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COMPANION COMPANION COMPANION

Fighter Summoner Priest


Name: Name: Name:
This stalwart defender stands by you. Your small wizard has big friends. The Church of Sol is fractured, and yet...
◇ Battle Link: When you Clash or PvE ◇ Dimensional Door: You can ◇ I Believe: When you Trance
Battle alongside your �ighter, or Undertake a Journey with +Void, but Disconnect with your priest at a
when you Face Danger against an must Endure Stress [1]. If you score a shrine to Sol, roll +Solar (even in the
attack by standing together, add +1. strong hit, make two choices. wild) and take +1 Health and +1
◇ Duo Attack: When you Turn the ◇ EX Summon: Once per �ight, when Priest Health on a hit.
Tide with a shouted command and you Af�inity Strike, you may have the ◇ I En�lame: When you Endure Harm
your next move is a coordinated summoner attack in tandem (decide while not Empowered and hit, you
Strike with your �ighter, add +1 and before rolling). Your summoner may suffer -1 priest health to Af�inity
in�lict +2 harm on a strong hit. suffers -1 health and you add +2 and Drive +Solar and add +2.
◇ Warrior Heart: Once you mark a in�lict +1 harm on a strong hit. ◇ I Soothe: When you Heal and your
bond with your �ighter, add +2 when ◇ Pocket World: When you make a priest gives of their inner light,
you Face Despair in their presence. move that rolls +Supply, you may suffer -1 priest health. Take +1 Sync
add +your summoner’s health. and +1 Health on a hit.

0 +1 +2 +3 +4 0 +1 +2 0 +1 +2 +3
COMPANION COMPANION COMPANION

Barrier Buddy Gun Buddy Study Buddy


Name: Name: Name:
Your hover shield guards the team. Your loyal drone gives you �ire support. Your smart drone loves to be right.
◇ Handheld: When you Face Danger ◇ Overwatch: When you Face Danger ◇ Advise: When you Swear a Solar
using your shield as cover, add +1. +Lunar to detect an approaching Vow and miss, if you choose to Press
When you Clash in close quarters, threat, or when you Enter the Fray On do not suffer any -Sync.
take +1 Sync on a strong hit. +Vapor against an ambush, add +2. ◇ Analyze: When you Gather
◇ Remote: When another Companion ◇ Suppress: When you Secure an Information using your study
Endures Harm, you may have your Advantage +Vapor by having your buddy’s deep scan to see hidden
barrier buddy take the hit (decide gun buddy lay down cover �ire, add information, add +1 and take +1
before rolling). If it does, add +2 and +1 and take +1 Sync on a hit. Sync on a hit.
suffer -1 barrier buddy health. ◇ Snipe: Once per �ight, when you ◇ Unlock: When you Undertake a
◇ Burst: You may Secure an Advantage Strike +Vapor with your gun buddy’s Journey through ancient ruins or
+Vapor by blasting away foes with heavy ri�le, add +1 and in�lict +1 Face Danger +Lunar by activating
your shield. On a hit, take +1 Sync harm on a hit. dormant mechanisms, add +1 and
and keep Initiative (if you had it). take +1 Sync on a hit.

0 +1 +2 +3 +4 +5 0 +1 +2 +3 0 +1 +2
COMPANION COMPANION COMPANION

Crash Hound Riding Vyrn Viral Cat


Name: Name: Name:
Your hound is a steadfast companion. You and your vyrn ride as one. This enigmatic feline is helping, maybe.
◇ Crash: When you Clash or Af�inity ◇ Dive: When you Strike or Af�inity ◇ Hypnosis: You may Compel +Void by
Clash alongside your hound and Strike by swooping in from above deceiving your target’s senses and
score a hit, either take +1 Sync or (decide before rolling), you may add implanting thoughts (decide before
add +1 to your next move. +1 and deal +1 harm on a strong rolling). If you do, add +2 but treat a
◇ Tracker: When you Gather hit, but a weak hit counts as a miss. weak hit as a miss.
Information using your hound’s ◇ Flight: When you Undertake a ◇ Mockery: When you perform any
keen senses to track a quarry or Journey by �lying atop your vyrn, roll non-progress move, you may
investigate a scene, you may choose +Vapor and add +1. On a strong hit, subtract -1 (decide before rolling). If
to reroll any dice. spend -1 Sync to make two choices. you do, take +2 Sync on a strong hit.
◇ Loyal: When you Endure Stress in ◇ Joust: When you Enter the Fray or ◇ Viral: When you use your cat’s
the company of your hound, add +1. Draw the Circle by riding your vyrn knowledge of game code glitches to
into battle, add +1 and take +1 Sync Secure an Advantage +Lunar, add +1
on a hit. and take +1 Sync on a hit.

0 +1 +2 +3 +4 0 +1 +2 +3 +4 +5 0 +1 +2 +3
AFFINITY ART AFFINITY ART AFFINITY ART

Flame Halo Moon Aura Rune of Balance


◆ When you Af�inity Drive +Solar, add ◆ When you Af�inity Drive +Lunar, ◆ Your versatility lets you wield all of
+1. When you Af�inity Strike or add +1. When you Af�inity Clash the elements without hesitation.
Af�inity Clash while embodying while embodying Cold and score a When you Af�inity Drive using a stat
Flame, you may trade -1 Sync to hit, add +1 on your next (non- you have a value of 1 or less in, add
in�lict +1 harm on a hit (decide progress) move. +1 and take +1 Sync on a hit.
before rolling). ◇ When you Af�inity Strike while ◇ As above, but add +2 instead and
◇ When you Endure Harm in a �ight embodying Cold and score a strong also take +1 Spirit on a strong hit.
while embodying Flame, you may hit, you have a new option: ◇ When you Face Danger or Secure an
roll +Solar (instead of +Metal). • Freeze Them: Add +2 on your Advantage in battle by redirecting
When you do so and score a strong next (non-progress) move and or re�lecting elemental attacks, add
hit, take +2 Sync. keep Empowered. +2 if you are embodying an af�inity
◇ When you Forge a Bond with a ◇ When you Gather Information to to which your foe is vulnerable.
former foe or Compel to bring an analyze a foe’s tendencies or
end to a battle, add +1 and take +1 weaknesses, add +1. On a strong
Sync on a hit. hit, you may afterward reroll any
dice when acting against the same
foe with a move (one time only).

AFFINITY ART AFFINITY ART PATH

Entropy Mark Storm Brand Celebrity


◆ When you Af�inity Drive +Void, add ◆ When you Af�inity Drive +Vapor, I attained fame as a:
+1. When you Af�inity Strike or add +1. On a hit, take +1 Sync. ◆ When your reputation outside the
Af�inity Clash while embodying ◇ When you Turn the Tide, you may game helps you Deal with Real Life
Shadow and miss, in�lict 1 harm. channel a ferocious bolt of lightning Problems, add +1 and take +1 Sync
◇ Once per �ight, when you Secure an to Af�inity Drive +Vapor. If you do on a hit.
Advantage +Void by feinting, you may reroll any dice and take +2 ◇ When you Compel, Draw the Circle,
deceiving, or summoning entropic Sync on a strong hit. or Forge a Bond with a player who
hazards, reroll any dice and take +1 ◇ When you Af�inity Strike or Af�inity �irst heard of you of�line, add +1
Sync on a hit. Clash while embodying Spark and (any time you are unsure whether
◇ When you Deal Massive Damage! burn Sync to improve your result, this is the case, Ask the Game). On a
while embodying Shadow, you may you may in�lict +2 harm. If you do miss, envision how your status
treat the foe’s progress clock as not Deal Massive Damage! causes trouble.
having 1 extra marked Progress if afterwards, give up the Initiative ◇ Your online persona and your
either your Health or Spirit tracks and lose Empowered. of�line one have merged. You may
are at 1 or lower. now attempt to Deal with Real Life
Problems from inside of the game
by enlisting the help of your fans.

PATH PATH PATH

Chef Eclipsed Fated


◆ When you Secure an Advantage Once you become Corrupted... ◆ When you make a move which gives
+Lunar by crafting a meal with ◇ You shun the light: Reduce your you an add for sharing a bond, add
speci�ic properties, envision its Solar stat by 1 and add +2 to your +1 more.
effect and spend up to -2 Supply. If Void stat (to a maximum of +4). ◇ When you completely �ill a clock on
you hit, take +Forti�ied equal to ◇ You become infamous: When you your Bonds progress track, envision
that amount. When you make a Compel +Metal or Draw the Circle, what your relationships and trials
non-progress move where the add +1 and take +1 Sync on a hit. have taught you. Then, take +1
meal’s properties would help, add experience and +2 Sync.
+Forti�ied and take -1 Forti�ied. ◇ You learn the riddle of mortality:
Whenever you force another player ◇ When you make a move in a crucial
◇ As above, but you can now spend to deresolution by your direct moment and miss, you may look
up to -3 Supply. action, take your choice of +1 within to �ind the courage you need
◇ When you Heal an ally and score a Health or +1 Spirit. When you to give it your all. If you do, reroll
hit, they may also take +1 Spirit or would have to Face Deresolution, any dice. On another miss, in
+1 Sync. If they are a companion or you may choose to instead Face addition to the move outcome you
NPC, you take this bene�it instead. Despair. must mark Shaken or Corrupted. If
both are already marked, Face
0 +1 +2 +3 Despair.
PATH PATH PATH

Forgemaster Guild-Sworn Seed of the Crown


◆ When you Secure an Advantage by Bond: While you hold a fragment of the Solar
crafting useful items or equipment, While you have a bond marked with Crown...
or when you Face Danger to create the Guild leader or faction... ◆ When you Trance Disconnect (Safe
or repair an item in a perilous ◆ When you Swear a Solar Vow to Zone) and weak hit or miss, you
situation, add +1 and take +1 Sync serve your leader or faction on a may reveal the crown-shard in
on a hit. mission, you may reroll any dice. order to roll all dice again and add
◇ When you or an ally Deal Massive When you Ful�ill Your Vow to them +1. On a miss, you are rejected still
Damage to a mighty creature and and hit, take +1 experience. and your indiscretion causes
hit, add +2 the next time you use ◇ When you Trance Disconnect (either signi�icant new trouble.
the above move (one time only) by Safe or Wild) in the company of ◇ When you exert the power of the
harvesting materials for your craft. your Guild, add +1 and take +1 Sync crown-shard to Compel, add +1 and
◇ When you craft an item using on a hit. take +1 Sync on a hit.
infused components from SCO’s ◇ When you Enter the Fray bearing ◇ When you Ful�ill Your Vow on an
creatures, you imbue them with the Guild colors, add +1 and take +1 Epic vow and hit, you may choose
elemental vigor. One time only, the Sync on a hit. When you burn Sync to cast aside the quest for the
item may be used to reroll any dice while wearing Guild colors in Crown. Improve your Solar stat by
when their wearer Af�inity Drives. combat, take +1 Sync after reset. +1 and discard this asset.

PATH PATH PATH

Lore Seeker Mineral Core Null Operative


◆ When you Swear a Solar Vow to When your avatar hardens its heart... ◆ When you make a move to breach,
uncover game mysteries, add +1 ◆ When you Clash or Compel +Metal traverse, or hide within an area
and give the quest a mark. When through unyielding strength, add held by an enemy, add +1 and take
you Ful�ill Your Vow and hit, gain +1. When you Clash +Vapor or +1 Sync on a hit.
+secrets equal to rank of the quest. Compel +Solar, subtract -1. ◇ When you Enter the Fray, Strike, or
If you leverage lore when making a ◇ When you Strike or Face Danger Af�inity Strike against confused,
move where obscure info is a factor, +Metal, add +1. When you Swear a frightened, or unaware foes, add +1.
add +secrets and suffer -1 secrets. Solar Vow, subtract -1. You cannot ◇ While you are attuned to Shadow
◇ When you miss while Gathering mark the third ability on this asset and wielding subtle weaponry
Information you may suffer -2 unless this ability is also marked. (hidden steel, suppressed ballistics,
secrets for a weak hit instead. ◇ Add +1 to your Metal stat and etc.) you may choose one when you
◇ When you Reach Your Destination subtract -1 from any other stat of Af�inity Clash or Af�inity Strike and
and score a strong hit, recall your choice. You can no longer score a strong hit with matching
something helpful about this place. Af�inity Drive. Cross out the other challenge dice:
Envision it and take +2 Sync. abilities on this asset: they no • Reaper: In�lict +2 harm.
longer apply. You cannot discard • Phantom: Add +3 on your next
0 +1 +2 +3 +4 this asset if this ability is marked. (non-progress) move.

PATH PATH PATH

Partisan Puzzle Master Skyborn


Faction: Stat: ◆ When you Face Danger, Gather
◆ When you seek intervention or Information, or Secure an
guidance in the game, you may Advantage related to your
Secure An Advantage by asking your knowledge of airships, aerostats, air
faction to provide aid. Roll +your travel, or aerial environments or
faction’s stat. On a hit, take +2 Sync. creatures, add +1 and take +1 Sync
On a miss, suffer -1 Sync. on a hit.
◇ When you Swear a Solar Vow to ◇ When you Undertake a Journey by
serve your faction’s will, roll +your airship or aerostat, add +1. If you
faction’s stat and reroll any dice. score a strong hit, you may spend
◇ When you score a hit as you Ful�ill -1 Sync to make two choices.
Your Vow on a mission opposed to ◇ When you Enter the Fray or Draw
your faction’s will, you may the Circle aboard an airship or
renounce your af�iliation. If you do, aerostat, reroll any dice. When you
take +2 Sync and +5 experience, Secure an Advantage +Vapor by
then discard this asset. deftly utilizing rigging or engaging
in boarding action, add +1.
COMBAT TALENT COMBAT TALENT COMBAT TALENT

Arc Master Barrage Fist Buster Edge


If you wield your bladed arc wheel... If you �ight with your �ists... If you wield your heavy blade...
◆ When you Clash by throwing your ◆ When you Strike or Clash you may ◆ When you Strike or Clash and burn
archwheel at an advancing foe, (decide before rolling), in�lict +1 Sync to improve your result, in�lict
choose one (before rolling): harm on a hit. You then choose: +2 harm. Immediately afterward,
• Fence Out: Gain Initiative even if • Overload: Endure Harm [1]. you may attempt to Deal Massive
you score a weak hit. • Cool Down (strong hit only): Damage! even if you do not have
• Bladewind: In�lict +1 harm on a Lose the Initiative. Initiative.
hit, but suffer -1 Sync. ◇ When you Secure an Advantage ◇ Any time you in�lict harm to a Mob
◇ When you Strike in close combat +Metal by engaging in close- of enemies, your wide cleaving
and score a hit, you may choose to quarters brawling (such as tripping swings allow you to in�lict +1 harm.
in�lict 1 less harm to disable the or grappling), add +1. If you score a ◇ When you Deal Massive Damage!
enemy and escape their reach: take hit, you may also in�lict 1 harm. against an enemy who should be
+2 sync and keep the Initiative. ◇ When you charge your �ist with unable to avoid your slow execution
◇ When you Secure an Advantage energy to Af�inity Strike, you may swing, treat the foe’s tracker as
+Vapor by bouncing your arc-wheel stun the foe. In�lict 1 less harm but having 2 extra marked progress,
off terrain, add +1 and take +2 Sync take +1 Sync and add +1 to your but a weak hit counts as a miss
on a strong hit. next (non-progress) move on a hit. (decide before rolling).

COMBAT TALENT COMBAT TALENT COMBAT TALENT

Gunslinger Heavenly Wand Hyper Scope


If you �ight with your pistols... If you wield your mystic’s staff... If you wield your scoped ri�le or bow...
◆ When you Face Danger in combat to ◆ Once per �ight when you Af�inity ◆ When you Secure an Advantage by
take cover, dodge, or maneuver and Drive, you may transform into your taking a moment to aim, choose
score a hit, choose one: truest self while you remain your approach and add +1.
• Trick Shots: Strike (if you have Empowered (decide before rolling). • Line up the shot: Roll +Vapor,
Initiative) or Clash now, add +1. If you do, you may reroll any dice of and take +1 Sync on a hit.
• Smooth: Take +1 Sync. your choice. • Calculate richochet: Roll +Lunar
◇ When you Enter the Fray or Draw ◇ Your pure heart shines through. and take +2 Sync on strong hit.
the Circle and begin the �ight While you are Empowered and ◇ When you Gather Information by
holding Initiative, your quick-draw attempt to Compel or Heal (other scouting ahead or scoping an area
talents in�lict 1 harm immediately. than yourself) in combat, add +1 out, add +2.
and take +1 Sync on a hit.
◇ When you Strike in close quarters, ◇ Once per �ight, when you Strike or
you may empty your cylinders ◇ When you Turn the Tide while you Clash, you may load special
(decide before rolling). If you do, are your truest self, you may ammunition and suffer -1 supply
add +1 and in�lict +2 harm on a hit. unleash your signature move (say (decide before rolling). When you
If the �ight continutes, Face Danger its name aloud) in order to Af�inity do, you may reroll any dice. On a
+Metal to reload. Strike and reroll any dice. hit, in�lict +1 harm.
COMBAT TALENT COMBAT TALENT COMBAT TALENT

Seeking Spear Soul Harvester War Machine


If you wield your homing spear... If you wield your dread scythe... ◆ When you equip or adjust your
◆ When you Face Danger +Metal by ◆ When you have 1 Health or less and armor, choose one.
holding a foe at bay with your spear, you Af�inity Strike, add +1. Any time • Light chassis: When you Endure
add +1 and mark that foe’s progress you Af�inity Strike and score a Harm in a battle, add +1 and
clock on a strong hit. When you roll strong hit, you have a new option: take +1 Sync on a hit.
a weak hit in combat, clear a foe’s • Draining Scythe: Take +1 Health • Heavy Exo: Mark Encumbered.
mark to gain or keep Initiative. and keep Empowered. When you Endure Harm, add +2
◇ When you Strike or Af�inity Strike ◇ When you use the threat of violence and take +1 Sync on a hit.
+Vapor against a marked enemy by to Compel or Secure an Advantage, ◇ When you Clash or Af�inity Clash
throwing your spear, add +2. add +1 and take +1 Sync on a hit. while in Heavy Exo, add +1.
◇ When you Af�inity Drive and score a ◇ When you drain essence from a ◇ When you Turn the Tide while in
hit, choose one: fallen foe (Daunting or greater), roll Heavy Exo, you can jettison ablative
• Resonance: In�lict 1 harm to a +Void. On a strong hit, in�lict +1d6 plating: Switch to your Light chassis
marked foe. harm (one time only) when you and take +1 Health and +1 Sync.
• Recall: Your spear returns to Strike or Clash. On a weak hit, as
you. above, but your avatar’s essence is
also taxed: Endure Harm [2].
Light chassis Heavy Exo

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