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Spending Mana .............................................. - 8 - Optionally: The Traitor ............................

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Contents Moves ............................................................ - 8 - Shaping Adversaries .................................... - 19 -
Background: .................................................. - 1 -
Skill List ........................................................ - 10 - The Hero .................................................. - 19 -
Story .............................................................. - 1 -
Origins .......................................................... - 12 - The Beast ................................................. - 19 -
Resolution: ................................................ - 2 -
Births ............................................................ - 14 - The Master .............................................. - 19 -
Optional rule ............................................. - 2 -
Leveling Up .................................................. - 15 - The God/Goddess .................................... - 19 -
Classes ........................................................... - 3 -
Shaping Characters ...................................... - 16 - The Extraterrestrial.................................. - 20 -
Attributes ...................................................... - 4 -
The Master............................................... - 16 - A Word on Safety and Respect .................... - 20 -
Rolling ........................................................... - 5 -
The Hero .................................................. - 16 - Credits ......................................................... - 20 -
Character Stats .............................................. - 6 -
The Demi-hero ......................................... - 17 -
Armor, Damage, Endurance, and Death ....... - 7 -

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this first Grail was corrupted and destroyed, but it was not
the only one to be produced.

Many of the artificial Grails were lost and became used by


forces of evil. By supplanting a Grail into the past, it was
possible to reshape history, to criminal or diabolic ends,
Background: Lost Order takes place in the modern world, other times purely intending to destroy the world. These
but a world where magic is real. Magic in this world is highly Grails would summon Heroic Spirits into the past and
calculated, highly controlled, and highly secretive. It is ultimately threaten human history, creating ruptures in the
used well by only a few mage bloodlines, requires a lifetime timeline, or aberrant branches of alternate history.
of study to perfect, and it is kept safe from the view of
ordinary people. But Mages are not a global cabal that runs In a response to this threat, the Millennium Security
the world, rather they are generally loners who devote Organization was established to protect mankind. They created
themselves to magic or a single interest. The interest of most a miniature portable Grail, dubbed the FATE system, allowing
mage families is reaching Heaven, what mages have named the mage Masters to summon Heroes, and even experimenting fusing
center of all knowledge and truth that lies beyond this world. humans and heroic spirits to create Demi-Heroes. It became the
In fact, all magic through history has been born from attempts job of Millennium to send Masters and Demi-Heroes into the
to reach Heaven. Heaven also contains the Throne, the records past to retrieve these Grails, resolving or pruning away the
of all of humanity’s achievements in the form of Heroic dangerous paradoxes they could spawn. No alternate branch of
Spirits, elemental-like beings that existed in the history, history that threatens the present day can be allowed to
myth, folklore, and fiction that have shaped our world. Not exist.
all Heroic Spirits are good, trustworthy, or even real, but
Story: There is a significant shift in the timeline that has
all of them have names that ring throughout history, born of
occurred. Lost Order is designed for a Game Master (GM) and 3-
human dreams, stories, and legends. Most come from the past,
7 players in the roles of Masters, Heroes and Demi-Heroes (at
but some can even come from the Future.
least one of each) playing characters who are sent into the
Long ago, multiple mage families came together with an idea to past by Millennium as a team to repair human history, defeat
reach Heaven and built the Holy Grail System. They created an the mastermind behind the incident, and retrieve the Grail
artificial Grail, an object that could be used to summon the that is powering it, which has summoned other Heroes to
Heroic Spirits from Heaven as Heroes, tied to Mages who would protect its twisted wish. These timelines might also feature
be their Masters. In the original system, the summoned Heroes mythical monsters and supernatural enemies spawned from the
would fight against each other and the energy of their battle altering of history. Even more powerful alternate timelines
would fuel the Grail, which could then grant the single Wish might be ruled by an enemy Master and their Heroes who will
of the winning Master and their Hero, even the wish to reach fight to protect their new history. In both cases, the Earth
Heaven. This system never achieved success, and eventually itself will summon opposing Heroes who fight to preserve human

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history, who will often act as allies to the players. Games Resolution: When the Grail is recovered, the divergent
typically play out over 5-10 sessions, each session detailing timeline is repaired and history heals itself. Heroes who were
on significant step of the party’s journey to find the Grail summoned by the Earth or the Grail fade away to the Throne.
inside a strange section of the past. You can also alter the History books remain unaltered, save for a few minor changes.
rules for leveling up and have the players make multiple trips The Grail itself can be safely returned to the present, to be
into the past and solve successive alternate histories caused destroyed or reconstituted by Millennium. The players receive
by one antagonist. This creates a longer campaign where their agreed upon rewards, payment, freedom, or a request that
players have a chance to return to the present day and only the Millennium organization could accomplish.
resupply between retrieving Grails.
Optional rule: One player among the party is a Traitor.
They can be a Master who secretly wishes to see the

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destruction of humanity, a Hero who is secretly from a dead Classes: Players choose between three Classes: Master,
branch of history, or a Demi-Hero who is either. At the last Hero, and Demi-Hero. Each game needs at least one of each
moment, one player will have to touch the Grail to reclaim it. class, and preferable an equal number of Masters and Heroes
If the Traitor is chosen to touch the Grail, their wish is who are matched to each other.
realized and human history will be lost. This option can be
best with shorter games, as it leads to a more intense Masters are human mages who cause use modern spellcraft and
conclusion and the secret may be more difficult to preserve carry Seals to aid their Heroes. Masters are the physically
over a long campaign. weakest class, but Heroes cannot operate without them. In this
game, the Master functions as an essential support class.
Their access to modern magic means they often have a more
flexible skill set better suited to the situation than their
own Heroes, though there will be many tasks for which they are
just not strong enough, no matter how hard they try.

Heroes are heroic spirits summoned from the past by the Throne
to aid mankind. Heroes are extremely powerful, even the
weakest Hero could easily turn the tide against an army of
humans, and they possess Pure Illusion weapons that are
conceptualized forms of humanities’ achievements, dreams,
hopes, or fears. As strong as they are, they cannot operate
without the magic supply of a Master. If their Master dies,
the Hero would lose their anchor to the world and soon fade
back into the Throne.

Demi-Heroes are a human who has been possessed by a Heroic


Spirit, sharing bodies and memories, almost a split
personality at times. Demi-Heroes bridge the gap between
Masters and Heroes. They are not as powerful as Heroes, but
can function on their own without help from a Master, making
them both strong and flexible. However, they must balance
their twin personalities and risk ruin if they lose
synchronization. Demi-Heroes who do not live in secret are
closely monitored and contained as living weapons.

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Attributes: Each attribute is ranked from E to A but this
can also be represented numerically as E=0, D=1, C=2, B=3,
A=4. Attributes can also have pulses (+) and minuses (-). A
minus means the first time each session that attribute is
rolled on, it acts as if it is one value lower. A plus means
that once per session when that attribute is rolled on, you
can make it act as if it was one value higher.

The six attributes are Strength, Endurance, Agility, Mana,


Luck, and a Class Specific attribute
(Magic/PL/Synchronization).

Strength is ability to exert physical force, often the roll


for combat, depending on the weapon.

Endurance is the ability to sustain damage and stand up again.


This attribute determines how much damage you can take.
Endurance recovers with a complete rest for Demi-Heroes and
Masters, and half recovers (rounded up) for Heroes. Endurance
is also used for rolls resting physical and mental effect.

Agility is the ability to move fast and act swiftly, often the
roll for ranged combat or evasive maneuvers. It also
determines your reflexes when you act at the same time as
someone else.

Mana is different from magic; it is your inherent capacity for


mana in your body. It is also used for rolls resting magical
effect.

For Masters, mana represents your ability to power Heroes


without using precious Seals. A Master can spend their mana
like points to help Heroes activate their Pure Illusions,

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repair damage, or enhance their rolls. You also have three order to use the PL at its full strength and also serves to
Seals that each act as 1 point of mana and can only be used identify that Hero.
once per game/campaign. When a Seal is used, it also forces a
Demi-Heroes have PL but they also have Synchronization or
Hero to act exactly as you order.
Sync, which represents how balanced they are between their
For Heroes, mana is similar to endurance. If you run out of split personalities. Sync begins at C rank, which is the
mana, your spirit core becomes exposed and you suffer damage optimal balance and allows them to use their PL freely (they
to your Endurance. If your Master runs out of mana and does don’t need to spend mana to unleash their PL when their Sync
not replenish their mana soon, you can fade away or die. is balanced). Behaving like a Hero (doing superhuman acts,
using their PL) raises their Sync score to B, and then A.
For Demi-Heroes, mana represents both of the above. You can
Behaving like a human (needing to be protected, fighting with
use it to power your own PL, enhance your own rolls, and also
modern weapons) lowers their Sync score to D, and then E.
as extra defense. You can also still fight if you run out of
Demi-Heroes may choose a Birth that also interacts with their
mana. Mana recovers with a full rest for Masters and half
sync score.
recovers (rounded up) for Demi-Heroes. Heroes do not need to
sleep and their mana recovers after a few minutes of respite. If a Demi-Hero’s sync score goes above A, the Hero side takes
over and their human body is unable to contain them, causing
Luck is your ability to overcome difficulty in other ways,
them to lose control or worse. If their sync score goes below
often the roll to make when nothing else is applicable.
an E, the Hero side fades away, and the Demi-Hero loses their
The last attribute depends on class: Masters have Magic, which abilities until they can do something to reclaim their Hero.
represents your ability to use modern spellcraft, powers that Either event is a Crisis that is always devastating to a Demi-
while not comparable to a Hero, can often be more flexible and Hero and will often have grave consequences for their mental
practical in their application. Sometimes you just want to and physical health. If the Demi-Hero can return to balance
start a campfire and don’t need to blow up a mountain with a after a Crisis, they stabilize with their Hero stronger than
god-slaying divine lance. The type of magic a Master is before and all of their rolls are Enhanced for the remainder
connected to depends upon their selected Origin. of that session.

Heroes have Pure Illusions or PL, which they only get one. Rolling: Lost Order uses a dice system similar to the
Pure Illusions are manifestations of humanity’s achievements Powered by Apocalypse die system, with some major differences.
and are extremely powerful. These can range from weapons, Most rolls use a 2d6 + the appropriate attribute bonus,
phenomenon, summoned creatures, interposed realities, or other Enhanced rolls use 3d6 and take the two highest, Weakened
powers. They can be innate properties of a Hero or tools they rolls use 3d6 and take the two lowest. Typically, rolls are
wield beside them. The higher the PL’s rank, the stronger it used to fuel Moves that the players make, and the result
is, but the more mana a Master has to have to allow the Hero indicates success or failure of the Move to varying degrees.
to use it. Every PL has a True Name that must be spoken in

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In General: As you can see, getting a 13+ is only possible with an
attribute that has at least a D rank. Masters will very rarely
2-6 Represents a total failure. There are grave consequences,
attain a heroic success, but it is possible if they get
no matter the roll.
extremely lucky.
7-9 Represents a partial success. The Move succeeds in some
areas, but fails in others. The player can specify one aspect Character Stats:
of the Move that they want to succeed, and the GM determines
Masters can assign C, C, D, D, E, E as their attribute scores,
where else the Move fails.
and a free + in Mana.
10-12 Represents total Human success. The Move fully succeeds,
Demi-Heroes can assign A, B, C, C, D, E as their attribute
but only to the limits of what is humanly possible. Often for
scores, and their Sync score starts at C (balanced).
a Hero or Demi-Hero, this is still only a partial success, or
not enough for the superhuman task at hand. Heroes can assign A, A, B, B, C, D as their attribute scores
and a free + to one attribute.
13+ Represents total Heroic success. The Move fully succeeds,
surpassing well beyond what mankind is capable of and reaching You can also add + to one score at the cost of adding – to
into the realm of the miraculous or divine. another score. Heroes get one free + to any score without
taking – to another. The - means the first time each session
In Combat:
that attribute is rolled on, it acts as if it is one value
2-6 represents a total failure for any class and the character lower. The + means that once per session when that attribute
is open to a counter attack or disaster and taking damage. is rolled on, you can make it act as if it was one value
higher. An attribute can have multiple +’s, which means they
7-9 represents a partial success. If the enemy is below a Hero
act that many values higher once per session. An attribute of
in strength, they deal damage to your character and take
A+++ rank makes rolls with +4, or can make a roll at +7 once
damage from them, exchanging blows. If the enemy is a Hero or
per session. An attribute can also have multiple –‘s.
above in strength, they deal damage to your character and take
no damage. Heroes also get to pick one Skill from the below list that
gives various bonuses. Skills should match achievements the
10-12 represents a human success. If the enemy is below a Hero
Hero was known for in history, but you can also work with the
in strength, they take damage. If the enemy is a Hero or above
GM to make your own Skills that fit your Hero. Most Skills can
in strength, they deal damage to your character and take
give you a bonus once per session, but some are passive
damage from them, exchanging blows.
abilities.
13+ represents a heroic success. If the enemy is below a Hero
In general, all Heroes can enter a spirit state as their way
in strength, they die instantly and easily. If the enemy is a
of recuperating, but can’t otherwise separate too far from
Hero or above in strength, they take damage.
their Master. Heroes also have the collective knowledge of

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human history. If a Hero hears another Heroes Pure Illusion
name, they can instantly recognize who that Hero is. Thus,
most Heroes are hesitant to unleash their PL upon an enemy
unless they are sure they will win. Knowing the identity of a
Hero can be a serious advantage! The things that were known to
wound a Hero in their life become even more effective against Armor, Damage, Endurance, and Death: Your
them now that they are a heroic spirit. Masters and Demi-
rank of Endurance determines how many wounds your character
Heroes have to use their access to a database (‘did you try
can take. When your Endurance goes to -1, for Masters and
Googling it?’) or what they know about history to be able to
Demi-Heroes that means instant death. For Heroes that mean
identify enemy Heroes.
their spiritual core is damaged beyond repair (death). For
Heroes and Demi-Heroes, Mana also is a part of endurance. Both
classes can use Mana as a shield to block injuries, either as
magical armor or other forms of protection. Damage to these
classes drains their Mana first, only spilling over into
damage to Endurance once Mana would reach -1. Attacks that are
magic piercing may strike directly at endurance, bypassing
magical defenses. A Hero or Demi-Hero can always allow damage
to strike their Endurance first, if they chose to forgo
magical defenses. Enemy Heroes will also have magical
defenses, powered by the Grail or an enemy Master.

Damage of 1 represents moderate wounds (example: a slash from


a sword). Masters can take only a couple of these; well
defended Heroes can take many of these. This is the standard
damage for a Master or other human to deal.

Damage of 2 represents grievous wounds. (example: pierced


through with a spear). Even for a strong Master, these wounds
leave them at death’s doorstep. This is the standard damage
for a Hero to deal.

Damage of 3 represents wounds that would kill any human, since


Masters can’t have higher than C rank Endurance. Only a Hero
or Demi-Hero can hope to withstand these injuries (example: a

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direct slash from Excalibur). This is the standard damage for
a mythical monster or divine beast to deal.

Damage of 4+ reaches into the realm of Pure Illusion levels.


With solid defenses, a Hero can still withstand this but
rarely twice.

Damage of 10+ would be the equivalent of being swallowed by


the Mesopotamian dragon deity Tiamat while naked. Bad news.

Spending Mana: Heroes mana is only useful for


defense, but Masters and Demi-Heroes can use their Mana score
like points for other effects, either on other Heroes for
Masters, or on themselves for Demi-Heroes.

The most common use for Mana is fueling a Hero’s PL. If a Hero
has an A rank PL, a Master will need to spend the equivalent 4
points of Mana to allow them to activate it for a short period
of time. Often a Master who does not have a high enough
maximum mana may need to draw power from a Leyline, combine
Mana with another Master, spend a Seal, or find another way to
give them enough Mana points to fuel the PL. Other methods
that are less savory include, consuming large amounts of human
lifeforce, making pacts to dark entities, or Masters offering
up parts of their body to their Hero. Standing on a potent Each Master also has 3 Seals that are worth 3 points of Mana
Leyline can give +1 to +2 Mana. Possessing a Holy Grail gives each. When a Seal is used to power a Hero, they must obey the
the equivalent of +6 and above mana. order and act exactly as directed.

Mana can also be spent in other ways. 1 point of Mana can be Moves: Whenever a player has to take an action that has a
spent to Enhance a Hero on any roll, and Masters can also chance of failure or opposes an enemy force, it is a Move,
spend their Mana 1 for 1 to restore Hero’s depleted mana which will need a roll of 2d6 and plus their modifier from the
defenses. appropriate attribute. Some Moves are more suited for combat
situations, and some are utility moves, but both have places
Demi-Heroes can use their mana in all these ways, but only for
in combat and outside of combat. Because only the players make
themselves- Enhancing their own rolls, fueling their own PLs,
rolls, the GM is purely reactive, describing the results of
or using mana as their magical defense.
each move and how it changes the situation. The GM should

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always avoid saying “Nothing happened” as the result of a to modern magic and thus any Magic roll that is not 13+ always
move. If dice were rolled, that means there is the opportunity has minimal effects on a Hero unless they allow it.
for tremendous failure, monumental success, and everything
Heroes and Demi-Heroes can use the Pure Illusion Move, which
chaotic in between.
unleashes their PL. PLs deal around 4 damage points on average
Moves that use Strength are for melee combat and actions that if they are offensive. This number is less on a partial
exert physical force. Moves that use Agility are for ranged success, but can also be more against the right type of enemy.
combat and actions that require speed or accuracy. Most PLs have at least one classification, which can be as
broad as anti-army, anti-unit, anti-castle, or as specific as
Moves that use Endurance are for resisting physical or mental
targeting certain types of enemies, anti-divine, anti-male,
effects. Moves that use Mana are for resisting magical
anti-demonic. If a PL is used for utility or defense, make
effects. Even when Mana or Endurance are depleted through
sure you work with your GM to determine the concrete effect it
wounds or damage, when making Moves to use them you always use
has when activated.
their maximum capacity modifier.

Moves that use Luck are used in all other situations,


and to resist effects which you would otherwise have
no hope against. Any time you have to make a Mana or
Endurance Move to resist an effect or attack, you can
use Luck instead. However, Luck Moves cannot be
Enhanced, and even on a successful resist Move with
Luck, you still take damage or wounds, but you cannot
die. Even if the amount of damage would reduce your
Endurance to -1, if your Luck Move was successful,
your Endurance cannot go past 0.

Masters can make Moves using Magic. Magic in this


world is a very careful science. With great time,
patience, and resources, this Move is usually
Enhanced. When used in a rush, carelessly, or without
consideration, this Move is usually Weakened. The
consequences for failure must always be relative to
what was attempted. Mages who attempt something beyond
their power can be harshly punished for their
foolishness. All Heroes have some level of resistance

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-Authority: There are certain subsets of people or animals
that heed your commands. Once per session, when you give them
an order, they must follow your words.
Skill List:
-Vengeance: Once per session, when you take damage, your next
-Resistance: Once per session, when rolling Mana to defend roll to deal damage back to those who wounded you is Enhanced,
against any magical ability directed towards you, your roll is and the damage is increased by +1.
Enhanced. Take a free + to your Mana.
-Shapeshift: You have many forms, and can change your shape at
-Determination: Once per session, when rolling Endurance to will, though you always have a distinguishing feature that
defend against any physical or mental ability directed towards identifies you and cannot be hidden.
you, your roll is Enhanced. Take a free + to your Endurance.
-Discernment: Once per session, when you encounter another
-Independence: You can travel far apart from your Master to Hero you can ask the GM one feature about them (what skills
scout the surroundings in your spirit state. You can’t make they possess, the classification and rank of their PL, what
fight in this state, but you can interact with light objects time period they are from, what is their alignment, etc.) and
and talk. If you would take damage, you reappear beside your the GM must answer you truthfully.
Master and can’t use this Skill again for the session.
-Affection: There is a certain force (a divinity, a culture, a
-Continuation: Once per session, you return to life at one nation) that favors you. When their power or influence is at
Endurance if you would have otherwise died. its peak, select one attribute and all your rolls with that
-Riding: You can operate vehicles or ride beasts which you attribute are Enhanced.
otherwise could not have. While mounted, all your Agility -Tactics: When fighting a battle with military strategy or
rolls are Enhanced commanding an army, chose Strength, Agility, or Luck. All your
-Creation: You can spend your Master’s Mana to create rolls with that attribute are Enhanced.
territory, items, or summons to aid you. -Charisma: Once per session, when you make a Heroic success on
-Concealment: Once per session, you can slip into the shadows any roll, you can make a speech that restores the confidence
and remain unseen by anyone until you make a Move that reveals of your allies’ and enthralls anyone neutral to your cause to
yourself. fight for you. You also chose one attribute and all of your
allies next roll with that attribute are Enhanced.
-Madness: Once per session, you can go berserk to Enhance all
your Strength, Endurance, or Agility rolls. Until the threat -Clairvoyance: Once per session, you see a different future
at hand is dealt with, you can’t communicate through language possibility and can re-roll any non-Enhanced roll, taking the
and Masters cannot spend mana (other than Seals) to control, higher result.
aid, or heal you.

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-Instinct: Once per session, you can ask the GM if there is -Inheritor: Once per session, if another Hero dies in your
danger nearby and in which direction. The GM must answer presence, you can gain one of the of the Skills they
truthfully. possessed. You can only gain up to two extra Skills this way.

-Disengage: Once per session, when you are in combat you can -Communication: You can speak with animals, objects, or other
make an Enhanced Agility roll to retreat, healing all creatures that do not have a language.
endurance lost during the fight and moving yourself and one
-Magecraft: You can use your own mana to fuel your PL or other
ally a safe distance from the enemy with a success.
Skills, and you gain bonuses to your mana in any of the same
-Fortune: Once per session, you may treat any Luck roll that ways a Master could (leylines, sacrifice, life consumption).
is below a 10, as if it was a 10. Take a free + to your Luck.
-Healer: You can spend your mana 1 for 1 to heal a Master or
-Guardian: Whenever your Master would take damage, you can Demi-hero’s depleted Endurance. You cannot heal your own
choose to take that much damage to your Endurance instead. depleted Endurance.

-Protection: There are certain subsets of people or animals or -Invincible: One per session, you can hold position and become
weapons that you are protected from. Your Endurance rolls impervious to all harm. As long as you stand still, the next
against these enemies are Enhanced and they always deal -1 instance of damage you would take is blocked completely, no
damage to you. matter how much. This Skill can’t block damage that bypasses
magical defenses.
-Adversary: There are certain subsets of people or animals who
are your hated foe. Your Strength rolls against these enemies -Modification: Once per session, you can induce a mental or
are Enhanced and they always take +1 damage from you. physical change that reveals another side of yourself,
changing the name, classification, and effect of your PL.
-Innocence: Once per session, you can hide in plain sight and
Establish the effects of this new PL when you take this skill.
no enemy will register you as a threat until you make a Move
that damages them or draws attention to yourself. -Divinity: Your standard damage against humans and monsters is
increased by +1 (You deal 3 damage to them rather than 2).
-Allure: Once per session, you can charm a certain individual
(a specific gender, species, background, or race). That -Privilege: Nothing can be denied to you. Once per session,
individual is enamored with you until they become threatened you may change this Skill into any other Skill on the list you
by you or your allies. have not previously changed this Skill into ever before.

-Unnatural: Once per session, when making a roll with any -Achievement: Once per session, when faced with an otherwise
attribute except Luck, you can pick which attribute to use for impossible task or undefeatable foe, you can treat a roll of
the roll regardless of whether it fits the situation. However, 10+ as enough for Heroic success on any Move, but always at a
one of your other attributes gains a permanent minus when you great cost to you.
use this Skill.

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Origins: Each Master can choose one Origin that is the
source of their magic, their greatest specialty, or their
natural magical affinity. It is the type of magic that defines
them, whether it comes from innate ability or their lineage.
Magic that goes against a Master’s Origin is usually also
their weakness.

-Spirit Evocation: A connection to the spiritual world.


You can Enhance any Magic roll that connects you to an
existence outside of the physical realm. Once per session, on
a failure or partial success of this roll, no harm or ill-will
can come to you. Any roll in which you use Magic to attempt to
deny or hide your presence from a spirit (including Heroes) is
Weakened.

-Mineralogy: A connection to the earth.


You can Enhance any Magic roll that uses precious
minerals/gems as a focus for your spellcraft, which are then
consumed in the process. Once per session, when rolling Luck
to search the earth for precious minerals, on a failure or
partial success of this roll, no harm or ill-will can come to
you. Any Magic roll in which you don’t use any materials is
Weakened.

-Astromancy: A connection to the stars and sky.


You can Enhance any Magic roll that uses a visible stellar
body or constellation as a focus for your spellcraft. Once per
session, when rolling Luck to consult the stars, on a failure
or partial success of this roll, you can’t be misled. Any
Magic roll made while you cannot see the sky is Weakened.

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-Zoology: A connection to animals.
You can Enhance any Magic roll that interacts with animals -Creation: A connection to genesis.
(not including humans). You are also able to speak with You can Enhance any Magic roll that aims to create something
animals that would not have a language otherwise. Any Magic from nothing. Once per session, on a failure or partial
roll made while you are not in the vicinity of at least one success of this roll, no harm or ill-will can come to you. Any
living animal is Weakened. Magic roll in which you attempt to destroy or remove anything
is Weakened.
-Botany: A connection to plants.
You can Enhance any Magic roll that interacts with plants or -Destruction: A connection to antithesis.
living nature. You are also able to speak with plants that do You can Enhance any Magic roll that aims to destroy something
not have a language otherwise. Any Magic roll made while you into nothing. Once per session, on a failure or partial
are not in the vicinity of at least one living plant is success of this roll, no harm or ill-will can come to you. Any
Weakened. Magic roll in which you attempt to create or build anything is
Weakened.
-Lore: A connection to history (spoken/written).
Once per session, you can use a Magic roll to try to uncover -Blessings: A connection to salvation.
the spoken or written history associated with an object, You can Enhance any Magic roll that aims to protect or heal.
place, or individual. On a +10, you are briefly able to Once per session, on a failure or partial success of this
witness the source of this history with your own eyes and roll, no harm or ill-will can come to your target. Any Magic
ears. roll in which you attempt to cause harm or impediment is
Weakened.
-Archeology: A connection to history (material/object).
Once per session, you can use a Magic roll to try to uncover -Curses: A connection to malice.
the material or physical history associated with an object, You can Enhance any Magic roll that aims to cause lasting harm
place, or individual. On a +10, you are briefly able to summon and pain. Once per session, on a failure or partial success of
an important object directly from that history into your this roll, no harm or ill-will can come to you. Any Magic roll
hands. in which you attempt to heal or protect is Weakened.

-Modernity: A connection to modern civilization. -Theory: A connection to the study of magecraft.


You are skilled with the snappy and quick style of modern Whenever you see another person attempt a Magic roll that is
magic. Any Magic roll in which you attempt something fast, Weakened, you can give advice that allows them to try the roll
temporary, and easy, you can treat any rolls of less than 7 as again without the disadvantage (neutral 2d6). Whenever you see
if it was a 7. another person attempt a Magic roll that is Enhanced, you gain
a deeper understanding of magic yourself, and your own Magic
rolls attempting the exact same thing are also Enhanced.

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-Artificial: You were created in a lab and forcibly combined
with a heroic spirit, possibly even against your will.
Whenever you make a roll that would shift your sync score
closer to Human, that roll is Enhanced.

Births: Demi-heroes may choose a Birth, which represents how -Union: Rare as it is, you were born this way. The heroic
spirit inside you was also one of your parents (yes, Heroes
they came to be and acts as a guidepost toward how they view
can have kids if they want to) or one of their fragments.
their fusion between a human and a heroic spirit. Births can
Whenever you make a roll that would shift your sync score
also change throughout the game as a Demi-Heroes’ self-
closer to Hero, that roll is Enhanced.
conception changes through their experiences.

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-Natural: You always felt incomplete before you merged with a the end of that session. When a Master has completed [their
heroic spirit. No coaxing or science was needed - you’re each current level + 3] Nodes, they level up.
half of one perfect soul. Whenever you make a roll that shifts
your sync score closer to Balanced, that roll is Enhanced. When a Master levels up, they can increase one of their
However, having a Crisis is especially devastating to you. You attributes by one rank, to a maximum of C rank, or they can
immediately lose half your Mana and Endurance (rounded up) add a + to one of the attributes of a Hero they are bound to,
when you have a Crisis. without having to add a – to another attribute.

Heroes level up by defeating enemy Heroes or non-Hero monsters


-Medium: Your human side is the one who channeled the heroic
of at minimum an equivalent strength. When a Hero levels up,
spirit into your body and the one who controls them. If you
would otherwise reach a Crisis as a result of your Sync score they can increase one of their attributes by one rank, to a
going too low, you can choose to ignore it. However, all your maximum of A rank, or they can add a + to one of their
rolls will be Weakened until you are able to recover your sync attributes. The first and last time a Hero levels up (Levels 1
score. and 3), they gain an additional Skill, up to a maximum of
three Skills. Each new Skill is typically accompanied by a
-Host: Your heroic spirit side is the one who possesses your change in the Hero’s appearance as the Hero moves closer to
human body and the one who controls you. If you would reach a their strongest self, though this is just for aesthetics.
Crisis as a result of your Sync score going too high, you can
choose to ignore it. However, all your rolls will be Weakened Demi-heroes level up by recovering from a Crisis. They can
until you are able to recover your sync score. also level up through Nodes like Masters, or through defeating
enemy Heroes like a Hero, but doing so shifts their Sync score
in the corresponding direction-- towards human or towards hero
Leveling Up: Each character starts at level zero and each respectively. When a Demi-Hero levels up they can increase one
of their attributes by one rank, to a maximum of A rank, or
class levels up through different means. Heroes can level up a
they can add a + to one of their attributes.
maximum of three times. Masters and Demi-Heroes can level up a
maximum of five times. When playing a longer campaign with multiple ventures into the
past, retrieved Grails can be used to remove a limit on one of
Masters level up though Nodes. A Node is a location that the
each player’s attributes, allowing Heroes and Demi-Heroes to
Master travels to and where they have a specific objective to
raise attributes above A rank, to S rank (+5), and Masters to
complete. For instance, you may travel to the Woods, with the
raise their attributes above C rank to B rank. Masters can
objective ‘To Pass Through the Woods Safely’, or travel to a
also restore one of their Seals between adventures.
City, with the objective to ‘Find an Ally Hero’. To mark a
Node, at the start of a session, the Master player(s) must
declare where they are traveling, and what is the objective
when they get there. If the Master reaches the destination and
completes their stated objective, they can mark one Node at

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• You know your Hero well from their mark in history. Are
they exactly as the books said they were like? Or were
the legends wrong and they are not at all the person
you thought?
Shaping Characters: For each class, here are some Considering Demi-heroes:
questions that are good to answer that help develop your
• They are constructs of human and hero merged into one,
character and their Bonds to the other characters in your
certainly created in a lab or ritual. Was this
party. Each question might represent two extreme views, and
transformation something that ruined them? Or a
often your character falls in a middle ground between them,
sacrifice that is the source of their value?
but it is good to give consideration to both sides.
• They are stronger than you, but not as powerful as your
The Master: Hero. Do you appreciate them more as a human companion?
Or are they better served as another Hero to protect
• No human can become a mage without human desire. What you?
human desires drive your ability to channel magic? How
will your magic help you reach those wishes? The Hero:
• You have chosen to defend humanity’s history. What do
• You were summoned as a Hero because of your unfulfilled
you believe is worth saving? Do you fight to preserve
desire that only the Grail can grant. Is it a wish you
the past? To protect the present? Or to ensure the
had sought from birth? Or your last unfulfilled goal
future?
before you died?
Considering other Masters: • You are summoned to fight for the sake of human
history. Have historians lavished your name with golden
• The most powerful mages come from prodigious
praise? Or has your legacy been unfairly slandered
bloodlines. Where do the other Masters rank compared to
after your death?
you? Are they old and inflexible? Are they young and
inexperienced? Considering Masters:
• Some mages have a miraculous talent without a family
• A human holds control over you. Is your relationship
history. Are they to be respected or shunned? If you
strictly Master and Servant? Are you determined to be
grew up without magic, are your envious or curious of
more of a friend than a weapon? Or do you crave freedom
those who did?
from their Seals?
Considering Heroes: • Your Master has a preconceived notion for how you
should act given what they know of you. Will you dash
• You have summoned a being of immense history and power,
their expectations? Or will you behave exactly as
but they are at your sole command. Are they your tool
history said you did?
to be wielded? Or a mythical figure to be respected?

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Considering other Heroes: • They have another Hero under their command. Do you see
them as irreverent to the power in their hands? Or are
• Historical figures often had curious ties across the
they a worthy master who deserves their bond and its
globe. Are the other Heroes distant friends and allies
rewards?
of yours? Are you cursed rivals destined to meet? Or
are they from a culture you never knew? Considering Heroes:
• The past and future grow ever distant. Are the other
• You see one half of yourself perfected in them. Are you
heroes archaic warriors of outdated traditions? Or are
afraid they will always see you as incomplete? Or does
they superficial idols of a modern world without honor?
that empower you to fight on their level?
Considering Demi-heroes: • Your knowledge of other Heroes from the Throne is
incomplete. Do you treat them as a perfect
• They are born through magic or science. Is their
representation from their myths? Or do you question
existence proof that everyday humans can carry a heroic
their differences and flaws?
spirit? Or are they an abomination that has just
trapped a true hero in a weak shell? Considering other Demi-heroes:
• They must look up to you as their ally. Do you shelter
• They went through the same process as you. Are you
them behind your shield along with your Master? Or are
envious of the way they hold their head calmly? Or can
they another worthy spear who fights alongside you in
you not understand why their two souls don’t work
battle?
together like you do?
The Demi-hero: • You both know the struggles of maintaining
synchronization. Do you trust them to keep their own
• The process that created you was nothing short of
affairs in check? Or are you ever vigilant to push them
agonizing. Do the memories of your fusion torment your
one way or another?
dreams? Or were they a noble sacrifice in the name of
strengthening humanity? Optionally: The Traitor:
• You have two minds in one. Which of you arises to the
surface when you are at your strongest? And which of • History has failed you. How will you use the Grail to
you takes over when you are in the deepest pit of shape your new perfect world? Or can humanity never be
despair? saved and history must end for good, here and now?

Considering Masters: Considering Masters:

• They were once human just like you, before you were • By themselves they are the weakest target but they have
fused. Is their humanity what makes them strong? Or a strong Hero. How will you sow division between them
will you always be in a position where you must defend and their protector? Where will you plunge the knife
them from danger? when they finally expose their back to you?

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Considering Heroes: Considering Demi-Heroes:

• They are your strongest enemy but have a weak owner. • They are independent but have a fragile psyche. How
How will you convince them to abandon their Master? Can will you make them question their capabilities? How can
you exploit their grudges of how this history treated you push them to a Crisis right when they are needed
them unfairly? most?

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Shaping Adversaries: Here are a few archetypes for As the GM, play up the Beast’s enormous size and strength and
villains and enemies that the GM can consider when they are have the players find weapons or search for the proper Hero
establishing their game for the players. For longer games, use who might have a chance of slaying it. The Beast will have
multiple archetypal characters as increasingly powerful spawn or swarms that will overtake the land and try to deny
masterminds, or as conflicting parties working against the the players resources and movement.
players and each other. One villain could be the cause of The Master: A human in the past along with their bound
multiple alternate histories, always jumping one timeline Hero. They could be a fanatic who seeks to correct what they
further then the players. see as a flaw in human history. They could see themselves as
The Hero: Even Heroes who would normally fight on the side an appreciator of old cultures, and attempt to prevent
of humanity can be swayed by changing circumstances. If a Hero humanity from ever advancing to the modern age. They have a
uses the Grail to win a battle in history that they were very human connection with their Hero who might also be an
supposed to have lost, maybe they go on to become a tyrant. A object of their misguided affection.
Hero that tried to use the Grail to avert a catastrophe might As the GM, play up the Master’s strategical awareness. They
inadvertently cause a greater calamity. At every opportunity, know this history better than the players and use it to their
the Grail will twist the Hero’s wish and lead their history on advantage. Have the players work towards introducing unknown
the path towards disaster. This villain might even become a elements into the Master’s precious plan. The Master always
sympathetic ally in the end when they realize they have been has their Hero close by to defend them and will have seals to
misled. enhance them.
As the GM, play up the strength of the Hero’s Pure Illusion, The God/Goddess: A divine spirit that could not normally
and lead the players on a hunt to find the Hero’s true be summoned as a Hero. They could be a forgotten god that
identity so that they can strike at their weakness or takes out their rage on the humanity that failed to worship
understand their wish. The Hero will have other heroic spirits them. They could be a divinity that is seeking to hold onto
and beasts as their allies, and may try to infiltrate the the age of mythology and prevent modernity. The God will
player’s party directly. always have Heroes who loyally fight for them.
The Beast: One of the great Sins of humanity, the Beast As the GM, play up the God’s enormous power. The players have
might be a mythological creature that should have been sealed no hopes of defeating them without the proper conditions or
away but was now unleashed. They might be a mindless monster allies. Make the players look for ways to expose the God’s
that only uses the Grail for physical power. A more weakness, or strike deals with other parts of their lost
interesting Beast could be one that uses the Grail to create pantheon.
armies and allies. The arc of their actions is always towards
the destruction of humanity.

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The Extraterrestrial: An existence from space that has A Word on Safety and Respect
broken into the human timeline and is now trying to reshape Always be considerate of your fellow players at the table and
history. They could be a curious entity that only wants to the GM. If they are uncomfortable with the story being
play with humans as toys. They could be a cunning eldritch presented or the behavior of other players, listen, understand
creature that has a very specific goal for reshaping the and change so that everyone can feel accommodated.
planet. They will always corrupt Heroes, Beasts, and Gods to
their side. Lost Order is a game that involves alternate history and by
its nature, there will be adversaries to the players. Remember
As the GM, play up the Extraterrestrial’s oddity. Show the to be respectful of all cultures, even those not present at
players how they will use their mastery of space and time to the table or represented by the players. No civilization,
hamper the players at every opportunity. If they have no nation, or peoples should ever be unambiguously The Evil Ones,
conception of human history, PLs might be useless against or The Good Ones.
them. Make the players have to recruit numerous allies and use
everything at their disposal to defeat the alien threat.

Credits
Artwork by Mel (Logo, pgs 2, 4, 7, 8, 12, and 14)

Additional artwork by Bee ♥ (Cover image, pgs 3, 9, and 18).

Copy editing by Passionfruitpavlova.

Character sheets by hktk1059.

Writing, design, and play-testing by @Nrvnqsrestray.

Inspired thematically by Fate/Stay and FGO, of course.

Thanks to Broken Worlds by Abbadon and Stand Up by Elena Murphy which inspired this game to get made in the first place. Other
much dumber ideas are in the works.

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