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©Tom Bloom 2022


Art, layout, and writing by Tom Bloom
Please feel free to print or share this book if you include this credits page.
v 1.3, 2/8/2022

Foreword
Hello!

Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish after completing our Lancer
kickstarter content. My ethos is to give people content, then ask them to pay for it later if they like it, so
this test is entirely free to play and distribute. Much like Lancer, the final product will have a free version
with all player facing content.

This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.

I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.

Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
ksbdabbadon@gmail.com

Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a little while so there is plenty of time to test it. There’ll be regular but slow content for it.

Character sheets
I include character sheets as more of a proof of concept/for visual learners than anything. They might be a
little rough so I apologize in advance. There’s a separate .zip file you can download.

Links and support


You can find Lancer at http://lancerrpg.com and Kill Six Billion Demons at http://
www.killsixbilliondemons.com
If you like this playtest and want to support my work, please consider supporting me over at my patreon:
http://patreon.com/killsixbilliondemons.

Thanks for playing! I hope your games are enjoyable.

- Tom “Abbadon” Bloom

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Change Log (v1.3)


I tried keeping an extensive change log for this release but it was eventually too much work to keep track
of. This is an extensive update which is basically a big overhaul of the game. The core of the game hasn’t
changed much, but certain major things have been tweaked around (hopefully for the better) to make for
a smoother game experience. My goal this update is to reduce overhead for players and make the process
of playing a lot smoother, as well as add content to the game. Right now this version of the game is not
exactly content complete, but looks a lot closer to what a release version of the game will look like.

As before, this is a play test, so please excuse the mess, typos, or empty page XX attributions.

Here, in no particular order, are the major changes:

- I split the book up into four different books (same page numeration) for mental overhead
reasons. You can skip certain books (the tactical combat ones) if you’r not using them.
- Some formatting changes for ease of reading
- Reorganized so the game structure section (camp/interlude, etc) came up sooner so that reading the
bonds section had more context
- I added a level 0 start to onboard players in the first session

Narrative play
- Slightly clarification on chapter’s effect on base effect + risk
- Changed almost all bonds in some way
- Strain renamed to Harm
- Stress relief is now a full stress heal but can only trigger once a session to prevent the
trigger from coming up over and over again
- Invoking burdens now only grants 1 xp max
- Power reworks for many powers, renamed some stuff (The Bright is now The Mender)
- Got rid of the recall and channel actions as I think they muddied things. Recall is now just a
‘gather info’ action, channel is better served by using other actions (such as tinker, charm, etc) to use
magic to interact with the world
- Xp bar increased to 15
- New bonds: The Broker and The Highborn

Expeditions and Camping


- Added a new, fairly major ‘Custom Rules’ section for customizing expeditions. This allows you to
tailor and tweak the ruleset of base ICON to run certain kinds of games or scenarios such as dungeon
crawls or intrigues
- New fixture allows you to play a collectible card game
- New forge fixture

Tactical combat
There were tons of changes here, basically a complete rework of a ton of stuff, probably too numerous to
list. Here’s the major ones:
- All jobs are now in the game (Knave, Warden, Chanter, Stormbender have been added)
- Added large onboarding sections in front of each job and expanded ‘common rules’ section
- Added large section on making combat interesting
- Expanded scenarios and rules for alternate victory conditions and greatly enlarged that section
- Stat tweak to adjust around the new damage model. This may need adjusting based on feedback so sit
tight if things feel wonky
- Renamed health to Vitality (VIT)
- Attack rule is now 1 attack/turn instead of per round

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- Damage reworked into [D] (damage die) and fray (+ damage). No longer uses naturalistic
language (light, heavy) for damage
- Took all damage typing out
- Boost damage taken out, now there is only critical hit (+[D] on attack) which does not stack
- Godly damage renamed Divine and taken off most things - now only a limit break effect mostly
- Clarification on ‘attack’, reworded to now read ‘on hit’ so its clear certain effects only apply to the attack
roll and not the ability
- Limit Break is now 1/combat but resolve is gained at the start of a round
- Most attacks now deal added fray damage, hit or miss. This should even out the ‘swingy’ feeling
of damage.
- Heavy attacks now only deal fray damage on miss. Light attacks have additional enhanced benefits for
all jobs. This should even up the value of light vs heavy attacks.
- Stat scaling has been completely removed. Now there is the chapter system, which gates abilities
and foes behind chapter. Characters should expect to develop horizontally (more options) instead of
vertically (bigger numbers even though relative numbers remain the same)
- Statuses now mostly simply take effect (enemies don’t get a save to avoid them)
- New higher chapter abilities for all jobs (3 per job) plus a trait upgrade
- Added the Pit terrain type
- Blights now have a bonus damage effect instead of dealing damage over time
- Rework or reword on almost all statuses and effects
- Every job now almost exclusively deals only 2 statuses, to reduce mental overhead and make design
space clear
- Complete rework to how multi-jobbing works
- Relic rework to reduce mental overhead (the Invoke concept) plus changes to nearly all relics
- New relics: Troll Hide, Rigoletto, Chime, Riftwalker

Foes:
- Reduced overhead by reducing the number of base abilities per foe and per template. Foes should
operate a lot simpler
- Renamed Monstrosity to Legend
- Every faction now has unique elites and some have unique Legends
- New enemy faction: Hobs
- Rework to many enemy factions
- Added numerous foes

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Foreword 2

Change Log (v1.3) 3

ICON 9
Legacy of The Arkenlords 9

Playing the game 11

Rolling Dice 11

Setting and Tone 12

GETTING STARTED 13

I. THE BOOK OF TALES 16


Narrative Play 17
The Action Roll 17

Action Ratings 17

Clocks 21

Rituals and Tinkering 22

GM Principles 22

Complications and Consequences 23

Combat In ICON 25

Chapter 26

Player characters in Narrative Play 28

Play Example 29

Expeditions, camps, and interludes 32


Starting expeditions 33

INTERLUDES 35

Session End 36

Narrative Character Creation 37


Choosing your bond 38

Folk of Arden Eld 38

Cultures of Arden Eld 44

BONDS 47
The Path nder 48

The Seeker 49

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fi
The Mighty 50

The Wolf 51

The Harlequin 52

The Highborn 53

The Mender 54

The Brave 55

The Broker 56

II. THE BOOK OF BATTLE 57


TACTICAL COMBAT 58
Combat, step by step 59

Attacks 61

Abilities and traits 65

Victory and Defeat 67

Vigor, Elixirs, Camping, and Healing 67

Quick Combat Guide 68

The Battle eld 70

Combat Glossary 71

Advanced Combat 73

JOBS 76
Choosing your job 78

Relics 79

STALWART 81

Bastion 83

Demon Slayer 88

Colossus 93

Knave 98

VAGABOND 103

Fool 106

Freelancer 111

Shade 116

Warden 121

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fi
MENDICANT 127

Chanter 129

Harvester 135

Sealer 141

Seer 146

WRIGHT 151

Enochian 153

Geomancer 159

Spellblade 165

Stormbender 171

III. THE BOOK OF ADVENTURE 177


Intro 178

GAME FLOW 178

Advancement 180

Rewards 182

Dungeon Trophies 183

RELICS 184
THE CAMP 190
Camp Fixtures 191

CUSTOM RULES 197


DUNGEON CRAWL 198

BATTLE 206

INTRIGUE 212

TREK 217

Additional Rules 219

IV. THE BOOK OF FOES 223


FOES 224
CREATING INTERESTING FIGHTS 229

GLOSSARY OF FOES 233


FOE JOBS 234

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Elite 241

Legend 243

FACTIONS 248
Relict 248

Ruin Beast 255

Scavenger 263

IMPERIAL 267

DEMON 271

LOWLANDER 278

JOTUNN 284

HOB 289

DEEPTOWER 298

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ICON

plowed over the skeletons of ancient war


Legacy of The machines. Cities are few and far between, and
connected over the long stretches of idyllic
Arkenlords wilderness by crumbling roads dotted with the
caravans of traveling peddlers and traders.
Long ago, the cruel and prosperous Arken
The era is peaceful and pastoral. The land is fertile
Imperium crushed the nations of Arden Eld. With
and good, and the land is broad and beautiful.
its military might and its command of magitech
Trade is flourishing between towns and war is, for
and ancient etheric sorcery, it slew the Titans who
the most part, a distant memory of a darker time.
held up the four pillars of the world and cast then
down, proclaiming itself an eternal empire. It
spread itself from sea to sea, altered the land itself The Shadow
with great projects, raise mighty cities of iron and
stone, and bent the elden magics to its will, setting The people of Arden Eld, such as they are, live in
its sights on the seat of the makers themselves. era of contentment and prosperity. Yet at the
The Arkenlords became swollen with power that edges of their lives, the shadow of the past looms.
drove them far beyond the concerns of petty men,
and made them blind to their own rapidly The paths through the wilderness between towns
approaching doom. When it finally came, it was as are treacherous, sometimes dangerous. The ruins
rapid as it was inevitable. A great inexorable of the Arkenlords are everywhere, jutting out of
destruction wracked the empire, shattering it, and the land and riddling the earth itself. For the most
scouring the land. In its wake, monsters crawled part, the ruins are quiet, a mournful reminder of a
from great pits to feast on its remnants, and in forgotten and terrible past. Occasionally, however,
time retreated to the deep earth, leaving only they will disgorge creatures of the old world -
smoldering ruins. monsters born of the Doom or the strange
energies harnessed by the empire. Left
The Green Age unchecked, these Blights can endanger the roads,
fields, and forests of the world above - sometimes
becoming threatening enough to imperil whole
A thousand years have passed. The land settled
towns.
and healed, and a gentler, greener age slowly
dawned. The shattered, labyrinthine ruins of the
Quite often an entire ruin will surface, pushed up
old empire now lie entombed in the verdant earth,
and out of the earth by some unknown seismic
their depths occasionally disgorging monsters,
force or rampant magic. These surfacing ruins are
mysteries, and ghosts of the old world, but over
often more active than their long-dead
and around them the world has recovered. Forests
counterparts and will rarely burst from the earth
have grown over ancient galleries, floral meadows
very close to villages or in the middle of cities,
have sprung up covering old battlegrounds, and
causing great destruction.
sparkling streams now flow through the collapsed
and teetering stones of old aqueducts and
Deep within the ruins themselves lurk the Relict -
overpasses.
remains of the old empire, the undead fragments
of its servitors and sorcerers - and deeper within,
Over the ruins and in their shadows, life has
greater prizes. When the Doom befell the Arken, it
flourished, as it always will. Now towns and
shattered the land so quickly that entire chambers
villages dot the landscape, nestled in glades and
were sunk deep into the earth, or buried in
valleys and surrounded by farms and fields

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underground caverns or passages mostly intact. Many in your position use it to plumb the depths
Within these preserved ruins is also buried the of the old world in search of treasure and fame.
Arkentech of the old empire - magical and Others use it to drive back the Blights and protect
technological creations and devices of terrifying the villages of the Green from the specters of the
import. The ruins themselves are so seeped in the past, or keep the roads and ways safe for the
powerful sorcery of the old lords that they exude young and old alike. Some work as mercenaries
Dust - the essence of condensed raw magic highly for the city guilds and take to the sky in great
sought after by the wrights and technological airships, while others wander the land helping the
artisans of the world above. lost or forgotten. Some use their power to kill to
cut away threats to the world, others to defend
Brave or daring adventure seekers or treasure those they hold dear.
hunters often venture into these ruins in search of
wealth or power, and are frequently rewarded, Will you defend the Green Age? Will you help
despite the terrible danger that these expeditions usher in the Churning Age? Or will you cast all
pose. aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
it is your decisions that make you who you are,
The Churning Age and cement your place in the Tale of Ages.

Now, the world stands at the edge of a new age -


the Churning Age. You are an Icon.
More and more adventurers plumb the ruins of
the old world in search of its treasures. Factions of
the trade guilds and city councils now turn their
eyes to the terrible potential of arkentech, and
seek it greedily. Great etheric airships, built with
the power scraped from the ruins, now soar into
the sky in search of crumbling spires or ancient
catacombs to plunder. In response, the ruins
themselves have become more active - disgorging
more monsters, becoming more unstable, and
more often rising up from the earth itself in
terrifying seismic displays.

The Churn threatens to throw the Green Age into


tumult. A treasure fueled sickness has made its
way into the hearts of Kin. There are even those
who whisper, more and more openly, about the
legacy of the ancient empire, of the need for
strength, wealth, power, and war banners to be
hoisted once again. Cities eye each other with
suspicion. Travelers grip their cloaks tightly and
tighten their sword belts, and for the first time,
banditry has sprung up over the stones and passes
of the old imperial highways.

At the very edge of this age is you.


You belong in this world, and you are tied to its
fate. You are cursed to wield great power, but how
you choose to wield it is up to you.

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by the players, who can choose to stay in a certain


Playing the game chapter as long as they like (but will have a cap on
their power as they cannot level up past the
ICON is a role playing game for two or more chapter limit).
players. An ideal group is 3-5. One player will act
as the game master (GM) who will adjudicate the Using these books
rules and help create and move the narrative
forward. ICON is split into five books, the first being this
introduction book. The other four are, in order:
This game assumes you know what a role-playing
game is. If this is your first RPG and you’re The Book of Tales focuses entirely on narrative
unsure, there are plenty of resources available play
online to bring you up to speed. The Book of Battle focuses on tactical combat
The Book of Adventure focuses on
Two modes of play expeditions, camps, interludes, rewards, and extra
custom rules for the GM
The Book of Foes focuses on a diverse roster of
ICON has two modes of play: narrative play,
foes for tactical combat
and tactical combat. The rules for these
modes are different and there is next to zero If you’re not intending to run tactical combat, you
overlap between them. It’s entirely possible to can skip the Book of Battle and Book of Foes
run a game of ICON entirely in one mode or the entirely. Similarly, if you just want a fun tactical
other, and rules are provided to play the game war-game, you can use just use the Book of Battle
only in narrative mode if you so desire. Typically and the Book of Foes and skip the other two.
games will start in narrative play and remain
there whenever there is storytelling, free role It’s recommended to read the books in order since
playing, or a need to move the story somewhere. they each contain information pertinent to later
When there’s a point of tension that can only be books, but it’s not necessary to read them cover to
decided through the drama and violence of cover, especially if you’re just a player. Feel free to
combat, then the game swaps to a grid-based skim or jump around.
tactical game, with more clearly defined turn
order and more structured rules.
Rolling Dice
Expeditions and Interludes
In ICON, there are different dice rolls for
In ICON, characters are adventurers that go on narrative play and tactical combat.
expeditions in order to accomplish a goal. On an
expedition they can camp to restore their lost
In narrative play, characters use d6s.
health and ease their minds. After the expedition
finishes, they can pause the action to take an
When the outcome of an action is unclear, risky,
interlude, a longer pause in the action.
or contested, a character names their goal and
makes an action roll, rolling a number of d6s
Chapter equal to an action rating on their sheet and
choosing the best result. The GM tells the player
Campaigns of ICON are split into 3 chapters. Over before they roll the effect and risk of their
the course of their adventure, characters will action. On a 1-3 the character fails to accomplish
become increasingly more powerful, represented their goal and suffers the risk, on a 4-5 they
by levels. Every chapter represents four levels succeed but may suffer the risk anyway, take some
(1-4, 5-8, 9-12). Each chapter represents a other consequences, setback or reduced effect,
different scale of power, and enemies, challenges, and on a 6 they succeed with no complications.
and stakes will increase in severity accordingly. There’s many more details on on action rolls in
Moving on to the next chapter is a decision taken the section on narrative play.

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- A character makes a narrative roll with 1 boon.


In tactical combat, characters mostly use They get 3 dice on the roll normally, but adding
d20s. the boon they get 4.
- A character makes an attack roll with two
The two rolls in tactical combat are attack rolls boons. They roll 1d20, and get a 13. They roll
and saves. 2d6 (one for each boon), and get a 3 and a 4.
They take the highest boon result (a 4) and add
Characters usually make an attack roll when they it to the total, for 13+4 = 17.
take a hostile action against another character - A character makes a save with 2 curses and 1
with the attack tag. For an attack roll, a blessing. The blessing cancels one curse. They
character rolls a d20 (and may also roll a roll 1d20, and get a 12, then roll 1 remaining
number of d6s, see below), then compares the curse and get a 4. Their total result is 12 - 4 = 8,
final result to their target’s defense, beating it if a failure.
they match it or roll higher.

Characters make saves to avoid or end harmful


ongoing effects, such as dragon breath, poisonous Setting and Tone
gas, being stunned by a boulder, or something
similar. For a save, a character rolls a d20 ICON’s setting is kept relatively loose for you to
(usually with no modifiers). On an 10 or higher, adapt to your game. Several aspects of narrative
they save against the effect successfully, ending or play and tactical combat are kept loose for you to
avoiding it. decide what is important to you in your game.
When a section of the game does this, it’ll mention
There’s many more details on attacks, saves, and it directly.
tactical combat in the rules in that section.
For example, non player characters that are
Boon and Curse reduced to 0 hit points in tactical combat are
defeated. By default, the game does not assume
Some abilities give rolls boon or curse. These that defeated means dead. You can decide if you
modifiers represent situational modifiers that can want to run a game with a different tone that
happen during a dangerous and chaotic players can decide whether to defeat or kill an
adventure. Many character abilities will give enemy they reduce to 0 hp, if an enemy is always
boons built in and many enemy effects will give killed when reduced to 0 hp, or if an enemy is
curse. never killed when reduced to 0 hp unless
characters take some extra action.
For narrative play, when a roll has a boon, add an
additional d6 to the roll for each boon. When a Here are the game’s other setting elements:
roll has any curse, subtract a d6 for each curse.
This is often written like +1D or -1D. Setting conceits

For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.

For example: Arden Eld is post apocalyptic, and full of


ruins, dungeons, caverns, and other unexplored
and dangerous spaces. There was an ancient,

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cruel, and technomagically advanced empire


that collapsed under its own hubris, irrevocably ICON does not care about minutely tracking time,
changing the land. In these deep and perilous supplies, detailed wounds, etc., nor does it care
spaces there is great treasure in the form of lost about tracking currency for the most part. Even
magic and technology. when there are exceptions to this rule, this game
only tracks these things where it matters.
Arden Eld is a fantastic world. People in Arden
Eld may use swords, shields, and plate mail, but Players always have the initiative in ICON,
the existence of arkentech means there are especially in narrative play. Running a slow, tile-
firearms, automata, electric lighting, skyships, by-tile dungeon crawl with traps, puzzles, etc is
and other ancient machines all over the place. not well suited to ICON without modifying the
High technology tends to be rare, coveted, and way you think about these challenges. The game
buried. prefers to move through these aspects narratively
and quickly.
Arden Eld is full of monsters that pour forth
from the ruins, but those monsters are never If you want to run a nonviolent social game with
people. People may contest, thwart, fight, or little combat, it is possible, but ICON’s focus on
even try to kill the characters, but their violence monster fighting, battles, and exploration of
is always motivated. dangerous spaces (even if done narratively) is a
core part of the game.
Game conceits

ICON is a game about playing heroic GETTING STARTED


characters that fight for their ideals. They go
on expeditions to fight monsters, explore The GM should read through the narrative play
ruins, and gather power. During interludes, and tactical combat sections if they intend to
they build, heal, and learn. Eventually they may use them. Players should also give them a read,
end up changing or saving the world. Heroic in especially if they’re jumping into tactical combat
this context doesn’t necessarily mean in the first session.
‘altruistically motivated’ but ‘fated’, or ‘larger than
life'. Players can make their character by choosing a
Kintype, a Culture, a Bond, and putting 4 dots
ICON fits into a ‘mythic fantasy’ or ‘high in actions for narrative play (page XX). Then, if
fantasy’ type of game, where the heroes can they’re using tactical combat, they pick a combat
perform feats of incredible strength, speed, or job and two abilities (page XX).
magic, and the beliefs and ideals of the heroes are
central. Characters get a free fixture for their camp (page
XX) and can fill out some more details about their
Changing these conceits group.

As a game master you are welcome to change, Advancement


add, or tweak any of this content for your own
setting or use. Certain aspects of ICON, however, Characters in ICON are measured by their level,
are core to the game and before running a game starting at level 0. After the first session,
using this system, think carefully about these characters get enough experience to level up to
aspects. level 1.

If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.

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Levels max out at level 12. Every 4 levels


constitutes a chapter.

There’s much more detail on advancement in the


Book of Adventure on pg XX

Moving forward

There’s more details on all of this in the


forthcoming sections. I’ve included the
advancement table here for ease of reference but
it is repeated again in the advancement and
rewards section on page XX.

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Character Advancement

- Characters level from level 0 to level 1 after the first session.


- At the end of each session, each player checks the xp triggers for their character and gains xp if the
trigger was fulfilled.
- At level 1 and every level afterwards, characters can either unlock a new ability or unlock a talent when
they hit 5 xp or 10 xp and go into a camp or an interlude.
- When a character hits 15 xp, they clear their xp bar and accumulate a level up, which can be spent at
the end of a interlude (a downtime period) to level up their character. Characters can’t level higher than
the chapter the game is currently in.

Lvl Chapter Combat Benefit Narrative Benefit


Choose a Bond, a Bond power, and gain 4
0 1 Choose a job and two abilities. dots to improve actions. None can be taken
past 3 at level 0.
Get a new ability and unlock Limit
1 1 Gain a Bond Power
Break
2 1 Get your first relic Improve two actions or gain a Bond power
3 1 Gain a Bond power
Choose a second job and gain a new
4 1 ability OR the same job and gain a Improve two actions or gain a Bond power
mastery point.
5 2 Gain Mastery Point Improve an action
6 2 Get your second relic Gain a Bond power

7 2 Improve an action
Choose a third job and gain a new
8 2 ability OR the same job and gain a Improve two actions or gain a Bond power
mastery point.
9 3 Get your third relic Gain a Bond power

10 3 Gain Mastery Point Improve an action

11 3 Improve an action

12 3 Gain Mastery Point Gain a Bond power

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I. THE BOOK OF TALES

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Narrative Play

Narrative play is the default mode of play of If you roll with 0 total dice, roll 2d6 and pick the
ICON. Whenever you’re talking, exploring, lowest as your final result. You can never get a
investigating, or on the move, you’re probably in critical hit with 0 dice.
narrative play. It covers pretty much everything
outside of tactical combat. In narrative play, the Bonus dice
primary goal of the players and the GM is to play
to find out what happens in the story, and the You might get bonus dice or dice penalties on a
story itself is the medium of play. roll from allies helping you, in the form of Boons
(+1d6) and Curses (-1d6). These cancel each other
Players typically say what their characters do and out 1 to 1.
say, and the game master tells them how the
world or other characters respond to them. It’s a These are sometimes written as +1D or -1D for
bit like a conversation back and forth between the simplicity.
GM and the players.
The most important rule to remember is that you
Narrative play can be very loose and unstructured, can’t get more than +2 or -2 additional dice
and you can play a long time without touching any on any roll, no matter how many dice you get
dice. However, when the outcome of an otherwise.
action is unclear, difficult, dangerous, or
contested, a player makes an action roll.
Action Ratings
The Action Roll When an action roll is required, players decide
which action rating best fits their action.
To make an action roll, players state their
intent, then pick an action on their character • Sneak - Move with stealth and silence. Perform
sheet that they think best describes their action. actions without notice. Spring an ambush.
Based on the action chosen, the GM judges the • Traverse - Climb, swim, leap. Run swiftly.
risk and effect of that action. Then the player Chase or flee. Pilot a vehicle or ride an animal.
makes an action roll, rolling 1d6 per dot of the • Survey - Scan and assess a broad area or
chosen action and picking the highest result. For situation. Spot at a distance. Look for tracks,
actions with a rating of 0, players roll 2d6 and clues, paths, or hidden things.
pick the lowest. • Study - Look at something or someone up close
and with great detail. Discern someone’s
Check the final result: intentions or notice deception. Perform
research.
• 1-3: The character fails to accomplish their goal • Charm - Sway with direct charisma, deception,
and suffers the consequences or diplomacy. Call in favors. Cause distraction
• 4-5: The character is successful, but at a cost or misdirection
• 6: The character is successful • Command - Use force of will and presence to
• 6,6: - Critical Hit! The character is successful lead or intimidate. Give orders.
and has increased effect • Tinker - Interact with, understand, or use
alchemy, etheric constructs, or technology. Fix,
Rolling with 0

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pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Hit a tiny target at range. Catch a falling coin. to form approaches to problems, and the GM acts
Balance on a narrow wire. Squeeze through a as the judge to set the stakes.
tight space.
• Smash - Overwhelm with physical or magical
force. Throw a punch or blast down a door with
Risk and Effect
a magic spell. Wreck an object or obstacle.
When a player suggests a course of action and
• Endure - Push yourself to your limits. Power
names their goal, the GM decides how risky the
through pain, cold, heat, or harsh environments.
action is and how effective it’s going to be, based
Lift or drag something enormously heavy.
on the narrative.
Examples:
Risk can be controlled, risky, or desperate.
• Sneak past the sleeping Wyrm without it
Effect is usually weak, normal, or powerful.
waking
• Traverse down a corridor and outrun a wall of
By default, all actions are risky and have normal
flame
effect. Risky means there is some degree of
• Survey the wintery landscape for the tracks of a
consequence if a character fails - this is usually
beast in the snow
the case! Normal effect just means that there’s an
• Study a goblet of wine very carefully to see if
expected outcome, i.e. what the player expects to
it’s poisoned
happen will happen.
• Charm the bandits into untying you
• Command a caravan of scared people to stay
Controlled risk means there are few or weaker
together while under attack
consequences for failure. When a situation or
• Tinker with an ancient magic rune circle to
action is controlled, the character usually has a
prevent it from summoning a demon
good position, plenty of time, or relative safety.
• Excel and cut the drawstrings of the guard’s
Desperate risk means great or dire
trousers with a swipe of your sword
consequences for failure. When a character finds
• Smash the lock on the ancient chest with a
themselves in a bad situation or throws
single blow
themselves into one for a faint hope, that’s
• Endure the pain from holding back a heavy
desperate.
boulder from squashing your friends
When effect is weak, it’s less effective than the
You’ll notice that some of these actions have a
player expects. For example, a character tries to
little overlap, but are flavored differently. For
tinker a gemstone loose that’s powering a
example, taking someone’s purse from them could
magical trap, but only succeeds in prying it out
be cutting it from their belt (with Excel) - quick
half way, making them have to take additional
but not necessarily quietly. Alternately, it could be
action. When an effect is powerful, it’s more
taking it quietly with Sneak. You could even
effective than expected. For example, a character
perhaps Charm them to divert their attention
trying to study or survey a way out of a maze
while you take it off them. A heavy dungeon door
with powerful effect may figure the whole thing
could be tinkered (if it has a lock). Alternately, it
out and gets the party out in one roll.
could be smashed with a fireball, or perhaps
someone could endure lifting and holding it
open for the group to pass through. No effect and Superpowered

All of these different situations have different Sometimes the GM can judge an action can have
narrative outcomes and might be more risky or no effect at all. For example, the GM might decide
more or less effective depending on the situation. trying to charm monsters to persuade them that
The key thing is that players always choose the your actions are just may not have any effect.
approach and the action they want to use. The Trying to traverse by leaping up a 50 foot wall
GM is free to suggest actions, and also to decide probably doesn’t have any effect unless it’s already

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been established your character can jump that Characters can also make an action roll to set up
high. another character - for example by distracting the
merchant while your ally sneaks up behind them,
Sometimes an action has extraordinary effect, is studying a monster for a weak point, or charming
heroic or outsized in scale, or pushes beyond a mercenary your ally wants to hire. Your roll has
mortal limits. This level of effect is called no effect or weak effect by itself, and you can still
superpowered. Characters can get a take consequences, but your ally gets +1 boon or
superpowered effect by pushing their effect increased effect on the action you set up if your
beyond powerful through their abilities or getting roll is successful.
a critical hit on a powerful action. A superpowered
effect can accomplish feats that we normally Tempt Fate
wouldn’t think possible - like traversing that 50
foot wall in a single leap, smashing a tower to There’s one more way to get bonus dice without
rubble with a blow of your sword, or sneaking spending any stress or making any rolls.
through a whole army.
At any time when you roll, you can tempt fate by
Judging risk, effect and setting tone suggesting a negative consequence of your
actions. If the GM agrees this is a fitting outcome,
These two tools together - risk and effect - are take +1 die on your roll, but the consequence
kept slightly loose for a reason. They let you set becomes true no matter the outcome.
the tone of the game you want to play, and also
give the GM tools to judge situations based on the For example:
story.
“Can I get a bonus die if my fireball accidentally
How much can a powerful or super powered sets the whole forest on fire?”
action do in your game? Can a superpowered “Can I get a bonus die if we wake the sleeping
smash destroy a boulder or a whole tower? Does wyrm up?”
changing the mind of the enchantress take a “Can I get a bonus die if I accidentally leave my
powerful charm or a normal charm? Can a sword with the caravan and enter the cave
character command a whole army by themselves unarmed?”
with normal effect or is that effect weak without
aid? Max dice

Which actions end up being more or less risky and Just as a reminder: characters can never get
the consequences of character action also sets the more than -2 or +2 dice on any roll. That
tone. If a character attempts to leap across a wide means the maximum a character can roll is 6 dice,
chasm, is that a desperate action, or merely and the least they can roll is 0 (two and pick the
risky? Can a character even jump across a chasm lowest).
that wide unaided, or will they have no effect
without a superpowered action?
Fortune
Improving dice and Set up When a character is trying to accomplish a task
that isn’t particularly dangerous or doesn’t have
All characters can spend stress to improve their obvious consequences, but the action is difficult
rolls by pushing. Pushing gives +1 extra die. or the outcome is unclear, they can make a
fortune roll. This a roll that uses actions as
Characters can also spend stress to aid an ally, normal, but the outcome is slightly different,
giving them +1 die. based on what the character is trying to do:

More on both of these shortly in the section on • 1-3: Poor result or outcome
Stress (page XX). • 4-5: Expected or average result or outcome
• 6: Good result or outcome

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• 6,6: Excellent result or outcome parameters are. Most situations should have just
0, 1, or 2 dice.
By themselves, fortune rolls usually don’t change
a situation, but can change the risk and effect of This is the only time a GM should roll dice in
future rolls given the circumstance or the quality narrative play.
of information that characters have about that
situation. Might and Magic

The most common application of these rolls is One last note - you might notice that there are no
when gathering information about a situation, explicitly magical effects in the actions. The
or during interludes. For example, a character outcome of the actions and the type of action is
surveys a group of monsters from a distance. The what’s important. Whether in the story your
GM judges that it’s too far for there to be any character is using their skill, physical strength, or
danger, so the player makes a fortune roll and gets magical forces to perform the action makes no
a 4, getting average information. difference - all heroes are ICONs, after all, and all
equally capable of great feats. However you flavor
Researching and working on long term the action is up to you - you choose which action
projects are usually all fortune rolls. Pursuing rating you think best fits your activity in the story.
ambitions during downtime (page XX) is by Survey could be your character using magically
default a fortune roll. enhanced eyesight to scout a situation, or just
your character’s keen senses. You could sneak on
Tests of ability can be a fortune roll - a your own two feet or with a magical cloaking spell,
character can roll traverse to see how fast they or you can study by using a spell to speed read.
show up at a scene, for example, endure to win a
drinking contest, or excel to perform a coin trick Player initiative
to impress someone.
In ICON narrative play, the Game Master
Recall never rolls (except maybe to make a fortune roll
here and there, as stated above), and players
Tests of knowledge are also usually fortune always have the initiative. Non-player characters,
rolls. When a character wants to dredge up useful traps, hazards, etc are not treated like individual
lore, history, rumor, or memory about a topic, entities with their own ‘turns’ or action ratings,
they can recall that info by making a fortune roll but rather like a part of the scene or story, with
using the most appropriate action they can think the story itself being the most important thing!
of. The information the GM gives them will vary Characters take action, and the GM responds by
depending on the action, and there may be some narrating what happens next.
overlap.
The only way players can take consequences is
A character could, for example, try to recall their through their own actions. The extent of those
familiarity with arkentech devices by making a consequences are up to the GM, however, which
tinker roll, remember the social etiquette of a could include them ‘losing’ the initiative by
ball with a charm roll, or try to assess the odds of forcing them to react to a situation. In tense
survival of jumping over a lava chasm with an situations, a GM can always turn things back on
endure roll. the players and force them to react, even when
players have a successful roll. Always look to ask
GM fortune rolls the question “What do you do?”

The GM can also make a fortune roll if they want One Roll
to leave a situation up to chance. How’s the
weather? Is the town elder busy today? How rocky Most tasks can be accomplished in one roll, but
are the river rapids up ahead? Give a situation 0-4 you can decide how far one roll goes in your game.
dice depending on how likely you think the

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• Will one roll let you sneak into the castle, or will segments on that clock with their actions on a
you need to take a series of actions? successful roll equal to their effect:
• Will one roll let you convince the knight of your • Fill in 2 segments for normal effect
worthiness, or will you need to prove your • 1 for weak,
mettle to them with further actions? • 3 for powerful,
• Will one roll let you fight your way out of the • and 5 for super powered actions.
monster infested flooded passage, or will you
play out tactical combat to get out instead? When the clock fills up completely, the task or
challenge it represents is complete or
Stretching the value of a single roll can let you surpassed. No further action is necessary from
control the tone of the game and how it’s framed - the characters.
how much time and action is covered - and you
can vary it from scene to scene. In the previous example, we could set out a single
clock (maybe a longer one, such as 10 segments)
for the whole castle, called something like ‘The
Clocks Castle’. Alternately, we could set out a few
(shorter) clocks representing each major obstacle
Let’s think about sneaking into the castle in the as the characters come across them - like ‘Guard
section above - there may be several discrete tasks in the hallway’, ‘Big complex lock’, ‘Hidden
or obstacles that need to be cleared - guards, Trapped Room’, judging the characters successful
locks, trapped doors, you name it. One roll may if these smaller clocks are filled in.
not feel right for the purposes of this task. If the
journey in doesn’t particularly matter, a character Clocks abstract out a whole task, scene, or series
could make a single roll to sneak in and have to of events. It’s certainly possible to just use a series
figure out how to get out. Or, if this is something of normal rolls for many complex tasks (and a lot
we want the story to brush past or montage of tables will play that way). However, using
through without much further consideration or clocks to represent complicated tasks ensures
consequence, we could do the whole thing in a you’re only rolling when there’s persistent
single roll (perhaps this is a scene from the narrative tension, constrains the number of rolls
character’s history, or the task is far below their made for any given task, and creates clear
skill). parameters for success. It allows the story to
progress and means you don’t have to waste time
Sometimes a task is too complex or daunting to be lingering on tasks that would otherwise require a
completed in one roll. Sometimes a task might lot of rolling, all of which we find extremely
take more time, or multiple steps, to complete, effective for speeding up play. You can use them
and doing everything in one roll just doesn’t feel to move more quickly and efficiently through
right. narrative scenes. If you’d prefer to keep things
looser, then don’t worry over making clocks for
In all these cases, it’s best to use a clock! every little thing.

When you have a clear challenge or goal, you can Project clocks
set out a clock with an even number of segments
(4, 6, 8, 10, 12). You can draw out an actual clock, You can easily use clocks to track progress on a
split into segments, or use a tracker, or simply tick long term project, especially the kind that
off check marks if you like. The longer the clock, characters might try to work on during an
the more complicated or challenging it will be to interlude.
fulfill. Name the clock after the challenge or goal,
not necessarily the method. For example, you can Progress clocks
have a clock that says ‘Guards’, ‘Traps’, and
‘Alarm’. You can also use clocks to track the status or time
pressure of a larger ongoing situation in the world
When characters take action related to a clock or campaign, such as a war, a spreading Blight, a
that would further it in some way, they will fill in faction’s political influence, or an assassination

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plot. These progress clocks tend to move by “I want to create an improvised grappling hook
themselves. Tick segments on these clocks when to climb the cliff.”
the story or campaign moves forward. A good “I want to transform into an animal for an hour
time to do this is after an interlude. When ticking so I can scout out the woods without being seen.”
these clocks, tick one segment if the situation “We want to create a working flamethrower out
progressed a little, two if it progressed as normal, of parts in this workshop.”
and three if there was great progress. For
example, if you have a clock tracking the progress This is best used for effects that aren’t permanent,
of a war and it’s drawing to a close, you might tick or a part of a character that will carry over
three segments on that clock at the end of between sessions. If the player who wanted a
downtime. grappling hook wanted it to work for more than
just its initial use, they’d probably have to set it up
Failure states as an ambition first.

You can also create clocks that fill up as a result of The players' goal will always work, but the GM
failures, rather than successes, establishing fail can choose one of more of the following, and must
states for situations. These clocks get filled in as inform the players on the details:
consequences of failed rolls or complications of
Risky or Heroic rolls. For example, if a group of • The ritual or craft can’t accomplish exactly what
PCs were trying to flee from a band of the players want, but a lesser version of it
mercenaries, you might set out two clocks: one • The characters will need to create time or space
that represents the PCs’ safe escape and one that • The characters will need to gather additional
represents the mercenaries catching up to them reagents, materials, or supplies
and forcing a fight. The Escape clock fills up when • The craft or ritual will have clear side effects
PCs successfully put some distance between them • The characters will have to sacrifice something
and their pursuers, while the Capture clock fills to accomplish their goal, such as another piece
up when they either fail those actions or have to of gear or an infusion of dust
make trade-offs. You might fill in two segments • The characters will need help from an expert
whenever a PC fails a roll and fill in a single • The characters will take harm from the task
segment as a complication if they roll a 4-5.
Then set up a clock or make an action roll to
accomplish the goal.
Rituals and Tinkering
During play, players may want to hold a magic
GM Principles
ritual, improvise some technological device, or
work on another project that may be more Heres some basic principles for the GM to follow
involved than a simple action roll. when running ICON:
• Keep away from ‘no’. ‘Yes, and…’, and ‘Yes,
Many of these projects are better accomplished as but…’ keep the story moving and keep things in
ambitions (page XX) during an interlude. the player’s hands. You can always tell a
However, if the project is something simpler or character an action isn’t possible given their
something that can be accomplished during a approach without denying them completely.
normal session, you can use these rules instead. Offer alternative approaches or suggestions to
problems, and let player creativity be rewarded.
First, the GM should ask the players what they “You can’t open that door by smashing it down
want to accomplish with their ritual, craft, or by yourself, it’s too heavy. If you could find
project - the goal or function of their creation. something strong to use as a battering ram
though…”.
Here’s some examples: • Let players choose how to move the
“We want to seal the door with a magic seal so action forward. Give players choices and let
that demons can’t pass through it.” them choose how to proceed. Players should
nearly always be the ultimate drivers of action in

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your story, not your NPCs, plots, or events. You action, and maybe drop something on the way
can always force the players to react by throwing over in a controlled action but otherwise make it
something unexpected on at them if you want to over safely.
mix it up. “Railroading”, or taking away player
agency, only typically becomes a problem when Here’s some broad suggestions for the GM when
you deny players the chance to take action or inflicting consequences.
intervene in a situation.
• Play to find out what happens. It’s perfectly 1. Put someone in a bad spot - Increase the
fine to have a plan or outline for a session or risk of their next action. Put them in a worse
expedition. If there’s a scene or event you really position than before, like teetering on the edge
want to happen, however, and the players totally of a cliff, separated from the group, sliding off
avoid it, then let it happen! You can find a way a rooftop, or in the middle of a crowded guard
to introduce it later. Players will often deviate post.
from the path you lay out for them, and the 2. Start a ticking clock - Start a ticking clock
story is often better for it. for a much worse consequence. Perhaps a
• Foreshadow consequences and threats. If character knocks a pillar, now the whole room
you’re going to shoot someone with a crossbow, is about to collapse.
show the players a glint of it from a window 3. Tick an existing clock - Tick 1-2 segments
first. If the fall off the mountain is going to for a partial success, tick 2-3 for a failure. If
inflict critical harm, you should probably tell the action was desperate or controlled tick
players how steep and dangerous the mountain more or less.
path looks. The game has a very easy way to 4. Offer a hard choice - Make characters
foreshadow threats built in with risk. choose between two harder outcomes - do you
• Make characters look good. Characters are want to recover the key to the ancient door or
heroes. If they fail, they should never fail due to let the treasure chest fall into the abyss?
incompetency. 5. Weigh them down - Present characters with
a sudden obstacle or hindrance - pin them
under a heavy boulder, give them an annoying
Complications and hanger-on at the party, blow out all the
torches and make the room pitch black
Consequences 6. Make them lose initiative - The character
misses a window of opportunity åor loses
valuable time. They lose sight of the thief
Characters take some sort of consequences or
they’re pursuing, a door slams shut on them,
complications for their actions on any final action
or they are late to the peace summit. Put them
result except a 6 - something that will happen
on the back foot.
fairly often!
7. Reduce effect - Give characters less effect on
a successful action, perhaps making them
Consequences are typically narrative in nature
have to roll again.
and will depend on the nature of the action that
8. Inflict harm, as established - Inflict
the character is taking in the fiction. For example,
harm. There’s more on harm below. For a
a character trying to leap a chasm might fall,
risky action, inflict 2, for a controlled action, 1.
stumble, or find themselves clinging to the edge if
For a desperate action, inflict 4 harm, or in
they don’t get a full success. The severity of
rare cases, inflict critical harm.
consequences should depend on the risk of the
action that a character is taking, with more
severe consequences the worse the risk Foreshadowing consequences
was. For a controlled action, consequences are
minor, for a desperate action major, and for a It’s good practice as a GM to foreshadow or hint at
standard risk action they should be somewhere in the possible consequences behind a character’s
the middle. In the previous example, a character actions. This is especially important for
might fall completely into the chasm if the action consequences with hard outcomes, such as harm.
was desperate (probably getting majorly hurt!), Establish consequences in the story first. This is
find themselves clinging to the edge on a risky pretty easy and intuitive to do:

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• “The robber levels their dagger at your chest. It Major harm is 4, usually taken as a result of
looks pretty sharp.” desperate actions. Major harm is something
• “You can take a shortcut to get ahead of the very painful or hurtful, like a long fall, getting
fleeing courier, but you’ll lose sight of her - smashed by a boulder, smacked around by a large
better hope you catch up.” monster, burned by a fireball, going days without
• “You can definitely sneak past the sleeping sleep or food, getting badly sick or poisoned, shot
giant, but he’s sleeping lightly and the slightest in a vital place with an arrow, etc.
noise will probably wake him up.”
Critical harm is something that a normal person
Sometimes players will even suggest possible probably wouldn’t survive, such as falling off a
outcomes or consequences for their own actions - cliff, getting crushed in the jaws of a wyrm, falling
in which case you should run with it. You can also into lava, riddled with arrows, etc. You’ll survive -
communicate this pretty easily by setting risk for you’re an ICON after all, but in order to do so,
actions. Don’t worry too much about doing it you’ll have to push through a lot.
every time, just try to remember when you inflict
hard or severe outcomes to communicate the Breaks and Burdens
possible outcomes before the character takes the
action - and allow players to back out of their Characters have a limited number of harm boxes,
ideas if they want. This helps the game feel fair. usually 4. If they would tick a box and their
boxes are already full, or if they take critical
Harm and Burdens harm, they break and are too hurt or
overwhelmed to continue in the current scene,
unable to move or act on their own. A broken
When a character is physically hurt, mentally
character may only act by pushing or receiving aid
drained, or narrowly avoids injury from a
(see more on stress on pg XX). When they do,
situation, they take harm.
they don’t get the regular benefits of pushing or
gaining aid, just the ability to act normally.
In base ICON, characters are heroic and
larger than life. Only the stresses and
When a character breaks, they clear their harm
stakes of tactical combat can truly hurt
boxes and take a burden, and at the end of the
characters. Outside of combat, they take harm.
scene they cease to be broken and can act
Taking harm represents the mental and physical
normally.
effort a character must put into avoid serious
bodily injury, taking injury anyway and pushing
A burden is more long-term harm to a character
through the pain, taking mental stresses, or
and represents the mental and physical ordeal of
suffering through a difficult situation. Harm can
the adventuring life. How much a burden
represent everything from actual bodily injury to
interferes with a character is up to that character’s
exhaustion, enervation, tiredness, or exposure to
player, but they get xp for letting it do so. When
the elements. Harm taken is 1, 2, or 4. Characters
you take a burden, write the nature of the burden
can also take critical harm.
underneath it. It could be a long term injury of
some kind that the character ignores, scars, a
Average harm is 2, usually taken as a result of
change in attitude, tiredness, sickness, etc.
risky actions. This is usually something like
getting swiped at by an average monster, a short
Example burdens:
but painful fall, slashed at by a weapon, eating
• Injuries: broken leg, broken arm, gashed ribs,
something poisoned, exhausted from a long trek,
monster bite, etc
frozen in the blinding wind, falling over from a
• Corruption: Infection, disease, illness, dark
lack of sleep, etc.
magic
• Negative emotions: Anger, resentment,
Minor harm is 1, usually taken as a result of
jealousy, rage, hatred
controlled actions - still enough to be painful.
• Exhaustion: tiredness, ennui, sadness
Bad bumps, scrapes, minor wounds, animal bites,
tiredness, sickness, etc.

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The GM can always look to burdens for possible


consequences for action rolls. Players can also 3 burdens
play up their burdens to invoke them.
A character with 3 burdens can still break,
Invoking Burdens clearing all harm, but doesn’t mark an extra
If a character has any burdens, they can invoke burden. Instead of recovering and returning to
their burdens in narrative play. They either get themselves at the end of the scene, however, they
into trouble, or when they take action the GM remain broken until the expedition is over (they
chooses one or two of the following, based on the can still push or receive aid to act normally, and
nature of the burden. can still fight in tactical combat).
• Increase the risk of their actions until the end
of the scene After the expedition is over, any character that
• Reduce the effect of their actions until the broke this way must take their leave from
end of the scene adventuring for a while and cannot embark on
• Give -1d on all actions until the end of the the next expedition.They can still heal burdens
scene during the interludes and pursue ambitions
normally, then return the following expedition if
For example, a character has the ‘Broken Leg’ they so choose.
burden and chooses to invoke it when their party
is doing a scene to climb a mountain. The GM
decides that this characters actions will be more Combat In ICON
risky during this scene because of the leg.
ICON has a tactical combat system, but this
Get into trouble means starting trouble where
system doesn’t have to get used to represent every
there is none. For example, a character with the
occasion when violence breaks out. You have a
‘exhausted’ burden decides to get into trouble.
couple options, including not playing with tactical
The GM decides this character wanders off, not
combat at all!
aware of their surroundings, while the party is
traversing a monster-infested tunnel. A character
with the ‘anger’ burden decides to get into trouble Use tactical combat
- the GM decides that the character acts out at an
inopportune moment. By default, ICON assumes GMs and other players
will be using the tactical combat system in the
When getting into trouble or invoking a burden second half of this book. This system is only for
means changing a character’s behavior or making when the stakes or the tension are high and must
them act out-of-character, the GM can say what be resolved through combat. In tactical combat,
happens but it can be up to the player to act it out. characters can actually be hurt or killed, and
they are going to use the full extent of their
If you invoked a burden at least once during a might - all their destructive magical and physical
session get 1 xp at the end of that session. power. If the scene doesn’t warrant that, or the
characters don’t have the ability to go all out, it’s
Healing Burdens and harm not worth tactical combat. For most situations
involving violence, assess whether it’s important
Characters can heal all harm when they camp enough to dip into tactical combat. If you get into
or when they finish an interlude. other situations, it might be better to play it out as
a narrative scene, using clocks. This is a way you
Burdens can only be healed during an interlude, can set the tone and pacing for your game.
during the special Heal Burdens step. Burdens
are represented with a filled clock of 4, 6, or 10 • Is a bar brawl a tactical combat, where the
segments, and characters can only heal them stakes are high and characters will use the full
slowly by unticking segments during downtime. extent of their powers and abilities, or is it a
Characters can fill in any burden they like when narrative scene using Excel, Smash, Endure,
they take one.

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and Command to overwhelm and outwit your In this situation, don’t treat monsters or foes like
rowdy opponents? you would in a traditional rpg, but instead use
• If the local militia shows up to arrest the clocks, risk, and effect to represent them. The GM
players, is that a tactical combat or a can adjudicate or adjust these based on the
negotiation? Can it degrade into a tactical qualities of the foes characters are facing, deciding
combat or can players make other rolls to avoid which actions in the moment would be more or
fighting? less effective.
• If the characters find a hungry giant guarding
the entrance to a dungeon, can they talk to it, or For example, characters are fighting a Wyrm in
will they have to fight it in tactical combat if open combat. The Wyrm itself might be
they fail to sneak past? represented with a 10 or 12 segment clock (a
pretty powerful foe!) with segments filled in as
Transitioning into tactical combat is usually done characters take actions against it. A character
smoothly out of narrative scenes or as a tension flinging daggers at a mighty armored wyrm with
break when things go sour: when the characters Skirmish might have no effect, or be a weak and
fail to sneak past the Relict, when they burst into desperate action. A different character trying to
the baron’s hall hell bent on confronting them, or hit that wyrm’s weak scale with a snipe action
when they stand in defense of the town as the might have normal effect and the action might
wave of monsters approaches. merely be risky. However, another character using
Survey might try and spot openings for the
rapier-wielding player, changing their effect, or a
Narrative Combat character might use Smash to topple a pillar onto
the Wyrm to immobilize it, Endure to grapple its
As an alternative or companion to tactical combat,
jaws and hold its attention, Charm to distract it,
you can play combat scenes out exactly like you’d
etc. All these actions can key into each other and
play out any other narrative scene - using action
all of them could potentially fill out the Wyrm’s
rolls, clocks to track challenges, etc.
clock to defeat it.

Combat actions Foes don’t have to be treated like a single clock in


If using narrative combat, you can use a narrative play. You could use one clock to
character’s combat ratings when they inflict represent a whole group of foes, or multiple clocks
violence in narrative play. There are three ratings: to represent one foe and the different threats it
represents.
• Skirmish: Act with mobile, fast, and quiet
violence. Powerful against numerous foes, but To make more interesting combat scenes, treat
Weak against larger, tougher, or armored foes. combats like any other narrative situation and
• Snipe: Act with long range, precise, but slow make multiple clocks to track evolving situations.
violence. Powerful at a distance. Weak up close. You can get some examples and advice on this on
• Crush: Act with strong, loud, and close page XX.
violence. Powerful against larger, tougher, or
armored foes. Weak against numerous foes.
Chapter
Characters start with one rating at 2, one at 1,
and one at 0, and can improve them like any
Chapter is a rough approximation of power level
other action rating. The flavoring and theming of
in ICON, and narrative play is no exception. The
a character’s action and attacks is up to the player,
following rule applies for Chapter in narrative
and any rating could be used for physical or
play:
magical combat.
When the players come across a challenge, assign
In a narrative combat situation, characters don’t
a Chapter to it, from I-IV. Chapter 1 is for threats
have to just use combat ratings, but can use any
and challenges characters could be expected to
action to progress a clock, as long as its effective.
handle as beginning adventurers. Chapter 2 is for

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established adventurers, and Chapter 3 is for very • Scaling a huge castle wall
powerful, heroic adventurers. • Sneaking into a guarded castle
• Riding a monster without a saddle
Chapter 4 is used to represent a level of power • Forging a new set of armor in a night and a day
that characters can never attain while being • Creating a new legendary alchemical formula
adventurers - legendary monsters, demigods, etc. • Enduring a fall off a high peak
• Riling up an entire crowd into revolution
Character’s actions are more effective and less
risky against threats and challenges 1 chapter Chapter 3
lower than them. Against threats and challenges 2 • Commanding an entire army
chapters lower than them, characters can surpass • Fighting a whole regiment of soldiers by
them without rolling at all, or in one roll. yourself
• Traverse by flying through the air
The opposite is true. Character’s actions are less • Fighting an ancient or powerful monster
effective or more risky (or both!) against • Scaling an epic peak with your bare hands
challenges 1 chapter higher than them, and have • Swimming across an ocean channel
reduced effect twice and increased risk against • Stealing the crown off the king’s head while he
challenges 2 or more chapters higher, which could holds court
mean they have no effect at all! • Surviving being hurled into a hostile dimension
for a few weeks
Characters can tackle higher Chapter threats by • Charming an ancient sorcerer into aiding you
mitigating risk and effect as normal, such as • Making ground-breaking discoveries in
through using Superpowered actions. magitech. Forging new spells

In the above example with the Wyrm, the GM Anything in Chapter 4 or beyond is by definition
might rule that the Wyrm is a Chapter 2 foe, a beyond the capabilities of characters without
powerful monster, and players will be less significant preparation, aid, or extra power -
effective against it (and take more risky actions) if something that characters will never be on level
they want to tackle it now. Or they could rule it’s a with. These are actions that can be story defining
legendary monster and players have no current for legendary heroes.
recourse against it without special preparation or
superpowered actions. Examples would be:
• A demigod or Titan
What constitutes chapter appropriate depends on • A legendary monster
the tone of your game, and what superpowered • Diving into the weave of magic itself
effect can do in your game. Here’s some examples • Bargaining with an aspect of Death
for a game I’d run, however, based on ICON’s • Stealing a thread of life from the underworld
default ‘mythic fantasy’ tone: • Cleaving a mountain with a single blow
• Bringing life to a barren land
Chapter 1
• Fighting a small band of bandits or an average You can absolutely adjust this up or down.
monster Decide with your group and for your table
• Scaling a high manor wall what a chapter 1, 2, or 3 challenge looks
• Swimming across a river like.
• Surviving in the wilderness for a few weeks
• Sneaking into a camp undetected
• Charming a merchant into better prices
• Commanding a few lackeys
• Deciphering odd runes from a ruin

Chapter 2
• Fighting a large group of well trained soldiers
• A tough, intelligent, or powerful monster

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• Team Action: You make an action as a group.


Player characters in Choose a leader, who spends 2 stress. The leader
makes an action with increased effect and the
Narrative Play outcome or consequences apply to the whole
group. For example, a Team Sneak can get a
whole group of characters through a difficult
In ICON, every character has a unique drive -
situation. A team narrative combat action (like
something that represents how they move through
Snipe or Skirmish) lets a whole group fight at
and interact with the world. This is called their
once.
Bond. You can think about it like a character
‘class’ or archetype, except your character’s Bond
Some characters have more or less stress boxes, or
is purely for narrative play. Think about how
can use stress in different ways.
your character acts around other people, what
motivates them, and what ideals they hold near -
If a character is maxed out on stress, they’re
that’s your Bond.
stressed out. A stressed out character can’t
spend any more stress and some Bonds may get
Each Bond gives you bonuses to certain actions
bonuses when they’re stressed out.
and powers that help you play to that archetype or
give your own unique spin on it. When you make a
character, you’ll choose the Bond you’ll have for Stress Relief
the rest of the game, with some exceptions.
Characters relieve all stress when they finish an
Bonds all have some variation of the following Interlude or when they camp.
features:
• Ideals 1/session, a character may also clear all stress
• Stress outside of camps or interludes when they fulfill
• Bond Powers their stress relief trigger. These are different for
each Bond. A character doesn’t have to activate
this relief when it occurs, and can wait for a better
Ideals opportunity.

These short sentences or activities can be ticked if Using stress while broken
you performed them during a session at least
once. At the end of a session, if you ticked at least If you’re broken in a scene (you maxed out on
one, get 1 xp. If you ticked all of them, get 2 xp. harm and took a burden), if you push or receive
aid, you can act normally for a single roll. You
Stress don’t get any other benefits from pushing or
All Bonds have a certain number of Stress boxes. receiving aid, just the ability to act normally.
By default, Stress can be used in the following
ways: Bond Powers
• Push: Tick 1 stress to add +1 Boon (+1d6) to Bond Powers are special abilities that either give
any action roll or improve its effect (normal > you the ability to do something without rolling, or
powerful) for example boost your existing actions or abilities. They are
• Aid: Tick 1 stress to help another character. very powerful and help distinguish your character.
They get +1 Boon on their action, but you also You can further define what your characters’
share in any consequences of their action (harm, specific powers look like and where they come
bad situations, etc). A character can only benefit from.
from aid once on an action roll.
• Resistance: Tick 1 stress to reduce harm • Scene: Some powers or Bond features (like
suffered as a consequence of your actions by 1. stress relief) apply until the end of the current
Can only be taken once per roll. scene, or can only trigger once a scene. A scene
is a contiguous series of events where we don’t

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‘cut away’ from the action. When we enter a new


sequence of action or dialogue (like a new room The GM can do a couple things here. If characters
in a dungeon, a new challenge, a different take action without checking the hallway out, the
conversation happening in a different place) the traps end up being an obvious consequence for
previous scene is over. This is pretty easy to their actions, and their actions are probably risky,
judge naturalistically. if not desperate! If characters take a moment to
• Limited Powers: Certain Bond Powers can survey the hallway and get good information, the
only be used by spending Stress, and many can GM can make their actions more effective or more
only be used a certain number of times per controlled moving forward, since they know about
game session. You get these powers back at the the traps.
start of a new session.
• Range: A few powers have a loose effect range - The GM can also decide to let the whole thing get
this is either close (close by, within comfortable covered in one roll. Or, if the trap is more
speaking distance) or far (in shouting distance) dangerous or complicated, they can set up a clock
for it.
Gambits
The GM can use good practices and foreshadow
Normally you can only take powers from your threats here by showing the players that the hall
own Bond. However, once you have four powers might be trapped.
from your own bond (including your starting
power), you can take a Gambit, which is a power Let’s see some permutations of each of these
from any bond. scenarios.

Knacks The introduction:


GM: You come to a long stone hallway, chocked
Some powers give you a knack. A knack is a skill with dust, and probably only wide enough for one
or area of expertise or knowledge, usually specific. person at a time to move down. It’s pretty long
When you can apply your knack to a roll, get +1 and the far end is too dark to see. Propped against
Boon (+1d6) on the roll. the wall on your side is an old rusty breastplate, a
piece of armor long abandoned, as though
someone took it off in a hurry. It’s pock-marked
Set up
with small holes.
Some bond powers give more powerful set ups or
One roll, players don’t gather information:
key off setups.
Alice: I forge ahead, carefully.
GM (taking the initiative): Ok! There’s a click as
Play Example you step on a pressure plate. You hear the soft
hiss of air at the other end of the room, and you
see a flurry of darts heading your way! What do
Here’s a quick play example. you do? Your action is probably going to be pretty
risky.
Play example: The hall of death Alice: Damn. Ok… I’m going to bring my shield up
and try and endure the darts.
The GM is playing with two players, Alice and GM: Great, I’d say that’s pretty effective but
Marco. Alice’s character has the Bond of the desperate.
Mighty, James’ character has the bond of the
Pathfinder. Alice rolls 3 dice for her character’s Endure action
and rolls a 1,2, and 5, a mixed success. Darts shoot
The character are exploring a ruin and reach a into her character, inflicting 3 harm on her. Alice’s
hallway. The GM knows this hallway is trapped player chooses to spend 1 stress for resistance to
with pressure plates (on the floor) which will reduce the harm by 1. The darts having activated,
cause poison darts to fly out from the far wall. A the hall is clear and the characters can move on.
tough scenario!

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One roll, gathering information: GM (putting her in a worse spot): Great, you
Alice: I’m going to check this hall out. boost Marco in the air. However, you have to take
GM: Ok, give me a fortune roll for that, since you a couple steps forward, and now you’re in the
seem safe where you are. middle of the hallway. Anything you do from here
Alice (rolls survey, gets a 4): I’m going to survey is going to be way more risky.
the hall for threats. A 4. Marco: Let’s do this. I’m going to traverse by
GM: Squinting your eyes, you can just make out kicking off the walls. I’m also going use my
strange cracks in the floor ahead of you. It’s hard pathfinder power Windrider to push myself for
to tell, but you’re pretty sure this hall is trapped, another die and choose to not touch the floor.
with pressure plates. GM: Great, that’s two bonus dice, one from Alice’s
character and one from your push, and you have
The scenario plays out as above, but the risk for better effect from your cool power. I’ll say since
Alice’s character’s action is now controlled, since you don’t have to touch the floor, your action is
she knows about the trap. Now she only takes 1 going to be less risky, so instead of being risky it’s
harm when she’s hit by the darts, which she going to be controlled.
spends resistance to ignore. Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
GM: No problem. You still get two ticks on the
Using a Clock, gathering information clock from your better effect (The GM ticks two
more segments, bringing the clock to 4/6).
The GM decides this trap is a bigger threat, Marco: Ok, but I’m a dead man, right?
something they want to spend a short scene on. GM (offering a choice): Your action was
They set out a 6 segment clock to represent the controlled thanks to your power, so you don’t get
hall. riddled with darts, but you’ve got a tough choice.
You don’t make it quite down the hall, and you’re
Marco: I have a bad feeling about this hall. I’m close enough to see the mechanism. Do you try
going to get closer to study the stonework and leap forward disable it now, and maybe get
GM: Ok, give me a roll. It’s a little riskier to study poisoned for your trouble, or do you try and make
since you have to get close, but I’ll say its more another roll? I’ll let you finish the clock right now
effective. I’ll say its still controlled. if you want.
Marco (rolls study, gets a 1 ): Ok, I’ll take it. I Marco: I’m going for it.
have 0 in survey so I’d rather use study. Ah, a 1. GM: Ok! You dive forward and jam your blade
GM (Inflicting harm): Oh yeah, it’s definitely into the mechanism. A vaporous cloud of poison
trapped. A flurry of darts shoot out through the pours out from the dart holes as the trap
darkness right at you. Since your action was more deactivates. You’re going to take 2 harm from the
powerful, I’m giving you some progress on this poison.
clock (The GM ticks 2 segments on the clock. Marco: Ouch. That would give me a burden.
Normally they’d tick 1 or none on a ‘1’ roll). Alice: Can I use my stress ability to take the harm
However, you’re still getting shot, for only 1 harm, instead by pushing Marco aside?
and you’re sure there’s more plates in the hall. GM: Yeah… but you’re not close enough - you
Marco: I’ll take it. were put in a bad position, right?
Alice: Can I boost Marco’s character on my shield Alice: Ah, ok. Can I just throw my shield and
to get them across the hall and give them a bonus smash the mechanism before it manages to poison
die? Marco?
GM: Sure. You can make a roll to set up Marco if GM (Avoiding saying ‘no’ to this creative
you like, or just tick a stress to aid him. solution): Sure, I think that would reduce the
Alice: Ok. I’m going to roll for it. Is… excel a good harm, but give me a roll. Risky, since you’re trying
action for this? to do it quickly from far away!
GM: Probably, or smash, I think, since you’re Alice: Ok, I’m going to use 1 stress to push this.
using force. (Rolls 2, 3, 6). A 6!
Alice: My smash is better, so I’ll use that. GM: Cool. You hurl your shield and crumble the
GM: Ok, it’s going to be controlled risk for you I wall, sealing off the vapor. Marco only takes 1
think harm.
Alice (rolling a 4): A 4. Marco: Nice.

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Flexibility and tone

You can see each of these scenarios changes both


the narrative weight of the scene, and the number
of actions players need to overtake it. For
example, a player with powerful or superpowered
effect could take care of the clock in the third
example with just one or two rolls!
Think about how this scenario might change
depending on the tone of game you want to run.
In a more grounded game, maybe getting riddled
with darts is more harm, or even critical harm on
a desperate action. Maybe diving down the
hallway, bouncing off the walls, isn’t possible
without powerful or superpowered effect (Marco
did use an ability there to justify it, so keep that in
mind).

If the characters are in a higher chapter than the


treat, a hall like this, in the fiction, may not pose
much of a threat. The GM can ignore it, make it a
single roll, or make it a shorter clock. If the
characters are in a lower chapter than the hallway,
maybe it poses a huge threat and is super risky,
and the character’s actions are less effective.

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For example, you could leave a place of safety

Expeditions, inside of a city and remain there while you travel


to confront the Churn Barons, or solve the
mystery of the murders by the docks, or

camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.

interludes
All expeditions have a clear goal at the start, even
if that goal changes.

Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping

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During an expedition, you can momentarily pause Starting expeditions


the action to camp. Camping allows everyone in When you set out on an expedition, take the
the group to recuperate and eat and drink, healing following steps:
all harm and stress, and healing all HP and
ending all effects from tactical combat. It 1. Define your goal. What are you hoping to
only takes an hour or so and a place of relative accomplish? What are you setting out in search
safety for characters to be able to camp. of? Who are you trying to stop? You can pose this
as a question if you like, phrased like ‘Will the
Characters can only camp a certain number heroes do X?’. We play to answer this
of times per expedition question. If you’re a GM, you don’t need to have
an answer yet, just an idea of how players might
At camp, if characters have gained 5 or 10 xp, they get there.
can also unlock abilities or talents for their
abilities (a sort of mini level up). Example goals: Will the heroes recover the
mysterious arkenrelic from the ruins that’s
The Camp sheet rumored to be able to destroy an entire town? Will
Characters can upgrade their camp, name their the heroes discover what is causing monsters to
group, and set group ambitions when they camp pour out of the oak hill dungeon and put a stop to
or go into an interlude using the camp sheet. it? Will the heroes track down and stop the
mysterious stranger who has been stealing from
Think of the camp like a character sheet for the the village shrine? Will the heroes put a stop to
whole party - everyone benefits from it. the brewing fight between the towns of
Barrowglade?
There’s more on the camp sheet on pg. XX
2. Choose some custom rules, if applicable.
Interludes This game has preset frameworks, tools, special
actions, and custom expedition rules for running
When the goal of an expedition is accomplished, particular expedition types. You can find a list of
abandoned, put on pause, or no longer relevant, these rules on page XX. You can always run an
and you return to a place of safety, the expedition without a type if you like and just
expedition is over, and you go into an improvise.
interlude. An interlude is a longer period of
more narrative time in which characters can rest, 3. Define the number of camps. Before
relax, and recuperate. characters embark on an expedition, the GM sets
the amount of times characters can camp.
During an interlude, characters can get Supplies to camp in the wilderness are limited,
rewarded for their adventures, level up, and and time is usually short. Camping lets characters
spend xp and dust. heal and fully recuperate.
- For a short or time limited expedition,
Then they can heal burdens, pursue characters won’t be able to camp.
ambitions, and freely role-play. - For other expeditions, characters should gain
the ability to camp once for every 3 combat
Returning to an expedition encounters the GM expects them to go
through (so once for 1-3 encounters, twice for
Interludes should always aim to come back to an 4-6, etc), or if there is less tactical combat,
expedition at the end of each interlude, creating a about once for every three major
loop of expedition > interlude > expedition. obstacles the GM expects them to go
through. Characters can camp at any time
they have an hour or so and enough safety in
which to do so.

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4. Set your job and abilities, if you expect Characters can always abandon an expedition if
tactical combat. There’s more on this in the they’re too hurt to continue or if the goal has
tactical combat section. changed. Leaving an expedition unfinished
abandons the original goal the characters had in
5. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests

6. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.

Alternative and Extra rewards

During play, the GM can always offer additional


rewards for going after extra treasure, completing
tasks for characters, slaying an especially
powerful monster, etc. These rewards can be in
the form of additional xp, dust, trophies (limited
use but powerful items), or relic rewards. You can
more information on these rewards in the book of
adventure on page XX.

Abandoning an expedition

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INTERLUDES If you like, you can forgo your own healing to


help someone else heal their burdens, allowing
Interludes are the spaces between adventures - them to tick 1 extra segment on any burden.
the kind of freeform narrative play that most role Each character can only be helped once.
playing games get into when characters aren’t
actively pursuing a quest or goal. They are the You may also spend dust to tick additional
spaces between expeditions when characters have segments on a burden clock, representing
time to pursue their personal goals, gather spending more time or resources bought. 2 dust
information, do more casual roleplaying, will buy you 1 segment on a clock.
shopping, etc. Every adventurer needs a break
from the grind of fighting against the encroaching Pursue Ambitions
darkness.
When you have a clear goal or project in mind, or
When you end an expedition, you go into an you want to obtain something (power, allies, dust,
interlude right away, and all interludes should access, information), you can write it as an
end with the aim of launching another expedition. ambition. An ambition could be anything from
Certain actions can only be taken in an interlude, crafting a magic sword, researching into long
like healing burdens or pursuing ambitions. forgotten civilizations, simply pursuing personal
growth goals, or bringing together an alliance to
While you’re in an interlude, it’s typically for fight a monster invasion.
couple days but you can decide how much times
passes - if you want to play things out in a more The GM decides if the ambition is possible, if a
strict, granular way, or if you want to ‘montage’ reduced version of it is possible instead, or if the
through events and have time move quickly. ambition will take several steps to complete. If
Interludes stereotypically take place in a town or your ambition is to become king, for example, the
city, but don’t necessarily have to - characters GM might decide that’s too large of a step for now,
could take an interlude in the wilderness if they but you might be able to pursue becoming a
like, as long as they have relatively safety to do so. knight instead.

Each time you go into an interlude, fully heal all Then they decide how hard the ambition will be to
harm and stress from narrative play, and all accomplish and chooses which of the ambition
hit points, and wounds from tactical combat. clocks on your sheet it will take up (short,
If characters were successful during their medium, long), and what filling that clock up will
expedition, they get rewarded (xp, dust, or represent. The clocks are 4, 6, and 10 segments
other rewards). Characters can then spend xp long.
and dust to level up and improve their
character. During an interlude, each character can pursue
ambitions by doing a scene or a montage
Characters always do this at the start of an describing how they’re pursuing their goals, then
interlude. All characters then get to do the making an action roll, filling out 1 segment on a
following activities, in any order or combination: 1-3, 2 segments on a 4-5, 3 segments on a 6, and 5
on a critical roll.
Heal Burdens - Characters can work on the same ambition if
they like, even if that ambition is another
Each character can heal burdens, unticking a character’s
total of 3 segments on any of their burden clocks - You may also spend dust to tick additional
(4, 6, 10). If a clock is filled out completely, the segments on an ambition clock, representing
burden is lifted and no longer bothers the spending more time or resources bought. 2
character. If you like, play out a healing scene to dust will buy you 1 segment on a clock.
describe what characters are doing to heal their
burdens (there are prompts for this on the When you make your characters, and during any
character sheet). camp or interlude, you can also write group

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ambitions, which reward everyone for working In general, Interludes are meant to represent an
on them. A group ambition can only be worked on area of relative peace and quiet. However, lot of
once during an interlude, and to work on one a groups may get into trouble during an interlude,
character has to give up working on their own and the situation might change. Characters might
ambitions. Group ambition clocks aren't a default go bargain with the thieves’ guild only to try to
length and must be decided by the GM. double cross them, wander a little too far out into
the wilderness, or open a dangerous magitech
You can write new ambitions any time, but if you device.
change or abandon an ambition, clear any
segments on the clock that’s representing it. An If characters get into trouble, you can play out a
ambition must be a clear goal or project, and the narrative scene or tactical combat to resolve the
length of the goal (which clock it represents) is situation. If it’s more complicated than a scene or
determined by the GM. You only have room for two, you’re probably heading into a surprise
one ambition of each length. If you want to write a expedition!
new minor ambition (4 segments) and already
have one, for example, you have to change your If characters took harm or stress during an
current one. interlude, they can heal them when an interlude
ends. In general, characters are intended to start
Clearing ambitions rewards 1, 2, and 3 xp an expedition with all their resources at their
respectively. Clearing a group ambition disposal.
rewards 1 xp to the whole group.
Bringing it back
Ambitions are typically projects or long-term
goals, like gathering information, researching, Interludes should always aim to launch the
crafting, or organizing. It could be something like characters into a new expedition of some sort. The
plotting revenge on a rival, learning a new skill, characters leave a place of safety with a clear
fixing up an old aethership, finding a secure route goal in mind.
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.
Session End
Aside from the xp for clearing ambitions, the GM
is free to give you some concrete benefit for
Whenever you end a session of ICON, go
completing them, like dust 0r camp upgrades.
around the table and check your xp triggers, then
They are also free to tick segments on your
gain xp depending on which you fulfilled them or
ambition clocks if they feel like your actions
not. These triggers are on pg. XX but are repeated
further the goal, even if they weren’t taken as a
here for your convenience:
Pursue Ambitions action.
Check at the end of a session :
If a goal is complicated or world changing it may
1. Did you fulfill at least one of your Ideals? 1
take multiple ambitions to complete. Alternately,
xp. All your Ideals? 2 xp
it may require an expedition or quest to complete,
2. Completed at least one tactical combat
in which case completing the ambition clock
encounter - 2 xp
represents the preparation for that expedition or
3. Accomplished an ambition (group or
quest. When it’s full, you’re ready to take it on
personal) - 1-3 xp
with your group.
4. Invoked Burdens at least once - 1 xp

Freeplay

Play out any scenes or role-playing activities you


like! Interludes are meant to accommodate more
relaxed role playing.

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Narrative Character
Creation

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Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. Get an When you make a character, choose what Kintype
action bonus based on your culture. you are. There’s no statistical or mechanical
2. Pick a Bond that you think represents your differences in game terms for whatever Kin you
character narratively. You can choose one pick. It’s true, for example, that Troggs as a whole
bond power, take the Bond’s basic actions, are larger and stronger than most Thrynn.
and can fill in 4 more dots on actions, However, each individual is different, and more
taking none higher than 3 right now. If you’re importantly you are a hero.
using narrative combat, fill in combat ratings
(2,1,0). Your bond is more important for determining the
kind of person you are. If you want to play up the
You’re done! You’ll make the tactical combat part unique attributes of your Kin, you can pick a bond
of your character next. In the first session you can that fits that fantasy, and pick actions that fill out
choose something for your camp with your group what you want your character to be strong at. A
and set out on your first expedition. strong, physically powerful Trogg may want to
pick the Mighty Bond. An agile Xixo who is an
excellent swimmer may pick the Pathfinder bond.

Broadly speaking members of all Kin can be found


in every part of the world and every walk of life in
ICON, and none have any ancestral nation,
‘homeland’, or monoculture, especially due to the
ancient influence of the Arken Empire.

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Narrative Advancement

Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up during a camp
or interlude, but can’t increase past the current Chapter.

Lvl Chapter Narrative Benefit


Choose a Bond, a Bond power, and gain 4 dots to improve actions. None
0 1
can be taken past 3 at level 0.
1 1 Gain a Bond Power

2 1 Improve two actions or gain a Bond power


3 1 Gain a Bond power
4 1 Improve two actions or gain a Bond power
5 2 Improve an action
6 2 Gain a Bond power

7 2 Improve an action

8 2 Improve two actions or gain a Bond power

9 3 Gain a Bond power

10 3 Improve an action

11 3 Improve an action

12 3 Gain a Bond power

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Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.

Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.

Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.

Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.

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Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.

Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the aetherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.

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Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:

• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.

There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are undiscovered across the surface of Arden Eld.

Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and typically (but not always) have large families. Beast folk are present in every
culture, from desert dwelling nomads, to pastoral farmers, to city guilds.

Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).

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Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.

Though individual Xixo live much shorter lives than other Kin, typically living until their mid 40s, they
have perfect memories, able to recall everything in their lives with absolute clarity. A common
understanding among the Xixo is that other Kin are terribly cursed - living twice as long as the Xixo, but
eventually forgetting a large part of their lives.

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typically have a wall to keep out roaming


Cultures of Arden Eld monsters. Many villages, especially those deep in
the wilderness, will train some or most of their
When you make a character, choose what their members in old martial arts techniques unique to
cultural background is. Unlike your ancestry, each village that can be used to defend the village
these do give you +1 to two specific actions as in times of crisis, recording these techniques on
they represent your background, upbringing, or scrolls that are closely kept secrets.
skills.
Community, hard work, respect for nature,
Culture is far more important than Kintype. A and family are strong values for Yeokin.
Trogg and a Xixo from the same village are far Outsiders can sometimes see them as parochial,
more alike than two Troggs from different part of stubborn, and uncultured.
the world.
Islander
These are the six broad cultures of Arden Eld and +1 to two: Smash, Endure or Command
don’t necessarily represent every culture present
in the world. Every type of Kin is present in every The islands around Arden Eld are an oddity, in
culture in varying degrees. that most of the arkenruins out there are sunken
beneath the ocean. Unfortunately, this has only
Yeokin made them more active. The island chains are
+1 to two: Survey, Traverse, or Endure beautiful, sun-soaked places that seem paradise-
like to many Kin, but the people that live there are
The vast majority of people in Arden Eld live in tough and disciplined, having to constantly
the Green, the swathes of peaceful farmland, defend their idyllic-seeming homes from horrors
villages, townships, and trading posts in between that rise unendingly from the sea. The weather in
the arkenruins. Life in the villages is hard work between the islands can range from merely
but generally pleasant, and organized around the stormy to apocalyptic, making travel incredibly
yearly harvests. Neighboring villages tend to difficult.
depend on each other for trade, safety, and
information, and come together for festivals (of Islanders are prolific sailors, strong drinkers, and
which there are many, especially in the summer prodigious fighters. They tend to have a dark
months). The villages typically are run by a city sense of humor and more than a touch of bravado.
elder, or a council of elders and have a strong Most of their living is made through fishing,
connection to nature and its cycles. Faithful carpentry, mercenary work, and through trade
villagers tend to pay their respects to the local and commerce with the mainland. Islanders have
nature spirits or the Titans at shrines or holy sites strong taboos about going back on promises, and
such as pools or groves. value someone’s word very strongly.

Villagers tend to be proud of their local traditions, Respect for strength, a healthy sense of
festivals, and gods. Most villages have a regional humor, reliability, and independence are all
cooking or craft specialty, and people will often strong values for Islanders. Outsiders can
visit from many towns over just to sample them. sometimes see them as insular, surly, or loud.
One village might specialize in iron and smithing
work, another might be known for the quality of Leggio
its steamed buns and its pork, and another might +1 to two: Excel, Tinker, or Survey
have miles of beautiful grazing pastures and be
known for the quality of its milk and dairy The villages of the Green rely on a healthy
products. network of trade caravans, peddlers, crafts-kin,
menders, and healers of all kinds. Parts of these
Regional village councils sometimes will gather a networks are made up of local farmers and
militia to defend against a surfacing ruin or a traders, but over time some of the caravans have
blight, and those towns very close to the ruins grown into permanent residences and a quasi-

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religious way of life for the people that crew them, beneath the earth, it is not uncommon for a
who have come to be known as the Leggio. Their Churner camp to appear at the edge shortly after,
massive, colorful caravans make seasonal like a spray of brightly blossoming flowers over a
rotations around Arden Eld, stopping in the cities grave.
to resupply, and are broadly welcome wherever
they show up, since it means a chance to buy, Especially brave Churners will sometimes set up
repair, and indulge in all the necessities and shop within the surface levels of a dungeon,
luxuries so sorely missed. The Leggio always eat sometimes maintaining large crops of herbs,
well and trade fairly with the towns, and will often fungi, or other staples that will only grow in the
take on travelers who are seeking safe passage to dust-soaked environment of the arkenruins. The
the next village, post, or city. more daring of them will hire themselves out as
guides, tinkers, or hirelings for wealthier
Nearly all Leggio have some sort of family trade or adventurers. Due to their unique living
skill they are specialized in (sometimes multiple), circumstances, most Churners tend to know more
and many famous or legendary artisans, smiths, about monsters than any other culture, mostly
and weapon makers come from old Leggio their spoor, habits, and how to avoid them.
families. Leggio Grand Caravans can be two (or
sometimes three!) stories high and are carved Churners are a highly itinerant culture, and while
with family histories. They are pulled by draft some travel together, they tend to congregate only
beasts and sometimes captive monsters, who are when a new dungeon surfaces and the old sites
kept docile by Leggio beast tamers. dry up. Many of them are former adventurers who
have settled out of obligation or necessity and
Leggio are nearly all armed and trained in fighting seek a slightly more respectable existence, but
since they were young as they often have to pass others are skilled merchants, crafts-kin, cooks,
through dangerous or blighted areas in order to smiths, and suppliers that come from old families
reach a town in need. They regard their duty to of Churners and run their tents and wagons with a
keep towns supplied as sacred and pray to the high respect of the Churner Code (honesty, safety,
Titan of chance to give them safe passage. convenience). Recently, due to the increasing ruin
activity, the number of Churners has been rapidly
Craft, sociability, discipline, and increasing, and a lot of the old and more
hospitality are all strong values for Leggio. respectable families complain of grifters,
Outsiders can sometimes see them as brash, swindlers, and ill-intentioned shady merchants
overly friendly, or nosy. sullying their reputation.

Dependability, hustle, professionalism,


Churner and caution are highly valued by Churners.
+1 to two: Sneak, Charm, or Traverse
Outsiders can sometimes see them as deceptive,
opportunistic, or exploitative.
A sporadic, nomadic culture, churners live a
dangerous and daring existence, especially
compared to most people of Arden Eld. In their Chronicler
caravans and camps, they follow around +1 to two: Study, Excel or Charm
Arkenruins as they surface, and make their living
off them in whatever way they can. Sometimes The ancient monasteries of the Chroniclers dot
this involves venturing into the ruins themselves Arden Eld, overlooking its deep valleys from
(though never too far for most Churners, they mountain perches, or buried deep in the rifts of its
leave that up to the adventurers and the canyons. Within is buried ancient knowledge -
foolhardy), and scraping Dust from the ruins, or and sometimes dangerous secrets.
searching the surface levels for fragments of
Arkentech. Most of the time this involves directly Chroniclers are a unique, isolated culture - a
servicing the adventurers themselves who venture quasi-religious society of monks and acolytes built
into the ruins by supplying them with necessary around the Chambers - the great monasteries of
food, supplies, arms and armor, and elixirs. When the continent, whose building predates the Arken
a new ruin is discovered or surfaces from deep and survived their fall. There are twelve of these

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ancient edifices, and they are typically located in expanding and stretching to the sky, and the fires
extreme or hard to reach locales, requiring them of industry and arkentech burn deep in their
to be self sufficient. Small monastery towns and bellies.
trading posts grew up around them over time,
forming a tight-knit communities that revolved Those that live in the cities are known as Guilders,
around and intermeshed with monastery life - and often belong to one of the great Trade Guilds,
moving with their festivals, rituals, and traditions. loose and oligarchical organizations that regulate
the trade and production of certain items between
The Chambers are part temple, part archive, and cities and act as informal government associations
part prison. As legend goes, they were built to of sorts. Cities are often ruled by the guilds or
protect the great secrets of the making of the their proxies and to most people of Arden Eld are
world. Some of their inner vaults now lie empty, chaotic, overcrowded, wondrous, and very smelly
and three of the Chambers are broken and hollow places where the food is greasy, the markets are
ruins, whatever was contained within long bright and burgeoning, and the sights are as
disgorged into the world. The inner passages and incredible as they are strange.
halls of the Chambers are rumored to be full of all
kinds of secret knowledge, ancient weaponry, and Cities are the centers of technology and magic in
old and powerful evils - though none can say for Arden Eld and are the chief drivers of the hunger
sure. for Dust and arkentech, which the technomagical
institutes and Guilds use to produce mechanical
As for the Chroniclers themselves, they live in a and magical wonders. Citizens of the great cities
strict, hierarchical, and somewhat spartan society, of Arden Eld are the most diverse in background
but one which values justice, education, equality, and profession, and tend to enjoy a higher
and honesty. Ascending up the ranks of the standard of living than those in the Green, with
priesthood takes a long time and a lot of access to many conveniences such as rail and
ceremony, and only the most senior monks are airship travel, running water, and arkenlamp
allowed into the central halls of a Chamber. lighting. However, they also are the most unequal,
with many Kin languishing crammed into hot and
It is not uncommon at all for monks to dip and overcrowded residences in the increasingly
out of the priesthood in order to have families, mazelike city depths, while the Guild Barons at
explore the world, or go on missions of utmost the top scrape most of the benefits off for
import for the monastery. Junior temple acolytes themselves while claiming to be acting for the
wishing to become higher members of a benefit of all. Some predict the coming of the
Chronicler order are often required to leave the Churning Age will extend this way of life even out
temple for a while to find purpose in the greater to the Green, and fear what that portends.
world.
Guilders tend to be more educated, more
Chroniclers highly value knowledge of all kinds, knowledgeable about Aetheric principles and
and tend to be highly educated. This drive often more connected to magic and science than other
pushes traveling chroniclers to explore ruins, Kin, who they may see as backwards. They also
challenge authorities, or pry where they don’t tend to be very tolerant and welcoming, and the
belong, often getting them into danger. most worldly of Kin.

Truth, justice, discovery, and tradition are Tolerance, patience, drive, and
important values to Chroniclers. Outsiders can see friendliness are highly valued by Guilders.
them as secretive, old-fashioned, or stiff. Outsiders can sometimes see them as haughty,
know-it-all, or pampered.
Guilder
+1 to two: Command, Tinker, or Smash

There are no nations in Arden Eld, but its cities


are growing in both size and influence. Their
cobbled streets and teetering towers are

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BONDS

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The Pathfinder
Discover new things, meet new people, learn new • Lay Burdens - 1/session, When you enter a
things. The Pathfinder is always looking to populated location, untick 1 segment on all
horizon. They’re the first to clamber up the burdens, and you may push your next action for
mountain, leap across the river, or dash down free.
the slope. The road is their friend and they can’t • Airfeel - When you camp or start an
wait to see what’s around the corner. expedition, you can ask any of the following
questions about the next day or so of travel and
+2 Traverse or Survey get a truthful yes or no answer from the GM. Get
increased effect when next acting on the
Ideals answers.
- I addressed challenges with curiosity, • Is it a long, dangerous, or arduous
discovery, or understanding journey?
- I expressed my heritage, background, or beliefs • Is the journey defended or contested?
through my actions • Are you currently being pursued, tracked,
- I saw, heard, or tasted something truly unique or hunted?
• Colortongue - You can understand and speak
Max stress: 1 all languages and read all scripts. When you
Stress relief: Relieve 1 stress when you enter a study a living creature, you can understand it
new scene. This ability can activate any number of even if it doesn’t speak language.
times a session. • Horizon Sweeper - When you’re outside, you
Stress special: Abilities or actions (such as can see in the dark. Your survey actions have
leading a team action) that cost more than 1 stress increased effect and aren’t affected by weather
only cost 1 stress for you or time of day
Harm: 4 • Memory of the Sole - Name a location you
last set up camp. The GM will determine the
difficulty of the journey there by answering the
POWERS questions below. When the next scene starts,
• Saddleborn - Get a knack for riding animals you and up to ten other willing people can
or piloting vehicles choose to be safely there if you take 2 harm for
• Windrider - When you push yourself to take a each ‘yes’ answer, which could cause you to
traverse or sneak action, you also get break. Work backwards to figure out how you
increased effect and choose one of the following got there (the scene doesn’t necessarily have to
for the action: you don’t touch the ground, you take place the next hour or day, for example).
don’t make a sound, you can’t be touched while • Is it a long, dangerous, or arduous journey?
moving. • Is the location defended or contested?
• Dabbler - Get +1 point to put in any action • Are you currently being pursued, tracked, or
rating. At the start of an interlude, you must hunted?
swap this point around to a new action. It can’t • Lightspeed - 1/session - Your next traverse
take any rating higher than 4. or survey action has superpowered effect
• Freesoul - You can escape from any restraint, • Gambit of Momentum (requires 4
grab, shackle, hold, or prison cell without powers): Take a power from another Bond
rolling. You can conceal this ability if you wish.

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The Seeker
Uncover forbidden knowledge, untangle people, • Argus - You get a knack for sensing danger,
teeter on the edge of sanity. The Seeker wants hidden traps, or ambushes, and can use this
answers - about the world, about magic, about knack on any action when surprised.
monsters, about themselves - all of it. Their keen • Midnight Eyes - You can see in the dark,
wits let them cut through any situation, even if which could make your risk and effect better.
they may not like what they uncover. Your study and survey actions get increased
effect in darkness.
+2 Study or Survey • Unhinge - When you push a desperate action,
it gains increased effect and a bonus die.
Ideals • Dark Clarity - You may close your eyes and
- I addressed challenges with investigation, take 1 stress to study the ambient emotional
intuition, or instinct state of someone in close distance from you
- I expressed my heritage, background, or beliefs (make a fortune roll). If your action is successful
through my actions (4+), your next action against that person gets
- I questioned my own understanding of the +1 boon and increased effect.
world • Possession - 2/session - Ask a presence inside
you for advice. The GM will answer as the
Max Stress: 4 presence. Get +1d on the next action to follow
Stress relief: You may relieve all stress when the advice as if the presence aided you.
you discover something hidden, forbidden, or • Instinctive - 2/session - Describe a course of
secret. action to the GM you plan to take in the same
Stress special: When stressed out, you get +1d scene. You will receive an answer that is
on study and survey actions and can aid in those truthful, if unclear, that comes from a feeling.
actions without spending stress. The GM can choose from the following options:
Harm: 3 Wheel (good/positive outcomes), Stone (bad/
negative outcomes), and Chaos (a mix of good
and bad outcomes).
POWERS • Geist - When you touch someone skin to skin
and tick 2 stress, even if you break contact, you
• Heartsight - 1/session - Close your eyes. You can see through their eyes and experience their
can view a location within far distance for 1 sensations and ambient emotional state, though
minute as if you were there as an invisible you can do little but observe, and they are not
observer, hearing and seeing everything. You aware of your presence. The effect lasts until the
cannot move your point of vision, and your body end of the scene, or until you use this ability
is immobile and vulnerable while taking this again, and while you’re concentrating on it, you
action, and you can end it any time. You don’t cannot do anything yourself except sit in quiet
have to be able to see the location you’re trying focus, otherwise the effect breaks. A player
to view. character must be willing.
• Library Organ - 1/session - Get +1d on study • Terrible Truth - 1/session - Increase the effect
and survey for the rest of the scene, but -1d on of your next Study or Survey action to
all other actions Superpowered
• Gambit of Knowledge (requires 4
powers): Take a power from another Bond

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The Mighty
Use your prodigious physical or magical that (you have 3 burdens for example) this effect
strength to destroy obstacles and help your ends at the end of the scene.
friends. The Mighty revels in strength and • Iron jaw - You can’t suffer critical harm (take 4
power, and presents an unbreakable front to the harm instead)
enemy, but uses that power not to oppress and • Volcanic - 2/session - When someone or
control, but to protect the vulnerable and stand something harms an ally in your presence, you
against evil. can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
+2 Smash or Endure the rest of the scene
• Hammersoul - Your Smash actions have
Ideals increased effect when you’re stressed out
- I addressed challenges with strength, • Overpower - You can push by taking 2 harm
leadership, or force instead of spending stress for Endure and
- I expressed my heritage, background, or beliefs Smash actions
through my actions • Stoneskin - The first time you take harm in a
- Someone challenged me or my friends and I session, reduce it to 0
didn’t back down • Force of Will - 1/session - You can choose to
automatically treat your next Command action
Max Stress: 3 roll against another character as a 6. The GM
Stress relief: Relieve all stress when you take can decide a character is too strong willed for
harm for others, or take harm while aiding others this to work on them, but if they do, heal 2
Stress special: When an ally close to you suffers stress.
harm, you can take the harm for them. You can • Half Light - When you gather information
resist it as normal. about violence or possible threats, you can use
Harm: 5 Endure, Smash, or Command
• The Wall - 1/session - This scene only, reduce
all harm suffered by 1, to a minimum of 1
POWERS • Make Total Destroy - 1/session - Increase the
effect of your next Smash or Endure action to
• True Grit - When you break, you remain in superpowered
control of your character for the rest of the • Gambit of Strength (requires 4 powers):
scene. If you would remain broken longer than Take a power from another Bond

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The Wolf
You are a tough exterior covered in scars. Your • Go for a Walk - 2/session - When you
competency makes you strong, but you also can’t separate from the group to do something alone,
let anyone see where you’re vulnerable. The wolf you can trigger this ability to get +1d or
stands strong alone, but can’t forget that they increased effect on your action. ‘Cut to black’
ultimately rely on the pack. and roll the action ‘off-screen’, then cut back to
when you return to the group.
+2 Excel or Sneak • Cornered - When you are outnumbered in a
tense or violent situation, leading team actions
Ideals does not cost stress for you.
- I addressed challenges with precision, coldness, • Viper - If there’s any question about who acts
or intimidation first in a scene, its you. If there’s multiple
- I expressed my heritage, background, or beliefs characters with this power, roll off.
through my actions • It’s Nothing - During Heal Burdens, heal 2
- I let my mask crack extra ticks on a burden of your choice if nobody
helps you heal burdens. Heal 1 tick on two
Max Stress: 4 burdens if someone does help you heal, instead
Stress relief: Relieve all stress when you fix of just one burden. You can’t help other people
someone else’s mistakes. heal burdens.
Stress special: You cannot benefit from aid • Crack Shell - When you’re stressed out, you
unless you’re stressed out. can take aid actions without spending stress.
Harm: 4 • Bishop - When you set someone up, that
person gets both +1d and increased effect on the
set up roll.
POWERS • Wick - 1/session - Increase the power of your
• Clarity - If you break, clear all stress, and you next Sneak or Excel action to superpowered
can push your next action for free • Gambit of the Fang (requires 4 powers):
• Scarcoat - +1 max harm per Burden you have Take a power from another Bond
• Blood Scent - You get a knack for tracking or
intimidating anyone or anything that’s wounded

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The Harlequin
Trick, humiliate, and dance around the powerful. camp, or until you eat or drink something, and
The Harlequin despises those who take while active you get a knack for impersonation.
themselves too seriously, and delights in slipping • Mockingbird - You get a knack for mimicking
in and out of conversations, roles, and situations. sounds or voices
• Fast Friends - 2/session - You can choose to
+2 Sneak or Charm automatically treat your next charm action roll
as a 6. If you do, its effects only last a minute
Ideals until its target(s) realize they were manipulated.
- I addressed challenges with cunning, • The Big Show - Critical hits on excel,
subterfuge, or deceit charm, or sneak actions relieve 1 stress for all
- I expressed my heritage, background, or beliefs party members who witness your feats
through my actions • Habitual Line Stepper - 2/session - You
- I talked my way out of a charged situation instantly disappear from sight and re-appear
somewhere nearby in far distance. You don’t
Max Stress: 3 have to see your destination, but you are
Stress relief: Relieve all stress when your shunted back to your starting point if it’s
actions get you in trouble with someone or occupied or obstructed (like trying to hop into
something powerful solid rock, for example).
Stress special: When you’re stressed out, get • Quickfingers - 1/session - Name an object
+1d on sneak nearby that you can see that could fit or carry in
Harm: 4 one or both hands. By the start of the next
scene, you have possession of it. If you stole it,
the person you stole it from will find out within
POWERS the hour
• Ridi Pagliacci - You can invoke each of your
• Mirrormask - You can always tell if someone burdens instead of spending a stress, once a
is lying if you can see their face, though the session for each burden
nature of the lie is unclear • Exuent - When you lead an action to flee or
• Mercurio - You can change your appearance escape trouble, don’t spend stress.
completely by spending 1 stress, including • Heart of the Bards - 1/session - Increase the
height, weight, gender presentation, etc. You power of your next Charm or Sneak action to
must appear as Kin (a person), but you could be superpowered
a different Kintype, and otherwise everything • Gambit of the Laughing Titan (requires 4
else is up to you. This effect lasts until you powers): Take a power from another Bond

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The Highborn
You were born into a sheltered existence, both • Ivory Tower - 2/session - When the GM
protected and constrained by wealth, walls, or describes a location, monster, person, or
rules, a curse as much as it is a blessing. You historical event, you can ask the GM for an
have privileges, power, and knowledge that additional detail only an expert would know and
others envy, but have so much else to learn about get a truthful answer. Get +1d the next time you
the world. act on the answer.
• Honor Student - If you forgo healing burdens,
+2 Charm or Study you can tick an extra segment on an ambition. If
you take one other character along with you to
Ideals observe, they can also tick a segment.
- I addressed challenges with poise, passion, or • Passionate - You always have a secret passion
social status ambition you can work on, something you’ve
- I challenged or acted against my heritage, wanted to try but never been able to. It’s a 12
background, or beliefs through my actions clock that gives 3 xp for completing it, and can
- I learned something new about my companions be worked on for free each interlude. If you
complete your passion, you can pursue a new
Max Stress: 3 one.
Stress relief: You may relieve all stress when • Unflappable - Leading actions to Command or
someone else relieves all stress Charm costs only 1 stress for you
Stress special: When you’re stressed out, • Perfect Grace (1/session) - Increase the
characters that aid you spend 0 stress effect of your next Charm or Study action to
Harm: 4 superpowered.
• Gambit of Silk (requires 4 powers): Take a
power from another Bond
POWERS
• Rarefied - You have a knack for talking to
people considered highborn or high class.
However, if you use this, all actions against
people considered low class or lowborn have
weak effect at best until the end of the session.
• Private Tutor - You've had specialized
training. Choose any action. You can re-roll any
‘1’s you roll as part of that action, keeping the
new result. However, choose one other action
that you neglected - you must re-roll any ‘6’s as
part of this action.
• Silver Spoon - You can never be accused of
trespassing except by someone considered high
rank or high class (a manager, a noble, a
military officer, etc). This effect does not extend
to anyone else with you, but get +1d on rolls to
cover for them.
• Trust the Fund - You always have enough in
your pockets to sway someone when you try to
gain access, assets, or information. If you do,
gain +1d or increased effect, but it’s
incredibly obvious that you’re bribing them.
• Special reserve - Get +1d and increased effect
when you gather information or recall info on
something rare, expensive, or hard to find.

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The Mender
You gather your group with cheer and good • Illuminate - Your actions have +1 boon or
attitude. You use your power to fix, heal, and increased effect with or against characters or
mend. You can be quiet, but when you’re loud, creatures that trust you.
people listen. • Untangle - When you help someone else lift
burdens, you increase their segments healed by
+2 Charm or Tinker +1, and heal 1 segment yourself
• Pangloss - When you fail a desperate action,
Ideals your next action can be pushed without
- I addressed challenges with diplomacy, spending stress.
positivity, faith, or empathy • A Better Way - When you study to
- I expressed my heritage, background, or beliefs understand how something or someone is hurt
through my actions or broken, or tinker to fix some device, get +1d
- I defused a potentially violent situation or increased effect.
• Mender - 2/session - You can tinker to heal
Max Stress: 6 someone’s harm. Check the final result:
Stress relief: You can’t relieve stress outside of • 0-3 - Characters can take 1 stress to heal 1
camps or interludes. harm
Stress special: You can relieve someone else’s • 4-5 - Character heals 1 harm
stress by 1 by spending 1 stress. • 6 - Character heals 2 harm
Harm: 4 • 6,6 - Character heals 4 harm
• Encourage - 2/session - Spend a use of this
• Push through - You can take 1 harm instead of ability to use aid without spending stress or
spending stress to take aid actions exposing yourself to consequences
• Divine Luck - When you take harm as a • Take Hope - When you critical hit on an action
consequence, roll a 1d6 fortune roll. On 6, roll, you can heal one segment on all of one
reduce the harm suffered to 0 (even critical ally’s burdens.
harm). • Gaia - 1/session - Increase the effect of your
next Charm or Tinker action to superpowered
• Gambit of the World Soul (requires 4
powers): Take a power from another Bond

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The Brave
Use your courage, luck, and wits to smash head you or were in a team action) also reduce
on into problems. The Brave is always at the incoming harm by the same amount
front line, hurling themselves at problems, and • Luck as a Constant - When you critical hit,
hoping their allies will pick up the pieces. They’re lose 1 stress and 1 harm
at their best when relying on fate, teamwork, and • All in - Using Aid to help a character taking a
the power of perseverance. desperate action costs 0 stress for you
• Joyluck Wind Thrower - When you take a
+2 Endure or Command desperate action, you can take +1d on the
action. If you do, treat any die less than a 6 as a
Ideals 1.
- I addressed challenges with perseverance, • The Sun- 1/session - Gain increased effect on
friendship, and passion all actions for the rest of the scene
- I expressed my heritage, background, or beliefs • Coordinate - Aiding you on team actions costs
through my actions 0 stress
- I trusted someone with my life • Heart of Hearts: 1/session - You can flash
back to a scene from your past or hometown and
Max Stress: 3 describe how your memory of that time inspires
Stress relief: Relieve all stress when you charge you in the current moment. You can treat your
forth without a plan next roll as though you rolled a critical hit (6,6).
Stress special: When you lead a team action, get You can only use this ability three times ever,
+1d on the action and when you expend its third use, replace this
Harm: 4 power with another one.
• Team Player - When any ally sets you up,
you have increased effect on your next roll
POWERS • Brave Destiny - Your critical hits have
• Strike the road - The first team action you superpowered effect
lead in a session costs you 0 stress • Gambit of the Wheel Smashing King
• Stronger Together - When you reduce (requires 4 powers): Take a power from
harm (from resistance or otherwise), allies that another Bond
suffer harm from the same action (if they aided

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The Broker
Use your superior skills, class, intellect, or • Beg, Borrow, or Steal - When you need the
delicate touch to handle situations with elegance. right tool for the job (a disguise, a tool, a
You’ve been there before, and you have a plan for weapon, a portable boat, a ladder) you can
everything under the sun. Some may call you choose to have it right now. The tool lasts until
stuck up, but they don’t see how the strings you the end of the session, or until you use this
pull save their sorry hides again and again. ability again. Increase effect and gain +1d on
actions using the tool, but the GM chooses one:
+2 Command or Study • It was stolen from someone, who will
track you down by next interlude
Ideals • It’s poor quality and breaks after the
- I addressed challenges with manipulation, scene is over
influence, or planning • It gets you into trouble after the scene is
- I expressed my heritage, background, or beliefs over (it attracts attention, there’s an
through my actions unwanted side effect, it leads you
- Despite my best efforts, we went wildly off plan somewhere you weren’t expecting to go)
• Fruitful- You have a contact or family member
Max Stress: 4 in every populated location. Define this person
Stress relief: You can clear all stress when with the GM and pick one (choose carefully):
another team mate becomes stressed out or not in trouble with the law, reliable, won’t need
breaks. a favor. Roll +1d on actions where your contact
Stress special: When you become stressed out could help you.
or break, all team mates lose 1 stress • Faust (1/session) - The next time you roll,
Harm: 3 treat all 1s as 6s. The next time you roll after
that, treat all 6s as 1s.
• Make it work (1/session) - You may use your
POWERS highest rated action for any single action with
• Contingency (2/session) - You can use this normal effectiveness (charming a door to open
power to ‘flash back’ in time to tell the GM how for example). Explain to the GM how you’re
you prepared for a situation. You can use this doing this.
ability before or after any action roll to do one of • Ladder Climber - You can pursue ambitions
the following: Set up a character for the next twice during an interlude, but only if you pursue
action (even yourself), resist consequences of different ambitions.
something that just happened, even for another • Golden Hand (1/session)- Increase the effect
character, increase effect or lower risk. To do of your next Command or Study action to
so, however, you need to be able to tell the GM superpowered.
how you prepared and also make fortune roll • Gambit of Smoke (requires 4 powers):
using one of your actions to see how well your Take a power from another Bond
preparation well On a 4+ gain the expected
effect, on a 6 choose an extra effect, and on a 1-3
you had to abandon the plan (this ability has no
effect this scene and regain 1 use).
• Swoon (1/session) - When you would take
consequences as a result of your actions, you
have may another willing character nearby take
the consequences instead of you after you learn
what they are. If they do, they take 1 xp.
• Immaculate - Get a knack for situations
where being dressed appropriately would help
you (disguises, uniforms, outfits, formalwear,
etc)

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II. THE BOOK OF BATTLE

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TACTICAL COMBAT

When you go into a situation in ICON where high- do something. You may also use interrupts
stakes violence is about to break out, it’s probably before, after, or in the middle of any action, even
time to go into tactical combat. Tactical combat off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points. When you gain vigor (a shield that
then there’s probably no reason to play out goes over your health, usually from healing) it’s
tactical combat! equal to a multiple of your VIT. Other effects
can heal you equal to your VIT value, so it’s a
quick shorthand.
Combat in ICON • Hit Points (HP): 4x your VIT, representing
your character’s physical state, energy, and
Tactical combat in ICON is a game that is ability to avoid damage. Once you run out and
intentionally an abstraction. It’s a different go to 0, you are defeated. You’re
mode of play to narrative play, and has more incapacitated (can’t do anything, need help to
tightly constrained rules. get up) and take a wound. Certain abilities care
about if a character is bloodied, which is at or
Tactical combat in ICON is grid based (a square below 50% max hit points.
grid is used, with each square representing 1 space • Armor: Reduce all incoming damage by your
on each side) and turn based. On your turn, you armor amount unless it has the pierce tag
can move up to your speed and take two • Wound: When you take a wound, fill in 25% of
actions. Sometimes you will take both actions to your HP (a value equal to your VIT value),

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lowering your maximum HP and and look of your character is up to you. If you’re
maximum vigor. You normally get wounds not well armed and armored, then don’t go into
from being defeated. You can’t typically recover tactical combat!
or heal a wound until you take an interlude. If
you accumulate 4 wounds, you die. That isn’t to say there isn’t power to be found in
• Elixirs: Outside of combat, a character can take gear and weapons, but ICON only cares about the
a few moments to drink an elixir to heal hit truly legendary stuff. During your adventures, you
points by 50%. Characters all start any will recover temporary items of power, called
expedition with 2. Trophies, and unlock powerful Relics, aspects
• Defense: How hard it is to land a blow on you of ancient heroes that empower your armor,
in combat. A hostile character must beat or items, or weapons. These relics must be leveled up
match your defense with a to-hit roll to hit you alongside your character by infusing them with
with an attack (and you have to do the same to Dust, which you can recover as a reward from
them). Anything lower is a miss. your exploits. Dust can also be used to empower
• Speed: Affects how far you may move when your group as a whole by investing it into your
you take a standard move or dash. Camp.
• Size: How many spaces square you take up on
the battlefield. Player character are all size 1, Boon and Curse
and take up a 1x1 area.
During combat, you’ll often make use of Boons
• Damage: Damage in ICON depends on your and Curses. Here’s a refresher: for each boon, roll
job. Every class has a damage die (d6, d8, etc) 1d6, pick the highest total result, then add it to
which is often written as [D], and a fray your d20 roll total. For each curse, roll 1d6, pick
damage value (a fixed amount). the highest, and subtract it from your d20 total.
• Saves: When you make a save against a hostile Boons and curses cancel out each other, 1 to 1.
effect, roll 1d20, and save against the effect on
an 10+, usually resisting or ending it.
• Resolve: Resolve is a resource you build up Combat, step by step
slowly over combat and you must spend to use
your most powerful abilities, called Limit
Breaks. The Golden Rule(s)
There are two general rules that apply to this
• Traits: Passive abilities, based on your job, section
class, or your relics, that always apply to your 1. Specific beats general. Armor usually
character. These are unique to your job and reduces all damage, however the pierce
class. tag, which says it ignores armor, takes
• Abilities: The actions you can take in combat, precedent, because it’s more specific.
based on the jobs you have taken. You can have 2. Round up to the nearest whole number.
six abilities active on any expedition, and one
Limit Break. All abilities have talents which are Turn order
unlockable improvements to each ability. All
abilities, even Limit Breaks, have a Mastery A player character always takes the first
which further improves the ability. turn in any combat in ICON (players can
decide which). Once their turn is finished, the
Strength of Spirit game master will choose a hostile character to
take their turn. Players then choose another
You may notice that unlike other RPGs, in ICON, player character or allied npc to go, then the game
your health, defense, armor, and even damage are master chooses a hostile character, then so on and
determined by your current job, not your so forth, alternating. Once there is only characters
gear. In general, this game expects in tactical of one side left, they take their turns one after the
combat for your character to be as well armed and other in any order. The round then starts with a
armored as they possibly can, given their training, character from the opposite side that ended the
background, and powers. The armor, weapons,

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last round (so if the round ends with a player unless specified. You can change directions during
character turn, it will start with an npc turn). movements without issue.

Slow turns You cannot break up movement with actions. You


can stop at any point during a movement to take
At the start of a combat, at the start of any round, an action or interrupt, but if you do, the
or if they are forced to (because they become movement ends. There are exceptions to both
inflicted with the slowed status, for example), these rules but unless specified all movement in
characters can take a slow turn. Slow turns follow ICON works this way.
the same rules for every other turn (they alternate
ally-enemy-ally-enemy), except slow characters Movement restrictions
take their turns after all other non-slow
characters have acted (imagine it like its own You can’t move through obstructions, unless an
mini-round). Some abilities get powered up when ability allows you to do so. You can move through
used on a slow turn, or you may choose to take allied characters but not end your turn in their
one for a tactical advantage. space. Foes (hostile characters) and terrain are
obstructions by default.
The Grid
If you try to exit a space adjacent to a hostile
Combat in ICON is fought on a square grid, with character, it costs +1 more space. This is called
each square being 1 space on each side. The grid is engagement.
an abstract of the battlefield, so it’s not necessary
to translate everything perfectly. When measuring Moving through certain terrain on the battlefield
distances and range, measure from the edge of the can also slow your movement. Difficult terrain,
origin space (or character). like mud, snow, or swamp, increases the cost to
exit a space by +1 space.
Character
Moving up elevation costs +1 space to enter per
Any entity that’s controlled by a player or GM is difference in height.
called a character.
These effects can all stack. If movement would
cost too much to even make a move (exiting a
On your turn space next to an enemy in the snow might cost 3
spaces for example), then the movement can’t be
On your turn in any combat, you can take a taken.
standard move action, then take two actions.
Some abilities cost both your actions to perform. Dashing
You can only use one ability with the attack tag
per turn, no matter what, and you can only use Dashing is a special form of movement. When you
each action or ability once on your turn (no dash, your movement ignores engagement.
duplicate actions).

Basic Actions
MOVEMENT
Tactical combat is a highly structured game in
A character can make a single standard move ICON. Activities that are not specified here or
action on their turn at any point during their covered by the rules here can’t be taken by
turn, moving spaces up to their speed. All character in tactical combat, the same as in any
characters get this action for free on each of their board game or video game you might enjoy. If you
turns. want to improvise, be creative, or add a flourish to
your abilities, you can do it within the constraints
All movement in ICON, whether granted by an of your character’s abilities and actions - there are
ability or effect, must be taken orthogonally (in plenty to choose from!
compass directions, no diagonal movement),

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basic attacks, which are melee or ranged


Dash (1 action): Dash half your speed, rounded depending on job.
up.
Interact (1 action): Interact with something on To make any attack, including basic attacks,
the map that takes more than a few moments, choose a hostile character in range and line of
such as pulling a lever, opening a heavy door, sight. Roll 1d20 plus any boon or curse. This
picking up a heavy object, etc. is called an attack roll. If your total equals or
Rescue (1 action): Help an adjacent defeated surpasses your target’s defense, you hit. If not,
ally. They end the incapacitated state on you miss. If your total roll is 20 or higher, you
themselves and heal to full hit points, minus any critical hit. Attacks have different effects
wounds they’ve taken. depending on hit, miss, or critical hit.
Basic attack (1 or 2 actions): Make a basic
light or heavy attack Attack weight
Whack! (1 action): Kick, punch, or throw
something from the environment. As an effect, Attacks can be light, heavy, and superheavy.
deal 1 damage to a character in range 3.
- Light attacks cost 1 action but do less damage.
That’s it! These actions seem rather limited - Heavy attacks cost 2 actions but do more
because all characters in ICON, including the foes damage.
you will face, also have powerful abilities they - Superheavy attacks are powerful attacks that
can use. If you do want to improvise, use the cost your standard move as well - your whole
constraints of the rules offered here or in your turn - to use.
abilities. For example, if you want to knock over a
heavy boulder so it smashes into your enemy, the Characters don’t have a basic superheavy attack
GM might rule that it’s a basic heavy attack. but do have basic light and heavy attacks.

No repeats All attacks roll a die for damage, depending on


job, which is written as [D], and either deal or add
When you take an action or ability, you can’t flat damage as well, which is called Fray damage.
repeat it in the same turn. You can only dash,
rescue, or interact once on a turn regardless of Basic Attacks
how many actions you have left, for example. • Light attack (1 action): Make an attack roll.
On hit: [D] + fray. Miss: fray
Free and limited Actions • Heavy Attack (2 actions): Make an attack
roll. On hit: 2[D] + fray Miss: fray
Some abilities take Free Actions. These abilities • If you roll a total result of 20+ on any attack,
don’t take an action slot to use and must be used your attack is a critical hit and deals +[D]
on your turn, but still follow the No Repeats rule.
You’ll notice that most attacks always do fray
Some free actions (and some other abilities) are damage, hit or miss. This is because characters
limited. These abilities are written as X/turn or in ICON are heroes - their blows usually strike
X/round (like 1/turn, 2/round, etc). These their mark.
abilities can break the no repeats rule but can
only be used a specified number of times a turn or Let’s break down attacks a little more:
round instead.
Targeting and Range

Attacks You can only make attacks against foes in range


and line of sight, unless specified. Range can be
Characters can only make one action with the measured in any direction, including
attack tag per turn in ICON, no matter what diagonally.
the action cost is. Every character can perform
Attacks can be either ranged or melee.

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• For ranged attacks, a target must have at least • Sometimes abilities deal flat damage, like 1 or 2,
1 space of its area within the listed range of the in which case deal the damage listed.
attack to be a valid target. Make ranged attacks
with +1 curse if there’s a foe adjacent to Bonus Damage
you. Ranged attacks also care about cover. If an ability lets you increased damage, it will
• For melee attacks, a character must be usually grant you bonus damage. If you deal
adjacent to be in range for an attack, unless a bonus damage, roll 1 more die than normal and
higher range is specified. Melee attacks ignore pick the highest total result. For example, an
cover. Adjacent means within 1 space in any attack that deals [D] normally, you would roll 2
direction, even diagonal, and even if that space dice (1 base, 1 from bonus damage) and pick the
is higher or lower highest 1. For an attack that deals 2[D], you would
• Characters get terrain advantage: +1 boon roll 3 dice and pick the highest 2, etc.
against targets standing on lower terrain than
them, and ranged attacks gain +1 range for Fray damage or any damage with a fixed value
every level of height. If a character attacks a cannot be increased by bonus damage.
target on higher terrain, get +1 curse instead.
Critical Hit
Line of sight means you can see and interact
with the character. This is pretty self explanatory A critical hit triggers on any total attack roll
but has more specificity in the advanced combat of 20+, or from certain abilities. If you roll a
section. critical hit or gain it from other sources, increase
damage by +1[D].
Cover and Line of Sight
All terrain in ICON has height, from 1-3. Player This effect doesn’t stack, and if you get a critical
characters are size 1, but other characters such as hit again, gain bonus damage instead for each
monsters can be larger or smaller. time past the first.
• If character is behind and adjacent to a space of
terrain the same height as it, it can draw line of A critical hit still counts as a hit for anything that
sight to other characters past that terrain, and relies on hitting.
other characters can draw line of sight to it, but
it gains cover from them. Any character in Attack, Ability, and Effect
cover gains resistance to any ranged attack, Attack abilities and actions often have two
halving damage. components: attack and effect. Either or both
• If a character is behind and adjacent to terrain together make up an ability.
that is higher than it, it cannot draw line of sight • The attack component often requires a to-hit
to any characters past that terrain, and those roll, requires a primary target, and has different
characters can’t draw line of sight to it. triggered effects based on hitting, missing, or
critical hitting. Effects that trigger on hit, on
Damage miss, or on crit only apply on the attack part
Damage in ICON is based on job and has two of an ability.
values, fray damage, and a damage die [D] • The effect component of any ability or attack
simply happens, though it might prompt
• Damage dice depend on class, such as 1d6, 1d8, saves or rely on the attack hitting first. There’s
or 1d10, and are written as [D]. When that more on this in the advanced combat rules.
symbol shows up, roll the die to see how much • The ability refers to the whole thing, including
damage you do. When this is written, like 2[D] any attacks and effects
or 3[D], roll that many dice (so 2 for 2D and 3
for 3D) The important thing to remember is that any
• Fray damage is a fixed value. When you deal ability or effect that empowers or triggers on hit
fray damage, deal the damage listed, (you don’t only counts or empowers the attack component
need to roll anything!), or add it to the total. All (the to-hit roll part) and not the effects, unless
attacks usually deal fray damage, hit or specified. For example, an ability that makes the
miss. next attack a critical hit on hit only affects the

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attack part of that ability and doesn’t increase any


other damage it does.

Save
Some attacks or effects require a save from the
character they target to avoid some nasty effect,
like extra damage or a status. To make a save, roll
1d20. On an 10 or higher, you save successfully,
usually ignoring the effect.

Characters typically save for every negative


status on them at the end of each turn, ending
them on a success.

Most player abilities simply take effect on foes,


with foes getting a chance to save against them at
the end of their turns. Players sometimes get a
chance to save against effects immediately -
they’re heroes, after all.

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Area of Effect (AoE) (such as a save) to the whole area, and don’t have
Some attacks and abilities specify an area of effect attack spaces.
(AoE). If that’s the case, you can target any
character or any unoccupied space on the ground Ranged area of effect attacks still count cover
in range, including allied characters. Area of effect and still suffer from +1 curse on the attack roll if a
attacks have an attack space and area effect foe is adjacent.
spaces.
• For a character in the attack space, make an AoE patterns
attack, with a to-hit roll, and apply the attack
part of your ability. Most AoEs have a listed pattern, sometimes
• For a character in the area space apply the listed combining the two. Unless specified, the origin
area effect. space is the ability owner.
• Some AoEs have additional effects. If so, apply • Line: A line of X spaces long, with at least 1
them to all spaces. space adjacent to the origin space, drawn in a
This might mean that an AoE attack doesn’t cardinal direction from the origin space (no
actually end up having an attack component and diagonals, must be drawn straight away from
doesn’t make any to-hit rolls (you can target it so origin). Attack space is the last character in
that only area spaces hit characters), so choose the area.
your targets carefully! • Blast X: A central space, with x spaces around
it in every direction, placed in the range listed
Some non-attack abilities might trigger area from the origin space. Attack space is the
effects by themselves. They merely apply effects central space.

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• Close blast X: A blast that must be placed so Each ability can only be taken once per turn,
that at least one space of the total area is and only one attack can be made per turn.
adjacent to the origin space.
• Arc X: X contiguous spaces, with at least one Abilities have an action cost, a listed range, and
directly adjacent to the origin space. If it has a might have tags, indicating special properties
listed range, can be placed in range. Spaces (such as inflicting a status or dealing damage), or
must be drawn sequentially, cannot be placed the type of ability they are. These tags are all listed
diagonally and cannot overlap, but otherwise in the job descriptions and in the advanced
can be placed in any pattern. Attack space is the combat section. Non-attack abilities can only be
final space. used on specified character in range and line of
• Cross X: X spaces in every orthogonal sight (the same rules as attacks).
direction, drawn from a space in range. Attack
space is the central space. A character can only take 6 available abilities and
one limit break with them on any given
If the ability has a range, the origin space can be expedition, even if they’ve learned more abilities.
placed anywhere in that range, and the ability They can swap them out before each expedition if
can affect the caster, so be careful! they choose, so some characters may choose to
have a larger tool kit available to them.
Attacks without a listed range cannot be placed so
that they overlap the origin space. Targeting

Combined AoEs Abilities will specify targets: Self, Foe, Ally,


If an ability has a combined effect area, the Characters, Summon, or any combination of
combined area is placed in the attack space of these.
the first pattern. For example, an area that is line • Self: You! Abilities can’t target yourself unless
3 + cross 2 would be a line 3 area with cross 2 specified.
radiating out from its attack space. If patterns • Allies: An allied character other than you
overlap, they extend the area and don’t affect the • Foe: A hostile character or summon.
overlapped area twice. • Summon: A character controlled or owned by
another character (summoner). Attacks that
The secondary area of a combined AoE does not target foes can target hostile summons. Allied
have an attack space, but extends the total area summons can only be targeted by abilities and
effect. only count for abilities if the ability specifically
mentions it can target or count summons.
Cover and AoEs
If an ability merely specifies ‘characters’, it
When determining cover from AoEs, if they’re a means allies, foes, or summons, (all of the
ranged attack, determine it from the origin above except self).
space (usually the character using the ability),
not the position of the attack space. Like attacks, all abilities require line of sight
unless specified.

Abilities and traits Effects

Each job has traits from both their class Many abilities apply effects, including some
(Stalwart, Vagabond, Mendicant, Wright) and attacks. Effects simply take place when specified
their job. Traits are passive abilities that are and don’t require a to-hit roll. Even if abilities
always active. They are unique to your job and deal damage, they don’t count as attacks unless
class and depend on the current job you have they have the attack tag.
equipped.
Some effects can take place out of turn, and
Every job also has abilities, including additional don’t take an interrupt slot to activate, making
light or heavy attacks, specified in each job. them quite powerful.

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you play and can draw again at the start of your


Statuses, marks and Blights turn.

Many effects apply a status or force a save to Like they sound, interrupts have a trigger which
avoid gaining a status. Statuses apply ongoing interrupts any action currently being taken, and
negative effects to a character. At the end of their then immediately apply effects.
own turn, characters can save to clear each status
they are affected by, ending each one on a Resolve and Limit Break
successful save.
Limit breaks are the most powerful abilities in
Some effects apply a mark or a blight instead. A ICON. Every character unlocks limit break at level
mark is a more powerful ongoing effect that is 2.
unique to each job. Blights are similar to statuses
or marks but are more elemental in nature. Any Limit breaks are abilities (with an action cost, etc)
character that’s suffering from a blight is that may or may not be attacks, and don’t count
blighted and takes bonus damage from any against number of abilities taken. All Limit Breaks
ability that deals that blight again. For example, a cost a unique resource, called Resolve, to use,
frostbitten character will take bonus damage from and a character can only limit break once per
any ability that inflicts frostbite again. combat.
Blights and marks cannot be saved against Resolve is split into two pools, party and
passively, and require abilities to clear. personal resolve. Party Resolve goes up by 1 at
the start of each round in combat, and depletes to
A status with a ‘+’ next to it is ongoing (example: 0 after combat ends
winded+, dazed+). Ongoing statuses cannot be
removed until whatever is causing them is lifted Personal resolve is gained at a rate of 1 after every
(sometimes a mark or ability) and are usually combat, and resets to 0 after you camp. You
caused by an ability you used yourself. might want to push on instead of resting in order
to get the most out of your abilities.
random d6
When you spend Resolve to use a limit break, you
Some abilities ask you to roll a random d6 to see if can use any combination of party or personal
an effect occurs. If that’s the case, it occurs on the resolve, but party resolve is shared between all
listed number or higher (4+ effects would happen members of the group, so any use of it must be
on a 4, 5, or 6 for example). used with the consent of your your team
members. Resolve is always spent at the
Special States beginning of the action.

There are two special states that also can’t be


removed and don’t count as statuses - bloodied
(when a character is at or under 50% hp), and
incapacitated (when character is reduced to 0
hp)

Interrupts

Some abilities are called interrupts and can be


used off your turn. You can use each interrupt a
number of times indicated by the tag (Interrupt 1,
Interrupt 2, for example) between your turns, only
one interrupt during any turn (yours or another
character’s) and get them all back at the start of
any of your turns. Imagine them like a card that

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Victory and Defeat Monsters and Kin

When any character (hostile or player character) Foes in ICON are split into Monsters, which fight
is reduced to 0 hit points, they are defeated. to the death typically, or Kin, which fight for a
Defeated characters clear all statuses, marks, reason. Kin typically don’t fight to the death -
vigor, and other effects on them. they’re people and value their own lives. More
details on this in the Foes section.
Defeated player characters are incapacitated
(can’t do anything), don’t cause engagement, are
immune to damage, gain a wound, and remain Vigor, Elixirs,
that way until someone uses the rescue action to
bring them back to their feet. If a player character Camping, and Healing
with 3 woulds would become defeated and gain a
4th wound, they instead die.
In ICON, it’s rare to heal in combat. Instead,
characters that heal (for example, from the Cure
Defeated foes are incapacitated, don’t cause
ability) often gain Vigor, which is a temporary
engagement or obstruction, and are immune to
shield that goes over your hit points. Damage goes
damage and effects. Depending on the tone of
to vigor first when you take it. Vigor gained is
your game or the scene, defeated could mean slain
always some multiple of your VIT value (1x, 2x,
or killed, or merely beaten and unable to fight any
3x, etc), and any vigor shield gained replaces the
longer. Battles in ICON typically aren’t to the
last shield instead of stacking with it. You lost all
death, unless monsters are involved.
vigor at the end of every combat. For a little more
on vigor, see the advanced combat rules.
Surrendering and Fleeing
When any bloodied character (a character at or Between combats, characters can either drink
under 50% hp) would be damaged by an action or an elixir to heal 50% hp, or camp regain all of
ability, they can instead surrender, becoming their hp. Camping is limited, and characters only
immune to all damage and effects from that action embark on an expedition with 2 elixirs by default.
or ability and immediately becoming defeated Some camp upgrades or abilities allow you to heal
for the rest of combat. Characters that wounds, but generally wounds are only fully
surrender can’t be rescued or return to healed when you end an expedition and enter an
combat, but player characters also don’t suffer a interlude.
wound.

Characters can also flee the battlefield by


spending 1 space of movement at the edge of the
grid, as long as there aren’t any foes adjacent to
them.

Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.

If all player characters are defeated or dead, they


are totally defeated as a party. The outcome of
this will depend on your GM and the tone of your
game, if you’re totally defeated, you’re at the
mercy of your foes, but it’s up to the GM whether
your foes use the opportunity to escape, teach you
a lesson, leave you tied up, dump you in a pit
somewhere, or merely attempt to finish you off
(perhaps unsuccessfully).

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- Dashing allows you to move past enemies


Quick Combat Guide without being slowed down. You can dash half
your speed for 1 action.
Tactical combat starts when the tension and
the stakes of the story can’t be resolved Other Actions:
except through battle.The GM gets ultimate - Actions allow you to perform basic actions or
say on when to go into a tactical combat. abilities.
- Some abilities take both your actions to
perform.
The Grid
- You cannot repeat any actions or abilities
Combat is between player characters and their
- You may also get any number of free actions.
Free actions don’t take an action perform, but
foes (non-player characters, or NPCs) on a
can’t be repeated and must be performed on
square grid, with each square 1 space on each
your turn.
side. Place NPCs on the grid, then place player
characters. There may also be terrain on the grid
Attacks
that affects how and where you can fight or move.
- When you use an attack ability on a character,
you usually make an attack roll, rolling 1d20
Turns and the round
and adding any boons (+1d6 for each boon,
picking the highest) or curses (-1d6 for each
Starting with a player character, each character curse, picking the lowest).
on the grid takes a turn, alternating between a - If you match or beat your target’s defense,
player character and an NPC. When all you hit. If it’s lower, you miss, and if the total
characters have taken a turn, that constitutes roll is 20 or higher, you critical hit.
a round of combat and combat moves on to the - You can only make one attack per turn
next round, starting with an NPC or a player
character depending on who went last. Combat Effects
always starts on round 1. - Attacks and other abilities have effects. Effects
simply happen and don’t take an action or
At the start of any round, including the first, you interrupt to activate.
can choose to take a slow turn instead. This
means you go after all other characters have taken Area of effect
a turn, along with all other slow characters - Some abilities or attacks affect a whole area.
(alternating PC/NPC as normal). The size and shape of this area, and which
square is an attack, depend on the ability.
On your turn
Damage
On your turn, you get a free move action, then - When attacks or abilities deal damage, they
two actions. Then, end your turn and pass it deal your job’s damage die, which is written as
to the next character. [D], or fray damage, which is a flat number.
- For example, if you’re a Freelancer, [D] is
Moving 1d8, and fray damage is 4. An attack that deals
- A free move action allows you to move up to [D]+fray would deal 1d8+4 damage.
your speed. - You might also gain bonus damage or critical
- When you move in ICON, you might be slowed hit. Bonus damage means roll one more die
down by terrain or by engagement (moving than normal, then pick the highest. This can
through spaces adjacent to foes). stack. Critical hit adds one more die to the
- You also can’t move through obstructions total, and doesn’t stack.
(foes and terrain) but can move through allies
as long as you don't end your turn in their Basic Actions
space. Dash (1 action): Dash half your speed, rounded
up, ignoring engagement.

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Interact (1 action): Interact with something on A player character that’s defeated also takes a
the map that takes more than a few moments, wound, which reduces their maximum hp by
such as pulling a lever, opening a heavy door, 25%. If they take 4 wounds, they instead die.
picking up a heavy object, etc.
Rescue (1 action): Help an adjacent defeated Healing
ally. They end the incapacitated state on
themselves and heal to full hit points, minus any Most healing in ICON happens outside of combat,
wounds they’ve taken. by camping (full heal) or drinking elixirs (50%
Basic attack (1 or 2 actions): Make a basic hp heal).
light or heavy attack
Whack! (1 action): Kick, punch, or throw Otherwise, in combat, you gain vigor, which is a
something from the environment. As an effect, shield that goes over your hit points. Damage goes
deal 1 damage to a character in range 3. to vigor first, and it doesn’t stack - each time you
gain vigor, you must choose to either gain the new
Off your turn vigor shield or keep the old one.

Some abilities give you interrupts, which are Victory


abilities that trigger under certain circumstances
and ‘interrupt’ whatever is going on. Each By default, when all characters of one side have
interrupt can only be used a certain number of been defeated, the other side can claim victory.
times a round, and you can only use one
interrupt on any turn (either your own or There are many different victory scenarios for
another characters). combat, however, such as holding zones, escorting
objectives, or escaping off a side of the map.
Limit Break
Enemies may also flee or surrender, ending
Each job gets a powerful ability called a limit combat early.
break. You can only limit break once per
combat. Using a limit break takes resolve, a Exiting combat
special resource which builds up each round you
remain in combat, and which you gain on your When you go out of combat, all ongoing effects
own after each fight. such as statuses or marks and anything created,
such as terrain effects or summons, end and
Injury and Defeat disappear.

When you take damage, it reduces your Hit


Points by the same amount. Armor reduces all
incoming damage by a fixed amount, and
Resistance halves it.

When a character is at or under 50% hp, they are


considered bloodied. Some abilities are stronger
against bloody characters.

When a character is reduced to 0 hp, they are


defeated. Defeated characters are
incapacitated (can’t do anything).

A player character that’s defeated can be rescued


by another character, returning them to the
action.

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Battlefields should be around 10x10, 15x15, or


The Battlefield 20x20 or so at largest. Battlefields that are too
large will slow the game down significantly.
Each space on the battlefield has a type:
Terrain advantage
Ground - Flat, no special effects. • Cover: Characters gain resistance to damage
Difficult Terrain - Costs +1 space of movement from ranged attacks while they are in cover
to move out of. • Height advantage: +1 boon on any attack
Dangerous - Take 1 piercing damage for each against a target on lower elevation than you, and
space you enter. increase range of ranged attacks by +1 space for
Impassable - Blocks movement of all kinds each level of height.
except phasing, and always blocks line of sight. • Height disadvantage: If you attack a
Could be something like a pillar, cliff, or a solid character in higher elevation than you, get +1
rock wall that goes to the ceiling curse
Pit - A pit space is just what it sounds like, but
could also be deep water, mud, etc. Characters Characterizing terrain
must spend their entire standard move to move Difficult terrain represents mud, snow, swamp,
out of a pit space, and count as on lower elevation or water. It could also be something like a river,
than even ground spaces while inside. If they deep water, or rubble. Dangerous terrain can
don’t have their standard move, they can’t move represent lava, acid, or spiked rocks. Pits can
out. Flying characters can move over pits represent a hole in the ground or a pool of deep
normally. Multiple pits can be connected to create water, mud, etc. You can use your imagination for
trenches, etc. whatever suits your battlefield.
Terrain - Categorized by height, 1-3. Blocks
movement. Provides cover if you’re the same Interactables
height. Blocks line of sight if you’re smaller. You can rule that certain terrain objects or spaces
Characters can move up and stand on top of are interactable, like levers, switches, heavy doors,
terrain. Costs +1 movement per difference in force fields, traps, etc. Interacting with them (as
height to move up a level but not down a level. an action) changes some part of the map or has
Terrain can represent hills, small cliffs, walkways, some effect, such as dealing damage in an area,
buildings etc. or objects on the map such as a creating cover, creating new terrain, or
large object or obstruction on the map, such a summoning foes or allies.
cart, a boulder, a chunk of ruin, a pile of barrels,
etc. The Edge
Normally characters can’t move or be moved off
Destroying terrain - By default terrain is not the edge of a battlefield unless they flee.
destructible. If you want terrain to be Sometimes the GM wants to put a cliff, bottomless
destructible, give each space 10 hp per height, pit, open portal to another dimension, or some
and attacks automatically hit. Once terrain is other kind of massive hazard on the map. In that
destroyed, remove it. case, the GM can rule that characters that are
shoved off the edge or into that hazard are
Difficult and dangerous terrain can overlap removed from play. They may choose to make
other terrain types - ie a space can be a height 1 flying characters exempt from this rule if the edge
terrain piece and difficult, like a snow covered hill, is a cliff or hole. Since having a hazard of this type
or dangerous and a pit, like an acid pit. greatly effects combat flow, it’s always an optional
rule.
Measuring
When measuring range up and down terrain, Terrain Effects and created terrain
measure it flat even if the terrain is elevated (don’t Terrain effects are special effects created by
worry about doing Pythagorean math!). some abilities. They overlap any currently existing
terrain.
Battlefield Size:

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Some abilities create terrain. Terrain can be [D] - Your class’ damage die.
created in any free space that’s lower than height Dash - Special movement that ignores
3, and adds on to the height of any existing engagement.
terrain. Otherwise, created terrain follows all the Elixir - Heal 50% hp outside of combat per elixir
rules for existing terrain. drank. Start with 2 by default.
Fray damage - Fixed damage. Usually added to
all attacks on hit or miss.
Combat Glossary Immune to X - Not affected by X in any way. A
character that’s immune to damage or effects
There are more details on combat in the advanced doesn’t even count as taking them.
combat section, including detailed explanations of Mark - Place your mark on a specific character.
action order. You can only place one mark at a time on each
enemy or ally and each ability can only place one
You don’t need to memorize all these specific mark. If you place a new mark on a character with
rules - they are placed here for your convenience a mark from you, you can choose which to keep or
(these rules are the rules used by every single which to discard.
job!). The most relevant rules are summarized Obstruction - A character can’t move through
with each class.. something that causes obstruction. By default this
means foes and terrain.
Power Die - Some abilities will grant you a
Combat Concepts
power die, and tell you to tick it up or untick it
depending on certain conditions. You can use a
Armor X - Reduce all damage taken by X
physical die to represent it, or just a tracker. Each
AoE - Area of effect, usually has a specific
power die is unique to the ability that granted it.
pattern. Only one space in an area of effect is the
Gain power dice at 1 tick, and if a power die ticks
attack space and requires a roll, the others apply
to 0, discard it.
area effects automatically.
Resistance - Take 1/2 damage, rounded up.
Aura X: This ability is a continuous, ongoing
Sometimes phrased as ‘resistant to X’, in which
effect that affects all characters within range X of
case take half damage from X.
a character, including that character. Characters
Shove X - Move a character involuntarily X
are only affected by an aura while inside
spaces in a straight line away from you. If they
Auto-hit - This attack doesn’t require an attack
would move into another character’s space, or a
roll but automatically hits. Auto-hit attacks
piece of terrain, they Collide and stop. Colliding
cannot critical hit.
triggers some abilities or traits.
Blessing - Certain Mendicant actions give
Slay - An effect that triggers when this action
characters a Blessing token. A character can
reduces a character to 0 hp or forces them to
spend an action and a blessing token to cure
surrender. Can only trigger once per ability.
themselves. All Mendicant jobs also have
Slow Turn - Go after all other characters. If
different ways to use blessings tokens. All
multiple characters take slow turns, it takes the
blessings are discarded at the end of combat.
same order as regular turns (ally/enemy/ally)
Charge - When used on a slow turn, this ability
Stance - Ongoing effect. A character can only
becomes more powerful.
have one stance active at a time and can drop a
Cure - A character that’s cured can immediately
stance by taking a new stance or as a free action at
clear a status, blight, or mark. Then, if that
the start of their turn. When a stance refreshes,
character is bloodied, they gain vigor 1.
regain its effects.
Combo - Actions with Combo have two versions,
Summon - A character controlled by its
a base version and combo version. When you use
Summoner. Abilities that target allied characters
a base combo action, the next time you use any
cannot target summons unless specifically
combo action, it uses its Combo version. When
mentioned. Summons don’t cause engagement,
you use a Combo version of any combo action, the
take turns, actions, or movement on their own
next combo action uses its base version.
unless specified. By default, summons are size 1,
Cover - If a character has cover from a ranged
have defense and VIT equal to their summoner’s
attack, it is resistant to that attack, halving all
and HP equal to 50% of their summoner’s max
damage.

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hp. When reduced to 0 HP, they are removed Positive effects


from the battlefield instead of becoming defeated. Counter - Deal 2 damage to your attacker after
They are also removed if their summoner is being attacked, hit or miss.
defeated. Defiance - Prevents hit points from being
Teleport - Instantly move to a free space within reduced past 1 hp. When this triggers, remove this
range X. You can teleport even if your speed is 0. effect and character becomes immune to all
Terrain effect - Something that creates or damage for the rest of the current turn.
modifies the terrain spaces on the battlefield. Divine - Damage from this ability ignores all
armor, resistance, and bypasses vigor
Blights Dodge - Immune to all damage from misses,
The Blights are Burning, Electrified, Poisoned, successful saves, and area effects.
and Frostbite. A character affected by a particular Evasion - Roll a d6 when targeted by an attack.
blight takes bonus damage from any ability that On a 4+, the attack automatically misses. Check
would deal that blight again. For example, a before the attack roll.
burning character would take bonus damage from Flying - A flying character ignores all terrain and
any ability that inflicts burning. Abilities may gain terrain effects other than impassable terrain, and
additional powerful effects against blighted ignores engagement and obstruction.
characters. Intangible - Can be targeted, but immune to all
damage and statuses. Doesn’t cause obstruction
Statuses or engagement.
Blind - Can only target adjacent spaces or Phasing - Can ignore obstruction and pass
characters through, but not end your turn in, terrain or
Dazed - +1 curse on attack rolls. characters.
Hatred of X- When taking actions against a foe, Pierce - Ignores armor.
must include X character as a target for the action Regeneration X - Gain vigor X at the end of
to be valid, as long as that character is in line of your turn
sight and in range 3 of either you or your target. Skirmisher - Can move diagonally, and dash is
Pacified - Max damage dealt reduced to 1. Breaks full speed
on taking damage from a foe’s ability or action. Stealth - Cannot be directly targeted except from
Shattered - Next ability used against this an adjacent space. Breaks on taking or dealing
character ignores armor and resistance, then damage from an ability or action.
clear this status. Sturdy - Immune to shove, daze, and stun
Slow - Must take slow turns True strike - Ignores dodge, evasion, and
Branded - Attackers gain +1 Boon against this vigilance.
character Unstoppable - Immune to all statuses and shove
Stunned - Take 1 less action next turn, then Vigilance X - A special effect with X charges.
clear this status at the end of that turn. Vigilance charges stack if a character gains more
Winded - Cannot teleport, dash, or fly. Can only than one. A character can spend a charge of
take a standard move. Vigilance for one of the following:
Vulnerable - All damage taken increased by 1 - When an adjacent ally is targeted as part of
an ability, shift all damage and effects to you
Special states instead of that ally, regardless of range.
Bloodied - At or under 50% hp - Deal piercing fray damage to any foe that
Incapacitated - Speed reduced to 0, can’t take breaks adjacency with you for any reason
actions, interrupts, movement, or use abilities. during their turn.
Characters that are defeated are incapacitated by Lose all vigilance charges at the start of your turn.
default. Vigor X - Gain a shield that goes over your hit
points, equal to X times your vitality value.
Damage goes to Vigor before Hit Points. Vigor
Ongoing Statuses (+)
does not stack, and when you gain Vigor you can
Ongoing statuses cannot be purged, removed, or
choose to keep the old value or gain the new
avoided (for example, by becoming sturdy or
value. Lose all vigor at the end of combat.
unstoppable).

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Advanced Combat Unless an effect says you may or can do


something, the effect is not optional. For example,
These are some of the more unique or tighter an effect that says ‘dash 1 and repeat the attack
combat rule explanations for ICON. area’, you must dash and repeat the attack area
unless it says ‘you may dash 1 and repeat the
attack area’
Ability stacking

Any abilities of the same name do not stack Damage order


effects. For example, if a character is already
affected by the Harvester’s Death Sentence, they When taking damage, apply any multiplications
can’t be affected again. This comes up most often or additions on the attackers end first (such as
with marks. double damage), then the defender applies armor
or other reductions, then any multiplications or
divisions on their end, such as from resistance.
Attack and Effect
For an example, an incoming attack that deals 4
damage against a character with 1 amor and
Effects that improve the ‘on hit’ , ‘on miss’, or ‘on
resistance would do 4-1 = 3 damage from the
crit’ portion of an ability only improve the attack
armor, halved to 1.5 then rounded up to 2.
portion (that requires an attack roll). Effects that
empower the whole ability apply to everything.
Vigor takes damage before hit points, and armor
Effects never trigger or inherit effects meant for
and resistance apply normally to it.
hits, misses, or critical hits (unless specified).

Vigor and wounds


Adjacent characters
Taking a wound reduces your max hp by 25%,
Characters that are in adjacent spaces are
including the max amount of vigor gained. Even if
considered adjacent, even if they are on higher or
you gain, for example, vigor 3 (75% of your hp) at
lower elevation. For example, a character on a
2 wounds, you will only gain vigor 2 since you
height 3 space could be attacked by a melee
have only 50% max hp.
attacker, even if that melee attacker is at ground
level or doesn’t have enough movement to move
up. They still get +1 curse to attack. We assume Thinking about height in icon
they climb or scrabble up a little ways to take a
swipe. A character on height 3 with an adjacency In ICON, you can’t move straight up, just along
aura would still affect a character on height 1. the ground. Even flying characters are always
treated as reachable by melee characters - we just
don't track vertical space. If something is too high
Effect and Interrupt Order
to be reached in tactical combat, either don’t
include it, or make it a flying object or character.
Unless specified, effects happen in the order they
It’s a little abstract - but it’s a game.
are listed, and interrupts resolve with the most
recently triggered interrupt first. For example, if a
character’s effect deals damage to an enemy, and Thinking about terrain in icon
the enemy has an interrupt that reads ‘when this
enemy takes damage’, the enemy’s interrupt Each space of terrain with height higher than 0
would trigger first (even if they are killed by the (1-3) in ICON counts for abilities that require
damage), then the damage would be applied. adjacent spaces of terrain height 1 or higher.

If a character owns multiple effects, and there’s Valid spaces for summoning or
ambiguity in the order in which they trigger, they teleporting
can determine the order.
For a space to be valid for summoning,
‘May’ effects teleporting, or creating terrain pieces, unless

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specified it must be free and unobstructed, and Combo versions of that ability count as the same
you also need line of sight. ability, so you can’t use a base and combo version
of the same ability in the same turn.
Shoves
Marks
Shoves are not optional, and also cannot shove Any number of marks from different characters
characters off the edge of the map unless you’re can be on one character, but each character can
using the optional edge rule. only mark another character once, and only one
mark per ability causing it. For example, if I use
Characters must be shoved in straight lines. If the ability Immolate, which marks an enemy, the
shoved on a diagonal, you can choose which line next time I use Immolate on a different character,
they follow as long as it moves them further away the mark on the first character will fade. If I use a
from you. different mark ability on my immolate target,
immolate will end on my target.
line of sight.
The same applies for marks on allies (using one
For all targeting there must be line of sight (you will override any existing mark placed by you).
have to be able to see your target) and line of
effect (your ability has be able to trace a clear path Evasion and Dodge
to your target). For example, if you can see a Evasion only applies to the attack component of
character through a transparent magical forcefield an ability, turning it into a miss. Effects that don’t
or a window, that forcefield or window still blocks require a hit or happen automatically go through
your line of effect, so they can’t be targeted. evasion.

Immunity and intangibility Dodge is a potent combo with Evasion because it


Intangible characters can be targeted, but don’t allows a character with Evasion to ignore missed
take damage or statuses unless specified. attacks completely and also take no damage from
Characters that are immune (to damage, effects, a AoE spaces which can go through evasion.
condition, etc) follow a similar rule. If an effect
relies on dealing damage, or hitting with an Counter
attack, for example, unless specified it won’t Counter deals damage as an effect and triggers
trigger off immune or intangible characters since even on ranged attacks or if the character with
they can’t take damage or effects. counter can’t see their target.

Intangible characters don’t cause obstruction or Pacified


engagement. Pacified only breaks on taking damage from a
foe’s ability or action, ie taking damage from self
Specific tag rules or from dangerous terrain won’t break it.

Stealth
Blessing
Characters with stealth cannot be targeted directly
Blessing tokens are not unique to a character. As
except from an adjacent space, but could still be
long as a character has blessing tokens, they can
hit by an area effect, or effects that hit a certain
spend them on any effect granted to them by the
range from a character. It’s a good combo with
presence of a mendicant job.
dodge, since dodge allows characters to ignore
area effects.
Combo
Combo actions can be interwoven. For example, If a stealthed character would be targeted by the
Ability A and B both have combo. I use ability A, attack space of an AoE, they take the area effect
and when I next use ability B I will use its combo instead.
version, since I already used a combo move with
A. This carries between turns.
Winded

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Winded characters can’t use special movement at


all that allows them to dash, fly, or teleport. They
can still use abilities that have a dash, fly, or
teleport as a part of the ability, but can't take the
movement. They can take a standard move, but
can’t fly or dash during it.

Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a d6 or a coin can be useful).

Vigilance is an effect, so it doesn’t take an


interrupt to use and bypasses evasion or dodge.

Using vigilance doesn’t move AoEs, but shifts any


damage and effects that would otherwise affect
the ally to you instead, even if you weren’t in the
original AoE.

Vigilance works if a character breaks adjacency


for any reason, including teleporting or being
shoved away.

Vulnerable
Vulnerable applies +1 damage every time a
character takes damage, for each separate
instance of damage. For example, if as part of an
action character takes fray damage twice, they
would take 1+1 = 2 more damage. Vulnerable
itself is not a separate instance of damage, but
increases the damage dealt with each instance.

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JOBS

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STALWART 81

Bastion 83

Demon Slayer 88

Colossus 93

Knave 98

VAGABOND 103

Fool 106

Freelancer 111

Shade 116

Warden 121

MENDICANT 127

Chanter 129

Harvester 135

Sealer 141

Seer 146

WRIGHT 151

Enochian 153

Geomancer 159

Spellblade 165

Stormbender 171

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more by choosing not to take additional jobs at
Choosing your job level 4 and 8.

To make the tactical combat part of your character Chapter


at level 0, pick a Job and two abilities from your
job. You get all the traits or actions from your Like narrative play, tactical combat is limited by
class (basically a meta-job, of which there are 4), Chapter. When you gain an ability, it must be
plus the traits from your job itself. from the same chapter you’re currently in or
lower. All jobs have some abilities that are only
If you’re unsure about which abilities to pick, pick available in chapter 2 or chapter 3 and also get a
the first two abilities listed, you’ll have plenty of new trait at chapter 3
opportunities to choose others.
Some foes are also limited by chapter, with more
Improving complex or powerful foes limited to later chapters.

After you play your first session, you’ll level up to NEW JOBS
level 1, unlock your limit break, and choose a
new ability.
When you level up, you will eventually get the
Every level at 5 and 10 xp, during a camp or opportunity at level 4 and 8 to pick up another
interlude you can choose a new ability from job. This allows you to swap from Expedition to
one of your jobs or unlock a talent for an existing Expedition to different jobs as needed.
ability. Talents are improvements to abilities that
can be taken in any order. When you embark on an expedition, you must
decide which job is your primary job. You only
At level 4 and 8 you will get the opportunity to get the traits and limit break from your
pick up a new job and an ability from that job, or primary job (both class and job traits).
keep the same job and get an extra mastery.
You can mix and match abilities from your other
ABILITY LIMITS jobs as you wish, as long as you take at most 6
abilities, and at least half your abilities
You can only take at most 6 abilities into any (rounded up) match the same class as your
expedition, though you can change these out every primary job. You can use the color as an easy
expedition. reference.

For example, if your jobs are Bastion, Demon


Traits and Limit Breaks Slayer, and Spellblade, and your primary job is
Your traits are unique passive abilities or unique Bastion, you can take up to 6 abilities, but at least
actions that you get from both your job and class. half of them must be Stalwart (red) abilities
Your traits and Limit Break are unique to your (Bastion and Demon Slayer), so you could take
active job only, so think carefully when selecting any number of Demon Slayer abilities, but no
your jobs. more than 3 Spell Blade abilities.

Talents Choosing the same job


All abilities have 2 talents that can be unlocked At level 4 and 8, it’s possible to forgo unlocking a
to improve them instead of taking a new ability at new job entirely. If you choose one of the same
5 and 10 xp. Talents can be unlocked in any order. jobs you already have, you gain a mastery point,
Abilities and limit breaks also have Masteries, allowing you to focus more on specializing in one
which can only be unlocked by getting a mastery or two jobs.
point. You get a few from leveling up, and even

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hit’ works automatically, but can’t be used


Relics again even if that attack misses.
At level 2, then at levels 6 and 9, characters pick - Round Invoke: Automatically, at a certain
up a Relic. round of combat or later. These effects are
always active. For example (Round 5+) relics
Relics represent ordinary weapons or armor that have effects that are always active at round 5 or
become legendary and powerful over time simply later.
by being picked up by an Icon. Over time, these
relics take on particular aspects of heroes or Infusing relics and Aspects
legends of old, and can be infused with power, Relics can be leveled up by infusing them with
tempered, and refined as their wielder also gains Dust, which is the magical essence sought after by
power. the powerful factions of Arden Eld. You get a little
Dust in each relic for fighting in tactical combat,
Relics can be enchanted weapons, armor, jewelry, but the rest you’ll have to do yourself.
cloaks, figurines - something cool and significant
to your character. There’s a suggestion for each The fourth level of a Relic is called an Aspect, and
Relic as to the form it takes, but this can be loose. provides more powerful benefits. Aspects can be
unlocked either with their (high) Dust cost or by
It’s up to the player to decide what piece of their completing a task listed in the Aspect as part of an
gear turns into a relic. It could be something they expedition. If the Aspect task is completed once
found on the last expedition, something they by any character, aspecting the same relic costs
pulled from a ruin, something they’ve had since only 4 dust from that point onwards.
childhood, or something they are working on
creating themselves. They don’t have to take any Changing Relics
action to receive the relic, but will have to work on
it by infusing Dust into it to unlock it’s benefits. A character can swap relics around at level 4 and
level 8 when they choose a new job. If they do so,
You can find the full list of relics on pg. XX, in however, any new relics start un-infused and reset
the Book of Adventure. Characters can take any to rank I.
relic they like when they acquire one.

Relics have three ranks of power. They start with


one rank unlocked and provide powerful bonuses
to a character in combat, no matter what job they
currently have. Each further level gives increasing
benefits.

Invoking relics
In combat, some relics have abilities that can be
invoked for a powerful effect. Invokes have three
types:
- Attack Invoke: When you make an attack, if
the die used for the attack roll is a certain
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack
roll. For example, in an (Attack, 15+) invoke,
you could invoke the relic’s power when you
make any attack roll and the die is 15 or higher.
- Gambit Invoke: An invoke that can be
triggered under the listed conditions, but only
once per combat. For example, an invoke that
says ‘gambit: your next attack is a critical hit on

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Tactical Combat Advancement


Lvl Chapter Combat Benefit

0 1 Choose a job and two abilities.

1 1 Get a new ability and unlock Limit Break

2 1 Get your first relic


3 1
Choose a second job and gain a new ability OR the same job and gain
4 1
a mastery point.
5 2 Gain Mastery Point
6 2 Get your second relic

7 2
Choose a third job and gain a new ability OR one of the same jobs and
8 2
gain a mastery point.
9 3 Get your third relic

10 3 Gain Mastery Point

11 3

12 3 Gain Mastery Point

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STALWART
Weapon master and unparalleled soldier

Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low

Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.

Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Vigilance, which makes it much more risky for characters to move
around them. They also easily gain Sturdy, making them totally immune to being shoved, dazed, or
stunned, and can in turn Shove their foes, knocking them around the battlefield.

Stalwarts are strong against skirmisher foes and weaker against artillery foes.

Class Trait: FORTIFY Special mechanic:


Gain Vigilance 1 at the end of your turn.
Heroics
Vigilance X - A special effect with X charges. Stalwarts can perform Heroics, more powerful
Vigilance charges stack if a character gains more versions of their regular abilities. They get one
than one. A character can spend a charge of free Heroic use of an ability per combat,
Vigilance for one of the following: however, other abilities may allow additional uses
- When an adjacent ally is targeted as part of of Heroics.
an ability, shift all damage and effects to
you instead of that ally, regardless of range.
Stalwart Gambit.
- Deal piercing fray damage to any foe that If you take a Stalwart ability as a non-Stalwart
breaks adjacency with you for any reason
class, you get Heroics, and two free uses of
during their turn.
Heroics instead of one.
Lose all vigilance charges at the start of your turn.

Class Statistics
VIT: 10
HP: 40
Elixirs: 2
Armor: 3
Defense: 6
Speed: 4 (Dash 2)

Fray damage: 4
Damage die: D6
Basic Attack: Melee or Ranged 2

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MOST RELEVANT RULES


Vigilance allows you to control space very well.
You can protect allies that stick close to you, or
Statuses
punish foes who attempt to pass by you to get at
Stalwarts specialize in the Dazed and Winded
your weaker allies. Good positioning will get you
statuses:
the most out of it.
DAZED
Dazed characters get +1 curse on attacks.
SHOVE X
Move a character involuntarily X spaces in a
straight line away from you. If they would move
Dazed is a very simple status that makes it much
into another character’s space, or a piece of
harder for foes to land attacks. Foes deal much
terrain, they Collide and stop. Colliding triggers
less damage on miss and are much less likely to
some abilities or traits.
critical hit with dazed on them.
Shove allows you to move foes around against
WINDED their will. Use it to put them in tough situations -
Winded characters cannot fly, dash, or teleport inside pits, terrain effects, or next to allies - or
alternately slam them into walls.
Winded prevents characters from taking any
special movement. Usually this means they can
only use their standard free move on on their
STURDY
Immune to shove, daze, and stun
turn, which can really slow down fast moving
characters.
Sturdy allows you to hold your ground and stops
you from getting shoved around by foes and
They also have a lot of ways to stun characters.
pushed away from allies or objectives.
STUNNED Sturdy is the cousin of the Unstoppable effect
A stunned character takes 1 less action. which makes you immune to all statuses.
Automatically clears at the end of their next turn.

Stunned is very potent because it takes away


TRUE STRIKE
Ignores dodge, evasion, and vigilance.
foes’ options and can prevent foes from using
heavy attacks completely. Consequently, foes
Dodge, Evasion, and Vigilance are all common
usually get a save to avoid it.
ways for foes to avoid damage. True strike
avoids all of this and allows to you to hit when
Other Effects
you need to. It’s especially good against
Stalwarts also use Vigilance and have easy ways
Skirmisher foes who often rely on dodge and
to access Shove, Sturdy and True Strike.
evasion to avoid damage.

VIGILANCE
Vigilance X - A special effect with X charges.
Vigilance charges stack if a character gains more
than one. A character can spend a charge of
Vigilance for one of the following:
- When an adjacent ally is targeted as part of
an ability, shift all damage and effects to you
instead of that ally, regardless of range.
- Deal piercing fray damage to any foe that
breaks adjacency with you for any reason
during their turn.
Lose all vigilance charges at the start of your turn.

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Bastion
Proud and Unbreakable Knight

The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.

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Traits: Relevant Rules


Cover - If a character has cover from a ranged
Momentum: When you shove one or more attack, it is resistant to that attack, halving all
characters with an ability, you may dash after one damage.
of them the same number of spaces you shoved Cure - A character that’s cured can immediately
them as an effect, ending adjacent to them if clear a status, blight, or mark. Then, if that
possible. character is bloodied, they gain vigor 1
Bull’s Strength: When you shove a foe and they Resistance - Take 1/2 damage, rounded up.
Collide with an obstruction, they are dazed. If that Sometimes phrased as ‘resistant to X’, in which
foe is already dazed, they must save or become case take half damage from X.
stunned. When you trigger Collide on a foe with a Shove X - Move a character involuntarily X
non-Heroic ability, your next ability is spaces in a straight line away from you. If they
empowered and becomes Heroic would move into another character’s space, or a
Shieldmaster: When you end a turn with an ally piece of terrain, they Collide and stop. Colliding
adjacent, gain vigilance 1 triggers some abilities or traits.
Rook: Allied characters can use you for cover Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Unstoppable - Immune to all statuses and shove

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SHIELD SLAM
Abilities Heavy Melee Attack

Crash your greatshield into the earth, sending up


Chapter 1 devastating shockwaves.
Attack: On hit: 2[D] + fray. Miss: fray.
HERACULE Effect: All characters adjacent to your target take
Light Ranged Attack fray damage, then are shoved 1. Then shove your
Range 3, True Strike target 1.
Heroic: Increase the effect area to range 2 of
Hurl your shield as a discus with irrepressible your target
force.
Attack: On hit: [D] + fray and foe is dazed. Miss: Talents:
fray. I. Charge: On hit: target is also winded
Effect: Shove 1. A different foe in range 3 from II. If Shield Slam’s effect shockwave shoves 3 or
your target is also shoved 1. more characters, cure yourself.
Heroic: All ranges and shoves from this ability
increased by +1 Mastery: LAND WASTER
Terrain effect: Before Shield slam’s effect
Talents: triggers, you tear up the very ground, creating a
I. Charge: All foes targeted are dazed height 1 piece of terrain in range 3 of you.
II. Trigger Heracule’s effect +1 more time
VALIANT
Mastery: PERFECT HERACULE 2 Actions
Heracule’s effect triggers +1 more time, and the True Strike
effect now deals fray damage
Charge forth, with your shield held before you,
BATTERING RAM battering aside foes.
1 Action Effect: Mark out a line area effect equal to twice
your speed, then dash to the end, phasing through
Use your shield, weapon, or armored fist and characters.
send your target flying. Area Effect: Foes you pass through take [D], are
Effect: An adjacent character is shoved 2 spaces dazed, then shoved 1 to either side.
Collide: your foe is winded. Heroic: Shove the first character you pass
Heroic: Increase shove to 4 through to the end of the line, moving them with
you, and phasing through all characters.
Talents:
I. Effect: If your target collides, they release an Talents:
explosion, dealing fray damage as a blast 1 I. If you’re bloodied, gains true strike and
area effect centered on them increase all shoves from this ability by +1
II. Effect: Shove all adjacent characters to your II. Effect: If you pass through 2 or more
target’s final position 1 space characters with any part of this move, cure
yourself.
Mastery: GATE SMASHER
You may increase the distance of this shove by +2. Mastery: MARATHON
If you do, Battering ram’s target phases through When you’re bloodied, valiant costs 1 action
characters instead of colliding with them.
Characters they pass through take fray damage LIVING FORTRESS
and are shoved 1 to either side. 1 action, stance

Become as the castle, unmovable and


unbreakable.

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End your turn and gain Stance: While in this


stance, your max speed becomes 0 and you are
winded+, but you are unstoppable, and for allies LIMIT BREAK: HELION
and allied abilities count as both a character and a 2 resolve
height 1 piece of terrain. 1 action
Additionally:
• Living Fortress ends immediately if you attack. Your shield becomes the sun: a discus of light and
• Any characters standing on you when you exit motion, shattering enemy ranks and spurring
this stance are shoved 1 into an adjacent space allies forth.
as an effect
Refresh: At the start of your turn, you may either Effect: You hurl your shield, and every character
refresh this stance until the start of your on the battlefield is shoved 1 space in a direction
following turn or exit it. of your choice. You may shove in any order, and
Heroic: Gain counter until the end of your next may choose different directions for each
turn. character.

Talents: Mastery: PERFECTED HELION


I. When living fortress ends, you may shove all You can repeat this effect once on either allies or
adjacent characters 2 enemies.
II. While you’re bloodied, also gain regeneration
1 in living fortress.
Chapter 2
Mastery: IRONSKIN
When Living Fortress ends, keep unstoppable PERSEUS
until you take at least 1 damage to hp (damage to Interrupt 1
vigor or fully reduced by armor does not count)
Your armor and shield become a mirror,
CATAPULT channeling and amplifying the destructive power
Interrupt 1 of your allies’ attacks.
Trigger: You are included in an allied area effect
Use your shield as a springboard to set up ally Effect: You release a blast 1 area effect centered
maneuvers or to deflect projectiles on you that extends the area effect to encompass
Trigger: An ally moves into an adjacent space the same area. You are immune to its damage and
Effect: Shove that ally 3 spaces in any direction. effects if it targets foes.
If they collide with a character, they deal fray Heroic: Increase the area size by +1
damage to that character, then may dash 1
Heroic: The shoved ally may dash 4 spaces on Talents:
colliding instead I. The first time you trigger this interrupt in a
combat, increase its area size by +1
Talents: II. You can extend the area as a line 5 area effect
I. Your shield becomes a valid target for allied instead.
attacks with a listed range. When targeted,
you can expend Catapult to retarget the attack Mastery: CHAOS FINISHER
from your position to a new target in range 3, When this interrupt triggers, after the triggering
drawing line of sight and the origin space from effect resolves, you may deal fray damage to all
your location. affected foes from the triggering ability and shove
II. You can trigger catapult when targeted by a them 1.
ranged attack to gain evasion against the
attack. HORN BREAKER
Heavy Melee Attack
Mastery: MANGONEL Mark
Catapult becomes Interrupt 3

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Prepare your foe for a mythic beating. Mastery: DRAGON DEFLECTION


Attack: On hit: [D]+fray. Miss: Fray damage. On a 6, if the attack was an AoE, you may also
Effect: Mark your foe, and gain the following shift the AoE by 1 space in any direction, which
interrupt. could cause its attack or area effect spaces to
move.
Horn Breaker
Interrupt 3
Trigger: Your marked foe is hit by an ally’s
attack, and you are adjacent.
Effect: You may deal 2 damage, shove your foe 1,
then dash 1

Talents:
I. If you trigger Horn Breaker 1 or less times in a
round, cure yourself at the start of your next
turn.
II. If Horn Breaker triggers 3 or more times in a
round, your foe gains hatred of you

Mastery: BLACK ROCK PUNISHER


The third time you trigger Horn Breaker, you may
shove your target 4 instead. Collide: Character
takes [D] again.

Chapter 3
Black Rock Vanguard: While you’re sturdy or
unstoppable, gain Aura 1. Allies are also sturdy or
unstoppable while in the aura.

GREAT GIORGIOS
Interrupt 1

The most legendary of bastions can walk through


arrow fire as if it were a light rain.
Trigger: A foe makes an ranged attack within
range 3 of you
Effect: You may hurl your shield and roll a d6.
On a 1-5, you knock the attack off course, granting
it +1 curse. On a 6, you deflect it, both granting it
+1 curse and granting any of its targets resistance
to its damage.
Heroic: Roll twice and choose the higher result,
then regain this interrupt

Talents:
I. Dazed characters also take [D] from this
interrupt
II. If you haven’t taken a turn this round,
increase the range of this interrupt to 6

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Demon Slayer
Wielder of Forbidden Arts

Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.

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Traits: Relevant Rules
Wind Up: Charged abilities deal bonus damage AoE - Area of effect, usually has a specific
Demon Strength: Once on your turn, you can pattern. Only one space in an area of effect is the
make any ability Heroic. If you do, you can’t attack space and requires a roll, the others apply
attack or use Heroics on your following turn. area effects automatically.
Hissatsu: If you don’t attack during your turn, Charge - When used on a slow turn, this ability
gain vigilance 1. Your next attack ability gains +1 becomes more powerful.
boon, true strike and is a critical hit on hit. This Combo - Actions with Combo have two versions,
effect ends after you hit with an attack. a base version and combo version. When you use
True Horn: You are sturdy from the start of a base combo action, the next time you use any
each round until the start of your turn. combo action, it uses its Combo version. When
you use a Combo version of any combo action, the
next combo action uses its base version.
Cure - A character that’s cured can immediately
clear a status, blight, or mark. Then, if that
character is bloodied, they gain vigor 1
Critical hit - Increase attack damage by +[D].
Power Die - Some abilities will grant you a
power die, and tell you to tick it up or untick it
depending on certain conditions. You can use a
physical die to represent it, or just a tracker. Each
power die is unique to the ability that granted it.
Gain power dice at 1 tick, and if a power die ticks
to 0, discard it.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Unstoppable - Immune to all statuses and shove

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I. If you end your turn adjacent to your thrown


Abilities: weapon, gain vigilance 1
II. Effect: When you pick your weapon up, deal
fray damage to all adjacent foes and shove
DEMON CUTTER
them 1
Light Melee Attack
Line 3, True Strike, Combo
Mastery: SINGING BLADE
You slash your weapon in a deadly swing If you choose, your weapon automatically returns
sending cutting shockwaves out that rip through to you at the start of your next turn, hurling
enemy defenses. through the air. Foes within range 3 of you are
Attack: On hit: [D]+ fray and foe is winded. shoved 1 in any direction and take fray damage as
Miss: fray. it circles around you, then you pick it up.
Area effect: Fray
Heroic: Increase or reduce the size of Demon DRAKEN CROSS
Cutter or Demon Splitter by 2 Heavy Melee Attack
Cross 2, range 2
Combo: DEMON SPLITTER Combo
Change effect area to Arc 3
Fill the air with the flurry of blades.
Talent: Attack: On hit: 2[D] + fray. Miss: fray.
I. Charge: Ability gains range 2 Area effect: [D]
II. Effect: If you catch 2 or more foes in the area, Charge: Increase areas of effect by +2
cure yourself after this ability resolves. Heroic: Dash 2 and repeat the area of the attack,
applying only the area effect. This ability can’t hit
the same character more than once.
Mastery: BLOODY SWATHE
Effect: After the attack resolves, all characters in
the area take 1 piercing damage once for each
Combo: ROYAL CARVE
Loses range, but effect area becomes Arc 4
character caught in the area.

Talent:
COMET
I. If this ability only catches one character in its
1 action, Line 3
area, it deals bonus damage.
True Strike
II. If you’re bloodied, increase Draken Cross’s
range by +2
Your weapon becomes like a meteor, burning
through the air as you smash it into the earth
Effect: You hurl your weapon in a line 3 area Mastery: WICKED WEAVE
effect, dealing fray damage to characters it passes Gain the heroic effect for free. If you use this
through. Place your weapon at the end of the line, ability as a heroic, take the heroic effect twice.
or as close as possible. Your weapon becomes a
space of height 1 terrain, but while it’s out you WEAPON VAULT
cannot attack. When you move into an adjacent Free action
space or start your turn there, you may pick the
weapon up, ending this effect. Any characters Use your great weapon as a vaulting pole, and
standing on your weapon when you pick it up are soar into the sky.
shoved 1 to the side of their choice. Effect: Fly to any space next to an adjacent foe.
Effect: At the start of any of your turns, you may That foe is shoved into the space you just left.
teleport adjacent to your weapon as long as you’re Weapon vault can’t be used on any turn you
in range 4. attack, and you can’t attack on any turn you use
Heroic: Increase the effect area to line 6 instead. weapon vault.
Heroic: You may dash 1 before and after Weapon
Talent: Vault triggers.

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Talent: Royal Guard stacks twice. When it refreshes, add 1


I. If you’re bloodied, the shoved foe is also dazed stack.
II. Charge: you may dash 1 before and after
weapon vault triggers.
LIMIT BREAK: SPLIT
Mastery: DEMON DANCE
Weapon vault becomes 3/turn. HEAVEN AND HELL
3 resolve
OVERKILL Free Action, Divine
1 action
Sever Divinity and cut through the threads of
Time to end this. possibility. Pour all your rage into one blow and
End your turn. Your next attack slams your foe topple the Gods.
with incredible force. That attack deals bonus
damage, and your foe becomes stunned on hit. End your turn, and charge up a God Cutting
Charge: Your target also becomes winded Blow. You must take a slow turn next round.
Heroic: You can dash up to 3 spaces before Until the start of that turn, you have resistance.
releasing the overkill attack. Your next ability with the attack tag deals divine
damage and releases a shockwave as a line area
Talent: effect that is 3 spaces wide and goes the length of
I. While holding Overkill, you can dash 1 space the battlefield, passing through and including the
as an effect after taking damage from an primary target of your attack and phasing through
attack or ability all terrain or obstructions. All characters it sweeps
II. Your Overkill attack also gains true strike through take 4 divine damage as an area effect
and are shoved 1.
Mastery: BRAVER
When you take Overkill, you are unstoppable until Mastery: BURY THE LIGHT
the start of your next turn. Gain effect: Deal 2 divine damage once to the
final character hit by the shockwave for every foe
the blow passes through before hitting them, up to
ROYAL GUARD
six times.
1 action, Stance

Bat aside every strike at you with supernatural Chapter 2


precision.
Stance: When you take this stance or when it
refreshes, the next time you take damage from a
SIX HELLS TRIGRAM
foe’s attack, gain resistance to all damage from 1 action, terrain effect
that attack.
Refresh: When you end a turn, refresh this Using dark arts, you summon up a sliver of the
stance if you didn’t attack. demon world, blocking out a dark trigram that
Heroic: Also gain counter until the end of your traps enemies in its web.
next turn. End your turn. Terrain effect: Mark out a
blast 1 area around you. You must take a slow turn
next round. At the start of that turn the trigram
Talent:
activates. Foes that wish to cross the border of the
I. When you reduce damage with Royal Guard,
terrain effect during any turn must first pass a
your next attack deals bonus damage
save, otherwise they cannot cross it for any reason
II. While you’re bloodied, roll a d6 after Royal
until the start of their next turn, including
Guard activates. On a 5 or a 6, refresh it for
teleporting or flying.
free.
Heroic: Area is blast 2

Mastery: DEMON SKIN


Talents:

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I. Foes inside the trigram are winded+ while slay the most tenebrous of monsters in one
inside stroke.
II. Foes that end their turn inside the activated Attack: On hit: fray and shove 1. Miss: fray
trigram gain hatred of you. Effect: After you attack, your weapon becomes
charged with energy. Gain a d4 power die, and
Mastery: FORBIDDANCE OF THE FIVE tick it up by 1 at the start of each round. For each
ELEMENTS tick of the die, increase the base damage on hit of
Foes can collide with the border of the trigram, Wicked Sheath by [D] and the shove by 1. Lose the
and take [D] piercing damage. This damage can’t power die after you hit with any attack.
activate more than once a round for each Heroic: Immediately gain a charge before and
character. after the attack

BREEZE CUTTER Talents:


I. Effect: If you’re bloodied, immediately gain a
1 action, stance
charge after you attack with Wicked Sheath
II. You have counter while you have the Wicked
Imbuing your weapon with aether, your strikes
Sheath power die.
becoming so potent that the shockwaves from
your blows become a terrifying cutting force.
Stance: While in this stance, your melee attacks Mastery:
gain +2 range, or +3 range if charged. Melee After you hit with an attack, roll the power die
attacks without a listed range count as having instead of discarding it. On a 1 or 2, keep it, using
range 1. the new number.
Refresh: This stance refreshes at the start of
your turn.
Heroic: Shove all adjacent foes 2 when taking
this stance.

Talents:
I. Also increase the effect of any line or cross
effects by +2 in Breeze Cutter
II. The first melee attack you make after taking
Breeze Cutter has +4 range instead.

Mastery: DIVINE WIND


At round 4 or later in combat, breeze cutter’s
range bonuses are doubled.

Chapter 3
Rangiri: If you take Hissatsu twice in a row,
additionally double all damage of the triggering
attack on hit or miss. Roll all damage (including
bonus damage, critical hits, etc), add all fray
damage, then double the total.

WICKED SHEATH
Light Melee Attack
True Strike, Power die

The master art of the demon slayers - holding a


single blow with ultimate patience, until it can

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Colossus
High Flying Grappler

Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.

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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.

Traits: Relevant Rules


Bloodied - At or under 50% hp
Furious Berserk: While you’re bloodied, you Cure - A character that’s cured can immediately
are sturdy, gain vigilance 1 at the end of your clear a status, blight, or mark. Then, if that
turn, and have regeneration 1. character is bloodied, they gain vigor 1
Burning Blood: You can take one wound or Critical hit - Increase attack damage by +[D].
damage equal to 50% of your max hp to make an Defiance - Prevents hit points from being
ability Heroic and double the total distance of any reduced past 1 hp. When this triggers, remove this
flight, dashes, or shoves made as part of that effect and character becomes immune to all
action. After every combat, heal one wound if you damage for the rest of the current turn.
took a wound from Burning Blood. Flying - A flying character ignores all terrain and
Heart of Arenheir: Start every combat with terrain effects other than impassable terrain, and
defiance. You re-gain defiance each time you get ignores engagement and obstruction.
up from being defeated. Regeneration X - Gain vigor X at the end of
Great Leap: When you make any movement your turn
onto a lower elevation from a higher one you may Slay - An effect that triggers when this action
fly instead of move until that movement ends. reduces a character to 0 hp or forces them to
surrender. Can only trigger once per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Sturdy - Immune to shove, daze, and stun
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

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Abilities Throwing caution to the wind, you crash your


whole body into your foe, sending you both
flying.
VALKYRIE Effect: Fly 1. When you end your movement, you
Light Melee Attack and an adjacent foe both take [D]+fray damage
True strike and become dazed.
Effect: If you fly from a higher elevation, fly 3.
Soaring through the air like a vengeful spirit, you Heroic: Both you and your foe must additionally
crash into your enemy. save or become stunned.
Attack: On hit: [D] + fray and foe is winded.
Miss: fray. Talents
Effect: You can fly 1 towards your foe before I. Dropkick deals +[D] against flying foes
making this attack. II. Charge: Dropkick gains true strike
Heroic: Gain effect: foe additionally must save or
have their speed reduced to 0 until the end of
Mastery: GIANT KICKER
their next turn
If you’re bloodied, after you fly, dropkick’s effects
become a line 3 area effect.
Talents:
I. Charge: Increase flight to 3
II. Deal bonus damage if you started this ability
TAKEDOWN
from higher elevation Heavy Melee attack

Trust nothing but your own strength.


Mastery: VALHALLA
Attack: On hit [D]+fray. Miss: fray
Valkyrie’s flight has a maximum range of 6 if you
Effect: You and your foe are stunned.
start it from a higher elevation
Slay: Cure yourself
Heroic: Only stuns your target
UPHEAVAL
1 Action Talents:
I. If you’re suffering from a status, mark, or
The disciples of the wolf titan exhibit such blight when you take this ability, it gains true
legendary strength that they can rip up the earth strike
itself with their bare hands. II. If you takedown an already stunned target,
Terrain Effect: Smash the battlefield, creating a this becomes a critical hit
height 1 space of terrain in an unoccupied space in
range 3. Adjacent characters take fray damage and
Mastery: NECK SNAPPER
are shoved 1 away from the terrain when it
If you make Takedown it from higher elevation
appears.
than your target, you may fly 3 before making it,
Heroic: Characters are also winded.
and also shove them 2. Collide: Character takes
[D] again.
Talents:
I. If a character collides with the terrain, it sheds
rubble, and creates difficult terrain in every
GREAT SUPLEX
adjacent space to it 2 Actions
II. If you're bloodied, create an additional terrain
piece. Wrapping your arms around your foe, you fling
the two of you backwards with a force that
liquifies rock.
Mastery: BONES OF THE EARTH
Effect: You pick up an adjacent foe. You may fly
Upheaval becomes a free action if you’re bloodied.
up to 3 spaces, picking your foe up, and slamming
them into the ground. You and your foe both take
DROPKICK [D] damage and are dazed, then place your foe in
1 Action any adjacent unoccupied space. Dazed characters

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must save or become stunned. If you can’t place


the foe in a valid space or they are sturdy or Limit Break: GIGANTAS
unstoppable, this action can’t be taken.
Effect: If you make this action from a higher CRUSHER
elevation on to a lower one, increase damage to
2 actions
2[D]
3 resolve
Heroic: Decrease action cost to 1
Divine
Talent Wrestle with the gods themselves.
I. Adjacent characters when you land are also Effect: You grab an adjacent character. That
dazed. character must save. If they haven’t acted yet this
II. Charge: Increase flight distance by +2 round, they automatically fail the save.

Mastery: TITANHEART Even if that character saves successfully, you grab


You can target two adjacent foes with this ability them, and you both soar into the air. Remove both
of you from the battlefield. At the start of that
BLOOD RAGE character’s turn, you come spinning back to earth,
1 actions, stance slamming that character into the battlefield in
unoccupied space in range 5 of your original
By using pain to fuel your blows, every strike you location. You take 25% of your hp as damage.
take is returned to your foes twofold. Your foe takes 50% of their max hp as divine
End your turn and gain Stance: When you damage, or 25% as divine damage on a successful
enter this stance or when it refreshes, your next save.
attack becomes a critical hit on hit.
You can keep this stance even if defeated. This ability can be used against Legends, but they
Refresh: Refresh this stance: take 0 damage on a successful save, and only 25%
• If you are defeated of their hp max as divine on a failed save.
• If you take a wound
• If you take damage equal to 25% of your hp or Mastery: Blood of the Wolf Soul
more This ability gains Slay: Gain vigor 3
• If defiance triggers
Heroic: Gain defiance when entering Blood
Rage.
Chapter 2

Talent: GIGATON WHIP


I. While in blood rage, all attacks gain slay or Light melee attack
critical hit: fly 1 True Strike
II. While in blood rage, all attacks gain slay: gain
defiance You fling your foe into a wall, catching them on
the rebound with knee or arm.
Mastery: Steppenwolf Attack: Autohit: Deal 1 damage and shove your
Once per combat, you may reduce yourself to 1 HP foe 2 spaces.
when entering or refreshing Blood Rage. If you Effect: If your foe collides with terrain, they take
do, gain vigor 3. [D], then are dazed and shoved back to their
starting location.
Heroic: Shove 4

Talents:
I. If you’re bloodied, increase all shoves by +1
II. Fly 1 before or after taking Gigaton whip

Mastery: CRUSHING WHIP

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Gigaton whip can now trigger on collides with stance, take a wound for every 2 ticks on the die,
characters. If your foe collides with another foe, as which could cause you to die. If you already have
an effect that second foe takes 1 damage and is 8 charges on the die and would tick it up further,
shoved 2 spaces, then also triggers the effect from immediately exit this stance.
Gigaton Whip. This can chain indefinitely.
You can lose charges the following way:
TITANOMACHY • When you would gain any amount of vigor, you
can tick the die down by 1 instead
1 action
• Slaying a character ticks the die down by 1
True Strike
Refresh: This stance refreshes at the start of
your turn.
Your blow sends seismic ripples that topple foes
off their feet and cracks boulders.
Area effect: Slam a line 3 area. Characters Talents:
within are shoved 1 space to a side of your choice. I. All your abilities deal bonus damage in boiling
Effect: If the end space of this effect hits a terrain blood
space height 1 or higher, all characters inside the II. You can tick up the die by 2 instead of taking a
line take [D] and are dazed before being shoved. wound while in this stance
Heroic: Increase line size to 5
Mastery: GREAT HEMON
Talents: When this stance refreshes, lose 1 Blood Boil
I. Charge: Increase or decrease line size by 2 charge.
II. Flying characters in the area become winded
and take [D]

Mastery: Terraslam
Charge: After Titanomachy resolves, you can
create up to 3 height 1 terrain spaces in any free
space in its area, or raise the height of created
terrain in the area by 1

Chapter 3
True Titanblood: Gain resistance at 25% hp or
lower.

BOILING BLOOD
Interrupt 1, stance, power die

Colossi can fight beyond their limits, using the


heat and strength of their body to power on even
when others would have long ago been broken
and shattered.

Defy Death
Trigger: You are reduced to 1 hp or lower
Effect: Immediately enter this Stance. In this
stance you are immune to all damage that would
bring you below 1 hp. Set out a d8 power die. Each
time you would take damage from an attack or
ability from a foe, no matter the amount, tick the
die up by 1. At the end of combat or if you exit this

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Knave
Absolute Bastard

The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.

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Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.

Relevant Rules
TRAITS: Counter - Deal 2 damage to your attacker after
being attacked, hit or miss.
Martial Master: You can take two stances at Hatred of X- When taking actions against a foe,
once. must include X character as a target for the action
Blackheart: While you’re suffering from a to be valid, as long as that character is in line of
status, mark, or blight, deal bonus damage with sight and in range 3 of either you or your target.
all abilities and gain vigilance 1 at the end of your Mark - Place your mark on a specific character.
turn You can only place one mark at a time on each
Taunt (1 action): A foe in range 3 gains hatred enemy or ally and each ability can only place one
of you. This effect ends if you taunt a different foe mark. If you place a new mark on a character with
or until saved against normally. a mark from you, you can choose which to keep or
Spite: As a free action, you can make your next which to discard.
ability Heroic. However, after it resolves, gain Stance - Ongoing effect. A character can only
Hatred+ of the closest foe to you until the end of have one stance active at a time and can drop a
your next turn and you can’t use Heroics again for stance by taking a new stance or as a free action at
the same duration. the start of their turn. When a stance refreshes,
regain its effects.

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1 Action
Abilities
You drop your guard, and wait for foes to take
the bait.
LOW BLOW
Effect: An adjacent foe may spend an interrupt to
Light Melee Attack
deal [D] damage to you. If they do, immediately
Combo, True strike
deal [D] damage to them and daze them.
If they can’t spend an interrupt, or if they choose
Hit them right in the gronch.
not to damage you, they must instead save or
Attack: On hit: [D] + fray and foe gains hatred of
become stunned.
you. Miss: fray.
Heroic: Triggers on all adjacent foes
Heroic: Foe gains +1 difficulty on all saves until
the end of their next turn after the attack resolves
Talents:
I. You may inflict hatred on one enemy that
COMBO: THE GAUNTLET
chooses to damage you
Gains range 2 and effect: Shove character 1
II. Shove any foe who took an attack against you 1
towards you, which could cause them to collide
space after this ability resolves
with you

Mastery: PUNCH DRUNK


Talents: You choose whether dazed foes damage you or
I. If taken against a target that already has not, and gain resistance to all triggered damage.
hatred of you, deals bonus damage
II. If taken when you’re bloodied, attack gains +1
range SUCKER PUNCH
Interrupt 1
Mastery: SADIST
There’s nothing that can’t be solved with the
Critical hits from this ability cure you.
liberal application of fists to faces.
Trigger: An enemy adjacent to you rolls a save
REVENGE and you see the result
Heavy Melee Attack Effect: The enemy must re-roll the save, keeping
the second result.
No matter how hard pressed, your hands, feet, Heroic: The character rolls the new save with +1
and armor are ready to retaliate. curse
Attack: On hit: [D]+fray . Miss: fray
Effect: Gain unstoppable and counter until the Talents:
end of your next turn I. If the character fails their new save, cure
Heroic: While revenge is active, you can dash 1 yourself
as an effect each time counter triggers. Characters II. While you’re bloodied, this becomes interrupt
that trigger your counter are shoved 1 2

Talents: Mastery: THE HOOK


I. While revenge is active, your counter also You can dash 2 before activating sucker punch,
triggers on attacks against adjacent allies and you may give it shove 1
II. While revenge is active, each time counter
triggers, it also damages all adjacent foes to
you. RIPOSTE
1 action, stance
Mastery: IRON MAIDEN
When you come at a knave, you best not miss.
After using revenge, your counter damage
Stance: When you enter this stance or when it
becomes divine until the start of your next turn
refreshes, gain the following interrupt:

PROVOKE Dire Parry

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Interrupt 1
Limit Break: MOCK
Trigger: A foe adjacent to you targets you or an 2 resolve
ally with an attack 1 action, mark
Effect: That foe gains 1 curse on the attack. They
can choose to continue the attack or lose their There is no weapon greater than a well-timed
action. If they miss, you may immediately deal [D] and well-aimed insult.
damage to them. Mark: A foe in range 3 becomes marked. While
Refresh: Refresh this stance when a foe hits you marked they are dazed+, winded+, slowed+, lose
with an attack. This could cause you to use the and cannot gain evasion or stealth, and have
interrupt multiple times between turns, but you hatred+ of you. These effects continue until they
either have it or not - it doesn’t stack. deal at least 1 damage to your hp, or the mark is
ended.
Talents:
I. While you are bloody, your foe gets 2 curses Your max speed is reduced to 0, you are winded+,
on the attack instead. you become sturdy, and gain counter, evasion,
II. If riposte triggers and the attack hits, after it and dodge for the same duration.
resolves gain vigilance 1
Mastery: TORMENT
Mastery: FENCING While mock is active, your attacks against your
Refresh Riposte at the start of your turn. Dire target also gain on hit: gain vigor 1
Parry stacks up to 3 times, and you can bank these
uses between turns.
Chapter 2
DARK KNIGHT
1 action, stance
INTIMIDATE
You give into the heat of battle, becoming a 1 action, Mark
creature of violence and instinct.
Stance: While in this stance: Swatting interlopers out of the way, you make it
• You gain hatred+ of the closet foe to you at the your personal vendetta to make someone’s day
start of your turn or when you enter this stance. as miserable as possible.
• You are sturdy End your turn and Mark: Choose a foe at or
• Gain vigilance 1 at the end of your turns further away than range 6. Each time that foe
• You don’t lose vigilance charges at the start of damages you or an ally with an attack or ability,
your turns you may dash 2 towards them as an effect. This
Heroic: Gain counter when entering Dark Knight effect can trigger multiple times a turn. You may
until the start of your next turn. phase through characters with this dash, and if
Refresh: You may refresh or exit this stance at you do, you may shove them 1 to either side.
the start of your turn Effect: If you start your turn adjacent to your
marked foe, they become stunned and this mark
ends.
Talents:
Heroic: Choose a foe at or further way than
I. You may dash 2 towards your hated foe at the
range 3
start of their turn
II. While in this stance, when foes trigger
vigilance you may also shove them 1, no Talents:
matter the distance I. While adjacent to your marked foe, they have
+1 curse on attacks.
II. Characters that are shoved out of the way by
Mastery: INFECTIOUS HATRED
this ability take fray damage
While in Dark Knight, you have Aura 1. Foes that
end their turn in the aura gain hatred of you.
Mastery: IRON SKULL

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When the stun effect triggers on your foe, you are II. Bleak mercy ignores resistance if its effect
unstoppable until the end of your next turn triggers.

STRONGARM Mastery: MERCIFUL END


1 action Bleak Mercy gains slay: gain +1 action

Grappling is a common, and brutal strategy


among the knaves, who will happily hurl their
foes into trees, rocks, or their own allies.
Effect: Shove an adjacent foe in a circle either
clockwise or counter clockwise around you, as
long as your foe stays adjacent to you during the
shove, and ends that shove in any adjacent space
to you.
Effect: Your foe takes fray damage once for each
character they pass through, and those characters
are shoved 1. This effect can only trigger once per
character.
Heroic: Then, shove your foe 2 spaces for each
character they passed through. Collide: they are
stunned and take [D]

Talents:
I. If you’re bloody, increase all shoves from this
ability by +1
II. Charge: Character also becomes dazed

Mastery: PERFECT STRONGARM


Trigger Strongarm twice when you take it, and
you may dash 2 spaces between each activation.

Chapter 3
Smother Hope: Deal bonus damage to any
character suffering from a status.

BLEAK MERCY
Heavy Melee Attack

Crush your foes and see them driven before you.


Attack: On hit: deal 2[D]+fray. Miss: fray.
Effect: Bleak Mercy gains true strike and is a
critical hit on hit if the target is suffering from
three or more statuses
Heroic: Two or more statuses, and gains true
strike

Talents:
I. Against characters at 25% hp or lower, Bleak
Mercy is an auto-hit and gains true strike

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VAGABOND
Rogue, Scoundrel, and Blade for Hire

Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium

Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.

Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Stealth, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged enemies and avoid
their counterattacks.

Vagabonds are strong against artillery foes and weaker against heavy foes.

Special Mechanic:
Class Traits:
Skirmisher - A character with this trait can Finishing Blow
move diagonally and dash at full speed
Dodge - Immune to all damage from missed Your abilities with Finishing Blow become
attacks, successful saves, and area effects. more powerful when they include a bloodied foe
as a target. Effects depend on the action.
Class Statistics Vagabond Gambit:
VIT: 8 If you take a Vagabond Ability as a non-Vagabond
HP: 32 class, you get Finishing Blow.
Elixirs: 2
Armor: 0
Defense: 12
Speed: 4 (Dash 4)

Fray damage: 3
Damage die: D10
Basic Attack: Melee or Ranged 4

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Roll a d6 when targeted by an attack. On a 4+, the


attack automatically misses. Check before the
MOST RELEVANT RULES attack roll.

Evasion is a very potent combo with dodge


Statuses
because characters with dodge take no damage
Vagabonds specialize in the Blinded and Slow
from missed attacks. It does nothing against
statuses and use Blights.
effect damage or abilities, so it doesn’t cover
everything.
Blinded
Can only target adjacent spaces or characters
Stealth
Cannot be directly targeted except from an
Blinded is very strong against ranged attackers
adjacent space. Breaks on taking or dealing
and much weaker against melee attackers, but it
damage from an ability or action.
can also make it very hard for characters to use
abilities on allies in tight situations.
Stealth makes it much harder (or impossible) for
characters to target you at range, allowing you
Slow to position yourself safely away from slow foes.
Must take slow turns Dodge is a good combo with stealth since you are
immune to damage from area effects that would
A character that takes slow turns acts after all otherwise be able to indirectly target you.
non-slow characters have gone, in a mini-round
of sorts with all other slow characters. This Many Vagabond abilities include Dash, and
status can bump a character down in the turn Teleport. These are very potent forms of
order, preventing them from acting for a long movement but they easily get shut down by the
time! It’s strongest if inflicted at the start of a winded status.
round, but if a character has already acted, they
won’t take a turn until the end of next round,
which is very potent.
Dash
Movement that ignores engagement.
Other effects
Teleport
Instantly move to a free space within range X. You
Blights can teleport even if your speed is 0.
The Blights are Burning, Electrified, Poisoned,
and Frostbite. A character affected by a particular You don’t have to be able to see a space to
blight takes bonus damage from any ability that teleport there.
would deal that blight again. For example, a
burning character would take bonus damage from Finally, Vagabonds have potent summons
any ability that inflicts burning. Abilities may gain
additional powerful effects against blighted
Summon
characters.
A character controlled by its Summoner. Abilities
that target allied characters cannot target
Blights let characters that make heavy use of the
summons unless specifically mentioned.
same blight get a lot of mileage out of their
Summons don’t cause engagement, take turns,
abilities. They even work to empower team
actions, or movement on their own unless
mates’ abilities, allowing you to set up allies.
specified. By default, summons are size 1, have
defense and VIT equal to their summoner’s and
Vagabonds also make heavy use of Evasion and
HP equal to 50% of their summoner’s max hp.
Stealth.
When reduced to 0 HP, they are removed from
the battlefield instead of becoming defeated. They
Evasion are also removed if their summoner is defeated.

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Summons are characters you can create under


your control. They can often be hurt and
damaged but doing so is usually a waste of a
foe’s turn. Summons typically act on your turn
and have limited effects - they are not full
characters and cannot take actions or move
normally. Each summon does something unique
that’s described in the ability that summons
them.

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Fool
Masked Avenger

Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.

Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.

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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
TRAITS: Aura X: This ability is a continuous, ongoing
effect that affects all characters within range X of
Tumbling: You may phase through characters. a character, including that character. Characters
Moving up or down elevation costs 0 extra are only affected by an aura while inside
movement for you. Auto-hit - This attack doesn’t require an attack
Curse the Eyeless: You have evasion against roll but automatically hits. Auto-hit attacks
blinded or slow characters. cannot critical hit.
Cheap Trick: Effect: When an attack misses you, Charge - When used on a slow turn, this ability
you may teleport 1 space in any direction, then becomes more powerful.
deal 1 damage to your attacker. Critical hit - Increase attack damage by +[D].
Stack Dice: When you score a finishing blow, Divine - Damage from this ability ignores all
gain a Stacked Die. You can use this die as an armor, resistance, and bypasses vigor
effect to make any random d6 you roll as part of Intangible - Can be targeted, but immune to all
an ability to become a result of 6, consuming it. damage and statuses. Doesn’t cause obstruction
You can only hold on to one Stacked Die at once, or engagement.
and lose all of them at the end of combat. Phasing - Can ignore obstruction and pass
through, but not end your turn in, terrain,
characters, or both.
Slay - An effect that triggers when this action
reduces a character to 0 hp or forces them to
surrender. Can only trigger once per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

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If you end the movement from this stance


Abilities adjacent to terrain height 1 or higher, refresh this
stance. This effect can only trigger once a turn.

CAVALIERE DEATH
Heavy Melee Attack
Light Ranged Attack
Divine
It is not enough to rudely and plainly strike your
foe down. One must make it entertaining.
A shard of primal magic, summoned with a snap
Attack: On hit: 2[D] + fray and inflict burning.
of the finger.
Miss: fray.
Effect: Target a line 6 area. Roll a d6, then count
Effect: Before attacking, you must dash exactly 3
the squares out from you. The space rolled is the
spaces in a straight line, then 1 space to the left or
attack space. Other spaces have no effect.
right. Gain phasing during this movement. Any
Attack: Autohit: 1[D] + fray divine damage
foes you passed through are blinded.
Effect: Inflict burning.
Finishing Blow: Effect: Foes you passed
Finishing blow: Increase damage to 3[D] + fray
through are also burning and take [D]
Talents
Talents
I. If there’s a bloodied character in the area, roll
I. If you start the movement from a higher
1 more d6 and choose any result.
elevation, the attack gains +1 boon
II. If there’s a burning character in the area, roll 1
II. Critical Hit or Slay: Character explodes with a
more d6 and choose any result.
blast 1 area effect centered on them, dealing 2
piercing damage and inflicting burning to
characters other than you Mastery: ULTIMA DEATH
Against non-Legend characters, Death deals 50%
max hp on hit instead, or 100% with a finishing
Mastery: CORAZIERRE
blow.
Charge: You may change the dash 3 effect to dash
1 or dash 6
CARNIVALE
1 action, summon
SPINNING TOP
1 action, stance
Get the party started.
Summon: You throw out a volatile bomb in
A blur of cape, a flash of color, the gleaming of
range 2, a size 1 intangible summon.
blades. - The bomb’s space can be shared by other
Stance: When you take this stance, or when it
characters.
refreshes, roll 1d6 and immediately move that far. - The bomb can be shoved by foes or allies’
You can interrupt this movement with other
abilities.
actions, including your free move action. - When any character passes through the bomb’s
Refresh: When you slay a character or score a
space, they can carry the bomb with them and
finishing blow, refresh this stance, rolling and
drop it at any point during the movement.
moving again. Any movement gained this way
adds on to unused movement for this stance for
Roll a d6 at the end of each turn that passes after
this turn.
yours. On a 6, the bomb explodes in a blast 1 area
effect centered on it, destroying it. Characters
Talents: within take [D] damage, are blinded and burning.
I. When this stance refreshes, gain stealth If you use this ability while you have active
II. You gain phasing in this stance, and moving bombs, all previously active bombs defuse and are
through characters’ spaces during this ability removed from the battlefield.
costs 0 movement Finishing blow: Increase blast size to 2

Mastery: VORTICE DI FOLLI Talents:

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I. If you’re adjacent to the bomb, you can choose What they thought was you was merely a
not to roll for its detonation magical mockery
II. When a character misses you with an attack, Trigger: A character misses you with an attack
you may check for the bomb’s fuse Effect: Teleport 2 spaces and summon a decoy in
your original space, or as close to it as possible.
Mastery: IL CAOS FA LA MUSA Summon: A magical illusion of yourself, a size 1
You may summon two bombs instead. Check for summon with 1 hp. When targeted by any action
both fuses with one roll, and a character can only or ability, or at the start of your next turn, it
be affected by one explosion at once. explodes and is destroyed. Foes in a blast 1 area
become blinded. Blinded characters take [D].
POLE TRICK
1 action Talents:
I. If a character is burning, they also become
Watch this. slowed
Effect: You hop on top of another adjacent II. When you’re bloodied, this becomes Interrupt
character the same size or larger, sharing their 2
space. While you pole trick on a character:
- You can’t make any voluntary movements, but Mastery: PINNOCHIO
move when your target moves, including When the decoy appears, all adjacent foes gain
special movement such as flight, teleport, hatred of the decoy.
shoves, and phasing.
- You have height advantage equal to the size of
the character you’re balancing on. Limit Break: CURTAIN
A foe can pass a save at the end of their turn to CALL
end this effect. You may also end it as a free action 4 resolve
on your turn, and it also ends if either of you are 2 actions
separated (such as if you are shoved off or moved Divine
away) or defeated. When it ends, place yourself in
the closest free space of your choice. Bring out the fireworks. Fire up the elden magic.
Time for a showstopper.
A character can’t use pole trick on a character Effect: Target a line area of 1d6+3 spaces, with a
using pole trick. maximum of 9 spaces. Teleport adjacent to the
first foe in that line, then deliver a killing blow,
Talents: dealing divine damage. This ability has different
I. When Pole trick ends, if there’s another effects depending on their position on the line.
character in range 2, you may immediately
teleport to their space and Pole Trick on them Roll [D] + fray damage once, then apply it the
as a free action. number of times listed.
II. If you Pole Trick on an allied character, that
character gains the skirmisher trait while 4 spaces: 1 damage. Inflict burning, refund
you’re still in this stance resolve, and can use this limit break again this
combat.
Mastery: TOREADOR 5-6 spaces: x2, inflict Burning
While in Pole Trick, you can take your standard 7-8 spaces: x3, inflict Burning
move, moving your target with you. For foes, this 9 spaces: x4, inflict burning, and the character is
counts as shoving them. stunned.

MUMMERY Mastery: FINALE


Interrupt 1, Summon Slay: Character explodes, dealing 6 divine
damage and inflicting burning to all foes in the
battlefield, regardless of range or line of sight.

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characters. You must take a slow turn next round.


At the start of that turn, the duplicate creates a
Chapter 2 cross 2 area effect centered on itself, dealing [D]
+fray damage to all within, then is destroyed.
MASQUERADE
Interrupt 1
Chapter 3
The Fool knows how to move unseen, slipping
through shifting faces and voices like a fish Caos Caos (free action): Swap places with an
through water. ally or allied summon in range 5, teleporting.
Trigger: An character makes an attack against
you, and there’s a willing ally in range 2 CHRONOTEMPER
Effect: Swap places with your ally, teleporting
2 actions, mark
both of you, and the attack targets your ally
instead. If you or your ally can’t teleport, this
Laugh at time itself.
interrupt can’t be made.
Mark: Mark self or an adjacent ally. The marked
character gains aura 1. Any time a foe takes an
Talents: action in the aura, the marked character can dash
I. If your ally is bloodied, they gain evasion and 1 as an effect after that action resolves, then deal 1
dodge against the triggering attack. damage to an adjacent character. This effect can
II. You gain stealth after teleporting trigger any number of times a turn or round.

Mastery: HALL OF MIRRORS Talents:


Masquerade has no maximum range I. While the marked character is bloodied, they
also have evasion.
DIABLO II. The marked character gains defiance when
Light Melee Attack marked.
Cross 2, range 2, +1 boon
Mastery: FIVE FATE THIEF
A snap of the finger summons the fool’s cross, the When the character is marked, the aura becomes
mark of the Laughing God, writ in hellish flames. aura 3 until the start of their next turn.

The attack space of this ability is your choice of


one of the four ends of the cross.
Attack: On hit: [D]. Miss: 1 damage
Area effect: 1 damage

Effect: Inflict burning and poisoned


Effect: Deal fray damage once to all characters
for every foe in end spaces of the cross
Finishing Blow: Every character that counts for
finishing blow counts as 2 characters in the cross.

Talents:
I. If you catch 3 or more foes in the end spaces of
the cross, the attack is a critical hit
II. Charge: You may use as Cross 1, range 1

Mastery: DOUBLE DEVIL


Summon: Summon an intangible size 1 devil
duplicate summon in the center space after the
attack resolves, which can share space with other

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Freelancer
Divine Punisher

Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.

Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They wield a bright metal six gun or long rifle with extreme skill, the bullets of which they
infuse with raw Aether. Each gun is a relic passed down from master to student over the years, and can
only be won in a duel with another freelancer. The freelancer’s ultimate weapon is the Astral Chain, a
holy gauntlet which they use to purge and bind demons and rogue spirits into their service as Seraphim.

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Relevant Rules
Traits Critical hit - Increase attack damage by +[D].
Mark - Place your mark on a specific character.
Aether Shell: Any attack made on the third and You can only place one mark at a time on each
sixth round of combat is a critical hit on hit. enemy or ally and each ability can only place one
Divinity Bullet: Your attacks against electrified mark. If you place a new mark on a character with
characters ignore cover a mark from you, you can choose which to keep or
Run and Gun: You can split up and interrupt which to discard.
any movement you make with ranged attack Slay - An effect that triggers when this action
abilities. reduces a character to 0 hp or forces them to
Deadeye: Gain +1 Boon on attacks against surrender. Can only trigger once per ability.
marked characters of any kind, even if they were Stance - Ongoing effect. A character can only
marked by another character. have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

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II. If your seraph is in range 4, you can use your


Abilities standard move to teleport to any free space
adjacent to it, or vice versa.

STRAFE SHOT Mastery: ARCHANGEL


Light Ranged Attack Effect: When you ricochet a shot off the seraph,
Range 4, +1 boon after the attack resolves it shoots a flurry of divine
bolts, dealing divine fray damage to all marked or
Faster than a speeding bullet. electrified targets in range 3 of it.
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may dash 1 before and after the
attack.
ASTRAL CHAIN
Effect: Inflict electrified Heavy Melee Attack
Finishing blow or Critical Hit: Gain stealth Mark, Range 3

With your heavenly chain skillfully whirling


Talents:
through the air, you dispense divine justice.
I. Charge: Increase range and dashes by +1
Attack: On hit: [D]+fray and foe is slow and
II. Effect: Also electrify all characters adjacent to
electrified. Miss: fray.
your target
Mark: Your foe is marked. As long as your foe is
marked by you, at the start of your turn, if they
Mastery: SIDEREAL RODEO are in range 3, they take [D] damage from you as
Increase the distances of all dashes by +2 and gain bolt of celestial lightning shoots between you.
phasing during this ability Finishing Blow or Critical Hit: Marked foe
may be teleported 1 in any direction
ASTRAL GUARDIAN
1 action, summon Talents:
I. Gain evasion against your marked foe while
Calling out their true name, in a flurry of they’re in range 3 of you
celestial wings, you summon your bound spirit. II. Your attacks against your marked target
Summon: Summon an astral seraph in range 3, teleport them 1 in any direction on hit.
a phasing, flying summon that trails after you.
• At the end of your turn, you can teleport your Mastery: ASTRAL PUNISHER
seraph to a space in range 3 of you, otherwise it When Astral Chain’s teleports or mark effects
takes no action or movement on its own. trigger, they also triggers on all foes within range
• You can target your seraph with ranged attacks. 2 of your target
If you do, the seraph takes no damage or effects,
but re-directs the attack to a new target in range
3 of the seraphim, using your attack roll, line of
HOT CHAMBER
sight, and effects from the new location. Attacks Interrupt 1
that the seraph re-directs electrify their target
on hit and count the seraph’s space as the origin Fan the hammer.
space for cover, aoe, and other effects. Trigger: You score a critical hit
• When you trigger a Finishing Blow with an Effect: Roll 1d6 and fire up to that many shells
attack against a character in range 3 of the from a sidearm at foes in range 3 of you, each
Seraph, they may teleport adjacent to that dealing 2 damage. Each foe can only be hit by one
character and deal fray damage shell.

The seraph lasts until you use this ability again, or Talents:
until reduced to 0 hp. I. If you fire 4 or more shells, gain stealth after
this interrupt resolves
Talents II. Electrified characters can be hit by two shells
I. Allies can also ricochet attacks off the seraph
Mastery: VERTIGO BULLET

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You may dash 1 between firing each shell, which


could put new characters in range. Limit Break: AETHER
DIVINE BINDING OVERDRIVE
1 actions 2 actions
4 resolve
You lash out with ethereal cords, lassoing your Divine
enemy in an inescapable web.
Effect: Choose a foe in range 3 of you, choose a Become one with your weapon. Smite your foes
space adjacent to you, and lash to them with an with high caliber justice.
astral chain, tying them to that space until the
start of your next turn. If that target ends their Empty your gun to deal 2 divine damage to each
turn further away from range 3 of that space, the foe in line of sight, then Go Beyond Gun.
chain snaps. That foe takes [D] damage and
becomes slow. When you Go Beyond Gun, you draw on raw
Aether to pull bullets from nothingness. You can
Talents fire an extra shell at any foe, dealing 2 Divine
I. Your foe cannot benefit from evasion or dodge damage. This can be the same or a different foe.
while marked. You can then choose to keep firing shells at the
II. If your target is bloodied, they must also save same or different foe, one at a time. Each time you
or become stunned if the chain snaps fire a shell, the damage of the next shell increases
by 1 (so 2, 3, 4, etc)
Mastery: SOLAR RODEO
If you end your turn when you use this ability, Before you fire each shell past the first, roll a d6.
you can pick the end of the chain up and carry it On a 2+, you can fire normally, on a 1, your gun
with you. jams and overheats. This ability continues until
you overheat or have fired 6 shells. If your gun
ACE overheats, you become slow and cannot attack
1 actions, stance until the end of your next turn.

The world goes still, and is split by a bolt of Mastery: ULTIMA OVERDRIVE
lightning. Go Beyond Gun can fire up to 10 shells.
End your turn and gain Stance: When you take
this stance, or when it refreshes, your next hit is Chapter 2
upgraded to a critical hit.
Refresh: Refresh this stance if you score a
finishing blow. CERBERUS
Effect: Roll a d6 after the attack resolves. On a 1 actions, summon
4+, gain stealth
The most dangerous of rogue spirits enter the
Freelancer’s arsenal as loyal servants - bestial
Talents
divine hounds that pursue their chosen prey with
I. If you roll a 6 on Ace’s effect, the stance also
zealous ferocity.
refreshes
Summon: Summon a celestial hound, a size 1
II. Against electrified characters, roll two dice
summon. At the start of your turn, the hound may
and pick the highest
move up to 3 spaces.
Summon Effect: If a marked foe ends their turn
Mastery: DIVINITY DISCHARGE within range 3 of the hound, it catches their scent
After you make an attack empowered by Ace, you and dashes up to 3 spaces. If it’s then adjacent to
can discharge the divine energy from your them, it deals [D].
weapon, dealing divine fray damage to a character Effect: When you score a finishing blow, you
in range 3 as an effect. may trigger the hound’s effect immediately.

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Talents: Area effect: [D]


I. The hound can phase through terrain and Effect: Inflict electrified and burning.
characters. When it phases through foes, it Effect: Allies are immune to damage and blights
inflicts electrified. from this ability. If the line effect fires through an
II. The hound’s deals divine damage against ally or allied summon, damage becomes divine.
bloodied foes. Finishing Blow: Allies or allied summons in the
line may teleport 1 space
Mastery: GATEKEEPER
The hound gains vigilance 1 at the end of your Talents:
turn, using your interrupt to trigger it. I. Effect: Allies or allied summons in the area
also gain phasing until the end of their next
turn.
CHAIN OF SALVATION II. Deal bonus damage if 3 or more characters
1 Action, mark are caught in the line.
When skillfully used, the astral chain can be used
Mastery: GREAT ANGELOS
to maneuver in the blink of an eye.
This ability gains critical hit: cure allies and
Mark: Mark and grapple on to an ally or allied
allied summons in the line
summon in range 4 from you with an ethereal
lasso and gain the following interrupt while that
character is marked. You can take the interrupt
regardless of distance.

DEUS EX MACHINA
Interrupt 1
Trigger: The end of any turn
Effect: Teleport up to 3 spaces towards the target
or teleport your target 3 spaces towards you.

Talents:
I. If the teleported character is bloodied, they
can be teleported 6 spaces instead.
II. You can also use this ability on foe’s summons

Mastery: WHIP OF THE THRONES


While you or your target has stealth, regain this
interrupt at the start of each turn.

Chapter 3
Divine Chamber: Your sixth round Aether Shell
also deals divine damage

SOUL SHOT
Light Ranged Attack
Line 4, +1 boon

The ultimate freelancer technique - using the soul


aether of their companions to supercharge astral
bullets.
Attack: On hit: [D]. Miss: 1 damage

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Shade
Nocturnal Assassin

Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is

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presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.

The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.

Traits Relevant Rules


Bloodied - At or under 50% hp
Shadow walk: While in stealth you have Intangible - Can be targeted, but immune to all
phasing damage and statuses. Doesn’t cause obstruction
Soul Freeze: Attacks against foes afflicted by or engagement.
frostbite gain +1 boon Mark - Place your mark on a specific character.
Darkside: When you teleport for the first time You can only place one mark at a time on each
on your turn, you leave a shadowy twin behind enemy or ally and each ability can only place one
you in the space you left. Your darkside is a size 1 mark. If you place a new mark on a character with
intangible summon. It doesn’t take actions or a mark from you, you can choose which to keep or
movement on its own, but when you make an which to discard.
action that targets another character, you can Phasing - Can ignore obstruction and pass
make it from either your location or the twin’s through, but not end your turn in, terrain,
location. When you teleport again, you can choose characters, or both.
to either replace your old twin or keep it. Slay - An effect that triggers when this action
Meld: You can spend your standard move to reduces a character to 0 hp or forces them to
swap spaces with your darkside, teleporting. surrender. Can only trigger once per ability.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

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Close blast 1
Abilities
From beneath a cloak, out from flying sleeves, or
hidden in coils of hair - infinite blades.
UMBRA Attack: On hit: 2[D] + fray and foe is blinded and
Light Ranged Magical Attack frostbitten. Miss: fray.
Range 4, +1 boon Area Effect: [D]
Finishing Blow: This ability inflicts frostbite
By the power of darkness. and deals bonus damage to all characters
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may teleport to any space within Talents:
range 2 of your target after the attack. I. Critical hit: You may repeat the area effect,
Effect: Inflict frostbite. targeting a different area if you wish.
Finishing Blow: Your foe is blinded Characters can only be affected once by a
single use of this ability.
Talents: II. If you’re bloodied, this becomes close blast 2
I. Critical Hit: You may attempt to swap places
with your foe, teleporting. They can save to Mastery: SHUKUCHI
avoid this effect. You can teleport 3 spaces before and after using
II. Against a frostbitten character, create a this ability.
terrain effect: Create icy difficult terrain in a
blast 1 area centered on your target
WEEPING VEIL
1 Action, stance
Mastery: SCORPION TECHNIQUE
Umbra has the range of the battlefield against
Draw down a veil of shadows to mask your
blinded or frostbitten characters.
countenance. Harden your heart.
Stance: When you enter this stance, or when it
SHRIKE refreshes, gain stealth and your next attack, hit or
1 Action, Mark miss, inflicts bonus damage, frostbite, and blinds
your target.
With the flick of a wrist, you hurl a spectral Refresh: Finishing Blow: Refresh Weeping Veil
blade, marking your foe with an umbral seal.
Mark: Flick a dagger at a character in range 4 Talents
and line of sight, marking that character and I. Your weeping veil attacks against frostbitten
dealing 1 damage. While marked, that character is foes gain: Create icy difficult terrain in a blast
frostbitten, and each time you teleport, if that 1 area centered on your target
character is in range 4 and line of sight from you, II. You may also teleport 1 space before or after
you flick a dagger at them, dealing 1 damage. the attack

Talents: Mastery: CENTIPEDE TECHNIQUE


I. At the start of your turn, you may teleport to Increase the range of all teleports by +1 under the
any space in range 2 of your target effects of weeping veil
II. While you have a character marked by Shrike,
your critical hits gain effect: Teleport 1
NOCTURNE
Interrupt 1
Mastery: TWINTAIL
You may throw an additional dagger at a different
You capture a thin silver thread of spilled life
foe, marking both. You may deal damage to one or
force of a foe and use it to tear open a space of
both foes when this ability activates.
night and cold.
Trigger: You trigger a finishing blow against a
DEATH BLOSSOM foe
Heavy Melee Attack

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Terrain Effect: Mark a blast 1 area around that


character, then create a terrain effect in that area. Limit Break: ABYSSAL
Inside this cloud of shadow, all characters
(including you) have permanent stealth. The area ECSTASY
disperses at the end of the next round. If you
1 Action
trigger this interrupt again, you can replace the
2 Resolve
zone or refresh the duration of your existing zone.
A prayer and a drop of blood, and soothing
Talents: darkness cloaks the battlefield.
I. If a character is defeated or surrenders in the Effect: Yourself, all allies and allied summons
zone, its duration becomes until the end of gain stealth, and all foes are blinded.
combat, and it is no longer is replaced when
you create a new zone.
Mastery: ULTIMA ECSTASY
II. Keep stealth even if you leave the zone
The stealth effect from this ability does not break
on you normally when you take or deal damage,
Mastery: SPIDER TECHNIQUE but instead lasts until the end of the next round.
When a foe is defeated or surrenders in the zone, Extend this by 1 round when you slay a foe.
you may increase its size by +1, up to a maximum
of blast 3
Chapter 2
DANSE MACABRE
1 action UMBRAL ECHO
2 actions, summon
You step through the air, emerging from the
shadows of your foes, where they find only Spinning threads of night and frost, you call
gleaming knives. upon the nascent Darksides of your allies to
Effect: Teleport adjacent to a character or emerge and frolic freely.
summon in range 3. Summon: Create a shadow clone in a free
• If they’re an ally or allied summon, repeat this adjacent space to every ally or allied summon in a
effect. close blast 1 area. Clones are phasing, intangible
• If they’re a foe, deal 1 damage to them, then summons, which can share space with other
repeat this effect characters. When you take this action, and at the
• Characters can only be targeted once as part of start of your turn, you may move all shadow
this action clones up to 3 spaces in a direction of your choice.
Finishing blow: Deal [D] instead to any If you use this ability again, all shadow clones
bloodied foe. created by you disappear.
Effect: While sharing a space with or adjacent to
Talents: a shadow clone, yourself and allies have evasion.
I. If you’re bloodied, damage also gains pierce However, destroy that clone if you or they
II. After Danse Macabre resolves, you may successfully evade an attack this way. If a clone
teleport adjacent to any affected character. can’t be destroyed this way, evasion fails.

Mastery: LIZARD TECHNIQUE Talents:


Deal fray damage once to the final foe targeted by I. If you catch a frostbitten character in the area,
this ability for every character you teleported to Increase size to blast 2
prior to them, up to three times. II. As a free action, you can swap places with any
shadow clone, teleporting, regardless of
distance

Mastery: Rapturous echo

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The first time it’s used in a combat, Umbral Echo Talents:


affects all allies and allied summons on the I. Also gain slay: immediately trigger the mark
battlefield. effect.
II. Incubus deals bonus damage for every ally of
HOLLOW your target adjacent to your target
1 action, stance
Mastery: WIDOW TECHNIQUE
Wreath yourself in the innermost darkness of the You may mark any number of characters with
soul, a terror that cannot be fought by anyone Incubus. When a character takes damage from an
alone. Incubus mark, you may also mark them.
Stance: Gain Aura 1. While there is exactly 1
other character in hollow’s aura, you have
evasion, phasing, and gain stealth at the end of
your turn. This aura has no effect if no other
characters, or 2 or more other characters are
inside.
Refresh: Refresh hollow at the start of your turn

Talents:
I. If you’re bloodied, Hollow can have up to 2
characters in it to be active.
II. While this stance’s aura is active, deal bonus
damage with all attacks.

Mastery: UMBRAL EMBRACE


Finishing Blow: Permanently increase the
number of characters allowable in hollow by 1,
this combat only.

Chapter 3
Umbral soul: Your shadow twin counts as you
for the purposes of allied abilities and traits.

INCUBUS
Light melee attack
Mark, +1 boon

The thirteenth scroll art, a void-sheathed blade


that cuts away at the aether of the very soul,
leaving a cut that creates bleeding darkness.
Attack: On hit: [D]. Miss: 1 damage.
Effect: Inflict frostbite and electrified.
Mark: Mark your foe. While marked, if allies of
your target end their turn adjacent to your
marked foe, then Effect: they take [D] and are
inflicted with frostbite. Frostbitten characters are
blinded.
Finishing blow: Immediately trigger the mark
effect

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Warden
Friend to Beast and Bough

The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.

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Wardens are the keepers of the green ken, the old ranger arts, that allow one to travel noiselessly, hide
in plain sight, live off the land, and become immune to even the most deadly of toxins. They are solitary
and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without speaking the
tongue of Kin for years at a time.
Relevant Rules
Traits Summon - A character controlled by its
Summoner. Abilities that target allied characters
Beast Master: At the start of every combat as a cannot target summons unless specifically
free action, or as an action thereafter, summon a mentioned. Summons don’t cause engagement,
beast companion in an adjacent space to you. The take turns, actions, or movement on their own
companion is a size 1 beast of your choice, and unless specified. By default, summons are size 1,
you can only have one of these companions at have defense and VIT equal to their summoner’s
once. and HP equal to 50% of their summoner’s max
- You can mount or dismount your companion by hp. When reduced to 0 HP, they are removed
spending your standard move. If you do, it from the battlefield instead of becoming defeated.
doesn’t move or act independently but moves, They are also removed if their summoner is
flies, or teleports when you move, fly, or defeated.
teleport, sharing your space. If either of you are
defeated or shoved, this effect ends and you are Aura X: This ability is a continuous, ongoing
placed into an adjacent space. effect that affects all characters within range X of
- While mounted, your companion counts as a character, including that character. Characters
adjacent to you, and when you attack an are only affected by an aura while inside
adjacent foe, your companion can also deal fray Flying - A flying character ignores all terrain and
damage to them. terrain effects other than impassable terrain, and
- If not mounted, your companion can move up ignores engagement and obstruction.
to 3 spaces on your turn, then either deal fray Phasing - Can ignore obstruction and pass
damage to an adjacent foe or dash 3 spaces through, but not end your turn in, terrain,
Guerrilla: If you end your turn adjacent to only characters, or both.
allies or allied summons, you and all allies or Shove X - Move a character involuntarily X
allied summons adjacent to you gain stealth. spaces in a straight line away from you. If they
Ambush master: Your attacks from stealth would move into another character’s space, or a
ignore cover and inflict poisoned. piece of terrain, they Collide and stop. Colliding
Green Kenning: You and your Summons ignore triggers some abilities or traits.
difficult and dangerous terrain

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II. You and each ally or summon may each shove


Abilities your target 1 space when each effect triggers.

APEX Mastery: GREAT GWYNT


Light Ranged Attack Increase all ranges and dashes as part of this
Range 4, +1 boon move by 2, and you may turn the dashes from this
move into a teleport or fly instead (you may
Stirring up toxins and pheromones into a viscous choose for each one).
paste on an arrow, javelin, or bullet, wardens
can summon the wild’s deadliest creatures. CIRCLE THE OAK
Attack: On hit: [D]+ fray. Miss: fray. Heavy Melee Attack
Effect: Summon a venomous beast in an adjacent
space to your target after the attack resolves. Ten palm strikes with the heel of the hand or the
Finishing blow: Summon two beasts haft of the axe will shatter even the most
tenacious bark.
Summon (venomous beast): 1 hp. When you Attack: Auto hit: Deal fray damage
attack a foe in range 2 of this summon, teleport it Effect: Your target is poisoned and slow. If
to a free space adjacent to them. It deals 1 they’re already poisoned, they lose all vigor.
damage, and poisons your target. If your target is Effect: If you’re adjacent to your foe, dash in a
already poisoned, it deals 2 piercing damage full circle clockwise through every adjacent space
instead. to your foe. You may phase through ally’s and
allied summons’ spaces. Each time you pass
Talents: through an ally or summon’s space, deal fray
I. Gain effect: After the attack resolves, all allies damage to your foe. Stop if you would enter the
and summons adjacent to your target gain space of another foe or obstruction.
stealth Finishing Blow: You may complete two circles.
II. Finishing blow: Attack ignores vigor
Talents:
Mastery: SNIPE I. You may dash up to 1 space before taking this
If made from stealth, increase range to 12 and ability. If made from stealth, increase this to 3
ignores cover spaces.
II. You may shove allies and summons you pass
through up to 2 spaces away from your target
GWYNT
1 action
Mastery: TIMBER SPLIT
With catlike reflexes, you pounce, spurring allies Enemies no longer stop this move, and you may
to action. phase through their spaces. Enemies you pass
Effect: Dash up to 2 spaces, then deal fray through are shoved 1, take fray damage, and are
damage to an adjacent foe poisoned.
Effect: An ally or summon in range 3 of your
ending location may also dash up to 2 spaces STAMPEDE
towards your foe. If that puts them adjacent to 1 action, mark, summon
your target, they also deal fray damage. Then roll
1d6. On a 4 or higher, you may repeat this effect With a bellow or a clenched fist, you summon an
on a new ally or summon in range. immense spirit to pound your enemies.
Finishing blow: After this ability resolves, your Mark: You mark a foe in range 4. At the end of
foe takes 2 damage once for each adjacent ally or that foe’s turn, summon a rampaging spirit
summon beast, which charges in from the edge of the
battlefield, dashing in a straight line, with
Talents: phasing, ending adjacent to that foe. The foe takes
I. If made from stealth, the initial dash from this fray damage, is shoved 1 and slow. Foes the beast
ability becomes 5

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passes through take fray damage and are shoved 1 When made from stealth, this ability has the
to either side. range of the battlefield
Summon (stampede beast): After charging
the beast condenses into a real creature and MORRIGAN
remains adjacent to your foe, becoming a 1 action, summon
summon. When you hit the marked foe with an
attack, the beast repeats the mark effect, moving Responding to your call, a dark wing descends
in an arc effect towards your foe by the shortest upon the battlefield.
route possible. Summon (winged beast): End your turn. A
winged beast summon lands in a free space of
If you use this mark again, you may choose if it your choice in range 4. Yourself or allied
summons a new beast, dispersing the old one, or characters can grab onto the beast by spending
moves the old one. If the mark is removed, the an action and ending their turn when
beast disappears. adjacent. The beast picks them up, removing them
from the battlefield, then carries them to any
Talents: visible free space on the battlefield, placing them
I. When you trigger a finishing blow on hit on back on the battlefield. Then place the beast in an
any foe, you may transfer the mark to them adjacent space to them.
and immediately activate it.
II. If you’re in stealth when the beast charges, The beast remains and can be used this way as
foes take [D] instead. long as it’s active. Using this ability again either
summons a new beast or moves the current one.
Mastery: LORD OF THE STEPPE
Yourself and allies can ride the beast if it passes Talents:
through their space, occupying its space, I. When you trigger a finishing blow, you can
becoming intangible and phasing while riding it, cause the beast to soar into the air, placing it
and traveling with it when it charges. When it in a new space in range 4 of you
ends a charge, they hop off and must place II. When the beast lifts off, it deals fray damage
themselves in an adjacent space, or as close as to adjacent foes
possible.
Mastery: LORD OF THE WING
SIDHE After the beast lands, characters that mount the
1 action beast may remain mounted on the beast until the
end of their next turn. The beast shares their
With the ways of the green kenning, you can be space and moves or teleports with them. They
anywhere at any time, using nature as a cloak. have cover, flying, and the skirmisher trait while
Effect: Swap places with an ally or allied mounted. At the end of that turn, they dismount,
summon in range 4, teleporting. If both you and losing these benefits. Only one character can be
your ally or summon was adjacent to a foe, both of mounted at once, and the beast can’t be used to
you gain evasion until the end of your respective transport if someone is mounted on it.
next turns.

Talents:
I. You can use this ability on foes, but they can
save to avoid the effect. If they can’t occupy
the space you left, the action can’t be taken. If
they’re poisoned, they fail the save.
II. You and your ally or summon also gain stealth
after ambush

Mastery: DEEP SIDHE

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Talents:
LIMIT BREAK: I. Allies that end their turn adjacent to an
underway gain stealth.
FORMORIAN II. The area around your underways is difficult
3 Resolve terrain for foes.
Free action
Mastery: BALE PORTAL
The power of the titans flows into your Foes that end any turn adjacent to an underway
companions, filling them with a wild vigor and can be teleported to any space adjacent to you or
unrelenting fury. or any other underway. A foe can save to avoid
Your beast companion summon becomes this effect.
magically empowered. For the rest of combat or
until recalled or defeated, it gains the following MIST STRIDER
benefits: 1 action, summon
- It becomes immune to damage
- It becomes size 2 Call on the beasts of the deep mists and rains,
- It forces engagement whose form is shadow and water.
- When it deals damage, it also shoves foes 1 Summon: Summon a mist strider in range 3, a
- When you gain stealth, your beast also gains size 1 summon beast with permanent stealth and
stealth phasing. The beast has aura 1. Yourself or allies
inside the aura that end their turn in the aura gain
You may also mount or dismount that beast by stealth.
spending 1 space of movement or as part of this Effect: At the start of your turn, the beast may
action instead of your standard move. dash 3. Allies in the aura may also dash 3 or as far
as possible, mirroring its movement, and gain
Mastery: ULTIMA FORMORIAN phasing while dashing this way.
4 resolve
When you activate Formorian, all its effects except Talents:
the size change apply to all your summons. I. While in the aura, allies also have evasion
against ranged attacks
Chapter 2 II. You may also trigger the beast’s effect if it’s
damaged by a foe’s attack or ability.
UNDERWAY
Mastery: LORD OF THE HUNT
1 action, stance, summon
You can trigger the beast’s dash effect whenever
you gain or lose stealth.
You open the greenways to your allies, allowing
them to step the branch-paths and cross
distances in an instant. Chapter 3
Stance: When you take this stance, or when it
refreshes, you may create a leafy portal, a size 1
Deep Stealth: If you’re in stealth and gain
intangible summon in an adjacent space. You and
stealth again, you gain deep stealth. While in deep
allies can use 1 action or their standard move
stealth, you cannot be directly targeted at all, even
while adjacent to an underway to teleport to a free
from an adjacent space. You return from deep
adjacent space to any other underway, or adjacent
stealth to regular stealth at the start of your turn.
to you. You can have up to 3 underways active at
Otherwise, deep stealth follows the same rules as
once, and can choose which one to replace when
stealth.
you create a new one.
Refresh: You may refresh this stance if you end
your turn in difficult terrain or a terrain effect, or GORGON
adjacent to a space of height 1 or higher terrain. Light Melee Attack
+1 boon

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Dip your weapons in the toxins of the deadliest


creatures to roam the deep green. Mere
preparation of this technique requires years of
ritual, patience, and training.
Attack: On hit: [D]. Miss: 1 damage
Effect: Inflict poisoned and frostbite.
Effect: Your target is injected with a catalyzing
toxin. While injected with the toxin, if they move
voluntarily before the end of their next turn, they
must save or take [D] piercing damage on a failed
save. Then, this effect ends.
Finishing blow: Shove your target 2 spaces

Talents:
I. Bloodied characters take +1 curse on the save
II. If the toxin effect triggers, your foe explodes
with poison, also poisoning all adjacent foes
and causing all foes affected to lose all vigor.

Mastery: Great fume poison


While injected with the toxin, your foe treats all
foes as having evasion and dodge. This effect ends
if the toxin is triggered.

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MENDICANT
Wandering Healer and Storyteller

Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High

Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to down,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.

Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.

Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.

TRAITS: Special Mechanic:


Heal (1 action) - Cure an ally in range 4. (A BLESSING
character that’s cured can immediately clear a Certain actions give characters a Blessing token.
status, blight, or mark. Then, if that character is A character can spend an action and a blessing
bloodied, they gain vigor 1.) token to cure themselves. All Mendicant jobs also
Bless (1 action): Grant a blessing token to an have different ways to use blessings tokens.
ally in range 4 All blessings are discarded at the end of combat.

Many class abilities allow you to cure or bless as Blessings are not unique (they don’t ‘belong’ to a
part of their effects. character) and as long as a character has blessings
from anyone, they can use them for any effects
Shelter - Make all saves with +1 boon. that require blessing tokens.
Succor - Mendicants may use Rescue to bring up
a defeated ally at range 5 instead of adjacent.
Mendicant Gambit:
If you take a Mendicant Ability as a non-
Class Statistics Mendicant job, you gain this class’ Bless action.

Health: 10
HP: 40
Elixirs: 2
Armor: 1
Defense: 8
Speed: 4 (Dash 2)

Fray damage: 3
Damage: D6
Basic Attack: Melee or Range 5

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Auras often grant powerful effects but require


MOST RELEVANT RULES good positioning - and for you to be close by for
them to have their best effect. The effects from
auras can’t be purged as long as foes remain
Statuses
inside which can make them hard to get rid of.
Mendicants specialize in the branded and
pacified statuses.
COMBO
Actions with Combo have two versions, a base
BRANDED version and combo version. When you use a base
Attackers gain +1 Boon against this character
combo action, the next time you use any combo
action, it uses its Combo version. When you use a
Branded characters are much easier to hit and
Combo version of any combo action, the next
critical hit, making your ally’s attacks much
combo action uses its base version.
more potent.
Combo versions of abilities are often more potent
PACIFIED or offer different ways to use abilities, but
Max damage dealt reduced to 1. Breaks on taking require you to plan your turn out somewhat.
damage from a foe’s ability or action. Combo versions of an ability count as the same
ability, so they can’t be used twice in the same
Pacified is a strong status that can almost turn. However, combos carry over between
completely prevent foes from dealing damage, turns, so you can end a turn with a base version
but is easy to break. Use it to isolate foes you of an action and open up the next turn with a
won’t be dealing with for a while. combo version.

Other effects MARK


Like most magic-themed jobs, Mendicants use Place your mark on a specific character. You can
Blights. only place one mark at a time on each enemy or
ally and each ability can only place one mark. If
BLIGHTS you place a new mark on a character with a mark
The Blights are Burning, Electrified, Poisoned, from you, you can choose which to keep or which
and Frostbite. A character affected by a particular to discard.
blight takes bonus damage from any ability that
would deal that blight again. For example, a Each mark ability can only be placed on one
burning character would take bonus damage from character at a time, and you can’t mark a
any ability that inflicts burning. Abilities may gain character with more than one mark ability.
additional powerful effects against blighted Marks have more value the earlier you place
characters. them in a combat and are hard for foes to
remove.
Blights let characters that make heavy use of the
same blight get a lot of mileage out of their
abilities. They even work to empower team
mates’ abilities, allowing you to set up allies.

Finally, Mendicants make heavy use of Auras,


Combos, and Marks.

AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside

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Chanter
Songweaver of the Great Chant

Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.

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The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its entertainment value as a mythic text. The
Old Church of the chroniclers has splintered into factions that mostly squabble over its meaning and try
to draw some angle from its numerous and sometimes contradictory adaptions into holy texts.

Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.

TRAITS Relevant Rules


Dash - Special movement that ignores
Songweave: When you use a combo version of engagement.
an ability, Bless an ally in range 5 of you. Evasion - Roll a d6 when targeted by an attack.
Spur of Faith: Allies may spend a blessing token On a 4+, the attack automatically misses. Check
from you when they attack to gain True Strike on before the attack roll.
that attack and fly 1 before they attack. Flying - A flying character ignores all terrain and
Uplift: When you cure a character, they can fly 2 terrain effects other than impassable terrain, and
as an effect. ignores engagement and obstruction.
Winged Pacifism: You have evasion while Pit - A pit space is just what it sounds like, but
flying. Gain flying at the start of your turn. Lose could also be deep water, mud, etc. Characters
this flying if you or an effect or summon you must spend their entire standard move to move
control deals damage. out of a pit space, and have height disadvantage
while inside. If they don’t have their standard
move, they can’t move out. Flying characters can
move over pits normally. Multiple pits can be
connected to create trenches, etc.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Teleport - Instantly move to a free space within
range X. You can teleport even if your speed is 0.
True strike - Ignores dodge, evasion, and
vigilance.

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Area Effect: [D]+fray damage to all foes


Abilities contiguously connected to your attack target, not
counting diagonals.
Effect: For each affected foe, you may create a pit
HOLY
in a free adjacent space.
Light Ranged Attack
Range 5, Combo, Mark
Talents:
You ring the bell of purity and a tone rings out I. Charge: Increase Pandaemonium size to 2
that soothes the peaceful and chastises the II. Electrified characters count as contiguous for
violent. A second ring from the bell shatters the Purgatorio as long as they’re in range 2 of any
tone from the first, breaking open the earth. target.
Effect: Mark, electrify, and pacify a foe, then
cure an ally in range 3 of your foe Mastery: DULCE PURGATORIO
Purgatorio deals bonus damage and its area effect
Combo: HADES also effects all foes adjacent to or inside a pit on
Effect: Create a blast 1 area centered on your foe the battlefield.
marked by Holy, regardless of range or line of
sight. FELICITY
Attack: Autohit: Fray damage 1 Action
Area Effect: Fray damage Combo, mark, range 5
Terrain effect: Create two pits in free spaces
inside the area of effect You ring the bell of fleeting guardians, and an
Effect: Inflict electrified. Characters suffering ally feels their step lifted by invisible wings.
from electrified already can be teleported 1 after Mark: Mark an ally in range. That character
this ability resolves. gains a blessing and can dash 2 as an effect.
Whenever you use a combo version of an ability,
Talents your marked character gains a blessing and can
I. If your Hades target is pacified, you may dash 2 as an effect.
increase area to blast 2
II. If you’re bloodied, increase Holy’s range to 8 Combo: FLEET
Effect: An ally may dash 4 spaces as an effect,
Mastery: DANTE with phasing, ignoring all terrain types and
Hades may create pits in any free space in its area. penalties. Characters they pass through are
electrified. Electrified characters take [D].
PANDAEMONIUM
Heavy Ranged Attack Talents:
Combo, Range 5, Blast 1 I. Felicity’s marked character has evasion
against electrified characters
You sing a passage of the days of chaos and II. Fleet’s target may dash 6 if they’re bloodied.
battle, where the tumult of the battlefield was like
the churning of the sea, and divine lightning Mastery: FANTASIA
scathed the land. Gain an alternate combo ability:
Attack: Autohit: [D] +fray and electrify your foe Combo: FANTASIA
Area Effect: Fray Effect: Any allies marked by you may teleport 4
Effect: Teleport allies in the area to any
unoccupied space in the area. Then, teleport any CHAOS
enemies, including the primary target, in the area 1 action
to any unoccupied space in the area. Combo

Combo: PURGATORIO You sing of darkness and demons, and the


Range 5 strength of the soul. The note causes your allies’
Attack: Autohit: [D]+fray weapons to burst with aetheric energy.

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Effect: Until the end of your next turn, your Defeated characters can be rescued by Dawn
attacks and the attacks of your allies in aura 1 before being cured and become sturdy for the rest
inflict an elemental blight (roll 1d6). of combat if rescued this way.
1 - Burning
2 - Frostbite SLUMBER
3 - Poisoned 2 actions
4 - Electrified
5 - Choose one A gentle trick, often used to help junior
6 - Choose two chroniclers rest after difficult exams - but no less
potent in battle.
Combo: COMMUNION Effect: A character in range 6 gains vigor 2, then
Effect: Gain aura 1 until the end of your next is incapacitated. Their incapacitation ends at the
turn. While in the aura, yourself and allies have end of their next turn, or if they take damage from
immunity to the effects of marks and blights, and a foe’s attack or ability. An adjacent character may
cannot gain new marks or blights. also use the interact action to shake them awake.

Talents: After this effect ends, a character becomes


I. Allis that end their turn in the Communion or immune to Slumber for the rest of combat.
Chaos auras can end all blights.
II. Against bloodied characters, chaos’s aura Talents:
inflicts all blights. I. Bloody foes only gain vigor 1 when targeted by
this ability. Bloody allies are also blessed.
Mastery: GRAN CHAOS II. Charge: Increase Slumber’s range to 8
Chaos may be used as a Stance. It refreshes
automatically at the start of your turn. When it Mastery: MORPHEUS
refreshes, you may re-roll its d6. Slumber can be used as a mark. When used this
way against foes, slumber no longer ends at the
DERVISH end of the affected character’s turn unless that
1 action character is the only foe remaining.
Combo

You speak of the comfort of companions, and the


dawn that surely will follow.
Effect: Until the start of your next turn, allied
characters within range 5 can teleport to any
space adjacent to you with an action or their
standard move.

Combo: DAWN
Effect: Cure all adjacent allies. Bloodied allies
can end all statuses, marks, and blights.

Talents:
I. If you’re bloody, increase Dervish’s range to 8
II. If you’re flying, increase the range of Dawn to
range 2 instead of adjacent.

Mastery: BEACON OF HOPE


Each time an allied character teleports to you with
Dervish, you may teleport 2 spaces in any
direction as an effect in the middle of the action,
potentially putting you in range of new allies.

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I. If you’re bloodied, increase this to aura 2


Limit Break: March of II. Bloodied characters that end their turn in the
aura gain defiance.
the Saints
2 resolve Mastery: GENTLE PRAYER
1 action, Stance When you enter this stance, or when it refreshes,
you can choose to reduce your speed to 0 and
You sing of the deeds of the first heroes, from the become winded+ until the end of your next turn.
Doom. The Great Chant weaves around your If you do, the aura also grants resistance to all
allies and transforms them into echoes of those characters inside.
mighty heroes.
Stance: You begin weaving an epic song, a saga MONOGATARI
of legendary heroes. When you take this action, 1 Action
and when this stance refreshes, you may invest an
ally in range 5 with the power of one of the great Some chanters also study the Book of Ages, the
saints, as long as you don’t choose the same saint great mythic chronicle of heroes from the time of
twice in a row. The effect takes place immediately the Doom. This unorthodox text inherits some of
and lasts until the end of their next turn. their ability to sing the chant, granting it
Refresh: This stance refreshes automatically at tangible power.
the start of your turns. Effect: Sing a short passage from the book of
• Parzival: An allied character gains flying, the ages. Roll 1d6 and consult the following table to
Aetherwall trait, and inflicts electrified with see which tale you sing. The song resonates in the
their attacks air until the start of your next turn. Allies that
• Leon: An allied character gains stealth, dodge, complete the described course of action from the
and the Skirmisher trait song passage before then, including you, are
• Angrboda: An allied character gains sturdy, cured or blessed (they may choose which).
vigor 1, and their attacks inflict shove 1
• Farnese: An ally gains 1 blessing, +1 boon on 1. A Tale of Fury: Slay or bloody a character
saves, the ability to cast cure as a free action 2. A Tale of Travels: Move more than 5 spaces
once on their next turn. from your starting point on your turn
3. A Tale of Green and Pleasant Times: Do
Mastery: DIVINE INVESTMENT not attack
You also gain the benefit of your chosen saint. 4. A Tale of Cunning: Use an interrupt
5. A Tale of Boon Companions: End your
turn adjacent to two or more allies or allied
Chapter 2 summons
6. A Tale of Triumph: Use an ability on an ally
GENTLENESS
1 action, Stance Talents:
I. Allies that fulfill the conditions can also fly 1
You radiate an aura of such powerful peace that II. When an ally fulfills a condition, they may
all close to you, monster or man, find it pacify an adjacent foe.
impossible to raise a hand in violence.
End your turn and gain Stance: When you take Mastery: JUBILANT WALTZ
this stance, or when it refreshes, until the end of Every time you or an ally fulfills the condition, as
your next turn gain aura 1. All characters an effect you may fly 2, then electrify and deal fray
(including yourself) are pacified+ while in the damage to an adjacent foe.
aura and cannot use attack abilities.
Refresh: You may refresh this stance if you take
damage from an attack or ability from a foe. Chapter 3

Talents: Gran Redempta (2 actions, 1/expedition):


Cure yourself and every ally on the map.

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Characters that are cured this way are also


Rescued if they’re defeated.

DENY EVIL
Light Ranged Attack
Range 6

You sing out with the power of true names,


forbidding your foes in august tones against
harming an ally.

Auto-hit: Fray
Effect: Choose a foe, and choose either yourself
or an ally in range. Until the end of your target’s
next turn, if they damage that character with an
attack or ability, they take [D] divine damage and
are pacified. Then, whether this ability triggered
or not, this effect ends.

Talents:
I. If you’re bloodied, you may choose yourself
and an ally in range
II. Your chosen foe also gets +1 curse on a
triggering attack

Mastery: supreme forbiddance


The first time you use this ability in a combat,
yourself or your chosen ally is immune to all
damage and unstoppable against your chosen foe
until the end of the current round.

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Harvester
Arbiter of Life and Death

Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.

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Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.

Relevant Rules
Traits Bloodied - At or under 50% hp
Pierce - Ignores armor.
Mark of Tsumi: Your attacks gain on hit: After Regeneration X - Gain vigor X at the end of
the attack resolves, deal 2 piercing damage as an your turn
effect to all foes marked by you, and bless all allies Slay - An effect that triggers when this action
marked by you. reduces a character to 0 hp or forces them to
Soul Cycle: When yourself or any ally attacks, surrender. Can only trigger once per ability.
you can consume any blessings in range 2 of that Summon - A character controlled by its
character to empower their attack. The attack Summoner. Abilities that target allied characters
gains pierce and bonus damage for each blessing cannot target summons unless specifically
consumed. If 3+ blessings are consumed, the mentioned. Summons don’t cause engagement,
attacks also becomes a critical hit on hit. take turns, actions, or movement on their own
Gardener of Kin: You can stack 2 marks on unless specified. By default, summons are size 1,
characters have defense and VIT equal to their summoner’s
Balance: Your attacks gain slay: cure all allies in and HP equal to 50% of their summoner’s max
range 2 of your target hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

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adjacency (such as from being shoved or from a


Abilities teleport) or the mark ends. The plant lasts until
defeated, or until you use this ability again to
summon a new one.
SOW
Light Ranged Attack Talents:
Mark, Combo I. Foes being devoured take bonus damage from
Range 5 all sources
II. If a foe is defeated while being devoured, the
You throw out a poison seed that bursts into plant grants a blessing to all allies in range 2
thorny death.
Attack: Auto hit: 1 damage
Mastery: Deeproot
Mark: You foe is marked. While marked, your
If a foe is defeated while being devoured, the plant
attacks against them bless an ally in range 3 of
uproots itself. It gains vigor 2 and at the start of
your foe on hit.
your turn it can move up to 4 spaces. Foes take +1
Effect: Your foe is poisoned and branded.
curse on saves to break its devour effect, and it
Effect: Bless an ally in range 3 of your foe
deals [D]+fray instead of fray.
Combo: REAP
Light Melee Attack HARVEST
Pierce Heavy Melee Attack
Attack: Auto hit: [D]+ fray Arc 4
Effect: You can make this melee attack against Attack: On hit: 2[D] + fray and poison your foe.
the target marked by sow regardless of distance or Miss: fray.
line of sight. Area Effect: Bless allies in the area. Foes take
[D]
Critical hit: Allies in the area are also cured
Talents:
Charge: Increase area to Arc 6
I. If Sow hits an already poisoned foe, it deals
piercing fray damage
II. If you are bloody, increase the range of Sow to Talents:
8. I. Attack also gains +1 boon against poisoned
foes
Mastery: SPECTRAL SCYTHE II. If this attack is made against a foe with any
Reap and Sow also create an arc 4 area effect that amount of vigor, it becomes a critical hit on
deals [D] piercing damage, drawn from your hit.
target as the origin space.
Mastery: FULL MOON
KINCHEWER Harvest gains range 6
1 action, summon, mark
BLOOD GROVE
Vines coil from the earth into a fanged and 2 actions
flowered nightmare.
Summon: Summon a carnivorous plant in The wilderness boils with explosive growth, fed
unoccupied space in range 5, a size 1 sturdy by the blood of the battlefield.
summon. When you summon the plant, and as a Terrain effect: Grow a blast 1 area of
1/turn free action on any subsequent turn, you undergrowth. Allies and allied summons inside
can direct the plant to bite an adjacent foe. That gain cover from all directions and the area is
foe is marked by you. While marked, they take difficult and dangerous terrain for foes. The area
fray damage at the start of their turns and have disappears at the end of the next round, or if you
their speed reduced to 0 as the plant chews on use this ability again.
them. Foes can save to end the mark and all these Effect: If a foe is defeated inside, extend the
effects at the end of their turns. It also ends if the duration of the zone until the rest of combat. Any
plant is defeated, your marked foe breaks character can also extend it for the same duration

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by voluntarily taking damage equal to 25% of their


maximum hp while inside as a free action. COMBO: REGENERATE
Mark: Mark an ally in range 4. While marked,
Talents: that character has regeneration 1. This effect and
I. The zone also grants dodge to affected allies mark ends if they take at least 1 damage to hp.
II. All your summons become intangible while in
the zone Talents:
I. Also gain regeneration 1 while your ally is
Mastery: Hungry grove marked by regenerate
When the zone’s duration is extended, also II. Rot’s target gains aura 2. Allies of the target in
increase its size to blast 2 the aura cannot gain vigor.

GROWING SEASON Mastery: WILD GROWTH


1 actions, mark, summon When you cure any character, summon a vine
thrall in a free adjacent space to either your rot or
Blow magical spores in the air, which are regenerate target. You can have up to 6 vine
disturbed by the chaos of combat. Where they thralls at once.
fall, the fruit of life and death blooms. Summon: Vine thrall, size 1 summon, 1 hp. At
Mark: Mark an ally or foe in range 5. While the end of your turn, all vine thralls can move up
marked, after that character ends their turn, to 4 spaces and deal 2 piercing damage to an
summon a sprouting edenfruit in an adjacent adjacent foe as an effect.
unoccupied space.
Summon: An edenfruit is an intangible summon
with a blessing token on it. Yourself or allies that
pass through the space can pick up the blessing
token. The fruit is then destroyed. Foes that pass
through the space destroy the fruit but are
poisoned and branded.

Fruits last until the rest of combat or until


destroyed.

Talents:
I. Foes that pass through a fruit must also save
or become pacified.
II. Roll a d6 at the end of a marked character’s
turn. On a 5+, summon an additional fruit in
an adjacent space.

Mastery: TSUMI’S BOUNTY


When fruits are destroyed, they pop in a blast 1
area effect. Yourself and allies in the area are
blessed, enemies are poisoned and branded.

ROT
1 action, combo, mark

Leaves shrivel. Hair Curls. Wounds fail to heal.


Mark: Mark a foe in range 5. That foe loses all
vigor, is poisoned while marked, cannot gain
vigor while marked, and cannot save against
statuses except at the end of their turn.

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Trigger: A foe in range 3 of the willow is hit by


Limit Break: DEATH an attack
Effect: The willow lashes out against that
SENTENCE character, dealing [D] piercing damage.
1 action
Using this ability again while you have a Thorn
3 Resolve
Willow summoned causes any of your existing
willows to wither and die.
A flash of the scythe, and the line between life and
death is blurred.
Summon: You slash an adjacent foe with your Talents:
scythe, knocking their soul out of their body. I. The willow gains a blessing if any bloodied
Draw a line 4 area effect from your foe facing character ends a turn adjacent to it.
directly away from you and place the soul in the II. If you’re bloodied when you plant the willow,
last available space. The soul is an intangible immediately bless it.
summon placed by you. It takes no action or
movement. Mastery: ELDER THORNWILLOW
You can spend two blessings on the willow to
While they have their soul knocked out, foes can immediately regain the Willow Lash interrupt.
act normally. However, the soul can be targeted as
if it was the body, transferring all damage or FAIRY RING
effects it would take to the body, no matter the 1 action, Terrain effect
distance or line or sight. Damage becomes divine.
Abilities that are able to target both the body and You cast out a handful of aether-feeding fungi,
soul of the foe (such as AoEs) can hit both. holy spores that grow into a ringed garden of
colorful and deadly mushrooms.
A foe can end this effect and re-unite with their Terrain effect: End your turn and create a
soul by moving back into its space. It also snaps ring of mushrooms, a blast 2 terrain effect, within
back to them if they are defeated. range 4. The ring can be created overlapping any
terrain and underneath characters. While the ring
Mastery: LUNAR BECKONING is active, gain the following interrupt. The ring
At the end of any of your turns, as an effect you lasts until the rest of combat or until this ability is
can teleport the soul to an adjacent space to you if used again.
it’s in range 3 of you.
Spirit Away
Chapter 2 Interrupt 2
Trigger: A foe crosses the border of the fairy ring
or starts its turn on the border.
THORNWILLOW Effect: Immediately teleport that foe 2 spaces in
Free Action, Summon any direction and brand them.

The holy plant of the Harvesters is a particularly Talents:


vigorous sort, a writhing animate vine that feeds I. Foes that end their turn in the ring are
on blood, which it gets in plenty by lashing out poisoned. Poisoned foes lose all vigor and
with whiplike branches. cannot gain vigor inside the ring.
Summon a thornwillow in range 4, a size 1 II. You can use Spirit Away on allies. If you do, it
sturdy summon. The willow can’t take actions or doesn’t brand them.
move but can be blessed. At the end of any turn it
has 3 or more blessings, it blooms and you gain Mastery: SPORE SHROUD
the following interrupt. Effect: Allies inside the ring have dodge, cover,
and gain stealth when they cross the border.
Willow lash
Interrupt 1

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Chapter 3

Defy the Cycle (2 actions, 1/expedition):


You call upon your power to forbid the natural
order of life and death from working. Until the
start of your next turn, characters cannot be
reduced below 1 hp. Divine damage bypasses this
ability.

DARK SLIVER
Light Melee Attack
Range 2, summon

The blade edges of the harvesters are so sharp


they can cut the very soul.
Attack: On hit: [D]. Miss: 1 damage.
Effect: Inflict frostbite and poisoned.
Summon: Cut away a piece of your target’s life
force, creating an intangible summon within
range 2 of them. They can re-unite with it by
ending their turn in or adjacent to summon’s
space. If they don’t, it dissipates at the end of that
turn, destroying it and dealing [D] piercing
damage to them as an effect.

Talents:
I. Charge: Increase range to 4
II. When a character reunites with their soul,
they are branded.

Mastery: RECYCLE
If your target doesn’t unite with their soul sliver,
bless and cure any of your allies in range 2 of it
when it disappears.

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Sealer
Holy Judge and Purger of Evil

Traveling priests, monks, and mages, the Sealers roam the world from village to village, performing
necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in most
villages, and most perform the important function of traveling judge, acting as an impartial party
translating for the will of the local spirits. They often travel with many blessed relics of the deities of the
land or even portable shrines on their back.

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In their other role, Sealers are legendary monster hunters and exorcists of unbelievable prowess and
unshakeable faith. Whenever an especially bad blight or an arch demon appears, the Sealers are usually
there to drive it back with ancient sealing magic, blessed brands, and flaming weapons.

Traits: Relevant Rules


Bonus damage - For each instance of bonus
Blessed Weapon: Characters can spend your damage on an ability, characters roll one more
blessings when they attack to gain +1 boon and damage die for all damage from that ability and
bonus damage on that attack pick the highest
Mantra of Sealing: When you hand out a Counter - Deal 2 damage to your attacker after
blessing, set out a d6 at 1 or tick it up by 1 to a being attacked, hit or miss.
maximum of 6. You can spend it for the following Critical hit - Increase attack damage by +[D].
effects when you make an attack: Dodge - Immune to all damage from misses,
• Cloud Riding: Reduce your Mantra by 2. successful saves, and area effects.
Teleport 2 before making the attack. Teleport - Instantly move to a free space within
• Seal: Reduce your Mantra by 3. Gain effect: range X. You can teleport even if your speed is 0.
attack target is pacified after the attack resolves Terrain effect - Something that creates or
• Smite: Reduce your Mantra by 6. Your next modifies the terrain spaces on the battlefield.
attack gains +1 boon, inflicts divine damage,
and inflicts burning.
Break Meridians: Your attacks against pacified
foes are critical hits on hit
Martial Arts: You have dodge

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Talents:
Abilities I. Charge: Increase range to 6
II. Bless all allies adjacent to the marked foe
GOD HAND when it chooses to end the effect
Light Melee Attack
Combo, +1 boon Mastery: MILK SUTRA
Interrupt 2
Divine energy infuses you, allowing hammer-like Trigger: A foe chooses to end this mark,
blows that would fell a demon with even your Effect: You may pass it to a new foe in range 3 of
bare hands. that character. You can take this interrupt more
Attack: On hit: [D]+fray. Miss: fray damage. than once a turn.
Effect: An ally in range 3 of you is blessed.
Critical hit: Foe must save or become pacified. MATSURI
Heavy Melee Attack
Combo: DEVIL HAND
Light Melee Attack Swing your weapon in a flaming arc that sends
sprays of fire in bright displays, lighting up the
Attack: On hit: [D]+fray. Miss: fray damage. sky.
Effect: Inflict burning. Burning characters Attack: On hit: 2[D] + fray and inflict burning.
explode in a blast 1 area centered on them, dealing Miss: fray.
2 piercing damage to all characters other than Slay or Critical Hit: Bless all allies in range 2 of
you. your target

Talents: Talents:
I. Critical hit: Gain counter until the end of your I. Critical hit: Allies in range 2 of your target
next turn may teleport 1 space.
II. Critical hit: Your foe explodes in a blast 1 area II. Charge: +1 boon on the attack and teleport 1
centered on them, dealing 2 damage to all before making it.
characters other than you.
Mastery: Blood Festival
Mastery: FISTS OF HEAVEN AND HELL The first time you hit with Matsuri in a combat, it
Add a new combo action. becomes a critical hit, and all its damage becomes
Combo: FISTS OF HEAVEN AND HELL divine.
Light Melee Attack
JUSTICE
Attack: On hit: [D]+fray. Miss: Fray Interrupt 1, Combo
Critical hit: Bless all allies adjacent to the target.
Effect: Your foe is burning. Attack gains +1 boon Invoking the spirits of the land and air, you move
against burning characters. at impossible speed, doling out blows faster than
the eye can see.
BURNING SEAL Trigger: You score a critical hit or slay a foe
1 action, Mark Effect: Teleport adjacent to every character in
range 2 of you in any order. Foes become burning,
Bind an enemy in an astral seal, condemning allies are blessed. Burning foes take fray damage
them and crushing them under the weight of instead.
their own evil.
Mark: A foe in range 4 becomes pacified. It can Combo: JUDGEMENT
end this condition on itself any time, including Interrupt 1, True Strike
directly after this action, but then immediately Trigger: You score a critical hit or slay a foe
becomes burning. If it’s already burning, it takes Effect: Roll a d6 for every foe in range 2 of you.
[D] damage. On a 1, that character is struck by a fiery bolt from

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heaven and takes Divine fray damage. Roll I. Your ally can teleport 1 as an effect after being
becomes a 1-2 against burning characters. attacked
II. You may give your ally Counter and sturdy
Talents: while marked, but if you do the mark ends at
I. Also roll a d6 for allied characters with the end of their next turn.
Judgement. If they roll a 6, they are cured
II. You can teleport 1 space after triggering Mastery: SHROUD FROM HEAVEN
justice or judgement but before applying the Your ally gains stealth and evasion after being
effect attacked until the start of their next turn.

Mastery: GRAN JUDICATA


Add an alternate combo action: Limit Break: PASSAGE
Combo: GRAN JUDICATA
Interrupt 1 TO THE AFTERLIFE
Trigger: You score a critical hit or slay a foe 5 resolve
Effect: Cure every bloodied ally on the Heavy Melee Attack
battlefield. Deal divine fray damage to every Divine, +1 boon
undamaged foe.
You unleash the supreme Sealer war art,
SANCTIFY inflicting ten thousand blows and shattering the
2 actions connections of your foe’s vital energy to their
body, hurrying on the transmigration of
You throw out a handful of glittering salt, immortal souls.
scorching the spiritually impure.
Terrain Effect: You scatter salt in a close blast 1 Attack:
area. Foes that end their turn in the area become Roll [D]+fray, then apply it the listed number of
pacified and burning. Allies that end their turn in times.
the area are cured. The area persists until you On hit: Three times.
take this action again or until the end of combat. Miss: Twice
Critical hit: Five times
Talents:
I. Charge: Becomes blast 1, range 3 Effect: You may teleport adjacent to the target
II. Allied characters save in the area with +1 before the attack if they’re in range 3. Every allied
boon. character in range 3 of the target can also teleport
adjacent to your target. Your target then takes
Mastery: ELDEN SALT additional divine fray damage from each adjacent
Sanctify inflicts [D] damage, burning, and pacify ally once.
as an effect to hostile characters in the area when
you take this action Mastery: REACH HEAVEN THROUGH
VIOLENCE
ENSHRINE The teleport effect has the range of the battlefield
1 Action, mark for both allied characters and yourself. If your
You place a holy seal over your ally, enveloping target is at or under 25% hp, they take fray
them in divine protection. damage twice from each ally instead.
Mark: Mark an ally in range 3. While marked,
foes that attack your target must save or become Chapter 2
pacified after the attack resolves.
Effect: Burning characters get +1 curse on this
save
GRAND BANISHMENT
1 action
Talents:

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With a word and a quickly drawn talisman, you Gain the following interrupt
stomp your foot and forbid your foe from taking Grace of the Spirits
another step towards you. Interrupt 1
Effect: End your turn and choose a foe in Trigger: An ally in the area is damaged by an
range 5, sealing their movement with force of will. attack or ability
Until the start of your next turn, the foe must pass Effect: Your ally becomes immune to damage
a save when they attempt to willingly move closer from that attack or ability, but destroy the shrine.
to you. On a failed save, they cannot make any This ability and interrupt cannot be used for the
movement that would move them closer to you for rest of combat.
the duration of this ability, including as part of the
triggering action or ability. If they pass a save,
they are immune to this effect until the end of the Chapter 3
current turn.
Great Spirit Festival (1 action, 1/
Talents: expedition): Bless all allies on the map. If
I. A character that fails the save also treats all they’re bloodied, bless them twice.
terrain as dangerous terrain for the duration
of the ability OPEN THE GATES
II. Bloodied characters gain +1 curse on the save Light Melee Attack

Mastery: HORSE AND OX SEAL This aptly named technique can be used to
When you take this ability, until the start of your deliver an extremely powerful blow - but
next turn, this effect also applies to any foe in aura focusing the body’s aether in such a way takes a
2 around you. long time to recharge.
Attack: On hit: [D] and foe is branded. Miss: 1
SPIRIT SHRINE damage
1 action, Terrain Effect Effect: Inflict burning and electrified.
Effect: This attack is a critical hit the first time
Many sealers carry portable shrines to the local it’s used in a combat
spirits, adding on talismans, images, icons, or
offerings to whichever small god holds dominion Talents:
over the areas they travel through. In a pinch, I. The first time it’s used in a combat, you may
they can set these shrines down and beseech the teleport up to 3 spaces before using this attack
spirits for aid. II. Critical hit: Shove 3. Collide: Foe is branded.
Terrain Effect: Create a shrine in a free
adjacent space, a height 1 destructible terrain Mastery: BURIAL FIST
piece (1o hp). The shrine emits an aura 1 around This attack is also a critical hit on hit if used at
it. Allies in the aura gain +1 boon on attack rolls. round 5 or later.
If the shrine is placed on terrain height 1 or
higher, the aura becomes aura 2 instead. Using
this ability again destroys any of your currently
active spirit shrines. If a shrine is destroyed, it
reforms on your back and can be placed again
normally.

Talents:
I. Adjacent allies can pray at the shrine as an
action to cure themselves
II. Enemies treat the shrine’s area as difficult
terrain

Mastery: SPIRIT PATRONAGE

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Seer
Fortune Teller and Master of Fate

The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.

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Through ritual, ceremony, and unrelenting practice, Seers gain the ability to predict and even defy a
person’s fate, using their Aether infused card decks to influence the turning of the Great Wheel and
empower their allies with foresight, precision, and uncanny accuracy.

Traits: Bend Fate: You can discard any number of cards


when you roll a random d6 as part of any action to
The Wheel of Fate: Set up a deck made up of roll an extra die per card discarded and choose
one suit of a 52 card deck (so 13 cards). At the any result.
start of any combat, draw up to 5 cards if you have Skein (1 action): Draw two cards
less. Your hand and deck persist through combats, Karma: Allied characters caught in your area
and your maximum hand size is 7. Discarded effect spaces are resistant to their damage. If
cards go in a discard pile. Once you draw through they’re caught in the attack space of an area
your deck, shuffle the discard pile and draw it as attack, they are immune to any damage and are
your new deck (meaning there’s no replacement also cured.
and you will eventually draw through the deck).
Foretell: Allies can discard 1 blessing token any
time to allow you to tell their fortune as an effect. Relevant Rules
You can discard a card from your hand and Seer is a high-complexity class due to its card
immediately apply the effects to your target, no mechanic - it may be worth reviewing the combat
matter the distance or if you can see them or not. glossary for everything used.
If you have no cards in hand, draw the top card of
your deck instead, apply its effects, then discard AoE - Area of effect, usually has a specific
it. pattern. Only one space in an area of effect is the
attack space and requires a roll, the others apply
THE GREAT WHEEL area effects automatically.
Auto-hit - This attack doesn’t require an attack
2 - The Fool - Ally must immediately dash 3 roll but automatically hits. Auto-hit attacks
towards the nearest foe and gains hatred of that cannot critical hit.
foe until end of their next turn. Charge - When used on a slow turn, this ability
3 - The Scepter - Teleport your ally to an becomes more powerful.
adjacent space to you. Terrain effect - Something that creates or
4 - The Ewer - Cure your ally and all characters modifies the terrain spaces on the battlefield.
adjacent to them. Unstoppable - Immune to all statuses and shove
5 - The Devil - Ally gains vigor 3 but gains a
wound. If this would kill them, they are stunned
instead and gain no vigor or wounds.
6 - The Sword - Ally’s attacks gain Pierce until
the end of their next turn, but they are shattered
7 - Death - Ally gains Defiance.
8 - The Chariot - Ally’s movement ignores all
movement penalties until the end of their next
turn.
9 - The Papessa - Ally becomes pacified and
gains regeneration 1 while pacified.
10 - The Emperor - Ally gains stealth
J - The Star - Ally saves with +1 Boon until the
end of their next turn.
Q - The Moon - Ally gains Evasion until end of
their next turn
K - The Sun - Ally gains Counter and cannot gain
or benefit from stealth until end of their next turn
A - The World - Ally becomes Unstoppable until
the end of their next turn

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Talents:
Abilities I. Effect: After a Wild Card explodes, bless an
ally in range 3 of the card
II. You can throw a Master Card instead of a
ASTRA regular card. It’s not destroyed when it
Heavy ranged attack explodes, but using this ability again will
Combo, Line 5 + cross 2 replace the last card created.
You call down the heavens themselves on your
Mastery: WILD GAMBLE
foes.
When you trigger a Wild Card with an AoE, roll
Attack: Auto hit: [D] + fray damage and inflict
1d6. On a 1, nothing happens. On a 2-5, it inflicts a
frostbite
random blight on all affected characters (2
Area effect: [D]
burning, 3 electrified, 4 frostbite, 5 poisoned). On
Effect: Roll 1d6 after the attack resolves. On a 6,
a 6 it inflicts all blights.
all foes take [D] again. Effect becomes 4+ if the
attack is against a frostbitten foe.
SLEIGHT OF HAND
Combo: FORTUNA Light Ranged Attack
Blast 1, Range 4 Range 6
Attack: Auto hit: [D]
Area Effect: Bless all allied characters in the A flash of bright color, and a card is stuck to your
area. All foes are branded. foe, bursting with power.
Attack: Auto-hit: You attach a magical card to a
foe in range, branding them and inflicting
Talents
frostbite.
I. Terrain effect: Create icy difficult terrain in a
Area Effect: The next time an ally hits the target
blast 1 area centered on the attack target
with an attack, the card explodes in a blast 1 area
II. Charge: Increase area of effect for all areas by
effect for [D] and grants that ally a blessing. The
1
triggering ally is immune to all damage from this
ability.
Mastery: STARSHIELD
After you use Astra or Fortuna, roll 1d6. On a 1
Talents
nothing happens. On a 2-5, a shield of floating
I. You can target an allied character with this
stars may surround you or an ally in the area of
attack to attach the card to them instead,
effect after the ability resolves, granting them
marking them. It triggers on any attack, not
resistance until the end of their next turn. On a 6,
just allied, and they’re immune to its damage
the shield manifests over both you and your
and effects.
chosen ally.
II. A card may be thrown as an Arc 4 area effect
instead, (area effect: fray damage). It only
WILD CARD attaches to a character in the attack space.
1 Action, Summon
Mastery: PERFECT HAND
You flick a beautifully illustrated ethereal card
You throw two cards with this move at two
onto the battlefield, laden with the threads of
separate targets.
potential.
Summon: Summon an intangible wild card
summon onto the battlefield in range 5. When it’s DOOM
hit by an allied area of effect action, it explodes in 1 action, mark
a blast 1 aoe, extending the area effect space of
that AoE to encompass its area and destroying the You crook a finger, and pull on the threads of
card. Wild cards can be triggered by other wild fate, casting an irrevocable curse.
cards. Mark: Mark a foe or ally in range 6 with a
magical card, which pulses with astral energy. At
the end of any of the marked character’s turns,

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you roll a d6. On a 6, the card explodes in a blast 1 Causality unmakes itself around you, as wounds
area effect centered on that character. This heal instantly.
becomes 4+ for frostbitten characters. A character Stance: Gain aura 2. While in this stance, the
can pass the card off to another adjacent character first time on a turn any character in the aura takes
as an action on their turn. The card also explodes damage, roll a d6. On a 5+, they are cured
if the character is defeated. afterwards as an effect. This applies to foes and
allies alike.
When the card explodes, characters in the area Refresh: This stance refreshes automatically at
take [D]+fray and are branded the start of your turn.

Talents Talents:
I. If you hit the target with a critical hit, the card I. Allies gain a blessing if this effect triggers.
immediately explodes. II. Foes this effect triggers on are also branded
II. If a character is defeated while under the
effects of Doom, the card may pass to a new Mastery: FATAL REVERSA
character of your choice in range 3 of the If a character or summon (foe or ally) in the aura
defeated character. is reduced to 0 hp, roll a d6. On a 5+, they
immediately gain and lose Defiance, triggering it,
Mastery: SEAL FATE and are returned to 1 hp instead.
When Doom is passed at least twice, it deals 2[D]
+fray instead
Limit Break: HIGH
POLARIS
1 action PROPHECY
Free action, 3 resolve
A distant glint in the heavens, portents of the
devastation to come. A burning third eye of pure etheric energy
Effect: Choose a space on the battlefield in range appears on your forehead. Possibilities unfurl
5, which becomes known to all characters. At the before you, laid out like infinite gleaming
end of every turn that passes after yours (allied or threads.
foe), roll 1d6. On a 6, a meteor lands in that spot,
exploding for a blast 1 explosion, dealing [D]+fray You must take a slow turn next round. Until the
as an area effect and inflicting Frostbite. start of your next turn, every d6 you roll for
Frosbitten characters must also save or become boons, curses, or random d6s as part of abilities is
stunned. This effect ends at the start of your next either a 6 or a 1 (you choose).
turn.
Mastery: THOTH
Talents 6 resolve
I. You can choose to make the meteor check on This effect also extends to all characters in aura 2
only allied or enemy turns (pick one) when from you.
you cast it. If you do, it checks at 5+
II. Also check for the meteor falling at the end of
your turn. Chapter 2

Mastery: GRAN POLARIS ECLIPSE


The meteor check becomes 1 easier for every turn 1 action, terrain effect
that passes (6 to 5+ to 4+ to 3+ and so on, down
to 2+) Terrain Effect: Create a burning brand of star
fire in range 6, a 1 space terrain effect that can be
GRAN REVERSA placed under characters. At the end of any round
1 action, stance in which the space is not occupied by a character
or terrain piece, all characters in a blast 1 area

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effect centered on it take [D] damage and are including this one, if that character is still marked,
inflicted with frostbite and burning. Using this the spirit of misfortune comes to claim that foe.
ability again replaces any brands previously Roll a d6. A character takes divine damage
placed. depending on the result of the d6.
- 1 - 25% of their HP
Talents: - 2-5 - 50% of their max hp
I. Charge: Increase range to 10 - 6 - 100% of their max hp
II. Foes standing in the brand at the end of the Legend characters can avoid this effect
round are branded. Branded characters take completely.
fray damage.
Talents:
Mastery: DARKMOON BRAND I. Roll two dice and pick the highest result if the
If a character is standing in the brand at the end character is bloodied
of the round, increase it’s base blast size to 2. II. You may take a wound to re-roll any dice as
part of this move
WISH
Mastery: GRAN CALAMITY
Interrupt 1
If the damage from the Tower defeats a character,
they explode, dealing divine damage equal to 50%
Trigger: An ally on the battlefield takes damage
of their max hp to all characters in a blast 2 area
from a foe equal to 25% of their max hp or more
effect centered on them.
Effect: Reverse the flow of causality. That
damage cannot reduce your ally past 1 hp, and
they gain vigor 1. The stress of taking this action
causes you to become winded+ and slow+ until
the end of your next turn.

Talents:
I. If you or your ally is bloodied, avoid the
statuses from this ability.
II. If this damage would have reduced your ally to
0 hp, they are also cured.

Mastery: FULL DEFIANCE


Your ally gains vigor equal to the damage they just
took instead.

Chapter 3
Chakravartin (2 actions, 1/expedition): An
ally in range 6 becomes unstoppable and immune
to all damage until the end of the next round.

THE TOWER
Light Ranged Attack
Mark, Divine

You invoke the ultimate power of the tower card,


sealing a foe’s fate. In short order, untold
calamity befalls them.
Attack: Autohit: Mark: Mark a foe in range 6.
At the end of 4 rounds after being marked,

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WRIGHT
Mage, thaumaturge, and master of the arcane arts

Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium

Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.

Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.

Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.

TRAITS Special Mechanic:


Slip: As an action, or instead of their standard
move, Wrights may teleport 1 AETHER
Grand Levitation: Wrights ignore pits, difficult, All Wrights gather Aether during combat,
and dangerous terrain. passively gaining 1 at the start of their turn,
Aetherwall: Wrights gain automatic cover starting with 0. Use a d6 to track Aether. Other
against all attacks that originate outside of range 2 abilities and Chain Reaction will generate
from them (Cover grants resistance against Aether when used. Aether has a maximum of 6
ranged attacks, reducing it by 1/2) normally but can be pushed beyond with certain
Chain Reaction: 1/round, if a wright catches 2 abilities. All Aether disperses at the end of
or more foes in an an abilities’ area of effect, gain combat.
1 Aether.
INFUSE X:
Class Statistics Many wright abilities have upgraded versions that
can only be cast by Infusing them by spending X
VIT: 8 Aether as part of the ability. Aether is consumed
HP: 32 at the start of the action.
Elixirs: 2
Armor: 0 Infused abilities count as the same ability and also
Defense: 8 benefit from all talents.
Speed: 4 (Dash 2)
Wright Gambit:
Fray damage: 4 If you take a Wright ability as a non-wright class,
Damage: D8 you get Aether and Chain Reaction.
Basic Attack: Melee or Ranged 6

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MOST RELEVANT RULES Pierce allows Wrights to get around the high
armor of heavy foes.
Statuses
Wrights make heavy use of Teleports and Flight
to get around.
Wrights specialize in the Shattered and
Vulnerable Statuses.
TELEPORT
SHATTERED Instantly move to a free space within range X. You
can teleport even if your speed is 0.
Next ability used against this character ignores
armor and resistance, then clear this status.
FLYING
Shattered allows a single ability to totally bypass A flying character ignores all terrain types other
armor and damage reduction, which is very than impassable terrain, and ignores engagement
strong for abilities that deal multiple hits or one and obstruction.
big hit. It clears after one ability though, so time
it wisely! Flying is good for Wrights because they use a lot
of difficult terrain, pits, and created terrain,
VULNERABLE which they can ignore (or help their allies
ignore).
All damage taken increased by 1
Finally, Wrights create a lot of terrain and
Since wrights use a lot of abilities that deal
terrain effects, so it’s worth reviewing them here:
multiple instances of a low amount of damage,
this can add up a lot - especially since it also
increases all allies’ damage. It’s a good combo TERRAIN
with shattered to really hit a foe as hard as Difficult Terrain - Costs +1 space of movement
possible. to move out of.
Dangerous - Take 1 piercing damage for each
Other Effects space you enter.
Like most magic-themed jobs, Wrights use Impassable - Blocks movement of all kinds
Blights. except phasing, and always blocks line of sight.
Could be something like a pillar, cliff, or a solid
rock wall that goes to the ceiling
BLIGHTS Pit - A pit space is just what it sounds like, but
The Blights are Burning, Electrified, Poisoned,
could also be deep water, mud, etc. Characters
and Frostbite. A character affected by a particular
must spend their entire standard move to move
blight takes bonus damage from any ability that
out of a pit space, and have height disadvantage
would deal that blight again. For example, a
while inside. If they don’t have their standard
burning character would take bonus damage from
move, they can’t move out. Flying characters can
any ability that inflicts burning. Abilities may gain
move over pits normally. Multiple pits can be
additional powerful effects against blighted
connected to create trenches, etc.
characters.
Terrain - Categorized by height, 1-3. Each space
counts as a piece of terrain. Blocks movement.
Blights let characters that make heavy use of the
Provides cover if you’re the same height. Blocks
same blight get a lot of mileage out of their
line of sight if you’re smaller. Characters can move
abilities. They even work to empower team
up and stand on top of terrain. Costs +1
mates’ abilities, allowing you to set up allies.
movement per difference in height to move up a
level but not down a level.
Wrights have many abilities with pierce

Pierce
Ignores armor

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Enochian
Unbridled Destruction

The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.

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The power that condenses inside an Enochian is related to the element of fire, a wild spark that grows
and wanes with their emotions and energy, but with control can be focused into power that can carve
mountains, scorch forests, and boil rivers. In times of desperation, the Enochians can feed this power
with their own life force, a dangerous practice that the other orders of wrights look down upon. The
Enochians, for their part, see other wrights as stiff and uncreative. They’d rather do it their way, after
all.
Relevant Rules
Traits Charge - When used on a slow turn, this ability
becomes more powerful.
Inner Furnace: Enochians may burn their own Cover - If a character has cover from a ranged
life force when they Infuse a spell. They can take attack, it is resistant to that attack, halving all
any number of wounds and gain 2 Aether per damage.
wound taken to spend on the Infusion. Any excess Critical hit - Increase attack damage by +[D].
Aether is lost after the action resolves. If an Mark - Place your mark on a specific character.
enochian dies from this process, they die after the You can only place one mark at a time on each
ability resolves. Heal 1 wound at the end of any enemy or ally and each ability can only place one
combat in which you used Inner Furnace. mark. If you place a new mark on a character with
Embersoul: Gain defiance at the start of each a mark from you, you can choose which to keep or
combat. which to discard.
Phoenix Rage: At the start of round 5, Shove X - Move a character involuntarily X
Enochians become suffused with immortal flame. spaces in a straight line away from you. If they
When they would take a wound, roll a d6. On a would move into another character’s space, or a
4+, ignore it. If this is their last wound, this roll piece of terrain, they Collide and stop. Colliding
becomes a 2+ instead. triggers some abilities or traits.
Apocalypse: If you don’t attack during your Stance - Ongoing effect. A character can only
turn, for your entire following turn, your abilities have one stance active at a time and can drop a
that cause blasts have their size increased by 1, to stance by taking a new stance or as a free action at
a max of 3. the start of their turn. When a stance refreshes,
regain its effects.
Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.

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I. You can spend your standard move to teleport


Abilities up to 4 spaces into or out of an Elden Rune
space.
II. While standing in an Elden Rune, the infuse
PYRE
costs of your spells are reduced by 1, to a
Heavy Ranged Attack
minimum of 1
Range 6, blast 1

Power curls into a writhing ball in your hand, Mastery: ARKENRUNE


before it’s unleashed on your enemies. The size of your Elden Runes extend to a blast 1
Attack: On hit: 2[D] + fray. On miss: fray. area, they can only be scrubbed out with an
Area effect: [D] action, and their benefits also extend to allies.
Effect: Inflict burning.
LANCE
Infuse 3: PYROTIC Light Ranged Attack
Increase range to 8. After the ability resolves, the Line 8, Pierce
area effect explodes again, inflicting 2 piercing
damage to all characters. A flash scorches the eyeballs, and a thin line
burns through rock, flesh, and armor
Talents Attack: On hit: [D] + fray and foe is Vulnerable.
I. Effect: On crit: After the ability resolves, the Miss: fray.
area effect explodes again, inflicting 2 Area Effect: Fray
piercing damage to all characters. Effect: Inflict burning.
II. Chain Reaction: Create a pit in a free space in
the area. Infuse 1: VOLVAGA
Gain Effect: This attack ignores cover
Mastery: MAX EXPLOSION
Infuse 5: MAX EXPLOSION Talents
Superheavy Ranged Attack I. If this attack hits a character in cover, it deals
Range 12, blast 2 bonus damage
II. Infuse X: Extend line effect by 3, X times. You
Attack: On hit: 2[D] + fray. On miss: [D]+fray. can repeat this infusion multiple times.
Area effect: [D]+fray
Effect: Inflict burning. Mastery: DRAGON SLAVE
Effect: After the ability resolves, the area effect DRAGON SLAVE
explodes again, inflicting 2 piercing damage to all Infuse 5
characters. Superheavy Ranged Attack
Terrain Effect: Create a pit under the attack Line 10, pierce
space. It can be created under a character. Attack: On hit: 2[D] + fray. Miss: [D] + fray.
Area Effect: [D]+fray
ELDEN RUNE Effect: After the ability resolves, every character
1 action in the area also releases a blast 1 explosion that
deals 2 piercing damage as an area effect. A
You carve a burning rune of power into the very character can be hit by multiple explosions.
ground beneath you.
Terrain Effect: Inscribe an Elden Rune on the Dragon slave benefits from all Lance talents.
terrain space underneath you. While standing on
an Elden Rune, the range of your ranged attacks SOUL BURN
with a listed range is extended by 3 spaces. The 1 action, stance
rune lasts until the end of the scene. A foe can
scrub out an Elden Rune by moving over it. You stoke the furnace with the very essence of
your being.
Talents

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Burn your own life force into a protective shield of The mark and associated effects from Immolation
aetheric energy. Take damage equal to 25% of cannot be cleared and its damage becomes divine.
your max hp, then gain Stance: In this stance,
you have regeneration 1. This stance ends at the AETHERSHARD
end of your next turn. When this stance ends and 1 action, summon
it’s not the end of combat, take a wound. When
this stance refreshes, extend its duration to the You crystallize ambient Aether with force of will,
end of your following turn. forcing it to take a useful form
Refresh: Refresh this stance if you trigger a Summon: Spend 1 Aether to summon an
Chain Reaction or if you slay a foe. Aethershard in a free space in range 6.
Aethershards are intangible size 1 Summons. They
Infuse 3: INCANDIUS count as foes for the purposes of Chain Reaction.
You have counter and your abilities deal bonus When you target an Aethershard as part of any
damage while you’re in Soul Burn. attack, they release a pulse of energy, releasing a
blast 1 explosion dealing 2 piercing damage
Talents damage as an area effect.
I. When Soul Burn ends or refreshes, shove all
adjacent characters 1 Talents
II. While in Soul Burn, foes that hit you with a I. When you take any action that spends Aether,
melee attack are shoved 1 away from you after you can first teleport any of your Aether
the ability resolves. shards 3 spaces in any direction.
II. You may summon aethershards as height 1
Mastery: SOUL SPARK terrain pieces instead of intangible. They still
Free Action: You can willingly draw on your count as summons and still trigger chain
Soul Burn shield to empower your next ability, reaction. They cannot be moved or teleported
ending the stance (and gaining you a wound). if summoned this way.

The ability deals bonus damage, has its blast Mastery: LEY LINE
effects increased by +1 to a max of 3, gains +1 Blasts and lines can be supercharged if they hit an
boon on any attack rolls, and foes gain +1 curse on Aethershard. Any blast effect that hits an
any saves. Aethershard increases its radius by 1 to a
maximum of 3. Any line effect that passes through
IMMOLATION an Aethershard increase its length by +4. The
1 Actions, Mark Aethershard is destroyed after the ability resolves
if used this way.
Use your target’s own life force to spark a
terrifying flame.
End your turn and Mark: A foe in range 6 and
line of sight is marked by you. While affected by Limit Break:
this mark, they are vulnerable+, burning and
when you hit them with an attack, they release a GIGAFLARE
burst of flame, dealing 2 piercing damage as a
2 actions
blast 1 area effect centered on them.
4 resolve
True strike, Divine
Talents
I. Characters affected by the flame burst are Let the air become death. Ignite, and send them
shoved 1 away from the marked target. to Hell!
II. The flame can be released as a close blast 1 Area Effect: Deal [D]+fray divine damage to
area instead. every character and summon, hostile or allied, on
the battlefield, ignoring cover and line of sight.
Mastery: ELDFLAME Characters in range 2 of you are exempt from this
ability.

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Effect: Choose yourself or a character in range 6.


Infuse 5: TETRAFLARE At the end of that character’s next turn, the
5 resolve ground beneath them erupts. Create a height 1
Deal [D] +fray twice instead. Roll damage once terrain piece under them, pushing them up. All
and apply it twice. characters adjacent to that terrain, but not the
original character, are shoved 1.
Mastery: METEOR
Infuse 8: METEOR Infuse 1: PYROSPIRE
6 resolve Terrain space becomes height 3
You can pay the resolve, aether, and action cost of
this spell with your life force, dying after this Talents:
action resolves. I. If the terrain is created under an ally, they
Deal [D]+fray four times instead. Roll damage may fly 1 when it’s created
once and apply it four times. II. Characters that are shoved when the terrain
appears are also inflicted with burning
Chapter 2
Mastery: MAGMOTIC
Instead of creating a spire, you can create a
IMPLODE magma-filled Pit. The pit is additionally
1 Action dangerous terrain. When it appears, the eruption
causes a blast 1 area effect centered on your target
You burn away the air itself, creating a sucking that inflicts 2 piercing damage and burning on all
void that rips your foes into its howling embrace. characters.
Effect: End your turn and choose a space in
range 6. You must take a slow turn next round,
but at the start of that turn, that space explodes Chapter 3
with gravitational energy, shoving all characters
in a blast 2 area effect around it as close as Bright Soul: When you take a wound, gain
possible towards it. Characters are shoved in any resistance until the start of your next turn.
order you like. Any character that is in the center
space when this ability activates must save or BLACKSTAR
become stunned. Superheavy Ranged Magic Attack
Range 6, blast 1
Infuse 3: NULL Pierce
Area becomes blast 3
You burn and condense your own aether into
Talents: super condensed form, creating a crackling black
I. If characters collide with terrain during this orb that inflicts maximum destruction. Without
shove, they are shattered the time to stabilize this attack, its use can rip
II. Charge: The center space also becomes a pit. away your very life force.
Attack: On hit: 3[D]+fray. Miss: [D]+Fray
Mastery: WAKING VOID Area effect: [D]+fray
You can choose a character with this ability Effect: Inflict burning and frostbite.
instead of a space. If you choose an ally, they are Effect: When attempting to use this attack, roll a
not affected by this ability. d6. If you roll under the round number, nothing
happens. If you roll equal to or higher than the
PYROCLAST round number you can still use this ability, but,
after it resolves you take a wound and are so
1 action
enervated you take 1 less action on your next turn.
Taking a page from the geomancers, Enochians
Infuse 5: ASTRAL BLACKSTAR
can send a pulse of fire aether into the earth
Ignore Blackstar’s round requirement
itself, causing tectonic upheaval.

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Talents:
I. If you roll equal to or over the round number,
you explode in a blast 2 area effect centered on
you. Characters within take [D] piercing
damage and are shattered.
II. If you roll equal to or over the round number,
you can reclaim some of your life aether to
also gain 1 aether after the ability resolves.

Mastery: GREAT SPIRIT BOMB


Allies in range 3 of you can willingly take damage
equal to 25% of their max hp to lend you energy
when you use Blackstar. For every ally that does
this, roll an extra d6 to see if you can use
Blackstar safely, and Blackstar deals bonus
damage.

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Geomancer
Guardian of the Pure Earth

Geomancers belong to an old order of mystics, alchemists, and esoteric martial artists called the
Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.

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These studious wrights attune themselves to earth Aether, aligning the energy channels of their body to
crystalline perfection with vigorous exercise and sometimes bizarre health regimes. In battle, the land
itself is their ally, spitting forth poisonous gases, cavernous upheavals of earth, and great spires of rock
to crush their foes.

None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.

Traits Relevant Rules


Charge - When used on a slow turn, this ability
Aftershock: When you use any attack ability becomes more powerful.
with an area of effect, you can cause an Cure - A character that’s cured can immediately
aftershock. Mark the attack space of the AoE. You clear a status, blight, or mark. Then, if that
must take a slow turn next round, but at the start character is bloodied, they gain vigor 1.
of that turn, the aftershock area explodes in a Mark - Place your mark on a specific character.
blast 1 area around the marked space, dealing fray You can only place one mark at a time on each
damage twice to all characters other than you enemy or ally and each ability can only place one
within as an area effect. You can only aftershock mark. If you place a new mark on a character with
one area at once. a mark from you, you can choose which to keep or
Resonance: If your aftershocks catch a terrain which to discard.
space of height 1 or higher in the area, they gain Power Die - Some abilities will grant you a
pierce, and you gain 1 Aether. power die, and tell you to tick it up or untick it
Stone Flesh Rage: At the start of round 5 and depending on certain conditions. You can use a
for the rest of combat, become unstoppable and physical die to represent it, or just a tracker. Each
gain regeneration 1. power die is unique to the ability that granted it.
Stone Double: The first time you teleport on a Gain power dice at 1 tick, and if a power die ticks
turn, create a height 1 piece of terrain in the space to 0, discard it.
you vacated. Regeneration X - Gain vigor X at the end of
your turn
Unstoppable - Immune to all statuses and shove
Shove X - Move a character involuntarily X
spaces in a straight line away from you. If they
would move into another character’s space, or a
piece of terrain, they Collide and stop. Colliding
triggers some abilities or traits.
Slow Turn - Go after all other characters. If
multiple characters take slow turns, it takes the
same order as regular turns (ally/enemy/ally)
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.

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damage to all characters. If only one foe is caught


Abilities in this explosion, also cure yourself.

Infuse 3: FATALIS
BIO
The mark doesn’t end on your foe. Instead, you
Light Ranged attack
can repeat the effect against your foe as a free
Cross 2, Range 8, Pierce
action 1/turn on your turn. A foe can save against
this special mark each time after you activate it,
The earth splits, excising poison from its depths,
ending it on success.
belching poisonous metals and gases.
Attack: On hit: [D] + fray and character is
Shattered. Miss: fray. Talents:
Area effect: Fray I. While your foe is marked, gain dodge against
Effect: Inflict poisoned. them
II. You may teleport 1 space before or after
Infuse 2: BIOTIC Dragon Dive resolves
Area becomes a pool of sludge that becomes
difficult terrain for the rest of combat. Mastery: DOUBLE DRAGON
You can mark up to two characters with this
Talents ability. When it triggers, you can teleport to them
I. Charge: Cross +1 in any order.
II. Deal bonus damage to characters with any
amount of vigor. GEO
Heavy Ranged Magic Attack
Mastery: TOXIC Arc 5 + blast 1
Infuse 4: TOXIC
Superheavy ranged attack The stomp of a foot or the slap of a palm is
Cross 4, Range 8 magnified a hundred fold into rumbling death.
Attack: On hit: 2[D] + fray and character is Attack: On hit: 2[D] + fray. Miss: fray.
Shattered. Miss: [D] + fray. Area Effect: [D]
Area effect: [D] +fray Terrain Effect: Create a height 1 space of terrain
Effect: All characters are poisoned and treat all anywhere in free space in the affected area after
terrain as difficult terrain until the end of their the attack resolves.
next turn. Poisoned characters are also
vulnerable. Infuse 2: GEOTIC
Create 2 terrain pieces instead.
Toxic benefits from all Bio talents.
Talents
DRAGON DIVE I. When you create a terrain piece, you may deal
1 action, mark 2 piercing damage to any adjacent foes to it.
II. Terrain pieces can be created underneath
The earth is an old friend to geomancers, and characters, moving them up.
will allow them passage as easily as slipping into
water. Mastery: CHAOS EARTH
Mark: Choose a foe in range 6. You must take a Infuse 3: Chaos Earth
slow turn next round. At the start of that turn, you Attack gains On hit: character is inflicted with all
dive into the earth and explode upwards adjacent blights.
to that foe, teleporting to that space and ending
the mark. They don’t have to be in range or line of VOLCANISM
sight. 1 action
Area Effect: When you explode upwards, release Stance, power die
a blast 1 (self) explosion, dealing 2 piercing

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The inner channels of a geomancer’s etheric Talents


power are able to compress under stress, I. When Midas expires, you may deal 2 piercing
rebounding with truly terrifying effect. damage to all adjacent characters and shove
Stance: While in this stance, take a d6 power die. them 1
You can tick the die up by 1 at the start of your II. When Midas expires, also cure yourself.
turn, and you can tick it up by 1 each time you
take damage from a foe’s action or ability. You can Mastery: STONE RESONANCE
release the stored power as an interrupt: Any time the statue of you is caught in an area
affect from any character (including yourself), you
Eruption may choose one of the following:
Interrupt 1 - You may may increase the size of that effect:
Trigger: A foe damages you with an action or Blast +1 to a max of 3, Line, Arc, or Cross +3.
ability - Alternately you may shelter all adjacent
Effect: Release a blast (x) self area effect, where x characters from the area effect, making them
is half your die, rounded up. Deal 2 piercing resistant to its damage and gaining +1 boon on
damage, X times, to all characters in the area. any saves against its effects

Talents TERRAFORMING
I. At 3 or less charges, also teleport 1 space
2 actions
before or after this interrupt triggers.
II. At 6 charges, also reduce all damage from the
The key of creation is turned, and the land is
incoming action or ability to 0.
shaped like clay, as the Titans once did.
Effect: Target a blast 2 area in range 6 and
Mastery: EARTHQUAKE choose two of the following effects to create in
Characters in the affected area also become that area. You can select the same effect more
shattered. You may summon two height 1 pieces than once. Effects cannot be created in spaces
of terrain and two pits in the area. occupied by characters.
• Create two height 1 pieces of terrain
MIDAS • Create two pits
Interrupt 1 • Raise or lower the height of all created terrain in
the area, down to height 0 or up to height 3
In a flash, flesh becomes unyielding stone. • Create a line 3 area of difficult terrain in the
Trigger: You take damage from a foe’s action or area
ability
Effect: You transmute yourself into solid stone, These effects last until the end of combat.
metal, or gemstone. You are immune to all
damage from the triggering action. After the Infuse 1: EARTHBLOOD
action resolves, remove yourself from the Sink into the ground, remerging and teleporting
battlefield and replace yourself with a height 1 to any space in the area after the ability resolves.
terrain space, a statue of you. Any effects on you
are paused, and the statue can’t be destroyed in Talents:
any way. I. Charge: You may cause characters in the
affected spaces to also save or become
Allies can shove the statue with abilities. Adjacent shattered
allies can also push it with 1 action. This shoves it II. You can also create up to 3 spaces of
3 spaces. If it collides with a foe, they take [D] dangerous terrain in the area as a choosable
damage and are shattered. This effect can only effect
trigger on the same character once a round.
Mastery: ANCIENT ERUPTION
You still take a turn, and at the end of that turn, When you use terraforming, you may choose any
replace the statue of yourself with your character or all possible effects, as long as each are caused
and save against all statuses as normal. only once.

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character must be affected by at least 1 blight or


status to be targeted by this ability. End all blights
Limit Break: and statuses on the character and create a close
blast 1 area adjacent to your target. Characters
CATACLYSM within take 2 piercing damage once for each effect
purged, to a maximum of 8, and are poisoned.
3 resolve
1 action, Divine
Talents:
The geomancers have dedicated their lives in I. If your character is bloodied, you may also
service to the earth. When they ask for truly dire cure them.
aid - it listens. II. The area becomes difficult terrain for the rest
Effect: End your turn. You dive into the earth of combat.
and off the battlefield. Remove yourself from play.
You must take a slow turn next round. Mastery: JADE NEEDLE
Characters in the affected area must save or also
Target a line area 4 spaces wide from one side of also be affected by every blight and status that was
the battlefield to the next. All characters are aware just purged.
of the area.
OBSIDIAN FLESH
Effect: At the start of your next turn, you cause a 1 action, stance
rolling wave of earth to sweep across this area,
from one side to the next. Non-flying characters Like the deepest magma in the earth’s crust, your
within take [D] + fray as an effect and are shoved flesh becomes more stony when struck,
1 in the direction of the line. eventually becoming covered in a gleaming
Effect: After the first effect resolves, all your obsidian shell.
created terrain spaces height 1 or higher in the Stance: While in this stance, set out a d6 power
area explode, destroying it for a blast 1 area effect, die. Tick it up after you take damage from a foe’s
dealing [D] as an area effect. Characters can be hit attack or ability. At 3+, gain resistance but also
by more than one exploding terrain piece. become winded+ and slow+. If the die is 6 and
you would tick it up again, this stance
When this ability resolves, place yourself in any immediately ends and you become stunned. Lose
unoccupied space in the area. the die if you exit this stance.
Refresh: Refresh this stance at the start of your
Mastery: MOLTEN CORE turn
After taking this move, you emerge with a shield
of molten rock covering you. You gain Talents:
unstoppable, counter, and vigor 3 until the end of I. If this ability ticks over 6, it doesn't end until
your next turn. At that point, or if this vigor is the start of your next turn
replaced, it explodes off you, dealing [D] Divine II. When this ability ends, you may have the shell
damage in a blast 1 (self) area effect. You are explode off you, dealing 2 piercing damage in
immune to this damage. a blast 1 area effect centered on you.

Chapter 2 Mastery: DIAMOND SOUL


When this stance refreshes, you may tick the die
up or down by 1.
REALIGNMENT
2 actions
Chapter 3
Using your knowledge of innumerable
anatomies, you quickly rearrange energy Stoneswim: You have phasing for terrain.
channels in your target to heal them - forcefully. Terrain spaces of height 1 or more cost 0
Effect: You hit a precise pressure point on a movement for you to move through.
character, purging toxins from their body. A

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QUAKING PALM
Light Melee Attack
Pierce

You hit your target with a clawlike strike, setting


up lethal vibrations in their body that are strong
enough to crack the earth beneath their feet.
Attack: On hit: [D] and foe is vulnerable. Miss: 1
damage
Effect: Foe is poisoned.
Effect: Set up lethal vibrations in a foe’s body.
When they end their next turn, they take 2
piercing damage once for every space of terrain
adjacent to them. Then, this effect ends.

Talents:
I. Charge: Attack gains range 3
II. Slay: Foe releases a blast 1 area effect, dealing
2 piercing damage to all characters in the area
once for every terrain space in the area effect.

Mastery: PURE HAEON


The vibrations also cause all your created terrain
spaces height 1 or higher in the area to explode,
destroying them. Each terrain piece explodes for 2
piercing damage in a blast 1 area effect centered
on it. A character can be hit by multiple
explosions.

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Spellblade
Swordmaster, Wind Dancer

Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city
watch. Other wrights tend

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to view Spellblades as stiff, unfeeling military types, but spell blades themselves know they are
consummate professionals and unparalleled masters of their art.

The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.

Traits Relevant Rules


Mark - Place your mark on a specific character.
Aether Deflection: Interrupt 1: Trigger: You You can only place one mark at a time on each
are targeted by an attack. Effect: Immediately enemy or ally and each ability can only place one
gain Evasion and dodge against that attack. You mark. If you place a new mark on a character with
can spend 1 Aether any time to regain this a mark from you, you can choose which to keep or
interrupt. which to discard.
Static Charge: The Infuse cost of your abilities Phasing - Can ignore obstruction and pass
is reduced by 1 for every electrified foe in range 2, through, but not end your turn in, terrain,
to a minimum of 1. characters, or both.
Storm Hilt Rage: At the start of round 5 and for Shove X - Move a character involuntarily X
the rest of combat, your teleports have the range spaces in a straight line away from you. If they
of the battlefield, and you can teleport to any would move into another character’s space, or a
visible space as an effect before and after taking piece of terrain, they Collide and stop. Colliding
any action, including your free movement action. triggers some abilities or traits.
Klingekunst: You can infuse 1 with any ability Stance - Ongoing effect. A character can only
that includes a line, arc, or cross effect to increase have one stance active at a time and can drop a
the size of that effect by +3. stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.

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Odinforce has a chance to come down. Roll a d6


Abilities when you first teleport on any turn. On a 4+, you
may call a bolt down on a foe of your choice in
range 3 of you, dealing piercing fray damage as an
BOLT effect and electrifying them. Odinforce starts with
Light Ranged Attack 3 bolts, and has a maximum of 6.
Line 8, Pierce Refresh: This stance automatically refreshes at
the start of your turns. When this stance
A bright lance of lightning shoots from your refreshes, add +1 bolts to Odinforce.
weapon or hand, piercing your foes with a
hundred shards. Talents
I. Electrified characters must also save or be
Attack: On hit: [D] + fray and character is shattered.
vulnerable. Miss: fray. II. Slaying a character immediately triggers
Area effect: Fray Odinforce
Effect: You may teleport 1 before or after the
attack.
Mastery: NOTHUNG
Effect: Inflict electrified
Odinforce starts with 6 bolts instead, and triggers
Critical hit: Teleport all foes in the area 1 space
the first and the second time you teleport on any
turn.
Infuse 2: LEVINCROSS
Change attack area to line 8 + cross 2.
LEVINBLADE
Talents Heavy Melee Attack
I. On hit, if you foe has no other characters Arc 4
adjacent, deal 2 piercing damage to them
again. You summon a blade of pure lightning energy,
II. Ignores cover against electrified foes sweeping it in a shining arc.

Attack: On hit: 2[D] + fray. Miss: fray.


Mastery:
Area effect: [D]
Infuse 5: GUNGNIR
Effect: Inflict electrified
Superheavy ranged attack
Effect: You may teleport 1 before and after the
Pierce
attack.
Line 10 + cross 4
Effect: On hit: Deal 1 piercing damage again once
Attack: On hit: 2[D]+ fray damage and character
for every character adjacent to your target, up to a
is vulnerable. Miss. [D] + fray
maximum of 4 times.
Area Effect: [D] + fray
Effect: Electrify all characters in the area.
Infuse 2: FREYA
Electrified characters become vulnerable.
Increase effect area and teleport distance by +2
Effect: Gungnir deals 2 piercing damage to a
character again if they have no other characters
adjacent. Talents
I. Critical hit: Teleport your target 2
Gungnir benefits from any Bolt talents II. Gain flying after using Levinblade until the
end of your next turn
ODINFORCE
Mastery: LICHTSCHILD
1 Action, Stance
Terrain effect: Levinblade creates a line 4
terrain effect, with at least 1 space adjacent to its
You thrust your weapon skyward, and pierce the
attack target after it resolves, a lingering wall of
heavens.
lightning. Characters that either enter the wall’s
space for the first time in a round or start their
Stance: Shoot a flurry of lightning bolts into the
turn there must save or be electrified and
air. While in this stance, when you teleport,

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teleported 2 in any direction, immediately Talents


interrupting any movement in progress. I. Effect: You may deal 1 piercing damage for
Electrified characters fail this save. every electrified character other than itself in
range 2 of the character at the start of its turn
ÄTHERWAND II. This mark can be placed on allies. If so, they
1 Action, Terrain effect aren’t electrified.

You summon the highwinds to batter your foes. Mastery: DOOM BOLT
Ranged attacks against the marked foe gain +1
Terrain Effect: Swipe your weapon to create a boon and ignore cover.
line 4 area of crackling winds in range 5. The area
grants cover to allies, and foes that either attempt STURMREITEN
to move into or start their turn in the wall’s space 2 Actions
must pass a save or be unable to move into the
area for the rest of the turn and be shoved 1 space You transmute yourself and your gear into pure
away from it. The area lasts until the end of the lightning Aether, coursing through the
combat or until you use this ability again. boundaries between worlds in a moment.

Infuse X: Äthersturm Effect: Dash in a line 6 area. You gain phasing


Infuse X aether, and extend the area by 2 spaces and intangible while dashing. Foes you pass
for every Aether infused. through for the first time on your turn are
electrified. Electrified characters take piercing
Talents fray damage.
I. When you pass through the area for the first
time on your turn, you may fly 3 as a free Infuse 3: Instant Transmission
action. This movement can be taken in the Cost becomes 1 action
middle of other movement and actions.
II. Electrified characters take +1 curse on the Talents
save and are shoved 2 spaces instead I. Moving through terrain or the spaces of
electrified characters costs 0 movement
Mastery: HELLERWIND II. Every character you pass through increases
Allies that either pass through the area for the the movement remaining from Sturmreiten by
first time on their turn or start their turn there 1. This effect only triggers once for each
can fly 3 as a free action. This movement can be character per use of this ability.
taken in the middle of other movement and
actions. Mastery: MJÖLLNIR
Dash in an Arc 6 area instead.
ELECTROMAGNETISM
1 Action, Mark
Limit Break: GRAN
You charge your target with unstable magnetic
energy, causing unstoppable attractive force. LEVINCROSS
Heavy Ranged Attack
Mark: Choose positive or negative. A foe in range
4 resolve
6 is marked, and electrified+ while marked. The
Divine
character gains aura 2 while marked. Characters
that end their turn in the aura are shoved 1
Cut through the walls between worlds and
towards your marked foe (if positive) or away
unleash a roaring cataclysm.
from them (if negative). Characters other than
your marked target treat the aura as difficult
Effect: Draw a cross section across the map,
terrain.
splitting it into four sections of any size. Deal [D]
+fray divine damage and inflict electrified on all

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characters caught in the cross, then teleport all FAFNIR


characters out of the affected area into the nearest 1 action, summon
free space of your choice. Characters can pass a
save to choose which side they end up on. Lightning sprites are a rare sight - minor ones
tend to explode from their own rampant aether
The affected area becomes a crackling wall of shortly after being summoned, a fact that canny
lightning that does not block line of sight, but Spellblades can take advantage of.
blocks all movement except teleporting. This
effect ends at the end of the next round. Summon: Summon a spark elemental in range
3, a size 1 phasing summon.
If any version of this ability has no valid space in Summon effect: When you teleport, Fafnir may
which teleport a character to, still deal damage, dash 3 as an area effect in a straight line.
but this ability doesn’t create the lightning wall. Characters it passes through are electrified and
take 1 piercing damage. This effect can trigger any
Infuse 3: RAGNAROK number of times a turn.
Area effect: After this ability resolves, scathing Effect: At the start of your next turn, Fafnir
divine lightning hits a quarter of the map of your detonates, destroying it. Adjacent characters are
choice. Characters within take [D] Divine damage. shattered.

Mastery: GÖTTERDÄMMERUNG Infuse 5: Twinned Fafnir


Infuse 6: Götterdämmerung Summon a second Fafnir. Characters can be
Area effect: After this ability resolves, scathing affected by both.
divine lightning hits every quarter of the map but
one of your choice. Characters within take 2[D] Talents:
Divine damage. I. Already electrified characters cost 0
movement for Fafnir to pass through
Chapter 2 II. Fafnir can also dash when you summon it

GRAND FORK Mastery: RAMPANT FAFNIR


Set out a d6 power die when you summon a
1 actions, mark
Fafnir. Tick it up by 1 when that Fafnir passes
through a character. When a Fafnir explodes, it
You infuse your foe with raw lightning aether,
deals 1 extra piercing damage once for each tick
causing scathing charges of static electricity to
on its die, then discard the die.
arc to them whenever a strike is made nearby.

Mark: Mark a foe in range 6. While marked, they Chapter 3


are electrified and gain aura 1. When another
character in that aura takes damage, they take 1
Great Wind Riding: Once a turn, when you
piercing damage.
teleport, you can also teleport an adjacent ally
with you, placing them in a free adjacent space
Talents: after your teleport resolves.
I. If the marked foe is bloodied, increase the size
of the aura to 2
II. If the marked foe is bloodied, they are also DRIFTING LEAF
vulnerable+ while marked. Heavy Melee Attack

Mastery: SPLIT IONIZE Agile and alert, your swordcraft spells doom for
your foe. When they go to retaliate, you were
The aura can be inverted when this mark is used.
never there.
When the marked character takes damage, all
Attack: On hit: 2[D]+fray, Miss: fray damage
other characters in the aura take 1 piercing
Effect: Inflict electrified and poisoned.
damage.

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Effect: After the attack resolves, teleport 1, then


gain the Leaf on the Wind interrupt until the start
of your next turn.

Leaf on the Wind


Interrupt 1
Trigger: A foe enters or exits a space adjacent to
you
Effect: Teleport 3

Talents:
I. Electrify any foe that triggers Leaf on the
Wind. Electrified characters take piercing fray
damage.
II. If you’re bloodied, gain one more use of Leaf
on the Wind.

Mastery: GREAT CYCLONE


Leaf on the Wind becomes interrupt 3

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Stormbender
Dire Navigator, Master of the Waves

The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.

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The storm benders are the great masters of the sea, the supreme navigators that make sailing even
possible around Arden Eld. Water-attuned wrights, they are most at home on a deck, or clambering the
rigging. Each of them are sailors of the highest caliber, coming from all over - old trade guilds, islander
clans, and nautical churner enclaves.

Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.

Traits Relevant Rules


Cover - If a character has cover from a ranged
Aether sprite: You have a bound elemental. At attack, it is resistant to that attack, halving all
the start of any combat, summon it in range 3. damage.
The Sprite is a size 1 summon that is intangible Flying - A flying character ignores all terrain
and has flying. types other than impassable terrain, and ignores
- The sprite can fly 3 at the start of your turn. engagement and obstruction.
- If your sprite is in range 6 of you, your abilities Mark - Place your mark on a specific character.
can be made from either their space or your You can only place one mark at a time on each
space, even actions that target self or have a enemy or ally and each ability can only place one
range of adjacent. mark. If you place a new mark on a character with
- Your sprite counts as a character for Chain a mark from you, you can choose which to keep or
Reaction. which to discard.
Tumult: When you infuse a spell, your sprite Slow Turn - Go after all other characters. If
may release a burst of stormy aether in a blast 1 multiple characters take slow turns, it takes the
area effect centered on it. Characters in the area same order as regular turns (ally/enemy/ally)
are inflicted with frostbite, or take 1 piercing Summon - A character controlled by its
damage for every Aether spent if they already Summoner. Abilities that target allied characters
have frostbite. cannot target summons unless specifically
Pelagic Rage: At the start of round 5 and for the mentioned. Summons don’t cause engagement,
rest of combat, you are buoyed up by a huge swell take turns, actions, or movement on their own
of elemental water. You gain aura 2. Yourself and unless specified. By default, summons are size 1,
allies in the aura gain flying and cover, and foes have defense and VIT equal to their summoner’s
treat it as difficult and dangerous terrain. and HP equal to 50% of their summoner’s max
Spell Gale: If you catch yourself in any space of hp. When reduced to 0 HP, they are removed
your area of effect attack abilities, you are from the battlefield instead of becoming defeated.
immune to their damage and effects and can fly to They are also removed if their summoner is
any space in the affected area after the attack defeated.
resolves. Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.

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The stormbenders can ride swells of water as


Abilities easily as any terrestrial steed. For those not as
gifted, the experience is less pleasant.
Terrain effect: Create a huge swell of elemental
DAGON
water from any visible edge of the map. The area
Heavy Ranged attack
is a blast 1 terrain effect that is difficult and
Summon
dangerous terrain. Terrain of height 1 or higher is
excluded from its area.
You pull an enormous weapon made of pure ice
out of the air, where it starts gathering
When you summon Tsunami, pick a compass
momentum. With a cavernous crash, it then
direction (north south east west). When you use
hurtles forward into any unlucky soul standing
this ability, and the start of your turns, Tsunami
in its path.
moves 5 spaces in that direction in a straight line.
Attack: Summon a freezing watery weapon
from the depths in any free space in range 3, a size
Any non-flying characters in Tsunami when it
1 intangible summon. Create a line 6 area from
moves are dragged with it, shoving them. If they
the weapon. You must take a slow turn next
are blocked by obstructions, they collide which
round. At the start of that turn, the weapon shoots
could cause Tsunami to move on without them.
out along that line, slamming into the first
Characters that collide are shattered.
character other than you and making the
following attack, then this effect ends and the
All your Tsunamis disappear if you use this ability
weapon disperses.
again, or they reach an edge of the map.
On hit: 3[D] + fray. Miss: 1[D]+ fray.
Effect: Inflict frostbite
Infuse (1 Aether): STORMLASH
Redirect Tsunami (do not summon a new one).
This ability counts as an attack the turn you use it,
but doesn’t count against the attack limit for the
turn it triggers. Talents
I. You and your summons can choose whether to
Infuse 1: TRITON be dragged by Tsunami or not, and how far,
If you’re standing in the line when it goes off, and while inside Tsunami have cover.
increase the line size to 10 II. Characters that collide due to Tsunami
additionally take 2 piercing magic damage
Talents
I. When you create the line area from Dagon, Mastery: LEGENDARY STORM
you may shove any characters adjacent to the Tsunami washes over all terrain regardless of
line area 1 space into the area height, moves up to 8 spaces instead of a flat 5,
II. After summoning Dagon, it remains in place and also affects flying foes.
until you use this ability again. You can
activate Dagon from its new location, or re- CRYO
summon it as normal. Light Ranged Attack
Range 8, Pierce
Mastery: DEEP WATER CURSE
When you create Dagon’s line area, also create up You shoot a spear of frozen water aether at your
to 3 pit spaces in the area. Pits must be created in foe, stirring up ambient water aether in the air.
free spaces. Attack: Auto hit: 1 damage and character is
shattered.
TSUNAMI Effect: Gain 1 Aether
2 Actions Effect: Inflict frostbite.
Terrain Effect
Infuse 3: CRYOTIC

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Change area to Cross 2, Range 6 and gains area II. You don’t count as being in the area for
effect: Inflict frostbite. Characters already tailwind growing in size
inflicted with frostbite become shattered.
Mastery: VICIOUS GALE
Talents When a foe ends their turn inside a tailwind, you
I. Terrain effect: If this ability targets a may shove them 3 in any direction. Collide:
shattered or vulnerable character, create up to character must save or become stunned.
two pits adjacent to them
II. Cryotic may be used as infuse X, cross X, HEAVE-HO
range 8, where x is the amount of Aether Interrupt 1
infused.
Better get your sea legs.
Mastery: AHAB Trigger: A foe damages you, or an ally adjacent
Infuse X: AHAB to you or a summon you control with an attack or
Superheavy Ranged Attack ability
Pierce Effect: After the triggering action resolves, a
Line 3X wave batters your target, in a close blast 1 area
Attack: Autohit: 2[D] + fray, around you or your summon. Foes caught in the
Area effect: [D] area take 2 piercing damage and are shoved 1.
Effect: Inflict frostbite. Allies caught in the area don’t take damage and
Effect: The attack target is impaled with an icy can fly 1 as an effect.
harpoon, then shoved along the line as far as
possible towards the caster, phasing through all Talents
terrain and characters. Characters they are I. If only one foe is caught in the area of wave,
dragged through take 2 piercing damage. also create a pit underneath them.
II. If you don’t use this interrupt, stock up
TAILWIND another use of it. You can stock it up to
1 action interrupt 3.

The storm benders are friend to breeze and gale, Mastery: DEEPWRATH
and have learned how to coax the wind into Infuse X: DEEPWRATH
doing their bidding. The shove and flight spaces become 2 times X.
Terrain Effect: Summon a tailwind in a free Collide: foe is also shattered.
space in range 5. Characters inside the tailwind
gain cover, and a character that starts their turn in WATERY DOOM
a tailwind gains flying until the start of their next
1 action, mark
turn.
You mark your foe with the symbol of the Deep
If there are no characters in a tailwind at the start
Water Titan. No matter where they run, the land
of any of your turns, it grows to a blast 1 terrain
turns to freezing water beneath them and drags
effect for the rest of combat.
them back to where they began.
Mark: Mark a character in range 6. At the end of
If you summon a new tailwind, the old one
that character’s turn, teleport them to any space
disappears.
in or adjacent to a summon or terrain effect you
or an ally created, as long as that space is in range
Infuse 2: GREAT BREEZE
4 of them.
Tailwind grows immediately to a blast 1 area.
Talents
Talents
I. While marked, your character treats all
I. Your own and allies’ attacks from inside a
difficult terrain as dangerous terrain
tailwind inflict frostbite on hit.
II. If a character fails a saving throw while under
this mark, they take 1 piercing damage.

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end their turn in your area are inflicted with


Mastery: THE LOCKER frostbite. Frostbitten characters are winded.
- Battering storm: The area of your storm is
Instead of teleporting the marked character at the cover for allies and difficult terrain for foes. At
end of their turn, you can freeze them into an the start of your turn, you may shove all
elden frost pillar. Remove them from the characters in your area 1 space in any direction
battlefield until the start of their next turn, when - Lightning storm: The area of your storm is
the frost thaws, placing them back on the dangerous terrain. At the start of your turn, roll
battlefield. The space they occupied becomes a a d6 for each character in your storm. On a 5+,
terrain piece equal to their size until then. Any they are struck by a lightning bolt, taking 2
character that's frozen this way becomes immune piercing damage and become electrified.
to this effect after they thaw for the rest of - Raging storm: While in Elemental form, your
combat. abilities gain Slay: gain 1 Aether, and you may
move diagonally.

Mastery: Djinn of the Four Winds


Limit Break: 6 resolve
While in Elemental, all four effects are active at
Elemental once.
4 resolve
Free action, stance Chapter 2
You fuse with your aether sprite, becoming a
being of pure aether. In this fleeting form, you
GUST
become a living storm, able to soar through the 1 action, terrain effect
air and batter your foes with the fury of the
elements. The air ripples. Sails billow. Kin are blown along
like leaves.
Stance: While in this stance, you teleport to your Terrain effect: Create a line 4 terrain effect. The
sprite’s space and merge with them, replacing area is difficult terrain. However, characters that
both of you with an Elemental form. This stance enter any end space of the line gain phasing, then
automatically refreshes at the start of your turn are shoved to the other end space of the line. Once
and ends if you exit it, are defeated, or leave they reach that space, they are flung out and
combat. Resummon your sprite if you exit this shoved 1 in a direction of your choice.
stance.
Infuse X: Great Gust
While you are an Elemental: Increase the line area of Gust by 2 spaces per
- You are a flying, phasing, blast 1 terrain effect Aether infused.
as well as a character.
- Your tumult trait now triggers in your space Talents:
instead of your sprite’s. I. Gust grants cover to adjacent allies as if it
- You ignore the adjacency penalty for ranged were terrain
attacks. II. Foes are shoved 2 at the end instead. Collide:
- You have resistance to any character standing foe is shattered.
in your area
Mastery: NORTHSOUL
When you take this ability, choose one of the
following effects, which is active for the rest of If either end space of Gust is targeted by the
combat: attack space of an area of effect attack ability, it
moves the target space to the other end of gust,
- Frost storm: Your area is difficult terrain for then moves it 1 (as if it were a character). The area
foes, even for flying characters, and foes that effect or terrain effect is then created in that
location, regardless of range.

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EYE OF THE STORM


SELKIE Light Ranged Attack
1 action, Summon Pierce, Blast 1, range 8

You summon a friendly water spirit, handy for A storm of vigorous thunder and lightning
rescuing sailors or hurling around foes. descends at your command, but the center
Summon: Summon a rippling orb of water in remains calm.
range 3, a size 1 summon. Selkie has an aura 2 This attack has no attack space. Instead, the
around it. attack space is clear and exempt from this area.
- At the start of your turn, you may have Selkie Area effect: [D]
suck in any characters of your choice size 1 or Effect: Inflict frostbite and electrified.
smaller inside the aura. Characters can pass a
save to avoid this effect. When a character is Infuse 3: EYE OF TERROR
sucked in, they are teleported into Selkie’s Increase area effect to blast 2. The center space is
space, sharing it and becoming immune to all still clear.
damage and effects. You can exempt characters
from this effect. Talents:
- As a free action during your turn, or when you I. If you surround an ally with this attack, they
infuse a spell, you can move Selkie 2 spaces gain flying until the end of their next turn.
- At the end of your turn, Selkie spits out all II. If you surround an enemy with this attack,
characters it sucked in, in any order. Characters summon a pit under them.
that are spit out are either shoved 2, or placed
adjacent to Selkie or as close as possible if they Mastery: GREAT AEONCLOUD
are immune to shove or there is no room. Terrain effect: After attacking, you may create
a terrain effect in the area effect spaces. The area
Talents: is difficult and dangerous terrain. Any character
I. Foes that get sucked in are inflicted with standing in the center space gains flying until the
frostbite. Frostbitten characters are also end of their turn, and gains +1 boon, pierce, and
shattered. inflicts bonus damage against any characters
II. If only one foe or ally is inside Selkie, you may standing in the rest of the area. If you create this
shove them 4 instead. effect again, replace the last one created.

Mastery: Adaptive Selkie


When targeted by an effect that deals an
elemental blight, Selkie absorbs it and gains a new
effect for its aura, replacing the last.
- Frostbite: The aura is difficult terrain.
- Poison: Characters in the aura cannot benefit
from armor.
- Burning: Characters in the aura are blinded
- Electrified: Characters cannot take interrupts
in the area.

Chapter 3
Whirlgang: You are highly attuned to the
ambient air currents and can command them at
will. At the start of your turn, yourself and every
ally or allied summon in range 2 of you may fly 1
in the same direction as an effect.

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III. THE BOOK OF ADVENTURE

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Intro
This section is about the basic game flow and structure. It includes rules for running expeditions and
handling rewards, including custom rules for expeditions, camp upgrades, trophies, and relics.

This section is mostly for the GM, except the Relic rules on pg. XX. If you’re a player you might find
it helpful to skim through.

6. Set out! Get your feet on the road and cut to


GAME FLOW the action.

Here’s a quick refresher and guide on the basic Characters can abandon expeditions but also
game flow: abandon any rewards, and their goal becomes
beyond their grasp for a while, or possibly
Games generally start in narrative play, where forever.
characters freely role play. When the tension of a
situation can’t be resolved except by high stakes Camp
battle, you can dip into tactical combat or use
narrative combat, then return to narrative play When characters camp, they take a break for
after the fight is resolved. little bit. Characters need about an hour and a
relatively stable or safe location to camp, but this
During play, characters embark on expeditions is pretty loose (they could easily camp overnight
to try and pursue their goals. On an expedition, or even for a few days if that’s the tone of your
time is usually a little more limited, and game).
characters might be able to take a break and
camp a few times. When the expedition is over, - Characters that camp can heal all harm and
the game dips into an interlude, which is a more stress from narrative play, and end all
loose period of downtime. effects and heal all hp from tactical combat.
- Camping loses all resolve that characters
Expeditions have accumulated (to use Limit Breaks).
- Characters that have accumulated 5 and 10 xp
Characters are generally on an expedition when can acquire a new ability or talent
they leave a place of safety with a clear goal in
mind. Before embarking on an expedition, take Characters can upgrade their camp by spending
the following steps: dust. You can see a huge list of upgrade in the
Camping section shortly.
1. Define your goal. What are the heroes
setting out to do? Interludes
2. Choose some custom rules, if
applicable. You can find them in this section. When characters go into an interlude, they’re
This is strictly optional. going into a slightly longer stretch of downtime.
3. Define the number of camps. Usually This could be as short or as long as you like.
characters can camp 0-2 times. Once for a Generally time is a little more loose and actions
medium length expedition, and twice for a are relatively consequence free.
long expedition.
4. Set your job and abilities, if you expect When characters go into an interlude:
tactical combat.
5. Define possible rewards. All expeditions 1. Heal all harm, stress, hp, effects from
normally reward 6 xp and 3 dust if they’re tactical combat, and wounds. Characters
successful. There may be other intangible basically go through a full reset except for
rewards, such as resources, allegiance, their Burdens.
friendship, or survival.

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2. Get xp and rewards from the expedition you


just completed. Then Heal Burdens and
Pursue Ambitions in any order.
3. Heal Burdens: Characters can heal 3
segments across any burdens they have,
unticking segments. If they don’t take this
action, they can help someone else heal 1 more
segment. Burden clocks are 4, 6, and 10.
1. Additional rule: If a character had 3
burdens and was broken this expedition,
they have to sit out the next expedition in
order to take care of themselves or retire.
4. Pursue Ambitions: Characters can work on
a personal goal, craft, or project, making a
fortune roll to see how they do, and filling out
segments on the clock (1-3: 1 segment, 4-5: 2
segments, 6: 3 segments, Critical hit: 5
segments). Ambitions are a 4, 6, and 10 clock,
and completing them, in additional to any
other benefits, rewards 1, 2, or 3 xp
respectively.
1. Characters can also work on group
ambitions instead of their own. Group
ambitions reward 1 xp to the entire group.
5. Free play: Characters can freely role play at
any point during an interlude, but should
always aim to bring it back to another
expedition.
6. At the end of an interlude, characters can
level up if they have accumulated one by
filling out their xp bar.

Session End

At the end of a session, check characters’ xp


triggers. They gain xp for each one they fulfilled.
Characters can also level up if they have one
available.

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The xp bar is 15 ticks long. At 5 and 10 xp gained,


Advancement during an interlude or at camp characters can
unlock a new combat ability in any job they
The power of characters in ICON is measured by have, or gain a new talent for an ability they
their level. Characters start at level 0 and level up already have.
to a maximum of level 12. By default, xp bars are
15 long. Once the bar is full (15 xp), they can clear all xp
and mark a level up. At the end of an interlude or
session, they may cash in that level up to increase
The First session and Level 0
their level by 1. Certain benefits are only gained
on level up.
This game suggests you start new characters at
level 0 for the first session only. This is to let
Characters gain xp the following ways:
players familiarize themselves with the system in
a slightly more limited space (no limit break,
When you start an interlude, immediately
relics only 2 combat abilities and 1 narrative
gain xp for any expedition or quests you finished
power). It’s perfectly possible to start a game at
(6 for expedition, 1 per expedition for a quest)
level 1 or later if you so choose.
Check at the end of a session :
If you’re playing with the level 0 rule, it’s not
1. Did you fulfill at least one of your Ideals? 1
necessary to track xp during the first session but
xp. All your Ideals? 2 xp
it’s good practice. After the first session, all
2. Completed at least one tactical combat
characters gain enough xp to take them to 15 xp
encounter - 2 xp
and accumulate a level up, leaving them at level 1
3. Accomplished an ambition (group or
for the next section.
personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp
Chapters
Choosing new jobs
Every Chapter of the game represents 4 levels
You may forgo choosing a new job at level 4 and
(1-4, 5-8, 9-12). Moving up a chapter is a group
level 8. If you don’t choose a new job, you can gain
decision and represents a different scale of
an additional mastery point.
power, scale, influence, and danger for
characters.
Alternate XP
Certain abilities cannot be gained until later
chapters, and certain foes are powerful and are If you want to set a different or slower pace for
generally not encountered until later chapters. your campaign, you can set escalating xp tracks.
In chapter 1, all tracks are 12 long, with talents/
Until the chapter passes, characters cannot level abilities at 4 and 8. In chapter 2, they are 18 long,
up past the cap of each chapter, and characters with new talents/abilities at 6 and 12. In chapter
that are maxed out on xp can donate it to 3, they are 24 xp long, with new talents/abilities
any character. This is to allow characters to at 8 and 16.
catch up on experience if they’re behind, invest
Dust they have earned, and also allows them to set You can play with slower xp (using the longer
the pace of the game, since foes become slightly tracks in low chapters) but it will mean characters
more complicated in higher chapters of the game. will take a while to fill out their abilities.

Experience
During their adventures, characters earn
experience points, filling out an experience bar. At
certain breakpoints in the bar, they will unlock
new abilities or talents.

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Character Advancement

- Characters level from level 0 to level 1 after the first session.


- At the end of each session, each player checks the xp triggers for their character and gains xp if the
trigger was fulfilled.
- At level 1 and every level afterwards, characters can either unlock a new ability or unlock a talent when
they hit 5 xp or 10 xp and go into a camp or an interlude.
- When a character hits 15 xp, they clear their xp bar and accumulate a level up, which can be spent at
the end of a interlude (a downtime period) or a session to level up their character. Characters can’t level
higher than the chapter the game is currently in.

Lvl Chapter Combat Benefit Narrative Benefit


Choose a Bond, a Bond power, and gain 4
0 1 Choose a job and two abilities. dots to improve actions. None can be taken
past 3 at level 0.
Get a new ability and unlock Limit
1 1 Gain a Bond Power
Break
2 1 Get your first relic Improve two actions or gain a Bond power
3 1 Gain a Bond power
Choose a second job OR gain a
4 1 Improve two actions or gain a Bond power
mastery point.
5 2 Gain Mastery Point Improve an action
6 2 Get your second relic Gain a Bond power

7 2 Improve an action
Choose a third job OR gain a mastery
8 2 Improve two actions or gain a Bond power
point.
9 3 Get your third relic Gain a Bond power

10 3 Gain Mastery Point Improve an action

11 3 Improve an action

12 3 Gain Mastery Point Gain a Bond power

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having limited use and eventually running out of


Rewards magical power and crumbling.

- All Trophies grant you either a trait or an


Dust ability, and last either a certain number of
expeditions or combats, or a certain number of
Dust is the currency of Arden Eld and measured active uses. When uses are depleted to 0, the
in abstract units. It is so prevalent in the trophy crumbles or breaks and is no longer
arkenruins that merely venturing into them, small usable.
amounts can be scraped from the fingernails or
- Characters can hold on to three trophies at
the bottom of boots. It is primarily used to once.
upgrade character’s relics and their camp. Dust is
earned in the following ways: Some (limited) examples of general Dungeon
Trophies are listed in the following section
1. Completing a combat encounter infuses 1 dust (there’ll be more in the full game), and there’s
into a relic of your choice. more in each foe section as possible rewards.
2. The GM can offer dust rewards for retrieving
extra treasure, artifacts, items, or completing
extra tasks during an expedition, usually 1 or 2
dust. This dust can be carried on you and used
in whatever way you like.
3. Finishing an expedition or quest rewards dust
concurrent with how dangerous the quest is.
By default this is 3 dust per player for an
expedition.

Characters can’t personally carry more than 8


dust on them.

Dust can be spent in the following ways:


1. Upgrading a relic costs a total of 6 dust per
level.
2. Upgrading a relic to an Aspected relic requires
a level 3 relic and a total of 12 dust.
3. Buying a camp upgrade or fixture costs 3-6
dust.
4. Dust can be used to buy benefits from the
camp
5. Dust can be spent to increase ticks on an
ambition or burden clock (2 dust for 1 tick)

Trophies
Trophies offer a way for GMs to offer additional
minor rewards other than xp or dust.

Trophies is a loose term for anything powerful


that is scavenged from the dungeons and ruins of
Arden Eld, whether it’s a magitech wonder or
something carved from a monster or beast.
Trophies are less powerful than Relics, however,

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Dungeon Trophies

Tech Description and Effect Uses


Spend an action to wreath your ammo in shimmering
Entropy Ammo frost. For the rest of combat, your ranged attacks inflict 3 combats
frostbite on hit
Wrap this cloak around you and blink in and out of
Displacement Cloak existence. This expedition, your standard move is a 1 expedition
teleport instead.
Use these sleek boots to take the dash action as a free
Boots of Speed 3
action
Valkyrie’s Mantle This expedition, gain flying 1 expedition
Crush the skull as an action. Assign a number on a 1d6 to
every character on the battlefield, starting with the
closest characters first, then roll 1d6. The character who’s
Crystal Skull 2
number comes up takes 3[D] as an effect. If you roll a
number that doesn’t have a character assigned to it, this
action fails. Allies can save to take half damage.
Pull this cloak over you as a free action to gain dodge,
Whisper Cloak 3
evasion, and stealth until the start of your next turn
Point this stave at a space on the ground in range 5 as an
action to release a spark of flame as an area effect,
Stave of Flame 5
inflicting burning and fray damage to all characters in a
blast 1 area.
Use this heavy, horned helm as a free action to shove an
Helm of the Ram adjacent character 4 spaces, then dash 3, ending in an 3
adjacent space to them
Spend 2 actions to read this fragment of terrifying Ur-
Fragment of the Ur-Spell magic and inflict [D] divine damage to all characters on 1
the battlefield as an area effect.

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APE GOD
RELICS This gauntlet or weapon is oversized, studded
with metal, and incredibly heavy.
I. When you stun a character you can also shove
them 2
Relics are objects of power that slowly take on
II. Become immune to stun
aspects of legendary heroes, becoming magical or
III. Invoke (Attack, 20) - Stun your foe
famous weapons simply by being around you. A
relic could be something you retrieved on your
Aspected: This relic’s invoke becomes (Attack,
adventures or something you have always had
18+)
that slowly awakens to power.

- Relics start with 1 level and take 6 dust each to Aspect quest: Climb the highest peak in Arden Eld
unlock levels II and III.
- Infuse 1 dust into a relic of your choice when CRIMSON KING
you complete a tactical combat. Characters gain A blood red gem, similar to an Elixir Stone, is set
a relic at level 2, 6, and 9. into this weapon or armor.
- Once a Relic is level 3, it can be Aspected by I. When you first take damage in any combat,
either infusing 12 dust or completing a reduce it to 0.
legendary task. These tasks are suggestions and II. When you’d take any wound, including as part
can be adjusted by the GM to fit your game. of an ability, roll a d6. On a 6, ignore the
- Once at least character has completed an aspect wound.
quest for a relic, other characters can complete III. Invoke (Gambit): Effect: Take a wound.
it for 4 dust. Your next attack is a critical hit on hit and
deals divine damage.
Relic colors are thematic and any job can take
any color of relic. Aspected: If the roll for Crimson King II is your
last wound, it works on a 2+
Invoking relics
In combat, some relics have abilities that can be Aspect quest: Quench your relic in the abyssal
invoked for a powerful effect. Invokes have three fiery blood of a powerful demon
types:
- Attack Invoke: When you make an attack, if ERYS
the die used for the attack roll is a certain This helm, mantle, or pauldron is crowned with
number or higher, you can invoke the relic. This horns, spines, or a mantle of thick goat-like fur.
only counts the d20, and not the total attack I. Invoke (Attack, 20). You may shove your
roll. For example, in an (Attack, 15+) invoke, target 4 spaces.
you could invoke the relic’s power when you II. You are immune to shove
make any attack roll and the die is 15 or higher. III. Increase the distance of all your shoves by +1
- Gambit Invoke: An invoke that can be while bloodied
triggered under the listed conditions, but only Aspected: All your attacks gain on hit: shove 1 as
once per combat. For example, an invoke that an effect if they don’t already shove
says ‘gambit: your next attack is a critical hit on
hit’ works automatically, but can’t be used Aspect quest: Take the horns of a legendary beast
again even if that attack misses. Gambits are as your trophy
always effects or free actions
- Round Invoke: Automatically, at a certain MAIDEN
round of combat or later. These effects are Your relic bears a statuette or image of the
always active. For example (Round 5+) relics Weeping Titan, impaled by spears.
have effects that are always active at round 5 or I. While bloodied, gain counter
later. II. Counter also applies on adjacent allies
III. After being damaged by a hostile character,
gain counter until the start of your next turn.

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Aspected: Counter stacks twice A cape, shield, or mantle of scaly leather, a hardy
relic that knits itself back together like a living
Aspect quest: Gather and reforge true iron nails thing.
from the sarcophagus of a Relict Emperor I. Start the first combat of an expedition with a
vigor 1 shield
ORPHEO II. At 25% health or lower, gain regeneration 1
This relic has a cracked mirror, set on a pendant III. Invoke (Gambit): Effect: When you lose all
or into a shield or weapon hilt vigor, you may cure yourself and all allies in
I. Gain defiance at the start of each combat. If range 2
you would already gain defiance then, instead Aspected: While you have vigor, take 1 less
become unstoppable until the end of the first damage from all sources
round.
II. When defiance triggers, you may deal fray Aspect quest: Seek the wisdom of the keepers of
damage to all adjacent foes the Deep Bog and do their bidding for three days.
III. Invoke (4th round+): Gain defiance at the
start of your turn for the rest of combat GLADESONG
Aspected: Defiance stacks twice Your weapon is carved from supple but durable
gaia wood, sharper than any metal
Aspect quest: Bathe in the water of the river that I. Your attacks against foes standing next to an
leads to the underworld allied summon gain +1 boon
II. Invoke (Attack, 18+): Teleport all
UNGOLIANT summons in range 3 of you, foe or allied, 2
Your relic is a massive weapon carved from the spaces in any direction
fang of an ur-spider or beast of the deep caverns. III. When you use your gambit, also teleport all
I. Charged attacks gain +1 boon allies in the same area
II. Charged attacks deal bonus damage vs slow Aspected: When you use your gambit, after
targets teleporting, all foes adjacent to affected characters
III. Invoke (Gambit) - Free action: This turn take 2 piercing damage
only, all your actions count as charged, even
on a normal turn. Aspect quest: Drink from the primeval Gaia pool
Aspected: Invoke (Charged Attack, 16+):
Your target becomes slow GLOAM
This cloak or clothing appears to be made out of
Aspect quest: Weave the aethersilk of an ancient woven shadow. The cloth is richly textured.
Ur-spider into your relic I. Invoke (Attack, 16+): Blind your foe
II. +1 boon on attacks against blind targets
III. When a blind character targets you with an
WYRMTOOTH
action, after that action resolves, you can
This weapon or armor has carvings made from
shove them 1 in any direction, then dash 1.
pure dragonbone. It is hot to the touch.
I. You no longer take bonus damage from any
Aspected: Any foe that starts or ends their turn
source when affected by blights
adjacent to you and no other characters is
II. All your abilities gain: effect: inflict any one
blinded. Blinded foes take [D].
blight you are afflicted by
III. When afflicted by a status or blight, deal
Aspect quest: Find a source of True Darkness,
bonus damage with all attacks
deep underground, and capture it with needle and
Aspected: At the start of any combat, you can
thread
choose to inflict all blights on yourself.

Aspect quest: Carve the skull or horns of a wyrm HERMES


and incorporate it into your relic. Intricate, curling silver wings are carved into
this artifact, weapon, or armor
I. Invoke (Gambit): Free action: Teleport 2
TROLLHIDE

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II. When you use this relic’s invoke, all other Aspect quest: Tame a titansteed, one of the
allies in range 2 of you can teleport 1 as well. enormous legendary wild horses
III. Increase range of all your teleports by 1,
including as part of this relic RIGOLETTO
Aspected: This relic’s invoke becomes Free A colorful token, built to look like a spinning
Action: Teleport 1, then teleport 1 wheel. When sewn into armor, weapons, or
accessories, it allows its wielder to move with
Aspect quest: Weave a strand taken from the preternatural speed.
cloak of the Titan of trickery, the Laughing God, I. Evasion triggers for you on a 3+
into your relic II. When you successfully evade an attack, deal 2
damage to your attacker
MISTBORN III. If you have evasion, you can also roll evasion
Your weapon is made from seeping mist, and for adjacent allies, but it only triggers on a 6.
doesn’t seem to be entirely present Aspected: Invoke (Gambit): Effect: This turn
I. Invoke (Gambit) - Free action: Gain stealth only, your evasion is always successful.
II. Attacks from stealth deal bonus damage
III. While bloodied, gain stealth at the start of Aspect quest: Beat the shadow of the Laughing
your turn. God in a foot race. He cheats.
Aspected: Stealth no longer breaks on taking
damage from foes HUNTRESS
This supple leather relic has been crafted with
Aspect quest: Sail to the edge of the world and images of Gaia, the Hunter Titan
bathe your relic in the mists there I. Gain dodge against marked characters
II. Attacks against marked characters deal bonus
RUIN damage
A weapon, bow, or stave carved from ancient III. When you hit a marked character with an
stone, a heavy slab of a thing. attack, teleport 1 in any direction
I. Immune to pacified
II. You may trade in 1 boon, once per attack, for Aspected: When you hit a marked character with
bonus damage. an attack, you may also teleport them 1 in any
III. Your first attack ability in any combat cannot direction
miss (change any miss into a hit).
Aspected: Your first attack also gains true strike, Aspect quest: Take the pelt of a legendary beast
and its listed ranges are increased by +2 and incorporate it into your relic

Aspect quest: Gather rubble from the pillars of the BYRAX


oldest Arkenruin Goat horn engravings adorn this armor,
weapon, or cloak, curling into intricate runes
SLEIPNIR I. When you refresh a stance, dash 1
Odd wooden armor or a necklace of bones carved II. When you refresh a stance, you can
with the image of an eight legged horse. immediately save against a status effecting
I. Invoke (Gambit): Free action: Fly 2 you, ending it on a success.
II. Once a turn, when you finish a flying III. Invoke (Gambit): Effect: Refresh all your
movement, you may shove all adjacent stances.
characters 1
III. Increase all your flight effects by +1, including Aspected: You can hold +1 more stance than
as part of this relic. normal

Aspected: Your invoke gambit can be taken Aspect quest: Find the resting place of the
twice a combat. Hundred Sword Titan, take a splinter of one of his
weapons, and reforge it.

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ERENBRASS SCHEHEREZADE
A burnished metal helm, gauntlet, or mantle, This weapon emits a faint singing tone that can
bright in the sun. only be heard in a quiet room
I. At the start of combat, gain 2 blessing tokens
I. At the start of your turn, you may shove all on yourself. You can spend blessing tokens on
allies marked by you 1 space yourself to grant yourself +1 boon on a save.
II. Erenbrass I can be taken at the start and end II. You can also spend blessing tokens on yourself
of your turn to also grant +1 boon on an attack
III. Erenbrass I can also be a teleport or a fly effect III. Invoke (Attack, 18+): Bless yourself after
(your choice) the attack resolves

Aspected: Erenbrass also works on any Aspected: The III effect also blesses adjacent
character with a mark in range 4 of you, allies when it triggers on you
regardless of whether it was placed by you or not.
Aspect quest: Recover a genuine page fragment of
Aspect quest: Take command of an army, militia, the legendary Tale of Ages
or regiment in battle and fight to victory.
STORM LORD
ESPER This armor is wrapped in knotted holy cords and
This gem is a void of space within. If you stare imagery of the sea during a storm.
long enough, you can see stars. I. When you use a combo version of an ability,
I. Invoke (Gambit): Free action: Cure a you may deal fray damage to all adjacent foes
character other than you in range 3 II. When you use the combo version of an ability,
II. Increase range of all Cures by 3 you may dash 1
III. Cures can target foes and deals fray damage III. Invoke (Round 5+): For the rest of combat,
to them instead of its regular effects. you can use both versions of a combo ability
on the same turn, as long as you obey the
Aspected: Cures against foes gain true strike and attack rule.
pierce
Aspected: This relic’s Invoke becomes round 3+
Aspect quest: Find a shrine of the Titan of death,
the Weeper, and survive the trials there Aspect quest: Ride the lightning to the palace of
clouds and learn from the teachings of the long-
MERCY dead Battle Titan, the Storm Lord
This gold-filagreed choker or torc is surprisingly
light, and includes imagery of grasping hands VESSEL
I. Invoke (Gambit): 1 action: Cure a character This weapon or armor seems surprisingly
in range 5 hollow, despite how durable it is. It’s cold and
II. When you Cure another character and they heavy.
gain vigor, you also gain the same amount of I. Cure’s effect on you increased to vigor 2 when
vigor you’re at or under 25% hp
III. The first Cure you cast in combat clears all II. When a foe breaks your vigor, deal fray
statuses, marks, or blights damage to them as an effect
III. When any adjacent ally to you is cured, you
Aspected: The first Cure you cast in combat are also cured.
grants a character Intangible until the end of their
next turn. Characters can only benefit from this Aspected: Invoke (Gambit): Effect: Duplicate
effect once per combat. the effects of a cure that targeted you on an ally in
range 3
Aspect quest: Find and incorporate a twig of the
eternal world tree into this relic

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Aspect quest: Split a part of your soul into your


relic at a deep shrine of the Black Blood Titan, the Aspected: Domain III becomes Invoke
Holy Body (Round 4+)

CHIME Aspect quest: Gain a gemstone for your Domain


This symbol of a bell shines with gentle power. A relic from a ruler (dead or living).
soft ringing can be heard in its presence, but only
when it’s very quiet. CLOUDPIERCER
I. All pacified effects on the battlefield reduce This bright metal weapon crackles with latent
characters’ damage to 0 instead of 1 power
II. When you would break pacified on a foe, roll a I. +1 boon on attacks against electrified foes
d6. On a 5+, pacified doesn’t end on them. II. 1/round, when you electrify a foe, you may
III. Invoke (Attack, 20): Pacify your foe. electrify a different foe in range 2.
III. When you hit an electrified foe with an attack,
Aspected: Gain resistance at the start of your deal 2 piercing damage to all other electrified
turn. This effect breaks immediately if you or an foes in range 2 of that character
effect or summon you control deals damage.
Aspected: Increase ranges to 3
Aspect quest: Ring the old temple bell of the
hidden thirteenth chamber of the chroniclers Aspect quest: Survive a day in the Hundred Year
storm
APOPHIS
Coiling serpents cradle the hilt of this weapon or PLEIADES
curl around the base of this necklace A set of six star-diamonds, flickering with a
I. You have Aura 1. At the start of your turn, deal distance light, set into earrings or a neck piece.
2 piercing damage to all poisoned foes in the I. At the start of your turn, you may inflict
aura. frostbite on all adjacent characters
II. When a poisoned foe in the aura is defeated, II. The area adjacent to you is also difficult
you may cure yourself. terrain for frostbitten characters
III. Invoke (Gambit): Free action: Increase the III. When you inflict frostbite on a character for
size of the aura to aura 3 until the start of your the first time in a round, you may also shove
next turn. them 1 away from you, or towards if you if
Aspected: Your attacks against poisoned foes they are not adjacent.
ignore vigor and go straight to hit points Aspected: Invoke (Attack, 20): Character
must save or have their speed reduced to 0 until
Aspect quest: Infuse your relic with three scales of the start of their next turn. Frostbitten characters
the ancient Wyrm Nidhogg fail the save.

DOMAIN Aspect quest: Find and learn from the observatory


A sceptre, weapon, or helm embedded with a of the Stargazer Titan.
deeply inset gem.
Gain trait: Domain: Characters are valid for SKIPJACK
Domain if they are inside or standing on a terrain This gem-incrusted gauntlet is intricately made
effect you control. and seems heavy, but is oddly light to wear.
I. Gain +1 boon on attacks against foes in your I. Increase the range of ranged and melee
Domain attacks against burning foes by +1 (melee
II. Foes that end their turn in your Domain take 2 attacks with no listed range can be made
piercing damage. within range 2).
III. Invoke (Round 5+): When you create a II. You can bounce ranged or melee attacks off
terrain effect, increase its size (Blast +1 to a allies or foes, inflicting no damage or effects
max of 3, Line, Arc, or Cross +2, terrain height but retargeting them to a new character in
+1)

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range 3 of the original target, drawing effects ARENHEIR


and origin spaces from the new location This weapon or armor has the imagery of a great
III. Invoke (Gambit): Effect: When you bounce fierce wolf on it
an attack, the attack explodes on its new I. +1 boon on attacks against vulnerable targets
target, creating a blast 1 area effect on them II. Piercing attacks deal bonus damage
that deals 2 piercing damage. III. Invoke (4rd round+) - All your damage
Aspected: If the target of your bounced attack is gains pierce
bloodied or burning, the explosion becomes blast Aspected: Invoke (Gambit): Free action: This
2 turn only, vulnerable increases your damage by
+2 instead of +1.
Aspect quest: Find and use the workshop of the
Forge Titan in the heart of Arden Eld Aspect quest: Find the burial tomb of Arenheir’s
master, the ancient Berserker Titan, the Sundered
TOWER OF BARBS Queen, and pray there
Coiling thorns have been set into this ranged
weapon. The barbs sometimes curl towards your
flesh.
I. Deal bonus damage if a character is at
maximum range of your ranged attack or line
or arc area effect
II. Also ignore cover if a character is at maximum
range
III. Invoke (1/combat): Set the range of your
next arc, line, or ranged attack to any range
between 1 and 6

Aspected: Tower of Barbs III invoke becomes


between 1 and 10.

Aspect quest: Climb to the top floor of the


legendary dungeon the Tower of Barbs

RIFTWALKER
This relic has a contorted shape set into at - an
impossible geometry that confounds the mind.
I. Your area effects extend to include any Pit
spaces connected to them by adjacency, even
diagonally.
II. You may cross pit spaces without flying. Pit
spaces cost 0 movement for you to move
through.
III. Invoke (Attack, 18+): Create a pit space in
a free space adjacent to a target of your attack

Aspected: Invoke (Gambit): Free Action:


This turn, you can trigger I for all Pits, no matter
if they are adjacent to the original ability or not.

Aspect quest: Enter the Eternal Maze - a


dangerous pocket dimension, and escape with its
secrets.

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THE CAMP
Adventurers in Arden Eld often get around on enormous aetherships, traveling wagons, vehicles, or
caravans. They bring with them all kinds of supplies: portable shrines, elixir cauldrons, cooking pots,
vittles, and lengths of rope for traversing caverns. The camp can be any of these things. It’s
representative of the gear, supplies, and transportation that the characters keep in common, and may take
with them on an expedition.

When you start a group of characters, also start a camp sheet. Camp sheets have the following:

1. Group Name: You can name your group if you like, or leave it blank until later.
2. Ambitions: Write 1-3 long term goals for your group. If you accomplish an Ambition during an
interlude, everyone in your group gets 1 xp, then write a new ambition. You can leave these blank for
now if you like.
3. Camp fixtures: The various pieces of gear, shelter, and accoutrement that your group keeps around
camp. Fixtures apply their benefits to everyone in the group and anyone can spend dust to purchase,
upgrade, or use them. Start with 1 of your choice.

Camping
During an expedition you can camp (usually a limited number of times) to clear all stress and harm, and
regain all hp. You scarf down a meal, put your feet up, clean your weapons, tend to your wounds, or
polish your armor.

Camping is pretty loose and could represent anything from a short break in a battle where you catch your
breath or a momentary break on a trail to fix your boots to an entire night or even a few days spent in one
place.

You only camp during an expedition, but you might spend time in your camp (or what your camp
represents if it represents something like a caravan or airship) during interludes or in downtime. Either
way, the camp is usually a character in its own right and often serves as a home away from home for
Icons.

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Camp Fixtures You can keep up to 6 Dust inside this crystalline


prism, where it is safely stored. Characters can
Here at the various camp fixtures and their deposit or withdraw Dust from it by touching it.
upgrades. When you make your characters, start Only characters attuned to the prism (your group,
with one. Additional upgrades and fixtures can be and any NPCs you choose) can withdraw or
bought during an interlude and take effect at the deposit dust, and it is practically indestructible
end of an interlude. Anyone can spend dust on unless you hurl it into an high powered
them. Aetherforge.

If camp upgrades are nested (bulleted below each The vault has a clever but slow acting condenser
other), you need to take the previous upgrade to inside. At the end of each interlude, if there is at
get the one under it. least 1 Dust inside the Vault, it attracts more
Aether, adding 1 Dust to the vault. If there’s no
• Upgrade 1: Characters need to take this room in the vault, not more Dust is generated.
upgrade…
• Upgrade 2: … before they can take this one! Upgrades:
• Empowered attunement: Dust can be
withdrawn or deposited into the Vault from
anywhere, ending up in a specially attuned vial
Aetherpearls
on each character’s waist.
Purchase: 6 Dust
• Aether Sapphire: Increase the vault’s capacity
Upgrade: 3 Dust
to 12
• Aether Ruby: Increase the vault’s capacity
This small set of pearls are etherically linked
to 16
together, and can be inset into armor or worn as
• Upgrade condenser: If it’s at least half full,
jewelry. There are always just enough for all
the vault condenses 2 dust instead of 1.
player characters and no more.

Every character can add +1 to their charm or Cabinet


command rating, up to a max of 4. Purchase: 2 Dust
Upgrade: 2 Dust
While wearing a pearl, characters can talk to any s
other character wearing a linked pearl within a This dusty cabinet or traveling trunk allows you to
mile. They must talk out loud and hear the other keep additional gear with you.
person’s voice in their ear.
During camp, you can swap out your abilities at
Upgrades: will.
• Extended pearls: Up to 6 additional pearls
can also be given to NPC allies. Pearls can also Upgrades:
be linked to any other pearl network within • Soulstone: Characters can also change jobs at
their range, connecting them together. camp
• Resonant pearls: When in a populous
location with an etheric field (like a city) the Cauldron
pearls don’t have a maximum distance Purchase: 6 dust
• Silent pearls: Within the same room (or a very Upgrade: 3 dust
short distance) anyone wearing a linked pearl
can communicate telepathically, without A heavy iron cauldron and apothecary where
speaking out loud characters can brew flasks.

Aethervault Characters can brew one of the following flasks


Purchase: 3 Dust during an interlude by spending 2 dust. Flasks
Upgrade: 3 Dust can be drunk as part of taking an action roll (in

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narrative play) or as a free action in combat. A character’s cooking skill is a unique action,
Characters can only hold on to one flask at once. starting at 1d6. A character can improve their
• Flask of Action: A character can drink a flask cooking by investing 2 xp to improve their
to gain +1 boon and increased effect on their cooking skill by 1, up to a maximum of 4. Xp
next narrative action invested in cooking has to be spent when you gain
• Flask of Relief: A character can drink this xp and not from your bar.
flask to clear 2 stress
• Phoenix flask: An incapacitated character can Roll 1d6 per level of cooking skill and choose any
spend a full turn to drink a Phoenix Flask to die as the final result.
Rescue themselves at the end of that turn.
• Cleansing flask: A character can drink this Meal effects apply to the very next combat
flask as to cure themselves only you get into.
• Power flask: A character can drink a power
flask to gain bonus damage on all actions until
D6 Result
the end of their next turn.
1 Burnt meal - No effect!
GMs can offer flask ingredients as rewards for
treasure collected during an expedition, or side 2 Nutritious meal - Ignore terrain
tasks. If that's the case, forgo the dust cost for penalties for difficult terrain and moving
brewing a flask if you have the ingredients. up terrain

Upgrades: 3 Refreshing meal - Saves are successful


• Flask belt: Characters can hold on to two on an 8+ instead of a 10+
flasks 4 Invigorating meal - Deal bonus
• Improved flask belt: Characters can hold damage in the first round of combat
on to up to three flasks
Add the following to your flask brewing by taking 5 Healthy Meal - Start that combat with
an upgrade for each. They cost increased dust to Vigor 1, or Vigor +1 if you already start
brew and take rarer ingredients. You can ignore with Vigor.
the dust requirement if you have ingredients as
normal. 6 Hearty Meal - Resistance to all damage
• Flask of Divine Speed: 5 dust. Until the end in the first round of combat
of your next turn, double your speed
• Flask of Divine Strength: 5 dust. Double the Upgrades:
damage of your next action. • Foraging: Your group can forage or shop for
• Flask of Divine Luck: 5 dust. Until the end of ingredients during an interlude. Roll 1d6. You
your next turn, all attacks miss you and you can hold on to that number until used during
cannot miss attacks (a miss becomes a hit cooking. If you roll and save a 1, you can use it
instead). as insurance. Discard it when you roll a 1
• Flask of Divine Health: 5 dust. Clear all cooking result to re-roll, taking the second
blights and conditions and gain vigor 2 result as final.
• Flask of Divine Grace: 3 dust. Increase the • Improved ingredients: When you cook,
effect of your next narrative action to you can keep any 2 dice and combine their
superpowered. effects.
• Variety: If a different character from the last
Cooking Pot one cooks each time you camp or go into an
Purchase: 6 dust interlude, roll +1d6 when cooking.
Upgrade: 3 dust • Masterclass: If you get a critical hit on a
cooking roll, the effects apply to every combat
When you embark on an expedition, or when you until you camp or go into an interlude.
camp, one character can cook a meal for everyone.
Campfire
Purchase: 6 dust

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Upgrade: 6 dust maximum of 4. Xp invested in fishing has to be


spent when you gain xp and not from your bar.
Your camp has a bright and well fed fire. It’s easy
to take a load off and talk around the fire, and it Roll 1d6 per level of fishing skill and choose the
burns brightly even in dark moments. highest result as the final result.

During Heal Burdens, characters can tick a free


D6 Result
segment on a burden of their choice.
1 Line Snapped - No result
Upgrades:
• Commonality (3 dust): Characters that help 2 Got away - No result. Next time you fish,
others heal their burdens instead of healing add +1d to your roll.
their own tick 2 segments instead of 1
• Memories of purpose: Once a session, all 3-5 Common Fish: Collect 2 of these fish
characters can relieve 1 stress merely by taking a and they can be sold at market for 1 dust.
moment to breathe. Dungeon guppies, cave carp, and
• Memories of hope: When using memories Arkentrout are all pretty common
of purpose, characters also heal 1 harm examples.
• Memories of home: All characters gain 6 Rare Fish! - Roll 1d6. Can be sold at
+1 stress box and +1 max harm. market for 1 dust.
1: Glibfish - Eat to gain +1D and
Elixir Stone improve effect on all command and
Purchase: 6 dust charm rolls for a scene
Upgrade: 3 dust 2: Musclefish - Eat to gain +1D and
increased effect on Endure and Smash
This unsettling and extremely valuable blood red actions for a scene
stone, found in the very deepest depths of the 3: Wrightfish - Ask the fish for advice.
arkenruins, is condensed Dust and life essence in If you follow it, gain +1D and improved
its purest form. When exposed to Aether, it bleeds effect on your next narrative action.
a substance that can be condensed into elixirs. 4: Elixir Fish - Can be drunk as an elixir
5: Panaflounder - Eat as free action to
Characters embark on an expedition with +1 cure self
elixir. 6: Golden Gizzet: Can be sold at
market for 3 dust
Upgrades:
• Elixir Brewing: When they camp, characters 6,6 Super rare fish! This super hard to
can replenish 1 elixir by spending 1 dust. catch fist can be sold for 2 dust at market.
• Deep Elixir Stone: When they camp, Roll 1d6.
characters can heal 1 wound by spending 1 1-3: Wishfish - The fish is infused with
dust and 1 elixir. This also heals the HP lost. reality warping Aether. You can use the
• Clarity: Characters can drink an elixir to heal 3 fish to perform one action roll as
harm instead of hp superpowered, expending it.
4-6: Godfish- This magnificent
specimen sells for 3 dust at market.
Fishing Pole
Alternately, its scales are so tough it can
Purchase: 6 Dust
be used as a shield. At the start of combat,
Upgrade: 3 Dust
expend the fish to give a character vigor
2.
Once an expedition, if there’s a water source
nearby, one character can fish. A character’s
fishing skill is a unique action, starting at 1d6. A Upgrades:
character can improve their fishing by investing 2 • Bait: You can spend 1 dust to add 1d6 to a
xp to improve their fishing skill by 1, up to a fishing roll any number of times.

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• Improved tackle box: Gain 1 free use of • Arkentomes: Characters can make rolls to
bait an expedition recall or gather information about dungeon or
• Beginner’s luck: If a character fishes that was monster lore at +1D
different from the previous time, they fish with
+1d Kapkat Table
• Trophy board: If you catch a super rare fish, Purchase: 3 dust
everyone gains 1 xp. Upgrade: 3 dust
• Catch and release: If you release a fish you
caught back, all characters can tick 1 segment on This table is for playing kapkat, a competitive and
a burden. collectible card game that simulates a battle
between demons and brave warriors called
Forge bearers of the flame. The colorful character and
Purchase: 6 dust card art is very popular with certain circles.
Upgrade: 3 dust
Though a basic deck isn’t hard to come by, quality
A workshop for building weapons or armor, and decks of cards are usually beautifully printed and
keeping them in tip top shape. kept by nobles as a luxury item, with rare cards
going for a lot of dust, but they end up making
Every character can add +1 to their endure or their way down to enthusiast collectors, where
smash ratings, up to a maximum of 4. there is a healthy secondary market.

Upgrades: Your Kapkat deck quality is a number from 0-5. If


• Improved Workshop: Increase segments you're a new player, your deck starts at 0. NPCs
gained on any crafting project or ambition clock can also have kapkat decks, and their deck quality
by 1 is always obvious to you if you play.
• Temper Stone (6 dust): Increase fray
damage for all characters by 1 When you play Kapkat with someone else, both
• Relic Forge: At the end of each session, infuse players roll their deck quality as a fortune roll.
1 dust into a relic of your choice. Aspect The higher number wins, and in case of ties, go to
infusions cost only 10 dust. the second highest number (so 6,6,4 would beat
• Ancient Relic Forge (6 dust): Characters 6,5,2).
can take an extra relic. They can still only take
3 with them on an expedition. Once a session, someone can play a true game
of kapkat, which must be done at camp or during
Portable Library an interlude. If you win a game of kapkat, you
take 1 dust from the loser. However, the reverse
Purchase: 6 dust is also true, even with NPCs.
Upgrade: 3 dust
When you enter a populated location where
A collection of well-worn tomes, manuals, and someone might sell cards, you can buy rare
scrolls. cards to upgrade your deck for 2 dust a rare card.
Every 2 rare cards upgrades your deck 1 quality.
Every character can add +1 to their tinker or study You can sell rare cards for 2 dust.
rating, up to a max of 4.
A competitive game of kapkat is played in 3
Upgrades: rounds, with best of 3, and requires at least 1 rare
• Training Manuals: At the end of each card. The loser gives a rare card to the winner.
interlude, each character gets +1 xp.
• Focused Training: Instead of healing Upgrades:
burdens, characters can train to gain + 1 xp. • White Demon Card: You can burn a rare card
Stacks with training manuals. to re-roll your Kapkat roll. The card is gone
forever unless you win the match. You can’t
burn it if it’s your last rare card.

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• Ruby Princess Card (1 dust): Gain increased creature, or fairy. The spirit is friendly to your
effect on Charm rolls against anyone else with group, and can be played two ways: either as an
this card (anyone playing kapkat has about a NPC, or as a character (for a player to control).
50% chance of having one, check with a d6).
• Vessel of Avarice card: It’s uncertain what The spirit can only be summoned as a character if
this rare card does, but having it does make rare it’s controlled by someone who is not already
cards cheaper (1 dust) playing a character, including the GM. Playing a
• Sapphire Warrior Card (1 dust): You can spirit for a group is a good way for someone not
wager up to 3 rare cards on competitive matches familiar with role playing games, guesting for a
if your opponent agrees. session, or calling in remotely for a session to
• Golden Maiden card: You have a special participate, since it is relatively simple.
ambition clock you can attempt to fill out for
free each downtime (6 segments). When you fill As an NPC, the spirit has the following powers:
it up, get a rare card. • Narrative: The spirit has 2 stress, regains all of
it when you camp, and can burn it to give
Shrine someone aid. It doesn’t take harm and doesn’t
Purchase: 3 dust take actions otherwise.
Upgrade: 3 dust • Combat: The spirit is not a unit in battle, but
can be invoked any time by a character as an
Shrine to the Titans, the slain precursors. Grants interrupt to aid someone, letting them roll twice
Divine Mercy. When characters would take their on any d20 roll and choose either result. This
last wound and die, roll a d6. On a 3+, they ignore ability works once per battle.
the wound instead and miraculously heal all
wounds and hit points. Divine Mercy can only As a character, the spirit has the following powers:
occur once for a character ever in their life time. • Narrative: The spirit has 3 stress, 2 harm, and
rolls 1 dice for all actions. It heals all stress and
Upgrades: harm at camp. If the spirit takes maximum
• Commune: Once a session, a single character harm, it must disperse for a scene and can take
can pray at the shrine and ask a yes/no question no more action, then re-enters the next scene
about a person, place, or object. The GM will with 0 harm.
answer with one of the following: Wheel (yes, • Combat: The spirit is a size 1 allied summon
positive), Stone (no, negative), or Chaos (mixed with 10 hp, 10 defense, 0 armor, and 4 speed. It
outcome). heals to full HP after each combat. It can take a
• Absolution: A broken character with 3 standard move and the following actions:
burdens can pray at the shrine during camp to • Spirit slash (light magic melee or
recover from being broken. They must still take ranged attack, range 3) On hit: 1d6
a break from the next expedition. damage. Miss: 1 damage
• Resurrection: A dead character (someone • Push (1 action): An adjacent character is
who took 4 wounds and died) can be returned to shoved 1 space
life during an interlude by burning 10 dust, as • Spirit blast (1 action): A character in range
long as they died in the last year. The character 3 is branded or dazed (spirit’s choice).
is living on borrowed time as the dust is • Dash (1 action): The spirit dashes 2 spaces
animating their body and must undergo a • If defeated in combat, the spirit disperses
journey or expedition to make things and reappears in a space in range 3 from an ally
permanent. The GM can set up an expedition or at the start of the next round with full hp.
an ambition for this.
Upgrades:
• Empowered spirit: The spirit gains +1 stress
Spirit Idol
and its combat ability as an NPC can be used
Purchase: 6 dust
twice a battle instead
Upgrade: 3 dust
• Great spirit: As character the spirit can choose
to become Size 2 when it starts battle. If so, its
You can pray at this shrine to summon its etheric
speed is reduced to 2, but it also becomes Sturdy
spirit - usually in the form of an animal, small

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and deals 1d8 damage with its attack instead of


1d6
• Spirit vengeance: As a character, the spirit
can do each of the following once a session: take
a superpowered action, and deal 2d6 damage
with its spirit slash attack instead of 1d6

Survival Gear
Purchase: 6 dust
Upgrade: 3 dust

Knives, tanning racks, cooking spits, climbing


gear, and supplies for wilderness survival.

Every character can add +1 to their traverse or


survey ratings, up to a maximum of 4.

Upgrades:
• Rangers: Increase VIT by 1 for all characters
• Toughened: All burden clocks are 1 shorter
• Footwork: On the first turn of combat only,
all characters can move diagonally
• Advanced Footwork (6 dust): Increase
speed by 1 for all characters

Thieves’ Gear
Purchase: 6 dust
Upgrade: 3 dust

Lockpicks, cloaks, keys, sacks for carrying loot,


and magitech devices for spying or listening.

Every character can add +1 to their sneak or excel


ratings, up to a maximum of 4

Upgrades:
• Skeleton Key: 1/session you can make any
action roll to open, unlock, or activate a device
or door superpowered in effect.
• Shadow cloaks: For the first combat after you
embark on an expedition, start with stealth.
• Whisper cloaks: Also gain this benefit after
you camp.

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the tone of their table. For example, if you want to

CUSTOM use supply rules in your regular game, since


you’re telling a story about scarcity, you can take
them from the Trek expedition type and port them

RULES
into other expeditions, including the actions and
fixtures related to supplies.

Establishing expectations
The following section contains custom rules for
running different expedition types. When If you’re going to use these rulesets, make sure
characters embark on an expedition and one of everyone is on board - not everyone wants a game
these rulesets is a good fit, the GM can choose to about tracking supplies, for example!
use these rules for the expedition.
Keeping things loose
Not every expedition needs specific rules, but
using these templates can help set expectations These rules are kept slightly open for a GM and a
for the entire group, and set up a clear structure player group to improvise within the tone of their
and goals. table. For example, the weather section in the
Trek rules have specificity about what ‘terrible’
The first part of each ruleset asks the GM and the weather means in terms of the game system, but
players to define the goal of the expedition, then don’t really specify what that weather is - a
has some rules about the overall basic structure rainstorm, a sand storm, fiery comets, a blizzard -
of the expedition. Then there are some questions it’s dependent on your game.
(mostly for the GM) to help set up the expedition.
Write your own
The last section of each ruleset includes additional
custom rules for each expedition type, including You can use these custom rules as inspiration for
expedition actions. creating custom rulesets for your own games.
Clocks and scene trackers are extremely versatile
- Expedition actions: These are special tools that can be used to help set up rules for
narrative actions that are specific to each anything from building your own town, to
expedition type. They are rolled just like running a trading operation, to exploring a mega
regular narrative actions. Sometimes they’ll call dungeon. Try it out!
for a specific action, sometimes a range of
actions, and sometimes any action. For There are tons of custom rules for four different
example, an action that calls for a tinker roll kinds of expeditions here: Dungeon Crawls,
can only be rolled with a character’s tinker Battles, Intrigues, and Treks.
rating. Unlike regular narrative actions, these
actions have defined outcomes, and often
ask players to choose from a list of options
depending on their final roll.

All together, these rules help create a story with


the tone and pacing appropriate to the type of
story the expedition is trying to tell. For example,
a Trek expedition has optional rules about
supplies, time, and weather - things we don’t
normally worry about in base ICON!

Mix and Match

A GM is free to use any or all these custom rules


as presented, or combine or mix them based on

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There are many, many ways to structure a


DUNGEON CRAWL dungeon crawl, but all the rules in this section use
the map, chamber and corridor, and point
A dungeon crawl is a quintessential of interest concepts.
adventurer’s journey, usually a descent into a dark
and dangerous pit filled with wonderment, terror, Map
and possible treasure. It could also be used to
represent exploration of a wilderness area with Most of these involve, at the least, having a map
vistas or points of interest, a lost or abandoned of the dungeon. A map doesn’t have to be detailed,
city, or any large, unknown, or mysterious place or specific, or even visible to the players most of
that is largely devoid of safety and people. the time. It could be a loose web of connected
points of interest, rooms, or key visuals for the
The rules in this section are loose since there are dungeon. In the example setup I’ve included a
many different ways to run dungeons, some of few examples of how to make a map for a
which may be a better fit for your group than dungeon.
others. You can feel free to peruse this section and
check out all the different ways offered to Decide if this map is visible to the players or not,
structure a dungeon, then use the rules that you or if they have to make their own map, or uncover
feel are a good fit for your style of play. parts of it at a time.

Chambers and Corridors


Goal
Whenever there’s a section of the dungeon in
The goal of a dungeon crawl is to follow the
which there’s major interest, history, activity,
hook until you reach the bottom. Good
hazards, danger, or habitation, we call this a
dungeons have a hook embedded in them. This is
chamber. In other words, any room in a
something that pulls the characters deeper. It
dungeon in which there is one or more points of
could be something like a big monster at the
interest (see below) is a chamber.
center to slay, treasure to find, or someone to
rescue. It could also be something like mysterious
Chambers are connected by corridors (halls,
or forbidden lore, a way to talk to a divine being,
staircases, doors, lifts, chutes, holes in the wall,
access to sealed away power, or a way to lift a
etc). Usually corridors aren’t very interesting,
curse. Whatever it is, the goal of a dungeon crawl
though they may contain hazards, traps, or
is to follow the hook to its conclusion.
obstacles. We don’t spend a lot of time in
corridors and prefer to narratively speed through
Along the way, characters should uncover the
them.
mysteries of the dungeon. This doesn’t mean
fighting every monster or scraping every wall for
The idea of a ‘chamber’ is left pretty abstract and
loot, but rather learning that the dungeon has
will control the pacing of your game. These rules
become a familiar place rather than something
were written thinking of a chamber as a large or
unknown or dangerous.
interesting room in a dungeon (not every chute,
closet or tiny 5’x5’ room is a chamber).
The best dungeons have a story behind them. It
could be something like a monster’s lair, a mage’s
In your game, or in some of the rules below, a
sanctum, an evil temple or a forbidden fortress. It
chamber could be a cluster of rooms, or it could
could also be something mundane, like the
be a whole wing of a dungeon. You can also vary
dungeon’s original purpose as a prison, a
the scale of ‘chamber’ depending on the section of
dwelling, or a sunken city. Learning about the
a dungeon.
dungeon and becoming intimate with its history,
terrors, hidden corners, architecture, and secrets
Working on these scales can help make exploring
is what a dungeon crawl is all about.
faster or slower, and doesn’t have to match the
actual map scale of the area. You might decide the
Structure
Spider Pits (a small but dangerous series of

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rooms) has a lot of chambers in it, but the Earth


Hollow (a big cavern a mile across) is just one Decide on how you’re going to structure your
chamber, or even a corridor, since it’s mostly dungeon crawl. You should prepare a map,
empty. depending on your setup. If you’re using the rules
in this section, decide what the chambers of this
Points of Interest dungeon are (it could be simple as the major
rooms) and figure out any additional rules
A point of interest is something that invokes you’re using.
intrigue, caution, mystery, or wonder in
characters. It could be a monster nest, a weeping Dungeons often involve elements of combat. If
statue, a slime pit, a decayed knight propped you’ve got combat encounters (even just narrative
against a crumbling altar, a dungeon merchant, a ones), or dangerous challenges like trap rooms,
shrine, another camp of adventurers, a big etc, try and prepare them ahead of time.
(creepy) hole in the wall, or something similar.
Then answer any or all of the following questions:.
A point of interest is what makes a chamber a - Does this dungeon have a central mystery? Is
chamber. A chamber could contain more than there a story, history, or purpose here?
one. If you can’t think of a point of interest in a - Is this dungeon abandoned? Who or what
room, or its borderline, it’s probably not a once lived here?
chamber. - Is this dungeon currently inhabited, owned,
or infested? With who or what? How do they
Dungeons are often full of these kinds of rooms react to intruders?
(10x10 room with prison bars and a bed, and - What treasures can characters find or pry
there’s ten of these on the floor, nothing from this dungeon?
interesting - maybe the whole floor is a chamber - What dangers can they expect to find?
instead). - What monsters or foes, if at all, can
characters expect to fight here? If there are
setup tactical combats expected, prepare them.
- What is the reputation of this dungeon? Is it
For the players: Choose job and abilities, and well known, is it a total mystery, has it just
make sure you’ve read your abilities and your surfaced, or is it infamous for eating
camp fixtures. Then answer the following adventurers whole? What tales do people tell
questions. about it, if any?
- Does this dungeon have any set pieces or
- Does anything inspire fear, trepidation, or major points of interest? Is there
excitement in your character about the something wondrous, terrifying or breathtaking
dungeon? waiting within?
- Is the upcoming dungeon delve personally - Does this dungeon have any unique quirks? Is
significant to them in some way? Do they it underwater, or overgrown with heavy weeds?
have some history with Do the forces of light, gravity, time, etc work
- What does your character desire from the the same in here?
dungeon? What do they expect to find?
GM Pitfalls
You can let your GM know your answers.
Here’s some advice for common pitfalls:
For the GM:
- Foreshadow danger or secrets. If you’re
Figure out the hook for your dungeon crawl. going to use hidden dangers like traps, illusory
What’s pulling characters deeper into the walls, hidden rooms, puzzle chambers, etc,
dungeon? Without a compelling hook, characters make sure characters are least get some hint
often don’t have a reason to descend into that they exist. This can be quite subtle: ‘The air
dangerous, lightless corridors, nor should we isn’t quite right in this room’ or ‘The light is
blame them.

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hitting the back of the altar in a way that looks a another system, you can usually pretty
little odd’. comfortably ignore them.
- Let characters wander on. Don’t force
characters to backtrack if they missed Abstract Map
something.
- Make sure characters enter with a clear goal. Draw or write out the chambers in your dungeon,
Dungeons need a compelling reason for and connect them with corridors. You can draw
characters to press on. each chamber out as a box without any specific
- Don’t waste time backtracking. Characters dimensions, then connect them with lines. You
that have passed over traps, hidden doors, don’t have to be a good artist, just be able to figure
journeys through darkness, etc can reasonable out how each chamber connects to another.
be assumed to go back through them again
without having to roll or play a scene out. In this setup, there’s no actual map for the
- Clearly communicate when characters are characters, and its physical geometry doesn’t
chasing a dead end. It’s ok to break the fourth matter too much. This is good when running
wall a bit to tell characters there is no more something like a wilderness area as a dungeon,
treasure or secrets to be found here. but can also easily be used to run traditional
- Make sure paths are clear for characters. An dungeons.
easy way to do this is always leave an open door
for them. If they need a key to progress, they Number each chamber, then write down the
should be able to intuit where to find it. If a size, look, details, points of interest, possible
bridge is down, they should be able to see the treasure, dangers, encounters, and mysteries
other side of the chasm. inside each box or on a separate sheet of paper. If
there are smaller zones or rooms inside those
BASIC STRUCTURE chambers, you can also detail those.

For each corridor, figure out what it looks like


Here are two suggested ways to structure a and if there’s any special notes, write them down
dungeon crawl. (the corridor is hidden at first, it’s underwater, it’s
trapped, etc).
Traditional Map

You can easily run dungeons with just a printed


traditional map, like the kind you’d get from an
RPG adventure module. If you’re not using rules
that track chambers (like the light or encounters
rules below) then don’t worry about them.
Otherwise, decide what on the map is a
chamber. In traditional modules, these are
usually numbered rooms (like in Deeptower, the
example adventure for this book).

If you’re using a pre-generated adventure or map,


they probably already have points of interest
written out, but if not you can write down
encounters, treasure, points of interest, etc for
each chamber.

ICON doesn’t particularly care about chamber


dimensions (in feet, squares, etc) unless a
chamber becomes a tactical combat map. If you’re
using a pre-generated adventure map from

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- Start a new ticking clock with dire
consequences, or tick up an existing clock
If characters can’t pay this cost or choose not to
Additional Rules pay this cost, they must immediately abandon 1
haul for every ‘1’ result they got.
Here are a number of rulesets you can use to
modify or add to a dungeon crawl to reach the
experience that your group is looking for.
Light
Use this rule when light is a factor and darkness
Haul represents a major impediment or danger.

For this rule, characters must gather up Characters embark on an expedition with a
something from inside the dungeon and carry it certain number of torch dice, representing
up to the surface. Traditionally this could be lantern oil, torches, magical reserves, etc. These
arkentech, dust, artifacts, or other valuable or are d6s. Typically characters embark with a
powerful artifacts, but it could also be things like number of dice equal to the chambers they expect
medicinal herbs, food, supplies, or even to pass through, plus a couple more.
something like rescued captives.
If characters run out of torch dice, they run out of
You can tie this to the rewards characters would light and things become pitch black. All narrative
normally receive for finishing an expedition if you actions become riskier and less effective, and
like, to put some tension in the expedition. If you in tactical combat all player characters and allies
do so, make sure there are more rewards available are blinded+ and take +1 curse on all attacks
than normal. and saves. In tough situations, you could rule
that pitch black means characters are forced to
With this rule, characters track Haul for the retreat completely and abandon the expedition.
group, which is a number (like 1, 2, 3, etc) that
abstractly represents the stuff characters have to Every time characters exit a chamber, they
keep on them. Decide what the thing the make a torch check.
characters have to carry out is worth in haul and
establish this before the expedition. For example, Action: Torch check
2 dust = 1 haul, 1 rescued person = 2 haul, 2 When characters exit a chamber, take a torch die
bundles of medicine = 1 haul, etc. and roll it. On a 1 or a 2, discard the die.

To represent Haul being a problem to lug around, The GM can also force characters to make a torch
you can use the Haul check action. Only make check as a complication, consequence, or
this check in tense situations - like running from tradeoff from their actions.
monsters, dodging traps, or escaping a collapsing
dungeon. Action: Take your time
If you want to be more cautious or careful about
Action: Haul Check an activity, when you make a narrative
action roll, you can burn a torch die and roll it as
In a tense situation where haul would slow +1d6 (a boon) as if you had just pushed yourself,
down, impede, or endanger the characters, without spending stress. This represents taking a
roll 1d6 per piece of haul them have with them. little more time.

For every ‘1’ result, characters must choose one of Characters can find more light by taking the
the following: Kindle action
- Make a tradeoff, sacrifice, or pay a cost (in
harm, time, safety, light, etc). Action: Kindle

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Once every three chambers, characters can Set up an encounter clock, from 3-6 segments.
attempt to find more light. Choose one character Longer clocks mean less encounters. You should
to kindle, who makes an action roll (smash generally make the clock visible to players, but if it
furniture into kindling, tinker with a wall lantern fits the tone of your group you can also keep it
to see if it can be extracted, study monster parts hidden. Each time characters exit a chamber, roll
to see if oil can be made from them, etc). 1d6.

On a 1-3, characters may take one extra torch On a 1 or 2, tick the clock up by 2
die, but must confront a risk or danger first, or On a 3-5, nothing happens
pay a cost (in harm, time, or safety). On a 6, tick the clock down by 1.
On a 4-5, characters can either find 2 torch dice
and pay the cost as above, or find 1 torch die You can also tick the clock up as a consequence,
On a 6, characters find 2 torch dice. tradeoff, or complication from characters’ actions,
and tick it down if characters take action to try to
Variant: Darkness move more quietly or mask their trail.

With this variant rule, the waning light of the In certain situations, you could also tick it up if
torch fuels an almost supernatural malice. Every characters get into a fight (fights are noisy!) or
time a torch die is spent, it becomes a darkness camp (they are spending a lot of time in one
die. place).

In a tense situation where darkness could If the clock fills up, characters get an
impede the characters, make a darkness check. encounter, then it resets. This could be a narrative
or tactical combat, but doesn’t necessarily have to
be something dangerous - it could be something
Action: Darkness check like a wandering merchant or a harmless but
curious monster. You can use encounter tables
In a tense situation where darkness would (write up a table using a d6, d8, d20 etc and
impede, or endanger the characters, roll 1d6 assign encounters to each number) or just have a
per darkness die. preset list of encounters for an area.

For every ‘1’ result, the GM chooses one of the Do not use random encounters at all for anything
following: the players need to progress through the dungeon
- Force a character to pay a cost (in gear, - they should be a purely extraneous layer.
supplies, time, etc) or become separated
from the group
- Put a character in a bad or worse situation Traps
- Start a new ticking clock with dire
consequences, or tick up an existing clock
Traps are a pretty common component of
dungeon crawls. In ICON, players always have the
Darkness goes away when characters camp, exit
initiative, so traps must be run with two caveats:
the dungeon, or go into an interlude.
- If you’re going to use traps, you can only spring
Wandering them on players as a consequence or
complication of their actions.
-
Encounters Traps can only inflict harm on characters if
you’ve established them (the normal rules
for inflicting harm). You must show characters
If you want to add an element of tension to a that there’s some danger - a corpse, a strange
dungeon crawl, you can add ‘random’ encounters scrape in the stone, a weird gust of wind, etc.
or wandering monsters to the dungeon. Harm inflicted depends on the risk of the action
characters are taking, as normal, not the
potency of the trap.

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Before going on the expedition, decide on a


Traps are best played out as a narrative challenge, certain number of special points of interest in
using those rules. the dungeon, and let characters know that
number. Characters should generally know what
If you include traps in tactical combat, they can they’re looking for. These could be something like
easily be represented with terrain pieces, difficult, ancient inscriptions, parts of an ancient spell, old
or dangerous terrain. You can also represent them murals that tell a story, pieces of a broken, statue,
with oddly shape terrain effects (like lines) that etc. Someone might have hired them to take wall
trigger if characters enter them. If they need to rubbings, or map the dungeon, or clear a safe
inflict more damage, they should trigger like a route through, or something similar.
once a round interrupt (ie once per turn),
require a save and deal around 1d8 or 1d10 If characters find a majority of the points of
damage. interest, give them all 1 xp or a dust reward. If
they get all of them, give them 2 xp or a higher
dust reward.
CARTOGRAPHY
This is a variant rule that’s pretty simple.
Labyrinth
Characters don’t start with a map, but must make
their own and assign a cartographer. In this dungeon, there is no map, and the spaces
between chambers is a twisting maze of passages.
The cartographer gets +1 xp at the end of the If you draw the map for this kind of dungeon,
session if they made an honest attempt to fulfill don’t connect the chambers at all, since characters
their responsibilities. can end up in any chamber from another one.

When characters move from any chamber of the


DEPTH dungeon to another chamber, the GM chooses
where they go.
With this rule, dungeons have an assigned depth,
from 1-4. Depth is pretty abstract, but it’s tied Otherwise, characters that intend to go
directly to chapter number. Challenges and somewhere specific must used the following
tactical combats in a dungeon of depth 1 are action:
chapter 1, challenges in a dungeon of depth 2 are
chapter 2, and vice versa. Action: Navigate the maze

This can represent physical depth, or just When you try to go somewhere specific in
challenge. You can also have one dungeon contain the labyrinth, make an action roll (survey the
chambers, floors, levels, or areas that are different walls for your own tracks, tinker with a piece of
depths entirely. string to mark your path, smash through the maze
walls, etc). Check the final result:
This allows characters to wander into different
dungeons or areas of dungeons that are more On a 1-3, you get hopelessly lost. You end up in a
challenging than they are expected to take on. If brand new chamber you’ve never been to before,
you’re using the depth rule, characters should which the GM can choose. If characters have been
always be aware of how deep a dungeon is. to all chambers, upgrade this to a 4-5 instead.
On a 4-5, you can find your way to where you
need to go, but suffer a cost (light, time, supplies,
EXPLORE harm), must make a tradeoff, start a ticking clock,
or suffer a complication.
With this rule, characters are incentivized On a 6, you get where you intended to go.
(perhaps by someone that hired them) to explore
as much of the dungeon as possible.

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Usually there is a secret of the labyrinth that once at a time. When characters complete an
characters can figure out to avoid making this expedition in a mega dungeon, they should get a
action. chance to have some downtime and an interlude
to replenish their camps and renew their
Palace of doors resources. Decide how this is possible - maybe
they have a mobile camp, or there is an
A madcap variant of this setup. Doors in this underground settlement they can return to, or
dungeon are arkentech, ensorcelled, or connected they have access back to the surface quickly.
to an extra-planar space. Assign every chamber in
this dungeon a number or range of numbers on a
d20, until every number on the d20 is filled. Wonder
Whenever a door is opened, it leads to a random
room each time it is opened (roll the d20) unless This is a simple rule that rewards characters for
characters use the Navigate the Labyrinth action. exploring and finding points of interest. It adds
the following xp trigger for all characters for
narrative play. At the end of a session, ask this
LAIR question:

A simple and classic variant of a dungeon crawl. Did you see something glorious, wondrous,
This dungeon is the lair of a huge, ancient, or very terrifying, or truly impressive? If so, take 1
powerful monster (probably a Legend if you’re xp.
using tactical combat). When thinking about the
character of this dungeon and its rooms, Characters don’t have to necessarily all agree with
chambers, and points of interest, they should all each other but the GM gets last word on whether
relate somehow to this creature. this triggered or not.

Often, points of interest in these kinds of


dungeons offer additional ways to reach the
monster, potential allies, special ways to harm or
fight it, or ways to protect against its nastiest
attacks, offering incentive for characters to
explore.

Megadungeon
This is a setup that allows you to simulate a truly
enormous dungeon, and is pretty simple. Set up
multiple dungeon expeditions. Each could
represent an ‘area’ of the mega dungeon, a wing of
the dungeon, or a new layer or level.

Write each expedition in a box out on a piece of


paper, then connect them visually to each other.
You could draw it out in detail, or just draw lines
between each box to show the connections and
their nature. You’re basically setting up a new
dungeon, with each chamber of the dungeon
being a dungeon itself.

Characters can’t tackle a mega dungeon all at


once, but only complete the individual expeditions

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A battle is played out in two, three, or five action


BATTLE scenes. Less scenes will mean a shorter battle.
Odd numbers are usually better but you can use a
A battle is an expedition where characters should 2 scene battle for a shorter and more manageable
be expected to take direct and often violent action, experience.
often in a conflict that is larger than they are able
to handle on their own. The rules here can be used Each scene is played sequentially, one after the
to represent a field battle, a series of fast-paced other, that advance some kind of narrative.
fights, a field battle, or a siege that lasts several Characters must advance in one direction but
days. might have a choice about the order.

Battles don’t necessarily have to involve Examples (each bolded phrase is a scene):
combat, especially tactical combat, every scene, - Characters must fight through the gates of
or even at all. It’s easy to think about situations the dark citadel, OR scale its walls. Once
where speed, daring, and physical action can be inside, they have to locate the throne room.
interweaved with fighting, or even stand alone Then finally, they must confront the Cinder
without any fighting at all. King.
- Characters must fight the battle of Arlen Loch
For example, a battle expedition can be used for throughout the day. In the morning they must
rescuing people from a disaster situation, a sports survive the assault, in the afternoon they
competition, or a trial of skill. must either blow up the bridge to prevent
enemy reinforcements OR help the left flank,
Usually there’s not much breathing room between and in the evening they must survive until
action scenes in a battle, so these expeditions are dawn.
good when pushing the drama and action to the - Characters must rescue the villagers of the
forefront. They can become exhausting if used valley from the encroaching volcano, and can
back to back unless you have a group that’s choose any order to check the temple, the
onboard for that sort of thing. village proper, and the lake for survivors.

For each scene, establish the situation (what’s


Goal
going on), setting (where is it taking place?) and
stakes (what’s at risk). The space in between the
The goal of a battle is to reach its conclusion,
action scenes can be pretty freeform.
preferably alive. Victory is usually preferable, but
not necessary to reach the conclusion. When the
Characters play through the scenes, and based on
battle has run its course, it’s over, and characters
their actions and how the scene plays out, the GM
must deal with the aftermath.
decides that it either resolves positively or
negatively, based on the stakes of each scene
Before you start a battle, name the stakes of
and the stakes of the battle as a whole.
winning or losing this battle. Here’s some
questions to help you out.
Once all the scenes are played out, figure out the
aftermath of the battle. Go through each scene’s
Based on the outcome of the battle…
- What is at risk? resolution and decide what impact that has on the
- What must be defended at all costs? overall stakes, based on how the scene went.
- What could characters lose?
- What will be irrevocably changed or lost You can play the aftermath out narratively
(describe what happens rather than play it out) or
forever?
play it out like normal. Either way, the battle is
over before the aftermath and characters have to
Make sure they are abundantly clear.
cope with the fallout of whatever happened.
Structure
There are different ways to run these scenes and
the aftermath itself in the rules below.

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additional rules here and see if any of them fit the


Quick Example kind of battle you’re preparing.

For example, characters are doing battle with a GM Pitfalls


force of imperial soldiers from a local overbaron
who are invading a local village and capturing the
Here are some common pitfalls:
residents since they are too poor to pay the annual
tax. That’s the overall stakes of the battle (can - Put the spotlight on the player
the characters save this village from the invading
characters. It’s common to have a lot of allies
imperials and rescue the villagers?).
or NPCs in battle scenarios. Generally the
player characters should lead the action and
Individual scenes might be (1) freeing prisoners
have the spotlight, not the NPCs. No matter
from imperial transports, (2) putting out the fires
how cool the thing is that’s going on in the
that are burning through the village, (3) driving
background, the characters are the main
off the main imperial force. Characters can tackle
characters of the story!
these scenes in any order. - Let characters make decisions about
how to progress. Battles can be pretty linear,
You’ll notice in this setup each scene is described
but characters should still be able to choose
by its major situation/stakes. There are easy ways
how they approach or deal with situations or
each scene could end positively or negatively as a
problems as they come up.
whole, and affect the overall outcome. - Don’t focus entirely on combat, even in a
pitched battle. Try to vary up the situation so
Setup characters have business to do other than just
fighting - like rescuing innocents, raising up a
For the players: Choose job and abilities, and shield, crossing a boiling river, etc.
make sure you’ve read your abilities and your - Make sure each action scene has
camp fixtures. Then answer the following interesting business. Think of a cool set
questions. piece, or set up, or scenario, or interesting
stakes for each scene. Don’t just do a scene for
- Will your character be tested by this battle? the sake of a scene. If you think about your
- Is it personally significant to them in some favorite action movies, there’s always
way? something interesting going on in the best
- What does your character expect from this action scenes, whether its the setting,
battle? characters, or story.

You can let your GM know your answers.

For the GM:

Set the number of action scenes. For each action


scene:
- What is the basic situation?
- What is at stake?
- What is the danger or opposing force here?
How powerful is it? Can players expect to face it
alone or without preparation?
- Do you expect a tactical combat in this scene? If
so, prepare it.
- Do you expect to use any clocks or narrative
challenges in this scene? If so, prepare them.

Figure how how characters are expected to move


from scene to scene. Then check out the

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To prepare for this, ask characters what the


Additional rules important points of interest, weak points, or
critical factors are in the coming battle; ie. ‘This
Here are some more specific rules or ideas for
bridge must be defended’, ‘The enemy
setups you can use for different kinds of battles.
commander must be taken out’, ‘The enemy
artillery needs to be silenced’.
Battle Assets Prepare at least 2, and probably no more than 6 or
so action scenes (less will make a shorter battle).
For this rule, characters are fighting alongside Characters can personally attend to one, two, or
allied forces or other NPCs in a battle that is too three less of these scenes than there are
large for them to handle everything themselves. maximum. For example, you might have a battle
You can use this to represent large field battles, with 3 important points, and characters can only
sieges, or defenses. attend to two of them, or a battle with six, and
characters can only attend to three.
Each scene in a command scenario represents
characters aiding or dealing with a threat instead For each scene, establish with characters what
of their NPC allies or prepared assets. There is group of people or assets will handle the scene if
always more points to aid or defend than they can’t personally attend to it. This could be an
characters have time for, and they have to choose NPC or group of NPCS like a group of soldiers, a
where to fight. captive monster, a legendary warrior, or

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something inanimate or intangible like a wall, a


moat, a magic warding spell, etc. For every scene that resolves positively (for
characters) or that is a success (for NPCs), the
Action: Allied Trust characters’ side scores 1 point. If they equal or
surpass the ‘score’ they need, they are victorious.
At the end, after characters have done what they If they score under the ‘score’, they are not
can, in the aftermath roll a number of d6s to see victorious. You can consider the difference in
how the scenes they didn’t show up in played out score to judge how the battle went overall. Victory
without the characters present. by 1 or 2 points is a sound victory, victory by 0
points or a loss by 1 point is a close thing.
If the asset or people are weak compared to their
task or foes, roll 2d6 and pick the lowest. If they’re Tides of Fate
on level or the outcome is unclear, roll 1d6. If
they’re strong compared to their task, roll 2d6 If you want to add a random element to this setup,
and pick the highest. Then consult the following: roll 1 additional d6 after the battle is over. On a
1-3, adjust the score down by 1. On a 4-5 adjust it
- On a 1, the scene is catastrophic failure. Allies up by 1, and on a 6 adjust the score up by 2. This
are slain or scattered, objectives are failed. can represent weather, natural disasters, morale,
- On a 2-3, the scene is a failure. random luck, or other unexpected situations.
- On a 4-5, the scene is a success.
- On a 6, the scene is an unexpected success and Variant: Defense
enemies are routed, scattered, or slain.
You can play this scenario out by giving characters
an incoming threat, then a number of days to
Action: Command build up these assets before an attack comes. Play
out those days narratively, with characters taking
In the above scenario, characters can use their time to gather allies, build defenses, etc. Set up a
skill to aid or help one asset of their choice. timer for when the attack comes and fill out it as
Perhaps they personally train some soldiers, characters take action, or as a consequence or
tinker with a catapult, prepare traps, etc. Make an complication from their actions.
action roll or a team action and check the final
result: Characters can build out a 2 clock for a weak
asset, a 4 clock for an average asset, and an 8
- On a 1, the preparation goes poorly and that clock for a strong asset.
asset rolls -1 die
- On a 2-3, the preparation has no further effect For an example setup, characters have a 12 clock
- On a 4-5, the preparation gives that asset +1 to prepare that fills out 1 each time someone
die takes action, or as a consequence for their rolls
- On a 6, the preparation goes better than (they have to take more time, resources, etc to
expected and gives that asset +2 die prepare). There are four points of interest to
defend, and characters can only attend to two of
Variant: Field battle them. When the clock fills out, the attack comes
immediately.
You can use this rule when characters are
contributing to a very small part of an overall Variant: Hard Choices
battle.
In this simple rule, in the scenes characters don’t
Give the characters’ side in the battle a ‘score’ they attend to personally, their allies will always lose,
need to be considered victorious, equal to the total having to buy some time, space, or hold the line.
number of scenes minus 0, 1, or 2, depending on Characters are aware of this.
how tough the battle is. This includes all scenes -
the ones characters can attend to personally, plus
scenes they may need NPCs to attend to.

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figure out the payment for winning a round, or a


Last Stand majority of rounds (dust/glory/access/accolades/
freedom, etc).
This variant rule is when characters are fighting in
a hopeless battle and don’t expect to win. In the Unlike a normal expedition, characters are able to
overall narrative, characters will be forced to change their job or abilities in between action
retreat in almost every scene, even if they ‘win’ scenes, to represent them preparing for the next
that scene. Make sure this is clear to everyone fight.
before using this rule!

For each scene before the final scene, characters


Rescue
must retreat, even if they ‘win’ the scene. If the
scene ends positively, the characters can choose Characters have to rescue people from some kind
one thing they can save and take it with them of encroaching danger or natural disaster. They
to the final scene. ‘One thing’ will depend on the can’t really prevent the danger from happening,
tone of your game - whether that’s a single person, but only forestall its arrival. It could be a huge
artifact, etc, or a whole group of people. horde of monsters, an erupting volcano, an
Everything else is lost. encroaching army, etc.

If the scene ends negatively, characters can save There might be combat involved, but the focus
nothing but themselves. should be on rescuing people and getting them
out of danger. To represent the encroaching
In the final scene, characters must fight to save threat, you can use a 6 or 8 segment clock,
everything they brought with them. If the ticking 1 segment up whenever characters take
scene ends positively, they can make it out of the action, move on to a new scene, or as a
battle with everything they saved, and possibly consequence of their actions. Whenever the clock
even win. If the scene ends negatively, go fills out, the situation gets worse and it gets
through each thing characters brought with them. harder and more dangerous to rescue people
A character must make a major personal (increase the risk of narrative actions, increase the
sacrifice worth at least as much as the thing size of clocks to rescue them, add reinforcements
they’re trying to save in order for that thing to to combats, etc). If this happens 3 times,
make it out safely. Otherwise, it’s lost. characters have to leave with whoever they’ve
managed to rescue and have to bail out on the
expedition.
Musou
This variant rule is purely for tone, and fits high-
SPORTS
powered characters and campaigns. In this rule,
only foes and challenges in actual action scenes This battle is a sports competition, using 2 or 3
are worthy of the characters’ attention. Whenever scenes. Each scene represents a half or quarter
characters transfer between scenes in a battle, of a sports competition.
characters should describe how they totally
blow through, overwhelm, or smash past Action: Scoring
all the obstacles and foes in their way. If you’re playing with this setup, put out two
clocks, representing the score for each side, with 4
Pit Fight or 6 segments. When characters take action
to try and score, tick the characters’ score clock
up, and tick the other side’s score clock up as a
This simple variant rule can be used for complication, tradeoff, or consequence.
gladiatorial fights or combat trials. In this variant, When a score clock fills up, reset it (extra
run an odd number of scenes, with each scene segments don’t ‘spill over’), and score 1 point for
representing a round of battle in the arena, and that side.

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You might limit each scene to just 1 point scored,


or put out a time clock that ticks up whenever
characters take action, ending the scene when it
fills up.

If you’re running this set up, it’s important to


communicate what sport the characters are
playing (a ball game, wrestling, etc), who is
actually playing (as opposed to supporting, etc),
and what the goal/scoring of the game is. Let
characters be creative in what actions they
take to further the score clock.

Action: Locker Room


Between each scene, play out a locker room or
backroom scene with the characters. Based
on the outcome of that scene, you can adjust the
score clock up or down for either side. Maybe
characters had a pep talk and get to reduce their
score clock to 4 from 6, or maybe the other side
attempts to sabotage the characters, increasing
the size of their score clock if not prevented.

Trial
This variant rule can be used for when the
characters are being judged as a whole. It could be
a divine trial in a dungeon set up by ancient
beings, a judgement trial by combat, a series of
tasks set up by a corrupt king, a friendly series of
sparring matches, or a series of tough
competitions.

In this variant, run an odd number of scenes.


Character’s actions are judged as a whole
based on whether there were more scenes with
positive outcomes than negative, or vice versa.

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finding clues, uncovering objects (like keys, maps,


INTRIGUE notes, etc), or learning critical facts. You can run a
very long multi-session intrigue with much longer
An intrigue is an expedition where characters are clock but it might take multiple expeditions to
trying to investigate something - track a foe, complete.
uncover a mystery, or unveil something hidden.
Usually intrigues are much less combat focused It’s important to keep things flexible and allow
than other expeditions and may not involve characters to fill out the clock on their
combat at all, but there are exceptions to that rule. own, using their own strengths, skills, and
deduction skills. It’s perfectly alright for
If characters are solving a murder, trying to characters to reach the end of an intrigue without
gather clues at a masked ball, socializing at a party going through a series of steps, or knowing all the
so they can uncover a traitor, or exploring the information. In fiction, characters stumble on to
woodland to find the hidden door into the the truth through their own luck and persistence
underworld, that’s an intrigue. all the time. If characters simply complete a scene
that moves them closer to their goal, you can
always move the clock forward.
Goal

The goal of an intrigue is to uncover and Confrontation


confront something secret or hidden. When the intrigue clock fills out, characters find
what they’re looking for and can confront it.
Characters might know what they are looking for
exactly, or in vague terms. For example, they What ‘confront’ means depends on what they’re
might be hunting down a murderer, looking for a looking for, and might involve playing a final,
hidden door, uncovering a conspiracy, or climactic scene out. If they’re looking for a rogue
searching for the secret name of a demon in an monster, they might have to fight it in tactical
ancient library. combat. If they’re looking for buried treasure in a
flooded cavern, they might have to dig it up before
Either way, establish what characters are looking the tides come in. If they find out the identity of a
for before you start. This can change as they learn murderer, they might still have to make some
more information. accusations.

Structure Sometimes no scene is necessary and characters


can move on with their prize - information,
Intrigues have a very basic structure: wealth, etc, and end the expedition.

The Intrigue Clock The Tension Clock


Set out an Intrigue clock with around 2-5
segments. When characters complete a scene Intrigues aren’t very interesting without
that moves them closer to their goal, find out a tension, so f you set up an intrigue clock, also set
critical clue, or the nature of what they are out a tension clock. The clock should usually be
looking for changes, then advance the clock around 3-4 segments.
by 1 tick.
Any time something happens due to the decisions
When the clock fills up, characters find what they or actions of the characters that would raise the
are looking for and can reveal and confront it, tension of the intrigue, you can tick the clock up
whatever that may be. by 1. You can also tick it up as a complication,
consequence, or tradeoff for the characters’
Longer clocks mean longer intrigues. A good way actions.
to judge the length of a clock is thinking about the
critical steps that characters might need to take to When the tension clock fills up, the tension
uncover the truth, such as gaining people’s trust, breaks, usually in a bad way. Characters are
confronted with some kind of twist, problem,

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ticking clock, confrontation, or consequence that - What happens when characters are able to
will either slow them down or have dire personal confront what they’re looking for?
consequence. - What happens when the tension clock fills out?
- Is there a danger or opposing force to the
What this means depends on the intrigue you are players?
running. You can also set a failure state if the - Do you expect tactical combat in this intrigue at
tension clock fills up too many times (usually all? Communicate that to the players.
around 3-4 times).

Here are some examples:

- Characters are trying to track down a murderer.


When the tension clock fills up, the murderer
kills again.
- Characters are investigating a corrupt guild
boss. When the tension clock fills up, the boss’
goons track the characters down and confront
them.
- Characters are trying to find out the identity of
the queen’s secret lover at a ball. When the
tension clock fills up, characters find
themselves accused of a new crime or trespass
they didn’t commit, complicating the situation
If it fills up three times, they get kicked out of
the ball.

Setup

For the players: Choose job and abilities (if


there’s even going to be combat), and make sure
you’ve read your abilities and your camp fixtures.
Then answer the following questions.

- Does your character have personal stakes in


this intrigue?
- What does your character think is the truth?
Is that different from your allies?

You can let your GM know your answers.

For the GM:

Set the length of the intrigue clock and tension


clock, then answer the following questions:
- What is the basic situation? What are
characters looking for, or what do they think
they are looking for?
- What is at stake? What will happen if this
situation was left on its own?
- What do you think will fill out the intrigue
clock? Are there important clues or pieces of
info the characters can uncover that will move
it further?

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escape detection. If this happens three times, the


mission is over and characters must abandon it.
Additional rules The second option is to run the tension clock like
above, except when it fills up and resets, it also
Here are additional rules you can use to represent raises the alarm level. The alarm level starts at
or modify a basic intrigue scenario. Some of them 0, and goes to 3. Increase the risk of all
change the basic setup quite drastically! narrative actions when it goes to 1, and increase it
again if it goes to 2. Additionally, you can

Infiltration increase the difficulty of possible tactical


combats by adding one or two more points to
In this variant, the ‘intrigue’ is actually using encounters (see page XX) as reinforcements or
stealth and subterfuge to enter a elites for each level of the alarm. If the alarm goes
dangerous or guarded location, in order to to 3, characters are found out and can no longer
accomplish some goal and get out safely. sneak about.

You can use this for sneaking into a dangerous Extraction


monster’s lair to rescue someone, stealing a jewel
from the greedy under baron’s castle, or To speed things up, you can usually assume
infiltrating an imperial war camp in order to characters that fill out an intrigue clock and reach
sabotage their mega-tank. their goal can make it out the way they came in.
Sometimes, however, it’s fun to run a (maybe
The intrigue runs as normal, except there’s extra shorter) intrigue clock to get out again, with the
options with the tension clock: added difficulty that you might be escorting
someone, or weighed down with loot.
The first option is to run the tension clock like
normal. When it fills out, characters are found If extraction is going to be a part of the
out (or almost found out) and must fight, flee, or expedition, make sure that everyone understands
this before the expedition starts.

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If someone is unmasked, other characters can


cover for them by spending 2 segments (total) of
Masquerade their disguise clock to restore 1 segment of the
unmasked characters’ disguise clock.
You can use this variant when characters enter a
location disguised to undergo an intrigue.
Maybe they are at a masked ball, maybe they are
HEAL
in an enemy camp disguised as their foes, or
maybe they are magically transformed in some This variant is for when characters are trying to
way. heal an illness of some kind. It’s usually a more
peaceful sort of intrigue, but can be harrowing
Run the intrigue as normal, but characters all also regardless, or even still involve combat. The
have a disguise clock with 3 segments. Each time illness doesn’t need to be an actual sickness, and it
the tension clock fills out, knock a segment off doesn’t necessarily need to affect people. For
everyone’s disguise clock. example, it could be dark magic that is warping a
location, a blight that is killing all the crops, a
You can also knock a segment off a characters’ disease that is driving animals mad, or
clock as a consequence or complication due to supernatural weather that is destroying the land.
their actions. When a character has 0 segments
remaining, they are unmasked and the disguise Run the intrigue like normal, except the tension
no longer works. clock represents the illness getting worse. Each
time the tension clock fills out, the illness gets
Action: Deep Cover worse, and inflicts visible suffering around
the characters. Characters can use the
If you want to increase the disguise clock for ameliorate action below to try and lessen this.
yourself or your group by 1 or 2, describe what
you want to do to the GM. The GM will tell you You can run this with a fail state if you like - if the
what you need to do, from one of the following: illness gets worse more than 3 times, it becomes a
- You need to gain the trust of someone on the more long-term part of the land or people, settling
inside in, and characters will have to return with
- You need to find or create additional materials, more powerful assets, allies, or knowledge to heal
uniforms, outfits, makeup, or paperwork. it.
- You need to create a distraction
- You need to make a personal sacrifice Action: Ameliorate
When the illness gets worse, characters can
The scale of what you need to do will always be forestall this by this by playing out a scene to
concurrent with your request. It’s always possible, fight back or treat the illness. If they are
but play a scene out to see if you can do it or not. successful, they reduce, but can’t eliminate,
the suffering.
Action: Rip off the mask
Alternatively, characters can eliminate the
You can intentionally unmask yourself to gain suffering by taking the suffering into
initiative and shock onlookers, destroying your themselves. This causes them to take a burden,
disguise. If you do so, you get the benefits of depending on the nature of the illness. Characters
pushing yourself on your next narrative action might get sick themselves, or take an injury, or
without spending stress (+1d or effect). You can suffer from anger or resentment.
also do this to resist an action (-1 harm suffered).
If you do this, you can’t ever get your disguise
back on the same expedition.
Hunt
Action: Cover up In this variant, characters are pursuing a quarry
of some kind - a bounty target, a wild monster, a

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fleeing criminal, or perhaps merely someone that Figure how how many factions are present,
doesn’t want to be found. and what they want out of the negotiation. This
works best with 2 factions, or an odd number, like
Run the investigation clock like normal, only 3 or even 5 (for more complicated expedition).
when the clock fills up, the final confrontation is
catching up to the quarry. Instead of running one investigation clock, set up
a shorter clock for each faction, representing
Each time the tension clock fills up, an obstacle their needs or demands. These clocks can be
gets in the way of the characters. For example, the different lengths (an easy to satisfy faction might
monster the characters are tracking starts an have a 4 clock, and a hard faction might have an 8
avalanche, a corrupt inspector confronts the clock). When the clock fills up, that faction is
characters and tries to shut down their expedition, willing to negotiate in good faith.
or the characters run into some unsavory types
who are also on the trail of their quarry and don’t The investigation ends when the majority of
want competition. factions are willing to negotiate. In the case of a 2
sided negotiation, both sides must be willing.
Failure to avoid or confront the obstacle slows the
characters down and makes their quarry more The terms that get worked out are usually in favor
prepared for them when they arrive. You can, as of the factions that have received aid from the
always, set a failure state after the tension clock characters, ie the factions whose clocks are full.
fills out 3-4 times to give characters a time limit. Those factions get their demands met, in
some way.
If you’re intending to use tactical combat, it’s best
to save a tactical combat encounter with the The tension clock in this scenario represents
quarry as the final confrontation - as doing so factions or outside forces interfering with
communicates that characters can fight and win. negotiations. When the clock fills out,
If you want a monster to show up earlier to attack characters must act to prevent interference. If
the characters (only to escape or get away), run it they fail to do so, the GM can adjust all clocks up
as a narrative encounter and make it clear to the or down 1 or 2 segments to represent this.
characters they can’t catch or pin down their
quarry in real tactical combat without completing You can set an interesting fail state with this
the investigation. scenario by having a faction that nobody wants to
work with, or that has malicious intent (like an
Variant: Chase empire demanding surrender). When the tension
clock fills up, they can fill their demands clock up,
You can also run an inverted hunt as a chase. In and if it ever fills, negotiations collapse in
this case, characters are the quarry, and are their favor.
fleeing from something. Instead of confronting
their pursuer, if they fill out the intrigue clock,
they escape. If the tension clock fills up too much,
they are caught.

NEGOTIATION
In this variant, characters are trying to broker
some kind of agreement between different
warring factions - a peace agreement, a settlement
of debts, a trade-off of prisoners, etc. Sometimes
characters are present as mediators, or guards, to
make sure things go smoothly, rather than
negotiating directly.

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furthers them on their journey, fill out a


TREK segment. This could be scaling the side of a
mountain, completing a tactical combat, charming
the way past a bridge troll - anything that moves
Simply put, a trek is a journey from place to place. them further along.
However, it’s not just any journey, but one
through a dangerous, perilous, or unexplored area When the clock fills out, characters can progress
- perfect for heroes. to the next leg of the journey if they so choose.
Shorter clocks mean less time spent in a particular
The trek rules are highly flexible and part or all of leg of the trip and control the overall pace of the
them can be used by a group. Make sure the group trek. The GM is free to completely advance a clock
agrees which rules are in play before embarking if they feel like the pace is suffering and move
on a trek! characters along to the next part of the trip.

Goal Setup

The goal of a trek is always to arrive at the For the players: Choose job and abilities, and
destination. When you’re leaving on a trek, make sure you’ve read your abilities and your
you’re usually heading out from a place of safety, camp fixtures. Then answer the following
but that’s not always the case. You may be questions.
traveling to a dungeon, traveling through a
dungeon, escorting a nobleman’s son home, - Will your character be tested by this journey?
undergoing a journey through a deep and - Is it personally significant to them in some
monster-filled swamp, or taking a shortcut way?
through an infested mine. - What does your character expect from this
journey?
When you embark on a trek, name the
destination, and if there’s any special caveats, You can let your GM know your answers.
like cargo or passengers you have to take with
you. When you reach the destination safely, the For the GM:
trek is over.
Set up each leg of the trek:
Treks are always dangerous or challenging - How long is this leg of the trip? Set a clock for
to some degree. Name the possible dangers and each leg.
challenges that lie ahead. - What kind of environment is on this leg of
the trip?
Structure - What dangers and challenges lie along this
leg of the trip? You may have already detailed
Treks are split into legs. An average trek has 2-3 this earlier.
legs. A longer trek has 4 or more, and very long - What points of interest are during this leg of
treks that might take multiple sessions to the trip?
complete have more. - Are there side activities, opportunities, or
rewards during this leg of the trip?
Each leg of a trek represents a period of time - What choices will characters have to progress
spent traveling through a different region with a this leg of the trip? Characters should always
different challenge, sights, people, etc. A leg can choose how to progress on their journey. You
include possible tactical combat, but the total trek should make sure to present them with options,
shouldn’t include more than 3-4 tactical combats even if that’s just a fork in the road, and to be
unless it’s very long. flexible when players improvise.
- Are there tactical combats in this leg, if
The GM sets up a clock for every leg of the trip you’re using them? If so, prepare any expected
with 1-4 segments. Each time characters fights, and decide what situations will trigger
complete a scene or accomplish a goal that them.

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Then, think about the answers to the player facing


questions above and see if you can’t use them for
inspiration.

Finally, think about the additional rules or


variant rules from below you want to use for
this trek, and clear them with your group.

GM pitfalls

- Make sure characters and players always


choose how to progress through a trek. A trek
that feels too linear can feel boring.
- Don’t rush things along - let characters play
out scenes in between the rolls to progress the
journey. But also don’t let things linger too
long in one place - a trek is about traveling,
after all. If characters get too comfortable along
the way, remind them of their goal.
- Don’t force characters to see something.
Characters will often unintentionally avoid or
walk right past content you have prepared. If
you’re trying to get characters to see a cool
sight, encounter, or NPC, make sure you
foreshadow it first (for example, by having
other NPCs talk about it before the journey). If
they walk by it anyway, let it go. You’ll think of
something else.
- Foreshadow danger, risks, and threats.
Make sure characters know what to expect on
each part of the journey.

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On a 4-5, you can get the info you need, but you
need to take a risk, expose yourself to danger, or
Additional Rules make a sacrifice or trade off to get it.
On a 6, you get the info you need with no
tradeoffs.
Here are more specific rules that can be used
depending on the tone of your game and the type
of trek you want to play through. SUPPLIES
Scouting You can use these rules when the Trek is through
a part of the world where supplies are scarce, like
a desert, deep dungeon, icy waste, or ocean.
If you want characters to have limited or unknown
information about the dangers in the next leg of Track two things on the camp sheet: supplies
their journey, you can use the Scouting action. and baggage.
The action can be taken by only one character,
once per leg, though they can receive help. - Supplies are an abstract resource that
represent food, medicine, parts, etc.
Action: Scout - Baggage are situations, facts, or objects that
could potentially slow the group down or make
If the dangers ahead are unknown or them require more supplies, such as sickness, a
unclear, the GM can call for a one character to broken cart, an NPC they are escorting, or a
make an action roll to gather information (study lack of warm clothing, etc. When you get
tomes, recall survival info, charm the locals, baggage, describe it briefly on the sheet.
survey the terrain, etc). Decide what you’re
looking for (paths, terrain, possible monsters, To move on through a leg of the trek,
etc). Make the roll and check the final result. characters need at least 2 supplies, +1 for every
baggage currently affecting them. Otherwise,
On a 1-3, you can get the info you need, but will even if characters fill the clock out, they can’t
immediately get into danger or trouble. advance.

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To advance, characters that lack supplies have to On a 4-5, choose: same as above, but you can
take some action to gain supplies or to gain 2 supplies instead, OR gain 1 supplies, no
clear the baggage affecting them. To a clear complications.
baggage, characters can play a scene out, make an On a 6, you gain 2 supplies with no
action roll, or make a tradeoff or hard choice, as complications
offered by the GM, and depending on the nature On a 6, 6, you gain 2 supplies and can also
of the baggage. There are some actions below ignore the effects of 1 piece of baggage.
that characters can use for this.
Action: Push through
Starting supplies: When characters lack supplies to move on to
Characters usually start with all the supplies they the next region, they can make the following
need for a trip. This can be made harder if they choice on how to progress:
start with less, or start with some baggage (maybe - Take baggage equal to the difference in
they’re escorting a nobleman’s son, or refugees, or supplies needed. Detail them. This can’t be
have a broken wagon, for example) done for the final leg of a journey.
- All characters take harm equal to the supplies
Gaining supplies: needed. This harm can be resisted as normal.
Characters can gain supplies or make tradeoffs - The GM can offer characters an opportunity,
with the actions detailed below this section. trade-off, or hard choice in order to gain the
supplies necessary to progress.
Losing supplies:
When character advance a leg of a trek, they lose
Action: Make things complicated
all the supplies they just paid to advance.
When a character would take any amount of
harm, consequences, or a burden from their
Characters might also lose 1 or even 2 supplies
actions, the GM can offer baggage instead.
during the course of their actions as
consequences, tradeoffs, or choices that they
make. Optional rule: Limited Camps

Losing baggage: With this rule, characters can camp any time, but
If you dump baggage, you’re not necessarily camping costs 2 supplies +1 per point of baggage.
physically getting rid of it - it just stops being an
issue or a burden.
TIME LIMIT
Action: Forage
Once per leg of a trek, your group can forage The Trek has a time limit - perhaps characters
for supplies. Either make a team action to look have to reach somewhere fast, are trying to outrun
for supplies, or designate one person a forager something, or are taking a limited opportunity.
(they can receive help as normal). You hunt, fish, This can be represented with a clock (usually with
scavenge, pick up food, herbs, etc, or just scrape 6, 9, or 12 segments), which starts full and you un-
what you can from your environment. Make an tick as time progresses. When the clock is empty,
action roll (survey the land for resources, study characters have run out of time and suffer the
the dirt for animal traps, endure cold weather, consequences, which could mean failing their
etc). goal.

On a 1-3, you find 1 supplies, but they are in a A basic setup is to have a clock with a number of
dangerous, challenging, or contested location. segments equal to the number of legs + 2 or 3. For
Perhaps they’re at the top of a waterfall, or example, you could have a 6 segment clock for a 3
guarded by a monster, or you’re not sure if they’re leg trek. Untick one segment each time characters
poisonous. Back off and lose them, or play a scene advance through a leg of a journey, and untick a
out to see if you get them. segment when offering characters a tradeoff,
opportunity, moral choice, or as a bad
consequence or complication of their actions. For

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example, you could untick a section if characters


have a string of bad rolls and get catastrophically Map Crawl
lost, if they decide to take a slower but safer path,
if they linger in one place to ambush their Instead of moving through legs of a journey,
pursuers, or if they decide to help a farmer right characters move through regions on a map, and
their cart instead of moving on for the day. the expedition can be ended voluntarily by the
characters when they enter a significant point of
Makes sure characters have enough time to safety or refuge on the map. When preparing such
complete a trek and a little time to spare. If you a map, the GM should mark out those locations
want to make time really tight, make sure it’s clear and make them clear to the characters.
with the group first, or give them ways to regain
some time or make the clock longer. To prepare a map for a map crawl, split any map
into regions, with each region representing a leg
Action: Buy Time of the journey. Regions can be as small or large as
When characters need more time, they can they need to be. Use the clocks for each region
choose to pay the cost in one of the following (that you would normally use for a ‘leg’ of the trip)
ways. Characters can choose the cost to pay, and as a guide. Steep, frosty, mountains might be a 3
the GM can decide on the details, how effective or 4 segment clock region, but a peaceful valley a
that choice is, and how much time it will buy. 2 clock. Then mark out the places where
characters can rest safely and end the expedition.
- Start trouble, or start a ticking clock, with a
dangerous faction, monster, or force of nature You can use variant rules, such as supplies, in
- Offend or let down an NPC ally or allied faction different regions if you want to represent adverse
- Make a personal sacrifice conditions.

Optional rule: Granular movement


Weather
If you want more granular movement, split each
Weather is a simple optional rule. Use it if poor region into sections/hexes/squares.
weather is possible during parts of the trek to add
a random element. When characters enter a leg of If you need relative speeds:
the journey, roll 1d6. In one daytime period or nighttime period:
- A person on foot is expected to travel about 1
Weather adds to the cost of any other space
supplemental or variant rule in this section - A mounted person can move about 3 spaces
(supplies to move to the next leg of a journey, - Characters can push themselves or their
time taken by each leg of a journey, wear on the mounts by taking harm, complications, or
caravan) consequences (around 2 harm) to move 1 extra
space.
1 - Terrible weather, +2 costs
2 /3 - Bad weather. +1 costs You can adjust this up or down 1 or 2 spaces if
4+ - Clear weather, no effects characters have exceptional means of travel, like
flight, good roads etc. You can adjust it down due
If characters take some action to mitigate to weather, complications, or if characters choose
weather (for example, being prepared with proper to move slowly (to spot ambushers, for example).
gear, using their abilities to shield themselves, This can’t reduce speed to 0 but could cause speed
crafting cloaks from animal hide, etc), they the be reduced to 1/2 (takes a full day and night to
cost can be avoided. This can be done before the move 1 space)
cost has to be paid - for example characters that
want to move through a region that are using the
supplies rule can weatherproof their gear before
Gatekeeper
spending supplies to advance.

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With this rule, characters can’t automatically Characters have something to escort: an actual
move on to the one of all of the legs of the journey caravan, goods, a group of soldiers, a valuable
without beating, avoiding, or surpassing some beast, food, aid, passengers, an NPC, or an object.
challenge - such as a huge cliff, a massive The ‘caravan’ has a wear clock (with 4,6,8,12
monster, a valley full of stampeding beasts, a river segments as normal). Moving from one leg of a
of lava, etc. journey to the next ticks the wear clock up by 1.
Longer clocks indicate more durable caravans.
This does slow down the pace of the game, so it’s
important to make sure that a gatekeeper is an The clock can also be ticked up as a consequence,
interesting or dramatic set piece or challenge. tradeoff, or choice for characters’ actions.
Characters shouldn’t be barred from moving on Characters can untick the clock by taking action,
completely but shouldn’t be able to make it out making tradeoffs, or playing out scenes to
unscathed if they just barrel through. reinforce, heal, or repair the caravan.

Any time, you can check the clock and see what
Peaceful trek condition the ‘caravan’ is in:
- No wear, or 1 segment: Excellent condition
This is a very simple variant rule. There is no - Under half full: Good condition
tactical combat or combat or any kind expected on - Half full or more: Poor condition
the trek. The problems characters will face may be - Full: Falling apart
dramatic, dangerous, stressful, or painful, but
won’t involve fighting. The condition of the caravan could affect
characters’ pay, the state of NPCs, morale, the
quality of supplies or food being delivered, etc.
There and back again
If the clock is full and the caravan would gain
more wear, it is lost, destroyed, injured, etc until
This is a variant rule to use when characters must
repaired or recovered.
arrive at their destination and then return using
the same route. It helps speed up play. It’s a
Optional rule: Random Wear
simple rule: when returning, if characters are
When you advance a region, roll 1d6. 1-3: Wear
using the same route, skip any costs they have to
advances 2, 4-5: Wear advances 1, 6: Wear
pay, and only play out the problems,
advances 0.
dangers, or situations that they failed to
resolve, confront, or overcome on their
way over. Otherwise, you can just ‘montage’
them back to their starting point.

Patrol
This is a simple variant. Characters are tasked
with completing tasks or solving problems in at
least two or three legs of the journey. Make sure a
leg has only one major task if it has one. If
characters move on without confronting or
resolving it, the situation is either left to chance or
progresses on its own, usually for the worse.

Caravan

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IV. THE BOOK OF FOES

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Monsters are dangerous and beyond reasoning
with. Though some have some shred of
intelligence, they are motivated by hunger, pain,
survival, or a supernatural desire for destruction.
Monsters can’t be bargained with and have
simple motivations for violence (food,
territory, aggression, or survival). In many cases
(but not all), monsters will fight to the death.

Kin

The ruins draw all kinds of adventurers and


contenders, seeking wealth and glory, and not all
of them are pure in intent. Even outside of the
ruins, in the cities and towns of the world, people
of all kinds plot to exploit, hurt, or deceive their
fellow Kin for personal gain.

Banditry and highway robbery is becoming

FOES
increasingly high in the Churning Age, with the
large number of blights and the decreasing safety
of the roads. Mountain bandit, lowlander, or
coastal pirate clans will often organize and
The ruins that litter Arden Eld and churn beneath maintain large hideouts, where they will
its surface are sometimes peaceful, hollow affairs - periodically raid nearby towns for loot and
full of dust and destroyed monuments to a dead captives. In the ruins themselves, some
empire. More often than not, however, they are adventurers make a living not only off the ruins,
host to innumerable monsters that slither, crawl, but also off robbing their fellow adventurers. In
and stalk through their hallways, born of the the cities, wealthy criminal syndicates, sometimes
Doom that befell the Arken Empire and the grand masquerading (or acting openly!) as guilds,
technomagical projects they undertook. These pursue enrichment at all costs, running
ruins can be deadly places despite the riches they kidnapping schemes, forcing labor, or using debt
offer, and occasionally when a ruin surfaces, it to control large numbers of people.
disgorges hordes of monsters that eventually boil
over into the surface world, called a Blight. Mistrust has reached the point that some towns
Minor Blights can deform and destroy the and cities have begun eyeing the legacy of the
landscape and threaten nearby villages, towns, Arkenlords, arming themselves for what they see
and cities, and every few decades a blight surfaces as a coming grand conflict between Kin. War
that can threaten large portions of the world. Left between city states or towns, so rare between Kin
alone, a Blight will turn the world above into a in the Green Age, is becoming more common and
mirror of below - poisoned, twisted, and crawling increasingly severe in scale. Some powerful towns
with monsters. or city states see themselves as inheritors of an
imperial legacy, with the warlords helming them
Monsters titling themselves a new Emperor, seeking to
unite the cities by force into Arden Eld’s first
The creatures that stalk the halls of the ruins are a nation. The ambitions of these self-styled
mix of mundane beasts that have been warped by Imperials remain unfulfilled - for now.
the ruins’ influence, native fauna that have grown
accustomed to dungeons, terrifying horrors from When Kin commit or threaten violence, it’s
beyond the realms of understanding, and the always motivated. Kin can be bargained
remnants of the old empire, animated by the with (even if that bargain on your end is giving
ruins’ magic. up all your money or throwing down your
weapons in surrender!), they’re people after all.

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Kin will almost never fight to the death and soldier will function much of the same (an up
will often flee or surrender if their lives are close fighter that gets more powerful when
threatened. adjacent to an ally). The jobs are not strict
definitions and can be ‘flavored’ any way you like.
Monsters and Kin For example, if you need a flying monster that
harasses enemies, you probably want a Hellion. If
In combat, there are a few rules to apply to you want to represent a guard with a crossbow,
monsters and kin: you can choose a Pepperbox (for a more mobile
option) or a Sniper (for a long range, slow, high
1. Kin always have reasons to fight. If their damage option). The Hellion could just as well
demands or desire are met, then they are willing represent a soldier using a magitech device to fly
to bargain or avoid a fight. around, however, and an Archer could represent a
2. Kin will surrender or flee, potentially monster that launches spines, spits acid, or
ending a tactical combat, if they have suffered something similar. This flexibility allows you to fit
heavy losses or see there is no chance they will the ‘fantasy’ of the foes you are thinking of in your
win. Typically this is easy to judge as a GM, but story and fit them to statistics that help them
make a call when Kin are outnumbered 2 to 1 or perform that role in combat.
more than half their forces have been defeated.
Sometimes Kin have a special flee condition. There are four classes for foes, with numerous
3. Kin won’t kill without a reason. jobs inside. Each class grants every job its general
statistics must like player jobs, and are roughly
Monsters can ignore these rules. equivalent to the four player classes. When those
statistics are different from the usual, it’s listed in
The most important rule to stick by is that each job’s stat block.
monsters are never people, and people are
never monsters. • Heavy: Slower, melee focused enemies that
defend their allies with their higher hp and
Intelligent Monsters traits like Vigilance and True Strike.
• Skirmisher: Fast, mobile, short ranged
If monsters are intelligent, or can bargain, or are enemies that deal high damage but are fragile
characters in their own right, treat them like themselves. Have many traits like Stealth,
Kin. Give them a reason to fight, a reason to kill, Evasion, Finishing Blow, and Dodge.
and decide when they will surrender or flee. Their • Leader: Foes that improve the combat
bargaining demands might be more extreme (flee capabilities of their allies or heal them. Have
my tomb or perish) but make sure they are clear. traits like Diaga (the NPC version of Cure),
Shelter, or auras that improve or move their
allies
How to use this section • Artillery: Long range, slow enemies that
become powerful if left alone. Deal the highest
In tactical combat, foes in ICON have statistics damage but relatively little defense or health.
such as HP or armor, abilities, and actions just Have traits like Pierce, Overdrive, Aetherwall,
like player characters. On their turn, they can take and inflict Blights
2 actions and move, also just like player
characters. Unlike player characters, they are
Chapter and foes
limited to a few basic actions and the
actions in their profile, and they are also
All foes are gated by Chapter (I-III). Later chapter
much simpler.
foes represent more powerful, rare, or complex
opponents. Lower chapter foes will occasionally
Foes in ICON aren’t listed out in individual detail,
gain additional abilities in later chapters.
like in some role-playing games. Instead, there are
jobs for foes, much like for player characters,
More on the chapter system at the end of this
which informs how they function in tactical
section.
combat. A monster that’s a soldier and a Thrynn

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Special foe rules abilities based on different situations), have


attackable locations that can disable or weaken
Foes can all make a standard move like heroes, their attacks, deal high damage, and have high
and can all dash or interact with something. hp.
They cannot make basic attacks, rescue, or whack.
Large Foes
Foes have some special rules, tags, and traits that Some foes are larger than size 1. These foes have
apply only to them: the following rules:
• AoE abilities they use can count any of their
• Repeatable X: This action is repeatable any spaces as an origin space. Bigger foes can choose
number of times in a turn, ignoring the no whether to be affected by any of their own area
repeats rule, including the 1/round attack limit! abilities
• Multiattack: This action can make attack rolls • AoE abilities used against a large foe can only
against every character in range instead of just affect them once, even if two of their spaces are
one hit. For example, a large character hit by an
• Recharge X+: After this ability is used, it can’t attack and area space of an AoE ability is only
be used again until it recharges. Roll a d6 at the affected by one or the other (the ability owner
start of the foe’s turn. Recharge abilities when can choose).
the recharge die number is at the listed number • Foes larger than size 1 treat terrain with a lower
or above. Only roll 1d6 then check for all height than their size as flat ground, and ignore
abilities. terrain advantage for any terrain lower than
• Foes can never choose to take a slow turn unless their size. For example, a size 2 foe can ignore
specified height 1 terrain, walk over it with no penalties,
• Player characters can sometimes save to avoid and a character would have to be at height 2 to
effects from foes right away. gain terrain advantage against them.
• Foe stances refresh automatically • Large foes must have their whole space over a
Pit in order to be affected by one.
Foes may have additional or unique tags.
Foe Statistics
Special classes
There are a few special classes for foes in ICON Foes all have statistics that are very similar to
that change the gameplay of foes up slightly: player characters (VIT, HP, Armor, speed, etc).
The statistics are generally the same for all jobs of
• Mob: Mobs are weak, numerous enemies with 1 the same class, but sometimes have differences,
hp. They can be used for a more ‘heroic’ feeling which are noted above a foe’s traits.
game where characters cut down enemy after
enemy. They can overwhelm characters in Sometimes foes have differing amounts of
numbers. When you take an enemy turn, you starting health, meaning they start combat with
can take a turn for up to 5 mob-type foes. Mobs part of their health missing, or extra health. If
deal flat damage, are removed from the that’s the case, just add or subtract from health (it
battlefield when defeated, and don’t trigger slay doesn’t change their VIT, their max hp, or when
effects when defeated. they’re bloodied). For example, a foe with +25%
• Elite: Elites are more powerful foes that take starting hp and 8 VIT would have 40 health, but
additional turns and have increased hp. They its max hp would be 32 and it would be bloodied
are akin to ‘mini-boss’ encounters in a role at 16 or lower.
playing game, representing a more powerful or
skilled enemy. Factions
• Legends: The most powerful foes in ICON.
Legends are fights worthy of an entire group, You might feel that having every ‘soldier’ type
and meant to represent legendary warriors, or enemy fit one template will make things feel a
huge and ancient monsters, such as wyrms, little same-y, but to distinguish foes from another,
giants, or elder demons. They take multiple there is one more component to Foes in ICON,
turns, have phases (different actions and which is Faction.

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You can elaborate on this information if you like


Factions provide two tools to diversify foes. The as long as you get the basic information across. “It
first are templates. These faction templates help looks like this Knuckle is keeping an eye on you
create a sense of unity among foes of different specifically. That means his allies are going to get
jobs and can change the experience of fighting counter against you”.
them completely. Foes can only take one faction
template at once, and they can only take a The second time or further characters fight any
template that’s the same type (color) as their base foe, full information (abilities, statistics, etc) is
job. Purple templates can be taken by any job. available to them, though that information does
not have to be current. You can simply show
Elites and Legends can only take the basic players a stat block if you like. For example,
template from each faction (the one that reads characters can know a Soldier’s hp and armor, but
‘to make any foe an X’). This is because they are not its current hp in every round of combat.
already unique or complicated foes to run.
You can play with full information all the time if
The second thing that factions provide are you wish. Some groups feel like this can take some
unique enemies, usually mobs, elites or of the mystery out of fighting a powerful foe for
legends. These enemies give a more tailored the first time, while other groups prefer having
combat experience and you can mix them in with better tactical decision making available to them.
foe compositions to change the dynamics of each
fight.
Making foes and balancing
Open information encounters
ICON is a game best played with open To make a foe, pick which job you think
information on NPC abilities and traits. By represents it, then optionally choose one of the
knowing NPC’s capabilities, players can make faction templates to apply to it.
better decisions when fighting them.
Balancing encounters for ICON is very simple.
The first time characters fight any foe, the Count the number of players, then add 1. This is
following information is always available: the point total for your encounter.
On sight:
• Job, class, and faction • 5 mobs is worth 1
• Special class, like mob, elite, Legend • 1 regular foe is worth 1
• Traits • 1 elite is worth 2
When triggered: • 1 Legend is worth the entire encounter budget
• Effects when a player characters is marked by a
foe or that foe gives that character a negative For example, if I have 3 players, I can run 4
effect regular foes against them, or one elite and 2 foes,
• Conditional effects such as ‘If a character is or 20 mobs, or 1 legend.
standing here, they will take X damage’
• Triggered effects, like interrupts, when they To balance up or down, add or remove 1 or 2
trigger points from the encounter budget. The most
• If the foe is bloodied or not important balancing factor is action economy - ie
• If a Legend changes phase how many fighters are on one side or another. If
your players outnumber your foes, no matter how
For example: “This foe is a Relict Knuckle. It’s a powerful their enemies are, they will typically win!
heavy so it has Vigilance and also has the Rook
trait which allows it to grant cover. Since it’s a Reserves
Relict it also has defiance and can shuffle, like all
other Relicts.” You can always hold foes in reserves to change the
pacing of a fight. Foes in reserve typically appear
at the edge of the map at the end of a round, then

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act normally starting with the following round. Generally speaking, characters should fight foes
You can increase the difficulty of a fight slightly that are in the same chapter as them or lower.
without making it overwhelming by adding 2-3 Lower chapter foes are generally less complex, are
more points to the encounter and bringing the easier to run, and have less tricks. Players at
additional enemies in as reserves at the end of higher chapters will have more access to tools to
round 2 or 3. counter the more powerful foes at higher
chapters, so they tend to be more complex.
Attrition, balance, and the one fight
balance rule You can have players encounter foes that are a
higher chapter than them as a way to introduce a
ICON is designed to be somewhat attritional, with powerful enemy. There’s a few ways to do this:
characters taking wounds and deciding whether to
push on and gain more resolve, or camp and reset 1. Don’t go into tactical combat at all, and make
to regain their healing resources. The game it clear that this is a fight characters can’t win.
expects characters to go through two or three 2. Run tactical combat, but run the higher
fights for each camp. If you’re expecting less chapter foe as an Elite.
fights, or don’t have the time, energy, or plans for
more fights, you can use the one fight balance Conversely, if players run into foes that are a
rule. lower chapter than them and you want to give
them a sense of power, don’t go into tactical
To balance for one fight, you have points equal to combat at all (let them deal with them
twice the number of players. Start with the normal narratively), or run those foes as Mobs instead to
budget of foes on the map, and hold the rest in represent how weak they have become to the
reserve. Deploy half the reserves them on the map players.
at the end of round 2, and half at round 3. They
can act normally in the round following the round Since statistics remain the same across chapters,
in which they appear. all chapters of foes are still threatening to the
characters and will remain so throughout the
game.
Balancing on the fly

One more tip - this game is (by the author’s Ignoring chapter
estimation) balanced as intently as possible, but
the final point of balance is the game master, who The chapter system gates some foes off as a way to
can adjust encounters on the fly if they are too gradually expand the enemy roster, give a sense of
difficult or too easy. breadth to the world, and introduce more complex
game mechanics. If you want to ignore this (you
An easy way if you’re not sure about the balance of have a group that’s comfortable with tactical
an encounter is to hold some enemies in reserve combat games, for example), you can do so at
(1-3 enemies, or an elite, or something similar). If your leisure.
the fight is too easy for players, you can add
reserves as needed. If it ends up being difficult,
you can hold off on bringing in reserves. Do this
sparingly once you have a good feel for your
group.

Using the chapter system

The chapter system is intended to give players a


sense of progression through the world - that
there might be monsters that are beyond their
capabilities lurking out in the world that they will
later be able to fight on even terms.

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Deployment and reinforcements.


CREATING INTERESTING
Take care when placing enemies on the map in
FIGHTS these scenarios. Typically the GM should place all
enemies first, then player characters can place
It’s perfectly ok to run ICON battles as straight themselves on the map - but the GM may choose
fights - side vs side, whoever is left standing wins. to change this up depending on the players’
However, running all your battles like this can information.
sometimes cause strategy and planning to become
stale, and can lead to the same outcomes. Typically players deploy close to a side of the map,
but that may not always be the case - perhaps they
Dynamic fights with varying terrain, objectives, came down an elevator, dropped through a hole,
and set pieces can be extremely fun and or something similar. You can keep the same
memorable for everyone involved. This section thing in mind when adding reinforcements to the
offers two ways to swap things around to keep map on the NPC side.
things fresh and interesting - scenarios and
setting. Scoring scenarios
Summons and mobs count for 0 characters when
scoring scenarios. Elites count as 2 characters,
Scenarios and Legends a number equal to the number of
Scenarios are ways to make your combats in ICON player characters.
more interesting by offering alternate victory
conditions. Often these scenarios have a time Scores for scenarios are always updated at the
limit, zones of control, or specific objectives that very end of the round, after all character turns,
make the goal more complicated than just abilities, interrupts, etc have resolved.
defeating the opposition.
• Control: Mark three zones in three different
There’ll be more on these in the final game, but parts of the map. At the end of the round, a side
for now here’s a few for you. (ally or foe) scores 1 point if they have more
characters in a zone than the other side Most
Objectives points at the end of round 6 wins.
Some of these scenarios use objectives. • Recon: The same as Control, except there are
Objectives are characters and objects that are four zones, one in each quarter of the map,
immune to all damage and statuses. They can be and one has a hidden objective, which the GM
any size from 1-3. When a character takes their chooses before the start of the game.
standard move, they can pick up the objective and Characters inside a zone can spend 2 actions
move it with them, placing the it in a free adjacent to reveal if the hidden objective is there or
space after their standard move finishes. If there not. At the end of the game, the side that
are multiple characters from different sides holds the hidden objective zone scores +3
adjacent to the objective when a character more points.
attempts to move it, have them roll off (each roll a • Brawl: An all out slugfest. Player characters
d20), with the highest roll on one side keeping score 1 point for defeating a foe equal to their
control for this turn. character value (so 0 for summons/mobs, 2 for
elites, and player number for Legends). NPCs
Zones score 1 point per wound they inflict on player
Many scenarios include objective or goal zones. characters, and 2 points if they defeat a player
These zones are simply marked areas on the map character. Most points at the end of round 6
that must be controlled or have things brought to wins.
them. To be inside a zone and to count as being • Escort: Characters have to escort an ally or
inside a zone, a character needs to be not object, who is an intangible object or character,
defeated, alive, not intangible, and at least 1 space to a goal zone or the other edge of the map.
inside the zone. When characters end a turn with the objective in
the goal zone, they win. Characters fail if they

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haven’t taken their escort to the goal in six character or an objective that must be
rounds. extracted.
• Gauntlet: Player characters start at one edge
of the map and must end their turn in an Combining scenarios
objective zone at the other end of the map to
escape. Characters that do so are removed from If you’re comfortable with scenarios and have a
the battlefield. All characters must extract by more experienced group, you can combine them.
the end of round 6 to be fully victorious - any For example, you can run a King of the Hill
characters left behind are defeated, captured, objective zone with a VIP. Doing so significantly
etc. Use 2x the enemy budget for a normal fight. ups the complexity of a fight and probably
Deploy the normal budget of enemies at the first shouldn’t be done with an inexperienced group.
round, then bring in half at the start of the
second round, then half more at the start of the
third SETTING
• Holdout: Characters must try and survive. Use
2x the enemy budget for a normal fight. Deploy The other thing to think about when designing a
the normal budget of enemies at the first round, memorable fight in ICON is setting - the unique
then bring in half at the start of the second location, set-piece, or terrain that the fight takes
round, then half more at the start of the third. If place in.
characters aren’t totally defeated by the sixth
round, they win. This starts with the battlefield itself. Battlefields
• King of The Hill: Characters must try to hold that have cover, interactables, objectives, terrain
a central zone as much as possible. Place a of different heights, difficult or dangerous terrain,
single zone in the center of the map. At the end or odd shapes will be far more interesting than a
of the round, a side scores 1 point if they have plain empty field.
more characters in the zone than the other side.
Most points at the end of seven rounds wins. Asymmetrical battlefields can also be more
• Scavenge: Place objectives around the map interesting than perfectly symmetrical ones. Try
equal to the number of players plus one. Evenly running a fight in a battlefield that is made up of
distribute them as much as possible. Mark out oddly space platforms, or a room that is a U-
two goal zones, one close to where player shape, or a room that is several underground
characters deploy, and one close to where foes chambers split up by narrow doors and
deploy. Characters must pick up and carry the impassable floor-to-ceiling walls everywhere else
objectives back to their goal zones. At the end of (a classic dungeon-crawling scenario).
six rounds, whichever side has more objectives
in its goal wins. Objectives outside of goals don’t Try to fill at least half your battlefield with points
count, even if a character controls them. of interest. Interactive objects and terrain of
• VIP: Characters must defeat one to three all types (difficult, dangerous, height 1-3,
specific foes. If these foes are not defeated by impassable, pits) can be used to fill out a map. It
the end of round six, the players fail. may be helpful to review the terrain section on pg.
• Extraction: The same as above, but once XX before planning to create an interesting fight
defeated, VIPs become an objective that must setup.
be brought back to a goal zone. Use a smaller
map or fewer VIPs. SET PIECES
• Hunt: A VIP scenario, except the VIP is
hidden in one of 3-5 interactive spaces on the You can also use the world of your game to add
map. The GM secretly chooses which before interesting and dynamic environments for your
the start of the game. Characters can reveal players. Think about them like a backdrop for a
whether the VIP is present or not by spending fight in a movie, game, or book. The drama’s best
an action on or adjacent to that space, placing when there’s something cool going on in the
the VIP on the map adjacent to that space if background!
successful. The VIP then either becomes a

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Not every fight needs set pieces or a unique Characters can search for traps in range 2 by
setting, but they can certainly help make things spending their standard move or 1 action.
memorable and switch things up for players. - A fight in a dungeon with sectioned off rooms
and interactive levers to open or close heavy
Here’s a list of ideas for interesting set pieces to doors, which are destructible terrain pieces that
get you started. In the full game there’ll be a few can be lowered or raised.
more of these and some example maps. You can - An ambush in which player characters place
use these to create or brainstorm your own ideas their characters on the map before NPCs, and
for making dynamic fights. NPCs can deploy in any space that’s not
adjacent to a player character
For effects that use damage, you can use either 2 - A fight in a pitch black map that permanently
damage (for low damage) or a d6. Make the blinds all characters. Characters can pick up
damage piercing, divine, or increase to 2 or 3d6 torches that give them aura 2. Characters in the
depending on how severe you think it is. aura can be targeted normally and also ignore
blinded in the aura.
- A fight on four islands or platforms, with - A fight in a mountain hall with enormous
bridges between them. The rest of the map is pillars of impassable terrain that go floor to
dangerous and difficult terrain (like lava, etc). ceiling splitting up the room.
- A fight in a forest with a large number of old - A fight in a room that’s filling with water,
and enormous trees (height 3 terrain). Some creating difficult terrain in more of the map
are rotten and destructible, and destroying round by round until eventually the whole map
them makes the tree collapse and damage/stun is pit spaces.
characters in a line 5 area facing away from - A fight next to an ancient statue that targets a
where the attack was made. random character with a huge energy beam
- A fight with more foes that normal, but split the every round. At the end of that round, if that
foes into two factions that are also hostile to character isn’t in cover, they are shot by the
each other as well as the player characters. beam and take damage in a huge area.
- A fight on floating islands or rocks. Characters - A fight where the map is split into quarters. At
can interact with a teleporter in the middle of the start of the round, a random section is
each island to teleport to different islands. marked, and at the end of that round, that
Flying characters can move on the map section erupts, explodes, or is hit by artillery.
normally, but other characters that are shoved - A fight on a very steep cliff or hillside that
or teleported off islands are left clinging on to counts as difficult terrain moving up, but has
the edge closest to where they moved off, no effect moving down.
counting as being inside a pit. - A fight in a city street with civilian NPCs that
- A fight in a crumbling, sandy cave, where the can be hit by attacks and abilities. Civilians flee
walls are all destructible terrain with 1 hp. towards one side of the map at the start of the
- A fight in a long, narrow tunnel. Characters can round, and characters must be careful not to
hit destructible terrain pieces to collapse hurt them.
sections of the ceiling, damaging and stunning - A fight in the middle of a battlefield where
characters in certain areas and creating difficult players can interact with objects on the map
terrain. (raising flags, blowing horns, etc) to call in
- A fight with a sleeping Legend foe in the middle artillery or reinforcements.
of the map that is hostile to all factions. If the - A fight in a canyon where both sides are height
Legend takes damage it wakes up and joins the 3 terrain and the center of the map is a long pit.
fight - or it wakes up on its own at the start of - A fight in a burning building, with patches of
round 4. dangerous terrain (fires) that inflict the
- A fight during an earthquake, where pits and burning blight.
poisonous geysers have a random chance to - A fight in an underground cavern, where at the
appear in each quarter of the map each round. start of round 2 the center collapses into a huge
- A fight in a trap-filled catacomb, where pit.
entering certain spaces will trigger traps that - A fight at a dam, which has destructible
stun, damage, or inflict statuses on characters. sections. Destroying the dam creates a huge pit

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zone across the map which damages and shoves


characters when it’s created.
- A fight in a very small area (7x7) with
impassable walls.
- A fight in a very large arena (20x20) with a lot
of cover, against a large number of ranged foes

As you see, using the tools available to you in the


scenario section, there’s a tremendous amount of
variety you can put into fights, depending on the
story you’re telling.

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Unique Templates:

GLOSSARY OF Mob
You can make any foe a Mob with this template.

FOES It doesn’t work well on all foes. It stacks with


other templates.

The foe gets the Mob trait:


All foes have the following statistics, depending Mob: This character doesn’t trigger slay effects
on class:
1 point in an encounter budget gets 5 mobs of the
same type.
Heavy
Vitality: 10 Reduce their hp to 1. Then, if they have more
HP: 40 than two active abilities available to them, pick
Speed: 3 (Dash 2) two and discard the others. Abilities can deal a
Defense: 6 maximum of 1 damage if they cost 1 action, or 2
Armor: 3 damage if they cost 2 or have a recharge.
Fray damage: 4
[D]: 1d6 Elite
You can make any foe an Elite with the following
template. It stacks with other templates:
Skirmisher
Vitality: 8 The foe takes up 2 points in an encounter budget
HP: 32 and gets the following trait:
Speed: 4 (Dash 4)
Defense: 12 Elite: This foe takes 2 turns
Armor: 0
Fray Damage: 3 Double HP for the Foe. Then, increase the
[D]: 1d10 recharge of any of their abilities at 4+ or lower to
5+.

Leader
Vitality: 10
HP: 40
Speed: 4 (Dash 2)
Defense: 8
Armor: 0
Fray Damage: 3
[D]: 1d6

Artillery
Vitality: 8
HP: 32
Speed: 3 (Dash 2)
Defense: 6
Armor: 0
Fray Damage: 4
[D]: 1d8

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FOE JOBS

Bash (1 action, repeatable): An adjacent foe is


Mob shoved 1 and must save or become winded.
Collide: Foe fails the save.
Valiant (2 actions): The soldier moves up to 4
Mob
spaces in a straight line, then may use Bash as a
HP: 1
free action
Speed: 4
Defense: 6
Damage: 2 Impaler
Mob: This character doesn’t trigger slay effects Shoves around characters and keeps them
pinned.
Pick one:
Scrabble (2 actions, melee attack): Deal 1 Traits: Fortify
damage as an effect. If an ally is adjacent to the
target, deal 2 damage instead Pike (2 actions, melee attack, range 2). On
Piercing Shot (2 actions, ranged attack 6): hit: 2[D] and shove 2. Miss: [D] and shove 1.
Deal 1 piercing damage as an effect. Impale (2 actions, melee attack, true
strike, recharge 5+): On hit: [D] + shove 4.
The Impaler dashes after the target, following it.
Heavy Miss: [D] + shove 2. Collide: foe is also dazed and
winded
All heavies have the Fortify trait.

Fortify: At the end of their turn, gains vigilance Brute


1. Large foe that can hurl allies and enemies
around
Warrior
+25% starting hp, 0 armor, Size 2
Simple, hard-hitting melee fighter that attacks
Traits: Fortify, Sturdy
multiple foes at once
Clobber (1 action, true strike, melee
Traits: Fortify
attack): On hit: [D]+fray. Miss: fray. Effect: Foe
Redondo (free action, 1/turn): Swap places
must save or become dazed. If already dazed, they
with an adjacent ally.
are stunned instead on a failed save.
Hurl (1 action, repeatable): The Brute picks
Cleave (2 actions, true strike, melee
up an adjacent character, piece of created terrain,
attack): On hit: [2D]+fray. On miss: fray. Area
or summon and shoves them 3. Collide: Character
effect: All foes adjacent to the attack target take
is dazed
[D].

Soldier Knuckle
Basic melee fighter, controls the flow of combat Heavily armored foe that taunts foes
with deft strikes and slashes.
4 armor
4 armor Traits: Fortify
Traits: Fortify Rook: Grants cover to allies

Slash (1 action, true strike, attack): On hit: Overpower (1 action, melee attack,
[D] + fray. Miss: fray multiattack): On hit: [D] +fray. Miss: fray

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Crushing Advance (1 action): Dash 1 space, the start of their turns, and the crusher cannot
shove an adjacent foe 1 space, then become sturdy move. If shoved or moved apart, or the crusher
until the start of next turn. grabs a new target, the grab ends.
Taunt (1 action, recharge 4+): Foe in range 4
must save or be shoved towards the knuckle as far Sledge
as possible, then gain hatred of the knuckle. Hard hitting foe that inflicts stun with a heavy
blow.
Berserker
Traits: Fortify
Traits: Defiance, Fortify
Hilt sweep (1 action, multiattack, melee
Enrage: While bloody, gain +1 action attack): Autohit: fray damage and shove 1
Bullheaded: Has resistance unless suffering Shoulder check (1 action): Dash 1 and gain
from a status. vigilance 1. Smite recharges.
Smite (2 actions, melee attack, recharge 6):
Bloody crescent (1 actions, true strike, Attack: On hit: 3[D] and foe is stunned and
melee attack repeatable): On hit: [D]. Miss: shoved 1. Miss: 1 damage and foe is dazed. Effect:
fray +1 boon against dazed characters.
Leap (1 action, repeatable): The berserker
flies 2. When it lands, all adjacent characters are Greatsword
shoved 1. Straightforward, hard hitting foe that attacks
with sweeping slashes
Sentinel
Foe that uses its reach and alert senses to defend Traits: Fortify
an area Great Parry (Interrupt 1): When self or an
adjacent ally is targeted by an attack, may grant
4 armor resistance against the attack.
Traits: Defiance, Fortify
Great Slice (2 action, melee attack, Line 3):
Hold the Line: If the Sentinel ends any turn On hit: 2[D]+fray. Miss: fray. Area effect: [D]
without attacking, they gain Sturdy and Vigilance Split Foe (2 actions, melee attack, true
3. Vigilance triggers on all spaces in range 2 of strike, +1 curse, recharge 6): On hit: 3[D].
them. Miss: [D].

Sweep (2 actions, melee attack, true strike,


multiattack, range 2): On hit: [D]+ fray. Miss:
Skirmisher
fray. Effect: Shove 1
All Skirmishers have the following traits:
Crusher
Foe that uses its great strength to grapple or pin Skirmisher: Can move diagonally and dash
down its enemies action is full speed.
Dodge: Immune to damage from successful
Traits: Fortify saves, area effects, or missed attacks
Grit: Sturdy when bloodied.
Pepperbox
Headbutt (1 action, melee attack): On hit:
[D]. Miss: fray. Effect: Foe most save or become Traits: Skirmisher, Dodge
winded. Effect: Deals 2[D] against Grabbed foes.
Grab (1 action, stance): An adjacent foe must Strafe shot (1 action, ranged attack 5, +1
save or become grabbed by the Crusher. If they’re boon): On hit: [D] +fray. Miss: fray. Effect: May
winded, they fail the save. While grabbed, their dash 2 before and after attack.
max speed is 0, they take [D] piercing damage at

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Riddle (2 actions, ranged attack 5, Pinions (1 action): Deal fray damage 4 times to
recharge 6): On hit: Deal 2 damage five times. foes in range 3. Each foe in range must be hit at
Miss: Two times. Effect: Ignores cover. least once before being hit by another pinion.
Swoop (1 action, recharge 4+): End turn
Hunter and leave the battlefield. Return to the battlefield
in a visible free space at start of next turn with
Traits: Skirmisher, Dodge stealth.

Hunter shot (1 action, ranged attack 6, +1 Skulk


boon): On hit [D]+fray. Miss: fray. Has no
maximum range against marked targets. Effect: Traits: Skirmisher, Dodge
Gain stealth after the attack Slippery: While bloodied, has evasion
Hunt (1 action, mark): A character in range 8
must save or be marked. The target cannot benefit Stab (1 action, melee attack): On hit: [D]
from cover, stealth, or evasion while marked. +fray, Miss: fray. Attack deals 2[D] if made
against a blinded or slow character.
Fencer Cheap trick (1 action): A foe in range 2 must
Traits: Skirmisher, Dodge save or become blinded or slow (Skulk chooses).
Parry: 1/round when targeted by an attack, may The Skulk then gains stealth.
gain evasion against the attack as an interrupt
Shadow
Reparte (1 action, melee attack,
repeatable): On hit: [D], Miss: fray. Effect: May Traits: Skirmisher, Dodge
dash 1 before and after the attack
Fencer’s wit (1 action, mark): Mark a Umbra (1 action, ranged attack 4, +1 boon):
character in range 3. Gain evasion against the On hit: [D] +fray and foe is blinded, Miss: fray. If
marked character, and when the marked made from stealth, has range 6, deals 3[D], and
character takes an action, may dash 1 as an effect. ignores cover.
Nocturne (2 actions): Teleport 8, then gain
Dervish stealth and evasion until the start of the shadow's
next turn.
Traits: Skirmisher, Dodge
Nimble: Has evasion unless suffering from a Assassin
status
Traits: Skirmisher, Dodge
Razor Wind (1 action, melee attack): Dash 1,
then effect: adjacent foes take fray damage. Dash Shadow Stab (1 action, melee attack, +1
1, then repeat the area effect, then dash 1, then boon): On hit: [D]+fray, Miss: fray. Effect:
repeat the area effect. Teleport 1 and gain stealth. Deals 3[D] if made
Thousand cuts (1 action): Effect: Teleport 1 from stealth.
and deal 1 damage to an adjacent foe. Repeat this Shadow clone (1 action, summon): Summon
effect twice. a shadow clone in a free space in range 3, an
intangible size 1 summon. Foes adjacent to a
Hellion shadow clone at the start of their turn take fray
damage from the clone. Clones disappear at the
Traits: Skirmisher, Dodge end of combat or if the assassin is defeated.
Winged: Flying Shadow Slip (interrupt, requires a shadow
clone): When targeted by an attack, gain evasion
Rake: (1 action, melee attack, Line 4): Hit: against that attack, then after the attack resolves,
[D] + fray and foe is slowed. Miss: fray. Hellion teleport to the space of a shadow clone and
can fly to any point on the line after the attack. replace it, removing the clone and gaining stealth.

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This interrupt can be repeated as long as there is Leader’s strike (1 action, melee attack,
at least one shadow clone. repeatable 2): On hit: [D]. Miss: 1 damage.
Effect: An ally in range 3 can dash 2 spaces.
Commander’s mark (1 action, range 4):
Leader Mark: foe must save or become marked. While
marked, they can’t benefit from stealth, and
Common traits: attacks against them gain true strike.
Shelter: +1 boon on saves Marching Orders (1 action, stance): When
Diaga (1 action): An ally in range 4 can save, Commander takes this stance, as an action, and at
ending a mark, status, or blight on a successful start of each of the commander’s turns, the
save. If that ally is bloodied, they also gain vigor 1. commander and all allies in range 3 can dash 2 in
the same direction.
Monk
Abjurer
Armor 1
Traits: Shelter, Diaga Traits: Shelter, Diaga
Aura of Shielding: The abjurer and adjacent
Counter Strike (Interrupt 2): An ally in range allies have dodge
3 gains resistance against an incoming attack. The
monk may then teleport adjacent to that ally. Cleansing Bolt (1 action, ranged attack,
cross 1, range 5): On hit: [D] and foe is
Fist of Punishment (1 action, melee pacified. Miss: 1 damage. Effect: Allies in the area
attack): On hit: [D] + fray. Miss: fray. Effect: effect are immune to its damage and can save,
Becomes a critical hit against pacified foes. ending a mark, status, or blight on a successful
Seal of Judgement (1 action): A foe in range 4 save.
is branded. If already branded, they must save or Empower Shield (1 action, stance): The
become pacified. Abjurer reduces their speed to 0, but their aura of
shielding increases to range 2 and also grants
cover. They can exit this stance as an action, and
Priest
also exit if shoved or stunned.
Traits: Shelter, Diaga
Diviner
Holy (1 actions, blast 1, range 4): On hit:[D]
+ fray. Miss: fray. Area effect: Fray. Effect: Foes Traits: Shelter, Diaga
inside are branded. Branded foes must save or
become pacified. Wild Card (1 action, ranged attack 6):
Succor (2 actions, 1/combat): Target defeated Autohit: 1 damage and the foe is marked. Mark: a
ally in range 4 and return them to the battlefield card attaches to the target. The next time the
with 50% hp target is hit by an attack, the card explodes in a
Shield of Faith (1/combat, 2 actions, blast 1 aoe explosion for [D]. Foes within must
mark): Allied character in range 3 becomes save or become branded. Then, the mark clears.
marked, and gains sturdy and resistance while Bend Fate (1 action): The Abjurer chooses an
marked. This mark ends if they or the priest is ally in range 5. That ally gains defiance. Until the
defeated. end of their next turn, attacks gain +1 curse
against that ally, and that ally gains +1 boon on
attacks.
Commander

Armor 1 Greenseer
Traits: Shelter, Diaga
Command Aura: Allies in range 3 have +1 boon Traits: Shelter, Diaga
on attacks. Wilding: Immune to difficult and dangerous
terrain

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Hypnogogia (1 action): A character in range 8


Wild Strike (1 action, multiattack, ranged of the Cantrix becomes pacified. If already
attack 6): Autohit: Fray damage. Effect: Deal + pacified, the character is also winded.
[D] if character is in difficult or dangerous terrain. Escape (1 action) : The Cantrix swaps place
Vine lash (1 action): A character in range 6 with its marked ally
must save or be shoved 4. On a successful save
they are shoved 2. They take 1 piercing damage for
every space they move through difficult terrain
during this shove. Artillery
Wild Growth (1 action, range 6, 1/combat):
Terrain effect: Create a blast 1 area of difficult Overdrive X: Attacks are all critical hits on hit
terrain. The difficult terrain provides cover for at round X or later
allies. Aetherwall: Cover from ranged attacks further
away than range 2
Judge Blightboost: This attack gains additional
1 armor benefits if its main target is blighted.
Traits: Shelter, Diaga
Blaster
Justice Fist (1 actions, melee attack,
repeatable): On hit: [D]+fray and foe is Traits: Overdrive 4, Aetherwall
branded. Miss: fray damage. Effect: Shove 3
against branded characters. Blast (2 actions, ranged attack 8, blast 1,
Shrine of Sanctuary (2 actions, recharge pierce): On hit: [D]+fray and inflict blight. Miss:
6): Summon a height 1 piece of destructible fray. Area effect: [D]. Effect: Deal 2 piercing
terrain (10 HP, attacks automatically hit). While damage again to all characters for each character
adjacent to the terrain, allies have resistance. caught in the area. Blightboost: Increase area to
blast 2
Saint Flash (1 action): A character in range 8 is
Traits: Defiance, Shelter, Diaga blighted and must save or become vulnerable.

Starcall (2 actions, ranged attack, arc 6 + Seismatist


blast 1): Autohit: [D] and foe is branded. Area
effect: [D] and branded. Traits: Overdrive 4, Aetherwall
Immaculate (2 actions, recharge 6): An ally Rooted: Sturdy when adjacent to a piece of
in range 5 becomes Intangible until the end of its terrain
next turn.
Rumble (2 actions, ranged attack, arc 6,
Cantrix pierce): On hit: 2[D]+fray and inflict blight.
Miss: fray. Area effect: [D]. Effect: Increase
Traits: Shelter, Diaga damage to 3[D]+fray on hit if target is adjacent to
Aetherwall: Cover from ranged attacks outside a terrain space height 1 or higher or in a pit.
range 2 Blightboost: Foe is shattered.
Upheaval (1 action): Summon a height 1
Chant of investiture (1 action, stance): An terrain space or a pit in range 8.
ally in range 8 is marked by the Cantrix and gains
resistance to all damage, sturdy, and +1 boon on Storm Caller
all attacks and saves while in range 8 of the
Cantrix. While in this stance, the Cantrix reduces Traits: Flying, Overdrive 4, Aetherwall
their speed to 0. It ends if the Cantrix is shoved or
stunned. Geyser (1 actions, ranged attack 8, cross 1,
pierce): On hit: [D]+fray and inflict blight. Miss

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or area effect: fray. Effect: Summon a pit in a free Lance (1 action): Line 8 Area effect. Characters
space in the area. Blightboost: Foe is shattered. in the area taking piercing fray damage. Ignores
Summon Storm (1 actions, terrain effect, cover.
recharge 6+): Summon a blast 1 terrain effect
in range 8. While inside, characters are Sapper
vulnerable and blinded. This terrain effect lasts
until this ability is used again or the storm caller Traits: Overdrive 4, Aetherwall
is defeated.
Lob (1 action, ranged attack 8, pierce,
Rift Dancer ignores cover): On hit: [D]+fray, inflict blight.
Traits: Overdrive 4, Aetherwall Miss: inflict blight. Blightboost: A different foe in
range 4 from the target foe also takes [D] as an
Dissonant Bolt (1 action, line 6, pierce): On effect
hit: [D]+fray, inflict blight. Miss: fray. Area Fell Shot (1 action, repeatable): Mark an
effect: Fray Effect: Teleport any character in the unoccupied space in range 8. Area effect:
area to any point on the line. Blightboost: Foe is Characters that enter that space are struck by a
vulnerable. projectile, taking [D] damage and gaining blight,
Flash step (1 action, repeatable): Teleport 3, and ending this effect. The areas last until this
then deal 2 piercing damage to a foe in range 3 character is defeated.

Chaos Wright Alchemist


Traits: Phasing, Overdrive 4, Aetherwall
The Old Blood: Immune to blights Armor 1
Traits: Overdrive 4, Aetherwall
Chaos Shard (1 action, ranged attack 6): On
hit: character is inflicted with all four blights. Acid Splash: Attacks deal piercing fray damage
Miss: Character is inflicted with two blights of this on hit or miss to all foes in range 2 of the target as
wright’s choice. Blightboost: Character takes 2 an area effect
piercing damage once for every blight they are Insulated: Ignores dangerous terrain, difficult
inflicted with. terrain, and terrain effects

Disruptor Spray (1 action, ranged attack, close blast


Traits: Overdrive 4, Aetherwall 1): On hit: [D] +fray and inflict blight. Miss: fray
and inflict blight. Area effect: fray damage.
Magnetism (1 action, ranged attack 8): On Blightboost: Attack target explodes in a blast 1
hit: [D]+fray. Miss: Fray. Effect: All characters in area around them, shoving characters 1 away from
range 2 of the foe are shoved 1 towards or away them and dealing piercing fray damage to all
from that character (Disruptor chooses). characters.
Disrupt (1 action, mark): A character in range Sticky solution (1 action, close blast 1): Area
8 is marked. While marked, they take 2 piercing becomes difficult terrain for the rest of combat, or
damage for every adjacent character every time until this ability is used again
they end their turn.
Justicar
Scourer
Traits: Overdrive 4, Aetherwall Traits: Overdrive 4, Aetherwall

Scour (1 action, ranged attack 8, pierce, Bolt (1 action, ranged attack 8): On hit: [D]
mark): On hit: [D]+fray, inflict blight. Miss: +fray. Miss: fray.
inflict blight. Effect: Mark the target. Attacks Judgement (1 action, mark): Mark a
against the marked target for the rest of combat character in range 8. At the end of that character’s
deal +[D] damage. This effect does not stack. turn, if they are still marked, they take [D]
Blightboost: Target becomes shattered. piercing damage for every 3 spaces of distance

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between them and the justicar. Then, clear the


mark.

Sniper

Traits: Overdrive 3, Aetherwall

Aim (2 actions): Next ranged attack increases


all damage by [D], gains +1 boon, ignores cover,
and doubles its range.
Heart Seeker (2 actions, ranged attack 6,
pierce): On hit: 2[D]+fray. Miss: [D]. Cannot
target adjacent characters.

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Elite Wicked Slice (1 actions, melee attack, +1


boon, multiattack): On hit: [D]+fray. Miss:
fray. Increase damage to 2[D] against blind or
slow characters. Effect: Dash 1 before and after
Archon the attack
Vile (1 action): A foe in range 5 must save or
become slowed, and take 1 piercing damage for
VIT: 10 each space they move until the end of their next
HP: 80 turn.
Speed: 3, Dash 2 Danse Macabre (2 actions, recharge 5+):
Defense: 6 Target a close blast 2 area. Teleport five times.
Armor: 3 May deal [D] to an adjacent foe each time. Must
Fray Damage: 4 choose a different foe each time unless every foe
[D]: 1d6 has been hit at least once

Traits: Fortify, Defiance


Elite: Takes 2 turns Archpriest
Great Enrage: Sturdy and +1 action while
bloodied
VIT: 10
HP: 40
Blackheart (1 action, melee attack,
Speed: 4 (dash 2)
multiattack): On hit: Deal [D]+fray. Miss: fray.
Defense: 8
Effect: Gains +1 boon and true strike if character
Armor: 1
is stunned, dazed, or winded.
Fray Damage: 3
Hilt Strike (1 action, repeatable): Effect: An
[D]: 1d6
adjacent foe must save or become dazed, if they
are already dazed, they are also winded
Traits: Shelter, Diaga
Great Bash (1 action, repeatable): Dash
Elite: Takes 2 turns
forward up to 3 spaces, then an adjacent foe is
Gran Diaga: At the start of the arch priest’s turn,
shoved 3 spaces. Collide: foe is stunned
cure all adjacent allies.
Great Shieldwall (1 action, recharge 5+):
Reduce max speed to 0, but self and adjacent
Great Holy (1 action, ranged attack 6, blast
allies gain resistance. Ends at the start of the
2):On hit: [D] + Fray. Miss or area effect: Fray
Archon’s next turn.
damage. Effect: Foes inside are branded. Branded
foes must save or become pacified.
Rogue Seal (1 action): A foe in range 5 must save or
become unable to use attack abilities until the end
of their next turn. On a successful save, they take
VIT: 8 fray damage and are blighted instead.
HP: 32 Immaculate (1 action, recharge 6): An ally in
Speed: 5 (Dash 5) range 5 becomes Intangible until the end of its
Defense: 14 next turn.
Armor: 0 Gran Redempta (2 actions, 1/combat): All
Fray Damage: 3 defeated allies in range 3 are returned to combat,
[D]: 1d10 with 25% hp. They can act as normal starting with
the next round.
Traits: Skirmisher, Dodge
Agility: Permanent evasion
Elite: Takes 2 turns Eldenwright
Disappearing Act (interrupt): When bloodied
for the first time in a combat, may teleport 4 as an
VIT: 8
interrupt and gain stealth.
HP: 64

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Speed: 3 (Dash 1)
Defense: 6
Armor: 0
Fray Damage: 4
[D]: 1d8

Traits: Flying, Overdrive 4, Aetherwall


Elite: Takes 2 turns

Unstable reality: 1/turn, teleports 1 when


damaged by an attack or ability

Annihilate (2 actions, ranged attack 10,


blast 1, pierce): On hit: 2[D]+fray. Miss: fray.
Area effect: [D]. Effect: All foes must save or
become vulnerable. Blightboost: Increase to blast
2. Terrain effect: After attack resolves, summon a
height 1 space of terrain in the area.
Great Slip (1 action): Teleport 3
Fell Shot (1 action, repeatable): Mark an
unoccupied space in range 8. Area effect:
Characters that enter that space are struck by a
projectile, taking [D] damage and gaining blight,
and ending this effect. The areas last until this
character is defeated.
Liminal Arrows (1 action, recharge 5+):
Mark a foe in line of sight and range 10. At the
end of that character’s turn, it takes [D] piercing
damage 3 times if it’s not in cover from the
Eldenwright. Then this mark ends. The
Eldenwright can mark any number of foes with
this ability.

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Heavy: Immune to shove


Legend Juggernaut (Free action, 1/round): Clear a
status, mark, or all blights affecting this character.
Legends are built to be worthy foes for a whole
party of characters. They have high hit points, Body parts:
abilities that can hit the whole party, and take Head (6 hp/player) - Demolisher becomes
turns after every player character turn. They have blinded until the end of the next round
a few special rules: Lash (6 hp/player) - Demolisher loses its lash
• Due to their complexity, Legends can take attack
templates (Beast, Demon, Relict, etc) but Armament (12 hp/player) - Demolisher gets
can’t take sub-templates (Wight, Ghoul, +1 curse on all its melee attacks. Destroyed
Armor Demon, etc). Instead, re-flavor their Demolisher armament can be sold for 2 dust.
abilities as you see fit.
• Legends have phases, which change up their Phases: Starts in Lumbering. Phase change
available actions and traits. Phases trigger based triggers instantly when bloodied.
on set factors. When a phase triggers, the
Legend becomes immune to all damage and Phase 1: Lumbering
effects until the end of the current turn. Hurl Rock (1 action, repeatable): A foe in
• Legends may have targetable body parts that range 6 takes fray damage and is branded, then
can disable or weaken certain abilities. Body must save or be shoved 3. Collide: also Stunned.
parts have the same defenses as the Legend but After this action resolves, summon a size 1 piece
a separate pool of hit points, which doesn’t of terrain adjacent to their original location.
affect its main hit points. However, any damage Lash (1 action): The Demolisher whips a chain,
taken to body parts when they are reduce to 0 hook, or tongue around a foe in range 5. They take
‘spills over’ to the main body. Body parts are 3 piercing damage and are shoved to an adjacent
treated like a separate entity sharing the space to the Demolisher
Legend’s space for targeting. You can either Charge (1 action, 1/round): Dash 6. All
effect the body part or the main monster (aoe characters it passes over are shoved 1 to the side
attacks don’t hit both, for example). and take [D]
• Legends have the Juggernaut trait, which Pound (1 action, melee attack, multiattack,
allows them to automatically clear statuses once range 2, combo): Melee attack, range 2. On hit:
round. [D]. Miss: fray damage. Deals 2[D] against
characters suffering from a status.
• Combo: Roar (1 action, end turn): End
DEMOLISHER turn. Characters in range 3 take physical
piercing damage, become winded, and are
shoved 1 towards the Demolisher. Can use
The Demolisher is pure strength and rage
smash.
personified. It can be used to represent
• Combo: Smash (2 actions, melee attack,
particularly colossal demons, giants, or huge
close blast 1): On hit: 4[D], and character is
armored beasts.
stunned. Miss: 2[D]. Area effect: 2[D]. End
turn and combo returns to Pound.
VIT: 10
HP: [40] x number of player characters
Phase 2: Rage mode (When bloodied)
Speed: 3 (Dash 2)
Tantrum: Gain hatred of the closest character at
Defense: 6
the start of each of its turns. Can choose if
Armor: 2
multiple characters are close.
Fray Damage: 4
True Enrage: Gain unstoppable and +1 action at
[D]: 1d6
25% hp.
Hurl Rock (1 action, repeatable): A foe in
Enormous: Size 3
range 6 must save or be shoved 3 and branded.
Legend: Takes 1 turn after every player character
Collide: also Stunned. After this action resolves,
takes a turn. If slow, only one of its turns is
affected.

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summon a size 1 piece of terrain adjacent to their Phases: Phase change triggers at the start of the
original location. Nocturnal’s first turn each round past the first.
Great Lash (1 action): The Demolisher whips a The Nocturnal starts in phase II and can shift up
chain, hook, or tongue around all foes in range 5. or down one phase (so it can’t shift from I to III
They take 3 piercing damage and are shoved to an for example). It must shift phases.
adjacent space to the Demolisher
Charge (1 action): Dash 6. Area effect: All Phase I: Slasher
characters it passes over are shoved 1 to the side Hunter in the Mist: Increase all damage deal
and take [D] by +4 against characters with no other allied
Pound (1 action, melee attack, multiattack, character or summon adjacent
true strike, range 2, combo): Melee attack, Clinging mists: Unless the Nocturnal is in range
range 2. On hit: [D]. Miss: fray damage. Deals 3 of a foe or summon controlled by a foe, it’s
2[D] against characters suffering from a status. intangible and not visible on the map, and the GM
• Combo: Smash (2 actions, melee attack, secretly records its location.
close blast 1): On hit: 4[D], and character is Rake (1 action, area effect, line 4,
stunned. Miss: 2[D]. Area effect: 2[D]. End repeatable): Foes in the area take fray damage.
turn and combo returns to Pound. The Nocturnal may teleport to any space in the
area after this action resolves.
Amygdala (1 action, recharge 4+): All foes in
Nocturnal range 3 are forced to flee. They become
vulnerable, then must save or be marked and
The Nocturnal relies on extreme mobility and shoved 3 in a direction of the Nocturnal’s choice.
fear to strike down its foes. It can be used to While marked, at the start of their turns, the
represent winged demons, gargoyles, bat-like Nocturnal can shove them 3 in a direction of its
beasts, or other vicious predatory and cunning choice. They can save at the end of their turns to
monsters of the night. end this mark.
The Horror (1 action, melee attack): On hit:
VIT: 8 [D]+fray. Miss: fray damage. Effect: May teleport
HP: [32] x number of player characters up to 3 spaces before or after the attack.
Speed: 4 (Dash 4)
Defense: 12 Phase II: Night lord
Armor: 0 Take to Wing: Flying
Fray Damage: 3 Rake (1 action, area effect, line 4,
[D]: 1d10 repeatable): Foes in the area take fray damage.
The Nocturnal may teleport to any space in the
Traits: Skirmisher, Dodge area after this action resolves.
Large: Size 2 Fell Shot (1 action, 2/round): Mark two
Legend: Takes 1 turn after every player character unoccupied spaces in range 8. Area effect:
turn. If slow, only one of its turns is affected. Characters other than the Nocturnal that enter
Juggernaut (Free action, 1/round): Clear a that space are struck by a projectile, taking [D]
status, mark, or all blights affecting this character. piercing damage and gaining blight, and ending
this effect. The areas last until this character is
Body parts: defeated.
Head (6 hp/player) - Nocturnal always has the Blood drain (1 action, melee attack, range
Blood Scent trait (phase 3) active. 2): On hit: 2[D]. On miss: [D]. Effect: If made
Back (6 hp/player) - Nocturnal loses its against a character with Vigor, removes all Vigor
Clinging Mists trait in phase I. Back spines can be before applying damage.
sold for 2 dust if broken.
Wings (6 hp/player) - Nocturnal loses its Phase III: Blood frenzy
ability to fly. Its Rake action becomes a dash Blood scent: Gains Hatred of the closest bloody
instead. character
Death Shriek (1 action, repeatable): All foes
in range 2 must save. On a failure, they take [D]

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and are shoved up to 3 spaces in any direction. On Brood Control (6 hp/player): Brood can only
a successful save, shove them 1 space. move 1 space instead of 3, and brood assault
Blood drain (1 actions, melee attack, range becomes 1 action.
2): On hit: 2[D]. On miss: [D]. Effect: If made Spines (6 hp/player): Shadow spines lose
against a character with Vigor, removes all Vigor pierce and become line 3
before applying damage. Brood Gem (10 hp/player): Evolve Brood
• Combo: Embrace (2 actions, melee recharges on a 6. Characters can sell a brood gem
attack): An adjacent foe must save. On a for 4 dust.
successful save, they are shoved 1 and take
2[D]. On a failed save, they take damage equal Phases: The Brood Lord starts in Phase 1, and
to 50% of their max hp. Either way, this attack goes into Phase 2 for one round when all it’s
can’t take them below 1 hp. minions are defeated.

Phase 1: Darklurker
Legion: When starting combat in this phase, or
Brood Lord when entering it, summon 5 of its unique
summons per player character, which can be
placed in any space on the battlefield not within
The Brood Lord represents a monster that
range 2 of players.
commands a legion of lesser minions, such as an
Lurk: The Brood Lord is intangible. Characters
enormous spider, or an insectile Demon.
can pass through and end their turn in its space. If
all its summons are destroyed, it is immediately
VIT: 10
forced into phase 2.
HP: [20] x number of player characters
Looming Shadow: The Brood Lord’s space is
Speed: 4 (Dash 2)
difficult terrain for hostile characters and allied
Defense: 8
characters spend 0 movement to cross spaces in
Armor: 1
the area.
Fray Damage: 4
Brood assault (free action, melee attack, 1/
[D]: 1d6
turn): The Brood Lord makes three melee
attacks, and can make them from its space or any
Traits: Shelter, Diaga
brood’s space. On hit: deal [D]. Miss: 1 damage.
Large: Size 2
Gain pierce if three or more brood are adjacent to
Legend: Takes 1 turn after every player character
the target.
turn. If slow, only one of its turns is affected.
Shadow spines (1 action, close blast 1,
Juggernaut (Free action, 1/round): Clear a
repeatable): Area effect: Piercing fray damage.
status, mark, or all blights affecting this character.
Allies are immune.
Great Puppeteer (1 action): All allies in range
Unique Minions: The Broodlord has a set of
5 of the Brood Lord may dash 3 spaces
unique Brood Minions. It can summon any
Evolve Brood (2 actions, recharge 4+):
combination of the following minions, which all
Destroy one brood summon and replace it with
have defense 7 and 1 hp by default. They can move
Great Brood. The Great Brood is a summon with
3 spaces when the Brood Lord takes their turn,
10 HP, Defense 7, and Sturdy. 1/round on a Brood
otherwise cannot take actions by themselves
Lord’s turn, it can move 4 spaces and attack an
unless specified.
adjacent character (on hit: [D] and shove 1).
• Clawing Brood: Foes treat spaces adjacent
clawing brood as engagement
Phase 2: Revealed
• Grappler Brood: Characters that start their
Reveal: The Brood Lord loses intangible.
turn next to a Grappler brood are shoved 2 in a
Characters sharing its space are placed in the
direction of the Brood Lord’s choice
nearest free space adjacent to it. It must stay in
• Crusher Brood: Characters that start their
this phase until the end of the next round.
turn adjacent to 1 or more crusher brood take
Aether boil (1 action): Summon a blast 1
[D] piercing damage.
terrain effect, which cannot overlap with another
Aether boil. When the Brood Lord changes
Body Parts:

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phases, all aether boils explode and are destroyed. Enters a new phase at the start of every round, in
Characters within must save or take 2[D] piercing order (looping back to phase I after phase III).
damage, or [D] on a successful save. Since the Wyrm enters God of Destruction the
Shadow spines (1 action, close blast 1, round its Overdrive triggers, characters should
repeatable): Area effect: Piercing fray damage. aim to end the fight by then.
Allies are immune.
Scuttle (1 action): Shove an adjacent character Phase I: Dominant
1, then dash 2 Cataclysm: At the start of each of its turns,
Screaming spire (2 actions, recharge 4+): create a rock spire, a height 1 terrain piece in
The Brood Lord summons a height 1 terrain piece range 3 of a player character.
in any free space not adjacent to a player Swat (1 action): An adjacent foe must save or be
character. Brood summons in range 2 of the spire shoved 3 and branded. On a successful save, they
have dodge and foes in range 2 of the spire are are shoved 1. Collide: also Stunned
vulnerable. The spire is automatically hit by Eruption (1 action, recharge 5+): A Rock
attacks and abilities and has 10 HP. spire in range 5 emits a pool of blight, covering
every adjacent space to the spire. The space is
dangerous and difficult terrain, and characters
Wyrm that end their turn in the space are blighted.
Tail Lash (1 action, melee attack, Arc 4):
A Wyrm is a flying serpentine monster famous in Attack: On hit: 2[D]+fray. Miss: fray. Area effect:
legend and myth, a lesser god of destruction that [D] and Shove 1. Must target a foe in its area.
wreaks havoc on towns and villages. Destroys any rock spires in the area.

VIT: 8 Phase II: Soaring


HP: [16] x number of players Take to Wing: Flying
Speed: 4 (Dash 2) Soar (free action, 1/turn): Fly 4 spaces in a
Defense: 6 straight line
Armor: 3 Spitfire (2 actions, recharge 5+): Mark a
Fray Damage: 4 character in range 6. At the end of that character’s
Damage: 1d10 turn, if that character is still marked, the Wyrm
shoots a blast of blight at them for a blast 1
Traits: Overdrive 6 explosion area effect. Characters within must
Enormous: Size 3 save. On a successful save, they take [D]. On a
Legend: Takes 1 turn after every player character failed save they take 2[D] and are blighted. Rock
turn. If slow, only one of its turns is affected. spires in the area are destroyed. This ability can
Juggernaut (Free action, 1/round): Clear a mark any number of characters.
status, mark, or all blights affecting this character. Scorch (2 actions, ranged attack 8, blast 1,
pierce): On hit: 2[D]+fray and character is
Blightheart: Wyrms deal one of the four blights blighted. Miss or area effect: [D]. Blightboost:
exclusively, except for in their God of Destruction Increase all damage by [D]
phase. Pick one when creating the Wyrm.
Phase III: God of Destruction
Body Parts The wyrm loses flying
Wings (6 HP/player): Cannot fly (all flying
turns into dashes) Pulse of Destruction: The Wyrm’s max speed
Heartscale (6 HP/player): Loses all armor. is 0 this phase and it is unstoppable. Every turn
Horns (10 HP/player): Wyrm gains but the last turn this phase, the Wyrm must take
permanent hatred of the player that destroyed the spitfire action. The Wyrm’s last turn is slow, and it
horns always takes Elden Chaos and Aftermath in order.
Tail (6 HP/player): Tail lash costs 2 actions. Radiance: All characters not in cover from the
Characters can sell a Wyrm tail for 4 dust. Wyrm take [D] Divine damage at the start of their
turns.
Phases:

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Spitfire (2 actions): Mark a character in range


6. At the end of that character’s turn, if that
character is still marked, the Wyrm shoots a blast
of energy at them for a blast 1 explosion area
effect. Characters within must save. On a
successful save, they take [D]. On a failed save
they take 2[D] and are blighted. Rock spires in the
area are destroyed. This ability can mark any
number of characters.
Elden Chaos (1 action, ranged attack, end
turn): The Wyrm breathes a beam of pure
ancient chaos. The beam is a 3 wide line area
effect that crosses through all obstacles, terrain,
and goes across the whole battlefield. Deals half
damage to characters in cover. Attack: On hit:
deal 2[D], three times, and inflict all blights.
Critical hit: 3[D], three times, and inflict all
blights. Miss or area effect: Deal [D] twice and
inflict all blights.
Aftermath (free action, after Elden Chaos):
All characters except the wyrm are dazed and
winded. Destroy all rock spires and clear all
eruptions.

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FACTIONS Faction Template

To make any foe a Relict, you can add the


following traits. All Relict have these traits.

Relict Defiant Spark: All Relict except Wights have


Defiance.
Monsters: Relict do not flee or negotiate.
Faction Blight: Electrified
Shuffle: All Relict can move 1 space forward at
the start of their turn as a free action. When they
do this, they can also move any relicts that are
contiguously connected to them via adjacency.
When shuffle activates for mobs, it activates for all
five simultaneously.

Special mechanics
Life Link: All foes with this trait on the
battlefield share the same health pool, which is all
their health added together. Dealing damage to
health (not vigor) with any foe with this trait
damages this common health pool. If new
characters are summoned with life link, it adds to
this health pool. Foes with life link are only
defeated if the total pool is reduced to 0, and are
all defeated at once. If defiance triggers, it triggers
on all linked foes at once.

Unique foes

WIGHT
The shuffling mass of relict servitors, in thrall to
Relict are the most common danger that the network.
adventurers face in the ruins of Arden Eld. They
are the spectral remnants of the Arken Empire, 2 HP
souls bound in an Aetheric network that runs Traits: Life Link, Shuffle
through the ruins, entrapped there by an ancient Mob: This character doesn’t trigger slay effects
sorcerer as a last ditch effort to save a dying
people. The process was technically successful, Lurching grab (2 actions, melee attack):
but most relict have been left mindless husks - Dash 1, then autohit: 1 damage. If another Wight
souls harnessed and stored in lightning powered is adjacent to the target, increase damage to 2
sarcophagus-like nodes nestled throughout the
ruins. Relict armor sits eerily still, or crumpled
into a corner, until its a node senses intruders,
Templates
the Relict within rippling out through conduits to
manifest in crackling undeath. TOMB GUARD
The foot soldiers of the Arken empire, their
There are some Relict - a priest class - that have loyalty is no lesser in death.
retained more sense of themselves and work at
dark purpose to resurrect the old empire and Traits: Shuffle, Defiance
bring back the arkenlords. Shambling: Cannot dash

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Duty of Death: The Tomb Guard and adjacent GHUL


allies have dodge and cover. Some relict have more than passing self
awareness, an existential anguish that manifests
SEALED HORROR as a terrible hunger.
A relict that has been sealed into its armor by
some unknown calamity. Slow, but incredibly Traits: Shuffle, Defiance
durable. Blood Scent: Has hatred of the closest bloody
foe and ignores blinded and stealth against them
Bronze Shell: Permanent resistant and sturdy Life Drain (free action, recharge 6): Before
but always blinded and slow. Lose this trait if the Ghul makes any attack against a foe with
bloodied. vigor, it can activate Life Drain. The Ghul gains
Shambling: Cannot dash vigor 1, then that character must save or lose all
vigor. It fails the save if it’s bloodied.
FUSED
Some relict have become fused due to damaged GEIST
networks. The result is a large, writhing mass of A flickering relict that is out of sync with the
tormented souls. network, wracking it with existential terror that
can be horrifying to gaze upon.
Traits: Size 2, Shuffle, Defiance
Shambling: Cannot dash Traits: Shuffle, Defiance
Release passengers: When defeated, summon Ethereal: Phasing, and has evasion unless
4 relict wight mobs in its space. there’s an adjacent foe.
Terrorize (free action, recharge 5+): Effect:
IDOL A foe in range 6 is blinded until it ends a turn
adjacent to an ally.
Walking statues of old saints, emperors, or
legends, powered by an amalgamation of feeble
souls. WRAITH
Former slave wrights of the old empire. Tethered
+25% starting hp to the network, these relict can float on the air
Traits: Shuffle, Defiance, Sturdy, Size 2 with eerie grace, flickering in and out of
Shambling: Cannot dash existence.
Living Statue: When defeated, becomes a height
2 piece of terrain. Traits: Shuffle, Defiance, Flying
Combat subroutine (free action): At the start Ethereal: Phasing, and has evasion unless
of combat, the idol must Mark a foe. The idol has there’s an adjacent foe.
hatred of that character and its attacks gain +1 Unstable reality: 1/turn, teleports 1 when
boon and true strike against them. It cannot mark damaged by an attack or ability
a new character until its first character is defeated Networked (free action, repeatable): The
or the mark is removed. Wraith can teleport to any space adjacent to
another relict
ARKIVIST
Priests entrusted with keeping the names of the
dead, they wander the halls of the arkenruins
Chapter 2+
obsessively repeating the names of their wards.
ARC SPECTRE
Traits: Shuffle, Defiance, Life Link Unstable wrights from the old empire, turned
Servitors: At the first turn in the first round of into living weapons.
combat, summon 4 wight in free adjacent spaces.
Aura of the Endless Legion: Aura 3. when any Traits: Shuffle, Defiance, Flying
non- wight relict are defeated in the aura, Ethereal: Phasing, and has evasion unless
summon a wight in an adjacent space to them. there’s an adjacent foe.

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Chain Lightning (2 actions, ranged attack, PRIEST OF THE DARK SUN


arc 6, pierce): On hit: 2[D]+fray. Miss or area Lesser members of the elite cabal that worked to
effect: [fray]. Effect: A foe in range 3 from the immortalize the old empire, they are
attack target must save or take [D] piercing recognizable from their silver masks. Unlike
damage. If they fail the save, this effect repeats, other relict, they retain some slivers of intellect.
choosing a new foe in range 3 of them instead. A
character can be hit multiple times by this effect Traits: Life Link, Shuffle, Defiance
and it can ‘bounce’ back and forth. Immortalize (1 action, 1/combat): A relict in
range 3 gains Life Link
SPARK GHAST Link Vitality (1 actions, recharge 5+): The
A ghul that has become unhinged from its own priest links a relict and a foe they can see, marking
anguish, its body barely held together. both. While in range 4 of each other, each takes
[D] Divine damage the first time in a turn the
Traits: Shuffle, Defiance, Phasing. other linked character takes damage. A character
Living Lightning: Electrifies foes it moves may save to end this effect at the end of their
through. Foes that are already electrified take 2 turns. The mark ends on both of them if it ends on
damage, but only the first time on a turn. one.
Sap vitality (2 actions, recharge 6): The
Spark ghast deals [D] to an adjacent character. IMMORTAL
Effect: Roll a d6. On a 5+, it deals [D] again, and Elite guard of the priest caste, entombed alive in
repeat this effect. This becomes 3+ if the character their iron armor. Dark magic has sealed their
has any amount of vigor. armor so not even the aether of their soul can
escape.
SILENT ONE
Remnants of children, the elderly, or the Traits: Shuffle, Defiance
mournful dead, who crave warmth and Beyond Death: When defiance activates, roll a
company. d6. On a 4+, the Immortal immediately regains
defiance. Attacks with True Strike bypass this
Traits: Shuffle, Defiance, Flying trait.
Ethereal: Phasing, and has evasion unless Aura of Immortality: While Immortal is
there’s an adjacent foe. undefeated, relict within range 2 of it cannot be
Possess (1 action, recharge 6): The Silent one reduced past 1 HP. If the Immortal gains life link,
moves into and shares the space of an adjacent this aura turns off.
foe, possessing them. While possessing that
character, they are intangible, share its space,
move when it moves. They can still take actions UNIQUE ELITES
normally, but can’t leave the possessed character’s
space. The possessed character takes a free action
at the end of its turn, which the Silent One Chapter 1
chooses: dash 3 in any direction, deal [D] to an
adjacent character, or become pacified.
ROYAL GUARD
A character can save to remove this effect at the Multi-limbed, multi-bodied warriors fused
end of their turns, and if successful becomes together by dark alchemy at their entombing to
immune to it for the rest of combat. When protect the old arken-emperors in death. The four
possession ends, the silent one appears in a free fight as one, overwhelming the defenses of even
adjacent space. the most canny fighters.

VIT: 8
HP: 64
Chapter 3 Speed: 3 (Dash 2)
Defense: 5
Armor: 5

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Fray Damage: 4 Life Drain (1 action): A foe in range 3 must


[D]: 1d6 save. On a failed save, they lose all vigor, and the
Izenghast gains vigor 1. If that foe has no vigor,
Traits: Shuffle, Defiance, Sturdy, Size 2 they take [D] on a successful save, or 2[D] on a
Fortify: At the end of their turn, gains vigilance 1 failed save.
Elite: Takes 2 turns Shriek (2 actions, recharge 5+/interrupt):
The Izenghast releases a horrible shriek, a close
Battalion of Limbs (1 action, melee attack, blast 1 area effect. Characters in the area must
multiattack). On hit: [D]+fray. Miss: fray. save or take 4[D], or 2[D] on a successful save.
Effect: After the royal guard damages a foe with Reduce this damage by [D] for every character
this attack, they mark that foe. This mark can be past the first in the area. The Izenghast can take
placed on any number of characters and stacks this action as an interrupt if defiance triggers,
indefinitely. For each stack of the mark, this even if it hasn’t recharged.
attack deals +[D] on hit or miss. A character can
save against this mark at the end of their turn to ARKITEK
clear all stacks, but only if they are not adjacent to Machine-priests and designers of the deep
the royal guard. arkenruins, the sealed vaults intended to let the
Weapon vortex (1 action): Foes in range 2 of empire wait out the Doom. Masters of the
the royal guard are shoved 1 towards it. labyrinth, the mechanisms of the dungeons
Wind of Obliteration (2 actions, recharge themselves bend and contort themselves to
5+): Effect: The Royal Guard dashes 2 with protect them.
phasing, then deals [D] to all adjacent characters
and shoves them 1. Then, repeat this effect twice. VIT: 10
HP: 80
Chapter 2+ Speed: 4 (dash 2)
Defense: 8
Armor: 1
IZENGHAST Fray Damage: 4
Stuttering horrors born of living souls that have [D]: 1d6
been trapped in the Relict system - the remnants
of adventurers or unlucky wanderers who went Traits: Shelter, Diaga, Shuffle, Life Link,
too deep in an arkenruin. Defiance
Elite: Takes 2 turns
VIT: 8 Stoneskin: While adjacent to a piece of created
HP: 64 (32) terrain, has resistance.
Speed: 5 (Dash 5)
Defense: 12 Deep Call (1 action, Ranged attack 6): On
Armor: 0 hit: [D]+fray. Miss: fray. Effect: 1/round, the
Fray Damage: 3 Arkitek may summon a height 1 terrain piece
[D]: 1d10 under its target, pushing it up, and the target
must save or become branded.
Traits: Skirmisher, Dodge, Shuffle, Defiance Reconfigure (1 action): The Arkitek teleports
Elite: Takes 2 turns any number of created terrain pieces in range 4 to
Surreality: Starts at 50% hp with vigor 1. any other free space in range 4. Characters
Stuttering Horror: The Izenghast teleports 1 in standing on the terrain or trapped inside are also
any direction after a foe takes an action. moved with them.
Ethereal: Phasing, and has evasion unless Pillar of Iz (1 action, recharge 5+): The
there’s an adjacent foe. Arkitek summons a height 1 terrain piece in range
5, a pylon, with 10 hp. Characters on the terrain
Soul Rip (1 action, Divine melee attack, when it’s created are pushed up on top of it. The
Line 4, +1 boon): On hit: [D]+fray damage. Pylon has aura 1. Inside the aura, relict characters
Miss: fray. Area effect: fray. have resistance to all damage.

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Entombment of Iz (1 action, recharge 6): Soul stones are size 1 summons with 10 hp, 6
The Arkitek entombs a character in a magical defense, and the aetherwall trait that cannot be
sarcophagus. While inside, they are winded+, moved in any way. Each must be accessible to
have their speed reduced to 0 and are blinded. characters and placed at least range 6 from the
The Sarcophagus is a height 1 terrain piece with arkenlich.
10 hp that is destructible. Attacks automatically
hit and it is destroyed when it reaches 0. It has Phases: The lich progress through its three
resistance to damage from the character inside it. phases in order (I>III, then back to I), starting
with phase I, then swapping to the next phase
each round.
UNIQUE Legends
The lich has the following actions in all phases:

Chapter 2+ Unholy (1 action, ranged attack, range 8


blast 1): On hit: 2[D]+fray. Miss: fray. Area
effect: [D]. Effect: This action can also be made as
a close blast 1 melee attack.
ARKENLICH Vile (1 action): A foe in range 5 must save or
Designers of the Ur-spell and arch-priests of the become slowed, and until the end of their next
Dark Sun, these ancient warrior-necromancers turn, they take 1 piercing damage for each space
were embalmed and entombed even before the they move.
final death of the empire, their souls bound into Finger of Death (2 actions, ranged attack 8,
specially prepared vessels so they could carry out Recharge 6): On hit: 5[D]. Miss: 2[D]. Effect:
the great work of the old emperors uninterrupted This attack can’t lower a character past 1 hp.
by the frailties of mortality. Their bronze Puppet strings (1 action, recharge 5+): All
sarcophagi are engraved with their titles and foes must save or be shoved 2 in a direction of the
names and their eyes are sealed with gold. lich's choice, or shoved 1 on a successful save.
Though the process left their minds largely
intact, the long dark and centuries in contact Phase I:
with the anguished souls trapped in the Relict Soul Sacrifice (free action, start of phase
network have left most of them insane. only): At the start of this phase, all visible foes
have their soul shoved out of their body and
VIT: 8 summoned in a location of the lich’s choice within
HP: [32] x number of players range 5 of them. The soul doesn’t take action on
Speed: 3 (Dash 2) its own, but can be targeted as if it was the
Defense: 6 original character for abilities and effects. Damage
Armor: 0 taken via a character’s soul becomes Divine
Fray Damage: 4 damage. A character can re-unite with their soul
Damage: 1d8 by moving into and ending their turn in its space,
ending this effect.
Traits: Shuffle, Defiance, Flying, Overdrive 6
Legend: Takes 1 turn after every player character Phase II:
turn. If slow, only one of its turns is affected. Entombment of Iz (1 action, recharge 6):
Juggernaut (Free action, 1/round): Clear a The Lich entombs a character in a magical
status, mark, or all blights affecting this character. sarcophagus. While inside, they are winded+,
have their speed reduced to 0 and are blinded.
Dark Majesty: Has phasing, evasion, and The Sarcophagus is a height 1 terrain piece with
resistance. Lose this trait if all souls stones are 10 hp that is destructible. Attacks automatically
destroyed. hit and it is destroyed when it reaches 0. It has
resistance to damage from the character inside it.
Body parts:
Soul Stones: At the start of combat, summon Phase III:
soul stones equal to the number of players +1.

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Utterances of the Crawling Dead (free


action, start of phase only): The lich begins
incanting, reducing its max speed to 0 this round.
It marks out an area 2 spaces around itself, which
is visible to all characters. Every other part of the
battlefield is filled with shifting darkness. The
lich’s last turn this round is a slow turn, and it
takes the following action on that turn:
Soul Annihilation (1 action, requires
Utterances of the Crawling Dead, end
turn): All spaces outside the area marked by
Utterances of the Crawling Dead erupt. Foes
inside must save or take 100% of their max hp as
piercing damage, or 50% on a successful save.
This damage cannot reduce a character past 1 hp.

If overdrive has activated, Utterances of the


Crawling Dead does not mark a safe area.

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Relict Trophies
Tech Description and Effect Uses
This sinister helm can only be used against Relict, and
only once per combat. To use this helm, you must spend 1
action and save. On a successful save, target a relict
without the elite or legend tag. That Relict becomes an ally
Helm of Command 1
until the rest of combat, when it dissipates, or until
defeated. On a failed save, regain the charge for this
ability, but you are stunned, and can’t attempt to use it for
the rest of combat.
Gem of Network Use this gauntlet as an action to summon 1d6+3 Relict
1
Command Wights. They fight as allied summons, acting on your turn.
An ancient Relict weapon that still barely functions,
shooting bolts of lightning. You can make a light attack
Relict Arbalest 3
with it (1 action, line 5, on hit: 2[D], area effect: [D] effect:
electrifies all characters)
Speak the name of your foe into this pendant as a free
Whispering Pendant action to inflict the branded status on that foe anywhere 5
on the map.
Crush this gem as a free action to sever your soul
temporarily from your body. Your soul is an intangible
size 1 summon that is created within range 5 of your body.
While your soul is out, your body is unstoppable but
Gem of Spirit Severing otherwise can still take damage and be targeted normally. 1
You take all actions and movement from your soul instead
of your body, and your soul additionally has flying and
phasing. Your soul reunites with your body if you end a
turn with it adjacent to your body, or at the end of combat.
Strap on a piece of decaying relict armor for extra
protection. As an interrupt when you’re hit by any attack
Decayed Plate 2
but before damage is applied, you can expend the plate to
gain 6 armor against the attack.
While holding this rod, you gain the Levitation trait
Telekinetic Rod 1 expedition
(immune to difficult terrain, dangerous terrain, and pits)
When strapped to a hilt of a weapon, this clasp causes all
Shock Clasp 1 expedition
attacks to inflict the electrified status on hit.
Weaving these metallic strands into a cloak or armor
Ghost Weave 1 expedition
grants you phasing.

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Garm
A large, scaled wolflike creature with a powerful
jaw and whiplike reflexes. Eats mostly carrion,
but won’t hesitate when confronted with weak
prey.
Snap: Has counter while adjacent to a foe.
Iron Jaw (free action, recharge 4+): An
adjacent foe must save or the Garm dashes 3
spaces in any direction and drags them with it,
shoving its target towards it until its adjacent.

Ruin Beast
The ruins are full of wildlife that has adapted to
their unique environment over time - or have
been changed or warped by it.

Faction template
To make any foe a Beast, you can add the
following traits. All Beasts have these traits.

Monsters: Beasts do not flee or negotiate. Halitoad


Faction Blight: Poisoned The enormous and foul-smelling Halitoad uses its
Pack tactics: When a beast attacks a foe long tongue to strangle and digest its prey.
adjacent to an ally, it gains +1 boon on the attack Large: Increase size to 2
roll Stench: Melee attacks against this beast have +1
Feral: Always has hatred of the closest foe (can curse. Characters starting their turns in an
choose if multiple characters are equally distant). adjacent space are poisoned.
Tongue Lash (1 action recharge 4+): A foe in
Foe Templates range 5 must save or become poisoned and
shoved as far as possible towards the Halitoad. If
they are already poisoned, they are also winded.
Chapter 1
Horned Beast
Stone Lizard Large omnivores that use their horns to tear up
Thick hides and stony camouflage make these dungeon stones and get at the roots and insects
large beasts almost impossible to tell from within.
boulders. Large: Increase size to 2
Dire Hide: Resistant when not bloody. Gore (2 actions, recharge 4+): The Horned
Trample: Phasing for characters. Characters it Beast dashes up to 5 spaces. An adjacent character
passes through for the first time on a turn take 2 takes [D], then must save or be shoved 1 for each
damage and are shoved to either side. space the beast moved. Collide: Character is
stunned.

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This reptilian creature will follow parties for


days, and has the uncanny ability to mimic
speech.
Chameleonic: When starting or ending its turn
adjacent to a space of terrain height 1 or higher,
gains stealth
Decoy (Interrupt 1, recharge 6): When hit by
an attack, turns that hit into a miss and teleports
3 spaces to an unoccupied space it can see, which
is its ‘real’ location.

Aethertick
This slow moving bug absorbs ambient Aether
from its Environment.
Aetherfeed (1 action, recharge 5+): The
Aethertick gains vigor 1, then moves into and
shares the space of an adjacent character, latching
on to it. While latched, the tick moves or teleports
when its target does, and that character is
pacified+. The tick detaches when it loses its
vigor, placing it in a free adjacent space.
Howler
Part ape, part wolf, the Howler is a hyper Ruin Ape
aggressive monster with a bad temper. Small and intelligent simians that form
Howl (2 actions, recharge 6): All non-howler symbiotic, if slightly one-sided, relationships
characters in a close blast 1 area effect must save with other monsters.
or take [D] and be stunned Latch: Starts combat sharing the same space as
Enrage: Gains +1 action when bloodied another ally the same size or larger (can be
targeted separately), reducing the ape’s speed to 0
Aetherachnid but moving when its mount moves. Knocked off
A large, spider-like beast that has the uncanny the ape or mount is shoved away. Can latch on to
ability to phase through matter. a new allied character in range 3 with 1 action,
teleporting to its space.
Trait: Phasing Spur (1 action, recharge 4+): The character
Unstable reality: 1/turn, teleports 1 when the Ruin Ape is latched on to dashes 4 in a
damaged by an attack or ability from a foe. direction of the Ape’s choice and can make an
attack that takes 1 action or less as an interrupt.
Burrower
A heavy clawed mammal that chews up and Ruin Centipede
digests raw stone into a slurry which it uses to These huge, man sized insects are a potent
make its lair. symbol of bad luck in most villages.
Burrow (1 action, recharge 4+): Mark a Acid Splash: Attacks deal 2 piercing damage on
character in range 8. At the start of the beast’s hit or miss to all foes in range 2 of the target as an
next turn, if that character is still marked, it area effect
teleports to a space adjacent to that character, Toxic spines (1 action, recharge 6): A
dealing [D]. If the character is flying, they take no character in range 6 must save or become
damage. If the character is alone, they take 2[D] poisoned and until the end of their next turn, take
instead and are slowed. 1 piercing damage for each space they voluntarily
Digging Claws: Attacks gain pierce if a character move.
has no adjacent allies
Gulper
Stalker

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This amphibian exudes a thick layer of slime Landswim: The shark has resistance to all
when threatened, which it can spit as a weapon. damage and can phase through characters. The
Slime Lob (1 action, recharge 6): The Gulper shark cannot move through or on terrain height 1
creates a blast 1 area of difficult terrain. or higher. If the shark collides with terrain, it is
Characters in the area are vulnerable. The area stunned, winded, and loses this trait until the end
lasts for the rest of combat, or until the Gulper of the next round.
uses this ability again.
Slippery: Gains evasion when bloodied. Yellow Creeper
This parasitic creature has a symbiotic fungus
Ironfeather that it uses to control other creatures.
This greedy avian’s feathers are spine-like and Spore (1 action, recharge 4+): The Creeper
can be shot like quills at range. puts down two intangible summons in free spaces
Traits: Flying in range 3. Characters that pass through these
Feather spray (1 action, recharge 4+): spaces gain spore infestation for the rest of
Characters in a close blast 1 area take fray damage combat. While they have a spore infestation, they
twice as an area effect and must save or become are branded and gain regeneration 1 if bloody.
vulnerable. When a character with a spore infestation is
defeated, they release an explosion around them,
dealing [D] as a blast 1 (self) area effect and
Chapter 2+ poisoning all characters within. Spore infestations
can be Cleansed (even from foes).
Puppet (1/turn, free action): A character with
Doomcloak
spore infestation (foe or ally) in range 5 is shoved
This batlike creature uses its leathery wings to
3 spaces in a direction of the creeper’s choosing.
abduct and choke creatures with a soporific
musk, taking them to its nest for later digestion.
Traits: Flying Harpy
Smother (1 action, stance, recharge 6): Birdlike beasts with pale faces and soothing
Stance: The Doomcloak gains vigor 1, then moves voices, they use their resonant throat sacs to
into an adjacent foe’s space, sharing it. While in hypnotize prey and draw them closer.
this stance, both this beast and its chosen foe have Traits: Flying
a max speed of 0 and are winded+. The Ear Splitting Shriek (1 action, recharge
smothered foe takes [D] piercing damage at the 5+): Foes in range 2 of the Harpy must save or
start of their turn, loses all vigor, and cannot gain become branded and lose all stances.
vigor while being smothered. When the Song of Deadly Soothing (1 action, stance):
Doomcloak takes at least 1 damage to hp, this The Harpy gains aura 2. Foes of the Harpy that
stance ends, and it is stunned, moving it into an start their turn in the aura must save or become
adjacent space. shoved as far as possible towards the harpy,
Acidic Hide: When bloodied, gains counter and branded, and pacified.
adjacent characters cannot benefit from armor or
resistance. Bicorn
An equine monster with a forked, spiral horn,
Landshark which it can use to channel ambient aether into
deadly, reality bending bolts.
A fish that uses its spiny body and an exuded Gallop: Effect: After making any ranged attack,
slime to burrow through loose dirt or rock can dash 3
between stays in underground pools. Spiral Horn (2 actions, ranged attack, line
Dart: At the start of its turn, the land shark 10, recharge 6): Attack: On hit: [D] three times.
shoves itself as far as possible towards the closest Miss or area effect: -. Effect: This attack
foe. If the closest foe is standing on terrain height penetrates terrain, does not require line of sight
1 or higher, as soon as the shark would move onto and ignores cover.
a terrain space, it collides with the terrain and
stops moving.

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Sink (1 actions, recharge 6): The Kelpie


Unique Elites disperses into seaweed and water and reappears
in any space inside one of its deep water zones,
teleporting, then gaining evasion until the start of
Chapter 1 its next turn.

KINFISHER
KELPIE
This bizarre creature is a land-dwelling lungfish
VIT: 8 the size of a draft horse, a relative of the land
HP: 64 shark. It uses its enormous jaws to burrow
Speed: 4 (Dash 4) through solid rock and a fleshy lure to draw in
Defense: 12 unwary travelers. At a distance, the lure can look
Armor: 0 like a wounded person, a bobbing lantern, or a
Fray Damage: 3 shifty spy - at least until the fish’s unlucky prey
[D]: 1d10 gets close enough to realize where they are
standing.
This horselike predator dwells in shallow pools of
stagnant water. Like a crocodile, it is an ambush Vitality: 8
predator, its slimy skin acting as an adherent. It HP: 64
is surprisingly intelligent and will often act Speed: 1, Dash 1
injured or pass itself off as an ordinary horse in Defense: 6
order to lure Kin close to it to attack. Armor: 3
Fray Damage: 3
Traits: Skirmisher, Dodge, Pack Tactics [D]: 1d6
Elite: Takes 2 turns
Cursed Deeps: When it enters the battlefield, Traits: Fortify, Sturdy, Pack Tactics
creates four terrain effects, blast 1 areas of cursed Large: Size 2
deep water. The center space is an edge space, and Elite: Takes 2 turns
all other spaces are difficult terrain. None can be Fish out of water: Speed 1
placed within range 4 of each other. Lure: At the start of its turn as a free action, the
Aquatic: Can move through its own deep water Fisher puts a lure out in a space within range 3 of
areas normally, and moving through those spaces its location, or relocates its lure to a new space in
costs 0 movement for it. that range if it’s already active. The lure is a size 1
Adhere (interrupt 1): When hit by a melee summon with 10 hp. If the lure is defeated, the
attack from an adjacent foe, the kelpie can force Fisher is stunned, but can summon a new one on
that foe to make a save or adhere to its hide. its next turn.
While adhered, the foe cannot move more than 1 Perfect Camouflage: The Fisher is intangible
space from the kelpie, and when the kelpie moves unless there’s a character adjacent to its Lure
or teleports, they are moved with it, mirroring its
movement and phasing through characters and Reel in (1 action): The fisher moves its lure up
obstacles. They can save to repeat this effect at the to 4 spaces towards it, then shoves all adjacent
end of their turn. characters the same amount
Spit up (1 action): Close blast 1 area effect.
Savage fang (1 actions, melee attack, +1 Characters take [D], are poisoned, and must save
boon, multiattack): On hit: [D]+fray . Miss: or become winded.
fray. Increase damage to 2[D] against characters The Maw (1 action, melee attack, true
inside its water zones. Increase damage again by + strike): On hit: 3[D]+fray. Miss: [D]+fray.
[D] if a character is adhered to the kelpie. Effect: If more than one character is adjacent to
Waterspout (1 action): The Kelpie spurts fetid the Kinfisher, it chooses targets randomly. It
water at a foe in range 6. That foe must save or be cannot target summons.
blinded and take [D].

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Dive (1 action, recharge 5+): The Kinfisher Acid spray (1 action, line 4, recharge 6):
submerges into the ground, teleporting 5 spaces, Area effect: Characters inside must save or take
then resurfaces, even to an occupied area. When it [D] piercing damage 3 times, or once on a
resurfaces, characters in its area take fray damage, successful save. Effect: Can only be made from the
are placed in the closest adjacent space of its head.
choice, then shoved 2. Stinger (1 action, mark): A character adjacent
to the Gigantapede’s tail must save or take [D]
and be marked. While marked, they are poisoned,
Chapter 2+ burning, vulnerable, and shoved 3 in a direction
of the Gigantapede’s choice at the start of their
turn.
Burrow (2 actions): All characters adjacent to
GIGANTAPEDE the Gigantapede are shoved 1. It’s head then
resurfaces in a new space in range 8, teleporting.
Place its body in any configuration.
Enormous burrowing insects that feed off
livestock and large animals unlucky enough to
fall into their nests. Generally ignore Kin unless Unique Legend
provoked - then they have enough acid to melt a
knight in full armor.

Vitality: 10
Chapter 1
HP: 80
Speed: 3, Dash 2
Defense: 6
CHIMAERA
Armor: 4
Fray Damage: 3 Some beasts of the blighted lands are especially
[D]: 1d6 susceptible to the warping energies of the
arkenruins, absorbing them with such rapidity
Traits: Fortify, Defiance, Sturdy, Pack Tactics that they become enormous, multi-headed
Elite: Takes 2 turns a round. monstrosities, infused with tremendous aetheric
Chitinous Coil: The Gigantapede occupies an and physical might. Occasionally these creatures
arc 6 space instead of a normal space for its size. are created when beasts of several types are
Only its first and last space are attackable or can fused by rogue aether surges, and the result is
be used to make attacks or abilities, but its entire always horrifying.
body causes obstruction and engagement. Keep
track of which is the head, and which is the tail. VIT: 10
Only one space can be hit if both are included in HP: [40] x number of player characters. Heads
the area of an attack or ability (attacker chooses each have 1/3 of its max HP, rounded up.
which). When it moves, move its head, then Speed: 4 (Dash 3)
rearrange its body in any valid configuration. Defense: 6
Iron Scales: Effect: When either the head or the Armor: 2
tail of the Gigantapede takes damage from an Fray Damage: 4
attack or ability, that body part gains resistance to [D]: 1d6
all damage until the other body part takes damage
from an attack or ability. This effect swaps Traits: Size 3, Pack Tactics
between head and tail indefinitely. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Thrash (1 action, melee attack, Juggernaut (Free action, 1/round): Clear a
multiattack): On hit: [D]+fray. Miss: fray. status, mark, or all blights affecting one of the
Effect: Foe must save or be stunned. Can be made Chimaera’s heads.
from the head or tail.
Body Parts: Monstrous Heads

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The Chimaera has three heads, chosen or rolled Roar (2 actions, recharge): Adjacent
for from the following list, each unique. Each head characters are shoved 1, then must save or become
has a unique set of powers, counts as an ally for dazed
Pack Tactics, shares the chimaera’s space, is
separately targetable, and has its own hit points. 2. Bull
Statuses affect only one head at a time. Only one
head is targetable at a time, even if an attack has Bull’s Fortitude: All heads are Sturdy while the
area of effect. Damage that ‘spills over’ on one Bull head is alive.
head is lost. Headbutt (1 action, melee attack, true
strike repeatable): On hit: [D]+fray and shove
Each time the Chimaera takes a turn, it takes a 3. Miss: Fray. Effect: The Chimaera can dash 2
turn with only one of its heads. A different head spaces before making this attack.
must act from the last head that acted, until there Charge (2 actions, recharge): The Bull marks
is only one head left. The Chimaera is only a character in range 8. At the end of that
defeated when all three heads are defeated. character’s turn, if they’re still marked, the
chimaera charges towards them by the shortest
Phases route possible, with phasing. That character and
The Chimaera has the following action in all characters the chimaera passes through must save
phases: or take 2[D] and be shoved 3 away from it, or 1[D]
on a successful save.
Pounce (free action, 2/round): The Chimaera
flies 5 spaces. Characters under or adjacent to it 3. Serpent
when it lands are shoved 1 space and take [D] as
an area effect. Toxic Bite (1 action, melee attack): On hit:
On hit: [D]+fray. Miss: Fray. Effect: The character
Each time the Chimaera loses a head, it’s phase is marked. While marked, they lose all vigor at the
changes. The recharge for its heads’ abilities start of their turn and cannot gain vigor.
depend on phase, and only roll for a head’s Poison spit (1 action, repeatable): A
abilities on turns that it takes. character in range 6 takes 2 piercing damage and
is poisoned. Poisoned characters take 4 piercing
Phase I: Three heads damage.
The recharges on all the head abilities are 6 Poison breath (2 actions, recharge, ranged
attack, close blast 2, piercing): On hit: 3[D].
Phase II: Two heads Miss or area effect: [D]. Effect: All characters are
The Chimaera’s heads are sturdy. The recharges poisoned.
on all its head’s abilities are 4+.
4. Crocodile
Phase III: One head
Feral Rage: The Chimaera’s remaining head
Savage bite (1 action, melee attack,
gains +1 action and becomes unstoppable. All its
repeatable): On hit: [D]+fray. Miss: Fray
abilities recharge on a 2+
Fling (1 action): An adjacent character is
shoved 3. Collide: [D] and dazed
Chimaera Heads (d10 3 times, reroll
Sun beam (2 actions, ranged attack, line
repeats, or pick 3)
10, recharge, piercing): On hit: 4[D] and foe is
branded. Miss: [D].
1. Lion
5. Toad
Lion’s pride: At the end of its turn, gains
vigilance 1. Can intercept attacks against other
Tongue (1 action, melee attack,
heads.
repeatable): On hit: [D]. Miss: Fray. Effect: The
Savage bite (1 action, melee attack, true
target is shoved 2 towards the chimaera.
strike repeatable): On hit: [D]+fray. Miss: Fray

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Noxious venom (1 action, recharge): All d6. On a 6, a meteor smashes into the space,
heads gain counter until the end of the round. All inflicting [D] and frostbite to all characters within.
adjacent characters to the chimaera are poisoned. Meteor (2 actions, recharge): All characters
Swallow Whole (2 actions, recharge): The not in cover from the Chimarea must save or take
Toad swallows an adjacent character, moving 2 damage three times, or once on a successful
them into the chimaera’s space, then gains vigor 1. save.
While swallowed, the character’s speed is 0, it
can’t be targeted, it takes 2[D] piercing damage at 9. Chicken
the start of its turn, and it can only target the
Toad with abilities and actions. The Toad has Peck (1 action, melee attack, true strike,
resistance to all damage from any swallowed pierce, repeatable): Autohit: fray
character, and can swallow only one character at Gaze (all remaining actions): Until the start
at ime. When the Toad’s vigor breaks, it vomits up of the Chicken’s next turn, characters that attack
all swallowed characters in adjacent spaces. the chicken or any of the other heads while the
chicken is alive take +1 curse on their attacks.
6. Baboon They can choose to take +1 boon instead but
instead must save against petrification (see below)
Fireball (2 actions, range 6, blast 1): On hit: Petrification (2 actions, recharge): A
2[D] and inflict burning. Miss or area effect: [D]. character in range 6 becomes slowed. At the end
Blightboost: Becomes piercing and characters of that character’s next turn, they must save. On a
takes [D] again failed save, they are encased in stone, becoming
Inhale (1 action): The next action this head replaced with a destructible height 1 terrain piece
takes gains +1 boon and increases all areas of instead of a character, with 10 hp. Until the
effect by 1 terrain space is destroyed, they cannot take a turn.
Pyroclast (1 action, range 5, blast 1, When it’s destroyed, they are returned to the
recharge): Characters in the area must save or battlefield in the space they left and can take a
take [D] and become stunned. Summon a height 3 turn as normal.
spire of terrain in the area.
10. Bear
7. Wolf
Ice shards (1 action, range attack 6,
Rake (1 action, melee attack, arc 3, true multiattack): Autohit: Piercing fray damage
strike, repeatable): On hit: [D]+fray. Miss or Cold Feet (1 action): A character in range 8
area effect: Fray. Effect: Increase damage by [D] must save or an encasing of ice covers their feet,
against blinded characters. which is a summon sharing their space that can’t
Great Prowl (1 action): The chimaera dashes 3 move in any way. While encased, they have their
and gains stealth, and evasion while stealthed. speed reduced to 0 and become winded+. These
Shadow Breath (2 actions, recharge, close effects only end if the ice is destroyed. The ice can
blast 1): Area effect: [D]. Effect: Characters in be destroyed by taking any amount of damage.
the area must save or become blinded. Freezing Breath (2 actions, close blast 1,
recharge, pierce): On hit: 3[D], Miss or area
8. Goat effect: [D]. Effect: Characters are inflicted with
frostbite. Frostbitten characters take +[D].
Shield: While the goat is alive, the Chimaera’s Winded characters are stunned.
heads have dodge.
Cross Bolt (1 actions, Ranged attack, range
8, cross 1): On hit: 2[D]. Miss or area effect: [D].
Effect: Attack target must save or become
vulnerable
Polaris (1 action): Mark a visible space. At the
end of each turn past this one (foe or allied), roll a

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Beast Trophies
Tech Description and Effect Uses
As an action, you may toss this sack of spores. Characters
Yellow spore sack in a blast 1 area in range 3 are branded and you may 3
shove them 1 in any direction.
Use as an action to splash the oil about, reversing gravity
Drift Oil and drifting into the air. You and every other character in 3
range 2 gains flying until the end of their next turn
Venom from a howler beast. You can apply it as an
Howler Venom action. Your next attack gains bonus damage, pierce, and 2
the effect: Inflicts poisoned and dazed on hit
Step on the screecher gland as an action to make a
horrible screeching noise. Characters in a blast 1 area
Screecher gland 1
centered on you, including you, must save or become
stunned
You may use this cape as a free action. Dash 4 spaces in a
Landshark cape straight line with phasing. You are intangible while 3
dashing.
As an action, you can hold this severed head up. It spurts
fetid water at all foes in range 4. Those foes are shoved 1
Kelpie head 3
and frostbitten. Collide: They take [D] and are also
blinded.
This expedition you gain the chameleonic trait: when
Stalker scales starting or ending your turn adjacent to terrain height 1 2 expeditions
or higher, gain stealth
This huge stinger is big enough to be used as an offhand
Gigantapede stinger weapon. Your melee attacks this expedition gain on hit: 1 expedition
Effect: Deal 2 piercing damage and inflict poisoned.
Wrap yourself in tough Chimaera hide. Gain +1 armor
Chimaera Hide 1 expeditions
and immunity to all blights.

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Drop valuables: When bloodied, toe takers
Scavenger drop 1 valuables in an adjacent space, plus any
valuables they are already carrying.
Scavengers is a particular term in Arden Eld, Consumptive Greed: Toe Takers have hatred of
referring to the scions of the Churning Age - the closest foe with a valuables token. All hits
those who rush into the ruins in search of relics to against foes with valuables become critical hits.
extract for a quick profit. Many find that it is
easier to have others do the hard work for them, Plucker
then rob them blind on the way out. Hardened fighters who have made a habit of
letting everyone else do the hard work.
Faction Template Golden Burden: Has evasion against characters
To make any foe a Scavenger, you can add the carrying valuables.
following traits. All Scavengers have these traits. Lighten Load (1 action, melee attack,
recharge 5+): On hit: 2 piercing damage once
Kin: Scavengers are kin, can be bargained with, for each valuables token the target is carrying.
and will flee or surrender if heavily outnumbered Miss: 1 piercing damage once for each valuables
or heavily losing a fight token the target is carrying. Effect: The Plucker
• Motivations: Scavengers are typically after the may teleport 3 before this attack
wealth in the ruins and won’t fight if terms can
be reached Looter
• Flee: If a Scavenger has 4 or more valuables Kin that care little for what they carry out, only
tokens (see below), they attempt to flee the that it glitters.
battlefield, fleeing successfully if they start their Loot sack: When defeated, a looter drops any
turn in an edge space of the battlefield with no valuables they have, plus 2.
hostile characters adjacent Mug (1 action, recharge 6): An adjacent
Faction Blight: Any character must save or become stunned. Success
or failure, the Looter also steals all valuables from
Special mechanic: Valuables the character +1.
Valuables: If fighting scavengers, place 3
valuables tokens on the battlefield. Valuables are Tough
intangible tokens that can be picked up by any Thick armed ruffians who are hand picked to
character by moving over their space. Characters guard the best of the spoils.
drop them when defeated, or can drop them Guard Loot: Doesn’t pick up valuables tokens.
voluntarily as 1 action. When the fight ends, each When adjacent to a loose valuables token, is
character gains 1 dust for every 3 total valuables sturdy and has resistance to all damage
tokens the party has, then destroy all valuables Cough it up (1 action, recharge 4+): An
tokens. adjacent character must save or become dazed
and lose all valuables tokens, placing them in free
Templates adjacent spaces.

Ruffian Shank
Trained thieves from city guilds often find Rough and tumble street fighters, come to the
comfortable homes with scavenger bands. ruins to turn a quick guilder.
Bounty (free action, 1/combat): A foe in Backstab: When a shank makes an attack
range 5 gains a valuables token against a character adjacent to one of their allies,
Prowl: Gains stealth at the start of their turn their attacks gain true strike.
Sucker punch (1 action): An adjacent
character must save or become dazed. If that
Toe-taker
character has a valuables token, they also take
Dust congregates under the fingernails and toes
[D].
of travelers in the ruins, with predictable
influences on the truly desperate.

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Chapter 2+ Elite: Takes 2 turns


Traits: Shelter, Diaga, Dodge
Cronies: The Skimmer starts combat with 4 mob
Quickfinger allies, regardless of encounter budget
Hedge wrights that use fire aether to bend light, Understreet Loyalty (Interrupt 1): Trigger:
making fools of the greedy and dull. The Skimmer is targeted by an attack or ability
from a foe. Effect: The Skimmer changes the
Trick of the Light (Interrupt 1): Trigger: An target to one of its adjacent allies. If it has no
ally is targeted by an attack or ability from a foe. adjacent allies, it can’t take this interrupt.
Effect: That ally gains evasion against that attack
or ability. After it resolves, teleport that ally 3 Beat down (1 action, melee attack): On hit:
spaces to their ‘real’ location. [D]. Miss: 1 damage. Effect: On hit, each other
Legerdemain (Free action, 1/combat): Place ally of the Skimmer adjacent to the target foe
a valuables token down, then teleport all valuables deals fray damage to them
tokens on the battlefield to any free space within 3 That One (1 action, mark): A character in
spaces of a character. range 6 must save or become marked. That
character is vulnerable and branded while
Junk Mage marked.
Obsessive wrights that collect and sort dungeon Gang Up (1 action): Up to three allies of the
detritus, working with scavenger bands to enrich Skimmer in range 5 can dash 3 spaces. If they end
their collection. their turn adjacent to the same character, each of
Junk Armor: The first time the Junk Mage is them deals fray damage to that character.
damaged by an attack or ability in a combat,
reduce all damage to 0 and summon 2 valuables
tokens in spaces in range 2 from them. Hoarder
Animate Valuable (1 action): The Junk Mage
chooses a character in range 8. That character Particularly savvy junk mages can amass a quite
takes 2 piercing damage for each loose valuables impressive collection of artifacts. Teetering
token in range 3 of them. under the weight of their hauls, which are often
strapped to their backs, they often act as leaders ,

Unique Elites guides, or advisors to scavenger bands. Loathe to


sell or part with any of their collection, they are
nonetheless willing to use it to protect themselves
when in danger.

Chapter 1 VIT: 8
HP: 64
Skimmer Speed: 3 (Dash 1)
Defense: 6
Scavengers that have worked their way to the Armor: 1
top levels of an organization ‘skim’ off the top of Fray Damage: 4
their underlings. They are canny survivors, able [D]: 1d8
to direct their gangs of salvage-kin to do their
bidding at a moment's notice. Elite: Takes 2 turns
Traits: Overdrive 4, Aetherwall
VIT: 12 Great Junk Armor: The first and second time
HP: 96 the Hoarder is damaged by an attack or ability in
Speed: 4 (dash 2) a combat, reduce all damage to 0 and summon 2
Defense: 6 valuables tokens in spaces in range 2 from them.
Armor: 0
Fray Damage: 3
[D]: 1d6

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Animate Junk Golem (1 action, 1/combat,


summon): The Hoarder summons a Junk
Golem, a size 1 sturdy summon.
- When summoned, or on the hoarder’s turn, the
golem can move 3 spaces, then shove an
adjacent foe 2. If that foe collides, they are
dazed.
- The golem gains vigilance 1 at the end of the
hoarder’s turn and uses the hoarder’s damage
die for damage.
- When the golem is defeated, drop 3 valuables in
or adjacent to the space it occupied.
- When the golem passes over a valuables token,
it absorbs it, gaining vigor 1. It drops any
tokens it picked up when it is defeated.

Junk storm (1 action, ranged attack 8, blast


1): On hit: [D]+fray. Miss or area effect: Fray.
Effect: Deals bonus damage to characters holding
at least one valuables token. Then, that character
drops one valuables token in an adjacent space.
Pile it up (1 action): The Junk Mage creates a
height 1 or 2 terrain piece in range 3. Characters
adjacent to it when it is created are shoved 1.
Junk form (1 action, recharge 4+): The
hoarder transforms into junk, then teleports
either 3 spaces or adjacent to the location of any
free valuables token.

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Scavenger Trophies
Tech Description and Effect Uses
Deal bonus damage to any character standing adjacent to a
Scav Badge Unlimited
valuables token
Take the following action: Gang Up (1 action): Up to
three allies in range 5 can dash 3 spaces. If they end their
Gold Tooth 2
turn adjacent to the same character, each of them deals
fray damage to that character.
When you make an attack against a character adjacent to
Shank’s Cross Hilt one of your allies, you may spend a charge to grant the 3
attack +1 boon and true strike
Ruffian’s Boots Free action: Gain stealth 5
Don a sparkling cloak that shifts and obscures your
Glittercloak location. During the next combat, gain evasion. Any foe 1
that ends their turn in range 2 of you gains hatred of you.
Use the following Interrupt: Trick of the Light
(Interrupt 1): Trigger: An ally is targeted by an attack or
Sparkling Gem ability from a foe. Effect: That ally gains evasion against 3
that attack or ability. After it resolves, teleport that ally 3
spaces to their ‘real’ location.
This expedition, the first time you take damage in any
Junk Mage Talisman 1 expedition
combat, reduce it to 0
This blade has the ability to magically create wealth from
Plunder Blade nowhere. All your attacks gain (as a relic) Invoke (attack 1 expedition
20): Create 2 valuables tokens adjacent to your target foe
This cursed icon causes weapons to transmute their foes
temporarily into gold. All your attacks gain slay: replace
your defeated foe with a terrain piece equal to their size.
Hand of Midas 1 expedition
After combat, they either revert to normal (with the gold
sloughing off) or stay frozen, depending on the tone of
your game.

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Made of of levies pressed into service from
IMPERIAL captured villages and towns and armed with
heavy arquebuses.
The great cities of Arden Eld are growing, HP: 1
stretching at their limits. Some have crowned Speed: 3, run 1, dash 2
kings, dictators, or patricians. Other set their Defense: 8
ambitions higher - to create a nation, or recreate Damage: 2
the old empire - a terrible endeavor indeed. The Mob: This character doesn’t trigger slay effects
leaders of the Imperials are single-minded people Traits: Receive Orders
in love with regalia, the war-banner, the factory,
and the clang of steel. They worship the musket. Arquebus (2 actions, superheavy ranged
Their soldiers on the ground are less enthusiastic, attack 8): Autohit: Deal 1 damage. Increase to 2
but given the chance, they will trample the Green damage if in the command aura of an imperial
into mud and ashes none the less. officer.

Faction Template Special template: Imperial Officer


To make any foe an Imperial, you can add the Any job
following traits. All Imperials have these traits. This template stacks with other templates.
Arkentech Power armor: Start combat with
Kin: Imperials are kin, can be bargained with, Vigor 1.
and will flee or surrender if heavily outnumbered Command Aura: Allies in range 3 of the
or heavily losing a fight Imperial officer have +1 boon on attacks. Other
• Motivations: Imperials have orders they are Imperial units may gain bonuses while in any
following from whatever guild master, warlord, Command Aura (this trait, or a trait with the same
or under-baron they serve. Usually this is to name).
capture a location, object of power, or person of
interest. If characters can work around those Templates
orders, Imperials can usually be bargained with
or even be helpful.
• Flee: When the commanding officer of an
Imperial detachment is defeated, there’s a 20%
Chapter 1
chance at the start of each round the remaining
imperials will attempt to flee or will surrender Legionnaire
on the spot. The rank and file of Imperial forces, armed with
• Faction Blight: Burning mass produced firearms.
• All Imperials have the Receive Orders trait
(see below) Traits: Receive Orders
Rifle (1 action, recharge 6, ranged attack
Special mechanic: Chain of 8): On hit: [D] and inflict burning.
Command
• Commanding Officer: Designate one foe the Flame Trooper
commanding officer of the imperial detachment. Armed with Arkentech armor, these heavy
They get a special template. imperial troops are a fearsome sight.
• Receive orders: When a non-leader imperial
starts its turn in range of a command aura, it Traits: Receive Orders
recharges all its abilities. Heavy Armor: 5 armor. Cannot dash.
Flame hurler (1 action, close blast 1, true
Special Mob: Auxiliary strike, recharge 6): Area effect: 4 damage +
burning. If a character is already burning, deal
bonus damage.
Auxiliary
War Beast

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This large, bear-like imperial beasts are bred for to re-roll the attack with +1 boon, taking the
war and fitted with armor. second result as the final result.

Traits: Receive Orders Artillerist


Large: Increase size to 2 Furnished with the latest scopes and tech,
Frenzy: 1/turn when hitting with an attack, Artillerists bring the imperial firepower to bear.
immediately gain +1 action.
Leashed: Designate another character the Firing Drills: The ranged attacks of allies in
handler. Can only take 1 action maximum, loses range 3 ignore cover
all armor, and cannot trigger frenzy unless Spotter (1 action, recharge 4+): Mark a
adjacent to the handler or in a command aura. character in range 8 and line of sight. That
character becomes Vulnerable+ to ranged attacks
Imperial Spy while marked and cannot gain or benefit from
Top line imperial operatives, trained at a guild stealth.
academy
Imperial Sniper
Traits: Receive Orders A college-trained wright or gunwright with a
Disguise (1 action, recharge 6): A foe in pedigree in precision combat
range 5 must save. On a failed save, the Spy
switches places with them, teleporting both Traits: Receive Orders
characters. Brace: When adjacent to terrain, increase the
Decoy (Interrupt 1, recharge 5+): When hit range of all ranged attacks with a listed range by
by an attack, turns that hit into a miss and +4, and attacks ignore cover
teleports 3 spaces to an unoccupied space it can Deploy barricade (1 action, recharge 6):
see, which is its ‘real’ location. The sniper creates a space of height 1 terrain in an
adjacent space
Imperial Demolitionist
Laden with explosives, demolitionists blow doors Imperial Powdermage
in ruins, gatehouses of cities, or collapse tunnels Imperial wrights are often fitted with the latest
below armies. in powder technology - rotary six guns that
mimic the Holy Chambers wielded by the
Traits: Receive Orders Freelancers.
Arkentech mine (1 actions, recharge 4+):
The Demolitionist places an intangible size 1 Traits: Receive Orders
summon in a space in range 3. If any character Pistol (1/round, free action): The powder
moves or is shoved more than 1 space over or mage fires a pistol at a character in range 5,
adjacent to the mine, it explodes for 2[D] in a dealing 2 piercing damage as an effect.
blast 1 area effect and inflicts burning. Pistol flurry (2 actions, recharge 6): The
Detonate mines (2 actions): All mines laid by powder mage uses Pistol on all visible hostile
the demolitionist explode as if triggered. characters in range 5, ignoring it’s 1/round
restriction
Drillmaster
Retired officers that sometimes go into battle to
complete the training of levies and legionnaires
Chapter 2
with brutal discipline.
Blitz Trooper
Tactics Aura: Foes suffering from a status in
These heavy troops are armed with heavy shields
range 3 take bonus damage.
and powerful boosters rigged from old arkentech
Discipline (Interrupt 1): Trigger: an ally in
that hurl them into the thick of combat.
the tactics aura misses with an attack. Effect: The
Drillmaster can use this interrupt to cause them
Traits: Receive Orders

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Arkentech Shield: Has resistance to all damage Defense: 6


from closest foe. If multiple foes are equidistant, Armor: 5
this trait applies to all of them. Fray Damage: 4
Rocket Jump (1 action, recharge 6): The [D]: 1d6
Blitz trooper flies 4 spaces in a straight line. All
adjacent foes when it lands are dazed and shoved Traits: Fortify, Receive Orders
1. Elite: Takes 2 turns

Inspire Dread (free action, 1/round): An


Imperial Tek Gunner
imperial ally in range 3 immediately recharges an
Using heavy, belt fed Arkentech rifles, these
ability.
heavy troopers can lay down hails of aether-
Heavy Mace (1 action, multiattack, melee
charged bullets.
attack, +1 curse): On hit: 3[D] and foe is dazed.
Full auto (2 actions, stance): While in this
Miss: [D]
stance, the Tek Gunner’s speed is 0 and they are
Rocket Jump (1 action): The Praetorian flies 4
winded+, but all their attacks deal +[D], pierce,
spaces in a straight line. All adjacent foes when it
ignore cover, and gain +1 boon. They lose this
lands are dazed and shoved 1.
stance if they are shoved or moved for any reason.
Arkentech force shield (1 action, recharge
Speed clip (free action, recharge 6): The Tek
6): The Praetorian gains aura 2 until the end of its
Gunner takes the Full Auto stance.
next turn. The Praetorian and any of its allies have
resistance against abilities originating from
Imperial Engineer characters outside the aura.
Using rudimentary arkentech engineering, some
imperial college cadres are able to put together
simple but effective automatons.
Suppressor turret (2 actions, summon,
recharge 6): The Engineer summons a gun
emplacement in range 6, a size 1 sturdy summon.
Summon effect: When a foe in range 4 from the
emplacement is damaged by an attack, the
emplacement deals piercing fray damage to that
foe, ignoring cover. This effect can trigger any
number of times a round.

Unique Elites

Chapter 1
Praetorian
These imperial troopers are walking fortresses of
iron and custom-forged arkentech. More
machine than kin, their heavy power armor
bristles with the newest weaponry, and they
loom over their foes and allies alike, inspiring
dread in equal measure.

VIT: 8
HP: 64
Speed: 3, Dash 2

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Imperial Trophies
Tech Description and Effect Uses
The Arquebus gives you a basic heavy ranged attack with
Imperial Arquebus Unlimited
a range of 8.
As an action, you may place an intangible size 1 summon
in a space in range 3. If any character moves or is shoved
Arkentech Mine more than 1 space over or adjacent to the mine, it 3
explodes for 2[D] in a blast 1 area effect and inflicts
burning.
Gain the following action: Flame hurler (1 action,
Flame Hurler close blast 1, true strike): Area effect: [D] and inflict 3
burning.
As an action, you may activate this energy shield to gain
aura 2 until the end of your next turn. Yourself and allies
Arkentech Force Shield 2
have resistance against abilities originating from
characters outside the aura.
As free action, you may deal piercing fray damage to all
Imperial sidearm 3
characters in range 3
As an action, you may fly 4 spaces in a straight line. All
Imperial Rocket Pack 3
adjacent foes when you land are dazed and shoved 1.
Arkentech Power Armor This expedition, start every combat with vigor 1 1 Expedition
This expedition, as a free action on your turn you may
Arkentech Power Gauntlet 1 Expedition
shove a character 1 space
Arkentech Goggles This expedition, your abilities ignore cover 2 Expeditions

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Faction Template
To make any foe a demon, you can use the
following template:

Monsters: Demons do not flee or negotiate.


Faction Blight: Any
All Demons have the Devour trait and can be
Banished (see below)

Special mechanic: Abyssal Legion

Legion: When fighting demons, at the start of


combat, place 5 Natals, this faction’s special mob,
on the map in unoccupied space somewhere
outside of range 2 of players. These don’t count
for the total encounter budget.
Devour (2 actions, 1/combat): The Demon
devours and absorbs an adjacent Demon,
including any defeated Demon, destroying it and
gaining vigor 2. They can also use this on a Natal
to grant them vigor 1, which can be done any
number of times a combat.
Banish: A character can disintegrate an adjacent
defeated demon as an action, returning it to the
void from which it came, and preventing it from
being devoured.

Unique Foe: Natal


Natals are immature demons, smooth, pale-
skinned humanoids. Wherever demons appears,
DEMON breaching the veil between worlds, they
inevitably pour forth. Given time, Natals warp,
The origin of Demons is a mystery, but most burst, and shed their skins, transforming into
scholars agree they appear to be closely related different and more powerful demons.
to the Doom. They are among the most
dangerous and fearsome creatures that lurk in Natal
the deep levels of the Arkenruins, existing
seemingly only to destroy. Whenever they HP: 1
appear, they drive other creatures to the surface Speed: 3, Dash 2
in a Blight. Defense: 5
Mob: This character doesn’t trigger slay effects
The deeper you go in the ruins, the more demons Summon: Natals disappear when reduced to 0
you come across, and the more reality seems to hp and don’t cause engagement.
fall apart. Some of the more infamous and
unconquered ruins in Arden Eld descend miles Void vomit (2 actions): Effect: Deal 1 piercing
and miles, deep into the earth, where they damage as an effect to a character in range 3. If
eventually dissolve into lightless Abyss, full of that character is adjacent to another demon,
squirming Natal demons that crawl over each increase damage to 2.
other like maggots, and stalked by enormous,
misshapen horrors. Templates

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Starving Demon Prowling Demon


These skeletal demons swell to enormous size This bestial demon has the ability to become
when they absorb their defeated foes. insubstantial, retreating to the void from whence
Flesh Hook (1 action, recharge 4+): A it was spawned when in danger.
character in range 4 must pass a save or be shoved
towards the demon as much as possible. Instantly Phase slip: After being damaged for the first
recharges and doesn’t require a save if used on an time in a turn (any turn), become intangible until
ally. the start of the following turn
Engorge: Increase size by 1 and gains +1 action Dark Warp (2 actions, recharge 6): Teleport
for the rest of combat if this demon uses Devour to a visible space, then create a void rift under this
on another demon (natals don’t count). demon’s space, which counts as a pit to all
characters but demons.
Armor Demon
These knight-like demons fight with no sense of Cutter Demon
self preservation and crush all before them. This demon’s arms end in cutting blades with
black, reflective edges.
Heavy Armor: 5 armor. Cannot dash. Void rift (1 action): Create a void rift terrain
Crush Bones (1 action, mark): Choose an effect in free space in range 3, which counts as a
adjacent foe. If that marked foe is adjacent to the pit to all characters but demons.
Armor Demon at the end of any of their turns, Void Slip: The Cutter Demon can spend 1 space
they take 2[D] as an effect. of movement to move into to any space of any
void rift from any other space.
Gaping Demon
This demon is almost all mouth, teeth, and Screaming Demon
tongue, which nearly splits its body in two. This demon is full of holes that make a high
Large: Increase size to 2 pitched shriek when it moves.
Swallow Whole (2 actions, recharge 6+): A Terror: Non-demon characters that attempt to
adjacent character is swallowed whole. While move into an adjacent space to the demon for the
swallowed, they share their space with the Mouth first time on their turn or star their turn there
Demon, they are intangible and untargetable to must pass a save or treat spaces adjacent to the
characters other than the Gaping Demon, their Demon as impassable terrain. If they start their
max speed is 0, and the only character they can turn there and fail a save, they are shoved 1
target other than themselves is the Gaping Shrieking: When the Screaming Demon attacks,
Demon. At the start of each of their turns, they characters in range 2 of it must save or lose any
take [D] piercing damage, and at the end of their stances they are holding
turn they can save against this effect. Saving
against this effect places them in a free adjacent Bulging Demon
space. It also ends if the Demon is defeated. This demon’s grayish skin shifts and bulges
unnaturally.
Hollow Demon Regenerator: Regeneration 1. -25% starting HP.
This demon is barely there, a hole in reality that Disgorge: Whenever vigor is broken, summon a
sucks in the air at the edges. Hands occasionally natal in range 2
grip the edges of the hole. Last Revenge: When reduce to 0 HP, explodes
Ethereal: Flying, phasing, and has evasion in a blast 1 area effect. Non-demons in the area
unless adjacent to a foe. take [D] and are blighted. Summon 2 Natals in the
Pure Void: When a Hollow Demon is defeated, it area.
is destroyed, creating a void rift in its space, which
counts as a pit to all characters but demons. At the Puppeteer Demon
end of each round, summon a Natal in an adjacent This silent demon is made up of woven strings,
space to the void rift. The rift can be targeted, has and can unweave itself to link to the vital forces
10 hp, and is automatically hit by attacks. of other creatures

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White Strings (1 action, close blast 2): All


allies in the area are shoved 2 in any direction (the Chapter 1
Puppeteer can choose for each character).
Black Strings (1 action, recharge 5+): A foe
in range 5 must save. On a failed save, they
teleport up to 3 spaces to the nearest ally and deal
[D] to them as an effect.
GREAT BELL DEMON
A huge, stout demon with an enormous black
Lurking Demon
iron bell. The shackles on its body seem to
This reptilian demon’s skin constantly shifts to
indicate it was imprisoned somewhere. These
match its surroundings.
demons are common enough that its believed
they once served some function in the Arken
Chameleonic: When starting or ending its turn
empire.
adjacent to cover or in a void rift space, gains
stealth
VIT: 12
Void rift (1 action): Create a void rift terrain
HP: 96
effect in free space in range 3, which counts as a
Speed: 3, Dash 2
pit to everyone but demons.
Defense: 5
Armor: 1
Unstable Demon Fray Damage: 3
This demon is a barely controlled chaos, its very [D]: 1d8
form constantly twisting and warping
Implode: If the Unstable Demon reaches its Traits: Fortify, Devour, Sturdy
overcharge counter, it explodes, destroying the Large: Size 2
demon and dealing [D] Divine damage as an area Elite: Takes 2 turns
effect to all non-demon characters on the Ironbound: Permanently winded.
battlefield. Black Temple Bell: This demon’s huge bell is so
Chaos: Unstable demon attacks inflict all four heavy it can only attack once a round.
blights
Flatten Mortal (melee attack, piercing, 2
Color Demon actions, close blast 1): On hit: 4[D]. Miss or
This demon is a color that cannot be named. area effect: [D]. Effect: On hit, foe is stunned.
Looking at it too long hurts. Bell sweep (1 action): Area effect: All adjacent
foes to the demon are shoved 1 and take fray
Distorted Soul: damage
• When not bloodied, gain resistance to damage Swat (1 action): An adjacent foe is shoved 3.
from any melee attack. However, all ranged Collide: foe is winded.
attacks against it becomes divine. CLANG (1 action): Every foe in range 2 of the
• When bloodied, gain resistance to damage from demon takes 1 piercing damage and must save or
any ranged attack. However, all melee attacks be dazed.
against it become divine.
Distort foe (1 action): A foe in range 5 must
save or become marked. While marked, the effects JUDICATOR DEMON
of Distorted Soul from this demon also apply to
them. This mark is removed if the color demon is Maleficent, and eyeless, greater demons from
defeated. deep below the earth. Relatively intelligent, they
delight in riddles, bargains, and technicalities.
Unique Elites VIT: 10
HP: 80
Speed: 4 (dash 2)
Defense: 8

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Armor: 1 turn must be in the same direction and in straight


Fray Damage: 3 lines.
[D]: 1d6
Agonize (1 action, melee attack): On hit: [D]
Traits: Shelter, Diaga, Devour and character must save or become slowed. Miss:
Large: Size 2 1 damage. Effect: The Wheel dashes up to 8
Elite: Takes 2 turns spaces before this attack. It deals additional
Eyeless: Blinded permanently, but can still damage equal to how far it traveled before it
target foes normally. attacked.
Decree: At the start of the round, the Broker Spit fire (1 action, blast 1, range 4): Area
makes one of the following decrees, making a effect: Fray damage and characters are burning.
different decree each round than the last one. Burning characters instead take [D]
Foes that do not follow the decree by the end of Spin out (1 action): Adjacent foes must save or
the round take 2[D] damage as an effect and are become blinded and burning.
blinded. Blinded characters are stunned. Exfoliate (2 actions, recharge 6): Repeat the
- Decree of Anger: Attack this round. following effect three times. Effect: An adjacent
- Decree of Selfishness: Do not use abilities that foe must save or take [D]+fray. Slow characters
target allies this round. fail the save.
- Decree of Paranoia: End turn without being
adjacent to any other characters.
- Decree of Rashness: End turn adjacent to a foe
PALE MAN
Enfeeble (1 action, ranged attack 6): On hit:
[D]+fray and character must save or be pacified. This demon’s pallid skull is crowned with a grisly
Miss: fray crest of eyes. It’s incredibly slow movement is
World Revolving (1 action): Shove all foes on punctuated by shrieking and discharges of
the battlefield 1 space in the same direction. scintillating energy from its eyes that can
Collide: Foe takes fray damage and is branded. pulverize stone, flesh, and armor.
Balance scales (1 action, recharge 6): A foe
in range 6 must save or take Divine damage equal VIT: 8
to 25% of their hp, or 1 damage on a successful HP: 64
save. An ally in range 6 gains vigor 1. Speed: 2 (Dash 1)
Defense: 6
PAINWHEEL Armor: 0
Fray Damage: 3
[D]: 1d12
This hellish demon takes the form of a person
strapped to or merged with a burning wheel, Traits: Aetherwall, Overdrive 4, Devour
screaming in agony. Large: Size 2
Elite: Takes 2 turns
VIT: 8 Eyes within Eyes: Immune to blinded. Simply
HP: 64 grows more eyes.
Speed: 15 (Dash 15) Languid movements: Permanently slowed and
Defense: 12 winded.
Armor: 0 Lidless Gaze: At the start of the round, keep
Fray Damage: 3 track of where the pale man is gazing, a fact that is
[D]: 1d10 known to all characters. Its gaze is always fixated
on a foe in range 10, and affects a blast 1 area
This demon lacks the Skirmisher trait centered on that foe. It must gaze at a different foe
Traits: Dodge, Devour each round from the last, if possible. If the foe
Elite: Takes 2 turns breaks line of sight, the Pale Man can immediately
Burning Wheel: This demon’s speed is 15. gaze at a new character as an effect.
However, any movement this demon makes on its

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Void Bolt (1 action, ranged attack, pierce, Armor: 1


gaze area): On hit: 2[D] and character must save Fray Damage: 3
or become vulnerable. Miss or area effect: [D] [D]: 1d10
Effect: Summon a height 1 piece of terrain in the
area. Traits: Skirmisher, Dodge, Flying
Fatal Thaum (1 action, mark): Mark a Legend: Takes 1 turn after every player character
character in range 10. Effect: At the end of that turn. If slow, only one of its turns is affected.
character’s turn, shoot a bolt of energy at that Juggernaut (Free action, 1/round): Clear a
character, creating a blast 1 area effect centered status, mark, or all blights affecting this character.
on them. Deals [D] to that character, destroys all
created terrain in the area and shoves all other Blade of Agony: Many actions from this legend
characters 1 away from that character. summon a blade of agony. Blades can be
Annihilate Flesh (1/round, recharge 6, summoned in range 3 from the demon. A blade is
pierce, 2 actions, ranged attack, gaze area): in intangible summon that still causes
On hit: [D] five times and foe is vulnerable. Miss obstruction.
or area effect: [D] two times. Effect: Reduce the - Blade Slash: Whenever a blade is summoned,
number of times this attack deals damage by [D] all blades, including the one that was just
for each character or piece of created terrain in summoned, slash every space adjacent to them,
the area, to a minimum of [D]. dealing 1 piercing damage as an effect. A
character can hit by multiple blades at once.
The violence demon is immune to its own
UNIQUE LEGENDS blades.
- Blade consume X: Certain actions must
consume X blades of agony to be used. Blades
are consumed at the start of the action and
Chapter 2+ must be in range 3 of the demon to be valid.
This destroys the blades, removing them from
the battlefield.

Body parts
VIOLENCE DEMON Regard (10 hp): Earning the demons’ regard
inflicts it with its own Compel Duel ability (see
These incredibly powerful demons wield seven below). This body part can be triggered multiple
swords that are fused with their beings. Nobody times.
knows what causes their appearance, but they Seventh Sword (20 hp): If destroyed, the
are drawn to scenes of carnage and battle, eerily demon loses its Split Kin attack. The eye-like
drifting in out of the darkness on spindly limbs. gems of the demon’s seventh sword can be taken
They appear to exist only to fight incredibly for 4 Dust.
strong foes, and when they emerge they spend all
day and night cutting down everything before Phases:
them with complete, unrelenting brutality, The Violence Demon must swap phase at the start
finishing with all other demons, until nothing else of each round. It can choose which phase it starts
remains. Only then do they drift on. combat in.

Their appearance in the surface world is usually It has the following actions in all phases:
treated as a calamity, and entire sealer orders
are often roused to try and drive one back Call Blades (1 action, 1/round): Summon
underground. three blades of agony from the void. Characters
adjacent to them when they are summoned are
VIT: 8 shoved 1.
HP: [32] x number of player characters Sixfold Cut (1 action, attack): On hit: deal 1
Speed: 5 (Dash 5) piercing damage six times. Miss: three times.
Defense: 10 Effect: Summon a blade of agony.

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Blade Storm (2 actions, attack, recharge early, summon the remaining blades in adjacent
6): Repeat the following effect six times. Each spaces to that character.
time, the demon must move in the same direction. Universal Violence (2 actions, +1 boon,
Effect: The violence demon teleports 1, then deals melee attack, range 3, blade consume 6):
1 piercing damage to all other characters in a blast On hit: Foe takes [D] damage, six times. Miss:
1 area effect centered on it. Blades of Agony Three times.
caught in the effect trigger their Blade Slash
effect.
Compel Duel (free action, 1/round): A
character in range 6 from the Violence Demon
must save or become vulnerable, then gain hatred
of the violence demon. Both effects last until
saved against.

Phase I: Heart Seeker


The violence demon becomes agile and hard to
pin down, using its swords to toss foes and block
blows.

Traits: Counter
Blade Pin (free action, blade consume 1): A
character in range 6 from the violence demon
must save or be shoved 3. Collide: Character is
pinned down by the blade, taking [D] and
becoming winded.
Blade Parry (Interrupt, blade consume 1):
Trigger: The violence demon is targeted by an
attack. Effect: The demon gains evasion against
that attack.
Maddening shift (free action): The violence
demon dashes 4 with phasing.

Phase II: Heart Eater


The violence demon scents blood, unsheathing its
enormous seventh sword.

Advance (free action, 1/round): The violence


demon teleports up to 3 spaces, but must end
adjacent to a foe.
Split Kin (2 actions, true strike, attack, line
6, recharge 6): On hit: 2[D]+fray. Miss or area
effect: [D]. Effect: Deals +[D] against bloodied
foes. Effect: On hit: Foe must save or become
stunned. Effect: Summon two blades of agony.
Garuda (Free action, blade consume 3): A
foe in range 6 must save or become impaled by 3
blades and marked. Effect: At the start of their
turn, a blade rips themselves out of them, dealing
[D] damage and summoning a blade of agony
adjacent to them. Once this effect has triggered
three times, it ends. Effect: If the mark is removed

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Demon Trophies
Tech Description and Effect Uses
As a free action, create a Void Rift terrain effect in free
Void Shard space in range 3, which counts as a pit to everyone but 3
demons.
Slippery and foul smelling. As a free action, gain counter
Natal Slime until the end of your next turn. Foes that trigger counter 3
are also poisoned
This bone is hollow but seems bigger on the inside. Free
Empty Bone action: End turn. Become intangible until the start of 1
your next turn
This combat only, gain regeneration 1, but at the start of
Purified Demon Blood 1
your turn gain hatred of the closest foe.
Point this swiveling eye at a foe as an action for the
following Effect: Deals [D] to that character, destroys all
Pale Man Eye 2
created terrain in the area and shoves all other characters
1 away from that character.
The huge, living sword of a Violence Demon. Swing it for
the following attack: Universal Violence (melee
Seventh Sword 1
attack, 2 actions): On hit: Deal [D] damage 6 times.
Miss: 3 times
This expedition, your attacks gain (as a relic) Invoke:
Chaos Shard 1 Expedition
Attack, 18+: Inflict all blights
This expedition only, gain aura 2. Whenever a foe gains
Judicator Heart Valve 1 Expedition
vigor in the aura, you may gain vigor 1
This expedition only, you may teleport 2 as a free action
Unstable Demon Bone 1 Expedition
on your turn

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Lowlanders are nearly all raiders, using the
blight as a natural barrier, attacking the towns,
farms, and lands outside when they need to
gather supplies and retreating into the blight
when pursued. Some principled lowlander clans
may try to avoid bloodshed and take only what
they need, but the villages they take from would
nearly all see it differently.

Many lowlanders have developed a semi-


religious respect for the dungeons that in its
worse forms can manifest as cult-like reverence.

Faction Template
To make any foe a Lowlander, you can add the
following traits. All Lowlanders have these traits.

Kin: Lowlanders are kin, can be bargained with,


and will flee or surrender if heavily outnumbered
or heavily losing a fight
• Motivations: Lowlanders nearly always fight
for territory or supplies. Negotiating for them
for passage through their territory usually
involves doing a favor or payment, and they
typically respect fair deals. They prefer to take
captives in battle and ransom them back later.
They are survivors and won't hesitate to back
down from a fight they know they will lose -
conversely, they won’t hesitate to exploit
weaknesses.
Faction blight: Poisoned

Terrain expert: Ignores terrain disadvantage,


LOWLANDER difficult, and dangerous terrain.
All lowlanders have the Lowlander toxin trait
(see below)
A society of rejects, survivors, and outcasts,
lowlanders are a relatively new development in
Arden Eld - those that make their homes in the
Special mechanics: Blightland
maze of dungeons under the blightlands - the Survivalists
areas around long-emerged and active Lowlander Toxin: All attacks by lowlanders
arkenruins that are inhospitable to life and full of gain on hit: inflict lowlander toxin. A character
monsters, where the very ground might be afflicted by lowlander toxin loses 2 hp at the start
poison. They often live in squalor and constant of their turn, ignoring resistance, armor, and
danger from their harsh environment, and band vigor. This effect cannot be removed in any way
together for survival into loose clans. and only ends when combat ends, or a character is
defeated. Does not stack.
Those that live in the blightlands are often Suddenly!: At the start of any round, the GM can
pariahs, exiled from society, for real or perceived spring a lowlander trap in any unoccupied
transgressions. Families and children are space not adjacent to a player character. The trap
practically nonexistent, and there’s usually is a size 1 intangible summon. Choose one of the
tragedy behind their stoic facades. following traps:

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• Snare trap - A character in range 3 of the trap maximum speed is reduced to 0, it shares the
must save or be shoved towards the trap until mule’s space, and it moves while the mule moves.
adjacent and have their speed reduced to 0 until The kidnapped foe can repeat this save at the end
the trap is disarmed. of their turn to end this effect, placing them in an
• Stake trap - Trap creates difficult and adjacent free space. It also ends if the mule is
dangerous terrain in adjacent spaces. stunned or shoved.
• Poison trap - Trap creates dangerous terrain
in adjacent spaces. Characters that end their Thresher
turn in the area are poisoned and inflicted with A master way finder and close-range fighter,
lowlander toxin. Threshers are tasked with wrangling captive
monsters.
All traps can be disarmed by a character taking Grappling hook (1 action): Teleport adjacent
the interact action adjacent. The trap remains on to a lowlander trap in range 4.
the field, but its effects are no longer active. Whirlwind (1 action, recharge 5+): Effect:
Teleport 1, then deal 1 damage to an adjacent foe
Lowlanders are not affected by their own traps, or and shove them 1. Repeat this effect three times.
their effects. Traps remain even if deactivated.

Lowlanders often come with tame monsters. Viper


You can use the Ruin Beast template to represent Scarred lowlanders that dip the blades and
this. Tamed monsters are immune to lowlander arrows of their allies in the pure toxic ground of
traps, and will flee if lowlanders flee. the blights.

Pit Poison (free action, recharge 6+): Next


Raider attack ability from an ally in range 4 deals Divine
Dirty fighting: Gets +1 boon on attacks when damage, and character must save or lose all vigor,
inside difficult or dangerous terrain. stances, and marks.
Raider kick (1 action): Shove an adjacent
character 1
Apothecary
The healers of the Lowlanders, potent in their
Butcher knowledge to ease sicknesses and ills - but
Lowlanders tasked with carving and preparing equally potent in their ability to inflict them
monster meat for consumption, an important
task in every clan, leaving their frames corded Great Purity: Immune to blights. Conveys this
with muscle. immunity to adjacent allies.
Bitter Root (1 action): The Apothecary marks a
Overwhelm: 1/round, when the butcher hits a character in range 4. That character must save or
foe with an attack, after the attack resolves they become marked, and vulnerable, winded, and
mark that foe. This mark cannot be cleared, and poisoned while marked. They fail this save
stacks, indefinitely. For each stack of this mark, automatically if they are suffering from lowlander
the butcher deals +3 damage to that character toxin. They can repeat it at the end of their turn to
with attacks. All stacks of this mark immediately clear the mark and all these effects, even if they
end on one character if the butcher hits and are suffering from toxin.
marks a different character with an attack.
Boil
Mule Alchemists tasked with extracting the most toxic
Strong or burly lowlanders that carry supplies venoms from the plants and monsters that grow
through dangerous terrain over a long distance. in the blight lands.
They can do the same with captives.
Kidnap (2 actions, recharge 4+): The mule Catalyze (1 action, mark, recharge 4+): A
dashes in a straight line 3 spaces, phasing through character in range 5 must save or become marked
characters. The first foe it encounters must save by the Viper. While marked, the effect of
or the mule moves into that foe’s space. That foe’s

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lowlander toxin on them is tripled and they are Entropus (1 action): A character in range 6 of
vulnerable. the ruin speaker is marked and starts to petrify.
Noxious World: When overdrive triggers, the While marked, they take [D] piercing damage at
entire battlefield becomes dangerous terrain. the end of their turns if they end their turn
adjacent to or inside a piece of terrain or terrain
Monster Hunter effect. The Ruin speaker can mark any number of
Wrights and hunters that track monsters great characters with this ability
distances to strike them down for the clan. They Call Ruin (1 action, recharge 4+): The Ruin
get very limited opportunities to strike at their speaker chooses a space in range 6, that becomes
foes. known to all characters, and must take a slow turn
next round. At the start of the Ruin speaker’s next
Monster slayer (2 actions, end turn): turn, a ruin chunk surfaces in that space, a height
The next attack from the monster hunter gains +1 2 piece of terrain. Spaces next to this terrain are
boon and deals bonus damage for each of the difficult terrain. Any character occupying the
following conditions: space is pushed up on top of the ruin chunk but is
• The monster hunter is standing in difficult or also stunned (no save).
dangerous terrain Welcome (1 action, recharge 4+): The Ruin
• The monster hunter is more than 3 spaces from Speaker re-arms all lowlander traps in range 3,
a foe then immediately re-triggers the effects of all
• The monster hunter is on higher elevation from lowlander traps in range
their target
• Their target is inflicted with lowlander toxin
Chapter 2+

Unique Elites Wrangler


Those among the outcast with the patience,
Chapter 1 bravery, or lack of survival instinct often become
master monster tamers. In larger Lowlander
clans they act as brutal dispensers of justice,
Ruin Speaker enforcing the laws of the clan and collecting tithe.

Some superstitious lowlanders are changed by


VIT: 10
spending too much time in the Blightlands. This
HP: 80
can manifest in strange powers.
Speed: 4 (dash 2)
Defense: 8
VIT: 8
Armor: 1
HP: 64
Fray Damage: 3
Speed: 3 (Dash 2)
[D]: 1d6
Defense: 5
Armor: 1
Traits: Shelter, Diaga, Sturdy
Fray Damage: 4
Elite: Takes 2 turns
[D]: 1d8
Beastmaster: The Wrangler starts combat with
3 trained beasts, which are size 1 summons (with
Traits: Overdrive 4
20 hp). Place them within range 3 of them. Each
Elite: Takes 2 turns
beast has a different ability (detailed in the Sic
attack).
Landwrack (1 action, ranged attack 8): On
Fierce Loyalty (Interrupt 1): Trigger: The
hit: [D]+fray. Miss: fray. Effect: Summon a height
Wrangler or one of its summons adjacent to them
1 destructible terrain piece adjacent to the
is targeted by an ability or attack. Effect: The
character
attack or ability is retargeted to either the

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Wrangler or the summon (Wrangler chooses


which).

Crack the Whip (1 action): The Wrangler


shoves all summons (hostile and allied) in range 3
3 spaces
Disarm (1 action, recharge 5+): A foe in
range 5 must save or become pacified.
Sic (1 action): The Wrangler activates one of its
beast summons, from the following list. If it’s
bloodied, it can activate all three. It must activate
a different summon from the last each turn.

- Goshawk: Flying, dodge. Can fly 3, then


Attack (Piercing melee): Line 4. On hit: [D]
+fray. Miss or area effect: Fray.
- Gorebeast: Sturdy. Attack (melee): On hit:
[D]+fray. Miss: Fray. Effect: Shove 2. Collide:
[D] and stunned. The beast may dash 2 before
making this attack.
- Spitter: Aetherwall. May move 2, then Attack
(ranged 8): On hit: Fray damage 3 times. Miss:
Fray damage. Effect: Foe is poisoned and must
save or lose all vigor.

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Lowlander Trophies
Tech Description and Effect Uses
This huge hooked pole can be used as a free action on
Mancatcher your turn to shove a character in range 3 as close to you as 3
possible.
Antidote You are immune to lowlander toxin Unlimited
Small iron icon of the pit. As free action you can call on
Ruin Icon the ruins to surface. Create a height 1 terrain space in 3
range 6
Rub this incredible potent poison on your weapon. Your
Pit Poison 1
next attack deals Divine damage.
A potent improvised weapon. As a free action, inflict
Monster spine launcher 3
vulnerable on a character in range 6
Thick, foul smelling, and greasy. Use as a free action to
Ointment 3
cure yourself and additionally end all blights.
This expedition, your attacks gain on hit: inflict lowlander
Lowerlander Toxin 1 Expedition
toxin
This expedition, as a free action you may teleport adjacent
Grappling Hook 1 Expedition
to a terrain space height 1 or higher in range 3
This expedition you are immune to all blights, lowlander
Survival Suit 1 Expedition
toxin, and difficult and dangerous terrain

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Kin: Ancient Jotunn are kin, can be bargained
JOTUNN with, and will flee or surrender if heavily losing a
fight
Distant cousins of the Troggs, Jotunn were born • Motivations: Jotunn are motivated strongly by
of Titan blood when the world was young. A their negative emotions (sadness, anger,
variety of peoples, they are united only by their distrust, ennui, hunger, etc). Appeasing them or
extreme age, prodigious strength, and enormous appealing to their feelings can soften them and
stature. Most Jotunn stand twice the height of make them open to negotiation.
other kin, some as big as a small building. • Flee: Jotunn typically don’t flee but value their
lives and will surrender if they see no chance of
Jotunn are immortal, seem virtually immune to winning a fight
disease, and do not age, though they can still be Monsters: Newer Jotunn are infected with the
slain by a powerful enough foe. They do not Blood Rage. Born of the slaying of the Titans, they
reproduce, but burst forth from the earth fully are driven only by their pain and rage. Treat them
formed wherever titan blood crystallized. There like monsters - they do not flee or negotiate. It
are therefore a limited number of them in the might be possible to cure the Rage.
world (though many have yet to emerge), and Faction blight: Frostbite
eventually their age will pass. This is something All Jotunn have the traits described in Legacy of
many Jotunn are keenly aware of. the Titans below.

Jotunn have long but very fallible memories, and Special Mechanic: Legacy of the
the ancients remember the Arken and the Doom, Titans
and have witnessed the sins of Kin throughout Elite: All Jotunn have the Elite type if they don’t
the age. This tends to make them melancholy, already have it. They’re worth 2 points in an
distrustful, or resentful. At their best, they are encounter budget and take 2 turns. Double HP if
burdened by the weights of their long lives. upgrading from a normal foe.
Many ancient Jotunn wander the land or stand Titanblood: Increase size to 2
guard over crumbling titan ruins, following the Titanfall: When defeated, roll 1d6 and assign a
edicts, patrol routes, and tasks given to them by compass direction (1 - none, 2- N, 3-E, 4-S, 5-W,
their ancient lords, so long ago that even they 6- GM choice). The Jotunn falls into a close blast 1
have forgotten. Others seek out the cities and area to its space. Size 1 characters inside must
towns of Kin, finding purpose in labor, learning, save or take 2[D] damage, or [D] on a successful
or battle. save. Move all characters out of the area into the
closest available space and place the defeated
The slaying of the titans scattered their blood Jotunn there. They count as a 2x2 space of height
across the land, where it sunk smoking into the 1 terrain while defeated.
earth. The Jotunn that have emerged from the
earth in the millennia since then have all
emerged insane, and driven only by the pain and Nilfling
rage of their dying progenitors, going on Blind and blood hungry Jotunn that are born
rampages until they are slain or collapse dead malformed from cysts in the earth where Titan
from exhaustion. blood has congealed and stagnated.

Older Jotunn often seek out their insane kin in Eyeless: Permanently blinded
order to put them down or out of some faint hope Blood Scent: Has hatred of the closest bloodied
for salvation, hoping for some final end to their foe. Ignores stealth and blinded against bloodied
pain. foes.
Finish Off (1 action): Effect: The Nilfling deals
Faction Template a phenomenal blow to an adjacent bloodied
character. That character must save or take 2[D],
To make any foe a Jotunn, you can add the
become dazed, and become winded. On a
following traits. All Jotunn have these traits.
successful save, they only take [D] and are either
dazed or winded (the ogre can choose).

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Beastblood Jotunn Blackblood Jotunn


Jotunn born of beast titans are part or at least This Jotunn was born from the regenerative
wholly of animal form, fanged, and blessed with blood of the Holy Body. It has a regal, if cold
freezing breath. bearing.
Ferocity: On the first round of combat, can dash
as a free action Brittle Flesh: Starts combat at only 50% hp,
Frost breath (1 action, recharge 5+): Target with vigor 2.
a close blast 1 area. Characters within are inflicted Miracle (1/round): When its vigor is broken,
with frostbite and must save or become winded. inflict frostbite on all foes in range 3 and grant 1
Winded or frostbitten characters also take [D] vigor to all allies in range 3
piercing damage.
Wildblood Jotunn
Stormblood Jotunn This arboreal titan is more plant than kin,
Martial Jotunn skilled in wielding weaponry shaggy with leaves and bark.
larger than any kin.
Comet (1 action, 2/combat): The Jotunn hurls Brittle Flesh: Starts combat at only 50% hp,
a spare weapon in a line 3 area, where it comes to with vigor 2
rest as a height 1 terrain piece. Characters Growing Season (1/round): When damaged
adjacent to the weapon when it lands take fray by an ability or action, drops a fruit, an intangible
damage and are shoved 1 space. Spaces adjacent summon in a space in range 2. Self or allies can
to the weapon are difficult terrain. pass through the space to be cleansed (end all
Split the earth (1 action, terrain effect, 1/ blights, end a mark, or save against all
combat): The Jotunn creates a line 3 area, then conditions). This destroys the summon. Foes can
creates pits in those spaces. These spaces can be pass through the space and destroy the fruit, but
created under characters. take piercing fray damage, are poisoned and
branded.
Nightblood Jotunn
A pale titan born of the tears or blood of the Starblood Jotunn
Weeper. At a distance, these jotunn look corpse- A jotunn born of the multicolored blood of the
like and scarily thin. Outsider, the observer titan. Tend to be avian in
appearance.
Soul Freeze: +1 boon and deals bonus damage
on attacks against frostbitten characters Winged: Gain flying
Sweep of Night (1 action, recharge 6): The Polaris (1 action): Mark a visible space. At the
Jotunn sweeps it’s cape, targeting all characters in end of each turn past this one (foe or allied), roll a
range 3, then teleports to any free space in range d6. On a 6, a meteor smashes into the space,
8. It can then teleport every character it targeted inflicting [D] and frostbite in a blast 1 area effect
to any space in range 3 of its new location. Foes on that space.
can save to avoid this effect.
Hunter Jotunn
Deep Water Jotunn A jotunn born of Gaia, with great antlers and
This Jotunn is made of the churning water of the hooves
deep ocean.
Titanforged greatbow: Ranged attacks, even
Amorphous: Instead of a 2x2 space, this Jotunn AoE, have shove 1 and deal piercing damage.
occupies an Arc 4 space that can be placed in any Great Flurry (free action, recharge 6): The
configuration. When it moves, move either end next non-aoe ranged attack from this Jotunn
space of the Arc, then re-place the Arc in any valid gains multiattack if it doesn't already have it.
configuration. It can make attacks or use abilities
from any of its spaces.
Reform: Starts combat with defiance.
Unique Elites

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know which is the real one, and the Vannir may


move all of them when they move, and use
abilities from any of their locations. If the Vannir
Chapter 1 takes this move and has duplicates remaining, it
can summon until it has 3, then swap places
again.

VANNIR AETNIR
Especially old and Aether-wise Jotunn are The Storm Titan had a mighty hall called
known as Vannir. These sagely Jotunn wander Erenhelion, where the titans would feast after
the land disguised as travelers or old men, doing battle. The drops of mead from that hall
sometimes shape-shifted or using illusions to smoked where they hit the earth and gave rise to
cloak themselves. They tend to view themselves the Aetnir, battle Jotunn of unprecedented skill
as judges to lesser beings, and often given to and strength, who came forth fully formed, clad
offering advice, prophecies, or riddles. and armed for battle. The Aetnir view combat as
a veneration of their progenitor and wander the
VIT: 8 land looking for the strongest opponents. There
HP: 64 are less than a hundred Aetnir left, and their
Speed: 3 (Dash 2) numbers dwindle as the age of ancients dims.
Defense: 6
Armor: 0 VIT: 10
Fray Damage: 4 HP: 80
[D]: 1d8 Speed: 3, Dash 2
Defense: 6
Traits: Overdrive 4, Aetherwall, Titanfall Armor: 4
Elite: Takes 2 turns Fray Damage: 4
Enormous: Size 3 [D]: 1d6

Rune of Cunning (Interrupt 1): Trigger: The Enormous: Size 3


Vannir is targeted by an attack. Effect: The Vannir Traits: Fortify, Titanfall
gains evasion. If evasion is successful, the Vannir Elite: Takes 2 turns
gains stealth and teleports 3. Heavy: Immune to shove

Star Shower (1 action, ranged attack, Cross Titan Cut (1 action, melee attack, Line 4):
3, range 10): On hit: [D]+fray. Miss: [fray]. Area On hit: [D]+fray. Miss: or area effect: fray
effect: [D] Great Leap (1 action): The Aetnir flies 3, then
Rune of Destruction (1 action): The Vannir shoves an adjacent character 2 spaces. Collide:
summons a glowing rune on a free ground space [D] and character is dazed.
within range 4. The rune can be moved over Crush Cowards (1 actions, special
freely. There can only be a maximum of three of recharge): Effect: The Aetnir raises its weapon
these Runes at once (each could be from different and ends its turn. It must take a slow turn next
Vannir), and the newest one created replaces the round, but at the start of that turn, as a free action
oldest rune if there are already three. At the end of it sweeps its weapons, affecting a blast 3 area
any round in which a rune is not covered by a effect around it, with different effects depending
terrain piece, character, or summon, all foes take on how close characters are. Foes 3 spaces away
[D] piercing damage for each active rune. Runes take 2[D]+fray. Foes 2 spaces away take [D]+fray.
disappear at the end of combat. Adjacent foes take fray damage. Special: This
Aencraft (1 action, recharge 5+): The Vannir move only recharges if Break the Mighty is taken
summons 3 illusory duplicates in range 3, which Break the Mighty (1 action, special
are summons with 1 hp, then may swap places recharge): Effect: The Aetnir raises its shield
with one of them, teleporting. Characters don’t and ends its turn. It must take a slow turn next

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round, but at the start of that turn, as a free affected by one set of chains from this ability at a
action, it slams its shield down. Adjacent time.
characters take 2[D] and are shoved 2 spaces
away. Collide: Characters take [D] and are
stunned. Special: This move only recharges if
Crush Cowards is taken

Chapter 2+

THANNIR
The Thannir were born from old battlefields,
places where the restless dead had no time to be
buried and were given to the wilds. They are
born from Tsumi, the moon titan, and they carry
a great sorrow and resentment in their beings.
With their greatscythes, they wander old
overgrown battlefields and groves that were
once charnel houses, tending to the bones of the
dead and the pale flowers that grow there.

VIT: 12
HP: 96
Speed: 4 (dash 2)
Defense: 8
Armor: 0
Fray Damage: 3
[D]: 1d6

Large: Size 2
Traits: Shelter, Diaga, Titanfall
Elite: Takes 2 turns
Brittle Flesh: Starts combat at only 50% hp,
with vigor 2

Spirit Scythe (1 action, melee attack, arc 4


range 2): Autohit: Fray. Area effect: Fray. Effect:
Characters are branded and shoved 1 in any
direction
Rune of Flesh Sundering (1 action, mark,
recharge 5+): A foe in range 6 must save or be
marked. While marked, a character is frostbitten,
winded+, loses all vigor at the end of each turn,
and cannot gain vigor.
Lunar Chains (1 action): The Thannir chains a
foe in range 6 to an adjacent space. If they enter
that space, they take 2[D] and are stunned. At the
end of their next turn, they are shoved up to 4
spaces towards that space, ending in it if possible,
then this effect ends. A character can only be

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Jotunn Trophies
Tech Description and Effect Uses
Swing this enormous blade for the following attack:
Titan Blade (2 actions, Melee attack, +1 curse):
Titan Blade 1
On hit: 3[D]+fray and foe must save or become stunned.
Miss: [D]+fray
This mead may be administered to a dead character,
even after combat, to bring them back to life (also restore
Mead of Erenhelion 1
all wounds). If you do so, their soul is bound to the
ancient, ruined hall of the Storm Titan.
Swing this scythe to cure all allies in range 3 and remove
Thannir Greatscythe 2
all vigor from foes in range 3
Elder Titanrune This combat only, become size 2 1 combat
As an action, slam this huge hammer into a blast 1 area
Titan Hammer 1
in range 3. Characters inside must save or become dazed
Thick, potent blood of the Holy Body. Consume to gain
Blackblood 1
vigor 3
This expedition, your ranged attacks gain pierce and
Titanforge Greatbow 1 Expedition
shove 1, but you cannot dash
This expedition, gain the skirmisher trait if you don’t
Great Wolf Mantle 1 Expedition
already have it
This expedition, gain +1 boon on attacks and deal bonus
Nilfling Tooth 1 Expedition
damage to bloodied characters

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enough to play tricks, but otherwise have no
HOB more awareness than the birds, mice, and
flowers from which they draw their essence.
Nature spirits of the Green and the Deep Green, Conversely, the Forest Gods, though they rarely
Hobs are the keepers of field and forest. Tied speak the tongue of Kin, are powerful and skilled
intimately to the seasons, the flora and fauna of in old, powerful magic, being tied to deep and
Arden Eld, and to the land itself, these ancient dark lakes, enormous trees, rock formations, or
beings range from the tiny, mischievous spriggs embodied as ancient beasts.
to the the colossal Forest Gods.
Most of the time, Hobs pay travelers little heed
Hobs are animate spirits made of the aether of other than innocent curiosity, and many villages
Arden Eld itself - the world soul, that inhabits of the Green worship them along with a broad
every tiny rock, tree, and blade of grass. Most of cast of local spirits, leaving offerings and prayers
the time these spirits slumber peacefully inside to placate them. The relationship is often
the land, their presence felt rather than seen, but harmonious and mutual - with Hobs often
in places where the aether of the world is reciprocating by guiding travelers back to
especially strong, these spirits burgeon forth, civilization, blessing harvests, or gifting small
emerging at the twilight hours to frolic, gallop, and valuable presents to local children.
and clamber through the trees and streams.
However, Hobs have existed far longer on Arden
Hobs range from childlike or barely intelligent, Eld than civilization and do not play by its rules.
to ancient and wise, depending on the aspect of Some hobs have no more intelligence than the
nature they are tied to. The tiny spriggs are wild beasts from which they draw their essence,
curious enough to follow travelers and smart and can be just as dangerous. Others may find it

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perfectly acceptable to lead a traveler astray for bargain or negotiate until things are put right,
three days in order to show them a breathtaking usually returning to their usual natures once the
lake view, to encourage beautiful and colorful crisis passes.
weeds to grow over a field, or to transform
someone into a deer for a week so they can run Greenwalker: All hobs ignore difficult and
wild in the forest. Occasionally, this turns sour dangerous terrain.
and conflicts spring up between Kin and Hob - Spirits of Forest and Field: Hobs have either
conflicts that Hobs remember for a very long the Spirit Away or Body of the Land trait (see
time. A village priest familiar with their ways below). When defeated, hobs disperse into aether
may grow old and die, or grandson may forget or collapse into the land.
the yearly offering that his grandfather made to Faction Blight: Any
the local spirits, and the Hobs see no difference -
only a sudden and unforgivable slight.
Special Mechanic: Spirits of Forest
In the worst cases, the aether of the land is and Field
stirred when the natural order is wounded. The
Churn has driven more and more kin into the Some Hobs are made of almost pure aether,
deeper parts of the land, as power-hungry flickering spirits that seem real until they dance
kingdoms, barons, and princes use fire, axe, and away through the air. These hobs have the Spirit
machine to tear up the forests and mountains to Away trait. Other Hobs are more solid and
fuel their industries and armies. In these cases, possess bodies of beasts or natural materials, such
the Hobs that emerge from the wounded as stone, wood, or water. These hobs have the
landscape are wild, vicious, or mad with rage. Body of the Land trait.
Driving up local animals into a frenzy, they
become a terrifying force of nature that can Spirit Away (free action): The Hob swaps
wage all-out war with local towns or outposts, places with a character in range 2, teleporting
killing scores. both. If either character cannot teleport, this
move cannot be made.
Body of the Land: When defeated, roll a d6.
Faction Template The Hob collapses into the natural land,
To make any foe a Hob, you can add the following disappearing. Every space of this Hob becomes a
traits. All Hobs have these traits. height 1 terrain piece (5-6), difficult terrain (2-4),
or a pit (1).
Kin: Hobs can (technically) be bargained with,
and will occasionally flee or surrender when they Unique Mob: Sprigg
are badly losing a fight. Unless greatly pressed, Spriggs are tiny nature spirits born from the
hobs that are considered kin will never kill essence of undergrowth and the small animals
characters intentionally, preferring to punish or that live there, such as tiny birds or mice. They
humiliate. are extremely curious and playful, and often
• Motivations: Hobs are usually strongly emerge from forests to follow after travelers for
motivated by trespass or injury against the land. some distance in lines like wayward children.
Some are motivated by some perceived slight or The aether of spriggs is so thin that it is almost
offense against some ancient bargain, rule, or impossible to harm them.
compact. Still others are simply motivated by
natural beauty or whimsy and don’t see malice
in their own actions.
Sprigg
• Flee: Being immortal nature spirits, being
killed doesn’t really bother a Hob (they will HP: -
usually return with the next season), but they Traits: Greenwalker, Phasing, Skirmisher
can be flighty and will run away if afraid. Speed: 3, Dash 3
Monsters: Hobs that are stirred up by some Defense: -
natural disaster or desecration of the natural Mob: This character doesn’t trigger slay effects
world are warped and malicious, and will not

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Barely There: Spriggs are intangible and don’t Traits: Greenwalker, Sturdy, Spirit Away
cause engagement. Characters can’t collide with Clamp (Free Action, recharge 4+): The Hobb
them and can share their space. They disappear chomps down on an adjacent foe with spectral
when combat ends, or all other non-sprigg allies fangs. That foe must save or until the start of the
have been defeated. Hob’s next turn, the Hob moves into and shares
their space, moving when they move, including
Frolic (1 action): The Sprigg swaps places with flying or teleporting. Whenever they take damage
an ally in range 3, teleporting. from an action or ability, the Hob gnaws on them,
Mischief (2 actions): The Sprigg swaps the dealing 1 piercing damage and shoving them 1. At
places of two other characters in range 3 of each the start of the Hob’s next turn, they detach,
other and the Sprigg, teleporting both of them. If ending this effect. It also ends if the Hob and their
either cannot teleport, this move cannot be made. target are separated for any reason. This ability
automatically recharges if the foe makes their
Templates save.

Great Carp Hobb


Twiggan
This fishlike Hobb abducts foes and drags them
This more sturdy, but still diminutive Hobb, is
into pools of aethereal water in order to ‘rescue’
the result of a Spriggan animating a body made
them from the air. It often forgets other creatures
up of sticks and thorny branches.
can’t breath underwater.
Traits: Greenwalker, Counter, Body of the Land
Traits: Greenwalker, Body of the Land
Frolic (1 action): The Twiggan swaps places
Summon Pool (Free Action, 1/combat,
with an ally in range 2, teleporting.
terrain effect): The Carp Hobb creates a pit in
free space range 3.
Ruddcap Drag Under: When this Hob ends its turn, it can
These ornery, man sized mushroom spirits use choose an adjacent foe, which must save. On a
rubbery fists to pummel their foes. failed save, that foe takes [D], and remove both
Traits: Greenwalker, Body of the Land the Hob and that foe from play as they dive into a
Fungal bounce (Interrupt 2): Trigger: This pool of magicked water. Both return to play at the
hob takes damage from an adjacent foe. Effect: start of that foe’s next turn, in any free space in
That foe must save or be shoved 3 and poisoned. range 3 of their original location.
Poisoned characters fail the save. On a successful
save, they are shoved 1 anyway. Collide: Character Banshee
takes [D] and is dazed.
This mournful, birdlike hob is drawn to locations
that carrion birds frequent, like graveyards or
Lesser Boulderhob battlefields. Its shrieking cry is incredibly potent.
Lesser mountain hobs, these hobs resemble Traits: Greenwalker, Spirit Away, Flying
mossy boulders, and will sometimes go for weeks Anguish (1 action, recharge 6): The banshee
without moving. ends its turn. It must take a slow turn next
Traits: Greenwalker, Sturdy, Body of the Land round, but at the start of that turn, it emits a blast
Mudslide (1 action, terrain effect, recharge 2 area effect centered on it. Characters inside
6): The hob dashes 4 with phasing, then creates a other than banshees must save or take [D] three
terrain effect in the spaces it just passed through. times, or once on a successful save. On a failed
Non-hob characters that enter the space for the save, characters are also shoved outside the area
first time on their turn or start their turn there by the most direct route possible.
must save or slip and be shoved 3 in a direction of
the hob’s choice. Collide: Character takes [D]. Mayfly spirit
These playful, insect-winged hobs are fond of
Fanged Hobb stirring up barbed plants and watching mortals
This wild animal spirit is not always aggressive do a silly dance.
but can be quite friendly. Unfortunately, friendly Traits: Greenwalker, Spirit Away, Flying
often means clamping on to a leg and not letting
go.

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Playful Pricking (1 action, mark): A A long fingered hob that is born out of lost
character in range 6 of the spirit must save or objects. It’s fond of stealing anything it finds
become marked. While marked, each time they fascinating, including memories.
teleport 1 space or more, they take 1 piercing Traits: Greenwalker, Spirit Away, Phasing
damage. This damage cannot reduce them past 1 Snatch Memory (Interrupt 1, recharge 4+):
hp. Trigger: A foe in range 2 uses an ability and the
Thorny Thicket (1/combat, 1 action, terrain ability resolves. Effect: That foe must save. On a
effect): The spirit creates a line 3 area of failed save, they lose the memory of that ability,
dangerous terrain in range 6. becoming unable to use it until this Hob is
defeated or the Hob uses this ability again.
Wisp
This dancing light is the spirit of deep swamps Filth Hob
and the dark spaces between trees. This stinking toad-like hob draws its essence
Traits: Spirit Away, Flying from the mud in cart tracks, fallow fields, or the
Dancing Light (1 action, recharge 4+): The black mud in dried up ponds. It has the attitude
Wisp summons a dancing light, an intangible size to match.
1 summon in range 6 that cannot be placed Traits: Greenwalker, Body of the Land, Phasing
adjacent to any character. When any non-hob Overwhelming Stench: The hob has aura 1.
character starts their turn adjacent to the light, it Attackers in the aura gain +1 curse on attacks, and
explodes in a blast 1 area effect centered on it. any character that ends their turn in the aura
Characters inside must save or take 2[D] and must save or become slow and poisoned.
become blinded, or [D] on a successful save. Poisoned characters take [D].

Mist Hob Bonfire spirit


A wispy hob made of morning mist and the These jubilant fire spirits delight in the summer
breath of dying travelers. Its touch can chill the and winter festivals of outlying villages. Their
bones. exuberance does not help them realize how
Traits: Phasing, Defiance, Greenwalker, Spirit flammable most people are.
Away Traits: Greenwalker, Spirit Away
Drifting Mist: -25% starting hp, but has evasion Fire Body: -25% starting hp. Has evasion and
while in the area of a terrain effect or adjacent to a phasing. Characters they pass through are
space of terrain height 1 or higher burning.
Reform (Interrupt 1): Trigger: The hob is Fortnight (free action, terrain effect, 1/
damaged by an attack or ability. Effect: Teleport 3 combat): The Bonfire spirit creates a height 1
bonfire terrain piece. The area around and on top
Fennehob of the bonfire is dangerous terrain for non-Hobs
A suspicious, foxlike hobb that takes pleasure in and characters that end their turn on top of it take
illusions and dancing lights. [D] piercing damage.
Traits: Greenwalker, Spirit Away, Phasing
Aencraft (1 action, recharge 5+): The Spinhob
Fennehob summons 3 illusory duplicates in range This arachnoid hob lives in cellars, abandoned
3, which are summons with 1 hp, then may furnaces, and workshops, where it makes
secretly swap places with one of them, teleporting. trinkets and weaves odd clothing out of nearly
The Hob may move all of them whenever they any available material.
move, and use abilities from any of their locations. Traits: Greenwalker, Spirit Away
If the Hob takes this move and has duplicates Yank thread (free action): The Spinhob
remaining, it can summon until it has 3, then shoves a marked character in range 5 3 spaces in
swap places again. any direction. Foes can save to avoid this effect.
Collide: Character is branded
Garberhob Interweave Essence (1 action, recharge 6):
The Spinhob marks any two non-summon
characters in range 2 of each other. The two are

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joined by an aethereal thread. While within range combined with their tendency to look like a
2 of each other, they have resistance. The thread regular rocky hillside, does not help this
breaks if either of them are bloodied, and cannot situation.
be used on a bloodied character.
VIT: 10
Frosthob HP: 80
This slender hob is the spirit of morning frost, Speed: 2, Dash 2
deep winter snow, or ice on a lake. Its gentle Defense: 4
movements belay a brittle temper. Armor: 12
Traits: Greenwalker, Body of the Land, Flying Fray Damage: 4
Icy winds: The Hob has aura 1. Characters in the [D]: 1d10
aura have cover and foes that end their turn there
are inflicted with frostbite. Frosbitten foes are Enormous: Size 3
branded. Traits: Greenwalker, Body of the Land, Fortify,
Eternal Ice (2 actions, recharge 6+): The Sturdy
hob chooses a character in range 6, then freezes Elite: Takes 2 turns
them inside an ice block. That character become Lumbering: Permanently slow and winded.
intangible, has their speed reduced to 0, and is Crumbling Body: Has 12 armor. Each time it
winded+ while inside the block, which is a height takes damage from an action or ability,
1 terrain destructible piece sharing their space. permanently reduce its armor by 1 for the rest of
The block has 10 hp and is resistant to damage combat. If it's armor is 0, it becomes vulnerable+
from the character inside it. When it shatters, all
these effects on the character end. Ancient Geo (1 action, melee attack, arc 6 +
blast 1): Attack: On hit 2[D] and foe is dazed.
Area effect or miss: [D]. Effect: Dazed foes take +
Bark spirit
[D] from either effect.
Hobs that inhabit old trees and roots. They are
Earthforce (1 action): An adjacent foe or piece
older and wiser than other hobs, and can
of terrain is shoved 3. If a piece of terrain is
sometimes speak the tongue of kin, acting as
shoved, characters in its path are shoved 1 to
intermediaries.
either side, then take fray damage and become
Traits: Greenwalker, Body of the Land
dazed. Collide: Characters take [D].
Summon Root (1 action, recharge 4+): The
Hurl Self (2 actions): The Boulder hob reduces
Bark spirit creates a root, a sturdy size 1 summon
its max hp by 25%, hurling part of itself at a foe. A
in range 5. The area around the root is difficult
foe in range 5 must save or take 3[D], be shoved 3,
terrain, and the root emits aura 1 around it. Foes
and become stunned. On a successful save, they
in the aura are winded.
are shoved 1 and take [D]. Then, create a height 1
Curse of Thorns (1 action, mark): A
terrain piece adjacent to that foe. The hob can
character in range 5 from the Bark Spirit is cursed
reduce its hp to 0 and defeat itself with this move.
and marked. While marked, if that character ends
their turn within range 2 of a hob or a hob
summon, they take [D] piercing damage. Banderhob
Enormous, shaggy haired animalistic hobs that
are surprisingly light on their feet, able to soar
through the air with just a touch. They tend to be
Unique Elites rotund and relatively relaxed, so are often
underestimated by unlucky travelers.
Surprisingly intelligent despite their lack of
Chapter 1 speech and bestial form, they are extremely
protective of children of all kinds, and have a
habit of unintentionally abducting them for long
Great Boulder Hob stretches of time. They often become confused,
Great spirits of the mountains, these colossal and due to their large size, see most Kin as lost
hobs are peaceful and animalistic, but terrifying children, which can lead to some unfortunate
when enraged. Their tendency to startle, incidents.

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reward kindness or charity. They have a great


VIT: 8 knowledge of the ancient healing arts and are
HP: 64 fond of striking bargains.
Speed: 6 (Dash 6)
Defense: 10 VIT: 10
Armor: 0 HP: 80
Fray Damage: 3 Speed: 4 (dash 2)
[D]: 1d10 Defense: 8
Armor: 1
Traits: Greenwalker, Spirit Away, Phasing, Fray Damage: 3
Skirmisher, Dodge [D]: 1d6

Protect the Child (free action, mark): At the Traits: Greenwalker, Spirit Away, Phasing,
start of combat, the Banderhobb marks a foe of its Diaga, Shelter
choice, deciding it’s a child to be protected. Any Elite: Takes 2 turns
time a character deals damage to that character Bargain: As an effect, the Geryan can strike one
with an action or ability or ends their turn of the following bargains with any foe. The
adjacent to that character, the Hob teleports to an bargain interrupts anything that’s currently going
adjacent space as an effect, then swipes that on, and resolves immediately. The terms of the
character. This effect can only trigger once a turn. bargain are hidden until they trigger. Accepting a
Other hobs are shoved 1 and take no damage. Foes bargain is voluntary, and the Geryan can only
and non-hob characters take [D] piercing damage. offer a bargain once a round.
This mark ends if the Banderhobb’s target deals - Luck: Trigger: The foe started their turn.
damage to it in any way. If the mark ends, the Effect: The foe gains +1 boon on all attacks and
Banderhobb can choose a new target as an effect saves this turn. Terms: The Geryan recharges
action, but can’t choose any target it’s already all its abilities.
chosen this combat. - Immortality: Trigger: Foe just took a wound.
Effect: The character can ignore the wound.
Savage Swipes (1 action, melee attack, Terms: The Geryan grants vigor 2 to itself or an
multiattack): Attack: On hit, [D]. Miss: 1 ally in range 6.
damage. Effect: If there’s only one valid character, - Wealth: Trigger: The foe’s turn started.
increase damage to 2[D]+fray on hit. Effect: Place a wealth token in a free space of
Bounding Leaps (1 action): The Banderhob the Geryan’s choice in range 6. The wealth
flies 4. Effect: If it lands on a space of terrain token is an intangible summon. It can be picked
height 1 or higher, it can repeat this flight once up if any character ends its turn adjacent with
more. no other characters adjacent to the token, and
Pounce (2 actions, recharge 5+): The hob is dropped in an adjacent space if a character is
flies 4, then an adjacent foe must save or take defeated. If a character ends combat with the
2[D] and be shoved 2, or [D] on a successful save. wealth token, they gain 2 dust.
Collide: Foe is slowed. - Beauty: Trigger: The foe just took damage.
Effect: The foe reduces all that damage to 1.
Their skin and hair/fur become clean and look
amazing. Terms: Every ally of the Geryan in
Chapter 2+ range 3 of that foe gains hatred of them and
they become branded and vulnerable.
Geryan
Wish (Interrupt 1, recharge 6): Trigger: An
A hob appearing in the shape of an elderly Kin,
ally in range 6 is reduced to 0 hp. Effect: That ally
dressed for travel. There’s little way to see
returns to 25% hp instead, then the the Geryan
through this hob’s disguise, but they often wear
takes 25% of its max hp in damage, which could
cloaks and hats, and smoke a fragrant pipe.
cause it to be defeated.
These hobs are the spirits of well-traveled roads
and therefore can move about the land quite
freely. They often feign illness or weakness, and

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Chastise (1 action, repeatable): Effect: A It can teleport to any space adjacent to a root as a
character in range 6 takes 1 piercing damage. If free action.
that character attacks before the end of their next
turn, they take [D] piercing damage and this effect Ancient Bolt (1 action, ranged attack, Line
ends. 8): Attack: On hit [D]+fray. Miss: Fray. Effect:
Misfortune (1 action, recharge 5+): Effect: A Foes in the line are electrified. Electrified
character in range 10 gains +1 curse on all attack characters take bonus damage.
rolls and saves until the end of their next turn. Root Lash (1 action): A character in range 4
Great Luck (1 actions, mark, recharge 5+): from a root summon or a deep root must save or
An ally in range 10 gains +1 boon on all attack be shoved as far as possible towards that root, or 1
rolls and saves until the end of their next turn. space on a successful save.
Ancient Reversa (1 action, recharge 5+): Dagon (1 action, 1/round): The Wissan ends
The Geryan gains aura 2 until the start of their its turn then marks out a line 6 area from its
next turn. While inside the aura, when any space, which becomes known to all characters. It
character (foe or ally) takes damage, roll a d6. On must take a slow turn next round, but at the start
a 4+, that character is cured. of that turn, a freezing weapon made of water
crashes into the first character in the line, making
Wissan the following attack, which doesn’t count against
Spirits that inhabit and embody very ancient, the per turn attack limit: Dagon, attack: On hit,
powerful, or aether-rich trees. When a tree 3[D] and inflict frostbite. Miss: [D]. Effect:
reaches a hundred years old, it is said a Wissan Frosbitten characters are winded. Winded
always appears. Wissan can appear in the shape characters take +[D].
of Kin and speak their tongue. They know many Summon Root (1 action, recharge 4+): The
old and ancient magical arts, and are studious Wissan creates a root, a sturdy size 1 summon in
for Hobs, hoarding many secrets and treasures range 5. The area around the root is difficult
in their cavernous root networks. Particularly terrain, and the root emits aura 1 around it. Foes
ambitious Wrights will sometimes head into the in the aura are winded.
old woods to try and study with one.

Wissan may appear anywhere where their spirit


Unique Legend
tree has roots, which gives them a surprising
reach. Chapter 1
VIT: 8
HP: 64 (16 per root)
Speed: 3 (Dash 2)
Defense: 6
Falling Leaf Tua
Armor: 0 An elder hob formed from the essence of dancing
Fray Damage: 4 leaves in autumn. These hobs take a long time to
[D]: 1d8 coalesce, and therefore are quite powerful and
ancient. These tua are shaped more like Kin than
Traits: Greenwalker, Phasing, Spirit Away, their more animalistic brethren and are
Aetherwall, Overdrive 4 extremely skilled in the ways of sword craft and
Deep Rooted: At the start of any combat, place 4 stealth. They are master thieves and can steal
deep roots on the map, which are size 1 summons anything: a moment, an essence, a thought, or
with 25% of the Wissan’s max HP and the even a memory. Though they eventually return
Aetherwall trait. All roots must be accessible to what they stole, they are indiscriminate in their
characters and placed within range 6 of another fascination with the habits and skills of Kin.
root. Legends abound of them stealing the skills of
Tied to the Tree: The Wissan is intangible until master tradesman on a whim for a fortnight,
all four roots have been destroyed. When they are leading to their poor victim’s financial ruin, or
destroyed, it is instantly defeated and disappears. stealing the tongue of a bride for a year and a

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day, leading her groom to run away out of Whenever the Tua teleports, if it’s in range 4 of
shame. that foe, it deals 1 damage to them.
Whirlwind (1 action, recharge 5+): Effect:
VIT: 8 Teleport 1, then deal 1 damage to an adjacent foe
HP: [16] x number of player characters and shove them 1. Repeat this effect three times.
Speed: 5 (Dash 5) Steal Friendship (free action, recharge 6):
Defense: 10 A foe in range 6 must save. On a failed save, they
Armor: 0 treat all foes as allies and all allies as foes for the
Fray Damage: 3 purposes of abilities until the end of their next
[D]: 1d10 turn.

No Dodge trait Phase 2: Mortal Mockery


Traits: Greenwalker, Spirit Away, Phasing, Mortal Mockery: The Tua transforms its
Skirmisher physical form into a mockery of the closest foe. It
Legend: Takes 1 turn after every player character gains vigor equal to its max hp during this phase,
turn. If slow, only one of its turns is affected. but loses its Untouchable trait. When it loses this
Juggernaut (Free action, 1/round): Clear a vigor, it immediately switches back to phase I.
status, mark, or all blights affecting this character.
In this phase, the Tua can use the following:
Body parts
Leaf Blade (8 hp/player): Leaf dance becomes Steal Ability: Once between its turns, when a foe
only dash 2 uses an ability within range 6 of the Tua, the Tua
Mask (4 hp/player): The memory of any can steal it as an effect. The Tua can use that
abilities is returned to characters they were stolen ability on its next turn, and the targeted foe
from, and the effects of Steal Friendship cannot use the ability until the end of its next
immediately end. This body part can be broken turn.
multiple times.

In all phases, the Tua has the following abilities:


Steal Memory (2/round, Interrupt):
Trigger: A foe in range 2 uses an ability and the
ability resolves. Effect: That foe must save. On a
failed save, they lose the memory of that ability,
becoming unable to use it until the end of their
next turn.
Leaf Dance (1 action, +1 boon, multiattack,
melee attack): On hit: [D]+fray and foe is
blinded. Miss: Fray. Effect: Tua may dash up to 4
spaces during any part of this attack, making
attacks against any adjacent foes during its
movement, but must move in a straight line.

Phases: On round 3 and 6, the Tua uses Mortal


Mockery. When Mortal Mockery ends, it returns
immediately to phase I.

Phase 1: Prancing
Untouchable: Unless attacked with true strike
or auto-hit, attacks always miss the Tua. When
missed by an an attack, can teleport 1 and shove
the attacker 1 space in any direction.
Shrike (1 action, mark): A foe in range 8 is
marked, and becomes vulnerable while marked.

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Hob Trophies
Tech Description and Effect Uses
Summon an allied Sprigg. The Sprigg disappears at the
Yunmes blossom 3 combats
end of combat and acts on your turn.
Summon a wissan root, a sturdy size 1 summon in range
Wissan Root splinter 5. The area around the root is difficult terrain, and the 2
root emits aura 1 around it. Foes in the aura are winded.
Eat this frozen berry at the start of combat to gain aura 1.
Characters in the aura have cover and foes that end their
Winter Berry 1 combat
turn there are inflicted with frostbite. Frosbitten foes are
branded.
Take a puff from this pipe as a free action to gain +1 boon
Geryan’s Pipe on all rolls until the start of your following turn. During 3
your following turn, take +1 curse on all rolls instead.
Throw this pebble as a free action to shove a character in
Boulder Hob Pebble range 3 1 space, then create a height 1 space of terrain in 3
that space
Eat this mushroom to transform into a frog until the end
Transmogrifying of your next turn. While a frog, you have evasion 20 and
1
Mushroom dodge but cannot take actions or interrupts other than
your standard move and dash
This expedition, while adjacent to an ally you have
Banderhob fur mantle 1 expedition
counter
Spirit Hob Charm This expedition, gain the Spirit Away trait 1 expedition
This expedition, gain dodge and cover while inside the
Mark of the Forest God area of a terrain effect, difficult terrain, or dangerous 1 expedition
terrain

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DEEPTOWER
Deeptower is a simple expedition for level 0-2 The top of the tower broke off and was lost
characters. Try it at level 1 or 2 if you want somewhere during its ascent from the deep earth,
characters to have more options. You can use it as but the bottom half is still intact. The Chroniclers
a jumping off point to get people into the game who noted the event on their seismographs have
and write your own material. named the sinister ruin Deeptower.

REWARDS: 6 xp, 3 dust. There’s some extra Persons of Interest and hooks
arkentech and dust possible, and camp upgrade. Here are some folk that players might run into in
CAMPS: 1 town, and a quick description of each. You can use
any or all of them as hooks for players to go to the
tower.
The Town
Elder Yu:
Oxbridge is a small, tight-knit farming Beastfolk (goblin), Yeokin, he/him
community, a collection of twenty or homesteads, A wizened goblin beast folk who is the town elder.
barns, and a small town square surrounded by He speaks slowly and his great age is apparent. He
fields of green and small town shrine to the local has two foster sons and has kept the town safe for
spirits. Ruins haven’t surfaced near here for two decades or so.
generations, and the valley surrounding the town Hook: Elder Yu may get a boy to approach
is quiet, bucolic, and peaceful. It’s a cozy town, characters as they come into town, imploring
with a welcoming, peaceful, and friendly vibe. The them to see him, or may have called them in the
thatch of the houses is overgrown with grass, first place. He’s in a desperate state. His foster son
neighbors sit outside in the evenings and gossip, Gwyn has been missing for several days after
and the gardens and windowsills are lush with staying out later for work, and his other foster son
wildflowers and vegetables. Everyone knows each Cado is in a terrible depression because of it.
other. There are also lights in the tower, making the
Elder think that people are camped there, or
There’s also the eponymous Ox bridge, just worse. He suspects that Gwyn’s disappearance
outside of town, where the local herders drive was connected to the tower or people who have
their cattle before coming into town to trade. It’s come to plunder it. Yu will promise payment in
old, perhaps pre-empire, massive, and made of dust if characters can find what happened to his
red stone that has weathered the rest of time. son and bring him back… or his body.

Cado
The Tower Thrynn, Yeokin, he/him
A teenager. Anxious and quiet, and gangly. Won’t
There’s an undercurrent of anxiety running
talk to the players without some prodding or
through the town. Just three days ago, an
action on the part of the players to get him to
Arkenruin surfaced about half a day by foot, up in
open up. Players might see him acting
the foothills. This is probably the reason the
suspiciously around town.
players are here. The ruin is close enough to the
Hook: Cado and his foster brother, Gwyn, heard
town that it presents a significant danger if left
about the riches in the tower from Quell, the
unexplored, and there is doubtlessly still a strong
Churner who was passing through town. Quell
concentration of Dust and arkenrelics within for
promised to pay them handsomely if they could
the adventurous or greedy - which will doubtlessly
bring her back something from the ruins, and
draw scavengers.
while exploring, they were ambushed by Relict
and split up. Cado fled, leaving Gwyn, and has felt

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so guilty about it he can’t tell his foster father


what really happened. He’ll tell characters this out
of some sense of guilt and even take them to the
ruins, but will refuse to come with them further
without extreme convincing.

Quell
Trogg, Churner, she/her
Quell is a Churner, a traveling merchant who was
in town for the night when the tower surfaced.
She has a dark sense of humor and keeps her true
intentions hidden.
Hook: Quell knows towers like this can have
powerful arkenrelics hidden deep inside, and paid
Yu’s sons to go scout it out, not expecting them to
actually enter the tower. She felt so terrible about
what happened that she pulled some strings and
hired a mercenary band, Carel’s Brigadiers, to go
get the kid out. The band is still at the tower and
hasn’t returned. She’s genuine in her remorse, but
secretly has also promised the band she’ll fence
any relics they find as payment. She’s not
planning on actually selling the relics, but intends
to split town as soon as she gets her hands on
anything. She might get the characters to go fix
her problem for her, promising payment.

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The Tower
Setting out for the tower is not a particularly hard
journey, though a lot of it is uphill. The tower,
when it comes into view, juts out of the
mountainside like a broken fang, the top split off,
leaving part of it open to the air. The earth around
its base is torn up and characters who linger in the
area will occasionally feel minor seismic tremors
in the earth.

There are several areas that characters could enter


the tower (if you want to check for this
information, you could have a character make a
fortune roll to gather information). The first and
most obvious route is through area 1 at the gate. A good mix of Heavies with ranged attackers will
The second is an open gallery on the second story, make a more satisfying fight. The wraiths, if
area 5, that looks like it would take some climbing included, stay back.
to get to. Cado can tell the players that he entered
this way with his brother. The third, and least At the start of the fight, the main gate starts to
obvious (requiring some looking to notice) is a close. Characters can prevent this for a round if
windowed part of the tower jutting down the cliff more player characters than hostile characters
face (area 9) that characters could climb through, stand in the objective zone at the center of the
a difficult and more dangerous proposition, and map. If the gate closes for three rounds, it remains
the open part of the wall around from there, area so permanently (for the meantime) and characters
11, which takes some further climbing. will have to find another way around.

2B. THE GALLERY, MAIN LEVEL


1. THE GATE This room is overgrown with dark, leafy greenery
COMBAT ENCOUNTER: GATEKEEPERS already and lit faintly from above during the day
with thin shafts of sunlight. A dark pit in the
The main tower gate is open but not undefended. center of the room is a shaft that descends all the
Relict stand undying watch over it, their empty way to the pit entrance (area 3). There are stairs
shells eerily still until the presence of life causes that lead up to level 2A and down to 2C.
them to hiss and spark into motion.
The door to area 4 is jammed closed but could be
For every two players, add one of either: opened with one or two actions from the players.
Tomb Guard Soldier It makes a lot of noise and could alert Carel and
Tomb Guard Impaler his men in area 7 on failure.

4. The Knight
Then fill the remaining with the following
enemies depending on your players and
preferences: A crumpled figure in ancient arkentech amor has
collapsed on an altar at the end of the room here,
lit by a sunbeam. Adjacent to the altar is a stair
Fused Brute leading down. Rows of stone pews mark the way
Wraith Sniper there.
Wraith Blaster
Ghul Skulk A dark miasma has seeped from the knight’s
helmet, a curling black mist that seeps across the
floor and sinks low across the stone, which looks
corroded.

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Carel
It’s a 6 or 8 segment clock to try and move across Thrynn Guilder, he/him
this room safely and deal with the knight Well dressed, callous, calculating
somehow without touching the life-leeching • Carel is willing to talk and negotiate with the
miasma, which can inflict harsh harm on the players, especially if Quell sent them.
players. Removing the helm will cause the body • Carel knows that Gwyn is somewhere down in
within and the armor to collapse into dust. the lowest level - he can hear the boy calling out
for help sometimes.
Rewards • Carel knows there’s a patrol of Imperials from
The helm is a dangerous arkenrelic worth 1 dust if the city Encross that landed by airship about a
players take it out. It can be investigated with an day away and have entered the lower levels
action or two from the players to learn that the somewhere. He’s deciding whether it’s worth
helm is broken. It can be fixed as a minor risking his men’s lives to tussle with the
ambition during an interlude to gain the imperials. If characters can deal with the
following: imperials, he’ll let them use the key he has to get
into the pit.
Helm of Mist • Carel is planning to double cross Quell and Yu
Trophy and try to ransom Gwyn back to the town. He
Effect: Free action: You and all adjacent might let this slip accidentally, or if the players
characters gain stealth. Foes are also poisoned. presss him.
Uses: 3 • Carel has the key to the door to the Pit, rather
conspicuously around his neck. He also has a
The stairs lead down to area 11: THE WELL key to the cell in area 7 where Marat is being
kept.
2A: THE GALLERY, UPSTAIRS • Carel and his men have already clearly looted
the top levels of the ruins
The top of this room is open to the sky and
elements. Greenery has poured in over the edges If negotiations go poorly, he’s not beyond
over the last few days. There’s a narrow corridor attempting to rob them blind (of any dust they’re
going to area 6. This room has a couple of grates carrying), knock them out, and kick them out of
with bars in them, behind which is darkness. the tower. If Carel’s band is defeated, he’ll
Investigation of the spaces shows that they were surrender and leave the tower if asked.
empty but once may have served as cells. One of
them has someone inside (7). If characters use the key to get into the pit, Carel
and his men will attempt to ambush the
5. OLD GATEHOUSE characters on the way out. They will demand any
A second gatehouse juts out of the building here. treasure the players found as a finders fee,
It’s a little climb up. Climbing without alerting the fighting the players if they refuse. Canny
Relict in area 1 or Carel in area 6 is probably a 6 characters can also get away before they’re cut off.
segment clock that could end in a fight or a
confrontation. Cado is happy to point the ENCOUNTER: CAREL’S BRIGADIERS
characters here.
Carel is an elite and takes up 2 points:
The gatehouse door is ajar and voices can be Ruffian Rogue
heard from behind it. Crumbled pillars have
almost sealed it off, but there's enough space to The rest can be filled from the following, at 1 pt
squeeze through. each:
Ruffian Arbalest
6. CAREL’S BRIGADE
Tough Sledge
The mercenary scavenger Carel and his men are Toe-Taker Skulk
here, camped out across the bridge. Ruffian Priest

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If fought in area 6, the levers on the map can be One of the lords very obviously held a key in her
pulled with the interact action (1 action) to raise hands, but that key is missing (Carel in room 6
or lower the bridges on the map. has it).

7. MARAT, THE TRADER The entrance to room 9 is barricaded and will take
Inside this cell is a Xixo Leggio trader (upbeat, muscle to get through unless the barricades are
talkative, they/them), named Marat. They don’t removed from the other side. Characters
seem particularly concerned about being locked in attempting to get through the barricades might
a cell, telling characters they can get out any time. alert the imperial patrol in room 9.
In fact, Carel locked Marat in here after catching
them in the ruin just yesterday. 9. THE FIFTH ENCROSS LEGION
A patrol from the Fifth Encross Legion has set up
Marat has some extra elixirs, will trade them for 1 here after landing their airship a day or so away
dust (1 dust, or 1 dust worth of goods for 1 elixir), and marching in on foot. Encross is a large city-
and will loudly try and get characters to buy, state with a cruel patrician and ambitions to
possibly alerting Carel in room 6. They will also become a nation-state. Fortunately, it is rather far
constantly hint to the characters about Carel and away, and this is only a scout patrol.
his band in room 6 and ask if they come across a
key to return and let them out (it’s no trouble, The gallery is open to the air at points. Characters
really). can climb in down the cliff face and through the
window, but it might be a tough endeavor
2C: SUBLEVEL 1 (probably a 4 or 6 clock at least). Complications,
This level is dark, with little light penetrating it. other than falling or slipping, could involve
Sprawled across the landing here are desiccated, alerting the imperials.
skeletal remains. The stair down is blocked by
debris and climbing safely to area 3 will require The imperials arrived a day ago, trying to make it
some action by the players. down to the bottom chamber in order to retrieve
the artifact they suspect is there. They have no
The hall to the east (that would go to area 11) is idea about Cado and Gwyn, though they are aware
blocked by debris that could be cleared by a of Carel and his men. They lost a soldier to the
superpowered action. The hall to the west is open, armor demon exploring area 10, and after
but the heavy stomping of armored feet can be checking out area 11 have determined there may
heard down it. be a way down to the lower level through the well
there.
8: THE COURTYARD
The commanding officer of the patrol is Hela
Valstrakker.
In the center of this courtyard is a huge statue of
imperious looking Arkenlords, decayed over time.
Hela
Braziers set into of the stone in this room glow
Beastfolk (garou), Guilder/Imperial, she/her
with artificial green fire.
Ambitious, patriotic, confident, disdainful.
Hela wears a suit of arkentech power armor which
At the pinnacle of one of the arkenlord’s staffs is a
gives her a bulky frame and an oversized sense of
massive looking ruby, which nobody seems to
confidence.
have noticed it. Grabbing it, it can be sold later for
2 dust. On investigation, the hollow eyes of the
Hela’s orders are to secure the tower and retrieve
statues are trapped and will shoot beams of
the artifact from its lower levels at all costs. She’s
lightning at characters that venture close. It’s easy
willing to talk to the players, but may try and get
enough to skirt around the edge of the room to
them to stand down or surrender first, attacking if
avoid the traps. Climbing up the statue without
they refuse. If she defeats the players, she’ll
falling, making a ton of noise, or activating a trap
capture and interrogate them, but probably let
in the room is fairly risky, and requires a clock.
them go. If defeated, she’ll try and retreat with her

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men to the airship and return to Encross if


allowed. Here’s what she knows: This room is lit by bright sunlight coming in
• She’s frustrated and upset after losing a man in through the cracked wall during the day.
her initial forays, and after discovering Carel’s Characters can climb here from outside, or climb
band, the group is deciding whether they need up to the entrance from here, but it’s a long and
to mount an assault on the mercenaries or not. difficult climb.
• The well in room 11 probably leads to a way
down but is blocked by some sort of monster. If There’s muffled, deep snoring coming from the
characters can deal with it, she’ll deal favorably enormous well, which is coated in a thin layer of
with them and send some men to accompany slime and has an absolutely otherworldly stench
them. coming from it. Characters that get close without
• Area 10 has a dangerous monster in it, some waking it up can see that the well is clogged by a
sort of demon, but it seemed to also house a Halitoad. It’s possible for creative players to find
relict node, which could contain dust. other ways past the toad (luring it away from the
• Demons means this tower might disgorge more well, setting a distraction, etc) but failure means it
parts of itself, and ultimately a blight, if not will immediately wake up and attack them.
quieted.
• If told about Gwyn, her posture towards the COMBAT ENCOUNTER: WELL BEAST
characters will soften, and she’ll promise to help
the players out of they help her, and they let her The creature in the Well is a Halitoad, a huge
get out with the relic. beast monster. Its noise attracts other monsters to
• If they promise to deal with Carel and bring the fight from the outside.
back his key, Hela will scoff but gladly accept.
Halitoad Crusher
ENCOUNTER: ENCROSS PATROL
Fill out the rest with any combination of the
Hela has the following profile:
following, but save 1 point.

Officer Knuckle
Howler Impaler
Gulper Blaster
Fill out the rest of the encounter with the
following options, costing 1 point each:
After two rounds, a Stalker beast enters the fight.

4x Auxiliaries
Stalker Dervish
Legionnaire Soldier
Legionnaire Sapper Clearing the toad from the well reveals a set of
Artillerist Commander stairs going down.
Imperial Spy Pepperbox
10. BATTLE CHAMBER
The pools of oil (difficult terrain) on the map can
be ignited by damaging them with any magic The sounds of heavy footfalls echo through this
attack (attacks auto hit) or attack that inflicts room, which is filled with the crumpled skeletal
burning. They become difficult and dangerous remains of warriors, and the broken armors of
terrain. Relict.

Alliance: If they promise to help clear out the The center of the room has a sunken
courtyard for the Imperials or fight Carel for his Sarcophagus-like structure, the relict node. A
key and are successful, Hela will accompany the statue atop this node once held a huge gleaming
characters in their fight with the Nocturnal. mace, almost as big as a man, but it has been torn
off by the demon in this room. The node is
11. THE WELL damaged.

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The node has a chamber full of 2 dust, which can


A massive armor figure treads the room in a be retrieved after combat, or with an interact
circle. Occasionally, a relict will flicker to life only action in combat.
to get swatted aside and disperse. The figure is an
Armor Demon, which has been trapped here in a The armor demon’s mace can be taken as
nonstop battle for centuries. Arkentech. It can barely be swung by a normal
person, requiring magical infusion to
The demon will immediately attack upon noticing supernaturally lighten it.
the characters. Without its attention, the node
roars to life and summons Relict. Dread Mace
Trophy
COMBAT ENCOUNTER: DREAD KNIGHT Uses: 1
Use for Obliterate
Demon Archon Superheavy melee attack
Attack: On hit: deal 4[D] and foe must save or be
stunned. Miss: 2[D] . Critical Hit: Foe is stunned
Also joining the fight are Natals, which the armor
demon can consume to heal itself.
3. GREAT SEAL

3x NATALS The very bottom of the tower is sealed by a


circular door. Inspection shows it has been
Along with the demon are Relict, which can be inscribed with arkenrunes of sealing. The door is
chosen from the following: sealed with an extremely powerful mechanism. A
long clock or a superpowered action could serve to
Wraith Blaster get it open, or the key from Carel in area 6 could
be used to open it right away. Opening it reveals a
Ghul Skulk
yawning void, with a narrow staircase descending
Tomb Guard Berserker downwards against the wall. It’s a long fall.

Reinforcements: 12. Collapsed room


At the start of round 2, summon two more relict.
This room’s exits and entrances are all blocked by
The Relict are not allies of the armor demon, nor rubble, except the exit to room 14. Normally
is it allies of them. They will generally attack characters won’t enter this room unless Room 10
whatever is closest. collapses into it. If they enter this room, Room 10
hasn’t collapsed, and the archon is still alive, with
The four pillars in the room can clearly be some light they can see its heavy footfalls shake
attacked and destroyed (10 hp each). If 2 or more dust from the ceiling. If the room above has
pillars are destroyed, or at the start of round 3, the collapsed, characters can climb up out of it again
whole room collapses into the second combat with only a little effort.
map, room 12, which is adjacent to the Pit room.
All characters without dodge take 1d6 damage as 13. Bottom of the Well
an effect and are dazed.
The staircase that leads down here from the well
Rewards: breaks off about 15 feet from the floor, requiring
The relict node in the room is damaged and can characters to take some action to get down safely.
(unusually) be disabled. It’s fairly difficult, but the
aetheric network in the area can be shut down, The room is pitch black without light. The well is
disabling the Relict at the gate (area 1) and also in dry, having drained during the tower’s ascent
the room. Characters that discover this can spend from the deeps, but there’s still a thin film of
an entire turn during combat to accomplish this water and clinging on the floor here.
effect.

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A shoe, belonging to Gwyn, is stuck in the mud, THE WRETCH


close to the entrance to area 14. If characters Demon Nocturnal
make enough noise here, Gwyn will call out for
help with a hoarse voice from the adjacent area.
Also joining the fight are Natals, which the
nocturnal can consume to heal itself.
14. THE PIT
5x NATALS
This is the lowest chamber in the tower, a circular
chamber with recesses in the walls inset with iron
On the map there are four braziers. A brazier can
bars, like prison cells. It stinks of stale air and
be lit with an action, or stifled with an action by a
rotting meat.
Natal or the Nocturnal. Torches emit an aura 1
around their own spaces. They count as friendly
In one of these cells is Gwyn, the adoptive son of
summons for the Nocturnal’s clinging mists
the Elder, and Cado’s adoptive brother.
ability, and the Nocturnal is vulnerable+ while in
their light.
Gwyn
Beastfolk (Lopen), Yeokin, he/him
Characters can flee from the fight, taking Gwyn
Gywn is a very tired, hungry, and frightened
with them, if it’s going poorly. The Nocturnal is
teenager, only a little older than Cado. He’s been
repulsed by even a thin sliver of sunlight coming
trapped down here for days by the Nocturnal after
down either the well (in area 13) or the stair out of
fleeing from monsters. He managed to squeeze
the pit or way out of the collapsed room (area 3
through the bars in one of the cells, which seem to
and 12) and will not follow the characters out of
be anathema to the demon, and has only been
its chamber.
drinking what little rainwater has seeped down
here. He hasn’t seen the sun in days.
Rewards:
In the center of the chamber is a plinth with a
In the area, set into the central plinth that was
blood red stone inlaid into it, and a set of pitons,
trapping the natal, there is a precious Elixir
that used to pin a pair of iron shackles to the
Stone, a powerful relic and camp fixture.
plinth. The pitons have been torn free in the
Characters that can make it out with the stone get
tower’s ascent. The shackles are around the wrists
the fixture for free at the start of the next
of a colossal, batlike demon that will unfurl itself
interlude, or can sell it for 4 (total) dust.
from the shadows and attack the players at a point
of its choosing after they enter the room, or if they
notice it, starting a combat encounter. Sneaking in Camping at the tower
and out without alerting the demon is possible but
probably requires superpowered effort, or a Characters will have the opportunity to camp
difficult clock (10 or 12 segments). once, which only takes an hour or two. Leaving
the tower and camping safely outside is always
possible. If characters are on good or neutral
COMBAT ENCOUNTER: THE WRETCH
terms with Carel or the Encross Imperials, or have
gotten them out of the way, they can safely camp
Gywn, with some convincing can be freed from his on their levels. Camping on the lowest level is
cage with the Interact action in combat. He is too impossible.
weak to walk. Treat him like an intangible ally
that can be picked up with Interact. While
Leaving the tower
carrying Gwyn, characters cannot dash, run, or
attack.
Characters that get out safely (or flee) will find the
This room is the former prison of The Wretch, a following, depending on the situation:
Nocturnal demon, a powerful Legend, which will • If Carel and his band haven’t been defeated, and
allow characters to enter the room before the imperials are still active, they’ll give up and
attacking if it notices them. split town, taking their loot with them

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• If Carel is still around but the imperials are not • Marat finds your band and has a proposal: bring
a factor, he’ll let characters leave with Gwyn, but them back to their Leggio family, a few days
demand they cut him and his brigade in on the from here. There’s a big problem though -
valuables, including the elixir stone. He can be Marat has a terrible price on their head.
convinced otherwise with a lot of effort (or
healthy intimidation), otherwise he will attack.
• If Hela and the Imperials are around and on
good terms with the players, and Carel has left,
she’ll let them go with their valuables and Gwyn,
but demand the Elixir stone before they leave,
or she’ll order her soldiers to take it by force.
She can be convinced otherwise, but it’s
difficult.
• Neither Carel nor Hela will kill player characters
if they can help it. If players are defeated, they’ll
be dumped somewhere outside the tower, with
Gwyn. Carel will rob them and split town, Hela
will take the stone, leave them with 2 dust, and
leave.

Aftermath

Returning Gwyn to the town will make his foster


father extremely happy, and Quell very relieved.
Characters can collect payment (6 xp and 3 dust
per player). Quell will pay characters an extra 1
dust per player if they know the true story to keep
quiet. If players try to indict Quell and offer
convincing evidence, Yu will kick her out of town
after some deliberation, banning her for a year.
Quell won’t be that upset about it.

Marat safely escapes from the tower, regardless of


if characters free them or not.

Hooks

The game can safely go into an interlude


(probably in town) at this point. If you want to use
this as a jumping off point for another expedition,
here’s some hooks you can use:
• Carel’s mercenaries have purportedly set up
shop robbing passerby at the Ox Bridge, and
they’ve joined forces with another, much nastier
band of scavengers, the Skull Kickers. Elder Yu
calls a town council to convene.
• Hela reports back to Encross, who reaches out
to your band with a proposal: there’s been a
blight near the border, and crossings aren’t safe.
If you can deal with it, the patrician will pay you
personally.
• The second part of the tower surfaces nearby.

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