchant and item to item.
Equipping
Magic items have a type based on where it’s worn or
equipped. Two items of the same type can’t be worn
at the same time unless it makes sense. You can’t
wear two helmets, two pairs of boots, or two cloaks,
but a magic item in each hand is fine.
Rings are the only exception to the above rule. You
can wear as many rings as you want to.

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4

Magic Item List


“ ”
Well, if I’m right about these runes, this either gives you a dragon’s fire breathing, or it
continually lights you on fire… Who wants to try on the helmet first?! Any takers?

Aladaclese Arm Guard Anna’s Horn


Shield • Trinket/Instrument • 3 Skill Points

A gladiator beloved by the emperor and hated by the Anna was a bard that abandoned the civilized world
crowd. His fighting style was obscene but effective. to form a deeper connection to nature’s beauty.

9 This can come in the form of any Shield. 9 This horn counts as a musical instrument.
9 When you get 1 or fewer successes with a 9 Once per level you can blow this horn to
melee attack this shield launches a poison dagger summon 3D6 Gorillas.
from the Fey dealing 1D6 + half your current 9 Gorillas are beast size Medium.
Armor as Poison damage to the target. Speed 5. Dodge 0. Armor 0. Stamina 10.
9 Gorillas have a collective pool of +1 Actions per
gorilla that any of them can use, and the
Angate’s Greaves following attack: 1 Action. Melee. +3 to hit. Target
Boots • 2 Skill Points takes 2D8 Crushing damage.

Angate was a legendary pit fighter who found a way 9 Gorillas act on your turn, will follow your
to fuse Elemental rites into his combat technique. orders, and you control them in combat. They
lasts until the end of the scene.
9 When you make 2 attacks with Unarmed type
weapons in a turn, or when you make a Swift
Attack with an Unarmed type weapon, after the
attack you kick the target twice.

First kick deals 1D12 Stone, and the second kick Astruss Amulet
pushes the target back 2 spaces. Each kick is Amulet •
treated as a 1 success attack for Dodge.
Astruss was a ruler who believed that no one they
ruled over should be asked to do something they
themselves were not willing to do.

Archon’s Ring 9 When you roll a 12 on any dice the next ally to
Ring • 3 Skill Points act in the scene adds +1D6 to their next roll.
A ring made of thick silver with a gem that holds
If they perform the same skill check or action as
magic blue sparks within.
you when you rolled the 12, they instead add
+1D12 to their roll.
9 Your rolls that would give negative successes
instead give 2. Your rolls that would give
3 successes instead give 4.

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4
Belt of Endless Items
Belt •
Basilisk Fang
Wand • 2 Skill Points First owned by a legendary rogue, then a forgetful
wizard, and finally a shape shifting healer.
Even long dead the beast’s fangs still bleed toxins.
9 This belt is covered in different sized pouches.
9 Take 1D4 Poison at the start of your turn while Twice per rest you can reach into a pouch and roll
this is on hand. At the end of your turn you may on the table below for what’s inside.
add +1D4 Poison to this start of turn damage until
the end of the scene. D20 ITEM

9 While on hand, you are immune to Immobile, 1 Abacus and a pound of sand in a bag.
and you take no damage from any ability that
would give you that status. 2 3 square yards of silk worth 100s per yard.
9 Once per turn. 1 Action. Range 6. This ability 3
Ball of light that when thrown creates a 10ft
ignores Dodge and Armor. Deal Poison damage to high, 5ft wide iron door. Key inside the lock.
the target equal to X times this wand’s start of
4 Manacles and a random lit torch.
turn damage where X is successes rolled.
5 Ornate 100 page blank book worth 50s.

6 10 small gems each worth 100s


Basilisk Eye
Weapon • 3 Skill Points Lyre and a live mouse trained to follow simple
7
commands and objectives.
It’s not the poison fangs or the massive size you need
to worry about. It’s the endless gaze of the beast that 8 Steel hand mirror and laser pointer.
has been the ruin of countless soldiers.
9 30 ft tall wooden ladder.
9 This can come in the form of any weapon. 10 Disguise kit and 600 fake silver coins.
9 While you have this on hand -1 Speed, and take
1D4 Stone at the start of your turn. At the end of 11 A riding horse with saddle bags.
your turn you may add +1D4 Stone to this start of
turn damage until the end of the scene. Dice set, playing cards, and a Revolver with a
12
single Masterwork round loaded.
9 This weapon deals +1D12 Stone.
13 1 day extravagant rations for 8 people.
9 When an attack is made with this weapon, for
every 1 rolled on a damage dice, the target loses 1 14 4 Nature’s Bounty potions.
Speed until the end of the scene. Increase both of
these effects by +1 each time you increase the Magnifying glass and enough wood and
15
start of turn damage (1 to 2 or less, 2 or less to 3 or screws to assemble a simple table.
less, -1 Speed to -2 Speed, etc). 16 Rowboat (12ft long) and 2 paddles.
9 If this weapon hits a target with 0 Speed,
instead of the above effect add this weapons start 17 Portable Ram.
of turn damage to the damage of the attack. Bomb worth 600s that deals 3D6 Fire damage
18
in a 5 x 5 space area. Bomb ignores Dodge.
Glass cutter and a ball of light that creates a
19
5ft by 5ft thick glass window when thrown.
20 Reroll twice and take both results.
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4

Blessed Parrow’s Blade Brakon’s Resolve


Weapon • 2 Skill Points Belt • 2 Skill Points

Parrow was a priest and master smith. A pillar of A legendary knight who could have lived a carefree
their community until their secret was discovered. noble’s life but chose to fight on the front lines.

9 This can come in the form of any melee 9 The first two times you Brace Armor in a scene
weapon. you gain +1 Armor after paying the Armor cost.
9 Once per rest as a free action the handle digs 9 You may Brace Armor to reroll any roll you just
into your hand with vampire fangs. Choose one made instead of the normal Brace Armor effect.
of the following effects for your next attack:
h Heal Stamina equal to damage done.
h Apply Bleed to the target until the end of the
scene. Bleed deals 1D6 Piercing at the start of
their turn. Brenda’s Beaker
Wand • 1 Skill Points

Lead to gold is a fool’s game. There are better ways


to make all the gold you’ll ever need.
Blind God’s Third Eye
Trinket • 3 Skill Points 9 +10 maximum MP.
They say the god of fate was killed by heroes long 9 When you or an ally in the scene use a Potion
ago. They say its body was cut up, and spread across you may spend 20 MP to refill it.
every star in the sky. All to guarantee fate would
never again hold power over mortal lives.

9 At the start of a day roll 6D12 and keep 3 of the Brother’s Bindings
results. You may spend each one once to replace Ring • 4 Skill Points
any D12s you roll that day with a D12 you kept.
A pair of swirling gold and silver rings worn by twin
9 Up to 3 times a day, when you roll a 3 or lower brothers Samuel and Dekanos; Expert scholar and
on a dice, you will see a vision of yourself dying in master hunter respectively.
various ways and take 1D12 Chaos damage.
9 This is a pair of rings and the Attune cost can
be split between the two people using them. Only
2 people can Attune to these items at a time.
Bracers of Might 9 The two people wearing these rings use the
Bracer • 1 Skill Points
highest bonuses and ranks either one has for all
A weapon is only as powerful as the person using it. skills and skill checks. They gain the abilities
those skill ranks give as well.
9 You have the strength of twenty men, two
ogres, or a young dragon. +3 to Brawn checks.
9 Add your Brawn rank to all damage you deal.
9 When you push a target you move them +1
space per rank you have in Brawn.

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4

Caltrigon’s Bullet of Holding Death’s Wedding Ring


Ammunition • 3 Skill Points Ring • 3 Skill Points

It’s much easier to shoot a bullet at someone than A gift from Death herself to the first and only mortal
throw a boulder at them, but it’s far less satisfying. she ever fell in love with.

9 This can come in the form of any ammo. 9 While wearing this ring you do not age, and
are Immune to Poison and Necrotic damage.
9 This ammo regenerates and reappears in your
bags at the end of each scene you use it. 9 Once Attuned, this ring glows with a rose red
light. If you would die with the ring on, the glow
9 During any rest this ammo can be opened like fades, and your death will be delayed 1 day. You
a backpack. Inside all the ammo is linked to an
extra dimensional space that can hold up to 5 have until the end of that extra day to spend 9
item space of items. Skill Points to pull yourself back to life, or
resurrect yourself by other means.
9 For every 1 filled item space this ammo gains +1
to hit and damage. 9 If you fail to resurrect, your max Stamina is set
to 1 and you die the moment you take the ring off.
9 On a Critical Hit everything inside this ammo If you pay the cost, or resurrect by other means,
is destroyed, and the attack gains +1D10 Crushing your max Stamina is increased by 12.
for every filled item space it had.

Daro’s Cloak Clarity Shield


Cloak • 1 Skill Points Shield • 1 Skill Points

Daro would stop at nothing to see what was just A shield made of unknowable material that when
beyond the next horizon. held to the light appears to be made of clear glass.

9 When you spend Dodge you may take a free 9 This can come in the form of any shield.
Move action that does not trigger Swift Attacks. 9 Once per rest you can clear all status effects
from yourself. Refresh this ability use when you
are hit by a Critical Hit.
Colossus Hero Armor
Armor • 3 Skill Points

Armor of the first legendary Colossus. Every story Dwarven Assassin Dagger
describes them as larger than life with endless mercy Dagger • 3 Skill Points

A dagger made to transfer the raw power of a Dwarf


9 This can come in the form of any armor. forge directly into the back of an enemy.
9 While wearing this become size Large (2 by 2).
9 When you drop to 10 or less Stamina become 9 This can come in the form of any dagger.
size Giant (3 by 3) until the end of the scene. 9 +1D6 Fire damage. Sneak attacks with this
9 While Giant gain the effects of Large, -1 Dodge, weapon deal an additional +3D6 Fire damage.
+20 max Stamina, heal 1D4 Stamina at the start 9 Critical Hits with this weapon set the target on
and end of your turns, and attacks you make deal fire until the end of the scene. They take 1D6 Fire
half damage to everyone in the 3 by 3 area around damage at the start of their turn. Stacks.
your target on a hit or miss.

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4

Eon’s Flask of Knowledge Fanofonaf’s Fiddle


Trinket • 2 Skill Points Trinket/Instrument • 2 Skill Points

Eon was considered the most brilliant mind in the Fanofonaf the Frantic Fiddler famed for fabulous
Elven court by everyone whose opinion mattered. footwork and foolish feats of festive fancy died
suddenly mid performance. It’s funny though, no
9 This flask is filled with a strong liquor that one noticed until the drinking ended. They say he
magically refills with 4 chugs each morning. was still playing for hours after he hit the ground.
9 A chug can be consumed to grant yourself +1
success to the next knowledge skill check you 9 This fiddle counts as a musical instrument.
make, or grant yourself +3 successes to the next 9 While you’re at 0 Stamina in a scene, instead
Bluff check you make. of skipping your turn, the actions you took on
your last turn are repeated without having to
meet any requirements or costs for them.
Explorer’s Cloak
Cloak • 2 Skill Points

Made for those who bravely travel strange worlds.


Floating Archon
Helm • 2 Skill Points
9 +1 Armor.
9 While wearing this cloak you ignore the effects A living light from a world where thoughts are real,
of the first 2 stacks of Fatigue you have. concepts are solid, and solid objects are mist and fog.

9 This sassy ball of light orbits around your head


Extending Staff giving out 30ft of bright light, +2 Armor, deals
Staff • 1 Skill Points 1D4 Chaos damage to everyone who Dodges your
attacks, and tells you to do what it thinks is the
Crafted by the rhino king as a gift to the forest lord.
most kind or selfless thing in all situations.

9 This can come in the form of any staff.


9 Three times per rest you can extend this staff
up to 20ft longer. This weapon gains +4 space of Fractal Potion Belt
Reach for its next attack. If aimed at the ground, Belt • 1 Skill Points
it instead launches the user 40ft into the air.
These belt pockets seem to keep going forever.

Fang of the Viper 9 This has 4 pockets for Potions, and can only
Gloves • 3 Skill Points
hold Potions. Each pocket can hold an infinite
A cursed pair of gloves made from poison monsters, amount of 1 kind of Potion.
designed by a traitor, and crafted by dying men. 9 Once per rest as a free action you can pull out
and use a free copy of a potion on this belt. This
9 All your attacks and abilities deal no damage copy does not consume a Potion you’ve stored.
and instead apply X Viper’s Lament where X is
the amount of damage it would have done.
9 Viper’s Lament deals damage equal to its value
at the start of their turn and then reduces by 1.

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4

Gemstone Armor Guardian Wand


Armor • 3 Skill Points Wand • 1 Skill Points

This was created by the master smiths of the eight In the days before the old world magic was more free
Dwarven families to represent their eternal unity. and more true. These wands were made from the
trees that took root in natural pools of liquid magic.
9 This can come in the form of any armor.
9 This armor has a slot in it for each type of gem. 9 +10 maximum MP.
It gains a bonus effect for each gem installed into 9 When an ally in the scene Braces Armor you
this armor. Inserting or removing a gem from this can spend 10 MP to make it cost no Armor.
armor takes a short or long rest. Cut all effects in
half if the gem is not large or high clarity.
h White: +2 Initiative. Harriet’s Mirror
Trinket •
h Green: +2 Speed.
h Yellow: Once per rest grant anyone in the A non reflective hand mirror with a swirling vortex.
scene 2 stacks of Stun on their next turn.
h Blue: +2 rerolls at the start of every day. 9 When broken this mirror self repairs after a
h Red: At the start of your turn either heal 2D4 short or long rest.
Stamina to yourself or an adjacent ally, or
deal 2D4 Fire damage to an adjacent enemy. 9 Once per rest this mirror can be broken to
h Purple: Gain 2 more uses of all of your cause a rainstorm in a 12 mile radius for an hour,
ancestry abilities. or until the mirror is repaired.
h Black: +20 maximum Stamina. 9 Everyone in the rainstorm treats all dice that
h Diamonds: +2 Critical Hit Threshold. Choose roll their highest side as rolling a 1 instead.
2 Skills, +1 success to all checks with them.

Havdri’s Amulet
Gronko’s Gloves Amulet •
Gloves • 3 Skill Points
Havdri was the miner who dug into the first fallen
Gronko was a goblin king who cheated his way to star. He listened to the star’s instructions, made
the top by fighting as dirty as possible. His reign was amulets out of it, and gave them away for free.
short, and his closest friends cut his arms off. They
turned them into gloves all future kings would be 9 While wearing this amulet you see the world
forced to wear as a warning and a threat. the way a Cypher sees it (Enhanced Vision).
9 Once per rest as a free action you can squeeze
9 After you make an attack with an improvised the amulet to gain one of the following effects:
weapon these gloves create a handful of sand and
throw it into the eyes of everyone hit. Targets
h Grant Enhanced Vision to up to 4 others until
the end of the scene.
gain Blind on their next roll.
h Release a light giving Blind to everyone within
2 spaces of you on their next turn.
9 When you Critical Hit with an improvised
weapon everyone hit by it also gains Stun on their h Reroll all dice from any roll you just made.
next turn. h Force someone else to reroll up to 2 dice.
h You may pay 10 Stamina, choose another
effect, and refresh this ability use.

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4

Heart of Ice Icarus Boots


Trinket • 2 Skill Points Boots • 2 Skill Points

It hums with the rhythm of the Elemental Chaos. Icarus was the first man to fight the sky gods and
With each beat it reshapes the world. strike at them in the name of revenge.

9 While this is on hand ice quickly grows out of 9 You have a Fly Speed equal to your Speed.
it and encases your hand up to your wrist. Attacks you make against flying targets deal Holy
-1 Dodge and +3 Armor. damage and ignore Resistance and Immunity.
9 When hit by an attack you also take 8 Cold and
everyone within 3 spaces of you takes 3D6 Cold.
9 You can spend 1 Action to strike the heart Ifrivar’s Alignment
yourself to trigger the above effect. Trinket •
9 At the end of your turn, if you did not move, A glass sphere filled with ever shifting concentric
the heart pulses and deals 2D8 Cold to you and rings. When activated they form a magical lens.
everyone within 3 spaces.
9 Once per day this orb can be activated to let
you see what happened in the area you’re in up to
Hilda’s Iron Bracers 1 week ago. What you see through the lens is a
Bracer • 1 Skill Points perfect recreation of the most interesting or
chaotic things that happened in that week.
A legendary Dwarf commander known for her
strategic mind and impossible flanks. 9 You may specify a name when activating this
to have the lens show you exactly what the
9 When you push or pull a target, you may push person did when they were in the area.
or pull all enemies or allies in the scene an equal
number of spaces.
9 When you’re hit by a ranged attack you may let Inmar’s Shield
it ignore your Armor to then reflect an equal Shield • 3 Skill Points
amount of damage back to the attacker.
You can’t see faith. You can’t hold it or point to it…
and yet if you have it you know it. You can feel it.
Hungering Hilt
Weapon • 3 Skill Points 9 This can come in the form of any shield.
9 Once on hand this shield turns completely
A jewel encrusted hilt that glows a faint blue. invisible, weightless, and no longer takes any
hands to use. You still receive all effects of the
9 This is a Sword type weapon that deals -2 shield being on hand, and if its destroyed it
damage and can’t Critical Hit. reforms at the end of the scene.
9 This hilt can consume other melee weapons. 9 If you are hit twice in 1 turn the shield becomes
Once it consumes at least 1 weapon it can Crit. visible for a moment and lets out a burst of light
9 For each unique melee weapon this consumes dealing 2D10 Holy to everyone adjacent to you.
it gains 1 property from the weapon, its weapon
type, and +1D6 damage on a Critical Hit.

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4

Invisibility Cloak Justice


Cloak • 3 Skill Points Helm • 3 Skill Points

You can’t fight it, outlast it, or make a deal with it… A radiant iron helmet designed by demons. They
but perhaps you can hide from it. have a very effective definition of what justice is.

9 While the hood of this cloak is down it looks 9 While wearing this half of all damage you take
like a brown cheap cloak. When the hood is is reflected back at the person who dealt it to you
pulled over your head you and everything you’re as Holy damage.
wearing turn completely invisible.
9 If you are hit by a Critical Hit then the full
9 +3 Successes to Stealth checks while invisible. damage is reflected instead.
9 While invisible you can brush past and bump
into people without revealing yourself. Once you Karma’s Investment
attempt a skill check, damage, or interact with Ring • 3 Skill Points
someone they can see through your invisibility.
Everything is a resource to be exploited. Everything.

9 When you are damaged by an enemy you gain


Invisible Dagger silver coins equal to the damage you take.
Weapon • 2 Skill Points

Gift from two drifters meant to be the emperors new King’s Former Life
blade. He refused it thinking it an obvious scam. Bracer • 2 Skill Points

A pair of heavy rings made of unrefined gold. Used


9 This can come in the form of any Dagger.
by countless thieves and brutes across the ages.
9 +2 to hit
9 This dagger is invisible to everyone except 9 -1 Speed. +1D8 damage with all scene attacks.
those attuned to it. After it’s thrown, or left alone
9 During any short or long rest the penalty can
for 5 minutes, it will return to its owner. It avoids be increased to up to your Speed to increase the
hitting anything on its way back. damage bonus by +1D8 per Speed sacrificed.

Last Words
Gloves • 3 Skill Points
Jewel Thief’s Vest
Armor • 4 Skill Points Created by a mage who wanted nothing more than
to hear their lover’s voice one last time.
Some things can’t be stolen without two people.
9 While wearing these gloves you can commune
9 This can come in the form of any armor. with the dead. Anyone dead that you’re holding
9 -1 Speed can talk, but they can’t move or act otherwise.
9 You have 2 additional magic arms coming out 9 They will be able to answer 3 questions, or talk
of the armor just below your arms. You have full for up to 5 minutes in place of a question (15 min
control over the 2 additional arms. This allows total). After this they fade back to death, and the
you to have +2 hands worth of things on hand. gloves will not work on them again.

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4

Lightbound Bow Luck Siphon


Weapon • 2 Skill Points Amulet •

Harness the light of stars to strike down those who It’s not the blade on your hip I’m worried about. It’s
dare stand against you. that smile on your face.

9 This can come in the form of any bow. 9 This amulet has 0 charges and resets to 0 at
the start of each day. It gains one charge when
9 If you pull the bowstring back without using any dice rolls a 1, a skill check is failed, or an ally
ammo an arrow made of starlight will appear
ready to fire. Arrow deals +2D6 Arcane Fire. takes 10 or more damage in one attack.

9 If you pull the bowstring back while using 9 For every 5 charges you have +1 to all rolls.
ammo the attack gains +1D4 Arcane Fire. 9 You can expend 2 charges to reroll any 1 dice.
9 This weapon can be struck against a hard 9 You can spend 2 Skill Points at any time to gain
surface 3 times per day to have it emit 60ft of 10 charges instantly, and give this amulet +1
sunlight until it is struck against a surface again. charges at the start of the day permanently.

Lola’s Locket
Amulet • Merchant’s Ring
Ring •
A gift given to the most exceptional artist of his time
It’s important to know everything you can about the
and father to the greatest mage in history.
people you do business with.
9 +1 success to Perform checks related to 9 When holding a coin or any currency between
drawing, painting, sculpting, writing, or any
your fingers you get visions of the last time it was
other form of physical art.
exchanged, and learn with who and for what.
9 You can paint and write in the air in all colors
and textures. If left alone for an hour the drawing
will fade to dust or fall to the ground as a solid
object, whichever you prefer. Mimic Mirror
Trinket •

A simple silver mirror that seems to reflect the face of


Lowel’s Lucky Lockpicks someone else back at you.
Trinket • 1 Skill Points

The worst thief in history who only managed to steal 9 This is a small handheld mirror with a silver
anything because of a spell he stole from a drunk. ornate handle. The mirror is always polished.
9 On command you can have the mirror imprint
9 +2 Speed. the face of the person looking into it. The mirror
9 Your bonus to Streetwise, Finesse, and Stealth only remembers one face at a time.
checks is equal to your highest bonus among
9 On command you can have the mirror show
those three skills. you the imprinted face and swap your current
9 When you fail a skill check double this item’s face with the imprinted one. Your face is stored in
Speed bonus for 1 minute (10 rounds). the mirror and can be overwritten.

129
4

Miser Spellbook Murko’s Mirror Shield


Trinket/Spellbook • 3 Skill Points Shield • 2 Skill Points

Magic doesn’t grow on trees! You should only use it Is dragon’s fire hot enough to burn a dragon?
as a last resort and only the amount necessary.
9 This can come in the form of any shield. If this
9 +10 max MP. This counts as a Book implement. shield is destroyed it reforms after the scene.
9 If at the end of a scene you have more than half 9 Once per rest after damage is rolled for an
your max MP, then restore Stamina equal to 10% attack hitting you, you may take no damage and
of your max MP. reflect all damage that would have taken back to
the attacker instead.
9 If you are within 10 MP of your max at the end
of a combat scene where you spent MP , increase
this item’s MP bonus permanently by +1 Nilmer’s Spectacles
Helm •

Mizim’s Nail Nilmer is not the name of the legendary hero who
Trinket • found eternal youth. It’s the name of his blind horse.

A black nail about a foot long pulled from the Fey. 9 While wearing these glasses you are immune
Made of unknowable metal from beyond reality. to the Blind status, and can see up to 10ft through
solid objects and walls.
9 This is as thick as a fist and flat on all sides.
When driven into the ground over a shadow it
makes the person/object casting the shadow Orb of Violent Reach
Trinket/Orb • 3 Skill Points
Immobile. They are bound to that spot until the
nail or the shadow is removed. Nothing is impossible with the right application of
9 If the nail is pushed all the way into the earth tremendous amounts of arcana.
the nailed shadow is eaten by the nail forever.
The person/object will never cast a shadow again. 9 +30 max MP. This counts as an Orb implement
9 Anyone or anything that lost its shadow to the 9 Once per rest as a free action you can empower
nail can never go above half their max MP, deals yourself or an ally in the scene with: The next
double damage with any ability that costs MP, melee attack or ability hits everyone in a Cone 6
and has -15 maximum Stamina. instead of its normal range.

9 They also gain the ability Pulled to the Fey.

Pulled to the Fey


Free Action • Once per Rest

Until the end of your next turn you turn into a


completely flat shadow of yourself on the ground.
While you’re a shadow your attacks and abilities
ignore Armor. You can slip through any opening,
doorway, wall, or solid object that’s not air tight.
Outside of combat this ability lasts 1 minute. Area Hit (21 total spaces)
Source

130
4

Pankanon’s Compass Prometheus Gloves


Trinket • 3 Skill Points Gloves • 2 Skill Points

Dread pirate Pankanon looted every coin in the Prometheus was the first Dwarf forge master. He
Golden City of Sin after it was lost below the waves. betrayed the families by giving the gift of metallurgy
They even tried to rob death at gunpoint. to humans, and they punished him for all eternity.

9 This compass always point to what you desire 9 All melee attacks you make deal Fire damage
most in the world. instead of any other damage type.
9 You can treat all allies and enemies within 2 9 Twice per rest as a free action you can fire off a
spaces as providing you Cover. When you benefit Prometheus Flame from the glove. Range 10.
from Cover, everyone within 2 spaces of you takes Ignores Dodge. Deal 2D6 Fire to the target and
the same reduced ranged damage you do. everyone within 2 spaces of them.

Pendraka’s Liquid Weapon Prosperity’s Spear


Weapon • Weapon • 3 Skill Points

A blue liquid that swirls inside its bottle. When A weapon designed to torment a noble with a simple
poured out it instantly forms a weapon. question: Your money or your life?

9 This can come in the form of any weapon, or as 9 This can come in the form of any spear.
a white colored blank potion. The color changes
to blue once a weapon is bound to it.
9 +2D12 Holy damage.
9 When you attack with this weapon either take
9 +1D8 Arcane damage. 10 Chaos damage, or have 100 silver on your
9 When uncorked the liquid inside forms the person turn to sand. If the spear is thrown, then
weapon its bound to. If blank it can be poured after the attack it reappears in your hand.
over a weapon which it will consume, bind, and
the liquid will then jump back into the bottle.
9 If consumed the drinker will have their hands
transformed into the bound weapon. Lasts until Queen’s Cloak
Cloak • 2 Skill Points
the end of the scene or until a short or long rest.
Potion will then be vomited out of the drinker The first queen of the ancient empire was chosen by
and travel back into its bottle. the whispers. A peasant with no bloodline worth
speaking of, her loyalties were never in question.

9 +1 success to all social skill checks. Double this


bonus when dealing with royalty or nobility.
Ring of Fey Defiance
Ring • 4 Skill Points 9 Once per rest when an attack or ability hits
you, you may say “No” to have the attack
The Fey like to play tricks on everyone, even reality. completely negated, and have the attacker
pushed up to 6 spaces away.
9 While wearing this ring swap your Dodge and
Armor values.

131
4

Ring of Midnight Shawn Kadin’s Blade


Ring • Weapon • 3 Skill Points

A black iron band with an even darker inlaid gem. A knight of holy order. Born into poverty they
worked their way into a good life. He lived among
9 At midnight for 1 minute all skill checks you nobles, but never turned his back on his past.
make are treated as having rolled a 12.
9 This can come in the form of any dagger.
9 +Holy damage equal to your current Armor.
Ring of Ogres
Ring • 3 Skill Points 9 When this weapon Critical Hits heal 1D10
Stamina to yourself.
You could call an Ogre a lot of things. Filthy, stupid,
ugly, fat, useless… I could call them that too but I
9 Once per rest as a free action you can channel
divine power into this making your next attack
like my head still being attached to the rest of me.
restore Armor equal to number of successes.

9 +20 maximum Stamina.


Skeleton Key
9 The first time you drop to half max Stamina in Trinket •
a scene gain +1D12 damage to all attacks for the
rest of the scene. Made from skeletons for skeletons by skeletons.

9 This key can unlock any lock. You take Chaos


Ring of Stored Power damage equal to 12 + the number of successes the
Ring • 2 Skill Points lock would have taken to open.

A swirling vortex of stars trapped in a round ruby.


Skeleton King’s Arm
Wand • 2 Skill Points
9 You can store any fighting style resource in this
ring up to half your max (MP, AP, Dice Pool dice, Eternally watching over a long dead court, the one
Deft Ire, and Brutal Ire are fighting style resources). armed king rules with a malice filled smile.
9 The resource stays stored until used. It can be
used to pay for anything that require that 9 +10 maximum MP.
resource. Stored dice pool dice are always D6 9 Once per rest. 1 Action. Range 12. Arcana skill
dice. Refills when you take a long rest. check to hit. One target per success takes 2D4
Necrotic. This does +1D4 damage for everyone in
the scene at 0 Stamina.
Salordri’s Sword
Wand • 2 Skill Points
Snake Charmer
When you think about it, the only real difference Bracer • 2 Skill Points
between a sword and a wand is a whetstone. Simple bracers carved in the form of two snakes
coiled around your arms.
9 +10 max MP. Your attacks that cost MP deal
Piercing damage in addition to its other types.
9 When you make a melee attack 2 snakes coil
9 Brace Armor does not work on Piercing out and deal 2D6 Poison to a target of your choice
damage you deal. within 2 spaces of you (Ignores Dodge).

132
4

Spider Boots Stormcaller


Boots • 1 Skill Points Weapon • 3 Skill Points

Gravity is really more of a guideline than a rule. Forged when a warrior screamed at the sky in pure
rage, and the sky retaliated. It tried to strike the
9 You can walk on walls, ceilings or any other warrior down only to be met with their blade.
surface at full Speed. You stay attached ignoring
the effects of gravity as long as one boot remains 9 This can come in the form of any weapon.
attached to the surface.
9 Critical Hit Threshold increased by 1. When
you land a Critical Hit storm clouds form above
you in a 12 mile radius, and rain starts for an hour.
Staff of Portent
Weapon • 1 Skill Points A second Crit in the area will intensify the clouds
to a rainstorm that lasts 2 hours. A third turns it
Made from the wood of fortune telling trees. into a 4 hour thunderstorm. Additional Critical
Hits extend the storm by 1 hour.
9 This can come in the form of any staff. 9 If you are outside or the sky is visible during
9 +20 maximum MP. the thunderstorm, then when you Crit a storm
bolt strikes a random enemy in the scene dealing
9 When you make a prediction lightning strikes
in the distance. The more ominous or specific the 2D12 Electric.
prediction the longer and louder the strike is.

Striker’s Ring
Star Bottle Ring • 3 Skill Points
Trinket •
In the chaos of a siege, master archer Striker lost
A glass bottle with a flip lid. Used in old times to their bow in the eye of a cyclops. They had to make
warn of the coming of an empire warship. due with arrows alone.

9 If held up and viewed from the right angle this 9 At the end of your turn you can throw 1 piece of
bottle can appear to catch a star or the sun inside. ammo up to 6 spaces. The throw acts as if it was a
If the lid is then closed it traps the light and rips 1 success attack dealing 5 + ammo damage.
the star or sun from the sky making it disappear.
It reappears in the sky after an hour. 9 If you made 2 ranged attacks this turn instead
treat it as a 2 success attack.
9 This bottle will float and follow you providing
180ft of sunlight. The light stays inside for 1 hour.

Sunderer
Steel Soul Ring Weapon • 3 Skill Points
Ring • 3 Skill Points
Creator’s tool used to split the earth from the sky.
A machine’s spirit coiled, shaped, and decorated.
9 This can come in the form of any hammer.
9 +1 Armor
9 On 1 or fewer successes you sunder the air near
9 Your Critical Hits restore 1 Armor to yourself the target pushing them up to 3 spaces. Every
and up to 2 allies in the scene. space you don’t push them they take 1D10 Stone.

133
4

Swirling Waters Uar’s Limbs


Weapon • 3 Skill Points Shield • 2 Skill Points

This is a solid sword made of water. Created to prove Uar was a traveling healer who retired to meditate
the theory of a Vendris smith who watched a river in the forest home of his ancestors. He stayed still for
cut its way through a mountain. so long that a tree grew around him.

9 This can come in the form of any weapon. 9 This can come in the form of any shield. The
shield is made entirely of wood. If ever destroyed
9 +1D6 Cold damage. it regrows itself at the end of the scene.
9 When you get 1 or fewer success with an attack
this weapon leaves a trail of water that rushes to 9 If you don’t move during your turn then at the
the nearest enemy in the scene dealing 1D8 Cold. end of your turn gain 1 Treelife as roots start
spreading from the shield. Treelife lasts until the
9 Once per day as a free action this weapon can end of the scene.
overflow creating 30 cubic feet of fresh water.
9 At the end of your turn heal X Stamina to up to
9 Once per rest. 1 Action. You spin this weapon in X allies within X spaces of you where X is the
the air around you granting you Cover until the amount of Treelife you have.
end of your next turn. When this effect ends the
water burst dealing 2D10 Cold to all adjacent. 9 If Treelife is 3 or higher you are Slow. If 6 or
higher you are Immobile. If at 12 you die to
suffocation as your body is encased in a tree.

Trader’s Defense 9 When you start your turn Slow or Immobile


Belt • you gain +1 Treelife.

No amount of coin will save you from death. Well, 9 You can spend 1 Action to remove half your
Treelife. You may remove 1 Treelife every time you
at least that’s what I tell people.
take a Move action.
9 You take 10 times normal damage from all
sources. All attacks and abilities which target you Warlord’s Horn
ignore your Dodge and Armor. Trinket • 2 Skill Points
9 When you would take damage, instead that Gifted to a warrior king by a Minotaur tribe in
much silver on your person turns to sand. If there
exchange for his protection and secrecy.
is no silver on you, take damage as normal.
9 Once per day you can blow the horn and
summon a massive feast that could feed an army
Truesight Glasses of hungry soldiers. The feast comes with its own
Helm • 3 Skill Points long tables and 40 chairs. After an hour the
remaining feast, tables, and chairs disappear.
The lenses are made from the dreams of ghosts.
9 Counts as an extravagant meal, and grants +2
9 Your attacks ignore Armor, and you ignore all additional rerolls on top.
forms of invisibility. 9 Once per day as a free action you can blow the
9 These glasses grant you normal sight for your horn and grant yourself and allies who can hear
ancestry even if you do not have eyes, and you see you +5 Armor until the end of your next turn. You
ghosts everywhere. can active this during anyone’s turn.

134
4

Fire Axe Vortex Blade


Weapon • 2 Skill Points Weapon • 3 Skill Points

Used by every fire fighter during the Elemental War. Rune magic is a lost art, but the tools forged by the
old rune smiths are still unmatched.
9 This can come in the form of any axe.
9 +1D4 Fire damage. 9 This can come in the form of any weapon.
9 This weapon ignores Resistance and Immunity 9 +1D4 Sonic. When you deal Sonic damage a
to Fire, and deals double damage to anything glowing rune lights up on this until the end of the
with Resist to, Immune to, or made of, Fire. scene. Has 6 rune slots.

9 On Critical Hit target is ignited taking 1D6 Fire 9 For every 2 glowing runes this weapon deals
at the start of their turn until the end of the scene +2D4 Sonic. If all 6 runes are glowing then the
next attack made with this weapon turns off all
the runes, ignores Dodge, and pushes the target
12 spaces

Wand of Rika’s Teleport 9 If pushed into a wall or solid object their move
Wand • 1 Skill Points ends, and they take 1D10 Crushing for every space
they did not move.
Rika was world renowned for two things; her
inability to hold her liquor, and her awful singing
voice. She also invented teleportation magic.
Wall’s Blast Shield
9 +10 maximum MP. -2 success to all Perform Shield • 2 Skill Points
checks related to music or singing.
Built by a Cypher found inside the walls of a bank
9 Once per rest when you spend MP you can during a heist. His primary weapon was grenades.
teleport yourself and up to 5 other allies up to X
feet where X is the MP cost you paid.
9 This can come in the form of any shield. If
destroyed this shield reforms at end of scene.
9 This shield has 2 modes that can be switched
between during any short or long rest.
Waterlord’s Armor h Blast Mode (ignores Dodge)
Armor • 3 Skill Points -1 Armor. When an attack hits you, deal 2D6
Fire to all adjacent.
No man has ever fought the sea and won. h Shield Mode (ignores Dodge)
+1 Armor. Once per rest when you are hit by
9 This can come in the form of any armor. an attack, you may toss your shield at the
attacker dealing 6D6 Fire to the target and all
9 While wearing this you become sentient living enemies within 3 spaces of them. The shield
water. You can breathe underwater and walk on returns to you at the end of the current turn.
water without issue. In combat you occupy 0
spaces and be in the same space as others.
9 Anyone who starts their turn, or takes an
action, in the space you’re in takes 1D12 Cold.
9 Your first 2 uses of Dodge in a scene are free.

135
4

Zenestra’s Alignment Rune Caster Gun


Trinket • 3 Skill Points Gun • 3 Skill Points

A glass sphere filled with ever shifting concentric A weapon favored by outlaws on every star. Its
rings. When activated they align to form a siphon. spinning barrel engraves bullets with rune magic.

9 Once per rest as a free action this can be 9 This can come in the form of any Gun.
activated to swap the current Stamina of any two
allies in the scene.
9 +30 maximum MP.
9 When you attack with this weapon, you may
9 Once per day this can be activated to swap the spend 10 MP and have the gun etch a rune onto
maximum Stamina of any two willing people the attack. Roll on the table below. You may
until the end of the day. instead spend 30 to etch 2 runes and roll twice.
9 Once per level this can be activated to swap
any two abilities between two willing people D8 RUNE
until the next level up. When an ability is White Lightning. Lightning bolts release
swapped in this way, change any non Action cost from the target damaging up to 5 enemies
the ability had into costing 12 Stamina. If the 1 nearest to them in the scene. Each bolt deal
ability required dice pool dice, use an appropriate 2D8 Electric damage.
number of D6 dice. Gold Flow. Attack deals an additional +2D12
damage. All damage of the attack is changed
2 to Arcane. If they Resists Arcane damage, treat
it as Immune to Arcane damage.
Red Sky. Attack gains Area 3 property. If the
Ring of Trapped Time
Ring • 3 Skill Points weapon already has the Area property, it gains
3
+3 to that property for this attack.
Xon was an old world Cypher engineer. He spent
Black Gravity. Attack pulls up to 8 targets of
200 years perfecting a way to stop the flow of time,
4 your choice in the scene adjacent to the target.
and another hundred building a device to store it.
Green Field. Targets damaged by this attack
9 Every time you get 1 or fewer success on a skill have their space, and all spaces within 2
check, every time you are hit by an attack, and spaces of them, turned into deadly terrain
every time you take a long rest the ring stores 1 5 until the end of the scene. Bolts of rock energy
second of time. shoot out of the ground dealing 2D6 Stone to
anyone entering or starting their turn in them.
9 Every time you complete an adventure and
level up the ring stores 10 seconds of time. Gold Time. Target’s Dodge is set to 0 until the
9 The ring can hold a maximum of 20 minutes. end of the scene, or until they are hit by a
6
ranged attack (whichever comes first).
9 Once per adventure as a free action the ring
can be activated to release its stored seconds and Pink Burst. After the attack, deal 3D6 Fire
freeze time for everyone except you. damage to all enemies within 3 spaces of you,
7
and then push them back 3 spaces.
9 Time freeze lasts up to the total amount of
time stored in the ring, and can only be stopped Blue Dragon. A dragon’s roar releases from
early at 10 second intervals. In combat every 10 8 the gun after shooting granting all enemies in
seconds used grants you an extra turn. the scene 1 stack of Stun on their next turn.

136
5

apter
Ch

tech items

Technology, unlike magic, can’t be understood. It’s wild, it’s unpredictable, it’s a black box

“ that does whatever it wants. Find the right piece of lost technology however, and you
could conquer the world. ”
Tech items are rare gear found during an adventure, Tech Level
or given as a reward for completing an adventure. All tech items have a Tech Level. The Tech Level is the
They offer direct and notable power increases. complexity of of the item. You can only use Tech
Tech items can’t be bought as easily as other items or Items with a total Tech Level that is equal to or less
equipment, and their prices vary wildly merchant to than twice your Technology Rank.
merchant and item to item.
Equipping
Tech items have a type based on where it’s worn or
equipped. Two items of the same type can’t be worn
at the same time unless it makes sense. You can’t
wear two helmets, two pairs of boots, or two cloaks,
but a tech item in each hand is fine.
Rings are the only exception to the above rule. You
can wear as many rings as you want to.

137
5

Tech Item List


“ ”
Even in the days of the old world people couldn’t understand what the whispers made them
build. They only understood how to use it, and that was enough to conquer the stars.

2nd Gift of Whispers 3rd Generation Force


TL2 Helm TL4 Gun (Shotgun)

When the whispers first began they were simple and Long, long ago, a farmer’s son is taken by whispers
careful. Their gifts were specific, meant for exactly and he began working on a new type of crossbow.
one person each.
9 Load: Bullet 9. Damage 3D6 Arcane.
9 This is a heavy crown made of tech. While Close Range: Variable. Range: Variable.
wearing it you take -2 successes to all Perception
and Bluff checks.
9 Properties: Multi-tool, Maul Mode, Star
Mode, Ray Mode, Two-Hand.
9 You may treat all Tech Items within 12 spaces h Multi-tool: This has 2 or more modes.
of you as if you had them on hand. You must still Swapping between modes costs 1 Action.
meet its requirements to use the item. h Maul Mode: When in this mode this gun fires
from the front and back. When you hit with
an attack, also hit up to 1 target behind you.
Close Range becomes 3, and Range becomes 9
h Sky Mode: When in this mode the back closes
turning this into a single focused beam. Close
Range becomes 4 - 6, and Range becomes 1 - 3
and 7 - 9. Damage changes to 4D8 Arcane
Origin of Technology h Ray Mode: When in this mode this folds in
half so both barrels fire together. Close Range
The ancient empire’s technology didn’t come from becomes 7 - 9, and Range becomes 1 - 6.
science, engineering, or ingenuity. Stars from Damage changes to 6D6 and the weapon
deals half damage on Critical Hits and outside
beyond the Abyss fell to the world and sought out of Close Range.
humans with a siren’s song.
The stars whispered designs into people’s minds
relentlessly. They would not stop until the person
built what the whispers asked of them. In the early
Abundance Engine
days it was common for a steam engine and laser TL1 Trinket
rifle to be invented on the same day.
Trying to manage supply lines for millions of troops
Technology is a black box to everyone. People don’t
across thousands of stars would be a nightmare
understand how it works; if they took it apart they
without this handy little black box.
wouldn’t be able to put it back together again, and
they’re probably not using it right.
9 Feed this device 10 of the same consumable
Technology is an eldritch entity that invaded this and it can create a nearly endless supply of them.
fantasy land. It has a mind of its own, had a plan,
and had the ancient empire not fallen it would
9 This device can only remember up to 5 items at
a time. It can generate up to 10 items a day from
have seen its final goal achieved.
any consumables it remembers.

138
5

AE Arm Exoskeleton Anti-Grav Engine


TL2 Bracer TL3 Boots

Human limbs are weak. The whispers have provided Rather than try to solve the complex problems of
us with the first steps to an upgrade. weight vs gravity, let’s just make the fuel weightless.

9 Two-Hand weapons you use deal an additional 9 +3 Speed. +1 success to Acrobatics checks. You
+1D12 damage. If you roll 12 on any damage dice have a Fly Speed equal to your Speed.
for an attack, add +1D12 damage to the attack.
9 Twice per rest you can overcharge the engine
and kick someone pushing them 30ft in any
AI Enhanced Voice direction and dealing 3D10 Crushing.
TL3 Amulet

This looks like any other jewelry, but the longer it’s
worn the more it burrows into the user’s thoughts. Assassin’s Sidearm
TL1 Gun (Any)

9 -1 success to all social skill checks. Ancient empire assassins knew it was easier to sneak
9 When you make a social skill check, or an ally a rock through a checkpoint than a rifle.
fails a social skill check, gain a stacking +2 to all
social skill checks until the end of the scene. 9 This can come in the form of any gun.
9 Properties: Imprint, Multi-tool, Gun Mode,
Analyzer Pen Mode, Watch Mode, Verse Chamber
TL5 Helm h Imprint: This gun can imprint 5 items/guns.
They can’t be larger than a Two-Hand gun.
This pair of glasses has a nearly complete numbered
h Multi-tool: This has 2 or more modes.
archive of all dangers, beasts, and monsters. Swapping between modes costs 1 Action.
h Gun Mode: This transforms into any gun it
9 +2 success to Perception checks. has imprinted.
9 When looking at any creature or enemy, you h Pen Mode: This transforms into a simple pen.
see an overlay display giving it a seemingly h Watch Mode: This transforms into a wrist
random but unique number. watch or pocket watch (your choice).

9 You will see name, basic information about its h Verse Chamber: This weapon can use all
ammo types, and gains +1D4 damage when
habitat, and a combat power rating from 0 to using ammo that matches the gun type.
several thousand. Power rating is random.
9 The rarer and more powerful the target, the
less data the display will have on them.
Broken Stopwatch
TL4 Trinket
Bauble
TL1 Trinket A working one would allow you to hold eternity in
every second. You would live without consequences.
It captures the minds of those around it, and like
moths to a flame they will follow it anywhere. 9 Once per rest this watch can be activated to
stop time for everyone except you for 10 seconds.
9 While on hand gain +2 Armor and all enemies In combat this is a free action and grants you or
will prioritize you in combat when possible. an ally of your choice an extra turn after this one.

139
5

Auto Turret Drone C-1184 Drive


TL1 Belt TL5 Bracer

Small enough to fit on a belt, and with infinite uses. A weapon from a time when duels determined the
Perfect tool for anyone traveling the ruins. fates of entire worlds.

9 This drone control module and factory is built 9 This device looks like a thick set of bracers
into a belt. If the drone is destroyed the belt can when closed. When activated it expands out into
create a new one after a short or long rest. a wide and narrow data tablet. On the tablet are 5
slots for small data drives to be placed. Once able
9 The drone has 3 carry load, Fly Speed equal to to summon armies, it has degraded and now only
your Speed, 10 Stamina, and can record up to 5
minutes of audio and play it back. creates holographic projections.

9 While the drone is active your attacks deal 9 Up to 5 times per rest, at 1 Action cost, you can
+1D8 Slashing. When you Critical Hit the drone roll on the table below to summon a hologram
heals you 1D8 Stamina. and gain the effect listed until end of scene. They
don’t occupy spaces and their effects stack.

Bubble Shield
TL3 Trinket D12 HOLOGRAM EFFECT
Warlock Knight: Allies restore 5 MP at the
Very similar to a grenade on the outside, and yet far 1
start of their turn.
more complex on the inside.
Shadow Dragon: Enemies take 1D8 Fire
2
damage at the start of their turn.
9 Once per rest. 1 Action. You throw this Silent Cleric: Allies heal 5 Stamina at the start
anywhere in the scene to create a 6 space x 6 3
of their turn.
space energy shield sphere. Lasts for 3 rounds.
Witch Knight: When an ally’s MP changes,
4
9 When the shield is created allies inside heal for deal that much damage to a random enemy.
15 Stamina, and gain 15 max Stamina until the Chained Exile: Does not take a use. Note this
end of the scene. 5 roll and roll again. If this is rolled 5 times in a
scene all enemies are reduced to 0 Stamina.
9 Allies in the shield have Cover. Enemies who
start their turn in the shield take 2D8 Electric. 6 Patient Strategist: Allies gain +2 to hit.

7 Furball: Allies gain +2 Dodge.


Camp Bubble
TL2 Trinket Trapmaster: When an effect triggers at the
8 start or end of someone’s turn, you may
A small silver bubble with a big red clicking button. trigger it an additional time.
Pillar of Hate: Enemies lose 1 Armor at the
9 5 minutes after pressing the button a fully start of their turn. This can reduce them to
9
prepared campsite deploys with 5 tents, a negative Armor. Negative Armor adds 3 times
campfire, and a shield that covers the campsite its value to all damage taken.
from weather and blocks sound from both sides. Pegasus: Enemies take 1D4 damage at the end
10
Campsite lasts for 8 hours / 1 long rest. of their turn for every space they moved.
Smiling Mimic: Choose 2 allies, they gain
9 Camp counts as restful sleep. The campfire can 11
Vigor until the end of the scene.
be put out to reveal a red button. Pressing it will
Pale Dragon: Enemies take 1D12 Chaos
end the campsite and revert it to a bubble. 12
damage when they attack your allies.

140
5

Control Network Devastator Drone


TL3 Helm TL5 Cloak

The human mind is a primitive computer, but any The perfect weapon system removes human error.
computer can be upgraded.
9 This drone looks like a backpack while inactive
9 This helm contains a telepathic crystal in a and hovers in the air around you when active.
nanotech fluid used to control those around you.
9 The drone is treated as a Small ally, has Fly
9 Once per day you can choose an enemy and Speed equal to your Speed, and 10 Stamina. You
take control of their next turn. You may instead can command the drone to use its abilities up to
target and grant an ally 2 Vigor on their next turn. twice per turn with a max of 5 times per rest.
h High Impact Laser: Range 10. Once per rest.
Target takes 3D6 Piercing per success.
h Laser Blade: Melee. Target takes 1D12 + your
Data Double Technology rank Chaos per success.
TL4 Armor h Micro Missile: Range 10. Target and everyone
within successes spaces of them takes 2D10 +
We don’t need soldiers, we need great warriors and your Technology rank Fire damage.
master combatants. We need more heroes. h Target Lock: Range 10. Choose a target. Allies
gain +2 to hit until the end of your next turn.
Costs 3 Dodge to dodge this ability.
9 This can come in the form of any armor
9 +1 Armor Dragon’s Claw
9 Once per level you can create a digital clone of TL2 Gun (Shotgun)
yourself that lasts until the end of the scene. The
clone is an exact copy of you when created. It acts A dragon’s claw can cleave an army in two.
on your turn, has 2 Actions, and has all abilities
and equipment you do. 9 Load: Mag 2. Damage 3D12 Slashing.
Close Range: - Range: Cone 6
9 You control the clone. When it drops to 0
Stamina, or you drop to 10 or less, it disappears. 9 Properties: Crowd Control, High Impact,
Perfected, Two-Hand.
h Crowd Control: Attacks with this weapon
that hit damage everyone in range. Effects are
still only taken by primary target.

Dragon’s Breath
TL2 Gun (Rifle)

A dragon’s breath will burn through a castle wall.

9 Load: Flux 60. Damage 3D6 Fire.


Close Range: - Range: 12
9 Properties: Burst 6, Linear, Perfected,
Two-Hand.
h Linear: This weapon shoots out a continuous
beam. When you hit with this weapon also
damage everyone between the target and you. Source Area Hit (21 total spaces)

141
5

Dragon’s Roar Explorer’s Shield


TL2 Gun (Pistol) TL1 Shield

A dragon’s roar collapses the wills of stalwart men. A polished flat surface like this must be a shield.

9 Load: Bullet 12. Damage 1D8 Piercing Sonic. 9 This can come in the form of any shield. If this
Close Range: 7 Range: 10 is destroyed, it repairs itself at end of scene.
9 Properties: Intimidating, Reverb 9 +1 Armor. +1 success to Wilderness and
h Intimidating: When this weapon gets 1 or Streetwise checks when lost or searching.
fewer successes, the target also loses 1 max
Dodge until the end of the scene. 9 Pressing your hand against the shield’s surface
will turn it into a map that displays the area
h Reverb: Critical Hits with this grant Reverb
until the end of the scene. When anyone in around you, and tracks your position. It generates
the scene takes Sonic damage, everyone with a 3D hologram projection on the shield’s surface.
Reverb in the scene takes 1D8 Piercing.

Dream Engine Extra Dimensional Space


TL5 Trinket TL3 Amulet

The mind is a series of electrical pulses. To the A handy little tool to help with moving couches.
whisper machines, that sounds like a power source.
9 This amulet is a pocket dimension that can be
used to store up to 20 carry load. Anything inside
9 This device is a charging tablet with connected
headset. Anyone wearing the headset will have can be pulled out as if from a backpack. The
vivid nightmares while sleeping (Poor Sleep). Any amulet can only store nonliving things.
Flux, or charge based tech, on the tablet while 9 Once per level you can pull yourself and/or
this happens will fully recharge making it usable. anyone adjacent to you into the amulet. They will
be ejected after 30 seconds landing in a safe
adjacent space. Once inside treat it as a separate
Irradiated Core
TL0 Trinket 30ft cube room that contains everything you have
placed inside the amulet.
Must have been a form of currency in the old world.

9 While this is on hand at the end of your turn


everyone in the scene takes 2 Chaos damage. Flamethrower
TL3 Gun (Rifle)

Expert Swordsman AI A solution to the age old problem of wanting to set


TL2 Gloves someone on fire when they’re all the way over there.
AI gloves trained to mimic the subtle movements of
previous owners. They replicate muscle memory. 9 Load: Flux 120. Damage 3D6 Fire.
Close Range: 5 Range: 30
9 When an attack gets 1 or fewer success against 9 Properties: Burst 12, Lasting Fire, Two-Hand.
you, you may make a free basic melee attack. h Lasting Fire: When an attack is made with
this weapon, the target’s space is set on fire
9 Your melee Critical Hits are treated as having turning it into Deadly Terrain that deals 1D6
+2 additional successes. Fire. Fire lasts until end of the scene.

142
5

Flux Thrower Full Body Power Armor


TL4 Gun (Rifle) TL7 Armor

Step One: Load Flux. Step Two: Pull! Historians often ask how humans were able to
conquer the Abyss when the secrets of metal and
9 Load: Flux 1. Damage 6D6 Fire. magic were kept from them.
Close Range: - Range: 5
9 Properties: Area 4, Heavy, Two-Hand 9 This counts as Heavy type armor.
h Area X: This weapon damages everyone 9 +8 Dodge, +8 Armor, +4 Speed, +2 Vigor.
within X spaces of the main target. If the Increase your size category by 1.
attack hits they all take full damage. If it
misses they take half damage. 9 Entering or exiting this armor takes a short or
h Heavy: You are Slow while using this. long rest. This armor has an old world life
support system that keeps you alive, and stops
you from aging for up to 500 years.

Fractal Laser 9 You can’t use regular shields or weapons with


TL2 Gun (Shotgun) this armor. This takes up every magic/tech item
slot except rings, amulets, cloaks, and trinkets.
If a traditional shotgun can fill a room with pellets,
then why can’t a laser fill a room with lasers?
9 This armor has transforming arms. As a free
action you can have them transform into a copy
of any Shield, Melee weapon, Ranged weapon, or
9 Load: Flux 24. Damage 1D12 Arcane. Gun you have access to.
Close Range: 3 Range: 6
9 Ammo is reloaded automatically from what
9 Properties: Burst 4, Fractal, Two-Hand you are carrying as a free Action. Gain the
h Fractal: When you hit with this deal 1D10 following abilities:
Arcane to 2 other targets within range 6 of the
main target. Then deal 1D8 to 4 targets within h Energy Shield: Range 30. Twice per rest. Free
Range 6 of those targets. Then 1D6 to 8 within action. Negate all damage of any attack that
Range 6 of those targets. Then 1D4 to 16 in hits you or an ally in range.
Range 6 of those targets. h Engine Boost: Twice per rest overcharge
yourself making your next attack either
An individual can’t be hit by two waves in a ignore Dodge, or deal double damage.
row, but can be hit by multiple waves.
h Shoulder Mounted Missiles: Range 20.
Twice per rest. 1 Action. Target and everyone
within success spaces of them takes 2D12
Piercing and is Slow on their next turn.
Fractured Memory Hole
TL4 Helm

To fix a mistake before it even happens.


Flame Laser
TL3 Gun (Pistol)
9 This helmet randomly transmits memories of
events you’re about to experience back in time a
Fire can only burn so hot. Magic, however…
few seconds.
9 +2 Dodge. 9 Load: Flux 120. Damage 2D8 Arcane Fire.
Close Range: 10 Range: -
9 Twice per rest, when you make any roll and
you’re unhappy with the result, you may reroll it. 9 Properties: Burst 12, High Impact, Perfected.

143
5

Gauss Cannon Ground Unit Drone


TL2 Gun (Pistol) TL2 Belt

The force of this gun is impossible. It should break A bot on wheels that can follow orders well enough.
people’s arms when fired, and yet it has no kickback. Works great as a table or plow animal in a pinch.

9 Load: Mag 12. Damage 2D6 Crushing. 9 This drone control module and factory is built
Close Range: 6 Range: 10 into a belt. If the drone is destroyed the belt can
create a new one after a short or long rest.
9 Properties: Brute Force 2, Full Auto, Gauss
Shot, High Impact, Penetration. 9 The drone takes up a space. Once per turn you
h Gauss Cannon: Once per rest. Free action. can move this to any space within 30ft of you.
Your next attack deals double damage.
9 The drone provides +2 to hit and +1D10 Stone
with all attacks to all adjacent allies.
Gravity Gloves
TL3 Gloves 9 Once per rest the drone can activate a powerful
tractor beam to pull all enemies and/or allies in
Heavy metal gloves used to help transport massive the scene 15ft towards it.
ship hulls and weaponry from town to town.

9 +2 successes to Brawn checks. Gunner’s Injection Rig


TL4 Bracer
9 You can pull unattended objects up to the size
of a Gnome into your hand from up to 30ft away. The reliable tools of old world soldiers.
While in your hand the object is treated as
weightless and taking 0 item space. 9 When you first equip these take 10 Stress as
9 Once per rest as a free action you can knock an needles and cables bite into your arms. Taking
object in your hands up to 60ft away. If it hits them off also deals 10 Stress.
anyone they take 3D10 Crushing. Reroll any 9 When you spend an action in combat, these
damage dice that roll 3 or less. bracers deal 1D6 Chaos to a target of your choice
in the scene, and heal the same amount.
Gunner’s Repository
TL3 Belt
Ground Forgers
Countless little machines work tirelessly to create a TL2 Boots
near endless font of ammunition from thin air.
Sometimes the world needs to be put in its place.
9 This belt is made of small nanite forges in each
compartment, and has 10 compartments. 9 +1 Speed
9 When an ammo or Flux is placed into a slot the 9 Twice per rest as a free action create a 20ft tall
nanites will destroy it, and create 3 bundles of pillar that takes up 1 space. The pillar provides
that ammo (1 Flux per bundle). The nanites will Cover to all adjacent. Anyone in the pillar’s space
continue to make that ammo at a rate of 3 when it’s created takes 1D12 Stone.
bundles per day. Ammo made this way turns to
9 If the space the pillar is created in has any
sand at the end of the day. special properties, it spreads them to all spaces
9 Ammo created by nanites gain +1D6 Stone within 2 spaces of itself.

144
5

Hand Repulsor Hard Light Sword


TL1 Gloves TL5 Weapon

A simple glove covered in wires with a thin glass The mad smiths of the old world found ways to forge
metal cylinder built into the palm. light itself into a weapon fit for a knight.

9 +1 Dodge and +2 damage with all attacks. 9 This can come as any melee weapon. While not
active, this is just a hilt. Activating costs 1 Action,
9 Energy Blast: 1 Action. Melee. Target is and causes a hard light weapon to form. The
pushed your Speed spaces away and takes 5
Crushing per success. You may spend 2 Actions to color can be changed during a long rest.
instead have this ignore Dodge, not push the 9 This can be used as an infinite use old world
target, and deal 2D12 Crushing per success. torch consumable.
9 Attacks with this weapon ignore Armor. When
you Critical Hit the target gains Stun and can’t
Hologram Generator Drone heal Stamina on their next turn.
TL3 Belt
Hard Light Engine
A picture’s worth a thousand words, so this thing TL4 Ring
must be worth at least a king’s ransom.
Light weighs nothing and with the right tech it can
9 This drone control module and factory is built be shaped and controlled.
into a belt. If the drone is destroyed the belt can
create a new one after a short or long rest. 9 +2 Speed, +1 Actions per turn.
9 The drone takes up a space. Once per turn you 9 While wearing this ring all your gear becomes
can move this to any space within 30ft of you. It hard light. What you’re wearing and have on
can also record up to 12 hours of video, and replay hand takes 0 item space. You can create the
it as a 3D hologram projection with full detail. following hard light objects:
9 Twice per rest this can generate 3 unstable h A bridge up to 40 feet long, and 10 feet wide.
hologram copies of anyone it has recorded. They h A ladder up to 80 feet long.
appear adjacent to the drone, take up a space, and h A rope up to 160 feet in length.
lasts until the end of the scene. If an enemy ends
movement next to them they take 3D10 Electric. 9 This ring can only sustain one hard light object
at a time. If a new one is created the previous one
turns into regular light and fades .
Holographic Spear Generator
TL1 Amulet
Hard Light Shield
TL5 Shield
It’s either the most advanced piece of tech in the
ruins we just can’t use, or a highly specialized portal A shield with a hard light generator at its core, it
can stop bullets midair with its light.
9 When you use the Throw weapon property, a
hologram spear shoots out of the amulet and hits
9 This can come in the form of any shield. If this
the same target. is destroyed, it repairs itself at end of scene.
9 Spear deals 1D12 Electric whether you hit or 9 At the start of a combat scene you may reduce
miss with the original attack. your Dodge to 2 to double your Armor.

145
5

Imitation Amulet Jammer Package


TL2 Amulet TL2 Trinket

For all your forgery needs. Tech is a blight on the land that must be destroyed.

9 When this amulet is tapped it records a picture 9 Once per rest. Free action. Deal 2D8 Electric to
of the person you’re facing and their voice. everyone within 2 spaces of any Tech per success.
Then Disable all tech in the scene for 30 seconds.
9 Once per rest this amulet can be activated to
make you look and sound exactly like the person
you recorded for 10 minutes.
Jetpack
9 +2 to Perform checks. TL3 Cloak

The ground is for peasants who can’t afford to strap


Ingot Delivery System an exploding metal box to their spine.
TL3 Gloves
9 +3 Speed.
I hoard wealth for my own protection.
9 You have a Fly Speed equal to your Speed.
When you take off, land, or end movement all
9 These gloves can turn coins into bars and adjacent take 2D8 Fire.
ingots at their normal value rates.
9 1 Action. These gloves consume a bar of metal 9 Once per round, if you’re not flying and an
attack gets 1 or fewer successes against you, then
on your person to deal Stone damage. If an Ingot
you may move 3 spaces as a free action.
is consumed it deals triple the damage. This
ability is treated as a 3 success attack.
h Copper: Bar 2D6 Stone. Ingot 6D6 Stone.
h Silver: 4D8 Stone. Ingot 12D8 Stone. Jockey’s Harness
TL1 Cloak
h Gold: 8D12 Stone. Ingot 24D12 Stone.
No matter how advanced their tech became, they
never turned their backs on the power of a horse.

9 Your mounts have 50% more max Loyalty.


Instant Armory
TL5 Trinket 9 When you grapple a target while mounted,
they take 1D10 Electric at the start of their turn
A black box with a red button. A captain’s grenade. while they remain grappled.

9 When activated and tossed this deploys a full


armory. The armory has a red button to close up.
Armory has 20 sets of every armor, shield, melee Jump Jets
and ranged weapon, and gun in the Equipment TL3 Boots
section except Masterwork and Expert items.
It’s just a few small missiles tied to your legs and
9 This can generate 5,000s worth of any ammo filled with rocket fuel. What are you worried about?
that cost 500s or less, and can brew 5,000s worth
of Potions. All Instant Armor items lasts until the 9 +2 Dodge. +1 Speed. Gain an additional +2
end of the day, and then turn to sand. Speed while at half or less max Stamina.

146
5

Kinetic Board Knuckle Duster


TL5 Trinket TL3 Gloves

A basic hover board with a few modifications. These star metal gloves turn your fists into stardust.

9 This counts as a Ride 0 mount with: 9 While wearing this all attacks you make with
Size Medium. Carry 0. Speed 12. Loyalty 25. Unarmed type weapons ignore Armor.
9 While mounted you are immune to all terrain
effects, and have Fly Speed equal to your Speed. Laser Minigun
TL5 Gun (Rifle)
9 Any movement in a straight line that ends
adjacent to enemies deals 3D6 Sonic to them. In the old days the first wave of troops would have a
pair of these strapped to each hand of their mech.
Knowledge Defense
TL5 Shield 9 Load: Flux 1200. Damage 4D10 Arcane.
Close Range: 3 Range: 20
There is no better defense than information. 9 Properties: Burst 40, Brute Force 4, Flux Core,
Heavy, Minigun, Penetration, Two-Hand
9 This can come in the form of any shield. If this h Flux Core: This weapon runs on an Abyss
is destroyed, it repairs itself at end of scene. Ship Flux Core. It has an extra slot for Flux
ammo to be inserted for loading ammo types.
9 Attacks ignore your Dodge and Armor. You can Flux Core recharges to full every long rest.
fully ignore attacks that hit you X times per rest, When it recharges it also refills the ammo
where X is half your ranks in all Knowledge skills. Flux installed resetting the Load to full.
h Heavy: You are Slow while using this.
Lumi-nanite Enhanced h Minigun: When you roll 1 or fewer successes
TL1 Weapon on an attack you can either spend 80 shots to
reroll the hit roll, or deal the attack’s damage
to everyone within 3 spaces of the target.
Small machines designed to reinforce the gear of
soldiers deployed to worlds without a sun.
Light Bender
TL4 Cloak
9 This can come in the form of any weapon.
9 The weapon gains +1D6 damage and glows You can only see what the light touches.
with as much light as a human torch.
9 +2 Dodge. +1 Armor. You can pull the hood up
to turn invisible.
Laser Guide
TL2 Trinket 9 While invisible you can brush past and bump
into people without revealing yourself. Once you
A small laser originally designed to help with attempt a skill check, damage, or interact with
accuracy, many new uses were found over time. someone they can see through your invisibility.
Once per rest you can do one of the following:
9 When this is attached to a tool, device, gear kit, h The cloak consumes all light in the room for
or object that grants a bonus to a skill check, it 30 seconds, granting everyone in the room
grants an additional +2 to skill checks it impacts. Blind until the light returns.

9 When attached to a melee or ranged weapon, h Focus the light around the cloak into a laser
that deals 3D10 Fire damage per success to
or a gun, it grants it +2 to hit and +1D8 Arcane. everyone in Ray 6 range. Beam ignores Dodge.

147
5

Marksman’s Assistant Network Relay


TL3 Ring TL1 Helm

In a sniper’s duel the first shot is often the last. A network rod attached to a soldier’s metal helm.

9 The first attack that would deal damage to you 9 +1 Armor.


each scene is instead absorbed by an invisible
9 Your attacks deal +1D6 Electric. When you Crit
shield causing you to take no damage. energy arcs from this helm causing all enemies in
9 This ring teleports ammo and weapons into the scene to take 2D6 Electric.
your hands making equipping them, swapping
them, or reloading a free action.
Neutralizer
TL1 Trinket
Massive Rocket Enhancement
TL2 Weapon The pinnacle of black box design.
”Add a rocket to it.” - Master Engineer Rowan K.
9 While on hand your Dodge and Armor are
added together and split evenly between the two.
9 Can come in the form of any melee weapon.
9 Once per rest as a free action you can activate 9 When you roll a dice and it doesn’t land on an
even side, increase its result by 1 (11 turns into 12).
the weapon’s rocket making your next attack gain
+2D6 Fire, and cause anyone hit to gain 1 Stun.
Old World Bracers
Motion Sensor Turret TL1 Bracer
TL1 Trinket
Found under a collapsed iron tower and not a
Automatic defense. Solves practical problems. scratch on it? What are they even made of?

9 This is a turret shaped like a briefcase, when 9 +2 Armor. Add your Armor as Stone damage to
thrown it folds out into an auto turret. all attacks you make.
9 Deploying costs 1 Action. Turret has 0 Dodge, 5
Armor, and 10 Stamina. It always Brace Armors. It
deals 1D4 damage to enemies in the scene every Old World Database
TL1 Ring
time they spend actions.
A white band glowing with blue light. When worn a
Nanite Band hologram speaks into your mind.
TL2 Ring
9 While worn you see and hear a hologram
A band of endless micro machines so small they look assistant that changes its voice and appearance
like a thick gray goo swirling in the ring. to match what it thinks you want to see.

9 Critical Hit Threshold increased by 2. 9 The ring can scan any books, text, or art and
add a perfect copy into its memory core for later
9 If you would take lethal damage, this ring reference. The ring parses the data and can
bursts leaving a scar on your hand, and fully summarize it for you.
negating the damage that would kill you. This
destroys the ring and sets you to 10 Stamina. 9 +1 Success to all Knowledge skill checks.

148
5

Old World Parasite Plasma Rifle


TL1 Helm TL2 Gun (Shotgun)

This helmet has dozens of tiny claws and seems to This wasn’t the most accurate plasma gun made,
pulsate and get excited when placed near a head. but it was definitely the most popular.

9 +1 success to all skill checks. -20 max Stamina. 9 Load: Mag 6. Damage 2D8 Poison.
Close Range: 2 Range: 6
9 When you take this off take 20 Chaos damage.
9 Properties: Deadly Range, Empty, Plasma
Rounds, Two-Hand.

Palsov’s Engine h Deadly Range: When you roll a Critical Hit


while also in Close Range, your attack deals
TL4 Trinket double damage.
Did you ever hear the tragedy of Draka Palsov the h Plasma Rounds: When you roll a Critical Hit
while also in Close Range, you cover the
Wise? I thought not. It’s not a story the empire ground in plasma slag. The target’s Space
would tell you. It’s an old Vendris legend. becomes Deadly Terrain dealing 2D8 Poison
Stone until the end of the scene.
9 While on hand this grants +3 Armor, and all
allies in the scene have their Stamina added and
linked together into one shared Stamina pool. Pocket Medbay
TL2 Trinket
9 Allies are not knocked out of the fight until the
pool hits 0. Anyone taking damage counts as Potions are too big and doctors get things wrong all
everyone taking damage to trigger effects, but is the time. Better to trust a machine for these things.
otherwise taken as normal using the armor and
resistances of the person hit. 9 Twice per rest this medbay in a box can spray a
9 When dropped or no longer on hand everyone gel that grants 2D12 + your level max Stamina,
is returned to their normal max Stamina, and and heals for the same amount.
whoever was holding the cube takes all the 9 You have an additional Medicine check to heal
damage the pool has not healed. If this drops Stamina during short rests (see Medicine skill).
them to 0 Stamina they stop taking damage, and
the nearest allies takes the remaining damage. 9 This takes up 3 item space.
Repeat as needed.

Portable Dragon
TL3 Bracer
Pistol Whip
TL1 Whip The power of a dragon contained in a simple set of
arm guards. Careful not to burn your hands off.
A more civilized weapon for a more civilized age.
9 These bracers have 3 charges. They recharge to
9 This can come in the form of any whip. full during any short or long rest in sunlight.
They regain a charge when you take Fire damage.
9 When you hit with an attack a pistol shot is
fired off the end of the whip at the same target. 9 You may spend 1 charge and 2 Actions to deal
Shot dealing 1D8 Piercing. Treat this whip as a 2D6 Fire per success in a Cone 4 in front of you.
Bullet 12 Pistol for loading unique ammo into it. This ability ignores Dodge.

149
5

Portable Home Purification Bracers


TL5 Trinket TL5 Bracer

Even in the battlefield hell of the front lines, the old The whispers gave us this because they want us to
world officers had the luxuries of home. upgrade. They want us to be perfect like them.
Please emperor, let us step into the future together.
9 This is a small sleek device with a button that,
when pressed, creates a doorway in front of you. 9 +2 Armor. +2 damage with all attacks. You
If you step inside you’ll be taken to a pocket can’t be Vulnerable to damage.
dimension for a fully furnished and automated
smart house with its own AI.
9 These bracers can be activated once per
person. Once activated if their Ancestry is not
9 The house has the amenities of a standard old Cypher then it permanently becomes Cypher. You
world home including 5 bedrooms, 3 bathrooms, keep all your original Ancestry bonuses.
a replicator fridge to create food, a robot chef, a
bar with robot bartender, personal gym, a data
9 If already a Cypher gain the Resist bonus of
both kinds of Cypher.
stream river (used to access the old world whisper
network. Due to the collapse this is now a decoration),
at least 3 different 50 inch holoscreen, washer
dryer combo, and other household appliances. Quantum Microwave
TL1 Trinket
9 The windows in the house let you view the
world outside, but only the door is visible in the This used to cook food before you were even hungry.
real world. Sound does not travel between the At some point it broke down and became unstable.
house and the real world.
9 This microwave takes 3 item space and can
9 The only way in or out of the house is the cook food twice per rest. When you cook food in
doorway. While there’s anything alive in the this microwave flip a coin. Heads the food is
home the doorway can’t be closed or shut down. cooked and prepared to perfection turning it into
an extravagant meal. Tails roll on the table below.

D8 EFFECT
Portable Wardrobe 1 Food turns into brown mush that tastes awful.
TL1 Boots
Food turns into a random Adventuring Gear
A nice pair of polished boots that were common 2
item. Randomly select one from that section.
enough for everyone in the old world to get a pair. Food turns into a stone statue that’s an exact
3
miniature replica of you 15 minutes ago.
9 +1 success to Perform checks.
4 Food turns into a glass of pure water.
9 When clicked together these boots will change
your clothes into any outfit you can imagine. If Food turns into the sound of someone who
5
wearing armor it will hide your armor, and make you don’t like laughing at you for 10 seconds.
it appear as an outfit of your choice. 6 Food turns into a glass of pure fire.
Food turns into a random book you’ve read. If
7
you’ve never read anything, book is blank.
8 Food turns into 1 gold coin.

150
5

Quantum State Drive Railgun


TL1 Trinket TL2 Gun (Rifle)

There’s theoretically a version of you that knows If you want to make an archaeologist angry tell
how to use this, and this piece of tech might make them a railgun and a coil gun are the same thing.
you that version of yourself. Sometimes.
9 Load: Mag 3. Damage 2D12 Electric.
9 Choose any 2 magic / tech item slots except Close Range: 20 Range: -
rings. This trinket takes up those slots.
9 Properties: Charged Rail, High Impact,
9 Ignore the Tech Level requirements on one Perfected, Two-Hand.
other tech item you have. h Charged Rail: When you get 1 or fewer
successes with this weapon deal 3D6 Electric
to an enemy within 2 spaces of the target.
Repeating Time Machine
TL4 Amulet

It used to take you back to the past, but it’s been


stuck since the collapse.
Rocket Launcher
TL5 Gun (Rifle)

9 While wearing this you can have it record the There’s no problem in the world that can’t be solved
damage and dice you roll with any damage roll. by blowing up the building the problem is in.
9 Once per rest you may replace the damage and
dice of any attack you make with the record. Once 9 Load: Rocket 1. Damage 8D6 Fire Sonic.
this is used, the record is forgotten. Close Range: - Range: 12
9 Properties: Area 6, Generator, Heavy,
Resonance Gloves Perfected, Rockets, Two-Hand.
TL4 Gloves h Generator: This weapon creates its own
ammo using the excess energy released when
Black gloves that feel unstable. Strike them together shooting. After attacking, a new rocket is
generated and available to be loaded in.
and they begin to vibrate and hum.
h Heavy: You are Slow while using this.
9 +1D6 Sonic with all attacks. Your Critical Hits h Rockets: This uses special Rocket ammo that
reduce the target’s max Dodge by 1. takes 2 Actions to reload.

9 Once per level you can have your arms ignore


and pass through solids for up to 1 minute. Scout’s Shield
TL4 Belt
RF Soldier’s Grenade A personal shield used when exploring a new world.
TL1 Trinket
Made for scouts, scientists, and cartographers.
Transporting explosives is dangerous and costly.
Thank the whispers that blessed us with a solution. 9 At the start of a combat scene gain an energy
shield with 15 + your level Stamina. The shield
takes damage for you until it depletes, but does
9 This is a regenerating infinite use grenade. It not benefit from your Armor.
regenerates from the pin after exploding. Use the
stats of the skilled ranged weapon Grenade, and 9 While the shield holds you are immune to
give it +1D6 Fire Slashing damage. Deadly Terrain, and take half damage.

151
5

Scout’s Service Phaser Star Armor


TL3 Gun (Pistol) TL3 Armor

The first ships were sent to explore the Abyss, seek A small metal cylinder that, when activated,
out new life, and go where no one had gone before. expands out into form fitting armor.

9 Load: Flux 60. Damage 2D6 Electric. 9 This counts as Medium type armor.
Close Range: 2 Range: 9
9 +7 Dodge. +5 Armor. +20 max Stamina.
9 Properties: Burst 10, Multi-tool, Base Mode, 9 Every time you Brace Armor while at 4 or more
Kill Mode, Stun Mode. Armor you send a pulse of energy through the
h Multi-tool: This has 2 or more modes. armor. The next attack to hit you deals 2D10
Swapping between modes costs 1 Action.
Electric to target per success on their attack.
h Base Mode: No changes to above stats.
h Kill Mode: You can only attack with this once 9 Once per rest you can send a pulse of energy
per turn. Close Range is changed to 9, gun through the armor. Until the end of your next
gains Perfected property. Range is removed. turn you have -5 Dodge, +6 Armor, and when an
h Stun Mode: You can only attack with this attack hits you the attacker takes 2D10 Electric
once per turn. Close Range is removed, gun per success on their attack.
gains Perfected property, and damage is
changed to 0. When you hit with this, the
target also gains Stun on their next turn. Syringe Gun
TL3 Gun (Pistol)
Spy Platform Weapon of choice for medics who still practice the
TL3 Trinket
abandoned methods of combat healing.
Nobody pays attention to the fly on the wall.
9 Load: - Damage 1D10 Piercing Poison.
9 This is a small bot is the size of a fly, and a data Close Range: 3 Range: 10
pad which controls it. The bot is silent and Fly 9 Properties: Burst 10, Inject, Medic, Syringes
Speed 15. It’s equipped with a micro cutting laser, h Inject: On a Critical Hit the target is injected
replicator toxin injector, and a camera. and takes 1D4 Poison at the start of their turn
until the end of the scene. Stacks.
9 The bot streams an ultra high quality live feed Medic: You can target an ally with this
to the data pad, which also acts as its controller. h
weapon, roll damage, and instead of hurting
The camera can record video and audio with them heal them for the damage rolled.
perfect playback. Syringes: This has a massive rotating barrel
h
full of replicating syringes that it uses as its
9 The laser is strong enough to cut glass, and ammo source. This never needs to reload.
deals 1D4 Piercing.
9 The toxin can only be injected if it lands on a
neck, and is left undisturbed for 10 minutes to Target Lock Computer
create and inject it. Toxin reduces the target’s TL2 Amulet
max Stamina by 1 every hour. When someone
Invisible little adjustments here and there can make
infected with the toxin reaches 0 max Stamina,
all the difference in the world.
the next time this effect triggers it kills them.
9 Takes 6 Successes to cure the toxin. Once cured 9 +1 to hit with all ranged attacks. When you
maximum Stamina is restored at 10 per hour. Critical Hit your next attack ignores Dodge.

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5

Terraformers Unstable Weapon


TL5 Boots TL1 Weapon

Scorched earth is too wasteful once we own the land, Designed for the high nobles of the ancient empire.
and far too kind before that.
9 This can come in the form of any weapon.
9 +3 Speed. You are Immune to all terrain effects. 9 When you get 1 or fewer successes two times in
While in a combat scene all spaces you enter are
a row, this weapon lets out a blast dealing 1D12
covered in gray goo until the end of the scene.
Electric to all enemies in the scene.
9 Gray goo is Difficult terrain. Enemies also treat 9 Every 4 successes on hit rolls in a scene adds
it as Deadly terrain that deals 2D8 Piercing.
+1D12 to above blast damage until end of scene.

Timepack
TL5 Cloak
Untempered Schism
A heavy backpack with a swirling blue vortex inside. TL5 Ring
When in danger the pack hums and pulses.
How advanced must a civilization be for them to
capture time itself and bend it to their whims?
9 -2 Dodge. -1 Armor.
9 After you take damage in a scene for the first 9 This ring has 3 charges. It gains 1 charge every
time write down the Stamina of each ally in the time you level up. It can be used once per rest.
scene. When you hit 0 Stamina choose one:
h Once per level. The pack reverses time for you 9 When used in a combat scene take 3 extra
and your allies reverting their Stamina to turns after this one. Anything that ends at the
what you have written down. end of your turn does not end until after the 3
h Once per level. The pack creates a time bubble extra turns have finished.
granting all allies in the scene 1 extra turn
turn after this one, and granting all enemies 9 When used outside of combat time is stopped
in the scene Stun on their next turn. for everyone except you for 30 seconds. You can
expend multiple charges at once when doing this.

Two Factor Automatic


TL4 Gun (Any)
Vitality Armor
TL2 Armor
Verification through overwhelming force.
The whispers have gifts for all, even lowly peasants.
9 This can come in the form of any gun.
9 Gun gains the Perfected keyword, Close Range 9 This counts as Cloth type armor.
is changed to 12, and Range is removed. Gun now 9 +6 Dodge. +4 Armor. +2 Speed.
uses its full Load for each attack it makes.
9 At the start of a combat scene gain +2D12 max
9 On a Critical Hit, your attack becomes a Two Stamina until the end of the scene, and heal for
Factor Critical Hit. Instead of rolling the Crit dice, the same amount.
add their highest possible result as damage to the
attack instead.

153
5

Chain Weapons Wand of Blasting


TL4 Weapon TL2 Wand

”What if we added a whisper saw to it?” - Engineer Explosions are a type of magic.
Rowan K. moments before promotion.
9 +20 max Stamina
9 Can come in the form of any melee weapon. 9 While using this wand you may spend Stamina
9 +1D8 Slashing. All weapon damage changed to in place of MP for any ability that costs MP.
Slashing, and it gains the following:
9 Explosion: 1 Action. 10 MP. Range 12. This
h Rev: 2 Actions. The next attack using this ability ignores Dodge. Target and everyone
weapon costs +1 Actions, deals +8 damage,
and causes 1D8 Stress to all other enemies in within 1 space per success takes 2D6 Fire.
the scene. Stacks with itself. Any action cost
for the Rev attack that can’t be paid in 1 turn
is turned into that many stacks of Stun until
the full Action cost is paid (up to 2 Stun can Wand of Old World
be removed per turn). TL3 Wand

Technology is a type of magic.


UI Enhanced Hacker’s Rig
TL1 Trinket 9 +30 max MP
Look, not everyone can read that number soup you 9 While using this wand your max MP is not
call a language. Some of us need pictures. based on your Arcana rank, and is instead equal
to your Technology rank x 5 plus your Mechanics
rank x 5.
9 This is a Hacker’s Rig gear kit that provides +3
Successes instead of +2 successes. 9 Bolt: 1 Action. 15 MP. Range 12. This ability
ignores Armor. One target per success takes 1D12
Electric per success.
VR Bridge Actualizer
TL3 Bracer

The shortest distance between any two points is a Wand of the The First Arcanist
straight line moving through the whisper’s world. TL1 Wand

In the days before the ancient empire, magic was


9 This is a pair of bracers with spikes. When a more free and more wild. It was bound only to
wall is struck by the spikes that bracer expands
beautiful artwork and perfectly etched runes. It was
and forms a 10ft by 10ft doorway that links
well beyond the grasp of human minds. Then, one
directly to the other bracer’s door by means of a
day, the whispers gifted a human with designs for a
straight hallway in VR space.
new form of magic. A magic that was stable and
9 The hallway can overlap real space and does reliable, that anyone could use, and that could be
not interact in any way with it. The hallway is harnessed by the whispers. They called it Arcane
10ft wide, and as long as the distance between magic. It changed everything, and it’s the only form
the two bracers. of magic we have left.
9 Bracers can’t be deactivated as long as there’s
anyone in the hallway. When either bracer is 9 +10 max MP. All Arcane damage you deal is
deactivated, both doors close and the bracers instead Electric and ignores Resist and Immunity.
teleport to your arms restored to normal. 9 When you deal Electric restore 1D6 MP.

154
6

apter
Ch

developments

“ ”
As you walk through life it leaves a mark on you. Sometimes it’s visible, often it’s hidden
even from you, and the weight and shape of it will impact the way you see the world.

Developments are another way to improve your There are three types of Developments:
character and spend Skill Points.
h Abyss influence: Metagame effects that
Developments make your character more focused on represent the Abyss changing reality.
social scenes and exploration. h Friends & Enemies: People with a connection to
you. They can add people to the world, add
Developments cost more Skill Points than skill ranks details to your history, and alter your relationship
do, and many have skill rank requirements. with people you have already met.
h Talents & Tricks: Minor abilities or special
effects that add to your character. This is the
broadest category.

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6

Abyss Influence
“ ”
The Abyss surrounds every star in the sky. It is a grand darkness and full of color at the
same time. It is creation and madness and beauty and terror and everything and nothing.

6th Degree Mastery Balanced Approach


7 Skill Points 3 Skill Points

Requires: Any skill you have at rank 5. Requires: -

9 Choose a skill you have at rank 5. Gain a +2 9 When you roll a 1 on a skill check, your next
bonus to that skill. skill check is treated as if you rolled an 11. When
you roll a 12 on a skill check, your next skill check
is treated as if you rolled a 2.
Abyss Plot Armor
4 Skill Points
Broker
Requires: - 2 Skill Points

Requires: -
9 -1 Dodge and Armor.
9 Once per level after any dice are rolled you can 9 Every time you take a long rest you can convert
choose any possible result for the roll to replace Skill Points into currency at a rate of 1 Skill Point
what was rolled, or change the result to 0, and into 1,000 silver. This destroys the Skill Points.
heal yourself to full Stamina. You may have the
heal happen before or after roll effects.
Cursed Luck
3 Skill Points
Abyss Touched Requires: -
1 Skill Points

Requires: -
9 When you roll a 2 on any dice it’s treated as if
you had rolled a 1 instead. When you get 3 or
more successes on a check, you can choose to
9 The Abyss leaked into your world and brushed
past you by chance. Refund all Skill Points and instead get 2 success and gain 1 Abyss Luck Coin.
everything gained with them except for this 9 The coin is a physical gold coin with a black
development, and any Skill Points that have been sheen, and disappears into smoke at the end of
destroyed or are unrecoverable. each day. Anyone holding it can spend it as a free
action to subtract 3 from any roll made in a scene.

Ancestral Training
3 Skill Points Deja Vu
2 Skill Points
Requires: -
Requires: -
9 You can use your ancestry abilities an
additional time per rest. 9 Once per day reroll any roll you make.

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6

Developing Backstory Goodbye and Best Wishes


3 Skill Points 4 Skill Points

Requires: - Requires: Your character completes their journey,


their story is over, and they’re ready to say goodbye.
9 You can buy Backgrounds with Skill Points
after character creation at 3 Skill Points each. 9 Not everyone’s journey is the same length.
Some people finish what they set out to do, and
know it’s time to stop.
Echo of the Whispers
4 Skill Points 9 Your character retires early and leaves the
game, the story, and the rest of the campaign.
Requires: -
9 Your next character is someone who knew
9 Ignore Tech Level requirements. Tech Items them, or who they met during the story. They
now have an Attune cost equal to half their Tech inherit all of their gear, coin, and levels.
Level rounded up.
9 They also gain +12 Skill Points, but can never
have rank 4 or higher in any skill the previous
Enchanted by Fey character had at rank 3 or higher.
4 Skill Points
Legends Never Die
Requires: - 5 Skill Points

9 Choose any ability you can use a limited Requires: Your character, or someone important to
number of times per rest. You can use it +1 times them, dies or is lost forever.
per rest. This development can be taken twice.
9 This can be only be taken within 10 days of the
person being lost or dying. The person comes
Future Teller back to life. If missing they find their way back, or
2 Skill Points are found In a nearby village.
Requires: -
My Potential for Riches
9 The next fortune teller, oracle, computation 12 Skill Points
engine, or anything that predicts the future you
Requires: -
visit will become the accurate truth of what will
happen, and what prophecies will come to pass.
9 Every time you level up gain Your Level x 1,000
silver. When this is taken it’s retroactive and
Machine Body Part grants you silver from previous level ups. The
2 Skill Points silver comes from secret wealth and windfalls.

Requires: -
Wisdom From Above
2 Skill Points
9 Your hand, leg, or limb is old world tech. Gain
+1 to Speed or +1 to one action skill. Alternatively, Requires: -
you may weaponize the part by installing any one
handed weapon into it. The weapon takes 0 item 9 You learn the answer to any 1 question, figure
space, and can be swapped to on hand as a free out how to use or destroy any 1 object, or pieces
action. If tech is disabled you lose the bonus and together how to solve any 1 riddle. The GM tells
gain 1 Stun for the duration. you the answer in all applicable cases.
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6

Friends & Enemies


If you want to survive in this business you have to make as many enemies as possible. The

“ more people want your head, the more people invested in keeping you alive long enough to
kill you themselves.

Friends & Enemies developments focus giving you



new allies or new enemies. These developments Archaeologist
6 Skill Points
increase your character’s footprint in the world.
Requires: -
Gaining Connections
Friends & Enemies developments make connections 9 The expert on technology and its use.
you have with specific people have more impact.
9 You know an archaeologist who’s well versed
These developments all focus on people. They may in the old world. They delve into dungeons to
change your relationship with an existing character, take notes and study architecture. They have
or add a character to the world. They can represent shelves packed tight with journals full of sketches
people in your backstory, and the development of old world tech and its uses.
brings them to the forefront of the story.
9 This ally has rank 5 in the Technology skill, and
Work With Your GM uses +6 for all Technology skill rolls.
These developments can impact the world or story in 9 They can train you or an ally in using a tech
big ways, but only if the character shows up. item. This allows them to ignore the Tech Level of
When you take these developments tell your GM. 1 tech item the archaeologist has had at least a
Work with them to help get the person added to the long rest to learn about. The item chosen can be
world. Even if you want them to just be a side changed once per level.
character, you should mention it to your GM so they
know what you expect.
Artificer
6 Skill Points
Personality
These developments represent people, and different Requires: -
people have different personalities.
When you take these developments, mention to your 9 The brilliant inventor with an unrivaled mind.
GM if you have a specific personality or type of 9 You know an artificer who loves to tinker and
person in mind for them. In most cases the come up with new ways of solving old problems.
development will not specify one, and this is your They have a workshop filled with junk, and often
chance to influence it. get lost in an idea disappearing for days.

People Can Die 9 This ally has rank 5 in the Volition skill, and
uses +6 for all Volition skill rolls.
It’s important to remember that your friends and
enemies are people, and people can die. If you bring 9 They can modify magic and tech items. If given
one of these allies with you during the adventure, the item for a long rest they figure out what it
you will need to protect them. does and reduce its Attune/Tech Level by 1. They
can only reduce an items requirements once.
Some of them may be able to help protect you, but
they are just as susceptible to being killed as you are. 9 Once per level they can perform the actions of
the Weapon Crafting Kit gear kit at no cost.

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6

Captain Diplomat
6 Skill Points 6 Skill Points

Requires: - Requires: -

9 The expert with every kind of ship and mount. 9 Master of getting people to talk to each other.
9 You know a captain who gloats that they can 9 You know a minor noble, or well educated
ride anything. The old ship captain who’s sailed a traveler, who believes all problems can be solved
thousand voyages. The Vendren solder who’s with words. The merchant too rich not to heed
driven tanks through sieges. The cowboy that’s his requests. The AI that runs all tech in the
traded their horse for a motorcycle. region pulling strings to get people together. The
explorer who knows all the local dialects and
9 This ally has rank 5 in the Ride skill, and uses customs using rules to broker peace.
+6 for all Ride skill rolls.
9 When this ally controls a mount, you and all 9 This ally has rank 5 in the Charm skill, and
allies aboard it can use its abilities without the uses +6 for all Charm skill rolls.
Ride requirements. 9 Once per level they can get you a private
dinner with anyone. The more important the
person the dinner is with, the more restrictions
Doppelganger there will be, but it remains a chance to talk in a
6 Skill Points neutral safe space with people you wouldn’t
otherwise have access to.
Requires: -

9 You have a twin, clone, copy, patterned robot,


or random stranger that looks exactly like you.
You might know them, or they’re someone you
heard about. Their actions are reflecting on you,
and yours on them. Enemies in High Places
6 Skill Points
9 Your doppelganger allows you to be in two
places at the same time. You can close your eyes Requires: -
to see and hear everything your double sees and
hears. They can also do the same to you. This 9 You have a well connected, clever, and spiteful
allows you to see more things, but also leaves you enemy who is easy to bait into coming after you.
vulnerable and easy to track if your double turns
against you or gets captured.
9 An impossible scenario becomes more possible
when there are 3 sides looking for different things
9 If you have had time to plan and talk with your out of it. Stranded with no hope of survival? Well,
double, then you may control and roleplay both you got a message out to this person, and they’ll
yourself and your double in situations where not let anyone, even nature, kill you except them.
both of you are part of the story. Otherwise the
GM controls your double.
9 They’ll send out crews to take you out. Crews
that are well armed and supplied with food,
9 Taking this development protects the person. water, and tools to deal with the location.
They can’t be killed or seriously harmed without
you having a chance to save or protect them.
9 They are your enemy, but they’re one you
know how to twist the screws on and manipulate
9 This development can be taken multiple times. into wasting time and resources on you.

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6

Engineer Friends in Low Places


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 Master of mechanical marvels and machines. 9 You’re old friends, allies, or on good terms with
a band of bandits. They’re not effective thieves, or
9 You know a person who tinkers with machines notably skilled in any way, but they’re a perfect
all day. The town tinkerer who figured out how
the old world antennas work, and now everyone distraction and they’re always willing to help.
hears music all day. The Cypher who can’t 9 They’re great at making a scene, supporting a
remember, but has the muscle memory to fix big confrontation, looking intimidating, backing
anything while they talk to people. The cowboy up threats, taking the fall for a botched job, or
who focuses on solving practical problems. just keeping guards busy. They aren’t likely to
succeed on their own, but they will try.
9 This ally has rank 5 in the Mechanics skill, and
uses +6 for all Mechanics skill rolls. 9 The gang is at least 8 people, but can be up to
16 people. If they need to make a skill check they
9 They can upgrade one piece of gear for each have +1 to all skills.
level you have. Items can only be upgraded once.
While worn or on hand, the item grants one of 9 When you meet with them, gain 12 +1D6 silver
the following benefits (choose when upgraded) for every level it has been since they’ve seen you.
h +1 Speed
h +1 to Initiative rolls
h +1D6 max Stamina. Gunslinger
6 Skill Points

Friend on the Other Side Requires: -


6 Skill Points
9 The sharpshooter that has mastered every gun.
Requires: -
9 You know a person that’s an expert on the use
and care of guns. The sniper who hits rats at a
9 You’re old friends with someone who works thousand paces. The old soldier that’s kept their
for the other side. A childhood friend that thinks
a different ruler would be better. The soldier you rifle oiled and ready. The gambler with a six gun
were on guard duty with every night who made in each hand ready to take on any bet.
choices you didn’t and stands loyal to his side. 9 This ally has all Guns skill ranks, and uses +6
for all Guns skill rolls.
9 They don’t want you to die or suffer, they truly
believe that the methods or end goal of your 9 This ally can fix a gun to improve it granting it
enemies is the right thing to do. They won’t fight +1 to hit, damage, and its first reload in a scene is
you unless they have to, because they want to a free action. Fixing the gun costs 200 silver.
convince you to join their side.
9 This ally allows 1 person to use a gun without
9 They will try to have you captured instead of meeting the requirements to use it. They need at
killed. They will treat you fair and with kindness. least one long rest to train the person, and need
When they catch you in a search they’ll report to fix the gun once a week. Fix costs 50 silver, and
they couldn’t find you. It’s someone you can talk only 1 person at a time can benefit from this. If
to and argue with. They will treat you the best the gun isn’t fixed, then roll 1D12 after every scene
they can, and call in their favors to protect you. where it’s used. On a 1 the gun breaks completely.

160
6

Healer Imaginary Friend


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 Mender who can diagnose and treat anything. 9 You have an “imaginary” friend who helps you
out and talks to you regularly. Rarely, this friend
9 You know a great healer and doctor. They have knows things you don’t. What your friend knows
traveled far and wide in search of the most potent
cures to sickness. An old world nurse bot that’s is up to GM discretion, but you can ask them
still trying to heal people as best it can. The druid about anything. Most of the time they can’t help,
mender that knows what all the plants in the but at least once per level they provide helpful
forest taste like. The medical alchemist trying to details or information you didn’t know.
find new innovations in potion crafting. 9 Up to 3 times per level your “imaginary” friend
can affect the physical world. Unlocking doors
9 This ally has rank 5 in the Medicine skill, and from the other side, writing down access codes
uses +6 for all Medicine skill rolls.
you can’t see, grabbing keys off a guard, putting
9 You can buy Healer Tonics from them at 200 out/lighting up torches in an area, listening in on
silver each. Healer Tonic is a Potion consumable conversations somewhere secluded, or any other
that heals 24 Stamina when consumed. task a ghost could do.
9 This ally can modify potions for you. If given a 9 When your “imaginary” friend needs to make
long rest to remix them, they can make any a skill check they use your bonuses +1. They get
amount of Potions also heal an additional +1D6. an additional +1 if you have that skill at rank 5.
Can’t remix Healer Tonic as it’s already perfect.

Info Broker
6 Skill Points
Historian
6 Skill Points Requires: -
Requires: -
9 The expert on all secrets of the streets.
9 The expert on all things past and political. 9 You know a well connected secret broker. The
faceless one who listens to every whispered
9 You know a well read intellectual who knows conversation. The machine that has cameras all
all there is to know about history and politics.
The academic with books piled a mile high. The over the ruins who’s looking to trade. The soldier
stuffy old professor that’s mesmerized by that knows where all the bodies are buried.
Dwarven politics. The polymath looking to truly 9 This ally has rank 5 in the Streetwise skill, and
understand why the world is the way it is. uses +6 for all Streetwise skill rolls.
9 This ally has rank 5 in the History skill, and 9 This ally can do you a favor, or bail you out
uses +6 for all History skill rolls. when you get captured. They will deliver and pay
what’s needed, but then you owe them a favor on
9 You can consult the historian and get some top of the cost of getting you out. You’re a good
details about the place you’re headed or in right
now. Twice per level when in an old building, person to keep in their debt after all.
ruins, structure, dungeon, or castle you can add a 9 You and all allies gain +1 use of Sneak Attack
secret passage. It connects two rooms that you’ve ability per rest (see Streetwise). If you refuse the
already explored or seen in this area. info broker’s requests lose this until next level.

161
6

Kin Long Forgotten Ally


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 You have a brother, sister, or other family that 9 When you take this development you do not
is always willing to help out family. They’re just choose who it’s related to, and it does nothing for
as skilled as you, although in different skills. at least 1 level/adventure. You inspired someone
and left a lasting impression on them. For a long
9 The younger brother who stayed home to take time they have wanted to prove themselves to
care of your parents. The older sibling that looked
out for you when times were tough. The cousin you, and now they have their chance.
that teased you every morning, and taught you 9 You didn’t notice them, but in your darkest
how to swing a sword and protect yourself. The hour when you were seconds from defeat, they
robot that didn’t belong anywhere, but you still jumped in and turned failure into a comeback.
brought home and treated just like family. When they reappear heal all allies to full Stamina,
and you may replace any skill check roll you make
9 When you work with your GM, decide on three with a roll of 10 for the rest of the scene. This only
skills they will excel in, and three skills they will
be good with. The three skills they excel in match happens the first time they reappear.
your rank in your highest skill, and half of that for 9 Your ally has the skill rank you had when you
the skills they’re good in (minimum rank 1). took this development. If you bring them along
for a full adventure with you, they increase 1 skill
9 Taking this development protects the person. of your choice to rank 5. Additional adventures
They can’t be killed or seriously harmed without
you having a chance to save or protect them. with you increase 1 skill of your choice by 1 rank.

Lackey Mentor
6 Skill Points 6 Skill Points

Requires: - Requires: No skill at rank 4 or higher.

9 You have a follower who you’re training and is 9 The person who trained you and helped you
learning from you every day. become the person you are today. The old sage of
the forest who taught you magic. The captain you
9 The squire who aspires to become a knight. sparred with every day. The silver tongued trader
The steward cursed by Fey tricksters bound to
you, biding their time so they can take revenge. that took a liking to you. The leader of your old
The trainee the guild assigned you with the crew that showed you the ropes.
expectation you will train and protect them. The 9 Choose a category of skills for your mentor.
minion you give all the jobs you don’t want to do. You have a +1 to all rolls in that category.
9 Your lackey has rank 1 in skills you have at rank 9 You can’t have more than rank 3 in those skills,
3 or more in, and rank 2 in skills you have at rank and your mentor is 2 ranks higher than you in all
5 or more. Once they accompany you on at least 4 skills in that category. For combat skills, you can
adventures, increase each of their skill ranks by 1 only have 1 of the 4 different Gun ranks. You lose
and give them the benefits of 12 total skill points this restriction on yourself when you prove
worth of developments or fighting style talents of yourself to your mentor in a meaningful way. You
your choice. Repeat after 3 further adventures. can’t prove yourself any sooner than level 7.

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6

Mercenary Old Drinking Buddy


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 The blade worth paying to have at your side 9 You do not need to specify the person this
rather than face it in battle. development is about when you take it. This can
alter a relationship you have with someone you
9 You know a well trained or experienced have already met, or as you meet with them.
warrior for hire. The adventurer who will do
anything as long as they get paid. The arena 9 A guard, sheriff, bandit captain, or other
champion willing to take on side gigs. The thug authority is someone you know. Your old
with an iron fist and an even more iron will. The drinking buddy you’ve shared a lot of good times,
assassin who wants their coin up front. and a lot of cheap drinks, with. You frequently
shared a gutter in more ways than one. At some
9 This ally has rank 5 in Offense, Defense, or the point you lost touch, but you’re still on great
Health skill, and uses +6 for all rolls for the
chosen skill. You may take this development up to terms with them.
three times. Each time you must choose a 9 You never knew what they did, or who they
different skill for them to have rank 5 in. really were, until now. When you first reveal this,
as a favor to an old friend, they’re willing to help
9 This ally can be hired to come with you during in a major way this one time. After this they will
an adventure. They cost Your Level x 300 silver,
and want an even cut of the treasure at the end. still be kind and can be relied on for a favor, but
When hired they are loyal to you until the end of their allegiances must take priority.
the adventure. They have at least 1 basic attack,
and 1 unique ability they can use once per rest.
9 If the attacks or abilities of this ally are not Parents
specified use the following ones. These abilities 6 Skill Points
gain +1D12 damage if level 6 or higher, and
another +1D12 if level 10 or higher: Requires: -

9 You have parents that take on a more active


h Basic Attack role in the story. They might not be a direct part
of the story, but perhaps you worry about them
Range: Melee (if melee) or 8 (if ranged) • 1 Actions
frequently, or you try to stay in touch. Maybe they
9 Choose a damage type for this when taking don’t support your lifestyle, or they disagree with
this development. 1D8 + 2 damage per success (if the choices you’re making.
melee), or 1D6 damage per success (if ranged).
9 Every day you get to speak with your parents,
tell them about your journey, and hear their
thoughts you gain +2 rerolls to rolls that day.
h Explosive Either because it’s a comfort to hear from them,
Range: 12 • 1 Actions • Once per rest or because it fills you with determination to
9 Choose a damage type for this when taking prove them wrong about you.
this development. Ignores Dodge. Target and all
9 Taking this protects your parents. They can’t
enemies within 3 spaces of them take 1D12 per be killed or seriously harmed without you having
success + your level damage a chance to save or protect them.

163
6

Patron Recurring Duo


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 You have a very well-off friend with the power 9 There’s a pair of enemies who keep showing
their amassed wealth provides them. up no matter how many times you defeat them.
9 A successful trader you saved. The eccentric 9 The mercenary brothers who seem to keep
merchant who decides the chaos you cause is fun. getting hired. The grunts that work for the villain
The thief that knows there’s value in funding his who will not stop. The calculating soldier and
target’s enemies. The old scavenger retired to his wild barbarian working together to prove they’re
treasure mountains, and knows the world still stronger than you. The machine spirit and its
needs young and plucky heroes. clunky drone that chase you through the ruins.
9 If you need something expensive or specialized 9 This duo will show up once an adventure, and
or need to get into an exclusive event, they’re often they aren’t even aligned with or related to
willing to pay for the gear, or buy your invitation the goal of the adventure. They are never the
in. You will have access to it until the end of the biggest threat you’ll face, but are always able to
adventure. If you want someone bribed or bailed put up a fight and test your skills.
out they can get it done. The only thing they’re
not willing to buy is combat equipment (armor,
9 When they show up they will do whatever
they can to get the fight down to just you and
weapons, guns, or ammo). them. If they have to trap or delay your allies they
9 Every time you level up they send you a gift will. If they have to sabotage their own side
package of 1,200 silver worth of consumables of they’ll do it without blinking.
your choice.
9 There’s value in getting to know an enemy you
will face again and again. Maybe one day they
Ranger can be convinced to stop, or maybe one day
6 Skill Points they’ll defeat you and become a true threat.

Requires: -
Roaming Enchanter
9 The expert tracker and master of survival. 6 Skill Points

9 You know a person who knows the wilds like Requires: -


the back of their hands. The Elven ranger that
jumps from tree to tree. The swamp hermit living 9 You have a friend rich in magic items.
alone and enjoying freedom. The gruff survivalist
that has a backpack filled with every trick in the
9 The merchant with the bottomless bag. The
young mage teleporting uncontrollably you keep
book. The bookish adventurer who speaks softly, running into. The adventurer who winds up in
but can stare down any beast into submission. the same ruins as you, and likes the company.
9 This ally has rank 5 in the Wilderness skill, and 9 You can trade magic items with this ally. With
uses +6 for all Wilderness skill rolls. no haggling they’ll take any 2 magic items you
9 While they travel with you, they can always have and trade you 1 in return. Traded items can
find food and a safe place to sleep. They can have an Attune cost no higher than the highest
improve your rations granting the rations +1 Attune of the 2 items you gave to them.
rerolls over what they would normally give.
9 With haggling or trading favors, they can trade
1 magic item for 1 item with lower Attune cost.
164
6

Rival Spy
6 Skill Points 6 Skill Points

Requires: - Requires: -

9 Your character has a lifelong rival. All your life 9 The master of uncovering and keeping secrets.
they have always managed to be better than you.
No matter what you try, somehow, they’re two
9 You know a spy who can talk his way into and
out of anything. The suave smooth talker using a
steps ahead of you. They drive you to improve smile to get into the gala. The spy of a thousand
just as much as they drive you insane. faces keeping an eye on the king’s enemies. The
9 Your Rival has +1 ranks in all skills you have at former noble tired of the two faced court. The one
least 1 rank in. They have access to a 6th rank for who watching you when nobody is there, and
every skill that allows them to roll 3 dice and take listens to the conversations behind closed doors.
the result of their choice. They also have your
bonuses to all skill checks +2.
9 This ally has rank 5 in the Bluff skill, and uses
+6 for all Bluff skill rolls.
9 When you lose to your Rival in a meaningful 9 You can buy Spymaster Poison from them. The
way you may spend 1 Skill Point to permanently poison is an Other type consumable that costs
gain +1 to rolls for a skill related to how they beat 250 silver per dose. It grants a target Vulnerable
you, or the skill they out skilled you in. to a damage type of your choice until the end of
the scene. If they have Immune to it, it’s
Scholar downgraded to Resist. If they have Resist, it’s
6 Skill Points removed. Multiple doses can be stacked to a max
of granting them Vulnerable.
Requires: -

9 Expert on the understandable and magical. The Competition


9 You know someone who has mastered magic 0 Skill Points
and studies it closely. The busy little librarian
Requires: More than half the people in your group
keeping their endless library sorted. The blind
have the Rival Development.
mage using a magic deck of cards to gamble. The
machine with a tank full of arcana happy to help
the adorable little ones. The wise wizard studying
9 Some things just can’t be done alone, and it’s
your friends who have helped you succeed over
the limits of magic in their forbidden tower. The your rivals. So, it’s about time they do the same.
former hero looking to pass down their lessons.
9 Your group has a group of rivals they compete
9 This ally has rank 5 in the Arcana skill, and against. The other scavengers who undercut your
uses +6 for all Arcana skill rolls. contracts. The group of champions working for
9 This ally can share their arcane knowledge the villain. The adventurers you find already
with one person in your group granting them +20 looting the dungeon when you make it to the end.
max MP until the next time they level up. Your rivals who were already two steps ahead of
you, and now they’re teaming up.
9 They can train you or an ally to use a magic
item allowing them to use it without paying its 9 Treat the competition beating you the same
Attune cost. Only one person and item can way you would treat losing to your Rival. All
benefit from this at a time. You can change the players in the group benefit, and only half need to
item once per level. pay the Skill Point cost (player choose who).

165
6

Thief Fey Friendship


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 The expert at getting in anywhere undetected. 9 You are frequently followed by a Fey that
believes itself to be your friend.
9 You know a master thief capable of stealing
anything. The silent ninja that slips through the 9 A supernatural entity that decided you’re fun
shadows. The machine that can turn invisible. to watch. A Fey spirit showing its affection by
The thug who’s mastered the art of the smash altering your reality. A creature that finds your
and grab. The one in the crowd who bumped into story interesting, and wants to be a part of it.
you, and managed to take every coin you had.
9 The Fey can either be a physical creature, such
9 This ally has rank 5 in the Stealth skill, and as a fairy or talking squirrel, or it can be a spirit. If
uses +6 for all Stealth skill rolls. it’s a spirit they need person or creature to haunt.
They may fully take over what they haunt, or they
9 Once per level you can fund the thief’s job. may have made a deal and only have control
They will be too busy to assist you until you level
up again. It costs a minimum of 500 silver to fund during specific times. If their physical form or
the thief’s job. When you level up and talk to the haunt is killed or destroyed the Fey returns to the
thief again, roll 1D12 for every 100 silver you Fey until they can find a new body in 1D20 days.
invested in them. The total of your roll x 20 is 9 When the Fey finds you, or when you bring it
your cut in silver of the stolen goods. along on an adventure, it will want to help by
making your story more fun, more dramatic, or
more entertaining. They may also try to honestly
Traveling Trader help you, but not understand what they’re doing.
6 Skill Points
9 If nothing is specified, randomly use 2 below:
Requires: - h Your luck is traded. Swap your current
Stamina with a random person in the scene.
9 The merchant chasing every coin opportunity. h Your mind is clouded. Roll for a random
9 You know a merchant who moves around. The language for each language known. You only
trader who gets to towns before you do. The kid know the random ones until end of the scene.
with an endless bag only they can use. The h +3 Vigor until the end of the scene
machine terminal that provides provisions to h Your mental hands are tied. Roll on each of
anyone who can pay. The merchant you saved the skill tables on page 54 once. Those are the
only skill checks you can make until the end
that decided to join you on your travels. of the scene, or for the next hour.
9 This ally has rank 5 in the Negotiate skill, and h Your skills are inverted. Treat your skills as
uses +6 for all Negotiate skill rolls. being equal to the total ranks you don’t have
in them. Lasts until the end of scene.
9 This ally always has everything in the h A tree made of water with leaves made of fire
Equipment section with a silver cost in stock. grows near you. Until it’s destroyed everyone
When it comes to mounts they can get them, but is Vulnerable to all damage types. Tree has 10
they need time to retrieve it. Armor, 30 Stamina, and Resist Cold and Fire.
h Become half or twice your age until the end of
9 This ally has a loyalty program. When you the scene, or the end of the day.
meet this trader in a new location, and every
h Every step you take you leave behind a trail of
1,000 silver you spend with them, they grant you flowers that lasts until the end of the day.
1 free potion type consumable of your choice.

166
6

Underground Contact Villain Returned


6 Skill Points 6 Skill Points

Requires: - Requires: -

9 You know a guy who you only talk to when you 9 This development allows you to bring back a
need something unattainable. The kind of person villain or opponent you defeated, or left the story.
who is always walking by when the thing you When you take this you do not know when the
need just happened to fall off the back of a person will come back into the story.
wagon. If you’re willing to pay they can get you
what you need wherever you need it.
9 The leader with a backup plan for their death.
The warrior you defeat who joined the new
9 They can smuggle a crate of axes into a royal villain, and worked their way up from faceless
dinner, find the forger skilled enough for the job, lackey to elite trooper. The AI that backed itself
tell you where the bounty you’re hunting is, and up to a network of bots.
tell you exactly where all the secret doors are. As
long as you can pay they can get anything done,
9 When they reappear they mess up the plans of
your current villain in a major way, at the very
and there’s no one better at what they do. least delaying them, and frequently forcing them
to come up with new plans.
Vendetta 9 For the rest of the scene where they reappear,
6 Skill Points the current threat gains Stun, and once the scene
is over the current threat gains 1 Fatigue until the
Requires: - end of the next scene you face them in.

9 Someone has declared a vendetta oath against


you. This can change an existing relationship you
have with another character.
9 The wife of the villain you took down whose Wild Card
anger grew and festered. The corrupt noble’s son
6 Skill Points
that watched his father drink himself to ruin after
you deposed him. The mage’s apprentice that Requires: -
watched his master lose every contract, and even
the guild’s protection, because of your actions. 9 This is a powerful elite enemy that works for
their own goals or ideals.
9 When they come after you they will use every
trick and resource they have. When you face them 9 The champion that you defeat and switches
they will exclusively try to harm you over any sides. The conspirator that you talk into spying
smarter move. When you beat them, they will for you. The gunslinger that works alone, but
come back more powerful and more fervent. keeps showing up to bail you out. The mage that
is more chaos than control, who is just as likely to
9 If they take you down, they lose all motivation. harm their allies as hurt you.
They will bury their dead, and retreat from the
world and story. To them, the world is now a 9 The wild card will keep showing up, and when
more fair place by bringing low its true villain. they do they will harm your enemies, but they
don’t see themselves as your ally.
9 Every time you face the person with a vendetta
against you, defeat them, and let them live, you
and your allies gain +1D4 max Stamina.

167
6

Talents & Tricks


“ ”
Okay, I will admit that being able to fake floating off the ground a few inches doesn’t sound
useful in a world where people can actually fly, but hear me out…

8th Sense Abyss Space


2 Skill Points 4 Skill Points

Requires: - Requires: -

9 Either you know the exact time of day down to 9 You can find extra space inside bags, boxes,
the second at all times (even on other worlds), or and other containers making them bigger on the
you know when someone is talking about you if inside. You need an hour to fix the container.
they’re within twelve miles of you.
9 Double a fixed container’s carry load.
A Calm Tune Abyss Translation
3 Skill Points 2 Skill Points
Requires: - Requires: Know at least 6 Languages
9 Your singing attracts small woodland animals 9 Anything said to your allies in a language you
and if desired large and angry woodland animals. know and they don’t is automatically translated
9 +1 to Wilderness rolls. for them in real time. They hear the person
speaking the language they know best.
A Grand Entrance 9 +1 to social skill rolls
4 Skill Points

Requires: - Air Guitar


2 Skill Points
9 After you enter a room a short burst of sound,
no longer than 3 seconds, emanates from you to Requires: Perform 3
announce your arrival. When hiding the sound is
not made, but you are compelled to hum it.
9 You have an air guitar, or any other instrument
that can be carried in two hands, that functions
9 +1 to Intimidate and Perform rolls. exactly like a regular instrument. It can only be
heard by people who don’t see you strum the air.
Absent Minded Daydream 9 +1 to Perform rolls.
4 Skill Points

Requires: - Anyone for a Game?


3 Skill Points
9 Once a day during a short or long rest you can
leave your body behind and astral project. You Requires: Finesse 4
can travel up to a mile away from your body as an
invisible ghost able to pass through walls, explore 9 You always have a set of dice and cards with
you or on your person. Always. Always.
places safely, or simply spy on people.
9 +1 to Finesse rolls.
168
6

Allergies Bang!
2 Skill Points 3 Skill Points

Requires: - Requires: Any Guns skill rank.

9 You are allergic to something of your choice. 9 If you shape your hand like a gun and pretend
When it’s nearby you start sneezing. to fire it, your hand makes a gunshot noise. It
creates bullet holes in cloth and wood, and dents
9 You can be allergic to anything from animals, harder surfaces. Your handgun has enough force
flux cells, fire, electricity, forests, machines, evil,
good, fear, the concept of death, murder, demons, to break through rope, a wood door, or weak lock.
betrayal, philosophical discussions, bar fights,
the color orange, pictures of mountains but not Bending Moral Fibers
the mountain itself, or even the growing sense of 6 Skill Points
dread when someone or something is watching
you. If you can describe it, you can be allergic. Requires: Any social skill at rank 3.

Background Character 9 Once per person you can convince them to do


2 Skill Points something, take a stand, side with someone, or
make a choice that goes against their core beliefs.
Requires: Stealth 3 and Volition 1
9 You can be the most charming, threatening,
deceptive, or diplomatic person on the planet but
9 While wearing a hat, cloak, or other head cover there are some lines people will not cross… Unless
search parties and town guards will not recognize
of course you’re there to convince them this is the
you, stop you for questioning, or detain you if
one time they need to cross the line.
there are others they can do the above to instead.
9 +1 to Stealth rolls, -1 to Intimidate rolls.
Blinded by Greed
4 Skill Points
Backseat Driver
2 Skill Points Requires: Perception 3, Negotiate 5, or Volition 3.

Requires: Ride 3 9 Your bribes are more effective, and can force
people to fall in line. When you bribe someone
9 You can Grapple to get onto the back of a wild choose an effect below for each bribe:
animal or monster larger than you. Every time it
tries to attack roll a Ride check. If you get 2+ h Force them to look the other way for 10
minutes. They will not report on or notice you
successes you decide who in range gets attacked. or your allies during this time.
9 You can use Ride for Grapple checks. h Add +1 success to any Bluff, Charm,
Intimidate, or Negotiate check.

Bold Presence
h Target gains Blind status for 1 minute or until
they next take damage.
3 Skill Points

Requires: Intimidate 3.
9 Each bribe costs your level x 100 silver. Bribe
cost increased by 50% if target is strong willed.
9 When you get 3 or more successes on 9 Gain 1,000 silver plus 3D6 x 50 silver for each
Intimidate checks, you grant the next skill check level you have when you take this. When you
an ally makes +1 success to their result. level up gain an additional 3D6 x 50 silver.

169
6

Borrow From the Past Covetous Impulses


4 Skill Points 3 Skill Points

Requires: Finesse 2 or Volition 2 Requires: Finesse

9 Three times per rest you can use the Change 9 When you get 1 or more successes when trying
Gear combat action as a free action. to steal something, pickpocket, or lockpick you
gain 2D6 silver and +1 to your next three rolls.
9 Up to 2 times per adventure, when you roll a 1
on a skill roll, something you have on hand will 9 +1 to Finesse rolls.
be taken from you by future you. The item taken
falls out of your hands and disappears.
Deceptive Aura
9 Then at some future point, (next adventure at 2 Skill Points
the earliest, you may place those items into your
hands as a free action. When they reappear their Requires: Bluff 3
timing is so perfect you gain +2 to all rolls for the
rest of the scene, or for the next hour. 9 Around you everyone gets +1 to Bluff rolls. You
don’t gain this bonus.

Charming and Confident Durable Will


2 Skill Points 3 Skill Points
Requires: Charm 5 Requires: Volition 3
9 Choose an ancestry. When making social skill 9 Choose any non-combat skill. For every 5
checks against them, reroll all 1’s. Stamina below your max you are, you gain +1 to
rolls for that skill.
Collector of Antiques 9 Double this bonus during combat.
3 Skill Points

Requires: Bluff 2 and Negotiate 2 Dream Walker


6 Skill Points
9 You can convince anyone short of an expert
(rank 5 in a skill) that a treasure or relic is real or Requires: -
fake, and worth up to twice or half as much.
9 You are able to enter and explore dreams.
9 A gift from a Fey creature, or some device you
Compelled Honesty found in the ruins. A mysterious potion you
3 Skill Points
drank, or an augment you bought off a Cypher.
Requires: A social skill at rank 3 9 To enter a dream you and the target must be
unconscious or asleep, and within 15ft of you. You
9 Once per person when you have 4 or more may take up to 5 other willing people with you
successes with social skills against someone, you into the dream. The dreamer does not need to
can make them lose their self control. consent for you to enter, but their mind will be
9 They blurt out the honest truth, say the quiet more hostile to you if they didn’t. If you die in the
part out loud, or say what they really think about dream, you get kicked out and take half your max
what you two were discussing. Stamina as Stress damage

170
6

Educated Firm Grip


2 Skill Points 3 Skill Points

Requires: History 3 Requires: Brawn 3

9 Once per rest when an ally needs to make a 9 When you’re shaking hands you always have a
skill check, you can roll a History check and give firmer grip, and are never the first person to let
that ally the result of your roll instead. go. You can’t be disarmed unless you choose to
be, even while unconscious or dead.
Extra Wealth 9 +1 to Brawn rolls.
3 Skill Points

Requires: Mechanics, Medicine, or Perform 3 Forceful Will


3 Skill Points
9 Gain 500 silver. Starting with level 5 gain XD6 Requires: Volition 3
+ 50 silver when you level up, where X is your
total ranks in Mechanics, Medicine, and Perform.
9 Once per rest when a skill check succeeds or
fails you can make a Volition check and add your
Fault Finder successes to their result.
2 Skill Points
9 +1 to Volition rolls.
Requires: Mechanics 3
Glib
9 You excel at finding faults and exploits. With a 3 Skill Points
long rest of prep time you can rig tech to explode
on your command. Does Grenade damage, Requires: Negotiate or Volition 3
ignores Dodge, and hits everyone within your
Mechanics rank spaces of the explosion. 9 You can talk for hours without stopping,
slowing, or saying anything useful. When doing
this, you become a distraction that can hold a
Fight! Fight! Fight! room’s worth of people’s attention.
3 Skill Points
9 +1 to all social skill rolls against nobles, and
Requires: Brawn 3 other self-interested groups or people.

9 You can instigate a small riot providing all the Glorious Arrogance
distraction and cover that comes with it. You 2 Skill Points
need to throw the first punch in any crowded
place, and then yell something. Requires: Volition 3
9 +1 to Streetwise rolls.
9 At the start of a scene you can declare how
many rolls that grant at least 1 success you will
Light Step make in a row. Until you’re wrong you have +1 to
3 Skill Points
all rolls. Once you’re wrong you have -2 to all rolls
Requires: Stealth 3 until the end of the scene.
9 Exceeding the number you predicted counts as
9 Your footsteps, even while running, are being wrong. If the scene ends before you hit the
completely silent on all terrain. number, then that counts as being wrong until
9 +1 to Stealth rolls. the end of the next scene.
171
6

Hidden Rest Sites Lift Your Arms Please


3 Skill Points 4 Skill Points

Requires: Stealth 3 Requires: Finesse 3

9 When given at least a short rest of time to prep 9 You know everywhere guards look and search
a site and cover your tracks, you can keep any for contraband and weapons, and you know how
campsite completely hidden from outsiders for a to hide what you’re trying to smuggle through.
long rest. If you tell someone where you’ll be,
then they can find the site. Searches, hostiles, and
9 You can hide any 1 item that takes 3 item space
or less on your person so well that the item both
trackers are guaranteed to miss you. no longer takes up carry load, and can’t be found
9 +1 to Stealth rolls. or taken away from you unless you pull it out.
9 +1 to Finesse rolls.

Master Chef
Holding Your Breath 3 Skill Points
2 to 4 Skill Points
Requires: Perform 3
Requires: Wilderness 3
9 You are able to cook delicious meals no matter
9 You can breathe underwater for up to 1 hour what ingredients you have available. You can find
without needing to surface for air, for 4 hours if ways to make short supplies stretch to feed more
you spend 3 Skill Points on this, or 16 hours if you people, and turn unknown ingredients into
spend 4 Skill Points on this. something safe and edible.
9 +1 to Wilderness rolls if you spent 3 or more 9 Double the amount of people any rations or
Skill Points on this development. food you prepare can feed. All food you cook or
prep with proper tools grants +1 reroll.

Move Along
3 Skill Points
In Tune With Nature
3 Skill Points Requires: Streetwise 3
Requires: Wilderness 3 or Forik language known.
9 When wearing armor in town people and
other guards will assume you’re a guard as well.
9 You’re able to relay complex messages via bird As long as they haven’t asked you a question you
call either with a whistle, or by giving the
don’t have an answer to, you don’t need to make
message to a bird to relay for you.
Bluff checks to pretend to be a guard.
9 The target of the message does not need this 9 +1 to Streetwise rolls.
development. You can compress your message
such that three whistles is all you need for a bird
to get your message, and relay it in extreme
detail. The message can be detailed enough the
recipient could easily draw out complex maps or
write out a long letter.

172
6

Never Fear I am Here Pacifist


4 Skill Points 4 or 7 Skill Points

Requires: Any combat skill at rank 3, or any rank Requires: -


in the Guns skill.
9 Fighting just isn’t in your nature. You didn’t go
9 In large rooms that can support it (at least 10ft out into the world to cause more harm, you went
tall or 30ft wide), there’s always a chandelier, out there to make it a better place.
rope, or something you can swing from.
9 +1 to Medicine and Volition rolls.
9 When entering a building in a non stealthy 9 Lose access to, and all benefits of, all combat
way, there’s always a window to burst through. skills. You are refunded Skill Points spent on them
and set them to rank 0. Gain the abilities Pacifist
Cure, Pacifist Heal, and Pacifist Duty of Care.
Night Person
4 Skill Points 9 If you spent 7 Skill Points on this you do not
lose access to, or benefits of, combat skills.
Requires: Negotiate 5.

9 During the night the price of everything you h Pacifist Cure


buy is reduced by 20% if you are able to haggle, or Range: 12 • 2 Actions
10% otherwise.
9 Make a Medicine or Volition skill check and
9 +1 to Negotiate rolls. remove up to 1 status effect from anyone in range
(Slow, Blind, Prone, Stun, start of turn effects, etc) for
each success you rolled +1.
Nowhere King’s Blessing 9 If you get 3+ success on the roll the target also
4 Skill Points gains Vigor on their next turn.

Requires: -
h Pacifist Heal
9 Once per adventure cut your max Stamina in Range: 12 • 1 Actions
half until your next long rest to turn completely
invisible for 1 hour, or until the end of the scene. 9 Make a Medicine or Volition skill check and
You can brush past and bump into people heal Stamina equal to your roll to anyone in range
without revealing yourself. Once you attempt a
skill check, damage, or interact with someone
h Pacifist Duty of Care
they can see through your invisibility.
Range: 12 • 1 Actions • Once per rest.
9 Target gains +XD6 max Stamina until the end
of the scene, and heals for the same amount. X is
Personal Space
2 Skill Points a number of your choice that is 3 or higher. You
take damage equal to half the result.
Requires: Intimidate 3

9 Once per rest you can force everyone in the


scene to step 10ft away from you. Anyone who
can’t is Blind until the end of their next turn.

173
6

Photographic Memory The Best Show In Town


3 Skill Points 3 Skill Points

Requires: Volition 3 Requires: Perform 5

9 You have a photographic memory and can call 9 Double the coin earned by your performances,
on it to draw and recreate accurate renderings of and Perform checks to earn coin.
anything you’ve seen down to the fine details.
9 +1 to Volition rolls.

Quirky The Nest Egg


2 Skill Points 3 Skill Points

Requires: - Requires: -

9 Choose a skill group. Treat rolls of 11 or 12 for 9 You have a hidden savings, buried treasure, or
skill checks in that group as a result of 1, and treat secret stash. It’s worth Your Level x 1,000 silver
rolls of 1 or 2 as a result of 12. when you take this development. It grows by
2,000 silver each time you level up.

Stingy Bastard 9 You can cash it out for its direct silver value, or
2 Skill Points trade it away to buy one thing worth up to X
times its total value where X is the (number of
Requires: - levels you have had this development / 2).

9 Reduce the price of everything you buy by 20% 9 Nest Egg can only be cashed out or traded once
9 -2 to all combat and social skill checks.

Well Actually…
2 Skill Points
The Wilds are Calling
Requires: Any knowledge skill at rank 5 3 Skill Points

9 Once per level you can change any skill check Requires: Wilderness 5
into a knowledge skill check of your choice until
the end of the scene for everyone in the scene. 9 You can send and leave messages inside trees
or any plants. You need to spend 5 minutes to
attune to the tree or natural object.
Temper Temper
2 Skill Points 9 Once attuned you can leave a message in the
tree causing the tree to pulse, and giving the
Requires: Perception 3 message to the next person to touch it. Messages
you leave in a tree will repeat exactly what you
9 After talking with someone for a few minutes said with your voice. Attuned trees can also be
you know the one phrase or action you can take used as phones (leaves and branches rustle in place
that will make them lose their composure, and do of ringer). Phone trees have perfect audio quality.
something stupid. Works only once per person.
9 +1 to Wilderness rolls.
9 +1 to Perception rolls.
174
6

Threatened by Wealth It’s Not Real It Can’t Hurt Me


2 Skill Points 3 Skill Points

Requires: Negotiate 3 Requires: Volition 5

9 If you have more coin on your person than the 9 Choose a number between 4 and 8. You don’t
person you’re talking to has access to, gain a +1 to believe that number exist. When you roll that
Intimidate rolls against them. number on any dice, you have to reroll it until it’s
a different number.
9 When that number is rolled on a damage dice
against you, treat that dice as having rolled a 0.
Three Knocks Then Whistle
3 Skill Points 9 +1 to Volition rolls.
Requires: Streetwise 3
Bounty
9 After spending at least 3 days in town you 3 Skill Points
learn all its secret handshakes, knocks, smuggler,
Requires: Broke a law, caught, and did not face the
passphrases, private clubs, and scavenger groups.
consequences of your actions.
9 +1 to Streetwise rolls.
9 There is a bounty on your head. The bounty
starts at Your Level x 600 silver, and doubles each
level. While the bounty remains unpaid bounty
Trained Bond hunters will go after you, and guards will jail you.
3 Skill Points The bounty can only be paid off at large towns, or
other places of high traffic.
Requires: Ride 3
9 You may pay 0 Skill Points for this by doubling
9 You form a deep bond with your mount. No this and all bounties on your head.
matter the distance between you, time it takes, or
9 +1 to Intimidate checks. -1 to Negotiate checks.
worlds separated you are, if you call for your
mount it will come find you.
Alchemist In Training
9 It takes your mount a maximum of 10 days to 3 Skill Points
come traveling the stars if it needed to find you.
Most of the time it will only take it a day. Requires: -
9 +1 to Ride rolls. 9 As an additional cost to take this development
spend 600 silver.
9 You’re an alchemist in training. Your Alchemy
Good Spirits Tools take up 3 item space when fully set up, or 1
3 Skill Points hand for combat mixing.
Requires: Medicine 1 and Perform 5 9 While the tools are out or on hand you can
create all Potion type consumables on the fly. It
9 You may make Perform checks in place of costs its normal silver cost for materials during a
Medicine checks for healing during short rests. short or long rest. During combat creating a
9 +1 Medicine checks during short rests. Potion takes 1 Action and costs 150% the potion’s
normal cost in silver for materials.

175
7

apter
Ch

fighting styles

“ ”
Do you know who tells you that words are the most powerful weapons?
Nobles, tricksters, liars, and other talkers who can’t take a punch, let alone a fair fight.

Fighting styles are another way to improve your There are 12 fighting styles, and each has at least two
character and spend Skill Points. specializations. Every fighting style has a unique
niche, and has abilities that make them stand out.
Fighting styles make your character more focused on
combat. Fighting styles cost more Skill Points than
skill ranks do, and have skill rank requirements.

FIGHTING S TYLES
Warrior Rune Gunner Bard Shaper
versatile combat master arcane bullet enchanter singing support buffer master of earth and water
Scholar Engineer Dragon Monk Storm Guard
damage focused magic user machine summoner dragon devoted healer master of storms and whips
Nomad Crusader Abyssalist Firelord
mobility focused opportunist healer and protector health draining tank master of fire and fist

176
7

Fighting Style Overview


I’m not very skilled or good with words. When I look around at my allies, I wonder if I’m

“ good enough to travel with them, but when we enter the ruins and they fall in behind me?
I know that I am their equal.

Fighting styles are an optional combat focused way



Ability Point (AP)
of spending Skill Points. Each fighting style is themed Volition rank x 3 = Max Ability Points.
around a different way to fight.
Ability Points are only available in a combat scene.
Some will excel at dealing damage, or are designed to
protect people. Others are more focused on healing Ability Points start at full at the start of a combat
and strengthening their allies in combat. scene. Refill your AP to full after every full round you
don’t use or spend AP.
Talent Tree
Each fighting style is built as a talent tree of abilities Deft & Brutal Ire
you can spend Skill Points to add to your character. Acrobatics Rank = Max Deft Ire
Brawn Rank = Max Brutal Ire
Talent trees have 7 rows, and are read top to bottom.
Each talent on the tree will have a tier. A talent’s tier Deft & Brutal Ire are only available in a combat scene.
is how many other talents in the talent tree you need Deft and Brutal Ire start at 0 at the start of every
to be able to buy it. scene, and reset to 0 at the end of every scene.
For example: A tier 0 talent doesn’t require any other Deft and Brutal Ire are two separate resource pools.
talents in that tree, whereas a tier 6 talent requires you
to have bought 6 other talents in the tree. Dice Pool
Perform Rank x 2 = Max Dice Pool
Requirements Dice Pool is only available in a combat scene.
Each fighting style has skill rank requirements. You
cannot buy any talents in a fighting style until you Dice Pool starts empty at the start of every scene, and
meet the minimum skill ranks it requires. empty out at the end of every scene.
Some talents are Single Choice ( ). If your Dice Pool is full, and you would add a dice to
the pool, you may instead increase 1 dice in the pool
When you take one of these talents it will lock out
by 1 size (D4 to D6, D6 to D8, etc). Max size 1D12.
other specific talents on that same tier.
Dice pool is a pool of dice. Abilities which use the
Some talents have Dependencies ( ).
dice pool will ask you to roll them, and use the results
These talents require you to have specific talents in for their effects. Each fighting style that uses a Dice
the talent tree before you can take them. Pool requires a different Perform skill.

Combat Resource Crusader uses Perform (Religion)


Many fighting styles will have a special resource they Bard is unique and has options, see Bard for details.
use in combat. There are four different combat Shaper uses Perform (Elemental Rite)
resources: Ability Points (AP), Deft & Brutal Ire,
Dice Pool, and Magic Points (MP).
Magic Point (MP)
Arcana Rank x 10 = Max Magic Points
You do not need to track any resource unless your
Magic Points start at full at the start of the day, and
fighting style or abilities use the resource.
are spent by abilities. You can restore MP during
short rests with an Arcana skill check.

177
7

Warrior
You have fought in countless battles and come out alive. You have seen the tools of war

“ “improve” several times, and still choose to carry the old reliable ones. Your muscle
memory knows more about fighting than most ever will. ”
0 Rogue Fighter Champion

1 Deflect Great Attack Charge Battle Cry Reactive Shield Slam

2 Train Wound Quick Attack Cleave Evasive Body Slam

3 Assassin Warlord Paragon

4 Expert Mark Parry Twin Strike Back Out Defensive

5 Master Preparation Patience Great Strength Slow March Strong Arm

6 The Brawl

Tier Dependency Single Choice Weapon Talent

In all cultures, across all peoples, in every village and town, there are warriors. The apex brawler able to take on
any foe. All the best Bard songs are about proud paragons, glorious warlords, and devious assassins. The Warrior is
a combat expert who understands that no matter how clever something is, no matter how many rules or arguments
or defenses they hide behind, a punch to the face and a blade to the chest will take anything down.

Warriors are versatile and use the Ire resource.


They have multiple ways to make extra attacks,
h Requirements
specialize in specific weapons, and get more out of Before you can take talents in this fighting style you
each action they take. They benefit from being the must have at least the following skill ranks:
target of enemies.
9 Offense 2 9 Acrobatics 3
Warriors have 3 specializations: 9 Defense 2 9 Brawn 3
h Assassin: A glass cannon that picks people off 9 Intimidate 1 9 Medicine 1
with precise high damage strikes.
h Warlord: Takes full advantage of Ire to use
offensive and defensive abilities at the same time.
h Paragon: A juggernaut that shrugs off countless
attacks as they fail to pierce its defenses.

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7

Rogue Champion
6 Skill Points • Fighter, Champion 6 Skill Points • Rogue, Fighter

9 Use the Ire resource. 9 Use the Ire resource.


9 Gain the ability Rogue’s Blade 9 Gain the abilities Champion’s Rite & Might
9 When you are attacked gain 1 Deft Ire. When 9 When you’re attacked, gain 1 Deft Ire. If the
you start your turn next to an enemy, attack, or attack does 3 or less damage, gain another +2
move next to an enemy gain 1 Brutal Ire. Deft Ire. When you Critical Hit, gain 2 Brutal Ire.
9 For every point of Deft Ire you have gain +1 to 9 For every point of Brutal Ire you have, gain
hit and -1 to damage with all attacks. -1 Armor and +2 damage with all attacks.

h Rogue’s Blade h Champion’s Rite


Range: Weapon • 1 Actions and all your Ire Range: Scene • 2 Deft Ire
9 Make a basic attack. For every point of Deft Ire 9 Target heals Stamina equal to your Deft Ire
spent add +1 to hit. For every point of Brutal Ire before using this ability +2.
spent add +1D6 damage.
h Champion’s Might
Range: Weapon • Requires: Shield or empty hand.
• 1 Actions and all your Brutal Ire
9 Target takes Crushing damage equal to your
Armor + successes, or gains +1D4 damage per
success to their attacks on their next turn.
Fighter
6 Skill Points • Rogue, Champion

9 Use the Ire resource.


9 Gain the ability Fighter’s Taunt
9 When you take more than 1 damage, gain 2
Brutal Ire. When you Brace Armor, or take 1 or
fewer damage, gain 2 Deft Ire.

h Fighter’s Taunt Deflect


Range: Weapon • Requires: Able to talk, make a 4 Skill Points
rude gesture, or draw attention to yourself.
• 2 Actions or 2 Ire Gain the ability Deflect.

9 This can be used as a Free Action once per rest.


h Deflect
9 Make a combat skill check and Taunt 1 target in Range: Weapon • 1 Actions or 1 Brutal Ire
the scene per success until the end of the scene.
When a Taunted target deals damage to anyone 9 This ability ignores Dodge. Until the start of
except you, either you or the person they attacked your next turn deal 1D12 Slashing to anyone in
gets a free basic attack against them. range for each success on attacks that hit you.

179
7

Great Attack Reactive


4 Skill Points 4 Skill Points

Gain the ability Great Attack. Gain the ability Reactive.

h Great Attack h Reactive


Range: Weapon • 2 Actions or 3 Brutal Ire Range: - • 2 Actions or 3 Deft Ire
9 Make a basic attack with its Critical Hit 9 Until the end of your next turn when you’re hit
Threshold increased by 3 (9+ if no other modifiers). by an attack you gain 1 Action you can use
anytime before the start of the next turn.

Shield Slam
4 Skill Points
Charge
4 Skill Points Gain the ability Shield Slam.
Gain the ability Charge.
h Shield Slam
h Charge Range: Weapon • Requires: Shield.
• 2 Actions or 2 Deft Ire
Range: Weapon • 1 Actions and 1 Brutal Ire
9 Take a Move action and move your full Speed. 9 Make a basic attack against anyone in range.
For each success on the attack deal XD6 Crushing
If you end next to an enemy make a basic attack.
to one adjacent enemy where X is your shield’s
Armor or Dodge bonus (your choice).

Battle Cry Wound


4 Skill Points 4 Skill Points

Gain the ability Battle Cry. Gain the ability Wound.

h Battle Cry h Wound


Range: Scene • Requires: Able to yell or draw Range: - • 2 Actions or 2 Brutal Ire
attention to yourself. • 1 Actions or 1 Deft Ire
9 Your next attack applies 1 Wound per success.
9 You bellow out a terrifying battle cry granting Wounds lasts until the end of the target’s next
you and allies in the scene +2 Speed and +1D6 turn, and deals 2D8 Slashing to them for every
damage until the end of your next turn. space they move, are pushed, or pulled.

180
7

Weapon Talent: Train Cleave


4 Skill Points 4 Skill Points

9 You choose to train heavily with one weapon 9 All melee attacks you make, whether you hit or
type giving you insight into how best to use it. miss, deal your Offense rank as damage to an
Choose one of the weapon effects below. enemy in weapon range that’s not your target.
This effect ignores Dodge.
9 You can take this talent multiple times, each
time for a different weapon type. 9 If you Critical Hit this damage is doubled.
h Axe: +1D6 damage to any attack made with 9 If this damage reduces an enemy to 0 Stamina,
Axes that deal damage to more than 1 target.
the damage is doubled and applied to another
h Bow: Bows gain +2 Range. Once per rest you target in range. Repeat as necessary.
can make a basic ranged attack with a Bow as
a free action on anyone’s turn.
h Crossbow: Attacks made with Crossbows
gain +1D4 to hit and damage for each
previous attack made with it this turn.
h Dagger: Daggers gain +1 damage. Increase
your Deft and Brutal Ire caps by 2 while you
have a Dagger on hand. Evasive
h Hammer: You can spend 2 Ire to reroll the hit 4 Skill Points
roll for attacks made with Hammers.
Gain the ability Evasive.
h Stave: +1 Dodge and Armor while you have a
Stave on hand.
h Spear: Spears gain Piercing 2 property. h Evasive
Piercing X: After the attack resolves, whether it
hit or missed, this weapon deals X Stress damage. Range: - • 2 Actions or 1 Actions and 2 Deft Ire
h Swords: Attacks made with Swords gain +1D4 9 Until the end of your next turn, for every attack
damage for each Sword you have on hand. made against you, add half your Dodge to the
One Brace Armor per scene is free for each
Sword you have on hand. damage you deal with your next attack.

Quick Attack Body Slam


4 Skill Points 4 Skill Points

Gain the ability Quick Attack. Gain the ability Body Slam.

h Quick Attack h Body Slam


Range: Weapon • 2 Actions or 2 Brutal Ire Range: Weapon • 2 Actions or 2 Deft Ire
9 This ability ignores Dodge and can be used on 9 Make a basic attack that also grants the target
anyone’s turn. Deal your weapon’s damage to Slow on their next turn, and Stun on their next
anyone in range. turn if you get 2+ successes.

181
7

Assassin Weapon Talent: Expert


6 Skill Points • Rogue 4 Skill Points • Weapon Talent: Train

9 Gain the ability Assassin’s Sigil 9 Choose one of the weapon effects below that
you have the Train bonus for.
9 +5 max Brutal Ire. -3 max Deft Ire.
9 Your Critical Hits ignore Armor. 9 You can take this talent multiple times, each
time for a different weapon type.
9 At the start of your turn gain 2 Brutal Ire. h Axe: Attacks made with Axes that miss deal
half damage to up to two adjacent enemies.
h Assassin’s Sigil h Bow: Bows gain another +2 Range. An
additional time per rest you can make a basic
Range: Weapon • 10 Brutal Ire ranged attack with a Bow as a free action on
anyone’s turn.
9 This ability ignores Dodge. Until the end of the
scene target in range takes 2D8 Chaos damage h Crossbow: When you roll 1 or fewer successes
with a Crossbow attack add +1D8 damage to
after you attack them. Your attacks against them the next Crossbow attack you make.
have their Critical Hit Threshold increased by 5.
h Dagger: When you Critical Hit with a Dagger
it gains +1 damage until the end of the scene.
h Hammer: Attacks made with Hammers that
move, slow, or knock prone move them twice
as far, or heal you 5 Stamina (your choice).
Warlord
6 Skill Points • Fighter h Stave: Additional +1 Dodge and Armor while
you have a Stave on hand.
9 +2 max Deft Ire. +2 max Brutal Ire. h Spear: Spear Piercing property increased to 5.
9 All Ire costs for your abilities are reduced by 1 h Swords: At the start of a combat scene gain
Resist for 1 damage type of your choice for
to a minimum of 1. While your Deft and Brutal Ire each Sword you have on hand until the end of
match gain +1D12 damage with all attacks. the scene.
9 At the start of each of your turns gain 2 Ire in
any combination of Deft and Brutal Ire.
9 Abilities that cost Ire can no longer generate Ire

Paragon Mark
6 Skill Points • Champion 4 Skill Points

9 +5 max Deft Ire. -3 max Brutal Ire. Gain the ability Mark.
9 When you are attacked, if you do not Dodge,
restore 1 max Dodge. If you also do not Brace h Mark
Armor you may instead restore 1 Armor.
Range: Weapon • 3 Brutal Ire
9 When you gain Ire heal Stamina to yourself or 9 Mark a target in range. That target takes +1D8
an ally in the scene equal to half your Armor.
damage from all attacks from all allies until the
9 At the start of your turn gain 2 Deft Ire. end of your next turn.

182
7

Parry Defensive
4 Skill Points 4 Skill Points

Gain the ability Parry. 9 Gain the ability Defensive Stance. Entering the
stance costs 1 Brutal Ire, and sets your Ire to 0.
h Parry Exiting the stance is free and sets your Ire to 0.
Range: Weapon • 3 Deft Ire 9 While in the Defensive Stance you are Slow,
can’t gain Immobile, have a -3 to all damage you
9 Until the end of your next turn every attack deal, every 2 points of Deft Ire you have is treated
made against you grants you +1 Deft and Brutal
as an extra point of Armor, and you can spend
Ire. At the start of your next turn if you have at
2 Deft Ire to Brace Armor.
least 4 Ire, make a basic attack against all
enemies in range.
Weapon Talent: Master
4 Skill Points • Weapon Talent: Expert

9 Choose one of the weapon effects below that


you have the Expert bonus for. Gain the Mastery
Twin Strike
4 Skill Points for the weapon type in addition to below effect.

Gain the ability Twin Strike.


9 You can take this talent multiple times, each
time for a different weapon type.
h Axe: When you Critical Hit with an Axe you
h Twin Strike can choose to give up the extra damage to
have the attack damage everyone in a Cone 3.
Range: Weapon • 1 Actions and 3 Brutal Ire
h Bow: Bows gain another +2 Range. An
9 Make 2 basic attacks against 2 targets in range additional two times per rest you can make a
(four total attacks). These attacks take -3 to hit if basic ranged attack with a Bow as a free
action on anyone’s turn.
it’s not the first time the target is attacked by this
ability this turn. h Crossbow: Crossbow attacks now count as
melee attacks for Swift Attacks, and your
melee range is your Crossbow range.
h Dagger: The first time in a scene you Critical
Hit with a dagger the target gains 2 stacks of
Stun on their next turn.
Back Out h Hammer: When you attack with a hammer
4 Skill Points you can pay +1 Action to make the attack
shatter their defense until the end of the
Gain the ability Back Out. scene. Targets with shattered defense are
pushed +1 spaces when attacked (including
the attack that shattered their defense).
h Back Out h Stave: Reach of Staves increased by 2.
Range: Weapon • Requires: Shield. • 3 Deft Ire h Spear: Spear attacks that use the Throw
property are treated as having Piercing X
9 Make a basic attack, then move up to your where X is twice the spaces it was thrown.
Speed spaces away from the target, then make
another basic attack. If either attack gets 1 or h Swords: Swords now deal Crushing Slashing,
and Piercing damage. Choose 1 sword you
fewer successes gain 1 free use of Dodge until the have on your person, it is always considered
end of your next turn. on hand and takes 0 hands to use.

183
7

Preparation Strong Arm


4 Skill Points 4 Skill Points

9 While in combat you may spend 2 Actions to Gain the ability Strong Arm.
gain 1 Prep Charge until the end of the scene.
9 For each Prep Charge you have gain +1D4 h Strong Arm
damage on Critical Hits and increase your Critical Range: Weapon • 5 Deft Ire
Hit Threshold by 1.
9 This ability ignores Dodge. Multiply your
Brawn and Acrobatics ranks together. Until the
end of your next turn deal damage equal to the
total to anyone who attacks you, moves next to
you, or starts their turn next to you.
Patience
4 Skill Points

9 Every turn you don’t move gain +1 Speed until


the end of the scene. When you don’t hit with an
attack gain +1 to hit until the end of the scene.

The Brawl
6 Skill Points

Great Strength 9 The Brawl starts and ends with every combat
4 Skill Points scene. You start each combat scene in The Brawl.
Gain the ability Great Strength. 9 You may spend 3 Ire in any combination of Ire
to add anyone in the scene to The Brawl.
h Great Strength 9 When someone else in The Brawl ends their
turn, they roll 1D6 and deal the result as Stress
Range: Weapon • 1 Actions and 5 Brutal Ire
damage to everyone in The Brawl except you. If
9 Make 3 basic attacks. If none of them Critical they roll 3 or less you also get a free basic attack.
Hit then you can’t attack on your next turn.
9 At the end of your turn you roll 3D6 and take
the result of your choice for the above effect.

Slow March
4 Skill Points

9 At the start of your turn you can grant yourself


Slow until the end of your turn. If you do, when
you move this turn you grant all allies within 2
spaces of you 1 free Move action they can use
until the end of your current turn.

184
7

Scholar
“ ”
Magic is the pursuit of the gifted intellectual. It’s the study of structure and behavior of the
Fey, the physical, and the arcane worlds through observation and experiment.

0 Gnomish Notes Human Techniques Vendris History

1 Magic Slam Resistance Arcane Shards Arcane Redirect Fool’s Cone

2 Magic Burst Concentration Meditation Arcane Strike Chaos Bolt Delirium Cone

3 Scholar

4 Wizard Arcanist Mage

5 Fey Flower Fey Sunbeam Arcanist Spear Brilliance Blink Arcane Body Binding Text

6 Fey Moonlight Leyline Arcane Form Endless Scrolls

Tier Dependency Single Choice

Magic is a fundamental building block of the Abyss. Harnessing and understanding it can make anyone a
force to be reckoned with. Magic is like an invisible veil of energy that can be tapped into by only the
most brilliant and masterful minds. Stories are told about brave Warriors, but legends are defined
by the powerful wizards, arcanist, and mages who set the course of history.

Scholars are ranged, damage focused, and use the


Magic Points (MP) resource. Scholars have the largest h Requirements
MP pool of all fighting styles. Before you can take talents in this fighting style you
Scholars have 3 specializations. must have at least the following skill ranks:

h Wizards: Able to stretch their abilities to strike 9 Offense 1 9 History 2


massive areas while retaining their full effects. 9 Defense 1 9 Finesse 2
h Arcanist: Able to siphon power from their own 9 Bluff 1 9 Perception 2
abilities to build powerful defenses, and to infuse
their magic directly into their weapon attacks. 9 Arcana 3 9 Volition 2
h Mages: Turn their abilities into powerful piercing
beams striking everything in their path.

185
7
Gnomish Notes Human Techniques
6 Skill Points • Human Techniques, 6 Skill Points • Gnomish Notes,
Vendris History Vendris History

9 Use the Magic Points (MP) resource. 9 Use the Magic Points (MP) resource.
9 Gain the ability Scatter Charge 9 Gain the ability Arcane Charge
9 When using any ability that costs MP you may 9 When using any ability that costs MP you may
roll an Arcana skill check for the roll to hit. roll an Arcana skill check for the roll to hit.
9 For you Orb implements count as a free and 9 For you Rod implements count as a free and
empty hand for abilities that cost MP. They take 1 empty hand for abilities that cost MP. They take 1
hand to use and costs 300 silver. hand to use and costs 300 silver.
9 When you use an ability that costs MP while 9 You can treat any weapon you know how to
you have an Orb on hand, you can take 2D6 use as a free hand for any ability that costs MP.
Arcane damage to increase the area the ability
hits by 3 spaces in all directions.
9 When you use an ability that costs MP while
you have a Rod on hand, you can deal half
damage or spend +5 MP to create an Arcane
h Scatter Charge Shield on yourself.
Range: 8 • Requires: 1 free hand. 9 You can have 1 Arcane Shield on you at a time.
• 1 Actions and 6 MP
9 Arcane Shields grant your melee attacks +1D6
9 Target takes 3D4 + 3 Arcane damage. Arcane. When you take damage, you may spend
an Arcane Shield to take half damage (before
9 2+ Successes: restore 2 MP per target hit. Armor and Resistance apply).

Vendris History
6 Skill Points • Human Techniques, h Arcane Charge
Gnomish Notes Range: 8 • Requires: 1 free hand.
• 1 Actions and 6 MP
9 Use the Magic Points (MP) resource.
9 Gain the ability Forgotten Charge 9 Target takes 2D8 + 3 Arcane damage.
9 When using any ability that costs MP you may 9 2+ Successes: gain +1D4 Arcane damage to all
roll an Arcana skill check for the roll to hit. melee attacks per success until the end of your
next turn.
9 For you Book implements count as a free and
empty hand for abilities that cost MP. They take 1
hand to use and costs 300 silver.
9 When you use an ability that costs MP while
you have a Book on hand, you can change the
range of the ability to Ray 7.

h Forgotten Charge
Range: 12 • Requires: 1 free hand.
• 1 Actions and 6 MP
9 Target takes 3D4 + 3 Arcane with a +1 bonus
for each success rolled for this ability this turn.

186
7

Magic Slam Fool’s Cone


4 Skill Points 4 Skill Points

Gain the ability Magic Slam. Gain the ability Fool’s Cone.

h Magic Slam h Fool’s Cone


Range: 10 • Requires: 1 free hand. Range: Cone 3 • Requires: 2 free hands.
• 2 Actions and 15 MP • 2 Actions and 30 MP
9 Target and all enemies within 2 spaces are 9 Everyone in range takes 3D6 Arcane. For each
knocked Prone. They take 2D8 Crushing if Prone. success grant 1 Stack of Stun to 1 target hit by this
on their next turn.
9 2+ Successes: Instead they take 2D8 Crushing
per success and are knocked Prone.

Magic Burst
4 Skill Points • Magic Slam
Resistance
4 Skill Points Gain the ability Magic Burst.

9 Choose one of the below two effects:


h Magic Burst
9 Gain 2 Armor while below half your max MP.
Range: 2 • Requires: 2 free hands.
9 Gain Resist Arcane damage. • 1 Actions and 15 MP
9 All enemies in range take 3D6 Sonic, and are
pushed 2 spaces per success.
Arcane Shards
4 Skill Points

Gain the ability Arcane Shards. Concentration


4 Skill Points • Resistance

h Arcane Shards 9 +10 maximum MP.


Range: 10 • Requires: 1 free hand.
9 In combat at the start of your turn restore 2 MP
• 2 Actions and 15 MP
9 When you take damage, roll a Volition check.
9 Target and all adjacent take 2D10 Slashing On 1 or fewer successes lose the start of turn MP
with +1 damage for each empty space hit by this. until the end of the scene.
9 2+ Successes: After damage everyone hit gains
Vulnerable to Slashing until the end of the scene.
Meditation
4 Skill Points • Resistance

Arcane Redirect
4 Skill Points 9 Your character only needs to sleep half the
time they would normally need to for a long rest.
9 Every three times you deal Arcane damage in a 9 Taking a long rest grants an additional +1 reroll
scene grant an ally Vigor on their next turn. to any roll that day.

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7

Arcane Strike Delirium Cone


4 Skill Points • Arcane Redirect 4 Skill Points • Fool’s Cone

Gain the ability Arcane Strike. Gain the ability Delirium Cone.

h Arcane Strike h Delirium Cone


Range: 12 • Requires: 1 free hand. Range: Cone 3 • Requires: 2 free hands.
• 2 Actions and 12 MP • 2 Actions and 30 MP
9 Give yourself or an ally in range a free basic 9 For each success everyone in range takes 1D8
attack with +2D10 Arcane damage. Arcane Piercing Sonic and you choose one of the
effects below:
9 Restore 2D8 MP per success on the attack.
9 Everyone in range gains Blind or Cover until
the end of their next turn.

Chaos Bolt
9 Everyone in range gains 1 stack of Slow or
Vigor on their next turn.
4 Skill Points
9 Everyone in range gains 1 stack of Stun on their
Gain the ability Chaos Bolt. next turn.
9 Everyone in range takes 1D4 Arcane. This
h Chaos Bolt option can be chosen multiple times.
Range: 12 • Requires: 2 free hands.
• 2 Actions and 12 MP
9 This ability ignores Dodge. Wizard
4 Skill Points • Scholar
9 You take 1D12 Chaos damage, then the target • Arcanist, Mage
takes 1D12 Chaos damage.
9 If a 2 or less, or 11 or more, is rolled on damage 9 If Orb implements aren’t a free hand, you gain
that ability, and the effect of them from the
dice for this ability repeat this ability. You take
“Gnomish Notes” talent.
half damage from repeat Chaos Bolts.
9 If either of you drop to 0 Stamina do not repeat 9 If you have the “Gnomish Notes” talent, Orbs
now increase the area of abilities by 5 Spaces in
this ability further.
all directions instead of 3. Damage taken from
using this effect increased from 2D6 to 2D8.
9 If an ability would hit multiple targets, you
Scholar may have it hit only 1 target in the area instead. It
6 Skill Points • Gnomish Notes, gains +1 success for every 2 targets the attack or
Human Techniques, or Vendris History
ability would have hit but didn’t.
9 +35 maximum MP. 9 While wearing a Wizard’s Robe you gain +3
9 If an ability costs 9 or fewer MP, reduce its MP Armor. A Wizard’s Robe is any Cloth type armor
cost by 2 to a minimum of 1. Otherwise reduce the you have had a long rest to enchant.
MP cost of the ability by 5 MP.
9 While wearing a Wizard’s Hat you gain +1D6
9 When you roll 1 or fewer success with a Scholar Arcane damage with all abilities. A Wizard’s Hat
ability, restore MP equal to half the MP you paid. is any hat a Wizard chooses to wear.

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Arcanist
4 Skill Points • Scholar h Breeze
• Wizard, Mage With a snap of your fingers you make a gentle
breeze come out of nowhere. The breeze is strong
9 If Rod implements aren’t a free hand, you gain
that ability, and the effect of them from the enough to put out fires, cool you off, or knock
“Human Techniques” talent. something roughly vase sized off a table.

9 If you have the “Human Techniques” talent,


creating Arcane Shields no longer reduces the h Chair
damage of the ability, or cost extra MP. You can You create a ghostly throne out of magical energy
have a maximum of 6 Arcane Shields on you, and that only you can sit on. The throne can look like
gain +1D6 Arcane damage per shield. it’s made of anything you can imagine. The
9 Choose a weapon type. That weapon type throne ignores gravity and forced movement.
counts as a Rod implement for you.
9 When you use Arcana for a hit roll restore MP h Hat Trick
and heal Stamina equal to twice successes rolled.
You are able to pull anything that takes 3 item
space or less out of any hat as long as nobody else
is holding it, it’s not held down, and it’s
somewhere within 6 spaces of you.
Mage
4 Skill Points • Scholar
• Wizard, Arcanist h Illusions
You create a simple object, no bigger than a
9 If Book implements aren’t a free hand, you gnome, out of magic. You can control and move
gain that ability, and the effect of them from the
the illusion around. It feels as solid or ghostly as
“Vendris History” talent.
you want, but disappear if it would deal damage,
9 If you have the “Vendris History” talent, you or damage would be dealt to it. They last for 10
no longer need to carry your implements. They minutes. You can maintain up to 3 at a time.
now float and orbit you taking 0 hands. When
you change an ability into a Ray, you may change
it into Ray 14, or have it become 2 separate Ray 4 h Magic Bird
rays. If a target is hit by both rays, they take the You conjure a small arcane bird. It looks like any
damage twice, but the effects only once. bird or flying creature you can imagine, and is no
larger than a raven or owl. You can see through
9 +25 maximum MP. the bird’s eyes, and it disappears if it travels more
9 Gain the following simple Spells: Breeze, Chair, than 1,000ft from you. You can have one bird at a
Hat Trick, Illusion, Magic Bird, Voice Throw. time, and it lasts until it takes any damage.
9 Simple spells take 2 Actions/ 10 seconds to cast
h Voice Throw
You can make your voice come out of any object
within earshot that you can see. You do not need
to open your mouth, you only need to think what
you want the object to say.

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7

Fey Flower Arcanist Spear


4 Skill Points 4 Skill Points • Arcanist

Gain the ability Fey Flower. Gain the ability Arcanist Spear.

h Fey Flower h Arcanist Spear


Range: 12 • Requires: 2 free hands. Range: Weapon • Requires: 1 free hand.
• 2 Actions and 30 MP • 2 Actions and 40 MP
9 You pull a flower from the Fey. It grows in 9 Target takes 1x weapon damage + 1D12 Arcane
either an empty space in range, or out of the head per success. If this reduces the target to 0
of a target in range. The flower lasts until the end Stamina then allies within range restore 30 MP.
of the scene.
9 If this ability doesn’t reduce the target to 0
9 You can only have one flower active at a time. Stamina they gain the ability to have Negative
Armor, and then they lose 1 Armor per success.
9 While on the ground the flower counts as
Deadly terrain that deals 3D8 Arcane. All enemies 9 Negative Armor lasts until the end of the scene
within 3 spaces of it take 1D8 Arcane at the start and adds 3x its value to all damage taken.
of their turn. If using an Orb effect, the flower
turns more areas into Deadly terrain.
9 If growing out of someone, the target takes
3D6 Arcane at the start of their turn.

Fey Sunbeam Brilliance Blink


4 Skill Points 4 Skill Points

Gain the ability Fey Sunbeam. 9 +10 maximum MP.


9 When you are dealt damage restore that much
h Fey Sunbeam MP. When an attack against you gets 1 or fewer
Range: 15 • Requires: 2 free hands. successes, you may teleport to any space within
• 2 Actions and 40 MP your Speed spaces.

9 This ability can only be used once per day, and


ignores Dodge.
9 Choose a number between 2 and 20. This
ability lasts until the end of your turn that many
rounds from now. Target in range has a beam of
Fey sunlight spotlight and follow them. Beam Arcane Body
creates 10ft of daylight. 4 Skill Points
9 When the effect ends the target takes XD12 + X
Arcane Fire, and everyone within X spaces of the 9 +10 maximum MP.
target take X Arcane Fire where X is the number 9 Twice per rest you can attempt to a Volition
you chose above. If X is 10 or more the target also check to channel magic into yourself. Costs 2
takes 1D6 Arcane Fire at the start of their turn Actions. For every success restore 10 MP at the
until the end of the effect. start of your turn until the end of the scene.

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7

Binding Text Leyline


4 Skill Points • Mage 6 Skill Points • Arcanist

Gain the ability Binding Text. 9 You may have +6 max Arcane Shields on
yourself at a time. While at or below half your
h Binding Text maximum MP all effects that generate Arcane
Shields instead generate 3 Arcane Shields.
Range: 12 • Requires: 2 free hands.
• 2 Actions and 40 MP 9 All melee attacks you make restore 5 + 1D6 MP
per success on the attack.
9 Target is Immobilized until they get Arcana or
Volition successes equal to the total number of
Scholar talents you have.
9 They may roll for this 4 times, minus successes
rolled after you cast this, and 1 time for free at the Arcane Form
6 Skill Points • Arcane Body
start of each of their turns.
9 +20 maximum MP.
9 Once per level you can transform into pure
arcane energy. Requires you to have Arcane Body
success effect active, and costs 2 Actions.
9 When you transform your current and max MP
are doubled, and you lose 10 MP at the end of
your turn until the end of the scene. Your attacks
Fey Moonlight and abilities deal +1D12 Arcane damage, plus an
6 Skill Points • Wizard additional +1D6 Arcane per 10 MP it costs.
Gain the ability Fey Moonlight.

h Fey Moonlight Endless Scrolls


Range: 18 • Requires: 2 free hands. 6 Skill Points • Binding Text
• 2 Actions and 50 MP
9 This ability ignores Dodge. 9 +20 maximum MP.
9 You drown everyone in range in Fey moonlight. 9 During any rest you can create Scholar Scroll
type consumables that cast any MP costing
You and everyone in range takes 1D12 Arcane Cold
ability you or an ally has. The scroll is single use,
9 Then all enemies in range take 1D6 Arcane and burns up as part of the resolution.
Cold per success at the start of their turn until the
end of the scene. This effect stacks. 9 To create a scroll you need 1 spellbook page.
Any book or book implement you have had a long
rest to enchant counts as a spellbook.
9 When creating a scroll pay all costs associated
with the ability. You may have up to 6 scrolls
prepared at a time. Anyone trying to use the scroll
only needs to pay the normal consumable cost (1
Action) to use it.

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7

Nomad
“ ”
You could spend a lifetime walking this world and still not see all of its beauty.
You could spend eternity exploring the Abyss and still not see everything it has to offer.

0 Wanderer

1 Divide Travel Slice

2 Unload Nomad Mobility Mixed Maneuver Nomad Defenses Mince

3 Nomad

4 Precise Responsive Double Action Wide Swing Vicious

5 Gunslinger Lucky Bladeslinger

6 Run & Gun Test of Luck Dedication to Travel Weapon Virtuoso

Tier Dependency Single Choice

Wanderer from another land who comes from nowhere, does the impossible, and leaves as suddenly as they arrived.
They don’t know where they are headed, but they know there are not there yet. There is a desire in them to keep
going they can’t ignore. They always have something left to see or do, and they will not let anyone stand in the way
of reaching it. They are the stranger that has changed the course of history countless times, and they’ll never stop.

Nomads are damage focused and use the Ability


Points (AP) resource. h Requirements
Nomads gain bonuses for using multiple weapons at Before you can take talents in this fighting style you
the same time, and when moving during combat. must have at least the following skill ranks:

Nomads have 2 specializations, and can choose 9 Offense 2 or Guns(Pistol)


not to specialize. Once they reach the bottom of 9 Mechanics 2 or Ride 2.
their tree, they are able to take a talent that unlocks
the ability to take all of their specializations. 9 Streetwise 2 9 Acrobatics 2
9 Wilderness 2 9 Volition 3
h Gunslinger: Focused on ranged attacks.
h Bladeslinger: Focused on melee attacks.

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7

Wanderer Slice
6 Skill Points 6 Skill Points • Wanderer • Divide

9 Use the Ability Points (AP) resource. 9 While you have 2 or more melee weapons on
hand gain +1D4 damage with all melee attacks.
9 While you have 2 or more weapons on hand
your attacks benefit from all your weapons giving 9 Twice per rest you can take a free move action
the following effects: as long as the movement ends next to an enemy.
h All weapons you have on hand share the 9 Every time you end movement at least 3 spaces
properties, damage types, and unique effects
to all other weapons you have on hand. away from where you started, you can make a
basic melee attack as a free action.
h All weapons you have on hand share their 2+
success and mastery bonuses to all other 9 When you make a basic melee attack, you can
weapons you have on hand. spend 2 AP to make a second basic melee attack
h You may trigger the effects of one Off-Hand with a different weapon than the first one.
property even if you attacked or didn’t attack
with that weapon this turn.

Divide Unload
6 Skill Points • Wanderer • Slice 4 Skill Points

9 While you have 2 or more ranged weapons on Gain the ability Unload.
hand gain +1D4 damage with all ranged attacks.
9 Twice per rest you can reload all guns you have h Unload
on your person as a free action. Range: Weapon • Requires: Ranged weapon • 3 AP
9 Every time you end movement at least 3 spaces 9 Make a basic ranged attack. This attack
away from where you started, you can make a consumes 4 times its normal ammunition, or
basic ranged attack as a free action. shots if using a Gun.
9 When you make a basic ranged attack, you can 9 This attack gains +1 success. If you Critical Hit
spend 2 AP to make a second basic ranged attack give the attack +2 success instead.
with a different weapon than the first one.

Travel
4 Skill Points
Nomad Mobility
Gain the ability Travel. 4 Skill Points

9 You can equip or put away up to 6 weapons as


h Travel a free action twice per rest.
Range: - • 3 AP
9 You do not trigger Swift Attacks while you
9 Take a Move action. have 2 or more weapons on hand.

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7

Mixed Maneuver Precise


4 Skill Points 4 Skill Points • Divide

Gain the ability Mixed Maneuver. 9 +1 to hit until the end of the scene when you
end your turn without spending AP or attacking.
h Mixed Maneuver
Range: Weapon • Requires: A ranged weapon and
a melee weapon • 1 Actions and 3 AP Responsive
4 Skill Points • Divide
9 Make a basic ranged attack. Then take a free
move action, and make a basic melee attack. 9 Whenever your AP hits 0 you get +1D6 damage
to all attacks on your next turn.
9 This ability costs -1 Actions if you made at least
1 melee and ranged attack this turn.

Double Action
4 Skill Points
Nomad Defenses
4 Skill Points
9 You roll twice for Initiative and take the result
of your choice.
9 When you Brace Armor you may take a free
Move action, or make a free basic attack. 9 If you take the lower result you act before
enemies at your Initiative.
9 While you’re at 10 or less Stamina gain Vigor

Mince Wide Swings


4 Skill Points 4 Skill Points • Slice

Gain the ability Mince. Gain the ability Wide Swings.

h Mince h Wide Swings


Range: Weapon • Requires: Melee weapon • 3 AP Range: - • 2 AP

9 Make 2 basic melee attacks. Each attack has a 9 Until the end of your next turn all melee
-2 to hit, and -4 to damage. attacks you hit with deal their damage to all
enemies within melee range.
9 Ignore hit and damage penalty if it’s the first
time you attack with that weapon this turn.
Vicious
4 Skill Points • Slice
Nomad Gain the ability Vicious.
6 Skill Points

9 +5 maximum AP. h Vicious


9 All your attacks gain +1D6 damage. Range: Weapon • 4 AP
9 Every time you roll 1 or fewer successes with an 9 Make a basic melee attack against a target in
attack restore 1 AP. range for every melee weapon you have on hand.

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7

Gunslinger Run & Gun


6 Skill Points • Divide 6 Skill Points • Gunslinger

9 Double the Close Range and Range of all guns 9 While you have at least 1 gun on hand you are
you use. Non-gun ranged weapons gain +1D12 Immune to Slow and Immobilize. While you have
damage with all attacks, and you can use Two- at least 1 non-gun on hand you get a free Move
Hand non-gun ranged weapons with one hand. action on each of your turns.

Dedication to Travel
6 Skill Points

9 Ignore Single Choice restrictions on Nomad


talents.
Lucky
4 Skill Points

9 Twice per rest after damage dice are rolled Test of Luck
against you, you can trigger Lucky. 6 Skill Points
9 Split all damage dice rolled into 2 groups with
an equal number of dice in each group. Place any 9 When you Critical Hit you can choose to give
extra dice into the group of your choice. Then up the Critical Hit to test your luck.
pick up and roll either group, and the GM rolls 9 Reroll the roll to hit. If you get at least 1 success
the other one. keep your Critical Hit, gain a Lucky Coin, and you
9 If your total is higher you take no damage and may choose to roll this again.
the attack takes the total rolled by both groups as 9 If during any reroll after the first one you get 1
damage instead. Otherwise take the total rolled or fewer success, or you Critical Hit, you miss and
by the smaller three times. the target gains Vigor on their next turn.
9 Lucky Coins turn into 2D6 x 3 silver coins at
the end of the scene. You can spend Lucky Coins
to reroll any 1 dice except Test of Luck rerolls.

Bladeslinger
6 Skill Points • Slice Weapon Virtuoso
6 Skill Points • Bladeslinger
9 You can use Two-Hand weapons with one
hand. They still do Two-Hand damage. 9 You become so experienced with weapons, and
have modified your gear enough, that you have
9 When using at least 2 weapons that don’t have instant and reliable access to 6 hands worth of
the Two-Hand property you gain a free basic
equipment at all times.
attack at the end of each of your turns.
9 When using at least 2 weapons with the Two- 9 Gain all weapon Mastery bonuses.
Hand property gain +2D6 damage with the first 9 You can equip and have on hand up to 6 hands
attack you make on each of your turns. worth of weapons and gear at a time.

195
7

Rune Gunner
“ ”
Rune Weavers and Smiths of old would die of anger if they saw what became of Rune
Magic. May they take comfort in the fact that, even if only in this form, it’s being kept alive.

Tier Dependency Single Choice Form Rune Sigil

At its core Rune Magic is symbols, writing, and design so beautiful and complex that they surge magic out of thin
air. Rune Magic was the very first form of magic, discovered by pure accident through artists and poets. It’s a lost
art form and thought archaic by modern scholars. There are still the dedicated few who look at the runes and see
their intrinsic beauty and unparalleled power. They are perfect in ways a scholar’s magic can never be.

Rune Gunner is a damage dealer that uses the Magic


Points (MP) resource. h Requirements
Rune Gunner’s core mechanic is enhancing ranged Before you can take talents in this fighting style you
attacks with special effects and damage. must have at least the following skill ranks:

Rune Gunners can choose to go all-in on one super 9 Offense 2 or Guns(Rifle)


powerful attack, or slow down and enhance every 9 Arcana 3 9 History 3
attack they make with a little something extra.
9 Perform (Painting) 3 or Perform (Writing) 3
Rune Gunners have 2 Specializations.

h Artist: Can make better use of Forms.


h Writer: Can make better use of Sigils.

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7

Scribe Sigil
6 Skill Points 6 Skill Points • Scribe • Form

9 Use the Magic Points (MP) resource. 9 Gain the Sigil Shot
9 Gain the Rune Shot 9 You can apply Sigils to attacks in the same
9 Able to transfer the effects of any Rune (
) way you can apply Runes. Sigils function
onto any ranged attack you make. You may apply identically to Runes.
each Rune once to an attack. 9 You can’t apply Forms to your ranged attacks,
and Forms cost you 2 Actions to create a trap with
9 For each Rune, Sigil ( ), and Form ( )
instead of 1 Action.
applied to an attack, grant it +1D4 Arcane damage
or give the attack +2 to hit.
9 Runes can be applied to a wall, floor, or object Shot • 3 MP
as a trap. Cost 1 Action, and triggers on the next
person to touch it, or enter a space adjacent to it. 9 +1D10 Arcane. Bonus is changed to +2D8 if the
target has no allies within 2 spaces.
9 Multiple Runes can be applied to the same
trap. The trap ignores Dodge, deals damage as if
it was a 0 base damage attack, and last until the
end of the scene. If applied to something smaller
than Small size, such as a card, coin, watch, or
Shatter
hand mirror, the MP cost is doubled. 4 Skill Points

Shot • 2 MP Gain the Form Shatter

9 +1D6 Arcane Shatter • 5 MP

9 Target and all enemies within 2 spaces of them


Form are damaged by the attack. Half damage on miss.
6 Skill Points • Scribe • Sigil
9 2+ successes: Everyone damaged by this takes
9 Gain the Form Shot 1D6 Arcane per success.
9 You can apply Forms to attacks in the same
way you can apply Runes. Forms function
identically to Runes.
9 You can’t apply Sigils to your ranged attacks, Blast
and Sigils cost you 2 Actions to create a trap with 4 Skill Points
instead of 1 Action.
Gain the Form Blast
Shot • 4 MP
Blast • 15 MP
9 +1D10 Arcane.
9 You can take a penalty to damage equal to the 9 +2D6 Arcane.
MP spent on this attack to have it restore 2 + 2D6 9 If this is placed as a trap then it instead does
MP as part of the attack. 3D8 Arcane and knocks the target Prone.

197
7

Armor Ghostly
4 Skill Points 4 Skill Points

9 Gain the Rune Armor Gain the Sigil Ghostly


9 This rune costs 1 MP to apply, and lasts for 1
day. It can be etched on any set of armor, shield, Ghostly • 10 MP
or hard surface. You may have up to 2 of this Rune
active at a time. 9 After the attack deal 1D6 Chaos to the target.
The target also takes 1D6 Chaos at the start of
9 Grants anything with this rune +1 Armor. Does their turn.
not stack. When a target with this rune on them
is hit all enemies in the scene take 2 Chaos. 9 Until the end of the scene, when the target
takes damage at the start of their turn, one
enemy of your choice within 3 spaces also takes
that damage as start of turn damage.

Weapon
4 Skill Points

9 Gain the Rune Weapon


9 This rune costs 1 MP to apply, and lasts for 1 Divide
day. It can be etched on any weapon. You may 4 Skill Points
have up to 2 of this Rune active at a time.
Gain the Form Divide
9 Grants anything with this rune +1D6 Arcane
with all attacks. You can make attacks and draw
line of sight from where this rune is. Divide • 15 MP

9 Until the end of your next turn all damage the


target does is split. Half damage goes to their
intended target, and half is dealt to themselves.

Repetition
4 Skill Points

Gain the Sigil Repetition


Element
Repetition • 15 MP 4 Skill Points

9 This can be applied up to 5 times to an attack. Gain the Form Element

9 Each application of this Sigil repeats all


damage and effects of the attack to another valid Element • 10 MP
target in weapon range of the original target.
9 +2D6 Arcane and choose a damage type. Until
9 If the attack gets 1 or fewer successes you may the end of your next turn anything that deals that
reroll the attack once per this Sigil on the attack. damage type deals +1D12 damage.

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7

Ammo Intention
4 Skill Points 4 Skill Points

9 Gain the Rune Ammo Gain the Sigil Intention


9 This rune costs 5 MP to apply, and lasts for 1
day. It can be etched on to any number of ammo Intention • 12 MP
bundles.
9 +2D10 Arcane.
9 Grants any ammo with this rune +1D4 Arcane.
If the ammo is within 20 spaces of you then you 9 If this is the only Rune, Form, or Sigil on the
can load it into your weapons as if you had it on attack, restore 4 MP per success on the attack.
your person.

Rune Gunner
6 Skill Points • Scribe

9 +10 maximum MP.


Transfer 9 Gain the Rune Melee
4 Skill Points
9 Your maximum MP is increased by 5 for every
Gain the Rune Transfer Rune Gunner talent you have.
9 The first Rune, Form, or Sigil you apply to an
Transfer • 5 MP attack, or as a trap, also applies a free copy of
Shot to it. This can allow you to have multiple
9 Target takes no damage from the attack. copies of that rune on the attack or trap.
Instead you choose one of the below effects:
h Transfer any amount of MP and/or Stamina Melee • 25 MP
from you to them.
h Restore MP equal to the damage the attack 9 Target can’t melee attack you until the end of
would have done.
your next turn.

Artist
4 Skill Points • Rune Gunner
• Writer
Stranded 9 +40 maximum MP.
4 Skill Points
9 You can apply Forms and Sigils to your attacks
Gain the Sigil Stranded without restriction from Form or Sigil talents.
9 Gain the Form Imperfection
Stranded • 7 MP
Imperfection • 35 MP
9 +1D6 Arcane and the target is Slow until the
end of your next turn. 9 +1D10 Arcane and the target can’t Critical Hit
until the end of the scene.
9 If the target has no allies within 2 spaces, the
damage is increased to +2D8. 9 If the attack is Dodged restore 20 MP.

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7
Writer Patience
4 Skill Points • Rune Gunner 4 Skill Points • Rune Gunner
• Artist

9 +20 maximum MP. Gain the Rune Patience

9 Gain the Sigil Targeted


Patience • 40 MP
9 Rune, Form, and Sigil traps you create can be
created up to 30 spaces away as long as you can 9 You and the target are knocked Prone. The first
draw line of sight to the position. Reduce the MP one between the two of you to stand, or get
cost of traps by half (minimum 1 MP). pushed or pulled 3 or more spaces at once, takes
4D12 Arcane Sonic and gains 2 stacks of Vigor on
9 Reduce the Action cost of planting traps by 1 their next turn.
Action per 3 effects on the trap (minimum 0).
9 If either of you attack the other, both of you
stand and take the damage.
Targeted • 25 MP
9 If placed as a trap it knocks the target Prone,
9 +2D12 Arcane and the target is pushed 1 space deals 2D12 Arcane Sonic when they stand, and
per success. grants them 2 stacks of Vigor on this turn and
their next turn after standing up.
9 If they don’t have an ally within 3 spaces they
instead take 4D6 + 4 Arcane and are pushed 1D4
spaces per success.

Whirlwind
6 Skill Points • Artist
The Eternal Spear
Gain the Form Whirlwind 6 Skill Points • Writer

Gain the Sigil The Eternal Spear


Whirlwind • 35 MP

9 +3D10 Arcane and the target is surrounded by The Eternal Spear • 45 MP


a whirlwind of arcane blades until the end of your
next turn. 9 +3D8 Arcane.
9 While the whirlwind is active enemies who 9 Attack also damages all enemies in the scene
start their turn within 3 spaces of the target take behind the target (further from you in the same
2D8 Slashing. direction the target is from you).
9 When this effect would end, you may spend 15 9 If set as a trap, then attack damages all
MP to extend it until the end of your next turn. enemies within 6 spaces of the trap.
9 When this effect is extended, until it ends, the 9 Until the end of the scene any enemy who ends
target also takes 2D8 Slashing every time they their turn within 3 spaces of the target, or within
make a ranged or melee attack. the trap’s explosion radius, takes 2D6 Chaos.

200
7

Engineer
“ ”
We may not understand this stuff, but that doesn’t mean we shouldn’t try. Even just a
fraction more insight could unlock troves of new secrets we can’t even imagine.

Tier Dependency Single Choice

The greatest minds of our generation are obsessed with chucking fireballs at each other and learning to bend reality
just to fling bigger bullshit! The world has gone to shit if you ask me, and it’s one mad mage away from
catastrophe. If you really want to make the world a better place then learn about the way things used to be. The old
world solved every problem with technology, and that stuff is still hanging around waiting to be used again!

Engineer is a summoner that uses the Ability Points


(AP) resource. They focus on using their summons to h Requirements
distract enemies away from their allies. Before you can take talents in this fighting style you
Engineers have two levels of specialization. must have at least the following skill ranks:

h Mech Engie: Focuses on self buffs. 9 Offense 2 or Guns (Shotgun)


h Tech Engie: Focuses on electric damage. 9 Defense 2 9 Mechanics 2
h AE Engie: Focuses on having multiple summons. 9 History 2 9 Volition 3
h Grand Engineering: Has slow but hard hitting 9 Finesse 2
and high health summons that take more actions.
h Masterful Engineering: Has summons that can
come out instantly and cost less to summon.

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Summon Rules All summons go away at the start and end of a scene
Summons that have a cost must have that cost paid unless they say otherwise. You can only have one
immediately to summon. If they have a summon summon of each kind active at a time.
time, they appear at the start of the summoner’s turn Summons act on the summoner’s turn. They use the
once their summon time reaches 0 Rounds left. summoner’s skill ranks for any rolls they have to
When the summon appears, it shows up in the make, and the summoner can use their own Actions
nearest empty space to the summoner. Summons to pay for the summon abilities and actions.
can’t be healed. Max 1 copy of a summon at a time.

Electric
6 Skill Points • Mechanical,
Mechanical Old World
6 Skill Points • Electric, Old World
9 Use the Ability Points (AP) resource.
9 Use the Ability Points (AP) resource. 9 Gain the summon Electric Drone
9 Gain the summon Mechanical Turret 9 When an enemy makes an attack that doesn’t
target you, and they are within weapon range or
9 When an enemy makes an attack that doesn’t summon range, you or your summon can make a
target you, and they are within weapon range or
summon range, you or your summon can make a free basic attack against them.
free basic attack against them. 9 When you start your turn next to a summon
you and your summons gain +1D8 Electric with
9 At the start of your turn you can spend 1 AP to all attacks until the end of your turn.
give yourself +1 Speed, +1 to hit, and +1D6
damage with all attacks until end of your turn.
Electric Drone S

SIZE
2 AP and 1 Round to Summon
Mechanical Turret M
SIZE

2 AP and 1 Round to Summon SP 2 DO 3 AR 0 STA Sp

SP 1 DO 3 AR 0 STA Sp Vulnerable: - Actions: 0 base actions per


turn. You may spend 1 AP to
Vulnerable: - Actions: 0 base actions per Resists: - give this summon 1 Action.
turn. You may spend 1 AP to
Resists: - give this summon 1 Action. Immunity: -

Immunity: -
9 Engineer Summon: This has 5+ Your Level x 2
Stamina. When this hits 0 Stamina you may
9 Engineer Summon: This has 5+ Your Level x 2 spend 2 AP to raise this to 1 Stamina.
Stamina. When this hits 0 Stamina you may
spend 2 AP to raise this to 1 Stamina. 9 Basic Attack: 1 AP. Melee. 1D6 Electric.
2+ successes: +1 damage per success.
9 Basic Attack: 1 AP. Range 5. 1D6 Piercing.
2+ successes: +1 damage per success. 9 Welder: 2 AP. Melee. 1D10 Electric and this
summon heals 2 Stamina per success.
9 Rifled Automatic: 1 AP. Range 5. 1D8 Slashing
and the target next attack has -1 to hit per 9 Drone Intelligence: When an ally makes an
success. Must target the nearest enemy. Has +2 to attack while adjacent to this summon, this
hit and damage targets within 2 spaces. summon adds +1D8 Fire to their attack.
9 Deactivate: When this summon dies, it can’t 9 Deactivate: When this summon dies, it can’t
be summoned again this combat. be summoned again this combat.

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7

Old World Heavy Engineering


6 Skill Points • Mechanical, Electric 6 Skill Points • Quick Engineering

9 Use the Ability Points (AP) resource. 9 Gain the summon Heavy Construct
9 Gain the summon Old World Cannon 9 Your summons gain +3 Armor and deal +2D6
damage with all attacks.
9 When an enemy makes an attack that doesn’t
target you, and they are within weapon range or 9 Increase the number of rounds it takes to
summon range, you or your summon can make a summon your summons by 1 Round.
free basic attack against them.
9 You and your summons have +1 to hit and Heavy Construct M

SIZE
+1D4 damage with all attacks for each summon 3 AP and 1 Round to Summon
you have active. SP 3 DO 3 AR 0 STA Sp

Vulnerable: - Actions: 0 base actions per


Old World Cannon M turn. You may spend 1 AP to
SIZE

2 AP and 1 Round to Summon Resists: - give this summon 1 Action.


SP 0 DO 3 AR 0 STA Sp Immunity: -

Vulnerable: - Actions: 0 base actions per


turn. You may spend 1 AP to 9 Engineer Summon v2: This has 10+ Your
Resists: - give this summon 1 Action. Level x 2 Stamina. When this hits 0 Stamina you
Immunity: - may spend 2 AP to raise this to 1 Stamina.
9 Basic Attack: 1 AP. Melee. 1D8 Crushing.
9 Engineer Summon: This has 5+ Your Level x 2 2+ successes: +1 damage per success.
Stamina. When this hits 0 Stamina you may
spend 2 AP to raise this to 1 Stamina.
9 Sonic Power Fist: 2 AP. Melee. Reach 2. 2D6
Crushing Sonic and you may push the target 1
9 Basic Attack: 2 AP. Range 12. 1D10 Crushing. space per success.
2+ successes: +1 damage per success.
9 Shut Down: When this summon dies, it
9 Clockwork Cannon: 3 AP. Range 15. 3D8 remains until the end of the scene and grants
Crushing. This ability can only be used once per Cover to all adjacent. You can only re-summon
turn. 2+ successes: Ignore once per turn limit. this if you are adjacent to its body.
9 Gears: When this gets 1 or fewer successes
with an attack, it deals 4 Chaos to the target.
9 Deactivate: When this summon dies, it can’t
be summoned again this combat.

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7

Quick Engineering High Capacity


6 Skill Points • Heavy Engineering 4 Skill Points

9 Gain the summon Light Walker 9 You can modify guns to increase their Load.
Requires a long rest, and costs 250 silver.
9 Your summons have +3 Speed.
9 Decrease the number of rounds it takes to 9 Guns you modify have their Load doubled.
summon your summons by 1 Round. If this
reduces it summon time to 0 rounds then it Specialty
appears instantly during your turn. 4 Skill Points

Light Walker M 9 Choose 1 specialty from the below options:

SIZE
3 AP and 1 Round to Summon 9 Walkers: Your summons gain +1 Speed and 1
SP 3 DO 3 AR 0 STA Sp free Move action each turn.

Vulnerable: - Actions: 0 base actions per 9 Weapons: Your summons gain +1D12 damage
turn. You may spend 1 AP to with all attacks during other people’s turns.
Resists: - give this summon 1 Action.
Immunity: -
9 Warden: You gain +3 max AP.

9 Engineer Summon: This has 5+ Your Level x 2 Explosive Design


Stamina. When this hits 0 Stamina you may 4 Skill Points
spend 2 AP to raise this to 1 Stamina.
9 +1 maximum AP.
9 Basic Attack: 1 AP. Range 3. 1D8 Piercing.
2+ successes: +1 damage per success. 9 Gain the summon RPC Launcher
9 Light Blaster: 2 AP. Range 6. 2D6 Piercing and RPC Launcher S

SIZE
you may reroll 1 damage dice per success. 3 AP and 2 Round to Summon
9 Final Burst: When this summon dies it makes SP 0 DO 0 AR 0 STA Sp
a free Light Blaster attack against up to 3 enemies
in the attack’s range. Vulnerable: - Actions: 0 base actions per
turn. You may spend 1 AP to
Resists: - give this summon 1 Action.
Immunity: -
Double Barrel
4 Skill Points
9 Engineer Summon: This has Your 5+ Level x 2
9 Your summons roll twice when rolling to hit. If Stamina. When this hits 0 Stamina you may
both rolls would hit, add +1D6 damage to the spend 2 AP to raise this to 1 Stamina.
attack.
9 Basic Attack: 2 AP. Melee. 1D8 Slashing.
2+ successes: +1 damage per success.
Targeting System
4 Skill Points 9 Fire Chainsaw: 3 AP. Range 6. 2D12 Slashing
and the target takes 1D8 Fire at the start of their
turn per success.
9 Your summons can reroll their damage once.
They must take the new result. Brace Armor can’t 9 Final Rocket: When this dies it makes a free
be used against their attack when this is used. Fire Chainsaw attack against 1 target.

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7

Defensive Design Adept Engineer


4 Skill Points 4 Skill Points

9 +1 maximum AP. 9 Choose 1 adaptation from the below options:


9 Gain the summon Targeting Drone 9 Efficient: Reduce AP cost of all summons by 1.
9 Prepared: +5 maximum AP.
Targeting Drone S

SIZE
3 AP and 2 Round to Summon
SP 0 DO 3 AR 0 STA Sp Engineer Ammo
4 Skill Points
Vulnerable: - Actions: 0 base actions per
turn. You may spend 1 AP to
Resists: - give this summon 1 Action. 9 You can use any time of ammunition (bolts,
Immunity: - arrows, shells, etc) in any kind of weapon.
9 Choose 3 different non-basic ammunition.
9 Mini Drone: This has 10 + Your Level Stamina. Combine their properties, take the middle
The first 3 times it hits 0 Stamina reset Stamina damage bonus of the 3, add their costs together,
to full. This does not have a Basic Attack. and cut that cost in half. This is now a unique
ammo type called “Engineer Ammo” only you can
9 Redirection: When an ally within 3 spaces of create. Engineer Ammo is type All and fits into all
this is damaged by an attack, the damage is dealt
types of weapons.
to this summon instead.
9 Making Engineer Ammo takes a long rest. The
9 Drone Intelligence: When an ally makes an cost of the ammo represents the cost of scrap and
attack while adjacent to this summon, this
materials you need to create the ammo.
summon adds +1D8 Fire to their attack.
9 Shut Down: When this summon dies, it
remains until the end of the scene and grants
Data Mine
Cover to all adjacent. You can only re-summon 4 Skill Points
this if you are adjacent to its body.
Gain the ability Data Mine.

h Data Mine
Range: 3 • 2 Actions and 2+ AP
9 For every AP spent on this ability place a Data
Mine in a space within range.
9 You can place multiple Data Mines in the same
space. Mines lasts until the end of the scene or
Triple Barrel until triggered.
4 Skill Points • Double Barrel
9 When anyone enters a space with a Data Mine
9 Your summons roll an additional time to hit. they take 1D12 Stone and then are knocked 1 space
Change Double Barrel to the following: in a direction of your choice per Mine.
9 For each roll to hit that would hit, add +1D6 9 If anyone takes damage from 3 mines in the
damage to the attack. same round they also gain Stun on their next turn

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7

Spider Mine Barrier


4 Skill Points 4 Skill Points

9 +1 maximum AP. 9 +1 maximum AP.


9 Gain the summon Spider Mine 9 Gain the summon Barrier

Spider Mine S Barrier S

SIZE

SIZE
3 AP and 2 Round to Summon 3 AP and 2 Round to Summon
SP 5 DO 0 AR 0 STA Sp SP 0 DO 3 AR 0 STA Sp

Vulnerable: - Actions: 0 base actions per Vulnerable: - Actions: 0 base actions per
turn. You may spend 1 AP to turn. You may spend 1 AP to
Resists: - give this summon 1 Action. Resists: - give this summon 1 Action.
Immunity: - Immunity: -

9 Fractal Design: This has Your Level Stamina. 9 Defensive Build: This has 5 + Your Level
This starts with 3 Fractal counters. This does not Stamina. When this hits 0 Stamina you may
have a basic attack. spend 2 AP to raise this to 1 Stamina. This does
not have a basic attack.
9 Grey Goo: 4 AP. This gains 1 Fractal counter.
9 Plant: 2 AP. Range 2. This summon plants 9 Barrier Field: Allies within 3 spaces of this
itself into a surface and gains Immobile. 1 AP to heal 1D4 Stamina at the start of their turn. If they
deactivate this. While planted this summon deals start their turn at half or less max Stamina they
2D6 Slashing to everyone in range when anyone also gain Vigor on their turn.
enters its space, or a space in range. 9 Deactivate: When this summon dies, it can’t
be summoned again this combat.
9 Explosive End: When this hits 0 Stamina it
explodes dealing 2D8 + X Slashing to all enemies
within X spaces where X is the number of Fractal Mech Engie
counters this has. 4 Skill Points • Mechanical

9 +3 maximum AP.
9 While at 0 AP, when an enemy in the scene
attacks, they take 1D10 Stone.
9 Once per round you can spend AP to activate
machines you built into your body. Gain the
below effect until the end of your next turn:
9 2 AP: +1 Speed and Armor.
9 4 AP: +2 Speed, +1 Armor, and +1D8 Stone
damage with all attacks.
9 6 AP: +3 Speed, +2 Armor, and +2D8 Stone
damage with all attacks.
9 8 AP: +4 Speed, +2 Armor. +2D8 Stone damage
with all attacks. Gain 2 stacks of Vigor.

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7

Tech Engie Masterful Engineering


4 Skill Points • Electric 4 Skill Points • Quick Engineering

9 +3 maximum AP. 9 Decrease the number of rounds it takes to


summon your summons by -1 Rounds. If this
9 Every summon within 2 spaces of you, an ally, would reduce the summon time to less than 0
or another summon gains +2 Armor.
Rounds then instead it costs -2 AP to summon
9 All your summons gain +2 Speed. (minimum 0 AP).
9 Your summons deal Electric damage with all 9 Once per rest when your AP hits 0 you can
attacks in addition to their other types. spend Stamina equal to your maximum AP to
9 Each turn Electric damage is dealt in the scene refill your AP to full.
gain 1 Shock Counter at the end of that turn. You
can spend 2 Shock Counters in place of spending
1 AP for any summon related AP cost. Protector
6 Skill Points
9 Shock Counters reset to 0 at end of the scene.
9 Gain the summon Protector
9 Protector is a permanent summon that does
not disappear at the end of the scene. It has its
AE Engie own interests, opinions, and concerns.
4 Skill Points • Old World
9 Protector has 2 modes. While in Active mode
it’s a size Small floating drone that can speak, and
9 +12 maximum AP.
has 0 Armor. While in Fighter mode it’s a size
9 While you have 3 or more summons active you Medium land tank that can’t speak, and has its
and your summons ignore Dodge with all attacks. normal Armor. Swapping modes costs 2 Actions.
9 While you have 6 or more summons active you 9 Taking this talent doubles the Skill Point cost
and your summons ignore Armor with all attacks. of all other Tier 6 Engineer talents.
9 Your summons now have an upkeep cost of 1
AP at the start of your turn. If not paid the
summon takes damage equal to Your Level. Scout
6 Skill Points
9 If a summon goes away at the end of a scene,
you can have up to 3 of it active at a time instead 9 Gain the summon Scout
of 1.
9 Scout is a permanent summon that does not
disappear at the end of the scene. It has its own
interests, opinions, and concerns.
Grand Engineering
4 Skill Points • Heavy Engineering 9 Scout has 2 modes. While in Silent mode it’s a 1
item space handheld disk with speaker and lights
9 Increase the number of rounds it takes to that can speak, display any color, and has 0
summon your summons by +1 Rounds. Your Armor. While in Scouter mode it’s a size Small
summons gain +30 Stamina and +2 Armor. drone that can’t speak, and has its normal Armor.
Swapping modes costs 2 Actions.
9 Your summons gain 2 Actions. Their Actions
are worth 2 AP each, and can only be used to pay 9 Taking this talent doubles the Skill Point cost
for their own abilities and actions. of all other Tier 6 Engineer talents.

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7

Protector Scout
2 Long Rests and 500 silver to summon 2 Long Rests and 500 silver to summon
SP 4 DO 3 AR 5 STA Sp SP 6 DO 3 AR 5 STA Sp

Vulnerable: - Actions: 0 base actions per Vulnerable: - Actions: 0 base actions per
turn. You may spend 1 AP to turn. You may spend 1 AP to
Resists: - give this summon 1 Action. Resists: - give this summon 1 Action.
Immunity: - Immunity: -

9 Summon v3: This has 12 Stamina + 12 x X 9 Summon v3: This has 12 Stamina + 12 x X
Stamina where X is 1 if you’re level 4 or lower, 2 if Stamina where X is 1 if you’re level 4 or lower, 2 if
level 5 to 8, or 3 if level 9+. level 5 to 8, or 3 if level 9+.
9 Basic Attack: 1 AP. Melee. 1D12 Stone. 9 Basic Attack: 1 AP. Melee. 1D12 Sonic.
2+ successes: +1 damage per success. 2+ successes: +1 damage per success.
9 Fist: 3 AP. Melee. Reach 3. 2D8 Stone and the 9 Precise Cutter: 3 AP. Range 12. 2D6 Piercing.
target is pushed 2 spaces per success. Deals an 2+ successes: target must Brace Armor against
additional +2D6 damage if target is adjacent. this attack, and if they can’t they gain Vulnerable
to Piercing until the end of the scene.
9 Defensive: When allies within line of sight of
this summon take damage, they can redirect up 9 Pinpoint Accurate Lens: 5 AP. Range 24. 2D4
to 12 of that damage to this summon. Redirected Piercing and the target gains 1 stack of Slow per
damage is reduced by Armor. success. If already Immobile each success deals
an additional +1D4 Piercing instead.
9 Complex Design: During short rests you can
roll 1 Mechanics check and repair that much 9 Complex Design: During short rests you can
Stamina on this summon. During long rests you roll 1 Mechanics check and repair that much
can do this 3 times. Stamina on this summon. During long rests you
can do this 3 times.
9 Memory Core: When this summon dies, it
remains until the end of the scene and grants 9 Memory Core: When this summon dies, it
Cover to all adjacent. It can’t be re-summoned remains until the end of the scene and grants
until its memory core is recovered from it. Takes 1 Cover to all adjacent. It can’t be re-summoned
minute to remove a memory core. If the core can’t until its memory core is recovered from it. Takes 1
be recovered, it costs 500 silver to create a new minute to remove a memory core. If the core can’t
one, and this summon loses all memories. be recovered, it costs 500 silver to create a new
one, and this summon loses all memories.
9 Final Guard: When this summon dies it
increases the summoners max Stamina by 30 and 9 Imperfect Teleportation: 2 AP or 2 Actions.
heal them the same amount. This summon can This summon swaps places with its summoner.
trigger this effect by spending 4 AP and setting its This summon takes damage equal to the number
current Stamina to 0. of spaces between the summon and the
summoner x 2. If this effect kills the summon, the
summoner is set to 10 Stamina.

208
7

Crusader
“ ”
It doesn’t matter who or what you believe in, as long as you hold it as an absolute truth to
your core. Take a leap of faith and if your intentions are pure, nothing will stop you.

0 Shield of Faith Helm of Faith Sword of Faith

1 Paladin Aura Smite Teachings Sacred Target Temple Blessed Faithful Spirit

2 Paladin’s Justice Wrath Sanctioned Blessings Retribution Faithful


Order Congregation

3 Crusader

4 Paladin Cleric Templar Faithful Action

5 Faith’s Ally Faith’s Enemy Dogma Conviction Faithful Source

6 Chosen Defender Blessed Speaker Hallowed Assassin

Tier Dependency Single Choice

It takes a good person to do the right thing when the wrong thing is easier and faster. It takes a hero to take a stand
and protect those who need protection. However, good people and heroes can only do so much. They will all,
eventually, fail. In the face of overwhelming odds, when all hope has been lost, and everyone has given up? That is
where you’ll find the Crusader, standing with absolute conviction in what is true and must be done at all costs.

Crusader is a support focused fighting style that uses


the Dice Pool resource. h Requirements
Depending on the specialization chosen Crusaders Before you can take talents in this fighting style you
are powerful healers, juggernauts of defense, or must have at least the following skill ranks:
focused damage dealers.
9 Offense 2 9 Negotiate 2
They have an additional requirement of choosing 9 Defense 2 9 Perception 2
their 4 articles of faith. 9 Health 2 9 Perform (Religion) 3
Crusaders have 3 specializations.

h Paladin: Able to grant to allies improved defense. Special Requirements


h Cleric: Powerful healer. To become a Crusader you must complete the four
h Templar: Vicious single target damage. Articles of Faith. See the following page for details on
creating your articles of faith.

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7
Articles of Faith Action
Crusaders must believe in something. They may Action are what kinds of actions your religion or
believe in gods, ancient spirits, the ideology of an belief take. It’s the direction they want to take the
institution, or their own inner strength. Belief in world when they’re in control. It’s what they try to
something drives and empowers Crusaders. practice in their own lives to prove their belief.
The following four categories help paint the broad
strokes of your Crusaders beliefs. Use them as a ARTICLE OF FAITH: ACTION
jumping off point to help define your beliefs, not as Add a specific bonus to all Crusader abilities
hard limits on what your character believes in.
Love Listed Love bonus
Spirit
Spirit refers to what your religion or belief sees as its Penance Listed Penance bonus
core spirit, the nonphysical place or concept where
its influence spreads out from. It’s the broad concept War Listed War bonus
that your belief originates from.

ARTICLE OF FAITH: S PIRIT


Crusader abilities gain the damage type…
Congregation
Congregation refers to how your religion or belief
comes together. It’s the most common way they
Community Crushing, Piercing, or Slashing
worship or invoke their ideals, what their traditions
Eternals Holy are when they worship or invoke their beliefs.

Fey Arcane ARTICLE OF FAITH: CONGREGATION


All Crusader abilities now effect…
Industry Electric or Poison
Collective Up to 3 targets in range.
Primordials Cold, Fire, Sonic, or Stone
Individual 1 target in range.
Source One target and everyone
Source refers to what your religion or belief thinks Sacred Ground
adjacent to them.
created everything. It’s what your belief’s origin
myth says built the world and all its laws. It’s the
physical counterpart to spirit.

ARTICLE OF FAITH: SOURCE


The source of your Crusader abilities is…

Ancient Old and long forgotten forces

Divine A god or set of gods


Spirits of nature, animal aspects,
Nature
specific locations, or natural sources
Self A personal conviction or loyalty

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7
Shield of Faith Sword of Faith
6 Skill Points • Helm of Faith, Sword 6 Skill Points • Shield of Faith, Helm
of Faith of Faith

9 Use the Dice Pool resource. Your max dice pool 9 Use the Dice Pool resource. Your max dice pool
is equal to twice your rank in Perform (Religion) is equal to twice your rank in Perform (Religion)
9 At the start of your turn add 1D4 to your Dice 9 At the start of your turn add 1D4 to your Dice
Pool. If you have a Shield on hand instead add Pool. If you have a Two-Hand weapon instead
1D6 to your Dice Pool. add 1D8 to your dice pool.
9 When anyone in the scene Braces Armor add 9 When you hit with an attack add 1D4 to your
1D4 to your Dice Pool. If you Braced Armor Dice Pool. If the attack had 2 or more success
instead add 1D8 to your Dice Pool. instead add 1D8 to your Dice Pool.
9 When an ally is attacked you may Brace Armor 9 If you have Article of Faith: Congregation
for them. You pay the Armor cost for the effect. “Individual” gain the following effect:
9 If you have Article of Faith: Congregation 9 Your first attack with a Two-Hand weapon
“Individual” gain the following effect: each turn deals an additional +1D12 Holy.
9 When you spend Dice Pool dice give yourself a
Divine Shield. A Divine Shield fully blocks the
next instance of damage you would take and then Paladin Aura
4 Skill Points • Shield of Faith
is used up. Max 2 Divine Shields at a time.
9 Allies adjacent to you have +1 Armor.
9 At the start of your turn you can spend and roll
1 dice in your Dice Pool to increase the range of
Helm of Faith this aura to the the number you rolled spaces
6 Skill Points • Shield of Faith, Sword until the start of your next turn.
of Faith

9 Use the Dice Pool resource. Your max dice pool


is equal to your twice rank in Perform (Religion) Smite
4 Skill Points
9 At the start of your turn add 1D4 to your Dice
Pool. If you’re at half or less max Stamina instead Gain the ability Smite.
add 1D6 to your dice pool.
9 When you heal anyone in the scene except h Smite
yourself add 1D4 to your Dice Pool. If you were at
half or less Stamina when you did this instead Range: Weapon • 1 Actions and 2 Dice Pool
add 1D8 to your Dice Pool. 9 Roll the dice used to pay for this. Target takes
amount rolled as Holy damage.
9 When you deal damage with an attack, you
may spend the smallest dice in your Dice Pool to 9 Love: Also heal 1D6 Stamina per success to all
heal yourself that much Stamina. allies in range.
9 If you have Article of Faith: Congregation 9 Penance: Target has their Speed reduced by 1
“Individual” gain the following effect: per success until the end of your next turn.
9 At the end of your turn increase any 2 dice in 9 War: Range changed to twice weapon range,
your dice pool by 1 size. and gains +1D4 damage per success.

211
7

Teachings Faithful Spirit


4 Skill Points • Helm of Faith 4 Skill Points

9 When you heal an ally you may spend 1 Dice 9 Gain a Crusader’s Blessing based on the
Pool dice to also remove 1 negative status on Article of Faith: Spirit you have.
them (Stun, Slow, start of turn damage, etc).
9 “Community” Blessing of the People
9 When you heal yourself grant your next attack Once a day you can link the minds of all allies in
+1D6 Holy damage. the scene for 10 minutes or until the end of the
scene. While linked they can talk to each other
telepathically, and grant each other +1 to skill
checks for skills they have at rank 3 or higher.
9 “Eternals” Blessing of High Heavens
Sacred Target Once a day you can spend 5 minutes praying to
4 Skill Points grant yourself and up to 6 allies Fly Speed 3 until
the end of the current scene.
Gain the ability Sacred Target.
9 “Fey” Blessing of Arcane Resonance
Once a day you can engulf your soul in Fey wills.
h Sacred Target The effect lasts until the end of the scene. While
Range: Weapon • 1 Actions and 2 Dice Pool engulfed when you take damage a bolt of 1D12
Arcane damage is fired back at the attacker, and a
9 Roll the dice used to pay for this. Until the start bolt of Fey energy restoring 1D12 MP is fired from
of your next turn… the attacker back to you or an ally of your choice.
9 Love: Allies that hit the target restore Stamina 9 “Industry” Blessing of Pure Innovation
or MP equal to the amount rolled. Once a day you can strike yourself or an ally with
9 Penance: After an ally attacks or is attached by a bolt of insight granting them +1 success on their
the target, they may move up to X spaces where X next 3 skill checks.
is the amount rolled. If they don’t, they may
instead remove 1 negative status effect they have
9 “Primordials” Blessing of Elemental Soul
Once a day you can call the primordial energies to
(Stun, Slow, start of turn damage, etc). make yourself Immune to Cold, Electric, Fire,
9 War: Attacks that hit the target deal bonus Sonic, or Stone damage until the end of the scene.
damage equal to the amount rolled.

Temple Blessed
4 Skill Points • Sword of Faith

9 Gain +1 to hit with all attacks for every ally in


the scene you are not adjacent to.
9 When you spend Dice Pool dice grant your
next attack +1D4 Holy damage.

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7

Paladin Justice Sanctioned Orders


4 Skill Points • Paladin Aura 4 Skill Points • Teachings

Gain the ability Paladin Justice. Gain the ability Sanctioned Orders.

h Paladin Justice h Sanctioned Orders


Range: Line of sight • 2 Dice Pool Range: Line of Sight • 2 Actions and 3 Dice Pool
9 Roll the dice used to pay for this. Target in 9 Roll the dice used to pay for this. Choose
range gains a Divine Shield. targets and 1 space in range per target chosen.
9 Love: Target also heals Stamina equal to the Until the end of your next turn anyone who
result of the dice.
attacks a chosen target, or ends their turn in a
9 Penance: Target also gains a free Move action chosen space, heals Stamina equal to half the
they can spend now. If the total roll was 9 or total rolled.
more they also gain Vigor on their next turn.
9 War: The enemy nearest to the target takes the Healing can only happen once per person.
total rolled as Holy damage. This ignores Dodge. 9 Love: Use total rolled instead of half.
9 Penance: Reduce the cost of this ability by -1
Actions and -1 Dice Pool, or by -2 Actions.
9 War: If an enemy triggers this effect, they gain
Stun on their next turn, and take Holy damage
instead of healing.

Wrath
4 Skill Points

Gain the ability Wrath.

h Wrath
Range: Weapon • 2 Actions and 3 Dice Pool Blessings
4 Skill Points
9 Roll the dice used to pay for this and split them
into 2 groups. 1 target in range per success takes Gain the ability Blessings.
the first group as Holy damage…
9 Love: and a target in the scene per success is h Blessings
healed Stamina equal to the second group. Range: Weapon • 2 Actions and 3 Dice Pool
9 Penance: and until the end of your next turn 1 9 Roll the dice used to pay for this. Target ally in
ally per success in the scene increases their range heals Stamina equal to the total.
weapon’s range and reach a number of spaces
equal to the second group. 9 Love: This ability heals twice the targets.
9 War: and if the second group has 2 or more 9 Penance: Also grant the targets Vigor, or
dice in it, gain +1 Actions this turn, and gain Vigor remove 1 negative status effect on them.
on your next turn. 9 War: Decrease Action and Dice Pool cost by 1.

213
7

Retribution Crusader
4 Skill Points • Temple Blessed 6 Skill Points

Gain the ability Retribution. 9 +5 maximum Dice Pool.


9 Remove all penalties Shields give you,
h Retribution replacing them with +0.
Range: Weapon • 3 Dice Pool 9 At the end of your turn heal 1D4 Stamina to
9 Roll the dice used to pay for this. Until the end yourself or an ally in the scene.
of your next turn if you are the target of an attack 9 Attacks you make with Two-Hand weapons
the attacker takes the two highest dice as Holy deal +1D4 Holy damage.
damage before they roll to hit.
9 Love: Damage changed to the two lowest dice
rolled, and you heal Stamina equal to the highest
dice rolled when you use this ability.
9 Penance: The duration of this ability changes
to until the end of the scene. Effect does not stack Paladin
4 Skill Points • Shield of Faith
but you may choose to overwrite values, or keep • Cleric, Templar
the old values, when you use this again.
9 Every time you would add 1 or more dice to
9 War: Increase the damage to the total rolled. your Dice Pool you may instead increase your
max Stamina by 5 until the end of the scene, and
Faithful Congregation heal for the same amount.
4 Skill Points • Faithful Spirit 9 Every 2 times you Brace Armor grant 1 ally in
the scene +1 Armor until the end of the scene.
9 Gain a Crusader’s Blessing based on the
Article of Faith: Congregation you have. 9 You can now have a maximum of 4 Divine
Shields on yourself at a time. Anytime you would
9 “Collective” Blessing of the Collective gain a Divine Shield instead gain 2.
Once a day you can spend 10 seconds (2 Actions
in combat) to pull up to 8 people in the scene
adjacent to you.
9 “Individual” Blessing of Purity
Once a day you can spend 1 hour channeling to
make yourself or one willing ally immune to
toxins that take 3 or fewer successes to cure. They
also gain Resist Poison, and +10 max Stamina Cleric
until the end of the day. 4 Skill Points • Helm of Faith
• Paladin, Templar
9 “Sacred Ground” Blessing of the Blockade
Once a day you can create a 3 space radius area of 9 Every time you would add 1 or more dice to
your Dice Pool you may instead add 2D6 to your
sacred ground centered on you or an ally in the
Dice Pool.
scene. The sacred ground lasts for 10 minutes or
until the end of the scene. Enemies cannot pass 9 While your Dice Pool has 2 or fewer dice gain
through the border in either direction. Allies +4 to hit. While your Dice Pool is full gain +2D8
inside the area have Cover. Holy damage with all attacks.

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7
Templar Faith’s Ally
4 Skill Points • Sword of Faith 4 Skill Points
• Paladin, Cleric

9 Every time you reduce someone to 0 Stamina Gain the ability Faith’s Ally.
add 3D12 to your Dice Pool.
9 The first time in a scene you drop to half your h Faith’s Ally
max Stamina, and the first time you drop to 10 or Range: Weapon • 5 Dice Pool
less Stamina, add 1D12 to your Dice Pool and gain
Vigor on your next turn. 9 Roll the dice used to pay for this. Target gains a
Divine Shield (see Shield of Faith) and heals
9 When you roll a 12 on any dice gain Vigor on Stamina equal to 2 of the dice of your choice.
your next turn.
9 Love: Target is healed for 3 of the dice instead.
9 Penance: Until the end of your next turn the
target also gains a bonus to Armor equal to the
two of the dice not chosen to heal them.

Faithful Action 9 War: Another target in range also takes Holy


4 Skill Points • Faithful Congregation damage equal to the dice not chosen to heal.

9 Gain a Crusader’s Blessing based on the


Article of Faith: Action you have.
9 “Love” Blessing of the Protectors
Once a day as a free action you can heal any
target within line of sight to full Stamina.
9 “Penance” Blessing of the Pacifist
Once a day as a free action everyone in the scene
has their Speed set to a value of your choice Faith’s Enemy
between 1 and 10 until the end of the scene. 4 Skill Points
Everyone in the scene also has their Armor set to
Gain the ability Faith’s Enemy.
a value of your choice between 1 and 4.
9 “War” Blessing of the Purge h Faith’s Enemy
Once a day as a free action you can release a ball
of pure enmity. Range 20. Ignores Dodge and Range: Weapon • 5 Dice Pool
Armor. Target and all enemies within 6 spaces of 9 Target becomes Faith’s Enemy until the end of
takes 2D12 + Your Level Chaos. the scene. When they take 3 or more damage they
also lose 1 Armor, and add 1D8 to your Dice Pool.
9 Love: Instead of adding 1D8 to your Dice Pool
you heal an ally in the scene 1D8 Stamina.
9 Penance: Instead of losing Armor they lose 1
Dodge and Armor until the end of the scene.
9 War: Instead of adding 1D8 to your Dice Pool
the target takes 1D8 Holy damage at the start of
their turn until the end of the scene.

215
7

Dogma Faithful Congregation


4 Skill Points 4 Skill Points • Faithful Action

Gain the ability Dogma. 9 Gain a Crusader’s Blessing based on the


Article of Faith: Source you have.
h Dogma 9 “Ancient” Blessing of The Chaos
Range: Weapon • 5 Dice Pool Once per level you can open a rift to That Which
Came Before. The rift is an impossible shape and
9 Roll the dice used to pay for this. Choose a dice. takes up a 2 x 2 area. The rift lasts until the end of
The target gains 1 Stun on their turn for that
the scene. Everyone within line of sight of the rift
many turns. Choose another dice. You gain 1 Stun
has their Dodge and Armor set to 0. Everyone
on your turn for that many turns.
who starts their turn within line of sight of the
9 Love: You also heal Stamina to yourself or an rift takes 1D20 Chaos Sonic. You are immune to
ally in range equal to the 3 dice you didn’t choose. the effects of the rift.
9 Penance: Choose one of the remaining dice. 9 “Divine” Blessing of True Divinity
You grant an ally in range 1 Vigor on their turn for Gain 3 Crusader blessing slots that recharge daily,
that many turns. and be used to cast any Crusader blessing that
9 War: Target also takes Holy damage equal to you would otherwise only be able to cast once a
the 3 dice you didn’t choose. day. Additionally, gain a Crusader blessing from
Faithful Spirit, Faithful Congregation, and
Faithful Action that you don’t have.
9 “Nature” Blessing of The Spirit Animals
After performing a 2 day ritual you invoke a Spirit
Conviction Animal Companion. The spirit embodies your
4 Skill Points
deity, or is a unique animal created by your belief.
Gain the ability Conviction. It can pass through solid objects, and disappears
if it breaks line of sight with you for more than
one hour. It doesn’t need to eat or sleep but may
h Conviction choose to. See Spirit Animal block for details.
Range: Weapon • 5 Dice Pool
9 “Self” Blessing of The Chosen One
9 Roll the dice used to pay for this ability. Target Once per level you can empower yourself beyond
takes 2x weapon damage per success. the limits of reality. For 10 minutes all skill checks
you make are treated as rolling 12s.
9 Love: Target instead takes 1x weapon damage
per success and choose 2 Dice Pool dice rolled.
Until the end of the scene when an ally starts While this is active, once per turn as a free action
their turn next to the target, they heal Stamina you may use a Crusader ability that costs 2 or less
equal to their total. Does not stack. Actions as a free action. The free ability uses free
1D4 Dice Pool dice instead of spending your dice.
9 Penance: You may take Holy damage equal
Dice Pool dice rolled to grant yourself and all While this is active, once per turn as a free action
allies Vigor until the end of the scene. Effect ends choose an ally. That ally may use 1 ability they
if you drop to 10 or less Stamina. have without paying that ability’s Action cost.
9 War: Choose 3 of the dice used to pay for this
ability. Add them to the damage the target takes.

216
7

M Chosen Defender
Spirit Animal Companion

SIZE
6 Skill Points • Paladin
SP 6 DO 3 AR 3 STA 36
9 An ally of your choice is given any combination
Vulnerable: - Actions: 2 base actions per of your Dodge and/or Armor values to use in
turn. You may spend 1 Action
Resists: - to give this 1 Action.
place of their own. You may choose a new ally at
the start of each scene.
Immunity: -
9 When the ally who you’re sharing defenses
with takes damage that damage is split evenly
9 Ghostly: Heals to full Stamina during every between you and them.
short and long rest. When it hits 0 Stamina heal
1D12 Stamina to all allies in the scene.
9 Basic Attack: 1 Action. Melee. 1D6 Chaos and
you may move the target 1 space per success.
9 Spirit Aura: While this is within line of sight
you gain +2 Speed, +2 Initiative, and +1D8 Holy
damage with all attacks.
Blessed Speaker
9 Linked: Your spirit animal uses your skills if it 6 Skill Points • Cleric
has to make a skill check, and can make attacks as
if it was holding any weapons you are. When you 9 +4 maximum Dice Pool.
drop to 5 or less Stamina the spirit sets itself to 0
Stamina, heals you back up to 15 Stamina, and 9 You start each combat scene with 4D8 in your
Dice Pool. When you Critical Hit, heal all allies in
then triggers the effect of Ghostly.
the scene 1D6 Stamina.

Hallowed Assassin
6 Skill Points • Templar

9 When you hit with an attack gain +1D8 Holy


damage on your next attack. When you deal Holy
damage heal yourself 2D8 Stamina.
9 When you heal Stamina, or reduce someone to
0 Stamina, you can pull 1 enemy or ally in the
scene up to 12 spaces closer to you.

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7

Bard
There’s a ancient legend about bards. As the story goes, the bards of the old world would

“ meet in secret and write the song that ends the world. It was their duty to watch and decide
when to play the song, and end the ancient empire. ”
0

Tier Dependency Single Choice

The storyteller, the musician, the jester allowed to tell the king what no noble dares whisper. The guitar player
resting near the campfire, and the singer invited to perform in front of thousands. A master of language and song
who knows the true power of music. The man whose smile could be a comfort, or could mean you’re going to wake
up in 3 hours naked, afraid, and confused how you wound up tied to a goat.

Bards are a support focused fighting style that use


the Dice Pool resource. h Requirements
Bards focuses on dealing sonic damage, and playing Before you can take talents in this fighting style you
songs that grant boons to allies. Bards gain a bonus must have at least the following skill ranks:
when they perform skill checks in combat.
9 Bluff 2 9 Medicine 1
Bard has 2 specializations: 9 Charm 2 9 Perception 1
h Poets: Focus less on supporting allies and more 9 Intimidate 2 9 Ride 1
on their own damage and effects. They gain 9 Negotiate 2 9 Volition 1
several bonuses for dealing Sonic damage.
9 Perform (Sing, Poetry, Comedy, or Specific
h Musicians: Focus less on dealing damage Musical Instrument) 3
directly and more on granting buffs and boons to
allies. They take fewer actions, but their actions
affect all allies or enemies at the same time.

218
7

Jester Poet
6 Skill Points 4 Skill Points • Jester • Musician

9 Use the Dice Pool resource. Your max Dice Pool 9 Gain the ability Poet’s Boast
is equal to twice your rank in Perform (Sing), 9 When you or an ally makes a ranged attack,
Perform (Poetry), Perform (Comedy), or Perform you may add 1D6 to your dice pool.
(Specific Musical Instrument).
9 Gain the ability Bardic Tune. h Poet’s Boast
9 You can use any Perform skill instead of a Range: Scene • Requires: Able to talk or a musical
combat skill when rolling to hit. instrument on hand. • 1 Actions and 2 Dice Pool
9 When you deal sonic damage you heal 1D6 9 Roll the dice used to pay for this ability. Target
Stamina to yourself or an ally in the scene. adds the total as Sonic damage on all attacks they
9 Able to play Bard Songs. Bard Songs are make on their next turn.
abilities that continue to play until you stop
them, you play another song, or until the end of
the scene. You can have one song active a time.
9 Even if you are bound or silenced after you
start the song, the song will continue to play with
your voice and skill.
9 At the start of your turn add 1D4 to your Dice
Pool. If you have not been attacked since the end
of your last turn instead add 3D4. Musician
4 Skill Points • Jester • Poet
9 At the end of your turn increase the size of a
dice in your Dice Pool (max size 1D12) one time. If
you have a musical instrument on hand repeat
9 Gain the abilities Tempo and Orchestral.
this for each hand the instrument takes to use. 9 Every 3 dice pool dice you spend grants an ally
of your choice Vigor on their next turn.
9 While you have a musical instrument on hand,
at the end of your turn deal 1D8 Sonic to one
enemy in the scene (ignores Dodge). h Tempo
Range: Scene • Requires: Able to talk or a musical
9 If you have a Two-Hand musical instrument instrument on hand. • 2 Actions and 1 Dice Pool
on hand, then at the end of your turn grant 1 ally
in the scene Vigor on their next turn. 9 Roll the dice used to pay for this ability. Target
heals Stamina equal to the amount rolled, and
their next ability costs 1 less action to use (min 0).
h Bardic Tune
Range: Scene • Requires: Able to talk or a musical
instrument on hand. • 2 Actions or 3 Dice Pool h Orchestral
Range: Scene • Requires: Able to talk or a musical
9 This ability ignores Dodge. For every 3 levels
you have (minimum 1), target heals 1D8 Stamina instrument on hand. • 2 Actions and 2 Dice Pool
or takes 1D8 Sonic damage. 9 Roll the dice used to pay for this ability. All
allies in range add the total rolled as Sonic
damage on the next attack they make.

219
7

Dusk & Dawn Echo


4 Skill Points 4 Skill Points

Gain the songs Song of Day and Song of Night. Gain the ability Echo.
Both Songs have the following criteria:
Range: Scene • Requires: Able to talk or a musical h Echo
instrument in hand. • 2 Actions and 2 Dice Pool Range: 12 • Requires: Able to talk or a musical
instrument on hand. • 1 Actions and 2 Dice Pool
h Song of Day 9 Roll the dice used to pay for this ability. 1 target
Roll the dice used to pay for this ability. While the per success takes the dice rolled as Sonic damage.
song is active…
9 Passive: When an enemy is pushed, pulled, or
knocked Prone they take Fire damage equal to the Restrained & Reckless
total rolled. 4 Skill Points

9 Active: 1 Action. Spend and roll a dice in your Gain the songs Song of Safety and Song of
dice pool. Target in range takes Fire Sonic damage Strife. Both Songs have the following criteria:
equal to the dice rolled. This ability gains +1
damage each time it has been used this scene. Range: Scene • Requires: Able to talk or a musical
instrument in hand. • 2 Actions and 2 Dice Pool

h Song of Night
Roll the dice used to pay for this ability. While the
h Song of Safety
song is active… Roll the dice used to pay for this ability. While the
song is active…
9 Passive: Allies in range have Cover. Whenever
they are hit by a melee attack the target takes the 9 Passive: Allies in the scene gain Vigor. Allies
total rolled as Cold damage. have their maximum Stamina increased by the
total rolled.
9 Active: 1 Action. Spend and roll a dice in your
dice pool. Target in range takes Cold Sonic 9 Active: 1 Action. Spend and roll a dice in your
damage equal to the dice rolled. This ability gains dice pool. Heal an ally for the amount rolled.
+1 damage each time it has been used this scene. Increase healing by +1 each time this ability has
been used this scene.

Vibrations
4 Skill Points h Song of Strife
Roll the dice used to pay for this ability. While the
Gain the ability Vibrations.
song is active…
9 Passive: Everyone in the scene gains Vigor.
h Vibrations Allies in the scene gain the total rolled as a bonus
Range: 12 • Requires: Able to talk or a musical to hit with all basic attacks.
instrument on hand. • 1 Actions and 2 Dice Pool
9 Active: 1 Action. Spend and roll a dice in your
9 Roll the dice used to pay for this ability. Target dice pool. Heal an ally for the amount rolled.
takes the result as Sonic damage. 2+ successes: Increase healing by +1 each time this ability has
Target also gains Stun on their next turn been used this scene.

220
7

Bard Ode to Battle


6 Skill Points • Poet or Musician 4 Skill Points

9 +5 maximum dice pool. Gain the song Ode to Battle.

9 Bardic Tune ability now deals and heals 1D10


per 3 levels instead of 1D8 per 3 levels. h Ode to Battle
9 When you heal an ally increase the size of 1 Range: Scene • Requires: Able to talk or a musical
dice in your Dice Pool by 1. instrument on hand. • 2 Actions and 4 Dice Pool

9 When you get one or more successes with a 9 This song comes in 3 verses. To activate the
non combat skill in a combat scene, you heal 2D8 next verse of the song repay the cost of this song.
Stamina per success to yourself or an ally in the Effects from one verse do not carry over.
scene. This does not trigger off of hit rolls. 9 Roll the dice used to pay for this ability. While
9 When you or your allies gain Vigor increase the the song is active…
size of 3 dice in your Dice Pool by 1. 9 Verse I Passive: When an ally in the scene is
9 You can have 2 songs active at once. While they pushed, pulled, moved, or takes a move action
play it sounds like you have remixed them into you may move 1 space as a free action.
something new and unique. 9 Verse I Active: Free Action. This can be used
once per turn. Spend one of the dice used to pay
for this ability to heal an ally for its amount.
Lyrics 9 Verse II Passive: When an ally is hit by an
4 Skill Points attack, they may make a free basic attack.

9 When you end your turn with an empty Dice 9 Verse II Active: Free Action. This can be used
once per turn. Spend one of the dice used to pay
Pool grant yourself and 1 ally in the scene Vigor
for this ability to heal an ally for its amount, and
on their next turn.
deal Sonic damage to an enemy for its amount.
9 While you have 2 or fewer dice in your Dice
Pool your attacks deal +1D8 Sonic damage. 9 Verse III Passive: Allies in the scene gain 2
stacks of Vigor. Enemies in the scene gain Stun on
their next turn when they hit with an attack.

Parody 9 Verse III Active: 1 Action. Roll any 2 dice in


4 Skill Points your dice pool without spending them. You may
add the total of any unspent dice used to pay for
Gain the ability Parody. this ability. 2 allies in the scene are healed for the
amount rolled, and two enemies in the scene take
Sonic damage for the amount rolled.
h Parody
Range: 12 • Requires: Able to talk or a musical
instrument on hand. • 2 Actions
9 Target takes 1D8 Sonic per success and is
ridiculed until the end of your next turn. While
ridiculed, anytime they move or attack, an ally of
your choice gets a free move action or a free basic
attack (whichever action the target took).

221
7

Melody Illusions
4 Skill Points 4 Skill Points

9 When you end your turn with a full Dice Pool Gain the song Illusions.
gain 2 Actions that you can spend on anyone’s
turn. They last until the start of your next turn. h Illusions
9 Each of these action you don’t spend before Range: Scene • Requires: Able to talk or a musical
the start of your next turn heals 1D12 Stamina to instrument on hand. • 2 Actions and 6 Dice Pool
yourself or an ally in the scene
9 When you start this song all allies in the scene
have a perfect illusion copy of them created.
Illusions show up in front of allies facing them.
9 Illusions are exact copies except they can’t
speak, they appear to be solid but aren’t, and they
mimic the actions of their original. Illusions take
no damage, take up no spaces, and move when
their original moves. The illusion copies the
Warrior’s Dirge movement direction and distance as closely as
4 Skill Points
they can from an adjacent space.
Gain the song Warrior’s Dirge.
9 Roll the dice used for this ability. While this
song is active…
h Warrior’s Dirge 9 Passive: When an ally is attacked, if its illusion
Range: Scene • Requires: Able to talk or a musical is still active, then treat the attack as getting 1 less
instrument on hand. • 2 Actions and 4 Dice Pool success. This can turn the attack into a miss.
9 At the end of each of your turns roll the dice 9 Active: 2 Actions. This ignores Dodge. Explode
used to pay for this. While the song is active… an illusion in a burst of music. All enemies within
2 spaces of it take damage equal to the total rolled
9 Passive: At the end of your turn choose one of on the dice for this ability.
the dice rolled and heal yourself or an ally in
range equal to its value. If the target is at half
Stamina or less instead choose 2 dice. If the target
is at 10 Stamina or less instead choose 3 dice.

If an ally in the scene drops to 0 Stamina, you


may gain 2 stacks of Stun on your next turn, end
this song, and restore them to full Stamina.
9 Active: 1 Action. Target in range takes Sonic
damage equal to 2 of the dice rolled for this
ability. Then, reroll the dice chosen for this effect.

222
7

Tune of Tricksters Aria of Solitude


4 Skill Points 4 Skill Points

Gain the ability Tune of Tricksters. Gain the song Aria of Solitude.

h Tune of Tricksters h Aria of Solitude


Range: 12 • Requires: Able to talk or a musical Range: Scene • Requires: Able to talk or a musical
instrument on hand. • 2 Actions instrument on hand. • 2 Actions and 4 Dice Pool
9 Until the end of your next turn when you or an 9 When you start this song everyone adjacent to
ally is hit by a melee attack, you may spend 2 Dice anyone else is pushed 3 spaces away from them.
Pool dice and swap them with another ally in
range, or spend 3 Dice Pool to swap them with an
9 Roll the dice used to pay for this. While the
song is active…
enemy in range. The person swapped in takes the
hit instead. Swap happens before Dodge. 9 Passive: Anyone who ends any movement
adjacent to someone takes Sonic damage equal to
the dice rolled for this ability.
9 Active: 1 Action. This ability only effects
Battle Hymn enemies until the end of your next turn.
4 Skill Points

Gain the ability Battle Hymn. Confusion


4 Skill Points
h Battle Hymn Gain the song Confusion.
Range: 12 • Requires: Able to talk or a musical
instrument on hand. • 3 Dice Pool
h Confusion
9 This ability can only be used if you have 2 Range: Scene • Requires: Able to talk or a musical
Songs active, and ends all songs you have playing.
instrument on hand. • 2 Actions and 6 Dice Pool
9 Roll the dice used to pay for this. Allies in range 9 When you start this song all enemies in the
heal Stamina equal to the total rolled. Until the
scene are afflicted with Confusion. Confusion
end of your next turn they gain +Sonic damage
goes away after they attack. While Confused they
with all attacks equal to the total rolled.
can only attack the Bard’s enemies.
9 Enemies in range take Sonic damage equal to 9 Roll the dice used for this ability. While this
the total rolled. Until the end of your next turn
song is active…
they subtract the total rolled from the damage all
of their attacks do. 9 Passive: You are immune to the effects of this
song. After anyone in range rolls to hit they must
roll 1D6. On a 2 or less the attack loses 1 success.
On a 6 the attack gains 1 success.
9 Active: 1 Actions. Target is immune to the
effects of this song until the end of the scene.
Then, another target in range either takes Sonic
damage equal to the dice rolled, or heals Stamina
equal to the dice rolled.

223
7
Symphony: Rising Empire Requiem: Fallen World
6 Skill Points • Bardic Inspiration, 6 Skill Points • Symphony: Rising
Requiem: Fallen World Empire, Bardic Inspiration
Gain the song Symphony: Rising Empire. Gain the song Requiem: Fallen World.

h Symphony: Rising Empire h Requiem: Fallen World


Range: Scene • Requires: Able to talk or a musical Range: Scene • Requires: Able to talk or a musical
instrument on hand. • 2 Actions and 8 Dice Pool instrument on hand. • 2 Actions and 8 Dice Pool
9 This song can only be used once per rest. 9 This song can only be used once per rest.
9 Roll the dice used to pay for this. While the 9 Roll the dice used to pay for this. While the
song is active… song is active…
9 Passive: Assign 1 of the dice you rolled to each 9 Passive: Line of Sight can be drawn through
of the below effects. At the end of your turn tick solid objects. Cover has no effect. Choose 3 of the
down the dice value by 1. If a dice is at 1 when it dice rolled. Enemies who start their turn adjacent
ticks down, remove it instead. Any effect without to an ally or inanimate object take Fire Sonic
a dice is not active. damage equal to the dice rolled.
h Allies attacks ignore Dodge.
h Allies gain +2 Armor. Take the remaining 5 dice and assign 1 to each of
the below effects:
h Allies gain +1D6 Sonic with all attacks.
h Allies gain Vigor on their turn. h Allies heal Stamina equal to the assigned dice
when they deal damage.
h Allies heal 1D12 Stamina they are hit by an h Allies apply X Desolation when they deal
attack. damage where X is the assigned dice value. At
h Enemies can have Negative Armor, and allies 6 Desolation stacks it’s removed, the target
treat them as having 2 less Armor when loses 6 Armor, and the target gains Immobile
determining damage. Negative Armor adds 3 on their next turn.
times its value to all damage taken.
h Everyone in range takes the assigned dice
value +2D4 Fire Sonic at the end of their turn
9 Active: 1 Action. Roll all the dice paid for this if they do not move during their turn.
ability not currently assigned to an above effect.
h Everyone in range takes the assigned dice as
Target in range is healed Stamina for the amount Fire Sonic at the start of their turn.
rolled, or takes Sonic damage for the amount. h When anyone in range is reduced to 0
Stamina they may deal the assigned dice
+3D6 Fire Sonic to anyone else in the scene.

9 Active: 1 Actions. Choose a dice rolled for this


ability. Heal all allies in range for its value, deal
Bardic Inspiration Sonic damage to all enemies in range for its value,
6 Skill Points • Symphony: Rising and then reroll it. It returns to the effect it was
Empire, Requiem: Fallen World assigned to with its new value.
9 While you are able to talk or have a musical
instrument on hand all allies add +1D4 to all skill
checks they make.
9 While you are not at 0 Stamina all allies have 4
Actions on their turns in combat instead of 2.

224
7

Dragon Monk
“ ”
Dragons are the most powerful thing anywhere. Even the ancient empire never dared
challenge them until their final days. To learn from a Dragon is to learn from power itself.

0 Student of Tooth and Claw

1 Red Dragon Fanatic Green Dragon Acolyte Blue Dragon Scholar

2 Dragon’s Claw Dragon’s Tooth Healing Push Healing Reach Dragon’s Skin Dragon’s Scales

3 Dragon Stance Dragon’s Gaze Dragon’s Roar Dragon’s Breath Dragon’s Wings Fortification

4 Dragon Monk

5 Blood Dragon Shadow Dragon Stone Dragon

6 Form of the Master

Tier Dependency Single Choice

It is through devotion and dedication to the study, rituals, and teachings of Dragons that Dragon Monks hope to
grasp some of a Dragon’s glory. They leave behind all other worldly desires in a lifelong quest for enlightenment.
Some seek power, some knowledge, others a deity, or simply a direction, but all give themselves fully to the
traditions of tooth and claw. One day, they will look to the horizon, spread their own wings, and fly.

Dragon Monks are a support focused fighting style


that uses the Ire resource. They have strong healing. h Requirements
Each Dragon Monk is dedicated to a different type of Before you can take talents in this fighting style you
Dragon, and it shapes their abilities. must have at least the following skill ranks:

Dragon Monks have 3 specializations. 9 Wilderness 2 9 Medicine 3


h Blood Dragons: Focus on dealing damage. 9 Acrobatics 2 9 Perception 3
Shadow Dragons: Focus on healing and
9 Brawn 2 9 Volition 2
h
movement.
h Stone Dragons: Focus on damage prevention.
Special Requirements
You can’t take the final Tier 6 talent in this fighting
style until you have fought or talked with a Dragon,
and earned the Dragon’s blessing.

225
7

Student of Tooth of Claw Blue Dragon Scholar


4 Skill Points • Red Dragon Fanatic,
6 Skill Points Green Dragon Acolyte

9 Use the Ire resource. 9 Gain 1 Brutal Ire when you deal damage with
an Unarmed or Stave type weapon.
9 Gain the ability Dragon’s Resolve
9 At the start of your turn gain your choice of 1 9 You can apply Stone Armor to 1 ally in the
Deft Ire or 1 Brutal Ire scene. It lasts until the end of the scene, and costs
1 Action to apply or move to another person.

h Dragon’s Resolve 9 When someone with Stone Armor attacks they


gain +1 Temporary Armor and you gain 1 Deft Ire.
Range: Weapon • 1 Actions and 2 Ire Temp Armor functions identically to Armor
9 This ability can’t be used unless you or an ally except it’s removed at the start of your next turn.
in the scene is at half or less max Stamina.
9 If Deft Ire was used target heals 2D8 Stamina
per success.
9 If Brutal Ire was used target takes 1D8 + 1x
weapon damage per success.
Dragon’s Claw
4 Skill Points • Red Dragon Fanatic

Red Dragon Fanatic 9 Attacks you make with Unarmed and Stave
4 Skill Points • Green Dragon Acolyte,
Blue Dragon Scholar type weapons gain Crushing, Piercing, and
Slashing damage types.
9 Gain 2 Brutal Ire when you deal damage with
an Unarmed or Stave type weapon. 9 When you hit with a melee attack, it also
damages all enemies adjacent to the target.
9 You can pay for abilities that cost Deft Ire with
Brutal Ire by paying its cost + 2 in Brutal Ire.
9 When you deal damage you may choose to
spend any amount of Ire to heal twice that much
Stamina to yourself or an ally in weapon range.

Green Dragon Acolyte Dragon’s Tooth


4 Skill Points • Red Dragon Fanatic, 4 Skill Points
Blue Dragon Scholar
Gain the ability Dragon’s Tooth.
9 At the start of your turn gain your choice of 1
Deft or Brutal Ire.
h Dragon’s Tooth
9 Your melee reach and range with Unarmed and Range: Weapon • 2 Actions
Stave type weapons is increased by 1.
9 When making an attack you can choose up to 1 9 You may pay 1 Action and 2 Brutal Ire for this.
ally between you and your target to heal Stamina 9 Target takes 1x weapon damage per success
equal to your current Deft or Brutal Ire. and is pulled to any space adjacent to you.

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Healing Push Dragon Stance


4 Skill Points 4 Skill Points • Red Dragon Fanatic

Gain the ability Healing Push. Gain the ability Dragon Stance.

h Healing Push h Dragon Stance


Range: Weapon • 2 Actions Range: - • 3 Ire
9 You may pay 1 Action and 2 Deft Ire for this. 9 You enter the Dragon Stance. You can only use
this ability once per turn.
9 Ally in range heals Stamina equal to 1x weapon
damage, and you may push them up to 3 spaces. 9 While in this stance you can’t gain Deft Ire,
can’t heal Stamina, and all damage you deal
applies a stack of Rend to the target. Rend lasts
until the end of the scene.
Healing Reach
4 Skill Points • Green Dragon Acolyte 9 Rend causes the target to take +XD8 damage
from your attacks, where X is the number of Rend
Gain the ability Healing Reach. stacks they have.
9 Exiting Dragon Stance costs all your Ire, and
h Healing Reach deals Your Level + 2D8 Fire to all enemies within
weapon range.
Range: Twice Weapon • 1 Actions and 2 Ire
9 Ally in range heals Stamina equal to 1x weapon Dragon’s Gaze
damage. Your melee reach is doubled until the 4 Skill Points
end of your next turn.
Gain the ability Dragon’s Gaze.

h Dragon’s Gaze
Dragon’s Skin
4 Skill Points Range: Line of Sight • 2 Actions or 3 Brutal Ire
9 Target takes 1x weapon damage per success.
9 Gain Resist to 2 damage types of your choice. Until the end of your next turn, they can’t attack
you or move within 2 spaces of you.

Dragon’s Roar
Dragon’s Scales 4 Skill Points • Green Dragon Acolyte
4 Skill Points • Blue Dragon Scholar
Gain the ability Dragon’s Roar.
Gain the ability Dragon’s Scales.
h Dragon’s Roar
h Dragon’s Scales Range: Weapon • 1 Actions or 4 Brutal Ire
Range: Weapon • 2 Actions
9 Ally in range heals Stamina equal to 2x weapon
9 Ally in range heals Stamina equal to 1x weapon damage, all other allies in the scene heal for half
damage, and can Brace Armor without paying the the amount, and all enemies in the scene take Fire
Armor cost until the start of your next turn. Sonic damage for half the amount.

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Dragon’s Breath Dragon Monk


4 Skill Points 6 Skill Points • A Tier 1 Dragon Monk
talent.
Gain the ability Dragon’s Breath. 9 +5 maximum Deft and Brutal Ire.
9 At the start of your turn in combat gain 1 Deft
h Dragon’s Breath and Brutal Ire.
Range: Cone 4 • 2 Actions and 3+ Brutal Ire 9 Dragon’s Resolve can now be used as long as
9 Everyone in range takes 2D6 Fire + 2x weapon you or any ally in the scene is not at full Stamina.
damage per success. 9 At the end of your turn heal X Stamina to allies
9 You can spend extra Ire for this ability. For each within weapon range, where X is your Deft Ire.
extra Ire spent increase the Cone range by +1 and This does not generate Ire.
the damage by +1D8 Fire. 9 At the end of your turn deal X Fire damage to
enemies within weapon range, where X is your
Brutal Ire. This does not generate Ire.
Dragon’s Wings
4 Skill Points

Gain the ability Dragon’s Wings. Blood Dragon


4 Skill Points • Dragon Monk
• Shadow Dragon, Stone Dragon
h Dragon’s Wings
9 +1D4 damage with all attacks for every point of
Range: Weapon • 2 Actions or 3 Deft Ire Brutal Ire you spent last turn and this turn.
9 Target gains Fly Speed 8 until the end of your
next turn and may take a free Move action.
9 You may cast this on yourself for only 2 Deft Ire
Shadow Dragon
4 Skill Points • Dragon Monk
• Blood Dragon, Stone Dragon
Fortification
4 Skill Points • Blue Dragon Scholar 9 Gain your choice of 1 Deft or 1 Brutal Ire every
time you heal Stamina.
Gain the ability Fortification.
9 Gain your choice of 1 Deft or 1 Brutal Ire every
time you attack someone 2 or more spaces away.
h Fortification
Range: Weapon • 1 Actions and 3 Deft Ire
9 You or an ally in range has a 10ft stone pillar Stone Dragon
form under them, or in a space adjacent to them. 4 Skill Points • Dragon Monk
• Blood Dragon, Shadow Dragon
9 The pillar grants Cover, has 0 Dodge, 0 Armor,
and 20 Stamina. Lasts until the end of the scene. 9 +1 maximum Stone Armor you can have active
While the pillar is active allies heal 1D4 + your at a time. (see Blue Dragon Scholar talent).
current Deft Ire Stamina at the start of their turn. 9 Then double the maximum number of Stone
Armors you can have active at a time.
9 When the pillar is destroyed all allies in the
scene restore 2 Armor. 9 Stone Armor now also grants +15 max Stamina.

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h Blood Dragon Breath Weapon
Form of the Master Range: Cone 12 • 4 Actions
12 Skill Points • A Tier 5 Dragon Monk
talent. 9 This can be used once per rest, and ignores
Dodge. Do not roll to hit for this.
9 Once per level you can become a Dragon. Takes
1 hour of meditation, or 6 Volition successes in a 9 Enemies in range take 6D8 Slashing. Allies in
combat scene. Once transformed you remain a range have their current Stamina set to your
Dragon for 3 hours or 3 scenes. current Stamina.

9 All Dragons have the following effects: Size


Monstrous (4x4), +4 Speed, Fly Speed equal to h Battle Roar
your Speed, you have 4 Actions on your turn,
increase your max Stamina by 12 + Your Level x 3, 9 Once per rest as a free action when you fall to
10 or less Stamina increase your max Stamina by
and heal for the same amount.
+4D12 and heal for the same amount.
9 All Dragons have Dragon Rage, Dragon’s
Swipe, and Dragon’s Presence abilities.
h Shadow Dragon Breath Weapon
9 If you have Blood Dragon gain Blood Dragon Range: Cone 12 • 4 Actions
Breath Weapon, Battle Roar, and anyone who
attacks you takes 2D6 Slashing. 9 This can be used once per rest, and ignores
Dodge. Do not roll to hit for this.
9 If you have Shadow Dragon gain Shadow
Dragon Breath Weapon, Radiant Body, and 9 Enemies in range take 3D12 Chaos. Allies in
you are completely invisible while not in day range heal 3D12 Stamina.
light. All enemies who can see you are treated as
having +1 Fatigue.
h Radiant Body
9 If you have Stone Dragon gain Stone Dragon
Breath Weapon, Stone Body, and you can 9 Your body consumes light and controls the day
spend 1 Action to force any terrain you create into and night. Your scales can glow and turn the 40
the ground dealing 1D12 Stone per 5ft of height it spaces around you into day, or eat light and turn
had to all enemies in the scene (ignores Dodge). the same area into pitch black night.

h Dragon Rage h Stone Dragon Breath Weapon


Range: Cone 12 • 4 Actions
9 When you are attacked gain +2 damage with
all attacks until the end of the scene. 9 This can be used once per rest, and ignores
Dodge. Do not roll to hit for this.

h Dragon’s Swipe 9 Enemies in range take 3D10 Stone and are


Immobilized until the end of your next turn.
Range: Cone 3 • 2 Actions Allies in range gain Dragon Armor. Dragon Armor
9 Everyone in range takes 2x weapon damage is identical to Stone Armor, but does not count
per success. towards its limit, and stacks with it

h Dragon’s Presence h Stone Body


Range: Adjacent • 2 Actions
9 Every turn you don’t move a 5ft hill appears
9 Everyone in range takes 1D8 Chaos damage per adjacent to you. If any hills already exist instead
success and is knocked Prone. increase their height by 5ft, and another hill is
created in the nearest available space.
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7

Abyssalist
“ ”
Attune yourself to the primal forces of the Abyss, the only real truths of our world, to unlock
knowledge so dangerous it was abandoned and forbidden by all but the most curious.

0 Delver of Ancient Truth

1 Primeval Madness Primeval Hunger Primeval Rage

2 Forsaken Blade Eldritch Pulse Hungering Blade Rampant Blade

3 Abyssal Will Toxin Blade Primeval Regalia Fury’s Assault

4 Eldritch Knight Progenitor Berserker

5 Eldritch Blade Channel Gorge Siphon Berserk Charge Berserk Rage

6 Arcane Fountain Unquenchable Thirst Fury’s Purest Form

Tier Dependency Single Choice

An Abyssalist at its core, seeks to tune to the primal origins of the Abyss. They believe that which is natural is good,
and the Abyss is the most natural state of the universe and as such the most good. They never stopped to ask, what if
the most primal forces that built the Abyss were not nurturing and selfless? What if they were flawed? What if the
grand secrets of creation are not beautiful by terrifying? What happens to those who attune to the Primeval Abyss?

Abyssalists are damage focused and use their own


Stamina as a resource. h Requirements
Abyssalists have 3 Specializations. Before you can take talents in this fighting style you
must have at least the following skill ranks:
h Eldritch Knights: A magic user that doesn’t
draw from Fey magic or Arcane knowledge but 9 Offense 2 9 Brawn 1
instead pulls magic directly from their life force.
9 Defense 2 9 Medicine 2
h Progenitors: A plague spreading warrior who 9 Health 4 9 Perception 1
drains their own health to corrupt their enemies.
Berserker: A fighter who forgoes any form of self
9 Arcana 1
h
preservation and gladly gives themselves to the
rage and fury of combat.

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Delver of Ancient Truth Primeval Rage


4 Skill Points • Primeval Madness,
6 Skill Points Primeval Hunger

9 +1D4 damage with all attacks for every 10 9 When you attack with a Two-Hand weapon
Stamina below your maximum you are. or take damage gain 1 Rage. Maximum 3 Rage.
9 At the start of your turn heal 1D4 Stamina. If 9 For every Rage you have gain +1 damage with
below half your max Stamina, heal 2D4 instead. all attacks. You can spend 3 Rage to:
h Make your next attack or ability ignore Dodge
and gain +2D6 to damage.
h Your next roll gains +1 success. This effect
stacks with itself.
Primeval Madness
4 Skill Points • Primeval Hunger,
Primeval Rage Forsaken Blade
4 Skill Points
9 Gain the ability Mindletting
9 While you have a Two-Hand weapon on hand 9 You heal 2D4 Stamina when you land a Critical
Hit with a Two-Hand weapons.
you can channel any Abyssalist ability through it.
Change the ability range to weapon, and add +1x 9 While you have 6 or more Abyssalist talents
weapon damage to the damage the ability does. you can use Two-Hand weapons with one hand.

h Mindletting Eldritch Pulse


Range: 6 • 2 Actions and 10 Stamina 4 Skill Points

9 Target takes 2x weapon damage. If they’re Gain the ability Eldritch Pulse.
within melee range, also heal 2D4 Stamina per
success on the attack.
h Eldritch Pulse
Range: 6 • 2 Actions and 15 Stamina
9 Target takes 2x weapon damage and is pushed
Primeval Hunger 3 space per success. If the target ends the push
4 Skill Points • Primeval Madness, adjacent to an enemy, they also take 1D6 Necrotic
Primeval Rage per success.
9 When you attack with a Two-Hand weapon,
before rolling to hit, apply Curse, Hunger, or
Hungering Blade
Wound to the target. 4 Skill Points
9 When you take or deal damage apply a Curse, Gain the ability Hungering Blade.
Hunger, or Wound to anyone who has one.
9 At the start of someone’s turn, if they have one
or more of the above effects on them, they take h Hungering Blade
XD4 + X Necrotic, where X is the number of above Range: Weapon • 2 Actions and 15 Stamina
effects they have on them.
9 Make 2 basic attacks against the target. If both
9 Effects lasts until the end of the scene, and a hit, then the target also takes 1D6 Necrotic at the
target can only have 1 of each effect on them. start of their turn until the end of the scene.

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7

Rampant Blade Toxin Blade


4 Skill Points 4 Skill Points

Gain the ability Rampant Blade. Gain the ability Toxin Blade.

h Rampant Blade h Toxin Blade


Range: Weapon • 2 Actions and 15 Stamina Range: - • 1 Actions and 5 Stamina
9 If you rolled 1 or fewer successes with 2 or 9 You infuse your weapon with toxins until the
more attacks on this turn, you can use this ability end of your next turn. While infused your attacks
as a free action without paying the Stamina cost. deal +1D6 Poison, and whether you hit or miss
your attacks apply Poisoned to the target.
9 Target and up to 1 other enemy per success in
range take 2x weapon damage. 9 Poisoned functions identically to Curse,
Hunger, and Wound (see Primeval Hunger).

Abyssal Will
4 Skill Points Primeval Regalia
4 Skill Points
Gain the ability Abyssal Will.
9 +20 maximum Stamina.
h Abyssal Will 9 When you Brace Armor heal 1D6 Stamina, and
increase your maximum Stamina by the same
Range: 6 • 1 Actions and 5 Stamina
amount until the end of the scene.
9 This ability ignores Dodge. Do not roll to hit 9 While you have 0 or less Armor you can Brace
for this ability. Target gains an Arcane Aura.
Armor. Doing this grants you Negative Armor
9 Arcane Aura covers all spaces adjacent to the which adds 3x times value to all damage taken.
target, but not the space the target is in, and is
Deadly terrain that deals 5 Arcane. It moves with
the person it’s attached to. Fury’s Assault
4 Skill Points
9 Arcane Aura lasts until the end of your next
turn. When someone with the aura deals Gain the ability Fury’s Assault.
damage, or damage is dealt to them, you heal
2D6 Stamina or restore 2D6 MP.
h Fury’s Assault
9 You can pay 20 Stamina for this ability rather
than pay the normal action and stamina cost. Range: 6 • 2 Actions
9 Choose any number of targets within range to
make a basic attack against you. The targets may
ignore range and melee reach to make the basic
attack against you.
9 Then make 1 basic attack + 1 more basic attack
per attack made against you, against anyone in
range. You can choose different targets for your
attacks, and ignore range and melee restrictions
to make these attacks.

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Eldritch Knight Eldritch Blade


6 Skill Points • Primeval Madness 4 Skill Points • Eldritch Knight

9 +15 + 2D6 maximum Stamina. Able to use the Gain the ability Eldritch Blade.
Magic Points (MP) resource.
9 You can spend Stamina in place of MP, and vice h Eldritch Blade
versa, at a rate of 1 Stamina = 1 MP. Range: 6 • 2 Actions and 20 Stamina
9 You can spend 15 Stamina to grant your next 9 Target and all enemies within 6 spaces of the
melee attack +3 Reach. target take 1x weapon damage per success. Then
everyone damaged by this ability has an eldritch
tentacle spawn under their feet in their space.
9 If this ability only damages 1 enemy then also
heal 1D12 + 1D4 Stamina.
9 The tentacles do not occupy their space, and
lasts until the end of the scene, or until this is
used again. Anyone who ends movement in a
space with a tentacle takes 5 Arcane.
Progenitor
6 Skill Points • Primeval Hunger

9 +20 + 1D8 maximum Stamina. Channel


4 Skill Points • Eldritch Knight
9 Gain Infection, Plague, and Rot as additional
status effects you can apply. They function Gain the ability Channel.
identically to Curse, Hunger, and Wound.

h Channel
Range: 6 • 2 Actions and 10 Stamina
9 This can be used once per rest. Target takes
XD4 Necrotic and you gain X Speed until the end
of your next turn.
9 Choose any number of the below effects to add
to this ability. They lasts until the end of your
Berserker next turn. Each effect you add increases the cost
6 Skill Points • Primeval Rage
of this ability by +5 Stamina:
9 +30 + 6D4 maximum Stamina. h Double your weapon’s reach/range.
9 You have a maximum of 12 Rage. For every 3 h Restore 2 Armor.
Rage you have take a -1 to hit. h Restore twice X MP to yourself or to an ally in
the scene.
9 While you’re at 12 or more Rage your attacks
ignore Dodge and Armor. 9 You can pay +10 Stamina to reduce the Action
cost of this ability by 1. You can pay +10 Stamina
9 While you’re at 12 or more Rage your attacks to also heal yourself 1D12 Stamina.
also hit with 0 or fewer successes. A roll of 1 still
causes the attack to miss. 9 X is equal to (the Stamina cost of this ability)/5

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Gorge Arcane Fountain


4 Skill Points • Progenitor 6 Skill Points • Eldritch Knight

Gain the ability Gorge. 9 +30 maximum MP.


9 Gain the ability Fountain.
h Gorge
9 +2D8 Arcane Necrotic damage with all attacks
Range: Weapon • 2 Actions and 15 Stamina made with Two-Hand weapons.
9 If you have 1 or more Dodge or Armor this
ability does half damage. Unquenchable Thirst
6 Skill Points • Progenitor
9 Target takes 3x weapon damage per success
and you heal the same amount.
9 Gain the ability Fountain.
Siphon 9 Gain Agony, Bleed, and Thirst as additional
4 Skill Points • Progenitor status effects you can apply. They function
identically to Curse, Hunger, and Wound.
Gain the ability Siphon.
9 Your Agony, Bleed, Curse, Hunger, Infection,
Plague, Rot, Thirst, and Wound effects now deal
h Siphon XD6 + X Necrotic instead of XD4 + X Necrotic.
Range: Weapon • 2 Actions and 10 Stamina
9 Target takes 1x weapon damage per success Fury’s Purest Form
and as long as they remain in range they take 1x 6 Skill Points • Berserker
weapon damage at the start of their turn.
9 Gain the ability Fountain.
Berserk Charge 9 You have no max Rage. Gain 6 Rage the first
4 Skill Points • Berserker time in a scene you hit half max Stamina, and 12
Rage when you hit 0 max Dodge, and 0 Armor.
9 You can spend 4 Rage to gain 1 Action this turn.
9 When you are pushed, pulled, or move 3 or h Fountain
more spaces and end the movement in weapon
Range: 6 • 2 Actions and 20 Stamina
range of an enemy you gain 1 Rage. Gain 2 Rage
instead if you end adjacent to an enemy. 9 This can be used once per rest. Target and
everyone within 3 spaces of them takes 1x
weapon damage per success.
Berserk Rage
4 Skill Points • Berserker 9 Until the end of the scene the area hit by this
ability becomes a fountain of Abyss Corruption.
Gain the ability Berserk Rage.
When anyone enters the area or starts their turn
in the area choose a below effect:
h Berserk Rage h They heal 1D6 Stamina
Range: Weapon • 2 Actions h They take 1D6 Chaos
9 You and the target take 4x weapon damage. h They restore 5 MP.
This ability grants +4 rage, and an additional +1 h You and them both take 2D6 Chaos.
rage per success on the attack. h You heal 1D8 Stamina.

234
7

Shaper
“ ”
Our elemental lords have grown, accustomed, to a certain level of elemental purity. Your
job is to bring this world up to their standards so they may grace us with a visit.

0 Elemental Water Elemental Earth

1 Flow Deluge Reposition Magnetic Rubble

2 Water Bolt Terraform Elemental Wall Shattering Stone

3 Hydromancer Elemental Mastery Geomancer

4 Elemental Plane Arrow World Shaping Elemental Plane Shield

5 Elemental Offense Rage of the Elements Elemental Defense

6 Waters of Change Earthen Invasion

Tier Dependency Single Choice

The first Shapers were military engineers during the elemental invasion. They did the hard work of terraforming
worlds so they could survive greater elementals walking on them. Shapers of today are masters of the elements in
their own right. They channel energy from the core of the Elemental Chaos to reshape the world to fit their needs.
They can turn any battlefield into an uninhabitable chaos, and restore it seconds after they win.

Shaper are a support focused fighting style that uses


the Dice Pool resource. h Requirements
Shapers focus on manipulating the position of Before you can take talents in this fighting style you
everyone in the scene, and changing the terrain to must have at least the following skill ranks:
suit their needs.
9 Offense 2 9 Acrobatics 1
Shapers have 2 specializations. 9 Defense 1 9 Brawn 1
h Hydromancer: Focus on ranged combat, moving 9 Negotiate 1 9 Medicine 1
enemies around, and restoring health to allies 9 History 1 9 Perform (Elemental Rite) 3
h Geomancer: Focus on melee combat, changing 9 Wilderness 2 9 Volition 2
the terrain in the encounter, and dealing damage.

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7

Elemental Water Deluge


6 Skill Points • Elemental Earth 4 Skill Points • Elemental Water

9 Use the Dice Pool resource. Max Dice Pool is Gain the ability Deluge.
equal to twice your Perform (Elemental Rite) rank
9 At the start of your turn add 1D4 to your Dice h Deluge
Pool. If you have a ranged weapon or gun on hand Range: Weapon • 1 Actions and 1 Dice Pool
add 1D6 to your Dice Pool instead.
9 Roll the dice used to pay for this. Target and
9 When you hit with a ranged attack add 1D6 to everyone within success spaces of them takes the
your Dice Pool. If the target was 5 or more spaces total rolled as Cold damage, or heals Stamina
away instead add 1D8 to your Dice Pool. equal to the total rolled.
9 You can spend 1 dice in your Dice Pool as +Cold
damage to any ranged attack you make.
9 You may ignore all terrain effects you create.

Reposition
Elemental Earth 4 Skill Points
6 Skill Points • Elemental Water
9 At the end of your turn if you are adjacent to an
9 Use the Dice Pool resource. Max Dice Pool is enemy or ally, you can move yourself or 1 ally in
equal to twice your Perform (Elemental Rite) rank
the scene 2 spaces.
9 At the start of your turn add 1D4 to your Dice
Pool. If you have a Shield, Spear type weapon, or
weapon with the Throw property on hand add
1D6 to your Dice Pool instead.
9 When you hit with, or are hit by, a melee
attack add 1D6 to your Dice Pool. If the target was
3 or more spaces away instead add 1D10.
Magnetic
9 You can spend 1 dice in your Dice Pool as 4 Skill Points • Elemental Earth
+Stone damage to any melee attack you make.
Gain the ability Magnetic.
9 You may ignore all terrain effects you create.
h Magnetic
Flow Range: Scene • 1 Dice Pool
4 Skill Points • Elemental Water
9 Roll the dice used to pay for this. Target is
Gain the ability Flow. pulled that many spaces +1 space per success
towards you or an ally of your choice.

h Flow
Range: Weapon • 1 Dice Pool
9 Roll the dice used to pay for this. Target is
pushed that many spaces +1 space per success.

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Rubble Elemental Wall


4 Skill Points • Elemental Earth 4 Skill Points

Gain the ability Rubble. Gain the ability Elemental Wall.

h Rubble h Elemental Wall


Range: Weapon • 1 Actions and 2 Dice Pool Range: Scene • 2 Actions and 3 Dice Pool
9 Roll the dice used to pay for this. Choose a 9 Roll the dice used to pay for this, and place
space in range. That space + the total rolled them into 3 separate groups. You can have empty
spaces become Difficult Terrain until the end of groups. For each group with a dice create a wall of
the scene. After the first space you can only water or stone in empty spaces in range.
choose spaces for this ability that are touching at
least 1 other space chosen by this ability.
9 The walls are 5ft thick, 10ft tall, and up to the
total of dice in their group, in spaces, long. Walls
9 Anyone in a space when it becomes difficult have 0 Dodge, 0 Armor, 20 Stamina per dice in
terrain takes 1D10 Stone per success. the group, provide Cover to all adjacent, and lasts
until the end of the scene.
9 Water walls do not occupy their spaces, and
Water Bolt don’t block line of sight. Allies who end their turn
4 Skill Points • Elemental Water inside or adjacent to this wall heal 1D6 Stamina.
Gain the ability Water Bolt. 9 Stone walls occupy their spaces, and block line
of sight. When you or an ally makes an attack you
may have this wall fire a chunk. The wall takes
h Water Bolt 1D6 Stress, and deals 1D8 Stone to the target. This
Range: Weapon • 2 Actions and 2 Dice Pool effect ignores Dodge.
9 Roll the dice used to pay for this. 1 Target per 9 This ability can be used once per rest.
success takes that much Cold damage, and is
Chilled until the end of your next turn.
9 Chilled targets take 1x your weapon damage
when they are pushed, pulled, or move.

Shattering Stone
4 Skill Points • Elemental Earth
Terraform
4 Skill Points
Gain the ability Shattering Stone.
9 Every time you spend a Dice Pool dice you may
remove all terrain effects from any space in the h Shattering Stone
scene, or change a space in weapon range into Range: Weapon • 2 Actions and 2 Dice Pool
difficult terrain.
9 Roll the dice used to pay for this. Target takes
9 When you remove terrain effects heal yourself that much Stone damage, and all spaces within
or an ally in the scene 1D6 Stamina. successes of them are turned into difficult terrain.
9 When you create difficult terrain give your Enemies in the spaces when they turn into
next attack +1D8 Cold Stone. difficult terrain take half damage.

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Hydromancer h Geofist
6 Skill Points • Water Bolt
Range: - • 2 Dice Pool
9 +5 maximum Dice Pool. 9 Until the end of your next turn all melee
attacks you make also summon a stone fist that
9 Your allies may ignore any terrain effects you
create. delivers a follow up punch. Ignores Dodge, deals
1D12 Stone and you may push the target 1 space.
9 Once per turn you can spend 2 Dice Pool dice
to knock any target in the scene Prone.
9 Choose one of the below bonuses: h Mountain Leap
9 Waters of the Frozen Element: Your abilities Range: Weapon • 2 Dice Pool
that move or knock someone Prone can have that
part of the ability replaced with giving yourself, 9 This can be used outside of combat once per
rest. It costs nothing when doing so.
or an ally in the scene, +3 to hit and they may
move up to 3 spaces immediately. 9 You create a stone pillar under yourself or
someone in range. The pillar is up to 30ft tall, and
9 Waters of the Eternal Fountain: Your abilities either 1 space in size or 4 spaces in a square in
that move or knock someone Prone can have that
size. The pillar provides Cover.
part of the ability replaced with healing yourself
or an ally in the scene 2D6 + 5 Stamina. 9 Anyone standing on the spaces the pillar is
formed in are sent 60ft into the air (90ft total).
9 When creating the pillar you can choose if it
shoots people straight up, or at an angle.
Geomancer
6 Skill Points • Shattering Stone

9 +5 maximum Dice Pool. h Pressured Earth


9 Your allies may ignore any terrain effects you Range: Weapon • 3 Dice Pool
create.
9 Target empty space in range becomes a
9 Once per turn you can spend 2 Dice Pool dice pressure trap until the end of the scene or until
to deal 1D12 Stone to all enemies standing on triggered. The next person to enter the space
difficult or deadly terrain. takes 3D8 Stone and gains Stun on their next turn
9 At the end of your turn you can spend 1 Dice
Pool dice and roll it to pull up that many enemies
1 space towards you or an ally in the scene.
h Sandstone
9 Choose one of the below bonuses: Range: 12 • 3 Dice Pool
9 Sovereign Knights of Terra: At the start of 9 Target in range is Slow on their next turn, and
your turn as a free action you create a stone spike is knocked Prone at the end of their next turn.
and launch it. Roll to hit anyone in the scene and
deal 1D12 Stone per success. This counts as a
melee attack.
h Tectonic Shift
9 Knight Errant of the Elemental Alliance:
Gain the abilities Geofist, Mountain Leap, Range: Weapon • 2 Dice Pool
Pressured Earth, Sandstone, and Tectonic Shift. 9 Move yourself and all allies in range 3 spaces.

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7

Elemental Mastery Elemental Plane Shield


6 Skill Points 4 Skill Points • Geomancer

9 When you take this talent you may gain +5 9 After each long rest you can pull pure earth
maximum Dice Pool. from the Elemental Chaos and shape it into 10
stone shields. They lasts until your next long rest.
9 At the start of your turn you may add 2D4 to
your Dice Pool. Heal yourself 1D6 if you don’t. 9 As a free action in response to an attack hitting
you or an ally, a shield may intercept the attack
9 If your Dice Pool is full at the end of your turn causing it to deal half damage (before Armor).
increase the size of all dice in your Dice Pool by 1.
9 You may spend up to +3 Dice Pool dice for any 9 As a free action you can throw a shield off as a
ability that costs Dice Pool dice. follow up when you spend any Dice Pool dice.
The shield grants 1 target in the scene Slow until
the end of their next turn.

Elemental Plane Arrow Elemental Offense


4 Skill Points • Hydromancer 4 Skill Points

9 After each long rest you can pull pure water 9 When you take damage deal 1D8 Cold Electric
from the Elemental Chaos and shape it into 10 Fire Sonic Stone damage to the attacker.
water arrows. They lasts until your next long rest. 9 You may add +1D8 Cold Stone damage to all
9 As a free action you can fire one off as a follow targets hit by a Shaper ability.
up when you spend any Dice Pool dice. The arrow 9 When you attack while standing in any terrain
either deals 3D4 Cold to any enemy in the scene, effect you created, you may turn your target’s
or heals 3D4 to any ally in the scene. space into a copy of all the effects on your space.

Rage of the Elements


World Shaping 4 Skill Points
4 Skill Points
Gain the ability Rage of the Elements.
9 When you take damage you can turn 1 space in
weapon range into Elemental Chaos until the end
of the scene. h Rage of the Elements
Range: 12 • 2 Actions and 4 Dice Pool
9 You may spend 3 Dice Pool dice to turn all
difficult terrain in the scene into Elemental Chaos 9 Roll the dice used to pay for this. Assign them
until the end of the scene. in any way you wish to anyone in range. Enemies
take dice assigned as Cold Stone damage. Allies
9 Elemental Chaos counts as difficult and deadly heal dice assigned Stamina.
terrain. Anyone who enters or starts their turn in
Elemental Chaos takes 2D8 Electric Fire Sonic 9 Any dice assigned to you instead create 1 space
Stone damage. of difficult terrain in any empty space in range.

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Elemental Defense Earthen Invasion


4 Skill Points 6 Skill Points • Geomancer

9 When you start your turn in terrain effects you Gain the ability Earthen Invasion.
created restore 1 Armor to yourself.
9 At the start of your turn you may lose 3 Armor h Earthen Invasion
until the end of the scene to remove 1 negative Range: Scene • 2 Actions and 8 Dice Pool
status effect from any ally in the scene.
9 Everyone in range is knocked Prone, and you
9 When you are attacked while standing in any summon a Stone Soldier adjacent to everyone in
terrain effect you created, spread its effect to all range. Stone Soldiers take up a space, have your
adjacent spaces. Speed, and don’t take actions.
9 Roll the dice used to pay for this ability. The
soldiers have 0 Dodge, 0 Armor, and that much
Stamina. They use +0 for all skill checks.
9 When an ally gains a status effect or start of
Waters of Change turn effect, they may give it to any Stone Soldier
6 Skill Points • Hydromancer instead. When an enemy takes damage, you may
deal 5 damage to a Stone Soldier and add +2D12
Gain the ability Waters of Change. Stone to the damage they take.
9 At 2 Action cost you can have all Stone Soldiers
h Waters of Change in range take 15 damage. Then deal XD12 Stone to
Range: Scene • 8 Dice Pool anyone in range, where X is the number of Stone
Soldiers still standing. This ignores Dodge.
9 Swap the position of everyone in range with
the position of anyone else in range. You are
allowed to not move someone.
9 Players now act before enemies in their
initiative success group until the end of the scene,
and grant all allies +1 initiative success.
9 Roll the dice used to pay for this ability and
choose 3 dice. Allies in range heal that amount,
and enemies take that amount as Cold damage.

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7

Storm Guard
Stand proud soldier! You are a part of the greatest army in the Abyss. We have expanded

“ the reach of the elementals to a thousand thousand worlds, and you will help us bring
elemental glory to a thousand more. ”
0 Thunder Catalyst Battle Captain Shocktrooper

1 Energy Burst Storm Guard Training Storm Strike Electricity

2 Thundering Blow Shockwhip Binding Whiplash Lightning Bolt Charged Earth

3 Thunder Guard Strike Super Heated Storm Cloud

4 Storm Guard

5 Thunder Lord Elemental Commander Stormcaller

6 Abyss Bolt Infused Chain Arc Lightning

Tier Dependency Single Choice

The officers, commanders, and specialists of the elemental invasion. No battle was won without their guiding hand.
The Storm Guard are elite warriors able to call on pure destructive energy. Storm Guard have soldiers with
lightning reflexes, and tacticians who can turn the tide of any battle. The elemental invasion ended long ago, but
wars are still fought, and every war needs a commander to lead the troops into battle.

Storm Guard are damage focused and use the Magic


Points (MP) resource. h Requirements
Storm Guard focus on dealing Electric type damage Before you can take talents in this fighting style you
with melee attacks that reach across the battlefield. must have at least the following skill ranks:

Storm Guard have 3 specializations. 9 Offense 3 9 Intimidate 2


h Thunderlord: Casts big expensive abilities with 9 Health 1 9 Arcana 3
melee strikes between uses. 9 Bluff 1 9 Perception 2
h Elemental Commander: Fight with pure melee 9 Charm 1
prowess enhanced by electric power.
h Stormcaller: Uses a constant stream of lower
damage, but highly debilitating, abilities.

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Thunder Catalyst Battle Captain
6 Skill Points • Battle Captain, 6 Skill Points • Thunder Catalyst,
Shocktrooper Shocktrooper

9 Use the Magic Points (MP) resource 9 Use the Magic Points (MP) resource
9 Gain the ability Thunderbolt 9 When you attack with a Whip, or a weapon
with the Reach property, gain a Jolt charge. Jolt
9 When you attack with a Whip, or a weapon charges lasts until the end of the scene.
with the Reach property, gain a Jolt charge. Jolt
charges lasts until the end of the scene. 9 Your melee attacks deal +1D4 Electric for every
Jolt charge you have.
9 When spending MP you can spend Jolt charges
in place of MP. Each Jolt is worth 5 MP.
Energy Burst
h Thunderbolt 4 Skill Points

Range: 6 • 1 Actions and 15 MP Gain the ability Energy Burst.


9 Target takes 1D8 Electric per success.
9 After using this, your next melee attack deals h Energy Burst
+2D6 Electric. Range: X • 1 Actions, 15 MP, and X Jolt
9 All enemies in range take XD4 Electric damage
and you gain 1 Jolt per success.
9 X is the Jolt charges spent on this.

Storm Guard Training


4 Skill Points
Shocktrooper
6 Skill Points • Thunder Catalyst, 9 You can spend 1 Action to gain 2 Jolt charges.
Battle Captain
9 +1 Reach with all melee weapons.
9 Use the Magic Points (MP) resource 9 Your melee attacks against adjacent targets
9 Gain the ability Shock deal +2D4 Electric damage.
9 When you attack with a Whip, or a weapon
with the Reach property, gain a Jolt charge. Jolt Storm Strike
charges lasts until the end of the scene. 4 Skill Points
9 When spending MP you can spend Jolt charges Gain the ability Storm Strike.
to add +XD4 Electric damage to the ability. X is
the number of extra Jolt charges you spend.
h Storm Strike
Range: Weapon • 2 Actions and 2 Jolt
h Shock
Range: 12 • 2 Actions, 5 MP, and 1 Jolt 9 Target takes 1x weapon damage per success
and gains Storm’s Wake until the end of the scene
9 Target takes 1D4 Electric per success, and uses
+0 in place of their normal bonus to hit until the 9 Storm’s Wake causes the target to take 1D6
end of your next turn. Chaos after they take Cold, Electric, Fire, Sonic, or
Stone type damage.

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Electrify Whiplash
4 Skill Points 4 Skill Points • Battle Captain

Gain the ability Electrify. Gain the ability Whiplash.

h Electrify h Whiplash
Range: Weapon • 1 Actions and 10 MP Range: Weapon • 1 Actions and 3 Jolt
9 Target takes 1x weapon damage. Add +1D4 9 Target takes 2x weapon damage and until the
Electric damage per success. end of your next turn every time they move, or
are moved, they take 2x weapon damage.
9 Then gain 2 Jolt charges

Thundering Blow Lightning Bolt


4 Skill Points • Thunder Catalyst 4 Skill Points • Shocktrooper

Gain the ability Thundering Blow. Gain the ability Lightning Bolt.

h Thundering Blow h Lightning Bolt


Range: Ray 7 • 1 Actions and 20 MP Range: 15 • 1 Actions, 10 MP, and 2 Jolt
9 1 target in range takes 1x weapon damage per 9 Target takes 1D8 Electric per success + XD4
success + XD6 Electric where X is the total Electric where X is the number of Jolt charges you
number of targets hit by this. Everyone else in have after paying for this ability +2.
range takes 1x weapon damage.

Shockwhip Binding
4 Skill Points • Thunder Catalyst OR
Battle Captain Charged Earth
4 Skill Points • Shocktrooper
Gain the ability Shockwhip Binding.
Gain the ability Charged Earth.
h Shockwhip Binding
Range: Weapon • 2 Actions, 20 MP, and 4 Jolts h Charged Earth
Range: Weapon • 1 Actions and 15 MP
9 Target takes 2x weapon damage and is chained
by lightning until the end of the scene. 9 1 space in range per success becomes
Electrified until the end of the scene.
9 While chained they take 1D6 Electric every
time you make a melee attack against anyone per 9 Anyone who starts their turn in or enters an
success on the melee attack you make. Electrified space takes 2D8 Electric.

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7
Thunder Guard Strike Storm Cloud
4 Skill Points • Thundering Blow OR 4 Skill Points • Lightning Bolt OR
Shockwhip Constriction Charged Earth
Gain the ability Thunder Guard Strike. Gain the ability Storm Cloud.

h Thunder Guard Strike h Storm Cloud


Range: Weapon • 2 Actions, 20 MP, and 2 Jolts Range: Weapon • 2 Actions and 20 MP
9 Target takes 3x weapon damage, your max MP 9 You create a cloud of pure electricity in an
is increased by +1D6 MP per success until the end empty space in range. It doesn’t occupy its space
of the scene, and you restore that much MP. and lasts until the end of the scene.
9 You may spend +10 MP on this to add +XD6 9 At the end of your turn you can move the cloud
Electric damage where X is the number of spaces up to your Speed spaces as a free action.
between you and the target.
9 Anyone who enters or starts their turn in the
cloud, or an adjacent space, takes 3D8 Electric.

Storm Guard
6 Skill Points

Super Heated 9 +10 maximum MP.


4 Skill Points • Shockwhip Binding OR
Whiplash 9 Whip type weapons, and weapons with the
Reach property, have their damage dice increased
9 You can supercharge your weapon with layers by +1 size, and their reach increased by 1.
of elemental power. The layers lasts until the end
9 At the start of your turn gain 2 Jolt charges.
of the scene. Each layer requires the layer before
it to be activated. 9 When a Jolt is spent you deal 1D8 Electric to
anyone within weapon range. This triggers
9 First Layer: 2 Jolt to activate. Your melee multiple times if multiple Jolt charges were spent
attacks gain +2D4 Electric and your melee reach at the same time. Counts as a 1 success attack for
is increased by +1. the purposes of Dodging.
9 Second Layer: 3 Jolt to activate. Your melee
attacks also gain +2D4 Fire. Your basic melee
attacks deal half damage to up to 1 additional
target within your weapon’s reach of your target.
Thunder Lord
9 Third Layer: 4 Jolts to activate. Your melee 4 Skill Points • Storm Guard
attacks also gain +2D4 Sonic. Your basic melee • Elemental Commander, Stormcaller
attacks instead deal half damage to up to 2
additional targets instead of 1. 9 +20 maximum MP.
9 When you land a Critical Hit with a melee
attack restore 10 + 1D12 MP.
9 You may pay +20 MP for any ability that costs
MP. If you do, your next melee attack is treated as
a Critical Hit and gains +2 successes.

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7
Elemental Commander Infused Chain
6 Skill Points • Storm Guard 6 Skill Points • Elemental Commander
• Thunder Lord, Stormcaller

9 Whip type weapons, and weapons with the 9 Whip type weapons, and weapons with the
Reach property, have their reach increased by 1. Reach property, have their Reach increased by 2.
9 You may spend 12 MP on any attack that 9 When you make an attack against an adjacent
doesn’t cost MP to add +1D12 Electric damage. target gain an additional +X Jolt charges, where X
is the number of enemies within weapon range.
9 When you make a melee attack also deal XD4
Electric damage to anyone in the scene except 9 Enemies must Brace Armor against your melee
your target, where X is the number of successes of attacks that deal Electric damage if able, and
the attack. This bolt counts as a 1 success attack Brace Armor sets the dice to 2 instead of 1.
for the purposes of Dodging.

Stormcaller
6 Skill Points • Storm Guard
Thunder Lord, Elemental Commander

9 +10 maximum MP.


9 Each Jolt you spend reduces the MP cost of all Arc Lightning
abilities you and your allies use by 3 to a 6 Skill Points • Stormcaller
minimum of 0 MP for the rest of the scene.
Gain the ability Arc Lightning.

h Arc Lightning
Range: Cone 6 • 2 Actions, 30 MP, and 4 Jolt
9 Target in range takes 2x weapon damage per
success, and everyone else in range takes 1D10
Abyss Bolt
6 Skill Points • Thunder Lord Electric per success.

Gain the ability Abyss Bolt.


9 For each target hit apply one of the following
effects of your choice. You may choose the same
effect multiple times:
h Abyss Bolt h Target in range takes 1D4 Electric.
Range: 60 • 2 Actions, 60 MP, and 6 Jolt h You gain a Jolt charge.
9 Target takes 2D4 + 2D6 + 2D8 + 2D10 + 2D12 + h Target is Slow on their next turn.
X Electric per success, where X is the amount of
Jolt charges you had before using this ability.
9 You may take 3D12 Chaos damage when you
cast this ability to repeat it once on another target
within range 60 of the first target.

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7

Firelord
Air would hurt to breathe when they were near, rivers boiled when they arrived, a scorched

“ earth was all they left behind, and it acted as their only message. Elementals are coming.
Prepare to surrender. ”
0 Elemental Raider

1 Flame Sight Embers Spark Wisp Burning Hands Raider’s Burst

2 Ember Strike Raider’s Armor Flame Snake Firebrand Fire Vortex

3 Firelord

4 Soldier Summoner Striker

5 Lava Spike Eruption Formless Flame Chaos Fire Burns Combustion

6 Ember Defender Burn Overlord Pyro Master

Tier Dependency Single Choice

The heralds and enforcers of the elemental invasion. Raiders trained to be as destructive as possible. They would
burn defenses to the ground, spread doubts and arm every dissident, and ensure elemental rule was followed.
Now they are a different beast entirely. No longer trained controlled soldiers, they don’t have rigorous military
discipline or elemental masters restraining them. Now they only listen to the desires of the flame.

Firelord is a protector that uses the Ability Points


(AP) resource. They focus on dealing Fire damage. h Requirements
Some Firelord abilities can summon allies in combat. Before you can take talents in this fighting style you
must have at least the following skill ranks:
Firelord has 3 specializations.
Ember Defender: Punish enemies for attacking
9 Streetwise 2 9 Medicine 2
h 9 Wilderness 2 9 Ride 2
allies, they build walls of fire to protect others.
h Burn Overlord: A summoner focused on a very 9 Bluff 2 9 Volition 3
small number of intelligent living flame
summons.
h Pyro Master: Focuses on dealing fire damage and
spreading fire to everyone and themselves.

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7
Summon Rules All summons go away at the start and end of a scene
Summons that have a cost must have that cost paid unless they say otherwise. You can only have one
immediately to summon. If they have a summon summon of each kind active at a time.
time, they appear at the start of the summoner’s turn Summons act on the summoner’s turn. They use the
once their summon time reaches 0 Rounds left. summoner’s skill ranks for any rolls they have to
When the summon appears, it shows up in the make, and the summoner can use their own Actions
nearest empty space to the summoner. Summons to pay for the summon abilities and actions.
can’t be healed. Max 1 copy of a summon at a time.
Spark
4 Skill Points
Elemental Raider Gain the ability Spark.
6 Skill Points

9 Use the Ability Points (AP) resource h Spark


9 When an ally in the scene is attacked you can Range: Weapon • 1 Actions and 3 AP
spend 1 AP to deal 1D6 Fire to the attacker before
they roll to hit. If the ally is within 6 spaces of you
9 Give yourself or an ally in range a Spark
Elemental until the end of the scene.
the damage is increased to 2D6 Fire.
9 When someone with a Spark Elemental makes
9 This ability costs 0 AP if the ally is within 3 an attack the attack gains +1D6 Fire, and they
spaces of you. heal 1D6 Stamina.

Wisp
Flame Sight 4 Skill Points • Spark
4 Skill Points
9 Gain the summon Wisp
9 When an ally is within 3 spaces, you gain +1D6
Fire with all attacks.
Wisp S

SIZE
9 When an ally within 3 spaces is attacked, after 1 AP and 1 Round to Summon
the attack resolves, you can spend 1 AP to give
SP 4 DO 3 AR 0 STA Sp
yourself or that ally a free basic attack.
Vulnerable: Cold Actions: 0 base actions per
turn. You may spend 1 AP to
Resists: - give this summon 1 Action.
Embers
4 Skill Points Immunity: Fire

Gain the ability Embers.


9 Firelord Summon: This has Your Level x 5
Stamina. The summoner gains +1 maximum AP
h Embers for each Firelord summon they have active.
Range: Weapon • 1 Actions and 3 AP 9 Basic Attack: 1 AP. Melee. 1D6 Fire.
2+ successes: +1 damage per success.
9 Target takes 2D6 Fire per success and is Slow
until the end of your next turn. 9 Spark of Life: 2 AP. This ignores Dodge. All
adjacent allies heal 1D8 Stamina and all adjacent
9 If you are within 3 spaces of an ally then add 1x enemies take 2D6 Fire.
weapon damage, and reduce the AP cost by 1.
9 Burn Out: When this summon dies it releases
a Spark of Life that hits everything in 3 spaces.
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7

Burning Hands Raider’s Armor


4 Skill Points 4 Skill Points

9 Attacks made with Unarmed type weapons, 9 When you take damage deal 1D6 Fire to all
and weapons that deal Crushing damage, deal an enemies in the scene.
additional +1D6 Fire.
9 When this triggers you can spend 2 AP to
9 You can spend 2 AP during your turn to send increase the damage to 2D6 Fire.
out a blast wave of fire pushing all adjacent 2
spaces, and dealing 2D6 Fire to yourself and
everyone pushed by this ability. Ignores Dodge. Flame Snake
4 Skill Points • Spark

9 Gain the summon Flame Snake

Flame Snake M

SIZE
Raider’s Burst 1 AP and 1 Round to Summon
4 Skill Points SP 6 DO 3 AR 0 STA Sp

Gain the ability Raider’s Burst. Vulnerable: Cold Actions: 0 base actions per
turn. You may spend 1 AP to
Resists: - give this summon 1 Action.
h Raider’s Burst Immunity: Fire
Range: 4 • 3 AP
9 This ability ignores Dodge. Until the end of 9 Firelord Summon: This has Your Level x 5
your next turn all enemies who enter a space in Stamina. The summoner gains +1 maximum AP
range, or start their turn in range, take 2D6 Fire. for each Firelord summon they have active.

9 At the end of this turn and your next turn deal 9 Basic Attack: 1 AP. Melee. 1D6 Fire.
2D6 Fire to all enemies within 2 spaces. 2+ successes: +1 damage per success.
9 Slither: 2 AP. Melee. 1 Target per success takes
2D6 Fire and this passes through their spaces and
ends their movement a space behind a target.

Ember Strike 9 Fire Fang: 3 AP. Melee. Target loses 1 max


4 Skill Points • Flame Sight OR Embers Armor per success until the end of the scene.
9 Burn Out: When this summon dies it releases
Gain the ability Ember Strike. a Fire Fang that hits all adjacent enemies.

h Ember Strike
Firebrand
Range: Weapon • 4 AP 4 Skill Points
9 Target takes 1x weapon damage per success,
and must attack you on their next turn. 9 When you deal Fire damage to the same target
3 separate times in the same round, they gain a
9 If they don’t or can’t, then they gain Stun on Firebrand until the end of the scene.
their next turn, and take 2D6 Fire at the start of
their turn until the end of the scene. 9 Targets with Firebrand take 1D6 Fire every
time you deal Fire damage with an attack.

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7
Fire Vortex Summoner
4 Skill Points • Burning Hands OR
Raider’s Burst 4 Skill Points • Soldier, Striker

Gain the ability Fire Vortex. 9 Gain the summon Small Fire Elemental
9 Your summons gain +3 max AP they can spend
h Fire Vortex on their own abilities and actions.
Range: Weapon • 1 Actions and 4 AP
9 Target in range takes 1x weapon damage with a Small Fire Elemental M

SIZE
bonus +1D6 Fire per success, and is surrounded 2 Long Rests to Summon
by a fire tornado. SP 5 DO 3 AR 3 STA Sp

9 The tornado follows them and lasts until the Vulnerable: Cold Actions: 0 base actions per
end of the scene, or until they move 4 or more turn. You may spend 1 AP to
Resists: - give this summon 1 Action.
spaces in a single turn. While the tornado is
active they take 2D6 Fire at the start of their turn Immunity: Fire
and every time they make an attack.
9 Firelord Elemental: This has Your Level x 10
Stamina. The summoner gains +1 maximum AP
for each Firelord summon they have active. This
is a permanent summon that does not disappear
Firelord at the end of the scene. It has its own interests,
6 Skill Points opinions, and concerns.
9 Basic Attack: 1 AP. Melee. 1D8 Fire.
9 +5 maximum AP. 2+ successes: +1 damage per success.
9 All attacks and abilities that deal Fire damage 9 Body of Elemental Fire: Anyone who starts
deal an additional +1D4 Fire. their turn or enters a space adjacent to this takes
9 Anyone who takes Fire damage in the scene is 1D8 Fire. Allies instead heal 1D8 Stamina.
Singed until the end of the scene. Singed targets
9 Firebolt: 3 AP. Range 5. 2D6 + 2D4 Fire.
take a -2 penalty to hit everyone except you.
9 Burn Out: When this summon dies it releases
a Firebolt that hits all enemies within 3 spaces.

Striker
4 Skill Points • Soldier, Summoner

Soldier 9 You may spend 1 AP to increase the Reach,


4 Skill Points • Summoner, Striker
Range, and damage of your weapon by +1 space
and +1D4 Fire until the end of your next turn.
9 You are considered adjacent to all allies within This effect stacks.
your Speed spaces for all Firelord abilities.
9 When making an attack you can spend 2 AP 9 When an enemy drops to 0 Stamina, restore 1
Armor to yourself and all allies in the scene.
and take 2D6 Fire to move to any space adjacent
to an ally in the scene. 9 +1D4 Fire damage with all attacks.

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7

Lava Strike Burns


4 Skill Points • Soldier 4 Skill Points • Striker

Gain the ability Lava Strike. 9 After you take damage deal XD8 Fire to anyone
in the scene, where X is every 5 Stamina below
h Lava Strike your maximum you are (minimum 1).
Range: Weapon • 2 Actions and 4 AP
9 Target takes 2x weapon damage with a bonus
+2D6 Fire per success. Until the end of your next Combustion
turn they have -6 damage with all attacks. 4 Skill Points • Striker

Gain the ability Combustion.


Eruption
4 Skill Points • Soldier
h Combustion
Range: Weapon • 2 Actions and 5 AP
9 While you are at a half or less max Stamina you
may take 1D6 Fire at the start of your turn to gain 9 Target takes 2x weapon damage per success
Resist to all damage types except Fire until the and gains Ignition until the end of the scene.
start of your next turn.
9 Ignition makes the target take 2D8 Fire when
9 When you trigger this effect all enemies they take Acid, Arcane, Fire, Slashing, or Stone
adjacent to you or your allies takes 1D6 Fire. damage from any source.

Formless Flame
4 Skill Points • Summoner
Ember Defender
Gain the ability Formless Flame. 6 Skill Points • Soldier

9 +25 maximum Stamina.


h Formless Flame
Range: Weapon • 2 Actions and 6 AP 9 +2D6 Fire damage with all attacks and abilities
while an ally in the scene has a negative status
9 Target takes 1x weapon damage +1D6 Fire and effect, or is at half or less max Stamina.
is assaulted by an ever shifting fire. At the start of
their turn they take 2D6 + 2D4 Fire Slashing, and 9 When making a basic attack you can choose to
deal half damage to gain 2 AP, or move an ally in
the fire jumps to the nearest enemy (you choose
the scene to any space within 3 spaces of you.
when there’s more than one).
9 Formless Flame lasts until the end of the scene,
or until this ability is used again.

Burn Overlord
4 Skill Points • Summoner
Elemental Chaos Fire
4 Skill Points • Summoner
9 +3 maximum AP.
9 All Fire damage you and your summons deal 9 Your Small Fire Elemental summon is
ignore Fire resistance and immunity. transformed into an Fire Elemental Golem.

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7

Fire Elemental Golem M Pyro Master

SIZE
2 Long Rests to Summon 6 Skill Points • Striker
SP 5 DO 3 AR 3 STA Sp
9 Gain Resistance to Fire damage.
Vulnerable: Cold Actions: 0 base actions per
turn. You may spend 1 AP to 9 Anytime you or someone in the scene takes
Resists: - give this summon 1 Action. Fire damage gain 1 Pyroclasm charge. They lasts
Immunity: Fire until the end of the scene.
9 At the start of your turn take XD4 Fire damage
9 Firelord Golem: This has Your Level x 12 where X is the number of Pyroclasm charges you
Stamina. The summoner gains +1 maximum AP have. This generates more charges.
for each Firelord summon they have active. This
9 For every Pyroclasm charge you have gain +1
is a permanent summon that does not disappear Speed. For every 2 Pyroclasm charges you have
at the end of the scene. It has its own interests, gain +1 to hit.
opinions, and concerns.
9 Once per round you can spend Pyroclasm
9 Basic Attack: 1 AP. Melee. 1D8 Fire. charges in place of AP at a rate of 2 Charges = 1 AP.
2+ successes: +1 damage per success.
9 If you ever have 12 Pyroclasm charges you
9 Body of Elemental Fire: Anyone who starts immediately release all of them, resetting to 0
their turn or enters a space adjacent to this takes charges and dealing 12D6 Fire to yourself and all
1D8 Fire. Allies instead heal 1D8 Stamina. enemies in the scene. You do not take the damage
9 Golem Firebolt: 3 AP. Range 7. 2D6 + 2D4 Fire of any dice that roll 6 or higher for this effect.
per success.
9 Golem Fist: 4 AP. Melee. 2D10 + 2D6 Fire and
the target is pushed 3 spaces per success.
9 Golem Roar: 5 AP. Range 2. All enemies in
range take 2D8 Fire per success, and are pushed 2
spaces per success.
9 Golem Armor: 5 AP. Range 2. All allies in
range restore 2 Armor.
9 Burn Out: When this summon dies it releases
a Golem Firebolt that hits all enemies in 5 spaces,
and strikes all adjacent enemies with Golem Fist.

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8

apter
Ch

lore

Long ago the world was simple. Magic. Metallurgy. Wilderness survival. The long-lived

“ guarded powerful secrets, and the short-lived were ruled by them. Then, the stars fell, and
with them came the whispers… ”
Inversion is designed for worlds where magic and
lost technology mix together to create interesting
stories and situations. It’s built to give you the
freedom to explore vastly different settings session to
session, and story to story.
The following section includes the history, lore, and
details for Inversion’s own setting.
This section will explain what the world is like, what
the big moments in its history are, and help add
context to why the world is the way it is.
Your GM is free to use as much or as little of this lore
as they wish, but if it is not specified you can assume
everything in this section is true.

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Setting Overview
The whispers changed everything. There were no secrets to them, and they sang a siren’s

“ song of eldritch knowledge. Soon the whispers would choose a ruler to decide of their own
will to expand an empire across the stars…

Long ago there was an ancient empire. It unlocked Seasons are the fault of Elementals.

the secrets of metal, set free the power of magic, and
Long long ago, long before the founding of ancient
brought the wilderness to its knees. It conquered
empire, primal elementals came to the worlds of the
every star in the sky with whisper guidance.
Abyss. This elemental invasion was a struggle against
Then one day it fell. What brought it down is the various elementals coming to conquer.
stuff of legends. Every culture and star has their own
Before this almost every world had only one season.
story about what happened. So complete was its
Time was measured in harvests and magic, and not
collapse that all that’s left of it is the ruins and the
in changes in weather.
wonders of the old world.
After the elemental invasion, time on every world is
Now is the time of adventure and rediscovery. The
measured in seasons. On average each world has four
wilds are dark and unknown, monsters roam free,
seasons in a year, one for each primal elemental who
and people search the ruins for anything to help.
invaded them.
Key Details The season of rains, an echo from the touch of a
The Abyss weaves the thoughts, wants, and beliefs of water elemental. The season of suns, an echo from
everyone into reality. That means there are a few key the touch of a fire elemental. The season of storms,
details about the setting to keep in mind: an echo from the touch of a energy elemental. The
season of frost, an echo from the touch of a wind
The Abyss is not Space.
elemental. There are many more seasons than this,
The Abyss is not a vacuum. You can breathe in the each primal elemental type has their own season, but
Abyss. There are fauna and flora native to the Abyss. these are the four most common.
There is a lot of empty darkness between the stars,
There are Dwarves, Elves, Humans, and all other
but there’s also color, and concepts you could only
Ancestries on nearly every world of the Abyss.
find wandering the Abyss between stars.
When travelers get lost in the deep woods, they may
Not all worlds are round.
exit them and find themselves on other worlds.
Some worlds are flat, some are inverted, and some When you dig too deep or fall down a pit, you may
are strange and impossible shapes. There are round find yourself staring up at the sky of a completely
worlds sure, but for many worlds the edge of the map different planet. When people break promises the Fey
is a real place. You can dig far enough down and find will plunge entire towns into a slumber, only for
yourself in the Abyss. them to wake up under the glow of a new star.
Stars can revolve around the world. In the days of the ancient empire traveling between
Few stars are balls of fire, plasma, and gas that hold worlds was so easy and free that everyone did it.
their worlds in gravity’s pull. Many stars are balls of Dwarves, Elves, and Humans may have all come from
light and life that circles a single world chasing its one world, or they may all have completely different
own tail. Some are living breathing things who have origin worlds, but due to the nature of the Abyss, the
desires all their own. The stars of the Abyss are what machinations of the Fey, and the actions of the old
they want or need to be. world, they are now on every star in the sky.

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Villages Ruins can be anything and are as varied in function,
Villages are the most common form of civilization shape, and size as magic is powerful, and technology
you will find. Almost everyone is from a village, and is mysterious.
most villages will not be marked on anything but Structures the ground has consumed. Factories
local maps. The wilds are dangerous, and most stretching deep into the earth. Warships crashed into
villages are less than a generation old. the ground that locals have disassembled to build
Villages are often as small as ten families, and a few houses. Space stations losing power and floating a
wanderers passing through. They don’t have much castle’s height off the ground.
access to magic or old world tech. At most they have
trinkets like working toasters, a radio, or something
The Abyss
It’s important to remember, the Abyss is not space. It
else that makes life a little easier.
is not a dark, empty vacuum. You can live, breathe,
Some villages become trading posts for scavengers to and explore the Abyss.
meet and prepare for a journey into the ruins. Others
The Abyss fills the space between stars. Every star is
build up defenses and deal with the threats that find
its own world with its own rules, and the Abyss keeps
their way out of the ruins.
them separate. It is raw creation. It’s a place where
Towns belief and thought alone create and define existence.
Towns are the big bastions of civilization in the It’s a soup of infinite potential controlled by the
world. Everyone knows about the major towns, and stories, beliefs, and feelings of everyone on every star.
they’re marked on any map of the area. Towns have a If you dream of a star made of gold that shines light
safe food source, strong defenses, and people expect on a world made of diamonds, then its out there. If
to see them standing for decades to come. you desire greater secrets of the past, then aim for a
Towns are rich in trade, travelers, and treasures. This star and start flying. Somewhere in the Abyss your
is where kings have their castles, adventurers form dreams are real, and they’re waiting for you.
their parties, and merchants sell old world relics. The Abyss is the most dangerous and difficult place
You can find every kind of magic and technology in a to travel through. There are monsters out of literal
town, from the simple spells and trinkets to track nightmares, creatures that can alter reality, and
time, to the powerful tech that can stop it. If there are threats only the insane could imagine. The Abyss is
any old world ruins nearby, the town is defined by infectious, and slowly drives people mad if they’re
those ruins and the effects they have on the area. not prepared or protected.
Even at its calmest and safest points, near stars and
Ruins stable worlds, the Abyss is still capable of altering
People call all the structures and locations of the old reality. Sometimes in small ways such as flipping
world ruins. They are the varied and massive gravity or changing eye colors, sometimes in large
structures that survived the collapse in some form. ways such as opening portals, or making a simple
The smallest ruins are only a few rooms big, or the walk around the ship take weeks as distance loses all
size of a large multi story building. Many ruins rival meaning and stretches into the infinite.
villages and towns in size, and the largest can have The air itself can feel like it’s whispering into your
entire worlds contained within. mind. As if the thoughts of someone else are walking
Ruins are often overgrown, and many towns are built into your head. Spend too much time in the Abyss
on top of them. The closer to the surface, the less without a strong will, and you will become another
likely anything works in them. The deeper you go, story sailors tell. A ghost ship trapped on its doomed
the more resilient the tech becomes. voyage, repeating its final days forever.

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Daily Life
The stars could not be conquered with magic alone, but the whispers knew this. They

“ guided minds. Made them build things they would never understand. Technology, they
whispered. Technology will fix everything…

When you play Inversion you’re playing the heroes.



Daily Life: Towns
The adventurers who discover the important old The plant has been acting up lately, and the engineer
world tech. The lucky scavengers who see all the who can fix it won’t come this far out without an armed
interesting ruins. escort. We’ll need a merchant’s backing, or we need to
This section provides context and perspective for find some cheap adventurers and hope they’re available.
what life is like for everyone else. The king has decreed a new tax on the guilds to pay for
the tank he bought. That’s not going to go down quietly.
Daily Life: Villages Tell the guard captain to start checking for weapons at
Chet’s the only one with a working hover cycle, so talk to
the gates or we’ll have blood in the streets soon.
him if you need to get somewhere faster than a horse.
There was a quake last night and an ancient temple of
The Stoneheart family figured out how to reactivate the
iron was unearthed. There’s already three different
old irrigation system buried in the fields, so make sure
groups recruiting to explore them, I have two different
you talk to them to get set up if you’re sticking around.
nobles telling me they own it because it popped up on
Old Golfron just finished setting up her “raid eyo” tower their lands, and now the sheriff is breathing down my
so, if you want to listen to some music through the day, neck to make it off limits because one of the drunks is
go get a black box. warning of “forbidden ancient magics sealed within.”
For the average person their community is small - Towns are villages that have somehow survived long
typically around twenty to forty people or fewer, enough to grow. They are often built into some major
including travelers that pass through their village. lost technology, or are using something from the old
A good half of their community will be scavengers. world to keep them safe or fed.
They help out the village by plundering the ruins for Towns rely on merchants and scavengers to travel
old world miracles. across the land and bring back what they find. They
Everyone in a village helps with everything. There visit nearby villages bringing back food, materials,
might be one or two specialized tradesmen, smiths, and other supplies to keep the town running.
or fighters, but otherwise everyone pitches in. It Towns are so large that nobody will know everyone
doesn’t matter if you’re the mayor, the sheriff, or the in the town. There will be countless travelers drawn
town drunk. If the fields don’t get plowed, nobody is by the ruins and markets. Smaller communities with
eating come winter. their own culture will form in parts of the town.
Each family in the community will have one piece of Some towns are even safe enough for guilds to form.
tech, magic, or quality of life relic. Maybe the younger Towns have a plethora of old world tech and magic.
kids will have some interesting trinkets they were Water purifiers from the shard of an Abyss ship. Auto
given by a passing scavengers. Some people will have docs spread throughout the town helping to set
taught themselves basic magic. broken bones and clean cuts. Magical crops that
If the area has ruins there might even be minor tech grow year round. A shield that protects the town
lying around. For the most part, the old world relics during powerful storms. Ancient libraries of magic
people have are shared with their community. that allow anyone to learn.

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Daily Life: Average Person Daily Life: Merchants
For most people life is simple. You know everyone in Merchants and their trade routes are the lifeblood of
your village, and hang out at the tavern that acts as many villages and towns. They carry the common
the community center. In your spare time you tools and supplies for exploration, and each one has
practice magic, or fiddle with the old world trinket some amount of unique trinkets only they sell.
you traded for. If you’re lucky, there’s some old world They travel to every village and town on their route
tech in your village that makes life easier. looking for relics to buy, and people to sell relics to.
The world outside is dangerous, but also beautiful. For many communities, traveling merchants are how
When you leave town to gather supplies, or find they find out about the world around them.
trinkets to sell, you’ll always find a new remarkable Many people live their whole lives in their village,
vista and something incredible. and they look forward to the harvest season when
You are never more than a day or two from some the merchants come. They always have interesting
ruins of the old world. Although strange and stories to tell, and strange new relics to sell.
ominous, the way trees and plants grow around the
untarnished metal is beautiful in its own way. Daily Life: Adventurers
Adventurers are crucial to town survival. They’re the
Searching through ruins is a big part of how you
scavengers willing and able to explore the dangerous
spend your time outside of the village.
ruins, and haul back the useful stuff. Common
You bring torches to ward off enemies, and start fires. attributes include bravery, a deep curiosity, or greed
You carry a rope in case the ground gives out under that far outpaces survival instincts.
you. With so many ruins buried below, it’s a common
The world is a dangerous place filled with beasts
occurrence. You always carry a trinket or two with
both natural and ancient empire made. The lands are
you into the ruins. You never know what they do, but
unexplored and seemingly designed to kill. The
they might just save your life.
wilderness was always full of monsters, but now it’s
If you run into any monsters, it’s safer to run back to overtaken most of the world. The mountains are
town than fight them, but if you have a shovel or home to creatures who could crush a man with just a
something heavy you have fair odds of scaring it finger. The ground itself might shift and reveal a
away. If you run into old world tech though, it’s massive world-ending machine that’s been lying in
always better to run. wait for an eternity.
You once saw a squirrel shoot a needle-thin laser and Adventurers will have to face all this and more. They
split a bear in half. You know better than to mess may do it for selfish reasons, the rare one for selfless
with any old world tech after that. reasons, but all that matters is they’re willing.
No one can survive in the world today without the
scavenged tech and magic pulled from the ruins of
the old world, and adventurers are the only people
strong enough to do it.

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8

Setting History
Every day a new star was conquered, a new enemy was made, and ten new gifts were

“ bestowed on people by the whispers. People did not have the time to understand before the
whispers came again offering new gifts…

Below is a brief and accurate history of the setting of



Creation Era
Inversion. Most of this history is lost to time, and
unknown by the people living in its world. Before the Beginning
before the chaos
Use this history to help inform and give context, but
keep in mind no hard dates are given. Much of this Eternals Gorge on Reality
age of chaos
history is so ancient even the oldest immortal
creatures consider it lost knowledge. Beginning of Creation
age of abyss
Dwarven-Elven Era
Start of the
golden age
Apex of the
age of dragons, gods,
and monsters
Earliest records of the
age of elementals
The Ancient Empire Era
The Siren’s Song Begins
age of whispering stars
Great Disputes of the Final Frontier
age of conquest
Signing of the Diplomatic Principles
technological golden age
The Collapse Era
The End of Everything Everywhere
age of collapse
The World is Dark and Full of Monsters
age of darkness
But People Are Still People
age of regrowth
The Current Era
New Frontier
age of adventure

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The Creation Era The Ancient Empire Era
This is a vast immeasurable amount of time which This is also sometimes called the Era of Humanity by
covers what existed before the Abyss. some scholars, and the Era of Destruction by others.
When people talk about ‘the old world’ this is what
Before the Chaos: The Fey tell stories of a universe
they are referring to. It covers the birth, expansion,
that came before. A simpler universe, without the
and achievements of the ancient empire.
touch of magic, that slowly died and whose
inhabitants fought to live beyond the final end. Age of Whispering Stars: This is a time when
humanity started to find its footing. If Humans had
Age of Chaos: A time when unimaginable creatures
been left alone, they would have grown to build
of impossible size and structure fought each other in
kingdoms that stood perpetually in the shadow of
a Chaos. A cesspool creation far more volatile than
progress cast by Dwarves and Elves.
the Abyss as it’s known today.
Humans, however, were not left alone. Stars fell from
Age of Abyss: The birth of the Abyss. Why it was
beyond the Abyss and landed on Human settlements.
made, how it was made, and if it even has a purpose
They whispered secrets and ideas.
or if it’s simply an accident will forever remain a
mystery even to the Fey. With the whispers’ guidance Humans accomplished
in a generation what Dwarves and Elves took their
The Dwarven Elven Era whole history to build.
Whether this is called the Dwarven Era or the Elven
Age of Conquest: A time when humanity expanded
Era depends on if you’re talking to a Dwarf or an Elf.
and overtook their longer lived contemporaries. This
It’s unclear which of them came first, but it’s known
is when Humans created the word ‘empire’ to
they are the first two mortals.
describe themselves. They fought, bought, cheated,
Golden Age: This is when the first kingdoms and or earned control over everything.
cultures were created. It was a time of peace. This is
They fully explored their world and conquered every
when the Elven Court was formed, and the Dwarf
corner, but the whispers asked for more. They
record of all history begins.
pointed humanity at the Abyss, at the stars glittering
Age of Dragons, Gods, and Monsters: A time when in the sky, and whispered ‘claim them’.
the great powers of the Abyss first made themselves
Technological Golden Age: A time of massive and
known to mortal creatures. This is when the first
rapid development, and the impossible growth of
legends arose. Stories of heroes slaying gods, and
technology. With the inescapable guidance of the
fighting against dragons.
whispering stars, new innovations happened within
Age of Elementals: When the Elemental Invasion minutes of each other.
began. Before this, all elementals were contained
Technology was vastly outpacing anyone’s ability to
within a single part of the Abyss known as the
understand it.
Elemental Chaos. They expanded out and invaded
every star in the sky. Elementals touching down and Children born at the start of this age knew only their
terraforming worlds led to massive and permanent own world, and were at real risk of dying due to a
changes to their weather. poor harvest. By the time they had children of their
own they vacationed across the stars. They enjoyed
Nearly all worlds had just one season before the
hour-long drives that took them from one end of the
Elemental Invasion. As Elementals kept invading and
world to the other.
fighting, those worlds would gain new seasons.
By the time they were old and feeble every disease
So complete was their assault on the Abyss that most
had been cured, and they had a plethora of choices
worlds have at least 4 seasons of weather.
for how they wished to live forever.

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The Collapse Era The Current Era
Humans had traded their horse carts for cars, and This is the current era Inversion is set in. This is a
then cars for Abyss ships. The whispers had been time just after rebuilding. There are kingdoms that
given their own machine voices so they could be have stood for a generation, there are villages across
better understood. the world, traders are starting to connect people
together, and the average person can look forward to
With new voices the whispers pointed to the edge of
a better brighter tomorrow.
the infinite Abyss and said ‘come’.
Age of Adventure: A time of heroes in an unknown
As the ancient empire grew to swallow the Abyss and
and strange world. A time of exploration and ancient
cut its way to its edge, more and more powers tried to
dungeons, where good and evil are in constant
stop them. It’s unknown what dealt the final blow, or
struggle to claim the treasures of the past.
even how it could be stopped, but one way or
another the ancient empire was destroyed. In this age the average person knows this about the
long, complex, and mostly lost, history of the Abyss:
Age of Collapse: The ancient empire was on a scale
far larger than anything before or since. This is the h Long ago there was an ancient empire.
long, long time it took for the empire to fall.
Generations of long-lived were born, had children, h It was a Human empire responsible for all the
wonders, horrors, abandoned tech, and ancient
and died in the time it took for the collapse to finish. magic scattered across the world.
Multiple harvest of Vendris were lost to the chaos of
this age, and nearly all the survivors are gone now. h If we can uncover the right piece of magic or tech
we can do anything we can imagine.
During this time nearly all detailed knowledge of
events before this were lost.
Age of Darkness: This is a massive period of time
with unknown length that followed the collapse.
All information, what little of it people had, on how
technology worked was forgotten. All innovations
and innovators were lost. For many worlds in the
Abyss this is known as the time of monsters.
A time when no village survived more than a harvest.
Civilization was overtaken by darkness and
unimaginable horrors. A time when nature, wild Fey
magics, and the unknown recaptured the collapsing
ruins of the ancient empire.
Age of Regrowth: A time when civilization began to
reestablish itself over the wilds. When trade and
kingdoms began to reappear for the first time in
countless generations. A tipping point where great
leaders and strong wills fought for a better future.

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Origin Myths
There is a mystery no one has ever solved. One mystery that eludes even the Fey touched

“ scholars; Why did the whispers seek out Humans? History shows nobody was immune to
the whispers, so why them?

There is history, and then there is myth.



The Elven Myth
Scholars work hard to uncover the specifics and true In the beginning there was the great tree. A tree whose
history of the world, but it’s the myths, stories, and roots spread from end to end of the Abyss, and whose
legends that the average person knows. Ask how the fruit formed its light-giving stars. When the stars were
world was created and, unless you’re talking to a ripe they would push away and take with them a
Dwarven history professor, these are the sorts of branch to form a world all its own.
answers you’re going to get. With time the star would shape its world, and link it
All myths ever told are partially true. Together, there back to the great tree.
might be insights to uncover beneath the metaphors For a time there was peace. With every fruit the Abyss
that have been written and rewritten. Always grew brighter and warmer. With every world the great
remember that truth and accuracy aren’t the point of tree grew stronger and more beautiful. It was only when
myths and stories. the roots breached the edge of the Abyss that a terrible
Origin myths exist to help people make sense of the darkness infected the Abyss.
world. The more strange and unstable the world, the It used the roots as a road to travel the Abyss and poison
more people retell these stories. its untouched worlds. All at once vast hoards of
monsters began to grow on every world. As the infection
The Dwarven Myth spread the great tree rotted, and threatened to bring an
In the beginning there were the Thalen; living
end to all worlds.
mountains who roamed the Thal before life. With their
hands they spread the wastes flat for farmland. With The great tree had a choice to make, and it did what it
their steps they gave us lakes and oceans. With their thought was right. It ripped its own branches and
every breath they spread life. separated itself from its children. If it could not stop the
infection, then it could at least contain it.
For an eternity they roamed the darkness giving life to
the nothing. When their work was complete the oldest The infection consumed the great tree and quickly ate
among them reached inside and pulled out their spark away its soul. In its final moments it looked across the
of life. They reached into the sky and let it fly away. Abyss, at all its children.
They gave their lives to give us light. Alone, afraid, and lost in an endless dark. The great tree
One by one the other Thalen gave their spark to the sky could not leave its children in pain.
until it was filled with stars. Then they fell to the earth, It pulled together what was left of its strength and
silent and still. Their stone covered the horizon, and released flowers from its dying body. Those flowers
their bodies bled eternal. Every drop formed the gems floated across the Abyss, pouring color back into the
and metal veins of the world. darkness. When they landed on a world they would
They traveled the wastes to make them vibrant with life blossom into trees of their own.
for us. They gave themselves to the sky so we would have These trees did not birth stars, but instead life. Vendris,
starts to inspire us. They gave us their bodies so we Elves, Dwarves, even humans and kobolds. Envoys of
would have the metals and gems we need to build the great tree to forever watch over her children and
ourselves a better world. ensure they would never be alone.

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The Human Myth The Fey Myth
In the beginning there was only the First Mother. She Before the first sunrise you roamed free. The Abyss was
stood on the emptiness and dreamed of something pure wild magic and you were its children. It was a
better. She raised her hand and slashed across the perfect time when your desire alone would shape the
horizon splitting earth from sky. She raised her other universe to match your dreams.
hand and crushed the darkness in her palm, creating a You dreamed of skies to roam, and they appeared for
star to light up her work. you. You wanted light to warm you, and the stars were
The world was bright and beautiful but still First born. You called for fruit to nourish you, and the forests
Mother dreamed of something better. She knelt down would grow to deliver them to you.
and took a handful of dirt. With delicate fingers she You desired company to share this with, and the
molded it into the first creature, and with a gentle kiss creatures of the Abyss were born.
gifted it life. She let the creature roam the land, and it
brought her joy. This was your fourth demand and your mistake. The
rule of three has always been, must always be respected,
Again and again she took the earth and molded it until and you would learn why.
she had filled the world with every kind of animal and
plant she could imagine. At first things were pure and honest. You taught them
the secrets of magic, and they in turn entertained you.
The world was full of life and love but still First Mother With time however, they grew impatient and greedy.
dreamed of something better. She dreamed of those who They wanted more than you would share with them,
could think like her, act for her, dream of better worlds and they grew angry when you didn’t oblige.
with her.
They began to change the Abyss. To turn it against you.
First Mother took a strand of her thoughts, and she They brought pain and death and logic to the Abyss.
mixed it with the dirt. With care she made a creature With every curse they made it harder for you to live as
like no other. One gifted with creativity. you had always lived.
Again and again she did this until her head was empty In the end the wild magic that was your lifeblood had
and the world was full. A world that now moved soured and turned simple. You had to make a choice;
without her, changed without her. A better world that Abandon your ways and let the Abyss change you, or
every day became more than she could have ever leave the Abyss behind for the Fey.
imagined.
You. Chose. Wrong.
When the sun rose over this new world First Mother
knew her work was done, and walked away from the The Abyss took you. Divided you into a thousand
world to start again on another. thousand creatures. Creatures blind to the true nature
of the Abyss, and who fight over the strained tether to
In time she would fill the sky with stars. Every world the magic that was once your home.
more beautiful than the last. Every star in the sky a gift
from her to us.

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The Elemental Myth The Dragon Myth
The Elemental Chaos is the birthplace of all life in the Dragons ruled the darkness before the Abyss.
Abyss. It is the primordial soup from which all things It was perfect in its own way, but not enough for the
grow and draw power. creators. The Dragons wanted more. They wanted skies
When the Abyss was empty, the elementals sent out to roam, stars to warm them, and life to learn from
their stone and gave us worlds. them. Thus the Dragons began the long work of
creation, confident that once the work was done it
When it was dark, they sent their fire and gave us light
would be a treasure worth protecting.
and warmth.
The oldest among them used their breath to form the
When it was still, they sent their winds and let it move
earths and stars. The youngest flew across the darkness,
the stars and begin the flow of time.
and with every flap of their wings sent a pulse of life
When the lands were barren, they sent their waters out across the Abyss. The strongest came to every world, and
and gave us life. with their mighty claws ripped the land into mountains
When we were ready, they sent out their energy to spark and valleys.
imagination and thought. Finally the wisest of them, the ones who understood how
They gave everything they are to us so that we could hard and full of struggle life can be, used their minds to
explore the Abyss and discover its secrets. For as create the creatures that would one day learn from
powerful and eternal as the elementals are, most are too them. They built a perfect Abyss for us, and then they
perfect to leave the Elemental Chaos. stepped away.

Stones so pure they would bring time itself to halt. Fires They knew, even before we understood what the day and
so hot they would ignite the Abyss with a caress. Energy night were, that if they stayed we would only try to be
so powerful its presence would cause stars to supernova. like them. We would spend our days worshiping them,
and our nights praying to them. We would not grow
They give us the Abyss, they give us all these worlds to
into our own if our Dragon creators roamed the skies
explore, and the ability to understand them. All this,
above, dominated our every thought, and solved all our
and all they ask in return is worship.
problems for us.
To be recognized for what they have done.
Thus the creators left us with a promise. When we were
To be gifted treasures and stories from the worlds they ready the Dragons would return. They would teach us
can never see or touch. what it means to be one of them. To fly free across the
To know that wherever their children, the lesser and Abyss. To hold the power of creation in our minds, and
imperfect elementals, travel they will be treated as the wield weapons of untold power in our hands. We would
gods of creation that they are. one day learn to be a Dragon of our own creation.
They are willing and able to teach us how, and all they
ask for in return is that we listen.
Respect their creations, every one a treasure.
Listen to their wisdom, earned in hard fought in wars.
Obey their commands, for they know what’s best for us.

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Burial Rites
“ ”
Everyone has their own way of dealing with grief. Everyone has to answer the question
what to do with the body of someone that has reached the end of their story.

Every culture finds their own way of dealing with the Common
pain, sorrow, and logistics of someone dying. Below Check if they have left instructions or final requests.
are the most common ways of dealing with death Follow them to the letter, and then take care of the
listed by the spoken language of the cultures that use rest as needed. Wealth and treasure should be given
that method. to next of kin, as should the body if possible.
Abyssal Find a quiet place away from people, and lay the
Do not approach the dead unless you know how long body to rest there. Cover it with dirt or other debris
ago it has died. The concept of death is infectious and such that no part of it can be seen. Mark its place
can easily kill you. Steady yourself a safe distance with a large stone. Carve their name, their age, and
from them, and meditate. what they died to into the stone.
Remember everything about the person that you can. Cryptic
Think of every time they laughed or cried or shared a They can always be brought back. Place the remains
moment with you. Put everything you can into your where they will not be disturbed. Mark the location
thoughts about them, and let them flow freely into with heavy stone or landmark. Enchant the ground
the Abyss around you. to ward off decay and magic.
Open your eyes and take one final look at the fallen. You can always bring them back. Find the ancient
Leave the body behind, and know in your heart that ways to give the corpse another life. Pull their soul
it will be carried through the Abyss wrapped in the from rest back to you. Make deals with death and
comfort of a friend’s memories. cheat her out of what is owed.
Battalion They are not gone. You must bring them back.
Only warriors are buried. Those that die outside of
battle are to be mourned, but left untouched. Let Draconic
nature have what nature takes. Let those untouched By Dragon’s law a Dragon’s death is followed by a
by battle choose their final rest. Dragon’s claw of rituals.

Bury warriors where they fell. Dig deep enough that First; That which killed the Dragon has rights to its
magic cannot raise them from their rest. Take their hoard. Should time or nature be at fault, then let the
blade if it was presented, or leave one of your own if treasures sit untouched and undisturbed so time may
not. Use it to mark their final resting place. take them at its own pace.

Battle to the end is the highest form of honor two Second; Burn the Dragon’s body to ash. Engulf the
people can share. It should never be left unmarked. body in fire until nothing remains but ash and
memory. Do not let rot or thieves defile the beauty of
Codec a Dragon who can no longer protect itself.
As long as you still have data of them when they were Third; Seek revenge on behalf of the Dragon. They are
alive, then they are alive. The metal will decay and no longer around to make right what has wrong
fall apart. The body will disappear with time, but the them, and the task now falls to you. Use their
memory data will last as long as you do. Stay online, treasure to see justice done.
and you will never lose them.

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Dwarven Forik
Collect the stones that were once your kin and bring Find a place filled with magic. A place where the
them with you. Collect the things most precious to summers are perfect, and the winters are pristine.
them, and the tools that most defined them. Bring all Plant them in the ground there, and leave them to
of this to a cave deep underground. their eternal rest.
Spend at least a year digging and cutting away at the Celebrate their life. Invite all their friends and family
cave until you have built a crypt worthy of them. and throw a party. Share stories and jokes and little
When it is ready carve their life story into the walls of stupid things they did. Tell everyone all the
their crypt. Let everyone who comes after you know embarrassing stuff they made you promise not to tell.
the life they lived. Cook their favorite food and complain about how
bad their taste in spices were.
Place their remains and their cherished items on a
platform at the center of the room. Engrave their Let the party go on for days, a week, or even a month
name into the platform along with the date they if there’s enough stories to tell. Drink every night,
were born and died. Engrave your own name on the and tell their favorite jokes each day. Enjoy the things
floor below, and engrave a message explaining who that made them happy until everyone can walk away
they were to you below this. with warm memories of them.
Celebrate them, and everything they meant to you.
Elven
Bury them only in the deep forest. Dig a hole and Gargan
plant the body far enough from nearby trees that Bring their statue to the gardens of their homeland.
they do not unearth it. Find flowers that match their Place it next in line, and near their kin if possible.
eye color, and cover their grave with them. Take a boulder and carve it down into a pedestal big
During the day water the plants and fight off the enough for their statue to rest on. Engrave it with
wilds until the wilds learn not to disturb the grave. their name and every one of their victories.
Come back every day and care for the flowers. If the statue can’t be moved, or they asked to be left
One day the flowers will bloom, and that will be your where their story ended, then carve their name and
sign to stop. Grief has run its course, and it is time to their victories into the floor and walls around them.
let them go. If they can’t be reached then in the place nearest to
them. Never let their victories go unrecorded.
Ether
The dead hum across the ethereal seas. Seek them Human
out and caress the corpse. With care and precision Feed the body to the whisper machine. It will devour
free the spirit from its prison. Hold them close and let the remains, and generate a record. The record will
their escape echo across the sea. let you relive the life of the person who died, and
walk through their dreams like a gallery.
When their song has finished, show them the way to
the sea. Teach them how to leave the real behind and When you are ready to say goodbye, or when you also
enter the ethereal. Bring them to the dream lands leave this world, give the recording to the whisper
and let them roam free. machines. It will contain them forever.
If they are pulled back to the living, take them to the
lotus at the center of the sea. Have them enter alone.
Inexplicit
This language represents a very large number of
The lotus will eat away all memory of the ethereal,
unique cultures, and they do not have common
and leave them as they were before you freed them.
burial rites between them.

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Ozan Theistic
As you die leave some mark on the land. Carry an Bring the body to a cleric, and have them perform
unusual stone with you, or destroy a landmark. Make final rites. Without them the great ones we worship
sure those that travel the area in the future can find cannot see them. Tell all friends and family, and
you. When one of your kin dies, or you come across a bring them together to mourn the loss of another of
fallen stranger, stop your caravan. Cover the dead the great ones followers.
with dirt or stone, and plant a tree or carve a Build a box made of blessed materials and place the
monument on top of them. body inside. Let their loved ones look at them one
Spend the next few days hunting in the area. Cook last time, let them share stories about them, and then
their favorite meal, and serve a portion to them every seal the box closed. Those closest to the dead must
night. If it’s a stranger share your favorite meal with carry the box to its grave.
them instead. Give a stranger three meals to honor Place the box inside and cover it with dirt. The cleric
them, and spend a week eating one last time with a should speak the words of the great one, and share a
friend. On the day you depart, leave an empty bowl prayer for their safe voyage to them.
for them.
Vendren
Primordial So long as magic still pulses through their body it
Elementals do not die. When they end, their essence will not decay or age. Seal all their wounds to buy
is pulled back to their home in the elemental chaos. If them time, and surround them in a blanket of magic.
we wish to join them we need only invoke them. Reach out to the Vendren elders, and wait. They will
Place the body in a quiet place outside where the send a procession.
elements can reach it. Surround it with offerings to Once the procession arrives you will have one week
the five grand elementals, and cover the body in an to decide if you are joining them or not. During the
offering to their patron element. week they will share poetry, and songs, and give you
Recite the elemental rites of death, and speak their the chance to tell stories about their life. They will
name for the last time. The elements will take their give the death of an immortal all the gravitas and
body and bring it to the Elementals. beauty such an event deserves.
If you commit to joining the procession, you will go
Scavik with them on their years long journey back into the
When they stop moving you must carry them. Once
Fey. They will stop every now and again and share
in a safe place take everything from them. This is
more songs of sorrow. If you choose not to join the
their last gift to you. Keep the body warm and
procession then this week will be the last time you
comfortable, and prepare it for the journey.
see them. Make peace with the loss of your kin, and
Only their closest kin may make the journey. know that they are being treated with respect.
Wrap the body in cloth dipped in perfumes. Use Whether you join or not, the procession will move
magic to keep decay from them. Carry them on your on. They will take the body on the long journey back
back and head to the surface. Stop only once you can to the Fey. They will stop at places of high magic and
see the skies above. spiritual power.
Spend one last day with your friend, and then take Once they reach the Fey they will bring the body to
them to see the stars. Lay the body so that they can the Vendren grove. There they will lay it to rest and
see the sky in all its beauty, and dig their name into remove its magic protections. In seconds its magic
the dirt around them. will drain, the body will decay, and it will rejoin the
tree that birthed them.

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Worlds of Inversion
Your star rises in the east and sets in the west. Your sky is blue. Your forest green. On my

“ world our star never moves, and simply glows and fades. Our skies are beautiful crimson,
and our forests an impeccable blue.

Every world in the Abyss is unique in its own way.



Wizards and “magic” users are respected, but always
seen as below the great warriors of the land.
A star with three moons, inhabited by those looking
Powerful, but cowards where it counts. Always the
to escape a world ravaged by constant storms. An
king’s adviser, but never the king.
asteroid field held together by an ancient empire
megastructure. A planet with an elemental god that Conversely there are those who use evil “magic”
sits on the highest mountain, and whose emotions relics. Engineers they call themselves. Technology
determine the weather. It only rains when they cry. the profane word they use to describe their horrors.
Below you will find some examples of different types Tech users are feared and hunted. The warriors who
of settings or worlds in the Abyss. rule the land see them as a threat to stability. The
wizards who wield real “magic” see them as a threat
Fantasy With Guns to their power. The people have been taught to fear
You can think of this type of world as the default. technology and its use. If there’s one thing everyone
What your character might expect if they know can agree with, it’s that Technology is a threat to us
nothing about a world they visit. all and must be stopped.

This is a world with mage kings, demon lords, and Resource Starved World
gunslingers. Guns are as common as magic, and the The old world’s tech and magic was so advanced that
lands are filled with Dungeons; ruins of a more tech they could build on uninhabitable worlds. Worlds
dominated old world. This is where gunslingers and not meant to support life. Communities built with
wizards are heroes. the assumption that the ancient empire would
There are monsters in the dark made of flesh and always be there to supply resources.
metal. Axe-armed bandits raid farmers who have These places did not stop existing when the ancient
only a shotgun to defend themselves. Dragons hoard empire fell. Instead they had to survive on desolate
treasure and kidnap princesses. Adventurers skilled worlds with nothing coming to help.
in magic, and soldiers trained to use rifles, are
A desert world where nothing grows. Everything is so
charged with rescuing them.
horribly dry, even people’s hearts. Cities built out of
Tech Barbarism the colony ships from long ago, now the only sources
This land is ruled by the strong and the powerful. of food and water left on the world. Bandits roam the
land like kings, and value life at how many bullets it
Magic and tech are treated as the same thing. People takes to kill someone.
have forgotten what tech even is. Barbarian lords
swing two handed laser axes. Court wizards wield Even in this impossible hopeless situation, people are
“thunder sticks”; magic staffs with a trigger and hole still people. People dig wells. They help their
for loud magic to come out and wound people. neighbors. They learn how to maintain the engines
that keep them alive, and they pass down that
Many of the “magic” relics people rely on every day knowledge from generation to generation.
are actually old world tech. The tech is broken, or so
beyond people’s ability to comprehend, they call it Resources are scarce, times are tough, but for every
magic and move on with their day. bandit gang there’s a hero with a six shooter.

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Immortals In Castles Sea of Stars
As the ancient empire fell there were those who tried A group of islands, land-masses, and other floating
to preserve its knowledge. Long-lived scholars who debris that are loosely connected and float around
hoarded the secrets of the old world behind their each other. A world of islands, only in place of the sea
castle walls. They watched the world descend into is a starry Abyss. The remains of an exploded planet
ignorance and barbarism, and for one reason or where people survived and rebuilt. A planet with
another they turned their backs on the world. countless moons close enough to conduct war and
wage diplomacy at each other.
Some tried to share the wonders of the past, and
were met with fear and distrust. Others simply felt Abyss ships and flying boats are common enough for
the people outside were not worthy. Others still were every merchant to have one, and with them comes
always monsters, and now that only they held the plenty of piracy. Old world ships stuck running on
power of technology they could be the beasts they autopilot make regular trips between the islands.
always were. Adventurers and common people use them daily.
Richer merchants will have their own ships to protect
The lands are split between the people, and those
their cargo.
inside the castles. Magic, tech, medicine, and safety is
rare in one place and plentiful in another. Travelers, Trade and travel between the islands is vital to
merchants, and adventurers are frequently hired by everyday life, and new ships are built and rebuilt
both sides to get them what they don’t have. Many constantly to meet the needs of people.
people pray for heroes to come along and bring an Old world tech and ancient magics are far more
end to the divide once and for all. contested. Kingdoms are not just competing with
other kingdoms for it, they are also competing with
Orbital Station all the rulers on the moon, and the pirate lords who
This is not a natural planet. This is an old world
rule the sea of stars between.
structure the size of a world. A massive Abyss station
made of old world tech running on autopilot. A flying Layered World
city that has grown into a full world after flying off A hollow planet where a second lower layer world
into the Abyss. The world built from scratch by hides just beneath the surface. An old world Abyss
ancient tech, and held together by lost magic, with yard built in the skies above a world that grew so
their own artificial star. immense it consumed the sky. A multi layer colony
The main feature of these worlds is they are fully ship where every floor is so massive and different,
artificial. The world will have farmlands, it will have that each one is a world unto itself.
a star, even wild animals infested forests, but the Layered worlds are one of the great achievements of
whole thing is artificial. Dig deep enough into the the old world. One planet could contain countless
earth, and you will find metal plates and wires. unique worlds stacked on top of each other. Many
Tech is abundant on these worlds, and magic is a skill people live on layered worlds and don’t know it.
people practice just like any other. Even with so It’s common for each layer to have vastly different
much tech around, people still don’t understand the levels of tech or magic. One layer could be a land of
tech that keeps their world together. As people fight swords and sorcery, with the highest tech being a
and scavenge tech it’s not uncommon for entire windmill. Just below them a land ruled by machines
sections of the world to go offline. Engineers are the and maniacs. Mountains of bullets, auto docs on
most valuable people in the world and frequently every corner, and not a drop of arcana anywhere.
kidnapped. When everything from your star to your Above them all a false sky projection that hides a land
ground run on old world tech, anyone who can of self proclaimed gods, using weapons to enact their
understand even 1% of it is going to be hunted down. wrath on those below.

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Frontier Lands Far Farmlands
The world is a lawless frontier. The lands are full of The ancient empire was capable of projects on a scale
monsters and bandits. The richest man rules the land unimaginable. They would terraform and convert
out here, for they can buy the most guns to impose entire worlds to suit their needs. The most common
their demands on everyone. The only protection need was farmland.
you’ll find out here is your six shooter, and if you’re These are worlds that were often, but not always,
lucky, the sheriff. barren or abandoned. The ancient empire would
The frontier is the most dangerous world. This is the transform them into a world-spanning farm. They
only place you will find truly free wild magic. The would water the crops with rainstorms, till the soil
kinds of magic even Fey dare not play with. Even the with machines the size of old world cities. Crops the
ancient empire was afraid to tread here. The ruins size of houses grow here.
out here are built to last, full of powerful relics, and These worlds also have unique creatures that evolved
often taken over by the wilds. to survive in this kind of world. Beasts that
Civilization is scarce out here. The only people who camouflage themselves as crops, towns built in safe
come out here are desperate. People who don’t have places between the march of the machines, and
any other choice, and those that need or want to risk mindless pest bots seeking to kill anything that
it all to make it big. Often towns are just a crossroads breathes are examples of what roams the land.
with everyone settled on their own nearby farm. These worlds are impossible without the old world
Everyone out here has a gun. They may not have any tech and magics of the ancient empire. Depending on
tech, they may not understand magic at all, but they who you ask they are the most dangerous place to
know how to load a gun and where they keep their explore, or the ultimate paradise.
bullets. Some towns don’t even trade in coin
anymore. Too easy to steal. Instead people pay for Endless City
food, drink, and labor in bullets. The planet is entirely one massive city so complex
that districts are the size of continents. Nothing
The Scattered Plane exists outside the city, and the city stretches from
This is a collection of planets, wandering Abyss edge to edge of the world.
lands, orbiting old world tech, moons, and stars that The sky is a myth to everyone except the powerful
are in close proximity to each other. Travel between
that live at the highest points in the city. There is city
these points is a challenge, but they are closer built on top of city built on top of the ruins of a city
together than other stars in the skies are. built on top of city and so on into eternity. The
Ancient empire ruins are scattered in orbit around ground is a legend, the sky is a myth, and trees are
the planet, and cities full of old world treasures are these small cute things people plant for color.
built on the moon. Stray pieces of land and loose There are districts in such disrepair that they act as
ideas will float in from the Abyss. Once they enter mountains, complete with buildingslides and tech
orbit they stabilize and remain in the skies above. falls. There are areas that run on magic to the point of
There are two key differences between this world and disabling tech that enters the region. People wage
a sea of stars. First, locations are much further away wars over resource nodes, and travel across the
from each other. It takes weeks or months to travel tangled forest made of wires the size of buildings.
between places rather than hours or days. In a sea of Some places even have old world machines still
stars almost everyone has their own flying ship or running their programming from an eternity ago.
way to travel. In a scattered plane travel between They travel mindlessly repairing the city and
lands is much harder, and methods of it are much expanding it without rhyme or reason.
more protected, and contested.

268
9

apter
Ch

gm section

It’s comforting to believe that behind all the chaos and randomness and coincidence of

“ everyday life there’s a grand plan at work by some mastermind who can see the future.
But there’s not. There’s just us. ”
This section will help you run Inversion. It will h Exploration: Will help with building areas by
provide you with tools, help you build different kinds providing advice and random tables.
of scenes, explain how to set up challenges, and walk h Challenges: Details how to handle calling for
you through running a session. At the back of this skill checks, and how to run skill focused scenes.
section is an adventure ready to run. [Not yet h Social Interaction: Provides advice on how to
implemented] handle social skills, and multiple ways to handle
talking with someone depending on how
h Setting Tone: This will give you a condensed important you want the interaction to be.
overview on Inversion’s lore and overall game Enemy Overview: Gives insights into how
feel. h
enemies work, how to build them, and provides a
h Building Adventures: Walks you through what bestiary of example monsters to use.
an adventure is and how you should build one.
h Rewards: Covers how to reward players, what
benchmarks to use between levels, and how to
handle giving out unique rewards such as magic
items or abilities.

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Setting Tone
If the ancient empire were to end, if it somehow disappeared from the Abyss, the last tech to

“ break would be the emergency signal towers. The last thing to go would be the machines
built to call for help.

The most important thing to remember is that no



Quick History
matter how much lore the game has, no matter how In the beginning, the specifics of what happened are
detailed or specific or important the setting or rules unknown and hotly debated by origin myths. Each
seem, your table is still Your table. myth contradicts the others, and nobody in setting
You decide what’s true and possible in your game. will ever know for sure.
Change and ignore things if it makes the experience Far in the corner of the Abyss, the Elemental Chaos is
at your table better. Rewrite the known lore if it tells formed. It’s an amalgam of energy larger than any
a better story for your players. world. How it’s formed is known only by elementals
who cannot leave the confines of the chaos, and only
What Is A GM powerful elementals can enter the chaos safely.
A GM, or Game Master, is the person who runs the
game. While players decide how their character acts, Then at some point Dwarves, Elves, and other long
the GM is in charge of how all the non-player lived ancestries emerged. They invented and built the
characters act, how the world reacts to players, and foundations of society and culture. Farming, magic,
what threats the group will face. metallurgy, survival skills, and establishing the first
communities and villages.
The GM has a lot more influence on the game, but
players will take your game in directions you could It’s at this point where Elementals begin to pour out
never predict. Half the fun of running the game is of the Elemental Chaos. With the efficiency of the
trying to surprise your players, and being surprised Roman Empire they invade, and conquer, every star
by what they come up with. in the Abyss they can reach.
Eventually, Humans and other short lived ancestries
Game Feel start to come into their own. Their achievements are
A bright and hopeful post-apocalypse. built on the shoulders of the work of others.
This game is about adventurers heading into haunted At this point the Abyss entered a state of balance.
halls hunting down villains and treasures. It’s about
scavengers rebuilding with what they can find from If nothing changes, things would stay the way
the old world. The lands are full of history and they are forever:
mystery just waiting to be uncovered. h Elementals rule the Abyss through warfare and
strength, taking what they want.
Things in this world are bad, and are at genuine risk
of getting worse, but people are still people. People
h Dwarves, Elves, and other long lived people fight
smile, they tell bad jokes and laugh, they have kids them off and try to build up kingdoms.
and pass down skills. People help one another, they
protect each other, and try to make things better. Humans and short lived people try their best, and
h
When people come across a lake with a destroyed suffer the consequences of an Abyss ruled by
elementals in a constant state of war.
city visible at its bottom, they don’t despair. They
fish. They dive down to recover things to trade. They
enjoy the water so clean and clear you can see
straight to the bottom.

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The Change Major Threats
There is a lot of poetry and myth around the event, These are the great powers in the setting that could
but these are the known details: Stars or something pose the largest threats. This is not to say they are
similar fell from the sky. They lured Humans to them, organized and have active plans, but more that they
and after talking with the stars Humans were gifted are the most powerful around.
with the power to make “technology.” The Abyss: The Abyss is uncontrollable change and
In setting technology is not real world technology. It creation. It can drive people to madness, and when it
is an eldritch force outside of understanding that touches a world things change. Its natural random
invaded the Abyss. Even when it was a part of daily actions can feel like directed and intentional attacks.
life nobody understood it. Abyss Storms are rare, potentially world ending
Technology allowed Humans, a short lived people of threats. They happen when the Abyss becomes
no note, to stand on par with long lived people. Then volatile around or inside a world. Things will enter a
they quickly outpaced them. Then just as fast they state of constant change and transformation. The
became on par with Elementals, and started building laws of reality will rewrite uncontrollably. Few
The Ancient Empire across the stars. people can sustain or survive in an environment this
hostile to their existence.
Then the star tech became even more esoteric, and
soon The Ancient Empire was on track to reach the Demons: Demons are entities born from people’s
edge of the infinite Abyss. emotions. Belief in a great evil in the world behind
everything created the first one, and stories of it
Then The Ancient Empire collapsed.
caused more of them to be born. Fear, Anger, Grief,
The Setting Now Sadness, Disgust, Anxiety, Shame, Envy, Horror.
Today the world is filled with adventurers and Strong emotions feed and create them.
scavengers building a better tomorrow. Most people There are two kinds of demons; Lesser Demons
don’t know any history, and those that do lack details bound by the emotions that created them, and
such as specific names and dates. These are the key Greater Demons that are fueled by them. Lesser
things to remember about the setting: Demons are creatures of chaos that go out and do evil
The Past Is A Mystery. The average person only to create more of themselves. Greater Demons are
knows all the weird ruins and relics are the remains deal makers who use their power to gain more
of the ancient empire. They know that magic is a power, and trick people into feeding them.
thing that can be studied and understood, and tech is Dragons: Dragons are massive flying beasts of true
an empire invention that does impossible things. power and freedom. A single dragon is a threat to
Tech is Nonsense. People can understand magic, but everyone in the area. Depending on its age it can be
Technology? At most they know how to make it do as small as a noble’s house, or as big as an entire
something. They’re likely using it wrong, but even town. The oldest Dragons roam the Abyss as it’s the
incorrectly used tech is so powerful it can compete only place big enough for them to feel free.
with well studied magic. Dragons are huge, powerful, and very clever. Many
A Hopeful World. The apocalypse happened when groups will form themselves around their worship.
the ancient empire collapsed. Entire worlds went Most dragons prefer to keep to themselves, but a few
from hyper tech to stone age, and yet people are will take a more active hand in the course of history
rebuilding. They are putting in the work to make for the region they rule.
things better, and every day they recover tech from
the ruins that makes life a little easier.

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Elementals: Elementals are powerful creatures that Whisper Tech: Whisper Tech was the pinnacle of old
are made of, and have full control of, the base world technology. It had its own voice, and the
elements of reality. In the times before the old world ability to act and make decisions on its own. Named
Elementals were a powerful Abyss-wide army. They whisper tech because it granted a voice to the tech
would conquer and terraform every star they could the old world was building, and it too was able to
reach. Their long campaign is why seasons and major whisper new ideas in new voices.
weather events happen on most worlds. Most whisper tech relied on a very advanced tech
Elementals now are mostly loose cannons and free that was destroyed with the fall of the old world, or
agents. If they’re from the days of the elemental army has simply decayed with the time since. Even dead it
they will be intelligent and slowly building up a new still presents a major threat to the world. Whisper
army. They still believe in the old ways. If they are tech can’t be killed, it can only be put to sleep. If it
from the days of the ancient empire they are seeking somehow gets power again, if it wakes up, then the
revenge. They will not rest until they feel everyone whispers will return with them.
has paid the price for the actions of the old world. Whisper tech will begin to reach out again. It will
Most elementals however, are from the days after the infect the minds of those around it, and will find
old world collapsed. They are more short term ways to grow in strength. The old world was full of
thinkers, and rarely have grand plans. Their very great miracles, and also great dangers beyond
existence is still a threat. Their actions can be understanding. There’s no way to know what the
unintentionally harmful, but they don’t have a deep whisper tech will choose to bring back.
malice. They are just existing.
Gods: Gods are entities born from people’s emotions. What To Use
Belief in a great power in the world behind The setting of Inversion is large enough that you can
everything created the first one, and stories about include what you find interesting, and don’t need to
them caused more of them to be created. Joy, worry about including some of everything.
Surprise, Love, Gratitude, Compassion, Creativity, The concepts your players gravitate towards is what
Pride, Amusement, Ambition. Gods are thought of as you should focus on and use.
ruling over strong emotions.
If your players are excited by the idea of exploring
There are two kinds of Gods; Lesser Gods that focus new worlds then run a ‘setting of the week’ style
on specific needs or emotions, and Greater Gods who game. Use the Abyss as a way to fight on dinosaur
rule over powerful forces and other gods. Lesser gods world one day, and make deals for dinosaur bones in
can be seen in the sun and the storms and the farms a cyberpunk dystopia the next day.
and trade, in the actions people take every day.
Greater Gods are never seen, and only felt through If they want to fight big powerful monsters, you have
major changes in the world. multiple factions to pull from. Any of them can
become the major campaign threat.
In the ancient times before the old world, stories talk
about the gods taking a more active role in society. If they want to adventure in a sci-fantasy world then
How they lived at the top of mountains, and meddled play up the differences between tech and magic.
often. Over time however, they have been seen less Have towns with a wizards guild feuding with a
and less. Now only those of deepest faith even claim gunsmiths guild. Have malfunctioning kill bots
to have caught a glimpse of them. trying to invade a magic school.

Some argue that there is no difference between Gods Use the parts excite you. Don’t worry about trying to
and Demons. That both are capable of great harm, include everything. You don’t have to.
and both have done so in the past. Those people are
quickly silenced by devout followers.

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9

Building Adventures
The noble family gives us purpose, protection, and a guaranteed tomorrow. We don’t own

“ this land, but we also don’t have to defend it. They keep us safe and all they ask in return is
we grow food and keep their secrets.

Inversion is built around adventures. Characters will Open ended questions: When you have a key room,

go on 12 adventures, and then they will retire rich a puzzle, or point of interest you should leave room
and storied. An adventure is a series of explorations, for player creativity. If it’s a puzzle or trap think of
skill checks, combat, social scenes, and challenges. one way to solve it, try to think of two, and when
Each is a tool you can use to help an adventure feel players come up with a third you didn’t think of, you
unique, and keep players engaged with the story. should let it work.
Below is a brief overview of each tool. Following this If you present a locked door to players, figure out
are deep dive sections that will give you options for who has a key to the door, figure out the successes
both simple and light uses, for use most of the time needed to lock pick the door, and when players use a
when it comes up, as well as more in depth rules, for grappling hook to climb over the door, let it work.
use when that aspect is the key interaction of a scene.
Challenges
Exploration Challenges are puzzles, obstacles, or scenes that
Exploration is the location where the adventure takes involve moving through an environment such that
place, and nearby points of interest. Consider these mapping it is not an option. They can be the main
things when building locations: obstacle of an encounter, or they could be part of a
Basic rooms are not a Boring room: You don’t need larger scene.
to make every room an intricate puzzle with ten Challenge variety comes from how to apply them to
secrets. Most rooms will be hallways or simple rooms different scenarios. They give you a structure you can
with no points of interest. use to build and play out what would otherwise be a
What keeps them from being boring is how you complicated scene to run or interact with.
describe the room. What skill checks you put in the Challenges take time: Save challenges for events or
room, the people who pass through it, and the details actions that should take more than a few minutes for
you use to define the room. the group to solve. A locked door is a skill check, not a
Details and interaction: When players enter a new challenge. A locked vault door on the other hand
area, describe small extra things. Tell them where should not be resolved with a few rolls. It should be a
buildings or important landmarks are, but also challenge the group needs to work on.
describe 3 things they can see, 2 things they can hear, Skill expression: Social scenes are a way to express
and 1 thing they can interact with. roleplaying, combat is a way to test power, and
This a small room with a locked door on the north side. challenges are a way to put skills and gear front and
There is moss growing in the corners. The walls are center. Challenges should not require only one kind
made of stone and full of large cracks and splits. There of skill check. They should have enough room for
are fresh claw marks on the floor (3 things you can different approaches to work.
see). You can hear water dripping from the roof, and Creativity grants successes: Although the main way
the muffled noise of a conversation on the other side of to interact with a challenge is through skill checks, if
the door (2 things you can hear). In the corner a a player comes up with a clever way to use the
bucket has been set up under a drip and is collecting environment, or something they have on hand, have
water (1 thing you can interact with). that creativity grant successes without a roll.

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Social Scenes Use the scene: If you’re fighting orcs, eventually you
Social Scenes cover when player characters talk to will fight every kind of orc. What keeps the fights
other people. They can range from gambling with a interesting after that are the rooms they happens in.
few strangers in a bar, to the tense negotiations with If there’s a choke point, use the choke point. If there’s
a noble. Not every interaction will be an in depth a pillar, have enemies take cover. If there’s a pit, push
social scene, but a simple conversation can have people into it. Fight around the pit.
important lasting impacts on the story. Reinforcements and Retreating: If enemies can
People have different priorities: Two people can outnumber players they will. If they can call in help
want the same things, be on the same side, and they will. When they attack, if it doesn’t go well, they
simply value different things. The party and the will pull back. Running or surrender are options they
noble can both want war with the orcs to end, but consider when down to the last few. Not every fight is
the noble may value retribution too much to accept a a fair fight to the death. People join and leave fights
peaceful ending to the conflict. half way through all the time.

People change their minds: Talking isn’t just about How To Build
getting what you want. Sometimes it’s enough to Start with the Treasure: Figure out what the reward
plant the seeds of doubt. To convince someone that for the adventure is. Is there a piece of gear, a magic
there is another way. Conversations are discussions, item, a tech item, silver, or something more social or
and discussions are not won or lost, they are ways to story related that is the treasure/goal? You can have
share and challenge ideas. more than one reward, and you can add rewards
People remember: When people are insulted, when after, but you should have a clear idea what the core
they’re cheated, they’re intimidated, or they’re made or initial reward for the adventure is.
to look like a fool they remember. When favors are Figure out the goal: Players level up when they
called in, when others defend them, bribe them, or complete an adventure. Make sure you know what
people take their side when it’s detrimental they completing this adventure means before you start it.
remember. People will remember what players Most of the time the goal will be getting the reward.
choose to do and how they do it.
Decide where it happens: With the goal in mind
Combat figure out where the adventure is taking place. A
Combat covers any time the players get into a fight, dungeon? Some ruins? Within the city limits, or at a
or their lives are threatened in the ruins. The world is noble’s mansion? Create the final room of the
a dangerous place, and while words will work in adventure where the goal is, and build from there.
town, they’re a poor defense in the ruins. Create 3 points of interest: In addition to the final
A variety of threats: Enemies come in a variety of room, think of at least 3 unique things, encounters,
shapes and sizes and types. If you only present one or points of interest. Add them to different places in
kind of threat to players, a lot of fights will blend into the area the adventure happens.
each other and become boring. Add people and interactions: With the place built
Inversion’s combat is balanced around one threat per out, add things to interact with. Add fights, people to
player, with some types of enemies worth more or talk to, and locked doors or other objects players can
less than one threat. That gives you a lot of room to interact with.
experiment and include a variety of fights. Give the What happens if players fail: Finally, success is not
party 2 brutes, and follow it up with a seemingly guaranteed. Figure out what happens to the treasure,
endless wave of lackeys. Have a mix of melee and the location, or to the story if players fail the
ranged enemies. Use a variety of threats. adventure. Know the next step.

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12 Adventures Broken Up Into 3 Tiers
Inversion has 12 levels, and players level up once they The game breaks up the progression and difficulty of
finish an adventure. the game into 3 tiers. Levels 1 to 4 are the first tier of
play, 5 to 8 are the second, and 9 to 12 are the third.
This means after 11 adventures players will be max
level, and their 12th adventure is the last one for their At each tier of play the difficulty of the challenges
characters before they retire rich and storied. will increase, players face stronger enemies, the skill
points gained per level increase, and the rewards for
Ideally, as players complete more adventures, the
each adventure will also increase.
length or complexity of the adventures will increase,
and players will get more invested in their characters Tier 1 of play (1 to 4): These are adventures that can
and their stories. be completed in a single session. Raid a small goblin
cave, explore a ruin, or plan and put on a show.
When planning out and building the adventures for
your game keep this in mind: Tier 2 of play (5 to 8): These adventures take about
two sessions to complete. Clear out the bandits in the
Players will get more invested over time: The more
valley stronghold, explore an average sized ruin, or
time a player spends in the world, and playing their
solve a murder mystery with multiple suspects.
character, the more they care about what happens.
Tier 3 of play (9 to 12): These adventures take about
Early on players may think of a town as just a place to
three sessions to complete. Defeat the reawakened
buy gear, but eventually they will want to know who
whisper tech, unlock the secrets of the crashed old
they’re buying from. They will want to protect the
world Abyss ship, or work with the various noble
town because they like the people who live there.
factions to dethrone the king and seat a new leader.
Invested players want bigger adventures: If players
care about the world, then they don’t just want to Campaign Structure
save the blacksmith’s daughter from goblins. They Streamlined: Each adventure is self contained and
want to save Mia, daughter of Olgon the smith, who takes 1 session to complete. The threats and rewards
was kidnapped by the goblin warlord in the area to increase over time, but the main goal is always
get him to make weapons for his army. getting cool loot, and exploring cool places.
Bigger adventures don’t necessarily mean physically Ramps over time: Adventures in tier 1 take 1 session
larger places to explore, although that’s a good and to complete, 2 sessions in tier 2, and 3 to complete in
easy way to help players feel like they’re progressing. tier 3. The extra time comes from the goal becoming
Sometimes bigger adventures mean more detailed harder to achieve over time.
adventures. Giving more of a reason for adventures to
Most campaigns will naturally fall into this structure.
happen in addition to getting paid.
Slow Burn: All adventures take 2+ sessions to
Bigger adventures should take longer to complete
complete from the start. Primarily used for games
and have better rewards: Players want a feeling of
with a heavy focus on roleplay and conversation,
progress and growth over time. It feels good to feel
with the goal being that player advancement is tied
like you’re getting better and stronger. In addition if a
to big story moments/reveals happening.
big adventure takes longer to complete, then players
should receive more rewards for doing it. Open World: For games with a more open world, or
sandbox style campaigns, have adventure length
If killing basement rats pays the same as raiding a
depend on how far out they travel, or have specific
demon king’s temple, why would anyone do the
adventures happen in specific locations. Consider
second one? They do it because they will get far more
making it so players can’t level up from completing
treasure from the temple. They do it because they
adventures that are too simple to push them into the
care about what the demon is doing to the people.
broader and more dangerous parts of the world.

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Building Your Own World Religion
The world you play in will have its own quirks and Are there gods roaming the land? Do people believe
details that make it special. Even two settings in the in them, or have proof of them? Are they powered by
same genre can feel vastly different because of the worship or emotion? Does everyone believe in the
world. What makes settings unique are the details same gods? What people believe in can be a part of
about how their world is put together. everyone’s life, or another background detail.
Below are the broad strokes to keep in mind when
building a new setting for your campaign.
Society
Do people live in big safe towns with their family?
Are most people nomads who think of the group as a
Geography
tribe? What are the local customs and traditions
Is the world flat or round? Are there mountains,
people plan around? Do people even live in a society?
rivers, and valleys or is the world covered in ocean? Is
Society is all the little details and events that most
the world split in half by an impossibly deep pit? The
people don’t think about.
shape of the land will impact everyone.

Magic Art
What kind of music do people listen to? Are there
Is magic rare or common? Do people practice magic
countless portraits of noble families? Do all the great
as a hobby? Are the secrets of magic only taught in
artists paint landscapes and important historic
private schools? Magic and how people feel and
moments? What is the architecture like in the
interact with it will tell you how the world works.
developed cities? Art is a part of everyone’s life in
Technology both little and big ways.
Is old world tech a major part of the world? Does
everyone have a gun, or just a few mavericks? Do Military
Does the kingdom have a standing military? Are the
people use old world trinkets every day, or fear the
biggest battles between Orc hordes invading every
weapons of the old world? Technology can define a
harvest with local farmers acting as militia? Is there
world or just be another detail.
an imposing ruler that keeps their grip on the land
Politics with their army enforcing peace? What old world
Is the land ruled by kings and queens? Are there tech do their armies wield?
nobles playing politics in high courts? Is the only law The kinds of militaries in the world will tell you how
local sheriffs or is there an authority far away that much control those with power and money have. It
writes the laws everyone must follow? will tell you if people in trouble have saviors on the
Politics can be a major part of what defines a setting. horizon, or are hoping that a scavenger saves them.
Most settings have kings and queens that live in
castles. Villages and towns mostly rely on their local Unique Quality
What makes this world unique? What special magic,
sheriff and wandering adventurers for defense. Wars
supernatural detail, or technological marvel puts this
are declared by courts full of nobles, and sieges are
world apart from the rest?
fought with the weapons of the old world.
Are the trees covered in rainbow apples? Does the sky
Economy sound like its weeping when it rains? Does lightning
Do merchants travel the land and provide people always strike the same place twice? Is there floating
with news? Do adventurers have guild contracts, or old world wreckage instead of clouds?
are they scavengers with a death wish? Who, if
Don’t worry about the how, just use the old world as
anyone, has a monopoly on tech or magic? The
the why, and come up with the cool thing you want.
economy is how people interact with each other.

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9

Rewards
What did the old lady give us again? Oh right, a bowl of stew. How about that kid we

“ saved? You know, from the cave where I LOST MY ARM?! Right, their family gave us a
fucking toaster! I don’t care if he’s evil, he’s paying!

Rewards are how you incentivize players, and decide



Magic and Tech Items
on the tone and direction of the story at your table. The game doesn’t assume each player has magic/tech
What you reward is what players will focus on. By items, but does assume that the group has received
default rewards should be given out when players some number of them as rewards. No challenge or
complete an adventure. enemy is designed around players having them, and
If you don’t give them tangible rewards for a few instead the game assumes some types of challenges
adventures, you can always add to future rewards. will be easier for the group.
Not every adventure can, or should, pay. Eventually, Remember, not every player wants to take the “best”
the dragon’s hoard players raid later in the story will option over the one that fits their character better.
more than make up the difference. Magic/Tech Items can help players who with living
Below are benchmarks for how much treasure you out the fantasy their character should fulfill.
should give players as a baseline. You can give players When you give out magic/tech items, be aware that
more or less and the game will still work, but the stronger the item and the earlier you give it out,
knowing the baseline lets you adjust. the more it will come to define that player character.
Rewards are total for the whole group, and upper This gives you more room to let a player shine. This
cap is given as the highest amount of reward you can also means that if you give out a lot of strong items,
give without re-balancing encounters. you should give players harder challenges.
Silver Coins Below suggestions are for how many items to give
Level 1 - 4: 1,000 silver per adventure completion, out to the group.
and up to 1,000 silver in random treasure/objects Level 1 - 4
during the adventure as rewards for exploration. Up to 4 magic/tech items. Average 1.
Average silver by Level 4: 4,000 to 8,000 silver. Average items by Level 4: 0 to 2 items.
Per Player Per Level Average: 250 to 500 silver. Suggested upper limit: 4 magic/tech items.
Upper cap: 10,000 silver. Level 5 - 8
Level 5 - 8: 5,000 silver per adventure completion, Up to 4 magic/tech items. Average 2.
and up to 2,500 silver in random treasure/objects Average items by Level 8: 2 to 4 items.
during the adventure as rewards for exploration. Suggested upper limit: 8 magic/tech items.
Average silver by Level 8: 24,000 to 38,000 silver. Level 9 - 12
Per Player Per Level Average: 1,200 to 1,800 silver. Up to 4 magic/tech items. Average 3.
Upper cap: 50,000 silver. Average items by Level 12: 4 to 7 items.
Suggested upper limit: 12 magic/tech items.
Level 9 - 12: 15,000 silver per adventure completion,
and up to 10,000 silver in random treasure/objects As a guideline items that cost 1 or less to attune to, or
during the adventure as rewards for exploration. are TL2 or lower, are safe to hand out in addition to
the above. More powerful or synergistic items should
Average silver by Level 12: 84,000 to 138,000 silver.
be given out with purpose, or as major rewards for
Per Player Per Level Average: 3,600 to 4,800 silver.
player actions or events.
Upper cap: 200,000 silver.

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Treasure Minor Treasures
This is a brief overview of the value of common forms Minor treasure covers anything worth a small coin
of treasure you will hand out to players. value. Use these in place of handing out coins when
rewarding players for variety.
Use this as a guideline, and remember that the value
of unique or notable treasures can vary greatly. Minor treasures take 0 item space.

Coins & Money D20 MINOR TREASURES


Silver coins are the main currency in the game. You
can expect everything to list its value in silver. 1 Silverware worth 2D8 silver

h 12 copper pieces are worth 1 silver. 2 Gambling dice worth 2D6 silver.
h 1 silver coin is worth 1 silver.
1 gold coin is worth 100 silver. 3 Simple jewelry worth 3D8 silver.
h
h A metal bar is worth 1,200 coins of its metal. It
can be melted down and turned into 1,200 coins. 4 Uncut gem chip worth 4D4 silver.
h An ingot is worth 5 metal bars (6,000 coins). An Fruit from the deep forest, able to stay fresh
ingot is a bigger heavier shaped metal bar. 5
for weeks at a time, worth 2D12 silver.
Every 1,000 coins, every one metal bar, and every one 6 Small holy symbol necklace worth 3D6 silver.
ingot each take up 1 item space. Round down to the
nearest 1,000 when determining coin weight. 7 Silk ribbon worth 2D6 silver.
Video chip with 2D6 hours of content. Worth
8
D12 RANDOM COINS XD12 silver where X is hours of content it has.
Round coins with a square cutout in the
1 9 Expensive comb or hair pin worth 2D10 silver.
middle to pull a string through.
Roughly shaped coins that bulge out
2 10 Smoking herbs worth 2D8 silver
asymmetrically towards the middle.
Coins with a bearded king looking left on one
3 11 Read/writable data chip worth 2D12 silver.
side, and a royal seal on the other.
Square coins with different years and seasons
4 12 Lucky coin (1 gold coin) worth 100 silver.
marked on each side.
Old worn coins heavier and thicker than usual Mini hologram camera, able to record and
5 13
clearly made with a mix of some other metal. hold 2 hologram pictures, worth 4D8 silver.
A cube of metal that weighs the same as a
6 14 Scroll with poem or story worth 4D6 silver.
normal coin. Small engravings fill each side.
Coins with an ornate crown on one side, and a
7 15 Pocket watch worth 3D6 silver.
castle tower on the other.
Triangle shaped coins with elemental and
8 16 Small pouch of salt or spices worth 4D8 silver.
dragon designs on each side.
Coins with a queen looking to the right on one
9 17 Scented incense or oil worth 3D6 silver.
side, and a tower on the other.
Spheres of metal with a flat bottom engraved Audio chip with 4D8 hours of content. Worth
10 18
with their value in silver. XD6 silver where X is hours of content it has.
Hexagonal coins with a symbol on one side,
11 19 Rare coin worth 2D8 silver
and its value marked on the other.
Coins with an old king and queen on one side, Old world candy bar/snack preserved by time
12 20
and a young prince and princess on the other. magic worth 6D8 silver.

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Gems D6 RANDOM WHITE G EM
Gems are a common form of treasure after coins and
valuables. Their value is determined most by their 1 Pearl
color, their size, and their clarity.
2 Moonstone
h White gems are worth 15 silver
h Green gems are worth 75 silver 3 Agate
h Yellow gems are worth 225 silver
4 White Opal
h Blue gems are worth 450 silver
h Red gems are worth 1,125 silver 5 Crystallized Hard Light
h Purple gems are worth 2,250 silver
Mnemonic Stone (can record one word when
h Black gems are worth 9,000 silver 6
struck and whisper it when struck).
h Diamonds are worth 45,000 silver
In addition to type, the size and quality of the gem
also impacts its value.
Every 10 gems take up 1 item space.
D6 RANDOM G REEN G EM
Gem Size 1 Emerald
h Small gems are worth a fifth their normal value.
h Small gems take up the same item space as 2 Peridot
normal gems.
3 Jade
A small gem is anything visibly smaller than a
normal gem, or chipped/broken gems
4 Turquoise
h Large gems are worth 3 times their normal value.
h Each large gem takes up 1 item space. 5 Forest Heart
A large gem is any gem the size of a clenched 6 Solid Neon
dwarven or human fist or larger.

Gem Clarity
h High clarity doubles the gem’s value, and low
clarity cuts the gem to a third its normal value.
Clarity is how clearly you can see through the gem, D6 RANDOM YELLOW G EM
and any notable imperfections or visible features 1 Jasper
within the gem.
2 Sunstone

3 Citrine

4 Gold Zircon

5 Hardened Lightning

6 Fey Sunlight

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D6 RANDOM BLUE GEM D6 RANDOM BLACK G EM
1 Aquamarine 1 Onyx

2 Sapphire 2 Obsidian

3 Lapis Lazuli 3 Black Opal

4 Topaz 4 Jet

5 Frozen Moment 5 Midnight Sky Stone (floats lightly, magnetic).


Mountain Soul (seems to eat light and color in
6 Pure Ocean Stone 6
a very small aura around it).

D6 RANDOM RED GEM D6 RANDOM DIAMOND G EM


1 Ruby 1 White Diamond

2 Rose Quartz 2 Blue Diamond

3 Rhodolite 3 Yellow Diamond

4 Amber 4 Pink Diamond

5 Thal Blood Stone 5 Crystallized Arcane Diamond

6 Dragon’s Rage (glowing dark red) 6 Dragon’s Fire Diamond (pulsing fire red).

D6 RANDOM PURPLE GEM


1 Amethyst

2 Spinel

3 Garnet

4 Alexandrite

5 Vortex Stone (color seems to spin and rotate)


Abyss Heart (constantly changes color, but
6
maintains a purple swirl at all times).

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Art & Valuables D20 MAJOR ART & VALUABLES
Art and valuable objects are things made by artisans
valued for their beauty, the intricacy of their design, 1 Painting of a royal or noble. 500s.
or the valuable materials they are made out of. Gold ring with carved gem or symbol. Only 1
2
item space instead of 2. 500s.
h Art & valuables are 200 silver on average.
Barrel of salts, sugars, honeys, peppers, or
h Large/heavy art are 500 silver on average. 3
other spices to add flavor to food. 500s.
h If it’s old, poor quality, or damaged in some way Exquisite jewelry, earrings, or amulet. Only 1
it’s worth up to 50% less. 4
item space instead of 2. 500s.
h If it’s important, historical, or exceptional in
some way it’s worth up to 100% more. 5 Painting by a famed old world artist. 500s.
Every piece of art or valuable takes up 1 item space. Complex sculpture taking up 1D4+1 item space
Large, heavy, or major valuables take up 2 item space. 6 and made of 1D4+1 unique materials. Worth
150s x Item Space x Materials
7 Trophy or heavy sculpture made of gold. 600s.
D12 ART & VALUABLES
Chalice made of silver or gold with 1D6 inlaid Tapestry depicting an important moment in
8
1 gems. 150s + 3D6 if made of silver, +6D6 if local legend or history. 500s.
made of gold, and +3D6 more per gem. 9 Expertly woven rug with delicate pattern 500s
2 Silver ring with ornate design. 200s.
A pile of old world silks so black they look like
10
Ceremonial weapon made of precious metals a hole in reality itself. 600s
3 Container of liquid Arcana. Can be applied to
and cut jewels. 260s.
Old map of the region from a previous age. Has any object as a coating to have it grant +20 MP
4 11
details on a forgotten or lost location. 200s. until the end of the day. Enough liquid for 3
applications. 600s.
5 Sack of flour/coffee/other dry perishable. 200s
12 Masterfully crafted musical instrument. 675s.
Ornate pocket watch. 200s if made of silver.
6 Blessed ceremonial weapon made of precious
300s if made of gold. 13
metals and covered in carved prayers. 600s.
7 Silks, furs, velvet, or other valuable fabric. 225s
14 Painting of a town or region. 400s
8 Ornate crown of a former kingdom. 250s
15 Royal treasure of an active kingdom. 600s.
Magic imbued crystal. Counts as a wand and
9
Orb implement. +20 max MP on hand. 200s 16 Painting by a recent master artist. 500s.
Old tome of knowledge. Grants +1 success to a
10 Ornate relic used in spell crafting. Blessed
knowledge skill check. 1D6 uses. 200s. 17
with the ancient rites and old magics. 500s.
11 Ornate symbol of a powerful faction. 200s. Ancient weapon of legend, now drained of the
18
Relic staff with intricate details, used in some magic and myth that powered it. 500s.
12
sort of spiritual ritual. 250s. 19 Fragile ancient book of Dwarven history. 500s
Crate’s worth of preserved food from the old
20
world. Still fresh and delicious. 800s.

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Old World Trinkets D20 MAJOR OLD WORLD TRINKET
Old world trinkets are tech and mundane objects of Jewelry expertly crafted from interesting and
the old world. Even this long after the collapse they 1
unique pieces of old world scrap. 600s.
still function. Many of them improve the average Refrigerator powered by arcane crystals,
2
person’s quality of life in little ways. energy cells, or sunlight. 600s.
h Old world trinkets are 300 silver on average. 3 Robotic limb. 600s.
h Large/heavy trinkets are 600 silver on average. Auto adjusting and self repairing glasses with
h If poor quality, damaged, or people can’t figure 4 built in binocular feature. Takes up 0 item
out how it’s used it’s worth up to 50% less. space once worn. 600s.
h If it’s important, historical, or exceptional in Device that heats/cools an entire home to a
5
some way it’s worth up to 100% more. comfortable temperature. 600s.
Every old world trinket takes up 1 item space. Large, Self stirring and cooking pot enchanted with
6
heavy, or major trinkets take up 2 item space. old world magic. Has a reach of 10ft. 600s
Full sized hologram camera. Able to store 20
room sized hologram pictures in exquisite
D12 OLD WORLD TRINKET 7
detail. Each picture can be a snapshot, or up to
Small radio powered by arcane crystal. Picks 10 seconds of recording. 600s.
1
up radio signals up to 200 miles away. 300s
Instant camera that prints either photos, or 8 Sewing machine with robot hands. 600s.
2
simple 3D models up to 6 inches tall. 300s. Full feature stove with oven. Powered by old
9 world energy cells. It floats a finger off the
3 Data chip reader with small display. 300s
ground for easier movement. 600s.
Keyboard typewriter. Needs paper and any
10 Video game console with built in display. 600s
4 liquid for ink. Has a dial to change language
which melts and rearranges keys. 300s. Hover pack. Move as quickly as running on
11
5 Projector for Movies and Holograms. 300s. foot without getting tired. 600s.

Wireless headphones able to sync with any 12 Metal detector with strong magnet. 600s.
device that can play audio, and has 1D6 hours
6 13 Electric musical instrument. 700s
of audio stored on them. Worth 100 silver +
100 more silver per hour of audio on it. Dual function device that can act as both a
14
7 Handheld game system with 1 game. 300s. telescope and microscope. 600s.
Thermal bottle enchanted with time magic. 15 Nearly infinite clean water dispenser. 900s.
8
Keeps contents warm/cold permanently. 300s. Black box with 1D10 buttons, 1D10 switches,
9 Accurate to the second digital clock. 300s. 16 1D10 dials, and 2D12 lights and readouts. Each
one does a completely different thing. 600s.
Cellphone. Thin and made of strange black
glass able to take bullet hits with only a 17 Self heating oven that can fit 2 plates. 600s.
10 scratch. Stuck in “emergency mode” only Robot pet. Up to the size of a gnome, can eat
allowing the use of flashlight, and audio only food to recharge, and available in nearly every
calls to nearby phones and devices. 300s 18 animal shape. Has 10 carry load, and the same
11 A memory in a bottle. Single use. 300s. stats as Animal Companion (p.62) except it
deals Electric damage. 600s.
Pellet that, when mixed with water, cleans
12 and dries 1 basket of clothes in 10 minutes. 19 Nearly infinite toilet paper dispenser. 1,200s.
Deals 2D6 Poison if eaten. Single use. 300s. Furniture dolly with hover jets. Can carry up
20
to 6 item space of things. 600s.

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9
Intangible Rewards Goods & Services
In addition to the previous rewards, you can also give Table of common goods and services to help with
players permanent effects or changes as rewards for pricing things and adding more context to the world.
completing adventures.
You should give these types of rewards out rarely and D20 G OODS & SERVICES
far less frequently than all other kinds of rewards. Do
1 Simple clothes. 12 silver.
not feel obligated to give these types of rewards at all.
The purpose of them is to highlight a change in a 2 Comfortable/well made clothes. 20 silver.
player character, their place in the world, their
relationships, or to add a mechanical effect to an 3 Fashionable clothes. 24 + 2D12 silver.
important character or story moment.
An effect reward can be anything. This section is to 4 High fashion/noble clothes. 64 silver.
give you ideas on types of rewards, and give you
5 Simple drink/beer/ale. 6 silver
numbers you can use as benchmarks to decide how
powerful the reward should be.
6 Strong drink. 9 silver.
h +1D8 max Stamina to the whole group or +2D6
max Stamina to 1 player. 7 Dwarven/Elven drink. 18 silver.
h Gain an additional use of a per rest ability, or gain
a specific ability from a fighting style. 8 House special. 36 silver.
h +1 max AP, Brutal Ire, Deft Ire, Dice Pool, or Speed.
h +3D8 max MP to the whole group. 9 Potion/magic/tech enhanced drink. 72 silver.
h Gain a Development or Background for free.
10 Fresh bread. 5 silver.
h +1 to skill checks for a specific skill. Give this
bonus only to noncombat skills.
11 Meal. 10 silver.
h If players have a home base or village they work
out of, having a skilled tradesman or person
move in/join them. The village gains a blacksmith 12 Hearty meal. 15 silver.
in exchange for helping save his daughter.
h Grant players access to, or a limited use of, enemy 13 House special. 30 silver.
attacks and abilities.
h Giving players a house/land. If you continue to 14 Full course meal. 60 silver.
give them this reward, put them in charge of the
protection of multiple people/a village/area. 15 Common Room (normal sleep). 30 silver.
h A source of steady income worth +4D12 silver per
day if a slow burn campaign, or +250 silver x level 16 Private Room (restful sleep). 360 silver.
per level if standard campaign.
h Spices, cooks, training, magic, or tech that 17 A toy, tool, or small object. 20 silver.
improves food or sleep making it permanently
grant +1 more rerolls.
18 A day of unskilled labor. 80 silver.
h Permanently increase the patience people have in
social interactions, or grant the players access to
a new reputation track. 19 Hire a guide/transport. 120 silver per day.

As a reminder you do not have to give out these kinds 20 A single skilled labor task. 240 silver.
of rewards. The game does not assume you will give
out any of these rewards.

283
9

Exploration
The builders of the old world were insane. There’s impractical designs everywhere and

“ rooms of impossible scale. They must have been working with vastly different laws of magic
to make any of this work.

Below is advice on how to build environments and a Surprise your players.



few random tables to help.
h Fun is created through uncertainty. The old
world was full of impossible wonders, and the
Advice Abyss can literally rewrite reality. Use these tools
When creating locations, use the below tips to help to show players new and cool things.
you build well designed areas.
Make it fun to navigate. Empower your players.

h Confusion is cool. Ruins should be in disrepair. h Go big or go home. Don’t just make a rickety
Places are not built with grid mapping in mind. bridge, make a mile long rickety bridge. Don’t
create a deep pit, make a bottomless one.
h Asymmetry helps. Even when a place is
intentionally designed to be easy to navigate, h Players want to be heroes, let them. If a player
adding some asymmetry helps make it feel real. is built for AOE damage, add some rooms that let
them AOE. If they want to protect the party, give
them narrow corridors they can front line.
Don’t rely on words. Deliver the fantasy. You don’t have to reinvent
h
Show don’t tell. If there’s a giant robot factory the wheel, or subvert every expectation. If you
h tell players they’re going to a magic school, let
don’t just tell your players it’s a giant robot
factory. Make them walk over and around and them learn magic and see some wizard classes
through a half built giant robot. with kids learning magic.

What to do is clear, but how to is never set in stone. Design easy, medium, and hard paths through.

Give players tools, not locks and keys. Show h Many Paths. Design a basic path through, and
h then add alternate paths. Some easier, some
them a challenge, present them with multiple
ways to get around it, and make it a matter of harder, some that just require different skills.
which resource or path they want to use. h Risk vs Reward. Put a big reward down an
Nebulous objectives. Don’t decide on the right alternate route or harder area to go through. Put
h less or weaker rewards on the easy path.
way to solve a problem, and block anything else.
Instead give players an end goal to hit, and let
them find interesting paths to that goal. Use mechanics to your advantage.

h Lean into the power of games. Books let your


Patterns are everywhere, and people love patterns. imagine run wild. Movies let you see impressive
Consistency. When you present players with a sights. Games let you do all the things you read
h and watch. Only TTRPGs let you take control and
new type of challenge, remember how they fix it.
If players find out that blue hologram doors open drive the story in the direction you want, instead
when you short wires and punch a panel, then let of just coming along for the ride.
that same fix work on the next blue hologram h Interactions. Design areas that give players an
door they come across. Making the world excuse to use their skills, and put them in
consistent makes players more invested. situations where they have to make choices.

284
9
Stamina & Exploration Initiative & Exploration
Exploring ruins and dungeons is stressful. Even if no Initiative is useful if you’re dealing with tight timing
major threat or monster is faced exploration will still or complex area. A maze full of traps, a set piece room
chip away at player Stamina. with moving platforms, sneaking through a dragon’s
lair where you need to know exactly where everyone
As a reminder
is when the dragon awakens.
h Falling deals 1D6 Stress per 10 feet.
When relevant to the area, have players roll initiative
h If unspecified, hazards deal 1D10 damage. for exploration. Don’t reroll initiative for exploration
h If unspecified, dangerous areas/weather deal 1D8 until players take a short or long rest.
Stress every 10 minutes you spend in them, and
1D8 Stress at the start of each combat scene.
Event Tables
h In general, players should take more damage in Event tables are a simple way to give an area a flavor
combat because they have more ways to mitigate
damage and recover Stamina in combat. and mechanics without have to make up a new
mechanic for each location.
On top of that, consider using one of the below as
sources of damage from exploration. In general, use a D6 for event tables, and have players
roll on event tables once after they make any skill
Using all of them will change the tone of your game check, and at the start of a combat scene.
to be more difficult, and players very cautious. Using
none of them changes the tone of your game to be Below are generic event tables you can use anywhere,
more heroic, and players more bold. or if the area doesn’t have a specific unique events.
After that are example event tables.
Event Tables: The dangers of some areas are best
represented by random events. No individual event Example event tables:
will be too impactful, but the different kinds of
events that can happen give an area a unique feeling. D6 G ENERIC EVENTS
Traps: Traps that will only trigger once, and give 1 Nothing happens.
players a skill check chance to avoid should deal 3D8
damage. Traps that trigger regularly, or can’t be 2 Nothing happens.
disarmed, should deal 2D6 damage.
3 Lowest stamina player takes 1D6 Stress.
Suggested trap damage types.

h Spike traps and darts deal Piercing 4 Player who made the check takes 1D8 Stress.
h Flame jets and heaters deal Fire
Lasers and magic beams deal Arcane 5 Highest stamina player takes 1D10 Stress.
h
h Boulders and collapses deal Crushing Skill used is locked out of being used on this
Swinging blades and sharp claws deal Slashing 6 check/challenge until another skill is locked
h out, or the challenge overcome.
h Auto turrets and metal traps deal Stone
h Gas traps and toxins deal Poison.
h Sludge and liquids deal Cold. D6 SIMPLE EVENTS
Dread: The longer players spend in some areas the 1 Nothing happens.
more their resolve is tested. Knowing that an ambush
Player who made the check takes the number
or deadly trap could be behind any corner will be 2-5 rolled as Stress damage.
stressful. Deal 1D6 Stress to the first person to walk
into a new room while in highly dangerous areas. 6 All players take 2D4 Stress.

285
9
D6 VILLAGE EVENTS D6 G OBLIN C AVE EVENTS
1 Nothing happens. 1 Nothing happens
Echoes in the dark. Player with lowest
2 Lose 1D6 silver. 2
Stamina takes 1D4 Stress.
Dart trap. Player in the front, or closest to a
3 Player who made the check takes 2D4 Stress. 3
goblin, takes 1D8 Piercing.
Distraction. The player who made the check Floor trap. Player who most recently acted
4 4
can’t make the next 2 skill checks. takes 1D8 Stone and is knocked Prone.
Kind company. Player the group’s choice heals
5 5 Quakes. All players take 1D6 Stress
1D6 Stamina.
A helpful villager. The next roll a player in the Unstable. Note this was rolled. When this has
6 6
group rolls gains +1 success. been rolled 6 times the cave starts to collapse

D6 C OLLAPSING C AVE EVENTS


D6 TOWN EVENTS
1 Broken Trap. Nothing Happens.
1 Nothing happens.
Ground Collapse. All players are Slow until
Pocket was picked and you just realized. Player 2
2 they roll on this table again.
who made the check loses 2D12 silver. Unstable Trap. Either disarm the 2 success
3
3 Player who made the check takes 2D4 Stress. trap, or 1 player closest to it takes 1D12 Fire.

Bought something useless: Roll 2D20 and lose 4 Rubble. All players take 2D4 Stone.
4
that much silver.
A calm moment, a drink, or a snack. Player the 5 Ceiling Gives Way. All players take 2D6 Stress.
5
group’s choice heals 1D8 Stamina.
Unexpected talk. Player who made the check is 6 Rocks Fall. All players take 2D8 Stone.
pulled into a conversation and can’t make
6 another check until the current challenge is
overcome. If unlikely in the current situation,
they instead take 2D8 Stress.

D6 HALF B URIED S HIP EVENTS


D6 S HIFTING RUINS EVENTS
1 Nothing happens.
1 Nothing happens.
Unstable. Note this was rolled. When this has
Echoes in the dark. Player with lowest been rolled 8 times all players take 1D6 Stress
2 2
Stamina takes 1D6 Stress. damage, and the ship starts to sink. Ship sinks
Unstable floor causing small tumble. Player 10ft per 10 minutes until fully submerged.
3 leading the way takes 1D6 Stone.
Ruins Collapse. Roll 1D6 and on a 6 rubble hits 3 Player who made the check takes 1D8 Stress.
4 a random player dealing 2D6 Stone. Otherwise
Cracks in the floor. Player with the least
create a 2x2 space pillar that grants Cover. 4
Stamina takes 1D6 Stress.
Ruins grow. Rooms and passages grow by 1
5 space on all sides. Max +2 size from original. 5 Highest stamina player takes 1D10 Stress.
Ruins narrow. Rooms and passages shrink by 1 Sudden shift. Everyone in the room where the
6 6
space on all sides to a minimum of 1 wide. check is made takes 1D6 Stress.

286
9
Overland Travel During the mid day rest each player can choose one
There are three major ways to handle overland travel; of the following actions. Have all players choose their
Passengers, detailed, and a skill challenge. The first actions before rolling, and add together all successes
two methods are below, and skill challenges are from different players taking the same action.
described in the Challenges section. h Push On: Roll an additional time for traveling
today. Taking this action counts as all players
Use the method that best matches the tone and pace taking this action, and locks all other actions
you’re going for, or that best matches how important players can take.
you want overland travel to be in your game. Scout: Make a Perception skill check. All other
h
Passengers: This is the fastest method. Use it if you rolls that happen this rest gain +XD6 where X is
the number of successes you rolled.
want to handwave the details of overland travel, or if
there are specific scenes you have in mind that you h Hunt: Make a combat skill check, and gather 1
basic ration per success, or 1 filling ration per 2
want to play out. successes (your choice). These rations spoil by
the start of the next day.
h Determine how many days travel it will be to get
to the location. h Relax: Take a break gaining the normal bonuses
and effects of a short rest.
h Players pay silver to get transported to that
location by a guide/transport. Cost 120s per day it h Pore Over Maps: If you have a map of the area
takes to get there. roll a History skill check. For every successes
reduce the successes to reach your goal by 1.
h If there are specific scenes or events that happen
during the trip, play them out, and otherwise the h Search: Roll a knowledge skill check and gain
days pass without major incident. 2D12 silver per success.
Detailed: This method is recommended when you h Study Trinket: If you have an old world object
make a Technology skill check and add your
want players to use their skills to get there, and are successes to the total needed to understand it.
fine with travel taking up more of the session.
This action is unique to each player, and players
h Determine how many days travel it will be to get don’t add their successes together for this action.
to the location. It takes successes equal to three
times the days to successfully navigate there. h Prepare: The next rest action you take this travel
is treated as rolling double what you rolled.
Each day players are traveling is broken up into h Perform: Roll a perform skill check. Grant one
morning, rest, afternoon, and night. Normal short player +1 rest action this rest per successes.
rests can’t be taken. Night is a chance to long rest. h Practice: Roll an action skill check of your choice.
You gain a bonus +1 to that skill check until the
h Each day players as a group roll twice to make end of this overland travel.
progress (once for morning, once for afternoon).
h Use Wilderness if traveling through natural areas. This action is unique to each player, and players
don’t add their successes together for this action.
h Use Streetwise if traveling through ruins or
unnatural areas. h Bottle Magics: Roll an Arcana skill check and
create a Simple Magic Potion that restores 1D12
h Players may also use Ride if they are mounted or MP per success.
traveling in a carriage/coach/automated system.
h Talk: Share details about yourself, or a story you
If less than one success is rolled a random event have heard. Roll a social skill check. For each
happens such as a fight, encountering a local, or success you may either replace another players
running into a roadblock of some kind that will force roll this rest with a roll of 12, or grant all players
+1 max Stamina until the end of the adventure.
players to stop traveling today or go around it.
After a random event the max Stamina of all players The check gains a bonus +1, +2, or +3 successes
based on how personal the story you shared, or
is reduced by 2D4 until they take a day off traveling, what you talked about, was. Personal stories
or they reach their goal and take a long rest. worth +2 and +3 successes can each be shared
only once per adventure.

287
9
Sound & Surprise Weather
In general, have sound travel 1 room over. If a noise is Weather can have a major impact on a scene, or just
unique or exceptionally loud then have it travel as far add some detail to the world. Weather comes in 3
as it needs to. types; regular, dragon, and elemental.

h If players enter loudly, or give enemies time to Use these tables when dealing with overland travel
prepare, grant enemies +1 success to initiative. that takes more than a day.
h If enemies are trying to surprise players and fail, Ignore the effects of weather while indoors.
or players are given time to prepare, grant players
+1 success to initiative instead. Regular weather: The most natural and common
h Only one of the above can be true at a time, and if weather that happens on a world.
there is ever a conflict enemies gain the bonus.
At the start of a day roll on the table below for regular
Below are some guidelines on what should and weather. Depending on how much you want to
shouldn’t count as loud. It’s your decision to make if happen in each day, roll again around mid day, or
something is or isn’t loud, but once you decide after a few events that day. If doing detailed overland
remain consistent. Have it always be loud, or not travel roll once for morning weather, and a second
loud, moving forward. time for afternoon weather.
Examples of what counts as excessive sound: Regular weather can increase to intense weather.
h
h Breaking a lock instead of picking it. h Every 1 hour spent in intense weather without
Running down a corridor. shelter or protection increases Fatigue by 1.
h
Rolling a 1 on a Stealth skill check. h Anyone under shelter or protection from the
h weather is immune to the weather’s effects.
h Combat that goes on for 3 or more rounds.
h Gunshots. 2D6 REGULAR WEATHER
h Sudden and abrupt stop to ambient sound/music. Weather Intensifies: roll on intense regular
2-
h Explosions or effects that destroy terrain, or hit weather table moving forward.
everything within 3 spaces or more.
3 Dry heat. Next weather roll gets a -2
h Moving something heavy (3 or more item space)
across the floor/dragging behind themselves.
4 Sunny. Next weather roll gets a -1
h Starting up or getting on a Mount with the Tech
or Vehicle property.
5 Windy.
Examples of what doesn’t count as excessive sound:
Picking a lock or unlocking something with a key. 6 Clear skies.
h
h Walking around in heavy or bulky armor. Repeat previous weather. If this is the first roll
Getting 0 successes, or not enough successes, on 7 after swapping tables use regular version of
h
a Stealth skill check. most recent weather.
h Combat that goes on for 2 or less rounds. 8 Fog.
h Multiple arrows or crossbow shots.
Slow quieting of the environment or sound in the 9 Rain.
h
area over time.
Explosions or effects that don’t leave an effect, or 10 Storm. Next weather roll gets a +1
h
hit everything within 2 spaces or less.
Pulling or moving something light (2 or less item 11 Sleet. Next weather roll gets a +2
h
space) to somewhere else. Weather Intensifies: roll on intense regular
A Mount without the Tech or Vehicle property. 12 +
h weather table moving forward.

288
9
2D6 INTENSE REGULAR WEATHER Elemental Weather: Weather that follows powerful
elementals around permanently. This grows more
Weather calms: roll on regular weather table
2- intense the closer people are to the elemental. Each
moving forward.
Dust Storm. Everyone is Blind. Next weather element will have its own weather. Effects repeat
3 every 10 minutes (where applicable).
roll gets a -2
Heatwave. Fire damage doubled. Cold Elemental Weather surrounds the elemental in a 1
4
damage cut in half. Next weather roll gets a -1 mile radius permanently. Surrounding this is an 11
High Winds. Double all distances pushed or mile radius of permanent Intense Regular Weather
5 pulled. Anytime someone moves 5 or more (12 mile radius total). Roll on the table as normal,
spaces in one turn they are knocked prone. reroll if it would ever become regular weather.
Dead Still. Sound travels twice as far. Stealth
6
checks are twice as hard. Can’t be surprised. D4 FIRE WEATHER
Repeat previous weather. If this is the first roll
7 after swapping tables use intense version of 1 Calm. Everyone takes 1D10 Fire.
most recent weather. Fire Wave. Everyone takes 2D6 Fire and is set
Dense Fog. Can’t see or draw line of sight to
8 2 on Fire taking 1D6 Fire every 10 seconds. Must
anything more than 3 spaces away.
Heavy Rain. Everyone has Cover. Cut all be put out to end this effect.
9 Fire Rain. Everyone not in Cover takes 3D6
distances pushed or pulled in half. Fire, and random 3x3 areas are set on fire until
Intense Storm. Everyone is Slow and treated 3
the weather ends. These fires can’t be changed
10 as having 20% less max carry load. Next
or put out.
weather roll gets a +1 Fire Flow. Liquid fire (not lava) erupts out of
Blizzard. Cold damage doubled. Fire damage the ground forming rivers. These rivers are
11
cut In half. Next weather roll gets a +2 10ft deep, 10ft wide, and snake in random
Weather calms: roll on regular weather table
12 + directions. They always flow away from the
moving forward. 4
elemental causing the weather. Standing near
or within 10ft of the rivers deals 2D6 Fire. It
Dragon Weather: Weather that forms and grows lights anything placed in on fire, and deals
around a flying dragon over time. The longer the 4D6 Fire if inside the liquid fire.
Dragon has been flying, the bigger the storm.
Roll on both the Dragon Weather chart below, and D4 WATER WEATHER
the Intense regular weather chart above with the
1 Calm. Everyone takes 1D10 Cold.
following changes.
Ice Water Floods. Knee high water covers
h Replace 2 - and 12 + with “Roll twice on the chart 2 everything. Anyone not in waterproof indoors
and take both results.”
is Slow and takes 2D6 Cold.
h Replace 7 with Dragon’s Roar: Everyone takes Razor Sharp Raindrops. Everyone not in
1D6 Stress at the start of every scene. Cover takes 3D10 Cold Slashing, and Cover
3
takes double damage from this if it has a set
D4 DRAGON WEATHER Stamina/can be destroyed.
Dragon Storm. Bolts hits the tallest object Water Boils. Water congeals forming giant
1
nearby every 10 seconds dealing 2D6 Electric. 3x3 boils in random outdoor places. Half of
Dark Skies. The star is completely blocked out them freeze over into solid ice, and the others
2
and the outdoors are as lit as a dark cave. remain a malleable gel. Anyone within 2
4
Tornado Winds. Anything not nailed down or spaces of them takes 2D6 Cold. Anyone
3
in Cover takes 1D8 Sonic every 10 seconds. pushed inside or against them takes 4D6 Cold.
Hail. Massive hail falls dealing 1D12 Cold to a They can be destroyed and hacked into at 20
4
random person not in Cover every 10 seconds. Stamina per 5x5x5ft section (1 space worth).

289
9
D4 EARTH WEATHER Room Debris
Random junk, details, and debris that can be found in
1 Calm. Everyone takes 1D10 Stone. any room. Use this to add a small amount of detail to
Sandstone. Ground becomes sand. Anyone a room or make it feel lived in.
2 who doesn’t move at least 3 spaces a turn (15ft
every 10 seconds) gains Stun on their next turn D6 ROOM DEBRIS
Stone Rain. Everyone not in Cover takes 3D8 Broken arrow shafts litter the floor, and some
3
Stone, all terrain is difficult terrain. 1 are still stuck inside the walls and furniture.
Growth. Pillars of stone 5x5 in size and 30ft
4 Spent bullet cases cover the floor, and walls
high spike out of the ground in random places.
2 and ceiling are riddled with bullet holes.
Water drips through cracks in the ceiling and
D4 ELECTRIC WEATHER 3 collects in small pools around the floor.
1 Calm. Everyone takes 1D10 Electric. Cracks have formed all over the floor and walls
Shock Lands. Jumping, striking the ground, 4 in this room letting a cool breeze pass through
2 and ending your turn in combat deal 2D6 Broken barrels, looted boxes, and smashed up
Electric to the nearest enemy or ally. 5 furniture make moving in this room difficult.
True Storm. Everyone not in Cover takes 3D8
Electric. If any Cover takes 3 hits from this it Trampled, faded, and ripped pages of different
3 6
becomes charged causing it to deal 3D8 books and scrolls cover the floor.
Electric every 10 seconds to all adjacent.
Shock Bolts. Create a permanent 1x1 bolt of
4
energy in a random place. Entering it deals Location Tables
3D12 Electric and teleports you to another On the following pages are tables to give you
random permanent bolt in the storm. examples of different types of locations in setting.

D10 LOCATION THEME


D4 WIND WEATHER
1 Underground Ruins
1 Calm. Everyone takes 1D10 Sonic.
Singing Winds. Jump heights and distance 2 Cave System
are doubled. Fall damage is cut in half. Sound
2 3 Surface Ruins
is completely drowned out by the wind, and
nothing can be heard except the wind.
Sound Rain. Everyone not in Cover takes 3D6 4 Natural Region
Sonic. Everyone not deaf, resistant to Sonic, or
3
with their ears covered is disoriented and 5 Waters and Underwater
treated as having the Blinded status.
Elemental Vortex. Precision tornadoes form 6 Magi-tech Building
in random nearby areas. The eye of each one is
1D8 + 1 spaces wide with 5 ft thick walls of 7 Machine Facility
wind and debris surrounding it. Anyone
4 within 2 spaces of the wind takes 2D6 Sonic. 8 High Tech Marvel
Anyone in the spaces of the wind takes 4D6
Sonic Crushing Slashing Piercing. Anyone 9 Fey Touched Area
inside the eye of a tornado is immune to the
effect of all weather. 10 Abyss Location

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9
D12 UNDERGROUND RUINS D12 C AVE S YSTEM
The stone walls appear to have been melted The tunnels are glassy smooth, enough to see
1 then molded into the rough shape of rooms. your reflection and have light travel around
1
turns and curves.
Uniform stalactites reach down from the
ceiling to form barred rooms, bending Every cavity is a perfect geometric shape.
2
gracefully into archway openings. 2 Flawless edges with no sign of outside force.
Moisture glistens down exposed stone walls, A string of mining lights stretches into the
spreading rust onto the few metal plates still depths out of sight. Here and there a burnt out
3 3
bolted into their surface. bulb is replaced by bioluminescent moss.
Peculiar holes are scattered throughout the Flecks of rough crystal and ore cause the walls
4 stonework, any draft causes them to whistle 4 to shimmer, sadly the material is worthless.
Sounds echo strangely in this place, as though A glowing river runs through the center of the
5 their timings are different every moment. 5 main tunnel, providing dim light throughout.
Sand trickles from the ceiling, coating the floor Puddles of oil and abandoned mining tools
6 in a precarious layer of fine grit. litter the cave floor. Though nearly pristine,
6
the power packs have long since died.
Reflective plates cunningly hidden around the
room cause even the smallest light to A perpetual chill lingers in this place, rime
7
illuminate the chamber. coats the walls and a low cloud of freezing fog
7
obscures the floor.
The walls vibrate as hidden machinery
8 continues to operate under their surface. What seemed like cobwebs are actually
hundreds of fine, nearly invisible, tripwires.
Empty stalls and broken signage mark what
8 Whatever they connected to has been broken
once had been a thriving underground city.
9 or disabled for ages.
Wasn’t that last sign written in common?
Though surrounded by stone on all sides,
What had looked like a wall of pitch darkness
9 every step feels like it carries you further up.
was actually a curtain, behind which several
10
creatures are sleeping. Tribal drums echo down the passageways.
10 There is no sign of the occupants.
Something horrible happened here. Fleshy
11 walls pulsate and ooze as if bleeding. Crystals grow from the walls of a massive
cavern. They meet across the span of a
Broken stalagmites are strewn across the floor,
11 seemingly bottomless gorge, and form a
as though a massive beast had crushed them
12 natural stairs down into the depths.
with its passage.
Dread creeps up your back as you slowly
realize this is not a cave, and that is not wind.
12
This is a nasal passage.

291
9
D12 SURFACE RUINS D12 NATURAL REGION
Massive stone menhirs float with no visible A herd of wild animals is passing through
source. No amount of weight does more than nearby. They are mostly natural creatures with
1 1
make them bob in the air slightly. a few machines in the pack tagging along.
An iridescent haze covers these ruins, Taking a closer look at the far off mountains
anything moving within it leaves a brief trail reveals some of them have been carved out
2 2
of afterimages with no ill-effect. into a city of densely packed skyscrapers.
Every surface is covered in various styles of A gentle stream flows through here. Following
graffiti ranging from runes, to caricatures, to it leads to a small lake formed in the crater of a
3
precisely machined bar codes. 3 collapsed mech. Its legs and arms resting just
outside the lake and covered in greenery.
Strewn around the city are inanimate
humanoid figures, frozen in mundane poses. A forest spans the entire horizon. Rows of tree
4 Mostly Cyphers that ran out of energy, but stumps at its edge show that people have been
also some free-standing skeletons. 4 making use of it, and yet there’s so many trees
you can’t see more than a few feet in.
The remains of a city, now half-submerged in
a lake. The lake’s origin appears to be a single A near endless amount of beautiful flowers are
5
running tap in an upper floor. growing here surrounding cracked old world
5
fuel cells oozing strange puddles.
A faulty PA system continues to function, the
sole voice in a dead city. Its announcements Gravity has been altered here. Trees are just a
6
are predicting the near future. little taller, your pack feels just a little lighter,
6
and you can jump just a little higher.
An invisible force keeps all manner of pests
away from the ruins. You learn this by seeing a The idyllic meadows here are only broken up
7
bird splat onto the empty air above your head. by the occasional hills formed by half buried
7
old world machines jutting out of the ground.
An automated transit system still trundles
across decaying tracks. The shuffling of A crack in the earth breaks up the path here.
8 commuters can still be heard in its vicinity, Looking down into it looks like the night sky.
8
though there is nobody to ride it. Deep black and filled with tiny lights like stars.
Gale force winds, monsoon rains, sleet and This dirt path is lined with tall metal poles
snow, sandstorms, all manner of weather is every mile or so. Relic from the old world, they
9 9
confined to this exact edge of the city. glow softly at night lighting the way.
There is only a single building here, covered in The overgrown ruins of a small village are
doors. Each one leads to a different interior. here. Most houses are buried up to their roofs
10 10
The city has reached singularity. and covered in grass and nature.
A massive ball sits in the center of an Shattered stone walls, and crumbled steps in
intersection; something has set up goal nets this area are all that remain of what must have
11 11
between the buildings in each direction. once been a massive structure.
The cylindrical buildings here slowly sink and A clear line can be seen here separating the
rise into the earth, you hear the hiss of steam forest you’re in from the deep forest. The trees
12 12 are far more ancient, the grass a darker green,
below the street as the pistons churn.
and the ground is wild with roots and growths

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9
D12 WATERS & U NDERWATER D12 M AGI-TECH B UILDING
The water’s surface is so volatile that getting A heavy vault door dominates one wall of the
across its surface will be impossible without building, covered in arcane sigils and enough
1 1
some form of powerful magic or tech. external mechanisms to make a rogue blush.
The water is so crystal clear that you can Access to certain rooms is blocked by force
clearly see ancient ruins of massive buildings fields. Embedded in the walls are scanners for
2 2
and walkways deep below the surface. eyes, palms, and a crystal to scan one’s soul.
The source of this river is some half buried old Screens and server stacks made of solid ice dot
world relic endlessly pumping water from an the rooms. Bitter cold to the touch, they run
3
unknown place. 3 faster than any system you’ve encountered
and refuse to melt to any kind of heat.
This waterfall flows upward instead of down.
The entire river’s gravity has been irrevocably Inside the vast storage building are thousands
4
altered by some kind of machines or magic. of unmarked containers. When you touch one,
4
its contents are spoken directly into your mind
An underground river has ripped through
these ruins carving its own path deeper in, A majority of this place is still functional,
5
and flooding sections of the structure. reliant on crystal canisters to act as power
5
sources, with ancient spells reinforcing walls.
The windows don’t have any glass. The water
is being held back by some kind of invisible The runes covering the machinery of this place
6 magic or technology allowing you to stick your lie inert until exposed to any source of light,
6
hand right into the depths of the water. and resume to function once they are.
Crystal tech at the bottom of the water is A central crucible is covered in hoarfrost,
leaking causing the water to glow, and air frozen by arcane means, but any metal placed
7 7
bubbles to regularly float to the surface. inside still melts as though heated.
The tops of towers and spires jut out out of the Captured in a large sphere of glass, a roiling
water. Approaching them reveals buildings storm crackles. Lighting rods built into the
8
mostly submerged and still intact. 8 ceiling capture errant bolts and send them
deeper into the building.
Massive building sized air bubbles regularly
come to the surface. Hit one underwater and Multicolored sprites carry materials between
you fall several stories deeper in. Let one strike sections of the facility, and seem to operate
9 9
the surface and they burst like a bundle of much of the machinery via tiny controls.
grenades creating loud explosions and waves.
Pulsing crystals the size of people prod out of
The hard light dome for this structure cracked various parts of the ceilings and walls. Several
10
and this entire place has been flooded. Only a cables stab into and run out of its surface.
10 few sealed buildings and random sites have air
Arcane energy glows and flows through
pockets you can breath and stand in.
various wires and devices. It moves so slowly
11
Fish of all shapes and sizes swim in this area through some it looks like a thick slime.
including glowing fish, mechanical ones, and
11 Looking at an exposed piece of tech, the inside
even some enchanted with elemental powers.
is thin metal boards filled with ancient magic
This lake and its rivers pulse and slowly move 12 runes and paths. They glow and seem to
12 like the tentacles of a massive living creature. control the flow of energy through the device.

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9
D12 M ACHINE FACILITY D12 HIGH TECH MARVEL
Rusted remains crumble to powder under the The entirety of this facility is made from the
slightest touch. Anything solid is a tetanus same body of liquid metal. Every piece of gear
1
1 nightmare, and the ceiling is held up more by or furniture within runs flush into the floor.
hope than by the iron pillars.
Hard light projectors form staircases inside
Burst tubing has sprayed oil and grease across this cylindrical tower, only a scant few are
2
the surfaces of this facility, its machinery damaged, flickering on and off at random.
2
grinds and squeals if operated.
A living carpet of nanobots cause the floor to
Though nothing is being produced, the ripple ceaselessly. As places around the room
3
assembly line machines still seem to work. are approached, they rise up to form furniture.
3 The constant pounding of hydraulic presses
Hologram maps take up the majority of this
seem rhythmic, almost like morse code.
space. They can be freely turned and zoomed,
4
Hallways glow with unbound electricity, manipulated by hands sweeping the air.
lightning arcs from wall to floor to ceiling in
4 Humming at various frequencies causes the
webs of shocking energy.
matter that makes up the walls to phase out of
Sweltering heat causes the air to shimmer 5 existence, opening doorways and collapsing
with haze. Furnaces are constantly fueled by passageways until the vibrations cease.
5
conveyor belts.
Greenery stretches into the misty distance of
Acrid vapors waft from chemical vats. Raw this self-sustaining hydroponic garden.
6
timber is dumped from ceiling hatches after Somehow it has survived everything.
6 baskets fish out lumpen masses. A fully
Gravity in these chambers is controlled by
autonomous mill still creating, something.
devices in each room, and turned off in others.
The shrill whine of saw blades is omnipresent 7 In some it’s relative to one’s desires. You will
throughout this structure, enough to set your fall the way you THINK you should fall.
7 teeth on edge. This facility must have been
Any cracks or breaks of the structure cause
designed for disassembling.
that part of the building to glitch out for a few
8
Ramshackle robotics, clanking and sputtering seconds before stabilizing completely fixed.
smoke, hammer away at anything placed
In place of floors there is a thin black liquid.
8 beneath them. Built by an unskilled mechanic,
Step or put any pressure on it and perfectly
or a genius working with what’s available?
9 flat, level, and crystalline hard light forms
Plants have grown through collapsed sections underneath to support and walk on.
of the wall and choke the dormant machines
9 Small fairy sized sphere bots with tiny hands
they intertwine.
fly at lightning speed around the room making
10
Gears the size of houses grind ceaselessly in precise adjustments to various devices.
10 these vast halls, their echo almost deafening.
Touch sensitive glass panels cover the walls
Spots of actinic energy dance across metal and various devices in this place. Each one
11
11 plates, etching patterns onto their surfaces. acts as both control panel and display.
Alarm klaxons sound continuously, cameras The ceilings of this place are so high that even
12 track all movement made in their line of sight. torch light can’t reach. This structure is far
12
bigger on the inside than on the outside.

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9
D12 FEY TOUCHED AREA D12 ABYSS LOCATION
The shadows cast by the trees here spread in It’s dark and quiet here. The light of distant
1 random directions and change regularly. stars are candles in the sky, and the only way
1
for you to keep track of up and down.
Giggling balls of light attempt to lure the
unwary into danger: low thornbushes, deep The Abyss in this area is a swirl of colors that
2
swamp waters quicksand, beehives. makes you feel like you’re in an oil painting. As
2 you move through it reacts like a painter’s
Branches and vines form faces. They reorient
brush repainting the area you traverse.
when not looked at, but otherwise only rustle
3
in disapproval of your trespass. An Abyss tavern can be found here. Mostly
automated and still functional, these places
A field of flowers shimmers in rainbow hues.
3 act as way stations and trade hubs open to all.
As you approach the flowers shudder and fly
4 A place to rest in the middle of the dark.
into the air as if they were butterflies.
A forest of floating trees grow in this area of
Pathways twist and turn snaking back in on
the Abyss. Their leaves shift every color of the
themselves as if on purpose. Following a path 4
rainbow depending on the direction you look.
5 around a tree reveals a different patch of forest
than you had just been in moments ago. The Abyss narrows here. Nothing about the
way anything looks has changed, and yet your
Pebbles stacked by the roadside animate as
5 vessel can’t turn or maneuver. It’s as if you’re
you pass, dancing and hopping as they keep
6 traveling through an invisible narrow hallway.
pace for a stretch of your journey.
Space itself ripples like gelatin in response to
Wind blowing through the foliage sounds like
6 any sword swings, gun shots, and explosions.
whispering voices. They give directions and
7 ask riddles. Some even warn you never to A fast flowing river of emotions cuts through
listen to them, or say they can’t be trusted. the Abyss here. It seems gentle and kind from
7
a distance, and uncontrollable up close.
An idyllic pond glimmers in the sun, fruit trees
provide shade as birds sing. Any hostile act Abyss winds carry both fresh air, and a
8 provokes the area, creating a whirlpool as the conversation on the wind. It may be one you
trees and birds pelt all visitors with fruit. 8 had earlier today, one from another traveler,
or one you may yet have in the future.
The animals here speak random words in
every language instead of making their usual A storm of ideas is passing through this area
9 sounds. Some even seem to say highly specific causing half finished concepts and objects to
9
things about your past. fall like rain. Painful to stand under.
In the absence of any external light source, Abyss Buoys mark a pass through here. Each
every plant and animal will radiate their own one has a blinking light and the same two
10
bio-luminescence. Even you! 10 messages inscribed; ‘You are half way there’
and ‘You have enough supplies to make it’
Every tree with a follow is breathing. If you
11 watch closely you can even see bark move. Idle ships and debris float in the distance. The
remains of an old world titan ship, and of
The center of the sprawling valley looks like an 11
attempts to loot the floating hulk over time.
oil paint blur, your eyes unable to focus on it.
12 If you attempt to reach it you will make no Abandoned trains of thought litter this area
progress, and a note will appear in your hand and float all directions. Power one and it can
12
that reads “Under renovation”. speed you through the Abyss, but you never
know where a train of thought leads.
295
9

Challenges
Lady, I don’t care how much money you have. You want my help to cross the frost lands?

“ Bring me proof you won’t die five days in, and leave me to drag your frozen corpse back.
Then, we can discuss payment.

Challenges cover everything from skill checks that Reminder: You can still use and have checks and

are rolled once, to scene challenges that can take challenges that require less successes, they will just
dozens of rolls from multiple people. become easier for the group over time.
When creating challenges keep in mind how long the Remember: It’s not that as players level up tasks just
adventure is, what tier of play it is, and what kind of get harder. It’s that as players level up they should be
challenge it is. All of this will impact how many facing newer and harder challenges.
successes a check should take.
A 1 success wooden lock doesn’t become twice as
secure when players go from level 4 to 5. Instead they
Adventure Duration run into that kind of lock less often. They face firm
Skill checks in normal length adventures, those
metal locks guarding much better treasure.
where you expect players will rest at least once or
twice, should require 1 success baseline. Maybe they no longer run into just locked doors.
Now they’re locked and reinforced requiring both
Skill checks in short adventures, those where you
Finesse and Brawn checks, or the door is just the first
expect players will not rest or only rest once, should
in a series of locked doors.
require 2 successes baseline.
The point is try not to change how something in the
Rests & Challenges world already works, and instead present players
Whenever players take a short or long rest in a with new challenges that are more difficult.
dangerous place, increase the difficulty of challenges
in the area by +1 success needed. Types of Challenges
Broadly there are 3 kinds of challenges to keep in
For exploration this represents the challenges getting
mind; Limited checks, regular challenges, and scene
reinforced, having more time to think for a social
challenges.
scene, or player characters generally being more
exhausted and spent as the day continues.
Limited Checks
For combat this adds another enemy or group of This is for challenges where, for narrative reasons,
enemies to the combat to represent reinforcements. they can only be attempted once or a limited number
It’s easiest to add a set of lackeys to any fight. of times. If players don’t get enough successes they
fail the check and it can’t be attempted again.
Tier of Play It’s suggested to use these for social scenes where it
At tier 1 of play, levels 1 to 4, a medium difficulty skill
makes sense, actions where players don’t get a
check requires 1 success. If doing a short adventure it
second chance, or checks when time is limited.
requires 2 successes instead.
At tier 2 of play, levels 5 to 8, a medium difficulty skill Regular Challenges
check requires 2 successes. If doing a short adventure Regular challenges have no restrictions on the
it requires 3 successes instead. number of times they can be attempted. Most skill
At tier 3 of play, levels 9 to 12, a medium difficulty challenges in the game are regular challenges.
skill check requires 3 successes. If doing a short The following sections have suggestions on when to
adventure it requires 4 successes instead. use each success requirement challenge.

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9
0 Success Challenges 4 Success Challenges
This covers checks where players should roll because This covers very difficult challenges that can’t be
there are consequences for failure, but the chance of solved in one roll, and will take a lot of effort to clear.
failure is very low. Rolls that will challenge heavily invested players.
These types of checks aren’t much of a challenge and Pulling open old world slide doors, getting across
more useful for comedic effect. 30+ foot chasms safely, convincing a noble to protect
Jumping in through a window in a cinematic or a rival’s peasants, and climbing an actively hostile
heroic style game would be a 0 success challenge. oiled wall are examples of 4 success challenges.

1 Success Challenges Scene Challenges


This covers easy checks where there is a challenge to Some challenges are meant to be handled by the
overcome, but players are likely to succeed. group collectively. Scene challenges will require a
large amount of successes, and often have multiple
Rolls where a completely unskilled player has an
steps that each need to be completed.
even fifty-fifty chance to succeed in one roll, and a
skilled player will likely not fail. Use scene challenges in the same way you would use
a unique enemy. Reserve them for big rooms, to help
Jumping over a 5ft pit, bashing a rotted door, a quick
make moments memorable, to create interesting
search for obvious traps, and convincing a gullible
encounters, or as the big capstone challenge at the
person of a lie are examples of 1 success challenges.
end of exploration.
2 Success Challenges Scene challenges should let players use multiple
These are average difficulty challenges, and most different skills. Players should either be able to use
players will take multiple rolls to clear. any skill that makes sense to try, or each step in the
Rolls where a skilled player has an even fifty-fifty challenge should use a different group of skills.
chance to succeed in one roll, but most characters
S CENE CHALLENGES
will take two or more rolls to resolve.
Most skill checks and general social interactions Level 1 - 4 Normal: 9 success Hard: 14 success
in the game will be 2 success challenges.
Level 1 - 4 Multi-Step
Bashing a door, jumping over an average sized pit,
Normal: 4 successes per step. 3 steps.
sneaking past a distracted guard, convincing the
Hard: 4 successes per step. 5 steps.
average person of a lie, and climbing a wall with
hand holds are examples of 2 success challenges.
Level 5 - 8 Normal: 14 success Hard: 18 success
3 Success Challenges
This covers challenges that are difficult, and will take Level 5 - 8 Multi-Step
skilled players multiple rolls to clear. Normal: 5 successes per step. 4 steps.
Rolls where it’s possible for a highly invested player Hard: 5 successes per step. 6 steps.
to clear it in one roll, but even for them it’s likely to
take multiple rolls to resolve. Level 9 - 12 Normal: 18 success Hard: 24 success
Breaking through a reinforced door, climbing a
slippery obstacle, hiding from an alerted guard, and Level 9 - 12 Multi-Step
trying to find a hidden object in a crowded room are Normal: 6 successes per step. 6 steps.
examples of 3 success challenges. Hard: 6 successes per step. 8 steps.

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9
Consequences Challenge Consequences
Some challenges will need multiple rolls, either Scene challenges require multiple rolls. These effects
because the challenge requires multiple successes, or should not be used for failing. Instead use them after
because players fail the roll. Below are effects to every roll, or at specific regular intervals during the
apply when rolling for a challenge. Use what fits the challenge (whatever fits the scene best).
scene or story best. Time. For scene challenges that take place over the
course of a notable amount of time. Use this when
Skill Check Consequences each roll is meant to abstract a large tasks.
For rolls to break down a door, search a room, jump
over a pit, gather information, or anything else that h Give players a time limit. When they roll for a
requires 4 or less successes. task, have it take a set amount of time.
h Failing a roll waste the time spent, or costs twice
Time. If the player is working on a complicated task, as much time to complete it anyway.
rolling multiple times represents taking more time to
h If there’s an event table, roll on the event table
work on the task. The extra time represents failures every time a player makes a skill check.
and difficulty slowing things down.

h If the task takes 2 Actions or less, it can’t be Damage. For scene challenges where characters are
attempted again until 1 round has passed. at risk or it is difficult to interact with the challenge.
h If the task takes 5 minutes or less, further
attempts take 5 minutes. Otherwise further h Interacting with the challenge deals 1D6 Stress
attempts take 5 times the normal amount of time. damage per attempt.
If there’s an event table, roll on the event table h When a step is completed, everyone in a specified
h area takes 3D6 Stress damage.
every time a player makes a skill check.

Damage/Limited Tries. If the player is trying to Skill Lock. For scene challenges where creative use of
survive or avoid a danger then failing, or having to skills is the core challenge.
roll multiple times, will cause them to lose Stamina. h When a skill is rolled it can’t be used again until
Stamina loss can be used in place of a time penalty to the next step, or after another skill is locked.
represent panic.
Challenge with limited attempts or restrictions Location. For scene challenges that take place across
h
deal 2D6 Stress to players when failed unless a large area or multiple rooms. Use when moving or
another penalty or consequence is specified. exploring are key to the challenge.
h Each roll/attempt deals 1D6 Stress unless the
obstacle specifies other damage it does. h When a player completes a step of the challenge
or fails a roll, they must move to a new location to
keep rolling for the challenge.
Fatigue. If the player is struggling against a task that h When a roll is made for this challenge, the next
requires endurance, rolling multiple times comes at roll for it can’t happen at that location.
the cost of making the character fatigued.
Fatigue is a major penalty that should be used rarely Enemy Created. When combat takes places around
for situations where you need major consequences. or during the scene challenge, add reinforcements at
regular intervals to add pressure.
h Failure, or failing to get a minimum amount of
success on the roll, grants 1 stack of Fatigue. h At regular intervals create standard enemies of
If a challenge can only be attempted once for appropriate tier. When a step completes create an
h elite enemy of appropriate tier.
narrative reasons, gaining 1 Fatigue allows them
to roll again and add to their current successes. h When a failure happens, create twice as many
enemies than usual.

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9
Example Challenges The Arena
Below are example scene challenges. Use them as Players were caught by guards fighting and causing
guides for different ways to use scene challenges. chaos in open markets. The ruler of the area wanted to
make an example of them, and so as punishment they
Molten Cheese Train Car were thrown into the Arena.
Players had boarded an old world train that has been
If they wanted to make it out they would need to not
running on autopilot since the ancient empire. Its track
only survive the fights, but win over the crowd’s favor.
spans the world and many people use it to cross oceans.
Most of the train is unexplored as its full of hostile bots, Level 1 - 4 Normal
and it’s far safer to stay in empty cars. Players will have to fight 3 waves of threats in the
arena. Each wave is a different type of fight, and
Players decided to explore since the train would take a
hazards will be added to the arena each wave.
few days to get across the sea anyway. They found
themselves inside a dining and entertainment car. It At the end of the 3 waves, if they don’t have the
had its own local power generators, movie theater, robot crowd excited and carry their favor, the ruler will
staff, and food replicator. order their execution.
One of the players started trying to rip the replicator out Each success will raise the crowd’s excitement, and
to steal it, another was ordering complicated dishes to the group needs 9+ successes at the end of 3 waves.
see what the limits were, and two other players were in Every Critical Hit is worth 1 success.
the movie theater control room pushing buttons.
h
h Every Scene Attack is worth 1 success.
Players failed rolls and overloaded both the theater and After defeating an enemy, the player who defeats
h
replicator. The movie started creating hard light movie them can gain 1 stack of Stun to play to the
monsters, and the replicator got stuck on nachos and crowd. They make an Acrobatics, Brawn, or
was releasing an infinitely growing molten cheese wave. Perform check and gain that many successes.
h After defeating a wave, one player in the group
Level 1 - 4 Multi-Step challenge (Normal). may boast to the crowd. They make a social skill
To turn off the molten cheese lava wave, and shut off check and gain that many successes.
the movie, players needed to destroy the local
generators for the car. They were on the north end of The crowd, however, is fickle. The group loses
the train car, and a fair distance from players. successes when the following happens:
Each generator takes 4 successes to destabilize Every enemy Critical Hit they lose 1 success.
h
and/or destroy. There are 3 generators, with each one
h Every enemy Scene Attack they lose 1 success.
in a separate room. Skills used: Technology, Brawn,
h When a player goes to 0 Stamina, they lose 1
Finesse, and Mechanics. success. The enemy that knocked them down will
Players rolled initiative. At the start of each round the then skip their next turn to play up the crowd.
They make a Charm, Intimidate, or Brawn check.
molten cheese lava wave would overflow into Players lose that many successes.
another room. Cheese fully consumes its starting
room, and spreads in every direction covering half of
The first wave is 1 Elite arena fighter per party
a room each time it spreads (2 rounds to fully
member. The second wave traps and spike pits are
consume a room). Cheese wave deals 3D6 Fire
added to the arena, and a hoard wave of 3 Lackey pit
damage for starting or moving into a space with it.
fighters per player is released into the arena. The last
At the end of each round, more hard light monsters wave the edge 2 spaces of the arena is replaced with a
emerge from the movie theater. Roll 1D6 and spawn trap, and 1 Boss arena monster is fought.
that many Minor movie monsters.

299
9
Sneaking In The Vault Siege
Players are after an enchanted war hammer strong Players had reached the bottom of the dungeon and
enough to smash through the gates of the old world were now faced with a massive room wide vault. Behind
ruins in the nearby forest. It’s currently held as a trophy this door is the treasure they were sent in here for, and
in the king’s castle, and trying to negotiate for it has enough coin to buy them their freedom.
proven impossible. It’s time for a more direct approach. The expert they brought along warmed them that the
Level 1 - 4 Multi-Step challenge (Hard). security system in this place was still active. Touching
The goal is to break into the king’s castle, find the the vault at all would draw defense bots to them. They
war hammer, and get out. 5 Step challenge, each step had fought a few on their way down, and were confident
takes 4 successes to clear. they wouldn’t pose a threat.
The first two steps will be breaking in, the third step Level 1 - 4 Hard
is finding and retrieving the war hammer, and the Players roll initiative. Their goal is to get 14 successes
last two steps are getting out. Each step represents to unlock the vault before the security system
moving into different areas or the king’s castle. overwhelms them.
Skills used: Bluff, Negotiate, Arcana, History, Skills used: Negotiate, History, Technology, Brawn,
Streetwise, Acrobatics, Brawn, Finesse, Mechanics, Finesse, Mechanics, Perception, and Volition.
Perception, Stealth, Volition.
h Players roll initiative.
h The hammer itself is massive and will require two h The vault starts at Security Level 1.
people to carry it, but players don’t know this
until step 3. The two players carrying the h Security Level increases by 1 once players reach 5
hammer are slow, and cannot make skill checks. or more successes towards the goal.
Step 1 is the outer walls and areas outside the h Every time a player attempts a skill check, attacks,
h or interacts with the vault XD6 Lackey bots are
castle. Finding ways to climb the wall, get
through a gate, distract guards, or sneak past a released into the room to attack the group. X is
patrol will grant successes. equal to Security Level.
Step 2 is the castle and its many rooms. Guard h Every time a skill check gets 1 or fewer successes,
h X Standard bots are released into the room. X is
patrols everywhere, narrow corridors mean it is
easy to be surrounded, and large rooms with little equal to Security Level.
cover that need to be crossed covertly. h Every time a skill check gets 3 or more successes,
Step 3 is the hammer itself. Finding the thing in X Elite bots are released into the room. X is equal
h to Security Level.
the king’s vault going to take time. There’s a
magical trap protecting the hammer, and once h If a skill check fails (roll of 1), the security system
it’s retrieved there’s the small problem that it ramps up. Security level increases by +1
takes 2 people all their effort to move it.
h Negotiate can be used to talk with the vault.
h Step 4 is the castle and its many rooms again. Negotiate checks grant no successes to
Now with the minor additional issue that two completing the challenge, but every 2 Negotiate
people are preoccupied carrying a hammer. Many successes grants -1 Security Level (min 1).
things are harder when half your group is busy
and there’s an extra treasure to worry about
getting through safely. When 14 successes are reached, all Lackey and
h Step 5 is the outer walls and the areas outside the Standard bots shut down, and all Elite bots take
castle. The plan they used to get through the damage equal to half their maximum Stamina.
walls now needs to account for the hammer and
its weight. If that reduces them to 0 Stamina or less they also
shut down. If not they keep fighting until shut down.

300
9
Volcano Climb Hold The Bridge
Players need to recover the Dragon Sword left buried at Players found themselves in an underground city full of
the top of a volcano. The power of the sword keeps the people. They’ve been living in and repairing these ruins
volcano volatile, and they need to deal with random for generations, but recently the monsters who have
bursts of danger from above. been attacking the city have been growing exponentially
in power. The town will not survive another attack.
Climbing up directly is near impossible to survive, so
players choose to instead take a long way up. If they Thanks to the players and the town’s engineers, an
spiral up the volcano, they can make regular stops at escape path has been dug out on the far end of the city.
various old world ruins and caves. They can protect The evacuation is underway, but people need time.
them from the dangers above, and give them a chance to Players will buy them all the time they can. They will
rest and recuperate for the next stage of the climb. stop them at the city gates, they will stop them in the
streets, and they will stand and hold the bridge.
Level 5 - 8 Multi-Step challenge (Hard).
The 6 steps of this challenge represent climbing the Level 5 - 8 Normal.
mountain. Finishing a step means players have made This challenge covers the time it takes for the town to
it to the next safe zone. Finishing the last step means be evacuated. At 14 successes players bought enough
they have reached the top of the volcano. time for a successful evacuation.

h Each player can only roll for the challenge twice Skills used: Intimidate, History, Technology,
per step, but players can gain successes without Wilderness, Brawn, Mechanics, Ride.
rolling if they have tools or abilities that can
overcome the issue at hand or help them climb. h Players roll initiative. This is kept until the end of
Whoever made the most recent skill check is the challenge.
h
currently leading the group. Whenever the group h At the start of a round XD6 Cavern Horror
leader changes, players can decide who is standard enemies will join the fight, and at the
currently at the back of the group. end of the round XD4 Cave Beast lackeys join the
If a skill check rolls 0 or less successes the player fight. X is equal to the total number of rounds this
h challenge.
also takes 2D6 Stress damage.
Short rests can only be taken in a safe zone h If 6 enemies ever get past players into the next
h area the challenge is failed instantly.
between steps.
After every skill check, roll on the table below for h The areas of the challenge are outside the town
h walls, inside the town’s streets, and the final
volcano events.
bridge. Players as a group may perform 2 skill
checks per area total. These represent helping
D6 VOLCANO EVENT individuals run, blocking off enemy paths, or in
some way slowing down the endless tide.
1 Rockfall. All players take 2D6 Stone damage. h Players get 1 success for having at least 2 people in
an area at the start of a round. Players also gain 1
Eruption. Player leading the group takes 3D6 success per 12 enemies defeated.
2
Fire damage.
h Players may choose to fall back at any time. This
Massive Rolling Boulder. Player at the back removes all enemies in the fight, resets the round
3
of the group takes 2D6 Crushing damage. back to the start, and moves them 1 area back.
4 Loose Footing. Players lose 1 Success. h When players fall back, they lose 3 successes
towards the challenge, and may take a short rest
Ground Quakes. Nothing happens. Note before start of round enemies are rolled. Falling
5 down this was rolled. Every 3 times this is back when in the final area fails the challenge.
rolled, roll 3 times on this table.
Toxic Smoke. Player leading the group gains 1
6 stack of Fatigue. Half of these stacks can be
removed at each safe zone between steps.

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9
An Important Dinner A Grand Festival
Players have been put in charge of planning, preparing, This next week marks the start of the harvest. Before the
and serving a full course dinner for a group of nobles. raids the town used to host a festival for all nearby
Their tastes are as picky, their expectations are high, villages, and now that the raiders have been dealt with
and failing to meet them could mean trouble. its time for a celebration!
Level 5 - 8 Multi-Step challenge (Normal). Level 5 - 8 Hard.
The goal is to use this dinner to gain the favor of the This challenge covers the time it takes for the all day
nearby noble houses for the upcoming siege. festival to take place.
This challenge has 4 steps and each step takes 5 Skills used: Arcana, History, Streetwise, Technology,
successes. It’s possible to fail to meet the success Wilderness, Acrobatics, Brawn, Finesse, Mechanics,
requirements for a step and move on to the next one. Perform, Ride.
When this happens add the missed successes to the
h Players are running this festival all day. Players as
total needed for the final step of the challenge. a group get to make 1 roll each hour, and the
Skills used: all social and knowledge skills, Finesse, festival last 12 hours. (12 total rolls).
Acrobatics, Medicine, Perception, Perform, Volition. h After every hour roll on the event table below, and
roll for weather once every 3 hours.
h This is a noble’s dinner. The moment weapons, Players can make a check for any skill as long as
combat skill checks, or physical threats are made h
they have setup an attraction/stall/event for it.
one of the nobles at random leaves.
h Players need to decide who’s running the event or
h At every step of this challenge players can pay for when during the day it takes place (pony rides
successes to represent hiring expert staff. Paying only for 2 hours mid day for example).
for success costs 300 silver per success.
h Players have to run any attraction they setup or
h At each step players can make 3 rolls. Once they they can pay 240 silver to hire someone to work
make their third roll they’re out of time and the there all day.
challenge moves on to the next step. You cannot
pay for successes once the third roll is made. h Only players not manning stalls can make combat
skill checks, and combat skill checks don’t count
h Step 1 is the preparing the meal. Step 2 is the towards the skill challenge total needed.
entertainment before dinner. Step 3 is
conversation during the meal. Step 4 is the post h Anyone hired to guard the event grants all players
dinner negotiation. +1 to their combat skill checks during the event.
h At the post dinner negotiation, for each noble on D6 FESTIVAL EVENT
their side players get +1 rolls during step 4.
Tip Jars. Players gain 2D12 silver per stall,
h Paying for success during this step cost 1,200 1 event, or attraction they group is manning.
silver per success.
Cheering Crowd. The next skill check players
h One noble cares only about the meal. Success in 2
step 1 puts this noble is on their side. make gains +1 success.
One noble cares only about the entertainment. Big Winner! Players gain 3D12 silver and may
h 3
Success in step 2 puts this noble is on their side. skip rolling on this table on their next roll.
h One noble care only about money and will be on Wild Animal. A wild animal that requires 1D6
their side if they spent at least 1,800 silver. 4 combat skill checks to deal with.
h Two nobles only care about their image. As long Something Breaks. A random event players
as players did not use Intimidate or Negotiate on have planned breaks. That skill check can’t be
them during step 3 they’re on the player’s side. made for the rest of the festival. Players may
5
h One noble only cares about being on the winning try to repair it by getting 3 Mechanics success
side. They will only join the players if they roll 3+
successes on a check during step 4, or if all other to fix it, or spending 3 hours fixing it.
nobles at the dinner are on the players side. Thief! 2D4 cut purses start making trouble.
6 Each one takes 1 success to get rid of.

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9

Social Interactions
Father warned me about people like you. People who would look at me as nothing more

“ than their ticket to an easy life. Well, father also taught me what to do with people like you,
and its time I make him proud.

When talking with people their personal opinions,



Attitude
beliefs, and inclination impact how well, and in what Attitudes are how the person responds to the four
ways, you can sway them. social skills. Each person can have unique attitudes,
Use the following tools as needed in a social scene. but here are broad categories. People can fall into
The more important the interaction, the more tools multiple categories at the same time.
you should make use of. No Preference. For most regular people. No impact
on the successes needed to convince or interact with
Bluff them. Use the normal challenge rules for one, two,
Lie. At its core Bluff is deception and fiction. Use it
three, or four success challenges.
when you want to lie, or catch someone in a lie.

h Being caught lying instantly fails a non scene


challenge, and counts as 2 additional failures for D10 ATTITUDE
a scene challenge if failures are being counted. Trusting. For people who are more trusting.
1 Bluff checks grant +1 success.
Charm Noble. For people more easily flattered.
2 Charm checks grant +1 success.
Give. At its core Charm is about persuasion and
flattery. Use it when you’re giving gifts, or trying to Timid. For people that are more susceptible to
3 threats. Intimidate checks grant +1 success.
get on someone’s good side at your own expense.
Compliant. For people who agree to deals
h Failing a Charm checks causes the person to be 4 readily. Negotiate checks grant +1 success.
more on guard about flattery. Charm checks
grant 1 fewer success for the rest of the scene. Greedy. For people out for themselves above
5 all else. Bribing them grants 2 successes
instantly, or 1 success per bribe price paid.
Intimidate Loyal. For people who believe in a cause or a
Take. At its core Intimidate is about aggression and
person above all else. They are immune to
threat. Use it when you’re trying to frighten or 6 bribes, Charm and Intimidate checks give
control people, and to force people to comply.
negative successes.
h Failing an Intimidate check causes the person to Skeptical. For people who don’t fall for lies.
be emboldened. Intimidate checks grant 1 fewer
success for the rest of the scene. 7 Bluff grants negative successes, and being
caught in a lie will make them hostile.
Cynical. For people who can’t be bought.
8 Charm grants negative successes.
Negotiate
Trade. At its core Negotiate is about diplomacy and Undaunted. For people with iron wills.
deals. Use it when trading with people, and use it for 9 Intimidate grants negative successes.
general social interactions. Inflexible. For people who can’t be reasoned
10 with. Negotiate grants negative successes.
h When negotiating for the price of an item. Each
success grants up to 100s discount or 10% price
discount (whichever is lower).

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Patience Reputation
Patience comes into play when someone important As the group interacts with people they will build up
to the story is being interacted with. Patience gives a reputation. Reputation is what different factions
you more nuance to interact with someone. and people have heard about the group. Use it for
characters, locations, or factions that will continue to
The goal is to get a set amount of successes through
be part of the story.
roleplay, using what you know about the person or
situation, and social skill checks before the target’s The group will also build a reputation with specific
patience runs out. factions or people. If the faction is recurring or will
play an important part in the story, then track it as its
If the situation allows for you and them to meet half
own reputation with its own effects.
way, then getting at least “compromise” successes
means you partially get what you want. Reputation is a set of number lines. How players
handle situations will shift their position on the line.
PATIENCE Some people will refuse to talk with players based on
their position on these lines.
Level 1 - 4 [ 10 successes. 7+ to compromise ]
Level 5 - 8 [ 14 successes. 10+ to compromise ]
Beggarly Wealthy
Level 9 - 12 [ 18 successes. 13+ to compromise ]
Price of future bribes and items bought is decreased
Base 6 patience. (left) / increased (right) by (number * 10)%
h +1 max patience if old friends or shared history. Bribes: Each time players solve a problem with a
h -1 max patience if royal or very wealthy. bribe, they move right on this line. Every time they
h -1 max patience if an enemy or actively hostile. solve a problem and deny a bribe to someone who
-1 max patience if can’t understand each other. expected a bribe, the move left on this line.
h
h Rolling a skill check reduces the target’s patience
by 1. If patience hits 0 the interaction or
conversation ends, fails, or does not go in the Short Tempered Diplomats
player’s favor. Patience during social scenes is decreased (left) /
h Getting caught in a lie costs 2 Patience. If this increased (right) by (number / 2) [min 1].
drops patience to 0 or less, players need to Diplomacy: Each time players solve a social scene or
immediately raise it or the conversation ends.
non-combat problem with words, they move right on
h If a rival, competing, or opposing view point is this line. Every time they solve a similar problem
present, their successes on their rolls reduce the
player’s successes 1 to 1. with violence, they move left on this line.
h If a rival, competing, or opposing view point is
present their actions reduce patience at half rate
(every 2 of their checks cost 1 Patience). Outlaws Adventurers
h Bringing up previous shared experiences or While Outlaws is 3 or higher, guards and sheriffs will
bonding over shared issues restores 1 patience. try to jail you on sight. While Adventurer is 3 or higher,
h Bringing up new information or revealing you will be pardoned for a crime and Adventurers will
relevant secrets restores 2 patience. be reduced by 1 per crime severity.
h Giving gifts or bribery is a Charm check, and
restores patience equal to successes. Guards: Each time players resolve things in towns
h Calling in favors, using leverage, or taking and villages peacefully, they move to the right. Each
advantage of weaknesses/vices allow you to time they fight guards, avoid jail time, or break laws
make a related social skill check, and gain that
many successes without reducing patience. and don’t face the consequences they move left.

304
9

Enemy Overview
“ Everyone’s a hero until a troll smashes the tavern roof

Enemies are broken up into Tier, Type, and Tactics.



Enemy Type
Tier is their level range. Type is how many of that The type tells you how many of them to add to an
enemy to use. Tactics is how they fight. encounter per player. There are 5 types of enemies.
Players & Difficulty Lackeys are the weakest type of enemy. They have 1
The following sections will help you build an average Stamina, and aren’t a threat individually, Their
difficulty challenge. Use the following advice when strength comes from their number. They crowd the
deciding what enemies to use when trying to build battlefield, and shift the action economy in favor of
easier or harder encounters tuned for your players. the enemies in the scene.

h Players who have no items or skills that help h 3 Lackeys for every 1 player is a challenge.
them in combat are worth ~1.5 Minor enemies.
h Players who spent a few points, or have a combat Minor enemies are the second most common, and
item, are worth 1 Standard enemy. second weakest type of enemy. Think of them as
h Players who invested into combat, or have ascended lackeys. They have less Stamina then a
multiple items that help them in combat, are standard enemy, but are just as much of a threat.
worth 1 elite enemy.
For an average difficulty encounter, use 1 Standard h 2 Minor for every 1 player is a challenge.
enemy for every 1 player. Players weak in combat will
have more trouble, and players who invested in Standard enemies are the standard type of enemy.
combat get the chance to shine. They have roughly the same amount of Stamina and
defenses as players do. They will make up most of the
Enemy Tiers enemies players will face.
There are 3 tiers of enemies. Each tier is meant to be a
h 1 Standard for every 1 player is a challenge.
challenge for specific levels of players.
This means that early in the tier players feel weaker. Elite enemies are the specialized and powerful
Then as they level up, their power will increase, and enemies. The guy with the massive axe. The guard
they will get a sense of progression as enemies with the thick heavy armor. The wizard in the back.
become easier to deal with. The commander shouting orders to the troops.
Then when the campaign has shifted to higher stakes 1 Elite for every 1.5 players is a challenge.
h
and harder challenges, enemies improve. Players get
to experience the feeling of progress again.
Unique enemies are the most powerful and
h Tier 1 enemies are a challenge for levels 1 to 4. important enemies players will face. They have
h Tier 2 enemies are a challenge for levels 5 to 8. several unique abilities, can often add lackeys to the
Tier 3 enemies are a challenge for levels 9 to 12. battle, and react to the actions of players.
h
You are free to use enemies outside the level range h 1 Boss for every 3 players is a challenge.
the players are in. Try to use different enemies rather
than just bump their stats up. Face harder challenges,
not the same challenge with increased numbers.

305
9
Tactics Size Modifiers
Tactics is how the enemies fight and what role they Small creatures can take up 1 space, can occupy the
server in a fight. Tactics is there to help the GM learn same space as 1 Medium or larger creature, and can
how to run the monster, and give enemies variety in occupy the same space as 2 other Small creatures.
what they do. If a Small creature is in the same space as someone
Artillery: Has high damage, single target ranged else, when anyone in the space makes an attack, add
attacks. Needs to be protected while they attack. +1d4 damage to that attack.

h Attacks gain Range 12, +1 damage dice size. They have 25% less Stamina, and gain +2 Dodge /tier.
Medium creatures have no modifiers.
Brutes: High health low damage melee fighters. If
Large creatures in combat take up between 2-4
other monsters are a sprint, they are a marathon.
spaces (2 by 2 area if unspecified). Large creatures
h +20 Stamina (base). -1 damage dice size. Crits or may gain Stun to take up 1 space. They keep Stun
special abilities can push, prone, or slow until they no longer take up 1 space.
While a large creature takes up more than one space,
Controller: Has AOE attacks and forces people into
when they roll a 1 on any hit roll, they may deal 1D6
specific positions. Controls the battlefield.
Stress to the target in addition to the miss.
h Attacks gain Area 3. +1 positioning ability /tier. They gain +20 Stamina /tier
Giant creatures in combat take up between 5-9
Defender: Protectors and healers. They keep other
spaces (3 by 3 area if unspecified). They have the
monsters alive or stand in the way of players.
same benefits as Large, except they can only reduce
h +1 Armor /tier. +1 defensive or heal ability /tier. to taking 2x2 area instead of 1 space.
They gain +40 Stamina /tier, and lose half Dodge.
Leader: Buffs and commands allies. They can make
other monsters take smarter actions than normal. Monstrous creatures in combat take up 10+ spaces
(4 by 4 area if unspecified). They have the same
h Has 1 buff aura or grants extra actions to other benefits as Large, except they can’t reduce their size.
monsters /tier. +1 leader ability /tier.
They are treated as both a creature and terrain, and
Lurkers: Lower health burst damage. They want to anything Giant or smaller can stand on and occupy
get one good hit in and wait for ability recharges. its spaces. They can destroy any terrain or objects
smaller than them. When they Critical Hit, or hit an
h -6 Stamina /tier. +1D12 damage with attacks. +1 area with nobody in it, they may destroy that terrain.
burst damage ability on recharge /tier.
They gain +60 Stamina /tier, and lose all Dodge.
Skirmishers: standard monster. Gets in, does and
takes damage, and makes up most encounters.
Modifying Enemies
Modifying any enemy is as easy and adding to their
h No changes. list of attacks, or removing one they have. You can
add up to 2 abilities to an enemy without heavily
Striker: higher than average consistent damage. Not impacting its average difficulty.
quite lurker, but far more consistent and scrappy. When an enemy has a magic item/weapon, or that
+1D8 damage with attacks. +1 scene ability /tier item is a reward from the area, have an enemy pick
h
it up and use it. Add its effects as an ability to the
enemy, and its damage to all their attacks.

306
9

TIER 1 ENEMY S TATS


TYPE DODGE ARMOR STAMINA HIT DAMAGE ABILITIES & S PECIAL
Lackey 0 0 1 +0 1D4 1 basic attack, 1 ability

Minor 0 2 12 +0 1D6 1 basic attack, 1-2 abilities

Standard 3 3 24 +1 2D6 1 basic attack, 2-3 abilities

Elite (normal) 5 3 36 +2 2D8 1 basic attack, 2-4 abilities

Elite (glass cannon) 5 3 18 +2 3D10 1 basic attack, 2-4 abilities

Elite (sturdy) 5 3 54 +2 2D6 1 basic attack, 2-4 abilities

Unique 6 4 72 +3 2D8 1-2 basic attack, 2-6 abilities

TIER 2 ENEMY S TATS


TYPE DODGE ARMOR STAMINA HIT DAMAGE ABILITIES & S PECIAL
Lackey 0 0 1 +0 2D4 1 basic attack, 1 ability

Minor 0 3 24 +1 1D6 1 basic attack, 1-2 abilities

Standard 4 4 42 +2 2D6 1 basic attack, 2-3 abilities

Elite (normal) 6 4 60 +3 2D8 1 basic attack, 2-4 abilities

Elite (glass cannon) 6 4 30 +3 3D10 1 basic attack, 2-4 abilities

Elite (sturdy) 6 4 90 +3 2D6 1 basic attack, 2-4 abilities


1-2 basic attack, 2-6 abilities
Unique 7 5 126 +4 2D8
+1 Turns per round

TIER 3 ENEMY STATS


TYPE DODGE ARMOR STAMINA HIT DAMAGE ABILITIES & S PECIAL
Lackey 0 0 1 +1 3D4 1 basic attack, 1 ability

Minor 0 3 36 +2 2D6 1 basic attack, 1-2 abilities

Standard 4 4 60 +3 2D8 1 basic attack, 2-3 abilities


1 basic attack, 3-5 abilities,
Elite (normal) 7 5 84 +4 2D10
+1 Turns per round.
1 basic attack, 3-5 abilities,
Elite (glass cannon) 7 5 42 +4 3D12
+1 Turns per round.
1 basic attack, 3-5 abilities,
Elite (sturdy) 7 5 126 +4 2D8
+1 Turns per round.
1-2 basic attack, 4-8 abilities
Unique 8 7 204 +5 2D10
+2 Turns per round.

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9
Wilderness Checks Building Combat Scenes
Wilderness checks in combat grant 2 pieces of First decide what kind of encounter it will be.
information per success: Most fights should be regular fights. Use a variety of
h All of their Immunity (Imm) enemy types and, most importantly, interesting
h All of their Resist (Res) terrain features to keep players from being fatigued.
h All of their Vulnerable. (Vul) For fights during challenges consider using a scene
h Faction passive or 1 ability or attack. challenge or patience based social interaction to
structure the scene. Have enemies come in regularly
If players ask for specific information/preference
to apply pressure, or to act as a timer.
provide it first. When players learn all abilities let
them know that further checks will not help. Challenge fights should be built as set pieces and
used the least of the three types. Have them be a key,
Types of Encounters final, or important part of the area. Place them in a
There are three basic types of combat encounters. part of the adventure you want to be memorable.
Each has multiple variations, but broadly these are Next build out the location.
the three types of fights you will pit players against.
Regular fights can happen anywhere and don’t
Regular Fight: a scene where the only thing going on require specific features, but it’s best to include at
is the combat. The scene ends when the fight is over. least something interesting. A pillar for cover, a
Variety and fun comes from enemy types and narrow hallway or bridge for choke points, or
interesting room features. Examples include: difficult terrain to make a straight path not ideal.
h Kicking open a door, and dealing with the alerted For fights during challenges build the challenge first.
guards inside.
Structure the room or location around the challenge
h Facing off against bandits in the forest. as its the main focus of the scene, and then add extra
h Fighting monsters in a dungeon. doors or paths for enemies to enter if needed.
Combat During Challenge: A scene where the main For challenge fights the location should be built
goal is to complete a challenge, and fighting is part of around the fight. Give enemies an advantage, have a
it. The scene ends when the challenge is overcome, large room to fight in to maneuver, and try to make
not when the fighting is over. Examples include: where the fight happens a key part of the fight.
h Dueling in the king’s court while arguing. Finally decide what kind of enemies to use.
h Fighting off endless snakes while disarming the For regular fights try to include at least 2 different
endless snake trap that triggered.
enemy types or tactics in each encounter. It’s fine to
h Protecting someone or something for a set time.
use only one type, but may lead to less interesting
Challenge Fight: A scene where what or where combat if used repeatedly.
you’re fighting is the challenge. The scene ends when
For fights during a challenge using one type of enemy
the fight ends, but ending the fight is a difficult or
work, as enemies are not the primary focus of the
complex challenge. Examples include:
scene. Elites and stronger enemies shouldn’t be used
h A fight against a Unique enemy who has allies. unless players are expected to run/avoid them.
h An encounter on a bridge, in an alley, on the low For challenge fights use primarily lackeys and unique
ground, or anyplace where player movement is
limited and enemies have the advantage. enemies, or elites with a very strong asymmetrical
advantage over players. These types of fights are
h A fight where how to damage or defeat the
enemies is a puzzle that must be solved. more difficult than others, and allows you to use
more tools than other fights.

308
9
How to Run An Enemy Roll To Hit & Critical Hits
As the GM you have complete control over how Enemies tend to have a higher bonus to hit instead of
enemies behave during combat. You can make them rolling more dice to hit. This allows you roll a handful
take the smartest move, position in only the right of dice at a time, and have players know each dice is
places, and make each bandit players comes across for a different attack.
behave like an expert tactician.
h If an attack is weak, or multiple enemies of the
However, doing this makes every fight feel the same. same type are attacking the same person, then
It also makes it less impressive when they run into roll them all together to save time.
someone who’s suppose to be smart, and they h If an attack is powerful, such as with per scene
attacks, roll them separately and one at a time.
behave just like every other enemy. Variety is the
spice of life, and combat is no different. h When an enemy Critical Hits add the Damage
listed for that enemy type to the attack’s damage.
As the GM you can easily kill players, but the goal
should be to provide fair and tough challenges. Keep Using Dodge and Armor
the following in mind when deciding how enemies Dodge and Armor are powerful defenses. Using them
act, and how smart you choose to run them. to their fullest on every enemy means fights will go
on longer. Keep in mind the following:
Initiative It is okay for an enemy to go down and have more
As a reminder Initiative is a Volition check. Initiative
than 0 Dodge and 0 Armor.
goes highest to lowest successes, and at each success
amount enemies go first, then players. For smart or important enemies, use Dodge and
Armor to their fullest to make sure they have time to
If running 4 or more monsters, group monsters by
act and impact the combat scene. For other enemies
type in initiative. As in all archers act together, all
use the below guidelines.
Lackeys act together, etc.
For the average enemy have them be brave, foolish,
This reduces the amount of Initiative rolls you have
or prideful and never Dodge the first attack they take.
to make, and it makes it easier for both you and
Alternatively have them be cowardly, slippery, or
players to plan out their turns in combat.
short sighted have them Dodge every attack that
Tracking Stamina goes their way if able to.
Track damage enemies take counting up instead of For the average enemy have them start to Brace
subtracting from Stamina. When the total damage an Armor after they have seen an ally take 10 or more
enemy has taken is higher than their max Stamina, damage, or have them Brace Armor if they couldn’t/
that enemy is down. didn’t Dodge until they run out of Armor.
There are two recommended ways to track Stamina. For especially weak or comically stupid enemies,
Both have their benefits, and it comes down to your have them only Dodge or Brace against the worst
style as GM or the tone you want for your table. possible attacks to defend against.
Public Damage: track the damage players have done
to an enemy in the open on a note, or anywhere that
Play Into Player Plans
A final, but very important, piece of advice. As much
players can see. This way they can tell which enemies
as you can play into player plans. If they want to
they want to focus down.
trick enemies into a narrow bridge to kick them off,
Private Damage: Keep track of enemy damage taken have enemies charge onto it. If a player wants to
behind a screen, or somewhere players can’t see it. trigger swift attacks, then run past him or shoot in
This lets you keep players in the dark about how melee of him. If a player wants to tank, then send
close they are to victory, and keeps the tension high. damage their way. It makes combat more fun.

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9
Orcs Orc Warrior M

SIZE
Orcs are people who value combat and honor on a Standard Orc • Skirmisher
deep level. They are often found in nomadic raid SP 5 DO 3 AR 3 STA 24
based communities.
Vulnerable: -
They see a fight to the end as the highest form of
respect they can give another creature, and will not Resists: -
kill anyone who cannot defend themselves. Immunity: -
Languages: Common, Battalion
Faction Ability: When any Orc falls to 0 Stamina, 9 Sword Swing: +1 to hit. Melee. 2D6 Slashing
another Orc with line of sight of them can make a and restore 2 Stamina per success.
basic attack as a free action. 9 Orc Tackle: +1 to hit. Once per rest. 1D6
Crushing per success, and push the target 1D4
Tier One spaces per success. This push can trigger Swift
Orc Guard: Standard Defender Attacks from all allies. If Dodge or Brace Armor is
Orc Warrior: Standard Skirmisher used, they are still pushed half the distance.
Orc Champion: Elite Brute 9 Second Wind: The first time this drops to 10
or less Stamina, recharge all abilities.
Orc Archer: Standard Artillery
Orc Rogue: Elite Lurker
Orc Aspirant: Minor Skirmisher Orc Champion M

SIZE
Elite Orc • Brute
Orc Commander: Unique Leader SP 5 DO 5 AR 3 STA 56

Vulnerable: -
Orc Guard M
SIZE

Standard Orc • Defender Resists: Crushing

SP 5 DO 3 AR 4 STA 24 Immunity: -

Vulnerable: -
9 Fist: +2 to hit. Melee. 2D4 Crushing and
Resists: - restore 2 Stamina per success.
Immunity: -
9 Orc Tackle: +2 to hit. Once per rest. 1D6
Crushing per success, and push the target 1D4
9 Sword Swing: +1 to hit. Melee. 2D6 Slashing spaces per success. This push can trigger Swift
and restore 2 Stamina per success. Attacks from all allies. If Dodge or Brace Armor is
used, they are still pushed half the distance.
9 Orc Tackle: +1 to hit. Once per rest. 1D6
Crushing per success, and push the target 1D4 9 Battle cry: 2 Actions. Once per rest. Restore
spaces per success. This push can trigger Swift 3D6 Stamina to yourself and all allies within your
Attacks from all allies. If Dodge or Brace Armor is Speed spaces of you.
used, they are still pushed half the distance.
9 Combo: +2 to hit. Once per rest. 2D4 Crushing
9 Guard: When an ally triggers Second Wind damage per success and the target gains 1 stack of
grant them 1 Armor and heal them 1D6 Stamina. Stun per success.
9 Second Wind: The first time this drops to 10 9 Second Wind: The first time this drops to 10
or less Stamina, recharge all abilities. or less Stamina, recharge all abilities.

310
9

Orc Archer M Orc Aspirant M

SIZE

SIZE
Standard Orc • Artillery Minor Orc • Skirmisher
SP 5 DO 3 AR 3 STA 24 SP 5 DO 0 AR 2 STA 12

Vulnerable: - Vulnerable: -

Resists: - Resists: -

Immunity: - Immunity: -

9 Bow: +1 to hit. Range 12. 2D8 Piercing and 9 Sword Swing: +0 to hit. Melee. 2D6 Slashing
restore 2 Stamina per success. and restore 2 Stamina per success.
9 Orc Tackle: +1 to hit. Once per rest. 1D6 9 Wild Charge: 2 Actions. Once per scene. Move
Crushing per success, and push the target 1D4 up to twice your speed spaces as long as you end
spaces per success. This push can trigger Swift adjacent to an enemy. Then Sword Swing attack
Attacks from all allies. If Dodge or Brace Armor is all adjacent enemies with an additional +2 to hit.
used, they are still pushed half the distance.
9 Piercing Shot: 2 Actions. Once per rest. Mark Orc Commander M

SIZE
a straight line 1 space thick. At the start of your Unique Orc • Leader
next turn all enemies in those spaces take 2D12 SP 5 DO 5 AR 4 STA 72
Piercing and gain Slow on their next turn.
Vulnerable: -
9 Second Wind: The first time this drops to 10
or less Stamina, recharge all abilities. Resists: Crushing, Piercing, Slashing

Immunity: -
Orc Rogue M
SIZE

Elite Orc • Lurker


SP 5 DO 5 AR 3 STA 30
9 Sword Swing: +3 to hit. Melee. 2D6 Slashing
and restore 2 Stamina per success.
Vulnerable: -
9 Orc Tackle: +3 to hit. Once per rest. 1D6
Resists: Crushing Crushing per success, and push the target 1D4
spaces per success. This push can trigger Swift
Immunity: -
Attacks from all allies. If Dodge or Brace Armor is
used, they are still pushed half the distance.
9 Dagger: +2 to hit. Melee. 1D4 Piercing + 1D12
Piercing per success. 9 Commanders Aura: Grants all allies +2 Speed
while above 0 Stamina. Loses all Resist if there is
9 Orc Tackle: +2 to hit. Once per rest. 1D6 less than 3 other Orcs still fighting in the scene.
Crushing per success, and push the target 1D4
spaces per success. This push can trigger Swift 9 Order: 2 Actions. Restore the use of once per
Attacks from all allies. If Dodge or Brace Armor is rest abilities on an ally.
used, they are still pushed half the distance. 9 Push Beyond: Once per rest. Grant 1 target +1
stack of Fatigue and set them to full Stamina.
9 Cheap Shot: +2 to hit. Once per rest. 2D12
Piercing per success. Costs twice as much Dodge, 9 Allies Lying In Wait: Once per rest. Add 3 Orc
and Brace Armor reduces all dice to 2 instead of 1. Aspirants to the fight in adjacent spaces.
9 Rogue’s Patience: When anyone triggers 9 Second Wind: The first time this drops to 10
Second Wind, recharge all abilities. or less Stamina, recharge all abilities.

311
9
Undead Zombie M

SIZE
Undead is a broad category. Minor Undead • Skirmisher
TEMP DESCRIPTION SP 4 DO 0 AR 0 STA 12

Languages: Cryptic, what they knew in life, or None. Vulnerable: Holy, Fire
Faction Ability: Healing an undead instead deals Resists: -
Holy damage to them.
Immunity: Necrotic

Tier One
Skeleton: Standard Corpse: Lackey Zombie: Minor 9 Rot Swipe: +0 to hit. Melee. 2D6 Slashing.
Lash Zombie: Standard Machine Zombie: Elite 2+ success: Target gains 1 Bleed per success. Bleed
Bloat: Elite Spore Ghoul: Elite Graveyard: Unique last until the end of the scene, and deals 1 damage
per stack at the start of their turn.
Skeleton M
Standard Undead • Skirmisher SIZE 9 Rot Bite: +0 to hit. Melee. Once per rest. 3D6
Piercing Poison. Recharges when this rolls a 6 on
SP 5 DO 3 AR 3 STA 24 any damage dice.
Vulnerable: Holy 9 Zombie: Can’t be reduced to less than 1
Resists: Piercing Stamina except by damage this is Vulnerable to,
or from a Critical Hit.
Immunity: Necrotic

9 Sword: +1 to hit. Melee. 2D6 Slashing and Lash Zombie L

SIZE
restore 1D4 Stamina per success. Standard Undead • Skirmisher
9 Throw Bone: +1 to hit. Range 5. 2D6 Crushing SP 4 DO 3 AR 3 STA 44
per success. This takes 1D4 Stress per success.
Vulnerable: Holy, Fire

Resists: -
Corpse M
SIZE

Lackey Undead • Skirmisher Immunity: Necrotic


SP 4 DO 0 AR 0 STA 1
Vulnerable: Holy, Fire 9 Bash: +1 to hit. Melee. 2D6 Crushing.
2+ success: 1 space adjacent to the target per
Resists: - success becomes a 5ft pit. If all spaces are already
Immunity: Necrotic pits, increase the depth of a pit by 5ft instead.
9 Pull: +1 to hit. Range 4. 2D4 Piercing, and 1
9 Swipe: +0 to hit. Melee. 1D4 Slashing. target in range per success is pulled adjacent to
2+ success: Target gains 1 Bleed per success. Bleed this creature.
last until the end of the scene, and deals 1 damage
per stack at the start of their turn.
9 Wind Up: 2 Actions. Mark a 2x8 area adjacent
to this creature. The next attack this makes
9 Bite: +0 to hit. Melee. Can only be used after ignores Dodge, hits everyone in those spaces, and
Swipe hit this turn. 1D6 Poison per success, and double the amount of damage dice of the attack.
the target takes 1 stack of Slow per success.
9 Zombie: Can’t be reduced to less than 1
9 Hoard: Comes in pairs (use 2 of this creature Stamina except by damage this is Vulnerable to,
for each one you intend to include). or from a Critical Hit.

312
9

Machine Zombie M Spore Ghoul M

SIZE

SIZE
Standard Undead • Skirmisher Standard Undead • Skirmisher
SP 4 DO 5 AR 3 STA 36 SP 6 DO 7 AR 0 STA 36

Vulnerable: Electric, Holy Vulnerable: Holy, Fire

Resists: - Resists: -

Immunity: Necrotic Immunity: Necrotic

9 Metal Claw: +2 to hit. Melee. 2D8 Slashing. 9 Spores: At the start of this creatures turn it
2+ success: Target gains 1 Afflicted per success. deals 1D4 Poison to all enemies in the scene
9 Iron Jaw: +2 to hit. Melee. Once per rest. 9 Spore Spit: +2 to hit. Range 12. 2D4 Poison
3D8 Piercing. 2+ success: Target gains 1 Afflicted and trigger the Spores effect once per success.
per success.
9 Spore Shower: +2 to hit. Cone 6. 4D4 Poison
9 Bone Rocket: +2 to hit. Range 10. 2 Actions. and trigger the Spores effect once per success.
Once per rest. 3D8 Necrotic to the target and all
adjacent, and they gain 1 Afflicted per success.
9 Regeneration: 2 Actions. Set Speed to 0 until
the start of its next turn and heal 2D12 Stamina.
9 Zombie: Can’t be reduced to less than 1 9 Feast: 2 Actions. Requires being adjacent to a
Stamina except by damage this is Vulnerable to, defeated Undead. Eat the body of the defeated
or from a Critical Hit. Undead to trigger Regeneration as a free action
9 Grave Touched: All per rest abilities recharge and increase the damage of the Spores ability by
whenever this rolls a 6 on any hit or damage dice. +1D4 until the end of the scene.
9 Final Burst: When this dies it triggers its
Bloat M Spores effect 1D6 Times.
SIZE

Elite (Sturdy) Undead • Skirmisher


SP 3 DO 3 AR 4 STA 54

Vulnerable: Holy, Fire

Resists: Crushing

Immunity: Necrotic

9 Infest: +2 to hit. Melee. 2D6 Crushing.


2+ success: Target gains 1 stack of Maggots per
success until the end of the scene.
9 Bloat: +2 to hit. Range 12. Twice per rest. All
enemies in range takes 1 damage per success and
gains 1D6 stacks of Maggots per success until the
end of the scene.
9 Corrupted: The first time in a scene this drops
to 50, 40, 30, 20, and 10 Stamina it immediately
triggers a free use of Bloat as a free action.
9 Maggots: Maggots increase damage taken
from all Undead by 1 per stack.

313
9

Graveyard (50 x 50/entire scene)


M

SIZE
Unique Undead • Leader
SP 1 DO 0 AR 7 STA152

Vulnerable: Holy

Resists: -

Immunity: Necrotic

9 Decay: Takes triple damage from Vulnerable


instead of the normal double damage. At the start
of its turn heals 2D6 Stamina.
9 Cracks In The Stone: When this is Critical Hit
it gains Vulnerability to a damage type of the
attacker’s choice until the end of the scene.
9 Monstrous Structure: This can only be
attacked by players on/inside of this. They are in
melee range of this if they are within 1 space of
any structure on/inside of it that doesn’t have
specified stats.
9 Decaying Mist: +3 to hit. Range self. All non
Undead in range takes 2D6 Poison per success.
9 Unearth: Choose a space in the scene. A
Gravestone with Sp 0 Do 0 Ar 0 Stam 12 and Vul:
Crushing, is created in and occupies that space.
9 Raise: +3 to hit. Range self. Once per rest. For
each success create 1 Spore Ghoul or 1 Bloat in an
empty space in range.
9 Create Undead: 2 Actions. Once per rest.
Roll 1D12.
On a 3+ create a Corpse adjacent to each
Gravestone in the scene.
On a 6+ also create 4 Zombies adjacent to any
Undead or Gravestone in the scene.
On a 9+ also create 2 Skeletons adjacent to any
Undead or Gravestone.
On a 12 also create 1D4 more Gravestones.
9 Grave Touched: All per rest abilities recharge
whenever this rolls a 6 on any hit or damage dice.

314
9
Mole Men Mole Barbarian M

SIZE
Mole creatures roughly the same height as Dwarves Elite (Sturdy) Mole Man • Skirmisher
part of underground societies. SP 6 DO 5 AR 0 STA 54
TEMP DESCRIPTION
Vulnerable: Fire
Languages: Scavik
Resists: Stone
Faction Ability: Can treat any natural stone or dirt as
Immunity: -
terrain they can move through.

Tier One 9 Barbarian Battleaxe: +2 to hit. Melee. 2D6


Mole Warrior: Minor Mole Guard: Standard Slashing, gain 1D6 max Stamina, and heal for the
Mole Barbarian: Elite Brute Mole Chemist: Elite same amount per success.
9 Charge: 1 Actions. Take a move action moving
Mole Warrior SIZE
M
at least 4 spaces and ending next to an enemy. All
Minor Mole Man • Skirmisher
attacks you make for the rest of this turn gain
SP 6 DO 0 AR 2 STA 12 +1D6 to hit.
Vulnerable: Fire 9 Battle Cry: 2 Actions. Once per scene. Heal
Resists: Stone
Stamina equal to half your maximum Stamina.

Immunity: - 9 Rush of Battle: While below half maximum


Stamina gains +1D6 damage with all attacks.

9 Claws: +0 to hit. Melee. 1D6 Slashing per


success. Mole Chemist M

SIZE
Elite Mole Man • Leader
9 Claw Combo: +0 to hit. Melee. 2 Actions. 2D8
Slashing, and gain +1 to hit with this attack per SP 6 DO 5 AR 3 STA 36

success until the end of the scene. Vulnerable: Fire

Resists: Stone
Mole Guard M
SIZE

Immunity: -
Standard Mole Man • Skirmisher
SP 6 DO 3 AR 3 STA 24
9 Sharp Claws: +2 to hit. Melee. 2D8 Slashing
Vulnerable: Fire per success.
Resists: Stone 9 Claw Combo: +2 to hit. Melee. 2 Actions. 2D10
Immunity: - Slashing, and gain +1 to hit with this attack per
success until the end of the scene.

9 Claws: +1 to hit. Melee. 1D6 Slashing per 9 Poison Potion: +2 to hit. Range 6. 4D4 Poison
success. per success.

9 Claw Combo: +1 to hit. Melee. 2 Actions. 2D8 9 Battle Potion: +2 to hit. Range 6. 2D4 Poison
Slashing, and gain +1 to hit with this attack per per success and the target restores a use of 1 per
success until the end of the scene. rest ability per success.

9 Tactics: This rolls 2 dice to hit, taking the dice 9 Speed Potion: +2 to hit. Range 6. 2D4 Poison
of their choice, if they’re inside of a wall, and per success, and the target gains 1 stack of Vigor
their target isn’t. on their next turn per success.

315
9
Mechanical Animals Shock Rabbit S

SIZE
The tech in these things is powerful enough to run an Minor Mech Animal • Skirmisher
Abyss ship, and it’s being used to make a machine act SP 6 DO 0 AR 2 STA 12
more like a wild animal. For what purpose?!
Vulnerable: Slashing
TEMP DESCRIPTION
Resists: -
Languages: Forik
Immunity: Electric
Faction Ability: When a mechanical animal attacks,
one other mechanical animal with line of sight to it
may make a free move action. 9 Linked: If this takes damage it’s Vulnerable to,
it deals 1D6 Chaos to the nearest enemy or ally.
Tier One 9 Shock Bite: +0 to hit. Melee. 2D4 Electric per
Revolver Spider: Lackey success, and the target gains 1 stack of Sun on
Shock Rabbit: Minor their next turn. This gains +1 Speed per success.
Grenade Squirrel: Standard
Shotgun Frog: Elite (Sturdy) 9 Shock Round: +0 to hit. Line 6. Everyone in
Fire Fox: Elite range takes 2D6 Electric. This gains +1 Speed, and
this attack gains +2 Range, per success.
Revolver Spider S
SIZE

Lackey Mech Animal • Skirmisher


SP 6 DO 3 AR 0 STA 1
Vulnerable: Crushing, Electric
Grenade Squirrel S

SIZE
Resists: - Standard Mech Animal • Skirmisher
Immunity: Stone SP 6 DO 4 AR 3 STA 24

Vulnerable: Crushing, Electric


9 Linked: If this takes damage it’s Vulnerable to, Resists: Fire
it deals 1D6 Chaos to the nearest enemy or ally.
Immunity: -
9 Web: When this enters a space it cover the
space, and all adjacent spaces, in Web until the
end of the scene. Web is Difficult Terrain, but 9 Tech: When this takes damage it’s Vulnerable
Mechanical Animals treat it as normal terrain and to, or is Critical Hit, it gains Stun on its next turn.
are immune to Swift Attacks while on it. 9 Left Cheek: +1 to hit. Range 6. Once per rest.
Target and everyone within 2 spaces of them
9 Shoot: +0 to hit. Range 6. 1D6 Piercing. After takes 2D6 Fire per success.
using this attack roll 1D6 per success and choose
a result. On a 2 or less this attack can’t be used 9 Right Cheek: +1 to hit. Range 6. Once per rest.
again this scene. Target and everyone within 2 spaces of them
takes 2D6 Fire per success.
9 Bullet Fangs: +0 to hit. Melee. Can only target
enemies in the same space. Ignores Dodge. 2D4 + 9 Explosive Bite: +1 to hit. Melee. Once per rest.
1D6 Piercing. After using this attack roll 1D6 per Target and everyone within 2 spaces of them
success and choose a result. On a 2 or less this takes 3D6 Fire per success. 2+ successes: This
attack can’t be used again this scene. takes no damage from this ability.
9 Reload: 2 Actions. Can use Shoot and Bullet 9 Munch: 2 Actions. Refresh the use of all once
Fangs again this scene. per rest abilities.

316
9

Shotgun Frog S Fire Fox M

SIZE

SIZE
Elite Mech Animal • Skirmisher Elite Mech Animal • Skirmisher
SP 3 DO 0 AR 0 STA 54 SP 6 DO 0 AR 6 STA 36

Vulnerable: Electric, Fire Vulnerable: Cold, Electric

Resists: - Resists: -

Immunity: - Immunity: Fire

9 Close Quarters: Attacks made against targets 9 Flame Burst: When this ends any movement,
in the same space roll twice the damage dice. or Braces Armor, it sets 2D6 spaces near it on fire
until the end of the scene.
9 Shotgun: +2 to hit. Range Cone 2. 2D8 Sonic.
2+ successes: Cone Range increased by +1 per 9 Bite: +2 to hit. Melee. 2D6 Fire and light 1D6
success. After using this roll 1D12. On a 4 or less spaces near it on fire until the end of the scene.
this can’t be used again. The spaces are Deadly Terrain that deal 1D6 Fire
instead of Stress.
9 Burst Fire: +2 to hit. Range 6. 2D10 Sonic and
reroll up to 1 dice per success. After using this roll 9 Flame Thrust: +2 to hit. Range Cone 6. Once
1D12. On a 4 or less this can’t be used again. per rest. 3D8 Fire. This heals 1D4 Stamina per
target hit per success.
9 Leap: 2 Actions. Jump up to 30 feet in the air,
move up to 3 times Speed, and enter a grapple 9 Fire Run: Free action. Once per rest. Until the
with anyone in the space you land in. Immune to start of your next turn all spaces you start in,
Swift Attacks during this movement. move through, or end on are set on fire until the
end of the scene.
9 Croak: 2 Actions. Can use Shotgun and Burst
Fire again. 9 Refuel: 2 Actions. Refresh the use of all once
per rest abilities.
9 Fire Spaces: Any spaces this sets on fire are
Deadly Terrain that deal 1D6 Fire.

317
9
Droid Militia Footman M

SIZE
The machine king was tyrant with an iron fist who Lackey Droid Militia • Artillery
was only defeated when his servants revolted. SP 5 DO 0 AR 0 STA 1
TEMP DESCRIPTION
Vulnerable: Piercing
Languages: Codec
Resists: -
Faction Ability: A downed droid can’t be healed, but
Immunity: Electric, Fire
will reactivate with 1D12 x Tier Stamina if there are 2
other Droid Militia within 1 space of them at the end
of the round. 9 Shoot: +0 to hit. Range 12. 1D6 Piercing, and
heal the closest non Footman Droid Militia 1
Tier One Stamina per success.
Fighter: Minor Brute
Footman: Lackey Artillery
Shooter: Minor Artillery Shooter M

SIZE
Gunner: Standard Artillery Minor Droid Militia • Artillery
Medic: Standard Defender 5
SP DO 0 AR 0 STA 12
Grenadier: Standard Lurker
Machine Gunner: Elite Artillery Vulnerable: Piercing
Trained Trooper: Elite Skirmisher Resists: Electric, Fire
Bomb Walker: Elite (sturdy) Brute
Immunity: -
Captain: Elite (Glass Cannon) Leader
Commander: Unique Controller
9 Shoot: +0 to hit. Range 12. 1D8 Piercing, and
heal the closest non Footman Droid Militia 1
Stamina per success.
9 Burst Fire: +0 to hit. Range 12. 2D8 Piercing.
Fighter M Dodging this attack cost +1 Dodge per success.
SIZE

Minor Droid Militia • Brute


SP 5 DO 0 AR 0 STA 12

Vulnerable: Piercing Gunner SIZE


M
Standard Droid Militia • Artillery
Resists: Electric, Fire
SP 5 DO 2 AR 4 STA 24
Immunity: -
Vulnerable: Piercing

Resists: Electric, Fire


9 Spear: +0 to hit. Melee. 1D4 Piercing, and heal
the closest non Footman Droid Militia 1 Stamina Immunity: -
per success.
9 Throw Spear: +0 to hit. Melee 8. 4D4 Piercing 9 Shoot: +1 to hit. Range 12. 2D8 Piercing, and
and heal the closest non Footman Droid Militia 1 heal the closest non Footman Droid Militia 1
Stamina per success. Using this ability disables Stamina per success.
Spear and Throw Spear attacks.
9 Target Lock: +1 to hit. Range 12. One enemy in
9 Generate Spear: 1 Action and 1D4 Stamina. range per success can’t Dodge any attacks until
Can use Spear and Throw Spear attacks again. the start of your next turn.

318
9

Medic M Machine Gunner M

SIZE

SIZE
Standard Droid Militia • Defender Elite Droid Militia • Artillery
SP 5 DO 2 AR 4 STA 24 SP 5 DO 4 AR 5 STA 36

Vulnerable: Piercing Vulnerable: Piercing

Resists: Electric, Fire Resists: Electric, Fire

Immunity: - Immunity: -

9 Heal Shot: +1 to hit. Range 12. 2D6 Piercing, 9 Shoot: +2 to hit. Range 12. 2D10 Piercing, and
and heal the closest non Footman Droid Militia heal the closest non Footman Droid Militia 1
1D4 Stamina per success. Stamina per success.
9 Medic Pack: 2 Actions. Range 5. Target heals 9 Covering Fire: +2 to hit. Cone 12. Once per
3D6 Stamina. Can’t be used on downed target. rest. All enemies in range take 2D10 Piercing, and
allies in range may take a free move action.
9 Target Lock: +2 to hit. Range 12. One enemy
Grenadier M in range per success can’t Dodge any attacks until
SIZE

Standard Droid Militia • Lurker the start of your next turn.


SP 5 DO 2 AR 4 STA 18
9 Regenerating Grenade: +2 to hit. Range 12.
Vulnerable: Piercing Once per rest. Target and everyone within 1 space
of them takes 2D8 Piercing, and gains 1 stack of
Resists: Electric, Fire
Stun per success.
Immunity: -
9 Revitalize: 1 Action and 1D4 Stamina. Regain
the use of all per rest abilities.
9 Grenade Shot: +1 to hit. Range 12. 2D6 + 1D12
Piercing, and heal self 1D4 Stamina per success.
9 Droid Grenade: 2 Actions. Range 12. Once per
rest ability. Target and everyone within 3 space of Trained Trooper M

SIZE
Elite Droid Militia • Skirmisher
them takes 2D8 + 2D12 Piercing, and gains 1 stack
of Stun per success. This ability cost +1 Dodge per SP 5 DO 3 AR 5 STA 36
success to Dodge. Vulnerable: Piercing
9 Revitalize: 1 Action and 1D4 Stamina. Regain Resists: Electric, Fire
the use of all per rest abilities.
Immunity: -

9 Shoot: +2 to hit. Range 5. 2D8 Piercing, and


heal the closest non Footman Droid Militia 1
Stamina per success.
9 Snipe: 2 Actions. +2 to hit. Range 10. 3D10
Piercing and the target gains Immobile until the
end of their next turn.
9 Armor Charge: 2 Actions. +2 to hit. Melee.
3D8 Piercing and restore 1 Armor per success.

319
9

Bomb Walker L Captain M

SIZE

SIZE
Elite Droid Militia • Brute Elite Droid Militia • Leader
SP 3 DO 0 AR 3 STA 94 SP 5 DO 5 AR 5 STA 18

Vulnerable: Piercing Vulnerable: Piercing

Resists: Electric, Fire Resists: Electric, Fire

Immunity: - Immunity: -

9 Exploiting Faults: When this is Critical Hit it 9 On my mark: When this heals a Droid Militia
gains Vulnerable to a damage type the attack had it grants them a free use of their Shoot attack.
until the end of the scene.
9 Body Guards: At the end of this creatures turn
9 Resource Generator: At the end of the round pull all downed allies 1 space towards it.
roll 1D12. On a 11+ recharge all per rest abilities on
this, and all adjacent Droid Militia.
9 Shoot: +2 to hit. Range 5. 4D8 Piercing, and
heal the closest non Footman Droid Militia 1
9 Shoot: +2 to hit. Range 5. 2D4 Piercing, and Stamina per success.
heal the closest non Footman Droid Militia 1
Stamina per success.
9 Reload Now: 2 Actions. Ally in line of sight
recharges all per rest abilities, or heals them 2D8
9 Suppressor Bomb (bay 1): +2 to hit. Range 5. Stamina (your choice).
Once per rest. Target and everyone within twice
successes spaces of them takes 4D4 Sonic and
9 Move Forward: 2 Actions. Ally in line of sight,
and all allies adjacent to them, are healed 1D10
gains Slow until the end of their next turn. Stamina and get a free Move action.
9 Suppressor Bomb (bay 2): Same as above.
9 Suppressor Bomb (bay 3): Same as above.
9 Tremor Bomb (bay 1): +2 to hit. Range 5.
Once per rest. Target and everyone within twice
successes spaces of them takes 1D10 Stone and is
knocked Prone. If already Prone they take 2D10
Stone instead.
9 Tremor Bomb (bay 2): Same as above.
9 Tremor Bomb (bay 3): Same as above.

320
9

Commander M

SIZE
Unique Droid Militia • Controller
SP 5 DO 6 AR 6 STA 42

Vulnerable: Piercing

Resists: Electric, Fire

Immunity: -

9 Droid Command: When a Droid Militia in the


scene is reactivated, it immediately gets a free use
of its Shoot ability.
9 Commander Shot: +3 to hit. Range 5. Target
and everyone within 3 spaces of them takes 2D8
Piercing, and heal all Droid Militia in the scene 1
Stamina per success.
9 Armor Charge: 2 Actions. +3 to hit. Melee.
3D8 Piercing and restore 1 Armor per success.
9 Command The Militia: 2 Actions. Pull all
downed Droid Militia up to 1D12 spaces towards
this unit.
9 Reinforcements: 2 Actions. Once per rest. Roll
2D8 + 3. For every 5 points rolled either add
3 Footman, 2 Shooters, or 1 Gunner to the fight.

This ability recharges when this rolls an 8 or


higher or any damage dice.

321
9
Pickpockets Thug M

SIZE
Stabs people for money. Fairly lucrative and effective. Minor Pickpocket • Brute
TEMP DESCRIPTION SP 5 DO 0 AR 0 STA 32

Languages: Common Vulnerable: Fire


Faction Ability: Steals 1D6 silver per success from Resists: -
the target even if they Dodge or Brace Armor. Money
Immunity: -
stolen this way is immediately sent to their hideout.

Tier One 9 Fist: +0 to hit. Melee. 1D8 Crushing and target


Cut Purse: Lackey is pushed 1 space per success.
Thief: Minor 9 Sawed off: +0 to hit. Range 3. 3D4 Crushing
2+ successes: This may reroll up to 1 damage dice
Thug: Minor Brute
per success.
Gang Member: Standard
9 Hit Back: When this is hit by a Swift Attack or
Sharpshooter: Standard Artillery Crushing damage, it may make a free Fist attack
Outlaw Brute: Elite Brute in response.

Cut Purse M
SIZE

Lackey Pickpocket • Skirmisher Gang Member M

SIZE
Standard Pickpocket • Skirmisher
SP 5 DO 0 AR 0 STA 1
SP 5 DO 3 AR 3 STA 24
Vulnerable: Fire
Vulnerable: Fire
Resists: -
Resists: -
Immunity: -
Immunity: -

9 Stab: +0 to hit. Melee. 1D4 Piercing and the


target has 1D6 extra silver stolen per success. 9 Short Sword: +1 to hit. Melee. 2D6 Slashing.
2+ successes: Target is Afflicted.
9 Six Shooter: +1 to hit. Range 6. 1D6 Crushing
Thief M
per success. If any damage dice roll a 6 you may
SIZE

Minor Pickpocket • Skirmisher


use this ability again as a free action.
SP 5 DO 0 AR 0 STA 12

Vulnerable: Fire Can only be used 6 times in a fight until they


need to reload. Reloading cost 2 Actions.
Resists: -

Immunity: -
9 Gang Up: While grappling someone all allies
ignore the target’s Dodge instead of just you.

9 Short Sword: +0 to hit. Melee. 1D6 Slashing.


2+ successes: Target is Afflicted.
9 Gut Punch: +0 to hit. Melee. 1D12 Crushing
and the target is pulled into a Grapple. 2+
successes: Target is Afflicted.

322
9

Sharpshooter M Outlaw Brute M

SIZE

SIZE
Standard Pickpocket • Artillery Elite Pickpocket • Brute
SP 5 DO 3 AR 3 STA 24 SP 5 DO 5 AR 3 STA 56

Vulnerable: Fire Vulnerable: Fire

Resists: - Resists: -

Immunity: - Immunity: -

9 Charge Pack: Has a charge pack for their 9 Aggressor: When this makes an attack, if the
weapon. Takes 12 charges to fill. When full their target does not Dodge or Brace Armor, they are
next attack ignores Dodge and Armor. also knocked Prone.
9 Rifle: +1 to hit. Range 12. 2D8 Crushing and 9 Kick Em: Attacks automatically Critical Hit
gain 1 charge per success. If the attack Critical targets that are Prone.
Hits gain double the charges.
9 Brass Knuckles: +2 to hit. Melee. 2D4
Crushing per success.
Can only be used 12 times in a fight until they
need to reload. Reloading cost 2 Actions. 9 Six Shooter: +2 to hit. Range 6. 1D6 Crushing
per success. If any damage dice roll a 6 you may
9 Overwatch: 2 Actions. Mark at 12 by 2 area use this ability again as a free action.
until the start of your next turn. Every time an
enemy enters a space in the marked area make a Can only be used 6 times in a fight until they
free Rifle attack against them. need to reload. Reloading cost 2 Actions.
9 Reckless Unload: +2 to hit. Range 1. Once per
rest. 2D6 Crushing per success and heal 1D8
Stamina per success. Using this ability empties
your weapon and you need to reload. This ability
recharges when a 6 is rolled on any damage dice.
9 Bull Rush: 2 Actions. Move up to twice your
Speed and grapple someone as a free action. If
you succeed the grapple check also deal 1D6
Stress to the target.

323
9
Bandits: While at 0 Armor or outnumbered, unlocks Elemental: This is attuned to an element. At the start
Desperation Attack which ignores Dodge. of turn create a source of whichever element this is
attuned to. Source last until the end of the scene, and
———
has the following effect:
Priest of the Iron Temple: When any Priest of the
Fire: Wild Fire. At the start of the round deal 2D4 Fire
Iron Temple spends actions to reload, they also make
to everything in the scene for every source of Fire
a Charm check. For each success, another Priest of
within 2 spaces of them.
the Iron Temple can reload as a free action.
Earth: Pillar of earth. Pillar is 30ft high and provides
———
Cover to all adjacent. Pillar forms 1D6 spaces from an
Ghost: Does not occupy a space. All non ghosts that enemy. Anyone within 2 spaces of a pillar forming is
occupy the same space as a Ghost at the start of their struck by debris and knocked Prone, or takes 1D10
turn takes 1D6 Cold damage and have their max Stone if already Prone.
Stamina reduced to their current Stamina until the
Water: Geyser. At the start of a round, increase the
end of the scene.
water level in the scene by 1ft per geyser. At 5 ft of
——— water all non Elementals at Slow. At 30ft all non
Doppelgangers: When an doppelganger dies, all Elementals take 1D10 Cold Crushing for every 10 ft
other doppelgangers gain Vigor on their next turn. below the surface they are.

——— Wind: Wind Rifts. Anyone who enters a wind rift


takes 1D6 Sonic and loses 1 Speed until the end of the
Clockwork: Can only move in a straight line when
scene. At the start of the round push all non
taking Move actions. Rotating costs 1 Action. Has 3
Elementals in the scene 1 space per source.
Actions per turn instead of 2 Actions.
Electric: Coiled Energy. Anyone within 2 spaces of a
———
coiled energy gains Vulnerability to Electric. At the
Trolls: Heals [Tier D8] Stamina at the start of its turn start of the round each coil links to its 2 nearest coils
——— and deals 1D12 Electric to anyone within the link.

Wild Animals: Grappling someone grants them ———


Vulnerable to Crushing, Piercing, and Slashing God: Necrotic damage instead heals this creature for
damage until grapple ends. twice its value.
——— ———
Demon: Necrotic damage instead heals this creature Fey: When a Fey drops to 10 or less Stamina roll 1D20.
for twice its value. On a 10 or less they laugh and fade back into the Fey.
——— They return in 1D20 days.

Giants: When an attack gets 2+, also knock the target ———
up to 1D12 Spaces towards the nearest wall. If they hit Whisper Hunter: Ignores tech level requirements.
the wall they take 1D12 Crushing. Can’t use or attune to any magic items. Critical Hits
——— on the first attack they make in a scene.

Dragon: All non Dragons in the scene takes 1D8 ———


Stress damage at the start of its turn while in line of Sky Keeper: When this Critical Hits, uses a 2 Action
sight of a Dragon. ability, or uses a per rest ability, roll on the weather
——— table and weather immediately changes to that.
———

324
9
Golem: Can have Negative Armor. Negative Armor Defense System: Diplomacy against these instead
adds 3x its value to all damage taken. Can Brace uses Technology or Mechanics skills. Has +3 to
Armor while at 0 or less Armor. Braces Armor against Acrobatics checks. Can’t re-enter spaces they have
any attacks they don’t Dodge, Resist, or Immune. already moved into this turn.
——— ———

Statue Giant Bomb Lobber


G L

SIZE

SIZE
Unique Golem • Brute Unique Defense System • Controller
SP 5 DO 6 AR 6 STA132 SP 8 DO 6 AR 6 STA 92

Vulnerable: Cold, Crushing, Sonic, Stress Vulnerable: Electric, Piercing

Resists: Electric, Necrotic, Piercing, Poison, Slashing Resists: Necrotic, Stone

Immunity: Stone Immunity: Poison

9 Crumbling: At 100, 70, and 40 Stamina loses 1 9 Bomb Lob: Every 4 spaces this moves it drops
Resist permanently (chosen randomly). a free Delayed Grenade.
9 Stone Sword: +3 to hit. Melee. Reach 3. 2D12 9 Delayed Grenade: +3 to hit. Range 5. Select 1
Stone Slashing per success. Half damage to all space in range. At the start of your next turn all
enemies within success spaces of their target. enemies in that space or adjacent to it take 2D6
Fire per success.
9 Shield Bash: +3 to hit. This ignores Dodge.
Can only be used once per turn. 9 Leap: 1 Action. Once per rest.
Select an adjacent 3x3 area. At the start of your Jump in the air and land with a hard crash. Take a
next turn all enemies in that area take XD6 Stone Move action with double your Speed. All enemies
Crushing damage and are pushed X spaces, within 2 spaces of where you land take 2D6
where X is equal to twice successes. Crushing per success.
9 Kick: +3 to hit. Melee. 3D8 Stone per success At the end of each of this creatures turns roll 1D6.
and the target is knocked Prone.
On a 6 recharge this ability.
9 Rebuild: 2 Actions. This heals 3D12 Stamina
and can’t Dodge or Brace Armor until the start of 9 Sharp Swing: +3 to hit. Melee. 2D8 Piercing.
its next turn. 2+ Successes: target gains Immobile until the end
of their next turn.
9 Shock Wave: +3 to hit. Once per rest. All
enemies in the scene take 2D12 Stone per success 9 Mag Bomb: +3 to hit. 2 Actions. Once per rest.
and are knocked Prone. This ignores Dodge.

At the end of each of this creatures turns roll 1D6. Select a 5x5 area. Everyone in the area gains Slow.
On a 6 recharge this ability. At the start of your next turn everyone. In the area
takes 3D12 Electric per success.

At the end of each of this creatures turns roll 1D12.


On a 12 recharge this ability.

325
9
Goblins: Goblins take no damage from any traps in
the scene, can walk over them without triggering Goblin Firefighter S

SIZE
Elite Goblin • Controller
them, and rearm all “one time” traps that have
triggered in the room when defeated. SP 5 DO 4 AR 4 STA 40

——— Vulnerable: -

Resists: -
Goblin Fighter S

SIZE
Minion Goblin • Skirmisher Immunity: Fire
SP 5 DO 0 AR 0 STA 1
Vulnerable: -
9 Basic Attack: +2 to hit. Melee. 2D6 Slashing
with a bonus +1D4 per success.
Resists: -
9 Fire Breather: Once per rest. +2 to hit. Cone 4.
Immunity: - Everyone in range takes 2D6 Fire per success.

9 Basic Attack: +0 to hit. Melee. 1D6 Slashing At the end of turn roll 1D6. On a 6 recharge this.
with a bonus +1 per success.
9 Fire Belch: Once per rest. +2 to hit. Melee. All
9 Goblin Hero: Can only be used after this enemies in range take 3D8 Fire and are pushed 1
goblin deals damage with a Critical Hit. Melee. space away per success.
1D8 Slashing per success, and this goblin gains 12
max Stamina and heals the same amount. At the end of turn roll 1D6. On a 6 recharge this.
9 Fire Blade: Once per rest. +2 to hit. Melee.
Cover blade in Fire and swing. 2D10 Slashing Fire
Goblin Archer S per success.
SIZE

Elite Goblin • Artillery


At the end of turn roll 1D6. On a 6 recharge this.
SP 5 DO 5 AR 3 STA 40

Vulnerable: -

Resists: - Goblin Trapper S

SIZE
Standard Goblin • Skirmisher
Immunity: -
SP 5 DO 3 AR 3 STA 24

9 Basic Attack: +2 to hit. Range 12. 2D8 Piercing Vulnerable: -


with a bonus +1D4 per success. Resists: -
9 Sharp Shot: +2 to hit. Must target enemy Immunity: -
furthest away in line of sight. Gains an additional
+3 to hit if there’s any goblins next to them. 2D12
Piercing per success. 9 Basic Attack: +1 to hit. Melee. 2D6 Slashing
per success
9 Trap Shot: Once per rest. +2 to hit. Melee. 2D6
Piercing and push yourself 2 spaces per success 9 Trapper: Range 6. +1 to hit. 1 space in range
away. Place a Stun trap on the space you left. per success becomes a Goblin Trap. The first
Anyone entering that space gains Immobile until person to enter the space takes 3D6 Crushing.
the end of their next turn. 9 Grenade: Once per rest. +1 to hit. Range 6. 2D6
Fire per success to target and everyone within 1
At the end of turn roll 1D6. On a 6 recharge this. space of them.

326

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